conversations.from: system
conversations.value: Set in an age of sword, and sorcery, this land has among them a few talent users known as "Walkers."  Among the few of these men that walk the land, you find yourself before one.  He looks completely distraught and is looking for a few good adventurers to assist him on his journey.  
  
       Many things lurk in this land, and not a lot of it's known.  The adventure is about to start it's course in a tavern in a small town where the few adventurers happen to be sitting amongst the room.  Listening to this "Walker" plea for help.  Though it's unusual to see a walker, it's even more so to see a man with such power need help.
conversations.from: human
conversations.value: You’re small but earnest, brave in a pinch, cunning and sly.
  
  ...
  
  Suggested Strength: Witty
  
  Suggested Weakness: Naïve
conversations.prefix: Halfling:
conversations.from: gpt
conversations.value: 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.prefix: Elf:
conversations.from: human
conversations.value: Your folk are fortifying themselves beneath the ground, yet you seek adventure on the surface.
  
  ...
  
  Suggested Strength: Resilient
  
  Suggested Weakness: Obsessed
conversations.prefix: Dwarf:
conversations.from: gpt
conversations.value: 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.prefix: Warrior:
conversations.from: human
conversations.value: 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.prefix: Wizard:
conversations.from: gpt
conversations.value: That you’re a thief is not in dispute but your motives may be good and true.
  
  ...
  
  Suggested Strength: Stealthy
  
  Suggested Weakness: Conniving
conversations.prefix: Thief:
conversations.from: human
conversations.value: You have dedicated yourself to the ways of faith so as to help and heal.
  
  ...
  
  Suggested Strength: Wise
  
  Suggested Weakness: Contemplative
conversations.prefix: Cleric:
conversations.from: gpt
conversations.value: 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.prefix: Paladin:
conversations.from: human
conversations.value: You practice and protect the old ways, minding the beasts and the land with wisdom and care.
  
  ...
  
  Suggested Strength: Cunning
  
  Suggested Weakness: Oafish
conversations.prefix: Druid:
conversations.from: gpt
conversations.value: 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.prefix: Ranger:
conversations.from: human
conversations.value: Strong of body.
conversations.prefix: Strong:
conversations.from: gpt
conversations.value: Quick and precise of hand and eye.
conversations.prefix: Dextrous:
conversations.from: human
conversations.value: Intelligent, even ingenious.
conversations.prefix: Cunning:
conversations.from: gpt
conversations.value: Able to withstand or recover from difficulty and pain.
conversations.prefix: Resilient:
conversations.from: human
conversations.value: Experienced and informed about the ways of the world.
conversations.prefix: Wise:
conversations.from: gpt
conversations.value: Attractive, persuasive, and likable.
conversations.prefix: Charming:
conversations.from: human
conversations.value: Quick on your feet, funny, and likable.
conversations.prefix: Witty:
conversations.from: gpt
conversations.value: Well schooled and informed about the facts of the land.
conversations.prefix: Educated:
conversations.from: human
conversations.value: In command of some measure of magical power.
conversations.prefix: Wizardly:
conversations.from: gpt
conversations.value: Quiet and surreptitious in nature or demeanor.
conversations.prefix: Stealthy:
conversations.from: human
conversations.value: Your fear holds you back sometimes.
conversations.prefix: Cowardly:
conversations.from: gpt
conversations.value: Uncultured and indelicate, perhaps even clumsy.
conversations.prefix: Oafish:
conversations.from: human
conversations.value: You tend toward thought over action to the point that is can cause you trouble.
conversations.prefix: Contemplative:
conversations.from: gpt
conversations.value: Physically weak, perhaps due to age or injury.
conversations.prefix: Frail:
conversations.from: human
conversations.value: Inexperienced and perhaps too trusting.
conversations.prefix: Naïve:
conversations.from: gpt
conversations.value: Insensitive, unsubtle, and forceful.
conversations.prefix: Brutish:
conversations.from: human
conversations.value: Your mind is like a blunted blade: effective but imprecise.
conversations.prefix: Dull-witted:
conversations.from: gpt
conversations.value: Sometimes your confidence sours into arrogance.
conversations.prefix: Proud:
conversations.from: human
conversations.value: You’re preoccupied with your interests to the point of causing you trouble.
conversations.prefix: Obsessed:
conversations.from: gpt
conversations.value: You scheme, you conspire, and you are sometimes careless about lawbreaking.
conversations.prefix: Conniving:
conversations.from: human
conversations.value: Go where you’ve never been before and share your experiences through song and story.
conversations.prefix: Explore!:
conversations.from: gpt
conversations.value: Avoid the draw and distraction of the mundane in favor of headier, more spiritual affairs.
conversations.prefix: Resist Mundanity:
conversations.from: human
conversations.value: You’re building something greater than yourself, something that will better this land.
conversations.prefix: Through Right Crafting:
conversations.from: gpt
conversations.value: It’s not enough to withstand the darkness or to survive. You must push it back.
conversations.prefix: Defeat Evil:
conversations.from: human
conversations.value: Protect your secrets and maintain the façade that makes you seem wiser and more capable than maybe you are.
conversations.prefix: Keep Your Secrets:
conversations.from: gpt
conversations.value: Not everything is where it belongs in this world. You take things ... and put them where you say they belong.
conversations.prefix: Retrieve What’s Lost:
conversations.from: human
conversations.value: People are suffering and it is your duty to heal them, bodily and spiritually.
conversations.prefix: Heal the Sick:
conversations.from: gpt
conversations.value: The unsettled dead are a danger and an affront. They cannot be allowed to persist. Slay them.
conversations.prefix: Put the Dead to Rest:
conversations.from: human
conversations.value: Heal the wounds caused by wicked monsters and human machinations even if you cannot prevent them.
conversations.prefix: Heal the Land:
conversations.from: gpt
conversations.value: Take it upon yourself to defend the innocent people of the land from the perils within and without.
conversations.prefix: Protect the Meek:
conversations.from: human
conversations.value: Poor Wat Greenfoot’s mission has turned to misadventure. Rescue him from the Mad Caves before it’s too late!
conversations.prefix: Rescue the Lost Adventurer:
conversations.from: gpt
conversations.value: Unless the monstrous creature lairing in the Mad Caves is dealt with for good, it shall linger and hurt more folk.
conversations.prefix: Slay the Monster of the Mad Caves:
conversations.from: human
conversations.value: The Mad Caves were once carved like a rune into the mountain. Explore them fully to decipher that rune.
conversations.prefix: Chart the Mad Caves:
conversations.from: gpt
conversations.value: The old catacombs are full of precious grave goods and treasures going to waste down there.
conversations.prefix: Plunder the Catacombs:
conversations.from: human
conversations.value: The Mad Caves once teemed with Dwarf miners. Bring back some token of their handiwork.
conversations.prefix: Recover A Dwarf-made Treasure:
conversations.from: gpt
conversations.value: Those buried in the ancient catacombs deserve peace. Give those graves some semblance of honorable rest.
conversations.prefix: Restore Peace in the Catacombs:
conversations.from: human
conversations.value: The king’s daughter, a knight called Sir Gwyndolyn, may task you with grand quests if you prove your mettle to her.
conversations.prefix: Impress Sir Gwyndolyn:
conversations.from: gpt
conversations.value: Brother Conway knows the land and its people and can teach you much if he finds you worthy of the lore.
conversations.prefix: Impress Brother Conway:
conversations.from: human
conversations.value: The fabled Gilded Skull has been lost for a generation — and coveted by the royal family. Riches if you find it.
conversations.prefix: Find the Gilded Skull:
conversations.from: gpt
conversations.value: Wild boars roam the countryside in alarming numbers these days. Cull their ranks for the good of all.
conversations.prefix: Slay One Dozen Boars:
conversations.from: human
conversations.value: This sketchy, paper map of the Mad Caves was started by an adventurer hoping for riches, but it’s incomplete.
conversations.prefix: Map of the Mad Caves:
conversations.from: gpt
conversations.value: Fine swords such as these were once common across the land, combining Dwarf steel with Elf magic.
conversations.prefix: Enchanted Sword:
conversations.from: human
conversations.value: It’s no great treasure, but perhaps it’s a start.
conversations.prefix: A Few Loose Coins:
conversations.from: gpt
conversations.value: A sturdy iron key with a metal skull for a grip, this supposedly unlocks the ancient catacombs.
conversations.prefix: Skull Key:
conversations.from: human
conversations.value: A human skull, dipped in gold, with three gems for each eye. A ghastly gift buried by the ancients.
conversations.prefix: Gilded Skull:
conversations.from: gpt
conversations.value: A simple-looking torch that burns bright until commanded, in Elvish, to stop.
conversations.prefix: Ever-bright Torch:
conversations.from: human
conversations.value: This shiny black garment makes on hard to see and slows a fall — at least for a few feet.
conversations.prefix: Cloak of the Raven:
conversations.from: gpt
conversations.value: Ancient rings mades by the Elves like this once held great power, but most have lost their might.
conversations.prefix: Elven-make Ring:
conversations.from: human
conversations.value: Cruel-looking, heavy, and chipped... but sharp!
conversations.prefix: A Bloody Big Axe:
conversations.from: gpt
conversations.value: A simple glass vial, corked. Runes meaning “vital” are etched into the glass.
conversations.prefix: Potion of Hope:
conversations.from: human
conversations.value: This cozy place’s sign depicts a heraldic dragon with three paws raised to strike. The folk here couldn’t be nicer.
conversations.prefix: Dragon Rampant Inn:
conversations.from: gpt
conversations.value: This half-crumbling old tower by the lake is where wizards meet, when wizards meet, which is rare these days.
conversations.prefix: Old Wizard’s Tower:
conversations.from: human
conversations.value: The only proper temple for miles, this modest building is mostly a nave and an altar for common worship.
conversations.prefix: Temple of the Wise:
conversations.from: gpt
conversations.value: Built in a grander time, this walled-in keep stands on a rock in the lake, reachable by a bridge of old stones.
conversations.prefix: Castle in the Lake:
conversations.from: human
conversations.value: Little more than a deep, dry well now, the so-called Bonepit leads to the ancient catacombs beneath the village.
conversations.prefix: The Bonepit:
conversations.from: gpt
conversations.value: Supposedly an ancient Dwarf-mine, the Mad Caves are a maze of rumored treasures and certain danger.
conversations.prefix: Tunnels of the Mad Caves:
conversations.from: human
conversations.value: The heart of the Mad Caves is Küzarn Curune, “Cavern of Anguish,” where many Dwarven miners perished in accidents.
conversations.prefix: Cavern of Anguish:
conversations.from: gpt
conversations.value: Dank and rank, this bone-strewn cave is surely the lair of something large, ravenous, and smelly.
conversations.prefix: The Lair:
conversations.from: human
conversations.value: The ancients buried their dead in catacombs at the lake’s edge, but the place half-flooded and was forgotten.
conversations.prefix: Ancient Catacombs:
conversations.from: gpt
conversations.value: A long-forgotten cavern that once glittered with silver and diamonds ... and might not be exhausted yet.
conversations.prefix: Treasure Vault:
conversations.from: human
conversations.value: The bridge across the Old River has washed out and the fjord here has always been dangerous.
conversations.prefix: Ruined Bridge:
conversations.from: gpt
conversations.value: The priests who sealed these doors etched a riddle into them, warning visitors and rebuking grave-robbers.
conversations.prefix: Riddle at the Gate:
conversations.from: human
conversations.value: This long passage of checkered slate is lined with little holes and recesses—perfect for hiding lethal traps.
conversations.prefix: Checkerboard Corridor:
conversations.from: gpt
conversations.value: A pressure plate on the floor triggers a trap meant to squash grave-robbers!
conversations.prefix: Crushing Walls Chamber:
conversations.from: human
conversations.value: The walls of this passage are lined with ancient bones. Even now they gather and form reaching, clawing hands!
conversations.prefix: Clawing Hands:
conversations.from: gpt
conversations.value: A crack in the wall betrays the existence of a secret door still held secure by an ingenious, complex locking mechanism.
conversations.prefix: Dwarf-make Door:
conversations.from: human
conversations.value: The crystals in this chamber sing and thrum out notes that threaten to enchant any who listen to them.
conversations.prefix: Crystal Song:
conversations.from: gpt
conversations.value: A narrow bridge of finely cut stones leads ahead ... if it holds.
conversations.prefix: Dwarf-make Bridge:
conversations.from: human
conversations.value: Is this swirling mass of molten fire some kind of trap? Or some kind of spirit?
conversations.prefix: Orb of Fire:
conversations.from: gpt
conversations.value: A dreadful squall pours down rain, making every movement into an ordeal.
conversations.prefix: The Storm:
conversations.from: human
conversations.value: 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.prefix: Burrick the Innkeeper:
conversations.from: gpt
conversations.value: Born in the capital but raised in the Castle in the Lake, this knightly princess sees the local people as hers to protect.
conversations.prefix: Sir Gwyndolyn of the Lake:
conversations.from: human
conversations.value: Raving and wild-eyed, this poor panicked soul claims to be the only escapee of a misadventure in the Mad Caves.
conversations.prefix: Mad Adventurer:
conversations.from: gpt
conversations.value: Hungry, nasty, pointy-toothed goblins dwell in the wilderness and the caves, striking out to steal sheep and pies.
conversations.prefix: Pointy-toothed Goblins:
conversations.from: human
conversations.value: A brutish hulk, shaped roughly like a man but thrice as tall, with a tree limb for a club. It reeks something fierce.
conversations.prefix: Hulking Ogre:
conversations.from: gpt
conversations.value: What might at first seem to be a slick of mold can turn out to be a vile, dissolving patch of malicious ooze.
conversations.prefix: Creeping Ooze:
conversations.from: human
conversations.value: Wild boar roam the countryside, eating pets and crops and scaring the common folk.
conversations.prefix: Razor-tusked Boar:
conversations.from: gpt
conversations.value: Yellowed bones striding and striking on their own, driven by will or ire or anguish alone.
conversations.prefix: Stalking Skeletons:
conversations.from: human
conversations.value: Poor Wat Greenfoot was part of a misadventure in the Mad Caves and soon he’ll be made into porridge for an ogre.
conversations.prefix: Wat Greenfoot:
conversations.from: gpt
conversations.value: Wise and kind, this monkish fellow travels about the land, healing and teaching. They say he has elf blood in him.
conversations.prefix: Brother Conway:
conversations.from: human
conversations.value: A walker has appeared in the tavern you happen to be in.  Looking for help and assistance for the exploration of unknown ends.
conversations.prefix: Assist the Walker:
conversations.from: gpt
conversations.value: You have awoken your talents and noticed the walker was more than he seemed.
conversations.prefix: Awakening Talent (weakness):
conversations.from: human
conversations.value: This book is regarded namely as a collection of fairy tales.  Though, it is said from time to time to hold knowledge in it's words that wouldn't be explained in any other way.  Even the greatest of scholars of any time doubt to misjudge it's value.
conversations.prefix: Legends of the ECK:
conversations.from: gpt
conversations.value: You begin to take out the supplies to set up camp.
conversations.prefix: Camp supplies:
conversations.from: human
conversations.value: This is a general book of knowledge about Wizards, Clerics, and Realm-benders.  Basic knowledge comes from this book to guide anyone on their adventure in this world of unknown powers.  It's basic knowledge that you can take from it are, that anyone who can summon an unknown power, mostly known as mages or clerics, are realm benders, but not all realm benders are casters.
conversations.prefix: Casters and Realms:
conversations.from: gpt
conversations.value: Your research about the oddities of the world pay off.  You finally realize why that one priest always smacked you outside the head with a tome.
conversations.prefix: Wisdom of the Ages:
conversations.from: human
conversations.value: A perfectly formed sphere in marble stone.  Origins are unknown, and properties of this stone are mere legends throughout the lands.
conversations.prefix: Perfect Sphere Marble Stone:
conversations.from: gpt
conversations.value: You have come up with a piece of the puzzle to help solve the predicament you're in.
conversations.prefix: A bit more clever:
conversations.from: human
conversations.value: You may not be a coward, but you are most definitely not going to put yourself at too much risk.  (use more as a way to better the situation without making harm to yourself.)
conversations.prefix: Self Preservation:
conversations.from: gpt
conversations.value: After a good conversation with Mic, you have come across a map of the caverns.  This will better help narrow down your search for the right cave.
conversations.prefix: Map of the Monassta Caverns:
conversations.from: human
conversations.value: You, as a group, are deciding that the stone can fetch a better price, place, or feature, somewhere other than with the walker.  Where to next?  That's for your compass and your boots to decide.
conversations.prefix: Some Other Path:
conversations.from: gpt
conversations.value: You have that one weapon.  You know, the one you pull out on special "Oh shit" moment.
conversations.prefix: Weapon of Choice:
conversations.from: human
conversations.value: A road map from Shornlal to Freilheim.  Very crude, and direct, but it's well enough done that you'll know where to go.
conversations.prefix: Map (Shornlal to Freilheim):
conversations.from: gpt
conversations.value: A desert kingdom.  It is the capitol of the Eastern Federation.  They are one of the rare kingdoms with enough soldiers and military might to oppose the Rhimel Empire.
conversations.prefix: Khal:
conversations.from: human
conversations.value: A ring that seems to be made of just copper.  Nothing too ordinary to find.
conversations.prefix: Strange Ring:
conversations.from: gpt
conversations.value: Obtain the minor ring that ultimately strikes fear in any hobgoblin that would stand in your path.
conversations.prefix: Hobgoblin's Bane:
conversations.from: human
conversations.value: This cozy place has primarily just a door and a hanging sign depicting the words of the tavern on it.  The folk here couldn’t be nicer.
conversations.prefix: Old Country Tavern:
conversations.from: gpt
conversations.value: A simple-looking torch that burns bright until commanded to stop.
conversations.prefix: Ever-bright Torch:
conversations.from: human
conversations.value: A small town along a few busy roads leading to many lands afar.  The only things of note, is the tavern at the center of the city, they guards excessive curiosity, and the fields that surround them.
conversations.prefix: Shornlal:
conversations.from: gpt
conversations.value: Much similar to a wizard, although the power are more natural.  Many times finding their power to be of pure necessity, rather than will.  (Powers are unknown, and what type of realm bender you are will be determined as you play in the campaign.  I will dictate more features to you directly if you play this class.)
conversations.prefix: Realm Bender:
conversations.from: human
conversations.value: You have been given the chance to open up a new power.
conversations.prefix: Awakening Talent:
conversations.from: gpt
conversations.value: A ragged robed walker, who's found himself in a tough bind.  Looking for adventurers to assist him on his journey.
conversations.prefix: Zakeil VanHecklen:
conversations.from: human
conversations.value: A common creature of annoyance in the realm.  Commonly found to assist wizards and a few walkers who are a little more inclined to the "bigger picture."
conversations.prefix: Hobgoblin:
conversations.from: gpt
conversations.value: The adventurers are left with a decision.  If all agree to put up camp, they can do so before pursuing the caverns.  Though, this would result in another night being unpaid, and feeding yourself out of your own pocket.
conversations.prefix: Take Up Camp?:
conversations.from: human
conversations.value: She says her name to you but you're only able to make out the beginning of the first and last name throughout the crowd starting to gather.
conversations.prefix: L.M.:
conversations.from: gpt
conversations.value: After taking a closer examination of the copper ring at the jeweler in town, it's found to be the bane of Hobgoblins world wide.  A good asset to have in your bag, for the pesky wizard on rampage.
conversations.prefix: Bane Ring:
conversations.from: human
conversations.value: You have sometimes found yourself at the whims of your own body.  Never knowing how it manifests, or when.
conversations.prefix: Untrained Potential:
conversations.from: gpt
conversations.value: You are required to inform the walker about your progress at this point.  Good, bad, indifferent, that's entirely how you spin it.
conversations.prefix: Inform the Walker:
conversations.from: human
conversations.value: The door is sealed with a magic that not many know of how to dispel.
conversations.prefix: Spell-bound Door:
conversations.from: gpt
conversations.value: The walker is telling you a tell that just doesn't add up.  Guiding the conversation in one direction might assist you, or it could just be another finely tuned lie.
conversations.prefix: Twisted Conversation:
conversations.from: human
conversations.value: A bunch of stones have gathered together for form in front of you and your party.
conversations.prefix: Stone Golem:
conversations.from: gpt
conversations.value: The local stables where horses are staged and ready for any traveler with the right purse.
conversations.prefix: Stable (Freilheim):
conversations.from: human
conversations.value: Located a ways outside the town of Shornlal, this is a relic of the past.  The once great paladin order of the ECK, Elite Corp Knights, used to riddle the halls with their polished armor and swords that would clank against the armor.  Now it's just a weathered temple sitting on the edge of the lake.
conversations.prefix: ECK Paladin Temple:
conversations.from: gpt
conversations.value: A series of caves located a few kilometers west of Shornlal.  Not many venture here, and the caves tend to be a bit more dangerous than normal.
conversations.prefix: Monassta Caverns:
conversations.from: human
conversations.value: The current leader of the ECK.  Son of the legendary commanders of the ECK, Teear, and Ellem, he leads with a katana at his side.  Wearing the half plate similar to his father's style, he carries an additional shield.  He leads the current ECK in it's dwindling age.
conversations.prefix: Lance Roquette:
conversations.from: gpt
conversations.value: A baker in his day, and even now in his later years.  He tends to be at the center of town, guiding the traffic throughout the town.  A good source of information if you're stuck and have no clue where to go.
conversations.prefix: Mic Freed:
conversations.from: human
conversations.value: A shrouded figure that gives you nothing more than her initials for you to go by.  Never knowing when or where she'll pop up, she always seems to be at the right place, in the wrong time.
conversations.prefix: A.R.:
conversations.from: gpt
conversations.value: The only thing you are able to make out is the hooded cloak this traveler is wearing.  Not too certain, but you could have sworn you've seen it before.
conversations.prefix: Shadowed Figure:
conversations.from: human
conversations.value: Full regalia equipped captain.  Having a two handed battle axe over his shoulder, and full plate armor.
conversations.prefix: ECK Captain:
conversations.from: gpt
conversations.value: Equipped with a one handed sword and shield, wears heavy leather armor, and carries his life in the satchel on his back.
conversations.prefix: ECK Soldier:
conversations.from: human
conversations.value: Equipped with a dagger on his hip, wears heavy leather armor, and carries his life in the satchel on his back.
conversations.prefix: ECK Soldier:
conversations.from: gpt
conversations.value: A very funny looking soldier, not wearing what you would normally see on a standard regalia owned ECK soldier.  Wearing half plate, a long sword at his side, and a gray weathered cloak over his shoulders, with the hood covering his face.  He definitely stands out from the rest.
conversations.prefix: ECK Soldier:
conversations.from: human
conversations.value: A shadowed figure wearing a cloak.  This figure seeming familiar, you're not quite able to tell where you've seen them before.
conversations.prefix: Shadowed Figure (short):
conversations.from: gpt
conversations.value: The crown prince of the Empire of Zeld.  Long time rival to the free kingdoms that Freilheim represent.  Carries a bastard sword as his primary weapon, rarely seen without his complete obsidian enchanted full plate.  Never uses a shield, hardly ever needed to.
conversations.prefix: Logan Zeig:
conversations.from: human
conversations.value: Often confused as gypsy's, this group of vagabonds is truly a collection of realm benders lead by Claudette Murouse.
conversations.prefix: Gypsy Brigade:
conversations.from: gpt
conversations.value: A leader of a outcasted group of realm benders.  Very rare to see a realm bender, even rarer to find a group of them.  Usually noticed out of a group with her torn black shirt, and tanned leather pants that tie just around the waist with a hemp rope.
conversations.prefix: Claudette Murouse:
conversations.from: human
conversations.value: A rare sight in the realm to see a blue haired human, but there she is standing a threatening 1 and 3/4 meters tall, she stares into whatever you would have of a soul with her blue eyes, and a slight smile is the only thing that keeps you from believing she won't cut your throat out.
conversations.prefix: Blue Haired Gypsy:
conversations.from: gpt
conversations.value: They surround a fire with a dozen or so tents just outside the city of Freilheim.  Not much to look at but definitely a tight community highly dependent on each other.
conversations.prefix: Gypsy Camp:
conversations.from: human
conversations.value: A strange fellow.  You find him back in like one of the books in the shelf on a stool behind the stack of books.  He takes a look at you and your party, than goes back to his book.
conversations.prefix: Carpathias Sukan:
conversations.from: gpt
conversations.value: You have found the captain's name who had been leading this rag tag of a collection of ECK soldiers.
conversations.prefix: Declan Furth:
conversations.from: human
conversations.value: One cave stands out, but at the look of the dozens you were led to, it doesn't appear that it will be an easy task to figure out the right one.
conversations.prefix: Unending Caves:
conversations.from: gpt
conversations.value: A ghost like figure appears out of the corner of your eye for a second, than appears to be gone.  Something tells you, that you do not belong here.
conversations.prefix: Apperation:
conversations.from: human
conversations.value: The newly formed golem does not like what you have done to his sacred resting area.  That rock was his favorite rock.  The one that not even he formed into himself to create a body.
conversations.prefix: Stone Golem:
conversations.from: gpt
conversations.value: The main thoroughfare of business in the city.  Many stands are propped up namely by the pieces of board scrapped together to make a table, and a blanket like cloth to cover them from the sun.  Fresh fish from the lake can be found here, along with a few fruit vendors.  The right place to stock, should you be looking to do so.
conversations.prefix: Bazaar  (Freilheim):
conversations.from: human
conversations.value: A statue of a dragon stands in the center of this fountain.  With it standing on it's hind legs, wings spread about to take off, this statue is definitely something the finest craftsman would have had to make.
conversations.prefix: Statue (Dragon):
conversations.from: gpt
conversations.value: A local blacksmith still keeps up shop, even after the ECK's quick departure from the city.
conversations.prefix: Blacksmith (Shornlal):
conversations.from: human
conversations.value: One of the land's largest cities.  Having a large castle at the center, for the ECK's former housing within Freilheim.  Many houses and streets litter the grounds of this large city.
conversations.prefix: Freilheim:
conversations.from: gpt
conversations.value: A stone orb that seems to make anyone who looks at it feel out of place.  What it does, and what it's for has never been known.
conversations.prefix: Find the Orb:
conversations.from: human
conversations.value: After much toil in the behind the anvil, much threading on a loom, or a significant time hunting.  You have gained a skill of craftsman.  This is a subplot to align with your background should you have the need arise.
conversations.prefix: Craftsman:
conversations.from: gpt
conversations.value: Logan's squad stands at the gates.  Ready to pounce on any who dare offer assistance to the ECK troops.  Though they are at the fringe of their lands by getting to the gates of Freilheim, it's becoming all too common to see them here.
conversations.prefix: Logan's Squad:
conversations.from: human
conversations.value: He draws his sword and stares at you with his blue eyes.  What you can make of his face is just his lips, and they definitely say stay back.  He definitely is not one you want to face, and should you, be worn.
conversations.prefix: Gray Cloaked Man:
conversations.from: gpt
conversations.value: Neighbored to the free kingdom's, they are always on the fringe of war with anyone on their borders.  Though most have an alliance with them, the free kingdoms have been becoming more distant in their diplomacy with the Rhimeans.
conversations.prefix: Rhimel Empire:
conversations.from: human
conversations.value: The adventurers find themselves on the road between Shornlal and Freilheim.  Anything can happen here.
conversations.prefix: Main Road (Leading to the West):
conversations.from: gpt
conversations.value: This figure you see in the distance, seems not too menacing.  They are traveling alone, and their purpose is unknown.
conversations.prefix: Shadowed Figure (Short, Unknown):
conversations.from: human
conversations.value: There are tales of a story from long ago.  A story that was said that many wars had been won with the angel's bell.  All the tales ever stated were a ring of a bell would be heard and what would seem a gold calming light would befall the area.  This is just myth, right?
conversations.prefix: Angelic Bell (A.R.):
conversations.from: gpt
conversations.value: The dire need to vanquish an ancient foe has summoned this creature into being.  He now hunts for the band of adventurers as they make their way into the cavern at dark.
conversations.prefix: Elemental (Water):
conversations.from: human
conversations.value: The abilities are becoming more natural and understandable.
conversations.prefix: Awakening Talent (Strong):
conversations.from: gpt
conversations.value: You, as a group, have decided to take the stone back to the walker.
conversations.prefix: Back to the Walker:
conversations.from: human
conversations.value: You, for some unknown reason, are determined to take the stone and hold on to it.  Lie or not, it's up to you to decide what to do with the stone now.
conversations.prefix: Otherworldly Desire:
conversations.from: gpt
conversations.value: Go to the Camp and try to make friends with the gypsy's to be able to pop a tent around and enjoy the night and company.
conversations.prefix: Go to Camp:
conversations.from: human
conversations.value: The adventurer choose to stay at the inn.  Try to make friends with the people at the bar, and maybe try and gather information as to where and what the stone is, and who may know.
conversations.prefix: Go to Inn:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: You have been given the chance to open up new power.
conversations.prefix: Awakening Talent:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Lack of trust for any other person leads to rash decisions due to paranoia.
conversations.prefix: Untrusting:
conversations.from: gpt
conversations.value: Ah, temper temper!  When pushed, you can go off at the drop of a hat.
conversations.prefix: Hothead:
conversations.from: human
conversations.value: Through faith all things will work out in the end
conversations.prefix: Faith:
conversations.from: gpt
conversations.value: Something is always lurking about. You must be aware of all your surroundings at all times.
conversations.prefix: Always on Guard:
conversations.from: human
conversations.value: A prayer for strength to help in combat.
conversations.prefix: Prayer: Strength:
conversations.from: gpt
conversations.value:  Fleet of foot, able to sneak about without a sound.
conversations.prefix: Silent:
conversations.from: human
conversations.value: You are always anxious to learn.
conversations.prefix: Curious:
conversations.from: gpt
conversations.value: Knowing when to fight and when to hold back. Not everything should be solved with a sword
conversations.prefix: Keeping the Peace: