conversations.from: system
conversations.value: #Preface
  In times half-forgotten the province of llygredd was said to be the center of commerce and home to many in the land of Antarr. Castles and cities were raised upon the ground, forests and greenery fueling the lives of Antarrians. The castles were grand, their architecture advanced and majestic, yet the advanced techniques were forgotten in the modern days. 
  
  It was year 0:1536 (The Awakening) when the verdants first started to appear from the majestic forests of Illygred. These mysterious beings, chimeras of flora and fauna, were intimidating, yet captivating. Their physique and shape varied, some exhibiting strange magical powers. The Antarrians believed the verdants came from some place called *the Below*, and stretched their earthen branches and paws up through the surface of the human realm with a deep anger for all things constructed. The humans' hearts were weak, filled with fear and distrust. Albeit many suggested the creatures were not innately hostile -at least not all-, they answered to the fire that burnt them and which disforested the land to make place for crops, roads and houses; effectively polluting the water and weakening the nature. The result; the Clash (0:1537). 
  
  The verdants left behind them a continent changed, and a line of humans soon began to exhibit special abilities. It was divided into *Seralgy* and *Lemancy*, the teaching of the blood and the teaching of the mind. Seralts could for example bind their blood whereas lemants could *shift* someone's vision, or in some cases plant thoughts.
  
  -------------------------------------------
  
  #The Game
  This is an original game set in a grand fantasy world fallen from grace as a strange beings rose from the ground and caused havoc. These risings occur with irregular periods, and require the renewal of a magical contract between the races which withers over time. Our setting plays out during a renewal period year 6:197 AW (after the Awakening), and the plot involves *four* main clashing factions:
  
  **Verdants**
  The *verdants* are the magical forest-spirits  who many believe appeared from the Below. They exhibited many strange powers yet have not been seen for more than a century.
  
  **The Royal Knights of Reihart**
  Second is the royal family - and their Knights of Reihart, proud and conservative, holding little value in anyone not entirely human. They constantly harass and pillage in search of any non-humans hiding on their territory, by the command of King Reihart himself. They despise verdants and believe sacrifices made during the contract renewals to be a display of weakness.
  
  **Bluebloods**
  They are the ancient noble faction of humans tainted with verdant blood. Some say this faction dates back to when the first contract was made, and driven by greed, use their powers for their own gain. It has been said there were several occurrences when Bluebloods plotted against the throne, but they remain secretive, and not many know of them.
  
  **The Lady's Wardens**
  Lastly there are the followers of Lady Green, a woman transformed by a verdant during the first contract into a chimera; and with the fate of ever-living. These followers try to bring balance between the verdants and the humans, by renewing the contract every cycle.
  
  ---------------------------------------------
  #Foreword
  The game and setting was inspired by great works such as Mononoke Hime (a Ghibli movie), Avalon (board game), Howl's moving castle, Berättelsen om Blodet (a Swedish fantasy trilogy) and The Kingkiller Chronicles, and several other works. 
  
  The main theme of the game is the battle between nature against man, man against man, and perhaps foremost the battle within oneself.
  
  
  -----------------------------------------
  #Character Creation
  New players are encouraged in their character bios to create their character’s birthplace, which will be added to the world information, or they may always use a currently existing location. Players should stick with the lore of the game but creation of custom cards is allowed, subject to narrator approval.
  
  Here are a bunch of questions you could use to figure out your character:
  [http://characterdesigninspiration.tumblr.com/post/95148814101/character-development-questions-masterpost-1]
  
  Here is the lore so far: [https://docs.google.com/document/d/1LYvgU_9c4X5WBN78IuKQxzmeF2eqY9tDPw6quM4ASUA/edit#]
  
  This is a semi free-form, tale-weaving story. The idea is that each player starts somewhere in Antarr and are all introduced to each other as time passes. The narrator will provide an overall plot that will encompass all characters. Players must join the overall plot, but do not have to be in the middle of the conflict.
  
  All characters are natives of Antarr who have lived on it their whole lives. Posts should be written in third-person, past tense.
  
  If it becomes necessary, the narrator will mark this game as NSFW, it is a world where there are swords, magic and conflict after all. Someone might be using them.
  
  This game welcomes characters regardless of their sexual orientation. That is not the focus of the game, however.
conversations.from: human
conversations.value: Knight of  Reihart: You are as virtuous as you are strong. Or maybe you're as cruel as you are vindictive. Many look to you for protection and when the time comes you may play a crucial part in the shaping of the kingdom you call home.
conversations.from: gpt
conversations.value: Seralt: You possess a strange gift from blood mixed with green. Only a select few can *bind blood*, a gift which can save your life, or make even the smallest wound become lethal.Yet there is further, more subtle potential within.    
conversations.from: human
conversations.value: Lemant: You possess a strange gift from red blood mixed with green. Only a select few can *sway the sight* a gift as useful as it is dangerous. However there is further, more subtle potential within.    
conversations.from: gpt
conversations.value: Talbin  - the Capital of Antarr: The diverse ocean-side capital of Cavrarn, a place of trade and tourism for its cultural heritages from times before the Clash. This city is by far the most lush, and the king rules with an iron hand; yet lately after his wife's death he has become worn -  a mere shadow of his past.
conversations.from: human
conversations.value: Brell: One of the larger port-towns in the province of Illygred, home of trade and agriculture; closely bordered on one side by the capital, Talbin, the other some farmlands encircled by far-stretching mountains and forest. Within its borders live a few important noble families; yet the majority of the town is populated by farmers, craftsmen and salesmen from far and wide.  
conversations.from: gpt
conversations.value: Antarr - Forest of the First: placeholder
conversations.from: human
conversations.value: Illygred - Castle Levateau: At the peak of the high city lies the castle Levateau, home to the lone count of Cas Levateu and his servants. The man was assigned by the high Ruler of Tanvale for reasons unknown to most.
conversations.from: gpt
conversations.value: Antarr - Talbin Banquet Hall: The largest banquet hall in Cavrarn in the heart of the capital of Talbin - a place of conspiracies, alliances are formed and crushed, factions intertwine and numerous crucial cross-kingdom negotiations are held. 
conversations.from: human
conversations.value: Below - Unknown: placeholder
conversations.from: gpt
conversations.value: Castle Green - Chimera's Chambers: placeholder
conversations.from: human
conversations.value: The Elder Green: Birthname Feira Allectus, she became Lady Green "Chimera" when left the lone survivor of the rite of binding.
conversations.from: gpt
conversations.value: Qohe: The older brother of Fer, known only to a handful of humans. He rules the fallen palace of Below and is one of the eldest verdants; known to sometimes visit humans their dreams. The Below is often depicted as a layered foundation, the fabrics which the surface world was built upon, layer upon layer with mystery.
conversations.from: human
conversations.value: Fer: He was most commonly depicted as a ragged fur-coated animal, but changing his shape throughout history. He spins carefully woven schemes for the worlds and the other verdants. It was considered unlucky to call upon his name for help, and only the most desperate did--words twisted, truths hidden and deception always lurking around the corner. 
conversations.from: gpt
conversations.value: Elia: The princess of Antarr and the second in line to the throne.
conversations.from: human
conversations.value: Skelle: Prince of Antarr and first in line to the throne.
conversations.from: gpt
conversations.value: Ravin: Thirdborn prince of Antarr, always considered the unlucky one in the family. Known by the commonfolk as the 'Black sheep of house Pengorn'
conversations.from: human
conversations.value: Lair of the Warden: Warden of the first layer of the Below, this creature has neither compassion nor patience.
conversations.from: gpt
conversations.value: Traveler: You know your way around the mountains and great forests of Antarr, probably better than most of the kingsguard. However not many in your line of work are known for their loyalty. Perhaps you travel to escape a life past or perhaps to seek adventure; help people; or you're a courier for the crown? 
conversations.from: human
conversations.value: City-dweller: You were born in the city, or perhaps just outside of it. You know every block and although some may look down on you, you are a provider for the land, part of the lower to middle-class society.
conversations.from: gpt
conversations.value: Assassin : You are either a cold-blooded assassin of the Canton of Marú - assassins in service of a secret leader, and worship a long forgotten god. Or, perhaps you're a freelancer for the nobility, bought for meager coin. There is a part of you which you have abandoned, that which retains all life. You either believe blood to be the way, or you completely lack morality.
conversations.from: human
conversations.value: Attractive: You are an entrancing gem, and folk both wealthy and poor seek your company. Perhaps you take advantage of others, or maybe you seek to be as much paragon as you are pretty.
conversations.from: gpt
conversations.value: Silver Tongued: You have the power to sway crowds; with your charismatic capacity there are few as well-versed with words as you, especially who can challenge your mettle face to face.
conversations.from: human
conversations.value: Heart of Gold: You are kind-hearted and helpful; a true paragon in these conflicted times. Your virtue inspires others and makes you the friend of many, and the enemy of few. 
conversations.from: gpt
conversations.value: Resolute: You are instilled with purpose. A flame burns in your heart, steering you in the right direction and making you adept in handling any situation. You trust yourself to make the right decision.
conversations.from: human
conversations.value: Discreet: You know when being quiet gives you the most information. While you may not stand in the light yourself, you make few enemies and are trusted by those who do notice you. 
conversations.from: gpt
conversations.value: Ashamed: There is something which holds you back; and a feeling most heart-weakening overpowers you. You can easily lose your words if confronted in  the wrong situation.
conversations.from: human
conversations.value: Foul-Mouthed: You sometimes utter the most slanderous words - a feat which makes some dislike you. Hopefully you know when the situation allows for it and when it does not. 
conversations.from: gpt
conversations.value: Angry: You carry the fire of a demon - a tempest of emotions. Perhaps memories haunt you, or maybe you are met with spite by those around you. *Something* makes you angry.
conversations.from: human
conversations.value: Cold-Hearted: Enveloped with an air of ice, you have the capacity to pierce and shatter the warmest of hearts. You do not care for others, and perhaps they will learn not to care for you.  
conversations.from: gpt
conversations.value: Deceptive: Whether it be for good or bad; you lie. Something makes you dishonest but it is rooted deeply within you, a layer of masks which you cannot simply be stripped of.
conversations.from: human
conversations.value: A Promise of Peace: You wish more than anything to keep balance in the world - be it between humans or between humans and verdants. 
conversations.from: gpt
conversations.value: A Chase of Identities: You have yet to find your place in the world, and want more than anything to find somewhere to belong. A *purpose* to your existence.
conversations.from: human
conversations.value: An Oath of Protection: You have sworn to protect someone or something; perhaps a life for a life, an oath for love or respect. Withal it is of *grave importance* to you.
conversations.from: gpt
conversations.value: A Pursuit of Love: Be it for yourself or others, you wish for nothing more than love. It could be platonic or pure desire, for you or for others, but it is what you miss in your life. 
conversations.from: human
conversations.value: An End to Solitude: You have been alone, either in spirit or physically for a long time. Perhaps you are not comfortable amongst humans, or perhaps you are a simply *abandoned* - never to be appreciated. 
conversations.from: gpt
conversations.value: Kaapinbec: A quaint town whose trademark involves dyes, wear and wool. It passes over a number of shallow rivers which are used to process the wool and dye the clothes. Outside are a handful of farmsteads.
conversations.from: human
conversations.value: Asvi Likasvaerd: The comely noble daughter of a wealthy family; too stubborn for her own good.
conversations.from: gpt
conversations.value: Pouch of coins: A hefty sum of 10 sovereigns. Inside is also a note: "Leave now. You have caught the attention of people you do not wish to be involved with.
  -- E"
conversations.from: human
conversations.value: Kaapinbec- Night: Night was upon the town, and with it came the ominous feeling of insecurity, as darkness seeped into the hearts of the fearful. Yet it was in the light that a crime had occurred.
conversations.from: gpt
conversations.value: "Egill": A tall and slender man; shrouded in a dark coat and face covered by the mask of a bird.  Underneath you could glint a scar on his cheek.
conversations.from: human
conversations.value: Hassled by guards: As the poor tradesman had been able to calm his ox, the guards caught up with him again. It had taken them long enough, but here they were. Compensate, or leave!
conversations.from: gpt
conversations.value: Pouch of coins: A hefty sum of 10 sovereigns.
  
conversations.from: human
conversations.value: Mysterious note: You are suspicious as to the origin of this note, offering food in such suspicious circumstances. And around you are strangers you met only yesterday, under more than gravely suspicious circumstances.
conversations.from: gpt
conversations.value: Cottage - Illygred Woods: Somewhere in the vast woods of Illygred, at least slightly of the main road, lies a cottage.
conversations.from: human
conversations.value: Alone ("Eva"): You are alone again. Will you search for your lost companion, or stay by the still hot remnants of a fire?
conversations.from: gpt
conversations.value: Verdant ("Eva" & Alain): A strange verdant in the shape of several animals haunt you. The verdant tries to drag you deeper into the woods. 
conversations.from: human
conversations.value: The Invisible Threat (Salvis, Mairwen): Your assailants have gone. What remains is for you to escape, or fall prey to whatever awaits.
conversations.from: gpt
conversations.value: Skogh: A verdant taking the shape of a pale elk, bound to the deepest and oldest of woods.
conversations.from: human
conversations.value: Gather the Group: You have at last found each other again. However can you overcome the past and reach out to each other?
conversations.from: gpt
conversations.value: Strix's Familiar: You are bonded with a Strix, an owl-like verdant that cannot fully manifest outside of the Below without a host. The question is... is it a blessing or a curse? Can this creature really be trusted?
conversations.from: human
conversations.value: Nimble of Mind and Body: Though perhaps not on the receiving end of an orthodox education, your mind is sharp and flexible.
  
  A less than ideal upbringing has honed your physical capabilities; your body is quick and agile, if a bit small. 
conversations.from: human
conversations.value: Skittish Monnia: Musk oxen are large imposing animals; one would never consider that an insignificant flash of light and a piercing wail would stir these beasts. 
  
  ...Apparently it can.
conversations.from: gpt
conversations.value: Untrusting: You have a secret which could destroy you. You have been abandoned and hunted. It seems only sensible to place no faith in others. 
conversations.from: human
conversations.value: Pains of a Broken Arm : The pyshical body, upon impact of injury, numbs the pain at the momentnof injury. Yet, given a short time thereafter the pain -in it's  resplendent horror- is witnessed by the victim and thereafte endured until healed.
conversations.from: gpt
conversations.value: Etiquette: A knight is expected to be many things. Courteous when called upon. Humble in his station. Firm of voice, yet careful of tongue. Many ignore these lessons, but they can be used when the need arises.
conversations.from: human
conversations.value: Un-Patriotic: As a lemant, you have been cast from society and hunted by those who both carry the seal of the King and wish to do you harm. Not exactly likely to inspire in you the virtues of a martyr.
conversations.from: gpt
conversations.value: Honorbound: You serve king, country, and all those with authority within it. Personal morals or feelings do not exempt you from whatever tasks have been given to you.
conversations.from: human
conversations.value: Woodlands Axe: Ever since Kaapinbec-as a precautionary measure- you have opted to burden your hand-axe upon your person. Potentially useful in various situations; it shall fail you if used in mortal combat againt an opponent with any sort of martial weapons and some training. 
conversations.from: gpt
conversations.value: Independent and Adaptable: You've been living on your own since you were but a little girl. You're used to being both shunned and threatened, and you've developed a remarkable ability to survive, despite potentially ludicrous odds. 
conversations.from: human
conversations.value: Thespian at Heart: You are an adept Juggler and entertainer. Your finesse lies in acrobatics and juggling, however you have a deep love of the acting arts.
conversations.from: gpt
conversations.value: Envoy of Lady Green: You have been tasked with the quest to recover the keepers, and bring them to the capital, Talbin. While the Bluebloods and Knights of Reihart carry torches for respective side, you have your own ordeals...
conversations.from: human
conversations.value: Of Deeds and What Thou Hath Wrought: Regardless of what tribulation you suffered last nigh; of the dark things which shall plagued your dreams till the hour of your death  and of the scars of torment which shall brand you evermore. Regardless of all that, you sacrificed yourself to save someone - to save her. And that is far more important than anything else.
conversations.from: gpt
conversations.value: Gimvald Forest- Clearing: A clearing in the north end of the forest where the group of travelers had laid camp.
conversations.from: human
conversations.value: The Way Forward: Our band now finds itself trying to get away, and perhaps out of Gimvald Forest. Facing them is the chaos and danger of the factions of Antarr, colliding in an unforseeable match to the death.
conversations.from: gpt
conversations.value: The Mask of the Envoy: An eerie mask with the face of an owl. This was Egill's mask, conceiling his identity to the warring factions. Perhaps it could be useful to hang onto?
conversations.from: human
conversations.value: Save the goods: Without equipment, even if you survive this unfortunate event, how long before you starve? 
conversations.from: gpt
conversations.value: Blueblood: You are born to an ancient bloodline, and thrive in a secret society,  the Bluebloods. You desire power for yourself, or perhaps you are just the child of a Blueblood, born into this life. Within your bloodline many are green of blood. Perhaps you are too, but perhaps, you're just one of those who are not. 
conversations.from: human
conversations.value: Warden of the Lady: You are a protector of the living goddess, the Lady Green. Perhaps you seek the lost lore of the ancient society before the verdants, or perhaps you are an expert on verdant lore, hierarchies and gods. Most likely, you are there to serve the Lady. 
conversations.from: gpt
conversations.value: Forest-dweller: You were an unlucky child, abandonded in the forest as a babe, or perhaps your parents were. It is a hard life, cursed life, and a short one for many. Few dare venture into the forest in fear of the verdants, knowing it is their territory, and that only fools would seek out the old cities which lay within.
conversations.from: human
conversations.value: The Envoy's Steel Sword: A lightweight sword which lay in the middle of the battlefield on the outskirts of Gimvald forest. Could be useful in a fight, no?
conversations.from: gpt
conversations.value: Bruclief: "If you're looking for inspiring and comforting sort, you're in the wrong place, kid."
  
  Bruclief is a hunting- and stone-cutting town in the province of Illygred. The village people know each other well, and don't look too kindly on strangers. 
conversations.from: human
conversations.value: Guardsman Bella & Donnic: Two Bruclief guardsmen who stood by the town entrance. 
conversations.from: gpt
conversations.value: Norman: An old man and also the village healer, short in stature. He has a mean-looking face. 
conversations.from: human
conversations.value: Wake up: Both Alain and Egill are unconscious. 
conversations.from: gpt
conversations.value: Where did they go? (Onyx): You are in a field of dead knights and one dead, cloaked man. Who are these people to kill such a large contingent of trained men?
conversations.from: human
conversations.value: Carry Alain: He's not going to move on his own.
conversations.from: gpt
conversations.value: Carry Egill: Well, he's unconscious and lying face down in the dirt.
conversations.from: human
conversations.value: The Healer: He's probably the worst person you've ever met. Enough said.
conversations.from: gpt
conversations.value: Find Your Purpose: You've been left adrift in this world, it seems. Until now. Now, everyone seems to have something to say about you, something they demand. But nothing feels right. You want a meaning, a drive, a goal you can devote yourself to.
conversations.from: human
conversations.value: Lemant: You possess a strange gift from red blood mixed with green. Only a select few can *sway the sight* a gift as useful as it is dangerous. However there is further, more subtle potential within.
conversations.from: gpt
conversations.value: Stay hidden from the Canton of Marú: The group which raised you does not tolerate losing tools. They’ll stop at nothing to find you.    
conversations.from: human
conversations.value: ACE SHOT: You know how to wield the longbow, and you know how to wield it well. You have been shooting since your boyhood and can do it from paces away. But you do not kill anymore. But you will come the occasion
conversations.from: gpt
conversations.value: A  Return to what you once were: You are not what you used to be. Those days of warm friendship and campfires are past. You no longer have any friends, perhaps you are the cause of that.
  You no longer know and yearn to know what it is to know there are people there for you.
  
conversations.from: human
conversations.value: Blunt: You do not understand 'tact' and speak your mind even when it is better not to. Often to disastrous results
conversations.from: human
conversations.value: A Desire for Adventure and Glory: Your life until now has been too straightforward and you want something exciting to happen. Is that a good thing ? Time will tell !
conversations.from: gpt
conversations.value: Stealthy: A life blending into the shadows has made you much harder to detect than the average person.
conversations.from: human
conversations.value: Strong Man: For whatever reason, you've built up a lot of muscle in your life. 
conversations.from: gpt
conversations.value: Tough and Resilient: You've had ample chance to prove you are not made from fine white china, even if you don't consciously acknowledge it. You can be beaten into the ground and pull yourself up again. You may be slight, but you are lithe. Step after step after step. That's how it's done.