conversations.from: system
conversations.value: It was the hottest summer anyone could remember. The days had been getting hotter and hotter, as if the sun was being magnified by some invisible magnifying glass. The very sand seemed to sizzle on the rocks as the sun baked down on the landscape. 
  
  Recent discoveries of gold and other rare elements  had brought droves of city dwellers out to the Northern Wilderness to seek their fortune and a chance at a better life. Thousands began to gather in a secluded valley, forming a settlement that would evolve into the city-state of Highrange in the coming years. 
  
  It was at the peak of this miserable and sweltering summer that the Visitors first began to make their presence known. First with strange lights in the sky and rumblings in the earth. Then came the reports of strange structures popping up in the mountains, of tunnels deep in the earth, and menacing metal creatures moving earth.
  
  Reports from across the land echoed the accounts from others. The Visitors were everywhere, but seemed to be content with staying within the walls of their compounds.  Fortifications which seemed to be in desolate, mountainous regions far from the concerns of man.  
  
  Mankind watched...and waited.  It was on the 48th day that the Visitors finally broke their silence, and thus began a new era in human history.  
  
  The Visitors, never seen outside of one of their many wondrous creations, revealed they would only stay long enough to "replenish and refuel" their machines. How long that meant, no one knew exactly. Time passed, and the presence of the Visitors was a constant wonder, but a relatively peaceful existence was maintained. 
  
  Then, as suddenly as the Visitors had arrived, they were gone, without warning. In reality, it had been nearly 50 years since the beings from the sky first appeared.  The beings left behind the shattered shells of their mysterious outposts, and broken, lifeless pieces of their wondrous technology.
  
  Mankind was left to pick up the pieces and move on, but its course had been fundamentally altered forever by the guests from the heavens. The arrival, and sudden departure of, the Visitors left an indelible mark on human society; a permanent wound of sorts on the face of mankind that overtime could either heal, or fester... 
  
  
  ***************************************
  
  
  ** *In The Wake...* ** is about the gritty, day-to-day struggles of humanity in the face of the sudden departure of the Visitors.  When those uninvited beings from the sky departed, they also left broken remnants of their technological wonders behind. However, they never shared the secrets of their own technology with the minds of men. 
  
  The mysterious source of power that fueled the machines of the Visitors also went dark upon their exit.  Those strange glowing crystals that were seen sometimes being taken in and out of the mechanical wonders must hold great power, and also great mystery. 
  
  Over time, some ingenious men were able to back-engineer Visitor technology and make Earthly wonders powered by stream and gears.  Seemingly overnight, cities across the globe were lit with strange new lights, coaches moved without horses, and suits of armor moved without men inside.  The New Age of Wonder had arrived!
  
  As with any major shift within a society, there are power struggles and vacuums. Groups and individuals strive to establish their influence over each other in the constant churning of political and technological powers. Gradually these initial "skirmishes" devolve into all out wars for dominance. 
  
  Factions rise and fall, along with territories and city-states. Will the battles be won with technology, strength, or reasoning; or will mankind be returned to the old ways of the world before the Visitors? This is what players will decide * In the Wake... * !
  
  
  
   
conversations.from: human
conversations.value: Fight! You survive on your brute strength.  Some use their fists, others martial weapons. Still others improvise their weapons from what's around them. 
  
  Either way, you are a physical force to be reckoned with! 
  
  ** NOTE: This is not super-human strength,  although you can be an extremely  naturally strong person, or a master of a martial art. **
  
conversations.prefix: Brawn:
conversations.from: gpt
conversations.value: The Visitors left behind fragments of their machines and shards of their crystalline power sources. 
  
  While diminished greatly from their original state, they are still able to grant humans  powerful "magical" abilities such as: Psionics, Telepathy, or Energy Bursts, ** but  with a cost!**
  
  These crystals have adverse effects on the body and mind! 
  
  **You must create an adverse effect(s) as a starting weak card if you chose this Nature. **
conversations.prefix: The New "Magic":
conversations.from: human
conversations.value: While mankind hasn't unlocked the secrets of The Visitors' technology, some have been able to replicate bits of it with more Earthly workings, such as steam power and gears. 
  
  You are a burgeoning inventor of machines and gadgets large and small:  the craftsman of the New Age! 
  
  You make your mark on society with your inventions!
  
  ** Use a "signature invention"  as a  Strong card if you chose this Nature. **
conversations.prefix: Tinkerer :
conversations.from: gpt
conversations.value: Hand-to-hand combat isn't your forte; it's too messy. You'd much rather sit back and do your dirty work at a nice, clean distance. 
  
  You are a natural sharpshooter.  You use your skills with firearms, bows, crossbows, ect... to make your way in the world.  
  
  ** NOTE: You're limited by the technology of the day. You push your weapons to the outer limits, but you aren't making a 1000 yard shot with a pistol.**
conversations.prefix: Deadeye:
conversations.from: human
conversations.value: You stick to the shadows. Where others avoid, you make your home. 
  
  While you can't actually become invisible, your ability to blend into any situation renders you effectively undetectable.
  
  You may prefer to use your charisma to get close to your target before you strike!
conversations.prefix: Subterfuge:
conversations.from: gpt
conversations.value: The world was better off before The Visitors brought their knowledge, their technology, their... problems. 
  
  You see technology as evil and seek to restore the world to where it was before ANY of these New Age contraptions!
  
  The simple life and its tools are your friend. Technology fails. Your ways won't!
conversations.prefix: Traditionalist:
conversations.from: human
conversations.value: You're a thinker. An entrepreneur, or maybe even a scientist. No matter what you do, you prefer to use your mental prowess to overcome obstacles rather than physical violence.
  
  Visitor tech offers a new realm for your mind to explore!
  
conversations.prefix: Sagacity:
conversations.from: gpt
conversations.value: The way of our forefathers should not be lost in the web of The Visitor's influence! 
  
  The ways of natural healing and the teachings of old have brought mankind this far. They will see us through to the end!
  
  You are the keeper of the ancient practices of religion, alchemy, lore, and natural healing. You will prove they still have a place in the New Age!
  
  ** Chose a signature area of "concentration" as the flavor of your starting Strong card when you chose this Nature. ** 
conversations.prefix: Occultist:
conversations.from: human
conversations.value: You enjoy the new "toys" that have developed in the wake of the Visitors departure. Better at using them than creating them, you are the techie of this setting.
  
  Your gadgets can enable you to shoot fire blasts, or even electrical bursts. You might even be able to fly short distances. 
   
  You don't know how or why they work. You just  use them!  
  
  You use your gadgets and gizmos to solve problems. Your limiting  factor is that which also makes you stronger: the gadgets themselves. 
  
  ** Use the limitation of your gadgets as one of your weak cards. **
conversations.prefix: Gadgeteer :
conversations.from: gpt
conversations.value: Capitol City of the Southeastern Territory and home base for the players.
  
  The city is on the cutting edge of New Age technology, and even has a relatively punctual steam-rail system! 
conversations.prefix: City of Toperstein:
conversations.from: human
conversations.value: The great capitol city of the Northwestern territory, and the leading competitor to Toperstein in the New Age technology cold-war. 
  
  Anchored by the largest port in the realm, Knightstone Harbor, this city controls much of the trade and goods supplied to the other cities.
  
  They will certainly have their own team searching for Visitor technology under orders to stop at nothing to keep Toperstein from acquiring it!
conversations.prefix: City of Noxford :
conversations.from: gpt
conversations.value: The capitol of the Western Territory, this industrial city draws its raw goods directly from the mines located along the sheer faces of  the Western Cliffs.  
  
  The Western Cliffs are the city's lifeline, and also it's greatest protection; preventing any assault by sea. 
  
  In sheer industrial might, Vexhallow is second to none. They will certainly have interest in Visitor technology!
conversations.prefix: City of Vexhallow:
conversations.from: human
conversations.value: GENTLEMAN 1
conversations.prefix: GENTLEMAN 1:
conversations.from: gpt
conversations.value: Co-Leader of Humanity First with her twin brother Lucas. They are also children of the Royal House of Serefall. 
conversations.prefix: Alessa Byrne:
conversations.from: human
conversations.value: Buzzard's Vale Sheriff
conversations.prefix: Buzzard's Vale Sheriff:
conversations.from: gpt
conversations.value: VILLAIN 1
conversations.prefix: VILLAIN 1:
conversations.from: human
conversations.value: Baroness 
conversations.prefix: Baroness:
conversations.from: gpt
conversations.value: Elle, Jacob's friend from the blacksmith shop in Toperstein. She had learned a lot from her father and from Jacob. 
conversations.prefix: Elle:
conversations.from: human
conversations.value: Lady 1
conversations.prefix: Lady 1:
conversations.from: gpt
conversations.value: VILLAIN 2
conversations.prefix: VILLAIN 2:
conversations.from: human
conversations.value: King Phillip Antonelli IV  comes from a long line of rulers. His great grandfather, Phillip I, was responsible for the construction of the appropriately named Phillip's Cut. 
  
  Phillip IV, however, does not have the ambition of his predecessors, relying mostly on his family's ruling heritage to maintain his seat on the throne.   
conversations.prefix: King Phillip of Middlesbrough:
conversations.from: gpt
conversations.value: GENTLEMAN 3
conversations.prefix: GENTLEMAN 3:
conversations.from: human
conversations.value: GENTLEMAN 4
conversations.prefix: GENTLEMAN 4:
conversations.from: gpt
conversations.value: Miner
conversations.prefix: GENTLEMAN Miner :
conversations.from: human
conversations.value: Liz Harrington is the daughter of steam-rail tycoon Warren Harrington.
  
  She has money, and no one seems to know what her motivation is for seeking a spot on the Toperstein expedition team. 
conversations.prefix: Liz Harrington:
conversations.from: gpt
conversations.value: LADY 6
conversations.prefix: LADY 6:
conversations.from: human
conversations.value: VILLAIN 4
conversations.prefix: VILLAIN 4:
conversations.from: gpt
conversations.value: VILLAIN 5
conversations.prefix: VILLAIN 5:
conversations.from: human
conversations.value: The capitol city of the Northeastern Territory is nestled on the high-plains between the Northern Wilderness and the Eastern Range. 
  
  Boasting an impressive network of steam rail bridges, Serefall is home to some of the best New Age inventors and the Cathedral. 
  
  The Northeastern Territory and its capitol have remained neutral from nearly all hostilities for centuries.
conversations.prefix: City of Serefall:
conversations.from: gpt
conversations.value: The manufacturing center of the realm, Darkwall is the capitol city of the Central Territory. 
  
  The phrase *"All roads lead to Darkwall."* is often used when speaking of this centralized city.
  
  Visitor Technology would be of **great** interest to them, and they have the money to ripen the deal!
conversations.prefix: City of Darkwall:
conversations.from: human
conversations.value: A sleepy little town located in the forest about a day's ride northwest of Toperstein. The town has largely been left alone, as it has no real strategic or trade value. 
conversations.prefix: City of Meekwood:
conversations.from: gpt
conversations.value: Town
conversations.prefix: Town of Bradfordshire:
conversations.from: human
conversations.value: A mountainous city-state located on the eastern edge of the Northern Wilderness. Highrange was the first to witness the arrival of the Visitors and the first to know of their sudden departure.
  
  Highrange came into existence when people began to flock to the Northern Wilderness to seek their fortune from the earth. This was the last and closest place to re-supply and get a hot meal.
  
  Whispers of recovered and hidden Visitor artifacts in the catacombs beneath the *City on a Hill* have been rampant in the years since the departure of the beings from the sky.
conversations.prefix: City of Highrange:
conversations.from: gpt
conversations.value: This foreboding city-state, located at the base of the jagged Eastern Range, has never been conquered due to its fortified location.
  
  Guarded by Daron Fortress and its knights, Dreadrange keeps to itself. Recently rumors whisper of dark things beginning to take hold in this secluded  city-state.
conversations.prefix: City of Dreadrange:
conversations.from: human
conversations.value: Located on the line between the Western and Central territories, Buzzard's Vale is the refueling point for the first freight-only railroad in the realm; delivering goods from the factories of Vexhallow to the East. Buzzard's Vale is the eastern most settlement under Vexhallow's rule.  
  
  A New Age town, Buzzard's Vale only came into being due to the development of the steam engine. This is the typical blue-collar city, with saloons, dirty hotels, and houses of ill-repute. 
conversations.prefix: Buzzard's Vale:
conversations.from: gpt
conversations.value: The city-state of Middlesbrough arose as the central trade post for gems coming out of the Eastern Range. 
  
  Getting its name from its location between the cities of Darkwall and Dreadrange, Middlesbrough's claim to fame is it's control of the strategic Phillip's Cut via the fortress that overlooks it. 
  
  
conversations.prefix: City of Middlesbrough:
conversations.from: human
conversations.value: A classic example of a riverside port city, Mllham, is located on the North Fork of the Blue River in the southwestern quadrant of the realm and is the capitol of the Southwestern Territory.
  
  The cool, mountain water of the river meeting the warm humid air in the lowlands around Millham creates a  dense mist nearly every morning and evening. 
  
  Home to North Fork Port, the largest inland port in the realm.
conversations.prefix: City of Millham:
conversations.from: gpt
conversations.value: Guarding the Dreadrange pass, this ominous structure, occupied by Dreadrange Knights, has survived numerous attempts to assault it vertical walls.
  
  Now, with the help of New Age technologies, access to Dreadrange by its enemies will be made even more difficult.
conversations.prefix: Daron Fortress:
conversations.from: human
conversations.value: Located just west of Noxford, Knightstone Harbor is the main port for the Western Shores of the realm and the main source of revenue for the Western Territory.
  
  A hub of both travel and trade, Knightstone Harbor is always teeming with activity!
conversations.prefix: Knightstone Harbor:
conversations.from: gpt
conversations.value: The once mighty port located on the South Fork of the Blue River.  Built centuries ago, time and the development of larger ships have diminished Riverfall Landing's use. 
  
  Millham and the Southwestern Territory have moved their focus to the bustling North Fork Port instead. 
conversations.prefix: Riverfall Landing:
conversations.from: human
conversations.value: Part of the city of Millham, this port is a central hub of trade in and out of the southern swath of the realm. 
  
  Those seeking an inland passage on the Blue River most always make a stop in North Fork Port. 
  
  The port is well defended by the Millham Guard. 
conversations.prefix: North Fork Port:
conversations.from: gpt
conversations.value: Town
conversations.prefix: Town of Dustbury:
conversations.from: human
conversations.value: A quiet port located in the shallow water on the southern coast. The port operates under the flag of Toperstein and the Southeastern Territory.  
  
  The shallow waters prevent larger vessels, such as navy ships, from entering. This makes Eagle's Rest Harbor one of the favorite spots for pirates of the South Seas. 
conversations.prefix: Eagle's Rest Harbor:
conversations.from: gpt
conversations.value: Town
conversations.prefix: Town of Swiftstream:
conversations.from: human
conversations.value: Located in the southwestern corner of the realm. Littlebend was named for the meandering, slow bend on the North Fork of the Blue River.
  
  A small outpost under the flag of Millham and the Southwestern Territory, Littlebend's shores only allow for smaller ships to dock. 
conversations.prefix: Town of Littlebend:
conversations.from: gpt
conversations.value: Visitor Tunnel
conversations.prefix: Visitor Tunnel:
conversations.from: human
conversations.value: The rough northern terrain when thousands flocked to seek their fortune. That is until the Visitors descended! 
  
  Now the haunting landscape is ominous at best. Ruins of Visitor outpost dot the landscape serving as a haunting reminder of the uninvited guests.
conversations.prefix: The Northern Wilderness:
conversations.from: gpt
conversations.value: Iron Behemoth 
conversations.prefix: Iron Behemoth:
conversations.from: human
conversations.value: Leader 1
conversations.prefix: Leader 1:
conversations.from: gpt
conversations.value: The other Toperstein group is here too... Now it's winner take all! 
conversations.prefix: "Group 2":
conversations.from: human
conversations.value: Villain 6
conversations.prefix: Villain 6:
conversations.from: gpt
conversations.value: The site in the Northern Wilderness where the Visitors first landed and made their terrestrial mark.
  
  The site was left in ruins after the sudden departure of the Visitors. 
  
  It is regarded as an *evil* place, and no one has knowingly dared to venture far into it labyrinthine tunnels and passages. 
conversations.prefix: The Ruins of Site 1:
conversations.from: human
conversations.value: Built by the once mighty King of the Realm centuries ago to guard the manmade canal connecting the 3 mile span between the Blue and Swift Rivers. The castle has been under the banner of the city-state of Middlebrough for nearly 100 years.
  
  This fortress protects the strategic Phillip's Cut. The *Gateway to the West* as it was once called has changed hands many times and has been renovated to keep up with the times.
  
  
conversations.prefix: Phillip's Cut Keep:
conversations.from: gpt
conversations.value: Gentleman 1
  
conversations.prefix: Gentleman 1:
conversations.from: human
conversations.value: The First Trial is a series of interview style questions.
conversations.prefix: The First Trial:
conversations.from: gpt
conversations.value: What is your character good at? 
conversations.prefix: STRONG CARD:
conversations.from: human
conversations.value: What hinders your character?
conversations.prefix: WEAK CARD:
conversations.from: gpt
conversations.value: What motivates your character? What drives him/her?
conversations.prefix: SUBPLOT CARD:
conversations.from: human
conversations.value: The main waterway of the realm. Originating high in the Eastern Range form ice melt, the deep blue color of the water runs from NE to SW before forking into the North and South forks just East of Millham and North Fork Port. 
conversations.prefix: The Blue River:
conversations.from: gpt
conversations.value: Originating from small tributaries in the Northern Wilderness, the Rolling River makes its run to the Western Sea where it empties at the deep waters around Knightstone Harbor.
conversations.prefix: The Rolling River:
conversations.from: human
conversations.value: An abrupt ending to the western boundary of the realm, the vertical walls of the Western Cliffs serve as natural protection to the coast and the city of Vexhallow. 
conversations.prefix: The Western Cliffs:
conversations.from: gpt
conversations.value: Originating from the opposite side of the Eastern Range from the Blue River, the Swift River runs parallel to the Blue River, before turning sharply South towards the shallow-water port of Eagle's Rest on the Southern Coast.
  
conversations.prefix: The Swift River:
conversations.from: human
conversations.value: The ominously jagged peaks of the Eastern Range hide the secluded city-state of Dreadrange and it's protective Daron Fortress that overlooks Dread Pass.
  
  Travels here should always come prepared, as mother nature always likes to spring surprises on travels in these parts. 
conversations.prefix: The Eastern Range:
conversations.from: gpt
conversations.value: The foreboding cut through the Eastern Range is the gateway to the city-state of Dreadrange. The pass is guarded by Daron Fortress, and it's Dread Knights from the nearby city-state. 
  
  The pass serves as a natural barrier and funnel point for any enemies dumb enough to attempt an assault into the heights of the mountains. 
conversations.prefix: Dread Pass:
conversations.from: human
conversations.value: Regarded as one of the greatest achievements of the Old Age, this man made channel connecting the Blue and Swift Rivers is protected by Phillip's Cut Keep. 
  
  The canal's strategic position on the narrow strip of land between the two rivers made it the site of many hard fought battles over the centuries.
  
  Currently under the control of Middlesbrough, the canal serves as a vital passage between the two mighty rivers.
conversations.prefix: Phillip's Cut:
conversations.from: gpt
conversations.value: This innovator turned mad-scientist seeks to harvest the bodies of New Magic wielders for his devious experiments! 
conversations.prefix: "New" Magic Harvester:
conversations.from: human
conversations.value: The tinkerer turned mad-scientist! Dr. Abernathy now resides behind the protective walls of Dreadrange.
   
  Whispers have begun of his search for the ultimate man-machine hybrid and of his quest for the power of New Magic to fuel his creations!  
  
conversations.prefix: Dr. Hubert Abernathy:
conversations.from: gpt
conversations.value: Not every machine of the Visitors was for peace. Some were for defense... or offense perhaps.
  
  What ill-effects could these crystals have on the minds and bodies of men?
conversations.prefix: Visitor War-Machine Crystal Shards:
conversations.from: human
conversations.value: Priestess
conversations.prefix: Priestess:
conversations.from: gpt
conversations.value: Visitor-Relic Hunter
conversations.prefix: Villain Visitor-Relic Hunter:
conversations.from: human
conversations.value: Queen
conversations.prefix: Queen:
conversations.from: gpt
conversations.value: Noble
conversations.prefix: Noble :
conversations.from: human
conversations.value: Priest
conversations.prefix: Priest:
conversations.from: gpt
conversations.value: Governor 1
conversations.prefix: Governor 1:
conversations.from: human
conversations.value: The leader of The Crimson Dragon Gang, he is both respected and feared. He travels in the same circles as many of the realm's aristocracy and is well connected due to his wealth and power. 
  
  
conversations.prefix: The Crimson Dragon Gang Boss- Rolfe Damaske:
conversations.from: gpt
conversations.value: Daron Fortress Commander
conversations.prefix: Daron Fortress Commander:
conversations.from: human
conversations.value: Darkwall Guard Commander
conversations.prefix: Darkwall Guard Commander:
conversations.from: gpt
conversations.value: Knight
conversations.prefix: Knight:
conversations.from: human
conversations.value: The force under Commander Rossi's control are known for their rigorous training and outstanding performance in battle. 
  
  The Keep has not been taken by an opposing force in nearly 100 years. 
conversations.prefix: Knights of Middlesbrough:
conversations.from: gpt
conversations.value: Knight-King
conversations.prefix: Knight-King:
conversations.from: human
conversations.value: The daughter of a deceased Lord, Lucia was betrothed a young prince, now King Phillip IV. Her family is well respected and well liked in and around Middlesbrough; helping to keep the King's throne secure.  
conversations.prefix: Queen Lucia Antonelli of Middlesbrough:
conversations.from: gpt
conversations.value: The younger brother of Queen Isabella of Toperstein, Commander Rossi is the youngest son of Duke Pietro Rossi of Middlesbrough.  
  
  The family ties between the nobility of Middlesbrough and Toperstein run deep. 
  
  Travelers from the Toperstein territory can always find safe passage through Phillip's Cut. 
conversations.prefix: Commander Eduardo Rossi:
conversations.from: human
conversations.value: King Alek Azarov II took over after  his father's untimely, and rumored suspicious, death. The Azarov family has ruled the in region in some form for nearly 250 years. 
  
  The young Alek has seen Toperstein and the Southeastern Territory into the New Age, and made it a formidable power in the realm. 
  
  King Azarov II rules strictly, but fairly. The people like and trust him, for the most part. 
  
conversations.prefix: King Alek of Toperstein:
conversations.from: gpt
conversations.value: The young Lady Isabella's marriage to then Prince Alek Azarov was arrange by both their fathers. The couple have been married for nearly 10 years. 
  
  The Queen, originally from Middlesbrough, makes frequent trips to see her family. She is kind, and can be found giving charity to those in need outside the cathedral on holy days. 
  
  Though she is kind, she is not one to be taken lightly. 
conversations.prefix: Queen Isabella Rossi-Azarov:
conversations.from: human
conversations.value: Mysterious Figure
conversations.prefix: Mysterious Figure:
conversations.from: gpt
conversations.value: Since it wouldn't be very fair to pit a gunslinger against anyone else BUT another gunslinger, a duel of sorts has been arranged... 
conversations.prefix: Earl's Fight:
conversations.from: human
conversations.value: General 1
conversations.prefix: General 1:
conversations.from: gpt
conversations.value: Baron Warren Harrington, a steam-rail tycoon and father of Liz Harrington a fellow prospect. 
  
  Warren Harrington was responsible from developing the steam-rail system in Toperstein.  He most certainly also has aspirations of expansion!
conversations.prefix: Baron Warren Harrington:
conversations.from: human
conversations.value: Princess Abigail is the eldest daughter of King Stephen II of Darkwall. She was raised by her mother, a devote supporter of the Church and Pope Augustus. 
  
  She is certainly still loyal to the Church and its causes despite Darkwall's distancing in recent years. 
conversations.prefix: Princess Abigail of Darkwall:
conversations.from: gpt
conversations.value: Baron 2
conversations.prefix: Baron 2:
conversations.from: human
conversations.value: Owner of the Nox-Hallow Line and rumored ally of The Crimson Hydra Gang. Although no one can prove it... or seems to stay alive long enough to do so.
  
conversations.prefix: Warren Harrington:
conversations.from: gpt
conversations.value: Duke Rossi comes from a long line of aristocracy from the region surrounding Middlesbrough. With his eldest daughter now Queen Isabella of Toperstein, the duke has positioned himself and his family well.  
  
  His son, Eduardo, is the Commander of the guard at Phillip's Cut Keep and thus, is a gatekeeper of sorts to the territory. 
conversations.prefix: Duke Pietro Rossi of Middlesbrough:
conversations.from: human
conversations.value: Queen-Chancellor of Highrange
conversations.prefix: Queen-Chancellor of Highrange:
conversations.from: gpt
conversations.value: Magnate 1
conversations.prefix: Magnate 1:
conversations.from: human
conversations.value: Princess 1
conversations.prefix: Princess 1:
conversations.from: gpt
conversations.value: Scientist 1 
conversations.prefix: Scientist 1:
conversations.from: human
conversations.value: The battle-tested Marshal of Toperstein fought in the Great War that formed the Realm into the territories as they are today. 
  
  He is the young King's closest adviser, as he also was for the King's late father. He also serves as the personal body guard to the royals of Toperstein. 
  
  Marshal Kozlov is responsible for the security of the entire territory and for maintaining law and order. 
conversations.prefix: Marshal Ivan Kozlov:
conversations.from: gpt
conversations.value: Governor 1
conversations.prefix: Governor 1:
conversations.from: human
conversations.value: Knot Challenge
conversations.prefix: Knot Challenge:
conversations.from: gpt
conversations.value: Gunshots! Someone has their sights set on you. You can't tell where it is coming from, but they are certainly well aimed! 
  
  The shots rain down from several directions, there must be fore than 1 shooter.
conversations.prefix: "Like Bolts from the Blue...":
conversations.from: human
conversations.value: Nox-Hallow Line
conversations.prefix: Nox-Hallow Line:
conversations.from: gpt
conversations.value: The imposing, yet beautifully designed, room where the Minister of Tech and Innovation oversees the ministry's day-to-day operations. 
  
  The marble constructions gives any sounds a resounding echo through the hall.   
conversations.prefix: Toperstein Ministry Great Hall:
conversations.from: human
conversations.value: Dreadrange King 1
conversations.prefix: King of Dreadrange:
conversations.from: gpt
conversations.value: The Toperstein Minister of Technology and Innovation, the Romanov family has been an influential family for centuries in the region. 
  
  He is both respected and feared by the people and other government officials. Some say he and his family even have eyes on the throne of the Southeastern Territory. 
conversations.prefix: Minister Dominik Romanov:
conversations.from: human
conversations.value: King Rowan Byrne of Serefall
conversations.prefix: King Rowan of Serefall:
conversations.from: gpt
conversations.value: Minister 4
conversations.prefix: Minister 4:
conversations.from: human
conversations.value: Jamison Faltier
conversations.prefix: Jamison Faltier:
conversations.from: gpt
conversations.value: Grotesque, mechanical-human hybrid creature created from the twisted mind of Dr. Abernathy. The beast is terrifying, yet intriguing! 
conversations.prefix: Abernathy's Monster:
conversations.from: human
conversations.value: Thief/Assassin
conversations.prefix: Thief/Assassin:
conversations.from: gpt
conversations.value: Seer/Occultist
conversations.prefix: Seer/Occultist:
conversations.from: human
conversations.value: Abernathy's "New" Body
conversations.prefix: Abernathy's "New" Body:
conversations.from: gpt
conversations.value: Bullet Storm Trap
conversations.prefix: Bullet Storm Trap:
conversations.from: human
conversations.value: The ancient structure has survived the test of time in its beauty and architectural genius. The Cathedral, located in the neutral city of Serefall, serves as the headquarters for the Pope. 
conversations.prefix: Serefall Cathedral :
conversations.from: gpt
conversations.value: Lab 1
conversations.prefix: Lab 1:
conversations.from: human
conversations.value: Abernathy's Monster
conversations.prefix: Abernathy's Monster:
conversations.from: gpt
conversations.value: The daughter of King Alek II and Queen Isabella of Toperstein. 
  
  She takes after her mother's kindness and generosity, although it is rumored that the princess has a darker side. 
  
  She spends a lot of time in Middlesbrough with her maternal grandparents.
conversations.prefix: Princess Adelina Azarov:
conversations.from: human
conversations.value: Minister 5
  
conversations.prefix: Minister 5:
conversations.from: gpt
conversations.value: Tycoon 2
  
conversations.prefix: Tycoon 2:
conversations.from: human
conversations.value: Steam-Knights: The New Age "solution" to manpower problems! 
  
  These are formidable, but aren't lacking for vulnerabilities either. Heavily armored and wielding swords, they are controlled by someone pulling levers out-of-sight.  
  
conversations.prefix: Steam Knights:
conversations.from: gpt
conversations.value: The mad scientist has managed to construct himself a new, better body. From what... or whom...  you don't know. 
conversations.prefix: Abernathy's "New" Body:
conversations.from: human
conversations.value: Noxford Territorial Knights
  
  
conversations.prefix: Knights of Noxford:
conversations.from: gpt
conversations.value: A Visitor War Machine is unlike anything that human eyes have ever seen. Monstrous, loud, lethal... and yet somehow strangely beautiful. 
  
  No one quite knows the extent of the arsenal these mechanical nightmares can deploy.
  
  You know you can't get away from it, but you'll run none-the-less. 
conversations.prefix: Visitor War Machine:
conversations.from: human
conversations.value: Visitor War Machine
conversations.prefix: Visitor War Machine:
conversations.from: gpt
conversations.value: Lady Scientist 
conversations.prefix: Lady Scientist :
conversations.from: human
conversations.value: Villain 7
  
conversations.prefix: Villain 7:
conversations.from: gpt
conversations.value: Innovator 1
conversations.prefix: Innovator 1:
conversations.from: human
conversations.value: Max's First Trial
conversations.prefix: Maximilian's First Trial :
conversations.from: gpt
conversations.value: The First Trial
conversations.prefix: Ulrick's First Trial:
conversations.from: human
conversations.value: Mithril's First Trial
conversations.prefix: Mithril's First Trial:
conversations.from: gpt
conversations.value: You are offered a spot on Toperstein's mission to search for the Visitor Technology! 
  
  Play this card as an acceptance of the King's offer! 
  
  The Crest of the Sovereignty of Toperstein is pictured above. 
conversations.prefix: Accept the King's Offer:
conversations.from: human
conversations.value: Princess
conversations.prefix: Princess:
conversations.from: gpt
conversations.value: Queen
  
conversations.prefix: Queen:
conversations.from: human
conversations.value: Lady Innovator
conversations.prefix: Lady Innovator:
conversations.from: gpt
conversations.value: Minister 6
  
conversations.prefix: Minister 6:
conversations.from: human
conversations.value: Templar 1
conversations.prefix: Templar 1:
conversations.from: gpt
conversations.value: Priestess 2
  
conversations.prefix: Priestess 2:
conversations.from: human
conversations.value: Pope Augustus II is the head of the Church of Light and is the ultimate commander of The  Holy Order, though he tends to let the Templars of the Order rule themselves unless he has need of them. 
  
  A strong but pious leader, he is not a push-over Pope. He has come out against the Visitors and their technology as heretical. 
conversations.prefix: Pope Augustus II :
conversations.from: gpt
conversations.value: Priest 2
  
conversations.prefix: Priest 2:
conversations.from: human
conversations.value: King Stephen II rules the industrial giant of Darkwall. He is fair, but also strict. He knows that the city is perfect position to capitalize on the New Age technology boom and also upon any military actions that may arise. Cash IS king! 
  
  
conversations.prefix: King Stephen II of Darkwall :
conversations.from: gpt
conversations.value: Merchant 1
conversations.prefix: Merchant 1:
conversations.from: human
conversations.value: Visitor Machine
conversations.prefix: Visitor Machine:
conversations.from: gpt
conversations.value: Visitor Mothership
conversations.prefix: Visitor Mothership:
conversations.from: human
conversations.value: Visitor Ships
conversations.prefix: Visitor Ships:
conversations.from: gpt
conversations.value: Visitor Ship Abduction
conversations.prefix: Visitor Ship Abduction:
conversations.from: human
conversations.value: Ruined Chapel
conversations.prefix: Ruined Chapel:
conversations.from: gpt
conversations.value: Williams's First Trial
conversations.prefix: William's First Trial :
conversations.from: human
conversations.value: The long serving Minister of Technology and Innovation in Toperstein, Minister Romanov has great influence of King Alek. It is almost certain that the idea for the mission was first conceived in his mind. 
  
  He is well respected by most, and feared by many for his influential status. 
conversations.prefix: Minister Dominik Romanov:
conversations.from: gpt
conversations.value: William's First Trial
conversations.prefix: William's First Trial:
conversations.from: human
conversations.value: The man, unknown to you, is skilled with a blade, strong, and fast. He has obviously had some training and practice with fighting. He also carries two pistols at his side. 
  
  A very dangerous opponent indeed!
conversations.prefix: Maximilian's Fight- Sir Roland :
conversations.from: gpt
conversations.value: The council wished to see how the old would hold up against the new!
  
  Your opponent is a lightly armored huntsman, with side arms, a rifle, and a sword. 
conversations.prefix: Earl's Fight:
conversations.from: human
conversations.value: Co-Leader of Humanity First with his twin sister Alessa. They are also children of the Royal House of Serefall. 
conversations.prefix: Lucas Byrne:
conversations.from: gpt
conversations.value: Princess 1
conversations.prefix: Princess 1:
conversations.from: human
conversations.value: Unstoppable Force, meet Immovable Object! 
  
  The two strongest warriors remaining in the "Second Chance" room are pitted against one another. 
  
  The heavily armored knight with a two-headed axe, shield, and swords is an imposing figure. Rumor has it he is the strongest man alive.  
conversations.prefix: Mithril's Fight-Tom Arraguaard:
conversations.from: gpt
conversations.value: Karl Landrey, famed huntsman and fighter. He is one of, if not THE best marksman anyone has seen, and also formidable with a blade. 
  
  He is well trained and has honed his skills int he wilds for decades. 
conversations.prefix: Karl Landrey :
conversations.from: human
conversations.value: Elle has gotten herself in over her head. No one can enter the arena to help her, but perhaps there is another way to save her before the large, sword-wielding man destroys her...
conversations.prefix: Elle's Only Hope...:
conversations.from: gpt
conversations.value: Steam-Knights: The New Age solution to manpower problems! 
  
  These are formidable, but aren't lacking for vulnerabilities either. 
  
conversations.prefix: Steam-Knights:
conversations.from: human
conversations.value: Visitor Crystal Energy Wave
conversations.prefix: Visitor Crystal Energy Wave:
conversations.from: gpt
conversations.value: Visitor Crystal Explosion 2
conversations.prefix: Visitor Crystal Explosion 2:
conversations.from: human
conversations.value: Visitor Crystal Shard 1
conversations.prefix: Visitor Crystal Shard 1:
conversations.from: gpt
conversations.value: The renowned fighter and Strongman! He is known to drop his opponents with a single blow from his axe!
conversations.prefix: Sir Thomas "Tom" Arraguaard:
conversations.from: human
conversations.value: Max Landrey, the renown hunter and  expert marksman. His  reputation for delivering on his boastful promises proceeds him. 
conversations.prefix: Max Landrey :
conversations.from: gpt
conversations.value: The man, unknown to you, is skilled with a blade, strong, and fast. He has obviously had some training and practice with fighting. He also carries two pistols at his side. 
  
  A very dangerous opponent indeed!
conversations.prefix:  Sir Roland Le'Aunders:
conversations.from: human
conversations.value: Marshal 2
  
conversations.prefix: Marshal 2:
conversations.from: gpt
conversations.value: Serefall Papal Guard are the best of the best from the Serefall Knights making them exceptionally good at what they do. They have the best equipment money can buy. 
  
  The Pope is in good hands. 
conversations.prefix: Pope's Personal Guard:
conversations.from: human
conversations.value: The Darkwall Guards are equipped with good equipment. The city is wealthy from its industry and has spared little expense in protecting itself. 
conversations.prefix: Darkwall Guards:
conversations.from: gpt
conversations.value: The Crimson Dragon Gang is infamous across the realm! They control most of the black market and underground business. They are usually not bad to deal with, unless your cross them... or owe them coin! 
conversations.prefix: The Crimson Dragon Gang:
conversations.from: human
conversations.value: Someone wants you dead...badly. 
  
  The armed men attack! You only have a split-second to react, or this could get ugly. 
conversations.prefix: Assassination Attempt:
conversations.from: gpt
conversations.value: This note offers a clue to the "Humanity First" organization. The mysterious 'Jade' may be the next person you need to seek. 
conversations.prefix: Humanity First Note:
conversations.from: human
conversations.value: Archbishop-Knight Dunne oversees all of the parishes in the western half of the realm. His strict loyalty to Pope Augustus II and the Church has put him in the middle of several disputes between kings and the Pope. 
conversations.prefix: Archbishop-Knight Dunne:
conversations.from: gpt
conversations.value: Father Fitzpatrick is the senior priest for the royal family of Toperstein and also a confidant of King Alek. 
conversations.prefix: Father Fitzpatrick:
conversations.from: human
conversations.value: Captain 1
conversations.prefix: Captain 1:
conversations.from: gpt
conversations.value: King of Millham 
conversations.prefix: King of Millham:
conversations.from: human
conversations.value: The grenades are filled with a compound that combines to form a stinging, irritating fog that burns the lungs, eyes, and nose! 
conversations.prefix: Tear-Gas Grenades:
conversations.from: gpt
conversations.value: The Darkwall Knights keep the manufacturing center safe from all manner of threats. 
  
conversations.prefix: Knights of Darkwall:
conversations.from: human
conversations.value: The streets of the city are always dark from the smoke that hangs over the city from the coal-fired steam-generators. There are people milling about and plenty of businesses to visit and dark alleys to get lost in or pulled into. 
conversations.prefix: Streets of Darkwall:
conversations.from: gpt
conversations.value: A shadowy figure that stalks those that find themselves on Boss Rolfe's bad side! 
  
  His victims usually don't live to tell their stories... 
conversations.prefix: The Crimson Dragon Gang's Assassin:
conversations.from: human
conversations.value: Knights of Highrange
conversations.prefix: Knights of Highrange:
conversations.from: gpt
conversations.value: King of Highrange
conversations.prefix: King of Highrange:
conversations.from: human
conversations.value: King of Noxford
conversations.prefix: King of Noxford:
conversations.from: gpt
conversations.value: The Knights of Serefall are regarded as one of the best fighting forces in the land. Recruited from across the Realm, they protect the city of Serefall, the Church's interests, and the Pope. 
conversations.prefix: Knights of Serefall:
conversations.from: human
conversations.value: Archbishop Valenti oversees the Church's interest in the East and also is in charge of managing the Pope's meetings and liturgical obligations. 
conversations.prefix: Archbishop Valenti:
conversations.from: gpt
conversations.value: Cardinal Marino
conversations.prefix: Cardinal Marino:
conversations.from: human
conversations.value: Bishop Martell oversee's the Church's interests in Toperstein, Middlesborough, and Phillip's Cut Keep. He is under Archbishop Valenti's leadership. 
conversations.prefix: Bishop Martell:
conversations.from: gpt
conversations.value: Bishop Garpari works underneath Archbishop-Knight Dunne. Garpari is a welcome contrast to the Archbishop's strict, military personality. 
conversations.prefix: Bishop Gaspari:
conversations.from: human
conversations.value: Cardinal Cromwell
conversations.prefix: Cardinal Cromwell:
conversations.from: gpt
conversations.value: Archbishop Dunne gave you this note on official Church parchment with his seal. 
  
  The man at the address on the note is said to be able to  provide some information. 
conversations.prefix: Note from the Archbishop:
conversations.from: human
conversations.value: Ironside Tavern
conversations.prefix: Ironside Tavern :
conversations.from: gpt
conversations.value: The run-down looking inn and tavern is sure to have some character...and characters! This should prove interesting!
conversations.prefix: The Wraith Inn :
conversations.from: human
conversations.value: Queen of Darkwall 
conversations.prefix: Queen of Darkwall:
conversations.from: gpt
conversations.value: Lance Eaton. Earl's loan shark. 
conversations.prefix: Lance Eaton:
conversations.from: human
conversations.value: The Darkwall Foundry Guild is located in the old, central area of the city known today as the Government Complex. The Guild uses an old castle-like structure as its Headquarters; employing its own private guards. 
conversations.prefix: Darkwall Foundry Guild:
conversations.from: gpt
conversations.value: The ledgers of the forges in Darkwall are controlled by the Foundry Guild. The imports and exports of each forge are kept within them. These are valuable, and usually kept under lock and key. 
conversations.prefix: Reading the "Books":
conversations.from: human
conversations.value: City
conversations.prefix: City:
conversations.from: gpt
conversations.value: Great Hall
conversations.prefix: Great Hall:
conversations.from: human
conversations.value: Priest
conversations.prefix: Priest:
conversations.from: gpt
conversations.value: This average sized, hooded and masked figure, whether man or woman, clearly knows how to fight. Padded shoes seem to deaden the figure's footfalls.  This could prove interesting! 
conversations.prefix: Max's Fight-A Masked Combatant:
conversations.from: human
conversations.value: Tinkerer
conversations.prefix: Tinkerer:
conversations.from: gpt
conversations.value: Knight
conversations.prefix: Knight :
conversations.from: human
conversations.value: Knight Charge
conversations.prefix: Knights' Charge:
conversations.from: gpt
conversations.value: This medallion, with its crimson cross, has its symbolic origins in antiquity. 
  
  Although small, it carries with it great weight and garners even higher respect. 
  
conversations.prefix: Templar Medallion:
conversations.from: human
conversations.value: Your personal "magic" kit, complete with everything the aspiring New Age arcane master needs to maintain their illusions!
  
conversations.prefix: "Wizard's" Toolkit:
conversations.from: gpt
conversations.value: A group of highwaymen has descended upon you! 
conversations.prefix: Bandits!:
conversations.from: human
conversations.value: The Darkwoods serves as a natural barrier. Though some of it has been clear-cut, much of it is still clouded in mystery... and perhaps dangers! 
conversations.prefix: The Darkwoods:
conversations.from: gpt
conversations.value: Dark Port City 
conversations.prefix: City 2:
conversations.from: human
conversations.value: The Knights of Dreadrange occupy Daron Fortress. A highly respected and feared force, they are rumored to have  never lost a battle; though few have ever been reported to have tested them. 
conversations.prefix: Knights of Dreadrange:
conversations.from: gpt
conversations.value: Visitor Site
conversations.prefix: Visitor Site:
conversations.from: human
conversations.value: How does your character primarily tackle their obstacles?
conversations.prefix: Strength:
conversations.from: gpt
conversations.value: Where does your character fall short?
conversations.prefix: Weakness:
conversations.from: human
conversations.value: What drives your character in life?
conversations.prefix: Subplot:
conversations.from: gpt
conversations.value: Soldier
conversations.prefix: Soldier:
conversations.from: human
conversations.value: This ring, with its mesmerizing Visitor Crystal Shard, gives the bearer great power... but also great anguish... it should be worn and used carefully! 
conversations.prefix: Visitor Crystal Shard Ring:
conversations.from: gpt
conversations.value: These are all the tools required to forge something magnificent! They may also have other uses if one thinks outside the box! 
conversations.prefix: Forge Master's Toolkit:
conversations.from: human
conversations.value: Given ONLY to those that have proven themselves worthy of  the title of Forge Master. 
  
  It may help to open doors, both real and intangible, and sure, it would also leave a nasty mark in ones forehead should push come to shove! 
conversations.prefix: Forge Master Guild's Signet Ring:
conversations.from: gpt
conversations.value: The private arena used to entertain the royal's and their guests. 
  
  There is no room to hide, no room for weakness in this place!
conversations.prefix: Toperstein Arena:
conversations.from: human
conversations.value: Inn
conversations.prefix: Inn :
conversations.from: gpt
conversations.value: Leader of the bandits that are after you! 
conversations.prefix: Bandit Leader:
conversations.from: human
conversations.value: Bandit Rouges
conversations.prefix: Bandit Rogues:
conversations.from: gpt
conversations.value: Bandits
conversations.prefix: Bandits :
conversations.from: human
conversations.value: Knight
conversations.prefix: Knight:
conversations.from: gpt
conversations.value: Camp Outside Walls
conversations.prefix: Camp Outside Walls:
conversations.from: human
conversations.value: Templar Commander
conversations.prefix: Templar Commander:
conversations.from: gpt
conversations.value: Knight Commander
  
conversations.prefix: Knight commander:
conversations.from: human
conversations.value: Knight Sharpshooters
conversations.prefix: Knight Sharpshooters:
conversations.from: gpt
conversations.value: The torn and blood stained patch bears the infamous emblem of the Crimson Dragon Gang. One of the most powerful and feared organizations in the realm. 
conversations.prefix: Crimson Dragon Gang Patch:
conversations.from: human
conversations.value: The average sized, hooded and masked figure, whether man or woman, clearly knows how to fight. Lots of pockets seem to bulge with what you can only surmise are some sort of gadgets. Two daggers hand from their belt, along with a few other invidious looking objects! Padded shoes appear to deaden the sound of the fighter's footfalls as well. 
conversations.prefix: A Masked Combatant :
conversations.from: gpt
conversations.value: Maximilian's former close friend.  Forced into the shadows after the Dumount family murders, she does works for the Crimson Dragon Gang and others that can pay her price.  
conversations.prefix: Rose Bianchi:
conversations.from: human
conversations.value: The amulet Max dropped during his first trial and was feared lost. 
  
  
conversations.prefix: Max's Amulet:
conversations.from: gpt
conversations.value: Barbarian
conversations.prefix: Barbarian:
conversations.from: human
conversations.value: Soldier
conversations.prefix: Soldier:
conversations.from: gpt
conversations.value: Soldier 2
conversations.prefix: Soldier 2:
conversations.from: human
conversations.value: The large, imposing figure is heavily armored and moves slowly. It is controlled by someone unseen through a system of steam pistons and lines; a New Age wonder!
  
  Getting hit would almost certainly be catastrophic for whatever got in the way. 
conversations.prefix: Steam-Powered Golem:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: The heirloom sword is old. Very old. You've always been told it was a Holy Relic. It has been in your family for as long as memory can ascertain; its origins a mystery.
  
  A functional conversation piece, with its cobalt blue gem. That is, until the Visitors descended from the sky. Now the blade flickers with energy! 
  
  God will use the sword, through you, to deliver mankind from the darkness! 
conversations.prefix: "Blessed" Sword:
conversations.from: human
conversations.value: The ancient sword, now come to life, brings with it a heavy burden. Many lives have been taken with this blade! The weight of all of it is sometimes impossible for you to bear. 
  
  The longer you wield the relic, the worse it gets; to the point it sometimes becomes physically and mentally debilitating. 
  
conversations.prefix: Burdens of the Past:
conversations.from: gpt
conversations.value: In the chaotic and fast-paced post-Visitors world, many have fixated their hopes on the New Age technologies; forgetting the religion of the past. You will bring them back into the Light! 
conversations.prefix: Bring Light to the Darkness:
conversations.from: human
conversations.value: You carry a mystical relic which harnesses the terrifying power of a dragon's breath!
conversations.prefix: Staff of Dragon Fire:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: How you see yourself and how others see you are sometimes drastically different things.  
conversations.prefix: Delusional:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: You seek to tap into deeper levels of power.  Though every test you've done has lead to a dead end, you're convinced that the answer is close.
conversations.prefix: Invent a new power source.:
conversations.from: gpt
conversations.value: Although this blade was  crafted with rudimentary techniques, it still commands an authoritative presence on the battlefield.
conversations.prefix: Dull Mithril Sword:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: While you may be more physically adapt than most, you are occasionally lacking when it comes to reasoning.
conversations.prefix: Headstrong:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: The ability to craft runs deep in your veins and in your ancestor's before you. Common materials have proved to be adequate, but perhaps the Visitors left behind something even greater to seek.
conversations.prefix: Restore the Forge:
conversations.from: human
conversations.value: Even in the New Age of Wonder, there still is a respect for the  Holy Order in certain circles.
  
  Templars are  both respected and feared, as they personify the very real power The Church still holds even in this new world! 
conversations.prefix: Long Arm of the Order:
conversations.from: gpt
conversations.value: Something beckons within you. You are unsure of its purpose or origin, but this new calling grants you a previously unachievable level of confidence.
conversations.prefix: Inner Calling:
conversations.from: human
conversations.value: You're skilled at getting people to see exactly what you want them to see.  You've always got another trick up your sleeve.
conversations.prefix: Tricky:
conversations.from: gpt
conversations.value: The years of teaching, rigorous training, and your combat experience have taught you many lessons that can aid you in life; both on and off the battlefield. 
conversations.prefix: Templar Training:
conversations.from: human
conversations.value: Whether against a single foe or against an army, you are able to see weaknesses in your opponents and plan accordingly.
conversations.prefix: Strategist: