Created By: Grandy on January 3, 2012 Last Edited By: Grandy on January 7, 2012


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I suggested this about a year ago... and can't remember what happened to it. AFAIK, it ma even have been made into a trope already without someone telling me. Still, can't find it, so I thought I'd try again.

This trope is when a hero saves the town, and the townspeople all gather to thank him, and give him gifts... then promptly send him away never to come back.

The reasons can be many. The hero may have saved the town by breaking a sacred law (such as killing the villain on a sacred ground), the hero may just have bad publicity (and be shooed from the village even without the gifts or the thanks), perhaps the villagers fear the hero's presence may attract new dangers (may even overlap with a sort of bad publicity in the form of "danger always follows that man"), the villagers might be ashamed have been rescued by an half-elf, or they might be as afraid from the hero as they were from the villain, after witnessing how powerful he is.
Community Feedback Replies: 10
  • January 3, 2012
    You're not supposed to have titles that sound like dialogue.
  • January 3, 2012
    I'll be honest, the title naming rules are getting so ridiculous I just avoid them completely at this point and write down whatever I think best describes the trope.

    If you have a suggestion, please do say and I'll name it so.
  • January 3, 2012
    Are you sure this isn't covered by Ungrateful Bastard or Complaining About Rescues They Dont Like?

    If it isn't, what about; Banished On Completion or Rewarded With Exile?
  • January 3, 2012
    Ungrateful Bastard is about people who hate their rescuers... yeah, i can see how it overlaps in some points, but for someone to be Rewarded With Exile (I'm using this name BTW), the 'rewarders' not necessarily hate them. It may be fear, not even of them, but about their enemies coming back after them and the village being caught in the crossfire, for example, which Ungrateful Bastard wouldn't cover.

    Complaining About Rescues They Dont Like seems more like somoen just being cranky at the way they got rescued, not really having to do with hating being rescued or not wanting the rescuer nearby anymore.
  • January 3, 2012
    ^It isn't covered by those. Here's an example that fits this trope, but doesn't fit the ones you mentioned:

    • In the Justice League cartoon, Wonder Woman brings the league to Amazonia to save everyone after they were turned to stone. They do so, and the Amazonians are grateful for being alive, but Wonder Woman is banished for breaking their sacred "No men allowed" rule.

    In this example, Wonder Woman's mom(I think) still lovers her and everything, but her LawfulStupidity prevents her from making an exception to the law.
  • January 3, 2012
  • January 4, 2012
    That's more about people being banned from places, not necessarily after saving the place itself.
  • January 4, 2012
    Assassin of Gor (book 5 of the series): After being instrumental to the rebellion which brought Marlenus back to the throne of Ar (even though he wasn't aware of the rebellion most of the time), Tarl is then banished from Ar for having stolen Ar's Home Stone back in book 1, which led to Marlenus's dethroning in the first place.
  • January 4, 2012
    ^ Worth mentioning that the exile was a reward, in a way, because Home Stones are Serious Business on Gor and for stealing one any penalty less than death is an act of mercy.

    • In the first Fallout, by the end of the game, the player has saved Vault 13's water supply and defeated an evil army of mutants determined to find the vault. The overseer then reluctantly tells you that you have to leave. He's worried that your presence will destabilize the vault by inspiring people to want to leave.
    • This happens again in Fallout3. In the quest 'Trouble on the Homefront'' the player returns to vault 101 and discovers that a brutal civil war has broken out. The vault is split into two factions. One, headed by the overseer's daughter Amata wants to open the vault and interact with the outside world, while the overseer wants to keep it closed. The player can resolve the situation peacefully or violently, siding with Amata, the overseer, or just destroying the vault for no reason. No matter what the player chooses, they are exiled from the vault in the end.
  • January 7, 2012
    • This happens to the hero at the end of The Ladies of Mandrigyn by Barbara Hambly -- the situation has had several consequences the townsfolk don't like, none of which are actually his fault, but it's easier to kick the outsider out and blame him for everything than to actually face up to their own responsibility.