conversations.from: system
conversations.value: Based on Expedition:Beyond the Walls. Enter this
  gritty low fantasy horror and adventure into forgotten ruins and confront ancient otherworldly powers. Horror in the middle ages.
  
  For one-thousand years, humanity has been shut behind massive city walls - the only defense against an other-worldly demonic foe.
  
  Most of humanity perished and each city became a bastion unto itself. Cities fell, but, over time, the forces that invaded receded.
  
  Finally, the time to strike out and explore the forgotten wilds has come.
  
  Treasure, madness, death and glory await.
  
  --Note: Your character may die or go insane, you are not an invincible hero of Greek lore.
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: An ancient ciphering device that can quickly help translate some texts. It is very fragile.
conversations.prefix: Blue Hand Cipher:
conversations.from: gpt
conversations.value: Raving and wild-eyed, this poor panicked soul claims to be the only escapee of a misadventure outside Bol Herata.
conversations.prefix: Mad Adventurer:
conversations.from: human
conversations.value: This ancient parchment identifies the location of Gorrik Bir, but requires a cypher to decode.
conversations.prefix: Map To Gorrik Bir:
conversations.from: gpt
conversations.value: Shop of peculiar items. Resides in the Yellow District of Esa Avte.
conversations.prefix: All Things Ancient:
conversations.from: human
conversations.value: A warm fire, a glass of ale, good food or a night's rest can refresh the mind, body and spirit.
  
  
  *Play only against **obstacles**, not characters.*
conversations.prefix: Refreshed:
conversations.from: gpt
conversations.value: Highly proficient javelin weilding soldiers. These Messelars are from House Alorum and are loyal to the expedition and its purpose.
conversations.prefix: Messelars:
conversations.from: human
conversations.value: A warm fire, a glass of ale, good food or a night's rest can refresh the mind, body and spirit.
  
  
  *Play only against **obstacles**, not characters.*
conversations.prefix: Refreshed:
conversations.from: gpt
conversations.value: A warm fire, a glass of ale, good food or a night's rest can refresh the mind, body and spirit.
  
  
  *Play only against **obstacles**, not characters.*
conversations.prefix: Refreshed:
conversations.from: human
conversations.value: This legal document signed by the high house of Lod, allows exit and re-entry to the city.
conversations.prefix: Writ Of Passage:
conversations.from: gpt
conversations.value: An ancient text that may prove useful in the lore of Gorrik Bir.
conversations.prefix: Script of Jonas:
conversations.from: human
conversations.value: You've proven iron will once, steel yourself, madness crawls unseen into idle minds.
  
  *Play this against any challenge with a horror or madness theme.*
conversations.prefix: Face Madness:
conversations.from: gpt
conversations.value: It’s no great treasure, but perhaps it’s a start.
conversations.prefix: A Few Loose Coins:
conversations.from: human
conversations.value: Night approaches, it would be best to rest well.
conversations.prefix: Find Shelter For the Night:
conversations.from: gpt
conversations.value: This is a quick and imprecise copy of a map to Gorrik Bir, it requires a cypher to decode.
conversations.prefix: Map To Gorrik Bir (copy):
conversations.from: human
conversations.value: Kurchan owes you a favor. It may come at a cost, though.
  
  Use this card ONLY in the Yellow District of Esa Avte.
conversations.prefix: A Favor From Kurchan:
conversations.from: gpt
conversations.value: Ink, quill, paper some specific ancient texts useful for translation and lore.
conversations.prefix: Scribe's Works:
conversations.from: human
conversations.value: A sorcerous skin ward can stop nearly any physical damage, however, the reaction causes a wicked black scar infused with ruin.
conversations.prefix: Skin Ward:
conversations.from: gpt
conversations.value: Items used for survival including tools for construction, digging, mountaineering.
  
  Torches, lanterns and a plethora of other equipment.
conversations.prefix: Survival Equipment:
conversations.from: human
conversations.value: Identify those who are following the crew.
  
  Determine the motives and strength.
conversations.prefix: Identify the Pursuers:
conversations.from: gpt
conversations.value: Horses can be used for scouting, battle or escape.
conversations.prefix: Horses:
conversations.from: human
conversations.value: Get the cypher from the Blue Hands, both to prevent it from competing explorers as well as a boon to the discovery of Gorrik Bir.
conversations.prefix: Obtain the Cypher From the Blue Hands:
conversations.from: gpt
conversations.value: You can fight, even better than your profession might suggest.
conversations.prefix: Martial:
conversations.from: human
conversations.value: The 'Yellow Road' area is west of the river, across the Iron Span.
  Very dangerous west of the Apex, Yellow Road runs east and west, up onto Yellow Hill and north along the top of the hill.
conversations.prefix: Yellow Road:
conversations.from: gpt
conversations.value: Strange devices, illegal goods, questionable remedies and gruesome artifacts inhabit the walls of this dreary wooden structure.
  Just west of the Iron Span, All Things Ancient lies in the safer area of the Yellow District. People going missing and daylight assaults are slightly less to occur here.
conversations.prefix: All Things Ancient:
conversations.from: human
conversations.value: This ancient parchment identifies the location of Gorrik Bir, but requires a cypher to decode.
conversations.prefix: Map To Gorrik Bir:
conversations.from: gpt
conversations.value: Well-kept, excellent armor that travels well and protects.
conversations.prefix: Fine Armor:
conversations.from: human
conversations.value: Knowledge of spell-crafting. Only Apprentices and Sorcerers can cast spells, while others of strong mind can use wards or other minor incantations.
conversations.prefix: Spellcraft:
conversations.from: gpt
conversations.value: Arcane devices and forgotten beasts are not a mystery to you.
conversations.prefix: Lore:
conversations.from: human
conversations.value: Oddities, relics and items of strange import beckon you. The thought of collecting lost knowledge drives you into the wild.
  
  Suggested Strength: Lore
  
  Suggested Weakness: Frail
conversations.prefix: Scribe:
conversations.from: gpt
conversations.value: Lore, spells and swordsmanship are the tenants the apprentice is built upon.
  You are expected to face the horrors of nightmare creatures and die if required on your quest to full wizardship.
  A Wizard cannot join if there is a Sorcerer already.
  A Wizard's Apprentice is bound to a Wizard and must do as told (keep this in mind if you select an apprentice).
  
  ...
  
  Suggested Strength: Wise
  
  Suggested Weakness: Constrained
conversations.prefix: Wizard's Apprentice:
conversations.from: human
conversations.value: You prefer to work alone or in very small groups. You do not like crowds.
conversations.prefix: Loner:
conversations.from: gpt
conversations.value: Accustomed to short excursions beyond the walls, Rangers scout near the walls while repairs are made.
  They have first-had knowledge of the twisted creatures that roam the wilds.
  
  ...
  
  Suggested Strength: Resilient
  
  Suggested Weakness:
  Loner
conversations.prefix: Ranger:
conversations.from: human
conversations.value: Injured adventurer, nearly crippled, but exceedingly deadly. May have the taint of Siblings.
  
  Gone quite insane.
conversations.prefix: Gaston:
conversations.from: gpt
conversations.value: Clean and healthy for one who lives in the Yellow District.
  Bears the mark of the Blue Hands.
conversations.prefix: Pektir:
conversations.from: human
conversations.value: Lean and wiry, this man avoids the gaze of others and seems to always be in deep thought.
  Bears the mark of the Blue Hands.
conversations.prefix: Esokirk:
conversations.from: gpt
conversations.value: Yellow Flower House served as a base for a group of mercenaries, led by a noble-born apprentice. The group attempted to stem the flow of horrors, and managed to magically bind the wall where they came through. After a month, the horrors found a new way in, and burst through the floor of Yellow Flower House and slew the group.
  With the main way blocked, the flow of horrors diminished, though still there remains horrors that breed and fester and fight among themselves.
conversations.prefix: Yellow Flower House:
conversations.from: human
conversations.value: Find the Blue Hands before night falls - Yellow District isn't a good place to sleep on the street.
conversations.prefix: Finding the Blue Hands:
conversations.from: gpt
conversations.value: This is the location of a violent ambush. No bodies will remain through the night.
conversations.prefix: Rival Ambush:
conversations.from: human
conversations.value: You tend toward thought over action to the point that it can cause you trouble.
conversations.prefix: Contemplative:
conversations.from: gpt
conversations.value: Jack of All Trades, the adventurer has a fair amount of combat ability, but brings a wealth of knowledge concerning traps, subterfuge and stealth.
  
  ...
  
  Suggested Strength: Cunning
  
  Suggested Weakness: Conniving
conversations.prefix: Adventurer:
conversations.from: human
conversations.value: The forces you toy with will catch up to you eventually, without the closely guarded secret of purging ruin.
  Wizards and nobles are your enemy - you practice magic illegally and are actively hunted.
  ...
  
  Suggested Strength: Spellcraft
  
  Suggested Weakness: Outcast
conversations.prefix: Sorcerer:
conversations.from: gpt
conversations.value: You've no schooling and can barely read. Complicated concepts sail over your head.
conversations.prefix: Unlearned:
conversations.from: human
conversations.value: Proprietor of All Things Ancient. Prepared to fund a short excursion outside the walls.
conversations.prefix: Marzken Relfolk:
conversations.from: gpt
conversations.value: Practitioners of 10 Fists rely on physical strength and speed to deliver unarmed attacks, flips and throws. While they do not use weapons until late in their career, they can do significant damage. They do have a weakness, as their combat forms do not allow the use of heavy armor - really, any armor.
  
  ...
  
  Suggested Strength: Martial
  
  Suggested Weakness: Proud
conversations.prefix: 10 Fists:
conversations.from: human
conversations.value: The tomb robber has become obsessed with arcane artifacts and their use as well as trap removal (to get into those tombs). Sneakiness is helpful as well as spellcraft (to know the spells being thrown around). Tomb robbers can also serve as spies (with listen, evesdrop and spying). These abilities help the tomb robber learn of the artifacts and tombs and other places that he so covets.
  
  ...
  
  Suggested Strength: Dextrous
  
  Suggested Weakness: Obsessed
conversations.prefix: Tomb Robber:
conversations.from: gpt
conversations.value: You are a social outcast, shunned by most - sometimes hunted.
conversations.prefix: Outcast:
conversations.from: human
conversations.value: You know a fake when you see one, or a useless bauble.
conversations.prefix: Appraisal:
conversations.from: gpt
conversations.value: Keen and shrewd, you are the lord of a minor house of Esa Avte. Any glory or artifacts you can secure will bring prestige and political clout to your house.
  
  ...
  
  Suggested Strength: Cunning
  
  Suggested Weakness:
  Naive
conversations.prefix: House Noble:
conversations.from: human
conversations.value: Well-trained in fighting and armor use, you've learned the sword is the only thing you can trust.
  Everyone needs a little muscle and you provide a lot.
  
  Suggested Strength: Martial
  
  Suggested Weakness:
  Brutish
conversations.prefix: Soldier:
conversations.from: gpt
conversations.value: You hail from Bol Herata and are sturdy and accustomed to some of the horrors that crawl outside the walls.
  
  ...
  
  Suggested Strength: Strong
  
  Suggested Weakness: Unlearned
conversations.prefix: Bol Heratian:
conversations.from: human
conversations.value: Spiritual, mental and mystical forces invade, crawling into the forefront of your mind.
  
  Pushing back causes your senses to dull and sink under the pressure.
conversations.prefix: Weight of Ruin:
conversations.from: gpt
conversations.value: Watering hole of dubious quality.
conversations.prefix: Bloodied Witch:
conversations.from: human
conversations.value: Patrons
conversations.prefix: Bloodied Witch:
conversations.from: gpt
conversations.value: This weathered man has seen and knows enough to be extremely dangerous in any situation.
  
  He's also not very stable mentally.
conversations.prefix: Dangerous Scribe:
conversations.from: human
conversations.value: A monster of a man, he guards the door of The Bloody Witch.
  
  He decides who stays and who doesn't.
conversations.prefix: Scrallix:
conversations.from: gpt
conversations.value: Owner of The Bloody Witch. Meltha has contacts in every district of Esa Avte.
  
  She knows everyone. Get on her right side and it may pay off. Or maybe not - she's not the most honorable.
conversations.prefix: Meltha:
conversations.from: human
conversations.value: A witch-hunter, sometimes a wizard's apprentice, sometimes a bound sorcerer, or man-of-hire. They can bind the magic of a sorcerer in a most painful way. Torturous death usually follows.
conversations.prefix: Sorcerer Hunter:
conversations.from: gpt
conversations.value: Lady Tinda's Noble House. Here, though under-staffed is a safe place for a few nights' rest and planning.
conversations.prefix: House Alorum:
conversations.from: human
conversations.value: Grueling work ahead to decipher the codes on the map.
conversations.prefix: Decipher the Map:
conversations.from: gpt
conversations.value: A conglomerate of hideous body parts is a massive ball of flesh
conversations.prefix: Many Things:
conversations.from: human
conversations.value: This odd horror's form seems based on some sort of slug fused with a giant gnashing mouth.
  
  It is larger than a cow and quicker than it seems.
conversations.prefix: Limaceous Beast:
conversations.from: gpt
conversations.value: Highly proficient javelin weilding soldiers. These Messelars are from House Alorum and are loyal to the expedition and its purpose.
conversations.prefix: Messelars (copy):
conversations.from: human
conversations.value: Items used for survival including tools for construction, digging, mountaineering.
  
  Torches, lanterns and a plethora of other equipment.
conversations.prefix: Survival Equipment (copy):
conversations.from: gpt
conversations.value: An ancient copse of trees with a monolith.
  *Drawing by Eru17*
conversations.prefix: Eldritch Copse :
conversations.from: human
conversations.value: A river north of Esa Avte, flowing from east to west. Qois Esa and Qois Mehor are tributaries to the south running Qois River that runs through Esa Avte.
  
  *Drawing by Alexandrite*
conversations.prefix: Qois Esa:
conversations.from: gpt
conversations.value: Horses are running off, supplies are scattered and a monstrous thing threatens the group.
  Attempt to regain control without being eaten.
conversations.prefix: Gather Scattered Supplies:
conversations.from: human
conversations.value: Unconventionally crafted sword of unique design.
conversations.prefix: Master Sword:
conversations.from: gpt
conversations.value: Some things must be done before sunset - haste with caution will allow you to see the next sunrise.
conversations.prefix: Sunset:
conversations.from: human
conversations.value: The river is wide, deep and rushing. Crossing will be difficult. Crossing with horses and equipment, doubly so.
conversations.prefix: River Crossing:
conversations.from: gpt
conversations.value: Ancient spells, signs and wards lock this door. The rotting spells contained here are particularly dangerous.
conversations.prefix: Old Wards:
conversations.from: human
conversations.value: A dark shaft leads deep into the ground. Treacherously steep and slippery, the carved wall offer no purchase.
conversations.prefix: Spelunking:
conversations.from: gpt
conversations.value: A narrow passage near the top offers access to a small alcove.
conversations.prefix: Side Chamber:
conversations.from: human
conversations.value: An ancient site built for the horrors that invaded from Ursam.
  *In the halls of Gorrik Bir, the living sacrifice to the Ortek, lie wonders of eldritch knowledge.*
conversations.prefix: Gorrik Bir:
conversations.from: gpt
conversations.value: The air is restless and something nearby stirs. A slinking form can be glimpsed from time to time.
conversations.prefix: Something Stirs:
conversations.from: human
conversations.value: While Gorrik Bir stands all around you, finding the way in is much more complicated.
conversations.prefix: Find the Way:
conversations.from: gpt
conversations.value: Bones are plastered onto the walls, specifically to hold powerful wards.
conversations.prefix: Hall of Bones:
conversations.from: human
conversations.value: To continue forward, light is needed.
conversations.prefix: Darkness:
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.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.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: You have ventured out beyond the walls before and know one or two things about what can be found there and how best to deal with it.
conversations.prefix: Experience beyond the Walls:
conversations.from: human
conversations.value: While he may look relaxed, he is always ready for action.
conversations.prefix: Ready for action:
conversations.from: gpt
conversations.value: Experienced in handling and riding horses.
conversations.prefix: Horsemanship:
conversations.from: human
conversations.value: Objects in the distance are rather blurry - you are not the best candidate for scouting ahead.
conversations.prefix: Short-sightedness:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Even the best trained warrior can be reckless at times. And this is one of them...
conversations.prefix: Reckless:
conversations.from: human
conversations.value: You really prefer to avoid tight spaces.
conversations.prefix: Claustrophobia: