Rooms which can be made inaccessable (and inescapable) depending on game
situation should not be eligible for start locations. This thought came
directly after helping a newbie tarmalen (who will remain unnamed to protect
the innocent!) escape his autumn guild location where he had set start
location. This wasn't a big issue before eq-saving with ld change, but now if
you are ld over boot you could end up stuck in a location with your eq...
luckily in this case he didn't have any exp on and there was a monster
available for him to suicide on, but this can obviously prevent problems... so
i would propose that the tarmalen guild locations either be given an exit to
the outerworld even when there is no entrance or the ability to set start
location removed from them.
Val
Fyi: The first room "in" the shrine is teleportable. Or at least some of the
shrines. Can't really recall which one, but I once got trapped inside it,
can't recall how though, it was a season change anyways but I don't think a
boot was involved...