Each player controls a Kingdom, and each Kingdom has its own related stats and attributes associated with it. Players are expected to maintain their Kingdoms each session, engage in intrigue and diplomacy between one another, and respond to events.
Players must go through the process of creating their Kingdoms from scratch, deciding various attributes for the Kingdom to possess and also how it will function.
Determine Attributes: Assign the Kingdom's SENMIR attributes.
Choose Government Type: Pick from one of the government types listed on Governments.
Determine ruler (if any).
Allocate INF: Kingdoms starting out receive Infrastructure (INF) at the start of a game, and these INF points are allocated into various aspects of a Kingdom. These can include additional Attribute raises, traits for the Kingdom, or building specific characters to represent the Kingdom. Kingdoms start out with 20 INF.
Determine Size: Kingdom sizes are determined by any spent through INF or traits.
Determine Wealth: Kingdom wealth is determined by the Economy stat and whatever is spent through INF.
Determine Piety: Kingdom piety is determined by the Religion stat and whatever is spent through INF.
Most governments possess a ruler, and the ruler of a kingdom can make or break it in the short term. Rulers are typically royalty or wealthy individuals who are capable of spending resources of their own in order to aide their land. Some rulers are despots while others are benevolent and use their power for good. With power and money however, comes corruption...and this can threaten the stability of a government and could plunge a kingdom into chaos and civil war.
First you must pick your government's ruler(s) if any. Next they require titles.
Each government type has different name(s) for their own kinds of rulers. This is chosen by the country in question, and new names can always be created and used instead by those who see it fit.
Monarchy: Royalty, Aristocracy, or "The Crown".
Republicanism: President, Prime Minister, Chancellor, or Head of State.
Tribalism: Grand Shaman or Chieftain.
Theocracy: Pope, Patriarch, or Archbishop.
Totalitarianism: Grand Leader or Dictator.
Anarchism: Voice of the People.
Socialism: Premier of State or Chairman of the State.
Governments can instead be guided by a council, round table, cabinet, parliament, or other bodies which enable debate among individuals before lawmaking and policy shaping. This is more often seen in Republicanism.
Anarchism however possesses its own special case; where Anarchism is the express lack of a central ruler or ruling body. Anarchist nations need not possess a ruler, and do not take any penalties for not possessing one.
Governments (aside from Anarchism) take penalties if there is no ruler or other form of government rulers (such as senators or other heads of state). For each month a kingdom goes with no ruler(s), it acquires an additional +1d12 to its Unrest.