
Royal court
Executioner
Executioner is a court position in Crusader Kings III; its aptitude rests on Intrigue. At excellent aptitude it gives Dread Gain +25%, Dread Decay -25%. Aptitude also comes from Torturer (+25), Sadistic (+20) and Learning the Ropes (+10). Patch 1.20.0.3, from game/common/court_positions/types/00_court_positions.txt.
Quick answers (3)
- What makes a good Executioner in CK3?
- Intrigue Skill Intrigue × 2.5 (max 50), Prowess Skill Prowess × 2 (max 50), Torturer +25, Sadistic +20 and Learning the Ropes +10 (the game's aptitude breakdown, patch 1.20.0.3).
- What does the Executioner give?
- Terrible: Dread Gain +5%, Dread Decay -5%; Poor: Dread Gain +10%, Dread Decay -10%; Average: Dread Gain +15%, Dread Decay -15%; Good: Dread Gain +20%, Dread Decay -20%; Excellent: Dread Gain +25%, Dread Decay -25%.
- What tasks can the Executioner do?
- Terrify Court.
Executioners are criminals who, in exchange for their freedom, have to execute any and all enemies to the throne. Some would call it an honor, some a burden.
What it gives you, by aptitude
The holder's aptitude (see below) sets the level: levels start at 20, 40, 60, 80.
Terriblebelow 20
- Dread Gain+5%
- Dread Decay-5%
Poor20+
- Dread Gain+10%
- Dread Decay-10%
Average40+
- Dread Gain+15%
- Dread Decay-15%
Good60+
- Dread Gain+20%
- Dread Decay-20%
Excellent80+
- Dread Gain+25%
- Dread Decay-25%
• Can publicly Execute Prisoners for increased Control and Popular Opinion The character's crimes are forgiven
What makes a good Executioner
The game's own aptitude breakdown for this position — every part it adds up:
| Part | Aptitude |
|---|---|
| Intrigue Skill | Intrigue × 2.5 (max 50) |
| Prowess Skill | Prowess × 2 (max 50) |
| Torturer | +25 |
| Sadistic | +20 |
| Learning the Ropes | +10 |
The holder gets
- Natural Dread+25
- General Opinion-15
- Dread Gain+50%
Tasks
Terrify Court
This character is paraded around in court to ensure that everyone knows that they are only one step away from the chopping block.
Costs 0.05 prestige a month
Other rooms and names
The game picks the room by the ruler's government or culture.
Who may hire it (valid_position) (2 lines of game script)
is_landed_or_landless_administrative_or_theocratic = yes highest_held_title_tier >= tier_kingdom
As written in game/common/court_positions/types/00_court_positions.txt.
Who may hold it (valid_character) (5 lines of game script)
scope:employee = {
executioner_validity_trigger = {
EMPLOYER = scope:liege
}
}As written in game/common/court_positions/types/00_court_positions.txt.
Shown when (is_shown) (13 lines of game script)
is_landed_or_landless_administrative_or_theocratic = yes
has_ep1_court_positions_dlc_trigger = yes
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_celestial
}
trigger_if = {
limit = {
is_ai = yes
highest_held_title_tier <= tier_county
}
always = no
}As written in game/common/court_positions/types/00_court_positions.txt.
Source: game/common/court_positions/types/00_court_positions.txt, common/court_positions/tasks, common/script_values and the English localisation, Crusader Kings III 1.20.0.3. Salary is the base before the realm-size and cultural-era multipliers.

