Swamp Things

1.5 The Liar, the Witch and the War God.

There really isn’t a War God in this section, but the phrasing was too good not to write down. Perhaps I’ll use it for another story idea somewhere in the future.

There is however, a witch, and she lives in the swamp. Original, I know, but sometimes you just run with the RPG conventions you have and don’t strain you brain coming up with something fantastically new. Either way, since the point of the game is not to go on a magical adventure of wonder and beauty, a dirty, mucky swamp is called for. Especially a swamp crawling with barely literate lizard men, swamp creatures and other fairly low level enemies for you to hack through. Also, flowers and other sundries that might help in side quests from the village. The witch on the other hand, does have a point.

Zzeribah was the tribal’s wisdom chief prior to the arrival of Father Tully, and she held that esteemed position until a major kerfuffle with the wandering missionary. I’d write kerfuffle, but in truth, it was a brutal battle of magical might. She has since retired to the swamps and is suspected of abducting tribals for use in her strange necromantic shamanistic magic. Your task, should you choose to accept it, is to venture forth and kill her. And it is a choice, because you can actually not kill her, because when you do run into her in the middle of the swamp. She’ll invite in for tea.

Zzeribah, as it turns out, denies any responsibilities for the missing tribals. She’s a witch, so she must be lying right. So you have a choice; Kill her, or join her for tea. Killing her is simple, just select the “Your evil must be stopped” Option from the dialogue and proceed to wail on her with your limited abilities as a low level character. She’ll put up a fight but if you’re good enough, you’ll manage to stab her to the happiness of Chief Hariman and Father Tully. Shyean will have a conversation where you’ll discuss why you did what you did* and then you can head back to the village for the next part in the story.

Join her for tea instead and she will tell you a story.

The story includes an abandoned tomb nearby, the tomb of a dead god. He could be a war god, but more accurately, he’s a forgotten god. She tells you that he is an evil power and he is possibly responsible for the missing tribals. Personally, she has no truck with dead gods, because as she thinks, you can’t trust them. They dead for reason, if people stopped believing in a dead god, there must be a reason they had to do so. But he could be responsible, she had heard rumblings of his power for sometime now. She then tell you that Father Tully is not to be trusted and that he’s the titular liar. Either way, she offers you no harm and directs you to investigate the ruins of the dead god if you wish to find out more about the missing tribals. She would join you, but her old bones are not made for spelunking. She also asks how Hariman is, and displays a fondness for the chief, saying that she did not wish to abandon her tribe when they need her most, but fear her life is in danger from Father Tully and his influence.

So after all this talk. You can still kill her*, of you can head down to the ruins and check it out.

*The Shyaen conversation will have you attempt to justify why you felt the need to kill her. Usually, these conversation would pop up at major dramatic moments of the story. Killing a witch in cold blood on the say so of a bunch of strangers is one such example. Examining the missing tribals situation further will spark a short dialogue, but ideally, you will only discuss the “ethics” of your actions to Shyaen when a major chapter has been closed in terms of the story.

So if you kill Zzeribah before going to the ruins, Shyaen will ask whether it was necessary and that she did not seem harmful. The response would include:

1> “Evil Doers are always liars and you cannot trust them simply on appearance. Do let them talk, less their serpentine tongue sway your righteous path”  This of course leads adds to Shyaen invisible morality counter the need for righteous might and Deontological ethics.

2> “Father Tully and Chief Hariman gave us permission and we need to do this to move forward. No sense wasting time here in listening to the ramblings of a crazy old witch.” Which leads to chaos and Utilitarian principals.

Either way. Heading back to the village to report the deed to Chief Hariman and Father Tully will move you forward in the storyline.

Next Up: Something Dead this way comes.

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~ by valiumaddict on May 14, 2009.

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