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.
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.
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.
Pelandro's Peerless Shipyards is a shipbuilding company based out of Teziir.
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.
Titus serves as Lord Marshal on the Council of Teziir. Likely the highest ranking member of the Zhentaurim in Teziir.
The shiftiest of Nicks, he is not only involved in black market trade he seemingly works for the Zhentaurim in secret.
Other
The common calendar throughout Faerûn is Dale Reckoning.
1DR: The Year of Sunrise, the Dalelands humans and the elves of Cormanthor established an alliance, they raised an obelisk known as the Standing Stone and signed the Dales Compact.
While various histories of Toril and Faerûn go back some 35,000 years prior to the start of Dale Reckoning, the timeline presented here will cover far more recent events.
1358DR: The Year of Shadows & The Time of Troubles, Lord Ao, the overgod, punishes all other gods by casting them down into the realms to walk amongst the mortals until the Tablets of Fate are found and returned. Magic changes and gods rise and fall.
1385DR: The Year of Blue Fire & The Spellplague, thought to be caused by the death/murder of Mystra, goddess of magic, blue fire engulfed much of the land and magic became unpredictable and dangerous. Toril's twin world of Abeir was also affected and parts of each world switched places with one another, bringing the Dragonborn from Abeir and the Shadar-Kai from the Shadowfell, and creating great rifts in the earth as well as floating islands known as earthmotes. Some such rifts opened beneath the Sea of Fallen Stars, causing the water level to drop and many ports to be cut off from their livelihoods.
1395DR: The Year of Silent Death & The end of The Spellplague, most of the effects of the Spellplague have come to an end during this year, though some lands still affected remain, known as Plaguelands. Toril and Abeir are still entangled and show the ravages of The Spellplague.
1482DR: The Year of the Narthex Murders & The Second Sundering, rumours grow of an impending cataclysm and "Chosen" of some of the gods walk the lands gathering support for their gods and preparing for the events to come.
1484DR: The Year of the Awakened Sleepers, most of the gods have created many Chosen from among the mortals, and appear to be gathering as much power and influence as they can. The Sembian armies of the Netheril march on the Dalelands and Cormyr withdraws it's influence from the Dragon Coast cities of Proskur and Teziir, in order to shore up is borders north of the Dragonmere.
1485DR: The Year of the Iron Dwarf's Vengeance, Towards the end of this year, and event known as the "Great Rain" began, and rain started to fall continuously around the Sea of Fallen Stars.
1486DR: The Year of the Nether Mountain Scrolls, the Great Rain continued for a full year and caused the waters around the Sea of Fallen Stars to return to their former levels prior to the Spellplague. The Netherese besieged the great Cormyr cities of Suzail and Arabel but Cormyr held firm and repelled the forces of Sembia and the Netherese by the end of the year.
1487DR: The Year of the Rune Lords Triumphant, stars reportedly fell from the sky, gods long thought dead walked the land and armies led by Chosen clashed everywhere. Major geological instability resulted in earthquakes and volcanoes as the lands of Toril and Abeir were separated once again. Areas once consumed by large chasms were restored to how they were before the Spellplague.
1488DR: The Year of Dwarvenkind Reborn, faithful prayers to the gods go unanswered and apparently unheard, the Chosen remain and still have their powers. Sembia frees themselves from the Netherese after the floating City of Shade was brought to ground by the wizard Eliminster in an event that destroyed both that city and Myth Drannor.
1489DR: The Year of the Warrior Princess & the end of the Era of Upheaval, the gods begin to talk to their followers again but their influence is subtler than before.
1495DR: The Year of the Tyrant's Pawn & The Present Day.