Stormcrow wrote:aramis wrote:Tom Bombadil & Goldberry in the Old Forrest. Very suitable as patrons. Unsuitable as sanctuary unless patrons they be also.
I'd say exactly the opposite. If you can find Tom's house he'll shelter you and let you rest and forget your troubles, but he's too flighty and self-absorbed to be bothered with sending anyone on quests or providing assistance for one.
Tom's isn't suited for a sanctuary - while it''s safe from shadow, man, and beast, it's also not someplace one makes their way to.
Stormcrow wrote:Quite possible, also, the Shirriffs - any of the 12 of them (3 in each Farthing) might make useful patrons,
Shirriffs aren't really anybody special, just policemen who help pull carts out of ditches and things like that. They don't seem qualified to be patrons.
They're of great importance in the shire... essentially, they are captains of the guard, and used to dealing with the outsiders. A patron need not be a major mover and shaker - merely one who can provide missions, advice, and guidance.
Stormcrow wrote:To the north of the Eastern half of Eriador, scattered few farms remain - hamlets and lone homesteads - but those that are there make fine places of rest. Especially for wearied Dunedain, whose skills might be traded for supper.
A sanctuary is more than a place to sleep and get supper; it is a place that is especially suitable for the fellowship phase activities of adventurers. An isolated homestead wouldn't likely qualify.
Let's look at the definition from the rules (which either you missed or misread):
2E rulebook, p 193 wrote:A number of locations are considered sanctuaries, special places particularly suited to support the needs of a company of adventurers, and inhabited by a host willing to welcome them. At the beginning of the game, there is only one place that adventurers may consider already a sanctuary: the town of Esgaroth on the Long Lake. Other locations may be gained access to by visiting them and choosing the Open New Sanctuary undertaking (see page 199).
Characters in a sanctuary dedicate their time to telling and listening to stories and to the exchange of adventuring experiences.
and
2E rulebook, p 199 wrote:In the course of their exploration of Wilderland, the company of adventurers will sooner or later find new places they might consider suitable for resting during a Fellowship phase. If, during an Adventuring phase the company has entered a location and has established friendly relations with its denizens, they can make it a
sanctuary, securing permission to enter it regularly to spend a Fellowship phase there.
To turn a suitable location into a sanctuary, all companions must spend the phase there and choose
Open New Sanctuary as their current undertaking.
The collective undertaking cements their relations with the
important personalities of the place.
It sets no requirements. You're looking for strongholds against evil - while I'm pointing out potential sanctuaries as defined by the game. A place to:
(1) spend an extended time resting together at
(2) recover from corruption at
(3) recover from wounds at
(4) gather at at start of an adventure phase
Nothing in the game requires it to be a fortress - just a place of rest that the company can call a home away from home, And that a willing host be present.
Tom's fails on #4... you can find it only when Tom wishes.
Stormcrow wrote:The trouble with patrons and sanctuaries in eastern Eriador is that there are no settlements outside of Rivendell. The answer is, of course, that your patron must be someone who roams. Gandalf, Rangers, High Elves, and dwarves all travel through eastern Eriador, though most just use the East Road. Remember, Aragorn himself said he was not very familiar with the troll-country, so Rangers probably don't go there unless they have to.
Eastern Eriador is EMPTY. Basing two entire books on it was, perhaps, a mistake.
Correction: There are no MAJOR settlements besides Bree and Rivendell in Eastern Eriador. There are minor holdings scattered about.
And lots of ruins.
There's not shortage of meat in those books. Rivendell as a setting book is weak sauce, yes... but the rivendell book not primarily a setting book. It's a major rules expansion as well as a setting book. Songs, magic items, two new playable cultures...
Not every region sourcebook needs to be a place to set an entire campaign. In fact, some would be downright dull for actions against Sauron.... The Shire, for example. Until Bilbo goes away, not much of note happens there. But it's not a bad place to adventure FROM... the bounds are kept by the Shirriffs, and their bounders - a dozen officers, and maybe half a score bounders. But they can and do have missions need doing beyond the edge. Find thatband of goblins been raiding. See if that really was a troll old hobb Turner saw.
Not every adventure needs to be tied to the darkening. In fact, some should be lighter fare, and that's where lesser men, like the Shirriffs can be good. If you've a hobbit in the party, his local farthing's shirriffs are already poised to be a patron to him. Envision: "Morden, lad, you claim you've a friend who is an elf... perhaps you could get me his help with a wildcat near the east boundary? My men can''t quite keep up the hunt, and it's taken ten cattle already." Doesn't matter much on the big scene, but it does present (1) a reason to travel, (2) a reason for Morden to raise status, (3) a foe. And perhaps a mystery to solve. (And quite the rumor when a man, two dwarves, and an elf show up at the bounds and camp, as Morden fetches the Shirriff.) Or, "Morden, Mr. Brewer needs someone to take his load of whiskey to Laketown. Ten percent he's offering to stout swords. Shouldn't be too hard, a wagon, 3 casks, and his eldest. You have been there..."