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 Post subject: Domain Turns
PostPosted: 21 Jan 2010, 07:11 
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Domain Turn Sequence

This information is provided as a handy reference to the sequence of play and possible actions in the domain turn (3 month span). In the next post is a Master List of Actions which briefly describes each possible action a PC regent can take in a domain turn.

Sequence of Events:

1. Roll for Random Events
The GM rolls a random event for each active domain, using the random event table found in the Birthright Rulebook.

2. Determine Domain Initiative
Each active regent rolls a 1d10 and adds his character level. The highest roll wins domain initiative and has the option of taking first action or waiting.

3.Collect Regency Points
Each regent receives Regency Points equal to the sum of his Domain Power or his bloodline, whichever is less.


Feature Classes that Collect Regency
Guild** Thief, Ranger, Bard*
Law Warrior, Priest*, Thief*
Source Mage
Temple Priest, Paladin
Province All
Trade Route Thief (1RP per GB produced)

*Characters of this class collect regency equal to half the holding’s level, rounded up.
** Royal Guild allows regents of non-thief/merchant classes to obtain regency. (see book of Trade)

4. Taxation, Collection, and Trade
Each active regent collects Gold Bars (GB) from his domain by performing Taxation, Collection, and Trade. Trade routes generate Gold Bars equal to the average of the two connected provinces.

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5. Pay Maintenance Costs

Each active regent pays Gold Bars to maintain his court, castles, armies, and domain. The court cost varies from 1 to 10 GBs (regent’s choice); castles cost 1GBeach; armies vary in cost; and the domain cost varies with the total number of holdings and provinces.

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6. Declare Free Actions
Active regents may declare free actions in order of initiative. A regent may take one free action per character level in this phase.

7 , 8, 9. First Second and Third Actions Rounds
Beginning with the character with the highest initiative, active regents declare domain, free, or character actions for the first action round of the domain turn. If a war is declared, the rules for War Moves are as follows:

A. Domain
B. War Moves
C. Fight Battles
D. Occupation or Retreat

Repeat of Each Action Round of the domain turn.

10. Adjust Loyalty, Treasury, Regency
At the end of the domain turn, losses of Gold Bars, regency, or loyalty caused by events or actions are recorded.


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