Dungeons and Dragons RPG Location - Magic Point - Ironbark

The Known World

Location Overview - Magic Point - Ironbark

Good Magic Point - Ironbark is a site made magical by the stress of battle and slaughter and under control of clan Erendyl. While a great battle is not necessary to create a magic point, the magic of the forest cannot always shrug off the intense magical energy released during major conflicts; sometimes it absorbs, modifies, and incorporates the magical energy into itself. In this case, an army of Darokin bandits allied with spellcasting mercenaries from Glantri were met by elven troops who used magic to speed their horses into battle. Fireballs, flaming oil, and the general mayhem all took their toll on the giant trees. As usual, the forest protection spells worked to keep the trees alive. Then something truly unusual happened. Each time the invaders attacked with magic, the spell failed and the forest grew stronger, visibly regenerating damage. When the trees were completely reconstructed, more spells from the enemy simply strengthened the trees, making them bigger and thickening their bark. Now, Ironbark is a battlesite of choice for elven generals. Ironbark retains the property of reversing hostile magic. So far, no army has attacked the forest here to experiment with the casting of healing magic to see if it would damage the trees. Ironbark is a good place to cast dispel magic or any type of reversal magic. As well as its connection to Elvenologist, it is also connected to Protectologist and Preserveologist Secret Crafts.

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