Help Others

**Help Others** is a personal quest.

> I just want to help people. Make this region safer for the locals and the newcomers alike.
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## Tasks

To complete **Help Others** you need at least **15 points**, gained by completing the following tasks:

* (3 points) Cure the plague in Old Pagos.
* (2 points) Bring the forest speaker a (living) empress carp.
* (2 points) Attempt to sell a a Fresh Healing Potion or Potion from the Dolmen to Iason but do not follow through. Then give the potion to Akakios. Using the price information from Iason you can bargain with Akakios. Ask him to speak about you extra kindly.
* (2 points) Agree to read Valens' letter and do not lie to Valens that the letters are too distorted. Also, ask Iason about Valens and bring Iason's update back to Valens. (The order of these two actions does not matter.)
* (2 points) Complete Closed Tunnel.
* (2 points) Find at least two of the three missing hunters, then take part in the feast in Creeks.
* (2 points) Complete the Eastern Path quest.
* (2 points) Refuse to enable Eudocia's Snake Bait addiction.
* (2 points) Place all 8 bronze rods for Eudocia, including one in White Marshes.
* (1 point) Dalit has gotten rid of the goblins in the Ruined Village.
* (1 point) Pyrrhos has arrived safely at Pelt of the North.
* (1 point) While escorting Pyrrhos to Howler's Dell, give him a Fresh Healing Potion or the Potion from the Dolmen for his wounds.
* (1 point) Cover for Aegidia (permanently or only for a time).
* (1 point) Deliver the quills from Eudocia to Aeli.
* (1 point) Complete Fetching Food by giving Quintus food rations.
* (1 point) Encourage Quintus to leave the gate, either by giving him  or forming enough friendship with him.
* (1 point) For Hidden Pouch, give the woman from White Marshes 10 . Then speak to Helvius and contemplate telling Helvius about her, but choose to instead forget the whole thing.
* (1 point) Return the Iron Ingot to Severina.
* (1 point) Tell Navica that you have gotten rid of her cursed coins. (You still get the point if you lie to Navica.)
* (1 point) After starting Spirit Rock (quest), talk to Phoibe in Gale Rocks then tell Photios that his disappointment in Phoibe hurts her. After this, complete the quest by either convincing Photios to forget about the stone, or by calling off the deal. On a later day, ask Photios about Phoibe to get the point.
* (1 point) Bring Eudocia news about her parents from Old Pagos.
* (1 point) Agree to cover for the runaway bandit from Glaucia.
* (1 point) When you first visit the Bog Crossroads, follow the cry for help and complete the ensuing encounter.
* (1 point) Complete Matchmaking.
* (1 point) In Gale Rocks, show Rufina the ocean necklace which you found in the fishing hamlet. Talk to Glaucia's family in Gale Rocks to learn more about her. (You can learn of her family's whereabouts by asking the forest speaker or Petronius about bandits.) Ensure that Gale Rocks cuts ties with the bandits. Next, meet Glaucia and give her the necklace. Then tell her that Gale Rocks has decided to cut ties with her band. If you have sufficient friendship with Glaucia, you have the option to suggest she return to her parents in Gale Rocks. Do this to get the point.

## Choice during sleep

After accumulating enough points, there will be a special event during your next sleep. The following dialogue choice has a significant impact on your ending.

First we have what we will call the *evil choice*:

> I reject this thought. I need to be stronger. People need me, and I’m going to help them, no matter the cost.
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The second option is what we will call the *peaceful choice*:

> I may not be all-powerful, but I do as much as I can. I need to accept my limitations.
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Regardless of your choice, your character will immediately gain 1 vitality and henceforth have a maximum of 5 vitality.

## Endings

### Return to Hovlavan

If **Help Others** is not completed:

> [..] It didn’t take long before they met their end in the middle of nowhere, shot dead while intervening in a robbery.
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Otherwise, your ending depends on whether you made the evil choice and on your equipment.

Evil choice and impressive equipment:

> [..] The roadwarden aided many tribes, gathering friendships and help as the seasons went on. They stopped only after they had almost met their end in the middle of nowhere, shot in the back while intervening in a robbery. Thanks to their impressive equipment and combat experience, they managed to find shelter in a friendly village, where they stayed for the remaining decades.
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Evil choice and fine/lacking/poor equipment:

> [..] They met their end in the middle of nowhere, shot dead while intervening in a robbery.
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Peaceful choice and impressive/fine equipment:

> [..] The rider returned to Hag Hills, aiding the tribes both north and south from it, helping them while putting their own well-being and safety above their sacrifice. After a few years, with their palfrey too exhausted to continue their travels, they settled in one of the villages, spending the remaining lazy decades as a guard and a dear friend.
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Peaceful choice and lacking/poor equipment:

> [..] The rider aided many tribes while putting their own well-being and safety above their sacrifice. After a few years, with their palfrey too exhausted to continue their travels, they settled in one of the befriended villages, spending the remaining lazy decades as a guard.
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### Not return to Hovlavan

There are several triggers (relating to the state of the Nameless Peninsula) which guarantee your death. If any of those are triggered, part of your ending depends on how you completed **Help Others** (if at all).

If you did not complete **Help Others** or if you made the evil choice:

> [..] their ever-present desire to change The Dragonwoods for the better wouldn’t leave their soul. To accomplish this, they kept looking for ways to help others - another job here, a shared meal there, just one more kind word, just one sleepless night...
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If you completed **Help Others** and made the peaceful choice:

> [..] abandoned their dream of helping others at all costs, understanding that they couldn’t “save” The Dragonwoods on their own. Instead, they focused on the matters at hand - looking after their mount, patrolling the desolate paths, protecting their new neighbors. They did their best, putting their own well-being and safety above their sacrifice.
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Even if none of the aforementioned triggers occur, you can still die. Similar to the previous section, if you made the evil choice, then it is harder to survive.

If you completed **Help Others** and made the peaceful choice, survival is guaranteed:

> [..] abandoned their dream of becoming *the hero of the North*. Instead, they focused on the matters at hand - looking after their mount, patrolling the desolate paths, protecting their new neighbors. As the seasons passed by, the rider earned grateful tales and favors, putting their own well-being and safety before fame, at all times. It was a harsh life, and far from the one they were hoping for, but their eyes and thoughts were clear, as if they had stepped out of a poisonous cloud.
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On the other hand, if you made the evil choice and satisfy a combination of good equipment/wealth/peace:

> [..] their ever-present desire to change The Dragonwoods for the better wouldn’t leave their soul. To accomplish this, they kept looking for ways to help others, at all costs - another job here, a shared meal there, just one more kind word, just one sleepless night... They eagerly aided the tribes, gathering friendships and help as the seasons went on. They stopped only after they had almost met their end in the middle of nowhere, shot in the back while intervening in a robbery. Those saved by them took them back to shelter, but the rider’s shell was no longer capable of staying in the saddle. Their remaining decades were spent on a mixture of hard work and sending sullen looks toward the *slothful* youngsters.
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If you failed to complete **Help Others** and satisfy a (stricter) combination of good equipment/savings/peace:

> [..] their ever-present desire to change The Dragonwoods for the better wouldn’t leave their soul. To accomplish this, they kept looking for ways to help others - another job here, a shared meal there, just one more kind word, just one sleepless night... Their fate was predictable. After dashing forward in a bold attempt to stop a robbery, they were shot in the back from a crossbow. Those saved by them took them back to shelter, but the rider’s spine never recovered. They saw a fine age, but their heart grew bitter, filled with dreams and questions.
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Finally, if you do not satisfy the above, then you die:

> [..] their fate was predictable. After dashing forward in a bold attempt to stop a robbery, they were shot in the back from a crossbow.
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