House Rules: Nation Building - Leadership Roles

A stable nation has leaders that fill different roles—tending to the economy, defense, and health of its citizens. PCs and NPCs can fill these roles; your fighter may be the kingdom’s Warden, the party cleric its High Priest, and so on. Each role grants the nation different benefits.

A character can only fill one leadership role at a time. For example, your character can’t be both the Ruler and the High Priest. Even if you want the Ruler to be the head of the nation’s religion, she’s too busy ruling to also do the work of a High Priest; she’ll have to appoint someone else to do that work. However, a leader can perform another role's leadership action at double the BP cost with a disadvantage to their leadership check.

The nation must have someone in the Ruler role to function; without a Ruler, the nation cannot perform basic actions and gains Unrest every turn. All other roles are optional, though leaving certain roles vacant gives your nation penalties.

These leadership roles can be a part of any form of government; in some nations they take the form of a formal ruling council, while in others they may be advisers, ministers, relatives of the leader, or simply powerful nobles, merchants, or bureaucrats with access to the seat of power. The names of these roles are game terms and need not correspond to the titles of those roles in the nation—the Ruler of your nation may be called king, queen, chosen one, padishah, overlord, sultan, and so on.

Responsibilities of Leadership: In order to gain the benefits of leadership, you must spend at least 7 days per month attending to your duties; these days need not be consecutive. This can be roleplayed or can be assumed to run in the background without needing to be defined or actively played out. Time spent ruling cannot be used for adventuring, crafting magic items, or completing other downtime activities that require your full attention and participation. Failure to complete your duties during a turn means treating the role as thought it’s vacant.

For most campaigns, it’s best to have the PCs pick the same days of the month for these administrative duties, so everyone is available for adventuring at the same time.

PCs and NPCs as Leaders: These rules include enough important leadership roles that a small group of PCs can’t fill them all. You may have to recruit NPCs to fill out the remaining necessary roles for your nation. Cohorts, followers, and even intelligent familiars or similar companions can fill leadership roles, and you may want to consider inviting allied NPCs to become rulers, such as asking a friendly ranger you rescued to become the nation’s Marshal.

Leadership Skill: Each leadership role has two or more skills to use for their Leadership check. These skills are vital to fulfill role's duties.

Vacancy Penalty: This line explains the penalty to your nation if no character fills this role, or if the leader fails to spend the necessary time fulfilling his responsibilities. Some roles have no vacancy penalty. If a character in a role is killed or permanently incapacitated during a turn and not restored to health by the start of the next nation turn, that role counts as vacant for that next turn, after which a replacement can be appointed to the role.

Like benefits, most vacancy penalties are constant, last as long as that role is vacant, and don't stack with themselves. If a vacant role lists an increase to Unrest, however, that increase does not go away when the role is filled. For example, if the nation doesn't have a ruler for a turn, Unrest increases by 4 and doesn't automatically return to its previous level when you eventually fill the vacant Ruler role.

Abdicating a Role: If you want to step down from a leadership position, you must find a replacement to avoid incurring the appropriate vacancy penalty for your position. Abdicating a position increases Unrest by 1 and requires a Loyalty check; if the check fails, the vacancy penalty applies for 1 turn while the new leader transitions into that role. If you are the Ruler, abdicating increases Unrest by 2 instead of 1, and you take a –4 penalty on the Loyalty check to avoid the vacancy penalty.

If you are not the Ruler and are leaving one leadership role to take a different one in the nation, the Unrest increase does not occur and you gain a +4 bonus on the Loyalty check to avoid the vacancy penalty.

Leadership Actions: If you are in a leadership position, there are certain actions related to your position that you can do that affect your nation. Unless otherwise specified, you can perform the same leadership action repeatedly as long as you have enough BP to pay for them. In addition to the action's base cost, you may spend additional BP to gain a +1 bonus on your leadership check for each additional BP spent. A failed check still expends all spent BP.

Leadership Check: In order to succeed your leadership action, you must succeed a leadership check. To make a Leadership check, choose one of your Leadership Skills and roll a check with it. If you have the Leadership feat, add a +1 bonus to your check for every 5 points of your leadership score. Finally, add the modifier of your nation's attribute (Economy, Loyalty, or Stability) that is relevent to the check. The DC of your leadership check is typically equal to your nation's Control DC, but may be modified by the GM depending on the circumstances.

