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Charlatan

Charlatan

To be a charlatan in Enderlin is to have learned that truth is often less valuable than belief. In a world shaped by gods, magic, and ancient powers, people desperately want answers—about their futures, their fortunes, their fears. Charlatans thrive in the spaces between certainty and doubt, offering convincing lies, half-truths, and carefully crafted personas to those willing to listen. Whether posing as miracle-workers, fortune-tellers, minor nobles, or travelling healers, they understand that confidence sells better than honesty.

In the crowded streets of Mahāndra, largest city of the League of the Emerald Coast, charlatans vanish into the flow of merchants, sailors, and pilgrims. There, false credentials and quick tongues open doors to guild halls, counting houses, and private salons. In Mittemark, the capital of its namesake realm, they operate more cautiously—learning courtly manners, forged seals, and bureaucratic loopholes to survive among clerks, magistrates, and spies. A convincing accent or the right sigil can turn suspicion into opportunity.

Charlatans often begin young, learning their craft in taverns, roadside inns, and market squares. They read people as carefully as others read books—spotting grief, greed, hope, or desperation in a glance. Some sell fake potions, counterfeit relics, or invented lineages; others trade in rumors, false prophecies, or staged miracles. A few justify their deceptions as harmless comforts, while others embrace the thrill of manipulation and profit without remorse.

Life as a charlatan is one of constant motion. When a lie grows thin or a mark grows wise, it is time to move on. Many adopt multiple names and identities, leaving behind only rumors and confusion. This nomadic existence sharpens wit and caution, teaching when to speak, when to flee, and when silence is the safest mask of all.

Yet not all charlatans remain tricksters forever. Some tire of deception and seek redemption; others discover that their talents for persuasion, disguise, and misdirection are invaluable in espionage, rebellion, or adventure. A rare few even stumble into genuine heroism, finding themselves using the same skills once meant for fraud to outwit tyrants, monsters, or worse.

To be a charlatan in Enderlin is to walk the fine line between illusion and reality, to survive by intellect and nerve, and to understand a fundamental truth of the world: people will believe almost anything—if you tell it well enough.

Ability Scores

Dexterity, Constitution, Charisma

Feat

Skilled

Skill Proficiencies

Deception, Sleight of Hand

Tool Proficiency

Forgery Kit

Equipment

Choose one of the following options:

A) Forgery Kit, Costume, Fine Clothes, 15 gp
B)
50 gp


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