Keep

Keeps come in many different shapes and sizes. Some have moats, some don't. Some have walls around a courtyard, while others are a single freestanding structure. But all keeps have a few things in common.

First, keeps are defensive in nature, a fortified residence for the declared lords and ladies of the land, a refuge of last resort. Second, most keeps have three or more levels, giving them an imposing height.

Third, keeps usually start in remote, dangerous places. They are a speck of civilization in the wilderness. Some keeps are built by invaders against the will of the locals.

Others are erected in uninhabited lands to guard against beasts, monsters, and other dangers. Still others are constructed to shore up the fortifications of an unprotected populace, a first and last line of defense.

Keeps are governed by one or more local lords or ladies. At their service are at least a dozen or so guards captained by a veteran. Meanwhile, a priest takes care of the spiritual life of the keep.

Characters who choose to build keeps are usually bards, fighters, or paladins, though anyone with a military bent might also be drawn to this stronghold.

Construction Cost. 50,000 gp

Construction Time. 400 days

Upgrade. A keep can be upgraded to a castle for 450,000 gp in 800 days.

Keep Features

Industry Score Increase. Your settlement's Military score increases by 3, and three other industry scores of your choice increase by 1.

Call the Guards. Anywhere within this settlement, as a bonus action, you can call for aid and, within 1d4+1 minutes' time, a 2nd-level warrior sidekick appears to aid or fight for you.

You cannot use this feature again until the sidekick dies or is dismissed.


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