conversations.from: system
conversations.value: An assassin of the Dark Brotherhood is hired to kill an Imperial general. The place where this is to take place, however, also happens to be the place where a loving, forbidden couple, decided to meet in secret.
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: The wilderness outside Riften is one of the most beautiful landscapes in Skyrim. With a warmer climate and a richer wildlife, many travelers pass by these trees seeking to trade.
conversations.prefix: Woods outside Riften:
conversations.from: gpt
conversations.value: Morukai began hunting for a living from a young age. He was raised by his mother and latter provided for her by hunting and selling pelts and meats.
  
  One day, a thief entered their house unnoticed and took most of their gold. Upon realizing this, Morukai put his skills to practice and was successful in tracking down and killing the outlaw, retrieving the stolen goods.
  
  Having experienced a human kill with no remorse, Morukai eventually gave in to the temptation of killing again. Wild beasts were no longer a challenge. The cunning necessary to hunt down a man was far different. So he decided to collect bounties.
  
  One night, he dreamed of a horned humanoid beast, hidden in shadow, speaking to him from the dark wild. He spoke to him of the spirit of the hunt, and gave him a task to complete the next day before dawn. The task was to kill a man who had been desecrating a shrine of Hircine, for his own selfish motives.
  
  As expected, the task was done. And it was done before noon. Content, a manifestation of Hircine spawned before him, resembling the figure in his dreams. It congratulated him, and promised challenging hunts and unmeasurable power were he to become his sworn follower. Morukai accepted, along with his first official task as a hunter of Hircine: to destroy the Dark Brotherhood.
  
  To accomplish this task, Morukai first attracted their attention by killing innocent people with no bounty on them. He was soon visited and recruited, after some conditions, into the Dark Brotherhood. From there, he discovered their hideout, their members, their ways, and their contracts.
  
  Gradually, he would hunt them, one by one, as they got out to fulfill their contracts. At first it was presumed they were being caught and killed during their contracts, by guards or warriors seeking to defend the targets. But eventually, as the bodies stacked up, they began to panic, and they noticed Morukai was never around during the killings.
  
  Suspecting him, they were successful in setting up Morukai and confronting him with these matters. There was no way out. And there was no alibi.
  
  Pulled into a corner, Morukai suddenly felt his scales shivering, and his guts turning inside him. Pain insued as he began a monstruous transformation. Hircine had gifter him the power of lycanthropy. Which, in argonians, turned them into a lizard-like beast, more commonly known as Weregonian.
  
  He lunged at the assassins in a burst of ferocity and, having killed one and injured two, was able to escape before being trapped by one of the members’ powerful magic.
  
  Afterwards, the Dark Brotherhood sought a new hideout, and was never seen again. Not by Hircine, or anyone. It is thought the members split up and move nomadically until they find a way to kill Morukai. But so far there is no trace of them.
  
  Morukai is clumsy in close combat, but his skills in archery put masters to shame. As a gift, Hircine guided Morukai into a dungeon where he found an enchanted armor. One that bled black fire at the sign of threat, and burned anyone who came close.
  
  Amongst his arsenal, Morukai also used a strong Detect Life, and took advantage of his argonian genes to regularly drink all kinds of poisons, affecting the composition of his saliva to contain small doses of venom he would then cover his arrows with.
  
  He would latter come to be known as one of Hircine’s greatest champions and the best hunter of argonian descent.
conversations.prefix: Morukai:
conversations.from: human
conversations.value: You must survive or defeat the imminent threat!
conversations.prefix: Survive:
conversations.from: gpt
conversations.value: Natives of Cyrodiil, they have proved to be shrewd diplomats and traders. They are skilled with combat and magic. Anywhere gold coins might be found, Imperials always seem to find a few more.
conversations.prefix: Imperial:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: The Imperial Legion is the military arm of the Empire, which, prior to its Great War with the Aldmeri Dominion, ruled over most of Tamriel. 
  
  The Legion is attempting to quell the rebellion led by Ulfric Stormcloak, with the goal of restoring the peace and keeping Skyrim in the Empire.
conversations.prefix: Imperial Legion:
conversations.from: gpt
conversations.value: Bretons are a race of both human and elven ancestry. They populate the province of High Rock. They are excellent mages with high magic resistance, but have few other distinctive features. 
  
  They are considered an intelligent race in Tamriel, known for a proficiency in abstract thinking, a possible reason for their adeptness in the magical arts. It is suggested that they may also carry Aldmer blood, which would further account for their magical prowess.
conversations.prefix: Breton:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Love encompasses a range of strong and positive emotional and mental states, from the most sublime virtue or good habit, the deepest interpersonal affection and to the simplest pleasure. An example of this range of meanings is that the love of a mother differs from the love of a spouse, which differs from the love of food. Most commonly, love refers to a feeling of strong attraction and emotional attachment.
  
  Love is also considered to be a virtue representing human kindness, compassion, and affection, as "the unselfish loyal and benevolent concern for the good of another". It may also describe compassionate and affectionate actions towards other humans, one's self or animals.
conversations.prefix: Love:
conversations.from: gpt
conversations.value: The Dunmer, more commonly referred to as Dark Elves in the rest of Tamriel, are the dark skinned elves originating from the province of Morrowind. 
  
  Known to be strong, intelligent, quick, aloof, and reserved, but considered by some to be ill-fated. Dunmer mostly keep to themselves, most Dunmer natives of Morrowind harbor a bitter distrust and disdain for other races, considering themselves superior.
conversations.prefix: Dunmer:
conversations.from: human
conversations.value: Argonians or Saxhleel are an oviparous race of reptilian people native to the large and marshy province of Tamriel known as Black Marsh. They can be found in smaller numbers throughout the continent. Argonians are one of the few races completely unrelated to men and mer, who think of themselves as coming from, and ultimately returning to, the Hist.
  
  Enigmatic and intelligent, the Argonians are experts of guerrilla tactics, and their natural abilities suit their swampy homeland. They have developed immunities to diseases that have plagued many would-be explorers in the region, and they are capable of easily exploring underwater locations due to their ability to breathe water. Argonians also have some resistance to poison.
conversations.prefix: Argonian:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: The Schrumpf Effect is an effect often witnessed in males which suggests a predisposition to kill other people, especially when there is little threat of being harmed for doing so, and when the other person is seen as an enemy.
conversations.prefix: The Schrumpf Effect:
conversations.from: human
conversations.value: Aurius is an expert at tactics and  has an almost supernatural ability to sense danger
conversations.prefix: Alert: