The Lighthouses and the Pit (Fantasy Mage Quest)

Caravan Guard is winning.

Here's some reasons to vote for Darkling Hunter.

Firstly, spending time with Grand Axe develops you a better relationship than spending time with Jagged Edge. Edge wants you to believe a certain philosophy but (obviously) has zero emotional attachment to you. You get more power, but not really an ally you can rely on. He doesn't hate you, but he sees you as a resource to be properly cultivated by any means necessary.

Conversely, Grand Axe has already helped you get money to help people. The power curve is worse, but he seems to think you're a good sort (if a bit of a bleeding heart) - the more time you spend with him, the stronger your bond will be. It's not raw power, but isn't friendship the real power we sought all along?
 
[X] Don't Help Them
[X] Caravan Guard

This is my vote. I will say I hate Jagged Edge.

Hate, hate, hate him.

However, and this is important, the absolute conniving bitch in me is fine taking all of the knowledge and experience he can give us and then stabbing him in the face with it, repeatedly.
 
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Personally I would prefer Escort Them To Safety, but with only one fate point we cannot afford it.
It gives the best power growth, and I would love to return to Jagged Edge much stronger and show how helping people is the best way to gain power. To any criticisms of the risk, we could point out entering a lighthouse is much riskier and all mages already did that.
It also suits the character's stubborn, risk taking and compassionate nature to help people no matter what others say.
 
Personally I would prefer Escort Them To Safety, but with only one fate point we cannot afford it.
It gives the best power growth, and I would love to return to Jagged Edge much stronger and show how helping people is the best way to gain power. To any criticisms of the risk, we could point out entering a lighthouse is much riskier and all mages already did that.
It also suits the character's stubborn, risk taking and compassionate nature to help people no matter what others say.
We'd be using an expendable resource though, and IC taking a great risk after being warned not to take great risks due to how valuable Mages are, as we saw in the very update how stretched they currently are. I also personally doubt an Fate Point compares to having a skilled Bladebound with us constantly, and crippling Darklings letting us get the final blow to grow in strength quickly. The Fate Point would just ensure when we get into a bad situation, we're likely to come out. Though it won't help if another happens soon after.

Going with Jagged Edge with his "resource to be cultivated" attitude is very good for us personally, as it ensures he has our back even if we don't like his philosophy. There's also the other opportunities previously mentioned from traveling to another City and seeing how they differ, and learning about artifacts, and given it's come from the Pit presumably that too.
 
Personally I would prefer Escort Them To Safety, but with only one fate point we cannot afford it.
It gives the best power growth, and I would love to return to Jagged Edge much stronger and show how helping people is the best way to gain power. To any criticisms of the risk, we could point out entering a lighthouse is much riskier and all mages already did that.
It also suits the character's stubborn, risk taking and compassionate nature to help people no matter what others say.
It's actually quite a nice idea IMO; We show Swallow to be stubborn, allow him to make minimal moral compromises and rachet his power up fast.

The FP negates the very high risk of the option, as I understand.
 
Caravan Guard is winning.

Here's some reasons to vote for Darkling Hunter.

Firstly, spending time with Grand Axe develops you a better relationship than spending time with Jagged Edge. Edge wants you to believe a certain philosophy but (obviously) has zero emotional attachment to you. You get more power, but not really an ally you can rely on. He doesn't hate you, but he sees you as a resource to be properly cultivated by any means necessary.

Conversely, Grand Axe has already helped you get money to help people. The power curve is worse, but he seems to think you're a good sort (if a bit of a bleeding heart) - the more time you spend with him, the stronger your bond will be. It's not raw power, but isn't friendship the real power we sought all along?
But I'd say that good relationships with colleagues is a longterm goal while having the personal power to not be a liability is more important in the shortterm :p
 
Lmao, fuck Edge. I can't wait till Dagger gets back.
He's actually a pretty swell guy though, he even told us how we might help the civvies! Albeit in a self-serving way.

Should we not follow through on helping them? We already spent $$$ on their hopeless endeavor.. also it offers good power-scaling, in addition to showing him the mataphorical finger!
 
Here's my vote
[X] Don't help them
[X] Caravan gaurd
We've done enough to help those people, and frankly I think if we can't turn Jagged's opinion of us around a little I imagine it could translate to major trouble down the line.
But mainly I want to use him to practice my write-ins so I can feel assured I'm not going to be relying on fate points to get out of a jam/develop useful tactics for later use-Grand Axe struck me as fairly specialized in what he does and how he fights and he wouldn't be great for practicing that new Assassination style.
 
[X] Don't help them
[X] Caravan guard

Say why did the teen option did not win? I thought teens would live beyond all odds due to their will and youth.
 
Say why did the teen option did not win? I thought teens would live beyond all odds due to their will and youth.
The teen option said : "No weapons training, and little in the way of survival skills."
Angry and young will easily die to darklings. They will be helpless once the supplies run out
The adult option said : "If nothing else, they are more likely to survive."
The disabled adults have a chance to survive, most have lost their limbs fighting darklings.
 
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Adhoc vote count started by occipitallobe on Apr 15, 2018 at 9:19 AM, finished with 31 posts and 19 votes.
 
But what about the refugees we spent the moneyz on? Why not help them for powah?

We already paid a Fate Point for this, why not go all the way through?

[X] Escort Them To Safety
[x] Darkling Hunter (Paired)
 
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But what about the refugees we spent the moneyz on? Why not help them for powah?

We already paid a Fate Point for this, why not go all the way through?

[X] Escort Them To Safety
[x] Darkling Hunter (Paired)


I wasn't in favor of spending the money on them. I didn't make a big deal about it because Jagged is an ass, and a dumbass. Thumbing our nose at him bothers me none.

But spending valuable fate points on dead men is really pushing into sunk cost fallacy.


Also, escort is a single choice only option. You can't pick it and Darkling hunter.
 
Escort Mission
You are trained hard. It seems was redundant, to say this, given the difficulty of what you have faced so far. Days that were once ten hours stretch into twelve, or even fourteen. Jagged Edge treats you with quiet disdain, always pushing you further, always trying to make you a little better, but always looking down on you as well. It's not quite contempt, but only because you're not really worthy of contempt in his eyes. It frustrates you, and while you work hard to become more powerful, you don't do it for his approval. You do it because - well for a lot of reasons. Perhaps because you're angry and you want to show that kindness doesn't make you weak. Perhaps because you're worried and you want strength so you don't have to risk yourself to save other people.


You're not quite sure. Still, the important thing is that you work with tremendous dedication, and increase your combat skills along with your power of Infinite Sharpness. Where Dancing Dagger once trained you to face ten man, you now face fifteen or twenty, your fitness and speak constantly increasing, your swordplay as well. You are blindingly fast, incredibly skilled, at least in comparison to those of without magic.

Jagged Edge grunts with mild surprise when you opt to come south with him. You can tell he expected some other outcome, but you're aware this is the best option. If you're to understand magic, and the world you live in, you have to go to Everett. It's a first important step of seeing what's outside Madalgia, and perhaps a way to see another way of living. Madalgia is a tormented city, but perhaps Everett will be different.

The two of you step outside the city along with a number of merchants who ride in twin wagons, each of them carrying a bow. You've seen them have little effect against Darklings before, but it is surely better than nothing. You speak to one of the merchants, and before he can even tell you his name, Jagged Edge glares at him, and he falls silent immediately. You scowl back at him, but he seems completely inured to the look you're shooting at him.

And then it begins. What you had faced with Grand Axe had been nothing more than a preface to what you truly faced outside the light of the Lighthouses. The occasional Darkling, the laggard Spinewolves you had once faced were nothing compared to what you face now. It is only a day into the trip when a Spinewolf runs towards the wagons, moving at twice the speed you would seen them move before. You raise your sword, but before you can take action Jagged Edge moves like lightning, and the Spinewolf collapses, two of its legs cut clean off. He swings his halberd again, and carefully smashes the teeth out the beast.

"Swallow. Kill it, and gain its power. Now, if you please."

You approach it hesitantly, but the Spinewolf is crippled and almost nonthreatening. You swing your sword, feeling for the moment where it will be sharp enough to cut between worlds. You feel correctly, and the sword separates the Spinewolf's head neatly from its shoulders.

This keeps happening, hour after hour, day after day. Jagged Edge neatly disables one Darkling after another, and leaves them for you to kill. You feel your power grow in hours in the same way it had taken weeks or months to do beforehand. On the second day you kill six or seven, and on the third you kill twelve. You feel the power growing in a substantial and real fashion. You hadn't expected Jagged Edge to be so relentlessly giving, making sure you can every scrap of power you can. You still hate him of course, but it is unexpected.

He rarely talks to you, and you strongly feel as though he thinks you're a burden. Perhaps though he doesn't really talk to anyone. It's not as if you've ever seen him talk to anyone beyond Dancing Dagger. You have seen him kill as many innocent people as you've seen him hold a polite conversation with. It's on the sixth day that things take a turn. A small pack of Spinewolves attack, totalling nine. This would be enough to overwhelm you easily, but Jagged Edge turns them into so much mincemeat. Another pack arrived soon after, and they meet the same fate. And then a third pack arrives.

He is looking somewhat sweaty, and breathing heavily. He leans in his halberd for a moment, and just as the Spinewolves scatter so they can approach from all directions, something else appears, crawling out of the nearby forest.

It stands almost 10 feet tall, and nearly 20 long. It is black, like the Spinewolves, but its jaws glistened with rainbow fluid that constantly fall to the ground. Legs adorned with blades formed from chitin, eyes place equidistant around its large, vile body.

Greatspider.

Jagged Edge curses under his breath.

"Swallow. We have two options. The first, you run with the merchants towards the other treeline. I'll take down the Darklings, Spinewolves first. My skills aren't well suited for penetrating the armour of a Greatspider. Once the Spinewolves are dealt with, you returned and we try to deal with the Greatspider together. They're much more likely to die though."

He speaks again, his face sour, as though he has bitten into something unpleasant.

"Or, we leave the merchants to fend for themselves in the safety of the wagons, if you think you can distract the Greatspider for a little bit of time. I prefer you didn't, but given your tendency towards… Heroics, I thought at least offer you the option so you don't go haring off on your own. Thoughts?"



Escort the Merchants - They're more likely to die, but it gives Jagged Edge more tactical room to maneuver and destroy the Darklings. Less risky for your personally.

Distract the Greatspider - Dangerous? Check. Saving innocents? Check. Sounds like a job for Swallow! Less room for Edge to maneuver though, and he'll have to manage risk to himself, the merchants, and you. Riskier to him personally as a consequence.

Kill the Greatspider (COSTS A FATE POINT) - Distraction? No, you have mobility and offense on your side. You could make this work. Maybe. Probably! It sounds insane, but if you flung yourself into the attack recklessly enough, and got lucky enough, you could avoid its attacks, use distance to jump up, and slice into its brain. Or cut off one of its legs and do the same. It'd be dangerous, but it'd probably impress Edge, and also the power boost would be considerable.
 
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