What the Elves might consider recent history:
The last 150 years, at least up until about 5 or 6 years ago, was known as the Era of Upheaval. The twin worlds of Toril and Abeir overlapped and brought many cataclysms to both worlds. 110 years ago, the Spellplague caused even more damage, engulfing many areas in magical blue fire and even draining much of the Sea of Stars into the Underdark. 100 years ago, most of the damage and effects from the Spellplague had come to an end, and people started to rebuild. The Dragon Coast was still devastated as many of the major port cities were no longer by the coast and so cut off from trade and industries such as fishing. New settlements sprung up along the new shore lines and sunken cities were re-discovered and explored/inhabited again.
What Humans might think of as recent history:
15 or so years ago, trouble started back up and the gods waged war with their mortal champions(Chosen) all across Toril/Abeir. 10 years ago the Great Rain began and lasted for a year, re-filling the Sea of Stars and Dragonmere, many lives were lost but most of the new settlements were abandoned as the sea levels returned to roughly where they were pre-Spellplague. The Rains also rejuvenated the farmlands around the coast resulting in a period of relative abundance for the region. for the last 5 or 6 year people have believed the Era of Upheaval to be over, Toril and Abeir are once again separate, with Toril and Faerûn returned to more or less how they once were. The weather and harvests are good, the gods and their worshipers seem stable. Nations, Kingdoms, and independent cities and settlements once more open their doors to travel and trade, the many settlements along the restored Dragon Coast thrive, and opportunities abound for adventurers willing to grasp them.
"Aid others, protect the innocent and punish those who threaten them!"
A Dragonborn in the The Dragon Coast with nothing to his name but the clothes on his back and a stick in his hand. His body is covered in scales in shades of copper, with darker tones along his broad shoulders and powerful arms. Already tall, the two large horns that protrude from his head make him tower over most others.
Contrary to what he looks like however Ba'ha seems to be a kind soul eager to help others, his dangerous features softened by the excited affability he radiates.
"Tell me, have you ever thought about what is truly fascinating about it? Well, I think that.."
This Elven druid is a six foot, young looking Elf, with silvery long blond hair and pale blue eyes. Looks somewhat more robust than the slighter members of his race, and is toned beyond reason.
He shows a curiosity for the minutia of life, his attention can be held be the most mundane of things, and he can often be found in deep thought or contemplation Always acting in an an unhurried manner, and with a habit of hyper focus, scrutinising a recently revealed curiosity or topic of conversation.
Often found patiently observing things, to the point of in-action at times, will seldom give much of a personal opinion, but will try to ensure, to exhaustion, he has an understanding of the motives and desires of anyone he is conversing with. However when focussed, will delight in sharing, not only a verbose control of the common parlance relative to the local environment or conversation in which he finds himself but also, all the knowledge he has available on the topic, and ever theory he has on said topic relevant or not.
The Last Drop was built on a popular cliff jumping point, 100 feet up above the water with jagged rocks below. In part it was built to discourage jumpers, but the locals also make a bit of a sport of it, with a free shot of a special rum called "The Penultimate Drop" offered at the bar to anyone about to jump, and bets placed on whether they will jump, and even if they will live or what injuries they might sustain.
Recently the proprietor Solomon was slain by an attack from Undead creatures and the tavern has become the headquarters of THE TIP.
A good boi (girl?), carried vast quantities of equipment to the lighthouse. Confirmed strong enough to carry a dragon.
When traveling together as a group, valuables can often be held by the group as a whole. Perhaps they simply don't have time to measure and divide equally. Perhaps some members do not care for coin. Whatever the reason what treasures they all hold can be found here.
Item Name | Quantity | Worth | Who has it |
---|---|---|---|
Redline (dried red swamp flower) (+1d4 to ability checks and attack rolls for an hour, and -1d4 from saving throws for 8 hours) | 1000 doses | 1000gp (total) | Kelfir |
Golden Stand | 1 | 100gp | |
Potion of Fire Breathing | 2 | 150gp (each) | |
Magic Compass | 1 | 100gp | |
Dragon Mask | 1 | 100gp | |
Fancy Cutlery | 1 | 50gp (set) | |
Vial of Dragon Goo | 1 | 500gp | Stolen by the Zhentaurim |
Young Green Dragon Carcass | 1 | ? | Stolen by the Zhentaurim |
Teziir is a city that has been built up and burnt down many times but, despite all that, it has somehow persevered. This is likely, in part, due to the tenacity of the Teziirians, who refuse to be tamed or conquered, no matter what.
The City of Mazes has an appropriate nickname. It is a sprawling city that has been built up over time with no architectural cohesion. Buildings are constructed alongside each other with little or no forethought. These buildings are often crammed together, leaving little room for roads. What roads do exist often turn or end abruptly. As such, anyone looking to get anywhere across town in a hurry has to rely on the spiderweb of tunnels and alleyways that reach across the city.
The chaos and confusion also extends to the races you will find here. In truth, this is true for much of the Dragon Coast. Where Cormyreans look down their noses at non-humans, and Sembians try to rob them blind; the Dragon Coast will welcome anyone and everyone willing to add to their strange and eclectic mix. However, Teziir takes it further than most. As well as welcoming elves, dwarves, goblins, gnomes, kobolds and kenku; it also welcomes more monstrous creatures such as gargoyles, myconids, and minotaurs. Each of these “monstrous” races have found their own niche within Teziir. Gargoyles make excellent sentries; myconids are invaluable sewer workers; and minotaurs, with their excellent sense of direction and intimidating appearance, make the perfect guides through the city.
Speaking of guides, one is advised to be wary while wandering Teziir alone. One downside of such a wild, untamed city is its large amount of crime. Each neighbourhood seems to be riddled with half a dozen different criminal gangs. In theory, the city's guards are meant to protect against these gangs. However, the mercenary guard are overstretched and are only able to protect those neighbourhoods willing to pay for their protection. On top of that, the city guard are also hampered a great deal by the city's overly complicated laws. However, things seem to be changing, especially with Lady Azala, as head of the city. Under her guidance, Teziir has already grown larger and wealthier. In time, it may even begin to rival Westgate in terms of size, wealth and influence.
The Council of Teziir is the leading body of government for the city of Teziir.
Abbecus is on the Council of Teziir as the Lord of Coin. He is called the Chancellor by many.
Pelandro's Peerless Shipyards is a shipbuilding company based out of Teziir.
A newly formed group, they seem to be working with Pelandro Rahavillar in aiding Teziir. They have a base in the north of the city at The Last Drop.
Teezir's docks are it's life as it's the trade that flows from there that keeps the city prosperous. Numerous ships can be found there and the offices of Pellandro's Peerless Shipyards can be found there.
Built by the Zhentaurim rapidly it's mostly made of wood. Still, it's more than enough to hold the citizens of Teziir they have rounded up, be they guilty of a crime or not. It is ran by Craven Soote and his enforcers.
The Sea of Fallen Stars, also known as the Inner Sea, was the largest inland body of water in Faerûn. Its major areas included the Dragonmere, also known as the Lake of Dragons, in the west; the Dragon and Easting Reaches in the north; the Alamber Sea in the east; and the Vilhon Reach in the south. The undersea realms of the Inner Sea were collectively referred to by its inhabitants as Serôs.
The sea served as a crucial trade way for the powers of central and northern Faerûn and beyond. From Cormyr's Imperial Navy and Sembia's 15,000 sailors and corsairs in the west, to the small but hardy fleet of dozen Impilturan warships in the east, and the militia-navy of Turmish in the south, the waters of the Inner Sea were well-traveled by ships that flew the flags of coastal nations in central Faerûn.
Lady Fontaine serves on the Council of Teziir as the Lady of Trade.
The shiftiest of Nicks, he is not only involved in black market trade he seemingly works for the Zhentaurim in secret.
An obviously wealthy man he owns and operates Pellandro's Peerless Shipyards. He also serves as Harbormaster on the Council of Teziir.
Has recently employed THE TIP in an effort to resist the increasing Zhentaurim influence over the city.
Other
Sembia is a young country of considerable wealth and prosperity governed by its merchants. It is located on the north-western coast of the Sea of Fallen Stars, which put it in the path of many trade routes.
Cormyr also known as the Forest Country and the Land of the Purple Dragon is an independent nation in interior Faerûn.
What a land is Cormyr! Certainly, the geography is dramatic - edged by mountains and sea, filled with forests and swamps - but why dwell on these when the great walls of Suzail loom ahead?