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| 1st Edition AD&D | - | - | - | Forgotten Realms |
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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