conversations.from: system
conversations.value: The war began, as so many do, over resources – in this case vast deposits of ore discovered in the southern lands of the Therisain Kingdom. The northerners from across the gulf marched overland at first, and when the Therisain army marched to meet them… the ships came. The Therisain coastline burned for thirty days before the invaders were driven off, but when the northmen returned they did so with even greater numbers. The Therisain Kingdom is losing the war, but salvation is at hand. 
  
  An ultimatum, to be delivered to the northern capital in secrecy, is your Kingdom’s last hope. Be wary, as your journey north will be long and full of perils. Journey quickly, journey bravely, and above all: beware the white flames.
  
  Myera’s light be upon you, brave soul.
conversations.from: human
conversations.value: Reunite with Sir Janic: Sir Janic was once Alia's mentor and close friend, now a Commander of the Ducal Guard. He could make a powerful ally... if he can be trusted.
conversations.from: gpt
conversations.value: Codex: This codex is the means by which you may unshackle the White, Myera's deranged bastard son.
conversations.from: human
conversations.value: Recurve Bow: A short-range but surprisingly hard-hitting bow.
conversations.from: gpt
conversations.value: Dagger: A short but sturdy leaf-bladed dagger with a leather-wrapped grip.
conversations.from: human
conversations.value: Exact Revenge: "Those Pursuers harmed my horse, and I will have their blood."
conversations.from: gpt
conversations.value: Staff: An old and weathered staff with a crystal embedded in its tip.
conversations.from: human
conversations.value: Crystals: These strange (and somewhat eerie) crystals have an unknown purpose to all but a select few...
conversations.from: gpt
conversations.value: Dirk: A thin dagger, useful for slipping into things such as locks or chinks in armour.
conversations.from: human
conversations.value: Statuette of Myera: A carved likeness of the Goddess, Myera.
conversations.from: gpt
conversations.value: Sealed Letter: A letter containing King Garett's ultimatum, to be delivered only to Archon Sordain of the North.
conversations.from: human
conversations.value: Dagger: A dagger with a brass hilt. Useful in many situations.
conversations.from: gpt
conversations.value: Short Sword: A sturdy short sword with a brass hilt. Used primarily for combat, but may have other uses.
conversations.from: human
conversations.value: Iron Baton: A short but heavy rod with a blunt head. Reinforced with iron, and unwieldy to anyone but a well-trained Justicar.
conversations.from: gpt
conversations.value: Lantern: Do you really need me to explain what a lantern is?
conversations.from: human
conversations.value: Shield: A sturdy (if heavy) buckler.
conversations.from: gpt
conversations.value: Short-spear: A steel-tipped spear able to be held with one hand as easily as with two.
conversations.from: human
conversations.value: Old Shortsword: An old weapon of Alia's. Worn and almost blunt - this weapon has seen much use.
conversations.from: gpt
conversations.value: Barfight: A rapidly escalating tap room brawl has errupted almost as soon as the Pilgrims have arrived. Given the volatile situation outside, inaction is not an option.
conversations.from: human
conversations.value: Hysterical Crowd: As you go to leave Corrla in the hands of the city guard, an agitated mob of civilians blocks your way. They demand that you help slay the Raiders.
conversations.from: gpt
conversations.value: The Wardensroad: The long, curving road that will lead you to the Wardens. Well travelled but overgrown, the Wardensroad is an ideal place for banditry.
conversations.from: human
conversations.value: Retemed: An old Therisain port just north of the Wardens. Nestled among the high bluffs and craggy rocks, Retemed has managed to escape hostile attention.
conversations.from: gpt
conversations.value: Castle Renn: King Garett's seat of power in Therisia. It is from here, this monolithic fortress, that you begin your journey.
conversations.from: human
conversations.value: Corrla: Therisia's second largest city, and the closest to Castle Renn. Once peaceful, but now bustling with refugees.
conversations.from: gpt
conversations.value: The Forest of Cassen: A huge forest dominating the lands north-east of the Wardens. Rumour has it there are bands of roving folk within.
conversations.from: human
conversations.value: Great Clearing: A large clearing somewhere within the Forest of Cassen. Every path out looks the same. How did you get here, again? 
conversations.from: gpt
conversations.value: Folken Camp: A strange assortment of wooden huts and tents deep in the heart of the Forest of Cassen... but where are all the people?
conversations.from: human
conversations.value: The Wardens: A trio of forts that form a bulwark against invaders and keeps watch over the plains beyond. Nobody gets past the Wardens. Nobody.
conversations.from: gpt
conversations.value: The Broken Wheel: A roadside tavern two day's ride west of Corrla. Smelly and crowded these days, but possessed of a peculiar charm.
conversations.from: human
conversations.value: Bloodroad: A wide and heavily fortified road leading north, into hostile territory. Prepare yourselves: this is the point of no return.
conversations.from: gpt
conversations.value: Mercenary: A skilled warrior who fights for the highest bidder either alone or with a company. One way or another, you've earned a name for yourself in the art of killing and caught the attention of King Garett.
conversations.from: human
conversations.value: Knight: A soldier in King Garett's service. Your liege has given you wealth, power and a landed title, but now he asks of you much, much more in return.
conversations.from: gpt
conversations.value: Noble: A rich landowner and vassal to King Garett. You enjoyed peace these past few years, but now men and women of all sorts are being called upon to serve.
conversations.from: human
conversations.value: Smith: You are a renowned crafstman, praised for your skills in the art of smithing. Your job is to keep the party's gear in order - swords sharp, shields strong and horses shod.
conversations.from: gpt
conversations.value: King Garett: Forty years ago, a soldier-turned-carpenter was called upon to defend his city from invaders. Garett managed to end the war, but at great cost.
conversations.from: human
conversations.value: Squire: The squire of a prominent knight within the realm. You've been promised a knighthood of your own... if you can pull off this seeminly impossible task.
conversations.from: gpt
conversations.value: Sir Antiach: The captain of King Garett's elite regiment. Tough but occasionally prone to sentimentality.
conversations.from: human
conversations.value: Priest: You are a priest of the gods who has been sent by the High Almoner to accompany the party on the journey north. It's a good thing that you bring the gods' light with you... you feel you're going to need it.
conversations.from: gpt
conversations.value: Cavalier: Cavaliers are always on the move, be it as messengers, outriders or scouts. In this quest, speed is key, and you're the fastest there is.
conversations.from: human
conversations.value: Witch: Some say you are a conjurer of dark spirits, others that you are a charlatan. Either way, you're accompanying the party north. The question is... why?
conversations.from: gpt
conversations.value: Strong: You're no stranger to doing the heavy lifting.
conversations.from: human
conversations.value: Dexterous: You are sharp of eye and quick of hand.
conversations.from: gpt
conversations.value: Courageous: You laugh in the face of danger.
conversations.from: human
conversations.value: Clever: You're smarter than those around you, and you can use your intelligence to great effect.
conversations.from: gpt
conversations.value: Holy: The gods favour you, it seems. It's as if you can feel them at your side, guiding your actions.
conversations.from: human
conversations.value: Persuasive: You are possessed of a silver tongue - able to sway most with a few words.
conversations.from: gpt
conversations.value: Ill-tempered: You can be surly, angry, or just plain disagreeable.
conversations.from: human
conversations.value: Cursed: Sometimes you'll trip at just the wrong moment, or fumble with something important. It's like the gods are against you.
conversations.from: gpt
conversations.value: Slothful: It's a trial getting out of bed some mornings... better go have a nap.
conversations.from: human
conversations.value: Crippled: Some form of injury has left you unable to perform certain tasks.
conversations.from: gpt
conversations.value: Secrecy: You're hiding something. Why exactly are you accompanying this party, again?
conversations.from: human
conversations.value: Help the Helpless: You believe it your moral duty to provide help to those who need it.
conversations.from: gpt
conversations.value: Spill Northern Blood: You have good reason for wanting the northmen dead. The closer to them you are, the more damage you can do.
conversations.from: human
conversations.value: Serve the King: You follow your liege's orders without question. Long live the King!
conversations.from: gpt
conversations.value: Gold-digger: Rumour has it the northmen's treasury contains piles and piles of gold. It would be a shame is something were to happen to it...
conversations.from: human
conversations.value: Vain: Just one more minute, your hair isn't quite right yet.
conversations.from: gpt
conversations.value: Proud: Sometimes your confidence sours into arrogance.
conversations.from: human
conversations.value: Restore Peace: The land flourished before the war. You seek to return the realm to those golden days.
conversations.from: gpt
conversations.value: Attend the Court Session: The Court of Pennance is meeting in the Assembly Hall in the Palace. It's there you'll find answers, and perhaps a solution to your "trapped in the city" problem. Of course, they'll never let you just walk in.
conversations.from: human
conversations.value: The Fairwarrens: The Lower City of Pennance. Riddled with crime and debauchery, and almost wholly impoverished. Regardless, most of its denizens still seem to prefer it over the Upper City.
conversations.from: gpt
conversations.value: Enter the Upper City: It is imperative that the Pilgrims gain access to the Upper City and expedite the election of a new Duke. Every minute they linger in the Fairwarrens brings the northerners closer to victory.
conversations.from: human
conversations.value: Escape the Guards (Ehre): Did you really think you wouldn't be seen?
conversations.from: gpt
conversations.value: Find Lord Elridge (optional): The old Duke's steward may be able to fill you in on some things, like which nobles would be the best options to lend your support to.
conversations.from: human
conversations.value: The Upper City: A city within a city: this is where the Game of Masks is played amongst the nobility. Rife with trickery and subtle games of politics.
conversations.from: gpt
conversations.value: Sir Janic: The Ducal Commander is a loyal and honourable man, and he will not take the murder of a comrade lightly.
conversations.from: human
conversations.value: One Chance: Dozens, scores even, of lives hang in the balance. Resolve this conflict now, or fleeing will be your only option.
conversations.from: gpt
conversations.value: Oh, the Irony!: Someone has sabotaged your cart: the wheels are broken but not irreparable. Someone needs to fix this cart before you can go on.
conversations.from: human
conversations.value: They Hunt in Packs, Arisen!: You've been attacked by a pack of Pursuers from Endworld. Kill as many as you can: there is no escaping these beasts.
conversations.from: gpt
conversations.value: Pilgrim: Ehre's horse is in danger. Any attempt to save him may be costly, but perhaps beneficial in the long run.
conversations.from: human
conversations.value: Make a Decision: To the Wardens, or to the city of Pennance? I guess I don't really have to tell you what might be on the line here.
conversations.from: gpt
conversations.value: Survive: The Pursuers pose a significant threat. Should they attack, the losses will be tremendous. You must reach the gates of Pennance before the creatures strike.
conversations.from: human
conversations.value: Find the Northerner: Guarded by his (real) retinue and holed up somewhere in the Ducal Palace, the Northern nobleman continues to sow chaos.
conversations.from: gpt
conversations.value: General Davien: A brave and staunch servant of King Garett. His soldiers are strictly disciplined, and a perfect reflection of his stoicism. His respect could be invaluable, were it earned.
conversations.from: human
conversations.value: Take Charge: Indecision costs time, and time is valuable these days. You'll be the one to make the call, whatever it might be.
conversations.from: gpt
conversations.value: Trickster: You have made your living swindling others into giving you money. This often involves pretending to be someone else.
conversations.from: human
conversations.value: Cunning: You can deceive others to achieve your own goals.
conversations.from: human
conversations.value: Flippant: You'll turn anything into a laughing manner and very rarely appear to take anything seriously. Your flippancy keeps people at a distance.
conversations.from: human
conversations.value: Guide: More at home in the wilds than any city, you have been chosen to help the party reach their destination. Your trusty bow is never far from your side. 
conversations.from: gpt
conversations.value: Dexterous: You are sharp of eye and quick of hand.
conversations.from: gpt
conversations.value: Low Self-Esteem: You keep up a cheerful façade, but you harbour inner doubts and fears. Many people seem to like you but very few get to know the real you, the one with all the insecurities. 
conversations.from: gpt
conversations.value: Relentless: You don't stop until you get what you want.
conversations.from: gpt
conversations.value: Cruel: You find joy in giving pain.
conversations.from: gpt
conversations.value: Druid: The Druids are a group of peaceful and secretive people who possess powerful magic. They live in seemingly small settlements and they are very powerful healers. They have been long sought and hunted down
conversations.from: human
conversations.value: Natural Force: You are in tune with nature. You can feel the energy of the earth as well as the anomalies. When everything is sound or anything amiss, the trees will let you know.
conversations.from: human
conversations.value: Childish: You inappropriately act like a child at times whether it is to get your way or because you are tired of playing "nice."
conversations.from: human
conversations.value: Make things right: The Northerners have misused magic and because of it, Southerners look down on it as if it was a cruel weapon. You want to show that magic is to be used for the greater good and to help others
conversations.from: gpt
conversations.value: Clever: You're smarter than those around you, and you can use your intelligence to great effect.
conversations.from: gpt
conversations.value: Magic's Price: You're a little touched, you know.  Though sane otherwise, you hear voices that aren't there.
conversations.from: gpt
conversations.value: Protego: Everyone with you must convince the Northerners that the threat of releasing an insane god is mutually-assured destruction .  Your job is to shield others from the Ultimatum's effects, if that can be done.  You might not survive this.  If you survive, you won't be the same.
conversations.from: human
conversations.value: Callous: Blunt and straight-forward. You'll say what needs to be said, and do whatever needs to be done, with no cushioning when the blow is hard.
conversations.from: gpt
conversations.value: Knowledgable: You know a thing or two about many things, mostly practical and nearly always to do with trickery and deceit.
conversations.from: human
conversations.value: Quick-Witted: Your brain is fast and your tongue can be faster. Weapons aren't the only sharp thing you carry on you.
conversations.from: gpt
conversations.value: Not ladylike: Your not as ladylike as you hoped to be. Sometimes you trip over you dress or break a teacup but laying down a little to hard.
conversations.from: human
conversations.value: Untrustworthy: Sometimes you cannot be relied on to be truthful or honest and you withhold information.
conversations.from: gpt
conversations.value: Connections: You seem to know a lot of people. They they know you either by reputation or in person.
conversations.from: human
conversations.value: Hold Them Off: (Alia and Kellin).
  You have been tasked with defending the Warden until the others can return. The battering ram and siege ladders must be dealt with swiftly.
conversations.from: gpt
conversations.value: Infiltrate the Camp: (Ricard and Ehre)
  The Northern army's camp is large and sprawling, but somewhere within lies the weapon you need.
conversations.from: human
conversations.value: Assassinate Northern Commander: (Optional)
  The commander coordinating this siege should be taken out.
conversations.from: gpt
conversations.value: Northern Commander: (optional)
  The commander coordinating this siege should be taken out.
conversations.from: human
conversations.value: Escape the Black Steppes: (For Ricard and Ehre) 
  You need to bypass a horde of nightmarish beasts, or else head uphill and into Dominion territory.
conversations.from: gpt
conversations.value: Commander: You can command an army and create a force that would destory your enemy