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Imther is both prosperous and embattled at once; some parts of the land flourish with grains and fruits and the production of the distinctive Imther cheeses. Other parts are major sources of bronze and trade with the Mostali. And some parts are very dangerous, vulnerable to Pentan raids and monsters from Gorgoma's Refuge.
Imther recently suffered a civil war and is trying to recover; King Margor IV emerged the victor over anti-Lunar claimants but his hold on the throne is fragile and he's bitter the other allied kingdoms offered him little aid unless he handed over chunks of his lands. He fought through without them but is now frustrated and bitter and only now realizing how much his land is a bodyshield for other lands.
Western Imther is mostly organized into hill and mountain clans who farm and raise sheep and cattle; they used to raid each other but now mostly send their youth to fight for the King against his many foes. Lowland farmers are organized into huge tenant farms which are owned by the King and help to fund his constant state of war.
Grain farmers, herders, and soldiers live in the northeast, trying to gradually claim more land from Pent and facing heavy native resistance and trying to deal with monsters from Gorgoma's Retreat at the same time. This may prove to be impossible to sustain long term.
Imther's military is based around slingers, skirmishers and small forces of mobile heavy dragoons. Traditionally, each clan fields 20 dragoons, 50 slingers and 50 spear skirmishers; they can double the slingers and spear skirmishers in an emergency but it usually means risking all the able-bodied men (and those women who fight) if they do. The king has been training light cavalry forces which can chase and engage Pentans in the field but it's slow and requires a lot more horses than they normally put into war.
- Gateway (8,000): This city is built on a hill which contains at least 8 layers of previous incarnations of this city sacked by the Pentans over the centuries. Locals sometimes refer to the city as 'Nine' as a result. Imther stations a huge garrison here and the city largely exists to supply the eastern colonists and to entertain the stationed soldiers.
- Harabashi (13,000): This modern city is home to the permanent administration of the nation of Imther and is the winter home of the King. The city is half ramshackle and half modern with a temple of the Seven Daughters, various old temples of the Imtherite faith (a strange blending of Orlanthi and Solar pantheons), and an embassy from the Mostali. Anything dwarven built looks great and is centuries old, with a few exceptions like the new palace. The Mostali Ambassador, Harken, arranges trade deals and holds a monthly auction for various odd dwarven devices. Most things are toys and gimcracks, but at times he's auctioned off a folding ship, a clock which warns you of imminent assassination attempts, exploding eggs, and a darkness lantern. As in a lantern which sheds darkness only the holder sees through.
- Saridan (17,000): This city has gone back and forth between Vanch and Imther many times over the years; it is essentially the eastern capital of the country. Duke Blanthal holds this city and coordinates defense of the east against the Pentans. The city hums with the ringing of forges. The temple of Gustbran is large and powerful and blesses the bronzeworkers of the city.
- Omuzbashi (500-5000, depending on time of year): This old hillfort is the traditional capital of Imther; the King lives here half the year and half the year at Harabashi in theory; in practice he is in the battlefield half the year and stays in Harabashi where it is warmer during the winter. The Basalt Throne sits here, rarely used except in the annual Test of the King; he sits in the chair, and if unworthy to rule, he drops dead. A worthy king has the right to trade with the Mostali of the mountains and cannot be harmed by bronze. When the Assembly of the Clans is called, it must meet here by tradition.
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