For dragons who wish to make their own rules, there is the Vast. Here, dragons do what they like, when they like, and to whom they like, as long as they’re strong enough to do so. For some, the Vast is a proving ground in which they dwell only long enough to earn respect; for others, it’s home.

Dragons strong enough to hold territory in the Vast are called dominion lords and rule their domains as they see fit. Younger dragons obey, depart, or die. Nondragon servants are considered an extension of their master’s hoard, to be bought, sold, traded, protected, stolen, or destroyed as the dominion lord chooses. In some cases, generations of servants have served the same dominion lord, worshiping that dragon as a deity. Draconic rivalries in the Vast can stretch for decades or longer, and although bloodshed is common, games of deception and espionage are more frequent still.

The dragons of the other territories appreciate the Vast as a proving ground or a place of exile, but they hold little respect for those dragons who choose to dwell there permanently, seeing them as undisciplined anarchists.


In Draconic, this territory is called Dja’Valarach. In Common, it is typically translated as “the Vast,” interpreted as a great void or open space. But to a dragon, the word holds far deeper meaning. It is the space around a dragon in flight. It is the freedom to move in any direction. It hints at the infinite possibilities of the future, unbound and vast. That is what the Vast represents to the dragons of Argonnessen—freedom and uncertainty. It is a land without rules, where dragons are free to exult in their power and might, to match wits with other dragons and to rule over lesser creatures.

First and foremost, the Vast is a proving ground. When a dragon of the Thousand becomes a young adult, it is given the choice to serve the Light of Siberys or to find its own way in the Vast. Those who go to the Vast must remain there for at least fifty years; those who survive to become adults might return to the Thousand and claim a lair within the dominion of their flight. However, some choose to remain in the Vast. These dragons prefer the challenge and uncertainty of life in this land. Life in the Thousand is stable, but stagnant. In the Vast, a dragon can be a conqueror, a tyrant, or a defender of the innocent. Every day could end in a lifeor-death struggle, and for many dragons, that thrill is worth the risk.

Industry

Although no industries span the territory, many dominion lords force their subjects to mine for ores and precious gems, and to produce goods worthy of a dragon’s hoard. A dominion lord might use these goods to barter with other dragons, potentially trading treasure for slaves as a human might purchase livestock, or offering tribute in exchange for a temporary alliance against another dragon.

The Vast also trades in nondragons. In addition to “importing” creatures from other continents, dragons of the Vast are the primary source for the nondragons found in other territories. A dragon who returns to The Thousand could bring retainers with him, while a dragon of the Tapestry might recruit research assistants from Io'lokar.

Life and Society

The dragons of the Vast are free to do whatever they want. Life is a deadly game, with living creatures as the pawns. A dragon can take any land that he can hold, and any other dragon can try to take it from him. Gold, treasure, slaves—all these are part of the game of power, the neverending struggle for status. Some dragons revel in the violence and spend their days hunting the most challenging prey that they can find. Some live in hedonistic splendor among nondragons who worship them. A few actually enjoy protecting lesser creatures; they take pleasure in defending their subjects from the depredations of cruel ravagers and rulers.

The dragons of the Vast relish their conflicts with other dragons. These contests can be drawn out over months or years. A victorious dragon often spares his victim in their first battle, to give the loser time to contemplate the loss and prepare for his final defeat. Although some ravagers thrive on blood and rage, for most dragons, the game is more satisfying than the actual victory. The conflict, not the resolution, is the event to be savored.

Government and Politics

A dragon who establishes and holds a significant area in the Vast is known as a dominion lord. His status in the eyes of the other lords is based on the size of his domain, his hoard, the number of nondragons he commands, and the number and nature of dragons he has defeated. Though age is typically a factor, achievement is just as important in the Vast; if a young dragon can consistently defeat his elders, he will gain respect . . . and become a target for others.

Many dragons leave the Vast after becoming adults. Many more don’t survive to adulthood. But some remain in the Vast for their entire lives. These elder dominion lords rarely challenge the young; slaying a young adult black dragon provides little challenge or satisfaction for a gold great wyrm. These elders continue to play their games with others of similar age, but they also work to maintain the Vast. They import new monsters to replace those slain in battle. They do what is necessary to keep the nondragon population within manageable levels, and restock the supplies if the population falls too low. And they represent the Vast in the Conclave of Argonnessen. They rarely speak with one voice, but they defend their way of life and the importance of this free realm.

Nondragons of the Vast

The Vast has the highest nondragon population of any of the territories. These lesser races have been brought to Argonnessen over the course of a hundred thousand years. Hobgoblins, whose ancestors were saved from the downfall of the Empire of Dhakaan, still sing the songs of the duur’kala—the Dhakaani dirge singers. Elves, whose ancestors were brought from the shores of Xen’drik long before the elf–giant wars, know nothing of the Undying Court or the Tairnadal. There are nondragons never seen in Khorvaire, members of races that were exterminated by the giants or the daelkyr. The range of communities that can be found are dizzying. Some are metropolitan, with members of a dozen races living under one roof. Other communities are racially isolated, steadfastly preserving secrets of their forgotten cultures.

Of course, all these creatures have one aspect in common: They live beneath the shadow of the dragon overlords. To a dominion lord, nondragons are an extension of his hoard. Other dragons might try to steal creatures from his domain, or just slaughter his subjects; life is always uncertain, and an attack could come at any time. Two dominion lords could have completely different styles of rule. Some make frequent shows of force and often require living sacrifices. A few demand worship, and in some cases, their subjects truly believe that these dragons are deities; a few of the oldest dominion lords have developed cadres of fanatical soldiers ready to die for their dragon masters. Life in the Vast can be brutal and short, but the people of this land know little else.

Important Sites

Argonnessen adventurers are most familiar with the Vast. Although few people have entered Argonnessen and returned to speak of it, many have heard tales of Totem Beach and the mountains of the Great Barrier. A few have even heard tales of Io'lokar, the legendary City of Knowledge

Adventure Hooks

The Vast is a dangerous land. Its founders have populated it with vicious monsters from across Eberron, creatures intended to pose a threat to dragons. Thus, almost any beast imaginable could be encountered in the Vast. Furthermore, the dominion lords are always looking for a new challenge, and a party of adventurers makes excellent sport. That said, the Vast is actually one of the best areas for adventurers to explore. Because of the large nondragon population, PCs might be able to blend in with the locals, or find temporary shelter. The constant struggle between dragons also provides adventurers with an opportunity to gain dragon allies—although they have to be careful not to draw down the wrath of the elder dominion lords.

Ultimate Hunt: After being drugged or incapacitated by magical means, the PCs wake in the domain of a powerful dragon. This stalking wyrm seeks challenging prey, and the adventurers’ reputation has earned them this dubious honor. If they can survive for 24 hours, they will be rewarded and sent home. Let the game begin!

Hidden Seer: The conflict between the warring Heirs of Dhakaan is at a critical point. Tuura Dhakaan (ECS 154) contacts the adventurers. If they help her take the throne, she swears to keep the Dhakaani from threatening the Five Kingdoms. To complete the ritual of coronation, she needs to be blessed by a Dhakaani crown seer. Only one is left in the world, and she lives in the city of Io’lokar. Can the party reach her and convince her to return to the land of her ancestors?

Lost Village: Rumors suggest that a village was taken from Cyre just before the Day of Mourning, that elders of the Vast transported the entire village to Argonnessen. Perhaps the village held secrets of House Cannith. Or maybe Queen Dannel herself was passing through the village on the day she was thought lost. Is the Queen of Cyre still alive, trapped in servitude in the land of the dragons?