Regularly during The Guild starting this Wednesday (we’ll try every 2 weeks at first, but maybe less frequently), the High Council of Gildhaven will discuss pressing matters for the kingdom. Such matters might include expanding our territory, putting out calls for adventurers, issuing rewards, raising or lowering taxes, sending delegations to neighboring lands, issuing declarations to the citizens, or other matters of state.
Members of the High Council also divide the responsibilities of running the kingdom. Of course, as your Grandmaster, I shall be your Ruler, Ronulus. But your character can petition me to become a Councilor, General, Grand Diplomat, Heir, High Priest, Magister, Marshal, Royal Enforcer, Spymaster, Treasurer, or Warden. Events might occur that require your attention — public scandals, the capture of enemies of the state, etc. — and one of your character’s ability scores has a direct and constant effect on the prosperity of Gildhaven.
Your character must be stationed in the Gildhaven capital (and therefore probably Level 6 or higher) to sit on the High Council. Leave a comment here to petition to join the High Council.
Below is more information on each position, and the corresponding ability score modifier that benefits the kingdom.
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 these duties are handled by the Grand Diplomat), is the signatory for all laws affecting the entire kingdom, 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).
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.
If you have the Leadership feat, the bonus from the feat applies to all kingdom attributes you affect (one, two, or three attributes, depending on the kingdom’s Size).
If you marry someone of equal station, you both can act as Ruler. You both add your Charisma modifiers to the kingdom attribute (or attributes, if the kingdom is large enough). As long as one of you is present for 1 week per month, you avoid the vacancy penalty.
In a typical campaign where the kingdom leaders have no ties to actual nobility, “someone of equal station” is irrelevant and your marriage is between two Rulers. 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.
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. In most kingdoms, 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.
Benefit: Add half your Charisma modifier to Loyalty. If the ruler is unavailable 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 kingdom’s Upkeep phase or Unrest increases by 1.
Councilor (Charisma or Wisdom)
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.
General (Charisma or Strength)
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 modifier or Strength modifier to Stability.
Grand Diplomat (Charisma or Intelligence)
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.
The Heir is usually the Ruler’s eldest son or daughter, though some kingdoms may designate a significant advisor (such as a seneschal) as Heir. The Heir’s time is mostly spent learning to become a ruler—pursuing academic and martial training, touring the kingdom 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.
Benefit: Add half your Charisma modifier to Loyalty. You may act as the Ruler for a turn, negating the vacancy penalty for the kingdom having no Ruler, though you do not gain the Ruler benefit. Whenever you act as the Ruler for the turn, you must succeed at a Loyalty check during the kingdom’s Upkeep phase or Unrest increases by 1.
High Priest (Charisma or Wisdom)
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 religion in the kingdom, and has similar responsibilities over the lesser priests of that 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 religion in the kingdom or a neutral party representing the interests of all religions allowed by the kingdom.
Benefit: Add your Charisma modifier or Wisdom modifier to Stability.
Magister (Charisma or Intelligence)
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, a 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.
Marshal (Dexterity or Wisdom)
The Marshal ensures that the kingdom’s laws are being enforced in the remote parts of the kingdom as well as in the vicinity of 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.
Royal Enforcer (Dexterity or Strength)
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. The Royal Enforcer may grant civilians the authority to kill in the name of 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.
Spymaster (Dexterity or Intelligence)
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, choose one kingdom attribute (Economy, Loyalty or Stability). Add your Dexterity modifier or Intelligence modifier to this attribute.
Treasurer (Intelligence or Wisdom)
The Treasurer monitors the state of the kingdom’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.
Benefit: Add your Intelligence modifier or Wisdom modifier to Economy.
Viceroy (Gildhaven currently has no colonies or vassal states)
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 superceded 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 spent for Viceroy duties.
Warden (Constitution or Strength)
The Warden is responsible for enforcing 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 modifier or Strength modifier to Loyalty.