Leadership Roles

A healthy kingdom has leaders filling a number of different
roles. Each leader grants the kingdom different benefits;
leaving a role unfilled can penalize the kingdom.
In order for a Leadership role to grant its bonus, the
character in that particular role must spend at least 1 week per
month engaged in various leadership duties (during which
time the PCs must be located within a hex that is part of their
kingdom). For this campaign, it’s best to have the party pick
the same week to dedicate to their administrative duties so
that all of the PCs are all available for “adventuring duty”
at the same time. A single character can only occupy one
leadership role at a time.

Ruler
The ruler is the primary leader of the kingdom. Unlike the other
leadership roles, a ruler uses one of three distinct titles, depending
on the current size of the kingdom. For a kingdom of size 1–20,
its ruler is known as a baron or baroness. For a kingdom of size
21–80, its ruler is known as a duke or duchess. A kingdom of size
81 or higher is ruled by a king or queen.

Benefit: A baron or baroness chooses one of a nation’s statistics
(Economy, Loyalty, or Stability) and modifies that score by
a value equal to the character’s Charisma modifier. A duke
or duchess chooses two of these values to modify. A king or
queen modifies all three values.

Vacancy Penalty: A kingdom without a ruler cannot claim new
hexes, create farmlands, build roads, or purchase city districts.
Increase Unrest by 4 during each Upkeep phase in which the
kingdom has no ruler.

Special: Two characters can fill this role if they become married, in
which case the two rulers can jointly command the kingdom.
Both rulers apply their Charisma modifiers to the kingdom’s
Stability, Economy, and Loyalty checks as appropriate for their
rank, and as long as one of the two rulers is present for 1 week
per month, they avoid the vacancy penalty.

Councilor
The councilor ensures that the will of the citizenry is represented.

Benefit: Increase Loyalty by a value equal to the Councilor’s
Wisdom or Charisma modifier.

Vacancy Penalty: Decrease Loyalty by 2; the kingdom cannot
gain benefits from festivals. Increase Unrest by 1 during each
Upkeep phase in which the kingdom has no Councilor.

General
The General commands the kingdom’s armies and is a public hero.

Benefit: Increase Stability by a value equal to the General’s
Strength or Charisma modifier.

Vacancy Penalty: Decrease Stability by 4.

Grand Diplomat
The Grand Diplomat oversees international relations.

Benefit: Increase Stability by a value equal to the Grand Diplomat’s
Intelligence or Charisma modifier.

Vacancy Penalty: Decrease Stability by 2; the kingdom cannot
issue Promotion Edicts.

High Priest
The high priest guides the kingdom’s religious needs and growth.

Benefit: Increase Stability by a value equal to the High Priest’s
Wisdom or Charisma modifier.

Vacancy Penalty: Decrease Stability and Loyalty by 2. Increase
Unrest by 1 during each Upkeep phase in which the kingdom
has no High Priest.

Magister
The Magister guides a kingdom’s higher learning and magic.

Benefit: Increase Economy by a value equal to the Magister’s
Intelligence or Charisma modifier.

Vacancy Penalty: Decrease Economy by 4.

Marshal
The Marshal helps organize patrols and enforces justice in rural
and wilderness regions.

Benefit: Increase Economy by a value equal to the Marshal’s
Dexterity or Wisdom modifier.

Vacancy Penalty: Decrease Economy by 4.

Royal Assassin
The Royal Assassin can serve as a public executioner, a headsman,
or a shadowy assassin.

Benefit: Increase Loyalty by a value equal to the Royal Assassin’s
Strength or Dexterity modifier. Fear inspired by the Royal
Assassin reduces Unrest by 1 during each Upkeep phase.

Vacancy Penalty: A kingdom without a Royal Assassin suffers no
vacancy penalty.

Spymaster
The Spymaster observes the kingdom’s underworld and criminal
elements and spies on other kingdoms.

Benefit: Increase Loyalty, Economy, or Stability (Spymaster’s
choice) by a value equal to the Spymaster’s Dexterity or
Intelligence modifier. The Spymaster can change which value
he modifies during the kingdom’s Improvement phase (but
only once per phase).

Vacancy Penalty: Reduce Economy by 4 because of out-of-control
crime. Increase Unrest by 1 during each Upkeep phase in which
the kingdom has no Spymaster.

Treasurer
The Treasurer organizes tax collection, and manages the treasury.

Benefit: Increase Economy by a value equal to the Treasurer’s
Intelligence or Wisdom modifier.

Vacancy Penalty: Reduce Economy by 4; the kingdom cannot
collect taxes.

Warden
The Warden leads the kingdom’s defense and city guards.

Benefit: Increase Loyalty by a value equal to the Warden’s Strength
or Constitution modifier.

Vacancy Penalty: Reduce Loyalty by 4 and Stability by 2.

Leadership Roles

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