conversations.from: system
conversations.value: # What is 7th Sea?
  
  It is a world of swashbuckling and sorcery, piracy and adventure, diplomacy and intrigue, archæology and exploration. It’s a world of musketeers, buccaneers and privateers, ancient sorcery and lost civilizations, secrets that hide in the shadows and monsters that hide in plain sight.
  
  That’s quite a mouthful, so let’s take it one step at a time.
  
  > 7th Sea is a "swashbuckling and sorcery"-themed tabletop role-playing game (RPG) set in the fictional world of Théah. In 2000, 7th Sea won the Origins Award for Best Roleplaying Game of 1999.
  
  ## Swashbuckling and Sorcery 
  
  It is a world where an order of musketeers guards the lives of the nobility, but also the virtues of honor, integrity, and fraternity. It is a world of sharp blades and sharp wits, where a cutting retort can be just as deadly as a sword’s point.
  
  It is also a world where the nobility control the most powerful force of all — sorcery. Dark magic pulses in the hearts of the noble class, power that was given to them long ago. Some control the weather. Others assume the forms of animals. Some rip through the fabric of reality, while others play with the forces of Fate itself.
  
  The hard edge of steel coupled with the shadowy substance of sorcery: that is your first step into the world of 7th Sea.
  
  ## Piracy and Adventure
  
  The waters of 7th Sea are populated with the robbers of the waves. The pirates of 7th Sea are united by a common cause: freedom. Freedom from the tyranny of sorcerers and kings. Freedom from the shackles of the Church of the Prophets. Freedom from greedy land-owners and money lenders. Pirates sail where they want, take what they please and live a life of freedom unknown by any other man in the world of 7th Sea.
  
  With the decline of the Church, things have become even better for pirates as kings and queens hire daredevil adventurers to explore the unknown and bring back the booty they discover. Of course, if those adventurers lower their guards for even a moment, they’ll find themselves facing the black flag...
  
  ## Diplomacy and Intrigue
  
  In the world of 7th Sea, kingdoms are on the verge of becoming countries. A swelling tide of nationalism grows in the hearts of men and women, and a new kind of conflict — covert warfare — is finding its way into the world. But in the courts of kings and queens, diplomats dressed in powdered wigs, lace and silk try to resolve the disputes of nations. Of course, if diplomacy fails, there is the cold steel of the dueling sword waiting under all that finery.
  
  A new kind of espionage is making its way into the world as well. Men and women trained in the arts of deception live perilous lives of illusion and artifice as they pillage enemy secrets with only their beauty, cunning and wits... and a willingness to do anything for crown and country.
  
  ## Archæology and Exploration
  
  Beyond the kingdoms of Théah lie the ruins of an ancient civilization, lost centuries ago. Hidden beneath thousands of years of dust and the waves are vast cities of Lost Syrneth. Who knows what ancient treasures remain, unseen by human eyes, untouched by human hands?
  
  Men and women who call themselves “archæologists” are hired by the kings and queens of Théah to unearth these treasures and bring them back to noble hands. Daring the perilous ancient ruins, these men and women are all the rage in the noble courts and the subjects of romantic novels all across the land. Praised as heroes, they hope to discover the secrets of the Syrneth in hopes that they may uncover the key to man’s own origins, and possibly the secrets of the universe itself.
  
  ## The Seventh Sea?
  
  There are six seas surrounding Théah. The mythical “seventh sea” is considered little more than a sailor’s story, a tale to frighten cabin boys on their first voyage. It is said that when a ship enters the seventh sea, the stars move backwards, the sun and moon share the same horizon and strange cries can be heard from beneath the waves. While scholars dispute the veracity of the sailors’ stories, too many have surfaced to be ignored.
  
  >## Setting
  
  > The 7th Sea RPG is set in a world that draws direct influence from the literature of 17th century Europe. Each country in the world can be compared to a European kingdom but is an exaggerated representation. Sorcery is a large part of the world with many types available to players. The dominant religion in the world, the belief in Theus and his prophets, is based on a form of Gnostic Christianity and features a parallel of the Spanish Inquisition. There are also references to the Knights Templars, Masons and the Invisible College of scientists.
  
  > All major European powers have their representations in Théah. Avalon (England), Castille (Spain), Montaigne (France), Eisen (Germany), Ussura (Russia), Vendel/Vestenmanavnjar (Netherlands / Scandinavia) and Vodacce (Italy) are the main cultures of the game. There is also Inismore (Ireland), Highland Marches (Scotland), the Crescent Empire (Ottoman / Arab), Midnight Archipelago (Caribbean and North Africa) and the secretive Cathay (China / Korea / Tibet).
  
  ## Conclusion
  
  And that, in a nutshell, is the world of 7th Sea.
  
  It is a great deal like our own, but at the same time, not at all like our own. Théah is a whole new world to explore. 
  
  Are you ready?
  
  # What is Vnezakona?
  
  On the surface Vnezakona is a simple Ussuran port. The tiny village ships timber from nearby logging camps out to the rest of Théah. If you look a little deeper however you find another truth. Vnezakona is a booming outlaw settlement. Thanks to a loophole in Ussuran law the island at the mouth of Proliv Inya isn't part of the Molhya douma. Nor is it controlled by the Vestenmannavnjar islands to the west. It is, technically, sovereign territory.A bastion of freedom.
  
  Recently, a few enterprising individuals took notice of this oddity. These pioneers have set out to turn this tiny port into a thriving den of commerce and lawlessness. They started by buying out the shipping contracts with St. Tremult, ensuring that the regular shipments of timber are sent down the coast and out into Ussura. They then build a lumberyard and started refining the timber into usable boards and planks. Then they expanded their shipping with deals between numerous Vestenmannavnjar ports. By ensuring the two nations prosper from the new management Vnezakona has secured vital allies and avoided scrutiny.
  
  Now the village, which was once only a few docks and a handful of tents, has grown to include a boarding house, tavern, and doctor's office. It may not be much, but these permanent buildings represent the change coming to Vnezakona.
  
  # How Do I Join?
  
  Let me know! Drop me a private message here or shoot an e-mail with your Storium username to Vnezakona@RobJustice.net and I'll add you to the invite list once I have enough potential players.
conversations.from: human
conversations.value: Green and enchanted, this union of three kingdoms has recently risen to the forefront of Théan politics.
conversations.prefix: Avalon:
conversations.from: gpt
conversations.value: Headquarters of the Vaticine church, this fertile nation has recently fallen under attack from the Montaigne to the north.
conversations.prefix: Castille:
conversations.from: human
conversations.value: A once-proud country now struggling to recover from the War of the Cross.
conversations.prefix: Eisen:
conversations.from: gpt
conversations.value: One of Théah’s most powerful nations, leading the world in art and culture even as its Emperor crushes the populace beneath his thumb.
conversations.prefix: Montaigne:
conversations.from: human
conversations.value: A vast and wild country, whose people still live as their ancestors did centuries ago.
conversations.prefix: Ussura:
conversations.from: gpt
conversations.value: This collection of islands is divided between wealthy Guilds seeking to dominate Théah’s economy and the fierce raiders who refuse to surrender their heritage.
conversations.prefix: Vendel/ Vestenmannavnjar:
conversations.from: human
conversations.value: The former cradle of civilization, now split between seven merchant Princes whose reach every corner of the world.
conversations.prefix: Vodacce:
conversations.from: gpt
conversations.value: One of the most prominent “gentleman’s clubs” in Théah, a multinational organization dedicated to studying the past and discovering her geography. 
conversations.prefix: The Explorer’s Society:
conversations.from: human
conversations.value: A secretive band of academics who work to protect scientific progress from the fires of the Inquisition. 
conversations.prefix: The Invisible College:
conversations.from: gpt
conversations.value: An ancient order of adventurers, seeking to bring justice to the unjust and to protect those who cannot protect themselves.
conversations.prefix: The Knights of the Rose and Cross:
conversations.from: human
conversations.value: A group of holy Vaticine Knights, wiped out centuries ago by a traitorous political ruler.
conversations.prefix: Die Kreuzritter:
conversations.from: gpt
conversations.value: Led by a mysterious masked man, these hidden crusaders protect the people of Castille from enemies both within and without.
conversations.prefix: Los Vagos:
conversations.from: human
conversations.value: Best known as the Free Thinkers, the Rilasciare promote free will and self-determination through a range of extremely unorthodox tactics. 
conversations.prefix: The Rilasciare:
conversations.from: gpt
conversations.value: A union of Vodacce women seeking equality and political power by covert means.
conversations.prefix: Sophia’s Daughters:
conversations.from: human
conversations.value: You crave power. Money is nice, but being in charge of other people is your favorite thing. You are likely to be brought down by attempting a risky grab for power and failing. 
conversations.prefix: Ambitious:
conversations.from: gpt
conversations.value: You firmly believe that you are better than anyone else. Your ideas are the best, your clothes are the most stylish, and you have to let everyone else know how much better you are. 
conversations.prefix: Arrogant:
conversations.from: human
conversations.value: You have a strong sense of self-preservation. You often hesitate to put yourself at risk, even if there’s a good reason to do so. 
conversations.prefix: Cowardly:
conversations.from: gpt
conversations.value: Everyone else seems to have it better than you. They have more money, better toys, and prettier wives. You tend to get envious over the smallest things. 
conversations.prefix: Envious:
conversations.from: human
conversations.value: Money makes your eyes light up with joy. The more, the merrier, as long as it spends. 
conversations.prefix: Greedy:
conversations.from: gpt
conversations.value: You love a good time. You party too much, drink too much, and eat too much. You have trouble resisting an invitation to join someone in a drink and sometimes shirk your duty if offered a more enjoyable time elsewhere. 
conversations.prefix: Hedonistic:
conversations.from: human
conversations.value: You have a chip on your shoulder. A big one. Your fuse is short, and you’re ready to get in a scuffle at the slightest hint of an insult. 
conversations.prefix: Hot-headed:
conversations.from: gpt
conversations.value: Your mind has a habit of drifting off at inopportune moments. It flits from one thought to the next so fast that you have trouble getting it to concentrate on the here and now. 
conversations.prefix: Inattentive:
conversations.from: human
conversations.value: You have been known to hesitate when faced with difficult choices or split-second decisions. If forced to choose between letting a Villain escape and rescuing a loved one from being lowered into a snake pit, you're likely to agonize over the situation until something – perhaps a cry for help from your sweetheart – forces your hand. 
conversations.prefix: Indecisive:
conversations.from: gpt
conversations.value: You form opinions quickly and change them very slowly. You also have a tendency to judge people on their appearance. A man dressed as a pirate, no matter how gentlemanly, is a scoundrel and a dog as far as you’re concerned. A man covered in mud is a peasant, and a woman wearing revealing clothing is a prostitute.
conversations.prefix: Judgmental:
conversations.from: human
conversations.value: You have a lusty nature and a tendency to pursue the pleasures of the flesh. A pretty woman or a handsome man (however your tastes run) is an almost irresistible temptation to you.
conversations.prefix: Lecherous:
conversations.from: gpt
conversations.value: You find it very, very difficult to abandon a friend, even if it’s only to run and get help for them. As for leaving a fallen comrade behind to die – forget it.
conversations.prefix: Loyal:
conversations.from: human
conversations.value: Lucky breaks are something that happen to other people. Your luck isn’t terrible; you wouldn’t have survived as long as you have if it were. It just isn’t very good. Look at it this way: if you need some blind luck to get you out of a sticky situation, expect to be sticking around for a while.
conversations.prefix: Misfortunate:
conversations.from: gpt
conversations.value: Nothing is beyond your capabilities. If you wanted, you could defeat the best swordsmen in all of Théah; you just haven’t had any reason to do so yet. And surely that chasm isn't too wide for you to leap across. 
conversations.prefix: Overconfident:
conversations.from: human
conversations.value: You are incapable of having a weak opinion. Everything you believe, you believe as if your life depended on it. Everything you don’t believe in, you hate with a passion.
conversations.prefix: Overzealous:
conversations.from: gpt
conversations.value: You don’t like accepting help from others. If a gift or offer of aid smacks of charity or pity even the slightest bit, you grow indignant and refuse it.
conversations.prefix: Proud:
conversations.from: human
conversations.value: You have the urge to go and look when you hear a strange noise downstairs in the middle of the night. It’s not that you’re stupid, it’s just that sometimes that little voice that says, “What would happen if I...” gets too loud to ignore.
conversations.prefix: Rash:
conversations.from: gpt
conversations.value: You lack the emotion of fear. Unfortunately, it is often an important cue that keeps men from doing foolhardy things. Sure, you don’t flinch at the sight of even the most hideous monster, but neither do you feel the need to run away when outclassed. 
conversations.prefix: Reckless:
conversations.from: human
conversations.value: The end justifies the means. You are willing to perform morally repugnant actions in order to achieve noble goals. Unfortunately, this can alienate those people who might support your cause if you didn’t use such heavy-handed methods.
conversations.prefix: Righteous:
conversations.from: gpt
conversations.value: You keep falling in love with the wrong people. You’re the common soldier who falls in love with the king’s daughter at first sight, or the Hero who falls for the Villain’s daughter without knowing who she is.
conversations.prefix: Star-crossed:
conversations.from: human
conversations.value: You don’t change your mind very often, if at all. Once you’ve decided on a course of action, you follow through no matter what. Attempts to convince you that you’re wrong roll off your back with no effect.
conversations.prefix: Stubborn:
conversations.from: gpt
conversations.value: You don’t like to believe that other people are capable of misleading and lying to you. After all, people are basically good, right?
conversations.prefix: Trusting:
conversations.from: human
conversations.value: You react to changing situations with lightning-quick mental reflexes. When someone leaps off of a balcony at you, you calmly step aside. When scything blades whip out of the floor and attempt to cleave you in two, you retain the presence of mind to dive out of the way. 
conversations.prefix: Adaptable:
conversations.from: gpt
conversations.value: You are always willing to help other people. In fact, you’re more comfortable lending aid to someone else than working towards your own ends. 
conversations.prefix: Altruistic:
conversations.from: human
conversations.value: Other people are comfortable near you. You have a way of making them feel safe. Even though there’s a hideous monster barreling down on the group, as long as you stay calm, your example will set the tone for the rest of the group. 
conversations.prefix: Comforting:
conversations.from: gpt
conversations.value: You exude confidence and composure. This has a tendency to unnerve your opponents, since they feel that you must know something they don’t. 
conversations.prefix: Commanding:
conversations.from: human
conversations.value: Although there are some beasts on Théah that rouse supernatural horror in the hearts of men, you are immune to their powers, which makes you particularly dangerous to them. When a monster becomes used to people fleeing in terror from its presence, a hero who stands and fights makes it unsure of its power, wondering if it might be the prey instead of the predator this time around.
conversations.prefix: Courageous:
conversations.from: gpt
conversations.value: You are prone to sudden flashes of inspiration. You might notice that there are the same number of wall frescoes as there are knobs on a mysterious artifact, which could well cause you to deduce that each of the frescoes contains a clue as to what each knob should be set to. 
conversations.prefix: Creative:
conversations.from: human
conversations.value: You lead by example. You are very good at showing others how to imitate your movements and at getting them to coordinate their efforts with you. 
conversations.prefix: Exemplary:
conversations.from: gpt
conversations.value: You can concentrate all of your energy on a single task. Your world narrows until only the thing you are working on remains. This allows you to accomplish a great deal, using limited resources. 
conversations.prefix: Focused:
conversations.from: human
conversations.value: Those little annoying quirks of misfortune that haunt other people seem to always overlook you. Horses don’t run underneath low branches when you’re riding them, and you never fall into the water when making an easy leap aboard ship.
conversations.prefix: Fortunate:
conversations.from: gpt
conversations.value: You make friends easily and have an easygoing personality that endears you to most people. As a result, friends are constantly popping up just when you need help out of a tricky situation. 
conversations.prefix: Friendly:
conversations.from: human
conversations.value: You understand human nature. You can quickly determine the defining characteristic of another person’s personality. This is often useful in ferreting out weaknesses or gaining forewarning of an enemy’s strengths. 
conversations.prefix: Insightful:
conversations.from: gpt
conversations.value: Being around you spurs other people to greater achievements. You are always encouraging others and helping them to find that little bit of potential within themselves that they’ve always overlooked. 
conversations.prefix: Inspirational:
conversations.from: human
conversations.value: Somehow, you seem to know things that you shouldn’t. Random bits of information mesh inside your mind, leading you to conclusions others would never have guessed. This gut feeling doesn’t always give you the answer you’re looking for, but it seems consistently to lead you in the right direction. 
conversations.prefix: Intuitive:
conversations.from: gpt
conversations.value: You are at your best when swinging down to rescue a loved one from a grisly death on the rocks below. At those moments everything comes into focus for you and you surpass your normal limitations, pulling off amazing feats of skill and heroism. 
conversations.prefix: Passionate:
conversations.from: human
conversations.value: Your eyes are drawn to details. You notice the slight guttering of torches next to secret passages, and the hostile stares that ladies direct at the man you’re talking with. These observations are second nature to you, and you rarely overlook important clues.
conversations.prefix: Perceptive:
conversations.from: gpt
conversations.value: In order to fight evil, you have to understand it, and you do. You may not like it, but you can put yourself in the Villain’s shoes and understand him.
conversations.prefix: Perspicacious:
conversations.from: human
conversations.value: Things come together for you just as the right moment. You get thrown into prison on the eve of the big breakout, aging timbers in the floor decide to give out right before the villain can finish you off, and every deathtrap you get thrown into has a convenient method of escape built into it. 
conversations.prefix: Propitious:
conversations.from: gpt
conversations.value: The verbal slings and arrows hurled by others roll off your back. You see through seduction attempts and laugh them away. And of course, nobody ever intimidates you. 
conversations.prefix: Self-controlled:
conversations.from: human
conversations.value: Some people think that you have a little bit of sorcery in your blood, while others just think that you have sharp eyes and keen ears. The truth is, you’ve always had feelings that you don’t quite understand. You just know that they mean trouble is coming, and coming quick. 
conversations.prefix: Uncanny:
conversations.from: gpt
conversations.value: You are the darling of the gods of War. Somehow, when it seems like you are doomed to fall in battle, you can summon up incredible reserves of strength to strike your opponent down, if only you can get through his defenses.
conversations.prefix: Victorious:
conversations.from: human
conversations.value: Simply put, there is nothing in this world that can keep you from your goals. Nothing.
conversations.prefix: Willful:
conversations.from: gpt
conversations.value: You’ve been around, you’ve seen things, and you’ve got more than your share of know-how.
conversations.prefix: Worldly:
conversations.from: human
conversations.value: You specialize in one of the fine arts, perhaps composing love sonnets for your beloved or painting portraits for the nobility. Artists are a special breed and can make a living with their work, which has the potential to elicit emotion and manipulate the masses, or focus upon one individual and change his heart forever.
conversations.prefix: Artist:
conversations.from: gpt
conversations.value: Courtiers are skilled in the diplomatic arts. As a member of this esteemed profession you can dine with kings, chat pleasantly with Cardinals or, when required, pull state secrets from your own lovers’ lips.
conversations.prefix: Courtier:
conversations.from: human
conversations.value: Criminals operate outside the law. They rob others, scam them out of their money and occasionally even set someone else up to take the fall. In short, they’ll do anything it takes to get what they want.
conversations.prefix: Criminal:
conversations.from: gpt
conversations.value: Doctors are trained in the professional art of healing (and sometimes the not-so-professional arts of mangling for the “betterment” of the patient). They use just about anything to cure their charges, including medicines, bandages, cauterization, or even obscure folk remedies.
conversations.prefix: Doctor:
conversations.from: human
conversations.value: The hunter makes his home in the forest. He knows its paths and ponds as well as any cutpurse knows the alleys of his city. He has learned to make a living off the land, feeding himself and using the excess to trade for other essential supplies.
conversations.prefix: Hunter:
conversations.from: gpt
conversations.value: As long as something can be sold, even if it’s a service, there will be merchants. In 7th Sea, they are a powerful collective, guided to some degree by the Vendel League and/or the Vodacce Merchant Princes.
conversations.prefix: Merchant:
conversations.from: human
conversations.value: Performers earn their living by making crowds of people laugh, cry, and cheer. Whatever comes back when they pass the hat is often all they have to eat with that night. Because the take is so small (or maybe just because they can), some performers turn their talents to other (less honest) purposes.
conversations.prefix: Performer:
conversations.from: gpt
conversations.value: Sailors work on ships. More specifically, they understand the wind and how it affects the rigging; they learn how to sail by the stars and how to plot a course; they know how to fire a cannon at an enemy ship. In short, they learn a lot of things that, when taken together, allow them to crew a ship.
conversations.prefix: Sailor:
conversations.from: human
conversations.value: Théah’s scholars are responsible for her current social and technological level. Some of them are bookish types, locked away in libraries and laboratories, while others deadly Syrneth ruins in search of lost truths.
conversations.prefix: Scholar:
conversations.from: gpt
conversations.value: Nobles and merchants are demanding employers. A servant must tread softly and work diligently to meet their standards.
conversations.prefix: Servant:
conversations.from: human
conversations.value: Spies eat away at the stability of a nation from the inside, like a worm in an apple. They skulk about, bribe underlings, steal secrets, and assassinate leaders. The outcome of an entire war can rest on their shoulders.
conversations.prefix: Spy:
conversations.from: gpt
conversations.value: An archer has spent many years honing his marksmanship with the bow. His skill is welcome in any army, and he can almost always provide meat for his table. Archers from Avalon, in particular, are famed for their skill with the bow.
conversations.prefix: Archer:
conversations.from: human
conversations.value: Athletes put in long hours making themselves faster, stronger, or more agile than most people. Their skills are often needed in Syrneth trap-riddled tombs.
conversations.prefix: Athlete:
conversations.from: gpt
conversations.value: Wise rulers know just how important capable commanders are to the survival of their country. A general is the glue that binds an army together; without his diplomatic and strategic skills, it all falls apart.
conversations.prefix: Commander:
conversations.from: human
conversations.value: Pugilism is the gentleman’s art of unarmed self-defense. A gentleman often needs to defend himself from scoundrels who would do him harm, and this goes a long way towards that.
conversations.prefix: Pugilist:
conversations.from: gpt
conversations.value: A Hero with this profession can climb on nearly any trained horse and ride with minimal effort. However, advanced training teaches some spectacular skills.
conversations.prefix: Rider:
conversations.from: human
conversations.value: Often seen as entertainment for commoners, wrestling has more practical uses as well. A wrestler, if he can get past an opponent’s weapon, has a natural advantage over an untrained fighter.
conversations.prefix: Wrestler:
conversations.from: gpt
conversations.value: Vodacce Fate Witch
conversations.prefix: Crescenzia Vestini:
conversations.from: human
conversations.value: Montaigne courtier
conversations.prefix: Evelyne de Breuil:
conversations.from: gpt
conversations.value: The youngest Villanova brother exiled to Ussura.
  
  It no secret that the Villanova are among the most vile of the Vodacce princes. So evil that they abandoned Fabian as a baby.
  
  Taken in by a widowed farmer's wife, Fabian grew to love Ussura but wonder about the life denied to him.
  
  No one knows what transpired after Fabian left the farm. The next time anyone heard of him was in Vnezakona. And this time he wasn't alone.
conversations.prefix: Fabian Villanova:
conversations.from: human
conversations.value: The mysterous twin sister of Fabian Crescenzia and his personal Fate Witch.
  
  Crescenzia never knew she had a twin brother until he showed up on her door. His story, and Threads, connected deeply within her.
  
  No one knows why Crescenzia abandoned her family to follow her brother into the icy north. All that they know is that she's devoutly loyal and always with her beloved brother.
conversations.prefix: Crescenzia Villanova :
conversations.from: gpt
conversations.value: The Castillen noble seeking asylum form the Inquisition.
  
  Sierra fled her home after killing three officers of the Inquisition in a vain attempt to save her mother.
  
  On the road to Vnezakona Sierra's mother passed and she was left truly alone in the world. Her only hope is that whomever her mother's contact within the Los Vagos will find her.
conversations.prefix: Sierra Adentro :
conversations.from: human
conversations.value: Vodacce Fate Witch. In order to escape the inevitability brought by her status, flees from Vodacce. 
conversations.prefix: Crescenzia :
conversations.from: gpt
conversations.value: Tavern 
conversations.prefix: Tavern:
conversations.from: human
conversations.value: Boarding House
conversations.prefix: Boarding House:
conversations.from: gpt
conversations.value: For shipping
conversations.prefix: Port:
conversations.from: human
conversations.value: For fishing
conversations.prefix: Dock:
conversations.from: gpt
conversations.value: Doctor's Office
conversations.prefix: Doctor's Office:
conversations.from: human
conversations.value: Woodcutters
conversations.prefix: Woodcutters:
conversations.from: gpt
conversations.value: Foresters
conversations.prefix: Foresters:
conversations.from: human
conversations.value: The new tavern, called Jale by locals, is the only place to relax and pass time in camp. Locals say that if you're looking for someone just wait, they'll be in.
  
  Along with drinking, games of chance are a common pasttime found in the Jale. While no games are officially organized, the owner provides card decks and dice cups for patrons.
  
  Popular card games include One & Thirty and Karnöffel. Popular dice games include Generala and Dudo.
conversations.prefix: Cea Jale Striga:
conversations.from: gpt
conversations.value: The one-armed, one-eye, failure of a Vestenmannavnjar raider.
  
  Now owner of Cea Jale Striga after a turn of luck in Asger's life found himself on the winning side of a Dudo game against a *very* intoxicated Luca Vitya.
  
  Now a days, Asger is only tying to keep a low-profile and live his life. Praying that his brothers back home never hear of his cowardly retirement.
conversations.prefix: Asger:
conversations.from: human
conversations.value: The Eisen doctor fled Freiburg in disgrace. 
  
  When a plague sprouted up in the shantytown, Verzweiflung, outside the city gates Dr. Einhard encouraged the city to do nothing.
  
  *"Let the plague kill rats outside our walls."*
  
  When the plague crossed the wall and prominent merchant, Redmund Erhart, found his nephew ill the tides turned on Eckart. The doctor was cast out of his home city and fled to Vnezakona
conversations.prefix: Dr. Eckart Einhard:
conversations.from: gpt
conversations.value: The bitter Ussuran who lost his Brotherhood and bar to Vestenmannavnjar.
  
  When raiders hit Luca's abby he was the only survivor. It if wasn't for a scavenger he would have died in the ruins. When he awoke he found himself in Vnezakona and found his knowledge of brewing to be *very* popular among locals.
  
  Luca opened Cea Jale Striga and established a new life for himself, until another raider plied him with drink and swindled his home from him.
  
  
conversations.prefix: Luca Vitya:
conversations.from: human
conversations.value: Not an office as much as a backroom in the Doctor's home. None the less, many of the injured and infirm find their way to this house.
conversations.prefix: Doc Einhard's:
conversations.from: gpt
conversations.value: Named after a common fish of the area, the Pestrit Pike was a warehouse before it was a boarding house.
  
  A gentleman's agreement with Luca Vitya of Cea Jale Striga kept the Pike from serving drink or gambling but now that Luca has sold his tavern the Pike has started serving mead with breakfasts.
conversations.prefix: Pestrit Pike:
conversations.from: human
conversations.value: The Ussuran logging foreman who got rich selling his camp.
  
  When a Vodacce Prince offers you more Guilders than you've ever seen you don't say no.
  
  Albert took his pay day and convinced his buyer to leave him a single shipping warehouse. Smelling the change on the wind, Albert converted the old dockside storeroom into a boarding house for visitors and sailors.
conversations.prefix: Albert Tamazi:
conversations.from: gpt
conversations.value: Technically it's the Villanova Camp now, but the Tamazi has stuck with the workers. One of the largest timber camps in the Vnezakona area and second largest exporter of lumber.
  
  Located within a six hour hike from Vnezakona the Tamazi Camp fells twenty trees a day. The timber is shipped down river until it arrives back in the city where it's milled into lumber to be shipped out across Théah.
conversations.prefix: Tamazi Camp:
conversations.from: human
conversations.value: The only lumber mill in Vnezakona was built less than three years ago. Up until then the city didn't have the population to staff a mill and shipped raw timber out across Théah.
conversations.prefix: Villanova Mill:
conversations.from: gpt
conversations.value: For years the simple stone docks saw a few boats a month, now it's a few boats a day.  
  
  The Dockmaster keeps a tight fist on the comings and goings, enough so she's become a bit of a nuisance of Vnezakona's new owners.
conversations.prefix: Vnezakona Docks:
conversations.from: human
conversations.value: The Avalonian dock master with a "secret" pirate past.
  
  The dread pirate of the Crimson Harlot once terrorized the Trade Sea. Two years ago, however, she vanished... Never to be heard from again.
  
  Rumors persist that Circe was once that Captain, a rumor she adamantly denies... sober.
  
  A few drink into the night, however, it becomes difficult to avoid hearing Circe tell tales of her former life.
conversations.prefix: Circe Mattas:
conversations.from: gpt
conversations.value: An Eisen mercenary hired by the Villanova Twins to oversee their enterprise.
  
  For years Rutger sold his blade to the Eisen nobles and killed his countrymen on the battlefield. When a contract came to move north it took more than coin to steal Rutger's sword from his former patron.
  
  The promise of an ending. A life unbloodied. The Twins insist that day will come soon... Any day now, in fact. Until then, Rutger continues to end lives for his patrons.
conversations.prefix: Rutger Teufel:
conversations.from: human
conversations.value: zz- Art Placeholder
conversations.prefix: zz- Art Placeholder:
conversations.from: gpt
conversations.value: The Ussuran merchant who owns the majority of Vnezakona's timber camps.
  
  Konstantin has only recently arrived in Vnezakona, having previously been only interested in the profits from the camp and not it's day to day activity.
  
  However, upon hearing of Albert Tamazi's selling to a Vodacce Prince, Konstantin decided to begin seeing to his interests personally.
conversations.prefix: Konstantin Polzin:
conversations.from: human
conversations.value: The local Ussuran hero, famed monster hunter, and younger brother of Konstantin.
  
  Petar retired twelve years ago and his brother, Konstantin, set him up as foreman for a small timber camp near Vnezakona.
  
  A hard-working and no-nonsense man, Petar has instilled a fierce loyalty in his workers. His reputation helped win over the locals and he's become a bit of a hero to the camp.
conversations.prefix: Petar Polzin:
conversations.from: gpt
conversations.value: The Montaignen serial killer turned Harbinger of the Conqueror Worm. 
  
  Jack was an infamous killer who stalked the streets of Crieux for more than a decade. Eventually captured and awaiting the guillotine, Jack was sprung from his cell and offered a new life. A life of sailing and violence. 
  
  A third of the supporting fleet behind The Raven, Jack commands the Conqueror Worm and is renown for the bloodshed left in his wake.
conversations.prefix: Jack of Blades:
conversations.from: human
conversations.value: zz- Art Placeholder
conversations.prefix: zz- Art Placeholder:
conversations.from: gpt
conversations.value: The Tamazi camp's chief rival and largest exporter of lumber.
  
  Located fourteen house from Vnezakona the Polzin Camp ships out two-hundred logs a week. The timber is shipped down river until it arrives back in the city where it's sold to the Villanova mill.
conversations.prefix: Polzin Camp:
conversations.from: human
conversations.value: The Avalonian scourge descending upon Vnezakona.
  
  The sorceress admiral took her name, and malevolence, from Avalon's infamous Sídhe. Leannán has only been active for the last five years. Her fleet includes her flagship, Raven, along with the three Harbinger ships; Conqueror Worm, Annabel Lee, and Bells.
  
  Recently she's been terrorizing the Eisen's northern coast. This spring she was seen in St. Tremult. Heading north.
conversations.prefix: Leannán Sídhe:
conversations.from: gpt
conversations.value: The Avalonian second-in-command and Harbinger of the Annabel Lee. 
  
  Jane was a pirate for years before she came to captain the Annabel Lee. She's sailed with The Raven longer than any other Harbinger and is the defacto second-in-command.
  
  Unlike her brothers, Jane tends for bloodless conflicts. A privateer at heart, Jane avoids fighting in favor of capturing her targets. Some say her captive's fate is one worse than death.
conversations.prefix: Jane Cotton:
conversations.from: human
conversations.value: The Eisen born creature that commands the Bells hails from no mortal womb.
  
  A creature birthed in an laboratory under Leannán's supervision became known as the Bellringer. The latest addition to the fleet. A crafted man designed to follow the fleet's orders.
  
  The Bellringer is less of a terror on his own and more of a weapon held in Leannán's grasp. Though some whisper that when left to his own devices the Bellringer... experiments.
conversations.prefix: Bellringer:
conversations.from: gpt
conversations.value: Swordsman have a basic understanding of the theories and techniques of modern swordplay. Fencing weapons such as the rapier, foil, smallsword, and epée are the foundation for most of the training presented in Théah’s Swordsman Schools.
conversations.prefix: Swordsman: Unschooled:
conversations.from: human
conversations.value: Aldana is the fighting style of choice for Castillians. It is one of the few fighting styles on Théah that forgoes the use of the off-hand. Instead, the off-hand is tucked behind the duelist’s back and he presents his side to his opponent, narrowing the choice of targets that can be struck at. Aldana is designed for use with fencing weapons.
conversations.prefix: Swordsman: Aldana:
conversations.from: gpt
conversations.value: Ambrogia has caught on like wildfire in recent years. It is remarkable for two chief reasons. The first is that it teaches its students to fight with their sword in their left hand and their main gauche in their right. The secon is that its creator, Veronica Ambrogia, also happens to be one of Vodacce’s most famous courtesans.
conversations.prefix: Swordsman: Ambrogia:
conversations.from: human
conversations.value: The most popular fighting style taught in Avalon is Donovan. This style is somewhat old-fashioned, using a buckler and smallsword instead of the more modern rapier and main gauche. The smallsword has a thicker blade and possesses a sharp edge, unlike most rapiers.
conversations.prefix: Swordsman: Donovan:
conversations.from: gpt
conversations.value: The Eisenfaust style is taught at several academies in Eisen. It teaches the use of a broadsword in conjunction with an off-hand panzerhand, or iron glove. The student is trained to deflect or grab incoming attacks with his glove and exploit the openings left in his opponent’s stance with his broadsword (which is considered a Heavy Weapon). 
conversations.prefix: Swordsman: Eisenfaust:
conversations.from: human
conversations.value: Leegstra isn’t as much a fighting style as a philosophy or an act of willpower. It is designed to be used with a Heavy Weapon, such as a broadsword or an axe, and shows very little regard for the student’s own safety.
conversations.prefix: Swordsman: Leegstra:
conversations.from: gpt
conversations.value: The Valroux style of fighting is one of several that uses a fencing weapon in the primary hand and a main gauche in the off-hand. The fighting style is technically defensive, with the main gauche used only to parry. Students of this style are prone to teasing their opponents. They call attention to openings they could have exploited, generally humiliate their opponents and then finish them off whenever the duel grows wearisome.
conversations.prefix: Swordsman: Valroux:
conversations.from: human
conversations.value: In the land of Avalon, the legends of the people come to life. Avalon sorcerers harness the energy of the people’s belief and channel it in order to perform miraculous feats of strength, guile, or skill. This ability is known as Glamour. It was taught to the Avalons by the Sidhe, who gave them a magical artifact known as the Graal. If the Graal were to be lost, the sorcerers would lose their power until it was returned.
conversations.prefix: Sorcerer: Glamour:
conversations.from: gpt
conversations.value: Lærdom (lair-dom) is the study of words believed to be the “true names” of metaphysical concepts important to the Vestenmannavnjar. According to the Skjæren (skyair-en, Rune Carvers), these twenty-four words were spoken by their tribal ancestors, who became their pantheon of gods. Each represents a physical or emotional characteristic which is embodied by the god who first carved it. Today, PC Skjæren are able to tap into the primal forces of the world through use of the Lærds (lairs, Runes).
conversations.prefix: Sorcerer: Lærdom:
conversations.from: human
conversations.value: The most famous sorcery (perhaps because it is so violently spectacular) belongs to the Montaignes. Doorway magic (called Porté by those who practice it) involves the sorcerer ripping holes the fabric of the universe and stepping through to somewhere else. Not only do the doorways bleed, but some swear they can hear a slight sound when the hole opens as if it were screaming in pain. Not only is the “bleeding” of the doorway itself a part of the sorcery, but bleeding of the sorcerer is also necessary.
conversations.prefix: Sorcerer: Porté:
conversations.from: gpt
conversations.value: Pyeryem is the most unusual of the mystic arts, in that it is not exactly a form of sorcery. The ability to take animal form is more of a holy act than a sorcerous one, a benefit from the Ussurans’ spiritual relationship with Matushka. She also gives them the ability to speak the tongue of the animals.
conversations.prefix: Sorcerer: Pyeryem:
conversations.from: human
conversations.value: Fate magic is one of the rarest sorceries in Théah. It is only found in Vodacce, and runs only in the blood of its women. Those attuned to Sorte can see the great web of fate and how its tendrils connect to all things. With enough skill, the sorte strega (“Fate Witch”) can recognize the types of strands as well. Finally, the grand witches (called nonna by lesser witches) can create or destroy strands, a very dangerous undertaking.
conversations.prefix: Sorcerer: Sorte:
conversations.from: gpt
conversations.value: Not much is known of the blasphemous sorcery of Eisen necromancy...
conversations.prefix: Sorcerer: Totenbeschwören:
conversations.from: human
conversations.value: This is the working class of Vnezakona. Men and women who fell trees for eight months straight then sail home for four.
conversations.prefix: Surly Men and Burly Women:
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.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: There was a time, long ago, where the swordsmen of Clan MacDonald were considered to be some of the finest on Theah.
  
  They were wild, unpredictable, and their Claidheamh-mòr (Claymore) were amongst the most devastating weapons the  Numans ever encountered.
  
  Of course, that was an age ago. Greatswords have long since fallen out of favour on the continent, and most Highlanders carry them to honour their heritage rather than defend themselves.
conversations.prefix: Swordsman: MacDonald:
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.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 find it very, very difficult to abandon a friend, even if it’s only to run and get help for them. As for leaving a fallen comrade behind to die – forget it.  
conversations.prefix: Loyal: