Rulers Core Rulebook
Rulers Core Rulebook
    The Rulers Roleplaying Game presented in this book, Rulers: Core Rulebook, was
                     designed, written and created by Eliot Miller.
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike
                                 4.0 International License.
1 Living with the organising members of the Roleplay and Anime Societies, meant that our flat was at the cutting edge of Nerddom
in the city.
                Acknowledgements
A special thanks to my playtesters, flatmates, and possibly even “friends”.
                      You guys made this possible.
                        Tobin “President” Snelling
               Daniel “Totally not a Demon” Woolstencroft
                          James “Boris” Rowan
                         Richard “Zenya” Barton
                      Christy “Mecha-Pope” Godber
                             Matthew Binyon
                               Chris Lodge
Ben Ebrahim “His Holiness of 1,000 names and the Defender of the Faith”
                                Chris Illing
                                   and
                 Sam Teare “Admiral of the Trollik Navy”
                                                                              3
“War is an extension of politics by
          other means”
   – Carl von Clausewitz
                                      5
    Contents
    Glossary of Terms			           7    Turmoil					                   40
    Welcome to Rulers			           8    	    Down with the King		      42
    Setting up your Game		         9    Making Money			                43
                                        	    Resources & Industries	   44
    How To Play				                10
                                        	    Trade				                 46
    The Basics of Rulers		         12
                                        Buildings					                 48
    Actions in Rulers			           14
                                        Armies					                    55
    Creating your World		          17   	    Basic Units			            56
    	     Step 1: Creating Climates     	    Elite Units			            57
    	     Step 2: Making Mountains      	    Siege Units			            58
    	     Step 3: Coasts and Rivers     Warfare					                   60
    	     Putting it all Together	 19   	    Battles - Automatic
    	     Phase 1: Coastlines		         	    Battles - Quick Combat	
    	     Phase 2: Mountains	           	    Battles - Full Combat	    61
    	     Phase 3: Rivers		             	    Biesieging			             63
    	     Phase 4: Climates		           Quick Reference			             65
    	     Phase 5: Colour it in!	
    Territories & Resources		      20
    Creating the Setting		         22
    Character Creation			          24
    	     Choosing a form of
    	     Government			            25
    	     Creating your Ruler		    26
    	     Traditions				           27
    	     Creating Noble Families	 29
    	     Adding the Details		     31
    Nobles					                    33
    	     Reason and Cunning	      34
    Guilds, Orders & Societies	 35
    Settlements				                37
    	     Food for the People	     39
6
Glossary of Terms
Agents – Agents of the Crown. When a Noble is sent           Territory – The borders on the map that make areas
to performs Actions on behalf of a Ruler.                    which can be governed
Army – A collection of military Troops outside of a          Trade – When two or more Realms have a Trade Route
Settlement
                                                             Troop – A group of military units
Building – A structure that provides a benefit to a
Realm                                                        Upkeep – The cost of paying for Troops, Nobles and
                                                             Buildings every Season
Character – Can refer to a Ruler, Realm or Significant
Individual. A Player’s character is both the Ruler and the   Value – How much something in Rulers is worth
Realm
                                                             Wealth – Money generated by a Realm’s economy of
Garrison – A collection of military Troops stationed in      Industries and Trade
a Settlement or Building
    We’ll get into all the detailed rules of Building up an         Your responsibilities are to protect your Realm and the
    Empire, Recruiting Armies, and Converting the masses.          property of your people. It is not your duty to meddle
    Butfirst, let’s look at the some of the basic concepts         in their everyday lives1. The economy of your Realm will
                                                                   largely take care of itself and does not need a Ruler’s
    The Narrative Overlord                                         micro-management.
    A game of Rulers has 3-6 Players and one Narrative Over-       The people of your Realm, from Farmer to Nobleman,
    lord (N.O.). It is the task of the N.O. to run the game and    will be unhappy if the Realm runs out of Food, or if their
    fundamentally captain the game as a sort of referee for        livelihood is threatened, but these responsibilities are
    the story.                                                     not enshrined in law. They will simply take matters into
                                                                   their own hands if there is too much Turmoil.
    It is up to the Narrative Overlord to make sure all Player
    actions remain reasonable, that there are consequences         The Objective
    for their actions, and to aid the narrative development of
    the game.                                                      The objective of a game of Rulers can vary. It can be
                                                                   discussed by all the Players and the N.O., but the N.O.
    While at the same time, an N.O. should make sure that          has the final say. Ultimately, it is the N.O.’s job to decide
    everyone is having fun. From time to time, this may            where the story goes.
    mean saying N.O. to their players!1
                                                                   A game of Rulers can played be until an invading army
    The N.O also controls all Rulers, factions and organisa-       has been defeated, the secrets of an ancient civilisation
    tions not directly controlled by the Players themselves.       discovered, or as long as you are having fun playing.
    This includes all Nobles, Guilds, Orders and Societies in a
    Player’s Realm, who each have their own political agen-        Whatever the goal may be, it is a good idea for a Ruler to
    da. For this reason, you can have a second N.O. if help is     have their own goal in mind, and to roleplay their Ruler’s
    needed to control all these political entities.                individual ambitions.
    Alternatively, hand over control of certain NPCs to
    Players. Just make sure that they act according to that
    character, and not the interests of the Player.
    •	   d10s, d8s and d6s and (10, 8 and 6 sided dice respec-
                                                                   Starting Play!
         tively)                                                   In the opening session, the N.O. should introduce the
    •	   Character Sheets                                          NPC Realms and the current political situation, as well as
                                                                   the world.
    •	   Players and an N.O.
                                                                   We then suggest giving each Player and opportunity to
We recommend no more than 6 players, but no less than 3.1          describe their Ruler, and let other Players know what
The N.O. cannot be one of these players.                           would be common knowledge about their Realm, its
                                                                   culture, and its people.
Every Player must have completed Character Creation and
have both a Ruler and Realm. The N.O. may do this for NPCs at      This first session can be done over a voice calling service,
their discretion. Sometimes numbers and dice appropriate to
                                                                   or in person.
the circumstances are all that are needed.
                                                                   It is up to you if you want to conduct future sessions in
                                                                   this manner, or just send in the Reports.
     In addition to this, the Player can add any storytelling                                 Army: 2 Archer Troops,
     details to flesh out the actions taken by the Ruler, or to                               2 Spearmen Troops
     give depth to the Realm, as long as they are not sepa-
     rate actions.                                                                            Noble: Riven “Pieface”
                                                                                              Shadowfox
                                                                             Action Words     3/6
                                                                             Used
10
We encourage Players and the N.O. to flesh out actions
with short paragraphs of storytelling (also called “fluff”)
to give a degree of personality to the characters who are
the elite of each Realm.
Receiving Replies
After all the Reports are in, it is the N.O.’s turn to write
the replies.
The N.O. should keep notes, but only what directly im-
pacts a Player needs to be written in the reply.
     Wealth can be Taxed. Taxes are the only way a Ruler           Trade Routes can be opened with other Realms to in-
     makes Money. A Ruler can use this money to construct          crease the Wealth created by Industries as well as allow
     Buildings, Recruit Troops and perform other Actions.          access to Resources and Technical Knowledge. When
     Buildings and Troops need to be maintained, while a           two Realms trade with one another, both Realms are
     Stipend is paid to all Nobles in the Realm, to pay for        treated has having access to each other Resources for
     their daily needs. These costs are all part of the Realm’s    the purposes of Buildings and Recruitment. Trade Routes
     Upkeep which must be paid every Turn.                         will also allow the free flow of any commodity each
                                                                   Realm does not have, even including ideas and Religions.
     One Turn equates to the passage of one Season in game
     time. One Year is 4 Seasons (Spring, Summer, Autumn           Players can perform actions as their Rulers. These ac-
     and Winter).                                                  tions include passing laws, recruiting Troops, ordering
                                                                   the construction of Buildings, levying Taxes, and per-
     Constructing Buildings, Recruiting Troops, and Travelling     forming Political Actions.
     from one Realm to another are all Actions which take a
     certain number of Turns depending on their complexity         Rulers are Political Actions limited by what Action
     or the distance involved.                                     Words are available to the Player. Nobles can be sent on
                                                                   missions on behalf of their Ruler, but they may pursue
     Buildings cost money and take a certain number of turns       their own motivations and ambitions instead.
     to finish construction. Some require access to a certain
     Resource in order to function. Buildings will increase the    Money flows into a Ruler’s treasury through Taxes. Taxes
     Upkeep of the Realm. Once completed, a Building will          can be levied on anything which has a Value and gener-
     have a passive effect on your Realm, allowing the Ruler       ates Wealth.
     to perform new Actions, provide new Resources for
     other Industries or Buildings, or allow different types of    Wealth is created by the Resources and Industries a
     Troops to be recruited.                                       Realm controls. Every Resource site can support a certain
                                                                   number of Industries of a certain type (e.g. Iron ore ->
     Troops are needed to defend the Realm, or to conquer          Blacksmith’s).
     Resources and Settlements from other Realms or Terri-
     tories. It takes a certain number of Turns to train every     Luxury Resources and Industries usually have a higher
     new Troop. Some Troops will require specific Buildings in     Value than Common Resources and Industries. Certain
     order to be recruited.                                        Common and Luxury Resources can also be combined
                                                                   together to produce items of a higher Value. Trad-
     Troops can be assigned to Garrisons or Settlements and        ing with other Realms, is another way to increase the
     will automatically defend them in the event of an attack.     Wealth generated by Industries and Resources.
     They assigned to the Noble of the Settlement where
     they were recruited. Their loyalty is firs to their Noble,
     and then to the Ruler.
12
If a Ruler wants to increase the Wealth of the Realm
beyond that, they will need to acquire more Resourc-
es, open Trade routes, or invest in Buildings which will
increase the Value from Resources and Industries he
already controls.
                                                             13
     Actions in
     Each Turn, Players submit a report the N.O. detailing             Dice Rolls
     what actions they perform. This can by e-mail, voice
     recording, telecommunication or Monkey Scribe.                    Dice are rolled to determine the outcome of an action
                                                                       when armies meet in battle, or when a Noble uses one of
     The deadline for submitting Reports are is determined by          their skills.
     the N.O.
                                                                       In this instances, roll the number of d6s stated. This is
     A Ruler may still Recruit and Construct as much as they           your Dice Pool. Any roll of 5 or 6 is a “Success”. These
     can afford to do so.                                              rolls are opposed by an opposing dice pool roll.
     For Political Actions, players may choose from the list of        Whichever side has the most success wins the challenge,
     Action Words. However, they are still limited to 6 Action         and completes their action successfully. How many
     Words to use in each report for their Political Actions.3         successes the victor wins by, will determine the extent to
     Action Words can still be combined to define a Political          which their action was successful.
     Action.
                                                                       Fiscal Actions
     Messages are still restricted by use of an appropriate
     Action Word and must still be dated with the in-game              A Ruler can perform a number of Actions relating to the
     date. If the recipient of a message is in the same Realm          finances of their Realm. These are called Fiscal Actions.
     as the sender, they may still talk freely. It is important for
     an N.O. to be clear that Rulers may not chat freely unless        This includes, Constructing Buildings, Recruiting Troops
     they are in the same Realm, and over-abuse the powers             and spending their money on any other Actions.
     of the inter-connected internet age.
                                                                       A Ruler can construct Buildings and recruit as many
     For Events, at the start of the new year (every 4 turns)          Troops as they can afford on their turn, providing that
     the N.O. will roll on a table to determine which event            they can also afford the upkeep.
     randomly happens to each player Realm. In the Report
     system players no longer have Events they can play, or            The only way a Ruler can get money is by levying Taxes
     have control over.4                                               on Industries or Trade that produce Wealth. A Ruler may
                                                                       only introduce, remove, or change one Tax on their turn.5
     Performing Actions
                                                                       Political Actions
     Players take it in turns to roleplay actions as the Ruler of
     their Realm. On their turn, a Ruler will also resolve any         Political Actions are defined by the action word they use.
     issues that have been presented to them that Turn, such           Examples include “Investigate”, “Send”, “Negotiate” or
     arriving emissaries and invasions.                                “Hold”. They can be used to perform any Political Action
                                                                       which can be defined by the word.
     In addition to this a Ruler may perform Fiscal and Po-
     litical Actions. These actions advance the story of your          For example, an Attack can be verbal, physical, personal
     game and can be performed by the Ruler or a Subordi-              or even political. You can Hold a festival, or Hold some-
     nate.                                                             one for ransom.
     While roleplaying the story of your game of Rulers it is          These actions are free to be described by the Player. Mul-
     encouraged for both Players and the N.O. to act in-char-          tiple Action Words can even be combined together to
     acter as much as possible. This means doing what the              create more complex actions.
     character would do, based on their personality and what
                                                                       However, Political Actions cannot fabricate something
     the character would know.
                                                                       from nothing, and neither can they abruptly destroy or
     However, if anyone wants to put on an accent at any               alter an object, individual, civilisation or concept.
     point, then it must be agreed by everyone that it isn’t so
                                                                       All Political Actions must be possible for the character
     irritating as to warrant an impromptu flogging.
                                                                       performing them to do, or order another to do. “Send: a
                                                                       poisoned banana into my enemy’s heart!” is not some-
                                                                       thing anyone can do at a whim.6
16                     a religious figure, a
                       noble, trade, talks
Creating your World
A game of Rulers has to happen somewhere, right? In             Location table:
this next section we will walk you through our method of
randomly creating your world.                                    Roll 1d8                 Location
You may already have ideas on what you want the world            1                        North
to look like. Perhaps it’s a very magical world, Arabian         2                        North East
themed or in certain period of history, but no matter            3                        East
what you have in mind, we believe a randomly generat-
ed world can improve it and give your initial idea, more         4                        South East
variety and depth.                                               5                        South
                                                                 6                        South West
The map our rules will generate is a guideline, a sugges-
tion for you to piece together into the setting you want         7                        West
for your game. Think of it as randomly generated inspira-        8                        North West
tion!
                                                                Climate table:
We are going to roll dice on a series of tables to create a
rough idea of what our world looks like. We’ll roll every-       Roll 2d10                Climate
thing before begin sketching out what your world will
look like.                                                       2-3                      Desert
                                                                 4-6                      Savannah
What you will need:                                              7-8                      Mediterranean
                                                                 9-10                     Steppes
	        Paper & Pencil
                                                                 11                       Oceanic
	        d10s, d8s                                               12-13                    Forested
                                                                 14-15                    Alpine
A finished world should have:                                    16-18                    Tropical
    •	 A Map                                                     19-20                    Tundra
    •	 Territories
                                                                Desert:
    •	 Resources
                                                                Deserts are any area which receives very little or almost
    •	 A Narrative Setting                                      no rain. However, there can be torrential annual rains.
The first step is to have idea of what the climate is like in   Examples: Sahara Desert, Gobi Desert
different areas on our map. Is it hot or cold, dry or wet?
What does the landscape look like and what plants and           Savannah:
animals might live there?
                                                                Savannahs are arid grasslands, with tall dry grasses and
Roll a d10 on the climate table 8 times. For every roll,        few, sparsely leaved trees. They can still support an
also roll a d8 on the location table, to determine its          abundance of life though, which have evolved to sur-
rough location. Multiple rolls on the same location are         vive in this climate, like gazelle, cheetahs and elephants.
allowed.                                                        Wild fires are always a risk. They are usually the border
                                                                between Forested, or wetter areas, and Deserts or very
                                                                dry areas.
                                                                Mediterranean:
                                                                A Mediterranean climate has hot, dry summers, but rela-
                                                                tively cool winters, with powerful storms in the autumn.
                                                                Its ground is arid and often has craggy rocks jutting from
                                                                its surface. Its plants have thin, oily leaves to conserve
                                                                water loss.                                                   17
     They are usually found on the coast, and often border         round, and rainstorms are frequent in the hot summer
     between slightly wetter and slightly dryer climates.          months.
     Examples: Greece, Italy, Spain, California, Morocco           They can be found on coastal areas, or inland. They are
                                                                   usually adjacent to other hot or dry climates, and often
     Steppes:                                                      border other densely forested areas.
     Examples: The UK, The Netherlands, Nova Scotia.               It’s up to the GM as to decide how long each mountain
                                                                   range is, how many mountains are in each.
     Forested:
                                                                   Step 3: Coasts and Rivers
     Trees abound in a Forested area. If they are near wet
     areas they are likely to be tangled clusters of deciduous     Water is not only essential to life, but also civilisation.
     trees, but if its near a dry area, they may instead be        Without rivers, lakes and seas allow civilisations to move
     dense rows of coniferous trees. Perhaps even both.            people, ideas and trade over large distances with ease.
                                                                   (See Movement)
     Forested areas can exist in either dry or wet areas, but
     they are usually close to other areas with high vegeta-       Roll on the ‘Rivers & Seas’ table 6 times. For each roll,
     tion, like Oceanic, Alpine or Tropical areas. They can also   roll on the Location Table once. If a River is rolled, roll on
     form a border between these areas, and places with less       the Location Table twice to determine where the River
     vegetation, like Steppes, Savannah and Mediterranean          starts, and where it ends
     areas.
                                                                    Roll 1d10                 Rivers & Seas
     Alpine:                                                        1                         Lake
     Alpine areas are usually on mountains, very close to           2-4                       River
     them, or at least are in areas of high elevation. They are     5-6                       Estuary
     often quite cold and snowy in the winter, but still have       7-9                       Coast
     moderately warm summers. All year round they are
                                                                    10                        Island
     relatively dry. Plantlife often has thin leaves to conserve
     water. All trees are coniferous.
     Tropical:
     Tropical areas have humid climates and dense, deciduous
18   trees and undergrowth. Life is abundant in these areas,
     and not always friendly. They are often warm all year
Putting it all Together
Now to make our world! Take a sheet of paper and a            Phase 4: Climates
pencil and let’s get sketching.
                                                              Now that seas, mountains and rivers, explain the borders
The relative size of the map is up to you. It can be the      of our climates, we can start filling them in.
whole world, a continent or an island. Feel free to make
more maps to detail the whole globe your game exists          Put your driest climates by their mountains walls, and
on.                                                           slightly less dry climates adjacent to them.
Make a note of what climates are where, and consid-           If you have densely Forested areas, they are likely to
er what the terrain will have to be like to create them       be near other Climates dense in vegetation, like Alpine,
(Mountains cut off dry flat basins, estuaries will connect    Tropical and Oceanic areas. Although Savannah and
to rivers and wet areas etc.)                                 Mediterranean Climates are not devoid of trees after.
Positioning is another thing to keep in mind. If you have     Consider which way the equator lies. Perhaps it’s to the
something in the “North”, that can be anywhere within a       south or possibly the east? Put the warmer climates,
cone extending from just above the centre of your map.        like the Mediterranean and Tropical climates closer to it,
If you have two locations that are the same, one will be      with the Alpine and Tundra areas as far away from it as
closer to the centre than the other.                          possible.
Phase 2: Mountains                                            If you can, scan it in and edit it on your computer. I really
                                                              recommend doing this when adding the players, NPCs
Mountains will form walls around our climates, and be-        and their cities. You don’t want to mess up your nice map
ing to shape our world dramatically.                          of the world just because you can’t spell “The Kingdom
                                                              of Ferlintoquzeres”
Anywhere there is a dry Climate, it needs to be cut off
from the sea by mountains. Start with the driest climates
you have. They don’t need to be completely walled in,
just placed as a barrier between them and the sea.
Phase 3: Rivers
All rivers end at the ocean, and they all start in moun-
tains or lakes. While you have a start and end location for
your river, it will not move in a straight line. Snake-wind
down from higher land, cut valleys through the moun-
tains.
     For every 2 players have one NPC Realm and one neutral             1d10                      Settlement
     Territory, rounding up. Every Player will also need one            1-2                       Nomad Camps (Village)
     Territory for their own Realm.
                                                                        3-4                       Tribal Village (Village)
     For example, a game with 5 players would 3 NPC Rulers,
     3 Neutral Territories, and 5 Player Territories, for a total       5-6                       Bandit Camp (Village)
     of 11 Territories.                                                 7                         Monastic Enclave (Village)
                                                                        8-9                       Trading Post (Town)
     Neutral Territories are likely to be uninhabited, or they
     may house Settlements who possess no centralised                   10                        City State (City)
     government, such as Nomadic tribes or an Amish Orc                If there are Resources in Neutral Territories, not owned
     Commune8 .                                                        by any Realm, then create “Free Peoples” who live there,
                                                                       or use our rules for randomly generating Settlements.
     Once you know how many Territories you are likely to
     need, split the world up as necessary. Use mountains,             Generating Resources
     rivers and coastlines to form natural borders.
                                                                       For each Player or significant NPC region, roll on the
     It doesn’t matter if Territories are not all the same size,       Basic Resource Table 3 times, and the Luxury table once.
     as this will not affect the time it takes to cross them or        These Resources are known to all players.
     the amount of resources they have.
                                                                       For neutral regions, or ones with smaller city-states,
     Placing Realms                                                    Roll on the Common and Luxury Resources twice. These
                                                                       Resources are not known to all players.
     Most players will come to the game with a clear of the
     idea of what they want to do with their civilisation. Don’t        Roll 1d10                Common Resources
     let them!                                                          1-3                      Timber
     A little bit of randomness can make an okay concept, a             4-6                      Clay
     great character. The greatest success story of this was            7-8                      Iron
     in our first play-test. Cyria was a civilisation of mechan-        9                        Stone
     ical slaves who had escaped an oppressive Empire and
     were led by their prophet, and now ecclesiastical leader,9         10                       Luxury*
     across the desert to their new home.
                                                                        Roll 1d10                Luxury Resources
     It was the fact that the player had been randomly placed
     beside by a desert that gave their leader this biblical            1-2                      Silver
     pilgrimage, its Arabic themes, and even the kingdom’s              3-4                      Porcelain
     name. This gave it a tremendous amount of depth, that              5-6                      Lacquer
     the original concept was at first missing.
                                                                        7                        Jewels
     Number all Territories on the map and roll appropriately           8                        Cotton
     sized dice to determine where each player will be placed.          9                        Marble
     This is done at the N.O.’s discretion, as it is in their inter-    10                       Expanded*
     ests to place NPCs and neutral territories strategically.
It would be very difficult for a society to function at all,   Again, not having Timber Resource simply means that
let alone rise to becoming a significant civilisation, if it   it is not available in abundance, and cannot be fulfil
was completely without metal Ore, Timber or any other          requirements for Rulers.
Resource.
                                                               No Clay
Resource Sites instead represent an ability to support
entire industries to the extent that they have a significant   Clay isn’t that important, right?
impact on the Realm and can even export the product.
                                                               Wrong! History is the study of pottery. Okay, that’s not
                                                               entirely true, but it is 90% of what Archaeologists dig up.
No Ore
                                                               Bowls, plates, bottles, medicine flasks, chamber pots – if
If a Realm is without Iron Ore Resources, it is assumed        it held a fluid before the advent of plastic, it was proba-
that they at least have Bronze (An alloy of Copper and         bly made of pottery.
Tin).
                                                               So we can explain a Realm that doesn’t have Clay as mak-
This does not put the Realm at any specific disadvantage.      ing a lot of these items out of wood, or bone, or maybe
Bronze is poured into a mould and cast. They therefore         bronze.
have no problem making swords, arrowheads, pole-axes
etc.                                                           However, if the Realm also doesn’t have wood, then
                                                               bone is going to have a tall order to fill, as it is quite limit-
However, more complex metal-working may be beyond              ed by the shape of bones.11
them without imports of Iron, which can be heated and
forged, allowing it to be bent and folded. The revolution      Get creative. Does your Realm have an abundance of
of the Iron Age was not that it was superior to Bronze,        Iron or Stone? Perhaps their master craftsmen use that
but rather that it was easier to work more complex parts.      instead.
If you’re interested, take a look at what the Ancient
Chinese. Emperor Qin and his Terracotta Warriors were          No Stone
able to achieve incredible feats with bronze, including        The simplest Resource to for a Realm to not have.12 Stone
advanced mechanisms and crossbows.                             is mostly only used for Fortifications, and as such a Realm
                                                               can happily survive without it.
                                                               10 Which is also the greatest name for a Celtic Folk band duo
                                                               11 Goblets are fine and look epic, bowls are harder to do though
                                                               12 I’ve even considered making it a “Luxury” as a result.
                                                                                                                                   21
     Creating the Setting
     Now that we have world, a map, resources and we know           Give each faction a name, and an NPC leading it. To fur-
     where our players and NPCs are, it is time to create a         ther split opinion, make sure each faction has different
     setting.                                                       resources at its disposal.
     The setting determines the overall narrative of our game,      “Why do I need to change the Status Quo?”
     and provides much needed context to the world our
     players will be interacting with.                                Because civil war threatens the security of my Realm,
                                                                    and if I do not have a say in what the new order will be, it
     Creating a Shared history                                                        may not be to my liking.
     Discuss ideas with your players. Find out what their con-      Inspiration
     cepts are, and start to create a shared history.
                                                                    Japan: In 1598 Toyotomi Hideyoshi died, leaving his
      Do people have similar religion, or races? If so, why are     infant son, Hideyori, to inherit his rule. A council of re-
     they not part of the same Realm? Was one Realm found-          agents were supposed to govern Japan until the boy was
     ed by escaped slaves/criminals from another? How were          old enough, but the Daimyo lords seized the opportunity
     the borders shaped? Who is the oldest Realm, and who           to take power for themselves. After the decisive battle of
     is the youngest?                                               Sekigahara in 1600, Tokugawa Ieyasu secured his position
                                                                    as the Shogun of Japan, and his family would rule until
     The Narrative Context                                          the Meiji Restoration in 1868, which finally dissolved the
                                                                    feudal system.
     A good setting should have an implied storyline from its
     context. What are the goals of the players and NPCs?             Is independence best, or are there advantages to an
     Why are they here? What is at stake? 	                         Empire? Who will be the new Emperor, a player, an NPC,
                                                                                         or a puppet?
     From our playtests, we found that this question was the
     key component to creating a good setting:
                                                                    A Brave New World
     “Why do I need to change the Status Quo?”                      All of our players are small lords of a much larger king-
                                                                    dom or empire. They have come to colonise a new world,
     If your players do not feel a need to shape the world          supposedly rich in resources. However, they have not
     around them, then they will simply not interact with it        found it entirely uninhabited.	 When creating your
     in any meaningful way. Force your players to take sides,       regions, consider having twice as many neutral ones.
     act quickly or ally together. While they will certainly have   Keep in mind though that the locals won’t recognise
     their objectives, give the scenario something the players      these borders in the same way as these foreigner visitors
     must react to.                                                 do. Alternatively, instead of additional neutral territories,
     Here are some example concepts you can use for your            have a large disparate Empire take up most of the map.
     game, or to give you inspiration.
                                                                    “Why do I need to change the Status Quo?”
                Setting Suggestions:                                 Because everyone is going to expand rapidly in this new
                                                                      world, and I will pushed away from the best spots if I
     The Fallen Empire                                                                   don’t act quickly.
- Starting Army
     Once all players have created their Realm and their Ruler,
     take a look at what is similar in each Realm.
24
Choosing a form of Government
Some Rulers are ruled by a family through a hereditary                                 Ecclesiastical
title, others may be ruled by a Religious leader, or by
an elected official. However your Realm is run it is an          You are both the head of the church, and the head of the
important element to define!                                       Realm. Create an approriate Society or Order for your
                                                                               Ruler to also be the head of.
Choose one of the forms of governance from the list
below. If a player wants to create a new one, they may
negotiate with the N.O., but the important factor is that
                                                                                        Consortium
the players’ rule is absolute. In-game actions will be very      The Realm is governed by a trading company, and you sit
difficult for the player to justify if everything they decide    at the head of its council. This position operates as Coun-
has to be approved by someone else.1                              cil, but with more bribery.1 Create a Guild for your Ruler
                                                                                to also be the Chairperson of.
                       Monarch
 You were born to rule, and you will rule for your whole
                                                                                         Magistrate
      life, at which point your heir will take over.             You were appointed by a higher authority to be in charge
                                                                                    of your Realm.
This position is for life, and is automatically passed onto
                           your heir.                            You can be replaced at any time by the higher authority.
                                                                 This authority has to be defined at creation, and must be
                Elected Monarch                                              an NPC which the N.O. controls.2
  You still rule for life like a monarch does, but you were
 elected by the Nobility of your Realm. After your death,
                                                                                           Warlord
   they will elect a new monarch from one of the noble            You are the commander of the military, and the head of
                              families.                                                 state.
You cannot be voted out of office. This position is for life.    This position can operate as Elected Monarch or Council,
                                                                        depending on the strength of your Armies.
                        Council
   You are the chairman of a council who governs the
  Realm. While others on the council will have a say in
     state politics, you ultimately have the final say.
 This position is for life, but the council can call a vote to
                   elect a new chairman.
A Name
A Race
A Noble Family
A Backstory
A Personality
Religious Order
                                                                                                                          27
             Industrial Traditions                                Pathfinder
                                                                  +1 to movement speed of all Armies
     Mercantile
                                                                  The Pathfinders of your Realm accompany your Armies
     +10% Wealth creation from Trade                              whenever they travel outside of the Realm’s Territory.
                                                                  These excellent scouts provide your Armies with +1
     The merchants of your Realm are famed for being able to
                                                                  speed whenever they travel.
     squeeze out that little extra bit of profit.
     This does not affect the Turmoil generated by the Tax.       Your Realm is famous for its militaristic culture, and
                                                                  intrepid leaders.
     Artisanal                                                    This Tradition provides a +1 to all Military rolls by Nobles
                                                                  from your Realm.
     Grant the High Quality bonus to one industry.
     Your Realm’s Artisans are famous for producing one           Horde tactics
     type of product with exceptional skill and craftsmanship.
     Select one industry you already have, and upgrade its        +2 Morale for all Basic Troops
     quality tier to High Quality.
                                                                  The hardy commoners of your Realm share a comradery.
                                                                  Basic Troops from your Realm have a +2 bonus on all
     Born in the Saddle                                           Morale rolls.
     Provides Stables
                                                                  Chivalric
     +1 Morale to all your Cavalry Troops
                                                                  +2 Morale for all Elite Troops
     The people of your Realm have a natural affinity with
     equine beasts and mounted combat.                            The Nobles of your Realm uphold a devotion to a Chival-
                                                                  ric tradition.
     This tradition provides your Realm with Stables, which al-
     lows for the Recruitment of Cavalry Troops. In addition to   Elite Troops from your Realm have a +2 bonus on all
     this, your Cavalry Troops are more effective than others     Morale rolls.
     in battle.
                                                                  “The Immortals”
     Architectural                                                +3 Combat bonus and +2 Morale for one specific Troop.
     Civic Buildings take 1 less turn to construct (minimum 1)
                                                                  Your Realm is infamous for one terrifying Elite unit of
     The Architects of your Realm have both a flair for art, as   warriors. They are feared. They are unstoppable. They
     well as an exceptional skill with design.                    are (seemingly) Immortal.
     All Civic Buildings take one less turn to build in your      Select one military Troop you have at the start of play
     Realm.                                                       (you must be able to recruit this Troop under normal
                                                                  rules).
               Military Traditions                                This one Troop unit gains +3 to all Combat Rolls and +2
                                                                  to its Morale rolls. The unit can be healed normally, but if
     Masters of Villainy                                          the whole unit is ever killed, the effect ends.
28
                                                                  All Fortifications take 1 less turn to build (but nobody
                                                                  enjoys building it).
Creating Noble Families
Roll 1d4 this is how many Noble Families there are in           1d10   Personality
your Realm. including the Ruler’s own family.
                                                                1      Quiet and Thoughtful
For every family, roll 1d6. This determines how many            2      Nervous and Pensive
leading members the family has. One of them must be             3      Headstrong and Reck-
the Head of the family, while the others may be Aunts,
                                                                       less
Uncles, Siblings or Grandparents.
                                                                4      Intelligent and Subtle
For each leading family member, roll 1d10. 1-5 they are         5      Deceitful and Sly
male, 6-10 they are Female.
                                                                6      Stoic and Reserved
To determine the age of each of them, roll 1d10 on the          7      Stubborn and Arro-
table below                                                            gant
                                                                8      Frantic and Obsessive
 1d10                      Age
                                                                9      Confident and Charis-
 1                         Infant                                      matic
 2-3                       Adolescent3                          10     Jovial and Friendly
 4-8                       Adult
 9-10                      Elderly                              1d10   Relationship with
                                                                       Ruler
For each family member who is Adult or older, roll 1d4 to
determine how many Children they have. Roll as usual to         1      Loyal
determine their age, but discount all Elderly rolls.            2      Fearful
                                                                3      Contemptuous
Fill in the gaps as you see fit. These results of these rolls
are to give you a starting point.                               4      Love
                                                                5      Disgust
For instance spouses are not rolled for, but they are cer-
                                                                6      Admiration
tainly members of the family.
                                                                7      Rivalry
You can use rolls you’ve made to account for them,              8      Hatred
or add them in as you want to. Perhaps some died in
childbirth, perhaps some left to start their own families.      9      Respect
Which families did these Spouses come from, or are they         10     Fondness
from another Realm?
                                                                1d10   Who do they Value?
We encourage Players to have their Noble families linked
with other Players, or NPCs, wherever the genealogy             1      A Parent
allows it.                                                      2      A Mentor
                                                                3      A Student
Personality Creation                                            4      A Rival
Each NPC Noble or significant Character, has their own          5      A Pet
personality. Perhaps you have a personality in mind, and        6      A Lover
that’s fine, but your probably have a lot of NPCs to cre-
                                                                7      A Friend
ate, so here’s a table to randomly give them a complete
personality.                                                    8      A Sibling/Cousin
                                                                9      No one
                                                                10     Themselves
                                                                                                29
     1d10   What is an object they   1d10   “I believe….”
            Value?                   1      Everyone has their
     1      A piece of Jewellery            role in society and
     2      A Weapon                        they should fulfil it
     3      A Tool                   2      You can only rely
                                            on yourself, and the
     4      A Book
                                            sweat from your own
     5      A piece of Clothing             brow
     6      A piece of Art           3      Trust in others and
     7      A Musical Instrument            they will trust in you
     8      A toy                    4      Some are made to
     9      A Mount                         Rule, others are made
     10     An Ancestral Artefact           to be Ruled
                                     5      Those who have
                                            wealth and power
     1d10   What do they desire
                                            must share it with
            most?
                                            those who do not
     1      Wealth
                                     6      Decisions should not
     2      Power                           be made without care-
     3      Love                            ful deliberation of all
     4      Knowledge                       the facts
     5      Popularity               7      The pursuit of knowl-
                                            edge is the only thing
     6      Glory
                                            worth pursuing
     7      Vengeance
                                     8      Money comes first,
     8      Travel                          everything else can be
     9      Fame                            bought with it
     10     Harmony                  9      Power comes from
                                            sincerity, if you can
                                            fake that, you’ve got it
                                            made
                                     10     Only through war and
                                            conflict can we truly
                                            understand ourselves.
30
Adding the Details
Rulers is a game of politics, economy and warfare, but              Faith
more than that, it is a storytelling game about your civil-
isations.                                                           In Rulers we use “Faith” to refer to any system of belief
                                                                    that binds a society together. This can be a canonical
Once the mechanics of your Realm are in place (Resourc-             Church, a tradition of Ancestor Worship, or even a pro-
es, Traditions, Government etc.) it’s time to start giving it       nounced Nationalism.
depth.
                                                                    While we encourage Players to create a rich and varied
  •	 Who lives in your Realm?                                       culture for their Realm, it is not necessary to write down
                                                                    every gospel and deity before the game starts.
  •	 What is their anatomy like?
                                                                    Begin by setting out a few key principles for your Faith,
  •	 What belief binds their society together?                      naming any principal characters, and establishing the
  •	 How does their language sound?                                 manner in which people and clergy may practice this
                                                                    faith.
  •	 What do they eat and drink?
                                                                    Language
  •	 What does their clothing look like?
                                                                    The hardest part of Rulers is coming up with names:
  •	 What is the architectural style of the buildings?
                                                                    there’s all the settlements, your Ruler, every Noble, their
  •	 What is a common saying for your people?                       family members, individual characters, gods, poets and
                                                                    inventors – there are a lot of names.
Answering these questions, and any more you can think
of, is what will allow your game of Rulers to be rich and           That’s why establishing a language is so important.
memorable storytelling experience.
                                                                    You don’t want to make it up as you go, because as epic
                                                                    as names like “Ascernon the Thirteenth of the Elgorar
Race                                                                Elven Kings of Monsomera” may sound, no one is going
In Rulers, the race of your Realm can be anything you               to ever remember their name – including you.
imagine.
                                                                    Your language does not need to have a complete syntax,
They can be Elves, Orcs, Troglodytes, Demons, Centaurs,             with every aspect of the grammar calculated.
Archanids, or Piratical Parrots.
                                                                    Simply begin by establishing what your language sounds
It is up to the N.O. to set the tone for the game, and set          like. Take one from the real world you like, and pair it
down any limitations on what kinds of fantastical races             with another, to avoid simply making direct translations
may be allowed.                                                     all the time.20
For instance, the N.O. may want a Human only historical             Then, establish a naming system so that naming new
setting, or to demand that players be more creative than            Characters and Settlements follows a set of rules.
the usual Tolkien fantasy races.
                                                                    For instance, the Mord language is based on German and
As general guidelines, we recommend the following:                  Swedish. Every Noble surname is “Von [Family Name]”,
                                                                    while the peasantry are “Van [Home Settlement]”.
  •	 All Races are mortal19
                                                                    In Amethysia, every name is a regal sounding English
  •	 All Races must eat and/or drink something for
                                                                    forename, followed by a Geological period, such as Stan-
     sustenance
                                                                    ley Archean, or Winnifred Silurian the Third.
  •	 There is an explanation for why Races can be
     harmed by warfare or disease                                   Settlement names are often descriptive. Abertawe is the
                                                                    Welsh name for the city of Swansea. “Aber” means “On”
Without these basic guidelines, players may try and                 and “Tawe” is the name of the River – “On-the-Tawe”.
sneak their way out of playing by the rules.
                                                                    So look at the language you have adopted and de-
                                                                    termined what words are for “Town”, “Hill”, “River”,
                                                                    “Bridge” or “Port”.
19 You could play the exact opposite of this, but it’s simpler if
everyone is one or the other                                        20 It’s a little boring
                                                                                                                                  31
     If you don’t like how they sound, shorten them, or swap        Mordravale uses a lot of Germanic names, and late Me-
     them out for words from a similar language.                    dieval-European weapons and armour. But its politics is
                                                                    heavily based on the Soviet Union, and its architecture is
     A really easy way to make use of existing languages is to      typical of Medieval Gothic.
     look at a map. After you’ve picked the sound of your lan-
     guage, just take a look at that country, and pair together     To give Amethysia a more distinct style, their clothing
     pieces you like.                                               and architecture is inspired by the British Colonies in In-
                                                                    dia and Egypt, where turbans and buttoned coats, come
     As long as you have a consistent set of Rulers for naming      together with tea and piles of cushions to recline upon.
     people and places, you will have a much easier timer
     playing Rulers.                                                The Finer Touches
     Creating an Original Society                                   As you delve deeper and deeper into your game of Rul-
                                                                    ers, you will come face to face with questions you may
     Maybe your Realm is a race of Lizard-people who live in        not have thought of.
     Samurai style castles, use Katanas and follow Bushido.
                                                                    One of my favourite questions to come up is:
     That’s fine, but it is simply scalier version of Feudal
     Japan.21                                                         “What would my people say instead of: Oh my God?”
     But ask yourself if there a way to add a unique spin on        Exclamations of surprise or anger are very common to all
     your idea.                                                     languages. So what do you people say?
     Are there other Realms your people would have ele-             This adds such an element of depth to your culture to be
     ments of a shared culture with?                                able to speak appropriately to them.
     Asking questions like this can take a good idea, and make      The creator of the Cyrians came up with the idea of using
     it fantastic. Games of Rulers are always better when           a Saint, plus an element of clothing.
     there are powerful relationships between Realms.
                                                                    The more, private, the garment was, the more you were
     Is your race related to another in the world?                  shocked or enraged.
     Is your Church the last bastion of Orthodoxy, or are you       For example, “By Aerren’s Golden Pantaloons!” expresses
     heretics who escaped persecution from another Realm?           surprise similar to a man rushing down the street, almost
                                                                    knocking you over.
     Was it a shift in climate, or a great technological advance,
     that set you apart from your former compatriots?               While, “By Cyrintha’s Garter-Belt!” would not be accept-
                                                                    able to say in front of polite society.
     Let’s take another look at the Lizard-Samurai.
                                                                    Give your Ruler a gesture they often repeat. Come up
     The idea of a noble warrior elite, who is are masters of       with a popular joke in your Realm. What song can be
     both the pen and the sword, shares a few ideals with the       heard echoing from the taverns this time of year? What
     Sikh religion.                                                 is the most common subject of art these days?
     Now you’ve added a religious dimension to your Realm,          The finer touches can really make your Realm and its
     which governs their dress and way of life.                     characters something you and your friends will remeber
                                                                    for years to come
     But why did this become the dominant faith?
32
     history of your world.
                                                                     Reason
                                                                     Reason represents a Character’s ability to apply learned
                                                                     knowledge and logic to a situation. Reason is used in any
                                                                     situation where a convincing argument has to be made
                                                                     through evidence and analysis.
                                                                     Cunning
                                                                     Cunning represents a Noble’s ability to act on intuition,
                                                                     and feel a situation. Cunning is used in any situation
                                                                     where lying or subterfuge is required.
Guilds, Orders and Societies are political entities within      Common Resource            1,200g
the Realm which will pursue their own goals. They have
their own income, separate from the income of the               Luxury Resource            1,500g
Relam or the Wealth of cities. They can use theses fi-
nances to construct their own Buildings and recruit their       Food                       200g (p/ Food Pro-
own Troops.                                                                                duced)
These organisations may also buy or own Buildings, Re-         A Guild will hire Troops to defend trade routes, their
source Sites and Industries in their home Realm, and in        property, and possibly forcibly acquire new property if
Rulers further afield. This is the basis of their income.      they are feeling particularly bold.
Most Guilds, Orders or Societies are founded during the
creation of your Realm. However, a new G.O.S. may be           Orders
founded if the Ruler constructs a Building that requires a
G.O.S. such as a Church or a University.                        An Order has a moral of political ambition they are
                                                               trying to achieve. They are a collection of believers in this
All Troops and Buildings owned by a Guild, Order or            goal, who will seek to convert others to their cause.
Society, have the normal Construction/Recruitment and
Maintenance/Upkeep costs.                                      Principally, an Order is a Religious organisation. But, an
                                                               order can also be a collection of spies, conspirators or as-
Many Traditions chosen at Character Creation come with         sassins. As long as these people have a specific goal they
a Guild, Order or Society. In each case they will be grant-    are working towards, they can be an order.
ed a Building which will be their first source of income.
They will never have to pay maintenance for this one           Their primary objective is to see their goal(s) realised,
Building.                                                      but, it may be impossible to ever truly complete it, such
                                                               as the conversion of ever individual to their faith. An
To create a new Guild, Order or Society, they must be          Order therefore, will continue to work towards their
granted a starting Building by their Ruler. There is no lim-   goal(s), but may largely be content to see their influence
it on how many Guilds, Orders or Societies a Realm may         grow.
have, but it is in the interest of the N.O. to keep these
numbers down for their own Sanity.                             An Order has Alcoves of Power, these are Buildings which
                                                               increase their influence and their income. For a Religious
                                                               Order, these would naturally be Churches, or Temples.
Guilds                                                         For other Orders, they are free to be defined by the
                                                               Player the N.O. However, they must be defined for all
A Guild is collective of artisans and professionals who        Building sizes when the Order is created. Both the Player
want to expand their profit margins. Their primary goals       and N.O. may agree that some Building sizes are inappro-
are to increase their profits and expand their business.       priate for the Order in question.26
Each Guild has a monopoly over a certain product, such
as Guild of Brewers, Jewellers or Potters. Whatever a           Alcove of Power Size      Order Income
Guild controls must be produced by an Industry or a             Tiny                       +125g (375g)
Building.                                                       Small                     750g (+250g)
The Guild will buy Resource Sites relevant to their mo-         Medium                    1,500g (+500g)
nopoly, as well as Industries in other Rulers.                  Large                     3,000g (+1000g)
                                                                Colossal                  6,000g (+2000g)
     Societies
      A society is interested in Art for Art’s sake. Their focus
     is one area of academia, art or cultural expression. Their
     focus is on learning and pursuing their field of study to
     the highest level.
36
Settlements
A Realm is made up of Settlements where people live                For Example: Profiteria, the principal Town of the Shad-
and work.                                                          owfox Trading Company, has 6 Building slots. 4 of these
                                                                   slots are taken up by 4 Buildings, mostly belonging to the
Wherever there is work, there are people, and people               major Guilds.
need homes.27 Settlements naturally occur in these loca-
tions, such as where Resources are collected, or where             This means that Profteria only has room for two Build-
Armies and Nobles gather as these can also be a lucrative          ings, before it will expand into a City.
place for businesses.
                                                                   If a Village has a Fort constructed, or a Town gains a Cas-
Settlements come in three sizes:                                   tle, these are also times when the Settlement size would
                                                                   grow. But, only if the Players and N.O. agree that they are
                 Villages, Towns and Cities.                       sufficiently active to warrant growth.28
Each Settlement is governed by a Noble in the Realm.
They are seats of power where Wealth is generated, and             Governing Nobles
where Food is brought to market.
                                                                   Every Settlement must have a Noble governing it. For
Most Settlements are located near a Resource site, and             Villages and Towns a simple Knight will suffice, but Cities
the Industries this Resource facilitates are the primary           will require their own Lords.
source of income for the Settlement.
                                                                   The larger and the more important the Settlement, the
                                                                   more the Noble governing it will expect to be paid ac-
Building Slots                                                     cording to his status.
Settlements are not all the same though. Some are more
Rural than others and therefore have more agrarian In-             New Settlements
dustries, while particularly Urban Settlement will rely on
others to provide them with their Food.                            A Ruler cannot order a Settlement to be built. They can
                                                                   only grow naturally from situations from that demand
Each size of Settlement has a certain number of Building           them.
slots.
                                                                   Castles and Forts may grow into Villages if the Players
               Villages have 4 Building Slots                      and N.O. agree that they are sufficiently active to support
                                                                   a community of families.
                Towns have 6 Building Slots
                                                                   If these conditions are met, or there are others which ap-
                 Cities have 8 Building slots                      pease the N.O., then a new Settlement can be founded.
When it comes to the sizes of Building, a Settlement can           Every new Settlement starts out as a Village.
have, there are some limitations.
                                                                   It is also possible for a Settlement to exist, without being
 A Village cannot have a building bigger than Medium               attached to a Resource site, (such as those which grow
                                                                   from Forts and Castles). Every Player Realm gets one
       A Town cannot have a building bigger than
                                                                   such Settlement at the start of the game, that they may
                        Large
                                                                   place as they wish.
                     A City has no limit
Settlement Growth
When a Settlement is 1 Building slot away from having
all its slot full, then it grows in size to the next level of
Settlement.
27 Can’t wait for the San Francisco Area to figure that one out…
                                                                   28 You can’t just go around building Castles in all your Villages
                                                                   and my break my lovely game. I’m on to you!
                                                                                                                                       37
     Defences
     A Settlement which has begun life as a Town will auto-
     matically have Wooden Walls and a Gatehouses.
     Population
     Populations for individual Settlements are not tracked
     numerically. That is for the narrative of your game to
     allude to. However, population is relevant to Armies and
     migration.
38
Food for the People                                             Food Need
                                                                Each Settlement requires a certain amount of Food in
A society can only function if its subjects are well fed.       order to sustain itself.
Hungry subjects are restless subjects, and if not for the
welfare of the Realm, it is in the interest of the Ruler’s       Settlement Size            Food Need
own wellbeing, to keep the granaries stocked.                    Village                    1
Food is produced by Settlements. Typically, this is done         Town                       2
by various agrarian communities that orbit them. A town          City                       4
for instance, might have a few farmsteads dotted in the          Fortification              Food Need
foothills around it.
                                                                 Fort                       1
The Food produced by these Settlements can be a mix of           Castle                     2
several Foods that makes sense for the Realm to have,
providing that they remain as basic Foods that could not        Even if Food is “eaten” through Food Need, it still pro-
be mistaken for Luxury Industries.                              duces Wealth because people are buying it at the mar-
                                                                ket.
Sake and Rice, Cheese and Milk, Wine and Beef, Vodka
and Potatoes would all be suitable examples of Food             If there is not enough Food to support all the Settle-
and drink produced. However, Honey and Ginger Ale or            ments in the Realm, then Turmoil will quickly increase,
Cinnamon Buns and Coffee are not the foundations of a           and eventually Starvation will take its toll.
balanced diet for a whole society.29
                                                                Sizeable military Garrisons will also require Food in order
The numbers involved in Food production and need do             to keep Troops stationed there. This includes free stand-
not only reflect the quantity of Food being produced, but       ing Forts and Castles that are not a part of a Settlement.
also the variety and the healthiness of the diet of the
Realms denizens.
                                                                Territory Limits
Food Production                                                 While certain Buildings and Special Actions can increase
                                                                the amount of Food produced in the Realm, there comes
For every empty Building slot, a Settlement produces            a point when a Territory can longer support further culti-
that many Food. For every 1 Food produced, an addition-         vation.
al Wealth of 2,000g is produced by that Settlement
                                                                One Territory cannot produce more than 30 Food, before
               1 Food p/Empty Building Slot                     bonuses from Buildings or Special Actions.
            2,000g Wealth generated p/1 Food                    While bonuses from Buildings or Special Actions can
                                                                push one Territory to produce more than 30 Food, in
For Example, Ameythsia is a very Urban capital, so it           order to exceed this, a Realm will have to expand its bor-
depends on the town of Garnetia for most of its Food.           ders into new Territories.
Garnetia has a Temple, a Port, and a Water Mill.
It is using 3/8 of its Building Slots, so that leaves lots of   Food Shortages
space along the fertile river banks to produce 5 Food. In
                                                                Food can become sparse before this begins to cause seri-
addition to its Porcelain industry, the Food it produces
                                                                ous resentment, or even starvation.
generates 10,000g in Wealth.
                                                                If there is not enough Food in the Realm to meet de-
Meanwhile the Onor fortress of Ularet, is a village for-
                                                                mand for one Season, this upsets the populace. From a
tified with Amethysian Garrisons. It has a Steel Forge, a       narrative perspective would make them more likely to
Fort and a Watchtower. It uses 3/4 of its Building Slots,       act against the Ruler, but has no immediate effect from a
so it produces only 1 Food from one small goat farm. This       game mechanics point of view.
small therefore only adds 2,000g to the Wealth Generat-
ed by Ularet                                                    If there still is a Food shortage for another Season, Tur-
                                                                moil in the Realm increases by 1/4 of its current value,
                                                                rounding up. This is raises to 1/2 for each successive
                                                                Season of Food Shortage.
Calculating Turmoil Turmoil added in this manner lasts for 1 Year (4 Seasons).
40
Turmoil Turns into Action
Winter is the most trying Season for the people of your
Realm. When this Season comes around your leadership
will be tested.
Turmoil Table
 Successes               Result
 1                       Written demands for
                         change
 2                       A Noble supports
                         these demands
 3                       Protests (1d3 loca-
                         tions)
 4                       Strikes (1d3 locations)
 5                       Riots (1d3 locations)
 6                       Armed Revolt (1d3
                         locations)
 7                       Armed revolt, sup-
                         ported by Nobles
 8                       A Rebellion led by
                         nobles
 9+                      Rioting, Looting,
                         Arson, Armed Revolt
                         and Rebellion (1d6
                         locations)
                                                            41
     Down with the King
     Perhaps it was the Cruel Taxes, or the failed harvest. Per-
     haps it was poison in the wine, or daggers in the night, or
                                                                   Realm Death
     maybe it was just the obnoxious sound of your voice that      If every Settlement in a Realm is captured by a foreign
     did it for them. Either way, someone wants you dead.          power, or every member of its population killed or dis-
                                                                   persed to the corners of the world, then the Realm has
     There are multiple ways to die in Rulers, either the Ruler
                                                                   “died”.
     can be killed, or a wholes Realm ceases to exist.
                                                                   In this event, the Ruler no longer has Realm to govern.
     Ruler Death                                                   If they have personally survived, the Player can continue
                                                                   roleplaying as that individual but they have lost all Settle-
     The most common way to die in Rulers is for your Ruler        ments, Buildings and titles they may have had.
     to be assassinated, die in battle, or simply fall prey to
     natural causes.                                               The most loyal of Nobles and their Troops may choose to
                                                                   remain by the Rulers side, but most will not. The Ruler
      In the event of a Ruler dying their Heir immediately         may grab 10% of the Treasury before they are forced to
     takes the throne, and the Player assumes control of this      flee.
     Heir. However, this changeover of power may be seized
     as an opportunity for other Nobles to claim the throne,       The Ruler can turn to allies for help, and can be granting
     or question the Heir’s legitimacy.                            governance over a Settlement in another Realm, like any
                                                                   other Noble.
     If the Ruler has not designated an Heir, then the Player is
     faced with a question: Which significant NPC would they       While they may try to build a new Realm, or retake their
     like to take control of?                                      old one, they are at the mercy of other Rulers to grant
                                                                   them titles, Settlements and Resources.
     This NPC must reside in their own Realm, and immedi-
     ately have access to all of that NPC’s resources. They can    They may only to Recruit Troops and collect Taxes if the
     act as a Ruler might (constructing Buildings, Recruiting      Ruler who granted them a Settlement to govern, has
     Troops, and performing Political Actions) although they       given them permission to do so.
     do not have the same authority as the Ruler does.
42
M aking Money
Rulers is first and foremost a storytelling game of politics
and nation-building.However, a Ruler cannot improve the
                                                               Levying Taxes
prosperity of their subjects without Wealth.                   It is possible for a Ruler to increase their income by Levy-
                                                               ing Taxes.
Wealth is created by from Resources, Industries, Trade
and Food. As products are sold and traded within the            Levy taxes = Income becomes 30% of the Wealth from
Realm, and across borders, Wealth is generated.                                   each Settlement
Wealth can be Taxed and this is how a Ruler fills their        This action can be performed as a Fiscal Action by the
Treasury. With these funds they can raise an Army, con-        Ruler of a Realm. Once enacted, it remains in place for
struct Buildings, invest in what they see fit, and pay for     one year, at which point it can be repealed or allowed to
the Upkeep of the Realm and its Nobles.                        remain in effect.
Largely, people are smart enough to manage their own           However, Levy Taxes produces 10 Turmoil per Season it
businesses. The role of a Ruler is not to meddle in the        is in effect.
daily work of their subjects, but instead to protect and
expand Trade, acquire Resources, and invest in projects        If a Player wishes to levy taxes on something specific, the
that no individual community could afford on their own.        N.O. may consider this: in order to be Taxed, the object
                                                               in question must be creating Wealth for the Realm.
                                                               Generating Wealth describes a something that is being
Tribute & Taxation                                             traded and circulated around the Realm’s Economy.
Tribute, is what is paid to the Ruler to maintain the
Realm. Taxes, can be levied to increase the funds coming
into the Treasury, but may be unpopular.
                                                                                                                              43
     Resources & Industries
     There are two types of Resources in Rulers:
                                                                  Luxury Resources
                  Common and Luxury Resources
                                                                  Luxury Resources include:
     These are used by Industries to make Products like tools,
     clothes, pots, weapons, furniture etc.                                     Gold, Lacquer, Porcelain, Jewels,
     Each Resource Site is located in the appropriate terrain                           Marble and Silk
     of the Realm (i.e. Stone and Ore would be situated near
                                                                  Gold is fashioned by a Goldsmith into rings, necklaces,
     mountains or canyons). Industries are located the Settle-
                                                                  symbols of state and possibly religious idols.
     ments at their respective Resource Sites. You can imagine
     them as whole streets bustling with artisans, or small       Lacquer is used by an artisan Carpenter to create intri-
     communities built around the Resource itself.                cate boxes, plates and bowls.
     Common Resources come in greater abundance, allow-           Porcelain is use by an artisan Potter to create fine and
     ing them to support more Industries, but they are less       delicate vases, bowls, plates and pots.
     valuable than the rarer Luxury Resources.
                                                                  Jewels are used by a Jeweller, in addition to Gold, Porce-
     Resources and their respective Industries generate           lain or Lacquer, to create finely adorned and encrusted
     Wealth for their Settlement, which can be Taxed by the       items.
     Ruler.
                                                                  Marble is used by artists and Masons to create sculptures
                                 Wealth                           and in the construct of grand and impressive structures.
      Common Resource            10,000g
                                                                  Silk is used by a tailor to create fine garments that shim-
      Luxury                     15,000g                          mer, breath easily and yet are surprisingly strong.
      Food                       2,000 p/Food Produced
                                                                   Luxury Re-         Can be used as   Needs
     Common Resources                                              source             a base mate-
                                                                                      rial?
     Common Resources include:                                     Gold               Yes              -
                                                                   Lacquer            No               Timber
                    Ore, Timber, Clay and Stone
                                                                   Porcelain          Yes              -
     Ore is used by a Blacksmith to produce metal goods,           Jewels             No               Gold,
     tools, weapons and armour.                                                                        Lacquer or
                                                                                                       Porcelain
     Clay is used by a Potter’s to produce ceramic goods and
     pottery.                                                      Marble             Yes              -
                                                                   Silk               Yes              -
     Timber is used by a Carpenter’s to produce wooden
     crafts, furnishings and Buildings.                           Some Luxury Resources support industries themselves,
                                                                  but others require other components in order to func-
     While Stone is used by a Stone Mason’s to produce cut        tion.
     stone blocks for larger Buildings and defensive fortifica-
     tions.                                                       If a Realm does not have these other components, the
                                                                  Wealth generated by Luxury Resources is only 1/2 of its
      Common Resource          Industry                           base total.
      Ore                      Blacksmith’s
      Timber                   Carpenter’s
      Clay                     Potter’s
      Stone                    Stone Mason’s
44
Combining Resources
 C. Resource        L. Resource        Additional
 Wealth gener-      Wealth Gener-      L. Resources
 ated               ated               Used
 10,000             15,000             0
 15,000             25,000             +1
 20,000             35,000             +2
Luxury Resources can be added to Common Resources,
or other Luxury Resources, to increase their value, does
increasing the Wealth they generate.
                                                            45
     Trade                                                        Monopolies and Prices
                                                                  After a trade link has been opened, a Realm will import
     Trade occurs when two Realms, NPC or PC, sign a              all products it does not have. If a Realm is open to multi-
     Trade Agreement. All goods which both Realms do not          ple trade links, then it will always buy the best quality at
     currently have are automatically imported. A negligible      the lowest price.
     amount of other goods, books, religions and ideas, are
     also traded as part of the storytelling of the game.         A Realm cannot import the same product from multiple
                                                                  sources. Products are always traded in monopolies.
     This Trade Route connects two Realms through a specif-
     ic Settlement in each Realm. This increases the Wealth       For example, the Shadowfox Trading Company is im-
     generated by that Settlement, by 5% of its total, for        porting lacquerware from Mordravale along their Trade
     every Product being exported.                                Route, but now it has begun Trading with the mysterious
                                                                  Crimson Empire, who offer lacquerware inlaid with gold.
     For Example, the Shadowfox Trading Company can offer
     Porcelain, Jewels and Gold along its Trade Route with        This new product is of a superior quality, so naturally the
     Mordravale, as it does not produce any of these fine         S.T.C buys their lacquerware from the Crimson Empire
     products itself.                                             instead, taking this export away from Mordravale.
     This increases the wealth generated by the town of           Quality is determined by the number of ingredients a
     Profiteria, by 15%! Meanwhile Brasaholm gains just           product has and if it has the High Quality bonus or not.
     5% to its wealth for only having lacquerware to offer        The High Quality always trumps Products with the same
     Shadowfox. However, as the only producers of such a          number of ingredients.	
     fine product, they are unlikely to lose this trade any
     time soon.                                                    Quality Table
      In addition to this immediate financial gain, a Realm is     Lowest Quality                       Basic product
     treated as having any Resource its trade partner has,                                           High Quality Product
     for the purposes of Constructing Buildings, Recruiting
     Troops, or performing Special Actions.                                                                  Basic
46
If the quality of the Product being imported is the same
between multiple sources, then the product at the low-
est price will be imported.
Build 1S 2S 3S 4S 6S
      Time
      Build        375        750     1,500     3,000   6,000
      Cost
      Mainte-      250        500     1,000     2,000   4,000
      nance
      Cost (p/
      Season)
     Certain Buildings may require specific Resources, or have
     other prerequisites, in order to operate, while others
     may provide Resources to allow other Buildings or Indus-
     tries to function.
     Building Slots
     Each building, regardless of its size, takes up 1 Building
     Slot in a Settlement.
48
                Size   Prerequisites     Effect            Port           M                         Allows for
                                                                                                    Trade routes
Academy         S      A Society         Increases in-
                                                                                                    to Traverse
                                         come of Soci-
                                                                                                    over water
                                         ety. Provides
                                         education         Siege Engine   L       Timber, Techni-   Allows for
                                                           Workshop               cal Knowledge     the construc-
Armoursmith     M      -                 Allows for
                                                                                                    tion of Siege
                                         the recruit-
                                                                                                    Weapons
                                         ment of
                                         Armoured          Stables        M       Food              Allows for
                                         Troops                                                     the Recruit-
                                                                                                    ment of Cav-
Bank            M      A Guild, Order    Allows a Rul-
                                                                                                    alry Troops
                       or Society        er’s Treasury
                                         Balance to be     Theatre        S                         -1 Turmoil
                                         Negative          University     M       A Society         Same as an
Brick Maker’s   M      Clay              Allows the                                                 Academy
                                         for the                                                    but more
                                         construction                                               powerful.
                                         of “Stone”
                                         buildings,
                                         using Bricks      Walls          S/M/L   Timber / Brick / Defensive
                                         instead                                  Stone            walls that
Cannon          L      Technical         Allows for                                                encircle a
Foundry                Knowledge,        the Recruit-                                              Settlement
                       Ore               ment of           Watchtower     S       Timber / Brick / Provides a
                                         Cannons                                  Stone            great view
Castle          L      Stone             A defensive       Weaponsmith    M       Ore               Allows for
                                         Fortification                                              certain
                                         of formidable                                              Troops types
                                         strength.
Cathedral /     L      A Religious       Same as
Temple Com-            Order             Church but
plex                                     more power-
                                         ful. Turmoil
                                         -3
Chapel /        S      A Religious       Turmoil -1
Shrine                 Order             Increases the
                                         income of Or-
                                         der it belongs
                                         too.
Church /        M      A Religious       Same as a
Temple                 Order             Chapel but
                                         more power-
                                         ful. Turmoil
                                         -2
Coliseum        L      -                 Allows the
                                         Realm to
                                         Host large
                                         sporting
                                         events and
                                         festivals
College         M      A Society         Increases
                                         the Income
                                         of a Society.
                                         Allows for
                                         advanced
                                         studying
Fort            M      Timber / Bricks   A fortification
                                         with substan-
                                         tial defences
Gun-Smith’s     S      Technical         Allows for
                       Knowledge,        the Recruit-
                       Ore               ment of
                                         Harquebus
                                         Troops
                                                                                                                    49
                     Building List                                This Building allows for Trade Routes to travel by sea and
                                                                  by rivers, instead of by land.
                             Civic                                This does not alter the speed of Trade or the Wealth it
                                                                  generates.
     Bank
                                                                  Theatre
      Size                     Medium
                                                                   Size                   Medium
      Effect                   Allows Rulers to borrow
                               Money                               Effect                 -2 Turmoil
      Requirements             Allotted to a Guild                                         Allows the Realm to host
     Neither a borrower nor a lender be, unless you are Bank-                              Theatrical events
     er, in which case that is an excellent idea! – Shadowfox
                                                                   Requirements            -
     Rule of Business #29
                                                                  All the world’s a stage, we have our entrances and our
     This sturdy building allows the Rulers to borrow money       exits…some more memorable than others. – Grand
     from the Guild it is owned by.                               Inquisitor Jarlstor Von Faulsten upon beheading Emperor
                                                                  Wilbur Von Tatten.
     The Ruler can borrow up to half their income. This can be
     done once a year. The loan is to be paid back over 1 Year,   The play’s the thing, and it’s the thing that keeps both
     and this begins the Season after the loan was taken out.     the commoners and the nobles entertained with its regu-
                                                                  lar performances.
     The Guild does not need to have the funds to offer the
     loan, but they will receive the payment back.                A Realm with this Building has -2 Turmoil and can also
                                                                  put on special theatrical events that draw the attention
                                                                  of the other Realms of the World.
     Coliseum
      Size                  Large
                                                                  Academies, Colleges,
      Effect                -4 Turmoil, Allows the                and Universities
                            Realm to host Sporting
                            events and festivals                   Size                    Small / Medium / Large
      Requirements          -                                      Effect                  Provides income to a Soci-
     Let the games begin! This huge construction allows                                    ety
     everyone a spectacular view of the sport most popular in      Requirements            Allotted to a Society
     the Realm.                                                   An Academy, College or University allows for the study of
                                                                  a subject associated with a Society. This could be Art or
     A Coliseum has the immediate effect of reducing Turmoil      Science, Theatre or Calligraphy.
     in the Realm.
                                                                  Once built, they immediately become the property of
     In addition to this, once a year, a sporting event of im-    the Society they were allotted to, and increase its income
     mense significance is held. This is an event which draws     (See, Guilds, Orders and Societies).
     the best athletes and the most fashionable nobles from
     around the world. Any Ruler would be unwise to miss
     such an event.
                                                                  Chapel, Church, Cathedral
     For 2,000g, this event can also spark a New Fashion.          Size                   Small / Medium / Large
     For 4,000g, the event is so elaborate, that it provides an    Effect                 Provides income to an
     additional -2 Turmoil for 2 Seasons.                                                 Order
                                                                   Requirements           Allotted to an Order
     Port                                                         A Chapel, Church or Cathedral – which can just as easily
                                                                  be called a Shrine, Temple and Temple Complex – are
      Size                    Medium                              places of worship and theological learning.
      Effect                  Allows for Trade Routes to
                              traverse water                      Once built, they immediately become the property of the
                                                                  Order they were allotted to, and increase its income (See,
      Requirements            -                                   Guilds, Orders and Societies).
50   Riverboats and Carracks, Barges and Galleons, all pass
     through the Port to sell their wares.
                   Industrial                               Cannon Foundry
Brick Maker’s                                                Size                    Large
                                                             Effect                  Allows for the construction
 Size                     Medium                                                     of Cannons (Siege Weapon)
 Effect                   Provides Bricks which can          Requirements            Ore Resource, Technical
                          be used to substitute Stone                                Knowledge
 Requirements             Clay Resource                     This large foundry smelts ore and pours the molten
The kilns burn all through the day, and all through the     metal into moulds for cannon. These large, heavy and
night as Clay is fired and becomes bricks.                  cumbersome contraptions can blast Castle Walls with
                                                            terrifying force, and can shake the morale of a garrison
A Brick Maker’s allows the Realm to construct Buildings     to its very foundation.
that would normally require Stone, without having ac-
cess to the Stone Resource.                                 Once built, this building allows for the construction of
                                                            Cannons as a Siege Weapon. This process is different to
A Brick Maker requires access to a Clay Resource, either    Recruitment, consult the rules on Siege Weapon Troops
from within the Realm, or via Trade.                        for details.
                     Military                               Gunsmith
                                                             Size                   Medium
Armoursmith
                                                             Effect                 Allows for the recruitment
 Size                    Medium                                                     of Harquebusiers
 Effect                  Allows for the recruitment          Requirements           Ore Resource, Technical
                         of Armoured Troops                                         Knowledge
                                                            The Realms of the world are still coming to a consensus
 Requirements            -
                                                            on the harquebus.31 While it is very easy to train anyone
Many Troops will provide their own equipment, and can
                                                            to use one, they are considerably harder to make than a
get a Leather Jerkin or Chainmail from a local craftsman.
