The below
depicts the typical leadership roles within a kingdom, the duties that someone
in the role is expected to carry out, the benefits that the role brings and the
penalties incurred if the role is vacant.
Ruler Otto von Bismark, Human Sorcerer (+5 mod +1 misc)
The Ruler is
the highest-ranking person in the kingdom, and is expected to embody the values
of the kingdom. The Ruler performs the
kingdom's most important ceremonies (such as knighting royals and signing
treaties), is the signatory for all laws affecting the entire kingdom, pardons
criminals when appropriate, and is responsible for appointing characters to all
other high positions in the government (such as other leadership roles, mayors
of settlements, and judges).
Benefits: Choose one kingdom attribute (Economy, Loyalty, or Stability). Add your Charisma modifier to this attribute. If
your kingdom's Size is 26–100, choose a second kingdom attribute and add your Charisma
modifier to it as well. If your kingdom's Size is 101 or more, choose a third
kingdom attribute and add your Charisma modifier to it too.
If you have
the Leadership feat, the bonus from the feat applies to all kingdom attributes
you affect (one, two, or three attributes, depending on the kingdom's Size).
If you marry
someone of equal station, you both can act as Ruler. You both add your Charisma
modifiers to the kingdom attribute (or attributes, if the kingdom is large
enough). As long as one of you is present for 1 week per month, you avoid the
vacancy penalty.
In a typical
campaign where the kingdom leaders have no ties to actual nobility,
"someone of equal station" is irrelevant and your marriage is between
two Rulers. In a campaign where the leaders are nobles or royals, marrying
someone of lesser station means the spouse becomes a Consort rather than a Ruler.
Vacancy Penalty: A kingdom without a ruler cannot claim new
hexes, create Farms, build Roads, or purchase settlement districts. Unrest
increases by 4 during the kingdom's Upkeep Phase.
Consort Margot Brezeki Bismark, Human Aristocrat NPC (+3 mod)
The Consort is
usually the spouse of the Ruler, and spends time attending court, speaking with
and advising nobles, touring the kingdom to lift the spirits of the people, and
so on. In most kingdoms, you cannot have
two married Rulers and a Consort at the same time.
The Consort
represents the Ruler when the Ruler is occupied or otherwise unable to act.
With the Ruler's permission, the Consort may perform any of the Ruler's duties,
allowing the Ruler to effectively act in two places at once. If the Ruler dies,
the Consort may act as Ruler until an Heir comes of age and can take over as Ruler.
Benefits: Add half your Charisma
modifier to Loyalty. If the ruler is unavailable during a turn, you
may act as the Ruler for that turn, negating the vacancy penalty for having no Ruler,
though you do not gain the Ruler benefit. If you act as the Ruler for the turn,
you must succeed at a Loyalty check during the kingdom's Upkeep Phase or Unrest
increases by 1.
Vacancy Penalty: None.
Councilor Natalia Rovska, Human Druid (+4 mod)
The Councilor
acts as a liaison between the citizenry and the other kingdom leaders, parsing
requests from the commonwealth and presenting the leaders' proclamations to the
people in understandable ways. It is the Councilor's responsibility to make
sure the Ruler is making decisions that benefit the kingdom's communities and
its citizens.
Benefits: Add either your Charisma
modifier or Wisdom modifier to Loyalty.
Vacancy Penalty: Loyalty decreases by 2. The kingdom gains no
benefits from the Holiday edict. During the Upkeep Phase, Unrest increases by
1.
General Miro Larson, Halfling Rogue (+3 mod +1 misc)
The General is
the highest-ranking member of the kingdom's military. If the kingdom has an
army and a navy, the heads of those organizations report to the kingdom's
General. The General is responsible for looking after the needs of the military
and directing the kingdom's armies in times of war. Most citizens see the General
as a protector and patriot.
Benefits: Add your Charisma
modifier or Strength modifier to Stability.
Vacancy Penalty: Loyalty decreases by 4.
The Grand
Diplomat is in charge of the kingdom's foreign policy—how it interacts with
other kingdoms and similar political organizations such as tribes of
intelligent monsters. The Grand Diplomat is the head of all of the kingdom's
diplomats, envoys, and ambassadors. It is the Grand Diplomat's responsibility
to represent and protect the interests of the kingdom with regard to foreign
powers.
Benefits: Add your Charisma
modifier or Intelligence modifier to
Stability.
Vacancy Penalty: Stability decreases by 2. The kingdom cannot
issue Diplomatic or Exploration edicts.
The Heir is
usually the Ruler's eldest son or daughter, though some kingdoms may designate
a significant adviser (such as a seneschal) as Heir. The Heir's time is mostly
spent learning to become a ruler—pursuing academic and martial training,
touring the kingdom to get to the know the land and its people, experiencing
the intrigues of courtly life, and so on.
Because the
Heir carries the potential of being the next Ruler, the Heir's role is similar
to the Consort in that the Heir may act on behalf of the Ruler.
Benefits: Add half your Charisma
modifier to Loyalty. You may act as
the Ruler for a turn, negating the vacancy penalty for the kingdom having no Ruler,
though you do not gain the Ruler benefit.
Whenever you
act as the Ruler for the turn, you must succeed at a Loyalty check during the
kingdom's Upkeep Phase or Unrest increases by 1.
Vacancy Penalty: None.
The High
Priest tends to the kingdom's religious needs and guides its growth. If the
kingdom has an official religion, the High Priest may also be the
highest-ranking member of that religion in the kingdom, and has similar
responsibilities over the lesser priests of that faith to those the Grand
Diplomat has over the kingdom's ambassadors and diplomats. If the kingdom has
no official religion, the High Priest may be a representative of the most
popular religion in the kingdom or a neutral party representing the interests
of all religions allowed by the kingdom.
Benefits: Add your Charisma
modifier or Wisdom modifier to Stability.
Vacancy Penalty: Stability and Loyalty decrease by 2. During
the Upkeep Phase, Unrest increases by 1.
Magister Exomi, Halfling Wizard NPC (+3 mod)
Deputy: Imeckus Stroon, Human Wizard NPS (+4 mod)
Formerly: Old Beldame, Human Sorcerer NPC (+5 mod)
Formerly: Svetlana Leveton, Human Commoner NPC (+2 mod)
Deputy: Imeckus Stroon, Human Wizard NPS (+4 mod)
Formerly: Old Beldame, Human Sorcerer NPC (+5 mod)
Formerly: Svetlana Leveton, Human Commoner NPC (+2 mod)
The Magister
guides the kingdom's higher learning and magic, promoting education and
knowledge among the citizens and representing the interests of magic, science,
and academia. In most kingdoms, the Magister is a sage, a wizard, or a priest
of a deity of knowledge, and oversees the governmental bureaucracy except
regarding finance.
Benefits: Add your Charisma
modifier or Intelligence modifier to
Economy.
Vacancy Penalty: Economy decreases by 4.
The Marshal
ensures that the kingdom's laws are being enforced in the remote parts of the
kingdom as well as in the vicinity of the capital. The Marshal is also
responsible for securing the kingdom's borders. He organizes regular patrols
and works with the General to respond to threats that militias and adventurers
can't deal with alone.
Benefits: Add your Dexterity
modifier or Wisdom modifier to Economy.
Vacancy Penalty: Economy decreases by 4.
Royal Enforcer Chief Sootscale Jnr, Kobold NPC (+3 mod)
Formerly: Chief Sootscale, Kobold NPC (+3 mod)
Formerly: Chief Sootscale, Kobold NPC (+3 mod)
The Royal
Enforcer deals with punishing criminals, working with the Councilor to make
sure the citizens feel the government is adequately dealing with wrongdoers,
and working with the Marshal to capture fugitives from the law. The Royal Enforcer
may grant civilians the authority to kill in the name of the law.
Benefits: Add your Dexterity
modifier or Strength modifier to Loyalty. During the Upkeep Phase, you
may decrease Unrest by 1 (this is not affected by having the Leadership feat);
if you do so, you must succeed at a Loyalty check or Loyalty decreases by 1.
Vacancy Penalty: None.
Spymaster Sagroc the Ugly, Bogeyman NPC (+5 mod +1 misc)
Formerly: Grigori Yefimovich, Human Bard NPC (+2 mod +1 misc)
Formerly: Craggers, Human Rogue NPC (+2 mod +1 misc)
Formerly: Grigori Yefimovich, Human Bard NPC (+2 mod +1 misc)
Formerly: Craggers, Human Rogue NPC (+2 mod +1 misc)
The Spymaster
observes the kingdom's criminal elements and underworld and spies on other
kingdoms. The Spymaster always has a finger on the pulse of the kingdom's
underbelly, and uses acquired information to protect the interests of the
kingdom at home and elsewhere through a network of spies and informants.
Benefits: During the Edict Phase, choose one kingdom attribute
(Economy, Loyalty or Stability).
Add your Dexterity modifier or Intelligence modifier to this
attribute.
Vacancy Penalty: Economy decreases by 4. During the Upkeep
Phase, Unrest increases by 1.
Treasurer Alyanna Varn-Cankerbond, Human Aristocrat NPC (+2 mod)
Formerly: Oleg Leveton, Human Commoner NPC (+2 mod)
Formerly: Oleg Leveton, Human Commoner NPC (+2 mod)
The Treasurer
monitors the state of the kingdom's Treasury and citizens' confidence in the
value of their money and investigates whether any businesses are taking unfair
advantage of the system. The Treasurer is in charge of the tax collectors and
tracks debts and credits with guilds and other governments.
Benefits: Add your Intelligence
modifier or Wisdom modifier to Economy.
Vacancy Penalty: Economy decreases by 4. The kingdom cannot
collect taxes—during the Edict Phase, when you would normally collect taxes,
the kingdom does not collect taxes at all and the taxation level is considered
"none."
Viceroy
Ravenmoor: Mayor Ornigaard Korzha
Tatzleford: Akiros Ismort
Varnhold: Henry Varn
Fort Drelev: Baron Hannis Drelev
Ravenmoor: Mayor Ornigaard Korzha
Tatzleford: Akiros Ismort
Varnhold: Henry Varn
Fort Drelev: Baron Hannis Drelev
The Viceroy
represents the Ruler's interests on an ongoing basis in a specific location
such as a colony or vassal state. The Viceroy is in effect the Ruler for that
territory; her orders are superseded only by direct commands from the Ruler.
Benefits: Add half your Intelligence
or Wisdom modifier to Economy. You may assume any leadership
role (including Ruler) for your colony or vassal state, but any benefit you
provide in this role is 1 less than normal; if you do so, you must spend 7 days
that month performing duties appropriate to that leadership role in addition to
the 7 days spent for Viceroy duties.
Vacancy Penalty: If you have no Viceroy for your vassal state,
treat it as if it had the Ruler vacancy penalty.
Warden Tig Tannerson, Human Ranger NPC (+2 mod)
Formerly: Akiros Ismort, Human Barbarian NPC (+3 mod)
Formerly: Akiros Ismort, Human Barbarian NPC (+3 mod)
The Warden is
responsible for enforcing laws in larger settlements, as well as ensuring the
safety of the kingdom leaders. The Warden works with the General to deploy
forces to protect settlements and react to internal threats.
Benefits: Add your Constitution
modifier or Strength modifier to Loyalty.
Vacancy Penalty: Loyalty and Stability decrease by 2.
My Sorcerer has Charisma 16, Dexterity 14, Constitution 14 and Wisdom 14.
ReplyDeleteI don't mind what role on the council he has.
Year 2
ReplyDeleteConsort: Margot Brezeki Bismark (half of +3 mod)
Year 3
Heir: Ichabod Brezeki Bismark
In the 10 years downtime (Year 4-14):
Magister: Svetlana Leveton will be replaced by The Old Beldame (+5 mod)
Royal Assassin: Chief Sootscale will be replaced by Chief Sootscale Jnr (+3 mod)
Spymaster: Craggers will be replaced by Grigori Yefimovich (+2+1 mod)
Treasurer: Oleg Leveton will be replaced by Alyanna Varn-Cankerbond
Year 14
ReplyDeleteSpymaster: Grigori Yefimovich will be replaced by Sagroc the Bogeyman (+5+1 mod) who will also act as caretaker for all Graveyards, mwhahahaha