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 Spend 5 BP to promote a local hex Promotion takes one Domain Turn 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
Spend BP to promote a settlement one level Promotion takes at least one Domain Turn 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 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.