General conversation/OOC commentary

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Jul 3, 2025 6:57 am
Yes, invite another player, but let them know that the game is a commitment. I know you know, but still :)
Jul 3, 2025 2:44 pm
I’m good with another player
Jul 3, 2025 4:15 pm
I'm down for whatever the game needs.
Jul 3, 2025 4:38 pm
All good with me too!
Jul 3, 2025 4:57 pm
spaceseeker19 says:

1. Things are peaceful now. Eir can leave now, for a character reason such as you suggest. The advantages are that Eozindra will be more likely to accept the parting (I'd rather not have another despondent PC in the party), and Eir can bow out now, in part four so that we can, potentially, introduce a replacement character right at the start of part five.

2. Eir sticks around and responds heroically to the next challenge, choosing to stay behind to help while Zin continues on with the Orb. Since Eir is not oath-bound, it seems natural that their paths would split. The advantage of this is that Eir gets a possibly more heroic exit.

As much as a heroic exit would be fun, I think it just makes more sense for her to venture off in order to protect Zin's identity. Slightly more selfish for the sisters, but will lead to Zin being less sad face about being left behind. I think Eir would trust the rest to keep an eye on Zin. Zin would be sad for a bit, but she would also understand that they are separating for good reason. It was always part of the unseen backstory that Eir is in communication with the family back home, so I think if they sent message that they had a lead, she would instinctively want to ensure it wasn't a good one and would feel compelled to head home and take command of the searching task force in order to make it fail. The fact that Eir isn't oath bound still works since she is able to step away and Zin can't. It would be a tough call, but a necessary one and narratively it makes sense.
Last edited July 3, 2025 5:02 pm

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