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Cormyr (must read)

1584488589

Edited 1642329526
CORMYR Year of the Awakened Sleepers (1484 DR) Cormyr is a strong nation that lies at the western end of the diminished Sea of Fallen Stars. The kingdom is ancient but remains vigorous. Old forests dominate the landscape and national character. Humans predominate in Cormyr, and they are justly proud of their country’s long and noble traditions. The dragon, the stag, and the unicorn are prominent in Cormyrian folk tales, ballads, and heraldry. Its most contested border is that with shadowy Netheril, though Cormyr also borders the hazardous Stonelands, Tunlands, Storm Horns, and Thunderpeaks. Cormyr is protected by two highly skilled and renowned forces. The Purple Dragons are an elite army of battle-tested warriors. The War Wizards include powerful swordmages, as well as other accomplished spellcasters that even the Netherese respect. In order to counter Sembia’s expansionism of the last century, Cormyr reluctantly grew into an imperial power. The kingdom annexed some Sembian cities, resettled parts of Tilver’s Gap, and pushed southwest into the Dragon Coast. The thief-ruled city of Proskur was also brought under Cormyr’s thumb. The Obarskyr dynasty has ruled Cormyr for over 1,300 years. Foril, the son of Azoun V, is the current king. Forty years ago, under Azoun V’s reign, Cormyr fought the shades of Netheril and succeeded in driving them off. Netheril and Cormyr maintain an uneasy cease-fire to this day. Near the end of his reign, Azoun V signed the Suzail Writ, which bound the king by law and gave free folk inalienable rights—notably trial by jury of peers. The Writ restricted the nobility and elevated the common people. Most nobles have accepted the new status quo, but a few still scheme to gain influence over the throne (or to gain the throne itself) and thereby return the noble houses to prominence. King Foril remains a strong proponent of the Writ. Cormyr is a key power in Faerûn. The nation enjoys a warm alliance with the fey kingdom of Myth Drannor and the human Dalelands to the northeast. Together they have acted to check Netherese expansion and to curtail Sembia’s subversive efforts in the Dalelands. As a result, Cormyr lies squarely in the sights of the Empire of Netheril. The Shadovar of Netheril have attempted to infiltrate and conquer Cormyr in much the same way that they took control of Sembia. Thus far, Cormyr has managed to avoid that fate. Its charismatic leaders have been able to discredit muckrakers who were secretly funded by Sembia, and the royal intelligence apparatus has publicly proven all such attempts to have been instigated by Netheril. A healthy fear of all that is shadowy, and the memory of the destruction of Tilverton, keep Cormyrians on their guard. One fact is certain: A direct confrontation is building. GEOGRAPHY The forest Country, as Cormyr is sometimes called, lies cradled between the nations of netheril on the north and Sembia to the east. To the west, beyond the Sunset mountains, Cormyr is bordered by elturgard. The southern border now stretches beyond the dragonmere to the giant’s run mountains. The largest city and royal capital of the kingdom is Suzail, named after Suzara obarskyr, mother of the first king of Cormyr. Agriculture is the underlying strength of the kingdom. Cormyr was once heavily forested, but generations of clearing and farming has reduced the woodlands to the king’s forest, hermit’s Wood, and hullack forest. A small community in the king’s forest called dhedluk (population 1,000) is home to farmers and woodcarvers. The wet, temperate climate creates rich green forests and healthy fields of grain. Cormyr has several rivers, both large and small. The most significant waterway is the Starwater, which runs from the Stormhorn mountains through the king’s forest and into the dragonmere at marsember (population 38,000) The dragonmere (also called the Lake of dragons) offers Cormyr’s coastal cities access to the Sea of fallen Stars. fog is common along the seacoast and in major ports including Suzail, marsember, and Teziir (population 23,000). The Wyvernwater is an inland lake shaped something like a malformed starfish. four major rivers—two of which are the immerflow and the Wyvernflow—empty into this lake. Small communities are found on the lake’s shores, including immersea (population 1,200), yeoman Bridge (population 400), and Sunset hill (population 900). The central mountain range of the region is the Stormhorns. These stormswept peaks cut off the main population centers of Cormyr from the wilderness lands beyond. Cormyr frontier includes the wetlands of the farsea Swamp and high moors, and the desolate goblin marches and Stonelands. Though Cormyr claims these territories, travel to and from the back country is difficult and perilous, which results in few Cormyrians living there. Suzail Capital City; Population 55,000 The royal capital and richest city in Cormyr, Suzail is home to the important nobles and merchant houses of the country. The city center is the royal palace, which is surrounded by gardens and the buildings of the Royal Court. King Foril keeps his residence in the palace. The Purple Dragons and the War Wizards jointly occupy an impressive fortresslike barracks in Suzail. Both constantly drill in the courtyard, using swords, spells, and special tactics to quell a variety of threats.  The city maintains the realm’s new shipyards and is home to the royal navy that once docked in Marsember. Suzail is also known for its inns, taverns, and festhalls. Coin of every nation is good here, and the city is thick with diversions and entertaining experiences. Adventurers and explorers from all over the continent are always welcome. The famous ivory carvers of Suzail buy exotic ivory from many lands, shape it into new and decorated forms, and export it at a greatly increased value. The major trading houses in the city are: The Dragoneye Dealing Coster, The Seven Suns Trading COster, The SIx Coffers Market Priakos, Trueshield Trading Priakos, and the trading families of Iravan, Zathcos, Skatterhawk, Jhassalan, Faeri, and Ossper. Suzail has two major temples. The Towers of Good Fortune are dedicated to Tymora and presided over by Luckmaster Manarech. The Silent Room, the Temple of Deneir, is presided over by Thaun Khelbor. There are also shrines to Llira, Oghma, Tempus, Malar, and Milil within the city. Suzail maintains a large army of Purple Dragons, 14 ships of the Imperial Navy (Blue Dragons) and a large contingent of the War Wizards (more than 50 such wizards make their home in the city proper). Adventurers visiting Suzail are usually directed to either the Dragon's Jaws or the Laughing Lass taverns, both are which commonly deal with the adventuring trade.  Marsember Seaport; Population 38,000 Marsember spans a series of islands connected by bridges and cut with canals. Many of the highercanals are now planted with crops or allowed to grow wild for livestock to graze upon. Bridges overhead permit both farming and urban life to occupy the same space. Newer facilities nearer the lowered Sea of Fallen Stars keep alive Marsember’s status as a hub of trade, though the volume of items moving through the port is much reduced from a century earlier. Marsember took longer to recover from the lowering of the Sea of Fallen Stars, and the navy never returned to that moorage.  Marsember is known as the City of Spices due to the local merchant companies that specialize insuch wares. These Spice Lords trade in a variety of flavorings, elixirs, and (it is whispered) even banned substances—haddrum (see page 171) out of the Raurin desert, “traveler’s dust” from sources said to lie in Impiltur, and the like. The Purple Dragons and the War Wizards constantly seek to disrupt illegal trade but never seem to be able to stamp it out, possibly because some among their ranks secretly count the Spice Lords as allies. Storm Horns Mountainous Western Border The forbidding Storm Horns form a high wall that separates Cormyr from Netheril to the north and Najara to the west. It is broken only near High Horn Pass and Gnoll Pass, which are guarded by Castle High Horn and Castle Crag, respectively.  Orc and goblin tribes in the mountains occasionally rise up and attack when a charismatic leader stirs them to action. The orcs especially hate Cormyr, and recent intelligence suggests that a few of the tribes might have made secret contact with the Shadovar. The Storm Horns have two permanent human settlements, Eagle Peak (caravan stop; population 500) and Skull Crag (mining community; population 1,000). Skull Crag is known for its awe-inspiring shrine to Kelemvor. The miners here pray to Kelemvor; it is uncertain whether the god listens. Wheloon Prison City; Population 3,000 Once known for its vibrant green slate roofs and ferry trade along the Wyvernflow River, the city has been transformed into something far darker by royal decree. The Purple Dragons discovered that a majority of Wheloon’s residents, be they craftsfolk, traders, or farmers, were also secret worshipers of Shar. Fearing that the entire city was a front for Netherese spies, the king ordered it walled up with brick and magic, and all its residents declared lifetime prisoners. Now, whenever Shadovar spies or sympathizers (as well as other offenders of the crown) are discovered, they are put over the wall and left to fend for themselves. Life as a prisoner in Wheloon is brutal and short, unless one is able to join one of the many rival gangs.  To “escape from Wheloon” is a euphemism for accomplishing a difficult task. Those who do so literally are marked by prisoner and gang tattoos imprinted while behind the walls. This branding makes continued life in Cormyr one that requires constant disguise. Darkhold West of Cormyr in the Far Hills is a high-spired keep rising from a bare rocky spur on the side of Gray Watcher Mountain. This echoing  stronghold was a fortress under the control of the Zhentarim and remains so to this day, despite Zhentil Keep’s failed fortunes. Darkhold’s massive doorways, corridors, and ceilings of black stone were constructed for giants. Legends variously ascribe the keep’s construction to the days when giants ruled Faerûn or to elder elementals serving as slaves for the kingdom of Netheril. At present, the citadel houses a force of Zhent mercenaries available for any task, no matter the perfidy required to undertake it. Farsea Swamp This slowly growing mire consists of two formerly separate marshes, Farsea and Tun. The ruins of a vanished civilization, not Netherese as many speculate, rise here and there amid this sodden and thoroughly unpleasant area. Thick with poisonous insects and plague, Farsea prevents all but a few from glimpsing these ruins. Surviving witnesses describe ornate buildings made of glass as strong as steel that hint at a magical technology lost to the present day. Rumors also have it that the bold can pry gold and strange secrets from the half-drowned basements, if they brave the swamp’s pestilence and withstand the might of strange creatures set as guardians within the interior of the vitreous towers. In the southern swamp, bands of human raiders not tainted by sickness have created a ragtag bandit empire that survives by preying on Cormyrian trade. King’s Forest This westernmost fragment of ancient Cormanthor hasn’t seen elves or eladrin in generations. Its entire area is claimed by Cormyr’s crown, which keeps the land as a private reserve. Royal forest guards patrol the woods, clearing squatters and battling occasional orc incursions.  Cormyr’s royalty has been assiduous in denying the forest to poachers and settlers. Recent tavern talk has it that the policy is not out of a desire to keep the environment pristine. Instead, it seems the practice has more to do with an ancient prophecy. An old song, long thought mere nonsense, speaks of a “Queen of Thorns” who sleeps beneath the trees, quiescent and sated, but prone to disturbance. If this queen wakes, the kingdom of Cormyr would be wiped away—the prophecy does not explain how or why.  A small community in the King’s Forest called Dhedluk (population 1,000) is home to farmers and woodcarvers. Cutting live wood has become a taboo so strong in the community that it is punished nearly as severely as murder. Those caught in the act are hanged on the arch of a defunct portal on the outskirts of Dhedluk. THE CORMYREAN MINDSET Cormyr is one of the most civilized and responsible nation in Faerun. The people have a strong loyalty to their government and king, and tend to be strict law abiding citizens and peaceable unless put upon. For its part, the government of Cormyr seems almost enlightened in dealing with its people. There is a strong noble class, a vibrant freeman/commoner class, and a growing merchant class. The everyday situation has improved within the past generation for most Cormyreans, and they are quite content. Cormyreans are friendly and open, and see themselves as cultured, peaceful and refined. They fight when they have to and to protect the right of others. Having achieved peace within their own borders Cormyreans and their leaders look elsewhere to see what they can do. Often Cormyreans see the rest of the world as a dangerous and evil place, needing a strong hand to control it. The Dalelands are good at heart, but too disorganized to make a credible stand against the evil of the Moonsea. Waterdeep and Sembia seem to spend too much time counting money to fight their foes. The independent states of Vesperin and the Dragon Coast are sprawling and disorganized. Someone has to bring peace to the world, and it might as well be the followers of the Purple Dragon. Cormyreans are often perceived as being elitist and isolated from the trouble of the current times. Their response is to point out that should it be their fault they have put their nation in order, showing the value of a wise king, a good people, and the strongest military force in Faerun. Adventurers in Cormyr are viewed as a curiosity; adventurers native to Cormyr are an aberration or following a passing fancy. The idea that people would risk risk their lives for goldor glory strikes many natives as odd, a throback to darker days when that sort of thing was necessary. However, despite this attitude, there are more than enough dragons, orc hordes, and evil emissaries of the gods to keep the brave at heart busy in Cormyr. CUSTOMS & LAWS OF THE KINGDOM All persons entering Cormyr must register with the officials of a border garrison. Foreign currency can only be used in certain locations. Please exchange your coins for Cormyrean golden lions at your first opportunity. Purple Dragons have the right to search you upon request. Commoners of both sexes bow their heads to royalty. Citizens enforce this law with visitors. Cormyrians greatly respect their leaders, and they want to impress this respect upon everyone who visits their kingdom. Burials are followed by wakes. Cormyrians view life and death as a pleasant journey from one wonderful kingdom to another. Various faiths have different burial practices, but most hold the belief that the deceased should be mourned by the living in festivities that remind everyone how fortunate they are to be a part of Cormyr. Young females interested in finding a mate wear purple scarves at the hip or around the throat (or both). Lovers also frequently give purple scarves as gifts. Guests always adhere to the rules of the household. Cormyrians believe the home is one of the most important places, and its maintenance is paramount to a family’s continued happiness. Guests should not, therefore, do things that interfere with the host family’s way of living. Hunting on another’s land is forbidden. The population of game animals is sometimes scarce, and the crown closely regulates hunting, especially in the King’s Forest. Husbands and wives sometimes publicly refer to each other as “my Lord” and “my Lady” (regardless of what real-world rank or title they have or lack) as a sign of reverence and love. It is also used as a sign of respect by servants, sworn bondsfolk, and other social inferiors when speaking to their lords and ladies. It is unlucky and an offense to the gods to kill a cat, for cats are the eyes and messengers of the deities. It is good to keep a cat, but a sin to clip its tail, ears, or fur, or hamper its ability to produce kittens. A cat may not be kept in a cage. Adventurers who go in peace wear peace strings about the hilts of their weapons. These strings are colored and tasselled cords, and it is an art to tie them in ornate knots. The best of such knots look complicated, but may be undone wiht a single jerk to free the weapon. With an alarming number of orcs and goblins currently loose within the borders of the kingdom Cormyr has relaxed the law requiring private citizens to have a license to bear arms in Cormyr. This should not be taken to mean that Cormyreans and travellers within the realm may now charge around recklessly, blades bared—that is, unless one wishes to be taken into custody and put to work rebuilding or repairing some other damage caused during the war. The established rules for peace-binding weapons are to be observed and will be strictly enforced by all agents of the Crown. Violators can expect little sympathy. Mages of any rank above thaumaturgist (5th level and up) must report their names, sigils, and dwelling places to the War Wizards. Such spellcasters are also required to give their names whenever challenged in Cormyr by an official agent of the Crown. The most talented of these mages are invited to join the War Wizards. Adventurers in the nation of Cormyr are required to have a charter from the crown. A long history of gurilla warfare and running skirmishes on the border has made the royalty sensitive to armed persons within the realm. A chartered adventuring company must pay a 1000 Lion fee, and a further tax of 300 Lions a year, due at the anniversary of the procurement of the charter. There is a 20 Lion late fee for every late day, up to 10 days after the tax is due. After that, the charter is suspended and any persons bearing arms under the charter are arrested. All members of the adventuring company must bear a symbol or badge of the company when in the nation, and membership of the group is noted in Suzail. Changes to the membership of an adventuring group must be reported as soon as possible at Suzail, or Marsember. ADVENTURING IN CORMYR The military history of Cormyr has long been one of guerilla ambushes and running skirmishes, with its army only conducting set piece battles outside its borders. The court is thus very sensitive to the presence of armed people within the kingdom (that is armed people who do not owe allegiance to the king). Lawless freeswords cannot operate within Cormyr. Mercenaries cannot gather , while armed in groups of  more than five in any place save public markets or inns and taverns (and in the latter , its customary to surrender all weapons to custodian behind the bar). Violators face immediate disarmament, forfeiture of goods, and imprisonment at the hands of the the local watch or soldier of the king. The exceptions to this decree are when such fighters are operating under official hire, under contract to someone authorized to hire them (lords or chartered merchants) as caravan or warehouse guards or as bodyguards, or by permission of the king. Save in times of war, permission of the king is granted only in the forma royal charter. A royal charter can be obtained only from the Lord Commander at High Horn, The Warden of the Eastern Marches in Arabel or the Chancellor or Lord High Marshal at the Royal Court in Suzail. The king can of course grant one at any time, anywhere.  Such charters are customarily cost 500gp, a further tax of 300gp a year, and can be revoked without warning at any time. The annual fee is payable upon the anniversary of the issuance of the original charter, with a late penalty of 25gp per day thereafter, accruing up to 10 days later. Any further delay results in automatic suspension of the charter and an immediate warrant for the arrest of  and detention of any such mercenaries operating within the boundaries of Cormyr thereafter. Charters are customarily given to a company of adventurers. Such a company may not number more than 30 persons at any time. All members of the chartered company must wear the arms or badge of their company at all times when armed in Cormyr. Finally, the names of the charter of any such company must be on file in Suzail, any changes in rosters being reported once a month to the aforementioned officers in High Horn, Suzail, Arabel, or the high constable of the Kings Garrison's in Waymoot. THE RULING CLASS Cormyr has a reputation among other nations of faerûn as being rather snobbish. This perception is derived from the noble class, who feel they are better than those “below” them. however, the origin of this feeling has less to do with birth and divine right than with the responsibility of the station and its importance in Cormyrian society THE ROYAL FAMILY Cormyr is a hereditary monarchy; the reigning monarch is King Foril Obarskyr. Son of Azoun V and Nalara Marliir, the future king was born in the year of True Omens (1409 DR). He was named in honor of his great-grandfather’s only son, who was assassinated by fire knives at the age of 2. In his late adolescence Foril trained with the Purple Dragons, but later chose more academic pursuits under the tutelage of the War Wizards. free from the heavy responsibilities placed on his older brother emvar, foril’s passionate study of warfare and diplomacy eventually led the prince to Tethyr, where he apprenticed under the red fellowship. During this period, Foril fell deeply in love with Jemra Rhindaun, niece to Queen Sybille of Tethyr. After a whirlwind engagement, they wed in the year of the Stalking horrors (1430 DR)—but this didn’t sit well with the Cormyrian nobility at all. Jemra birthed a healthy baby boy, Irvel Obarskyr, a year later. In the year of the Silent flute (1437 DR), Crown Prince Emvar died in an ambush by Sembian forces south of the Vast Swamp. In the same month, Queen Jemra was killed in a failed assassination attempt on the king. Waves of mourning and calls for decisive action against Netheril and Sembia swept Cormyr. It was soon discovered that before his death, Emvar fathered a son, Erzoured, with a merchant’s daughter named Solatha. Solatha was named Countess of Dhedluk, after her birthplace, to ensure that Erzoured would have a title to inherit despite his illegitimate birth. With his mother, Erzoured moved to the Palace where he was raised beside Irvel as a brother. Today Crown Prince Irvel Obarskyr is well respected among both commoners and the nobility. He shows a lot of the old Azoun IV boldness that could portend interesting times for the country. With his wife Ospra Goldfeather he has two children: son Baerovus born in 1454 DR and daughter Raedra born in 1460 DR. Irvel’s cousin Erzoured Obarskyr, however, is known as schemer who wants the throne so bad he can taste it. Some believe he harbors plans of doing away with Irvel so he can be named crown prince. At seventy five years of age, King Foril rules from the Palace of the Purple Dragon in Suzail, taking counsel from the Royal Wizard. Foril is a respected strategist, statesman, and administrator. Today he leaves the fighting to others, because he is smart enough to understand that he’s too important to his country to act recklessly. The king has ruled for 40 years and there is a sense among the nobility that Foril has finally reached the end of his reign. King Foril (King Azoun VI) The Order of the Gauntlet About 75 years of age, Foril Obarskyr VI has ruled for the last 40 years. He’s not the old lion that Azoun IV was, nor a great lawmaker like his father Azoun V, but he is a great strategist, statesman, and administrator. In his youth, he trained with the War Wizards and the Purple Dragons. Now he leaves the fighting to others, understanding that he is too important to his country to act recklessly. Foril is also well aware that he is reaching the end of his reign. Lord Issac Prio (King Foril’s Regent of Special Affairs) The Lord’s Alliance Responsible for the policing of criminal activities and protecting the country lands. Commonly known to be Lawful Neutral, Issac Prio is a man of the law and follows it very literally and conservatively. Due to his neutral interpretation of the laws, he was approved by the House of the Lords of Cormyr in a landslide victory. He is a strict judge neither merciful or vengeful in his sentencing. Crown Prince Irvel (Foril’s son) The Order of the Gauntlet Irvel Obarskyr, shows a lot of boldness of his famed ancestor ancestor King Azoun IV, which could portend interesting times for the nation of Cormy. Irvel is a bachelor. He is being pressured to get married and produce an heir, to the consternation of his sister Natala. He is skilled combatant who uses magic to enhance his fighting prowess and give him advanced protection. Erzoured Obarskyr (Foril’s nephew) The Zhentarim Erzoured is a schemer who many believe has plans to do away with Irvel so he can be named the new crown prince. It is rumored that some of his campaign was funded by less reputable sources of Cormyr. During an investigation by Lord Prio, he found that although the money may have come from criminal sources, no law was broken. An accomplished diplomat with several contacts in Sembia, Vesperin, and Thay. NOBILITY About two dozen major noble families of note exist along with a fluctuating number of minor, dwindling, and less-known houses. Many houses lost a great portion of their numbers—and some were wiped out entirely—during the Spellplague and the chaos and conflicts with  Netheril  that followed. A few of the prominent noble families include houses  Alsevir, Cormaeril, Crownsilver, Dauntinghorn, Emmarask, Goldfeather, and Hawklin . All the mages royal have taken great pains to structure the laws of Cormyr, with full support from the heralds, to make it bluntly and explicitly clear that all nobles hold their lands and titles “at the favor of” the Crown.  House Bleth  was forever banished from Cormyr following the Abraxus Affair in 1369 DR.  House   Cormaeril , also implicated in that incident, similarly lost lands and titles but was permitted to remain in-country.  House Cormaerils  members who remained loyal were restored their nobility late in Azoun V’s reign. LORDS AND HERALDS Nobles are born, not made. The exceptions to this are local lords and heralds, who are individuals appointed by the king to govern a town or group of towns in the king’s name. Upon selecting a local lord, the king grants that person a noble title (if she or he does not already hold one). Each lord defends the local farms, dispenses the king’s justice, keeps the peace, serves as “the king’s eyes and ears,” and collects tithes for the king and for him or herself. each lord or lady must have someone who serves as a clerk/record-keeper and is a trained herald. The relationship between the landed nobility and the appointed local lords is good, though many established families treat local servants of the crown as no more than royal lackeys to be bossed about or flattered as need be. THE MILITARY Foril’s  personal standard is a purple dragon on a black field. The king recently carried the ensign of the Purple Dragon, which can be borne only by a blood  Obarskyr , into battle in the year of Darkenbeasts risen (1442 DR). Today,  Foril’s  son  Irvel  commands the nation’s armed forces. The crown prince doesn’t have the title of Lord High Marshal of the realm, but does have all the responsibilities of the post. PURPLE DRAGONS To enforce the royal word,  Cormyr  maintains a large standing army called the  Purple Dragons . The force is named in memory of the adventuring band of the same name formed by  Crown Prince Duar Obarskyr  (thanks to legends of the dragon Thauglor) centuries past. Rank in the  Purple Dragons  from junior to most senior is as follows:  Blade, Telsword, First Sword, Sword Captain, Lionar, Ornrion, Constal, Oversword, Battlemaster, and Lord High Marshal . The high knights are a handful of loyal, dedicated, dangerous Purple Dragons who serve the royal family as personal enforcers, spies, and envoys. The  Purple Dragons  possess no official uniform, though all soldiers are expected to meet certain expectations. Each company has its own badge, representing the name or purpose of the company. In the rare event that a company has no official name or stated purpose (due to its direct service to a noble, in times of crisis or war, or when the company is garrisoned locally), the badge takes the form of a silver, shield shaped brooch etched with the  Purple Dragon .  Tabards can be worn over armor (or “warcoats”), but only in white, and then only with the  Purple Dragon  properly emblazoned on its front. Other colors are used by the personal bodyguards of the various nobles. Black tabards are never worn, even by knights royal. IMPERIAL NAVY The two score ships of the  Navy of Cormyr —known colloquially as the  Blue Dragons —sails often out of  Suzail, Teziir, and Palagarr  (on the isle of Prespur) to patrol the Lake of dragons, the neck, and the waterways that lead into  Cormyr’s  domain. The Warden of the Port in Teziir,  Duke Penfold Dauntinghorn , is considered the High Commander of these forces, though he officially commands only the fifteen ships that dock in his home port. All  Cormyr’s  warships are named after one of  Cormyr’s  past monarchs, such as  Queen Gantharla . The sole exception is the  Steel Princess , an ironclad named for  Alusair Nacacia , who ruled Cormyr as regent during Azoun V’s youth. The  Blue Dragons  have only three true ranks. The captain of a ship is its absolute lord and master,  operating with impunity in any fashion except that which violates the ship’s standing orders.  His lieutenant sees to the day-to-day operations on board the ship, including supply, rationing, and other sundry details. Every other Blue Dragon is a sailor with a specific role to perform (purser, yeoman, sailing master, boatswain, master-at-arms, and so on). When the Alliance of freesailors was formally disbanded in the year of Lost Ships (1400 DR), ranks in the Imperial Navy swelled. WAR WIZARDS From the founding of the kingdom, mages have been important to  Cormyr  in warfare as well as other matters. Mages loyal to the crown sign an agreement with the king and make a secret oath, thus becoming  War Wizards . These wizards are an integral component of  Cormyr’s  military, and they are respected and feared across the land. As their leader,  Ganrahast  is both royal magician and Chairman of the  College of War Wizards . The War Wizards have no internal rank or structure of note. There is only  Ganrahast , his second,  Vainrence , and everyone else.  Vainrence  is more war-minded than the mage royal, and he is pushing for the militarization of the  College of War Wizards  and the pressing of the Brotherhood into a more cohesive unit rather than an ever-shifting alliance of mages.  Today the old guard of  War Wizards  now includes powerful swordmages, warlocks, and other spellcasters even the Netherese respect.  Only Ganrahast knows the true numbers of the organization. The Spellplague, royal sentiment, and intricately worded portions of the  Suzail Writ  have conspired to greatly limit the ability of  War Wizards  to magically monitor the thoughts and intentions of  Cormyr’s  citizenry. After a number of attempts resulted in the messy deaths of nobles and drooling feeblemindedness of the wizards involved,  the Crown has banned the mind-reading of any citizen of Cormyr, with the act punishable by death.  The War Wizards still try to spy on everyone (even themselves, by mean of the  Alarphons ,  War Wizards  who act as an internal police force), but today their methods are less invasive, and in truth, less effective. COMMON FOLK Near the end of his reign,  Azoun V  signed the  Suzail Writ , in which the king agreed to be bound by law, and which gave  “free citizens” inviolable rights; notably trial by jury of peers.  The  Suzail Writ  restricted the nobility and elevated the common folk. Most nobles have accepted the new status quo, but a few still scheme to gain enough influence over the throne (or gain the throne itself) so that they could then return the noble houses to their “rightful prominence.”  King Foril  remains a staunch defender of the Suzail Writ. FARMERS Farming is the largest occupation in  Cormyr  and the foundation of the forest Country’s conservative and civilized society. A typical farmer lives a simple life, farming the land quite a distance from any town of size. Farmers are extremely loyal to King Foril and readily volunteer to join the  Purple Dragons  in times of emergency, as was the case in recent conflicts against  Netheril  and  Sembia . Cormyr’s  monarchy has never permitted serfdom. No farmer is anything but a free citizen or hired “crofter” working and living on lands owned by another and paying rent to the owner in the form of either coin or a portion of the crop yields. Landless farmers are in no way bound to the fields they work and are free to move on after a term or harvest season is complete. In upland  Cormyr , crofters are the norm. except in strips of land fronting along all major roads and in the most remote locales, almost all the tilled land is owned by one wealthy family or another. In “download”  Cormyr  (roughly: south of  Immersea  and  Waymoot ), wealthy families might own large numbers of farms, but their properties are among  the smallholds of independent Cormyrian citizens (“free citizens”). Farmland is by no means monopolized by nobles or rich folk, however. If lands are fallow, anyone can walk up, till the land, and, if they are there for a  sufficient number of seasons, gain clear title. Local lords do however have the power to commandeer portions of local crop yields from the farms under the local lord’s protection (and in some cases “yeomen warriors” from among the farmhands) when the rare need arises. CRAFTERS Cormyr  has a long reputation of crafters, who are respected for being gifted by the gods with talents to transform worldly materials into products that are useful or decorative (or both, in the finest cases). Several towns in  Cormyr  are centers for particular types of crafts. Surprisingly for such a damp place, the  Wyrund  family out of mouth o’ gargoyles (population 800) is famed for its exquisite cabinetry and woodcarving. The community of  Gladehap  (population 1,100) is a refuge for silversmiths.  Minroe  (population 500) is the absolutely best place in the kingdom to find affordable, high-quality jewelers and gemsmiths. Each town usually has at least one crafters guild, which looks after the interests of their members by combating taxes and trying to improve working conditions, supplies, and sales opportunities. Unlike in some countries, these guilds are not particularly powerful; they more closely resemble benevolent fraternal organizations and not political entities. The concept of a “labor union” is unknown in Cormyr. MERCHANTS The most powerful class outside the nobility, merchants exert considerable influence, which grows steadily.   Cormyr’s  contact with other nations of  faerûn  is primarily due to the activity and influence of wealthy merchant houses. The most powerful of these organizations include the  Seven Suns Trading Coster , the  Trueshield Trading Priakos , the trading families of  Skatterhawk , and  Glanend . King Foril  vigorously eradicates all attempts to form thieves’ guilds and smuggling cabals in the nation’s largest cities. The presence of Cormyte merchant ships on the  Dragonmere  once escalated the amount of pirate activity there, but this has largely ended since the expansion of the  Imperial Navy . Blue Dragon  flotillas commonly escort merchant ships back and forth to the neck. major imports to the forest kingdom include glass, ivory, perfume, and spices. Cormyr exports armor, ivory sculptures, cloth, coal, food, swords,  and timber. ADVENTURING COMPANIES By definition, adventurers are well armed and magically capable beings who are incredibly dangerous to their enemies and not always healthy to be around, even for their friends. Despite the possibilities for peril inherent in having adventurers around, most residents of Cormyr are well disposed toward adventurers of good heart. They know that adventurers live daily with risks they would never be willing to face themselves. In  Cormyr  it’s not just advisable to obtain an adventuring charter, it’s the law.  Cormyr  has a keen interest in keeping close tabs on those who walk the countryside bearing arms and who seemingly have no higher purpose than to merely “seek adventure.” The military history of  Cormyr  is one of guerilla ambushes and running skirmishes, rather than “setpiece” battles, and the Court is thus sensitive to the presence of armed folk within the kingdom. Adventurers or mercenaries cannot operate within Cormyr without permission of the king in the form of a royal charter. Without a charter, “Lawless freeswords” can be apprehended by any force representing the king, including the Purple Dragons and local militia.  A charter can be obtained through the Lord Commander at  High Horn ,  Rauolas Cormaeril ;  the Warden of the eastern marches in  Castle Crag ,  Warvred Emmarask ; or  Crown Prince Irvel Obarskyr  at the royal Court in  Suzail . Basic charters can be had for the annual cost of 25 gold pieces. hand-lettered, gold-leaf foil charters personally signed by  Cormyr’s  ruler cost 1,000 golden lions, with an annual tax of 300 golden lions. Charters are customarily given to a “company of adventurers.” Such a company cannot number more than thirty persons at any one time. All members of the chartered company must wear the arms or badge of their company at all times when armed in Cormyr. Any changes in roster must be reported immediately to the offices of the aforementioned officers. PEACEBONDS Persons legally bearing weapons must wear peacestrings about their sword hilts (to prevent quick unsheathing). These strings are colored and tasseled cords, and it is an art to tie them in ornate knots. The best of such knots appear complicated, but can be undone with a single tug to free the weapon. If the Purple Dragons spot anyone bearing weapons that aren’t peace-bonded, they stop such individuals and inform them of  Cormyr’s  “custom.” Persistent violators are imprisoned and their goods seized.
THE SPELLPLAGUE Nearly a century ago, Faerûn was ripped apart by an unfettering of wild magic now known as the Spellplague. Although sages and clerics might argue about the origin of the Spellplague, the effect was apparent to all. Huge swaths of the landscape were rent asunder. Entire nations were drowned, and large regions collapsed into the Underdark or were thrust up as spires of stone. The land became far more magical and fantastic in appearance, with islands of rock called earthmotes floating in the sky. The Spellplague infected everything: flesh, stone, magic, space and dimensional walls, and even the cosmology. Another effect of the Spellplague was to breach the barrier between the twin worlds of Abeir and Toril. Portions of Abeir and Toril were swapped, leaving pockets of Abeir scattered across Faerûn. To the west, the entire continent of Maztica vanished, replaced by a new continent that many call Returned Abeir. Although the Spellplague has largely run its course, its legacy lingers. Most creatures warped by the Spellplague have since died (of old age, sickness, or violent death), but a few, known as the plaguechanged, survive. Enduring pockets of unrestrained wild magic, known as plaguelands, lie scattered across Faerûn. Those who visit such areas and survive exhibit physical marks known as spellscars and often manifest bizarre abilities. Ancient realms that had passed beyond easy reach of the world were pulled back, such as the Feywild (called Faerie in ancient days). The Abyss, home of demons, fell through the planes, unleashing swarming evil before finding its new home at the bottom of the Elemental Chaos. Even the long-forgotten sibling world Abeir burned in the plague of magic, despite having been cut off from Toril for tens of millennia. Portions of Abeir’s landscape were transposed with areas of Toril in the disaster. Such landscapes included their living populations, bringing realms such as Akanûl and Tymanther to Faerûn’s face. Across the Trackless Sea, an entire continent of the lost world reappeared. Most scholars believe that the Spellplague was the direct result of the murder of the goddess Mystra at the hands of Cyric, which Shar engineered. This popular theory holds that magic was bound so long in Mystra’s Weave that, when the goddess died, it spontaneously and ruinously burst its bonds. Areas of wild magic, already outside the constraints of the Weave, touched off first, but the plague raged on and on in ever-widening spirals, devastating some places and leaving others untouched. It even tore through the realms of demons, gods, and lost souls before the end. The Spellplague was a potent agent of change, but it also set off a whole string of secondary catastrophes. EFFECTS ON CREATURES A creature, object, or spell touched by the Spellplague usually dissolved into glowing, dissipating ash. Places hit in the first few hours of the disaster twisted into mad nightmares: delicate structures of mind-skewing dimensions, half-melted cities, and shattered physical and magical laws. Sometimes living creatures survived but were hideously mutated. In the worst cases, they were altered, twisted, or fused to other creatures (regardless of species) or even to portions of the landscape. Most such mewling horrors perished within a few days. A few things changed by the Spellplague survived only by accepting the new reality. Living creatures so affected are differentiated into two broad groups:  plaguechanged  and  spellscarred. PLAGUECHANGED A massive change in body and mind marks a creature that has survived contact with the original wave of the Spellplague. Such survivors are called the plaguechanged. Few of their descendants survive today—the initial plague was so virulent, and the changes wrought were so extreme. As well, many decades have passed since the Spellplague’s end, and old age claimed most of the plaguechanged. A few of the horrifying things bred true, though. Plaguechanged creatures are monsters, whatever their original race, driven insane by their dreadful metamorphosis. Even the least of them display potent abilities. Luckily, few of these creatures leave the plaguelands. SPELLSCARRED Spellscars are usually gained when creatures come too close to a plagueland, though sometimes they afflict beings who have never had any contact with rampant magic. Sometimes a spellscar is a physical abnormality, but more often it is an intangible mark that appears only when its power is activated. An active spellscar might appear as jagged cracks of blue light racing across the forearms and hands, a corona of cerulean flame, a blazing blue glyph on the forehead, or perhaps even wings of cobalt flame. In all instances, blue fire is a sure indicator of a spellscar. A creature can learn to master its spellscar through a variety of methods. Some beings travel to plaguelands in hopes of gaining a spellscar; such “scar pilgrimages” are encouraged by an organization called the Order of Blue Flame.