Impiltur

Impiltur was a wealthy and influential nation of feudal lords of the Easting Reach, in the northeastern lands of Faerûn. It had a long and storied history within the eastern realms and its reputation grew and declined throughout the ages. The formerly influential kingdom endured decades of isolation and, while it was not without its share of troubles, emerged as a land that remained hopeful about reclaiming its former glory.

It was bordered by the Sea of Fallen Stars to the east and south and the Earthspur and Earthfast Mountains in the west. North of Impiltur was vast forest of the Rawlinswood and country of Damara in the Cold Lands.

Inhabitants
Through its history, Impiltur had largely been a human nation, but was home to a great many dwarves ad halflings. The human populace was largely comprised of those of the Chondathan or Damaran ethnicity. While the Impilturan were more accustomed to seeing other races by the late 14 century, elves and half-elves were still rare, drawing eyes wherever they went.

Impiltur has often been a refuge for those who sought asylum from war and conflict in nearby lands. During the mid-14 century the Tuigan Horde displaced a great many people who fled to Impiltur as refugees, which led to mass food shortages, increased poverty and even regional starvation for a brief time. Those who fled the neighboring realm of Narfell resettled in Impiltur and found new lives as farmers and miners.

Government
The kingdom employed a spy agency, known as the Royal Intelligence, that secretly gathered information about many powerful organizations of Faerûn, such as the Zhentarim, and the Cult of the Dragon. During the 15 century, they were led by Royal Intelligencer Arshryke Taranth.

Laws
Impiltur had its own set of laws governing maritime activities on the Sea of Fallen Stars. If a crime was committed whilst at sea, the ship's captain usually imprisoned the offender in the brig until making landfall in Impiltur where the case could be taken further.

Trade
The natural resources of the Earthfast Mountains provided the Impiltur with a great source of natural wealth. The mines beneath the peaks led to vast deposits of silver, gold and bloodstone, which they exported across the sea via ports in Sembia and Telflamm. They imported the majority of their raw resources from the lands to the north and brought in exotic goods from their southern port cities. Impiltur's proximity to Damara made it a perfect trading gateway for Damaran goods such as meat, cheese, and strong wines.

The names of merchant vessels from Impiltur were based on the goods they carry like Spicesail or Timberhold.

Defenses
While Impiltur preferred peace they remained vigilant and ready for war. Although they generally kept out of the affairs of neighboring countries, they could engage in military acts of aggression if they were so warranted.

Military
Since the early 13 century DR, the realm of Impiltur was served by the Most Holy Order of the Sacred Shrike, who were also known as the Knights of King Imphras II.

champions of the Triad

In addition to the various knightly orders that long served the regents of Impiltur, the nation was defended by the Warswords, the battle-ready militia that regularly patrolled its lands. They were aided by Swordpoints, bands of adventurers who were granted liberties to act sanctioned mercenaries and local law enforcement. Typical patrols consisted of twenty mounted warriors.

Society
The Impilturan people largely followed the tenets of deities of the the Triad and held the virtues of self-sacrifice, charity and morality in high regard. They firmly believed themselves to be champions of justice that worked together for a shared, greater good.

Food and drink
A typical tavern meal in Impiltur included thick seafood stew served in hollowed-out round loaves, a platter of pungent cheeses, and bowls of sugared berries. Mutton was also readily available.

History
The period between the Year of the Fearless Peasant, 926 DR to the Year of the Diverged Path, 1096 DR was known as the Kingless Years. During this time the Order of the Triad maintained the traditions of Old Impiltur but waned as their ranks were gradually diminished by the fiends and terrors that roamed across the realm.

Impiltur's monarchy was re-founded by Imphras the Great, first monarch of the Heltharn Dynasty. In the Year of the Dawndance, 1095 DR he united the four independent city-states of Dilpur, Hlammach, Lyrabar and Sarshel, along with the Earthfast dwarves and star elves of the Gray Forest against advancing hobgoblin hordes from the Giantspire Mountains. After months of negotiation between the city-states Imphras I was crowned king with the reclaimed Crown of Narfell in the year Year of the Gleaming Crown, 1097 DR.

In 1372 DR, the nation was led by the Council of Lords (mostly composed of paladins or others of lawful or good alignment) and Queen Sambryl (widow of King Imphras IV), who generally left all governing affairs to the Council. The Council's colors were sea blue and silver, and their symbol was three interlocking rings representing Tyr, Torm, and Ilmater. The government generally has a trade-friendly "hand-off" policy with regards to their neighbors.

In the Year of the Blue Fire, 1385 DR, two great tragedies devastated the kingdom of Impiltur. The young King Imbrar II died under mysterious circumstances, without an heir and the royal Heltharn dynasty was brought to an end. Furthermore, the Spellplague that struck Toril caused the Sea of the Fallen Stars to well up and its waters receded from the shores of the Easting Reach. Impiltur's port cities no longer had access to their sea lanes and the commercial dominance of cities such as Dilpur and Hlammach greatly diminished. The formerly coastal settlements withered and their populace fled for the resilient town of New Sarshel, who rapidly adapted to the altered landscape.

By the Year of the Warrior Princess, 1489 DR Impiltur had regained much of its former importance among the lands of the east. Throughout the nation, countrymen began whispering about the return of the Impilturan monarchy, hoping that some long-lost regent would show themself and completely restore the realm to its former glory.

Notable Locations
Most cartographers of Faerûn divided the realm into three regions.

Barrowlands
A dark remnant of ancient Narfell, this barren landscape was all but of devoid of natural plant life.

Easting Coast

 * Hill of Tombs: The isolated mound served as the ancient burial site for the kings of Old Impiltur.
 * Dilpur:
 * Hlammach:
 * Lyrabar: Another as the capital of Impiltur since 1295 DR.
 * New Sarshel: One of the original four city-states that created the kingdom of Impiltur, this great port maintained its prosperity when the coastline of the Sea of Fallen Stars shifted during the Spellplague.

Uplands
This stretch of Impiltur opened up north of the Easting coast into vast, sparsely populated countryside that bordered the waterways flowing into the Reach.
 * Shimmerglade: This frosty thatch of of rocks and pine trees near the Icehilt river was imbued with patches of wild magic and dead magic following an intense arcane battle.

Farwater
The true frontier land of Impiltur began at the crossing of Herald's Road between the Bluefang Water and the Old Water lakes. This wild and lawless expanse opened further northwest towards the country of Damara.
 * Ilmwatch: This fortress-town was seldom bustling but served as a strategic outpost that oversaw northern trade along the Herald's Road.

Mountains and forests

 * Earthspur Mountains: These imposing mountains formed Impiltur's western border and were full of dangerous monsters and undead.
 * Gray Forest: The ancient grove was rumored to have been the original home of the Eladrin but had eventually become haunted by ghosts and weird creatures.

Bodies of water

 * Bluefang Water
 * Great Imphras River
 * River Icehilt
 * Old Water