conversations.from: system
conversations.value: Welcome to the city of Oathbond. Oathbond is a bustling city and center of commerce that sits at the heart of the Three Kingdoms. Geographically, Oathbond is situated at the northeast end of the large lake known as the Bloodspeace. Oathbond serves as both bustling trade port and fortress citadel guarding the Oaksflow River that continues eastward to the Brinespray Ocean. 
  
  The trade that flows between the great elven capital of Woodhaven in the north, the dwarven capital of Deepstone Keep to the west, and the human capital of Bayhead to the east, passes largely through Oathbond. The city serves as a symbol of the alliance that has kept the three great kingdoms strong allies for two millenia, ever since the end of the great Godsrift War that saw all the planes of existence thrown into chaos and resulted in the death or disappearance of many gods except for the seven of the Heptatheon and their seven counterparts of the Dark Council.
  
  The Treaty of Oathbond, which created the formal charter of the city at the end of the Godsrift War, was a reflection by the people of the material plane in this area of this world to recognize the Treaty of Wyrms that was originally proposed and the germ of the peace negotiated first by Bahamut and Tiamat and then gradually adopted, amended, and ultimately signed by all the members of the Heptatheon and the Dark Council in an attempt to prevent all the planes of existence from being ripped apart by the ever more powerful magics that combatants on all sides were throwing around, either directly at their enemies or at proxy armies fighting with and across the planes.
  
  Since its founding, Oathbond has been the site of Allied Councils that occur once a decade, where diplomats from Woodhaven, Deepstone Keep, and Bayhead meet to assess progress of common initiatives, renew and update trade and military agreements, review intelligence reports of developments concerning both opportunities and threats to the Three Kingdoms from outside events or forces, and to resolve any queries or disputes that may have arisen since the previous Council meeting concerning resources, commitments, exchange rates, and political movements within the three Allied kingdoms. Traditionally the three-month-long Allied Councils have been over two months of parties, festivals, and celebrations with just a few short days of cordial meetings, but in the last few hundred years, that has gradually been changing...
  
  Additional Ancient History and Modern History for the game setting can be found on the forums in this thread under Looking For Players: https://storium.com/forums#/category/lfp/thread/ktc7d9
  
  ==========================================
  
  Oathbond Chronicles Game Play
  
  Hello adventurers and story lovers! Right off the bat, this is a Storium game played with the mechanics and pacing of Storium, but following (as much as possible in such a setting) the rules of the Wizards of the Coast (tm) Dungeons and Dragons Fifth Edition (tm) Basic Rules set. 
  
  I am running this game for two reasons: the first is to see how feasible it is to translate a traditional tabletop RPG game experience to a setting like Storium; the second is to playtest a campaign setting I have been working on for my own homebrew D&D 5e (tm) game. I have chosen to adopt and use the D&D 5e (tm) Basic Rules set because these have been published as a free download by Wizards of the Coast (tm) so it does not require players to purchase any reference books or software to participate in the game, beyond any money you may have already given the fine folks at Storium.
  
  Below are several sections for the benefit of players. The first is a series of links to free download resources for the Dungeons & Dragons Fifth Edition (tm) materials published on the Wizards of the Coast (tm) web site. I'm pointing to these resources so there is no question we're using FREE and LEGAL materials provided by the game publisher and we're observing all proper copyright laws pertaining to these materials.
  
  Below the links are a list of house rules I will institute for Storium since we all won't be playing "in the moment" and all sitting down simultaneously to take our turns. We also won't be able to verify or observe each others' die rolls for attacks, saves, and ability checks since each player may be taking their turn on different days and almost certainly in different time zones. So I'll do my best to keep track of anyone that seems to go on a tremendous "lucky" or "unlucky" streak and may invoke the occasional narrator's request for a turn edit if it seems warranted.
  
  Finally, since Storium Gamma release has arrived, we now have direct in-game communication between the narrator and each player in Storium. Because of that I can send each of you the long-winded Ancient History and Modern History of the Three Kingdoms campaign setting when you sign up to play. I wish the Player Background tab were active at this point, because I'd put it there and be done with it. But it's not and that's too bad for now.
  
