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Impiltur

Impiltur is a wealthy and influential nation of feudal lords nestled along the coastal lands of the Easting Reach, in northeastern Faerûn. It has a long and storied history within the eastern realms and its reputation has grown and declined throughout the ages.

Culture

Despite Impiltur's long-held status as a nation of great wealth, 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.   While Impiltur kept a national sense of altruism and selflessness, fame and fortune could still be found by those of great ambition.[6] Adventurers were seldom left idle and were often employed by the realm to aid its citizens and protect its lands.   Other nations tended to view Impiltur as somewhat less sophisticated than other nearby realms such as Sembia or the Moonsea.   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.

Demography and Population

Through its history, Impiltur has largely been a human nation, but is home to a great many dwarves and halflings. The human populace is largely comprised of those of the Chondathan or Damaran ethnicity. While the Impilturan are more accustomed to seeing other races, elves and half-elves are still rare, drawing eyes wherever they go. Halflings that do not acclimate to city life tend to live in tiny villages such as Klandle, Mistrenpost, and Ondle's Spur.   Impiltur has often been a refuge for those who sought asylum from war and conflict in nearby lands.

Territories

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

Military

While Impiltur prefers peace they remain vigilant and ready for war. Although they generally keep out of the affairs of neighboring countries, they can engage in military acts of aggression if they are so warranted.   Since the early 13th century DR, the realm of Impiltur has been served by the Most Holy Order of the Sacred Shrike, who were also known as the Knights of King Imphras II.   In addition to the various knightly orders that have long served the regents of Impiltur, the nation is defended by the Warswords, the battle-ready militia that regularly patrols its lands. They are aided by Swordpoints, bands of adventurers who are granted liberties to act as sanctioned mercenaries and local law enforcement. Typical patrols consist of twenty mounted warriors.

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. 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.

Foreign 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.

Laws

The kingdom of Impiltur was ruled under a codex of law 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.   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.   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.   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.

Trade & Transport

Impiltur maintains the long-kept tradition of serving as one of the most important commercial powers in the Unapproachable East. The natural resources of the Earthfast Mountains provide the nation with a great source of natural wealth. Deep mines beneath the peaks lead to vast deposits of silver, gold and bloodstone, which they export across the sea via ports in Sembia and Telflamm.   The nation imports the majority of their raw resources from the lands to the north, such as Damara and the Great Dale, and brings in exotic goods from their southern port cities. Impiltur's proximity to Damara makes it a perfect trading gateway for Damaran goods such as meat, cheese, and strong wines. Even the Red Wizards of Thay are granted permission to establish trade enclaves within several of Impiltur's great cities. This decree grants the kingdom profits that are much greater than those accumulated from typical trade.   The names of merchant vessels from Impiltur are based on the goods they carried like Spicesail or Timberhold.
Type
Geopolitical, Kingdom
Alternative Names
The Forgotten Kingdom, Realm of the Sword and the Wand
Demonym
Impilturian
Executive Body
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.   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.

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