5. Kingdom Feats

A kingdom gains feats as it increases in level. Some feats are general-purpose abilities that apply all the time. Others grant benefits to specific kingdom activities or events or allow kingdoms to perform special activities. Each time a kingdom gains a feat, players can select any feat whose level does not exceed their kingdom’s level and whose prerequisites their kingdom satisfies.

Vance and Kerenshara. Status bonuses granted by Kingdom feats are cumulative with status bonuses granted by Leadership Bonuses.

Feat Level Prerequisites Benefits
Civil Service 1 Citizens bolster vacant leadership roles
Cooperative Leadership 1 Leaders gain increased bonuses to aid each other
Kingdom Assurance 1 Trained in at least three skills Receive a fixed result on a skill check
Skill Training 1 Become trained in a Kingdom skill
Diverse Leadership 3 Leaders may select additional Specialized Skills
Endure Anarchy 3 Loyalty 14 Recover from Unrest more quickly and lessen its effects
Inspiring Entertainment 3 Culture 14 Use Culture on checks to determine Unrest
Liquidate Resources 3 Economy 14 Draw upon reserve funds to avoid Ruin
Quick Recovery 3 Stability 14 +2 to checks to end ongoing harmful events
Crush Dissent 7 Trained in Warfare Quell Dissent more efficiently
Expansive Leadership 7 Diverse Leadership Leaders may select even more Specialized Skills
Fortified Fiefs 7 Trained in Defense Gain bonuses to Fortify, and Construct or Rebuild certain buildings easier
Free and Fair 7 Use New Leadership and other activities more efficiently
Insider Trading 7 Trained in Industry +1 to Work Camp, Establish Trade Agreement, and Trade Commodities activities
Muddle Through 7 Trained in Wilderness Ruin accumulates more slowly
Practical Magic 7 Trained in Magic Bonuses to Magic and Engineering checks
Pull Together 7 Trained in Politics Your citizens help mitigate failures
Quality of Life 7 Cost of living expenses are reduced
Fame and Fortune 11 Gain RP when you critically succeed at Kingdom checks