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. He is very close with his cousin Erin.
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.
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 Zhentarim also known as the Black Network, was a mercenary company and greater mercantile organization in Faerun. Their influence spread far.
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.
Nathlekh is a city of Shou. This wasn't always the case, sometime back during the Spellplague, a disaster struck it, destroying almost all of it except for the district populated largely by Shou. The Shou rebuilt the city, aided by Shou migrants from surrounding lands, who flocked to the city. When they rebuilt the city, they made it their own.
In theory, it was stylised after Shou Lung, the empire from out east. However, most of the inhabitants had never been to Shou Lung; the city being made up of the descendants of those who had migrated from Shou long ago. As such, the city could be said to more closely resemble a Faerûnian's idea of Shou Lung than Shou Lung itself.
This is, of course, by design. The city presents itself as an oasis of eastern culture in an uncultured land. This, combined with the fact that they insist on limiting non-Shou to the outer city, means that it has an air of exclusivity. And, if there's anything that the wealthy merchants and lords of the Heartlands like to throw their money at, it's the right to experience something that others can't. Naturally, the walled inner city opens its doors to non-Shou willing and able to pay for the privilege.
Those who have visited the inner city speak highly of its “genuine” Shou cuisine; its luxurious spas; its mysterious fortune-tellers; its wondrous, “traditional” Shou magic and medicines; as well as half a dozen other things that may or may not have originate in Shou Lung.
Nathlekh paints itself as powerful and imperious. The city claims to be the capital of the mighty nation of “Nathlan”, but “Nathlan” seems to consists of naught but Nathlekh and a handful of surrounding farming villages. As for the wise and mysterious emperor, he has never been seen in public, if he even exists at all, as other rumours speak of a Council of Nine.
None of this really matters to most adventurers, though, who likely won't have enough coin to
get any further than the outer city. To those planning on sneaking into the inner city, the City of Cats is protected
by an elite group of weretigers. There are also rumours that the lion statues dotting the inner
city are capable of coming to life and attacking intruders of ill intent.
Serving in the Council of Teziir as it's Herald, Sundazzle was the glue that held it all together, prioritizing peace and harmony. As if the recent undead attacks weren't bad enough she has gone missing.
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."
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..
Other
Westgate is known as the City of Coin to many. Some say this is because the city is incredibly wealthy, acting as the gateway to the west for commerce flowing through the Sea of Fallen Stars. Others say it's because of the crime and corruption that runs rampant within the city; everyone and everything having their price.
The city is ruled by the Council of Lords, made up of representatives from each of the eight noble houses. From these representatives, one of them was elected to be the First Lord of the city, to act as the first amongst equals on the Council. Until recently, the First Lord of Westgate was Jaundamicar Bleth. However, he was assassinated a few years back. Since then, the Council of Lords has adopted a Waterdhavian attitude, with the identities of each house's representative being a closely guarded secret, even from each other. However, the nobles operating under cover of secrecy is nothing new.
As well as ruling through the Council of Lords, the nobility have also ruled by the Fire Knives. This gang of spies, assassins, extortionists and enforcers controls much of the city's criminal underworld. Various members of the noble families hold high-ranking positions within it, but House Bleth ultimately controls the Fire Knives, giving them leverage over the other houses. For some time, the Fire Knives were the undisputed masters of the city's criminal underworld. However, that has slowly started to change, with various other criminal factions moving in to seize their portion of the wealth and power in Westgate. Chief amongst their adversaries are the Night Masks. This pack of criminals used to be the masters of Westgate and dark things are muttered about their practices, before being forced out by the Fire Knives. Some claim that the original Night Masks were completely wiped out, and this group of Night Masks is just a new guild using an old guild's name. Whatever the truth of the matter, though, one can't deny their effectiveness.
Another major competitor of the Fire Knives is the Nine Golden Swords. They are a criminal organisation comprised of Shou. Unsurprisingly, they are based in the Shou Quarter, the eastern section of Westgate, where the overwhelming majority of Shou reside. Supposedly, they formed as a means to protect Shou migrants from outside threats but, if that's the case, they quickly devolved into a band of petty extortionists.
Similar in alleged origin to the Swords is the Eye of Justice. This group of worshippers of Torm, Helm and Tyr, supposedly formed to combat crime and corruption in Westgate. However, in fighting against crime and corruption, they are often said to have had to dirty their own hands. Rumour has its priests are actually worshippers of Mask, Cyric, and Bhaal, but this seems rather far fetched. This faction is popular amongst the desperate and the downtrodden.
One final faction is the pirate kings of the Sea of Fallen Stars. While they don't have much
power within the city itself, they have a great degree of naval power. They also know that
Westgate is highly prosperous and highly fractured. With all the factions busy fighting one
another, some pirate kings are undoubtedly wondering whether now is the time to make their
move.
The ancestors of Dragonborn are said to be hatched from the eggs of chromatic and metallic dragons. One story holds that these eggs were blessed by the dragon gods Bahamut and Tiamat, who wanted to populate the worlds of the multiverse with people created in their image. Another story holds that dragons created the Dragonborns’ progenitors without the gods’ blessings.
Whatever their origin, Dragonborn have made homes for themselves on the worlds of the Material Plane. Dragonborn look like wingless, bipedal dragons—scaly, bright-eyed, and thick-boned, with horns on their heads. Dragonborn of chromatic ancestry have scales that are black, blue, green, red, or white, whereas Dragonborn of metallic ancestry have scales that are the color of brass, bronze, copper, gold, or silver. Like their draconic ancestors, Dragonborn can exhale acid, cold, fire, lightning, or poison.