<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=282148.msg13877311#msg13877311">Quote from: Sessha on 29-01-2018, 04:17:15</a></div></div><blockquote class="bbc_standard_quote"> Not sure if that's a good sign or a bad one there Reiji. Anyway yeah I liked the idea of it and I figured someone with rumored demon blood in their veins would make for a good person to be about the arcane and such. Though ironically if I was doing someone from Iruvia I could use an image of another character.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>It's an 'eh.'  As you mentioned, in-universe Tycherosi are all supposed to have demon blood.  In-game, this manifests as anyone with a Tycherosi Heritage needing to have a special feature, like black eyes or feathers in place of your hair.<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=282148.msg13877325#msg13877325">Quote from: MadPanda on 29-01-2018, 04:22:17</a></div></div><blockquote class="bbc_standard_quote">There have been a few of those that somehow got through the umpteen editing passes, yes.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Got the OP opinion.  Because it's collapsible, it counts as 1 when collapsed, but 2 when deployed for use, so whoever has it should plan accordingly.<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=282148.msg13878737#msg13878737">Quote from: Avalon29 on 29-01-2018, 20:26:14</a></div></div><blockquote class="bbc_standard_quote">Well the lair is where the crew is based. It's not easy to just pick up and move the lair. You'd have to make deals with other factions in the new area as you're intruding on someone else's territory.  you'd also fiction wise be leaving behind turf you've managed to take control of or liberate and have to pack up and move all your stuff.<br/><br/>On the same token though, there's nothing stopping us from taking jobs in other districts and I assume we will be at one point. But dealing with things that are close is a lot easier fictionally then having to cross the entire city to get to the other district to do a job. If you look at the map in the player kit you'll see Silkshore and Nightmarket are on opposite sides of the city. There's also bonuses from doing jobs in your preferred protection ground because you know the area really well as that's where you spend most of your time and your crew knows the area like the back of their hand.<br/><br/>Basically choosing one doesn't exclude the other from ever being used but selecting our lair and protected grounds lets us say this is what we want to focus on. After all the crew can't be everywhere at once and there's a lot of factions who want to maintain control and grow their influence too. Using one of the most famous comic book vigilantes as an example. Gotham is Batman's protected ground and the location of his lair. He knows the city better than anywhere else and knows who all the players are. He might go to Metropolis every once in a while  to help with a case or follow a lead there  but he doesn't know the area as well and in the end he always comes back to Gotham. It's his home and what he knows best.<br/><br/>Hope my example makes sense. I'm sure someone else will correct me if I'm wrong but that's my interpretation of things.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>No, that's actually pretty close to how it works.  If I had to explain it without even touching on game mechanics, it would look something like this.<br/><br/>To elaborate in a little more detail.<br/><br/>Duskwall is divided up into a handful of districts; each district has its own set of ratings for four traits (Wealth, Security & Safety, Criminal Influence, Occult Influence) and flavor.  Brightstone, for example, is the district where most of the nobility live; Silkshore is the 'red lamp' and artists' district.<br/><br/>What we're doing with the lair is more or less deciding where our HQ should be within the city.   This is important for a couple of reasons.  As Avalon mentioned, when you run a job in the district your HQ is located in - more specifically on your turf (which is another game concept) - you gain bonuses to that job.  The other major reason this is important is that your district will, to a degree, determine who you're up against at home.<br/><br/>To continue the analogy Avalon started, Gotham is Batman's protected ground.  Because he's in Gotham, he goes up against the Arkham rogue's gallery: Joker, Riddler, Penguin, Mr. Freeze, the usual Batman villains.  A similar thing with the various underworld factions will exist in Duskwall, by district.  There is the possibility that our hideout can be located (it's hidden to start with), and if it is, we can choose to move it if we like, but moving it could change up who we're facing off against.<br/><br/>If it simply came down to where we were located, I would be recommending Charterhall as it's more or less the 'central' district of the city, with connections to six of Duskwall's 11 other districts.<br/><br/>(BTW, Avalon, did a lookup, Six Towers has the biggest Occult Influence on the map, so if you want Ghosts, you found them there.)