
Redneckdevil |

Okay so me and my group have already decided on setting our "base" in the country of Nirmathas. Our base is actually just our shop or guild house in which our adventuring/mercenary company will be located at.
Now as far as the actual building we already are brainstorming what we want but we are going this route as a way to be able to do all the campaign modules. We have some characters as founders that as they get higher lvls they do higher lvl modules and we bring in new associates (aka new characters) to do other low lvl modules.
We know what we are planning will go for a long time which we are hoping.
But the question is where in nirmathas shoukd we set up our base in which we operate out of?Would it be good to do so from one of the smaller towns, mid size, or bigger towns? What are the pros and cons of doing so? Also which town wouldnt break the flow of things either since we are basically planning on doing ALL the modules and some homebrewed ones as well?
Tyvm for the suggestions in advance.

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You are just looking for a place for PCs to adventure that spans low to high levels? That is just about everywhere in Golarion. The limitation is the GM's inventiveness, not the actual location. That said, your PCs will want a large city somewhere nearby if only so they can have a market to buy/sell loot.

Redneckdevil |

What im looking for is a place to set up their base for their company. Yes they will be traveling all around the world, but was wondering which would be a good town to set up their base to come back to. They want a place that after each adventure they can come back to to drop their loot and tell tales of their deeds and sell their looy and catch rumora of new adventures. Would like a town that could possibly have a theives guild as well.
Been trying to find info on nirmathas to explain a lot of their areas besides the inner sea guide but I find much besides that book.

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Oh. If you want a trading company, I'd recommend Absalom. Ship based travel can get you just about anywhere, and it is on some major trading routes.
Nirmathas is a fine choice. You might want to check out the module Crypt of the Everflame as it is set there. I think Masks of the Living God is set there too. They might give you some extra background material. Dunno.

Redneckdevil |

The airship would be a sweet idea for the future. Ill need to find out info on airships and such but I believe I will have plenty of time.
The players basically picked the spot they wanna use which is tamran, the capital. Basically I used the guy from our first module to give them a base after they completed a moduke for the guy and they became a branch for the pathfinders society. They are okay with it since they know at that lvl gaining the funds for their own base is tough so I set them up a loan with the society, that every few months a representative comes by and reads their logbook of their adventures and collects only a certain amount of dues and rent. After they pay it off eventually they can break away from the society and keep their base but lose their logbook and any information written about their quests. I believe some are gonna want to break away which woukd give me good sourse for a rival guild of adventurers for them.
Anyway rambling over, tyvm for the suggestions. That airship sounds really awesome for when they become very established and high lvls, maybe even after they gained enough rivals as well lol

jhpace1 |

In Rise of the Runelords, the first book, Burnt Offerings, gives you a splendid base: a tiny island outpost called Thistletop with its' own fresh water source, hidden rooms, garden area, and sleeping areas. The nearest large city is Magimar to the south, approximately 30 miles, which is doable on a horse in the low levels.
The next book, Skinsaw Murders, gives you two options: exorcise a mansion by the sea called Foxglove Manor, as well as a townhouse in the large city of Magimar. Both are yours for the taking, just convince the GM to allow you to buy them from Magimar and the Sandpoint Mercantile League.
The 3rd book, Hook Hill Massacre, gives you a ranger outpost in the middle of the southern end of the continent called Fort Rannick, with its' own water source, barracks, stone keep, etc. The book says you can keep the Fort, if you wish.
The forth book, Fortress of the Stone Giants, has you finding a large stone fortress-city in the mountains slightly north of Fort Rannick. Jorgenfist has Varisia's only known Thassilonian library, as well as the stone fortress above. The stone giants will leave and never return after you defeat the boss.
And that's only the first 4 out of 6 books in the Adventure Path. At every turn, there's another place your PCs can conquer or purchase. Add a Sorcerer, Cleric, or Wizard who can Teleport, and travel between you cache locations is easy.
Get the picture? There's plenty out there, just keep what you have.