Expense Coverage: As a leader of a nation, you are grants a monthly stipend to cover your expenses as payment for your public service. This coverage allows you to acquire services and nonmagical items that cost up to a certain limit. Your coverage limit depends on your nation's size and taxation level. You can requisition only one item at a time, and each item requires an hour to be retrieved.

Regardless of your nation's size, each leader may make their home in the most expensive unoccupied lodging building built in your capital settlement (Tenement, House, Mansion, Noble Villa, Castle, Palace). Otherwise, the leader must make their own living arrangements with their own resources.

Table: Leadership Expense Coverage

Nation Size Coverage Limit
Fine Aside from your lodging, you do not receive any additional stipend, and must pay for your own food and supplies.
Diminutive 5 sp
Tiny 1 gp
Small 5 gp
Medium 10 gp
Large 25 gp
Huge 50 gp
Gargantuan 100 gp
Colossal 250 gp
(+1) (+150 gp)

Ruler

The Ruler is the highest-ranking person in the nation, above even the other nation leaders, and is expected to embody the values of the nation. The Ruler performs the nation's most important ceremonies (such as knighting royals and signing treaties), is the nation's chief diplomatic officer (though most of these duties are handled by the Grand Diplomat), is the signatory for all laws affecting the entire nation, pardons criminals when appropriate, and is responsible for appointing characters to all other high positions in the government (such as other leadership roles, mayors of settlements, and judges).

In a campaign where the leaders are nobles or royals, marrying someone of lesser station means the spouse becomes a Consort rather than a Ruler.

If your nation's rulership edict is set to committee, the nation may have two or more Rulers. Each Ruler may perform Rulership action independently of each other, but each of them receives a -2 penalty to their Leadership checks each Ruler in addition to the first.

If your nation's rulership edict is set to assembly, then the DC to all your Leadership checks increases by an amount for each additional person that forms your nation's committee or assembly. The amount is based on the other person's attitude to the Ruler. The DC can never go below the nation's Control DC.

Table: Assembly Attitudes

Attitude DC Modifier
Hostile +3
Unfriendly +2
Indifferent +1
Friendly +0
Helpful -2
  • Leadership Skill: Bluff, Diplomacy, Intimidate, Knowledge (nobility), Sense Motive.
  • Vacancy Penalty: A nation without a ruler cannot claim new hexes or purchase terrain or settlement improvements. Increase Unrest by 4 during each Upkeep phase.
  • Actions:
    • Abandon Hex (0 BP; Stability): You may abandon any number of hexes to reduce your nation's Size (which you may wish to do to manage Consumption). Doing so increases Unrest by 1 for each hex abandoned (or by 4 if the hex contained a settlement). This otherwise functions like losing a hex due to unrest (see Step 4 of the Upkeep Phase).
    • Claim Hex (1 BP; Stability): For your nation to grow, you must claim additional hexes. You can only claim a hex that is adjacent to at least 1 other hex in your nation. Before you can claim it, the hex must first be explored, then cleared of monsters and dangerous hazards (see Steps 2 and 3 of Founding a Settlement for more details). Then, to claim the hex, spend 1 BP; this establishes the hex as part of your nation and increases your nation's Size by 1. You may perform this action multiple times per turn. If you claim hexes beyond your nation's expansion limit, the cost is 1 BP higher than the previous claimed hex.
    • Garner Support (1 BP; Loyalty): You go on tours or arrange special events to meet with various members of the general population of your nation, or especially influential individuals. You speak with them to improve their morale and support for your government. A successful Leadership check gives your nation a +1d4 bonus to Loyalty until the end of your next Decision Phase, plus an additional +1d4 for every 10 that your check beats the DC. For every 10 that you fail your check, your nation instead receives a -1d4 penalty to Loyalty as you misread the public's mood, and end up insulting them.
    • Improve Settlement (use building's cost): You commission the construction of a building in one of your settlements. You may perform this action multiple times per turn. If you improve settlements beyond your nation's expansion limit, the cost for each following building increases by a number of BP equal to the number over the building expansion limit.
    • Improve Terrain (use improvement's cost): You commission the construction of a terrain improvement in one of your nation's hexes. You may perform this action multiple times per turn. If you improve hexes beyond your nation's expansion limit, the cost for each following improvement increases by a number of BP equal to the number over the terrain improvement expansion limit.
    • Issue Edict (see edict description): Select or adjust your edict levels for any edict not covered by the other Leadership roles. (see Edicts). You can take this action only once per Decision Phase per different type of edict.
    • Other Leadership Actions (varies): As the nation ultimate authority, you may involve yourself in the affairs of other leadership roles, and perform actions available to them. However, each action costs 2 BP, and you receive a -5 penalty to their check.
    • Prepare Hex (cost varies): You prepare a claimed hex to place a settlement. You cannot choose a hex that was claimed during this Decision Phase. See the Preparation Cost column on Table: Terrain and Terrain Improvements for the BP cost.
    • Secure Financial Backing (1 BP; Loyalty): You arrange for special meetings with the wealthy and influential people of your nation to convince them to invest funds and resources in government work. A successful Leadership check gives your nation a +1d4+1 bonus to Economy until the end of your next Decision Phase. For every 10 that you fail your check, the people are insulted by your request, and your nation instead receives a -1d4 penalty to Loyalty.
    • Steward the realm (1 BP; Stability): You focus your efforts and resources into overseeing your nation's health. A successful Leadership check gives your nation a +1d4+1 bonus to Stability until the end of your next Decision Phase. For every 10 that you fail your check, your nation instead receives a -1d4 penalty to Stability as you mismanage your nation's operations and resources.
    • War Edict (0 BP; Loyalty):** You declare or end a war with another nation. If you fail your leadership check, your nation incurs 1d4 Unrest, with an additional 1d4 Unrest for every 10 that you fail the check.

Consort

The Consort is usually the spouse of the Ruler, and spends time attending court, speaking with and advising nobles, touring the nation to lift the spirits of the people, and so on. In most nations, you cannot have two married Rulers and a Consort at the same time.

The Consort 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.

  • Leadership Skills: Bluff, Diplomacy, Intimidate, Knowledge (nobility), Sense Motive.
  • Vacancy Penalty: None.
  • Actions: Same as Ruler, except you have disadvantage to your Leadership checks.

Councilor

The Councilor acts as a liaison between the citizenry and the other nation 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 nation's communities and its citizens.

  • Leadership Skills: Diplomacy, Knowledge (local), Sense Motive.
  • Vacancy Penalty: Loyalty decreases by 2. The nation gains no benefits from the Holiday edict. Increase Unrest by 1 during each Upkeep phase.
  • Actions:
    • Calm Public (1 BP; Loyalty): Through public assemblies and a network of speakers, you listen to and speak with your nation's people, easing their concerns. A successful chec reduces Unrest by 1d4+1.
    • Festival Edict (see Festival Edicts): You issue a festival edict. You can take this action only once per Decision Phase.
    • Holiday edict (see Holiday Edicts): You issue or adjust your holiday edict levels. You can take this action only once per Decision Phase.
    • Social edict (see Social Edicts): You issue or adjust your nation's social edicts. You can take this action only once per Decision Phase.
    • Supply Settlement (Economy): You supply a settlement with an amount of BP of your choosing. Failing the check by 9 or less results in the settlement receiving 1 BP less than the amount that you initially sent as unscrupulous servants skim off some of the supplies for themselves. For every 10 that you fail your check, the amount of BP is redcued by an additional 1d4 (minimum 0). A settlement is fully stocked when its supplies reach an amount of BP equal to the number of its districts plus 2 per Granary, Stockyard, and Warehouse.

Enforcer

The 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. The Enforcer may grant civilians the authority to kill in the name of the law.

  • Leadership Skills: Intimidate, Survival.
  • Vacancy Penalty: None.
  • Actions:
    • Assassination (1 BP; Stability): Using subtlety or brute force, you assassinate your target. Select an NPC as your target, and add his CR to the Leadership DC. A successful check results in the target being killed. If you fail by 9 or less, your nation's Unrest increases by 1d4, and the target survives but does not know that you were behind the attack. For every 10 that you fail your check, your nation's Unrest increases by an additional 2d4, and the target survives and knows that you were behind the attack.
    • Reduce Strife (1 BP; Loyalty): You make a few discreet encounters with vocal dissidents in the middle of the night, or make several notable public appearance to remind the population the ultimate penalty. A successful check reduces 1d4+1 Unrest. For every 10 that you fail your check, your nation's Unrest increases by 1d4.

