conversations.from: system
conversations.value: ##*"What's a mercenary but an honest killer?"*##
  *-- Ilya Racol, popularly known as the 'Iron Rose', a captain of sellswords who fought for the Pikestaff Rebellion during the Ril Dyaran Civil War. She later served the Commonwealth as a peace ambassador on Ril Dyara's first embassy to Leikonsir in over a hundred years.*
  
  ##*“A sword is simply a tool with less uses. It only kills.”*##
  
  *-- Irena the Black, popularly known as the 'Black Hatchet', the 'Witch of the Western Road' and the 'Bloody-Handed Maid', captain of the Black Riders company during the postbellum period. She was the second of two mercenary captains to join the Leikonsir peace embassy.*
  
  ---
  
  **A *[World in Sunder](https://sites.google.com/site/aworldinsunder)* story**
  
  The year is 1950, as the sages reckon it since the First Kingdom of man.
  
  The land: one torn in sunder.
  
  Ril Dyara's great civil war is in full swing. The lines are drawn between Halberds and Pikestaffs -- royalists and revolutionaries. All across the Ever Triumphant Realm, steel sings and fires burn as the legions, flying the flags of a failed monarchy, clash with the heralds of a new age.
  
  *Mercenaries.*
  
  Free-companies now range the fields of Ril Dyara as the swords in the hands of the Pikestaff cause. Except that for most of these, the rebellion is no more their cause than an outhouse is a builder's -- and, unlike swords, *these* have eyes. Rebel wealth is their cause. Plunder, well-gotten or ill, is their god.
  
  It is a good time to walk the mercenary road. No rules to cross. No shackles of ideology or conscience. No sweet lies that won't feed you when you're starving. 
  
  Just lucre -- and honest killing. 
conversations.from: human
conversations.value: The elite warriors of the Ninth World. Hunters, guardians, and soldiers could be glaives. Sometimes scouts, warlords, bandits, and even athletes are glaives.
  
  'Glaive' is a common slang term used almost everywhere in the Steadfast and the Beyond for any person skilled with weapons or a martial art, but in truth, it applies only to the best of the best. Glaives are warriors who command abilities far beyond those of a typical person with a sword.
conversations.prefix: Glaive:
conversations.from: gpt
conversations.value: Nanos are sometimes called mages, wizards, sorcerers, or witches by the people of the Ninth World. Nanosorcerer is also a common term, with their abilities referred to as nano-sorcery. 
  
  Whatever they’re called, nanos master the mysteries of the past to the degree that they seem to perform miracles. They tap into the numenera to alter reality or learn things that they couldn’t otherwise know.
conversations.prefix: Nano:
conversations.from: human
conversations.value: Jacks are intrepid explorers and adventurers. They are jacks of all trades -- hence the name. Used as a verb, “to jack” means to steal, to deceive, or to get out of a tight scrape through ingenuity or luck. 
  
  Jacks are hunters (particularly treasure hunters), con artists, skalds, rogues, scouts, and experts in a variety of fields.
conversations.prefix: Jack:
conversations.from: gpt
conversations.value: is this how we are communicating now
conversations.prefix: whut:
conversations.from: human
conversations.value: This little hamlet, despite being part of House Narales' fief, has defected to the royalists. Defeat its Halberd garrison and burn it.
conversations.prefix: Battle of Yome Lach:
conversations.from: gpt
conversations.value: Scouts report a large Halberd column ahead -- 'on promenade'. Which, to mercenaries, means 'begging to be beaten and ransomed'.
conversations.prefix: Skirmish: House Merin Promenaders:
conversations.from: human
conversations.value: A knight of the royalist House Merin, and nephew of its head, Countess Jona Merin. Like many noblemen captured 'on promenade', he represents a substantial ransom... or, to creative minds, a unique opportunity.
  
  **Instructions for use:**
  
  *Play this card to redeem ONE of the following.*
  
  **Ransom:** 
  *4 Asset cards per player
  (delivered 2 scenes later)*
  
  **Advantage:** 
  *+20 modifier*
  *(on a combat challenge)*
  
  *Alternatively, discard this card to free or execute the prisoner.*
conversations.prefix: Sir Yeldran Merin:
conversations.from: gpt
conversations.value: *Rewrite this card into something that might serve your company in battle.*
  
  Remember, Assets appropriate for a given combat challenge apply a **+5 modifier,** while inappropriate ones apply only a **+1 modifier.**
conversations.prefix: Asset:
conversations.from: human
conversations.value: Unlike the kingdom's eastern reaches, home to the rebellion's seat of power, Ril Dyara's west is still largely under royalist control. 
  
  Pikestaff forces that range here do so at no small risk. Halberds are ever ready to issue from the capital -- forcing invaders into the jaws of the elite First Legion, the 'Iron Drakes', who hold the south from their twin-towered stronghold of Vash Aran.
conversations.prefix: West Ril Dyara:
conversations.from: gpt
conversations.value: Seat of House Devone, whose allegiance in the civil war remains uncertain at this point. 
  
  Nestled below the crags on Ril Dyara's western coast, it is a backwater, battered by salt winds and home to fishermen and boatmen.
conversations.prefix: Hedath Caal:
conversations.from: human
conversations.value: *Rewrite this card into something that might be used to affect the plot.*
  
  Do not play this card unless prompted to, or on special plot challenges.
conversations.prefix: Key Asset:
conversations.from: gpt
conversations.value: *(Subplot cards only)*
  
  A tribune of the elite First Legion, and one of the army's most renowned swordsmen.
conversations.prefix: Trial by Combat: Hildan Palad:
conversations.from: human
conversations.value: *(Subplot cards only)*
  
  A knight in the service of House Merin, known for his prowess with the morningstar. 
conversations.prefix: Trial by Combat: Sir Lonn Sunbir:
conversations.from: gpt
conversations.value: *(Subplot cards only)*
  
  A tribune of the elite First Legion, and one of the army's most acclaimed swordsmen.
conversations.prefix: Trial by Combat: Hildan Palad:
conversations.from: human
conversations.value: *(Subplot cards only)*
  
  A knight in the service of House Tay, dreaded for his prowess with the morningstar. 
conversations.prefix: Trial by Combat: Sir Lonn Sunbir:
conversations.from: gpt
conversations.value: *(Subplot cards only)*
  
  A knight in the service of House Croy, known as the 'Icicle' for her skill with the spear.
conversations.prefix: Trial by Combat: Dame Alanna Braye:
conversations.from: human
conversations.value: *(Subplot cards only)*
  
  A true aberration: a *godirveyren* turned Halberd. His longaxe now tastes rebel blood.
conversations.prefix: Trial by Combat: The Leikon:
conversations.from: gpt
conversations.value: *(Subplot cards only)*
  
  Headmistress of the Fencers' Guild in Mai Dyr. A staunch royalist and renowned duelist.
conversations.prefix: Trial by Combat: Peri 'Peregrine' Jinare:
conversations.from: human
conversations.value: Before the Army of the West can invest Duthe Arl, any royalist reinforcements from the capital must be intercepted. Hold the southern flank.
conversations.prefix: Battle: Mai Dyr Relief Forces:
conversations.from: gpt
conversations.value: Seat of the royalist House Merin, one of Ril Dyara's eminent noble families.
  
  Countess Jona Merin presides here over an old and distinguished court, long strengthened by proximity to Mai Dyr and its kings.
conversations.prefix: Duthe Arl:
conversations.from: human
conversations.value: A few dozen battered, defeated men and women, the last remnant of the promenaders under Sir Yeldran Merin.
  
  *May be used as a standard Asset.*
conversations.prefix: House Merin Captives:
conversations.from: gpt
conversations.value: *(Subplot cards only)*
  
  Captain of the Smoky Company. A skilled fighter with both bullet and buttstock.
conversations.prefix: Trial by Combat: Lyara Leyes:
conversations.from: human
conversations.value: *(Sea Soldiers only)*
  
  When the gun-smoke clears, only one of you will remain. Settle the rivalry between your companies for good.
conversations.prefix: Skirmish: The Smoky Company:
conversations.from: gpt
conversations.value: The town walls bristle with bowmen, ballistae and even fire-spewing siphons. A successful assault here will disable these defenses *and* open a way in.
conversations.prefix: Siege of Duthe Arl: The Walls:
conversations.from: human
conversations.value: Through the front door, as Peth Lor folk would say. By ram, or powder, or an assault on the gatehouse, the town's great gates must be opened.
conversations.prefix: Siege of Duthe Arl: The Gates:
conversations.from: gpt
conversations.value: The Merins will do more than fight from their walls. Be ready to fend off any sorties they make -- and, perhaps, exploit the sally ports.
conversations.prefix: Siege of Duthe Arl: The Sallies:
conversations.from: human
conversations.value: *(Plot Challenge)*
  
  It's not every day a sellsword faces a Countess across the negotiating table. What do you do?
conversations.prefix: Siege of Duthe Arl: Prelude:
conversations.from: gpt
conversations.value: *(Subplot cards only*)
  
  Named for the ancient crusades that wrought the dragons' extinction... and they seek the Wyrmborn's.
conversations.prefix: Assassination: Great Hunters:
conversations.from: human
conversations.value: gg
conversations.prefix: Rescue: The Black Riders:
conversations.from: gpt
conversations.value: No doubt their sacred standard is tucked away safely at Uruth Lom. But any legion flags are prized spoils. 
conversations.prefix: Opportunity: Second Legion Banners:
conversations.from: human
conversations.value: Thanks to a drunken Sir Yeldran Merin, the besiegers have access to hidden entrances that may prove vital in weakening Duthe Arl's defenses.
conversations.prefix: Opportunity: Secret Passages:
conversations.from: gpt
conversations.value: House Merin itself, built in the tradition of the first Ril Dyarans to fortify the north. Like the stony core of a juicy peach, it sits nigh impregnable at the heart of the great town that sprang up around it.
conversations.prefix: Siege of Duthe Arl: The Keep:
conversations.from: human
conversations.value: One of the richest towns in Ril Dyara is now a grove ripe for the picking. And few mercenaries can refuse the lure of luscious fruit -- even if it means gobbling down next season's as well.
  
  *The usual -15 modifier for unclaimed pips is waived for this challenge. Instead, each pip claimed applies a -10 modifier to the outcome roll for the Keep challenge.*
conversations.prefix: Opportunity: Plunder!:
conversations.from: gpt
conversations.value: **Words: **
  
  *By Our Hand Unbound*
conversations.prefix: Children of Kay:
conversations.from: human
conversations.value: Skilled at doing whatever it takes, however it takes, to prevail over those that would consider themselves betters.
conversations.prefix: Adaptable:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Driven by an obsession to triumph in all things, against all odds, which can lead to rashness and indiscretion.
conversations.prefix: Hubris:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: **Leader Card**
  
  Captain of the Children of Kay. A hard, humorless fighting-man, reportedly banished from the legions for various unconfirmed crimes decades ago.
conversations.prefix: Godroy Lontris:
conversations.from: gpt
conversations.value: **Words:**
  
  *In Iron, Glory*
conversations.prefix: Iron Hearts:
conversations.from: human
conversations.value: Resistant to extremes in operating conditions, and able to overcome many challenges in the field through sheer endurance and will.
conversations.prefix: Hardy:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Accustomed to an approach most would consider brute and unsophisticated, both on and off the battlefield.
conversations.prefix: Crude:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: **Leader Card**
  
  Captain of the Iron Hearts. A vicious, hawkish warrior maid who first drew blood as a child, when she hunted down the bandits that massacred her family.
conversations.prefix: Raila Rib-Caver:
conversations.from: gpt
conversations.value: **Words:**
  
  *Khorvhairya Eternal*
conversations.prefix: Arah Shel:
conversations.from: human
conversations.value: Inculcated with the wisdom of centuries of Khorvaid warriors and mystics, imparting clarity and discipline in war and peace alike.
conversations.prefix: Sage:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Defined by, and heavily reliant on, traditions that do not always yield the best outcomes in any given situation -- or theater of operations.
conversations.prefix: Unbending:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: **Leader Card**
  
  Captain of the Arah Shel. A figure of mystery: masked, nameless and devoid of identity, often speaking in a warrior-sage's parables and truisms.
conversations.prefix: The Oasis:
conversations.from: gpt
conversations.value: **Words:**
  
  *Here's Fire*
conversations.prefix: Smoky Company:
conversations.from: human
conversations.value: Adept at overcoming odds, in and out of battle, with force multipliers -- the application of intellect, or of rare and dangerous technology.
conversations.prefix: Smart:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: New to the mercenary road, and very much at a disadvantage in many situations for want of experience.
conversations.prefix: Raw:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: **Leader Card**
  
  Captain of the Smoky Company. Ice-cold and whip-smart, she is a firm believer in the Company's original mission to lead a revolution in warfare.
conversations.prefix: Lyara Leyes:
conversations.from: gpt
conversations.value: **Words:**
  
  *Awake, Arise, Ascend*
conversations.prefix: Wyrmborn:
conversations.from: human
conversations.value: Expert at sowing terror, exploiting phantoms and superstitions to cow allies and demoralize enemies. 
conversations.prefix: Fearsome:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Erratic and unpredictable, prone to bouts of mania and odd performance.
conversations.prefix: Unstable:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: **Leader Card**
  
  Captain of the Wyrmborn. A depraved illusionist and rabble-rouser whose charisma and cunning have indoctrinated thousands into the cult.
conversations.prefix: Dragon Priest Inon:
conversations.from: gpt
conversations.value: **Words:**
  
  *String them high.*
conversations.prefix: Evergreen Hangmen:
conversations.from: human
conversations.value: Whether it is a line to be held or a line to be charged, the Hangmen will see it done. 
  
  A man once-broken is a man unbreakable.
conversations.prefix: Unyielding:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: A battle fought dishonestly is a battle lost, regardless of who remains standing at the end. A noble thought, perhaps, but chivalry won't cure poison nor dissuade an ambush.
conversations.prefix: Honorable:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: **Leader Card**
  
  A battleborn man rumored to have come from the sea. He uses the axe of a *godirveyren* with terrifying effectiveness, earning him the title *drekkenveyren* -- Dragon Guardian.
conversations.prefix: Vile Kuljax:
conversations.from: gpt
conversations.value: gg
conversations.prefix: gg:
conversations.from: human
conversations.value: gg
conversations.prefix: gg:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: gg
conversations.prefix: gg:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: gg
conversations.prefix: gg:
conversations.from: gpt
conversations.value: **Words:**
  
  "The price comes due"
conversations.prefix: The Red Hand of Ebonstaff:
conversations.from: human
conversations.value: *"No man may condemn us for we are already damned"*
  
  Few The Red Hand were ever trained for combat, and do not possess the blindspots caused by honor or tactics.  Many times, the enemy will not know they are at battle untill there is a knife in their backs or a flame to  their tents.
  
  
conversations.prefix: Low Cunning:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: The Red Hand does not wish for gold or honor, only vengeance... And if you the opportunity arises, they  will not turn from it no matter the cost.
conversations.prefix: Spite:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: **Leader Card**
  Red of Cloak and black of eye, the red witch seems little more than a child... But it is said that her gaze raises hatred in men's hearts, and to hear her voice is to know death.
conversations.prefix: The Red Witch of Ebonstaff:
conversations.from: gpt
conversations.value: ** *DEATH FROM AFAR* **
  A band of hale and hearty seamen recruited from those men of merchant princes of Clath Slye who made their living upon the water (legitimate and peaceful or violent and otherwise).  True, aye, that they were out of their element, seamen in a landsman's war and all, but the merchant guild of merchant princes of Clath Slye had equipped them with black powder weapons which would prove to be the great equalizer upon the field of battle.  
  
  Let the Halberd lubbers taste a mouthful of hot Pikestaff lead, delivered direct to their bellies by seamen tried and true!
conversations.prefix: Sea Soldiers:
conversations.from: human
conversations.value: These men wield an arquebus, a weapon using black powder to fire an iron or lead ball through the armor of an opponent.  Although these fighters have a shorter reach that does, say, a crossbowman, the flame and thunder have an unnerving effect on the enemy.
  
  Sometimes, however, cutting-edge technology *cuts both ways.*  These weapons are subject to misfire (especially in the rain), and can explode in the hands of their wielder with uncomfortable frequency.
conversations.prefix: Arquebusiers:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Although as tough and doughty as any seamen afloat, the problem is...*they're still seamen*, by and large.  They don't yet have their "land legs," and the unfamiliar environment of land combat, with their massed formations of men and mud tends to make them, well...*uneasy.*  And that uneasiness might lead to confusion, hesitation, or *worse* in a pitched land battle.
  
