WIP
Name: Caelis du Attolis, King of Attolia
Race: Tengu
Description: Caelis is a poised and noble looking man whose face is simply hard to read. His demeanor is measured and precise and each word that he speaks has meaning. While he is cordial with strangers, it is quickly apparent that Caelis is not one to quickly trust anyone. Rather, he is someone who fundamentally believes that words are cheap and that one should always look at another person's actions to see and understand their true nature. Thus, Caelis is typically the one who will speak less in a conversation as he is usually busy observing the other person.
Attributes:
Charm: 1
Lore: 3+1 = 4
Might: 1
Skill: 2+1 - 3
Focus: Administration
Foible: Diplomacy
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Realm:
Kingdom of Attolia
Description: The du Attolis dynasty has long been kings of Attolia. For many centuries, the people of Attolia lived largely in splendid isolation, tending to their own interests and not looking outwards. Why would they when there was peace, serenity and plenitude on the island? Yet, there would be those who wanted more no matter what it was. Conflict came to the people of Attolia several generations ago in the form of an emissary of Paigeturne. The King, Caelis' great grandfather, could see the writing on the wall. War was coming, and the vast Kingdom of Paigeturne could not be stopped unless much blood was spilled. Yet, rather than subject his own people to such travesty, the King made an agreement with the Kingdom of Paigeturne. The King of Attolia, in exchange for continued autonomy, would pay annual tribute to the Kingdom of Paigeturne and defer to it when it came to foreign affairs. Thus, the Kingdom of Attolia, became a tributary state to the Kingdom of Paigeturne.
The Attolians are avian-esque humanoids called Tengu. Their appearance is humanlike except for two notable differences. One is the fact that they have wings, and the other is that their noses are sharp and long like a beak. However, among the Tengu, only a minority are capable of proper flight as they have large wings that can support flight. These Tengu who are capable of flight are typically a part of the upper class/caste in Tengu society and are referred to as Great Tengu. The Great Tengu are believed to be blessed by the spirits, who granted/blessed them with such magnificent wings.
Attolians believe that every thing has a spirit. From the smallest rock to the mightiest river, each thing contains a spirit, whose power can be borrowed in order to cast magic. Yet, of these spirits, the sun is the most powerful of them all and is considered to be the leader of the spirits, in essence, a god. These powerful spirits are believed to have blessed certain Tengu and their families to have powerful wings, yet it is the du Attolis family that was the only bloodline to be blessed by the sun as they are the divine founders and leaders of the Kingdom of Attolia.
Fertility: 2
Industry: 2
Nobility: 2
Prosperity: 1
Realm Traits:
Grace and Focus: The Realm's Heroes and its Ruler receive +1 Skill. Your Levies receive some basic training with ranged weapons.
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.
Heroes:
Bard
Protected by both societal convention and a noble writ, the Bard is the liege's voice abroad in Paigeturne. Through song and tale they travel the land, lifting the spirits of the common folk and any of their more robust traveling companions. They are lovers, not fighters, but even the most villainous of individuals fears to raise their hand against a bard; even dreadful monsters hesitate to bring them harm. By ancient custom, the Bard is welcome in any hall, should they agree to share a story or a song for a place by the hearth. The greatest wisdom of the Bard is to know when song is needed, or silence.
Attributes: Charm 3, Lore 1+1=2, Might 0, Skill 2+1=3
Recruit: 1 Craft, 3 Influence, 3 Silver
At the beginning of each Turn, their is a chance (Based on their Charm) that the Bard Produces 1 Influence. Whenever the Bard takes the Travel Action, as long as they're in a Realm, they may Produce 1 more Influence.
Magician
Magic rings through Paigeturne and its inhabitants. The land hums with its subtle and awesome power, in particular in the most remote wildlands and secret places at its forgotten corners. The Magician can hear this hidden rhythm and dances to its ecstatic tune, and dedicates their life to mastering it. Magicians dwell in the courts of Paigeturne as advisers, historians, and scribes, using their lieges as protectors and patrons. They fill tomes and libraries with arcane knowledge (And more mundane information), identify curious relics, and dabble in alchemy.
Attributes: Charm 2, Lore 3+1=4, Might 0, Skill 1+1=2
Recruit: 4 Influence, 3 Silver
Pick a specialization for each Magician; Battle Magic
Scoundrel
Few rulers care to admit it, but there's certain things they can't accomplish in a straightforward manner. An upstart rival, a troublesome family member, smuggler's rings, and thieves' guilds are but a few of the problems that the Scoundrel is required to handle. While not always a loathsome cad, most Scoundrels accept their role in life with a dark pride. Some serve their liege out of some twisted sense of honor. Others have a debt to pay, an obligation to society. But most are in it for the bright silver, the red wine, the maiden's laughter. Life's a game, and they're here to win it by any means necessary.
Attributes: Charm 2, Lore 0+1=1, Might 2, Skill 2+1=3
Recruit: 1 Food, 1 Influence, 5 Silver
Whenever the Scoundrel takes the Patrol or Rest Action, you gain 1 Silver.