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Nelanther Isles
| The Nelanther Isles and surrounding seas | |||||||||||||||||||||||||||||
| Nelanther Isles | |||||||||||||||||||||||||||||
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| Capital | None | ||||||||||||||||||||||||||||
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| Races |
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| Population | 2,822 | ||||||||||||||||||||||||||||
| Imports | Anything natives can steal, loot or salvage | ||||||||||||||||||||||||||||
| Exports | Slaves, stolen and salvaged goods of all types | ||||||||||||||||||||||||||||
| Alignment |
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| Government | Armed anarchy | ||||||||||||||||||||||||||||
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| Inhabitants of the Nelanther Isles | |||||||||||||||||||||||||||||
| Locations on the Nelanther Isles | |||||||||||||||||||||||||||||
| Organizations on the Nelanther Isles | |||||||||||||||||||||||||||||
| Settlements on the Nelanther Isles | |||||||||||||||||||||||||||||
The Nelanther Isles are a widely scattered chain of nearly one thousand islands west of Amn and Tethyr in the Trackless Sea. More than half the islands lack potable water and are an unfit place to live. The hundreds of islands that can support life are fought over by ruthless pirates who tend to prey upon the shipping of lines Amn, Tethyr, Calimshan, the Sword Coast and the Moonshae Isles.[1]
Among the hundreds of islands, only the largest of the islands are named. Only a handful of these names are known to the mainlanders, while the pirate captains know them like the back of their hands. The bulk of the the Nelanther pirates have never been captured due to the multitude of hiding places among the islands. Mainlander maps show many of the main islands and many of the minor islands, but not the shoals, currents, small exposed or submerged islets, and other hazards amond the inner Nelanther.[citation needed]
Aside from their shared acts violence and larceny, the Nelanthers have surprisingly little in common with the Pirate Isles of the Dragon Coast. The Nelanthers' pirates are nonhumans such as orcs, lizardfolk, ogres and minotaurs. These various races and factions wage war on each other as often as they do with outsiders.[1]
By 1369 DR, the Twisted Rune had placed a magical gate on the islands to allow for instantaneous movement to other locations.[2]
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Life and society
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The reavers of the Nelanther Isles are entirely honorless pirates that torture their victims, leaving them to horrible deaths. The Nelanther youth are born into the society's violence and their only escape is death, typically while still young. Nearly all fit adults fight aboard ships, while weak and crippled children who somehow survive are left ashore to repair ships or salvage wrecks.[1]
Geography
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The known islands among the pirate captains are:[citation needed]
Notable locations
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Except for a couple of smaller settlements, the pirates of the Nelanther Isles live in their ships or in huts that can be abandoned at a moment's notice.[citation needed]
Ports
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Landmarks
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- The Sea Towers
- Magically warded hard stone towers that are located on some of the islands and in the sea of the region.[1]
See also
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References
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- ↑ 1.0 1.1 1.2 1.3 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition, p. 150. Wizards of the Coast. ISBN 0-7869-1836-5.
- ↑ Steven E. Schend (1997). Lands of Intrigue (Erlkazar & Folk of Intrigue), p. 24. TSR, Inc. ISBN 0-7869-0697-9.
Further reading
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- Steven E. Schend (1997). Lands of Intrigue (Tethyr), p. 94-96. TSR, Inc.. ISBN 0-7869-0697-9.
- Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide, p. 162-163. Wizards of the Coast. ISBN 978-0-7869-4924-3.
- Rob Heinsoo, Logan Bonner, Robert J. Schwalb (September 2008). Forgotten Realms Player's Guide, p. 118-119. Wizards of the Coast. ISBN 978-0-7869-4929-8.