--- source: "Campaign Builder: Castles and Crowns" --- Courtfolk heritage characters were raised with the values and traditions of those who serve in courts, palaces, and castles, especially the courtfolk halflings from whom their name derives. No court exists without the army of courtiers, servitors, clerks, ministers, chefs, and others who maintain and run the household, so of utmost importance to the courtfolk is being of service: it is an honor for them, a profound delight to be of benefit to others and perform a job to their utmost. Their dedication comes from loyalty and compassion, rather than fear or awe of the nobles they serve. They consider it their duty to take care of their patrons’ needs, so those rulers and decision-makers can, in turn, be free to serve the country as a whole. Courtfolk are a reserved community, in general, seldom discussing with others the importance of their roles. They find contentment in any reward, praise, or even an acknowledging nod from their patrons. Many devote their lives to a singular occupation, such as chamberlain, butler, chef, or herald. Others advance through the hierarchy of the court, striving to reach as high as possible. Courtfolk take in any and all with the willingness to serve. While they may maintain a detached, professional demeanor, they have a practical, down-to-earth attitude and greatly value the bonds of family and friends. # Eye for Trouble You gain proficiency in the Insight and Perception skills. Double your **PB** for any ability check you make that uses Insight. # Servant’s Invisibility If you do not perform a visible action, speak, or otherwise draw attention for at least 1 minute, creatures nearby have trouble remembering you are even in the room. At the end of that minute and at the end of each minute where you continue to not perform a visible action, speak, or otherwise draw attention, each creature that starts its turn within 30 feet of you must succeed on a **WIS** save (**DC** equal to 8 + your CHA modifier + your **PB**) or fail to notice you, acting as if you aren’t present, for 1 minute or until you speak, perform a visible action (such as moving), or have someone draw attention to you. A creature within 5 feet of you automatically succeeds on this save. # Languages You can speak Common, Sylvan, and one additional language of your choice. Typical creatures of the courtfolk heritage choose Dwarvish —or else the most prominent language used in the court where they began their life of service.