conversations.from: system
conversations.value: The Blight has returned and has routed the army of Ferelden.  King Theiran has fallen along with possibly all the Grey Wardens.  Only swift action by General Loghain has saved the army of the realm from being completely wiped out.  
  
  However because of the defeat, much of the south has been abandoned to the Blight as the Arls and the General attempt to reorganize and mount a counter-offensive.  
  
  Word has reached the town of Hulsberg that the Blight is approaching in numbers.  While your local Arl has folded local Templar and Mages into his militia, his forces cannot reach the town before the Blight can.  The only recourse the towns people have is to flee or hold up in the keep above the town and wait for relief from the Arl.  
  
  ------
  
  As you can see this game is set during Dragon Age 1, while the Blight is ravaging southern Ferelden.  Your character would have fled north but word reached the town that Blight further north attacking refugees.  All you can do is hold up in the keep and wait for the Arl to come before the Blight or disease gets you.
  
  Players can make whatever sort character you might like.  You can be anything.  A Dalish mage, a templar, a dwarf, a Qunari Warden, a citizen of Ferelden or a foreigner.  You can even be one of those filthy Tevintors.  
  
  The catch however is that collectively you do not have the power and numbers to wipe out the Blight or fight your way through their horde.   Best case scenario is you have the skills, cunning and luck to hold out long enough for help to arrive before the Blight breach the walls or tunnel up from beneath.  
  
  This is a survival horror game.  Dozens of terrified people jammed into a keep that is not meant for so many people and has seen better days.  Can you hold off the Blight?  Can you keep from turning on each other?  Are inflicted amongst you?  You get the picture.
  
  This is going to be a short game, which I hope will go quickly.  I hope to get through 1 to 2 scenes a week, with scenes progressing on Wednesdays and Sundays.  
conversations.from: human
conversations.value: Hulsberg Keep: A fortification built centuries ago to protect local farmers and towns people from Avvar raiders.  While it is still a stout structure, it has seen better days and it not stocked like it supposed to be.
conversations.from: gpt
conversations.value: Make your own: Make your own
conversations.from: human
conversations.value: Make your own: Make your own
conversations.from: gpt
conversations.value: Make your own: Make your own
conversations.from: human
conversations.value: Make your own: Make your own
conversations.from: gpt
conversations.value: Make your own: Make your own
conversations.from: human
conversations.value: Flight: You were caught off guard with the swiftness by which the Darkspawn have appeared near the town.  There is not time or room enough to flee, so you must grab what you can and hurry to the keep.  
conversations.from: gpt
conversations.value: Huddled Masses: The keep is crammed with frightened townsfolk.   Children cry, adults silently weep for the love ones left outside and the fear has rendered the minds of many dumb and blind.  Amongst the chaos a few struggle to organize the mess.  
conversations.from: human
conversations.value: Walking wounded: There people wounded, some partially trampled in the mad dash for the keep, some injuried by the darkspawn vanguard.  They need medical attention
conversations.from: gpt
conversations.value: A candle against the setting sun: Sister Beaston is trying to fill the hearts of those in the keep with hope.  
conversations.from: human
conversations.value: Pouch of Herbs: In your forsight, you have gathered an extra pouch of herbs of medicinal properties.  
conversations.from: gpt
conversations.value: A Reputatoin: Because of your honestly, that merchant remembers that you didn't steal from him.  And will let anyone know what a fine man you are.
conversations.from: human
conversations.value: Prejudice : You're not human and because of this you are met with suspicious.  People are less likely to listen or trust you out of ignorance or bigotry.  
conversations.from: gpt
conversations.value: Putting on Airs: The perception is that you think you're better than the rest of the people in the keep.  They're not keen on whatever you have to say.  
conversations.from: human
conversations.value: Wait! I've got that!: It turns out, you have just what they need in your bag.  
conversations.from: gpt
conversations.value: Prejudice: You’re not human and because of this you are met with suspicious. People are less likely to listen or trust you out of ignorance or bigotry.  [You must play this card before using your primary Strength Card.]
conversations.from: human
conversations.value: Putting on Airs: The perception is that you think you’re better than the rest of the people in the keep. They’re not keen on whatever you have to say.  [You must play this card before using your primary Strength Card.]
conversations.from: gpt
conversations.value: Acrane Squiggles: The circle mage's early attempt at protective magic worked but it's a short term solution.  Very short term.  He and the Commander need sigils drawn at strategic points through the keep that will allow him to anchor more power and strengthen the walls and barred windows.  Bert grabbed you to help as you seemed more mentally together than those around you. 
conversations.from: human
conversations.value: Barrels of Fun: The stores in the basement need to be moved to the upper levels so if there is a breach, the inhabitants won't be left without food or water.  This takes muscle and time.  You've been dragooned into helping.
conversations.from: gpt
conversations.value: A Little Heart: A small boy is standing off to one side, clutching wooden horse.  He looks he's cried himself into and out of hick-ups.
conversations.from: human
conversations.value: Better Gods: The house elves are curious about Brialora's Dalish beliefs and would like to know more.   
conversations.from: gpt
conversations.value: Murder!: Mrs. Tanner was murdered, but by who?  And for what reason? 
conversations.from: human
conversations.value: Breaking Bread: The Templar seems like he's looking he's desperate for a bit of conversation that doesn't revolve around impending death.
conversations.from: gpt
conversations.value: Lower Level Infestation: The Darkspawn have tunneled up under the keep and the basement, thankfully free of supplies now are swarming with the supposed spawn of Man's hubris.  
conversations.from: human
conversations.value: Lower Level Infestation: The Darkspawn have tunneled up under the keep and the basement, thankfully free of supplies now are swarming with the supposed spawn of Man's hubris.  
conversations.from: gpt
conversations.value: Emissary Emnitity: Darkspawn emissary stand at the center of the surging mass of murder and mayhem babbling in dark incantations in their filth tongue.
conversations.from: human
conversations.value: Darkspawn climbers: With the chaos of the fighting and upward retreat some darkspawn managed to scale the keep's exterior to boarded up windows and are trying to breach the upper floors.
conversations.from: gpt
conversations.value: Infected: There are soldiers and villagers who injured during the hectic fight and flight.  Their wounds are turning black and their skin pale and clammy.  Some openly display their wounds, despairing at the unfairness of it all but silently asking for swift death be delivered lest they turn.  Others try and hide their own wounds or the wounds of loved ones out of desperation and blind hope.
conversations.from: human
conversations.value: Burden of Command: Commander Bert and her lieutenant are dead.   The rank and file and the refugees are in disorder.  If you act quickly you can step forward and take command.
conversations.from: gpt
conversations.value: Blood Magic: Desperate times begat desperate measures.  The Circle Mage as it turns out knows a few naughty tricks and will use them if asked. 
  
  [treat as a strength card]
conversations.from: human
conversations.value: Back Door Action: There is a secret passage to the upper halls.  The way between the safety of your current location and the passage is a swarm of darkspawn.  Do you to take a chance and try for the Upper Halls?
conversations.from: gpt
conversations.value: Re-enforce the barricade: You decide a breakout attempt is too dangerous and spend the respite to re-enforce the barricade.  
  [1 card per player, you can only commit to one challange, Neutral Outcome will be treated as a Weak Outcome] 
conversations.from: human
conversations.value: Breakout (cont.): In less than a day in the keep you have already lost the lower halls and you're trapped like rats in the upper halls.  This is your one chance at a breakout and you've decided to take it.  Better to roll the dice than die one doorway at a time.
  [2 cards per player, you can only commit to one challenge, Neutral Outcome will be treated as a Weak Outcome]
conversations.from: gpt
conversations.value: Magical Suprise [Drayn]: You and the Circle Mage have cooked up something 'creative' knowing that the Darkspawn would eventually breach the doors.  
conversations.from: human
conversations.value: All the Knives [Aderyn]: Dark-spawn made it past the barricade, not unexpected.  It's a fight now to get to the fall back point.  
conversations.from: gpt
conversations.value: Fight in the Dwarf, not of the size [Gywn]: The Darkspawn are pressing in and it's a fight to deal with them and all the clumps humans.  
conversations.from: human
conversations.value: Fell Lumber [Jon]: The Darkspawn are pressing in and you need to buy time for the women and children to get to the fall back point.  
conversations.from: gpt
conversations.value: Ever After: Jon among a few other survived the siege.  But what does Fate have in store for the woodsman?
conversations.from: human
conversations.value: Poacher: There's good money in meat. Few villages won't throw a few silvers towards a few rabbits or a deer. Can make a fine living if the predators, bandits,  undead, and elves are avoided. Darkspawn are asking a bit much. 
conversations.from: gpt
conversations.value: Trap Making: From snares and spring-traps to more sophisticated machines, you have many tricks to your trade. Some of which prove as effective on men as they do on beasts.
conversations.from: gpt
conversations.value: Hermit: You spend a lot of time out in the woods. Sometimes with other people who spend a lot of time in the woods. Anyone else tends to wish you were still out there.
conversations.from: gpt
conversations.value: Get Out!: Someone probably thinks this is funny. The trapper trapped himself in a big stone box with the rest of the lambs and hounds braying at the door. Of all the ends you could want, this definitely isn't it!
conversations.from: human
conversations.value: Arcane Warrior: Your Keeper trained you in the ancient arts of the Arcane Warriors. They were the only thing that kept you alive when the rest of your clan was slaughtered by the Darkspawn.
conversations.from: gpt
conversations.value: Elf Rogue: Giving elves a bad name.
  &nbsp;
conversations.from: human
conversations.value: Flexible: Adopt, adapt, improve.
conversations.from: human
conversations.value: Cold: No mercy, no pity.
conversations.from: human
conversations.value: Survive: By any means necessary.
  &nbsp;
conversations.from: gpt
conversations.value: Unrelenting Force: You’re indomitable and bold. Your inhuman strength and fortitude give you advantages in many tense situations. You are not easily discouraged, and will not fall prey to cheap tricks or emotional fits.
conversations.from: gpt
conversations.value: Avvar Warrior: A mercenary of unusual size.
conversations.from: human
conversations.value: Defeat Evil: The scourge of the Darkspawn must be fought at every turn.
conversations.from: gpt
conversations.value: Fists Like Hammers: Hits with the force of a sledge hammer. It's scary.
conversations.from: gpt
conversations.value: Short Tempered: Quick to anger. Quick to violence.
conversations.from: gpt
conversations.value: Live To See Another Day: At any cost (to others).
conversations.from: human
conversations.value: Errant Templar: Once a stalwart knight of the Chantry, you have since renounced your calling. Now you wage your own war against the Darkspawn.
conversations.from: gpt
conversations.value: Blighted: You've been afflicted with the taint, which renders your soul unto the sway of the Darkspawn. Your damnation, however, is merely a beginning.
conversations.from: gpt
conversations.value: Male Wild Mage: Not all magic belongs to the Circle. Wild mages are hunted, but only the most clever survive.
conversations.from: human
conversations.value: Clever: Wit beyond measure is a man's greatest treasure.
conversations.from: human
conversations.value: Untrusting: Living in the wilds, surviving... doesn't leave a lot of room for friends.
conversations.from: human
conversations.value: Remain Free: Being locked up in a keep is great when you're in the middle of a Blight. Unless the Circle or a Templar gets his hands on you before the all clear.
conversations.from: gpt
conversations.value: Escaped Apostate: Though once bound by the circle's chains, you're now free, though hounded at every turn by the faces in the shadows.
conversations.from: human
conversations.value: Blood Magic: You can bring incredible power to bear if need be, but such power comes at a steep price.
conversations.from: human
conversations.value: Hunted: To use your magic is to expose yourself to your hunters. Even the most basic of spells is a risk you're rarely willing to take.
conversations.from: human
conversations.value: Survive: All you want is to live. Free of the circle too, but that ship has mostly sailed.
conversations.from: gpt
conversations.value: Dwarven Architect: Skills that were common and mediocre in Orzammar are far more highly valued above ground.
conversations.from: human
conversations.value: Learned: Well versed in current and ancient lore and sciences.
conversations.from: human
conversations.value: Rock Headed: Qualities that she prizes in stone are also qualities that she prizes in herself.
conversations.from: human
conversations.value: Endure: Like the stone, endurance is a way of life.
conversations.from: gpt
conversations.value: Survivalist: Hunter. Fighter. Scout. Life in the wilds requires many roles, and all of them will be needed to survive. 
conversations.from: human
conversations.value: And My Axe: It can chop wood! It can bar doors! It can break down doors! It can split a skull in two! It can put food on the table! What can't this axe do? Stop the Blight.
conversations.from: human
conversations.value: Wilderness Manners: Spending so much time in the wilderness makes spending so much time inside...difficult. 
conversations.from: human
conversations.value: Survive: You just wanted to sell some pelts. Da is gonna be so pissed if you die. So don't. 
conversations.from: gpt
conversations.value: Orlesian Bard: aaa
conversations.from: human
conversations.value: Charming: fff
conversations.from: human
conversations.value: Orlesian Bard: sss
conversations.from: gpt
conversations.value: Combat Magic: You can draw upon the Fade to smite your enemies - whether at a distance with the fury of the storm, or up close with your Spirit Blade.
conversations.from: gpt
conversations.value: Dalish Attitudes: Your clan was particularly disdainful of the other races, and especially of the elves who lived in the human cities.
conversations.from: gpt
conversations.value: Find Your People: You think you are the sole survivor of your clan, but since you survived it's possible that others may have also. Find your brothers and sisters if you can; if not, then find (or make) a new clan.
conversations.from: human
conversations.value: Dalish Lore: You have been taught much. Not just the People's history, but also how they have survived for so long in the wilds.
conversations.from: gpt
conversations.value: Underhand: What price honour?
conversations.from: human
conversations.value: Da's Wisdom: Da always knows just what to do. 
conversations.from: human
conversations.value: Arrogant: It's not that you mean to, but you often find yourself realizing that you are better than those around you.
conversations.from: gpt
conversations.value: Keeper's Training: You learned much from your clan's Keeper. Who knew that you would wind up using it to help the shemlen?
conversations.from: human
conversations.value: Open Heart: Grand-Da always said you had a "Priceless Heart and a Worthless Head." Grand-Da was always a bit of a jerk.
conversations.from: gpt
conversations.value: Air of Command: Few dare to question the authority in your voice as you speak.
conversations.from: gpt
conversations.value: Outnumbered: There is only so much one elf can do... especially against a horde.
conversations.from: gpt
conversations.value: What Must Be Done: Someone has to do it.
conversations.from: human
conversations.value: Survive. At any cost.: You're still going to survive this. Even if no one else does.
conversations.from: gpt
conversations.value: Unflinching: What must be must be.
conversations.from: human
conversations.value: The demons bray: Such a huge burst of magic has drawn them like moths to a flame...
conversations.from: gpt
conversations.value: Force of will: ...But you've come too far to let them take you now.
conversations.from: human
conversations.value: Resourceful: You will find a way.
conversations.from: gpt
conversations.value: Overwhelmed: Out of your depth.
conversations.from: human
conversations.value: Big Damn Heroes: You've gotten your first taste of heroism. You like it! A lot! Your priorities shift from "Get out alive" to "Get as many people out alive as possible". Good luck with that.
conversations.from: human
conversations.value: Darkspawn Bane: This Axe was used to kill thousands of Darkspawn in the Deep Roads before it wound up on the surface. It is called back to true purpose once more.
conversations.from: gpt
conversations.value: The Blight: The Darkspawn are death incarnate. If their weapons cannot kill you quickly, their blood will kill you slowly. This world is not kind to Heroes.