conversations.from: system
conversations.value: (A game for some of my friends)
  
  Your ragtag band of mercenaries has been hired as a security escort for Princess Elean as she visits a far-flung outpost in the Kharbilgab Highlands.  Watching a dignitary while she inspects the troops shouldn't be a difficult job, right?
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: Eddas: He might be able to smooth some feathers!
conversations.from: gpt
conversations.value: Panthers!: You are in their element, and looking mighty tasty.
conversations.from: human
conversations.value: Bonus pay: Arden threw a bit of an advance bonus in for the group at large.
conversations.from: gpt
conversations.value: Mysterious Pendant: A pendant given to Arina my Father Elmindil.  It seems to have some sort of power, but as yet that power is unidentified.
conversations.from: human
conversations.value: Focus talisman: A talisman given to Maya, which serves to focus and increase magical power.  It cannot withstand heavy use, but it can do some incredible things before it breaks.
conversations.from: gpt
conversations.value: Hury: Captain Arden's logistics officer, and your liasion for this job.  A warm but quiet sort.
conversations.from: human
conversations.value: Bar: Eddas: A cantankerous elf you met back in Castow, who now is a bit more open-minded towards humans.  Still studying you intently from a distance.
conversations.from: gpt
conversations.value: Castow Base: The base just outside of town.  Well fortified and disciplined for such a small and remote town, most likely as a pre-emptive measure should relations with Dorine deteriorate further.  Arden runs a tight ship.
conversations.from: human
conversations.value: Loud crash: Right before the attack, there was a tremendous noise from down the hall!  Maybe you should investigate it?
conversations.from: gpt
conversations.value: Elf Ninjas?: Your black-clad attackers carry blades and look and move like elves.  Between the element of surprise and the sleeping gas, they have a huge advantage as they attempt to abscond with the princess.
conversations.from: human
conversations.value: Protect the Princess!: It's a losing proposition, but it's still your job.
conversations.from: gpt
conversations.value: Soldiers: Castow's finest are out for your head, and soon the whole base will be on your tail.
conversations.from: human
conversations.value: Escape!: Even if you shake your pursuers, you're smack in the middle of a now-hostile military base.  Figure out an escape!
conversations.from: gpt
conversations.value: Richard Arden: Was on duty tonight, and as such is fully prepared for action, bow at the ready.
  
  He is convinced you are in cahoots with the kidnappers, and will not hesitate to shoot you down.
conversations.from: human
conversations.value: Kharligab Highlands: A rocky wilderness that serves as the natural border with Dorine.
conversations.from: gpt
conversations.value: Any: Captive elf: Still uncooperative, but a bit less openly hostile.  You'll need to do SOMETHING with him, though.
conversations.from: human
conversations.value: Panthers!: You are in their element, and looking mighty tasty.
conversations.from: gpt
conversations.value: Freedom Coalition Base (exterior): In a particularly seedy area of town sits this large building, a well-known base of the militant anti-human group.
conversations.from: human
conversations.value: Another way: Perhaps you can gain entry (or information) through some other fashion?  With creativity, it could work out...
conversations.from: gpt
conversations.value: Urstead: A Dorinean town near the border.  As with the rest of the country, it consists mostly of elves, dwarves, half-orcs, gnomes, goblins, and other non-human intelligent beings.  Being near the border, this town in particular has a curious mix of those who have no problem with humans, and those who have been driven from their lands and bear deep grudges.
conversations.from: human
conversations.value: Half-orc bouncers: Several tough-looking half-orcs guarding the building.  They are currently idle, but could pose a formidable problem if you try to storm in.
conversations.from: gpt
conversations.value: Church: Father Elmindil: A kindly elven priest.  Prefers to keep politics and intrigue out of his work- as a result, is not likely to show prejudice towards you, but also may not want to get involved with your problems.
conversations.from: human
conversations.value: Bar: Surly Dwarf: An antagonistic dwarf who takes none too kindly to humans, and is now drunk on top of that.
conversations.from: gpt
conversations.value: Archer: Preferring to fight from afar, you are skilled with a bow, and have the nimbleness to keep your distance.
conversations.from: human
conversations.value: Keen Eye: You have, as they say, the eyes of a hawk. You can see things others can't, and have good focus.
conversations.from: gpt
conversations.value: Druid: Between shapeshifting and magic, you've often gotten in trouble for using the old ways for your amusement.
  
  ...
  
  Suggested Strength: Cunning
  
  Suggested Weakness: Oafish
conversations.from: human
conversations.value: Barbarian: A warrior in tune with the primal forces of the world. A wild ferocity, untamed by civilization beats in your chest.
  
  ...
  
  Suggested Strength: Strong
  
  Suggested Weakness: Dull-witted
conversations.from: gpt
conversations.value: Mystic: Mystics can call upon the elements to do their bidding. They can summon "blasts" of air, water, fire, earth, light or darkness or they can concentrate and summon one greater spell based on an element of the mystic's choice. Mystics gain their abilities by blood and and our a dying race of people they are human in appearance.
conversations.from: gpt
conversations.value: Honorbound: Is bound by Honor, which can cause complications.
conversations.from: gpt
conversations.value: Compassionate: You care deeply about the well-being of others. It is impossible for you to watch  someone suffer, and you will sacrifice yourself to help the weak as needed.
conversations.from: human
conversations.value: Pious: Yay the gods rule and stuff.
conversations.from: gpt
conversations.value: Strategy: You show a keen eye for planning strategy, pointing out the best way to prepare for battle.
conversations.from: human
conversations.value: Accident Prone: Despite your agility, you find yourself falling prey to just about every bit of bad luck you can. Whether it's knocking over a glass of hot tea or tripping over a floorboard, chances are you've had the misfotune of doing it all.
conversations.from: gpt
conversations.value: Oathkeeper: You stay true to your sworn Oath.
conversations.from: human
conversations.value: Rage: You have a violent temper, and you let it get the best of you quite often. While in this state you're equally dangerous to both friends and allies.
conversations.from: gpt
conversations.value: Zoophobia: You are wise in the ways of the arcane and prize dominance over people... but the realm of animals, particularly the bigger and scarier ones, is not yours.
conversations.from: human
conversations.value: Natural Knowledge: A deep understanding of plants, animals, and naturally occurring phenomenon.
conversations.from: gpt
conversations.value: Smooth Talking: You have a gift for saying the right things at the right time to make people trust and/or like you.
conversations.from: human
conversations.value: Charismatic: You are simply wonderful to be around. Your personality is almost disarming, and many find you quite adorable. A lot of the time, you manage to find just the right things to say and the right way to act.
conversations.from: gpt
conversations.value: Mathematician: You're pretty good at math and raw numbers, or at least good enough to put them to practical use.