Prediction for Book 2
1. Have to deal with the practically the entire world putting a bounty on Stanley's head for any Assassin to collect. Assassins eventually win. Parson, as Warlord, gets Promoted to Overlord when Stanley dies. Wanda also has to die (first) so she can't just Decrypt Stanley in a (not-converting-him-to-my-servant) way that the Arkenhammer would allow. This doesn't have much for Parson to Wargame with, so it' kind of boring.
Actually be disbanded as a Barbarian (his Side's destroyed?) and start wandering around the country (with his new ability to move through hexes) and conquer the Royals the old-fashioned way ... rebellion.
2. The Magic Kingdom hates Parson so much (and still doesn't know and/or care that he's a Stuffamancer (he can invent stuff since he's from the "future" he can for example set up Production Lines and invent that) as well as a Warlord) that they ally with the other kingdoms and lay down the magical pwnage on Stanley by debuffing Stanley and buffing themselves ridiculously. Conventional warfare kills Stanley because this time his enemy has Spell Protection.
3. Charlie stops Stanley when he realizes that Stanley is going to win, make relative peace in the world, and Charlie's arms dealing business will collapse.
Note: We already know that the Kingdom of Faq is planned to make a reappearance so it appears that the world's strategy is currently to out-Econ Stanley. I don't think that will work since Stanley has too much Magic on his side (it's how he won in Book 1, and now he has Decrypt which is ridiculous powerful). That's why how the world is actually going to win vs Stanley will be one of those 3 above.
Parson might convince Charlie (in this book or perhaps Book 3) that to improve Erfworld's economy there needs to be more of a Cold War going on so that there's less killing (so popping increases Erfworld's population faster, higher population causes more demand for all products) but still plenty of arms dealing to do. This requires superpowers that won't make Peace. That would probably be the Nobles vs. Stanely (or Parson if Stanley's out of the picture) right now.Prediction for Book 3
I'm guessing that somehow Parson will manage to make his own Side from scratch so we get to see him having to deal with Economy and building up his Capital from nothing. His time with Stanley would be merely "mentoring session" after all
. Heck Parson might even start out with leading Barbarians and not even having a Town to start with so we could see some non-Town economy going (Just how do Barbarians pop units? At Camp?). And somehow manage to lead a non-Town Barbarian side without relying on raiding but instead on Fabrication ... and completely befuddle everyone as this has never been done before. And since Parson hasn't attacked anybody nobody can declare war on him without the rest of the Barbarians feeling oppressed and ... Dundundun ...
This also allows Parson to Design His own City ... which would allow him to incorporate any modernish technology he taught his people to Craft while they were Townless, right from the start.
This also allows Parson to travel around the world, too, which is cool. He would get a greater-than-I-just-saw-a-map knowledge of it for the upcoming battle.
This also allows Parson to have to deal with Multiclassing everyone in his band before they reach the city, since they have to both be able to craft and defend themselves to survive. And they HAVE to get Stack Leaders for everyone ... it'd be just inane for Parson's little band to still have the autoattack the enemy and do not retreat unless ordered otherwise (and who relays the orders ... Dundundun ... the Stack Leader of course and the only requirement for that is to have an Eyebook and parrot the command relayed to you ... you might not even qualify as a unit with Leadership - so your upkeep doesn't go up - but still get the job done). Of course, Leadership increasing upkeep is another thing Parson might debunk ... it might simply be that going up in a hierarchy gets you higher pay ... like how Generals get paid more than Sergents. If you simply Lead others voluntarily (ex: officer in a volunteer militia) you may not increase in upkeep at all (unless the exp you gain Leading your Stack gains you a level, but then you get a bunch of other bonuses so that's ok). Simply put, Abilities in Erfworld do not increase upkeep except via economics (Master Crafters get paid more than Novice Crafters this way) or whatever anything but automatic but somehow it all works out like it does on Earth. This stuff about abilities is quite interesting, because there are one of 2 possibilities (ordered most likely to least likely):
1. Gaining ability in a subject is independent of your Level. Sure you gain experience for it (since killing isn't the only way to gain exp in Erfworld), but say you're a lvl 10 unit. You'll practically never level so if you start multiclassing to say Crafting then how are you supposed to advance in Crafting if you don't level and have points to distribute? Simple ... you don't have to level to gain skill. Ex: Parson climbing the stairs (and getting better at that) is a "skill" even if it's just athletic, move, or something but that hardly justifies leveling him. Your Level is merely an approximate ... summary of your stats, like how Gobwin Knob v2.0 was technically a Level 5 city but has special defense bonuses that really make it much higher in defensibility (like a theoretical Level 8 city or something). Parson fits this perfectly as he is as perfect a Warlord as Wanda could find, but is only a level 2 when he arrives. Why Parson has low exp I don't know, maybe not being a Major League Gamer or accomplished at his job meant Erfworld rated him low ... he had potential but hadn't applied himself enough for Erfworld to credit him for that (other than maybe novice (FedEx) Deliverer and ... umm ... hobbiest - apparently not worth much exp - (tabletop) Warlord), since Erfworld seems to only award exp for hard work. And Parson's general (but not professional) knowledge of many various subjects didn't count because it wasn't professional knowledge ... Erfworld couldn't call him a Quantum Physicist (even an initiate) just because he knew about Quantum Computers. Like how a peasant in Erfworld might pop knowing some Erfworld history like how people in Erfworld pop knowing the Language or Twolls pop with natural Fabrication, but not get any starting exp for it.
2. High level units cannot gain ability until they level and when they do they gain a crapload of skill points (just in case you noviced yourself in a ton of skills - which doesn't take much exp - you need enough skill points to do that) - unlikely Parson being only level 2 and still having awesome Warlord strategy skills doesn't fit this (Warlord being purely based on Leadership would be rather cheap treating him the same as any mere Stack Leader, strategy has to count too). In other words, being a novice at a craft is very, very cheap in exp and skill points but being a master at a craft is very, very expensive in exp and skill points. Parson disproves this because he comes to Erfworld as a Level 2 unit, but is the Warlord Skillzinator (he is an awesome Master Warlord (Master Strategist anyway) already he just doesn't know the gamplay mechanics and has low leadership because he hasn't actually led people very much before, just rolled dice and done strategy war games, no leadership of those miniatures involved). I really think that Special means that unusual bonuses apply, just as when it was use to explain Gobwin Knob v2.0's "special" defense bonuses, so Special just indicates Parson has some unusual (and possibly never-before-seen) bonuses/skills. I'm glad that Erfworld doesn't make a unit's bonuses/skills entirely visible to other units (ex: Assasins would have a tough time explaining why they have "Backstab" and nobody could be surprised by anyone's skills which would be boring) ... Twoll's Fabrication ability ... wait ... do units' skills become revealed once you discover them (Parson didn't check that Twoll and see he had Fabrication until after he suspected that he had Fabrication). Probably. And if you assume all Twolls have Fabrication because people told you that it was their innate and natural skill, then you'd see Fabrication on every Twoll after that. Nice, I like this. So the reason Parson's skills aren't visible is that no one else has discovered them yet and they haven't become general knowledge either. The only thing that has is his name and him being a Warlord. And people who somehow managed to have never heard of him might not even see that, though I'm not sure.
By the way, does anyone else think that Charlie's Arkendish can see everyone's Stats, all of their Stats (even exp)? Even Parsons? I think so. It probably helps Charlie's war mathamancy. And make him seem omniscient. Heh, the Arkendish probably even provides a real-turn-time map of at least the portions of Erfworld Charlie focuses on, like Stanely's Eyemancer Table used to.
3. Gaining ability does let you gain level. So you can become a novice at many different trades very quickly (since that doesn't take much time) and gain ridiculous numbers of levels that way. This is very cheap. I like option #1 much better.