conversations.from: system
conversations.value: The Vurna Woods separate the Bray Chasm and the Sea of Fangs from civilization. The woods are infested with monsters. Eldaav is on the southern edge of the woods.
  
  In times past, glittering knights on armored horses rode out, supported by columns of troops. They scoured the woods, ridding them of monsters and taking trophies for the glories of their noble houses.
  
  Then came the civil war.
  
  While there are still knights, there are many petty kings where there was once a single High King. Troops are levied for constant war through the spring and summer. Everyone tries not to starve to death during the winter. Human concerns and politics have eclipsed the duty of rulers to protect the weak from the monsters.
  
  Small settlements along the edge of the wood are heavily fortified. The occasional coaching inn is a fortress. The roads through the woods have atrophied to nothing, and the woods have grown deeper into civilized lands.
  
  Rulers may not want to hunt the monsters, but they still want the trophies. Science and magic want monster parts, potent bits of once-living impossibility. The little people want protection. There is demand, and you are looking to supply.
  
  Now there is room for sell-swords, adventurers, scholars, and other fringe types to spend their blood doing some good for the world, and make a reputation (and some decent wealth) in the process. 
  
  [break]
  
  This game is a gateway to invite friends in and show them how Storium works.
  
  Humans only, low fantasy. Feel free to make your own cards in the spirit of the setting.
  
  Descriptions will be present tense. Minimize control of other players unless narrating a plan coordinated in the comments. The setting is sketchy, so you are welcome to elaborate it in your narration.
  
  I want characters with traced outlines who will become more fully realized through play, rather than trying to mesh together a lot of intricate back stories. This game will be players and the narrator riffing off moves to build a more rich world collaboratively.
  
  What you put in as you describe your character is the *most interesting information* about your character, and will be addressed as much as possible in the very first adventure. We'll go deeper as we play.
  
  There will be violence and horror. I expect some characters may die. When they do, the survivors will get Resolve asset cards, and I'll open the game up for new characters.
  
  *This game is in the same setting as "MONSTER HUNTERS OF VURNA WOOD"*
conversations.from: human
conversations.value: Marcel's Good Side: You did Marcel a favor, and some people care about his opinion of you.
conversations.from: gpt
conversations.value: Get a Crew Together: Find some like-minded (or well-compensated) thugs to help out.
conversations.from: human
conversations.value: Deal With the Hounds: They really need to shut up.
conversations.from: gpt
conversations.value: Arrange Provisions: A few days, to be safe. And do it quickly!
conversations.from: human
conversations.value: Eldaav Market: All sorts of things for sale, most of the high-end items are trade for monster parts and hunting gear.
conversations.from: gpt
conversations.value: Eldaav Palisade: The wooden fortifications surrounding Eldaav.
conversations.from: human
conversations.value: High Camp: Half a day from a lot of hunting areas, a relatively safe place to shelter and heal.
conversations.from: gpt
conversations.value: Rutted Road Tavern: A good place to meet bad people. The food and drink is strong, if awful. Many trophies. High turnover. Edge of Eldaav Township.
conversations.from: human
conversations.value: Sallyforth Bawn: Greenways and meadows between Eldaav and the Vurna Woods.
conversations.from: gpt
conversations.value: Selldale House of Comfort: A combination orphanage and whore house, perpetually feeding into each other.
conversations.from: human
conversations.value: Silva River Bend: The river slows as it curves, and it provides boggy areas and ambush spots rich in game.
conversations.from: gpt
conversations.value: West Eaves: The forest thickens, clearings are rare, the sun filters down as best it can but seldom reaches the earth.
conversations.from: human
conversations.value: Mama Stel: Boss of the Selldale House of Comfort.
conversations.from: gpt
conversations.value: Tanloc the Hunter: Dangerous bounty hunter. Possibly undead. Spooky as hell.
conversations.from: human
conversations.value: Acquire the Trail: It's easy enough to see, leaving the palisade. But there may be clues even nearby.
conversations.from: gpt
conversations.value: Eyes Up: It may be safe here, it may not be. 
conversations.from: human
conversations.value: Henchmen: Several horseless hopefuls want to come along and help.
conversations.from: gpt
conversations.value: Pick a Leader: If everybody talks to the customer and everybody makes the hard choices, you won't last long. EVERYONE SHOULD PLAY A CARD ON THIS ONE.
conversations.from: human
conversations.value: Pick Up the Trail: Damned ogre, a bit smarter than any three ton monster has a right to be...
conversations.from: gpt
conversations.value: Solidarity: Will you stand with Kestrel? Turn on her? Leave her to her fate?
  
  (No cumulative outcome --what is your character's stand?)
conversations.from: human
conversations.value: Holy Warrior: These creatures offend your god. You are here on behalf of all that is right and good to sort them out. You extend the will of your faith tradition into this lawless forest.
conversations.from: gpt
conversations.value: Noble: You don't stand to inherit much, if anything. If you are to have wealth and reputation and status, you must go out and seize it yourself. You have a fine education in letters and steel.
conversations.from: human
conversations.value: Scholar: Perhaps you'll be able to add to the body of knowledge you've studied. You know a lot about monsters, and about historical events involving them. You know what to harvest and who will buy it.
conversations.from: gpt
conversations.value: Slayer: You shine when the time comes for violence. Face to face with horrific fiends, human or otherwise, you prove your worth. It's not just muscle; it's skill and cold blood.
conversations.from: human
conversations.value: Clumsy: Your body doesn't always do what you want it to, and you don't always keep track of where all your limbs and equipment are.
conversations.from: gpt
conversations.value: Harsh: You struggle to deal with people gently and gracefully. Few people can tolerate the way you frame the world, and the way you speak to them.
conversations.from: human
conversations.value: Soldier: You got separated from  your army. There are lots of ways this can happen, but by now they have branded you deserter, and you can't go home. You've got weapons, experience with marching and blood and death. Use it.
conversations.from: gpt
conversations.value: Tracker: You know a lot about monsters, their habits, their spoor, and their inclinations. You know your way around woods.
conversations.from: human
conversations.value: Alert: Your sharp senses feed into a constantly alert mind. Your memory, your ability to suss out threats in the background, and your read of unspoken meaning are useful.
conversations.from: gpt
conversations.value: Analytical: You see how things fit together; bodies, plots, personalities.
conversations.from: human
conversations.value: Arcane Studies: You've made deals with the darkness. You can generate light, conjure path markers, speak with the dead, render blades supernaturally sharp, and other useful tricks.
conversations.from: gpt
conversations.value: Charismatic: Whether you need fear, affection, or belief from those you talk to, you know how to get it.    
conversations.from: human
conversations.value: Expert: Your in-depth training and extensive experience has given you skills that few others can understand, much less match. You are incredibly good at what you do.    
conversations.from: gpt
conversations.value: Physical: You are a natural talent, your body obedient to your mind with extraordinary reflexes, strength, and speed.    
conversations.from: human
conversations.value: Tough: Whatever happens, you endure and continue. Whether it is beatings, alcohol, exertion in bad weather, or widespread failure of morale, you keep at it until you come out alive.
conversations.from: gpt
conversations.value: Addiction: You retreat into the solace of an addiction. Whether it is drink, sex, drugs, or some other unhelpful behavior, your compulsion interferes with your life.
conversations.from: human
conversations.value: Chronic Illness: Maybe it's muscles, maybe respiratory, but you cannot trust your body. In times of stress or prolonged effort, it betrays you.
conversations.from: gpt
conversations.value: Haunted: Your past has blood and scars, screaming and terror. Sometimes you can keep it in check. Sometimes it enters your present.
conversations.from: human
conversations.value: Slow of Mind: Not stupid, exactly. But not a quick thinker, and generally incapable of managing nuance or wit.
conversations.from: gpt
conversations.value: Unprepared: Whether it is studies, equipment, mindset, deadlines, or some other issue... you just can't seem to get it together to prepare in time.
conversations.from: human
conversations.value: A Good Death: You tire of it all. Next year will likely be worse than this one. Find a good death; something worthy of stories and song. 
conversations.from: gpt
conversations.value: A Prize: You need to provide a dowry, or some token of courage, so the way will clear for your destiny (in the form of a fiancee, official position, inheritance, etc.) What do you seek?
conversations.from: human
conversations.value: Acceptable Channels: You have an itch for killing, and you're tired of ending people. You need the violence and blood, and at least out here you're unlikely to cross the law as you seek it.
conversations.from: gpt
conversations.value: Destroy All Monsters: You hate them and you need them all to die. Maybe it's revenge, maybe it's religion, maybe it's the song your blood sings.
conversations.from: human
conversations.value: Lost Sheep: Someone close to you came out here. Everyone back home assumes death was the inevitable result. You need more closure than that. Maybe the one you seek still lives.
conversations.from: gpt
conversations.value: Networking: You need friends in low places, and it was this or prison--the food is better here. Make some allies who can help you with your eventual goals.
conversations.from: human
conversations.value: Shelter in the Storm: You are sick to death of poverty and want. Here you may be able to kill your way to a position of relative wealth and security. You'd rather die than continue scraping out survival anyway.
conversations.from: gpt
conversations.value: Marcel: Battered old barkeep. Knows the stories and the people.
conversations.from: human
conversations.value: The Count: He holds court in the tavern, and sometimes offers to bankroll expeditions or pay bounties.
conversations.from: gpt
conversations.value: Master-at-Arms: A skilled soldier with enough blood on his hands to know how to handle himself in a fight. Good with his fists, a sword, or just a broken bottle.