                                                            Crossbow, and less accurate.
But, for the more elaborate pieces of Armour, they will
                                                            This building allows the Realm to recruit Harquebusiers.
need to go to an Armoursmith.
Having an Armoursmith in your Realm allows for “Ar-         Siege Weapon Workshop
moured” Troops to be Recruited.
                                                             Size                   Large
A Troop will say if it requires and Armoursmith to be                               Allows for the Construction
                                                             Effect
recruited.                                                                          of Siege Weapons
                                                             Requirements           Timber Resource
Bowyer
                                                            The engineers in this workshop are able to constructed
 Size                      Small                            imposing weapons of war, designed to take down enemy
                                                            Fortifications.
 Effect                    Allows for the recruitment
                           of Crossbowmen                   This building allows for the Construction of Catapults,
 Requirements              Timber Resource                  Ballistae, Battering Rams and Trebuchet. Only one type
While it takes a skilled craftsman to carve a bow, the      can be Constructed at a time.
complex mechanical parts of a Crossbow, requires a
different set of skills. Often the two artisans get into    Stables
arguments over whose trade requires the greater skill.
                                                             Size                   Medium
Once built, this building allows for the recruitment of
Crossbowmen, otherwise known as Quarrellers.                 Effect                 Allows for the recruitment
                                                                                    of Cavalry
                                                             Requirements           Food
                                                                                                                        51
                                                            31 A harquebus is a smoothbore gun with a match-
                                                            lock firing mechanism that pre-dates early muskets.
                                                            It has an accurate range of about 50 yards.
     The smell of damp hay and manure may be…pungent,               Castle
     but these majestic beasts are definitely worth the trouble
     – Emperor Von Brasa the first, upon seeing horses.              Size                   Large
     This building is a home for the preferred mounts of your        Description            Defensive Structure with
     Realm. Unless otherwise specified, we assume these are                                 Stone Walls, and a Gate-
     horses.                                                                                house
                                                                     Can be built outside Yes
     Once completed, these Stables allows for the Recruit-           a Settlement
     ment of Light Cavalry and Heavy Cavalry.
                                                                     Takes up a Building Yes
                                                                     Slot
     Weaponsmith                                                     Requirements           Stone Resource
      Size                  Medium                                  This formidable structure is the height of fortified tech-
                                                                    nology. Only a mighty army with specialised weapons
      Effect                Allows for the recruitment              of war could possible hope to tear through its towering
                            of certain Troops                       walls.
      Requirements          Ore Resource
     Many Troops will provide their own equipment, and can          If built in a Settlement, this Fortification takes up one
     get a spear or crossbow from a local craftsman.                building slot.
     But, for more deadly Weapons, they will need the ser-          Otherwise, it can be built as a free standing structure,
     vices of a Weaponsmith.                                        anywhere that it is reasonable for it to be constructed in
                                                                    the Realm.
     Having an Weaponsmith in your Realm allows for certain
     Troops that require one, t to be Recruited.                    It comes with Stone Walls, a Stone Gatehouse and a
                                                                    Stone Keep.
     A Troop will say if it requires and Weaponsmith to be
     recruited.                                                     Fort
                     Fortifications                                  Size                   Medium
                                                                     Description            Defensive Structure with
     Fortifications often operate differently to other Buildings,                           Wooden Walls, and a
     as some do not take up Building slots in Settlements, and                              Wooden Gatehouse
     others do not require Settlements at all.
                                                                     Can be built outside Yes
     The defensive capability of Fortifications depends on the       a Settlement
     type of Fortification and the Material involved.                Takes up a Building Yes
                                                                     Slot
     When rolling Dice Pools to deflect hits, Wooden Fortifi-
                                                                     Requirements           Timber Resource
     cations are treated as Basic Troops, while Stone Fortifica-
                                                                    While not as formidable as a Castle, the Wooden walls of
     tions have the dice pool of Elite Troops.
                                                                    this Motte & Bailey Fort can still withstand and repel any
                                                                    would be attackers.
      Fortification              Defence Rating
      Wooden Walls               2                                  If built in a Settlement, this Fortification takes up one
      Wooden Gatehouse           4                                  building slot.
      Wooden Watchtower          3                                  Otherwise, it can be built as a free standing structure,
      Stone Walls                4                                  anywhere that it is reasonable for it to be constructed in
      Stone Gatehouse            6                                  the Realm.
      Stone Watchtower           5                                  It comes with Wooden Walls, a Wooden Gatehouse and
      Fort                       6                                  a Wooden Keep.
      Castle                     8
52
Gatehouse                                                      Depending on what material is used will determine the
                                                               defensive strength of the wall (refer to the Fortification
 Size                     Small                                table).
 Description              A fortified gateway to allow         Walls also have a parapet for Troops to stand on and
                          access through Walls                 walk along. All Ranged Troops standing on Walls can
 Can be built outside No                                       shooter further than they would normally be able to do
 a Settlement                                                  so.
 Takes up a Building No
                                                               Walls also come with stairways to access them. They also
 Slot
                                                               come with gates to allow access through them, but these
 Requirements             Timber or Stone Resource             are not as robust as a fortified Gatehouse.
These fortified gateways come with a vaulted entrance,
overlooks and firing slits for defenders.                      Watchtower
Depending on the material the Gatehouse is made from,
determines its defensive strength from an attempt to            Size                   Small
destroy it.                                                     Description            A tower that offers defence
                                                                                       to the Troops inside as well
However, the gate itself is a weak point that can be tar-                              as a great view
geted by attacking Troops.                                      Can be built outside Yes
                                                                a Settlement
 Fortification             Defence Rating
                                                                Takes up a Building No
 Gate                      2                                    Slot
 Gatehouse Gate            3                                    Requirements           Timber or Stone Resource
 Portcullis                6                                   This Watchtower allows the Troops Garrisoned inside to
A Stone Gatehouse, also comes with an iron portcullis          have an excellent view of their surroundings, as well as a
that can be lowered for added defence of the Gate.             means of signalling to Settlements and other Watchtow-
                                                               ers.
Walls                                                          The Watchtower itself feature a stairway to an observa-
                                                               tion deck with a vaulted roof and a firepit. If it’s made of
 Size                    Small/Medium/Large                    Stone, it has sturdy walls and a hefty door.
 Description             A Defensive barrier that
                         surrounds a Settlement or a           If built inside a Settlement, a Watchtower does not take
                         Buildings.                            up a Building slot.
 Can be built outside Yes                                      A Watchtower can also be built outside a Settlement if
 a Settlement                                                  the terrain is capable of supporting it.
 Takes up a Building No
 Slot                                                          Watchtowers can signal to each other and Settlements
                                                               with beacons. How far the signal can been seen from, is
 Requirements            Timber or Stone Resource              up for the N.O. to decide. Take into account the climate,
Walls are….well they’re walls, okay! I’ve written a lot of     terrain and likely line of sight.
these now. It’s a Wall. You know what that is. Moving on.
Village = Small
Town = Medium
City = Large
     The N.O. can decide if certain events can also trigger the
     acquisition of Technical Knowledge, although what this
     knowledge might be can vary dramatically.
54
Armies                                                         usually come from Buildings within the Realm.
Elite Troops come from the Nobility of your Realm. They         Mounted Ar-           Stables              750            +2 vs. Light
have much more time to not just practice, but to even           chers
master their martial training. In addition, they can afford
                                                                Dragoons              Stables,             750            +2 vs. Ar-
to procure much more expensive equipment.                                                                                 moured
                                                                                      Gunsmith’s
Once recruited, Troops immediately report to the Garri-
son they were assigned. This can be Settlement or a For-        Siege          Requirements        Upkeep Con-            Bonus
tification. They are commanded by the governing Noble           Troops                                    struc-
of this Settlement, or must be assigned to the command                                                    tion
of Noble.                                                       Catapult       Siege Workshop      750           2S       +1 vs.
                                                                                                                          Walls
If a collection of Troops - an Army - wants to travel to a
                                                                Trebuchet      Siege Workshop      1,250         3S       +2 vs.
location that does not have a Garrison, they must be led
                                                                                                                          Buildings
by a Noble.
                                                                Ballista       Siege Workshop      750           2S       +1 vs
Nobles who fight well in your service, and lead you to                                                                    Troops
Victory, will expect an increase in their holdings and rank.    Battering      Siege Workshop      500           1S       +4 vs.
                                                                Ram                                                       Gates
It costs nothing to Recruit Troops, but it does cost to
                                                                Cannons        Cannon Foundry 1500               3S       +2 vs.
keep them fed, train them once recruited, and maintain                                                                    walls
their equipment. This is all done by paying Upkeep.
32 If sometimes unpopular
                                                                                                                                         55
                       Troop List:                                  Crossbowmen
                                                                     Equipment      Crossbow      Bonus          +1 vs. Ar-
                       Basic Units                                                                               moured
                                                                     Armour         Light
     Spearmen                                                        Requires       Bowyer        Cost           250g
                                                                    Crossbows are more complicated to make than bows, but
      Equipment    Spear         Bonus         +1 vs. Cav-
                                                                    are much easier to learn to use.
                                               alry
      Armour       Light                                            Their bolts pack enough of punch to pierce through ar-
      Requires     -             Cost          250g                 mour, but they lack the range and accuracy of Archers.
     Give a man a sharp stick, maybe with a metal point, and
     he can do enough damage to a man when he’s fright-             Harquebusiers (“Harlequins”)
     ened. – A Mord orientation day favourite
                                                                     Equipment      Harquebus     Bonus          +2 vs. Ar-
     Spearmen are simple but effective Troops. They can even                        gun                          moured
     be formidable in numbers, when braced against charging          Armour         Light
     Cavalry.
                                                                     Requires       Gunsmith      Cost           250g
                                                                    Nicknamed “Harlequins” for the wailing sound of their
     Archers                                                        shot tearing through flesh, these Troops require little to
                                                                    no training at all.
      Equipment    Bow           Bonus         +2 vs. Light
      Armour       Light                                            While brutally effective against both light and well-ar-
      Requires     -             Cost          250g                 moured foes, they have exceedingly poor range and
     Archers are exceptional ranged Troops, out-ranging both        accuracy, and take a very long time to reload.
     Crossbows and Muskets. Their accuracy is unparalleled.
     However, it requires a lot of training to reach such a level   Their strategy then, is to fill fifty feet in front of them
     of skill.                                                      with enough flying shrapnel that these hindrances no
                                                                    longer matter.
     Shieldbearers
                                                                    Light Cavalry
      Equipment    Spear,        Bonus         +1 vs. Cav-
                   Shield                      alry                  Equipment      Lance,        Bonus          +2vs. Light
      Armour       Light                                                            Mount,
                                                                                    Short-
      Requires     Armourer      Cost          500g
                                                                                    Sword
     These Armoured troops carry shields for added for
                                                                     Armour         Light
     defence. While they are not of the quality Nobles can
     afford, it is enough to keep these hardy Troops on the          Requires       Stables       Cost           750
                                                                    On mounted steeds, these riders charge into battle.
     frontline.
                                                                    Although not as heavily armoured as their Noble count-
                                                                    er-parts, they excel at scouting and disrupting poorly
     Berserkers                                                     defended Troops.
