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.
The rooms are sparsely decorated, but most servants personalize their space with small, hand-made trinkets, or perhaps a single treasured item like a family heirloom or a religious icon.   Common Area At the end of the hallway, there is a shared common area where the servants can gather during their limited free time. This room has:
  • 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.
Roman-Style Bath House in the Private Chambers Adjacent to the main bedrooms and private quarters, a grand Roman-style bathhouse offers a luxurious retreat within the manor. Designed with intricate attention to detail, this bathhouse is a testament to the wealth and sophistication of the Harker family, blending ancient architecture with comfort.   THE VAULTS Deep beneath the Keep lies the vaults, a network of chambers that once held the Harker family's treasures. These vaults are heavily guarded, with traps and wards set to deter intruders. Acquisitions Incorporated has taken control of these vaults, using them to store their own wealth and any valuable artifacts they have acquired.   The atmosphere within the Keep is one of constant vigilance and control. Every aspect of life here is governed by the Brotherhood’s strict regime, from the maintenance of the fortress to the lives of the slaves who keep it running. The Harker legacy, once one of power and influence, has been twisted to serve the Brotherhood’s dark purposes, transforming the manor and Keep into a stronghold of oppression and domination.   PRIVATE CHAMERS: The private chambers of the manor located on the second floor.   WEST WING: (10 rooms) Once the private chambers of the Harker's, now have been repurposed for the officers of the Acquistions Incorprated Franchise K.   STUDY: a room filled with shelves of ancient tomes and scrolls once the office of Abraham Harker, now serves as office for the Franchise leader of Franchise K of Acquisitions Incorporated. The large desk, carved from dark wood and inlaid with gold, remains the centerpiece. A map of the Soteropolis region is on the south wall. The Sigil of Acq Ince is on the east wall.       MASTER BEDROOMS: Which once belonged to Lillian Harker, retains much of its original grandeur. The massive bed, with its four-poster frame and heavy drapes, dominates the room. The furniture is finely crafted, with intricate designs that speak to the wealth of its former occupants. Now this room belongs to the franchise leader of Acq Inc. There is a wardrobe, chest, book shelf, and a desk made of fine quality material.   OFFICERS BEDROOMS The Officers bedrooms were once the bedrooms of the Harkers, now they have been designed to offer comfort and luxury for the officers of Acq Inc. These rooms are furnished with plush beds, fine linens, private fireplaces, and richly woven rugs. Each room is decorated with tapestries and paintings, reflecting the grandeur of the manor. The guest bedrooms are now occupied by the Brotherhood’s higher-ranking members or used to house important visitors. While the decor remains largely unchanged, the atmosphere has shifted to one of cold utility, with added security measures ensuring that anyone staying here is closely monitored.   Roman-Style Bath House in the Private Chambers Adjacent to the main bedrooms and private quarters, a grand Roman-style bathhouse offers a luxurious retreat within the manor. Designed with intricate attention to detail, this bathhouse is a testament to the wealth and sophistication of the Harker family, blending ancient architecture with comfort.   EAST WING: (15 double Occupancy Rooms) Once the guest quarters of the mannor, now they serve as the Acq Inc interns quarters.   PRIVATE COMMON AREA: The guest wing includes a common lounge area where interns could once gather to socialize or conduct business Privatley. This area features comfortable seating, a large hearth, and a study filled with books and scrolls.   INTERN BEDROOMS: Situated along the east corridor The former guest quarters are now the Interns quarters. Designed to offer comfort and luxury to the permanent interns or visiting interns. These rooms are furnished with plush beds, fine linens, private fireplaces, and richly woven rugs. Each room is decorated with tapestries and paintings, reflecting the grandeur of the manor new decor of Acq Inc.   Roman-Style Bath House in the Private Chambers Adjacent to the main bedrooms and private quarters, a grand Roman-style bathhouse offers a luxurious retreat within the manor. Designed with intricate attention to detail, this bathhouse is a testament to the wealth and sophistication of the Harker family, blending ancient architecture with comfort.   STRONGHOLDS KEEP Beyond the manor, the Keep itself is a fortress within a fortress. The central tower rises high above the rest of the structure, offering a commanding view of the island and the surrounding seas. The walls are thick and reinforced, designed to withstand sieges and assaults. The keep is divided into several levels, each with a specific function.   THE LOWER LEVELS: House the armory and barracks, where the Island forces are quartered. The armory is well-stocked, with weapons and armor of Roman and Greek design. The barracks have been maintained and very functional, with rows of bunks and storage chests for the soldiers. The barracks can house a full company.   