Taragon Keep

Taragon Keep is a physical (and magical) manifestation of the ego of Desmond Taragon. Standing atop the ruins that once belonged to the temple of Bane, the keep is used by Desmond as a home and a place to conduct business. The following is an excerpt from a third person article that was written by an anonymous person into the History of Phlan.

Desmond takes a walk around the grounds of his Keep. The dragons have dissolved the bare floors and the scaffolding with their acidic breath and unsupported walls have been knocked down. One or two small crosses adorn a location where a couple of the workers have died while trying to build the magnificent keep.

Desmond stops walking and starts flying around, surveying the crushed hopes and dreams he had for this little town of Phlan. His mind made up he moves with purpose. He takes the dark shimmering necromantic globe of darkness out of his backpack and places it in the very center of the foundation of the keep. The place where his vault will be, a room with no doors, that can only be enter through a dimension door if the caster knows of it's location. The globe should serve as a means to make sure that none will be able to light the vault and see the treasure that it will one day contain.

The globe, causing the sky to go dark as it emits its eerie darkness, looks like a black beating heart for what will become Desmond's keep. Desmond then flies straight up above his plot of land and spills the remaining contents of his haversack. Thousands of gold pieces rain down upon the destroyed keep as Desmond enacts the final wish from his ring.

Desmond visualizes the keep in his mind's eye. The foundation, the mortar, the halls, the tapestries, the grooves of the rocks running here and there like the life line upon the palm of your hand. He takes this image and channels it through the powerful ring. The ring itself begins glow ever so softly, but oh so very noticeable among the darkness cast by the necromatic sphere. The ring continues to grow in intensity until it is blinding to look upon.

Just as the light feels as though it would burn through his eyes into the back of his skull, the light concentrates upon the tiny remaining stone and then shoots out like a strand of silver leaving the afterimage a large djinni everytime Desmond blinks. The strand of light swirls down to the gold coins, collecting them and churning them inward and then outward like a fountain.

Which each moment the fountain of coins seems to erupt into a higher and higher cascade till eventually the coins are flowing outward. As they flow, Desmond notices that they are beginning to mold the castle, giving it a look of a golden sandcastle. The light from the fountain causes millions of tiny refractions which add to the image of sand. Then slowly and so very subtly, the walls and floors of gold coins begin to meld together and reform as the rock, mortar, and wood one would expect. The white light dims down like cooling steel at the same time as daylight returns from the concealment of the black orb within the depths of the keep.

Desmond stares at the wonderful keep in disbelief, awed by it's beauty and intimidation. Seeing the immensity of the structure gives credence to concerns of everyone that felt the keep was mistake. The shadows cast by the keep seem almost darker than they should be. Could traces of Bane still be in the ground? Is this an after affect of the darkness? Desmond shakes off the hallucination and floats down to the entrance. Yes... this is his vision come true. This keep will allow him to protect Phlan, to prosper Phlan, to make Phlan the most powerful city within Moonsea.

Desmond walks into his keep for the first time reveling in echos of his footsteps over the smooth stone...

Services Offered
Taragon Keep is more than just a home, it's a place for Desmond to conduct his businesses.


 * Protected dock for merchants to unload valuable goods.
 * A vault for storing precious items.
 * Specialized bodyguards or mercenaries for convoy protection.
 * Private rooms for important or famous visitors to the city looking for some privacy that an inn couldn't offer.
 * Fancy dinner parties where safety is of concern.

Total Cost

 * Walls - 51,350 gp
 * Structures - 91,080 gp
 * Modifiers - 11,394 gp (+8%)
 * Sub Total - 153,824 gp
 * Extras - 66,810 gp

Building Time

 * Time Left to Build
 * 15 weeks

Location

 * Acquire the land of the destroyed Temple of Bane.

Architectural Notes

 * Climate/Terrain
 * Small City (15,000+ gp limit on components, walls, wondrous architecture)
 * Cold +5%
 * Less than a mile +3%


 * Components
 * Xavier can cast Move Earth, Wall of Stone, Air Walk, and Wood Shape for discounts. (He is promised a garden retreat)


 * Walls
 * Outer: Stone, hewn
 * Basement (free), Ground 12ss, Second Floor 12ss, Third Floor 2ss
 * Total ((26ss * 6000 gp * 50% outer) * 50% discount) == 39,000 gp
 * Inner: Wood (26ss * 1000 gp * 50%) (First floor provides free wood)
 * Basement 12ss, Ground (free), Second Floor 12ss, Third Floor 2ss
 * Total ((26ss * 1000 gp * 50% inner) * 5% discount) == 12,350 gp
 * Wall Total: 51,350 gp

Stable
The stable holds up to 12 large steeds at a time. Each horse has it's own bail of hay and water supply. There's a large hearth in the center of the stables to keep the place warm at all times. There are torch holders along the wall that can be lit from the fire in case extra light is needed in the evening.


 * Stable, fancy x2; 6000 gp
 * 1 groom (he gets double pay when there are more than six horses)

Docks
The docks stretches along the river and is used for mooring up long boats and ???* (need to talk to Jorge about the size of bridge up river). The location of docks allows for archers to line the west side of the keep for ample protection when loading or unloading precious goods. The laborers always have a horn of fog on hand to provide some privacy if a particular visitor doesn't wish to be seen or to keep precious cargo disguised.


 * Horn of Fog (Extras +2000 gp)
 * Docks, extended; 3000 gp
 * 4 laborers

Meeting Room
A nice looking room that feels somewhat large thanks to an heightened ceiling. A large oak table adorns the center of the room with cushy chairs around it and more chairs line the walls. There's enough seats for around 20 people. Tapestries line the outer walls and there are tall windows on the inner walls allowwing natural light to shine in.

Faint inscriptions line the walls that resemble a rolling landscape. These arcane symbols will glow a soft green hue alerting people within to someone attempting to scry upon them.
 * Everburning Torch x4 (Extras +360 gp)
 * Inscriptions of Privacy (Extras +14,000 gp)
 * Windows, glass x2; 20 gp
 * Common area, fancy; 3000 gp

Office
This nice looking room is used by Desmond and his associates to conduct business with a couple of windows on the inner wall looking upon the courtyard and dark polished wood floor.. There's a couple of oak desks where you can meet face-to-face with clients as well a few book shelves with ledgers adorning the walls.


 * Everburning Torch x4 (Extras +360 gp)
 * Windows, glass x2: 20 gp
 * Office, fancy; 2500 gp

Client Waiting Area
This room is used as a waiting area for clients and potentials. There are glass cases containing various magical items and stuffed creatures to show off Desmond's previous jobs and accomplishments. The floor is made of a polished stone with various cases made of out of polished red oak and glass. A guard stands watch over the room to keep the guests from getting any foolish ideas.


 * Everburning Torch x4 (Extras +360 gp)
 * Windows, glass x2; 20 gp
 * Trophy hall, fancy; 6000 gp
 * 1 guard

Kitchen
The kitchen is equipped to handle even the most difficult of culinary artistry but for the most part, it's setup to get the job done. With guards, guests, and clients coming around the clock, the kitchen is probably the busiest place in the keep.


 * Everburning Torch x4 (Extras +360 gp)
 * Replenishing skin (Extras +1000 gp)
 * Kitchen, fancy; 12,000 gp
 * 2 cooks

Dining Hall
The dining hall is setup with a beautifully polished cherry wood table that with enough room to comfortably sit 30 people. The table can be pushed aside to allow for a performance to be given. Artistic tapestries line the outer wall with windows adorning the inner wall. Two chandlers hang down with four everburning torches on each to keep the room lit to comfortable level at all times.


 * Table of Safe Meals x3 (Extras +4500 gp)
 * Everburning Torch x8 (Extras +720 gp)
 * Windows x4; 40 gp
 * Dining hall, fancy; 12,000 gp
 * 1 servant

Training Area
The training area is used to for guards to practice, train, and show-off their abilities to onlookers. The walls are adorns with ceremonial shield and swords as well as racks for practice weapons. A staircase from here goes down to the weapon room.


 * Everburning Torch x4 (Extras +360 gp)
 * Window, glass x2; 20 gp
 * Training area, combat; 1000 gp

Library
While it certainly wouldn't impress any mages, the library can be a useful none-the-less. The walls are lines with books outlining every combat style and technique known in Faerun as well a small section dedicated to various creatures, spellcraft, psionics, and divine prayer.


 * Everburning Torch x4 (Extras +360 gp)
 * Room of Reading (Extras +750 gp)
 * Library, basic (1ss; 500 gp)

Chapel
A very nice chapel with two floors. A small spiral staircase connects the upper floor to the lower. The main alter pays homage to the Red Knight, with smaller alters to the left and right dedicated to Tempus and Helm. An acolyte is on duty to tend to the faith of the soldiers, servants, and visitors to Taragon keep. The upper floor allows for a choir or extra seating. Light filters in through the massive stain glass window at the top of the tower.


 * Everburning Torch x4 (Extras +360 gp)
 * Stained glass, fancy; 600 gp
 * Chapel, fancy; 6000 gp;
 * 1 acolyte

Gatehouse / Guard Post
The gatehouse is basically a hallway with a portcullis on each end. It has been infused with a spell to reveal anything invisible. The ceiling has murder holes along it to allow soldiers in the barbica a clear shot at any unwanted trespassers. There's thin guard posts on each side of the gatehouse with arrow slits so that unknown guests may be questioned before entering the keep.


 * Everburning Torch x4 (Extras +360 gp)
 * Chamber of Seeing (Extras +7500 gp)
 * Portcullis, iron x2; 1500 gp
 * Gatehouse; 1000 gp
 * Guard Post; 500 gp
 * 2 guards

Courtyard
The courtyard is a beautiful garden that is maintained by Xavier in his free time. Thanks to Leomund's Temperate Hut, it is kept nice and warm all year round while providing some privacy (see tiny hut). Snow melts as it hits the hut and turns into mist which keeps things humid enough to make the plants happy. If an event is taking place in the evening, the entire area can be illuminated dimly on command.

Stone walkways run from the various entrances to a pavilion in the middle with various benches along the way. From time to time Xavier will bring endangered birds or other small animals here for them to recover which gives the entire courtyard a feeling of life and excitement. One of the cooks likes to spread seeds out for the birds once or twice a day.


 * Leomund's Temperate Hut (Extras +7500 gp)
 * Courtyard x2; 1000 gp

Master Bedroom
The master bedroom is a place for Desmond to get away from it all. The room has a large comfortable bed, a walk-in closet with a couple of armoire for clothing. There's a comfortable reading chair with table to allow a small catnap. Beautiful tapestries and maps line the walls along with an oak shelf with hooks to place books and equipment on. A section of the room is always kept clear so that Desmond can teleport here via dimension door scroll. The room extends south into the Desmond's private study and bath which allow for a more spacious room. The bath is hooked into the same plumbing used in the guest baths which allows for fresh hot water. The study has a solid oak desk with a wooden cabinet to keep documents and such in. The study portion of the room also contains glass doors that go out onto a balcony for enjoying the beautiful courtyard.


 * Everburning Torch x4 (Extras +360 gp)
 * Doors, glass x2; 40 gp
 * Bedroom suite, fancy; 5000 gp
 * Bath, basic; 400 gp
 * Study, basic; 200 gp

Guest Suite A
A comfortable and pleasant room for a privileged guest to stay. The room is decorated with blue bedsheets and matching tapestries. A fine rug lies atop the polished wooden floor. There's a walk-in closet, a small desk, a couple of bureaus, and a private privy for the guest.


 * Everburning Torch x2 (Extras +180 gp)
 * Bedroom suite, fancy; 5000 gp

Guest Suite B
A comfortable and pleasant room for a privileged guest to stay. The room is decorated with red bedsheets and matching tapestries. A fine rug lies atop the polished wooden floor. There's a walk-in closet, a small desk, a couple of bureaus, and a private privy for the guest.


 * Everburning Torch x2 (Extras +180 gp)
 * Bedroom suite, fancy; 5000 gp

Guest Bedrooms A
A couple of rooms for visiting guests.


 * Everburning Torch x2 (Extras +180 gp)
 * Bedrooms, fancy; 4000 gp

Guest Bedrooms B
A couple of bedrooms for visiting guests.


 * Everburning Torch x2 (Extras +180 gp)
 * Bedrooms, fancy; 4000 gp

Guest Bath
These baths are very nice and accommodating to give guests a chance to relax and wash their stresses away. There's a tank to hold water as it fill up from a replenishing skin. A fireplace beneath the tank heats the water to allow for a nice hot bath.


 * Replenishing skin (Extras +1000 gp)
 * Bath, fancy; 2000 gp

Barbican
The barbican is setup with two cranks (one for each gate) and various murder holes to take out unwelcome guests. It also contains arrow slits on the outward wall.


 * Everburning Torch x2 (Extras +180 gp)
 * Barbican; 1000 gp
 * 2 guards

Tactical Room
A room used for handling tactics and logistics. The center of the room has a Map of Tactics table with other small tables around it containing various maps of the region.
 * Map of Tactics (Extras +18,000 gp) (Note: Will have to pull some strings in order to get this)
 * Transparent Walls (Extras +3000 gp)
 * Common area, basic; 500 gp

Storage
Just your typical storage area, not much to it.


 * Everburning Torch x4 (Extras +360 gp)
 * Storage, fancy x2; 2000 gp

Servants Quarters
A place for the servants to sleep.


 * Everburning Torch x4 (Extras +360 gp)
 * Servants' quarters; 400 gp

Utility Pantry
Extra storage for food and devices for doing laundry and misc tasks. Water is brought down from the kitchen.


 * Everburning Torch x4 (Extras +360 gp)
 * Storage, basic; 250 gp

Vault
This high security room is protected by ??? (TODO).


 * Storage, basic; 250 gp
 * 2 guards (if something is stored)

Lounge
Place for the servants and soldiers to take a break and relax. There's a couple of tables setup where games of poker will often go all-night long.


 * Everburning Torch x4 (Extras +360 gp)
 * Common area, basic; 500 gp

Armory
The armory contains all the basics in weapons and warfare.


 * Everburning Torch x2 (Extras +180 gp)
 * Armory, basic; 500 gp

Prison
A place to keep those bad people that you just can't trust.


 * Everburning Torch x2 (Extras +180 gp)
 * Prison cell; 500 gp
 * 1 guard (if prisoners)

Interrogation
A small dank empty room to make someone feel uneasy as they are questioned. There's a plain wooden table in the center with a couple of very uncomfortable wooden chairs around it.
 * Study/Office, basic; 200 gp

Barracks
Typical barracks with bunks to hold the guards and soldiers. There's enough room for 40 people.


 * Everburning Torch x6 (Extras +540 gp)
 * Barracks x4; 1600 gp