conversations.from: system
conversations.value: A tale of Garth Nix's Old Kingdom.
  
  One hundred years have passed since the re-binding of the Destroyer at the hands of the legendary Abhorsen Lirael Goldenhand. In this time the kingdom has flourished and prospered, but as always, evil lurks in the shadows, patient and waiting.
  
  Now, for the first time in a century, the Clayr have begun to See troubling signs on the horizon. The Dead have been walking in greater numbers once again, and rumors have it that a Charter stone was broken in one of the northern holdfasts. Something ancient has been stirring, leaving everyone to pray that history is not about to repeat itself...
conversations.from: human
conversations.value: Elriel: As usual, the Abhorsen Elriel was not being particularly forthright with his plans.
conversations.from: gpt
conversations.value: The Sight: Having Clayr blood in your veins gives you the ability to glimpse at least certain fragments of possible futures.
conversations.from: human
conversations.value: Troublemakers (K'eyush): The Lower Refectory can get a little rowdy at dinner time, usually due to the antics of wealthy merchants' children. Luckily they most often just need someone to put them in their place.
conversations.from: gpt
conversations.value: The Sight: You have some Clayr blood in you. Every now and then you get glimpses of what is to come.
conversations.from: human
conversations.value: Rebel without a Pause: Your family has plans for you, and you won't stop until you've escaped them.
conversations.from: gpt
conversations.value: Distrustful: Whether you were burned in the past or are just a loner by nature, it's hard for you to rely on other people.
conversations.from: human
conversations.value: Troublemakers: Sometimes people really just need to be put in their place.
conversations.from: gpt
conversations.value: Weary Traveller: A man who wandered into the Sign of the Three Lemons and approached the Abhorsen, clearly injured and exhausted and desperate to share something. 
conversations.from: human
conversations.value: Sheltered: You have spent most of your life in the same place. You may know about the world in theory, but coming face to face with it is a whole other matter.
conversations.from: gpt
conversations.value: Reckless: Live fast, die young, that's your motto. 
conversations.from: human
conversations.value: Absentminded: While you may have your focuses, you are easily distracted. You have a habit of wandering, physically and mentally.
conversations.from: gpt
conversations.value: Rum and Spice and Everything Vice: You have your vices. Drugs, alcohol, dabbling in Free Magic - whatever it is, your desire has a habit of getting in the way of things.
conversations.from: human
conversations.value: Does the Walker Choose...: You know you have a path in life, somewhere. You are determined to find it (or make sure it finds you.)
conversations.from: gpt
conversations.value: Blood Runs Deep: Your lineage is unknown, but you can't shake the feeling that there's some latent power or mystery in your veins. You are determined to find out exactly what that may be.
conversations.from: human
conversations.value: Clayr: You are a child of the Glacier, and part of the most prevalent of the great bloodlines. Clayr see the future, which can be both a gift and a hindrance. 
conversations.from: gpt
conversations.value: Royal: One in the people who wear the crown. Your family is recognized by the Charter as the rightful rulers of the kingdom. 
conversations.from: human
conversations.value: Cunning: You are quick witted and resourceful. In dire situations, whether they be battle, the wild, or social gatherings, you're able to handle yourself without much difficulty.
conversations.from: gpt
conversations.value: Wallmaker: One of the great bloodlines, one that was lost for many years until it reappeared in Prince Sameth. You use the Charter to craft fantastic and powerful objects.
conversations.from: human
conversations.value: Traveller: You live on the road with a band of other nomads. You're regarded as a bit mysterious by most people, and maybe you like to keep it that way.
conversations.from: gpt
conversations.value: Crossing Point Scout: Part of the Ancelstierran military, you're one of the people who generally patrols the area around the Wall. You, more than anyone else in your country, know the lure and enchantment of the Old Kingdom...
conversations.from: human
conversations.value: Abhorsen's House: The home of the Abhorsen and their family, filled with uncountable artifacts, resources, and more than a few dangerous beings.
conversations.from: gpt
conversations.value: The Clayr's Glacier: Marking the northern reaches of the Old Kingdom, this massive glacier is the home to the future-Seeing Clayr. The name also refers to the mountain and the series of tunnels that form something close to a small city beneath it. Birthplace and childhood home of Lirael Goldenhand, the kingdom's 54th Abhorsen.
conversations.from: human
conversations.value: Holehallow: The ancient burying place of the Old Kingdom rulers. A deep sink hole, at the bottom of which stand dozens of dry-docked funerary ships, each bearing a figurehead carved in the likeness of some king or queen of old.
conversations.from: gpt
conversations.value: Yrael: The eighth bright shiner, an immensely powerful Free Magic being. For many millenia he served as a servant to the Abhorsens, until he was given freedom by the 53rd Abhorsen Sabriel. He continues to help the bloodline out of gratitude for the kindness that Sabriel showed him, though he hasn't lost his infamously snarky attitude.
conversations.from: human
conversations.value: Belisaere: The capitol city of the Old Kingdom. Following 200 years disrepair, it was eventually restored by King Touchstone I and the Abhorsen-Queen Sabriel, and is now a thriving center of culture and commerce. 
conversations.from: gpt
conversations.value: Death Sense: You have at least some Abhorsen blood somewhere in your line. You can sense when the Dead are near, or when you are near a place where many have died.
conversations.from: human
conversations.value: Berserker Rage: When the wrong thing sets you off, you become like an animal, often causing damage to things and people around you (and sometimes to yourself).
conversations.from: gpt
conversations.value: One with the Charter: You are a particularly skilled Charter mage. You connect with it easily, even far from any Charter stone.
conversations.from: human
conversations.value: The Book of the Dead: An ancient grimoir containing all the knowledge of fifty-seven Abhorsens.
conversations.from: gpt
conversations.value: Wanderlust: The Old Kingdom is vast, and you have only seen a small part of it. You long to explore the far corners, from the Clayr's Glacier to the Wall, from Belisaere to the high court of Estwael.
conversations.from: human
conversations.value: Big Damn Hero: You grew up hearing the stories of people like Sabriel and Lirael, and you want nothing more than to earn your place in the history books beside them.
conversations.from: gpt
conversations.value: Knowledge is Power: The world is a vast and complex place, and you want nothing more than to understand exactly how it works.
conversations.from: human
conversations.value: Blood of the North: You come from  beyond the norther borders of the kingdom. The tribes have been close with the Old Kingdom as of late - their beloved King Touchstone I was also a son of your people - and you have always been curious about your southern neighbors.  
conversations.from: gpt
conversations.value: Abhorsen-in-Waiting: Someday you will be the fifty-seventh Abhorsen. In the meantime, you are learning what a burden it is  to protect the Kingdom from the Dead, Necromancers, and Free Magic beings.
conversations.from: human
conversations.value: Abhorsen: You are the fifty-sixth Abhorsen. It is your duty to protect the Old Kingdom from the Dead, Necromancers, and any number of Free Magic creatures. 
conversations.from: gpt
conversations.value: Kibeth: The Walker personified. The last time she walked the earth was in the form of Lirael's dog companion - but the Seven can take many forms.
conversations.from: human
conversations.value: Saraneth: The Binder personified, favored bell of the Abhorsens. In a human form he's got a bit of a soft spot for them too.
conversations.from: gpt
conversations.value: Astarael: The Weeper. At least a small fragment of her has lain beneath Abhorsen's house since its construction. She is perhaps the most dangerous and powerful of the Seven.
conversations.from: human
conversations.value: Southerling: Your home is beyond both the Old Kingdom and Ancelstierre. You are a stranger in a strange, wonderful land. Unlike your refugee ancestors of a century and a half ago, you actually have a chance to settle and explore beyond the Wall.
conversations.from: gpt
conversations.value: Strange Magic: You have little to no knowledge of Charter magic. This can make for tricky going in a kingdom ruled by it.
conversations.from: human
conversations.value: Survivalist: You have experience in the wild. You know how to hunt, fish, and live off the land. You are also good at finding your way around, even in unfamiliar terrain or inclement weather.
conversations.from: gpt
conversations.value: Fighter: Strong and good with weapons of various types, you can handle yourself in combat.
conversations.from: human
conversations.value: Charisma: You know how to talk to people. You know what it takes to get them to listen to you, and have always been good at making friends.
conversations.from: gpt
conversations.value: Lirael Goldenhand: One of the greatest Abhorsens in the history of the kingdom. At first glance it's hard to believe Lirael is 120 years old; she still is bright eyed, sharp witted and alert, though there is a certain weariness about her. After passing on her title, she retired back to her childhood home and spends most of her days in the Great Library, reading and remembering.
conversations.from: human
conversations.value: Ki: Though not a Clayr, Ki lives at the Glacier and seems to be Lirael's constant companion. She's cheerful, friendly and energetic - though there is obviously more to her than meets the eye.
conversations.from: gpt
conversations.value: Elriel: The fifty-sixth Abhorsen and great-grandson of Sabriel and Touchstone. Elriel is a powerful mage, warily respected among the living and absolutely feared by the Dead.
conversations.from: human
conversations.value: The Sign of Three Lemons: A very old and much loved Inn near the western harbor of Belisaere. The Three Lemons is considered a higher-class establishment now, its patrons far more used to seeing famous faces than any sort of trouble.
conversations.from: gpt
conversations.value: The Great Library: The Great Library of the Clayr is a fabled and mysterious place. A vast series of rooms and halls spiraling deep within the Glacier, it will either give you the answers you seek, or kill you.
conversations.from: human
conversations.value: And So Your Journey Begins: You are off on your own, making your way with a caravan north to the Clayr's glacier and Charter knows what else...
conversations.from: gpt
conversations.value: The Lower Refectory (Clayr's Glacier): A large, usually crowded dining hall in the lower levels of the Clayr's Glacier. This is where most visitors eat their meals and relax, though at dinner time things can sometimes get a bit rowdy. 
conversations.from: human
conversations.value: Wild Dog Chase: Your task is not so clear: find something that will win Lirael's trust. General consensus seems to be that her childhood companion the Disreputable Dog is the way to go. 
conversations.from: gpt
conversations.value: Catalogue of the Great Library: A book containing the most comprehensive list of collections, as well as a number of maps of the Great Library of the Clayr. First started by Chief Librarian Vancelle nearly a century ago, it was continued by her successor Imshi and also by Lirael, who has contributed more than her two predecessors combined.
conversations.from: human
conversations.value: Charter Mage: You have some knowledge of the charter, and some degree of skill in using it. Your primary purpose in life may be linked to charter magic.
conversations.from: human
conversations.value: Drawn To Free Magic: Despite efforts to convince yourself otherwise, you find yourself drawn to Free Magic. It couldn't be that bad, if you just used it for a few smaller things, right? 
conversations.from: human
conversations.value: Dutiful: You understand your role in things, and do as you're instructed. You can be trusted to fulfill your responsibilities.
conversations.from: gpt
conversations.value: Control: Sometimes hard-won, you have a natural ability to gain the upper hand, over yourself or difficult situations.
conversations.from: human
conversations.value: Overwhelmed: The circumstances are too much to be borne; you feel nervous, have trouble concentrating, and would like nothing more than to run home and let someone else deal with things.
conversations.from: gpt
conversations.value: Illiterate: Though you can speak the language of the Old Kingdom, you never learned to read it; after all, the Namminir don't write.