Summary:
We enter the town of Quelb. All the residents are in hiding at first,
suspicious of us, but when they emerge we see it is in fact a town of
werewolves, one of whom was Galuf’s fellow Dawn Warrior. Another Dawn
Warrior: Bartz’s dad. Some stuff around town and then pushing onto
Drakenvale.
Quelb
-Music is the normal jolly-jig town music, reinforcing my belief that friendly werewolves will live here.
-Lots of sheep. For snacks?
-All the buildings are locked, except “Kelger’s House.”
---
Kelger’s House
-This building is open, but nobody’s home in the entryway, though a door inside is locked. When we move to leave, werewolves finally emerge and converge on us.
-Yay! They’re allies.
I really like Kelger’s portrait.
Kelger, was one of the Dawn Warriors alongside Galuf that first sealed up Exdeath. He is super-suspicious of us, thinking WE were the ones who freed Exdeath! Doesn’t believe Galuf.
-And Kelger for some reason wants to fight Bartz to prove himself. Not sure why he wants to fight Bartz rather than Faris or Lenna, but ok. He does some “Lupine Flash” attack that has him teleporting all around the room super fast, but Bartz at some point smacked him and knocked him down. Perhaps he played “Mike Tyson’s Punch-Out!!” as a kid and practiced on Great Tiger.
-We flash forward a bit to Kelger lying in his bed, stunned that Bartz could defeat him. Galuf scolds Kelger in reply (lightly).
The role of Galuf, played by Harry Dresden.
-Bartz though has another reason why he was able to defend himself. His dad, Dorgann, taught him. The namedrop stuns Kelger and Galuf both. Why?
-WHAT. DORGANN WAS FROM GALUF’S WORLD, AND WAS ONE OF THE FOUR DAWN WARRIORS. Bartz is half Galuf’sWorld-ian! The fourth Dawn Warrior was someone named Xezat.
---
Flashback!
-The Dawn Warriors, fighting Exdeath in a cave on Bartz’s world. They keep beating him, but he keeps coming back to life.
No choice but to seal Exdeath up here.
-They call Exdeath a “demon.” Not sure if that is a metaphor for him being a bad dude, or if he’s a literal demon. After all, FFII featured literal Hell! Maybe he emerged from there.
-Dorgann has serious objections to leaving Exdeath in Bartz’s world, but relents and helps seal him up.
-He stays behind, but doesn’t say why. I guess he either met Stella, or just wants to watch out for Exdeath himself.
---
Back in Quelb
-Galuf thinks it’s the latter, that he stayed to protect that world.
-Now that we’re a known quantity, the town is full of werewolves going about their normal business.
-“Tsuze” tried to protect the fire crystal. Huh? The one near Karnak, or some fire crystal in Galuf’s world?
-A random dude in town is down a well, and jumps out demanding a frog. Um.
-Oh!!! Maybe this is what we use Kornago for.
---
Overworld
-Trying to catch a Kornago for the weird man in the well. Galuf’s beastmaster leveled up to 2 and he got a new ability: Control.
-AND IT’S AWESOME. This was totally worth leveling up. He can take control of a monster in combat, and use that monster’s abilities and attacks as his own when his turn comes up. He can both use attacks and spells. IT’S SO COOL I LOVE THIS
-Ok, caught the Kornago. Let’s deliver it.
---
Quelb
-…he’s altering the deal. Pretty significantly.
How can I resist?
Whatever, Pot-Pushing Peggy. I’ll buy.
-He gives me the Kornago Guard! I was right about something! I’m the best.
-Oh. “Gourd.” The Kornago Gourd. Ok. It increases the success rate of catch. Interesting.
-A circle of werewolves is praying for our safe return.
Lupine prayers.
Aw. Thanks, guys. One of them teaches us a new bard song, “Requiem,” to harm undead.
-I really love this mechanic of learning bard songs by talking to people in town. It makes these conversations more than flavor, and builds story into game mechanics.
Back in my heavier-play MMO days, I used to enjoy roleplaying, but only in a specific way. Most guilds liked just walking in town or sitting in a tavern and RPing, but my favorite was a raid-RP guild that mixed its RP with decently challenging PvE content. So you can imagine how much I enjoy this.
-Done in town. Onto Drakenvale.
---
Next tiem: Drakenvale.
Quelb
-Music is the normal jolly-jig town music, reinforcing my belief that friendly werewolves will live here.
-Lots of sheep. For snacks?
-All the buildings are locked, except “Kelger’s House.”
---
Kelger’s House
-This building is open, but nobody’s home in the entryway, though a door inside is locked. When we move to leave, werewolves finally emerge and converge on us.
-Yay! They’re allies.
I really like Kelger’s portrait.
Kelger, was one of the Dawn Warriors alongside Galuf that first sealed up Exdeath. He is super-suspicious of us, thinking WE were the ones who freed Exdeath! Doesn’t believe Galuf.
-And Kelger for some reason wants to fight Bartz to prove himself. Not sure why he wants to fight Bartz rather than Faris or Lenna, but ok. He does some “Lupine Flash” attack that has him teleporting all around the room super fast, but Bartz at some point smacked him and knocked him down. Perhaps he played “Mike Tyson’s Punch-Out!!” as a kid and practiced on Great Tiger.
-We flash forward a bit to Kelger lying in his bed, stunned that Bartz could defeat him. Galuf scolds Kelger in reply (lightly).
The role of Galuf, played by Harry Dresden.
-Bartz though has another reason why he was able to defend himself. His dad, Dorgann, taught him. The namedrop stuns Kelger and Galuf both. Why?
-WHAT. DORGANN WAS FROM GALUF’S WORLD, AND WAS ONE OF THE FOUR DAWN WARRIORS. Bartz is half Galuf’sWorld-ian! The fourth Dawn Warrior was someone named Xezat.
---
Flashback!
-The Dawn Warriors, fighting Exdeath in a cave on Bartz’s world. They keep beating him, but he keeps coming back to life.
No choice but to seal Exdeath up here.
-They call Exdeath a “demon.” Not sure if that is a metaphor for him being a bad dude, or if he’s a literal demon. After all, FFII featured literal Hell! Maybe he emerged from there.
-Dorgann has serious objections to leaving Exdeath in Bartz’s world, but relents and helps seal him up.
-He stays behind, but doesn’t say why. I guess he either met Stella, or just wants to watch out for Exdeath himself.
---
Back in Quelb
-Galuf thinks it’s the latter, that he stayed to protect that world.
-Now that we’re a known quantity, the town is full of werewolves going about their normal business.
-“Tsuze” tried to protect the fire crystal. Huh? The one near Karnak, or some fire crystal in Galuf’s world?
-A random dude in town is down a well, and jumps out demanding a frog. Um.
-Oh!!! Maybe this is what we use Kornago for.
---
Overworld
-Trying to catch a Kornago for the weird man in the well. Galuf’s beastmaster leveled up to 2 and he got a new ability: Control.
-AND IT’S AWESOME. This was totally worth leveling up. He can take control of a monster in combat, and use that monster’s abilities and attacks as his own when his turn comes up. He can both use attacks and spells. IT’S SO COOL I LOVE THIS
-Ok, caught the Kornago. Let’s deliver it.
---
Quelb
-…he’s altering the deal. Pretty significantly.
How can I resist?
Whatever, Pot-Pushing Peggy. I’ll buy.
-He gives me the Kornago Guard! I was right about something! I’m the best.
-Oh. “Gourd.” The Kornago Gourd. Ok. It increases the success rate of catch. Interesting.
-A circle of werewolves is praying for our safe return.
Lupine prayers.
Aw. Thanks, guys. One of them teaches us a new bard song, “Requiem,” to harm undead.
-I really love this mechanic of learning bard songs by talking to people in town. It makes these conversations more than flavor, and builds story into game mechanics.
Back in my heavier-play MMO days, I used to enjoy roleplaying, but only in a specific way. Most guilds liked just walking in town or sitting in a tavern and RPing, but my favorite was a raid-RP guild that mixed its RP with decently challenging PvE content. So you can imagine how much I enjoy this.
-Done in town. Onto Drakenvale.
---
Next tiem: Drakenvale.