Adventure in Cormyr: Rebellion of the Tunlands

Adventure in Cormyr: Rebellion of the Tunlands

Zabrynn Lander · · 1 comment

Recently, I've been painting the map of Cormyr in my own style and because of that I’ve been thinking about the region of Cormyr, it’s people, and what conflicts and adventures a party might encounter there. 

Sketch of Cormyrmap of the sword coast

To begin, hi – my name is Zabrynn! I run DnD Alley and my own campaign at home. I’ve been playing DnD since I was a kid. I’m also a fantasy author, conlanger, and worldbuilder. Because of my background, I love delving deep into the world of Faerun and fleshing out locations therein.

This blog is all about giving you ideas for running your own games and adventurers. As a game master and storyteller, I love to create vibrant tales of intrigue, personal and political conflicts, and generally tell a very human(oid) story.

Many adventures out in the world will walk your players through slaying dragons or facing off great monsters of the realms – and that’s super fun. But sometimes a game intrigue can be just as exciting!

And there is a region in Cormyr that I think could potentially bring these two elements together into a really cool adventure. Interested? Read on!

The Map of Cormyr

Cormyr drew me in while I was recreating the wider map of the Sword Coast. Despite being a populous and powerful region, the map has little in the way of markers. 

There was, however, a map from a previous edition of DnD. This older map was set in 1479 DR. Adventures in 5e edition are generally set in to 1480s or 1490s DR (each adventure is different!) and for that reason, I think there’s opportunity to make changes to what we know about Cormyr.

I envision the Cormyr of the 1490s to be in a state of flux – mostly inspired by how little information we get regarding Cormyr in the updated 5e map.

Map of Cormyr

The Terrain of Cormyr

As I was creating the sketch, I noticed some really interesting elements to Cormyr's landscape and decided to do some digging. 

The country of Cormyr has a long history. It has a strong military tradition and uses it's access to the Dragonmere (also known as the Lake of Dragons) to trade with the rest of the Sea of Fallen Stars. Control of the neck, a narrow section of waters near the eastern border, allows Cormyr to defend its coasts from most pirates and raiders. The Dragonmere is theirs - or is it?

Looking over the terrain of Cormyr, I had lots of questions, specifically about the two regions known as the Stonelands and the Tunlands. 

To the north are the Stonelands,

As I expected, Cormyr tends to hold very little sway over the region. They claim it as their own, but much of the northern, rocky region is dominated by either monsters or enemies.

The Stonelands are home to hill giants, orcs, trolls and goblins. Thus for Cormyr, the Stornhorns to their north act as a natural barrier. Though monsters and raiders still come through mountain passes, these are relatively easy to defend. 

What's more interesting is the Tunlands. 

There isn't much information about the Tunland which is unfortunate, so instead, I've expanded on what the information available on the map.

Firstly, around between 1300-1480 DR, Cormyr was focusing a lot of its military ventures on the Stonelands but I suspect this is due to a tighter grip they had on the Tunlands. Outside the occasional rebellion from the Tuns, Cormyr controlled the Plains of Tun enough to fulfil their needs. Meanwhile, the Stonelands have little in the way of footholds.

In its history, the Plains of Tun has seen elves, dwarves, and humans and it’s likely many are still around. The swamps of the region have bullywugs and lizardfolk. 

A marker towards the long-term subjugation of the Tunlands by Cormyr is the fact the High Road cuts through the Stormhorns in the north. Between High Horn and Eagle Peak is a substantial mountain path, one facilitated by expensive infostructure. Such a road wouldn’t be profitable from a trade perspective since there are easier ways to enter Cormyr. However, if Cormyr was determined to dominate the region, it would enable the movement of troops into the North (I’ll talk about why this important later!)

Why Do The Tunlands Matter?

As mentioned, there is a mountain range between the two regions. This would be a natural barrier of defence for the country. The Cormytes could have easily set up a few forts and called it a day.

They didn't. 

Why? Well, I think it's a twofold reason, but one that can really be summoned up with a single word: food. 

One of the distinct things about Cormyr is just how rocky and wooded it is. Huge swaths of the kingdom are still covered in forest (though much of it has been cleared away). And the Stornhorns, of which Cormyr sits at the base of, is notorious for its hard rock. This all implies that growing grains could be especially difficult.

Now, there are certainly regions within Cormyr's heart that would make for great farmland, especially around the Wyvernwater. But Cormyr is so populous that region is probably insufficient.

Feeding the kingdom has now become a vital issue.

There are historical examples of this. Ancient Rome, for example, struggled to feed it's ravenous capital for centuries, turning to various provinces for its food, especially Egypt. And before that, the Ancient Greeks often imported grain from elsewhere, particularly from regions around the Black Sea. 

Conveniently, there is a similar steppe (or prairie) region just south of Cormyr. This expansive plain is perfect for grain growing and Cormyr has recently taken the region for itself (since 1428 DR). 

However, the Tunlands would almost certainly have been a region flush with food, especially along the Tun River, easily imported into the city of Suzail and Marsember.

The Dragon Coast is almost certainly a new breadbasket for the kingdom. But geographically, it is not so easy to hold. 

It's clear from the method of expansion that Cormyr's sea access was not enough to take the cities of Teziir and Elversult. It was only after they controlled the entirety of the Tunlands they could move into Proskur - which gave them to the land access they needed to control the Dragon Coast. The Gritstone Moorland, while a great natural defence, stands in the way of Cormyr simply marching south. If they want the Dragon Coast, they must go through the Tunlands. 

Thus - the rebellion doesn't just leave Cormyr without one of it's major food sources, it threatens to cut them off of the second, larger breadbasket. One that, in the seventy years they have held the region, Cormyr has come to relay on. 

Who Are the Tuns?

With the Stornhorns between them, it's easy to imagine the Tuns don't consider themselves to be Cormytes. And don’t appreciate Cormyr ruling over them.

The Tuns themselves are actually many different, disparate tribes, that live in the region. This is a good thing for Cormyr. If the disparate tribes are fighting each other, they aren't fighting Cormyr. That being said, if they ever united, the Tunlands could have way rise a strong, independent nation – one built on the natural highway that is the Tun River.  And when that happens, they will pose a substantial risk to Cormyr’s power. Not as invading force, but by cutting off the free flow of grain. 

So how does Cormyr control the Tunlands in the first place?

I have mentioned earlier the mountain road between High Horn and Eagle Peak. This route would be only mildly effective in maintaining control. For one, armies move slowly through mountains. This is exasperated by the fact that the Stornhorns are covered in snow and ice in the winter. There are even some regions where it is only in summer the ice melts! Thus, for what's probably half the year, the Northern Tunlands around the Farsea Marshes would be next-to-impossible to control. Even with the High Road access.

Because of this, it is from the South that Cormyr is able to hold the Tunlands. 

The Tun River exits into the Dragonmere between hills and the Gritstone Moorland. Upon a hill, overlooking this rivermouth, is Valkur's Roar: the key to the Tunlands. 

Not far from the capital of Suzail, there is little information about Valkur's Roar that I could find. 

But it’s the perfect staging ground for many adventures! By my reckoning, this port town is highly fortified with a large fortress. It relays all the trade from the Tun River into the Dragonmere as well as oversees the movement of Purple Dragons into the Tunlands and back. It almost defends Cormyr’s heartland from any attacks from the grasslands to the South.

From Valkur's Roar, ships and armies can travel deep into the Tunlands. The swamps of the North would make this more difficult. So while they can be navigated, movement of the Cormyr army is slow and sporadic. This is why the South is far more secure. Because of this level of control, the cultures of the Tunlands ripple out South to North, Lowlands to Highlands. 

The South would feel the influence of Cormyr to a far greater degree. Additionally, due to the access to the Lightning Steppe, trade with nomads and caravans would bring in exotic goods from distant lands. The Southerners, especially those of the Lowlands, consider themselves very worldly compared to the rest of the Tuns. 

Whereas the Northerners see the Southerns as soft – they bend the knee every day of the year! Not only that, but they’ve probably never had a run in with a lizardfolk or bullywug.

On to the Adventure! 

In rest decades, a dry spell has hit the Tunlands. Much of the swamps opened themselves up for farming and new settlement. But most importantly, the river systems became far easier to navigate. All this led to the easier movement of boats along the Tun River. At first, it was simply traders rowing back and forth. Then, many Tuns started to move around, taking on new lands or settling in places their ancestors would have scorned.

But the Tuns were not the only ones to notice this. After a war against Sembia in 1484-1486 DR, the Cormyr longboats used to patrol the Tunlands reached further and further north and remained for longer than ever before.

In the last decade, the region has slowly developed a new cultural understanding and - and a deeper than ever enmity for Cormyr. 

Once upon a time, particularly after the Spellplague in the late 1300s DR, Cormyr was an occasional annoyance. They took grain and demanded taxes, but the system wasn't perfect and often times a smart Tun could avoid them entirely. 

No longer was that the case. 

And now – worse – the Tuns had started to see themselves as well... Tuns. One people rather than many.

The Tunlands have always been rebellious. But they usually fought alone. A group of humans here. A clan of dwarves there. This time, however, the Tunlands have been united in their rebellion under the sway of a charismatic leader. 

Game Hook

The party is a group of adventurers from all over the Tunlands who have answered this call of rebellion. It's their job to get into Valkur's Roar and pave the way for the rest of the rebellion to take the fortress. 

This could be accomplished quickly - perhaps with a heist-style mission in a one-shot; or it could be the basis of a long campaign.

The party must build the support of the local nobility or underground (maybe both!). They might learn the movements of the Purple Dragons and potentially draw as many as possibly out of the city. The finale of this campaign comes when the rebel army takes the city and announces a new, independent "Kingdom of the Tunlands". 

The great thing about the Valkur’s Roar setting is that the party can explore into the moorlands to the south, visit Suzail to the north, or climb the Stornhorns for a classic dungeon crawl.

Not only that, but as Tun rebels, the party has the choice of a variety of races and backgrounds while still giving them a cohesive feeling and shared mission.

  • They might be from the wild North (they could even be a lizardfolk from the Farsea swamp)
  • Or perhaps they are a dwarf from the hills, descendant of the ancient (and long fallen) dwarven kingdom of Oghrann
  • They might be a fisherman human from one of the hamlets along the Tun River
  • Or perhaps they are semi-nomadic herder; a half-elf, who’s family still tells stories of the devastation that was the Battle of the God’s Theatre where over 70,000 elves died

 

Inspired? Get the E-Book!

 Setting Supplement Cormyr

 

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1 comment

  • Love these maps, they’re amazing!

    Chaz

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The region known as Cormanthor lies south of the Moonsea and north of the Dalelands.

Depending on pronunciation, Cormanthor can mean "The King's Vow Forest", "Ruler of the Forest True" or "Place of Great Promise" in Elvish. It is also known as the Elven Woods or the Northern Forest.

Retreat of the Elves

Myth Drannor’s heyday is a millennium passed. The elves lost control of the city and it languished in ruins for six centuries, hidden by magic to keep it from being despoiled. Only with the instruction of Lathander was Myth Drannor once more opened up and a temple founded.

Meanwhile, the Elves were undergoing a great Retreat, leaving their homes for Evermeet. By 1344 DR (some 150 years before 5th edition) many of the old elven settlements had been abandoned. By the end, nine in ten elves had left their homes.

With Myth Drannor opened up and few left to defend it, monsters overran the city. Wave after wave of groups took over the city and came to dwell in its ruins: nagas, phaerimm, alhoons and baatezu, Banites, knights of various orders, cultists, daemonfey.

Arrival of the Drow

Meanwhile, the drow saw a chance to lay claim to vast swaths of the surface. They moved into the forests of Cormanthor, both to raid and to seize the mythals in Myth Drannor. They were never able to control the city, though they became a major presence elsewhere.

Finally, an Elven Crusade returned to Faerûn from Evermeet to reclaim Myth Drannor. In their success, Ilsevele became the new coronal and began to restore the city. Over the next century, Myth Drannor became a flourishing city once more, with many of its ancient artefacts recovered. The Crusade also fought off the drow, defeating their primary leader: House Dlardrageth.

The Drow that stayed in Cormanthor lost much of their direction at the death of their god, Vhaeraun, died in the 1370s DR.

Destruction of Myth Drannor

However, the success of the Crusade was not to last. Only a few years ago, in 1487 DR, the flying Netherese city of Thultanthar crashed into Myth Drannor, killing forty thousand people. Those elves that survived fled to Semberholme.

Furthermore, the drow god Vhaeraun has since come back to life and without resistance from the Army of Myth Drannor, the Drow of Cormanthor has renewed their attacks on the surrounding regions.

  

Explore this region with your own printable map!

Explore Cormanthor

The Forests of Cormanthor

The woodlands that stretch from the Moonsea to the Desertmouth Mountains vary in their make up. Upon the edges of the forest, you will find the Rimwood, known as Srinār in Elvish. Blueridge and needleleaf pines scatter across the outer reaches of Cormanthor. In the sandy soil of the Rimwood, these only grow about twenty feet tall. The pines drop needles on the forest floor, where only softwood ferms peak through.

Deeper into the forests, you will find the Midwood, known as Aegār in Elvish. In the region that is called "Shadowdale" is part of the Midwood, though on maps it will be marked as part of the Dalelands. Along the Tarkhen Hills and into the forest proper, you will find chestnuts and red maples. Some of the weirder vegetation you will come across include: beetle plam, foxberry and roseneedle pine.

At the heart of these woods, grows the Starwood, also known as Neiār. Giant oaks and maples loom large in these woods. Some oaks grow as large as 400 feet tall. The soil is rich and dark, with wildfire growing thick and prosperous. It isn't easy to trek through these woods, nor to keep your way without a guide. It should not be underestimated, either, the variety of wood you will find across the vast forests. In the woodlands that stretch into Mistledale, you will find spruce and hemlock trees, but other places with the Starwood are home to cedars, maples, and firs.

Beware, as you travel through the Starwood, of the various animals you might come across. Not all are friendly.

Manticore, dire wolves, and emerald constrictors stalk these woods. You are also likely to find an abundance of animals to hunt: deer, elk, finches and wood rats are all found here. Interesting flore such as medquat, chime oak, hinnies, and zebra grass also grow in the Starwood.

Eastern Fringe

Biome: Rimwood

Elvish: Lam Ain

The wide River Lys, known as Nautha Lis in Elvish, borders these woods. As its name implies, the Eastern Fringe is the further east Cormanthor stretches. The woodslands on the far side of the river belong to other folk.

The dangerous rapids of the River Lys have no encouraged much settlement in this region. Drow have been known to move through this place, but there are no notable locations

Halvan's Wood

Biome: Rimwood

Elvish: Mista Halvanni

The River Duathamper flows along the western side of Halvan's Wood.

In the 1100s DR, a human by the name of Halvan became lord of Harrowdale. The Harrans live around Velarswood, but this was not enough for Halvan. He pushed his control into the woodlands to the north, into Cormanthor.

As part of this expansion, he established a road up to the Moonsea. Despite resistence from the elves, he had workers chop down large swathes of woodland to make way from the road. Since then, the forest has reclaimed most of the land, leaving only the small Halfaxe Trail.

While long dead, Halvane's legacy remains in the name of this section of Cormanthor.

Halvan's Keep can be found within these woods. As can the village of Blessus.

Tangled Vale

Biome: Midwood

Elvish: Sérāgh

These woods were once home to one of the four major elven communities in Cormanthor. Long ago, the city of Faelorin held a large population of elves. Upon its ruins, the village of Tangled Trees was founded.

Exploring the Tangled Vale you will find meadows covered with honeysuckle and snapdragons. Groves of beautiful cherry trees and blue cedars grow here. Due to its proximity to the Dun Hills (simply Tath Duna in Elvish, "the Hills") the Tangle Vale sits on a higher elevation than its surrounds. It has many gullys and rock formations where creatures make their home.

The few elves that still live in the Tangled Vale range through networks of twisted paths and webbed throughways. Keep watch for ancient tree forts, built on high platforms in the canopy. The elves of the Tangled Vale are not welcoming to outsiders.

The Darkwoods

Biome: Rimwood

Elvish: Oumrae Mista

The Darkwoods rim the coast of the Moonsea. However with little in the way of protected bays or coves, few ships lands on its beaches.

Drow are known to inhabit the Darkwoods.

It is also the location of the Darkwoods Massacre, where Elves fought against Orcs, in 335 DR.

To the north-west lays Elventree, a small village of around 1000 people. Elventree is surrounded on three sides by low hills dotted with caves. The wooden buildings of Elventree are built atop stone ruins from a previous settlement. Like many Elven settlements to the south, its residents made their homes above ground, connecting each building through a network of bridges, walkways, and ropes.

Emerald Vale

Biome: Starwood

Elvish: Mìragh

Firs and elms grow tall in this deep forest. Within the Emerald Vale, you will come across many elven towns such as Duathamper, Dysrisa and Eerienne.

Ruins of places long lost are plenty among these trees. Near the River Duathamper, you will find the Old Elven Court, the ancient capitol of Cormanthor. It is covered with shadowtop trees, with long abandoned arboreal dwellings high in the branches.

Drow once made their home in the ruins of the Old Elven Court, but were eventually driven out. They now seek to return to their old haunts.

The Emerald Vale and the Tangled Vale are often considered to be the same place, and indeed they have much shared history, though their ecology is very different.

Vale of Lost Voices

Biome: Starwood

Elvish: Agh i Que Drana

These trees hide the burial places of ancient elves. Rauthauvyr's Road passes through these woods, but be warned against straying. Interferring with the tombs and mausoleums found off this path will not end well for you.

You will find no Drow in these woods, however; not even on the road itself.

Beast Marches

Biome: Midwood

Elvish: Rah Aine

This region is named for its large population of monsters. Beasts of all kinds occupy these woods and often spill out into the open plains to the north or into the rest of Cormanthor.

A hundred years ago, this forest was full of conflict as Isvele Miritar, leading the Army of Myth Dranor, faced off against the Drow in the region.

Little much else has been recorded about this region. All that was known was lost in the destruction of Myth Dranor.

Heartwood

Biome: Starwood

Elvish: Nesór

The Heartwood is eerie in its emptiness.

Myth Drannor (Elvish for "City of Song") could once be found within the Heartwood. Much as it name implies, this was the heart of Cormanthor. For a century, Elves saw to restore it to this former glory but it was all for naught. In 1487 DR, the floating city of Thultanthar crashed into it.

The remains of both cities lay scattered through these woods between crushed trunks of grand cedars and wild magic of ancient mages past.

Greentree

Biome: Rimwood

Elvish: Ēlshantal (and Kerymmīr)

Greentree, while technically part of the Rimwood, has its own unique features by virtue of the Dagger Hills to the west. Upon the hillsides willow, spruce, and wiregrass grow. Insects are in abundance here.

Mosstrunks

Biome: Starwood

This particular section of Cormanthor is known for its high humanity. Lichen and moss grows in abundance here, which is where the region gets its name.

Semberholme

Biome: Starwood

Located around Lake Sember, Semberholme is nestled between the foothills of the Thunder Peaks. It cuts the Dalelands in half, with Mistledale to its north and Deepingdale to its south and east.

The woods here are some of the thickest in all of Cormanthor, intersperces with massive poplars and gumtrees. Walking along the ground will keep you in near darkness, ideal for a Drow perhaps but even the elves build their homes in the canopy for light.

A thick grey fog rolls of Lake Sember when its raining - and it is nearly always raining - which does not make finding your way through this region any easier.

Unlike many of the other Elven community in Cormanthor, Semberholme has continued to thrive, though many of its settlements were abandoned in the Retreat. It has a large mix of human and half-elven residents due to its close promixity to major trade routes. For this reason, many elves choose to stay, some becoming citizens of Deepingdale.

A network of limestone caves connect the forest, forming secret passages and hideaways. These caves are used to store supplies and travel without discovery when Semberholme is threatened. Aquatic elves dwell within these caves and the Sember Lake to which they are connected.

Adventure through Cormanthor with your own printable map!

Explore Cormanthor

Other Nearby Woodlands

While Cormanthor compases much of the forests in this area, there are plenty of smaller woods nearby.

These are: Border Forest, Dagger Wood, Spiderhaunt Woods, Archwood, Yevenwood, and Velarswood.

Border Forest

To the north of the Desertmount Mountains, on the far side of the River Tesh, lays the Border Forest. A mixture of oak and pines grow in this area. Its abundant undergrowth makes travel difficult. It is inhabited by wolves, orcs, trolls, and fey. Members of the Eldreth Veluuthra have been known to reside here.

Dagger Wood

A land of wild ridges. Steep cart tracks link overgrown farms. It lies northwest of Shadowdale, along the River Ashaba,. Even further northwest, you will find Daggerdale proper.

Spiderhaunt Woods

Found to the west of the Tethyamar Trail. These woods have earned their name. A large population of spiders dwells within its trees. Many spellcasters and cunning traders travel to this place to collect supplies. Only one settlement can be found here: Stormpenhauder, a village of forest gnomes. Lake Melishar, at the heart of the forest, provides fresh water to the region.

Archwood

This is a dense forest will a thick canopy casting the undergrowth in entire gloom. Oak, ash, elm, shadowtop and duskwoods all grow here. Long ago, elves has a school of wizardry here, though it has long since fallen into ruin.

Yevenwood

Also known as Battlewood, Satyr's Run, Forester's Freehold, and Wood of Many Names. It has an abundance of relshar mushrooms.

Velarswood

Located with Harrowdale, these woods may be claimed by the Harrans but they are not solely ruled by them. To the north of the forest rises the Shadetop Glade, a temple to Eilistraee. Drow and elves alike worhsip here. They were not aligned with the drow who revere Vhaeraun.