Dog Days

From Corruption of Champions II
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Dog Days
Creators The Observer
Other Name GarretQuest
Quest Details
Quest Type Champion
Requirements 3 days have passed since the Tutorial or discovering the overgrown glade north of the Old Forest
Quest Giver(s) Garth
Level Range 1+
Location(s) Westbank (Old Forest)
Conditions and Outcomes
Can Fail? No
Has Combat? Yes (conditional)
Is Timed? No
Unique Loot Yes (combat route)
Multiple Outcomes? Yes
Completion Result
Other Information
Version Added 0.1.13
Changelog 0.5.0
(Dog Days change from Side to Champion quest as well as additional Hethia sex scenes)
Stupid, stupid, glory-seeking pup. By the time someone's wandered into the Frost Hound and told me what Garret was up to, he's already packed up and left. That was three days before you arrived. Neither him nor anyone else from the logging camp have shown their faces in Hawkethorne since, and with all the nonsense happening of late no one's been able to go in and check on them.

Garth


About two or three weeks prior to the Champion's arrival, there had been odd occurrences at the logging camp in the Old Forest. With the recent sightings of a warg, the strongest man in Savarra had taken it upon himself to take care of the problem. This was unfortunately three days before the Champion's arrival, and the camp's loggers nor Garret has been seen since, which has Garth a bit concerned.

As of version 0.5.0, this quest has changed from a side quest to a champion quest, as well as new Hethia sex scene - the unfortunate tradeoff being that Etheryn's contributions in this quest can no longer be accessed as the pathway to the Ruined Wayfort now requires the completion of this quest to open.

Quest States

Quest States
State Acquisition Description
0
  • Having received the quest from Garth
Garth has asked you 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.
1
  • Having found Westbank
You've made your way through the forest and to the logging camp, but there's no sign of Garret or the loggers. Perhaps you should investigate further.
2
  • After discovering the loggers at the longhouses or getting the information from Garret
It appears that a pale elf druidess is holding Garret and the loggers hostage for her own reasons. You could attempt to confront her directly, or head back to town and see if anyone has anything to say about the situation. Either way, she'll have to be dealt with before you can bring everyone home.
3
  • Having gotten Brothers Sanders to talk things down
Sanders has agreed to parley with the druidess and get everyone home safely. He's asked you to meet him at the gates to the logging camp.
4
(completed)
  • Having failed in defeating Hethia
While you didn't manage to defeat Hethia, at least you managed to get everyone home safe. That's got to count for something, right? Maybe you'll take your lumps and learn from it.
5
(completed)
  • Having successfully parleyed peace or defeated Hethia

One way or the other, you've managed to free Garret and everyone else at the logging camp and return them safely to town. Give yourself a pat on the back.

You've managed to free Garret and the loggers from Westbank. They'll be able to help get you through the thorny walls protecting the corrupted garden now. Talk to Garth to get them rounded up.

One way or the other, you've managed to free Garret and everyone else at the logging camp and return them safely to town. Give yourself a pat on the back.

Acquisition

It must be three days since the end of the Tutorial and the Champion must wake up at The Frost Hound. Alternatively, if the Champion has discovered the solid wall of roots and vines north of the Old Forest, they may ask Garth about their Gardening problem.

Characters Involved

Brother Sanders Garret Garth Gwyn Hethia
Brother Sanders
(conditional)
Garret Garth Gwyn Hethia
Norathar
Norathar

Companion Interactions


Companions
Agnimitra Arona Atugia Azyrran Brint/Brienne
125px 125px 125px 125px 125px
Cannot be recruited yet
  • Provides minor commentary
No unique interactions No unique interactions

  • Unlocks a route variation
  • Moderate dialogue and references to
  • Unique interactions with Garret

No unique interactions

Cait Etheryn Kiyoko Quintillus Viviane
Cait-WikiHeadshot.png 125px 125px 125px 125px
No unique interactions Cannot be recruited yet Cannot be recruited yet No unique interactions Cannot be recruited yet

Quick Summary

  • 1a. Sleep at The Frost Hound after 3 days since the start
  • 1b. Ask Garth about Gardening having discovered the overgrown glade, north of the Old Forest
  • 2. Gather all the information from Garth
  • 3. Travel to the Old Forest, specially the western part marked with an !
  • 4a. With a Hunter background, the Champion can directly find the camp without issue
  • 4b. Without it, they must fight a gauntlet of 3 encounters (Wolves, Effigies, and Hornets) straight, defeat or retreat will reset the count
  • 5. Travel east to the hall and speak to Garret

  • 6. Go west to the Riverside (between 1600 to 2000)
  • 7. Choose Fight
  • 8. Win

  • 6. Go west to the Riverside (between 1600 to 2000)
  • 7. Choose Parley followed by Yes/TalkYourself
  • 8. (Start) → InquireKeep SilentAgree → (Start) → InterrogateKeep SilentSympathize

  • 6. Return to Hawkethorne and travel to the Chapel of Velun
  • 7. Talk to Brother Sanders about Westbank
  • 8. Return to Westbank and have Brother Sanders resolve things

Detailed Summary

A Job, and a Bride


After getting their morning bearings, the Champion heads towards the Frost Hound's common room, where Garth calls for their attention. After taking a seat at the bar, Garth asks if they plan to head out of town again, to which they answer yes and ask in return if there's something he needs done. Garth nods and explains that no one has been heading into the Old Forest after that night, and since they are the only one heading into it, he has a job for them.

The Champion explains their encounter with the ever-growing roots to Garth, to which he comments on the oddity of it and while he's seen druid magic before, never something that powerful. As his wife said, there is no magic in the world that can't be overwhelmed eventually, as such they're going to need a lot of big, strong lads to do some dirty work for them, and he knows where they are.

Garth explains the existence of Westbank, a logging camp located at the western side of the Old Forest. About two or three weeks before the Champion's arrival, there had been word of animals acting oddly and a series of close shaves with things in the darkness, too close together to be mere coincidence. Garth adds that there's something unsettling about a rabbit hopping up to the gates and just sitting there for hours, the feeling as if it's merely a puppet and someone else is looking through its eyes. It's something he's seen during his younger days on the road.

Garth offers them a drink, to which they take a big swig of, noting that if it's a bribe, it's working pretty well. Garth explains that while Hawkethorne is full of hunters, not much can actually fight besides him and old man Sanders. Since that time, they managed to assemble something of a militia to investigate, however, word came of a warg beening spotted prowling near the treeline. Garret caught wind of this and declared that he would take care of the problem himself. Before he could do anything about it, his son had left and that was three days before the Champion arrived. Neither Garret nor anyone else from the camp has shown their face in Hawkethorne since and with all the things that have been happening, no one's been able to check in on them.

Understanding the task, the Champion has a few questions before they head out:

Option Tooltip
Location Where in the Old Forest is the logging camp, exactly?
Troubles Animals acting strangely aside, was there anything that happened to Westbank?
Garret Why did Garret go alone ahead of the militia?

On the question of the camp's location, Garth repeats that it's on the western edge of the woods by the river. Most people who travel in that direction go by barge, but they would be better off following the old logging trails, and while it hasn't been used for a while, it's better than trying to convince anyone to pole them a barge upriver these days. Garth marks the location on their map and cautions them that the trail hasn't been used in quite a while and may have gotten pretty overgrown.

When asked if there was anything else that happened to the camp, Garth explains that a few weeks ago, an angry pale elf lady came up to the camp, complaining that the logging work was coming close to some kind of sacred grove. When asked on what a pale elf is, Garth explains, using Ivris as an example of a wyld elf, adding that if they're going to spend anytime in the Marches, they'd do well to learn the difference. Unlike wyld elf women, the women of the pale elves are tall, lean, and powerful. On the other hand, elven menfolk aren't much different, which makes sense because their city in the north is ruled by a queen. That's all he has about them, and cautions that they're not to be taken lightly.

When asked what happened at the camp, he explains that the loggers asked the lady where the grove was so they could keep clear from it, unfortunately the location is a secret, as such she couldn't tell them where exactly it is. The problem was that logging wasn't going to stop altogether and since she wasn't going to cooperate, the loggers weren't going to either. She had other complaints, but eventually stormed back into the trees after negotiations broke down. Garth and Sanders did acknowledge the possibility of the strange behavior to her doing, but they have no idea where she might be nor were they going to send people one by one to check, which why the militia was assembled.

The Champion assumes that the pale elf must be some kind of wildling or druidess, to which Garth nods in agreement. He states that the lads in Westbank aren't idiots and at the very least they make sure they still have a job tomorrow. Additionally, as a follower of Velun, Sanders does an inspection every season to ensure the forest is being treated right, along with giving his blessings to the camp. Unfortunately, the pale elf did not recognize the Living Gods. With that, the Champion states that if they see her, they might as well stop and have a chat. Garth grimaces, answering that she'll definitely stop them, but he gets the feeling that she'll want to do more than just talk.

On the question of why Garret went alone, Garth growls and asks why the gods cursed him with a moron for a son.

The Champion attempts calm down Garth by stating that there's no need to lose one's cool when actually trying to do something constructive. Garth for his part pours himself a drink and states that while he doesn't condone drinking on the job, it'll do him more good than harm this time around, and they both proceed to down their mugs.

The Champion attempts to calm down Garth by stating as such, and so he can tell them about his son, whom he openly lambasts for being a fool but secretly loves very much. Garth narrows his eyes and gives them a stare, to which the Champion explains that while he had bemoaned his fate, he would not be sending them after his son if he didn't care, that hate is not the opposite to love - indifference is. For a while, Garth says nothing, then states that not everyone likes hearing the blunt truth.

Garth sighs, stating that it's his fault, that he should have had Garret work all the energy out of his system when he was a pup. Garth had his fill of adventure when he was younger, and built the inn so that he wouldn't have to suffer any of that nonsense. What Garret did was to hop up from what Garth had built and want to traipse off into the world just like his mother did. The Champion begins to form the timeline of events; the warg showing up, probably the most exciting thing that has happened in Hawkethorne for years, then a young, impulsive glory-hunter leaping on the chance of an adventure. Garth admits they had an argument the night before, one of many, in which he stated that the first actual threat Garret would meet would send him over his head in trouble, Garret for his part said that if he took down the warg himself, it would prove otherwise. Before he could say anything else, Garret that stormed out of the room.

Garth apologizes for airing the dirty laundry, to which the Champion accepts that they did ask for it but at least they know why Garret went out alone. Garth states that Garret will probably be holed up somewhere around or at the camp itself, and if he's alive, he'll be more than willing to come home at this point, and if not, to not bring him back as Gwyn wouldn't be able to take it.

Will all questions answered, the Champion proceeds to depart, but is momentarily stopped by Garth as he hands them a pack of Camping Supplies. He states that it's the least he can do since they're going after his fool of a son and he wants them to be as rested as possible before facing down whatever is preventing him from coming home. He adds that if they want more supplies, they can buy some from Leorah.

In Search for the Camp


Navigating to the western section of the Old Forest, specifically that marked with an !, will allow the Champion to begin searching for the old logging trail.

The Champion begins hacking their way through the underbrush, and the further they progress, the feeling of apprehension grows as their instincts tell them of something. Eventually, a faint rustling has the Champion ready their weapons as something tangled in the thorny undergrowth barrels straight towards them.

The Champion must now succeed in a series of 3 combat encounters; that of the Wolves, the Effigies, and lastly the Hornets. They must clear the encounters one after the other, defeat or fleeing midway will have them fight the entire gauntlet again.

As the Champion makes their way through the trail, they can sense that something isn't right about the trail. They draw upon their instincts and experience as a hunter to move silently and swiftly through the thorny underbrush. Through their cautious travel, several times they hear telltale rustles and spot signs of something stalking them, but they manage to evade whatever is hounding them. Thorns and briars litter their path, but they eventually spot the silhouette of a palisade wall.

Having made it to the logging camp, they can travel through the trail without issue should they decide to leave and return at a later time.

Westbank


Map
Maps-OldForest-Westbank.png
1
2
3
4
Points of Interest
1
Riverside
2
Longhouses
3
Work Yard & Exit to the Old Forest
4
Hall

Having reached the camp, the Champion can begin investigating the whereabouts of Garret and the loggers. They may also leave and revisit the camp at anytime while the events of Dog Days have not concluded.

Longhouses


Investigating the longhouses has the Champion peer inside the windows, despite it being boarded up, they think they can see movement within. After considerable knocking from the Champion, a voice asks who's there, to which they explain that Garth sent them to get them out. When asked how many there are, the voice answers that all ten of them are present; and while a little tired, cold, and stressed, they're alright. They had tried to sneak out before, but the magic of the elf prevents them from escaping. Since Garret arrived, he'd been taking the brunt of her attention, but with the things in the forest and the barges being full of holes, the loggers are not skilled to get out.

While they don't know why the elf still hangs considering she got what she wanted, she mostly leaves the loggers alone as she maintains her witchcraft. The loggers are hopeful that since the Champion got past her magic, they now have a chance on getting out.

The Hall


At the hall, the Champion can see a large iron-barred cage tucked in a corner. Investigating the dimly-lit cage has the Champion cautiously approach and about halfway, a voice from it calls out, stating that they don't have to do that, as he can hear and smell them from a mile away and it's not like he can do anything from inside the cage.

The Champion ponders if their abilities are being called into question, to which he explains that most people forget to disguise their scent, and that he's got a pretty good nose for a lupine regardless.

Despite his words, the Champion is still cautious, to which he states that he can't fault them for thinking he's dangerous, he's just that awesome. When they retort on the fact that if he's locked up in a cage, he admits to their point and asks for them to just come over, and he promises not to slip through the bars and bite off their head.

Conceding that he isn't going to hurt them, they step forward to the figure sitting in the cage and assume it's Garret, recognizing the family resemblance. Garret states that they're a new face, and when they reply that Garth sent them, his expressions sours, murmuring that he thought his old man would be glad to be finally rid of him. The Champion replies that Garth isn't and asks if he's okay, to which he answers that the elf isn't really out to hurt them, that he thinks she's just as stuck as they are, and since he agreed to be her pet, she's left the others alone. Unfortunately things won't last long as the camp's rations will eventually dry out, but no one wants to make the first move. For Garret's part, he's getting more high-quality pussy than he'd ever imagined possible, just not how most folk imagine it. The Champion then proceeds to ask Garret the following questions:

Option Tooltip
Garret So, just what's Garret's deal?
Elf Ask him about this elf witch he speaks of.
Cage So, does he have any ideas on getting out of this cage?
Workers Are they alright?

When asked what his present situation has to do with the loggers, the Champion explains to Garret that if they're going to formulate a plan to escape, they'll need all the pertinent information at hand.

Garret assumes that since his old man sent them, they know some of the story; that Garth said a bunch of choice things back then, that it was only natural for him to say that since he already had his fun when he was young and gets all crabby at Garret when he realizes he's not as spry as he used to be. Garret was pissed too, that if he could take down the animal that was getting everyone worked up, that his old man would be forced to admit that he wasn't the useless piece of dogmeat Garth thinks he is. When questioned on what made him think he could do what the militia couldn't, he answers that all they would have accomplished is scaring the beasts into falling back, only to return once they all went home.

Garret proceeded to travel to the camp, being smart enough to go around the twisting path rather than meeting it head-on. When he arrived at the camp, he saw the warg prowling the bushes, to which he proceeded to wrestle it. Despite the challenge, and the Champion's disbelief when Garret states that his entire body is a weapon, he would have succeeded if not for the witch's magic. She gave him an earful about hurting her pet, stripped him, and locked him in a cage because she wasn't sure on what to do with him.

The Champion mentions that they get the distinct impression that he's reluctant to share that information to soothe his wounded pride; to which he admits to. Garret assumes that since his old man sent them, they know some of the story; that Garth said a bunch of choice things back then, that it was only natural for him to say that since he already had his fun when he was young and gets all crabby at Garret when he realizes he's not as spry as he used to be. Garret was pissed too, that if he could take down the animal that was getting everyone worked up, that his old man would be forced to admit that he wasn't the useless piece of dogmeat Garth thinks he is. When questioned on what made him think he could do what the militia couldn't, he answers that all they would have accomplished is scaring the beasts into falling back, only to return once they all went home.

They question if Garret is just rationalizing his bad decision to prove himself to his father, to which he answers that if they want him to continue, they should knock it off. That he's already been humiliated enough, and if they want to turn into his old man, then they could at least do it after things have been dealt with.

Garret proceeded to travel to the camp, being smart enough to go around the twisting path rather than meeting it head-on. When he arrived at the camp, he saw the warg prowling the bushes, to which he proceeded to wrestle it. Despite the challenge, and the Champion's disbelief when Garret states that his entire body is a weapon, he would have succeeded if not for the witch's magic. She gave him an earful about hurting her pet, stripped him, and locked him in a cage because she wasn't sure on what to do with him.

When asked what he can tell them about the elf, Garret explains that she's almost as tall as he is; well-muscled but not bulgy, and while strong, she's not trained in close combat - having seen her with a bow and commanding her warg to hold people. For the warg, it's movements are stiff and awkward, as if less a willing companion and more under a spell. On the side of her other magics, the elf is impervious to the cold; having seen her commune in the icy river every evening, having the ability to command plants to some degree, and being able to hold people in place. The way the elf carries herself reminds him of the legends of the shieldmaidens. When asked about them, Garret explains that to be one; they would know when to be humble, when to be bold, and when to ignore their pride and pull out - completely unlike Gwyn and the elf acts too haughty for her own good, as if not used to being denied. That said, Garret states that they might be able to goad her into doing something stupid.

One a final note, he adds that fighting her may not be necessary, as she's just as stuck in Westbank as everyone else. She hasn't actually hurt anyone, and so long as he plays her games, she doesn't bother the loggers. Garret summarizes that if they can offer her a way out that doesn't hurt her pride, it might be possible to talk her down. Although if the Champion wants to beat her up, he'll even help out if they can get him out of the cage, and if not, they might be able to talk her down or get Old Man Sanders to help. Before wrapping things up, the Champion asks why he got to be the witch's special pet. Garret shifts his eyes and answers that he grew to full manhood, which is what she's after - a Bimbo Champion accompanied by Brint will be momentarily distracted by thoughts of who is bigger and if they could try taking both of them at once.

On the topic of his cage, Garret's first idea is that the lock on the cage isn't anything special, if a Thief Champion, he suggests that they can pick the lock open as it beats looking for the key; else, he suggests that they might want to consider getting the key instead. When asked on where the key might be, he explains that the elf keeps it on her at all times, but they might be able to swipe it from her when she communes at the river, although they still need to get past her warg. Another option would to bend the bars of his cage, as he's been slowly weakening the metal bars without making it obvious.

Garret states that with the cut of beef at their side, he's sure that bending bars and lifting gates shouldn't be any problem. Brint smacks his fist into the other's palm and states that dogmeat is right, the Champion just needs to say the word.

Garret states that they could have a fair go at actually finishing the job. The Champion inspects the bars and confirms that they are bent just slightly out of shape, that finishing the job is within the realm of possibility.

While Garret has been talking, the Champion confirms that the bars are ever so slightly bent. When they answers that they might give finishing the job a go, Garret states that, with no offense, they look a little too scrawny for the job, although appearances can be deceiving, so he wouldn't mind being pleasantly surprised.

Regardless, this wraps up their options of getting Garret out, although he states that they are more than welcome to try any other crazy ideas they might have. A Black Mage Champion contemplates on using a fireball, but it might turn Garret into literal dogmeat. Garret states that he's glad that they've put more faith into his hare-brained schemes than his old man does, goes to show that he's not a complete idiot.

When asked about the workers, Garret answers that while they aren't physically wounded, they're spooked - from the big blizzard, to the elf, and the strange things going on in the forest. The fact that they can sense that the elf is in over her head about the situation, that there is something out there bigger and badder than her, doesn't help. His advice is to leave the workers holed up in their longhouses, behind their barricades, until things are done.

Having given all the relevant information, he asks if the Champion has seen the witch wandering around the camp yet, to which they answer no. He cautions that she'll be back soon, so they should stay out of her sight unless they want a confrontation. He reminds them that he's more than willing to lend a hand if they want to fight her, but they should be careful as the last thing he needs is their would-be savior to end up beside him in the cage. A Bimbo Champion states that it's a date; else, they reassure him that they have no intention of messing up.

Having talked to Garret, the Champion can check up on him as well as explore the options they had discussed.

Option Tooltip
Talk Ask Garret how's he doing, and if the situation's changed.
Pick Lock Isn't there something that can be done about the lock?
Bars Attempt to bend the bars on Garret's cage.
Leave -

Checking up on Garret has him state that he's still bored, and while he's still being fed and watered out of a dog dish, which includes walkies and everything that entails, he's at least getting plenty of pussy, although, through the carrot-and-stick approach. The Champion reassures him that they'll get him out soon, to which he mumbles that his old man would say soon a lot, which usually meant never. He closes the topic by stating that while he doesn't want to be an ass, the Champion can spend their time on getting him out instead of flapping their gums.

Attempting to pick the lock of Garret's cage can go in a manner of ways;

The Champion proceeds to reach into their armor and draw out a small set of tools, additionally, a Bimbo Champion will grope themselves for luck. With ingenuity and determination, they are able to pop open the lock.

While untrained at opening locks, the Champion feels confident in getting it open given the right tools. When asked where the loggers keep their tools, Garret answers that there should be a toolshed in the work yard that contains heavy equipment. Considering that option is too far and too loud, they ask him if there's anything else, to which he answers that there might be a workbench at the back of the hall. After pilfering through the workbench, the Champion finds a spool of wire that they bend into shape, along with pliers. With sweaty hands, they manage to crack open the lock.

Any celebrations are cut off as Garret points towards the doorway, which reveals a flicker of movement through one of the shuttered windows. They silently take position on either side of the doorway when it bursts open, and the druidess sitting astride her warg storms in. With bow ready, she scans the room and is distracted by the empty cage, which allows Garret to land a flying tackle against the warg, knocking the druidess off. As Garret wrestles the warg, the druidess begins an incantation, but is forced to dart out of the way as the Champion attempts to strike her.

While Garret deals with the warg, the Champion will fight the druidess (see Confrontation section for details).

If none of the success conditions are met, the Champion has no idea on how to coax open the lock. While there a no signs of anything outside, Garret makes a growling noise as being in the cage is starting to wear on his nerves. The Champion may attempt to pick the lock again.

The Champion contemplates on the available options, with a Strength of 60%+, they feel that they have a fair chance in success; else, while they could try, but they don't think they're the person for job. If Brint is present, he will unsubtly draw attention to himself as he states he can make short work of the cage. After assessing their options, a final confirmation is required if they wish to proceed with the brute force option.

The Champion turns to Brint, who has a big smile on his face as it seems he won't take no for an answer. With a Cunning of 50%+, the Champion can sense a flash of rivalry between the two; else, the Champion doesn't know why Brint's being so insistent. Regardless, the cage stands absolutely no chance against Brint's strength. With the job completed, Brint dusts the flecks of rust off his hands, and gives a small clumsy bow. Garret for his part states that Brint's a show-off, but a good one at that, and hoists himself out.

The Champion steels themselves as they begin prying the bars apart. Although their joints strain and shoulders burn, they are successful in creating a hole for Garret to slip through. Something approaching a smile forms across his muzzle as he is free. He looks the Champion up and down, then touches his forehead in respect as he gives his thanks.

Any celebrations are cut off as Garret points towards the doorway, which reveals a flicker of movement through one of the shuttered windows. They silently take position on either side of the doorway when it bursts open, and the druidess sitting astride her warg storms in. With bow ready, she scans the room and is distracted by the empty cage, which allows Garret to land a flying tackle against the warg, knocking the druidess off. As Garret wrestles the warg, the druidess begins an incantation, but is forced to dart out of the way as the Champion attempts to strike her.

While Garret deals with the warg, the Champion will fight the druidess (see Confrontation section for details). Additionally, if the Champion had successfully freed Garret without Brint, they will receive the Fatigued status effect.

If none of the success conditions are met, the Champion's strength cannot fully free Garret from the cage. Unfortunately, the hall's doors burst open as the druidess' enters. As her gaze fixes on the Champion, she states that she'll even thank them for taking the annoying loggers off her hands, the doggy in the cage however is someone she'd like to keep for a little while longer. When the Champion states that they are taking Garret too, she replies that she hoped that it wouldn't come to this, and her warg bounds towards the Champion.

Having failed to free Garret, the Champion will fight both the druidess and her warg (see Confrontation section for details).

Riverside


If the Champion has learned about the druidess' communion at the river from Garret, checking the riverside (between 1600 to 2000) will have them use the undergrowth to sneak up upon the water's edge and spot the druidess and her warg; else, they will find nothing of significant interest. Having seen the two figures, the following options will become available:

Option Tooltip
Watch Watch the druidess for a moment and assess the situation.
Attack Go in and put an end to this!
Parley This doesn't have to get violent. Try and talk her down.
Key See whether you can slip past the warg and get the key to Garret's cage.
Leave You're not ready to face this obstacle yet. Retreat and reconsider your options.

Creeping a little closer allows the Champion a better view of the druidess and what her communing entails. The Champion first watches the druidess, then turns their attention to the warg, and they wonder how she manages to feed it adequately. Their eyes then move to the druidess' laid-out possessions; an intricately carved bow, armored robes, the warg's leather saddle, and a metal keyring containing a single key. Having seen the key that can unlock Garret's cage, the Champion formulates that they might be able to sneak across and filch it.

As their observation wraps up, they may decide to watch the druidess a little longer;

Given the present situation, they simply have no time to stand around and ogle eye candy.

Any companions present are told to scout around while they continue to monitor the druidess. What they are treated to is the sight of a communing ritual, and while not meant to be, ends up being an erotic and alluring display. After some time, the ritual ends and the druidess returns to the riverbank with renewed energy and vigor, a Black Mage or White Mage Champion can sense fresh magical power pouring off her. Having spent the entire time watching her, nothing more can be done for the night, and they'll have to wait for tomorrow if they wish to make a move on her at the river.

Attacking the druidess will not prompt any advantage, and they will have to fight both her and her warg (see Confrontation section for details).

Recalling what Garret said on the possibility of talking things out, the Champion considers their options:

Option Tooltip
Yes Try and talk down the druidess.
No Not now, at least.
(see Confrontation section for details).

With the key in sight, the Champion considers that if they are caught, the druidess will attack them immediately. Their observation shows that the warg has grown bored to the point of dozing off, and with the druidess occupied at the river, there is a chance they can nick the key and free Garret before she notices it's gone. With that, the Champion can decide if it is worth the risk or not;

The Champion steps out from the undergrowth and begins making their way to the druidess' possessions. Given their training and experience, they are able to take the iron keyring without alerting the warg, and once in the safety of the undergrowth, they take off to free Garret.

The Champion steps out from the undergrowth and begins making their way to the druidess' possessions. While untrained in the ways of thievery, they are comfortable in their natural agility and cunning to be able to pull it off. Stealthily, they are able to obtain the iron keyring and slowly crawl away. Upon reaching the safety of the undergrowth, they take off to free Garret.

Travelling back to the hall and freeing Garret has him smash a fist against a palm and crack his knuckles, stating that he's been waiting for a little payback. Despite Garret's nudity, he is able to lope through the trees and over muddy paths with incredible ease. Returning to the riverside, they see the druidess had just emerged from the river and while she's noticed the keyring is missing, she's not yet aware that it's been stolen. Garret states that he'll get her attention by charging her warg, while the Champion takes her from behind to spoil any of her spells. Garret proceeds to charge the warg, and the sheer brutality of his blows has the warg recoil. As the druidess begins an incantation, she is forced to evade the Champion's attack.

While Garret deals with the warg, the Champion will fight the druidess (see Confrontation section for details).

The Champion steps out from the undergrowth and begins making their way to the druidess' possessions. Unfortunately, when they are just within reach, the warg snarls and lunges at their throat. They are able defend the attack, but having been caught, they are now forced to fight both the druidess and her warg (see Confrontation section for details).

Confrontation


Combat Route


If the Champion was successful in freeing Garret, he will deal with the warg while the Champion fights the druidess.

With the druidess knocked down, Garret also succeeds in defeating the warg. Despite the new scars he's gained, he still stands. With danger out of the way, Garret moves to loot the druidess, quoting his old man on seeing to looting this body. The Champion interjects that she's not dead, to which he answers that her actions haven't warranted her death. If present, Arona baits Garret by stating that he liked the druidess' pussy so much that he isn't willing to off her for good, to which Garret almost falls for it and replies that if Arona wants sloppy seconds, she's free to have her fill once he's done; else, the Champion finds his response odd, to which he replies that he did kinda volunteered for it. Regardless, while the Champion can't make use of the armored robes, they will take her bow. With that, Garret begins to depart for the longhouses and to find some clothes.

An idea enters their mind as they look between him and the druidess; maybe it'd be worth it to give her a taste of her own medicine. The Champion notes that they don't need to feel bad about it considering she forced herself upon Garret.

An idea enters their mind as they look between him and the druidess; maybe it'd be worth it to give her a taste of her own medicine. The Champion notes that such a thing might make them squeamish about forcing themselves on her, but justifies that these are extenuating circumstances and that she did force herself upon Garret.

Regardless, the Champion is left with the option to sex the downed druidess or not (see sex options for details). Regardless, the Champion heads towards Garret and the loggers (see The Return Trip for details).

Through the druidess' continuous volley, the Champion is defeated and becomes encased in ice. She then quickly brings down Garret, but is spared from the warg as she calls it back. Satisfied with her victory, she states that she doesn't blame the Champion for being an ignorant savage, however, they've caused her no end of trouble on top of an already bad situation. While she applauds their bravado, they should have learned to stop temping the Old Wyld's fury, and while she's not an overly vengeful woman, she must punish them. She then plants a foot on the Champion's chest and lifts her armored robes, commanding them to lick her cunt. As the creeping cold eventually prevents them from moving, she settles on grinding against their face; the whole act as a matter of dominance and the Champion's humiliation rather than pleasure. Time passes and the druidess' attention is turned towards the camp's gates. Alerted to the new arrivals, the druidess takes something from the Champion, and escapes with her warg towards the river.

Brother Sanders, together with Garth and Hawkethorne's militia, arrive at the camp and begin calling out for the Champion. Once spotted, Brother Sanders assists the Champion, while Garth shakes his head at his son's comatose form, and proceeds to carry him over his shoulder like a sack of potatoes. When asked if they are alright, they answer that they'll live, and asks about the others. The rest of the militia proceed to release the trapped loggers, and by the state of things, Westbank is done for - that while the druidess is no longer a problem, they aren't going to risk putting people so deep in the wood with how dangerous the Old Forest has become.

With everyone accounted for, the entire group begins their trek back home, Brother Sanders's power guiding them safely through. Having arrived safely back at Hawkethorne, the militia disperses, leaving only the Champion, Brother Sanders, Garth and Garret. The two old men begin to argue in regards to Garret's treatment; Garth wanting to let Garret heal on his own, while Brother Sanders insists on working on him. Garth eventually relents and shrugs off a still comatose Garret into Brother Sander's embrace, who catches him without so much as flinching. Brother Sanders calls for one of the northern gate guards to assist him, and together they hoist Garret to the chapel. Garth apologizes to the Champion and asks if they're okay. They admit that they've felt better, but they're not in danger at the moment. He tells them to get a good rest and that he'll see them in the morning. If present, Garth will call for Brint to assist him, and he'll get him sorted once he's done with the Champion. The Champion is helped back into their room in the inn, and they quickly fall asleep before their head hits the pillow.

It should be noted that Hethia will take up to 5,000 EC.

If the Champion decided to fight the druidess at the riverside, was caught attempting to steal the key, or failed in the brute force method in freeing Garret; they will have to fight both the druidess and her warg.

If the warg is the last one standing, and if Arona is present, she will deliver the final blow to knock the warg down; else, the Champion is the one to deliver the blow. Going onto the spoils of combat, they take the druidess' bow and the iron keyring, to which they waste no time returning to Garret. Finally freed from the cage, Garret flexes his limbs, thanks the Champion, and hopes they gave the elf witch a good beating in his stead. While they're not sure if it was a good beating, it certainly was a beating, to which he states that'll have to do. As Garret departs to the longhouses to find clothes, the Champion spots the still fallen druidess.

An idea enters their mind as they look between him and the druidess; maybe it'd be worth it to give her a taste of her own medicine. The Champion notes that they don't need to feel bad about it considering she forced herself upon Garret.

An idea enters their mind as they look between him and the druidess; maybe it'd be worth it to give her a taste of her own medicine. The Champion notes that such a thing might make them squeamish about forcing themselves on her, but justifies that these are extenuating circumstances and that she did force herself upon Garret.

Regardless, the Champion is left with the option to sex the downed druidess or not (see sex options for details). Regardless, the Champion heads towards Garret and the loggers (see The Return Trip for details).

Through the druidess' continuous volley, the Champion is defeated and becomes encased in ice. Satisfied with her victory, she states that she doesn't blame the Champion for being an ignorant savage, however, they've caused her no end of trouble on top of an already bad situation. While she applauds their bravado, they should have learned to stop temping the Old Wyld's fury, and while she's not an overly vengeful woman, she must punish them. She then plants a foot on the Champion's chest and lifts her armored robes, commanding them to lick her cunt. As the creeping cold eventually prevents them from moving, she settles on grinding against their face; the whole act as a matter of dominance and the Champion's humiliation rather than pleasure. Time passes and the druidess' attention is turned towards the camp's gates. Alerted to the new arrivals, the druidess takes something from the Champion, and escapes with her warg towards the river.

Brother Sanders, together with Garth and Hawkethorne's militia, arrive at the camp and begin calling out for the Champion. Once spotted, Brother Sanders assists the Champion. When asked if they are alright, they answer that they'll live, and asks about the others. The rest of the militia proceed to release the trapped loggers and Garret, and by the state of things, Westbank is done for - that while the druidess is no longer a problem, they aren't going to risk putting people so deep in the wood with how dangerous the Old Forest has become.

With everyone accounted for, the entire group begins their trek back home, Brother Sanders's power guiding them safely through. Having arrived safely back at Hawkethorne, the militia disperses, leaving only the Champion, Brother Sanders, Garth and Garret. Father and son begin to bicker about Garret needing rescue, but Garret temporarily defuses the argument by stating that if Garth wants to kick up dirt, then he should at least wait until they're indoors. Brother Sander shakes his head and assists the Champion back into the inn. If present, he will ask for Brint's help in moving the Champion. The Champion is helped back into their room in the inn, and they quickly fall asleep before their head hits the pillow.

It should be noted that Hethia will take up to 5,000 EC.

Without its mistress to control it, the warg devolves into a frenetic rage. This results in the Frenetic Rage bad end

Parley Route


Seeing that a peaceful solution is possible, the Champion steps out from the undergrowth with their empty hands out. The warg immediately charges for them but is called off by a sharp whistle from the druidess. The Champion explains that unlike Garret, they have come to talk and they introduce themselves. Having dried herself with a towel, the druidess dons her robes and introduces herself as Hethia, asks what they wanted to talk about.

(With the removal of resolve, each incorrect question/answer the Champion states will deduct 10% of their HP instead).

Through observation, they note that Hethia is rather on edge and looks a little ragged. With a Cunning of 60%+, their intuition tells them that she isn't really a bad person, but they'll need to wrangle the exact reason behind her actions and get her to admit it. With that, they Inquire about who Hethia is, and while defensive on the question, she states her full name as; Hethia Runasdottir, servant of the Old Wyld, grower of the first circle. Stating that position once held importance to the pale elves of the Winter City. Keeping Silent, allows her to explain that worship of the Old Wyld fell out of favor in the Winter City. This was due to the fact that during the Godswar, the Living Gods had descended in the flesh to help combat the scourge across the lands, and since the pale elves demanded immediate action; the royal line had decided to abandon the guiding force of the Old Wyld in favor of those new, visible gods. Rather than waiting for opinion to be publicly stirred up against them, the druids who still worshipped the Old Wyld left and retreated into the forest. Hethia asks the Champion if they think it's a sad story, to which they Agree, causing Hethia to reply that the hard life of the forests molds hard people, and she is glad to be hard, especially with the days to come. When asked about the druids' expulsion to understand where she's coming from, she asks the Champion to explain theirs first. They explain that they have a very kind friend whose son is amongst the trapped in Westbank, and so they are here to bring him and everyone back. They're sure that she also has people she cares about, to which she agrees, and while they've caught her interest, she states that she'll explain about the druids if she's in a good mood once this parley is over.

With some questions answered, the Champion Interrogates her on what she's doing at the camp. Hethia immediately takes on a hostile attitude as she answers that she doesn't feel like explaining herself, that she knows her words will be deliberately misconstrued as it's the only thing she's ever experienced from the short-lived lot; the last would-be hero immediately attacked, and she asks how will she know that they actually care. They remind her of what they previously discussed; their effort into trying to understand her point of view has them interject that she is the only that's being blatantly hostile. She settles down, explaining that she's been on guard since the night of the blizzard, that she initially took it as a portent from the Old Wyld to teach the loggers a lesson for disrespecting its needs and powers, however, she couldn't not let the things that sprung up from the forest to get at them. Once again the Champion Keeps Silent, which has Hethia continue explaining that she had to commune every evening due to the difficulty for a single druid to maintain such a spell of misdirection. It was then that the would-be hero almost ruined everything by wrestling Norathar, so she locked him up and has no regrets about using him. With the truth revealed, they Sympathize that she isn't actually a bad person, that she never really meant to hurt anyone and that a lesser person would have abandoned the loggers, that she didn't have to stay and protect them until help came, but she did. Finally convinced, Hethia smiles just a little and asks for the Champion's name again and states that she thinks they can talk.

Hethia asks if she's correct in the Champion wanting the loggers, to which they affirm but state they'd like Hethia to explain about the druids leaving the Winter City. She settles down and explains that for a millennia, the teachings of the Old Wyld had guided the growth of the Winter City and its lands. During the rule of a couple of substandard queens, a military setback and the start of the Godswar; it had taken fifty years for a new queen to rebuild the army, fight back the wraiths, and reunite the realm. Unfortunately, too many of them had died, trade routes had been destroyed, and the entire administration had to be rebuilt. Through that reformation, the virtue of the pale elves, the real power of the Winter City, was over as they had tasted the rotten fruit of the wraith's temptations. The druids had desperately wanted to restore the pale elves to their previous virtuous, strong, just, and hard-working nature, however, those born of the Godswar were fickle, only interested in sex and entertainment. Barely any literary works were created, nor were there efforts in forming families to replace the dead from the war. It was then that the teachings of the seven deities began to seize the minds of the Winter City. When the druids confronted the queen about this madness, the truth for their power to drive back the wraiths was revealed; that in exchange for said power, she had sworn an oath with Lumia to turn the pale elves as a people to her worship. Hethia does not blame the pragmatic queen for what she did, and as soon as the druids left, the queen declared worship of the Living Gods as the official religion of the pale elves. She further explains that unlike the Seven, the Old Wyld is a force rather than an entity; that it does not live or die depending on how many people believe in it, however at least for now, its time of influencing any kind of civilization has passed.

With that, Hethia states that they are the first outsider in so long to hear the tale, however, she interrupts herself in though. She changes the topic by clarifying that she'll leave the loggers in their hands and warns them that her spell will quickly fade once she leaves. When asked about Garret, she tosses an iron keyring at them; stating that he was a fine doggy dick, and that they should remember to feed him twice and change the water in his bowl thrice. With that, Hethia bids the Champion safe travels and perhaps they will meet again. With key in hand, the Champion wastes no time in returning to Garret.

Should the Champion fail to talk Hethia down by running out of HP after taking the wrong action; she will stop herself from lunging at the Champion and instead takes a deep breath to steady herself. She proclaims that she doesn't want to waste any more time and exasperates that while the short-lived don't usually have the experience to mind their words, she didn't expect this much obtuseness from someone trying to parley. She throws the iron keyring to their feet and shouts for them to take the loggers they so desperately want, that she'll be glad to be away from this place. With that, the druidess leaves with her warg, and the Champion ponders that while things could have gone worse, the next time they get their foot stuck in their mouth repeatedly could have more dire consequences. With that, they waste no time in returning to Garret.

At the sight of the keyring, Garret's eyes widen slightly as he asks if they got her. They explain that they convinced her to leave peacefully, that she wasn't a bad person, just under a lot of pressure. He raises an eyebrow, asking if they're defending the witch that put him in a cage and used him as a dog, to which they answer that they recall him volunteering for that task and that he did get some pussy out of it. With his cage unlocked, Garret stretches and flexes, thankful to be finally freed. Unlikely that Hethia kept aside his clothes, Garret departs towards the longhouses to find clothes and the loggers.

They state that they don't see a problem in people walking around nude, especially if they're sexy people. Garret shakes his head and mumbles something under his breath.

They ask Garret where they should meet later as they'll be needing his help to shepherd everyone home safely (see The Return Trip for details).

Returning to Hawkethorne, the Champion tells Brother Sanders at the Chapel of Velun about the current situation at Westbank. He is thankful that Garret and the loggers are unharmed, but is concerned about the druidess. They explain that according to Garret, the druidess is someone who can be reasoned with, and since they both serve the natural world in some way, the Champion feels that he has a better chance in trying to talk her down.

Thankful that they came to him for help, he states that they can avoid wasting everyone's time and prevent any unnecessary confrontation, additionally, he has a personal stake in the outcome. When asked about it, he explains that he bears a big responsibility in what happened at Westbank because during its founding, the loggers had asked him for advice about it. He had investigated the camp site, but after a week of nothing and the pressure from the villagers for his blessing, he chalked it up to his aging senses, claustrophobia from the forest, and the urgency of Hawkethorne needing timber. While he knows that he is not directly responsible, he should have erred on the side of caution and have at least suggested a safer site for the camp. He will not evade from his responsibilities this time, and he will speak to the druidess. He tells the Champion that he'll meet them at the camp as he needs to make preparations.

At the camp's gates, Brother Sanders states that while he's met a number of different people in his day, he's never met a pale elf, so he had to consult Ivris on what she knew. With a Cunning of 70%+, despite the brave face he puts on, the Champion can tell that he's unsure about this.

While the time is not right to find the druidess at the riverbank, Brother Sanders would like to see Garret and the loggers. Starting with Garret, they find him naked and collared as he's being grinded on by the druidess. His ears flatten when he sees the Champion, and cringes when he sees Brother Sanders. Brother Sanders has the Champion hold his staff and shoots a look at Garret to not try anything. The druidess for her part pushes off Garret, faces Brother Sanders, and asks what his intentions are.

Brother Sanders introduces himself, and that he serves Velun. She comments on him being a servant of the Living Gods, but states that it's not his fault, explaining that the pale elves that still worship the old faith left the Winter City in protest and in fear of reprisal, as such they hold animosity to those that worship the Living Gods. Regardless, she introduces herself as Hethia Runasdottir and presumes that Brother Sanders intends to plead for the loggers. He states that he is and that he knows that she clearly does not want to harm the loggers any further. Hethia attempts to counter by stating that she might have just been satisfied with a certain would-be hero, but he is aware of the warding spell; that she didn't need to set it up as well remaining in Westbank to protect the loggers until help arrived. He offers to take the burden off her hands, and that she won as Westbank is done for and he will make sure that if the camp does come back, he will make sure they will not encroach upon what she holds dear. She concedes, stating that she never meant to hurt them, that she just wanted to teach them a lesson. Brother Sanders reasons that since the night of the blizzard, dire things have set afoot into the world, and while they serve different forces, neither of them would want Savarra to fall to this corruption; as such, he proposes that they should unite and overcome this common threat. Hethia states that if it were anyone else, she'd accuse them of mouthing empty platitudes, and while convinced of the teachings of the Old Wyld that all things will eventually pass, it is still her duty to prevent it from passing due to their inaction. She requests to speak with him further, to which he nods and asks the Champion to guide everyone else back to Hawkethorne safely.

Garret, still on the floor, continues to cringe that Sanders had seen him being used like that, and that he'll never live it down. The Champion hauls Garret to his feet and states that he should get some clothes before they round up the loggers. Glancing towards the priest, the two are already in deep conversation as they slowly pace towards the treeline, the warg covering their egress. Before departing towards the loggers, Garret sheepishly asks if they would not tell anyone about him being collared and used by the elf witch.

They answer that they won't, to which Garret is immensely relived and thanks them. They mentally note that they're not going to waste such a gem of information on simple embarrassment.

They joke that they wouldn't want everyone to know how he managed to bone an elf of unearthly beauty and strength, to which he states that he's trying to be serious. They relent and state that if it means so much to him, they won't go blabbering around; he thanks them for that.

They question why, that he's got a great doggy dick and that they'd practically kill to be able to get a dick like that on a regular basis. When he states that it's about how its used and by whom, the Champion doesn't understand and begins mouthing off about Hethia being a cock connoisseur. Garret looks distinctinctly uncomfortable and asks if they're coming onto him; they answer maybe, they don't know. Garret's immediate response will depend on if the Champion is a lupine or not, and what sexual equipment they posses; regardless he either states that they can maybe speak of cooling them off a little later or he'll grumble about being tossed from one hopelessly horny bitch to the next.

Based on what Garret had said, the groups travels to the riverbank where they see the druidess half-submerged in the icy water. Brother Sanders hands the Champion his staff and proceeds towards the riverbank at a slow, even pace. The warg begins to bound towards him, but is called off by a sharp whistle as the druidess asks who he is, and judging that he approached her openly, she asks what his intentions are.

Brother Sanders introduces himself, and that he serves Velun. She comments on him being a servant of the Living Gods, but states that it's not his fault, explaining that the pale elves that still worship the old faith left the Winter City in protest and in fear of reprisal, as such they hold animosity to those that worship the Living Gods. Regardless, she introduces herself as Hethia Runasdottir and presumes that Brother Sanders intends to plead for the loggers. He states that he is and that he knows that she clearly does not want to harm the loggers any further. Hethia attempts to counter by stating that she might have just been satisfied with a certain would-be hero, but he is aware of the warding spell; that she didn't need to set it up as well remaining in Westbank to protect the loggers until help arrived. He offers to take the burden off her hands, and that she won as Westbank is done for and he will make sure that if the camp does come back, he will make sure they will not encroach upon what she holds dear. She concedes, stating that she never meant to hurt them, that she just wanted to teach them a lesson. Brother Sanders reasons that since the night of the blizzard, dire things have set afoot into the world, and while they serve different forces, neither of them would want Savarra to fall to this corruption; as such, he proposes that they should unite and overcome this common threat. Hethia states that if it were anyone else, she'd accuse them of mouthing empty platitudes, and while convinced of the teachings of the Old Wyld that all things will eventually pass, it is still her duty to prevent it from passing due to their inaction. She requests to speak with him further, to which he nods and asks the Champion to guide everyone else back to Hawkethorne safely.

With an awkward cough, the Champion gets Hethia's attention to obtain the keyring from her, and with it in tow, they return back to Garret. Alerted by his upcoming freedom, Garret asks how hard they beat her down. They reply, to his slight disappointment, that they didn't and that Brother Sanders had talked her down. If present, Brint will comment on Garret's elation at being freed, to which he answers that Brint would be feeling the same if he was given the same treatment. Before leaving, Garret gives the cage a savage kick, causing it to bend out of shape. He scowls deeply, that he could have kicked his way out of the cage all this time, to which the Champion jokes that maybe he did like being treated like a pet; Garret reddens and mutters that they should find some clothes. A Bimbo Champion will ask if he really has to and asks if they use him later, he replies maybe, after he's gotten home and rested; else, the Champion comments that its a pity that he has to cover up his awesome body, causing him to pause as he's completely unsure if they are being genuine or just bullshitting him, however, he simply shrugs and states that he knows he's pretty awesome.

With Garret and the loggers in tow, the party begin their return trip back to Hawkethorne (see The Return Trip for details).

Aftermath


The Return Trip


With the loggers in tow, Garret and the Champion guide them through the forest. While there are occasions of rustling in the bushes and branches, the trip back is peaceful. Sometime after midnight, the group safely reaches Hawkethorne's gates, much to the surprise of the guards. As the group dissipates, Garret is restless of having to return to his dad in his current state, so he decides to wait a few hours to compose himself. The Champion wishes time luck as he tromps off into town.

As Garret disappears under the town's gates, an unnatural rustling from a bush has then tense and ready their weapon. What emerges is Hethia, with a hand out suggesting peaceful intent, and her warg. She states that there's no need to be so tense as she could have seized the opportunity long before they reach the forest's edge. She attempts to be subtle by stating she plans to make it up to the Champion in some measure, however, when they doesn't understand her intentions, she bluntly asks if they want to have sex. She reasons that they showed her more courtesy than she expected, that she has to give them credit for trying to work things out peacefully with her instead of resorting to simple violence. When asked why sex, Hethia spreads her empty palms, rhetorically asking if she has anything else to give them.

She tells them to take it or leave it; she had thought the willingness to get naked and put herself in a vulnerable position would have proven her intentions well enough, but it's certainly no skin off her nose if they refuse her offer. The Champion ponders on her offer:

Sure, why not. You'll get to pick exactly what you want to do with the druidess after you've agreed.


(See sex options for details and options).

You don't have the time or inclination for this right now.


At the Champion's reply, Hethia answers with a derisive sniff that they don't know what they're missing out on. The Champion reasons out that it's not like they have any lingering resentments; simply that it's been a long day and they're in no mood to get up to any funny business, that sex right now wouldn't do her justice in the least. Without another word, she leaves and the Champion realizes that they should have asked her what her plans are to return to the deeper parts of the forest considering the barrier at the bridge. If present, a companion sarcastically comments on her nice character and states the Champion was far more patient with someone as stuck-up as that. With that, the Champion can finally head back to town and maybe catch a good night's rest.

Brother Sanders & Hethia


If Brother Sanders had talked Hethia down, returning to visit him at the Chapel of Velun will have them inquire on what happened to him.

Brother Sanders comments that he has been wrong about people before, but he wasn't wrong about her. A Dark Knight Champion will mentally note that while his outlook on life is more than a bit naive, he does clearly posses enough skill and power to have lived through those bad decisions. Regardless, he explains that they discussed of joining forces to combat the corruption, and while receptive to the idea, she can't speak for the other druids of her circle. She had departed to return to them, and that it's unlikely they've been untouched by the spreading corruption. As for Westbank, she has allowed him to determine where the sacred site is to keep away from it in the future; that she has no problem with proper forestry. He plans to get a new logging camp up and running, but this time at the edge of the forest. On a final note they ask if he had a hand in the return trip being uneventful despite the things in the forest, to which he affirms that he and Hethia helped and that he's simply glad that everyone made it home safe. While it will take some times for things to get up and running again, Garth has formed a collection going to tide things out for the loggers and their families until they can get back to work.

Garret & Garth


Once the events of Westbank are over, regardless of how things played out, the Champion may eavesdrop or stumble upon Garret and Garth arguing over what happened at Westbank, at the Frost Hound.

This scene occurs the next day, after the events at Westbank are resolved.

Back at the Frost Hound, the Champion takes a seat at an empty table, when the door bursts open and Garret, wearing the same clothes he found in Westbank, trudges in. As he passes by the bar, Garth calls him, and the two begin a spat about the things he should learn from Westbank. Garret answers that they shouldn't do this in front of the guests, to which he calls for Gwyn to mind the bar while they have a talk. With that, the two head upstairs, and the Champion is given the choice to eavesdrop on the two or not;

The Champion finds a nice hidden spot on the second floor to listen in on the two. Garth complains about the trouble Garret caused, to which he replies that he'll be sure to apologize to Sanders tomorrow, and despite his father always finding fault in everything he does, Garret went to Westbank to prove himself. Answering if he's supposed to be honored by it considering Garret failed, Garth then states that he made Gywn worried sick. Garret snaps back, to not use Gwyn against him. After some pondering, Garth admits that he may have crossed a line, and tells Garret to meet him in the yard as they'll need to work off his son's aggression. Much to Garret's skepticism as his father praises his actions against the warg, Garth states that experience trumps youth any day. With that, the Champion returns back to their table just in time for the two to return and pass through the kitchen, to exit out to the yard. Gwyn for her part is completely unperturbed by their commotion, calmly polishing a mug like her father would.

This is none of your business.


Deciding not to eavesdrop, the bar eventually continues on as normal with Gwyn running it, and it's evident she's had a lot of practice at it. After an hour or two later, Garret returns but from the backdoor, and with at least two dark bruises on his face. He takes a seat by the bar and orders a tankard of mead for himself. Gwyn asks if daddy beat him up again, to which Garret answers for her not to say it like that, but he thinks he did as good as he got. She states that daddy is right though, that Garret does look a lot less angry now, and states that she's just glad that he's home and that a few people from Westbank dropped by to give their gratitude to Garret for saving them from the witch. He says nothing and simply orders another round of mead.

This scene occurs at least three days after the events at Westbank are resolved.

As the Champion heads up to their room, they hear the familiar voices of Garth and Garret from one of the empty guest rooms. Listening in; Garth asks that come what may, Garret has to watch over his sister. Despite being older by only a few moments, he states that Garth will never need to remind him of that responsibility. When Garth asks that he promise to, he asks it Garth's starting to feel his age. Garth doesn't deny that, but his concern is about the spreading corruption; that failure is always a possibility. That when Savarra itself is at stake, losing a few coins for having the Champion, the best chance they have, stay for free means nothing. Garret points out that he doesn't see Ivris or Ogrish giving their stuff away for free and asks why does he, to which Garth asks if Garret would charge the Champion for their stay; he answers no, because he owes them one. Garret then mockingly states that it'll be terribly inconvenient if Garth died and left them all on their own from the way he's worried. Garth replies that he can't die until Garret becomes a proper adult, and with the headway Garret's making, it seems that he'll live forever. At the end of it, Garret reassures his old man that he'll die before Gwyn does.

This scene occurs at least six days after the events at Westbank are resolved.

Like before, the Champion hears a couple of voices as they head to their room. Listening in; Garth is genuinely curious as to why Garret fights with his fists. Garret explains that it's because it was something Garth couldn't do, but he can; that he refuses to live in his father's shadow, but also loves doing it. Garth comments that Garret is just like his mother, and the two of them have a back-and-forth about what that means. Garret then asks if Garth will ever tell Gwyn about what happened to their mother; he answers that he hopes that she will never know as it would break her, and that he only wants to best for her. Garret asks if that's because she accepts everything Garth says, and complains that the things Garth put him through makes him angry. Garth explains that Gwyn's spirit isn't suited for violence, and that it involved a lot of hard work to turn Garret into a first-rate fighter. By those words, Garret grins triumphantly as he states that Garth can't take those words back. Garth doesn't deny that, but states that he has a long way to go, judging by what happened at Westbank. Garret justifies that the witch cast a spell to hold him in place, to which Garret answers that that excuse means nothing, that Garret doesn't think he had to deal with any number of magicians back in his day, and he quotes a saying; 'no matter how powerful the wizard, a knife between the shoulder blades will seriously cramp his style'. Garret asks if Garth's ever going to give him any ground.

Result & Reward

With the loggers freed, they can assist in destroying the ever-growing vine wall that blocks the path to the Ruined Wayfort. Upon completing the quest, Garret can be regularly encountered at The Frost Hound.

If Hethia was defeated in combat, her Whitewood Bow is the Champion's for the taking. It should be noted that the bow can be returned to her later on.

Bad Ends

Frenetic Rage


How to encounter?
Losing when Hethia is defeated, but not her warg
Author The Observer
Version Added 0.2.8
Characters Involved
Warg-DCL-Headshot.png
Norathar

Without its mistress to contain the beast; the warg devolves into a bestial, frenetic rage. The last thing the Champion feels is a sharp pain as the warg rips through their throat.