See:http://www.birthright.net/brwiki/ind...ng_magic_items

Variant: Regency-based magical item creation
Under this variant, regent artificers can use the power of their realm magic to empower magical items. Through the power of month long rituals, a regent spell caster may use regency points rather than experience points as the vital energy required to creating a magical item. Regency point are spent in this manner are equivalent to 10 XP each. The use of these rituals, however, adds 32 days (one Cerilian month) to each item's creation time.
What was the reasoning behind this variant? It sounds arbitrary and like it errs way too much on the conservative side.

The DMG, as well as other 3.x sources, provides a discussion and variants requiring less if any XP to create magical items. They saw early on that this requirement might be a problem. Gradually WotC recognized that it was not helping the game and penalized spellcaster XP advancement, particularly after a character has already spent a bunch of precious feat slots on Item Creation Feats and is crafting items not just for himself, but for the rest of the party. Thus some of the reasons they eliminated XP costs in 4e. The variants include allowing other people to provide the XP (that's just fair), and allowing special materials to be purchased that would substitute for XP. These special materials I think were supposed to cost 5-10gp per XP point, IIRC. At the most, the XP substitute would cost the rest of the market price, so that by spending the full market price in gp one could create a magic item with no XP cost.

Now let's consider RP. This is a precious commodity in BR because it can/must be used for so many important things. It often becomes a limiting resource for the expansion of a domain, because it is limited by bloodline (whereas GB income is not). For wizards it is even more limiting, since in Anuire at least (I am not as familiar with the other regions), wizard domains are tiny in comparison to the others, generating usually less RP than the wizard's bloodline and often with little opportunity for expansion (and likely reduction through province growth, instead). Further, BRCS 3.x realm spells are extremely expensive in RP cost, so for a wizard to do what they are supposed to be able to do is extremely costly in terms of RP AND GB (which they have even less of).

I propose a more balanced and rational variant. Consider that RP and GB are interchangeable when adding them in to an action to affect its success chance. So 1RP = 1GB, or 1RP = 2000gp.

By that equation, consider the already-suggested DMG variant and set the magical item "cost" of each XP equal to 10gp. So 1RP becomes equal to 200XP.

Alternately, a different equation might make the math easier at the domain level. For every 1GB in cost to create a magic item, 1 RP can be spent to cover the XP cost. Quick and easy. This method places even less value on an RP than the above suggestion. It works out as follows:

A 4000gp (market price) magical item will cost 2000gp (base cost) and 160XP. That's 1GB in base cost. If it also costs 1RP to make, that 1RP is the equivalent of 160XP. If you use the original variant, it would take 16RP just to make a cheap and easy 4000gp item. I'm sorry, but that's just not worth it by any stretch of the imagination.

I would also revise the time requirement. 3.x BRCS already makes it ridiculously time consuming to research realm spells, requiring 1 whole month for each level of the spell and thus robbing wizard regents of precious actions. In order to research normal spells and create normal magic items, they're already spending a lot of character actions. Now they're penalized even more by having to spend tons of actions adding a few realm spells to their repertoire, spells that Clerics get for free. How ridiculously one-sided is that?

So let's not make matters worse by effectively requiring at least 2 months/character actions by requiring wizards to add a month to every magic item created, even a simple scroll. At most, double the item creation time, so that it's 1 day for every 2,000gp in base price, not every 1,000gp.

Here's what I think is a conservative write up of the magic item creation variant:

Variant: Regency-based magical item creation
Under this variant, regent spellcasters can use the power of their realm magic to empower magical items. Power channeled through a regent's divine bloodline can permanently infuse items with magic; a regent spell caster may use regency points rather than experience points as the vital energy required to creating a magical item. One Regency Point can be spent for each GB in base cost to empower an item. Regency Points spent in this manner are therefore equivalent to 160 XP each. Channeling this energy requires additional rituals, doubling the item creation time.