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THE DOMAIN RULES
"Not yet, my cousin: we would be resolved,
Before we hear him, of some things of weight
That task our thoughts, concerning us and France."
-- King Henry, Shakespeare, Henry V
From the PRD
Kingdoms and War
Some heroes found kingdoms, driving out hostile monsters to make room for peaceful settlers. Others lead soldiers into battle, waging great and terrible wars. This chapter presents rules for building a kingdom and waging war that focus on the larger tactics of city planning and troop strategy rather than managing details of individual settlers and soldiers.
This section uses "kingdom" as a universal term to represent all kinds of domains, regardless of size, form of government, and gender of the ruler. Most of the decisions are in the hands of the players, and these rules are written with that assumption, using terms like "your kingdom" and "your army." However, the GM is still in charge of the campaign, and is expected to make judgments about the repercussions of player decisions. While players running a kingdom should be allowed to read these rules (having them do so makes much of the kingdom building easier for the GM), the players shouldn't think they can abuse these rules to exploit weird corner cases. For example, players may decide to construct a city full of graveyards because of the bonuses they provide to the city, but if the GM believes that is unreasonable, he could decide that the city is prone to frequent undead attacks. Likewise, a settlement with more magic shops than houses and businesses may slowly become a ghost town as all the normal citizens move elsewhere out of superstitious fear. As with a normal campaign, the GM is the final arbiter of the rules, and can make adjustments to events as necessary for the campaign.
(I.e. somethings will be made by DM fiat)
The Domain rules we will be testing (although the playtest period is over and Ultimate Campaign is published) are included in these sections of the Pathfinder Reference Document. Read them well.
The Last ruleset -- Building a Kingdom -- is something we won't deal with until you are relaxed and feel comfortable with the Birthright World. When you are, I'll run the Kingmaker AP within Birthright and in the Continent of Aduria where you are all taking part in forming a new Anuirean colony.
Most of these rules from the Kingmaker AP. Here are the additions from the Birthright Rulebook
1. Each domain turn takes one month.
2. There are a number of actions you can take during the Domain turn that are exciting for player regents to do (these are called Character Actions with the training action to be the most boring.)
3. Domain turns are to represent downtime, for regents, in between adventures.
4. Domain actions are to be figured by domain initiative after each adventure. This is figured by rolling 1d20 and adding your wisdom bonus. :)
The other actions correspond to the Optional Kingdom Rules in the PRD. There are a few new Domain Actions notably:
Agitate [Standard/Realm; Lead; 1 GB]
Cast Realm Spell [Standard; GB varies]
Ceremony [Standard; Administrate; 1 GB]
Contest Holding [Standard/Realm; Administrate; 1 GB]
Contest Trade Route [Standard; Diplomacy; 1 GB]
Create Holding [Standard; Administrate; 1 GB]
Create Ley Line [Standard; 1 GB and 1 RP per province crossed (min 2)]
Create Trade Route [Standard; Diplomacy; 1 GB]
Diplomacy [Standard; Diplomacy; 1 GB]
Espionage [Standard; Gather Information; 1 GB]
Move Troops [Court/Standard; 0 GB]
Rule Holding [Standard/Realm; Administrate; 1 GB]
Rule Province [Standard; Administrate; 1 GB per current level of target province]
Character actions
Adventure [Character]
Ply Trade [Character]
Research [Character]
Training [Character]
Travel [Character]
You take part in an adventure. There are monsters to be fought, intrigues to be solved, and treasures to be won ? in person. Most regents win renown as adventurers and heroes before they assume the leadership of a realm or organization. Scions must often establish themselves as powerful and capable individuals if they want to deter challenges to their authority and honor. Such adventuring does not cease once a scion claims a domain; if anything, the need for adventuring increases.
PC regents should adventure often ? with an eye for quests that further not only their own personal concerns, but those of their domain and its allies. Once a regent sweats blood with an ally, fighting back-to-back against a common foe, he knows the mettle of his friends. Adventuring regents also benefit domestically; when a regent personally leads the party that eliminates a band of monsters and saves a town, word gets around. The regent may see an upswing in loyalty and possibly a short-term increase in regency, taxes, or tithes.
You spend the month in endeavors designed to bring you personal profit and wealth. Few regents will engage in this action on a regular basis, but non-regent characters do so often. Regents usually have weightier matters competing for their character action each domain turn, but might use Ply Trade to increase their own personal treasuries.
Your ability to find work, negotiate wages, and make a profit is based upon your bonus in Craft (Any), Profession (Any), or Perform. (this is why Craft and Profession skills are so important to Birthright characters). Highly skilled individuals are rare and can earn an increasingly large salary. The listed incomes are appropriate in provinces of level four. Increase profit by 25% for each level of the province above four. Decrease income by 25% for each level less than four. For example, a character with a +10 skill bonus in Profession (Soldier) can make 300gp per month in a province 6; their base salary of 200gp (+10 bonus x 20gp/bonus) plus an additional 50% for the province level [+25% x (province(6)- province(4) ].
See Also: Research action - expanded description
You learn spells, perform spell research or create a magical item. Spellcasting regents may learn or research conventional spells, research realm spells, make magical items, or perform other such tasks. Details on the magical activities are presented in the PATHFINDER core rulebook and Chapter Three: Magic. You earn up to four weeks (32 days) of time engaged in the declared activity or activities. This time can be spent on multiple magical activities (should time allow). If the time required for the activity is significantly less than 32 days, you can make a profit on the remainder of your activities. For each full week of time not spent in specific research, you make one-quarter of the monthly amount that you would make Plying Trade.
See Also: Training action - expanded description
If optional rules for training are being used, then character actions may be required to advance in level, learn new skills, feats, or languages and other such activities. This training does not provide experience points or bonus skill ranks; it simply represents time character spend getting their level-based abilities. Characters may not generally gain skill ranks or experience through training alone.
Variant: Some DMs may allow character to train to gain +1 hitpoint. The player should reroll their character's hit points. If their randomly rolled hit points exceed the character's current hit points then the character permanently gains +1 hit points. This variant helps allow characters with below average hit points to remain viable, although it may take several months to gain a significant number of hit points.
Routine travel is not a domain action. However, if a character spends a significant period of the domain round traveling, then she is incapable of performing other character actions (except, perhaps, adventuring). As a rule of thumb, a character that spends more than one week in travel is not eligible to perform any other character action. Characters that are traveling with a military unit or that are holding themselves ready to form a Heroes unit should also be considered to be engaged in the Travel character action.
Table 5-16: Standard travel rates presents common rates of travel through good terrain and in good weather. These rates assume that travel takes place on clear roads or plains. Terrain modifiers for movement are available in the Player's Handbook. Most communications between regents take place through routine messengers. The frequency of such communications depends, in part, by the travel time between the regent's locations. For example, two realms located 10 provinces apart (1 week travel time) cannot be reasonably expected to carry on communications by messenger that require more than four total exchanges.
A table including the travel information can be found here.
Regents often travel in full entourage. Traveling in entourage costs 0.1 GB x the regent's court level to cover the costs of taking guards, courtiers, and servants along. The normal dangers of the road (wild animals, highwayman, and solitary monsters) aren't likely to confront an entourage of 20 to 40 individuals. On the other hand, large groups of people are both obvious and slow. Regents preferring speed or stealth over safety and comfort are likely to travel with a smaller party.
-- The other Domain actions are TBA next time I post.

littlehewy |

What do you think of this rough idea, GM?
At this embryonic stage, I'm thinking that Rogr is a very personable leader, who uses diplomacy as his first weapon of state (I'm leaning heavily towards wizard, but I'm going to need a high Cha, and a trait that give Dip as a class skill). He is around 30, but with grey-blue eyes and prematurely grey hair. He is a benevolent and just ruler, but he would be of Neutral alignment - he is dedicated to his domain, loving his land and its people above all else, but he is not a bleeding heart, nor a do-gooder when it comes to other matters. He is capable of making hard decisions when needed, but again, always in service of Ilien and its people.
Rogr maintains the facade of a truly good person, and is, in service to the domain, but the calm, gentle waves on the surface hide deep waters. He is willing to manipulate people, organisations, and even domains in the interests of Ilien. He would sacrifice much (including himself, probably) for Ilien, even innocents, though it would be with great remorse - never callous, he understands morality deeply, but has made the conscious decision to place Ilien above an objective ideal of "goodness".
So as play begins, in some ways Rogr is an empty kind of man. Having given himself so deeply to his land and people, he has little in the way of common humanity, little love , hate, or passion in his life. I imagine his development will centre on the basic question of "who am I?", as no doubt times will get tough, and he will need to grow. He will be forced to examine who he is, perhaps as the prospect of losing Ilien looms large before him, to become more than just a ruler - a man, who loves, hates, and interacts with the world in a close and personal way rather than as an automaton with a sceptre.

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What do you think of this rough idea, GM?
** spoiler omitted **
He has a daughter named Alliene Tilgentor, who is his designated heir to the throne. At 30, she would be about 8 to 11 years of age. According to Player's Secrets of Ilien, Rogr started out as a magician's apprentice before waking up with the Aglondier bloodline. However, it's your character, and you can decide how he became Count of Ilien in the first place. :)

littlehewy |

littlehewy wrote:What do you think of this rough idea, GM?
** spoiler omitted **
He has a daughter named Alliene Tilgentor, who is his designated heir to the throne. At 30, she would be about 8 to 11 years of age. According to Player's Secrets of Ilien, Rogr started out as a magician's apprentice before waking up with the Aglondier bloodline. However, it's your character, and you can decide how he became Count of Ilien in the first place. :)
Oh, ok! I should probably find that book then!
My initial thought could be to make him a widower, which could explain why he's made the choice to be the way he is. Of course, he would no doubt care for Alliene as much as his domain, but even so he could be aloof and cerebral with her rather than warm and fatherly...
Cool :)

littlehewy |

Here's the bloodline roll. And, do we get the +2 as noted in the conversion doc..?
Bloodline: 1d20 ⇒ 9
Crap. I always roll poorly in character creation on these boards :(
So, let's see what the actual score is. If we do get the +2 mention in the conversion doc, let me know, and I'll add another 3d6.
5d6 ⇒ (5, 5, 6, 5, 1) = 22
Not terrible for 5d6, but I'm guessing that (possible +2 notwithstanding) I've the worst bloodline score, and maybe the only one without a bloodline power..?

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Here's the bloodline roll. And, do we get the +2 as noted in the conversion doc..?
[dice=Bloodline]1d20
Crap. I always roll poorly in character creation on these boards :(
So, let's see what the actual score is. If we do get the +2 mention in the conversion doc, let me know, and I'll add another 3d6.
5d6
That's still better than the 21 bloodscore that Rogr Aglondier had originally. The +2 goes to hit points.

littlehewy |

But still the lowest PC score..? :)
And sorry, I was referring to the +2 mentioned under Method I of figuring out your bloodline score in the conversion doc.
To figure Bloodline Score, it's probably best to roll 1d20, adding +2 to the roll if you are the scion of a particular Regent.
But I'm guessing not :)
Blood abilities: 1d4 ⇒ 2
No. of bodyguards: 2d6 + 5 ⇒ (1, 6) + 5 = 12
Type: 1d100 ⇒ 98
And sorry to be a pain, but where do I look to find the type of bodyguards?

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But still the lowest PC score..? :)
And sorry, I was referring to the +2 mentioned under Method I of figuring out your bloodline score in the conversion doc.
Conversion doc wrote:
To figure Bloodline Score, it's probably best to roll 1d20, adding +2 to the roll if you are the scion of a particular Regent.But I'm guessing not :)
[dice=Blood abilities]1d4
[dice=No. of bodyguards]2d6+5
[dice=Type]1d100And sorry to be a pain, but where do I look to find the type of bodyguards?
Oh, sorry. Allow me to look it up for you. Lucky you, you get 2d6+5 knights.

littlehewy |

A clean dozen :) Looking forward to naming them, giving them symbols and such.
Do you know if the Player's Secrets books are available on PDF anywhere? I see it on Amazon, but I'd like to get stuck into it immediately...
Yes, you can do it that way. But the best way is ruling your province the best way you can.
Oh, cool. I need to read the rules on this stuff :)

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A clean dozen :) Looking forward to naming them, giving them symbols and such.
Do you know if the Player's Secrets books are available on PDF anywhere? I see it on Amazon, but I'd like to get stuck into it immediately...
Quote:Yes, you can do it that way. But the best way is ruling your province the best way you can.Oh, cool. I need to read the rules on this stuff :)
It is possible that paizo is still selling the pdfs. IF not --- there's always 4Shared.

Squee the Goblin |

so I have one extra feat to spend since my character is a Landed regent? will have the typed backstory up in just a second
I am a little hesitant to try and change things too much, I would very much like to say that my character, trying to decide on a name, is the ruler of the Aerenwe province, but it already has a prominent queen, and I certainly don't want to depose her. I could use a little help in establishing how my character, Rainer or Storm, becomes the ruler of that area? I'd really appreciate any help or suggestions you could give me, as I am completely new to this. After reading up, possible my character could have served the Queen as a warrior and defender to earn himself his own coronation in one of the four as of yet unoccupied provinces in that area?

Squee the Goblin |

Raised among the Aegilsgaard tribe of the Rjurik clans, Rainer grew up drilled constantly on the art of warfare, combat, and glory by his father, Bern, a renowned warrior of the tribe. He joined his first battle at the tender age of ten, and embarked on his first Viking with his father only four years later, already a hulking youth, tall of frame with raven-hair and eyes as bright as the open sky. Hearing tales of the verdant lands to the south, once a fully grown man, well respected by his tribesmen, Rainer embarked on a Viking raid of his own, taking along his most loyal soldiers, his bride-to-be Aerda, and marched southwards. It was a hard journey, and his fellows were unsure what truly drove their young, proud-eyed leader onwards through the marshes and bleak winter lands of the north, and eventually to the verdant fields of Aerenwe. Unknowing of the region, he found his first true taste of combat in this new land, not as a part of a raiding party, but by helping drive off a raiding bandit clan from one of the many farm-villages that dot the three occupied provinces of that land. In thanks for his aid, the Aerenwaens hired him and his guards to defend them as mercenary militia for a time, until he had earned enough renown in the land, battling against dangerous creatures and would-be raiders, to be introduced to the Queen of Aerenwe, Liliene Swordwraith. Instantly awed and humbled by the venerable ruler, Rainer showed her every respect, and as reward for his services, the Queen named him ruler of one of the four as of yet unruled coastline provinces of Aerenwe, tasking him with defending the country against invaders as his primary duty. Taken completely with this new, bountiful and warm land, Rainer took to his new duties with a fervor that many of that land found surprisingly inspiring, and while many still consider him a barbarian of the north, he is no doubt respected for his immense skill at arms, knowledge of warfare, and fearless heart in the face of danger to his new countrymen. He remains a proud son of Rjorik but has found a good life for him, Aerda, and his guards, and will fight to the death before relinquishing it.

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so I have one extra feat to spend since my character is a Landed regent? will have the typed backstory up in just a second
** spoiler omitted **
I'm sorry to be resistant against this, but I am. I'd rather you take the whole realm for yourself. I know how you feel, but I don't want to get into domain design until everyone is comfortable with the other rules and how they work.

Squee the Goblin |

Squee the Goblin wrote:I'm sorry to be resistant against this, but I am. I'd rather you take the whole realm for yourself. I know how you feel, but I don't want to get into domain design until everyone is comfortable with the other rules and how they work.so I have one extra feat to spend since my character is a Landed regent? will have the typed backstory up in just a second
** spoiler omitted **
So if I did take over the country of Aerenwe, could I do so in a way that would not require me to kill the Queen and allow her to remain on as an advisor? I only wrote it that way because I wasn't sure if you wanted me to upset the balance of power that already exists in this world with my backstory.
As a DM, that's one of my biggest things I don't like my own players to do, but if that's ok with you, I don't mind at all to Rainer taken complete control over the land of Aerenwe

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* She could be sick with a terrible disease and had to abdicate the throne to you.
* She could have died by foul play five months after naming you her successor, killed by someone else.
There are hundreds of possibilities. The Regents listed in each of the recommended domains were meant to be replaced by the PCs.

Squee the Goblin |

Ah ok, I could easily do that. In that case, Rainer would simply gain regency of the land through her abdication, since she would view Rainer as a strong defender and able ruler, although he would most likely go to her on matters he wasn't as familiar with until she eventually passed away, which would also explain his rank in Knowledge: Law.

Orfamay Quest |

Gm are we competing or realms versus one another or are we all Allied together?
FWIW, my regent will be very interested in alliances, formal or otherwise. Metagaming, I greatly prefer cooperative to competitive role-playing games. In game, the background that I'm working with will provide substantial incentive for me to seek allies.
Basically, the written background for Mieres is that it's not a "realm" per se, but a colony ad vassal state of Avanil, an NPC realm and one of the two largest superpowers. This gives me two ways to play, basically -- one is as Avanil's lapdog, taking orders from the GM and trying to find ways to advance my own interests on the sly; the other as an outright defiant rebel, which is (IMHO) more dramatic, more narratively fulfilling, and more fun as a player.
I should have a formal backstory up later tonight (I hope).

