conversations.from: system
conversations.value: Talamh - the known world - is large, but it is covered near-entirely by a massive sea. There is one large continent - Arshiul - but its distance from civilized lands, its harsh terrain, and the vicious fauna that call it home have, until recently, made its colonization unfeasible.
  
  You are a member of the court of Inis, one of many small island nations far to the North of Arshiul. While not the largest island, Inis boasts the best navy in the world, and is renowned for its elite Knights-Marine, trained to ride dragons from childhood.
  
  **MAGIC**
  
  The world of Talamh is saturated with magic, but tearing it away from the leylines that run through the world is a difficult, time-consuming process. Most mages don't even know of their talent - they just use the energy of the leylines instinctively, making them seem lucky. Some train themselves in this passive use of magic, and can thereby read omens in natural patterns or nudge fate to produce a useful, minor happenstance. Those that wish to effect large magical phenomena - such as setting a fleet of boats on fire, teleporting large distances, or creating a massive storm - must resort to complex rituals designed to channel the energy of leylines and shape them to the desired end.
  
  Some members of certain families are born with the innate ability to manipulate a certain form of elemental magic - a feat that typically requires the use of rituals. These families have, over time, come to dominate the political landscape of the Northern islands, either as noble houses in Inis or as the royal families of other nations. Scholars believe that this natural ability has something to do with living on or near a confluence of leylines, and that the large number of such confluences on Inis explain why there are so many families with these abilities in that nation.
  
  **RELIGION**
  
  The dominant religion of the Northern Islands is a highly refined form of ancestor-worship. The religious leaders are called Seers, and they specialize in incidental divination - stargazing, reading tea leaves or the flight of birds, et cetera. This is believed to be a means of communicating with the honored dead.
  
  **DRAGONS**
  
  The dragons of Talamh are not the fire-breathing monstrosities of myth, but they are by far the most terrifying creatures in the skies. Even the smallest adult dragon is as large as a draft horse, and exceptional specimens can be half again as many hands tall. As apex predators, it is an amazing feat that the Knight-Marines of Inis have managed to tame them as mounts. Still, they are tempermental beasts, and rarely let anyone beside their usual rider mount them.
  
  **THE HOUSES**
  
  Inis is ruled by a confederation of four noble houses, and the monarch is drawn from one of these houses. Whenever the sovereign dies, the houses hold a moot to elect one of their number as King or Queen, with one caveat; the new ruler may not be drawn from the same house as the previous.
  
  **House Abhainn** is the current ruling family of Inis. Their natural ability to use magic tied to water lead directly into the current queen's massive expansion of Inis's navy.
  
  **House Carraig** is the most wealthy noble family, due in large part to their extensive mining operations. Their inherent ability with earth magic makes them some of the finest craftsmen in the North.
  
  **House Tine** are world-renowned for their skilled mercenaries and artists. Their ability to shape fire lends them a distinct advantage both in the galleries and battlefields of the world, but has given them a sinister reputation that isn't entirely deserved.
  
  **House Gaoth** hails from the highest mountains and cliffs of Inis, and their ability to manipulate the wind has made them some of the most skilled merchants and most daring Knight-Marines the world over.
  
  Finally, **House Toirneach** was exiled when their head, Ander Toirneach, tried to wrest control of the throne after his father died. House Toirneach was skilled with weather magic, in particular the creation of powerful storms, and until its banishment used this to protect Inis's coast.
  
  **OTHER NATIONS**
  
  There are dozens of nations among the islands of the north, but most are small, composed of a handful of slivers of land that mostly keep to themselves. Beside Inis, there are four other nations that are usually considered to be the true powers of the region.
  
  **Tonnerre** was only fifty years ago ruled by a hereditary king of the Bruine family. Able to control weather much like the Toirneach, the Bruine developed the wide fields of Tonnerre into the most productive farmland in the North. However, the Bruine family's excesses lead to a bloody revolution; only the arrival of Ander Toirneach, claiming distant relation to the Bruine but none of their decadence, was able to stabilize the nation. Since then, the Toirneach have begun conquering the small, independent islands that lie between Tonnerre and the other major nations.
  
  **Weltall** is a large, forested island dominated by tall mountains and deep valleys. Scions of the Sterne family, the rulers of Weltall, are gifted with the ability to control metal, and as such are among the greatest engineers and warriors of the islands.
  
  **Maroz**, the Northernmost and largest of the islands, is ruled by the Lednik, a family of shrewd warlords with a mastery of cold magic. Despite its harsh clime, Maroz is the largest nation by poplation.
  
  **Estela** is the Southernmost island, and as such has the heaviest investment in colonies on Arshiul. The rulers of Estela - the Centelleo - are masters of the magic of light, making them the worlds most sought-after entertainers and spies. Some whisper that a few of their number are even assassins.
  
  • • • • •
  
  You will all be playing members of Inis's royal court as you try to maneuver your way to power against the backdrop of the difficulties the nation faces.
conversations.from: human
conversations.value: Gossip: You've heard something, and boy is it juicy...
conversations.from: gpt
conversations.value: Cunning: You're very smart, and are able use that intelligence to assess problems and come up with creative solutions.
conversations.from: human
conversations.value: Learned: Whether formal or self-taught, you are educated and well-read.
conversations.from: gpt
conversations.value: Observant: Sometimes, all you need is a keen eye and the patience to wait. You've mastered these skills.
conversations.from: human
conversations.value: Bold: You have confidence in spades, though not necessarily the ability to back it up.
conversations.from: gpt
conversations.value: Athletic: Your body is in peak condition, and you're ready to use it to its fullest.
conversations.from: human
conversations.value: Tough: You aren't the quickest or the strongest, but you'll win any test of endurance thrown your way.
conversations.from: gpt
conversations.value: Agile: You're quick on your feet and extremely nimble.
conversations.from: human
conversations.value: Celebrity: You're famous for something - your art, your past, or your prospects. The broadsheets follow your exploits like flies on a pig.
conversations.from: gpt
conversations.value: Knight: The Knights-Marine of Inis are its premier noble warriors, and all are trained from a young age in warfare, sailing, and dragonriding.
conversations.from: human
conversations.value: Puissant: You are positively brimming with magical power. If trained in its use, you are naturally talented as a Mage; if not, it sometimes manifests as impressive luck.
conversations.from: gpt
conversations.value: Admiral: Inis has a world-class Navy, and you're to thank. You've seen the queen's fleets through a number of dangerous campaigns, though nowadays you tend to take a more back-seat tack.
conversations.from: human
conversations.value: Ne'er-do-Well: It's a testament to your ability that you've wormed your way into court. You may have a legitimate reason to be there or not, but it's your mastery of the con that's made you party to important events.
conversations.from: gpt
conversations.value: Noble Scion: You are heir to one of the noble houses of Inis - the Gaoth, the Tine, the Carraig, or the Abhainn - and you take your station as a steward of the nation seriously.
conversations.from: human
conversations.value: Detective: Whether you're a police inspector or a private investigator, your job is suss out mysteries for the crown.
conversations.from: gpt
conversations.value: Entrepeneur: Your involvement with the crown of Inis stems from your position as a leader of industry.
conversations.from: human
conversations.value: Politician: You are a representative of the common folk of Inis, and it's your job to make sure their collective voices are heard.
conversations.from: gpt
conversations.value: Marine: A member of the elite martial branch of Inis' navy, you are trained well in the art of war - whether on ship or on shore.
conversations.from: human
conversations.value: Doctor: You are a physician, trained in the medical sciences and hired by the crown or the military to see to their needs.
conversations.from: gpt
conversations.value: Palace at Plás Bán: The sovereign seat of the king or queen of Inis, the Palace at Plás Bán is the beating heart of the government.
conversations.from: human
conversations.value: Archaeologist: Talamh's history is a puzzle, and you are determined to assemble it.
conversations.from: gpt
conversations.value: Diplomat: Whether from Inis or one of its many neighbors, you are one of the gears through which government operates.
conversations.from: human
conversations.value: Spy: Everyone keeps secrets, but no one likes them to be kept from them. It's your job to find them out for your employer - but is that employer one of Inis's noble houses, Inis itself, or perhaps even one of Inis's enemies?
conversations.from: gpt
conversations.value: Seer: You read omens - in the sky, in the flight of birds and the crash of waves, even in the leaves left in a cup of tea. But are you a charlatan, or something more?
conversations.from: human
conversations.value: Rich: Whether due to investments, inheritance, or or business ventures, you have money, and a lot of it.
conversations.from: gpt
conversations.value: Influential: You know how to cultivate a large group of associates that can help you when you need it.
conversations.from: human
conversations.value: Charming: Your tongue is silver and your smile bright; you are the definition of "suave."
conversations.from: gpt
conversations.value: Wise: You've always trusted your intuition, and it has rarely steered you wrong.
conversations.from: human
conversations.value: Experienced: You're wise to the ways of the world; no one would ever mistake you for a rookie.
conversations.from: gpt
conversations.value: Fervent: Whatever it is you believe in, you believe it strongly.
conversations.from: human
conversations.value: Poor: You may not be living on the streets, but you're certainly tight for money.
conversations.from: gpt
conversations.value: Mage: Some nobles dabble in the arcane as a sort of hobby, but for you it is a way of life.
conversations.from: human
conversations.value: Lord Rupert Abhainn: Brother to the queen and Lord Admiral of the Knights-Marine, He is currently charged with assisting the Toirneach with escaping and establishing control of Tonnerre.
conversations.from: gpt
conversations.value: Witty: If you are apt to draw a blade, it had better be sharp. Just so with your tongue; you have a tendency to speak before you think, but for you it works.
conversations.from: human
conversations.value: Secretive: You're not prone to opening up, and some people find that suspicious.
conversations.from: gpt
conversations.value: Rakish: You're flirty, and that has a tendency to get you in trouble.
conversations.from: human
conversations.value: Enemies: Someone doesn't like you, and it's enough that they'll go out of their way to cause you problems.
conversations.from: gpt
conversations.value: Judgemental: You have very high standards, and very rarely do people measure up.
conversations.from: human
conversations.value: Obsessive: You fixate on something; perhaps it's an addiction, or a goal, or even a person.
conversations.from: gpt
conversations.value: Arrogant: You may be better than everyone else - or not - but you certainly act like you are.
conversations.from: human
conversations.value: Naive: You've never learned the harsh realities of the world. It's not wrong to trust, but sometimes it isn't smart.
conversations.from: gpt
conversations.value: Hesitant: Maybe you're cautious, or maybe you just aren't sure you're up to the task. Either way, you have trouble committing.
conversations.from: human
conversations.value: Delicate: A weak constitution or a slight frame make physical tasks difficult for you.
conversations.from: gpt
conversations.value: Angry: You have a temper to match the hottest, and when you see red it's often all you can do to keep it together.
conversations.from: human
conversations.value: Inexperienced: You may be eager, naturally talented, and confident in your abilities, but there's no denying you're untested.
conversations.from: gpt
conversations.value: Reckless: The greater the risk, the more profound the reward, right? The only problem is you tend to underestimate the risk...
conversations.from: human
conversations.value: Stubborn: Your way is the right way - you're sure of it, even in the face of contrary evidence.
conversations.from: gpt
conversations.value: Conniving: Whatever it is you do, you do it for yourself. Some say you're greedy, others immoral, but you don't care - it's lonely on top, right?
conversations.from: human
conversations.value: Become Sovereign: The Queen won't have the throne forever, and you're one of those eligible to be crowned. You *must* solidify your claim before the next moot.
conversations.from: gpt
conversations.value: Restore House Toirneach: Maybe you agreed with Ander, or maybe you thought him a fool. Either way, you think banishing House Toirneach was the wrong move, and you want to fix it.
conversations.from: human
conversations.value: Avert Disaster: Something big - and bad - is going to happen, you're sure. You need to stop it.
conversations.from: gpt
conversations.value: Defeat Tonnerre: The nation of Tonnerre is the biggest threat to peace in the North in centuries. You have vowed to stop them.
conversations.from: human
conversations.value: Start a New Colony: Why should Estela have all of the fun? Colonies on Arshiul would bring in a massive amount of revenue... *if* they were successful.
conversations.from: gpt
conversations.value: Become Lord Admiral of the Knights-Marine: You aren't satisfied being *merely* one of the best warriors in the world - you want to be in charge.
conversations.from: human
conversations.value: Perfect Your Masterpiece: A thesis. A painting. A libretto. A symphony. A book. A proof. A manifesto. Whatever it is, finishing it consumes your life.
conversations.from: gpt
conversations.value: Seek Forgiveness: You did something you aren't proud of, and you seek reconciliation.
conversations.from: human
conversations.value: Repay a Debt: You feel like you owe someone for something, and you mean to settle the accounts.
conversations.from: gpt
conversations.value: Make it Right: Whatever you did is past forgiveness, but that doesn't make it past restitution.
conversations.from: human
conversations.value: Get Revenge: They took something dear to you, and you're resolved to make them pay.
conversations.from: gpt
conversations.value: Unveil a Conspiracy: Something untoward is going on behind closed doors, and you are going to reveal it to the world.
conversations.from: human
conversations.value: Thwart a Rival: They only *think* they're better than you. You'll show them.
conversations.from: gpt
conversations.value: Clear Your Name: Maybe you're telling the truth, maybe you're lying; either way, everyone is sure you did it, and you have to find a way to put this whole mess behind you.
conversations.from: human
conversations.value: Gain a Royal Commission: Your business is successful, but the true way to wealth and power is a royal commission. You *must* earn one!
conversations.from: gpt
conversations.value: Locate Zareth (Genevieve): If Zareth is innocent but about to be blamed for the Lord Admiral's crimes, you need to warn him - or help him if he already knows!
conversations.from: human
conversations.value: Evade the Guards (Zareth): You don't know why the guards seem to be after you, but you're not interested in finding out.
conversations.from: gpt
conversations.value: Track Down the Woman (Eris, Dex): Why doesn't the woman want to speak with you? And why would she tell you the Lord Admiral was innocent?
conversations.from: human
conversations.value: Evade the Pursuers (Alvarn): You've been press-ganged into helping a mysterious young woman. It's a bit much intrigue for your blood, but you *do* get to be seen with a beautiful young lady...
conversations.from: gpt
conversations.value: Uncover the truth of magic: Your travels and research hint there is much more to the magic of this world than is commonly believed. You seek to uncover the truth of this knowledge.
conversations.from: gpt
conversations.value: Never Leave A Man Behind: No matter what situation he is in he will never leave anyone to die.
conversations.from: gpt
conversations.value: Former Travler: You have traveled alot, with this comes many odd yet useful skills including, medicine, language, dragons, magic ect.
  You aren't a master at any of them, but you know enough, but you still want to learn more.
conversations.from: gpt
conversations.value: Stubborn: Your way is the right way - you're sure of i, even in the face of contrary evidence.