{"data":{"id":33655,"name":"Argonnessen","entry":"
Argonnessen is home to the oldest civilization on Eberron. The dragons wield epic magic, and their homeland is shielded against divination and teleportation. Tribes of barbarians roam the Seren Islands and the coastlines of Argonnessen; these include members of almost every humanoid race, perhaps collected by dragons in ages past. These Seren barbarians worship the dragons and protect the coasts from invaders. To date, no one from the Five Nations has ever ventured into the interior of the continent and returned to speak of it.<\/p>\n
No one knows just how many dragons there\u00a0 are in Argonnessen, but people tell stories of vast cavern complexes filled with the treasures of fallen civilizations, of prisons holding bound demons, of cities made from diamond and adamantine. Is there any truth to these tales, or is it all myth?<\/p>\n
Argonnessen.<\/p>\n
It is a name out of legend. It is a blank space on the map, marked with the shadow of a dragon. Distant scrying has allowed mapmakers to trace the continent\u2019s major geographic features, but many regions are shielded from remote viewing, and prying too deeply into its mysteries has proven very dangerous. In 750 YK, the famed arcane cartographer Jolian Dan Jessel promised to present the Library of Korranberg with the first true map of Argonnessen. Before the work was completed, Jolian\u2019s workshop was burned to the ground, and the gnome himself taken with trap the soul. Few events escape the Eyes of Chronepsis, and the wise leave Argonnessen be.<\/p>\n
Argonnessen is a land of mystery, and explorers have long dreamed of the wealth and wonders that must lie within. To date, no envoy or merchant has ever breached the Great Barrier and returned to tell the tale. But times are changing. Dragonmarks adorn the skin of the lesser races, heralding a change in the course of the draconic Prophecy. And in the wake of the Last War, new heroes are rising . . . individuals who could change the course of history.<\/p>\n
Argonnessen is enormous. It\u2019s a continent the size of Khorvaire, with the same diversity of environments found in Khorvaire . . . but without airships, lightning rails, or, for that matter, roads. No inns cater to the hungry adventurer; instead, the land is filled with both dragons and all manner of hungry monsters. What fool would dive into this unknown wilderness?<\/p>\n
Despite its dangers and remoteness, Argonnessen has much to offer. The dragons taught the giants of Xen\u2019drik the arts of magic almost sixty thousand years ago. What secrets could a modern wizard wrest from Argonnessen? What mighty artifacts are hidden in the hoards of the great wyrms? What of secret insights into the draconic Prophecy? Knowledge of the future can be more precious than any gold. And don\u2019t dismiss the thrill of doing what\u2019s never been done, of seizing the chance to become a legend.<\/p>","entry_parsed":"
Argonnessen is home to the oldest civilization on Eberron. The dragons wield epic magic, and their homeland is shielded against divination and teleportation. Tribes of barbarians roam the Seren Islands and the coastlines of Argonnessen; these include members of almost every humanoid race, perhaps collected by dragons in ages past. These Seren barbarians worship the dragons and protect the coasts from invaders. To date, no one from the Five Nations has ever ventured into the interior of the continent and returned to speak of it.<\/p>\n
No one knows just how many dragons there are in Argonnessen, but people tell stories of vast cavern complexes filled with the treasures of fallen civilizations, of prisons holding bound demons, of cities made from diamond and adamantine. Is there any truth to these tales, or is it all myth?<\/p>\n
Argonnessen.<\/p>\n
It is a name out of legend. It is a blank space on the map, marked with the shadow of a dragon. Distant scrying has allowed mapmakers to trace the continent\u2019s major geographic features, but many regions are shielded from remote viewing, and prying too deeply into its mysteries has proven very dangerous. In 750 YK, the famed arcane cartographer Jolian Dan Jessel promised to present the Library of Korranberg with the first true map of Argonnessen. Before the work was completed, Jolian\u2019s workshop was burned to the ground, and the gnome himself taken with trap the soul. Few events escape the Eyes of Chronepsis, and the wise leave Argonnessen be.<\/p>\n
Argonnessen is a land of mystery, and explorers have long dreamed of the wealth and wonders that must lie within. To date, no envoy or merchant has ever breached the Great Barrier and returned to tell the tale. But times are changing. Dragonmarks adorn the skin of the lesser races, heralding a change in the course of the draconic Prophecy. And in the wake of the Last War, new heroes are rising . . . individuals who could change the course of history.<\/p>\n
Argonnessen is enormous. It\u2019s a continent the size of Khorvaire, with the same diversity of environments found in Khorvaire . . . but without airships, lightning rails, or, for that matter, roads. No inns cater to the hungry adventurer; instead, the land is filled with both dragons and all manner of hungry monsters. What fool would dive into this unknown wilderness?<\/p>\n
Despite its dangers and remoteness, Argonnessen has much to offer. The dragons taught the giants of Xen\u2019drik the arts of magic almost sixty thousand years ago. What secrets could a modern wizard wrest from Argonnessen? What mighty artifacts are hidden in the hoards of the great wyrms? What of secret insights into the draconic Prophecy? Knowledge of the future can be more precious than any gold. And don\u2019t dismiss the thrill of doing what\u2019s never been done, of seizing the chance to become a legend.<\/p>","tooltip":null,"image":null,"focus_x":null,"focus_y":null,"image_full":"","image_thumb":"https:\/\/d3a4xjr8r2ldhu.cloudfront.net\/images\/defaults\/locations_thumb.jpg","has_custom_image":false,"image_uuid":null,"header_full":"","header_uuid":null,"has_custom_header":false,"is_private":false,"is_template":false,"is_attributes_private":false,"entity_id":108295,"tags":[],"created_at":"2019-01-28T08:12:28.000000Z","created_by":7082,"updated_at":"2023-11-03T16:05:34.000000Z","updated_by":7082,"urls":{"view":"https:\/\/app.kanka.io\/w\/eberron\/entities\/108295","api":"https:\/\/app.kanka.io\/api\/1.0\/campaigns\/6529\/locations\/33655"},"location_id":33622,"attributes":[],"posts":[{"created_at":"2019-08-12T14:24:45.000000Z","created_by":7082,"entity_id":108295,"entry":"\n
Members of some dragon born bloodlines believe that they are descended directly from specific dragons and devote themselves to zealous, lifelong service to those dragons and their descendants. Although this belief is questioned by some critics, many dragons encourage it.<\/p>\n","entry_parsed":"\n
Members of some dragon born bloodlines believe that they are descended directly from specific dragons and devote themselves to zealous, lifelong service to those dragons and their descendants. Although this belief is questioned by some critics, many dragons encourage it.<\/p>\n","id":11311,"is_private":false,"layout_id":null,"name":"Ancestral Vassals","permissions":[],"position":null,"settings":null,"updated_at":"2019-08-12T14:24:45.000000Z","updated_by":null,"visibility_id":1},{"created_at":"2019-08-12T14:25:39.000000Z","created_by":7082,"entity_id":108295,"entry":"\n
Argonnessen is as large as Khorvaire, but nearly impossible to reach. Bizarre and unnatural currents, razor-sharp reefs, wild elementals, and sudden storms prevent a ship from landing anywhere except for a few specific rocky beaches, largely on northern shores near the isle of Seren. Even if a safe landing is made, the mountain range called the Great Barrier makes access to all but the northernmost reaches of the continent exceedingly difficult<\/p>\n","entry_parsed":"\n
Argonnessen is as large as Khorvaire, but nearly impossible to reach. Bizarre and unnatural currents, razor-sharp reefs, wild elementals, and sudden storms prevent a ship from landing anywhere except for a few specific rocky beaches, largely on northern shores near the isle of Seren. Even if a safe landing is made, the mountain range called the Great Barrier makes access to all but the northernmost reaches of the continent exceedingly difficult<\/p>\n","id":11312,"is_private":false,"layout_id":null,"name":"Environment","permissions":[],"position":null,"settings":null,"updated_at":"2019-08-12T14:25:39.000000Z","updated_by":null,"visibility_id":1},{"created_at":"2019-09-22T18:57:48.000000Z","created_by":7082,"entity_id":108295,"entry":"\n
Getting to Argonnessen is a challenge in its own right. No captain in his right mind sails to the land of the dragons. The Serens challenge anyone who nears Totem Beach, and the guardians of the coast are deadly indeed. Surely other landing points exist? On the map it appears that way, but the waters around Argonnessen are deadly. Wild elementals drift through cloud and sea, and seem to be drawn to elemental vessels. Perhaps this is a natural occurrence, but it seems more likely that the dragons have something to do with it. Sahuagin also pose a threat to the unwary traveler. Worse still, travelers\u2019 tales speak of krakens, vast maelstroms that arise without warning, and dragon turtles the size of islands. And then there are the true dragons one could face when Argonnessen is finally in sight.<\/p>\n
Perhaps these risks are overstated. Even so, the stories are sufficient to keep House Lyrandar and other merchant captains from risking the wrath of the dragons. Adventurers who want to travel to Argonnessen must acquire their own mode of transportation.<\/p>\n
Teleportation is possible. Various forms of remote viewing can allow explorers to spot a suitable touchdown point on the mainland. However, scrying has its dangers. Although the continent isn\u2019t completely shrouded, many areas are hidden from prying eyes. Some of these are the direct work of specific dragons, using effects such as that provided by inscriptions of vacancy (see the sidebar). Others result from a number of wondrous locations, built over the course of tens of thousands of years to shield vital areas. Some just block divination; others actually lash out with a powerful scry trap (MoE 101). Prying into the affairs of dragons is a dangerous business.<\/p>\n
The safest option is to seek native aid. An invitation from the Chamber\u2014or one of the other powers of Argonnessen\u2014is ideal. Another approach is to deal with the Serens. Occasionally a Seren can be found wandering Khorvaire, or drinking in the taverns of Stormreach. If adventurers earn the trust of such a wanderer, they might at least secure safe passage to Totem Beach. And if they\u2019re lucky, their guide might know a path across the Great Barrier and into the interior.<\/p>\n","entry_parsed":"\n
Getting to Argonnessen is a challenge in its own right. No captain in his right mind sails to the land of the dragons. The Serens challenge anyone who nears Totem Beach, and the guardians of the coast are deadly indeed. Surely other landing points exist? On the map it appears that way, but the waters around Argonnessen are deadly. Wild elementals drift through cloud and sea, and seem to be drawn to elemental vessels. Perhaps this is a natural occurrence, but it seems more likely that the dragons have something to do with it. Sahuagin also pose a threat to the unwary traveler. Worse still, travelers\u2019 tales speak of krakens, vast maelstroms that arise without warning, and dragon turtles the size of islands. And then there are the true dragons one could face when Argonnessen is finally in sight.<\/p>\n
Perhaps these risks are overstated. Even so, the stories are sufficient to keep House Lyrandar and other merchant captains from risking the wrath of the dragons. Adventurers who want to travel to Argonnessen must acquire their own mode of transportation.<\/p>\n
Teleportation is possible. Various forms of remote viewing can allow explorers to spot a suitable touchdown point on the mainland. However, scrying has its dangers. Although the continent isn\u2019t completely shrouded, many areas are hidden from prying eyes. Some of these are the direct work of specific dragons, using effects such as that provided by inscriptions of vacancy (see the sidebar). Others result from a number of wondrous locations, built over the course of tens of thousands of years to shield vital areas. Some just block divination; others actually lash out with a powerful scry trap (MoE 101). Prying into the affairs of dragons is a dangerous business.<\/p>\n
The safest option is to seek native aid. An invitation from the Chamber\u2014or one of the other powers of Argonnessen\u2014is ideal. Another approach is to deal with the Serens. Occasionally a Seren can be found wandering Khorvaire, or drinking in the taverns of Stormreach. If adventurers earn the trust of such a wanderer, they might at least secure safe passage to Totem Beach. And if they\u2019re lucky, their guide might know a path across the Great Barrier and into the interior.<\/p>\n","id":13052,"is_private":false,"layout_id":null,"name":"Getting There","permissions":[],"position":null,"settings":null,"updated_at":"2019-09-22T18:57:48.000000Z","updated_by":null,"visibility_id":1},{"created_at":"2019-09-22T18:59:28.000000Z","created_by":7082,"entity_id":108295,"entry":"\n
Argonnessen is a massive place, and the dragons are not numerous. What are the odds of a group of adventurers stumbling onto a dragon right away?<\/p>\n
Setting aside the fact that dragons enjoy a good hunt, and that they can use powerful magic to watch the borders . . . perhaps it\u2019s not so bad. Maybe a party won\u2019t encounter a dragon the instant it reaches the Great Barrier.<\/p>\n
But dragons aren\u2019t the only dangers Argonnessen has to offer. Huge gray renders. Displacer beast pack lords . . . in packs. Truly horrid umber hulks. War trolls. The tarrasque. Almost any creature can turn up in Argonnessen. How could so many divergent creatures evolve in the same place? They couldn\u2019t. The dragons collect creatures from across the world and even the depths of Khyber, letting these monsters loose along the borders and the wild region known as the Vast. These monsters serve both as a living security system and as a challenge for young dragons honing their combat skills.<\/p>\n
In addition to imported creatures, Argonnessen has a native population of dinosaurs, dire animals, and lesser dragons. Many lords of the Vast or of the more \u201ccivilized\u201d Light of Siberys have packs of faithful hunting wyverns; some even equip their wyverns with barding and magic equipment.<\/p>\n
When building an encounter list for Argonnessen, DMs should keep the local climate in mind . . . but beyond that, almost any creature could find a home in Argonnessen. Dragons are unlikely to introduce powerful, highly intelligent creatures that could pose a threat to draconic dominance of Argonnessen. Other than that, the sky\u2019s the limit.<\/p>\n
Argonnessen has a wide range of climates, from the temperate jungles and deserts of the north to the bitter tundra of the southern peninsula. Much of this variety is natural, but a few areas possess climate that is quite unnatural. Argonnessen has suffered its own share of magical catastrophes. The battles of the Age of Demons tore at reality, and incursions from Fernia and Risia have left permanent scars on the land. The Fang Crater is always filled with blistering heat, while the ice sheet around the base of Silverclaw Peak is bordered by steaming jungle. These effects mean that it is possible to find monsters tied to a specific environment far from where one might expect. Still, these effects are far more stable than in Xen\u2019drik and the Mournland.<\/p>\n
W hen traveling across A rgonnessen, always remember that it\u2019s a land of dragons. Nondragons exist in the interior, but even they aren\u2019t encouraged to travel, and those who do so on the business of a dragon are usually provided with a wyvern mount. It is largely a land without roads and without inns, shops, Jorasco healing houses, or any of the other amenities adventurers grow used to.<\/p>\n","entry_parsed":"\n
Argonnessen is a massive place, and the dragons are not numerous. What are the odds of a group of adventurers stumbling onto a dragon right away?<\/p>\n
Setting aside the fact that dragons enjoy a good hunt, and that they can use powerful magic to watch the borders . . . perhaps it\u2019s not so bad. Maybe a party won\u2019t encounter a dragon the instant it reaches the Great Barrier.<\/p>\n
But dragons aren\u2019t the only dangers Argonnessen has to offer. Huge gray renders. Displacer beast pack lords . . . in packs. Truly horrid umber hulks. War trolls. The tarrasque. Almost any creature can turn up in Argonnessen. How could so many divergent creatures evolve in the same place? They couldn\u2019t. The dragons collect creatures from across the world and even the depths of Khyber, letting these monsters loose along the borders and the wild region known as the Vast. These monsters serve both as a living security system and as a challenge for young dragons honing their combat skills.<\/p>\n
In addition to imported creatures, Argonnessen has a native population of dinosaurs, dire animals, and lesser dragons. Many lords of the Vast or of the more \u201ccivilized\u201d Light of Siberys have packs of faithful hunting wyverns; some even equip their wyverns with barding and magic equipment.<\/p>\n
When building an encounter list for Argonnessen, DMs should keep the local climate in mind . . . but beyond that, almost any creature could find a home in Argonnessen. Dragons are unlikely to introduce powerful, highly intelligent creatures that could pose a threat to draconic dominance of Argonnessen. Other than that, the sky\u2019s the limit.<\/p>\n
Argonnessen has a wide range of climates, from the temperate jungles and deserts of the north to the bitter tundra of the southern peninsula. Much of this variety is natural, but a few areas possess climate that is quite unnatural. Argonnessen has suffered its own share of magical catastrophes. The battles of the Age of Demons tore at reality, and incursions from Fernia and Risia have left permanent scars on the land. The Fang Crater is always filled with blistering heat, while the ice sheet around the base of Silverclaw Peak is bordered by steaming jungle. These effects mean that it is possible to find monsters tied to a specific environment far from where one might expect. Still, these effects are far more stable than in Xen\u2019drik and the Mournland.<\/p>\n
W hen traveling across A rgonnessen, always remember that it\u2019s a land of dragons. Nondragons exist in the interior, but even they aren\u2019t encouraged to travel, and those who do so on the business of a dragon are usually provided with a wyvern mount. It is largely a land without roads and without inns, shops, Jorasco healing houses, or any of the other amenities adventurers grow used to.<\/p>\n","id":13053,"is_private":false,"layout_id":null,"name":"A Land of Monsters","permissions":[],"position":null,"settings":null,"updated_at":"2019-09-22T18:59:28.000000Z","updated_by":null,"visibility_id":1},{"created_at":"2019-09-22T19:00:32.000000Z","created_by":7082,"entity_id":108295,"entry":"\n
Adventures in Argonnessen should be the stuff of song and story. Six heroes facing an army of dragons. The Daughter of Khyber rising from her prison, shattering the mystic wards as she climbs. The discovery and claiming of a sword wielded in a battle at the dawn of time. As a DM, play to this. Consider the scope of history, and ways to give an encounter more weight.<\/p>\n
This chapter presents a few new items with which to reward adventure groups, but feel free to expand this list to appeal to a specific group of players. Some ideas follow.<\/p>\n
Secret Knowledge<\/strong>: Whenever a new supplement makes its way into the game, a Dungeon Master has to decide how to integrate new spells and feats. Does a sorcerer suddenly have access to all the spells in Complete Arcane? Or do those spells have to be introduced into the campaign? Argonnessen is an obvious place to introduce material from Dragon Magic or Draconomicon, but it could just as easily be the source of spells from Spell Compendium or Player\u2019s Handbook II. The dragons of Argonnessen have forgotten more about magic than any other mortal creature has ever known; few spells are outside their reach.<\/p>\n The same holds true for feats or even classes. Perhaps the dragons of the Light of Siberys were the first to perfect the Tiger ClawToB discipline. At this point in history, it could be that no living nondragon knows this art . . . and that to progress along this path, a PC would have to find a draconic mentor and convince the master of his worth as a student.<\/p>\n Artifacts<\/strong>: The giants of Xen\u2019drik might be one of the primary sources of artifacts, but don\u2019t forget that the dragons taught the giants. Furthermore, the dragons have spent millennia collecting the artifacts of the Overlords of the Age of Demons, who were truly the most powerful beings seen on Eberron. If a DM wants to add artifacts into the game, Argonnessen is a logical place. In addition to items, be sure to consider the concept of artifact spells (found in Secrets of Xen\u2019drik). Dragons have certainly developed epic spells. A wizard exploring Xen\u2019drik might even find the true Aureon\u2019s spellshard (or at least Ourelonastrix\u2019s spellshard), containing the final creations of the dragon who might have been the first Sovereign of magic.<\/p>\n Glory<\/strong>: Argonnessen is big. It\u2019s ancient. A thousand legends are tied to the dragons, and a thousand more to their mysterious homeland. Are there really fiends buried beneath every rock? Is Aureon\u2019s true shadow hidden in the Pit of Five Sorrows? Is Tiamat stirring once more, and if so, are the adventurers the only ones who can return her to her rest?<\/p>\n","entry_parsed":"\n Adventures in Argonnessen should be the stuff of song and story. Six heroes facing an army of dragons. The Daughter of Khyber rising from her prison, shattering the mystic wards as she climbs. The discovery and claiming of a sword wielded in a battle at the dawn of time. As a DM, play to this. Consider the scope of history, and ways to give an encounter more weight.<\/p>\n This chapter presents a few new items with which to reward adventure groups, but feel free to expand this list to appeal to a specific group of players. Some ideas follow.<\/p>\n Secret Knowledge<\/strong>: Whenever a new supplement makes its way into the game, a Dungeon Master has to decide how to integrate new spells and feats. Does a sorcerer suddenly have access to all the spells in Complete Arcane? Or do those spells have to be introduced into the campaign? Argonnessen is an obvious place to introduce material from Dragon Magic or Draconomicon, but it could just as easily be the source of spells from Spell Compendium or Player\u2019s Handbook II. The dragons of Argonnessen have forgotten more about magic than any other mortal creature has ever known; few spells are outside their reach.<\/p>\n The same holds true for feats or even classes. Perhaps the dragons of the Light of Siberys were the first to perfect the Tiger ClawToB discipline. At this point in history, it could be that no living nondragon knows this art . . . and that to progress along this path, a PC would have to find a draconic mentor and convince the master of his worth as a student.<\/p>\n Artifacts<\/strong>: The giants of Xen\u2019drik might be one of the primary sources of artifacts, but don\u2019t forget that the dragons taught the giants. Furthermore, the dragons have spent millennia collecting the artifacts of the Overlords of the Age of Demons, who were truly the most powerful beings seen on Eberron. If a DM wants to add artifacts into the game, Argonnessen is a logical place. In addition to items, be sure to consider the concept of artifact spells (found in Secrets of Xen\u2019drik). Dragons have certainly developed epic spells. A wizard exploring Xen\u2019drik might even find the true Aureon\u2019s spellshard (or at least Ourelonastrix\u2019s spellshard), containing the final creations of the dragon who might have been the first Sovereign of magic.<\/p>\n Glory<\/strong>: Argonnessen is big. It\u2019s ancient. A thousand legends are tied to the dragons, and a thousand more to their mysterious homeland. Are there really fiends buried beneath every rock? Is Aureon\u2019s true shadow hidden in the Pit of Five Sorrows? Is Tiamat stirring once more, and if so, are the adventurers the only ones who can return her to her rest?<\/p>\n","id":13054,"is_private":false,"layout_id":null,"name":"Big Risks, Big Rewards","permissions":[],"position":null,"settings":null,"updated_at":"2019-09-22T19:00:32.000000Z","updated_by":null,"visibility_id":1},{"created_at":"2019-09-22T19:00:45.000000Z","created_by":7082,"entity_id":108295,"entry":"\n Why do the dragons of Argonnessen have hoards? Where do their hoards come from? The classic dragon burns a king out of his hall and lays claim to his trove of treasure. But Argonnessen is a land of dragons, and always has been. So where does this treasure come from, and what purpose does it serve?<\/p>\n For the dragons of Argonnessen, a hoard isn\u2019t simply a source of pleasure and satisfaction; it is a duty. During the Age of Demons, the Overlords and their fiendish minions established citadels across Argonnessen and stocked them with powerful magic items and artifacts. In the wake of the war, the dragons found themselves in possession of much of this treasure. Many powerful artifacts couldn\u2019t be destroyed. Even with lesser items, the dragons often refused to destroy tools they could potentially use. And so the treasures of the demons were divided up among the dragon heroes of the war. It wasn\u2019t a gift, it was a charge: These artifacts must never be wielded by those who would abuse their power. Although this was a great responsibility, it was also a status symbol, a sign of respect. In emulation, lesser dragons began to gather lesser treasures, as well as coins and jewels they found pleasing to the eye. As generations passed, the collection of such items became both a hobby and a source of status. When the dragons returned from Xen\u2019drik, they brought treasures of the giants with them, and a number developed a connoisseur\u2019s eye for such baubles. The centerpiece of any hoard was the ancient treasures to be guarded, the heirlooms of a dragon\u2019s line. Collection itself became a source of pleasure, and one that served to mitigate the frustration of those who have no artifacts to guard.<\/p>\n Two elements of this situation affect explorers and adventurers. First, the hoards in Argonnessen contain artifacts and magic items designed to be used by rakshasas and other Medium fiends\u2014weapons, armor, and jewelry that an explorer could take. The other aspect is that these items have a history and a role in draconic culture. Elders leave clear plans for who will assume guardianship of a relic after the keeper dies. As such, adventurers who kill a dragon and plunder his trove could be surprised when his heirs track them down to collect their legacies. A true hero who earns the respect of a dragon might be granted the right to guard the artifact on behalf of Argonnessen. On the other hand, thieves could find a powerful item far more trouble than a lesser one.<\/p>\n","entry_parsed":"\n Why do the dragons of Argonnessen have hoards? Where do their hoards come from? The classic dragon burns a king out of his hall and lays claim to his trove of treasure. But Argonnessen is a land of dragons, and always has been. So where does this treasure come from, and what purpose does it serve?<\/p>\n For the dragons of Argonnessen, a hoard isn\u2019t simply a source of pleasure and satisfaction; it is a duty. During the Age of Demons, the Overlords and their fiendish minions established citadels across Argonnessen and stocked them with powerful magic items and artifacts. In the wake of the war, the dragons found themselves in possession of much of this treasure. Many powerful artifacts couldn\u2019t be destroyed. Even with lesser items, the dragons often refused to destroy tools they could potentially use. And so the treasures of the demons were divided up among the dragon heroes of the war. It wasn\u2019t a gift, it was a charge: These artifacts must never be wielded by those who would abuse their power. Although this was a great responsibility, it was also a status symbol, a sign of respect. In emulation, lesser dragons began to gather lesser treasures, as well as coins and jewels they found pleasing to the eye. As generations passed, the collection of such items became both a hobby and a source of status. When the dragons returned from Xen\u2019drik, they brought treasures of the giants with them, and a number developed a connoisseur\u2019s eye for such baubles. The centerpiece of any hoard was the ancient treasures to be guarded, the heirlooms of a dragon\u2019s line. Collection itself became a source of pleasure, and one that served to mitigate the frustration of those who have no artifacts to guard.<\/p>\n Two elements of this situation affect explorers and adventurers. First, the hoards in Argonnessen contain artifacts and magic items designed to be used by rakshasas and other Medium fiends\u2014weapons, armor, and jewelry that an explorer could take. The other aspect is that these items have a history and a role in draconic culture. Elders leave clear plans for who will assume guardianship of a relic after the keeper dies. As such, adventurers who kill a dragon and plunder his trove could be surprised when his heirs track them down to collect their legacies. A true hero who earns the respect of a dragon might be granted the right to guard the artifact on behalf of Argonnessen. On the other hand, thieves could find a powerful item far more trouble than a lesser one.<\/p>\n","id":13055,"is_private":false,"layout_id":null,"name":"Dragon Hoards","permissions":[],"position":null,"settings":null,"updated_at":"2019-09-22T19:00:45.000000Z","updated_by":null,"visibility_id":1},{"created_at":"2019-09-22T19:01:06.000000Z","created_by":7082,"entity_id":108295,"entry":"\n One common myth is that only dragons live in Argonnessen. It\u2019s an established fact that explorers who venture into the land don\u2019t return. Even the Serens don\u2019t travel beyond Totem Beach unless summoned by their dragon lords. Many claim that Argonnessen is a land of dragons and only dragons.<\/p>\n In truth, lots of nondragons inhabit Argonnessen, drawn from a wide array of races and cultures. From goblinoids and humans to orcs and yuan-ti, Argonnessen has one of the most racially diverse populations on Eberron.<\/p>\n So where did these creatures come from? And what is their relationship with the dragons?<\/p>\n When the Age of Giants was in its infancy, dragons spread out across the world. Some followed the path of conquest, while others served as mentors to the lesser races. After the dragons were recalled to Argonnessen, they had to abandon their dominions. More than a few refused to leave empty-handed. Some of their subjects came willingly, most notably the stone giants brought across from Xen\u2019drik; to this day, these giants are loyal servants of Argonnessen. Others were brought across as slaves, and settled in the Vast or on Seren.<\/p>\n Over the course of millennia, dragons have continued to \u201cimport\u201d nondragons into Argonnessen. This has been done in the name of research, in accordance with the Prophecy, to revitalize failing communities, or simply to provide sport for the dominion lords of the Vast. On rare occasions, refugees have been given shelter in Argonnessen\u2014notably the yuan-ti of Sarlona (although such shelter was revoked after the destruction of Io\u2019vakas).<\/p>\n Despite the range of races represented on Argonnessen, the land is not a welcoming place for nondragons. The bulk of the natives of Xen\u2019drik are found in the Vast, where they live at the whim of the dominion lords. Populations are strictly controlled, and they are little more than a living extension of the dragon\u2019s hoard. The rebels who flee into the wilds are hunted for sport. Pockets of guerrillas have managed to survive; a number of persecuted yuan-ti and other nondragons allied with the Talons of Tiamat have taken refuge in ruins and underground warrens. But it is a dangerous life\u2014dragon consider nondragons of little consequence and will snuff out lives without a second thought.<\/p>\n Beyond the Vast, some nondragons have been taken in as servants by flights of the Thousand, the dragon heartland. Others have found a place within the outward-looking Tapestry, assisting researchers or preparing to serve as agents of the Chamber in the world belong. The largest concentration of free humans is in the city of Io\u2019lokar (page 40). Nonetheless, even beyond the Vast, nondragons have no rights, and most dragons dislike having other creatures encroach on their territory without an invitation. A human traveling in Argonnessen should have a good explanation for his presence\u2014otherwise, he could quickly become a meal.<\/p>\n","entry_parsed":"\n One common myth is that only dragons live in Argonnessen. It\u2019s an established fact that explorers who venture into the land don\u2019t return. Even the Serens don\u2019t travel beyond Totem Beach unless summoned by their dragon lords. Many claim that Argonnessen is a land of dragons and only dragons.<\/p>\n In truth, lots of nondragons inhabit Argonnessen, drawn from a wide array of races and cultures. From goblinoids and humans to orcs and yuan-ti, Argonnessen has one of the most racially diverse populations on Eberron.<\/p>\n So where did these creatures come from? And what is their relationship with the dragons?<\/p>\n When the Age of Giants was in its infancy, dragons spread out across the world. Some followed the path of conquest, while others served as mentors to the lesser races. After the dragons were recalled to Argonnessen, they had to abandon their dominions. More than a few refused to leave empty-handed. Some of their subjects came willingly, most notably the stone giants brought across from Xen\u2019drik; to this day, these giants are loyal servants of Argonnessen. Others were brought across as slaves, and settled in the Vast or on Seren.<\/p>\n Over the course of millennia, dragons have continued to \u201cimport\u201d nondragons into Argonnessen. This has been done in the name of research, in accordance with the Prophecy, to revitalize failing communities, or simply to provide sport for the dominion lords of the Vast. On rare occasions, refugees have been given shelter in Argonnessen\u2014notably the yuan-ti of Sarlona (although such shelter was revoked after the destruction of Io\u2019vakas).<\/p>\n Despite the range of races represented on Argonnessen, the land is not a welcoming place for nondragons. The bulk of the natives of Xen\u2019drik are found in the Vast, where they live at the whim of the dominion lords. Populations are strictly controlled, and they are little more than a living extension of the dragon\u2019s hoard. The rebels who flee into the wilds are hunted for sport. Pockets of guerrillas have managed to survive; a number of persecuted yuan-ti and other nondragons allied with the Talons of Tiamat have taken refuge in ruins and underground warrens. But it is a dangerous life\u2014dragon consider nondragons of little consequence and will snuff out lives without a second thought.<\/p>\n Beyond the Vast, some nondragons have been taken in as servants by flights of the Thousand, the dragon heartland. Others have found a place within the outward-looking Tapestry, assisting researchers or preparing to serve as agents of the Chamber in the world belong. The largest concentration of free humans is in the city of Io\u2019lokar (page 40). Nonetheless, even beyond the Vast, nondragons have no rights, and most dragons dislike having other creatures encroach on their territory without an invitation. A human traveling in Argonnessen should have a good explanation for his presence\u2014otherwise, he could quickly become a meal.<\/p>\n","id":13056,"is_private":false,"layout_id":null,"name":"Nondragons in Argonessen","permissions":[],"position":null,"settings":null,"updated_at":"2019-09-22T19:01:06.000000Z","updated_by":null,"visibility_id":1},{"created_at":"2019-10-12T21:23:58.000000Z","created_by":7082,"entity_id":108295,"entry":"\n The continent of Argonnessen is divided into four informal territories. All areas fall under the rule of the [organisation:303795], and the borders between them are open; a dragon of [location:303792] can choose to settle in [location:303793] whenever he wishes. The true borders between the territories are cultural. Any dragon can settle in the Vast\u2014but he must be prepared to live by its harsh rules.<\/p>\n Like Xen\u2019drik, Argonnessen is a land that should bend to meet the needs of the story. Population figures give a general sense of the balance between nondragons and dragons. Even so, if a DM wants to add a city of ten thousand drow\u2014the terminus of a secret pipeline running from Xen\u2019drik across the Thunder Sea\u2014nothing here prevents that.<\/p>\n","entry_parsed":"\n The continent of Argonnessen is divided into four informal territories. All areas fall under the rule of the Conclave<\/a>, and the borders between them are open; a dragon of The Thousand<\/a> can choose to settle in The Vast<\/a> whenever he wishes. The true borders between the territories are cultural. Any dragon can settle in the Vast\u2014but he must be prepared to live by its harsh rules.<\/p>\n Like Xen\u2019drik, Argonnessen is a land that should bend to meet the needs of the story. Population figures give a general sense of the balance between nondragons and dragons. Even so, if a DM wants to add a city of ten thousand drow\u2014the terminus of a secret pipeline running from Xen\u2019drik across the Thunder Sea\u2014nothing here prevents that.<\/p>\n","id":14119,"is_private":false,"layout_id":null,"name":"Territories of Argonessen","permissions":[],"position":null,"settings":null,"updated_at":"2019-10-12T21:23:58.000000Z","updated_by":null,"visibility_id":1},{"created_at":"2019-10-15T20:11:42.000000Z","created_by":7082,"entity_id":108295,"entry":"\n The dragons\u2019 devotion to the arcane arts has seen Argonnessen produce a world\u2019s worth of miraculous magic devices. From planar observatories, to lost artifacts of the Age of Demons, to golems and other constructs, dragon magic produces wonders that are far beyond those produced by the humanoid races.<\/p>\n Some sages speculate that dragon golems (Dr 163) could have been the first magic creatures of their kind, and that these constructs are the paradigm for every construct created since. The quori that invaded Xen\u2019drik were known to have experimented with a dizzying number of construct designs. Some suspect that their initial knowledge in this field might have amounted to forbidden dragon magic first stolen by the giants.<\/p>\n The example creatures in Draconomicon\u2014the dragon bone golem, drakestone golem, and ironwyrm golem\u2014are typical of the golems created by Argonnessen\u2019s dragon wizards and sorcerers. However, many forgotten ruins and magical locations in Argonnessen are guarded by ancient constructs of even more advanced power.<\/p>\n Not all half-dragons are the scions of the illicit pairings between dragons and the lesser races. The outsider minions of the Daughter of Khyber have their debased natures twisted even farther by the collusion of draconic and fiendish blood\u2014a dark legacy of the Dragon Below.<\/p>\n Half-dragon rakshasas such as the one described below are living embodiments of the bond between dragon and fiend. As emissaries and liaisons between the Talons of Tiamat and the Lords of Dust, these fiends are in a unique position of power, and they are not afraid to play both sides. While the rajahs in their chains are eternally patient, the Daughter of Khyber grows ever more desperate to escape her prison in the Pit of Five Sorrows. By speeding up her release, the half-dragons hope to further the plots of the Lords of Dust. Tiamat\u2019s eventual freedom will shake the world to its foundations and inspire war among the dragons\u2014weakening that race in advance of the rajahs\u2019 eventual return.<\/p>\n Evil dragons are hardly in short supply in Argonnessen, but the fiendish dragon lords of the Talons of Tiamat exceed their mundane kin in power and their rapacious dedication to evil. Many of these are dragons drawn to Tiamat\u2019s call at a young age, then twisted by fiendish power as they grow to maturity. Others are dragons corrupted by the dark energies of artifacts and magical locations hidden from sight since the Age of Demons. All share an undying dedication to the Daughter of Khyber, as well as a ruthless and deadly contempt for those in the Talons whose faith is found wanting.<\/p>\n Io\u2019lokar is the City of Knowledge, but knowledge sometimes carries a dark price. Some years ago, at the behest of the diviner Elabenna, a scholarly expedition from that city\u2019s College of Arcane Sciences pushed deep into the southern tundra in search of a legendary site known as the Black Well. Great lore from the earliest dragons was said to be preserved there, but only tantalizing fragments of it had been brought back by previous expeditions. Led by three veteran fighter\/sorcerer surveyors of the college, the expedition and its wyvern mounts departed the city by greater teleport, taking to the air once they reached the hinterland.<\/p>\n They were never seen again.<\/p>\n Years later, the disastrous mission to the never-found Black Well is little more than a memory\u2014even in the minds of the three Io\u2019lokari explorers who survived it. What they found at that site and how it inspired them to savagely slay their retainers remains a secret known only to them. Since then, their names and pasts have been forgotten in the name of their service to the Talons of Tiamat. Drawing on the training and expertise granted them by their lives in the city, these former Io\u2019lokari are among the most powerful humanoids in the cult.<\/p>\n The Gatekeepers were the first to breed horrid animals, but they used techniques learned from the black dragon Vvaraak. Similar breeding practices allow the dragons of Argonnessen to create horrid guardians for their lairs. A copper dragon was supposedly the first to breed horrid lions; now several packs of these guardians roam free across Argonnessen or stand watch over hoards. Most guardian packs consist of one advanced horrid leader and four ordinary dire lions.<\/p>\n Argonnessen is a land of mystery, excitement, and great power. Many secrets hide here, guarded by the ever-vigilant dragons. Characters traveling across the vast continent encounter much more than combat and roleplaying challenges. The setting itself provides insight into the nature of the dragons, the ancient conflicts that abound here, and the wonder of Argonnessen. Use the following events to create atmosphere in your campaign, or to inspire your own events.<\/p>\n The dragons\u2019 devotion to the arcane arts has seen Argonnessen produce a world\u2019s worth of miraculous magic devices. From planar observatories, to lost artifacts of the Age of Demons, to golems and other constructs, dragon magic produces wonders that are far beyond those produced by the humanoid races.<\/p>\n Some sages speculate that dragon golems (Dr 163) could have been the first magic creatures of their kind, and that these constructs are the paradigm for every construct created since. The quori that invaded Xen\u2019drik were known to have experimented with a dizzying number of construct designs. Some suspect that their initial knowledge in this field might have amounted to forbidden dragon magic first stolen by the giants.<\/p>\n The example creatures in Draconomicon\u2014the dragon bone golem, drakestone golem, and ironwyrm golem\u2014are typical of the golems created by Argonnessen\u2019s dragon wizards and sorcerers. However, many forgotten ruins and magical locations in Argonnessen are guarded by ancient constructs of even more advanced power.<\/p>\n Not all half-dragons are the scions of the illicit pairings between dragons and the lesser races. The outsider minions of the Daughter of Khyber have their debased natures twisted even farther by the collusion of draconic and fiendish blood\u2014a dark legacy of the Dragon Below.<\/p>\n Half-dragon rakshasas such as the one described below are living embodiments of the bond between dragon and fiend. As emissaries and liaisons between the Talons of Tiamat and the Lords of Dust, these fiends are in a unique position of power, and they are not afraid to play both sides. While the rajahs in their chains are eternally patient, the Daughter of Khyber grows ever more desperate to escape her prison in the Pit of Five Sorrows. By speeding up her release, the half-dragons hope to further the plots of the Lords of Dust. Tiamat\u2019s eventual freedom will shake the world to its foundations and inspire war among the dragons\u2014weakening that race in advance of the rajahs\u2019 eventual return.<\/p>\n Evil dragons are hardly in short supply in Argonnessen, but the fiendish dragon lords of the Talons of Tiamat exceed their mundane kin in power and their rapacious dedication to evil. Many of these are dragons drawn to Tiamat\u2019s call at a young age, then twisted by fiendish power as they grow to maturity. Others are dragons corrupted by the dark energies of artifacts and magical locations hidden from sight since the Age of Demons. All share an undying dedication to the Daughter of Khyber, as well as a ruthless and deadly contempt for those in the Talons whose faith is found wanting.<\/p>\n Io\u2019lokar is the City of Knowledge, but knowledge sometimes carries a dark price. Some years ago, at the behest of the diviner Elabenna, a scholarly expedition from that city\u2019s College of Arcane Sciences pushed deep into the southern tundra in search of a legendary site known as the Black Well. Great lore from the earliest dragons was said to be preserved there, but only tantalizing fragments of it had been brought back by previous expeditions. Led by three veteran fighter\/sorcerer surveyors of the college, the expedition and its wyvern mounts departed the city by greater teleport, taking to the air once they reached the hinterland.<\/p>\n They were never seen again.<\/p>\n Years later, the disastrous mission to the never-found Black Well is little more than a memory\u2014even in the minds of the three Io\u2019lokari explorers who survived it. What they found at that site and how it inspired them to savagely slay their retainers remains a secret known only to them. Since then, their names and pasts have been forgotten in the name of their service to the Talons of Tiamat. Drawing on the training and expertise granted them by their lives in the city, these former Io\u2019lokari are among the most powerful humanoids in the cult.<\/p>\n The Gatekeepers were the first to breed horrid animals, but they used techniques learned from the black dragon Vvaraak. Similar breeding practices allow the dragons of Argonnessen to create horrid guardians for their lairs. A copper dragon was supposedly the first to breed horrid lions; now several packs of these guardians roam free across Argonnessen or stand watch over hoards. Most guardian packs consist of one advanced horrid leader and four ordinary dire lions.<\/p>\n Argonnessen is a land of mystery, excitement, and great power. Many secrets hide here, guarded by the ever-vigilant dragons. Characters traveling across the vast continent encounter much more than combat and roleplaying challenges. The setting itself provides insight into the nature of the dragons, the ancient conflicts that abound here, and the wonder of Argonnessen. Use the following events to create atmosphere in your campaign, or to inspire your own events.<\/p>\n Argonnessen is one of the most dangerous places in Eberron. Nondragons are unwelcome across much of the continent, and those trespassing into a dragon\u2019s dominion could be attacked without warning. Dragons aside, the continent is filled with dangerous predators, many of whom have been imported to Argonnessen specifically to pose a challenge to dragons looking for an interesting fight. A low-level character shouldn\u2019t even be thinking about going to Argonnessen. Even a swift trip\u2014darting on to Totem Beach to make a record of etchings on the great statues\u2014should be a daring and deadly challenge. Venturing into the depths of Argonnessen is a risk even epic-level heroes must weigh carefully.<\/p>\n Argonnessen is the stuff of legends. It is a place to hold out as a goal characters can aspire to achieve. When adventurers can finally set foot on the soil of Argonnessen, they should know that they are on their way to becoming legends themselves.<\/p>\n\n High-Level<\/em>\u00a0Ishamakhas, an outspoken member of the Conclave, was killed a month before while engaging in scholarly exploration at an ancient ossuary. Though he appears to have been overwhelmed by the undead guardians of the site, an anonymous message to a Conclave elder hints that the foul creatures were recent creations\u2014undead minions of an Argonnessen necromancer bent on murder.<\/p>\n The wilds of Argonnessen conceal untold practitioners of the dark arts; despite centuries of effort, the Conclave has had little luck in rooting them out. In the aftermath of this brazen assault, the dragon elders hope to uncover the operations of the legendary Shadow masters\u2014a cabal of draconic necromancers operating on the fringes of arcane tradition. However, the Conclave believes that investigation by the Eyes of Chronepsis runs too great a risk of drawing the cabal\u2019s notice. The dragons seek outside help for this important and dangerous mission.<\/p>\n\n The PCs might be known to the Conclave from their adventures in Khorvaire or beyond. Any party involved in aiding (or hindering) the work of the Chamber or putting down a rogue dragon in Khorvaire or Xen\u2019drik might have come to the notice of the Eyes of Chronepsis. Such characters could be sought out for this sensitive operation.<\/p>\n A lternatively, characters traveling through Argonnessen clandestinely might find themselves caught by agents of the Conclave. Sensing an opportunity, the dragons offer the PCs their freedom in exchange for service\u2014an offer the party cannot afford to turn down.<\/p>\n\n\n The climax of this adventure can make use of any draconic observatory (Explorer\u2019s Handbook 115).<\/p>\n\n\n Suggested Encounters: [character:362524]is detailed on page 56. His observatory lair is protected by a force of skeletal dragons (page 58) and dragonbone golems (Dr 164 and page 59 of this book).<\/p>\n The Aerenal assassins can be based on the vigilant sentinel of Aerenal prestige class (MoE 85), the dragonslayer prestige class (Dr 126), or both.<\/p>\n\n Whether Arstyvrax flees or is slain, the wealth contained in his observatory is a suitable reward for the many dangers the PCs have faced. As well, exposing the plots of both the Shadowmasters and the Aereni puts the party firmly in the Conclave\u2019s debt.<\/p>\n\n\n Arstyvrax is a canny foe, and he has not lived this long without learning how to back down from a fight he cannot win. The vampiric dragon cuts his losses if defeat is imminent, fleeing to heal his wounds and plot his revenge. If this happens, Arstyvrax needs a backup hoard in a secret location (hoards take the place of coffins for a vampiric dragon), and the party will have gained a bitter foe.<\/p>\n\n\n High-Level<\/em><\/p>\n As the adventurers cross Argonnessen, they unwittingly stumble into a war game simulation run by the Light of Siberys. The exercise keeps the soldiers trained and sharp, and imported monsters from the Vast add an element of randomness to the simulation while posing no real threat to the dragons. Lesser creatures, however, have more of a problem.<\/p>\n\n Two dragon generals, Schaisos (LG male ancient white dragon) and Nyssyeran (LN female ancient copper dragon) each marshal a force of dragons in the simulation. When Nyssyeran spots the PCs, she drafts them on the spot and sends them on a deadly mission across the battlefield. Alternatively, Schaisos could encounter the PCs first and request their aid, promising safe passage across Light of Siberys territory if they comply (and demanding they leave if they refuse).<\/p>\n\n\n A rocky western stretch of Totem Beach (page 48) serves admirably for the war games, and provides an opportunity to add Seren encounters.<\/p>\n\n\n Nyssyeran instantly sizes up the characters and recognizes their value. Monsters from the Vast add a dimension of chaos to the simulation, but an unwritten rule allows each general to make use of whatever resources he or she can find. Nyssyeran utilizes the characters\u2019 relatively small stature for an infiltration mission across the battlefield.<\/p>\n The characters\u2019 grateful patron shows his or her thanks by not eating the characters. Possibly they also earn safe passage through this territory.<\/p>\n\n\n If the characters perform admirably, they gain a valuable contact. Perhaps the Light of Siberys requires the characters for another \u201ccovert ops\u201d mission in the future.<\/p>\n\n\n\n\n","entry_parsed":"\n Argonnessen is one of the most dangerous places in Eberron. Nondragons are unwelcome across much of the continent, and those trespassing into a dragon\u2019s dominion could be attacked without warning. Dragons aside, the continent is filled with dangerous predators, many of whom have been imported to Argonnessen specifically to pose a challenge to dragons looking for an interesting fight. A low-level character shouldn\u2019t even be thinking about going to Argonnessen. Even a swift trip\u2014darting on to Totem Beach to make a record of etchings on the great statues\u2014should be a daring and deadly challenge. Venturing into the depths of Argonnessen is a risk even epic-level heroes must weigh carefully.<\/p>\n Argonnessen is the stuff of legends. It is a place to hold out as a goal characters can aspire to achieve. When adventurers can finally set foot on the soil of Argonnessen, they should know that they are on their way to becoming legends themselves.<\/p>\n\n High-Level<\/em> Ishamakhas, an outspoken member of the Conclave, was killed a month before while engaging in scholarly exploration at an ancient ossuary. Though he appears to have been overwhelmed by the undead guardians of the site, an anonymous message to a Conclave elder hints that the foul creatures were recent creations\u2014undead minions of an Argonnessen necromancer bent on murder.<\/p>\n The wilds of Argonnessen conceal untold practitioners of the dark arts; despite centuries of effort, the Conclave has had little luck in rooting them out. In the aftermath of this brazen assault, the dragon elders hope to uncover the operations of the legendary Shadow masters\u2014a cabal of draconic necromancers operating on the fringes of arcane tradition. However, the Conclave believes that investigation by the Eyes of Chronepsis runs too great a risk of drawing the cabal\u2019s notice. The dragons seek outside help for this important and dangerous mission.<\/p>\n\n The PCs might be known to the Conclave from their adventures in Khorvaire or beyond. Any party involved in aiding (or hindering) the work of the Chamber or putting down a rogue dragon in Khorvaire or Xen\u2019drik might have come to the notice of the Eyes of Chronepsis. Such characters could be sought out for this sensitive operation.<\/p>\n A lternatively, characters traveling through Argonnessen clandestinely might find themselves caught by agents of the Conclave. Sensing an opportunity, the dragons offer the PCs their freedom in exchange for service\u2014an offer the party cannot afford to turn down.<\/p>\n\n\n The climax of this adventure can make use of any draconic observatory (Explorer\u2019s Handbook 115).<\/p>\n\n\nDragon Golems<\/h4>\n
Half-Dragon Rakshasa<\/h4>\n
Half-fiend Dragon<\/h4>\n
High Cultists<\/h4>\n
Horrid Guardians<\/h4>\n
\n\n
Dragon Golems<\/h4>\n
Half-Dragon Rakshasa<\/h4>\n
Half-fiend Dragon<\/h4>\n
High Cultists<\/h4>\n
Horrid Guardians<\/h4>\n
\n\n
Death and Dark Magic<\/h3>\n
Hooks<\/h4>\n
Sites<\/h4>\n
Adventure<\/h4>\n
\n
Arstyvrax uses the observatory as cover for his forbidden studies, drawing planar energy from Dolurrh for necromantic research. The Aerenal elves assume that the party is in the dragon\u2019s employ. However, whether the PCs and the elves end up enemies or allies, Arstyvrax eventually reveals his true nature as an undead minion of the Blood of Vol. In the end, the PCs face a frenzied final battle with the vampiric dragon necromancer himself.<\/li>\n<\/ol>\nRewards<\/h4>\n
Development<\/h4>\n
War Games<\/h3>\n
Hooks<\/h4>\n
Sites<\/h4>\n
Adventure<\/h4>\n
\n
Before they leave, Nyssyeran warns the characters not to fly, whether naturally or by magical means. Ferocious dragons caught up in their tactics can fill seemingly empty sky in a heartbeat, and flying characters are more obvious and attract the attention of the other side (and dragon blindsense detects even invisible characters).<\/li>\n
Prowling the battlefield currently are three truly horrid umber hulks, two abyssal greater basilisks, a battletitan dinosaur (sans barding; MM3 38), and an elite demon war mount mivilorn (sans armor; MM3 107). Numerous smaller monsters also dot the battlefield, but should pose no danger to the party.<\/li>\nRewards<\/h4>\n
Development<\/h4>\n
Death and Dark Magic<\/h3>\n
Hooks<\/h4>\n
Sites<\/h4>\n
Adventure<\/h4>\n
\n
Arstyvrax uses the observatory as cover for his forbidden studies, drawing planar energy from Dolurrh for necromantic research. The Aerenal elves assume that the party is in the dragon\u2019s employ. However, whether the PCs and the elves end up enemies or allies, Arstyvrax eventually reveals his true nature as an undead minion of the Blood of Vol. In the end, the PCs face a frenzied final battle with the vampiric dragon necromancer himself.<\/li>\n<\/ol>\n