There are two types of leadership role that make up the ruling court or council of the realm. The essential leaders - the ruler, the marshal, the chancellor and the treasurer - are those without whom the realm suffers penalties and is not able to function properly.
In addition to these essential roles, the court may contain a number of non-essential leaders equal to the Ruler's Charisma modifier. These non-essential roles allow the court to be customized to fit the character of the realm, and provide benefits to the realm but no penalty if they are absent, beyond the lack of any benefit they would grant.
Leadership roles also have one or more key abilities which are important for roleplaying reasons but do not directly affect realm management rules. For example, a besieging army may make a check opposed by the Master Builder's Knowledge (Engineering) check to find a weakness in town walls, or a Spymaster may make a Perception check to notice the signs of an impending drug epidemic.
Essential Leadership Roles
Role | Benefits | Key Skills & Abilities |
---|---|---|
Ruler | Cha modifier to Economy, Loyalty and/or Stability modifier; vacancy penalty | Diplomacy, Knowledge (Nobility) |
Chancellor | Wis or Cha modifier to Loyalty modifier; vacancy penalty | Knowledge (Local), Perform (Oratory) |
Marshal | Str or Int modifier to Stability modifier; vacancy penalty | Profession (Soldier) |
Treasurer | Int modifier to Economy modifier; vacancy penalty | Profession (Merchant) |
Non-essential Leadership Roles
Role | Benefits | Useful Skills & Abilities |
---|---|---|
Grand Diplomat | Cha modifier to Loyalty modifier, better diplomatic relations | Diplomacy |
High Justiciar | Wis modifier to Stability modifier | Knowledge (history, law), Profession (lawyer) |
High Priest | Wis modifier to Loyalty modifier | Knowledge (religion), divine spellcasting |
Master Builder | Con or Int modifier to Economy modifier; additional improvement | Knowledge (Engineering) |
Magister | Int or Cha modifier to Economy modifier | Knowledge (arcana), arcane spellcasting |
Royal Executioner | Reduce unrest by 1, Loyalty -2 | Intimidate, imposing or threatening presence |
Spymaster | Dex or Int modifier to Economy, Loyalty or Stability modifier, can develop intelligence networks | Knowledge (Local) skill, Perception, Stealth |
Steward | Increase non-essential leaders by Int modifier (max 4) | Knowledge (Local), Knowledge (Nobility) |
Verderer | Decrease consumption by half Wis modifier, reduced risk of exhausting natural resources | Knowledge (Nature), Druidic spellcasting |
Warden | Con or Wis modifier to Stability modifier, warning of border threats | Survival, Perception |
Ruler
The Ruler is the primary leader of the realm. A vassal realm of size 1–20 is typically a barony and its ruler is known as a Baron or Baroness. A vassal realm of size 21–80 is typically an Earldom and its Ruler is known as a Count or Countess (Arl or Arla in Aendric). A vassal realm of size 81 or higher is typically a Duchy and its ruler known as a Duke or Duchess (Mormaer in Aendric).
Benefit: A Baron chooses one of the economy, loyalty or stability modifiers and increases it by a value equal to the ruler's charisma modifier. An Arl chooses two of the economy, loyalty or stability modifiers and increases them by a value equal to the ruler's charisma modifier. A Mormaer chooses two of the Economy, Loyalty or Stability modifiers and increases them by a value equal to the ruler's charisma modifier.
Vacancy Penalty: A realm without a Ruler cannot settle new hexes or create hex improvements (but it can build buildings). Increase unrest by 4 during each upkeep phase in which the realm has no ruler.
Key Abilities: Diplomacy, Knowledge (Nobility) skills.
Special: Two married characters can fill this role if they are married, in which case they jointly rule the realm. Both Rulers add their Charisma modifier to the realm's modifiers as appropriate for their rank, and as long as at least one Ruler is present, the realm avoids the vacancy penalty.
Essential Leaders
Chancellor
The Chancellor serves as the chief counsellor to the ruler and is charged with the responsibility of ensuring that the will of the realm's subjects is represented. Often, this role is taken by heroes who capture the public imagination
Benefit: Increase the realm's loyalty modifier by a value equal to the Master of the Commons' wisdom or charisma modifier.
Key Abilities: Knowledge (Local), Perform (Oratory) skills.
Vacancy Penalty: While the role is vacant, the realm has a -3 penalty on all loyalty checks and cannot gain benefits from festival laws. Finally, increase the realm's unrest by 1 during each upkeep phase.
Marshal
The Marshal leads the realm's armies and militias. The Marshal may also serve as general of an army.
Benefit: Increase the realm's stability modifier by a value equal to the Marshal's intelligence or strength modifier.
Key Abilities: Profession (Soldier) skill.
Vacancy Penalty: While the role is vacant, the realm has a -3 penalty on all stability checks, cannot gain benefits from promotion laws, and cannot raise armies. Finally, increase the realm's unrest by 1 during each upkeep phase.
Treasurer
The Treasurer manages the realm's finances, collects taxes and regulates economic activities.
Benefit: Increase the realm's economy modifier by a value equal to the Treasurer's intelligence modifier.
Key Abilities: Profession (Merchant) skill.
Vacancy Penalty: While the role is vacant, the realm has a -5 penalty on all economy checks, cannot gain benefits from taxation laws. Finally, increase the realm's unrest by 1 during each upkeep phase.
Non-Essential Leaders
The realm can employ a number of non-essential leaders equal to the ruler's Charisma modifier. The number of non-essential leaders can be increased if the realm employs a steward. A ruler's spouse does not increase the number of non-essential leaders.
Grand Diplomat
The Grand Diplomat is in charge of a realm's foreign relations, meeting with diplomats posted to the realm.
Benefit: Increase the realm's loyalty modifier by a value equal to the Grand Diplomat's Charisma modifier.
Key Abilities: Diplomacy skill.
Special: If the Grand Diplomat role is filled, the realm may experience better relations with other realms at the GM's discretion.
High Justiciar
The High Justiciar serves as the chief judge of the realm and is charged with the ensuring the administration of the law.
Benefit: Increase the realm's stability modifier by a value equal to the High Justiciar's wisdom modifier.
Key Abilities: Knowledge (History), Profession (Lawyer) skills.
High Priest
The High Priest guides the realm's religious needs and growth.
Benefit: Increase the realm's loyalty modifier by a value equal to the High Priest's wisdom modifier.
Key Abilities: Knowledge (Religion) skill, divine spellcasting.
Special: The faith of the High Priest is more likely to spread easily through the realm.
Master Builder
The Master Builder is in charge of developing the realm's infrastructure.
Benefit: Increase the realm's economy modifier by a value equal to the Master Builder's constitution or intelligence modifier.
Key Abilities: Knowledge (Engineering) skill.
Special: If the Master Builder role is filled, the realm may build one extra hex or town improvement each month.
Magister
The Magister supports the magical needs of the realm.
Benefit: Increase the realm's economy modifier by a value equal to the Magister's intelligence or charisma modifier.
Key Abilities: Knowledge (Arcane) skill, arcane spellcasting.
Royal Executioner
His imposing presence inspires fear among the realm's subjects, but his methods are unpopular.
Benefit: Reduce unrest by 1 during each upkeep phase, however also decrease the realm's loyalty modifier by 2.
Key Abilities: High strength, imposing weapons, exotic killing abilities.
Spymaster
The Spymaster observes the realm's underworld and criminal elements and spies on other realms.
Benefit: Increase the realm's economy, loyalty or stability (Spymaster's choice) modifier by the Spymaster's dexterity or intelligence modifier. The Spymaster can change which value he modifies during the realm's improvement phase (but only once per phase).
Key Abilities: Knowledge (Local) skill, Perception, Stealth.
Special: If the Spymaster role is filled, the realm may create intelligence networks and spys.
Steward
Sometimes known as the Master of the Royal Household or the King's Hand. The Steward serves as the ruler's assistant and secretary. With a weak or foolish ruler, the Steward may serve as the "power behind the throne."
Benefit: Increase the number of non-essential leaders that can be employed by the realm by the Steward's intelligence modifier, up to a maximum of +4. Note that the Steward still counts against the limit of non-essential leaders that can be employed.
Key Abilities: Knowledge (Local), Knowledge (Nobility) skills.
Verderer
The Verderer is charged with overseeing agriculture and natural resources.
Benefit: Decrease the realm's consumption by half (round down) of the Verderer's Wisdom modifier.
Key Abilities: Knowledge (Nature) skill, druid or domain (plant) spellcasting.
Special: If the Verderer role is filled, there is a reduced risk of exhaustion of the realm's natural resource hex improvements due to realm events.
Warden
The Warden patrols the realm's borders and outlying areas, watching for incursion and dispensing frontier justice.
Benefit: Increase the realm's stability modifier by a value equal to the Warden's wisdom or constitution modifier.
Key Abilities: Survival, Perception skills.
Special: If the Warden role is filled, the realm may get advance warning of border threats at the GM's discretion.