This campaign supplement centers on the ruler, the leader of a nation. In RRtK
the focus is on the general. The ruler can be the CinC of the army as well and
leads an army on the battlefield as history illustrates.
As I posted before, I’ve come up with 8 basic characteristics that a player will randomly roll for each ruler: age, appearance, belligerence,health, loyalty, morals, respect, and
risk-taking in battle. So, for example, a particular ruler could be middle-aged,plain, rash,
weak, unreliable,depraved, hated, and coy in battle.
Then each ruler will have one special quirk randomly determined, among 22 in
all, such as fervent or deformed or ungodly. Again each quirk has a greater or
lesser effect during the season.
It’s fun but optional as it adds some complexity. It makes nations even more unique. Other rules have characterization.This set has definite effects for each characteristic.
The old codger succumbs to sickness.
The lethargic ruler suddenly finds an army besieging his walled capital.
An unreliable ally deserts his ally before battle.
The love that the mob has for its ruler may save the nation from descending