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Impiltur

THE MATERIAL DETAILED HERE IS ONLY HALF ACCURATE. A REWRITE IS DUE. GRAIN OF SALT NEEDED.         The Peninsula of Impiltur, the former central land of the Impilturian Empire, has become a fractured land of various kingdoms scrambling for power of the other in a grand civil war over the seat of a long dead empire. The kingdoms can all be considered their own individual realm, but they all (with the exception of the Kvasir) consider themselves to be Impilturian, hailing back to the ancient conquorers. These realms are as follows:   The Royal Seat of Impiltur (The Last Remnant of the Empire): This is the only remaining true piece of the old Impilturian Empire, as the rest of it has been broken up into smaller pieces. It is in this kingdom that the city of Lyrabar resides, which serves as its capital. This kingdom is ruled by Queen Theluviel, who took the throne after the bloodline of Impilturas ran dry. Sambryl rules alongside the Council of Lords, twelve of the most powerful paladins in the kingdom. The Royal Seat is one of the larger realms, with the goal of reforming the Impilturian Empire. To achieve this goal, many times has the Royal Seat gone to war with the neighboring kingdoms, with the reformation yet to come to fruition. They also could very well have the mightiest military of all the other kingdoms, with heavy knights and infantry their strongest point. The Hill of Nymbryxion is also here, and the Royal Seat claims the dragon as their personal ally.   Geographically, the Royal Seat is a rich land, with the Grey Forest at their western border, and access to the Sea of Fallen Stars. Several small rivers run across it, with the Shield Lake below the Hill of Nymbryxion. Its eastern border ends within the Lightning Valley. To the north, the wall of the Windslicer Peaks forms another natural boundary.   The strongest alliance with The Royal Seat is the Kingdom of the Stormruler, an alliance reaching as far back as Impilturas I and the Stormreaver. The elite of the Royal Army are the Knights of the Crown, powerful paladins that work not only as the elite in battle, but also can act as strike teams, quelling trouble in teams as small as 2 or 3 sometimes.   The banner of the Royal Seat is a golden crown over a white sword, with white and gold rays like the sun emblazoned behind. Their colors are white and gold.     Kingdom of the Stormruler (The Land of Ancient Wars): This kingdom is the plot of land that was given within the Empire’s borders for the Stormreaver, a vassal of Impilturas I, to rule over. The Stormreaver is a truly ancient storm giant (though some would say he is a Titan, the most powerful giantish type) who fought in the war against Vyin’denar, and continues to rule over his small kingdom to this day. Stormreach is the capital city, with several others along the coast on the Rhodok Peninsula. Vyin’denar’s prison, Calamity Peak, is located within the borders of the Kingdom of the Stormruler, the Stormreaver alongside Nymbryxion stand watch over it, anticipating the day of cataclysm when he shall emerge from under the mountain.   Geographically, the Kingdom of the Stormruler is relatively small the Dragon River its easternmost border, along with the Grey Forest. The Earthfast Mountains form a natural northern border. Calamity Peak is located in the center, a volcano where the red dragon is buried under. The Rhodok Peninsula is the majority of the land, cutting between the Dragon Reach and Thunder Bay. Of note is Sojourn's Pass, the southern highway through the mountains that leads into the Vast, with a wall named The Wall of the Vast at its southern end.   The Kingdom of the Stormruler has a relatively small army, as evidenced in the fight against Ragnor the Usurper in recent years. It mainly relies on its natural northern wall with the Earthfast Mountains, and its ally The Royal Seat to defend its borders. However, a naval invasion would be most unwise, as this realm has by far the strongest navy, and many a convenient storm has blown defeat away from the Stormruler’s fleet on more than one occasion.   The banner of the Kingdom of the Stormruler is a white eagle over a golden lightning bolt, set on a blue backdrop with a vertical yellow stripe. Their colors are black and blue.     Kingdom of Kalnor (The Land of the Vast): The Kingdom of Kalnor is one of the kingdoms that broke off from the Impilturian Empire nearly 200 years ago. It is ruled by King Reinhart the Fifth Raven. The capital of Kalnor is Raven’s Bluff, a city set into the side of the Cliffs of Ivory. The majority of the Kingdom of Kalnor is taken up by the expansive badlands named The Vast. The natural borders are composed of the Fire River to the south and River Vesper to the north, with the Earthspur Mountains to the eastern edge, with the Dragon Reach along its western coast.   The population of Kalnor is mostly in the grassy plains near the coast, where the farmland is placed, though many take advantage of the wetlands around both large rivers. The Vast itself is mostly a desolate dry wasteland of cracked earth and vast empty plains as far as the eye can see. In the center of Kalnor’s portion of the Vast is Mount Balor, the location of a former rift leading to the Abyss, which was closed at the defeat of the great balor demon Chernabog, who is the highest security inmate of the Devil’s Vault.   The Kingdom of Kalnor once stretched from the Flooded Forest to the Fire River, until the rise of the Kingdom of Nerrallan, which took most of the lands from Kalnor and the northwestern lands of the Elvish Principalities. The Kingdom of Kalnor and Nerrallan have been at war since, the fighting at a stalemate at the shores of the River Vesper.   The banner of the Kingdom of Kalnor is a black raven with orange talons, set on an orange background with a black border. Their colors are black and orange.   Kingdom of Nerrallan (The Northern Conquerors): The youngest and most aggressive of the kingdoms, the Kingdom of Nerrallan takes up most of the northern part of the country, only contested by the Elvish Principalities. However, most of the land in the Kingdom of Nerrallan is wilderness, including the Vast, the Nerra Tundra, and the Flooded Forest. The Glacier of the White Wyrm also borders this kingdom. It is ruled by King Eldorian the Fierce. The capital city of Nerrallan is Mulmaster, a primitive city in comparison to the shining cities of Dhirim and Lyrabar. In the center of the Vast is the Devil’s Vault, where all the most dangerous criminals and enemies of the Empire are sent, a towering monolith in the middle of the wasteland, where none have escaped.   Geographically, the Kingdom of Nerrallan is a hostile environment, where the toughest edge out their living. The only real farmland is the invaluable Green Vale, where most of their food comes from. Only a small passage of grasslands divides the line between the Vast and the Flooded Forest, two dangerous locations. North of that is the Nerra Tundra, and the capital Mulmaster on the northern coast to Everwinter Bay. The Frozen Pines are a major forest, with Lake Dratha to the east.   The Kingdom of Nerrallan arose when Lord Eldorian I rose up against the Kingdom of Kalnor, forging his own small realm which he quickly expanded through several wars to claim the kingdom he has now. He is still in a stalemate with the Kingdom of Kalnor, of which he has been unable to break.   The banner of the Kingdom of Nerrallan is a white dragon over a red and white background, and a gold stripe running horizontally. Their colors are red and white.   The Elvish Principalities (The Fey Lands): The first to break free from the Impilturian Empire, the elves formed their own realm in the north, but couldn’t decide on who would rule this new kingdom, and thus it was divided among three elvish princes, who still rule to this day: Prince Sylsalor of Isyaenarion, Prince Fynmiar of Caldriin, and Prince Eilstina of Dhirim (despite being a woman). Despite their squabbles, when it comes to foreign relations the three Princes come together and act as a single entity, if at least temporarily, with the agreed upon capital of the Elvish lands being Dhirim on the banks of the Lake Icemelt. The Elvish Principalities is bordered to the north by the Glacier River, across which is Damara, with the Great Impilturas River to the east. The Earthspur Mountains rise to the western border, along with the Glacier of the White Wyrm. The Centaur Woods lies in the center, and is where the greatest population of centaurs reside.   Geographically, the Elvish Principalities north border is Glacier River, the nation of Damara on the opposite side. The Great Impilturas River is the eastern border, with the Earthspur Mountains to the west. Lake Icemelt is fed by many rivers and streams from the mountains, which then flows into the Great Impilturas River. The Black Range takes up much of the eastern territory, with the Centaur Woods at the base of the range. Earthwood is the largest forest, tucked in the southwestern corner, with a very strong connection to the Fey.   The Elvish Principalities are a militaristic realm, most of their armies used in fighting amongst themselves, but a threat from a foreign power can quickly snap them together, only for the civil warring to continue immediately afterwards. The elves of this land are known for their superiority complex, which leads to the realm being most isolated from the others. The thing keeping them most in check is indeed the infighting, the goal being the one who owns Dhirim. The Elvish Principalities has never been successfully invaded, thanks to their geography of mountains and deep rivers on all sides, the largest opening being Tyr’s Pass, an easily defensible valley.   The banner of the combined Elvish Principalities is a black griffin with red claws on a green field, with a deep blue sky and a single white star. The separate Princes have their own banners that take something similar to this banner. Their colors are red and green.     Kingdom of Vaegir (The Land of Castles and Lakes): The Kingdom of Vaegir is a landlocked realm that has had many quarrels with their elvish neighbors to the north, but tend to take an isolationist view on relations. They are ruled by King Brennath the Wise. The capital of Vaegir is Laviguer, a grand city set into the lap of the Earthspur Mountains, no river connects to Laviguer. Laviguer was an old castle during the Impilturian Empire that in its 1000 year old life, had never been taken. The White Tree, an ancient wyrmwood tree, sits in the heart of Laviguer, and it is said that when the the enemy has reached the White Tree, Laviguer has forever fallen. The Kingdom of Vaegir is a land of many lakes, and most of the population outside of Laviguer are lake-men. There are violent relationships with lizardmen among the lakes among the human populace, but it hasn’t escalated to full-on war in over a century.   Geographically, the Kingdom of Vaegir has the Earthspur Mountains along their west and north border, to the east the Great Impilturas River. No natural border is in place to the south, which dangerously borders Haaksur’s Realm. The land is dotted in hundreds of ponds and lakes, the largest of which being Moon Lake.   The Kingdom of Vaegir has a relatively small military, and they mainly focus on defensive strategies, stopping armies before they can ever see Laviguer. This however could change with the orcish realm of Haaksur forming in their southern lands. The Kingdom of Vaegir are also the only kingdom that has allied itself with the Kingdom of Nerrallan, but this alliance is little more than in words.   The banner of the Kingdom of Vaegir is a black tree with white leaves on a purple backdrop, with a black border surrounding it. Their colors are yellow and purple.     Kingdom of the Kvasir (The Land of Shipmen): The Kingdom of the Kvasir is a small realm that was invaded by Kvasir Raiders who settled down after many years on the eastern coast of Impiltur. The kingdom is ruled by Jarl Aeric the Red. The capital of the Kvasir is Kvasewatch, a coastal city that was built with many of the designs and traditions of the Kvasir Raiders who settled the city. The Kingdom of the Kvasir did exist during the time of the Impilturian Empire, of which the Empire had many skirmishes with before tolerating their small kingdom’s existence. Surprisingly, the Kvasir had a loyalty to the Impilturian Empire despite their old wars, and were the last of all the current kingdoms to separate. Of all the realms, the Kingdom of the Kvasir has the highest population of gnomes than any other.   Geographically, the Kingdom of the Kvasir is small, surrounded on the western border completely by the Great Impilturas River. The Easting Reach forms the whole coast, with Kvasewatch on it. Rawlinswood is a vast forest of spruce trees, and lumber is a major export of the Kvasir.   Despite their barbaric heritage, the Kvasir are a surprisingly agreeable people, willing to solve things through peace and trade. They are also prone to have little wars just to make sure their axes and swinging arms are still strong and little else. The majority of the Kingdom’s income is based upon the sea, with Rawlinswood taking up their northern lands, which are used to make scores of longboats, their navy only eclipsed by the Stormruler.   The banner of the Kingdom of the Kvasir is a four-squared banner with two blue and two red, with gold tridents in the blue, and gold wolf heads in the red. Their colors are blue and red.     Kingdom of Sargoth (The Land of Rich Fields): The Kingdom of Sargoth occupies the land that was once known as the Impilturian Empire’s breadbasket, due in large part to the rich Lightning Valley. It is ruled by King Haroglek. The capital city of Sargoth is Sarshel, one of the first settled cities with the coming of humans to Impiltur, not long after Lyrabar was founded. Sarshel is a shining coastal city, and has been nicknamed “the Dawn Town” due to the breathtaking sunrises from the water. Sarshel is also the former religious hub of the Empire, and is the site of the Cathedral of the Gods, and Pelor’s Dawn Tower. The people of Sargoth are mainly farmers, due to the large plains of flat grasslands comparatively to the other realms.   Geographically, Sargoth is in the prime location to soak up most of the warm winds from the Sea of Fallen Stars, with the Lightning Valley, a series of branching rivers stretching across the entire kingdom, providing a rich landscape. The Forest of Gold is north of Sarshel, with the small Circle Lake at its heart. The Great Impilturian Wall runs through Sargoth, and was originally built by the Empire to keep the savage races, and eventually the Kvasir Raiders, of the north out of the farmlands and cities in the south, until colonization eventually tamed the north as well. Off the coast is a large rocky island that rises incredibly high, and serves as the home of a reclusive bronze wyrm, earning the name the Bronze Mountain.   Sargothics are a war-loving people, and enjoy a good tussle with the Kingdom of Kvasir, who are more than happy to oblige. The Kingdom of Sargoth tends to have wars quite often, and almost seem to get some kind of satisfaction from bothering their neighbors. The invasion of Haaksur and his orcs has been a welcome target for Sargoth’s swords.   The banner of the Kingdom of Sargoth is a gold stag on a black background. Their colors are white and green.     Haaksur’s Realm: Haaksur is an orcish warlord who came down from the mountains and attacked the civilized races below, spreading out across the lands belonging to the Kingdom of Sargoth and Vaegir. With his vicious orc armies, he carved for himself a large enough realm to almost be a kingdom. Despite the size of his conquest, no other kingdom in the entirety of Impiltur recognizes Haaksur’s right to rule, and all have declared war on the orcish chief. Whether or not they have sent forces in the fight is a different story entirely. Haaksur has conqoured himself a capital, a city formerly named Thelnam, renamed by him as Gruushgul.   Haaksur’s orcish banner is three red longspears of differing tips on a black backdrop.     Thume (The Realm of Rogue Mages): This tiny island country isn’t part of the collective group of kingdoms that reside on the Impilturian peninsula. Thume is entirely its own entity, was never brought into the empire even at its height, and is almost entirely wilderness still. The one city on Thume, and also serves as its capital, is Vol, a strange place of tall spires and twisted streets, eight spires looming over the entirety of the city. The city of Vol is ruled from the Castle Vinheim at the center of the eight spires by Lady Vol, who has ruled since the city’s inception. The eight spires each have a brilliantly bright flame at the pinnacle, each representing the particular magic used by each spire, red being evocation, orange being conjuration, yellow being divination, , light green being enchantment, green being illusion, blue being transmutation, violet being abjuration, and purple being necromancy. It should also be noted that Thume is the only place in all of Impiltur where the practice of necromancy and the undead are legal. One of the most popular attractions in Vol is the Theatre of the Dead, a troupe of acrobatic undead who use their undeath in horrendous stunts that would kill any normal actor with great comedic effect, as pain and broken bones can’t stop this show.   Thume is covered nearly entirely in forests, and the rest of its lands are mountains, including a single volcano not far from Vol. Because of these fast swaths of wilderness, a wise wizard would find this an easy spot to dump all their undesirable failed experiments, making the already dangerous wilds even worse, with mutated undead and berserk golems wandering aimlessly through the woods and mountains.   The banner for Thume is a crimson horse on a blue and purple background.

History

Over two thousand years ago, the peninsula of Impiltur was occupied of hundreds of tribes of many different races, mostly of monstrous nature, smashed together in a chaotic jumble. Every so often an ambitious warlord would rise up and subjugate several other tribes in a small kingdom, only for it to meet its end before it could obtain its true potential. The first city to be settled by humans when they immigrated from the south on ships was Lyrabar, on the southern coast of Impiltur, and began as little more than a large village with good walls.   The most powerful and influential creatures on Impiltur were the dragons, which were many and prominent. Two dragons however claimed the entire land mass as their own realms, Vyin’denar the Red Dragon, and Nymbryxion the Silver. By the time of the founding of Lyrabar, Nymbryxion was on his back foot, with Vyin’denar claiming most of Impiltur as his personal realm, a claim that all the other dragons who fell under that border were forced to honor.   Nymbryxion watched as humans began inhabiting the coast by his realm, and he took an interest in the people. He befriended the short-lived newcomers, and took them under his wing, even as Vyin’denar aggressively pushed and skirmishes with his silver dragon rival. Vyin’denar took to recruiting the brutish and violent races of the wilds, making them serve him in all his destructive might. As the humans, elves, and various other races settled under Nymbryxion’s protection, they began to expand out, and settle larger towns, civilizing the south-eastern coast. The outside world took notice, and migrations poured into Impiltur.   This caused great conflict among the immigrants and the savage races, which led to an even greater conflict between Nymbryxion and Vyin’denar, which quickly escalated into a full-on war, one the likes of which hadn’t been seen before or since. It was in this time, as Vyin’denar brought cataclysm across the land, a young human came before Nymbryxion, with a plan to bring about the final death of the red dragon. This man had a powerful ally, a storm giant named the Stormreaver, the wisest and most powerful of all giantfolk. The man’s name was Impilturas.   Summoning all of their forces, the alliance of the dragon, Impilturas, and the Stormreaver marched westward, meeting Vyin’denar’s creatures in a climactic battle spanning from the Dragon Reach to Calamity Peak, in the Year of the Bloody Fields. The Stormreaver himself rode on the back of Nymbryxion, and in the skies the two mighty dragons fought, leveling mountains and tearing up forests in their destruction. The apocalypse rained down upon the armies below, both sides feeling each dragon’s wrath and ruin as they fought a battle of epic proportions not seen before or since on the land of Impiltur.   After the dust and fire cleared, Nymbryxion stood triumphant over Vyin’denar, and thus he imprisoned the great wyrm far below the roots the mountain named the Calamity Peak. Vyin’denar’s anger could not be held by simple stone however, and it seeped through the roots, burning them as his seething heat rose up to the surface, turning the mountain into an active volcano, lava bubbling up from its fiery heart still imprisoned below.   With the victory against Vyin’denar, Impilturas routed the savages into the harsh mountains and woods, marching across the entire peninsula. He united the people across the land under his banner, and was crowned Emperor Impilturas I, and his sovereign realm became the Impilturian Empire. The Stormreaver took up a part of the realm for his own, personally guarding the volcano which housed their ancient enemy below.   This empire would last nearly eight centuries, growing into one of the most powerful nations of the world in its height, with Impilturas’ descendants taking up the mantle generation after generation. However, about 1300 years after the defeat of Vyin’denar, the empire began to fracture. At first it was slow, and only in cultural differences, but continued to worsen until infighting among the lords and vassals broke out.   The first to separate themselves from the empire was a large population of elves, who claimed the northern lands as their own independent realm. More vassals after this followed suit, claiming independence and creating their own unique kingdoms. All that remains of the old Impilturian Empire is the southernmost part of Impiltur, from the Earthfast Mountains to the Sea of Fallen Stars. In this remaining realm is the Hill of Nymbryxion, where the silver dragon resides at the top, as well as Vyin’denar’s volcano, Calamity Peak. Nymbryxion awaits on his mountain until the day Vyin’denar will free himself from his prison, and wreak havoc upon the world once more. On that day of cataclysm, the ancient dragons will once more clash. Hopefully some new generation of heroes will stand by his side against the terrible fire wyrm...

Disbandment

This empire would last nearly eight centuries, growing into one of the most powerful nations of the world in its height, with Impilturas’ descendants taking up the mantle generation after generation. However, about 1300 years after the defeat of Vyin’denar, the empire began to fracture. At first it was slow, and only in cultural differences, but continued to worsen until infighting among the lords and vassals broke out. The first to separate themselves from the empire was a large population of elves, who claimed the northern lands as their own independent realm. More vassals after this followed suit, claiming independence and creating their own unique kingdoms. All that remains of the old Impilturian Empire is the southernmost part of Impiltur, from the Earthfast Mountains to the Sea of Fallen Stars.

Demography and Population

Humans are the most populous race of Impiltur, accounting for nearly 75% of the population, and live in every corner of the land and rule most of them. Being so common and widespread, they have been the movers and shakers of most of the events to happen on Impiltur, Impiluras I being a notable example. They are also by far the most adventurous, and are the most common explorers and adventurers.   Elves are less common than humans, but tend to keep to their own, with a bit of superiority complex, potentially due to their centuries long life spans. The elves are graceful and beautiful, but their ego is just as potent, which can and has led to wars between men and elves. Some elves are so extreme in their view of other races, they consider the only reason humans make up the majority of the population is they are like cockroaches and other pests, where you seem to squash one and ten more take their place.   Halflings, Gnomes and other short folk are relatively rare, their most permanent of settlements being small towns with their houses dug into the sides of hills. Despite being holes in the ground, they are never filthy or uncivilized. Sometimes tribes of short folk become nomads and travel across the lands. They also commonly become adventurers. Gnomes are different from halfling in that they are incredibly honorable, and take great pride in martial prowess. A gnome, despite its small stature, takes great pride in combat, and challenges, wanting to better not only themselves but their race as a whole. The gnomes who curious tinkerers and perform pranks are despised by the rest of their race, considering them annoying at best. They are actually very masterful with the forge, only bested by the dwarves of old.   Dwarves are a special case of Impiltur, due in large part to their rarity. Dwarves long ago had vast subterranean kingdoms, the great of which was Stone Gate where they lived with the stone giants, but something happened to drive them out of their homes. Nobody knows exactly what happened, and the dwarves themselves have forgotten, causing a great mystery into the fate that drove the dwarves into exile. Very few dwarves settle down and start a home, most of them out exploring the world and trying to puzzle together a history that continues to elude them. Dwarves are hearty and strong, but can surprisingly be quite clever at times,   Orcs and Goblinoids are the most common of the so called “savage races,” though they have been here before even the first humans began settling. Despite this, they do in fact live wild, finding their homes amid the rocks and caves of mountains, or the dark depths of the forests. A city in the loosest sense of the word is all but unheard of from these races. Hobgoblins at one point inhabited the Grey Forest, but little remains of their civilization. Orcs have become a major player in Impiltur, Haaksur gathering many tribes under one banner and marching out of the Windslicer Peaks into the valleys below, carving out a sizable kingdom for himself, even claiming Thelnam and renaming it Gruushgul. The exception to the rule is the small green goblins, who despite most of the race living like the rest of the savage races, they have a supernatural talent for law, and any goblin when given the chance leaps on the chance to become a lawyer. Once a lawyer, a goblin is a force to be reckoned with, outperforming most other races, but in the incredibly rare instance of a goblin losing a case, they revert to their savage mind, exploding in a malicious rage. Only whiskey can calm a raging goblin lawyer.   Giantfolk are a hybrid of the civilized and savage races of Impiltur, in a case by case noted below. Hill Giants are the most common, but are little better than gigantic tribal brutes. Frost Giants are most common of the intelligent giants, and occupy the glaciers and mountain peaks which dominate much of the landmass. Fire Giants come next, but typically lurk in secret underground cities, very rarely interacting with the surface. Stone Giants, along with the dwarves, built Stone Gate, an unfathomably large complex inside the Earthspur Mountains, and were one of the most advanced civilizations at the time until their mysterious disappearance, leaving only their vast ruins behind. Cloud Giants are rare, but only because they live in cities floating on clouds. Storm Giants are the rarest, with only one recorded in Impiltur, and this Stormreaver has been a powerful player in the world.   Dragons are unquestionably the most powerful creatures in all of Impiltur, with dozens of personal dragon realms spread out across the land, only honored or enforced among other dragons, as to not trespass on each other’s space. The most powerful and noteworthy dragons are Vyin’denar the Red Dragon, and Nymbryxion the Silver Dragon. It should be noted however, that there are vastly more chromatic than metallic dragons. Dragons also interfere constantly with the other races, whether it be pulling the strings of kingdoms to tormenting a farming town. The presence of dragons is something that is never to be lost.   Other races include but are not limited to: centaurs, trolls, ogres, kobolds, fey, Suulatarn, and lizardmen.

Religion

The primary faith by a wide margin within the land of Impiltur is the Triad, three gods in a pantheon. Their names are Tyr, the Maimed God, Ilmater, the Broken God, and Torm the True. Most people revere these gods for their strong, protective faith, and are known for their brave knights and helpful clerics. There is very limited religious discrimination, and most good faiths are openly worshipped. Most monstrous races worship their own evil gods, separate from the faiths of the civilized races. The elves almost exclusively worship Corellon Larethian. Some people and monsters worship the mighty dragons of Impiltur, good races revering Nymbryxion, while evil races revere Vyin’denar.   Other gods that are revered by their particular churches, most popular of these unofficial deities being Elluvitar, god of the sun from the land of Thorolund. Fharlanghn is god of travel, and most roads have at least a small shrine where people may pray for good luck and safe passage, as well as travelling adventurers. Kelemvor is the god of death, and he is highly respected. His clergy deal with proper burial and passage to the afterlife, though they are equally happy to help the living, either in comforting the relatives of the passed, to resurrecting willing spirits. Undeath is evil without doubt in the eyes of Kelemvor’s priests, and the people as a whole, as it disrespects those who have passed on.   These of course do not cover all the faiths, as just about all of them can be found in Impiltur (and most non-evil gods idols are collected at the Cathedral of the Gods in Sarshel,) but the clergy of any of the above listed deities are automatically accepted by the local population, and held to a status above most common men. Clerics are also assumed to have a purpose, and are often given free rooms and meals when they pass through town, especially if that region reveres that deity in emphasis.
DISBANDED/DISSOLVED

Maps

  • Impiltur
Founding Date
0 AC
Type
Geopolitical, Empire
Capital
Demonym
Impilturian
Government System
Monarchy, Absolute
Power Structure
Unitary state
Economic System
Mixed economy
Currency
Before the splitting of the Empire, a standard of currency was utilized in the form of coins, with a gold standard which the other precious metals revolved. Copper Coins were worth the least, at 1/100th of a Gold. Silver was worth 1/10th. Platinum is the most valuable and rare, traded rarely outside of magic trade and banks, worth 10x a Gold. After the sundering, the standard metal worths were kept, however each Kingdom uses its own type of currency, printed with different symbols. Despite having 7 different currency (Nerrallan doesn’t have one yet), currency is intertradable with ease based on the weight of the coins. A pound of Gold from anywhere is worth 50 Gold Coins. The different printing on the coins is typically based on certain symbols or locations in the kingdom, along with a certain creed of the realm. Actual Impilturian coins gain still be used as currency, but most often are collector’s items.
Official Languages
Notable Members

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