A kingdom gains an allotted feat during kingdom creations and again many times as it increases in level. Some feats are general-purpose which apply all the time. Others grant benefits to specific activities or events, access to special abilities, or might even allow kingdoms to perform new activities. If a kingdom feat has a trait associated with a certain kingdom turn phase, such as the leadership or region traits, the activity it grants can only be used during that phase.
Each time a kingdom gains a kingdom feat, the players may select any feat whose level doesn't exceed the kingdom's level and whose prerequisites their kingdom satisfies.

Feat NameLevelPrerequisitesBenefits
Civil Service1-Citizens bolster vacant leadership roles
Cooperative Leadership1-Leaders gain increased bonuses to aid each other
Kingdom Assurance1-Receive a fixed result on a kingdom skill check
Kingdom Skill Training1-Gain a skill increase
Endure Anarchy3Loyalty +2Recover from Unrest more quickly
Inspiring Entertainment3Culture +2Use Culture on checks to determine Unrest
Liquidate Resources3Economy +2Draw upon reserve funds to avoid Ruin
Quick Recovery3Stability +2Bonus to checks to end ongoing harmful events
Free and Fair7-Use certain activities more efficiently
Quality of Life7-Cost of living expenses is reduced
Fame and Fortune11-Gain RP when you critically succeed using skills
AgricultureLevelPrerequisitesBenefits
Beasts of Burden1trained in AgricultureUse domestic animals to make work easier
Beast Mounts1trained in AgricultureDomesticate powerful animals to serve as mounts
Medicinal Crops1trained in AgricultureEnhance your kingdom's healing skills
Subsidize Agriculture2expert in AgricultureSpend RP to improve crop harvests
Monstrous Husbandry7master in Agriculture; Beast MountsDomesticate even more powerful creatures
ArtsLevelPrerequisitesBenefits
Impressive Accoutrements1trained in ArtsCultural refinement aids in diplomatic relations
National Specialty1trained in ArtsArtists produce better luxury goods
Cultural Signature2expert in ArtsArtistic cultural signatures soften public opinion
Artistic Hub15legendary in ArtsYour kingdom is a globally-known hub for its specialized artforms
BoatingLevelPrerequisitesBenefits
Canal Aptitude1trained in BoatingPerform Irrigation to develop waterways
Naval Regiments1trained in BoatingYour vessels also make good war engines
Channel Locks2expert in Boating, trained in EngineeringMake rivers navigable over large elevation changes
Unfettered Sails15legendary in Boating, master in Magic or ScholarshipYour vessels can sail the skies
DefenseLevelPrerequisitesBenefits
Fortified Fiefs1trained in DefenseBonus to Fortify or to Build certain Structures
Medic Corps1trained in DefenseAccess specialized healing auxiliary units
Vigilant Watch1trained in DefenseCrime accumulates more slowly
Continual Care2expert in DefenseUse Provide Care more frequently
Culture of Vigilance2expert in DefenseBonus against Intrigue and dangerous events
Siege Preparation2expert in DefenseSettlements can survive siege longer
Unconquerable15legendary in defense; Culture of VigilanceYou may completely ignore many dangerous events, find spies with ease, and rally defenses rapidly
EngineeringLevelPrerequisitesBenefits
Dedicated Builders1trained in EngineeringGain a bonus to all attempts to Build Structures
Efficient Repairs1trained in EngineeringRepair structures faster and with less resources
With What You've Got1trained in EngineeringSuit the land to your needs more efficiently
Impeccable Builders2expert in EngineeringCritically succeed building tasks more often
Improvised Construction2expert in EngineeringSubstitute unusual resources for your projects
Unintrusive Builders7master in EngineeringBuilding is national habit, allowing more activities
ExplorationLevelPrerequisitesBenefits
Adventurous Values1trained in ExplorationHiring Adventurers is easier and less expensive
Terrain Specialists1trained in ExplorationExploration is easier in certain terrain
Constant Exploration7master in ExplorationCitizen effort grants a bonus Exploration activity
FolkloreLevelPrerequisitesBenefits
Cohesive Traditions1trained in FolkloreSimple traditions bond your people together
Root Work1trained in FolkloreFolk magics protect against unexpected misfortune
Unifying Faith1trained in FolkloreA national faith unifies your people's values
Proclaim to the Faithful2expert in Folklore; Unifying FaithCalling on canon, you quell hesitance or dissent
Sanctified Settlements15legendary in Folklore; Unifying FaithYour peoples faith resonates in the very streets
IndustryLevelPrerequisitesBenefits
Insider Trading1trained in IndustryBonus to some work site activities, Establish Trade Agreement, and Sell Commodities
Private Storehouses1trained in IndustryCitizens will store excess Commodities at a cost
Supply Chain2expert in IndustryImprove some activities if you gather Commodities
Industrious Efficiency7master in IndustrySpend less RP when rolling Resource Dice
IntrigueLevelPrerequisitesBenefits
Plant Positive Opinions1trained in IntrigueGain diplomatic relations while Infiltrating
Smuggler Network1trained in IntrigueEnhance trade routes with smuggling operations
Covert Collusion2expert in IntrigueReduce difficulty of continual clandestine business
Strategic Sabotage2expert in IntrigueInfiltrate enemy armies and sabotage their efforts
Preternatural Precautions7master in IntrigueAvoid magical inquiries into your operations
Unceasing Infiltration15legendary in IntrigueYou have spies everywhere, keeping you appraised
MagicLevelPrerequisitesBenefits
Conjure Commodities1trained in MagicUse Luxuries to conjure other commodities
Practical Magic1trained in MagicCommonplace magic improves practical skills
Mage Corps2expert in MagicAccess specialized magical auxiliary units
Mystic Utopia15legendary in Magic; Practical MagicMagic suffuses the entire kingdom
PoliticsLevelPrerequisitesBenefits
Appeal to Nationalism1trained in PoliticsYou call on national pride to inspire your citizens
Linguistic Integrations1trained in PoliticsCitizens are encouraged to be multilingual
Pull Together1trained in PoliticsYour citizens help mitigate failures
United Front2expert in PoliticsAvoid Unrest not caused by leadership activities
ScholarshipLevelPrerequisitesBenefits
Cautious Creativity1trained in ScholarshipReduce penalties for failing a Creative Solution
Trusted Journalists1trained in ScholarshipCorruption and Strife tend to accrue more slowly
Alchemy Corps2expert in ScholarshipAccess specialized alchemical auxiliary units
Cooperative Mindset7master in ScholarshipAttempt a free Creative Solution each turn
Scholarly Summit15legendary in ScholarshipYour kingdom attracts the brightest scholars
StatecraftLevelPrerequisitesBenefits
Charming Negotiators1trained in StatecraftUse Statecraft to Establish Trade Agreement
Strong Reputation2expert in StatecraftEstablish diplomatic ties and fealty more easily
Shameless Call7master in StatecraftReduce difficulty of repeated foreign aid requests
Peace-Talk Tact7master in StatecraftTake fewer Statecraft penalties from being at war
TradeLevelPrerequisitesBenefits
Public Programs1trained in TradeGain a bonus to Improve Lifestyle and reduce Collect Taxes penalties
Price Considerations2expert in TradeIncur lower potential RP costs
Trade Broker7master in TradeReduce the cost of managing multiple trade agreements
WarfareLevelPrerequisitesBenefits
Crush Dissent1trained in WarfareStifle dissent before it has a chance to spread
Militant Peace-Keeping1trained in WarfareUse Warfare for some Defense-related checks
Rapid Recruitment2expert in WarfareRecruit multiple armies simultaneously
Show of Force7master in WarfareCommand armies to impose diplomatic pressure
WildernessLevelPrerequisitesBenefits
Harmonious Blending1trained in WildernessSettlements blend right into the wilds
Muddle Through1trained in WildernessDecay accumulates more slowly
Natural Almanac2expert in WildernessMeticulous records make it easier to predict natural phenomena
Alter Nature7master in WildernessSlowly alter the habitats and biomes of your nation

Adventurous Values (Feat 2) (General, Kingdom, Skill)


Prerequisites trained in Exploration
Your kingdom draws in many people with an adventurous streak, who are eager to go on quests to test their mettle and seek fame and fortune. The kingdom reduces the DC to Hire Adventurers by 2. In addition, instead of rolling a Resource Die when you attempt to Hire Adventurers, the cost is always 1 RP.

Alchemy Corps (Feat 2) (General, Kingdom, Skill)


Prerequisites expert in Scholarship
A subset of your kingdom’s alchemical scholars receive training to work with your armies, passing out bombs, elixirs, and mutagens to enhance the army’s effects. You can add Alchemy Corps auxiliary squads to your armies.
Alchemy Corps (Scholarship) Alchemists keep your army supplied with a certain kind of item to boost their abilities. Choose one of the following:
The army can choose a different option at the start of each kingdom turn.

Alter Nature (Feat 7) (General, Kingdom, Region, Skill)


Prerequisites master in Wilderness
Your people take special care to influence the behavior of animals and other natural creatures in the region to favor and even aid the kingdom. Attempt a hard Wilderness control check.
While you can't directly control how the influence takes hold, you can hope for certain effects, such as easier hunts or birds falling silent whenever danger is approaching. The GM determines what mechanical benefits, if any, are granted by this activity, though it typically should not result in more than a temporary +2 circumstance bonus to a class of checks, or a permanent +1 circumstance bonus to a niche or specific check.

Appeal to Nationalism (Feat 1) (General, Kingdom, Skill)


Prerequisites trained in Politics
Your leaders are well-versed in the shared values of your people, which grants them an exceptional ability to inspire the public to come together. The kingdom gains a +1 circumstance bonus to Celebrate Holiday, New Leadership, and Quell Unrest when not using Warfare. This bonus increases to +2 if the kingdom is at least master in Politics.

Artistic Hub (Feat 15) (General, Kingdom, Skill)


Prerequisites legendary in Arts, National Specialty
Your nation has gained notoriety throughout the world for its specialized arts. Most people have heard of your nation (DC 10 Society), and those who have a liking for that artform generally have an attitude toward you one step better than normal.
In addition, the influx of outside ideas related to your national specialty creates an incredible creative energy. When the kingdom attempts any Arts check, roll twice and take the better result; this is a fortune effect.

Beasts of Burden (Feat 1) (General, Kingdom, Skill)


Prerequisites trained in Agriculture
Your people use domesticated animals like horses, oxen, and the like to make their work easier. With animals serving as transport for people and goods, powering mills and towing plows, the kingdom gains a +1 circumstance bonus to Agriculture, Engineering, and Wilderness checks; if your kingdom is a master in Agriculture, this bonus increases to +2.

Beast Mounts (Feat 1) (General, Kingdom, Skill)


Prerequisites trained in Agriculture
Your ranchers are exceptionally talented, capable of taming and raising wilder animals, such as bears, lions, or wolves. When tamed, these beasts can serve as mounts for the armies. You gain access to the Bestial Mounts cavalry tactic.
Bestial Mounts (cavalry only) The beastly mounts can make effective melee combatants. The army gains a +2 status bonus to all melee attack rolls (this will usually replace the bonus granted by the Overrun tactic).

Canal Aptitude (Feat 1) (General, Kingdom, Skill)


Prerequisites trained in Boating
Your people are dedicated to navigating waterways, and creating irrigation avenues around your kingdom is a great way to achieve this goal. The kingdom gains a +2 circumstance bonus to Irrigation; this bonus increases to +3 if the kingdom is a master in Boating, or to +4 if it is legendary. The rivers created by the kingdom's Irrigation projects are generally considered navigable except in extreme circumstances.

Cautious Creativity (Feat 1) (General, Kingdom, Skill)


Prerequisites trained in Scholarship
Your scholars are careful not to incur unnecessary costs and to remain unperturbed in the face of failure, though at the cost of efficiency. When the kingdom attempts a Creative Solution, you may choose to take a -2 penalty to the check; if you do, rolling a critical failure has only the normal failure effects, and if you roll a failure, you must spend only 1d6 RP. If the kingdom is a master in Scholarship, you may choose to gain this benefit without taking the penalty; if the kingdom is legendary, there is no effect when you roll a failure and rolling a critical failure only incurs a cost of 1d6 RP.

Channel Locks (Feat 2) (General, Kingdom, Region, Skill)


Prerequisites expert in Boating, trained in Engineering</b>
Your people are skilled in modifying or coping with difficult terrain features, such as using channel locks for steep elevation changes or rocky rapids. Choose a non-navigable river within your kingdom, then spend 2 RP and attempt an Engineering control check. You have a +1 circumstance bonus to this check; if the kingdom is at least master in Boating, this bonus increases to +2, or to +3 if it is legendary in Boating.
Critical Success As success, and you regain 1 RP.
Success The target river becomes navigable.
Failure The river remains non-navigable; however, you do not need to pay the RP cost for the next Channel Locks attempt made in this hex.
Critical Failure The river remains non-navigable and the spent RP is lost.

Charming Negotiators (Feat 1) (General, Kingdom, Skill)


Prerequisites trained in Statecraft
Your diplomats are charming enough to overcome any gaps in trade knowledge they may have when negotiating with other economies. You may use Statecraft instead of Trade or Boating to Establish a Trade Agreement.

Civil Service (Feat 1) (General, Kingdom)


Everyone has a place and a role, and as long as those roles are filled, the government functions. When you select this feat, choose one leadership role which is currently vacant. That role becomes invested by your numerous, dedicated, and efficient civil servants; this grants a potency bonus of +1 and kingdom skill of the role (if applicable), and prevents the role’s vacancy penalty, but the civil servants lack standard statistics and therefore do not provide any additional leadership role benefit.
In addition, the kingdom gains a +1 status bonus to New Leadership. If you wish to change the leadership role to which Civil Service applies, you can do so using the New Leadership activity at the start of a Kingdom turn.
Special You may select this feat multiple times, allowing you to fill an additional leadership role with civil servants each time you do.

Cohesive Traditions (Feat 1) (General, Kingdom, Skill)


Prerequisites trained in Folklore
Simple traditions bond your people together, and calling on those traditions and values help to calm tensions. You can use Folklore to Quell Unrest on consecutive turns, ignoring the usual restriction. The kingdom gains a +1 circumstance bonus to Quell Unrest using Folklore. In addition, when you Quell Unrest using Folklore and roll a critical failure, you treat the result as a failure instead.

Conjure Commodities (Feat 1) (General, Kingdom, Leadership, Skill)


Prerequisites trained in Magic
You lead your spellcasters in a coordinated ritual to produce the commodities your kingdom needs. Spend 1 Luxury commodity to supply the materials for the ritual, then attempt a Magic control check.
Critical Success As success, but you also gain a number of minor valuable materials in the process; immediately roll 2 Resource Dice and gain the rolled RP.
Success The ritual conjures forth or transmutes other lesser materials into 2 non-Luxury commodities (Food, Lumber, Ore, or Stone) of your choice; either two of the same or one each of two different commodities.
Failure The ritual fails, but the spellcasters are able to stop it before it consumes the materials. You are refunded the spent Luxury commodity.
Critical Failure The ritual fails and the spent Luxury commodity is lost in the process.

Constant Exploration (Feat 7) (General, Kingdom, Skill)


Prerequisites master in Exploration
Your people are dedicated to constant exploration. The kingdom can perform a single additional activity of any kind during the Activity phase, so long as that additional activity uses an Exploration check.

Continual Care (Feat 2) (General, Kingdom, Skill)


Prerequisites expert in Defense
Your people have many dedicated healers who constantly provide aid to those who need it. You can Provide Care once per leader per kingdom turn.
If the kingdom is at least master in Defense, it can use Provide Care once for free at the start of the Region step of the Activities phase each kingdom turn.

Cooperative Leadership (Feat 1) (General, Kingdom)


Your leaders are skilled at working with one another. When a leader uses the Focused Attention activity to aid another leader's kingdom check, the circumstance bonus granted by a success is increased by 2 (or 4 for a critical success).
At 11th level, when a leadership activity aided by Focused Attention kingdom activity rolls a critical failure, it gets a failure instead; if the kingdom is at least expert in the aided check’s skill, treat a rolled failure as a success; rolled critical failures aren’t treated as a success.

Cooperative Mindset (Feat 7) (General, Kingdom, Skill)


Prerequisites master in Scholarship
Your scholars are constantly on the lookout for ways to help their fellow citizens. At the start of the Activity phase of each kingdom turn, you may choose to attempt a free Creative Solution; although this is a leadership activity, no particular leader is responsible for it.

Covert Collusion (Feat 2) (General, Kingdom, Skill)


Prerequisites expert in Intrigue
Your agents are highly capable of covert action, making collusion and other shady dealings easier to accomplish. Each subsequent attempt at Clandestine Business only increases the DC by 1, instead of 2. In addition, Unrest is not increased on a successful Clandestine Business.

Crush Dissent (Feat 1) (General, Kingdom, Skill)


Prerequisites trained in Warfare
Your rule brooks no dissent and stamps out traitors, making harsh examples of them. Once per Kingdom turn when you gain Unrest, you can attempt to crush the dissent immediately by attempting a Warfare control check.
Critical Success As success, and you may use this activity again before the kingdom turn ends.
Success The increase to Unrest is negated.
Critical Failure The increase to Unrest is doubled.

Cultural Signature (Feat 2) (General, Kingdom, Skill)


Prerequisites expert in Arts
Certain artistic and cultural signatures call your people together. Whether these signatures manifest in musical overtures, plays, novels, or simple visual motifs, they help remind your people of the core of their shared fates. You can use Arts to Quell Unrest on consecutive turns, ignoring the usual restriction. The kingdom gains a +1 circumstance bonus to Quell Unrest using Arts. In addition, when you Quell Unrest using Arts and roll a critical failure, you treat the result as a failure instead.

Culture of Vigilance (Feat 2) (General, Kingdom, Skill)


Prerequisites expert in Defense
Your people are constantly alert to potential threats of all kinds, and specifically to the threats posed by outsiders.
The kingdom gains a +1 circumstance bonus against all dangerous events. This bonus increases to +2 if the kingdom is master in Defense, or to +3 if it is legendary.
The circumstance bonus from this feat is increased by 1 for Assassination Attempt, Bandit Activity, Cult Activity, Drug Den, Sacrifices, Sensational Crime, Vandals, and any other dangerous event contingent on criminal or espionage activity (at GM discretion).

Dedicated Builders (Feat 1) (General, Kingdom, Skill)


Prerequisites trained in Engineering
Expansion and upgrades to structures and infrastructure are a constant feature of your people’s lives. Dedicated builders grant the kingdom a +2 circumstance bonus to all attempts to Build a Structure. If the kingdom is at least master in Engineering, this bonus increases to +3, or to +4 if the kingdom is legendary in Engineering.

Efficient Repairs (Feat 1) (General, Kingdom, Skill)


Prerequisites trained in Engineering
When the kingdom attempts to use Build Structure to repair a structure, you may choose to either attempt an additional Build Structure activity for free but only to repair a structure, or to ignore either the commodity or RP cost of repairing the single structure.

Endure Anarchy (Feat 3) (General, Kingdom)


Prerequisites Loyalty +2
Your kingdom holds together even in the midst of
extreme peril. If your kingdom's Unrest is 6 or higher and you a kingdom activity would decrease Unrest, decrease the Unrest by an additional amount equal to half your Loyalty modifier. You do not fall into anarchy unless your kingdom's Unrest reaches 24.

Fame and Fortune (Feat 11) (General, Kingdom)


Your kingdom's reputation has spread far and wide, bringing in visitors to behold the spectacle of your greatness and pay their respects. Whenever you achieve a critical success on any kingdom skill check during the Activity phase, you gain 1 bonus Fame Point and 1 bonus Resource Die at the start of your next kingdom turn.

Fortified Fiefs (Feat 1) (General, Kingdom, Skill)


Prerequisites trained in Defense
Your vassals take their duty to protect those under their stewardship seriously, and your engineers emphasize the value of a strong defense when building settlements and fortifications, reducing their cost by combining them with the rest of the settlement seamlessly. Your reduce DCs by 2 and reduce any RP cost by one-quarter (to a minimum of 1) for the Fortify Hex activity and when you use Build a Structure for a Barracks, Castle, Garrison, Keep, Wall, or Watchtower.

Free and Fair (Feat 11) (General, Kingdom)


Your reputation for fair and transparent elections and other governmental processes inspires tremendous public trust. You gain a +2 circumstance bonus to all New Leadership and Pledge of Fealty activities. If you fail or critically fail such a check, you can spend 2 RP to reroll (but without the +2 circumstance bonus) and take the better result; attempting this adds the Fortune trait.

Harmonious Blending (Feat 1) (General, Kingdom, Skill)


Prerequisites trained in Wilderness
Your people build their settlements such that they blend directly into the wilds, granting better guerrilla tactics in warfare and mitigating potential dangers environmental effects pose to structures that stand out more from natural terrain. The kingdom gains a +1 circumstance bonus against Food Shortage, Food Surplus, Good Weather, Natural Disaster, and other events dependent on the status of the wilderness.
In addition, your villages and towns count as having wooden walls for the purpose of fortifications, and your cities count as having stone walls for the purpose of fortifications.

Impeccable Builders (Feat 2) (General, Kingdom, Skill)


Prerequisites expert in Engineering
Your builders put up structures with surprising efficiency and skill. When the kingdom rolls a success to Build a Structure, it gets a critical success instead. If the kingdom is legendary in Engineering, when it rolls a critical failure to Build a Structure, it gets a failure instead.

Impressive Accoutrements (Feat 1) (General, Kingdom, Leadership, Skill)


Prerequisites trained in Arts
You supply your diplomats with extravagant yet tasteful accoutrements which project power and position to those they speak to on your kingdom’s behalf. Spend 1 Luxury commodity then attempt an Arts control check.
Critical Success As success, but the benefit lasts for this and the following 11 kingdom turns (1 year).
Success For the this and the following 5 kingdom turns (6 months total), the kingdom gains a +1 status bonus to Send Diplomatic Envoy, Request Foreign Aid, and Establish Trade Agreement. If the kingdom is at least master in Arts, the bonus increases to +2.
Failure The accoutrements don’t come out properly, but the materials can be salvaged and you regain the spent
Luxury commodity.
Critical Failure The accoutrements turn out disastrously and the spent Luxury is lost.

Improvised Construction (Feat 2) (General, Kingdom, Skill)


Prerequisites expert in Engineering
Proper engineering can allow for a change in structural plans without compromising its integrity. When you attempt to Build a Structure, you can replace up to 4 non-Luxury commodities that are part of the building’s cost with other commodities of your choice; if the kingdom is master in Engineering, you may replace up to 8 non-Luxury commodities, or up to 16 if it is legendary in Engineering. You may additionally replace 1 Luxury commodity with 2 non-Luxury commodities of any kind.

Industrious Efficiency (Feat 7) (Fortune, General, Kingdom, Skill)


Prerequisites master in Industry
Put simply, your people are incredibly efficient in their resource allocations. When you roll Resource Dice as part of a cost for a kingdom activity or event, roll each die twice and take the lower result.

Insider Trading (Feat 1) (General, Kingdom, Leadership, Skill)


Prerequisites trained in Industry
You facilitate the collaboration of business leaders behind the scenes to arbitrarily manipulate supply and demand for certain goods within your kingdom and surrounding lands. Attempt an Industry control check.
Critical Success As success, and your control over supply and demand grants a bonus Resource Die on your next kingdom turn.
Success You gain a +1 circumstance bonus to Establish Work Site, Establish Trade Agreement, and Sell Commodities for the remainder of the kingdom turn. If the kingdom is master in Industry, the bonus increases to +2, or to +4 if it is legendary.
Critical Failure Your attempts to manipulate the market are noticed and taken as bad faith dealing. Gain 1 Unrest and take a -2 circumstance penalty to the activities listed for the success effect for the remainder of the turn.

Inspiring Entertainment (Feat 3) (General, Kingdom)


Prerequisites Culture +2
Whether in the form of visual arts, theatre, music, novels, philosophy, or even gladiatorial combat or hedonistic pleasures, there's never a shortage of distractions for the citizens. When you adjust Unrest during step 3 of the Upkeep phase, attempt a Culture-based control check; on a success, reduce any added Unrest by your Culture modifier, to a minimum of 0. The kingdom also gains a +1 status bonus to Culture-based skill checks whenever your kingdom has at least 1 Unrest.

Kingdom Assurance (Feat 1) (General, Kingdom, Skill)


Prerequisites trained in a kingdom skill
Even when things go poorly in other areas, you can count on consistency in carrying out kingdom activities with a chosen skill. Choose one kingdom skill in which your kingdom is at least trained. When you would attempt a skill check for that skill, you can forgo rolling and instead take a result equal to 10 + your proficiency bonus + your applicable potency bonus; do not apply any other bonuses, penalties, or modifiers to this result.
Special You can select this feat multiple times. Each time, choose a different skill and gain the benefits of this feat for that skill.

Kingdom Skill Training (Feat 1) (General, Kingdom)


Your kingdom receives the trained proficiency rank in a kingdom skill of your choice. If your kingdom selects this feat at or above 6th level, you may instead choose for one of your kingdom’s trained skills to become expert; if selected at 12th or higher level, you may select one of your kingdom’s expert skills to become master instead.
Special You may take this feat multiple times, becoming trained in a different kingdom skill each time you do.

Linguistic Integration (Feat 1) (General, Kingdom, Skill)


Prerequisites trained in Politics
Your citizens support a strongly multilingual culture. The kingdom gains a +1 circumstance bonus to the Send Diplomatic Envoy, Request Foreign Aid, and Establish Trade Agreement kingdom activities. If the kingdom is at least master in Politics, the bonus increases to +2.

Liquidate Resources (Feat 3) (General, Kingdom)


Prerequisites Economy +2
Your kingdom's economy can quickly liquidate resources in an emergency when funding runs out. The first time during a kingdom turn in which you are forced to spend RP as the result of a failed skill check or a dangerous event, and that expense reduces you to 0 RP, you may instead reduce your RP to 1 and treat the expense as if it were paid in full. At the start of your next Kingdom turn, you lose 2 non-Luxury commodities or 1 Luxury (your choice), or roll 1 fewer Resource Die than normal.

Mage Corps (Feat 2) (General, Kingdom, Skill)


Prerequisites expert in Magic
Some of your kingdom’s mages are studied in the application of war magics. You can add Mage Corps auxiliary squads to your armies.
Mage Corps (Magic) The casters enhance your army’s tactics with their mystic arts. The army can use the War Magic tactical activity once per army encounter. If the kingdom is legendary in Magic, they may use War Magic twice per army encounter.
War Magic (2 actions) The mages either blast their foes with magic or mystically enhance their army.


Medic Corps (Feat 1) (General, Kingdom, Skill)


Prerequisites trained in Defense
Collections of physicians, surgeons, clerics, shamans, and other healers march with your armies to tend to their wounds in the fields of battle. You can add Medic Corps auxiliary squads to your armies.
Medic Corps (Defense) Your battle medics triage their allies. The army gains the Field Triage tactic as a bonus tactic. In addition, the army can use Battlefield Medicine once per encounter as a two-action activity which does not cause the target army to become temporarily immune.

Medicinal Crops (Feat 1) (General, Kingdom, Skill)


Prerequisites trained in Agriculture
Your farmers and other agricultural producers dedicate a portion of their efforts to medicinal crops, making sure your healers are always stocked with what they need. You gain a +2 circumstance bonus to checks to Provide Care and to any kingdom event regarding disease or curses, such as the Plague and Undead Uprising random events. If the kingdom is master in Agriculture, this bonus increases to +3, or to +4 if it is legendary.

Militant Peace-Keeping (Feat 1) (General, Kingdom, Skill)


Prerequisites trained in Warfare
You police your people with martial forces under military command. You can use Warfare instead of Defense for Fortify Hex and Repair Reputation (Crime). In addition, you can use Warfare to attempt event checks for Bandit Activity, Cult Activity, Drug Den, Sensational Crime, Vandals, and any other dangerous event contingent on non-clandestine criminal activity (at GM discretion).

Monstrous Husbandry (Feat 7) (General, Kingdom, Skill)


Prerequisites master in Agriculture; Beast Mounts
Your kingdom has learned to rear more than just animals, raising and taming drakes, troll-hounds, or gorgons, or even living with and rearing more intelligent creatures such as dragons, pegasi, or even the elusive phoenix. The GM determines which monstrous creatures are available for your kingdom to raise, and for particularly rare or intelligent creatures may require an initial Agriculture check of a DC appropriate to their level and rarity. You gain access to the Monstrous Mounts cavalry tactic; this replaces Bestial Mounts.
In addition, if you have the Beasts of Burden, these monstrous creatures increase the circumstance bonus from that feat by 1, or by 2 if the kingdom is legendary in Agriculture.
Monstrous Mounts (cavalry only) Monstrous mounts can make exceptionally effective combatants. The army gain a +2 status bonus to melee attack rolls (this usually replaces the bonus from the Overrun tactic). In addition, the mount grants a bonus tactic depending on the type of creature your kingdom has reared (GM discretion): Aerial Battalion, Aquatic Battalion, Darkvision, Merciless, Tough Soldiers, or Varied Weapons.

Muddle Through (Feat 1) (General, Kingdom, Skill)


Prerequisites trained in Wilderness
Your people are focused on integrating their homes into the lands in a way that eases maintenance woes and helps mitigate issues which may arise due to natural wear and tear. Increase your Decay threshold by 1. If your kingdom is a master in Wilderness, increase your Decay threshold by an additional 1, and by 1 again if legendary.
Whenever an effect would specifically cause your Decay to increase (but not when you have a choice for another Ruin to increase instead), attempt a DC 17 flat check; on a success, your Decay does not increase.

Mystic Utopia (Feat 15) (General, Kingdom, Skill)


Prerequisites legendary in Magic; Practical Magic
Magic suffuses every facet of your kingdom, truly a paragon of a mystic society. The circumstance bonus from Practical Magic is increased to +3 as your citizens access greater magics on a daily basis.
In addition, the constant influx of mystic styles and new applications leads to particular skill in using magic to aid other facets of the kingdom’s skills. When the kingdom attempts a Supernatural Solution, it rolls twice and takes the better result; this is a fortune effect.

National Specialty (Feat 1) (General, Kingdom, Skill)


Prerequisites trained in Arts
Your kingdom’s culture centers on a particular artform, chosen from the options below. The kingdom gains a +1 circumstance bonus to Rest and Relax and to Create a Masterpiece by focusing on this art style; this bonus is also applied to two additional activities, depending on the chosen specialty. If the kingdom is at least master in Arts,
the bonus increases to +2.
SpecialtyActivities
LiteratureCraft Luxuries, Repair Reputation (Corruption)
MusicQuell Unrest, Recover Shaken Army
TheaterRecover Weary Army, Repair Reputation (Corruption)
Visual ArtsCraft Luxuries, Relocate Capital

Natural Almanac (Feat 2) (General, Kingdom, Skill)


Prerequisites expert in Wilderness
Rangers, farmers, druids, and others who are attuned to nature keep careful track of the turning of the seasons and other natural cycles in the area. The kingdom gains a +2 circumstance bonus to the Establish Farmland, Harvest Crops & Livestock, and Hunt & Forage activities, as well as to Good Weather, Natural Disaster, and other events dependent on the weather and other natural cycles (at GM discretion).

Naval Regiments (Feat 1) (General, Kingdom, Skill)


Prerequisites trained in Boating
Life on the water is a focus for your people, and they know how to leverage their naval skills during warfare. You can add Naval Corps auxiliary squads to your armies.
In addition, the kingdom gains a +2 circumstance bonus to Deploy an Army which contains Naval Corps. This bonus increases to +3 if the kingdom is master in Boating, or to +4 if it is legendary.
Naval Corps (Boating) A handful of specialized soldiers carry aquatic aids such as air bladders and coach the other soldiers in effective swimming methods. The army gains the Aquatic Battalion tactic as a bonus tactic. Additionally, if the army is at least 7th level, not a siege army, and is in a hex connected by navigable water features to the kingdom, it gains a naval artillery ranged attack that can damage fortifications, but cannot be used against engaged targets (like a siege army). This attack has a bonus of base -3 and two shots of ammunition.

Peace-Talk Tact (Feat 7) (General, Kingdom, Skill)


Prerequisites master in Statecraft
Your diplomats are well-versed in negotiating during the tension of war-times. The kingdom takes no penalty to Send Diplomatic Envoy while at war with a target’s ally or allies, and it takes only a -2 circumstance penalty for being at war with a target and does not treat its result for the check as one degree of success worse; if the kingdom is legendary in Statecraft, it takes no penalty for being at war with a target.

Plant Positive Opinions (Feat 1) (General, Kingdom, Skill)


Prerequisites trained in Intrigue
Your kingdom's covert agents within other lands carefully plant positive opinions of your kingdom among the populace while gathering information on them. When the kingdom successfully uses Infiltration against a foreign nation, it also grants a +2 circumstance bonus to Send Diplomatic Envoy against the same target before the end of the next kingdom turn; if the Infiltration is a critical success, either the bonus is increased to +4 or the target group offers your kingdom diplomatic relations at the start of the next kingdom turn (GM’s choice).

Practical Magic (Feat 1) (General, Kingdom, Skill)


Prerequisites trained in Magic
Magic has an honored place in your society, and your people incorporate it into their everyday work to make life easier. Your people’s commonplace use of magic grants a +1 circumstance bonus to Agriculture, Defense, Engineering, and Wilderness checks; if your kingdom is a master in Magic, this bonus increases to +2.

Preternatural Precautions (Feat 7) (General, Kingdom, Skill)


Prerequisites master in Intrigue
Your kingdom’s operatives are well-versed in avoiding even magical detections. When using Intrigue, the DC is never increased due to special circumstances which you may not have been aware of, such as the presence of detection or scrying magics.
In addition, your kingdom cannot be scried upon, and your leadership knows if someone has attempted to do so. The Emissary and Magister may choose a heavily-guarded secret means of overcoming this kingdom-wide protection against scrying, determining who has access to the method. If the kingdom is at least master in Magic, the Emissary and Magister may also choose for those attempting to scry on you to observe a false reality instead of simply blocking the effect.

Price Considerations (Feat 2) (General, Kingdom, Skill)


Prerequisites expert in Trade
Your kingdom keeps a close eye on its coffers and is careful not to incur unnecessary expenses. When the kingdom would have to pay RP as a result of a kingdom check, though not as the initial cost of an activity, it rolls a DC 11 flat check. On a success, the RP cost is halved (minimum 0). If the kingdom is a master in Trade, the flat check DC is reduced to 5. If the kingdom is legendary, it automatically succeeds the flat check.

Private Storehouses (Feat 1) (General, Kingdom, Skill)


Prerequisites trained in Industry
Your citizens are willing to open up their private storage areas for government-owned commodities, though at a price. At the end of a kingdom turn, you may spend 1 RP per additional commodity you wish to store beyond your normal limits until the next kingdom turn. The maximum number of additional commodities which can be stored in this way depends on the number and size of settlements in your kingdom: each settlement can hold additional commodities as shown in the table below. If the kingdom is at least master in Industry, double the number of additional commodities each settlement can hold.
SettlementAdditional Commodities
Village1
Town2
City4
Metropolis8

Proclaim To The Faithful (Feat 2) (General, Kingdom, Leadership, Skill)


Prerequisites expert in Folklore; Unifying Faith
You call on the teachings of your nation’s faith to quell hesitance or dissent and push through on efforts which need to be done. Attempt a Folklore control check.
Special This leadership activity can be used only once per kingdom turn, rather than once per leader per turn.
Critical Success As success, and you gain a +1 status bonus to all leadership activities until the end of the kingdom turn; if the kingdom is legendary in Folklore, this bonus applies to all kingdom activities until the end of the turn.
Success Reduce Unrest by 1d6.
Critical Failure The proclamations are inadvertently counter to the national faith, inciting anger among the citizenry that the leaders would speak such. Choose one of the following: increase Unrest by 1d4 or increase two Ruins of your choice by 1 each.

Public Programs (Feat 1) (General, Kingdom, Skill)


Prerequisites trained in Trade
Your kingdom’s financial advisors cleverly plan public programs, and putting them in action helps to alleviate the pressure and dissent caused by collecting taxes. The kingdom gains a +1 circumstance bonus to Improve Lifestyle; this bonus increases to +2 if the kingdom is at least master in Trade.
In addition, if you successfully Improve Lifestyle on the same turn that you Collect Taxes, you treat Collect Taxes on your next turn as if you had not Collected Taxes on the previous turn.

Pull Together (Feat 1) (General, Kingdom, Skill)


Prerequisites trained in Politics
Your people are very reliable, and their commitment to common values aid in swift decision-making to keep most projects from getting too far off track. Once per kingdom turn when the kingdom rolls a critical failure on a check, attempt a DC 11 flat check. On a success, your citizens heed the call to put in extra work to mitigate the disaster; treat the Kingdom skill check result as failure instead. Regardless of the result, after attempting the flat check, the DC is increased by 5 for future attempts. The DC decreases by 1 (to a minimum of its base DC) for each kingdom turn that passes during which this ability is not used.
If the kingdom is expert in Politics, the flat check DC is reduced to 9, or to 6 if the kingdom is master. If the kingdom is legendary in Politics, the flat check can be attempted any number of times in a turn, the flat check DC only increases by 1 each time it is attempted, and the DC is reduced by 5 (to a min of its base DC) for each kingdom turn passed during which the ability is not used.

Quality of Life (Feat 7) (General, Kingdom)


Your kingdom's robust culture and economy makes the creature comforts of civilization more readily available to all, and even finer luxuries are more easily had. The first time you gain Luxury commodities in a kingdom turn, increase the total gained by 1. All of your settlements are treated as 1 level higher than their actual level for the purpose of determining what sorts of magic items might be offered for sale at their markets and shops.

Quick Recovery (Feat 3) (General, Kingdom)


Prerequisites Stability +2
Your kingdom recovers more quickly from danger and disaster. Whenever you attempt a kingdom skill check to end an ongoing dangerous kingdom event, decrease the event DC by 4.

Rapid Recruitment (Feat 2) (General, Kingdom, Skill)


Prerequisites expert in Warfare
You are particularly efficient in recruiting military forces. When you Recruit an Army, you can recruit two different armies with a single check. The check is compared to the Recruitment DCs of each army individually. If the kingdom is a master in Warfare, it can recruit up to three armies at once, or up to four armies if it is legendary.

Root Work (Feat 1) (General, Kingdom, Leadership, Skill)


Prerequisites trained in Folklore
You lead your people in protective folk magic practices, spurring on mass practice of these simple rituals. Attempt a Folklore control check.
Critical Success As success, and if a random kingdom event would be rolled during the current turn’s Event phase, roll twice and take the higher value.
Success The kingdom gains a +2 status bonus against dangerous events until the start of its next kingdom turn.
Critical Failure A flaw in the rituals actually attracts misfortune. A random event automatically occurs this kingdom turn; if a beneficial result is rolled, roll again until the result is not a beneficial event. If the random event flat check succeeds, roll twice to determine the event, selecting the more dangerous event.

Sanctified Settlements (Feat 15) (General, Kingdom, Skill)


Prerequisites legendary in Folklore; Unifying Faith
Your people’s faith echoes throughout the land. All land or other areas within the influence of one or more of your settlements is constantly under the effects of the consecrate ritual. Each kingdom turn, you may choose to spend 5 RP to instead grant the effects of an 8th-rank consecrate.

Scholarly Summit (Feat 15) (General, Kingdom, Skill)


Prerequisites legendary in Scholarship
Your kingdom is known as a meeting-place for the minds. Scholars from all over flock to your nation to hone their skills and put them to valued practical use. Increase the circumstance bonus from a successful Creative Solution to +3, or to +4 on a critical success.
In addition, the constant influx of new theories and ideas grants a better chance to find just the right knowledge for any application. When attempting a Creative Solution, the kingdom rolls twice and takes the better result; this is a fortune effect.

Shameless Call (Feat 7) (General, Kingdom, Skill)


Prerequisites master in Statecraft
Your people are charming and well-versed in diplomatic flattery of your allies. The first time the kingdom uses Request Foreign Aid each turn, the DC does not increase for the next attempt; moreover, the DC is only increased by 1 for each subsequent attempt.
If the kingdom is legendary in Statecraft, the DC for Request Foreign Aid is reduced by 2.

Show of Force (Feat 7) (Army, General, Kingdom, Skill)


Prerequisites master in Warfare
Your army stands ready and imposing, applying pressure to another group’s diplomats. Choose a target group in the same or an adjacent hex to the army, then attempt a Warfare check against the target’s Negotiation DC + 2.
Critical Success As success, but the bonus is +4.
Success The target feels the pressure. The kingdom gains a +2 circumstance bonus to all checks against the target Negotiation DC until the end of the next kingdom turn.
Failure The target is unimpressed, but they don’t see the act as an overt affront to them, and so are unlikely to seek war with the kingdom.
Critical Failure The target sees the show of force as a hostile act. The kingdom takes a -4 circumstance penalty to checks against the target’s Negotiation DC, and a -2 to checks against the target’s allies’ Negotiation DCs. The target might declare war on the kingdom.

Siege Preparation (Feat 2) (General, Kingdom, Skill)


Prerequisites expert in Defense
Your settlements are set up to defend more easily from siege tactics, reinforcing any fortifications they possess and storing additional supplies. The fortification statistics for your settlements increase AC by 5 and increase HP by half (round up). In addition, armies garrisoned in a settlement gain the Increased Ammunition tactic as a bonus tactic, so long as they have a ranged attack.

Smuggler Network (Feat 1) (General, Kingdom, Leadership, Skill)


Prerequisites trained in Intrigue
Requirements You have at least one trade agreement.
Covert agents within your kingdom use established trade routes to mask the smuggling and sale of illicit goods. Choose a group with which you have a trade agreement and spend 1 RP, then attempt an Intrigue control check. Regardless of the result, the target becomes immune to further Smuggler Network attempts until the start of the next kingdom turn.
Special If targeting a group of higher level than your kingdom, reduce your degree of success by one step. If you attempt to target the same group on subsequent turns, the DC increases by 1 for each subsequent attempt; the DC returns to normal after a turn passes without using this activity on the target.
Critical Success As success, but you gain both benefits.
Success At the start of your next kingdom turn, you gain your choice of 1 bonus Resource Die or 1 commodity of any type.
Critical Failure Your smugglers are caught and never return! Gain 1d6 Unrest, then attempt a DC 11 flat check; on a failure, the target ends its trade agreement with you, and ends its diplomatic relations as well on a critical failure.

Strategic Sabotage (Feat 2) (Army, General, Kingdom, Skill)


Prerequisites expert in Intrigue
Requirements A leader chose this activity as part of the Take Charge leadership activity, or the army has the Underhanded Tactics tactic.
Agents within your army attempt to infiltrate another army in the same or an adjacent hex. Attempt an Intrigue check against the target army’s Morale DC.
Critical Success As success, but the target army is mired 2 and shaken 2.
Success The agents disrupt the operations of the target army, leaving it mired 1 and shaken 1 until the start of the next kingdom turn. You may then choose to start a war encounter in the target’s hex.
Failure You may choose to start a war encounter in the target’s hex.
Critical Failure Your agents are immediately found out. The target may choose to start a war encounter in your hex; if they do, they gain a +2 circumstance bonus to their initiative.

Strong Reputation (Feat 2) (General, Kingdom, Skill)


Prerequisites expert in Statecraft
Your reputation as a fair and amicable nation (whether or not true) makes others more willing to interact with you. Your kingdom reduces the Negotiation DCs of other groups by 2. If the kingdom is at least master in Statecraft, it instead reduces Negotiation DCs by 3, or by 4 if it is legendary in Statecraft.

Subsidize Agriculture (Feat 2) (Commerce, General, Kingdom, Skill)


Prerequisites expert in Agriculture
Your nation’s farmers are more willing to take risks and support the kingdom’s need for food if they have some assurance that they won’t have to rely on the whims of weather and crop yield. Spend at least 1 RP for each settlement and farmland within your kingdom; if you cannot supply the appropriate RP, the activity critically fails. Then attempt an Agriculture control check.
Special The Warden may perform this activity during step 2 of the Commerce phase (Public Aid) each kingdom turn. You may choose to instead pay 2 RP for each settlement and farmland in the kingdom; if you do, treat your degree of success as one step better.
Critical Success As success, but the bonus is +4 and each farmland in the kingdom produces 1 additional Food commodity at the end of the kingdom turn.
Success The kingdom gains a +2 circumstance bonus to Establish Farmland and Harvest Crops & Livestock until the start of the next kingdom turn.
Critical Failure The subsidies are applied to the wrong crops and the kingdom ends up causing a food crisis. At the end of the kingdom turn, the kingdom experiences the Food Shortage event.

Supply Chain (Feat 2) (General, Kingdom, Skill)


Prerequisites expert in Industry
Your kingdom has methods in place to quickly move raw materials where they need to be for the economy to function smoothly. If you gathered Commodities during step 4 of the Upkeep phase this turn, the kingdom gains a circumstance bonus to its first attempt to Build Structure or Build Roads this turn, and to its first attempt to Craft Luxuries, Create Masterpiece, Establish Settlement, or Sell Commodities this turn. The bonus is equal to half the number of Commodities gathered (minimum +1), to a maximum of +2. If the kingdom is master in Industry, the bonus can be a maximum of +3, or a maximum of +4 if it is legendary in Industry.

Terrain Specialists (Feat 1) (General, Kingdom, Skill)


Prerequisites trained in Exploration
Your nation’s explorers are experienced in navigating a certain type of terrain. The kingdom gains a +1 circumstance bonus to Abandon Hex, Claim Hex, Clear Hex, and Reconnoiter Hex in one of the following types of terrain, chosen when you select this feat: aquatic, arctic, desert, forest, mountains, plains, sky, swamp, or underground. If the kingdom is at least a master in Exploration, this bonus increases to +2.
Special You can select this feat more than once, choosing a different type of terrain each time.

Trade Broker (Feat 7) (General, Kingdom, Skill)


Prerequisites master in Trade
Your merchants know how to trade not only the goods from your kingdom, but also how to profit from serving as a conduit between other nations. When the kingdom attempts to Manage Trade Agreements, it only needs to spend 1 RP for each trade agreement managed after the first, for a total RP cost equal to 1 + the number of trade agreements managed.

Trusted Journalists (Feat 1) (General, Kingdom, Skill)


Prerequisites trained in Scholarship
Journalists provide fair and balanced investigative reports on the goings-on in your kingdom, making it hard for issues that fester in obscurity to rise. Increase your Strife and Corruption thresholds by 1. If your kingdom is a master in Scholarship, increase these thresholds by an additional 1, and by 1 again if legendary.
Whenever an effect would specifically cause your Strife or Corruption to increase (but not when you have a choice for another Ruin to increase instead), attempt a DC 17 flat check; on a success, your Strife or Corruption does not increase.
However, the watchful eyes of these journalists make it hard to perform government functions in secret. The kingdom takes a -2 penalty to all Intrigue checks.

Unceasing Infiltration (Feat 15) (General, Kingdom, Skill)


Prerequisites legendary in Intrigue
Your nation’s network of spies is extensive and always on the look-out for new information that may be beneficial. At the start of the Activity phase of each kingdom turn, you may choose to attempt up to three free Infiltrations; although these are leadership activities, they’re not rolled by any leader. You may instead choose to attempt only a single free Infiltration; if you do, treat your result as one degree of success better.

Unconquerable (Feat 15) (General, Kingdom, Skill)


Prerequisites legendary in Defense; Culture of Vigilance
Your people are truly prepared for anything. Whenever the kingdom is faced with a dangerous event, you may choose to attempt a DC 6 flat check: on a success, the kingdom automatically succeeds the check to resolve the event, or critically succeeds if the flat check is a critical success. If the flat check fails, roll to resolve the event normally. This automatic success may be reduced to a +5 circumstance bonus against certain major story-related events (at the GM's discretion).
Special If your kingdom also has the Siege Preparation feat, increase the AC of your settlement fortification by an additional 10 and double its HP instead of increasing it by half.

Unfettered Sails (Feat 15) (General, Kingdom, Skill)


Prerequisites legendary in Boating; master in Magic or in Scholarship
With a bit of help from magicians or scholars, your sea-faring folk have learned to sail the skies. Your kingdom treats any above-ground areas within 10 hexes of your claimed territory as if they were connected by navigable waterways.

Unifying Faith (Feat 1) (General, Kingdom, Skill)


Prerequisites trained in Folklore
Your people share a collective faith, whether of a single deity or a particular national pantheon. This shared faith grants an exceptional ability for the people to unify for a common cause. The kingdom gains a +1 circumstance bonus to Celebrate Holiday, Quell Unrest, and Repair Reputation using any kingdom skills. This bonus increases to +2 if the kingdom is at least master in Folklore.

Unintrusive Builders (Feat 7) (General, Kingdom, Skill)


Prerequisites master in Engineering
Building and improving your settlements is practically habit for the people of your nation. At the start of the Activity phase of each kingdom turn, you may choose to attempt up to two free Build Structure activities in different settlements of your choice; although these are civic activities, they do not count against the number of civic activities performed by a settlement for the turn.

United Front (Feat 2) (General, Kingdom, Skill)


Prerequisites expert in Politics
When misfortune besets your kingdom, the people know their leaders are still on their side and are willing to stay united against outside forces. Whenever Unrest would increase due to an event or non-leadership kingdom activity, attempt a DC 11 flat check; on a success, Unrest is not increased. If the kingdom is at least a master in Politics, the DC is reduced to 6, and the flat check instead succeeds automatically if the kingdom is legendary in Politics.

Vigilant Watch (Feat 1) (General, Kingdom, Skill)


Prerequisites trained in Defense
Your people keep an eye out for trouble and report it to the authorities wherever it is found. Increase your Crime threshold by 1. If your kingdom is a master in Defense, increase your Crime threshold by an additional 1, and by 1 again if legendary.
Whenever an effect would specifically cause your Crime to increase (but not when you have a choice for another Ruin to increase instead), attempt a DC 17 flat check; on a success, your Crime does not increase.

With What You've Got (Feat 1) (General, Kingdom, Skill)


Prerequisites trained in Engineering
Your engineers and builders are quite skillful in working with the land they build upon. When the kingdom attempts to Build Roads, Clear a Hex, Establish a Work Site, Fortify a Hex, or use Irrigation, reduce the RP cost for working on rough terrain by 2, to a minimum of 1 RP. Reduce the RP cost by up to 3 if the kingdom is expert in Engineering, by 4 if it is master, or by 6 if it is legendary.