Sinbad's crew has a pretty rough beginning for a group that's going to spend so much time going on adventures together. Several of them are being treated as cargo when we meet them. Orland has them under his control, and Sinbad eventually destroys the gem keeping them that way. He gives them the choice to leave. They choose to stay.
That beginning matters when you look at how the group works afterward. Sinbad is leading people who have already had someone make their decisions for them. There's a difference between following a captain and belonging to him, and the series establishes that difference right at the start.
Then you have this whole collection of people with different problems, abilities, and reasons for being there. Ashcroft has a personal connection to the mystery hanging over Sinbad. Wilhelm has an entire fairy-tale tragedy behind his appearance. Samelia's magic makes her valuable to people who don't necessarily care what she wants. The Old Man knows things the others don't, while Vu, Shon'du, and Pots bring their own personalities into the group.
Their adventures take them through the search for the Jericho Visor, the Sunfury Amulet, and the Crown of Anubis. But having the crew there gives those searches something beyond another magical object to collect. Someone can be separated from the others, manipulated, or put in danger, and suddenly the object isn't the only thing they have to think about.
Osmium joins this part of the adventure later, bringing an existing connection to Sinbad and knowledge the crew needs.
Sinbad's crew has a pretty rough beginning for a group that's going to spend so much time going on adventures together. Several of them are being treated as cargo when we meet t…
· Comics / Grimm Universe