  Give them a yardarm and a rope to swing from, however...
conversations.prefix: Out of their Element:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Realizing that their mercenary company was composed almost entirely of seamen, the merchant guild of Hedath Caal sought out the services of captain--a landsman--renowned for his ability to lead men.  
  Boortas Gagh is a soldier's soldier who leads from the front.  He has an eye for good terrain, an aptitude for tactics, and a fearlessness that's legendary.  If *anyone* can whip this unlikely band of seagoing gunslingers into a cohesive fighting force, it is this man.
conversations.prefix: Boortas Gagh:
conversations.from: gpt
conversations.value:       "Let Valor Not Fail"
  
  
conversations.prefix: Capellan Light Horse:
conversations.from: human
conversations.value: Creativity and flexibility on the go.  Gather and process intelligence quickly, identify weaknesses and attack with multiple (repeated) surgical strikes.
conversations.prefix: Tactics:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: It is never OK to attack innocent civilians.
conversations.prefix: Moral Code:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Leader Card
  
  Sir Reyen Kestrel was the first knight that Sir Emored recruited.  He is an honorable non-landed knight.  He is a veteran and competent warrior and every bit the strategist and tactician of the late Sir Emored. 
conversations.prefix: Captain Reyen Kestrel:
conversations.from: gpt
conversations.value: **Words:**
  If you start a war, end it too.
conversations.prefix: The Lawful Warmongerers:
conversations.from: human
conversations.value: There is a set of rules that is put out by the group, and it is the only thing that its leader asks his men to follow.
conversations.prefix: Disciplined:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Except for the Set, the band has no real moral codes, and this can lead to the members of the group being bloodthirsty, violent, and insane. As mercenaries are wont to be.
conversations.prefix: Savage:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: They say he was once a marshal of a guard, and that his entire squadron was killed. Now, he controls a wild band of murderers through strict laws, and is training an apprentice to take over, should anything happen.
conversations.prefix: Ellsbry, the Lawman:
conversations.from: gpt
conversations.value: "Let Valor Not Fail"
conversations.prefix: Capellan Light Horse:
conversations.from: human
conversations.value: Creativity and flexibility on the go. Gather and process intelligence quickly, identify weaknesses and attack with multiple (repeated) surgical strikes.
conversations.prefix: Tactics:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: It is never OK to attack innocent civilians.
conversations.prefix: Moral Code:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Leader Card
  
  Sir Reyen Kestrel was the first knight that Sir Emored recruited.  He is an honorable non-landed knight.
  
  He is a veteran and competent warrior and every bit the strategist and tactician of the late Sir Emored. 
conversations.prefix: Captain Reyen Kestrel:
conversations.from: gpt
conversations.value: The Children of Kay love nothing more than a standup fight against a well-prepared foeman, clashing pike-to-pike upon an open field of battle...*unless, of course, they can catch said foeman with their pantaloons down.  That's even more satisfying!*
conversations.prefix: Opportunistic:
conversations.from: human
conversations.value: Peasants trained to be warriors may still have the heart of a peasant.
conversations.prefix: Deserters:
conversations.from: gpt
conversations.value: Sometimes the greatest weapon against one's enemy is information. 
conversations.prefix: Spies and Saboteurs:
conversations.from: human
conversations.value: The heaviest cohorts the enemy has are forming up directly opposite your position.  They are supported by artillery and archers.  By all accounts, it looks as if you're really in for it...
conversations.prefix: Point of Main Effort:
conversations.from: gpt
conversations.value: Taking the intiative, seeing   an opportunity to achieve significant results with a bold attack.
conversations.prefix: Opportunistic:
conversations.from: human
conversations.value: Otto Ayax possesses a steady hand and a sharp eye.  When he wields his crossbow, there is none deadlier, nor more accurate. 
  
  Remember, Assets appropriate for a given combat challenge apply a **+5 modifier,** while inappropriate ones apply only a **+1 modifier.**
conversations.prefix: Marksman:
conversations.from: gpt
conversations.value: Yeldran had been *more* than talkative.  *Much more.*  His tongue loosened by tankard after tankard, the man had spilled his guts about Duthe Arl.   The disposition of forces, the problems with supplies (more than just the sick cows, it turns out)...why the young drunkard even was so kind as to draw out a reasonably detailed of Duthe Arl's defenses, including a secret entrance or two..!
conversations.prefix: Map of Duthe Arl :
conversations.from: human
conversations.value: Hanged prisoners, a grim reminder of what awaits those who survive.
  
