Kingdom of Cormyr
Geography and Climate
Cormyr spans a roughly triangular region in central Faerûn, bordered by the Storm Horns to the west, the Thunder Peaks to the east, and the Dragonmere (Lake of Dragons) to the south, with the Dalelands to the north. The kingdom covers approximately 1,000 square miles, a mix of fertile farmlands, dense forests, and rugged mountains. The King’s Forest, a vast royal hunting ground in the west, is filled with deer, boars, and predators like wolves, while the Hullack Forest in the east is a wilder, untamed woodland harboring monsters such as trolls and owlbears. The Wyvernwater, a large lake in central Cormyr, connects to the Dragonmere via the Wyvernflow River, supporting fishing and trade routes. The Storm Horns and Thunder Peaks frame the kingdom, their foothills rich in iron, copper, and gems, though mining operations often face threats from kobolds and giants. Cormyr’s climate is temperate, with warm summers and cold winters, but the Thunder Peaks trap moist winds from the Dragonmere, causing frequent storms and heavy rainfall, especially in spring, which feeds rivers like the Starwater and sustains the kingdom’s agriculture.
Political Structure and Leadership
Cormyr is a monarchy ruled by the Obarskyr dynasty, in power since the kingdom’s founding in 26 DR. In 1373 DR, the throne is held by King Azoun V, a 2-year-old child born in 1371 DR to the late King Azoun IV and Queen Tanalasta Obarskyr, both of whom died during or shortly after the Ghazneth War of 1370–1371 DR. Due to Azoun V’s infancy, the kingdom is governed by his aunt, Princess Alusair Obarskyr, known as the Steel Regent. Alusair, in her early 30s, is a fierce warrior and pragmatic leader, skilled with a blade and experienced in battle from her years as a Purple Dragon knight. She rules with the support of a royal council, including Caladnei, the Royal Magician and leader of the War Wizards, and Baron Thomdor, the Lord High Marshal of the Purple Dragons. Alusair’s regency is marked by tension, as noble houses like the Crownsilvers and Huntsilvers vie for influence over the young king, while external threats from Sembia and the Zhentarim test Cormyr’s borders.
Military and Defense
Cormyr’s military strength lies in the Purple Dragons, an elite standing army of about 12,000 soldiers, renowned for their discipline and loyalty to the crown. They patrol the kingdom’s borders, man fortresses like High Horn in the Storm Horns and outposts in the Thunder Peaks, and enforce the king’s laws in cities. The Purple Dragons are versatile, trained as infantry, cavalry, and archers, often riding sturdy warhorses or, for elite knights, griffons used for aerial reconnaissance. They wear purple-tabarded armor and wield masterwork longswords, with officers often bearing magical items like Rings of the Purple Dragon, which enhance their authority and provide protective spells. The War Wizards, numbering around 500, support the Purple Dragons with magical might, casting spells like fireball and scrying to counter threats, and using enchanted signet rings for communication and defense. In 1373 DR, the military is on high alert, dealing with Sembian mercenaries encroaching through the Thunder Peaks and increased banditry in the Hullack Forest, while Caladnei investigates magical disturbances, such as the Whispering Storms phenomenon described earlier.
Economy and Trade
Cormyr’s economy thrives on agriculture, trade, and craftsmanship, bolstered by its strategic location. The fertile plains around the Wyvernwater and cities like Wheloon produce abundant crops—wheat, barley, and grapes for the kingdom’s famed wines—while the Storm Horns and Thunder Peaks yield iron, copper, and gems, supporting a robust mining industry. Cormyr is a trade nexus, with the East Way linking it to the Dalelands and the High Road connecting Suzail to northern cities like Arabel. The port cities of Suzail and Marsember on the Dragonmere handle maritime trade, exporting goods like wine, timber, and forged steel to Sembia, the Moonsea, and beyond, while importing spices, silks, and magical reagents from Calimshan and Thay. Despite Marsember’s reputation for smuggling, the Purple Dragons maintain tight control over trade routes, taxing merchants to fund the crown’s coffers. Artisans in Suzail craft fine swords, armor, and jewelry, often enchanting minor items like Cloaks of Resistance for export, making Cormyr a hub for both mundane and magical commerce.
Major Cities and Settlements
- Suzail: The capital, a bustling port on the Dragonmere, is Cormyr’s heart, with a population of around 55,000. Its grand palace houses the royal family, and its markets overflow with goods from across Faerûn. The War Wizards’ headquarters, a fortified tower, looms over the city, ensuring magical security.
- Arabel: A northern trade hub of 30,000, located on the East Way, Arabel is a center of commerce but also a hotspot for noble unrest, with houses like the Marliirs pushing for more autonomy under Alusair’s regency. The city’s Purple Dragon garrison, led by the Sword of Arabel, keeps the peace.
- Marsember: A swampy port city of 40,000 on the Dragonmere, Marsember is known as the “City of Spices” for its trade in exotic goods, but its canals and foggy streets hide a thriving black market. The Purple Dragons struggle to curb smuggling, especially of Red Wizard artifacts.
- Eveningstar: A small northern town of 1,000 near the Storm Horns, Eveningstar is famed for its picturesque beauty, with rose gardens and a serene lake. It’s a haven for adventurers exploring the nearby Haunted Halls, a dungeon filled with traps and undead.
- Wheloon: A farming town of 5,000 on the Wyvernwater, Wheloon is known for its vineyards and ferries, which transport goods across the lake. Its Purple Dragon outpost guards against threats from the Hullack Forest.
Culture and Society
Cormyr is a feudal society with a strong sense of law and order, centered on loyalty to the Obarskyr crown. The population, around 800,000, is mostly human, with a mix of Chondathans and Tethyrians, though small communities of halflings, elves, and half-elves exist, particularly in rural areas. Social hierarchy is rigid, with noble houses like the Crownsilvers, Huntsilvers, and Truesilvers holding significant influence, often granted magical Rings of Obarskyr Loyalty to ensure their allegiance. Commoners—farmers, artisans, and merchants—respect the crown but grumble about taxes, especially in Marsember, where Purple Dragon enforcement can feel oppressive. Cormyrians value honor, duty, and craftsmanship, with festivals like the Feast of the Stag in Suzail celebrating the kingdom’s founding through feasts, jousts, and magical displays by the War Wizards. Religion centers on gods like Chauntea (agriculture), Tymora (luck), and Lathander (renewal), though the crown tolerates most faiths as long as they don’t threaten stability.
Challenges and Threats
In 1373 DR, Cormyr faces numerous challenges. Internally, Alusair’s regency is strained by noble factions seeking to exploit Azoun V’s youth, with some in Arabel whispering of secession. Externally, Sembia’s mercantile ambitions threaten the eastern border, with mercenaries probing the Thunder Peaks, while the Zhentarim stir trouble through spies and bandits in the Hullack Forest. The Whispering Storms in the Thunder Peaks, as described earlier, add a supernatural threat, with ghostly whispers and disappearances unnerving Purple Dragon patrols. The War Wizards suspect Red Wizard involvement, fearing artifacts like the Netherese mythal shard could destabilize the region. Additionally, monstrous threats—goblins, trolls, and wyverns—lurk in the forests and mountains, requiring constant vigilance from Cormyr’s forces.
Guilds and Factions of Cormyr in 1373 DR
The Purple Dragons
The Purple Dragons are Cormyr’s elite standing army, numbering around 12,000 soldiers, renowned for their loyalty to the Obarskyr crown and their disciplined martial prowess. Led by Lord High Marshal Baron Thomdor, a grizzled veteran in his late 50s, they patrol the kingdom’s borders, man fortresses like High Horn in the Storm Horns, and enforce the king’s laws in cities such as Suzail and Arabel. The Purple Dragons are organized into garrisons, with regional commanders like the Sword of Arabel overseeing local operations. They wear purple-tabarded armor with the rampant dragon emblem, wielding masterwork longswords and often riding warhorses or griffons for elite knights. In 1373 DR, they are stretched thin, dealing with Sembian mercenaries in the Thunder Peaks, banditry in the Hullack Forest, and the mysterious Whispering Storms, which have caused disappearances among their patrols.
The War Wizards
The War Wizards, also called the Brotherhood of War Wizards, are Cormyr’s state-sanctioned mage guild, numbering about 500, tasked with magical defense, law enforcement, and espionage. Led by Caladnei, the Royal Magician, a young Mulan woman in her late 20s, they operate from a fortified tower in Suzail. War Wizards wear purple-blue robes and wield enchanted signet rings that allow communication and bolster their spellcasting. They support the Purple Dragons with spells like fireball and scrying, investigate magical threats, and monitor unsanctioned magic, particularly in Marsember’s black markets. In 1373 DR, Caladnei focuses on the Whispering Storms in the Thunder Peaks, suspecting Red Wizard involvement, while also navigating noble distrust of her foreign origins and less authoritarian style compared to her predecessor, Vangerdahast.
Noble Houses
Cormyr’s noble houses are powerful factions, each with their own agendas, often granted magical Rings of Obarskyr Loyalty to ensure allegiance to the crown. Key houses include:
- House Crownsilver: One of the oldest families, led by Lady Alaisa Crownsilver, a cunning matriarch in her 60s. The Crownsilvers are fiercely loyal to the Obarskyr line but push for greater influence over Azoun V, seeking to arrange a marriage alliance for the young king when he comes of age. They control significant farmland around Wheloon and often mediate disputes between other houses.
- House Huntsilver: Led by Lord Regan Huntsilver, a brash noble in his 40s, the Huntsilvers are known for their martial tradition, with many serving as Purple Dragon knights. They hold lands near the King’s Forest and advocate for aggressive expansion into Sembian territory, causing friction with Alusair’s more cautious regency.
- House Truesilver: Headed by Lady Miranda Truesilver, a devout follower of Tymora in her 50s, the Truesilvers are more progressive, supporting trade with foreign nations like Calimshan. Based in Suzail, they sponsor merchant ventures but are rumored to dabble in Marsember’s smuggling trade, drawing War Wizard scrutiny.
- House Marliir (Arabel): Led by Lord Duvall Marliir, a charismatic but ambitious man in his 30s, the Marliirs are a thorn in Alusair’s side, pushing for Arabel’s autonomy and less crown oversight. Their influence in Arabel’s trade networks makes them a powerful but fractious faction.
The Council of Merchants
The Council of Merchants is a guild representing Cormyr’s mercantile interests, based in Suzail with chapters in Arabel and Marsember. Led by Master Trader Elrik Vondar, a shrewd Chondathan in his 50s, the Council oversees trade regulations, sets tariffs, and negotiates with foreign merchants from Sembia, Amn, and Calimshan. They control the flow of goods like wine, steel, and enchanted items, ensuring Cormyr’s economic prosperity, but their influence often clashes with noble houses who resent their growing power. In 1373 DR, the Council pushes for relaxed trade restrictions with Sembia, despite Alusair’s concerns about Sembian mercenaries, creating tension with the Purple Dragons tasked with border security.
The Guild of Artisans
The Guild of Artisans, headquartered in Suzail, represents Cormyr’s craftsmen—blacksmiths, jewelers, and enchanters—who produce fine goods like masterwork swords, ornate jewelry, and minor magical items such as Cloaks of Resistance. Led by Mistress Lirien Thalor, a half-elf in her 80s with a knack for enchantment, the Guild ensures quality standards and fair wages for its members. They maintain a close relationship with the War Wizards, who commission enchanted gear for the Purple Dragons, such as +1 longswords with flaming properties. In 1373 DR, the Guild faces challenges from Marsember’s black market, where smuggled Red Wizard artifacts undercut their prices, prompting Lirien to petition Caladnei for stricter enforcement.
The Order of the Golden Stag
The Order of the Golden Stag is a knightly order of about 200 members, dedicated to Chauntea, the goddess of agriculture, and the protection of Cormyr’s rural lands. Based in Eveningstar, they are led by Sir Torvald Greystone, a devout warrior in his 40s who wields a Mace of Disruption effective against undead. The Order patrols the King’s Forest and the farmlands around Wheloon, protecting farmers from monsters and bandits while blessing the harvest during festivals like the Feast of the Stag. In 1373 DR, they investigate reports of corrupted wildlife in the Hullack Forest, possibly linked to the Whispering Storms, fearing a blight that could threaten Cormyr’s food supply.
The Shadows of Marsember
The Shadows of Marsember are a loosely organized thieves’ guild operating in the swampy port city of Marsember, thriving in its foggy canals and underworld. Led by a mysterious figure known as The Mistveil, rumored to be a female rogue with ties to Sembian merchants, the Shadows number around 150 and specialize in smuggling, extortion, and information brokering. They traffic Red Wizard artifacts, spices, and stolen goods, evading Purple Dragon patrols with the help of Amulets of Nondetection. In 1373 DR, the Shadows exploit the political instability of Alusair’s regency, expanding their influence, but Caladnei’s War Wizards intensify efforts to infiltrate and dismantle the guild, suspecting they may be aiding Red Wizard agents like Zoryn Thalrik.
The Reformist Faction (Arabel Dissidents)
The Reformist Faction, centered in Arabel, is a coalition of nobles, merchants, and commoners pushing for greater autonomy and reduced crown oversight. Led by Lord Duvall Marliir of House Marliir, this faction seeks to lessen the Purple Dragons’ presence in Arabel, arguing that local militias can handle the city’s defense. They also demand lower taxes and more control over trade routes, appealing to Arabel’s merchants who chafe under Suzail’s regulations. In 1373 DR, the Reformists test Alusair’s patience, with whispers of secession growing louder, prompting Caladnei to deploy War Wizards to monitor Duvall’s activities for signs of treason.