I've started I bad guy playtrough recently and so far I'm a bit worried, too. When killing the guy in the mill I thought it'd be cool to loot the place for corn and sell it for very high, unfair prices to the hungry people. When I freed the cook the guy was like "thanks for freeing me" - why do I have to let him go?
It's been a while since I've played that part of the game, but unless he disappears, you don't have to let him go since you could kill him while he's walking away. I agree that extorting money or information from him after dealing with the bandits would have been a simple and appropriate option to include, however.
If you killed Calisca and the rest of the caravan at the start of the game, you can gloat to Aufra (Calisca's sister and the mother from the Mother's Plea quest) about having done so, at which point she and her cat turn hostile and have to be put down. However, unless the boost to your Watcher's Cruel disposition benefits them as a priest of Skaen or a Bleak Walker paladin, there's no particular reward for doing this beyond the satisfaction of murdering a terrified pregnant woman and her cat.
Ferry flotsam is really the worst quest in this game. I mean it even creates a moral dilemma for the bad guy. "Damn, if I kill them I will have helped a merchant but if I trick the merchant I will have helped those hungry people. I DONT KNOW WHAT TO DO! I JUST WANT TO BE EVIL!!!" Again I want to kill the looters and press every last dime out of the merchant or maybe even take the goods and sell them somewhere else for a higher price.
Ferry Flotsam doesn't pose a moral dilemma for evil characters unless they're driven by a pathological need to screw over absolutely everyone; not even then, actually, since you can still kill Peregund after she pays you.
A ruthless character who's driven by greed, such as the one you described, would have an easy choice to make: off the looters and get paid for it or help them out without much promise of payment. The former's obviously preferable from a profit-oriented perspective; who cares if the merchant's happy about it?
Sure, the character would probably like to get paid more, but being able to extort Peregund's life savings from her over the cargo is only viable if said cargo is more important to her than her life savings, which is far from guaranteed. Even if you threatened to kill her or something if she didn't pay you more, chances are she's not hauling anything close to her life savings around with her, so the discount is more likely to return superior long-term benefits.
As for selling the stuff yourself, that could potentially work, but it's worth keeping in mind that, aside from ostensibly being preoccupied with trying to prevent the memories of your past lives from driving you mad, you're a foreigner who has no real connections in the area and either no reputation or a rapidly worsening one at the rate you're going around carving up peasants and robbing merchants. In taking the cargo for yourself, you're basically gambling on your ability to locate the right buyer and on said buyer's willingness to purchase your goods at the price you're looking for, which is also not assured given the possibility of damage to the merchandise and the fact that you're either unknown or infamous.
That said, I don't really see the harm in making it an option to steal the cargo and try to sell it yourself but it shouldn't guarantee a greater reward by a long shot. If certain conditions are met, such as having the Merchant background and sufficient ranks in a skill related to the goods in question (Peregund sells traps in Defiance Bay, if memory serves, so maybe Mechanics), it should be possible to get more gold/rewards for the effort involved, but otherwise the option shouldn't automatically serve as a way to maximize your returns and could reasonably result in you actually earning less.
Are there some quests where you can be really, really evil? The most evil thing I can remember would be telling the little boys father from Defiance Bay about his dagger demanding son.
I'm not really sure why a heartless, greedy bastard would actually give the knife to Gordy since it's actually a pretty handy weapon. But whatever: here's a list. I'm assuming you don't mind spoilers here, but I've spoilered some of these anyway just in case.
- What you can do in Heritage Hill is eviler than shaking down a bandit's hostage or a merchant, at least.
- Depending on how much they like birds, people might think Songs of the Wild features a rather evil option for its resolution. The dialogue options you get to urge Delem to follow through on his plan are pretty funny and I think one the options you have for getting one of the birds from Llensi, while far from the major leagues of evil, did effectively drive home what a bastard your Watcher is (if you think terrifying little old ladies with grievous bodily harm to their beloved pets is crossing a line, at least).
- The peaceful option for dealing with the Master Below could be considered pretty heinous.
- If you have the White March, there's a quest that allows you to sell an escaped slave back into slavery.
- If you have a jail at your keep, you can sell prisoners into slavery, order the jailer to continuously torture them, or sell them to animancers to use as research subjects. The jailer once asked what to do with a prisoner who had tried to escape and I had to option to instruct him to hack off some of their fingers, but I'm not sure how often that comes up since it only happened to me in one playthrough.
- As the master of Caed Nua, you can execute a number of your visitors and string them up from your gates. You can also help a slave trader secure routes and contacts within the Dyrwood for a cut of the profits, and you can take advantage of a visiting noble's crisis to loot his coffers under the pretext of protecting him.
There are also a few quests that have options which are more along the lines of generic assassinations, like Hard Feelings, His Old Self, and the Changing of the Guard. They're nothing to really write home about, but they're still options for establishing your character as someone who doesn't mind killing decent/honest people for a bit of coin. Unwanted is basically the same setup, but it's worth mentioning since the quest does more to emphasize Eorn's blamelessness and you also have the option to imprison him and thereby subject him to any of the fates I mentioned in #9 above.
sacrofize sacrifice of the child in Twin Elms doesn't really feel bad, as it is wrapped into the culture of Glanfathians who seem to be ok with that kind of stuff, at least some of them. Can I sacrifize sacrifice the baby to get stronger myself?
If you also made the poison, you can give that to Simoc instead of the distilled essence potion. Then you can still convince him that it was what he asked for and thus gain the same reward (Thy Cleft) if your Resolve is high enough. That said, the distilled essence potion has no other use in Pillars 1 and I doubt they'll bother to check to see if you kept it for yourself in Pillars 2.
My Watcher only went to the trouble because he figured the essence potion would function similarly to a person's remains or possessions in terms of triggering visions, which he could use to better understand the rituals of the Ethik Nol and potentially utilize them himself. Unfortunately for him he was apparently wrong, but it's not like he lost anything by trying.
Edited by blotter, 12 October 2017 - 12:59 PM.