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Heraldic colours are orange and pale blue, with deep purple accents.
Named for the enormous flocks of black birds that roost on the city’s walls, Ravenwatch is best known for its longstanding reputation for staying neutral in all conflicts. It is often used as a meeting ground for leaders of warring factions, and lends its name to a great number of peace accords and trade agreements. It is close to a number of mining camps, and the town is fairly wealthy because of this; the miners don’t want to travel far to trade their wealth – someone else might take their lucky spot!
The residents seem very friendly, talking and joking with newcomers and old friends alike, but this is only a front. The only real friends outsiders can count among the people of Ravenwatch are those who have not been there long enough to absorb the spirit’s distrust – newcomers often go their entire lives without realizing this, though. All are treated equally in Ravenwatch, and visitors are expected to extend the same courtesy.
The spirit of Ravenwatch is almost endlessly friendly. Like his people, however, he does not trust newcomers at all – and this is one of the best-kept secrets in the world. Nobody knows why, but some of the more likely explanations are that he was once betrayed by someone he thought was a friend, or perhaps that he is afraid he will be hurt if he opens up entirely. Very few clerics of Ravenwatch exist, but their power is great.
Many of Ravenwatch’s few clerics specialize in divination, and arcane spellcasters are identified as soon as they enter the town. A close eye is kept on wizards and sorcerers, and at the first sign of dissent they are forcibly ejected from the town.
Breaches of trust and broken promises are taken quite seriously in Ravenwatch. If the agreement included money, the promise-breaker must repay the full sum. If he cannot, he is imprisoned for a number of days equal to the value of the agreement in silver pieces. Other crimes are treated in a standard manner, similar to Sparks Hill. The guards can be seen almost everywhere, wearing shining breastplates and carrying stout clubs.
A number of mining camps have been in more or less permanent use on the western slopes of Raven’s Talon since anyone can remember, and Ravenwatch has long been a convenient place to sell the metallic fruits of underground labour. This is the source of much of the town’s wealth. Few farms can survive on the mineral-poor highlands the town is built on, but a wider section of the valley to the southeast provides sustenance for both Ravenwatch and Chakor. Due to the spirit’s insistence upon trustworthiness and fair dealings, all goods are bought and sold at the listed price.
Ravenwatch sits between the Hermit Plateau and Raven’s Talon, behind which lurks the Bleak Forest – a dangerous, monster-infested blasphemy of a place, from which few adventurers return. Conditions are less hospitable on those two rocky outcroppings, but between them is a valley which flourishes. Ravenwatch sits at the north end of this valley, overlooking the farms below. A nearby cluster of hot springs supplies most of the town’s water, and the difference is made up from the river that runs down the plateau towards the Sterling Sea.
The Talon blocks the sea breezes for most of the year, but in late autumn the winds shift and blow right through town. These winds bring rain with them, and by the start of winter the rain turns into tiny shards of ice. For about two weeks just after midwinter, the temperature drops far enough for snow to fall, but rarely enough to cover the ground with a soft blanket of white – more often it becomes wet slush soon after it falls. Summers are mild, and little rain falls in the warmer months.
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