conversations.from: system
conversations.value: A portal has opened up on a peaceful world, spilling settlers from the mysterious Bridge of Ten Thousand across its nations. The settlers claim to want to establish a presence on the world in the name of King Crane, who believes he will find ten gifted Highborn on the world, which he refers to as "The Heirs."
  
  Supplementary documentation. Please read: https://docs.google.com/document/d/1glj3g3DvhIeq9lc09hn-w5ytyKN8nXRb1b5RNFyoiuo/edit?usp=sharing
conversations.from: human
conversations.value: Soma: If capable, you may embody your Willweaver's element or its aspects for a single action. Please check to see if you are capable of Soma before using. See supplementary documentation for examples for your specific Willweaver.
conversations.from: gpt
conversations.value: Kinesis: If capable, you may manipulate an existing source of your Willweaver's element. Please check to see if you are capable of Kinesis before using. See supplementary documentation for examples for your specific Willweaver.
conversations.from: human
conversations.value: Mancy: If capable, you may summon and manipulate your Willweaver's element. Please check to see if you are capable of Mancy before using. See supplementary documentation for examples for your specific Willweaver.
conversations.from: gpt
conversations.value: Renzor Cloak: A cloak like those worn by House Renzor. It's hood only offers partial coverage of the face, but House Renzor is populous enough that the cloak alone may be a sufficient disguise.
conversations.from: human
conversations.value: Infuriated: Your frustrations blind you, barring all consideration of your actions and rendering you incapable of reason.
conversations.from: gpt
conversations.value: Hardened: Your days have not been easy nor kind, but they have made you experienced and strong.
conversations.from: human
conversations.value: Contemplative: You are often trapped in thought, slowing your actions and lowering your guard.
conversations.from: gpt
conversations.value: Cunning: Your sharpened wit allows you to see solutions that, annoyingly, no one else does. You also find it easy to talk people into traps and use everyday objects in creative ways.
conversations.from: human
conversations.value: Travis Root (Female): You don't want to call her a moose of a woman, but there really isn't any other way to describe her. Her name was the only one her parents could spell, so she is in the unfortunate position of sharing it with her brother.
conversations.from: gpt
conversations.value: Mastery: There are many skilled Willweavers in the world, but you seek to be among the best.
conversations.from: human
conversations.value: Cleric: Willweaver of Water and Frost.
  Clerics excel at supporting their allies both offensively and defensively, with persistent healing abilities that continue to mend allies after being cast, and quick attacks that become more lethal as the target's body temperature lowers.
  Incapable of Soma.
conversations.from: gpt
conversations.value: Shaman: Willweaver of Nature.
  Shamans take on the abilities of animals whose blood they come in contact with. Applied to the skin, the blood will grant both the strengths and weaknesses of the animal it was taken from, so long as the blood remains wet. Upon drying, the blood will cease to grant the Shaman power.
  
  Incapable of Soma, Kinesis, and Mancy.
conversations.from: human
conversations.value: Guardian: Willweaver of Stone. Guardians are stalwart warriors specializing in hand-to-hand and small-arms combat. They use practiced stances and manipulation of stone to masterfully subdue their enemies. Typical Willweaving for a Guardian involves moving the ground beneath enemies to knock them off balance, or summoning walls of stone to block incoming projectiles. Creative Guardians are a force to be reckoned with.
  Incapable of Mancy.
conversations.from: gpt
conversations.value: Arcanist: Willweaver of Arcane Energy. Arcanists wield the energy of raw existence-- a prismatic, though unfocused amalgamation of all elements. Skilled Arcanists exercise their abilities through Runescript -- a series of glyphs and symbols that focus their otherwise unrefined energy into precise and powerful tools. With the right runescript, an Arcanist can do almost anything-- even potentially function as another type of Willweaver.
  Incapable of Soma and Kinesis.
conversations.from: human
conversations.value: Warden: Willweaver of Entropy. Wardens channel the esoteric powers of the Eldritch Behemoths. Their abilities drastically change depending on which Behemoth they currently channel. See supplemental documentation for details on each attunement.
  Incapable of Mancy and Kinesis.
conversations.from: gpt
conversations.value: Warlord: Willweaver of Perception and Mastery. Warlords are extremely durable and heal incredibly quickly. When Willweaving, they enhance their senses and cognition to superhuman levels. They also enhance the strength of their allies, and gain a portion of the strength and talents of those near them -- both friend and foe.
  Incapable of Mancy.
conversations.from: human
conversations.value: Augur: Willweaver of Vitality. Augurs are adept healers, and attack their foes by copying their own injuries to them. With their high pain tolerance and unmatched natural healing, they may use their Willweaving to inflict frightening injuries upon themselves and copy them to less-durable enemies.
  Augurs have control over necrotic flesh immediately upon its death, until the heat of life completely fades.
  Incapable of Mancy.
conversations.from: gpt
conversations.value: Travis Root (Male): The Inkeeper's Brother. Spends all of his waking hours (none of which are sober) at the bar in the Inn's commonroom. Has not been beaten at any known bar game, and lives solely off the money he earns from drunken bets.
conversations.from: human
conversations.value: Underbite Inn: The only Inn in Cobblestone. Somehow, even though it lacks competition and holds somewhat of a monopoly in The New Frontier, it still manages to be in terrible shape. Owned by Travis Root and her brother, Travis.
conversations.from: gpt
conversations.value: Troy Root: Son of one of the Travis Roots. Which one is only known to him. He is very protective of his little sister, Trey. He is training to become a guard for Duchess Rosary.
conversations.from: human
conversations.value: Worldly: You know much of the cultures and traditions of the many people of the world. Your travels have also familiarized you with foreign weapons, architecture, and laws.
conversations.from: gpt
conversations.value: Scholarly: You are versed in all subjects from natural history, to mathematics, to even the basic principles of all types of Willweaving.
conversations.from: human
conversations.value: Obsessive: You cannot care for, or dislike anything without that care or dislike completely enveloping you.
conversations.from: gpt
conversations.value: Reckless: The means to your ends do not matter in the slightest to you, so long as those ends are met.
conversations.from: human
conversations.value: Exhausted: Travels and trials rarely lend their guests time to rest, and your body longs for a safe place to sleep. Until then, your muscles burn and ache, and every step is an endeavor.
conversations.from: gpt
conversations.value: Strong: Due to a life in war, or a simple love for exercise,
  your body's strength is above that of normal men. Your blows are staggering, and your enormous strength allows you to perform actions that others simply couldn't.
conversations.from: human
conversations.value: Dexterous: You can move your body with a litheness and precision unmatched by others.
conversations.from: gpt
conversations.value: Arbiter: Willweavers of Light and Darkness. An Arbiter's abilities change based on the time of day. During the day, they wield light and flame, while at night they are capable of manipulating the darkness. However, Arbiters are most powerful at dusk and dawn, where they may wield both halves of their power.
conversations.from: human
conversations.value: Trey Root: Travis' young daughter. Which Travis is her parent, only she knows. Her parent's spelling is not much better than her grandparents', resulting in her name's similarity to her brother's.
conversations.from: gpt
conversations.value: Self-Sufficiency: You seek only to create a sustainable, stable life for yourself and those you love.
conversations.from: human
conversations.value: Revenge: Someone wronged you. They will wish they hadn't, and everyone will see that you are not a person to become enemies with.
conversations.from: gpt
conversations.value: Renown: You want to be known for something. The world, or maybe even the entire universe, should one day recognize and respect your name.
conversations.from: human
conversations.value: Central Cobblestone: The second tier of Cobblestone is home to the many residences in the city. Most of these are large houses containing multiple families. Here, a small, single-family home is a mark of wealth.
conversations.from: gpt
conversations.value: Exploration: The world is a huge, fantastic place full of mysteries and treasures-- both tangible and not. Surely wealth awaits you somewhere in the unknown beyond.
conversations.from: human
conversations.value: Honor: Whether it be through mastery of talents, reflecting upon tradition, or fulfilling an ancestral purpose, you seek to follow the path of honor.
conversations.from: gpt
conversations.value: Cobblestone Market: The lowest tier of Cobblestone is home to many markets, and the Underbite Inn and Tavern. The first settlement established by the Bridge on The New Frontier, it has evolved into a central hub of the Rosary Dominion, for Natives and Settlers alike.
conversations.from: human
conversations.value: Purification: The world is full of darkness, and it is your honorable task to cast the darkness away.
conversations.from: gpt
conversations.value: Conservation: The settlers from The Bridge are bringing change to The New Frontier, and not all of it is good. They threaten the way life has been for thousands of years, and you must fight to preserve it.
conversations.from: human
conversations.value: High Cobblestone: The third tier of Cobblestone is dominated by the property of Mayor Stonewall. The land on the towering tier that isn't dominated by his expansive estate is filled with lavish ponds, gardens, and orchards.
conversations.from: gpt
conversations.value: Stonewall Manor: The home of the Mayor contains not only his residence wing, but the courts and law enforcement facilities as well. Heavily guarded, entrance to the Manor is a privilege not many gain.
conversations.from: human
conversations.value: Find one of the Heirs: King Crane is offering generous rewards to any settlers (or even natives) that can find one of the ten Highborn he seeks.
conversations.from: gpt
conversations.value: Establish a Residence: The world is a large place offering many opportunities for a new start, and many cities in which to begin your new life.
conversations.from: human
conversations.value: Defeat House Renzor: First they betrayed House Crane and begun the Voidwalker War, and now they want The New Frontier for themselves. It's time to purge these rats from the universe once and for all.
conversations.from: gpt
conversations.value: Whitehorse: Duchess Fey Rosary watches the western third of the Rosary Dominion from her fortress in this immaculate city of white stone. Only Highborn or servants of House Rosary may reside here.
conversations.from: human
conversations.value: Join a House: One's social power on the Bridge comes largely from the House to which one belongs. Those without a House at all will not find themselves to be very influential in Bridge society. Natives of The New Frontier may not care about your House, but any settler worth their salt will.
conversations.from: gpt
conversations.value: River: A young Highborn Traveler, River seeks to become a successful Merchant on The New Frontier. Her goods include rare teas, and small trinkets brought across the Bridge from other worlds.
conversations.from: human
conversations.value: Renzor Dungeon: House Renzor keeps the settlers they capture in the dungeon beneath the Renzor Manor. They hope that with regular executions, King Crane will stop sending settlers and leave The New Frontier to House Reznor.
conversations.from: gpt
conversations.value: Renzor Manor: Hidden deep in the Western Woods, the home of the Renzor Grievers is surprisingly close to the portal to the Bridge of Ten-Thousand.
conversations.from: human
conversations.value: Gwen: Harpies are a rare sight on The New Frontier. To Gwen's delight, this means that not many have taken to harpy-proofing their riches.
conversations.from: gpt
conversations.value: Maynard "Manny" Renzor: Possibly the only House Renzor Griever that isn't completely insane. At least, not yet. Manny travels The New Frontier selling complex trinkets and armaments crafted from rare materials.
conversations.from: human
conversations.value: Cobblestone Library: The second-largest library in the Western Rosary Dominion is remarkably calm and clean for residing in such a busy city.
conversations.from: gpt
conversations.value: Cornelius: Cornelius is a Storm Archaic tasked with vanguarding young River, as is customary for Traveler merchants and bards. The tall, thin crystal giant is surprisingly skittish and matronly.
conversations.from: human
conversations.value: Glen: A young Warlord, he convinced his parents to let him follow his younger sister, River, to The New Frontier. While his sister is Highborn, he was not lucky enough to be born with the great gift.
conversations.from: gpt
conversations.value: Defeat the Swordborn: The Swordborn of Roy have been relentlessly attacking settlements, and not-so-secretly planning to attack Cobblestone. It is time someone finally stops their attacks.
conversations.from: human
conversations.value: Impoverished: Though the situation at hand calls for cash, you are incapable of meeting even petty expenses. You will have to find alternative forms of payment.
conversations.from: gpt
conversations.value: Renzor Grounds: Though nested in the middle of a wild coniferous forest, the Renzor Grounds are well-kept, with luxurious gardens and ponds. The grounds are thoroughly patrolled by Grievers.
conversations.from: human
conversations.value: Settler's Landing: A cliff at the shore of the Western Sea is where the portal to the Bridge of Ten Thousand materialized only a decade ago. Crane Guards stand beside the portal, ensuring that only members of the Bridge may pass.
conversations.from: gpt
conversations.value: Western Woods: A single path winds through the Western Woods connecting Settler's Landing to Cobblestone. Though well-traveled, the forest becomes very dangerous at night, when the Renzor Grievers are at the height of their power.
conversations.from: human
conversations.value: Incarcerated: You are being held captive, and Manny offers you an escape. Will you trust him to free you, or will you flee?
conversations.from: gpt
conversations.value: Princess Veronica Rosary: The older of the king's two daughters rules over the eastern third of the Rosary Dominion. Though many accuse her of being careless and vapid, she is next in line for the throne.
conversations.from: human
conversations.value: Skylinn Talonvine: Known as "The Moth Queen" by her dissenters, Skylinn Talonvine is the head of House Talonvine, and therefore one of the most powerful people on the Bridge.
conversations.from: gpt
conversations.value: Bard Stagg: Mortimer Stagg is a Mercurial Bard and a servant of House Talonvine. He often visits Cobblestone during Hollowtide to share his macabre stories.
conversations.from: human
conversations.value: Duchess Fey Rosary: Simply known in the area as Duchess, she is the reigning monarch of the western third of the Rosary Dominion.
conversations.from: gpt
conversations.value: Guard Captain Montague: Marcus Montague is a long time friend of King Rosary, and head of the guard forces of Whitehorse.
conversations.from: human
conversations.value: King Rubeus Rosary: King Rosary oversees the central third of the Rosary Dominion -- the first kingdom established by the Bridge upon arriving on The New Frontier.
conversations.from: gpt
conversations.value: Traveler: Willweaver of Storm. Travelers have complete control over the wind and are capable of slinging lightning at their foes. Travelers require much room to perform their wind abilities, and their lightning is prone to arcing to allies, so they find themselves at a disadvantage when fighting in narrow spaces.
  Incapable of Soma.
conversations.from: human
conversations.value: Salvadore "Salvo" Quinn: A traveling storyteller (though not officially a Bard), Salvo is the last known member of House Quinn.
conversations.from: gpt
conversations.value: Cerilene Talonvine: Daughter to Skylinn Talonvine, Cerilene serves as an ambassador for her house. No one has ever seen her leave Voidform.
conversations.from: human
conversations.value: Griever: Willweaver of Cognition.
  Voidform Grievers are able to tap into the fears of their enemies, weakening them or even causing permanent cognitive damage. They may enter the dreams of those sleeping near them. Voidform Grievers are harmed by direct sunlight and are very weak to any form of Heliomancy.
  Helioform Grievers are powerful healers and capable of bursts of damage, though they are extremely fragile, and exhaust easily.
conversations.from: gpt
conversations.value: Renzor Guard: Due to widely varying backgrounds, the guards of House Renzor come in every shape and size imaginable. Some wear pendants of House Renzor, signifying membership of the house. As with most Houses, lack of the pendant is a dependable sign of servitude.
conversations.from: human
conversations.value: Renzor Cellar: The first sublevel of the Renzor Manor is home to the servants of the house, both willing and indentured. Due to its proximity to the dungeon hold, it is heavily patrolled by guardsmen.
conversations.from: gpt
conversations.value: Arbiter: Willweavers of Light and Darkness. An Arbiter's abilities change based on the time of day. During the day, they wield light and flame, while at night they are capable of dark curses and shadowy manipulation. However, Arbiters are most powerful at dusk and dawn, where they may wield both halves of their power.