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People and Places

This gazetteer tracks only what the party has encountered or has reason to know after Session 1.

Dowager queen of Cormyr. She is the one who quietly hired the party after receiving contradictory explanations from official institutions.

Barkeep at The Broken Axle in Suzail. Longtime witness to the health of the roads, the guild, and the mood of the carters.

Licensed factor running the new warehouse operation in Immersea. Presents himself as orderly, practical, and uninterested in drama.

Carter from the eastern routes. Seen in the warehouse, not visibly working, and clearly uncomfortable being recognized.

Veteran mentioned by the carters as a figure holding meetings and talking about giving working people more of a voice.

An elderly man with a Purple Dragon pin, sitting at the end of the bar and humming a song nobody recognized. No name yet, but memorable enough to note.

Once essential to keeping goods moving through Cormyr, now visibly weakening. The guild’s decline is one of the clearest signs that reconstruction is not going according to plan.

Cormyr’s magical institution. Reduced by the war and described by ordinary people as strained, reactive, and not always able to distinguish dangerous magic from harmless displays.

Outside merchants and factors supplying goods, credit, and logistics at a time when Cormyr badly needs all three. Helpful, profitable, and worth watching.

Capital of Cormyr and the place where the party received its first assignment.

Carter tavern near Suzail’s east gate. A good place to hear what the roads are really doing before official reports catch up.

Town east of Suzail where the first suspicious warehouse operation was found.

Supposedly damaged badly enough during the war that it should not currently be running normal freight. Nevertheless, someone is doing business under its name.

A route name seen on Dorin Ravask’s schedule board. Night departures, no listed destination, and a public explanation that may or may not be the full story.