Orfamay Quest |

Everyone, Jubal suggested that Regents get an extra feat. If you are a Landed regent (ruling a province) you gain Regency of Province as a Regent feature. Secondly, if you are an unlanded Regent, you gain Regency of Holding a bonus feat.
What do you all think? Would you like to try it that way?
Frankly, I think spending feats for Regency is not a good idea in the first place. In the original BRCS, regency was balanced against domain costs and effectiveness; thieves and clerics got lots of free actions that made them more effective as rulers, fighters got very cheap domain holdings that encouraged the development of large realms, but also needed to spend lots of regency to control those holdings, rangers got expensive domain holdings but extracted more regency from those holdings so they could be effective rulers of smaller domains.
Spending feats just means that a feat-starved character is even more feat-starved. Wizards get too few feats anyway and having to spend them in order to draw regency just makes it worse. This also strengthens human regents at the expense of non-human, and so forth.

Orfamay Quest |

Orfamay Quest wrote:Irregulars are units that are trained for different situations in battle than the typical pikeman or infantry. From the wikipedia -- Irregular military refers to any non-standard military.[clarification needed] Being defined by exclusion, there is significant variance in what comes under the term. It can refer to the type of military organization, or to the type of tactics used.GM Elton wrote:Normally "commandos" are more highly trained than "irregulars" implies, yes?Tenro wrote:hopefully irregulars means ninjas bwahahahairregulars means "Commandos" "Bear-shirts" and criminals pressed into service.
I think that my previous response got eaten by network flakeyness. The stats associated with "irregulars" in BRCS are not what I would consider commando-level troops; they're not only less effective than elite infantry, but they're not even as effective as normal infantry.
The BRCS defines "irregulars" as "volunteers, conscripts, skirmishers, barbarians, marauders, and other soldiers that, regardless of individual skill, lack the cohesive unit training and discipline associated with a regular military unit."

littlehewy |

tdunn1989 wrote:Gm are we competing or realms versus one another or are we all Allied together?FWIW, my regent will be very interested in alliances, formal or otherwise. Metagaming, I greatly prefer cooperative to competitive role-playing games. In game, the background that I'm working with will provide substantial incentive for me to seek allies.
i feel pretty much the same - co-operation between players is the go, which doesn't mean the characters have to like or trust each other :) But players should, IMHO.
Plus, Ilien's pretty small and weak ;)

Moergan Neptuine |

CURRENT PLAYERS
Orfamay Quest - Mieres
tdunn1989 - Roesone
Tenro - Endier
Squee the Goblin - Aerenwe
littlehewy - Ilien
Moergan Neptuine - Eastern Temple of Nesirie
Aubheroene - the Sielwode (maybe?)
Did I miss anyone? Is everyone on track to start play August 26?
Four things for GM Elton:
1. Moergan is ready for review, although I need to replace the Regency feat.
2. The ETN needs RP and GB accumulated. Plus, I would appreciate some assets such as that academy of speakers and some ships
3. Are Lead and Administrate class skills for clerics?
4. I'm also not clear on what taking the Leadership at 1st level gives you at 2nd level. A cohort at -1 level or a NPC class level 1? Where do I find this information
cheers

Squee the Goblin |

George R. R Martin? Yeah most likely, although did you know the original idea for his 7 kingdoms came from a collection of pet turtles he had as a kid? long story short they were short-lived animals that came with plastic castles, he had seven of them, and they kept dying off, so he made up stories about them all trying to kill each other. lolz fun author facts.
getting to work on full profile here in a bit

