conversations.from: system
conversations.value: **Based on White Wolf's *Changeling: the Lost* setting.**
  
  It is springtime, 2015. But you might not realize that because you've just emerged from the most horrifying time of your life in a place called Arcadia, although you could just as easily call it Hell. What's worse - you're no longer human, and you might not even recognize the face in the mirror as your own anymore. The city of Atlanta that you thought you knew has been shattered while you were away, leaving it nearly as broken as you are. As the aftermath of this terror strike sinks in, how will you cope with the fae magic coursing through you and navigate this new life among all these strange faces?
  
  ** http://bit.ly/1lZBjSi ** is the link for the quick-start guide. For those of you who already know a bit about the C:tL setting, information specific to this game starts at page 7, but be mindful of the mechanics notes on pgs 5-6.
conversations.from: human
conversations.value: The hobgoblins here can drive a tough bargain - not to mention the creeping fear that even the Gentry could be here, although they too, are bound by Market Law. Your job is to get in, figure out the rules, and get out, without causing a fuss or, Faerie help you, breaking Market Law.
conversations.prefix: Working the Market (copy):
conversations.from: gpt
conversations.value: You're here for two things: clothing suitable to wear to the Spring Court's biggest event of the year, and some small trifle to present to Her Radiance - but what cost are you willing to pay to get what you need?
conversations.prefix: Work the Market:
conversations.from: human
conversations.value: You're here for two things: clothing suitable to wear to the Spring Court's biggest event of the year, and some small trifle to present to Her Radiance - but what cost are you willing to pay to get what you need?
conversations.prefix: Work the Market:
conversations.from: gpt
conversations.value: The hobgoblins here can drive a tough bargain - not to mention the creeping fear that even the Gentry could be here, although they too, are bound by Market Law. Your job is to get in, figure out the rules, and get out, without causing a fuss or, Faerie help you, breaking Market Law.
conversations.prefix: Working the Market:
conversations.from: human
conversations.value: Even she doesn't remember her surname, and couldn't be bothered with creating one. Nevertheless, she's a Truefriend from Spring who jumps at the chance to make herself helpful.
conversations.prefix: Maxine:
conversations.from: gpt
conversations.value: If you need it, it can probably be found here - if you're willing to pay the right price and abide by Market Law. Careful, you might meet anyone... or anything... browsing the stalls.
conversations.prefix: The Market:
conversations.from: human
conversations.value: You shouldn't be here. Turn back, go home. This is the realm of the Gentry, the True Fae, your one-time lords and masters. The possibilities are endless, and all of them terrifying.
conversations.prefix: Arcadia:
conversations.from: gpt
conversations.value: Behind the burned remains of Gresham Park, there is a small grove of ash trees protected by rubble, fog, and rumours of things that go bump in the night. It is not lavish, and appears poorly equipped, but the Ashen Court likes to keep folks guessing.
conversations.prefix: Autumn Court Headquarters:
conversations.from: human
conversations.value: Abandoned interstital space in the Lenox Mall transformed into a banquet hall and ballroom in one. High in style, sumptuous, and indicative of the Spring Court's power.
conversations.prefix: Spring Court Headquarters:
conversations.from: gpt
conversations.value: An old disused warehouse on the outskirts of Fort McPhearson Army base that has been transformed into combination barracks and sparring arena. It looks dilapidated on the outside, and is difficult to get to, considering it's in a military zone.
conversations.prefix: Summer Court Headquarters:
conversations.from: human
conversations.value: Any Lost can enter their own dreams, but it takes a talented onieromancer to walk the skein of others' dreams to see and to shape. Anything you can dream can be found here - including your nightmares. Traveller beware.
conversations.prefix: The Dreamscape:
conversations.from: gpt
conversations.value: Wild, unpredictable, ever-changing - this is the land between Arcadia and the real word that those talented Lost can use to navigate the world of in-betweens. Be careful though, don't stray off the path - unless the path leads you right to Arcadia. Which is likely.
conversations.prefix: The Hedge:
conversations.from: human
conversations.value: About one-fifth to one-quarter of the area of metro Atlanta is utterly devastated ruins, still crushed under the weight of tragedy. There could be survivors, valuables, looters, gangs, and Faerie knows what else here.
conversations.prefix: The Ruins:
conversations.from: gpt
conversations.value: Although the Devil's Night tragedy of 2012 ruined a good quarter of metro Atlanta, much of it is struggling back to its feet - the rubble is still there, the ashes still litter the ground, but like spring from winter, most of Atlanta is recovering and thriving.
conversations.prefix: The Streets of Atlanta:
conversations.from: human
conversations.value: Jack Frost's bar - The Hooded Crow is part dive bar, part coffeehouse, part cafe. It is a known safe haven for any Lost at any time, under the personal protection of the Winter King. It's almost always bustling with Lost, and smells divine.
conversations.prefix: Winter Court Headquarters:
conversations.from: gpt
conversations.value: Both husband and court counterpart to the Dawn Queen, Alex is the King of Dusk. Little and less is known of him, other than his unshakable bravery in the face of certain death and his loyalty to his lady love.
conversations.prefix: Alexander Forell:
conversations.from: human
conversations.value: She is the Ever-Blooming Magnolia Queen, leader of the Spring Court. She is catty and vain, but has the potential to be fiercely loyal to those she deems "worthy." She commands a great deal of money, influence, and power, to get what the Spring Court wants.
conversations.prefix: Annalise Westford:
conversations.from: gpt
conversations.value: Little is known about the King of Autumn - the only things anyone can agree on are that he's a brilliant liar, he's the youngest of the monarchs, and that he's missing. Everything else is hearsay and rumour.
conversations.prefix: Craig Finbarr:
conversations.from: human
conversations.value: The Empress of the Unyielding Sun - ruler and commander of the Summer Court. She is a hard, single-minded woman who makes a brilliant leader but a poor friend. She has forgotten compassion or mercy, and knows only anger, and desires only war.
conversations.prefix: Helena Prince:
conversations.from: gpt
conversations.value: No one knows his real name, but Jack Frost suits the Winter King well enough as a moniker. The kindest of the monarchs, he is a widely reputable brewer, chef, restaurateur, and listener. He is difficult to predict, but seems to have something up his sleeve for anything, including the queens. 
conversations.prefix: Jack Frost:
conversations.from: human
conversations.value: Since Craig is missing in action, Joshua has taken up the mantle of "Viceroy of the Harvest," supposedly serving as the defacto leader until the king is found. He seems less abrasive than Craig, but fear comes in many flavours, shapes, and sizes.
conversations.prefix: Joshua McCoy:
conversations.from: gpt
conversations.value: The Dawn Queen who, like the dawn, has come to rescue Atlanta for certain doom. Since she is not from here, little is known about her, but it is rumoured that she can walk through locked doors, change time, and play with Fate itself like a toy.
conversations.prefix: Marissa Forell:
conversations.from: human
conversations.value: A Blackbird Bishop who is part of Atlanta's Winter Court, she is frequently seen tending to and helping those who are new from the hedge. Like any good crow, she goes where there's trouble, and it seems to follow her, too. 
conversations.prefix: Natalie Matthews:
conversations.from: gpt
conversations.value: St. Peter. Death. The Grim Reaper. Call him what you like, but he's the fellow we all meet at the end of this journey. He tries to stay out of changeling affairs, but something has dragged him into this and he's turning to the Lost for help - in return, he'll give them something.
conversations.prefix: The Pale Brother:
conversations.from: human
conversations.value: Although it is also a location, many Lost believe that the Hedge is alive and sentient, and that it can pose an active threat to anyone or anything that tries to navigate its twisting paths, leaving the hapless irrevocably lost or at the doors of Arcadia.
conversations.prefix: The Hedge:
conversations.from: gpt
conversations.value: Not that being taken and enslaved was a good thing, but it gave you powerful new tools, and you plan on taking advantage of those. The Autumn Court is the unsurpassed masters of all things magical and all things dealing with knowledge of the True Fae. The others might say you're dancing too close to the fire, but you say fight fire with fire. Use their own magic against them and topple their ideas out from under them. And teach them to fear. You can teach humanity to fear, too, so they don't end up in some trap for the Gentry's games. You push the limits of knowledge and what your Wyrd can do.
conversations.prefix: Autumn Courtier:
conversations.from: human
conversations.value: Maybe you don't agree with any of the Courts. Maybe you can't be bothered to climb the Byzantine ranks of social prestige. Maybe none of the Courts will have you. But for some reason, you have no Mantle and no formal ties to any of the Great Courts - although this is often seen as a setback in Lost society, it does leave you free to interact with whomever you like under no social pressure. While you still answer to the reigning monarch from season to season, you're not bound as strictly, but nor are you under as much protection, should something... go wrong.
conversations.prefix: Courtless:
conversations.from: gpt
conversations.value: Bare branches will again bear fruit. You know that the Gentry are looking for those who hide, for those who are angry, and those who dabble in fear. So instead, you believe that throwing yourself back into human life, while relishing all that being changeling has to offer, is the surest way to avoid notice. After being so long a slave, you know that you can get what you want out of life, and aren't afraid to go for it. You are likely to be eloquent in either your words or your movement, and you throw off the fear and paranoia of the Gentry with wild abandon. The True Fae will not be looking for joy because they do not understand it.
conversations.prefix: Spring Courtier:
conversations.from: human
conversations.value: The next time the Gentry come hunting for toys and slaves, you'll be there to remind them that humanity is not helpless and not without defenders. Whether for your own freedom or that of those around you, you are willing and prepared to fight tooth and nail your one-time unspeakable foe. Strength is your ideal, although it doesn't always have to be strength of body. You are likely to be forthright and lacking in subtlety, but you make up for it in charismatic power, physique, or possibly both. And anger. The wrath is always there, and you're just waiting to unleash it on the Gentry in one way or another. Everything else is warm-ups. 
conversations.prefix: Summer Courtier:
conversations.from: gpt
conversations.value: You understand that eventually, all the glory of the other seasons fades away into nothingness, and you know it is best sometimes to hide so far down that you can't be discovered. Although the others might call you a coward, and while you are right to fear the Gentry, you also know how to strike back from hiding, how to be the Silent Arrow that your court is named for. You are good at blending in with humans, and don't see the benefit of tackling a problem that you can safely evade. Blankness is your way of staying safe outside of Faerie - light too big of a beacon, and the Gentry will find you.
conversations.prefix: Winter Courtier:
conversations.from: human
conversations.value: You have a weapon and you know how to use it as well as care for it. The details of what this weapon is are up to you, but keep in mind that it's going to be hard to hide a large weapon, and those that are obviously fae in nature are going to make humans look twice.
conversations.prefix: Armed:
conversations.from: gpt
conversations.value: You have a honeyed tongue and a way with words that makes others more likely to do what you want them to do and to listen to what you have to say. You may also have a certain bearing about you - something in the way you carry yourself, that makes others pay attention to you. This does make is slightly more difficult to blend in, with such a big personality, but you're more likely to make friends.
conversations.prefix: Charismatic:
conversations.from: human
conversations.value: Whatever else you might be, you're virtuous and always try to follow your own personal code of honor - any effects to try and trick or persuade you to act contrary to it are unlikely to sway you.
conversations.prefix: Code of Honor:
conversations.from: gpt
conversations.value: You have the tact and grit to stay calm under any situation - you refuse to let others raise your hackles, and blind fear is unknown to you. You have a determination to make things go your way, and it is this unflappable demeanor that gets you through the horrors of life as one of the Lost.
conversations.prefix: Composed:
conversations.from: human
conversations.value: You are slight of limb - be it nimble fingers or graceful feet, your movements have a certain precision about them - they may not be forceful, but in the right places, sometimes you don't need as much brute force.
conversations.prefix: Dexterous:
conversations.from: gpt
conversations.value: Your body knows how to cope with everything you faced in Arcadian slavery. From heat to cold to physical torture to hunger to carrying heavy weight, you can do it all with less complaining and less wear & tear than others. You are able to shrug off what many would find debilitating. Illness, also, doesn't affect you quite as much.
conversations.prefix: Enduring:
conversations.from: human
conversations.value: For the length of time you've been out of Arcadia, you seem to have a strong handle on the Wyrd and the magic that comes with it - you're able to use Contracts to get out of a lot of situations, and can play this card to represent your supernatural power in the Hedge as well as anytime you could use an Asset: Contract card.
conversations.prefix: High Wyrd:
conversations.from: gpt
conversations.value: Whether through book study or something else, you have a lot of facts crammed inside your head that you can use to get yourself out of a lot of situations - anything from knowing which Hedge plants are safe to eat to knowing how to hack into something; even if you just "heard it somewhere once," it's there and you can pull it out when you need it.
conversations.prefix: Intelligent:
conversations.from: human
conversations.value: Your tongue isn't honeyed, but it's forked like a serpent. A commensurate liar and likely scoundrel, you know how to twist words to your own advantage and shade the truth in the colours you like best. This is helpful for coercing others and gaining favour. It's a more subtle but more dangerous tool than raw charisma.
conversations.prefix: Manipulative:
conversations.from: gpt
conversations.value: Whether it's being eagle-eyed or hound-nosed, your senses are just a bit better than the average changeling's, and a fair amount better than the average human's. You are able to spot traps, listen in on conversations, and smell the last wisp of perfume that might give away someone's false identity. You might also be a bit of a gourmand, given that your sense of taste is sharper, too. In all cases, you excel at taking in information from the environment and processing it quickly.
conversations.prefix: Perceptive:
conversations.from: human
conversations.value: However you got there, you're beefy and you hit hard in a fight. You can probably pry things open that shouldn't be, make people talk, and generally throw your weight around.
conversations.prefix: Strong:
conversations.from: gpt
conversations.value: It's a fairly blunt source of power, but it's effective. You have a lot of money, and you're willing to grease palms in order to get your way. This money is fairly secure, but not unreachable, and lots of large transactions will get you noticed by appropriate authorities. Still, it's a great security blanket in order to get food, housing, and anything else you might need in mortal, day-to-day life.  
conversations.prefix: Wealthy:
conversations.from: human
conversations.value: For whatever reason, and regardless of your Court (or lack thereof), other changelings are, by and large, willing to help you out. Even if there is a Court enmity between yours and theirs, they're willing to overlook it because of your good reputation.
conversations.prefix: Well-Connected: Lost:
conversations.from: gpt
conversations.value: You remember nothing at all of your time in Arcadia, and may require convincing about various aspects of changeling life, such as pledges, contracts, or harvesting Glamour. In addition, parts of your previous mortal life may be lost to you, leaving you as a blank slate.
conversations.prefix: Amnesia:
conversations.from: human
conversations.value: You know folks in lots of human circles that can either help give you a little heads-up or perhaps help in a more tangible form. Either way, your social prowess is fairly well spread out, and there aren't many fields in which you can't at least get a little information. Note: this is for human contacts/allies only.
conversations.prefix: Well-Connected: Mortal:
conversations.from: gpt
conversations.value: A different kind of smart - you might not have all the answers at your fingertips, but you can think on your feet and utilize your surroundings to come up with nontraditional solutions to problems. A combination of a sharp tongue and a whip-crack mind, you excel at functioning under pressure.
conversations.prefix: Witty:
conversations.from: human
conversations.value: You're not the sharpest pencil, the brightest bulb, or the most colourful crayon. To be blunt, you're a bit stupid. Logic often flies over your head, big words are lost on you, and a lot of the time you're caught on the back foot because of something you didn't see or catch in time. If you like, you can extend this card to illiteracy.
conversations.prefix: A Bit Slow:
conversations.from: gpt
conversations.value: The taste of raw human emotion is powerful - and you're finding that you need more and more of it to feel whole. At first, it's easy to get, but the more you need, the more difficult getting that fix becomes.
conversations.prefix: Addicted to Glamour:
conversations.from: human
conversations.value: Your durance in Faerie was much longer than usual. Time has passed by at least 30 years since you were captured, or up to 70. Modern technology, language, and fashion confuses you, and this often makes you stick out more than a little in day-to-day situations.
conversations.prefix: Anachronism:
conversations.from: gpt
conversations.value: For whatever reason, you're known throughout the freehold as someone not to be trusted, regardless of if you've actually done anything wrong or not. It may be something you said or someone who looked like you causing trouble, but for now, you're the low man on the totem pole among your fellow Lost.
conversations.prefix: Bad Reputation:
conversations.from: human
conversations.value: It could be something as harmless as a lazy eye or as debilitating as total blindness - please elaborate on this weakness in your character bio and play this card whenever appropriate - it can be any weakness to any of the senses, although sight and hearing are the easiest to play with.
conversations.prefix: Deficient Sense(s):
conversations.from: gpt
conversations.value: When your Keeper remade you, something went terribly awry. You are either missing a limb, have a hunchback, or have a severely disfigured face, even in your mortal mein. Although this has the small benefit of being able to cause revulsion in others, the drawbacks of impaired movement or social capabilities far outweigh it. (You may treat this card as either Deformed or Disfigured, but keep it consistent.)
conversations.prefix: Deformity/ Disfigurement:
conversations.from: human
conversations.value: You are aware of the fact that a fetch has taken over the life that you once had - living with your family, attending your school or job, going out with your significant other, perhaps even raising your children or sleeping with your spouse. It may or may not know exactly what it is, but it is aware of you when you are nearby, and has powers designed to keep you locked out of your own life. Forever.
conversations.prefix: Fetch:
conversations.from: gpt
conversations.value: You're thin, perhaps underweight, and not very strong. You can barely lift even moderate things, and you have to catch your breath frequently in any extended physical challenge. Your physical blows are like feathers, and you're probably either short or old, or a combination. You seem to get sick easier, too.
conversations.prefix: Frail:
conversations.from: human
conversations.value: In some sense, this applies to all Lost (or at least, we think so). But in your case, it's more direct - you were important to your Keeper, and he (or she) knows you're missing and has an idea of where you've gone. You are in much higher danger in the Hedge than other Lost, and this might add to a heightened sense of paranoia.
conversations.prefix: Hunted:
conversations.from: gpt
conversations.value: Your character has no way of stepping back into their mortal life and worse, no way to get to any money they may have previously had - they're left with nothing but whatever they were wearing in slavery, no food, no place to sleep, and no way to get a job. 
conversations.prefix: Impoverished:
conversations.from: human
conversations.value: The paper-thin barrier between what is real and what is nightmare is slowly tearing away. You think you see Hedge creatures where there aren't any - you're never sure if a dream is real or not when you wake, and you frequently mix up elements from your fantasy where they shouldn't be. This is dangerous, as when your motley-mate starts looking an awful lot like your Keeper, your response can only go badly...
conversations.prefix: Low Clarity:
conversations.from: gpt
conversations.value: You are either very young or very old, with all the mental and physical difficulties that entails. You may have difficulty keeping up in chases, following the quick logic of those in their prime of life, and connecting socially with young adults. 
conversations.prefix: Out of Your Prime:
conversations.from: human
conversations.value: If I can make it out of Arcadia, I can do anything! You have the tendency to overestimate your capabilities by a large margin, and it gets you into a lot of trouble.
conversations.prefix: Overconfident:
conversations.from: gpt
conversations.value: Any combination of any negative social traits, this card could mean that you're oblivious to how your words affect people, or that you're just downright cruel. You find it difficult to excel in social situations, and struggle to get what you want. You may just be maladapted because of an extended durance in Faerie, or there could be something more sinister behind your mean ways.
conversations.prefix: Socially Maladapted:
conversations.from: human
conversations.value: Because your character's driving motivation should be a secret, please email or comment me your subplot at char gen, I'll jot it down all secret-like, and you get a shiny card with your character's name on it.Feel free to pick this card; I'll suggest revision so you can pick yours after I make it.
conversations.prefix: AAA - Read This First:
conversations.from: gpt
conversations.value: Don't let them know what you're up to...
conversations.prefix: Charlotte's Subplot:
conversations.from: human
conversations.value: Don't let them know what you're up to...
conversations.prefix: Maxwell's Subplot:
conversations.from: gpt
conversations.value: Don't let them know what you're up to...
conversations.prefix: Neal's Subplot:
conversations.from: human
conversations.value: Don't let them know what you're up to...
conversations.prefix: Sarah's Subplot:
conversations.from: gpt
conversations.value: Don't let them know what you're up to...
conversations.prefix: Subplot Three:
conversations.from: human
conversations.value: Don't let them know what you're up to...
conversations.prefix: Xavier's Subplot:
conversations.from: gpt
conversations.value: Some Wizened are expert level tinkerers, and they got that way with the help of this Contract. It allows the changeling to communicate with and have an instinctive knowledge of nearly any inanimate object, from how to use it to by whom and where it was last used.
conversations.prefix: Contract of Animation:
conversations.from: human
conversations.value: The other major trick up any Wizened's sleeve is the Contract of Artifice, which allows the changeling to repair or destroy almost any inanimate object that they can see and hold. Although most of these changes are temporary, some can be permanent.
conversations.prefix: Contract of Artifice:
conversations.from: gpt
conversations.value: Instead of commanding or becoming an element, changelings who choose to pursue Contracts of Communion learn to communicate with the element and can eventually relate to their chosen element on a deeply personal level.
conversations.prefix: Contract of Communion:
conversations.from: human
conversations.value: The Darklings have pacted with the power of darkness itself to shelter and nurture them. Darkness Contracts are used to hide the changeling, to induce dread in mortals and to produce effects associated with darkness, night and the terror of a ghost story come true.
conversations.prefix: Contract of Darkness:
conversations.from: gpt
conversations.value: While all changelings are capable to some extent of entering and manipulating a sleeper's dreams, the Contracts of Dream are a particularly potent means of doing so. They grant the changeling more power in the dreamscape, allowing her to control and direct a sleeper's dreams, and also to manipulate the nature of dreams themselves without means of a pledge. They may also grant some insight into the dreamlike nature of the Hedge.
conversations.prefix: Contract of Dream:
conversations.from: human
conversations.value: This Contract allows the changeling to attune himself further with the element he is already aligned to, be it one of the four classic Western elements or the more obscure Eastern five. The Elemental can protect themselves with and from their element, as well as strike down others with it.
conversations.prefix: Contract of Elements:
conversations.from: gpt
conversations.value: A courtier skilled in this contract can bring about the natural entropy and decay over living things - plants at first, but skilled users can cause autumn's chill in their enemies as well.
conversations.prefix: Contract of Eternal Autumn:
conversations.from: human
conversations.value: Spring is the time of new life, and those who wield this Contract can pass on part of that newness of life to those around them, rejuvenating and healing the fatigue and injuries of others. They can also help plants to grow and blossom.
conversations.prefix: Contract of Eternal Spring:
conversations.from: gpt
conversations.value: In the Northern Hemisphere at least, summer means heat. With this contract, a courtier can withstand almost any level of environmental heat, and can heat up the area around him. He can also borrow both the strength and brilliance of the noonday sun.
conversations.prefix: Contract of Eternal Summer:
conversations.from: human
conversations.value: Ice and cold kill - folks who have lived in Atlanta all their life might think that ice is just something to put in your sweet tea, but those who know this contract can bring down the chilly power of Winter itself to delay and harass their enemies.
conversations.prefix: Contract of Eternal Winter:
conversations.from: gpt
conversations.value: This contract allows the Beast to get further in touch with her animal side - allowing her the senses and locomotion of her chosen type of animal. Masters of the contract can even become the animal itself as well as call down true animals to aid him
conversations.prefix: Contract of Fang and Talon:
conversations.from: human
conversations.value: This contract deals with the application of and defence against fear. A changeling talented in this realm can wield terror like a knife, using it carefully and with precision, snapping even the hardiest will.
conversations.prefix: Contract of Fleeting Autumn:
conversations.from: gpt
conversations.value: They say that desire is the most powerful force in the world - well, those who know of this contract have the ability to create, eliminate, and manipulate the target's desires, shaping them to the changeling's own wants.
conversations.prefix: Contract of Fleeting Spring:
conversations.from: human
conversations.value: The Iron Spear is known for its ability to incite and even redirect or "throw" their anger, spurring those around them into unconstrained fury. They can also take other's anger, using it to stoke the fires of their own wrathful heart. 
conversations.prefix: Contract of Fleeting Summer:
conversations.from: gpt
conversations.value: The Winter Court's mastery over sorrow allows them to manipulate it in others, either soothing their loss or forcing them to dwell on their losses. Grief is a crippling emotion, but Winter wields it like a scalpel.
conversations.prefix: Contract of Fleeting Winter:
conversations.from: human
conversations.value: Hearth Contracts are a broad path of beneficial effects, boons that a changeling can grant to an individual or himself when he needs and extra edge or just a little bit of influence from something greater than himself. Folklore is rife with fairies using powers similar to these, and they fit the archetype of "the fairies bless you in some way."
conversations.prefix: Contract of Hearth:
conversations.from: gpt
conversations.value: The paths to and from Arcadia twist through time and space. Changelings may return after a decade in Arcadia to find only four days have passed, and the reverse is also common. These Contracts represent bargains struck to gain some control over the fickle nature of Faerie time. 
conversations.prefix: Contract of Hours:
conversations.from: human
conversations.value: The symbolic element of Mirror grants changelings who master its Contracts the ability to perform acts of self-modification and shapechanging. As might be expected, these Contracts are popular among the fae, who might use these powers for anything from convenience to misdirection to outright deceit.
conversations.prefix: Contract of Mirror:
conversations.from: gpt
conversations.value: Although keeping one's word is paramount in Arcadia and, to a lesser extent, to changelings back on Earth, there are still some who would break their oaths. This contract, taught to Ogres, allows the changeling to sense, hunt, and inflict grievous punishment on oathbreakers. 
conversations.prefix: Contract of Oath and Punishment:
conversations.from: human
conversations.value: Changelings are often people slightly out of time, and time sometimes restricts them less than it does ordinary mortals. The Contracts of Omen can allow changelings to see into the past and the future to a limited degree.
conversations.prefix: Contract of Omens:
conversations.from: gpt
conversations.value: As the most gloried warriors of all changelings, the Summer Court has turned the power of summer into a weapon - both light and heat alike are at the command of the courtier who knows this contract, and he uses them to punish transgressors.
conversations.prefix: Contract of Punishing Summer:
conversations.from: human
conversations.value: While the Contract of Mirror deals with shapeshifting, this set of clauses deals with the manipulation of reflections and objects therein. Fairest with this contract can observe past reflections, and even take objects from their reflection.
conversations.prefix: Contract of Reflections:
conversations.from: gpt
conversations.value: One of the deepest truths about the Fairest is that they are at least somewhat removed from the realities of the physical world. The sense of superiority many feel sometimes extends to the mundane details of life and the rules that govern the physical world. This Contract, alternately said to be struck with tools such as scissors, axes or scythes, allows a character to draw upon and enhance this separation in ways that allows her to circumvent many of these limitations.
conversations.prefix: Contract of Separation:
conversations.from: human
conversations.value: At some point in the past, the Gentry apparently bargained even with Death itself. While changelings may not have access to the great boons of immortality and unaging eternity granted to the True Fae, changelings can access lesser boons agreed upon between fae and death.
conversations.prefix: Contract of Shade and Spirit:
conversations.from: gpt
conversations.value: Stealth, invisibility and soundlessness are the purviews of Contracts of Smoke. Many myths and legends attribute unwitnessed travel to the fae, and changelings themselves are no strangers to the benefits of moving without the notice of those who might wish to keep them under supervision.
conversations.prefix: Contract of Smoke:
conversations.from: human
conversations.value: Everyone knows that autumn is the time for witchcraft, sorcery, and magic. A Lost with knowledge of this contract can call upon that deal, using their powers to detect and overcome the supernatural things in the world.
conversations.prefix: Contract of Spell-Bound Autumn:
conversations.from: gpt
conversations.value: Ogres and other changelings can use these powers to enhance their might, becoming even more savage and deadly opponents. The clauses of this Contract are simple and direct, having as little subtlety as the stone bound in the ancient pact.
conversations.prefix: Contract of Stone:
conversations.from: human
conversations.value: The Lost possess an intimate understanding of the magic of metaphor, how one thing can be so like another thing that altering one magically alters the other as well. Long ago, some clever changeling recognized the connection between games and war, and forged these Contracts with a power referred to as "the Great Board," the embodiment of strategy play. 
conversations.prefix: Contract of the Board:
conversations.from: gpt
conversations.value: The Contracts of the Den were struck with forces of cave and tunnel, of the womb-like safety of the burrow. These Contracts allow the Beast to protect himself and those nearest and dearest to him -- or to strike into the dens of those who were not prudent enough to sign a similar Contract.
conversations.prefix: Contract of the Den:
conversations.from: human
conversations.value: While not as obvious as other tricks, the Wizened have the ability to reshape and even create small objects and to repaint the world here and there as they see fit. Although it is nothing like the reshaping power of the Gentry, it is a small shadow of that might.
conversations.prefix: Contract of the Forge:
conversations.from: gpt
conversations.value: Although this Contract is little known, even among Winter Court, those who use it are among the Silent Arrow's most terrifying - they have utterly eliminated emotion from their icy hearts, leaving room for nothing - not pain, not grief, not fear.
conversations.prefix: Contract of the Sorrow-Frozen Heart:
conversations.from: human
conversations.value: Nature is a collection of raw power and primal forces. The Elemental who taps into this contract can bend and shape these wild forces to his will, commanding rain, wind, fog, and plants to help him or hinder those who seek him.
conversations.prefix: Contract of the Wild:
conversations.from: gpt
conversations.value: Although this Contract grants no additional ability to a changeling to manipulate the Hedge, it instead grants them power over hedges and thorns of the mortal world. Beasts can use this contract, along with that of the Den, to make escape or pursuit impossible
conversations.prefix: Contract of Thorns and Brambles:
conversations.from: human
conversations.value: The Fairest desire to be just that - the fairest of them all. And with that noble bearing is wrapped up great beauty and great power. This contract allows the Fairest to dazzle and stun those around her, even revealing her mein safely to mortals for a time.
conversations.prefix: Contract of Vainglory:
conversations.from: gpt
conversations.value: Different from Fleeting Spring's manipulation of desire, the Contract of Verdant Spring is about raw, unbridled passion - and not just lust. This is the inspiration and passion that drives men mad in pursuit of a goal - use with care.
conversations.prefix: Contract of Verdant Spring:
conversations.from: human
conversations.value: The memory of Faerie as a place of madness is more than just poetic metaphor. Some Darklings have uncovered ancient Contracts pledged between the fae and powers of moonlight and madness. Many Lost are reticent to call on this particular pact, but others grimly note that any weapon may prove useful in their struggle.
conversations.prefix: Contracts of the Moon:
conversations.from: gpt
conversations.value: Don't let them know what you're up to...
conversations.prefix: Ash's Subplot:
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.value: Whether through book study or something else, you have a lot of facts crammed inside your head that you can use to get yourself out of a lot of situations - anything from knowing which Hedge plants are safe to eat to knowing how to hack into something; even if you just "heard it somewhere once," it's there and you can pull it out when you need it.
conversations.prefix: Intelligent:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: You are a criminal or near enough. You have gained more then a few enemies in the criminal underworld and first to be looked at when something goes wrong. Some are afraid of you, some loathe you, and some secretly envy you. 
conversations.prefix: Shady:
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: Observant: