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Widersinn

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Apr 24, 2009, 8:05:57 PM4/24/09
to DarkMyst Roleplaying
Starting Region – Dragon Coast

Language Note – Regional "common" is Chondathan.
Bonus languages: Aglarondan, Chessentan, Damaran, Goblin, Halfing,
Orc, Turmic.

Regional Feats available: Bullheaded, Silver Palm, Thug.

Equipment bonus: (a) MWk Rapier or MWk Lt Crossbow.
(b) Potion of Protection from Arrows, or Potion of Blur.

Most common religions: Helm, Sune, Tempus, Tymora, Umberlee.

Imports: Food, precious metals, slaves, trade goods for export.
Exports: Ships, trade goods from other nations.


People of the Dragon Coast

Every race from every walk of life can be found along the Dragon
Coast, but most of this diversity is confined to Westgate and the
surrounding cities. Although many prejudices still exist, the citizens
of the area’s trade cities care more about the shine of your coin than
the color of your skin. The surrounding lands, including the
Gulthandor Forest, are welcoming of virtually any race. The regions to
the west, including the cities of Proskur and Teziir, have grown more
averse to outsiders under the foreign influence of Cormyr. Although
thieves now walk the streets of these cities less freely, the same
restrictions apply to half-orcs, tieflings, genasi, drow, and members
of other races. Nathlan is the most extreme example of these
prejudices, limiting all but Shou to specific districts of the capital
city of Nathlekh.

Teziir

The largest independent city on the banks of the Dragonmere, Teziir is
Westgate’s rival in the merchant trade. It is a sprawling, unwalled
city situated on a high bluff overlooking the Lake of Dragons.
Previous cities on this site have been attacked, sacked, and burned
more than a few times throughout history.

Teziir was founded in 1312 DR by a council of merchants, mostly lawful
and neutral in alignment, as an alternative to Westgate. This council
of relatively faceless, bland merchants still runs Teziir by the
simple, unspoken law: .Get results or get out.. Anyone hired under the
council’s rule is judged by this yardstick. Teziir has actively
campaigned to bring more religions to the Dragon Coast, and due to
this policy boasts small temples to Azuth, Chauntea, Helm, Torm,
Tymora, and Tyr. Of these, Helm’s, controlled by Patriarch Thyxlys Jon
(LG hm P12), is the most powerful. The others do not boast priests
higher than 8th level within their hierarchies.

Teziir is also home to a growing and powerful thieves. guild, the
Astorians. Said to number some 700 active members, the guild
specializes in the protection racket and petty theft. The Astorians
have dreams of attaining the power of the Night Masks in Westgate, but
this has not yet happened. Teziir has never officially been at war,
and so its merchants feel little affection toward mercenaries.
However, the rising activities of the Astorians combined with
increased pirate raids along the coast have caused the council to
reconsider this position and take on a few adventuring companies to
handle its dirty work. Most of the advice the council receives on who
to hire comes from young Cydarin (N hm W8), whose chief virtue as
chief wizard of Teziir. is that he is the son of a councilman.


Widersinn

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Feb 2, 2010, 4:31:11 PM2/2/10
to DarkMyst Roleplaying
02 FEB 10

Starting region is no longer in FR. New characters start in
Ta'Illistim (if elf), Lakeland (if human), or Feldspar Hold (if
dwarf). For all other starting races, contact me in advance.

Starting level is 5th (1 less than party average), and starting wealth
is (only) 5400 GP. All magic items require GM approval; however, most
standard items will likely be approved.

Widersinn

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Jun 4, 2010, 9:54:44 AM6/4/10
to DarkMyst Roleplaying
June 2010

Starting level is now 6th.
Starting gold is 9,000 gp & all magic items still require GM approval.
Characters are now in Dwarfheim, but initial races for the Ta'illistim
update still apply.
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