Orfamay Quest |

I should have a formal backstory up later tonight (I hope).
Okay, formal backstory attempt:
Lilibet Lowenshild, first baroness of Mieres
Born Lilibet Brauer in the realm of Danigar, Lilibet was worked as a smuggler before rising to command the Lion's Shield, one of the enforcer ships of the Straits of Aerele Shipping Guild and effectively one of the privateers of the Mieres navy. As such, she was working directly for Arron Vaumel, governor of Mieres. The governor, a notoriously corrupt and libidinous man, had spent the past twenty years studiously avoiding doing any actual work for his overlord, the Prince of Avanil, dstracting or corrupting envoys, and enriching himself at the expense both of the Prince and the people he was supposed to govern.
Things came to a head, however, when the gaming got out of hand one night, and Vaumel lost Lilbet's "personal services", along with those of several other officers, to the visiting Avanese legate. When the drunken legate and the equally drunken governor rolled down to her ship to demand this service -- things she didn't know were even on offer, and certainly never consented to -- matters quickly got out of hand. By morning, in an event later dubbed "Ladies' Night" by some of the local bards, both the legate and Vaumel were dead, and Lilibet found herself and her personal shock troops in effective control of the city, the guild, and the realm.
She quickly took this opportunity to solidify her position, claiming the title "Baroness of Mieres", taking her regnal name from the name of her ship, and moving quickly to place some of her own, more honest and competent colleagues and friends in positions to help clean up the city. Her long-term hopes are to strengthen rule of law in Mieres and to improve trade. By taking action towards reducing the infighting and corruption, she has persuaded most of the movers and shakers in the guild and the navy that a fairer division of a larger pie is a practical medium term option with less wastage. (The fact that Vaumel was so notoriously a corrupt mismanager helped, too; a trained ape would have looked good next to him.) That her first action -- baronial decree #1 -- was to establish (at least on paper) a formal set of rights against arbitrary demands by the governor helped as well.
Her most serious problem is, of course, the Prince of Avanil. Avanil is relatively far away and separated by water, but she still doesn't expect him simply to smile and wave even a minor vassal goodbye. She plans to demonstrate to him, given enough time, that trade with a free-and-independent but competently-run Barony of Mieres is better for all involved than trying to run a vassal state by remote control through a broken wineskin.
Barring that, she hopes to be able to find allies among the continental powers that will recognize the new Barony and provide support to keep it free-and-independent. As a last resort, the Archduke of Boeruine would probably be willing to take Mieres under his wing as a protectorate (thereby claiming a new vassal at the expense of his main rival), but from her perspective, this is probably no better than the old situation as a vassal of Avanil, and possibly worse.

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CURRENT PLAYERS
Orfamay Quest - Mieres
tdunn1989 - Roesone
Tenro - Endier
Squee the Goblin - Aerenwe
littlehewy - Ilien
Moergan Neptuine - Eastern Temple of Nesirie
Aubheroene - the Sielwode (maybe?)Did I miss anyone? Is everyone on track to start play August 26?
Four things for GM Elton:
1. Moergan is ready for review, although I need to replace the Regency feat.2. The ETN needs RP and GB accumulated. Plus, I would appreciate some assets such as that academy of speakers and some ships
3. Are Lead and Administrate class skills for clerics?
4. I'm also not clear on what taking the Leadership at 1st level gives you at 2nd level. A cohort at -1 level or a NPC class level 1? Where do I find this information
cheers
Just a moment. I've been neglecting my school work.
Q1A: Okay, I'll review it in about twenty minutes.
Q2A.: Okay, according to Ruins of Empires, you have 17 + 3 + 4 holdings for a total of 24 temple holdings. A lot of people go to church. Your domain power is 24, so you gain 24 RP every month assuming your Bloodline score is higher than 24. GB accumulated through tithes to the Church would be (numbers are temple holdings, numbers in () are GB collected through light tithes - 10%).
Calrie - 6 (5 GB), Dhoenel - 5 (3), Halried - 5 (3), Shadowgreen -1 (1)
Ilien - 3 (2)
Ghaele - 2 (1), Serien - 4 (4)
Total GB: 5 + 3 + 3 + 1 +2 + 1 + 4 = 19 GB. Your RP generated is 24, GB accumulated every month is 19.
Q3A: Yes. They are.
Q4A: It's hard to find the Leadership variant rules on Birthright.net. Found them:
Variant: Early Leadership
Regent characters are forced to act as leaders immediately. Regent characters may ignore the normal character level prerequisites for the Leadership feat. Any regent character may take the Leadership feat as early as 1st level.
Scions are born to lead. A scion's leadership score is modified based on the number of scion class levels he has. Furthermore, a regent may add one-tenth of the sum of his province and non-source holding levels in his domain power to his leadership score (this replaces the 'strong-hold bonus' and represents the regent's position-based prestige). Scions with obvious powers may also qualify for the +1 'special power' modifier to Leadership. A regent who makes a name for himself as an individual (rather than simply as the head of his domains) may also gain additional bonuses for his personal prestige (as per the standard guidelines in the Dungeon Master's Guide

Tenro |

this is what i have so far. i was following along making the rolls and i think i got sidetracked/derailed somewhere. what is the next thing i need to do/roll?
Domain: Endier
Class: Rogue
Race: Anuirean (Human) (similar to Taldans)
initial roll of 16
bloodline 37
17 irregulars