Charm represents a character's ability to conduct themselves diplomatically,
Lore represents a character's general knowledge and education, but also their ability to master magic.
Mighty characters are hard to kill and are ferocious warriors in melee.
Skilled characters are cunning and stealthy, and have a knack for ranged combat.
Name: Aurora the Radiant, The Sky Monarch
Race: Winged Angelic
Description: The people of the Sky Lands are a fiercely independent people who do not always think they need a queen, but are always thankful when the need for a monarch arises. Aurora is of the same mindset even though she is one of the blessed who was granted wings that only a few angelic are gifted with. She prefers to be called the monarch of the angelic people in name alone as she tends to try and pass her duties onto those that serve her while she spends her time traveling between the many islands that make up her domain. Aurora is not the biggest angelic standing at only 5'5" but the four wings on her back easily make up for her size as they draw the attention of onlookers as they shine like the sun is within them. This is rare even among the small population of winged angelic and is believed to be a sign of being chosen by their Goddess, Kalinma when even just being born with wings is already a blessing of Kalinma.
Focus: Aurora has no interest in wars with the nations that live below the Sky lands, but that has not stopped her from learning battle magic and protection magic.
Foible: Aurora is not a normal ruler as like all angelic, she is drawn to being adventurous and takes risks. This has caused her many troubles as she shirks her abilities as a ruler and procrastinates a lot.
Name: What corner of Paigeturne do you rule? The Iron Barony? The Grand Duchy? Or perhaps a new Kingdom is arising from Paigeturne's still smoldering ashes?
Description: How did you come to be Ruler of your Realm? Do you come from a long line of nobles, or is the land recently conquered? What are its people like, in culture, race, what do they love and hate? Do they worship the gods, do they serve the king, do they love the land?
Each Realm has several Attributes. The Ruler has 7 points to distribute between these Attributes. Your choices should reflect your position on the map, your Realm's history, and the people who live there.
Fertility: Golden fields of grain, fruit heavy on the vine, waves bursting with fish; a fertile realm has any or all of these, and can support a large population. You Produce Food each Turn equal to your Fertility.
Industry: Your people toil in mines and quarries, they labor in smithies and foundries. The bones of the earth are the playthings of an Industrious Realm. You Produce Crafts each Turn equal to your Industry.
Nobility: No Ruler is absolute in their power. Underneath them is a delicate network of petty nobles, chieftains, officers, and wealthy supporters. You Produce Influence each turn equal to your Nobility.
Prosperity: Prosperous Realms have many towns and marketplaces. The Realm and its visitors are skilled merchants, always seeking to turn a profit. You Produce Silver each Turn equal to your Prosperity.
Pick 2 Traits for your Realm and its people. Use these Traits to help refine the Description of your Realm and its people. You can pick the same Trait twice.
Ancient Armory: The Ruler begins the game with a powerful magical weapon or piece of armor (Such as a Flaming Sword, or a Coat of Dragon Scales). One of your starting Heroes receives an Enchanted Weapon (Such as a Sword or Bow) or Enchanted Armor (Such as a Helm or Shield). Additionally, you may craft Armaments for 2 less Crafts (This does not stack if selected twice).
Eldritch Beauty: The Realm's Heroes and its Ruler receive +1 Charm. You produce 1 additional Silver per Turn.
Fertile Ground: Whenever your Heroes Forage, they Produce 1 additional Food.
Grace and Focus: The Realm's Heroes and its Ruler receive +1 Skill. Your Levies receive some basic training with ranged weapons.
Hardy Folk: Your Heroes can always survive taking at least 1 more Wound, and its more difficult for them to receive Wounds in the first place. You produce 1 additional Craft each turn.
Noble Company: The Ruler starts with 1 additional Hero. Should one of their Heroes Perish, they will receive a random new Hero 2 Turns later.
The Secret Art: The Realm's Heroes and its Ruler receive +1 Lore. Your common folk are somewhat more familiar with and resistant to magic.
Sweeping Estates: You have 1 more point to spend on your Realm's Attributes.
Warriors Born: The Realm's Heroes and its Ruler receive +1 Might. Your Levies receive some basic training with melee weapons.