Difference between revisions of "Dog Days"

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(Correction that Etheryn can't be recruited before this quest)
(WIP save, almost done)
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{{#tag:tabber|
 
{{#tag:tabber|
 
Victory=
 
Victory=
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TODO
 
{{!}}-{{!}}
 
{{!}}-{{!}}
 
Defeat (Hethia undefeated)=
 
Defeat (Hethia undefeated)=
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====The Return Trip====
 
====The Return Trip====
 
----
 
----
TODO explain conditions and options for peaceful sex with Hethia
+
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 at 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.
 +
<tabber>
 +
If from parley=
 +
As Garret disappears under the town's gates, the 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 edge of the forest. She attempts to be subtle by stating she plans to make it up to the Champion in some measure, however, when the Champion 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.<br><br>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:
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{{#tag:tabber|
 +
Yes=
 +
''Sure, why not. You'll get to pick exactly what you want to do with the druidess after you've agreed.
 +
----
 +
(See [[Hethia#Sex|sex options]] for details and options).
 +
{{!}}-{{!}}
 +
No=
 +
''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 its 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 that they ever would have been. With that, the Champion can finally head back to town and maybe catch a good night's rest.
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}}
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</tabber>
  
 
====Brother Sanders & Hethia====
 
====Brother Sanders & Hethia====

Revision as of 17:32, 22 October 2023

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
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

Page reconstruction in progress--Spotty McBumble Fuck (talk) 15:56, 30 August 2023 (UTC)

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 several other additions - the unfortunate tradeoff being that Etheryn's interactions in this quest, as well as references to her, cannot 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)
  • TODO

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 Hethia Ivris
Brother Sanders
(conditional)
Garret Garth Hethia Ivris
(mention only)
Leorah Norathar
Leorah
(mention only)
Norathar

Companion Interactions


Companions
Agnimitra Arona Atugia Azyrran Brint/Brienne
Agni-AnonArts-WikiHeadshot.png Arona Moira WikiHeadshot.png Atugia-DCL-V2-WikiHeadshot.png Azyrran Moira WikiHeadshot.png DCLnMoira-BrintnBrienne-WikiHeadshot.png
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 DCL WikiHeadshot.png Etheryn DCL WikiHeadshot.png Kiyoko DCL WikiHeadshot.png Quintillus Moira WikiHeadshot.png Viviane-V2-Moira-WikiHeadshot.png
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 Parley followed by Yes/TalkYourself
TODO

  • 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

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

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 their attention. Once they take 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 accept and 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, a warg had been spotted prowling near the treeline. Garret caught wind of this and declared that he would take care of the problem himself. Before Garth 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 the Champion 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 as they keep to themselves, but regardless they're not to be taken lightly.

When asked what happened, 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 can't tell them where exactly it is. The problem was that the 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 are they going to send people one by one to check, which was the point of the militia they 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. 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 mug of mead 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 drain 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 for being saddled with an idiot son, he would not be sending them after him 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. They answer that the advice is well taken.

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 is to hop up and want to traipse off into the world, just like his mother did. The Champion begins to form the timeline of events, first the warg showing up, probably being the most exciting thing that has happened in Hawkethorne for years, then second would be 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, adding that Garret takes after his mother.

Garth apologizes for unloading the dirty laundry out in the open, to which the Champion accepts that they did ask for it but at least know they know why Garret went out alone and that it might make it easier finding him when they try get to the camp. He adds that Garret will probably be holed up somewhere or at the camp itself, that 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 won't be able to take it.

Will all their pertinent 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 Garret 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, their 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, and 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 crazy elf chick prevents them from escaping. Since Garret arrived, he'd been taking the brunt of her attentions, 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 chick 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. There seems to be someone sitting in it, but it is unclear given the dim light. Investigating the cage has the Champion cautiously approach and about halfway to it, 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 that awesome, then why is he 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, as they recognize 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 states that Garth isn't and asks if he's okay, to which he answers that the crazy elf bitch 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 proceeds to gather his thoughts. He 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 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 he thinks Garret is. When questioned on what made him think he could do what the trained-up 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, and 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 casting a spell on him. She gave him an earful about hurting her pet, stripped him of his stuff, and locked him in a cage because she wasn't sure of what to do with him.

They also state that they get the distinct impression that he's reluctant to share that information so soothe his wounded pride. Garret somewhat admits to that and proceeds to gather his thoughts. He 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 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 trained-up 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.

The Champion questions if Garret is just rationalizing his bad decision to prove himself to his father, to which he glares, answering 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 that cast a spell on him. She gave him an earful about hurting her pet, stripped him of his stuff, and locked him in a cage because she wasn't sure of what to do with him.

When asked what he can tell them about the elf witch, 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 cold; having seen her commune in the icy river every evening, 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 the shieldmaidens, 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 witch acts too haughty for her own good, as if not used to being denied. With that, the Champion might be able to goad her into doing something stupid.

One a final note, Garret 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 Garret 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 at once.

On the topic of his cage, Garret's first idea is that the lock on the cage isn't anything special, he suggests that a Thief Champion 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, as most ordinary people aren't of the mind to go about picking locks open. When asked on where the key might be, Garret explains that elf witch 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.

With Brint present, 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.

With the Champion's physique, 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 the Champion answers that they might give finishing the job a go, Garret states that, with no offense, they look a little too scrawny to be bending bars and lifting gates, although appearances can be deceiving, so he wouldn't mind being pleasantly surprised.

Regardless, this wraps up their options of getting Garret out, although the Champion is 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 in 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 witch, and the strange things going on in the forest. The fact that they can sense that the elf witch 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 gotten all relevant information from Garret, he asks if the Champion has seen the witch wandering around the camp yet, to which they answer no. He states that she left not too long ago to shore up whatever spell she has cast and 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 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 longbow ready, she scans the room and is distracted by the empty cage. Garret lands a flying tackle against the warg, knocking the druidess off, and while Garret is unaffected by the pain from the warg's claws, he lands a satisfying crack with his bare fist. The druidess scrambles to retrieve her bow, and as she begins an incantation, she 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, based on the amount of Strength the Champion has in relation to their level, they may feel that they have a fair chance in success; else, while they could try, they don't think they're the person for this kind of job. Additionally 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 of 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 Brint and Garret; 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 and takes a deep breath 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 hoists himself through the hole. 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 longbow ready, she scans the room and is distracted by the empty cage. Garret lands a flying tackle against the warg, knocking the druidess off, and while Garret is unaffected by the pain from the warg's claws, he lands a satisfying crack with his bare fist. The druidess scrambles to retrieve her bow, and as she begins an incantation, she 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 will put all their strength in prying apart the bars only to create a small hole for Garret to stick his arm through. 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 - he's got a nice big bone, and she'd still like to play with it. 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 elf druidess' communing at the river from Garret, checking the riverside (between 1600 to 2000) will have the Champion 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 see 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 to the water's edge while still remaining undetected 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, the Champion simply has 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, 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. It seems 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 the druidess 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, the Champion is 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, the Champion is 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 once more, 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, the druidess had just emerged from the river and while she's notice the keyring missing, she's not alarmed 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 while he ignores any pain from the warg's claws, the sheer brutality of his blows has the warg recoil. As the druidess is about to cast a spell, the Champion attempts to hit her, but she evades and changes her focus on her new foe.

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 Garret 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; else, the Champion finds Garret's response odd, to which he replies that he did kinda volunteer for it. Regardless, while the Champion can't make use of the armored robes, their sights settle on her bow and take it. With nothing else to take, 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. Without the Champion to hold off the druidess, Garret is quickly brought down, 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. After contemplation, she plants a foot on the Champion's chest and proceeds to lift 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, before escaping 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. While Brother Sanders assists the Champion, 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 got the druidess, they state she's got a big head start and that they came to rescue not pursue. According to Ivris, pale elves aren't very accommodating to defeated enemies, so who knows what the druidess would have done. When asked if they are alright, they answer that they'll live, and they ask 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, using the power of Brother Sanders to guide them safely through. Having arrived safely back, 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 proceeds to return to the inn, but stops and 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.

TODO

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. After contemplation, she plants a foot on the Champion's chest and proceeds to lift 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, before escaping 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 moves to assist the Champion. When asked if they got the druidess, they state she's got a big head start and that they came to rescue not pursue. According to Ivris, pale elves aren't very accommodating to defeated enemies, so who knows what the druidess would have done. When asked if they are alright, they answer that they'll live, and they ask 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, using the power of Brother Sanders to guide them safely through. Having arrived safely back, 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 devolved 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, and she asks what they wanted to talk about. TODO

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. 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.

He is thankful that the Champion had come to them for help, so they can avoid wasting everyone's time and prevent any unnecessary confrontation, additionally, he has a personal stake than most 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 at least have 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, and assures them that the forest and spell at the camp poses no obstacle to him.

At the camp's gates, Brother Sanders state 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 river, Brother Sanders would like to see Garret and the loggers. Starting with Garret first, they find him naked and collared as he's being grinded on by the druidess straddling him. 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 Brother Sanders states that 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 hold 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 corruptions; 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 Brother Sanders 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 Brother 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. The Champion mentally notes 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 Garret states that he's trying to be serious. The Champion relents and states 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 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. He hands the Champion his staff and proceeds towards the riverbank at a slow, even pace. The warg begins to bound towards Brother Sanders, 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 Brother Sanders states that 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 hold 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 corruptions; 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 by 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 Brother Sanders 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 the Champion 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 he'd 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 blushes deeply 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 Garret is completely unsure if they are being genuine or just bullshitting him, 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 at 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, the 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 edge of the forest. She attempts to be subtle by stating she plans to make it up to the Champion in some measure, however, when the Champion 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 its 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 that they ever would have been. 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 the Champion inquire on what happened to him.

Brother 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.

TODO

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

TODO

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

TODO

Progress

The information below is a holdover from before this page's current update and may be incorrect

Garret mentions that Brother Sanders can talk with her. The Westbank option will become available when talking to Brother Sanders at the Chapel of Velun. Upon asking the priest for help, he will be found at the logging camp in which he will be able to successfully negotiate peace and allow the loggers and the doggy dildo (Garret) to return home.


Garret mentions that Hethia can be found at the river between 16:00 to 20:00. The following options can be selected if the Champion goes to the river during said time range:

  • Watch - Watch the druidess for a moment and assess the situation.
    • After the party's initial observations and discussions, the Champion can continue to watch the druidesses
    • Yes - Clearly watching pale elf druidesses bathe in rivers is an important task.
    • No - You have better things to do than be a voyeur.
  • Attack - Go in and put an end to this!
  • Parley - This doesn't have to get violent. Try and talk her down.
    • The Champion can attempt to broker peace by themselves
    • TalkYourself/Yes - Try and talk down the druidess.
      • This will start a conversation battle, in which the wrong answer/question will result in a reset to the start of the dialogue and a deduction of 10 Resolve, if the Champion's resolve reaches 0, this will result in a "success" where she will be too annoyed to deal with the Champion that she just leaves (see Parley Spoiler below for correct path)
      • Inquire - Can Hethia tell you more about herself?
        • Question - What happened?
        • Keep Silent - Remain quiet and observe the situation.
          • Agree - It must have been hard on them.
          • Disagree - The old is eventually replaced by the new. Such is the way of things, is it not?
          • Keep Silent - Remain quiet and observe the situation.
      • Interrogate - Why's Hethia in the camp? What's going on here?
        • Disrespect - Sorry, but I'm underestimating you.
        • Keep Silent - Remain silent and observe the situation.
          • Criticize - It's still wrong to keep him locked up and use him as a dildo, though.
          • Sympathize - You don't think she's a bad person, really.
          • Keep Silent - Remain silent and observe the situation.
    • Don't Talk/No - Not now, at least.
  • Key - See whether you can slip past the warg and get the key to Garret's cage.
    • The key can be successful stolen without notice if any of the following conditions are met:
      • If the Champion's class is a Thief
      • If the Champion has a high Cunning and Agility range (both stats should at least be 60% of current level limit)
    • Successfully stealing the key will result into a combat encounter against Hethia while Garret fights the warg
    • Failing all these checks will result in a combat encounter against Hethia and her warg

If peace was successfully brokered by the Champion or through Etheryn, Hethia will leave peacefully

If the Champion were to be defeated by Hethia, they will wake to find Brother Sanders, Garth and a gathered militia at the logging camp. The group escort the prisoners and the Champion back to Hawkethorne, this will mark the quest as completed.

Upon completion of the quest, Garret will eventually return to The Frost Hound tavern and have a talk with his dad. The Champion can eavesdrop on said conversation.

  • Yes
  • No - This is none of your business.


Facing Hethia at the river will allow her warg Norathar to join and fight the Champion. However if the Champion was successful in bending the bars or picking the lock, Garret will face Norathar while the Champion deals with Hethia, otherwise the warg will also fight the Champion.

If Hethia has been defeated in combat but the Champion were to be beaten by her warg, it will result in a Bad End.

Result & Reward

With the loggers freed, they can assist in destroying the ever-growing vine wall that blocks the path to the Corrupted Garden. 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.

Parley Spoiler

Spoiler

For those unwilling to carefully choose through the Parley conversation battle, this diagram will show the correct path.

GarretQuest ParleyCheat.png

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.