Leadership

Leadership Roles

Ruler
The ruler is the highest-ranking person in the kingdom, above even the other kingdom leaders, 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 kingdom’s chief diplomatic officer (though most of the duties are handled by the Grand Diplomat), is the signatory for the laws affecting the entire kingdom, pardons criminals when appropriate, and is responsible for appointing characters to all the other high positions in the government (such as other leadership roles, mayors of settlements, and judges).
Benefit: Choose one kingdom attribute. Add your Charisma modifier to this attribute. If your kingdom size is 26-100, chose a second kingdom attribute and add your charisma modifier to it as well. If your kingdom’s size is 101 or more, add your charisma modifier to all three attributes.
If you marry someone of equal stations, you both can act as Ruler. You both add your Charisma modifier to the kingdom attribute(s). As long as one of you is present for 1 week per month you avoid the vacancy penalty.
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.
Rolls: Any checks or edicts not covered by other rulers

Consort
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. The ocnsort 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 the Heir comes of age and can take over as ruler.
Benefit: Add half your Charisma modifier to loyalty. If the ruler is unable 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 kingdoms Upkeep phase or unrest increases by 1.
Vacancy Penalty: None
Rolls: As ruler when Ruler is unavailable

Councilor
The Councilor acts as a liaison between the citizenry and the other kingdom leaders, parsing requests from the commonwealth and presenting the leader’s 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.
Benefit: Add 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.
Rolls: Holiday edicts

General
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.
Benefit: Add your Charisma or Strength modifier to stability.
Vacancy Penalty: Loyalty decreases by 4.
Rolls: Kingdom checks for events requiring combat.

Grand Diplomat
The Grand Diplomat is in charge of the kingdom’s foreign policy-how it interacts with 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.
Benefit: Add your Charisma or Intelligence modifier to Stability.
Vacancy Penalty: Stability decreases by 2. The kingdom cannot issue diplomatic or exploration edicts.
Rolls: Diplomatic edicts

Heir
The Heir is usually the ruler’s elders son or daughter, though some kingdoms may designate a significant adviser as Heir. The Heir’s time is mostly spent learning to become a ruler-pursing academic and martial training, touring the kingdom to get tho 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.
Benefit: Add half your charisma modifier to Loyalty. You may act as the Ruler for a turn, negating the vacancy penalty for the kingdom for having no ruler, though you do not gain the ruler benefit. Whenever you act as the ruler for the turn, you much succeed at a loyalty check during the kingdom’s upkeep phase or unrest increases by 1.
Vacancy Penalty: None
Rolls: Kingdom event rolls.

High Priest
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 religions in the kingdom, and has similar responsibilities over the lesser priests of the 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 religions in the kingdom or a neutral party representing the interests of all religions allowed by the kingdom.
Benefit: Add your charisma or Wisdom modifier to Stability.
Vacancy Penalty: Stability and Loyalty decrease by 2. During the Upkeep phase, Unrest increases by 1.
Rolls: Holiday edicts, rolls to generate magic items from Cathedrals, Shrines, and Temples.

Magister
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, wizard, or a priest of a deity of knowledge and oversees the governmental bureaucracy except regarding finance.
Benefit: Add your Charisma modifier or Intelligence modifier to Economy.
Vacancy Penalty: Economy decreases by 4.

Marshal
The Marshal ensures that the kingdom’s laws are being enforced in the remote parts of the kingdom as well as in the vicinity f 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.
Benefit: Add your Dexterity modifier or Wisdom modifier to Economy.
Vacancy Penalty: Economy decreases by 4.
Rolls: Exploration Edict

Royal Enforcer
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 eh Marshal to capture fugitives from the law. The Royal Enforcer may grant civilians the authority to kill in the name of the law.
Benefit: Add your Dexterity or Strength modifier to Loyalty. During the Upkeep phase, you may decrease Unrest by 1; if you do so you much succeed at a Loyalty check or Loyalty is decreased by 1.
Vacancy Penalty: None
Rolls: Loyalty checks to reduce Unrest or prevent Unrest increases.

Spymaster
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.
Benefit: During the Edict phase, chose one kingdom attribute (economy, Loyalty, or Stability_. Add your Dexterity or Intelligence modifier to this attribute.
Vacancy Penalty: Economy decreases by 4. During the Upkeep phase, Unrest increase by 1.
Rolls: Kingdom checks involving crime and foreigners.

Treasurer
The Treasurer monitors the state of the kingdom’s Treasury and citizen’s 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 tracts debts and credits with guilds and other governments.
Benefit: Add your Intelligence or Wisdom modifier to Economy.
Vacancy Penalty: Economy decrease by 4. The kingdom cannot collect taxes-during he Edict phase when you would normally collect taxes at all and the taxation level is considered “none.”
Rolls: Economy checks, Taxation edicts, Trade edicts

Viceroy
The Viceroy represents the Ruler’s interest on an ongoing basis in a specific location such as a colony of vassal state. The Viceroy is in effect the ruler for that territory; her orders are superseded only by direct commands from the Ruler.
Benefit: 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 spend for Viceroy duties.
Vacancy Penalty: If you have no viceroy for your vassal state, treat it as if it had the Ruler vacancy penalty.
Rolls: Vassalege edicts

Warden
The warden is responsible for enforcing the laws in larger settlements, as well as ensuring the safety of the kingdom leaders. The warden also works with the general to deploy forces to protect settlements and react to internal threats.
Benefit: Add your Constitution or Strength modifier to Loyalty.
Vacancy Penalty: Loyalty and Stability decrease by 2.
Rolls: Stability Checks

Leadership

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