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Markustay
Realms Explorer extraordinaire

USA
13115 Posts

Posted - 27 Aug 2015 :  21:27:39  Show Profile Send Markustay a Private Message  Reply with Quote
Great lore, George.

And as for SoFS, I've always looked at it as an under-appreciated 7th 'sub-setting'. Still part of the Greater Realms, but doing its 'own thing'. Those tomes rank right up there with Eric Boyd's 'god books' and Ed's 'Pages/Prayers'. Truly a great era in FR history.

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone


Edited by - Markustay on 27 Aug 2015 21:32:01
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dazzlerdal
Great Reader

United Kingdom
3173 Posts

Posted - 28 Aug 2015 :  09:28:28  Show Profile Send dazzlerdal a Private Message  Reply with Quote
I can't believe I didn't spot the link between Poseidon and persaddan, nice bit of work.

Forgotten Realms Alternate Dimensions Candlekeep Archive
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Dante76
Acolyte

2 Posts

Posted - 12 Sep 2015 :  15:36:58  Show Profile Send Dante76 a Private Message  Reply with Quote
Greetings,

thanks for your highly inspirational and creative ideas of Impiltur so far that being said I do have some questions for you. Any musings are welcomed.
I have been thinking of running a campaign during the Fiend Wars (729-732). Makes the whole concept of Impiltur being a demon-infested pit of vileness infernally more attractive
I have a rough idea about the specific stages of the campaign. One is to join the crusade when it is proclaimed. You stated that Sarshel called for a crusade to defeat the demon plague and he sailed with a "crusader fleet" to Impiltur. From where would he have left? Chondath? I think I need a realm where the Triad was featured prominently in the Realms and was close to Impiltur, so I do not think that Tethyr is a good choice.
Would you say that other non-evil faiths send there priests, warriors, paladins etc. to join the crusade? Or was it a Triad matter?

Any other musings, thoughts, ideas concerning this time period would be gladly appreciated. Thanks in advance and...

cheers,
Dante


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George Krashos
Master of Realmslore

Australia
4718 Posts

Posted - 06 Oct 2015 :  13:26:29  Show Profile Send George Krashos a Private Message  Reply with Quote
Dilpur

City of Impiltur

Who Rules: Lords Delimbrar (LG human Damaran male paladin 7 of Tyr/triadic knight 5) and Idriane (LG human Damaran female paladin 7 of Ilmater/triadic knight 4) of the Council of Lords.

Who Really Rules: The two Lords of Imphras II resident in the city make all major decisions affecting it but day-to-day decision-making is delegated to the Royal Constable Iolarth Grenbrook (LN human Damaran male fighter 10) and the Royal Herald Kellana Dintersan (NG human Damaran female bard 8).

Population: 38,000 (registered).

Major Products: Fish, clay, pottery, quarried stone (limestone), salt and boats (built and repaired).

Armed Forces: A garrison made up of a Shield of the Warsword (2,000 fighters) led by Vigilar Tarthaun Wellhaven (LG human Damaran male paladin 11); the Warsails of Impiltur (2 major ships and their crews totalling 200+ trained sea warriors); a force of some 10 Warwand wizards led by the wizard Tarlagara (NG human Damaran female wizard 11) and the Greenbucklers, the local constabulary numbering another 300 individuals.

Notable Mages: Dilpur is home to a few wizards of note that are not part of the Warwand of the realm:
- Arasmas “the Cowled” (CG human Damaran male wizard 14) is a mysterious figure, known for his herb lore and mastery of spells that shape and control water. His face is scarred due to an unfortunate encounter with a loosed dretch in his youth and he has an abiding hatred of lower planar creatures;
- Belabra (CN human Damaran female enchantress 9), a flighty, whimsical individual believed to be the bastard child of one of the highest noble families of the kingdom. Certainly she is never lacking in money and has become the adviser and confidant of at least two senior “matrons” of Dilpurian high society;
- Mhaerok (LN human Damaran male wizard 13) arrived from Telflamm some eight or so winters ago, having tired of the machinations of the city and the Shadowmasters who rule there. He is a short, but well-built individual with blonde, flowing locks and a penchant for fine wine and the company of attractive women;
- Soargar Steelorm (NG human Damaran male wizard 3/cleric 1 of Mystra), a distant relative of the current head of the Warwand, Soargar comes from a long-line of wizards as befits his name. He does not have a natural aptitude for the Art however and what skill he has developed has come through hard graft and much rote learning. He wishes to become a powerful wizard but fears that that will never be the case. Recent, fervent prayers at the shrine to Mystra however may have opened his eyes to a different path to power.

Notable Churches: Dilpur has shrines to Eldath, Kelemvor, Mystra, Sune and Tyr located within its walls, as well as the following temples:
- The Tower of the Argent Moon, temple to Selûne; Priestess of the Crescent Maera Ralcrown (LN human Damaran female cleric 10 of Selune); 5 priests, 35 followers.
- The Hall of Fortunes, temple to Tymora; High Priest of Stars Merlaun Indal (CG human Damaran male cleric 14 of Tymora); 10 priests, 45 followers. Merlaun is known to bless fishing vessels headed out on long sojourns and is well-liked within the community.
- The Altar of Black Arrows, temple to Torm; Guardian of the God Kyrlraun Everfast (LG human Damaran male cleric 11 of Torm); 12 priests, 60 followers.
- Waveclash Cove, temple to Umberlee; Savage Seawind Orblaunt Turlstars (CN human Damaran male cleric 15 of Umberlee); 15 priests, 60 followers. Orblaunt commands fearsome weather magics that he has been observed unleashing from atop the cliffs aside the city. His faith is appeased, more than followed by the seagoing population.

Notable Rogues’ and Thieves’ Guilds: None known (the Lords of Imphras II combat any such groups ceaselessly, making Dilpur one of the safest cities east of the Inner Sea).

Equipment Shops: Full.

Adventurer’s Quarters: Dilpur has only a few inns and rooming houses given that it holds little in the way of allure for visitors. Those establishments that will suffer adventurers include:
- The Fairsails Inn, a large, two-storey establishment located on the Cliff Way just as the city’s sprawled dwellings begin to build up (fair/moderate);
- The Grand Scarp, an impressive stone building that overlooks the harbour from its western end, and routinely used by any visiting dignitaries that pay Dilpur a visit (excellent/expensive);
- The Salt Froth tavern and inn, notorious throughout the city for its local beer (a salty concoction that can only be appreciated through long exposure) and rumbunctious taphall. The lodgings upstairs are plain but clean and the solid wooden doors and walls are a welcome respite from the noise that emanates from below (good/moderate);
- Stormhaven House, a former manor house of the now extinct Orbil noble family, and said to be haunted. It is run by three aged, sisters who seem to know everyone and everything that occurs in the city. The oldest, Maera (N human Damaran female wizard 2) is the most gregarious of the three, but suffers no fools (fair/moderate);
- Taerthal’s, an old, former merchant stronghold located near the docks that provides cheap lodgings for sailors and fishermen looking for their next berth. The owner is Amaraun Deephilt (N human Damaran male thief 3) who is believed to have contacts within the pirates of the Inner Sea (poor/cheap).

Important Characters:
- Eregar Dormond (N human Damaran male fighter 12), a dour and canny sea captain who heads the Goldhelms, a group of Crown-sponsored mercenary sailors who engage in pirate hunting throughout the coastal areas of the northern Inner Sea. He is always looking for fighting men to crew his three, swift coastal runners;
- Haerthana “Manykeys” Morlan (CG human Damaran female thief 5), a statuesque, long-tressed brunette who owns the Five Lanterns festhall and is known for her discretion and cordial relationships with the authorities.
- Limbrar “the Seascourge” Dornthal (NG human Damaran male fighter 5), a pompous if well-meaning sailmaster, whose vessel “The Blade of the Waves” has seen better days. Always struggling to recruit shipmates and so venturing forth from Dilpur only rarely, he is secretly an agent of the Crown who remembers all and pays close attention to what ships and what cargoes enter and exit the city;
- “Old” Olbrort (CE human Damaran male thief 9) is a one-legged sailor now too old to crew a ship. Consulted regularly for his ability to predict coming weather, he is secretly the leader of a cult to the demon lord Dagon, the Prince of Darkened Depths, which habits the cavern depths beneath the city;
- Relabrana Hornwind (LG human Damaran female paladin 7 of Ilmater/triadic knight 2), noble born and haughty despite her paladinhood, she is the representative of the Knights of Imphras II in the city, which she considers to be a backwater and to be holding her back in terms of achieving her goal of becoming a Shrikelord. Her mien has made her few friends in the city, despite her great beauty.
- Valabrin Roanmane (LN half-elf fighter 8) is the Tidelord (harbour master) of Dilpur and the most influential government figure after the Royal Constable. Most merchant families of Dilpur seek to curry his favor and have even tried to marry him off to elegible daughters but he has resisted any such overtures to the point. Valabrin holds a low opinion of adventurers and mercenaries and his ongoing feud with Eregar and his Goldhelms is becoming increasingly uncivil;
- Yorn (CN human Damaran male expert 2), a wanderwits (madman) rescued from a drifting ship two winters ago, and now residing at Stormhaven House due to the generosity of Maera and her sisters. His rantings and ravings appear to peak around the time of the fullmoon and at times have provided warning of impeding pirate raids and men in danger faraway off the coast. The nature of his prescience is as yet unknown, although some of the more zealous city authorities are concerned that it reflects the taint of the Abyss.

Important Features in Town: Dilpur is a coastal city located on twin bluffs separated by a narrow gorge that is criss-crossed by stone bridges and in some cases by whole structures at its narrowest point. The slow-flowing Elnar Steam reaches the sea through the gorge, known as the Cleave, but is not a source of freshwater being brackish at its inlet. Dilpur has no city walls and its domiciles are clustered atop the twin bluffs, which are named the Dawn Ward and Dusk Ward, to the east and west respectively. The Cliff Way travels north-south on either side of the gorge (leading to confusion among travellers who get onto the “wrong” Cliff Way) but the locals know each roadway as the “Ruby” and the “Emerald” for the coloured marker stones on each of them every 20 paces.
The Dawn Ward contains the twin-spired Halanter’s Hold, the seat of rule in the city, as well as most of the government and administrative buildings. The eastern bluff is known to be honeycombed with underground chambers and three major caverns at sea level accessible by ship. The Warsails have their barracks and house their vessels in the farthest cavern (known as “Kelegaun’s Hand” for its main chamber and five offshoot tunnels and named for the first ever Sea Captain (admiral) of the Warsails), while other vessels owned by the Lords and dignitaries visiting by sea are housed in the two, smaller sea caverns.
The Dusk Ward is the main residential area of Dilpur and also boasts the majority of taverns, festhalls and inns in the city. Notable residents and landlords include the Deepstar, Harrowbrace, Narshal and Thornspar noble families and the prominent Levintral, Glowstar and Turlspar merchant families. Dwellings in Dilpur feature tan-coloured, fire-baked clay tiles for roofing and cob walls in the main. Prominent buildings and those of the well-heeled feature limestone instead and invariably have a portico supported by four columns, engraved with runes and pictographs, occasionally sporting magical protections.
Where the Cliff Way reaches the coast, a “T” is formed by the connecting Rilimbar’s Ride. This wide roadway spans the Cleave by means of the bridge known as Ilbritha’s Arch and runs east and west along the sea coast. At each end of Rilimbar’s Ride is a citadel that houses a Warspear of the Warsword. These citadels are named Samulbrar’s Keep and Harblaun’s Keep respectively to the east and west, referring to two famed warrior brothers from Dilpur who fought in the great battles that delivered Impiltur from the hobgoblin hordes.
Many zigzagging stairways lead down from Rilimbrar’s Ride to the crescent beach below, where Dilpur’s docks and fishing fleets are contained. There are several warehouses and residences clustered along the shore, predominately at the two “mouths”, large tunnel entrances that join mile-long, gently sloping tunnels to the top of the bluffs. These marvels of engineering were built by dwarven artisans from Earthfast in the Year of the Rock (1286 DR) and have greatly improved the ability of Dilpur’s fisherfolk and traders to move their wares and catches from the harbour to the city above and thence to markets inland. Mule-drawn wagons lumber up and down the tunnels throughout the day, with magical glowstones lighting their way at regular intervals.

Local Lore: The city of Dilpur had its origins as a simple collective of fisherfolk. Led by an individual named Elnar, who gave the settlement its name, it was established in -65 DR. Elnar was a prominent trade partner of Impiltur throughout the century before and after the raising of the Standing Stone and provided much in the way of food, primarily fish to the growing kingdom to the west. It became a part of the kingdom proper in the Year of the Moor Birds (90 DR) when the culmination of the effects of several poor seasons and an upsurge in pirate activity saw Elnar seek the protection, assistance and strength of Impiltur ruled at the time by the storied Baranth I, a popular and effective ruler. The town was re-named Dilpur in 664 DR following the proclamation of King Bellodar III who did so to honour the city's most famous inhabitant up to that time, the sage and loremaster Alathas Dilpur whom the king had grown to love and honour for his scholarly achievements.
When liberated during the Fiend Wars by the Triad Crusade, Dilpur was found to be a desolate, charnel house filled with undead, all manner of fiends and slave pens full of the former inhabitants who were kept alive solely to breed for food. It took the better part of two winters to clear the city of its Abyssal taint and rumours abound that caverns deep underground in and around the cliffs of Dilpur yet contain many pockets of demons, slumbering in stasis and even ancient Narfelli demonbinders. These rumors were confirmed in 1346 DR when the evils of Aragath’s Hive were unleashed by the adventurers of the Company of the Scarlet Sashes.
Exploring rumours of a strange underground complex along the coast near the village of Redshore, the warrior Aragath Glimshield and the rest of the Sashes conducted a diligent and painstaking search that discovered a series of secret doors which led to the inner sanctum of the worked stone complex. What occurred next comes from the mouth of the party's mage Imbrithil, the sole survivor of the company. A tomb was found - empty as they discovered - and below that a large wooden and metal chest, flickering with a golden radiance. Cautious but undeterred, they sought to open it and succeeded with magic, discovering a chest full of ancient gold pieces (coins of Narfell - a thumb-sized horn shape of reddish gold with a hole at the base, with the symbol of the realm on one side and the name of the issuing Nentyarch on the other) and magic items of various types. As they went about emptying the chest, the party became aware of a droning noise, becoming louder and louder. Scouting outside the inner area, they found that chasme were seemingly crawling out of the stone walls and ceiling throughout the tomb complex. One by one the company were hunted down and slain until Imbrithil used a desperate teleport to fling himself away from the complex.
What came next was was terror indeed. No less than two dozen chasme found their way out of the cavern network and fell upon Redshore and the surrounding area. It took the better part of three rides for authorities to clear out the infestation and hunt down all the chasme they could find. After that there were periodic outbreaks of demonic attacks as stashed carrion humans that had been used as incubation hosts by the chasme spouted forth their deadly cargo. The entrance to Aragath's Hive is now warded from entry by the Dilpurian authoroties although it is thought that there must be other areas of access and egress. It's treasure remains for the brave and foolhardy to obtain.

-- George Krashos

"Because only we, contrary to the barbarians, never count the enemy in battle." -- Aeschylus

Edited by - George Krashos on 16 Oct 2015 10:08:56
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George Krashos
Master of Realmslore

Australia
4718 Posts

Posted - 06 Oct 2015 :  13:41:11  Show Profile Send George Krashos a Private Message  Reply with Quote
quote:
Originally posted by Dante76

Greetings,

thanks for your highly inspirational and creative ideas of Impiltur so far that being said I do have some questions for you. Any musings are welcomed.
I have been thinking of running a campaign during the Fiend Wars (729-732). Makes the whole concept of Impiltur being a demon-infested pit of vileness infernally more attractive
I have a rough idea about the specific stages of the campaign. One is to join the crusade when it is proclaimed. You stated that Sarshel called for a crusade to defeat the demon plague and he sailed with a "crusader fleet" to Impiltur. From where would he have left? Chondath? I think I need a realm where the Triad was featured prominently in the Realms and was close to Impiltur, so I do not think that Tethyr is a good choice.
Would you say that other non-evil faiths send there priests, warriors, paladins etc. to join the crusade? Or was it a Triad matter?

Any other musings, thoughts, ideas concerning this time period would be gladly appreciated. Thanks in advance and...

cheers,
Dante



The call of the Triad Crusade went out in the Year of the Purloined Throne (727 DR), seeing many paladins and holy warriors gather in traditional strongholds of the faith throughout Tethyr and the Vilhon Reach. Through 729 DR these paladins individually, in groups and even small armies travelled west and north to Cormyr and Chondathan respectively. King Draxius of Cormyr sped them on their way, providing shipping and mounts (some say in return for even more longevity magics) and similarly, Triad gold saw more ships found in the Sembian ports to transport the host across the Dragonreach to first Procampur, then Tsurlagol and then the coast on the western fringes of Impiltur. The crusaders gathered troops and supplies along the way, especially at their last two stops, and by the time they arrived in Impiltur proper, the army numbered somewhere in the order of 8000 swords.

-- George Krashos

"Because only we, contrary to the barbarians, never count the enemy in battle." -- Aeschylus
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dazzlerdal
Great Reader

United Kingdom
3173 Posts

Posted - 06 Oct 2015 :  19:35:47  Show Profile Send dazzlerdal a Private Message  Reply with Quote
Another excellent piece to add to my archive of George lore.

I was going to mention something about Sarshel but can no longer access my archives from work.

It looks like Sarshel took part in the war against the yugoloth army invading Myth Drannor. Specifically the Battle of Snowsblood Trail and the Battle of Standing Stone's Blood. The writeup of Dornavver in Champions of Valor (I think) places him there as part of a ragtag army of dalesfolk and cormyrian warriors (organised by one Mindal Rowanmantle).

I don't know if this got him King Draxius' good books, or whether it influenced those of Sembia and the Dales towards him (and thus provide more aid upon his return in 729 DR), but it probably didn't hurt his call to arms (the Sembians might have even given him a discount for the ships, which lets face it is like getting blood out of a stone).

Awesome lore again George. I particularly love the Chasme hive, and the fact that your major NPCs in the city are not all super powered heroes and take more after the older edition write-ups where level 10 was for the truly exceptional, level 3-5 was for those of good skill, and everyone else was level 0 or 1.

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Wooly Rupert
Master of Mischief
Moderator

USA
29643 Posts

Posted - 07 Oct 2015 :  03:40:15  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
Good stuff, friend Krash! I particularly like Soargar Steelorm, and the two Cliff Ways.

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Lukas Kain
Seeker

USA
55 Posts

Posted - 09 Oct 2015 :  02:01:43  Show Profile Send Lukas Kain a Private Message  Reply with Quote
Again I am floored George. All I initially wanted was just a few little factoids about the four cities because I wanted my players to appreciate them more than they do most cities. Thank you George; it's stuff like this that keeps what I loved about the Realms alive.
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George Krashos
Master of Realmslore

Australia
4718 Posts

Posted - 09 Oct 2015 :  10:00:00  Show Profile Send George Krashos a Private Message  Reply with Quote
I need to be encouraged Lukas, and you do a fine job of it. Sarshel in the works. Hopefully it won't be too long. The Realms is what we make it.

-- George Krashos

"Because only we, contrary to the barbarians, never count the enemy in battle." -- Aeschylus
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George Krashos
Master of Realmslore

Australia
4718 Posts

Posted - 14 Nov 2015 :  06:23:20  Show Profile Send George Krashos a Private Message  Reply with Quote
I posted this in another thread but thought it should have a home here as well.

With the re-establishment of Impiltur, the Heltharn ruling family of the kingdom occupies the top tier of the nobility. After that there are several ranks of noble titles as set out below.

Title (in common) - Title (in Damaran)
King/Queen - Riar/Riara
Prince/Princess - Thilas/Thilassa
Duke/Duchess - Hertar/Hertala
Marquess/Marchioness - Vaerar/Vaerala
Count/Countess - Serdar/Serdassa
Baron/Baroness - Edlar/Edlassa
Knight - Orn (pl. Ornar)
Regent - Ranal
Consort - Add prefix “Al”
Queen Regent - Riaranal
Lord/Lady - Dar/Darla

Only the direct succession of the Heltharn family (i.e. Sambryl, daughter of Rilimbrar and Imbrar II from the line of Verimlaun, son of Imphras II) use the titles of king/queen and prince/princess.

The remainder of the Heltharn royal family use the duke/duchess title exclusively for members of the Lords of Imphras II and “heads” of the various Heltharn lines (i.e. the patriarchs/matriarchs of those families descended from that monarch).

The most senior (in terms of age and/or influence) noble families in Impiltur use the title marquess/marchioness on ceremonial or formal occasions. Their holdings are known generally as “marches” and depending on the size of the area can come to denote a region of the realm. The families that hold such a title are noted as the “old guard” families in the list below.

The less senior noble families use the title count/countess on ceremonial or formal occasions. Their holdings are known generally as “counties” and depending on the size of the area can come to denote a region of the realm.

Those individuals that are raised to the nobility but not granted a hereditary title to be passed on to their progeny use the title baron/baroness on ceremonial or formal occasions. The term “barony” is used for their holdings but very rarely used as a geographic descriptor for Impiltur.

Knighthoods in Impiltur are granted to individuals and are not hereditary. If an individual with an existing noble title that is not a baronetcy (i.e. a marquess or count) is made a knight, then they are differentiated by use of the title “orn” [“saer” in common] instead of their normal noble title. Non-noble individuals granted a knighthood are known as “loyal knights” [“elorn”/”elornar” (pl.)] but commonly use the “orn” title save on ceremonial occasions or for specific legal reasons.

For all spouses and children of the nobility and spouses of loyal knights, the term of address is simply lord/lady.

-- George Krashos

"Because only we, contrary to the barbarians, never count the enemy in battle." -- Aeschylus
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Lukas Kain
Seeker

USA
55 Posts

Posted - 17 Nov 2015 :  03:41:49  Show Profile Send Lukas Kain a Private Message  Reply with Quote
Very interesting George. I appreciate how you go through and explain things about each set of titles as well. I actually wanted to ask about something like this seemingly years ago, but I didn't know how to phrase it and apparently moved on to other things.
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George Krashos
Master of Realmslore

Australia
4718 Posts

Posted - 17 Nov 2015 :  05:17:23  Show Profile Send George Krashos a Private Message  Reply with Quote
quote:
Originally posted by Lukas Kain

Very interesting George. I appreciate how you go through and explain things about each set of titles as well. I actually wanted to ask about something like this seemingly years ago, but I didn't know how to phrase it and apparently moved on to other things.



Well, you seem to be my audience of one Lukas so I'm glad that it's useful.

Sarshel soon.

-- George Krashos

"Because only we, contrary to the barbarians, never count the enemy in battle." -- Aeschylus
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xaeyruudh
Master of Realmslore

USA
1705 Posts

Posted - 17 Nov 2015 :  08:25:56  Show Profile  Visit xaeyruudh's Homepage Send xaeyruudh a Private Message  Reply with Quote
Audience of one, ha. There's at least two of us.

I read, I said "Yes!" and started gleefully adding it to my hoard, and then I saw something out of the corner of my eye... ooh, shiny... ooh, shiny... and the trail led away, marching and chanting with dwarves, baking cookies with halflings, and so forth. This happens every time I read your lore... I see it, I love it, I follow it, and I forget to comment on it. Could it be true that the best writers are cursed to rarely receive much-deserved praise? Or maybe it's my ADHD. In any case, thank you, and here's hoping that every realm gets similarly devoted fans!
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dazzlerdal
Great Reader

United Kingdom
3173 Posts

Posted - 17 Nov 2015 :  08:35:34  Show Profile Send dazzlerdal a Private Message  Reply with Quote
Three with me as well, just super busy lately.

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Demzer
Senior Scribe

530 Posts

Posted - 17 Nov 2015 :  17:54:28  Show Profile Send Demzer a Private Message  Reply with Quote
Your "Answers from ..." file is the second biggest on my PC (with Mr. Greenwood a distant first) and i treasure every word you type. Life has me in "lurking mode" right now, with barely enough time to keep up with the posts here, but i look forward to anything your creativity brews.
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Eilserus
Master of Realmslore

USA
1356 Posts

Posted - 17 Nov 2015 :  19:48:07  Show Profile Send Eilserus a Private Message  Reply with Quote
You're an awesome loremaster George and one of my favorites! I'm not well versed in Impiltur, but I can talk dwarf shop all day! In fact, the other day I was thinking about Telantiwar, its fall and the dwarves reclaiming the Great Rift area. Even with the drow scattering, there had to be some outrageous campaigns of fighting between the Stout Folk and the Dark Ones and quite a bit of untold history.

Dwarves Deep mentions drow kingdoms rising and falling several times, so I imagine it's been an ongoing issue in one form or another. And where are all these drow coming from that entire kingdoms of them can rise and fall (escapees from Llurth Dreier?)? Maybe a portion of Telantiwar has survived somewhere deep? Just a few things I've been bouncing around in my head. Of course since this happened so long ago, maybe that's why it was never developed more. Taark Shanat and his crusade, and the history of Shanatar (wars with Guallidurth, the Deepspawn wars, the loss of Clan Duergar etc.) would good fun one too.

Love the Keep, so many of our favorite designers frequent here. And like many others I look forward to anything you create. WotC should be paying you guys and buying the lore you create to so its put into print form.
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JPDeed
Acolyte

Australia
14 Posts

Posted - 25 Nov 2015 :  13:50:17  Show Profile Send JPDeed a Private Message  Reply with Quote
I'm generally quiet, but I listen well. Your consistency and logical placement of history and facts in a world that could so easily go mad with ludicrous nonsense in the hands of a lesser able craftsperson is appreciated.

Plus, you're in Australia. I have recently moved from Perth to Singapore and miss the blue skies and 9 month summer. But I still have a game to Dm here now and use Pathfinder nowadays to mould the realms - and your info fits into any system neatly.
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TBeholder
Master of Realmslore

1356 Posts

Posted - 25 Nov 2015 :  17:29:42  Show Profile Send TBeholder a Private Message  Reply with Quote
quote:
Originally posted by Eilserus

In fact, the other day I was thinking about Telantiwar, its fall and the dwarves reclaiming the Great Rift area. Even with the drow scattering, there had to be some outrageous campaigns of fighting between the Stout Folk and the Dark Ones and quite a bit of untold history.

I, also, am interested as to what our loremaster have to say on the ensuing shenanigans, but won't expect great wars.
Think about it. Sure, immediately after the fall, there had to be surviving "strays" - caravans, long-range patrols and suchlike, but they had their own problems and most probably tried to reach the unaffected drow settlements. There had to be some scavenging, but beyond that...
It's quite likely that the dwarves returned while the bulk of survivors (that is, "exodus" drow) were still busy securing (externally and internally!) their new domains.
And once all the dust settled, it was down to the usual skirmishes.

People never wonder How the world goes round -Helloween
And even I make no pretense Of having more than common sense -R.W.Wood
It's not good, Eric. It's a gazebo. -Ed Whitchurch
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sleyvas
Great Reader

USA
5032 Posts

Posted - 27 Nov 2015 :  15:15:28  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by George Krashos

quote:
Originally posted by Lukas Kain

Very interesting George. I appreciate how you go through and explain things about each set of titles as well. I actually wanted to ask about something like this seemingly years ago, but I didn't know how to phrase it and apparently moved on to other things.



Well, you seem to be my audience of one Lukas so I'm glad that it's useful.

Sarshel soon.

-- George Krashos



Make that two. thank you.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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George Krashos
Master of Realmslore

Australia
4718 Posts

Posted - 28 Nov 2015 :  05:18:02  Show Profile Send George Krashos a Private Message  Reply with Quote
Just posted this is another thread and thought it should have a home here as well:

Just to clarify, Impiltur is not a feudal realm. The ownership of all lands by the Crown and their selected nobles was abandoned with the fall of the kingdom in the Fiend Wars. To attract population in the aftermath of that horrendous affair, King Sarshel granted land to non-nobles and new nobles alike and much of the Uplands was available to be claimed by those simply strong enough to hold it - as long as they gave due deference to the throne. Individuals such as Arbarras "the Lord of the Greenfields" and the self-styled "Highmaster" Lamanter Bowthorn found out swiftly that the kingdom of Impiltur was still just that, and their attempts to dominate the Uplands and carve out quasi-realms of their own with "Lyrabar far away" were met with swift action by the Elethlims.

The references to "marches", "counties" and "baronies" reflects some old world terminology but describe only the actual lands owned by that particular noble family. No nobles rule anything unless they are also a Royal Constable or Royal Herald of the realm. Occasionally, senior nobles can be pressed into such service at the behest of the Lords of Imphras II (for example if an area is declared to be under "daggerbond" [our equivalent of "martial law"]) but this is rare. They often function as advisers to the local authorities however.

Local government as we know it doesn't really exist in Impiltur as there are roving Constables and Heralds who do a set circuit (i.e. the village of Harland in the foothills of the Earthspurs, southeast of Tower Ithfell has a visit from the Royal Constable every month or so, usually with a Royal Herald in tow - the husband and wife team Gelimbrar "the Darksword" Olim and Alarna Olim are one such roving Constable and Herald combination, whose area encompasses the villages from the shores of Bluefang Water north and west to the mountains near the High Pass into Damara) and check in to settlements to ensure that the peace is being kept and disputes dealt with. Most settlements do have an elder or head man/woman who people naturally defer to if a decision affecting the community needs to be made (i.e. assisting with harvests, dealing with blight or animal sickness quarantines, fighting bandits/raiders, etc.) but they wield no legal authority. However the smarter roving Royal Constables and Heralds have a network of such elders/ head people they communicate with regularly so as not to cause any friction or personality clashes.

-- George Krashos

"Because only we, contrary to the barbarians, never count the enemy in battle." -- Aeschylus
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George Krashos
Master of Realmslore

Australia
4718 Posts

Posted - 28 Nov 2015 :  07:14:39  Show Profile Send George Krashos a Private Message  Reply with Quote
Sarshel

City of Impiltur

Who Rules: Lords Silaunbrar (LG half-elf male paladin 14 of Torm) and Rilaunyr (LG human Damaran female paladin 13 of Sune) of the Council of Lords.

Who Really Rules: The two Lords of Imphras II resident in the city make all major decisions affecting it, but day-to-day decision-making is delegated to the Royal Constable Nelra “the Fair” Silverstar (LG human Damaran female paladin 9 of Torm) and the Royal Herald Faergaun Drell (N human Damaran male cleric 8 of Oghma).

Population: 50,000 (registered) rising to 60,000 in the warmer months.

Major Products: (Trade, money-lending), mounts and beasts of burden, preserved meats, wool, leather and vellum (from livestock brought from thaedar in the Uplands), wagons (for overland trade).

Armed Forces: A garrison made up of a Shield of the Warsword (2,000 fighters) led by Vigilar Relraun Starsunder (LG human Damaran male paladin 12 of Tyr); the Warsails of Impiltur (6 major ships and their crews totalling 1200+ trained sea warriors including the famed vessel, Darthorn’s Fist); a force of some 20 Warwand wizards led by the wizard Artragaun (LN human Damaran male wizard 12) and the Silverspears, the local constabulary numbering another 700 “points” (as they are known locally due to the silver-tipped shortspears they carry).

Notable Mages: Sarshel is home to a few notable wizards as well as a single old and respected school of wizardry known as the Tower of Splendor:
- Elmanauth “the Frostfist” Targath (NG human Damaran male wizard 16), an exuberant yet calculating individual who is an old friend of the current Highstave of the Warwand, Darathaun Steelorm. He is head of the Tower of Splendor and somewhat intimidated by the recent arrival of Jalankhan, who outstrips him in raw power of the Art.
- Jalankhan Harmister (N human Chondathan male wizard 18), a tall, thin, always sombre wizard who has recently arrived from Lyrabar after a falling out with the Mage Royal regarding the recruitment of three of his most talented apprentices to the Warwand. Jalankhan is disaffected and ill-tempered and fell out with Elmanauth at their first meeting, giving rise to no small amount of tension in the city.
- Narlassen “of the Six Rings” (CN human Mulan male wizard 3) is recently arrived from far-off Mulhorand, which he fled in haste after some caste indiscretions. He is looking to make his fortune and prepared to join any adventuring company that will have him.
- Salantha Gallowglar (CG human Damaran female necromancer 6), a portly, always-smiling redhead who is the proprietor of “Salantha’s Salves”. She sells healing poultices, herbal remedies and purgatives and secretly provides “sacrificial healing” to friends, family members and those in desperate need who are prepared to give some of their lifeforce to aid another. Such wizardry skates a fine line with the authorities so her services in this regard are not well-known.
- Walbarn “the Wandering Wizard” (LE human Damaran male evoker 9), a veteran mercenary mage with an exacting personal code of honor but a cruel and intolerant streak. He will only join adventurers for a double share of any treasure gained, but is well-known for his coolness in battle and arsenal of powerful wands, including a wand of lightning bolts.

Notable Churches: Sarshel contains shrines to Deneir, Eldath, Selûne, Shandaukal, Sune, Tempus and Tymora. There are also secret shrines to Mask and Beshaba located within the city.
- The Shining Hand, temple to Azuth; Moerlas the First of the God (LN human Damaran male wizard 3/cleric 11 of Azuth); 8 priests and 20 followers. This temple is affiliated with the Tower of Splendor and Moerlas occasionally tutors students on the mysteries of spellcraft.
- The Bethel of Bounties, temple to Chauntea; Harvestmaster Emphras Tornam (NG human Damaran male cleric 14 of Chauntea); 14 priests and 80 followers.
- The Chancel of Ordeals, temple to Ilmater; Revered Mother Aelanna Balgorn (LG human Damaran female cleric 13 of Ilmater); 25 priests, 70 followers.
- Dawnshimmer Spire, temple to Lathander; High Radiance Nelintra Rainbridge (NG half-elf female cleric 11 of Lathander); 6 priests, 20 followers.
- The Oratory of Ecstasy, temple to Lliira; Master of Revels Elethaun Lornim (CG human Damaran male bard 2/cleric 8 of Lliira); 4 priests, 14 followers. This temple is newly built and actively seeking converts to the faith, bolstered by the charisma of the enthusiastic Elethaun, and with the active support of Lord Rilaunyr.
- The Tower of Truth, temple to Tyr; Knight Commander Imbraun Starsunder (LG human Damaran male cleric 10 of Tyr/triadic knight 5); 18 priests, 45 followers. This temple also doubles as the administrative centre for the Knights of Imphras II in Sarshel, with Imbraun being a Shrikelord of the Order. He has something of a rivalry with his second-cousin Relraun.

Notable Rogues’ and Thieves’ Guilds: None known although the Shadowmasters across the Reach are thought to have a toehold in Sarshel due to a series of unexplained thefts over the years. The Lords of Imphras II have recently made enquiries into various shady individuals residing in the city to get to the root of this emerging problem.

Equipment Shops: Full.

Adventurer’s Quarters: Sarshel has many small inns dotted throughout the city that cater to adventurers and travellers. The most popular are:
- Gorlaun’s Potables, a pedestrian inn and tavern that paradoxically contains the best cellar in the whole city. Frequented by nobles who chase rare vintages of wines such as the white Aramina from vineyards near Dilpur, or Jarloon’s Bull’s Blood, a red wine from vineyards on the slopes of the Earthfasts, north of Lyarabar (good (excellent for beverages)/moderate).
- The Lance and the Dragon (good/moderate).
- The Proud Furl (fair/moderate);
- The Ramshackle Inn (“The Ram”) contains many communal rooms sleeping up to 8 individuals (a dozen at a pinch) and a busy kitchen that serves meals throughout the day and night. It has a ‘no alcohol’ policy so patrons seeking to slake their thirsts need to look elsewhere (good/moderate);
- The Sword of the Saviour provides plush accommodation, attentive staff and access to novelties such as a courtyard “forest” and “quiet rooms” set aside for meditation and contemplation. Its owner, the reclusive Berethaun Ornmar (N human Damaran male thief 5), is a superior host, remembering the habits and preferences of every guest that passes through his doors, even after many years have passed (excellent/expensive);
- The Yellow Serpent, inn and tavern, is located on the outskirts of the city and a favourite of troops of the Warsword. Its fare is spartan and drinks execrable, but the barmaids are attractive and known for their saucy manner (poor/cheap).

Important Characters:
- Caerthanna Undever (LG human Damaran female fighter 3), a well-built, ice blonde warrior who is a popular caravan guard and short-term adventuring companion. She is known to enjoy a flirtatious relationship with many fighting men of the city, including Relraun Starsunder who seeks to recruit her to the Warsword constantly.
- Delebraun Lamathar (CN human Damaran male ranger 4), the city’s Royal Wagonmaster in charge of dealing with the many trade concerns and caravans that constantly move in and out of the city. His capricious nature is balanced by an efficient and hardworking staff.
- Faerlar “the Hawklord” (N human Damaran male druid 2 of Silvanus, S: animal husbandry, botany and zoology), a sage whose expertise relates to plants, animals and the natural world. His expertise seems him travel the environs of Sarshel into the Uplands to provide advice on crop failures, blight and sick animals.
- Harthail “the Hag” Findorm (NE human Damaran female thief 3/fighter 4), factor of the Greenoak, Hunting Horn and Black Buck thaedar in the Uplands, this ruthless trader and merchant is known to never forget a slight or swindle. She works very hard for her patrons and both they and she benefit accordingly.
- Norntaun “Fartracker” of Abalar (CG half-elf bard 9), a minstrel who travels the roads of the kingdom providing music and good cheer to many an inn, festhall and taproom. He winters in Sarshel annually and is secretly a Crownstar.
- Orlauth Emberhone (LN human Chondathan male fighter 3) is formerly of Sembia and a mastersmith whose shields are famous around the Inner Sea. He also makes excellent helms and “bladefists” (war gauntlets with retractable dagger blades).
- Raergar Deepstar (CE human Damaran male thief 5/cleric 5 of Mask), a foppish wastrel whose noble status and significant means see him do little more than frequent festhall after tavern after festhall. He is secretly a member of the Shadowmasters of Telflamm and wears a greenstone amulet that conceals his nature and thoughts from the authorities.

Important Features in Town: Sarshel is a large, coastal, fortified city enclosed by two bands of concentric walls. The inner ring, known as the “Old Wall” contains three ringforts creatively named Eastkeep, Forekeep and Westkeep, with the central one containing the only open gated entry to the inner city – the other two have gates also but they are seldom opened. The outer wall, built in the time of Queen Ilmara, contains five ringforts (named – from northeast to southwest respectively – Arrowkeep, Hammerkep, Swordkeep, Daggerkeep, and Axekeep) with only Arrowkeep and Axekeep containing gates into the city.
The area between the Old Wall and the outer walls is known as the Split for it is bisected by the wide thoroughfare known formally as Ilmara’s Stride (but to townfolk as just “the Stride”) which stretches from Arrowkeep to Axekeep and in the middle turns into the inner city through the gates of Forekeep. Much of the Split is given over to housing and shops, with the only building of significance being Demora Tower, a former wizard’s abode, which now houses the Warwand stationed in the city.
The area inside the Old Wall, is known as the Ward and once through Forekeep the main city avenue travels on straight through to the harbour but also diverts left and right, curving along the Old Wall until those roads meet the sea also. The road that leads straight on is known as Arrow Way, while the roads that turn left and right are named Calmora’s Way and Jotharam’s Way respectively. Along the coast and dock areas, these three boulevards are joined by Lantern Lane, a meandering cobbled terrace that grants access to the docks and has many alleys running off it into the city proper.
The Lords of Imphras II reside in Seaside Palace, which is joined to a covered wharf complex housing the ships of the Warsails. Other major buildings and sites within the Ward include Thorntower, the home of the Holy Order of the Sacred Shrike, and the Aranthas, a large terraced grassed area used for events of importance and leisure activities. Sarshel has extensive docks and warehouses clustered along the harbor and a single seatower, known as the Spike, built on a rock outcrop well out of the harbor proper. The Spike bristles with ballistae and catapults and is garrisoned by the Seasword (the marines of the Warsails).
Outside of the city walls cluster many corrals, animal pens and small farms and pastures. A distance from the walls are a grouping of abbatoirs and slaughterhouses and two tanneries. Jokingly known as “Stinkward” to the inhabitants of the city, these businesses provide valuable service to the herds that congregate around the city in the summer months having been brought down from the Uplands for sale and slaughter.

Local Lore: The city of Sarshel, known to many as the “Gateway to the Plains” or the “City of Bastions” is a more modern city than the other major population centers of Impiltur, having grown from humble beginnngs to become a major trading hub between the Bloodstone Lands and the lands of the Easting Reach. Originally the small fisher village of Oloth (named for the scarlet sea aster that grows in profusion along the coast), the settlement grew in prominence during the reign of King Harandil II, who commissioned dwarves from Earthfast to assist in the draining of the Gloom Fens, creating a rich area of arable land that attracted settlers from around the region.
The settlement was re-named Sarshel in 735 DR, for that great paladin-king breathed his last there a year earlier, and following the Fiend Wars became the hub through which most of the raw materials carved out of the mountains and forests north of the then River Dunthelar were transported to markets throughout the Easting Reach (timber, gold and mineral wealth in the main). The River Dunthelar is now the Great Imphras River and was named then after a long-ruined settlement of ancient Narfell located on the southern shore of the Old Water. At times a war-ready and grim city, Sarshel withstood months of siege during the attack of the hobgoblin horde in 1095 DR and in concert with the establishment of Ilmwatch, was expanded and further fortified to serve as a bulwark should the hobgoblins ever march again.
In more recent times, the fortunes of the city suffered significantly when Damara fell to the Witch-King leading to the near absence of meaningful north-south trade. With cities such as Hlammach being seen to be a far better option for east-west trade between the land of Thesk and Impiltur and parts further west, residents departed to access greater opportunities. The city shrunk dramatically in population and was dealt an even greater blow when the merchant cabal known as the Stormcoin Guild departed from the city east across the Reach and established the settlement of “New Sarshel”, bringing many craftsmen, artisans and skilled workers with them. The triumph of King Gareth Dragonsbane however saw a resurgence in the fortunes of the city and by the Year of the Maidens (1361 DR) and in the wake of the defeat of the Tuigan horde of Yamun Khahan, Sarshel had returned to its previous position of pre-eminence in trade. It remains one of the most prosperous cities in the region and provides significant trade opportunities to the clever and resourceful.

-- George Krashos

"Because only we, contrary to the barbarians, never count the enemy in battle." -- Aeschylus
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Lukas Kain
Seeker

USA
55 Posts

Posted - 29 Nov 2015 :  03:00:38  Show Profile Send Lukas Kain a Private Message  Reply with Quote
Christmas came early. I imagine there are several other lurkers who read everything you post, but don't say anything. This is pretty much the only scroll I post on for instance, but I read several others. Literally everyone is excited when you post anything.
I haven't had a chance to read Sarshel yet, but I am stoaked. Thank you George!
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Lukas Kain
Seeker

USA
55 Posts

Posted - 02 Dec 2015 :  20:54:26  Show Profile Send Lukas Kain a Private Message  Reply with Quote
Well uhh, I'll be the double-first to say that this was bloody brilliant and went far beyond what I was hoping for. George, my Impiltur binder is full to bursting. Even if you don't necessarily always see it, we all love and fully appreciate your continued support!
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dazzlerdal
Great Reader

United Kingdom
3173 Posts

Posted - 02 Dec 2015 :  21:57:22  Show Profile Send dazzlerdal a Private Message  Reply with Quote
As soon as I find a new job I will give this my full attention but at first glance it looks awesome as always

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Eilserus
Master of Realmslore

USA
1356 Posts

Posted - 02 Dec 2015 :  22:33:53  Show Profile Send Eilserus a Private Message  Reply with Quote
Yep, more awesomeness for all. Thank you George!

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