Blades of Cormyr

Game Master ShakaUVM

A Pathfinder System game set in Cormyr of the Forgotten Realms, in the year 1600 CR. Roll20 Site


The Blades of Cormyr

From the original post on Reddit, the rules copied for convenience:

Based on the feedback from the poll, this is a politics heavy game involving a band of dashing noblemen, conducting investigations and dungeon crawls, set in the Forgotten Realms (with some adaptations, as I hate what WOTC did to the realms in 4e).

There will be item crafting allowed in the game, but you will not be crafting magic items. You are nobles, and will be able to hire people to do this for you. Wizards start with a Spell Focus in their school of choice instead of Scribe Scroll, and similar adjustments will be made for other classes and prerequisites for prestige classes.

Special Rules: You are all landed gentry. As such, your fiefs will provide you with income as you level up. You will start with 500gp, and will gain income as detailed on this chart. This means you will gain another 500gp for free at 2nd level, 2,000gp at 3rd level, 3,000gp when attaining 4th level, and so forth.

As such, you will not be adventuring for such trivial matters as "gold" or "magic items", but for king or country.

The Nation of Cormyr has a long and illustrious history of being an enlightened monarchy. But it is now the Year 1600 by the Cormyr Reckoning. Princess Alusair Obarskyr III holds an uncertain regency for the young and untested King Azoun VIII, while progressive nobles in court push for ever greater power for Cormyr's Parliament. But this internal division comes at a bad time, as Cormyr's enemies abroad look hungrily upon the wealth of the ancient land...

It will be your goal, as heroic noblemen, to guide Cormyr to a stronger, more certain future, while navigating the treacherous paths of court and shaping the future of the kingdom.

Character Creation:


  • 20 point buy
  • Only core races allowed (Cormyrian gentry is fairly homogenous)
  • All classes and prestige classes will be allowed by default, though some modifications will have to be made to anything Golarion-specific.
  • All feats allowed except item creation (see above) and Leadership (see below)
  • All skills allowed, except Craft and Profession. Exception: Craft (Alchemy) for alchemists.
  • You will need to decide at some point if you are a Royalist, a Parliamentarian, or unaligned. You do not have to tell me or your fellow players.
  • All alignments are acceptable, with two caveats:
    1) Don't ruin the fun for your fellow party members (this applies both for evil PCs and people playing overzealous paladins), and
    2) As noblemen, you will be publicly held to a nobleman's Code of Honour. Which isn't the same thing as being good - you can zealously enforce your right to duel someone who has offended you, for example. In other words, you can be very honourable and still be evil. Breaking honour, however, could see you stripped of your title and lands, which will present severe economic difficulties.
  • Rank: Rank may be purchased with your starting 20 point buy points. By default, you will all be lowly baronets. Each point you spend will increase your rank by one level: baronet, baron, viscount, count, marquis. When you hit level 4/8/12/16/20 you will gain a rank as well, automatically, without needing to spend anything on it (increasing past marquis to duke, peer of the realm, and we'll see). Your rank will provide bonuses on certain rolls in court, to your Leadership score, and will determine who the party's official leader is.