conversations.from: system
conversations.value: "Why did you summon us, sister?" The blond woman appeared out of the shadows with frowned brows. The day suddenly turned dark; the night had arrived many hours too early.
  
  "I think you know that." This woman was dark, with long black hair falling down upon a pair of big, black wings similar those of crows. Her eyes was as bright blue as ice, they seemed to glow in the darkness. "We can't do this for much longer. We need help. *It* is getting to strong."
  
  "But mortals? What are they supposed to do that we can't?" The first woman spitted out the words, before she turned towards the man who had been quiet since he arrived: "Not even you, brother, can have sunken low enough to ask for the help of mortals!"
  
  "I don't think we got any choice." His voice was soft and calm, but if you knew him you could hear how tired he was. "I grow weaker and so do you. We all do."
  
  "Then it's decided." The dark woman looked from her brother to her sister and back. Then she smiled, a smile showing white, sharp teeth. "I know some mortals that will do perfectly fine for our cause. Will you go and get them for me? For us?"
  
  *You play as one of those mortals, a mortal specifically chosen by the *Lady of Knowledge* for some reason.*
  
  **A little about the game**
  
  This game will take place in a world controlled by thirteen witches, witches as powerful as gods. Every witch got it's own power and together they are keeping the world in balance. Now, something has happen, *something* has come into the world from an ancient age. The presence of this creature, this thing, - *It* - is reducing the power of the witches. Without the witches, the world will fall into chaos and then destroy itself. 
  
  The problem is that the witches can't fight *It*, without their powers they are nothing but a bunch of selfish cowards. Therefore, three of them decide to let a group of mortals do the fighting. The journey will be dangerous and in the end the mortals will have to make contact with Death himself, but they have to act if the world shall not end thousands of years to early. 
  
  **Narrators Notes**
  
  The story takes place in a world I have already made up, so use one of the available natures (but create the character as you like other than that). You are free to ask anything about the world, but I think anything that’s important will reveal itself for the players once the story has started.
  
  This is the first time I do the narrating, but I think I’ll do fine :)
  
  Please use your Subplot-card to explain why an omnipotent being would have chosen your character to save the world. This might be a characteristic or a memory, but make something that tells me (and the other players) a little bit more about your character.
conversations.from: human
conversations.value: You’re small but earnest, brave in a pinch, cunning and sly.
  
  ...
  
  Suggested Strength: Witty
  
  Suggested Weakness: Naïve
conversations.prefix: Halfling:
conversations.from: gpt
conversations.value: Your ancient people are few, these days, but by your will and grace the world shall be bettered.
  
  ...
  
  Suggested Strength: Wise
  
  Suggested Weakness: Proud
conversations.prefix: Elf:
conversations.from: human
conversations.value: Your folk are fortifying themselves beneath the ground, yet you seek adventure on the surface.
  
  ...
  
  Suggested Strength: Resilient
  
  Suggested Weakness: Obsessed
conversations.prefix: Dwarf:
conversations.from: gpt
conversations.value: Long have you trained for, and dreamt of, battle and adventure. No longer shall you wait for it.
  
  ...
  
  Suggested Strength: Strong
  
  Suggested Weakness: Dull-witted
conversations.prefix: Warrior:
conversations.from: human
conversations.value: You’re a rare sort: a genuine wizard. The fate of the land falls to folk as versed and wise as you.
  
  ...
  
  Suggested Strength: Wizardly
  
  Suggested Weakness: Frail
conversations.prefix: Wizard:
conversations.from: gpt
conversations.value: That you’re a thief is not in dispute but your motives may be good and true.
  
  ...
  
  Suggested Strength: Stealthy
  
  Suggested Weakness: Conniving
conversations.prefix: Thief:
conversations.from: human
conversations.value: You have dedicated yourself to the ways of faith so as to help and heal.
  
  ...
  
  Suggested Strength: Wise
  
  Suggested Weakness: Contemplative
conversations.prefix: Cleric:
conversations.from: gpt
conversations.value: As the landed lords and ladies have their knights of the realm, so does the temple have you.
  
  ...
  
  Suggested Strength: Strong
  
  Suggested Weakness: Proud
conversations.prefix: Paladin:
conversations.from: human
conversations.value: You practice and protect the old ways, minding the beasts and the land with wisdom and care.
  
  ...
  
  Suggested Strength: Cunning
  
  Suggested Weakness: Oafish
conversations.prefix: Druid:
conversations.from: gpt
conversations.value: No shining knight are you. You protect the common folk from the evils treading in from the wild.
  
  ...
  
  Suggested Strength: Dextrous
  
  Suggested Weakness: Brutish
conversations.prefix: Ranger:
conversations.from: human
conversations.value: Strong of body.
conversations.prefix: Strong:
conversations.from: gpt
conversations.value: Quick and precise of hand and eye.
conversations.prefix: Dextrous:
conversations.from: human
conversations.value: Intelligent, even ingenious.
conversations.prefix: Cunning:
conversations.from: gpt
conversations.value: Able to withstand or recover from difficulty and pain.
conversations.prefix: Resilient:
conversations.from: human
conversations.value: Experienced and informed about the ways of the world.
conversations.prefix: Wise:
conversations.from: gpt
conversations.value: Attractive, persuasive, and likable.
conversations.prefix: Charming:
conversations.from: human
conversations.value: Quick on your feet, funny, and likable.
conversations.prefix: Witty:
conversations.from: gpt
conversations.value: Well schooled and informed about the facts of the land.
conversations.prefix: Educated:
conversations.from: human
conversations.value: In command of some measure of magical power.
conversations.prefix: Wizardly:
conversations.from: gpt
conversations.value: Quiet and surreptitious in nature or demeanor.
conversations.prefix: Stealthy:
conversations.from: human
conversations.value: Your fear holds you back sometimes.
conversations.prefix: Cowardly:
conversations.from: gpt
conversations.value: Uncultured and indelicate, perhaps even clumsy.
conversations.prefix: Oafish:
conversations.from: human
conversations.value: You tend toward thought over action to the point that is can cause you trouble.
conversations.prefix: Contemplative:
conversations.from: gpt
conversations.value: Physically weak, perhaps due to age or injury.
conversations.prefix: Frail:
conversations.from: human
conversations.value: Inexperienced and perhaps too trusting.
conversations.prefix: Naïve:
conversations.from: gpt
conversations.value: Insensitive, unsubtle, and forceful.
conversations.prefix: Brutish:
conversations.from: human
conversations.value: Your mind is like a blunted blade: effective but imprecise.
conversations.prefix: Dull-witted:
conversations.from: gpt
conversations.value: Sometimes your confidence sours into arrogance.
conversations.prefix: Proud:
conversations.from: human
conversations.value: You’re preoccupied with your interests to the point of causing you trouble.
conversations.prefix: Obsessed:
conversations.from: gpt
conversations.value: You scheme, you conspire, and you are sometimes careless about lawbreaking.
conversations.prefix: Conniving:
conversations.from: human
conversations.value: Go where you’ve never been before and share your experiences through song and story.
conversations.prefix: Explore!:
conversations.from: gpt
conversations.value: Avoid the draw and distraction of the mundane in favor of headier, more spiritual affairs.
conversations.prefix: Resist Mundanity:
conversations.from: human
conversations.value: You’re building something greater than yourself, something that will better this land.
conversations.prefix: Through Right Crafting:
conversations.from: gpt
conversations.value: It’s not enough to withstand the darkness or to survive. You must push it back.
conversations.prefix: Defeat Evil:
conversations.from: human
conversations.value: Protect your secrets and maintain the façade that makes you seem wiser and more capable than maybe you are.
conversations.prefix: Keep Your Secrets:
conversations.from: gpt
conversations.value: Not everything is where it belongs in this world. You take things ... and put them where you say they belong.
conversations.prefix: Retrieve What’s Lost:
conversations.from: human
conversations.value: People are suffering and it is your duty to heal them, bodily and spiritually.
conversations.prefix: Heal the Sick:
conversations.from: gpt
conversations.value: The unsettled dead are a danger and an affront. They cannot be allowed to persist. Slay them.
conversations.prefix: Put the Dead to Rest:
conversations.from: human
conversations.value: Heal the wounds caused by wicked monsters and human machinations even if you cannot prevent them.
conversations.prefix: Heal the Land:
conversations.from: gpt
conversations.value: Take it upon yourself to defend the innocent people of the land from the perils within and without.
conversations.prefix: Protect the Meek:
conversations.from: human
conversations.value: Poor Wat Greenfoot’s mission has turned to misadventure. Rescue him from the Mad Caves before it’s too late!
conversations.prefix: Rescue the Lost Adventurer:
conversations.from: gpt
conversations.value: Unless the monstrous creature lairing in the Mad Caves is dealt with for good, it shall linger and hurt more folk.
conversations.prefix: Slay the Monster of the Mad Caves:
conversations.from: human
conversations.value: The Mad Caves were once carved like a rune into the mountain. Explore them fully to decipher that rune.
conversations.prefix: Chart the Mad Caves:
conversations.from: gpt
conversations.value: The old catacombs are full of precious grave goods and treasures going to waste down there.
conversations.prefix: Plunder the Catacombs:
conversations.from: human
conversations.value: The Mad Caves once teemed with Dwarf miners. Bring back some token of their handiwork.
conversations.prefix: Recover A Dwarf-made Treasure:
conversations.from: gpt
conversations.value: Those buried in the ancient catacombs deserve peace. Give those graves some semblance of honorable rest.
conversations.prefix: Restore Peace in the Catacombs:
conversations.from: human
conversations.value: The king’s daughter, a knight called Sir Gwyndolyn, may task you with grand quests if you prove your mettle to her.
conversations.prefix: Impress Sir Gwyndolyn:
conversations.from: gpt
conversations.value: Brother Conway knows the land and its people and can teach you much if he finds you worthy of the lore.
conversations.prefix: Impress Brother Conway:
conversations.from: human
conversations.value: The fabled Gilded Skull has been lost for a generation — and coveted by the royal family. Riches if you find it.
conversations.prefix: Find the Gilded Skull:
conversations.from: gpt
conversations.value: Wild boars roam the countryside in alarming numbers these days. Cull their ranks for the good of all.
conversations.prefix: Slay One Dozen Boars:
conversations.from: human
conversations.value: This sketchy, paper map of the Mad Caves was started by an adventurer hoping for riches, but it’s incomplete.
conversations.prefix: Map of the Mad Caves:
conversations.from: gpt
conversations.value: Fine swords such as these were once common across the land, combining Dwarf steel with Elf magic.
conversations.prefix: Enchanted Sword:
conversations.from: human
conversations.value: It’s no great treasure, but perhaps it’s a start.
conversations.prefix: A Few Loose Coins:
conversations.from: gpt
conversations.value: A sturdy iron key with a metal skull for a grip, this supposedly unlocks the ancient catacombs.
conversations.prefix: Skull Key:
conversations.from: human
conversations.value: A human skull, dipped in gold, with three gems for each eye. A ghastly gift buried by the ancients.
conversations.prefix: Gilded Skull:
conversations.from: gpt
conversations.value: A simple-looking torch that burns bright until commanded, in Elvish, to stop.
conversations.prefix: Ever-bright Torch:
conversations.from: human
conversations.value: This shiny black garment makes on hard to see and slows a fall — at least for a few feet.
conversations.prefix: Cloak of the Raven:
conversations.from: gpt
conversations.value: Ancient rings mades by the Elves like this once held great power, but most have lost their might.
conversations.prefix: Elven-make Ring:
conversations.from: human
conversations.value: Cruel-looking, heavy, and chipped... but sharp!
conversations.prefix: A Bloody Big Axe:
conversations.from: gpt
conversations.value: A simple glass vial, corked. Runes meaning “vital” are etched into the glass.
conversations.prefix: Potion of Hope:
conversations.from: human
conversations.value: This cozy place’s sign depicts a heraldic dragon with three paws raised to strike. The folk here couldn’t be nicer.
conversations.prefix: Dragon Rampant Inn:
conversations.from: gpt
conversations.value: This half-crumbling old tower by the lake is where wizards meet, when wizards meet, which is rare these days.
conversations.prefix: Old Wizard’s Tower:
conversations.from: human
conversations.value: The only proper temple for miles, this modest building is mostly a nave and an altar for common worship.
conversations.prefix: Temple of the Wise:
conversations.from: gpt
conversations.value: Built in a grander time, this walled-in keep stands on a rock in the lake, reachable by a bridge of old stones.
conversations.prefix: Castle in the Lake:
conversations.from: human
conversations.value: Little more than a deep, dry well now, the so-called Bonepit leads to the ancient catacombs beneath the village.
conversations.prefix: The Bonepit:
conversations.from: gpt
conversations.value: Supposedly an ancient Dwarf-mine, the Mad Caves are a maze of rumored treasures and certain danger.
conversations.prefix: Tunnels of the Mad Caves:
conversations.from: human
conversations.value: The heart of the Mad Caves is Küzarn Curune, “Cavern of Anguish,” where many Dwarven miners perished in accidents.
conversations.prefix: Cavern of Anguish:
conversations.from: gpt
conversations.value: Dank and rank, this bone-strewn cave is surely the lair of something large, ravenous, and smelly.
conversations.prefix: The Lair:
conversations.from: human
conversations.value: The ancients buried their dead in catacombs at the lake’s edge, but the place half-flooded and was forgotten.
conversations.prefix: Ancient Catacombs:
conversations.from: gpt
conversations.value: A long-forgotten cavern that once glittered with silver and diamonds ... and might not be exhausted yet.
conversations.prefix: Treasure Vault:
conversations.from: human
conversations.value: The bridge across the Old River has washed out and the fjord here has always been dangerous.
conversations.prefix: Ruined Bridge:
conversations.from: gpt
conversations.value: The priests who sealed these doors etched a riddle into them, warning visitors and rebuking grave-robbers.
conversations.prefix: Riddle at the Gate:
conversations.from: human
conversations.value: This long passage of checkered slate is lined with little holes and recesses—perfect for hiding lethal traps.
conversations.prefix: Checkerboard Corridor:
conversations.from: gpt
conversations.value: A pressure plate on the floor triggers a trap meant to squash grave-robbers!
conversations.prefix: Crushing Walls Chamber:
conversations.from: human
conversations.value: The walls of this passage are lined with ancient bones. Even now they gather and form reaching, clawing hands!
conversations.prefix: Clawing Hands:
conversations.from: gpt
conversations.value: A crack in the wall betrays the existence of a secret door still held secure by an ingenious, complex locking mechanism.
conversations.prefix: Dwarf-make Door:
conversations.from: human
conversations.value: The crystals in this chamber sing and thrum out notes that threaten to enchant any who listen to them.
conversations.prefix: Crystal Song:
conversations.from: gpt
conversations.value: A narrow bridge of finely cut stones leads ahead ... if it holds.
conversations.prefix: Dwarf-make Bridge:
conversations.from: human
conversations.value: Is this swirling mass of molten fire some kind of trap? Or some kind of spirit?
conversations.prefix: Orb of Fire:
conversations.from: gpt
conversations.value: A dreadful squall pours down rain, making every movement into an ordeal.
conversations.prefix: The Storm:
conversations.from: human
conversations.value: The quiet, rotund keeper of the local inn hears all the tales and knows how to ply a patron to get a story told.
conversations.prefix: Burrick the Innkeeper:
conversations.from: gpt
conversations.value: Born in the capital but raised in the Castle in the Lake, this knightly princess sees the local people as hers to protect.
conversations.prefix: Sir Gwyndolyn of the Lake:
conversations.from: human
conversations.value: Raving and wild-eyed, this poor panicked soul claims to be the only escapee of a misadventure in the Mad Caves.
conversations.prefix: Mad Adventurer:
conversations.from: gpt
conversations.value: Hungry, nasty, pointy-toothed goblins dwell in the wilderness and the caves, striking out to steal sheep and pies.
conversations.prefix: Pointy-toothed Goblins:
conversations.from: human
conversations.value: A brutish hulk, shaped roughly like a man but thrice as tall, with a tree limb for a club. It reeks something fierce.
conversations.prefix: Hulking Ogre:
conversations.from: gpt
conversations.value: What might at first seem to be a slick of mold can turn out to be a vile, dissolving patch of malicious ooze.
conversations.prefix: Creeping Ooze:
conversations.from: human
conversations.value: Wild boar roam the countryside, eating pets and crops and scaring the common folk.
conversations.prefix: Razor-tusked Boar:
conversations.from: gpt
conversations.value: Yellowed bones striding and striking on their own, driven by will or ire or anguish alone.
conversations.prefix: Stalking Skeletons:
conversations.from: human
conversations.value: Poor Wat Greenfoot was part of a misadventure in the Mad Caves and soon he’ll be made into porridge for an ogre.
conversations.prefix: Wat Greenfoot:
conversations.from: gpt
conversations.value: Wise and kind, this monkish fellow travels about the land, healing and teaching. They say he has elf blood in him.
conversations.prefix: Brother Conway:
conversations.from: human
conversations.value: A mysterious race living in a hidden city north of the *Dark Forest*. The shapeshifters got the ability to change it's physical body between the one of a small, childish humanoid and the one of a big cat. Strong, flexible and intelligent, but in the end controlled by the most basic wants and needs for a cat.
conversations.prefix: Shapeshifter:
conversations.from: gpt
conversations.value: You want to find out what the witches want and why they brought you here. In order to do that you have to survive trough the city of Imoralt.
conversations.prefix: What's the meaning with this?:
conversations.from: human
conversations.value: Merciless and good fighter.
conversations.prefix: Brutal:
conversations.from: gpt
conversations.value: The Godess of the Forest. She's a bit mad, living alone and moving between her many temples around the world. She loves animals and plants, hates fire and civilisation. Dementer sees the shapeshifters as her children, which makes her eager to keep them safe no matter what.
conversations.prefix: Dementer:
conversations.from: human
conversations.value: The First of the Witches and one of the two most powerful. Loke is in many places worshipped as the God of Beauty or just as God. He posses the ability to control thought, feelings and everything that is able to think in past, present and future.
conversations.prefix: Loke:
conversations.from: gpt
conversations.value: The oldest city in the world, populated by horses and elves. To the city leads a golden bridge decorated with horses and dragons. Trees huger than any building made by humans or dwarves grows along the alleys, creating massive houses for the inhabitants of the city.
conversations.prefix: Alfenheim:
conversations.from: human
conversations.value: Walls mad out of stone and a howling wind outside. There is nothing in here that may tell you where you are. In a corner a fire is burning, but the small fire doesn't seem to chase the shadows away.
conversations.prefix: Almost Empty Room:
conversations.from: gpt
conversations.value: Lady of Knowledge, the witch that can see through time and therefore knows *everything*. She always dresses in black, even though she loves to change outfit. 
conversations.prefix: Kira:
conversations.from: human
conversations.value: As in inhabitant of the Island your skin's pale and your hair's red. The Islanders loves the sea and the green hills on the many Island upon which they live in small villages. Many of them seeks their fortune as pirates along the cost while others live as shepherd on the Island or traders at the sea. 
  
  They worship the Sea and the Sky, in their belief the world is filled by spirits and ghosts. 
conversations.prefix: Islander:
conversations.from: gpt
conversations.value: When the High elves were forced to flee their homeland, only a few of them managed to find safety at *the Virgin's Island* in the cold *Green Ocean*. Nowadays, their elven blood is mixed with the one of humans and Nords, which makes the people of the Island to barely more than humans. 
  
  Their religion is a combination between hatred against witches and worshipping of the extinct race of their ancestors. 
conversations.prefix: Elf of "the Virgin's Island":
conversations.from: human
conversations.value: In the south the humans have spread and lives in cities and villages. They are trying to reach greatness, but their own rulers prevents them. With wars, taxes and shorter natural life than any other creature, a human child are a child born into a tough world. They might reach wealth, but there will always be others more wealthy.
conversations.prefix: Human of The South:
conversations.from: gpt
conversations.value: What do they witches mean? There are thousands of questions and no answers. This place seems dangerous, and there must be answers somewhere. 
conversations.prefix: Witches?:
conversations.from: human
conversations.value: A mysterious race living in a hidden city north of the *Dark Forest*. The shapeshifters got the ability to change it's physical body between the one of a small, childish humanoid and the one of a big cat. Strong, flexible and intelligent, but in the end controlled by the most basic wants and needs for a cat. Also, they hate witches (except from the *Godess of the Forest*, whom they worship as a saint).
conversations.prefix: Shapeshifter:
conversations.from: gpt
conversations.value: Please, add your own. I don't know what your character has been through or what he/she want's in his/her life. 
  
  (Sorry for the picture, but I like it)
conversations.prefix: Own:
conversations.from: human
conversations.value: This great animal will serve you good - if you deserve it. The horses of Alfenheim are strong and intelligent, and they *never* forgets.
conversations.prefix: Horse of Alfenheim:
conversations.from: gpt
conversations.value: Smithed by the Shapeshifters a long time ago. Yet the weapon is as sharp as the day it was made and strong enough to cut through steel. 
conversations.prefix: Ancient Sword:
conversations.from: human
conversations.value: With a drink, you get a short glimps of the future. Use it at your own risk; do you really want to know what will happen even if you know you can't change it?
conversations.prefix: Potion of the Future:
conversations.from: gpt
conversations.value: The only thing that matters is to find *It*. Some sacrifices are going to be made, some worse than others, there are no other way out of this. 
conversations.prefix: Find It:
conversations.from: human
conversations.value: Khaldrir is the greatest of the dwarves' realms, and divided into three kingdoms. Even though the kings and queens are in an eternal fight between each other, the inhabitants of Khaldrir are more wealthy than any other people. 
  
  They worship the Worrior (or the Blacksmith), the Fire and the Stone and they believe in honour; death in battle is the greatest achivement. 
conversations.prefix: Dwarf of Khaldrir:
conversations.from: gpt
conversations.value: Living in a city at the gates of the world's most impressive library, the dwarves of Akabar Aergo believe more in knowledge than physical power. Their city is famous, and even though they live at the slopes of the world's highest mountain, the city recives visitors from every corner of the world.
  
  They worshipping the Stone and the Fire, but think about life as more precious than death.
conversations.prefix: Dwarf of Akabar Aergo:
conversations.from: human
conversations.value: The elves of the *Dark Forest* sees their king or queen as a god. Hidden deep within the forest lays the ancient city of Alfenheim - the oldest city in the world. The elves loves their horses, they worship the *All-Mother* and most of them live their entire life under the canopy of the huge forest. They also higly respect the Shapeshifters for their ability to be both an animal and a civlisation at once. 
conversations.prefix: Elf of the Dark Forest:
conversations.from: gpt
conversations.value: The Soren's are living in tribes spread around the world and mostly keeps to themselves. They have a small kingdom in the Southern mountains, but most of the people are wandering the world in search for peace and happiness. A people close to nature with high skill in the art of healing. The Soren's are also called "Half-shifters", since they got paws, furry ears and a tail. 
conversations.prefix: Soren:
conversations.from: human
conversations.value: The Nord lives in tribes, each tribe obeying their Jarl, in the huge and cold lands of the North. Death is honour and strength the greatest gift. The strongest Nords are those who has tamed a Snow Bear - a huge beast, bigger than any horse - after they have killed the bears mother.  
  
  Women and men are equal to this people who believes in the seven daughters of the ice, the Sea God Neptar, the maiden and the first bear of the snow.
conversations.prefix: Nord:
conversations.from: gpt
conversations.value: Godess (witch) of the darkness. One of the two most powerful witches since she gains power from all sorts of darkness; even the one hidden in the very soul of creatures. Her favourite shape is the one of a blond, pale woman with black eyes and a body almost every man (and some women) desire. And she never lies, something that can be as good as dangerous.  
conversations.prefix: Freja:
conversations.from: human
conversations.value: These land are still wild and unfreindly, especially towards humans, but there are tribes of humans that desperately tries to tame them. It may be a place for wealth one day, but for now the humans live scattered in a land where the wilderness have complete power. 
conversations.prefix: Human of the North:
conversations.from: gpt
conversations.value: Something doesn't seem to be right about this. You look around and find some random strangers, none that you have ever seen before, but most terrifying (or fascinating?) is the woman before you.
conversations.prefix: The Awakening:
conversations.from: human
conversations.value: The city of the High Elves has been abandoned for thousands of years and here you are, standing between the white ruins of an ancient city. The place is said to be haunted and you got to find a way out of it. Just beware of the water, something is lurking just under the surface... Something *big*.
conversations.prefix: Imoralt's Town:
conversations.from: gpt
conversations.value: The High Elves built their capital between islands, capes and the sore of *Vahlrar* - the huge lake between the *Cat's Mountains* and the *Mountains of Jakur*. Every building is built out of white stone and the city is well preserved for being ancient. The towers are tall, the bridges strong and the city is as sad and creepy as beautiful.
conversations.prefix: Imoralt's Town:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: With shapeshifters in short supply after being hunted for their pelts Michael seeks to rebuild his race back up to "noble" numbers. The
  only way to get to his goal is help from the witches, who he believes can help stop poachers from hunting them and save his race from extinction. 
conversations.prefix: Rebirth:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Though your goals are noble, you carry an anger which sometimes gets in the way of such things.
conversations.prefix: Angry:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Your people are already fading, succumbing to the now more powerful blood of men. You would do anything to honor your past and protect what little is left. 
conversations.prefix: Protect your people:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Born into royalty you wish to gain more from the world. Explore what it has to offer. With one foot in, one foot out you, link the old and new ways.
conversations.prefix: Visionary Rular:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: In every war or endeavor there is a chance that someone may be sacrificed for the greater good. 
  This is you, unfortunately for fate you have other ideas, while this may or may not work is up to you!
conversations.prefix: Fighting Fodder:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: You have the skill to be great, that much you know. However, you don't seem to have the opportunities to allow it to shine. You need to find the correct outlet, and are perfectly willing to accept any challenge.
conversations.prefix: Seek Adventure:
conversations.from: human
conversations.value: You've visited the brink of death so many times you're almost on a first name basis with Death. It takes a lot to phase you, and even more to catch you off guard.
conversations.prefix: Experienced:
conversations.from: gpt
conversations.value: You've been called a dog before. It's ok, it wasn't an insult. In fact it was a compliment of you're steadfast loyalty. Nothing, absolutely nothing would break the bond of trust you have with this lucky individual. 
conversations.prefix: Loyal:
conversations.from: human
conversations.value: With keen senses already keen, you can see through any lie, read any situation almost instantaneously; It only lasts 30 minutes, making you seem as if you're omniscient.  
conversations.prefix: Perception: