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House Serkis
April 5, 2026 at 12:08 AM
Cleaned up [unverified] markers, em dashes, and semicolons
House Serkis is the marquis house of Hernand, serving as the right hand of the ducal House Celeste since the founding of the duchy. While the Celeste family handles diplomacy and external military affairs, the Serkis family manages everything that happens inside Hernand's borders: governance, tax collection, infrastructure, and the day-to-day administration of cities, settlements, and rural holdings. This division of labor has persisted for centuries, making House Serkis one of the most powerful and respected families in the region.
Their seat of power is Oakenshield Manor, located in central Hernand. The manor originally served as the central facility of an oak farm before being converted into the family residence. The Serkis family also controls a vast swathe of territory known as the Serkis Estate, which stretches across the Hernand Highlands and includes everything from ranches and mills to military installations and mining camps. Players first encounter the house during the main story and can later undertake faction quests on their behalf, earning Contribution XP toward the Hernand region.
Attribute | Details |
|---|---|
Type | Marquis house |
Region | |
Rank | Marquis |
Alignment | Friendly |
Seat | |
Primary Role | Internal governance and administration of Hernand |
Head of House | Alan Serkis (Marquis Serkis) |
Key Subordinate | Barden Middler (Marshal of Hernand) |
Allegiance | House Celeste (Duke Celester) |
House Serkis has been intertwined with the Celeste family since the very beginning of Hernand's history. When the descendants of the wandering knight Canta established the duchy, the Serkis family stood beside them as their most trusted advisors. The arrangement was straightforward: Celeste would deal with diplomacy and wars, while Serkis would take charge of keeping the duchy running from within. That division of responsibility became the template for how Hernand would be governed for generations.
Over the centuries, this role gave House Serkis deep insight into the inner workings of Hernand's economy, population, and infrastructure. They manage tax collection, mediate disputes between lesser nobles, and ensure that the duchy's settlements remain functional and safe. Their administrative reach extends from the bustling streets of the City of Hernand to the remote mills and farms at the duchy's edges. It is fair to say that while Duke Celester holds the title, the Serkis family keeps the machinery of the duchy turning.
By the time the events of Crimson Desert's story begin, Alan Serkis holds the title of Marquis and acts as Duke Celester's right-hand man. His authority is broad enough that he can independently negotiate alliances and grant land to outside groups, as he does with the Greymanes during the main story.
Alan Serkis is the current head of House Serkis and holds the rank of Marquis, placing him directly below Duke Celester in Hernand's hierarchy. He resides at Oakenshield Manor but frequently appears at Hernand Castle, where he can be found in the courtyard conversing with Barden Middler and other officials.
During the main quest "First Step to Rebuilding," Marquis Serkis grants the Greymanes a fief at Howling Hill as a reward for their help dealing with the Goldleaf Merchant Guild. This moment formally establishes the alliance between House Serkis and the player's mercenary company. Completing that quest also unlocks a formal alliance with both House Serkis and House Celeste, grants access to your camp, and introduces the companion Damiane.
The Knowledge tab in Hernand Castle includes an entry for Alan Serkis under Prominent Residents. To unlock it, stand near a guard inside the castle long enough for them to start talking about the Marquis.
Barden Middler serves as the Marshal of Hernand and acts as House Serkis's primary military officer. He is the one who greets Kliff and the Greymanes upon their arrival at Howling Hill and oversees preparations at the property. Middler is closely involved in the House Serkis quest line as well; during the "Lord Amidst the Ruins" quest, you are asked to locate his lieutenant, Williem, who has gone missing near Ivynook.
Middler can also be found speaking with Alan Serkis in the Hernand Castle courtyard during the Demenissian Delegation main quest, reinforcing his prominent position in the duchy's political life.
House Serkis faction quests become available once you reach the Hernand region and establish friendly standing with the faction. The formal alliance is cemented during the Chapter 3 main quest "First Step to Rebuilding," after which additional faction quests begin to appear. Some quests, like "Traces of Intruder," are available relatively early, while others such as "Remaining Chains" unlock later in the story (Chapter 4 onward).
You can pick up faction quests from Notice Boards in Hernand settlements or by speaking with NPCs who have requests. Like all faction quests in Crimson Desert, House Serkis quests are not missable. You can return to them even across chapters, so there is no pressure to finish them within a specific window.
House Serkis has a small but varied quest line that spans investigation, camp liberation, and a major boss encounter. Each quest rewards Contribution XP toward the Hernand region, and several quests drop unique items.
Quest | Type | Location | Rewards |
|---|---|---|---|
Traces of Intruder | House Serkis Contribution XP | ||
Liberation | Prison Key x1, Silver Pouch x1, Arrow x2, +100 Contribution XP | ||
Faction quest | |||
Boss encounter | Staglord's Shield x1, Abyss Artifact x1 |
"Traces of Intruder" is an early-game investigation quest where House Serkis tasks you with tracking down evidence of an intruder in the Hernand countryside. The quest presents three possible locations to investigate, but only Lioncrest Watchtower (west of Hernand) contains the actual evidence. The other two locations, Torchlight Beacon and Everfrost, are dead ends.
At the watchtower, the entrance is blocked by vines. Use Blinding Flash (L1+R1, then L1) to burn through them. Inside, head upstairs and look for a gap in the ceiling. Use Force Palm's triple jump to reach the roof. Once there, collect a note from a wooden crate, then smash the crate to retrieve a hidden fragment. Inspect the fragment by rotating it to reveal writing, which triggers a cutscene and completes the quest.
Completing this quest opens up a deeper line of missions connected to House Serkis that eventually lead to better armor and more powerful Spirit skills.
"Remaining Chains" becomes available starting in Chapter 4 and sends you to Rocca's Hill in the Hernand region. The objective is to liberate the Rocca's Hill Slave Camp, which has been seized by the Bleed Bandits. Clear out all the enemies in the area to free the slaves being held there.
Once the camp is cleared, Hernadian soldiers move in to occupy the location. The quest completes automatically and rewards you with a Prison Key, a Silver Pouch, two Arrows, and 100 House Serkis Contribution XP. The liberated camp then becomes a friendly location on the map.
"Flame Melting the Chains" is a faction quest that rewards a Light Silver Pouch upon completion. This quest is connected to the theme of liberating Hernand's territory from criminal and bandit elements, consistent with House Serkis's role as the duchy's internal administrators.
"Lord Amidst the Ruins" is the crown jewel of the House Serkis quest line and culminates in a one-on-one boss fight against Saigord the Staglord. The quest begins when you are asked to locate Marshal Middler's lieutenant, Williem, who has vanished while investigating the Savage Peaks.
The Broken Trail: Travel to Hernand Farmhouse and speak with guards and Williem's Lieutenant, who requests your help locating Williem.
Head to Ivynook and question the Wandering Freeswords for clues about Williem's whereabouts.
Proceed northwest to the Icemoor Castle Ruins, where you find Williem under a pile of corpses.
Light two Stone Lanterns on the path to trigger a cutscene that advances time to morning.
King of the Fallen Kingdom: You now face Saigord the Staglord in single combat at the center of the ruined castle.
Saigord is a melee-focused boss who telegraphs his attacks with wide, directional swings. His moves deal heavy damage if they connect, but he is relatively slow and can be staggered with Force Palm. Keep your Spirit gauge managed and use Force Palm to cancel his combos. Bring cooked food and Palmer Pills for healing, and equip ice resistance gear since the Icemoor Castle Ruins are in a cold climate zone.
During the fight, you can learn the Turning Slash Expertise skill if you observe and counter Saigord's signature move at the right moment. After defeating him, a cutscene plays and you receive the Staglord's Shield and an Abyss Artifact.
House Serkis quests contribute to the Hernand regional Contribution meter. Every faction quest you complete earns Contribution XP, and each time the XP bar fills, you gain one Contribution Point. These points are spent at the Hernand Contribution Shop, which is located inside a tower within Hernand Castle. A merchant named Haldwin runs the shop and sells faction-specific equipment.
Beyond quests, you can also raise Hernand Contribution by liberating bandit-held strongholds across the countryside, helping citizens during random encounters, and donating coins to beggars in the City of Hernand (once per day). Criminal actions such as theft or assault will reduce your Contribution, with penalties ranging from -5 for minor offenses to -30 for serious crimes.
Item | Cost (Contribution Points) | Type |
|---|---|---|
21 | Chest armor | |
19 | Cloak | |
15 | ||
14 | Boots | |
23 | Horse equipment | |
30 | Camp decoration | |
65 | Accessory | |
70 | Head armor |
The Hernand Ceremonial Guard Armor has 5 Defense and +1 Movement Speed, with no elemental resistances or special effects. Higher-tier items like the Hernandian Crown and Signet require significant Contribution investment and represent the faction's most prestigious rewards. These items can be resold to retrieve spent Contribution Points if needed.
House Serkis controls a diverse spread of holdings across the Hernand region. These locations range from the family's private manor to military installations, agricultural operations, and workshops. Several of these sites figure into faction quests or can be visited for resources and side activities.
Location | Type | Notes |
|---|---|---|
Manor (seat of house) | Residence of Marquis Alan Serkis; quest location for "First Step to Rebuilding" | |
Settlement | Granted to the Greymanes as a fief; becomes the player's camp | |
Ranch | Agricultural holding in the Serkis Estate | |
Mill | Grain processing facility | |
Settlement | Quest location during "Lord Amidst the Ruins" | |
Cabin | Outpost in the Serkis territory | |
Military fort | Defended installation within Serkis territory | |
Outpost | Military outpost near the Serkis Estate border | |
Workshop | Source of explosive crafting materials | |
Camp | Military camp within Serkis-controlled land | |
Slave camp | Occupied by Bleed Bandits; liberated during "Remaining Chains" |
The Serkis Estate is a broad stretch of land in the Hernand Highlands that encompasses much of the family's territory. It extends far east of the City of Hernand, reaching close to the border with Demeniss. Key landmarks within the Serkis Estate include Thinker's Meadow (near the Greymane camp at Howling Hill), a Mysterious Energy puzzle zone, and the Dragon Stone Chamber.
The Mysterious Energy zone at Thinker's Meadow contains an Abyss Nexus point that is missing its teleporter disk. To solve the puzzle, burn the vines nearby with Blinding Flash, then use Axiom Force to grab the disk and position it over the indent on the stone platform. Jump onto the disk and execute an aerial Force Palm to lock it in place, activating the fast travel point.
A second puzzle in the Serkis Estate leads to the Dragon Stone Chamber, which contains three circular stone tablets that must be rotated into the correct alignment to unlock the chamber door. Solving this puzzle opens another fast travel point.
House Serkis enjoys the closest relationship of any noble family to House Celeste. Their marquis rank places them just below the ducal house in the hierarchy, and their administrative authority gives them significant influence over the other noble houses. The Serkis family effectively functions as the senior partner among the vassal houses, coordinating between the various barons and counts who govern smaller territories within Hernand.
House Felix in particular is often overshadowed by the Serkis family's strong reputation, which has contributed to Felix's perception as a minor player among the nobility. Meanwhile, House Alfonso, the baronial house known for its spearmasters, operates more independently due to its martial focus, though it still defers to Serkis on matters of governance and civil administration.
The "Lord Amidst the Ruins" quest involves a one-on-one boss fight against the Staglord in the Icemoor Castle Ruins. Equip ice resistance gear and bring plenty of healing items. Force Palm is your best tool for staggering him out of combos.
Completing "Remaining Chains" turns Rocca's Hill into a friendly location, which can serve as a convenient rest stop when traveling through the southern parts of Serkis territory.
The Boomveld Bombworks in Serkis territory is a useful source of explosive crafting materials. Visit it if you need bomb components.
Gaining Contribution with the Hernand region through House Serkis quests unlocks access to the Hernand Contribution Shop inside Hernand Castle, where you can buy the Hernand Ceremonial Guard armor set and other exclusive equipment.
Donating coins to beggars in the City of Hernand once per day is a small but free source of Contribution XP that adds up over time.
Faction quests are never missable in Crimson Desert. If you skip a House Serkis quest during a particular chapter, you can always come back to it later.
During "Traces of Intruder," skip Torchlight Beacon and Everfrost entirely. Head straight to Lioncrest Watchtower to save time.