conversations.from: system
conversations.value: For the past many years, you have been living in the Ornton Orphanage on the Isle of Witton.  You may have a vague sense of where you came from and who your family was, but all you know now is the Orphanage.
  
  It is not a bad place- you work on various crafting tasks during the day and are provided a soft bed in a warm (if a bit crowded) room.  You are fed regularly and have little to want, other than an over-riding sense that there MUST be something more out there for you.
  
  You and group of your classmates are about to come-of-age.  In just a few days you have a meeting with the Matron, where you will be able allowed to leave the Orphanage walls and choose adventure!
  
  [narrator note:  this story is ready to go! it's your basic medieval fantasy (swords, sorcery, and monsters) setting, but with some fun twists... it's also a translated version of the first part of a pathfinder campaign i wrote and am running and so all the scenes are set and plot points written... i'm interested to see how new players run through it in this medium... please feel free to create different character archetypes, strengths/weaknesses, & subplots than the ones provided, just stick to basic medieval fantasy (one of my RL players has a gnome engineer character that works brilliantly in the story)... also, we can do a "prequel" scene prior to beginning to go over the history of the world you'll be playing in (it's not necessary but it may help set the mood). ]
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: This blade is battle-ready for a few more swipes at least!
conversations.prefix: Sharpened Sword (copy):
conversations.from: gpt
conversations.value: You can still get a few good stabs in with this knife before it dulls.
conversations.prefix: Sharpened Dagger (copy):
conversations.from: human
conversations.value: It’s no great treasure, but  it should be enough to purchase some supplies.
conversations.prefix: Small Bag of Gold (copy):
conversations.from: gpt
conversations.value: A quiver of arrows for use with your bow.  Aim well - you may not be able to retrieve them!
conversations.prefix: Arrows (copy):
conversations.from: human
conversations.value: You may not know where you came from, but you know where you are.  You have an excellent grasp of the history and culture of the land you live in.
conversations.prefix: Isle of Witton Knowledge (copy):
conversations.from: gpt
conversations.value: Thought you were getting a free ride, did you?  That the leaders of the Orphanage raised you in lieu of parents out of the goodness of their hearts?  Oh no- they fed you, taught you, and trained you to make them money!  And if you can't pay back your debt through adventure, you'll  be forced to work it off in their craft halls.
conversations.prefix: Pay Off Your Debt to the Orphanage:
conversations.from: human
conversations.value: Smart move!  You took the time to gather a plethora of supplies for your adventure and you have exactly the mundane item that you need right now in your pack.
conversations.prefix: Well-Prepared (copy):
conversations.from: gpt
conversations.value: Your very first quest as an (almost) free adventurer!  The Matron has asked you to perform the following tasks:
  --
  1. Determine what caused the hole in the Lorian fields.
  2. Determine what is causing the lights & sounds at night.
  3. Spend at least one night in the house.
conversations.prefix: Investigate the Lorian Farmhouse (copy):
conversations.from: human
conversations.value: You've had a good meal, and you'll sleep well tonight!  This will help recover any wounds you may have incurred during the day.
conversations.prefix: Well-Fed (copy):
conversations.from: gpt
conversations.value: This blade is battle-ready for a few more swipes at least!  The key element of any combat maneuver, this shining steel may be used to attack or defend.
conversations.prefix: Sharpened Sword (copy):
conversations.from: human
conversations.value: Thought you were getting a free ride, did you?  That the leaders of the Orphanage raised you in lieu of parents out of the goodness of their hearts?  Oh no- they fed you, taught you, and trained you to make them money!  And if you can't pay back your debt through adventure, you'll  be forced to work it off in their craft halls.
conversations.prefix: Pay Off Your Debt to the Orphanage (copy):
conversations.from: gpt
conversations.value: This should block some of the blunt force of a weapon strike and may catch an arrow or three.
conversations.prefix: Leather Armor (copy):
conversations.from: human
conversations.value: A simple druid's staff, useful for channeling nature's energy, blocking weapon attacks, or just bludgeoning those who transgress the law of the wild.
conversations.prefix: Wooden Staff (copy):
conversations.from: gpt
conversations.value: You may not know where you came from, but you know where you are.  You have an excellent grasp of the history and culture of the land you live in.
conversations.prefix: Isle of Witton Knowledge:
conversations.from: human
conversations.value: A finely-crafted suit of  scale mail.  It's hot and it's heavy, but it sure is SHINY!  And... it should protect you from attacks for a while.
conversations.prefix: "Fish" Armor:
conversations.from: gpt
conversations.value: Practically a mirror, this shield has been polished to a fine sheen.  It's also sturdy and should defend against most attacks.
conversations.prefix: Polished Shield (copy):
conversations.from: human
conversations.value: Just what you needed!  This'll be useful for channeling energy or whooping on whippersnappers...
conversations.prefix: Finely-Crafted Walking Stick (copy):
conversations.from: gpt
conversations.value: A sturdy net often used on boats just off the coast of Ornton for bringing in hauls of seafood.  Perhaps it could also be used to subdue a "fishy" antagonist?
conversations.prefix: Net:
conversations.from: human
conversations.value: A busy, dangerous place filled with sailors and scoundrels.  The orphans weren't allowed to come here until just a few years ago; despite that the shipping routes are the prime source of income for the town of Ornton.  Places of interest include the "Scurvy Mermaid" pub, the "Salty Dog" tavern (with Dockmaster's Guild upstairs), and "Stock & Barrel Provisions".
conversations.prefix: Ornton Docks:
conversations.from: gpt
conversations.value: This section of the city is home to most of the guildhalls in Ornton, as well as a higher class of citizens than the rest of the town.  Places of note:  "The Blue Rose Club", the Mayor's Office, "Ironside's Smithy", and "The League of the Arcana" tower.
conversations.prefix: Ornton Guild District:
conversations.from: human
conversations.value: This battleaxe is heavy and ready for action.
conversations.prefix: Sharpened Axe:
conversations.from: gpt
conversations.value: An old, but obviously loved and cared-for farmhouse owned by Farmer Ricketts and his family.  Fertile farmlands spread out behind the house, until they hit an obvious rough patch of dense overgrowth and twisting weeds.  A sagging and foreboding farmhouse can be seen in the distance amidst the scraggly brush.
conversations.prefix: Ricketts' Farmhouse:
conversations.from: human
conversations.value: The dictator of every direction in your life for as long as you can remember, the Mother Matron Orya is a stern and stately older lady whose origins are cloaked in mystery.  There are rumors she was one of the first settlers to the Isle, that she is a powerful necromancer who experiments on her children, and that she's over 100 years old.  Regardless of all that, her word has been your law for as long as you can recall, and she stands before you now to set you on your path.
conversations.prefix: The Matron:
conversations.from: gpt
conversations.value: Tod runs "Tod's Antiquities" in the Marketplace, and he is actually quite a skilled woodworker.  But that's not why he's called the "Carpenter".  His sly instincts, shady contacts, and fast-talking have made him the best fence in town.  And it's likely he's got a deal for you!
conversations.prefix: Tod the "Carpenter":
conversations.from: human
conversations.value: Dorian is a young rising star in the magical community of Witton.  He is a diviner with the League of the Arcana and was recently selected as "head boy" (a title he is extremely proud of and in which he finds no humor whatsoever).  Dorian wishes he could go on adventures like you, and so he is more than willing to assist in any way he can from his favorite table in the "Blue Rose Club".  If there was a magical survey done, chances are Dorian was a part of it.
conversations.prefix: Dorian Graves:
conversations.from: gpt
conversations.value: This old dwarf is well-known all around the city and in the Orphanage as well.  He practically lives in the Scurvy Mermaid pub, drinking his ale and challenging other patrons to a game of "Wonk" (a dwarven game like chess, but with more weasels).  He supervised most of the stonework in this town, and there's no one better to inquire with about holes in the ground.
conversations.prefix: Derk Haverford:
conversations.from: human
conversations.value: Baeral Lockstock is a former halfling adventurer who has put down roots (for now) in Ornton selling provisions and gear to sailors and adventurers.  He and his mistress Cornflower (who is an accomplished priestess of Yondalla and knows the party from the Orphanage) run a shop.  Most of their gear is understandably slanted towards ship adventures, but Baeral will haggle for just about anything if he can get a good deal on it.
conversations.prefix: Baeral Lockstock:
conversations.from: gpt
conversations.value: The last class you'll every have to take!  Sit back and review the history of your land before meeting with the Matron and deciding to follow your adventurous nature into the wilds.
conversations.prefix: Ornton Orphanage Classroom:
conversations.from: human
conversations.value: You are skilled in the ways of war, making you both good in a fight and an excellent strategist.
conversations.prefix: Combat Prowess:
conversations.from: gpt
conversations.value: Having the gift for magic at birth, you were trained in its use during your time in the Orphanage and may bring it to bear in your adventures.
conversations.prefix: Arcane Ability:
conversations.from: human
conversations.value: You may call upon your deity to invoke magic on your behalf.  You have also studied the religions of the world and can make informed opinions about them.
conversations.prefix: Divine Intervention:
conversations.from: gpt
conversations.value: A simple druid's staff, useful for channeling nature's energy, blocking weapon attacks, or just bludgeoning those who transgress the law of the wild.
conversations.prefix: Wooden Staff:
conversations.from: human
conversations.value: Your very first quest as an (almost) free adventurer!  The Matron has asked you to perform the following tasks:
  --
  1. Determine what caused the hole in the Lorian fields.
  2. Determine what is causing the lights & sounds at night.
  3. Spend at least one night in the house.
conversations.prefix: Investigate the Lorian Farmhouse:
conversations.from: gpt
conversations.value: This blade is battle-ready for a few more swipes at least!  The key element of any combat maneuver, this shining steel may be used to attack or defend.
conversations.prefix: Sharpened Sword:
conversations.from: human
conversations.value: You can still get a few good stabs in with this knife before it dulls.
conversations.prefix: Sharpened Dagger:
conversations.from: gpt
conversations.value: A quiver of arrows for use with your bow.  Aim well - you may not be able to retrieve them!
conversations.prefix: Arrows:
conversations.from: human
conversations.value: You have a keen eye and are adept with ranged weapons of all sorts.  Your training has also made you very perceptive to possible targets in the world around you.
conversations.prefix: Marksman:
conversations.from: gpt
conversations.value: These rocks have been sculpted by river waters and would be perfect to throw or use in a sling.
conversations.prefix: River Stones:
conversations.from: human
conversations.value: Blessed with the power of a holy deity, this water may be used to remove curses or as a weapon against the unsettled dead.
conversations.prefix: Holy Water:
conversations.from: gpt
conversations.value: A quaff of this nectar will heal any minor wounds.
conversations.prefix: Potion of Healing:
conversations.from: human
conversations.value: Pouring this potion over food, into liquid, or onto something will neutralize any poisons or acids that may be present.  Drinking it will also cure the effects of any poisoning.
conversations.prefix: Potion of Neutralize:
conversations.from: gpt
conversations.value: This liquid may be poured on festering wounds or imbibed to eliminate any diseases present.
conversations.prefix: Potion of Cure Disease:
conversations.from: human
conversations.value: Review the history and culture of the Isle of Witton before your meeting with the Matron.  {use this opportunity to introduce your characters (you are classmates and have known each other for a while now); and use your skills, strengths, and weaknesses to glean what you can from it]
conversations.prefix: History Lesson:
conversations.from: gpt
conversations.value: You have dedicated yourself to the ways of faith so as to help and heal.
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.
conversations.prefix: Druid:
conversations.from: gpt
conversations.value: As the landed lords and ladies have their knights of the realm, so does the temple have you.
conversations.prefix: Paladin:
conversations.from: human
conversations.value: That you’re a thief is not in dispute but your motives may be good and true.
conversations.prefix: Rogue:
conversations.from: gpt
conversations.value: No shining knight are you. You protect the common folk from the evils treading in from the wild.
conversations.prefix: Ranger:
conversations.from: human
conversations.value: Long have you trained for, and dreamt of, battle and adventure. No longer shall you wait for it.
conversations.prefix: Warrior:
conversations.from: gpt
conversations.value: You’re a rare sort: a genuine wizard. The fate of the land falls to folk as versed and wise as you.
conversations.prefix: Mage:
conversations.from: human
conversations.value: It’s no great treasure, but  it should be enough to purchase some supplies.
conversations.prefix: Small Bag of Gold:
conversations.from: gpt
conversations.value: Almost all you know of the world, and your home for as long as you can remember.  It is a safe and comforting place, though one whose wide halls have become too narrow for your ambitions.
conversations.prefix: Ornton Orphanage:
conversations.from: human
conversations.value: No sense going off on an adventure without the proper gear to see you through it!  You've realized that although the Orphanage may have trained you and mentally prepared you for life in the outer wilds, you are far from having the equipment to deal with it.
conversations.prefix: Procure Supplies:
conversations.from: gpt
conversations.value: Garrett is a jovial fellow and former orphan who stayed on with the Orphanage as a crafter to pay off his debt.  He's quite skilled with metalwork and has become the Guildmaster of Ornton.  He's happy to share his knowledge and experience with you, and he'll give you his best prices on armament.
conversations.prefix: Garrett Ironsides:
conversations.from: human
conversations.value: Smart move!  You took the time to gather a plethora of supplies for your adventure and you have exactly the mundane item that you need right now in your pack.
conversations.prefix: Well-Prepared:
conversations.from: gpt
conversations.value: A forlorn old farmhouse stands before you.  There is a dilapidated old barn a small ways to the north and overgrown brush all around you.  The main door is shut and barred in front of you, warning against intrusion.  However, there may be a side door around the corner and those windows don't look too intimidating.
conversations.prefix: The Lorian Farmhouse - Outside:
conversations.from: human
conversations.value: A finely-crafted suit of metal armor.  It's hot and it's heavy, but it should protect you from attacks for a while.
conversations.prefix: Metal Armor:
conversations.from: gpt
conversations.value: This should block some of the blunt force of a weapon strike and may catch an arrow or three.
conversations.prefix: Leather Armor:
conversations.from: human
conversations.value: A bustling center of commerce the characters are all too familiar with (from years of gopher runs to & from this place gathering supplies for the Orphanage).  Popular spots include the "Warm & Cozy" Inn, "Tod's Antiquities", the Meatmongers' Square, and the Bounty Hunters' Guild.
conversations.prefix: Ornton Marketplace:
conversations.from: gpt
conversations.value: The dictator of every direction in your life for as long as you can remember, the Mother Matron Orya is a stern and stately older lady whose origins are cloaked in mystery.  There are rumors she was one of the first settlers to the Isle, that she is a powerful necromancer who experiments on her children, and that she's over 100 years old.  Regardless of all that, her word has been your law for as long as you can recall, and she stands before you now to set you on your path.
conversations.prefix: The Matron (copy):
conversations.from: human
conversations.value: Practically a mirror, this shield has been polished to a fine sheen.  It's also sturdy and should defend against most attacks.
conversations.prefix: Polished Shield:
conversations.from: gpt
conversations.value: Just what you needed!  This'll be useful for channeling energy or whooping on whippersnappers...
conversations.prefix: Finely-Crafted Walking Stick:
conversations.from: human
conversations.value: Well here you are in Ornton.  Probably be a good idea to gather some information about the Lorian Farmhouse before you head out there!  Talk to the townspeople, visit some of the destinations in this section of town.
conversations.prefix: Gather Information:
conversations.from: gpt
conversations.value: Meals are best taken shared!
conversations.prefix: Distribute Food:
conversations.from: human
conversations.value: Somebody's going to have to pay for this, and it's not going to be Derk.  You might as well pay off his tab while you're at it...
conversations.prefix: Pay for the Meal:
conversations.from: gpt
conversations.value: You've had a good meal, and you'll sleep well tonight!  This will help recover any wounds you may have incurred during the day.
conversations.prefix: Well-Fed:
conversations.from: human
conversations.value: Great.  This guy again.  Bert was up 20 gold pieces in the Scurvy Mermaid arm-wrasseling  tourney until he met Barribus (and the barbarian's foot met his groin).  Sure, he got to keep the coin, but he's found Barribus again to get back his respect!
conversations.prefix: Bert Ballzac:
conversations.from: gpt
conversations.value: No alpha-male ruffian is complete without three slightly weaker buddies to make up his pack.  
conversations.prefix: Bert's 3 Friends:
conversations.from: human
conversations.value: Well here you are in the Ornton Market District.  Probably be a good idea to gather some information about the Lorian Farmhouse before you head out there!  Talk to the townspeople, visit some of the destinations in this section of town.  See and hear what there is to... see and hear!
conversations.prefix: Gather Information (copy):
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: Diplomacy? Not for you! Politeness? Not for you!
  Armor? Not For You!!
  You believe in getting what you want when you want it. If that means walking up and taking it by force then so be it.
conversations.prefix: Barbarian:
conversations.from: human
conversations.value: You never were one for words. Luckily most people understand your fists well enough. Might has always made right for you.
conversations.prefix: Brawny:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: You've spent all of your life trapped behind the doors of the orphanage. Its time to change that! Its time people gave you the respect and awe you deserve!
conversations.prefix: Glory Hunter:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: You love studying the past.  People's motivations and actions intrigue you.  The consequences of those actions are fascinating.  There's always something to be learned from the past... so we are not doomed to repeat it.
conversations.prefix: History Buff:
conversations.from: gpt
conversations.value: You are often lost in your own thoughts and feeling rather than the outside world. You find it hard to concentrate on things that don't interest you.
conversations.prefix: Day Dreamer:
conversations.from: human
conversations.value: You must put right that which is wrong.
conversations.prefix: Honor & Duty:
conversations.from: gpt
conversations.value: You've never done anything like this and to be honest, its nerve wracking.
conversations.prefix: Nervous: