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I have already thought about it in a similar way – about the format of "adventures," of course, not in the context of this game, but in general. There is one problem here (a personal one). Contrary to popular belief, I really liked Tiaraal conceptually: although it wasn't very detailed, the setting was very well-structured in my head, and there were no gaps. As a bonus, developing the vampire clans was one of the most enjoyable processes for me during the creation of all the settings in general. But I made a mistake and made this continent part of the old world, and time has passed, and it is no longer suitable for using old medieval-fantasy ideas, because I am not interested in the format of games "in the past" – time only moves forward. As for the new settings, either my imagination is running out, or my brain just doesn't work as well anymore, but writing new things is difficult for me. This will, in any case, be a reworking of old concepts, and as for the names and titles... it's really hard.
And there wasn't really any rivalry between equal political figures, because Rynze was too overpowered.
That was the idea, by the way. Unlike what happened in RI1, RI2, and Schism, Rynze's rise to power was absolutely clean, and she didn't really have any competitors. At the same time, she wasn't a genius like Krayth (who, by the way, was never fully developed, which is a pity, because he was supposed to be one of the most important characters in the second part), and until the moment with Luciola, she was absolutely defenseless in terms of combat characteristics, in contrast to all other significant figures from the past. But she was a talented leader, and her status, combined with her enormous ego, created (or, rather, was supposed to create) an unattainable personality who stood above everyone else. And it was supposed to be like this: although she didn't have much direct dialogue in the plot (the only exception, if I'm not mistaken, was only the first meeting during the tour), she was always in the spotlight and actively participated in the lives of the characters. At the same time, the dynamics were designed to create initial dislike for her and then gradually turn this state into devotion or, at least, recognition. Whether this worked or not is not for me to judge, BUT IT WORKED IN THE PLOT ON A COUNTRY SCALE (I said so!!!). In general, in the end, it turns out that she controls everything, but other people, such as Realgar Muscari in the north, carry out her will – she herself did not lead troops anywhere and did not develop military plans.