conversations.from: system
conversations.value: A cult of two goddesses with a powerful Priesthood has established itself on Temple Isle. The life force of nature is slowly draining away from the rest of the world and concentrating here. The animals are... well, not quite right. Some deep magic is at work, but what is it's purpose? And who in the Temple is actually in control?
  
  A group of sword & sorcery fantasy adventurers  are ship-wrecked and stranded on the wrong side of Temple Isle. They share a common purpose. Can they band together to survive the island crossing and complete their quest to discover what is happening and why?
  
  Good humored gritty story, a lot of the fun will come from character development and interaction as well as puzzle solving and adventuring.
  
  **=== Re-Booting ===**
  
  This is a re-boot of a story that played through  two chapters and had several characters retire. Some of the characters from the original Storium are returning to continue their quest.  
  
  The Narrator will be posting the story to date with slight adjustments from the original telling in order to solve some challenges around building a common purposes among the characters that was encountered in the original play and also to facilitate the introduction of new characters.  Even if you are a returning player, please read through the re-telling to insure that reality is appropriately revised for your characters.
  
  If your character is new rather than returning to the story, please assume that you were also ship-wrecked but on a different part of the beach, and that you will be hooking up with the returning characters in your first scene.
  
  **=== Creative Commitment===**
  
  Before submitting a character for this story, please read this Agreement Letter and be prepared to affirm to the Narrator that you understand & agree.
  
  <http://ourstorium.net/agreement-letter/>
  
  Participating in Storium will take some time and requires commitment. If you aren't going to be able to participate consistently and promptly the majority of the time, please pass this story by.
  
  The plan is for this story to go at a slow but steady pace. One scene a week with a couple of moves per player per week. If you can write once on a weeknight, and once on the weekend, we'll set a nice steady pace for everyone.
  
  <http://ourstorium.net/creative-commitment/time-commitment/>
  
  Feel free to dig into the **ourstorium.net** web site further around any point you are concerned or curious about, or just to get more educated about Storium and how this Narrator plays.
  
  Please write the majority of your moves in present or present future tense. Past tense is acceptable if you are specifically telling a story or recounting something that happened in the past. Overuse of past tense will be grounds for the Narrator to request a revision.
  
  **=== Character Submissions ===**
  
  Your character description should include a physical description - what would someone meeting the character see. There should also be some background or history and some indication of your motivations to be on this quest.
  
  We'll assume you are human unless you say otherwise in your character description.
  
  Example cards are provided. Please feel free to create your own or edit the Narrator's provided cards. Add images to personalize them as you see fit.
  
  Characters will be reviewed and accepted or rejected based on how interesting they are and if they contribute to a balanced party of adventurers.
  
  **=== Story Considerations ===**
  
  This is not a D&D RPG adventure and therefore it is not governed by those rules. This is a Storium in a fantasy setting. Please assume that your dice were lost in the ship-wreck and leave your D&D preconceptions on the beach where you wash up.
  
  **Magic Casting** - Magically oriented characters can't be all-knowing unlimited all-powerful flatten everything, or its no fun. On the other hand, for the purpose of this story you can invent how the magic your character knows works. This is an open ended fantasy world. Describe in your character sketch  their magical area, specialty, or path. A fire mage isn't going to cast a lot of water manipulation spells but would still know how to do basic general stuff. 
  
  If you didn't talk about it at all in your character description, 
  or it doesn't make obvious sense with your character's Nature, 
  or you haven’t learned it in the course of the story, 
  then assume you can’t do it.
  
  Still want more structure? OK. If you insist. There are Strength cards which can stand for for magic casting. Those cards will help set a limit to the quantity of actions you can take against challenges including spell work. Lets assume that for something tiny and simple (strike a flame, create a sound, etc.) you can just do it as needed as long as you narrate it. For something medium size or damaging you should use a Strength card to do it. For something really big [weather control, earthquakes etc.], multiple magic strength cards should be applied. 
  
  I think this will work out pretty organically because you would only whip out big damaging stuff to overcome challenges, and overcoming challenges requires playing cards in Storium.
  
  **Weapons and Damage** - Same principles apply as explained in the magic section above. If you are especially skilled with one or more weapons, best tell us about it in your character sketch.
  
  Cutting your own finger open accidentally on your sword, smashing a bug with your war hammer or cutting a rope with your dagger, free action, write all about it. Pound a creature's head with a mace in an attempt to kill it, write it and play a Strength or Asset card. Cut off a dragon’s head with one swipe of your sword, multiple cards. 
  
  If the Esteemed Narrator has a problem with the cards you play vs. the narration you write, a revision will be requested. 
  
  Having said all of that, please don't get too hung up on this, it will be fairly organic in practice. The richness of the character will be personality, background, mission and your writing. Spells & weapons are just one way to take actions. Other types of strength (and weakness!) cards representing skills, characteristics or talents will be useful too.
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: Reluctant to trust, you may not share information when you should and you may spy on your compatriots.
conversations.prefix: Suspicious:
conversations.from: gpt
conversations.value: <Cassius may play a Curiosity (Goal) card to ask a final question if he wishes.>
  
  He is old, and skinny. He startles easily. He lives on the island. 
  
  He might be willing to help with you if you gain his good will and ask slowly, gently, and nicely.
conversations.prefix: Hermit:
conversations.from: human
conversations.value: You always seem to know which way to go and can keep track of where you came from. Maps are for sissies.
conversations.prefix: Sense of Direction:
conversations.from: gpt
conversations.value: You and your weapon of choice have become one. You are highly trained, been using it since you were knee high to your arms master.
  
  Tell us what your weapon is and how you use it.
conversations.prefix: Weapon Specialty:
conversations.from: human
conversations.value: In command of some measure of magical power.
  
  Playing this card is essentially casting a spell that should be described in its appearance and effect.
conversations.prefix: Wizardly:
conversations.from: gpt
conversations.value: A fire crackles well up the beach, out of range of the waves.
  
  There is a pile of crab shells nearby.
  
  
conversations.prefix: Camp Site on the Beach:
conversations.from: human
conversations.value: One overriding concern dominates your decision making and priorities out of balance of consideration of anything else.
conversations.prefix: Fanatical:
conversations.from: gpt
conversations.value: Damp at the entrance, dry inside. Plenty of room to sit. Short folks can stand, tall ones have to stoop. 
  
  Light from the entrance keeps things from being totally dark as you are only a little ways in.
  
  Not much else here unless you brought it with you.
conversations.prefix: Cave Shelter:
conversations.from: human
conversations.value: Waves lap up onto the utterly deserted beach decorated only with ship wreck detritus. Oversize crabs scuttle fearlessly across the sand. Dense leafy vegetation lines the edge of the beach line.
conversations.prefix: Deserted Beach:
conversations.from: gpt
conversations.value: Fresh water runs down out of the jungle, over rocks and into a small pool. Where the water goes from here, you cannot tell.
conversations.prefix: Fresh Spring:
conversations.from: human
conversations.value: The Hermit's jungle hut is just a one room shelter from the rain. It contains his pallet and few simple utilitarian posessions.
conversations.prefix: Jungle Hut:
conversations.from: gpt
conversations.value: A lush green clearing in the jungle with a large tree at the far end, a jungle hut, and a cooking fire. It feels safe and comfortable.
conversations.prefix: Melora's Temple Clearing:
conversations.from: human
conversations.value: Is it safe?
conversations.prefix: Rickety House:
conversations.from: gpt
conversations.value: The tunnel behind the secret stone door in the cave.
  
  It is dry and navigable but winds away into the dark.
  
  Hope you are not claustrophobic.
conversations.prefix: Tunnel Behind Secret Door:
conversations.from: human
conversations.value: He is old, and skinny. He startles easily. He lives on the island. 
  
  He might be willing to help with you if you gain his good will and ask slowly, gently, and nicely.
conversations.prefix: Hermit:
conversations.from: gpt
conversations.value: Beautiful and fierce, Mermaids are rarely seen. Legend has it that Mermaids are known to drag sailors down to their kingdom under the sea.
conversations.prefix: Mermaid:
conversations.from: human
conversations.value: A horde of rats running. Many minds, but also one.
conversations.prefix: RATS!:
conversations.from: gpt
conversations.value: Wild boar roam the island. Pigs are smart and fierce.
conversations.prefix: Razor-tusked Boar:
conversations.from: human
conversations.value: He's dead Jim.
conversations.prefix: Sailor:
conversations.from: gpt
conversations.value: A Priestess come to tend the Temple Clearing. Bullied and scared by Jengwei.
  
  Birds love her. She appears to be domestic and practical.
  
  
conversations.prefix: The Arbor Lark:
conversations.from: human
conversations.value: A Priestess come to tend the Temple Clearing and offer you breakfast.
  
  Birds love her. She appears to be domestic and practical.
conversations.prefix: The Arbor Lark:
conversations.from: gpt
conversations.value: Birds. A lot of birds. Beady black eyes and sharp little beaks all pointed at you.
  
  They are in the tree branches just out of reach. They circle in the air above you.
  
  Some of them attack pecking and clawing.
conversations.prefix: Aggressive Birds:
conversations.from: human
conversations.value: Continue to build trust and confidence in your Alliance.
conversations.prefix: Cohesive:
conversations.from: gpt
conversations.value: Sheltering in a cave is boring. Fresh water would be a good idea, there is lots just outside. 
  
  It could get chilly in here if the storm goes on for very long.
  
  You will need light to see anything towards the back of the shelter space you are in.
conversations.prefix: Explore the Cave:
conversations.from: human
conversations.value: A tropical storm can be very dangerous! Lightning strikes, trees and branches falling, winds whipping you.  Getting soaked through might be the least of your worries.
conversations.prefix: Find Shelter from Storm:
conversations.from: gpt
conversations.value: Step outside the cave to gather some foodstuffs. Whichever way the party goes, some meat and fruit would be great to have.
conversations.prefix: Gather Some Food:
conversations.from: human
conversations.value: The biggest crustacean you have ever seen. That thing could take your leg off at the knee!
  
  Is it following me?
conversations.prefix: Giagantic Crab:
conversations.from: gpt
conversations.value: Aviyanna is exhausted and in physical pain.
  
  Her growth spurt cannot be reversed, but perhaps the symptoms can be soothed.
  
  You must gain her cooperation and trust in order to attempt to heal her.
conversations.prefix: Heal Aviyanna:
conversations.from: human
conversations.value: A one-room hut where the Hermit lives in a jungle clearing.
conversations.prefix: Jungle Hut:
conversations.from: gpt
conversations.value: There is a large tree at the far edge of the clearing.
  
  Might be climbable. The roots are twisty and numerous.
conversations.prefix: Large Tree:
conversations.from: human
conversations.value: Its getting darker in here with the storm making the sky so dark gray outside.
  
  Some light would make the cave a lot more comfortable and maybe let you see the back of the cave better.
conversations.prefix: Light:
conversations.from: gpt
conversations.value: The pot of soup bubbling on the fire smells really good.
  
  It's hot! How are you going to eat this? The Hermit has only one bowl.
conversations.prefix: Pot of Soup:
conversations.from: human
conversations.value: The biggest crustacean you have ever seen. That thing could take your leg off at the knee!
  
  Is it following me?
conversations.prefix: Really Big Crab:
conversations.from: gpt
conversations.value: Lark is dead.
  
  Perhaps she could be resurrected through the appropriate arts and efforts if you act quickly.
  
  Being dead can really change you though.(required)
conversations.prefix: Ressurect Lark:
conversations.from: human
conversations.value: A swaying rope bridge stretches across the chasm... if it holds. How sure-footed are you?
conversations.prefix: Rope Bridge:
conversations.from: gpt
conversations.value: He's dead Jim.
  
conversations.prefix: Sailor:
conversations.from: human
conversations.value: Ship-wrecked on a beach with only what you were wearing when the ship broke apart. Night is coming. Scramble to get dry, find water, food, and equip yourself for whatever comes next.
conversations.prefix: Stranded:
conversations.from: gpt
conversations.value: You need a plan, and more food. You could think a lot more clearly if these bug bites would stop itching. 
  
  What if it rains?
  
  What are you going to do in the morning? 
  
  Are you going to do it together?
conversations.prefix: Survive:
conversations.from: human
conversations.value: Play the appropriate card on the center hollow of the cross of hollows on the stone door.
  
  There is only one correct answer.
conversations.prefix: The Botton Hollow:
conversations.from: gpt
conversations.value: Play the appropriate card on the center hollow of the cross of hollows on the stone door.
  
  There is only one correct answer.
conversations.prefix: The Center Hollow:
conversations.from: human
conversations.value: Play your vote card on this choice or the Tunnel path instead.
conversations.prefix: The Jungle Path:
conversations.from: gpt
conversations.value: Play the appropriate card on the center hollow of the cross of hollows on the stone door.
  
  There is only one correct answer.
conversations.prefix: The Left Hollow:
conversations.from: human
conversations.value: Play the appropriate card on the center hollow of the cross of hollows on the stone door.
  
  There is only one correct answer.
conversations.prefix: The Right Hollow:
conversations.from: gpt
conversations.value: Play the appropriate card on the center hollow of the cross of hollows on the stone door.
  
  There is only one correct answer.
conversations.prefix: The Top Hollow:
conversations.from: human
conversations.value: Make some more torches. They will be useful either in the tunnel or at night in the jungle.
conversations.prefix: Torches:
conversations.from: gpt
conversations.value: You have dedicated yourself to the ways of faith. You honor your own God who will assist you.
  
  Clerics must be human.
conversations.prefix: Cleric:
conversations.from: human
conversations.value: You practice and protect the old ways, minding the beasts and the land with wisdom and care.
  
  Druids may be Human or Half Elf.
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.
  
  Rangers may be Human or Half-Elf
conversations.prefix: Ranger:
conversations.from: human
conversations.value: That you’re a thief is not in dispute but your motives may be good and true.
  
  Thieves may be Human, Halfling, or Half-Elf.
conversations.prefix: Thief:
conversations.from: gpt
conversations.value: Long have you trained for, and dreamt of, battle and adventure. No longer shall you wait for it.
  
  Warriors may be Human or Half-Elf.
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.
  
  Wizards may be Human or Half-Elf.
conversations.prefix: Wizard:
conversations.from: gpt
conversations.value: A deep debt of honor was incurred. Repay your benefactor even if what you must do is dangerous and difficult so you can return to your own life cleared of the debt.
conversations.prefix: Debt of Honor:
conversations.from: human
conversations.value: Worshippers of false gods must be saved from themselves and their corrupt practices. Other religions and powers must give way to the one true path.
conversations.prefix: Evangalism:
conversations.from: gpt
conversations.value: Discovering new territory and claiming it in the name of whomever you answer to so its resources can be harnessed (or stolen) is what you were hired to do, and you enjoy it. Natives? Prior owners? Never heard of 'em.
conversations.prefix: I've Got a Flag!:
conversations.from: human
conversations.value: Nature is out of balance. Overcome whatever is causing the disruption. Build something greater than yourself, something that will better this land.
conversations.prefix: Restore Balance:
conversations.from: gpt
conversations.value: Citrine gemstone originally set in a bracelet found in the Hermits (Coppice Firth's) bag.
  
  It hums and buzzes when you rub it.
  
  Served as a gemstone key to help open a secret door in the cave.
conversations.prefix: Citrine Gemstone Key:
conversations.from: human
conversations.value: Emerald gemstone originally from a mermaid's necklace.
  
  The stone hums and buzzes slightly when you rub it.
  
  Served as a gemstone key to open a secret door in the cave.
conversations.prefix: Emerald Gemstone Key:
conversations.from: gpt
conversations.value: An opal gemstone originally gifted to Aviyanna by Coppice Firth in the Melora temple grove.
  
  It hums and buzzes when you rub it.
  
  It served as a gemstone key to a secret door in the cave.
conversations.prefix: Opal Gemstone Key:
conversations.from: human
conversations.value: Ruby originally found in the hidden pocket of a dead sailor on the beach.
  
  It hums and buzzes slightly when you rub it.
  
  It served as part of a key to open a secret door in the cave.
conversations.prefix: Ruby Gemstone Key:
conversations.from: gpt
conversations.value: Plain, but very sharp.
  
  (There is only one knife but it can be used a number of times.)
conversations.prefix: Sailors Rigging Knife (copy):
conversations.from: human
conversations.value: A sapphire gemstone originally from a brooch that the Arbor Lark had.
  
  The gemstone buzzes and hums a bit if you rub it.
  
  Served as a gemstone key to a secret door in the cave.
conversations.prefix: Sapphire Gemstone Key:
conversations.from: gpt
conversations.value: A wooden short bow and quiver of 4 arrows gifted to you by the Hermit at the spring.
  
  
conversations.prefix: Short Bow:
conversations.from: human
conversations.value: Cast your vote for one option or the other on how to proceed.
  
  Write your characters reasons for voting the way you did.a
conversations.prefix: Vote:
conversations.from: gpt
conversations.value: Nice oil-skin of fresh water. It isn't full, but it will hold you for awhile.
conversations.prefix: Water Skin (copy):
conversations.from: human
conversations.value: Find common cause with another player character. Share resources or information. Agree to assist them or gain their assistance.
conversations.prefix: Alliance:
conversations.from: gpt
conversations.value: Play this card on a challenge if you want the Narrator to create some extra trouble for your character.
  
  Remember, you will have to live and work with whatever the Narrator throws at you.
  
  Each time you play through  a pair of these cards, you will get an extra wild strength card as a reward.
conversations.prefix: Trouble:
conversations.from: human
conversations.value: No shining knight, Jingwei still considers herself a protector of the weak and innocent. Thing is the blade cuts both ways. Yes Jingwei protects the common folk from the evils treading in from the wild. Of equal importance is protecting the wild from the uncommon folk that tread with evil intent. 
  
  Jingwei  is an eerily androgynous and ageless half-eleven woman. This is not the serene otherworldly beauty of the full blooded elves. It’s just strange. She is small, broader in the shoulders and hips than she ought to be and surprisingly quick with her hands and feet.
  
conversations.prefix: Wildling Ranger:
conversations.from: gpt
conversations.value: Quick and precise of hand and eye. Deft, adept, agile, nimble, neat, handy, able, capable and skillful. They all apply.
conversations.prefix: Dextrous:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Insensitive, unsubtle, and forceful.
conversations.prefix: Brutish :
conversations.from: human
conversations.prefix: Wild:
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.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: I suppose I should name her.   After all, we've been together literally as long as I can remember.  But I always think of her as just 'she'.  She's always on the edge of my mind, listening to me, sometimes telling me things.
  
  Yes, she's a single edged, 38" overall length, razor sharp sword.
  
  The blade appears to be made of alabaster or ivory - it looks like white rock.  Never chips, has never needed sharpening.
  
  She looks out for me, takes care of me.  Sometimes I can make her do what I want, but more often it seems like my purpose is just to carry her around to where she needs to go.
conversations.prefix: She:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Creatures of natural magic and innate talent, Wildlings have the ability to affect their environment through the power of their thoughts and emotions.
conversations.prefix: Wildling:
conversations.from: human
conversations.value: This is not spell casting. This is natural magick - the physical manifestation of the manipulation of energy as molded by the thoughts and feelings of the medium
conversations.prefix: Wild Magick:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: A changling child in a changing body - her mind and life experience is only  that of an 8 or 9 year old girl. Recent events have physically aged her approximately 2 years in the span of a few minutes. She now has to deal with a pubescent body, all everything that goes with it, even though she is still very, very young inside.
conversations.prefix: Frail:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: She doesn't know what she is, who she is, or what she's capable of. She knows that she has friends, secret friends, invisible friends who can do powerful things ... and terrible things. She knows that not everyone has these friends ... and she'll never tell you that she does either.
conversations.prefix: Keep Your Secrets: