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Cormyr

All things related to Cormyr.
Cormyr (pronounced core-MEER, also known as the Forest Country and the Land of the Purple Dragon ) was an independent nation in I nterior Faerun. It was historically one of the most prosperous countries of Faerun. As of 1372 DR, the country was under threat from all sides and struggling to hold onto order. Nobles bickered over land rights, Sembian merchants and a Cult of the Dragon cell tried to gain a trading foothold, and there was a Zhentarim presence. The city of Shade and the ruins of Myth Drannor both posed a threat. Around 1372 DR the country felt the effects of the Goblin War and the death of King Azoun IV. Bandits inhabited the roads and remnants of orc and goblin armies inhabited 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 ruler as of 1372 DR, Regent Alusair Obarskyr, had her hands full dealing with all of these threats. She had the experienced Purple Dragons and War Wizards at her disposal. Adventuring was frowned upon without an official license, but adventurers could likely lend a tremendous amount of aid to the overstretched Cormyrian military. Lady Alusair was known to offer land in exchange for services rendered to her country, so this was a place adventurers wanting to make a name for themselves tended to flock to. Shortly before the Spellplague, the Goblin War (1370 DR-1371 DR) did significant damage to the kingdom, and internal and external struggles threatened to tear the kingdom apart. In post-Spellplague times, the influence and reach of Cormyr changed somewhat. Cormyr controlled the part of the Dragon Coast between Easting and Westgate, including the cities of Proskur, Priapurl, Elversult, and Teziir. Cormyr also gained a stronger presence in the west. Maloren's Rest was Cormyr's foothold in the Tunlands. Troops in Castle Arishelped goods pass safely through the Farsea Swamp on their way west. In the East, Highdale was now a protectorate under crown rule. Capital : Suzail Society Demonym Cormyrian Population 1.4 million (as of 1374 DR ) Races Humans 85% Half-elves 10% Elves 4% Other 1% Religions Chaunteans , Lathanderans , Lliirans , Oghmanytes , Malarites , Mililites , Selûnites , Silvanites , Tempurans , Tymorans , Waukeenars Formerly: Helmites , Deneirites Alignments LG NG CG LN N CN LE NE CE Commerce Imports Glass, ivory, spices Exports Armor, carved ivory, cloth, coal, food, swords, timber Politics Gov't type Constitutional monarchy
Trade Edit Coins of Cormyr Edit After around 1300 DR, coins in Cormyr were minted in either the Royal Mint in Suzail or the mint in High Horn . [17] Older coins existed that were minted in the Elder Forest Kingdom but these were not minted in modern ~ 1300 DR + times. [17] Coins were refered to by the following names: [17] Thumbs are copper pieces Falcons are silver pieces Lions are gold pieces Tricrowns are platinum pieces Navy and seafaring Edit Cormyr's official navy vessels were all named after Cormyrian monarchs, such as Valashar's Bane and Queen Besmra whereas the corsairs and privateers used vessel names based on weapons possessed by these rulers, such as Drake's Tooth and Undying Gaze .
The World Starting Land: Cormyr – Capital City of Suzail Political Balance: The worlds power balance is about to shift now that magic has returned to a “normal” balance. Many governments, tribes, guilds, religious orders and others, will be looking to reestablish themselves in their “rightful” places of power. Large quantities of refugees fleeing the spellplague had evacuated to any of the surrounding kingdoms and especially the major cities. There are large refugee displacement camps and pseudo cities that house them. Now that the plague has mostly subsided, relocating the refugees has become a top priority. Azoun Obarskyr V is the present ruler of Cormyr. He is a young man, 24 years old, who unlike the previous kings is a man of the people focusing on political strength and equality among the people instead of war and combat. He has lost a 1/3 of his War Wizards to the spellplague and struggles to sustain his rule after it. He also faces the threat of the Netherese Empire seizing parts of Sembia to the east and expanding its territory to the north in the Anauroch Desert. Technology: Technology today is the same as it has been with a few exceptions: -The shield dwarfs at Mithral Hall in The Spine of the World to the north, have discovered ancient portals in their mines and unearthed the secret of flight via airships. This technology is just booming so there are only two ships known in existence: “The World Ship” being utilized as a travel system of the realm and “The Iron Hammer”, a massive battleship to safeguard against dragons and establish their supremacy in the north. -The shield dwarfs of Waterdeep and along the Sword Coast have utilized some of the airship technology to craft a “Steel Serpent”, a train, with hopes to provide cheaper transport throughout the land. This is in the early stages of development but has potential to become a booming business. -Creatures known as Warforged, have begun appearing in the Rock Gnome lands of Lantan and Thesk. These creatures are arcane constructs seemingly design for combat. The gnomes however are using them primarily for labor and subsequently for defending their borders. Religious Orders: - The Death Clergy and Doomguides of Kelemvor have been heavy in both employment and public attention with the number of deaths and funeral they have provided due to the spellplague. Their wealth and power has spread far and wide and they have no intent of relinquishing their influence anytime soon. Their present attention outside of their normal duties has led them to investigate a strange illness (Putrescent Anathema) that has appeared in the Stump Bog, northeast of Waterdeep. - Followers of Mystra believe that the return of magic is a potential return of the deity herself and have thus begun to re-establish their order throughout the lands. - Forces of Cyric and Bane continue to wage war across the lands for territorial control. The Cyric forces are presently held up in Darkhold, a citadel west of Cormyr. Economic State : Gold is the only currency left after the spellplague. Most of the kingdoms copper and silver was melted down during failed sacrificial rituals and spell ceremonies to try and thwart the plague’s effects. The remainder of the treasuries were exhausted due to civil in-fighting and nations trying to seize territories amidst the chaos. Any remaining copper and silver is allocated simply for building and crafting materials. In addition, any territory that has silver/copper as an export, will have small gold mines in their place to supplement the increased gold production. This will still cause smaller nations to suffer large bouts of poverty. A new merchants’ guild known as the Keepers of the Secret Hoard have been making their presence subtly known throughout Sembia and the Western Heartlands. They have grown substantially in influence and seek to expand to other territories. They are rumored to be based in Daerlun, Sembia, but most of their organizations workings are highly guarded trade secrets. 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. (WTF?!?!) 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.