conversations.from: system
conversations.value: (Banner artwork by Flavio Bolla)
  
  **The Land of Szaadi and the Mages of the Eleven Chantries**
  **--A Primer for Playing Herein**
  
  The land of Szaadi used to be a mundane land without magic of any kind.  All magic comes in the form of spells from the mages of the 11 chantries and there are no magic *items*.  Read the history below (at the bottom of this document) if/when you are interested in learning how magic came to the land.  Technological advancement has pretty much progressed along the same lines as it did on our Earth, from Bronze Age to Iron Age.  As the game begins, the land remains in the Iron Age, though there are artifacts of Aetherian Steel, and no gunpowder.  Humans are the only sentient race on Szaadi.  There are other, unknown lands and planes that may have other races.
  
  Each nation has it’s primary tongue and perhaps some dialects.  There is a common language with 2 dialects, *Pidgin,* a mish-mashed tongue with harsh accents and humorous slang; and *Trade,* also called the *common tongue,* which is a more formalized version of pidgin that serves as the common tongue of the educated.
  
  Specific laws and traditions vary from region to region.  Players will have a say in the details of the region their characters come from, and perhaps even areas they aren’t.  Occasionally, I will ask questions about history and culture, but other than that, it will be up to you, how much you want to fill in the history and culture of your character’s people.
  
  **A note about religions:**  In general, mages are like our worlds scientists.  They are not likely to have religious beliefs because everything that used to be taught about gods of magic has been rendered invalid with the introduction of Aetherion Magic into Szaadi lands.  That isn’t to say there are no religions, just that, in general, they hold much less sway than they had in the past.
  
  The *Szaadi,* land is a small continent or, perhaps, a large island.  Its southern reaches are dry and hot.  Its midlands are generally humid and warm with few mountains, many jungles and some forests, and its northern reaches are mostly mountainous and cold.  Likewise, the peoples from each region appear as we might expect them to.  The northerners are big-boned, tall, have fair skin and hair, and have green, blue or hazel eyes.  The midlanders are short to average height, have brown-skin, hair and eyes; and the desert folk are of average to above average height, lanky, have brown to olive complexions with black hair and brown, green or hazel eyes.  There could be occasional, small pockets of anomalous (human) races and/or cultures.
  
  There has been peace for 67 years, ever since the formation of the Second Szaadi Empire; The Great Szaadi Mageocracy.  The head of each of the eleven chantries sits on the empire’s ruling council and ensures this remains so.  The chantries, in spite of their differences, no longer wage wars with one another, instead they work towards maintaining peace while pursuing their interests.
  
  **Now, in this 67th year of The Great Mageocracy, the cloud city of Aetheron, the origin of Szaadi magic, has reappeared on the horizon.  A quiet tension seems to fill the air as the people wait to see how the Council will respond and wonder what it all means.**
  
  **This is where your PCs come in.**  You will play 1 of 11 Minister-Adepts, (or one of their servants) who work directly for their chantry's Arch-Mage.  You may create a mage, but *there may be no more than one mage PC from each chantry* or, you may create a servant of a PC mage:  a defender, scout, spy etc.  Feel free to chat in the forum about who will play what.  The PCs could all be mages; several mages and their support grogs; or, one or two mages and their entourage.
  
  If you play a mage, you must pick a chantry in which your mage has membership and learned his or her magic.  From your chantry, you must choose 1 ‘Look’ that affects your character (see below).  It is a permanent effect.  ‘Aligned’ aspects or powers are your most powerful abilities.  You may cast other spells, too, but their power will be limited and there will often be a cost.  ‘Opposed’ powers or aspects, are those which you are completely unable to call upon.
  
  Keep in mind that your character will be sent a mission with mages from other chantries.  While technically allies, the very nature of your magic may put you at odds with each other.  Furthermore, there is the distinct possibility that your homelands have been at odds with one or more of your coven-mates’ homelands in the past.  However, you will share a common mission and a common goal.
  
  (The mages below were all created by Jacob Randolph for "The Mage" Dungeon World playbook.  I am using them with his permission.)
  
  
  **The Eleven Chantries**
  
  **Chantry of The Abyss**
  **Look:** Missing Eyes, Replaced Limb, or Touch of Rot
  **Aligned:** Conjure Horrors, Corrupt the Innocent, Transfigure Living Flesh
  **Opposed:** Purification or Enhancement, Using Spells that Aren't Horrifying
  
  **Chantry of The Clock**
  **Look:** Hourglass pupils, Impossibly Old, or Ticking Heartbeat
  **Aligned:** Adjust the Flow of Time, Stop Aging and Movement, Erode to Dust
  **Opposed:** Manipulate Emotions, Moving Anything Around
  
  **Chantry of The Dragon**
  **Look:** Aura of Warmth, Dragon Tail, or Scaled Body
  **Aligned:** Form of the Dragon, Burn with Fire or Passion, Reckless Destruction
  **Opposed:** Healing or Repairing, Using Subtlety
  
