Annotated 50-28
I meant this as a six-member adventuring party (breaking with our “party of five” tradition as the Champions did), and it pretty much is, but either Flo or John decided that we needed a little more crew to actually pilot this vessel along with the named adventurers riding it. Especially if they’re all going to be throwing their hands in the air like that on departure.
So, remember how I said we’d see a splitting of the party into retirees and those still adventuring? The Bandit sequence and this one have now finalized that split. Byron, Syr, and Gravedust have settled into government, with Gravedust also leading his people, Byron doing so just for now, and Syr’Nj pursuing other interests while in line to take over from Faer one day. Fr’Nj and Scipio were basically retired from adventuring before, just coming back briefly for the war, and their roles at B’ial Vezk suit them better. Frigg and E-Merl now have their training venture. Only Bandit, Best, and Sundar—and their new gangs—are still full-timing as adventurers.
Best, for his part, may continue exploring the world for the rest of his life, with brief visits home to look in on old friends and share the knowledge he’s gained. He’ll be a hero where and when it’s called for. And if that means he’ll get a lonely grave in some underexplored corner of the world, that might still be a life well-lived.
FB: Although Best is primarily a singer and guitarist, he has learned how much a band’s performance can benefit from the use of horns.
(Image by JonBeanHastings.)
Wow, only 5 pages to go. I’m honestly starting to feel a bit claustrophobic. Thank you for going through all these a second time with commentary, it’s been great
Typical bunch of adventurers, running off without a healer. GG n00bs.
To be fair, since the crash and the data loss (not to mention the horrific press! Did you hear about them feeding coders soylent pad thai from the basement during crunch?), it’s been hard to put together pickup groups in Kingdoms of Arkerra. Without easy availability of full parties, the few people that are left were opting for solo-capable classes instead of support. Hurricane tried to rebalance all classes to make them solo-able, but it resulted in all of the classes feeling kind of samey and pointless. I heard Hurricane is planning a “KoA Classic” release that removes the expansion content and returns it to launch with some bugfixes and build adjustments, so maybe there’ll be a revival?
Good stuff
There is one elvish-looking person on the right edge and another on the left. Maybe one of them has some healing-related abilities? Or that Goblin does. We shouldn’t assume they can’t heal others just because most Goblins don’t know how to. Also, you may not need a dedicated healer if several members of the group have some more limited healing abilities. Might actually be smarter because what if your healer is incapacitated and needs healing?
We don’t know anything about Amorna, either, and what little we know about Beckitt doesn’t speak to healing one way or the other.
Like, if we’re gonna take this semi-seriously, then Guilded Age doesn’t really have a “healer class” per se, and with the supply of potions that used to be requisitioned by the army, it doesn’t really need one. Give enough of that healing juice to them and any one of them can be responsible for the well-being of the others (it’ll probably end up being Rendar).
It’s a great explanation of how Best gets his unknown grave, for sure.
Jules Verne lives!!!