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Eye On Cormyr #1: Coastal Adventuring Parties
Eye On Cormyr #1: Coastal Adventuring Parties
Eye on Cormyr #1
Coastal Adventuring
Parties
Eye on Cormyr #1:
Coastal Adventuring Parties
by
JEREMY E. GRENEMYER
COMMONPLACE PUBLISHING
A good game starts with a good story.
T
he northern shoreline of the Dragonmere
winds its way for three hundred miles, from Suzail and Vicinity
the outlet of the Tun River overlooked by the In Suzail, capital of all Cormyr, adventurers seek the
city of Valkur's Roar in the west, to the village patronage of wealthy nobles, purchase or renew adventuring
of Dawngleam straddling The Neck in the east. charters from the Crown, find replacements for fallen
comrades and rub shoulders with their peers in the Society
In between are found two of Cormyr's three great cities of Stalwart Adventurers.
(the ports of Suzail and Marsember), several coastal villages
and hamlets, countless hidden coves, inlets and shoreline The Avenging Luckpriests
trails, and of course adventure.
Adventurers have explored this part of Faerûn for over Four clerics of Tymora hailing from the Towers of Good
fifteen centuries. Yet in modern day Cormyr—circa 1491 DR Fortune in Suzail form the heart of this band of adventurers.
—there is no shortage of adventuring opportunities, nor The Avenging Luckpriests avoid Marsember, but explore
adventurers, on the north coast of the Dragonmere. the remainder of Cormyr and lands beyond. Originally
What follows is a sampling of the sorts of adventuring comprised of eight adventurers, the Luckpriests doubled
parties one might encounter or hear about in the region. their numbers after a season spent adventuring in faraway
Waterdeep. The now-sixteen-strong band are wintering in
First, A Map Suzail, with plans to sail across the Dragonmere to Teziir and
The Suzail and Vicinity section of this article references then travel west to Haunted Ilipur.
locations found on a map of West-Central Cormyr drawn by
the talented DMs Guild cartographer Terrlen Darkseeker. The Free Gnomes
I commissioned that map back in 2016 and I have decided Comprised entirely of gnomes, this band of explorers and
to make it available to you in full at the end of this article thieves is led by a charismatic gnome priest.
(hexed and non-hexed). I hope you find it useful. The Free Gnomes explore the castles and mansions of
Cormyrean nobles and the well-to-do, looking for signs of
Second, A Free Map gnome habitation with the intent to recover relics and
Wizards of the Coast has made Mike Schley's formidable possessions of any gnomes that might have lived there. Not a
Cormyr map available for free as part of the Backdrop: few such buildings have entire rooms, pathways and living
Cormyr article by Brian R. James in Dragon 365. spaces built into them that are sized for gnomes, many of
I referenced Mike's map when creating many of the which have been forgotten or overlooked by their human
adventuring company descriptions that follow, and I inhabitants.
encourage you to keep a copy of it open when you read the The Free Gnomes hold at least three adventuring charters,
second and third sections of this article (Marsember and each stolen from other adventurers and carefully modified by
Vicinity and "The Coast" and the Dragonmere). their leader to show the Free are in good standing with the
Crown of Cormyr. The Free Gnomes are active in Suzail.
Hasper's Tenfold Swords All the Men are human, unless otherwise stated.
The handsome merchant Hasper Dundown funded this
adventuring band out of his own coin purse. Once he judged The Men of the Horngate
his count of swords adequate, Hasper paid for an adventuring Talonar of Horngate, Fighter 2, Leader
charter, named himself leader and hired a ship to drop off the Markuld, Fighter 1, Second in Command
newly formed adventuring party somewhere along the coast Welwyn Feathershot, Half-Elf Cleric 1 (Kelemvor)
of the Dragonmere, south of Valkur's Roar. "Bellowing" Belnar Hornshulder, Fighter 1
The dangers that lurked in the moors could not keep the
Tenfold Swords from reaching Bloodtower. Within, the Corleth of Seven Suns, Fighter 1
twisted magic of the tower warped their minds. Only Hasper Danthalus "the Bold" Stoutbold, Fighter 1
escaped before the gates of Bloodtower closed. Foril Belarshout, Fighter 1
Now Hasper roams the coastline, living off of whatever he Kelgantor of the Wheel, Fighter 1
can catch and kill. Adventurer lore holds that Hasper has Naskbryn, Fighter 1
gone mad: he refuses all offers to return to Suzail, and he Neld Allaghar, Fighter 1
attacks the nearest living person if the matter of Bloodtower Orkrash, Fighter 1
and the fate of his men is brought up. Dark rumor claims
Hasper will cause the blood of anyone who tries to physically Arbrace of Rowanmantle, Rogue 1
abduct him to come boiling up out of their body. Skult, Rogue 1
Before his departure Hasper made a down payment on a Traevyn of Six Candles, Rogue 1
ship of his own, on the assumption the riches found in Corlador Castlehaunt, Sorcerer 1
Bloodtower would serve to pay off the remaining coin he
owed. It remains docked in Suzail. When not adventuring:
Corleth serves as a laborer at the warehouses owned by
The Men of the Horngate the Seven Suns trading coster in Suzail.
Fifteen in number, this band of unchartered novice Kelgantor takes work as a doorjack (a kind of all-purpose
adventurers took the name of Suzail's northwest gate as part errand runner) at the Wailing Wheel Inn, near Horngate.
of their adventuring moniker. Naskbryn loads and unloads ships along Suzail's docks for
The Men of the Horngate operate in the lands west of whomever will pay him.
Suzail. They wander the Merewash Trail, exploring coastal Traevyn rooms with his extended family at the Six Candles
ruins along the Dragonmere and up into the castle and Inn. Like many "inn families" in Suzail, they receive room,
cottage-filled woodland hills where the King's Forest and the board and a small stipend in exchange for working day and
Stormhorns overlap. night at the inn.
The Men have made friends with the priests of Kelemvor,
who inhabit the Vault of Restful Dead. One novice cleric has The Tattered Sails
left the Vault to join the Men on their adventures. Aside from A mixed bunch of scavengers, shipless sailors and criminals
the cleric, the ranks of the Men have not changed during their who banded together to overcome the hazards native to the
first season of adventuring. ship graveyard of Margrath's Rest, located west of Suzail.
Thus far, the Men have escaped death by drowning, while After a month of searching the Sails discovered a rotting
exploring the rotting interior of one of the many abandoned strongbox hidden away in the hull of a scuttled ship. The
vessels that fill the ship graveyard of Margrath's Rest. They treasure proved valuable enough to allow the Sails to obtain
were overcome by a swarm of man-sized worms during a property in Suzail, as well as a ship and crew of their own.
foray into the Wormpits, but managed to hack a bloody path Now they sail the Dragonmere in search of adventure.
to safety. Rumors swirl around the treasure the Sails recovered.
Having returned home to Suzail for the winter, the Men Some say it was a ransom payment that was never made.
plan to head north on the Way of the Dragon for the bustling Others claim the strongbox was filled to the brim with
town of Waymoot, in the King's Forest, as soon as the snows gemstones. In truth, the treasure was three pieces of
thaw enough to allow road travel. They owe a debt to the parchment, two of which were deeds to buildings in Suzail,
monks of the Vault, though no one knows what task the Men the last a deed to a modest sailing ship.
must complete to repay the monks.
Most of the Men are experienced day laborers and The Wildblades of Suzail
dockworkers. A few are the third and fourth sons of dung
carters and lesser servant families. Collectively they know all A group of bored and restless sons and daughters of
of Suzail south of the Promenade. The remainder of the Men Cormyrean nobility who stand far back in their respective
make side coins by loitering in the vicinity of the Horngate lines of inheritance.
and waiting for merchants or travelers that appear new to The lordlings have heard of the "wildblade" lords of
Cormyr's capital city. They offer to help find buyers for Waterdeep who run wild up and down the Sword Coast far to
merchant wares and as guides-for-a-day to navigate the city. the west, and have taken that word as the name for their
newly formed adventuring band.
7 DRARRA BLACKRUNE
The Merry Mages of Monksblade The Smiling Ogres of Battlerise
A mixed bag of spellcasters, the Merry Mages are ex- The Smiling Ogres are all former members of the Purple
apprentice wizards, sorcerers and individuals with as-yet- Dragons turned into ogres of immense size by an exiled
undeveloped magical talent. wizard of Berdusk.
Beyond a shared interest in spellcasting, the Mages hold The Dragons-turned-ogres were made to guard the
personal independence as a virtue, divide treasure equally wizard's home: an abandoned keep on the coast south of
and have no leader, preferring to vote on matters of Kirinwood. The Dragons broke the mind link by which the
importance to their group. wizard controlled them by smashing her head into a wall.
The Merry Mages plan to leave Cormyr for Scornubel, then The once-Dragons were forced to retire from service to the
head north to Bannerfall Tower, where they suspect the Crown after repeated attempts by the Wizards of War failed
Three-Headed Helm has been secreted away. to return the soldiers to normal.
The Smiling Ogres wander the coast from Smuggler's
The Skullcloaks Stone to Dawngleam in search of adventure. They are
This ten-strong band is led by a pair of elves rumored to be welcome in the villages of Wormtower and Dawngleam, but
sisters, and includes four warlocks from Arabel that look shun the smaller coastal hamlets. The Ogres are immune to
exactly alike. The Skullcloaks were last seen in the vicinity of mind-influencing and mind-controlling magic of all kinds.
Dreamer's Rock. The Terrible Tankards of
All wear hooded cloaks capable of conjuring a grinning
skull over their faces when the hood is pulled up. Campfire Wormtower
stories told by travelers on the Way of the Manticore have This band of adventurers assembled with one goal in mind:
assigned other powers to the cloaks, such as the ability to see recover enough treasure to finance the construction of a
by night and immunity from the deleterious touch of certain proper tavern in Wormtower—one fully stocked with the best
undead. drinkables to be had in all of Cormyr. The Tankards plan to
retire from adventuring after their coin goal is achieved.