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. Leaders can be grouped into two types: Essential leaders (the Ruler, the Marshal, the Master of the Commons and the Treasurer) and Non-essential leaders.

For a kingdom to function, there must be a person in all of the Essential roles at a minimum. The kingdom 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 kingdom employs a steward. A ruler’s spouse does not increase the number of non-essential leaders.

In order for a leadership role to grant its bonus, the character filling that role must spend at least 1 week per month engaged in various leadership duties (and must be in appropriate places within the 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. Each leadership role has a benefit and, if the rule or essential leaders are vacant, may impose penalties on the kingdom.

Leadership roles also have one or more key abilities which are important for roleplaying reasons but do not directly affect kingdom 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.



Leadership Roles Summary

Ruler Str, Cha, Int, or Wis modifier to Economy, Loyalty and/or Stability modifier; vacancy penalty. The primary stat here may have impacts on the future of the kingdom. For instance, Str may give improved armies, Wis may give a bonus to religious endeavors, at GMs discretion.
Lord Chancellor Wis or Cha modifier to Loyalty modifier; vacancy penalty
Marshal Str or Int modifier to Stability modifier; vacancy penalty
Treasurer Int modifier to Economy modifier; vacancy penalty
Grand Diplomat Cha modifier to Loyalty modifier
High Justicar Wis modifier to Stability modifier
High Priest Wis modifier to Loyalty modifier
Master Builder Con or Int modifier to Economy modifier; additional improvement
Magister Int or Cha modifier to Economy modifier
Royal Executioner Reduce unrest by 1, Loyalty -2
Spymaster Dex or Int modifier to Economy, Loyalty or Stability modifier
Steward Increase non-essential leaders by Int modifier, max 4
Verderer Decrease consumption by half Wis modifier
Warden Con or Wis modifier to Stability modifier

Leadership Role Descriptions

Essential Leaders:

Ruler: The Ruler is the primary leader of the kingdom. Unlike the other leadership roles, in the Brevic system, a Ruler typically uses one of three distinct titles, depending on the current size of the kingdom. A sovereign country of size 1–20 is known as a grand duchy and its ruler is known as a Grand Duke or Duchess (Brevic GrosserHerzog). A sovereign country of size 21–80 is known as a principality and its Ruler is known as a Prince or Princess (Brevic Prinz). A sovereign country of size 81 or higher is known as a kingdom and ruled by a King or Queen (Brevic Konig).

  • Benefit: A Grand Duke chooses one of the economy, loyalty or stability modifiers and increases it by a value equal to the ruler’s charisma modifier. A Prince chooses two of the economy, loyalty or stability modifiers and increases them by a value equal to the ruler’s charisma modifier. A King 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 kingdom 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 kingdom 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 kingdom. Both Rulers add their Charisma modifier to the kingdom’s modifiers as appropriate for their rank, and as long as at least one Ruler is present, the kingdom avoids the vacancy penalty.

Chancellor: Sometimes known as the Master of the Commons. The Chancellor serves as the chief counselor to the ruler and is charged with the responsibility of ensuring that the will of the kingdom’s subjects is represented. Often, this role is taken by heroes who capture the public imagination

  • Benefit: Increase the kingdom’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 kingdom has a -3 penalty on all loyalty checks and cannot gain benefits from festival laws. Finally, increase the kingdom’s unrest by 1 during each upkeep phase.

Marshal: Sometimes known as the General or Lord Commander. The Marshal leads the realm’s armies and militias. The Marshal may also serve as general of an army.

  • Benefit: Increase the kingdom’s stability modifier by a value equal to the Marshal’s intelligence or strength modifier.
  • Key Abilities: High BAB, Profession (Soldier) skill.
  • Vacancy Penalty: While the role is vacant, the kingdom has a -3 penalty on all stability checks, cannot gain benefits from promotion laws, and cannot raise armies. Finally, increase the kingdom’s unrest by 1 during each upkeep phase.

Treasurer: Sometimes known as the Master of Coin or Keeper of the Coin. The Treasurer manages the kingdom’s finances, collects taxes and regulates economic activities.

  • Benefit: Increase the kingdom’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 kingdom has a -3 penalty on all economy checks, cannot gain benefits from taxation laws. Finally, increase the kingdom’s unrest by 1 during each upkeep phase.

Non-essential Leaders
The kingdom 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 kingdom 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 kingdom’s foreign relations, meeting with diplomats posted to the kingdom.

  • Benefit: Increase the kingdom’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 kingdom may experience better relations with other nations at the GM’s discretion.

High Justicar: Sometimes known as the Master of Justice. The High Justicar serves as the chief judge of the realm and is charged with the ensuring the administration of the law.

  • Benefit: Increase the kingdom’s stability modifier by a value equal to the High Justicar’s wisdom modifier.
  • Key Abilities: Knowledge (History), Profession (Lawyer) skills.

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

  • Benefit: Increase the kingdom’s loyalty modifier by a value equal to the High Priest’s wisdom modifier.
  • Key Abilities: Knowledge (Religion) skill, divine spellcasting.

Master Builder: The Master Builder is in charge of developing the realm’s infrastructure.

  • Benefit: Increase the kingdom’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 kingdom may build one extra hex or town improvement each month.

Magister: The Magister supports the magical needs of the kingdom.

  • Benefit: Increase the kingdom’s economy modifier by a value equal to the Magister’s intelligence or charisma modifier.
  • Key Abilities: Knowledge (Arcane) skill, arcane spellcasting.

Royal Assassin: Sometimes known as the Royal Headsman or the Royal Executioner. His imposing presence inspires fear among the kingdom’s subjects, but his methods are unpopular.

  • Benefit: Reduce unrest by 1 during each upkeep phase, however also decrease the kingdom’s loyalty modifier by 2.
  • Key Abilities: High strength, imposing weapons, exotic killing abilities.

Spymaster: Sometimes known as the Master of Whispers. The Spymaster observes the kingdom’s underworld and criminal elements and spies on other kingdoms.

  • Benefit: Increase the kingdom’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 kingdom’s improvement phase (but only once per phase).
  • Key Abilities: Knowledge (Local) skill, Perception, Stealth.
  • Special: If the Spymaster role is filled, the kingdom may get advance warning of threats at the GM’s discretion.

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 kingdom 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: Sometimes known as the Verderer, Master of Gardens, or the Forest Warden. Verderer is charged with overseeing agriculture and natural resources.

  • Benefit: Decrease the kingdom’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 kingdom’s natural resource hex improvements due to kingdom events.

Warden: Sometimes known as Constable or Master of the Hunt. The Warden patrols the kingdom’s borders and outlying areas, watching for incursion and dispensing frontier justice.

  • Benefit: Increase the kingdom’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 kingdom may get advance warning of border threats at the GM’s discretion.

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Leadership Roles

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