A healthy kingdom has leaders filling a number of different roles. Each leader grants the kingdom different benefits; leaving a role unfilled can penalise the kingdom. Leaders can be grouped into three types: the ruler, essential leaders (the marshal, the master of the commons and the treasurer) and nonessential 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 Architecture Lore 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
A leader adds half their proficiency bonus (rounded down) to the listed kingdom attribute. In addition to the listed skills, a relevant Lore skill can be used for any leadership role (e.g. Merchant Lore for Treasurer). Other skills may also be used if appropriate.
Essential Roles
Non-essential Roles
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:
The ruler adds one half of their Diplomacy proficiency bonus to economy, loyalty or stability. The size of the kingdom determines how many attributes the bonus applies to; a baron can increase one attribute, a duke can increase two, and a king increases all three.
The kingdom can employ a number of non-essential leaders equal to one half of the Ruler's Diplomacy proficiency bonus.
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.
Diplomacy, Society.
Two married characters can fill this role if they are married, in which case they jointly rule the kingdom. Both Rulers add one half of their Diplomacy proficiency bonus 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.
Sometimes known as the Master of the Commons. The Chancellor serves as the chief counsellor 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
The Chancellor adds one half of their Diplomacy proficiency bonus to the kingdom's Loyalty.
Society, Performance (for public speaking)
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.
Sometimes known as the Lord Commander. The Marshal leads the realm's armies and militias. The Marshal may also serve as general of an army.
The Marshal adds one half of their Athletics proficiency bonus to the kingdom's Stability.
Warfare Lore
While the role is vacant, the kingdom has a -3 penalty on all stability checks, cannot gain benefits from recruitment laws, and cannot raise armies. Finally, increase the kingdom's unrest by 1 during each upkeep phase.
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.
The Treasurer adds one half of their Society proficiency bonus to the kingdom's Economy.
Merchant Lore
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.
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.
Sometimes known as Border Warden or the Master of the Hunt. The Constable patrols the kingdom's borders and outlying areas, watching for incursion and dispensing frontier justice.
The Constable adds one half of their Survival proficiency bonus to the kingdom's Stability.
Survival, Perception.
If the Constable role is filled, the kingdom may get advance warning of border threats at the GM's discretion.
The Grand Diplomat is in charge of a kingdom's foreign relations, meeting with diplomats posted to the kingdom.
The Grand Diplomat adds one half of their Diplomacy proficiency bonus to the kingdom's Loyalty.
Diplomacy, Deception, Society.
If the Grand Diplomat role is filled, the kingdom may experience better relations with Brevoy or whichever country they are stationed with.
Sometimes known as the Master of Justice. The High Justiciar serves as the chief judge of the realm and is charged with the ensuring the administration of the law.
The High Justiciar adds one half of their Society proficiency bonus to the kingdom's Stability.
Society, Perception.
The High Priest guides the kingdom's religious needs and growth.
The High Priest adds one half of their Religion proficiency bonus to the kingdom's Loyalty.
Religion.
The role of High Priest may be hotly contested by various faiths, and the faith of the High Priest will have a strong impact on their advice.
The Master Builder is in charge of developing the realm's infrastructure.
The Master Builder adds one half of their Craft proficiency bonus to the kingdom's Economy. Additionally, the kingdom may build one extra hex or town improvement each month.
Craft.
The Magister supports the magical needs of the kingdom.
The Magister adds one half of their Arcana, Nature, Occultism or Religion proficiency bonus to the kingdom's Economy. The skill chosen reflects the form of aid granted.
Arcana, Nature, Occultism or Religion.
Sometimes known as the Royal Headsman or the Royal Assassin. His imposing presence inspires fear among the kingdom's subjects, but his methods are unpopular.
Reduce unrest by 1 during each upkeep phase, however also decrease the kingdom's loyalty modifier by 2.
High strength, imposing weapons, exotic killing abilities.
Sometimes known as the Master of Whispers. The Spymaster observes the kingdom's underworld and criminal elements and spies on other kingdoms.
The Spymaster adds one half of their Deception proficiency bonus to the kingdom's Economy, Loyalty or Stability (the spymaster can pick a new attribute to increase each month).
Society, Perception, Stealth.
If the Spymaster role is filled, the kingdom may get advance warning of threats at the GM's discretion.
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."
The Steward increases the number of non-essential leaders the kingdom can employ by one half of their Society proficiency bonus, to a maximum of +4.
Diplomacy, Society
Sometimes known as the Master of Gardens or the Forest Warden. The Verderer is charged with overseeing agriculture and natural resources.
The Verderer reduces the kingdom's Upkeep by one half of their Nature proficiency bonus
Nature
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.