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Darkshire Manor

The Darkshire Manor was once a dangerous and rather unimportant part of our heroic party's past, but it is now their central hub and serves as a safe place for them and all their friends. As home to the Heroes of Ringwe'Eska, it is now a significant piece of the city and it's inhabitants.

Purpose / Function

What was once a grand estate for the Darkshire family line, this manor is now the meeting and living space for the Brotherhood of the city of Ringwe'Eska. It also serves as the lair for Doreklor the Demilich, so he can do whatever he wants with it.

Special Properties

Each character is able to utilize the abilities and benefits of these special rooms; each benefit lasts until your next long rest or until you use another room and gain its benefits (whichever comes first). The Infinite Tavern, however, is always available for the party.   

Alchemist's Laboratory 

    A room encircled with windows that touch the ceiling and massive apothecary cabinets. The drawers are stocked with various items to be used in teas, tonics, and creams. Plants hanging along the walls and sitting against the windows wait to be plucked. A massive flat wooden table on wrought iron legs holds all the tools one could need for their concoctions.   Using the alchemist’s lab, you may brew 1d4 potions of health or 1 ability altering potion/poison  

Training Hall

    This is a wide open room, large enough for various range and melee attacks to be practiced. A line of worn out dummies await their fate. One already has a handful of arrows sticking out of its throat. On the opposite wall is a case that can hold various weapons, armor, and other battle tools if you have them.   You have bettered your combat prowess; take +1 to your AC, Initiative, and Attack roll  

Enchanter's Tower

    A small room high up in the manor, where there is little more than a large wooden table on the back wall beside a chest. Within the stone walls are cavities that hold multiple different tools for enchantment such as candles and chalk. Within the chest there are crystals, rune stones, and tools for weapon adjustment.   This used to be the artifact room, which is made apparent by Derek’s bejeweled skull resting in a cavity high up on the wall, surrounded by his favorite artifacts.   Fiddling with the magical stones and runes of the enchanter’s tower temporarily imbues a non-magical item (with a value) with a random property. Roll a 1d4 to see which artifact property table (DMG pg 219) to roll from  

Chapel 

  The chapel is a gorgeous circular room made of white marble on the Darkshire property. Gold leaf is inlaid in various carvings along the walls. A mural of two cloud pegasi encircling each other is painted with great detail on the ceiling above the 4 pews of the church. No God in particular is on display here, but there are 2 small idols of Snowmor and Husoris on the long altar.   Here you may meditate and become closer to the Great Beyond. No matter your connection to religion or gods, use this room to ask the DMs one question that your character would like the answer to (within reason)  

Door to the Infinite Tavern 

    At the back of the kitchen's pantry is a door that is magically linked to the cellar of the Infinite Tavern. Using this portal, the party has these abilities: 
  • Can return to Darkshire from whatever city they’re in
  • Can use Darkshire to return to the city they last used the portal from
  • The portal door does not allow anyone to take any inventory from the Infinite Tavern back through into the manor
  • Tavern to Tavern travel costs 2 gold per person as long as they’ve been in the tavern before

Alterations

Once this manor became a lair for a demilich, he gained complete control over its functions and appearances. Rooms were altered and added in order to benefit the new heroes guild that moved within its walls. Training halls, laboratories, bedchambers, conference rooms, everything a hero in training could need. And, of course, a first class kitchen for their in house chef.

History

The Darkshire family handed down this home throughout generations of their family. The most recent head of the family, Alboro Darkshire, was a well-traveled man and filled the home with rare and expensive artifacts to please his wife, Tabitha Darkshire I. He brought these items into his home, even if he didn't fully understand what they were, which was the cause of the family's demise.    Unknowingly, he brought the weakened skull of an ancient demilich, Doreklor, and left it among his artifacts. Desperate for life, the demilich slowly drained Tabitha I of her soul until she was no more than a husk of a woman. Her ghost haunted the manor long after her death, under the control of Doreklor in order to drive out the family and create a new lair.    A party of adventurers were tasked in clearing out the home of its dangers, though failed to do so after their ghost hunting resulted in the death of Tabitha Darkshire II. Instead they were asked to retrieve something outside of the city for Doreklor. By the time they returned, the demilich had successfully driven out the family and claimed the place as his own. He had also, in that time, befriended a group of wayfaring bandits, the Bros, and allowed them to stay within his lair in exchange for a letterman's jacket and a place among their gang. Doreklor is now an important member of the Brotherhood gang and Darkshire Manor now serves as their home.
Alternative Names
Derek's Hub House
Type
Manor house / Meeting hall
Parent Location
Owning Organization

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