conversations.from: system
conversations.value: *From Gaea's trembles they rise
  A tide of darkness, old not wise
  The skies will darken, creatures howl
  The end of all, all befouled*
  
  *Before the Chaos can conspire
  To doom all life with its desire
  The Maiden will come with Light
  To dispel the Darkness and the Night*
  
  *With her she brings The Seer
  Warning her of trouble near
  Speaking of the yet unknown
  Where to seek the dangers sown*
  
  *But two alone is not enough
  So with them: Her Guards, gruff
  Magi, wrought with magic strong
  And Thieves to right the wrong*
  
  *Her Counsel words of wisdom brings
  Of paths to choose and other things
  The Bard, The Beggar follow too
  Writing, watching, worlds anew*
  
  *Even The Fool will be along
  To keep all merry with song
  For as the times grow ever dark
  The spirit of humanity is the spark.*
  
  *-- Excerpt from "The Prophecy", epic poem by the ancient Seer Caliteh. Widely studied and known to some degree in modern culture, it is now generally regarded as the Seer's one false prophecy.*
  
  ---
  
  
  **The World**
  
  Gaea is a world much like Earth, only magic and monsters abound. Humans live with Elves, Dwarves, Halfings, Half-orcs, and all manner of other creatures, many of which are much less common than Humans. There are kingdoms throughout the world; certainly there are wars. Sometimes they are between the so-called 'good' races, the ones aligned with Humans and Elves. Other times those of the 'evil' races - Orcs, Goblins, Shadowspeakers, and more - will strike against the human claimed territories, but they are driven back to the mountains and caves they live in. There has not been a great war with the evil races in some time; in fact, all nations have been quite peaceful of late.
  
  Our story begins in the human kingdom of Erl, a vast expanse that covers the majority of its continent. Land of all climates are within its borders, along with most sorts of races who at the very least tolerate the rule of the human king. The northernmost reaches of which reach the Malspun Mountains, the place where good folk do not go.
  
  For more information on Gaea, please see this document: https://docs.google.com/document/d/1QAvy2LP-HG2cr5EhsZj_xkO2Z85efeV4gnh8z4XupxM/edit?usp=sharing
  
  **The Premise**
  
  You are members of the prophecy - though you are not yet aware of your nature. You feel drawn to the town of Rosehip, one of the largest towns in northern Erl - though you may not be aware of this subconscious direction to this place. There is, at first, no signs of danger, but soon after arriving your realize your destiny...
  
conversations.from: human
conversations.value: Halfling: You’re small but earnest, brave in a pinch, cunning and sly.
  
  ...
  
  Suggested Strength: Witty
  
  Suggested Weakness: Naïve
conversations.from: gpt
conversations.value: Elf: Your ancient people are few, these days, but by your will and grace the world shall be bettered.
  
  ...
  
  Suggested Strength: Wise
  
  Suggested Weakness: Proud
conversations.from: human
conversations.value: Dwarf: Your folk are fortifying themselves beneath the ground, yet you seek adventure on the surface.
  
  ...
  
  Suggested Strength: Resilient
  
  Suggested Weakness: Obsessed
conversations.from: gpt
conversations.value: Warrior: Long have you trained for, and dreamt of, battle and adventure. No longer shall you wait for it.
  
  ...
  
  Suggested Strength: Strong
  
  Suggested Weakness: Dull-witted
conversations.from: human
conversations.value: Wizard: You’re a rare sort: a genuine wizard. The fate of the land falls to folk as versed and wise as you.
  
  ...
  
  Suggested Strength: Wizardly
  
  Suggested Weakness: Frail
conversations.from: gpt
conversations.value: Thief: That you’re a thief is not in dispute but your motives may be good and true.
  
  ...
  
  Suggested Strength: Stealthy
  
  Suggested Weakness: Conniving
conversations.from: human
conversations.value: Cleric: You have dedicated yourself to the ways of faith so as to help and heal.
  
  ...
  
  Suggested Strength: Wise
  
  Suggested Weakness: Contemplative
conversations.from: gpt
conversations.value: Paladin: As the landed lords and ladies have their knights of the realm, so does the temple have you.
  
  ...
  
  Suggested Strength: Strong
  
  Suggested Weakness: Proud
conversations.from: human
conversations.value: Druid: You practice and protect the old ways, minding the beasts and the land with wisdom and care.
  
  ...
  
  Suggested Strength: Cunning
  
  Suggested Weakness: Oafish
conversations.from: gpt
conversations.value: Ranger: No shining knight are you. You protect the common folk from the evils treading in from the wild.
  
  ...
  
  Suggested Strength: Dextrous
  
  Suggested Weakness: Brutish
conversations.from: human
conversations.value: Strong: Strong of body.
conversations.from: gpt
conversations.value: Dextrous: Quick and precise of hand and eye.
conversations.from: human
conversations.value: Cunning: Intelligent, even ingenious.
conversations.from: gpt
conversations.value: Resilient: Able to withstand or recover from difficulty and pain.
conversations.from: human
conversations.value: Wise: Experienced and informed about the ways of the world.
conversations.from: gpt
conversations.value: Charming: Attractive, persuasive, and likable.
conversations.from: human
conversations.value: Witty: Quick on your feet, funny, and likable.
conversations.from: gpt
conversations.value: Educated: Well schooled and informed about the facts of the land.
conversations.from: human
conversations.value: Wizardly: In command of some measure of magical power.
conversations.from: gpt
conversations.value: Stealthy: Quiet and surreptitious in nature or demeanor.
conversations.from: human
conversations.value: Cowardly: Your fear holds you back sometimes.
conversations.from: gpt
conversations.value: Oafish: Uncultured and indelicate, perhaps even clumsy.
conversations.from: human
conversations.value: Contemplative: You tend toward thought over action to the point that is can cause you trouble.
conversations.from: gpt
conversations.value: Frail: Physically weak, perhaps due to age or injury.
conversations.from: human
conversations.value: Naïve: Inexperienced and perhaps too trusting.
conversations.from: gpt
conversations.value: Brutish: Insensitive, unsubtle, and forceful.
conversations.from: human
conversations.value: Dull-witted: Your mind is like a blunted blade: effective but imprecise.
conversations.from: gpt
conversations.value: Proud: Sometimes your confidence sours into arrogance.
conversations.from: human
conversations.value: Obsessed: You’re preoccupied with your interests to the point of causing you trouble.
conversations.from: gpt
conversations.value: Conniving: You scheme, you conspire, and you are sometimes careless about lawbreaking.
conversations.from: human
conversations.value: Explore!: Go where you’ve never been before and share your experiences through song and story.
conversations.from: gpt
conversations.value: Resist Mundanity: Avoid the draw and distraction of the mundane in favor of headier, more spiritual affairs.
conversations.from: human
conversations.value: Through Right Crafting: You’re building something greater than yourself, something that will better this land.
conversations.from: gpt
conversations.value: Defeat Evil: It’s not enough to withstand the darkness or to survive. You must push it back.
conversations.from: human
conversations.value: Keep Your Secrets: Protect your secrets and maintain the façade that makes you seem wiser and more capable than maybe you are.
conversations.from: gpt
conversations.value: Retrieve What’s Lost: Not everything is where it belongs in this world. You take things ... and put them where you say they belong.
conversations.from: human
conversations.value: Heal the Sick: People are suffering and it is your duty to heal them, bodily and spiritually.
conversations.from: gpt
conversations.value: Put the Dead to Rest: The unsettled dead are a danger and an affront. They cannot be allowed to persist. Slay them.
conversations.from: human
conversations.value: Heal the Land: Heal the wounds caused by wicked monsters and human machinations even if you cannot prevent them.
conversations.from: gpt
conversations.value: Protect the Meek: Take it upon yourself to defend the innocent people of the land from the perils within and without.
conversations.from: human
conversations.value: Rescue the Lost Adventurer: Poor Wat Greenfoot’s mission has turned to misadventure. Rescue him from the Mad Caves before it’s too late!
conversations.from: gpt
conversations.value: Slay the Monster of the Mad Caves: Unless the monstrous creature lairing in the Mad Caves is dealt with for good, it shall linger and hurt more folk.
conversations.from: human
conversations.value: Chart the Mad Caves: The Mad Caves were once carved like a rune into the mountain. Explore them fully to decipher that rune.
conversations.from: gpt
conversations.value: Plunder the Catacombs: The old catacombs are full of precious grave goods and treasures going to waste down there.
conversations.from: human
conversations.value: Recover A Dwarf-made Treasure: The Mad Caves once teemed with Dwarf miners. Bring back some token of their handiwork.
conversations.from: gpt
conversations.value: Restore Peace in the Catacombs: Those buried in the ancient catacombs deserve peace. Give those graves some semblance of honorable rest.
conversations.from: human
conversations.value: Impress Sir Gwyndolyn: The king’s daughter, a knight called Sir Gwyndolyn, may task you with grand quests if you prove your mettle to her.
conversations.from: gpt
conversations.value: Impress Brother Conway: Brother Conway knows the land and its people and can teach you much if he finds you worthy of the lore.
conversations.from: human
conversations.value: Find the Gilded Skull: The fabled Gilded Skull has been lost for a generation — and coveted by the royal family. Riches if you find it.
conversations.from: gpt
conversations.value: Slay One Dozen Boars: Wild boars roam the countryside in alarming numbers these days. Cull their ranks for the good of all.
conversations.from: human
conversations.value: Medicinal Herbs: These plants can heal.. as long as you know how to use them.
conversations.from: gpt
conversations.value: Spare Masks: Even your masks have masks.
conversations.from: human
conversations.value: A Few Loose Coins: It’s no great treasure, but perhaps it’s a start.
conversations.from: gpt
conversations.value: Idol: A religious idol pendant dedicated to Urthrack, god of the mountains, stone, and wilds.
conversations.from: human
conversations.value: Bow and Arrows: An excellent hunting bow and quiver full of arrows.
conversations.from: gpt
conversations.value: Sturdy Branch Staff: Good for magic, walking, and bashing people over the head.
conversations.from: human
conversations.value: Deck of Playing Cards: Well-worn playing cards from much use on the road.
conversations.from: gpt
conversations.value: Bag of Tricks: What's inside? A surprise!
conversations.from: human
conversations.value: A Small Dagger: Small enough to often go unnoticed. Sharp enough to protect yourself.
conversations.from: gpt
conversations.value: Twin Knives: Identical blades; both sharp and deadly.
conversations.from: human
conversations.value: The Old Mare: Rosehip's premier Inn near the center of town, run by Master Pelas and his family.
conversations.from: gpt
conversations.value: Old Wizard’s Tower: This half-crumbling old tower by the lake is where wizards meet, when wizards meet, which is rare these days.
conversations.from: human
conversations.value: Temple of the Wise: The only proper temple for miles, this modest building is mostly a nave and an altar for common worship.
conversations.from: gpt
conversations.value: Castle in the Lake: Built in a grander time, this walled-in keep stands on a rock in the lake, reachable by a bridge of old stones.
conversations.from: human
conversations.value: The Bonepit: Little more than a deep, dry well now, the so-called Bonepit leads to the ancient catacombs beneath the village.
conversations.from: gpt
conversations.value: Tunnels of the Mad Caves: Supposedly an ancient Dwarf-mine, the Mad Caves are a maze of rumored treasures and certain danger.
conversations.from: human
conversations.value: Cavern of Anguish: The heart of the Mad Caves is Küzarn Curune, “Cavern of Anguish,” where many Dwarven miners perished in accidents.
conversations.from: gpt
conversations.value: The Lair: Dank and rank, this bone-strewn cave is surely the lair of something large, ravenous, and smelly.
conversations.from: human
conversations.value: Rosehip Town Square: All buildings of importance - inn, tavern, mayor's house, church, blacksmith and other merchants - circle the large square in the center of town. A large platform sits to one side, and a fountain is in the middle.
conversations.from: gpt
conversations.value: Treasure Vault: A long-forgotten cavern that once glittered with silver and diamonds ... and might not be exhausted yet.
conversations.from: human
conversations.value: Boar Hunting: Wild boar roam the northern foothills of Rosehip. It shouldn't be a *boar*ing time hunting them.
conversations.from: gpt
conversations.value: Arm-wrestling Contest: A table has been set up for arm-wrestling, complete with a judge, many contestants, and betting.
conversations.from: human
conversations.value: Battle of Wits: A festival riddle-solving contest. Three contestants enter to take turns solving progressively harder riddles, as presented by Ol' Milly, the resident herbalist.
conversations.from: gpt
conversations.value: Festival Food: Stands upon stands are covered with all sorts of delicious looking festival food!
conversations.from: human
conversations.value: Pie-Eating Contest: The rules are as follows - no hands, no outside help, and all the pie goes into the belly!
conversations.from: gpt
conversations.value: Storytelling: A few citizens take turns telling fables of the midsummer festival. Most include Rahzna and how Her light is at its strongest.
conversations.from: human
conversations.value: Dance: The center square around Rosehip's fountain has been set aside for dancing. A small band plays upbeat folk tunes as people dance around.
conversations.from: gpt
conversations.value: Test of Strength: A man calls over people to try out the Test of Strength. It's a tall tower made of wood with a groove in the center. A bell at the top rings when someone strong enough hits a lever at the bottom with a hammer.
conversations.from: human
conversations.value: Trinkets: Many of the vendors sell small Midsummer trinkets; small necklaces, sun toys for children, pinwheels, and so on.
conversations.from: gpt
conversations.value: Moonflowers: A rare flower in Northern Erl, known for its restorative properties. It's small cream-colored blooms are nearly perfect globes.
conversations.from: human
conversations.value: Lord Mayor Royster: Igburt Royster is Lord Mayor of Rosehip; a position appointed to him. He takes pride in increasing Rosehip's trade and commerce growth on 'the edge of civilization', which may be a bit of an exaggeration.
conversations.from: gpt
conversations.value: Sir Gwyndolyn of the Lake: Born in the capital but raised in the Castle in the Lake, this knightly princess sees the local people as hers to protect.
conversations.from: human
conversations.value: Mad Adventurer: Raving and wild-eyed, this poor panicked soul claims to be the only escapee of a misadventure in the Mad Caves.
conversations.from: gpt
conversations.value: Pointy-toothed Goblins: Hungry, nasty, pointy-toothed goblins dwell in the wilderness and the caves, striking out to steal sheep and pies.
conversations.from: human
conversations.value: Madam Bernhart: Cynthia Bernhart is the Head of Town Council, an elected official in the town who advises the Lord Mayor on the common man. It is a thankless job.
conversations.from: gpt
conversations.value: Salitious 'Sal' Royster: Son of the Lord Mayor, Salitious 'Sal' Royster imagines a much less stuffy life for himself.
conversations.from: human
conversations.value: Razor-tusked Boar: Wild boar roam the countryside, eating pets and crops and scaring the common folk.
conversations.from: gpt
conversations.value: Stalking Skeletons: Yellowed bones striding and striking on their own, driven by will or ire or anguish alone.
conversations.from: human
conversations.value: Wat Greenfoot: Poor Wat Greenfoot was part of a misadventure in the Mad Caves and soon he’ll be made into porridge for an ogre.
conversations.from: gpt
conversations.value: Hersham Willis: Captain of the Guard in Rosehip. World weary.
conversations.from: human
conversations.value: The Seer: *With her she brings The Seer
  Warning her of trouble near
  Speaking of the yet unknown
  Where to seek the dangers sown*
conversations.from: gpt
conversations.value: The Maiden: *The Maiden will come with Light
  To dispel the Darkness and the Night*
conversations.from: human
conversations.value: The Fool: *Even The Fool will be along
  To keep all merry with song*
conversations.from: gpt
conversations.value: Her Mage: *Magi, wrought with magic strong*
conversations.from: human
conversations.value: Her Guard: *So with them: Her Guards, gruff*
conversations.from: gpt
conversations.value: Her Thief: *And Thieves to right the wrong*
conversations.from: human
conversations.value: A Bloody Big Axe: Cruel-looking, heavy, and chipped... but sharp!
conversations.from: gpt
conversations.value: A Few Loose Coins: It’s no great treasure, but perhaps it’s a start.
conversations.from: human
conversations.value: Cloak of the Raven: This shiny black garment makes on hard to see and slows a fall — at least for a few feet.
conversations.from: gpt
conversations.value: Elven-make Ring: Ancient rings mades by the Elves like this once held great power, but most have lost their might.
conversations.from: human
conversations.value: Enchanted Sword: Fine swords such as these were once common across the land, combining Dwarf steel with Elf magic.
conversations.from: gpt
conversations.value: Ever-bright Torch: A simple-looking torch that burns bright until commanded, in Elvish, to stop.
conversations.from: human
conversations.value: Gilded Skull: A human skull, dipped in gold, with three gems for each eye. A ghastly gift buried by the ancients.
conversations.from: gpt
conversations.value: Map of the Mad Caves: This sketchy, paper map of the Mad Caves was started by an adventurer hoping for riches, but it’s incomplete.
conversations.from: human
conversations.value: Potion of Hope: A simple glass vial, corked. Runes meaning “vital” are etched into the glass.
conversations.from: gpt
conversations.value: Skull Key: A sturdy iron key with a metal skull for a grip, this supposedly unlocks the ancient catacombs.
conversations.from: human
conversations.value: Sharp Implements: A mini-armory on your person - including swords, knives, daggers, and small hand crossbows - allows you to pull the right weapon for the right situation.
conversations.from: gpt
conversations.value: Thieves' Tools: Picks the locks that ail ya.
conversations.from: human
conversations.value: Rope: Over 100 feet of silk rope; study yet lightweight.
conversations.from: gpt
conversations.value: Ancient Catacombs: The ancients buried their dead in catacombs at the lake’s edge, but the place half-flooded and was forgotten.
conversations.from: human
conversations.value: Dragon Rampant Inn: This cozy place’s sign depicts a heraldic dragon with three paws raised to strike. The folk here couldn’t be nicer.
conversations.from: gpt
conversations.value: Checkerboard Corridor: This long passage of checkered slate is lined with little holes and recesses—perfect for hiding lethal traps.
conversations.from: human
conversations.value: Clawing Hands: The walls of this passage are lined with ancient bones. Even now they gather and form reaching, clawing hands!
conversations.from: gpt
conversations.value: Crushing Walls Chamber: A pressure plate on the floor triggers a trap meant to squash grave-robbers!
conversations.from: human
conversations.value: Crystal Song: The crystals in this chamber sing and thrum out notes that threaten to enchant any who listen to them.
conversations.from: gpt
conversations.value: Dwarf-make Bridge: A narrow bridge of finely cut stones leads ahead ... if it holds.
conversations.from: human
conversations.value: Walking Stick: Just a plain old walking stick.
conversations.from: gpt
conversations.value: Dwarf-make Door: A crack in the wall betrays the existence of a secret door still held secure by an ingenious, complex locking mechanism.
conversations.from: human
conversations.value: Orb of Fire: Is this swirling mass of molten fire some kind of trap? Or some kind of spirit?
conversations.from: gpt
conversations.value: Riddle at the Gate: The priests who sealed these doors etched a riddle into them, warning visitors and rebuking grave-robbers.
conversations.from: human
conversations.value: Brother Conway: Wise and kind, this monkish fellow travels about the land, healing and teaching. They say he has elf blood in him.
conversations.from: gpt
conversations.value: Building: Is it the inn?
conversations.from: human
conversations.value: Burrick the Innkeeper: The quiet, rotund keeper of the local inn hears all the tales and knows how to ply a patron to get a story told.
conversations.from: gpt
conversations.value: Creeping Ooze: What might at first seem to be a slick of mold can turn out to be a vile, dissolving patch of malicious ooze.
conversations.from: human
conversations.value: Hulking Ogre: A brutish hulk, shaped roughly like a man but thrice as tall, with a tree limb for a club. It reeks something fierce.
conversations.from: gpt
conversations.value: Ruined Bridge: The bridge across the Old River has washed out and the fjord here has always been dangerous.
conversations.from: human
conversations.value: Boar-Hunting: Wild boar roam the northern foothills of Rosehip. It shouldn't be a *boar*ing time hunting them.
conversations.from: gpt
conversations.value: The Storm: A dreadful squall pours down rain, making every movement into an ordeal.
conversations.from: human
conversations.value: Moonflowers: s
conversations.from: gpt
conversations.value: Suspicious Trails: Broken brambles, trampled grasses... you didn't leave this trail through this wilderness.
conversations.from: human
conversations.value: Walkul Carter: A skillful and conniving thief. Definitely Rhonwen's "brother".
conversations.from: gpt
conversations.value: Rosehip: A town in the northern part of Erl near the Malspun Mountains.
conversations.from: human
conversations.value: Moonflower: A rare flower (as rated by Rylik’s ‘Common Flora of Northern Erl’) found in Northern Erl. Widely sought for its restorative properties. Also used in certain rituals involved in Eda worship. Appearance is a creamy white, small yet each blossom is in the globe shape.
conversations.from: gpt
conversations.value: Goblin Attack!: Numerous goblins attack Rosehip's Solstice feast! They are attacking people in the town square and are aiming to kill.
conversations.from: human
conversations.value: Hand Mirror: Small, old, dirty, but yours.
conversations.from: gpt
conversations.value: Chains: *clinkle clink*
conversations.from: human
conversations.value: Lute: Anyone care for a tune?
conversations.from: gpt
conversations.value: Defend Calén: This so-called Seer if not the cause of the Darkness - why should he be blamed?
conversations.from: human
conversations.value: Decide: The call has been made. Will you take heed?
conversations.from: gpt
conversations.value: The Mayor's House: Opulent and located in the center of town, it is the very picture of a *Lord* Mayor's home.
conversations.from: human
conversations.value: Avoid Patrols: Goblins and their allies lie thick around Rosehip. Best to avoid the multitude...
conversations.from: gpt
conversations.value: Dark Woods: They are dark.
conversations.from: human
conversations.value: Prisoner: After a time, Walkul returns, saying he found a camp of Orcs not too far ahead. They have captured a Dwarven woman.
conversations.from: gpt
conversations.value: Orc Ambush: Orcs have attacked your camp. Defend yourselves!
conversations.from: human
conversations.value: Gift-Split: She is intelligent and educated about the facts of the land.
conversations.from: human
conversations.value: Phobias: Sounds ... Thunder, pops, cracks that are VERY LOUD  and dark shadows can play havoc with her nerves and temporarily unsettle her ability to have clear thoughts/thinking.
conversations.from: human
conversations.value: Intrepid: Nothing will make you back down. 
conversations.from: human
conversations.value: Broken: You've been away from... Well, everything, for quite some time. It's hard to get back into the swing of things.
conversations.from: gpt
conversations.value: Dexterous: Quick and precise of hand and eye.
conversations.from: gpt
conversations.value: Retrieve What's Lost: Not everything is where it belongs in this world. You take things … and put them where you say they belong.
conversations.from: human
conversations.value: Conniving: You scheme, you conspire, and you are sometimes careless about lawbreaking.
conversations.from: human
conversations.value: EdcuTED: S
conversations.from: human
conversations.value: Fate-Touched: *Fools rush in, love or gold*
  *Fate's bobbin theirs to hold*
  
  Whether by unconscious skill, the boon of some capricious god, or simple luck, things tend to work out for you more often than not.
conversations.from: human
conversations.value: Moon-Touched: *Even fools may howl at the moon*
  *Or put the kids to bed at noon!*
  
  Whether you know it or not, madness taints your brilliance like blood-drops in a pristine pool. 
conversations.from: human
conversations.value: A Fool and Her Folly: *Pity the fool and her folly*
  *For one is not quite so silly!*
  
  You have never understood the world, nor it you. Perhaps that is one mystery worth solving? Ah... but which one?
conversations.from: gpt
conversations.value: Introspective: You spend a lot of time thinking about the world. This has given you insight into a great many things.
conversations.from: gpt
conversations.value: Outcast: From birth, you have been an outcast, never welcomed into any society, never fitting in.
conversations.from: gpt
conversations.value: Belong: You crave a place where you can feel a sense of belonging. A place you can call home.
conversations.from: human
conversations.value: Esotericism: *Divining, dowsing,*
  *Spirits and scrying,*
  *Necromance vile*
  *And sleight of smile,*
  *The fool alone knows*
  *Who among all goes.*
conversations.from: gpt
conversations.value: Overconfident : You always know exactly what's happening and how to handle it! Even when you don't.
conversations.from: human
conversations.value: Sheer Strength: You've lived on a mountain all your life. There isn't a single thing there that *isn't* heavy.
conversations.from: gpt
conversations.value: Orcish Heritage: While being the offspring of evil certainly has drawbacks, you've learned to accept it and draw upon its strengths.
conversations.from: human
conversations.value: Authority Figures: Fornication upon the constabulary!
conversations.from: gpt
conversations.value: Lord Status: No matter how much Adriel would like to forget it, he is still the son of Lord Taranis of Erl. Maybe that can be helpful in this situation. 
conversations.from: human
conversations.value: Investigative: You seek knowledge for knowledge's own sake. You enjoy learning about the world.
conversations.from: gpt
conversations.value: Easy Prey: Please, you've lived on a mountain. You've had to face much worse foes to get your meals.
conversations.from: human
conversations.value: Her Counsel: *A word or three from the man in chains,*
  
  *Left a torn body and a heart cleft in twain.*
conversations.from: gpt
conversations.value: Silver-tongued: Words are so easily spun, and when you utter them, believed even easier.
  
  *A dead man wades the grass, but a wise man sees the snake in its midst.*
conversations.from: gpt
conversations.value: Faith of Flesh: Your worship is often seen as immoral or baseless. Few wish to be acquainted with a heretical priest.
conversations.from: gpt
conversations.value: Spread the Faith: Few believe in themselves, so you do it for them. Perhaps you can bring those around you to your way of thinking.
conversations.from: human
conversations.value: The Beggar: *The happy man sits, sun in his eyes*
  
  *A secret on his lips, fraying knot to untie.*
conversations.from: gpt
conversations.value: Unmasked: Either your facade has become your very skin, or the illusion goes deeper than any can fathom.
  
  *Smile from throne to gallows.*
conversations.from: gpt
conversations.value: Maddening: The Pox eats at more of your mind each day. Soon your thoughts will fray into nothing, like everything else.
  
  *King and beggar, side by side, one day we all feed the crows.*
conversations.from: gpt
conversations.value: Weave of Fate: These strings try to find you, bind you, take you far away into the darkness.
  
  Not all go quietly when prophecy beckons, especially not one who has known what you have known.
  
  *Know this, my royal friend: This one knows this is not the end.*
conversations.from: gpt
conversations.value: Flighty: *A world so vast and mysteries full*
  *And you dabble in one small pool?*
  
  So much world, so little time. Few things hold your attention long enough for... well, anything.
conversations.from: human
conversations.value: The Bard: Master of singing and instruments large and small (relative to the size of a Halfling, anyway).
  
  Bender of fire, shape changer of light. Yes, he can create such illusions from his songs (Unless he messes it up, then things can get a bit iffy).
  
  All in all, he favors his ale, and avoids violence as much as Halflingly possible.
  
  
conversations.from: gpt
conversations.value: Dumb Luck: Sometimes, outcomes are due simply to fate, karma, or the amusement of some watching God.
conversations.from: gpt
conversations.value: Curious: It did kill the cat, if you haven't heard.
conversations.from: gpt
conversations.value: The Bard: Master of singing and instruments large and small (relative to a Halfling size, anyway).
  
  Bender of fire, shaper of light, creating illusion with  his songs (or annoyances when the song isn't so sweet).
conversations.from: human
conversations.value: Dumb Luck: Sometimes, an outcome is based on karma, or fate, or the whims of an onlooking God.
conversations.from: human
conversations.value: Curiosity: It did kill the cat, or so I've heard.
conversations.from: human
conversations.value: Calm in the Storm: *Though the lightning strike and thunder roll*
  *Ever safe is the unruffled soul*
  
  Man cannot fly above the storm - but he *can* stand insouciant amid its winds. After all, it's raining up ahead as well...
conversations.from: gpt
conversations.value: Animal Form: A rare ability for an already rare form of magic. An adept druid may change their shape at will into the form of any animal they have befriended.
conversations.from: human
conversations.value: Blood Addled: The thrill of the fight, the visceral display. . .
  
  It's hard to come off of such a high.
conversations.from: gpt
conversations.value: Stealth: You know how to move fast and quiet.
conversations.from: human
conversations.value: Down the String: A familiarity with death grants you a connection with it. 
  
  Fate works in mending and rending, and each make noises down the strings.
conversations.from: gpt
conversations.value: Contemplative: Giving things thought is good. Giving things too much thought can be crippling.