First of all, my apologies for missing Thurs. I thought I had made arrangements to connect while not at home, but noob errors defeated me. I expect to be where I am expected to be this Thurs.
Love the idea of having a place, but two things:
1 -If the original spirit of the Troubleshooters is to be maintained, we need it to be a proxy base only. (Summary - someone runs it for themselves, and we're their favorite guests.)
2 -If we are deciding to become a permanent fixture in this part of the world, establishing dukedoms and primacy over territory, we should pick a better location. (Summary - Fort Rannick overlooks this dangerous pass, but it's otherwise inconvenient.)
1 -Freedom, mobility, etc, were a big part of the original vision (which may have changed as we aged at least thirty days). If we keep that, we're no obligated to deal with the inherent graft of Magnimar, or other weird stuff that takes years and politics and whatever to unravel. A single level 10 Paladin (I'm thinking Jack Palance here) is handy to have wandering around when you have ghoul outbreaks or bandit raiders, and the like. A team of ten level 10 characters is a small juggernaut. Capable, for instance, of handling Giants gone bad, or deep magic conspiracies, or captive demons, or black maggas. What's next? No one (except perhaps Darcs) can say. If we keep getting along with each other, we could become an El Nino force wind, that makes everything a little better, without pesky follow-up questions.
2 - Unless one can fly, Wolf's Ear is a much nicer location. The current from Storval Deep runs the wrong way. The Dam has seriously outdated power generation. Riding to and from the mountains and forests is a real drag if you don't just want to burn time. Somebody probably already owns Wolf's Ear (all the best places are always taken), and there's a nifty island in the center of Ember Lake if you prefer waterfront. If we're really looking to get hold of a place with walls and towers and libraries and temples, why not just Go for Magnimar. Hell, anybody know if the Linnorin Kings are good guys or not? What's keeping us in Varisia? although I have to say, the Bay is nice.
Yes, I understand that at 10, Hal is supposed to think about setting up housekeeping somewhere, or at least Keeping. He has taken no leadership or administration skills. If we're really serious about it, I think there are feats. (That's what I always wanted to spend them on, JK) Iomedae was a normal girl who chased down bad guys until she had an apotheosis. Hal has no delusions about divinity, but that's the career path he's on so far.Statistics: Posted by bralbovsky — Fri Jul 22, 2016 6:27 pm
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