General

The General is the highest-ranking member of the nation's military. If the nation has an army and a navy, the heads of those organizations report to the nation's General. The General is responsible for looking after the needs of the military and directing the nation's armies in times of war. Most citizens see the General as a protector and patriot. The General makes all nation checks for the nation's armies (see Mass Combat)

  • Leadership Skills: Intimidate, Knowledge (martial), Profession (soldier).
  • Vacancy Penalty: Loyalty decreases by 4.
  • Actions:
    • Equip Army (see army resource cost): You purchase a resource for an army unit. The unit must be garrisoned. The unit will acquire the resource at the start of your next nation turn. See Mass Combat: Equipping Your Army.
    • Military Edicts (see Military Edicts): You adjust your nation's Military Edicts. You can take this action only once per Decision phase.
    • Raise Morale (1 BP; Loyalty): You tour one of your nation's armies, speaking with the soldiers and raising their morale. Select one of your nation's armies. If you succeed your check, you increase the morale of all units in that army by 1. You can use this action only once per Decision phase per army.
    • Recruit Army Unit (see description; Loyalty): Select a settlement. You must pay 1 BP per 5 recruits; this number of recruits per BP increases if you have certain military buildings in that settlement. These new recruits arrive at the start of your next Decision phase, but are not yet an army until they are trained (see Train Army Unit action). See Mass Combat: Recruiting an Army.
    • Supply Garrisoned Army (Economy): You supply an army garrisoned in a settlement with an amount of BPof your choosing. Failing the check by 4 or less results in the army receiving 1 BP less than the amount that you initially sent as unscrupulous servants or soldiers skim off some of the supplies for themselves. For every 10 that you fail your check, the amount of BP is reduced by an additional 1d4 (minimum 0).
    • Train Army Unit (see description; Loyalty): You form a new army unit from a pool of recruits. You pay an amount of BP equal to the desired unit's UCR and make a Loyalty check. If you succeed, the unit will be ready for deployment at the start of the next Decision phase. If the check fails, the unit is not ready, and you will need to spend the same amount of BP again and make another Loyalty check to see if the unit will be ready on the following Decision phase. See Mass Combat: Recruiting an Army. Alternatively, you can improve an existing unit through training to increase its level by 1. While training, the unit must be garrisoned, and cannot take any other action. Training a unit costs BP equal to the unit's current UCR (minimum 1 BP). Add the unit's current UCR to the Control DC. Your unit's training will require a number of months equal half of its current UCR (minimum 1 month) and will be ready for deployment at the start of the following Decision phase.

Grand Diplomat

The Grand Diplomat is in charge of the nation's foreign policy—how it interacts with other nations and similar political organizations such as tribes of intelligent monsters. The Grand Diplomat is the head of all of the nation's diplomats, envoys, and ambassadors. It is the Grand Diplomat's responsibility to represent and protect the interests of the nation with regard to foreign powers.

  • Leadership Skills: Bluff, Diplomacy, Intimidate, Knowledge (nobility), Sense Motive.
  • Vacancy Penalty: Stability decreases by 2. The nation cannot issue Diplomatic or Exploration edicts.
  • Actions:
    • Diplomatic edicts (see Diplomatic Edicts): You issue or adjust your diplomatic edicts. You can take this action only once per Decision Phase.
    • Improve Foreign Relations (1 BP; Stability): You begin a dialog with representatives of another nation to forge better relations with them. Select another nation.
    • Increase Immigration (1 BP; Loyalty): You temporarily provide aid to foreigners to make it easier for them to immigrate and settle in your nation. A successful check reduces your nation's casualties by 1d4+1.

Heir

The Heir is the person next in line to become Ruler. The Heir's time is mostly spent learning to become a ruler—pursuing academic and martial training, touring the nation to get to the 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.

  • Leadership Skills: Bluff, Diplomacy, Intimidate, Knowledge (nobility), Sense Motive.
  • Vacancy Penalty: None.
  • Actions: Same as Ruler, except you have disadvantage to your Leadership check.

High Priest

The High Priest tends to the nation's religious needs and guides its growth. If the nation has an official religion, the High Priest may also be the highest-ranking member of that religion in the nation, and has similar responsibilities over the lesser priests of that faith to those the Grand Diplomat has over the nation's ambassadors and diplomats. If the nation has no official religion, the High Priest may be a representative of the most popular religion in the nation or a neutral party representing the interests of all religions allowed by the nation.

  • Leadership Skills: Diplomacy, Knowledge (religion), Sense Motive.
  • Vacancy Penalty: Stability and Loyalty decrease by 2. Increase Unrest by 1 during each Upkeep phase.
  • Actions:
    • National Blessing (1 BP; Stability): You organize the nation's clergymen to beseech the gods to provide their blessing upon your nation. Select one of your nation's leaders. You provide a +1d4+1 enhancement bonus to their Leadership checks until the end of your nation's next Decision Phase.
    • National Succor (1 BP; Loyalty): You organize the nation's clergymen to provide relief and comfort to your nation's populace. Reduce Unrest by 1d4+1.
    • Religious Festival (see Festival Edicts) You call organize a religious festival. See Festival Edicts for details.

Magister

The Magister guides the nation's higher learning and magic, promoting education and knowledge among the citizens and representing the interests of magic, science, and academia. In most nations, the Magister is a sage, a wizard, or a priest of a deity of knowledge, and oversees the governmental bureaucracy except regarding finance.

  • Leadership Skills: Knowledge (arcana), Knowledge (planes), Profession (scribe), Spellcraft, Use Magic Device.
  • Vacancy Penalty: Economy decreases by 4.
  • Actions:
    • Commission Edict: See Commission Edict. You can take this action multiple times per Decision phase, however there is a risk of Unrest of taking it more than once.
    • Curse Nation (1 BP; Economy): You organize the magical forces of your nation to cast a widespread curse upon the target nation. Select a nation and choose one of the following attributes: Economy, Loyalty, Stability. All leadership checks made for that attribute by the target nation receives a -2 enchantment penalty until your nation's next Decision phase.
    • Divert Magical Resources (1 BP; Economy): You divert your nation's magical resources of medium and major item slots for one month, reducing construction cost for buildings in the same city or terrain improvements in adjacent hexes by 3 BP for each major slot commissioned, and 2 BP for each medium slot. You can take this action multiple times per Decision phase, but each time after the first generates 1 point of Unrest, representing the anger and resentment of other customers from having their own requests being superseded by those of the country’s rulers, and of the crafters themselves for being forced to work on demand.
    • Enchant Nation (1 BP; Economy): You organize the magical forces of your nation to cast a nation wide enchantment. Select one of your nation's leaders. You provide a +1d4+1 enhancement bonus to their Leadership checks until your nation's next Decision Phase.
    • Vacate Magic Item Slot (1 BP; Economy): You manipulate your nation's economy to encourage an NPC to purchase a magical item currently occupying a settlement's magic item slot. The check's DC increases by 1 for every 1,000 gp of the item's value. Every time you make this check, your nation's Economy suffers a cumulative -1 penalty until the next Decision Phase.

Marshal

The Marshal ensures that the nation's laws are being enforced in the remote parts of the nation as well as in the vicinity of the capital. The Marshal is also responsible for securing the nation's borders. He organizes regular patrols and works with the General to respond to threats that militias and adventurers can't deal with alone.

  • Leadership Skills: Knowledge (geography), Knowledge (nature), Survival.
  • Vacancy Penalty: Economy decreases by 4.
  • Actions:
    • Assign Scouts: You may assign a scout team to a new home base (any hex with a settlement, Fort, or Watchtower that may house the team's size). The scout team must already be garrisoned at their current home base. You may perform this action once per available scout team per Decision Phase.
    • Equip Scouts (use army resource cost): You purchase and equip an army resource for a scout team. The team must be garrisoned. See Mass Combat: Equipping Your Army.
    • Explore Hexes (see description): You send a scout team to explore hexes. You can assign any number of unassigned hexes for the scout team to explore, and the time to travel and explore those hexes follow the standard rules (see Exploration and Movement in Sandbox Campaigns. If there is an encounter in one of the explored hex, make a Stability check and add the scout team's ACR to the check, and the encounter's CR to the DC. A successful check means that the hex has been explored, that your scout team overcame any encounter in the hex, earn XP for the encounter's CR, and you gain full knowledge of that hex's contents. Failure represents that the scout team was lost, and the hex remains unexplored. For every 10 that you fail your check, Unrest increases by 1 as rumours of danger spread or whatever killed your scouts becomes agitated. You may performed this action once per available scout team per Decision Phase.
    • Recruit Scouts (see description; Loyalty): You recruit a team of scouts who are needed for many of your Leadership actions. A scout team is recruited and behaves as an army (see Mass Combat: Recruiting an Army rules). When a scout team is created, you must assign it a home base with enough capacity to garrison it.
    • Scout Armies (see description; Stability): You have your scouts report to you the positions of every army they can find in your nation. For each day of scouting, spend 1 BP per and make a Leadership check. Your check is calculated against each foreign army on any of your nation's hexes. Each army's size modifies the DC to beat in order to scout that army. You also receive a -1 penalty for every 100 hexes of your nation's size. A successful check allows you to know the position, size, and heading of the target army. See Table:Scouting Armies DC below for each army's size and DC modifier.
    • Train Scouts (see description; Loyalty): You train recruits into a new scout team or improve the skills of an existing scout team in the same manner as an army. See the General leadership action Train Army for details.
  • Special Unit
    • Scout Team: Scouts behave as armies, and can be used as such, though their primary purpose is to explore hexes and clear them of dangers. A scout team away from their home base is unavailable for orders unless they have a means of direct communication with the Marshal. Unlike normal armies, you do not need to pay Consumption for a scout team garrisoned at their home base, as its members are able to rest and support themselves at their own homes. Scout teams garrisoned at locations other than their home base incur monthly Consumption cost as normal. Unlike armies, scout teams in the field pay Consumption monthly instead of weekly.

Table: Scouting Armies DC

Army Size DC modifier
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium +0
Large -1
Huge -2
Gargantuan -4
Colossal -8
(+1) (-2)

Spymaster

The Spymaster observes the nation's criminal elements and underworld and spies on other nations. The Spymaster always has a finger on the pulse of the nation's underbelly, and uses acquired information to protect the interests of the nation at home and elsewhere. The Spymaster must recruit agents and contacts to execute Counter-Espionage, Espionage Edict and Influence Target actions. Without them, the Spymaster is able to execute only one of the three aforementioned actions once per Decision Phase.

  • Leadership Skills: Bluff, Disguise, Knowledge (local), Perception, Sense Motive, Stealth.
  • Vacancy Penalty: Economy decreases by 4. Increase Unrest by 1 during each Upkeep phase.
  • Actions:
    • Counter-Espionage (1 BP; Stability): You task your spy network to focus on uncovering and halting covert foreign operations within your nation. Increase the DC for all Spymaster actions made by another nation targeting your nation by 2 until your next the beginning of your next Decision phase. For every 5 that you beat the DC, increase the DC bonus by 1.
    • Equip Agent (use army resource cost):
    • Espionage Edict (see Espionage Edicts): You issue your espionage edicts. You may take this action multiple times during the Decision Phase.
    • Influence Target (1 BP; Economy): Through bribery or blackmail, you gain significant influence of an individual. Select a target character to influence, and another character to benefit from the influence. The target character becomes helpful to the benefiting character until the beginning of your next Decision Phase.
    • Recruit Agent (see description; Loyalty): You recruit an agent to carry out espionage mission on behalf of the nation. Recruiting an agent costs BP equal to the agent's CR and succeeding a Loyalty check. A failed check results in the agent refusing to be employed in your service, and the BP spent is lost. Recruiting an agent requires a Military Academy in the settlement where the recruitment is performed.
    • Recruit Contact (1 BP; Loyalty): You recruit a contact that reports news to you, and provides aid to your agents. Select a settlement, and make a Loyalty check. For every 10 that you fail your check, the local authorities discover your attempt, and Unrest increases by 1d4.
    • Train Agent (see description; Loyalty): You put one of your agents through an intense training regimen to improve his skills. Training an agent costs BP equal to the agent's current CR (minimum 1 BP), and they must be in a settlement with a Military Academy. Your agent's training will require a number of months equal half of its current CR (minimum 1 month). At the end of the training period, the Spymaster must make a leadership check, adding the agent's current CR to the Control DC. A failed check means the agent was unable to learn from the training, and the time and BP spent is wasted. The agent cannot be assigned any action until their training is complete.
  • Special Units:
    • Agent: An agent can be used to execute Counter-Espionage, Espionage Edict, and Influence Target actions. When an agent is assigned to execute one of those actions, they cannot be assigned any other action until the next Decision Phase. The Spymaster can only executes a number of those actions per Decision Phase as she has agents. An agent's level is added as a bonus to leadership checks made for the action. An agent can be equipped using the Mass Combat rules as a solo army, and can have special abilities depending on their race, class, and level. The agents adds the highest bonus of between their equipment's OM or DV, as well as the highest between the two for each of their special abilities, to their bonus to leadership checks. An agent's Consumption is calculated as a solo army (minimum 1), except it is paid monthly. The agent leaves your employ if you fail to pay his Consumption.
    • Contact: A contact is an individual who can help an agent in their task in a specific settlement or hex. Contacts are not employed or loyal to your nation; their aid is provided in exchange for rewards or coercion by your Spymaster. Each contact increases the nation's Consumption by 1. If the contact's Consumption is not paid, then the contact no longer works for you. Each contact provides a +1 bonus to leadership checks made for Spymaster actions in that settlement or hex.

Treasurer

The Treasurer monitors the state of the nation's Treasury and citizens' 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 tracks debts and credits with guilds and other governments.

  • Leadership Skills: Appraise, Bluff, Diplomacy, Knowledge (local), Profession (merchant), Sense Motive.
  • Vacancy Penalty: Economy decreases by 4. The nation cannot collect taxes—during the Edict Phase, when you would normally collect taxes, the nation does not collect taxes at all and the taxation level is considered "none."
  • Actions:
    • Accelerate Construction (1 BP; Economy): You reduce the remaining construction time of a hex or settlement improvement by 1 month. If the remaining months reaches 0, then the improvement is completed at the end of the Decision Phase. For every 10 that your Leadership check beats the DC, you reduce the remaining time by another month. For every 10 that you fail your check, the improvement construction is halted for 1 month as mismanagement of resources causes confusion and delays. You can only perform this action once per building during your Decision phase.
    • Business Investment (cost varies; Economy): Choose an amount of BP to invest in local businesses, and make an Economy check. Success rewards you with a 1d4+1 bonus to Economy for each BP invested until the end of your next Decision phase. For every 10 that your check beats the DC, your bonus increases by another 1d4+1. Failure indicates that you have lost your investment.
    • Delay Debt Payment (Loyalty): During the Upkeep phase, you may attempt to not pay some or all of your nation's Consumption. Make a Loyalty check, and add twice the amount of Consumption you refuse to pay to the check's DC. Success means that you do not have to pay that amount for this month, however Unrest increases by the same amount. For every 10 that your check beats the DC, reduce the amount of Unrest gained by 1 (minimum 1). A failed check results in -1d4 penalty to your Loyalty until the end of the next Decision Phase.
    • Issue taxation edicts (see Taxation Edicts): You issue or adjust your taxation edict levels. You can take this action only once per Decision Phase.
    • Request Loan (Economy): Your government requests funds from your nation's moneylenders. Make a Loyalty check. The Control DC increases by the amount of BP requested. If you succeed, your treasury increases by the amount requested, but your nation gains a debt which increases Consumption by 2 for a number of months equal to the amount of BP requested. Failure means your loan was denied and no BP is gained.
    • Trade Edicts (see Trade Edicts): You issue or adjust your trade edict levels. You can take this action only once per Decision phase.
    • Withdraw Funds (Loyalty): Each time you withdraw BP for your personal use, Unrest increases by the number of BP withdrawn. Each BP you withdraw this way converts to 2,000 gp of personal funds. You can reduce the amount of Unrest by 1 (minimum 1) with a successful Loyalty check. For every 10 that you beat the DC, reduce the amount of Unrest by an additional 1.

Viceroy

The Viceroy represents the Ruler's interests on an ongoing basis in a specific location such as a colony or vassal state (see the optional Vassalage edict). The Viceroy is in effect the Ruler for that territory; her orders are superseded only by direct commands from the Ruler.

  • Leadership Skills: Bluff, Diplomacy, Intimidate, Knowledge (nobility), Sense Motive.
  • Vacancy Penalty: If you have no Viceroy for your vassal state, treat it as if it had the Ruler vacancy penalty.
  • Actions: Same as Ruler.

Warden

The Warden is responsible for enforcing laws in larger settlements, as well as ensuring the safety of the nation leaders. The Warden also works with the General to deploy forces to protect settlements and react to internal threats. The Warden relies on police units (also known as city guards, sheriffs, and constabulary) to perform some of their actions. If you use a police unit for an action, you can add their UCR to your check.

  • Leadership Skills: Intimidate, Knowledge (local), Profession (barrister), Profession (soldier), Sense Motive.
  • Vacancy Penalty: Loyalty and Stability decrease by 2. Increase Unrest by 1 during each Upkeep phase.
  • Actions:
    • Community Outreach (1 BP; Loyalty): You provide the resources to your law enforcement agencies need to reach out to the public and engender good will between them. Select an available police unit and one of your nation's leader. The selected leader gains a 1d4+1 bonus to Loyalty checks until the end of the next Decision Phase, and an additional 1d4+1 bonus for every 10 that your check beats the DC. If you fail your check, the nation's Unrest increases by 1, and an additional 1 for every 10 below the DC, as your police cause misunderstandings with the public, inciting their anger.
    • Crackdown (1 BP; Stability): You provide additional resources to your law enforcement agencies to come down harder on crime. Select an available police unit. A successful check reduces Unrest by 1d4+1. For every 10 that you beat the DC, the amount reduced increases by 1. If you fail by 9 or less, your nation gains a 1d4 Unrest, and an additional 1d4 Unrest for every 10 below the DC, as your citizens viewingg this action as a tyrannical act.
    • Equip Police (use army resource cost): You purchase and equip an army resource for a police unit. The unit will acquire the resource at the start of your next nation turn. See Mass Combat: Equipping Your Army.
    • Police Operation (1 BP; Stability): You conduct a temporary special police operation to prevent crime and protect the peace. Select an available police unit and one of your nation's leaders. The selected leader gains a 1d4+1 bonus to Stability checks until the end of the next Decision Phase, and an additional 1d4+1 bonus for every 10 that your check beats the DC. If you fail your check, the nation's Unrest increases by 1, and an additional 1 for every 10 below the DC, as the operation disrupts the lives of your citizens and angers them.
    • Recruit Police (see description; Loyalty): You recruit your own units to provide security and enforce the law in settlements. In order to recruit a police unit, you must have a guard station already present in the settlement. Each station has a maximum capacity of 100 officers.
    • Train Police (see description; Loyalty): You put one of your police units into an intense training regimen. Training a police unit costs BP equal to the unit's current ACR (minimum 1 BP), and they must be in a settlement with a Military Academy. Your unit's training will require a number of months equal half of its current ACR (minimum 1 month). At the end of the training period, the Warden makes a leadership check, adding the units current ACR to the Control DC. A failed check means the unit was unable to learn from the training, and the time and BP spent is wasted. The unit cannot be assigned any action until their training is complete.
  • Special Unit:
    • Police Unit: A police unit is recruited and behaves as an army (see Mass Combat: Recruiting an Army rules). When a Warden action requires you to use a police unit, that unit becomes occupied until the end of the next Decision phase (where it becomes available again), and cannot be used for any other actions, nor can you add its UCR to general Warden leadership checks. When you make a Warden leadership check for a specific settlement, you can add the UCR of all of your unoccupied police units in that settlement. Police units can be used and equipped as armies if the settlement is attacked, but can never be taken out of their settlement unless being transferred to another settlement. Police unit Consumption is paid monthly.
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