Larian Studios · Writing Test · Full Submission

Revrykal, the Varsh of Death

A five-ending branching encounter in the style of Divinity: Original Sin 2 and Baldur's Gate 3
Format
Branching dialogue · Interactive Twine
Written in
Two weeks
Endings
5 distinct · 3 reachable via multiple paths
The Brief The Character The Scene Paths A · B · C The Five Endings Structure
The Brief

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.

The Character

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 Scene — Opening (Shared)
INT. UNDERGROUND CHAMBER — UNKNOWN TIME
The player has broken through a collapsing wall searching for rumored treasure. Instead: a dark, stale chamber. Skeletal remains. No gold. And a figure in the shadows — still, watching.
Player
(falling to his knees, astounded)
"No. No, no, no — this isn't right. Where's my treasure? Where is it? Where?"
Unknown
"Ah. Another hopeful fool, standing slack-jawed before disappointment. And he is the number... nah, who cares? I don't remember anymore how many there have been."

The player has three initial options — each pulls the conversation toward a different register.

"You don't look much like treasure." // Sarcastic — opens philosophical branch
"Who in the nine hells are you?" // Aggressive curiosity — shorter path, fewer beats
"You were searching for the treasure too, weren't you?" // Accusatory — investigative path
Path A — Philosophical Branch (most content)

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.

Unknown
"Or maybe you misunderstand what treasure truly is. Gold and jewels? Mere trinkets, fragile, fleeting, and ultimately worthless. True treasure is something far less tangible... But perhaps you're right, I'm no treasure. The real question is: what will you do with what you've already found? And what do you think true treasure is, human?"
"Why don't you tell me your opinion? After all, I came looking for riches." // Curious, dismissive
"Power above all. Knowledge to wield it properly." // Determined
"Companionship. A true treasure is the people who stand by you." // Loyal
"There are so many things that a treasure can be... How do you choose one?" // Thoughtful
"Guess who is the one locked in the worst smelling cave of the land? It's not me." // Sarcastic

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:

Player
"So you're just some lunatic who enjoys watching people die?"
Unknown
"A lunatic? Oh, you think so little of me?

I do enjoy watching people die. That's part of my nature. Death holds something cryptic, something visceral. In death's instant, a life flashes — a final moment, full of every choice, every regret.

Death is a blessing. It feels extraordinary when you are the one to decide when and how it comes.

I'd call myself more of a fanatic than a lunatic."
"Able to decide how and when it comes? What are you, some kind of god?" // → ENDING I (exclusive)
"I've had enough of your madness." // → Fight → ENDING II
Path B — Investigative Branch

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.

Unknown
"What does it matter? They all came for something, just like you. And now? They're dust. And you? You'll join them soon enough, if you keep prying into things beyond your grasp."

(chuckles)

"You mortals never change."

The investigative path eventually reaches a key beat: the player pushes to learn what happened to the skeletons.

Unknown
"Do not mistake my imprisonment for weakness. Even chains rust. Even seals break — like the one you just broke — and when they do...

Don't you see with your own eyes what happened to the insolent ones?"

(points to the skeletal heads)

This path eventually reaches the ally or enemy choice — the convergence point for Endings III, IV, V.

Path C — Aggressive Branch (shortest)

Triggered by: "Who in the nine hells are you?" or aggressive escalations in other paths. The player draws their weapon.

Unknown
"Tsk. So eager to die? It's been so long since I had any real company... It would be such a shame if you ended up like those ants."

(gestures to the skeletal heads)

"Not much for conversation anymore, are they?"

Any attack attempt leads to ENDING II — The Fight.

Convergence — The Reveal and the Question

Investigative and philosophical paths (when not escalated to a fight) eventually converge here. Revrykal steps out of the shadows for the first time.

Revrykal
"Sorry, sorry. I haven't talked to a human in so long... except for Rand."

(chuckles, points to a skull)

"I'm Revrykal, the Varsh of Death. The servant and caretaker of death itself. I spread the fairy tale of riches buried in this chamber — we all came together, and then they lost their minds. I've been here alone ever since.

Now tell me, mortal... would you wish to be my ally? Or my enemy?"
"Yes, I freed you. But I don't regret it." // → ENDING III
"No. This wasn't my doing. I refuse to believe it." // → ENDING IV
"...I don't know. Maybe you're the treasure I was after." // → ENDING V
The Five Endings
I · The Scar II · The Fight III · The Pact IV · Blood Mark V · Break
Ending I The Scar Exclusive · 1 path only
Revrykal
"Behind that false irony, you're curious, aren't you? You may call me Revrykal, the Varsh of Death. The servant and caretaker of death itself. I spread the fairy tale of riches buried in this chamber — and you, little presumptuous fool... You just freed me.

I'll spare your life because of it. But be assured... I won't forget your face."
Cinematic
The camera pulls back from a long distance as Revrykal reveals his face for the first time. His lips remain sealed, but he gestures as if to slice the player's face — leaving a scar on his right cheek. He pushes the player into the rocks before disappearing into the shadows.
How to reach: Path A (philosophical) → death monologue → "What are you, some kind of god?" This is the only path that leads here. It requires patience and curiosity, not aggression.
Ending II The Fight 2 paths only
Cinematic
The player lunges, blade slashing through the dust-filled air. But the unknown figure doesn't move — not like a man dodging, more like the attacks were never meant to hit him at all, and he knew that. He weaves between the blows, a phantom slipping through the gaps in reality itself. A smirk lingers on his lips, like he's done this a thousand times before. Then, he lifts a single hand. He doesn't touch the player. Doesn't need to. A whisper of force erupts from his palm — and before the player can react, he has been pushed into the rocks, almost unable to move.
Player
"Who the hell are you? How can you talk when your mouth has been shut?"
Revrykal
"Oh, this?"

(runs a finger over the scars on his lips)

"A little inconvenience. Nothing worth worrying about. But names — names have power, don't you think? I've been called many names across the ages. But you... You may call me Revrykal, the Varsh of Death. The servant and caretaker of death itself.

I spread the fairy tale of riches buried in this chamber. And now, thanks to humanity's unwavering greed, you have finally unsealed the door. And you, foolish little human, you just freed me.

To return the favor, I'll spare your life. But be assured — I will not forget your face, human."
Exit
He disappears, like he was never there in the first place.
How to reach: Any attack choice — from Path C directly, or from escalating aggression in Paths A or B. This is one of the most complete revelations of Revrykal's power.
Ending III The Pact Multiple paths
Player
"Yes, I freed you. But I don't regret it."
Revrykal
"Good. Own your actions, mortal. Few do.

But remember, human: there is no act without consequence. No gift without a price. And if you ever think to turn against me...

Now, let's see what chaos your 'gift' brings to the world."
Exit
And with that, he vanishes.
How to reach: Any path that reaches the convergence point → choose acceptance. The player acknowledges their role in freeing him.
Ending IV The Blood Mark Multiple paths
Player
"No. This wasn't my doing. I refuse to believe it. You're just taking advantage of my rage and doubts."
Revrykal
"Deny it all you wish. But the door was locked... and now I walk free again.

The world will know what you've done, whether you accept it or not. I'll spare you this time, as a show of gratitude.

But I'll never forget how your death smells, human."
Cinematic
The player's skin prickles, then stings. A thin cut blooms on his hand — though no blade has touched it. Blood lifts from the wound, twisting unnaturally through the air toward Revrykal's outstretched fingers. He never moves, never touches, yet the crimson threads coil into his palm, sinking into his skin like ink in water. Then, Revrykal disappears, like he was never there in the first place.
How to reach: Any path that reaches the convergence point → choose denial. The blood mark is left as a permanent brand — a promise of return.
Ending V Break Multiple paths
Player
"...I don't know. Isn't it too soon to decide such an important matter? Or, maybe... maybe you're the treasure I was after."
Revrykal
(after a little silence, chuckles ironically)

"Fate. Such a delicate word to hide behind.

But do not mistake fate for my mercy. The world has changed while I've been kept here, and I wonder if you, too, will change when the time comes. Or if you'll do what all mortals do..."

(leans in slightly — showing his face for the first time)

"Break."
Exit
And then, as if the darkness swallows him whole, he is gone.
How to reach: Any path that reaches the convergence point → choose uncertainty. The player becomes part of Revrykal's mythology — neither ally nor enemy, but a question he intends to answer himself.
Structural Note
Branching map (simplified)
Opening (shared) │ ├─ A: Philosophical ──────────────────────── most content │ ├─ A1: Death monologue ──► "god?" ──► ENDING I (exclusive) │ └─ A2: Patience / investigation ──┐ │ │ ├─ B: Investigative ──────────────────┤ │ │ └─ C: Aggressive ─────► Fight ──────► ENDING II (exclusive) │ CONVERGENCE "Ally or enemy?" │ ┌──────────┼──────────┐ │ │ │ ENDING III ENDING IV ENDING V The Pact Blood Mark Break

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.