THE MIDDLE LEVELS: Contain the war rooms and strategic planning areas, where the leaders convene to discuss their operations. The rooms are lined with maps of the surrounding regions, and the walls are decorated with trophies from past conquests.   THE TOP LEVEL: Serves as a lookout and final defensive position. From here, one can see for miles in every direction, and the islands defenses has stationed sentries around the clock to ensure that no approach goes unnoticed.   WIAZRD TOWER East of manor, standing tall against the backdrop Harker's keep, lies the Wizard’s Tower of Zargus, a place of ancient power and deep mysticism. Built in true roman engineering, the tower rises like a spire from the earth, its silhouette visible from afar. Though it has long been abandoned, the tower still exudes an air of arcane authority, a testament to the magical prowess of Zargus, the once-powerful wizard who called it home.   Exterior The tower is a slender, five-story stone structure that tapers slightly as it reaches skyward. Crafted from dark, weathered stone, the tower’s exterior bears the marks of time, with cracks running through the stonework and ivy creeping up its sides. The windows are narrow and arched, framed in iron, and scattered unevenly up the tower’s height, giving it an eerie, asymmetrical appearance.   At the base, a heavy iron door adorned with arcane sigils blocks entry to the tower. These sigils, though faded, still glow faintly with magic, serving as a warning to any who approach without proper knowledge of the tower’s secrets. The doorway is surrounded by intricate carvings depicting celestial bodies, arcane symbols, and runes associated with elemental magic, hinting at the breadth of Zargus' studies.   A winding stone staircase spirals up from the base, leading to each floor and culminating at the observation deck, which offers a commanding view of the island and its surrounding seas.   Interior The inside of the tower reflects the life of a dedicated scholar and powerful spellcaster. The narrow, spiraling staircase leads from floor to floor, each level serving a distinct purpose. Despite the years of abandonment, the tower still holds many relics and remnants of its former inhabitant.   First Floor: Entrance Hall and Study The first floor serves as a welcoming hall and study. The walls are lined with dusty bookshelves, filled with scrolls, tomes, and journals. A massive wooden desk, covered with old notes and scattered magical components, stands in the center. Cobwebs cling to the corners, and the faint smell of musty parchment permeates the room. Arcane symbols are etched into the stone floor in faded chalk, remnants of Zargus’ spellwork.   Second Floor: Alchemical Laboratory This floor once housed Zargus' alchemical laboratory. Long wooden tables are strewn with broken glassware, rusted cauldrons, and faded potion bottles. Shelves along the walls hold jars filled with strange, preserved creatures and plants. The air here is thick with the lingering scent of strange chemicals and reagents. A small furnace sits in one corner, with a blackened cauldron perched atop it.   Third Floor: Arcane Repository The third floor houses an arcane repository, where Zargus stored his more precious magical items and conducted deep research. The room is dominated by a large, circular table with a glowing map of the surrounding region etched into its surface. On the walls, magical diagrams and star charts are pinned up, displaying Zargus' study of the cosmos.   Fourth Floor: Personal Quarters Zargus’ living quarters are found on the fourth floor. The room is relatively simple, with a large four-poster bed covered in dusty silken sheets. A wardrobe stands against one wall, its doors slightly ajar, revealing robes of varying colors and styles. A writing desk near the window holds letters and personal notes, some detailing Zargus’ frustration with his isolation and experiments gone awry.   Fifth Floor: Observatory and Ritual Chamber The top floor is the observatory and ritual chamber, the heart of Zargus’ tower. The walls are made almost entirely of glass, offering a panoramic view of the sky and ocean beyond. A large telescope, though worn, is still mounted near one of the windows. The floor is etched with intricate runes and arcane circles, used for Zargus' most powerful rituals. In the center of the room is a stone pedestal, upon which rests an ancient tome, its pages magically protected from time.       HEADQUARTES OF THE ORDER OF THE PHOENIX:   Dragon Stables and Secret Cave Beneath Harker's Keep (Entirely Underground) The dragon stables and headquarters of the Order of the Phoenix are housed deep underground beneath Harker's Keep. This massive, hidden cave system is a sanctuary for both the dragons and their riders, the Dovahkiin, whose legendary order was thought to be lost. Accessed by three well-hidden entrances, only those bearing the mystical Dragon Mark can unlock the secrets of this subterranean refuge.   Secret Entrances   Library in the Manor:
  1. 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.
  Barracks:
  1. 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.
  Cave Entrance on the West Side of the Island:
  1. 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.
The Underground Dragon Cave Upon entering the underground cave system, the sheer scale of the space is overwhelming. The air is cool, and a faint glow emanates from crystals embedded in the stone walls, casting an ethereal light over the entire cavern.   Dragon Stalls The cave is large enough to house over 100 dragons, each with their own personal stall. These stalls are carved directly from the stone, with smooth floors that are enchanted to remain at a comfortable temperature for the dragons. Each stall is spacious, allowing even the largest dragons room to spread their wings. The walls of each stall are lined with the names of the dragons in polished, solid metal plaques, written in ancient Draconic script.   The stalls are well-equipped with dragon saddles, specially designed grooming tools, and feeding troughs tailored for each dragon. These supplies are stored in wooden cabinets beside each stall, ensuring the dragons are kept in prime condition for both battle and flight.   Grooming and Equipment Area Alongside the rows of stalls lies a section devoted to the care of the dragons. Here, racks of dragon armor, saddles, and other flight gear are meticulously organized. Grooming tools, specifically designed for maintaining the health of dragon scales, teeth, and claws, are neatly stored for easy access. Large troughs of enchanted water are available, keeping the dragons hydrated and ensuring their scales maintain their protective sheen.   Order of the Phoenix Headquarters At the far end of the cavern lies the headquarters for the Dovahkiin, the Order of the Phoenix. This underground fortress is a fully functional and highly secretive hub for the remaining dragon riders and their squires.   Living Quarters A carved stone complex serves as the living quarters for the Dovahkiin and their squires. The quarters are simple yet elegant, with arched doorways and Roman-style architecture. Individual rooms are outfitted with stone beds draped in luxurious furs, writing desks, and weapon racks. Each rider’s quarters also have a view of the dragon stalls, emphasizing the deep connection between rider and mount.   The squires have smaller, adjacent rooms where they rest and study. Though less ornate, these rooms are comfortable, with the essentials provided for the training and care of the dragons.   Common Area The common area is a vast, open space where the Dovahkiin and their squires gather for meals, meetings, and socializing. Long stone tables are lined with wooden benches, and a massive fireplace at the far end provides warmth to the room. The fire, enchanted with phoenix imagery, never dies out, symbolizing the eternal spirit of the Order. Banners displaying the sigil of the Order— a phoenix rising from flames—adorn the walls.   Council Room A private council room lies deeper within the cave, where the leaders of the Order of the Phoenix meet to discuss strategy and oversee the operations of the Dovahkiin. This circular chamber features a massive stone table in the center, with phoenix-themed decor etched into the stonework. A glowing map table provides real-time tactical updates of the island and surrounding regions, and the room is warded with powerful spells to prevent eavesdropping and intrusions. The North wall has a mural of Mermaid Island.   The Hidden Room: Teleportation Nexus Deep within the underground complex lies an exceptionally concealed chamber known as the Teleportation Nexus. This room is accessible only to those who possess the Dragon Mark or a dragon, ensuring that only the most trusted members of the Order of the Phoenix can utilize its powerful magic. Behind a large mural of Mermaid Bluffs the secret home of the Stewarts of YonZora, that acts as a magical seal. When touched by someone with the Dragon Mark or by a dragon, the mural glows softly and the stone wall silently slides open, revealing a narrow staircase that leads down into the secret chamber.   The Hidden Teleportation Room Once inside, the room itself is an impressive sight, though it is modestly sized compared to the grand cave above. The chamber is circular, with polished marble floors and walls, subtly illuminated by magical torches that flicker with an ethereal blue flame. In the center of the room lies the Teleportation Circle, a large, intricately carved design that glows faintly with magical energy.   The Teleportation Circle is inscribed with the symbols and runes corresponding to various destinations throughout the world, each meticulously etched into the stone floor. These runes pulse gently, awaiting activation from those with the knowledge and authority to use them.   Teleportation Destinations The Teleportation Circle allows for instantaneous travel to the following key cities across the realm:  
  1. Soteropolis:The heart of the Soteropolis region, the seat of the 7th Brigade, and a hub for both trade and military activity.
  2. Sparta:The heart of the Sparta Region.
  3. Camelot:The capital of the realm of Avalon, home to the Knights of the Round Table and the king's court.
  4. Phanodes:The heart of the Phanodes Region
  5. Olympia:Capital of the Halflings.
  6. Kave Lenora:Capital of the Wood Elves.
  7. Thellnora:Capital of the Sun Elves.
  8. Gemlodar:Capital of the Dwarves.
  9. Estia:Capital of the Dragonborn.
  10. Azunis:Capital of DM Notes.
  11. Zestin: Capital of Dm Notes.
  12. ?????????????????????????  (Read DM notes)
  13. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! (Read my DM notes)
Room Features Teleportation Control Pedestal:  
  • 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.
Security Runes:
  • 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.
Hidden Storage Alcove:
  • 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 and Importance The hidden teleportation chamber is a crucial asset for the Order of the Phoenix, allowing the Dovahkiin to move swiftly between strategic cities and maintain their operations in secret. With the circle connecting key locations across the realm, it serves as a vital hub for covert travel, reconnaissance, and the rapid deployment of dragon riders in times of war.   This hidden chamber, known only to a select few, is a safeguard against those who would seek to control or destroy the dragons and their riders. It is one of the Order's most protected secrets, ensuring that the Dovahkiin can strike where needed, whenever the call arises, all while remaining in the shadows.

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

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