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.
One of the two Crabapple working at The Last Drop. She is very close with her cousin Erik.
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.
A mysterious figure, Quill was in the tavern when THE TIP was formed. he later met them and gave them a priceless scroll that could bring one back from death. All they had to do was sign their name on it..
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.
Elversult is known for three things. The first and foremost is that it is a wealthy trade city. It sits on the junction between several trade routes; sees many travellers and traders pass through it. As such, the sprawling city is made up of tents, shanties, warehouses, and caravans. Not all of the wealth reaches everyone equally, though. The poor tend to live in ramshackle huts on the south-east side of the city; while the rich merchant lords live on the opposite side of the city in large, tacky, overdecorated manors.
The second thing the city is known for is Temple Hill. This large, rocky hill sits in the centre of the city. Atop it are several temples to different. One is devoted to Waukeen, another to Asmodeus, another to Helm. Most of the other temples have changed their faith several times in the past few years. Along with the merchant lords, the priests of the temples hold a great deal of power in the city. The priests are expected to help watch over the marketplace located at the base of Temple Hill and to protect its stalls against thieves.
The third and final thing that most folk know about Elversult is the small, spring-fed pools that
are scattered across the city. Because of these pools, Elversult is sometimes called the City of
Pools. The pools are said to contain treasure and magical properties; each pool having its own
stories and superstitions associated with it. Some of these stories may be true, though the
locals might just be using them as a way of conning gullible tourists out of money.
Cedarspoke is a small, isolated city in Gulthmere Forest. It sits astride the Cedar River and rarely interacts with the outside world. Some claim that the folk here enjoy living simple, rural lives; away from the hubbub of the major cities of the Dragon Coast. Others claim that they are haughty egotists, who look down on outsiders, while hoarding the wealth of Gulthmere Forest for themselves.
Not helping their reputation is their insistence on always correcting those who mention the city's name. To many outsiders, especially those along the Dragon Coast, the city is called Cedarspoke. However, the locals insist, for some unknown reason, on calling it Cedarsproke. As such, most visiting it simply take to referring to it as the City of Cedar to avoid an argument. Indeed, the City of Cedar is a fitting name for it.
The city's chief exports are high-quality woods and objects crafted from those woods. The large presence of high-quality wood means that, if the city were free to begin large-scale logging, it could quickly prove to be one of the most prosperous cities along the Dragon Coast. However, the circle of druids that rule over the city and that protect the surrounding forest would never allow that to happen. They insist on maintaining the “balance” between nature and civilisation.
These druids contribute to Cedarspoke's reputation as a city of haughty elves and humans. Any who visit Cedarspoke are likely to be warned about the druids that patrol Gulthmere Forest, and the fate that awaits those who cause too much damage to the forest. That's not to say they turn away anyone looking to enter the forest. In fact, the druids can be almost courteous when they need help from outsiders.
Lycanthropes and incursions from the
Feywild plague the deepest reaches of the forest. Adventurers sometimes delve into the forest
to clear out these monsters, in the vain hope of gaining gratitude from the druids. Other
adventurers delve into the forest in the hopes of finding gemstones (which the forest is said to
be rich in) and other assorted treasures.
The Dragon Coast is a land of freedom and opportunity. Unlike the rest of the Heartlands, the Dragon Coast is not a nation but a collection of largely independent settlements.
Their location has always been a profitable one, sitting between the Inner Sea and the Sword Coast. However, the presence of all the commerce flowing through the cities, combined with their lack of unified leadership, has also made the Dragon Coast a prime target for bandits.
As such, caravans travelling the Dragon Coast have often had to rely on mercenaries in order to keep them safe. Things were slightly more stable a number of years ago, when Cormyr would lend its forces to help stabilise the region. However, all that stability went away when Queen Raedra assumed the throne and withdrew all of the Cormyrean forces.
Predictably, this created a power vacuum, with many brigands struggling to control of the trade routes, while even worse criminals fought bloody battles to control the cities.
Notable factions in the region include:
- The Zhentarim, or Black Network; a notorious mercenary company.
- The Fellowship of the Purple Staff; a goodly group whose collected enclaves in Gulthmere Forest are known as The Holy Realm.
- Various noble families and trading houses that operate from the various independent cities along The Dragon Coast.
A high ranking member in the Zhentaurim branch jn Teziir, Soote does not hesitate to use force to achieve his aims.
"Don't tell anyone but I've heard he's a major asshole."
Lady Fontaine serves on the Council of Teziir as the Lady of Trade.
Other
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?