The Lighthouses and the Pit (Fantasy Mage Quest)

[X] A Group of Older Men and Women, Missing Arms
[X] Switch to Assassination Style


We really do need more power, honestly.
 
For dealing with the Teens:
"Listen. The city calls you a failure and sends you out here to die right? And you're thinking 'what's this mage think she's doing?' Well, THIS mage, has an offer for you. I'm out here because I risked my life to save a caravan of merchants attacked by Darklings. And I'm not supposed to nearly die for a bunch of normal people so I'm being made to send you guys off. Buuut...In exchange for saving those merchants, I got a cut of the profits. And I've spent those profits buying supplies and weapons. I'll give them to you, but I want you to do something for me.
Survive. Between my supplies, and the advice of the veterans over there, you'll have a chance, to live, to fend off the Darkness trying to snuff out the light of Humanity."
 
Should it be that we start with the older men&women, I have a different, though vaguely simmilar to the teens route to take with them:
"Some of you were soldiers who fought back against Darklings. Others may have been Aspirants who unfortunately were unable to achieve magic. Either way, you know why you are here. The Darklings are drawn to humanity, and we cannot afford to risk protecting you.
That does not mean your lives are forfeit just yet. I am overseeing your exile because I risked my life needlessly. But in doing so I gained access to funds. Funds, that I have spent to purchase supplies and weapons for you to take with you when you go. I only ask, that you survive as long as you can. If you can find your way to a villiage, that you pass on the skills that let you do so, and reinforce their defense, so that perhaps the next group of exiles can do as you did.
Remember, our enemy, our true enemy, is the Darkness that seeks to eradicate us. But if we stand and face it, we shall ensure the light of humanity burns bright!"
 
Should it be that we start with the older men&women, I have a different, though vaguely simmilar to the teens route to take with them:
"Some of you were soldiers who fought back against Darklings. Others may have been Aspirants who unfortunately were unable to achieve magic. Either way, you know why you are here. The Darklings are drawn to humanity, and we cannot afford to risk protecting you.
That does not mean your lives are forfeit just yet. I am overseeing your exile because I risked my life needlessly. But in doing so I gained access to funds. Funds, that I have spent to purchase supplies and weapons for you to take with you when you go. I only ask, that you survive as long as you can. If you can find your way to a villiage, that you pass on the skills that let you do so, and reinforce their defense, so that perhaps the next group of exiles can do as you did.
Remember, our enemy, our true enemy, is the Darkness that seeks to eradicate us. But if we stand and face it, we shall ensure the light of humanity burns bright!"

For dealing with the Teens:
"Listen. The city calls you a failure and sends you out here to die right? And you're thinking 'what's this mage think she's doing?' Well, THIS mage, has an offer for you. I'm out here because I risked my life to save a caravan of merchants attacked by Darklings. And I'm not supposed to nearly die for a bunch of normal people so I'm being made to send you guys off. Buuut...In exchange for saving those merchants, I got a cut of the profits. And I've spent those profits buying supplies and weapons. I'll give them to you, but I want you to do something for me.
Survive. Between my supplies, and the advice of the veterans over there, you'll have a chance, to live, to fend off the Darkness trying to snuff out the light of Humanity."

Fate twists and turns, writhing almost uncomfortably as it disgorges a small prize. For the very first omake-style post, one Fate Point is awarded.
 
[X] A Group of Older Men and Women, Missing Arms
[X] Keep Interception Style

Adhoc vote count started by Chrestomanci on Apr 5, 2018 at 11:09 AM, finished with 23 posts and 19 votes.

Adhoc vote count started by Chrestomanci on Apr 6, 2018 at 11:46 AM, finished with 24 posts and 20 votes.
 
Inserted tally
Adhoc vote count started by Chrestomanci on Apr 6, 2018 at 11:46 AM, finished with 24 posts and 20 votes.
 
To Help Further?
Pragmatism. It was not all to you, not in the same way it was to Jagged Edge. Still, you accepted that it must be part of who you were. You had to choose who you would drive out, and who you would let be driven out by others, far crueller than you. You look at the group of children, and quickly dismiss them. Crippled and young, is there any worse combination for survival?

That sounds harsh, but you've decided not only to help, but to help as effectively as you could. Fear helps guide your thoughts, and you realise that there is some truth to what Jagged Edge had said. You don't accept his worldview, not one where one life is worth intrinsically less another, but in such a situation it is acceptable to make the most of the help you can give.

You move towards the older men and women. Soldiers, by the looks of them. They look back at you, somewhat fearful but acceptance in their eyes. You walk up to them. One man's hands begin to shake, and his eyes dart between you and the sword on his belt.

"I am Swallow, Bladebound. I will accompany you beyond the walls."

The man draws a sort suddenly, and lashes out, swinging his sword wildly at you. As he begins to move you are struck by the difference between you and an ordinary person. His movements obvious, his feet move sloppily - and while he has only one arm, you can easily see how he could compensate for it, in a way he would be able to move almost as effectively as though he had two. In the first few moments, as he moves towards you, you draw your sword, leaving your other short sword by your side.

He is taller, he is stronger, and he is certainly more experienced. You, on the other hand are a Bladebound. You move your blade, and the sword clatters out of his hand. You know you should probably kill him, but the ease with which you disarmed him makes it feel wrong. He is not an enemy, you can't think of a fair fight he could have ever emerged victorious from.

Still, it wouldn't do to look weak. You kick him viciously in the ribs, though you don't feel anything break. It's not if you're particularly strong, even for a woman. With a blade you are unparalleled outside of the Bladebound, but you have no boot magic. You chuckle at the thought.

"Idiot. Get up. I am Swallow the Bladebound, I will be taking you beyond the walls, if you don't make me, nobody has to die today."

The man is gasping on the ground and slowly rises to his feet. He speaks.

"Maybe not today. But tomorrow is a different story, isn't it? You don't want our blood on your hands, but you'll send us out to die all the same."

"Yes, you'll probably die beyond these walls. Probably, though. If you face me here and now, you will die today. Without a doubt."

It takes surprisingly little shepherding to get them outside the walls. They line up obediently, and walk towards the gate. It is here your plan begins to unfold. You walk up to the man in front, who you did not speak to, by design. No need to draw suspicion.

"Walk north along the road for ten or fifteen minutes, then go due west and do not stop. I'll meet you along the way."

He looks you, surprised, but nods. You return to the city in haste, retrieving spears, shields and bows. A good number of arrows as well. Some small survival gear, little food, a few blankets and some flint and tinder. Far more than the city would have given them otherwise. After all, they were driven out to die, and if they happened to survive, it would merely be a happy accident.

You wish you were simple as that, but all around you see bloodied corpses. Most people resist going to their deaths, but they are crippled and weak, and when they resist, they are cut down ruthlessly by the Bladebound. The mages sometimes try make the guards do it, but it is difficult to force guards to cast out many of whom served in their own ranks. Necessary that it be done, but it is the mages who have no memories, who have no connections to these people.

A young woman who looks almost like you once towards the inner city, screaming as she goes. An invisible line of force bisects the air, cutting a deep slice into her back. She collapses on the ground. You shudder, and hurry towards where you have stored the goods.

You have already paid a pair of guards to help you, and while they look somewhat strained, they does not disobey. After all, if a mage wants to do some foolish thing, why contest it? Better to do as you're told and avoid any trouble. You move out of the city rapidly, hauling goods behind you. It doesn't take long before you meet your group of survivors. Fourteen older men and women, ten now with spears, two now with bows. They do not have enough to sleep easily, but perhaps enough to survive.

You begin to think, perhaps you could help them even more. He would be punished, of course, but if you have learned one thing, it is that you are valuable and any such punishment is unlikely to be permanent. You are not sure, but perhaps Jagged Edge would see what you have done as sufficient, and allow your little day or two of travel. Of course, you'd need to be extraordinarily lucky to escort a group of crippled, powerless human beings through the wilderness and and keep them alive, but you think you could do it. Or at least should do it.



[ ] Escort Them To Safety

Well, at least relative safety. A few days travel, and you could take them to a nearby village, or somewhere they could safely shelter and hunt. You'd gain their near-eternal loyalty, as well as satisfying your desire to help them. Of course, you'd have to overcome your fear of Jagged Edge, and the risk would be immense. You'd gain a considerable amount of power by killing Darklings as they came to attack your little caravan, though.

+Helping the needy
+Sharp power growth
-Angers Jagged Edge
-Risky, consumes a Fate Point.


CONSUMES ONE FATE POINT. Unlocks a new series of choices before you return to Madalgia.

[ ] Don't Help Them

There are limits, even to your stupidity. You have gone above and beyond, but you cannot go further. Leave them to their fate, you have at least bought them a chance. If you pick this, also pick another option below. After you return, Jagged Edge will not be displeased, will train you in the ways of assassination, and most likely allow you to pick your next mission. Of course, you've given some thought as to what it will be...


IF YOU VOTE FOR THIS, VOTE FOR ANOTHER OPTION BELOW



[ ] Caravan Guard

A simple task. Guard caravans as they travel to the south. An easy route, though there are few other mages to protect you, given the situation in the Pit. You'll travel south to Everett, guarding a massive Artifact from the Pit to exchange for the alchemy and grown plants of the Everett mages. The guards are much more sparse than usual, though, and the Darklings more bold than they have been in decades. Jagged Edge will come south with you, having business in Everett, and will personally assist you in murdering every Darkling you come across.

+Considerable power growth thanks to Jagged Edge watching over you.
+More exposure to information about Artifacts, get to travel to Everett.
- Travelling with Jagged Edge who thinks you're a suicidal idiot.
- He won't hesitate to punish you if you try and pull antics like last time you went out of the City.


[ ] Darkling Hunter (Paired)

With the fate of the expedition to the Pit still unknown, the usual patrols to thin out Darkling numbers have declined drastically, as more mages are sent on caravans and brought back to guard the walls of Madalgia. Near the Lighthouses Darklings are weaker, however, so unexperienced mages are often paired with a moderately experienced mage to slay those they find - usually only a few Spinewolves in normal times, but things have gotten beyond terrible. Caravans are going missing more often than not, and experienced mages needed to guard the walls are sent to escort caravans, knowing there are too few of them to hold Madalgia against any serious assault. Grand Axe will take you on a redux of your previous mission, though he will try and let you kill a few more Darklings.

- Moderate power growth, Grand Axe is still a kill stealing glory hound.
+ Moderate risk, Darklings weaker near Lighthouse.
+ Hanging out with Grand Axe, a righteous guy who helped you save those civilians.


[ ] To Execute the Law

One of the duties of a mage is to help punish and catch criminals. Hardly dangerous compared to Darklings, near plenty of mages for backup, and will allow you to accumulate wealth - mages are largely allowed to confiscate the wealth of anyone breaking the law, and often do. Or even anyone they claim breaks the law, in the Shield Ring. You'll gain wealth, adjudicate legal matters, and free up space for more experienced mages to run more dangerous missions. Of course, you don't trust other mages at all, especially not in judging such matters. You at least, would try to be fair. That's something.

+ Gain experience with people and managing conflict. Useful if you ever want to run a village.
+ Accumulate a decent amount of wealth if you're willing to be corrupt, or a moderate amount if you're moral.
+ Low risk compared to heading outside the city.
- Minimal power growth.
 
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[X] Don't Help Them

We've helped, and now it's up to them to make it. They might live, they might not, but at least they have a chance, and that's enough.

[X] Caravan Guard

Unlimited POWER! ...isn't something we have yet. Jagged Edge is a douche, but he's a douche that can help us get stronger, faster. And we need that power to do things that Jagged Edge would be a douche to us about to prevent him from being a douche to us about it. And also be helpful and save people i guess.

It's a longer term plan though.
 
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[X] Don't Help Them
[X] Caravan Guard

As much as Jagged Edge was blunt about it, his point was right and it's not remotely wise to test it again. We've done what we can, and there are other options available which has us be able to help people too, and grow stronger in a safer environment with another Bladebound. This would then allow us to save even more people and operate more independently as we grow stronger.

I've gone with Caravan Guard as it's the best power growth option as Jagged Edge seems like he'd be serious about letting us take as many kills as possible, we get to know more about artifacts, and we become aware of just how other cities deal with the fundamental problems that we've encountered and if they differ.

It seems like the best option available would have been to take the cripples to other lighthouses, and see if they pass there. While there could have been potential loyalty issues for successful attempts for cities that control that lighthouse, Mages lose their memories anyway which reduces any residual loyalty they possess.
 
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[X] Don't Help Them
[x] Darkling Hunter (Paired)
 
[x] Don't Help Them
[x] Caravan Guard


I actually find Jagged Edge interesting. He's extreme as hell but he has more to teach than Grand Axe. This option's best for growth; whether it's power, knowledge of the wider world or combat experience.

With regards to offering help. We've done what we can but I really don't think there's time. Helping these specific people may feel good but we're short enough handed that it'd mean less protection for merchants or leaving judgements in the settlement to someone else. Suppose we could hunt Darklings while helping them but we'd probably kill less without Mage support.
 
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