conversations.from: system
conversations.value: **Setting: ** Virtual fantasy universe filled with rival civilizations
  
  **Tone: ** Survival realism strategy
  
  **Number of players: ** 1 per game (see below)
  
  **Player role: ** Leader
  
  **Power scale: ** Civilizations start small and vulnerable with potential to grow
  
  **First Scene will be: ** Login screen
  
  *Introduction*
  
  Players from across the world login to a high-risk online RPG as leaders of civilizations.  As leader, you are tasked with bringing greatness to those who follow you and forge a great kingdom that dwarfs all others by way of military might, powerful Gen (the game's equivalent to magic), cunning politics, or technological breakthroughs.
  
  But beware of other civilizations led by players with similar goals.  One never knows whether a rival civilization is controlled by another human player or by the narrator.  Not all civilizations can thrive - as surely as the mighty will prosper, so too will the weak be eliminated.
  
  *Procedure*
  
  The first thing you'll do is pick your Nature.  This represents the civilization you will lead in Game Wars.  The choices offered are by no means representative of every civilization in Game Wars.  Feel free to create new civilizations with the create nature option, as long as their six attributes (melee, ranged, gen, etc.) add up to no more than 30, and they have no more than 4 unique abilities.  All new races are subject to narrator approval.
  
  Next, you'll pick your leader's Strength, Weakness, and Goal.  These can all be modified, or you can make entirely new ones to fit with your leader's concept.  **Note that these cards apply only to the leader you play as, and not to the civilization as a whole.**
  
  Finally, you'll pick a name and picture for your leader.  If you're having trouble finding a fitting image, you can describe his or her appearance to me and I'll try to find you something from my art library.  Also, your leader's description doesn't have to say too much or get into specifics.  You'll choose your starting location and other things like that in the first "Login" scene.
  
  *Rules*
  
  The structure of Game Wars [Civilization] is distinct from other Storium games in key ways.  **Most importantly, each player is alone within their own, separate Storium game.**  So only one player per game.  The player interacts privately with the narrator, often in the form of multiple-choice dialogues rather than the challenges common to Storium.  Strength, weakness, goal, and asset cards are only used in specific situations when dealing with other civilizations or other unique challenges involving your leader.
  
  The player will encounter other civilizations, some of which are controlled by the narrator and some of which are controlled by other players.  Though many distinct one-on-one games of Game Wars [Civilization] are taking place, they are all happening simultaneously in the same game world.  Only the narrator knows which civilizations are controlled by real players and which are "NPC" civilizations.  In this way, players can never be sure of another civilization's true nature or intentions.
  
  Finally, understand that, unlike other Storium games, **Game Wars [Civilization] has explicit winners and losers.**  Each civilization's population, morale, food, and other resources are constantly tracked.  When leaders make bad choices, their citizens die and the civilization suffers.  When challenges arise, a civilization's stats and unique abilities determine how they'll be affected.  Make no mistake: a leader's actions have consequences on his or her civilization.  **When a civilization is defeated, that player's game will be retired.**
  
  By contrast, a civilization can achieve victory in a number of ways.  Once a player wins, he or she will be given the option to retire and allow the narrator to take control of his or her civilization.  These are the explicit ways in which winners can be determined:
  
  **First,** if a single civilization ever controls 75% of all claimed territory in Game Wars, its leader will be declared the winner.
  
  **Second,** if a leader is ever elected as the World Ruler by all other civilizations, he or she will be declared the winner.
  
  **Third,** if no other civilizations are controlled by real players, the last real player standing will be declared the winner.
  
  **Fourth,** if a civilization's technology advances to the point where it can locate and travel to Earth within the game universe, its leader will be declared the winner.
  
  *Technical*
  
  Further questions can be asked of the narrator at any time.  The pace of the game may vary, as all civilizations must input decisions before time can progress.  On that note, it may behoove you not to attempt to discover who else is playing Game Wars [Civilization], as they will be motivated to keep their civilization's secrets to themselves.  With all that said, have fun and may the greatest civilization rule them all.
conversations.from: human
conversations.value: Mushrooms: These seem poisonous.
conversations.from: gpt
conversations.value: Explore the Jungle: What wonders await you?
conversations.from: human
conversations.value: Venture into the Oasis: What will you find in the land of the Wasp People?
conversations.from: gpt
conversations.value: Bay: Defense: 2 | Food: 6
  *Water Accessible*
  
  **Natural Harbor:** Bonus to sea trade routes.
conversations.from: human
conversations.value: Blood Field: Defense: 1 | Food: 1
  
  **Sacrifice:** Can slay own citizens for wealth and other bonuses.
conversations.from: gpt
conversations.value: Canyon: Defense: 8 | Food: 2
  
  **Overhang:** Live under ledges to avoid detection, vulnerable to landslides and earthquakes.
conversations.from: human
conversations.value: Caves: Defense: 9 | Food: 5
  *Water Accessible*
  
  **Mines:** Bonus to mineral resources, share caves with other, older creatures.
conversations.from: gpt
conversations.value: Collapsed Aquifer: Defense: 7 | Food: 3
  *Water Accessible*
  
  **Fossils:** Remnants of long-dead creatures attract tourism, can be researched.
conversations.from: human
conversations.value: Icon's Day Parade: The celebrations make travel through Icon's Reach difficult, and finding what you're looking for almost impossible.
conversations.from: gpt
conversations.value: Countryside: Defense: 3 | Food: 5
  
  **Crossroads:** Bonus to land trade routes.
conversations.from: human
conversations.value: Cursed Lands: Defense: 5 | Food: 4
  *Water Accessible*
  
  **Lingering Evil:** Spirits haunt this land, ask for tribute.
conversations.from: gpt
conversations.value: Dark Forest: Defense: 7 | Food: 6
  
  **They Lurk:** People who live here tend to go missing.
conversations.from: human
conversations.value: Kill the King: Voronox stands exposed in the back row, though he is flanked on either side by a bishop and Saad, his queen.
conversations.from: gpt
conversations.value: Desert: Defense: 2 | Food: 4
  
  **Turbulence:** Bonus to researching wind-based technology.
conversations.from: human
conversations.value: Listen!: Did you hear something?
conversations.from: gpt
conversations.value: Hidden Burrow: Inside a crack in the city's walls, you see another roach-made tunnel leading off into the darkness.
conversations.from: human
conversations.value: Floating Island: Defense: 10 | Food: 3
  
  **Suspended:** Cannot leave area until Air Transport tech researched.
conversations.from: gpt
conversations.value: Forest: Defense: 5 | Food: 6
  
  **Animal Husbandry:** Bonus to training animals, can help perform tasks.
conversations.from: human
conversations.value: Frozen Mountain: Defense: 8 | Food: 2
  
  **Avalanches:** Frequent deadly weather, impassible during winter.
conversations.from: gpt
conversations.value: Fungal Jungle: Defense: 3 | Food: 9
  *Water Accessible*
  
  **Giant Mushrooms:** Begin with Alchemy tech.
conversations.from: human
conversations.value: Gen Zone: Defense: 2 | Food: 1
  
  **Power Infusion:** Latent Gen in the area boosts research, bonus to learning and using Gen.
conversations.from: gpt
conversations.value: Glasslands: Defense: 1 | Food: 1
  
  **Quicksilver:** Shifting glass-sand covers tracks, people and structures sink slowly unless fastened to rocks.
conversations.from: human
conversations.value: Ice Caverns: Defense: 9 | Food: 4
  *Water Accessible*
  
  **Refrigerated:** Must utilize heat sources at all times, food lasts longer.
conversations.from: gpt
conversations.value: Island: Defense: 5 | Food: 5
  *Water Accessible*
  
  **Seamen:** Begin with Fishing tech.
conversations.from: human
conversations.value: Jungle: Defense: 7 | Food: 8
  *Water Accessible*
  
  **Deadly Plantlife:** Fruits and berries are often poisonous, certain plants set traps to catch prey.
conversations.from: gpt
conversations.value: Land That Time Forgot: Defense: 4 | Food: 7
  *Water Accessible*
  
  **Dinosaurs:** Roam the land, hunt, and are generally destructive.
conversations.from: human
conversations.value: Login Screen: Choose settings before entering Game Wars.
conversations.from: gpt
conversations.value: Misty Ruins: Defense: 3 | Food: 5
  
  **Lost Technology:** Begin with a random tech available to research.
conversations.from: human
conversations.value: Mountain: Defense: 8 | Food: 4
  *Water Accessible*
  
  **Hiking:** Penalty to movement, penalty to building structures.
conversations.from: gpt
conversations.value: Moving Island: Defense: 6 | Food: 6
  *Water Accessible*
  
  **Directionless:** Whale moves according to its own mysterious agenda.
conversations.from: human
conversations.value: Mystic Vale: Defense: 5 | Food: 5
  
  **Spirituality:** Begin with a Shaman.
conversations.from: gpt
conversations.value: Oasis: Defense: 4 | Food: 4
  *Water Accessible*
  
  **Mirages:** Begin with an Illusionist.
conversations.from: human
conversations.value: Plains: Defense: 1 | Food: 5
  
  **Uninhibited:** Bonus to movement and building structures.
conversations.from: gpt
conversations.value: Plateaus: Defense: 9 | Food: 2
  
  **Isolated:** Cannot leave area until Climbing Tools tech  or Air Transport tech researched.
conversations.from: human
conversations.value: Rainy Shore: Defense: 4 | Food: 5
  *Water Accessible*
  
  **Low Visibility:** Penalty to ship movement.
conversations.from: gpt
conversations.value: Rocky Coast: Defense: 6 | Food: 7
  *Water Accessible*
  
  **City on a Hill:** Easy for others to see your cities.
conversations.from: human
conversations.value: Scrublands: Defense: 3 | Food: 3
  
  **Dumping Grounds:** Other civilizations dump trash here, can salvage for resources.
conversations.from: gpt
conversations.value: Swamp: Defense: 5 | Food: 4
  *Water Accessible*
  
  **Marsh Terrain:** Penalty to movement, easy to get lost.
conversations.from: human
conversations.value: Tundra: Defense: 3 | Food: 2
  
  **Frozen Environment:** Must utilize heat sources at all times, begin with Trapping and Skinning tech.
conversations.from: gpt
conversations.value: Valley: Defense: 5 | Food: 5
  *Water Accessible*
  
  **Rivers:** Begin with Raft tech.
conversations.from: human
conversations.value: Volcano: Defense: 8 | Food: 1
  
  **Natural Forge:** Begin with Metalworking tech.
conversations.from: gpt
conversations.value: Wasteland: Defense: 1 | Food: 1
  
  **Mercenaries:** Roaming sellswords available for hire, infested with barbarians.
conversations.from: human
conversations.value: Waterfall: Defense: 9 | Food: 4
  *Water Accessible*
  
  **Strategic Crossing:** You control the only stable passage over a rushing river.
conversations.from: gpt
conversations.value: Caretaker Ralph: A repulsive creature who slinks about the shrine, eating small animals and guiding the worthy to Orpheus.
conversations.from: human
conversations.value: Circle Members: These robed figures walk the halls of the chambers.  Among them are humans, Dendrolites, and other, less recognizable creatures.
conversations.from: gpt
conversations.value: Dendrolite: Dendrolites may be distinguished from non-sentient shrubs and plants by their root-like legs and arms that extend from a trunk torso.  The leaves that grow over these extremities may be trimmed and discarded like old skin so that the Dendrolite is able to wear clothing and armor.  While they have mouths with which to speak, they consume all of their nutrients through the ends of their roots.  Their eyes can number from one to the dozens, as they appear only as a bright orange sliver of light emanating from creases in their trunks.
conversations.from: human
conversations.value: Onean Courthouse: This pillared penthouse is home to the legislators of Oneo.
conversations.from: gpt
conversations.value: Echelonian: The race most closely resembling humans, Echelonians are nonetheless distinguished by their tall frame, pale complexion, and blonde, red, or white hair.  When the pale sun waxes, they transform into beings known as Engels.  Their skin ignites, their limbs stretch, they sprout flaming wings from their backs, and their faces become flat and featureless.  Engels are wild creatures who act on instinct, and the Echelonian rarely remembers anything he or she did while in the form of the faceless.
conversations.from: human
conversations.value: Exarch Blastonius: This regal, robed sage wields absolute authority over the council of exarchs who decide the laws of Icon's Reach.
conversations.from: gpt
conversations.value: Finneas Cragsworth: Your case worker and ticket into Oneo.
conversations.from: human
conversations.value: Ghostherd Korala: A revered spirit scholar who explores ruins of Nidrian voodoo cities.
conversations.from: gpt
conversations.value: Glyph Giant: Their stone bodies consist of rocks that form arms, legs, and a face within their torso.  Lacking all five traditional sensory organs, Glyph Giants perceive the world through vibrations in the ground and air, detecting sounds through echoes in their rocky shells.  Thus, Glyph Giants use tremor sense and echolocation to achieve the equivalence of sight, hearing, and touch.
conversations.from: human
conversations.value: Infernaobab: This scorched Dendrolite wanders the Smolderwood in search of the source of the eternal flames that destroyed its home.
conversations.from: gpt
conversations.value: Lightless Triberian: A young man transfixed by Gen visions, he is regarded as a prophet, and many leaders heed his counsel.
conversations.from: human
conversations.value: Mournful Immigrant: You're not sure how long he's been in Ass Town, but chances are it's been too long.
conversations.from: gpt
conversations.value: Nidrian: Reptilian scales cover the bodies of these dinosaur-men.  Sentience sets them apart from the other large reptiles of the Bloodfang Jungle, and they rule over these lesser lizards.
conversations.from: human
conversations.value: Orpheus: This robed man looks to be 10 feet tall.  His goatee twists around his face like an inked map.  The oak staff he wields is even taller than he is.
conversations.from: gpt
conversations.value: Pit Fiend: This horrible snakelike monstrosity rises up from the darkness of the abyss. It's seemingly endless body allows it to reach the bridges and devour anyone foolish enough to traverse them.
conversations.from: human
conversations.value: Poznalia: A glyph giant who has entrusted you with the sack of atomanna.
conversations.from: gpt
conversations.value: Resinnkeeper Thasalah: A splindly Dendrolite with blinking eye-lights running down along its neck.  It claims to operate the front desk of the Sanguine House.
conversations.from: human
conversations.value: Shaper Cragnar: This Glyph Giant is a dust artist who stalks the Glasslands, crafting the landscape into wondrous glass structures.
conversations.from: gpt
conversations.value: Sun Priest Malarc: The deeply devoted high priest and ruler of Sol, he is Ensis's avatar on the plane.
conversations.from: human
conversations.value: Swordmaiden Juliana: As a faithful servant of Ensis and the city of Sol, she passes judgment on solar heretics according to the laws of Lobe.
conversations.from: gpt
conversations.value: Void Captain Voronox: This solar (originated from above the plane) being fell from the stars in ages past.  It now stalks the plane until it can ascend to the dark moons from whence it came.
conversations.from: human
conversations.value: Atommen: These beings subsist on the energy given off by atomanna gemstones.  Their bodies appear to be made of a red, hardened crystalline material.
conversations.from: gpt
conversations.value: Audience with the Exarchs: You have been granted an opportunity to bring your concerns to the exarchs of Icon's Reach.
conversations.from: human
conversations.value: Avatar Gathering: Discuss your goals with one another and formulate a plan
conversations.from: gpt
conversations.value: Branching Portals: It's easy to lose your way within the many passages interwoven through the Dark Chambers.
conversations.from: human
conversations.value: Darkroots: The very shadows of the Wyrwood seek to entangle you.
conversations.from: gpt
conversations.value: Dehydration: The stifling, dry heat of this area has sucked the moisture from your lungs and desiccated your flesh.
conversations.from: human
conversations.value: Don't Lose Your Way: But really, don't.
conversations.from: gpt
conversations.value: Emperor Roach: This bad burrowing beast has an exoskeleton like granite and an appetite like a busfull of fat kids.
conversations.from: human
conversations.value: Enter the Shrine: The door into the shrine is locked tight, and there don't seem to be any windows.  You'll have to find another way in.
conversations.from: gpt
conversations.value: Find Finneas Cragsworth: Rumor has it that your case worker is making his way around Ass Town.
conversations.from: human
conversations.value: Free the Void Thralls: You feel sorry for these poor creatures who have been enslaved by dark powers.  They may be of some use if you can free them.
conversations.from: gpt
conversations.value: Glass Maiden: This desert-traversing ship is about 80 feet across, 25 wide, with lower decks comprised of a captain's quarters, mess hall/storage, and crew's bunks.
conversations.from: human
conversations.value: Haunting Memories: These apparitions surround you and berate you for the mistakes you've made. When they pass through your body, you experience those regrets again as if for the first time.
conversations.from: gpt
conversations.value: Hell's Moving Castle: The hallways of this decrepit stronghold shift almost imperceptibly as you traverse them. The castle wants you to lose your way.
conversations.from: human
conversations.value: Pawns Advance: A line of void thrall pawns blocks your way to the enemy's back lines.  March across the field and into their ranks.
conversations.from: gpt
conversations.value: Protect your Knight: The enemy bishop zig-zags across the field menacingly, and finds its way to your knight.  Protect your ally.
conversations.from: human
conversations.value: Ritual Room: The obelisk must be satisfied with your answer before it allows you to pass.
conversations.from: gpt
conversations.value: Rusty Nail Tavern: The Rusty Nail is regarded as a great place to go if you're looking for someone, or to get stabbed.
conversations.from: human
conversations.value: Saad's Revenge: The enemy queen appears as a reincarnated version of the little Aurizod boy who died in a mysterious landslide back in Oneo.  He backs up the bishop who just took your knight and you find both of these strong pieces deep in your side of the board.
conversations.from: gpt
conversations.value: Scuttling Steambugs: A swarm of mechanical beetles armed to the teeth with chainsaws, drills, and other unpleasant power tools.
conversations.from: human
conversations.value: Sinking into Glass Sands: Crossing the Glasslands is like slogging through a swamp of molten-hot glass with an explosion overhead.
conversations.from: gpt
conversations.value: TEAM-UP: Seek out suitable fighting comrades from among the unwashed masses in Ass Town.
conversations.from: human
conversations.value: The Shrieking Door: The door is locked tight, but more importantly, it continuously emits an earsplitting scream.
conversations.from: gpt
conversations.value: This Little Shrine of Mine: To question Orpheus about the Underworld, you'll have to find the shrine in time to assign him a line of questioning.
conversations.from: human
conversations.value: Yawning Abyss: This intimidating system of interconnected bridges spans over an impossibly deep black pit.
conversations.from: gpt
conversations.value: Agnomer: Melee: 3 | Ranged: 5
  
