Empowered Channeler: The Sovereign produces +1 specialist slot per level/2. Odd levels, the Sovereign produces +1 food.
Friend to All Things: When defeating a neutral monster (non-Champion, non-faction) of equal or lower level, the Sovereign has a 5% chance of converting the monster to their side after the battle. Monster requires upkeep. Alternatively, some sort of standard neutral monster based on Soveriegn level.
Corruption of the Titans: When defeating a neutral monster of level (Sovereign level / 2) + 1, the Sovereign has a 5% chance of converting the monster into a Corrupt Horror. Monster requires upkeep.
Merchant Lord: Caravan routes produce an extra +1 gildar
Slave Economy: Defeating an enemy gives the sovereign an extra 10 gildar and 10 material over 5 turns as well adding a 1% production bonus for 5 turns to the nearest city within 15 tiles or the capital. However, gilder- and material- producing buildings produce 1 less and the faction has a 1.10 base production time instead of 1.00
Merciful: Defeating an enemy (non-neutral) Champion gives the Sovereign Diplomatic Capital equal to 100 x Champion level + Sov level and locks the defeated Champion in their owner's capital for 5 turns. Defeating a neutral (non-hireable) Champion gives the Sovereign 25 x Champion level + Sov level DC and their Capital gains +1 prestige and influence for 5 turns.
Legendary General: All friendly Champions gain combat bonuses based on Sovereign, cumulating at level 10 with +2 attack, +2 defense, +2 magic resistance, +2 HP, and +2 accuracy.
Monumental Cities: All cities produce 1 diplomatic capital per turn.
Titanic Puppetry: The Sovereign has access to the spell Pure Imbue which imbues a target with an excess amount of elemental energy. It can be cast on neutral or friendly targets; cost of spell is very high and also has an upkeep. Target creature is empowered for 5 strategic turns or 1 tactical combat (which ever comes first), gaining combat bonuses based on creature level and converting the creature to the Sovereign's side if neutral. At the end of 5 turns or combat, the creature is destroyed.
Far-Reaching Empire: All units gain +0.1 overland movement per city.
League of City-States: Cities have reduced resource production (gildar, material, everything) however they have a bonus to building and unit production and have +1 specialist slot. If the city has a champion stationed in the city, the city produces 20 gildar every 4 turns in tithe and the cost of soldier upkeep is reduced.
Greed & Envy: All resources in range of a city, regardless of whose influence it is under, grant resources to the Sovereign. Those outside their influence grant 1 of their resource. Resources within their influence produce 1 less.
Collective Growth: Costs of construction and maintainance are doubled. Cities receive +1 specialist slot per city level, and produce +1 of each resource per level.
Savage Charge: Units receive a combat bonus for the first 5 turns of combat. After 15 turns, they receive a combat penalty.
Call to Action: The Sovereign has access to a special spell, Call to Action, which is very expensive. When cast, cities have a base production time of 0.9 for 10 turns. Units receive +1 movement, +1 attack, and +1 defense (all added after modifiers) for 10 turns.
Restoration Mastery: Forest tiles grant +1 material and horses/wargs and metal produce an extra 0.5.
Awe: The city a Sovereign is stationed has increased prestige and influence growth. The capital city receives bonus gildar based on the stationed city's prestige and influence level with an additional +1 per food resource in range of the stationed city.
War Economy: Gildar reward for defeating things is doubled.
Intrepid: All units have +1 sight and have a reduced penalty for combat outside friendly territory.
Bountiful Marketplace: Sovereign may build a special building. This building requires upkeep and a specialist to function. When active, the city receives an extra +1 food from each food node in range.
Historical Inspiration: Cities produce 0.20 tech research and 0.5 gildar per city level. Lost Libraries produce 0.5 gildar.
Ocean Lord: Each water tile within a city's influence produces 0.2 gildar per city level.
Plowshares to Swords: Each food resource bestows upon the owning city a special defender unit that scales based on city level.