The Nelanther Isles, also just called the Nelanther, were a widely scattered chain of nearly one thousand islands west of Amn and Tethyr in the Trackless Sea. More than half the islands lacked potable water and were an unfit place to live. The hundreds of islands that could support life were fought over by ruthless pirates who tended to prey upon the shipping lines of Amn, Tethyr, Calimshan, the Sword Coast and the Moonshae Isles.[4]
Geography[]
The archipelago comprised hundreds of islands of various kinds, but only the biggest of them bore names and of these names only a handful were known to folk of mainland Faerûn. Maps drawn by mainlanders depicted these major islands and many of the smaller ones, but not the various currents and hazards like shoals and tiny exposed or submerged islets, such as would be encountered in the heart of the island group.[5] Moreover, most of the islands were surrounded by perilous reefs.[1] However, the local pirates knew them like the backs of their hands and knew all the hiding places and safe routes in the area, so the majority were never caught by the various of the Sea of Swords.[5]
The named islands were:[1]
The channel between the Nelanther Isles and the Tethyr Peninsula was known as Asavir's Channel (presumably named after the pirate Asavir[7]). It was a well-traveled sea lane but treacherous because of the many pirates.[1]
History[]
By 1369 DR, the Twisted Rune placed a magical gate on the islands to allow for instantaneous movement to other locations.[8]
Demographics[]
Aside from their shared acts of violence and larceny, the Nelanthers had surprisingly little in common with the Pirate Isles of the Dragon Coast. Most of the Nelanthers' pirates were nonhumans such as orcs, lizardfolk, ogres and minotaurs. These various races and factions waged war on each other as often as they did with outsiders.[4]
Life & Society[]
The reavers of the Nelanther Isles were entirely honorless pirates that tortured their victims, leaving them to horrible deaths. The Nelanther youth were born into the society's violence and their only escape was death, typically while still young. Nearly all fit adults fought aboard ships, while weak and crippled children who somehow survived were left ashore to repair ships or salvage wrecks.[4]
Notable Locations[]
Except for a couple of smaller settlements, the pirates of the Nelanther Isles lived in their ships or in huts that could be abandoned at a moment's notice.[4]
Ports[]
Landmarks[]
- The Sea Towers: Magically warded hard stone towers that were located on some of the islands and in the sea of the region.[4]
Appendix[]
Appearances[]
Gallery[]
Further Reading[]
- Steven E. Schend (August 1997). “Book One: Tethyr”. In Roger E. Moore ed. Lands of Intrigue (TSR, Inc.), pp. 94–96. ISBN 0-7869-0697-9.
- Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. Edited by Jennifer Clarke Wilkes, et al. (Wizards of the Coast), pp. 162–163. ISBN 978-0-7869-4924-3.
- Rob Heinsoo, Logan Bonner, Robert J. Schwalb (September 2008). Forgotten Realms Player's Guide. (Wizards of the Coast), pp. 118–119. ISBN 978-0-7869-4929-8.
References[]
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 Philip Athans (2008). A Reader's Guide to R. A. Salvatore's the Legend of Drizzt. (Wizards of the Coast), p. 121. ISBN 0-7869-4915-5.
- ↑ Karen Wynn Fonstad (August 1990). The Forgotten Realms Atlas. (TSR, Inc), p. 5. ISBN 978-0880388573.
- ↑ Mike Schley (2015-11-18). Map of Faerün (from Sword Coast Adventurer's Guide) (HTML with JPG maps). Sword Coast Adventurer's Guide. Wizards of the Coast. Archived from the original on 2018-10-30. Retrieved on 2019-02-17.
- ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 150. ISBN 0-7869-1836-5.
- ↑ 5.0 5.1 Steven E. Schend (August 1997). “Book One: Tethyr”. In Roger E. Moore ed. Lands of Intrigue (TSR, Inc.), pp. 94–96. ISBN 0-7869-0697-9.
- ↑ Map of the Nelanther Isles included in Steven E. Schend (August 1997). Lands of Intrigue. Edited by Roger E. Moore. (TSR, Inc.). ISBN 0-7869-0697-9.
- ↑ Brian R. James, Ed Greenwood (September 2007). The Grand History of the Realms. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 115. ISBN 978-0-7869-4731-7.
- ↑ Steven E. Schend (August 1997). “Book Three: Erlkazar & Folk of Intrigue”. In Roger E. Moore ed. Lands of Intrigue (TSR, Inc.), p. 24. ISBN 0-7869-0697-9.