  Thought-provoking, to say the least.
conversations.prefix: The Merin Example:
conversations.from: gpt
conversations.value: A little innovation which (so far) is a secret known only to the Sea Soldiers:  wrapping a powder charge together with a musket ball inside a sleeve made of paper or fine cloth has two nice effects:  it makes loading/reloading much quicker and it adds about 50 paces to the maximum effective range!
  
  Remember, Assets appropriate for a given combat challenge apply a **+5 modifier,** while inappropriate ones apply only a **+1 modifier.**
conversations.prefix: Asset:
conversations.from: human
conversations.value: These thick clouds of smoke not only can obscure views, but they burn a hallucinogenic leaf which can cause the weak-willed inhaler to see visions and fall into a highly suggestive state
  
  Remember, Assets appropriate for a given combat challenge apply a **+5 modifier,** while inappropriate ones apply only a **+1 modifier.**
conversations.prefix: Clouds of Nightmare:
conversations.from: gpt
conversations.value: These massive towers are not lugged from battle to battle.  Rather, they are assembled on the spot and designed to either batter a wall down, drop a drawbridge atop the enemy battlements, or sometimes...both.
  
  Remember, Assets appropriate for a given combat challenge apply a **+5 modifier,** while inappropriate ones apply only a **+1 modifier.**
conversations.prefix: Siege Engeines:
conversations.from: human
conversations.value: Trebuchet and 2 Couillards (smaller trebuchet) found among the spoils of the captured 2nd Legion Wagons.
  
  Capellan Light Horse cavalryman, Sir Flanaigan was a former artilleryman Captain of the piece for the Halberds prior to joining the cavalry.  He knew and understood how to assemble, load, aim and fire the three siege engines.
conversations.prefix: 1 Trebuchet and 2 Couillards and a man who knows how to use them:
conversations.from: gpt
conversations.value: Know your enemy
conversations.prefix: The Thousand Crowns:
conversations.from: human
conversations.value: Stealth, quiet killing, spying, ambushes, sabotage, traps.
  
  For you the battle starts at sunrise, noon, dusk or midnight.
conversations.prefix: Sneaky git:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Leather armour, small shields, shortbows..... they are quick and quiet, but not very sturdy.
conversations.prefix: Vulnerable:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Leader card.
  
  Looks more like a merchant than a soldier, but is a versatile leader. A seasoned quartermaster, among other things.
  
  Nicomo has a very devious mind, with the rare ability to see not only his own problems, but also the problems and perspective of the  enemy.
conversations.prefix: Nicomo Cosca:
conversations.from: gpt
conversations.value: Courtesan, one-time mistress of King Yagon Three-Eye, and madam of the Velvet House brothel in Duthe Arl. Her position makes her privy to certain... information... on the realm's nobles and their politics.
  
  **Instructions for use:**
  
  *Play this card to redeem ONE of the following.*
  
  **Velvet Whispers:** 
  *Swap the pip count of 2 challenges*
  
  **Blackmail:** 
  *2 Asset cards per scene*
  *(next scene onwards, till end of game)*
conversations.prefix: Chantalle Ballot:
conversations.from: human
conversations.value: An ancient text attributed to Lorenz, last of the Dragonspeaker skalds of old, who witnessed the hunting of the world’s last living dragon. Believed to hold an enciphered guide to the creation of a long-lost draconic secret.
  
  **Instructions for use:**
  
  *Play this card to redeem ONE of the following.*
  
  **Dragon’s Fire:** 
  *+20 modifier*
  *(on a combat challenge)*
  
  **Dragon’s Blood:** 
  *Reverse all Captain deaths in a scene*
conversations.prefix: Lorenz’s Lamentation:
conversations.from: gpt
conversations.value: *(Plot Challenge)*
  
  Sometimes, the simplest decisions are also the most difficult.
  
  *What next?*
conversations.prefix: Siege of Duthe Arl: Aftermath:
conversations.from: human
conversations.value: *(Plot Challenge)*
  
  The town is in shambles, and its keep still in enemy hands. Dare you make a stand here?
conversations.prefix: Choice: Hold Duthe Arl:
conversations.from: gpt
conversations.value: *(Plot Challenge)*
  
  A coastal backwater.
conversations.prefix: Choice: Take Hedath Caal:
conversations.from: human
conversations.value: A forbidding shadow  against the sky, this ancient temple complex crowns the Slate, long abandoned to the elements and the darkness of a less enlightened time.
  
  Within are great halls dedicated to the worship of every deity of the old Ril Dyaran pantheon — halls that have housed naught but silence and dust for centuries.
conversations.prefix: Kurden Lom:
conversations.from: gpt
conversations.value: The great temple’s walls and courtyards have stood the test of time — but battle is a far swifter examiner.
conversations.prefix: Opportunity: Fortify Kurden Lom:
conversations.from: human
conversations.value: Vile Kuljax’s [defeat of Peri Jinare](https://storium.com/game/in-sunder-honest-killers/chapter-1/scene-2) caused a schism in the Fencers’ Guild of Mai Dyr. Its hardliners, resolved to honor the code of succession, have pledged their blades to the sellsword who slew the famous Peregrine.
  
  **Instructions for use:**
  
  *Play this card to redeem ONE of the following.*
  
  **Represent:** 
  *Substitute for a Subplot card*
  
  **Misdirect:** 
  *Force an outcome reroll*
  *(any outcome roll this scene — even rolls made after this card is played)*
conversations.prefix: Fencers of Mai Dyr:
conversations.from: gpt
conversations.value: Handpicked for their skill at infiltration and knife-work, these soldiers embody the darker side of Ril Dyara’s proud legions.
conversations.prefix: Assassination: First Legion Extraordinarii:
conversations.from: human
conversations.value: Like a great school of fish, the mercenaries must stream beneath and past the hooks and spears of the royalist fishers. May the currents be merciful.
conversations.prefix: Maneuver: The March South:
conversations.from: gpt
conversations.value: The march south will take the Pikestaffs through many little settlements. Each is a chance for resupply... or a potential risk.
conversations.prefix: Opportunity: Rebel Sympathies:
conversations.from: human
conversations.value: The 'Frozen Keep', an alpine stronghold erected near the Leikonsir border as a watch on Bursann in times when that great gateway to the south is in Leikon hands.
conversations.prefix: Uruth Lom:
conversations.from: gpt
conversations.value: An irony, that the Frozen Keep now faces a threat from the *opposite* direction it was built to face. All the same, make it ready.
conversations.prefix: Opportunity: Winter Preparations:
conversations.from: human
conversations.value: None of the realm's legions have equaled the prowess and renown of its First. The undefeated 'Iron Drakes' of Vash Aran are the spear's tip and the dragon's roar in any charge against the enemies of Ril Dyara.
  
  That the royalists have called upon this elite force at last speaks volumes to how far the rebellion has come, and in so short a time.
conversations.prefix: Battle: Legio I Ril Dyara:
conversations.from: gpt
conversations.value: The wealthy, reclusive Croys of Cyn Dun have long stayed aloof from the civil war. That changed when much of their garrison at Uruth Lom came north as part of a gambit to end the Pikestaff mercenary threat once and for all.
  
  Their fury at being outmaneuvered and robbed of their base -- to say nothing of their tactical familiarity with said base -- makes them dangerous adversaries.
conversations.prefix: Battle: House Croy Vanguard:
conversations.from: human
conversations.value: As the gatekeepers of the western border, the aristocratic Tays of Semd Luna oft reap the benefits of exposure to the strange cultures of the wild lands beyond. Including martial traditions.
  
  Their contribution to the offensive against the rebel Army of the West is a veritable experiment in such, blending Ril Dyaran soldiery with warriors of the Oyate and other foreign peoples.
conversations.prefix: Battle: House Tay Vanguard:
conversations.from: gpt
conversations.value: *(Plot Challenge)*
  
  [A letter](https://storium.com/game/in-sunder-honest-killers/chapter-1/scene-7) sent on the eve of battle, to foemen of old, has been answered.
  
  By no less a personage than one of Leikonsir's legendary warrior-druids -- the [*godirveyr*](https://storium.com/game/in-heaven/act-1/scene-2).
  
  What could he want?
conversations.prefix: Epilogue: The Eyes of Heaven:
conversations.from: human
conversations.value: *(Plot Challenge)*
  
  What new conquests and adventures might await the host that has bested all a kingdom has to offer?
conversations.prefix: Epilogue: Distant Shores:
conversations.from: gpt
conversations.value: *(Plot Challenge)*
  
  One does not simply make history without revels to stoke the forgotten gods' envy.
  
  Precious little remains in Uruth Lom for such a celebration -- but by Hogan's beard, a celebration ye shall have, in every hall and passage this keep has to spare!
conversations.prefix: Epilogue: Dogs Will Be Dogs:
conversations.from: human
conversations.value: Very new and very rare, and *very much* smaller than a matchlock arquebus, this weapon is called a "horse pistol."  Because of its short barrel and inaccuracy at longer ranges, some have quipped that it is
  
   only useful for putting down a horse.  The fact that it is small and uses a piece of flint to produce a spark (instead of a smouldering slow match) makes it highly concealable...and useful for killing things *besides* horses.  
  
  **+5 modifier,*
conversations.prefix: Horse Pistol:
conversations.from: gpt
conversations.value: And the Crowns will open
conversations.prefix: Opportunity knocks:
conversations.from: human
conversations.value: A man's reach should exceed his grasp, else what's a Heaven for? 
conversations.prefix: Ambition:
conversations.from: gpt
conversations.value: Look me in the eye, and tell me that gold is less lethal than steel.
conversations.prefix: Gold coins:
conversations.from: human
conversations.value: A good commander *never* leaves his men behind.  Despite the privations of war, he must also do his best to see that his wounded are tended properly.
conversations.prefix: Caring for the Wounded:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: How many powerful people are honest, humble and following their own rules? Two? Five?
conversations.prefix: Personalised information:
conversations.from: gpt
conversations.value: Resourceful...that's one way to put it.
  
  The terms "conniving," "opportunistic," and "light fingered" also are apt descriptions of your men.  
conversations.prefix: Resourceful Sailors:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Sinew-powered artillery set atop the ramparts of the Frozen Keep and newly positioned to defend against attacks from the south.
  
  (We hope to remind the Narrator that...) Assets appropriate for a given combat challenge apply a **+5 modifier,** while inappropriate ones apply only a **+1 modifier.**
conversations.prefix: Ballistae:
conversations.from: gpt
conversations.value: Just make sure which goes into your troops, and which goes into the enemy. Though sometimes the harsh battledraughts of the Wyrmborn seem like both. 
  
  Remember, Assets appropriate for a given combat challenge apply a **+5 modifier,** while inappropriate ones apply only a **+1 modifier.**
conversations.prefix: Medicines and Poisons:
conversations.from: human
conversations.value: Many soldiers sign up to become stronger, fearsome and wealthy. In others words, to satisfy their ego.
  
  Yet some only care about *winning*, even if it means being at the bottom of the pile.
conversations.prefix: Supportive:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: **Leader Card**
  
  Captain of the Wyrmborn. A depraved illusionist and rabble-rouser whose charisma and cunning have indoctrinated thousands into the cult.
conversations.prefix: Dragon Priest Inon:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: And for Glory.
  
  Fight and die like the true soldier that you are.
conversations.prefix: For Honor:
conversations.from: gpt
conversations.value: Exactly why were we fighting again? 
  
  You keep the honesty and principles, I take the gold.
conversations.prefix: It’s one for the money:
conversations.from: human
conversations.value: He was called “Maeger,” and for good cause. 
  He came from a completely forgettable hamlet in the northeast, a backward place whose local lore holds that the Harpy has an illegitimate son, the Maeger. 
  The elders breathed a collective sigh of relief when Maeger Matt departed their village, taking a handful of ne’er do wells with him. If anyone was the Harpy’s bastard, surely it was him.
  After the death of Godroy Lontris, he proved himself to be the Harpy's brat indeed.
  Vicious and merciless in battle, his charisma is unmistakable.
  But there is a disturbing amount of evidence to suggest that he is also a madman.
conversations.prefix: Maeger Matt:
conversations.from: gpt
conversations.value: The fabled islands to the West...*and beyond.*
  
  They beckon.
  
  They await men of valor and stout heart.
  
  Wealth and glory wait with them.
conversations.prefix: New Horizons: