Create a memorable NPC encounter that demands a genuine choice — not a combat encounter, but a dialogue that reveals who the player really is.
Larian's specific focus: strong, interesting direct dialogue lines; fun; and player agency, more than anything else. One location. One NPC. No quest. Just a conversation with consequences.
Revrykal is a mysterious and ancient being — the Varsh of Death, servant and caretaker of death itself. He is not death personified; he is its administrator. Cold, patient, and deeply philosophical, he speaks in dark truths and well-aimed riddles that challenge the player's assumptions about desire and mortality.
He has been imprisoned in a forgotten underground chamber by former companions who sealed the door from the inside — and then died within. He lured them there himself, as a test of loyalty. None passed.
He has been alone ever since. Long enough that he has stopped counting.
For the entirety of the scene, Revrykal's face is hidden in shadow. He reveals himself — partially or fully — only in specific, earned moments. His mouth is visibly scarred shut, yet he speaks. The player notices this. He does not explain it immediately.
The player has three initial options — each pulls the conversation toward a different register.
Triggered by: "You don't look much like treasure." — The longest and most revealing branch. Revrykal engages with the player's idea of treasure before revealing himself. His full philosophical voice emerges here.
Each answer draws a distinct response. All eventually converge on one of three moments:
→ the death monologue (confrontational choices) · the investigative reveal (patient choices) · the challenge to fight (aggressive choices)
Example beat — confrontational route leading to the death monologue:
Triggered by: "You were searching for the treasure too, weren't you?" or reached via patience in Path A. The player digs for information; Revrykal deflects with dark amusement before revealing the trap.
The investigative path eventually reaches a key beat: the player pushes to learn what happened to the skeletons.
This path eventually reaches the ally or enemy choice — the convergence point for Endings III, IV, V.
Triggered by: "Who in the nine hells are you?" or aggressive escalations in other paths. The player draws their weapon.
Any attack attempt leads to ENDING II — The Fight.
Investigative and philosophical paths (when not escalated to a fight) eventually converge here. Revrykal steps out of the shadows for the first time.
Endings I and II are the "action" endings — reachable through specific tonal choices (pure curiosity or pure aggression). Endings III, IV, and V are reached through the same convergence point but represent fundamentally different player self-portraits: acceptance, denial, and ambiguity.
Federico Di Benedetto · federicodibenedetto17@gmail.com · Game Writer & Narrative Designer
© 2025 Federico Di Benedetto. All rights reserved.