There was one thing left to discover: what happened with Karva, priestess of Oome, devotee of Qar, and Jynathon, who is simultaneously the greatest threat to her power and its best immediate shot at restoring it – perhaps re-making it.
After all, the first few minutes of our game brought these two characters face to face. Now they get a chance to talk, after some intervening events.
I wrote earlier about playing NPCs in this game, and Karva presented her own unique challenge for me. I did not want to play her as little-girl-lost, just a tool of Onive who was now blinking in bewilderment and perhaps ready for saving by our stalwart heroes. Nor did I want her to be an irrecoverable abomination, similar to Mariah the broo girl from Shadows on the Border, fit only for killing.
As always, I did not rehearse but let it “come” to me, which sometimes works and is sometimes forced to be merely adequate at best. The result solved no mysteries, largely because I didn’t want to rely on some specific incident from Karva’s past that was supposed to explain or justify anything. I tried instead to give enough content to provide a real portrait of her life and desires as they stand now, while acknowledging that she is indeed crazy in terms of social function, but not … well, not in any way that her goddess would object to.
Jynathon did have a choice. I can’t say telling her no would have ended well for him in any way I could anticipate the game mechanics permitting, but it was an option.
As a final note, I had decided long ago that I’d build the community of play based on what gods the player-characters decided to focus on. In this case, Oome was the only one, which is why I conceived of the region (“Hag’s Nook” to outsiders) as dominated by her cult.
I look forward to playing this material again. It would be very interesting to see what a differently-comprised community would look like.