Rules | GM Screen

<- Return to All Rules (Group by Source)
<- Return to Intrigue Themes

All Rules in Intrigue Themes

+ An entry marked with this has additional sections within it.

A Game of Nobles

Source Ultimate Intrigue pg. 100
Adventuring among the double-dealing and self-serving schemes of the nobility combines the Relationships and Loyalty, The Importance of Appearances, Bargains and Compromise, and The Power of Secrets elements. Whether the PCs start off as members of the nobility, guards and servants seeking to improve their status and fortune, illegitimate children hoping to claim their noble parents’ titles, or simply adventurers hired by the wrong noble house, they quickly become tangled up in a tapestry of power and betrayal. In this theme, since the major players exercise great influence, the stakes are extremely high, allowing even lower-level PCs to become big movers and shakers as long as they are experts at playing along. When using this theme, it is understood that everyone has their own agendas and attempts to increase their personal standing, so self-serving actions are the status quo, whereas moments of true sacrifice and loyalty are rare and touching. With the shifting tides of politics, an enemy today can be a friend tomorrow, and it’s likely that many characters will be neutral on the good/evil axis, or at least only mildly good or evil, muddying the waters and making the choice of whom to support less obvious.