BONUS (optional) CREATION RULES
ANSWER THE FOLLOWING ON YOUR PAGE, OR BRING TO GAME
1. What does your character plan to do now that Ameiko is on the throne? (NOTE: Please phrase your answer as an attempt; don't assume you're automatically successful.) For example: "I try to act as Royal Assassin, killing Ameiko's foes in secret" or "I begin raising an army to expand the kingdom" or "I want to establish trade routes back to home kingdoms".
2. Does your new character revere any of the heroes of yore? Ameiko the Wise? Jiro the Bold? The Reckless Mage? The Greedy Priest? The Cautious Sorceror? The Stalwart Barbarian? The Unnatural Beastman? The Ghostly Archer?
3. There are many ways to contribute to running a kingdom. Of course, a ruler is needed, but also required are other aspects. Pick one of the following for your new character?:
Role: The Ruler is the highest-ranking person in the kingdom, and is expected to embody the values of the kingdom. Benefit(s): Choose one kingdom attribute (Economy, Loyalty, or Stability). Add your Charisma modifier to this attribute. Vacancy: A kingdom without a ruler cannot claim new hexes, create Farms, build Roads, or purchase settlement districts. Unrest increases without a Ruler.
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(s): Add your Charisma modifier or Wisdom modifier to Loyalty. Vacancy: Loyalty decreases by 2. The kingdom gains no benefits from the Holiday edict. During the Upkeep Phase, Unrest increases by 1.
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(s): Add your Charisma modifier or Strength modifier to Stability. Vacancy: Loyalty decreases by 4.
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(s): Add your Charisma modifier or Intelligence modifier to Stability. Vacancy: Stability decreases by 2. The kingdom cannot issue Diplomatic or Exploration edicts.
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. Benefit(s): Add your Charisma modifier or Wisdom modifier to Stability. Vacancy: Stability and Loyalty decrease by 2. During the Upkeep Phase, Unrest increases by 1.
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(s): Add your Charisma modifier or Intelligence modifier to Economy. Vacancy: Economy decreases by 4.
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(s): Add your Dexterity modifier or Wisdom modifier to Economy. Vacancy: Economy decreases by 4.
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(s): Add your Dexterity modifier or Strength modifier to Loyalty. During the Upkeep Phase, you may decrease Unrest by 1; if you do so, you must succeed at a Loyalty check or Loyalty decreases by 1. Vacancy: No penalties
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(s): During the Edict Phase, choose one kingdom attribute (Economy, Loyalty or Stability). Add your Dexterity modifier or Intelligence modifier to this attribute. Vacancy: Economy decreases by 4. During the Upkeep Phase, Unrest increases by 1.
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(s): Add your Intelligence modifier or Wisdom modifier to Economy. Vacancy: 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."
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. Benefit(s): 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; Vacancy: If you have no Viceroy for your vassal state, treat it as if it had the Ruler vacancy penalty.
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(s): Add your Constitution modifier or Strength modifier to Loyalty. Vacancy: Loyalty and Stability decrease by 2.