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========== Building your Domain ==========
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===== General Rules =====
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- Every player starts with a pool of 100 points to spend. 
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- Every player starts with at least one County. 
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- Each player chooses from one of the Titles below, separated into three categories. The Title's point cost is subtracted from their pool of available points to spend, and confers a certain Territory stat for the player's domain. 
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- Each grouping offers potential bonuses to Domain stats depending on the level the player selects. Lordships improve Wealth, Clergy improve Faith, and Orders improve Power.
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- A player can choose to buy two titles, but those titles must be of different categories. Military positions can be paired with Lordly or Clergy positions, but only Pagan clergy may take a Lordly title. Taking a second title confers its secondary bonus (Wealth, Faith, or Power) but does not add new Territory.
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- Remaining points are spent on increasing Domain stats (see below), except for Territory. Stats can be raised by 1 for 5 points.
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===== Titles of Merit =====
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--- Ranks of Lordship ---
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Duke [50] - Territory 4, Wealth +2
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Count [25] - Territory 2, Wealth +1
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Viscount/Baron [10] - Territory 1
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--- Ranks of the Faith ---
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Bishop/Chancellor/Thegn [50] - Territory 4, Faith +2
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Cantor/Premier/Gerefa [35] - Territory 3, Faith +1
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Vicar/Speaker/Druid [15] - Territory 1, Faith +1
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Abbess/God-wife/Druidess [10] - Territory 1
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--- Orders Militant ---
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Commandant/Master/Oberst [45] - Territory 3, Power +3
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Colonel/Knight-Captain [20] - Territory 1, Power +2
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=== Domain Stats ===
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All stats start at Rating 1.
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--- Power ---
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The military might and strength of your domain. You can recruit a maximum number of units in one turn equal to your Power. Power also determines how many Militia units you can automatically muster when invaded:
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Power 1 - 3 Militia
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Power 2 - 5 Militia
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Power 3 - 6 Militia
38-
Power 4 - 8 Militia
38+
Power 4 - 7 Militia
39-
Power 5 - 10 Militia
39+
Power 5 - 9 Militia
40-
Power 6+ - 15 Militia
40+
Power 6 - 10 Militia
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Power 7 - 12 Militia 
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Power 8 - 13 Militia
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Power 9 - 15 Militia
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Power 10 - 20 Militia
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--- Defense ---
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Defense 4 - 5 Fortifications 
47+
48-
Defense 5 - 7 Fortifications
48+
49-
Defense 6+ - 10 Fortifications
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Defense 3 - 4 Fortifications
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Defense 4 - 5 Fortifications
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Defense 5 - 7 Fortifications 
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Defense 6 - 8 Fortifications
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Defense 7 - 9 Fortifications
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This is the number of counties you control. It can't be bought at chargen and can only be increased through conquest or diplomatic acquisition. After chargen, acquiring a new county adds +1 to your Population (+2 for coastal territory) but subtracts -1 from your Law (-2 for coastal territory). Additionally, when taking a new county through any means other than Imperial grant, you suffer a -5 to all rolls owing to unrest and tensions within the new territory. The nature of the unrest will determine the nature of the roll needed to quell it and ultimately remove the malus.
55+
Defense 8 - 11 Fortifications
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Defense 9 - 12 Fortifications
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Defense 10 - 15 Fortifications
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--- Faith ---
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Faith is the overall piety and religious rectitude of your domain. Faith is specific to one religion, your own. Lords may have multiple faiths in their domain, and diocese might overlap between Salubrine, Triarch and pagan, but only the religion you favor will count towards your Faith. When a player takes control of a county with a different dominant Faith, there is a greater chance that territory will revolt the higher its native Faith is. The benefits of Faith are mostly abstracted, but if you can make a case that Faith is relevant to a roll, it may provide a bonus. 
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Wealth 1 - 5 Holdings
62+
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Wealth 2 - 7 Holdings
63+
This is the number of counties you control. It can't be bought at chargen and can only be increased through conquest or diplomatic acquisition. After chargen, acquiring a new county adds +1 to your Population but subtracts -1 from your Law. Additionally, when taking a new county through any means other than Imperial grant, you suffer a -5 to all rolls owing to unrest and tensions within the new territory. The nature of the unrest will determine the nature of the roll needed to quell it and ultimately remove the malus.
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Wealth 3 - 9 Holdings
64+
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Wealth 4 - 12 Holdings
65+
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Wealth 5 - 15 Holdings
66+
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Wealth 6+ - 20 Holdings
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--- Wealth ---
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Wealth is the coin and resources that let a domain prosper. Without Wealth, a lord has little. It represents your involvement and success in trade, your ability to fund improvements in your domain, hire mercenaries, and more. You can spend 1 point of Wealth to give +15 to any single roll (other than rolls to improve Wealth, of course). Additionally, your Wealth determines how many holdings (ports, mines, temples, etc) you can establish in your territory:
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Wealth 1 - 4 Holdings
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Law 1 - -5 to all rolls
71+
Wealth 2 - 6 Holdings
72-
Law 2 - -3 to all rolls
72+
Wealth 3 - 8 Holdings
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Law 3 - -1 to all rolls
73+
Wealth 4 - 10 Holdings
74-
Law 4 - +1 to all rolls
74+
Wealth 5 - 12 Holdings
75-
Law 5 - +3 to all rolls
75+
Wealth 6 - 14 Holdings
76-
Law 6+ - +5 to all rolls
76+
Wealth 7 - 16 Holdings
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wealth 8 - 18 Holdings
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Wealth 9 - 20 Holdings
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Wealth 10 - 25 Holdings
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--- Law ---
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Law encompasses two things: the extent to which your subjects respect and fear you and the threat of bandits, brigands, raiders, and other external and internal threats. Much like acquiring new Territory, having a low Law score applies a penalty to your rolls. Conversely, having a higher Law provides an equivalent benefit to your rolls:
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Law 1 - -6 to all rolls
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Law 2 - -4 to all rolls
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Law 3 - -3 to all rolls
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Law 4 - +0 to all rolls
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Law 5 - +0 to all rolls
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Law 6 - +1 to all rolls
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Law 7 - +2 to all rolls
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Law 8 - +3 to all rolls
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Law 9 - +4 to all rolls
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Law 10 - +6 to all rolls.