Cormyr geography

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Boundaries and Borders

Cormyr, sometimes referred to as the Forest Country, lies between the desert kingdom of Anauroch on the north and the Lake of Dragons (itself referred to as Dragonmere) to the south. Cormyr is relative secure, but Cormyreans led the crusade against the Tuigan horde, and there are constant border disputes that require military attention.

Climate

Cormyr is a wet, temperate land, receiving abundant rain in summer and spring and, until recent years, plentiful snow in winter. The recent activities of the Nenethernese city of Shade, and their attempt to melt parts of the Great Glacier has some extreme effects on the climate of Faerun. Gone are Cormyr's long, cold winters and short but hot summers. The winter are much milder, resulting in the Lake of Dragons coast no longer being frozen and closed to trade ships in the winter. The summer is still as hot but, to the dismay of many, last longer. The gentle spring and fall create rich green forests that yield to splendid autumn colors and healthy fields of grain that surrender up bountiful harvests. Fog is common along the seacoast, and there are often mists on the High Moors, extending into the pass at High Horn and the gorge north of Eveningstar.

Topography

The forests supply the kingdom with ample timber and game, but only through strict regulation by the crown. There are several rivers, both large and small, running through Cormyr. The most significant river is the Starwater, which runs from the Stormhorn Mountains south into the Lake of Dragons at Marsember. Starwater runs through Cormyr´s central forest and is the most heavily used river in the kingdom. Three major roads cross it, and Cormyr´s second-largest city enjoys the commerce the river fosters.

The two must important bodies of water in Cormyr are the Lake of Dragons and Wyvernwater. The Lake of Dragons forms the southern border of Cormyr and offers sea access to Cormyr´s two largest cities, Suzail and Marsember. The Lake is the primary shipping point to the Sea of Fallen Stars, which leads to the rest of the world. Wyvernwater is an inland lake shaped something like a malformed starfish. Four major rivers - two of which are the Immerflow and the Wyvernflow - empty into this lake, provide access to four major cities, including the trade center of Arabel.

There are two major mountain regions in Cormyr: The Thunder Peaks and the Stormhorns. Both ranges serve as practical borders for Cormyr. The Stormhorn, which run south to north before curving to run west to east, cut of the main body of Cormyr from a territory north of the range know as the Goblin Marches.

The Farsea Marches and the Marsh of Tun

These two desolate places are unclaimed, but they are generally considered to be part of Cormyr because of their proximity.

Local legends say both marshes were once the seats of ancient civilizations, but even the elves have no record of either one.

Goblin Marshes and the High Moors

The goblins and their allies once ruled this area. Their power was unquestioned, but that era is a story thousand years old.

The goblin empire raided extensively. They went as far away as Suzail, Asram, and Anuira, which they destroyed in 200 DR. The goblin stronghold was finally defeated not by arms, but by the omnipotent Anauroch Desert.

Occupying the Goblin Marches today are nomadic goblin bands and other demi-human raiding parties. High Horn and Castle Crag keep the tribes in the Goblin Marches bottled up tight, away from richer Cormyte lands. It is unknown if the Grodd (the main goblin tribe of the Goblin War) were natively from the Goblin Marches or if they, according to legend, came from another plane as a result of powerful magic.

There are many similarities between the Goblin Marches and the High Moors. The primary distinguishing feature is the large numbers of ruins on the High Moors.

Helmlands

Named after Helm, the god believed responsible for keeping his avatars in Faerûn, this area is located at the eastern edge of the Stormhorn Mountains, near Gnoll Pass and Castle Crag.

During the Times of Troubles, this area was the center on unnatural activity, including thousands of tar pits that bubbled to life overnight and continue to afflict the area today, though to a lesser degree.

Hermit´s Wood

Located south of Wheloon, this wood has but one feature of note: rumored ghostly activity. The ghost is generally described as an old human dressed in gray robes and carrying a lantern that produces an unnatural blue light.

Hullack Forest

This forest, once the eastern border of Cormyr, is a primeval land that holds many secrets and things unseen by mortal eyes. Civilization is encroaching on it at an even-increasing rate. As Cormyr grows, so does its demands for timber and games. Because of this, the crown encourages adventuring companies and other entities to clear the forest of monsters and other beings (such as the many orc and goblin tribes, now strengthened with the influx of remnants from the Goblin War) and investigate its deeper regions.

King´s Forest

Once the home of elves and others, the King´s Forest is inhabited by humans and game as well as orc survivors of the Goblin War. Once peaceful, now the region is under constant threat from raids.

Oak, maple, and rowan are the primary trees here. There is little undergrowth, and the age of the forest creates high canopies and beautiful settings. A network of roads passes through the forest, connecting many small towns and farms.

Stonelands

Completely unsuited to agriculture, the soil here is dry and largely composed of clay. In addition, the surface of the land is almost covered with boulders of all sizes. Some are even as big as cottages, and they are scattered everywhere.

The Vast Swamp

This stretch of wetland is so ignored that is does not even have a proper name. It separates Cormyr and Sembia, neither kingdom claims any territory within the swamp, nor has either made any serious expeditions into it.

All manner of foul creatures make their home in the Vast Swamp. Perhaps the most numerous are lizard men, trolls, hobgoblins, and gnolls, and the most threatening are black dragons, beholders, and catoblepas.

Farmlands

Farms are the underlying strength of the kingdom as well as a primary shaping force of its topography. Farming is responsible for reducing Cormyr´s forest land. Indeed, the land between Cormyr's central forest and the Hullack Forest was once completely tree-covered. Now, the land is primary farms and pastures.

See also

External links