2. Kingdom Advancement

Kingdoms increase in level by gaining kingdom experience points (XP). At each new level, a kingdom improves attributes and focus areas beyond those provided by its basic background and the specific choices made at the time of its founding.

At the end of a Kingdom turn, if the kingdom has at least 1,000 XP and has not yet reached its maximum level (see below), increase the kingdom’s level by 1 and deduct 1,000 from its current XP total. (The kingdom’s level can’t increase by more than 1 on a single Kingdom turn.) If the kingdom has any leftover XP, they are retained and count toward gaining the next level.

The kingdom’s maximum level is equal to the party’s level; it can never exceed the level of the PCs themselves. So, for example, if the PCs are still 1st level when the kingdom reaches 1,000 XP, the kingdom cannot level up yet; it will level up at the end of the first Kingdom turn after the PCs have reached 2nd level. (It’s possible for a kingdom to accumulate a large reserve of XP, at which point the party’s level effectively determines when that kingdom levels up rather than just XP accumulation. This is fine.)

When your kingdom gains a level, each army you have gains a level as well. As the kingdom advances, it gains the abilities described on the following pages. Abilities gained at levels higher than first list the level at which they are gained next to their name.

Control DC

The more powerful a kingdom grows, the more difficult it becomes to control it. The base Control DC for your kingdom is set by the kingdom’s level—fortunately, as you increase in level, your ability to successfully utilize your skills grows as well.

Vance and Kerenshara. We have added Skill Increases at every level from 2+ and the number of ability boosts from 2 to 3 at 5/10/15/20. In addition the Kingdom now gains Untrained Improvisation at 2nd level.

Level Control DC Kingdom features
1 14 Charter, government, heartland, initial proficiencies, favored land, settlement construction (village)
2 15 Kingdom feat, skill increase, Untrained Improvisation
3 16 Settlement construction (town), skill increase
4 18 Expansion expert, fine living, Kingdom feat, skill increase
5 20 Ability boosts, ruin resistance, skill increase
6 22 Kingdom feat, skill increase
7 23 Skill increase, Untrained Improvisation (full level)
8 24 Kingdom feat, ruin resistance, skill increase
9 26 Expansion expert (Claim Hex 3 times/turn), settlement construction (city), skill increase
10 27 Ability boosts, Kingdom feat, life of luxury, skill increase
11 28 Ruin resistance, skill increase
12 30 Civic planning, Kingdom feat, skill increase
13 31 Skill increase
14 32 Kingdom feat, ruin resistance, skill increase
15 34 Ability boosts, settlement construction (metropolis), skill increase
16 35 Kingdom feat, skill increase
17 36 Ruin resistance, skill increase
18 38 Kingdom feat, skill increase
19 39 Skill increase
20 40 Ability boosts, envy of the world, Kingdom feat, ruin resistance, skill increase

Charter, Government, and Heartland

Your kingdom gains the benefits of your selected charter, government, and heartland.

Initial Proficiencies

At 1st level, a kingdom receives the trained proficiency rank in two Kingdom skills gained from your initial choice of government and in up to four additional Kingdom skills determined by your invested leaders, giving you a proficiency bonus to checks using these skills equal to your kingdom level plus 2. Proficiencies cannot be changed, even if the kingdom's government or leaders later change.

Favored Land

Your heartland's terrain becomes your kingdom's favored land. Once per Kingdom turn, during the Region Activities step of the Activity phase, you can attempt two Region activities simultaneously as long as both activities take place in the same hex, and the hex contains the same terrain as your heartland. You take a -2 penalty to Kingdom skill checks made during these two activities.

Settlement Construction

You can establish villages in your kingdom immediately.

  • 3rd level; you can expand villages into towns.
  • 9th level; you can expand towns into cities.
  • 15th level, you can expand cities into metropolises

As villages grow, you get more room to build and the maximum item bonus you can gain from that settlement's structures increases as well.

2nd — Kingdom Feats

At 2nd level, and then every 2 levels thereafter, the kingdom gains a Kingdom feat.

2nd — Untrained Improvisation

Your Kingdom has learned how to handle situations when it’s out of its depth. Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. This doesn’t allow you to use the skill’s trained actions

3rd — Skill Increase

At 3rd level and every level thereafter, your kingdom gains a skill increase. Can be used to increase rank to trained, or expert.

  • 7th level; you can increase to master.
  • 15th level; you can increase to legendary.
4th — Expansion Expert

+2 circumstance bonus to skill checks made to Claim Hex and can attempt to Claim Hex up to twice during a Kingdom turn.

  • 9th level; you can attempt to Claim Hex up to three times.
4th — Fine Living

PC's associated with the kingdom enjoy a Fine standard of living at no cost whenever they're in the kingdom. You gain a +1 circumstance bonus to all checks made to Craft or Earn Income while in your kingdom.

5th — Ability Boosts

At 5th level and every 5 levels thereafter, you boost three different kingdom ability scores. Boosting an ability score increases it by 2 if it starts out below 18, or by 1 if it's already 18 or above.

5th — Ruin Resistance

At 5th level and every 3 levels thereafter, kingdom becomes more resistant to Ruin. Choose one of the four Ruin categories and increase its threshold by 2. When you do so, reset that Ruin's penalty to 0.

10th — Life of Luxury

Identical to Fine Living, but now Extravagant standard of living at no cost when in the kingdom. +2 circumstance bonus to all checks made to Craft or Earn Income while in your kingdom.

12th — Civic Planning

During the Civic Activities step of the Activities phase of a Kingdom turn, one settlement of the party's choice can attempt two Civic activities rather than one. The second Civic activity occurs after all other settlements have taken their individual Civic activities.

20th — Envy of the World

The first time in a Kingdom turn when your kingdom would gain Unrest or Ruin, ignore that increase. You can ignore additional increase to Unrest or Ruin later in the same turn as well, but you must spend a Fame or Infamy point each time you do so. Your maximum Fame or Infamy point total increases by 1.