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{{Location
 
{{Location
| title =
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| image = Dragon346-Rob Lazzaretti-Impiltur.jpg
| image = Impiltur 4e.jpg
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| caption = Impiltur as of [[1374 DR]]
| caption = 4e map of Impiltur in [[1479 DR]].
 
 
| name = Impiltur
 
| name = Impiltur
| aliases = The Forgotten Kingdom<ref name="FRCS3e-p202-203"/> <br> Realm of the Sword and the Wand<ref name="CoV-p.88">{{Cite book/Champions of Valor|88}}</ref>
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| alt spelling = The Forgotten Kingdom<ref name="FRCS3e-p202-203"/> <br> Realm of the Sword and the Wand<ref name="CoV-p.88">{{Cite book/Champions of Valor|88}}</ref>
| size = Nation
+
| aliases =
  +
| type = Nation
  +
| region = [[Easting Reach]], [[Northeast Faerûn]]
  +
| size =
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| elevation =
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| depth =
 
| capital = [[Lyrabar]] (''de jure'')<ref name="FRCS3e-p202-203">{{Cite book/Forgotten Realms Campaign Setting 3rd edition|202-203}}</ref>
 
| capital = [[Lyrabar]] (''de jure'')<ref name="FRCS3e-p202-203">{{Cite book/Forgotten Realms Campaign Setting 3rd edition|202-203}}</ref>
| area = [[Northeast Faerûn]]
+
| largest city =
| ruler =
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| georefs = <ref name="FRCG-p144"/>
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| demonym =
| government = [[Wikipedia:Feudalism|Feudal]] [[Wikipedia:Confederation|confederation]] <br /> [[Wikipedia:Monarchy|Monarchy]] (formerly)<ref name="FRCS3e-p202-203"/>
 
| population = 1,205,280 (as of [[1372 DR]])<ref name="FRCS3e-p202-203"/>
+
| population =
| races = {{percentage table|[[Human]]s|90|[[Dwarves]]|5|[[Halfling]]s|4|Others|1}} (as of [[1372 DR]])<ref name="FRCS3e-p202-203"/>
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| races = {{percentage table|[[Human]]s|90|[[Dwarves]]|5|[[Halfling]]s|4|Others|1}} (as of [[1372 DR]])
  +
| languages =
| religion = [[Ilmater]], [[Selûne]], [[Tymora]], [[Valkur]], [[Waukeen]]<ref name="FRCS3e-p202-203"/>; [[Tyr]], [[Torm]] <ref name="BotRIII-AP">{{Cite book/The Best of the RealmsIII/Answered Prayers}}</ref>
 
  +
| religion = [[The Triad]] - [[Ilmater]], [[Torm]], [[Tyr]] <br> [[Selûne]], [[Tymora]], [[Valkur]], [[Waukeen]]
| imports = Exotic goods, fruit, shipbuilders, [[tea]], vegetables, wood products<ref name="FRCS3e-p202-203"/>
 
| exports = [[Gem]]s, [[gold]], [[iron]], [[silver]], trade goods from the [[Cold Lands]]<ref name="FRCS3e-p202-203"/>
 
 
| alignment = {{alignment grid|on|off|on|on|off|off|off|off|off}}
 
| alignment = {{alignment grid|on|off|on|on|off|off|off|off|off}}
 
| socrefs = <ref name="FRCS3e-p202-203"/><ref name="BotRIII-AP">{{Cite book/The Best of the Realms III/Answered Prayers}}</ref>
 
| imports = Exotic goods, fruit, shipbuilders, [[tea]], vegetables, wood products
 
| exports = [[Gem]]s, [[bloodstone]], [[gold]], [[iron]], [[silver]], trade goods from the [[Cold Lands]]
  +
| currency = {{Currency table|1pp<ref name="DM-346"/>|1 "Torntar"|10 gold "Balans"|100 silver "Halanths"|1000 copper "Sardils"}}
  +
| comrefs = <ref name="FRCS3e-p202-203"/><ref name="FRPG-p106"/>
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| government = Feudal confederation <br> {{Former}}Monarchy
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| rulertype =
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| head of state =
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| leader1 =
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| head of government =
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| date4 =
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| disestablished =
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| end event =
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| end date =
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| predecessor =
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| successor =
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| population1 = 1,205,280
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| popyear1 = 1372
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| population2 =
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| ruler1 = Queen-Regent
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| ruleryear1 =
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| ruler2 = [[Grand Council]]
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| ruleryear2 = 1479
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| ruler3 =
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| events = yes
 
| events = yes
 
| food and drink = yes
 
| food and drink = yes
| items = yes
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}}
 
}}
 
{{Living Forgotten Realms article|Impiltur region|Impiltur}}
 
{{Living Forgotten Realms article|Impiltur region|Impiltur}}
'''Impiltur''' ({{Pronounce|IM|pil|tur|refs=<ref name="FRCS1e-CR-p52">{{Cite book/Forgotten Realms Campaign Set/Cyclopedia of the Realms|52}}</ref>}}) was a former kingdom and current confederacy of feudal lords in [[Northeast Faerûn]] of around 1.2 million inhabitants, comprising mainly [[human]]s, but also [[dwarves]] and [[halfling]]s.<ref name="FRCS3e-p202">{{Cite book/Forgotten Realms Campaign Setting 3rd edition|202}}</ref>
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'''Impiltur''' ({{Pronounce|IM|pil|tur|refs=<ref name="FRCS1e-CR-p52">{{Cite book/Forgotten Realms Campaign Set/Cyclopedia of the Realms|52}}</ref>}}) was a wealthy and influential nation of feudal lords nestled along the coastal lands of the [[Easting Reach]], in [[Northeast Faerûn|northeastern]] [[Faerûn]].<ref name="FRCG-p144">{{Cite book/Forgotten Realms Campaign Guide|144}}</ref> 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.<ref name="DM-346">{{Cite dragon/346/Impiltur: The Forgotten Kingdom}}</ref><ref name="SCAG-p12">{{Cite book/Sword Coast Adventurer's Guide|12}}</ref>
  +
 
It was bordered by the [[Sea of Fallen Stars]] to the east and south and the [[Earthspur Mountains|Earthspur]] and [[Earthfast Mountains]] in the west. North of Impiltur was the vast forest of the [[Rawlinswood]] and the country of [[Damara]] in the [[Cold Lands]].<ref name="FRCS3e-Map">{{Cite book/Forgotten Realms Campaign Setting 3rd edition/Map}}</ref>
   
 
==Inhabitants==
 
==Inhabitants==
Most Impilturans were humans, dwarves, or halflings, but in [[1372 DR]] people were becoming more accustomed to other races. However, elves and half-elves were still rare, drawing eyes wherever they went.<ref name="FRCS3e-p202-203"/><ref name="BotRIII-AP"/>
+
Through its history, Impiltur had largely been a [[human]] nation, but was home to a great many [[dwarves]] and [[halfling]]s.<ref name="SCAG-p12" /> The human populace was largely comprised of those of the [[Chondathan]] or [[Damaran]] ethnicity.<ref name="FRCS3e-p202-203">{{Cite book/Forgotten Realms Campaign Setting 3rd edition|202-203}}</ref><ref name="FRPG-p106" /> While the Impilturan were more accustomed to seeing other races by the late 14{{th}} century, [[elves]] and [[half-elves]] were still rare, drawing eyes wherever they went.<ref name="FRCS3e-p202-203" /><ref name="BotRIII-AP" /> Halflings that did not acclimate to city life tended to live in tiny villages such as [[Klandle]], [[Mistrenpost]], and [[Ondle's Spur]].<ref name="D269-84">{{Cite dragon/269/The New Adventures of Volo: Hin Nobody Knows}}</ref>
   
  +
Impiltur has often been a refuge for those who sought asylum from war and conflict in nearby lands. During the mid-14{{th}} 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.<ref name="FRCS3e-p202-203" /> Those who fled the neighboring realm of [[Narfell]] resettled in Impiltur and found new lives as farmers and miners.<ref name="FRPG-p106" />
==Culture==
 
===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 available.<ref name="BotRIII-AP"/>
 
   
==Trade==
+
==Government==
  +
Throughout most of Impiltur's long and storied history, the realm was governed by kings and queens of royal lineage. This tradition of hereditary sovereignty endured for centuries, with a brief interruption in the 10{{th}} century [[DR]] known as the [[Kingless Years]]. The monarchy was restored with the founding of the [[Heltharn Dynasty]], as the rightful heirs took over rulership of Impiltur from the 11{{th}} to the late 14{{th}} century DR.<ref name="DM-346" />
Impiltur's proximity to Damara made it a perfect trading gateway for Damaran goods such as meat, cheese, and strong wines. Newly discovered mines in the Earthspur Mountains provided a great deal of wealth. <ref name="FRCS3e-p202-203"/>
 
   
  +
It wasn't until the [[1336 DR|Year of the Highmantle, 1336 DR]], during the reign of [[Rilimbrar|King Rilimbrar]], that the lords of Impiltur had a hand in its governance. The [[Lords of Imphras II]], an advisory council of knight-lords and [[paladin]]s, was founded to aid the monarchy, as the king was without a male heir for only the second time in its history. The council of lords served as stewards of the throne under [[Sambryl|Queen-regent Sambryl]], while [[Imbrar II|Prince Imbrar II]] was still a child.<ref name="DM-346" />
The names of vessels from Impiltur were based on the goods they carry like ''Spicesail'' or ''Timberhold''.<ref name="SoFS-p16">{{Cite book/Sea of Fallen Stars|16}}</ref>
 
   
  +
The young prince came of age and ascended to the throne, but enjoyed a short reign as the last king of Impiltur. His death ended the monarchy of Impiltur and the lords-in-power reformed the nation as a feudal confederacy. During the 15{{th}} century, the reigning lords came to be known as the [[Grand Council]]. Unfortunately for the Impilturans, they didn't share the competency of their predecessors of the previous century and their ineffectual leadership saw the nation gradually decline.<ref name="DM-346" /><ref name="FRPG-p106" />
==Government==
 
In [[1372 DR]], the nation was led by the [[Council of Lords of Impiltur|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]].<ref name="BotRIII-AP"/> The government generally has a trade-friendly "hand-off" policy with regards to their neighbors.<ref name="FRCS3e-p202-203"/>
 
   
 
===Government Agents===
The government employed a spy agency, led by [[Arshryke Taranth]], that secretly gathered information about many powerful organizations, such as the [[Zhentarim]], and the [[Cult of the Dragon]].<ref name="Dun188-2">{{Cite dungeon/188/Whispered Words|52-57}}</ref>
+
The nation 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{{th}} century, they were led by Royal Intelligencer [[Arshryke Taranth]].<ref name="Dun188-2">{{Cite dungeon/188/Whispered Words|52-57}}</ref>
  +
  +
Local officials, collectively known as the [[Royal Constabulary (Impiltur)|Royal Constabulary]], and individual lords handled day-to-day operations within their respective towns and cities. They enforced the kingdom's laws and carried out justice against those who were so deserving.<ref name="DM-346" />
   
 
===Laws===
 
===Laws===
  +
The kingdom of Impiltur was ruled under a codex of lawn known as the ''"King's Code"'', which dated back to the reign of [[Bellodar III|King Bellodar III]] of the 7{{th}} century [[DR]]. This laid the foundation of Impilturan law for centuries, which continued through to the rule of the Council of Lords.<ref name="DM-346" />
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 captain usually imprisoned the offender in the ship's brig until making landfall in Impiltur where the case could be taken further.<ref name="SoFS-p14">{{Cite book/Sea of Fallen Stars|14}}</ref>
 
  +
  +
Murder, treason and "consorting with fiends" were considered capital offense. Lesser, but still quite serious crimes such as arson, kidnapping or other acts of violence, warranted exile from the nation, hard labor in the mines of [[Vordric Dun]], imprisonment within one of the public gaols, or internment within the island-prison known as [[Graycliffs]]. The least-severe crimes, handled by the local Royal Constables, were punishable by public censure, loss of property or the levying of fines.<ref name="DM-346" />
  +
  +
Many of Impiltur's smaller towns, especially those centered around the mining industry, were governed under the martial law of "daggerbond". This forbade the brandishing or display of [[weapon]]s within the borders of the town proper.<ref name="DM-346" />
  +
 
The nation 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.<ref name="SoFS-p14">{{Cite book/Sea of Fallen Stars|14}}</ref>
  +
  +
===Relations===
  +
While the realm of Impiltur has nurtured mercantile relationships, it has long maintained an isolationist approach to the political and military disturbances that have arisen in the east. The ruling monarch was often quite hesitant to place their trust in other realms. These dynamics were often attributed to the long history of [[demon]]ic possessions and [[outer planes|extraplanar]] intervention that has plagued their kingdom for centuries. Despite these forces of influence, Impiltur has on rare occasions stood alongside its neighbors against great perils that threatened the east.<ref name="FRCS3e-p202-203" /><ref name="UE-p191" /><ref name="DM-346" />
  +
  +
==Trade==
  +
Impiltur maintained the long-kept tradition of serving as one of the most important commercial powers in [[Unapproachable East|eastern Faerûn]].<ref name="UE-p191" /> The natural resources of the Earthfast Mountains provided the nation with a great source of natural wealth. Deep 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]].<ref name="FRCS3e-p202-203" />
  +
  +
The nation imported the majority of their raw resources from the lands to the north, such as [[Damara]] and the [[Great Dale]], 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.<ref name="FRCS3e-p202-203" /><ref name="DM-346" /> Even the [[Red Wizards]] of [[Thay]] were granted permission to establish [[Thayan enclave|trade enclaves]] within several of Impiltur's great cities. This decree granted the kingdom profits that were much greater than those accumulated from typical trade.<ref name="UE-p191">{{Cite book/Unapproachable East|191}}</ref>
  +
 
The names of merchant vessels from Impiltur were based on the goods they carried like ''Spicesail'' or ''Timberhold''.<ref name="SoFS-p16">{{Cite book/Sea of Fallen Stars|16}}</ref>
  +
  +
==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.<ref name="FRCS3e-p202-203" />
   
 
===Military===
 
===Military===
The nation had a strong militia in [[1372 DR]] called the [[Warswords of Impiltur]] that ran regular patrols throughout the land. Typical patrols consisted of twenty mounted warriors. Additionally, the military hired a number of adventurers and mercenaries known as "swordpoints."<ref name="FRCS3e-p202-203"/><ref name="BotRIII-AP"/>
+
Since the early 13{{th}} 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''.<ref name="CoV-p88" />
  +
  +
In addition to the various knightly orders that long served the regents of Impiltur,<ref name="CoV-p88">{{Cite book/Champions of Valor|88}}</ref><ref name="CoV-p122">{{Cite book/Champions of Valor|122}}</ref> the nation was defended by the [[Warswords]], the battle-ready militia that regularly patrolled its lands. They were aided by [[Swordpoint]]s, bands of adventurers who were granted liberties to act as sanctioned mercenaries and local law enforcement. Typical patrols consisted of twenty mounted warriors.<ref name="BotRIII-AP" /><ref name="FRCS3e-p202-203" /><ref name="FRPG-p107">{{Cite book/Forgotten Realms Player's Guide|107}}</ref>
  +
  +
==Society==
  +
Despite Impiltur's long-held status as a nation of great wealth,<ref name="FRCS3e-p202-203" /> its people maintained a collective "frontier spirit" of self-determination. They drew immense strength from their shared faith and held the virtues of self-sacrifice, charity and morality in high regard. The Impilturans firmly believed themselves to be champions of justice that worked together for a collective greater good.<ref name="DM-346">{{Cite dragon/346/Impiltur: The Forgotten Kingdom}}</ref>
  +
  +
Despite the national sense of altruism and selflessness, fame and fortune could still be found by those of great ambition.<ref name="DM-346" /> [[Adventurer]]s were seldom left idle and were often employed by the realm to aid its citizens and protect its lands.<ref name="FRPG-p107" />
  +
  +
Other nations tended to view Impiltur as somewhat less sophisticated than other nearby realms such as [[Sembia]] or the [[Moonsea]].<ref name="DM-346" />
  +
  +
===Religion===
  +
The society of Impiltur was formed around the tenets of [[the Triad]]&mdash;the collective faiths of [[Ilmater]], [[Torm]] and [[Tyr]]. This religion placed the expectation of devotion, service and sacrifice upon the Impilturan people, a concept that was exemplified in the realm's culture of piety. In addition, the worship and veneration of saints and divine martyrs was considered a cornerstone of the Triadic faith.<ref name="DM-346" />
  +
  +
Despite its national religion, Impiltur maintained a liberal and welcoming attitude to the faithful of benevolent deities. Followers of [[Chauntea]], [[Tymora]], [[Selûne]] and [[Waukeen]] were quite numerous throughout the realm. While the worship of nature deities, such as [[Silvanus]], has greatly waned by the 14{{th}} century, [[Shaundakul]] maintained a considerable following among the merchants, drovers and caravaneers of the [[Uplands]].<ref name="DM-346" />
  +
  +
The formation of shrines and temples dedicated to malevolent gods, such as [[Bane]] and [[Cyric]], was explicitly illegal; however, private worship of their faiths were somewhat tolerated. No such refuge was given to the myriad of demonic cults that sporadically arose throughout Impiltur's countryside. The fanatical who worshipped ancient [[Narfell]] and the [[Demon prince]]s were slain on sight and their vile altars were brought to justice. The taint of fiend-worship has plagued Impiltur for centuries, and hints of this behavior brought out the baser instincts among the prejudiced populace of the rural Uplands. It was not unheard of for communities to take up arms and torches against someone they viewed as a "witch" who had allied themselves with some entity from the [[Outer Planes]].<ref name="DM-346" />
  +
  +
===Magic===
  +
Practitioners of [[the Art]] were commonly found in Impiltur, many of whom called the realm their home. The nation featured two magical academies that trained apprentices who went on to serve aboard merchant ships that regularly sailed to Sembia and the Moonsea. These schools received significant endowments from the nation's trade consortiums as recompense for the service of their graduates. The [[wizard]]s themselves were required to serve for one year; they were well-compensated for their efforts and seldom considered this to be any sort of imposition on their part.<ref name="DM-346" />
  +
 
==Culture==
 
===Food and drink===
  +
Impiltur was famous for its black beets, garsar and other unique root vegetables.<ref name="DM-346" />
  +
 
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.<ref name="BotRIII-AP" />
   
 
==History==
 
==History==
 
{{Main|History of Impiltur}}
 
{{Main|History of Impiltur}}
  +
===Origins===
Impiltur's monarchy was founded with [[Imphras I|Imphras the Great]] in [[1095 DR]]. He united four independent cities against advancing [[hobgoblin]] hordes from the [[Giantspire Mountains]].<ref name="FRCS3e-p202-203"/>
 
  +
The kingdom of Old Impiltur predated [[Dale Reckoning]], having been founded in the [[-72 DR|Year of Splendor, -72 DR]]. Written history of the realm's early years was scarce, but accounts of the waning years of the [[Durlarven Dynasty]] were recorded with clarity. Impiltur was overrun by the [[Scaled Horde]] in the [[726 DR|Year of the Dowager Lady, 726 DR]] and a [[Argosh|King Argosh]] seized the throne.<ref name="DM-346" /><ref name="CoV-p91">{{Cite book/Champions of Valor|91}}</ref>
   
  +
In response, the [[church of Ilmater|churches of Ilmater]], [[church of Torm|Torm]] and [[Church of Tyr|Tyr]] rallied their forces from across Faerûn and marched upon Impiltur in a great holy war that came to be known as the [[Triad Crusade]]. The [[Fiend Wars]] broke out across the nation, and the courageous [[paladin]] [[Sarshel Elethlim]] emerged victorious, defeating the [[balor]] [[Ndulu]] at the [[Citadel of Conjurers]] in the [[731 DR|Year of Visions, 731 DR]]. The [[732 DR|following year]], Sarshel was crowned King of Impiltur. He went on to found the [[Order of the Triad]] and began a royal lineage that continued for nearly 200 years.<ref name="DM-346" /><ref name="CoV-p90" />
Although the [[Tuigan Horde]] in [[1358 DR]] did not cross the border of Impiltur, many refugees fleeing its effects did, leading to poverty, starvation, and in some places chaos. However, order and wealth returned to Impiltur over the next twenty years.<ref name="FRCS3e-p202-203"/>
 
   
  +
The great [[Elethlim Dynasty]] ended in the [[926 DR|Year of the Fearless Peasant, 926 DR]] with the death of [[Aliia|Princess Aliia]]. This marked the beginning of the ''Kingless Years'' which continued for well over a century. 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.<ref name="DM-346" /><ref name="CoV-p90">{{Cite book/Champions of Valor|90}}</ref>
==Geography==
 
Impiltur was located between the [[Sea of Fallen Stars]] in the east and south and the [[Earthspur Mountains|Earthspur]] and [[Earthfast Mountains]] in the west. To the north was the [[Rawlinswood]] and [[Damara]].<ref name="FRCS3e-Map">{{Cite book/Forgotten Realms Campaign Setting 3rd edition/Map}}</ref>
 
   
  +
Impiltur's monarchy was re-founded by [[Imphras I|Imphras the Great]], first monarch of the [[Heltharn Dynasty]]. In the [[1095 DR|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]].<ref name="FRCS3e-p202-203" /> After months of negotiation between the city-states Imphras I was crowned king with the reclaimed ''[[Crown of Narfell]]'' in the year [[1097 DR|Year of the Gleaming Crown, 1097 DR]].<ref name="CoV-p88" />
Most maps of Impiltur divided the nation-state into three main sections:
 
;[[Easting coast]]:
 
:The region south of the Earthspur mountains, bordered on the west by the [[Gray Forest]] and on the east by [[New Sarshel]] and the [[Easting Reach]]. This more civilized area of Impiltur held the major cities of [[Lyrabar]], [[Dilpur]] and [[Hlammach]].<ref name="DRM-346"/>
 
   
  +
===14{{th}} Century===
;[[Uplands]]:
 
  +
By the [[1372 DR|Year of Wild Magic, 1372 DR]], the kingdom was led by the Lords of Imphras II, a council mostly composed of paladins or others noble champions, and [[Sambryl|Queen-regent Sambryl]], the widow of [[Imphras IV|King Imphras IV]]. The Queen-regent generally left all governing affairs to the council.<ref name="BotRIII-AP" /><ref name="FRCS3e-p202-203" /> After years of being hidden away by the knights of the realm,<ref name="CoV-p90">{{Cite book/Champions of Valor|90}}</ref> [[Imbrar II|Prince-regent Imbrar II]] came of age in the [[1374 DR|Year of Lightning Storms, 1374 DR]] and ascended to the throne as King of Impiltur.<ref name="DM-346" />
: This stretch of Impiltur opened up north of the Easting coast into vast, sparsely populated countryside that bordered the waterways flowing into the Reach.<ref name="DRM-346"/>
 
   
  +
In the [[1385 DR|Year of the Blue Fire, 1385 DR]], three 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. When [[Mystra]] was destroyed on [[Tarsakh 29]], [[the Weave]] was undone and a great many [[demon]]s were let loose upon the nation's countryside. Finally, the resulting [[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.<ref name="FRCG-p144" /><ref name="FRPG-p106" />
;[[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 up to [[Dunwood]] and, further northwest, the path to [[Damara]].<ref name="DRM-346"/>
 
   
  +
As a result of the end of Impiltur's royal bloodline, the [[Grand Council]] of the nation's various lords took up the mantle of rule. They were left with the grim responsibility of defending the lands from roaming fiends, led by [[Morthak]] in the realm's northern hills; fanatical cults, such as the [[Fraternity of Tharos]]; and crime sprees that ravaged the realm's once-gleaming cities.<ref name="FRCG-p144" /><ref name="FRPG-p107">{{Cite book/Forgotten Realms Player's Guide|107}}</ref><ref name="SCAG-p12" />
===Mountains and forests===
 
*[[Earthspur Mountains]]
 
*[[Gray Forest]]
 
   
===Bodies of water===
+
===15{{th}} Century===
  +
As the [[Easting Coast]] of Impiltur receded inward, the realm's port cities no longer had access to sea lanes. The commercial dominance of cities such as Dilpur and Hlammach greatly diminished and merchants fled the land in droves. The formerly coastal settlements withered and their population dramatically decreased. However, a fair number of Impilturans relocated to the resilient town of New Sarshel, whose citizens banded together and adapted to the changed landscape.<ref name="FRPG-p106">{{Cite book/Forgotten Realms Player's Guide|106}}</ref>
*[[Bluefang Water]]
 
*[[Great Imphras River]]
 
*[[River Icehilt]]
 
*[[Old Water]]
 
   
  +
Following the [[Second Sundering]], the waters of the Sea of Fallen Stars began to rise to their former level and some semblance of hope was restored across the Easting Coast. By the [[1489 DR|Year of the Warrior Princess, 1489 DR]] Impiltur had regained much of its former importance among the lands of the east, despite its many troubles. Throughout the nation, countrymen began whispering about the return of the Impilturan monarchy, hoping that some long-lost regent would show themselves and completely restore the realm to its former glory.<ref name="FRCG-p144">{{Cite book/Forgotten Realms Campaign Guide|144}}</ref><ref name="SCAG-p12" />
==Notable locations==
 
===Landmarks===
 
*[[Barrowlands]]: A dark remnant of ancient Narfell, this barren landscape was all but of devoid of flora.<ref name="DRM-346"/>
 
*[[Hill of Tombs]]: The isolated mound served as the ancient burial site for the kings of Old Impiltur.<ref name="DRM-346"/>
 
*[[Shimmerglade]]: This frosty thatch of of rocks and pine trees near the [[Icehilt river]] was imbued with patches of [[wild magic]] and [[Dead-magic zone|dead magic]] following an intense [[arcane]] battle.<ref name="DRM-346">{{Cite dragon/346/Impiltur: The Forgotten Kingdom|?}}</ref>
 
   
  +
{{sectstub}}
===Settlements===
 
  +
*[[Lyrabar]]: This major port city has been the capital of Impiltur since [[1295 DR]].<ref name="DRM-346"/>
 
 
==Notable Locations==
*[[Dilpur]], a moderate-size trade city.
 
  +
Most cartographers of Faerûn divided the nation of Impiltur into three approximate regions.<ref name="DM-346" />
*[[Hlammmach]], a seaport.
 
  +
 
===[[Easting Coast]]===
  +
This fertile stretch of gently-sloping grasslands was dotted with small towns and farmlands, inter-crossed with flowing streams and rivers. It spanned area between the southeastern Earthspurs and waters of the northern [[Inner Sea]]. The four great city-states that originally formed the kingdom of Impiltur were all located within this coastal region.<ref name="DM-346" />
  +
* [[Dilpur]]: While the population of this city swelled during the mid-14{{th}} century, this population boom was relatively short-lived.<ref name="TBL-p26-27">{{Cite book/The Bloodstone Lands|26-27}}</ref><ref name="FRPG-p106" />
  +
* [[Hlammach]]: This bustling port city waned in prosperity following the [[Spellplague]].<ref name="FRPG-p106" />
  +
* [[Lyrabar]]: Despite being plagued by crime, Lyrabar has stood strong throughout the years and has served as the capital of Impiltur since the [[1295 DR|Year of the Ormserpent, 1295 DR]].<ref name="DM-346" />
  +
* [[New Sarshel]]: Although the wealth of the great port city of ''Sarshel'' declined due to years of corruption and crime,<ref name="UE-p191" /> its fortunes changed for the better as its citizens adapted to the shifting landscape caused by the Spellplague.<ref name="FRPG-p106">{{Cite book/Forgotten Realms Player's Guide|106}}</ref>
  +
 
===[[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.<ref name="DM-346" />
 
* [[Barrowlands]]: This barren landscape was a dark remnant of ancient [[Narfell]], all but of devoid of natural plant life.<ref name="DM-346" />
  +
* [[Citadel of Conjurers]]: Well-protected by [[arcane]] wards and a contingent of Warswords, this dark tower served as the lair for the [[Demon lord]] [[Eltab]] following his escape from [[Thay]] in the [[1373 DR|Year of the Rogue Dragons, 1373 DR]].<ref name="DM-346" /><ref name="CoR-p132">{{Cite book/Champions of Ruin|132}}</ref>
 
* [[Shimmerglade]]: This frosty thatch of rocks and pine trees near the [[River Icehilt]] was imbued with patches of [[wild magic]] and [[Dead-magic zone|dead magic]] following an intense [[arcane]] battle.<ref name="DM-346" />
  +
 
===[[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.<ref name="DM-346" />
  +
* [[Ilmwatch]]: This fortress-town was seldom bustling but served as a strategic outpost that oversaw northern trade along the [[Merchant's Run]].<ref name="UE-p191">{{Cite book/Unapproachable East|191}}</ref>
  +
  +
==Geographical Features==
 
===Mountains and forests===
 
* [[Earthfast Mountains]]: Extending from the [[Earthspurs]] to the north, these jagged peaks held the [[Hill of Tombs]], the ancient burial site for the kings of Old Impiltur.<ref name="DM-346" />
  +
* [[Earthspur Mountains]]: These imposing mountains helped formed Impiltur's western border and were full of dangerous monsters and [[undead]].<ref name="FRPG-p106">{{Cite book/Forgotten Realms Player's Guide|106}}</ref>
  +
* [[Gray Forest]]: The ancient grove was rumored to have been the original home of the [[Eladrin]] but had eventually become haunted by [[ghost]]s and weird creatures.<ref name="FRPG-p106" />
  +
  +
===Bodies of water===
  +
* [[Bluefang Water]]: Located between the Uplands and Farwater, this large lake housed the lawless waterfront settlement known as [[Bay Town]].<ref name="DM-346" />
  +
* [[Great Imphras River]]: The vast and mighty river of northern Impiltur was nigh-navigable as it had a great many swirling eddies and countercurrents.<ref name="DM-346" />
  +
* [[Old Water]]: Separating the Barrowlands from the Farwater, this small lake received the waters of the Bluefang before opening up into the Easting Reach.<ref name="DM-346" />
  +
* [[River Icehilt]]: This frost-covered waterway flowed down from [[Lake Icemelt]] and snaked through the Shimmerglade.<ref name="DM-346" />
   
 
==Appendix==
 
==Appendix==
 
===Gallery===
 
===Gallery===
 
<gallery>
 
<gallery>
Impiltur 2e.jpg|2e Map
+
Impiltur 2e.jpg|''circa [[1367 DR]]''
Impiltur 3e.jpg|3e Map
+
Impiltur 3e.jpg|''circa [[1372 DR]]''
  +
Impiltur 4e.jpg|''circa [[1479 DR]]''
 
</gallery>
 
</gallery>
 
===Further Reading===
 
<small>3rd Edition D&D</small>
 
*{{Cite book/Forgotten Realms Campaign Setting 3rd edition|202-203}}
 
* {{Cite dragon/346/Impiltur: The Forgotten Kingdom}}
 
<small>4th Edition D&D</small>
 
*{{Cite book/Forgotten Realms Campaign Guide|144}}
 
*{{Cite book/Forgotten Realms Player's Guide|106-107}}
 
 
===References===
 
===References===
{{Refs}}
+
{{Refs|2}}
   
 
[[de:Impiltur]]
 
[[de:Impiltur]]
 
[[pl:Impiltur]]
 
[[pl:Impiltur]]
 
[[Category:Confederations]]
 
[[Category:Confederations]]
 
[[Category:Monarchies]]
 
[[Category:Countries]]
 
[[Category:Countries]]
 
[[Category:Human locations]]
 
[[Category:Exports gems]]
 
[[Category:Exports gems]]
 
[[Category:Exports gold]]
 
[[Category:Exports gold]]
Line 122: Line 239:
 
[[Category:Exports silver]]
 
[[Category:Exports silver]]
 
[[Category:Exports trade goods]]
 
[[Category:Exports trade goods]]
[[Category:Human locations]]
 
 
[[Category:Imports exotic goods]]
 
[[Category:Imports exotic goods]]
 
[[Category:Imports fruit]]
 
[[Category:Imports fruit]]
 
[[Category:Imports tea]]
 
[[Category:Imports tea]]
 
[[Category:Imports vegetables]]
 
[[Category:Imports vegetables]]
[[Category:Monarchies]]
 
 
[[Category:Locations on the Easting Reach]]
 
[[Category:Locations on the Easting Reach]]
 
[[Category:Locations on the Sea of Fallen Stars]]
 
[[Category:Locations on the Sea of Fallen Stars]]

Revision as of 11:13, 24 May 2020

Template:Living Forgotten Realms article Impiltur (pronounced: /ˈɪmpɪltɜːrIM-pil-tur[7]) was a wealthy and influential nation of feudal lords nestled along the coastal lands of the Easting Reach, in northeastern Faerûn.[3] 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.[5][8]

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 the vast forest of the Rawlinswood and the country of Damara in the Cold Lands.[9]

Inhabitants

Through its history, Impiltur had largely been a human nation, but was home to a great many dwarves and halflings.[8] The human populace was largely comprised of those of the Chondathan or Damaran ethnicity.[1][6] While the Impilturan were more accustomed to seeing other races by the late 14th century, elves and half-elves were still rare, drawing eyes wherever they went.[1][4] Halflings that did not acclimate to city life tended to live in tiny villages such as Klandle, Mistrenpost, and Ondle's Spur.[10]

Impiltur has often been a refuge for those who sought asylum from war and conflict in nearby lands. During the mid-14th 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.[1] Those who fled the neighboring realm of Narfell resettled in Impiltur and found new lives as farmers and miners.[6]

Government

Throughout most of Impiltur's long and storied history, the realm was governed by kings and queens of royal lineage. This tradition of hereditary sovereignty endured for centuries, with a brief interruption in the 10th century DR known as the Kingless Years. The monarchy was restored with the founding of the Heltharn Dynasty, as the rightful heirs took over rulership of Impiltur from the 11th to the late 14th century DR.[5]

It wasn't until the Year of the Highmantle, 1336 DR, during the reign of King Rilimbrar, that the lords of Impiltur had a hand in its governance. The Lords of Imphras II, an advisory council of knight-lords and paladins, was founded to aid the monarchy, as the king was without a male heir for only the second time in its history. The council of lords served as stewards of the throne under Queen-regent Sambryl, while Prince Imbrar II was still a child.[5]

The young prince came of age and ascended to the throne, but enjoyed a short reign as the last king of Impiltur. His death ended the monarchy of Impiltur and the lords-in-power reformed the nation as a feudal confederacy. During the 15th century, the reigning lords came to be known as the Grand Council. Unfortunately for the Impilturans, they didn't share the competency of their predecessors of the previous century and their ineffectual leadership saw the nation gradually decline.[5][6]

Government Agents

The nation 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 15th century, they were led by Royal Intelligencer Arshryke Taranth.[11]

Local officials, collectively known as the Royal Constabulary, and individual lords handled day-to-day operations within their respective towns and cities. They enforced the kingdom's laws and carried out justice against those who were so deserving.[5]

Laws

The kingdom of Impiltur was ruled under a codex of lawn known as the "King's Code", which dated back to the reign of King Bellodar III of the 7th century DR. This laid the foundation of Impilturan law for centuries, which continued through to the rule of the Council of Lords.[5]

Murder, treason and "consorting with fiends" were considered capital offense. Lesser, but still quite serious crimes such as arson, kidnapping or other acts of violence, warranted exile from the nation, hard labor in the mines of Vordric Dun, imprisonment within one of the public gaols, or internment within the island-prison known as Graycliffs. The least-severe crimes, handled by the local Royal Constables, were punishable by public censure, loss of property or the levying of fines.[5]

Many of Impiltur's smaller towns, especially those centered around the mining industry, were governed under the martial law of "daggerbond". This forbade the brandishing or display of weapons within the borders of the town proper.[5]

The nation 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.[12]

Relations

While the realm of Impiltur has nurtured mercantile relationships, it has long maintained an isolationist approach to the political and military disturbances that have arisen in the east. The ruling monarch was often quite hesitant to place their trust in other realms. These dynamics were often attributed to the long history of demonic possessions and extraplanar intervention that has plagued their kingdom for centuries. Despite these forces of influence, Impiltur has on rare occasions stood alongside its neighbors against great perils that threatened the east.[1][13][5]

Trade

Impiltur maintained the long-kept tradition of serving as one of the most important commercial powers in eastern Faerûn.[13] The natural resources of the Earthfast Mountains provided the nation with a great source of natural wealth. Deep 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.[1]

The nation imported the majority of their raw resources from the lands to the north, such as Damara and the Great Dale, 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.[1][5] Even the Red Wizards of Thay were granted permission to establish trade enclaves within several of Impiltur's great cities. This decree granted the kingdom profits that were much greater than those accumulated from typical trade.[13]

The names of merchant vessels from Impiltur were based on the goods they carried like Spicesail or Timberhold.[14]

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.[1]

Military

Since the early 13th 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.[15]

In addition to the various knightly orders that long served the regents of Impiltur,[15][16] 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 as sanctioned mercenaries and local law enforcement. Typical patrols consisted of twenty mounted warriors.[4][1][17]

Society

Despite Impiltur's long-held status as a nation of great wealth,[1] its people maintained a collective "frontier spirit" of self-determination. They drew immense strength from their shared faith and held the virtues of self-sacrifice, charity and morality in high regard. The Impilturans firmly believed themselves to be champions of justice that worked together for a collective greater good.[5]

Despite the national sense of altruism and selflessness, fame and fortune could still be found by those of great ambition.[5] Adventurers were seldom left idle and were often employed by the realm to aid its citizens and protect its lands.[17]

Other nations tended to view Impiltur as somewhat less sophisticated than other nearby realms such as Sembia or the Moonsea.[5]

Religion

The society of Impiltur was formed around the tenets of the Triad—the collective faiths of Ilmater, Torm and Tyr. This religion placed the expectation of devotion, service and sacrifice upon the Impilturan people, a concept that was exemplified in the realm's culture of piety. In addition, the worship and veneration of saints and divine martyrs was considered a cornerstone of the Triadic faith.[5]

Despite its national religion, Impiltur maintained a liberal and welcoming attitude to the faithful of benevolent deities. Followers of Chauntea, Tymora, Selûne and Waukeen were quite numerous throughout the realm. While the worship of nature deities, such as Silvanus, has greatly waned by the 14th century, Shaundakul maintained a considerable following among the merchants, drovers and caravaneers of the Uplands.[5]

The formation of shrines and temples dedicated to malevolent gods, such as Bane and Cyric, was explicitly illegal; however, private worship of their faiths were somewhat tolerated. No such refuge was given to the myriad of demonic cults that sporadically arose throughout Impiltur's countryside. The fanatical who worshipped ancient Narfell and the Demon princes were slain on sight and their vile altars were brought to justice. The taint of fiend-worship has plagued Impiltur for centuries, and hints of this behavior brought out the baser instincts among the prejudiced populace of the rural Uplands. It was not unheard of for communities to take up arms and torches against someone they viewed as a "witch" who had allied themselves with some entity from the Outer Planes.[5]

Magic

Practitioners of the Art were commonly found in Impiltur, many of whom called the realm their home. The nation featured two magical academies that trained apprentices who went on to serve aboard merchant ships that regularly sailed to Sembia and the Moonsea. These schools received significant endowments from the nation's trade consortiums as recompense for the service of their graduates. The wizards themselves were required to serve for one year; they were well-compensated for their efforts and seldom considered this to be any sort of imposition on their part.[5]

Culture

Food and drink

Impiltur was famous for its black beets, garsar and other unique root vegetables.[5]

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.[4]

History

Main article: History of Impiltur

Origins

The kingdom of Old Impiltur predated Dale Reckoning, having been founded in the Year of Splendor, -72 DR. Written history of the realm's early years was scarce, but accounts of the waning years of the Durlarven Dynasty were recorded with clarity. Impiltur was overrun by the Scaled Horde in the Year of the Dowager Lady, 726 DR and a King Argosh seized the throne.[5][18]

In response, the churches of Ilmater, Torm and Tyr rallied their forces from across Faerûn and marched upon Impiltur in a great holy war that came to be known as the Triad Crusade. The Fiend Wars broke out across the nation, and the courageous paladin Sarshel Elethlim emerged victorious, defeating the balor Ndulu at the Citadel of Conjurers in the Year of Visions, 731 DR. The following year, Sarshel was crowned King of Impiltur. He went on to found the Order of the Triad and began a royal lineage that continued for nearly 200 years.[5][19]

The great Elethlim Dynasty ended in the Year of the Fearless Peasant, 926 DR with the death of Princess Aliia. This marked the beginning of the Kingless Years which continued for well over a century. 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.[5][19]

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.[1] 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.[15]

14th Century

By the Year of Wild Magic, 1372 DR, the kingdom was led by the Lords of Imphras II, a council mostly composed of paladins or others noble champions, and Queen-regent Sambryl, the widow of King Imphras IV. The Queen-regent generally left all governing affairs to the council.[4][1] After years of being hidden away by the knights of the realm,[19] Prince-regent Imbrar II came of age in the Year of Lightning Storms, 1374 DR and ascended to the throne as King of Impiltur.[5]

In the Year of the Blue Fire, 1385 DR, three 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. When Mystra was destroyed on Tarsakh 29, the Weave was undone and a great many demons were let loose upon the nation's countryside. Finally, the resulting 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.[3][6]

As a result of the end of Impiltur's royal bloodline, the Grand Council of the nation's various lords took up the mantle of rule. They were left with the grim responsibility of defending the lands from roaming fiends, led by Morthak in the realm's northern hills; fanatical cults, such as the Fraternity of Tharos; and crime sprees that ravaged the realm's once-gleaming cities.[3][17][8]

15th Century

As the Easting Coast of Impiltur receded inward, the realm's port cities no longer had access to sea lanes. The commercial dominance of cities such as Dilpur and Hlammach greatly diminished and merchants fled the land in droves. The formerly coastal settlements withered and their population dramatically decreased. However, a fair number of Impilturans relocated to the resilient town of New Sarshel, whose citizens banded together and adapted to the changed landscape.[6]

Following the Second Sundering, the waters of the Sea of Fallen Stars began to rise to their former level and some semblance of hope was restored across the Easting Coast. By the Year of the Warrior Princess, 1489 DR Impiltur had regained much of its former importance among the lands of the east, despite its many troubles. Throughout the nation, countrymen began whispering about the return of the Impilturan monarchy, hoping that some long-lost regent would show themselves and completely restore the realm to its former glory.[3][8]

This section is a stub. You can help us by expanding it.


