* * * Wizards Community Thread * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thread : Cormyr in the 2nd Edition Started at 06-05-07 01:39 PM by NorthsDefender Visit at http://forums.gleemax.com/showthread.php?t=860362 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Author : NorthsDefender Date : 06-05-07 01:39 PM Thread Title : Cormyr in the 2nd Edition I think everyone knows Volo's Guide to Cormyr which we have here in wizards download section. I read through and I think it makes Cormyr nearly unplayable if you use the information provided within the book. I mean Cormyr is described as some kind of extremely regulated police-state. According to the book there are purple dragons everywhere. And this system of weapon control is just crazy in a country with savage areas which is threatened by the Zhents, humanoids and so on and so forth. How are the Players expected to adventure in a country where the have to pay huge sums just to draw their weapons. There are wonderful locations like the Haunted Halls of Eveningstar and the book states that adventures go there to earn some money and experience but how should low level characters afford a licence for weapon usage? Would you play with those rules and if so how would you handle it? Thanks in advance!:cool: -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 2] Author : Llwch Date : 06-05-07 10:01 PM Thread Title : Re: Cormyr in the 2nd Edition I think everyone knows Volo's Guide to Cormyr which we have here in wizards download section. I read through and I think it makes Cormyr nearly unplayable if you use the information provided within the book. I mean Cormyr is described as some kind of extremely regulated police-state. According to the book there are purple dragons everywhere. And this system of weapon control is just crazy in a country with savage areas which is threatened by the Zhents, humanoids and so on and so forth. How are the Players expected to adventure in a country where the have to pay huge sums just to draw their weapons. There are wonderful locations like the Haunted Halls of Eveningstar and the book states that adventures go there to earn some money and experience but how should low level characters afford a licence for weapon usage? Would you play with those rules and if so how would you handle it? Firstly, remember that the Volo's Guides were "written" by Volo. Ultimately, as DM, you can rule that Volo, being very human, has written each of these treatises imperfectly. He will have flaws in his research, personal bias, and outright guesses which will be wholly incorrect. Look to the inaccuracy of written works during the late Roman Republic and early Empire. This is what I have done in my campaigns, and I have told my players outright that I reserve the right to treat Volo's works as imperfect for that very reason. This means that if they rely too much on Volo's research, they might find themselves painfully wrong at a crucial point. This also means, of course, that I don't necessarily have to change anything. Laying doubt in a player's mind is a powerful DM tool. :devil: Second, who says that the players need to purchase their license to bear arms? They're adventurers, right? One often equates mercenaries with adventurers... All they need is an employer who will either pay for the contract outright, or offer to cover said cost, to be paid back by the characters later. Hope this helps - if you need other assistance, let me know. My PBeM is currently in Cormyr, and my players have a love/hate relationship with the Forest Kingdom. Bruce -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 3] Author : oralpain Date : 06-06-07 03:13 AM Thread Title : Re: Cormyr in the 2nd Edition The PCs could just as easily be vigilanties who say "to hell with the law". -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 4] Author : True_Atlantean Date : 06-06-07 05:19 AM Thread Title : Re: Cormyr in the 2nd Edition Bear in mind as well that if your group has an adventuring charter, most countries will allow them to wear weaponary as long as it bears a peace knot (or unstrung in the case of bows). Their good behaviour is contingent on Charter and the patron who has signed it. If they disrupt the peace, the local law finds out who added their seal on the Charter and promptly informs that individual of the party's actions, as well as punishing the offenders. This one fact has actually kept my party from straying to the side of lawlessness during a few encounters. Bear in mind that this must be used in moderation - or you're just creating another type of police state. In addition, there is nothing to suggest that you have to go with this at all. I run Cormyr as a strongly fuedal society, with an illustrious military history. Ubiquitous Purple Dragons are the backbone of the military and are highly respected. It is a land that evokes the 'classic medieval/chivalry' feel. The 2nd ed boxed set for Forgotten Realms does also show that the average Cormyrian citizen doesn't understand the adventuring mindset. Why anyone would risk their lives for irregular pay and constant danger is beyond them. I've used it as an opportunity to really query the players about their characters - why on earth wouldn't you become a farmer or a merchant? But that is just my game.... -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 5] Author : Fulnitus Date : 06-06-07 07:23 AM Thread Title : Re: Cormyr in the 2nd Edition Actually, in my case I use Cormyr as an "enlightened" police-state. Yes, the laws are strict, absolute and there are a lot of purple people about, but this situation is gladly accepted by the general population. In fact, Cormyr is a very stable place, which is good for most types of merchants and virtually all farmers, craftsmen etc. People in Cormyr see the state as the only thing standing between them and all the Zhents, wild beasts etc. you mention. Leaving such an important task to irregulars (in other words: adventurers) would be seen as unacceptable risk. My players generally only travel to Cormyr for trade or meetings, as the purple dragons and war wizards can pretty much take care of any domestic inconveniences. Most parties will either fund their own license, or be provided one by a patron. Adventuring in Cormyr is hardly the most obvious location for looting, pillaging and dungeon crawling anyhow. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 6] Author : NorthsDefender Date : 06-11-07 06:04 AM Thread Title : Re: Cormyr in the 2nd Edition Well I see Nevertheless I strongly dislike Cormyr as much as I dislike Elminster. Both seem to be very nosy and arrogant ( I cant stand Elminsters notes in Volo books ). Both seem to need some adjustments. Maybe I should rather go with the western Heartlands and/or Amn. Lawful and mostly civilised but not as oppressive. I mean look at some passages of the Volo book. Mages reading your mind when your entering a cormyrian city. Is this supposed to be good. Peace achieved through such measures doesnt seem to be very worthful. But yeah maybe I can put those informations aside and play an unique version of cormyr. This way it seems like the German Democratic Republic with STASI warmages behind every corner:incog: . Useful Suggestions Thank you very much -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 7] Author : True_Atlantean Date : 06-11-07 07:30 PM Thread Title : Re: Cormyr in the 2nd Edition Well I see Nevertheless I strongly dislike Cormyr as much as I dislike Elminster. Both seem to be very nosy and arrogant ( I cant stand Elminsters notes in Volo books ). Both seem to need some adjustments. I don't know about Volo as the series seemed a little to contrived to spend my money on- especially the modules. As for Elminster, he is the one NPC I would never consider using, not even as a plot hook/guest appearance/role-playing encounter. I don't see the point of having characters like this in a setting. I've never been fond of the personality that is developed through the novels. I have a much stronger preference to Khelban. He's always come across (to me) as someone who has tried his best, has managed to attaion a decent amount of power and contacts, yet still rails against the evil in the world actively. Yes, he's very powerful, but it seems a lot more 'realistic' than Elminster's situation. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 8] Author : NorthsDefender Date : 06-12-07 08:13 AM Thread Title : Re: Cormyr in the 2nd Edition Elminster is a character who surely gets a lot "mostly negative" attention and he absolutely deserves it. whenever he appears I would like to have him slain by some marauding goblins just to embarras the whole character concept. I should establish an evil (not exactly that evil) "slay Elminster!" campaign. Thank you again for all the useful posts and your time spent on this thread.:tiphat: -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Downloaded from Wizards Community (http://forums.gleemax.com) at 05-10-08 08:21 AM.