AT A GLANCE:
One of the handful of proper nations in the North, Cormyr straddles
the land between the Dragonmere and Anauroch
in the north east region of the Sea of Fallen Stars.
It was at one time heavily wooded, but is now a region of small forests
and organized farms.
ELMINSTER'S NOTES:
Cormyr, also called the Forest-Country,
is a rich kingdom; its southern, eastern and north-western areas have many
farms, offering abundant yield for trade.
The central areas of the kingdom are still wooded; these woods, carefully
husbanded by the forces of the King, still yield good timber, and have
plentiful game (which all may hunt, if they hunt alone).
Cormyr is also strategically located on overland trade routes from
the cities of the Moonsea to the northeast; the Dalelands to the east;
the Inner Sea (on which it has two major ports, Suzail and Marsember);
and the lands to the west, northwest, and south --
particularly the rich city-states and kingdoms of the Sword Coast.
Cormyr is a wet land, receiving abundant rain in summer and spring,
and abundant snow in winter; it has long, cold winters, and short, but
hot, summers.
Much of spring and fall is temperate and moist, and as a result Cormyr's
farms and forests are green and rich in both yield and splendor.
Mists are common along the seacoast, and on the High Moors, extending
in to the pass at High Horn, and the gorge north of Eveningstar.
Cormyr is a hereditary monarchy; the present King is Azoun IV, an effete
but regal middle-aged man of sophisticated tastes and keen wits, son of
the famed warrior-king Rhigaerd II.
Azoun rules from his hilltop palace in Suzail and in the "Royal Court"
of interconnected public buildings below it, and is rarely if ever seen
in the forest towns (he is rumored to travel in disguise when he must leave
Suzail).
Azoun's banner is the Purple Dragon (a purple dragon on a black field);
it is borne often by a strong standing army under the command of the Lord
High Marshal of the kingdom, Duke Bhereu.
Cormyr dates its years from the founding of House Obarskyr, 1332 years
ago.
For the bulk of this time, Cormyr was little more than a single city
(Suzail) and a few fortified outposts, and at times the king was forced
into ruling from those outposts as opposed to ruling from his throne.
The current king is the fourth of his name and the 71st of his line.
The land has been officially "at peace" for many years, since Rhigaerd
overthrow the Border Raiders.
Its force have taken part in actions in nearby regions, and the nation
has recently mustered its forces to face Gondegal (for more on Gondegal,
see under ARABEL).
In addition, patrols often skirmish with bandits on the roads on the
north and west, and are at present battling orcs and other creatures north
and east of Cormyr, in Tilver's Gap and Daggerdale.
Both of the areas are threatened by evil raiders, who will menace Cormyr
itself if they overrun Tilverton and Daggerdale.
Cormyr has been building a fortress, Castle Crag, for the last decade,
to defend against any such attack.
The King rules by means of Lords, one in each town, and by the fealty
of the rich "merchant lords".
The merchant lords are too numerous to mention (at any one time, perhaps
twenty are of prominence), and change with the shifts of fortune, but the
local Lords who are beneath the officers mentioned above, under the granting
of charters are as follows.
(Towns are listed in order of size and importance. <>
Each town of Cormyr has it's own entry.)
ARABEL
Local Lord: Myrmeen Lhal
Herald: Westar of the Gates
DHEDLUK
Local Lord: Thiombur
Herald: Ildul
ESPAR
Local Lord: Hezom
Herald: "Yellow Hand" Yespar
EVENINGSTAR
Local Lord: Tessaril Winter
Herald: Tzin Tzummer
HIGH HORN
Local Lord: Lord Commander Thursk Dembarron
Herald: Dhag Greybeard
HILP
Local Lord: Doon Dzavar
Herald: Delzantar
IMMERSEA
Local Lord: Samtavan Sulacar
Herald: Culspiir
MARSEMBER
Local Lord: Ildool
Herald: Scoril
SUZAIL
Local Lord: Sthavar, Lord Magister of the City of
Suzail
Herald: Xrorn Hackhand
TYRLUK
Local Lord: Suldag "the Boar"
Herald: "Tooth" Nzal Tursa
WAYMOOT
Local Lord: Fildar Woodbrand (also called "Trollkiller")
Herald: Dhag Graybeard
WHELOON
Local Lord: Sarp Redbeard
Herald: Estspirit
Each local 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 himself (1 sp/had/year).
Each Lord is allowed up to forty men-at-arms, plus up to six guides/captains
(typically rangers).
These may serve as the town guard.
Volunteer town guardsmen are known as "the Watch," and may, upon the
judgment of the Lord, be exempted from the tax if their service has been
valuable.
The Lord is also requested to stable and maintain a fit, fast horse
of the best quality for teh use of the King's Messengers (who ride fast
and far, requiring them to change mounts at every stop).
Each Lord must have a right-hand man,
who serves as a clerk/record-keeper, and is a trained Herald. (Heralds
are listed with their respective masters above).
The King taxes lightly (in addition to the "tithe" collected by the
local lord, there is a "royal tax" of 1 gp per head annually, 5 gp for
wealthy landowners), and makes the law by his decrees in the Court of the
Crown.
To enforce the Royal Word, there are three caravels (two at Suzail
and one at Marsember), a standing garrison of 100 archers and 300 men-at-arms
in High Horn, and 100 palace guardsmen in Suzail.
There is also a standing army of over five hundred mounted men-at-arms
and longbowmen, led in battle by thirty or so knights of the Court, and
bolstered by a council of widely-feared "war wizards", who are known for
their black-and-purple
robes.
Mages of any rank and power, from thaumaturgists (level 5) and up, must
by law report their names, sigils, and whereabouts to the Royal Magician,
Vangerdahast, in Suzail.
Such spell-casters are also required to give their names whenever challenged
in Cormyr by soldiers of the King or officers of the Court, upon pain of
magical destruction at the hands of the Royal Magician or the Council of
Mages (the aforementioned "war wizards").
The military history of Cormyr is one of guerilla ambushes and running
skirmishes, rather than "setpiece" battles, and the Court is thus very
sensitive to the presence of armed men within the kingdom.
"Lawless freeswords" cannot operate within Cormyr.
Mercenaries (that is, all armed men not in service with the King) cannot
gather, while armed, in groups of more than five in any place save public
markets or inns and taverns (and in the latter, it is customary to surrender
all weapons to a custodian behind the bar).
Violators face immediate disarmament, forfeiture of goods, and imprisonment
at the hands of the local Watch or soldiers of the King.
The exceptions to this decree are; when such fighters are operating
under hire, under contract to someone authorized to hire them (nobility,
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
form of a royal charter.
Such charters can be obtained only from the Lord Commander at High Horn,
the Warden of the Eastern Marches in Arabel (Baron Thomdor), 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 customarily cost a thousand pieces of gold, a further
tax of three hundred gold pieces a year (payable upon the anniversary of
the issuance of the original charter), late penalty of twenty gold pieces
per day thereafter, up to ten days later.
Any further delay results in automatic suspension of the charter, and
a warrant for the arrest and detention of any such mercenaries operating
within the boundaries of Cormyr thereafter), and can be revoked without
warning at any time.
Charters are customarily given to a "company
of adventurers."
Such a company may not 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.
Finally, the names of the members 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 King's Garrison at Waymoot.
Customs of Cormyr: The nation of Cormyr has a number of recognized
customs, which the traveler should recognize when operating in the nation.
These customs include:
* Commoners of both sexes bow their heads to royalty.
* Burials are followed by wakes.
* It is unlucky and an offense to the gods to kill a cat, for cats
are the eyes and messengers of gods.
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.
* Women interested in finding a mate wear purple
scarves at hip and/or throat.
* Adventurers who go in peace, but armed, wear peacestrings about their
swordhilts (to prevent quick unsheathings).
These strings are colored
&& tasselled cords, and it is an art to tie them in ornate knots.
The best of such knots look complicated, but may be undone with a single
jerk to free the weapon.
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