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Ergdusch
Master of Realmslore

Germany
1719 Posts

Posted - 17 Sep 2007 :  07:35:55  Show Profile Send Ergdusch a Private Message  Reply with Quote
I just kept up my research... ignoring the mockery altogether.

I added the Cormyr-related Realmslore articles of Ed Greenwood to the list of sources in the first post. Now you know why this thread is on the active list!

Moreover, I will start a list of Maps on Cormyr. So, if you can think of any sourcebooks and especially in any novels, that feature maps of cormyr please list them up by:

place - source - page

Ergdusch


"Das Gras weht im Wind, wenn der Wind weht."

Edited by - Ergdusch on 24 Sep 2007 09:40:39
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Germelia
Acolyte

Netherlands
2 Posts

Posted - 17 Sep 2007 :  12:01:55  Show Profile  Visit Germelia's Homepage Send Germelia a Private Message  Reply with Quote
There's a general map of Cormyr in "Beyond the high road"

Cormyr - "Beyond the High road" - page 0 (left of page 1)

Chocolate? Yes please.
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Ergdusch
Master of Realmslore

Germany
1719 Posts

Posted - 21 Sep 2007 :  08:06:55  Show Profile Send Ergdusch a Private Message  Reply with Quote
I'll post this reply of Ed from Feb. 13, 2006, dealing with the aftermath of the Devil Dragon as I personally find it very interesting and therefore share it here for all to read, instead of having each and everyone dig through all of Ed's Cormyr replies.

quote:
Hello again, fellow scribes of the Realms.
This time Ed will no doubt please both Mkhaiwati and Sanishiver by tackling Mkhaiwati's eight questions:

1. The Path of the goblin army and Devil Dragon. In the Death of a Dragon, there is a fight at Calantar's bridge after Arabel is lost. Looking at the maps, the easiest way for a retreating army would be along Calantar's Way, and I would assume the goblins and dragons followed. What happened to Blisterfoot Inn, Immersea, and Hilp (which Volo mentions has a wall)? Would anything be left, or would the goblins ignore since they were being driven by the Dragon?
Ed replies: Blisterfoot Inn was pillaged (and all livestock devoured) after the folk there fled, but not torched or destroyed. Hilp and Immersea were largely bypassed, though the swift-moving goblins did slay everyone they saw and pillaged where they could - - and the goblins struck so lightly because they were indeed being driven on, hard, by the Devil Dragon.

2. What percent of Cormyr is still blighted at the time of Elminster's Daughter? I seem to recall that the cleric of Chauntea saying something along the lines that if they discovered the ruined fields early, they could repair them.
Ed replies: By the time of ELMINSTER'S DAUGHTER, Cormyr's farms are only about 8 percent blighted: in the wake of the defeat of the Devil Dragon, Filfaeril called in some favours, and the priests of Cormyr pleaded with their brethren - - and the call was heard and heeded: clergy of Chauntea, Eldath, and Silvanus came to the Forest Kingdom and worked tirelessly together for some months to "turn the tide."

3. What happened to the Red Raven company in Arabel? Did they try to fight the goblins and get destroyed or did they flee and regroup later?
Ed replies: The Red Ravens fought the goblins and took heavy losses until the decision was made to empty the city by the magical means seen in DEATH OF THE DRAGON, whereupon War Wizards bolstering the Purple Dragons as a rearguard on the Arabel end of the link allowed the exhausted Raven survivors to flee through the link to Suzail (they were in fact ORDERED to get out). As a result, they're back in Arabel now, and busily rebuilding.

4. For that matter, what is the current policy towards adventurers in Cormyr, still the status quo? I ask because on one hand Cormyr really would need help with the Stonelands and roving bands of goblins, but on the other hand, with Gondegal in everyone's minds, would they (Alusair) actually be more strict towards adventurers, feeling that with Cormyr weakened parties of armed adventurers could make more trouble?
Ed replies: Alusair is as strict with adventurers as her father was: meaning, she comes down hard on those who don't report in, don't peacebond, and don't get charters if they're residents, but turns a smilingly blind eye to adventurers who hurl spells and draw blades in aid of anyone against marauding monsters, brigand attacks, and the like. She's VERY wary of adventurers turning brigand or becoming the sponsored "swordstrike" forces of ambitious nobles seeking to take advantage of the weakened realm, and has opened the coffers (drawing on the Crystal Grot) to hire adventurers she (or her mother, through Dove and other regular Harper contacts; you'll see a glimpse of what Filfaeril's been up to, down the years, in SWORDS OF EVENINGSTAR) "knows" and trusts. So a lot of adventuring bands, each closely watched over by War Wizards to make sure they don't "go bad," are busy in the northeastern part of the realm right now.
The Harpers, the royal foresters, the War Wizards, and the Purple Dragons have all teamed up in a hitherto-unknown close and cordial manner, to scour out the King's Forest of goblins, monsters, and other perils, and are well on their way to doing so (the Hullack, I'm afraid, is another matter). That's not to say things are back to normal, yet, but the "dozens of beast raids every night" that typified conditions in locales "in the shadow of the Forest" in the days after Azoun's death have faded to one or two every few nights.
In Marsember, the authorities are VERY keen-eyed and intolerant of weapons and skulking, but in Suzail, the war against the Devil Dragon has made everyone a little more relaxed when they see a sword or dagger discreetly sheathed at a belt (folk no longer run to tell the authorities, they just keep a quiet eye on openly-armed folk, to make sure no one draws steel). Moreover, adventurers buying arms or coming to Cormyr to seek commissions as bodyguards, caravan escorts, and "scour-outers" for private estates in the countryside are welcomed far more than before. Purple Dragons still stop armed bands riding past and ask to see charters or commissions, but are far more friendly while doing so, and faster to accept explanations like: "We're on our way to see Lord Truesilver right now to obtain the commission he said he wanted to hire us for, when we met last month in Daerlun."


5. What actually is the policy towards mages. In the Cormyr accessory, is says every mage of 5th level on up needs to register, but it seems (I could be mistaken) that I read in a later publication that it was every mage, or just Cormyr born, or something different (memory is a tricky thing).
Ed replies: Every arcane spellcaster must, by law, register with the Crown (or, if passing through the realm, inform Purple Dragon officers or local lords of their names, reasons for being in the realm, and where exactly they intend to go in Cormyr). Children can, of course, plead ignorance of their powers, as can sorcerers of all ages who don't hurl magic where they can be seen by a War Wizard or Purple Dragon, or someone who'll report them to such folk. Ignorance of the law is no real defense for anyone, but obvious outlanders who aren't seen using magic for hostile purposes tend to get a stern warning and forcible registration, these days, rather than automatic "jail and then deportation." Those who can hide their spellbooks and scrolls (by having someone else in their party carry them, for example) can claim to have given up wizardry after having their minds harmed during the "Devil Dragon War," but they'd better not be seen hurling spells around if they want to escape detention or worse. Suzail is the most tolerant place in the Realm for such transgressions, Marsember (and the guest quarters at High Horn) the worst, with Arabel close behind. A day's ride east of Arabel, the law of Cormyr now ends, it's considered lawless country, and so even Purple Dragon patrols will expect groups of travelers to be well-armed and ready to fight (in other words, they're not enforcing registration, peacebonding, or anything of the sort in the vicinity of Tilverton, which in practical terms is no longer within the reach of Cormyrean law; rather, the 'law of the sword' applies).

6. Which power groups still operate in the Stonelands? In my mind, I would think the Zhents would still be there, but might be pushed out by the Shadovar if the Shadovar thought they could weaken Cormyr. Of ocurse, the Shadovar would also operate behind the scenes and maybe just have the Zhents thinking they still have control of the Stonelands.
Ed replies: Bingo: your speculation "the Shadovar would also operate behind the scenes and maybe just have the Zhents thinking they still have control of the Stonelands" is spot-on correct. The Zhents are still operating there, and (as usual) skirmishing in the Stonelands with Harpers, adventurers sent out by Cormyr, and the like, but (although they don't know this) are doing so purely at the pleasure of the Shadovar, who are hiding behind them whilst proceeding with something covert nearby in the region which is firmly NDA'd.

7. How about the "Pauper's Town" and bands of refugees near Arabel that are presented in the last of the Archwizards book. What becomes of them? How long did it take for conditions to even become close to being normal (or at least as normal as it could be in Cormyr)?
Ed replies: The refugees were swiftly and forcibly resettled in Arabel and other areas around it that suffered heavy casualties from the goblins. This process went quickly and smoothly because Vangerdahast set his War Wizards to mind-controlling anyone who objected. Few did, because most were only too glad to step into ready accommodations and jobs before a hard winter could hit them. So, no more Pauper's Town or refugee camps or addled / desperate scavenging wanderers, which is the way Alusair wanted things, as swiftly as possible (because having such would aid unrest and provide cover for any brigands, Sembian or Zhent expansions, or any other mischief anyone schemed into being regarding the borders of her realm).

8. I expect a BIG NDA here, but what about Tilverton? A story in Realms of Shadow presents a view of a nasty Tilverton that could at least still be entered and exited, but other sources (Campaign Setting, Doorway to Everywhere adventure in Dungeon) suggest that anyone going in does not come out. I don't expect a full rundown of what is going on, but instead how it is best to incorporate the ruins into the world would be good, as well of a good description."
Ed replies: Always happy to oblige expectations: behold (splot!) one bright, bold, robust NDA, right in your lap. Treat it well, and in time it shall become thy friend. :}
Tilverton is a shattered ruin, in a permanent gloom (a fog-like shadow, by night and day), wherein many opportunistic monsters prowl and undead created in the devastation roam - - and the Shadovar watch, magically capturing those who interest them and letting others fight the perils of the ruins and find what fates they may. So most who go in don't come out. Adventurers had best defeat monsters with a minimum of splashy magic, or they'll be "collected" by watching Shadovar. Those adventurers who go in and prevail against the dangers can find a lot of little treasure (coinage) that can survive explosions and building collapses relatively unscathed but shouldn't expect to find any magic that the Shadovar haven't left as lures or tracer-items. Of course, folk in Faerϋn don't know any of this; I'm just murmuring it in confidence to you the omniscient DM. :}
Anyone desiring to rebuild, inhabit, or refound Tilverton is destined for swift doom and disapppointment, and there's a lot more to come in the future for Tilver's Gap, the Shadovar, and [oooh, there's that NDA again - - see how shiny 'tis? Um! Sharp, too!]




So said Ed.......

"Das Gras weht im Wind, wenn der Wind weht."

Edited by - Ergdusch on 05 Mar 2008 09:22:45
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Marquant Volker
Learned Scribe

Greece
273 Posts

Posted - 23 Sep 2007 :  01:20:52  Show Profile Send Marquant Volker a Private Message  Reply with Quote
That means that one can step in the destroyed Tilvetron? if this is true i can perhaps a lot of adventuring parties and rogue mercenaries are trying their luck in the ruins, trying to scavage loot or gathering information?. Like a new (city) dungeon the type of Myth Drannor?
I am a bit confussed...
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Ergdusch
Master of Realmslore

Germany
1719 Posts

Posted - 23 Sep 2007 :  11:14:16  Show Profile Send Ergdusch a Private Message  Reply with Quote
I would guess that your understanding of this situation is quite correct. However, Tilverton has not so much to offer as a lost elven city in ruins. Therefore, I would asume that not as many people travel to tilverton as the dangers are to high for the gain to be achieved. Moreover, the fact that the entire city is covered by a huge globe shadow that noone really knows anything about and cannot pierce with magic will prevent some of those more reasonable persons from even trying.

Therefore I would guess not as many adventurers would try their luck, IMHO.


"Das Gras weht im Wind, wenn der Wind weht."
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The Hooded One
Lady Herald of Realmslore

5037 Posts

Posted - 24 Sep 2007 :  01:36:20  Show Profile  Visit The Hooded One's Homepage Send The Hooded One a Private Message  Reply with Quote
Charisbonde's sex change was due to a crisis in his faith, and a penance/challenge from the deity that he accepted, thereby redeeming himself in the eyes of the god. This was an event in the "home" Realms campaign (that incidentally fooled two Zhent assassins who came looking for Charisbonde, and didn't recognize him in his new gender).
love to all,
THO
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Asgetrion
Master of Realmslore

Finland
1564 Posts

Posted - 24 Sep 2007 :  08:47:23  Show Profile  Visit Asgetrion's Homepage Send Asgetrion a Private Message  Reply with Quote
quote:
Originally posted by The Hooded One

Charisbonde's sex change was due to a crisis in his faith, and a penance/challenge from the deity that he accepted, thereby redeeming himself in the eyes of the god. This was an event in the "home" Realms campaign (that incidentally fooled two Zhent assassins who came looking for Charisbonde, and didn't recognize him in his new gender).
love to all,
THO



*WOW*... a very nice piece of lore! I'd like to hear more stories from the "home" Realms, anytime! (I especially enjoyed the one about Mourngrym appearing as a tattooed woman).

Can you tell us whether the events taking place in 'Swords of Dragonfire' are the same as that story you've shared with us about an innkeeper (and his relatives) wearing certain magical masks? (I *seem* to remember that there were Zhents and War Wizards and skulking Knights of Myth Drannor in the night in that one, too! )

BTW, can you tell us more about the nature of the crisis Charisbonde went through? I was also wondering about where the dead are buried in Eveningstar (presumably not on the Temple Grounds?). And finally: is there anything you could tell us about the tomb complex within 'Pillar Rock'?

"What am I doing today? Ask me tomorrow - I can be sure of giving you the right answer then."
-- Askarran of Selgaunt, Master Sage, speaking to a curious merchant, Year of the Helm
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Ergdusch
Master of Realmslore

Germany
1719 Posts

Posted - 24 Sep 2007 :  09:43:16  Show Profile Send Ergdusch a Private Message  Reply with Quote
quote:
Originally posted by The Hooded One

Charisbonde's sex change was due to a crisis in his faith, and a penance/challenge from the deity that he accepted, thereby redeeming himself in the eyes of the god. This was an event in the "home" Realms campaign (that incidentally fooled two Zhent assassins who came looking for Charisbonde, and didn't recognize him in his new gender).
love to all,
THO



Thanks THO for tuning in on this thread. Any info on Cormyr by is much appreciated, especially by you (if not demanded ).

Ergdusch

"Das Gras weht im Wind, wenn der Wind weht."
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Ergdusch
Master of Realmslore

Germany
1719 Posts

Posted - 07 Oct 2007 :  19:51:00  Show Profile Send Ergdusch a Private Message  Reply with Quote
I added the Wyvernspur Family Lineage done by Garen Thal, which I found at another thread here in Candlekeep, to the list of web goddies. Great work, Garen!

I wonder: Are there any other such ieces of lore that you kept from us so far and are willing to share.......?

Ergdusch

"Das Gras weht im Wind, wenn der Wind weht."

Edited by - Ergdusch on 07 Oct 2007 19:51:42
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Garen Thal
Master of Realmslore

USA
1081 Posts

Posted - 07 Oct 2007 :  20:13:37  Show Profile  Visit Garen Thal's Homepage Send Garen Thal a Private Message  Reply with Quote
quote:
Originally posted by Ergdusch

I added the Wyvernspur Family Lineage done by Garen Thal, which I found at another thread here in Candlekeep, to the list of web goddies. Great work, Garen!

I wonder: Are there any other such ieces of lore that you kept from us so far and are willing to share.......?

Ergdusch

Sadly, yes.

I say "sadly" because the great majority of lore I have squirreled away is drawn from conversations and files that are not part of published Realmslore or subject to NDAs, from bugging Ed and gleaning answers from what he doesn't say, or pure guesswork. Most of the time, I get things right (or so I'm told), but I'm reluctant to share any lore that isn't both consistent with what's been published and permissable for me to share.

So, for the moment, nothing from me. Sorry, folks.
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The Sage
Procrastinator Most High
Moderator

Australia
31690 Posts

Posted - 08 Oct 2007 :  01:04:08  Show Profile  Send The Sage an AOL message  Click to see The Sage's MSN Messenger address  Send The Sage a Yahoo! Message Send The Sage a Private Message  Reply with Quote
I've got one old scroll to add to your listing Erg... It's got plenty of ghazneth and Cormyr lore from Garen:-

- Ghazneths

Candlekeep Forums Moderator

Candlekeep - The Library of Forgotten Realms Lore
http://www.candlekeep.com
-- Candlekeep Forum Code of Conduct

Scribe for the Candlekeep Compendium -- Volume IX now available (Oct 2007)

"So Saith Ed" -- the collected Candlekeep replies of Ed Greenwood

Zhoth'ilam Folio -- The Electronic Misadventures of a Rambling Sage

Edited by - The Sage on 08 Oct 2007 01:05:18
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Ergdusch
Master of Realmslore

Germany
1719 Posts

Posted - 08 Oct 2007 :  08:15:05  Show Profile Send Ergdusch a Private Message  Reply with Quote
quote:
Originally posted by Garen Thal

quote:
Originally posted by Ergdusch

I added the Wyvernspur Family Lineage done by Garen Thal, which I found at another thread here in Candlekeep, to the list of web goddies. Great work, Garen!

I wonder: Are there any other such ieces of lore that you kept from us so far and are willing to share.......?

Ergdusch

Sadly, yes.

I say "sadly" because the great majority of lore I have squirreled away is drawn from conversations and files that are not part of published Realmslore or subject to NDAs, from bugging Ed and gleaning answers from what he doesn't say, or pure guesswork. Most of the time, I get things right (or so I'm told), but I'm reluctant to share any lore that isn't both consistent with what's been published and permissable for me to share.

So, for the moment, nothing from me. Sorry, folks.



Thanks for your answer, Garen. Sad for all of us indeed. If the situation ever changes for any of your materials you now hold back, please remember us here in these halls, all those srcibes here longing for more fluffy fluff from the FR.

quote:
Originally posted by The Sage

I've got one old scroll to add to your listing Erg... It's got plenty of ghazneth and Cormyr lore from Garen:-

- Ghazneths




Thanks Sage, for bringing this scroll to my desk, adding to the ever growing list of cormyr-related lore I try to gather.

I just did exaclty that adding Frostfell to the novel list, as it features a war wizard of cormyr and gives great fluff information about High Horn.

Now, I also recall a passage in some book, where Vangy and someone else (was it El or maybe one of the 7 sisters...) are discussing the many hidden portals and scrying devices in the royal castle of cormyr........ Was it in one of the chapters of Silverfall? Or in any of the books of the Elminster series? Mmh mmh mmh!

My memory about this passage is vivid but it escapes me where I have read it. So if you could help in refreshing my memory?

Ergdusch

"Das Gras weht im Wind, wenn der Wind weht."

Edited by - Ergdusch on 08 Oct 2007 08:54:19
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Ergdusch
Master of Realmslore

Germany
1719 Posts

Posted - 12 Oct 2007 :  19:02:45  Show Profile Send Ergdusch a Private Message  Reply with Quote
A new source for Cormyr has been found:

Dungeon issue #88, The Doors from Everywhere

Behold the lost secrets of the Netherese empire, and explore them at your own peril. A D&D FORGOTTEN REALMS adventure set specifically in Cormyr (in DR 1372) for 6th-level PCs by Roger E. Moore.

Anymore adventures in Dungeon magazine set in the Forest Kingdom that you can think of?

"Das Gras weht im Wind, wenn der Wind weht."
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Jorkens
Great Reader

Norway
2950 Posts

Posted - 12 Oct 2007 :  19:08:30  Show Profile Send Jorkens a Private Message  Reply with Quote
I am guessing you want something better than "mistakes where made"?
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Ergdusch
Master of Realmslore

Germany
1719 Posts

Posted - 12 Oct 2007 :  19:14:13  Show Profile Send Ergdusch a Private Message  Reply with Quote
quote:
Originally posted by Jorkens

I am guessing you want something better than "mistakes where made"?



Whatever it is - as long as it is related to Cormyr - bring it on. Edition does not matter. So please Jorkens, name your sources! All is appreciated...

"Das Gras weht im Wind, wenn der Wind weht."
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Jorkens
Great Reader

Norway
2950 Posts

Posted - 21 Oct 2007 :  07:28:50  Show Profile Send Jorkens a Private Message  Reply with Quote
You know, I must have made that last post in my sleep cause I cant find the post I was commenting on, which I thought related to inconsistencies in the presentation of Eveningstar. Sorry.
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Ergdusch
Master of Realmslore

Germany
1719 Posts

Posted - 21 Oct 2007 :  13:45:12  Show Profile Send Ergdusch a Private Message  Reply with Quote
quote:
Originally posted by Jorkens

You know, I must have made that last post in my sleep cause I cant find the post I was commenting on, which I thought related to inconsistencies in the presentation of Eveningstar. Sorry.


That's alright, Jorkens. If you should ever come across it again, know that this is the place to put it! I appreciate your participation in this no matter what little you have to share.

Moreover, Sage, I bought Crown of Fire and will get into it right away, longing for realmsian lore on Cormyr.


Last, I went through the Dragon Roll Call for all Dragons related to Cormyr. This is what I came up with (living in bold and the dead ones italicized):

[Dragon, CR, Status, Gender, (Class), Age, Kind, Lair / Domain, Details / Fate, Source]
Aeglyl Dreadclaw, 15, Living, Male, old, fang, Cormyr, Elminster's Daughter 337
Ammaratha Cyndusk, 21, Living, Female, ancient, song, Marsember (Cormyr), Elminster's Daughter 308
Argenta Purenote, 18, Living, Female, mature, adult, silver, Western Storm Horns/Cormyr, Draconomicon [1e] 121
Arnfalamme Redwing, 24, Living, Female, wyrm, red, Cormyr/Dragon Coast, Stormlight 244
Aurgloroasa, "The Sibilant Shade", 25, Dracolich, Female, wyrm, shadow, Thunderholme/Thunder Peaks, Forgotten Realms Campaign Setting 112, Cult of the Dragon 38, 53, Volo's Guide to the Dalelands 148
Aurus, 27, Living, Male, great wyrm, gold, Arabel/Cormyr, Draconomicon [1e] 56
Bethildritar, 20, Living, Male, very old, bronze, Stormsword Mountain/Thunderpeaks, Code of the Harpers 7, Cult of the Dragon 56
Brazz Polis, 12, Living, Male, adult, brass, Western Storm Horns/Cormyr, Draconomicon [1e] 122
Bron Tanse, 17, Living, Male, mature adult, bronze, Western Storm Horns/Cormyr, Draconomicon [1e] 122
Dendeirmerdammarar, — , Dead, Male, wyrm, red, Cormyr, Stormlight 244
Eboanaflimoth, "Ebonflame", 18, Dracolich, Female, adult, red, Near ruins of Tilverton, Cult of the Dragon 53
Faye Pixie, 6, Living, Female, — , faerie, King’s Forest/ Cormyr, Draconomicon [1e] 122
Ferreous Costello, 12, Living, Male, old, steel, Suzail/Cormyr, Draconomicon [1e] 121
Fi Lendicol, 21, Living, Female, very old, silver, Stonelands, Elminster's Ecologies: The Stonelands 23
Forgrimmorithal, "Shift", 22, Living, Male, great wyrm, black, The Farsea Marshes, Draconomicon [1e] 34, 37
Gorge Cooper , — , Dead, Male, mature adult, copper, The Stonelands/Cormyr, Draconomicon [1e] 122
Gorthalylaug, "Stormcrossing", — , Dead, Male, very old, red, Aphrunn Mountains/Jhaamdath, Slain by dwarves, The Vilhon Reach 6
Gotha, — , Destroyed dracolich, Male, ancient, red, Moonshae, Slain by Alicia Kendrick, Cult of the Dragon 53
Gracy Cooper , — , Dead, Female, young adult, copper, The Stonelands/Cormyr, Draconomicon [1e] 122
Grinnsira, 24, Livin, Female, ancient, red, Stonelands, Elminster's Ecologies: The Stonelands 18, 23
Kuldrak the Many-Taloned, — , Dead, Male, ancient, red, Southern Thunder Peaks, Forgotten Realms Campaign Setting 142
Mahrlee, 11, Living, Female, young adult, blue, Storm Horns, Into the Dragon's Lair 27
Mairogra, — , Dead, Female, wyrm, red, Everlund, Dragon #257 76
Malek Salerno, 15, Living, Male, ancient, steel, Arabel, Elminster's Ecologies: The Settled Lands 20
Mera Quicksilver, 10, Living, Female, adult, mercury, Storm Horns/Cormyr, Draconomicon [1e] 121
Mistinarperadnacles Hai Draco, "Mist", — , Dead, Female, ancient, red, Storm Horns, Slain battling Moander, Azure Bonds, Villain's Lorebook 14
Nevalarich, 18, Living, Male, mature adult, red, Southern Thunder Peaks, Cult of the Dragon 39, 41, Elminster's Ecologies: Thunder Peaks 27
Orothaumyth, "Wyvernvapor", 18, Living, Male, old, mist, Wyvernwater/Eastern Cormyr, Dragons of Faerun 144
Rauglothgor, — , Destroyed dracolich, Male, great wyrm, red, Thunder Peaks, Spellfire, Forgotten Realms Atlas 110, Cult of the Dragon 17, 23, 26
Shargrailar, "The Dark," "The Sacred One", — , Disembodied dracolich, Male, great wyrm, red, Immerflow/Thunder Peaks, Slain by Shandril Shessair, Cult of the Dragon 16, 24, 25, 26,Spellfire
Shorliail, 21, Living, Female, very old, red, Storm Horns, Elminster's Ecologies: Thunder Peaks & Storm Horns 27
Skarlthoon, "Snarljaws", - , Dead, Female, old, green, SE of Secomber, Died from Disease, Dragon #245 53
Tarith the Green, — , Dead, Female, old, green, Thunder Peaks, Realms of the Dragon I - "A Worm Too Soft"
Tarlacoal, 19, Living, Male, mature adult, gold, Thunder Peaks, Elminster's Ecologies: The Stormhorns and Thunder Peaks 26
Thauglorimorgorus, "The Black Doom," "Thauglor the Mighty," "The Purple Dragon", — , Dead, Male, ancient, black, Storm Horns, Defeated by Iliphar Nelnueve, slain by King Azoun II in 1018, Forgotten Realms Campaign Setting 113, Cormyr: A Novel, Grand History of the Realms 115, (for a further discussion see the Purple Dragon Scroll.)
Thraxata, "The Flamefiend", 13, Living, Female, young adult, red, The Blood Horn/SW Cormyr, Forgotten Realms Campaign Setting 128, The Dalelands 47, Cult of the Dragon 39, Monster Manual IV 155
Thungarbarath, "Flamegout", — , Dead, Male, wyrm, red, Thunder Peaks, Slain by the Bold Broadswords, Prayers from the Faithful 26
Vendrathdammarar, "Brimstone", 20, Living, Male, old, red, Storm Horns/Cormyr, Draconomicon [1e] 123
Xantrithicus, - , Dead, Male, great wyrm, green, Thunder Peaks, Realms of Magic - "A Worm Too Soft"
Yiarni, 12, Living, Female, adult, crystal, Thunder Peaks, Elminster's Ecologies: The Stormhorns and Thunder Peaks 26

"Das Gras weht im Wind, wenn der Wind weht."

Edited by - Ergdusch on 14 Nov 2007 09:53:08
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Jorkens
Great Reader

Norway
2950 Posts

Posted - 21 Oct 2007 :  14:37:28  Show Profile Send Jorkens a Private Message  Reply with Quote
I found it, I was referring to your post of 29 August with the previous comment. I was certain I posted this right after you; how the ... did that end up here? As far as I know there are now official explanation for the changes in Eveningstar.
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Ergdusch
Master of Realmslore

Germany
1719 Posts

Posted - 03 Nov 2007 :  09:28:01  Show Profile Send Ergdusch a Private Message  Reply with Quote
As I try to gather as much lore of Cormyr in one single scroll as possible I'll quote both George Krashos and Garen Thal here. The comments originate and still can be found in the Purple Dragon Scroll. I edited them for an easier read.

Ergdusch

quote:
Originally posted by Garen Thal

The Purple Dragon actually had no direct association with the Obarskyr family until Duar (then prince) and his friends had an adventuring band by that name. They adopted the name thanks to the legends of Thauglor--who none of the royal family ever knew was a black dragon--and Duar only took the name for the army from the Dragons in memory of his loyal companions.

It is common for noble families to adopt as their arms beasts that they have slain (or family legend claims that they slew). Thauglor was slain by Azoun II in 1018, giving his descendants every right to embrace the charge on their shields.


quote:
Originally posted by George Krashos

And following on from Garen's as always cogent comment, this comes from Ed after I queried him about what banner Azoun would have ridden under for my "Valashar" piece in GhotR. Enjoy.

The earliest collective symbol of Cormyr was a shield or banner field of light blue (the sky), with the bottom third of the shield green with a scalloped top edge (trees), and sticking up vertically from the center of the trees, "halfway up" the sky, a single gray castle keep tower (featureless [no windows, stonework "joint lines," or anything of the sort], tapering slightly towards the top, and crowned by simple crenelated battlements (a "flat crown" of four teeth: two simple merlons in the middle and two flaring ones on the outsides).

This blazon was known as "the Pride of the Realm" and signified the foundation of the human realm of Cormyr, in a wild green forest. As such, it was considered defiant to elves, and later insulting to elves. (Hence its ready replacement by the Purple Dragon.)

Prince Azoun would personally have used the banner of the Obarskyrs: a green field ("middling green," representing verdant farm fields or grass, not the dark green of trees), upon which is displayed a circle of gold chain, surmounted by a gold five-spired crown (central spike is the tallest, outside ones next tallest, those between shorter). The crown is depicted side-on, and the circle as if it was pinned in shape on a green tabletop that had been turned vertical to
the viewer [so it forms a perfectly circular "O" shape].

-- George Krashos

P.S This was another of my GHotR "easter eggs" that seemingly no-one picked up on.

quote:
Originally posted by Garen Thal

And, since George was kind enough to share this, I've cobbled together a page with the image I generated in response to the lore.


"Das Gras weht im Wind, wenn der Wind weht."

Edited by - Ergdusch on 03 Nov 2007 18:07:39
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Ergdusch
Master of Realmslore

Germany
1719 Posts

Posted - 13 Nov 2007 :  10:09:30  Show Profile Send Ergdusch a Private Message  Reply with Quote
You will find 'The History of Cormyr', compiled into XML by no other than Brian R. James here:

The History of Cormyr (needs Microsoft Internet Explorer 5.01 or greater to be read)


"Das Gras weht im Wind, wenn der Wind weht."

Edited by - Ergdusch on 05 Mar 2008 09:25:01
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Ergdusch
Master of Realmslore

Germany
1719 Posts

Posted - 14 Nov 2007 :  09:42:58  Show Profile Send Ergdusch a Private Message  Reply with Quote
Two ideas of Cormyr and Spelljamming found on the Spelljammer Mailing List.

Note: If this is a good take on spelljammering and how much of this derives from possible canon sources I cannot say as I have close to no experience with the spelljammer setting.

_____________________________________________

Done by Paul Westermeyer:

'Cormyr is the only true kingdom in the heartland of Faerun. A large, prosperous nation ruled by a just king, Cormyr is considered by many to be the strongest nation on the Sea of Fallen Stars. It sits firmly astride the east-west trade route, and benefits from variety of resources of its own. King Azoun was perhaps the only ruler in the region with enough of a personal reputation to unite the many disparate elements against the common threat of the Tuigan invasion.
While most Cormyreans are aware of the possibility of flying ships, only the educated and adventurers truely grasp the implications of spelljamming. Certainly such court luminaries as Vangerdahast, the Royal Magician, understand fully the number of nations swirling around "out there" but for most Cormyreans spelljamming simply means flyingships. The kingdom's laws do not deal any differently with spelljammers entering then anyone else coming into Cormyr from foriegn parts, the same taxes and regulations apply.
Cormyr itself does not have an active spelljamming force, though there are one or two private craft owned by Cormyrean adventurers more than willing to perform missions for the Crown. Defence against spelljammers comes from the famed Purple Dragons, Cormyr's professional army whose fortifications all are designed with the possibility of aerial attack in mind, and the War Wizards, a very organized corps of mages loyal to the crown. A scro Mantis which attempted to land at Suzail in the past year found out just how effective those defences are, it was easily destroyed and inflicted less then 20 casualties in return.
Cormyr has three major cities, spelljammers are welcome to land at any of the three (flying directly over a Cormyrean city is a crime). Suzail, the capital, and Marsember, a port city, are the best choices as their nautical shipwrights can fairly easily adapt to repairing damaged spelljammers. Also, many of the other services directed at nautical visitors can be of service to 'jammers. Traffic cannot be called brisk, and some few undoubtably pretend to be typical groundling vessels when in port, but there is usually one spelljammer at one of the three cities. Slavers prefer easier targets then a nation with a professional army and a corps of battle wizards, Cormyr suffers little from spelljammer raids. Though the nation is currently trying to build a corps of hippogriff riders to provide a aerial cavalry, it is unlikely to pursue a 'jammer building program in the near future given its slight effect on the life of the nation.'

______________________________________________

Done by 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 Fleet
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, an 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.
Fleet:
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.
Fleet:
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.
Fleet:
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.
Fleet:
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).'




"Das Gras weht im Wind, wenn der Wind weht."

Edited by - Ergdusch on 14 Nov 2007 09:43:53
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Ergdusch
Master of Realmslore

Germany
1719 Posts

Posted - 21 Nov 2007 :  21:36:58  Show Profile Send Ergdusch a Private Message  Reply with Quote
A new tiny bit of lore that belongs to this thread, if only for the person being interviewed:

A Moment With Alusair[removed old link] - From the hands of Elminster, a hitherto-suppressed snippet of Realmslore relevant to the novel Swords of Dragonfire

"Das Gras weht im Wind, wenn der Wind weht."

Edited by - Ergdusch on 25 Jan 2011 15:46:22
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crazedventurers
Master of Realmslore

United Kingdom
1073 Posts

Posted - 21 Nov 2007 :  21:56:19  Show Profile  Visit crazedventurers's Homepage Send crazedventurers a Private Message  Reply with Quote
quote:
Originally posted by Ergdusch

A new tiny bit of lore that belongs to this thread, if only for the person being interviewed:



excellent read - thanks for the link

Damian

So saith Ed. I've never said he was sane, have I?
Gods, all this writing and he's running a constant fantasy version of Coronation Street in his head, too. .
shudder,
love to all,
THO
Candlekeep Forum 7 May 2005
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Rinonalyrna Fathomlin
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USA
7106 Posts

Posted - 21 Nov 2007 :  23:41:27  Show Profile  Visit Rinonalyrna Fathomlin's Homepage Send Rinonalyrna Fathomlin a Private Message  Reply with Quote
Indeed, I wish we'd get articles like that more often.

"Instead of asking why we sleep, it might make sense to ask why we wake. Perchance we live to dream. From that perspective, the sea of troubles we navigate in the workaday world might be the price we pay for admission to another night in the world of dreams."
--Richard Greene (letter to Time)
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Ergdusch
Master of Realmslore

Germany
1719 Posts

Posted - 28 Nov 2007 :  11:36:49  Show Profile Send Ergdusch a Private Message  Reply with Quote
A reply by Ed on a question by KEJR concerning the Temples of Chauntea, Tyr, Torm and Helm in Cormyr:

KnightErrantJr posted:
"In Swords of Eveningstar, Tanalasta, when discussing what she would do if disaster befell her parents with Vangerdahast, said that she would summon the overpriests of Chauntea, Helm, Torm, and Tyr.
What I am wondering is where these overpriests might be found. I've looked through all of my Cormyr sources, and I can't find any major temples to these gods, but I am curious about this in part because I know these gods are fairly well known and worshiped in Cormyr.
I found a mention in Volo's Guide to Cormyr that Vangerdahast was reluctant to allow the Chaunteans to build a fortified abbey near Arabel to serve as a focal point for their faith, and the only references I can find to Helm are ruined temples and shrines."

So beyond where these faiths' overpriests might be found, are there any abbeys or temples out in the wilderness or off the beaten path in Cormyr of these gods?


Ed replies:
"Not out in the wilderness, no, and the Court of Cormyr has a long-standing objection to temples being built in or near Arabel, Marsember, or the Sembian border without their permission, to avoid Sembian interests using them as a way to infiltrate the realm by shifting monies, armaments, armed agents, and eventually trained warriors into said temples.
The overpriests in question (most of whom appear near the end of DEATH OF THE DRAGON) all have modest apartments (above street-level stores, in buildings the churches own, mostly "one street south" of the Promenade) in Suzail. These are for meetings and short visits (e.g. when appearing at court) in Suzail. All of them actually live and spend most of their time in temples built in the open countryside, just east of Suzail along the main trading road. By decree, these temples CANNOT be walled or fortified, though most have "high hedges" farm fencing around the temple-farms that surround them. The exception is the faith of Malar; their temple is to the northwest of Suzail, in wooded foothills where streams (and therefore critters, and therefore hunting) is plentiful - - and their "holy secret" is that they control a cave with a deepspawn in it, that disgorges large, broad-antlered stags that they can hunt at will, or even magically soothe and pen, for accumulation for their annual fall "Stag Feast" (that they invite nobles and movers-and-shakers to, to win support)."

More of these tidbits of lore, Ed and THO. Always most highly appreciated! And a big Thanks to KEJR for asking such a wonderful question in the first place!

"Das Gras weht im Wind, wenn der Wind weht."

Edited by - Ergdusch on 05 Mar 2008 09:26:15
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