conversations.from: system
conversations.value: Numeria has a long history of mystery and wonder buried under its rugged landscape, for on that one fateful night thousands of years ago, the Rain of Stars scarred the land. The fragmented remnants of a ship from beyond the stars fell from the sky, scattering strange technological ruins and deadly perils across the land. Today, these sites are feared by the barbaric tribes and coveted by the sinister spellcasters of the Technic League. Yet something worse than brutish berserker or super-science wizard has risen to power in these hidden technological halls. The Iron Gods are ready to make their presence known, and if they are not opposed by the region’s newest heroes, a scourge unlike any the Inner Sea has seen will arise!
conversations.from: human
conversations.value: A bard might be a travelling minstrel, a conniving confidence man, a court jester, or a noble chronicler. One thing is for sure in Golarion—bards know a bit about everything, and have seen things most people only dream of.
conversations.prefix: Bard:
conversations.from: gpt
conversations.value: Barbarians of Golarion hail from the dark places of the world where civilization has failed or has yet to tread. From dusty wastes, ominous jungles, and cold wastelands these mighty warriors brave both beast and climes to earn their place in the world.
conversations.prefix: Barbarian:
conversations.from: human
conversations.value: Clerics are the warrior-priests of Golarion. They seek to spread their faith through conviction, words, and in some cases, war. Unlike lay practitioners of religion, the cleric is called to serve a deity through prayer and practice. They receive training in the basics of war at the same time they learn to channel the influence of their deity.
conversations.prefix: Cleric:
conversations.from: gpt
conversations.value: As the cleric serves the peoples and settlements of Golarion, the druid serves the wilderness. Druids seek to maintain the balance between the natural world: the elements, plants, animals, and sentient creatures alike. But like the capricious world they protect and serve, druids vary in nature from avenging anger to gentle guardians.
conversations.prefix: Druid:
conversations.from: human
conversations.value: Fighters are the pinnacle of martial combat. Where mages learn to defeat their foes by wielding the powers arcane, and others through the grace of their deity, the fighter survives through strength of arms alone. In Golarion, the life of a fighter is the primary recourse of a would-be adventurer. No study is needed, no blessings to be imparted–all one needs is a sword and the will to excel and become better.
conversations.prefix: Fighter:
conversations.from: gpt
conversations.value: The warrior monk of Golarion is a recent addition to the lives of the peoples of the Inner Sea region. The combination of religious devotion, self-perfection, and martial combat is an import from the far regions of Vudra and Tian Xia. Monks are perhaps the rarest class in Golarion, outnumbered even by the elite paladins.
conversations.prefix: Monk:
conversations.from: human
conversations.value: Where fighters are the pinnacle of martial combat, the paladin blends martial skill with devotion to a righteous deity, cause, or organization. The paladin is held to a much higher standard than members of any other profession, including clerics and monks. If a paladin betrays these standards, they face spiritual penalty as well as the possibility of facing a penance, or even worse being removed from their order.
conversations.prefix: Paladin:
conversations.from: gpt
conversations.value: Rangers walk the line between warrior, hunter, and thief. Like the fighter, the ranger is a highly trained combatant, with skill wielding ranged weapons or using a weapon in each hand. Like the druid, the ranger has strong ties to the natural world, gaining the trust of animals, moving through the wild with ease, and eventually channeling the divine power of nature. Finally, like the rogue, the ranger has some ability in learning the skills necessary to survive in the world.
conversations.prefix: Ranger:
conversations.from: human
conversations.value: Thief, vagabond, scout, con man. These are just some of the terms that might refer to a rogue. They are the clever tricksters of the world, the consummate professional criminals, or even the highly trained informants and spies. Where fighters rely on their martial training, wizards on their mastery of arcane power, and clerics on the grace of their deity, the rogue relies on training of the body and mind to overcome obstacles. They are any combination of athletic, cunning, shifty, convincing, learned, and crafty. They augment their training with a precise working knowledge of anatomy: where to deliver a knock-out blow when the situation requires.
conversations.prefix: Rogue:
conversations.from: gpt
conversations.value: The sorcerer draws forth her astounding magical prowess from within herself. Regardless of the source of her arcane bloodline—a deity's special favor, a powerful magical lineage, a celestial or horrifying progenitor, or simply the whim of fate or a quirk in the magical weave—the sorcerer is the product of an innate and unbreakable connection to the arcane that other spellcasters must devote their lives to mastering. 
conversations.prefix: Sorcerer:
conversations.from: human
conversations.value: Whether poring over arcane tomes in ancient libraries, traveling the expanse of Golarion in search of spells and artifacts, or holed up in fantastical laboratories researching new applications of magical power, wizards are characterized above all by their endless pursuit of ever more—and ever more powerful—magical knowledge. Whether the wizard seeks such knowledge for its own sake, or as a means to greater fame, wealth, or power, the acquisition of new arcana is the wizard's most compelling goal.
conversations.prefix: Wizard:
conversations.from: gpt
conversations.value: A gunslinger is a person who melds extreme martial skill with the use of one of Golarion's more recent technological innovations, firearms. They are generally more daring and adventurous than the average citizen of the Inner Sea region, as guns are still rare and often dangerous.
conversations.prefix: Gunslinger:
conversations.from: human
conversations.value: Blight druids guard, protect, and sometimes help to heal places where nature has been destroyed or corrupted, either through natural disasters or people's actions. They tend to emulate nature's entropy, seeing its destruction as a much-needed part of the life-cycle. Because of this focus, they tend to be more violent than most of their kind.
conversations.prefix: Blight Druid:
conversations.from: gpt
conversations.value: Barbarians often have a mistrust of technology and its corruptive influence, especially given the behavior of the Technic League. Some of these warriors have developed special techniques and skills to protect themselves from mechanical foes.
conversations.prefix: Numerian Liberator:
conversations.from: human
conversations.value: Both scholar and student, archivists delve into the mysterious art of runic magic, glyphs of wondrous power etching themselves onto archivists as they invoke eldritch powers once long forgotten. The archivist learns to harness the power of these runes, mastering one of six designs of runic script to evoke primal energies, wreak havoc upon foes, or alter the very fabric of reality to suit their needs. Each script an archivist casts imparts lingering power upon his person, building in strength until unleashed with incredible result.
conversations.prefix: Archivist:
conversations.from: gpt
conversations.value: The alchemist is often regarded as being just as unstable, unpredictable, and dangerous as the concoctions he brews. While some creators of alchemical items content themselves with sedentary lives as merchants, providing tindertwigs and smokesticks, the true alchemist answers a deeper calling. Rather than cast magic like a spellcaster, the alchemist captures his own magic potential within liquids and extracts he creates, infusing his chemicals with virulent power to grant him impressive skill with poisons, explosives, and all matter of self-transformative magic.
conversations.prefix: Alchemist:
conversations.from: human
conversations.value: Oracles are perhaps the most mysterious divine casters on Golarion. They are given power by a deity, often without their consent, that even they do not fully understand. Unlike clerics, who draw their power from a single divine source, oracles gain their strength from all the gods who share a compatible philosophy. While many see the powers of an oracle as a great blessing, others believe it to be a curse that radically alters the chosen one's life forever.
conversations.prefix: Oracle:
conversations.from: gpt
conversations.value: Some gain power through study, some through devotion, others through blood, but the witch gains power from her communion with the unknown. Generally feared and misunderstood, the witch draws her magic from a pact made with an otherworldly power. Communing with that source and using her familiar as a conduit, the witch gains not only a host of spells, but also a number of strange abilities known as hexes. As a witch grows in power, she might learn about the source of her magic, but some remain blissfully unaware. Some are even fearful of what that source might be, or where its true purposes lie.
conversations.prefix: Witch:
conversations.from: human
conversations.value: A Pathfinder is a specially trained and certified member of the world-spanning Pathfinder Society. Often working and traveling solo, these adventurers dedicate their lives to uncovering ancient secrets, lost artifacts, and general knowledge of the world's most exotic locations and cultures.
conversations.prefix: Pathfinder:
conversations.from: gpt
conversations.value: You command some measure of magical power, either from spellbooks, a patron, or from your very blood.
conversations.prefix: Arcane Magic:
conversations.from: human
conversations.value: Attractive, persuasive, and likable.
conversations.prefix: Charming:
conversations.from: gpt
conversations.value: Intelligent, even ingenious.
conversations.prefix: Cunning:
conversations.from: human
conversations.value: Quick and precise of hand and eye.
conversations.prefix: Dextrous:
conversations.from: gpt
conversations.value: In command of some measure of magical power, granted by the gods or by a special connection with nature.
conversations.prefix: Divine Magic:
conversations.from: human
conversations.value: Well schooled and informed about the facts of the land.
conversations.prefix: Educated:
conversations.from: gpt
conversations.value: Skilled in the ways of hand-to-hand or weapon-based combat.
conversations.prefix: Martial Prowess:
conversations.from: human
conversations.value: Able to withstand or recover from difficulty and pain.
conversations.prefix: Resilient:
conversations.from: gpt
conversations.value: Quiet and surreptitious in nature or demeanor.
conversations.prefix: Stealthy:
conversations.from: human
conversations.value: Strong of body.
conversations.prefix: Strong:
conversations.from: gpt
conversations.value: Experienced and informed about the ways of the world.
conversations.prefix: Wise:
conversations.from: human
conversations.value: Quick on your feet, funny, and likable.
conversations.prefix: Witty:
conversations.from: gpt
conversations.value: Skilled and experienced in the use of special "technological items", found across Numeria.
conversations.prefix: Technologist:
conversations.from: human
conversations.value: Insensitive, unsubtle, and forceful.
conversations.prefix: Brutish:
conversations.from: gpt
conversations.value: You scheme, you conspire, and you are sometimes careless about lawbreaking.
conversations.prefix: Conniving:
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: Your fear holds you back sometimes.
conversations.prefix: Cowardly:
conversations.from: human
conversations.value: Your mind is like a blunted blade: effective but imprecise.
conversations.prefix: Dull-Witted:
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: Uncultured and indelicate, perhaps even clumsy.
conversations.prefix: Oafish:
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: Sometimes your confidence sours into arrogance.
conversations.prefix: Proud:
conversations.from: human
conversations.value: Through your birth, past, or divine choice, you bear a terrible curse.
conversations.prefix: Cursed:
conversations.from: gpt
conversations.value: Through use of magic or alchemy, you are no longer entirely sane.
conversations.prefix: Madness:
conversations.from: human
conversations.value: An android is a human-seeming creature that was created, not born. On Golarion, they rise from strange, alien forges that dot the ruins of Numeria.
conversations.prefix: Android:
conversations.from: gpt
conversations.value: Although the Black Sovereign rules Numeria in name, it’s the Technic League who hold the real power. Their touch can be felt even in Torch—the League takes a significant cut of the town’s income as tithes every month. For some reason, you have a grudge against the Technic League.  You’re convinced that they are somehow responsible for putting out the town’s torch and that evidence of their tampering can be found in the caverns below—if you can find evidence of the Technic League working against Torch’s better interests, that could well be a step toward the town’s independence from the League.
conversations.prefix: Against the Technic League:
conversations.from: human
conversations.value: You have ties to a prominent local in the town of Torch—the missing wizard Khonnir Baine. He may have been your tutor or teacher, or a friend or business associate of your mother, father, or patron. He may even have been your adoptive father, in which case you likely have a bond of friendship or rivalry with his adopted daughter Val. Your association with Khonnir has given you insight into how technology works.
conversations.prefix: Local Ties:
conversations.from: gpt
conversations.value: Numeria is a land ripe for archaeological exploration, since so many of the strange technological dungeons have been either avoided by the superstitious barbarian tribes or have been locked down by the Technic League, leaving many of them untouched and ripe for exploration. You’ve studied the strange language associated with these eerie technological ruins (Androffan), and are eager to start exploring them—you suspect that Torch’s namesake is in fact part of a larger buried ruin, and you hope to enter these ruins and learn their original purpose by exploring the caves below town.
conversations.prefix: Numerian Archaeologist:
conversations.from: human
conversations.value: The strange automatons that plague the wilds of Numeria are a blight upon the world, and the idea that there could be countless more of these creatures lying in wait in the unknown ruins scattered throughout the region chills your blood. Khonnir’s recovery of a deactivated robot from the caves below Torch worries you—not only could that thing wake up and run amok in town, but there may well be more lurking below! You want to explore the caves under Torch to determine if there is indeed a lurking robot threat below town.
conversations.prefix: Robot Slayer:
conversations.from: gpt
conversations.value: The fires atop Torch Hill have long been a boon to smiths and metalworkers, and your family is no exception. Whether you grew up in Torch or simply made several trips here with your parents to use the fire, this was to be your first time to use the torch for your own project. You managed to use the fires to craft a small weapon or piece of armor from skymetal, but not long thereafter the fires went out. The violet f lames are as much a part of your upbringing as anything else, and their loss distresses you; you hope to find a way to rekindle the torch below the hill. 
conversations.prefix: Skymetal Smith:
conversations.from: human
conversations.value: They say the strange technological ruins scattered throughout Numeria came from the skies several thousand years ago. The concept of life on other planets far beyond Golarion has always fascinated you, and you’ve long hoped to learn more about what life on those other planets may have been like. You’ve heard stories about the strange alien creatures found in Numerian dungeons and hope to learn all you can about them—perhaps some of these aliens can be found in the caverns below Torch!
conversations.prefix: Stargazer:
conversations.from: gpt
conversations.value: Torch is an unusual town in central Numeria that sits in a crescent around a bizarre, black hillock of shiny black stone known as Torch Hill. Atop the hill is the town's namesake, a brilliant purple bonfire that occasionally explodes into a devastating miles-high pillar of flame.
conversations.prefix: Torch:
conversations.from: human
conversations.value:  One of the grander buildings in Torch, the town hall doubles as a second garrison and lookout tower watching over the eastern roads. Council meetings take place in the hall every week on Oathday, but the hall sees frequent use for social gatherings as well, including many dances held in the neighboring square. 
conversations.prefix: Town Hall:
conversations.from: gpt
conversations.value: The town’s oldest councilor, Dolga was present at Torch’s founding over a century ago, and though her body has grown old in those 100 years, she remains alert and energetic. She is still capable of hefting her favorite weapon, an adamantine warhammer, with ease, though she rarely has need of this symbol in her capacity as one of Torch's five councilors. 
conversations.prefix: Dolga Freddert:
conversations.from: human
conversations.value: Ever since Councilor Khonnir Baine, one of Torch’s more powerful wizards and a well-liked individual, went missing on his second expedition under Black Hill, the citizens of the nervous town have edged closer to outright panic. With their hands full handling the growing refuse and waste problems in town now that their primary disposal method is gone, the town council is eager to find out what happened to Khonnir and rescue him— they’ve made public a reward of 4,000 gp to any group that can recover Khonnir’s body; if he can be returned 
  alive, they’ve promised to throw in the scroll of resurrection they’ve been holding on to in case they need to revive him.
conversations.prefix: Find Khonnir Baine:
conversations.from: gpt
conversations.value: The violet flame that has burned atop Black Hill for over a century has gone out, leaving a strangely seeping pit of rubble and bubbling fluids where the town’s livelihood once glowed day and night. A reward of 4,000 gp has been offered to anyone who can reignite Torch's flame.
conversations.prefix: Reignite Torch's Purple Flame:
conversations.from: human
conversations.value: Khonnir Baine discovered the signs of unusual traffic on the banks of Weeping Pond, and shortly thereafter, the submerged tunnel that provides access to several heretofore unknown tunnels under Black Hill. His emergence from the caves with a deactivated semi-humanoid automaton sparked worries that something strange might be going on in the caverns, but when he failed to return from his second expedition a few days ago, those worries turned to outright fear. Several other adventuring parties have gone missing in the caves, and Torch finds itself running short on new volunteers. 
conversations.prefix: Explore the Black Hill Caves:
conversations.from: gpt
conversations.value: This is a substantial amount of gold, earned for services rendered in Torch.
conversations.prefix: Reward Money:
conversations.from: human
conversations.value: The Foundry Tavern is one of Torch’s most popular venues, but since the torch went out and its owner, Khonnir, went missing, the townsfolk have had little reason to celebrate. In honor of her missing foster father, Val Baine closed both the tavern and the foundry until further notice, reserving the former as a place to rest and recuperate for any group heading into the caves to look for Khonnir.
conversations.prefix: The Foundry Tavern:
conversations.from: gpt
conversations.value: Val is Khonnir Baine's apprentice and adopted daughter. She is clever and quick-witted, but young and a little naive. Val has only just started her apprenticeship to Khonnir, and hasn’t yet mastered even the simplest of spells. She remains illusive about her and Khonnir's past.
conversations.prefix: Val Baine:
conversations.from: human
conversations.value: The robot moves with a jerky, staggering gait, for it is suffering old damage from neglect and its cells are only partially charged; furthermore, its core programming to repair damage to the habitat module has become corrupted. Now, the robot is randomly attempting to dismantle the building around it, searching in vain for any technological devices to “repair.”
conversations.prefix: Malfunctioning Repair Drone:
conversations.from: gpt
conversations.value: The natural caverns below Black Hill are populated by creatures who clambered up into the caverns from the Darklands via the pit in the Skulk Lair. The air in the caves is bitter and stinks of mold and vinegar, but it is breathable despite its unpleasant flavor—narrow vents and fissures provide enough air circulation to keep the atmosphere breathable, if disagreeable. The caves themselves are dark for the most part. The ceiling height within the cave system averages 7 feet in tunnels, rising to 10 feet in caverns unless otherwise noted. 
conversations.prefix: Black Hill Caves:
conversations.from: human
conversations.value: Faithful, pious, and strong in convictions
conversations.prefix: Righteous:
conversations.from: gpt
conversations.value: This pond is tainted by runoff from whatever lies under Black Hill. Its waters can make one sick, just by being in them. Worse, the entrance to the Black Hill Caves is deep, and hard to find.
conversations.prefix: Weeping Pond:
conversations.from: human
conversations.value: Brigh, goddess of invention, has taken a particular liking to you. Brigh expresses her pleasure through spontaneous repairs, bronze sheens on mirrors, whispered encouragement from constructs, stimuli associated with workshops (such as the scents of grease or gunpowder), and flashes of insight. When upset, constructs malfunction, reagents explode, and tools fail or break. However it manifests, one thing is certain: You have Brigh's attention.
conversations.prefix: Blessings of Brigh:
conversations.from: gpt
conversations.value: Joram, the priest of Brigh in Torch, is a kind man, but aged and wary of the impropriety of youth. He's been edgy of late, what with the persistent headache of the past two weeks, and the loss of his best friend, Khonnir Baine. He's not a bad man, he just wants to know that the people before him can be trusted, and are worth of the blessing of Brigh.
conversations.prefix: Joram Kyte (must be resolved first):
conversations.from: human
conversations.value: Each mound has recently spawned a dangerous creature - a young slime mold. These creatures are still quite young and lack adult slime molds' ability to engulf prey and inflict disease, but they're still eager to attack and consume fresh food when it arrives in their cavern. Be warned! They are resistant to fire.
conversations.prefix: Sentient Slime Mold:
conversations.from: gpt
conversations.value: The mounds of foul-smelling fungs and mold grew over the bodies of the first of the expeditions ot brave the depths of Black Hill - a group of three ill-fated halflings, who were killed by the guardians of this cave and left here to rot. But that may not be obvious at first glance!
conversations.prefix: First Expedition's Fate:
conversations.from: human
conversations.value: A grotesque blindheim calls this wet cave home. Once a pet of the skulks to the south, this creature fled to this cave not long ago. The blindheim's time among the skulks was filled with abuse and as a result, it is aggressive and ill-tempered. It attacks all who intrude on its cave. Beware! Making eye contact with a blindheim can cause temporary blindness for up to an hour, and it's razor fangs and claws are not to be taken lightly.
conversations.prefix: Blindheim:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Mounted soldier, riding into battle to bring to bear great strength of arms, and proficient across a broad array of weapons.
conversations.prefix: Dragoon:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Sometimes ideas just work really well. 
conversations.prefix: Stroke of Genius:
conversations.from: gpt
conversations.value: Life has been hard. I'm not very happy about it.
conversations.prefix: Bitter:
conversations.from: human
conversations.value: Being an Alchemist means being at least a little prepared for things. Magic in a bottle and all that. 
conversations.prefix: Potions fix everything:
conversations.from: gpt
conversations.value: You love a good fight, but sometimes your battle lust can get you into trouble.
  
conversations.prefix: Warheart:
conversations.from: human
conversations.value: Corwin has a certain creative lethality when it comes to putting down threats.  The more monstrous and inhuman, the better.
conversations.prefix: Extreme Prejudice:
conversations.from: gpt
conversations.value: There's a lot of potions, sometimes they look a little to similar.
conversations.prefix: Wrong vial: