conversations.from: system
conversations.value: The clandestine organization Lighthouse, led by the secretive Heimdall, has recruited individuals of exceptional talent to foment a revolution. Some of them have checkered pasts that Lighthouse is helping to hide. Some have far-reaching ambitions that Lighthouse has hinted it can help satisfy. None know more details of the mission beyond the destination: Arrakis; Dune; the desert planet.
  
  Arrakis is the only source of the spice melange, without which the Spacing Guild cannot undertake interstellar travel. The spice extends life and expands consciousness. It is the most expensive substance in the Known Universe.
  
  Arrakis is also known to be an arid hellhole on which dust gets into everything and water is more precious than spice.
  
  The team will have to work together if they are to have any chance of infiltrating the planet, completing the mission, and surviving. When they have to choose, who will they stand with? When the stakes are this high, trust is in shorter supply than water. 
  
  Insurrection is a mature game about intrigue in the DUNE universe. As narrator, my aim is to assist in creating dramatic moments, interesting characters, and moral dilemmas. Like DUNE itself, this game has mature themes. This game, however, is entirely safe for work.
  
  
  A warning: plotlines from books cannot be counted upon. Neither Atreides nor Harkonnen are more than tangentially involved. These are our stories in the DUNE universe, not rehashing what has already been told. (Anything not by Frank Herbert can be disregarded, too.) That said, there will be familiar names and faces!
conversations.from: human
conversations.value: Deadly Accuracy: With sword and lasgun alike, you are a worthy adversary.
conversations.from: gpt
conversations.value: Artist of War: Strategy is your sustenance, tactics your playground.
conversations.from: human
conversations.value: Master of the Eidolon: You are one with the pattern and order that give structure to the universe, and you can tap its power.
conversations.from: gpt
conversations.value: Artist of War: Masterful strategies implemented through cunning tactics.
conversations.from: human
conversations.value: Vote: Each member of the team has a voice in choosing their strategy.
conversations.from: gpt
conversations.value: ID: Swordmaster Cade: Of a minor House. Known for noblesse oblige. Obsessed with ancient ideals of "knighthood," yet has a serious spice addiction. Known to be of slim stature; possible ID for a concealing female team member wearing optical inserts.
conversations.from: human
conversations.value: ID: Viscount Erkin of House Thurn: Ruler of the jungle planet Qimmat. Known for perfect manners with the nobility and his complete disregard of civility with commoners.
conversations.from: gpt
conversations.value: ID: Lady Katya of House Thurn: Young adult daughter of Viscount Erkin. Only child. Budding polymath. Wise investor and wily trader. Consistently underestimated. Has evaded courtship.
conversations.from: human
conversations.value: ID: Warmaster Askar: Mustang officer (rose through the enlisted ranks). Trademarks: salty language, excessive honesty, excessive drinking. Distrust of non-Thurn nobles. Persistent rumors that Askar is a woman, and that House Thurn hides it because no one else is as good.
conversations.from: gpt
conversations.value: ID: Lady Ysolde, Erkin's Consort: Bene Gesserit-trained consort of Viscount Erkin. Not Katya's mother; some animosity there. Excellent at smoothing any feathers Erkin ruffles. Of regal bearing.
conversations.from: human
conversations.value: Renegade Sardaukar: You were an Emperor-worshipping soldier-fanatic with a knack for ruthless brutality, but you aren't in the Ever-Victorious Legions now. Why? Time to adapt or die. Or make others die.
conversations.from: gpt
conversations.value: Arrogant: Your certainty and confidence sometimes go too far, getting you into trouble.
conversations.from: human
conversations.value: Well Educated: The best teachers, combined with a bit of real-world experience, give you an edge.
conversations.from: gpt
conversations.value: Military Training: A rigid training regimen has prepared you for a dangerous life.
conversations.from: human
conversations.value: Timid: Despite your skills, you are wary and cautious of the larger world and its perils.
conversations.from: gpt
conversations.value: Arrakis Connections: Just about wherever you go on Dune, you know people and know how to organize and coordinate with them.
conversations.from: human
conversations.value: Charismatic: Friendly and approachable or intimidating and stern, commanding and inspirational: whatever the situation calls for. You know how to influence people to do what you want.
conversations.from: gpt
conversations.value: Desert Experience: You have spent time in the deep desert and lived to tell about it. You respect Shai-Hulud and the traditional ways and mores of Arrakis.
conversations.from: human
conversations.value: Enemies: Wherever you go, it seems you encounter old enemies or new betrayals.
conversations.from: gpt
conversations.value: Hunted: Whether it's something you did or simply because of what you are, powerful people relentlessly pursue you.
conversations.from: human
conversations.value: Rakish: You have a dangerous, disreputable demeanor that sometimes gets you into trouble.
conversations.from: gpt
conversations.value: Smuggler: You blur the line between Arrakis native and Imperial subject. You know people on both sides of the law. Will you be caught in the middle, or play each side against the other?
conversations.from: human
conversations.value: Traitor: You've broken an oath of loyalty before. Others are slow to believe you and quick to suspect you.
conversations.from: gpt
conversations.value: Redemption: You've done terrible things. It's past time to fight the good fight if you're going to leave the universe a better place than you found it.
conversations.from: human
conversations.value: Lasgun: The focused energy of this weapon can burn through just about anything.
  
  Unfortunately, if you hit one of the ever-so-common shields, you'll cause a fusion reaction. Boom.
conversations.from: gpt
conversations.value: Stillsuit: This bodysuit recycles all the moisture the body loses for re-consumption.
  
  You have no chance of surviving the deep desert without one.
conversations.from: human
conversations.value: Abandoned Research Station: This hidden facility is sealed off from the outside world and in nearly pristine condition. Why isn't it in use or marked on any map?
conversations.from: gpt
conversations.value: Fremen Outcast: Once part of a survivalist clan of Zensunni wanderers, you lived outside the rigid class system of the Imperium. You can take the Fremen out of the desert, but you can't take the desert out of the Fremen.
conversations.from: human
conversations.value: Kynes, Imperial Planetologist: A second-generation Imperial civil service officer. He has served on Arrakis his entire life.
conversations.from: gpt
conversations.value: Smugglers' Sietch: A place of refuge under a rocky hill equidistant from the cities of Carthag and Arrakeen. All sales are final, and all merchandise is duty-free.
conversations.from: human
conversations.value: Infiltration: In Noble Guise: Convince your fellow operatives and Heimdall that using the House Thurn cover is the best way onto Arrakis.
conversations.from: gpt
conversations.value: Infiltration: Under the Radar: Convince your fellow operatives and Heimdall that an undocumented, clandestine drop-off is the best way onto Arrakis.
conversations.from: human
conversations.value: Discover the Truth: There are many mysteries on Arrakis, ranging from the mundane (who is behind this?) to the mystical (how does spice do what it does?). The truth is out there, if you dare defy the keepers of secrets.
conversations.from: gpt
conversations.value: Count Hasimir Fenring: A functionary of Emperor Shaddam IV's court, currently Imperial Governor on Arrakis. Reputed to be the deadliest duelist in the Imperium.
conversations.from: human
conversations.value: Small Frigate - Passenger Common Area: Your ship is one of many nestled within the Guild ship making the interstellar journey to Arrakis.
conversations.from: gpt
conversations.value: Lord Arawn Ovqat, House Annun's Agent: House Annun's chief agent on Arrakis. Not governor. Not happy about that.
conversations.from: human
conversations.value: Lady Eiluned Ovqat: Lord Arawn's wife.
conversations.from: gpt
conversations.value: Countess Margot Fenring: Count Hasimir Fenring's wife, a Bene Gesserit. Currently very visibly pregnant.
conversations.from: human
conversations.value: na-Duke Cadeyrn Annun: Young heir of House Annun. On a grand tour of the family's holdings, ending with the quasi-fief Arrakis.
conversations.from: gpt
conversations.value: Second Born: You are a noble, but stand to inherit nothing. You are accustomed to luxury, power, and the proper forms of address. If you want them now, you'll need to take them by force or guile.
conversations.from: human
conversations.value: Brilliant Mind: A trained, well-ordered mind is the product of a lifetime of conditioning. Your inventiveness and insight are assets not to be underestimated.
conversations.from: gpt
conversations.value: Bene Gesserit Runaway: You left, taking your manipulative and insightful ways with you. The Sisterhood frowns on freelancers, however. Can you ever be sure you're free of them?
conversations.from: human
conversations.value: Mentat: Trained from a young age to possess a perfect memory, unrivalled cognitive abilities, and a relentlessly analytical mindset.
conversations.from: gpt
conversations.value: Powers of Observation: You notice the slightest social cues and physical clues. Finding hidden exits by air movements and seeing tension in an otherwise confident individual are just a few of your tricks.
conversations.from: human
conversations.value: Tricky: You often seem two steps ahead. You know that you don't play the game; you play the player sitting across from you. If only it were always clear who that was.
conversations.from: gpt
conversations.value: High-strung: The tension of your situation has left you on edge, ready to snap at any failure, real or perceived.
conversations.from: human
conversations.value: Revenge: Someone started this - your pain and the people you've lost. You're going to find them. We can guess what will happen after that.
conversations.from: gpt
conversations.value: Gain a Fief: You want legal right to a planet or part of a planet. Is that so much to ask?
conversations.from: human
conversations.value: Governor's Palace - Carthag: A place gaudy despite its riches, the Governor's residence was moved to Carthag by House Annun in order to fit their taste for luxury. In these opulent surroundings, it's easy to forget they only hold Arrakis by contract.
conversations.from: gpt
conversations.value: Scheming: You can't seem to stop trying to play puppet-master. This makes the erstwhile puppets angry.
conversations.from: human
conversations.value: Rough & Tough: You can take punishment in stride that would make others reel.
  
  "Is that all you got, you pansies?"
conversations.from: gpt
conversations.value: Escape the Past: Get rid of the skeletons in your closet, that telltale heart, and those persistent pursuers. You need a clean break.
conversations.from: human
conversations.value: Wealth and Power: More than anything else, you want to be a mover and shaker. Maybe you weren't born to the purple, but you were born to rule, whether others know it or not.
conversations.from: gpt
conversations.value: Reconciliation: You may have left your brethren on poor terms, but absence makes the heart grow fonder. Can you find a way back into the good graces of your parent organization?
conversations.from: human
conversations.value: Making Friends and Finding Security Flaws: Identify ways in and out, corrupt guards, security schedules, and personal differences that you can exploit later, all while masquerading as House Thurn.
conversations.from: gpt
conversations.value: Hassam: Reconnect with Locals: You've heard that some Fremen are outside the palace, watching and waiting. It's an opportunity to "deal with riff-raff" while actually learning the lay of the land.
conversations.from: human
conversations.value: Vote (copy): Each member of the team has a voice in choosing their strategy.
conversations.from: gpt
conversations.value: ID: Lord Amaki of House Thurn: Distaff cousin of Viscount Erkin. The only Mentat of House Thurn handles economics and intrigue. As brilliant as he is sadistic, he voluntarily serves as chief "interrogator."
conversations.from: human
conversations.value: Heimdall (copy): Leader of clandestine organization Lighthouse. His stated goal: strengthen humanity by any means, whether the Empire wants his help or not.
conversations.from: gpt
conversations.value: Heimdall: Leader of clandestine organization Lighthouse. His stated goal: strengthen humanity. His attitude towards the Imperium is unknown.
conversations.from: human
conversations.value: ID: Lord Tristan: Amaki's second cousin. Nosy, busybody. Popular at parties. Social director of Qimmat court. Rather effeminate in gesture, but don't say so to his face: you'll be blacklisted before you can say "faux pas."
conversations.from: gpt
conversations.value: Disable Surveillance: No noble family can pass up the opportunity to listen in on their guests. Don't worry: you have nothing to hide. Right?
conversations.from: human
conversations.value: Raise Imperial suspicions: Evidence of treachery or malfeasance by House Annun would not be treated kindly by the Emperor. You might find yourself with Imperial resources and allies - temporarily.
conversations.from: gpt
conversations.value: Gain Fremen support: The Fremen are cagey about trusting outsiders, and with good reason. If you could convince them that you could free their planet, though, you would have a powerful, pre-made insurgency.
conversations.from: human
conversations.value: Sabotage House Annun: Spice production, security forces, palace shields, the planet's communication network, garrisons in various cities - anything can be vulnerable to explosives and cunning.
conversations.from: gpt
conversations.value: Face Dancer Mentat: The Tleilaxu's greatest triumph: A shapeshifting mimic who is also a mentat.
  
  Pity it didn't work out for them.
conversations.from: human
conversations.value: Perfect Mimic: Not only can Proteus take on the physical form of nearly any humanoid being... his mentat training  enables him to deduce the information needed to convince others of the deception.
conversations.from: gpt
conversations.value: Ex-Bene Gesserit Assassin: The Sisterhood has uses for ones like you. Well, had uses for ones like you. But you went too far and the hand that fed you tried to have you eliminated. Now you use these talents elsewhere, for those who appreciate them.
conversations.from: human
conversations.value: Deadly: You often seem two steps ahead. You know that you don't play the game; you play the player sitting across from you. And the second they hesitate or display any weakness... you strike, you take advantage.
conversations.from: human
conversations.value: Addicted: When you first tasted the spice Melange you knew you must have more. And more you did have. And more. And more. It was truly mind opening.
conversations.from: human
conversations.value: Hide in Plain Sight: It's easy to get others to ignore you if you try.
conversations.from: gpt
conversations.value: Born in a Palace: Accustomed to all the elements of noble life, from dancing and poisons to knife duels and constant scheming.