conversations.from: system
conversations.value: ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging.
conversations.from: human
conversations.value: Nyt: The First Wave  
  
  You’ve been here before- or more accurately, you will be here in about a century. It only took the illithids months to destroy the world once the fighting started, but before that, they’d always been around. Several cults dedicated themselves to the illithids destruction long before the war, but those groups were the highest priority targets once the global invasion began.  It wasn’t even a difficult goal to achieve, once the proper number of mind flayers had been amassed- though how they managed to ‘breed’ so damn many of themselves is still a mystery.
  
  You’ve been back for almost a month, and though you’ve memorized all history detailing illithid involvement in these past days, the earliest information you have doesn’t reach back quite this far. As you were told, time travel isn’t an exact science, and they overshot their desired time by about a decade. Currently, you don’t have enough quintessence to make another attempt- you could get back to your temporal origin, but certainly not back again, and there is no guarantee that your allies could survive another raid on an illithid hive in an attempt to get more.
  So, you are stuck here. Having two choices, you elected to search for signs of illithid plots currently active. The nearest Hive is only a day’s travel to the west of your cave on foot, and you have a map of all the tunnels in your time and what your researchers the topology of the tunnels looked like now.
  On the surface and below, nearly a day’s walk in the opposite direction is the regions crowning human city, Domix. The trade based economy is controlled by human merchant houses, with contracts with the dwarves and gnomes who make up more than two-thirds of the populace, working the mines and enjoying a mutually beneficial trade with their human and half-elf neighbors further north, through those same merchant houses. Skilled laborers Based on the map you have, there should be another, more militant group of humans south of the trade-city, living in wooden-walled forts allied with roving bands of psychic marauders that were essentially the city-states version of a military, you haven’t yet traveled so far south, and most of the civilians you’ve spoken to simply say to steer clear of that whole region, but they know little else.
  Gifted laborers are sometimes awarded the privilege of becoming members of the, brought on as retainers to craft items of value for the ruling body.
  What you do know is that amongst the ruling merchant houses in Domix, there is one house, house Ardolba, that has developed psychic ability- though psychoportation and psychokinesis are cultivated to the exclusion of telepaths and seers.
  
  Where to go from here?