Cormyr comes from an ancient pact between humans and elves some fifteen hundred years ago and an ancient bloodline tracing back 250,000 years ago only a resent political resurgent in the last two hundred years. The Cormyrean Empire, founded an elven generation ago, some two hundred years, came into being after the Celestial Event known as ‘The Dragonblood Accord’. The budding Overgod Asagoroth and Corellon, father of elves, came to an agreement to empower both of their races. The elven courts of the Dalelands and Winterwoods would help to feed and supply a great event, the mass breeding of dragons in Toril. In exchange no dragon would slay these elves, the elves of the Cormanthyr bloodlines. This also meant that all half-breeds of elves from Cormanthyr would breed true elves.
The end result was that both dragon and elven populations exploded. In fact the noble lines of Obarskyr became full elf, result from some ancient eleven ancestor in their lineage. The number of elves in the Winterwoods, Dalelands, High Forest, Dunwoods, and most of the forests exploded. Leveraging their power, Azoun Obarskyr the Seventh leverages even refugees from across the continent in an open letter to this newly formed Elven Empire of Cormyrea. Flush with troops and the cooperation of the Winterwoods, they amazed to secure the Bloodstone Mountains, throwing back the Nations of Damara and wiping out Sembian to secure Dunwood and the surrounding lands. This meant in a strange situation, the forested areas of Cormyrea are actually the greatest political, magical and sociological deposits, in total opposition to the city structure in most lands.
After encompassing the Dalelands, they managed to absorb those lands as well, but with a single condition, the Baelorn of Myth Drannor had advisory positions for the emperor, and final say on all laws and conditions for the city of Myth Drannor. Cormyrea takes it’s name from a fusion of the Purple Dragon Bloodline of Cormyr and the Empire of Elves Cormanthyr to create the first elven empire seen in this age. It promises citizenship and free rights to all elven people created from the Dragonblood Accord, and second citizen status of all of the ‘noble races’. These races are a list of pedigrees that the elves consider civilized enough to enter Cormyrea without upheaval, with quite a few others entering through less than legitimate means. Slavery is not legal unlike most of the other continents of Faerun, with physical labor usually apart of every day life and enrichment, and profitable grunt work usually existing in minority situations in cities. The land has a national language of Cormyrean spoken in all the elven regions and a few of the vassal states.
Cormyr Capital of the Empire
The core of the Cormyrean Empire, heir of the Dragonblood Accord and argueably the greatest seat of political power in all of Toril. The grand palace sits on the cliff overlooking the water, it’s great copper domes seeming to grow out of the forest. The streets and buildings of Cormyr are surrounded by forest and trees amongst the paths themselves. While the largest of elven cities, the city population is mostly humans and halflings, with elves prefering the regional and lower density of the surrounding woodland and countryside. The Royal Palace makes up a staggering third of the city limits, having a standing military presence and only 2 entrances to the grounds from the city. Trade here is relatively weak, with most merchants being restricted to the Vassal cities further outland and the trade city of Elaghon.
This is the center of military organisation, with primal portals leading to all the stretches of the forests of Cormyrea. Here the High Elven King Obarskyr rules and helps decide on military matters. Over 300 year old this patriarch shows no signs of slowing down and still wields the Dragonblade Symylazarr with vigor. This is also home to the Purple Dragon College, an evocation school twinned to the Purple College of Athalantar. The two schools have an unorthodox approach of student exchange that keeps the arcane traditions and learning speed of the College much higher than a purely elven institution. It also is the only political position in all of Cormyrea that is, and must be, held by a human. That doesn’t stop the majority of students being elven swordmages of the highest calibre. The people here speak with a Texan accent, and have traditional elven names.
Dalelands Woods the Temperate
The most politically and militarily active woodlands in Cormyrea, the Daleland Elves have regions of political instability in the east with propaganda from Aerulia attacking the loyalty of the vassal states, through to the outright aggression of the Uthgardian phalanx’s and rage-skirmishers to the west. They have to provide security to the Capital Cormyr as well as defend Myth Drannor the spiritual homeland of the elven people. They also have the non-pedigree races like the halflings of Lurien and the Orcs of Thesk trying to force grey smuggling into the city limits to better supply their cities. To compound trade issues the Dwarves continue to remain obstinate in their Citadels throughout the north, refusing to kneel and swear fealty to the High King.
The Dalelands are a vexing place for elves, who just want to have things finally go their way without all this bother and chaos. The lesser races are so troubling. Most of the population are from Moon and Wood Elven stock, staying true to Cormyrean heritage lines. The forest also contains large supplies of Redwood Trees that can be sold to make the strongest of ships. Illythiiri are no tolerated in the woods and are dealt with like the Drow-spawn they are. Yostu are not often seen but would not receive a warm embrace, unlike the Llewyrr cousins to the West. The individual communities are known as Dales, and most of the elves here hold a special reverence to Mystra, favouring the Gods of Magic even above the Elven Gods, but most worshiping both.
There are four Dales, each headed by a Ranger-Lord; Jack Sparrow of the Daggerdale, Dan Falconhand of Scardale, Ren o’ the Blades of Shadowdale, and finally Jon Haflhand of the Highdale. Currently Sparrow and the Daggerdale-Rangers are repressing the rebellion of Bloodstone with the help of Shadowdale-Rangers nearby. Halfhand and his druids are fighting geurilla tactic battles in the high forest against Uthgardian invaders, and Dan Falconhand is annexing after a particularly insulting political event in Frostmourne Citadel. The forest remains on high alert but currently the Dale is fighting too many battles on too many fronts. The people here speak with a louisana accent, and have traditional moon elf names.
Dunwoods the Boreal
A rather remote and insular community, the Dunwoods are the final home for the Yuirwood Elves. The Yuirwood Elves are a close cousin to the mithral elves of the celestial elves, containing semiprecious metals in their hair, and bright jewel-like iris’. The Dunwoods are spread out from the edges of the Bloodstone Mountains, still have an competitive but friendly rivalry with the Dwarven Clans of Frostbeard in Gebra, and help mediate with the Daleland Elves on behalf of Citadel Frostmourne. Yuirwood Elves have great relationships through the northern reaches and generally find rewarding work as diplomats for the Shou Empire and Aerulian Republic.
The Dunwoods are a serene and peaceful place for elves, with the small summers discouraging the more cold preferring monsters of the north, and the long winters discouraging outside threats and invaders. The forest holds some of the greatest collections of Elk and Bear that they usually trade to Rashemar across the soft border they share with the Runeskins. Most of the their diplomatic relationships are extremely relaxed, some say too lax. They also have a supply of Ironwood, related to the Redwoods of the Dalelands, but it’s toughness makes it difficult to fashion larger planks out of. Most wooden weapons are crafted from Ironwood.
Most of the elves here stick to traditional Elven worship and a more secluded practices of old. Voss Swearengen maintains diplomatic relations with both Gebra and Rashemar, and the more aggressive Tal Voorhees maintains an annex of the Citadel of Assassins and his Frost-Rangers preventing any monstrous incursions. They also have a strong presence of Shadowdale Rangers from the Dalelands continuing their aggressive presence against the Bloodstone mountains and community. The people here speak with Canadian accents and have traditional Yuirwood elven names.
Winterwoods the Deciduous
The heartland of the Dragonblood Accord, the Winterwoods were originally three smaller woodland areas called Chondalwood, Winterwood and Gulthandor, all wrapped around a great trade route of the Old Road that connected the ancient realms of Halruaa and Thay to the Sword Coast. The Winterwood arose after a near century of cut off travel with the xenophobic Uthgardians. The elves who life hear are mostly Wood and Wild Elves and the rare Golden Elf bloodline mixed in from the many dealings with Eladrin. Some of the more magically potent Fey Herbs and animal components come from here, as well as a steady supply of loose Dragonscale and Dragonbone from the breedings.
This is also the deepest Woodland in Faerun, holding numerous Crossroads to the Feywilds inside. This leads to elevated levels of wild and primal magic, and Sadhe and Satyr interests in the area. The massively increased population from the Dragonblood Accord, as well as the commitment of the locals to Dragonbreeding Protection has lead to the Ridge-Rangers maintaining a strong presence along the Dragonridge Mountains lead by Hank Snow, and the Sea-Rangers holding the Southern coast lead by Tanis Oakenshield. Tanis is also known by his other title, Tanis the Compassionate for his part in the Wyrmbones Tragedy in his youth, face and arm replaced with a magical wooden enchantments. He has a soft spot for other races, and despite disapproval by the other Ranger-lords and the High King, uses entire regiments of Ghostwise halflings from the feywild to augment his forces, and having an Uthgardian heretical sect set up on the hills outside the Dragonridge Mountains.
Meanwhile along the rift the aggressive and antagonistically Drow hating Ranger-Lord Rim Shaw watches out for trouble in the Rift territories as well as aggressively attacking Dark Elves that lurk in the region. He has made the Winterwoods and the Old Road a dangerous place for Dark Elf merchants. Meanwhile on the rebuild ruins of Starmantle, Elaghon and the surrounding plains are watched over by the Hill-Rangers of Gaele Pilgrim, especially after the recent fall of Westgate in the east. The people here speak with a midwestern accent and have traditional Wood elf names.
Elaghon, the Shining Seaport
The shining seaport is named because of the beautiful pale granite of the nearby quarries. This Granite is particularly treasured because of it’s light but firm weight, making it ideal for military structures and beautiful carvings shared throughout the realms. It is also the most open of ports to the Eastern Empires, having a far more welcoming and open political ideaology than their northern cousins of the Dalelands. Large quantities of spices and food flow in in exchange for Elven Redwood, Whitestone Granite, and the Elven Dragonscale the city trades in.
The city is in an interesting state being both the trade capital of Cormyrea, and facing heavy and constant threat from the Uthgardian military eastward in Westgate. While trade here rules under the Gods of Trade and Elves, The Shining Gem of Hsing Yong would be a tempting prize for the barbaric thugs. It also contains the largest land route, connecting the defunct Old Road to the cities of the Rift and southern Aerulia. Here they speak with a Minnesota accent and have wood elven names with stone honorifics.
Elharrow, city of Harpers
The Home city of the Harpers, agents for Cormyrea and the crown in military and political intelligence. Unlike Aerulia and the Sword Coast, Cormyrea has a centralised spy network much like the White Lotus of the Shou Empire. These are the Harpers, servants of Mystra and masters of disguise and magic. They usually favour a more subtle approach to the Purple Dragon College, and have far more resources than most more modest spy networks, with only the White Lotus being rivals in size, but their techniques are still not as effective as the Citadel of Assassins or the Obsidian Raven’s of Neverwinter.
Ruling over the city is the Spymaster Malchor Harpell, who houses a sizeable gnomish population, made up of Cormyrean Gnomes to specialise in wild magic, stealth, and the forests of the realm. This is the largest population of non-elves outside of Tanis’ ghostwise halfling Clans to the south, and arguably similar in size to the dwarven presence in the northern reaches of the empire. The city rests high in the hillsides overlooking the nearby waterways, hidden deep amongst the scrub of the Daleland woods. Trade here is almost non-existant with supposed secret portals and passageways to Daerlun and Elaghon. Here they speak with Virginian accents and have traditional Sun elf names.
Myth Dannor the Evermeet
The spiritual center of elves, Myth Drannor and it’s spiritual symbol of evermeet are as old as the legends of Cormanthyr. While it could be argued that the current city meets those dreams and aspirations, the true power of Myth Drannor are the ancient enchantments of the Mythallar recrafted for a modern age. No long does it protect against the demon and dragons of old, now it sustains the last few receptacles of elven wisdom in all of Toril. The Council of Baelnorn, made up of one hundred baelnorn, or elven liches, each one bound and fused to a Nether Scroll, the scrolls of the Oreme council.
These scrolls give them magical powers exceeding the Weave itself, but because of their immortality and the power they possess they can only exist in the confines of the Mythallar. To exit it they would blink out of reality itself, leaving only the scroll bound to them. These baelnorn use their power to advise and assist the High King who is bound to heed their council. All elves who come here are immune to death, and age at a much slower rate, leading to many of the older heirless bloodlines to seek out the city to extend their rein. Because of the limits of the Mythallar it does however become difficult to rule politically from it. The city exists both in the material plane and the feywilds, moving and jumping locations to never be easily found, making regular communication almost impossible. Here they speak with creole accents and have traditional eladrin and sun elf names.
Bloodstone key to the Mountains
A grand city that once lived under the rule of Damara, Bloodstone was famous for it’s red crystal called Bloodstone and the magnificent glass stained windows. After the expansionist attitude of their neighbours, Damara was destroyed, the crown exiled and refugees resettled in a southern Aerulia peninsula. Currently it is being exploited heavily by the Daleland governing body, the largely human and dwarven are used to heavily mine the surrounding mountains and preexisting mines to supply Gems and magical reagents for free to the Empire.
To compound their despair in increasing exigence the city citizens have tried to exit the city and immigrate to Aerulia or attempt to join one of the less oppressed vassal states, only to have Daggerdale and Shadowdale Rangers confiscate all their property and wealth and send them back into the city. The Rangers need a large human population to make the mines effective so they in effect started martial law, leading to an increasing rebellion brewing in the region. Already there have been 2 riots and full blows conflicts in as many years, with the walls crushed and destroyed, and the streets under constant surveillance. They speak with Boston accents, have irish names and speak Damarian here.
Citadel Adbar home of Clan Hardbromm
The nearest dwarves to Citadel Thesk and almost completely isolated by the Daleland elves, Citadel Adbar is home to the hard headed Clan Hardbromm, ideological rivals to Clan Lutgehr, and part of the Forbidden Railway. Hardbromm are great fans of isolationist policies, stemming from their xenophobic leader King Adbar the fourth, maintaining their stretches of the Forbidden Railway but refusing to open their surface realm or deal with their neighbours in Citadel Thesk.
They have a hostile position against elves and orcs, prefering to deal with only their kind. They also have the largest collection of Darksteel and specialization in Orcbane and Elfbane weapons, and a purely dwarven trade of Adbar Battlebrew that only a hot blooded Hardbromm could make. This production model and diplomatic relations has enflamed the Daleland Elves who have been attacking their surface fortifications for the last 14 years, with no sign of slowing, or progress in truth. Here they have traditional Dwarven names associated with brewing and bloodshed, thick Scottish accents and more tanned complexion and brown hair.
Citadel Frostmourne home of Clan Frostbeard
The northern reaches of the Spine of the World Mountain, Frostmourne is technically within the Cormyrean borders, but even the Daleland Elves know not to approach the mountains the Frostmourne adorn. Here in the extreme high altitude, Clan Frostbeard enjoy the peace, and serenity of their abode ruled over by King Allengaer.
They often adventure out in the surface; fighting off lesser giants, tracking down the precious Starmetal that often falls in the crevasses of the mountainside, and drinking deep of Adbar battlebrew. Few can enchant weapons and armour like the Frostmourne, a talent they share with their Gebra cousins. Frostmourne has a conservative population, not reaching the sizes of Adbar or Gebra, but those few up here are a happy sort. They speak with thick Scottish accents and have traditional dwarven names associated with the cold and stone they have lived in for centuries, with blonde hair and tanned skin.
Citadel Gehra home to Clan Rummaheim
One of the greatest Dwarven Trade colonies outside of the Sword Coast, Gebra has an extremely good relation with both the Elves of Dunwood, and the Runeskins of Rashemar over the border from the strong leadership and diplomacy of King Gaer. While trading with their more isolationist cousins this is the final stop of the famous Forbidden Rail, depositing Mithral from the Lutgehr, Darksteel from Adbar and Starmetal from Frostmourne. Usually the last two are already formed into weapons and arms to maximise their profit, but Gebra holds some of the largest jointly worked forges between Elves and Dwarves.
More Elven-Chain and Elfblades are made here than anywhere else in the multiverse. While the dwarven clans here attempt to hold to the traditions of their people, a more metropolitan attitude has many a young Dwarf speak with a less heavily accented Dwarven brough. Most of the people here speak with a low-land scottish accent or even no accent, the names are tradtional dwarven smithing and frostmourne names, and the people have blonde hair and pale skin.
Daerlun the heirs of Sambia
The last standing city of the kingdom of Sembia, Daerlun is the main supply port for Cormyr and Elharrow but is heavily fortified and regulated because of it’s inland distance to the capital and the Dalelands. Essentially the city has become a state controlled transport port similar to a military facility than an actual trade city, but honored traders and permit carriers are still allowed to come tot he city to trade.
There is also an extremely lucrative smuggling operation involving the city, but also extremely risky. Elven Chainmail and Whitestone Granite flow in from the other ports, and Redwood flows out. Daerlun has a mostly Elven population with some originally Sambian humans still moving around. Ghostwise and Luiren halflings also make up a percentage of the population, but are usually treated with suspicion and contempt. Daerlun usually have a Georgia accent, traditional Wood Elf names, and a more tanned Elven coloration.
New Westgate the Defiant
In light of increasingly poor relations with the vassal states and the political methods of Aerulia, New Westgate was proposed by the Baelnorn Council. A model state for the humans living under Elven rule. After the disasterous Kython infestation in Westgate, refugees, approximately two thousand of the 300,000 original population were relocated here. Model house where build, streets were wide and well paved, and the markets and ports were immaculately organised.
The population number is under significant control and a steady stream of supplies come in from Bloodstone to get traded and moved inland, creating a profoundly lucrative trade for the few humans allowed to live here. All in all it’s an amazing place to live, if a little sterile. A lot of the humans who first moved here were missing limbs and heavily scarred, so a surprisingly well founded trade in mechanical prosthesis and Lantanian inventions for the wealthy inhabitants has sprung up. The locals have Tethyrian names and colourings, and speak with Wisconsin accent.