Leadership

Requirements: 16 Charisma

“We have word from Riva, sir. Calion sends a hundred riders. What shall we do?”

When you acquire this keystone feature, those around you and the world at large begin perceiving you as a leader. You gain a number of features;

You can attract followers, military units, and potential allies.

Followers are individuals or small groups of NPCs who have heard of your feats and deeds, and wish to assist you in some way. They do not have to join you directly, as you can send them on missions, quests, or even have them return to your base camp, home, or fortress, known in rules as your Hold. Examples of Followers could be a low level warrior who is grateful to you, or a apprentice mage who has offered his service in exchange for tutelage.

More information on the Followers page.

Units are groups of soldiers, fighters, mages, spies, or any other cohesive unit that opts to serve you. They are useful in larger scale conflicts such as wars, and they are rather weak individually. But together, a Unit is effective, and can even participate in combat with you. Some units may come to you and offer service in exchange for pay, and others may simply wish to aid in your cause. In most cases, most units are bound to you by something, and if this oath is betrayed, or if they are mistreated, they may turn on you, mutiny or desert.

More information on the Units page.

Other parties, groups, governments, or leaders may wish to correspond with you and create an alliance, or some kind of working relationship. You can more easily initiate this as well, if you know who, or where to communicate with.