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.