conversations.from: system
conversations.value: This is a story with one ending. The Arch-Fiend Goliath has been slain, his plans for conquest are over. Nothing you do will change this outcome.
  
  But Goliath never was a true threat.
  
  Humanity's power surpassed that of hell a long time ago. The Great Sages learned of Goliath's plans long ago. For the past ten years, they have prepared a magic ritual unlike anything ever heard of before, that will rain destruction across the entire landscape that Goliath and his fiendish allies will arrive on, incinerating them all. The battle is already won.
  
  There is an unfortunate casualty. This place, where Goliath will appear, is a populated province called Hasar. It is full of villages, farmland and castles. The rich and those able have already left, but thousands of poor with no way to start a new life elsewhere and stubborn families refusing to leave their ancestral homes still live here.
  
  Ninety days from now is the day when Goliath's many-year journey from the depths of the underworld to the surface of the earth will be complete. With great glee, thousands of fiends rush ahead of him, hoping to find their own sadistic desires fulfilled on earth. The Arch-Fiend has no friendship with them, nor they with he. But his power is like a bridge, allowing them to reach the world above with ease, and Goliath has no reason to stop them from following.
  
  Hellish beasts reach the surface and roam Hasar. The more intelligent ones have learned of the plan of the Great Sages, but it is too late to go back, and a tight military border has been set up around Hasar, trapping them inside. No fiend may leave Hasar now that the border has been set, and no human, either. With Goliath's death assured, the greatest threat to humanity are the remaining Arch-Fiends, the weaker cousins of Goliath. Possessing magic as strong as a Sage, many are capable of changing their shape to a poor refugee. Just a single Arch-Fiend allowed to roam the earth freely would mean the destruction of uncountable unprepared, undefended provinces.
  
  So now, Hasar is condemned to death, so that those outside of it may live.
  
  But there is one hope. All fiends, great and small, could be defeated through careful planning and sweeping of the land by the Great Sages and the various armies who collaborate to guard the border. Although it would take many years and much work, all parties believe that this would be a better solution, as it would result in less loss of human life. But Goliath is stronger than anything that has ever existed on earth. He is larger than anything that has existed on earth. His magic is only surpassed by each of the Great Sages combined. If this apocalyptic spell is not cast upon Goliath, there is no guarantee he will ever be defeated.
  
  But if Goliath COULD be defeated? If it is possible that the combined might of every person brave or foolish enough to remain in, or enter this doomed province, could kill him, then it is worth the chance. The Sages are in agreement. They will not cast their spell until Goliath comes within view of the sentries bordering the province. If, somehow, by any method, Goliath can killed before that time, then they will forgo their ritual. Instead, they will spend whatever time and magic is needed to purge every fiend within Hasar by another method, in order to save the human life within.
  
  Goliath must Die. But must Hasar?
  
  -
  
  Background and Rules:
  
  Storium is a wonderful website that lets everyone to combine their own ideas into one story. I would love for everyone to make up their own villages, locations, and use their own ideas to make this story unique and interesting. But for the sake of me as the narrator/GM not stepping on people's toes and vice versa, I just want to make a few clarifications that will keep the lore coherent and make sure that everything flows together.
  
  Setting:
  This world is filled with humans. Other races you might find in fantasy, like elves or dwarves, don't exist. The magic for this setting is medium fantasy. If you have no idea what that means, it means that magic exists, but is less-than-common. For the life of a commoner, fiends and monsters are a rarity. For an adventurer, you've probably seen a handful, but not a lot. Your average joe/average jane will probably have seen magic if they've been to a very large city, but won't really know how it works. Most adventurers know the basics of magic, and some can cast minor spells. A few adventurers are expert spellcasters, but that usually means they aren't as good in other areas. Fantasy elements are a little less common than in dungeons and dragons, but a lot more common than something like King Arthur folklore.
  
  Controlling NPCs:
  You're free to control any NPCs you feel you need to in your post. If you want to have guards arrest you because you failed a challenge, you can write the details of the exchange. If you want to cut off some enemy's arm when you play your strength card, feel free! You used a strength card, so you deserve it.
  I do want to make one exception, however, which I find useful for Storium games. I'm just going to call it the PLOT VITAL rule. The more plot vital an NPC is, the less you should control them. If an NPC is just called "The guard" for example, they probably aren't very important, and you can have them do whatever is appropriate. If an NPC has an actual name, a job, and a backstory, that generally means that they're going to be an important, possibly recurring character, and you should let me do MOST of their actions myself, because they have specific motivations and traits that you, as a player, won't know about. And of course, if an NPC is extremely important, you shouldn't write any actions that they take, only what you do to them, and how you do it. (It wouldn't be a very interesting game if you decided when and how Goliath appears and what he does.)
  
  Other than that junk, you're free to do anything you want, just as long as 'anything you want' is mutually exclusive from 'being an asshole.' Thanks for reading!
conversations.from: human
conversations.value: No unholy thing shall survive as long as humans who dedicate themselves to the destruction of the wicked still exist.
conversations.prefix: Fiend Hunter:
conversations.from: gpt
conversations.value: We could learn about worlds we've never even dreamed of. If Goliath dies, it will take years to root out every fiend. You can use that time to research them.
conversations.prefix: Diabolicist:
conversations.from: human
conversations.value: People like you, like to be around you, and like to believe you.
conversations.prefix: Sociable:
conversations.from: gpt
conversations.value: You don't give up, no matter how unlikely it is you'll succeed. Which makes you more likely to succeed.
conversations.prefix: Determined:
conversations.from: human
conversations.value: Silver accessories made with very fine details. The swirling patterns and strange symbols are pleasing to the eye; but it's hard to tell if they mean anything or not.
conversations.prefix: Inscribed Silver:
conversations.from: gpt
conversations.value: Fiery gems pried out from the tusks of a dead Drake. Probably worth quite a lot, but shiny things aren't as valuable as they used to be, what with the impending doom and all.
conversations.prefix: Drake's Rubies:
conversations.from: human
conversations.value: Knowing what lies ahead is almost as useful as knowing what to do about it.
conversations.prefix: Plan of Action:
conversations.from: gpt
conversations.value: Soldiers, wizards, merchants, craftsmen, farmers, shepherds, militia, mercenaries; it doesn't matter. The more people you can convince to fight Goliath, the better.
conversations.prefix: All must fight:
conversations.from: human
conversations.value: Doesn't matter if you have to grow wings and fly to a different province. You aren't going to die here.
conversations.prefix: I will survive:
conversations.from: gpt
conversations.value: You know tactics, you know strategies, you know how to kill and more importantly how to win.
conversations.prefix: Veteran:
conversations.from: human
conversations.value: Where other people are proficient in magic, you excel in it. Your innate magic is powerful enough to be used in most situations without any magic items for help.
conversations.prefix: Arcanist:
conversations.from: gpt
conversations.value: The layabouts and buffoons still loitering in Hasar certainly won't help against Goliath. To win, you must train and fight harder than you ever have before.
conversations.prefix: The strong shall win:
conversations.from: human
conversations.value: You can track, trap, hunt, fish, keep warm and stay alert even if you're alone in the wild. And in war, everywhere is the wild.
conversations.prefix: Wildlander:
conversations.from: gpt
conversations.value: You aren't dull, but you've never been able to read or write, nor have you been taught things which did not concern you.
conversations.prefix: Uneducated:
conversations.from: human
conversations.value: You act before thinking, and have a tendency for poor planning. 
conversations.prefix: Foolish:
conversations.from: gpt
conversations.value: Your health and body are much worse off than most. You are in poor shape for combat.
conversations.prefix: Scrawny:
conversations.from: human
conversations.value: You shy from combat, retch at blood and can't stand the thought of dying.
conversations.prefix: Cowardly:
conversations.from: gpt
conversations.value: The closest you've come to combat is poking rats with sticks. You'd have to check to see which parts of a sword are sharp.
conversations.prefix: Green:
conversations.from: human
conversations.value: You rarely left your home before recent times. Although skilled in some ways, you do poorly outside of city walls.
conversations.prefix: Sheltered:
conversations.from: gpt
conversations.value: You've been taught to defend your homeland against anyone coming to attack it. Why should a fiend be exempt from this rule?
conversations.prefix: Defender:
conversations.from: human
conversations.value: You have no horse, no wagon, no gold and no relatives. What did they expect you to do, walk out of Hasar and starve in the gutter of some strange town?
conversations.prefix: Lowborn:
conversations.from: gpt
conversations.value: You come from a distant land with one goal: To protect. If there is any path to kill Goliath without letting innocents die, you will take it.
conversations.prefix: Crusader:
conversations.from: human
conversations.value: If you even HELP kill Goliath, you'll be famous across the earth. Everyone will know your name, everyone will know your face.
conversations.prefix: Glory-Seeker:
conversations.from: gpt
conversations.value: Criminals are often branded with their crime. Your past has prevented you from being let out of the border when you had the chance.
conversations.prefix: Scum:
conversations.from: human
conversations.value: Quick-thinker, sharp-tongued, fast in all forms of thought. You know what everyone else thinks before they do.
conversations.prefix: Words and Wit:
conversations.from: gpt
conversations.value: People who say that Goliath can't be beaten to death probably haven't seen anybody beaten to death before.
conversations.prefix: Physical Prowess:
conversations.from: human
conversations.value: You have had access to fantastic libraries in your life. And, unlike most people, you read the books in them, too.
conversations.prefix: Knowledgeable:
conversations.from: gpt
conversations.value: You could have gotten out if you had wanted. But you didn't. You stayed behind.
conversations.prefix: Highborn:
conversations.from: human
conversations.value: We could learn about worlds, creatures and cultures we've never even dreamed of. There are secrets here that can change the world forever.
conversations.prefix: Diabolicist:
conversations.from: gpt
conversations.value: No unholy thing shall survive as long as humans who dedicate themselves to the destruction of the wicked still exist.
conversations.prefix: Fiend-Hunter:
conversations.from: human
conversations.value: Named for the nearby spring and the water in it. Within an hour's walk are the ruins of Sweetwater village. The castle is in the mid-eastern region of Hasar.
conversations.prefix: Sweetwater Castle:
conversations.from: gpt
conversations.value: East Hasar is a mixture of hills and flat plains. Some forest remains, but the vast  majority has been harvested for lumber. The Sweetwater River cuts the whole eastern region into two smaller sections; one east of the river and one west of it.
conversations.prefix: East Hasar:
conversations.from: human
conversations.value: If you're in a city, watch the street. If you're on horseback, watch the path. If you're in the wilds, watch the plants.
conversations.prefix: Watch the Road:
conversations.from: gpt
conversations.value: The worst thing that can happen, other than loss of life and limb, is loss of hope.
conversations.prefix: Morale:
conversations.from: human
conversations.value: Before the maggot finds the corpse, the Drake has been there first. The Drake will eat the maggot too, I'm sure she's had much worse.
  
  -Bestiary of Arch-Fiend Morsmus
conversations.prefix: Feast Drake:
conversations.from: gpt
conversations.value: A modest village in East Hasar, very close to the Sweetwater River. Fiends are common around this area, for some reason or other, which has caused the village to be completely abandoned.
conversations.prefix: Sweetwater VIllage:
conversations.from: human
conversations.value: Arrows are raining down on you. You'll have to find some way to avoid them or stop the source.
conversations.prefix: Rain of Arrows:
conversations.from: gpt
conversations.value: This character may not be the strongest, the fastest, or the smartest, but they compensate with an indomitable will and a reckless thirst for victory. They will win, or die trying.
conversations.prefix: Unstoppable:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: You have no connection to the people you seek to protect, and limited knowledge of their culture. They will not respect you as they would their own, nor will they abide your unusual ways.
conversations.prefix: Foreigner:
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.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: You have no tolerance for tardiness, indiscipline and pretentiousness in any shape or form. Outside of a military context, you're just plain rude.
conversations.prefix: Brusque:
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 an amazing shot with a bow and almost always hit your mark. No target is too small or too large for your skill, quality of your arrows and your bow however can hamper how mortal a wound is achieved.
conversations.prefix: Master Bowman:
conversations.from: gpt
conversations.value: You are willing to run head first into situations without fear of losing life or limb. You've never died before, so why start worrying about it now?
conversations.prefix: Fearless: