Sounds pretty good to me. For my part, I feel whether or not a game includes the panorama view of what is happening globally with armies and such is very dependent upon the setting, e.g. Game of Thrones would be a perfect setting for that. I think this setting has great potential for tracking armies too. But to continue the song of ice and fire example, what makes it so enthralling is the individual character stories that are wrapped up in the multi kingdom war.
I have no objections to having a stronghold story, but I'm still a little confused as to what is being asked. Why would we ever play a game of D&D that isn't about adventurers and adventuring? We have Risk or Monopoly if we wanted to play a game of only strategy and empires.
I apologize if I'm being obtuse, I just want to make sure I fully understand what this question is asking so I don't inadvertently close off an option posed to us that I wasn't aware we had...
"Strongholds and followers" is a style of high-level play that came out of older editions of D&D where, for example, a character might gain a bunch of followers around 9th-level. That style of play was
in addition to the regular adventuring stuff. It's not that you'd stop doing normal adventuring stuff, but that there'd be a bit less of that to make room for other things: building strongholds, amassing and commanding followers, managing realms/cities/guilds, etc. Typically it was associated with a longer/slower time scale than normal adventuring.
There's LOTS of options for implementing this sort of stuff in 5e... including things on DM's Guild / DriveThruRPG, well-designed homebrews on Reddit / Tumblr for strongholds & followers, Adventurer Conquerer King system, and simply adapting stuff from older editions.
So part of my open-ended question – what do you want in terms of high-level play for our game – is an attempt to suss out whether "strongholds and followers" is a style of play you guys want.
----
In case this is something completely alien to you, here's an example of what might constitute "strongholds and followers" style of play and how that's different from regular adventuring:
[SBLOCK=example]Having defeated the Burnt Mage in his desert redoubt, Kaniel calls upon the mamluks of the Valiant to help secure the fortress and surrounding region. While the party enjoys the treasure they've gained, they have decisions to make about their next move...
The Brotherhood will surely not let the defeat of one of their fortresses go without taking action. Ankabut, as a high ranking sister of the Soft Whisper, could entreat Grandmother to call on lesser sisters to determine the Brotherhood's next move...but such spycraft could jeopardize the lesser sisters' lives. Is the mission important enough to take that risk?
Having heard of their success, Sheikh Ali sends to his daughter Akilah that he wishes to move some of his desert riders from Tajar to make certain the PC's new stronghold is well defended. Akilah knows the Sheikh is concerned about rebellious jann tribes posing a threat, but a move to aggregate so much power could provoke the jann too. And to complicate matters the desert riders are a bit fanatically loyal to Akilah and the faith of Honest Hakiyah. What to do?
Najiyah, as a sorceress, feels keenly attuned to the ambient magic coursing through the stronghold. Perhaps it was this magic which confounded teleporting into the valley? She senses, and visions in her dreams confirm, that there may be a way to find the source of this strange magic (and even control it) deeper in the ruins of the stronghold. However, to reach those ruins will require investment in hirelings/magic to clear vast amounts of rubble and make sure the structure is safe. Is it worth it to invest in such expenses and time to find the source of the magic?
Additionally, an extraordinarily fickle djinni ambassador from the Citadel of Ice and Steel is announced to pay the PCs' a visit in three days time, and Salahuddin has his hands full trying to acquire all the right spices, rare fruits, downy bed cushions, and draperies that such a magnate of the djinn expects. However, there are unseemly facts turning up about this djinni ambassador. Does Salahuddin dig deeper into the ambassador's background using Easifa, Sinjin, divination magic, and subterfuge? Knowing that one slip up could offend the ambassador and ruin chances for support from the djinn?[/SBLOCK]