Making a Keep
By default a keep is Poor, Shrinking, Guard, Need (Supplies), Trade (someplace with supplies), Oath (your choice). If the keep is owed fealty by at least one settlement choose one:
- The keep belongs to a noble family: +Prosperity, Power (Political)
- The keep is run by a skilled commander: Personage (the commander), +Defenses
- The keep stands watch over a trade road: +Prosperity, Guild (trade)
- The keep is used to train special troops: Arcane, -Population
- The keep is surrounded by fertile land: remove Need (Supplies)
- The keep stands on a border: +Defenses, Enmity (steading on the other side of the border)
Choose one problem
- The keep is built on a naturally defensible position: Safe, -Population
- The keep was a conquest from another power: Enmity (steadings of that power)
- The keep is a safe haven for brigands: Lawless
- The keep was built to defend from a specific threat: Blight (that threat)
- The keep has seen horrible bloody war: History (Battle), Blight (Restless Spirits)
- The keep is given the worst of the worst: Need (Skilled Recruits)