conversations.from: system
conversations.value: The lands have just emerged from the ashes of a century long war against the old enemy, the accursed King Olaf and his army of Wights. A new age now rises like the phoenix from these ashes, but are the wings of this bird about to be clipped?
  The blood of the old enemy, a bloodline thought cut and destroyed, a bastard child roaming the lands with vengeance in his heart and it is down to you to stop him, before the worst could happen... The new age is plunged back into the darkness of the old one.
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: Blood stained map.: A map that has been crudely drawn showing the way to the village.
conversations.from: gpt
conversations.value: Strange Crystal: A strange crystal that sings strange songs.
conversations.from: human
conversations.value: Healed from Goblin Poison: You have been poisoned by a foul Goblin blade and it is making you weak, you must find a way to heal  yourself.
conversations.from: gpt
conversations.value: King Olaf's Book of The Dead: A magical tome of ancient power and evil magic. Used by King Olaf to raise the dead, this is a dangerous book.
conversations.from: human
conversations.value: Destroy the King Olafs Book of The Dead: King Olaf used this incredibly old and powerful tome to raise the dead, command his wights and extend his life. Find a way to destroy it before his Bastard Child lays claim to it.
conversations.from: gpt
conversations.value: Heal: Heal a member of your party
conversations.from: human
conversations.value: Cavern: A deep, dark and fairly dry cavern. No creature has yet called this place home.
conversations.from: gpt
conversations.value: Make a fire: This place is cold, you need to make a fire by working together.
conversations.from: human
conversations.value: Comfort Sandor: The poison ravaging poor Sandor is making him violently ill, won't somebody help him?
conversations.from: gpt
conversations.value: Sandor: Poor Sandor, he has been poisoned and is now very ill from it, won't somebody help him?
conversations.from: human
conversations.value: Sacred Sword of Light: Fine swords such as these were once common across the land, combining Dwarf steel with Elven craft ship and holy magic.
conversations.from: gpt
conversations.value: Elven Ring: Ancient rings mades by the Elves like this once held great power, but most have lost their might.
conversations.from: human
conversations.value: Escape unnoticed: Get out of the castle Dungeon without anybody seeing you.
conversations.from: gpt
conversations.value: Green Leaf Tavern: This cozy place’s sign depicts a simple green leaf of a maple tree. The folk here couldn’t be nicer and the ale couldn't be cheaper.
conversations.from: human
conversations.value: Gregor the Bastard: Young, headstrong and a heart full of vengeance for the death of his Father. Gregor is out to raise his Fathers army, retake his lands and to punish all those who killed his father.
conversations.from: gpt
conversations.value: Sheriff Maximus O'Sullivan: A tough, brutish thug of a man, he is the law of this land, the Sheriff and also a well known drunkard.
  
  He deals out tough punishment to those who break the laws and is not one who can gain trust from easily.
conversations.from: human
conversations.value: Castle Dungeons: The Dungeons of a local castle. If you find yourself here, you've either got yourself in trouble or you're looking for somebody who is in trouble.
  
  The place is dank, dark and smells of shit, piss and mold.
conversations.from: gpt
conversations.value: Prisoner (Lone Survivor): This prisoner is the lone survivor of an attack on a village to the south. He holds information on what occurred there.
conversations.from: human
conversations.value: Wilderness: Forests, meadows and all other type of topography now lay in your way. This is true wild realms where the word of law is laughter and the Bandit rules.
conversations.from: gpt
conversations.value: Strange Crystal: A glittering and glowing crystal of unknown origin. A faint sound can be heard from it, what is that noise?
conversations.from: human
conversations.value: Village of Summer: This village known as Summer was once a beautiful place. Sat beside a lake with an old tower overlooking it. Now it is a mess, houses burnt down and dead in the streets.
conversations.from: gpt
conversations.value: Investigate the Village: Search the village, look for clues, see if yo can find out what happened here and why?
conversations.from: human
conversations.value: Village Chapel: This modest building is mostly a nave and an altar for common worship.
conversations.from: gpt
conversations.value: Undead Wights: The rotting, corpses of the dead brought back to life by ill, evil and dark magic! These creatures are relentless in their pursuit and only goal, to kill the living and add them to their ranks of undead.
conversations.from: human
conversations.value: The Crystal and The Book: These two things seem to be resonating to what is happening to Petyr, why?
conversations.from: gpt
conversations.value: Petyr (Wight): Petyr was the only supposed survivor of the village of Summer, believed a deserter and imprisoned you freed him. It turns out he was actually a Wight all along and under some cursed spell.
conversations.from: human
conversations.value: Temple of The Blessed Lady: A Temple which is part of the Order of the Sainted Rest. This particular Temple is dedicated to The Blessed Lady, a prophet and guide to those in need.
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: Sir Gwyndolyn: Born in the capital but raised in the temple. Sir Gwyn is a Knight of the Order and the woman who trained with Sir Mallory.
conversations.from: human
conversations.value: Desperate: Desperate to find information and willing to do almost anything in order to get it and keep it.
conversations.from: human
conversations.value: Faith: He speaks with righteous conviction and godly blessing
conversations.from: gpt
conversations.value: Dwarven Camaraderie: Dwarves are easy to get along with, if you happen to be a Dwarf.
conversations.from: human
conversations.value: Hey!  I know you!: Player knows the NPC and vice versa.
conversations.from: gpt
conversations.value: Abrasive: You try to be friendly to those around you.  But at times, especially when you're angry or frustrated, you tend to come across stronger than you intend.  Some might even say you can be outright rude.
conversations.from: human
conversations.value: Cloak of Twilight: While this spell doesn't provide complete invisibility, it makes the target more difficult to see.
conversations.from: gpt
conversations.value: Track: You are a trained tracker. You can read tracks and follow them through the wilderness.
conversations.from: human
conversations.value: Basic First Aid: You were not taught the true techniques of healing, instead trusting in the power of faith
conversations.from: gpt
conversations.value: Minor enchantment: A subtle spell to enchant unwary minds.
conversations.from: human
conversations.value: Wild Magic: Sometimes your magic can be...unpredictable.  That's not always a good thing.
conversations.from: gpt
conversations.value: Suspicious of magic: Magic might be something wondrous and great, but it can also be a source of pure evil and destruction. For that you fear magic and are always suspicious of it.
conversations.from: human
conversations.value: Gloomster: You sometimes see things a bit too pessimistic and let them drag you down.
conversations.from: gpt
conversations.value: Shadow Strike: You slip into the shadows and then make a surprise attack against a vulnerable spot.
conversations.from: human
conversations.value: The voice of a guardian angel: The priestess I met during the war is more to me than just a memory, she is my guardian angel; the voice inside me that gives me strength where my own fails me. She saved my very soul.
conversations.from: gpt
conversations.value: Holy Knowledge: Your temple schooling has left you with a comprehensive knowledge of holy words
conversations.from: human
conversations.value: Intelligent: As a wizard, you have studied.  And although you do believe in magic, you don't believe in coincidence.