conversations.from: system
conversations.value: Fifteen years after the Dragonborn and the Civil War, a small band of adventurers from across Tamriel have been brought together to seek a lost artifact. All is not as it seems, however, as an ancient horror awakens.
  
  *An adventure taking you across the frozen land of Skyrim, home to Nords, giants, mudcrabs and dragons!* 
  
  ------------
  
  **World:** Skyim, just like the video game in tone and style. All Elders Scrolls lore is welcome! 
  
  **Gameplay:** Not a stats or numbers game. There will be fighting, puzzles, interaction challenges etc, but you won't have a million cards for each piece of armor or cabbage you pick up. There will of course be cards handed out for special things that come up in game play. Nor will you endlessly be selling junk to vendors. Not a game for a lone wolf type, as you will be in an adventuring group of sorts. 
  
  **Cards**: Creating your own if I missed anything is great! Just try to keep any cards you create on your own within the realm of Elder Scrolls. Also, no Dragonborns. The Nature cards are the races, and the strength cards more so the class (types of mages, warriors, vampire etc). Not a stickler for "classic" archetype, you wanna be a Berserker Wood Elf with a skooma addiction? *Do it.* 
  
  **Players**: 5-7
conversations.from: human
conversations.value: A blade of light but very strong steel of elf design
conversations.prefix: Elven Dagger:
conversations.from: gpt
conversations.value: You're going to save Eimar. There's a raging group of Forsworn and a creature from Oblivion between you and him, but you're determined.
conversations.prefix: Save Eimar:
conversations.from: human
conversations.value: An intricate and deadly dagger, crafted by the elves. 
conversations.prefix: Elven Dagger:
conversations.from: gpt
conversations.value: Someone did something to you (or someone you care for) when the Forsworn attacked the inn. Good or bad, you won't forget what they did and repay it. 
conversations.prefix: I Owe You One:
conversations.from: human
conversations.value: You are master of the elements (Fire, Frost, Shock) and the destruction school of magic. 
conversations.prefix: Destruction Mage (copy):
conversations.from: gpt
conversations.value: You have almost given up hope on finding a cure, all attempts and known remedies have failed. Will faces from your past rekindle your desire to be human once again?
conversations.prefix: Hope for a Cure:
conversations.from: human
conversations.value: You've been around the block a few times (enough to have an insightful skepticism). You can recognize lies, traps, deceit and all the old tricks.
conversations.prefix: Old Dog:
conversations.from: gpt
conversations.value: -**WEAKNESS**-
  
  Your experiences have left you on edge. You're sometimes jumpy and mighty slow to trust others (usually).
  
conversations.prefix: Paranoid :
conversations.from: human
conversations.value: Reduces the inclination of foes to attack for a short period of time. Works on the weaker willed.
conversations.prefix: Spell: Calm:
conversations.from: gpt
conversations.value: *"They actually remove their own hearts, and replace them with large briar seeds. It puts their lifesparks in direct connection to the natural forces."* 
  
  -Neloth, Master Wizard of House Telvanni
conversations.prefix: Briarheart:
conversations.from: human
conversations.value: A simple, yet durable satchel containing Talara's personally selected assortment of herbs and ingredients. 
conversations.prefix: Alchemy Satchel :
conversations.from: gpt
conversations.value: The finely kept hunting bow of the wood elf slain in the inn. 
conversations.prefix: Bow & Arrows:
conversations.from: human
conversations.value: The venom of the frostbite spider send a weakening chill throughout the victims body and left untreated can lead to a grisly death, akin to having frostbite from the inside out.
conversations.prefix: Frostbite Venom:
conversations.from: gpt
conversations.value: A selection a little sharp things. 
conversations.prefix: Daggers and Shivs:
conversations.from: human
conversations.value: You have hidden pockets *in* your hidden pockets.
  
  You've tucked away all manner of things that you might need in your line of work.
conversations.prefix: Pockets!:
conversations.from: gpt
conversations.value: You're getting better at this pickpocketing thing everyday. 
  
  The more you lift, the better you get. And richer.
conversations.prefix: You've Got to Pick a Pocket or Two:
conversations.from: human
conversations.value: A sturdy sword and shield.
conversations.prefix: Steel Sword & Shield:
conversations.from: gpt
conversations.value: You were chosen to put this band of misfits together, but can you lead them?
conversations.prefix: Fit to Lead:
conversations.from: human
conversations.value: You have that commanding aura of a proud Imperial. Your voice has the power lead your compatriots and intimidate foes.
conversations.prefix: Voice of the Empire:
conversations.from: gpt
conversations.value: The details and locations needed for your mission to retrieve a book for Kuron Jaltar.
conversations.prefix: Map & Instructions:
conversations.from: human
conversations.value: Mounted on the wall of the Hearth Song inn, a polished, nicely balanced mace. 
conversations.prefix: Steel Mace:
conversations.from: gpt
conversations.value: You have an innate ability to turn whatever you can get your hands on into a weapon.  
conversations.prefix: Deadly in Your Hands:
conversations.from: human
conversations.value: Skilled in conjuration, you can summon forth daedra to do your will. 
conversations.prefix: Atronachs:
conversations.from: gpt
conversations.value: A Daedric artifact of the Prince, Vaermina. It is a dream-dependent staff, powered by the nightmares of the sleeping. The Skull can release the power of the nightmares, striking fear into the target.
conversations.prefix: Skull of Corruption:
conversations.from: human
conversations.value: A strange glow emanates from the unique gem.  
  
  *Can only be filled with the soul of one who is trying to kill the bearer.*
  
conversations.prefix: Strange Black Soul Gem (empty):
conversations.from: gpt
conversations.value: Your target becomes entranced and is easily coerced for a time. 
conversations.prefix: Spell: Enthrall:
conversations.from: human
conversations.value: The red stone of this ancient amulet allows a vampire to sustain themselves on the blood of animals instead of man.
conversations.prefix: The Stone of Sosvodir:
conversations.from: gpt
conversations.value: Your speed and dexterity as a Vampire gives you an edge over most people and many beasts (and the odd arrow).
conversations.prefix: Inhuman Reflexes:
conversations.from: human
conversations.value: You would never take advantage of the less fortunate and aren't looking to fill your treasure chests. Helping others is its own reward. 
conversations.prefix: Its Own Reward:
conversations.from: gpt
conversations.value: A pair of rather sharp and light steel swords.
conversations.prefix: Dual Steel Swords:
conversations.from: human
conversations.value: An ancient looking and ornate dragon claw crafted from pearl.  There are intricate carvings across its entire surface. Thought to be a key of some sort.
conversations.prefix: Pearl Dragon Claw:
conversations.from: gpt
conversations.value: But the war changed you. Being with a unit again, comrades. The old tactics and methods of the soldier at war are coming back to you. This isn't a war though. Is it?
conversations.prefix: War. War Never Changes.:
conversations.from: human
conversations.value: Rewrite asset of your choice.
  
  (something the caravan would likely be carrying, nothing TOO amazing.)
conversations.prefix: Caravan Item:
conversations.from: gpt
conversations.value: You have no scruples when it comes to winning a fight. Or staying alive. 
conversations.prefix: Dirty Fighter:
conversations.from: human
conversations.value: A well used two-handed weapon with a  double-sided blade.
   
conversations.prefix: Steel Battleaxe:
conversations.from: gpt
conversations.value: You grew up a Forsworn, amongst the Madmen of the Reach. You know their ways, you know their lands and you know their old magics. 
conversations.prefix: Witch of the Reach:
conversations.from: human
conversations.value: A staff in the Forsworn tradition, with a few personal touches from Aine. 
conversations.prefix: Aine's Staff:
conversations.from: gpt
conversations.value: You need to find a group to help keep you alive - be they temporary or true. Going it alone would surely get you killed now. 
conversations.prefix: Find Safe Harbour:
conversations.from: human
conversations.value: A strange glow emanates from the unique gem.
  
  *Can only be filled with the soul of one who is trying to kill the bearer.* 
conversations.prefix: Strange Soul Gem (Empty):
conversations.from: gpt
conversations.value: Cale mentioned that Roggard is carrying an item of interest to the Forsworn. What forbidden treasure from the reach have they stolen and now carry? 
conversations.prefix: What Is It?:
conversations.from: human
conversations.value: A starving Melchia will drain your blood at some point during the job. It'll be up to Talara to heal you in time.
conversations.prefix: Blood Volunteer:
conversations.from: gpt
conversations.value: Eimar has just dragged the prisoners dead body up from the basement. Last some of you saw, he was bound and alive...
conversations.prefix: Dolun's Body:
conversations.from: human
conversations.value: They've traded their hearts for old power. Somewhere between living and dead, they are skilled fighters and spellcasters.
  
conversations.prefix: Forsworn Briarheart:
conversations.from: gpt
conversations.value: Fierce fighters from the Reach in western Skyrim. 
  
  *Wielding a Forsworn axe.*
conversations.prefix: Forsworn Warrior:
conversations.from: human
conversations.value: Life in the mountains of the Reach has made the Forsworn skilled marksmen.
  
  *Bow and arrows, dagger.*
conversations.prefix: Forsworn Archer:
conversations.from: gpt
conversations.value: A relentless fighter with more concern for hurting you than for his own skin.
  
  *Dual-wielding jagged Forsworn swords.*
conversations.prefix: Forsworn Berserker:
conversations.from: human
conversations.value: An old, gruff Nord. Talara's right-hand man at the Hearth Song Inn.
conversations.prefix: Eimar:
conversations.from: gpt
conversations.value: Large, hulking Daedra made of a hard, living ice. These destructive, frozen behemoths dole out serious damage. 
conversations.prefix: Frost Atronach:
conversations.from: human
conversations.value: Cale didn't mention it to Aine. Perhaps because the Forsworn are after it? You think it's better Aine know all the details.
conversations.prefix: The Pearl Claw?:
conversations.from: gpt
conversations.value: There's something about Aine you just don't trust, or you want to get to know her better.
  
  Where did she come from? Who is she?
conversations.prefix: What's Her Story?:
conversations.from: human
conversations.value: The Khajiiti caravan is about to be attacked by frostbite spiders. Will you help them?
conversations.prefix: Spider Sneak Attack:
conversations.from: gpt
conversations.value: The Briarheart that stabbed Talara is still under her calm spell, but not for much longer...
conversations.prefix: Calmed Briarheart:
conversations.from: human
conversations.value: Another summoned by the Forsworn Shaman, if she is killed, the Atronach goes back to Oblivion...
conversations.prefix: Frost Atronach:
conversations.from: gpt
conversations.value: Tucked safely behind the bar and her front atronach, she's taking shots at the group with fireballs.
conversations.prefix: Forsworn Shaman:
conversations.from: human
conversations.value: One of the warriors who attacked the inn, put to sleep by Mel during the fight.
conversations.prefix: Captured Forsworn:
conversations.from: gpt
conversations.value: During the fight, someone in the group did something that you'd either like to encourage **or** put a stop to. You also may be concerned about someone.
conversations.prefix: Party Issues:
conversations.from: human
conversations.value: Bartis says the shared dream came from the daedric Prince of nightmares and terror - Vaermina. What could it mean?
conversations.prefix: Shared Dream:
conversations.from: gpt
conversations.value: During the fight, someone in the group did something that you’d either like to encourage or put a stop to. You also may be concerned about someone
  
conversations.prefix: Party Issues...:
conversations.from: human
conversations.value: An orc with a dirty but dangerous reputation, he Arlokk of the Red Hands has turned up in Hearth Song Inn...again. 
conversations.prefix: One More for the Road?:
conversations.from: gpt
conversations.value: Intelligent and personable, Bards prefer to accomplish tasks with their words first, and sword second. Performers of any nature, Bards also may have a knack for weapons, thieving or magic.  
conversations.prefix: Bard:
conversations.from: human
conversations.value: The Dunmer, more commonly referred to as Dark Elves, are the dark skinned elven natives of the province of Morrowind. After the eruption of Red Mountain, many Dunmer fled to Skyrim becoming refugees. They face extreme prejudices due to their elven blood.  They are known to be extremely strong, intelligent, and very quick, but are said to be ill favored by fate. 
conversations.prefix: Dunmer:
conversations.from: gpt
conversations.value: Known as "Altmer" in their homeland of Summerset Isle, the High Elves are the most gifted in the arcane arts of all the races. Characterized by their yellowish skin and amber-colored eyes, the Altmer are subjected to racism and discrimination due to their affiliation with the Third Aldmeri Dominion and the Thalmor. 
conversations.prefix: Altmer:
conversations.from: human
conversations.value: Bosmer (or, more commonly, Wood Elves) are the elven people of Valenwood. They prefer a simple existence, living in harmony with the land and wild animals. They are known to be the best archers in all of Tamriel and are known for their ability to command wild creatures. They make great scouts or thieves, due to their natural stealth. 
conversations.prefix: Bosmer:
conversations.from: gpt
conversations.value: Enigmatic and intelligent, the Argonians are experts at guerrilla warfare, and their natural abilities suit their swampy homeland, Black Marsh. They have developed immunities to the diseases that have doomed many would-be explorers in the region, and they are capable of easily exploring underwater locations due to their ability to breathe water. Argonians make proficient thieves, due to their increased lockpicking and sneaking skills. 
conversations.prefix: Argonian:
conversations.from: human
conversations.value: Bretons are a race of both human and elven ancestry. They populate the province of High Rock. They are excellent mages with high magic resistance. They are considered an intelligent race in Tamriel, known for a proficiency in abstract thinking, a possible reason for their adeptness in the magical arts. It is suggested that they may probably also carry Aldmer blood, accounting for their magical prowess. 
conversations.prefix: Breton:
conversations.from: gpt
conversations.value: Natives of the cosmopolitan province of Cyrodiil, the Imperials are some of the most well-educated, wealthy and well-spoken of the races in Tamriel. Imperials are also known for their discipline and training of their citizen armies. Because of this, the Imperials have dominated Tamriel for more than 2,000 years. 
conversations.prefix: Imperial:
conversations.from: human
conversations.value: The Khajiit inhabit the exotic province of Elsweyr.  Known for their natural agility and stealth, many Khajiit disdain weapons in favor of their claws. Due to their stealth skills, beguiling wit, and latent agility, they make adept thieves and assassins.  Because of this, Khajiit also have a negative public image. 
conversations.prefix: Khajiit:
conversations.from: gpt
conversations.value: Nords are tall, fair-haired and pale skinned humans with an incredible resistance to cold and even magical frost. They are enthusiastic warriors, and act as soldiers, mercenaries, merchants and blacksmiths all over Tamriel.  Above all else in Nord culture is the quest for honor and glory, and a great emphasis is placed on family values. Nords comprise the majority of the population of Skyrim. 
conversations.prefix: Nord:
conversations.from: human
conversations.value: The Orsimer (more commonly known as Orcs), are the native people of the Wrothgarian and Dragontail Mountains. Orcs excel above and beyond in warrior roles.  Orcs have consistently held a standard as a race as some of Tamriel's greatest warriors and smiths. Most orcs are found in strongholds throughout Skyrim, though some are seen in major cities.
conversations.prefix: Orsimer:
conversations.from: gpt
conversations.value: Redguards hail from the great desert province of Hammerfell. They are descended from a long line of warriors and mystic seers. Legend has it that Redguards are innately more proficient with the use of weaponry than any other race. They excel in all arts concerning blade and shield.
  
  Redguards pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free ranging heroes and adventurers, than as rank and file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also blessed with hardy constitutions and fleetness of foot. 
conversations.prefix: Redguard:
conversations.from: human
conversations.value: Those infected are creatures of the night, adept in magics of the dead and illusion. Fooling and feasting upon the mortal world comes easy.
  **(Must take Weakness: Vampire)**
conversations.prefix: Vampire:
conversations.from: gpt
conversations.value: Heavy armor, shields and a large constitution. You can take the hits and stop a foe in their tracks. 
conversations.prefix: Defender:
conversations.from: human
conversations.value: Serving as warrior-mages, Spellswords are great students of combat and magic. This split focus makes them fierce, but also means they are not the *best* per se at either. 
conversations.prefix: Spellsword:
conversations.from: gpt
conversations.value: You're stealthy and excel at picking locks and pockets. You have a knack for getting into places you shouldn't be - and walking away richer for it.
conversations.prefix: Theif:
conversations.from: human
conversations.value: You are master of the elements (Fire, Frost, Shock) and the destruction school of magic. 
conversations.prefix: Destruction Mage:
conversations.from: gpt
conversations.value: Your magics give you command over the dead or the ability to summon forth shades, specters and the creatures of Oblivion. 
conversations.prefix: Conjurer:
conversations.from: human
conversations.value: You are ferocious in battle. When in combat,  your intense focus on swinging your weapon until everything stops moving is deadly.
conversations.prefix: Berserker:
conversations.from: gpt
conversations.value: A battle tested warrior, be it soldier or sell-sword. Skilled in tactics, strategy and combat. Adept with many weapons and armors. 
conversations.prefix: Fighter:
conversations.from: human
conversations.value: More at home in the wilds than in the city, you're survival skills are second to none. Mastery of the bow and knowledge of the flora and fauna give you dominion outdoors and a knack for Alchemy.
conversations.prefix: Ranger:
conversations.from: gpt
conversations.value: Nimble and quiet, moving in darkness to strike at the unsuspecting. Adept at taking the lives of others, and are able to find the weak points of opponents and a mastery of poisons. 
conversations.prefix: Assassin:
conversations.from: human
conversations.value: Skilled in the Restoration school of magic, you know spells to aid yourself and others, as well as magics to repel the dead. Healers may also be proficient in alchemy as as well. 
conversations.prefix: Healer:
conversations.from: gpt
conversations.value: Vagabonds, swashbucklers and other dexterity based folk. Light on their feet and adept in bows, duel-wielding and daggers (be they charming or scuzzy). 
conversations.prefix: Rogue:
conversations.from: human
conversations.value: Using magics that control the mind and senses and alter reality, these mages are powerful in the **Illusion** and **Alteration** schools of magic. 
conversations.prefix: Illusionist  :
conversations.from: gpt
conversations.value: Heightened senses and tracking abilities during the day and the ability to transform into a powerful creature by night. 
conversations.prefix: Werewolf:
conversations.from: human
conversations.value: Your fear holds you back sometimes, some may even call it cowardly.
conversations.prefix: Fear:
conversations.from: gpt
conversations.value: Sometimes your confidence sours into arrogance.  
conversations.prefix: Proud:
conversations.from: human
conversations.value: You got a taste for the skooma. 
conversations.prefix: Addict:
conversations.from: gpt
conversations.value: You’re preoccupied with your interests to the point of causing you trouble. 
conversations.prefix: Obsessed:
conversations.from: human
conversations.value: Inexperienced, oblivious and perhaps too trusting.    
  
conversations.prefix: Naïve:
conversations.from: gpt
conversations.value: You rush into things without thinking. It gets you in loads of trouble.
conversations.prefix: Reckless:
conversations.from: human
conversations.value: You scheme, you conspire, and you are sometimes careless about lawbreaking & loyalty.    
  
conversations.prefix: Conniving:
conversations.from: gpt
conversations.value: 
  
  Physically weak, perhaps due to age or injury.    
  
conversations.prefix: Frail:
conversations.from: human
conversations.value: Insensitive, unsubtle, and forceful.    
  
conversations.prefix: Brutish:
conversations.from: gpt
conversations.value: Uncultured and indelicate, perhaps even clumsy and dull-witted.  
conversations.prefix: Oafish:
conversations.from: human
conversations.value: Treasure? Adventure? A lost family member? Revenge? A target? Knowledge and power? What's driving your character?
conversations.prefix: MAKE YOUR OWN:
conversations.from: gpt
conversations.value: Harmed by sunlight, stigmatized by mortals, and infamous for their blood-thirst, and a  vulnerability to fire.
  
  **Must Take Strength: Vampire**
conversations.prefix: Vampire:
conversations.from: human
conversations.value: She appeared on the doorstep as Bartis' replacement. He (and the Daedra?) endorse her. All you know is, she looks Forsworn. 
conversations.prefix: Aine's Arrival:
conversations.from: gpt
conversations.value: You know him personally or by reputation and you have a few things you'd like to say before he joins you. If he takes the offer that is....
conversations.prefix: Arlokk?:
conversations.from: human
conversations.value: A 200 year old dark elf and Master of Conjuration. One time teacher at the College of Winterhold and now (slightly obsessive) daedra researcher. 
conversations.prefix: Bartis Gathalor:
conversations.from: gpt
conversations.value: A waypoint for the weary located in northern Hjaalmarch, past the marshes, on the shores of the Sea of Ghosts. It sits halfway between Solitude and Dawnstar.  Owned by Talara Hearthhart, the ale is not the best nor the beds the most comfortable, but some do make the out of the way stop, as  the inn is also a place of healing.
conversations.prefix: The Hearth Song Inn:
conversations.from: human
conversations.value: A vampire has darkened the door of the Hearth Song Inn. What do you do to ease or escalate the situation?
conversations.prefix: Vampire!:
conversations.from: gpt
conversations.value: You have a moment while you wait. Catch up with a face from your past or meet someone new. 
conversations.prefix: Meeting / Reuniting:
conversations.from: human
conversations.value: Cale's "now we wait" doesn't work for you. You're curious and you've got questions!
conversations.prefix: More Information:
conversations.from: gpt
conversations.value: A tall and slender Argonian. The Emmissary of Kuron Jaltar, the employer.
conversations.prefix: Jeez'r Xeirdes:
conversations.from: human
conversations.value: The (limited) details have been revealed. They've met your price, but whats your reaction to this mission and your role in it?
  **(Each Play ONE Card Only)**
conversations.prefix: The Job:
conversations.from: gpt
conversations.value: A cold, unforgiving maze of marsh, wetlands and swamps. A heavy fog rolls through the trees...
conversations.prefix: Swamps of Hjaalmarch:
conversations.from: human
conversations.value: The long road that leads north-east to Dawnstar and south-east around the marshes, then west to Morthal. 
conversations.prefix: Road to Morthal:
conversations.from: gpt
conversations.value: A grey, whispy, old member of the Khajiit caravan. He wears a bright circular amulet. 
conversations.prefix: Kharjo:
conversations.from: human
conversations.value: While watching the caravan, no one noticed the stirring in the bushes right beside you...
conversations.prefix: Right Beside You...:
conversations.from: gpt
conversations.value: The Forsworn took her in as a child. Once deeply embroiled in the religion of the old gods, the Daedra. Fearing her peoples methods would be their downfall, she left to search for a better life for them all. 
  Now reviled by the Forsworn, she is hunted in her own land.
conversations.prefix: Aine:
conversations.from: human
conversations.value: Rewrite asset of your choice.
  
  (something the caravan would likely be carrying, nothing TOO amazing.)
conversations.prefix: Caravan Item (copy):
conversations.from: gpt
conversations.value: Kharjo & Za'taba, have been poisoned and wounded. The venom is about to take Za'taba and Kharjo's deep wounds need to be closed.                           
    **(1 card max)**
conversations.prefix: Spider Bites:
conversations.from: human
conversations.value: Time is of the essence. You must retrieve the book in time to meet Jeez'r in Morhtal. A lot of coin is riding on this.
conversations.prefix: Need to Get Moving:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: You are on a lifelong quest for honor and glory. You are focused on bringing wealth (monetary or through great deeds) back to the family that adopted you and made you one of their own.
conversations.prefix: Honor and Glory:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Arlokk was "cheated" of his Orcish birthright when he grew to be small and weak by the standards of his people, and it has made him bitter and feeling lost and without a cause. If only he'd stop losing himself in his vices long enough to find something other than his short temper to fight for... 
conversations.prefix: Inferiority Complex:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: You seek greater power, willing to bow your knee to any daedra, aedra, or other creature who will offer it. Though you're just as likely to take it through force.
conversations.prefix: Power is its own end:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: You did not choose this...infection. However, its too late for a cure. Other than death, of course. There are more than a few who would grant you that. There are things you must do before that...and purify yourself of the innocent lives you stole...
conversations.prefix: Innocent Blood on my hands:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: You just aren't a particularly nice person, and care little for the feelings of others.
conversations.prefix: Rude:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: You may have broken your oath, but the struggle of the Reachmen hurts you deeply.
conversations.prefix: Serve your people:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: You help those in need, feed those who hunger, heal those who are wounded. Your magic and your sweetness help mend that which most feel can never be repaired: their spirit.
conversations.prefix: Heal the Land :
conversations.from: human
conversations.value: The Khajiit inhabit the exotic province of Elsweyr.  Known for their natural agility and stealth, many Khajiit disdain weapons in favor of their claws. Due to their stealth skills, beguiling wit, and latent agility, they make adept thieves and assassins.  Because of this, Khajiit also have a negative public image. 
conversations.prefix: Khajiit:
conversations.from: gpt
conversations.value: You are an adept thief with an innate but untrained talent in Illusion magic. 
conversations.prefix: Illusive :
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Why do bad things always to happen to you and the people you care about...
conversations.prefix: Bad Luck:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Don't let the small stature fool you. Kikhtara was born to become a fearsome warrior and has vowed vengeance against the Imperials that brutally slayed her family. 
conversations.prefix: Cathay-raht:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: After fighting for the Stormcloaks and watching your friends die around you, you've been left all on your own. You were always best off surrounded by friends but since the war you've kept to yourself. 
conversations.prefix: Jaded Soldier:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Money solves so many problems. Without money, one would be forced to live in the wilds. Likewise, the amount of one's money shows how much dedication one is worth.
conversations.prefix: Bounty:
conversations.from: human
conversations.value: One must do what one must do to move forward.
conversations.prefix: Discipline:
conversations.from: gpt
conversations.value: You've learned that there are kinds of power that don't involve force. Softer sources of power. A kind or encouraging word along with a pleasant smile goes a long way toward making allies, or at least getting your enemies to turn their backs.
conversations.prefix: Fatherly Demeanor:
conversations.from: human
conversations.value: You're a gentle creature by nature and your kindness is seen in your every action and word. Others naturally trust you and wish you no harm, and so you easily get along with most.
conversations.prefix: Kind:
conversations.from: gpt
conversations.value: You've been in and out of the Ratways maybe more often than you'd of liked. However, being a rogue you kept your ears opened and learned from your betters. The people down there are fountains of knowledge in all things from fighting to adventuring to "relaxing."
conversations.prefix: Member of the Thieves Guild:
conversations.from: human
conversations.value: Other reasons are there-but that does not mean you have to like it.
conversations.prefix: Will do it, but not happy about it.:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Spending a few years in Riften has taught you that not all books should be judged by their cover. A decade of life in Riften has taught you to never be sure which books to judge by what. Interesting people come and go all the time and you just happen to know some of them.
conversations.prefix: Old Aquaintances:
conversations.from: gpt
conversations.value: "How YOU doin'?"
conversations.prefix: Skeezy:
conversations.from: human
conversations.value: You have a habit of examining everything from the inside out, as opposed to telling others what you're experiencing. 
conversations.prefix: Introspective :
conversations.from: gpt
conversations.value: Using the reflective surface to use Mel's hypnotic gaze.
conversations.prefix: Reflective gaze of the vampire:
conversations.from: human
conversations.value: When you're not actively trying to hide you have a piercing presence that's really hard to overlook. 
conversations.prefix: Spirited:
conversations.from: gpt
conversations.value: A blade of light but very fine elven craftsmanship.
conversations.prefix: Elven Steel: