Tutorial

From Corruption of Champions II
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The tutorial, or the "night of the blizzard" or "the weird blizzard", is the event in which the adventurer takes upon the task to pursue Kasyrra through the Frost Marches.

PAGE UNDER CONSTRUCTION --Spotty McBumble Fuck (talk) 13:51, 12 July 2023 (UTC)

Characters Involved

Garth Cait Master Tollus Kasyrra
Garth Cait Master Tollus Kasyrra

Preamble

There are many worlds and there are cracks in space between worlds, called portals. Many portals lead to Mareth, however, none seem to leave it. A group of human mages, trapped and desperate to return home, became demons and shed their humanity to serve their new queen, Lethice. Lethice began a war on Mareth, to conquer and corrupt the land to fuel their corrupted power. With the use of portals, demons would barter with the greedy and foolish into sacrificing innocent lives for power and dark magics. One such sacrifice, a Champion from Ingnam escaped her fate by defeating the demons waiting for her on the other side and set out on a one woman crusade to bring an end to the demons. This story was a year ago, and a world away.

This adventurer's tale begins with a brief look into their past. Nearly a year ago, they left their former life behind to seek fortunes on the wild frontier. A year's worth of travelling, exploring, and fighting has led them to book a passage to the furthest reaches of the known world; The Frost Marches. Having just made their way into the village of Hawkethorne, a heavy and unseasonable snowstorm in autumn has them take room in the town's tavern, the Frost Hound, which is run by Garth and assisted by his pregnant daughter Gwyneth. Garth and Gwynneth become the adventurer's only company most of the days as the storm remains furious, making even small ventures down the dirt-packed road a risky proposition.

The Third Day

On the evening of their third say in the village, the adventurer sits casually at the tavern's bar. Garth snaps the adventurer out of their long reverie as he asks if they're alright. What he says next is dependent on the adventurer's race:

Garth pours them a drink and comments that he doesn't see many of the packs out and about anymore, not with the damn orcs pouring out of the mountains. He's seen too many pups lose themselves to the north these days, so he asks if they have anything on their mind, they should talk about it, considering they've been a good guest.

Garth comments that he knowns no orc that can lose themselves in though, and while the orcs and lupines don't have the best of relationships, the adventurer has been a good guest. He pours them a drink, and adds that its been a lonely few days with the storm, so if they need someone to talk to, he's here.

Garth pours them a drink and comments that he knows that the storm's pretty much trapped them in the town, however, they've been a good guest, so if they've got something troubling them, they're free to share as that's what bartenders are there for, or so he's heard.

Regardless, they take Garth's offer, and begin to put into words their troubled thoughts. Suddenly, a crash and howling cold winds saves interrupt that thought, and a woman in a heavy coat stands at the tavern's door. She weakly calls for help, however, no one moves for long moment until Garth grabs his cane and hobbles towards her. The rest of the tavern patron their away, and the adventurer is left with the following options:

Option Tooltip
Investigate If nobody else is going to help, you sure will. Go with the bartender and see what's wrong.
Chastise

What the hell — all these people here, and the limping bartender's the only one to stand up? What kind of people are they!?

Very hero. Such Champion. Wow!

Do Nothing The townsfolk have the right idea: this isn't your problem. Mind your own business and enjoy your drink.
Skip Tutorial Skip the tutorial adventure, advancing time to the start of the main quest. Only recommended for experienced players.

TODO

TODO

Doing nothing has the adventurer follow the other patrons and ignore the girl, turning back to the bar and their drink. What happens to the girl is never known to them, as both Garth and her went missing after that night. At the morning, the storm had cleared up enough for them to continue their travels. A few townsfolk ask them if they've seen Garth, but they don't and wish them luck on their search. They think of where to go next, possibly a little further south if the weather's going to be this foul.

(This ends the game as the adventurer has refused the call for aid)

Skipping the tutorial has the Champion immediately skip to the event when they wake up after meeting Kasyrra. The following things are taken into effect/assumed:

  • The Champion refused Kasyrra's offer
  • 225 XP gained
  • 102 + (0 to 19) EC gained
  • Combat Basics codex is unlocked and read

What Happened


TODO