  Gen: 9 | Technology: 7
  
  Diplomacy: 4 | Breeding: 2
  
  **Amphibious:** Fast swimming, can hold breath indefinitely, dehydrate twice as quickly, penalty to settling land without *Water Accessible*.
  
  **Tentacle Veil:** Spray acid ink, envelop enemies' skulls and open windows into the Void to drive them insane.
  
  **Philosophy of Drowning:** Begin with a Fathom Sage, receive periodic visions from Trench Gods.
  
  **Subterfuge:** Bonus to training and gaining information from spies.
conversations.from: human
conversations.value: Auri'Zod: Melee: 4 | Ranged: 8
  
  Gen: 4 | Technology: 3
  
  Diplomacy: 6 | Breeding: 5
  
  **Flying:** Wings enable flight, combat bonus against grounded opponents.
  
  **Divination:** Advance warning of attacks or movement in nearby territories, exceptional at gambling.
  
  **Fair-weather Faith:** Population morale decreases sharply in troubled times.
  
  **Airlift:** Begin with a Cargo Skyship and Air Transport tech.
conversations.from: gpt
conversations.value: Craw: Melee: 2 | Ranged: 6
  
  Gen: 2 | Technology: 6
  
  Diplomacy: 7 | Breeding: 7
  
  **Collectors:** Begin with a Treasure Hunter, bonus to gathering resources and appraising goods.
  
  **Swarm:** Travel in large groups, bonus when fighting against smaller groups, bonus to avoid ambushes, penalty to individuality.
  
  **Sneaky:** Bonus to hide and steal, often suspected of wrongdoing.
  
  **Wily Merchants:** Begin with Black Market tech, easier to develop trade routes, bonus to haggling.
conversations.from: human
conversations.value: Dendrolite: Melee: 3 | Ranged: 4
  
  Gen: 5 | Technology: 2
  
  Diplomacy: 7 | Breeding: 9
  
  **Bark Skin:** Weak to fire damage, resistant to blunt damage, natural armor as strong as steel.
  
  **Photosynthesis:** Consume food at half normal rate as long as environment is sunny.
  
  **Internal Chemistry:**  Grow fruit containing mixtures of substances that have been consumed.
  
  **Forest Folk:** bonus to building in forested terrain, penalty to building in terrain with little vegetation.
conversations.from: gpt
conversations.value: Echelonian: Melee: 9 | Ranged: 2
  
  Gen: 6 | Technology: 4
  
  Diplomacy: 3 | Breeding: 6
  
  **Form of the Faceless:** may transform into Engels during sun swells.
  
  **Fleet of Foot:** Supernaturally quick, can leap vast distances, shifty fighters.
  
  **Warmongers:** Begin with a Wizard General, penalty to forming trusted alliances, population gains morale during war times.
  
  **Wondrous Architecture:** Begin with fortified capital city, bonus to building Wondrous structures.
conversations.from: human
conversations.value: Formic: Melee: 5 | Ranged: 7
  
  Gen: 6 | Technology: 5
  
  Diplomacy: 0 | Breeding: 7
  
  **Exoskeleton:** Resistant to falling and crushing damage, sheds regularly.
  
  **Evolving:** Each generation is stronger than the last, improve based on environment and creatures encountered.
  
  **Insatiable:** Consume food at double the normal rate.
  
  **Incompatible Linguistics:** Unable to communicate in the common tongue, penalty to relations with other civilizations.
conversations.from: gpt
conversations.value: Glyph Giant: Melee: 6 | Ranged: 6
  
  Gen: 10 | Technology: 4
  
  Diplomacy: 4 | Breeding: 0
  
  **Elemental Body:** Adapt to element of surrounding environment, may only use Gen of that element, may roam freely through same-element territory.
  
  **Extraplanar Origins:** New Glyph Giants can only be created by summoning them with elemental Gen.
  
  **Unpredictable:** Demeanor changes to reflect current environment (fire = hostile, water = cunning, earth = stubborn, air = noncommittal, etc.).
  
  **Old World:** Begin with a Druid, bonus when exploring ruins.
conversations.from: human
conversations.value: Hollow: Melee: 7 | Ranged: 5
  
  Gen: 0 | Technology: 7
  
  Diplomacy: 3 | Breeding: 8
  
  **Glitch:** Should not exist in game, no need for food, reproduce by infecting other sentient races with virus, difficulty interacting with other races.
  
  **Polygon Alloy:** Metal frame, placeholder graphics, weak to electric damage, resistant to slashing damage, immune to mundane diseases, sink quickly while swimming.
  
  **Mechanical Labor:** Able to work twice as long as normal races, aptitude for machine tech.
  
  **Stunted Gen:** Can't use Gen, as it interferes with virus coding.
conversations.from: gpt
conversations.value: Nidrian: Melee: 7 | Ranged: 6
  
  Gen: 5 | Technology: 3
  
  Diplomacy: 6 | Breeding: 3
  
  **Firebreathing:** Spit fire short distance, must recharge after using.
  
  **Caste System:** Increased efficiency due to division of labor and aristocrat classes, increased resentment from poorer caste.
  
  **Predators:** All adults are skilled in combat, bonus to hunting for food.
  
  **Cold-blooded:** Weak to cold damage and vulnerable in cold environments.
conversations.from: human
conversations.value: Wyr: Melee: 7 | Ranged: 7
  
  Gen: 3 | Technology: 4
  
  Diplomacy: 5 | Breeding: 4
  
  **Totem Animal:** Choose any mammal to make up this civilization's composition, population gains related characteristics.
  
  **Live off the Land:** Bonus to finding food and resources.
  
  **Nomadic:** Cities are temporary and move regularly, no penalty when moving on difficult terrain.
  
  **Spooked:** Disasters and sudden events are more likely to lower morale of population.
conversations.from: gpt
conversations.value: Acrobatic: You can run faster than most animals and can leap great distances.  Your reflexes are supernatural, allowing you to dodge blows and evade danger like it's second nature.
conversations.from: human
conversations.value: Colossal: You stand twice as tall as a standard humanoid and enjoy all the benefits such size confers, such as extraordinary strength and an intimidating presence.
conversations.from: gpt
conversations.value: Devoted: Adherence to your ideals protects you and reinforces your integrity.
conversations.from: human
conversations.value: Doppelganger: You can assume the form of any living creature you have seen.  The longer you retain its form, however, the less you will remember your original identity.
conversations.from: gpt
conversations.value: Honorable: Your word is your bond.  Others trust you more readily and your glory echoes in faraway lands.
conversations.from: human
conversations.value: Horrifying: Other creatures tremble at the sight of your visage or when you trigger the horrifying effect via uttered words or revealed symbols.
conversations.from: gpt
conversations.value: Inspirational Leader: Other creatures follow your orders without hesitation.  Your charisma also benefits you away from the battlefield whenever you interact with others.
conversations.from: human
conversations.value: Lucky: Things always seem to work out in your favor.  Perhaps you have ascended beyond Game Wars' RNG.
conversations.from: gpt
conversations.value: Noble: You exude an air of class that subtly influences those around you.  You have developed many connections over the years, and they serve you well when you call on them.
conversations.from: human
conversations.value: Practical: Common sense governs your actions and you always seem to find a fair compromise.
conversations.from: gpt
conversations.value: Prophetic: You always seem to stay one step ahead of those who plot against you.
conversations.from: human
conversations.value: Shadow: You can become nearly  invisible and silent at will.
conversations.from: gpt
conversations.value: Socialite: Your charisma gets you through tough spots.  You always seem to know who to talk to if something needs doing.
conversations.from: human
conversations.value: Veteran: You've been through hell and back and when chaos reigns you're the first to take command.
conversations.from: gpt
conversations.value: Wise: You are extremely perceptive of your environment and other creatures.
conversations.from: human
conversations.value: Addiction: You rely on a substance such as spirits or smokestalk to give you that "edge."  The habit is unseemly, and cravings make you a pain to deal with.
conversations.from: gpt
conversations.value: Clumsy: You are prone to dropping things and misplacing your feet.  This is a hazard both on the battlefield and in royal chambers.
conversations.from: human
conversations.value: Cultist: You are affiliated with a cult, and must obey when called upon to fulfill your duties.  Additionally, the one you worship may give you certain tasks that go against your moral fiber.
conversations.from: gpt
conversations.value: Dim-witted: You are slow to speak and even slower to make a point.
conversations.from: human
conversations.value: Glutton: Your lust for food has fattened you and made you slow.  Also, others frequently comment about the odors you emit.
conversations.from: gpt
conversations.value: Heroic: In any given life or death situation you try to be the hero, sometimes at the expense of innocents.
conversations.from: human
conversations.value: Inexperienced: Your subjects are as uneasy following your orders as you are giving them.
conversations.from: gpt
conversations.value: Mean: You treat those around you as if they were inferior to you and doing so has left you with few friends.
conversations.from: human
conversations.value: Pacifist: Your unwillingness to harm others can be a problem in combat situations.
conversations.from: gpt
conversations.value: Paranoid: You are convinced that others are out to get you, even when presented with evidence proving they aren't.  You distrust others.
conversations.from: human
conversations.value: Prosthetic Appendage: You have lost an appendage and replaced it with a prosthetic, such as a peg leg or a hooked hand.  This appendage is unsettling to others and inconveniences you.
conversations.from: gpt
conversations.value: Reckless: Your tenacity often gets you into trouble, as you are impulsive and quick to anger.
conversations.from: human
conversations.value: Shady: Others find you untrustworthy.  Perhaps it's the scars, the face, the clothes, or the company you keep.
conversations.from: gpt
conversations.value: Subservient: You let others walk all over you and are generally afraid to speak your mind.  Your subjects lose faith in you.
conversations.from: human
conversations.value: Unlucky: Whether due to clumsiness, stupidity, or failure to perceive surroundings, bad things just seem to happen more often when you're around.
conversations.from: gpt
conversations.value: Capitalism: Getting rich is your nation's ticket to glory.  Trade routes are the life blood of your civilization.
conversations.from: human
conversations.value: Colonialism: You want to grow your kingdom by settling many new lands.
conversations.from: gpt
conversations.value: Communism: All property is owned by you and is then divided up equally among your population.
conversations.from: human
conversations.value: Curiosity: The pursuit of knowledge drives you.  You long to discover the secrets of the universe and build up the technology of your civilization.
conversations.from: gpt
conversations.value: Democracy: Your people have a voice in the direction of your country.  Sometimes it takes longer to get things done, but your people thank you for listening.
conversations.from: human
conversations.value: Enlightenment: You strive to bring your civilization to a higher level of being.  You are determined to find the means of achieving enlightenment for you and your people.
conversations.from: gpt
conversations.value: Exploration: Lost civilizations fascinate you, and your people are always searching for hidden places and the secret tech they hold.
conversations.from: human
conversations.value: Feudalism: You entrust the cities in your kingdom to your subordinates who swear fealty to you.
conversations.from: gpt
conversations.value: Freedom: Your citizens' rights come first, and as a result, innovation and artistic expression come easily to them.
conversations.from: human
conversations.value: Hedonism: Building up a kingdom of happy citizens is your goal.  Luxury trade and golden ages are your bread and butter.
conversations.from: gpt
conversations.value: Imperialism: Taking and holding more territory is what you're all about.
conversations.from: human
conversations.value: Insurrection: You prefer to agitate other populations into overthrowing opposing their leaders by circulating propaganda and inciting discord.
conversations.from: gpt
conversations.value: Militarism: Building up your garrison is your way of strengthening your empire.
conversations.from: human
conversations.value: Monarchy: Everyone answers directly to you and that's how you like it.
conversations.from: gpt
conversations.value: Patriotism: You want to build a nation your people are proud to stand up for.
conversations.from: human
conversations.value: Piety: Faith unites your citizens in their efforts.  Spreading your religion to other nations is important to your cause of evangelizing the world.
conversations.from: gpt
conversations.value: Piracy: Why develop your own ships, goods, or cities when you can just steal them from others?
conversations.from: human
conversations.value: Tradition: You maintain order in your society through rigorous adherence to traditional values.  Other civilizations are impressed by your nation's solidarity.
conversations.from: gpt
conversations.value: Tyranny: You prefer to rule through fear and intimidation.  Productivity is high, but morale is precarious.
conversations.from: human
conversations.value: Unification: You seek to resolve your differences with other nations through diplomatic means.  Peace is your ultimate goal.
conversations.from: gpt
conversations.value: Go for a Walk: You take a stroll through your territory while your people are at work. 
conversations.from: human
conversations.value: Guided by Priority: Tic Tic Click Tks Tks Takicic.
  
  (Translated: "Time spent in worthwhile pursuits are never a waste but always an investment.")