Settlement Name: Blackfeather Keep
Settlement Philosophies: Parables of Erastil
Government Type: Theocracy (Church of Erastil)
Alignment of Settlement: LG
Alignment of Citizens: LG, NG, LN
Alignment of Visitors: All but CE
Favored Classes: Clerics, Paladins, Rangers, Druids
Blackfeather Keep is a simple but uncannily unyielding wilderness stronghold. It was established as a defensible foothold for the local hunting, farming and logging hamlets. The Keep’s current stewards, the Agents of Erastil, actively patrol its vicinity with righteous zeal, making free the neighboring lands of barbarous or unnatural interlopers.
Services:
In addition to fine wares, the Keep provides facilities and training on crafts and skills befitting of Erastil. For the general public, those trades include woodworking, tanning and provisioning. For the Keep’s honored citizens, training in archery, axe-wielding, wilderness survival and divine spellcasting domains (Animal, Community, Good, Law and Plant) are extended as well.
Governance:
The Keep’s leadership is composed primarily of high ranking clergy, compelled to conduct themselves in alignment with their deity. A modicum of leeway is granted for the behavior of the Keep’s citizens, as the extremely hostile surroundings sometime call for less than savory acts to maintain peace. Infamously chaotic, evil individuals trespassing within the Keep’s borders are given fair warning--once. Thereafter, the individual’s safety cannot be guaranteed.
Trade is the lifeblood of Blackfeather. Forces that would menace local roads, and thereby commerce, are warned, then bountied. By the same token, Keep citizens (or leadership) convicted of similar nefarious acts against neighboring allied hubs face stringent consequences, up to and including exile.
As followers of Erastil, the Keep’s leaders have no penchant for senseless acts of aggression, demonstrations of power, or waging war. But they are not naïve to imminent threats; have orchestrated treaties with local allies, and prepared numerous defensive countermeasures. Diplomacy will be exhausted before any offensive is ever undertaken against a neighboring unfriendly settlement. Blights however will be purged as presented.
Holidays:
Harsh times weather the soul. However Blackfeather is not all toil and strife. The Keep celebrates Planting Week on the Vernal Equinox, Archer's Day on the 3rd of Erastus and Harvest Feast on the Autumnal Equinox.