Harker's Manner
HARKER MANOR:
Nestled within the protective walls of the star-shaped fortress, is an imposing structure that speaks to the wealth and influence the Harker family once wielded. Constructed with the same Roman precision as the rest of the island, the manor is a blend of grandeur and militaristic function, designed to house not just a noble family but also their retinue and, at one time, was the Head quarters of the Order of the Phoenix.
EXTERIOR OF HARKER MANOR
The exterior of the manor is a grandiose display of Roman architecture, with towering columns flanking the entrance and a series of balconies overlooking the courtyard. The walls are made of finely cut stone, their surfaces adorned with intricate carvings depicting scenes of conquest and dragons in flight. Large arched windows allow light to flood the interior. The roof is adorned with red clay tiles, and 12 statues of dragons, worn by time but still majestic, perch at the corners, as if guarding the manor from above.
COURTYARD
Upon entering through the massive wooden doors, you find yourself in a spacious courtyard. The courtyard is meticulously maintained, with gravel paths winding between well-tended gardens and fountains that still flow with crystal-clear water. A large statue of Abrahams Harker astride a dragon dominates the center, a reminder of the family's once unchallenged dominion. The courtyard is a hub of activity, with servants and guards moving about their duties under the watchful eyes of the overseers.
INTERIOR OF HARKER MANNER
Entering the manor itself, you are immediately struck by the opulence within. The grand entrance hall is vast, with a soaring ceiling supported by marble columns that are intricately carved with scenes of battle and the Harkers' family crest. The floor is made of polished stone, arranged in a mosaic pattern that leads the eye toward the grand staircase at the far end of the hall. Chandeliers hang from the ceiling, their crystal ornaments catching the light and scattering it across the room.
GREAT HALL:
The Great Hall, used for great feasts and gatherings, now stands empty. The long, wooden table that stretches down the center of the room is covered with a clean white decorated table cloth with 40 placed setting of fine china. Tapestries depicting victories in the War of the Ancients hang on the walls, joined by banners of the Order of the Phoenix. 40 high-backed chairs that once seated nobility surround the large table. Wall sconces surround the great hall with a great Chandlier made of prescious diamonds gems hangs in the center of the room over the great table.
LIBARAY:
The library is a spacious, high-ceilinged room filled with the smell of aged parchment and leather. Shelves carved from dark mahogany stretch from the floor to the ceiling, laden with an extensive collection of tomes, scrolls, and manuscripts. The books cover a wide range of topics, from arcane studies and ancient history to poetry and philosophy. A large, polished oak desk sits at the center of the room, piled high with open books and notes, suggesting recent use. Several comfortable leather chairs and a plush chaise lounge are arranged around a grand fireplace that casts a warm glow and adds a cozy ambiance. A ladder on wheels is attached to the tallest shelves, allowing access to the uppermost books. Small enchanted lamps are positioned throughout the room, providing ample light without the need for flames.
LARGE COMMON ROOM:
The large common room is the heart of hospitality within the manor, designed to accommodate numerous guests in comfort and style. As you step inside, you are greeted by the warm glow of a grand stone fireplace that dominates one wall, its mantle adorned with finely carved depictions of mythical creatures and heroic battles. The fire crackles invitingly, casting flickering shadows across the room and filling the space with a cozy warmth.
Plush, oversized armchairs and long, comfortable sofas are arranged in clusters around the fireplace and near the large windows that line one side of the room. These windows, fitted with heavy velvet drapes in deep reds and golds, offer views of the surrounding landscape, from the rolling farmlands to the distant forest edge. When drawn back, they let in ample light during the day, while at night, they can be closed to create an intimate, cozy atmosphere.
In the center of the room stands a massive wooden table, polished to a deep shine, surrounded by high-backed chairs. This table serves as a gathering place for meals, games, or meetings, with space enough for a dozen or more guests to sit comfortably. The table is often adorned with bowls of fresh fruit, decanters of wine, and an assortment of snacks, inviting guests to relax and indulge.
Along one wall, a well-stocked bar is set up, with shelves filled with bottles of fine wine, ale, and spirits, as well as glasses and goblets of varying sizes. A skilled servant is always on hand to mix drinks, ensuring that no guest goes without their preferred beverage.
The floor is covered with thick, richly colored rugs that muffle footsteps and add to the room’s sense of warmth and comfort. Scattered around the room are smaller tables, perfect for setting down a drink, playing a game of cards, or engaging in a quiet conversation.
KITCHEN:
The kitchen is a large, bustling space designed for preparing feasts fit for a noble household. At its center, a massive stone hearth with a cast iron spit is ready for roasting meat, while an oversized cauldron hangs over an open flame. The smell of herbs and spices lingers in the air, mingling with the scent of freshly baked bread. A sturdy wooden table is cluttered with kitchen tools, knives, and half-prepared vegetables. Several smaller ovens, designed for baking bread and pastries, line one wall, alongside shelves filled with pots, pans, and earthenware jars. A long butcher's block stands against the far wall, stained from years of use. The kitchen is equipped to handle everything from everyday meals to elaborate banquets.
PANTRY:
The pantry is a cool, dry room adjacent to the kitchen, lined with shelves from floor to ceiling. Here, all manner of ingredients are stored in carefully labeled jars, sacks, and crates. The shelves are stocked with staples such as flour, sugar, dried beans, and grains, along with more exotic ingredients like dried fruits, nuts, and imported spices. Several barrels of cured meats and pickled vegetables are tucked into one corner, while wheels of cheese hang from hooks along the ceiling beams. A faint chill can be felt in the air, maintained by a minor enchantment to keep the contents fresh and protected from spoilage.
SERVANTS QUARTERS.
The Servants' Quarters of Harker’s Keep are located in the lower sections of the fortress, just beneath the manor and adjacent to the kitchen and storage areas. Designed with practicality in mind, the quarters are modest, yet well-maintained, reflecting the efficiency and structure of the fortress. The quarters are arranged in a long corridor with small, neatly arranged rooms branching off on either side. Each room is simple but functional, equipped with the essentials for daily living. The walls are stone, like much of the keep, but have been plastered over and whitewashed to give the space a cleaner, brighter feel. Lanterns hang at regular intervals along the walls, providing a soft, steady light.
Individual Rooms
Each servant has a private room, though they are small, measuring around 8 by 10 feet. Inside, you’ll find:
- A Simple Bed: A wooden frame with a straw-filled mattress, covered in linen sheets and a woolen blanket for warmth.
- A Wooden Chest: At the foot of each bed is a small chest where the servants store their personal belongings, including clothing and keepsakes.
- A Wash Basin: Each room has a small basin and pitcher for washing, set atop a wooden stand near the door.
- A Chair and Small Table: A simple wooden chair and table in the corner provide a space for the servants to sit and tend to personal tasks such as mending clothing or reading during their limited free time.
- A Large Wooden Table: A sturdy table with benches on either side where the servants can eat, talk, or play simple games.
- A Hearth: A modest stone fireplace sits at one end of the room, providing warmth during the colder months. A kettle for tea or simple stews often simmers here, offering a small comfort to the hardworking staff.
- Shelves of Basic Necessities: The common room also has shelves stocked with essential supplies, including linens, soap, and basic medical supplies like bandages.
- Inside Harker Manor’s library, a false wall behind a row of old tomes hides a passageway. When a specific book is pulled, a hidden mechanism shifts the wall, revealing a spiral staircase that descends deep into the earth, leading directly into the vast dragon cave below.
- In the soldiers’ barracks, a hidden trapdoor lies beneath a standard-issue bed. Only those with the Dragon Mark can activate the door, which opens to reveal a stone shaft leading downwards. Once inside, a smooth tunnel guides members directly to the heart of the underground dragon stables.
- This entrance, hidden within the cliffs on the west side of the island, is a large, camouflaged opening only visible to those bearing the Dragon Mark. The entrance, disguised with powerful illusion magic, is large enough for dragons to fly in and out, connecting directly to the dragon cave. It's so well-hidden that it blends perfectly with the natural landscape, making it undetectable to the untrained eye. The light houses at the harbor must be lit before any dragon will fly to the cave.
- Soteropolis:The heart of the Soteropolis region, the seat of the 7th Brigade, and a hub for both trade and military activity.
- Sparta:The heart of the Sparta Region.
- Camelot:The capital of the realm of Avalon, home to the Knights of the Round Table and the king's court.
- Phanodes:The heart of the Phanodes Region
- Olympia:Capital of the Halflings.
- Kave Lenora:Capital of the Wood Elves.
- Thellnora:Capital of the Sun Elves.
- Gemlodar:Capital of the Dwarves.
- Estia:Capital of the Dragonborn.
- Azunis:Capital of DM Notes.
- Zestin: Capital of Dm Notes.
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- Near the circle, there is a pedestal embedded with a glowing crystal that controls the activation of the teleportation circle. Only those with the Dragon Mark, or dragons themselves, can channel the magic necessary to operate the circle. By touching the crystal and speaking the name of one of the cities, the appropriate runes on the circle light up, and the portal activates.
- Surrounding the room are protective runes etched into the walls, designed to prevent unauthorized access. These powerful wards can detect the presence of those who do not bear the Dragon Mark, immediately sealing the room and teleporting intruders out of the cave.
- In one corner of the room is a concealed alcove with magical supplies necessary to maintain the teleportation circle, including rare gemstones, chalks, and spell components. The alcove is protected by an illusion that makes it appear as an empty section of the wall.
Purpose / Function
The Acquisitions Incorporated Guild Hall serves as the central hub for the franchise's operations in a given region, acting as a combination of business headquarters, adventuring command center, and social club for its members. Its primary purpose is to facilitate the execution of contracts, organize expeditions, and manage the franchise’s growing portfolio of clients and assets. The hall is also where adventurers can meet with potential patrons, negotiate deals, and acquire new quests. Additionally, it stores valuable documents, magical items, and financial records pertaining to the franchise's ongoing enterprises.
Beyond its logistical functions, the Guild Hall is a place of camaraderie and networking, where adventurers can relax, exchange stories, and sharpen their skills with fellow franchise members. It also serves as a recruitment center for aspiring adventurers looking to make their mark in the world, providing them with resources, training, and opportunities to climb the ranks of the organization. The Guild Hall’s reputation and standing in the community is often maintained by its ability to not only accomplish high-profile quests but also foster relationships with local authorities and merchant guilds.
Founding Date
4846 AD
Type
Manor house / Meeting hall
Parent Location
Additional Rulers/Owners
Owning Organization
Related Report (Primary Locations)
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