Kingdom Advancement


Kingdoms increase in level by gaining kingdom experience points (XP). At each new level, a kingdom gains additional abilities and features, as outlined in the table below.
At the end of a kingdom turn, if the kingdom has at least 1,000 XP and has not already reached its maximum level, increase the kingdom’s level by 1 and deduct 1,000 from its current XP total. The kingdom’s level cannot increase by more than 1 at the end of a given kingdom turn.
The kingdom’s maximum level is equal to the party level; it can never exceed the level of the PCs themselves. So, for example, if the PCs are still 1st level when it reaches 1,000 XP, it can’t level up yet; it will level up at the end of the first kingdom turn after the PCs have reached 2nd level.
When your kingdom’s level increases, each of its armies may gain a level as well (your choice). See the Warfare rules for additional details on armies.

LevelControl DCNew Features
115Charter, government, heartland, initial proficiencies, favored terrain, settlement construction (village)
216Ability boost, Kingdom feat, skill increase
318Settlement construction (town), skill increase, untrained improvisation
419Ability boost, expansion expert (2x), fine living, kingdom feat, skill increase
520Ability boost, ruin resistance, skill increase
622Kingdom feat, skill increase
723Ability boost, skill increase
824Kingdom feat, ruin resistance, skill increase
926Ability boost, expansion expert (3x), settlement construction (city), skill increase
1027Ability boost, kingdom feat, life of luxury, skill increase
1128Ruin resistance, skill increase
1230Ability boost, civic planning, kingdom feat, skill increase
1331Skill increase
1432Ability boost, kingdom feat, ruin resistance, skill increase
1534Ability boost, settlement construction (metropolis), skill increase
1635Kingdom feat, skill increase
1736Ability boost, ruin resistance, skill increase
1838Kingdom feat, skill increase
1939Ability boost, skill increase
2040Ability boost, envy of the world, kingdom feat, ruin resistance, skill increase

Control DC


The more powerful a kingdom grows, the more difficult it becomes to control it. The standard DC for skill checks is set by the kingdom's level. Fortunately, as you increase in level, your government's ability to use its skills grows as well.

Charter, Government, and Heartland


The kingdom's charter, government type, and heartland are set during kingdom creation.

Initial proficiencies


At 1st level, a kingdom receives the trained proficiency rank in five skills, according to its charter, government, and heartland. It may also gain further proficiency in up to eight additional spells depending on the dedication of its leadership.

Favored Land


The heartland of the kingdom becomes its favored terrain: the type of land that your people feel the strongest emotional ties to, and to which your resource gatherers tend to flock. Once per kingdom turn, during the region activities step of the Activity phase, you can attempt two region activities simultaneously as a single activity, as long as both take place in the same hex which contains your favored terrain. You take a -2 penalty to kingdom skill checks made during these two activities.

Settlement Construction


You can establish villages in your kingdom immediately. At 3rd level, you can expand villages into towns. At 9th level, you can expand towns into cities. At 15th level, you can expand cities into metropoli.
As villages grow into larger settlements, you not only gain more room to build, but the maximum item bonus you can gain from that settlement's structures increases as well.
Your capital settlement is an exception to this general rule. It can reach larger settlement types as though your kingdom were 3 levels higher than it actually is.

Ability Boosts


At 2nd level and various levels thereafter, you may improve one of your kingdom's ability scores. Just as increasing player abilities, it takes two boosts to improve a kingdom's score past +4. Each set of three boosts counts as a single group, and any individual ability can only be boosted once in each group. (This is an adaptation of Gradual Ability Boosts for kingdoms; it works the same way.)

Kingdom Feats


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

Skill Increase


At 2nd level and every level thereafter, your kingdom gains a skill increase. You can use this to increase your rank to trained in one skill in which your kingdom is untrained, or to expert in one skill in which your kingdom is trained. Starting at 7th level, you can increase an expert skill to master, and starting at 15th level you can increase a master skill to legendary.

Untrained Improvisation


No kingdom can afford to be completely incompetent at any of the fundamental skills of civilization. Starting at 3rd level, your kingdom's proficiency modifier in any skill in which it is untrained is equal to its level -2.

Expansion Expert


Your kingdom becomes better at expanding its territory. At 4th level, you may attempt to Claim a Hex up to twice during a kingdom turn. Beginning at 9th level, your kingdom can attempt to Claim a Hex up to three times during a kingdom turn.

Fine Living


Your people celebrate your leadership by indulging you with feasts and finery. Beginning at 4th level, all PCs associated with the kingdom enjoy a fine standard of living at no cost whenever they are within any settlement's area of influence, unless they are in hostile wilderness, a monster-filled dungeon, or a similarly difficult location. Characters associated with the rulers of the kingdom (including all PCs) gain a +1 circumstance bonus to any Craft or Earn Income check while within the influence of any settlement.
At 10th level, this improves to Life of Luxury, which grants an extravagant standard of living at no cost and a +2 circumstance bonus to Craft and Earn Income as long as they are within the area of influence of a town or larger settlement.

Ruin Resistance


At 5th level and every 3 levels thereafter, your kingdom may undertake a major reform to become more resistant to Ruin. Choose one of the four Ruin categories. Reset its penalty to 0 and increase its threshold by 2.

Civic Planning


Starting at 12th level, during the civic activities step of a kingdom turn, one settlement may attempt two civic activities rather than one. The second civic activity occurs after all other settlements have undertaken their individual activities.

Envy of the World


Your kingdom has become one of the world's preeminent nations. At 20th level, the first time in a kingdom turn when your kingdom would gain Unrest or any Ruin, ignore that gain. You can ignore additional increases to Unrest or Ruin by spending a Fame point each time. Your maximum Fame increases by 1.

Milestones


Your kingdom gains additional kingdom XP the first time it achieves certain milestones, listed in the table below.

XPMilestone
20Claim a new Hex (after your Heartland)
40Claim a Landmark hex (other than your Heartland)
40Claim a Refuge hex (other than your Heartland)
40Establish a Village (your capital)
40Establish a second Village
60Expand a Village into a Town
80Expand a Town into a City
120Expand a City into a Metropolis
40Reach kingdom Size 10
60Reach kingdom Size 25
80Reach kingdom Size 50
120Reach kingdom Size 100
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20Build Roads
20Establish a farmland
20Establish a lumber camp
20Establish a mine
20Establish a quarry
20Fortify a Hex
20Successfully use a Creative Solution
20Successfully use a Supernatural Solution
40Build a structure requiring Expert proficiency
60Build a structure requiring Master proficiency
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40Build a seat of government
40Successfully resolve a random Kingdom event
60Have all eight leadership roles invested
60Establish diplomatic relations with a neighboring polity
80Spend 100 RP in a single kingdom turn
80Convince a nearby freehold to Pledge Fealty
80Establish a Trade Agreement
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20Complete a successful Infiltration
40Recruit a regular Army
60Recruit a specialized Army
60Win a War Encounter
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20Celebrate a successful Holiday
20Create a Masterpiece
40Build a Famous Structure