conversations.from: system
conversations.value: In the beginning there was The One
  
  The One took it upon itself to create the inner workings of the Universe, and then the Highlands.
  
  a rich and lush land filled with creatures big and small.
  
  To appreciate this world he created sentients known as Humans.
  
  The humans had a hard time adapting and understanding how to live in the world, often there
  
  free will getting the better of them, bringing them to acts of violence and greed.
  
  The creator decided to rest his hope in one last act of creation, sacrificing himself one last time
  
  to create the four children.
  
  Ent- The Child of Nature, The Child of health and motherhood.
  
  Grim- The Child of death
  
  Vul gar- The Child of Stone and Mountains, The Child of battle.
  
  Mazant- The Child of humanity, of diplomacy, of intelligence.
  
  These four ruled over Humanity for a prosperous age know as the Era of The Children.
  
  The children were not immortal however and knew they would have to reproduce. Both Mazant and Vul Gar slowly fell for Ent.
  
  
  Vul Gar because she could see the beauty in his ugliness.
  
  Mazant because she was as beautiful and inelegant as himself.
  
  Ent attempted to settle the argument by Marring the cold and distance 2nd child Grim. Grim however refused and vanished from the High lands to be one with the universe itself. Grim wanted nothing to do with the lower aspirations of his brothers or humanity.
  
  Mazant and Vul Gar rallied their most loyal and went to war, a war which would last nearly a hundred years and turned the beautiful and magical High lands into a hell.
  
  This would be known as the War of the Children.
  
  Unable to deal with the death and destruction caused by the war over her, Ent tricked both the Brothers into a meeting with her promising to close one. instead of choosing she struck deathblows to both of them. Ending the war.
  
  Vul Gar's people took their fallen into the mountains of the northland, burying him in stone and snow. Then breaking into tribes to live in a place that required strength, and to worship their fallen master.
  
  Mazant's people took him to the West coats, to bury him by Ocean, burning him at sunset on the ocean, They then founded the Holy Empire of Mazant to follow his teachings.
  
  Ent's followers accompanied her to the green lands of the south, unable to live with the horror her existence had cause she took root and became a great and powerful tree, her roots stretching out for miles and insuring the prosperity of the Forest. Her followers stayed and promised to follower her teachings forming the Affiliation of Ent.
  
  This ended the Era of The Children and Began the Era of Humanity.
  
  After the children had left the Highlands the Humans began to rebuild. The war had more then halved the population, so a long period of peace began out of need.
  
  The Children had been extremely powerful beings, forged from The one, creator of the universe. Their deaths were not as absolute as thought. Upon death their power, magic, or essence was released like the fallout of a nuclear bomb over the country sides of their burial.
  
  The essence began to have strange effects, leaving some humans untouched, and others were changed almost fully into other races, of beings giving birth to the Children of magic.
  
  Mazant's essence created first the Angels. Gaunt and extremely pale fair harried humans with pupiless eyes. There inherent intelligence made them almost worshipped among the people of the Empire. They are believed to be the Face of their fallen lord. Mazant's essence also created the Vermin. Rat people who evolved from the sewers under Mazant's huge civilizations, the race is looked down on and often referred to as 'Mazant's Mistake' nevertheless they are resourceful and full of surprises. Sea Kings are huge Man Sharks born of the ocean and the seas. They would be useful in battle if they could be removed from the sea for any length of time. instead they prefer the coast and the hundreds of islands dotting the ocean.
  
  Vul Gar's Essence imbedded in the rock and stone of the great mountain range, Creating the image of Vul Gar The Orks. Tall and muscle bound creatures armed with strength and brutality are a force to be dealt with in a fight, as an opposite the Goblins showed up. Goblins were short and weaker, but somehow wiser and more intelligent then the Orks. Then the Stouts appeared, short stocky Humans who seemed nearly unkillable.
  
  
  Ent's First children where the Elves. Humans with a better agility and ability to here in the forest they habited, Then came the Ellets, tall and covered in fur they looked like Weasels that had bred with humans, there speed and precision unmatched. Finally the trolls migrated to the Swamps and Marshes of the South, becoming war like and solitary.
  
  Each place still had Human's to populate it but now they shared the planet with these new races, each falling into balance with the others.
  
  The Children of Magic were not the only effect the Essence had on the word.
  
  slowly, very intuitive Humans and creatures began to become aware of the essence blowing throughout the land. After a small time some would come forward with the ability to absorb the Essence and then you the essence to bend reality around them as if they were a god.
  
  They were called Adepts.
  
  With the rise of the Adepts many soothesayer's would travel the lands in order to find potential Adepts and take them away to become Adepts.
  
  One such was Mas Tafo.
  
  He came from a city on the border between the north and south lands at their eastern most part, in what is now referred to as the valley of sorrow.
  
  Before it was know as the Farm town of Nex.
  
  Mas Tafo was a normal Farm child but when a pack of traveling Soothsayers came to Town they determined Mas Tafo to have the greatest potential.
  
  In order to make a better life for his family, Mas Tafo left home in order to learn the ways of the Adept and return prosperous.
  
  Many years past and Mas Tafo learned fast, picking up the teachings and abilities with breathtaking precision. He became enamored with the Child of Death, Grim. The last remaining Child of The One. He turned his skills to the foundation of a new type of Adept... The Necromancer.
  
  Never getting his restoration to work perfectly, Mas Tafo skill became a great Adept, and once he felt he had acquired all the riches needed he returned home to share it with his family and kinsman.
  
  This was not to be.
  
  a northern Tribe of Barbarians known as the Thrul, had entered into a war with a Race of Creatures the Affiliation recognized as Trolls. The Battle raged on for years and sadly Nex was on the front line.
  
  Mas Tafo returned to his home to find two blood thirsty armies doing battle in the ruined shadow of his former home town of Nex. His family and friends long since caught in the storm of fire and war.
  
  Mas Tafo strode across the battlefield without fear till he arrived at the center. it is said he used all of his anger and will power to absorb all of the Essence in the distant area, summoning all his strength he punched a hole in the fabric of Space and time and plunged his hand into the universe. His fingers found the last Child of the One The Child of Death Grim himself.
  
  Mas tafo dragged him from the neither reaches of the universe To The Highlands once again.
  
  In that instant Grim's power exploded through the whole uncontained wiping out the Northern Tribe and The trolls in on second reducing them to nothing but bones.
  
  No Trolls have been seen to this day.
  
  Mas Tafo demanded Grim use his power and knowledge to return his family and land to its one time glory. Grim refused, unable to make such things happen, but instead he made a promise...
  
  Any one raised through use of Essence on the lands of the dead would return permanently.Then vanished leaving of Mas Tafo and the essence of Death himself.
  
  Mas Tafo decided to rebuild. claiming the eastern lands he had corrupted as the dead lands, any necromancer who brought back the dead on the ground of those lands would return permanently.
  
  So the Forth kingdom, and possibly the most feared, was created. The Deadlands.
  
  The Holy Empire's technological advancement and population growth is staggering, and the High priest Zealous considers expanding it's bounders at the expense of the north and the Affiliation. On the other hand the colonization of the tropical islands to the west of the holy city has given rise to Pirates and possible rebellions.
conversations.from: human
conversations.value: Relax don't do it when you want to....
conversations.prefix: resist seduction:
conversations.from: gpt
conversations.value: Acquire a ship to call your own.
conversations.prefix: get a ship:
conversations.from: human
conversations.value: The Inn stands alone on the rocky roads btween Enthem and Heartkin so it is a way station for all sorts of adevnturers and bandits.
conversations.prefix: Wind Scorned Inn:
conversations.from: gpt
conversations.value: Outside the wind scorched Inn.
conversations.prefix: Wind Scorched Inn Outside:
conversations.from: human
conversations.value: The rocky and heavily wooded areas of the northlands make it extremely dangerous at night not to mention the creatures...
conversations.prefix: Dark Mountain woods:
conversations.from: gpt
conversations.value: Find out why the Squad master is staring at Boldrak Bladecrusher
conversations.prefix: Sized up:
conversations.from: human
conversations.value: Get to know each other and find some way to become a party
conversations.prefix: Meet and Greet:
conversations.from: gpt
conversations.value: The quite Leader of a squad of Blood Tusk Tribesmen that frequent the Wind Scorned Inn, he is searching for the Crown of Vul Garr and hates Mercenary warriors
conversations.prefix: Squad Master Dervish:
conversations.from: human
conversations.value: Blood tribe warriors who get drunk and decide they are owed more then they should.
conversations.prefix: Blood Tribe brutes:
conversations.from: gpt
conversations.value: A heavy set older Human who owns and runs the wind scorched Inn
  
  He has seen a lot in his time.
  
  This challenge is to gain useful information from the Bartender.
conversations.prefix: Zell:
conversations.from: human
conversations.value: Keep a tense situation from turning into an ugly fight.
conversations.prefix: keep the peace:
conversations.from: gpt
conversations.value: You are paid to do a job. Keep the woman alive.
conversations.prefix: Protect Sid:
conversations.from: human
conversations.value: You are officially suspicious of the woman and her followers
conversations.prefix: Colla's intents:
conversations.from: gpt
conversations.value: a coin purse could be used to buy goods or persuade.
conversations.prefix: wealth (copy):
conversations.from: human
conversations.value: Get to the island SoSue with Colla intact.
conversations.prefix: Sail to SoSue:
conversations.from: gpt
conversations.value: This concoction will stabilize the wounded
conversations.prefix: Health potion:
conversations.from: human
conversations.value: Low intelligence deep ocean creatures who invade boats for food.
conversations.prefix: Barracod:
conversations.from: gpt
conversations.value: A Brigand on the isle of Cursaw. Not much is known other then their is a fair bounty on her head.
conversations.prefix: Sid:
conversations.from: human
conversations.value: Investigate the scene to deduce what really happened.
conversations.prefix: Investigate:
conversations.from: gpt
conversations.value: the spider web docks to the port city of Valence
conversations.prefix: Docks of Valence:
conversations.from: human
conversations.value: An Ancient Sea Beast from the time before the Children.
conversations.prefix: King Crustation:
conversations.from: gpt
conversations.value: A cemetery on a high ridge overlooking the sea, long since forgotten
conversations.prefix: Forgotten Cemetary:
conversations.from: human
conversations.value: A vermin who escaped servitude and has been surviving by stowing away on ships, ever since.
conversations.prefix: Kur' Tik:
conversations.from: gpt
conversations.value: You are home on the mighty boats and the massive ocean. Navigation and survival on the high seas and the tropical islands comes easy for you.
conversations.prefix: Sea Dog:
conversations.from: human
conversations.value: Hage has offered a sizable amount of Money to not ask his business.
conversations.prefix: Question/Bribe:
conversations.from: gpt
conversations.value: Dangerous and full of natural danger.
conversations.prefix: Jungle path:
conversations.from: human
conversations.value: A hardened Pirate and good captain.
conversations.prefix: Capt. Telf Caro:
conversations.from: gpt
conversations.value: Capt Telf Caro's ship, a 24 cannon War galleon.
conversations.prefix: The Blood Debt:
conversations.from: human
conversations.value: MOVE!
conversations.prefix: Tactical retreat:
conversations.from: gpt
conversations.value: Sworn to keep the prisoners inside the walls
conversations.prefix: Prison Guards:
conversations.from: human
conversations.value: Shift the ire of your possible attacker too something or someone else
conversations.prefix: Fast Talk:
conversations.from: gpt
conversations.value: Looked away in a crypt by Matthieu, Starved for energy.... for life.
conversations.prefix: Hungry Spectre:
conversations.from: human
conversations.value: keep up!
conversations.prefix: Foot Chase:
conversations.from: gpt
conversations.value: Worshippers of Ent and the meat of the Affiliation they build their homes in Giant trees and try to find balance with nature while having a deep sense of honor(almost like that of a samurai
  
  Recommended Strengths Alchemist, Blademaster
  
  Recommended Weakness, Arrogant
conversations.prefix: Elves:
conversations.from: human
conversations.value: Small with green skill and pointed noses they hail from the mountain lands and have amazing eye Sight, and agility.
  
  
  Recommended Strengths- Fire Adept, Archer, Blademaster.
  
  Recommended weaknesses, small, coward.
conversations.prefix: Goblins:
conversations.from: gpt
conversations.value: The most common and most versatile of all the races. The have no recommended strengths or weaknesses
conversations.prefix: Humans:
conversations.from: human
conversations.value: Massive and muscle bound with tusk like teeth Orks hail from the northlands and have nature born size and Strength
  
  Recommended Strengths Barbarian, Blademaster, 
  
  Recommended Weaknesses Oversized, Stupid.
conversations.prefix: Orks:
conversations.from: gpt
conversations.value: Short stocky nearly unkillable humans from the Northlands. They are underestimated because of their size but their endurance and resistance to posions and pain is unmatched.
conversations.prefix: Stouts:
conversations.from: human
conversations.value: You have forsaken the essence and magic to focus on the science of the would. Mixing combinations and potions can create mixtures and effects of all shapes and sizes
conversations.prefix: Alchemist:
conversations.from: gpt
conversations.value: This character is adept with bows and crossbows, handing things from a range.
  
  Cannot use if from Mazant
conversations.prefix: Archer:
conversations.from: human
conversations.value: This character is a fighting visage on the battlefield, using two handed blades and feats of strength to solve problems
conversations.prefix: Barbarian Strength:
conversations.from: gpt
conversations.value: You are trained to the absolute mastery of blades and other close combat weapons. now you look to test it.
conversations.prefix: Blademaster:
conversations.from: human
conversations.value: Absorbs powerful death essence to create the undead to assist them.
  
  Must be from the deadlands
conversations.prefix: Death Adept:
conversations.from: gpt
conversations.value: This character wields powerful magic by absorbing the Essence around him to Smith magic weapons and imbue other weapons and people with magical enhancements
  
  Must be from the Barbarian tribes
conversations.prefix: Fire Adept:
conversations.from: human
conversations.value: Adept in the use of Gunpower this Holy empire citizen uses the pistols to strike from a distance.
  
  only from holy empire
conversations.prefix: Gunmen:
conversations.from: gpt
conversations.value: Adepts that use holy essence to inspire and manipulate those around them.
  
  Must be from The Holy Empire
conversations.prefix: Holy Adept:
conversations.from: human
conversations.value: a fast talking con artist who uses words and tricks to get what he wants.
conversations.prefix: Manipulator:
conversations.from: gpt
conversations.value: Uses the essence around them to manipulate the plants and earth around them and their foes.
  
  Must be from the affiliation
conversations.prefix: Nature Adept:
conversations.from: human
conversations.value: This character uses his intelligence to find creative ways to be victorious
conversations.prefix: Tactician:
conversations.from: gpt
conversations.value: This character is small fast and stealthy. with this Strength the character can pick locks, pick pockets, and enter places others could not.
conversations.prefix: Theif:
conversations.from: human
conversations.value: The Pale blond haired blue eyed beauties of The Holy Empire, revered as almost gods, they are adept in communication and manipulation.
  
  Recommended strengths Con Artist, Holy Adept, Tactician
  
  Recommended weaknesses Egotistical, Arrogant.
conversations.prefix: Angels:
conversations.from: gpt
conversations.value: Tall Thin and fur covered, they look a lot like a human ferret hybrid. They have a primitive native American like society and prefer to keep to themselves and the land the Affiliation has given them... but every once and awhile one gets a bug to travel
  
  Recommended Strengths
  Theif
  
  Recommended Weaknesses, Stupid
conversations.prefix: Ellets:
conversations.from: human
conversations.value: Anything brought back in the deadlands, remains alive until destroyed again. Few undead travel outside the deadlands for free of being misunderstood.
conversations.prefix: Undead:
conversations.from: gpt
conversations.value: Armored, fighters.
conversations.prefix: Guards:
conversations.from: human
conversations.value: There is nothing you can't handle, until there isn't. You will run head long into situations others would be smart enough to avoid.
conversations.prefix: Arrogant.:
conversations.from: gpt
conversations.value: Monsters are scary and dangerous, you tend to run and hide first and feel bad about it later.
conversations.prefix: Coward:
conversations.from: human
conversations.value: You are beautiful, things have always just been handed to you, and they should be. You(think) you are that great.
  
  Good for Angels.
conversations.prefix: Egotistical:
conversations.from: gpt
conversations.value: You where borne big and strong, which works for you... until you need to squeezed through a small door or sneak up on someone.
  
  Good for Orks
conversations.prefix: Oversized:
conversations.from: human
conversations.value: Whatever has driven you to the adventures life drives you to become more then you are. Power is everything.
conversations.prefix: Power hungry:
conversations.from: gpt
conversations.value: take care of number 1, that is your motto. When things get hairy you always consider your needs before others.
conversations.prefix: Selfish:
conversations.from: human
conversations.value: You can't help the fact that you are smaller and easier to kill.
  
  Good for Goblins, and Vermin.
conversations.prefix: Small:
conversations.from: gpt
conversations.value: you tend to act before you consider the weight of your actions.
conversations.prefix: Stupid:
conversations.from: human
conversations.value: You want to do the right thing, but it is very easy to pursed you to do the opposite. you are also extra susceptible to magic and mind control.
conversations.prefix: Weak willed:
conversations.from: gpt
conversations.value: You are an adventurer for one reason, the retirement plan. You are out to collect as much money as you can.
conversations.prefix: Greed:
conversations.from: human
conversations.value: You are in it to protect the innocent and help the people around you.
conversations.prefix: Hero:
conversations.from: gpt
conversations.value: You exists for one reason, to seek out injustice and fight it. You always come to the aid of those in need.
conversations.prefix: justice seeker:
conversations.from: human
conversations.value: Someone left you and you have no idea why, now you quest to find that person and ask them why
  
  (this also works for family)
conversations.prefix: Lost love:
conversations.from: gpt
conversations.value: Home town life is just not enough for you, you had to get out and see the world... Regardless of whether you are ready or not.
conversations.prefix: restless:
conversations.from: human
conversations.value: Something happened to you and you know who did it. You are driven to make them pay.
conversations.prefix: Revenge:
conversations.from: gpt
conversations.value: You are have trained your entire life all that's left to too see just how good you are.
conversations.prefix: The Endless Test:
conversations.from: human
conversations.value: The crown Vul Gar the child of the  north wore made of the bones of the Dragons he slayed to free the land. Inspires fear and commands respect from any northlands tribesman.
conversations.prefix: The Crown of Vul Gar:
conversations.from: gpt
conversations.value: a coin purse could be used to buy goods or persuade.
conversations.prefix: wealth:
conversations.from: human
conversations.value: Iron Eye has sent his men all over the country side to get it, whoever holds it will unite the Tribes.
conversations.prefix: Aquire Vul Garr's Crown:
conversations.from: gpt
conversations.value: Iron Eye has sent his men all over the country side to get it, whoever holds it will unite the Tribes.
conversations.prefix: Aquire Vul Garr's Crown (copy):
conversations.from: human
conversations.value: Large half man half shark, the Sea kings are early seen outside of the holy empire or inland at all, they have a severe aversion to being away from water to long.  They frequent the many island colonies the holy empire has set up on the islands in the ocean.
  
  Recommended Strengths
  Sea Dog, Blademaster
  
  Recommended Weakness
  Ocean Bound
conversations.prefix: Sea Kings:
conversations.from: gpt
conversations.value: The city of Valence once a thriving port town, it is now crime ridden and in disrepair.
conversations.prefix: Valance:
conversations.from: human
conversations.value: navigate the dank crypt.
conversations.prefix: Dank Crypt:
conversations.from: gpt
conversations.value: Short Rat like humans that make up the servant class of the Holy Empire, There are Free Vermin that crawl beneath the holy empire. Few make it out of the Empire
  
  Recommended Strengths, blademaster, theif.
  
  Recommended Weaknesses, Stupid
conversations.prefix: Vermin:
conversations.from: human
conversations.value: Trained to protect the Holy Empire with both the guns accuracy and the speed of your sword.
conversations.prefix: Muskateer:
conversations.from: gpt
conversations.value: This character cannot spend to long from the water or they will begin to get sick and become useless eventually.
conversations.prefix: Water Bound:
conversations.from: human
conversations.value: Water makes you queasy and un nerved, it's hard for you to fight or act will on a boat.
conversations.prefix: Land Lover:
conversations.from: gpt
conversations.value: You have done something, something bad or looked upon as evil by a group of people that now hunt for you.
conversations.prefix: Escape:
conversations.from: human
conversations.value: A lumbering armored creature that frequents the tropic islands of the holy Empire, Their hide is covenanted for being able to make light durable armor out of it.
conversations.prefix: Crabler:
conversations.from: gpt
conversations.value: The Tropical Island Cursaw is a 15 mile island with three port colonies of the holy empire. The Beach is warm and wet but not humid.
conversations.prefix: Island Cursaw Beach:
conversations.from: human
conversations.value: The Main road carved out of Cursaw's thick jungle that connects Davidia to Valence.
conversations.prefix: Road to Valence:
conversations.from: gpt
conversations.value: the Cardinal of Valences personal men, mirroring his corruption.
conversations.prefix: Valence Musketeers:
conversations.from: human
conversations.value: A mysterious Warrior who hunts for the man who killed him and his brother.
conversations.prefix: Hage:
conversations.from: gpt
conversations.value: A group of Mercenaries hired to find Hage and bring his head back to The High Priest.
conversations.prefix: Bounty Killers:
conversations.from: human
conversations.value: make war on the knight or state your presence as a friend.
conversations.prefix: Sized up:
conversations.from: gpt
conversations.value: An old retired sea dog that watches Valence Harbor. 
conversations.prefix: Valence Harbor Master Karn :
conversations.from: human
conversations.value: get a weapon to kill with.
conversations.prefix: Get weapon:
conversations.from: gpt
conversations.value: Pirates under the Red Flagg of Mulutu DeathDrinker.
conversations.prefix: Red Flagg Pirates:
conversations.from: human
conversations.value: The Sniper agent of the Cabal Sectorum. 
conversations.prefix: Serephal:
conversations.from: gpt
conversations.value: The Port of Valence Sea waters
conversations.prefix: Valence Bay:
conversations.from: human
conversations.value: The Count of Valences personal prison.
conversations.prefix: The Ridge:
conversations.from: gpt
conversations.value: A mysterious Ork Warrior found in the Ridge
conversations.prefix: Fug' Rook:
conversations.from: human
conversations.value: A Skilled Navigator her origins are shrouded in secret. She has hired the Hyperior to get her to SoSue
conversations.prefix: Colla De' Lereux:
conversations.from: gpt
conversations.value: A chance to socialize with your new companions.
conversations.prefix: Get to know the crew:
conversations.from: human
conversations.value: A tavern in Valence not regularly frequented by the Red Flaggs
conversations.prefix: The Scurvy Death:
conversations.from: gpt
conversations.value: relax don't do it when you want to sock it to it
conversations.prefix: resist seduction:
conversations.from: human
conversations.value: See it coming before it gets you.
conversations.prefix: Detect Ambush:
conversations.from: gpt
conversations.value: self explanatory I think.
conversations.prefix: Dodge:
conversations.from: human
conversations.value: Inside the Cardinals prison wagon.
conversations.prefix: Prison Wagon:
conversations.from: gpt
conversations.value: Decide between two hard choices.
conversations.prefix: Hard decsesion:
conversations.from: human
conversations.value: A small port city on the island of Hake.
conversations.prefix: Hake:
conversations.from: gpt
conversations.value: Survive the incoming cannon fire
conversations.prefix: Survive Cannonfire:
conversations.from: human
conversations.value: Negotiations with a merchant or an enemy to find a resolution
conversations.prefix: Negotiate:
conversations.from: gpt
conversations.value: Sneaky Sneaky
conversations.prefix: Stealth:
conversations.from: human
conversations.value: Free your hands.
conversations.prefix: Get hands free:
conversations.from: gpt
conversations.value: The Corrupt Cardinal's cathedral
conversations.prefix: Valence Catherdral:
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: Every situation has a beginning and an ending, this person has an uncanny ability to deduce truth, know what has occurred before, and/or what will come later by simple cues in the people and places in his/her surroundings.
conversations.prefix: Deductive Reasoning:
conversations.from: gpt
conversations.value: Years of training have honed your gun skills to expert levels.
conversations.prefix: Crack Shot:
conversations.from: human
conversations.value: Sometimes failing to look at the big picture can lead a good man astray. Even some of the smartest people can fail to look for ulterior motives and take things at face value.
conversations.prefix: Narrow Minded:
conversations.from: gpt
conversations.value: There are few treasures as valued as that which one never gets.  You are so enamored by the prospect of love that it unsettles you... And in that you make stupid mistakes.
conversations.prefix: Loves Fool:
conversations.from: human
conversations.value: What do you do when your a shark and threatened.  You bite and bite hard with a mouth full of razor blades. 
conversations.prefix: Shark Bite :
conversations.from: gpt
conversations.value: Sometimes you just have to run your mouth, even when you should be running away.
conversations.prefix: Talks too much:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: You are in it to protect the innocent and help the people around you.
conversations.prefix: Hero:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Some sailors have girls in every port of call.  Some have more than one.
conversations.prefix: Serial Lover:
conversations.from: human
conversations.value: There's one constant that can not be denied... a good part of a Guilder's survival is an uncanny amount of blind luck.
conversations.prefix: Lucky Bastard:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Being named the first mate is the opportunity of lifetime.  
  
  Owing it all to the captain and his ship he wont let anything put them at risk.
conversations.prefix: Right Hand Man:
conversations.from: gpt
conversations.value: Having honed your craft with time and dedicated practice you have come to embrace the harpoon as an extension of yourself and unlucky is the combatant that is within range when it is in your hand.  
conversations.prefix: Ace Harpooner:
conversations.from: human
conversations.value: Rhail is a man who tempers the odds with his wild acts of insane heroism... while at times they are useful for getting him out of trouble it is rarely in the way he would have expected it to.
  
  *"You're completely mad... "*
  *"Thank god for that... if  I weren't, this would never work..."*
conversations.prefix: Thank God for that... :
conversations.from: gpt
conversations.value: Singular determination is a most dangerous bedfellow.
conversations.prefix: Grim Servant of Death:
conversations.from: human
conversations.value: In the fog of war, a soldier becomes a grim servant of death, able to perform feats far greater than those of mortal men. 
  "The arrows turn the swords repel, and let nothing pierce his mortal shell."  - Visonaries
conversations.prefix: The Fog Of War...:
conversations.from: gpt
conversations.value: Whatever else goes on, you're the goddamn captain.  When you bark an order, it gets followed.
conversations.prefix: The Captain:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild: