Blog: Rushing the Blog


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Goblin Squad Member

"The Goodfellow" wrote:
FYI UNC wishes to claim AC so that we don't have to go far to raid caravans as AB and AD will be trading almost straight through our settlement. :-)

I lol'ed.

Goblin Squad Member

Pax Shane Gifford wrote:
"The Goodfellow" wrote:
FYI UNC wishes to claim AC so that we don't have to go far to raid caravans as AB and AD will be trading almost straight through our settlement. :-)
I lol'ed.

We specifically planned for that possibility.

Goblin Squad Member

Forencith wrote:
We specifically planned for that possibility.

...and continue to.

Goblin Squad Member

We will have to see how the new land rush will work. If I have to register a new account and then create the UNC there, then perhaps I will be able to place my vote.

Otherwise, I will leave it to The Goodfellow to start the guild and it will go with one less vote (mine).

Sovereign Court Goblin Squad Member

To give some idea of how votes were distributed in the 1st land rush here's a quick plot of the votes guilds received. Note that T7V, Pax, and TEO are not included to make the scale on the horizontal axis easier to deal with.

Vote distribution

Goblin Squad Member

The Goodfellow wrote:
FYI UNC wishes to claim AC so that we don't have to go far to raid caravans as AB and AD will be trading almost straight through our settlement. :-)

AC does look promising......

but this made me chuckle.

Goblin Squad Member

And so it begins....

What an exiting blog. Also loved all the specifics about resources.

Goblin Squad Member

Well, it's taken me an hour to get on the forums, and now I see why! Lots of excitement from this blog.

Congratulations to T7V, TEO and Pax!

The fun is just starting to begin.

Liberty's Edge Goblin Squad Member

1 person marked this as a favorite.
Jiminy wrote:
Well, it's taken me an hour to get on the forums, and now I see why! Lots of excitement from this blog.

Actually, I suspect the down time was due to work being done on the pledge tool here and the goblinworks.com site. It seems like they are about ready to start shifting more of the focus to goblinworks.com.

Goblin Squad Member

CBDunkerson wrote:
Jiminy wrote:
Well, it's taken me an hour to get on the forums, and now I see why! Lots of excitement from this blog.
Actually, I suspect the down time was due to work being done on the pledge tool here and the goblinworks.com site. It seems like they are about ready to start shifting more of the focus to goblinworks.com.

As my kid would say, 'Totes awesome!'

Goblin Squad Member

Yeah, AC would be kind of fun, but it would make a conflict with TEO and T7V a full time job.

I have no doubts that we will prey upon their commerce from time to time, but our intentions is not to do so almost exclusively.

Besides, a dog doesn't crap in its own bed. Wherever we make our home, there will be less predation on our part.

Now what would be bizaar is if we did choose AC and we get along swimmingly with our neighbors (TEO / T7V). For the record, don't confuse disagreement with dislike. There are actually quite a few members of both companies that I respect and enjoy reading their posts.

Goblin Squad Member

130 crafting resources?!

interesting mechanics for 'hunkering down'. Seems I'm looking to formally join a guild earlier than I thought. Where will the nice EU-timezone people be?

Goblin Squad Member

randomwalker wrote:

130 crafting resources?!

interesting mechanics for 'hunkering down'. Seems I'm looking to formally join a guild earlier than I thought. Where will the nice EU-timezone people be?

The UNC is currently developing a relationship with an EvE based, EU, low sec, pirate corporation, and we already have several EU based members of our own.

Our crafting needs will be mostly in refining and repair, but if someone was willing to specialize in crafting items necessary for banditry (ie. Blinds, materials for Hideouts, etc.) we will welcome their application.

Goblin Squad Member

There are plenty of EU players in both T7V and TEO. I suggest either group would be very happy to welcome you to join them.

Goblin Squad Member

And of course, Pax has people all over the timezones as well. :)

I seem to recall that just yesterday someone revived an old thread about a company specifically for EU timezone players, mentioning that they're still around and playing other games in the interim. Perhaps that would be your best place to start. The company's called Mystical Awakening.

Goblinworks Executive Founder

"The Goodfellow" wrote:
FYI UNC wishes to claim AC so that we don't have to go far to raid caravans as AB and AD will be trading almost straight through our settlement. :-)

Good luck with both of those goals. You'll need it.

Goblin Squad Member

I have to say that the T7V city seems to be at a location that will show a *lot* of traffic: they are smack in the middle of a small bowl of land that has no less less then 4 passable elevation changes coming out into it, pretty much from all directions too.

Entire regions drain into that area! Wether you go from the Thornkeep area to the South, or from the Fort Inevitable area to the East, or from the mountainous area in the North to the South, you pass by Phaeros. :)

I am sure this was intended.

Goblin Squad Member

More ways to get in for those with less then kind intentions as well.

Goblin Squad Member

It's certainly a good spot though. Especially for the first little while, before the map is expanded. They have fairly effective control over the entire SE of the map. It will be interesting to see who gets AC, whether or not they can stand up to two other cities.

The next few months are going to be really interesting. A lot of the 'what if', 'maybe this' questions are going to get answered real fast.

Goblinworks Executive Founder

Tyncale wrote:

I have to say that the T7V city seems to be at a location that will show a *lot* of traffic: they are smack in the middle of a small bowl of land that has no less less then 4 passable elevation changes coming out into it, pretty much from all directions too.

Entire regions drain into that area! Wether you go from the Thornkeep area to the South, or from the Fort Inevitable area to the East, or from the mountainous area in the North to the South, you pass by Phaeros. :)

I am sure this was intended.

Oddly enough, one concern was that the roads would make traveling around the entire area easier than going through it.

Goblin Squad Member

Tyncale wrote:

I have to say that the T7V city seems to be at a location that will show a *lot* of traffic: they are smack in the middle of a small bowl of land that has no less less then 4 passable elevation changes coming out into it, pretty much from all directions too.

Entire regions drain into that area! Wether you go from the Thornkeep area to the South, or from the Fort Inevitable area to the East, or from the mountainous area in the North to the South, you pass by Phaeros. :)

I am sure this was intended.

It looks more like the selection was to isolate itself in the corner of the map, and out of the most frequent traffic (by road or direct) between the starter towns. This is not to say that the "kingdom" won't become an attraction in and if itself, I believe it will. It us just not situated to be a "major trade hub".

Of all of the locations available, "K" is the best suited to be THE "Major Trade Hub". One hex away from the cross roads of all three main NPC Settlements.

Goblin Squad Member

2 people marked this as a favorite.

It all depends on if who ever sets up in K can keep it safe. The in game trade hub might not end up being in the "best" spot for it. Most likely it will end up in a settlement that isn't in the middle of nowhere that is very stable and has limited restriction on who can come in.

Goblinworks Executive Founder

Ryan Dancey wrote:

When people voted in the Land Rush Poll here on the forum, the votes are tracked in Paizo's database. So we know which Paizo accounts voted for each of the three guilds who won.

We are asking those people to not vote in the new Land Rush promotion - they have already been accounted for.

If we believe this has become a problem, we have the capability to go into the original poll, extract all the Paizo usernames, connect those usernames to Goblinworks accounts, and see who has decided to be a bad member of the community. We hope that will not be necessary.

Everyone else who voted is free to associate with any Guild in the new Land Rush they wish. Except for the people who participated in the winning 3 Guilds in the original Poll, everyone else is a free agent.

By the way, I think a lot of non legit vote happened on the first poll, because I did vote myself. I wasn't aware that a second kickstarter happened, at the moment, and I didn't understand that I couldn't vote. So, sorry for my vote, it was an honest mistake, it won't happen again, I know I can't now.

Goblin Squad Member

@ Audoucet

Your post is a little unclear.

It is important that everyone understand. Even if you DID vote in the first Land Rush Poll, but you did not vote for 1 of the 3 winners, you may vote again in the new Poll.

It is unclear because I assume that you voted for your own Guild then. If that is not true, please forgive this fool... :)

Goblinworks Executive Founder

I don't actually have a guild, so I voted for a French one at the time : But I actually shouldn't have, because only the backers of the second kickstarter, were authorised to vote, but not the backers of the first kickstarter. And I don't think I was the only one, to do the same mistake.

Goblin Squad Member

The Empyrean Order is accepting of EU members, as a matter of fact we are looking to recruit more EU members. We are even setting up a more friendly EU meetings time.

If you are EU, if you align with our goals and ideals, then we support most types of game play.

The Empyrean Order

Goblin Squad Member

Audoucet wrote:
I don't actually have a guild, so I voted for a French one at the time : But I actually shouldn't have, because only the backers of the second kickstarter, were authorised to vote, but not the backers of the first kickstarter. And I don't think I was the only one, to do the same mistake.

Pardon my misunderstanding. My apologies.

Goblinworks Executive Founder

Bringslite wrote:
Audoucet wrote:
I don't actually have a guild, so I voted for a French one at the time : But I actually shouldn't have, because only the backers of the second kickstarter, were authorised to vote, but not the backers of the first kickstarter. And I don't think I was the only one, to do the same mistake.
Pardon my misunderstanding. My apologies.

No need to apologise, I am aware that I don't always express meself very clearly, in English ! :)

Goblin Squad Member

@Lee or Stephen or any Goblin actually - Just curious. The blog said the Heinous flag would get you attacked by NPC guards. Does that include NPC guards in Fort Inevitable?

Also, in regards to fast travel. Is that something that will only be available on roads or can you fast travel through any hex?

Goblinworks Game Designer

Pax Areks wrote:
@Lee or Stephen or any Goblin actually - Just curious. The blog said the Heinous flag would get you attacked by NPC guards. Does that include NPC guards in Fort Inevitable?

Probably not, but the nuances of what NPC guards will be able to do is pending some AI implementation cycles. We'd also like to let individual settlements customize their own guard aggro mechanics so you can tell them to attack some flags and not others.

Quote:
Also, in regards to fast travel. Is that something that will only be available on roads or can you fast travel through any hex?

The early "talk to a stablemaster to get a horse to a specific point" fast travel will probably exclusively use roads to traverse those points. Once we have player-controllable mounts, you'll almost certainly be able to ride them anywhere at faster than you could walk, but they may achieve their best possible speed on roads.

Goblin Squad Member

DeciusBrutus wrote:
Tyncale wrote:

I have to say that the T7V city seems to be at a location that will show a *lot* of traffic: they are smack in the middle of a small bowl of land that has no less less then 4 passable elevation changes coming out into it, pretty much from all directions too.

Entire regions drain into that area! Wether you go from the Thornkeep area to the South, or from the Fort Inevitable area to the East, or from the mountainous area in the North to the South, you pass by Phaeros. :)

I am sure this was intended.

Oddly enough, one concern was that the roads would make traveling around the entire area easier than going through it.

Yes, I think a lot depends on how player-made roads will turn out. I think it is still the plan to implement those. If those roads allow fast travel at some point, I think the basic NPC-patrolled roadnetwork that we see now will be used less, since they present huge detours. There is a lot of land in between those few roads.

One of the playermade roads that I could see appearing rather quickly is one from the mountain area where Brighthaven is, to the South, and the West, in the end connecting to the NPC-patrolled roads. Well, there are a lot of roads you can easily imagine being formed between the major areas of interest(Emerald Spire for instance).

Though the relative safety of those NPC-patrolled roads may still be worth it. Still I think Phaeros will be a busy hub, because that particular swath of land is so central to different elevation-areas coming together through 4 chokepoints.

Goblin Squad Member

Tyncale wrote:
DeciusBrutus wrote:
Tyncale wrote:

I have to say that the T7V city seems to be at a location that will show a *lot* of traffic: they are smack in the middle of a small bowl of land that has no less less then 4 passable elevation changes coming out into it, pretty much from all directions too.

Entire regions drain into that area! Wether you go from the Thornkeep area to the South, or from the Fort Inevitable area to the East, or from the mountainous area in the North to the South, you pass by Phaeros. :)

I am sure this was intended.

Oddly enough, one concern was that the roads would make traveling around the entire area easier than going through it.

Yes, I think a lot depends on how player-made roads will turn out. I think it is still the plan to implement those. If those roads allow fast travel at some point, I think the basic NPC-patrolled roadnetwork that we see now will be used less, since they present huge detours. There is a lot of land in between those few roads.

One of the playermade roads that I could see appearing rather quickly is one from the mountain area where Brighthaven is, to the South, and the West, in the end connecting to the NPC-patrolled roads. Well, there are a lot of roads you can easily imagine being formed between the major areas of interest(Emerald Spire for instance).

Though the relative safety of those NPC-patrolled roads may still be worth it. Still I think Phaeros will be a busy hub, because that particular swath of land is so central to different elevation-areas coming together through 4 chokepoints.

>"Though the relative safety of those NPC-patrolled roads may still be worth it."

Atm, it seems those major roads will always provide a way for players to ship their goods and/or travel around the map without being choked in by major powerblocks, so long as they can access a single point on those roads?

That is the guess as it appears atm. It may by-pass using other roads but may take longer but be safer? What is the devs official line on those?

Goblin Squad Member

Stephen Cheney wrote:
Pax Areks wrote:
@Lee or Stephen or any Goblin actually - Just curious. The blog said the Heinous flag would get you attacked by NPC guards. Does that include NPC guards in Fort Inevitable?

Probably not, but the nuances of what NPC guards will be able to do is pending some AI implementation cycles. We'd also like to let individual settlements customize their own guard aggro mechanics so you can tell them to attack some flags and not others.

Quote:
Also, in regards to fast travel. Is that something that will only be available on roads or can you fast travel through any hex?
The early "talk to a stablemaster to get a horse to a specific point" fast travel will probably exclusively use roads to traverse those points. Once we have player-controllable mounts, you'll almost certainly be able to ride them anywhere at faster than you could walk, but they may achieve their best possible speed on roads.

I know this may or may not happen in future, but Would player be able to breed mount? I have to ask curiosity driving me nuts.

Goblin Squad Member

"The Goodfellow" wrote:
My thoughts, and I guess maybe a plea of sorts, would be that there maybe be a few case by case decisions, such as Bludd being cast in with PAX, where people can "switch" their votes from what was done on this poll.

The problem with that is that TEO, Pax, and TSV have already benefitted from those votes. It would be incredibly unfair to, for example, Keepers of the Circle if the votes that kept them out of the top three were re-cast in the second Land Rush.

Goblin Squad Member

Being a horse/mount breeder would certainly be a neat feature to have (down the road of course).

Goblin Squad Member

Bluddwolf wrote:
It looks more like the selection was to isolate itself in the corner of the map, and out of the most frequent traffic (by road or direct) between the starter towns.

Bluddwolf is correct.

We defined "foot traffic" as "players who are in the area for some reason other than specifically to interact with us, such as by trading" and we specifically looked for areas without a lot of foot traffic. We were very interested in V, for example, but felt that the high amount of foot traffic from folks coming to the Emerald Spire would also attract a lot of random player killers looking for a "target rich environment".

By placing our homes off the beaten path (at least for a while), we believe we can reduce our members' exposure to risk. We certainly expect some foot traffic from players coming to the Monster Home hexes at -02,14 and at 05,16, but this should be manageable. And we're confident that any sustained attacks we face in this region will not be random, which makes it much easier for us to rally our members to confront them.

I want to make clear that we welcome travelers of all kinds. Traders, Explorers, and Adventurers will always be welcome in our lands unless they cause trouble, and we are committed to helping our neighbors develop this region into an area they will be proud to be a part of.

Goblin Squad Member

Nihimon wrote:
"The Goodfellow" wrote:
My thoughts, and I guess maybe a plea of sorts, would be that there maybe be a few case by case decisions, such as Bludd being cast in with PAX, where people can "switch" their votes from what was done on this poll.
The problem with that is that TEO, Pax, and TSV have already benefitted from those votes. It would be incredibly unfair to, for example, Keepers of the Circle if the votes that kept them out of the top three were re-cast in the second Land Rush.

I am 100% confident that we could remove these conflicted votes and still have the same outcome. As we had to keep the information secret, people like Bluddwolf didn't know that the landrush was ending or that his vote staying with Aeternum meant he couldn't vote in the actual land rush. He shouldn't be penalized because GW requested we keep it underwraps.

If he were still allied with us but through Golgotha or something like that I would understand, but he didn't know what was going on and he's no longer allied with us. GW can determine who voted for us and make the call, but there isn't a significant enough margin to drop us to third, let alone four.

The results would have been the same and because of those reasons, I think its more than fair. Bludd won't even be able to receive training at the settlement he voted for.

Goblinworks Executive Founder

I assumed that Bluddwolf changed his vote when the UNC-Pax alliance was mutually dissolved.

Goblin Squad Member

DeciusBrutus wrote:
I assumed that Bluddwolf changed his vote when the UNC-Pax alliance was mutually dissolved.

A few reasons why it wasn't...

First, the "old" land rush was supposedly being revamped or superseded by a new one.

Second, the old land rush was based on having bought a guild package, and UNC was not listed.

Third, if we were given the knowledge that it was going to be closed and the option to remove vote completely, I would have.

It's not a big deal really, the UNC will just have The Goodfellow sponsor the application in the new land rush, and we will be one vote short. I doubt it will make a difference. If it does, we will sack the smallest of the settlements and take it from them ;-)

Goblin Squad Member

@Nihimon and TSV

This is all very interesting, and I hope you do not interpret my simple analysis on the location of Phaeros as critique or something.

It is just fun contemplating what could happen, this map stuff is already better meta-gaming then I have experienced in many a (released!) Themepark MMO.

I agree that there will be different kinds of "traffic".

I would roughly divide the types into 3:

1) people in groups transporting goods with a set destination(caravans, small groups carrying stuff from one point to another, couriering)
2) people in groups on their way to a PoI/Escalation/Dungeon/specific resource-hex for Raids/PvE/Exploring/harvesting resources that their settlements crave;
3) solo wanderers/harvesters/immigrants that are re-locating.

I think 1 and 2 will make the most use of player-made roads, if and when these are implemented, assuming of course that these roads are faster then hoofing it cross-country.
I think that these groups both could form a hazard, or *attract* hazard, like a caravan.

I also realize that the state of Local Politics will be the defining factor of how safe a certain region probably is. If you are buddies with all the cities surrounding you, that makes a big difference, no matter the amount of traffic.

Anyway, I made this mock-up of where I think player-made roads will form in that bowl-shaped area where Phaeros will be.

Playerroads near Phaeros

Analysis of that mock-up:

Red line is the "Bowl" :)

There are 4 passages or chokepoints into that bowl area(this fact is what triggered my imagination):

Passage 1: services a large area to the West, Fort Inevitable, links to important NPC-Road;
Passage 2: services the South, a very large area;
Passage 3: Important passage that gives access to the Mountainarea(Ore!) for anyone traversing the Bowl;
Passage 4; Services the East;

Please note how passage 1,2 and 4 are a gateway to that large forested area to the North, and also to the mountains where Brighthaven is;

That particular Mountain area lies closest to the Southern region of the map which is a substantial area; it also has no less then 4 settlement-hexes(one is Brighthaven) who undoubtedly will do extensive trading of Ore with all regions, including the South(who otherwsie will have to go even further North to import their Ore);

Observations:

That very important Mountain area will draw traffic from the West via 1/3, and the South via 2/3; some from the East via 4/3 but there is another passage to the East that will work there as well;
Passage 3 is a very tactical passage since it is being "fed" by 3 other passages that service West, East and South;

Traffic from East to West and vice versa will use passage 1/4; it does not seem viable to take the NPC-road for this since that is a huge detour;

Traffic from North to South and vice versa will go through passage 2; the NPC road to the West starts in North direction but soon bends all the way to the West; in order to reach the North (with Emerald Spire, Thornkeep and more mountains), the fastest will be straight up;

1/2 and 2/4 are not likely to become "traffic veins" since there are alternatives to entering the bowl;

So I feel that 1/3, 2/3, 1/4, 3/4 and 2/North will be oft traveled roads:

as traderoutes to that important mountainarea, and also for passing N/S and W/E; as marching routes for any hostility pertaining that mountainous area(and passing); and as roads for harvesting/PvE groups who may want to try their luck on some Ore or monsters in the Mountains.

All of this off course assuming that player-made roads are a serious alternative to those few basic NPC-patrolled roads (imo they have to be).

Personally I think TSV have found a great spot, I can already tell that the "Bowl" will become part of many a legendary Tale. Many "Battles of the Bowl" will be fought! Unless TSV manages to pacify the region, off course. :)

Ok, I'm ready with dreaming.

Goblin Squad Member

1) Is there a method for members to tell how they voted (I believe I did not).
2) If there are ~6300 members and 33 sites, that would mean the average is less than 20.THese first three vastly exceed that.

3)Metaplay, for those who are inclined with one of those three, consider: Instead of joining contact the current leadership concerning new ally sites. There was expressed EU only interest. Consider forming a PaxEU, a T7U or TEU on resources supplementing the original. (All seem somewhat limited in cropland or highland -- PAX does have one of each in 2 hex range.).

In the 4 week rush, where membership is more variable, larger groups could look to plan their own paired (EG) or triplets. (WVZ) But these groups would need to get to 50+ size to have much of chance for 2 select sites.

4)As far as K controlling the two passes, they are both NPC patrolled, so SAD may be difficult, no outpost or POI. Not real control.

Others probably have other favorites.

Goblin Squad Member

@Pax, @TEO, @T7V

During your 36 hour choosing time, did you know the high, medium, low ratings for the lands? I agree that the limited non-monster mouton hexes (7) made them major choices.

Silver Crusade Goblin Squad Member

We did not. We based our choices solely off of the resource opportunities and the possible geographic isolation.

Goblin Squad Member

@Tyncale, that's some very good analysis. The one thing I would add is the analysis of time.

In the beginning, before the map expands, we should be very much "out of the way"; "Passage 2" on your map will not be present, and the only way anyone could get to "Passage 4" would be through the choke point southeast of Brighthaven, since the way around the forest to the south will also be blocked by the edge of the map. Even if the edge of the map doesn't completely secure the eastern border (which I think it does), folks would have to jump off the elevation change to get down to those plains.

By the time the map expands to the southeast, I would hope we've grown enough to be fairly stable in our control of the region.

Goblin Squad Member

Lam wrote:

@Pax, @TEO, @T7V

During your 36 hour choosing time, did you know the high, medium, low ratings for the lands? I agree that the limited non-monster mouton hexes (7) made them major choices.

I'm not sure what you mean by "high, medium, low ratings". We did make extensive use of this post by Lee Hammock in determining the types and quantities of resources available.

Liberty's Edge Goblin Squad Member

Lam wrote:
2) If there are ~6300 members and 33 sites, that would mean the average is less than 20.

You misplaced a decimal.

6300 / 33 ~= 191

Plus room for A LOT more people to buy in. If they keep the figures from the kickstarter we could eventually see 18,000+ in EE. Hence my earlier statement that we will likely see larger groups forming when the land rush system is online and everyone eligible is notified. Indeed, the three existing groups may need to continue recruiting to 'keep up' with some of the new companies being formed.

Goblin Squad Member

Lam wrote:

1) Is there a method for members to tell how they voted (I believe I did not).

2) If there are ~6300 members and 33 sites, that would mean the average is less than 20.THese first three vastly exceed that.

math is hard, it would be ~190, not <20.

Goblin Squad Member

Tyncale wrote:

@Nihimon and TSV

<snip>
Anyway, I made this mock-up of where I think player-made roads will form in that bowl-shaped area where Phaeros will be.

Playerroads near Phaeros

Analysis of that mock-up:

Red line is the "Bowl" :)

There are 4 passages or chokepoints into that bowl area(this fact is what triggered my imagination):

Passage 1: services a large area to the West, Fort Inevitable, links to important NPC-Road;
Passage 2: services the South, a very large area;
Passage 3: Important passage that gives access to the Mountainarea(Ore!) for anyone traversing the Bowl;
Passage 4; Services the East;

Please note how passage 1,2 and 4 are a gateway to that large forested area to...
<snip>

Roads cost to build and to patrol. I would expect, at most, 2 roads one east west touching 3 passes. Later a a north south that may only go from south pass to east west road, and not further until there is seen enough interest to push north.

Goblin Squad Member

The way I read this, it seems clear you must be in an official guild in order to back someone in the land rush. If that's so, that's fine. I'm just pointing out that it is a clear change from what was originally proposed and will definitely exclude some of us.

Goblin Squad Member

DeciusBrutus wrote:
"The Goodfellow" wrote:
FYI UNC wishes to claim AC so that we don't have to go far to raid caravans as AB and AD will be trading almost straight through our settlement. :-)
Good luck with both of those goals. You'll need it.

Lol, although The Goodfellow was likely just joking, AC does have appeal for a variety of reasons.

First, it being a mountainous hex, and between both Brighthaven and ( forgive me for forgetting) T7V's settlement, I'd be fairly certain Deep Forge Company will have their eyes in that location. If we were to secure it in the Landrush, well that may fetch a dragon's horde worth of gold!

On the other hand, we could also build a settlement that opens its doors to raiders, mercenaries, bandits, assassins and any other players that specialize in PvP.

Luck would have very little to do with anything. But, we also don't have to have that place, to interrupt your supply lines either. It would be a mistake to try to anticipate what we will choose to do.

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