      Equipment     Two-hand-     Bonus         +2 vs. Light
                    ed Weapon
      Armour        Light
      Requires      Weapon-       Cost          500g
                    smith
     Give a frightened mana Spear and he can fight. Give a
     frightening man a Great-Axe and be prepared to soil your
     Armour – Old Mord Saying
The only difference of note is that the elite can afford    While they are not capable of firing and riding with the
hand-rifled guns, allowing them greater accuracy and        same accuracy as Mounted Archers, their mounts pro-
longer range.                                               vide them with the same mobility on the battlefield.
Cavalry
 Equipment     Lance, Shield,   Bonus       +4 vs.
               Sword, Mount                 Light
 Armour        Armoured,
               Mounted
 Requires      Armourer,        Cost        1,000
               Weaponsmith,
               Stables
With thundering hooves and shining armour, a Cavalry
charge terrifies all unfortunate enough to stand in their
way.
                                                                                                                         57
                        Siege Units                               Trebuchets
     Siege weapons operate differently to other Troops.            Damage        6             Bonus         +2 vs.
                                                                                                             Walls &
     While other Troops are Recruited, Siege Units are instead                                               Structures
     Constructed. Each Siege weapon takes a number of Sea-         Construc-     3             Special       Cannot
     sons (turns) to be Constructed as listed. Upkeep is paid      tion                                      Move
     during the Construction phase aswell.                         Requires      Siege         Cost          1,250
                                                                                 Weapon
     Dice rolls are resolved normally with Siege Weapons and                     Workshop
     their bonuses are applied and stacked in the same way.
                                                                  A Trebuchet is the ultimate medieval siege weapon, and
     They are treated as Basic Troops when rolling dice pools.
                                                                  an ingenious piece of engineering.
     In addition, when resolving Combat Rolls against Fortifi-
                                                                  The long arm swings around a central axle. At the far
     cations, Siege Weapons have additional bonus Damage
                                                                  end is a counter-weight. The other end is pulled down,
     as listed.
                                                                  fastened and loaded. When released, the counterweight
     In Full Combat, a Siege Weapon cannot Move and Act.          swings the arm around in an overarm throw, lobbing the
                                                                  projectile in an arc.
     If a Siege Weapon is Routed or Defeated, then it is the
     engineers manning the Siege Weapon that are lost. The        Trebuchets cannot Move at all. They are deployed onto
     Siege Weapon survives and is captured by the enemy           the battlefield, and remain in their position until the
     forces.                                                      battle is resolved.
     If a Siege Weapon itself is Wounded or Crushed, then it is   The advantage of Trebuchets over catapults is that they
     damaged or destroyed by the enemy assault.                   can hurl heavier projectiles, as well as launching them
                                                                  further.
     Catapults                                                    In addition to this, their projectile arc means that they do
                                                                  not need a direct line of fire, and so can target structures
      Damage        2             Bonus         +2 vs.            behind walls.
                                                Walls
      Construc-     2             Special       -                 Ballistae
      tion
      Requires      Siege         Cost          750                Damage        1             Bonus         +4 vs.
                    Weapon                                                                                   Troops
                    Workshop
                                                                   Construc-     2             Special       Cannot
     Enough coiled energy on an axis, and wham! That rock          tion                                      damage
     goes flying.                                                                                            Stone Forti-
                                                                                                             fications
     Catapults can Move at a walking speed as any other
     Troop would.                                                  Requires      Siege         Cost          750
                                                                                 Weapon
     Their shot is fired in a direct line, therefore they must                   Workshop
     have a clear line of fire to the target. They also cannot    “What if you made a Crossbow, but much, much bigger?”
     shoot over Troops or other obstacles, such as walls.         – An Unknown Cyrian Engineer to the Mord Archon of
                                                                  War.
     Catapults are particularly effective against walls, but
     there are other Siege Weapons which can damage Build-        A Ballista fires a huge arrow bolt at its targets, and need
     ings more effectively                                        a direct line of fire to hit their target.
34 This is largely the case for Melee troops, but not Ranged
ones.
                                                                 Melee Army cannot be Wounded. However, the N.O. may deem
                                                                 it appropriate for them to be Routed if say the Gate is breached,
                                                                 and the Archers are about to be overrun.
                                                                                                                                     61
     unless altered by modifiers).
     If it succeeds on its Morale save, then the Troop stays on       The Ameythysians win the combat roll by 1 Success.
     the Battlefield, but suffers -2 Dice to all of its future dice   Normally, this would only Wound a Troop, but because
     rolls. If it is Routed again, but still remains on the battle-   the Mord Troop is already at Wound 2, they advance into
     field, it advances one step down the Wound table.                Routed. They must now make a Morale roll to stay on the
                                                                      battlefield.
      Wound Table                Effect
                                                                      Mord Nobles have a proud Chivalric Tradition, and so
      Wounded 1                  -1 Dice
                                                                      their Elite have a +1 to Morale rolls, but they are now at
      Wounded 2                  -1 Dice                              -2 Dice because they are at Routed 1. They will roll 5d6
      Routed 1                   -2 Dice                              (6d6 -2 +1 = 5d6) against the 1 Success from the Ame-
      Routed 2                   -2 Dice                              thysian Harlequins.
      DEFEATED                   No Dice rolls. It’s De-              The Mord Swordsmen roll 1,5,3,4,4. They pass the
                                 feated…                              Morale roll just barely and with a tremendous roar they
     Defeated: Defeated Troops are either critically wounded,         continue to charge through the hail of lead shot.
     have fled the battle, or have surrendered. However it
     is described, they are removed from the battle and no            They crash into the Harlequins in a flurry of steel. They
     longer participate.                                              are at -2 for Routed 1, but gain a +1 bonus against light
                                                                      Troops. They roll 5d6 for 3 successes (4,6,5,6,4) while
     Crushed: If a Troop is Crushed, it is definitely dead. Very,     the Amethysians roll 4d6 to defend (3,2,1,2) and have no
     very dead. Not only does it no longer participate in the         successes.
     battle, it decorates the castle walls with its entrails. A
     troop can only be Crushed by a direct roll, otherwise it is      The gunline is Routed, and now must pass a Morale save.
     Defeated.                                                        They have yet to be wounded, so they roll their base dice
                                                                      pool of 4d6, they need 3 successes.
     Each successive time a Troop loses a Combat Roll, but
     remains on battlefield, it advances one stage down the           They roll 2,6,3 for 1 success. The Harlequins have failed
     Wound Table.                                                     their Morale check and are Routed! Against the terrify-
                                                                      ing might of the Mord swordsmen, they begin to flee for
     Therefore if a Troop has already passed two Morale               their lives.
     Saves, the third time it is Routed it will become Defeated
     no matter what.                                                  In Full Combat, the battle is over when one side con-
                                                                      cedes defeat, or if all of an Army’s Troops have been
     If the result of the Combat rolls exceeds Wounding, and          Routed or Defeated.
     applies one of the other consequences of losing a com-
     bat roll, jump to that position on the Wound Table.              Alternatively, the Players and the N.O. can agree on an
                                                                      objective that decides the battle, such as the capture of a
     Combat Example                                                   Gatehouse, or the defeat of the General.
Automatic                                                        Walls                       +1
                                                                 Fort                        +2
The N.O. should be careful when allowing a Settle-
                                                                 Castle                      +4
ment to be captured automatically.
                                                                Roll the Attackers Dice Pool against the Defenders Dice
In the example we used for Automatic combat, the
                                                                Pool as per Quick Combat rules.
army is attacking a settlement. This is Automatic
because of the completely overwhelming force that
is attacking. Even the Player would concede there is
                                                                In Full Combat
no way they could possibly win, and so the handful              In Full Combat, the Settlement’s defences add an extra
of defenders simply lay down their arms.                        dimension to the story-telling of the siege. First establish
                                                                how the defending army is distributed.
However, if a Settlement is being taken automati-
cally, it is important for the N.O. to have the Player’s        Which Troops are on the walls? Are there also Troops
consent, as automatically losing a Settlement could             behind the Walls, or in front of them?
really sour their day. Simply giving them the chance            Ranged Troops on the Settlement Walls or in Watchtow-
for a heroic last stand may be enough to satisfy                ers, are treated as having extended Range.
them.
                                                                Basic and Elite Troops cannot damage a Settlement’s
At the same time though, it is important for Players            Fortifications unless otherwise specified.
to recognise that Rulers is a group game. There are
other Players and the N.O. needs to give time to                Siege weapons make a Combat Roll, plus their Damage
all of them. Roleplaying out a lost cause may take              bonus. This is rolled against the Fortification’s Dice pool +
                                                                its Defence value.
away precious time from other Players who stand a
chance of actually winning their battles.                       Combat rolls may be modified by bonuses and weakness-
                                                                es of both the Siege weapons and the Fortifications.
Ultimately, the N.O. has the final say. Automatic
combat is a way to speed up the game, not a system              For each success the Attacker has over the Fortification,
to be abused.36                                                 remove one dice from the Fortification’s Defence pool.
     Beyond that, the Players and the N.O. are free to de-                A captive costs 1/4 of that Troop or Noble’s Upkeep to
     scribe the battle and how the attacking Troops try to                keep them fed. For a Noble this will be the lowest estate
     storm the Settlement. The Defender should have a                     Upkeep.
     rough layout37 of the defences of their Settlement (ap-
                                                                          However, a Ruler may decide to increase the amount
     proved by the N.O.)
                                                                          spent on their Prisoners, to win their favour.
Income                                                            Meagre
                                                                  Comfortable
                                                                                    Village
                                                                                    Town
                                                                                                     125g
                                                                                                     250g
    Generator                      Wealth                         Ample             City             500g
    Common Resource                10,000g                        Substantial       Territory        1,000g
    Luxury                         15,000g                        Luxurious         Ruler            2,000g
    Food                           2,000 p/Food Produced
                                                              Settlements
Combining Resources
                                                              Building Slots:
    Common Wealth Luxury Wealth              Additional       	         Village = 4
    generated     generated                  Luxury Re-
                                             sources Used     	         Town = 6
    10,000                15,000             0
                                                              	         City = 8
    15,000                25,000             +1
    25,000                35,000             +2               Food need
Trade Routes:                                                     Settlement Size               Food Need
                                                                  Village                       1
	             +5% Increase to Wealth generated by the
	             Settlement for each Prodcut exported                Town                          2
                                                                  City                          4
Taxation:                                                         Fortification                 Food Need
                                                                  Fort                          1
	             15% of Settlement Wealth
	             Levy Taxes: 30% of Settlement Wealth instead        Castle                        2
    Cost
    Mainte-      250    500     1,000      2,000   4,000
                                                              Warfare
    nance
                                                              Quick Combat
    (p/Sea-
    son)                                                      	         1d6 x Number of Troops
                                                                                                                       65
     Full Combat
     	            Basic Troops =4d6
     Advantage
         Advantage                 Consequence
         +1-2                      Wounded
         +3-4                      Routed
         +5                        Defeated
         +6 or more                Crushed
     Wounds
         Wound Table                   Effect
         Wounded 1                     -1 Dice
         Wounded 2                     -1 Dice
         Routed 1                      -2 Dice
         Routed 2                      -2 Dice
         DEFEATED                      No Dice rolls. It’s De-
                                       feated…
     Fortifications
         Fortification                 Defence Rating
         Wooden Walls                  2
         Wooden Gatehouse              4
         Wooden Watchtower             3
         Stone Walls                   4
         Stone Gatehouse               6
         Stone Watchtower              5
         Fort                          6
         Castle                        8
     Sieges
         Settlement                    Defence Rating
         Village                       0
         Town                          2
         City                          4
         Walls                         +1
         Fort                          +2
         Castle                        +4
66
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