Cormyr, sometimes referred to as the Forest
Country, lies between the desert
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
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
The two must important bodies of water in Cormyr are the
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.
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.
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
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.
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.
Named after Helm, the god believed responsible for keeping his avatars in Faerūn, this area is located at the eastern edge of the
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.
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.
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) and investigate its deeper regions.
Once the home of elves and others, the King“s Forest is now completely inhabited by humans and game.
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.
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.
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
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