>>6131064>>6131119For someone who planned to raise an army here in secret, this old fort is a perfect position—out of the way, steep, and a logistical nightmare for anyone who would come to expel them from it. But you are here to take initiative and to drive whatever plagues this land away. Sitting squat high upon the mountains would be most counterproductive. Therefore, it is of importance to replace your current billet with one closer to the inhabited world. The countryside might have been emptied, with only a few shepherds and other herdsmen still properly calling it home, but the few walled cities with functioning garrisons still have productive outskirts surrounding them.
You had some horseman scout the land for some suitable positions. From what you could recall from your lessons, the Mithradian cities of antiquity were usually independent of a central authority and thus had their own laws armies and coins. They also had a central point upon a slope which served as both a central temple and a citadel to fall back upon in case the outer walls failed. An acropolis. You weren't certain whether that style was popular in this region or not but looking for one wouldn't hurt.
There were some criteria for your next temporary home. It has to be more publicly accessible. It should overlook a good chuck of territory and above all should be made to serve not only as a fort but also as a castle. A place where you can live, work, arbitrate disputes if the Mithradian law system is lacking and other things. In short, it should be a place that could serve as a castle if one were to spend a longer time in it. But all that aside, you can decide upon whether you want a permanent base of operation later. For now, you would be contented with a place that won't be snowed in during the winter, or least not as much as in the mountains.
Ehrenfried reported back the following day. According to him, there are three suitable locations within a month's march, meaning you could come there before the first of Novalmons (IX).