Leadership Roles

In your fledgeling kingdom, each player will take on a single Role throughout the campaign. A full list of Roles and more in-dept information about their duties can be found in the PRD, but (barring extenuating circumstances) not all of those will be utilized. The list of roles the players are expected to fill is listed below, along with some key information to help you make the decision on who should fulfill which role.

Don’t worry, I’m not expecting there to be that many players! The roles that the PCs are unable to fill can be left vacant (but watch out, there are penalties) or the PCs can assign a friendly NPC to do the job. It’s not recommended that the more vital roles, those that can perform vital Domain Actions (Ruler, Magister, High Priest, General, Treasurer, Spymaster) be filled by NPCs. Once the PCs are of an appropriate level and have taken the Leadership feat, you are welcome to have cohorts fill vacant roles.

When choosing which PC should fill which role, players should consider both Ability synergy and character personality. Certain roles will always make certain Kingdom checks (and are thus able to use Regency points to add to those checks if need be) and some Domain Actions are restricted to a specific role or roles.

Ruler

Benefit: 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. A Ruler may take any Domain Action (with the exception of Espionage) that has not been taken in that Domain Turn.
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.
Note: By default, a Ruler makes all Loyalty checks for the kingdom (except Loyalty checks made during the Regency phase. See: Turn Sequence).

Treasurer

The treasurer collects taxes and keeps track of the kingdom’s treasury.
Benefit: 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.”

Note: By default, the Treasurer makes all Economy checks for the kingdom.

Warden

A warden is the chief law enforcement officer in a kingdom. Can take the Raise Army domain action.
Benefit: Add your Constitution modifier or Strength modifier to Loyalty.
Vacancy Penalty: Loyalty and Stability decrease by 2.
Note By default, the Marshal makes all Stability checks for the kingdom.

Magister

A magister is the kingdom’s first wizard and sage. Has access to the Cast Domain Spell and Forge Leyline Domain Actions.
Benefit: Add your Charisma modifier or Intelligence modifier to Economy.
Vacancy Penalty: Economy decreases by 4.

High Priest

A high priest is responsible for a kingdom’s spiritual well-being. Has access to the Cast Domain Spell Domain Action.
Benefit: 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.

General

A general is the foremost military position in a kingdom. Has access to the Raise Army Domain Action.
Benefit: Add your Charisma modifier or Strength modifier to Stability.
Vacancy Penalty: Loyalty decreases by 4.

Spymaster

The Spymaster observes the kingdom’s criminal elements and underworld and spies on other kingdoms. The Spymaster maintains a network of spies and informants. A Spymaster may take the Espionage Domain Action.
Benefit: During the Action 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.

Councilor

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.
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.

Grand Diplomat

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.
Benefit: Add your Charisma modifier or Intelligence modifier to Stability.
Vacancy Penalty: Stability decreases by 2.

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 the Marshal to capture fugitives from the law.
Benefit: 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.

Marshal

The Marshal ensures that the kingdom’s laws are being enforced in the remote parts of the kingdom and is also responsible for securing the kingdom’s borders. A Marshall can take the Raise Army Domain Action.
Benefit: Add your Dexterity modifier or Wisdom modifier to Economy.
Vacancy Penalty: Economy decreases by 4.

Leadership Roles

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