conversations.from: system
conversations.value: Humans, as long as any of them can remember, have been imprisoned beneath the earth. No guards tend the jailed, and yet thoughts of escape have left the minds of those within. Lethargic and weak, humanity forgot the necessities of the surface -- food, water, sleep and rest, all disappeared with the fable of light, a rumor passed along cracked lips.
  
  The climb from the prison was steep, and the tall steps seemed intended for something much larger, but the aching feeling in their chests, the mind-bending call would not allow the fated two to stop. Suddenly beset by light, by a foreign force unknown to any of their kind, the two paused a moment to rest.
  
  The sky darkened as a veritable horde of Revenants descended upon them.
  
  -------------------------------------------------
  
  (**OOC**) Hello everyone! This story has been quite a while in the making, and as I have just recently come into quite a bit of free time, I've finally managed to string out the clearer thoughts into a handful of semi-readable sentences.
  
  There are a few highly important aspects of this game, chief among them being that of character interaction. I'm going for a cast of four, two humans and two Revenants, to be paired off once applications finish up. The nature of these relationships will lead to lots of interactive moves, and writers are encouraged to be proactive and develop situations, rather than just react to them. As the style of this narrative is not omniscient, a lot of the story of the world will not be immediately available to you, and you must make decisions based on the knowledge you possess at that point in time. The story as it unfolds will obviously be explained, but the world lore, what happened before the fated two escaped the prison, will not be explicitly stated. However, this is not to say I will be leaving you in the dark. Knowledge will be a large theme, and while it is not vital for plot continuation, you will get much *much* more out of the game by speculating as to the meaning behind what one character said, and the importance of why (s)he said it. There are situations in which the obvious solution is not the most beneficial one, and might even end up hindering you.
  
  That said, this game is going to be lighthearted in its approach to violence. I'm fine with killing and gore, write about it to your heart's content, but this is not meant to be an ultra-dark fantasy. Combat, while interspersed throughout the story, will not be the main focus; rather, this is an exploratory story, a fact-finding mission set in a world where true knowledge is, for the most part, gone.
  
  If you have any questions, feel free to PM me. I'm on most times of day.
  
  Happy trails.
conversations.from: human
conversations.value: Human: Lethargic, individually weak, but capable of molding to sources of power frighteningly quickly.
  
  *Imprisoned beneath the surface in a tomb older than any of its inhabitants.*
conversations.from: gpt
conversations.value: Revenant: Ethereal, largely mindless shards of dead gods. They take control of whatever physical body they can, and some endeavor to break the mind of the host.
  
  
  *A piece of what was once a mosaic.*
conversations.from: human
conversations.value: What are your strengths?: What are you good at doing?
conversations.from: gpt
conversations.value: What are your weaknesses?: Old knee injury acting up again?
conversations.from: human
conversations.value: What are your motivations?: What good are you without purpose?
conversations.from: gpt
conversations.value: The Spectre's Eye: A rite passed unto you by the Librarian, granting you knowledge.
  
  *Some things are better left unknown. Those with this curse do not have that luxury.*
conversations.from: human
conversations.value: Sphinx's Perch: The mouth of the tomb that holds humanity. 
  Impossible footprints are worn into the tall stone steps, and the crumbling masonry depicts inhuman creatures.
  
  *Without, the world is bright and full of terrors.*
conversations.from: gpt
conversations.value: The Calm: A wide clearing in a lush, green forest. A taste of freedom.
  
  *No pioneers tread these lands.*
conversations.from: human
conversations.value: Temple Rose: An ancient prison that houses the shades of dead gods. Physical barriers are usually no match for such entities, so why do the imprisoned stay within?
  
  *A man of steel and a man of guile; such pacts are rare.*
conversations.from: gpt
conversations.value: The Ascent: A castle perched upon a mountain, with spires that pierce the clouds. The hands that built this monument have long since passed.
  
  *An exiled Lord, ruling over naught but empty hallways and crumbling towers.*
conversations.from: human
conversations.value: Orus: Banisher of Shades. His body is testament to his willingness to sacrifice humanity for power.
  
  *A man of steel and a man of guile;* 
  *such pacts are rare.*
conversations.from: gpt
conversations.value: The Librarian: A strange being, suddenly appearing to the fated two on the Sphinx's Perch. It offered them a choice, to return to the comfort of darkness, or to brave the light of the unknown.
  
  *Patience lends itself to obscurity, though few are those who wish anonymous glory.*
conversations.from: human
conversations.value: Tor: A giant carved from rock, grown over by moss. A simplistic purpose he holds, though its importance would not be understated.
  
  *It was not thick walls nor hot flames that stopped the giants, but a word and a staff.*
conversations.from: gpt
conversations.value: Havar: The last remaining shade of the deceased god of death, Havar carries out the ferrying of souls from this life to the next.
  
  
  *A lonely master,* 
    *burdened with a terrible task. Kindred spirits know one another.*
conversations.from: human
conversations.value: Fury: A fist clenched about a razor. Even death shall not sever this one's purpose.
  
  *Alaric and Laelynn*
conversations.from: gpt
conversations.value: Spite: A crow and the nearly dead. Is it the shame of loss, or the shame of what remains?
  
  *Colby and Otherim*
conversations.from: human
conversations.value: Chain Beast: This Reaper has spotted you. Fight or flight, little birds.
conversations.from: gpt
conversations.value: The Spectre's Eye: A rite passed unto you by the Librarian, granting you knowledge.
  
  *Some things are better left unknown. Those with this curse do not have that luxury.*
conversations.from: human
conversations.value: Oroan: Mystery spooky forest guy
  
  OOOOO!
conversations.from: gpt
conversations.value: Lilith: Bloodmoon adversary of some sort
conversations.from: human
conversations.value: The Keeper: An ancient entity, chained to a single purpose when time was yet new, and the world but a babe.
conversations.from: gpt
conversations.value: The Sunblade: A once powerful warrior, he challenged Death thrice with nothing but his blade and his wit. 
  
  Twice did he prevail.
conversations.from: human
conversations.value: Leon: The strange, sub-human counterpart to Arrwyn. His depth of knowledge is a treasure trove, should one undergo the trials necessary to unlock it.
conversations.from: gpt
conversations.value: Kjell: The last remaining member of the old Council. He wanders the world endlessly, for fear of blades in the darkness should he stop to rest.
conversations.from: human
conversations.value: Lima, The Sunblade: A pristine suit of armor housing a luminescent blade. Though, from which the voice stems is most anyone's guess.
conversations.from: gpt
conversations.value: The Exiled Councilman: A ferocious opponent, found patrolling the drafty hallways of Temple Rose. It would seem the bars existed more for protection than imprisonment.
conversations.from: human
conversations.value: The Tenders of the Gate: Protector of the spirits of the Void. They pass judgement on those souls unfortunate enough to find themselves here, and ultimately decide their fate.
conversations.from: gpt
conversations.value: The Legendary King: Only the mightiest, most noble of souls are collected by Otherim, and the Oathmaker is no exception. In life, he was known across the land as a peerless warrior and master tactician, a man courageous enough to leap through flames and cunning enough to out-think and out-maneuver any opponent put against him.
  
  Even now, he retains many of these traits, though his ability to physically affect the world has dramatically diminished.
conversations.from: gpt
conversations.value: The Disgraced Exile: A man is only as good as his word, and when it mattered most, the Oathmaker failed to make good on his promise.
  
  The demons spawned from his own ruthlessness set upon him in an instant, and in time he became a shade of what he once was. Even now, he cannot hope to live up to the legend that once was.
conversations.from: gpt
conversations.value: The 13th Oath: Many centuries ago, the Oathmaker failed to keep his word, and it cost someone dearly. Maybe, just maybe, if he can fulfill that promise in this time, he will find peace.
  
  Finally, he thinks, he will find peace...
conversations.from: human
conversations.value: Force of Will: They said it was a fools errand, that there was nothing to this world than what was already before your eyes and ears.  You knew differently, and were able to forge ahead anyway, toward what you knew to be true.
conversations.from: human
conversations.value: Singleminded: There's something you have to do, and you will neither rest nor be diverted from your course until the task has been completed.  The shortest distance between two points is an unwavering line, after all.
conversations.from: human
conversations.value: Find Your Brother: When you were young, your brother would keep you up with tales of another place, a world of light and warmth.  He left one day, and never returned.  He's either found it, or needs your help - either way, you're going after him.
conversations.from: gpt
conversations.value: Self Determination: We've been beaten and kicked while we've been down for far too long. Made prisoner to our own vices; our own fears and weaknesses keep us in chains more effectively than any threat of violence. No more will I bend to another's will.
conversations.from: gpt
conversations.value: Ruthless: The things I've done to survive; even to simply maintain in this benighted realm would blinker the imagination. If a man sinks to the level of a beast, is he then worthy anymore to call himself a man?
conversations.from: gpt
conversations.value: The Inner Flame: The flesh may be weak, the spirit may be willing, but without the will to endure, no hope will be found in the darkness.
conversations.from: human
conversations.value: Creator: You're a mother at heart, and creating new things is at the very heart of your being
conversations.from: human
conversations.value: Misplaced Compassion: You birth, you nurture, and you protect... but sometimes the things you protect are the true danger.
conversations.from: human
conversations.value: New Life: The old passes away, the new takes it's place... that it how it always has been.
conversations.from: human
conversations.value: Fragmented: What does a self become when it stretches out over ten thousand years? Under the weight of all that time, how many memories, how much of the girl you were, how many happy days in the sun can possibly remain?
  
  You know many things, but the connections between them are tenuous at best and misleading at worst.
conversations.from: human
conversations.value: Touchstone: Faith. Hope. The two things you brought to humanity. When the world was dark and ready to devour them, you brought a new way. You walked amongst the people, spreading the word of hope, of a chance for a better life.
  
  And destroyed those who did not belong in your future. You were the saviour, and not all were to be saved.
conversations.from: human
conversations.value: The Price: The spells you forged, the world you helped create, it lurches behind you and attempts to suck you into the void you pulled it from. Magic has a price and one it demands you pay dearly for. One you always let others pay... until now.
conversations.from: human
conversations.value: Seen It All: What are the odds that you haven't been here, or somewhere *like* here, before? Your sense of wonder has carried you across the world and back more times than anyone could count. While specifics often escape you, you can always remember 
  *something* relevant to nearly any situation imaginable.
conversations.from: human
conversations.value: Just One More Sunrise: Anyone else would say you've experienced everything the world has to show. You know better. *Every* day you've lived, you've been there for something nobody else will ever see. What was death in the face of that? What is loss of self in the face of that? There is *always* one more thing to see. There is *always* one more day you have to be there to see it.
conversations.from: gpt
conversations.value: Merciless: Some people belong in the bright and shining future, where peace and hope will be common place. But most? Most do not. And despite the message, the method sometimes becomes more dramatic. 
  
  The message is simple. There is hope. But the other message is that hope comes at a dear price, and none will escape your wraith. 
conversations.from: gpt
conversations.value: Renew the World: The world has become vile and corrupt. It has become so much that it was never meant to be. That will change. You will be the change. You will be the beginning, and when your work is done, there will be no place for creatures such as yourself.
conversations.from: human
conversations.value: Tactless: A usurper king is rarely polite.
  
  Situations where the Oathmaker should handle things more delicately tend to go poorly.