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 one 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 an exploration and nation building-centric campaign, it is 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 exploring new territory and expanding the kingdom at the same time. A single character can only occupy one leadership role at a time.
Titles and organizations may vary since the rulers of the kingdom can call themselves whatever they want and organize themselves as they wish.
The primary leader of the kingdom.
If the kingdom is 1 – 20 hexes the ruler is typically referred to as “Baron”. If the kingdom is 21 – 80 the ruler is typically referred to as “Duke”. If the kingdom is 81 hexes or larger the ruler is is typically referred to as “King”.
Benefit A Baron improves one of Economy, Loyalty or Stability by their Cha bonus. A Duke improves two. A King improves all three. A ruler may have a co-ruler, either a regent related by blood or a spouse. The co-ruler add their stats as well.
Penalty A kingdom without a ruler cannot act in the Improvement Phase (except the Chancellor may alter Edicts) and gains 4 Unrest during each Upkeep Phase.
The ruler’s closest adviser. The Chancellor acts as an intermediary between the citizenry and the rest of the kingdom’s officials.
Benefit Increase Loyalty by a value equal to the Councilor’s Wisdom or Charisma modifier.
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.
The leader of the kingdom’s military is charged with protecting the kingdom from external threats.
Benefit The General adds Str or Cha bonus to Stability.
Penalty Decrease Stability by 4.
The Grand Diplomat handles relations with neighboring countries and other foreign interest.
Benefit The Grand Diplomat adds Int or Cha bonus to Stability
Penalty Decrease Stability by 2, and can not issue Promotional Edicts.
The high priest guides the kingdom’s religious needs and growth.
Benefit The High Priest adds Wis or Cha bonus to Stability.
Penalty Decrease Stability and Loyalty by 2. Increase Unrest by 1.
Special If the High Priest is a cleric or druid of the Erastil or Gorumar faiths, the Stability bonus is increased by 2.
Oversees magical learning and artisan guilds.
Benefit The Magister adds Int or Cha bonus to Economy.
Penalty Decrease Economy by 4.
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.
Penalty Decrease Economy by 4.
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.
Penalty A kingdom without a Royal Assassin suffers no vacancy penalty.
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).
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.
The Treasurer organizes tax collection, and manages the treasury..
Benefit Increase Economy by a value equal to
the Treasurer’s Intelligence or Wisdom modifier.
enalty* Reduce Economy by 4, no taxes can be collected.
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.
Penalty Reduce Loyalty by 4 and Stability by 2.