conversations.from: system
conversations.value: Two years ago, the Great War of Vibratit came to an end. The war, a culmination of years of civil conflict, saw itself to a resolution drenched in blood. The kingdom was in ashes, and from those ashes rose the new King,Pryaltus. He ruled the kingdom with a benevolent but careful hand, and had the favor of all his subjects. 
  
  Or, at least those who lived inside the castle walls.
  
  However, not everyone is satisfied with this happy ending. Namely, the Brothers of Vibratit. A group of mercenaries for hire with skills that can't be found anywhere else in the kingdom, the Brothers have found themselves unsure of how to live their lives after the Great War has ended. So they came to the conclusion to take one last ride through the kingdom, to see the beauty of the world that they knew and loved, before settling down.
  
  However, as the journey kicked off, the Brothers realize that the kingdom may not have been at as much peace as King Pyraltus wanted the residents of his castle to believe. What they did about it, however, is still to be discovered.
conversations.from: human
conversations.value: Halflings are becoming more common with the end of the war, acting mostly as barmaids. Despite this, they have begun to join military ranks.
  
  ...
  
  Suggested Strength: Witty
  
  Suggested Weakness: Naïve
conversations.prefix: Halfling:
conversations.from: gpt
conversations.value: Said to be the children of humans and dragons, these ageless creatures oft stay out of the Kingdom except for festivals or coronations. They are typically magical.
  
  ...
  
  Suggested Strength: Wise
  
  Suggested Weakness: Proud
conversations.prefix: Elf:
conversations.from: human
conversations.value: Dwarves have many homes, but most come from an expansive but mysterious underground kingdom. They are rarely warriors, but when they are, they excel.
  
  ...
  
  Suggested Strength: Resilient
  
  Suggested Weakness: Obsessed
conversations.prefix: Dwarf:
conversations.from: gpt
conversations.value: Typically human, warriors have been raised from birth to fight, and thus do it well. Excellent fighters and strategists, paladins are seen as heroes-- that is, in the Kingdom walls they are.
  
  ...
  
  Suggested Strength: Strong
  
  Suggested Weakness: Dull-witted
conversations.prefix: Warrior:
conversations.from: human
conversations.value: Wizards are the rarest of all types. Born, not made, wizards march to the beat of their own drums and tend to fight for themselves, not any King. Much to the current King's chagrin. 
  
  ...
  
  Suggested Strength: Wizardly
  
  Suggested Weakness: Frail
conversations.prefix: Wizard:
conversations.from: gpt
conversations.value: More common than the King is willing to admit, thiefs live on the edge of the kingdom, living off of the scraps the rich, they make good soldiers-- if you're willing to pay.
  
  ...
  
  Suggested Strength: Stealthy
  
  Suggested Weakness: Conniving
conversations.prefix: Thief:
conversations.from: human
conversations.value: Clerics have lived in  Vibratit for many years, known mostly for good deeds and aid at no cost to those injured in war and day-to-day. They are respected universally.
  
  ...
  
  Suggested Strength: Wise
  
  Suggested Weakness: Contemplative
conversations.prefix: Cleric:
conversations.from: gpt
conversations.value: Paladins are soldiers capable of magic, typically well-trained but oft self-taught. They are usually elves due to magical proficiency, but humans have begun to study the craft.
  
  ...
  
  Suggested Strength: Strong
  
  Suggested Weakness: Proud
conversations.prefix: Paladin:
conversations.from: human
conversations.value: From the depths of the forest come the Druids. Rare and often well-practiced, Druids are in tune with all flora and fauna of Vibratit.
  
  ...
  
  Suggested Strength: Cunning
  
  Suggested Weakness: Oafish
conversations.prefix: Druid:
conversations.from: gpt
conversations.value: Rangers, while typically elves, have expanded their ranks due to wars killing off their people. With strong eyes and wits, they are typically best to have on your side.
  
  ...
  
  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: With war set aside, the world is yours to see. Your mission is to see every nook and cranny of this world before you grow too old to see it all.
conversations.prefix: Explore!:
conversations.from: gpt
conversations.value: You've decided that the world as it is is too boring for you. Travelling the country is more about travelling your sole to hone your skills.
conversations.prefix: Resist Mundanity:
conversations.from: human
conversations.value: With the countryside ravaged by war, you have decided to rebuild it for either your own benefit or the benefit of the people who live there. 
conversations.prefix: Through Right Crafting:
conversations.from: gpt
conversations.value: Although the war has ended, the presence of evil has not. Outside of the Kingdom is a plethora of threats, and it's your mission to get rid of them.
conversations.prefix: Defeat Evil:
conversations.from: human
conversations.value: The war made monsters of many people, and you were one of them. What you did was unspeakable, and thus you don't mention it. Keeping it quiet, however, isn't as easy anymore.
conversations.prefix: Keep Your Secrets:
conversations.from: gpt
conversations.value: Looting and robbery ran rampant during the war. In the midst of this, a family heirloom was stolen from you. This is your quest: to find and return what is yours.
conversations.prefix: Retrieve What’s Lost:
conversations.from: human
conversations.value: Be it an illness of the mind, heart, or body, you want to heal it. All you wish is to bring peace to the people of the Kingdom.
conversations.prefix: Heal the Sick:
conversations.from: gpt
conversations.value: Although the war has long since ended, many people did not get the funerals they deserved. You have decided to change this, bringing peace to every single unburied corpse.
conversations.prefix: Put the Dead to Rest:
conversations.from: human
conversations.value: Scars pockmark the land outside the Kingdom's walls. It's your sole mission to heal them and bring the world back to its former glory.
conversations.prefix: Heal the Land:
conversations.from: gpt
conversations.value: In the wilds beyond the Kingdom's walls, the law does not exist. Because of this, the innocent are often killed or enslaved blindly. It's your job to change this.
conversations.prefix: Protect the Meek:
conversations.from: human
conversations.value: The Dark Caves have brought you upon a man who seems disoriented and afraid. It's your job to make sure he gets out of the cave, and somewhere that he'll be safe.
conversations.prefix: Rescue the Lost Adventurer:
conversations.from: gpt
conversations.value: It turns out that Numyr is not just the thing of fables: it's the thing of nightmares, and it's coming right for you. Kill it before it kills you.
conversations.prefix: Slay Numyr:
conversations.from: human
conversations.value: There's very little known about the Bellows, due to the danger and death that surrounds them. You, however, have an insatiable desire to find out exactly how deep the Bellows go. 
conversations.prefix: Chart Zyzzm's Bellows:
conversations.from: gpt
conversations.value: Your adventures have brought you to the treasury. Try to dodge the escorts (or don't) in order to get to the treasures you need. Who knows who (or what) will get in your way.
conversations.prefix: Infiltrate The Old Treasury:
conversations.from: human
conversations.value: During the war, a great dark wizard terrorized the land. Everyone thought the Kingdom had been purged of his darkness, and for the most part, they were right. However, a darkness is growing in Lyrinne's shrine and threatens to destroy one of the last sacred places in the land.
conversations.prefix: Purify Lyrinne's Shrine:
conversations.from: gpt
conversations.value: While the Tomb of the Brothers has long been protected by magical wards, they were weakened by the war. Vandals frequent the location and desecrate graves, and rumors have it the dead walk. Do what you can to restore peace
conversations.prefix: Restore Peace in the Tomb of the Brothers:
conversations.from: human
conversations.value: Now that you've purified her shrine, Lyrinne has one more favour to ask of you before you earn her forever patronage and protection. The quest, however, asks a steep price.
conversations.prefix: Please Lyrinne:
conversations.from: gpt
conversations.value: Rungaar has promised to help you-- but at a cost. You must complete a task for him, and you don't have much time. Using what resources you have, try and please the aging wizard
conversations.prefix: Impress Rungaar The Grey:
conversations.from: human
conversations.value: Do you need the Amulet? No. Will you search for it anyway? Yes. Rumor has it that asking the right person in the Tavern might give you access to this Amulet, whose powers are vast and coveted.
conversations.prefix: Find the Blessed Amulet:
conversations.from: gpt
conversations.value: This journey is more demanding than anticipated. Find supplies any way you can: robbery, hunting, trading. Just find a way to survive this night.
conversations.prefix: Find Supplies:
conversations.from: human
conversations.value: Detailed and rare, this map is undoubtedly going to serve its purpose some time in the future. 
conversations.prefix: Traveller's Map:
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: Hardly enough for a drink and certainly insufficient for a bribe, these coins are practically useless.
conversations.prefix: A Few Loose Coins:
conversations.from: gpt
conversations.value: A key. Ornate and opulent and clearly ancient. You're not sure what it opens, but it can't be good news.
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: A ring that appears superficially mundane, but carries in it magic that enhances the skills of any ranger. It raises focus, aim, and range. 
conversations.prefix: Enchanted Ring:
conversations.from: human
conversations.value: An ancient and dangerous axe. It's seen better days, but it does its job.
conversations.prefix: Axe of Trillar:
conversations.from: gpt
conversations.value: You're no wizard-- and if you are, you're not good enough to identify this potion-- but you keep it on you for emergencies.
conversations.prefix: Mysterious Potion:
conversations.from: human
conversations.value: The only place in the Kingdom's walls that common folk can afford to eat. Thus, it's the location of many tavern brawls and illicit affairs. While it's overrun by criminals, it's also the best place to get a cheap drunk and useful sword.
conversations.prefix: Zygritte's Tavern:
conversations.from: gpt
conversations.value: The home of one of the most prominent wizards in the kingdom, approaching it is beyond difficult. The trip is treacherous and surrounded by rough terrain and numerous magical barriers. Those who manage to survive the trip, though, always get what they want.
conversations.prefix: Rungaar The Grey's Tower:
conversations.from: human
conversations.value: One of the only pre-war buildings left standing. An opulent and gorgeous piece of architecture, the shrine to a long-forgotten goddess is now guarded by paladins and priests, used primarily for duels, coronations, and anything else that might require such a gorgeous venue.
conversations.prefix: Lyrinne's Shrine:
conversations.from: gpt
conversations.value: This is the castle within the Kingdom walls, the home of the current King Pyraltus and home to the Brothers. Its winding corridors and gorgeous stairs make it a popular venue for the social elite.
conversations.prefix: Vibratit Hall:
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: A series of interlinked caves, rumored to be the calcified remains of an ancient dragon. Not much lives in these caves, but that's because not much survives. No one's sure what is killing the beasts of the Bellows.
conversations.prefix: Zyzzm's Bellows:
conversations.from: human
conversations.value: Surrounded by mystery, this old excavation site is long since abandoned. Or is it? Your adventures have brought you here, but the sounds coming from the dark corridors make you second guess your visit.
conversations.prefix: The Dark Cavern:
conversations.from: gpt
conversations.value: It's unclear where the name of this cave came from: the structure itself, or the beast that's rumored to live inside. Wise men stay away, but the Brothers have never been known for their intelligence.
conversations.prefix: Numyr:
conversations.from: human
conversations.value: This is the resting place for all the previous Brothers of Vibratit. Humble but noble, the tomb is the home of many of the Brothers' initiation ceremonies.
conversations.prefix: Tomb of the Brothers:
conversations.from: gpt
conversations.value: Mostly looted by now, the Old Treasury is where all the riches of the past Kings were kept. During the war, however, it became a venue for prostitution and theft. In the wake of it all, not much has changed. However, rumor has it that if you can get in the good graces of the Brothel, they'll share some treasures with you.
conversations.prefix: The Old Treasury:
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: An amiable but tough barkeeper, who you need on your side. The only way to do that? Pay the right price.
conversations.prefix: Zygritte The Barmaster:
conversations.from: gpt
conversations.value: The ancient goddess has manifested herself to you. She is patient, kind, and benevolent. She asks little and her patronage promises success and wealth.
conversations.prefix: Lyrinne:
conversations.from: human
conversations.value: A long-lost Brother, presumed dead in the war. He's gone mad, and his deadly combination of magic and physical prowess means he's going to be a tough cookie to crack.
conversations.prefix: Brother Grownynn:
conversations.from: gpt
conversations.value: A small cult of witches and rogues devoting their life to resurrecting the spirit of Zyzzm-- which might not even exist. They're not glad that they've found you in their holy grounds.
conversations.prefix: Zyzzm's Disciples:
conversations.from: human
conversations.value: The owner and mother of the Old Treasury. It's her job to keep the women and valuables of the Treasury safe, and keep you out.
conversations.prefix: Seraphim:
conversations.from: gpt
conversations.value: Pure evil manifested on this plane of existence. It's unclear how to take it out, but passing through it without death is impossible. Good luck, adventurer.
conversations.prefix: Cursed Energies:
conversations.from: human
conversations.value: This beast is older than the caves it lives in, and more dangerous than any mortal or godly weapon. It's your job to take it down.
conversations.prefix: Numyr:
conversations.from: gpt
conversations.value: Turns out the Tomb wasn't as safe as anticipated. These living dead stalk you incessantly, and their immortality makes them difficult to kill. It's either you or them.
conversations.prefix: Risen Dead:
conversations.from: human
conversations.value: This man seems lost and afraid-- but won't admit what he was doing so far in the Earth to begin with. Trusting him is questionable.
conversations.prefix: Disoriented Adventurer:
conversations.from: gpt
conversations.value: An honorable and wise wizard-- perhaps too wise. He is difficult to find and even harder to put a finger on. Having him on your team, however, makes him invaluable.
conversations.prefix: Rungaar The Grey:
conversations.from: human
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: gpt
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: 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: 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: human
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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: gpt
conversations.value: Typically human, paladins have been raised from birth to fight, and thus do it well. Excellent fighters and strategists, paladins are seen as heroes-- that is, in the Kingdom walls they are.
  
  ...
  
  Suggested Strength: Strong
  
  Suggested Weakness: Proud
conversations.prefix: Paladin:
conversations.from: human
conversations.value: Typically human, warriors have been raised from birth to fight, and thus do it well. Excellent fighters and strategists, paladins are seen as heroes-- that is, in the Kingdom walls they are.
  
  ...
  
  Suggested Strength: Strong
  
  Suggested Weakness: Dull-witted
conversations.prefix: Warrior:
conversations.from: gpt
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: human
conversations.value: It’s not enough to withstand the darkness or to survive. You must push it back.
conversations.prefix: Defeat Evil:
conversations.from: gpt
conversations.value: Go where you’ve never been before and share your experiences through song and story.
conversations.prefix: Explore!:
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: Although the war has ended, the presence of evil has not. Outside of the Kingdom is a plethora of threats, and it's your mission to get rid of them.
conversations.prefix: Defeat Evil:
conversations.from: human
conversations.value: With war set aside, the world is yours to see. Your mission is to see every nook and cranny of this world before you grow too old to see it all.
conversations.prefix: Explore!:
conversations.from: gpt
conversations.value: Scars pockmark the land outside the Kingdom's walls. It's your sole mission to heal them and bring the world back to its former glory.
conversations.prefix: Heal the Land:
conversations.from: human
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: 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: 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: gpt
conversations.value: People are suffering and it is your duty to heal them, bodily and spiritually.
conversations.prefix: Heal the Sick:
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: 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: 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: 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: gpt
conversations.value: Cruel-looking, heavy, and chipped... but sharp!
conversations.prefix: A Bloody Big Axe:
conversations.from: human
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: 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: 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: 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: 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: 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: The old catacombs are full of precious grave goods and treasures going to waste down there.
conversations.prefix: Plunder the Catacombs:
conversations.from: gpt
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: human
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: gpt
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: 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 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: 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: 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: 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: Yellowed bones striding and striking on their own, driven by will or ire or anguish alone.
conversations.prefix: Stalking Skeletons:
conversations.from: gpt
conversations.value: Wild boar roam the countryside, eating pets and crops and scaring the common folk.
conversations.prefix: Razor-tusked Boar:
conversations.from: human
conversations.value: This beast is older than the caves it lives in, and more dangerous than any mortal or godly weapon. It's our job to take it down.
conversations.prefix: Numyr:
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: 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: gpt
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: human
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: gpt
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: 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: It’s no great treasure, but perhaps it’s a start.
conversations.prefix: A Few Loose Coins:
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: 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: A simple-looking torch that burns bright until commanded, in Elvish, to stop.
conversations.prefix: Ever-bright Torch:
conversations.from: gpt
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: human
conversations.value: You're no wizard-- and if you are, you're not good enough to identify this potion-- but you keep it on you for emergencies.
conversations.prefix: Mysterious Potion:
conversations.from: gpt
conversations.value: It’s no great treasure, but perhaps it’s a start.
conversations.prefix: A Few Loose Coins (copy):
conversations.from: human
conversations.value: You're no wizard-- and if you are, you're not good enough to identify this potion-- but you keep it on you for emergencies.
conversations.prefix: Mysterious Potion (copy):
conversations.from: gpt
conversations.value: As the time for your journey begins, it's time you gather up with your other Brothers and begin deciding where to begin your journey. Zygritte is a gracious host to this meeting, and as long as you pay for the drinks, she'll give you sound advice. Heed it carefully.
conversations.prefix: Create An Itinerary:
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: Zygritte's lips are sealed, and no amount of booze seems to do her in. It seems almost as if someone is paying to keep her quiet. Either outbid whatever's stopping her, or find some other way to earn her favor.
conversations.prefix: Bribe Offer:
conversations.from: human
conversations.value: Zygritte seems reluctant to aid you. However, money isn't the only form of payment around these parts. She has an interest in some treasures in certain locations around the kingdom. Try to find a common ground, and she will help you as much as she can.
conversations.prefix: I'll Scratch Your Back...:
conversations.from: gpt
conversations.value: Hardly enough for a drink and certainly insufficient for a bribe, these coins are practically useless.
conversations.prefix: A Few Loose Coins:
conversations.from: human
conversations.value: Alcohol is difficult to come by these days. At least, GOOD alcohol is difficult to come by. Elven brew is cheap and strong and bitter, but is nevertheless popular with common folk. It has many uses: consumption, medicinal, and even in some potions. It's a travel staple.
conversations.prefix: Elven Brew:
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: 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.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: 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.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.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.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 are the child of an Elven mother and her human lover. You grew up in the elfwoods and consider yourself more elvish than human, but your base desired mark you as different to those of the pure blood and even your magic is tainted. 
conversations.prefix: Half-Elf:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: You lack compassion and feel that life is cheap and there is nothing after. You do what you do and take what you will in order to make the most of the time you have. 
conversations.prefix: Soulless:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: You feel like all is lost and nothing is worth caring about any more. The world is a dark place and even your skills are redundant now the war is over. 
conversations.prefix: Find hope:
conversations.from: gpt
conversations.value: Your elvish magic has been tainted by your human blood and your sins. You have the ability to blend into shadows and weave darkness as a tool. Many distrust your gifts and elves see it is abomination. But you have used it well and, as much as you can, for good. 
conversations.prefix: Shadow magic:
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: Mouse didn't grow up around people, and doesn't understand or want to understand social cues.
conversations.prefix: Antisocial:
conversations.from: gpt
conversations.value: You notice things that most people miss. This  makes you unusually good at reading people and situations, and shaping your approach to give you the best chance of getting what you want.
conversations.prefix: Perceptive: