conversations.from: system
conversations.value: This story will take place in the Graceling Realm, a world that Kristin Cashore created in her books *Graceling*, *Fire* and *Bitterblue*.  It will take place a few years before the books, so hopefully there will be no spoilers if you're still reading them. Don't worry if you haven't read the books as I will provide you any information you need to know.  
  
  
  In this world there are people who are born with eyes each a different color; these people are known as gracelings.  Gracelings are born with a special gift, called a grace, which is a greatly enhanced attribute of one type of another.  The gifts range in talent and ability.  A strong cooking grace could grant the ability for someone to make a masterpiece out of every meal, whereas a weak cooking grace would grant them the ability to make good food out of whatever ingredients they had, or maybe just prepare it in less time.  A strong archery grace could mean that every arrow will find its target, whereas a weak grace would be that most of the arrows hit exactly where they are aimed, and a few are just off the mark or they can shoot faster than normal.
   
  In five of the realms gracelings are property of the king.  Once a child’s eyes have settled, usually before they are of one year of age, they are sent to the king’s nurseries.  There they will try to determine what the grace is; graces usually show themselves by age seven.  Gracelings are kept at court unless their grace is found to be useless.  While it is not uncommon for graces to be judged useless, it is a great shame to be returned home.  Gracelings not in the care of kings are generally avoided.  Commoners don’t trust those with different colored eyes, so shops with gracelings get visited less.  They become a burden to their family if they are not disowned outright.  While most gracelings are known within their own kingdom, only the strongest are known throughout all of them.
   
  The 5 realms that make up most of the Known World are Nander, Wester, Estill, Sunder, and the Middluns.  Nander is to the north, ruled by King Drowden.  Wester in the west, ruled by King Brin.  Estill in the east, ruled by King Thigpen. Sunder in the south, ruled by King Murgon.  Sandwiched in between those four kingdoms is the Middluns, ruled by King Randa. These five kingdoms are ruled by power crazy bullies and miscreants.  They are constantly warring with one another; creating treaties only to recant on them when the tides turn.  Gracelings in these lands are tools that the kings use against one another or for their own protection.  
  
  The last two kingdoms, Lienid and Monesa, are said to have reasonable rulers.  Monsea lies past the mountains in the south, even more southern than Sunder.  Lienid is on an Island to the east, a few weeks out by sea.  As these kingdoms are somewhat removed from the others, little is really known about them.  There are, however, rumors that all the citizens are treated better in these kingdoms, including gracelings.
  
  Your characters will be from Estill, in service to King Thigpen. You can be between the ages of seven years old and 60.  You're eyes have already settled, you will be a graceling.  I'll leave it up to you whether it is a strong or weak grace and what that would entail.   
  
  There are seven graces to choose from:
  
  1.      Beastmaster: You can read the emotions of animals and get them to understand your basic directions. Be wary though as many wild animals do not heed the wants of others.
  
  2.      Dancing: Your body is lithe and limber, you can move as fluid as any liquid. You never lose your balance and can perform various flips and aerobatics with ease.    
  
  3.      Desire: When you are touching someone you know exactly what they want at that moment.    
  
  4.      Sight:  You are stricken with fits where you can see scenes play out in your head. Sometimes they are things that have already passed, and others its things yet to come.    
  
  5.      Strength:  You can lift a cow as most people would lift a glass of milk
  
  6.      Swimming:  You move like a fish in the water and can hold your breath for a few hours.
  
  7.       Tracking: Most people would see a forest floor, you can see that a rabbit passed by an hour ago heading east. You never get lost, not in a maze nor even in complete darkness.  
  
   
  Gameplay:  
  
  1.       When generating your backstory feel free to be extremely descriptive, but at the minimum let us know what you look like, and how your grace presented itself. You do not need to tell us how your grace works, as you will show us through the gameplay.
  
  2.       Please be descriptive when writing your actions, the point of the game is for it to read like a story.  Instead of “Joe hit Jan”, try: “Joe struck Jan; his hand met her face with a sickening crunch.” Currently the actions are set at the default 400 word maximum but if you need more space I can increase this. 
  
  3.       Please do not write for others unless you received permission to include them in your part, or if it’s something minimal like another character hands you an item, or simple responses to questions asked.
  
  4.       Use the comments section.  You can use this space to ask permission to include others in your story, or to try to coordinate responses.  You may also ask questions of me, like if you would like more description of your location or if you would like some guidance in where the story is headed/how to word your response.  OR you could just let us all know how much you’re enjoying the game :)
  
  5.       Try to be timely.  I will “nudge” people who have not responded in a week.  Likewise I will try to have Narrator responses done by 10pm PST the following day.
  
  6.       Please abide by the Storium Rules; i.e. if you have played a weak card do not write a favorable outcome.
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: It doesn't seem to affect everyone the in quite the same way.  Some are content just to look upon you, some wish to hoard you for themselves, and yet others still are enraged that something so beautiful could exist.
conversations.prefix: Beauty Grace:
conversations.from: gpt
conversations.value: You can lift a cow as most people would lift a glass of milk.
conversations.prefix: Strength Grace:
conversations.from: human
conversations.value: Most people would see a Forrest floor, you can see that a rabbit passed by an hour ago heading east.   You can never get lost, not in a maze or even in complete darkness.
conversations.prefix: Tracking Grace:
conversations.from: gpt
conversations.value: You move like a fish in the water and can hold your Breath for a few hours.
conversations.prefix: Swimming Grace:
conversations.from: human
conversations.value: Your body is lithe and limber, you can move as fluid as any liquid.  You never lose your balance and can perform various flips and aerobatics with ease.
conversations.prefix: Dancing Grace:
conversations.from: gpt
conversations.value: You can foresee the weather 3 days in advance in a 50 mile direction.
conversations.prefix: Weather Foreseeing Grace:
conversations.from: human
conversations.value: You can read the emotions of animals and get them to understand your basic directions.  Be wary though as many wild animals do not heed the wants of others.
conversations.prefix: Beastmaster Grace:
conversations.from: gpt
conversations.value: It doesn't seem to affect everyone the in quite the same way. Some are content just to look upon you, some wish to hoard you for themselves, and yet others still are enraged that something so beautiful could exist.    
conversations.prefix: Beauty Grace:
conversations.from: human
conversations.value: Your body is lithe and limber, you can move as fluid as any liquid. You never lose your balance and can perform various flips and aerobatics with ease.
conversations.prefix: Dancing Grace:
conversations.from: gpt
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, Estill:
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: Some simple salves to keep cuts from festering.
conversations.prefix: Medicine:
conversations.from: human
conversations.value: A pair of sharp daggers.
conversations.prefix: Daggers:
conversations.from: gpt
conversations.value: Map of the Seven Kingdoms.
conversations.prefix: Map of the realm:
conversations.from: human
conversations.value: Figure out what will be your next step in your quest for freedom.
conversations.prefix: Make an Action Plan:
conversations.from: gpt
conversations.value: You are locked in a cell with a few other people.  Its Cold and dark.  Your only source of light comes from a torch hanging on the wall just out side your dungeon.
conversations.prefix: Escape the Dungeon:
conversations.from: human
conversations.value: Go where you’ve never been before and share your experiences with others.
conversations.prefix: Explore!:
conversations.from: gpt
conversations.value: Protect your secrets and maintain the façade that makes you seem as if you are something you are not.
conversations.prefix: Keep Your Secrets:
conversations.from: human
conversations.value: Take it upon yourself to defend the innocent from the perils.
conversations.prefix: Protect the Meek:
conversations.from: gpt
conversations.value: Avoid the draw and distraction of the mundane in favor of headier, more exciting experiences.
conversations.prefix: Resist Mundanity:
conversations.from: human
conversations.value: Cruel-looking, heavy, and chipped... but sharp!
conversations.prefix: A Bloody Big Axe:
conversations.from: gpt
conversations.value: Some hardtack, dried fruit and jerky.  Not a feast but it travels well.
conversations.prefix: Food Rations:
conversations.from: human
conversations.value: You can read the emotions of animals and get them to understand your basic directions. Be wary though as many wild animals do not heed the wants of others
  
conversations.prefix: Beastmaster Grace:
conversations.from: gpt
conversations.value: You move like a fish in the water and can hold your breath for a few hours.    
conversations.prefix: Swimming Grace:
conversations.from: human
conversations.value: You can lift a cow as most people would lift a glass of milk.    
conversations.prefix: Strength Grace:
conversations.from: gpt
conversations.value: Most people would see a forest floor, you can see that a rabbit passed by an hour ago heading east. You  never get lost, not in a maze nor even in complete darkness.  
  
conversations.prefix: Tracking Grace:
conversations.from: human
conversations.value: When you are touching someone you know exactly what they want at that moment.
conversations.prefix: Desire Grace:
conversations.from: gpt
conversations.value: You are stricken with fits where you can see scenes play out in your head.  Sometimes they are things that have already passed, and others its things yet to come.      
conversations.prefix: Sight Grace:
conversations.from: human
conversations.value: You must withstand the darkness and survive. You must get away from it all.
conversations.prefix: Escape Evil:
conversations.from: gpt
conversations.value: These cold peaks rise high into the air.  There is always snow at the top of the mountains.
conversations.prefix: Estillian Mountain Pass:
conversations.from: human
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: King Thigpen's Castle:
conversations.from: gpt
conversations.value: The air is putrid and thick.  Darkness and despair claw at you from the corners of the dank cells.
conversations.prefix: Castle Dungeons:
conversations.from: human
conversations.value: This is a bustling tavern just off the main through-way.  
conversations.prefix: Golden Plow Tavern, Middluns:
conversations.from: gpt
conversations.value: The trees get thicker the closer you get to the Sunderran mountains.
conversations.prefix: Sunder Forest:
conversations.from: human
conversations.value: Home to King Randa.
conversations.prefix: Randa City, Middluns :
conversations.from: gpt
conversations.value: The city on the shore of the lake surrounding King Thigpen's Castle.
conversations.prefix: Thigpen City:
conversations.from: human
conversations.value: Home to King Murgon
conversations.prefix: Murgon City:
conversations.from: gpt
conversations.value: Humming port town.  Is the main trading port for the 5 kingdoms with Monsea and Lienid.
conversations.prefix: West Port, Wester:
conversations.from: human
conversations.value: Power hungry Cretan.  Tithes his people to the point of starvation, and if they don't pay he has them thrown in jail or executed.
conversations.prefix: King Thigpen:
conversations.from: gpt
conversations.value: Vapid socialite who's only interest are owning the finest jewels and dresses.  Holds lavish feasts while the peasants starve. 
conversations.prefix: Queen Floria:
conversations.from: human
conversations.value: Sanar is a graceling gifted with the grace of swordplay.  Even though he is well into his 50s he is still unbeaten in a duel.  Said to be the best strategist in all the realm.
conversations.prefix: Sanar, Captain of the Guard:
conversations.from: gpt
conversations.value: Make it past the guards and out of the castle without getting noticed.
conversations.prefix: Escape the Palace:
conversations.from: human
conversations.value: A sharp sword, nothing pretty to look at but could still sever flesh from bone.
conversations.prefix: Sword:
conversations.from: gpt
conversations.value: Captain Sanar leads a group of 10 skilled (non-graced) soldiers on a hunt, where you are the prey.
conversations.prefix: Get away from the soldiers:
conversations.from: human
conversations.value: The trees get thicker the closer you get to the Sunderran mountains.
conversations.prefix: Sunder Forest (copy):
conversations.from: gpt
conversations.value: This shallow cave is about 15 fee from the the lake.  The entrance of the cave is a narrow crack in the wall just big enough for a large person to squeeze through.  Inside it opens up to a roomy space and there is a natural sky light made by an opening in the mountain side. 
conversations.prefix: Estillian Cave:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Even though you're property of the King, you still long for a family like the one a few of the other Gracelings have. But, most importantly, you want to know if your parents ever loved you.
conversations.prefix: Find Your Family:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Most people would see a forest floor, you can see that a rabbit passed by an hour ago heading east. You  never get lost, not in a maze nor even in complete darkness.  
  
conversations.prefix: Tracking Grace:
conversations.from: human
conversations.value: Quiet and surreptitious in nature or demeanor.
conversations.prefix: Stealthy:
conversations.from: gpt
conversations.prefix: Wild:
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.prefix: Wild:
conversations.from: human
conversations.value: Go where you’ve never been before and share your experiences with others.
conversations.prefix: Explore!:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Life is not worth living, if there are not loved ones to share it with. This famous quote is starting to sink in, and so you are starting to seek good friends.
conversations.prefix: Forge friendship:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild: