Claim a small chunk of this map.
After everyone's decided where their Realm is going to, I'll decide where the old capital was. Try to be reasonable with your claims; in my mind, there's room for about 10-15 Realms on the map, though I doubt we'll have that many players. Note down on the map where your Realm's Court is.
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.
Realm Traits: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, Rest, or Patrol, 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 2 more points 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.