Domain Turn

A Domain Turn represents one month of in-game time. The party must either be in their capital or have given orders to those in the capital for these phases. It consists of four phases:

Phase 1: Upkeep Phase

Pay Overhead:
Stability Check:
  • Roll a Stability Check (d20+leadership modifiers only).
  • Check the table below
DC Result
5 Roll Economy or Loyalty Check at Disadvantage
10 Kingdom is stable
15 Reduce unrest by 1
20 Reduce unrest to 0

Phase 2: Edict Phase

Domain Expansion

Add Explored Hexes

  • Any Local Hexes that have been explored but were unclaimed may be incorporated.
  • The players pay 1 BP per 10 local hexes to incorporate them into their domain over this Domain Turn.

Add Conquered Hexes

  • Any Local Hexes that were conquered last Domain Turn must either be incorporated into the domain or made into a vassal.
  • The players pay 1 BP per 20 local hexes to incorporate them into their domain.
  • The players pay 1 BP per settlement level to incorporate them into their domain.
  • The players may designate any amount of their conquests as a vassal. They will receive 1/10 of the vassal's earnings.

Domain Statistic Improvement

Domain Wide Improvement

Local Hex Promotion

  • Spend 5 BP to promote a local hex
  • Promotion takes one Domain Turn

Local Hex Promotion and Statistics

Hex Level Promotion Cost Promotion Time Economy Loyalty Stability
Wilderness 15 BP 1 Domain Turn 0 0 0
Partially Settled 15 BP 1 Domain Turn 1 1 1
Settled 15 BP 1 Domain Turn 2 2 2
Fully Settled 3 3 3

Settlement Promotion

  • Spend BP to promote a settlement one level
  • Promotion takes at least one Domain Turn

Settlement Promotion and Statistics

Settlement Level Promotion Cost Promotion Time Economy Loyalty Stability
Roadhouse 15 BP 1 Domain Turn 1 1 1
Homestead 15 BP 1 Domain Turn 2 2 2
Thorp 15 BP 1 Domain Turn 3 3 3
Hamlet 15 BP 1 Domain Turn 4 4 4
Village 75 BP 1 Domain Turn 5 5 5
Small Town 75 BP 2 Domain Turns 10 10 10
Town 150 BP 6 Domain Turn 15 15 15
City 300 BP 12 Domain Turns 25 25 25
Metropolis 50 50 50

Domain Edicts

Holiday Edicts

Table: Holiday Edicts

Holidays Per Year Loyalty Modifier Consumption (BP)
None –1 +0
1 +1 +1
6 +2 +2
12 +3 +4
24 +4 +8

Promotion Edicts

Table: Promotion Edicts

Promotion Level Stability Modifier Consumption (BP)
None –1 +0
Token +1 +1
Standard +2 +2
Aggressive +3 +4
Expansionist +4 +8

Taxation Edicts

Table: Taxation Edicts

Tax Level Economy Modifier Loyalty Modifier
None +0 +1
Light +1 –1
Normal +2 –2
Heavy +3 –4
Overwhelming +4 –8

Phase 3: Income Phase

Phase 3: Income Phase

Taxation:

  • Collect taxes at 1 BP for every domain modifier. If the duchy has 200 economic modifier it would collect 40 bp.
  • Make an accounting check: (d20+leadership modifiers).
  • Check the table below
DC Result
5 You've been swindled: reduce taxes by 20%
10 You collected the right amount
15 You closed some loop holes: increase taxes by 10%
20 Economic Miracle: increase taxes by 20%

Selling Magic Items:

  • Players can "sell" items found on adventures into the kingdom's markets to generate a one-time BP boost.

Phase 4: Event Phase

Event Phase

Faction Check

  • Divide the domain loyalty modifier by the domain control dc (number of hexes and settlement levels).
    • If the number if above 1, add it to the loyalty check.
    • If the number is below 1, roll the loyalty check at disadvantage.
  • Make a loyalty check (d20+leadership modifiers).
  • check the table below
DC Result
1 Crisis in leadership: unrest increased by 10
5 Factions are rising: unrest increased by 3
10 Loyal citizens
15 Generous citizen: reduce upkeep by 20% next domain turn

Random Event

  • The DM rolls for a random event.
  • Domain Events: dice: [[Domain Events#^db8af9]]

Story Event

  • The DM informs the party that an event has happened. He can pretend to roll to make it look like a random event.
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