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Tower shopping! For the wizard who has everything...
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<blockquote data-quote="kigmatzomat" data-source="post: 4034559" data-attributes="member: 9254"><p>I'm fond of the flying tower, particularly when it's not evident the tower can fly. Have the tower built in Location A. Meanwhile, prepare Location B to be the permanent residence, preferrably on a different continent from where it was constructed. Then whisk the tower away, either through wish-based teleport or a pair of widened Gates, so that Location B thinks the tower appeared in one night and Location A has no idea where it went. A flying tower is immune to earthquakes, can't be tunneled into, and in concert with only a few spells can quickly disengage. Or heck, it can go stompy-stompy through the invaders. </p><p></p><p>As to Location B: I prefer a nice valley, possibly in a volcanic crater, a massive underground cavern, or an oasis. Necromancers may want an ancient burial ground, wherever it is, make sure that the view out the windows is appealing and that it has a sufficient barrier to slow down invading armies for at least 2 days. You'll never make an impenetrable barrier so don't try. You need something that will slow the invaders down and give you time to prepare either an escape route or a magical anihiliation. Your best bet is fear and uncertainty. It only takes a handful of carnivorous plants, shocker lizard colonies, animated trees, and rock slides to slow down the advancement of any sizeable force to a crawl. </p><p></p><p>Non-magical defenses tend to be the best since they are harder to notice, can't be dispelled or anti-magicked, self propagating, and generally not seen as "loot." Having large reservoirs or dams so that you can make/move/eliminate rivers and moats is a great thing. Ground boats, force the invaders to built bridges then smash them with mini-tsunamis. Or just drowning a large portion of their force when the large grassy swales fill 8-ft deep with water.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 4034559, member: 9254"] I'm fond of the flying tower, particularly when it's not evident the tower can fly. Have the tower built in Location A. Meanwhile, prepare Location B to be the permanent residence, preferrably on a different continent from where it was constructed. Then whisk the tower away, either through wish-based teleport or a pair of widened Gates, so that Location B thinks the tower appeared in one night and Location A has no idea where it went. A flying tower is immune to earthquakes, can't be tunneled into, and in concert with only a few spells can quickly disengage. Or heck, it can go stompy-stompy through the invaders. As to Location B: I prefer a nice valley, possibly in a volcanic crater, a massive underground cavern, or an oasis. Necromancers may want an ancient burial ground, wherever it is, make sure that the view out the windows is appealing and that it has a sufficient barrier to slow down invading armies for at least 2 days. You'll never make an impenetrable barrier so don't try. You need something that will slow the invaders down and give you time to prepare either an escape route or a magical anihiliation. Your best bet is fear and uncertainty. It only takes a handful of carnivorous plants, shocker lizard colonies, animated trees, and rock slides to slow down the advancement of any sizeable force to a crawl. Non-magical defenses tend to be the best since they are harder to notice, can't be dispelled or anti-magicked, self propagating, and generally not seen as "loot." Having large reservoirs or dams so that you can make/move/eliminate rivers and moats is a great thing. Ground boats, force the invaders to built bridges then smash them with mini-tsunamis. Or just drowning a large portion of their force when the large grassy swales fill 8-ft deep with water. [/QUOTE]
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