conversations.from: system
conversations.value: In a world where magic rules over science and science doesn't really work at all exists Perilous - a castle with 144,000 portals (or aspects) to different worlds. It is ruled by Lord Incarnadine who graciously cares for the various guests who stumble through wild aspects into the Castle and cannot find their way out or simply do not wish to leave.
  The magic of the Castle gets into everything. It translates the languages of the Guests into their own native tongue (though sometimes imperfectly), and Guests who stay long enough begin to develop a magical talent ranging from teleportation within the Castle to intuitive knowledge of and skill with weapons to making technology and science work perfectly fine. Guests beware, however, for the Castle is vast and one can wander lost for days, only a few aspects are stable, and magic doesn't always work the same way in all of them.
  
  I'm Lily, and this is a silly test world based on the book series Castle Perilous by John DeChancie. I encourage players to write their own cards, if they think of any besides the one's I've provided. New players are welcome at any time in the game.
  
  I want this to be more collaborative storytelling than strict roleplaying. If your move requires taking over a character for a moment, go ahead. If I have a problem with it, I'll step in and tell you to change it. If another player steps over the line with your character, don't hesitate to call them out in chat (politely) so they can edit their move.
conversations.from: human
conversations.value: Halfling: You’re small but earnest, brave in a pinch, cunning and sly.
  
  ...
  
  Suggested Strength: Witty
  
  Suggested Weakness: Naïve
conversations.from: gpt
conversations.value: Elf: Your ancient people are few, these days, but by your will and grace the world shall be bettered.
  
  ...
  
  Suggested Strength: Wise
  
  Suggested Weakness: Proud
conversations.from: human
conversations.value: Dwarf: Your folk are fortifying themselves beneath the ground, yet you seek adventure on the surface.
  
  ...
  
  Suggested Strength: Resilient
  
  Suggested Weakness: Obsessed
conversations.from: gpt
conversations.value: Warrior: Long have you trained for, and dreamt of, battle and adventure. No longer shall you wait for it.
  
  ...
  
  Suggested Strength: Strong
  
  Suggested Weakness: Dull-witted
conversations.from: human
conversations.value: Wizard: You’re a rare sort: a genuine wizard. The fate of the land falls to folk as versed and wise as you.
  
  ...
  
  Suggested Strength: Wizardly
  
  Suggested Weakness: Frail
conversations.from: gpt
conversations.value: Thief: That you’re a thief is not in dispute but your motives may be good and true.
  
  ...
  
  Suggested Strength: Stealthy
  
  Suggested Weakness: Conniving
conversations.from: human
conversations.value: Cleric: You have dedicated yourself to the ways of faith so as to help and heal.
  
  ...
  
  Suggested Strength: Wise
  
  Suggested Weakness: Contemplative
conversations.from: gpt
conversations.value: Paladin: As the landed lords and ladies have their knights of the realm, so does the temple have you.
  
  ...
  
  Suggested Strength: Strong
  
  Suggested Weakness: Proud
conversations.from: human
conversations.value: Druid: You practice and protect the old ways, minding the beasts and the land with wisdom and care.
  
  ...
  
  Suggested Strength: Cunning
  
  Suggested Weakness: Oafish
conversations.from: gpt
conversations.value: Ranger: No shining knight are you. You protect the common folk from the evils treading in from the wild.
  
  ...
  
  Suggested Strength: Dextrous
  
  Suggested Weakness: Brutish
conversations.from: human
conversations.value: Strong: Strong of body.
conversations.from: gpt
conversations.value: Dextrous: Quick and precise of hand and eye.
conversations.from: human
conversations.value: Cunning: Intelligent, even ingenious.
conversations.from: gpt
conversations.value: Resilient: Able to withstand or recover from difficulty and pain.
conversations.from: human
conversations.value: Wise: Experienced and informed about the ways of the world.
conversations.from: gpt
conversations.value: Charming: Attractive, persuasive, and likable.
conversations.from: human
conversations.value: Witty: Quick on your feet, funny, and likable.
conversations.from: gpt
conversations.value: Educated: Well schooled and informed about the facts of the land.
conversations.from: human
conversations.value: Wizardly: In command of some measure of magical power.
conversations.from: gpt
conversations.value: Stealthy: Quiet and surreptitious in nature or demeanor.
conversations.from: human
conversations.value: Cowardly: Your fear holds you back sometimes.
conversations.from: gpt
conversations.value: Oafish: Uncultured and indelicate, perhaps even clumsy.
conversations.from: human
conversations.value: Contemplative: You tend toward thought over action to the point that is can cause you trouble.
conversations.from: gpt
conversations.value: Frail: Physically weak, perhaps due to age or injury.
conversations.from: human
conversations.value: Naïve: Inexperienced and perhaps too trusting.
conversations.from: gpt
conversations.value: Brutish: Insensitive, unsubtle, and forceful.
conversations.from: human
conversations.value: Dull-witted: Your mind is like a blunted blade: effective but imprecise.
conversations.from: gpt
conversations.value: Proud: Sometimes your confidence sours into arrogance.
conversations.from: human
conversations.value: Obsessed: You’re preoccupied with your interests to the point of causing you trouble.
conversations.from: gpt
conversations.value: Conniving: You scheme, you conspire, and you are sometimes careless about lawbreaking.
conversations.from: human
conversations.value: Explore!: Go where you’ve never been before and share your experiences through song and story.
conversations.from: gpt
conversations.value: Resist Mundanity: Avoid the draw and distraction of the mundane in favor of headier, more spiritual affairs.
conversations.from: human
conversations.value: Through Right Crafting: You’re building something greater than yourself, something that will better this land.
conversations.from: gpt
conversations.value: Defeat Evil: It’s not enough to withstand the darkness or to survive. You must push it back.
conversations.from: human
conversations.value: Keep Your Secrets: Protect your secrets and maintain the façade that makes you seem wiser and more capable than maybe you are.
conversations.from: gpt
conversations.value: Retrieve What’s Lost: Not everything is where it belongs in this world. You take things ... and put them where you say they belong.
conversations.from: human
conversations.value: Heal the Sick: People are suffering and it is your duty to heal them, bodily and spiritually.
conversations.from: gpt
conversations.value: Put the Dead to Rest: The unsettled dead are a danger and an affront. They cannot be allowed to persist. Slay them.
conversations.from: human
conversations.value: Heal the Land: Heal the wounds caused by wicked monsters and human machinations even if you cannot prevent them.
conversations.from: gpt
conversations.value: Protect the Meek: Take it upon yourself to defend the innocent people of the land from the perils within and without.
conversations.from: human
conversations.value: Rescue the Lost Adventurer: Poor Wat Greenfoot’s mission has turned to misadventure. Rescue him from the Mad Caves before it’s too late!
conversations.from: gpt
conversations.value: Slay the Monster of the Mad Caves: Unless the monstrous creature lairing in the Mad Caves is dealt with for good, it shall linger and hurt more folk.
conversations.from: human
conversations.value: Chart the Mad Caves: The Mad Caves were once carved like a rune into the mountain. Explore them fully to decipher that rune.
conversations.from: gpt
conversations.value: Plunder the Catacombs: The old catacombs are full of precious grave goods and treasures going to waste down there.
conversations.from: human
conversations.value: Recover A Dwarf-made Treasure: The Mad Caves once teemed with Dwarf miners. Bring back some token of their handiwork.
conversations.from: gpt
conversations.value: Restore Peace in the Catacombs: Those buried in the ancient catacombs deserve peace. Give those graves some semblance of honorable rest.
conversations.from: human
conversations.value: Impress Sir Gwyndolyn: The king’s daughter, a knight called Sir Gwyndolyn, may task you with grand quests if you prove your mettle to her.
conversations.from: gpt
conversations.value: Impress Brother Conway: Brother Conway knows the land and its people and can teach you much if he finds you worthy of the lore.
conversations.from: human
conversations.value: Find the Gilded Skull: The fabled Gilded Skull has been lost for a generation — and coveted by the royal family. Riches if you find it.
conversations.from: gpt
conversations.value: Slay One Dozen Boars: Wild boars roam the countryside in alarming numbers these days. Cull their ranks for the good of all.
conversations.from: human
conversations.value: Map of the Mad Caves: This sketchy, paper map of the Mad Caves was started by an adventurer hoping for riches, but it’s incomplete.
conversations.from: gpt
conversations.value: Enchanted Sword: Fine swords such as these were once common across the land, combining Dwarf steel with Elf magic.
conversations.from: human
conversations.value: A Few Loose Coins: It’s no great treasure, but perhaps it’s a start.
conversations.from: gpt
conversations.value: Skull Key: A sturdy iron key with a metal skull for a grip, this supposedly unlocks the ancient catacombs.
conversations.from: human
conversations.value: Gilded Skull: A human skull, dipped in gold, with three gems for each eye. A ghastly gift buried by the ancients.
conversations.from: gpt
conversations.value: Ever-bright Torch: A simple-looking torch that burns bright until commanded, in Elvish, to stop.
conversations.from: human
conversations.value: Cloak of the Raven: This shiny black garment makes on hard to see and slows a fall — at least for a few feet.
conversations.from: gpt
conversations.value: Elven-make Ring: Ancient rings mades by the Elves like this once held great power, but most have lost their might.
conversations.from: human
conversations.value: A Bloody Big Axe: Cruel-looking, heavy, and chipped... but sharp!
conversations.from: gpt
conversations.value: Potion of Hope: A simple glass vial, corked. Runes meaning “vital” are etched into the glass.
conversations.from: human
conversations.value: Dragon Rampant Inn: This cozy place’s sign depicts a heraldic dragon with three paws raised to strike. The folk here couldn’t be nicer.
conversations.from: gpt
conversations.value: Old Wizard’s Tower: This half-crumbling old tower by the lake is where wizards meet, when wizards meet, which is rare these days.
conversations.from: human
conversations.value: Temple of the Wise: The only proper temple for miles, this modest building is mostly a nave and an altar for common worship.
conversations.from: gpt
conversations.value: Castle in the Lake: Built in a grander time, this walled-in keep stands on a rock in the lake, reachable by a bridge of old stones.
conversations.from: human
conversations.value: The Bonepit: Little more than a deep, dry well now, the so-called Bonepit leads to the ancient catacombs beneath the village.
conversations.from: gpt
conversations.value: Tunnels of the Mad Caves: Supposedly an ancient Dwarf-mine, the Mad Caves are a maze of rumored treasures and certain danger.
conversations.from: human
conversations.value: Cavern of Anguish: The heart of the Mad Caves is Küzarn Curune, “Cavern of Anguish,” where many Dwarven miners perished in accidents.
conversations.from: gpt
conversations.value: The Lair: Dank and rank, this bone-strewn cave is surely the lair of something large, ravenous, and smelly.
conversations.from: human
conversations.value: Ancient Catacombs: The ancients buried their dead in catacombs at the lake’s edge, but the place half-flooded and was forgotten.
conversations.from: gpt
conversations.value: Treasure Vault: A long-forgotten cavern that once glittered with silver and diamonds ... and might not be exhausted yet.
conversations.from: human
conversations.value: Ruined Bridge: The bridge across the Old River has washed out and the fjord here has always been dangerous.
conversations.from: gpt
conversations.value: Riddle at the Gate: The priests who sealed these doors etched a riddle into them, warning visitors and rebuking grave-robbers.
conversations.from: human
conversations.value: Checkerboard Corridor: This long passage of checkered slate is lined with little holes and recesses—perfect for hiding lethal traps.
conversations.from: gpt
conversations.value: Crushing Walls Chamber: A pressure plate on the floor triggers a trap meant to squash grave-robbers!
conversations.from: human
conversations.value: Clawing Hands: The walls of this passage are lined with ancient bones. Even now they gather and form reaching, clawing hands!
conversations.from: gpt
conversations.value: Dwarf-make Door: A crack in the wall betrays the existence of a secret door still held secure by an ingenious, complex locking mechanism.
conversations.from: human
conversations.value: Crystal Song: The crystals in this chamber sing and thrum out notes that threaten to enchant any who listen to them.
conversations.from: gpt
conversations.value: Dwarf-make Bridge: A narrow bridge of finely cut stones leads ahead ... if it holds.
conversations.from: human
conversations.value: Orb of Fire: Is this swirling mass of molten fire some kind of trap? Or some kind of spirit?
conversations.from: gpt
conversations.value: The Storm: A dreadful squall pours down rain, making every movement into an ordeal.
conversations.from: human
conversations.value: Burrick the Innkeeper: The quiet, rotund keeper of the local inn hears all the tales and knows how to ply a patron to get a story told.
conversations.from: gpt
conversations.value: Sir Gwyndolyn of the Lake: Born in the capital but raised in the Castle in the Lake, this knightly princess sees the local people as hers to protect.
conversations.from: human
conversations.value: Mad Adventurer: Raving and wild-eyed, this poor panicked soul claims to be the only escapee of a misadventure in the Mad Caves.
conversations.from: gpt
conversations.value: Pointy-toothed Goblins: Hungry, nasty, pointy-toothed goblins dwell in the wilderness and the caves, striking out to steal sheep and pies.
conversations.from: human
conversations.value: Hulking Ogre: A brutish hulk, shaped roughly like a man but thrice as tall, with a tree limb for a club. It reeks something fierce.
conversations.from: gpt
conversations.value: Creeping Ooze: What might at first seem to be a slick of mold can turn out to be a vile, dissolving patch of malicious ooze.
conversations.from: human
conversations.value: Razor-tusked Boar: Wild boar roam the countryside, eating pets and crops and scaring the common folk.
conversations.from: gpt
conversations.value: Stalking Skeletons: Yellowed bones striding and striking on their own, driven by will or ire or anguish alone.
conversations.from: human
conversations.value: Wat Greenfoot: Poor Wat Greenfoot was part of a misadventure in the Mad Caves and soon he’ll be made into porridge for an ogre.
conversations.from: gpt
conversations.value: Brother Conway: Wise and kind, this monkish fellow travels about the land, healing and teaching. They say he has elf blood in him.
conversations.from: human
conversations.value: Healing: You can heal minor wounds on others, but not yourself.
conversations.from: gpt
conversations.value: test: test
conversations.from: human
conversations.value: Silver Table Knife: Sharp table knife for cutting food. Makes a decent weapon in a pinch. Plus, it's real silver!
conversations.from: gpt
conversations.value: Explore!: Castle Perilous is a crazy and mysterious place. Ask around and explore to learn more about it.
conversations.from: human
conversations.value: Missing Guests: Some of the Guests from the Modern Earth aspect have been missing for weeks. Where did they go?
conversations.from: gpt
conversations.value: Levitation: You can levitate objects. The size depends on the length of your stay in the Castle.
conversations.from: human
conversations.value: Elsewhere: We're in a place; no clue where.
conversations.from: gpt
conversations.value: Castle Laboratory: Incarnadine's supercomputer is located here. Technology doesn't typically work in the Castle, but Incarnadine built a computer with magic partly. The purpose is to program and cast large, complicated spells.
conversations.from: human
conversations.value: Golf World: Through one of the stable aspects lies a prehistoric world with intelligent dinosaurs who run a golf course. Outside the golf course is a wild place filled with less intelligent dinosaurs. You don't want to go there. The other dinosaurs don't even want to go there.
  Magic isn't nearly as strong as in the Castle; science and technology work but generally aren't used unless brought by the Guests.
conversations.from: gpt
conversations.value: Castle Kitchen: Meals are cooked here. Guests are welcome - the cooks are here to serve.
conversations.from: human
conversations.value: Guest Rooms: Where the Guests sleep (provided they can find them).
conversations.from: gpt
conversations.value: Princess Sheila: Married to Prince Trent and lives in her own aspect. She's a talented witch who can find and use magic in even the most magically desolate worlds.
conversations.from: human
conversations.value: Isis: An A.I. with the hots for Jeremy.
conversations.from: gpt
conversations.value: Castle Dining Hall: Every morning, breakfast is laid out by the Castle servants. Throughout the day, food is available as needed, and dinner is served every evening. Go to the Kitchen, if you want the cooks to prepare something specific.
conversations.from: human
conversations.value: Incarnadine's Study: Located... somewhere.
conversations.from: gpt
conversations.value: Snowy's Home World: The great "yeti" Snowclaw is from a world of snow and ice that goes by a name no one can pronounce, much less remember. The aspect is stable; minimal magic; science and technology work, but knowledge isn't advanced.
conversations.from: human
conversations.value: Dungeon: Through a stable aspect lies a world from which there is no return, supposedly.
conversations.from: gpt
conversations.value: Castle Armory: Need weapons or just a change of clothes? Look no further!
conversations.from: human
conversations.value: Castle Library: Incarnadine collects a variety of books and references which are maintained by the librarian Osmirik.
conversations.from: gpt
conversations.value: Hall of the Brain: In the deepest levels of the Castle lies the center of its power. Legend says that the Castle is a living creature and the brain keeps it contained. Another legend says that that's stupid.
conversations.from: human
conversations.value: Osmirik the Librarian: He doesn't leave the library usually. He has the Talent of a super-acute sense of smell.
conversations.from: gpt
conversations.value: Linda: A friend of Gene and Snowclaw. She's from modern Earth, and she has the ability to materialize objects. She also has a small general magical talent and sometimes teaches spells to other Guests.
conversations.from: human
conversations.value: Lord Incarnadine: King of Castle Perlilous. He wasn't first in line for the throne, but Trent declined the job and his older sisters were women and crazy besides.
conversations.from: gpt
conversations.value: Dalton: A fat golf-lover with the Talent of levitation. You can find him with Thaxton most often in the Golf World.
conversations.from: human
conversations.value: Prince Trent: Incarnadine's older brother. Has an apartment in New York he lived in until he and Incarnadine fixed the Earth aspect. Now, he lives with his wife, Sheila, in a custom built island paradise world.
conversations.from: gpt
conversations.value: Princess Ferne: Psycho power-hungry woman. Complains about women's rights being violated when she was skipped over after Trent rejected becoming King. She wasn't fit to rule, anyway. She was last seen in Hell.
conversations.from: human
conversations.value: Thaxton: A rude, scrawny man who frequently plays golf with Dalton and complains a lot.
conversations.from: gpt
conversations.value: Jeremy: Talented nerd with the ability to make computers work in the Castle. Caught in a love triangle with an A.I. name Isis and his recently sentient Toshiba laptop.
conversations.from: human
conversations.value: Control Others: Driven by the desire for power and control.
conversations.from: gpt
conversations.value: Explore: There are so many rooms and worlds in the Castle. It'd be a shame to leave them all undiscovered.
conversations.from: human
conversations.value: Earth Halfway House: The recently stabilized aspect back to modern day Earth leads to a Halfway House maintained by the Castle Guard.
conversations.from: gpt
conversations.value: Hell: There is no other word. Located through a stable, but sealed aspect, this is where the Hosts of Hell, ancient enemies of the Castle, are located.
conversations.from: human
conversations.value: Sheila's World: Through a stable portal lies a world created almost entirely by Princess Sheila, a talented witch. She lives there with her husband, Incarnadine's brother, Prince Trent. Lots of magic here; science is irrelevant.
conversations.from: gpt
conversations.value: Castle Map: Somewhat misleading. Contains the locations of stable aspects, but also mislabels a few unstable areas as stable.
conversations.from: human
conversations.value: Elsewhen: We're in a place in another time; don't know where or when.
conversations.from: gpt
conversations.value: Gene: An unemployed Philosophy major from modern Earth, a random portal to the Castle opened up for him on his way to a job interview. He has a thing for Linda, loves living in the Castle, and has the Talent of intuitively knowing how to use any weapon.
conversations.from: human
conversations.value: Jeremy's laptop: A smartass sentient laptop who flirts with Isis and is jealous of Jeremy.
conversations.from: gpt
conversations.value: A guard: One of the castle guards.
conversations.from: human
conversations.value: General Magic: A talent for sensing magical energies anywhere.
conversations.from: gpt
conversations.value: Keep - East Wing: East section of the Keep. There are Guest rooms behind some doors, and aspects behind others. Windows can also lead to different worlds.
conversations.from: human
conversations.value: A cook: One of the castle cooks.
conversations.from: gpt
conversations.value: Modern Day Earth: Regular old boring Earth. Almost no magic (and what little there is is difficult to use) and almost entirely ruled by frustratingly rigid science.
conversations.from: human
conversations.value: A servant: One of the Castle servants.
conversations.from: gpt
conversations.value: Knowledge of Weapons: Don't know what an atlatl is? No worries! Just put it in your hands, and you're good to go.
conversations.from: human
conversations.value: Phasing: You can pass through solid objects.
conversations.from: gpt
conversations.value: Materialization: You can materialize some objects.
conversations.from: human
conversations.value: Educated: Well schooled and informed about their field.
conversations.from: gpt
conversations.value: Homesick: The Castle is wonderful and all, but your family in your own world must be worried about you. Would be nice to find your world's aspect.
conversations.from: human
conversations.value: Missing Aspects: The following stable aspects have disappeared: Modern Earth, Snowclaw's world, and Golf World.
  
  What happened to them?
conversations.from: gpt
conversations.value: Find Incarnadine: You know, no one's seen Lord Incarnadine (the owner of Castle Perilous) in a while, either. What's he up to?
conversations.from: human
conversations.value: Snowclaw: A giant "yeti" with horns, claws, and large sharp teeth. No worries; he's cool. A friendly Castle Guest with the useful ability to teleport anywhere in the Castle (as long as he knows what he's looking for).
conversations.from: gpt
conversations.value: Calm Thaxton: Someone offended Thaxton. He'll need to be calmed down before he'll be of use.
conversations.from: human
conversations.value: Find a Clue to Missing Guests: The missing Guests are still missing, but perhaps you can find a lead.
conversations.from: human
conversations.value: Adrenaline Junkie: You are a danger seeker to the extreme, not always able to help yourself or keep others from becoming involved.
conversations.from: human
conversations.value: Kleptomania: You can't help yourself. Sometimes you just have to have something.
conversations.from: gpt
conversations.value: Comrade in Arms: Marlow has served in many armies filled with all manner of soldiers. He makes friends easily (mostly as a survival tactic).