The Lighthouses and the Pit (Fantasy Mage Quest)

[X] Clear the Wolves Out
[X] In-Depth Maps of the Area


I wonder how Fleshcrafters gain power if they can't Fleshcraft Darklings. Do the people they Fleshcraft killing Darklings count?
 
[X] Wreak Bloody Havoc
[X] Silken Rope and Grappling Hook


Rope is always useful to have. May be a bit too much of a gamble. But killing a bunch here and getting more power early is what I'm thinking.

Honestly I'm unsure if this is the right move, based on the system I wonder if using Fate proactively is ever going to be the right move. Might be better to just save them for emergencies/ things we really want and are clear advantages. If we get a chance to use a fate and auto get us a Fleshcrafter friend etc. But I want to test the Fate point here.
 
Really dont think spending the Fate Point is a good idea.

If we were, we could have gone and solo'ed Darklings for massive power boost with it.
 
[X] Wreak Bloody Havoc
[X] In-Depth Maps of the Area


there's value in having a reserve, but resources sitting about do nothing until they're spent are valueless resources

rope is useful but more useful if you're already familiar with the area
 
[X] Play It Safe
[X] In-Depth Maps of the Area

Honestly, I don't really think we need to choose any of the riskier options. Clearing out more wolves won't matter in the long run (as there'll always be coming more), and I don't think there's a reason to risk getting seriously injured for a relatively minor power increase.
 
The Merchants
Hi guys a brief update. Minor issues with my hands have turned into major issues with my hands. Haven't been writing as a consequence. Just trying out some voice recognition stuff to see how it goes. Will be updating very slowly as a consequence.


The day starts and the sun rises. You leave the city with little fanfare, no one stops to look at you no one gawks at you, no one follows you It is surprisingly uneventful - Grand Axe takes you through the city streets looking all the while like a great unwashed barbarian which is, you suppose largely what he is.

Despite all this you can't help but feel uneasy, this is the first time you'll be facing Spinewolves, even if it is with Grand Axe. You mean, you'd faced them before from what you can remember but you never actually been expected to kill one. As you leave the city you look around and see plains you've seen several times a full.

Great plains filled with waving grass that has grown short as it is often burnt to make it difficult to approach the city walls unseen. The land is denuded of trees for much the same reason as any cover whatsoever would make it impossible for the Bladebound to slice through the enemies they could not see.

You travel out of the city towards the Lighthouse, the plains slowly giving way to forest all the while. The road winding through the forest is broad, and build of the smooth material in places that here and there have been uprooted and filled them with patches of rubble or dirt. There are few signs of civilisation out here. While you know towns exist far from Madalgia, the city wouldn't allow them so close to its walls where they might attract more Darklings.

Autumn has begun and leaves are beginning to fall from the trees scattering the ground in various shades of orange. You know you had to have gone this path before but you cannot remember it. On the way there are memories are taken by the Lighthouse, and on the way back you were so sick you barely noticed anything at all.

It is not until the next day that you see your first Darkling, a Spinewolf traipsing through the trees. It is not how you remember them, merely wandering around looking lost and somewhat confused. Grand Axe looks at you and speaks quietly.

"They are confused in the light of the Lighthouse. Weaker, too. Do you want to try your hand at killing this one? Or should I try to take care of it myself?"

You think for a moment. You'd already decided to clear out as many Spinewolves as possible. No point risking yourself when you don't have to.

"You do it. I need to understand what you can do."

Grand Axe nods. He hefts his axe, the massive blade glinting in the afternoon light. He held above his head, roars and swings it down with massive force. The blade slams into the dirt, kicking up a cloud of dust. In the distance you see the Spinewolf, neatly separated in half.

You approach it with curiosity, you've never seen one up this close before.

"Vile aren't they?"

Grand Axe looks over you and then down at the Spinewolf. It is indeed a vile thing, and to be honest you don't see the resemblance between it and a wolf. Admittedly it has four legs, but rather than a muzzle it has a flat maw with gnashing teeth, and its feet are tipped with long gnarled claws. It has fur but underneath the fur, patches of scale shine through. You nod your head, looking at it more closely. The teeth are yellowed and chipped, and the tongue forks off into three prongs at the end. You shudder, as you realise it a single scratch in the claw, a single bite, or even enough of the poison from the tongue would be sufficient to kill you.

Over the next two days you kill more and more Spinewolves, each going much of the first. Your map of the area comes in handy as you are able to move around through more open areas in the forest and avoid places for a Spinewolf might strike at you by surprise. By the end of the third day you have killed seven. Of these you have not killed any.

Grand Axe smiles and speaks.

"We've done well. They wouldn't expect to see so many Spinewolves this time of year. It's worrying to see how close to the Lighthouse they are getting. And this is meant to be the safest area as well… I hope the merchant trains are alright."

You make camp and go to bed, each of you standing watch for a few hours to ensure you are not taken by surprise. You wake the next day eat a light meal, and proceed towards the Lighthouse. It is here you see something you had not expected to. On the road are a pack of Spinewolves, five of them racing down the road away from you. Two travelling carts of merchants are trundling away but are unable to move quickly enough to avoid the Spinewolves. Grand Axe growls, and speaks.

"Swallow, they're too far away. We can't reasonably save them. Go in slowly, distract one or two, and I'll kill them as you do. We might be able to save some of the merchants, but I doubt it."

You look up at him and speak -

[ ] Understood.

You will do as he says. It's the smartest option, it will allow you to distract some Spinewolves and maybe save a few of the merchants. It will put you in some danger though. But then, that's part of what you signed up for.

[ ] Let's play it safe.

Going in again five Spinewolves? You'd rather not be torn apart thanks. Instead go in slowly and methodically staying in range of Grand Axe all the while. The merchants however are likely to die.

[ ] I should go ahead.

You understand that it's dangerous, but you're much faster than Grand Axe. If you go ahead you should be able to distract the Spinewolves and save the merchants. This is a dangerous option though. MAY USE 1 FATE POINT, depending on strategy.
 
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[X] Clear the Wolves Out
[X] In-Depth Maps of the Area


I wonder how Fleshcrafters gain power if they can't Fleshcraft Darklings. Do the people they Fleshcraft killing Darklings count?

Coup de grace mainly. If you don't get to kill it doesn't count.

This is true for any mage who doesn't have a combat specialty. Bladebound need to use the blade, Breathtakers need to use the air and so on. For those who can't kill with magic any kill is fine.




[X] Play It Safe
[X] In-Depth Maps of the Area

Honestly, I don't really think we need to choose any of the riskier options. Clearing out more wolves won't matter in the long run (as there'll always be coming more), and I don't think there's a reason to risk getting seriously injured for a relatively minor power increase.

I don't necessarily expect that the thread will use a great many fate points early on. At this point it's more just establishing that the option is always there.
 
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