conversations.from: system
conversations.value: As ancient wolves and jaguars once watched over young humanity, keeping them safe from primal evils - our dogs and cats have evolved to combat the more subtle and tricksy terrors that lurk within the cities, and creep from the wild places still left.
  
  No one even really remembers why we keep and feed pets, but a house without one seems cold and empty .. truth is that house is cold, but not empty....
  
  The house on An Teach Ghruaim has long filled pet-kind with terrors; most local pets have heard some tales of it, sitting atop the distant hill outside the town of Windy Springs. 
  
  Mr. Bealle is a kindly old man, still vigorous; he is not prone to rash decisions. When his aunt passed, she left him the house - and while he was in no mood to inherit the place, a tragedy has tied his hands; his much younger sister, Samara, has been killed in an accident .. leaving her two young children without a home. The house on An Teach Ghruaim is big, and it is empty.. or so it seems. 
  
  He has moved there to prepare for the children's coming, and is acquiring a special surprise for them too; pets!
  
  Some Background:
  
  Petkind's ways are varied; a few customs include the habit of adopting True Names, like the names of Wild Creatures - many tame animals never bother with this habit, and others only play at domestication; their owners' conceits do not concern them. They may be Mittens, or Rusty, or Spot to the two-legs, but when they face the Things That Wait, they do so with more dignity and decorum - or honesty, if not that. True Names are earned or chosen - there is no consensus on what is best.
  
  Examples: Ringo [Loud Sayer] , Dandelion [Bleater], Rambo the Third [Fool's Errand]
  
  Here we have the pet's Human-given name unbound, followed by the True Name in brackets. Wilder or more decorated pets will have the order reversed;
  [Walks on Flowers] Allie Cat, [Render] Sammy-Sammy, [Laughing Beast] Gloria
  
  Wild animals only ever have one name, unless humans give them another: [Surestep], [Dreadful Eye], [Zula], [Whisper Dancer], [Laughs-at-Danger]
conversations.from: human
conversations.value: Human Bond (Larila): You have connected with the girl Larila, and can use your bond to cheer her or banish darkness around her. Using her as a focal point increases the versatility of this power. This bond is fiery, and rests in the soul.
conversations.from: gpt
conversations.value: Human Bond (Albrecht): You have a rapport with Albrecht that helps you cheer him, and -situationally - those around him. It is tender, found in the heart.
conversations.from: human
conversations.value: April Allison Garfield: April is an employee of the shelter, and an avid animal lover. Any shelter pets have likely seen a lot of her and the other volunteers at Windy Springs. She is stern, but kind.
conversations.from: gpt
conversations.value: Gloom: You've heard of them, if you've never seen them - Glooms. Those things that feed on human sadness - and here we have three terribly grief stricken people! The glooms are immaterial - like most Things That Wait. Sorrow grows heavier around them - they are invisible to humankind.
conversations.from: human
conversations.value: [Great Eye Seer] Felix: The strange-smelling woman's cat, she lives in the woods near the town - far far from the house.
conversations.from: gpt
conversations.value: Jimi's New Subplot (Jimi Only): The rebirth of a critter's goals.
conversations.from: human
conversations.value: Dolly [Chewer]: Content to stay indoors and out of the affairs of petkind.
conversations.from: gpt
conversations.value: The House: The house is set back upon a great hill, covered in dark trees. The gloomy grey lustre on their green boughs gives the hill its name, according to popular legend. - An Teach Ghruaim means "The Gloom Hill".
  
  Tales tell of occasional panting, sighing, expiring critters showing up to a shelter gasping out their last words .. "An.. Teach.. Ghruaim.." with nary an explanation.
  
  The dark hill rises from the woods outside of Uisce Go Maith (Sweetwater, now Windy Springs Valley), and its dark reputation fills most who travel there or frequent the environs with quiet dread..
conversations.from: human
conversations.value: Ruins: They call out to those who can Hear.
conversations.from: gpt
conversations.value: An Teach Ghruaim: The wood surrounding the house on the hill is a haunted place - it calls out to those who can hear, and who knows what intentions a forest might have?
conversations.from: human
conversations.value: April Allison Garfield (copy): April is an employee of the shelter, and an avid animal lover. Any shelter pets have likely seen a lot of her and the other volunteers at Windy Springs. She is stern, but kind.
conversations.from: gpt
conversations.value: April Allison Garfield: April is an employee of the shelter, and an avid animal lover. Any shelter pets have likely seen a lot of her at Windy Springs. She is stern, but kind.
conversations.from: human
conversations.value: Albrecht (copy): Larila's younger sibling, Albrecht was likewise adopted by Samara Bealle, and was orphaned when she passed away.
  
  He is intense and quiet, and mourns deeply for the loved ones he lost.
conversations.from: gpt
conversations.value: Larila Bealle (copy): Mr. Bealle's orphan niece, she and her brother have come to stay to keep Mr. Bealle company.
  
  Mr Bealle was much older than his sister, Larila's mother, who adopted children in her mid 30s - Larila is 10, and typically upbeat. She hides her sadness with her perky nature.
conversations.from: human
conversations.value: Albrecht Bealle: Larila's younger sibling, Albrecht was likewise adopted by Samara Bealle, and was orphaned when she passed away.
  
  He is intense and quiet, and mourns deeply for the loved ones he lost.
conversations.from: gpt
conversations.value: Tenacious: You keep after anything - whether it be the faint whisper of some dread thing's tendrils, or the flicking end of a feather on a stick - and never give up, no matter the odds.
conversations.from: human
conversations.value: Superstitious: You haven't had much experience with the Things That Wait, but you fear the stories, and remember the proscriptions... This fear informs a lot of your decisions..
conversations.from: gpt
conversations.value: Speceist: You are disdainful or aggressive towards other races and beings - even within your own type you might avoid lesser pedigrees. 
  
  This may or may not extend to humankind, but it interferes with peaceful interactions.
conversations.from: human
conversations.value: Grace: Your grace is impeccable; you inspire others, avoid damage, and generally elicit "oooh!"s and "aaah!"s with minimal effort.
conversations.from: gpt
conversations.value: Majesty: Rather than relying on brute force, your strength is in your poise or imposing nature. You are of royal blood, or else could claim such with no opposition to it.
conversations.from: human
conversations.value: Larila Bealle: Mr. Bealle's orphan niece, she and her brother have come to stay to keep Mr. Bealle company.
  
  Mr Bealle was much older than his sister, Larila's mother, who adopted children in her mid 30s - Larila is 10, and typically upbeat. She hides her sadness with her perky nature.
conversations.from: gpt
conversations.value: Mr. Bealle (copy): The kindly old man has inherited the house on gloom hill from relatives - he has little time left, but he wants to spend it joyfully; he's brought you (the players) to keep his neice and nephew company.
conversations.from: human
conversations.value: Wayward: Perhaps you are not a pet; some wild thing born in the woods or a pet lost to back alleys; you might be a pet, but have never felt much loyalty to your human 'benefactors.' In either case, you Do Not Obey.
conversations.from: gpt
conversations.value: Wary: You have never been satisfied trusting what is in front of you.. you're still alive, so it's served you well thus far.
conversations.from: human
conversations.value: Someplace to Belong: You want a home .. a forever home.
conversations.from: gpt
conversations.value: Mr. Bealle: The kindly old man has inherited the house on gloom hill from relatives - he has little time left, but he wants to spend it joyfully; he's brought you (the players) to keep his neice and nephew company.
conversations.from: human
conversations.value: [Sionnachuighiim]: The crazy fox who lives in the woods nearby. He is alternately terrified or haughty and aloof.
conversations.from: gpt
conversations.value: Adoption Day: There is a great hullabulloo in the Windy Springs Valley - there is going to be a great adoption soon! It is a day when terrible owners are to be avoided, and lovely people are fought for tooth and nail. Who will adopt you?
conversations.from: human
conversations.value: Windy Springs Valley Humane Society: The starting location for most if not all of the players - where some of you have been born, some abandoned, and some left after your owners passed away.
conversations.from: gpt
conversations.value: [Zula]: She has seen much in the house - owners come and gone. She is aloof and doesn't care much for most domesticated animals, especially mammals.
conversations.from: human
conversations.value: [Fisk]: Crafty, clever, with a strong hatred for cat-kind .. Fisk is the designated ringleader of the House rats, who have their own opinion on the strange goings on..
conversations.from: gpt
conversations.value: [Sicarii]: The giant adder that lives in the woods on the hill. It has preyed upon the rats - and smaller pets - of the House for as long as they can remember.
conversations.from: human
conversations.value: Nature's Blessing: Something out there isn't out to get you - and it has given you this boon.
  
  It might protect you from harm, warn you of danger, heal injuries - or hurt awful things. 
  
  It's magic.
conversations.from: gpt
conversations.value: Tool Using Animal: You're refined. This handy dandy thingamawhatsit can solve problems lesser beings would have trouble with.
conversations.from: human
conversations.value: Great Gloom: You've heard of them, if you've never seen them - Glooms. Those things that feed on human sadness - and here we have three terribly grief stricken people! The glooms are immaterial - like most Things That Wait. Sorrow grows heavier around them - they are invisible to humankind.
conversations.from: gpt
conversations.value: Rodent Dilemma: Killing the babies will make the gloom stronger - there has to be some way to get these babies adopted.
conversations.from: human
conversations.value: Boofus [Tiger]: Territorial, Boofus-called-Tiger will not let you pass East of Ghruaim cove without a fight.
conversations.from: gpt
conversations.value: [Ear Splitter] Spike: Ear Splitter is Riley's stray friend, who patrols Ghruaim Cove with Riley and has no master. She is fierce.
conversations.from: human
conversations.value: [Sedna]: The gate watcher. Oldest Tale-teller.
conversations.from: gpt
conversations.value: [Flare] Jackalbird / Alfonse II: Flare, named Jackalbird by his owner's young son. Lives in the cove mansion.
conversations.from: human
conversations.value: Riley [ - ]: Riley lives in the house at the base of the hill, his owners are David and Isabelle. His sometimes-friend is Spike. He is too young to have a True Name yet.
conversations.from: gpt
conversations.value: [Heel Biter] Molly: Heel Biter was once Tame; she is a stray now, old and vicious. She hates the House and will not approach it at night.
conversations.from: human
conversations.value: Ranger [Blood Like Thunder]: Guardian of the North end of the Cove, he and Flare split the north and west between them - they are stretched thin.
conversations.from: gpt
conversations.value: Tango Jackson [Bor, Son of Ulfang]: A.. special dog. He wishes to live up to his ancestors, but he's still just a pup.
conversations.from: human
conversations.value: Riley [ - ] (copy): Riley lives in the house at the base of the hill, his owners are David and Isabelle. His sometimes-friend is Spike. He is too young to have a True Name yet.
conversations.from: gpt
conversations.value: Save Riley: The stray will kill him if she is able.
conversations.from: human
conversations.value: Courage: "Big" is a relative term.
conversations.from: human
conversations.value: Great Responsibility: Some dying uncle or spirit father burdened you with purpose. The guilt can drive you to do things you really can't.
conversations.from: human
conversations.value: Knighted: He strives for some sort of official title or recognition.
conversations.from: gpt
conversations.value: Wary: You have never been satisfied trusting what is in front of you. You're still alive, so it's served you well thus far.
conversations.from: human
conversations.value: Insight: Your skill in discerning is keen. You possess the faculty of seeing into inner character or underlying truth.
conversations.from: human
conversations.value: Trauma: Past experiences have left their mark. You made it through, but the shadow still lingers.
conversations.from: human
conversations.value: Overcome Fear: You've been called a "scaredy cat" for too long. You're going to prove them wrong.
conversations.from: gpt
conversations.value: Aloof: You prefer to hang back, keeping your own counsel unless given a compelling reason to do otherwise.  You'll work with others when necessary, of course, but truly getting to know you can be difficult and frustrating.
conversations.from: human
conversations.value: Clever: You have a talent for thinking on your feet and untangling puzzles quickly.  Intelligence is your best and most frequently employed weapon.
conversations.from: human
conversations.value: Heedless: When you've chosen a course of action, you tend to leap right to pursuing it even if given words of caution--from others or even from yourself.
conversations.from: human
conversations.value: Intrigue: Something strange is going on, and you intend to figure out what.  After all, the purpose of a mystery is to be solved.
conversations.from: gpt
conversations.value: Curious: You are extremely inquisitive about the world around you, and anything interesting is always worth investigating further... even if it means taking a risk or two.
conversations.from: human
conversations.value: Speed: You are the first to get to the goal, and the last to get caught by danger.  You are light on your feet and would rather avoid confrontation.
conversations.from: gpt
conversations.value: Arcana: You have an innate instinct for the unseen and metaphysical.
conversations.from: human
conversations.value: Amusing: Parrots are consummate hams and Jimi is no different.