Difference between revisions of "Garth"

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| occupation = Ex-Thief<br>Retired Mercenary<br>Innkeeper
 
| occupation = Ex-Thief<br>Retired Mercenary<br>Innkeeper
| spouse = Unnamed Wife
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| spouse = [[Gweyr]]
 
| children = [[Gwyneth|Gwyn]] (daughter)<br>[[Garret]] (son)
 
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| location = [[The Frost Hound]]
 
| location = [[The Frost Hound]]
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====Drink====
 
====Drink====
 
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For the cost of 10 EC, the Champion can pick from an assortment of drinks that will provide a [[Boons|Boon]] that maximizes a certain attribute based on the chosen drink. It should be noted that the drink is an [[Alcohol]] that is not an item and will be consumed immediately.
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For the cost of 10 EC, the Champion can choose a drink that will provide a [[Boons|Boon]] that maximizes a certain attribute. Each drink is a [[Alcohol Consumption|unit of alcohol]] and will be consumed immediately.
 
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[[Category:Lupines]]
 
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Latest revision as of 23:02, 18 May 2024

Garth

Garth DCL Current Bust.png

Garth DCL Young Bust.png

Garth-Cheshire-Bust.png

Creator Savin
Information
Species Lupines
Gender Male
Occupation Ex-Thief
Retired Mercenary
Innkeeper
Spouse Gweyr
Children Gwyn (daughter)
Garret (son)
Location The Frost Hound

"You're both welcome to stay here at the Frost Hound as long as you like. You did right by a stranger that night, and one good turn deserves another. Plus, if you're sure about heading out after a demon, you'll need a place to rest from time to time."

"Yeah, once upon a time. Lived in one of the bigger lupine villages to the southwest, a good few thousand of us. Enough to have both the poor and rich. And thieves, true, when us dirt farmers couldn't make ends meet between raiding season."

"Oh, why did the gods curse me with a moron for a son?"


Garth is the innkeeper of the Frost Hound Tavern in Hawkethorne, and is considered a pillar of its community. He's the closest thing to a leader the people of Hawkethorne have. Garth used to be a thief in his early life, before he settled down in Hawkethorne. During his thieving days, he was part of a company in which the captain (who would later become his wife) took a liking to him right off. The company kept on for a few years until their luck ran out, when one summer his captain tells him that she was pregnant with his kids. It took everything Garth had to convince his wife to settle down, but eventually they did. Sometime after the kids were born, she was exiled from Hawkethorne, leaving the kids with him. The exact reason as to why its kept a secret and those who know do not speak of it. Garth also has an old gymnasium near the eastern gates of Hawkethorne, in which after visiting the gym; two days later Brint/Brienne will clean up the place and mention that he/she talked with Garth about it, and thought of chipping in, since it's like a little home away from home.

In particular, I've recently started doing favors around town! I particularly like working with Garth and Ivris! I can get some nice food and a good drink for pulling a cart every once in a while, or get some refills on better quality-lube!"
Sugo
"Garth is one of the nicest men in the town, though he has every right to not be, what with all he's been through. He's done his damnedest to raise his kids right, which is hard as hell for any single parent. I speak from experience on that. I can't imagine how much of a pain in the ass Garret was. Garth has also managed to run one fine establishment, here. Serves some damn good ale at that."
Nelia
"That's how Daddy works. He may not know you, but he chooses his friends carefully. If you're a friend of his friend, then you're all right with him."
Gwyn
"Most of the townsfolk keep to themselves. Like, a lot. Old Garth's the only person that really talks to me, and he's sweet for a grandpa. Oh, and his little girl Gwyn, too: she's a peach, and I'm sure she'll make a great mom.
Cait

Appearance

A towering old wolf-man named Garth runs the place along with his daughter Gwyneth, the serving girl. ... Her father is gruff and speaks little, but the two of them are your only company most days. At night, a few of the local shopkeepers and traders will come in for a drink, but the storm makes even small ventures down the dirt-packed road a less than appealing proposition.

The Frost Hound Tavern, home away from home here in the northlands. The place is small but cozy, with several tables sandwiched between a roaring hearthfire and a bar so polished that it shines. Sawdust coats the wooden floor, soaking up spilled drinks. Behind the bar are racks and racks of ales and lagers — hearty drinks for a hearty people. Garth, the grizzled grey-furred lupine owner, stands behind the bar in his usual place, wiping off mugs or carting out drinks to his handful of patrons.

