conversations.from: system
conversations.value: Since the God's creation, the world has been inhabited by a spattering of different races. Elves, Dwarves, humans, and many more. With the differences between species, came war. Most wars were over within a few years, and few raised a number of casualties worth noting. All, except for the war of the humans.
  
  While the much larger, northern continent of Tilor is filled with a variety of races, the southern continent of Yalin housed only humans. The humans divided themselves into two separate factions: Belguard to the West, Mandarai to the East. For 250 years, war waged on between these two nations. Neither remembered why the war began, but they continuously refused to stop for anything short of clear and utter victory.
  
  From an outside perspective, the two countries were an equal match. The other races of the world were willing to open trade routes, but they refused to raise arms in the name of either faction. Overtime, the expansive forest that divided the two nations served to cause a stalemate; the cavalry of Belguard were unable to maneuver a large force forward, while the archers of Mandarai feared entering the open fields of their enemy.
  
  That was, until 12 years ago. In the year 782 A.C. (After Calamity), something terrible happened. Within the capital city of Mandarai, a portal to another world - or many worlds - opened. From its depths rose strange and powerful creatures - some intelligent, some not. The creatures - monsters, as they are now called - poured forth, turning Mandarai from one of the most powerful nations in the world, to a dark, overrun husk of its former self.
  
  The few that survived were those of the Mandarai who fled first. Word traveled to Belguard, and it appeared as if it were up to Mandarai's timeless enemy to contain the disaster that were bursting from its Kingdom. Unfortunately, Belguard refused to act.
  
  Prince Mandric of Belguard - 22 at the time - was third in line to the throne. While his father and elder brothers bickered about the shame of helping an enemy, Mandric hired a mercenary company and struck out for Mandarai. While his force was not large enough to strike at the heart of the problem, he managed to set up an outpost in the forest of the Belguard-Mandarai border. While others would sit back and watch, Mandric and his men made it their duty to control - and destroy - these new creatures.
  
  It is now the year 794 A.C., twelve years after the opening of the portal. Monsters have spread across the planet, but the majority of the creatures still reside within Mandarai. As far as the world knows, the portal remains open - possibly driving the creatures to remain nearby. Likewise, Mandric and his mercenary force remain strong. 
  
  Over time, many individuals of all races and nations have joined Mandric's Guild. They are funded by merchants and King's looking to use the hides, claws, and organs of the beasts as components for new and diverse crafts. Mandric's Monster Slaying Mercenaries have become a successful business, known by all.
  
  But, no matter how many hunter's Mandric's Guild recruits, they still hold true to two goals: they are the first line of defense for the world and, one day, they will find a way to close the portal.
  
  --------------------------------------
  **Out of Character Information**
  
  Helllllllllllllllllllllllllllllloooooo! I've narrated a few stories in my time, so I have a fair amount of experience and an idea of where I want to go with this. As the players, you will be Mercenaries with the express purpose of hunting and killing monsters. These could range from anything to dragons, vampires, giant ants, demons, or whatever my imagination can come up with!
  
  Storium is pretty focused on collaborative writing, but I enjoy firm control of my npc's and have plenty of good  idea's for plot development. Much of the action, however, will likely be up to your control. I want you to have fun, but I want to tell a story, too, ya know?
  
  Each chapter will likely be a mission. Player characters don't have to travel together, and there will be a list (like a bulletin board) of potential assignments, as well as a load of npc's that you could choose to travel/work with.
  
  I would like the story to be in third person past, but I understand slip ups (writing in both across multiple stories gets me screwed up too, and, sometimes, this feels like dnd, heh). I would like to aim for completing 2 scenes in a week, but, as I've seen across Storium, it seems likely that we'll be traveling a bit slower than that, which is okay.
  
  If players need to drop, no worries, because this is designed for a pretty open give-and-go environment, since the Mercenary Guild is so populated.
  
  **Character creation guidelines**
  
  *Races* - Confirmed races of the world are Dwarves, Elves, Halflings, Hawk-men, and Humans. I'm open to other suggestions. The northern continent is open for you to create races/histories all you want, as I've only severely focused on developing the southern, human continent.
  
  *Magic* - I'm open to discussion about types of magic. The only thing I'm holding solid on is this - magic is done through mental energy in the same way that you use physical energy to move your body. The more magic energy used, the more your mind starts to turn into a drunken state, until you eventually black out. Also similar to physical endurance, extensive practice allows one to build up their mental endurance, allowing greater feats of magical strength without turning drunk/passing out.
  
  It should be noted that the majority of the mercenaries in Mandric's guild use enhancement magic. Example - a warrior may use strength and endurance magic so that they can withstand the direct strike of a dragon's tail without dying. Likewise, an archer might use speed and eye-sight enhancement magic, ect.
  
  *Natures, Strengths/Weakness* -Please create your own. Make natures your specialty, not your race (Ex: Archer). If you're an archer, Strength doesn't need to be something obvious... if you're an archer, you're good with bows. So make it something else like a quick thinker, or a positive person, or smooth talker, ect. Same with weakness. Sub-plots can be anything, and I'll make it work. (If you have difficulty with these, feel free to email me and I'll send you/put up a few choices, but I would like you to create your own.)
  
  Your characters can be new to the Guild, or they could be veterans - even as far back as being an original member. If you're a veteran of the guild, though, I'd like you to have an idea of how many assignments your character has completed. I would guess that the average would be about 1 per month, due to travel time/healing time, ect. (I'd like it if you included that in your biography, so we can all see how experienced your character is).
  
  If you have any other questions, feel free to email me at drgnicefire@gmail.com, or go to https://storium.com/forums#/category/lfp/thread/t341er and ask your questions there!
conversations.from: human
conversations.value: s
conversations.prefix: s:
conversations.from: gpt
conversations.value: The board is filled with bounties. Some consider this the most pivotal moment of a hunt - select a target that you believe you can find, and survive taking down. 
conversations.prefix: Select a Mission:
conversations.from: human
conversations.value: What you have slain was not the Phoenix, but a simple hatchling of your target. Now, enraged, the family seeks vengeance. Slay the other hatchlings, or be slain yourself.
conversations.prefix: (Donovan)Take down the Phoenix Hatchling.:
conversations.from: gpt
conversations.value: What you have slain was not the Phoenix, but a simple hatchling of your target. Now, enraged, the family seeks vengeance. Slay the other hatchlings, or be slain yourself.
conversations.prefix: (Jauhn)Take down the Phoenix Hatchling.:
conversations.from: human
conversations.value: The Siren has given you a command. While there is always the option of turning it down, the Siren is creative and wicked with her punishments.
conversations.prefix: (Thalia) Satiate the Siren:
conversations.from: gpt
conversations.value: Once at the gates, you are able to clearly see that much of the wall has been frozen over. Liliana mentions the dragon, and as she does, you here a roar from inside the city. The gates are closed, with no guards  - find a way inside.
conversations.prefix: (Ataki, Rulfgrier) The gates of Timble:
conversations.from: human
conversations.value: A rare creature, this particular Phoenix is massive in size. If not for its terrible might, it might be considered majestic. For a short time, the Phoenix has been grounded - now is the time to strike!
conversations.prefix: Massive Phoenix:
conversations.from: gpt
conversations.value: It has been twelve years since the portal opened, and yet, nobody knows who opened it, or if it has closed since. Your primary goal is to find whatever information you can about the Portal of Mandarai.
conversations.prefix: The riddle of the portal:
conversations.from: human
conversations.value: The job is probably the most dangerous in the whole world, but it pays accordingly. Plus, you know, sometimes you get to make a giant sword out of a dragon's claw.
conversations.prefix: Money:
conversations.from: gpt
conversations.value: Defensive maneuvers are for the weak. All you need to do is slay your enemy before they get the chance to strike at you; easy enough when your weapon is as large as you are.
conversations.prefix: Two-Handed Weapons:
conversations.from: human
conversations.value: Don't take this card. It isn't a real card. It is a placeholder so I can say - I want you to make your own strength card. I'm sure you adore my humor, but if I make even six sample strengths, that will be all you use! Please, create your own!
conversations.prefix: A Trick!:
conversations.from: gpt
conversations.value: You can use a bow. Or a slingshot. Or a rock, a knife, or a javelin - basically, you consider yourself an expert at using projectiles to do the messy work for you.
conversations.prefix: Archer:
conversations.from: human
conversations.value: Maybe you were once a cavalry fighter of Belguard, or maybe you just like sharp sticks. Either way, fighting large creatures means that having a long reach is incredibly important - and you use that advantage better than anyone else. 
conversations.prefix: Spear Mastery:
conversations.from: gpt
conversations.value: While the standard magician focuses on using abstract magic for anything and everything, the focus of your magical energy is using nature to your advantage - plants, rocks, fire, water - your surroundings are your best friend.
conversations.prefix: Mage of Nature:
conversations.from: human
conversations.value: You create fire out of nothing. You make lighting strike from a cloudless sky. In short, man made weapons are so mundane - you'd rather create your own by using the energy of of the unknown to blast your foe into a pile of ashes. Well, if there are enough ashes left to make a pile.
conversations.prefix: Arcane Master:
conversations.from: gpt
conversations.value: While many may make fun of you for using a generic sword and shield, they sure are glad when you step in the way to take the full brunt of an enemies attack. 
conversations.prefix: Sword and Board:
conversations.from: human
conversations.value: You don't like shields, but you also feel the need to have a second weapon in your off-hand. This gives you extensive knowledge of multiple weapons and allows you to adapt to various kinds of enemies. You little whore, you.
conversations.prefix: Two-Weapon Fighting:
conversations.from: gpt
conversations.value: Mandric has long forsaken the title of Prince, but you haven't forgotten that he was royalty, or what he has done for the nation of Belguard. You will do whatever it takes to help him in his cause.
conversations.prefix: Serve Prince Mandric:
conversations.from: human
conversations.value: SORRY, I DID IT TWICE! No weaknesses for you to pick. I'd guess you'd say that my weakness is that I'm lazy. Or mean. Cruel, you may even suggest. Too bad, so sad, you have to create another card all on your own!
conversations.prefix: A Trick Again!:
conversations.from: gpt
conversations.value: While Mandric's Mercenaries are often seen as gruff and a for-profit organization, their primary duty is protection. You have not forgotten this. You will never forget this, and there is nothing more important to you than the protection of...whatever it is you need to protect.
conversations.prefix: Protect the Unprotected:
conversations.from: human
conversations.value: Monsters are a relatively new occurrence in the world. There are new types being discovered daily. With these monsters are opportunities to experience something that has never been experienced before, by anyone. Also, you know, research.
conversations.prefix: Adventure:
conversations.from: gpt
conversations.value: So terribly generic, but completely justified. Monsters have destroyed many things in the last twelve years, and you won't settle until you've killed enough creatures to heal the scars that are etched into your soul.
conversations.prefix: Revenge:
conversations.from: human
conversations.value: A time of wonderful celebration taking place all over the outpost, and the surrounding forest.
conversations.prefix: The Guild's Feast:
conversations.from: gpt
conversations.value: A celebration is going on around you. It is so expansive that you're not certain you could out run the sights or sounds of it even if you ran all night. Enjoy it! Celebrate, mingle, or anything else common at a party.
conversations.prefix: Mingle! It's a Party!:
conversations.from: human
conversations.value: The center of Mandric's Guild. Many other building's have cropped up over the years to support the Guild, but this was the original. It has the mission board, a large dining hall, and many rooms that can be rented out. Mandric's office can be found here.
conversations.prefix: Guild Hall:
conversations.from: gpt
conversations.value: The founder and leader of the Monster Slaying Guild. He was once the Prince of Belguard, but now considers himself a regular man with the intent of protecting everyone - not just his previous home.
conversations.prefix: Prince Mandric:
conversations.from: human
conversations.value: A knight who has served for many years with the mercenaries from Mandric's Guild. She is stoic in comparison to many, with a knack for following her internal moral code.
conversations.prefix: Fina (The Vigilant) Vanderbelt:
conversations.from: gpt
conversations.value: It is going to take a week to find your target, maybe more. Once you finish your mission, you then have another week back. Preparing with the proper supplies is the first step in assuring a successful hunt.
conversations.prefix: Supply Up (Ilgoth):
conversations.from: human
conversations.value: An Elf who has been with the Guild for many years. Her reputation suggests that she does not often like dealing with people - and that her type of magic is very odd.
conversations.prefix: Pilen the Remarkable:
conversations.from: gpt
conversations.value: A small fishing village north of Mandric's Guild. They have had to deal with multiple Siren's over the years.
conversations.prefix: Mitrin:
conversations.from: human
conversations.value: You have arrived in a small fishing village in the North Eastern corner of Belguard. They have a history of dealing with stray Sirens, so it may benefit you to ask around. Alternatively, you could simply head out onto the cliffs and begin the hunt. 
conversations.prefix: Arcadis - Decide your path:
conversations.from: gpt
conversations.value: After a week of unadventurous traveling, the very nature around you seems to have gone and died off. Something isn't right. Discover what is wrong, but do not forget your duty to the carts and their masters.
conversations.prefix: Rulfgrier and Ataki - The Silent Road:
conversations.from: human
conversations.value: The phoenix is close. So very close - you can imagine its heat in the air. Drake has reminded you to not throw all caution to the wind, however, and suggests that someone be left to watch the horses and supplies. Pick someone.
conversations.prefix: Donovan, Jauh, and Mogyr - Assign the Roles:
conversations.from: gpt
conversations.value: After sometime of traveling, you have finally arrived at the destination of your first mission. While your nerves may be frayed, Valcris seems to be just as nerve-wracked. Help him make a decision about how to move forward.
conversations.prefix: Ilgoth - An unlikely decision:
conversations.from: human
conversations.value: Yerit's keep is brimming with the undead. Between you and Valcris, you have decided to deal with the zombies before bringing the fight to the vampire. Clear each of the houses to assure that as few foes as possible remain.
conversations.prefix: (Ilgoth) Clear the houses!:
conversations.from: gpt
conversations.value: An eagle sized bird that flies exceptionally fast. It has a taste for human hearts, and the ability to fly straight through the chest of an unarmored individual. Too quick for any but speed-enhanced warriors, it is deemed extremely dangerous.
conversations.prefix: (Ataki) Arrowhead:
conversations.from: human
conversations.value: The Phoenix has been spotted! It is smaller than Pilen had described, making it difficult to spot. You're certain that it is your target, however, as it is a flaming bird living in the very spot the contract stated. The hunt is on!
conversations.prefix: (Donovan, Jauhn, Mogyr) Hunt the Phoenix!:
conversations.from: gpt
conversations.value: Barren is an elderly man who has been forced to deal with multiple creatures encroaching upon his village and their fishing business. He has the information you seek, but does not seem willing to deliver it.
conversations.prefix: (Arcadis) Win Barren Over:
conversations.from: human
conversations.value: Valcris has dealt with one of the two large zombie creatures, but he is out of bolts for his powerful weapon. Use your wits and skills to disable and destroy the remaining monster.
conversations.prefix: (Ilgoth)Disable Valcris' Father:
conversations.from: gpt
conversations.value: Enemies are upon you. They want battle, blood, and your supplies. Give them the first and second, or they will take the third.
conversations.prefix: (Rulfgrier) Defend the Caravan!:
conversations.from: human
conversations.value: Despite its immense size, the true Phoenix has managed to get the jump on you. Survive its attack and live to plan a counterattack.
conversations.prefix: (Jauhn and cardless Donovan)Survive!:
conversations.from: gpt
conversations.value: You had enough warning and proper positioning to survive the first strike from the Phoenix. However, something deep inside of you is breaking - your connection with Hacklefang. She is in danger!
conversations.prefix: (Mogyr) Danger on all Sides:
conversations.from: human
conversations.value: Despite clearly having experience with a Siren before, Fina makes no move to lead the operation. In fact, she remains quiet and distracted, allowing Arcadis to decide how to proceed with the hunt.
conversations.prefix: (Arcadis) Decide on an approach:
conversations.from: gpt
conversations.value: You have the muscular build and generic training of a hand to hand fighter, but you also command some knowledge of magic to augment your combat skills, occasionally producing impressive effects.
conversations.prefix: Fighter/Mage:
conversations.from: human
conversations.value: When it comes to close range combat you're almost unstoppable. Monsters twice your size and even small armies are known to flee from your blows rather than face near certain death. That is, near certain as long as you don't do anything silly.
conversations.prefix: Combat prowess:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: You are under the illusion of greatness, believing you are a charismatic figure which everyone admires. Your poor grasp of reality leads you to very silly actions - greeting an angry mob as admirers or beating a monster senseless only to allow it to counterattack because of overconfidence are common occurrences.
conversations.prefix: Silly and overconfident:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: There's nothing like the sound of people cheering your name. Who knows, some day they might understand you are the answer to all of their problems and invite you to rule both Mandarai and Belguard.
conversations.prefix: Fame and glory:
conversations.from: gpt
conversations.value: Defensive maneuvers are for the weak. All you need to do is slay your enemy before they get the chance to strike at you; easy enough when your weapon is as large as you are.
conversations.prefix: Two-Handed Weapons:
conversations.from: human
conversations.value: During battle a state of rage overwhelms you and you find yourself removed from the conflict, yet very much a part of it. Others who have encountered you within this  state claim that you become eerily silent with unquenchable bloodlust within your eyes, but your combat prowess triples and you gain the strength of a hundred men. 
  You cannot recall any truth to those words as you remember very little of what occurs, but there has to be some merit considering you have always found yourself standing encounter after encounter.
conversations.prefix: Wrath of Gods:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Years ago you fell in battle. Death arrived to reap your soul and remove you from the mortal realms, yet deeming a task incomplete you coax Death into surrendering a few more years of life to complete the task for your immortal soul. Death agrees. You were given ten years to complete your task, the first day of the final year begins today.
conversations.prefix: A Deathly Deal:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: You seek to bring forth ruin to the dragon-beast known as Menet Anashnon. He was the one that made your companions suffer years ago. He was the one that killed your beloved. He was the one that killed you. You cannot rest until he is dead.
conversations.prefix: Vengeance- Menet Anashnon:
conversations.from: gpt
conversations.value: Ilgoth's been in a lot of tight spots in her relatively few years and played many roles. It's through this that she's picked up the reflexes and the quick thinking to adapt to nearly any situation on the fly.
conversations.prefix: Adaptable:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Ilgoth likes to do things the stylish way sooner than the most practical way. She likes to be remembered sooner than valued. Perhaps it's her way of immortalizing her inevitably short life.
conversations.prefix: Showboat:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Few there are that can escape you when you are upon their trail, whether it be man or beast or monster.  Unseen you stalk them and the bring them down.
conversations.prefix: Hunter:
conversations.from: human
conversations.value: You carry about you totems taken from dozens of beasts and monsters, in the form of claws and bones, feathers and fur, into which their strengths are bound.  In times of need you can draw on these to give you power.
conversations.prefix: Totem Charms:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: You try to hide it, but deep down something feral lurks within you, a blood rage that can fuel a brutal ferocity that clouds judgement and thinking.
conversations.prefix: Blood Rage:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Out there, somewhere, is the ultimate beast, a monster of such savagery and might as has not been seen before, or will be again.  You mean to hunt it, slay it, and turn its bones it to totem charms of unrivaled power.
conversations.prefix: Hunt the Ultimate Beast:
conversations.from: gpt
conversations.value: Arcadis is a prodigy of a dozen magical practices, able to call upon seemingly incredible powers with a mere wave of his hand.
conversations.prefix: Master of Magic:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Arcadis frequently abuses his powers. He'll pursue his own pleasures and rewards above all else, sometimes to the detriment of the task at hand.
conversations.prefix: Corrupt:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Chosen from an early age to be the personal aide to the queens and princesses that ascended to the throne of Belguard. You were not born into the lap of luxury, but you found your way to it all the same.
conversations.prefix: Royal Handmaiden:
conversations.from: human
conversations.value: It is no small feat for a young woman raised in a palace to face down whatever the world might throw at her, but somehow, you manage.
conversations.prefix: Brave:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Headstrong, strong-willed, whatever you want to call it, you're just downright stubborn, and a little skeptical to boot.
conversations.prefix: Stubborn:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: While the standard magician focuses on using abstract magic for anything and everything, the focus of your magical energy is using nature to your advantage - plants, rocks, fire, water - your surroundings are your best friend.
conversations.prefix: Mage of Nature:
conversations.from: gpt
conversations.value: You love books, you love research, and you love the work that it takes to understand the things that you hunt. You have a remarkable grasp on that which you hunt, thus making you a valuable asset. 
conversations.prefix: Lore Master:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: In a world where mercenaries are quick to do what they have to do for some coin, you have a hard time trusting others to fight by your side. To that end you have a tendency to want to strike out on your own, this usually gets you into a great deal of trouble. 
conversations.prefix: Go Your Own Way:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: You don't like shields, but you also feel the need to have a second weapon in your off-hand. This gives you extensive knowledge of multiple weapons and allows you to adapt to various kinds of enemies. You little whore, you.
conversations.prefix: Two-Weapon Fighting:
conversations.from: human
conversations.value: You're an experienced fighter with a quick mind and a sound body. 
  
  You can distinguish a feign, a trick, an opening, a block, or an incoming attack... And, you know how best to respond to it!
conversations.prefix: Tactical genius:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Hey, it's not easy being short! 
  
  When everything is too tall for your comfort, or too high for your reach, you'll have to use tools to bridge that gap too!
  
  After all, it's cumbersome to constantly ask "normal height individuals" for assistance all the time.  
  
  Hmph. Inconsiderate tall people.  Grumble grumble grumble.
conversations.prefix: Short (aka Vertically Challenged):
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Monsters are a relatively new occurrence in the world. There are new types being discovered daily. With these monsters are opportunities to experience something that has never been experienced before, by anyone. Also, you know, research.
conversations.prefix: Adventure:
conversations.from: gpt
conversations.value: Memories are the most potent of wounds. For even time claimed little effect on their healing.
conversations.prefix: Reminisce :
conversations.from: human
conversations.value: Amongst the more civilised races you stand out as someone barbaric and feral, uncouth even.  Your feeding habits are less than refined, your speech rough and your manners on the aggressive side.  Even your style of clothing marks you out.
conversations.prefix: Feral Countenance:
conversations.from: gpt
conversations.value: Your reputation of being a force of reckoning within combat is legendary, your reputation of successful hunts is equally impressive. 
conversations.prefix: The Calamity:
conversations.from: human
conversations.value: You may be the most unwise person in the guilt, but Zanorin the minstrel is the voice of reason. The minstrel, not willing to get killed as a result of your headlong approach, has an almost magical ability to make you listen to common sense.
conversations.prefix: The minstrel:
conversations.from: gpt
conversations.value: This is all very new to Ilgoth. It's definitely going to take some help from Valcris to keep her afloat.
conversations.prefix: First Time at the Rodeo:
conversations.from: human
conversations.value: Arcadis thinks very, very highly of himself. It isn't always warranted.
conversations.prefix: Arrogant:
conversations.from: gpt
conversations.value: A lifelong companion and friend, Hacklefang is not your average hyena, being larger, smarter and more fearsome than the norm.
conversations.prefix: Hacklefang:
conversations.from: human
conversations.value: You're operating on adrenaline, which makes you temporarily stronger, faster, and more clearly thinking. This is a good thing when you're in a tight spot.
conversations.prefix: Adrenaline surge:
conversations.from: gpt
conversations.value: Magic doesn’t come easy to you and you can’t cast more than a few spells at a time without side effects. Your ability to think clearly diminishes with the casting of each spell, and if you strain yourself too much you are likely to fall unconscious.
conversations.prefix: Poor mental endurance: