conversations.from: system
conversations.value: "Ah, so you wish to know of the great wonders of the Age of Crystal?  It was said that the Cathedral of Heliodrus was one of them.  Standing for a thousand years, the one hundred and forty-four crystalline columns represented the twelve months and the twelve muses... or so they said before its destruction.  When the first foundations were laid, the temple was for the goddess Ersloiene, and there were one hundred and forty-three columns, for the thirteen moon-months and the eleven passions.  That-
  
  "Oh.  I see.  It is not *history* you are interested in, but a tale?  Not learning, but entertainment?  A shame... what, then?  Something noble and uplifting...?  No?  Something bold and bloody?  That is thirsty work, then, and my cup is empty.
  
  "The wine will do... so.  There were many tales, bold and bloody, that were told of the times after the Age of Crystal, when the cities of the Mage-Kings were shattered, when both Gods and Demons were driven out of the mortal world... the flying city of Aelzo had fallen on top of the Jyau'thur, known as the City of Scholars, and much was lost.  The Great Empire of Conarlu, which once spanned the northern lands from sea to sea was shattered into a hundred squabbling fiefdoms... then only two score when the dead began to walk again.  The Knights of the Holy Fire were disbanded, and the Summoner Lords of the Spider Islands paid their final blood price... 
  
  "The Age of Crystal, the age of high magic, of great deities and devils, had passed.  The world was shattered by the collapse of the great magics, and then fed upon by the vultures and the fearful who tore apart the remaining shreds.  The Blessed Tree of Life in Pranthalithivlaristh - which kept illness and disease at bay in the the city since it was founded - was stripped of its fruit and seed so that one warlord's army could defy death for a single day.  And the tree burned afterwards to prevent anyone else from ever doing so -  though there are tales that a solder kept a seed rather than eating it, and later stole away with it to a far away land...  Like the tales of the Demon Lord of the Pit of the Black Flame.  The clerics of Ghalyunri paid a terrible price of sacrifice, but summoned him simultaneously to over a thousand summoning circles and shattered him.  Each fragment was battled and destroyed... they claimed.  Rumors of one escaping persisted...
  
  "The world tottered uncertainty in the gap between Ages.  No one knew if history would once again swing towards an Age of Magic, or if it would be one of Steel and Blood.  The tribes of the jungles of Imarland grew bold, bidding to make it an Age of Voodoo.  But even deeper in the jungle, the spirits of the ancient beasts stirred, sensing a chance to not merely end the Age of Magic, but the Era of Man... and among all this chaos, there were those who strove to be noble heroes among the madness.
  
  "Alas for the time, they tended to be shorted-lived.  And those are not the tales you want to hear... so, then, a tale of scoundrels and mayhem and adventure, in that gap of history, before the world steadied and a new Age started...
  
  -------
  Narrator notes: Don't expect a lot of images.  I'd rather spend time on the writing than hunting down appropriate and usable visuals.  While an image may be worth a thousand words, I'd rather see good writing.
  
  The inspirations are: Conan, Frazetta's Death Dealer, Fafhrd and the Grey Mouser, Thundarr the Barbarian, Beastmaster, cheap pulp fantasy, Thieves World (novels) etc.  Some amount of influence from things like Mad Max, the A-Team, and Cowboy Bebop (the anime series) - the main characters will be scoundrels mostly trying to survive and find some sort of fortune (and/or fame) in an age of chaos, but perhaps end up helping others while in the process of lining their own purses.  At least until they spend it all in debauchery and start over.  
  
  The game will likely be NSFW and potentially full of stuff that triggers issues for some.  By that I mean, given the inspirations and settings, there could be scenes of loincloth-clad barbarians rescuing mostly-to-completely naked princes(ses) by beheading dozens of beast-men in a ocean of gore, followed by a certain amount of celebratory debauchery.  Not very politically correct or sensitive.  That said, it is not intended to be a story of Gor, though slaver traders, beast-men raiding villages to carry off the virgins, etc. could certainly be part of it.  The focus should hopefully be on the adventuring bit.
  
  Also, while, hopefully, the characters won't get killed off, there will be the possibility of abuse, torture, branding as a thief, molestation to various levels, etc. - consider the Conan movies, in which the character is enslaved left for the vultures, etc.  So it would not be out of genre if Bad Things are threatened at the characters, particularly if they get caught.  Whether the threats are followed through with on camera, so to speak, will probably depend on the player mix.  It should be kept in mind that the setting is essentially post-apocalyptic in many ways, and even in places that seem civilized, the veneer of civilization tends to be crumbling into decadence, ruthlessness, or both.
  
  That said, ultimately the camera focus should be on adventuring, swashbuckling, and some humor, not so much on the dark stuff.  
  
  Characters should be human.  True magic, as opposed to trickery and slight of hand, is increasingly rare.  While characters may have magic abilities, they should be non-epic in scope.  Flashy magic will tend to get a lot of notice.  In general, characters ought to be able to, at most, deal with, say, 5 villagers, 3 thugs/town militia, 1-2 guards/soldiers/slavers, or, maybe, 1 well-trained/elite guard/soldier, under the right circumstances (i.e. ambush, etc).  This might be through fast talk, fleeing, combat, whatever.  If the character concept can behead all of the town militia or fast talk an entire squad of elite guards, then it is probably out of scope.  (i.e. no glass cannon/nukes, either.)  However, the characters working together might be a different story (and hopefully an entertaining one.)  This is not to say the characters won't get better as time goes on, but to give scope for the start.
  
  The characters do not need to have a pure heart of gold, but they shouldn't be irredeemable, either.   They should have some sort of positive qualities.
  
  The story settings will probably meander between some city-states of various sizes and local law enforcement, to smaller towns and villages, and some wilderness.  The exact mix will probably vary depending on how things go.
  
  Mechanics-wise, feel free to create your own cards, though at the moment we need a thief-type and a muscle-type to round things out I think - or someone willing to take over Vlordraam.  I am not particularly obsessed with Strength vs. Weakness cards - that is, I can be convinced to let people play a Strength as a Weakness or vice versa (i.e. a Strength of 'Attractive' or 'Charming' might be a weakness if one is trying not to be the one the slavers pick, and conversely a Weakness of 'Hideously Scarred' might be a Strength in that situation.)
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: Good in a straight fight, even better in a dirty fight - but beyond that, you know when to cut and run.
  
  You may have done some mercenary work, but that's rather high-risk.  You might have done some breaking and entering here and there on those who might not miss a few things going missing, but you are stronger than you are stealthy.
conversations.prefix: Warrior-Scoundrel:
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: You know your way around a fair number of locks, and might be something of an escape artist.  
  
  If you have to, you can run a con or a bit of slight of hand on some poor peasant without too much effort, but in general it's hardly worth it.  
conversations.prefix: Rogue:
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: At some point in the past, before the swamp, the small castle must have been the pride of a local noble.  Now, as the swamp had risen around it, portions of the edifice had started to sag and collapse as the hill it was built on slowy dissolved into the swamp.
conversations.prefix: Castle in the Swamp:
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: The slowly decaying bodies moved on their own, staggering like puppets with only half their strings.  Dressed in the ruins of clothing and mud and debris from the swamp they had crossed.  
conversations.prefix: Walking Corpses:
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: 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: 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: The trade route winds upwards along the edges of  snow-capped mountains.  Near where the ancient road crosses the crest of the ridge separating two lands, there is a fork that goes through a thin pass through the high mountains, where the wind cuts through, to a large river valley beyond...
conversations.prefix: Windknife Pass:
conversations.from: gpt
conversations.value: A knight of the Green Hand, Sir Drenneth is a member of one of the few organizations trying to improve the world, in alliance with the Church of Minod.  His plate armor, sword, and shield are well-maintained, but show signs of heavy use.  With many years of experience, he leads other members of the Green Hand.
conversations.prefix: Sir Drenneth:
conversations.from: human
conversations.value: All the caravans and wagons have stopped moving.  There is shouting from ahead, apparently centered on a group of refugees from through Windknife Pass.  Perhaps you can help?
conversations.prefix: Why the traffic backup?:
conversations.from: gpt
conversations.value: Clean bandages, herbs, and poultices.  A crude first aid kit.  Enough to stop minor wounds and illness from becoming something major.
conversations.prefix: Healing Supplies:
conversations.from: human
conversations.value: While the old, worn dagger has a certain ceremonial appearance to it, suggesting ritual use, its unusual length and razor edge make it quite practical in a fight.
conversations.prefix: Athame:
conversations.from: gpt
conversations.value: Until some two hundred years past, the great valley had been the center of the Kingdom of Onswald, which had extended its reach along the tributaries of the river to the northern lands and towards the south where the river had squirmed its way through mountain chasms in a fierce roar of whitewater.
  
  The cataclysms had changed all of that, and now the once broad, fertile farmlands were half-sunked into the mire and mud.  There were still patches where a farmer could grow a decent crop and a few scattered towns and villages built on old ruins and old trade routes.
conversations.prefix: Valley of the Great Swamp:
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: 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: This particular moving corpse stood differently, almost with purpose, within the doorway before the closed and locked entrance into the tower.  While facing inwards, it made no move forward and effectively blocked the way.
conversations.prefix: Revenant in the Door:
conversations.from: gpt
conversations.value: The tower ruins are at the edge of the hill, but the structure is still two stories tall, and might afford an excellent vantage point of the castle.  The doorway is partially hidden by rubble and vines.
conversations.prefix: Investigate the Ruined Tower:
conversations.from: human
conversations.value: This particular moving corpse stood differently, almost with purpose, within the doorway before the closed and locked entrance into the tower.  while it makes no immediate hostile moves and it is hard to read the expression of the corpse, it does not seem happy.
conversations.prefix: Stubborn Revenant :
conversations.from: gpt
conversations.value: Your job is to help keep people alive. You travel the world, helping where you can and moving on before the town can decide you're a witch and drum you out of town. 
conversations.prefix: Healer:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: With experience comes wisdom, and the trials you’ve survived in the past will help you to triumph in the future.
conversations.prefix: Experienced:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Often unshod, barely dressed under a cloak, with wild, unkempt hair, she looks more suited for a jungle than a city.  Yet she sometimes speaks with an ancient wisdom and knowledge of things lost.
conversations.prefix: Shaman Mystic:
conversations.from: gpt
conversations.value: She knows some of what was lost in the fall of the Crystal Age.  Some of which perhaps should have remained lost.
  
  But, it's useful for sifting valuable artifacts from the trash.
conversations.prefix: Ancient Lore:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Sometimes a recollection begets another, then another... she becomes lost in old memories and lives - for a time easily confused and malleable.
conversations.prefix: Lost in Broken Memories:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Try to search out the true artifacts and knowledge of the lost age and see what can be done to preserve them.  
  
  Don't let the barbarians and vultures win.
conversations.prefix: Preserve What Is Left:
conversations.from: human
conversations.value: Once an indentured warrior who fought in the coliseum, you were granted freedom after betraying your owner - who had been plotting against the local government.
conversations.prefix: Ex-Gladiator:
conversations.from: gpt
conversations.value: You can fight against man and beast for hours and countless challenges under the hot sun without tiring - in the arena.  
  
  In the wilderness this may be a different story...
conversations.prefix: Battle-Hardened:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: For the coliseum, so you were trained and taught, and perhaps even like, flashy moves and crowd-pleasing antics and trash talk.
  
  Outside of the coliseum, though, these things might get you killed quick, even if you might miss the attention you got.
conversations.prefix: Flamboyant:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: As a gladiator, your goal was to earn your freedom - you have.  Now what?
  
  Now there are no crowds cheering you on, no comrades, no owner planning your day... you are alone.
conversations.prefix: Find a Place to Belong:
conversations.from: human
conversations.value: You have a tiny amount of defensive magic at your disposal, which comes in handy at tmes.
conversations.prefix: Magic :
conversations.from: gpt
conversations.value: Unwilling to reveal all that one knows or one can do in front of everyone else.  Sometimes this means choosing to fail rather than succeed.
conversations.prefix: Hiding Secrets:
conversations.from: human
conversations.value: The smaller the predator, the fiercer it has to be to survive, since it is both hunter of smaller prey and hunted by larger predators.
conversations.prefix: Small Things Must Be Fierce to Survive: