conversations.from: system
conversations.value: Birthed in the wake of the god Aroden’s disappearance, the Eye of Abendego—a massive, endless hurricane that churns along Garund’s western coast—destroyed two great nations, but it also gave rise to a number of academics and cults focused on the storm. The Storm Kindlers, devotees of the deity Gozreh, flocked to the Sodden Lands to witness what they thought was the ultimate manifestation of their god’s power. These cultists believed that the Eye represented Gozreh’s might, will, and intentions, and that those reverent enough could read the future in the weather patterns it produced. The Storm Kindlers established themselves in the storm- wracked land, but their faith could not spare them from the flooding and relentless wind. One by one, the Storm Kindlers who dwelled in the Sodden Lands perished, wiped out by the very natural wonder they gathered to worship. 
  
  A Sargavan prospector named Rema Pridon stumbled across Storm Kindler charts left behind when the cult members purchased supplies in Eleder during their journey south. Pridon set sail after them, convinced that a Gozren cult must be privy to secrets about the region’s natural resources. She entrusted the Storm Kindlers’ charts to a colleague—who was, unbeknownst to her, a member of the Aspis Consortium—before launching his expedition. Although Pridon soon died, the eventual discovery of her camp sparked renewed interest in the region. The nation of Sargava granted the land to the Narsus family to colonize and manage in Sargava’s name. These colonists founded the town of Pridon’s Hearth.
  
  Ire of the Storm takes place in the town of Pridon’s Hearth and the surrounding marsh, located west of the Jungle of Hungry Trees in Garund.
  
  =============================================================
  
  This game is intended to be ran as a test for an alternative way to do Play-by-Post for Pathfinder Society Organized Campaign. The Society's rules allow for the bigger sanctioned modules to be played with any rules sets and story alterations, at the same time still allowing the players and the GM to apply credit for it to another Society character. In this game, there will be little to none alterations to the Storium's tried system of Strong and Weak outcomes, so we won't be using dice rolls or maps. But at the same time, the players will be required to follow a somewhat complex process of character creation that would mirror a process of character generation for Pathfinder. So the minimal familiarity with rules and general lore of Golarion is a plus.
  
conversations.from: human
conversations.value: By choosing this Nature Card and submitting the character built in accordance to the process laid down in the 'Info for Applicants' section, you are stating your readiness to work with the game's host to come up with a better one.
conversations.prefix: Empty Nature:
conversations.from: gpt
conversations.value: By choosing this Strength Card and submitting the character built in accordance to the process laid down in the 'Info for Applicants' section, you are stating your readiness to work with the game's host to come up with a better one.
conversations.prefix: Empty Strength:
conversations.from: human
conversations.value: By choosing this Weakness Card and submitting the character built in accordance to the process laid down in the 'Info for Applicants' section, you are stating your readiness to work with the game's host to come up with a better one.
conversations.prefix: Empty Weakness:
conversations.from: gpt
conversations.value: By choosing this Subplot Card and submitting the character built in accordance to the process laid down in the 'Info for Applicants' section, you are stating your readiness to work with the game's host to come up with a better one.
conversations.prefix: Empty Subplot:
conversations.from: human
conversations.value: The *Kaava Cutter*, a naval vessel that regularly runs cargo and passengers between Eleder and Port Freedom, makes monthly stops in Pridon’s Hearth and serves as transport for a few dozens of adventurous souls seeking riches or solace in the newly established colony.
conversations.prefix: Aboard Kaava Cutter:
conversations.from: gpt
conversations.value: Garbed in a radiant red dress and a constant
  glower, this half-elven woman is a priestess of Shelyn, goddess of beauty and love. 
conversations.prefix: Annabella Tullia:
conversations.from: human
conversations.value: A particularly rotund minor noble from Sargava’s capital,
  Gallio purchased a parcel of land near Pridon’s Hearth and explains his plan to establish a papaya farm to anyone
  who will listen.
conversations.prefix: Gallio Menius:
conversations.from: gpt
conversations.value: This sharply dressed man claims to be a prospector coming to assay the mineral wealth around Pridon’s Hearth.
conversations.prefix: Mister Blackwell:
conversations.from: human
conversations.value: This Zenj woman hails from deep within the Mwangi Expanse and works as a guide and hunter for traveling caravans and expeditions.
conversations.prefix: Umuzu:
conversations.from: gpt
conversations.value: Now in her fifth year as captain of the *Kaava Cutter* and very far from her birthplace in Andoren, Mindirra is serious and focused. Her exquisite appearance often makes her seem more like a child of
  the empyreal lord Ylimancha, who watches over coastlines and fisherfolk, than just a devout follower.
conversations.prefix: Captain Mindirra Ethraikien:
conversations.from: human
conversations.value: The *Kaava Cutter*'s boatswain, Rais was raised by pirates of the Shackles, becoming a talented sailor and teacher. Many ship captains sought him out until he defied the orders of the wrong one. Forced to flee the ship and the Shackles, he has turned away from the life of a pirate. But old habits die hard.
conversations.prefix: Rais Fennin:
conversations.from: gpt
conversations.value: Ratfolk tend to get along quite well with humans, even if most other humanoids find their rodent features distasteful. 
  
  But given your unique 'condition', how do you fare on this trade ship, far from your kin (except your "Brother", of course)? 
conversations.prefix: Ratfolk on a Ship:
conversations.from: human
conversations.value: How did you end up on this particular trade ship? Kitsune possess two forms: that of an attractive human of slender build with salient eyes, and their true form of an anthropomorphic fox. Did you use deception or did you show your real colours?
conversations.prefix: Kitsune on a Ship:
conversations.from: gpt
conversations.value: Gnomes often become wanderers to experience new aspects of life, for nothing is as novel as the uncounted dangers facing adventurers. Many gnomes see adventuring as the only worthwhile purpose in life, and seek out adventures for no other motive than to experience them. What kind of adventures brought you this far south, to the frontiers?
conversations.prefix: Gnome on a Ship:
conversations.from: human
conversations.value: Just months after the first Count Narsus’s death, explorers discovered the native fever tree, whose bark can be prepared into a tonic to ward off tropical diseases; the cultivation of the bark quickly became the center of the settlement’s economy. As an alchemist, explorer and merchant at the same time, you jumped at the opportunity to do that kind of business, but what do you have to offer?
conversations.prefix: Half-Elf on a Ship:
conversations.from: gpt
conversations.value: Ships doing the Fever Run seemed like a best opportunity to observe the Eye of Abendego for you, but after spending a couple of months onboard various vessels you decided to change your tactics. What could possibly turn you away from the Eye and prompt you to follow the call of exploration inland?
conversations.prefix: Elf on a Ship:
conversations.from: human
conversations.value: Several small islands break up the flow of water from
  the river that runs through Pridon’s Hearth. Their placement along the river makes for easy access to the Little Tiger, as the river is named, for fishing.  
  
  Pridon’s Hearth currently lacks a proper dock for larger ships, instead requiring smaller skiffs to come ashore on Island Town to deliver goods. 
conversations.prefix: Island Town Dock:
conversations.from: gpt
conversations.value: The stranger is a local named Theos Votto, a carpenter who lost everything after coming to Pridon’s Hearth when his wife and son died from malaria. Now drunk and bitter, he resents any newcomers, whom he regards as parasites coming to steal his livelihood. Unable to cope with the loss of his wife and son, Theos Votto loses hours or days to drunken fugues. His current stupor brought him to the docks today.
conversations.prefix: Theos Votto:
conversations.from: human
conversations.value: Theos swings his bottle at anyone who comes close. If somebody particularly agitates him, he attacks that target, but is quick to change his mind and randomly attack others. Local fishermen and recently arrived laborers turn around and run only to stop in the distance and watch the drama unfold.
conversations.prefix: Fighting the Carpenter Who Lost It:
conversations.from: gpt
conversations.value: Sheriff Adaela Praet — a serious but kind woman and the military commander of Pridon’s Hearth — offers little information about her personal background, stating only that she came from the distant town of Freehold in central Sargava. Tattoos on her arms bear the symbol of a sword and sunburst. If questioned about it, Adaela rolls down her sleeves, brushing off her devotion as being “something from a long time ago.”
conversations.prefix: Adaela Praett:
conversations.from: human
conversations.value: This is a free-form opportunity for you to ask questions to the Sheriff regarding the mission, the town, the jungle or your own agendas.
conversations.prefix: Questions:
conversations.from: gpt
conversations.value: If you decide to hold out for better rewards, remember that you have just only met. And it's not that rich of a colony.
conversations.prefix: Haggling:
conversations.from: human
conversations.value: Your advance on the Fort Breakthrough scouting mission. Is equivalent to a hundred gold pieces and can be redeemed in most establishments ran by Abadar clergy. 
conversations.prefix: A Note of Credit:
conversations.from: gpt
conversations.value: Originally named “Pridon’s Grave” by the local Song’o halfling tribes, and often called “Pridon’s Folly” in Sargava proper, the upstart colonial town of Pridon’s Hearth represents the wayward Chelish colony’s latest attempt to expand its borders and establish itself as an international power.
conversations.prefix: Pridon's Hearth:
conversations.from: human
conversations.value: While most frontier towns dedicate their first major church to Erastil, this settlement’s church of Abadar helped fund the initial colonial petition. It earned a valuable place in the outpost, both as the initial major temple and as its exclusive financier and bank. The temple’s worshipers constructed
  a grand edifice of stone and wood to honor their deity, hoping to become a civilizing example to their fellow settlers.
conversations.prefix: Visit the Countinghouse of Abadar:
conversations.from: gpt
conversations.value: An apothecary selling local remedies and minor potions is run by Heri Lightstep, the lucky halfling who guaranteed her fortune when she discovered the fever tree.
conversations.prefix: Visit Heri’s Conservatorium:
conversations.from: human
conversations.value: The blacksmith shop in Pridon’s Hearth that has changed ownership almost a dozen times since the town’s founding. It crafts and repairs equipment of all types, but supplying the guard and paranoid citizens with weapons and armor occupies the majority of the local blacksmith's time.
conversations.prefix: Visit Northwind Smithy:
conversations.from: gpt
conversations.value: One of the town’s newest additions is a fully functional printing press. The press mostly publishes tide schedules, almanacs, and public notices, but the owner also publishes a weekly, single page broadsheet with local gossip, news from Sargava, weather reports, and various puzzles.
conversations.prefix: Stumble upon Penbury Printing:
conversations.from: human
conversations.value: Sargava tried and
  convicted an oracle named Artimis Quentin two years ago, then sent him to Pridon’s Hearth to work off his debt to society. Count Narsus has allowed him to do so by making observations and predictions about the weather, which the count distributes freely to residents and the surrounding plantations. 
conversations.prefix: Stumble upon Quentin’s Prognostications:
conversations.from: gpt
conversations.value: This well-kept wooden building houses items of varied description. The cantankerous proprietor, Mirya Oyin, oversees the emporium. Even those who don’t appreciate Mirya’s harsh demeanor know that she remains the best option for importing hard-to-find goods or shipping anything back to Sargava.
conversations.prefix: Visit Oyin Emporium:
conversations.from: human
conversations.value: People from all over the colony come to the Stone Hall to talk and drink, or to hold semi-formal gatherings. Servius Narsus’s newly freed halfling slaves constructed the building, scaling the main hall to accommodate an average human’s stature while crafting several offshoot rooms more appropriate for their size. The Whithermoot and Longroad families jointly control the hall.
conversations.prefix: Stay at The Stone Hall:
conversations.from: gpt
conversations.value: A venerable human woman, a cleric of Abadar bearing the rank of a Banker, was one of the vocal supporters of funding the initial colonial petition. She remains the only full-time priest in the community, overseeing a dozen part-time acolytes and two clerics-in-training. The aged cleric uses the temple to offer healing and financial services, but she relies heavily on the town guard for protection from the
  rougher denizens of Pridon’s Hearth.
conversations.prefix: Baldra Sifreth:
conversations.from: human
conversations.value: If you mention you intend to visit the outpost, Baldra offers a reward to check in on the young woman, and will double this reward if you escort her home safely or — should the
  worst have happened — bring her body back for a proper funeral. She feels responsible for her various acolytes and can’t stand the idea of a loyal servant of Abadar being left alone in the untamed reaches. 
  
  **This is a card representing a sidequests. Use it while searching through Fort Breakthrough.**
conversations.prefix: Volunteered to Look for Quinn Vanicus:
conversations.from: gpt
conversations.value: The current proprietor of the Northwind Smithy was one of the first newcomers from the second wave of settlement pushed by Count Narsus, and has lived in Pridon’s Hearth only for the past year. He was born in the distant Lands of the Linnorm Kings, where he found himself somewhat ostracized for his elven heritage. He appreciates the general solitude and acceptance of the people of Pridon’s Hearth, and enjoys the warmth here far more than his chilly native lands.
conversations.prefix: Vethorn Valgardson:
conversations.from: human
conversations.value: You agree to find Verthorn's weapon shipment that was delivered to Fort Breakthrough but wasn't paid for. You should bring back either his payment (95 gp) or the shipment (10 swords and 144 crossbow bolts).
  
  **This is a card representing a sidequests. Use it while searching through Fort Breakthrough.**
conversations.prefix: Agreed to Look for Verthorn's Shipment:
conversations.from: gpt
conversations.value: Lizba lost the use of her legs as a child after being run over by a carriage, and pursued her budding interest in books and mechanisms to occupy her mind during her long recovery. Though still unable to walk, she travels around town daily using a variety of wagons and crutches of her own design.
conversations.prefix: Lizba Penbury:
conversations.from: human
conversations.value: Addled female halfling apothecary that sells potions, poultices, and a number of recreational compounds that are illegal in Sargava proper, Heri guaranteed her fortune when she discovered the fever tree. She also enjoys the substances she sells, particularly the alchemical secretions of jungle spiders she keeps in captivity. 
conversations.prefix: Heri Lightstep:
conversations.from: gpt
conversations.value: You have agreed to look for jungle supplies Heri is short on (she gave you a list). She promises an amazing reward if you bring her back usable samples. You can gather most of the supplies with  foraging in the wilderness around the fort, or you can simply recover the bundle if the one was already prepared for her by the garrison.
  
  **This is a card representing a sidequest. Use it while searching through Fort Breakthrough.**
conversations.prefix: Agreed to look for Alchemical Supplies for Heri:
conversations.from: human
conversations.value: A number of basic alchemical potions from Heri's Apothecary, and even her non-recreational potions often come with side effects. 
  
  *When using this, you can choose a **level 1 alchemist spell** as its effect. Additionally, each potion contains some hallucinogenic ingredients, causing creatures that imbibe them to experience visions.*
conversations.prefix: Heri's Potions:
conversations.from: gpt
conversations.value: When you are ready to move out, join the rest of the expedition. At least two of the  *Kaava Cutter's* passengers are there already. The Priestess of Shelyn and the Huntress are waiting at the meeting point. A mysterious wizardly type who kept quiet on the ship lurks about, as if deciding whether to join.
conversations.prefix: Gather at the Meeting Place:
conversations.from: human
conversations.value: A lawful evil swindler with some oracular talent you can't deny, Quentin supplements his miserable allowance by offering largely fraudulent oracular services to other locals, speaking to their departed loved ones or advising people on business deals. Quentin failed to foresee the current storms; he is desperate to find someone else to blame for the situation before the count decides he would be more valuable as a common laborer rather than in his current, relatively comfortable position.
conversations.prefix: Artimis Quentin:
conversations.from: gpt
conversations.value: The cantankerous
  proprietor, Mirya Oyin, old human female, oversees the emporium. Her late wife originally dealt with customers while Mirya handled accounts and the importing of goods. Now, Mirya juggles both sets of duties, hurling invectives at customers and rarely opening up to others, but her relative charm and well-concealed charitable nature keep her shop popular.
  
conversations.prefix: Mirya Oyin:
conversations.from: human
conversations.value: This Sargavan advance outpost lies roughly 24 miles southeast of Pridon’s Hearth—about 6 hours away when traveling via the muddy trail that connects it to town.
conversations.prefix: Jungle Track South of Pridon's Hearth:
conversations.from: gpt
conversations.value: Like any true rainforest, this Jungle possesses an extensive river system, and the frequent rainfall has swelled the rivers and expanded their associated swamps, making direct routes through the jungle next to impossible. The jungle’s interior remains poorly mapped by outside explorers, and even in those areas for which maps do exist, many landmarks lack cartographic detail or simply don’t appear on the maps at all, having been missed due to the jungle’s obscuring growth.
conversations.prefix: Track through the Jungle:
conversations.from: human
conversations.value: You can't be sure if it was a large dinosaur who smashed through the gate only to wander off dazed, or somebody jury-rigged a trap from the debris of the gate to maim any militia members Pridon’s Hearth dispatched to investigate.
  
  Passing through the gate dislodged a heavy beam set overhead, so the creatures passing through the gate (Umuzu and Half-light for sure) have to react quick and move fast.
conversations.prefix: Falling Beam:
conversations.from: gpt
conversations.value: Some of you will need some kind of a light source in here.
conversations.prefix: Light it Up:
conversations.from: human
conversations.value: The shattering of the gateway left the fort open to animals. At least a trio of small dinosaurs made their way into the courtyard to snack on the dead humans. The dinosaurs strike as soon as an intruder appears, fiercely defending their food supply. All three proceed to attack at once, moving in swift, darting motions.
conversations.prefix: Small Dinosaurs:
conversations.from: gpt
conversations.value: 
  
  **This card represents a self-fulfilling prophecy on harrow cards, please use it when it looks like it is both appropriate to some aspect of the card and is dramatically significant.**
conversations.prefix: TEMPLATE - HARROW:
conversations.from: human
conversations.value: Symbolizes the ability to see past the obvious and the banal to a greater truth within. Sometimes this discovery is an esoteric one, sometimes it is a literal find, such as an item revealed within a room. Regardless, it is a card with the power to reveal secrets.
  
  Misaligned, it can mean a secret being revealed to the subject’s detriment.
  
  **This card represents a self-fulfilling prophecy on harrow cards, please use it when it looks like it is both appropriate to some aspect of the card and is dramatically significant.**
conversations.prefix: The Hidden Truth:
conversations.from: gpt
conversations.value: It is a card that generously offers that which the subject seeks, just as the charger in the picture offers up its fruit.
  
  Misaligned, The Unicorn means betrayal, poisoning, or a false friend.
  
  **This card represents a self-fulfilling prophecy on harrow cards, please use it when it looks like it is both appropriate to some aspect of the card and is dramatically significant.**
conversations.prefix: The Unicorn:
conversations.from: human
conversations.value: Symbolizes a powerful being. Knowledge and prudence are separate keeps bridged by understanding. The couatl represents this bridge, knowing whether now is the time to strike.
  
  Misaligned, this card means either not seizing a moment or doing so ill-advisedly.
  
  **This card represents a self-fulfilling prophecy on harrow cards, please use it when it looks like it is both appropriate to some aspect of the card and is dramatically significant.**
conversations.prefix: The Winged Serpent:
conversations.from: gpt
conversations.value: It is the card of spies and peddlers alike. Any who trade in information are subject to this card’s influence. A bargain made under this card’s auspice always concludes true, but the ramifications of the pact might be shocking for those who do not understand its implications.
  
  **This card represents a self-fulfilling prophecy on harrow cards, please use it when it looks like it is both appropriate to some aspect of the card and is dramatically significant.**
conversations.prefix: The Foreign Trader:
conversations.from: human
conversations.value: Symbolizes a driving external force that keeps the subject going, no matter what. This force can be physical or mental, as a person who exhorts others to continue on when they have no more strength to give. The force can be for good or ill but cannot be ignored. The half-orc depicted is leading a life of constant toil, but for his own betterment.
  
  **This card represents a self-fulfilling prophecy on harrow cards, please use it when it looks like it is both appropriate to some aspect of the card and is dramatically significant.**
conversations.prefix: The Teamster:
conversations.from: gpt
conversations.value: This brightly colored dinosaur exudes a dangerous ferocity. Each foot is armed with a large, sickle-shaped claw. As swift and agile as it is deadly, this is a shrewd hunter,
  running to take down prey and rip it apart with its gutting talons. Fighting against many targets to protect its lair, it would employ a hit-and-run tactics.
conversations.prefix: Bigger Dinosaur:
conversations.from: human
conversations.value: 
  
  
  **Rewrite this asset before use. It represents your character's Pathfinder RPG capabilities - class and race features, equipment and so on.**
conversations.prefix: Your Skills and Equipment:
conversations.from: gpt
conversations.value: You gained somebody's attention by being loud in the courtyard. And that somebody shoots first and asks questions later. You get shot at from the darkness up on the parapets of the fort. It can become obvious later that the shooter was alone, but with the speed arrows fall at you from above you could swear that there were at least five archers.
conversations.prefix: Arrow barrage:
conversations.from: human
conversations.value: The huntress bleeds from the wound in the shoulder. Can't be very healthy in front of this predator and with so much mud around.  The conditions of the Mwangi Expanse are the perfect incubator for a number of afflictions— the area is very warm and moist, and whoever is spending a significant amount of time in the deep jungle eventually comes into contact with aggressive parasites, diseases, and fungi.
conversations.prefix: Umuzu's Wound:
conversations.from: gpt
conversations.value: Annabella is a priestess of Shelyn, goddess of beauty and love. She is not armed or protected in any significant way, including not having any combat spells prepared - only the healing repertoir, but she was eager to participate in the expedition to prove her worth to the community. She will need some cover from whoever is directing her to do something.
conversations.prefix: Annabella's Assistance:
conversations.from: human
conversations.value: Across this wide, muddy courtyard, three buildings cling to the sides of the fort’s interior walls. Those to the southwest and the east are sealed tight, while the door to the building in the northwest is slightly ajar. A well squats near the northeastern end of the courtyard, while a fence between the southwestern and northwestern buildings forms a simple animal pen. Two human bodies—quickly decaying in the tropical sun—lie in the mud, one with a spear poking out from its chest.
conversations.prefix: Fort Breakthrough Courtyard:
conversations.from: gpt
conversations.value: Two bodies found here obviously belong to the humans wearing the uniforms of the Pridon's Hearth militia guardsmen. Examining them may yield clues.
conversations.prefix: Examine The Bodies:
conversations.from: human
conversations.value: Two goats and four pigs were once penned here, but now lie slain.
conversations.prefix: Examine the Animal Pen:
conversations.from: gpt
conversations.value: Breaking something is a lot easier than building anything. But if you have any hope to investigate the Fort further without bodies in the Courtyard attracting more scavengers in the night, you need to somehow barricade the entrance you used. There is enough material in the courtyard, including the pile of spare logs.
conversations.prefix: Fortify the Gates:
conversations.from: human
conversations.value: The only door into the armory, an isolated building on the eastern side of the courtyard, is locked. 
conversations.prefix: Break into the Armory:
conversations.from: gpt
conversations.value: The eastern door of this wooden chamber is caved in, collapsing a makeshift barricade of haphazardly stacked shelves and crates.
conversations.prefix: Proceed through the Western Door:
conversations.from: human
conversations.value: The door to the building in the northwest is slightly ajar.
conversations.prefix: Proceed through the North-Western Door:
conversations.from: gpt
conversations.value: You are an intelligent rat-like creature that is lost and far from home, with a fascination with guns and shiny things, as well as your Simple "Brother."
conversations.prefix: Solitary Ratfolk:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: You travel the lands of the Inner Sea as an associate of Sarenrae's church, providing deadly solutions to problems the religion cannot resolve through diplomacy and forgiveness. 
conversations.prefix: Shadow of Sarenrae:
conversations.from: gpt
conversations.value: Your will is incorruptible.
conversations.prefix: Iron Will:
conversations.from: human
conversations.value: *“I am judgment made flesh. I am justice visited upon those who are beyond redemption.”*
  
  A chance encounter with a fellow servant of Sarenrae triggered a crisis of faith in you. No matter what your orders might have been, you resolved that you can not make the decision of whether your target would live or die until you could look him in the eye and judge the quality of his character for yourself.
conversations.prefix: I am Justice:
conversations.from: gpt
conversations.value: An expert in observation and understanding, you often take advantage of personality quirks and tells among your peers that they weren't even aware they had. But any direct and honest contact with you is next to impossible for other people, because of your grim demeanor and zeal.
conversations.prefix: Unnerving:
conversations.from: human
conversations.value: You are a worshiper of Pulura, goddess of the night sky, and are fascinated with all things to do with the night sky, the stars, and the great void which contains all of reality.
conversations.prefix: Sorcerer to the Stars:
conversations.from: gpt
conversations.value: As a sorcerer, you cast a small number of spells, both defensive and offensive, and you are knowledgeable about spell casting and arcane subjects.
conversations.prefix: Apprentice Sorcerer:
conversations.from: human
conversations.value: You have a few weapons, but you are too small and weak to be very effective in combat, although you're better at ranged attacks when push comes to shove.
conversations.prefix: Small and Weak:
conversations.from: gpt
conversations.value: You are determined to travel south and discover the constellations forever hidden from view when in the latitudes of the Inner Sea.
conversations.prefix: Head South Young Halfling:
conversations.from: human
conversations.value: You are one of the few who is willing to take your chance with the volatility of Black Powder.
conversations.prefix: Gunslinger:
conversations.from: gpt
conversations.value: You are driven by the need to ensure that the weak and defenseless are protected from those who would do them harm or take advantage of them, including your simple "Brother"
conversations.prefix: Protect The Defenseless :
conversations.from: human
conversations.value: You are small, so almost anyone or thing is bigger and stronger than you.
conversations.prefix: Diminutive:
conversations.from: gpt
conversations.value: Your relationship to a disappeared god has granted chaotic powers that are difficult to understand - as you yourself are.
conversations.prefix: Chaotic Mystery:
conversations.from: human
conversations.value: Though your own mind lacks clarity, you can sometimes deduce the inner feelings of others better than you can decipher your own.
conversations.prefix: Piercing Intuition:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Your capabilities, memories, and even your personality are never fixed. You are deeply confused, and your confusion spills onto others.
conversations.prefix: Fleeting:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: With few memories and little knowledge, you want to know who you are, were, and will be.
conversations.prefix: Self-Discovery:
conversations.from: gpt
conversations.value: You live to solve mysteries and are a born detective. You are a ceaseless observer and find clues where no one else can. Your genius sometimes leaves you frustrated with others, but makes you an invaluable asset.
conversations.prefix: Irascible Investigator:
conversations.from: human
conversations.value: You're a born detective and can suss out clues from apparently nothing. You've got the ability to similarly pull new skills and tools out of that brilliant mind.
conversations.prefix: Empiricist:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: You're surrounded by idiots who don't appreciate your genius. Its not your fault if you lash out every once and a while. 
conversations.prefix: Temper Temper:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Through careful observation of foes and a trained grace you can fight using a rapier or light weapons. 
conversations.prefix: Studied Duelisté:
conversations.from: gpt
conversations.value: Half human and half elf, you've never really belonged anywhere. Alone with your thoughts, you joined the constabulary in Eleder to make use of your empirical mind and swift reflexes.
conversations.prefix: Wildborn Investigator:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: You travel the far lands recording the plants, cultures, animals and other observations for your family's trading company back home in Greengold. 
conversations.prefix: Scout:
conversations.from: gpt
conversations.value: Coming from a mixed heritage, you know the value of hard work and study. This requires intense concentration, a skill that you have applied in many other areas of your life.
conversations.prefix: Concentration:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Being a scout and explorer leaves little time to learn the social graces. You do your best but sometimes you say or do the wrong thing in social situations without meaning to.
conversations.prefix: Shaky Social Graces:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: You can't help but want to explore and learn. There is always another library ( lost or otherwise ), ruin, culture, or primeval forest to document and study. 
conversations.prefix: Over the next hill:
conversations.from: human
conversations.value: You have a naturally inquisitive nature that leads you to many discoveries.
conversations.prefix: Inquisitive:
conversations.from: gpt
conversations.value: You've been away from society for a long time; you know not the ways of the world.
conversations.prefix: Naive:
conversations.from: human
conversations.value: Sure, bad things happen in the world.  But it's better to put a smile on others' faces than let a frown on yours.
conversations.prefix: Spread the Joy:
conversations.from: gpt
conversations.value: You perform together with your eidolon to keep people's spirits high. 
conversations.prefix: Bardic Summoner:
conversations.from: human
conversations.value: asdf
conversations.prefix: Roguish explorer:
conversations.from: gpt
conversations.value: You are very quick - quick of wit, quick of mind, quick of hand, and quick of body.
conversations.prefix: Quick!:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: The wise think before they leap. You, unfortunately, do not. 
conversations.prefix: Lacking Wisdom:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Your best friend from your formative years at the Academy has gone missing. You owe it to him to rescue him from whatever trouble he's found - he would have done the same for you! 
conversations.prefix: Find Caladrel!:
conversations.from: human
conversations.value: I am a student of the world. I observe. I learn. I track. And, sometimes, I slay.
  
  
conversations.prefix: Observer. Tracker. Slayer.:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: For some reason he have had to flee. A place or your past. 
  
  You won't talk about what happened and where you are from and you are hoping that this fresh start will be better.
conversations.prefix: Runaway:
conversations.from: gpt
conversations.value: You've been through hell and have endured. 
  
  Whatever life throws at you you tend to manage and survive. 
  
  
conversations.prefix: Resilience:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: You've been made a fool to many times. You have a hard time letting go of that fear and trust anyone anymore. 
conversations.prefix: Trust Issues:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: You'll do anything to be able to start over and strive not to remake the same mistakes. 
conversations.prefix: New Beginnings:
conversations.from: human
conversations.value: You are literally possessed and sometimes, when stressed or frustrated, you naturally revert back to instincts that were honed in the past several years in the time when you were running wild, without a civilized thought.
conversations.prefix: Possessed and Nearly Feral:
conversations.from: gpt
conversations.value: As a scout and explorer, you try to be as prepared as possible for most situations. Especially when you have some scraps of an idea where you might wind up.
conversations.prefix: Be Prepared:
conversations.from: human
conversations.prefix: Sea Sick:
conversations.from: gpt
conversations.value: You've lived most of your life in a swamp; they're more your home than civilization.
conversations.prefix: Child of the Swamps:
conversations.from: human
conversations.value: It always helps to break the ice in a conversation when you can talk shop over some common ground. Even if that common ground is anti-venom recipes!
conversations.prefix: Common Ground:
conversations.from: gpt
conversations.value: You have a nature knack for making everyone feel at ease and favorable towards you.
conversations.prefix: Charismatic:
conversations.from: human
conversations.value: You are not willing to give in when in a conflict with others, no matter the odds. They must back down first. 
conversations.prefix: Unwilling to Surrender :
conversations.from: gpt
conversations.value: Your brother is big, very big. He is also stupid, and content to carry you and your stuff around as if he were a horse.
conversations.prefix: Your Big Simple Brother:
conversations.from: human
conversations.value: You are driven to take care of those who cannot take care of themselves, protecting them from those who would dominate or harm them.
conversations.prefix: Cavalier of the Order of the Shield:
conversations.from: gpt
conversations.value: You make an effort to never take an unnecessary risk.
conversations.prefix: Cautious:
conversations.from: human
conversations.value: You are possessed by a Demon and you lived for several years by instinct alone. This sometimes makes it a bit difficult for those who do not know you to accept you.
conversations.prefix: Possessed and Nearly Feral:
conversations.from: gpt
conversations.value: Somewhat lacking in self-confidence, you are sometimes too quick to take offense.
conversations.prefix: Uneasy:
conversations.from: human
conversations.value: In your haste, you forget to mince your words.
conversations.prefix: Blunt:
conversations.from: gpt
conversations.value: Being a scout often means when a conversation takes a turn you're not expecting, sometimes you either talk too little or too much. Usually with words that were not the best choice, but they get the point across.
conversations.prefix: Awkward Small Talk:
conversations.from: human
conversations.value: You thought you understood the unspoken social rules... unfortunately, you were very, very wrong. Opps!  Uncomfortable awkward silence to follow.....
conversations.prefix: Social faux pas:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: You do not enjoy traveling through the Jungle, you are really more at home in the cramped passages of underground caves and Ratfolk Warrens. 
conversations.prefix: Jungle Rat??:
conversations.from: human
conversations.value: You notice seemingly unimportant details, most of the time. 
conversations.prefix: Perceptive:
conversations.from: gpt
conversations.value: There are spells you can use to better your situation and help your friends with. 
conversations.prefix: Wizard:
conversations.from: human
conversations.value: You have magic at your disposal to help friends and hinder foes. 
conversations.prefix: Wizard:
conversations.from: gpt
conversations.value: You rely on your battle instincts and trained reflexes to defeat the challenge - be it by martial or mental skills... or both. 
conversations.prefix: Sharp tools, & a sharper mind:
conversations.from: human
conversations.value: +1 to attack and damage rolls with ranged weapons at up to 30 feet.
conversations.prefix: Point Blank Shot:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: You feel driven to protect those who cannot protect themselves.
conversations.prefix: Defend the Defenseless:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: These lands are a wealth of knowledge from animals to plants. But no one knows what lies in the bug infested trees. They should, even if it's a warning.
conversations.prefix: Share what you have learned:
conversations.from: human
conversations.value: Sometimes the obvious is not the right answer
conversations.prefix: Inductive Reasoning:
conversations.from: gpt
conversations.value: It doesn't look like the protectors of Fort Breakthrough need these any more. Perhaps you could help yourself to some equipment, or at least perform Verthorn the smith's request.
conversations.prefix: Rummage through the Armory:
conversations.from: human
conversations.value: A sinner’s wage is a round golden coin with two blank faces. When placed among nonmagical currency, it adopts the size, shape, and any embellishments (such as an engraving or stamp) of the majority of the other coins. When included as payment for any service that compromises the recipient’s morals (such as a bribe for a lawful city guard to look the other way, or a contribution to a good politician to pass dubious legislation), a sinner’s wage makes the offered payment more tempting. 
conversations.prefix: Sinner's Wage:
conversations.from: gpt
conversations.value: From the South Quarters you can try to scale a narrow wooden ladder leading up into a different room on a South-Western tower of the Fort.
conversations.prefix: Proceed up into the South-West tower of the fort.:
conversations.from: human
conversations.value: The bodies are heavily decayed, making the cause of death difficult to determine. The corpse in the sleeping quarters shows fewer signs of violence, beyond the missing head. Examining them may yield clues.
conversations.prefix: Examine The Headless Bodies:
conversations.from: gpt
conversations.value: Fort Breaktrough was under constant improvement, and one corner of its Training Chamber contained a chest of construction supplies—nails, rope, pulleys, hammers, saws, and chains, all of excellent quality. The crate is worth around 150 gold coins and weighs almost 50 pounds, and may or may not come in handy later.
conversations.prefix: Construction Supplies:
conversations.from: human
conversations.value: New recruits and veteran members alike took their meals in this dining hall. A partial wall separated the kitchen from the dining area, providing space for a serving line. But other than a table that currently lies broken, and a dozen of stools scattered in disarray, there is nothing in the room.
conversations.prefix: Search through the Mess Hall:
conversations.from: gpt
conversations.value: From the Kitchen you can try to scale a narrow wooden ladder leading up into a different room on a North-Western tower of the Fort.
conversations.prefix: Proceed up into the North-West tower of the fort.:
conversations.from: human
conversations.value: Two of the dark-skinned Song'o halflings native to the Mwangi Expanse lie here dead, further selling the image of a battle between the Song’o and the colonial forces... 
conversations.prefix: Investigate the child-sized corpses:
conversations.from: gpt
conversations.value: If a body is disturbed, each person in the room is suddenly compelled to draw a crossbow bolt from one of the halfling bodies and stab himself in the torso with it. Playing a Weakness card should do that on the character. If the haunt is allowed to influence the group further, there could be compulsions to attack others.
conversations.prefix: Lift The Haunt in the Chapel:
conversations.from: human
conversations.value: An evil spirit, soul, or personality has taken up residence within the book you carry with you. Getting exposed to the effects of the haunt made it manifest in you as well. Manifestation you get is called "Violent Will". The spirit can use your body as a conduit to unleash forceful energy - you can use this card to use telekinesis (as per the spell). But doing so puts a Stain on your soul, unleashing forceful versions of telekinesis at your allies in future. Depleting this stack will advance you to a next step of corruption.
conversations.prefix: Corrupting Book:
conversations.from: gpt
conversations.value: Either we secure a defensible room to rest for the night, or we press forward to secure the fort.
conversations.prefix: Discussions - Whether to Press On:
conversations.from: human
conversations.value: Ash, Nabok and Xander were hurt by the arrows that were before that plunged into long-dead bodies. That can't be good hygiene-wise. A character who has taken a wound (or even a small scratch) that remains unhealed for any length of time in the jungles may soon find aggressive parasites, diseases, and fungi sprouting within it. The conditions are the perfect incubator for a number of afflictions.
conversations.prefix: Tend to Your Own Wounds:
conversations.from: gpt
conversations.value: Four of these vermin lair in the kitchen; two are inside the westernmost cupboard, and the other two lurk under the baseboards. Giant centipedes attack nearly any living creatures with their poisonous jaws. These creatures adapt to many environments and feed voraciously on the local fauna, including humanoids. 
conversations.prefix: Chaparral Centipedes:
conversations.from: human
conversations.value: You chose to be the first or second on a night watch tonight. With all the fatigue that got into you the day before, and the strain of the journey, it is hard to be vigilant or even not to doze off.
conversations.prefix: Night Watch:
conversations.from: gpt
conversations.value: Apart form a wound from Nabok's arrow, this Song'O halfling is obviously dehydrated and suffers from the fatigue. He speaks only Halfling and Polyglot, though somebody smart or versed in Linguistics could decipher his erratic speech and gestures and convey basic concepts back. After being hurt, he has a starting attitude of unfriendly toward you, and he shouts threats while swinging his dagger wildly at anyone who draws near.
conversations.prefix: Wounded Song'O Halfling:
conversations.from: human
conversations.value: Garbed in a radiant red dress and a constant
  glower, this half-elven woman is a priestess of Shelyn, goddess of beauty and love. She now hurries through the night to help the survivor of the Fort militia massacre. 
conversations.prefix: Follow Annabella:
conversations.from: gpt
conversations.value: The priestess of Shelyn now lies unconscious with a poisoned trap-dart sticking out of her neck. You need to think and act fast.
conversations.prefix: Annabella's Poison:
conversations.from: human
conversations.value: In the room with the long wooden table covered in scattered paperwork, you linger for a split second to look around.
conversations.prefix: Footprints in the Strategy Room:
conversations.from: gpt
conversations.value: The mysterious assailant disappeared into the jungle to the northeast. Within a couple of hours left before dawn, you have a chance to chase him down. You can't all go, because somebody needs to stay with the priestess and check on the survivor. You can decide to let him go this time.
conversations.prefix: Mount a Chase:
conversations.from: human
conversations.value: A single ladder that descends to a lower level is situated opposite the pile of straw that served as a lair to whoever lived in the watchtower. The odor of spoiled meat wafts out from the hatch. Looking down there, you can see three beds lying along most of the northern wall of this wooden chamber. A large wooden trunk along the eastern wall is opened, exposing haphazardly tossed clothing. A cabinet runs across the southeastern walls.
conversations.prefix: Check the Chamber under the Watchtower:
conversations.from: gpt
conversations.value: Apart form a wound from Nabok's arrow, Muhdzuzi, as he introduced himself to Umuzu, is obviously dehydrated and suffers from the fatigue. He speaks only Halfling and Polyglot, though somebody smart or versed in Linguistics could decipher his erratic speech and gestures and convey basic concepts back. He is now shaken and prompted to lead the way, and you can tell that he considers death as an easier option.
conversations.prefix: Muhdzuzi:
conversations.from: human
conversations.value: Muhdzuzi hesitantly leads you forward. To get there, you enter the last tower from above and find yourself in the Commander's Quarters. A small table with two chairs sits in the southwest corner. In the opposite corner is a large bed with a noticeable bump under its rumpled sheets. A bookshelf lies face down in the northwestern corner of this wooden room, partially concealing a trap door beneath. Muhdzuzi points down into the darkness of the trap door.
conversations.prefix: Proceed to the Commander's Quarters:
conversations.from: gpt
conversations.value: You are careless and skip  details when in a rush. Unfortunately, that's what you are right now.
conversations.prefix: Rushed:
conversations.from: human
conversations.value: In your prior life, you, at times, had to disable traps, locks and other devices, out of necessity and for no other reason.
conversations.prefix: Disable Device:
conversations.from: gpt
conversations.value: You are small and therefore, you hands are small and are also quite nimble.
conversations.prefix: Small and Nimble:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: This spell has been a boon on ships and can help repair damaged beams and such.
conversations.prefix: Mending:
conversations.from: gpt
conversations.value: You can't get over yourself and decide that you need to do this above all other things. It is so important that you forget to ask others for their opinions.
conversations.prefix: Do it yourself:
conversations.from: human
conversations.value: You are able to tell when you encounter something of a supernatural nature... though not always exactly what.
conversations.prefix: Divine Senses:
conversations.from: gpt
conversations.value: Under normal circumstances, tracking a person across a dirt courtyard would not be a problem. Muddy ground ruined by countless dinosaur feet is not 'normal circumstances'
conversations.prefix: Tracking:
conversations.from: human
conversations.value: After strenuous physical activity for a long period of time, you are ready for a rest. However, circumstances drive you forward. So, you must prevail despite being tired... will you succeed?  Or will you slip up? 
conversations.prefix: Tired:
conversations.from: gpt
conversations.value: You have this strange feeling that something his lurking in the dark and that you will get hurt. 
  
  You are not sure of yourself and don't really pay attention to details. 
conversations.prefix: Jumpy:
conversations.from: human
conversations.value: Though spells are the more visible aspect of your powers you have learn a lot of things during your studies. 
  
  Precious knowledge. Or is it instinct.
conversations.prefix: Arcane Knowledge:
conversations.from: gpt
conversations.prefix: When in doubt, seek an out.:
conversations.from: human
conversations.value: Not too long ago, when you had lost yourself, you and your "brother" had lived from day to day, looking only to the next meal. While you have gained back a bit of civilization, you still sometimes find yourself ruled by the need for the next meal, and your simple "brother" is still mostly ruled by that need.
conversations.prefix: Ruled by Hunger:
conversations.from: gpt
conversations.value: The only one of your family that accompanied you in the years when you had lost yourself, after being possessed by the demon. You don't understand why he is so simple now, and how he got so large, but he is still your brother and a useful companion.
conversations.prefix: Vilkk, Your Brother (and Steed):
conversations.from: human
conversations.value: You can forget important details.
conversations.prefix: Unfocused:
conversations.from: gpt
conversations.value: You've been trained to note things out of place, hidden compartments, and the like. When you search a room, you tend to do a thorough job.
conversations.prefix: Search with a trained eyed:
conversations.from: human
conversations.value: Your gun has character, meaning that it does not work correctly, but you can deal with it, usually.
conversations.prefix: Your Gun has "Character":
conversations.from: gpt
conversations.value: You're still wrapping your head around what had just happened. You might not be making sense right now.
conversations.prefix: Dazed and confused:
conversations.from: human
conversations.value: The long march to the fort in the thick humidity can take its toll on anyone.
conversations.prefix: Fatigue:
conversations.from: gpt
conversations.value: You are marked by clever discerning awareness and hardheaded acumen. 
conversations.prefix: Shrewd:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: You like to keep busy but sometimes that leads to having too many things to pay attention to at the same time. With that many plates in the air, at least one is bound to get broken!
conversations.prefix: Juggling too much:
conversations.from: gpt
conversations.value: Like many other divine casters, you carry a healing kit, even if you aren't very skilled at using it.
conversations.prefix: Healing Kit:
conversations.from: human
conversations.value: You use your trained healing skills to aid another - checking for poisons, bruises, and injuries, and applying healing techniques to treat them.
conversations.prefix: Healing Skills: