conversations.from: system
conversations.value: In the beginning there was The One
  
  The One took it upon itself to create the inner workings of the Universe, and then the Highlands.
  
  a rich and lush land filled with creatures big and small.
  
  To appreciate this world he created sentients known as Humans.
  
  The humans had a hard time adapting and understanding how to live in the world, often there
  
  free will getting the better of them, bringing them to acts of violence and greed.
  
  The creator decided to rest his hope in one last act of creation, sacrificing himself one last time
  
  to create the four children.
  
  Ent- The Child of Nature, The Child of health and motherhood.
  
  Grim- The Child of death
  
  Vul gar- The Child of Stone and Mountains, The Child of battle.
  
  Mazant- The Child of humanity, of diplomacy, of intelligence.
  
  These four ruled over Humanity for a prosperous age know as the Era of The Children.
  
  The children were not immortal however and knew they would have to reproduce. Both Mazant and Vul Gar slowly fell for Ent.
  
  
  Vul Gar because she could see the beauty in his ugliness.
  
  Mazant because she was as beautiful and inelegant as himself.
  
  Ent attempted to settle the argument by Marring the cold and distance 2nd child Grim. Grim however refused and vanished from the High lands to be one with the universe itself. Grim wanted nothing to do with the lower aspirations of his brothers or humanity.
  
  Mazant and Vul Gar rallied their most loyal and went to war, a war which would last nearly a hundred years and turned the beautiful and magical High lands into a hell.
  
  This would be known as the War of the Children.
  
  Unable to deal with the death and destruction caused by the war over her, Ent tricked both the Brothers into a meeting with her promising to close one. instead of choosing she struck deathblows to both of them. Ending the war.
  
  Vul Gar's people took their fallen into the mountains of the northland, burying him in stone and snow. Then breaking into tribes to live in a place that required strength, and to worship their fallen master.
  
  Mazant's people took him to the West coats, to bury him by Ocean, burning him at sunset on the ocean, They then founded the Holy Empire of Mazant to follow his teachings.
  
  Ent's followers accompanied her to the green lands of the south, unable to live with the horror her existence had cause she took root and became a great and powerful tree, her roots stretching out for miles and insuring the prosperity of the Forest. Her followers stayed and promised to follower her teachings forming the Affiliation of Ent.
  
  This ended the Era of The Children and Began the Era of Humanity.
  
  After the children had left the Highlands the Humans began to rebuild. The war had more then halved the population, so a long period of peace began out of need.
  
  The Children had been extremely powerful beings, forged from The one, creator of the universe. Their deaths were not as absolute as thought. Upon death their power, magic, or essence was released like the fallout of a nuclear bomb over the country sides of their burial.
  
  The essence began to have strange effects, leaving some humans untouched, and others were changed almost fully into other races, of beings giving birth to the Children of magic.
  
  Mazant's essence created first the Angels. Gaunt and extremely pale fair harried humans with pupiless eyes. There inherent intelligence made them almost worshipped among the people of the Empire. They are believed to be the Face of their fallen lord. Mazant's essence also created the Vermin. Rat people who evolved from the sewers under Mazant's huge civilizations, the race is looked down on and often referred to as 'Mazant's Mistake' nevertheless they are resourceful and full of surprises.
  
  Vul Gar's Essence imbedded in the rock and stone of the great mountain range, Creating the image of Vul Gar The Orks. Tall and muscle bound creatures armed with strength and brutality are a force to be dealt with in a fight, as an opposite the Goblins showed up. Goblins were short and weaker, but somehow wiser and more intelligent then the Orks. Then the Stouts appeared, short stocky Humans who seemed nearly unkillable.
  
  
  Ent's First children where the Elves. Humans with a better agility and ability to here in the forest they habited, Then came the Ellets, tall and covered in fur they looked like Weasels that had bred with humans, there speed and precision unmatched. Finally the trolls migrated to the Swamps and Marshes of the South, becoming war like and solitary.
  
  Each place still had Human's to populate it but now they shared the planet with these new races, each falling into balance with the others.
  
  The Children of Magic were not the only effect the Essence had on the word.
  
  slowly, very intuitive Humans and creatures began to become aware of the essence blowing throughout the land. After a small time some would come forward with the ability to absorb the Essence and then you the essence to bend reality around them as if they were a god.
  
  They were called Adepts.
  
  With the rise of the Adepts many soothesayer's would travel the lands in order to find potential Adepts and take them away to become Adepts.
  
  One such was Mas Tafo.
  
  He came from a city on the border between the north and south lands at their eastern most part, in what is now referred to as the valley of sorrow.
  
  Before it was know as the Farm town of Nex.
  
  Mas Tafo was a normal Farm child but when a pack of traveling Soothsayers came to Town they determined Mas Tafo to have the greatest potential.
  
  In order to make a better life for his family, Mas Tafo left home in order to learn the ways of the Adept and return prosperous.
  
  Many years past and Mas Tafo learned fast, picking up the teachings and abilities with breathtaking precision. He became enamored with the Child of Death, Grim. The last remaining Child of The One. He turned his skills to the foundation of a new type of Adept... The Necromancer.
  
  Never getting his restoration to work perfectly, Mas Tafo skill became a great Adept, and once he felt he had acquired all the riches needed he returned home to share it with his family and kinsman.
  
  This was not to be.
  
  a northern Tribe of Barbarians known as the Thrul, had entered into a war with a Race of Creatures the Affiliation recognized as Trolls. The Battle raged on for years and sadly Nex was on the front line.
  
  Mas Tafo returned to his home to find two blood thirsty armies doing battle in the ruined shadow of his former home town of Nex. His family and friends long since caught in the storm of fire and war.
  
  Mas Tafo strode across the battlefield without fear till he arrived at the center. it is said he used all of his anger and will power to absorb all of the Essence in the distant area, summoning all his strength he punched a hole in the fabric of Space and time and plunged his hand into the universe. His fingers found the last Child of the One The Child of Death Grim himself.
  
  Mas tafo dragged him from the neither reaches of the universe To The Highlands once again.
  
  In that instant Grim's power exploded through the whole uncontained wiping out the Northern Tribe and The trolls in on second reducing them to nothing but bones.
  
  No Trolls have been seen to this day.
  
  Mas Tafo demanded Grim use his power and knowledge to return his family and land to its one time glory. Grim refused, unable to make such things happen, but instead he made a promise...
  
  Any one raised through use of Essence on the lands of the dead would return permanently.Then vanished leaving of Mas Tafo and the essence of Death himself.
  
  Mas Tafo decided to rebuild. claiming the eastern lands he had corrupted as the dead lands, any necromancer who brought back the dead on the ground of those lands would return permanently.
  
  So the Forth kingdom, and possibly the most feared, was created. The Deadlands.
  
  In conclusion sorry for thee giant description but I had a lot of backstory and wanted the players to have access to it all.
  
  This first book will take place in the Barbarian lands but you can play races from anywhere.
  
  The Northlands are very tense, The Blood Tusk Tribe lead by Iron Eye (a violent Ork) have vowed to unite the Barbarian tribes under one flag.
  
  Outpost and armies have began to for and now war could be on the horizon.
conversations.from: human
conversations.value: Iron Eye has sent his men all over the country side to get it, whoever holds it will unite the Tribes.
conversations.prefix: Aquire Vul Garr's Crown (copy):
conversations.from: gpt
conversations.value: Keep a tense situation from turning into an ugly fight.
conversations.prefix: keep the peace (copy):
conversations.from: human
conversations.value: Investigate the mysterious attacks on the town.
conversations.prefix: Investigate the Creatures:
conversations.from: gpt
conversations.value: a coin purse could be used to buy goods or persuade.
conversations.prefix: wealth (copy):
conversations.from: human
conversations.value: The mother Ent has asked for your help in clearing the kobolds from Kragg peak.
conversations.prefix: Eradicate the kobold blight:
conversations.from: gpt
conversations.value: Iron Eye has sent his men all over the country side to get it, whoever holds it will unite the Tribes.
conversations.prefix: Aquire Vul Garr's Crown:
conversations.from: human
conversations.value: Look for your friends in the rubble.
conversations.prefix: Investigate Avalache:
conversations.from: gpt
conversations.value: damn sheepole
conversations.prefix: Sway the Crowd:
conversations.from: human
conversations.value: A debt is owed and you feel you must repay it before moving on.
conversations.prefix: Repay the Debt:
conversations.from: gpt
conversations.value: Find the friends you got separated from.
conversations.prefix: Find your friends:
conversations.from: human
conversations.value: Found in old tombs and crypts, will recover a small amount of health and stabilize a wounded warrior.
conversations.prefix: Old health potion:
conversations.from: gpt
conversations.value: Might be useful in proving you killed a Beman.
conversations.prefix: Thunders head trophy:
conversations.from: human
conversations.value: A Bracelet commonly used by the healing Clerics of Zisa. It has life sustaining powers.
conversations.prefix: Braclet of Zisa:
conversations.from: gpt
conversations.value: An Ancient and delicious brew of tea which can help with poisons and wounds 
conversations.prefix: Box of Tea:
conversations.from: human
conversations.value: This Bracelet magically starts to glow in dark places.
conversations.prefix: Bracelet of Light:
conversations.from: gpt
conversations.value: The most common and most versatile of all the races. The have no recommended strengths or weaknesses
conversations.prefix: Humans:
conversations.from: human
conversations.value: This character uses his intelligence to find creative ways to be victorious
conversations.prefix: Tactician:
conversations.from: gpt
conversations.value: You are trained to the absolute mastery of blades and other close combat weapons. now you look to test it.
conversations.prefix: Blademaster:
conversations.from: human
conversations.value: You have forsaken the essence and magic to focus on the science of the would. Mixing combinations and potions can create mixtures and effects of all shapes and sizes
conversations.prefix: Alchemist:
conversations.from: gpt
conversations.value: Absorbs powerful death essence to create the undead to assist them.
  
  Must be from the deadlands
conversations.prefix: Death Adept:
conversations.from: human
conversations.value: This character is adept with bows and crossbows, handing things from a range.
  
  Cannot use if from Mazant
conversations.prefix: Archer:
conversations.from: gpt
conversations.value: you tend to act before you consider the weight of your actions.
conversations.prefix: Stupid:
conversations.from: human
conversations.value: You want to do the right thing, but it is very easy to pursed you to do the opposite. you are also extra susceptible to magic and mind control.
conversations.prefix: Weak willed:
conversations.from: gpt
conversations.value: Adepts that use holy essence to inspire and manipulate those around them.
  
  Must be from The Holy Empire
conversations.prefix: Holy Adept:
conversations.from: human
conversations.value: Uses the essence around them to manipulate the plants and earth around them and their foes.
  
  Must be from the affiliation
conversations.prefix: Nature Adept:
conversations.from: gpt
conversations.value: take care of number 1, that is your motto. When things get hairy you always consider your needs before others.
conversations.prefix: Selfish:
conversations.from: human
conversations.value: Monsters are scary and dangerous, you tend to run and hide first and feel bad about it later.
conversations.prefix: Coward:
conversations.from: gpt
conversations.value: Whatever has driven you to the adventures life drives you to become more then you are. Power is everything.
conversations.prefix: Power hungry:
conversations.from: human
conversations.value: You can't help the fact that you are smaller and easier to kill.
  
  Good for Goblins, and Vermin.
conversations.prefix: Small:
conversations.from: gpt
conversations.value: don't kill yourself
conversations.prefix: Temple challenge:
conversations.from: human
conversations.value: Find out why the Squad master is staring at Boldrak Bladecrusher
conversations.prefix: Sized up:
conversations.from: gpt
conversations.value: The crown Vul Gar the child of the  north wore made of the bones of the Dragons he slayed to free the land. Inspires fear and commands respect from any northlands tribesman.
conversations.prefix: The Crown of Vul Gar:
conversations.from: human
conversations.value: This character is a fighting visage on the battlefield, using two handed blades and feats of strength to solve problems
conversations.prefix: Barbarian Strength:
conversations.from: gpt
conversations.value: a fast talking con artist who uses words and tricks to get what he wants.
conversations.prefix: Manipulator:
conversations.from: human
conversations.value: This character wields powerful magic by absorbing the Essence around him to Smith magic weapons and imbue other weapons and people with magical enhancements
  
  Must be from the Barbarian tribes
conversations.prefix: Fire Adept:
conversations.from: gpt
conversations.value: Adept in the use of Gunpower this Holy empire citizen uses the pistols to strike from a distance.
  
  only from holy empire
conversations.prefix: Gunmen:
conversations.from: human
conversations.value: This character is small fast and stealthy. with this Strength the character can pick locks, pick pockets, and enter places others could not.
conversations.prefix: Theif:
conversations.from: gpt
conversations.value: You where borne big and strong, which works for you... until you need to squeezed through a small door or sneak up on someone.
  
  Good for Orks
conversations.prefix: Oversized:
conversations.from: human
conversations.value: Something happened to you and you know who did it. You are driven to make them pay.
conversations.prefix: Revenge:
conversations.from: gpt
conversations.value: You are have trained your entire life all that's left to too see just how good you are.
conversations.prefix: The Endless Test:
conversations.from: human
conversations.value: You are in it to protect the innocent and help the people around you.
conversations.prefix: Hero:
conversations.from: gpt
conversations.value: You are an adventurer for one reason, the retirement plan. You are out to collect as much money as you can.
conversations.prefix: Greed:
conversations.from: human
conversations.value: Small with green skill and pointed noses they hail from the mountain lands and have amazing eye Sight, and agility.
  
  
  Recommended Strengths- Fire Adept, Archer, Blademaster.
  
  Recommended weaknesses, small, coward.
conversations.prefix: Goblins:
conversations.from: gpt
conversations.value: You are beautiful, things have always just been handed to you, and they should be. You(think) you are that great.
  
  Good for Angels.
conversations.prefix: Egotistical:
conversations.from: human
conversations.value: There is nothing you can't handle, until there isn't. You will run head long into situations others would be smart enough to avoid.
conversations.prefix: Arrogant.:
conversations.from: gpt
conversations.value: Someone left you and you have no idea why, now you quest to find that person and ask them why
  
  (this also works for family)
conversations.prefix: Lost love:
conversations.from: human
conversations.value: Massive and muscle bound with tusk like teeth Orks hail from the northlands and have nature born size and Strength
  
  Recommended Strengths Barbarian, Blademaster, 
  
  Recommended Weaknesses Oversized, Stupid.
conversations.prefix: Orks:
conversations.from: gpt
conversations.value: The Pale blond haired blue eyed beauties of The Holy Empire, revered as almost gods, they are adept in communication and manipulation.
  
  Recommended strengths Con Artist, Holy Adept, Tactician
  
  Recommended weaknesses Egotistical, Arrogant.
conversations.prefix: Angels:
conversations.from: human
conversations.value: Short Rat like humans that make up the servant class of the Holy Empire, There are Free Vermin that crawl beneath the holy empire. Few make it out of the Empire
  
  Recommended Strengths, blademaster, theif.
  
  Recommended Weaknesses, Stupid
conversations.prefix: Vermin:
conversations.from: gpt
conversations.value: Anything brought back in the deadlands, remains alive until destroyed again. Few undead travel outside the deadlands for free of being misunderstood.
conversations.prefix: Undead:
conversations.from: human
conversations.value: The Inn stands alone on the rocky roads btween Enthem and Heartkin so it is a way station for all sorts of adevnturers and bandits.
conversations.prefix: Wind Scorned Inn:
conversations.from: gpt
conversations.value: The quite Leader of a squad of Blood Tusk Tribesmen that frequent the Wind Scorned Inn, he is searching for the Crown of Vul Garr and hates Mercenary warriors
conversations.prefix: Squad Master Dervish:
conversations.from: human
conversations.value: Get to know each other and find some way to become a party
conversations.prefix: Meet and Greet:
conversations.from: gpt
conversations.value: A heavy set older Human who owns and runs the wind scorched Inn
  
  He has seen a lot in his time.
  
  This challenge is to gain useful information from the Bartender.
conversations.prefix: Zell:
conversations.from: human
conversations.value: a coin purse could be used to buy goods or persuade.
conversations.prefix: wealth:
conversations.from: gpt
conversations.value: THe character is trying to sneak up on someone or somehting
conversations.prefix: Stealth:
conversations.from: human
conversations.value: A small forest clearing at the base of the Kragg Peaks
conversations.prefix: Small Clearing:
conversations.from: gpt
conversations.value: Outside the wind scorched Inn.
conversations.prefix: Wind Scorched Inn Outside:
conversations.from: human
conversations.value: Find the truth
conversations.prefix: Investigate:
conversations.from: gpt
conversations.value: Wounded and hurt deep inside a quest, come out alive.
conversations.prefix: Survive:
conversations.from: human
conversations.value: Blood tribe warriors who get drunk and decide they are owed more then they should.
conversations.prefix: Blood Tribe brutes:
conversations.from: gpt
conversations.value: Keep a tense situation from turning into an ugly fight.
conversations.prefix: keep the peace:
conversations.from: human
conversations.value: Felt is spooked chase her down
conversations.prefix: Chase Velt:
conversations.from: gpt
conversations.value: The rocky and heavily wooded areas of the northlands make it extremely dangerous at night not to mention the creatures...
conversations.prefix: Dark Mountain woods:
conversations.from: human
conversations.value: Ancient Crypts that are infested with Kobolds.
conversations.prefix: Kragg Peak Crypts:
conversations.from: gpt
conversations.value: Short stocky nearly unkillable humans from the Northlands. They are underestimated because of their size but their endurance and resistance to posions and pain is unmatched.
conversations.prefix: Stouts:
conversations.from: human
conversations.value: Worshippers of Ent and the meat of the Affiliation they build their homes in Giant trees and try to find balance with nature while having a deep sense of honor(almost like that of a samurai
  
  Recommended Strengths Alchemist, Blademaster
  
  Recommended Weakness, Arrogant
conversations.prefix: Elves:
conversations.from: gpt
conversations.value: Home town life is just not enough for you, you had to get out and see the world... Regardless of whether you are ready or not.
conversations.prefix: restless:
conversations.from: human
conversations.value: One of Dufrees guards.
conversations.prefix: Merc guard:
conversations.from: gpt
conversations.value: You exists for one reason, to seek out injustice and fight it. You always come to the aid of those in need.
conversations.prefix: justice seeker:
conversations.from: human
conversations.value: The Crown room in Kragg peaks.
conversations.prefix: the Crown room:
conversations.from: gpt
conversations.value: The underground river that flows beneath the Kragg peaks drains out here. 
conversations.prefix: Kragg Lake:
conversations.from: human
conversations.value: Giant beasts that look like lions/dogs. They are rare and lurk through the deepest caves searching for blood
conversations.prefix: Ceradon:
conversations.from: gpt
conversations.value: Survive against insurmountable odds.
conversations.prefix: Survive:
conversations.from: human
conversations.value: Boldrak is hurt badly, find a way to keep him standing.
conversations.prefix: Stabalize Boldrak:
conversations.from: gpt
conversations.value: Sameal is hurt badly, find a way to keep him standing.
conversations.prefix: Stabalize Sameal:
conversations.from: human
conversations.value: Search the area for useful items
conversations.prefix: Search:
conversations.from: gpt
conversations.value: Convince Velt to give you information.
conversations.prefix: Negotiate with Velt:
conversations.from: human
conversations.value: Figure out how their agriculture works without sunlight.
conversations.prefix: investigate farming:
conversations.from: gpt
conversations.value: A young female Thief looking to make it big, she's out for number one and only cares about her Dog, Ko
conversations.prefix: Velt:
conversations.from: human
conversations.value: A beast indigenous to the mountain region hunted for it's pelts and teeth
conversations.prefix: Sabercat:
conversations.from: gpt
conversations.value: Kerdan is hurt badly, find a way to keep him standing.
conversations.prefix: Stabalize Kerdan:
conversations.from: human
conversations.value: Tall Thin and fur covered, they look a lot like a human ferret hybrid. They have a primitive native American like society and prefer to keep to themselves and the land the Affiliation has given them... but every once and awhile one gets a bug to travel
  
  Recommended Strengths
  Theif
  
  Recommended Weaknesses, Stupid
conversations.prefix: Ellets:
conversations.from: gpt
conversations.value: Finding tracks will be difficult, but possible. After all the culprit was in a hurry
conversations.prefix: Track the theif:
conversations.from: human
conversations.value: Free Velt from the Kobolds
conversations.prefix: Save Velt:
conversations.from: gpt
conversations.value: The mighty Beman who follows SnikSnaks every command.
conversations.prefix: Thunder:
conversations.from: human
conversations.value: A camp leader for the blood tusk tribe and a brutal and cunning warrior and tactician despite his size. he travels with a Beman he calls Thunder, and is in change of finding the crown of Vul Garr
conversations.prefix: SnikSnak:
conversations.from: gpt
conversations.value: Cold and dangerous mountain range were legend has it, the Crown of Vil Garr rests.
conversations.prefix: Kragg Peaks:
conversations.from: human
conversations.value: The braclet is desperately trying to save you, give it a hand.
conversations.prefix: Live!!!!!!:
conversations.from: gpt
conversations.value: 3 foot creatures that eat the dead and horde shiny objects. They attack in swarms of threes
conversations.prefix: Kobold swarm:
conversations.from: human
conversations.value: More of the nasty creatures
conversations.prefix: Kobold Swarm 2:
conversations.from: gpt
conversations.value: To Fight or to reason that is the question.
conversations.prefix: stand off:
conversations.from: human
conversations.value: Use the intelligence to glean information
conversations.prefix: Recover Info:
conversations.from: gpt
conversations.value: Is the character aware enough to see it coming?
conversations.prefix: Detect Ambush:
conversations.from: human
conversations.value: The intricate caves that spider web the great mountain.
conversations.prefix: Kragg Caves:
conversations.from: gpt
conversations.value: The king of a nest of Kobolds, bigger faster and more powerful then the others.
conversations.prefix: Kobold king:
conversations.from: human
conversations.value: A magical Spectre, a shadow of the Child of war and fire. 
conversations.prefix: Vul' Garr Spectre:
conversations.from: gpt
conversations.value: Subterranean tribe's city.
conversations.prefix: Dravensbarg Tribe:
conversations.from: human
conversations.value: Mysterious Goblin who lives on Kragg Peak
conversations.prefix: HobNob:
conversations.from: gpt
conversations.value: Get to know how the Dravensbarg tribe live.
conversations.prefix: Investigate Tavern:
conversations.from: human
conversations.value: Look for your friends in the rubble.
conversations.prefix: Investigate Avalanche:
conversations.from: gpt
conversations.value: The mad Shaman of the Dravensbarg tribe that has been using the Dramon to manipulate the people.
conversations.prefix: Kern Seerstone:
conversations.from: human
conversations.value: THe wanderlust stricken cheiftess of the Davensburg tribe.
conversations.prefix: Kara Moonglint:
conversations.from: gpt
conversations.value: Overcome an internal struggle.
conversations.prefix: Overcome:
conversations.from: human
conversations.value: Keep Brann from bleeding out.
conversations.prefix: Stabilize Brann:
conversations.from: gpt
conversations.value: An undead assassin of the Pentagram cult.
conversations.prefix: Pentaram Killer:
conversations.from: human
conversations.value: Don't get jumped
conversations.prefix: Detect Suprise Attack:
conversations.from: gpt
conversations.value: The ancient warriors of the Dragons who the humans fought to win control of the world. Extinct sense the time of the Dragons.
conversations.prefix: Dramon Killer:
conversations.from: human
conversations.value: Help the Sheepole understand.
conversations.prefix: Sway the crowd:
conversations.from: gpt
conversations.value: Massive and muscle bound with tusk like teeth Orks hail from the northlands and have nature born size and Strength
  
  Recommended Strengths Barbarian, Blademaster, 
  
  Recommended Weaknesses Oversized, Stupid.
conversations.prefix: Orks:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Tall Thin and fur covered, they look a lot like a human ferret hybrid. They have a primitive native American like society and prefer to keep to themselves and the land the Affiliation has given them... but every once and awhile one gets a bug to travel
  
  Recommended Strengths
  Theif
  
  Recommended Weaknesses, Stupid
conversations.prefix: Ellets:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: You lack major social skills because of something in your past. You may have be exiled or been treated as a freak in your life, so you distanced yourself from Society.
conversations.prefix: Loner:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: The most common and most versatile of all the races. The have no recommended strengths or weaknesses
conversations.prefix: Humans:
conversations.from: gpt
conversations.value: This character is a fighting visage on the battlefield, using two handed blades and feats of strength to solve problems
conversations.prefix: Barbarian Strength:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: You are one of the Fabled Mages, trained by he Canticle. Your knowledge of the arts is vast, but your specialty is fire, passions and violence.
conversations.prefix: Carnifex of Fury:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Your quest is to gather all the truth you can and gift it to he Library, and the Canticle.
conversations.prefix: Sacred Truth:
conversations.from: human
conversations.value: You are a native Highlander, rugged like the mountains, savage and free.  Some will find kinship in this.
conversations.prefix: Northlander:
conversations.from: gpt
conversations.value: The ability to gut up and make the hard choice under pressure or when facing adversity.  Though it may not be the choice you want to make it is the choice that needs made.
conversations.prefix: Intestinal Fortitude:
conversations.from: human
conversations.value: You've been traveling a long time, learning to fight from the great masters of every area you've come to that would have you as a disciple.
conversations.prefix: Wandering Monk:
conversations.from: gpt
conversations.value: Being such a highly trained fighter, the thought of getting hit is offensive at the core of your being. The very sight of your own blood makes you engaged at yourself.
conversations.prefix: Elite Fighter:
conversations.from: human
conversations.value: The Achilles heel to being a hulking mass of a Ork.  You can have phenomenal power but there are many small spaces you just cant reach.
conversations.prefix: Oversized:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: A sharp eye reveals that which most would miss.
conversations.prefix: Keen Vision:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: You exists for one reason, to seek out injustice and fight it. You always come to the aid of those in need.
conversations.prefix: justice seeker:
conversations.from: gpt
conversations.value: Your kills aren't graceful, they're brutal and efficient.  You are painfully direct, and see no reason to mince words.
conversations.prefix: Hard Edge:
conversations.from: human
conversations.value: You lose focus of the world around you and devote yourself to the white hot rage within.
conversations.prefix: Blind Rage:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Living a life as a traveling ascetic, you've had to hunt for your food many times. Now, however, you've decided to hunt down those who've hurt your friends.
conversations.prefix: Great Hunter:
conversations.from: gpt
conversations.value: The search for the truth about life.  There has to be more to life than just battles and blades, or is life simply one battle to find out who is the best until you die? 
conversations.prefix: The Quest for meaning :
conversations.from: human
conversations.value: Through you connection with he Canticle's Librarian, you are able to proxy vocational knowledge.  This Proxy makes you a fully capable member of said profession for one day, or until another Divine truth is taken
conversations.prefix: Divine Truth:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Samael has spent a long time studying combat, but only here in the north-land did he discover the style of the berserker. Having studied both Kerdek and Boldrak during their battles he has decided to attempt to replicate that blind rage.
conversations.prefix: Samael's Rage:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: A sharp sword is useless without a sharp wit to keep it moving.  You are smarter than most people expect.
conversations.prefix: Keen Mind:
conversations.from: gpt
conversations.value: Any idiot cant swing a blade in battle but the truly great ones have in their hearts the grit and fortitude to do it for a greater cause.  A cause only they may know.  
conversations.prefix: The heart of the warrior:
conversations.from: human
conversations.value: You realize that battle is as much like chess as it is like brawling. You analyze your opponent in every combat encounter, and design their death 10 moves before they've even realized they're losing.
conversations.prefix: Calculating Warrior:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: An ancient and mighty power allowing the user to tap into the essence of fire and perform near super human feats and withstand massive damage for a short time and come back unscathed.  
conversations.prefix: Heart of the Flame:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: You have a vision, that is undeniable.  A vision of the world, not as it is, but as it might be.  This vision is infectuous... others are swayed by it.
conversations.prefix: Vision:
conversations.from: gpt
conversations.value: The years and years of training have made you stronger than most. 
conversations.prefix: Unnatural Strength:
conversations.from: human
conversations.value: What could be more devastating in battle then a a massive ork with an axe? A Massive ork with an axe that has been touched by the essence of flame thus being imbued with a portion of its power.   
conversations.prefix: Curatrix of Flame:
conversations.from: gpt
conversations.value: The character makes a foolish sacrifice of himself to defend one who truly did not need it.
conversations.prefix: Self Sacrifice:
conversations.from: human
conversations.value: You wear magical shackles that inhibit your magic and your connection to the magic.
conversations.prefix: Magical Shackles:
conversations.from: gpt
conversations.value: The job of a Curatrix is to ask as a protector no matter what.  
conversations.prefix: The Sacred Guardian:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild: