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Cormyr: Where Echoes Trade

1st of Mirtul, 1489 DR

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The State of Cormyr

Cormyr, the Forest Kingdom, stands as a bastion of law, order, and chivalry in the Heartlands. Its verdant lands are dotted with bustling towns, ancient forests, and noble estates. However, beneath the surface of prosperity lies growing tension.   The realm faces external threats from monstrous incursions in the Storm Horns and goblinoid raiders from the Stonelands. Internally, political intrigue festers as noble families vie for power, and the War Wizards maintain a tight grip on magical activities. The kingdom’s stability is further strained by whispers of ancient evils stirring in forgotten corners.  
 

The Queen of Thorns Plot

Across the land, a sinister force looms: Maeve, the Queen of Thorns, an ancient fey entity sealed away millennia ago by the Seelie Court. Her malevolent influence spreads through her seven Harbingers, twisted beings embodying aspects of her power. These Harbingers threaten Cormyr with madness, despair, destruction, entropy, pestilence, fury and famine, each tied to a magical seal that binds Maeve's prison.   As the seals weaken, strange phenomena plague the land—plagues, and unnatural disasters. Adventurers now race to uncover the truth, dismantle Maeve's growing power, and protect Cormyr from an age of fey-inflicted darkness.

Campaigns

Where Echoes Trade

Dungeons & Dragons 5e