As far as I was able to put together, this is the list of the ones we have definitions on publicly (including the ones Oneiros just released above), some of which may not exist on known characters. Probably missed a couple more that Oneiros and Macchiato gave definitions on in small posts here or there but this is the best I could do.
Trait List:
A Kindly Word: +2 D, +1 Influence, +10 to Rolls and Sub-Rolls Involving Relationship Gain, No penalty for hostile relations in diplomacy tests [Carmen]
And That Is Knightly Too: Gains bonuses on the charge and as a commander will look for chances to launch them [Dominic]
Auditor: +1 S, 50% chance per turn of catching anyone acting with income-reducing traits in a Council role
Battle Valour: +1 Chivalry
Beloved by her Soldiers: House troops attached auto-pass all morale tests. A vassal unit gains +40 morale.
Child of Capo: +4 I, +2 C, +4 P
Child of Carlisle: +4 S, +2 M, -4 D
Child of Sonissimmo: +4 S, +2 D, -4 I
Child of Sarba: +4 D, +2 I, -4 S
Child of Tellar: +4 Mg, +2 M, -4 S
Conductor of Tides: +1 Influence, +1 M, +1 Mg, +1 Casting Dice on water, can force re-roll for naval jockeying for position [Evelyn]
Destroyer: Against targets with Hp/T, reduce T by 25%
Drive to Succeed: When undertaking an action, may add +10 to a failed dice roll, either to her own or someone else's action occurring at the same location. Once per turn only.
Dubious History: +2 M, +1 C, When fighting in Sartier, may re-roll Battlefield Initiative
Fairytale Made Flesh: +1 Chivalry, +1 D, +1 T
Fascination with the Teuv: -2 P, +3 C & M against Teuv opponents, +10 to rolls targeting the Teuv
Fortress Buster: +3 M attacking fortifications, +1 Combat Dice to attached units while attacking fortifications
Friend of the Harp: Willing to act as a conduit to Memphrabi nobility [Levar Alan]
Greenthumb Administrator: +2 S, +5 to Farm Related Rolls
Guns and Butter: +1 Influence, +1 S, +2 Military Upkeep Bonus, +5 to Military Logistics related dice rolls [Luna]
Horse Trader: +1 S, +2 D
Law & Order: Peasant uprising percentages reduced by 5, increased chance of identifying and intercepting dissident characters [Andres]
Maestro of the Hunt: +3 I, +1 C, +10 dice bonus on Martial or Intrigue Actions that would result in Teuvian Influence reduction [Antonia]
Masterful Rider: +3 C on horseback
Naval Songweaver: +1 Mg, +1 Casting Dice on water, access to Naval Songweaving songs
Old Tricks: +2 I, +5 to rolls involving the Teuv or identifying Teuv influence. [Carmen]
Prima Donna of the Blade: +2 C, +1 T, +1 M, +1 Max Parry, Halberd-master
Recruiter: -10% recruiting costs for standing troops
Redeemed Knight: +3 Chivalry, +2 M, +2 C, +2 D, +1 Influence [Lana Antilles]
Ride to the Rescue: +2 C, always able to deploy House (Tellar) troops to fight pirate raids, able to raise the (Harper)knights without Influence cost in response to major pirate incursions
Ruby Among Diamonds: (Candice) seeks to prove herself as belonging in this world, prone to take risks, +5 to any failed Action roll. [Candice Kettleback]
Sailed with the Khironex: +2 C, +1 to Relations with Khironex, +6 M when commanding ships [Evelyn]
Schooled: +2 S, +1 D, +1 I
Sea Lord: +2 M at Sea
Shield of Many Colours - +2 D, +15 to rolls for gathering allied contingents, +4 M when commanding multiple factions [Evelyn]
Silver Fox: +1 D, +10 to Diplomacy rolls with female characters, additional +10 with younger female characters [Theo]
Sister-in-Arms: +20 to dice rolls for Clan Ruger responding to Tellar calls for aid, +20 when requesting aid from Tellar (will impart Influence costs to cancel aid) [Alice Ruger]
Spin Doctor: +2 D, +10 to all Sub-Rolls after a successful Diplomatic Test in Foreign Courts [Evelyn]
Steel Without Peer: +1 C, +1 D, +3 Attacks added after Initiative Roll in Personal Combat [Claire Yin]
Steel Without Pity: +2 Attacks added to attacks after Initiative Roll in Personal Combat, Gain Blooded [Lily Reynolds]
Squeamish: -1 M
The Penitent Knight: +2 Chivalry, +1 M, +1 C, +1 D, (Lana) is hell-bent on redeeming the honour of (her) House [Lana Antilles]
Tutored: +1 M, +2 S, +1 D, +1 I, +1 Mg
Wall Taker: +1 M, +1 Combat Dice to an attached unit when attacking fortresses
'Weapon'-Master: +1 C, additional +1 Combat Bonus when using that weapon in battle
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Blooded/Veteran/Old Campaigner: +1/2/3 M and C
Eavesdropper/Consummate Spy/One with Shadows: self Intrigue bonuses
Employs Spies/Familiar with Spies/Maestro of Shadows: spymaster Intrigue bonuses
Nascent Statesmen/Statesmen/Venerated Statesmen: +0/1/2 Influence
Neophyte Songweaver/Songweaver/Veteran Songweaver/Elite Songweaver: +casting dice and access to higher tier spells, +Mg