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.
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.
The Zhentarim also known as the Black Network, was a mercenary company and greater mercantile organization in Faerun. Their influence spread far.
The Dragonmere (also known as the Lake of Dragons) is a lake on The Dragon Coast at the western edge of the Sea of Fallen Stars. Cormyr and Sembia are on the northern part of this lake, with The Dragon Coastalong the south. The Dragonmere is almost 100 miles from north to south at its widest point. Its narrowest point it was ten miles wide, with Westgate to the south, and Urmlaspyr to the north.
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.
Proskur is one of several cities that was suddenly cut loose and forced to defend for itself by Queen Raedra. Despite this, many Proskurans still admire Cormyr and think of themselves as Cormyreans. This attitude is encouraged by the small number of Cormyrean nobles who maintain investments in the city.
However, despite how highly Proskurans think of Cormyr, most Cormyreans barely give Proskur a second thought. In Cormyr, Proskur is known as the City of Turnips. Proskurans might say that this is an affectionate term that references the annual Proskuran harvest festival, which predominantly features turnips. In truth, the nickname is derisive; refers to the fact that most Cormyreans think of it as a small, backwater town.
For all the scorn Cormyreans throw at Proskur, though, the city does have a lot going for it. As well as being a trading hub between Cormyr and the Dragon Coast, it is also surrounded by bountiful farmland. As such, it is much more prosperous city than its rustic appearance suggests.
Lady Fontaine serves on the Council of Teziir as the Lady of Trade.
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..
The shiftiest of Nicks, he is not only involved in black market trade he seemingly works for the Zhentaurim in secret.
Other
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.
A temple representative from the Abbai Abbathor, clerics who follow the dwarven god of greed. He serves in the Council of Teziir as Faith Keeper