The lost realm of Atlantis was an imperial power that ruled over half of Thule for many hundreds of years. Katagia, Orech, Quodeth—all were jewels of greater or lesser value in the royal crown of Atlantis. To this day, a majority of nobles in the cities that were formerly part of the Atlantean Empire still claim descent from highborn Atlantean families. In fact, so much prestige is attached to these old family lines that quite a few noble clans falsely claim Atlantean descent. Your family is above any such base suspi- cions, of course.
Many Thuleans are born to lives of struggle and want, but not you. You were brought up in a life of luxury and ease that most common-born citizens (let alone jungle savages) could hardly even imagine. You had access to the finest tutors and all the privileg- es and perquisites of high station. No simple title intimidates you; you have spent your whole live rub- bing elbows with lords, princes, and panjandrums. Where you walk, common folk step aside; when you speak, people listen. You wear an invisible mantle of authority and command, and you are used to getting your way.
All nobles of Atlantean descent are human, or at least partly so. Naturally, most are full-blooded At- lanteans and belong to the Atlantean character race. However, in some places the old Atlantean families have intermarried so often with the local populations that the traditional Atlantean features and traits are virtually lost, leaving only a noble name and a family history that stretches back through the centuries. Humans of Dhari or Kalayan descent can therefore be “Atlantean” nobles, too, as can a few rare half- elves. The people of Lomar arrived in Thule after the fall of Atlantis, and never developed any tradition of rule by Atlantean masters. Likewise, no dwarf, elf, or halfling would ever be mistaken for an Atlantean of high birth.
Key Identity: Atlantean, bard, fighter, wizard
Atlantean Noble Benefits
The life of a noble is more than outrageous deca- dence. Most young nobles enjoy the best martial training available, since assassinations, duels, and feuds with rival families are commonplace occur- rences in noble life. As your fame grows, you find that mere mention of your name is enough to open almost any door in your homeland, or to set the city’s bureaucrats and panjandrums working against anyone who displeases you (other than another high noble, of course). Eventually, you may stand beside the throne as a member of the royal council—or, if necessary, you may take the throne for yourself.
Atlantean Nobles in the World
As you might expect, you are a person of great importance in your home city. Since people know you are rich and powerful, they are careful to defer to you in public—most nobles have small private armies that can do what they want to any non-noble who causes trouble. The city’s monarch or officials might eventually do something about nobles who are extremely abusive toward their social inferiors, but they might not, so commoners think twice about crossing you.
Noble families in any city constantly maneuver for influence and power, and these rivalries often become quite heated. The worst enemy you possess is probably another noble jealous of your fame or threatened by your success.
Personalising the Atlantean Noble
Each of Thule’s cities has its own traditions of nobility and trappings of power. Some cities such as Lomar or Rime have no regard for Atlantean descent at all, for ex- ample. Consequently, your home city is one of the most important determinants of the sort of noble you are.
Merchant Prince of Quodeth
Quodeth is the greatest mercantile power in Thule, and most of its nobles control rich stakes in a variety of industries and trades. Your blood may be blue, but at heart you are a man or woman of business. You own interests in merchant galleys, spice caravans, vine- yards, and silk orchards—and you’re not afraid to get your hands dirty if something or someone poses a threat to your little empire.
Patrician of Katagia
The city of Katagia is the purest example of Atlantean culture remaining in Thule, and you were raised with the finest education in the arts and sciences of Atlantis ... especially the arcane arts. Your family is wealthy and powerful, of course, but you understand that the true power of Atlantis was not measured in gold coins and loyal troops, but in knowledge. The libraries of Katagia are extensive, but many secrets of Atlantean magic and technology lie hidden beyond the city’s walls, and you mean to seek them out.
Your family represented a threat to the ruler of your home city, so they were driven into exile. Fortunately, your family was able to carry off sufficient treasure to become established in a new home, but someday you mean to return to your native city and see justice done. Which city is your true home? Where did your family find shelter? And why were they exiled to begin with?
You were brought up in a life of privilege and station. You can trace your lineage to the highborn families of the Atlantean Empire. Your word is a command, a fact others can sense in you, and your name is currency in the city from which you hail.
D&D 5th Edition
Skill Training (1st level): You are trained in His- tory and Persuasion. As a noble, you were instructed in the events that shaped your family’s legacy, and learned the arts of diplomacy.
Urgent Command (1st level): On your turn, you can use a bonus action to allow one ally within 30 feet of you to make a single melee or ranged attack as a combat reaction. You can use this ability once, and then you must rest to regain it.
Noble’s Grace (6th level): Your air of nobility and confidence gives you greater influence over other people in positions of power. You have tactical advantage on ability checks or skill checks to interact with nobles and leaders.
Noble Patriarch (10th level): You become the official patriarch of your noble house. You are nominated to a seat of power in your home city, appointed to a ruling body, or awarded some similar great honor. You gain access to the wealth of your house and the authority to command its soldiers; you have a high income, and a company of followers equivalent to legionaries (see the sidebar on page 79). At 15th level, your followers improve to veterans.
Skill Bonuses (1st level): You gain a +2 bonus to Diplomacy, Knowledge (history), and Knowledge (nobility) skill checks. As a noble, you were instructed in the events that shaped your family’s legacy, and learned who was who in the important houses.
Urgent Command (1st level): On your turn, you can spend a hero point as a swift action to allow one ally within 30 feet of you to make a single melee or ranged attack as an immediate action. Hero points you spend to perform urgent command are not permanently expended, and are regained at the end of the day.
Noble’s Grace (6th level): Your air of nobility and confidence gives you greater influence over other people in positions of power. You gain an additional +4 bonus on skill checks made to interact with nobles and leaders, out of respect for your family name.
Noble Scion (10th level): You become the official pa- triarch of your noble house. You are nominated to a seat of power in your home city, appointed to a ruling body, or awarded some similar great honor. You gain access to the wealth of your house and the authority to command its soldiers, resulting in guards and a high income (see Followers and Income, under narrative benefits).