conversations.from: system
conversations.value: In the early spring of 2946, two Dwarven messengers on an errand from the Lonely Mountains go missing in the Long Marshes. Rumors of a darkness growing in the marshes and bogs - a darkness that devours paths and the beings that tread them, a darkness that hides an old evil that survives today only in fairy tales - sets the land astir from the Lonely Mountain to Dale to Esgaroth, with rumblings even reaching Mirkwood across the lake. 
  
  Whatever errands took the dwarfs that way is apparently important enough that several high-ranking leaders within the Kingdom Under the Mountain are willing to offer hearty rewards and great prestige to any daring adventurers that might succeed where others have failed.
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: 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: gpt
conversations.value: Enchanted Sword: Fine swords such as these were once common across the land, combining Dwarf steel with Elf magic.
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: Skull Key: A sturdy iron key with a metal skull for a grip, this supposedly unlocks the ancient catacombs.
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: Ever-bright Torch: A simple-looking torch that burns bright until commanded, in Elvish, to stop.
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: A Bloody Big Axe: Cruel-looking, heavy, and chipped... but sharp!
conversations.from: gpt
conversations.value: Potion of Hope: A simple glass vial, corked. Runes meaning “vital” are etched into the glass.
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: 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: Ancient Catacombs: The ancients buried their dead in catacombs at the lake’s edge, but the place half-flooded and was forgotten.
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: Ruined Bridge: The bridge across the Old River has washed out and the fjord here has always been dangerous.
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: Checkerboard Corridor: This long passage of checkered slate is lined with little holes and recesses—perfect for hiding lethal traps.
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: 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: 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: 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: Orb of Fire: Is this swirling mass of molten fire some kind of trap? Or some kind of spirit?
conversations.from: gpt
conversations.value: The Storm: A dreadful squall pours down rain, making every movement into an ordeal.
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: 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: 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: 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: 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: 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: human
conversations.value: Dwarven clan knowledge: You have some familiarity with the dwarfs who call the area home, and they you. They might be willing to involve you in areas where they'd be wary of outsiders.
conversations.from: gpt
conversations.value: Fight evil: Shadows are creeping slowly back into the world, and you're determined to be the one standing between them and innocent people.
conversations.from: human
conversations.value: Bow and Arrows: It's always best to deal with problems at a distance. This strong yew longbow can send an arrow through a target well before it knows it's a target. 
conversations.from: gpt
conversations.value: Lembas bread: A gift from some friendly elves. It keeps better than bad memories and doesn't taste half bad, either. Anything to lift your spirits on the road. 
conversations.from: human
conversations.value: A repertoire of stories: Very few beings can't appreciate a good story, whether to pass the time, prove a point, or tell a lie to get you all out of trouble. 
conversations.from: gpt
conversations.value: Map of the Area: This sketchy, paper map of the rivers and byways around Laketown, extending even a little into the boundaries of Mirkwood, is invaluable for boating tradesmen and hopeful adventurers alike. 
conversations.from: human
conversations.value: Enchanted Sword: Fine blades such as these were once common across the land, combining Dwarf steel with Elf magic.
conversations.from: gpt
conversations.value: Gloin: One of the original thirteen that freed the Lonely Mountain from the Dragon, Gloin now acts as an envoy in Esgaroth for the King Under the Mountain. 
conversations.from: human
conversations.value: Barding: You or your ancestors chose to follow Bard from the ruins of Laketown to rebuild Dale. As such, you are known for your hardy resilience even among the race of Men, and your willingness to reach for the stars no matter what.
conversations.from: gpt
conversations.value: Beorning: You gathered to Beorn's banner, and live now as a guardian of his domain and all the people in it. You specialize in hunting down and slaying dark creatures, and have learned many of Beorn's secrets of living well with nature.
conversations.from: human
conversations.value: Dwarf of the Lonely Mountain: You reside in the Lonely Mountain,  working hard to restore the kingdom's former bounty and secure your people's foothold in this land once again.
conversations.from: gpt
conversations.value: Elf of Mirkwood: Recent events have left you somewhat more accustomed to the outside world and its people, but you still hold a fierce love for your forest home, and a desire to beat back the shadows that continue to encroach on it. 
conversations.from: human
conversations.value: Hobbit of the Shire: Despite your people's tendency towards quiet, comfortable living, you have followed along with the few, the proud, and the mad out your door and in search of adventure. If Bilbo Baggins can do it, why not you?
conversations.from: gpt
conversations.value: Woodman of the Wilderlands: Your people come from the harsh frontiers of the North, where you have had to fight for every scrap of survival. Magic runs particularly strong with your people.
conversations.from: human
conversations.value: Scholar: For you, knowledge makes the wild world a less threatening place. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice.
conversations.from: gpt
conversations.value: Slayer: The monsters in the world have run rampant for too long. Perhaps motivated by a loss in your past, you have set off to wreak your vengeance on a particularly hated foe, whether it be an individual or entire species. 
conversations.from: human
conversations.value: Treasure-Hunter: Many great powers are passing from the world, if they haven't already, and they've left behind them vast hordes of treasure in deep, forgotten places. Why shouldn't it be yours', if you're brave enough to seek it?
conversations.from: gpt
conversations.value: Wanderer: Every corner of the land holds the promise of untold secrets, and this is why you have decided that any dell, cave, and river valley can be your home, even if only briefly. 
conversations.from: human
conversations.value: Warden: In this age of the world where shadows grow deeper with every passing year, you have sworn to defend all who cannot defend themselves. You can cut a threatening figure, but your resolve is steadfast.
conversations.from: gpt
conversations.value: The hunt: Whether it be someone or something, you lost it and you want to find it. Your journey has taken you far and wide, and will only take you further, but you'll chase down any lead you can. 
conversations.from: human
conversations.value: Make a Name for Yourself: Only the most famous and renowned of heroes live forever in song and story, after all. You have to do something worth remembering first. 
conversations.from: gpt
conversations.value: Freedom of the open road: Going new places and seeing new things is enough for you...especially if you can live to tell stories around the fire about it later. 
conversations.from: human
conversations.value: Accumulate riches: Passing your life by in a shop won't bring you the wealth you desire. Great dangers bring great rewards, and you're willing to brave one for the hope of the other. 
conversations.from: gpt
conversations.value: Acquire knowledge: whether it's for your own sake or to be shared with the masses, you want to know what's out there, no matter how deep and dark it hides. The chance to learn something new is all it takes to get you out your door. 
conversations.from: human
conversations.value: Laketown: Situated on the Long Lake and therefore the central hub of trade in the region, since the fall of Smaug a great many races can be found mingling on the docks.
conversations.from: gpt
conversations.value: Gather Information: You generally know what the problem is, but don't have quite enough information. Ask around and make a plan!
conversations.from: human
conversations.value: Get to know your team!: You have all come together as a fellowship, united to one common purpose for different reasons. How will it go?
conversations.from: gpt
conversations.value: The barkeep: He knows all and sees all...eventually. He has good ears and a good memory, and a good understanding of the value of information. 
conversations.from: human
conversations.value: Easy-going: You enjoy good company and conversation is a pleasure. You are also slow to anger, allowing you to shrug off small slights.