conversations.from: system
conversations.value: The basic idea of the world, and game we will play in:
  
  A fantasy world that has been covered by a permanent layer of clouds blocking the sunlight from the Darklands below. The only places left above the clouds are the tops of mountains. Civilization fled to the mountain tops to survive - leaving below the clouds only death, ruin, and darkness.
  
  To get between these islands on the clouds there are sky-ships which float on the clouds. Since the clouds split the world into light and dark, things have collapsed for society, there is no living space, goods and services are not adequate, and food and water is scarce. A huge source of trade, tools, items and materials come from the ancient ruins beneath the clouds.
  
  The Darklands have no light, except for fire, or natural (magical) light. Some creatures and plants that might glow or shine. Normal plant life can't exist there, and so there is a scarcity of food - only mushrooms and fungus grows properly in the Darklands. There is only chaos and darkness, no food to sustain large groups, everything below the clouds has devolved into small tribes fighting over land and food.
  
  A thousand years has passed since the clouds split the world in two. Now there are booming cities on the mountain tops, and small kingdoms on the mountain ranges. Some settlements have grown too large for their mountains, and expand into the Darklands below. 
  
  This is a world full of scavenging, pirates, warring city states, religious orders, flying ships, vast mushroom forests, and forgotten cities.
  
  ---INFO---
  
  The world is a fantasy one, technology level is early renaissance (no guns) with the exception of some steamtech, and Zeppelins. Magic is very rare, so players should **not** have any magical abilities.
  
  The players are free to make their own cards, and to be creative with the world. I only ask that you not make any drastic changes, and consult me in the commentary if something seems like it might not be suitable.
  
  Please take time in making your characters, I want developed characters with history and a good glimpse inside of them. Characters should not be esoteric or outcasts because this is a social game and the players will be companions.
  
  You will all find yourselves starting the game as passengers on board an air-ship transport towards the city known as Bolden's Cap:
  
  A large city built around the peak of tallest mountain in the Giantsbane Ridge, the only one that reaches above the clouds. Not the largest city in the realm, but one of the most populated, with networks of caves descending into the mountain and small villages within the clouds and beneath them, extending the city down into the Darklands. The city has a busy cloudport and crowded streets, the kind of city that can make or break a man’s fortune before the coins hit the table.
  
  ---NOTE---
  
  I started the same story before ( https://storium.com/game/the-lightside-chronicles and https://storium.com/game/the-lightside-chronicles-ii ) I expect fast play. So this game is going to be a fast pace. Please only submit a character if you can make a move at least once every two days. People with very busy schedules should not apply. It will bring a damper on the whole story.
conversations.from: human
conversations.value: Halfling: You’re small but earnest, brave in a pinch, cunning and sly.
  
  ...
  
  Suggested Strength: Witty
  
  Suggested Weakness: Naïve
conversations.from: gpt
conversations.value: Elf: Your ancient people are few, these days, but by your will and grace the world shall be bettered.
  
  ...
  
  Suggested Strength: Wise
  
  Suggested Weakness: Proud
conversations.from: human
conversations.value: Dwarf: Your folk are fortifying themselves beneath the ground, yet you seek adventure on the surface.
  
  ...
  
  Suggested Strength: Resilient
  
  Suggested Weakness: Obsessed
conversations.from: gpt
conversations.value: Warrior: Long have you trained for, and dreamt of, battle and adventure. No longer shall you wait for it.
  
  ...
  
  Suggested Strength: Strong
  
  Suggested Weakness: Dull-witted
conversations.from: human
conversations.value: Wizard: You’re a rare sort: a genuine wizard. The fate of the land falls to folk as versed and wise as you.
  
  ...
  
  Suggested Strength: Wizardly
  
  Suggested Weakness: Frail
conversations.from: gpt
conversations.value: Thief: That you’re a thief is not in dispute but your motives may be good and true.
  
  ...
  
  Suggested Strength: Stealthy
  
  Suggested Weakness: Conniving
conversations.from: human
conversations.value: Cleric: You have dedicated yourself to the ways of faith so as to help and heal.
  
  ...
  
  Suggested Strength: Wise
  
  Suggested Weakness: Contemplative
conversations.from: gpt
conversations.value: Paladin: As the landed lords and ladies have their knights of the realm, so does the temple have you.
  
  ...
  
  Suggested Strength: Strong
  
  Suggested Weakness: Proud
conversations.from: human
conversations.value: Druid: You practice and protect the old ways, minding the beasts and the land with wisdom and care.
  
  ...
  
  Suggested Strength: Cunning
  
  Suggested Weakness: Oafish
conversations.from: gpt
conversations.value: Ranger: No shining knight are you. You protect the common folk from the evils treading in from the wild.
  
  ...
  
  Suggested Strength: Dextrous
  
  Suggested Weakness: Brutish
conversations.from: human
conversations.value: Strong: Strong of body.
conversations.from: gpt
conversations.value: Dextrous: Quick and precise of hand and eye.
conversations.from: human
conversations.value: Cunning: Intelligent, even ingenious.
conversations.from: gpt
conversations.value: Resilient: Able to withstand or recover from difficulty and pain.
conversations.from: human
conversations.value: Wise: Experienced and informed about the ways of the world.
conversations.from: gpt
conversations.value: Charming: Attractive, persuasive, and likable.
conversations.from: human
conversations.value: Witty: Quick on your feet, funny, and likable.
conversations.from: gpt
conversations.value: Educated: Well schooled and informed about the facts of the land.
conversations.from: human
conversations.value: Wizardly: In command of some measure of magical power.
conversations.from: gpt
conversations.value: Stealthy: Quiet and surreptitious in nature or demeanor.
conversations.from: human
conversations.value: Cowardly: Your fear holds you back sometimes.
conversations.from: gpt
conversations.value: Oafish: Uncultured and indelicate, perhaps even clumsy.
conversations.from: human
conversations.value: Contemplative: You tend toward thought over action to the point that is can cause you trouble.
conversations.from: gpt
conversations.value: Frail: Physically weak, perhaps due to age or injury.
conversations.from: human
conversations.value: Naïve: Inexperienced and perhaps too trusting.
conversations.from: gpt
conversations.value: Brutish: Insensitive, unsubtle, and forceful.
conversations.from: human
conversations.value: Dull-witted: Your mind is like a blunted blade: effective but imprecise.
conversations.from: gpt
conversations.value: Proud: Sometimes your confidence sours into arrogance.
conversations.from: human
conversations.value: Obsessed: You’re preoccupied with your interests to the point of causing you trouble.
conversations.from: gpt
conversations.value: Conniving: You scheme, you conspire, and you are sometimes careless about lawbreaking.
conversations.from: human
conversations.value: Explore!: Go where you’ve never been before and share your experiences through song and story.
conversations.from: gpt
conversations.value: Resist Mundanity: Avoid the draw and distraction of the mundane in favor of headier, more spiritual affairs.
conversations.from: human
conversations.value: Through Right Crafting: You’re building something greater than yourself, something that will better this land.
conversations.from: gpt
conversations.value: Defeat Evil: It’s not enough to withstand the darkness or to survive. You must push it back.
conversations.from: human
conversations.value: Keep Your Secrets: Protect your secrets and maintain the façade that makes you seem wiser and more capable than maybe you are.
conversations.from: gpt
conversations.value: Retrieve What’s Lost: Not everything is where it belongs in this world. You take things ... and put them where you say they belong.
conversations.from: human
conversations.value: Heal the Sick: People are suffering and it is your duty to heal them, bodily and spiritually.
conversations.from: gpt
conversations.value: Put the Dead to Rest: The unsettled dead are a danger and an affront. They cannot be allowed to persist. Slay them.
conversations.from: human
conversations.value: Heal the Land: Heal the wounds caused by wicked monsters and human machinations even if you cannot prevent them.
conversations.from: gpt
conversations.value: Protect the Meek: Take it upon yourself to defend the innocent people of the land from the perils within and without.
conversations.from: human
conversations.value: Rescue the Lost Adventurer: Poor Wat Greenfoot’s mission has turned to misadventure. Rescue him from the Mad Caves before it’s too late!
conversations.from: gpt
conversations.value: Slay the Monster of the Mad Caves: Unless the monstrous creature lairing in the Mad Caves is dealt with for good, it shall linger and hurt more folk.
conversations.from: human
conversations.value: Chart the Mad Caves: The Mad Caves were once carved like a rune into the mountain. Explore them fully to decipher that rune.
conversations.from: gpt
conversations.value: Plunder the Catacombs: The old catacombs are full of precious grave goods and treasures going to waste down there.
conversations.from: human
conversations.value: Recover A Dwarf-made Treasure: The Mad Caves once teemed with Dwarf miners. Bring back some token of their handiwork.
conversations.from: gpt
conversations.value: Restore Peace in the Catacombs: Those buried in the ancient catacombs deserve peace. Give those graves some semblance of honorable rest.
conversations.from: human
conversations.value: Impress Sir Gwyndolyn: The king’s daughter, a knight called Sir Gwyndolyn, may task you with grand quests if you prove your mettle to her.
conversations.from: gpt
conversations.value: Impress Brother Conway: Brother Conway knows the land and its people and can teach you much if he finds you worthy of the lore.
conversations.from: human
conversations.value: Find the Gilded Skull: The fabled Gilded Skull has been lost for a generation — and coveted by the royal family. Riches if you find it.
conversations.from: gpt
conversations.value: Slay One Dozen Boars: Wild boars roam the countryside in alarming numbers these days. Cull their ranks for the good of all.
conversations.from: human
conversations.value: Map of the Mad Caves: This sketchy, paper map of the Mad Caves was started by an adventurer hoping for riches, but it’s incomplete.
conversations.from: gpt
conversations.value: Enchanted Sword: Fine swords such as these were once common across the land, combining Dwarf steel with Elf magic.
conversations.from: human
conversations.value: A Few Loose Coins: It’s no great treasure, but perhaps it’s a start.
conversations.from: gpt
conversations.value: Skull Key: A sturdy iron key with a metal skull for a grip, this supposedly unlocks the ancient catacombs.
conversations.from: human
conversations.value: Gilded Skull: A human skull, dipped in gold, with three gems for each eye. A ghastly gift buried by the ancients.
conversations.from: gpt
conversations.value: Ever-bright Torch: A simple-looking torch that burns bright until commanded, in Elvish, to stop.
conversations.from: human
conversations.value: Cloak of the Raven: This shiny black garment makes on hard to see and slows a fall — at least for a few feet.
conversations.from: gpt
conversations.value: Elven-make Ring: Ancient rings mades by the Elves like this once held great power, but most have lost their might.
conversations.from: human
conversations.value: A Bloody Big Axe: Cruel-looking, heavy, and chipped... but sharp!
conversations.from: gpt
conversations.value: Potion of Hope: A simple glass vial, corked. Runes meaning “vital” are etched into the glass.
conversations.from: human
conversations.value: Dragon Rampant Inn: This cozy place’s sign depicts a heraldic dragon with three paws raised to strike. The folk here couldn’t be nicer.
conversations.from: gpt
conversations.value: Old Wizard’s Tower: This half-crumbling old tower by the lake is where wizards meet, when wizards meet, which is rare these days.
conversations.from: human
conversations.value: Temple of the Wise: The only proper temple for miles, this modest building is mostly a nave and an altar for common worship.
conversations.from: gpt
conversations.value: Castle in the Lake: Built in a grander time, this walled-in keep stands on a rock in the lake, reachable by a bridge of old stones.
conversations.from: human
conversations.value: The Bonepit: Little more than a deep, dry well now, the so-called Bonepit leads to the ancient catacombs beneath the village.
conversations.from: gpt
conversations.value: Tunnels of the Mad Caves: Supposedly an ancient Dwarf-mine, the Mad Caves are a maze of rumored treasures and certain danger.
conversations.from: human
conversations.value: Cavern of Anguish: The heart of the Mad Caves is Küzarn Curune, “Cavern of Anguish,” where many Dwarven miners perished in accidents.
conversations.from: gpt
conversations.value: The Lair: Dank and rank, this bone-strewn cave is surely the lair of something large, ravenous, and smelly.
conversations.from: human
conversations.value: Ancient Catacombs: The ancients buried their dead in catacombs at the lake’s edge, but the place half-flooded and was forgotten.
conversations.from: gpt
conversations.value: Treasure Vault: A long-forgotten cavern that once glittered with silver and diamonds ... and might not be exhausted yet.
conversations.from: human
conversations.value: Ruined Bridge: The bridge across the Old River has washed out and the fjord here has always been dangerous.
conversations.from: gpt
conversations.value: Riddle at the Gate: The priests who sealed these doors etched a riddle into them, warning visitors and rebuking grave-robbers.
conversations.from: human
conversations.value: Checkerboard Corridor: This long passage of checkered slate is lined with little holes and recesses—perfect for hiding lethal traps.
conversations.from: gpt
conversations.value: Crushing Walls Chamber: A pressure plate on the floor triggers a trap meant to squash grave-robbers!
conversations.from: human
conversations.value: Clawing Hands: The walls of this passage are lined with ancient bones. Even now they gather and form reaching, clawing hands!
conversations.from: gpt
conversations.value: Dwarf-make Door: A crack in the wall betrays the existence of a secret door still held secure by an ingenious, complex locking mechanism.
conversations.from: human
conversations.value: Crystal Song: The crystals in this chamber sing and thrum out notes that threaten to enchant any who listen to them.
conversations.from: gpt
conversations.value: Dwarf-make Bridge: A narrow bridge of finely cut stones leads ahead ... if it holds.
conversations.from: human
conversations.value: Orb of Fire: Is this swirling mass of molten fire some kind of trap? Or some kind of spirit?
conversations.from: gpt
conversations.value: The Storm: A dreadful squall pours down rain, making every movement into an ordeal.
conversations.from: human
conversations.value: Burrick the Innkeeper: The quiet, rotund keeper of the local inn hears all the tales and knows how to ply a patron to get a story told.
conversations.from: gpt
conversations.value: Sir Gwyndolyn of the Lake: Born in the capital but raised in the Castle in the Lake, this knightly princess sees the local people as hers to protect.
conversations.from: human
conversations.value: Mad Adventurer: Raving and wild-eyed, this poor panicked soul claims to be the only escapee of a misadventure in the Mad Caves.
conversations.from: gpt
conversations.value: Pointy-toothed Goblins: Hungry, nasty, pointy-toothed goblins dwell in the wilderness and the caves, striking out to steal sheep and pies.
conversations.from: human
conversations.value: Hulking Ogre: A brutish hulk, shaped roughly like a man but thrice as tall, with a tree limb for a club. It reeks something fierce.
conversations.from: gpt
conversations.value: Creeping Ooze: What might at first seem to be a slick of mold can turn out to be a vile, dissolving patch of malicious ooze.
conversations.from: human
conversations.value: Razor-tusked Boar: Wild boar roam the countryside, eating pets and crops and scaring the common folk.
conversations.from: gpt
conversations.value: Stalking Skeletons: Yellowed bones striding and striking on their own, driven by will or ire or anguish alone.
conversations.from: human
conversations.value: Wat Greenfoot: Poor Wat Greenfoot was part of a misadventure in the Mad Caves and soon he’ll be made into porridge for an ogre.
conversations.from: gpt
conversations.value: Brother Conway: Wise and kind, this monkish fellow travels about the land, healing and teaching. They say he has elf blood in him.
conversations.from: human
conversations.value: Survive: Instinct is setting in. You need to survive.
conversations.from: gpt
conversations.value: Adrenaline : Survival Instinct
conversations.from: human
conversations.value: The Salvation of Solae: You are tasked with bringing Solae's salvation. You work in her name.
conversations.from: gpt
conversations.value: Keep your Secrets Safe: You have some secrets that you want to protect.
conversations.from: human
conversations.value: Defeat your Loneliness: You have wandered for along time, alone. Perhaps it is time to find some friends.
conversations.from: gpt
conversations.value: Gareth Tal: This alias can usually get you out of trouble.
conversations.from: human
conversations.value: Sharp Knife: A sharp knife.
conversations.from: gpt
conversations.value: Mysterious Amulet: An artifact from the Darklands that you wear around your neck. What secrets does it hold?
conversations.from: human
conversations.value: Ginger Root: A ginger root. Often used as a cure for airsickness.
conversations.from: gpt
conversations.value: Find a new place for yourself: You have left your former home. Now it is time for a new one - to find a new place for yourself.
conversations.from: human
conversations.value: Discover What Happened To the Artuid: You have a burning curiosity to discover what happened to the Artuid.
conversations.from: gpt
conversations.value: The Artuid: The Artuid is a zeppelin transport that operates between some of the larger cities in this sector.
conversations.from: human
conversations.value: A Thief Among You: One of the passengers has stolen something on board the ship. The Captain has held you all on the deck as he searches your cabins.
conversations.from: gpt
conversations.value: Talk him down: The thief is clearly indecisive and acting on fear. Can you convince him to give himself up?
conversations.from: human
conversations.value: Free Catriona L'angelo: Catriona L'angelo is being held hostage by the thief. 
conversations.from: gpt
conversations.value: The Captains Dining Room: This room is small with a large table at it's center. Decorated far above what you would expect.
conversations.from: human
conversations.value: The Storm: The Storm threatens to destroy the ship, or any chance of escape. You need to work fast, and make sure you don't succumb to it's fear, or the extreme weather.
conversations.from: gpt
conversations.value: Boldon’s Cap: a large city built around the peak of tallest mountain in the Giantsbane Ridge, the only one that reaches above the clouds. Not the largest city in the realm, but one of the most populated, with networks of caves descending into the mountain and small villages within the clouds and beneath them, extending the city down into the Darklands. The city has a busy cloudport and crowded streets, the kind of city that can make or break a man’s fortune before the coins hit the table.
conversations.from: human
conversations.value: Dockside Tavern: This tavern has people of all types, all drinking together. Mostly those who work on the docks, but also anyone who would travel through the area.
conversations.from: gpt
conversations.value: The Airship Docks: Typical Airship docks.
conversations.from: human
conversations.value: Widows Peaks: These uninhabited peaks are rocky and hard, not a place to stay too long. Many have lost their way through the peaks and there are a few air-ship carcasses scattered around the rocks. A great battle was once fought here long ago and now it is rumored that the dead haunt the peaks.
conversations.from: gpt
conversations.value: Captain of the Guards: The captain has you all surrounded, and threatens to arrest you.
conversations.from: human
conversations.value: Minister Hal: One of the men who presides over the temple, and takes care of lost tribesmen, he is old, and somewhat frail. he speaks softly, and comfortingly.
conversations.from: gpt
conversations.value: The Barmaid: She is young, and cute. She seems to smile at you, or at everyone.
conversations.from: human
conversations.value: Bond from the experience: It was not something you would choose to happen to you. But it happened, and now that this strange experience is over, you have a connection to those you shared it with. The pillar of light, the strange pirate, that noise. Like something out of a dream.
conversations.from: gpt
conversations.value: Get away from the guards!: **This obstacle affects Fledger Only, though others can help him.** 
  
  You have been spotted, and you need to escape!
conversations.from: human
conversations.value: The Pillar of Light: A mysterious pillar of light that lasted a minute and shone as bright as day extended from the Darklands into the heavens - piercing through the clouds.
conversations.from: gpt
conversations.value: Explorer: You are a one of the few who brave the Darklands looking for goods and tools, and even adventure.
conversations.from: human
conversations.value: Pirate: You are a pirate, flying around the clouds looking for plunder and glory.
conversations.from: gpt
conversations.value: Brave: You are not afraid of putting yourself in harms way.
conversations.from: human
conversations.value: Beer Mug: A mug of beer.
conversations.from: gpt
conversations.value: Resolve the situation peacefully: Resolve the situation on the docks without anyone getting hurt.
conversations.from: human
conversations.value: Survive: You need to survive. You have two choices, escape, or prevent the ship from going down.
conversations.from: gpt
conversations.value: Captain Alcot: Captain of the Artuid. The captain is not a patient man, and he does not believe in wasting the patience of others.
conversations.from: human
conversations.value: Fine Dining: Trickier than it looks. The etiquette involved is staggering. You don't want to make a fool of yourself. But you also don't want to come off as prudish. And you don't want to embarrass yourself.
conversations.from: gpt
conversations.value: Explorer: You are a one of the few who brave the Darklands looking for goods and tools, and even adventure.
conversations.from: human
conversations.value: Wealth: You were fortunate enough to be born with a silver spoon in your mouth. While you try not to rub it in anyone's face, you do use it to your advantage when need be.
conversations.from: human
conversations.value: Oblivious: When you're in the middle of something, it's hard for you to take a good grasp of your surroundings and see what could be going on right under your nose.
conversations.from: human
conversations.value: Make a name for yourself: For too long you've been in the shadow of your family, a powerful shipping company. 
  
  You want to make a name for yourself outside of the family business and become well respected for your own legacy.
conversations.from: gpt
conversations.value: Motion Sick: You get motion sick on anything that isn't your own two legs.
conversations.from: human
conversations.value: Observant: Minute details are easy for you to see, and understand.
conversations.from: gpt
conversations.value: Been Around: You've seen much in your lifetime.
conversations.from: human
conversations.value: Serene: Tranquil, peaceful, when it comes to most things, you're calm and composed.