conversations.from: system
conversations.value: **Introduction**
  The great continent of Khef. A land that was inhabited by both Gods and Men for thousands of years. One by one, the Gods vanished without a trace leaving nothing more than barely believed legends of their deeds. Only the Jackal-headed God of Rogues, Hemton seems to heed the faithful's prayers now, and none have seen him for many hundreds of years. 
  
  You are a Jhafeedian mercenary, recently arrived to the fishing village, and Capitol of Efush, where this story will begin. You recently walked out on an offer of generalship in the mercenary band you had served in as a foot slogger, and quietly left the great capitol city of the Gref race, Susiten, in order to avoid bloodshed.
  
  **Setting**
  The continent of Khef is an enormous landmass, predominately composed of desert and great mountain ranges. The various countries are inhabited by the various races of humans. The setting is inspired by Robert E. Howard's works, primarily Conan the Barbarian. Very little of magic will be in evidence among humans, but it does exist, and is generally corruptive.
  
  **Premise**
  As a Jhafeedian, you are a supremely gifted warrior, capable of facing impossible odds. You will eventually set forth on a journey as a bodyguard to a young woman with a mysterious gift. The story will be inter-spaced with world building chapters that are intended to shed light on the setting, races, and the forgotten Gods.
  
  **Character Creation**
  Your character's name and subplot are up to you, but you must add your own card art for all your cards. Please read and pay attention to the provided card's texts.
  
  For your character description, think of this writing prompt as an audition, and the first chapter of this story: 
  
  *After a successful campaign in which you turned a potential rout into an overwhelming victory against the Rehk, you returned to the great walled city of Susiten with the rest of your band to revel, and await your next campaign.*
  
  *After being summoned by The King of Susiten, you were offered a generalship over Susiten's combined mercenary companies, which you refused. Seeing the King's reaction, you had good reason to believe that you would soon be marked for assassination, and decided to leave Susiten in order to avoid having to slay many of your fellow mercenaries. Winding through the city, while the soldiers celebrate, you come to the filthy peasant's quarter. The master thief, Azar Ko, believing you to be nothing but a drunken soldier, attempts to strike from ambush, robbing you of your purse, and life, but you easily overcome him, giving him a painful injury that sets him squealing away from you, to be an easy target for the city watch.*
  
  *At last you come to the Eastern city Gate of the Peasants, and ride into the night, bound for Efush, the Capitol city of the Rehk, who you recently fought against.*
  
  **Notes**
  No worries on your narrative style, as long as it works.
  
  You will be issued with short stacks of success and failure goals to supplement the narrow range of your strengths and weaknesses. When you use up one of these stacks, another won't be issued until you use up the wild card you gain.
  
  No word limits for your posts; this may be a text heavy game, or it may not, we'll see how it goes.
  
  Speed is set to Slow, but I will respond as quickly as I am able in order to keep things moving. That said, please try to make at least a post or two per week. If you will be away for a period of time, please let me know.
  
  This will be a single player storium.
conversations.from: human
conversations.value: Great Success: The action you took turned out better than you could have planned.
conversations.from: gpt
conversations.value: Disastrous Failure: You utterly failed at your attempt. The use of this card gives the Narrator permission to impose trouble on you. 
conversations.from: human
conversations.value: Great Success (copy): The action you took turned out better than you could have planned.
conversations.from: gpt
conversations.value: Disastrous Failure (copy): You utterly failed at your attempt. The use of this card gives the Narrator permission to impose trouble on you. 
conversations.from: human
conversations.value: King Muranu: The Warrior King of the harsh land of the Rehk. Recently suffered a disastrous rout (mostly due to your actions) in a border skirmish with the Gref.
conversations.from: gpt
conversations.value: Efush: You scour the city for word of King Muranu in order to seek mercenary work. How and where will you seek for information?  
conversations.from: human
conversations.value: Efush Dungeons: To be thrown in a dungeon and threatened with torture is something that no Jhafeedian would willingly tolerate. Or would they, if it ensured a meeting with the king they sought?
conversations.from: gpt
conversations.value: The Jhafeedian: You are from the arid desert country of Jhafed, which is home to the insular warrior supreme Jhafeedian race. Few in number due to the large numbers of duels and civil wars. After finding yourself the only survivor of a brawl that spanned an entire city, you left Jhafed in disgust to seek a different path in life. You are the only Jhafeedian to leave the homelands in centuries, but your nature would not be denied, leading you to take up work among various mercenary bands.
conversations.from: human
conversations.value: Warrior Supreme: The people of Jhafed are the offspring of a doomed marriage between a man and the forgotten Goddess of Air. All Jhafeedians are exceptional warriors, capable of nearly superhuman feats of strength and agility, leading to an arrogance possessed by most. It is said that Jhafeedians "feel the wind", allowing them to sense danger from any angle, and to strike with amazing accuracy, even without sight.
conversations.from: gpt
conversations.value: Lone Wolf: While not as blunt, or arrogant as the other Jhafeedians, your race's reputation as brutal slayers of men makes it difficult for others to trust you. You are not adept at dealing with the intricacies of other people's cultures and ways of life. 
conversations.from: human
conversations.value: ?: Create your own
conversations.from: gpt
conversations.value: The Bronze pass: Mountainous canyon country along the western outskirts of the western borders of Rehk.
conversations.from: human
conversations.value: Turiasen sorcerers: Possessing dark magic, said to have once been used for good, the wicked mages of Turiaso have been corrupted by their dabblings.
conversations.from: gpt
conversations.value: Asahaben horde: The nomadic Asahabens are made up of multiple inter-warring tribes of peerless horsemen.
conversations.from: human
conversations.value: Asahaben ballistae: Famed for it's ability to launch heavy bolts over extreme distance, the ballistae will be a terrible threat if it comes to a siege against Efush.
conversations.from: gpt
conversations.value: Efush: Storied capitol of Rehk.
conversations.from: human
conversations.value: Priests: A horde of the priests of the jackal god of wealth. His holy madnesses are thought to bestow prophetic visions of personal gain. 
conversations.from: gpt
conversations.value: Al Gazi: An unnaturally gifted fighter, locked in battle with the Jhafeedian.
conversations.from: human
conversations.value: A new companion: For better or worse, the fisher woman is now bound by fate to Arias. Or is he bound to her?
  She spoke the secret name of the wind goddess, whose existence is only known to the Jhafeedians; there is something of destiny at work here. 
  
  The question is: Will she be a willing companion?
conversations.from: gpt
conversations.value: Warrior Supreme: The people of Jhafed are the offspring of a doomed marriage between a man and the forgotten Goddess of Air. All Jhafeedians are exceptional warriors, capable of nearly superhuman feats of strength and agility, leading to an arrogance possessed by most. It is said that Jhafeedians "feel the wind", allowing them to sense danger from any angle, and to strike with amazing accuracy, even without sight.
conversations.from: gpt
conversations.value: Lone Wolf: While not as blunt, or arrogant as the other Jhafeedians, your race's reputation as brutal slayers of men makes it difficult for others to trust you. You are not adept at dealing with the intricacies of other people's cultures and ways of life. 
conversations.from: gpt
conversations.value: Defy the Gods: Born under unfortunate stars, you were doomed from the start. Do what you must to stay alive and remember: the ends always justify the means.
  
  When all is said and done, everyone will see that even Gods may kneel.
conversations.from: human
conversations.value: Pride: 'Tis the sign of a foolish man.
conversations.from: gpt
conversations.value: Judge, Jury and...: On the Jhafeedian battlefield, the laws of the civil are discarded, replaced by a much more primal system of discipline.