conversations.from: system
conversations.value: Scions of Angnarr is a dark fantasy game inspired by George R.R Martins *A Song of Ice and Fire*, David Edding's *The Elenium* series and the *Dragon Age* video games. 
  
  The songs of old say that magic existed in this world in a previous age, though men now question if they could ever wield its mysterious power. In these bleak days it's influence is felt only in the malevolent creatures that prey on the unwary. 
  
  The game is set in the Borderlands of Cadicia. A vast, wild, cold land to the far north of the continent. 
  
  Just beyond the warmth of the cities, lurk the twisted Carman, witches of the wilds with a hatred for civilisation. Little is understood of the Carman, save that they command monsters of shadow and malice who seek to tear the soul from mankind. 
  
  The land is governed by a council of representatives drawn from the noble houses of the various city states that dot the empty expanse of the wilderness. 
  
  The characters are all members of  House Angnarr, a noble house that rules the city of Farhaven, a minor player in the politics of the Borderlands, but a house with grand ambitions.
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: Elf: You are one of the strange and mysterious Elves who come from a land far removed from the Borderlands. 
  
  They say yours is a dying people and that the elves long ago lost the ability to reproduce.
  
  You have wandered far from your homeland, and now find yourself in a realm of strangers. 
  
  Somehow you have become involved in the politics of House Angarr.
conversations.from: gpt
conversations.value: Simple Blade: A well forged yet simple blade that belongs to Astheia and has an emotional meaning to her.
conversations.from: human
conversations.value: Extra Rations: Extra Rations of beef jerky that may come in handy on  a journey.
conversations.from: gpt
conversations.value: White Elderberry: A rare plant that can be used as a disinfectant or powerful antitoxin.
conversations.from: human
conversations.value: Rescue Kellda: Kellda is a frail peasant girl from Farhaven who had the misfortune to turn the head of Brunvild.
  
  He will not give up his prize easily.
conversations.from: gpt
conversations.value: The Prophecy: Use this card to assist you in a scene that relates to your prophetic vision of the future.
conversations.from: human
conversations.value: Ancient Scrolls: A pair of ancient scrolls that tell a story of magic long ago forgotten.
conversations.from: gpt
conversations.value: Carmen Breath: A small vial of tasteless, odourless liquid that is one of the most deadly poisons in the Borderlands.
conversations.from: human
conversations.value: Hunt the Bandits: Men who owe no alliance to any lord of the Borderlands have ever been a problem. 
  
  These ill-favoured men rape and pillage the countryside of Farhaven and the lords patrols cannot always stop them in time.
conversations.from: gpt
conversations.value: Lock-Picks: A set of well crafted and discreet lock-picks.
conversations.from: human
conversations.value: The Lords Favour: You have the favour of The Lord Angnarr and can use this to influence others.
conversations.from: gpt
conversations.value: Journey Preparations: You have the day to prepare for the journey that lies ahead. You come from the powerful ruling family of the city and almost all resources are at your disposal.
conversations.from: human
conversations.value: Lord Angnarr: The Lord of Farhaven, a grim but strong old man who has little time for fools.
conversations.from: gpt
conversations.value: Greenwood: The seat of power for House Dundragon. A city of stone that rises high above the surrounding trees. One of the last great bastions of civilisation.
conversations.from: human
conversations.value: Brunvild Angnarr: A cruel and sadistic man who is unfortunately Lord Angnarr's eldest son and heir to his land and titles.
conversations.from: gpt
conversations.value: The Brothers: These vile men look well armed and trained and they hold an innocent girl hostage in their clutches.
conversations.from: human
conversations.value: Farhaven: A city state within the Borderlands of Caldicia.
  
  Farhaven is a relativity small settlement of stone that sits atop a lonely peak.
conversations.from: gpt
conversations.value: Farhaven Hinterlands: A sparsely populated landscape of rugged hills, snow capped mountain peaks and grey skies.
conversations.from: human
conversations.value: The Frigid Lands: You journey across cold, hostile lands as you cross the domain of Farhaven. Describe how you overcome the landscape and survive.
conversations.from: gpt
conversations.value: Yale: A small isolated village of artisans and traders on the fringes of Farhaven's borders.
conversations.from: human
conversations.value: Ill-favoured men: Savage men of the Last Brotherhood who dedicate their lives to the suffering of others.
conversations.from: gpt
conversations.value: Castle Farhaven: An ancient castle built atop a stony peak in the centre of the city of Farhaven.
conversations.from: human
conversations.value: Greenwood Hinterlands: Fertile forests of green and swift, clear streams cover the lands of House Dundragon.
conversations.from: gpt
conversations.value: The Blizzard: A fierce snow storm comes off the mountains blanketing much of Farhaven hinterlands.
conversations.from: human
conversations.value: Defeat the Carmen: The Carmen are a coven of hideous witches from the ancient world who dwell in the far reaches of the wilds.
  
  The are evil and malevolence embodied, and you swear to rid the realm of their taint.
conversations.from: gpt
conversations.value: The rise of an Empire: You will further the agenda of House Angnarr at all costs and ensure that they rise to a position of influence within the city states.
conversations.from: human
conversations.value: Knight: You are a knight of the House Angnarr, sworn to your lord Elrick Agnarr.
  
  You have taken a solemn vow to defend your liege, and the realm of Farhaven, with your life.
conversations.from: gpt
conversations.value: Ranger: Most of the Borderlands is wild expanse of shrub and brook, and you make this place your home. 
  
  You keep the common folk safe from the dread witches and their spawn.
  
  Unlike most rangers of the wilds, you pay lip service to a lord and serve him as best you can.
conversations.from: human
conversations.value: Scion: You are an immediate member of Lord Angnarr's family, perhaps even his heir. 
  
  Lord Angnarr is is a stern ruler and you have not lived a life privilege. It is your duty to further the agenda of your great house, and ensure their rise to power.
conversations.from: gpt
conversations.value: Mercenary: You are sell-sword with loyalty only to the highest bidder. 
  
  At the moment that is House Angnarr, but should trouble befall them, alliances can always change.
conversations.from: human
conversations.value: Elf: You are a mysterious elf from the distant forests to the south.
  
  People say the elves long ago lost the ability to reproduce, and theirs is a dying race.
  
  Your kind is rare in the north yet you find yourself in this land of strangers, and somehow involved in the politics of house Angnarr.
conversations.from: gpt
conversations.value: The Children!: A child is trapped inside a building that's very foundations look to give way in mere moments.
conversations.from: human
conversations.value: Lands of Evergreen: You still have nearly a week of travel across the lands of House Dundragon. 
  
  Narrate how you survive and overcome the journey.
conversations.from: human
conversations.value: Cruel: People will only hurt you. They will betray you, hurt you or simply leave when you've come to rely on them. The only thing you can do is get there before them.
conversations.from: human
conversations.value: Dreams of Magic: People say it's dead or dying, but you're convinced it's still out there. You're convinced it can still be gained. Magic. Its own rewards or world-shaking power, it doesn't matter. All you know is you crave it.
conversations.from: gpt
conversations.value: Visionary: Blessed with the ability, at times, to peer into the future and act accordingly.
conversations.from: gpt
conversations.value: Obsessed: You’re preoccupied with your interests to the point of causing you trouble.
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: Conviction: Once you've made up your mind, nothing can detract you from your course.
conversations.from: human
conversations.value: Stubborn: Once you sunk your teeth into an idea or course of action, you will not let go. Even if you can't explain why. Especially if you can't explain why.
conversations.from: human
conversations.value: Gain Your Fathers Approval: You are untested, but you know you are able to achieve greatness. You will prove to everyone that you are worthy.
conversations.from: gpt
conversations.value: Adviser: The title of adviser is far-reaching. To advise, of course. But also to spy, to retrieve goods with an existing home, and to dispose of people who become a hindrance.
conversations.from: human
conversations.value: Conflicting Dreams: The boy's dream:  To win his father's regard and good will.
  
  The man's dream:  To win power, whether a title goes with it or not.
  
  Which will it be?  Or both, that works too.
conversations.from: gpt
conversations.value: Feral: Aelrenn at times has an intense, primal readiness for conflict about him that seems more - or is it less? - than human.  At such times his gaze can cow all but the bravest of men;  and it lends him strength and speed when fighting the bravest.
conversations.from: human
conversations.value: Point out the obvious: Point out the things others are blind to, or simply choose to ignore.
conversations.from: gpt
conversations.value: Elvish Sight: Not just a Visionary, Sytrane possesses the best eyes of the company, keen and hawk-like.
conversations.from: human
conversations.value: Expert Warrior: Every knight is trained in the art of war, and Sir Meddeor adds to this considerable practice his long personal experience on the battlefield.
conversations.from: gpt
conversations.value: Scorpion's Blessing: When the time for action comes you are able to hold on to your head. Unburdened by conscience you're able to do what is needed with calm and especially cool efficiency. Others may call you ruthless but you know better. It's just the way you are. And it's good.