Cormyr

Cormyr

Cormyr—“Forest Country,” “Land of the Purple Dragon”—is a proud, conservative, and unusually stable feudal monarchy in interior Faerûn. Founded in 26 DR by the Obarskyrs to reconcile human and elven interests, it grew from deep woods and perilous highlands into a disciplined realm famed for its Purple Dragons (army), War Wizards, and capable rulers. Even after dragon wars, goblin invasions, the Spellplague, and clashes with Netheril and Sembia, Cormyr endures—scarred but sovereign—under Queen Raedra Obarskyr in the late 15th century DR.


Geography at a glance

Once blanketed in forest, Cormyr today is a patchwork of farms, towns, and remaining wilds. The Storm Horns rim its north and west, the Thunder Peaks guard the east, and the Dragonmere laps its southern shore. Three principal forests remain: the King’s Forest (west/central), Hullack (east), and Hermit’s Wood (south). The Wyvernwater sits near the heart of the realm; beacon towers knit borders to capital. Major cities: Suzail (capital, royal court), Arabel (northern hinge and trade city), Marsember (canaled port). Cormyr claims or influences rugged marches—Stonelands, Goblin Marches, High Moors—but its grip there is thin and often expeditionary.


Government & court

Cormyr is a hereditary monarchy ruled by the Obarskyr line since its founding (brief regencies notwithstanding). The court at Suzail sets policy; the crown governs through landed nobility and appointed local lords (king’s lords) who collect taxes, keep the peace, dispense royal justice, and muster defense. Court offices are coveted because proximity to the crown is power: the Sage Royal advises on lore; the High Wizard/Royal Magician leads the War Wizards, who also sit as the realm’s de-facto magical policy council.

The Suzail Writ (1449 DR) modernized law: it limited noble privilege and granted commoners inalienable rights (notably trial by jury), formalizing long-standing customs of crown-over-noble supremacy.


Law & adventurers

Posted statutes (c. 1368 DR) shape daily life: register at borders; exchange foreign coin promptly; adventuring requires a charter; weapons must be peace-bonded (chartered bands exempt); the Purple Dragons may search on request; harming cats is forbidden (really). Bow to royalty and local nobility; hunting private land is illegal. Enforcement rests with Purple Dragons, local militias, and War Wizards. Cormyr frowns on unlicensed freebooters—but rewards those who serve the realm with charters, coin, even land patents.


Society & classes

Cormyr divides roughly into commoners, the military, and the ruling class (monarchy + nobility).

  • Nobility. Great houses control estates and offices “at the favor of the crown.” Disloyalty forfeits lands/titles (e.g., Bleth, for a time Cormaeril). Three “royal houses”—Crownsilver, Huntsilver, Truesilver—share historic blood ties with the Obarskyrs. Nobles owe the king troops and swear on Symylazarr. An annual summer ceremony sees houses report at Suzail before retiring to seasonal seats.

  • Local lords are appointed crown agents (sometimes elevated commoners) and form a secondary “landed nobility” focused on administration and defense.

  • Commoners are farmers (foundation of a loyal, conservative polity), crafters (respected but lightly guilded), and merchants (wealthy and influential, often rescuing indebted nobles in exchange for quiet leverage). There is no serfdom; crofters rent land and are free to move. Common ranks fill the Purple Dragons.


Faith & culture

Cormyr tolerates many faiths so long as order and the crown are respected. Prominent cults include Chauntea, Lathander, Tymora, Tempus, Silvanus, Selûne, Waukeen, Milil, Oghma, Deneir, Helm, Lliira, with Malar present in wilder reaches. Rural piety centers on the harvest; cities blend martial pageantry with civic festivals. The nobility enjoy gaming tables and salons; etiquette and heraldry matter.


Economy, trade & coin

Exports: swords and armor, fine cloth, timber, carved ivory, foodstuffs, coal; imports: glass, ivory, perfumes/spices (and luxury goods from abroad). Trade rides well-kept roads from Arabel and Suzail to neighbors. Powerful costers—Seven Suns, Trueshield Trading Priakos, and families like Glanend and Skatterrhawk—carry Cormyr’s wares. Minted coinage is high-quality and clearly marked:

  • Thumb (cp), Falcon (sp), Blue Eye (ep), Lion (gp), Tricrown (pp).
    Royal mints sit in Suzail (three-decker carrack mark) and High Horn (twin crescents).


The sword and the spell

Cormyr’s military is famed and centralized; unlike many realms, it discourages private armies and large mercenary hosts.

  • Purple Dragons (army). A large, professional, loyal force stationed across fortresses and towns; roles span heavy infantry to archers, cavalry, and even hippogriff riders. Elite Purple Dragon Knights lead companies by valor and merit.

  • War Wizards. Battlefield casters, investigators, and arcane regulators. They serve the High Wizard and advise the throne on magical law and security.

  • Blue Dragons (navy). Warships on the Dragonmere bear royal names; corsair/privateer craft echo monarchs’ weapons. Ports like Marsember launch both patrol and patrol-adjacent ventures.

Fortresses such as High Horn anchor the western marches; beacon towers signal threats from ridges to capital.


A compact history of crises & resilience

  • Founding & early perils. From Faerlthann onward, Cormyr absorbed Esparin and Orva and claimed the Stonelands. Between 376–432 DR, dragon onslaughts—led by Thauglor the Purple—and orc incursions savaged the young kingdom; victors like King Duar reclaimed the King’s Forest. The adoption of the Purple Dragon as sigil followed triumph over pirate usurpers in Suzail.

  • The Usurper (1352 DR). Gondegal seized Arabel for eight days before a coalition and Purple Dragons restored the crown’s writ.

  • Goblin War (1371 DR). The elf-dragon Nalavara’s war killed King Azoun IV and heir Tanalasta; Alusair served as Steel Regent for newborn Azoun V.

  • Spellplague & Wailing Years. Cormyr lost a third of its War Wizards but remained structurally intact. Collapsed neighbors pulled it into reluctant hegemony along the Dragon Coast, as city-states sought order under Cormyrean protection.

  • Netheril & Sembia wars (1484–1486 DR). Cormyr fought on two fronts—holding the Dalelands line against Sembia and repelling Netherese invasion. King Irvel fell at the Siege of Suzail; Raedra ascended and led the counteroffensive that reclaimed lost ground. Postwar, the crown focused on reconstruction and tightening of border defenses and alliances.


Regions within the realm

  • The Heartlands. The core: Suzail, Arabel, Marsember, plus richest farmland round Wyvernwater and the King’s Forest. Dense population, best roads, many garrisons.

  • The Coast. Pastoral belts east of the Starwater River toward Wheloon and the Vast Swamp; small towns, rolling fields, and strategic riverways.

  • East Reaches. Frontier between Wyvernwater and Thunder Peaks, including wild Hullack and the bandit-haunted way north of Arabel to Tilver’s Gap.

  • West Reaches. Harsh Storm Horns with scattered keeps and villages (notably High Horn); farther west lie the Tunlands, Veilstone Peaks, and Farsea Marshes, where royal reach is long but thin.

Beyond, Cormyr asserts claims or active interests in the Stonelands and neighboring crossroads (e.g., Daerlun, High Dale, Urmlaspyr) as buffers against Sembian and Netherese pressure.