The Dragon Coast

he phrase Dragon Coast refers to the independent cities on the southern shore of the Lake of Dragons (Dragonmere) and the Sea of Fallen Stars. In a larger sense, it is used to blast the predatory and opportunistic tendencies of these various cities, and the term usually includes the pirate kingdoms that are sprinkled irregularly throughout the Sea of Fallen Stars and appear and fade with passing time. This discussion includes the Pirate Isles, as both the pirates and their prey are one of the chief rea- sons for the existence of the Dragon Coast. While one great supply of caravans swoops down through Cormyr from the Moonsea, another great wave comes across the Sea of Fallen Stars to the Dragon Coast ports, bypassing Cormyr and Sembia and moving directly into the Western Heartlands. These caravans carry rare spices (and mages) from Thay, strange balms (and gods) from the Old Kingdoms, and finely made weapons (and poisons) from the Vilhon Reach. In short, all that is profitable (and ille- gal) passes through the Dragon Coast. There are but three important cities on the Dragon Coast: Elversult, Teziir, and Westgate. Only Westgate truly lives up to the region’s reputation as a sin-laden festhall of intrigue and dark adversaries, but as Westgate is the largest and oldest of the three, it sets the tones for all others. The other towns in the region are mere waystops in comparison with these three. The merchants rule along the Dragon Coast much as they do in Sembia. But unlike Sembia, on the Dragon Coast there is little drive toward cooperation on a larger goal that benefits all. Each merchant on the Coast seems to value his own property and his own hide above all. For this reason thieves’ guilds, long ban- ished from Cormyr and Waterdeep, have flourished along the coastline, and bandits are very active. Still, some shipborne merchants sneer at the idea of Cormyrean or Sembian officials pawing through their belong- ings and decide to take their chances with the type of bandit who uses a sword instead of a counting book. Adventurers find themselves in high demand on the Dragon Coast, but usually are sought out by shadowy masters through smooth-talking intermediaries. Respectability and honesty are a keynotes in the lands of the Dragon Coast, but that does not mean that all should be respectable and honest, only that all should appear to be respectable and honest. Travelers are warned that when dealing with a Dragon Coast merchant (or worse, a noble), one should shake hands and then count one’s rings, one’s fingers, and one’s remaining horses. History

he history of the Dragon Coast is the history of money, particularly the darker side of the coin. T Situated on the main trade routes between the Inner Sea and the Sword Coast, these lands never coalesced into a solid, coherent nation, like Cormyr or Sembia. Instead small petty city-states have risen and fallen, powered by greed and the most powerful merchant or pirate faction of the day. As a result, the Dragon Coast has always been the home of the smuggler, the pirate, the rogue, and the hired killer. It has been the place where those seeking to skirt the laws of more civilized nations to the north make landfall. It is here that the Red Wizards gain their access to the Western Heartlands, and where the Cult of the Dragon launches its plots to the south. And it is here that independent secret societies and assassin guilds have their greatest power. The last semblance of organized resistance to this trend was the reign of Verovan, last of the kings of Westgate. The monarchy of Westgate had long worked closely with the various mercantile and pirate factions, but Verovan attempted to stem the growing power of the merchant houses and petty lords. His sudden and mysterious death without acceptable heirs in 1248 DR opened the door for much of what now is commonplace in the Dragon Coast—corruption and treachery.

78 It should be noted that while Verovan’s name is still venerated Thinking of the Dragon Coast as a gathering of thieves and in these lands, better known is Immurk, the greatest of the Inner vultures is slightly off the mark. To think of the natives of the Sea Pirates, a brash and flamboyant rogue who united a pirate region as intermediaries and facilitators, people who make things fleet beneath him and ruled from 1164 DR to his death in 1201 happen, is much more accurate. Everyone has a price, it is said, DR. Such it is in the Dragon Coast, that good people are venerat- but the price is more reasonable in the Dragon Coast. ed, but the power of darker rogues is imitated. The natives of this land see the Cormyreans and Sembians as vul- gar—even potentially evil—bullies, organized gangs that may at any The Dragon moment force the cities of the Coast to obey the same rules they sad- dle their own peoples with. The Western Heartlands are a land of Coast Mindset opportunity, and many a native has caught that caravan west to set- tle in Berdusk or Soubar, leaving behind those who truly like it here. he typical native of the Dragon Coast does not think of himself Not all natives of the Dragon Coast are grasping, greedy T or herself as a Dragon Coaster, as opposed to the Cormyreans or manipulators and confidence beings. The ruler of Elversult has Dalesmen to the north. In fact, this native rarely thinks of nationality struggled to make a city worthy of the respect of its citizens, and and home city at all. Each man, woman, and other sentient is a fair merchants and good mercenary companies live in the land. nation of one, seeking to protect him-, her-, or itself from the dangers They are just extremely outnumbered by the rest of the cynical of the outside world. As a result, most of the natives here are thought society of the Dragon Coast. of as selfish at best, and rapacious and greedy in their worst moments. The natives, of course, consider themselves to he merely sensible Interesting and reasonable. Their lands see a continual progression of caravans and trade bearing wondrous items from far-off lands. A bit of the rich- Features es and exotics stays in the area, but more passes on to Waterdeep or to Thay. Is it any wonder that the typical native would wish to see a lit- he following are prominent locales and points of interest on tle more remain in the area—in one’s pocket, perhaps? T the Dragon Coast, presented in alphabetical order.

79 away and think this may be the true source of his goddess’s grace. Elversult Located just off Temple Hill is the House of Hands, the temple Elversult is a rich merchant city located where the Overmoor to Gond. A small temple by Gondryr standards, it is captained by Trail meets the Trader’s Road south of the Lake of Dragons. It is a High Artificer Daragath Morliir (N hem P13). The High Artificer common place for shipments heading for Cormyr to be separated is a bright, scheming man, intent on finding out secrets—every- from those heading west to the Sword Coast. From Elversult such one’s secrets. packages are routed either along the High Road north to High Elversult is the jousting ground for a secret war between the Horn or to the lake ports of Ilipur and Pros. Harpers and the Cult of the Dragon. The Cult of the Dragon con- The city is situated in a pleasant, lightly wooded area sur- trols the drug, poison, and assassin trade through a network of rounded by small lakes and kettles. Many copses of the original priests, thieves, and a few sympathetic monsters. The Harpers woods still remain, since Elversult has always been under the con- have friends in high places, reportedly including Vaerana Hawklyn trol of strong rulers, and even the most corrupt and evil of them herself. In the midst of this battle, a gang of small-timers known as have valued the woods. The center of town is dominated by a the Purple Masks is trying to make its felonious living. tall, bare tor called Temple Hill, since it is where the temples of Lathander and Waukeen have been built. Ilipur and Pros Elversult has long had a reputation as a hive of smuggling The small ports of Ilipur and Pros are called the eyes and ears of activity and intrigue, a reputation which the present ruling lady, Elversult, for it is through these cities that ships’ cargoes reach the Yanseldara (NG hef F11/W12) is trying to shed, aided by her Elversult, should their captains choose to avoid the thieves’ guilds of adventuring companion Vaerana Hawklyn (CG hf R19), with Teziir and Westgate. Ilipur and Pros are little more than villages with varying degrees of success. While open brawls in the streets are no shallow harborages and no real docks to speak of. Ships’ cargoes are longer common, the illegal activities in the town now take place unloaded onto flat barges and brought to shore, and new ships are underground, under magical protection, and under the cover of constructed on land and muscled into the sea (as opposed to the ship- darkness. Yanseldara took command after leading a popular rebel- wrights’ using dry docks, as the larger cities can afford). Pros has such lion that overthrew an older, more oppressive regime. a problem with its harbor silting up that a pilot must be rowed out to Two of the three main temples in town are located on Temple approaching ships to allow them to avoid the sand banks and bring Hill. The Tower of the Morn is the temple to Lathander, and is them in to safe harbor. Many ships bypass Pros and head for Ilipur, controlled by Morninglord Hathala Orndeir (NG hf P14), who which is slightly larger and the more corrupt of the two. intends to spread the word of the Dawnbringer throughout the Both these towns are ideal ports for small packages, such as entire Dragon Coast. She is aided in this task by 26 lesser priests. magical texts brought into the Dragon Coast, smuggled goods The House of Coins is the only known temple to Waukeen that would attract too much attention, and individuals who do still operating at the same level as before the Time of Troubles. Its not want to be seen. As a result, both towns have agents of the master, High Priest Malakar Ghondar (N hm P11), and his nine Cult of the Dragons, Harpers, Astorians (from Teziir) and Night serving priests swear that the failure of other temples to the Masks in their area. In addition, a company of cruel adventurers Merchant’s Friend is due to lack of faith on their parts, and only known as the Men of the Basilisk ride in the area, raiding small by keeping the faith strong in one’s heart (and pocketbook) can hamlets and capturing and torturing travelers. one continue to receive her blessing. Doubters note that Malakar Both towns are run by a Council of Burghers and a lord mayor. has been heavily interested in magical items brought from far The lord mayor has a staff of sheriffs, tax collectors, inspectors, and accountants (all usually relatives). A handful of fair to mid- The Maces of Elversult dling inns can be found in the region, but no temples—only shrines to Umberlee, Lliira, Tymora, and Tyr. he town guard of the city of Elversult, the Maces, is also the T core of its army. The Maces number about 3,500 and are capa- Pirate Isles of the Inner Sea ble of handling everything short of a full-fledged barbarian invasion. The Pirate Isles in the Sea of Fallen Stars are a large collection of For day-to-day operations, the Maces will be encountered in groups rocky spurs jutting out of the water some 100 miles off the coast of five in the street, with whistles that allow them to communicate of Sembia. The majority have no name, while the larger islands and summon aid (they have a code of blasts to indicate identity and are remembered as pirate dens and havens to scavengers. Not all nature of threat—a long rising blast indicates a mage or magic-using the inhabitants of these islands make their living directly or indi- monster in combat). These police carry the maces that give the town rectly from piracy, but the majority do. guard its name and wear scale mail for protection. The commander of The Pirate Isles are strategically placed to command all ship- the Maces is Pierstar Hallowhand (LN hm F10). ping moving to and from the Dragon Reach and Westgate from

80 all other areas on the Inner Sea. The isles are largely uncharted Let There Be Piracy! (except by pirates) and corsair vessels lurk among them. hips of the pirate fleet run the gamut of ships found in the Inner Sea, The Dragonisle, the largest of the Pirate Isles, is also known as S and include Sembian warships, converted Impilturian merchants, Earthspur, although that is really the name of the mountain at the Cormyrean freesails, and biremes and triremes from Chondath and southern end of the island. The Dragonisle is fortified and has two Chessenta. The latter galleys function well in the relatively calm waters of secure harbors defended by forts and three secure anchorages in the Inner Sea and are crewed by slaves taken from previous raids. addition to these harbors. The Dragonisle can hold 160 to 170 Armament of these ships depends on the ship and owner, but gen- vessels within its fortified harbors. Both harbors have chains, sub- erally runs as follows: merged stone breakrocks, and ramships to prevent unauthorized Small Galleys and Merchants: 1-2 ballistae. entry. Their entrances are further protected by thick-walled forts. Large Galleys and Merchants: 2-6 ballistae and a catapult. The northern harbor’s fort is built into a cliff along the western Warships: 4-8 ballistae, 1-2 catapults, and sometimes (25% side of the narrow harbor entrance, while the southern harbor’s chance) a trebuchet. Only galleys may engage in ramming tactics, and fort is set square at the mouth of the harbor. Each of these forts only galleys are equipped with rams. has a battery of mystic Thayvian bombards, rare and wondrous Pirate crews are double those of normal ships, as pirates tend to carry weapons brought long ago from Thay. less bulk goods than merchant ships. Some pirates make use of compa- Pirate signals and verbal codes change constantly. A few old nies of archers, aquatic beasts, and spellcasters, and it is a standard pro- passwords, gleaned from various sources, include: “Obold,” cedure that any archers on a ship should make an apparent spellcaster “Immurk Way,” and “Holt-Ho!” Failure to use the correct pass- their first target. As a result, half-elven, elven, and other racial spell- word when called upon often results in the death of the user. casters that may wear armor are valued on all Inner Sea vessels, pirate The pirates have not been strong enough to openly defy and or merchant, for making less obvious, less vulnerable targets. stand against or even attack the ports of Sembia for nearly 200 winters. However, at least 200 active pirate vessels (and probably as many more hulls—perhaps as many as 600) lurk or are hidden in the Pirate Isles and around the coasts of the Sea of Fallen Stars. Proskur Proskur is a trading waystop located where the Overmoor Trail Priapurl meets the High Road from Cormyr. It is the last eastward stop Priapurl is a small, sleepy waytown along the Trader’s Road. It has a before entering the Storm Horns Mountains and is situated just small lake to its north that serves as a reliable source of water for cara- south of the Bridge of Fallen Men, the site of a heroic defense in vans and travelers. Priapurl features a handful of reputable, relatively legendary times. safe inns, the most prosperous of them being Lord Cyric’s Bane, run by Like most of the Dragon Coast cities, Proskur is run by a mer- a former (and declared reformed) Banite priest who fled Zhentil Keep chants’ council. In this case, the council is almost entirely made up of when the holy wars up there got too uncomfortable. The Bane has former thieves who discovered they could make more cash with less excellent food, and the former priest, Ghazzar (N hm P13(formerly)), risk in honest trade than dishonest theft. As a result, Proskur has one maintains a strict “no religion” rule in the common room. of the most honest governments in the Dragon Coast area, since most Priapurl’s hereditary ruler is the Tar. The Tar was originally the of the council know all the tricks, cons, and scams that adventurers leader of a local band of bandits, but over the generations the blood and rogues normally pull, having tried them themselves when Azoun has been watered down by more civilized elements. The present was learning his history from Vangerdahast. The leader of the council ruler, Tar Hurara (LN hf F4), is little more than a wastrel who is the radiant con woman Leonara Obarstal (NG hf T14), who claims spends much of her year attending the Cormyrean court, leaving the to be a distant relative of King Azoun and has been known to say, running of the town to her assigned deputy, Ghazzar. “The advantage of merging the thieves’ guild and the government is Priapurl is notable for the large independent keep to its south that you cut down on the paperwork and always balance the budget.” that is the home of the Mindulgulph Mercenary Company. The Proskur has a temple to Tempus under the command of Priest- Mindulgulphs are a specialized unit of nonhuman and monstrous Captain Dologar Nathan (LG hm P13) and six of his followers. It creatures under the command of Gayrlana, also known as Lady is also the site of a popular church of Mask, the Rogue Redeemed, Bloodsword (LN hf F12). The Mindulgulphs include wemics, cen- under the auspices of Patriarch Milo Hallyspyr (N hm P5/former- taurs, giff, grippli, kenku, thri-kreen, and other specialized monsters ly T10). The Rogue Redeemed preaches a variant testament to such as beholders and treants. The bulk of the company has been that of the orthodox churches of Mask, and has caused some con- sent south for an extended contract with the gold dwarves of the troversy among the faithful—the Proskurian church teaches that Great Rift, but some of the core unit remains here. Ghazzar keeps its theft, roguery, and deception are permissible as long as something members under retainer to provide the police force in town. is learned in the process, and when that learning process is done,

81 occasional treasure map to some long-lost hoard or another. The Watch of Teziir At the center of a storm of rumors IS the Giant’s Folly, a bar hose adventurers looking for the city watch members found and festhall established in an overturned boat. Said boat was T only in adventuring tales—ineffective, overweight, and usually hauled inland on a bet by a fire giant. The current proprietor, late—can find them in the flesh in Teziir. There the underpaid and Gandios Laffabar (N halfm T12), lost the bet but gained the boat unpopular watch consists of leather-armored 1st-level fighters armed in a secondary bet and established it as his base. Business has with clubs (truncheons), short swords, and daggers. There are about been so good that he is looking for another giant to bring in 500 of these people serving the community under the command of another boat overland from Westgate. Gandios usually has one or Alton Mertlin (LN hm F7). Mertlin is a skilled fighter with horrible two good rumors up his sleeve, but has been known to spin wild organizational skills, contributing to the watch’s poor performance. tales for the incredulous and let newly minted adventurers hare Watch patrols, when they show up, number four standard members— off to their doom on impossible quests. unless someone calls in sick that day. Reddansyr houses a temple of Oghma run by Patriarch Thyrius Jorman (NG hm P14) and 14 of his assistants. The temple accumu- one may walk away clean, learning from one’s experience without lates a great deal of information, but is much less willing to part with having to pay any additional price. The faith is very popular with any of it than most other sources in Reddansyr. the locals, but it is unknown who (or what) truly grants the spells of Hallyspyr and his seven assistants. Teziir The largest independent city on the banks of the Dragonmere, Reddansyr Teziir is Westgate’s rival in the merchant trade. It is a sprawling, A small town located between Teziir and Westgate, Reddansyr is the unwalled city situated on a high bluff overlooking the Lake of jumping-off spot for caravans south, as well as a common meeting Dragons. Previous cities on this site have been attacked, sacked, ground for rivals from Westgate and Teziir and agents of Just about and burned more than a few times throughout history. every power group in the Heartlands. It is a treasure-trove of informa- Teziir was founded in 1312 DR by a council of merchants, tion and opportunities. There are usually a half-dozen rumors floating mostly lawful and neutral in alignment, as an alternative to around at any one time involving job possibilities, along with the Westgate. This council of relatively faceless, bland merchants still

Westgate Key 24. Temple of Mask 48. Shalush Myrkeer’s Shop (the largest shop 25. The South Gate in Westgate; buys and sells everything) 1. Dhostar Vale (private park) 26. The city watch barracks 49. The Black Eye (tavern and festhall) 2. Castle Dhostar 27. The Lords’ Water (pool) 50. Urdo shed 3. The Leaning Man (Inn) 28. Castle Thorsar 51. Mulsantir’s Gate 4. The Dhostar Yards 29. Castle Urdo 52. Thorsar yards 5. The Blind Eye (fence for stolen goods osten- 30. The House of Silks (fine clothing and 53. Castle Athagdal sibly a tack, harness, and trail goods shop) jewelry, a very expensive shop) 54. Castle Thalavar 6. Thessar the Warrior’s house (LN hm F10) 31. The Blue Banner (inn of good quality) 55. Castle Malavhan 7. Lilda’s (festhall) 32. The Tower (serves as a registry office for 56. Malavhan yards 8. The Water Gate imports/exports, the city watch head- 57. Malavhan Company sheds (merchant 9. The Shore (drovers/wanderers/journey- quarters, and a jail, with dungeons company warehouses) men’s slum) beneath it) 58. Dhostar docks 10. Dhostar Company sheds (merchant 33. The market 59. Thorsar docks company warehouses) 34. Castle Guldar 60. Malavhan docks 11. The Jolly Warrior (inn) 35. Castle Vhammos 61. Urdo docks 12. West Gate 36. Vhammos Company sheds (merchant 62. Thalavar docks 13. Thorsar Company sheds (merchant company warehouses) 63. Guldar docks company warehouses) 37. The River Gate 64. The watch dock (seized goods, pirate 14. Thalavar Company sheds (warehouse) 38. The Black Boot (inn) ships, ship inspections, etc., held here) 15. Castle Ssemm 39. The River Bridge 65. Athagdal docks and shipyards 16. Thalavar yards 40. Vhammos yards 66. Vhammoa docks 17. The Spitting Cockatrice (inn) 41. The Rising Raven (inn) 67. Ssemm docks 18. The Empty Fish (tavern) 42. Guldar yards 68. Ssemm docks 19. The Westward Eye (inn) 43. Ssemm yards 69. Temple of Umberlee 20. Gatereach (inn of good quality) 44. East Gate 70. Temple of Tymora 21. Ssemm sheds (warehouse) 45. The Old Beard (tavern) 71. Temple of Gond 22. The Purple Lady (tavern and festhall) 46. The Harbor Tower (mariners call it the 72. Temple of Lathander 23. Guldar Company sheds (merchant Westlight; a beacon and harbor defenses) 73. City witch barracks company warehouses) 47. The Gentle Moon (inn) 74. City watch (meeting rooms, barracks)

82 83 runs Teziir by the simple, unspoken law: “Get results or get out.” land route that joins the Inner Sea and the lands to the west (Amn, Anyone hired under the council’s rule is judged by this yardstick. Tethyr, the North, and the Sword Coast) and the far south. It is the Teziir has actively campaigned to bring more religions to the largest of the Dragon Coast cities and a rival of both Cormyr and Dragon Coast, and due to this policy boasts small temples to Sembia all by itself. A map of Westgate appears on page 83. Azuth, Chauntea, Helm, Torm, Tymora, and Tyr. Of these, Westgate lies on the southern side of the long western arm of Helm’s, controlled by Patriarch Thyxlys Jon (LG hm P12), is the the Sea of Fallen Stars, across from Cormyr. It is independent of most powerful. The others do not boast priests higher than 8th all kingdoms and outside authorities, and is considered an open level within their hierarchies. city, free to all manner of trade from all sides. Westgate has ful- Teziir is also home to a growing and powerful thieves’ guild, filled the role of trading link between Inner Sea east and Sword the Astorians. Said to number some 700 active members, the Coast west for as long as humankind has been in the Inner Sea guild specializes in the protection racket and petty theft. The area. Once a simple stopover and stockyard similar to Scornubel Astorians have dreams of attaining the power of the Night Masks or Iriaebor today, Westgate has gained in importance as trade in Westgate, but this has not yet happened. increased, diversifying into ship construction and repair, wagon- Teziir has never officially been at war, and so its merchants feel making, and other sideline industries. The local industries include little affection toward mercenaries. However, the rising activities pottery (of average to poor quality), scent-making (excellent fra- of the Astorians combined with increased pirate raids along the grances), and wine-making (varying wildly from superior to mere- coast have caused the council to reconsider this position and take ly good). on a few adventuring companies to handle its dirty work. Most of Westgate is ruled by a council of its rich, noble families that the advice the council receives on who to hire comes from young took command soon after the death of its last king, Verovan, in Cydarin (N hm W8), whose chief virtue as “chief wizard of Teziir” 1248 DR. They in turn chose a croamarkh to serve a four-year is that he is the son of a councilman. term. The current croamarkh is Lansdal Ssemm (N hm F3), grandson of the Ssemm family patriarch, Orgule Ssemm. Lansdal Westgate was a compromise candidate, and his term to date has been Westgate is an Important port and caravan transfer point on the over- marked by a rise in interfamily violence and secret vendettas. Westgate has a secret set of rulers as well. A band of profes- The Lords of Westgate sional assassins, extortionists, coercers, enforcers, and thieves known as the Night Masks have set up shop in the city. They are T he local nobility, the lords of Westgate, are the heads of rich for hire by all and independent of the various noble houses, merchant families. All such families usually have long-standing switching alliances as their purse leads them. The Night Masks traditions and feuds, run caravan companies and trading fleets on the control most of the illegal doings in the town and seek to expand Inner Sea, and pursue diverse business interests. The families of their grasp to the north and west into other civilized lands. Westgate and their lords and symbols are: The Night Masks make no secret of their existence, and their Athagdal Family: Led by Lord Urlyvl Athagdal. Family Trading symbol, marked on shops to indicate protection, or left in some Badge: Russet weighing scales. adventurer’s home as a warning, is a domino mask. Dhostar Family: Led by Lord Luer Dhostar. Family Trading Badge: The membership of the Masks is primarily thieves, but Tawny wagon wheel topped by three stars. includes fighters, priests, and mages as the job demands. Normally Guldar Family: Led by Lord Dathguld Guldar. Family Trading Masks operate in groups of five, with a single member only aware Badge: Black hawk. of what four others of the group are up to. In this fashion, if one is Malavhan Family: Led by Lord Thamdros Malavhan. Family caught, only that group is endangered. Levels range from 1st to Trading Badge: Red sun. 10th, with higher level beings available only for the most danger- Ssemm Family: Led by Lord Orgule Ssemm. Family Trading ous jobs. The leader of the Night Masks is unrevealed and known Badge: Ivory bird’s claw. only as the Faceless. Thalavar Family: Led by Lady Nettel Thalavar (matriarchal Westgate has a large number of temples and small churches, as widow). Family Trading Badge: Green feather. befits its station as a cosmopolitan hub of trade. It holds within its Thorsar Family: Led by Lord Maergyrm Thorsar. Family Trading walls temples to Loviatar, Gond, Mask, Ilmater, and Talos. Most Badge: Blue hand holding corn. of these temples have high priests of 10th-15th level, suitable for Urdo Family: Led by Lord Ssentar Urdo. Family Trading Badge: most clerical work. The local temple to Leira has burned to the Yellow eye. ground and been abandoned. A temple of Talona the Place of Vhammos Family: Led by Lord Thontal Vhammos. Family Waiting Death, is an open secret in the city. The city also holds Trading Badge: Steel-gray open hand. shrines to Beshaba, Lliira, Malar, and Shar.

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