conversations.from: system
conversations.value: Many different peoples inhabit the small continent of Aldea, and three centuries after the revolution that brought them all together, they're now at one another's necks. Fantastical wonders of magic are around every corner, but many lights cast many shadows. As the Sovereign's Finest, you travel the country righting wrongs and keeping the peace. A more level-headed twist on the Blue Rose RPG.
conversations.from: human
conversations.value: Rezean: You hail from Rezea, where you were an expert rider and game hunter. Now you are a mercenary, currently contracted to the Sovereign's Finest of Aldin.
conversations.from: gpt
conversations.value: Dull: z
conversations.from: human
conversations.value: Maya: A 15-year old Tabi girl. She has numerous wounds. Can you heal her?
conversations.from: gpt
conversations.value: Queen Jaellin: The adopted daughter of the late King Haylin.
conversations.from: human
conversations.value: Lord Sayvin: The natural firstborn child of the late King Haylin.
conversations.from: gpt
conversations.value: Lord Jarish Dukay: A Mer, on the Queen's Council. He grew up in the Scatterstar Archipelago and represents the interests of his people.
conversations.from: human
conversations.value: Olar Klast: Represents Arcanists on the Sovereign's Council. An impassioned animal lover who has written many scholarly papers on the Aslankin and wishes to see them restored.
conversations.from: gpt
conversations.value: Chezia Thalis: She retired from heading the Thalis-Banik shipping company to represent the interests of the Mercantile League on the Sovereign's Council. Rumor has it she has some vata ancestry, but her ears do not show it.
conversations.from: human
conversations.value: Sharit Ranith: The director of the Sovereign's Finest. Caused a scandal when he married an old widow supposedly to secure her excellent children as his own heirs, but this is only speculation.
conversations.from: gpt
conversations.value: Unending Circle Cultist: Unending Circle Cultist reject belief in the Wheel of Reincarnation and seek eternity either through immortality or reanimation after death.
conversations.from: human
conversations.value: The Great Westerly Road: The only road that traverses the Veran Marsh. Well-guarded at both ends and surrounded by swamp on either side, meaning a small force could head off a much larger invading body.
conversations.from: gpt
conversations.value: The Veran Marsh: Why have Aldis and Jarzon never gone to war with one another? Why, the Veran Marsh, of course. Treacherous and full of natural hazards, it takes great skill or luck to navigate. The only large path through is the Great Westerly Road.
conversations.from: human
conversations.value: Shadow Cultist: Shadow Cultists worship, in secret, the Seven Exarchs of Shadow, and commit heinous acts to please these deities.
conversations.from: gpt
conversations.value: Heirophant: The Jarzoni "Pure Light" religion was born between the First and Second Revolution. Jarzon's military, political, and religious leader is the Heirophant. Spies report that the Heirophant and the Lich King may be in alliance, although to what end, none are certain.
conversations.from: human
conversations.value: Keeper Los: The priest of the village of Harn.
conversations.from: gpt
conversations.value: Elder Croft's House: Elder Croft is the political leader of the village of Harn. He lives with his wife and their two grandchildren.
conversations.from: human
conversations.value: Ma'am Croft: The wife of Elder Croft, the "ladies' leader" of Harn.
conversations.from: gpt
conversations.value: Jana, the smith's daughter: Jana's always been a robust girl. The villagers are convinced that her illness is part of the Tabi's curse.
conversations.from: human
conversations.value: Daria, Tabi Grande: As the eldest woman in the three families, Daria is the leader of this Tabi traveling group.
conversations.from: gpt
conversations.value: Vata: Your ancestors interbred with the Vatazin, a now-extinct slave race, and your long ears mark your heritage. Scorned by many, you joined the Sovereign's Finest in order to prove yourself.
conversations.from: human
conversations.value: Aldin Poor: You come from a poor family in Aldis, but through hard work and some luck, you managed your way into the Sovereign's Finest. Your peers try to pretend they don't look down their noses at you.
conversations.from: gpt
conversations.value: Mer: You are Mer, born of the sea. Before joining the Sovereign's Finest, you were adopted into an Aldin family, and while you feel almost human yourself sometimes, there are also things about them you will never understand.
conversations.from: human
conversations.value: Kernish Refugee: When you were young, your family escaped from Kern. You joined the Sovereign's Finest out of gratitude to your adopted home.
conversations.from: gpt
conversations.value: Tabi: Before joining the Sovereign's Finest, you roamed the land with your family clan. It was a hard life, but familial love and ties made it worthwhile. It took a lot to make you give that life up.
conversations.from: human
conversations.value: Jarzon Exile: Your parents' beliefs didn't conform exactly to the Jarzoni Orthodoxy, so your family was exiled. You joined the Sovereign's Finest because you see yourself as a defender of the weak.
conversations.from: gpt
conversations.value: Expert Acrobatics: You can run the fastest and jump the highest, and you have a knack for moving undetected. You're also an excellent dancer and rider. You don't pack the strongest punch, but you can dodge almost anything.
conversations.from: human
conversations.value: Aldin Upper Class: Before joining the Sovereign's Finest, you were a child of a rich Aldin family. You are well-educated and know which fork to use. You joined up because it's what your family expected.
conversations.from: gpt
conversations.value: Arcane Animism: You possess the gift of Animism. Animals love you, and you can read their feelings and motivations. In times of need, you can summon nearby animals to help you.
conversations.from: human
conversations.value: Arcane Sight: You are naturally gifted with the Sight, which means you can sense others' motives and feelings easily, send psychic messages, and get a glimpse of the future. Be warned, mind-reading is against the law.
conversations.from: gpt
conversations.value: Ranged Weapons: They say you can shoot a deer between the eyes from half a mile away. You have great aim and are very alert to sounds and movement even far in the distance. Shooting while riding is no problem for you.
conversations.from: human
conversations.value: Expert Diplomacy: Your tongue is your greatest weapon - you can charm your way in or out of nearly anything, and your knowledge of social customs helps quite a bit.
conversations.from: gpt
conversations.value: Expert Thievery: You can pick locks and pockets, creep through the dark, and lie like a rug. The deception usually works just long enough for you to pull your stunt and get out of there.
conversations.from: human
conversations.value: Frail: Your body is weak, and you get tired easily. If you threw a punch, you'd be more likely to hurt yourself than your target.
conversations.from: gpt
conversations.value: Pensive: You keep putting off action until you've thought about it more or you have more information, leading to missed opportunities.
conversations.from: human
conversations.value: Arcane Healing: You are a naturally gifted arcanist in the healing arts. You can aid the sick and wounded, cure minor illnesses and boost or shield your allies in combat.
conversations.from: gpt
conversations.value: Melee Weapons: You're a force to be reckoned with as long as you've got your trusty weapon. You're also just plain strong, good at lifting heavy things and opening tight jars. You can take quite a beating before slowing down.
conversations.from: human
conversations.value: Arcane Shaping: You have been blessed with the abilities of a Shaper. Air, fire, earth, water, and plant life are yours to manipulate. Your powers do not work on anything with an intelligence--no Blood Bending.
conversations.from: gpt
conversations.value: Hasty: You act before thinking or without all the information you need, leading to poor choices.
conversations.from: human
conversations.value: Wounded Spirit: Self-doubt holds you back. "Who am I, to enforce my own vision of right and wrong?" "My idea probably won't work, so I'll just keep quiet." "I can't do this."
conversations.from: gpt
conversations.value: Tongue-tied: Somehow, you always know the wrong thing to say. Even if you manage to catch yourself, you're stuck in awkward silence.
conversations.from: human
conversations.value: Romantic: Thoughts about love distract you to excess. What's more, you go too easy on your enemies due to a misguided sense of mercy.
conversations.from: gpt
conversations.value: Slow: You're a slow runner with a poor reaction time. Even your thoughts come slowly. You couldn't dodge a punch thrown by a sloth.
conversations.from: human
conversations.value: Recognition: You want everyone to see that you have a legitimate place here. (Play this card when you do something for the glory of it.)
conversations.from: gpt
conversations.value: Justice: You have an unusually strong moral sense, and your goal is to see justice done everywhere. (Play this card when you punish people who deserve it or help someone who was treated unfairly.)
conversations.from: human
conversations.value: Family Expectations: You are hungry for the approval of your family and just want to make them proud. (Play this card when you do something that your parents would want you to do.)
conversations.from: gpt
conversations.value: Compassion: You believe the world, as it stands, is too cruel, and your goal is to protect people and stand up for the weak. (Play this card when you advocate for or show mercy.)
conversations.from: human
conversations.value: Escape: You're on the run from something, and your only personal goals are to forget your past and turn over a new leaf. (Play this card when you do something you wouldn't or couldn't have done in the past.)
conversations.from: gpt
conversations.value: Harn Church: This simple church doubles as the village meeting hall.
conversations.from: human
conversations.value: Harn Village: A small village only a decade old, home to Jarzoni religious dissidents.
conversations.from: gpt
conversations.value: Vata: Your ancestors interbred with the Vatazin, a now-extinct slave race, and your long ears mark your heritage. Scorned by many, you joined the Sovereign's Finest in order to prove yourself.
conversations.from: human
conversations.value: Ranged Weapons: You can see things very far away, have great aim and are hyper-alert to sounds and movement even far in the distance. You're a crack shot even while mounted.
conversations.from: human
conversations.value: Lacks Confidence: You second-guess yourself, leading to missed opportunities. Other people sense this about you and sometimes hesitate to place their confidences in you.
conversations.from: human
conversations.value: Recognition: You want everyone to see that you have a legitimate place here. (Play this card when you do something for the glory of it.)
conversations.from: gpt
conversations.value: Aldin Upper Class: Before joining the Sovereign's Finest, you were a child of a rich Aldin family. You are well-educated and know which fork to use. You joined up because it's what your family expected.
conversations.from: human
conversations.value: Arcane Healing: You are a naturally gifted arcanist in the healing arts. You can aid the sick and wounded, cure minor illnesses and boost or shield your allies in combat.
conversations.from: human
conversations.value: Frail: Your body is weak, and you get tired easily. If you threw a punch, you'd be more likely to hurt yourself than your target.
conversations.from: human
conversations.value: Family Expectations: You are hungry for the approval of your family and just want to make them proud. (Play this card when you do something that your parents would want you to do.)