  ==========================================
  
  Links to free published game resources:
  
  I want to avoid pointing people to third party resource sites if we can avoid it. I'd recommend being sure your anti-virus and firewall software is up-to-date before downloading anything, even from the Wizards of the Coast (tm) links provided below, but I feel reluctant to point you to any other sites that may have less corporate controls and checks than the game publisher itself, both to avoid chances of copyright infringement and for trying to reduce the chances anyone will stumble upon malware.
  
  D&D 5e (tm) Basic Rules (Printer Friendly): http://media.wizards.com/2014/downloads/dnd/PlayerDnDBasicRules_v0.2_PrintFriendly.pdf
  
  D&D 5e (tm) Character Sheets (Printer Friendly): http://media.wizards.com/2014/downloads/dnd/5E_CHARACTERSHEETSV3.ZIP
  
  Wizards of the Coast (tm) Dungeons & Dragons (tm) online dice roller: https://www.wizards.com/dnd/dice/dice.htm
  
  ==========================================
  
  House Rules
  
  Character Race/Class/Level:
  All characters will start the first scene of the game at Level 1 with zero XP. In terms of races and classes, I'll ask everyone to restrict themselves (for now) to classes and races found in the Basic Rules I linked above. If we develop a core group of players that all eventually purchase additional resource books from Wizards of the Coast (tm) for the D&D 5e (tm) game system, then we can discuss expanding further. But for now I want to make the barrier to entry for this game as economically inexpensive as possible and put everyone on a level playing field, since there's a bit of a time commitment already in downloading and reading through the rules.
  
  In the Storium cards for character creation, I added three cards that reference the D&D 5e (tm) Player's Handbook. These are for Nature (background) Weakness (flaw) and Subplot (bond). If you have the D&D 5e (tm) PHB, feel free to use that to add some flavor variety to the party. You could also use these cards to create a completely original Nature, Weakness, and Subplot, subject to approval (it would have to make sense for the setting of the game and the background you create). 
  
  Dice Rolls:
  I'll ask everyone (including myself) to use the link to the online Dice Roller to roll their dice. Some players may not have physical dice, and if we all use the same Dice Roller then we'll all be subject to the same random number generation equally.
  
  Experience Awards and Inspiration:
  I'll award experience at the end of encounters for the whole team--everyone who fully participated in the encounter (missing no more than one turn) will receive an equal share of experience. Additionally, I'll award "Inspiration" resource cards to players who do a particularly good job of role-playing or turn description both during encounters and in non-combat scenes. Each character can have one "Inspiration" card at a time per character level, and can either cash them in on a roll of their own or give them to another character whose turn may be important to the whole party. "Inspiration" is a mechanic straight out of D&D 5e (tm) that allows a player "Advantage" (a second d20 roll, and the player gets to choose the highest result) on a single attack roll, saving throw, or ability check. You won't be able to stack multiple "Inspiration" cards on a single roll, but higher level characters can spend more than one "Inspiration" card per turn on separate rolls if they have them available (e.g., one on an attack roll and another on a saving throw to break the effect of a harmful magical spell or condition).
  
  Roleplay:
  At its best, Dungeons and Dragons (tm) has always been more about collaborative storytelling and social interaction than hacking and slashing with mighty weapons, pointing and booming with magical effects, or accumulating masses of fictional wealth, power, or magical loot. The dice rolls add a certain random element to the game, but the most important thing for our purposes in this Storium game will be the description of the actions your characters take and not the mechanical results of those actions. 
  
  So feel free to describe the look, sound, or tactile (temperature, force, or physical sensation) of any spells or class abilities you use, and don't be too constrained by the suggested descriptions in the rule book. You can run with those if you like, but you can make your "magic missiles" have different color, sound, or other descriptive effects as long as it doesn't change the mechanical effect described in the rules. And you can give your mighty warrior or dour cleric a catch phrase or battlecry (e.g., Dr. McCoy's famous, "Dammit, Jim, I'm a doctor, not a [insert profession here]" from the original Star Trek series in the 1960s). Give your armor or weapon some custom design treatment or special history to go with your character background, but understand that won't have any mechanical effect on its ability to hit an enemy or protect you. These things just may make the game more fun for you and the other players, and provide opportunities for interaction between players.
  
  Gender Roleplay:
  A core ideal behind Storium is that you can be whoever and whatever you want to be. That's also always been true in D&D (tm), but over the years I've found that sometimes I need to impose a rule at the table that players restrict themselves to their real-life gender identity and romantic orientation. It's a rule I won't enforce in this game from the start, but I'll tell you why I use it and ask that we abide by its spirit, or I may have to ask someone to leave the game if it causes problems. 
  
  It sometimes happens that players in a table-top RPG choose to play a different gender or romantic orientation as a means of making a caricature or wildly exaggerated and unrealistic character. The classic example is the socially awkward male player who plays a female character that looks like a popular Hollywood actress and behaves like a female porn star when the camera is on. To me that kind of thing is just childish and a bit offensive, and I won't accept it. By the same token, it's the 21st century and I will defend any player's right to be free from harassment or bullying for playing their character with the gender identification and romantic orientation that best reflects the player's own personal feelings. 
  
  I can't remember if Storium forces players to identify themselves as male or female, and I don't really care for the purposes of this game. But just be respectful of other players in terms of the boundaries they choose for their character. Don't try to force another character into any romantic situations with yours regardless of how your character feels toward theirs. Feel free to use the comments section or trade email addresses with other players if you want to explore the possibility of your character and theirs forming any sort of romantic bond. If you both consent and agree on the parameters, I say go for it. And please let me know if you've expressed discomfort to another player for how their character has made advances to yours and they keep at it. I want all players to make each other feel welcome in this game, and that means your right to play your character how you want ends at the point it makes another player uncomfortable continuing in the game. Period.
  
  For my part, to be fair to everyone and remain agnostic about whether players are male or female, if your character wants to have romantic fun with any NPC I control, any of that will happen off screen and in your imagination, and will strictly be based on your ability to persuade the NPC with dice rolls of your ability checks and a random roll on my part to determine if the NPC in question swings from that side of the plate in the first place. I just want to avoid the situation where individual players feel either singled out or left out if it feels like the narrator does a lot more flirting or interaction with a certain character.
  
  NSFW Spectrum and Rating:
  In character generation, I'll ask each player to submit an NSFW preference (PG or full NSFW) and their real-life age bracket (17 or under; 18 or over). If we have any minors in the game, I'll try to enforce a PG rating on the game just to be sure nobody has to deal with the potential of another player's angry parents. 
  
  I'm in the 18 or over category, and I'd be lying if I said that my two favorite TV series were anything other than the HBO dramas Game of Thrones and True Detective. So if everyone is OK with NSFW, we can go "full Westeros" on the language, violence, and romance between consenting characters. And on the extreme off-chance that some celebrity who is a minor joins our game (e.g., a Maisie Williams, a David Mazouz, or a Camren Bicondova) then it gets an automatic "My Little Pony" rating on language, romance, and violence--mainly for the sheer irony of it... By putting that in writing, of course, I've guaranteed we won't have that situation.
  
  Character Generation:
  Choose a race and a class first, since this will help determine how you want to distribute your ability scores. We're going to use a format known as "heroic" character generation. This is where you roll 2d6 for each of the six primary stats (Strength, Constitution, Dexterity, Intelligence, Wisdom, Charisma) and then add 6 to the result. This guarantees nobody will wind up with a super underpowered character (technically it's possible to have all scores be 8s but that would be just as unlikely as having all scores be 18s). Once you have the six results, distribute them across the abilities in a way that makes sense for the class/race combination you are playing and the character concept you want to build. Also be sure to check the Basic Rules you downloaded to see any racial bonus or penalties to ability scores that you receive.
  
  Character Sheets:
  I've provided a link to some .zip files from Wizards of the Coast (tm) for official D&D 5e (tm) character sheets. These sheets are in PDF format, and there are a number of downloadable tools and utilities (some built in to operating systems like Windows 8) that will let you edit form-fillable PDFs or print them to a new PDF file. I'm hoping we can use these sheets to keep an electronic version of your character sheets that can be shared with the narrator (me) for reference. If it becomes a real headache or technical challenge for anyone, we can let you simply send me an email with all of the relevant stats each time you level up. 
  
  Saves, Attacks, Defenses, Spellcasting, and Resistances:
  One drawback to putting dice rolling mechanics of a table-top RPG into a game like Storium could be the lag time between probability dice rolls (d20 attack and save rolls, as well as the effects of special defenses and resistances). Normally in a table-top game a player or the narrator would roll for an attack or call for a Saving Throw and the other party would announce if the attack hits or the Saving Throw succeeds right away before damage is rolled or effects happen. To avoid players having to wait to see if their attack hits a monster or NPC, I will put key information like the Armor Class, Saving Throws, and Spellcasting DC for enemies you face in their character cards. That way when you write your turn you can determine with the dice roller if an attack hits or a spell takes effect. Likewise, I'll have all the character information from each player to determine if an attack or spell cast by the opponent hits a player without having to wait for them to log into the game and post a response to determine if a simple hit or effect takes place.
  
  Initiative and Turn Timing:
  For those familiar with table-top RPGs like Dungeons & Dragons (tm), normally when there are encounters or combats, every player and each group of NPC monsters rolls a d20 to set initiative order, then play goes around the table in that order from highest to lowest. With the mechanics of a game like Storium, some players may have much more or much less time to come online and make a move during the week, so I don't want to bog down scenes waiting three days for the next initiative in the order to post a move, and then having to wait for the next person to have some time off to get to theirs. That would make the game very slow. 
  
  So for the first couple of scenes, I will propose that each turn lasts a maximum of one week from the time I post it (if everyone moves in the first couple of days, we'll move to the next turn), and that at the top of each turn I will make a "high-low" roll on behalf of each group of NPCs or monsters the party is facing or fighting. A high roll means that NPC or monster group moves at the beginning of the turn; a low roll means that NPC or monster group moves a few days later. Players, in the mean time, can just log in and make their moves when they have the time during the week. If it helps you with the feel of a traditional table-top RPG combat, use the Dice Roller to make an initiative check and then judge if that means you'd act near the beginning or closer to the end of the turn, but I won't require that. Remember to follow the downloaded game rules to determine the extent of your allowed actions during a single turn (round) of combat.
  
  Finally, if a full week elapses and a player fails to post a turn, we'll move on to the next turn and presume that character was incapacitated for some reason during that round of the action. If we get to a point where a player misses 3 turns in a row, I'll have to strongly consider removing that player from the game and opening invitations for a new player to be added at the end of the encounter (it may mean adjusting opponents on the fly if the party is suddenly smaller due to player abandonment during a fight, but I'll have to decide that on the state of the battlefield should that happen).
  
  After two full combats, I'll use the comments section of the Storium game to take everyone's pulse on how this initiative system and turn pacing is working, and we'll see if everyone would prefer to set a hard initiative order--the change would have to be unanimous and depend largely on how much time players have to devote to the game based on work, school, relationships, and other social/volunteer commitments they may have offline and outside the game.
  
  Milestones:
  The D&D 5e (tm) Dungeon Master's Guide provides an optional rule for "milestones" that I'm going to invoke for this game. According to the basic rules, there are certain things that recharge for characters only after a "short rest" or a "long rest" (two game mechanics). I'm going to say that every two combats the party has triggers a milestone, and that means each character can choose ONE of the following to recharge without having to take the in-game time for a short rest or a long rest:
  - gain the benefit of a short rest
  - recover an expended hit die
  - recover one expended spell slot
  - regain one charge on a magic item with limited daily charges
  
  That's it. Yeah, that's probably enough; we'll handle any additional background you need for your character through the direct two-way communication channel during the Character creation process.
conversations.from: human
conversations.value: This quadrant is the poorest quarter in all of Oathbond, and is located on the eastern portion of the northern lobe of the city, squeezed between the Oakflow River and the Old North Wall of the city. Freeman’s Favela is fairly large, but it is cramped with squalid, ramshackle dwellings that often look like they were cobbled together out of fallen timbers and shipwreck salvage if the builders were lucky, and scraps of whatever storm-blown junk they could find if they weren’t. 
  
  There are few streets wide enough to drive carts down through many neighborhoods in the Favela, and most of the pathways make narrow alleys in other parts of the city look spacious. There is often raw sewage on the debris-covered dirt or cobblestones, and it’s not uncommon to see small packs of semi-feral dogs or cats scrounging for meals in one corner or another.
  
  As you wind your way through the warren of twisting pathways, all of your senses are assaulted. You can of course smell the occasional pools of raw sewage on the ground, and it’s become dark enough that many of the residents of this area (most of whom seem to be human) have begun lighting candles or lanterns inside their meager shelters. The construction on most of them is so shabby that the light spills out into the alleys, casting dancing shadows across the ground and walls of their neighbors’ homes. Of course as the dying day fades toward twilight your half-elf eyes have no trouble seeing. Even in the dead of night you can easily pick your way through any part of the city with your dark vision.
  
  In addition to the smells and sights, your ears hear more than they want. Poverty is a strain on all those who endure it, and too often you overhear the squabbles of spouses or families through the paper-thin walls of their homes as you pass, sometimes the shouts accompanied by the sound of physical altercations and squeals of fear or pain. And you hear other sounds as well—some who are trying to forget their poverty in the sounds of passion, and others who have drunk themselves sick and are now vomiting up whatever rotgut alcohol they had consumed earlier. Your nose involuntarily wrinkles and your eyes sometimes sting if the stench of bile is strong enough for you to detect.
conversations.prefix: Freeman's Favela:
conversations.from: gpt
conversations.value: It’s a merry evening at The Drunken Boatman. The Boatman is one of the cleanest and most friendly taverns on the north bank of the river. It’s located less than a block from the waterfront on the eastern side of the quarter. The barkeep is a friendly half-elf named Reshy who has run the place for more than 25 years. The food is always good and the musicians play lively entertainment, and The Boatman is known as a place that attracts adventurers because Reshy has a reputation for making sure that the disreputable sort of customers don’t feel welcome in his establishment. 
  
  While a chill is falling in the evening air outside as autumn starts turning toward winter, the inside of The Boatman is warm. The smells of baking bread, roasting meats, and simmering soups waft from the kitchen every time a serving maid carries a laden tray out into the common room to set at a customer’s table, and every time they carry empty plates back into the kitchen for washing. The ale is cold, the wine is good, and the entertainers tonight have been keeping mugs thumping and hands slapping on tables as they play lively reels and jigs, and occasionally they allow for folks to have quiet conversations as they play softer and slower ballads of long ago battles or loves long lost.
  
  During the time you’ve been in Oathbond, you’ve spent a few evenings in The Boatman such that Reshy has come to know a bit about you and that you’re one looking for adventure.
conversations.prefix: The Drunken Boatman Tavern:
conversations.from: human
conversations.value: Reshy is the half-elf owner and barkeep at the Drunken Boatman Tavern in Oathbond.
  
  Important Stats:
  AC 10
  Saves 10 (all)
  Passive Perception: 10
conversations.prefix: Reshy:
conversations.from: gpt
conversations.value: Half-elf friend of Reshy who wants to hire you and your friends for an important mission (should you choose to accept it).
  
  Important Stats:
  AC: 10
  Saves: 10 (All)
  Passive Perception: 10
conversations.prefix: Gortomer:
conversations.from: human
conversations.value: You are a Cleric from the Basic Rules. You can choose any race and gender from the Basic Rules as well.
conversations.prefix: Cleric:
conversations.from: gpt
conversations.value: You are a Fighter from the Basic Rules. You can choose any race and gender from the Basic Rules as well.
conversations.prefix: Fighter:
conversations.from: human
conversations.value: You are a Rogue from the Basic Rules. You can choose any race and gender from the Basic Rules as well.
conversations.prefix: Rogue:
conversations.from: gpt
conversations.value: You are a Wizard from the Basic Rules. You can choose any race and gender from the Basic Rules as well.
conversations.prefix: Wizard:
conversations.from: human
conversations.value: If your highest score is Strength, you can re-roll 1 attack or damage die roll once per day. This ability recharges after a Long Rest.
conversations.prefix: High Strength:
conversations.from: gpt
conversations.value: If your highest score is Dexterity, you can re-roll 1 Saving Throw or Sneak check once per day. This ability recharges after a Long Rest.
conversations.prefix: High Dexterity:
conversations.from: human
conversations.value: If your highest score is Constitution, you can re-roll 1 Saving Throw or recover one extra hit die of hit points as a Bonus Action once per day. This ability recharges after a long rest (not after a milestone).
conversations.prefix: High Constitution:
conversations.from: gpt
conversations.value: If your highest score is Intelligence, you can re-roll 1 Arcane spell attack or one Skill Check once per day. This ability recharges after a long rest.
conversations.prefix: High Intelligence:
conversations.from: human
conversations.value: If your highest score is Wisdom, you can re-roll 1 Divine Spell attack roll or 1 Saving Throw once per day. This ability recharges after a long rest.
conversations.prefix: High Wisdom:
conversations.from: gpt
conversations.value: If your highest score is Charisma, you can re-roll 1 Skill check or one Saving Throw once per day. This ability recharges after a Long Rest.
conversations.prefix: High Charisma:
conversations.from: human
conversations.value: You were an acolyte in a temple. See p. 37 of the Basic Rules PDF for other details.
conversations.prefix: Acolyte:
conversations.from: gpt
conversations.value: You were once part of a criminal organization (or maybe you still are...). See p. 38 of the Basic Rules PDF for more information.
conversations.prefix: Criminal:
conversations.from: human
conversations.value: You have a hero's reputation in your home village or neighborhood. See p. 39 of the Basic Rules PDF for other details.
conversations.prefix: Folk Hero:
conversations.from: gpt
conversations.value: You are of noble birth, or your family was nobility not too many generations ago. See p. 40 of the Basic Rules PDF for other details.
conversations.prefix: Noble:
conversations.from: human
conversations.value: You have spent years of study learning all kinds of knowledge. See p. 41 of the Basic Rules PDF for other details.
conversations.prefix: Sage:
conversations.from: gpt
conversations.value: You were once in a military, militia, or other organized armed organization, and you have had formal military training. See p. 42 of the Basic Rules PDF for other details.
conversations.prefix: Soldier:
conversations.from: human
conversations.value: Choose a flaw from the Acolyte Flaw Table in the Basic Rules PDF. Use this if you have the Acolyte background.
conversations.prefix: Acolyte Flaw:
conversations.from: gpt
conversations.value: Choose a flaw from the Soldier Flaw Table in the Basic Rules PDF. Use this if you have the Soldier background.
conversations.prefix: Soldier Flaw:
conversations.from: human
conversations.value: Choose a flaw from the Noble Flaw Table in the Basic Rules PDF. Use this if you have the Noble background.
conversations.prefix: Noble Flaw:
conversations.from: gpt
conversations.value: Choose a flaw from the Criminal Flaw Table in the Basic Rules PDF. Use this if you have the Criminal background.
conversations.prefix: Criminal Flaw:
conversations.from: human
conversations.value: Choose a flaw from the Sage Flaw Table in the Basic Rules PDF. Use this if you have the Sage background.
conversations.prefix: Sage Flaw:
conversations.from: gpt
conversations.value: Choose a flaw from the Folk Hero Flaw Table in the Basic Rules PDF. Use this if you have the Folk Hero background.
conversations.prefix: Folk Hero Flaw:
conversations.from: human
conversations.value: Choose a bond from the Folk Hero Bond Table in the Basic Rules PDF. Use this if you have the Folk Hero background.
conversations.prefix: Folk Hero Bond:
conversations.from: gpt
conversations.value: Choose a bond from the Criminal Bond Table in the Basic Rules PDF. Use this if you have the Criminal background.
conversations.prefix: Criminal Bond:
conversations.from: human
conversations.value: Choose a bond from the Acolyte Bond Table in the Basic Rules PDF. Use this if you have the Acolyte background.
conversations.prefix: Acolyte Bond:
conversations.from: gpt
conversations.value: Choose a bond from the Sage Bond Table in the Basic Rules PDF. Use this if you have the Sage background.
conversations.prefix: Sage Bond:
conversations.from: human
conversations.value: Choose a bond from the Noble Bond Table in the Basic Rules PDF. Use this if you have the Noble background.
conversations.prefix: Noble Bond:
conversations.from: gpt
conversations.value: Choose a bond from the Soldier Bond Table in the Basic Rules PDF. Use this if you have the Soldier background.
conversations.prefix: Soldier Bond:
conversations.from: human
conversations.value: Choose a background from pp 127 - 141 of the D&D 5e (tm) Player's Handbook
conversations.prefix: PHB Background:
conversations.from: gpt
conversations.value: Choose a flaw to match your background from pp 127 - 141 of the D&D 5e (tm) Player's Handbook
conversations.prefix: PHB Flaw:
conversations.from: human
conversations.value: Choose a bond to match your background from pp 127 - 141 of the D&D 5e (tm) Player's Handbook
conversations.prefix: PHB Bond:
conversations.from: gpt
conversations.value: Oathbond is a bustling city that serves as a hub of commerce and diplomacy for the Three Kingdoms. It is considered part of all and subject to none by custom and treaty.
conversations.prefix: Oathbond City Streets:
conversations.from: human
conversations.value: Eryn Amakiir is a half-elf cook's helper at The Drunken Boatman, a popular tavern in The Peoples' Quarter. You have the impression she is related to Reshy, the proprietor of the Boatman.
conversations.prefix: Eryn Amakiir:
conversations.from: gpt
conversations.value: There's something else you  feel is more urgent to do than answer a summons from some tavern owner you barely know.
conversations.prefix: Other Business:
conversations.from: human
conversations.value: Bardeid is a youth you have seen a couple of times at The Drunken Boatman tavern in the Peoples Quarter. He seems to work for Reshy, the owner of the Boatman.
conversations.prefix: Bardeid Jassan:
conversations.from: gpt
conversations.value: Lindal is an amiable halfling you have seen more than once at The Drunken Boatman tavern in the Peoples' Quarter. He seems to be on very good terms with the tavern owner, Reshy.
conversations.prefix: Lindal Thorngage:
conversations.from: human
conversations.value: Yulda is a server at The Drunken Boatman tavern in the Peoples' Quarter. At times when she is not busy, you have seen her gaze longingly at the half-elf proprietor of the tavern, Reshy.
conversations.prefix: Yulda Chergoba:
conversations.from: gpt
conversations.value: You can use your Inspiration to take an additional action, or to allow another party member to take another action.
conversations.prefix: Inspiration:
conversations.from: human
conversations.value: The proprietor of the Drunken Boatman has sent someone to find you. He has information about some work that might appeal to adventurers like you.
conversations.prefix: Reshy's Request:
conversations.from: gpt
conversations.value: Bandits rush into the Drunken Boatman with violence and murder on their minds!
conversations.prefix: Bandits!:
conversations.from: human
conversations.value: Can't grab your sword? That chair or broken table leg is handy and looks like it might do the trick! It is a bar fight, after all...
conversations.prefix: Improvised Weapon:
conversations.from: gpt
conversations.value: Oathbond's future (and perhaps that of the Three Kingdoms) seems untenable. Will you help guide the future to reform (aid Gortomer to determine the fate of the protesters) or speed its spiral toward anarchy (help the criminal gangs erode the rule of law)?
conversations.prefix: Story Arc: Reform or Anarchy:
conversations.from: human
conversations.value: 1. Ask some questions of your new companions and get some answers. 
  2. Tell everyone something about your background.
conversations.prefix: Getting to know you:
conversations.from: gpt
conversations.value: Buy a mug for someone at your table, or someone else (and tell us who it is) that catches your eye in the bar.
conversations.prefix: Buy that one a drink!:
conversations.from: human
conversations.value: Learn a little bit about each other. 
  
  1. Tell the group something about yourself. 
  2. Ask someone at your table something about themselves.
conversations.prefix: Meet Your Party:
conversations.from: gpt
conversations.value: This NPC has an offer I like. I'm ready to jump at the offer!
conversations.prefix: I'm in!:
conversations.from: human
conversations.value: I might be willing to help this NPC, but I need more convincing first before I decide.
conversations.prefix: I'm not sure...:
conversations.from: gpt
conversations.value: Buy a drink for someone at your table or in the tavern.
conversations.prefix: Have a drink on me!:
conversations.from: human
conversations.value: The mugs might look like they would make a good weapon--heavy, thick, leaded crystal that would probably hurt if one hit you. But Reshy cries "Not my mugs!" when another patron tries to swing one at a bandit.
conversations.prefix: Not the mugs!:
conversations.from: gpt
conversations.value: A quick-reacting spell by Drake blocks a blow from an enemy that would otherwise hit!
conversations.prefix: Shield!:
conversations.from: human
conversations.value: Drake erects a magical shield to block an enemy's attack.
conversations.prefix: Shield!:
conversations.from: gpt
conversations.value: Gortomer wants you to find Constable Wolt Timble. He thinks Timble may be able to tell you something about what has happened to his nephew and the other half-elves that have gone missing.
conversations.prefix: Constable Timble:
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: I have spent most of my life in the wilds, far from civilization, or on the fringes of it.  I am a wanderer, and am in tune with wild beasts, especially bears and foxes.
conversations.prefix: Outlander:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: I am slow to trust those of other races, tribes, and societies.
conversations.prefix: Slow To Trust:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: I will bring terrible wrath down on the evildoers who destroyed my homeland.
conversations.prefix: Wrath to Destroyers:
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 thrive in front of an audience. Entrancing, entertaining, even inspiring. Your music captivates and inspires all you meet.
conversations.prefix: Entertainer:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: You have a thing for you know... ladies.. alcohol... the niceties of life. It can be an issue sometimes..
conversations.prefix: Eccentric:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: You follow in the footsteps of a legendary folk hero and often quote his stories and tales even if others do not know of him...
conversations.prefix: Inspired:
conversations.from: human
conversations.value: Sorcerers carry a magical birthright conferred
  upon them by an exotic bloodline, some otherworldly
  influence, or exposure to unknown cosmic forces.
  One can’t study sorcery as one learns a language, any
  more than one can learn to live a legendary life. No one
  chooses sorcery; the power chooses the sorcerer.
conversations.prefix: Sorcerer:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.
conversations.prefix: Sage:
conversations.from: human
conversations.value: Most people scream and run when they see a demon. I stop and take notes on its anatomy.
conversations.prefix: Demonic Fascination:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: I sold my soul for knowledge. I hope to do great deeds and win it back.
conversations.prefix: What's a Soul worth?:
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: My hatred of my enemies is blind and unreasoning. 
conversations.prefix: Hard Heart:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: You have trained your entire life preparing for a war that never came. Your time and effort have  been spent guarding and policing your kingdom instead. 
conversations.prefix: Soldier:
conversations.from: human
conversations.value: Those who fight beside me are those worth dying for.
conversations.prefix: Me vs. Them:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Most people scream and run when they see a demon. Drake stops and takes notes on its anatomy.
conversations.prefix: Making Notes Comes First:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Drake's life’s work is filling a new tome of a demonic lore. And making sure each demon-hunter in the world has access to this tome.
conversations.prefix: Add to the Library:
conversations.from: gpt
conversations.value: I can slip in and out of shadows as easily as an owl, and as quiet as a cat.
conversations.prefix: Stealth:
conversations.from: human
conversations.value: One of the more potent spells Drake have come to rely on, letting him attempt to charm humanoids he meets. Beings of greater Wisdom are usually less susceptible to it's influence, as are the hostiles. The charmed individual regards Drake as a very friendly acquaintance. When the spell ends, the person knows it was charmed, so building lasting relationships using this spell is out of the question.
conversations.prefix: Charm Person:
conversations.from: gpt
conversations.value: A simple but effective trip taught to wizards early in training. For bards, especially Valle, this cantrip of many tricks comes in handy for getting in and out of situations...
conversations.prefix: Prestidigitation:
conversations.from: human
conversations.value: You have height, armor, a Goddess, and a glare you've been practicing for twenty plus years on your side. Your influence can be overpowering.
conversations.prefix: Intimidation:
conversations.from: gpt
conversations.value: Extending his hand and tracing a sigil of warding in the air, the caster of this cantrip gains resistance against damage dealt by weapon attacks.
conversations.prefix: Blade Ward:
conversations.from: human
conversations.value: A string of curses, intricately woven to disturb the very fabric of your opponent. 
conversations.prefix: Vicious Mockery:
conversations.from: gpt
conversations.value: A potent evocation, producing a thin sheet of flames from the caster's fingertips. The flame burns in a cone with a radius of fifteen feet, burning everything indiscriminately.
conversations.prefix: Burning Hands: