The Necromancer
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From Atomech Dev Wiki
Audrey:
So, I had an idea for what we might do for a main conflict in the game. The idea is that while magic was in the world, there was one rich aristocrat that would use "evil" magic (say, necromancy for example). He wouldn't use necromancy to build armies of the dead or anything, but he would raise the dead to be servants in his manor. While there was magic, nobody in the village was powerful enough to oppose this practice, but now that magic is gone, everyone is clamoring for vigilante justice.
[19:45]
The people you help in the village have opinions on how to handle this guy. Basically the conflict is what kind of punishment is acceptable when there is _no possible way_ he can do anything like this again
[19:47]
The final outcomes I've thought of are:
- execute him
- exile him
- throw him in jail
- publicly denounce his actions (shame him)
- force him to repay a social debt to society
- forgive him entirely
[19:48]
Somewhere between total retribution and total forgiveness, essentially. Depending on the relationships you build during the game, people may listen to you and let you decide how to handle it
[19:49]
I'm thinking that the decisions you make throughout the game about who to help informs whether people will support your final decision
Skribbles:
Re: Necro leader, I do think it's cool to explore some macro problems for the world. Might look for things that imperil the village and don't have an immediate solution. Bad example, "A dragon has taken roost in the nearby mountain, and he's eating bros." Obviously, more unique would be better, and you might want to explore things that have some mystery to bait the viewer in. Bad examples, "Nearby villages are becoming overnight ghost towns, and nobody knows what happened to the people who live there." or "Animals are suddenly turning into stone, for no explicable reason, and it's happening closer and closer." I'm cheating a little because obviously we'd need to have an explanation for why either of the latter examples are happening, and knowing that explanation makes them less mysterious, but framing the initial question or problem in that context will help us figure out character journeys within it. For instance, in the disappearing village example, "The trader is becoming concerned, because he's going out to these places, but especially with trading partners disappearing, you need him going out and finding resources more and more." or "A mother whose children lived in a nearby village refuses to believe her children are gone, and is riling up people in your town to go on risky explorations to find them." You, as the leader, need to juggle their individual motivations/drives against the greater good of the village. The mystic wants to make a pilgrimage to the oracle, but that will mean you divide the village. The apothecary believes there is some miracle inoculation that requires gathering a bunch of rare herbs. The warrior thinks it's a rival village, but that village thinks it's you. You only have so much time and whatever choice you make means you're not making the other choices, etc etc.