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Cormyr

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The Seal of Cormyr
The Seal of Cormyr
Cormyr
Size Empire
Capital Suzail
Area Interior Faerûn
Government Constitutional monarchy
Ruler Foril I
Founder: Faerlthan I
Population 1.4 million (as of 1374 DR)
Races
Humans85%
Half-elves10%
Elves4%
Other1%
{{{9}}}{{{10}}}%
{{{11}}}{{{12}}}%
{{{13}}}{{{14}}}%
{{{15}}}{{{16}}}%
{{{17}}}{{{18}}}%
{{{19}}}{{{20}}}%
Religions Chauntea, Deneir, Lathander, Lliira, Oghma, Malar, Milil, Selûne, Silvanus, Tempus, Tymora, Waukeen; Helm (formerly)
Imports Glass, ivory, spices
Exports Armor, carved ivory, cloth, coal, food, swords, timber
Alignment

Locations in Cormyr
Organizations in Cormyr
Settlements in Cormyr

Cormyr is an independent nation in Interior Faerûn. It was historically one of the most prosperous countries of Faerûn. As of 1372 DR, the country is under threat from all sides and struggling to holding onto order. Nobles bicker over land rights, Sembian merchants and a Cult of the Dragon cell are trying to gain a trading foothold, and there is a Zhentarim presence. The city of Shade and the ruins of Myth Drannor both pose a threat. The country is feeling the effects of the recent Goblin War and the death of King Azoun IV. Bandits inhabit the roads and remnants of orc and goblin armies inhabit the forests. The town of Tilverton was destroyed in a battle against the Shadovar, leaving the strategically important northeast of the country open to raiders wishing to invade.


The current ruler, Regent Alusair Obarskyr, has her hands full dealing with all of these threats. She has the experienced Purple Dragon Knights and War Wizards at her disposal.

Adventuring is frowned upon without an official license, but adventurers could likely lend a tremendous amount of aid to the overstretched Cormyrian military. Lady Alusair has been known to offer land in exchange for services rendered to her country, so this is a place adventurers wanting to make a name for themselves tend to flock to.

Contents

[edit] History

See also: History of Cormyr

Cormyr was founded in 26 DR. Its first king was Faerlthann Obarskyr, son of Ondeth Obarskyr and Suzara Obarskyr. The kingdom was initially formed because the elves and humans in the region needed to get along with each other. Since that time, Cormyr has grown by absorbing the realms of Esparin and Orva[citation needed] and claiming the Stonelands as its own.

Some time between 376 DR and 432 DR, Cormyr was invaded by many dragons, including Thauglor, who laid waste to virtually all of the settlements in the country. It was then raided by orcs from the Stonelands, who occupied the King's Forest until they were finally driven out in 429 DR by King Duar Obarskyr. By 432 DR, many noble families had left Cormyr for either the Dalelands or Waterdeep, or split into small factional bands. The city of Suzail was sold to Magrath the Minotaur and his pirates by a traitor to the crown around this time,[1] and it was after Magrath's death that the Purple Dragon was adopted as the nation's official symbol.[2]

In 1352 DR (the Year of the Dragon) Gondegal, also known as "The Usurper King" and "The Lost King", attempted to establish a separate kingdom centered on the city of Arabel. He was overthrown, after only eight days in power, by an allied army composed of forces from Tilverton, Sembia and Daggerdale, along with the Purple Dragons, led by king Azoun IV.[3]

Shortly before the Spellplague, the Goblin Wars (1370 DR-1371 DR) did significant damage to the kingdom, and internal and external struggles threatened to tear the kingdom apart.[citation needed]

In post-Spellplague times, the influence and reach of Cormyr has changed somewhat. Cormyr now controls the part of the Dragon Coast between Easting and Westgate, including the cities of Proskur, Priapurl, Elversult, and Teziir. Cormyr has also gained a stronger presence in the west. Maloren's Rest is Cormyr's foothold in the Tunlands. Troops in Castle Aris help goods pass safely through the Farsea Swamp on their way west. In the East, Highdale is now a protectorate under crown rule. Daerlun once welcomed the protection of Purple Dragon troops, but gained its independence from both Cormyr and Sembia about forty years past.[4]


[edit] Timeline of Recent Events

1371 Year of the Unstrung Harp

Birth of Azoun V of Cormyr. Death of Azoun IV and Crown Princess Tanalasta Obarskyr. Beginning of the Steel Regency of Princess Alusair Nacacia.


1384 Year of Three Streams Bloodied

At the insistence of several members of Court and the young king himself, Azoun V is crowned King of Cormyr.


1385 Year of Blue Fire

The Spellplague begins with the murder of Mystra. Cormyr is struck hard, but not as violently as many other nations. Roughly one third of the Wizards of War are either slain, driven mad, or go missing in the year following Mystra’s death.


1390 Year of the Walking Man

Death of the Dowager Dragon Queen, Filfaeril Selazair Obarskyr.


1409 Year of True Omens

Birth of Foril Obarskyr, second son of Azoun V and Queen Nalara.


1439 Year of the Silent Tear

Cormyr and Sembia wage a series of increasingly hot battles, which escalate into full-scale war.


1441 Year of Resurrections Rampant

Treaty of Griffonfang Bridge: Pressured on all sides, Sembia (with approval from its Netherese governors) agree to a cessation of its hostilities with Cormyr, the Dalelands, and Cormanthor. The uneasy cease-fire endures to this day. Daerlun and Urmlaspyr gain their independence from both nations.


1449 Year of the Godly Invitation

Death of King Azoun V. Coronation of King Foril.


1479 Year of the Ageless One

Present Day.

[edit] Government

Cormyr has been ruled by a monarchy ever since it was founded. There are some in recent times who would like to see the nation run by council.[5] The ruling monarch has an advisor, who has the title (amongst others) of High Wizard, and who is in charge of the War Wizards.[6]

[edit] Laws of the Kingdom

See also: Laws of Cormyr
By 1368 DR, the following laws have been posted at all major entry points to Cormyr.[7] It is not known when this practice started, or whether or not it has now been discontinued.
Laws of Cormyr
  1. All persons entering Cormyr must register with the officials of a border garrison.
  2. Foreign currency can only be used in certain locations. Please exchange your coins for Cormyrean golden lions at your first opportunity.
  3. Adventurers must acquire a charter before undertaking any operation as a group.
  4. All weapons must be peace-bonded. The only persons exempt from this law are members of chartered adventuring groups and members of mercenary groups that can offer proof of employment.
  5. Harming cats is forbidden.
  6. Bow your head to royalty and the local nobility.
  7. Purple Dragons have the right to search you upon request.
  8. Hunting on private land is forbidden.

[edit] Nobility

See also: Cormyrian houses

The nobility of Cormyr are composed of the most wealthy and influential households. There is an annual ceremony at the beginning of the summer where each noble house comes to Suzail to meet and see the monarch and discuss their achievements over the previous year, before retiring to their summer residences.[8] Nobles swear allegiance to the crown on the sword Symylazarr.[9]Nobles owe the king of Cormyr a certain number of troops, in lieu of their military service, under Cormyrian law.[10]

[edit] Geography

Cormyr in 1479 DR.

Often referred to as the "Forest Kingdom", Cormyr was once covered in thick forests. Due to commercial logging and clearing for farming, however, the once great forests are now restricted to the King's Forest in the west, the Hullack Forest in the east and the relatively small Hermit's Wood to the south between Wheloon and the Dragonmere. The Dragonmere, an expanse of water connected to the Sea of Fallen Stars, borders Cormyr to the south. The Storm Horns mountains form a boundary to the north and west of Cormyr, with the Thunder Peaks to the east.[11] The Vast Swamp separates Cormyr from Sembia in the southeast.[11] The Wyvernwater is a large lake in the middle of Cormyr. Cormyr itself is dotted with beacon towers, used to quickly relay messages across the land.[12]

[edit] Cities and towns

All population figures are at 1372 DR, unless otherwise noted.

  • Suzail (Capital), Population: 45,009.

[edit] 1479 DR

  • Suzail (Capital), Population: 55,000.

[edit] Trade

[edit] Coins of Cormyr

Coins in modern, ~1300 DR+, Cormyr are minted in either the Royal Mint in Suzail or the mint in High Horn.[13] Older coins exist that were minted in the Elder Forest Kingdom but these haven't been minted in modern ~1300 DR+ times.[13]

Coins are refered to by the following names[13]

Thumbs are copper pieces
Falcons are silver pieces
Lions are gold pieces
Tricrowns are platinum pieces

[edit] Navy and seafaring

Cormyr's official navy vessels are all named after Cormyrian monarchs, such as Valashar's Bane and Queen Besmra whereas the corsairs and privateers use vessel names based on weapons possessed by these rulers, such as Drake's Tooth and Undying Gaze.[14]

[edit] References

  1. Ed Greenwood, Jeff Grubb (July 1996). Cormyr: A Novel, p. 240-241. Wizards of the CoastISBN 0-7869-0710-X.
  2. Ed Greenwood, Jeff Grubb (July 1996). Cormyr: A Novel, p. 303. Wizards of the CoastISBN 0-7869-0710-X.
  3. Eric Haddock et al. (1994). Cormyr (sourcebook), p. 32-33. TSR, IncISBN 1-56076-818-5.
  4. Brian R. James (2008-07-22). New Cormyr info in Dragon magazine. Retrieved on 2008-08-01.
  5. Ed Greenwood, Jeff Grubb (July 1996). Cormyr: A Novel, p. 141. Wizards of the CoastISBN 0-7869-0710-X.
  6. Ed Greenwood, Jeff Grubb (July 1996). Cormyr: A Novel, p. 284. Wizards of the CoastISBN 0-7869-0710-X.
  7. John Terra (November 1997). Four from Cormyr, p. 6. TSR, IncISBN 0-7869-0646-4.
  8. Ed Greenwood, Jeff Grubb (July 1996). Cormyr: A Novel, p. 209-210. Wizards of the CoastISBN 0-7869-0710-X.
  9. Ed Greenwood, Jeff Grubb (July 1996). Cormyr: A Novel, p. 84. Wizards of the CoastISBN 0-7869-0710-X.
  10. James Lowder (January 1991). Crusade, p. 34. TSR, IncISBN 0-8803-8908-7.
  11. 11.0 11.1 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition, p. 112. Wizards of the CoastISBN 0-7869-1836-5.
  12. Ed Greenwood, Jeff Grubb (July 1996). Cormyr: A Novel, p. 19. Wizards of the CoastISBN 0-7869-0710-X.
  13. 13.0 13.1 13.2 Ed Greenwood, Eric L. Boyd (March 2006). Power of Faerûn, p. 79. Wizards of the CoastISBN 0-7869-3910-9.
  14. Steven E. Schend (1999). Sea of Fallen Stars, p. 15. TSR, IncISBN 0-7869-1393-2.

[edit] Sources

3rd Edition D&D


4th Edition D&D