  **Chantry of The Forest**
  **Look:** Green Skin, Leafy Hair, or Tree-Sap Blood
  **Aligned:** Rampant Growth, Unmake the Artificial, Commune with Nature
  **Opposed:** Assist or Create Anything Artificial, Desecrating the Natural Order
  
  **Chantry of The Horizon**
  **Look:** Immaculate Grooming, Never Touches the Ground, or No Blood
  **Aligned:** Reveal the Way Forward, Purification, Grant Freedom or Movement
  **Opposed:** Elemental Magics, Forcing or Restricting Movement
  
  **Chantry of The Mask**
  **Look:** Eternal Smile, Poker Face, or Silver Palms
  **Aligned:** Mislead Others, Avoid Notice, Cunning or Elaborate Plans
  **Opposed:** Break the Facade, Using Brute Force
  
  **Chantry of The Stars**
  **Look:** Galactic Hair, Speckled Skin, or Star-shaped Pupils
  **Aligned:** Foretell Destiny, Call Across Space, Peel Back the Veil
  **Opposed:** Earth and Stone, Hiding the Truth
  
  **Chantry of The Storm**
  **Look:** Aura of Wind, Purple Skin, or Touch of Static
  **Aligned:** Fog and Lightning, Control Wind and Rain, Move like the Wind
  **Opposed:** Stasis and Calm, Creating Anything Solid or Permanent
  
  **Chantry of The Tower**
  **Look:** Eyes of Mercury, Metal Arms, or Quicksilver Blood
  **Aligned:** Shield From Harm, Give Strength to the Weak, Iron and Steel
  **Opposed:** Fleeing or Escaping, Using Magic for Your Own Gain
  
  **Chantry of The Twilight**
  **Look:** Inky Black Eyes, Missing Shadow, or Monochrome Body
  **Aligned:** Dance with Shadows, Incite Terror and Panic, Shroud the Truth
  **Opposed:** Fire and Light, Being Loud or Obvious
  
  **Chantry of The Winter**
  **Look:** Aura of Cold, Blue Skin, or Touch of Frost
  **Aligned:** Chill them to the Bone, Induce Stasis, Reveal Grim Portents
  **Opposed:** Create or Empower Life, Showing Generosity
  
  
  **Posting Convention:**  Please, write in the third person past tense.  If you are strongly opposed to this, we can discuss it.
  
  I’m not planning any **NSFW** scenes, but that could change.  I won’t shy away from them if that’s where the story goes, but nor will I include them for their own sake.  Some types of mages are far more likely to head in that direction than others.
  
  I have a non-standard system for combat I’m working on, for tracking wounds and possible character death.  Once I complete these rules, I’ll present them.  If they are agreeable we can use them, if not, we can stick with the standard Storium system.
  
  
  **A Brief History of Szaadi**
  
  *--Tribes form 27 nations.  (Bronze Age)*
  
  *--Wars plague the land.  They become more fierce over time, eventually leading to the genocide of 3 of the nations.*
  
  *The remaining 24 nations, fed up with generations of war, and fearing ending up on the wrong side of genocide themselves, change their thinking and accept *Quasaid I* to become their emperor.  (Iron Age)  The calendar starts at the 1st year of The Empire.*
  
  *--In the 107th year of The Quasiad Empire, the cloud city of *Aetheron* slowly floats its way over Szaadi.   Quasaid IV, in his wisdom, reassures his people, and does nothing to provoke those floating above.  While over the capital city of *Tsempaus,* an airship descends from Aetheron, and lands on the palace grounds.  The single messenger aboard informs the emperor is invited to send his most trusted 11 ministers as ambassadors, back aboard the airship, and up to Aetheron; which he does.*
  
  *--In the 120th year of the Quasaid Empire:  The ministers return from Aetheron to Tsempaus, and Aetheron slowly floats away across the sea.*
  
  *While above, the ministers had sent messages to their emperor and their families, ensuring them of their health and well being, assuring them that all was well, but never telling why they stayed or when they would return.  *
  
  *The 11 returning minister/ambassadors had learned much in their 13 years in Aetheron, very much.  And they had changed drastically.  They had learned the Magecraft of Aetheron.*
  
  *They paid their respects to the emperor, but soon returned to their home provinces where they began teaching apprentices what they had learned.*
  
  *--By the 204th year QE, the empire had fallen.  The mages had built up powerful chantries.  The emperor no longer commanded their fear or their respect, but the chantries feared the *other* chantries.  Old nationalism returned and the empire fell apart.  The chantries grabbed up what neighboring lands they could and eventually 11 new countries were born.  The Eleven Szaaldi magocracies.*
  
  *--This unfortunate Szaadi cycle continued.  Wars and famine, and with the powerful mages leading them, they were more terrible than ever before.  Fortunately, that, too, came to an end, when the chantries' leaders met and made peace.  In the 271st year QE, they created the Second Szaadi empire.  The Great Szaadi Mageocracy.  Since then, the head of each Chantry sits in the council that leads the land.*
conversations.from: human
conversations.value: Situated on Mt Charnyllian, the highest peak in the Empire, The Observatory is the chantry house of the mages of The Stars.  From here, it is rumored that they can not only see the heavens, but anywhere in Szaadi.
  
  (artwork by Klaus Pillon)
conversations.prefix: The Observatory:
conversations.from: gpt
conversations.value: The chantry house of the mages of The Tower is a rumbling factory-like fortress, home to the bravest and least corruptible of all the mages of Szaadi...  And perhaps the least human, with their machine parts and blood replacements.
  
  (artwork by Ulric Leprovost)
conversations.prefix: The Tower:
conversations.from: human
conversations.value: The chantry house of the mages of The Abyss is a place of foul horrors.  The humid air here is thick with the smell of rot, and it is said that nothing beautiful can survive here.  Abominations, amalgamations, shambling monstrous creations of the mages here patrol...?  No!  They ramble about and terrorize any who come near.  
conversations.prefix: The Abyss:
conversations.from: gpt
conversations.value: It's said, that in war, there's no better friend to have than a Dragon.  And in peace, no friend more difficult to maintain.  The halls of The Dragon chantry is lit by the flames of a thousand fires.  So, yes, it's as hot and as smokey as you might imagine, and then some.
  
  (artwork by Noah Bradley) 
conversations.prefix: The Dragon:
conversations.from: human
conversations.value: There is no chantry house for the mages of The Forest.  They inhabit the Korkovynn Forest in the open air.  
  
  (artwork by Sander Mosk)
conversations.prefix: The Forest :
conversations.from: gpt
conversations.value: The mages of The Clock make their chantry in the clock tower of the oldest university on Szaadi.
conversations.prefix: The Clock:
conversations.from: human
conversations.value: The mages of The Storm, like their allies of The Forest, have no chantry house and make their meetings in the open air.
  
  (artwork by Maximyz)
conversations.prefix: The Storm:
conversations.from: gpt
conversations.value: The immaculate halls of the mages of The Horizon lie upon the great planes in the midlands, near the western coast of Szaadi.  
conversations.prefix: The Horizon:
conversations.from: human
conversations.value: Rumor has it, the mages of The Mask have their chantry house in the city of Behlvach, in the southeast.
  
  (artwork by Titus Lunter)
conversations.prefix: The Mask:
conversations.from: gpt
conversations.value: Within the iciest reaches of the northern Teneste Mountains, the mages of The Winter keep their chantry house.
  
  (artwork by Digital Fantasy)
conversations.prefix: The Winter:
conversations.from: human
conversations.value: Outside the eastern city of Caulthi, the mages of The Twilight dance in the twilight outside their chantry house.
  
  (artwork by Nele Diel)
conversations.prefix: The Twilight:
conversations.from: gpt
conversations.value: The chantry house of the mages of The Abyss is a place of foul horrors.  The humid air here is thick with the smell of rot, and it is said that nothing beautiful can survive here.  Abominations, amalgamations, shambling monstrous creations of the mages here patrol...?  No!  They ramble about and terrorize any who come near.  
conversations.prefix: The Abyss (copy):
conversations.from: human
conversations.value: **Aligned:** Conjure Horrors, Corrupt the Innocent, Transfigure Living Flesh
  
  **Opposed:** Purification or Enhancement, Using Spells that Aren't Horrifying
conversations.prefix: Mage of the Abyss:
conversations.from: gpt
conversations.value: **Aligned:** Adjust the Flow of Time, Stop Aging and Movement, Erode to Dust
  
  **Opposed:** Manipulate Emotions, Moving Anything Around
  
  (artwork by Svjeeta)
conversations.prefix: Mage of the Clock:
conversations.from: human
conversations.value: **Aligned:** Form of the Dragon, Burn with Fire or Passion, Reckless Destruction
  
  **Opposed:** Healing or Repairing, Using Subtlety
  
  (artwork by Noah Bradley)
conversations.prefix: Mage of the Dragon:
conversations.from: gpt
conversations.value: **Aligned:** Rampant Growth, Unmake the Artificial, Commune with Nature
  
  **Opposed:** Assist or Create Anything Artificial, Desecrating the Natural Order
conversations.prefix: Mage of the Forest:
conversations.from: human
conversations.value: **Aligned:** Reveal the Way Forward, Purification, Grant Freedom or Movement
  
  **Opposed:** Elemental Magics, Forcing or Restricting Movement
  
  (artwork owner not found)
conversations.prefix: Mage of the Horizon:
conversations.from: gpt
conversations.value: **Aligned:** Mislead Others, Avoid Notice, Cunning or Elaborate Plans
  
  **Opposed:** Breaking the Facade, Using Brute Force
conversations.prefix: Mage of the Mask:
conversations.from: human
conversations.value: **Aligned:** Foretell Destiny, Call Across Space, Peel Back the Veil
  
  **Opposed:** Earth and Stone, Hiding the Truth
conversations.prefix: Mage of the Stars:
conversations.from: gpt
conversations.value: **Aligned:** Fog and Lightning, Control Wind and Rain, Move like the Wind
  
  **Opposed:** Stasis and Calm, Creating Anything Solid or Permanent
conversations.prefix: Mage of the Storm:
conversations.from: human
conversations.value: **Aligned:** Shield From Harm, Give Strength to the Weak, Iron and Steel
  
  **Opposed:** Fleeing or Escaping, Using Magic for Your Own Gain
conversations.prefix: Mage of the Tower:
conversations.from: gpt
conversations.value: **Aligned:** Dance with Shadows, Incite Terror and Panic, Shroud the Truth
  
  **Opposed:** Fire and Light, Being Loud or Obvious
conversations.prefix: Mage of the Twilight:
conversations.from: human
conversations.value: **Aligned:** Chill them to the Bone, Induce Stasis, Reveal Grim Portents
  
  **Opposed:** Create or Empower Life, Showing Generosity
conversations.prefix: Mage of the Winter:
conversations.from: gpt
conversations.value: You live to serve.  You serve your master as a scout, watchman, archer and even as a cook should your master so require.
  
  Oh right.  And you are very good at your job.
conversations.prefix: Scout:
conversations.from: human
conversations.value: You live to serve.  You might not understand the magic your master wields, but you understand iron, and you have honed your skills to make yourself a valuable protector to your master.
conversations.prefix: Shield Grog:
conversations.from: gpt
conversations.value: Your hardy body has seen a lot of pain and you’re still here to suck up more.      
conversations.prefix: Tough:
conversations.from: human
conversations.value: Your intellect is formidable and your knowledge spans many cultures and histories.   
conversations.prefix: Lore:
conversations.from: gpt
conversations.value: You’re adept at medicine, from saving lives to identifying the telling marks of death.    
  
conversations.prefix: Medicine:
conversations.from: human
conversations.value: You’re energetic, athletic, and hale—ready for adventure!    
  
conversations.prefix: Vital Youth:
conversations.from: gpt
conversations.value: You’ve survived the wilderness, bandits, and wolves.
conversations.prefix: Survival:
conversations.from: human
conversations.value: Attractive, persuasive, and likable.    
conversations.prefix: Charming:
conversations.from: gpt
conversations.value: Intelligent, even ingenious.    
  
conversations.prefix: Cunning:
conversations.from: human
conversations.value: Quick and precise of hand and eye.  
conversations.prefix: Dextrous:
conversations.from: gpt
conversations.value: Well schooled and informed about the facts of the land.  
conversations.prefix: Well Educated:
conversations.from: human
conversations.value: Able to withstand or recover from difficulty and pain.  
conversations.prefix: Resilient:
conversations.from: gpt
conversations.value: Subtle and sneaky. People don’t often notice you until you want to be noticed.    
conversations.prefix: Stealthy:
conversations.from: human
conversations.value: You’re physically strong and probably look it, whether you’re lean or built.     
  
conversations.prefix: Strong:
conversations.from: gpt
conversations.value: Experienced and informed about the ways of the world. You have a brilliance that comes from experience and intuition more than study or memory.
conversations.prefix: Wise:
conversations.from: human
conversations.value: Your mouth is sometimes quicker than your mind but you’re a master of making that work for you.    
  
conversations.prefix: Witty:
conversations.from: gpt
conversations.value: You’re quick and nimble.
conversations.prefix: Agile:
conversations.from: human
conversations.value: You don’t have to say anything. It’s in that smile, in the way you move. It’s almost hypnotic.  
conversations.prefix: Alluring:
conversations.from: gpt
conversations.value: With that smile, backed up by your silver tongue, it’s hard not to like you. 
conversations.prefix: Charming:
conversations.from: human
conversations.value: You’re perceptive, perhaps from years of watching and observing. Nothing gets past you. 
conversations.prefix: Perceptive:
conversations.from: gpt
conversations.value: You’re a fighter, adept at staying alive in lethal situations. You’re at your best when lives are at stake. 
conversations.prefix: Combatant:
conversations.from: human
conversations.value: Your body and mind are nimble and hard to contain. You’re like an animal that won’t stay caged by steel or circumstance.  
conversations.prefix: Escapist:
conversations.from: gpt
conversations.value: You’ve been around, seen the best and the worst the world has to offer, and that gives you great instincts.  
conversations.prefix: Worldly:
conversations.from: human
conversations.value: The world hasn’t been fair to you so you show it the same courtesy. 
conversations.prefix: Angry:
conversations.from: gpt
conversations.value: People should look up to you after everything you’ve done and for everything you’re bound to do yet.    
  
conversations.prefix: Arrogant:
conversations.from: human
conversations.value: Sometimes even two hands and two feet seem like a lot to keep track of.    
conversations.prefix: Awkward:
conversations.from: gpt
conversations.value: You’ll get it, if they’d give you a minute to think it through.    
conversations.prefix: Clueless:
conversations.from: human
conversations.value: Fear is your greatest obstacle; you build it in your own mind. 
conversations.prefix: Cowardly:
conversations.from: gpt
conversations.value: Physically weak, perhaps due to age or injury.    Your spirit is willing but your body isn’t up to every challenge. 
conversations.prefix: Frail:
conversations.from: human
conversations.value: Inexperienced and perhaps too trusting.        You think you know how things work. You think people are basically good. You’re wrong.    
conversations.prefix: Naïve:
conversations.from: gpt
conversations.value: You might prefer to think of yourself as bold but, yeah, sure, sometimes you’re just plain reckless.  You sometimes take chances that put you or others at risk. 
conversations.prefix: Reckless:
conversations.from: human
conversations.value: You’re blunt, rude, or even gross sometimes. Maybe you don’t care what others think, maybe you don’t know better.  
conversations.prefix: Crass:
conversations.from: gpt
conversations.value: People hurt each other. You’ve been hurt before. Why open yourself up to getting hurt again?   
conversations.prefix: Untrusting:
conversations.from: human
conversations.value: Your abilities are sometimes diminished and dampened by your greatest enemy: yourself.
conversations.prefix: Doubting:
conversations.from: gpt
conversations.value: You can only act on the physical world when you concentrate; otherwise you’re just an image and a voice.  
conversations.prefix: Ephemeral:
conversations.from: human
conversations.value: Something you did gnaws at your heart and screams nightmares at you when you sleep. It’s holding you back.  
conversations.prefix: Guilty:
conversations.from: gpt
conversations.value: Someone broke your heart and you’re not willing to heal, not yet, because the pain’s what you have left.  
conversations.prefix: Heartbroken:
conversations.from: human
conversations.value: You’re preoccupied with your interests to the point of causing you trouble.
conversations.prefix: Obsessed:
conversations.from: gpt
conversations.value: Sometimes your confidence sours into arrogance.  Because, you’ve come too far, done too much, worked too hard to put up with this shit from people like this. 
conversations.prefix: Proud:
conversations.from: human
conversations.value: Are you sure you’re right or are you just unwilling to admit when you’re wrong? Either way: stubborn. 
conversations.prefix: Stubborn:
conversations.from: gpt
conversations.value: You’re no athlete. Maybe you’re doughy or awkward or frail but you’re sure no athlete.
conversations.prefix: Bookish:
conversations.from: human
conversations.value: You’re delicate of touch, of demeanor, and of constitution. 
conversations.prefix: Delicate:
conversations.from: gpt
conversations.value: The years have left you wary and callous, unwilling to risk your heart again. 
conversations.prefix: Heartless:
conversations.from: human
conversations.value: You don’t wait around well. You want to act first and think about it later maybe.
conversations.prefix: Impatient:
conversations.from: gpt
conversations.value: Your judgmental attitude causes you troubles. If only others would try harder to measure up. 
conversations.prefix: Judmental:
conversations.from: human
conversations.value: Outside your areas of expertise, you’re easily lost.  
conversations.prefix: Limited:
conversations.from: gpt
conversations.value: You’ve sworn an oath to save lives, avoid violence, and heal the sick.  
conversations.prefix: Oath:
conversations.from: human
conversations.value: Your mind may be sharp but your body is slow to keep up.  
conversations.prefix: Slow:
conversations.from: gpt
conversations.value: Insensitive, unsubtle, and forceful.    
conversations.prefix: Brutish:
conversations.from: human
conversations.value: You scheme, you conspire, and you are sometimes careless about lawbreaking.  
conversations.prefix: Conniving:
conversations.from: gpt
conversations.value: You tend toward thought over action to the point that is can cause you trouble.  
conversations.prefix: Contemplative:
conversations.from: human
conversations.value: Your mind is like a blunted blade: effective but imprecise.    
  
conversations.prefix: Dull-witted:
conversations.from: gpt
conversations.value: Uncultured and indelicate, perhaps even clumsy. 
conversations.prefix: Oafish:
conversations.from: human
conversations.value: It’s not enough to withstand the darkness or to survive. You must push it back
conversations.prefix: Defeat Evil:
conversations.from: gpt
conversations.value: Go where you’ve never been before and share your experiences through song and story.  
conversations.prefix: Explore!:
conversations.from: human
conversations.value: Heal the wounds caused by wicked monsters and human machinations even if you cannot prevent them.  
conversations.prefix: Heal the Land:
conversations.from: gpt
conversations.value: People are suffering and it is your duty to heal them, bodily and spiritually.
conversations.prefix: Heal the Sick:
conversations.from: human
conversations.value: Take it upon yourself to defend the innocent people of the land from the perils within and without.
conversations.prefix: Protect the Meek:
conversations.from: gpt
conversations.value: The unsettled dead are a danger and an affront. They cannot be allowed to persist. Slay them.   
conversations.prefix: Put the Dead to Rest:
conversations.from: human
conversations.value: Not everything is where it belongs in this world. You take things … and put them where you say they belong. 
conversations.prefix: Retrieve What’s Lost:
conversations.from: gpt
conversations.value: You’re building something greater than yourself, something that will better this land.
conversations.prefix: Through Right Crafting:
conversations.from: human
conversations.value: If you can retrieve a never-before-seen treasure, your ambitions can be revitalized.   
conversations.prefix: Bring Back A Groundbreaking Artifact:
conversations.from: gpt
conversations.value: Maybe this work isn’t worth your life? Just get home alive.
conversations.prefix: Get Home Alive:
conversations.from: human
conversations.value: You’ve stalked or been stalked by the most dangerous game. Time for a new challenge.
conversations.prefix: Hunt Something New:
conversations.from: gpt
conversations.value: Learning is power, whether you share it or not.    
  
conversations.prefix: Learn an Arcane Secret:
conversations.from: human
conversations.value: Love may be an earthly concern, but it’s real and it matters.  
conversations.prefix: Matters of Love:
conversations.from: gpt
conversations.value: Human morals are a human construction. Knowledge of the infinite is more valuable.
conversations.prefix: Nothing Is Forbidden:
conversations.from: human
conversations.value: Push someone—perhaps yourself!—beyond the limits of reason and then study what happens.
conversations.prefix: Push A Mind Beyond Its Limits:
conversations.from: gpt
conversations.value: Out-do the other chantries and prove yours is superior.
conversations.prefix: Prove your Chantry is the Best:
conversations.from: human
conversations.value: What lore and truths to change the world can you uncover from this place? What secrets can you discover?  
conversations.prefix: Secret Knowledge:
conversations.from: gpt
conversations.value: We live in the worlds we make. Whatever happens is the result of our own actions, even in this chaotic world. 
conversations.prefix: What Comes Around:
conversations.from: human
conversations.value: Control is its own reward. You deserve it. They deny you out of fear, out of jealousy. Don’t stand for that.   
conversations.prefix: Achieve Control:
conversations.from: gpt
conversations.value: You’ll never know safety until you know power, territory, control over others. It’s the way of the world.  
conversations.prefix: Achieve Power:
conversations.from: human
conversations.value: Even if you think you don’t know anything good, act like you do. Secrets are why they keep you alive. 
conversations.prefix: Air of Secrets:
conversations.from: gpt
conversations.value: Don’t let the worst of you take over. Don’t become a monster. Be better than those monsters. 
conversations.prefix: Be Humane:
conversations.from: human
conversations.value: Don’t let your weakness hold you back. Don’t let humanity slow you down. The monster is powerful.
conversations.prefix: Be the Monster:
conversations.from: gpt
conversations.value: It’s not love, it’s infatuation. It’ll go away. It’ll go away because it’s not love, it’s infatuation.   
conversations.prefix: Deny Your Love:
conversations.from: human
conversations.value: Your heart bears a wound that might heal if you could only stop meddling with the scars. 
conversations.prefix: Heal the Hurt:
conversations.from: gpt
conversations.value: Love leaves you open to pain. The only thing worse than keeping it inside is being rejected. Will you take that chance?   
conversations.prefix: Reveal Your Love:
conversations.from: human
conversations.value: Living alone is hardly living. You need allies to watch your back. You need friends to fight for.   
conversations.prefix: Something Worth Having:
conversations.from: gpt
conversations.value: They’ll keep hurting people until they know — really know — what it’s like to be hurt themselves.  
conversations.prefix: Spread the Hurt:
conversations.from: human
conversations.value: You have been wounded.
  
  With 1-2 wounds, you will recover naturally soon.
  
  With 3 wounds, you will recover with rest and time.  
  
  With 4 wounds your condition will stabilize, but you will require some care to actually improve.
  
  With 5 wounds, if you don't get some attention, you will die on the morrow.
  
  With 6 wounds, you are unconscious and, without assistance, will not see another day.
  
  With 7 wounds, you are dead.
  
  When you receive healing, the Narrator will give you a challenge on which to play that number of wound cards to get rid of them.
conversations.prefix: A Wound:
conversations.from: gpt
conversations.value: This is the capital building for all of Szaadi.  This is where the Arch-Mages gather to rule.
  
  (Artwork by Flavio Bolla)
conversations.prefix: Hall of Mages, Tsempaus:
conversations.from: human
conversations.value: Archmage of The Dragon Khavinkirk is the only one sitting in the Council chamber.
  
  (artwork by Bibwit Harte)
conversations.prefix: Archmage Khavinkirk:
conversations.from: gpt
conversations.value: You have been wounded.
  
  With 1-2 wounds, you will recover naturally with rest and time.
  
  With 3 wounds, you will recover with rest.  Activity will cause your condition to worsen.
  
  With 4 wounds your condition will worsen and without some sort of magical or medical attention you will eventually die.
  
  With 5 wounds, if you don't get some attention soon, you will die.
  
  With 6 wounds, you are unconscious and will die in the next scene.
  
  With 7 wounds, you are dead.
  
  When you receive healing, the Narrator will give you a challenge on which to play a number of wound cards.
conversations.prefix: A Wound:
conversations.from: human
conversations.value: You have been wounded.
  
  With 1-2 wounds, you will recover naturally soon.
  
  With 3 wounds, you will recover with rest and time.  
  
  With 4 wounds your condition will stabilize, but you will require some care to actually improve.
  
  With 5 wounds, if you don't get some attention, you will die on the morrow.
  
  With 6 wounds, you are unconscious and, without assistance, will not see another day.
  
  With 7 wounds, you are dead.
  
  When you receive healing, the Narrator will give you a challenge on which to play that number of wound cards to get rid of them.
conversations.prefix: A Wound:
conversations.from: gpt
conversations.value: You have been wounded.
  
  With 1-2 wounds, you will recover naturally soon.
  
  With 3 wounds, you will recover with rest and time.  
  
  With 4 wounds your condition will stabilize, but you will require some care to actually improve.
  
  With 5 wounds, if you don't get some attention, you will die on the morrow.
  
  With 6 wounds, you are unconscious and, without assistance, will not see another day.
  
  With 7 wounds, you are dead.
  
  When you receive healing, the Narrator will give you a challenge on which to play that number of wound cards to get rid of them.
conversations.prefix: A Wound:
conversations.from: human
conversations.value: You have been wounded.
  
  With 1-2 wounds, you will recover naturally soon.
  
  With 3 wounds, you will recover with rest and time.  
  
  With 4 wounds your condition will stabilize, but you will require some care to actually improve.
  
  With 5 wounds, if you don't get some attention, you will die on the morrow.
  
  With 6 wounds, you are unconscious and, without assistance, will not see another day.
  
  With 7 wounds, you are dead.
  
  When you receive healing, the Narrator will give you a challenge on which to play that number of wound cards to get rid of them.
conversations.prefix: A Wound:
conversations.from: gpt
conversations.value: You have been wounded.
  
  With 1-2 wounds, you will recover naturally soon.
  
  With 3 wounds, you will recover with rest and time.  
  
  With 4 wounds your condition will stabilize, but you will require some care to actually improve.
  
  With 5 wounds, if you don't get some attention, you will die on the morrow.
  
  With 6 wounds, you are unconscious and, without assistance, will not see another day.
  
  With 7 wounds, you are dead.
  
  When you receive healing, the Narrator will give you a challenge on which to play that number of wound cards to get rid of them.
conversations.prefix: A Wound:
conversations.from: human
conversations.value: Archmage of The Dragon Khavinkirk is the only one sitting in the Council chamber.
  
  Do you gain his support or his ire?
  
  (artwork by Bibwit Harte)
conversations.prefix: Archmage Khavinkirk (Aelthyn):
conversations.from: gpt
conversations.value: Archmage of The Dragon Khavinkirk is the only one sitting in the Council chamber.
  
  (artwork by Bibwit Harte)
conversations.prefix: Archmage Khavinkirk:
conversations.from: human
conversations.value: Archmage of The Dragon Khavinkirk is the only one sitting in the Council chamber.
  
  (artwork by Bibwit Harte)
conversations.prefix: Archmage Khavinkirk:
conversations.from: gpt
conversations.value: Archmage of The Dragon Khavinkirk is the only one sitting in the Council chamber.
  
  (artwork by Bibwit Harte)
conversations.prefix: Archmage Khavinkirk:
conversations.from: human
conversations.value: Archmage of The Dragon Khavinkirk is the only one sitting in the Council chamber.
  
  (artwork by Bibwit Harte)
conversations.prefix: Archmage Khavinkirk:
conversations.from: gpt
conversations.value: Archmage of The Dragon Khavinkirk is the only one sitting in the Council chamber.
  
  Do you win his favor, or his ire?
  
  (artwork by Bibwit Harte)
conversations.prefix: Archmage Khavinkirk:
conversations.from: human
conversations.value: You have been wounded.
  
  With 1-2 wounds, you will recover naturally soon.
  
  With 3 wounds, you will recover with rest and time.  
  
  With 4 wounds your condition will stabilize, but you will require some care to actually improve.
  
  With 5 wounds, if you don't get some attention, you will die on the morrow.
  
  With 6 wounds, you are unconscious and, without assistance, will not see another day.
  
  With 7 wounds, you are dead.
  
  When you receive healing, the Narrator will give you a challenge on which to play that number of wound cards to get rid of them.
conversations.prefix: A Wound:
conversations.from: gpt
conversations.value: You have been wounded.
  
  With 1-2 wounds, you will recover naturally soon.
  
  With 3 wounds, you will recover with rest and time.  
  
  With 4 wounds your condition will stabilize, but you will require some care to actually improve.
  
  With 5 wounds, if you don't get some attention, you will die on the morrow.
  
  With 6 wounds, you are unconscious and, without assistance, will not see another day.
  
  With 7 wounds, you are dead.
  
  When you receive healing, the Narrator will give you a challenge on which to play that number of wound cards to get rid of them.
conversations.prefix: A Wound:
conversations.from: human
conversations.value: Archmage of The Dragon Khavinkirk is the only one sitting in the Council chamber.
  
  Do you gain his support or his ire?
  
  (artwork by Bibwit Harte)
conversations.prefix: Archmage Khavinkirk (Balthazar):
conversations.from: gpt
conversations.value: Archmage of The Dragon Khavinkirk is the only one sitting in the Council chamber.
  
  Do you gain his support or his ire?
  
  (artwork by Bibwit Harte)
conversations.prefix: Archmage Khavinkirk (Ilara):
conversations.from: human
conversations.value: Archmage of The Dragon Khavinkirk is the only one sitting in the Council chamber.
  
  Do you gain his support or his ire?
  
  (artwork by Bibwit Harte)
conversations.prefix: Archmage Khavinkirk (Illana):
conversations.from: gpt
conversations.value: Archmage of The Dragon Khavinkirk is the only one sitting in the Council chamber.
  
  Do you gain his support or his ire?
  
  (artwork by Bibwit Harte)
conversations.prefix: Archmage Khavinkirk (Sheshara):
conversations.from: human
conversations.value: Archmage of The Dragon Khavinkirk is the only one sitting in the Council chamber.
  
  Do you gain his support or his ire?
  
  (artwork by Bibwit Harte)
conversations.prefix: Archmage Khavinkirk (Tallis):
conversations.from: gpt
conversations.value: Archmage of The Dragon Khavinkirk is the only one sitting in the Council chamber.
  
  Do you gain his support or his ire?
  
  (artwork by Bibwit Harte)
conversations.prefix: Archmage Khavinkirk (Tzeza):
conversations.from: human
conversations.value: You have pleased Archmage Khavinkirk at some point in the past.
  
  Play this card as you leverage that favor.
conversations.prefix: Khavinkirk's Favor:
conversations.from: gpt
conversations.value: You have pleased Archmage Khavinkirk at some point in the past.
  
  Play this card as you leverage that favor.
conversations.prefix: Khavinkirk's Favor:
conversations.from: human
conversations.value: You have pleased Archmage Khavinkirk at some point in the past.
  
  Play this card as you leverage that favor.
conversations.prefix: Khavinkirk's Favor:
conversations.from: gpt
conversations.value: You have pleased Archmage Khavinkirk at some point in the past.
  
  Play this card as you leverage that favor.
conversations.prefix: Khavinkirk's Favor:
conversations.from: human
conversations.value: Discover the secrets of Aetheron's return to Szaadi.
conversations.prefix: Ascend to Aetheron:
conversations.from: gpt
conversations.value: A scimitar of Aetheric Steel
conversations.prefix: Scimitar :
conversations.from: human
conversations.value: A sturdy hemp sling with a pouch of iron bullets.
conversations.prefix: Sling:
conversations.from: gpt
conversations.value: Vitas Aerelm of Devenport, Adept of the Dragon
  
  'The Demon of Devenport'
conversations.prefix: Vitas Aerelm:
conversations.from: human
conversations.value: Adept of the Tower
  
conversations.prefix: Ovid Syrius:
conversations.from: gpt
conversations.value: Are you sharp enough to spot the oddity and smart enough to figure out it might be important?
conversations.prefix: Spot an Oddity (Sheshara):
conversations.from: human
conversations.value: Adept of the Forest
conversations.prefix: Callinmar Heffenvor:
conversations.from: gpt
conversations.value: Adept of the Mask
conversations.prefix: Lyndia:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: You have been well educated in all matters from magic to history to etiquette and charm. In your land, mages are expected not merely to make discoveries, but to literally lead the people to a brighter future. As such, you know how to comport yourself appropriately in all manner of social situations... and how to get what you want. Your natural cunning and charming affectations can make great use of the lordly power that you wield.
conversations.prefix: Lordly Bearing:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Deep understanding of the intricacies and contradictions of magic
conversations.prefix: Magical Theory:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: While his theoretical grounding is unmatched, his casting is a bit unreliable. Thankfully he has more than enough time to try and try again... right?
conversations.prefix: Limited Practicality:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Balthazar wishes to even the score with the current Arch-Mage
conversations.prefix: Vengeance:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: You are currently training to become a mage of the Abyssal Chantry. You have some potential, but still a lot to learn.
conversations.prefix: Acolyte of the Abyssal Chantry:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: You have somehow managed to stay largely innocent at heart... this can make you endearing... but more often than not, this has proven to be a liability as you are much more gullible than you should be... and certain things go right over your head entirely.
conversations.prefix: Innocent:
conversations.from: gpt
conversations.prefix: Wild: