
Population: 1,600
Overview: Brelish floating fortress
Key NPCs: Field Marshal Alain ir’Ranek (male human commander), Captain Devra ir’Lashan (female half-elf Citadel liaison), Big Bara (female warforged soldier), Magister Quill Carrayne (male gnome wizard)
For generations, the fortress Orcbone and its Westwind Riders have been the primary defense of the Western Frontier. That changed in 998 YK, when King Boranel assigned Argonth to the region. Once the most imposing weapon in Breland’s arsenal, Argonth is a floating fortress quartering over a thousand soldiers and enough arcane artillery to level a village. Its presence in the region shows that Boranel recognizes the growing power of Droaam and the potential for renewed conflict. Argonth guards the southern stretch of the border; Orcbone is too far north to be able to quickly respond to an attack against Quickstone or the Westroad, the recently upgraded road to Graywall. While its mobility is useful, Argonth only has a sustainable cruising speed of 2 miles per hour and it can easily be avoided by mounted brigands or smugglers. But while it may not be able to intercept a small force of minotaur reavers, it can hold the Westroad against thousands if it comes to war.
There is a second reason Boranel has assigned Argonth to the frontier. Impressive as it is, Argonth is almost eighty years old and it is one of the last of the floating fortresses. Breland stopped building the fortresses in 970 YK; military strategy has shifted, and Breland is currently following other paths (developing swift, mobile forces; improving artillery; developing air forces). On the Aundairian border, Argonth is something of a relic. But on the frontier, Argonth serves as a check on the Droaamite forces stationed at Graywall and as a symbol of Breland’s determination to hold the region.
Argonth is an active fortress. It has the population of a small town, but these people are soldiers. Over fourteen hundred crewmembers are combat-ready, with the remainder being dedicated solely to support and administration. It’s not open to the public, but if you’re a Brelish Noble or Soldier—or if you have legitimate business that concerns the commander—you may be able to arrange a visit.
There’s only one actual business in Argonth, and that’s the Gold Dragon Inn. But there are a number of important locations.
The Prow. The lower front of Argonth is a massive, solid steel ram. Argonth may not be fast, but at its full speed it can easily crush light walls. A shielded gunnery bay holds a Force Staff and emplacements for four Long Rods, with three-quarters cover for the gunners. Behind the ram, the forward garrison is designed for rapid deployment of up to three hundred soldiers at once.
The Keep. A fortress atop the prow, this holds the bulk of Argonth’s arcane firepower: two Blast Staffs, two Force Staffs, and two Focus Staffs. Each staff is mounted in a separate tower and has a 180 degree arc of fire. The Force Staffs can fire forward, while the others are mounted to the sides. Four smaller towers house Long Rods, primarily to deal with boarders and close-quarters defense.
Siege Towers. Behind the Keep, Argonth has a series of extendable boarding towers. If Argonth wants to keep a structure or wall intact, it moves alongside it, allowing its soldiers to deploy from on high. Six Long Rod emplacements provide artillery support.
The Stern. The aft of Argonth is essentially a fortified town. It holds living quarters, mess halls, infirmaries, and the smithies and other facilities required to maintain the vessel and the equipment of the soldiers. Additional facilities include a temple dedicated to the Sovereign Host and a Gold Dragon Inn, which provides lodging for visitors as well as a dining alternative for soldiers tired of the mess. The tallest spire is Cannith Tower, which serves as the command center and also contains the officers’ quarters. Cannith Tower is equipped with two Blast Staffs and a Sivis message station.
The majority of the personnel on board Argonth are members of the Argonth Legion. This is a true army, incorporating a regiment of archers, a regiment of infantry, and even a cavalry regiment. These forces are prepared to defend Argonth from boarders, but are also prepared to be deployed to seize and hold enemy territory. The legion also includes a corps of a hundred wandslingers trained to maintain and operate the Siege Staffs and Long Rods. Eight hippogriff riders serve as aerial scouts. In addition to this, there are four separate units of Brelish Rangers and a squad of operatives from the King’s Citadel. The Brelish Rangers serve as rapid deployment scouts and skirmishers in wartime, which makes them the logical choice to serve as peacekeepers on the current mission; it’s the Rangers who patrol the region around Argonth and who are capable of intercepting smugglers and brigands. The Citadel operatives are an elite force under the direct command of Colonel ir’Lashan, and may undertake covert operations or gather intelligence. Here are a few notable members of Argonth you may have heard of.
Field Marshal Alain ir’Ranek, Viscount Argonth. The commander of Argonth is a veteran who’s served Breland for three decades. Alain ir’Ranek is a true hero of Breland and is proud to command this symbol of its power. Boranel made ir’Ranek the Viscount of Argonth, and also granted him the title of Captain of Argonth, asserting that the fortress is its own domain; as such, ir’Ranek and his troops aren’t subject to Count ir’Blis and the Marshal has the power to enforce Brelish law on civilians in addition to maintaining military discipline within his crew. Alain ir’Ranek is in his fifties and prefers to avoid physical confrontations, but he’s a clever strategist, a charismatic leader, and an honorable man—all things that differentiate him from Lord Veirner ir’Tajar of Orcbone. With that said, ir’Ranek has only been on the frontier for a few months and he doesn’t yet know the community leaders or the ins and outs of how things are done in the west.
Captain Devra ir’Lashan. While she is capable of commanding troops of the Argonth Legion, ir’Lashan’s primary duty is to the King’s Citadel. She commands a small mixed unit comprised of members of all branches of the Citadel. Her team serves both to protect Argonth itself—providing counterintelligence and watching out for any infiltrators—and stands ready to conduct covert operations in Droaam. Ir’Lashan is competent and calm. Her loyalty is to Breland above all else, and she will sacrifice anything and anyone in pursuit of her duty.
Magister Calas “Quill” Carayne, First Wand of Argonth. Argonth is one of Breland’s most devastating platforms for arcane firepower, and Quill Carayne is the man behind the magic. Quill is an energetic Brelish gnome and a clever arcanist. He’s one of Breland’s most capable field evokers and commands the regiment of wandslingers and magewrights who maintain and operate Argonth’s arcane artillery. In battle, he generally operates one of the Focus Staffs, and his skill is so remarkable that he can actually spare a few allies even when unleashing devastating blasts of magic (using Sculpt Spells). Quill is studying the mystical techniques of the Venomous Demesne; this could bring him into contact with adventurers who make interesting discoveries.
Big Bara and the Brelish Rangers. The Brelish Rangers are an irregular force, with less structure and discipline than the Argonth Legion. They’re accustomed to operating in small squads, primarily as scouts and skirmishers. This independence is useful on the frontier. The Rangers patrol the region around Argonth on the lookout for bandits, smugglers, and raiders. It’s always up to the Rangers how to deal with such forces; the Rangers are Brelish, and sometimes they’re willing to let smugglers go on their way in exchange for a few casks of rotgut. Big Bara is the leader of Bara’s Breakers, one of the most distinguished Ranger units. There’s a total of 24 Breakers, though they usually operate in six person squads; twelve of the Breakers are warforged, including Bara herself. The Breaker warforged have chosen ongoing military service over civilian life. Some are devoted to Breland, while others simply enjoy fulfilling the purpose they were made for. Bara herself is surprisingly jovial; she may take pride in being a living weapon, but she also enjoys the flexibility of being a Ranger.