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Post by ancientempathy on Apr 22, 2008 22:42:54 GMT -5
It seemed appropriate to compile a thread solely dedicated to Cormyr. Can anyone guess why? Below are many contributions given to FRC from community members that include interesting links and just information in general. Enjoy! Links:
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Post by ancientempathy on Apr 22, 2008 22:44:01 GMT -5
CormyrCapital: Suzail Population: 1,360,800 (humans 85%, half-elves 10%, elves 4%) Government: Monarchy Religions: Chauntea, Deneir, Helm, Lathander, Lliira, Oghma, Malar, Milil, Selune, Silvanus, Tempus, Tymora, Waukeen Imports: Glass, ivory, spices Exports: Armor, carved ivory, cloth, coal, food, swords, timber Alignments: LG, LN, NG Founded over a thousand years ago, the kingdom of Cormyr benefits from an enlightened monarchy, hard-working citizens, and an advantageous location. Cormyr is a civilized land surrounded by mountains, forests, and settlements of evil humanoids. Known for its well-trained military and its active group of government-sanctioned spellcasters, Cormyr boasts fine food, honest people, strange mysteries, and abundant contacts with other parts of the world. Recently challenged by treacherous noble families, armies of goblins and orcs, famine, a marauding ancient red dragon, and the death of its beloved monarch, Cormyr is now struggling to maintain its holdings. With one of its cities in ruins and great numbers of evil humanoids still roaming the countryside, this nation is in need of resourceful individuals willing to defend the crown and confront its enemies. Life and SocietyThough there are strong reasons why it shouldn’t be, Cormyr is a steadfast and prosperous land. Despite an often-violent past, constant armed vigilance against beasts and border perils, and frequent treasonous intrigues, Cormyrians remain loyal, content, prosperous, and peace-loving folk. While the serious reverses of the last two years have shaken the kingdom, Cormyrians expect better days ahead and are willing to work to achieve that goal. The Obarskyr family rules Cormyr, assisted by wise Royal Mages. The long reign of Azoun IV, aided by former Royal Magician Vangerdahast, gave the realm a legacy of stability and prosperity that’s the envy of much of Faerun. Beneath the royal family is a wealthy, sophisticated, often fractious group of noble families of long lineage, influence, and demonstrated loyalty to the crown. The War Wizards--a force of battle-mages under the command of thoughtful wizards such as Caladnei--temper both royal and noble excesses. As the sage Bradaskras of Suzail put it, the Obarskyrs, the nobility, and the War Wizards “form three legs of a stool on which the common folk sit.” Most Cormyrians are farmers, ranchers, horse-breeders, foresters, or crafts folk. The country also maintains a large, capable army, the Purple Dragons--not to be confused with Azoun IV, the king who was called the Purple Dragon, or the Purple Dragon Thauglor, long the largest and mightiest wyrm of the Dragon Reach. Major Geographical FeaturesThe Forest Kingdom is a rolling, green, and pleasant land, flanked by mountains and well fed by its own farms and ranches. Old, deep, and lush forests dominate the landscape and national character. The dragon, the stag, and the unicorn characterize the land in Cormyrian folk tales, ballads, and heraldry: The wyrm represents the land’s old, never-quite-tamed wildness; the stag stands for royal (and noble and wealthy) sport, plus the bounty of the land for all; and the unicorn symbolizes the hidden mysteries and serenity at the heart of the forests--and the shelter those green fastnesses have always offered Cormyrians in peril. Even the nation’s kings took advantage of this shelter in the realm’s darkest days. Farsea Marshes: A fallen civilization that predated the elves rests in this ugly marsh. Its only remnants are ornate buildings made of glass as strong as steel. Those who have seen these structures seldom live long, however, for the swamp is thick with pestilence and plague. The ruins hold gold and strange creatures, which draw adventurers despite the dangers. Hullack Forest: Once a part of the forest of Cormanthor, the Hullack used to define the eastern border of Cormyr. Over the prosperous reign of Azoun IV, people heavily settled the forest verge and cut it back substantially. The Hullack is the most primeval forest in Cormyr, with dark valleys and hidden vales that have gone unseen for decades. Ghostly creatures and odd monsters pepper the local folklore, and orcs and goblins are frequent visitors from the Thunder Peaks. Cormyrian wardens often direct adventurers to the Hullack in the hope of taming this wood. King’s Forest: This is the westernmost fragment of Cormanthor, long abandoned by the elves to humankind. With little undergrowth, a wealth of wildlife, and a high canopy, the King’s Forest is entirely the property of the crown and used to be a pleasant place to ride. Now, however, it is inhabited by the orcs who were driven from Arabel. The King’s Forest contains no known ruins and fell creatures had never been known to lair here until the orcs moved in. Marsh of Tun: Sister to the Farsea Marshes, the Marsh of Tun holds a similar ancient civilization. Old stories say that the two city-states quarreled and unleashed foul magic upon each other, both on the advice of an old woman who may have been an agent or manifestation of an evil deity. Bands of humans who raid caravans leaving Cormyr live in the portions of the swamp not tainted by sickness, under the rule of bandit lord Thaalim Torch tower (LE male human Ftr10). Stonelands: A band of wide, rocky desolation between the Storm Horns and Anauroch, this region is inhabited by small groups of military-minded goblins, gnolls, orcs, and evil humans, all of which are referred to as “border raiders”. For decades, Cormyr’s rulers have offered generous land grants to adventurers willing to tame these lands and carve out human holdings. The Zhentarim, on the other hand, actively marshal the goblin bands as raiders, but have had only erratic success in recruiting them. Storm Horns: These forbidding mountains are massive and sharp, forming a high wall broken only near High Horn Pass and Gnoll Pass, which are guarded by Castle High Horn and Castle Crag. The Storm Horns protect Cormyr from attack but also limit expansion to the north and west. Although humanoid tribes live in the mountains, their power was broken long ago. They pose a threat only when a shaman or charismatic barbarian manages to pull them together for raids. Some of the tribes are learning to trade peacefully, exchanging iron ore and furs for food and gold. Other tribes deeper within the Storm Horns resent the flatlanders and prepare ambushes for explorers. A number of orc survivors from the attack on Arabel have fled to the eastern Storm Horns, and many roam the flatland between the mountains and the city. The mountains are also home to rogue dragons, which often wake up hungry after resting from their last great flight. The Storm Horns have two permanent human settlements. Eagle Peak (hamlet, 153) is built on a large outcropping and is a popular caravan stop, while Skull Crag (hamlet, 270) is a mining community overshadowed by a large rock dedicated as a shrine to Kelemvor. Thunder Peaks: Named for the sudden and devastating storms that batter them all year, these wild and unsettled mountains are home to tribes of orcs and goblins that bear no love for Cormyr, Sembia, or the dales. The humanoids raid settlements constantly despite Cormyrian patrols, and travelers are advised to go armed and wary. The mountain passes are blocked in the winter by snow. The inclement weather makes large-scale mining operations difficult, although solitary prospectors sometimes return with silver nuggets the size of fists. Many never return at all, however, having encountered Aurgloroasa the Sibilant Shade, a draconic that lairs in the abandoned dwarven city of Thunderholme. Vast Swamp: This region of marsh forms the border between Cormyr and Sembia, as neither country wishes to claim it and both disregard the area unless its monsters wander into their territories. Home to gnolls, hobgoblins, lizard folk, and trolls, the swamp is also known to shelter a few small black dragons, a mad beholder or two, will-o’-wisps, and stranger things. This is probably the deadliest region within the country, but since the creatures usually remain in the swamp and the people of Cormyr have no reason to enter it, they are content to ignore it. Wyvernwater: This clean, clear, star-shaped lake produces abundant fish, crabs, and eels every year. In the morning the water is covered in a thick fog, and fisher folk who rise early to fish the lake are known as mist fishers. Connected to the Dragonmere by the Wyvernflow River, the Wyvernwater provides access to the Sea of Fallen Stars. Important SitesCormyr has become a land of chivalrous knights, fractious nobles, and wealthy and verdant farms. Its freedom-loving, often independent citizens are proud to live under the Purple Dragon banner--but they remain quick to complain about injustice, corruption, and decadence. Arabel (Metropolis, 30,606): During the goblin war, Arabel was evacuated to Suzail with the help of magic, and the city was occupied for several months by an army of orcs and goblins. The trading company outposts were looted, the mercenary groups that were not slain fell back to other cities, and the great temple to Tymora was burned (as were the shrines to Chauntea, Deneir, Helm, Lliira, Tempus, and Waukeen). Arabel’s lord, Myrmeen Lhal (NG female human Rgr12 of Tymora), known as the Lady Lord, swore to reclaim her city. Despite the loss of her left arm and its subsequent restoration by powerful magic, she spent the last few months collecting mercenaries, rangers, scouts, and adventuring bands for that purpose, then forced the orcs from the city. The orcs fled to the Hullack, King’s Forest, eastern Storm Horns, and the plains to the north of Arabel. While routing the humanoids from the open farmlands may go easily, clearing the forests of their presence will be far more difficult. Castle Crag: Built to defend Cormyr’s northern border against dangers from the Stonelands, Castle Crag houses five hundred Purple Dragons and a detachment of five War Wizards. The stiff-necked commander Bren Tall sword (LN male human Ftr10) calls for frequent drills and inspections. Adventurers are not welcome here; those who arrive are sent on their way as quickly as possible. Dhedluk (Small Town, 936): This community in the King’s Forest is home to farmers and woodcarvers; cutting live wood has been forbidden for several years. Surrounded by a stockade, the village is now threatened by the orc raiders driven out of Arabel. Dhedluk’s lord Thiombar (NG male human Ftr8) has a talent for reading people and a reputation for knowing everyone in Cormyr. A two-way portal on the outskirts of town connects to a spot near the entrance to the Royal Court in Suzail. Eveningstar (Small Town, 954): Eveningstar is a crossroads settlement. It serves the nearby farms, a small number of crafts folk who rely on the farmers’ goods, and the adventurers who travel this way. Lord Tessaril Winter (CG female human Wiz12/Ftr6) is a quick and efficient ruler. The village maintains a temple to Lathander but is mainly known for its proximity to many ruins, notably the Haunted Halls of Eveningstar. The winged cats known as tressym are common in this area, making Eveningstar a popular place for anyone who would have one as a familiar (as Tessaril does). A portal created by a cleric of Mielikki connects a blue leaf tree here with another in the royal gardens of Suzail. The quiet pace of life here was interrupted by Myrmeen Lhal, who used the city as a mustering-point in her battle to reclaim Arabel, and the place has had to fend off occasional orc raids ever since. Immersea (Small Town, 1,170): This community is home to the Wyvernspur and Thundersword noble families, who inhabit several of the manors on the southwest end of town. Visitors are warned to respect anyone dressed in finery or displaying arrogance, since the families are powerful and not afraid of proving it. Immersea is a stop on the trade road. Its Five Fine Fish inn produces ale famous throughout Cormyr. There are no temples here, but a large open-air shrine to Selune is maintained by a cleric of that faith. The lord of Immersea is Culspiir (LN male human Rog3), former herald of the previous lord. Marsember (Metropolis, 36,007): The second-largest city in Cormyr, Marsember is a seaport constructed on a series of islands connected by bridges and cut with canals. Originally built on a swamp, Marsember grew to include nearby terrain, but it still often smells like a marsh. Known as the City of Spices for the local trading companies that procure those goods from far nations, the city relies on trade. Small boats crowd the canals, and many dealings are done in secret to avoid the law. Flat, hard ground is hard to find here, and only the wealthy can afford large paved areas, usually on top of buildings. Marsember’s single large temples is to Lathander, though it also has small shrines to Tymora, Umberlee, and Waukeen. Bledryn Scoril (LG male human Ftr9) has taken over as lord of the city since the untimely demise of the previous lord. A twelve-ship detachment of the imperial navy is stationed here. Suzail (Metropolis, 45,009): The royal capital and richest city in Cormyr, Suzail is home to the important nobles and merchant houses of the country. The center of the city is the royal palace, which is surrounded by gardens and the buildings of the Royal Court. The city maintains a large barracks for the Purple Dragons, plus stockyards, shipyards, and dozens of inns, taverns, and festhalls. Tymora’s is the most prominent temple, though shrines to Lliira, Oghma, Malar, Milil, Tempus, and Waukeen are also found here. The famous ivory carvers of Suzail buy exotic ivory from many lands, shape it into new and decorated forms, and export it at a greatly increased value. The lord of the city is Sthavar (LG male human Ftr10/Prp5), a confident and loyal man who also commands the Purple Dragons. The presence of the Purple Dragons and War Wizards has been more visible since the death of Azoun, as the Princess Regent wishes to assure the common people of their safety and simultaneously be prepared for riots or rebellious activities instigated by contrary nobles. She makes regular appearances with the heir in order to make herself available to the people and to show that she is not afraid of her life or for Cormyr’s future. Thunderstone (Small Town, 1,800): Named for the nearby Thunder Peaks, this logging and fishing town has become a haven for adventurers preparing to explore the Hullack Forest. A group of gnome alchemists has set up shop here, selling alchemical items to adventurers and making quite a profit. Popular items include acid, tanglefoot bags, and (of course) thunderstones. A garrison of one hundred Purple Dragons guards the pass to Sembia and occasionally has to rescue adventurers fleeing the forest with monsters on their tails. The town has no lord, but the Purple Dragons enforce Cormyr’s laws as directed by their commander, Faril Laheralson (LG male human Ftr7/Rgr3). Tilverton (formerly Small City, 9,002; now empty): This city was occupied for many years and was formally absorbed into the nation of Cormyr last year. Once a valuable piece of territory overlooking one of the three passes through the Thunder Peaks, Tilverton suffered an attack of unknown origin in Mirtul of 1372 DR. Now all that is left is a dark, concave space filled with shadows and flitting regions of deeper darkness. A force of fifty Purple Dragons has been stationed nearby to ward off visitors, for those who enter the area become dim and eventually vanish, never to return. A triad of wizards from Waterdeep has been studying the site from a distance, but so far has reported only that a great deal of powerful magic has been used in the area. It has caused a disruption in the Weave to such an extent that is greatly limits their ability to investigate further. A dirt road has been cleared around the strange ruin to allow caravan traffic passing through the area. Waymoot (Small Town, 1,980): Waymoot was built in a five-mile-diameter artificial clearing inside the King’s Forest. The town has a large keep, but because of the general safety of this forest, the outlying buildings are not protected by the walls. A trader’s town, Waymoot breeds quality horses and creates and repairs wagons. Its lord is Filfar “Trollkiller” Woodband (LG male human Ftr10), a very strong man somewhat uncomfortable with his well-deserved title (gained when he helped repel a troll attack when he was younger). The town has a small temple to Tymora and one to Lliira. Wheloon (Small City, 6,661): Known for its vibrant green slate roofs, Wheloon grew up around the ferry traffic on the Wyvernflow river. The roofs’ color is derived from the stone of a large and monster-haunted quarry due north of the town. Most of the locals are crafts folk, making boats, baskets, sails, and pottery. Their lord is Sarp Redbeard (NG male human Ftr9), a headstrong man who disagrees with court policy on many matters and is liked by the locals for his attitude, which they suspect keeps the Purple Dragons out of their daily lives. The town has a temple to Chauntea and a shrine to Silvanus. Regional HistoryIn ancient times, the Forest Country between the Thunder Peaks and Storm Horns mountain ranges was the domain of dragons, including “the” Purple Dragon, the mighty wyrm Thauglorimorgorus. Elves who settled here found themselves at war with the dragons. This ongoing strife ended in a Feint of Honor duel in which the elf Iliphar Nelnueve, Lord of Scepters, defeated Thauglor. Even as the elves displaced the dragons, humans from Impiltur and Chondath eventually pushed back the elves from the coast of the future Cormyr. As strife between elves and humans grew and humans cleared forests to establish farms, the wisest elves saw that they could not stop or defeat the human intruders. Judging the settler Ondeth Obarskyr to be the most influential human leader, they selected the human wizard Baerauble Etharr (consort to the elf Alea Dahast) to be their agent in guiding Ondeth. In this way the elves hoped to slow settlement, keep peace, and retain the best stretches of forest. Ondeth’s farm ultimately grew into the great city of Suzail, named for Ondeth’s wife Suzara. Ironically, she hated Cormyr and the frontier life so much that she eventually left him. Ondeth was a just and honorable man, and although Baerauble was reluctant to leave elven society, he became the first of the famous guiding Royal Magicians of Cormyr. When Ondeth died, the elves convinced his son Faerlthann to become the first king of the human realm they’d shaped--and so, in the Year of Opening Doors (26 DR), Cormyr was founded. Through the efforts of Baerauble and his successors, as well as the vigor and wits of Cormyr’s royal family, the throne has been held by the Obarskyrs for over a thousand years. During that time, the Forest Kingdom has grown prosperous and strong, survived several invasions, absorbed the realms of Esparin and Orva, claimed the still-wild Stonelands, and crushed repeated rebellions in the cities of Arabel and Marsember. Despite several challenges to the throne and internal uprisings, the Obarskyrs have remained in control of Cormyr, assisted and directed by wise and forward-looking wizards. Cormyr reached its zenith under the rule of King Azoun IV, who was crowned in 1336 DR. Years of prosperity under his capable rule, bolstered by the wisdom of the Royal Magician Vangerdahast, made Cormyr stronger. Its might and influence waxed, its population grew, and Cormyrians became successful merchants and shopkeepers, each generation achieving more wealth and learning than the last. During Azoun’s time the westernmost marches were settled in earnest, Sembia was rebuffed in border disputes, forays were mounted against the growing Zhentarim power in the Stonelands, Tilverton was occupied as a protectorate, and overtures of lasting alliances were made to the Dales. Though never a match for the glittering wealth of neighboring Sembia, Cormyr was widely envied for its strength and security. Cormyr’s peace finally failed in the last two years of Azoun’s reign. A blight fell upon the land, orcs and goblins invaded in numbers not seen in Cormyr for centuries, and old foes of the Obarskyrs, risen through evil magic as ghazneths (magic-draining winged creatures of great power), tore at the realm. Cormyr roused itself to war, only to suffer defeat after defeat. Goblin castles arose in the northern reaches, Vangerdahast disappeared, and the ghazneths were joined in the skies by a huge wyrm, the “Devil Dragon,” Nalavarauthatoryl the Red. Azoun and his warlike younger daughter, Alusair the Steel Princess, fought the goblinkin but tasted more defeat. The city of Arabel was besieged, evacuated, and lost to goblin armies. Some nobles committed outright treason, and others openly defied the Crown Princess, revealing that many among Cormyr’s nobility no longer felt any loyalty to the crown beyond their personal respect for Azoun. By the end of the crisis, the Devil Dragon and Azoun IV had slain each other on the battlefield, and a great number of the realm’s mightiest warriors, officials, soldiers, War Wizards, and highest nobility were lost. Crown Princess Tanalasta defeated the ghazneths but died soon after in childbirth, giving the land a new king: the infant Azoun V. Today Princess Alusair rules Cormyr as regent, ably assisted by the Dowager Queen Filfaeril. The ailing wizard Vangerdahast has chosen a successor, the battle-sorcerer Caladnei, and hidden himself away from the eyes of the world. Many nobles are on the sword’s edge of rebellion, others seek to claw their way back from exile, and Sembian interest are trying to covertly take control of Cormyr or at least gain substantial influence. As the land rebuilds, it offers new opportunities--and new dangers. ((This information was taken from the Dungeons & Dragons Forgotten Realms Campaign Setting Manual
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Post by ancientempathy on Apr 22, 2008 22:44:38 GMT -5
From luminator
The following is taken from the first edition sourcebook, Cormyr. It is provided solely as a reference for players, though it does not necessarily reflect how the server is presented.
Adventurers and Adventuring Of primary note to all who would conduct adventures within Cormyr is that no adventurers may operate as a group without first acquiring a royal charter.
The strict enforcement of this law began after Gondegal raised a mercenary force from within Cormyr and tried to secede from the kingdom. Enforcement of the requirement of a charter is meant to prevent a recurrence of this sort of activity. Any group of five people or more is required to obtain a charter.
Charters Without a charter, adventurers can be apprehended by any force representing the king, including the Purple Dragons, the War Wizards, and local militia. Given the peaceful nature of Cormyr and the power of these forces, it behooves a group of adventurers to register their names and obtain a charter. This may be done through 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, as well as the king.
An adventuring band must disclose its members’ names and its number in the charter. This makes adding members to the group especially difficult, so those who apply for a charter should be confident of their group’s integrity before application. If someone is added, the group must make sure that the new member’s name is recorded in Suzail. Records of charters are updated on a monthly basis. Regardless, a group cannot number more than 30. Once a group is chartered, members must wear the group’s badge or coat of arms at all times.
Charters cost 1,000 golden lions, with an annual tax of 300 golden lions due on the anniversary of the signing of the charter. There is a late fee of 20 golden lions accrued per day for up to 10 days. If the tax is not paid, and the late fees are not paid by 10 days past the due date, the charter is revoked.
Having its charter revoked does not merely mean the band is barred from adventuring within Cormyr, but also that the group has decided to oppose the crown by wilfully refusing to renew the charter. The group is considered outlaw, and a warrant is issued for members’ arrest and detention. Once arrested, the group can still pay the overdue tax and late fees. If the members do pay, their charter will be reinstated and the group may resume its activities. Otherwise, the charter is revoked permanently, and the group may not assemble while wearing weapons.
Cormyr has a keen interest in keeping close tabs on those who walk the countryside bearing arms and who seemingly have no higher purpose than to merely “seek adventure”, which is a formula for unrest and chaotic behavior if there ever was one. The Purple Dragons generally dislike adventurers because of the disruptions they cause the peaceable Cormyreans.
Anyone with the power to issue a charter can revoke one at any time for any reason. Should a member of a given group commit a crime, that person is automatically removed from the list of registered names on the charter.
The charter gives the adventurers the right only to bear arms, not the right to conduct themselves in an uncivilized manner.
Attitudes The people of Cormyr have little respect for the profession of adventuring. Indeed, the concept of taking up arms and traveling great distances only to put one’s life in serious jeopardy for the mere hope of money is quite foreign to the populace.
Adventurers who are not Cormyreans are viewed with suspicion but also curiosity. Cormyreans are intrigued that someone would travel from a distant land to Cormyr. It means Cormyr must offer something that the adventurer’s homeland does not, and this is a source of pride.
Possible Adventures Cormyr’s mixture of civilized areas and untamed borders offers many opportunities for adventure.
Exploration Hullack Forest and the Stonelands are the two primary areas in Cormyr that are being explored. Note that the Stonelands is a particularly violent area, where adventurers are subject to ambush. Hullack Forest is also known to be heavily infested with monsters of all sorts.
Castle Kilgrave is a wonderful opportunity to explore an ancient dungeon. The complex below the ruins is extensive and intricate, sure to please anyone who enjoys solving the mysteries of a castle’s long-dead inhabitants.
The Stormhorn mountain range is a popular location for adventuring. There are hundreds of mountains in the range, each one with a story to tell and secrets to hide.
The Thunder Peaks also offer potential for adventure, as this range has been explored less than the Stormhorns.
The Vast Swamp also beckons explorers willing to endure the hardships of travel through such difficult wetlands.
Protection In addition to exploration, another source of adventure is combating pirates on the Lake of Dragons. This can be lucrative, and a successful group will earn the friendship of Cormyrean officials and merchants.
Riches Possible sources of secreted gold are the rogue houses in Tilverton, but thieves’ guilds protect them well. Marsember’s canals may hold sunken treasure, but the water may cause disease.
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Post by ancientempathy on Apr 22, 2008 22:45:19 GMT -5
From Ziggy
The Coinage of Cormyr:
Coppers: "Thumbs" Silvers: "Silver Falcons" Golds: "Golden Lions" Platinums: "Tricrowns"[/quote]
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Post by ancientempathy on Apr 22, 2008 22:45:57 GMT -5
From Mr. Baboon An interesting article I read at spelljammer.org/worlds/Realmspace/Toril.htmlI've always been a big fan of Spelljammer (although it was never updated to 3e, this site does attempt to in a most noble of manners), and figured I'd post it here, since this part had to do with Cormyr. Who would've thought Cormyr would be so active in space defenses? Cormyr and Spelljammingby Toby Mekelburg Like Waterdeep, Cormyr has a strict policy concerning spelljamming craft. Flying of unauthorized spelljammers over any Cormyrean settlement will result in the offending vessel being shot down by hippogriff mounted War Wizards or Purple Dragon crewed Hammerships. 'Jammers must either hug the coastline, or fly well away from towns and villages. Flights above the Lake of Dragons are allowed, but the harassing of Cormyrean Navy or merchant vessels will result in an attack by the aforementioned aerial forces. The only two ports for spelljammers in Cormyr are at Suzail and Marsember. The spelljamming port of Marsember lies adjacent to the Naval Drydock compound. It is surrounded by its own newly built 20' high stone walls. Three towers have been built at strategic points on the wall. In these towers are three medium ballistas with crews of four Purple Dragons. These weapons, as well as blasting spells, are used as defensive measures in the event of 'jammer attack on the city. The dock has room for three vessels, and docking fees are a flat 5 gp, which includes air and drinking water. Also, merchants bringing goods via spelljammer must pay a flat 4% tax on their items. A year ago, a scro mantis was shot down after it tried to leave the dock without paying. A few scro survivors are currently working in the Royal rock quarries. The Suzalian 'jammer dock is built a half mile from the city, mainly for security reasons. There are currently six docks in a clear, unwalled field. Docking fees are 8 gp for water and air, while a wagon to transport goods along the paved road will cost 2gp. The road leading to Suzail was paved with intricately cut granite stones from Tyrluk. The money to do this came from the Crown and several of the noble families. Teamsters, from the Teamsters Guild, can be hired as per PH costs. The use on non-guild labor will generally result in the transported goods to arrived damaged or not arrive at all. These events are usually chalked up to 'human error". The same 4% tax is enforced as well. The docks at Marsember and Suzail are patrolled by customs agents and Purple Dragons. Both the customs agents and Purple Dragons are rotated regularly to combat corruption. Contraband material is usually smokepowder, guns, drugs, poisons, slaves etc. Smuggling of contraband will result in prison terms of 2-4 years. When a ship wants to dock, it is met by War Wizards, Purple Dragons and Customs Agents. Cormyr's Air Cavalry To protect Cormyr from attack from Wildspace and the dangers of the Stonelands and Goblin Marches, Cormyr has formed aerial fighting units: 'jammers and hippogriff cavalry. Cormyr has a small fleet of spelljammers, forming their main aerial force. The fleet consists of: * 4 Hammerships * 2 Cogs * 3 Shrikeships * 2 Dragonflies The Hammerships are equipped with major helms, while the rest use minor helms. One Hammership is stationed at Marsember and one at Suzail. Their primary purpose is the defense of the city from attack. The two cogs are based at Marsember and routinely patrol the Lake of Dragons, rarely using their spelljamming abilities unless necessary. The Shrikeships and Dragonflies rotate between High Horn and Castle Crag, running patrols over the Stonelands and Goblin Marches. In addition, Cormyr has two minor and one major helm in reserve, captured from raiding ships. The major helm was recovered when Cormyrean forces downed a neogi Deathspider near Hultail. Under covering fire from the Hammerships, four Shrikeships, filled with Purple Dragons, mages and priests, boarded the Deathspider. During the fighting, an explosion on board the neogi craft destroyed the entire ship, crew, Cormyrean soldiers, mages and one of the Shrikeships. Recently, a elven Flitter was salvaged near Waymoot after it was damaged by scro. The Flitter was recovered and the injured elven pilot healed of his wounds. The elf, a Lieutenant Cavarien Starbow(CG em F5/W7) of the IEN, has been appointed as an advisor to King Azoun concerning spelljamming matters. The other Hammerships patrol Cormyrean airspace and occasionally make contact with Waterdhavian 'jammers. Although relations have been strained between Waterdeep and Cormyr since the Tuigan War, they do sometimes coordinate with each other to fend off neogi, Tenth Pit, and scro. A few of the noble families have purchased spelljammers. To own a 'jammer, it requires a license costing 2,000 gp. This allows ownership of three vessels; any additional ships will cost 500gp. Licenses can be obtained from local lords or their heralds. They take down the name, class, owner and power source for the license. Airborne patrols, armed with this info are able to determine which vessel is Cormyrean and which is not. Some notable families with spelljamming craft are: The Crownsilvers The Crownsilver fleet is operated by Hrathar Crownsilver(NG hm F5), a young man with dashing good looks who is considered by many an up-and-comer in Court. He is assisted by several cousins who are competent mages. It seems that in recent years members of the Crownsilver family have shown a great aptitude for wizardly arts, which is strange since it has never had more than a few members in the War Wizards. The Crownsilvers are currently engaged in trading with several Wildspace nations. The fleet consists of: * 1 Tradesman * 2 Cogs * 1 Dragonfly * 2 Squidships All are equiped with major helms. The Hawklins The Hawklins are renowned for their military service to the Crown. They are at the forefront of Cormyr's military expansion into Realmspace. Their main objective is to keep the shipping lanes of Realmspace free of pirates, scro and neogi. Erltos Hawklin(LG hm F10) commands the family's small, but efficient fleet. The fleet consists of: * 2 Hammerships * 1 Battledolphin * 2 Galleons The Battledolphin and Galleons are equipped with major helms. Also, the Hawklins have hired two dozen giff mercs to serve on the Hammerships. The Scatterhawks The Skatterhawks have turned to the exploration of Realmspace, specifically the Tears of Selune. Headed by Aleria Scatterhawk(LN hf P9), they have mapped many of the asteroid fields and several of the communities including the dwarven Citadel and Dragon Rock. The fleet consists of: * 2 Shrikeships * 3 Wasps * 1 Mosquito The Dauntinghorns The Dautinghorns are primarily interested in trade. Relinia Dautinhorn (CG hef W12/P10) directs the aggressive trade negotiations with several nations of Wildspace and merchant companies on Bral. The Dauntinghorns have established a compound in the Merchant's Quarter on Bral. They are also starting up the building of several types of spelljammers in Suzail. The full operation will be up and running within the year. The fleet consists of: * 4 Tradesman * 2 Dolphin-Shuttles * 2 Squid Ships The Cormaerils have had their Whaleship and 2 Hammerships confiscated by the crown after recent events (see Cormyr: A Novel).
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Post by ancientempathy on Apr 22, 2008 22:50:55 GMT -5
From Moulinous
The Code of the Purple Dragon Knights
Live to serve King and Country.
Live to defend Crown and Country and all it holds dear.
Live one's life so that it is worthy of respect and honor.
Live for freedom, justice and all that is good.
Never attack an unarmed foe.
Never use a weapon on an opponent not equal to the attack.
Never attack from behind.
Avoid lying to your fellow man.
Avoid cheating.
Avoid torture.
Obey the law of king, country, and chivalry.
Administer justice.
Protect the innocent.
Exhibit self control.
Show respect to authority.
Respect women.
Exhibit Courage in word and deed.
Defend the weak and innocent.
Fight evil in all of its monstrous forms.
Fight with honor.
Avenge the wronged.
Never abandon a friend, ally, or noble cause.
Fight for the ideals of king, country, and chivalry.
Die with valor.
Always keep one's word of honor.
Always maintain one's principles.
Never betray a confidence or comrade.
Avoid deception.
Respect life and freedom.
Die with honor.
Exhibit manners.
Be polite and attentive.
Be respectful of host, women, and honor.
Loyalty to country, King, honor, freedom, and the code of chivalry.
Loyalty to one's friends and those who lay their trust in thee.
Music, dance, and art are the food of the noble knight .
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The 12 Virtues of the Purple Dragon Knight
1. Always respect and obey the law unless the law is wrongful.
2. Always be kind and never cruel.
3. Give mercy to those that ask for it.
4. Always be truthful and never lie.
5. Defend the Law of Good and seek to stop injustice.
6. Have compassion to the weak, frail, and oppressed, and seek to help them in any way.
7. Be charitable to others and give to those in need.
8. Always succor women when they are in distress.
9. Love your country, family, religion, and uphold them in any way.
10.Always put the needs of other above the needs of yourself.
11.Live a pure and noble life.
12.Anger blinds, a cool head will win the day.
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Orders of Conduct on the field of battle
In Battle take on enemies in this order
1. Enemy leader
2. Opponents of great renown, enemy flags and standards
3. Opponent Cavalry of Noble or Elite status
4. Other opponent Cavalry
5. Opponent elite footmen
6. Opponent camp and headquarters
7. Opponent melee troops
8. Levies or peasants
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The Tournement Field (The showplace of Knightly Conduct)
1. Courtesy to your opponent at all times.
2. In combat, if you are uncertain of a blow take it.
3. Do not let anger control your actions.
4. Do not let the lack of Chivalry in others cause you to be unchivalrous.
5. If your opponent is your equal practice chivalric action.
6. If your opponent is your better give no quarter.
7. Remember your actions speak louder than words.
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Prowess: To seek excellence in all endeavors expected of a knight, martial and otherwise, seeking strength to be used in the service of justice, rather than in personal aggrandizement.
Justice: Seek always the path of 'right', unencumbered by bias or personal interest. Recognize that the sword of justice can be a terrible thing, so it must be tempered by humanity and mercy. If the 'right' you see rings true, agrees with others, and you seek it out without bending to the temptation for expediency, then you will earn renown beyond measure.
Loyalty: Be known for unwavering commitment to the people and ideals you choose to live by. There are many places where compromise is expected; loyalty is not amongst them.
Defense: The ideal knight was sworn by oath to defend his liege lord and those who depended upon him. Seek always to defend your nation, your family, and those to whom you believe worthy of loyalty.
Courage: Being a knight often means choosing the more difficult path, the personally expensive one. Be prepared to make personal sacrifices in service of the precepts and people you value. At the same time, a knight should seek wisdom to see that stupidity and courage are cousins. Courage also means taking the side of truth in all matters, rather than seeking the expedient lie. Seek the truth whenever possible, but remember to temper justice with mercy, or the pure truth can bring grief.
Faith: A knight must have faith in his beliefs, for faith roots him and gives hope against the despair that human failings create.
Humility: Value first the contributions of others; do not boast of your own accomplishments, let others do this for you. Tell the deeds of others before your own, according them the renown rightfully earned through virtuous deeds. In this way the office of knighthood is well done and glorified, helping not only the gentle spoken of but also all who call themselves knights.
Largesse: Be generous in so far as your resources allow; largesse used in this way counters gluttony. It also makes the path of mercy easier to discern when a difficult decision of justice is required.
Nobility: Seek great stature of character by holding to the virtues and duties of a knight, realizing that though the ideals cannot be reached, the quality of striving towards them ennobles the spirit, growing the character from dust towards the heavens. Nobility also has the tendency to influence others, offering a compelling example of what can be done in the service of rightness.
Franchise: Seek to emulate everything I have spoken of as sincerely as possible, not for the reason of personal gain but because it is right. Do not restrict your exploration to a small world, but seek to infuse every aspect of your life with these qualities. Should you succeed in even a tiny measure then you will be well remembered for your quality and virtue.
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Post by ancientempathy on Apr 22, 2008 22:52:24 GMT -5
From Moulinous
In Cormyr, nobles (when they come of age) personally swear loyalty to both the sovereign (by name, and in the presence of the monarch) AND the Crown, pledging their persons to "the defense of the realm." Purple Dragons, lesser courtiers, and minor officials of the realm swear to "the Crown and the Dragon Throne" before no less than three ranking courtiers and/or the Royal Magician or a member of the Obarskyrs plus a court sage (in time of war, "battlefield oaths" are acceptable before three serving Purple Dragons and a Purple Dragon officer of the rank of ornrion or higher). Oaths are sworn when entering service, and may be re-demanded ("reconfirmed") at any time.
Highknights and courtiers of rank [Seneschal, Lord Chamberlain, the High Chatelaine, the Master of the King's Stables, etc.] take personal oaths to the sovereign (in the presence of the sovereign, a priest of the swearer's prime faith, the Royal Magician, another member of the blood Obarskyr or failing that two persons of one of the three 'royal' noble families, and a court sage and a court scribe).
All of the above oaths are usually renewed when a new sovereign or regent takes the Dragon Throne. War Wizards swear before the Mage Royal and one other War Wizard, plus a court scribe or member of the Obarskyr family, or the second-in-command of the War Wizards plus three other War Wizards of at least twelve seasons of service (rank doesn't matter) and a court scribe. In the event that the Royal Magician/Mage Royal and the Court Wizard are two separate persons, either one of them will suffice. In the event that both offices are vacant, any nine long-service War Wizards (so long as their number includes either one of the two highest-ranking surviving War Wizards) can receive the oath of loyalty.
This oath is informally but universally known as "The Handflame" because someone accepting the oath before the court for dramatic effect often conjures up illusory flame about their hands, transferring it briefly to the swearer's hands as the accepter clasps the hands of the swearer (a formality usually entirely dispensed with in private). A War Wizard's oath is taken only once; dismissal from the organization (for reasons of age, ill health, loss of desire to serve, or unfitting conduct) is known as "release from the oath." The Handflame is always spoken from memory, not recited by the accepter or a prompter and repeated by swearer. Its words are as follows:
I, --[insert full formal name, sans titles but including all given used names and aliases, including truenames if the oath is taken in private]-- , give my service unfailingly loyal to the Mage Royal of Cormyr, in full obedience of speech and action, that peace and order shall prevail in the Forest Kingdom, that magic of mine own and others be used and not misused. I do this in trust that the Mage Royal shall unswervingly serve the throne of Cormyr, and if the Mage Royal fall, or fail the Crown and Throne, my obedience shall be to the sovereign directly. Whenever there is doubt and dispute, I shall act to preserve Cormyr. Sunrise and moonfall, so long as my breath takes and my mine eyes see, I serve Cormyr. I give my life that the realm endure.
...And there you have it. Please note that all personal oaths and many noble oaths have included variant flowery language (if approved beforehand by both independent heralds AND the accepters), and there's no reason why War Wizard oaths shouldn't also have embellishments, so long as this core is retained. I can say that Vangerdahast has been overheard to grunt: "Well enough, I accept your service. Swear to serve?" [the response was: "Uh, yes."] Vangey: "Right, you're in. Now, I order you to-"
Enjoy! :} Ed
(ed as in ed greenwood wrote this, found through wizards of the coast)
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Post by ancientempathy on Apr 22, 2008 22:54:20 GMT -5
From Moulinous
The King and Queen of Cormyr found themselves standing in darkness -- dusty, cobwebbed darkness.
Dusty, cobwebbed, utter darkness.
Azoun drew his dagger and willed it to glow just a trifle faster than Filfaeril laid her fingers on the stone she wore at her throat with the same intent.
A moment later, they stood together in the heart of two soft, interlaced spell-glows.
They were in a narrow, dust-lined, stone passage. By the look of its walls, it lay somewhere within a large and grand mansion or the massive wall of a castle. From its condition, they knew that it didn't see frequent use.
Filfaeril hastily licked her fingertips and daintily thrust them up her nostrils to quell any sneezes, tapping Azoun's shoulder to make him see and do the same.
Something rested on the floor about a pace ahead of them -- a scrap of parchment with writing on it.
After casting a swift glance up at the ceiling to assure himself that nothing waited there to plunge down on him, Azoun bent and picked it up.
"A treasure map?" Filfaeril asked hopefully.
"Nay so lucky, love," Azoun replied, frowning. "'Tis an ... outline, I suppose, of a state visit to our court. Or, no --- 'tis a courtier's training treatise, writings done to tell the clerks and pages under him all the steps that should not be missed."
Filfaeril extended an imperious hand. Azoun handed over the parchment, turning it to make sure nothing was written on its back as he did so.
"So we must be somewhere in Cormyr," he mused, peering up and down the passage. "I'll just have a look ..."
The arm that shot round his throat was slender and shapely, but firm. "Kings, like other folk, look with their eyes, not their hands or feet," his queen reminded him, her lips against his ear. "Stand right here until I've finished reading, and then we can go for a stroll together. I'm not getting separated from you, and you're not safe blundering about on your own."
"Oh?" Azoun growled. "Not safe? And whose opinion is that?"
"Mine. You weren't safe from Zara Emmerask, you weren't safe from Harantra Longflail, you weren't safe from Jasmra Hornhold, you weren't safe from Perrele Jalance, you weren't safe from gods-bedevil us Aumarra Hiloar -- really, Az -- nor from Belara --"
"Aye, Fee, aye, enough," Azoun growled, a trifle testily. "I don't need a herald's roll of my indiscretions paraded before me once more. You've scarred me for all of those wenches, and more, and I deserved them all, but --"
"But thus made wiser, you'll stand still until I've ... done. That wasn't so hard, was it?"
"No, my bright flower," the King of Cormyr made reply, being very sure his queen could not see the roll of his eyes. "As you say -- not at all."
The rather pedantic text of the parchment read by the Obarskyrs has been lightly edited here for clarity and brevity (mentions of "The Crown" throughout refer to the reigning monarch). It outlines the sequence of events (and preparations for them) involved in a state visit to Cormyr.
A state visit is a public (not private, for secret meetings or hunting or revelry) visit by an outland (foreign) head of state or in-favor royalty, regent, or special envoy (an ambassador, church representative, or negotiator for an alliance of countries).
1. Preparations Beforehand
The Royal Kitchens
Contact outland envoys as to shunned and preferred foods and drink. Prepare menus in consultation with Cellarer, Chatelaine, and Seneschal. Gain approvals from all three plus the Royal Sage. Report menus back to me. Order necessary provender to kitchens (requires privy purse disbursements upon approval of Seneschal). Lord High Marshal or Acting Lord Protector of the Realm
Consult with the Royal Magician on itinerary. Assign responsibilities and schedules to Blue and Purple Dragon elements and War Wizards. Gain approvals from Vangerdehast, the Crown, or Regent. Report all of the above to Clerk of the Shield. Court Wizard
Draft initial visit itinerary in consultation with The Crown (or, as proxy for The Crown, the Royal Sage), the Clerk of Protocol, and relevant outland envoys. Submit draft itinerary for approval of Vangerdahast(1), The Crown, or Regent. Convey itinerary to Clerk of Protocol, who is responsible for briefing Court Heralds. Court Heralds
Devise ceremonies in consultation with the Clerk of Protocol, the Court Wizard, and the Royal Sage. Gain approvals from Vangerdahast, The Crown, or Regent. Contact and inform relevant King's Lords(2) and high priests under protocol of discretion (performance of said contacts to be reported back to me). Master of Revels
Plan all feasts and entertainments pertaining to the visit under the direction of the Clerk of Protocol. Gain approvals from Vangerdahast, the Royal Sage, The Crown, or Regent. Order the creation and/or purchase of all banners, bunting, floral and other displays. All heraldry subject to approval of Court Heralds. Arrange for musicians and entertainers, making privy purse disbursements to same with approval of Seneschal. Report all progress and arrangements back to me. Underclerks of Protocol
Meet with all relevant nobles, guilds, and experts regarding the home locale of the visitor(3) under the direction of the Clerk of Protocol. Gather information on visitors' likes, dislikes, feuds, disputes legal, and business interests, as well as disputatious matters concerning their territories and populace. Exercise all possible discretion in these matters! Chatelaine and Clerks of the Stairs(4)
Make all necessary decisions regarding housing and creature comforts of visiting personages, including but not limited to: redecorating; linens and wardrobe; escorts; treatment of mounts, pets, and companions; known, peculiar wants and needs. Consult and communicate as needed with Clerk of the Shield, relevant outland envoys, and Underclerks of Protocol. Submit all preparations for approval of Seneschal and Clerk of the Shield. Arrange for privy purse disbursements as needed, subject to approval of Seneschal. Report all such arrangements back to me for compilation of report to Court Wizard. "I must confess," Azoun commented a moment later, "that my eyes began to glaze over at about the point where it discusses pets and escorts. Is that what they spend our coin on? I confess, I've managed to ride the throne for these many years without ever realizing how much fuss and foolishness all these courtiers of ours get up to!"
"That's fine, dear," Filfaeril said soothingly. "Confession's the hardest step, for kings. Now we can get to work on improving you. Did you manage to read the rest of it?"
The Purple Dragon went vaguely purple. "No," he admitted.
Do we share a common hunch that the Queen of Cormyr is going to make her husband read the rest of the document on the spot? We thought so, but we'll see in the next installment.
Footnotes:
1. At the time of the writing of this document, the wizard Vangerdahast was both Court Wizard and Royal Magician. Alaphondar was and remains the Royal Sage. The Clerk of the Shield is responsible for security on a room-by-room basis in the Palace. "Relevant outland envoys" refers to courtiers attached to the visiting personage.
2. King's Lords are the so-called "local lords" of Cormyr. By "relevant," this entry means the heralds will contact only lords and high priests in locations that the visit is intended to involve. "Under protocol of discretion" means the heralds confer with the lords and high priests on a need-to-know basis (telling them only the bare minimum they must learn, not revealing everything about the visit -- this is to prevent treachery on the part of these persons or as a result of careless talk on their part).
3. The "experts" referred to here may be merchants, sages, persons who've dwelt in the relevant outland locale or have personal acquaintance with the visiting personage, as well as palace spies.
4. The Clerks of the Stairs are the superiors of (scribes for and schedulers of) the Head Chambermaids of each floor and wing of the Palace. They report to the Chatelaine but aren't part of her staff. The Head Chambermaids, all other maids, and Pages of the Presence (that is, fetch-and-carry errand-runners and furniture-moving orderlies attached to rooms rather than to the royal staff) are part of her staff.
//all of this is legitmate sourcebook info
Take a deep breath, grasp your temper firmly in both hands, and read," Filfaeril said sunnily. "And try to understand and remember it, too, because I'll be asking you a question or two about it, later in the day."
"Fee," Azoun asked plaintively, "why are you doing this? Can't I just . . ."
"Go kill something? Wring my neck? Father another --"
"Very good, very good, very good!" the King of all Cormyr said hastily, almost snatching the parchment from under Filfaeril's sweet smile. "Slaver," he added, under his breath.
"Barbarian," she responded fondly, kissing him.
The document resumes:
2. Proclamation
No action on our part but to forward reports of performance to Master of the Rolls.
Heralds formally inform local lords of the relevant itinerary items of the visit, and then post public proclamations of same(1) and "utter" (make public announcements, following a text prepared at the palace with an eye for how much the Crown wants the citizenry to know and how much the guest wants to meet with deputations, malcontents, former countrymen, trade envoys, and the like). Posting can be delegated to Purple Dragons or local court officers, but utterance cannot. Hereafter events vary from visit to visit according to the specifics of the itinerary, but a typical roster appears here, numbered continuously with the preceding steps so as to communicate the usual sequence of happenings. Inquiries to the Clerk of Protocol and Court Heralds as to the arrangement of all of the following steps in a given visit should ensure that major diplomatic disasters are avoided.
3. Arrival
This will always involve a ceremony, either on the docks or at a suitable square or waymoot, with fanfares and/or speeches of welcome.
Thereafter will follow a parade and/or escorted procession (parade and/or escorted conveyance to a royal residence).
The amount of pomp and ceremony varies with the visitor's wishes, security concerns, place of arrival (grand procession from the docks of Suzail, yes -- grand procession from the docks to the waiting citadel in the naval base at Marsember, no -- accompinent by honor guard, probably yes).
Master of Revels and Court Heralds handle details of ceremony. Master of the Horse provides covered coaches (open coaches only if security and weather permit, if only weather is a concern, closed coaches must still be ready nearby in case it turns inclement). Court War Wizard sees to protective escort and shieldings. Highknights act as agents of the crown to determine exactly how many persons are in the outland party at this time and make sure they stay with the party. If anyone slips away, they are to be followed (with assistance of War Wizards). Purple Dragons form the uniformed escort and honor guard. 4. Presentation to the Court
The usually occurs on the same day as Arrival unless travel or health of visiting personages require otherwise. Presentation involves a full, formal court ceremony with speeches, possible exchange of gifts, and welcoming by The Crown.
Master of Revels and Court Heralds see to details of the ceremony, obtaining approvals from The Crown or Regent, Royal Magician, Clerk of Protocol, Lord High Marshal or Acting Lord Protector of the Realm. Clerk of Protocol assembles list of select guests to receive invitations. Royal Pages deliver invitations. Highknights and War Wizards (as assigned by the Royal Magician) make security arrangements in consultation with the Lord High Marshal. Stewards see to deployment of Gentlemen Ushers and uniformed Purple Dragons. 5. State Feast
The feast is usually held the evening of the same day as the Presentation. All preparations for the feast are the same as for the Presentation, with the addition of the Royal Kitchens and Servers, who must adhere to the itinerary.
6. Protocol Meeting
Usually occurs the during the night or early morning immediately following the State Feast. The ame court officers are involved as in the Presentation, hosting (in private) outland envoys of the visiting personage.
Itinerary must be confirmed and approvals obtained for all changes. Highknights and War Wizards are tasked with listening in on this discussion from absolute concealment, under the protocol of extreme discretion. 7. Royal Audience
The audience is usually held after highsunfeast on the day following the State Feast. The audience is a relaxed, private discussion between The Crown or Regent and visiting personages.
Servants and attendants must be present as determined by the itinerary and as modified in the Protocol Meeting. Those same court officers indicated for Presentation conduct the same functions. Invitations should be limited to essential nobles and functionaries. Royal Magician determines whether Highknights and War Wizards must listen in from concealment, under protocol of extreme discretion(2). His decision is communicated after the fact to the Master of Rolls, the Royal Sage, and The Crown, but is not shared with any of us. 8. Reception
The evening revel should occur the same day as the Royal Audience when possible, with private in-chamber dining, rest, and bathing for visiting personage between if necessary. Only a select list of guests is invited.
Reception consists of drinks, conversation afoot, and light entertainment (minstrelry in gallery) with the aim of encouraging friendly mingling between visitors and the court.
The royal family may appear separately in casual dress, not regalia, so full security is required. All preparations and court officers involved in the State Feast perform identical functions here. Filfaeril's arm is sure to be removed from around Azoun's neck momentarily, so let's see what they discover about this mysterious, secret passage in our next installment.
Footnotes:
1. The Master of the Rolls is the archivist of the Royal Court (a role performed in the Palace by the Scribes Royal). For an example of such a proclamation, see the opening scene of the short story "The Long Road Home" in The Best of the Realms Book II: The Stories of Ed Greenwood, published by Wizards of the Coast in 2005.
Those unfamiliar with Cormyr are advised that the Royal Palace and the Royal Court are two different buildings in Suzail. The Palace stands in the Royal Gardens, north of the Court, with "Lake Azoun" between them. It sits "behind" the Royal Court, which largely hides it from public view. The Royal Court is a vast, sprawling series of connected buildings where most courtiers work and many live. It is all that most Cormyreans see of what's colloquially known as "the Court," meaning functions where well-dressed folk appear before or socially meet the monarch or court functionaries, or face justice.
2. "Protocol of extreme discretion" can be bluntly translated as "spying." This generally involves full concealment and several disguised watchers with backup and magical oversight from the War Wizard. The sites for functions requiring this protocol are chosen, whenever possible, from among those that have ready access via secret passages, spyholes, and the like.
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Post by ancientempathy on Apr 23, 2008 1:24:25 GMT -5
From Moulinous
A Look At Firefall Vale
Which brings us at last to Firefall. Thanks to STORMLIGHT, you know where in easternmost Cormyr Firefall Vale is, in the district of Northtrees March, hard against the Thunder Peaks and the northern edge of Hullack Forest, and that it has traditionally been ruled by Lord Summerstar from his castle at its western end, Firefall Keep.
In the early days of Cormyr, Glothgam Summerstar (the founder of House Summerstar and its first Lord) used the magical Sword of Summer Winds to slay and drive away red dragons after they attacked Glothgam’s encampment with a mighty spell that turned the waters of the Brook to flame (giving the Vale its name), and so claimed the valley as his own.
I’m going to pull some SPOILERS here, though they shouldn’t really ruin your enjoyment (or if you hate it, lack of same :}) of STORMLIGHT if you just read on. (By the way, if anyone reading this wants the true measure of Storm’s character, read pages 114 through 121, and page 192, of the novel.)
Generations later, Glothgam’s descendant Rauvor was the Lord of Firefall Vale. After Lord Rauvor Summerstar’s death, of a wasting fever decades before the events of STORMLIGHT, his bride became the Dowager Lady Pheirauze Summerstar, and -- as an haughty, imperious and coldly beautiful noblewoman widely known (though not to her face) as "Dowager Lady Daggertongue" -- outlived her son (Pyramus) and her grandson, being in her sixties at the time of STORMLIGHT. She became romantically involved with no less than three generations of the Illance noble family (one after another, not all at once!) but never remarried. Pheirauze was very intelligent, very strong-willed, and very used to getting her own way in everything: spreading and using her personal influence to govern others is what she does.
Rauvor had one brother, Hergrest, who predeceased him. Hergrest married a quiet, strong-willed sorceress, Harper, and adventurer, Maerla Downhand, but it was a true (though childless) love-match, and she survived him only by four summers.
Lord Pyramus Summerstar was the eldest of five sons of Rauvor and Pheirauze. Eldest to youngest, the brothers of Pyramus were the mage Orm Hlannan Summerstar, the warriors Darandar and Brezm, and the womanizer and rogue Lord Erlandar Summerstar (the only one still alive when STORMLIGHT begins). After birthing sons, Pheirauze gave Rauvor three daughters: Dalestra, Margort and Nalanna, and the latter two (both 'maiden aunts') are still alive at the time of STORMLIGHT.
Pyramus wed the timid and mostly silent Zarova Battlestar (of House Battlestar of West Shore not far along the coast west from Suzail, who became the second Dowager Lady Summerstar, and -- like Pheiauze --outlived both Pyramus and Athlan).
Lord Pyramus married Zarova only after his secret marriage to Princess Sulesta (daughter of King Rhigaerd) was annulled by mutual agreement (and furious pressure from the War Wizards to undo the match and never to speak of it) after their love cooled. Thanks to War Wizard precautions, Pyramus did not sire any children with Sulesta.
Lord Pyramus was succeeded by his son Lord Athlan Summerstar (a Harper), who perishes in the first few pages of STORMLIGHT, leaving his stunningly beautiful, wanton younger sister Shayna as heir. Their cousin is the womanizing fop Sir Thalance Summerstar, the bastard son of Baelangar Harth (a local forester -- ranger -- of common birth), and Lady Dalestra Summerstar. Baelangar was killed by wolves whilst defending his lady when they were caught in a fierce winter storm while travelling overland during a very hard winter, a decade before STORMLIGHT. As STORMLIGHT begins, Shayna, Thalance, Erlandar, Zarova, Pheirauze, and two daughters of Darandar not named in the novel but present at the feasts, Myara and Calaumdra, are still alive and dwelling in the Keep.
Firefall Vale is the long, lushly green valley (prone to spring flooding) carved by Turnwyrm Brook on its descent from the Thunder Peaks to join the River Immerflow. It runs for some five miles east to west, being about a mile wide at its midpoint and much narrower at both ends. At its eastern end, the Vale hooks to the southeast, and ends at the Cascades, a series of falls that brings the Brook down into it from a higher, narrower 'upper Vale' that runs for another two miles southeast back into the mountains.
Vale folk keep many small flocks of sheep and goats are kept in the upper Vale and in the many small, nameless valleys around the Vale itself. The Vale is bordered and surrounded by knife-sharp rocky ridges, and there are rumored to be 'ghost dragons' lurking in the nearby peaks, one of which is Mount Glendaborr.
The nearest neighboring noble holdings are Hawkhar to the northwest (high rolling hills where fine horses are bred and reared for sale) held by House Indesm, and Galdyn’s Gorge, south along the Immerflow (known for its gorge-side caverns where mushrooms are grown, gems mined, and vralo, a VERY strong-flavored mushroom wine, is made), home of House Yellander. (Vralo, pronounced "vrAL-oh," is an amber-hued drink made by adding fermented mushroom essence, the juice produced when certain smoky-tasting small, brown, and wrinkled cavern mushrooms are crushed, to an undistinguised sour white wine made locally from grapes and known to most as “horsepiss.” It’s very much an acquired taste, but many Vale folk seem to have done the necessary acquiring.)
Firefall Keep is a much smaller small stone fortress since the events of STORMLIGHT. Its formerly predominant Haunted Tower, Twilight Turret, Hall of Honor, and Gargoyle Stair are all gone, leaving it much changed.
Today, the oldest and tallest part of the castle is the West Front of three original towers (Darkwind, Nalvor’s, and Scorchedshields), with their tall, north-south linking wall. Darkwind, the northernmost of the three, is linked by a battlement running east to the North Room (a semi-circular dining hall raised atop the rebuilt kitchens and pantries). From the North Room, the outer walls run southeast to a new, smaller tower, Ladytower, where the walls turn south for a short run to the matching new tower of Braceguilt.
Ladytower is the living quarters of the current Lord and Lady Summerstar, and Braceguilt contains guest apartments (with the quarters of the seneschal and guards at ground level, beneath them).
The original gate between Nalvor’s and Scorchedshields opens west onto the end of the coach road linking Firefall with the rest of Cormyr, as it always did, and a second gate, between Ladytower and Braceguilt, now opens east into the rest of the Vale.
A modest battlement wall runs east from Scorchedshields to a large, misshapen new tower known as the Armory. From there the wall turns northeast for a short run to Braceguilt, completing the outside edge of the Keep and enclosing a large courtyard now largely given over to gardens. The stables and granary cellars run along the inside of this south wall, and there are known to be underground passages beneath the courtyard and the ring of battlement walls linking all of the Keep towers to each other and to the (original) Summerstars crypt and dungeons.
It's not necessary to pass through the Keep to enter and leave the Vale: a wide wooden bridge arches over Turnwyrm Brook just west of the castle, and carries the main cart-road over to the south bank of the Brook and along it east into the Vale proper. For most of the length of the Vale, cart-tracks run along both banks of the Brook, and are linked by cross-bridges at Dunstone Farm, Marthtree, and Bottomstones (at the base of the Cascades). Only agile hikers can ascend beyond Bottomstones, but there are rope-anchors (huge rings hammered into the rocks) to allow heavy goods to be raised or lowered from one Vale to another. At least one person took a cart up into the upper Vale in this manner, but carts can’t pass freely from one Vale to another except in a spectacularly crashing descent.
After the events of STORMLIGHT, the war wizard Sir Broglan Sarmyn wed Lady Shayna Summerstar, and was created Lord Summerstar in his own right. Broglan and Shayna have three children. In order of birth, they are Ileira (daughter, now four years of age), Storm (daughter, now two, and yes, named for Storm Silverhand, a naming that some say caused Lady Margort Summerstar to die of mortification), and Rauvoril (son, just approaching his first birthday).
The battles in STORMLIGHT took a heavy toll; the only other Summerstars still living are Thalance and Erlandar. Thalance spends most of his time in Suzail these days, making friends and seducing ladies with energy enough to have some chance at catching up to the exploits and reputation of his Uncle Erlandar, who has settled into being the Lord Warden (captain of the guard and police) of the Vale, and slowed his seductions to one or two per season.
Broglan and Shayna are a happy couple, and their kindnesses and sharings of food and shelter in winter have made them much loved by the several hundred folk who call the Vale home. They are widely regarded as "good" and "just" by the locals, whose loyalty is strong -- and bolstered by the fact that Cormyr often seems to reach out with cordial interest to Firefall Vale. Part of that is due to Ergluth Rowanmantle, still Boldshield of Northtrees March, part to Broglan’s rank as a War Wizard, and part to Storm Silverhand’s deeds in STORMLIGHT.
Harpers and War Wizards are now most welcome in Firefall Keep, and the place has become something of a retirement destination for folk of Cormyr whose colourful pasts or careers lead them to seek seclusion. These retirees have considerable coin to invest, and are sponsoring the transport of the goods of local artisans who craft pretty (and inexpensive) jewelry by cutting and polishing tiny sections of certain local stones and stringing them into bracelets, pectorals, and necklaces to markets in Arabel and Suzail, where these affordable adornments are gaining great popularity among the merchant classes.
The Vale proper has many spreading blueleaf trees (and in the upper Vale, even a few weirwoods), but is dominated by small farm fields bounded by rubble-stone walls. Most Vale farmers dwell in single-story cottages built of fieldstone where two or more field-walls meet, and roofed in wooden shingles or slates, sealed with pitch. The homes have storage cellars beneath, because long, harsh winters force prudent folk to preserve and store a lot of food and drink. Bitter-root beer and goat cheeses thickly sealed in wax are staples of such larders, and mint and "rock fur" (lichen) jellies are popular homemade condiments.
Vale farms produce local food crops (radishes, cabbages, apples, nuts, and potatoes), chickens, and hogs. The morning and evening mists coupled with bright hours of sunlight have always made this tiny area a verdant, prosperous slice of paradise, and young sons of the Vale seeking work have always been able to find it as foresters working the verges of the Hullack, or in Purple Dragon service, just as daughters have traditionally traveled to larger cities in Suzail and sought service in the households of nobles, proudly proclaiming their Summerstar training.
Storm visits the Vale seldom, usually arriving by night and teleport, to a room in the Keep that’s been set aside for her. When upset, Lord Broglan has been known to go alone to this room to think or pray -- and it's a measure of the deep love between Shayna and Broglan, and her regard for Storm, that this has never caused friction between them (indeed, certain Keep folk say that on the occasion of a great fight between the Lord and Lady, and when Rauvoril’s birth turned difficult, the two magically called to the Bard of Shadowdale for aid, and she came).
This is not to say that all is sweetness and light in Firefall. Fell beasts have begun to prowl out of the Hullack Forest, and there are rumors that some folk among the wealthy arrivals who’ve built mansions along the coach road just west of the Keep are engaged in illicit practises and trade. Rumors have a tendency to paint darker portraits than truth, but local whispers include suspicions of agents and trade in drugs and poisons involving Zhentarim, Red Wizards, and a wide variety of Sembian interests who lack all respect for Cormyrean law. The whispers inevitably continue on to speak of all manner of plots against the Crown, trading (smuggling and slaving) cabals among various nobles, and so on -- and there’s even talk that the Harpers are hiding something (or someone) very important in the Vale.
//was reading this and thought it might be of some intrest to the Builders...it is in cormyr and sounds like a very itresting place with lots of character and possiblitys....
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Post by ancientempathy on Apr 23, 2008 1:33:29 GMT -5
Rural Realms Architecture (Part Two) By Ed Greenwood Filfaeril sighed. "And where has Vangey's little toy sent us now?" Azoun blinked at her. "Well, this is obviously a roof, and just as obviously, 'tis in Arabel -- see the row of snow-blades, standing up from the slates? They cut thick snowloads into slices, so an entire roof-face of deep snow can never fall into the street below when melts come, in a huge sliding rush that could slay dozens and shatter or bury wagons." "Dragon of my heart," Filfaeril said gently, turning to gaze at her lord with a certain look in her eyes, "you understand my words, but not my meaning. I am well aware that this is a roof, and I care not a whit where in all the realm it might happen to be. I was really asking this: How by all the happy dancing hobgoblins in the Stonelands are we to get down from here?" "Ah," the King agreed helpfully. "Ah, yes. Ahem." He blinked again, and turned slowly on his heel to gaze all around, with a hopeful look on his face that told all Arabel that its king fully expected an answer to this thorny question to leap up onto the roof beside him and present itself. Preferably before nightfall. Adventurers often seem to find themselves chasing across roofs, hiding on roofs, or jumping onto adjacent roofs. It helps to know if leaping onto a roof is going to plunge you right through it -- or send you sliding helplessly down it, and thence into the street below. Many roofs have hatches (usually very securely fastened on the inside -- with crossbars slid into wooden or metal sockets, chains, or even turn-wheels governing large screws through crossbraces -- against intrusion from above, by anyone who isn't using an axe or a meteor swarm), connecting attics to the rooftop slopes. These allow access for roof and chimney repairs, and they also allow inhabitants to reach hiding spots for valuables. In the Realms, putting caches of coins in metal coffers that are then hidden in rooftop chimney niches (often concealed behind loose stones), is a favorite ploy, second in popularity to putting valuables under one's floorboards or buried in a dirt floor or the cellar, but more popular than burying a coffer in nearby woods (or pasture, along a fenceline). A few old, massive buildings have roof-beams or braces large enough to permit hidden cavities to be situated within them: Seekers are advised to look for doubled construction (posts side by side or touching). One will be unbroken and do the structural work, and the other will contain the hiding-places, often under a removable "false front" slice. Roofs of rural log steadings are framed with wooden trusses (rows of triangles with internal braces) that rest on the log sidewalls, and the treetrunk posts in the center of the rooms hold them up. These posts are often shimmed, as the building settles, with wooden wedges hammered in between post-top and truss-beam. Roofs are covered either with logs sealed with moss and slather, or logs (sometimes sawn in half lengthwise, into "half-round" form) used as a base, covered with slather, and then covered again with wood shingles or shakes. Slates and tiles are so heavy and expensive that their use is almost entirely urban, except as threshold-stones or the tops of farmhouse cutting-tables -- or on the sturdiest buildings (such as temples or keeps, where warding off the effects of fiery missiles may be a concern) in areas very near slate quarries. Severe windstorms can wreak havoc with almost any sort of roof, but slate and tile roofs can shed deadly missiles when the wooden pegs that hold individual slates and tiles rot or lose the battle against gales. Veteran battle-mages have been known to use explosive spells to deliberately shower groups of foes with most of a roof-worth of heavy, razor-edged slates, or daggerlike shards of tile. Thatch roofs are common only where nearby marshes can provide the necessary reeds. Where skilled thatchers are absent, extensive mud slather keeps poorly constructed thatch from blowing off or copiously leaking in every rainstorm. The poorest dwellings have sod roofs, often planted with clinging, thorny vines to hold the soil against being blown away in high winds when dry, and to discourage animals from burrowing into it. Aside from a low-headroom loft created by laying boards across the cross-beams of the roof trusses, and subfloors created when a house is built on sloping ground, farmhouses almost always have just a ground floor, never any sort of habitable "aloft" (we would say "upstairs"). By contrast, most taverns and inns have extensive attics, used for storage of travel chests, excess and in-need-of-repair furniture, and for servants to sleep in (those who don't sleep in the kitchens or stable lofts), just because their trusses are so much larger. These large trusses allow folk to stand up in rooms "within the trusses" since the area has enough height. Exciting, eh? Thus emboldened, we investigate drainpipes next time. Oh, and chimneys. To say nothing of farm fences. Dangerous challenges, those farm fences, and a forewarned adventurer is a formidable adventurer.
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Post by longearmage on Jul 5, 2008 9:35:58 GMT -5
The following missive was sent by Alaphondar the Sage to the “signet list” of senior Crown servants throughout Cormyr.
To All Who Serve the Dragon: Know and Heed This Message, But Let Not Eyes of the Unsworn Peruse It.
Fair greetings in the name of Azoun, Fourth of That Majesty, to the Greater Glory of the Realm.
To thy ears may by now have come talk of one Gondegal, who styles himself “the Lost King” and seeks to refound what he calls his rightful kingdom, centered upon the loyal Cormyrean city of Arabel. Though some have long memories of fallen realms and may desire to raise those vanished thrones again, such sentiments must not be considered to confer legitimacy on the claims of the man Gondegal.
Court and temple records have been diligently examined for any shred of proof regarding his claims of lineage, but such documents yield no support to him. Certain elves, dwarves, and dragons whose life spans and familiarity with the lands in question furnish them with expertise on past human deeds have been questioned in the presence of High Heralds, whose testimony is above influence or reproach. Not one of these creatures admits knowing anything about the claims of Gondegal.
As far as we can ascertain as of this writing, Gondegal is not directly descended from any former ruler or noble, and he has no Blood Royal, of House Obarskyr or any other. Even should this assumption later prove false, the Crown refutes any brazen and lawless bloodshed or wanton bringing of war to our fair kingdom.
We therefore declare this Gondegal to be an outlaw, and his life to be forfeit on sight for the murders he has visited upon the fair folk of Cormyr. Also declared outlaw are these persons who ride with Gondegal or espouse his cause:
Arth Tembroar, of Tembroar’s Fine Saddles, Dalarn Lane, Arabel
Azunt Haelcloak, Herbalist for Hire, late of Mother Jessa’s, Bottle Alley, Arabel
Baerendros “the Blade,” hiresword out of Sembia, wanted for diverse robberies and slayings
Culdath, condemned thief, formerly Bresk Thrattul, clothier, of Five Fine Cloaks, Telvurr Street, Arabel
The Crown desires all these persons delivered into its custody, dead or alive.
A royal proclamation regarding Gondegal will soon be forthcoming. Purple Dragons are mustering.
Do not hesitate to report any suspicious activities to any Wizard of War. Such persons can also communicate any questions that you or citizens who treat with you may have to those who can provide answers.
Set down this eleventh of Ches by the hand of Alaphondar Sage Royal to the Court of the Dragon — EG
((Grand History of the Realms - page 141))
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Post by longearmage on Jul 5, 2008 9:36:47 GMT -5
Gondegal arrayed for battle (as his magic rings made him appear). ((also from the same page))
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Post by longearmage on Jul 5, 2008 9:37:48 GMT -5
Lusty, handsome, and gallant, King Azoun of Cormyr was beloved by his people. As his reign stretched on for decade after decade, it began to seem as if he would never die—nor even grow old beyond mere whitening of his hair. At last, however, the “Devil Dragon” appeared and sought to destroy the realm. Much blood was shed in battle after battle, until at last the strife ended on a dark and bloody field when dragon rent dragon, and Azoun slew the fell wyrm, only to die of his wounds.
His surviving daughter, Alusair, was proclaimed regent, and the grieving and frightened folk of Cormyr waited to see whether this so-called Steel Regent would be a wanton or headstrong disaster, a tyrant, or a wise and just ruler.
The following is an excerpt from a chapbook called The Dream of the Dragon, penned by the young bard Elender Stormfall of Suzail and published late in 1374 DR.
We who were born under the Dragon firmly believe that for all its faults and disputes, Cormyr is the greatest realm in all Faerûn. We are proud to dwell in this green and blessed land of valiant Purple Dragons, and we would have no other.
Yet most of us alive now have known only one king—Azoun IV, the Dragon. The Watching Gods willing, we would have no other. So when he fell fighting for us in the time of Cormyr’s darkest need, the very beating heart was wrenched from us. We were lost—left standing afraid and bewildered in our own land. Cormyr was all around us, and had been delivered from its foes—yet Cormyr was gone.
The days after that last dark battle were mere passing shadows. What mattered our lives now, when our world had been torn from us? Folk wept, or drank, or stood staring out over the land, wondering what new horror each dawn would bring. Nobles cried aloud their grievances and sought to raise pretenders or councils, or to “rule for” the infant Azoun V themselves. Had the high priests of all Suzail’s temples not joined together to publicly declare the babe a true Obarskyr, the dark rumor that he was an impostor thrust forward by the desperate surviving Obarskyr women would have gathered thunder. Cormyrean would have been set against Cormyrean, and we would have been doubly lost.
But who was left to take the throne and restore order until the youngest Azoun came of age? The Dowager Queen Filfaeril was widely seen as sharp-tongued and icy-hearted. She was respected for her regal refinement and breeding, but not much loved. Tanalasta, the Crown Princess, had long been seen as quiet, educated, and (if mated to the right loyal consort who could ride to war) “fit” for the Dragon Throne. But she had been untimely torn from this life, leaving only her younger, “unfit” sister Alusair.
The Princess Alusair was a wild-spirited echo of her father, all lust and fury. She rode the realm fighting outlaws and monsters, her sword out of its scabbard almost as often as the young noblemen she rode with were out of their breeches with her. Cormyreans wondered aloud if she was fit to speak for the Dragon Throne.
Some still wonder, but they do so in whispers now, behind closed doors, for dark reasons of their own. The folk of Cormyr, in their fields and shop doorways and woodcutting glades, wonder no longer.
Alusair, known as the Steel Regent, is everything her father was and more. The wizard Vangerdahast, who stood behind the throne like a dark shadow for as long as we can all remember, has gone. The outlander lass Caladnei who replaced him rules Alusair not at all—the two are like laughing sisters. The Steel Regent collects friends—many friends—who stand behind her with strength.
Cormyr died with the Dragon, but a brighter, renewed Cormyr has been given back to us now. Alusair has won the hearts of her people. She rides the realm tirelessly, the way her father did when he was young, mantled in her bright spirit. When she strides into an inn or tavern, her presence is like a cleansing breeze. The light of hope and joy kindles in the eyes of those who see her, and they dare to embrace her—though they would not have been allowed to get within a dozen paces of her father. Her returned embrace is strong and wholly meant, and they know it.
It will be years before the boy Azoun takes the throne— years in which foes of Cormyr may yet seek to slay him. But were they to succeed, I think the realm would turn to Alusair and proclaim her our rightful queen. Indeed, the people would likely stand with her in all matters, out of love for her and because of the trust and hope we have already placed in her.
It would be darkest treason to wish the boy king ill—to wish that he might never ascend, and that Alusair might rule us forevermore. So I wish instead that he has the heart and character of his aunt Alusair, and that he learns well from her, thereby becoming as worthy of the Dragon Throne as she now is. The gods grant that if we all dream the same dreams—and do so oft enough and hard enough—they just may come true. — EG
((Grand History of the Realms - page 152))
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Post by longearmage on Jul 13, 2008 10:54:33 GMT -5
According to the Grand History of the Realms, Cormyr, A Novel:
-400 DR - Year of Gilded Sky The ancient black dragon Thauglorimorgorus the Black Doom, King of the Forest Country, notes the arrival of elves in his lands.
-205 DR - Year of Good Hunting The Lord of the Scepters, Iliphar Nelnueve of House Amaratharr, defeats the black wyrm Thauglorimorgorus in a Feint of Honor and is granted rule over the elf realm of Cormanthyr.
-75 DR - Year of Leather Shields The wizard Baerauble Etharr, survivor of lost Netheril, is saved from death at the hands of barbarian tormentors by the elf Alea Dahast. Baerauble comes to live with the elves of Cormanthor.
6 DR - Year of the Firestars Fleeing plague and tyranny in Impiltur, the farmer Ondeth Obarskyr settles a tract of land on the outskirts of the Wolf Woods west of Marsember. He names the settlement Suzara's City, after his wife.
10 DR - Year of Dreams Dissatisfied with her husband Ondeth and their new home, Suzara takes the first ship back to Impiltur with their youngest son.
16 DR - Year of Distant Thunder Elves attack the Bleth farmstead outside Suzail, killing all occupants. Baerauble Etharr counsels Ondeth against further expansion into the Wolf Woods.
26 DR - Year of Opening Doors The death of Ondeth Obarskyr sees the founding of the human kingdom of Cormyr with the permission of the Fair Folk of the Forest Country. His son Faerlthann is crowned the first King of Cormyr
- Cormyr Reckoning (DR - 26 = CR) begins.
55 DR - Year of the Caustic Blood End of the Reign of Faerlthann Obarskyr "the First King". Start of the Reign of Imlon "the Touched" - First son of Faerlthann
57 DR - Year of Lamplit Nights End of the Reign of Imlon "the Touched" Start of the Reign of Bryndar - son of Imlon
64 DR - Year of the Boisterous Orc End of the Reign of Bryndar - died without issue Start of the Reign of Eskruis - Third son of Faerlthann; died without issue
66 DR - Year of the Spellbound Heir End of the Reign of Eskruis Start of the Reign of Rhiiman "the Glorious" - Fourth son of Faerlthann
79 DR - Year of the Whispering Woods End of the Reign of Rhiiman "the Glorious" - died without issue Start of the Reign of Embrus "the Old" - Second son of Faerlthann; two younger brothers preferred in succession before him.
84 DR - Year of the Monotonous Speech End of the Reign of Embrus "the Old" Start of the Reign of Kaspler "the Learned" - First son of Imbrus; died without issue.
90 DR - Year of the Moor Birds End of the Reign of Kaspler "the Learned" Start of the Reign of Imbre - Second son of Embrus
94 DR - Year of the Multitudes End of the Reign of Imbre Start of the Reign of Sacrast - Illegitimate son but officially adopted by Imbre; Regency of the Four Barons during first sixteen years of his reign.
112 DR - Year of the Tusk Cormyrean cartographers create the first recognized map of Cormyr, Cormanthor, and the Dalelands.
123 DR - Year of the Icy Axe End of the Reign of Sacrast Start of the Reign of Daravvan - First son of Sacrast
124 DR - Year of the Biting Frost End of the Reign of Daravvan Start of the Reign of Dorglor - Second son of Sacrast
134 DR - Year of the Impassable Chasm End of the Reign of Dorglor - suicide Start of the Reign of Embrold - Third son of Sacrast; adopted Dorglor's illegitimate son as heir; never married
145 DR - Year of the Pirates' Port End of the Reign of Embrold Start of the Reign of Irbruin - Son of Dorglor
169 DR - Year of the Weary Warrior End of the Reign of Irbruin - slain with son and heir Start of the Reign of Moriann - second son of Irbruin
198 DR - Year of Almond Eyes The goblinkin of Hlunadadim invade Cormyr, burning the setllement of Arabel and plunging south into the King's Forest.
200 DR - Year of Leaping Flames The armies of Cormyr led by King Moriann defeat the goblinkin of Hlundadim north of Suzail and drive them out of the kingdom and into the Stonelands.
201 DR - Year of the Student End of the Reign of Moriann - both sons and heirs slain in battle with goblins of Hlundadim. Start of the Tharyann "the Elder" - tenth child/third son of Irbruin.
238 DR - Year of Many Mushrooms End of the Reign of Tharyann "the Elder" Start of the Reign of Boldovar "the Mad" - second son of Tharyann; believed to have strangled his elder brother Dorglor
242 DR - Year of the Hunting Horn Boldovar believed dead but actually spirited away by Baerauble. Start of the Reign of Iltharl "the Insufficient" - son of Boldovar
245 DR - Year of the Dun Dragon King Iltharl "the Insufficient" abdicates the throne to his sister Gantharla, first Queen of Cormyr. Iltharl retires north to Cormanthor to live with the elves.
246 DR - Year of the Sepulchre End of the Reign (death) of Boldovar "the Mad" - claimed by the Ghazneth curse.
261 DR - Year of Soaring Stars End of the Reign of Gantharla the "First Queen" Start of the Reign of Roderin "the Bastard" - Illegitimate son of Gantharla who succeeded her due to the support of the Silver families and Baerauble
267 DR - Year of Bane's Shadow End of the Reign of Roderin "the Bastard" - died without issue Start of the Reign of Thargreve "the Lesser" - son of Tharyann's daughter Erthava, who resided in Westgate; brought to Cormyr by Baerauble
268 DR - Year of the Cruel Storms End of the Reign of Thargreve "the Lesser" Start of the Reign of Holordrym - First son; sole direct heir
272 DR - Year of the Weeping Kingdom End of the Reign of Holordrym Start of the Reign of Belereve - First son of Holordrym
274 DR - Year of the Vested Vigil End of the Reign of Belereve - slain by his sister Rasthaele Start of the Reign of Thargram - Second son of Holordrym
276 DR - Year of the Burnished Blade End of the Reign of Thargram Start of the Reign of Besmra - younger sister of Holordrym; crowned despite claims of son Torst
286 DR - Year of the Jolly Mongrels End of the Reign of Besmra Start of the Reign of Torst - First son
289 DR - Year of Waking Dreams King Torst of Cormyr is slain in the siege of flooded Marsember by Torst's illegitimate stepbrother Belorth and his stepfather Kurrurdan (Besmra's first husband). His brother Prince Gordroun slays Belorth and Kurrurdan before falling to lizardfolk in Marsember. He is posthumously crowned and added to the lineage by his brother Keldroun, who is crowned king, and the city is abandoned to the lizardfolk.
295 DR - Year of the Wrathful Revenant End of the Reign of Keldroun - slain by nobles Start of the Reign of Berost "the Bold" - first son of Keldroun
301 DR - Year of the Argent Cape End of the Reign of Berost "the Bold" Start of the Reign of Gorann - second son of Keldroun
303 DR - Year of the Crimson Tiara End of the Reign of Gorann - died due to the machinations of his sister Gorauna and the Purplethroat Plage Start of the Reign of Edrae "the Doomed Babe" - infant son of Gorann
305 DR - Year of the Barrows End of the Reign of Edrae "the Doomed Babe" - slain by his mother Jalanthra to escape Gorauna's torments Start of the Reign of Ulbaeram - third son of Keldroun
308 DR - Year of Promise End of the Reign of Ulbaeram - slain in battle with Askran "the Pretender," husband of Gorauna. Start of the Reign of Silbran - Wife of Ulbaeram; took the throne to protect the succession of her son and Ulbaeram's only heir
320 DR - Year of the Bright Plumage End of the Reign of Silbran - abdicates to her son; dies in 324 Start of the Reign of Raerboth - Legitimate son of Ulbaeram
326 DR - Year of Secret Slaughters End of the Reign of Raerboth - slain by Gorauna Start of the Reign of Baerildo - son of Raerboth
328 DR - Year of the Ermine Cloak End of the Reign of Baerildo - slain by Gorauna Start of the Reign of Belmuth "the Bastard" - first illegitimate son of Ulbaeram
334 DR - Year of the Humbled Fiend End of the Reign of Belmuth "the Bastard" - died of the Purplethroat Plague Start of the Reign of Sargrannon - first son of Belmuth
336 DR - Year of the Whipped Cur End of the Reign of Sargrannon - slain on Gorauna's orders by Ortolar Start of the Reign of Ortolar - second illegitimate son of Ulbaeram
337 DR - Year of the Chosen's Blade End of the Reign of Ortolar - slain by Gorauna Start of the Reign of Imbrus I - second son of Belmuth
339 DR - Year of the Vanished Foe End of the Reign of Imbrus I - slain by Gorauna Start of the Reign of Rathdar Orlenthar [R] - Common-born regent of the "boy-kings": Artreth, Zoumdan, and Imbrus II. Start of the Reign of Artreth - first son of Ortolar - at five years old
340 DR - Year of the Uncrossed Bridge End of the Reign of Artreth - died of the Purplethroat Plague Start of the Reign of Zoumdan - second son of Ortolar End of the Reign of Zoumdan - died of the Purplethroat Plague Start of the Reign of Imbrus II - son of Imbrus I
341 DR - Year of the Black Wing End of the Reign of Imbrus II - died of the Purplethroat Plague End of the Reign of Rathdar Orlentar [R] Start of the Reign of Meurthe "Mad Meurthe" - granddaughter of Gorauna
344 DR - Year of the Loom End of the Reign of Muerthe "Mad Muerthe" Start of the Reign of Kasplara - Grandniece of Gorauna
345 DR - Year of the Flying Daggers End of the Reign of Kasplara Start of the Reign of Jasl "the Royal Jester" - grandnephew of Gorauna
347 DR - Year of the Sage's Fervor End of the Reign of Jasl "the Royal Jester" Start of the Reign of Arathra "the Little Spider" - grandniece of Gorauna
348 DR - Year of the Dagger End of the Reign of Arathra "the Little Spider" Start of the Reign of Barander "the Tortured King" - grandnephew of Gorauna
349 DR - Year of the Toad End of the Reign of Barander "the Tortured King" - abdicated in favor of Thargreve; thereafter known as "the Scarred Advisor"; died in 372 Start of the Reign of Thargreve "the Greater" - son of Meurthe; slayer of Gorauna
360 DR - Year of the Dusty Library End of the Reign of Thargreve "the Greater" Start of the Reign of Jarissra - niece of Thargreve
361 DR - Year of the Fearless King Both the Shoon Imperium and the Kingdom of Cormyr decide to extend their influence into the Western Heartlands.
369 DR - Year of the Maiden's Fancy End of the Reign of Jarissra - abdicated in favor of her cousin Andilber; died in 390 Start of the Reign of Andilber "the Unfortunate" - first son of Arathra
370 DR - Year of Sleeping Dangers End of the Reign of Andilber "the Unfortunate" Start of the Reign of Anglond - second son of Arathra
376 DR - Year of the Leaping Hare Ashar Tornamn extends the borders of Valashar and the Shoon Imperium to the High Moor by summer. Crown Prince Azoun I of Cormyr leads his army against Ashar, driving the Shoonite forces back through Amn, Tethyr and Valashar before sacking Ithmong and returning to Cormyr.
391 DR - Year of the Azure Cockatrice End of the Reign of Anglond Start of the Reign of Azoun I "the Crown Prince of Battles" - son and sole heir
425 DR - Year of the Argent Shafts End of the Reign of Azoun I "the Crown Prince of Battles" Start of the Reign of Duar "Longyears" - son and sole heir
429 DR - Year of the Cat's Eye King Duar sets out to defeat an orcish army in the King's Woods. In his absence, Duar's father-in-law Melineth Turcassan sells the city of Suzail to the pirate Magrath the Minotaur for five hundred sacks of gold.
432 DR - Year of the Sea Princes King Duar seizes Dheolur and defeats Magrath the Minotaur.
480 DR - Year of the Winter Sphinx End of the Reign of Duar "Longyears" Start of the Reign of Galaghard I - son and sole heir from Duar's second wife; only son died late in his reign, and he assumed son's identity with aid of Amedahast's longevity magics
514 DR - Year of the Elk End of the Reign of Galaghard I Start of the Reign of Galaghard II "Father of the Dark Princes" - actually Galaghard I
554 DR - Year of Waving Wheat End of the Reign of Galaghard II - three sons rebelled agaisnt him, and he had them slain; assumed indentity of his third "loyal" son, Draxius Start of the Reign of Draxius "the Neverdying" - actually Galaghard I
629 DR - Year of the Empty Hearth Luthax, senior among the Brotherhood of the Wizards of War, leads a conspiracy to assassinate King Draxius of Cormyr. Amedahast sacrifices herself to bring downt the traitors, and her apprentice Thanderahast assumes the role of High Mage.
658 DR - Year of the Dangerous Game Rathdaen, a Cormyrean mage and explorer of note, arrives in Myth Drannor after a decades-long absence. While not a native, he is close friends with many practitioners of the Art in the City of Song.
771 DR - Year of the Stalking Knight Establishment of the sea elf kingdom of Naramyr, a former barony of Aryselmalyr, in the depths of the Dragonmere off Cormyr.
875 DR - Year of the STricken Star End of the Reign of Draxius "the Neverdying" - death of Amedahast saw end of longevity magics after longest rule of any Cormyrean monarch Start of the Reign of Bryntarth I - son and sole heir of Draxius
884 DR - Year of the Singing Arrows Battle of the Singing Arrows: The elves destroy a large mercenary force in the Dragonreach coastal Chondathan settlements that have commonly become known as Sembia. This event frustrates human plans to conquer all of what is now Cormyr and the Dales, bringst he survivial of the Sembian colony into doubt, and delays the eventual founding of an independent Sembia.
897 DR - Year of the Calling Shrike End of the Reign of Bryntarth I Start of the Reign of Galaghard III - first son, defeated Witchlords of Wyvernwater
900 DR - Year of the Thirsty Sword Leading his army, the Glory of Cormyr, King Galaghard strikes against the Witch Lords and their undead armies in Wheloon, driving them into the Vast Swamp. Weary after months of battle, the Cormyrean troops are finally granted a decisive victory with aid from the venerable elf lord Othorion Keove.
953 DR - Year of the Guiding Crow End of the Reign of Galaghard III Start of the Reign of Rhiigard "the Mourning King" - "Rhigaerd I"; betrothed prior to his accession to Princes Aliia of Impiltur, who died in a shipwreck
982 DR - Year of the Scythe End of the Reign of Rhiigard "the Mourning King"/Rhigaerd I Start of the Reign of Bryntarth II - first son of Rhiigard
1001 DR - Year of the Awakening End of the Reign of Bryntarth II Start of the Reign of Arangor - son and sole heir; Thauglor the Purple Dragon slain during his reign
1018 DR - Year of the Dracorage Cormyr suffers greatly from dragon attacks throughout the kingdom. Arabel, Dhedluk, Eveningstar, and a score of other settlements go up in flames. Suzail itself is set upon by three red dragons and the Purple Dragon himself, Thauglorimorgorus. High Mage Thanderahast is grievously wounded in an aerial battle against Thauglor. Brought to ground, the dragon is finally slain by Crown Prince Azoun II and Mage Royal's apprentice Jorunhast.
1038 DR - Year of the Spreading Spring Arabel rebels and secedes from the kingdom of Cormyr, led by the disloyal Goldfeather noble family. Crown Prince Azoun begins a campaign to reconquer Arabel and leads the armies of Cormyr against the many mercenary blades hired by the rebels.
1042 DR - Year of the Reaching Beacon End of the Reign of Arangor Start of the Reign of Azoun II - first son
1050 DR - Year of the Keening Gale King Azoun II of Cormyr retakes the city of Arabel. The Goldfeathers are stripped of their rank and lands by the Crown and the few surviving family members are exiled.
1056 DR - Year of the Laughing Dead End of the Reign of Azoun II - died of wounds received when restoring rebel Arabel to the kingdom Start of the Reign of Proster - first son of Azoun II
1090 DR - Year of slaughter Battle of the Bones: A horde of 200,000 goblins and orcs arises from the High Moors due to an extreme drought and attempts an invasion of the North. The Battle of the Bones marks the spot of the great battle that destroys the horde.
1122 DR - Year of the Rose Pearls End of the Reign of Proster Start of the Reign of Baerovus - son and sole heir of Proster
1162 DR - Year of the Prancing Centaur Queen Enchara of Esparin marries Cormyr's Crown Prince Palaghard. The kingdom of Esparin is annexed into Cormyr.
1164 DR - Year of Long Shadows End of the Reign of Baervous Start of the Reign of Palaghard I - second son of Baervous, conqueror of Esparin The pirate Immurk the Invincible raids a merchant ship of Procampur, capturing the fabulous crown intended for use in crowning Cormyr's new king, Palaghard I. This event marks the rise of piracy in the Inner Sea. The nations of the Inner Sea begin building their own warships, seeking to defend their merchant fleets and hunt the pirates in their own lairs.
1187 DR - Year of the Arcane Guise End of the Reign of Palaghard I Start of the Reign of Pryntaler - son and sole heir of Palaghard I
1188 DR - Year of the Soft Fogs Cormyr and Sembia formally establish the Thunder Gap as the border between the two nations. This happens after an attempted assassination of King Pryntaler using a contraption called an Abraxus.
1210 DR - Year of the Armarel End of the Reign of Pryntaler Start of the Reign of Dhalmass - son and sole heir
1216 DR - Year of Green Wings The last Goldfeather noble is executed for treason by King Dhalmass of Cormyr.
1227 DR - Year of the Wall Dhalmass, the Warrior King of Cormyr, seizes the port city of Marsember. He and his queen Jhalass die under mysterious circumstances on their return to Suzail; the Fire Knives are suspected. Start of the Reign of Palaghard II - second son of Dhalmass
1261 DR - Year of Bright Dreams End of the Reign of Palaghard II Start of the Reign of Azoun III - second son of Palaghard II
1275 DR - Year of the Blade Prince Salember is declared regent for his young nephew after the death of his brother Azoun II, king of Cormyr.
1286 DR - Year of the Rock Salember, the Red Dragon King, refuses to abdicate the throne of Cormyr to Crown Prince Rhigaerd II. The young prince gathers an army, the Purple Dragons, under his standard to fight the Red army. During parlay, Salember attacks the Crown Prince but is himself slain by Jorunhast. Thankful for his life, King Rhigaerd II nonetheless exiles his High Mage for regicide.
1306 DR - Year of Thunder Vangerdahast of Cormyr founds the War Wizards.
1307 DR - Year of the Mace Azoun IV of cormyr is born.
1324 DR - Year of the Grimoire Traveling through Cormyr as Balin the cavalier, young Crown Prince Azoun IV drives a weretiger from Goldeather manor, with Vangerdahast at his side.
1335 DR - Year of the Snow Winds Alusair Nacacia, future Steel Regent of Cormyr, is born.
End of the Reign of Rhigaerd II Start of the Reign of Azoun IV - son and sole heir of Rhigaerd II
1346 DR - Year of the Bloodbird The Sword Heralds' refuge in Cormyr, Dawninghaunt, is discovered by adventurers. Within lies a chest holding more than a thousand large and splendid emeralds as well as four big, extensive spellbooks and several items of minor magic.
1348 DR - Year of the Spur In Cormyr, Azoun charters the Swords of Eveningstar. By year's end they have been knighted by Queen Filfaeril and taken the name Knights of Myth Drannor.
1352 DR - Year of the Dragon Gondegal raises an army of mercenaries and launches many raides within Cormyr. He sets up Arabel as his capital. Gondegal is crowned "king" for eight days before Purple Dragons, and the combined forces of neighboring kingdoms, scatter his foces. Gondegal flees the country.
1356 DR - Year of the Worm The Dalelands, Cormyr and the cities of the Moonsea are devastated by a Flight of Dragons. Syluné of the Seven Sisters is slain defending Shadowdale from a great red wyrm.
Cormyr seizes Tilverton, installing a Lady Regent to rule it. The Forest Kingdom does this, in the wake of the weakening of the Dales (particularly Shadowdale), to expand its influence into the Dales, and prevent Zhentil Keep from gaining control over the Dales and the trade route through Tilver's Gap.
Princess Alusair Nacacia of Cormyr runs away, vanishing from the Royal Palace in Suzail.
1358 DR - Year of Shadows
During the Time of Troubles, the Lady of Luck comes to Arabel, offering her protection from the troubles ahead.
1359 DR - Year of the Serpent Myrmeen Lhal, Lady of Arabel, confronts and exposes the Night Parade in Calimport.
1360 DR - Year of the Turret Many mercenaries depart Tethyr to participate in the crusade of King Azoun IV of Cormyr against the Tuigan Horde.
Having been defeated by the Rashemen the previous winter, Yhamun Khahan (leader of the Tuigan Horde) turns his attention west, along the Golden Way. People of many nations rally to the cry of the Council of Thesk. Their combined forces defeat the Tuigans at Phsant. King Azoun IV defeats Yamun Khahan in individual combat.
1369 DR - Year of the Gauntlet The Abraxus Affair sees King Azoun IV nearrowly escape an attempt on his life and the exile of elements of the Bleth and Cormaeril noble familes from Cormyr. Duke Bhereu and Baron Thomdor (both cousins of Azoun) die from the poisonous gas emitted by the Abraxus.
1371 DR - Year of the Unstrung Harp Nalavatoryl the Devil Dragon leads an army of orcs and goblins and despoils much of Cormyr. The dragon and King Azoun slay each other in battle, leaving the infant heir Azoun V on Cormyr's throne. Due to the previous death of Crown Princess Tanalasta, Princess Alusair Nacacia assumes the title of Regent until her young nephew matures.
((Whew, long time to do this, and long reading too...I'll be posting a list of things that happen in 1372 DR so that we can get an idea of what -has- happened (up to DM ruling, of course). Thanks for reading!))
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Post by ancientempathy on Sept 16, 2008 15:37:06 GMT -5
The Cormyte's Boast "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." by Master Bard Chanthalas
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Post by ashaffer on Sept 4, 2009 16:30:11 GMT -5
Obaskyr Dynasty Ruler | Born | Reign | Notes
| Faerlthann "First King"
| -7
| 26-55
| First son of Ondeth Obarskyr.
| Imlon "The Touched"
| 27
| 55-57
| First son.
| Bryndar
| 44
| 57-64
| Son of Imlon; died without issue.
| Eskruis
| 33
| 64-66
| Third son of Faerlthann; died without issue.
| Rhiiman "The Glorious"
| 35
| 66-79
| Fourth son of Faerlthann; died without issue.
| Embrus "The Old"
| 30
| 79-84
| Second son of Faerlthann; two younger brothers preferred in the succession before him.
| Kaspler "The Learned"
| 66
| 84-90
| First son of Embrus; died without issue.
| Imbre
| 70
| 90-94
| Second son of Embrus.
| Sacrast
| 93
| 94-123
| Illegitimate son but officially adopted by Imbre; Regency of the Four Barons during first sixteen years of his reign.
| Daravvan
| 109
| 123-124
| First son of Sacrast.
| Dorglor
| 110
| 124-134
| Second son of Sacrast; suicide.
| Embrold
| 112
| 134-145
| Third son of Sacrast; adopted Dorglor’s illegitimate son as heir; never married.
| Irbruin
| 127
| 145-169
| Son of Dorglor; slain with son and heir.
| Faerlthind
| 146
| -
| Son of Irbruin; slain in 169 with father.
| Moriann
| 147
| 169-201
| Second son of Irbruin; both sons and heirs slain in battle with goblins of Hlundadim.
| Tharyann "The Elder"
| 167
| 201-238
| Tenth child/third son of Irbruin.
| Boldovar "The Mad"
| 199
| 238-246
| Second son of Tharyann; believed to have strangled his elder brother Dorglor; believed dead but actually spirited away by Baerauble until he died; in death claimed by the "Ghazneth curse."
| Iltharl "The Insufficient"
| 221
| 242-245
| Son of Boldovar; abdicated in favor of older sister; died in 298.
| Gantharla "First Queen"
| 218
| 245-261
| Older sister of Iltharl; never married but had an illegitimate son before her coronation.
| Roderin "The Bastard"
| 244
| 261-267
| Illegitimate son of Gantharla who succeeded her due to the support of the Silver families and Baerauble; died without issue.
| Thargreve "The Lesser"
| 225
| 267-268
| Son of Tharyann’s daughter Erthava, who resided in Westgate; brought to Cormyr by Baerauble.
| Holordrym
| 242
| 268-272
| First son; sole direct heir.
| Belereve
| 259
| 272-274
| First son of Holordrym; slain by sister Rasthaele.
| Thargram
| 260
| 274-276
| Second son of Holordrym.
| Besmra
| 246
| 276-286
| Younger sister of Holrdrym; crowned despite claims of son Torst.
| Torst
| 264
| 286-289
| First son; slain in Marsember by his illegitimate stepbrother Belorth and his stepfather Kurrurdan (Besmra’s first husband).
| Gordroun
| 266
| 289
| Second son; posthumously crowned and added to lineage by Keldroun; slew Belorth and Kurrurdan before falling to lizardfolk in Marsember.
| Keldroun
| 266
| 289-295
| Third son; slain by nobles.
| Berost "The Bold"
| 282
| 295-301
| First son of Keldroun.
| Gorann
| 284
| 301-303
| Second son of Keldroun; died due to the machinations of his sister Gorauna and the Purplethroat Plague.
| Edrae "The Doomed Babe"
| 302
| 303-305
| Infant son of Gorann; slain by his mother Jalanthra to escape Gorauna’s torments.
| Ulbaeram
| 288
| 305-308
| Third son of Keldroun; slain in battle with Askran "The Pretender," husband of Gorauna.
| Silbran
| 286
| 308-320
| Wife of Ulbaeram; took the throne to protect the succession of her son and Ulbaeram’s only heir; died in 324.
| Raerboth
| 306
| 320-326
| Legitimate son of Ulbaeram; slain by Gorauna.
| Baerildo
| 325
| 326-328
| Son of Raerboth; slain by Gorauna.
| Belmuth "The Bastard"
| 304
| 328-334
| First illegitimate son of Ulbaeram; died of the Purplethroat Plague.
| Sargrannon
| 324
| 334-336
| First son of Belmuth; slain on Gorauna’s orders by Ortolar.
| Ortolar
| 305
| 336-337
| Second illegitimate son of Ulbaeram; slain by Gorauna.
| Imbrus I
| 322
| 337-339
| Second son of Belmuth; slain by Gorauna.
| Rathdar Orlenthar [R]
| 299
| 339-341
| Common-born regent of the "boy kings": Artreth, Zoumdan, and Imbrus II.
| Artreth
| 334
| 339-340
| First son of Ortolar; died of the Purplethroat Plague.
| Zoumdan
| 336
| 340
| Second son of Ortolar; died of the Purplethroat Plague.
| Imbrus II
| 339
| 340-341
| Son of Imbrus I; died of the Purplethroat Plague.
| Meurthe "Mad Meurthe"
| 318
| 341-344
| Granddaughter of Gorauna.
| Kasplara
| 329
| 344-345
| Grandniece of Gorauna.
| Jasl "The Royal Jester"
| 327
| 345-347
| Grandnephew of Gorauna.
| Arathra "The Little Spider"
| 322
| 347-348
| Grandniece of Goarauna.
| Barander "The Tortured King"
| 329
| 348-349
| Grandnephew of Gorauna; abdicated in favor of Thargreve; thereafter known as "The Scarred Advisor"; died in 372.
| Thargreve "The Greater"
| 334
| 349-360
| Son of Meurthe; slayer of Gorauna.
| Jarissra
| 345
| 360-369
| Niece of Thargreve; abdicated in favor of her cousin Andilber; died in 390.
| Andilber "The Unfortunate"
| 340
| 369-370
| First son of Arathra.
| Anglond
| 341
| 370-391
| Second son of Arathra.
| Azoun I "The Crown Prince of Battles"
| 358
| 391-425
| Son and sole heir.
| Duar "Longyears"
| 385
| 425-480
| Son and sole heir; defeated the pirate lord Magrath the Minotaur after his first wife’s family, the Turcassans, betrayed the realm.
| Galaghard I
| 434
| 480-514
| Son and sole heir from Duar’s second wife; only son died late in his reign, and he assumed son’s identity with aid of Amedahast’s longevity magics.
| Galaghard II "Father of the Dark Princes"
| 469
| 514-554
| Actually Galaghard I; three sons rebelled against him, and he had them slain; assumed identity of his third "loyal" son Draxius.
| Draxius "The Neverdying"
| 523
| 554-875
| Actually Galaghard I; death of Amedahast saw end of longevity magics after longest rule of any Cormyrean monarch.
| Bryntarth I
| 852
| 875-897
| Son and sole heir of Draxius.
| Galaghard III
| 873
| 897-953
| First son; defeated the Witchlords of Wyvernwater.
| Rhiigard "The Mourning King"
| 895
| 953-982
| "Rhigaerd I"; betrothed prior to his accession to Princess Aliia of Impiltur, who died in a shipwreck.
| Bryntarth II
| 943
| 982-1001
| First son of Rhiigard.
| Arangor
| 979
| 1001-1042
| Son and sole heir; Thauglor the Purple Dragon slain during his reign.
| Azoun II
| 1001
| 1042-1056
| First son; died of wounds received when restoring rebel Arabel to the kingdom.
| Proster
| 1035
| 1056-1122
| First son of Azoun II.
| Baerovus
| 1092
| 1122-1164
| Son and sole heir of Proster.
| Palaghard I
| 1126
| 1164-1187
| Second son of Baerovus; conqueror of Esparin; took Enchara of Esparin as his wife.
| Pryntaler
| 1164
| 1187-1210
| Son and sole heir of Palaghard I.
| Dhalmass
| 1186
| 1210-1227
| Son and sole heir; reconquered Marsember after it rebelled.
| Palaghard II
| 1214
| 1227-1261
| Second son of Dhalmass.
| Azoun III
| 1241
| 1261-1275
| Second son of Palaghard II.
| Salember "The Rebel Prince" [R]
| 1246
| 1275-1286
| Third son of Palaghard II; ruled as "regent" but refused to relinquish the throne; slain by Jorunhast.
| Rhigaerd II
| 1269
| 1286-1335
| Son and sole heir of Azoun III.
| Azoun IV
| 1307
| 1335-1371
| Son and sole heir of Rhigaerd II.
| Alusair Nacacia [R]
| 1335
| 1371-1384 | First daughter of Azoun IV; the "Steel Regent."
| Azoun V
| 1371
| 1384-1449
| Son of Azoun IV.
| Foril
| 1409
| 1449-
| Second son of Azoun V and Queen Nalara.
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From: The Grand History of the Realms & Backdrop Cormyr [R] Regent
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Post by ancientempathy on Sept 6, 2009 12:39:50 GMT -5
//Holy *chickenwing*
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Post by DM Hawk on Sept 6, 2009 14:41:25 GMT -5
Does anyone know what happened in 1376 to end Alusair's reign?
(I'm not current on the 4E materials)
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Post by Pookey on Sept 6, 2009 15:51:30 GMT -5
Whatever happened must have been totally awesome, since 4th Ed is totally awesome also.
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Post by ashaffer on Sept 6, 2009 16:58:00 GMT -5
Does anyone know what happened in 1376 to end Alusair's reign? (I'm not current on the 4E materials) Ooops... Should have been 1384. Fixed.
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Post by Pookey on Sept 6, 2009 16:59:51 GMT -5
See!? Totally awesome. We should switch FRC over to 4th ed immediately!
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Post by Charon's Claw on Sept 6, 2009 17:08:52 GMT -5
See!? Totally awesome. We should switch FRC over to 4th ed immediately! *fires warning shot*
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Post by Pookey on Sept 6, 2009 17:15:02 GMT -5
Easily deflects it with uber 4th ed mad skillz lolz teh pwns 733t
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Post by Micteu on Sept 6, 2009 18:39:42 GMT -5
[/blockquote][/quote] That FTP file seems to require a login.
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Post by DM Hawk on Sept 6, 2009 21:09:21 GMT -5
Heh, thanks. I think.
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Post by ashaffer on Sept 7, 2009 1:14:06 GMT -5
That FTP file seems to require a login. Fixed...
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Sept 7, 2009 20:03:54 GMT -5
See!? Totally awesome. We should switch FRC over to 4th ed immediately! I would rather revert to basic DnD rules! Thats right...I would rather have ELF as a class, than convert to 4E!
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Post by EDM Neo on Sept 7, 2009 20:28:00 GMT -5
The Wardens tried to petition Bioware to have the Elf class converted to third edition... their proposed model had d12 HD, full BAB, monk saves, full casting progression in class of choice, and a bunch of bonus feats and class features, like Skill Focus: Everything (Better Then You), Nature Sense, Fey Blooded, and Improved Ponceyness. The class's capstone ability let them request and receive direct divine intervention from the Seldarine twice per day. The game developers rejected it because they thought it was too underpowered. It just paled in comparison to the elves as depicted in the source material, it wouldn't have done them justice.
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Post by EDM Entori on Sept 7, 2009 20:34:37 GMT -5
pft, thats right, "better then you, yes all of you mwahaha..*
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