Cormyr's War Wizards might be more famous and respected, but the Forest Kingdom's battlepriests have always been an integral part of the Purple Dragons. Their magic kept the Purple Dragons moving quickly during the Crusade of DR and during the recent war against the goblin and orc hordes of Nalavara the Red's army. The Steel Regent, Princess Alusair, a follower of Torm, is known to consider several Torm-worshiping battlepriests close friends. Cormyr's battlepriests are fully integrated into the Purple Dragons, sharing rank and quarters with their battle-ready companions, unlike the War Wizards who retain a special status. Consequently, battlepriests are well appreciated by their Purple Dragon comrades, and the War Wizards are always on watch to ensure their unique position with the Crown is never threatened by emerging battlepriests, who they sometimes and quietly deride as spellbeggars. The battlepriests constantly work to bolster their companions with rallying cries to war, healing magics, and the benefits of their wisdom, all the while praying for the peace Cormyr so dearly needs to recover.

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Average Rating 1 rating. Designed to take characters from 4th to 8th level, the adventure pits the heroes against the evil agents of Shar and Cyric as they plot to corrupt the worship of Mystra, goddess of magic.

This adventure can be run as a stand-alone adventure or as part one of an epic three-part series of hardcover adventures set in the Forgotten Realms campaign setting. Written by five of Wizards' heavy hitters, the book is all adventure instead of a location sourcebook; while there's some background detail included on Cormyr, the focus is on investigation and butt-kicking as the heroes are asked to investigate a small-town temple of Mystra in Cormyr.

From there, the adventure expands across the Vast Swamp and into another plane, using adventure sites that allow great variation in group tactics. The adventure starts at 4th level, and advances heroes to 7th or 8th level by the time the adventure concludes. This is the first of three mega-adventures in a series, with the second being Shadowdale: The Scouring of the Land and the third and final Anauroch: The Empire of Shade.

Variety Aplenty. I admire an adventure that covers a lot of ground. This one transitions from temple politics and the investigations of a city well, a big town, but you know what I mean to the boot-sucking misery of a well-envisioned swamp.

With sacrificial victims to save and possibly a tribe of lizardfolk to assist, the heroes will already have their hands full by the time they plane-hop in an attampt to stop evil priests from ripping apart the magical weave over that part of Cormyr. That brings us nicely to the fact that this is definitely a Forgotten Realms adventure. Similarly, the module uses the minions of several evil FR gods to great effect.

This is a strength of the adventure so long as you're playing in the Realms, but it makes adapting the module to a non-FR campaign somewhat more of a challenge.

Imaginative Encounters, Beautiful Art. Having said that, I'll note that the encounter and adventure design is masterfully done. No tedious railroad here; it's possible to approach encounters through diplomacy, stealth, treachery, frontal combat, and so on. While you could run this adventure as a hack-and-slash kill-fest, you'd be missing out. Along with the good design, the production values are superb. Tactical Encounter Format.

Love it or hate it, Cormyr: The Tearing of the Weave embraces the new encounter format that separates tactical encounters from their order in the adventure. Encounters are streamlined and placed on a single page or two at the back of the book. While in hard cover this necessitates some page flipping to run an encounter, I definitely prefer it when the adventure is in PDF.

I scribble on the page when I run monsters and track damage, so just printing out the relevant encounter page and then running the rest of the adventure from my tablet works superbly. Overall, this is a long, splendid FR adventure that pays off. If you're playing in the Realms or want an example of varied and creative adventuring locales, this is a great adventure to pick up. About the Creators. In those two decades he worked on material for lines such as Spelljammer, Forgotten Realms, Ravenloft, and Planescape.

ENnie Award-winning designer Bruce R. Cordell's most recent novel in the Spinner of Lies series is Sword of the Gods. David Noonan is now writing team manager for Enmasse Entertainment. Matthew Sernett is an award-winning author and game designer who has worked in the game industry since James Wyatt is a novelist and former minister who has worked at Wizards of the Coast since the year , long after he began writing for Dungeon Magazine.

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Battlepriest of Cormyr - Faerun Prestige Class

Cormyr is a strong nation that lies at the western end of the diminished Sea of Fallen Stars. The kingdom is ancient but remains vigorous. Old forests dominate the landscape and national character. Humans predominate in Cormyr, and they are justly proud of their country's long and noble traditions. The dragon, the stag, and the unicorn are prominent in Cormyrian folk tales, ballads, and heraldry.


D&D 3.5 - Cormyr The Tearing of the Weave HC

As of DR , the country was under threat from all sides and struggling to hold onto order. Nobles bickered over land rights, Sembian merchants and a Cult of the Dragon cell tried to gain a trading foothold, and there was a Zhentarim presence. The city of Shade and the ruins of Myth Drannor both posed a threat. Bandits inhabited the roads and remnants of orc and goblin armies inhabited the forests. The town of Tilverton was destroyed in a battle against the Shadovar , leaving the strategically important northeast of the country open to raiders wishing to invade. The ruler as of DR, Regent Alusair Obarskyr , had her hands full dealing with all of these threats. She had the experienced Purple Dragons and War Wizards at her disposal.





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