The Kingdom of Cormyr
Cormyr, sometimes referred to as the Forest Country, lies between the desert kingdom of Anauroch on the north and the Lake of Dragons (itself referred to as Dragonmere) to the south. It is generally northwest of the Sea of Fallen Stars. The Thunder Peaks form the eastern border of Cormyr and the Stormhorns the west. The kingdom is made relatively secure from large-scale invasion by these perilous frontiers, but Cormyreans are engaged in constant border disputes that require military attention.
Cormyr is a wet, temperate land, receiving abundant rain in summer and spring and plentiful snow in winter; it has long, cold winters and short but hot summers. The gentle spring and fall create rich green forests that yield to splendid autumn colors and healthy fields of grain that surrender up bountiful harvests. Fog is common along the seacoast, and there are often mists on the High Moors, extending into the pass at High Horn and the gorge north of Eveningstar.
The kingdom was once heavily forested, but generations of clearing and farming have reduced the forest to a central region and an eastern portion known as the Hullack Forest. The forests supply the kindom with ample timber and game, but only through strict regulation by the crown. Monstrous creatures still roam Hullack Forest, and Cormyreans seek timber and game only in its western edge. The denser portions of the forest are still dangerous to all. Surrounding the forests are thousands of farm fields and pastures that make up Cormyr.
There are several rivers, both large and small, running through Cormyr. The most significant river is the Starwater, which runs from the Stormhorn Mountains south into the Lake of Dragons at Marsember. Starwater runs through Cormyr's central forest and is the most heavily used river in the kingdom. Three major roads cross it, and Cormyr's second-largest city enjoys the commerce the river fosters.
The two most important bodies of water in Cormyr are the Lake of Dragons and Wyvernwater. The Lake of Dragons forms the southern border of Cormyr and offers sea access to Cormyr's two largest cities, Suzail and Marsember. The lake is the primary shipping point to the Sea of Fallen Stars, which leads to the rest of the world.
Wyvernwater is an inland lake shaped something like a malformed starfish. Four major rivers -- two of which are the Immerflow and the Wyvernflow -- empty into this lake, and provide access to four major cities, including the trade center of Arabel.
There are two major mountain regions in Cormyr: the Thunder Peaks and the Stormhorns. Both ranges serve as practical borders for Cormyr. The Stormhorns, which run south to north before curving to run west and east, cut off the main body of Cormyr from a territory north of the range known as the Goblin Marches. Though Cormyr claims the Goblin Marches, travel to and from the region is difficult and few Cormyreans live there.
Violent storms sweep the mountains. There is no sanctuary from the storms, for they occur in any season and can form in moments, even in clear weather. Such storms have rolled out of a clear sky, delivered deafening thunder, blinding lightning, and terrible winds, and moved away all in the space of a half-day, or less. Each range has its share of horror stories, with exploring parties being decimated by the ravages of the sky.
Many rumors surround two mysterious places in the Thunder Peaks. The first is the scorched former citadel of the so-called Mad Witch of the Thunder Peaks. The other mysterious site is a cave, home to someone -- or something -- known only as the Ravenmaster.
Farms are the underlying strength of the kingdom, as well as a primary shaping force of its topography. Farming is responsible for reducing Cormyr's forest land. Indeed, the land between Cormyr's central forest and the Hullack Forest was once completely tree-covered. Now the land is primarily farms and pastures.
History
What is now known as the House of Obarskyr unified the small territory known as Cormyr, which was based around a small fortified city, Suzail, and a few outposts. This became the seat of power for the Kingdom of Cormyr.
The House of Obarskyr began the line of kings that extends to this day through the current ruler, King Azoun IV. Azoun is the 71st of his line.
In the beginning, the rule of Cormyr was a difficult one. Indeed, there were times when the king was forced to rule not from his throne in Suzail, but to relocate to one of the outposts, such as Arabel or Marsember. Intrigue, rebellions, and other factors all contributed to the changes of venue for the king. One example of rebellion was the brief reign of Gondegal, the "Lost King" (see "The Area" section for details).
The land has been officially at peace for many years, since Rhigaerd (Azoun's father) overthrew the last of the border raiders. However, Cormyrean forces have taken part in many major actions in nearby regions. As one wit has noted, "Yes, the land is at peace, but the army has to keep busy." In addition to major actions, Cormyrean patrols often skirmish with bandits on the roads in the north and west, as well as orcs and other creatures north and east in Tilver's Gap and Shadow Gap. Both of these areas are threatened by evil raiders who will menace Cormyr itself if they ever overrun Tilverton. Cormyr is currently building a stone fortress, Castle Crag, to defend the kingdom against attacks from that quarter, and maintains the High Horn to protect against attacks from the west.
Cormyr started as a city-state of Suzail and some surrounding communities. Since that time, Cormyr has significantly increased its size. Its first major expansion effort was into what is now called the King's Forest. This forest, which at the time was much larger than its current size, was infested with monsters, a brigand hideout, and a host of other threats to human habitation. Through the concentrated efforts of Suzail and communities near the forest, it was cleared of monsters and made safe for human habitation. People lured by the fine game and rich timber started small communities that exist to this day.
In the time since construction began on the High Horn (and, much later, Castle Crag), Cormyrean farmers began to cultivate the land bordering the Wyvernwater. This territory was not claimed by any other kingdom (Sembia, a possible choice, claimed land only as far as the Vast Swamp) and Cormyrean expansion into the area was inevitable. Migration has been gradual, and the few communities along the Wyvernwater are oriented toward farming.
The kingdom is growing steadily toward the east and northeast. This means the Hullack Forest and the areas around it and between the forest and Tilverton will become more tightly controlled and favorable for safe living. As Cormyr grows, it begins to look to Hullack Forest for resources. The Stonelands beyond Tilverton, and to a lesser extent the Goblin Marchs, remain a project of the distant future.
Society
The predominant characteristics of the citizenry in Cormyr are their contentedness with their kingdom, and the conviction that their system of government is the best. This conviction has given Cormyreans the reputation of being elitist, believing other systems to be inferior to their own.
To a certain degree, that belief is grounded in fact. The Dales, the Vast, the Western Heartlands, and the Dragon Coast, for example, are too disorganized to bring about lasting change in their realms. If any of these would organize under a single ruler and adopt Cormyr's system of a strong king, a strong standing army, and a well-serviced citizenry, they could probably improve their own security.
Cormyreans are responsible citizens who take the issues of the kingdom seriously and generally participate in community affairs. Each town in Cormyr has a strong sense of community that is difficult to break down. This unity is one of the nation's greatest strengths, and is no where more evident than in the conscientious devotion of the nobility to its government. Nobles see their role in Cormyr as more of a duty to their countrymen than an inherited (and abusable) right.
Cormyreans also take pride in their leval of civilization. They honor the laws of the land with compassion and diligence, but not so much so that criminals are let loose or that prisoners fear for their lives when they enter jail.
Some Cormyrean customs are common; others are more than a little unusual. To blend in and gain acceptance, the visitor must learn them and remember to follow them. A few of the more noticable customs are:
- Commoners of both sexes bow their heads to royalty. This is actually a law, one that Cormyreans will enforce upon visitors, regardless of who they are or who the particular royal person might be. Cormyreans greatly respect their leaders, and they want to impress this respect on everyone who visits their kingdom.
- Burials are followed by wakes. Cormyreans view death as the end of a pleasant journey in a wonderful kingdom, which (relative to life in most of the Realms) is not terribly far from the truth. Certainly various faiths have varying burial practices, but common throughout Cormyr is the belief that some kind of wake should follow a burial; that the dead person should be mourned by the living, no matter if his spirit lives on or not; and that life should be celebrated, the better to remind participants of their good fortune as citizens of a peaceful kingdom.
- Cats are the eyes and messengers of the gods. Cormyr's respect for cats dates back further than anyone can remember. Cats are revered in Cormyr like no other animal, and this reverence extends across religious beliefs. Cats are sacred and should never be killed. It is also said keeping a cat may prompt the gods to intervene on one's behalf in the event of a tragedy. Therefore, many citizens of Cormyr have at least one, never keep them in cages, and never alter their ears, fur, or tails.
- Women interested in finding mates wear purple scarves. This is another age-old custom of unknown origin. A modern explanation of the custom is that when a woman desires a mate, she wears the color of Cormyr's banner to remind men of their obligation to the kingdom -- to take a mate and increase the population. Certainly not all women subscribe to this custom, and it is mostly used by women who consider themselves young and adventurous. Lovers also frequently give purple scarves as gifts and signs of affection.
- Guests always adhere to the rules of the household. When invited to a fellow's house, the guest is responsible for making sure he does not upset the host's normal routine. Cormyreans believe home is the most important place, and its maintenance is paramount to a person's happiness. Guests should interfere as little as possible.
- Hunting on another person's land is forbidden. The population of game animals is often scarce in certain parts of Cormyr, and the crown closely regulates hunting (especially in the King's Forest). Violation of this custom is tantamount to betrayal and results in social ostracism.
- The use of foreign currency is frowned upon. Cormyreans should use their own coinage and not rely upon the monies of others kingdoms, especially 'lesser' ones. Introducing foreign money is a subtle infiltration, and should not be tolerated even by business owners. Trading of currencies is done almost exclusively at a jeweler's or an official location such as the local herald's office, for only they have the necessary equipment to properly test, weigh, and evaluate the legitimate worth of the coins. Suzail, Marsember, and Arabel are the trading centers of Cormyr and the only notable exceptions to this rule -- their trade-based economies depend on it.


bravenet.com