More things I've been meaning to write down:

1) You can trigger the journal entry for the burning ship if you wander too far south near the treasure chest outside the harbour.

2) If you're caught stealing from the bench by the harbour area, your party has a dual dialogue, but neither one of them gets traits from it. Also, in this case, I think that the dual dialogue should happen as long as they're both together, regardless of whether they get caught or not.

3) When teleporting into Cynthia's place via the pyramid, you have a Charm/Intimidate/Reason dialogue, but all the options have a -100 penalty. I don't mind the different responses, but there doesn't seem to be a consequence for what you pick, it all leads to the same outcome without even a +1 to X trait depending on your choice.

4) This is a minor thing, and not that important. Maybe the dialogue for the bridge guards could be tweaked to make them seem a little more uncooperative. Right now, disagreeing to be escorted by them and then killing them does kinda make you seem a little psychotic. Maybe have them idly threaten that perhaps you won't make it all the way to the city. Or alternately If it were a case of them just getting knocked out (and somehow not gibbed by spells), that'd also do it. But that's probably too much rewriting to expect, especially given all the other things to work on.


5) The Crowd Warmer
- My first thought when seeing that the other guy's crowd was lured away by a talking head was "I wonder if a talking clam could help get that guy's crowd back?"
- Why is the talking head flagged as "don't touch" when you mouse over it, when you can't actually steal it, and talking to it is normal?
- If you lure Reginald's crowd back to the first guy, he gets all upset and says that he's ruined... why not, I dunno, hire a NEW crowd warmer instead of moaning about it? I'm sure there's no shortage of people short of work in Cyseal who could do the job. Maybe an attempted fish thief, called Robin, perhaps?