Zones
Dragon Necropolis
Velious tomb-zone of undead dragons, home to Zlandicar and a key checkpoint between Western Wastes and the dragon-side raid track.
- Western Wastes
Dragon Necropolis is a Velious tomb zone where the dragons bury their dead — and where some of those dead refuse to stay buried. Approachable from Western Wastes, the zone is open above and crypted below: an outdoor approach descends through ruined obelisks into a subterranean tomb network that holds zombie wurms, draconic liches, and the named undead dragon Zlandicar at the deepest layer. It is a raid zone, not a group XP zone, and it is gated by the same Claws of Veeshan politics that govern the rest of dragon-side Velious.
The atmosphere is heavier here than anywhere else in Velious — fewer ambient sounds, fewer roamers, longer respawn timers. The pulls are deliberate, the named are scripted, and the loot rewards parties that respect the raid structure of the zone instead of trying to crash through it.
The lore weight matters too. Necropolis is the only zone in the era that frames the dragons as mortal — these are the ones the Veeshan tradition could not save, and the necromantic energy of the tomb is what brings them back. It is a zone that justifies its own existence. Anyone running progression on the dragon-side raid track passes through here.
Content
- Zlandicar — the named undead dragon at the bottom of the tomb, raid target
- Klandicar — the living dragon who guards the upper approach (Western Wastes side)
- Sontalak — the second living dragon patrol, attack-delay tuned for raid pacing
- Zombie wurms — patrol stacks throughout the upper crypt
- Draconic liches — caster-heavy named, deep zone
- Skeletal dragon attendants — undead minions of the named
- The tomb chamber — the scripted Zlandicar arena at the lowest tier
- Obelisk approach — the outdoor staging area before the descent
Why bother
Dragon Necropolis is one of the cleanest raid-loot zones of the late-Velious tier. Zlandicar drops named-dragon-quality gear and serves as a check before parties commit to Temple of Veeshan; Klandicar and Sontalak supply a second loot stream from the Western Wastes side and act as a natural progression bridge. The zone is also a faction lever — kills here move Claws of Veeshan and good-dragon factions in opposite directions, which matters if you are also trying to talk to Yendar Starpyre in Cobalt Scar.
For a guild that wants to learn raid pulls before risking a Temple wipe, Dragon Necropolis is the right scrimmage zone. The Zlandicar script is forgiving compared to Temple bosses, the named loot tables are era-correct on The Last Camp, and a clean kill is a real progression beat. The undead theme also means undead-focused classes — Paladins, Clerics, Necromancers playing the inverse — get unusual leverage here, which makes group composition decisions interesting rather than rote.
The faction trade-off is the meaningful design tension in this zone. Killing Zlandicar and the undead dragon attendants moves your standing in directions that affect how welcome you are at Skyshrine and Cobalt Scar. A guild that runs Necropolis weekly needs a faction-management plan to keep the rest of the dragon-side track open.
Using it well
There is no bind. Stage from Western Wastes and have a SoW or two on hand for the corpse run if the worst happens. Klandicar and Sontalak are tuned for raid attack-delay; do not engage either with anything less than a full raid force, even if a single tank thinks they can hold for "just one cast."
Pull patrols carefully. The upper tomb has long sight lines and respawn timers that will punish you if you leave a wave half-cleared. Crowd control on the draconic liches matters — they cast through stuns more often than the giants do, and a missed mez on a lich pull will burn through a healer's mana fast.
On The Last Camp the any-race-class doctrine means a Wood Elf Necromancer can pull liches as cleanly as a canonical Erudite, and a Troll Wizard can dump on Zlandicar without the lore complaining. The undead-faction mechanics still apply per-class, but the race side of the equation is open.