The youngest of the Argonnessen territories—a mere 4,000 years old—the Tapestry of Thought is a gathering place for mostly younger dragons who seek to broaden draconic culture. These free thinkers want to mix draconic lineages, rather than clinging to flights and families, and to separate the notion of age from that of status. Only the fact that so many of them are talented students of the Prophecy prevents more tradition-bound dragons from dismissing them utterly.

The other dragons of Argonnessen ignored the Tapestry movement until the first appearance of dragon marks on humanoids—an event that dragons of the Tapestry had been predicting for years. Eventually, convinced by their accuracy in interpreting the Prophecy, the Conclave allowed these dragons to observe and even influence events beyond Argonnessen in the form of the organization known as the Chamber.

The Tapestry has a far looser social structure than other domains; a dragon’s standing is based more on its ideas and abilities than on age or bloodline. Despite their interest in the dragon marks, the dragons of the Tapestry still consider other creatures to be beneath them. The humanoids of the Tapestry are no more than second-class citizens.


The Tapestry is the youngest and smallest of the territories, born less than four thousand years ago. The dragons of the Thousand cling to their individual flights, and to the traditions and philosophies they see as the property of their lineage. The founders of the Tapestry wanted to bring dragons of different colors together, to set aside the idea that influence and age were inseparable, and to consider new ideas about religion and the draconic Prophecy. They might have established themselves in the Vast, but many of the young dragons hated the violence found there. One of their main objections was the process of sending the young into the Vast, a tradition intended to weed out the weak. Initially, their efforts received little support from the Conclave, but they continued, predicting a great change in the shape of the Prophecy.

Then the first dragonmarks appeared.

In the wake of this event, the Conclave agreed to provide the young dragons with territory to continue their work. This land came to be known as the Tapestry of Thought, since it was intended as a land where all colors would come together as one. In time, the Conclave agreed to let the dragons of the Tapestry act abroad, and so the Chamber was born.

The Tapestry is the home base of the Chamber, although some dragons of the Vast serve in that body. In the Tapestry, dragon mystics, prophets, and sages continue their work, while their elders defend the activities of the Tapestry and the Chamber before the Conclave. Both the Eyes of Chronepsis and the wyrms of the Conclave have grave doubts about allowing dragons to intentionally interfere with the outcome of the Prophecy, and many wish to shut down these activities and force the dragons of the Chamber to rejoin the Thousand or disperse into the Vast. For now, however, the Tapestry remains a crucible for new ideas.

Industry

The Tapestry has no large-scale industries. However, its members are constantly exploring new paths of magic. Although they don’t produce massive quantities of treasure, they might develop spells or magic items that can’t be found elsewhere on Eberron.

Life and Society

The dragons of the Tapestry believe that diversity spawns new ideas. Rather than continue the dragons’ natural solitary ways, residents of the Tapestry collaborate with each other. Dragons spend their time working with one or more partners, switching frequently (for a dragon, this can mean anything from years to decades) to gain new perspectives. Dragons of different colors work far more closely than in the Thousand, and, in a few cases, Tapestry dragons have chosen to pair-bond in spite of a difference in color.

Even though they have liberal ideas regarding relationships between dragons and the newly formed bond between nondragons and the Prophecy, the members of the Tapestry are still dragons. They display great arrogance. Although they are intrigued by the destiny of the nondragon races, most still consider them to be lesser creatures. Some even champion the theory that the best approach is the destruction of the dragonmarked.

The Prophecy is of great concern to the members of the Tapestry, but they are also interested in advancing understanding of all knowledge, from magic to the physical sciences. Combined with their arrogance, these lofty aspirations could have disastrous results; humans aren’t the only ones who can reach for something beyond their grasp.

Government and Politics

The Tapestry was founded on the idea that all dragons should have an equal voice, setting aside the traditional hierarchies of age and color. The Tapestry holds its own conclaves at Vorel’Arux, the Valley of Beauty. All dragons are invited to participate in discussion and voting, but in truth few do—few dragons are as interested in the administration of the territory as they are in the acquisition of knowledge. As a result, several older dragons have accumulated considerable influence within the territory. These dragons helped found the Tapestry when they were mere adults, and now, thousands of years later, they have grown into their glory. Only great wyrms can speak at the Conclave of Ashtakala, and these dragons have taken up that role. The wisest among them is a loredrake, Jancarlyrix (N male great wyrm bronze dragon loremaster 3). Although he is the strongest voice the Tapestry has, Jancarlyrix still holds to the core doctrine of the territory and takes care to listen to the younger dragons around him.

Nondragons in the Tapestry

Despite their enlightened views on dragon relations and the fact that the Chamber works closely with nondragons, the dragons of the Tapestry have little love for the lesser races. Many take the lessons of Aureon’s Folly seriously and believe that nondragons simply cannot be trusted. Some are exceptions—a few dragons maintain teams of human scribes or stone giant guardians, and others train promising Serens to serve as agents in the wider world. But in general, nondragons are rare in the Tapestry, and dragons treat foreigners with great suspicion if not outright hostility. An adventurer had best bring valuable information, or have some other way to win the trust of a dragon, if he wishes to roam through the Tapestry.

This attitude toward nondragons is one of the main differences between those who reside in the Tapestry and the other supporters of the Chamber, the dragons who founded Io’lokar (page 40). The two factions share similar goals, but as the latter dragons explore the Prophecy, they are typically looking for outcomes that will aid the lesser races as well as Argonnessen.

A small but significant force of Unknown is hidden in the Tapestry. Driven into war against the dragons after the destruction of Io’vakas, these clever spies have long been draconic foes. They seek to steal the wisdom of the Chamber and use it against all dragons.

Important Sites

The Tapestry is a small territory, and the dragons live quite close to one another—more like flight-brothers in the Thousand than the dominion lords of the Vast. Due to the type of work done in the Tapestry, a large number of planar observatories and other wondrous locations exist.

Adventure Hooks

Although the dragons of the Tapestry are rarely pleased to see adventurers in their land, they aren’t likely to be as aggressive as the dragons of the other territories. In addition, the Tapestry doesn’t have as many dangerous wandering monsters as the Vast or the Light of Siberys (aside from dragons and yuan-ti, few creatures in the region have a CR over 11).

Setup!: Adventurers who have formed an alliance with the Chamber receive a rare invitation to visit Vorel’Arux. While they are there, a team of yuan-ti thieves successfully raids the archives and frames the party. The PCs must quickly cool draconic tempers to prove their innocence—but even if they do, can they find the yuan-ti and recover the stolen scrolls?

Library Search: The party finds a series of cryptic clues revealing the location of The Crystal Library of Azalakardon. But another group has found the same clues—a team of rakshasas who intend to use the power of the library to increase their standing in the Lords of Dust. Do the adventurers turn to the Chamber for help, or do they seek the treasures for their own? When the library is breached, an epic-level dracolich is waiting for them. Is it Azalakardon? Is he insane and deadly? Or has he been waiting for them to arrive—prepared to set them on the path leading to their true destiny?