Interactions

During the Tutorial


Prior to the events of the tutorial, the Champion had been staying at the Frost Hound for 3 days. During the night Garth will call out to them, snapping them out of their long reverie as he comments that they look like they fell asleep at their feet. If the Champion is a Lupine or an Orc he will add some history on the Lupine pack or the bad blood between the Lupines and Orcs, although ultimately he will pour the Champion a drink, and ask them what's been on their mind, since they've been such a good guest. Before the Champion can give an answer, a crash and howling winds come through the door, as a hooded woman weakly calls for help. Nobody moves for a long moment, until Garth hobbles towards her with his cane, while the rest of the folk turn their heads away. Should the Champion Investigate or Chastise, they will help Garth in assisting the catfolk girl as she collapses. If the Champion chastised the other people for not helping, a middle-aged woman rips off her long skirt and hands it to Garth as a bandage for the head wound the girl; Cait, has. If they chose to investigate instead, Garth will rip off his apron and push it against her wound as he instructs the Champion to keep the girl talking as he'll try and clean it up. A few minutes later, Cait recovers enough to tell what happened to her. She states that she has to go back and find her sister, to which Garth sighs wearily and states that she can't go back out there all by herself, and he'd go with her but his leg is an issue. Cait says she has to and looks at the Champion, desperate for help. They will agree to accompany her to find her sister, but before they head out, Garth will give the Champion a weapon befitting of their Class.

After dealing with Kasyrra, when the Champion eventually wakes, they make their way to the Frost Hound's common room, to find Garth behind the bar and Cait sitting at one of the tables. The stairs creak, announcing their presence, and the two turn their attention towards the Champion. While Cait runs over to give them a big hug, they ask how long they'd been out to which Garth replies that its been a little over a week. He adds that they're lucky to be alive after the flash of light that lit up the night for miles when the old temple collapsed on them. The Champion's stomach rumbles and Garth laughs, telling the Champion to have a seat, as they're overdue for some grub. They give Garth an appreciative nod, while Garth makes the Champion food, they recount what happened to Cait. Having listened to their story, Cait asks Garth if they saw something flying right after the explosion, who replies that it looked half like a drake and took off into the Old Forest. He mentions that a couple of days after the explosion, hunters started pouring back into the town, babbling about plant creatures attacking them, that between the hostile plant creatures and the orc tribes in the east, people are afraid to leave town. When the Champion mentions going after Kasyrra, Garth wishes them luck and states that they're both welcome to stay at the Frost Hound for as long as they like, adding in that, since they're heading out after a demon, they'll need a place to rest from time to time. When the Champion asks if they missed anything else, Cait mentions that Garth's daughter Gwyn went into labor as she gave birth to a litter of eight. Garth adds in that rumor-mongers immediately set to work and the next thing he knows, The Baroness comes all the way down and offers his daughter a business proposition, to be the matron for the new nursery. When the Champion ponders that they find it hard to believe that Gwyn had eight pups and is walking around the next day, Garth snorts and takes pride in saying that Gwyn is truly her mother's daughter, as when his own wife whelped in the morning, she was plowing the fields in midday.

Regular Interactions


After the events of the tutorial, Garth can be approached at any time at the Frost Hound, where talking to him will provide the following options:

  • Drink - Order a drink! (requires 10 EC)
  • Talk - See if Garth's got a few minutes to chat.
    • His Adventures - Talk to the old wolf about his adventuring days.
    • Old Forest - Question Garth about the forest north of town.
    • Orc Tribe? - Question Garth about the orcish threat in the foothills. (while Orc Leadership for Right of Conquest hasn't been dealt with)
    • Harvest Valley? - Ask Garth what there is to know about the land beyond the northern river. (while Farmhand's Freeholds hasn't been completed)
    • The Frostwood - Ask Garth what there is to know about the land beyond the northern river. (once the Alraune has been dealt with)
    • Storage - See if Garth can spare any more space for some of your stuff. (if hasn't bought additional Storage from Garth)
    • Garret (available during Dog Days after finding Garret)
  • Training - The old wolf's clearly had some experience. Maybe he could show you a thing or two? (requires His Adventures)
  • Nice Wine - Ask about getting a fancy vintage. (available after talking to Evelyn about her Penis? (costs 600 EC))

When asked if Garth wouldn't mind sharing some of his old war stories, Garth explains that at first, he was a mercenary, a sellsword hired onto a crew going treasure hunting in old Belharan ruins. He took it as a chance to get far away from home, as the people there had gotten a little too ruffled over a few too many pick-pocketings and burglaries. Garth continues as he admits that once upon a time he was a thief, he lived in one of the bigger lupine villages to the southwest that had a good few thousand in population, the village was big enough to have both the poor and the rich, however the thieves were the dirt farmers like him that couldn't make ends meet between raiding season. He shifts the topic back to his days at treasure hunting as he never saw home again, he went all over the southern heartlands as they picked the smaller cities clean. There, he learned how to fight, found more coin and loot than any so-called wealthy man back home could and it's where he met his wife. He boasts that his wife was the best among them, that she was the captain of the company, and that she took a liking to him right off the bat and she let it show when they wintered in a town where they were all crammed into one little lodge. He reminisces with a wistful smile that it was a winter he'll never forget before continuing that they kept on for a few years, until one summer his captain comes to him and says she's pregnant. That changes things, he says with a laugh as he explains that you can't go robbing tomb-cities and fighting bandits when you're wobbling around with twins. It took everything Garth had to convince his wife to settle down, to make use of all the wealth they'd built up and make something for themselves. The talk ends as Garth yawns and stretches, adding that that was the end of his adventuring career.

On the topic of the Old Forest, the Champion will ask Garth if he can tell them about it, considering he previously said that people were being attacked and others disappearing. Garth will inform them that when the blizzard ended, hunters went out in force to make up for lost time, however they came back days after, running and babbling about strange plant-creatures attacking them, wolves running wild, and the bee-folk they once traded with going mad and lashing out at anyone who drew near. He goes on to clarify that nothing like this has happened before, they've had the occasional lone monster wander in, but it seems that every creature in the forest is acting up, like they're being driven mad by something. Garth has it without a doubt that the cause of all this is the demon the Champion met on the hilltop, although whether it's her own doing, or some after-effect of whatever magic blew the temple up, he can't tell. Garth adds that there's a witch in the woods that sometimes helps the villagers with their more arcane problems, but her help comes at a cost.

Asking about the orc tribe, Garth informs the Champion that orc raiders from the eastern islands trekked across a mountain range to get to Hawkethorne and started building fortifications in the Foothills. The town does not have a proper guard to defend itself, however, if the orcs wanted to fight the town they would have done so already. He assumes they're looking for something or someone, he's asked a few hunters to keep an eye on them, and while the orcs are present, the town will have to be on guard. He advises the Champion that they'd best learn how to use their weapon before crossing blades with the islanders at the Foothills. (this will start Right of Conquest if it wasn't active already)

If the Champion has not discovered the Pupperidge Farm yet, when they ask Garth about Harvest Valley?, he will give them the basic rundown on the two tribes of Marefolk and Centaurs that live in the valley. The tribes were peaceful for as long as he could remember, however, centaur marauders have been attacking farmlands and the marefolk are grabbing people off the roads. When the Champion asks what could they do, Garth mentions that although the valley is in the opposite direction of their demon's trail, he'd appreciate it if they could check up on a particular farm that supplies a big chunk of the Frost Hound's food, and make sure everything's alright.

The Champion begins their talk with Garth on the Frostwood by mentioning that the forest beyond the river seems different, and unnaturally cold. Garth confirms that and states that from the stories he's heard, there used to be a kingdom of snow elves up there, and that he's seen the old fortress on the road with his own two eyes before, but never had any reason to cross the bridge. He goes on to state that a few villagers, like Cait, have gone past the river to search for the witch Lady Evergreen, and advises the Champion that the demon they're after will have had more time to prepare and he doubts the elves will be happy to see them wandering through their lands either.

The Champion may purchase a chest from Garth that increases their storage capacity by 10 at a friend's rate of 50 EC.

Training


Due to Garth's past experiences, he can offer the following training options to the Champion:

Name Function Cost
Attributes Re-assign the Attribute points you gained from levelling up. You can't re-assign the points you started with at Level 1, nor any temporary points. Costs 300 Electrum Coins and a day of training time. 300 EC
Learn Power Train any Warrior or Thief talent that you are high enough level to use. Costs 100 Electrum Coins per level of the talent, and will take up the rest of your day. 100 EC
Change Class Change your class to Warrior or Thief, martial classes focused on stalwart defense and devastating strikes, respectively. Switching classes does not transfer or unlock new Talents, though it will give you the perks of your new class up to your current level. You would be well-advised to have the coin to buy additional talents afterwards. Switching classes costs 3,000 Electrum Coins, and will take one full week of time. 3000 EC

Drink


For the cost of 10 EC, the Champion can choose a drink that will provide a Boon that maximizes a certain attribute. Each drink is a unit of alcohol and will be consumed immediately.

Name Description Function
Honey Mead A sweet mead cultivated from honey, this drink is particularly popular here in the north where it's more difficult to grow grapes. Folk wisdom says a draught a day's good for the mind. Maximizes Cunning
Spiced Wine Imported wine heated and spiced to perfection. A favored drink of the nobility, thought to be excellent for your health in the cold north. Maximizes Toughness
Rye Beer The common drink of peasants and laborers, beer is cheap and easy to make, and frequently consumed to fortify yourself for hard work or battle ahead. Maximizes Strength
Apple Cider A sugary sweet cider that's plentiful in the fertile mountain valleys. Keeps you quick and alert, even when battered down by the ever-present snow and the long winter nights. Maximizes Agility
Monastery Wine A dark ale brewed by monks at the Monastery of the Tree Father far to the south. The initiates drink it to steel their nerves and focus their will before rituals. Maximizes Willpower
Lover's Dry A dry, light beer made by the minotaurs of the eastern mountains to get drunk slowly, letting lovers take their time getting to know one another... and pay for a few more beers. Maximizes Presence

Garth Goes Dad Mode


Written by The Observer


If Gwyn is at least 25% through her current pregnancy and Garth hasn't talked to the Champion about this before; when entering the Frost Hound, there will be a 20% chance for this one time scene to occur. Additional dialogue will occur if the following conditions are met (not all need to be met but will add to scene variety):

Upon entering the inn, the Champion will note the current lack of patrons and decidedly chiller atmosphere. Garth notices the Champion and tells them that they need to talk for a moment, and he's not taking no for an answer. When asked what's the matter, he brings up that its about his daughter. If the Champion had saved Garret by completing Dog Days, he will state:

"Just like the first time, the idiot tongues are going around wagging that her brother was the one who'd done the deed, and I made sure to shut those up real quick. It's one of the benefits of being a pillar of the community"

If they had not rescued Garret yet, then he will state that this has happened before and although she is a big girl and can make her own decisions, he's still her father and it's only natural for him to be concerned. It would have been nice if they could've asked him first although if nothing else, they had helped Cait when no one else would. The Champion comments that that was a low bar to clear, to which Garth adds that he's not an unreasonable man, although that's but a minimum, they must not go around upsetting her like the last one did or else they'd be in trouble with Garret (if rescued):

"Don't underestimate him. Sometimes, my son being an idiot has its uses. He can't be bargained with. He can't be reasoned with. He doesn't feel pity, or remorse, or fear. And he absolutely will not stop, ever, until you're dragged back in here by the scruff of your neck to pay your dues to my little girl. You get me?"

If Garret hasn't been rescued yet, then they'd be in trouble with her mother:

"Let's just say that my idiot son takes after her where it counts. Like Garret, she can't be bargained with. She can't be reasoned with. She doesn't feel pity, or remorse, or fear. She has a nose for these things; she'll un-exile herself if she catches so much as a whiff of shit on the wind. And she absolutely will not stop, ever, until you're dragged back in here by the scruff of your neck to pay your dues to my little girl. You get me?"

With that out of the way, he asks that the Champion just take good care of his little girl before returning to his business.

Farmhand's Freeholds


If the Champion has not discovered the Pupperidge Farm yet, when they ask Garth about Harvest Valley?, he will give them the basic rundown on the two tribes of Marefolk and Centaurs that live in the valley. The tribes were peaceful for as long as he could remember, however, centaur marauders have been attacking farmlands and the marefolk are grabbing people off the roads. When the Champion asks what they could do, Garth mentions that although the valley is in the opposite direction of their demon's trail, he'd appreciate it if they could check up on a particular farm that supplies a big chunk of the Frost Hound's food, and make sure everything's alright.

Once the Champion has driven off the cultists at Pupperidge Farm, they may return to Garth and inform him that the farm is safe from the cult. Garth will say that it's good to hear that the girls are safe, and that he knew their father and promised him that he'd check on his kiddos from time to time, however his leg prevents him from doing so. He will move on to mention that they've had farmers coming into town seeking refuge; others just leaving the valley altogether, which is troubling news as Hawkethorne relies on the valley for almost all its food. When the Champion asks what they could do, Garth tells them that maybe they should check in with the leaders of the tribes or go beat some sense into the centaur chieftain. He also informs them that there is a bridge at the west side of the valley, however, its been taken up so the Champion will have to ford the river, he also adds that the area past the river is probably more dangerous than in the parts of the valley closer to the town.

Right of Conquest


The Champion may start Right of Conquest by asking about the Orc Tribe? from Garth, to which he informs them that orc raiders from the eastern islands trekked across a mountain range to get to Hawkethorne and started building fortifications in the Foothills. The town does not have a proper guard to defend itself, however, if the orcs wanted to fight the town they would have done so already. He assumes they're looking for something or someone, he's asked a few hunters to keep an eye on them, and while the orcs are present, the town will have to be on guard. He advises the Champion that they'd best learn how to use their weapon before crossing blades with the islanders at the Foothills.

When the Champion has dealt with the Orc Leadership, they can return to Garth to inform him that the town can sleep a little more soundly now. He heard from the scouts that the orc tribe had stopped menacing the townfolk, and asks the Champion if it was their doing. The Champion nods and spins the tale of what happened during their visit to the Kervus Warcamp. When the Champion finishes their tale, Garth produces a large girdle, embossed with brass studs and a large gold-hued clasp on the front; the Champion's Belt, which was commissioned by The Baroness as a token of appreciation for their efforts.

Dog Days


Written by The Observer


After three days since the start of the Champion's adventure, Garth will call the attention of the Champion when they wake after sleeping at the inn. He asks if the Champion is going to head out of town again; to which the Champion confirms, and he offers them a job since no one has been heading into the Old Forest ever since the night of the blizzard. He informs the Champion of Westbank, which is a logging camp west of the river in the Old Forest that is responsible for about half the timbers that make up Hawkethorne which once passed through there. About two to three weeks before the Champion came to town, there had been strange things going on near the camp, from animals acting oddly to a series of close shaves with things in the darkness. It took him and Brother Sanders about a week or so to try and get something of a militia together to head into the camp to investigate, however, during that time, word came down that a Warg had been spotted prowling near the treeline. His idiot son took wind of that and declared he was going to take care of the problem by himself, however that was three days before the Champion arrived and neither him nor anyone from the logging camp has shown their faces in town since. With all the nonsense happening of late, no one has been able to go in and check on the camp. Further information about the camp, the troubles that plagued it and his son will be filled in by Garth when the Champion asks about them.

Once the Champion has finished their questions, before they leave, Garth informs them that he had an argument with his son the night before he left. One of many in which he told his son that he was an idiot - to which he is - and Garret said that if he took down the warg, which is the first actual threat Garret has met beyond the woods that could send him over his head in trouble, that'd prove otherwise. Garth states that he should have said something else but Garret stormed out of the room, he will apologize to the Champion about unloading this on them although they did ask. He asks the Champion if they find Garret alive, he thinks Garret will be more than willing to return home at this point, otherwise don't bring him back because he doesn't think Gwyn will be able to take it.

Having found Garret and the missing loggers at Westbank, they may return to Garth to inform them of the situation. He listens to the Champion explain Garret's little predicament with a perfectly straight poker face. He pours the Champion a drink and offers it to them for their trouble and states that it's about what he expected of Garret; always enamoured of playing the big hero. Although he says that its unexpected, it does remind him of how he met Garret's mother. He adds that if the witch isn't going to hurt Garret, he can relax a bit and make sure the militia is more prepared before they go bring Garret and the loggers at Westbank safely out. The Champion states that Garth won't need to if they save everyone first, they note Garth's indifference to Garret's safety. Garth states that Garret's not going to kneel and croak if he's survived that long and that he's made of tougher stuff than that. Garth sums up that either way, the Champion was kind enough to come back and let him know what's what. He suggests that if the Champion can't handle the elf witch, they should go ask Brother Sanders if he's willing to lend a hand.

If the Champion was defeated by Hethia (and did not get the Bad End), after she leaves, the Champion will hear Brother Sanders calling out to them. They see Garth and a handful of other folk, presumably the militia Garth had been talking about. If the Champion managed to free Garret, Garth crouch down by his son's comatose form, he will shake his head and then slings Garret over his shoulder like a sack of potatoes. When the Champion asks if got the druidess, Sanders replies that she got too much of a head start for them to give chase and that they're here to rescue everyone. Garth adds that Ivris had told them that Pale Elves aren't very accommodating to defeated enemies, who knows what she might have done, considering the Champion already got a face full of it. Once the Champion has gotten their bearings, Sanders states that the druidess won as Westbank is done for, since they're not going to put people so deep into the forest, not with how dangerous the forest has become. The group find the loggers and escort everyone back to Hawkethorne, if Garret was freed, Garth continues to lug his son like a sack of potatoes. If Garret was not freed, he is seen wearing some ill-fitting clothes as there is a distinct cold silence between father and son for the whole trip back. The trip back is uneventful and when the group return to town, everyone eventually disperses back to their home, leaving the Champion, Brother Sanders, Garth and Garret.

If Garret was freed, Brother Sanders tells Garth to leave his son with him, as he'll work on his wounds tonight. Garth looks uncertain on that and states that Garret will live. Sanders agrees to that, but says that Garth is too harsh on his son, this makes Garth bare his teeth and counters that he knows Sander's means well but he can't tell him how to raise his son. The two argue for a bit until ultimately Garth hands Garret's comatose form to Sanders, which leads him to ask a guard to help him bring Garret to the chapel. Before heading off, he will check on the Champion and suggests they get some rest after what happened, to which Garth assists the Champion all the way back to the Frost Hound. If Garret was not freed, Garth will chide that the would-be hero needed rescuing himself. The two will argue for a bit, ending when Garret states that he doesn't want to do this out in the open and if Garth wants to kick up dirt, he should wait until they're indoors before starting. Garth agrees to this and Sanders shakes his head and pulls the Champion aside, stating that he expected as much and assists the Champion back to the inn. Having reached their room and bed, they can hear a raucous caucus going on but they're too tired to care about it.

Post Dog Days

After the events of Dog Days (regardless of outcome), a series of 3 scenes between Garth and Garret talking/arguing will occur. The first scene will occur the day after the completion of Dog Days, the next scene two days after and the last three days after that.

The first scene occurs the next morning, when the Champion wakes and sits down at an empty table, the doors burst open and Garret trudges in, still wearing the clothes he picked up at Westbank. When Garret passes by the bar, Garth clears his throat and calls his son. Garret asks if he's looking to rub salt in his wounds, to which Garth replies that he could, but Garret's been humiliated enough. The two launch into an argument on the events that happened, that Garth wouldn't even have gotten caught in the first place, and that Garret needs to learn to accept the help of others in areas to fill his weaknesses. They go silent for a bit before Garret suggests that they shouldn't do this infront of guests and that they should head upstairs. Garth agrees and calls for Gwyn to mind the bar while they talk upstairs. The Champion can choose to eavesdrop on the conversation if they so wish.

If the Champion chooses to eavesdrop, they hear Garth state that Garret doesn't know how much trouble he caused everyone, and that if it weren't for the Champion, he would have set off for Westbank. Garret states that he'll find Sanders tomorrow and apologize to him, however, Garth never fails to find fault with anything he does. Garret specifically went to Westbank to prove himself to him. Garth asks if he's supposed to be honoured or something because Garret failed, got caught, and complicated an already-bad situation, not to mention that he made Gwyn worried sick. Garret shouts for Garth not to use Gwyn against him. A silence falls after that outburst, but it breaks when Garth admits he may have crossed a line. Garret asks why Garth's always starting these arguments, to which Garth replies that Garret could lose that defiant attitude he has, telling him to pick up a practice sword and meet him in the yard as they're going to work off Garret's aggression. Garret states that he'll use his fists, this gets him a chuckle, as Garth ponders if Garret learned anything from wrestling the druidess' pet warg, since that has to count for something. Garret doesn't believe Garth's actually praising him but Garth adds that he's gotta give credit when credits due and he'll take experience over youth any day. They end their talk there as the Champion quickly returns to their old table, with barely enough time, as Garth and Garret bowl out into the common room and move out the back door.

If the Champion decides not to eavesdrop, almost an hour or two later Garret will return from the back door, bearing at least two dark and angry-looking bruises on his face. He plonks down a couple of coins on the bar and tells Gwyn to get him a tall tankard of mead. Several stares turn to him until he gives them an angry snarl. Gwyn frowns and asks if Daddy beat Garret up again, Garret growls and asks her not to say it like that. He states that he thinks he gave it as good as he's got, as punching is more satisfying than poking away with a sword. Gwyn adds that Garth was right as Garret looks a lot less angry now and that she's glad Garret's home and away from that adventure. She also states that some of the people from Westbank dropped by earlier, that they were grateful to Garret for saving them from the witch.

During the second scene, when the Champion is about to return to their room, they hear voices coming from one of the empty guestrooms, recognize the voices of Garth and Garret coming from the room and assume the two are having a tiff again. Garret asks Garth what he wants this time, or is he there to give him another lecture. Garth remains silent for a while until he states that come what may, Garret has to watch over Gwyneth. Garret snorts and states that he's her older brother, to which Garth counters that it's only by a few moments. Garret assures Garth that he doesn't need to be reminded of that responsibility, and asks what this is all about. Garth confesses that he's feeling the wind in his bones more than he used to, but that isn't the problem he has here. When Garret asks if it's about the stuff with the demoness and all, Garth explains that this isn't a campfire story nor is it a legend, that failure is always a possibility. He goes on to explain the reason why he's letting the Champion stay at the inn for free is because they're the best chance they have, that a few coins aren't going to matter if Savarra itself is at stake. Garret compares that Ivris and Ogrish aren't giving their shit for free, and asks why should Garth. Garth counters with asking if Garret would charge the Champion for staying at the inn. Garret reasons out that he wouldn't, not because they're out to save the world or some such, more because he owes them one. Garret will then ask Garth to speak up if he's not feeling well as it'd be terribly inconvenient if he died and left Gwyn and him all on their own. Garth comments that Garret is just like his mother, although he won't die until Garret's a proper adult. The talk concludes when Garret reassures Garth that he'll die before Gwyn does, Garth stating that he has nothing else to say and that Garret should finish up with the rest of the rooms before they gather for Gwyn's cooking.

The third scene, similar to the second, involves the Champion catching voices in the hallway as they make their way to their room. They hear Garth ask why Garret fights with his fists, as he is truly curious. Garret states it's something Garth couldn't do but he could, that there's nothing a blade or bludgeon can do that he can't with leather and studs. Garth concludes that at the end of the day it's Garret rebelling against his instruction, rather than something Garret loves. Garret rhetorically asks if he should take up a sword and live in his father's shadows, before stating that he'll pass and that there's no reason that it can't be both. This gets a chuckle out of Garth as he comments that Garret is just like his mother. When Garret asks when is Garth going to tell Gwyn what happened to their mother, Garth falls silent and states that he may never, as Gwyn wouldn't be able to take it. Garth admits that he pushed Garret harder than he did his sister as Gwyn's spirit isn't suited to violence, even when it's necessary, but Garret is, though, especially with his defiant attitude. Training Garret involved a lot of hard work, that turning him into a first-rate fighter wasn't an easy task. Garret grins triumphantly as he states that his father called him a first-rate fighter and that he can't take back what he said. Garth folds his arms at that and states that although Garret does have some modicum of skill and that he's capable of working hard when the mood takes him, he still has a long way to go, judging from what happened at Westbank. When Garret reasons out that he fought a witch who could cast a spell to hold him in place, Garth counters by stating that that doesn't excuse anything, and that he has a lot of painstaking work to do in the future. The talk ends when Garret comments that Garth never gives him any ground.

Shades of the Past


Written by The Observer


After the final talk between Garth and Garret (post Dog Days), Garth will call for the Champion once they walk into the inn's common room. He will pour the Champion and their companions a drink, before he states that he's got to respect the Champion for willing to go after Garret and the loggers at Westbank, such that he has another job for them, if they're willing to take it. He goes on to state that maybe the snowstorm wasn't all bad because he's got a lead on an old lupine fortress that dates back to the Godswar that he's been looking for. River had told him that not only has he got a solid lead on the fort's whereabouts, he's also managed to find the key to the place. When the Champion asks what they're supposed to do, Garth mentions that there's a jarl's medallion of office in the fort that has a sentimental value to his wife's side of the family. If the Champion is a lupine, they will ponder on how would Garth's wife be related to one of the pack jarls for the medallion to have sentimental value to Garth, and by extent his wife. The Champion will ask what's in it for them, to which Garth will reply that he doesn't really have anything on him that could adequately pay them for what he's asking, however he will state that aside from the medallion, they're welcome to keep anything else they find. He goes on to mention the name of the fort; Fort Marrok, that it's located somewhere in the foothills, and that there's almost certainly going to be plenty of danger involved, before asking the Champion if they're up to the task or not.

If the Champion declines the job, Garth will take the news with his usual stoic nature. He tells them not to worry about it, since there are enough glory-seekers passing through that one of them's gotta bite, although he will thank the Champion for hearing him out before he returns to his usual business. Should the Champion accept the job, he will tell them that River has the details on the whole thing, although he mentions that he really doesn't want to discuss about it at length even though he's the one asking the favour. The Champion knows Garth well enough that he's reliably evasive whenever it comes to any topic remotely related to his wife. This causes a slight shift in Garth's expression, as he states that there is a reason why he and Sanders don't like talking about his wife, that people around these parts have long memories. The Champion brings up that he can't keep it a secret forever, even if they're not supposed to know, his kids should. Garth's expression changes to something absolutely sullen as he admits that he does have to tell them someday, but not today, and definitely not in front of them.

Once River has filled the Champion in on the details of the job and Fort Marrok, he tells them not to tell Garth, but they might want to let Garret tag along on this mission, he'll be interested since it involves his mother.

Should the Champion be defeated, or decide to call it quits before they can find the medallion, they'll need to return to Garth and inform him that they weren't able to complete the job. When they approach Garth on it, he'll take the assumption that they didn't succeed, because they'd have the medallion with them otherwise. He'll tell the Champion that there's no shame in admitting defeat, especially when River had told him that when Fort Marrok went down, the garrison housed about two thousand strong. He will also pour the Champion and their companions a large mug of Honey Mead each before he admits that it's as much his fault for having too much confidence in the Champion's abilities too soon, he tells them not to fret about it too much and advises them to think about it as a setback to be overcome. Before he returns to his business, he tells the Champion that he'll have something else for them in the future if they're willing.

If the Champion was successful in retrieving the medallion, they will brandish it and place it down on Garth's bartop, which earns them a few appreciative whistles from the other patrons present. Garth swallows hard and picks up the medallion, feeling it around before passing it from palm to palm as if testing its weight, while doing so he seems to have tears in his big blue eyes. He apologizes to the Champion and excuses that he simply had something in his eye, before confirming that the medallion is indeed the real thing. He pours the Champion and their companions a big mug of Honey Mead each as it's the least he can do for them. The Champion says that if he wants to do more, he can start by explaining what the medallion has to do with his wife, and why he won't tell his kids about their mother. Garth concedes and explains to them that the symbol on the medallion was the banner his wife was flying the first day he joined her company, and that she claimed to be descended from some supposedly-dead lineage of packs or somesuch. After his wife left, Garth began searching, he'd pry tales of the Gunvaldsen line from people who passed by. He encountered so many false leads and pointless rumors, that's one of the reasons why he keeps River around, so that he could sort those out for Garth. When asked why he won't tell his kids, Garth explains that Gwyn hates her mother and doesn't want anything to do with her, he doesn't want to bring it up lest he break Gwyn's heart again, and in Garret's case, the choice his wife made wasn't an easy one and if he told Garret outright, it would poison him against his mother forever, but if Garret eventually works to find himself the truth, Garth hopes that Garret will be wise enough to understand why she had to do what she did, even if he doesn't agree to it. The Champion comments that it sounds like a cop-out, to which Garth agrees it does, however, he states that it is the truth, but he's not going to tell them because they'll march straight up and spill it to Garret. The Champion will then spend the remainder of the day - and night - entertaining themselves at Garth's expense as they recount the tale of their adventure in the haunted fortress with Garth and anyone who'll listen, if they brought Garret along, they'll be sure to leave out the bits about him.

Epilogue

Two days after turning in the medallion to Garth, as the Champion is about to turn in for the day, they'll hear voices coming from one of the guest rooms. The doorway is open so they can hear clearly, and they recognize the voices as Garth's and Garret's, as they're presumably doing some housekeeping on the empty rooms. Garret begins by asking about the medallion Garth had given him the other day, Garth answers that he hopes Garret understands what it means, that he knows more about the truth than his sister does because he earned it. Garret counters that his father shouldn't be so quick to try and shove the Frost Hound off on him, he knows what Garth's trying to do and he's not saying he doesn't appreciate it, but he takes too much from his mother to be content with sitting down without at least getting his wanderlust out of his system. Garth states that he can't stop Garret from going after his mother, he doesn't believe her to be dead as she's too wilful for that, however Garret better know what to do when he finally finds her. Garret claims that he knows damn well what he's going to do when he finally finds his mother, to which Garth counters by asking if he's sure about that. Silence hangs in the air for a split second, before Garth advises that he gave the medallion to Garret for a reason, that Garret should think about what he wants to do, not just go for or against something just because Garth's headed in the opposite direction. The talk ends as Garret states that he'll think about it.

Quintillus


Written by BubbleLord


Having rescued Quintillus from the cultists in the Harvest Valley, the Champion has the option to escort him to Hawkethorne, recommend him to visit Garth at the Frost Hound and tell him that they sent him, or tell him to fuck off. If he was escorted or recommended to go to Hawkethorne, he will have a talk with Garth. When talking to Quintillus about their Arrangement, he will say that he's preparing a guide about the cult, so the local leaders can be on the lookout for any of Master Tollus' spies in exchange for a room at the inn, although he states that Tollus' agents have no real reason to infiltrate the town anymore, considering the success of the Ritual that summoned Kasyrra.

Sex

You can't have sex with Garth, ever, so don't bother asking.

Quest Related

Dog Days


Garth will ask the Champion to investigate the disappearance of his son Garret, who left for a logging camp before the blizzard hit and hasn't been seen since. The camp is situated on the western side of the Old Forest.

Right of Conquest


Garth has informed the Champion of an orcish warcamp in the eastern foothills, close enough to threaten Hawkethorne. While they're not exactly an army, maybe they could do something to dissuade them from raiding down into the lowlands, so the town and its inhabitants could rest easier.

Shades of the Past


Garth looks like he's got a job for the Champion, a request to retrieve something important to his wife from an old lupine fort. He's asked them to inquire with River, a local bard staying at the Frost Hound for details.

Farmhand's Freeholds


Garth mentions the recent events happening in Harvest Valley and is concerned about a farm that supplies a big chunk of food for the Frost Hound and its inhabitants. He will ask the Champion to check up on the farm and make sure everything's alright.

Blacksmith's New Clothes


During the Champion's date with Ragnild, they will wine and dine at the Frost Hound, with Garth wearing a very ill-fitting waistcoat and bowtie when he serves them a bucket of iced wine.

Missing Meows


If the Champion refuses Hirrud's request, he will become angry and surge to his feet quickly, however he falls flat on his face and becomes unconscious. Should Brint not be around, he may call Garret to throw Hirrud out or he'll do it himself because Hirrud didn't pay for a room. If the Champion confronts Hirrud with the Cat Harem about their freedom, the common folk around will withdraw into their homes or businesses, though they will see Garth just staring out the Frost Hound's window with a big grin on his grizzled old mug.

Trivia

  • The quote from Garth describing his son during his Dad Mode scene is a reference to The Terminator when Kyle Reese explains to Sarah Connor what the Terminator is
  • Garth provides the codex entry quote for the harpies