Cormyr
"And in this land I'll proudly stand
Until my dying day, sir;
For whate'er king o'er all command,
I'll still be a Cormyte brave, sir." - The Cormyte's boast Sometimes known as the Easten Empire. Cormyr is a militaristic land empire to the East of the Lord's Alliance, with whom they've been at war for years. They recently suceeded in a seige at Silverymoon, and are attacking Yartar (in the Lords Alliance). If Yartar falls, Triboar, Longsaddle and then Mirabar will surely be next. A highly religious and authoritative empire, Cormyr is everything the Lords Alliance isn't. With the capture of Silverymoon and their recent advancements in conjuration, they have a very efficient communication network which allows the northern and southern regions of their empire to act in a unified manner. Even before the Queen disappeared, the Lords Alliance was slow to act and even then only reactive rather than proactive. Laws There are a few strange laws, notably: "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."
"Adventurers must acquire a charter before undertaking any operation as a group."
"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."
"Harming cats is forbidden."
"Bow your head to royalty and the local nobility."
"Purple Dragons have the right to search you upon request."
"Hunting on private land is forbidden."
Enfranchisement
In Cormyr, by the age of 16 anybody can voluntarily join the military. This includes those other nations would consider unfit or unable (but excludes convicted criminals), and irrespective of your physical or mental capabilities they will find a function for you during your two year service. After completing this service you gain your citizenship, and can participate in elections (mostly for mayors, but also for the Iron Council. The king is a hereditary position, and they act mostly as a military and religious figure).
In this way, Cormyr is occasionally described as a meritocracy and a militocracy. The wealthy (such as merchants, nobles, priests and other aristocrats) often don't bother joining the military, instead using their riches to influence politics, as opposed to voting directly. Land cormyr is split into two regions; the aptly named North and South. Northern cormyr stretches from Adabar to Silverymoon, and comprises most of their gains from the War of the scorching fields. Southern cormyr is much more densely populated, and is made up of the historic region of cormyr, such as the cities of Marsember and Suzail. Suzail is the historic capital of cormyr (and was the capital in 1493), but in the preceeding 200 years Marsember has overtaken it in both population and importance, and was switched to the capital in 1526 to commemorate the 1500th year of cormyr.
The two regions of cormyr are connected by a well-established network of portals. cormyr is well regarded for their conjuration magic, and the High Wizard of cormyr (magical advisor to the king) is almost always a conjurer. Portals alone cannot sustain much trade, however (they're generally only suitable for small packages and people), so airships are used for the remaining trade. As cormyr controls the High forest, the only place where cormyn skywood grows, they are the only major nation capable of making truly effective airships. Purple Dragons Wise, purple-coloured dragons are famously used by cormyr for travel and warfare (hence cormyr's seal and nickname). These dragons are paid a large sum of gold, and serve cormyr for centuries. It was purple dragons who flew north to initially clear the monsters and claim the lands of the North. currency and trade The cormyn coins are called tricrowns (platinum), lions (gold), falcons (silver) and thumbs (copper). They export goods such as armour and weapons, as well as coal, mithril (after conquering mithral hall), carved ivory, clothes and timber. These exports are generally made either by sea (into the sea of fallen stars) or by air.
Until my dying day, sir;
For whate'er king o'er all command,
I'll still be a Cormyte brave, sir." - The Cormyte's boast Sometimes known as the Easten Empire. Cormyr is a militaristic land empire to the East of the Lord's Alliance, with whom they've been at war for years. They recently suceeded in a seige at Silverymoon, and are attacking Yartar (in the Lords Alliance). If Yartar falls, Triboar, Longsaddle and then Mirabar will surely be next. A highly religious and authoritative empire, Cormyr is everything the Lords Alliance isn't. With the capture of Silverymoon and their recent advancements in conjuration, they have a very efficient communication network which allows the northern and southern regions of their empire to act in a unified manner. Even before the Queen disappeared, the Lords Alliance was slow to act and even then only reactive rather than proactive. Laws There are a few strange laws, notably: "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."
"Adventurers must acquire a charter before undertaking any operation as a group."
"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."
"Harming cats is forbidden."
"Bow your head to royalty and the local nobility."
"Purple Dragons have the right to search you upon request."
"Hunting on private land is forbidden."
Enfranchisement
In Cormyr, by the age of 16 anybody can voluntarily join the military. This includes those other nations would consider unfit or unable (but excludes convicted criminals), and irrespective of your physical or mental capabilities they will find a function for you during your two year service. After completing this service you gain your citizenship, and can participate in elections (mostly for mayors, but also for the Iron Council. The king is a hereditary position, and they act mostly as a military and religious figure).
In this way, Cormyr is occasionally described as a meritocracy and a militocracy. The wealthy (such as merchants, nobles, priests and other aristocrats) often don't bother joining the military, instead using their riches to influence politics, as opposed to voting directly. Land cormyr is split into two regions; the aptly named North and South. Northern cormyr stretches from Adabar to Silverymoon, and comprises most of their gains from the War of the scorching fields. Southern cormyr is much more densely populated, and is made up of the historic region of cormyr, such as the cities of Marsember and Suzail. Suzail is the historic capital of cormyr (and was the capital in 1493), but in the preceeding 200 years Marsember has overtaken it in both population and importance, and was switched to the capital in 1526 to commemorate the 1500th year of cormyr.
The two regions of cormyr are connected by a well-established network of portals. cormyr is well regarded for their conjuration magic, and the High Wizard of cormyr (magical advisor to the king) is almost always a conjurer. Portals alone cannot sustain much trade, however (they're generally only suitable for small packages and people), so airships are used for the remaining trade. As cormyr controls the High forest, the only place where cormyn skywood grows, they are the only major nation capable of making truly effective airships. Purple Dragons Wise, purple-coloured dragons are famously used by cormyr for travel and warfare (hence cormyr's seal and nickname). These dragons are paid a large sum of gold, and serve cormyr for centuries. It was purple dragons who flew north to initially clear the monsters and claim the lands of the North. currency and trade The cormyn coins are called tricrowns (platinum), lions (gold), falcons (silver) and thumbs (copper). They export goods such as armour and weapons, as well as coal, mithril (after conquering mithral hall), carved ivory, clothes and timber. These exports are generally made either by sea (into the sea of fallen stars) or by air.
Religion
The people of Cormyr venerated Tempus, the foehammer, God of war and battles, above all other deities.
They also showed some favour to the Lady of luck, Tymora, but to a lesser extent.
The might of the Emperor (and any position of authority) was only demonstrated by their ability to win battles, which showed favour with Tempus.

Praise be to the Gods, Earth, and Cormyr
Founding Date
around 26 DR
Capital
Alternative Names
Eastern Empire (To members of the Lords Alliance), Land of the Purple Dragon
Training Level
Professional
Demonym
Cormyn, Cormyte
Leader
Head of State
Government System
Monarchy, Theocratic
Economic System
Command/Planned economy
Legislative Body
They have an advisory commitee called the Iron Council. They draft laws which are looked over by the Emperors appointed Lords, and the High Priest.
Official State Religion
Location
Official Languages
Neighboring Nations
Organization Vehicles
Notable Members
Comments