Notable Locations

Most cartographers of Faerûn divided the nation of Impiltur into three approximate regions.[5]

Easting Coast

This fertile stretch of gently-sloping grasslands was dotted with small towns and farmlands, inter-crossed with flowing streams and rivers. It spanned area between the southeastern Earthspurs and waters of the northern Inner Sea. The four great city-states that originally formed the kingdom of Impiltur were all located within this coastal region.[5]

  • Dilpur: While the population of this city swelled during the mid-14th century, this population boom was relatively short-lived.[20][6]
  • Hlammach: This bustling port city waned in prosperity following the Spellplague.[6]
  • Lyrabar: Despite being plagued by crime, Lyrabar has stood strong throughout the years and has served as the capital of Impiltur since the Year of the Ormserpent, 1295 DR.[5]
  • New Sarshel: Although the wealth of the great port city of Sarshel declined due to years of corruption and crime,[13] its fortunes changed for the better as its citizens adapted to the shifting landscape caused by the Spellplague.[6]

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.[5]

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.[5]

  • Ilmwatch: This fortress-town was seldom bustling but served as a strategic outpost that oversaw northern trade along the Merchant's Run.[13]

Geographical Features

Mountains and forests

Bodies of water

  • Bluefang Water: Located between the Uplands and Farwater, this large lake housed the lawless waterfront settlement known as Bay Town.[5]
  • Great Imphras River: The vast and mighty river of northern Impiltur was nigh-navigable as it had a great many swirling eddies and countercurrents.[5]
  • Old Water: Separating the Barrowlands from the Farwater, this small lake received the waters of the Bluefang before opening up into the Easting Reach.[5]
  • River Icehilt: This frost-covered waterway flowed down from Lake Icemelt and snaked through the Shimmerglade.[5]

Appendix

Gallery

References

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), pp. 202–203. ISBN 0-7869-1836-5.
  2. Thomas M. Reid, Sean K. Reynolds (Nov. 2005). Champions of Valor. (Wizards of the Coast), p. 88. ISBN 0-7869-3697-5.
  3. 3.0 3.1 3.2 3.3 3.4 Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. Edited by Jennifer Clarke Wilkes, et al. (Wizards of the Coast), p. 144. ISBN 978-0-7869-4924-3.
  4. 4.0 4.1 4.2 4.3 4.4 Elaine Cunningham (May 2007). “Answered Prayers”. The Best of the Realms III (Wizards of the Coast). ISBN 978-0-7869-4288-6.
  5. 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 5.12 5.13 5.14 5.15 5.16 5.17 5.18 5.19 5.20 5.21 5.22 5.23 5.24 5.25 5.26 5.27 5.28 5.29 5.30 5.31 5.32 5.33 5.34 5.35 George Krashos (August 2006). “Impiltur: The Forgotten Kingdom”. In Erik Mona ed. Dragon #346 (Paizo Publishing, LLC), pp. 56–71.
  6. 6.00 6.01 6.02 6.03 6.04 6.05 6.06 6.07 6.08 6.09 6.10 Rob Heinsoo, Logan Bonner, Robert J. Schwalb (September 2008). Forgotten Realms Player's Guide. (Wizards of the Coast), p. 106. ISBN 978-0-7869-4929-8.
  7. Ed Greenwood, Jeff Grubb (August 1987). “Cyclopedia of the Realms”. In Karen S. Martin ed. Forgotten Realms Campaign Set (TSR, Inc.), p. 52. ISBN 0-88038-472-7.
  8. 8.0 8.1 8.2 8.3 Steve Kenson, et al. (November 2015). Sword Coast Adventurer's Guide. Edited by Kim Mohan. (Wizards of the Coast), p. 12. ISBN 978-0-7869-6580-9.
  9. Map included in Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast). ISBN 0-7869-1836-5.
  10. Ed Greenwood (March 2000). “The New Adventures of Volo: Hin Nobody Knows”. In Dave Gross ed. Dragon #269 (Wizards of the Coast), pp. 84–87.
  11. Ed Greenwood (March 2011). “Eye on the Realms: Whispered Words”. In Steve Winter ed. Dungeon #188 (Wizards of the Coast) (188)., pp. 52–57.
  12. Steven E. Schend (1999). Sea of Fallen Stars. (TSR, Inc), p. 14. ISBN 0-7869-1393-2.
  13. 13.0 13.1 13.2 13.3 13.4 Richard Baker, Matt Forbeck, Sean K. Reynolds (May 2003). Unapproachable East. (Wizards of the Coast), p. 191. ISBN 0-7869-2881-6.
  14. Steven E. Schend (1999). Sea of Fallen Stars. (TSR, Inc), p. 16. ISBN 0-7869-1393-2.
  15. 15.0 15.1 15.2 Thomas M. Reid, Sean K. Reynolds (Nov. 2005). Champions of Valor. (Wizards of the Coast), p. 88. ISBN 0-7869-3697-5.
  16. Thomas M. Reid, Sean K. Reynolds (Nov. 2005). Champions of Valor. (Wizards of the Coast), p. 122. ISBN 0-7869-3697-5.
  17. 17.0 17.1 17.2 Rob Heinsoo, Logan Bonner, Robert J. Schwalb (September 2008). Forgotten Realms Player's Guide. (Wizards of the Coast), p. 107. ISBN 978-0-7869-4929-8.
  18. Thomas M. Reid, Sean K. Reynolds (Nov. 2005). Champions of Valor. (Wizards of the Coast), p. 91. ISBN 0-7869-3697-5.
  19. 19.0 19.1 19.2 Thomas M. Reid, Sean K. Reynolds (Nov. 2005). Champions of Valor. (Wizards of the Coast), p. 90. ISBN 0-7869-3697-5.
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