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Template:Living Forgotten Realms article Impiltur (pronounced: /ˈɪmpɪltɜːrIM-pil-tur[6]) was a wealthy and influential nation of feudal lords of the Easting Reach, in thenortheastern lands of 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.[7][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 vast forest of the Rawlinswood and 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. The human populace was largely comprised of those of the Chondathan or Damaran ethnicity.[1][5] 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]

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.[5]

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 15th century, they were led by Royal Intelligencer Arshryke Taranth.[10]

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.[11]

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.[1]

The names of merchant vessels from Impiltur were based on the goods they carry like Spicesail or Timberhold.[12]

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.[13]


champions of the Triad

In addition to the various knightly orders that long served the regents of Impiltur,[13][14] 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.[4][1][15]

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.[7]

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 readily available.[4]

History

Main article: History of Impiltur

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.[16]

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.[13]

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.[4] The government generally has a trade-friendly "hand-off" policy with regards to their neighbors.[1]

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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.[7]

Easting Coast

  • Hill of Tombs: The isolated mound served as the ancient burial site for the kings of Old Impiltur.[7]
  • Dilpur:
  • Hlammach:
  • Lyrabar: Another as the capital of Impiltur since 1295 DR.[7]
  • New Sarshel: One of the original four city-states that created the kingdom of Impiltur,[17] this great port maintained its prosperity when the coastline of the Sea of Fallen Stars shifted during the Spellplague.[5]

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.[7]

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.[7]

  • Ilmwatch: This fortress-town was seldom bustling but served as a strategic outpost that oversaw northern trade along the Herald's Road.[17]

Geographical Features

Mountains and forests

  • Earthspur Mountains: These imposing mountains formed Impiltur's western border and were full of dangerous monsters and undead.[5]
  • 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.[5]

Bodies of water

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 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 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 Template:Cite book/The Best of the RealmsIII/Answered Prayers
  5. 5.0 5.1 5.2 5.3 5.4 5.5 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.
  6. 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.
  7. 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 George Krashos (August 2006). “Impiltur: The Forgotten Kingdom”. In Erik Mona ed. Dragon #346 (Paizo Publishing, LLC), pp. 56–71.
  8. 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 2011). “Eye on the Realms: Whispered Words”. In Steve Winter ed. Dungeon #188 (Wizards of the Coast) (188)., pp. 52–57.
  11. Steven E. Schend (1999). Sea of Fallen Stars. (TSR, Inc), p. 14. ISBN 0-7869-1393-2.
  12. Steven E. Schend (1999). Sea of Fallen Stars. (TSR, Inc), p. 16. ISBN 0-7869-1393-2.
  13. 13.0 13.1 13.2 Thomas M. Reid, Sean K. Reynolds (Nov. 2005). Champions of Valor. (Wizards of the Coast), p. 88. ISBN 0-7869-3697-5.
  14. Thomas M. Reid, Sean K. Reynolds (Nov. 2005). Champions of Valor. (Wizards of the Coast), p. 122. ISBN 0-7869-3697-5.
  15. 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.
  16. Thomas M. Reid, Sean K. Reynolds (Nov. 2005). Champions of Valor. (Wizards of the Coast), p. 90. ISBN 0-7869-3697-5.
  17. 17.0 17.1 Richard Baker, Matt Forbeck, Sean K. Reynolds (May 2003). Unapproachable East. (Wizards of the Coast), p. 191. ISBN 0-7869-2881-6.
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