conversations.from: system
conversations.value: The great Cataclysm has come. In its aftermath Humanity struggles to survive and to redeem itself, for the apocalypse was the fault of Man.
  
  Twenty years ago, in their hubris, the great masters of the human world sought to betray the Gods and steal their power to use it to drive the darkness from the world forever; to create a land of never ending light. This was called, by historians, to be the Folly of Man; for the Gods, both light and dark, knew the world must have balance to survive.
  
  Mankind split into four factions. The Church of Light, The Order of Sorcery, The Brotherhood and the Way of the Wood.  The Church directly demanded of the gods to destroy its enemies and cleanse the world of darkness. The Order and its Archmages sought to bind the Gods and use them to fuel their magics. The Brotherhood and the monks and psions that filled its ranks thought to ascend to Godhood themselves, while the followers of the Way, disgusted by the audacity of man, and its abuse of mother earth, decided to cleanse the land in fire. Indiscriminately and without prejudice. Only death resulted. The gods brought their wrath on the world, the Orders shattered, and mankind was left broken and alone. Now we live in the aftermath, where man is hunted for its sins. The gods have turned their backs on us, we walk in darkness.
  
  The dark Age of Strife has begun. Strength, steel, and anarchy reign. Humanity is scattered and afraid. The creatures of night hunt us, we who broke the world. The other races of light, those who don't seek to eradicate us, have gone into seclusion, turning their backs on us as the gods did. We are alone as a child in the night.Will sword, sorcery or invention forge our future?
  
  Note to players: This is a dark, cruel medieval setting of a post-apocalyptic world ravaged my magic and abandoned by the gods good and evil alike.  Early technology, steam and gears are man's new magic. The old powers still infuse the world but only grant power to those who walk their Paths. Humanity is hunted and threatened at every turn. Keep that in mind when making a character in Edifice.
conversations.from: human
conversations.value: Always drawn to the  powers of Magic, Ivan Par'Saren sat on the Counsel of High Mages before the Cataclysm struck. He had voted against the Magi when they tried to capture a god and had actively attempted to prevent his power hungry brethren. He went into self exile after the College of Magi helped ruin the world but now has returned seeking redemption. He venomously fights against the Shadow Union and their continued abuse of Powers; magic, primal, psi and divine all. He has tracked them to Haven.
conversations.prefix: Archmage Ivan Par'Saren (copy):
conversations.from: gpt
conversations.value: A troop of twenty men is requisitioned for your personal command.
conversations.prefix: House Damien Squaron:
conversations.from: human
conversations.value: A troop of twenty men is requisitioned for your personal command.
conversations.prefix: House Damien Squaron (copy):
conversations.from: gpt
conversations.value: The Archmage is ready to help you in this Quest.
conversations.prefix: Ivan Par'Saren:
conversations.from: human
conversations.value: The Sargent in charge of 'cleaning up' the Docks. He is in charge of forty handpicked footmen and has been know to take bribes. He would never be in charge if the Knights knew what kind of man he really was.
conversations.prefix: Sargent Jamerson:
conversations.from: gpt
conversations.value: Praetor, the dark warhorse has come sensing his master's need.
conversations.prefix: On a Dark Horse.:
conversations.from: human
conversations.value: You do Natures work, and nature knows it. A beast has come to aid Nature's champion.
conversations.prefix: Nature:
conversations.from: gpt
conversations.value: Sir Harris is here to assist.
conversations.prefix: Sir Adion Harris:
conversations.from: human
conversations.value: Life is an unfoldment; and the further we travel, the more we live, the more truth we can comprehend. To understand the things that are at our door is the best preparation for understanding those that lie beyond.
  
conversations.prefix: Preperation (copy):
conversations.from: gpt
conversations.value: Life is an unfoldment; and the further we travel, the more we live, the more truth we can comprehend. To understand the things that are at our door is the best preparation for understanding those that lie beyond.
  
conversations.prefix: Preperation:
conversations.from: human
conversations.value: The young Knight is ready to assist in this Quest.
conversations.prefix: Sir Adion Harris:
conversations.from: gpt
conversations.value: The Knighthood is reborn! Use them to bring order and justice once again to the lands of Man!
conversations.prefix: Army of the Light:
conversations.from: human
conversations.value: A troop of Twenty House Damien soldiers are requisitioned for your personal command.
conversations.prefix: House Damien Soldiers:
conversations.from: gpt
conversations.value: Anan's wrist mounted dagger and bolt launcher!
conversations.prefix: Gadgets!:
conversations.from: human
conversations.value: Captain Mordaine-Marr has come to help.
conversations.prefix: Captain Jocelyn Mordaine-Marr:
conversations.from: gpt
conversations.value: Troops, wealth, and Lands of House Halal. Most notable Saraphina Halal and the Dusk-blades, Halal's elite strike force of Vampire Commandos. 
conversations.prefix: House Halal Assets:
conversations.from: human
conversations.value: Nature knows you are it' champion. Nature protects it own. Bjorn himself comes to your aid!
conversations.prefix: BJÖRN bear of legend!:
conversations.from: gpt
conversations.value: The tome's hidden knowledge and spells are yours to command!
conversations.prefix: The Grimoire:
conversations.from: human
conversations.value: Psionic power infuses your mind and lets you impose you will upon the world; even while you expand your own consciousness.
conversations.prefix: Brotherhood of the Mind:
conversations.from: gpt
conversations.value: Make up your own strength card lazy, I am not doing this all for you.
conversations.prefix: Example:
conversations.from: human
conversations.value: a weakness of your character.
conversations.prefix: example:
conversations.from: gpt
conversations.value: Something about your background.  Something that drives you. Yea i like that, something that drives you.
conversations.prefix: Example:
conversations.from: human
conversations.value: One of the last cities of Humanity. It sits nestled in a huge protect valley resting against the New Sea. Half of the ancient city lies in ruins, a remnant of the Cataclysm, but the other is a beacon to refugees, dirty, sick, and hungry.
  
  Many factions all threaten to rip apart the city from within just as forces of darkness muster to cleanse the city of its human filth.
conversations.prefix: City of Haven:
conversations.from: gpt
conversations.value: The Orc Horde is at your gates!
conversations.prefix: The Horde!:
conversations.from: human
conversations.value: The Leader of the Orcs and his tribal Shaman.
conversations.prefix: Horesh Two-Blade!:
conversations.from: gpt
conversations.value: Orc Shamans!
conversations.prefix: Orc Shamans!:
conversations.from: human
conversations.value: Orc Archers!
conversations.prefix: Orc Archers!:
conversations.from: gpt
conversations.value: Orc Siege Equipment!
conversations.prefix: Orc Siege Equipment!:
conversations.from: human
conversations.value: Garrek is one of Haven's many would be leaders. His gang, The Fist, have taken over a section of Haven called the Slums. Shrewd, calculating and ruthless, Garrek makes no attempt to hide his ambitions to use his underworld ties to control those who seek safely inside Haven's walls. It is rumored he hides a terrible power.
conversations.prefix: Boss Garrek:
conversations.from: gpt
conversations.value: The hidden knowledge of  the Arcana is still there for those who aren't afraid to seek it. The masses may fear you, for you helped break the world, but the power to shape it anew is in your grasp.
conversations.prefix: Order of Magi:
conversations.from: human
conversations.value: You reject the powers the broke the world. You focus on your own insight. You may be a master of martial powers or an inventor using metal and steam. If the old powers failed us, human ingenuity wont.
conversations.prefix: Ingenuity of Man:
conversations.from: gpt
conversations.value: The primal powers of Nature bless your blood. The elements and the wilderness are yours to command.
conversations.prefix: Way of Nature:
conversations.from: human
conversations.value: The Gods may have abandoned us but their residual power is still infused in every sunrise... and sunset. Use the lost god's powers as you see fit, for good or evil.
conversations.prefix: Seekers of Divine:
conversations.from: gpt
conversations.value: Haven's Noble district is where the rich try to cling to their wealth by any means. Private 'peace keeping' soldiers loyal to the Noble Houses themselves make sure the rich can cling to the Illusion of grandeur. 
conversations.prefix: Haven Noble District:
conversations.from: human
conversations.value: Before the Cataclysm the Holy Church kept a garrison here that policed the city. In the aftermath of the breaking the remnants of the 'Army of Light' gather here but have locked themselves away from Haven proper letting the poor fend for themselves. 
conversations.prefix: Haven's Knight's Keep:
conversations.from: gpt
conversations.value: No one dare take up residence in the old Patriarch's Palace. The mob still looks for someone to blame for the poverty, sickness and hardships that plague them and rumors of the old royalties treasures being there is whispered but also of dark guardians. 
conversations.prefix: Haven Palace.:
conversations.from: human
conversations.value: The streets of Haven are brimming with refugees. The nicer, more orderly, and cleaner areas of the town are full. The slums are packed with the sick, the poor, and the down right unfortunate.
conversations.prefix: Haven Slums:
conversations.from: gpt
conversations.value: Boss Garek's wild card. His not so hidden dagger in the night. Not much is known about the man other than he leaves death in his wake and wields the power of the shadows themselves.
conversations.prefix: Artemis Nightshade:
conversations.from: human
conversations.value: Run down with little to no trade coming in the district is known for two things. Its fishing catch, that keep the city feed... barley and its crime. Not even the Nobles arms-men try and pretend to police here.
conversations.prefix: Haven Port District. :
conversations.from: gpt
conversations.value: Knight Commander of the Army of Light, He has ordered the solders to cut off ties to Haven and barricade themselves in the Knights Keep on Haven's outskirts. No-one knows who but the people cry for protection and order, but receive none.
conversations.prefix: Commander Kell:
conversations.from: human
conversations.value: The cost of food and basic tools outrageous. People are starving and freezing but supplies are limited. Especially as more refugees poor in.
conversations.prefix: Haven Market:
conversations.from: gpt
conversations.value: A young knight who thinks the Army could be of better use helping Haven but his support base is small and as a Knight his duty is to follow his commanders orders trusting in the man's judgement.
conversations.prefix: Knight Captain Hector:
conversations.from: human
conversations.value: The Army of Light can be a great force of good in the world..... or a terrible tool of destruction.
conversations.prefix: The Army of Light.:
conversations.from: gpt
conversations.value: A vast Army of the Dead marches on Haven.
conversations.prefix: Army of the Dead:
conversations.from: human
conversations.value: A powerful and feared necromancer. He is also know to be linked the the Shadow Union, acting as their Divine... guidance. 
conversations.prefix: Dreadlord Baal:
conversations.from: gpt
conversations.value: The would be leader of the Noble District. He is petty, greedy, and cruel. His ambition is to Claim the palace and Rule over Haven but as of now he still lacks the support he needs. 
conversations.prefix: Lord Victor Damien:
conversations.from: human
conversations.value: The Solders of House Damien match their Lords temperament and ruthlessly try to keep control in the Noble district. 
conversations.prefix: House Damien Soldiers.:
conversations.from: gpt
conversations.value: Captain of Death's Tribute and one of the most feared and deadly Pirates to ever have sailed the seas. She has moved to Haven to try and build a power base and currently controls the Dock District. She has also heard rumor of another pirates seeking shelter here. A man she wants dead very badly.
conversations.prefix: Captain Jocelyn Marr:
conversations.from: human
conversations.value: Captain of *Death's Tribute* and one of the most feared and deadly Pirates to ever have sailed the seas. She has moved to Haven to try and build a power base and currently controls the Dock District. She has also heard rumor of another pirates seeking shelter here. A man she wants dead very badly.
conversations.prefix: Captain Jocelyn Mordaine-Marr:
conversations.from: gpt
conversations.value: Anna of House Te'Ranna is the 2st daughter of Haven's 2nd most powerful House. She sees the petty battles her family and the other Nobles fight and thinks they can only end Havens fall. She is know for her beauty, honor and her uncanny skill with her twin blades. 
conversations.prefix: Lady Anna Te'Ranna:
conversations.from: human
conversations.value: Master of the Order known only as the Shadow Union. Not much is known of the organization, except they leave nothing but destruction in there wake.
conversations.prefix: The Dark Lord:
conversations.from: gpt
conversations.value: The Union of Shadow's dark army. Infused with unholy energy they are nearly unstoppable. They seek to Enslave whats left of Humanity and use the fear and sorrow they can harvest to conquer the world.
conversations.prefix: The Shadow Army:
conversations.from: human
conversations.value: The hardly used road to Haven, from the secluded and abandoned fishing village runs besides the crashing shoreline. The only people who know of its existence are pirates and traders of the darker goods. As you travel the road you pass two carts guarded by several armed gruff men. In the carts, little more than rolling cages, you see pitiful refugees crying to you to help them. Slavers. One of the guards sees you and calls to his companions. "Hey fellas, We got another, lets grab um!"
conversations.prefix: Sea Side Path:
conversations.from: gpt
conversations.value: The Forest Road was once a national part before the Breaking of the world. Refugees ignore it but dark forces lurk in the once tranquil wood. As you make your way to Haven the air goes chill even in the heat of the day and a dark armored figure steps into the path ahead of you. The knights  face is gaunt and its eyes glow with an eldritch light
conversations.prefix: The Forest Road.:
conversations.from: human
conversations.value: The mist shrouded road leading to Haven from the East has it's fare share of refugees but without the Knights patrols, who's fortress guards the road, it is now also fraught with bandits. As you travel a large group of men burst from the woods and demand your gear in exchange for your life.
conversations.prefix: The South Road.:
conversations.from: gpt
conversations.value: The main road to Haven is choked with refugees, and those who would take advantage of them. As you travel to the city you come upon a make shift tole checkpoint run by gruff, dirty, and scowling demeanor. Bandits. The tole is the majority of your worldly goods.
conversations.prefix: The High Road.:
conversations.from: human
conversations.value: Haven's once world renown diamond mine now lies in ruins, collapsing in on it self with the breaking of the world. The only souls who now tread it's path are rumored to be the spirits of the dead miners who once worked there. No one is sure of the rumors validity though, for everyone who goes to see never comes back. As you travel it, to your horror, you find the stories are true. The undead sense your warm flesh and have risen to feat upon it.
conversations.prefix: Old Quarry Road:
conversations.from: gpt
conversations.value: Master of the Psionic Art and Master monk, the androgynous Jin sometimes appears as a woman, sometimes a man, but never in your minds eye will Jin every be the same.
conversations.prefix: Jin:
conversations.from: human
conversations.value: The room has a twenty-four foot ceiling with a balcony running around it's upper half. A large chandler hangs down in the center, aglow with the glowing orbs. The room is full of warm colors and deep polished dark-woods. Two of the walls are covered with thousand of books. Other oddities rest on stands and under glass cases,  rich paintings and statues sit in alcoves, all softly illuminated by strange glowing orbs.
conversations.prefix: The Study:
conversations.from: gpt
conversations.value: An advance assault strike force of a thousand orcs sent to test Haven's defenses, and to take out key targets.
conversations.prefix: Orc Advance Strike Force:
conversations.from: human
conversations.value: The Gallows has been erected in the wide square that houses the Wraith Inn and the annexed Stone building the Knight's are calling Haven Stone Garrison.
conversations.prefix: The Gallows:
conversations.from: gpt
conversations.value: The Fist are the self styled 'protectors' of the slums. They answer to Boss Garrek with an unusual loyalty. Over a hundred of the Fist Swarm the Gallows. 
conversations.prefix: Garek's 'Fist':
conversations.from: human
conversations.value: Calista is Boss Garrek's right hand woman. She is strikingly good looking  and commands Garek's enforcers... The Fist. She commands the old powers of the Arcane and uses her skills to please her master and further his will.
conversations.prefix: Calista :
conversations.from: gpt
conversations.value: Part of the Orc advance assault force. Twenty ships and a thousand Orcs flood into the Bay of Haven.
conversations.prefix: Orc Advance Fleet. :
conversations.from: human
conversations.value: The Orc commander and ten hand picked killers hunt for targets of opportunity. 
conversations.prefix: Orc Strike Commander:
conversations.from: gpt
conversations.value: The Shadow Union's blades in the night.
conversations.prefix: Shadow Assassins:
conversations.from: human
conversations.value: Maxine and Adion enter Ivan's mind.
conversations.prefix: The Dreamscape.:
conversations.from: gpt
conversations.value: The master of the Shadow Union's Arcane. Nothing is known of him but whispers. Those say his magic is derived from the fear of others.
conversations.prefix: Timore:
conversations.from: human
conversations.value: Always drawn to the  powers of Magic, Ivan Par'Saren sat on the Counsel of High Mages before the Cataclysm struck. He had voted against the Magi when they tried to capture a god and had actively attempted to prevent his power hungry brethren. He went into self exile after the College of Magi helped ruin the world but now has returned seeking redemption. He venomously fights against the Shadow Union and their continued abuse of Powers; magic, primal, psi and divine all. He has tracked them to Haven.
conversations.prefix: Archmage Ivan Par'Saren:
conversations.from: gpt
conversations.value: The Dark Lady is little more than a legend. Most think she doesn't exist. It is not clear is she is human but she welds not only the power Primal but has a firm grip on the darker powers of the divine. She is a shadow, a wraith, a living nightmare. It is rumored that where she goes death follows. She is mute, at least as far as anyone knows, silent as death; and never makes a sound.
conversations.prefix: The Dark Lady:
conversations.from: human
conversations.value: 3rd cousin to the main line,  Anan is one of the Houses Captains. His power is drawn from Human Ingenuity, and besides being a master swordsmen, he employees flash bangs and wrist mounted crossbows as his weapons of choice.
conversations.prefix: Anan Te'Ranna:
conversations.from: gpt
conversations.value: The men-at-arms for House Te'Ranna.
conversations.prefix: House Te'Ranna Soldiers:
conversations.from: human
conversations.value: The long unused building used to, in times of old, House the royal family of Haven.
conversations.prefix: Haven's Royal Palace.:
conversations.from: gpt
conversations.value: A hundred strong, and led by a House "Te'Ranna champion, The soldiers, in the name of justice and law, assault the fortress like House of their rival House Damien.
conversations.prefix: The Battle at House Damien. (copy):
conversations.from: human
conversations.value: Retaining most of it's wealth and strength. House Damien is a major player in Haven. Dark rumors are that they have allied with dark powers in a bid for the throne of Haven. The House is lead by the cold, calculating and ruthless Duke; Lord Victor Damien.
conversations.prefix: House Damien:
conversations.from: gpt
conversations.value: A two-hundred strong, and led by a House "Te'Ranna champion, The soldiers, in the name of justice and law, assault the fortress like House of their rival House Damien.
conversations.prefix: The Battle at House Damien.:
conversations.from: human
conversations.value: You work to ready yourself for the coming battle.
conversations.prefix: Preparing for Battle :
conversations.from: gpt
conversations.value: Commander Kell, tricked by Timore, attempted to use the Orb of 'Hope'... to rally the Knights. The Orb prayed on the Older man's fears and trapped the Knights. They now remained trapped in stasis, frozen in terror, a waking nightmare. Timore not only eliminated a threat to the Union but has a constant source on which to fuel his dark magics.
conversations.prefix: The Orb of Fear:
conversations.from: human
conversations.value: The Pirates loyal to Marr!
conversations.prefix: Marr's Pirates:
conversations.from: gpt
conversations.value: In the center of the Great Forest, lies am abandoned and profane chapel to suffering and death.What the building once was no one knows, but the Shadow Union has turned it into a nexus of dark energy. A place of blasphemous, macabre and bloody occult rituals. Here they plan to birth a god.
conversations.prefix: Forest's Dark Heart:
conversations.from: human
conversations.value: The Spirit Knight siphons the Powers of the living!
conversations.prefix: Lord Braedon:
conversations.from: gpt
conversations.value: His martial powers restored, the Dark Knight Vladd has to fight his was out of the Temple, His powers flood back to him.
conversations.prefix: Vladd Escapes.:
conversations.from: human
conversations.value: Luc may not be able to channel Mother natures might right now the strange Bear seems to be offering his aid.
conversations.prefix: Luc Escapes:
conversations.from: gpt
conversations.value: A vast Army of the Dead marches on Haven.
conversations.prefix: Army of the Dead (copy):
conversations.from: human
conversations.value: The Lord of House Halal, is rumored to be a hedonist that relishes in the dark occult. The truth is much darker, House Halal is a cabal of Vampires.
conversations.prefix: Lord Jackson Halal:
conversations.from: gpt
conversations.value: The 1st Daughter of House 
  Halal is one of the Keys to the Houses power, a power vampire in her own right, the stunningly beautiful raven haired enchantress is also a Master of the Dark Divine arts.
conversations.prefix: Lady Saraphina Halal:
conversations.from: human
conversations.value: The General is the leader of House Halal's armed forces. Both Vampire and the Human thralls that serve them.
conversations.prefix: General Hampton Halal:
conversations.from: gpt
conversations.value: the Ancestral Home of the Halal family, under the morbid estate it is rumored there are dark fains, crypts and other dark atrocities. The rumors are all true.
conversations.prefix: House Halal:
conversations.from: human
conversations.value: House Halal is attacked, four ... things... that make your mind hurt just to look at them as they seem to ripe trough reality like it is nothing but warm wet flesh, assault the House. They are inhumanly strong, fast and resilient and their maddening words that spill from their mounts threats to drive you insane.
conversations.prefix: "Strange" Assassins:
conversations.from: gpt
conversations.value: The Famed Dragon Hunter Alexandria Angelas. At forty-six the famous dragon slayer is no less beautiful for the slight bit of gray in her illustrious red hair.
  
conversations.prefix: Dragon-Knight Alexandria :
conversations.from: human
conversations.value: The metallic swarm has taken control of Ivan Par'Saren! They wield his mighty magics but now has  incredible speed. strength . and physical durability.
conversations.prefix: Ivan?:
conversations.from: gpt
conversations.value: The swarm of.... whatever they are..... attacks.
conversations.prefix: Red Swarm:
conversations.from: human
conversations.value: The orcs now come in full force to wipe humanity into the sea.
conversations.prefix: Horesh and the Horde:
conversations.from: gpt
conversations.value: The great black dragon
conversations.prefix: Mekarth'Carin-sivath:
conversations.from: human
conversations.value: The son of Lord Victor Damien. Maxwell is a powerful mage whose focus is summoning, and an accomplished swordsman.
conversations.prefix: Maxwell Damien :
conversations.from: gpt
conversations.value: Channeling the holy remnants you can preform feats of immense physical strength.
conversations.prefix: Divine strength:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Assuming power or authority without justification; arrogant and domineering.
conversations.prefix: Imperious:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Spread good throughout the land, help the week, and all in all improve peoples lives.
conversations.prefix: To be a Knight:
conversations.from: human
conversations.value: The primal powers of Nature bless your blood. The elements and the wilderness are yours to command.
conversations.prefix: Way of Nature:
conversations.from: gpt
conversations.value: Nature is one pissed off mother
conversations.prefix: Nature's Wrath:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: "Uncivilized" is a state of being. "Anticivilized" is a choice. 
conversations.prefix: Anticivilized:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: You've had a vision, now it's time to share it. But leave the preaching and services to the old men stuck in the old world; you'll *show* the people the future. 
conversations.prefix: Start a cult:
conversations.from: human
conversations.value: The Gods may have abandoned us but their residual power is still infused in every sunrise... and sunset. Use the lost god's powers as you see fit, for good or evil.
conversations.prefix: Seekers of Divine:
conversations.from: gpt
conversations.value: The power of death grants you the strength to defeat your foes not just in combat but also in spirit.  Each victory bringing yet another soul into the realm of shadow.
conversations.prefix: Death's Disciple:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: You view Death as the great equalizer of humanity.  Thus, you fail to see the merit in other powers that have failed mankind, and will do so again in your eyes. Darkness will eclipse the light!
conversations.prefix: Blind Zealot:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Seeing the unfailing power of death everywhere, you know where the true solution to man's problems lies and strive to enhance it's domain at all costs. 
conversations.prefix: Harbinger of Darkness:
conversations.from: human
conversations.value: The hidden knowledge of  the Arcana is still there for those who aren't afraid to seek it. The masses may fear you, for you helped break the world, but the power to shape it anew is in your grasp.
conversations.prefix: Order of Magi:
conversations.from: gpt
conversations.value: You are trained in a variety of ways to combat both magical and mundane opponents.
conversations.prefix: Assassin's Training:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: There is no room for compassion in this new world.
conversations.prefix: Cold Hearted:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: People will know your name when you're done.
conversations.prefix: Carve out a reputation:
conversations.from: human
conversations.value: From slight-of-hand to a grand illusion, from a white lie to the long con, you do what you need to get what you need.
conversations.prefix: Chicanery:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: At the end of the day, the only one looking out for you is you.
conversations.prefix: Self Interest:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Danger, toil, pain, and anguish are the hallmarks of the new world. You long for the comfort and security of what's been lost.
conversations.prefix: Getting the Good Life:
conversations.from: gpt
conversations.value: Nature does not have to be seen to be felt
conversations.prefix: Insidious:
conversations.from: human
conversations.value: You infuse the target of your strike with dark energy; causing the victim to lose all will to continue the fight as dark energy courses through their veins draining their hopes and dreams.
conversations.prefix: Will-Breaking Strike:
conversations.from: gpt
conversations.value: You know how to enrage your opponents with words alone, causing them to make fatal mistakes.
conversations.prefix: Master of Provocation:
conversations.from: human
conversations.value: Death's Kingdom will thrive and you will see the process through.  The Kings of the earth will bow down to Death.  
  
  The corrupt nobility will not be able to hide behind their gilded halls and paper titles.  Death comes for them ALL!
conversations.prefix: All for Death's Kingdom:
conversations.from: gpt
conversations.value: Sometimes, when trained by the best swordsmen, strategist, fighters and imbued with holy might, its hard to fathom when you are in over your head. 
conversations.prefix: overconfident:
conversations.from: human
conversations.value: You've learned it's best not to depend on others.  They will only slow you down.
conversations.prefix: Loner:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Channeling the powers of the Divine remnants, you bolster your will to push yourself beyond normal bounds.
conversations.prefix: Divine Will:
conversations.from: human
conversations.value: Without strength, this world will chew you up and not even bother spitting you out. You have a lot to lose.
conversations.prefix: Fear of Powerlessness:
conversations.from: gpt
conversations.prefix: Doppelganger:
conversations.from: human
conversations.value: "I looked up and saw a horse whose color was shadow. Its rider was named Death, and his companion was the Grave. These two were given authority over, to kill with the sword and famine and pestilence."
conversations.prefix: Horseman of Prophecies Fulfilled:
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.value: You are trained in cancelling and dispelling magic spells, stopping magic users in their tracks.
conversations.prefix: Null-Magic:
conversations.from: human
conversations.value: The Knighthood and its corrupt leadership ravaged the town of Sursk and killed Vladd's father; an act that left the man's heart callous.  
  
  The quest for vengeance blinds Vladd to the rest of the problems before him as he seeks his retribution.  Taking his anger out on anyone and anything that gets in the way, no matter the consequences.
conversations.prefix: Vengeance for the Past:
conversations.from: gpt
conversations.value: Does he look like the kind of guy with a plan?
conversations.prefix: Spontaneous decision maker:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: You seek to snuff out the light in the world to hasten the arrival of Death's Kingdom.  
conversations.prefix: Struggle of Life and Death:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Just because you finally have something of your own, doesn't mean it's secure. There are those who'd take away everything you hold dear, if you let them.
conversations.prefix: Protecting What's Important:
conversations.from: human
conversations.value: You are able to command and rally troops to do only what Death itself could do. Dark energy enhances the troops under your command, making them nearly as unstoppable as the Dark Rider himself!
conversations.prefix: Death's General:
conversations.from: gpt
conversations.value: All men can see these tactics whereby I conquer, but what none can see is the strategy out of which victory is evolved.
  
conversations.prefix: Brilliant Tactician:
conversations.from: human
conversations.value: ???
conversations.prefix: Nature's Vengeance:
conversations.from: gpt
conversations.value: Haven's ships are at your disposal.  Military ships, pirate ships, and even some merchant ships have joined the fight!
conversations.prefix: Haven's Fleet:
conversations.from: human
conversations.value: You use the force of your will to alter reality itself. This is no mere illusion.
conversations.prefix: Transmutation:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: You have seceded to the Lordship of House Halal and are entitled to the privileges and rights thereof.
conversations.prefix: House Halal's Lord:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: You are willing to resort to any underhanded tactic to overcome a challenge.  
conversations.prefix: Dirty Tricks:
conversations.from: human
conversations.value: Channeling his divine spirit into pure condensed light Marcus bends, forges and creates what he needs from the light of creation itself.
conversations.prefix: Mastery of Light.:
conversations.from: gpt
conversations.value: A large, imposing, gothic building guarded by rather stoic units of the Dusk-Blades.  An ominous feeling pervades this place, yet you feel strangely welcome.
conversations.prefix: House Halal Manor House:
conversations.from: human
conversations.value: An ancient forest, fraught with dangers and evils. Known in the old North World texts simply as Vándr (*evil*), these woods were said to be haunted. 
  
   Humans are not welcome in this place, it is now rumored to be guarded by magic and strange beasts. 
conversations.prefix: The Darkwoods:
conversations.from: gpt
conversations.value: The great, hidden elven city.  It is far more grand than even the legends you have heard since you were young described!
  
  You are filled with an energy you haven't felt in some time. 
conversations.prefix: Alen Nalore:
conversations.from: human
conversations.value: The king of the elves and commander of their armies.  He comes from a long lineage of rulers and is both respected in mind and formidable on the battlefield.  
conversations.prefix: King Castien Feleththar III:
conversations.from: gpt
conversations.value: Ancient beasts that can hide in plain sight.  Lethal and cunning, they stalk the Darkwoods and the Labyrinth of Myrkvidr.  They can take the form of trees, animals, birds, and even humans... some from your very thoughts!
  
  Some of the druids of Ebeltoft have been turned into these beasts by the evil presence in the forest.
conversations.prefix: Skinwalkers:
conversations.from: human
conversations.value: The Great Plains of the North.  Named for their rich, golden color, the fields extend for tens of miles and were once the bread basket of the mighty, ancient civilization of the North.  Past these plains, the imposing peaks of the Skǫruligr Mountains rise.  These towering peaks are your destination.
conversations.prefix: The Plains of Marglóð :
conversations.from: gpt
conversations.value: Dark, humid, and cool.  The maze of passages is dimly lit by flickering torches.  The smell of ancient death surrounds you.
conversations.prefix: House Halal Dungeons:
conversations.from: human
conversations.value: Leader of the druids of Ebeltoft.  She may hold the secret to your passage through the Darkwoods and gaining the elves' trust.  But can she herself be trusted? 
conversations.prefix: Arch Druidess Biróg:
conversations.from: gpt
conversations.value: A shadow of the once mighty dragon that recently terrorized the skies over Haven.  She has been reduced to a weakened and frail figure. 
conversations.prefix: Mekarth'Carin-sivath Transformed:
conversations.from: human
conversations.value: The tales are true! The forest...it's....alive... and it doesn't look happy!  
  
  These imposing creatures hit hard and when standing still are hard to pick out from the surrounding trees.  Watch your back, they're all around you!
  
  The evil force that has pervaded the Darkwoods has turned the once peaceful Ents into forces of malevolence. 
conversations.prefix: Corrupted Ents:
conversations.from: gpt
conversations.value: The ground beneath and around you rumbles and tears asunder! Then, to your horror, the very mountain itself rises up against you!  The legends are true... they do exist!
  
  The gigantic beast stands at least 80 feet tall.  Its footsteps shake the earth itself. Legend holds that they were given life magically by the elves millennia ago to guard the sacred places of the world.
conversations.prefix: Mountain Colossus :
conversations.from: human
conversations.value: The Druidess has given you her blessing.  The forest has accepted you, and so will the elves...you hope!
  
  The Druidess said you will need her blessing to take the right path... what did she mean?
conversations.prefix: Blessing of the Druids:
conversations.from: gpt
conversations.value: The Arch-Druidess has guided you to the entrance to the elven realm.  You must transverse its secret corridors, or else face an eternity trapped in its maze!
conversations.prefix: Path of Stórmerki :
conversations.from: human
conversations.value: Baal and Damien have fused together a grotesque monstrosity of flesh and bone, shadow and hatred.  It siphons life from the very fabric of space and time.  
  
  Standing 350-feet tall, this behemoth could herald the end of humanity.   *"The Grinder"* is here!
conversations.prefix: Dreadnought of Shadow and Hatred:
conversations.from: gpt
conversations.value: You must convince the Council of Elders to sanction your quest.  After all, why should they trust humans...again?
conversations.prefix: Elven High Council Meeting:
conversations.from: human
conversations.value: Baal's elite guards. The very shadows have come alive and seek to destroy you.  They dart to and fro, killing indiscriminately.
  
  Swords and arrows go through them as if they are mere shadowy air. 
conversations.prefix: Shadow's Warriors:
conversations.from: gpt
conversations.value: You have been given a small battalion of elves to command.  
conversations.prefix: Elven Detachment :
conversations.from: human
conversations.value: Wandering through The Darkwoods and speaking with the Ancient Druids, you have strengthened your bond with the spirits of nature and thus your own power!
conversations.prefix: Nature's Ally:
conversations.from: gpt
conversations.value: A small amount blood from one of the Origin Dragons. Even after a thousand years, it is still warm to the touch.  Consumed, it gives the wearer unfathomable power! 
conversations.prefix: Dragon's Blood Amulet:
conversations.from: human
conversations.value: A small vile of highly concentrated poison from a long since extinct species of Nightshade.  The smallest drop will stop the heart or the mind of even the most steadfast foe.  The poison seeps into whatever it is put on, making it lethal for countless blows.  Keep out of reach of children the Druid warned...
conversations.prefix: Vile of Ancient Nightshade:
conversations.from: gpt
conversations.value: Finely crafted, and meticulously cared for over countless millennia, this small fragment gives the possessor heightened abilities of body, mind, and spirit!
conversations.prefix: Shard of the Nether:
conversations.from: human
conversations.value: An ancient text, dusty and filled with runic inscriptions that speak to you.  These are powerful spells, long since forgotten (and rightfully so) by earthly creatures.  After reading it, the book crumbles to dust, the spells permanently ingrained into the reader's memory.
conversations.prefix: Book of the Old Ones:
conversations.from: gpt
conversations.value: You have defeated the Dreadnought of Shadow and Hatred.  A flurry of energy bursts from the fallen beast and swirls around you, bolstering  your strength and resolve. 
conversations.prefix: The Beast has Fallen:
conversations.from: human
conversations.value: Claimed from the corpse of the Orc Shaman's Chieftain, this armored glove is carved with runes in a language long since lost to the annuals of history.  
  
  What secrets does this gauntlet hold?
conversations.prefix: Archaic Gauntlet:
conversations.from: gpt
conversations.value: A maze of never ending foliage; each turn looks the same as the next!  Only the magic of the Druids can guide you through the maze! 
conversations.prefix: Labyrinth of the Myrkviðr :
conversations.from: human
conversations.value: The Arch Druidess was right, this maze goes on forever.  Cut into the heart of the forest, the elven realm is just on the other side this way... or was it that way...oh yeah this way... 
  
  The word *myrkviðr* means "dark woods" in the ancient language of the North.
conversations.prefix: Labyrinth of Myrkviðr:
conversations.from: gpt
conversations.value: A regal, outdoors meeting area where the Elven High Council conducts its business.  Ancient statues, relics, and paintings adorn the walls. The stone walls echo and amplify your voice perfectly, a great auditorium for speaking! You have been summon to explain your presence in elvish territory.
conversations.prefix: Elven High Council Chambers:
conversations.from: human
conversations.value: One of  the oldest elves and head of the Elven High Council, Vala'derlerien is one of the few members of the council that seems to be on your side.  He is wise to the dangers that move against not only humanity, but the world.
conversations.prefix: Elder Vala'derlerien:
conversations.from: gpt
conversations.value: The same vile creatures that attacked House Halal make up part of Baal's army.  They rip the very fabric of space itself.  
  
  They are inhumanly strong, fast and resilient and their maddening words that spill from their mouths threatens to drive you insane.
conversations.prefix: "Strange" Assassins...Again:
conversations.from: human
conversations.value: The best-of-the-best, the commander of the Dusk-Blades answers only to Lady Seraphina and Lord Vladd.  One call from him will have the Dusk-Blades assembled and ready for battle.
conversations.prefix: Marshal Sarterious :
conversations.from: gpt
conversations.value: The only safe passage through The Skǫruligr Mountains.  The weathered pass was cut by the dwarves before they went into seclusion. Behind these treacherous peaks lies the Darkwoods, and hopefully the gateway to the elven city of Alen Nalore.
conversations.prefix: Feigr Pass:
conversations.from: human
conversations.value: A beautiful, serene, and secluded town in the heart of the Darkwoods. In the language of the Druids, Ebeltoft means *homestead*.  
  
  The town appears more akin to something out of myth than reality; the buildings almost appear to be growing out of, or into, the forest. The druids seem nice enough too!
conversations.prefix: Village of Ebeltoft:
conversations.from: gpt
conversations.value: The typical lot of roving bandits and thugs.  This will be easy...oh wait, they have dire wolves!
conversations.prefix: Roving Bandits:
conversations.from: human
conversations.value: Large, furry, and certainly NOT friendly.  These malicious creatures fight to the death! 
  
  They easily stand 5-feet tall at the shoulder, these are not your everyday wolves.
conversations.prefix: Dire Wolves:
conversations.from: gpt
conversations.value: The mythical inhabitants of Ebeltoft practice their mystical magic in seclusion.  They are a peaceful race, somewhere between humans and elves, existing on the fringes of the known world for millennia.  
  
  Though they look human, they are not.  Some say they can even change themselves into animals to patrol the woods for intruders.  They live in, and guard, the Darkwoods; the last untouched, old-growth forest known.
conversations.prefix: Druids of Ebeltoft:
conversations.from: human
conversations.value: She appeared first in the Arena of Blood, and now she has appeared before you once again! 
conversations.prefix: The Dark Goddess:
conversations.from: gpt
conversations.value: Sir Marcus begins to regain that which was lost to him all those years ago.  The question is, will he crush man under the iron fist of law, or lift it up upon his shoulders?
conversations.prefix: The Fallen One Rises:
conversations.from: human
conversations.value: Lord Vladd's power explodes into a burst of light and shadow.  In the aftermath, a horrid visage emerges. Vladd is now Death!
conversations.prefix: Death Incarnate:
conversations.from: gpt
conversations.value: Draega Mordaine is the ultimate anti-magic weapon.  Mastering the art of counter magic, he is every mage's worst nightmare!
conversations.prefix: The Anti-Mage:
conversations.from: human
conversations.value: The great battlefield of the First War.  The fate of mankind may indeed be decided here once more.  The bones, banners, and relics of the dead still litter the field, never claimed by either side.  It is said to walk in the steps of the fallen is to doom  yourself to their fate.
conversations.prefix: Malm-Hrið Field:
conversations.from: gpt
conversations.value: The highest and most imposing mountain range known. Their bluffs and peaks stand as a natural barrier to man and beast.  Few men have dared cross them, even less have come back to tell about it.  Beyond these mountains, The Darkwoods stand between you and the elven kingdom.
conversations.prefix: The Skǫruligr Mountains:
conversations.from: human
conversations.value: A hidden mountain passage once cut by the dwarves before they went into seclusion.  You can hear strange whispers, or is that just the wind howling.  
  
  At best dangerous, at worst deadly but it is the only way. 
conversations.prefix: Feigr Pass:
conversations.from: gpt
conversations.value: The Orc Shaman Chieftain was wearing this when he was cut down.  It is covered in strange runic markings.  This has to do something powerful.  Further research is needed...
conversations.prefix: Mysterious Ancient Gauntlet:
conversations.from: human
conversations.value: Real Elvish rope...!
conversations.prefix: Elvish Rope:
conversations.from: gpt
conversations.value: Sir Marcus' mysterious spy seeks to do the High Judge's bidding from the cover of the shadows.
conversations.prefix: Phanuel:
conversations.from: human
conversations.value: House Halal's agent has infiltrated the ranks of Sir Marcus' order of knights.  He conveys information directly to Lord Vladd.
conversations.prefix: Sir Emrys:
conversations.from: gpt
conversations.value: Captain Mordaine's strange vision of the man he had killed months ago haunts his thoughts and dreams.
conversations.prefix: Vision of Jamerson:
conversations.from: human
conversations.value: Sometimes doing the right thing... can lead you to trouble.
conversations.prefix: Honorbound:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Your past is shrouded in mystery and you like it that way.  Although no secret stays hidden forever...
conversations.prefix: Mysterious Past:
conversations.from: gpt
conversations.value: Which is the real one? All of them, basically.
conversations.prefix: Doppelganger:
conversations.from: human
conversations.value: Man is a part of nature. Nature is a part of man. All natural, 100% beast, no additives.
conversations.prefix: Beastform:
conversations.from: gpt
conversations.value: Magic destroyed your home as well as your family.  You will make sure the past doesn't repeat itself, no matter the cost.
conversations.prefix: Driven by the Past:
conversations.from: human
conversations.value: Whether through mental fortitude or pure stubbornness, you are able to resist attempts to affect your mind.
conversations.prefix: Iron Will:
conversations.from: gpt
conversations.value: Myris tends to be quiet and slow to anger.  She is a divine spell caster that specializes in communicating and even controlling spirits, *Death Speaking*.  She can’t raise zombies or anything like that but she has mastered most spells that revolve around the souls and spirits of living things.  Most commonly uses her magic to “haunt” victims with spirits of those they’ve lost (or killed).  Can also summon poltergeists to physically attack and harass targets.  
  
  She tends to be looked down on by the rest of the Sartains for her strange practices and antisocial behavior, but they still include her as one of their own.
conversations.prefix: Myris Sartain:
conversations.from: human
conversations.value: The patron of the Sartain family of bounty hunters.  In his younger years, he was quite the man to reckon with, but with age comes wisdom...and power.
conversations.prefix: Baron Henry Sartain II:
conversations.from: gpt
conversations.value: Melok is one of the least honorable of the Sardains, preferring to fight as dirty as possible.  He specializes in using poisons, gadgets, traps, and even deception to win his fights.  He is skilled in a variety of melee and ranged weapons but prefers to use the element of surprise to get the jump on his targets.  
  
  Melok employs a group of bandits and mercenaries but views them all as “expendable”.  He is most commonly seen with his half-wolf dog, Fang, who is equally vicious and loyal to his master.
conversations.prefix: Melok Sartain:
conversations.from: human
conversations.value: Anara is the youngest of the Sartain children and, despite her pretty face, is a formidable opponent.  She specializes in scouting and long range fighting and prefers to use her custom made crossbow, but is capable of using a bow and a variety of common melee weapons competently.  
  
  Naïve about the harshness of the world outside of her estate, she tends to have a more optimistic view on things.  Anara tends to be over protected (almost sheltered) by the rest of the Sartains but still a very capable member of the clan.
conversations.prefix: Anara Sartain:
conversations.from: gpt
conversations.value: Baron Sartain's first-born and the wife of famed tracker and marksman Udolf Maur.  Ella is the eldest of the Sardain children and views herself as their leader.  The rest of the Sardains tend to look up to her and follow her lead without question.  She tends to be intelligent, both tactically and magically.  She has seen her share of battle and uses arcane magic to carve a path of destruction on the battlefield.  She is capable of a variety of spells but specializes in using both frost and fire magic.  
  
  She is very dangerous but tends to underestimate her opponents, viewing the Sardain family as “unstoppable”.  She also uses her magic abilities to enchant her siblings gear, especially Cyrus’s. 
conversations.prefix: Ella Sartain-Maur:
conversations.from: human
conversations.value: Lynel is a member of the Knighthood formed by Marcus Mathias.  He is very loyal to Marcus but tends to be fueled by passion and anger.  His family was killed by Draega Mordaine when he was young and he has had a hatred for the pirate ever since.  
  
  He had thought his suffering was over until the day the pirate reemerged back in Haven, taunting him outside of the Wraith Inn.   
  
  He is skilled in fighting in heavy armor, on horseback, fighting with mostly military melee weapons, and shields.  He is currently working alongside the Sartains to get revenge on Draega.  Typically the Sartains wouldn’t use outside help but he has inside knowledge of Marcus’s movements which can help lead them to Draega.  He has also formed a bit of a relationship with Anara Sartain. 
conversations.prefix: Lynel Rathwell:
conversations.from: gpt
conversations.value: Cyrus is big, strong and prideful.  He seems to possess an unnatural amount of physical strength, most likely granted from the variety of enchanting spells placed on his gear by his sister Ella.  Cyrus is very arrogant and full of pride.  He is a master of most melee weapons, seems to prefer carrying around an extremely large hammer which he wields with frightening ease.  
  
  Cyrus seems to be the most overprotective of his siblings, especially the youngest, Anara.  He has appointed himself their official protector.
conversations.prefix: Cyrus Sartain:
conversations.from: human
conversations.value: The lavish home of Baron Henry Sartain II and the Sartain family *business* headquarters.  The marble floors, luxurious tapestries, and rich fixtures hide the dark truth behind the family's wealth. 
conversations.prefix: Sartain Mannor:
conversations.from: gpt
conversations.value: The lavish home of Baron Henry Sartain II and his family.  The manor serves as their  *business* headquarters as well.   The marble floors, luxurious tapestries, and rich fixtures hide the dark truth behind the family's wealth. 
conversations.prefix: Sartain Manor :
conversations.from: human
conversations.value: Maxine's young apprentice.  In time she may be of assistance, but for now she's more of a burden.
conversations.prefix: Abigail:
conversations.from: gpt
conversations.value: A famed hunter and tracker, he married the eldest Sartain daughter, Ella, and now lends his services to his wife's family's business. 
  
  A expert marksman, some he is rumored to possess a magically imbued bow and arrows.  He seldom misses, having a"One shot, ne kill" motto, and it's never failed him.
conversations.prefix: Udolf Maur:
conversations.from: human
conversations.value: A troop of Twenty House Damien soldiers are requisitioned for your personal command.
conversations.prefix: House Damien Soldiers (copy):
conversations.from: gpt
conversations.value: A troop of twenty men is requisitioned for your personal command.
conversations.prefix: House Damien Squaron (copy):
conversations.from: human
conversations.value: Getting its name from the rich, golden hued grass that grows as far as the eye can see. *marglóð* in the language of the old-northern peoples means "golden".  
  
  The Plains of Marglóð were once the bread basket of the mighty and ancient civilization of the North.  The fields of amber wheat stretch for tens of miles in every direction. The imposing Skǫruligr Mountains loom in the distance; the next destination for the heroes.
  
  
conversations.prefix: The Plains of Marglóð:
conversations.from: gpt
conversations.value: The stillness of the moment, the flickering of the fire, and the heaviness of the looming journey all combine to bring long-forgotten memories forward. 
conversations.prefix: Vladd's Reminiscences:
conversations.from: human
conversations.value: The stillness of the moment, the flickering of the fire, and the heaviness of the looming journey all combine to bring long-forgotten memories forward. 
conversations.prefix: Marcus' Reminiscences:
conversations.from: gpt
conversations.value: The stillness of the moment, the flickering of the fire, and the heaviness of the looming journey all combine to bring long-forgotten memories forward. 
conversations.prefix: Maxine's Reminiscences:
conversations.from: human
conversations.value: The stillness of the moment, the flickering of the fire, and the heaviness of the looming journey all combine to bring long-forgotten memories forward. 
conversations.prefix: Luc's Reminiscences:
conversations.from: gpt
conversations.value: The stillness of the moment, the flickering of the fire, and the heaviness of the looming journey all combine to bring long-forgotten memories forward. 
conversations.prefix: Draega's Reminiscences:
conversations.from: human
conversations.value: The ghoulish captain of the legendary ghost ship, *The Wraith*.  Anyone he kills becomes a permanent member of his undead crew.
conversations.prefix: Captain Jonas Blackwell:
conversations.from: gpt
conversations.value: The legendary ghost ship along with its ghastly crew.  It is said to appear and disappear into the mists.  It stalks the high seas, carrying its undead privateers on their eternal mission.
conversations.prefix: The Wraith:
conversations.from: human
conversations.value: Under the command of Captain Blackwell, they crew *The Wraith* on its eternal voyage to seek out the treasure of souls.
conversations.prefix: Captain Blackwell's crew:
conversations.from: gpt
conversations.value: A largely uncharted area of the ocean, far to the South.  Myths have it that it is home to *"sea dragons"* and *"ghost fleets"*.  
  
  Wise sailors stay far away from its turbulent, icy waters as those that venture here, never return; doomed to sail its waters for eternity.
conversations.prefix: The Eternal Sea:
conversations.from: human
conversations.value: A ghostly image of his father haunts Dreaga's dreams and now has begun to creep into his waking moments as well!
conversations.prefix: Vision of Jarreth Mordaine:
conversations.from: gpt
conversations.value: Jocelyn Mordaine-Marr's adopted father, and one of Draega's many victims, appears to taunt the pirate.  The vision is enough to drive even the hardened captain mad.
conversations.prefix: Vision of Captain Marr:
conversations.from: human
conversations.value: The dimension inhabited by those that have passed on since time began.  Spirits flicker here and there, ghastly images flash before you eyes, and unseen hands grasp at your flesh; a truly hellish place. 
conversations.prefix: The Realm of Spirits :
conversations.from: gpt
conversations.value: The entrance into the Realm of Spirits.  Only the dead venture here on their pilgrimage to eternity.
conversations.prefix: Death's Passage:
conversations.from: human
conversations.value: Dreaga's mind is inundated with apparitions of the ones he robbed of life in his past.
conversations.prefix: Visions of Past Victims:
conversations.from: gpt
conversations.value: These small leaves glow with a mystical essence. Those that truly know nature, know their power.
conversations.prefix: Leaves of Yggdrasil:
conversations.from: human
conversations.value: An unknown assailant takes aim at Draega the Heartless.  An enemy so cunning as to require all of the pirate's skills, and perhaps those of his companions, to avoid. 
conversations.prefix: A Shot in the Dark:
conversations.from: gpt
conversations.value: For reasons unknown, spectral assailants seem to be attacking the group.  Although, strangely they seem to focus on Draega and leave Vladd relatively unaffected.
conversations.prefix: Poltergeist Activity:
conversations.from: human
conversations.value: A stunningly gorgeous princess of the elves. She seems to recognize Draega...
conversations.prefix: Elven Princess:
conversations.from: gpt
conversations.value: A once mighty nation of the North, the great city-state now lies in ruins.  Baal is using the dilapidated stronghold to muster his forces for a final confrontation. 
conversations.prefix: Ruins of Tyell:
conversations.from: human
conversations.value: A formidable stronghold where Lord Damien has retreated with upwards of a thousand men-at-arms.  
conversations.prefix: Lanston Ford Castle:
conversations.from: gpt
conversations.value: I cant tell you.... It would blow your mind!
conversations.prefix: the Truth would blow your mind!:
conversations.from: human
conversations.value: Luc will do anything to ensure humanity's survival
conversations.prefix: Conviction:
conversations.from: gpt
conversations.value: The one thing you can't run from is yourself.
conversations.prefix: Haunted by Memories:
conversations.from: human
conversations.value: Vladd's closeness with Death and the world of the undead allows him to communicate with, and sometimes command, the spirits and denizens of the Underworld. 
conversations.prefix: Commanding the Dead:
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.value: There is someone that depends on you for guidance, education, and safety. No small task in these desperate times.
conversations.prefix: Guardian:
conversations.from: human
conversations.value: Humanity has many fences to mend; with the other races, and with Mother Nature herself
conversations.prefix: Repair Humanity's Relationships:
conversations.from: gpt
conversations.value: No matter how many times the sun sets at night, it always returns in the morning.
conversations.prefix: Elective Mortality:
conversations.from: human
conversations.value: The group of rough, dirty, and not very bright bandits are ready to attempt to do Sir Marcus' bidding!
conversations.prefix: "Bandits" of Light!:
conversations.from: gpt
conversations.value: The behemoth hurls a volley of massive boulders at the group.  Each one capable of crushing the entire party beneath it's massive weight. 
conversations.prefix: Assault of the Mountain Collossus :
conversations.from: human
conversations.value: The oldest, wisest, and most formidable of the Skinwalkers.  This foe can shift into forms that others of its kind still have not yet mastered (including giants and other large creatures), and they are masters of nature magic.  
  
  Even the most battle hardened hero will find more than a match in this beast. 
conversations.prefix: Skinwalker Elder:
conversations.from: gpt
conversations.value: You empower your voice to add presence. Its doesn't mind wash, but can persuade easier and make people who might not have listened listen anyway. 
conversations.prefix: Voice of Command:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: This world is a fulcrum for disaster, You make it your job to divert that horror, in what ever form it takes, to save this place.
conversations.prefix: Save this world.:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Where you go, Death follows. You are able to summon forth the very essence of death to decay, spread disease, blight crops, or do any number of other foul things according to your bidding.
conversations.prefix: Pestilence:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: In order for darkness to exist, there must be light; for Death, life.  Vladd's recent struggles with this fact have caused him much inner turmoil.  How can he grow Death's Kingdom, but allow Life, and light to exist?
conversations.prefix: The Struggle of Life and Death:
conversations.from: human
conversations.value: Luc has made many friends and enemies
conversations.prefix: Mysterious Past:
conversations.from: gpt
conversations.value: Your body is covered in magically charged runes that prevent all but the strongest magic from reaching you.  However these wards block both harmful and friendly magic.
conversations.prefix: Warding Runes: