Southern Isles 

Off the coast of the southern realms of Faerûn, even south of the Moonshae Isles, are some smaller, less influential island nations. The Nelanther, just across Asavir's Channel from Tethyr, is a land of raiding pirates. Farther south, some three hundred miles from the Moonshaes, is the fabled island of Lantan, birthplace of many odd inventions. Well south of there, beyond the jungles of Chult, is the mysterious island of Nimbral.


Lantan 

I had not visited Lantan for over a year when it happened, but the way most tell it, when magic failed utterly in this place, all the stored smokepowder and magical gewgaws in Lantan exploded, one by one, just as great waves washed over the island. Within a terrifyingly short time, Lantan was no more.

Or so the stories of survivors went. It appears now that Lantan was transferred to another world, much like Halruaa. Halruua, though, had foreseen the calamity and taken time to prepare. Lantan was not so lucky.

The Lantanese were fascinated—some say obsessed—with building mechanical wonders. Though they employed magic from time to time, the whole island smelled like sawdust, grease, and freshly scraped metal, as shop after shop worked on refining its latest and greatest invention. The new creation might have been little metal knights that walk and fight and knock each other over, elaborate coffers with locks that latch themselves, or mechanical arms that copy what a scribe is writing onto a second sheet of parchment. During my past visits there, I'd seen all of those and more with my own eyes.

Were these gewgaws and trifles of help to the Lantanese when the whole world was ripped from under them? To whom did they turn when in that other world their prayers to their favored god, Gond, went unanswered? What happened in their century away, and now that they are returned, are they happy to be here, or does it seem like their world has once more been ripped away?

Some ships claiming to be from returned Lantan have appeared in ports along the Sword Coast, but from what I hear, the Lantanese who emerge from them are guarded and say little about their homeland. These traders seek to attain large quantities of raw materials such as various types of woods and metals, trading unusual gems and strange gold coins in return. Of their inventions, folks have seen little, but the few glimpses attained have fueled much speculation about Lantan's development of smokepowder weapons and greater willingness to blend magic with machinery. Indeed, Lantanese traders have reportedly offered many shield guardians in private auctions up and down the Sword Coast, and such golem-like constructs are usually the province of wizards, not tinkerers.


Nelanther 

Take an old salt's advice and beware the Pirate Isles of the Sea of Swords, the Nelanther. Here, all manner of seafaring or sea-dwelling creatures live, from lizardfolk and minotaurs to orcs and ogres, with a smattering of humans and others thrown in for variety. Where some pirates hold to their own code of conduct, the folk of Nelanther care nothing for rules, honor, or even good, neighborly sense: they attack each another as often and as viciously as they do any passing ship or convoy. Simply put, the Nelanther Isles are a chain of reavers and raiders, who eke out a living fighting whomever they can find.

No one's ever bothered to count or name all the tribes of these islands, and I doubt anyone's going to start now. For one thing, it's a fool's errand: tribes split up or are destroyed at such a rapid pace that by the time you finished counting, you'd have to start over anyway. For another, it's dirty, dangerous work, and dealing with pirates is a task best left to swift ships, well-armed navies, and the kinds of fools that would want to count them in the first place.

If you do find out the name of a tribe in the Nelanther, be careful about mentioning it to another Nelanther ship unless you can confirm that the ship belongs to a friendly tribe. Even so, be advised that alliances are short as summer storms in these isles, and it's not likely you'll be around long enough to witness a new one being forged. Proclaiming your allegiance to a certain tribe might anger the one you're talking to.

Still, if you're looking for cheap, strong hands, Nelanther may be the place for you, but don't expect much in the way of loyalty or cleverness out of them. Hiring too many Nelanther sailors on a ship is just asking for your ship to be taken from you, sailed back to the islands, and given new life as a pirate vessel.


Nimbral 

Ever seen an island simply disappear? That is, supposedly, what happened to Nimbral at about the time Lantan drowned, or so they say. Four ship captains of my acquaintance claim to have seen it one moment, and then not seen it the next, and sailed straight through its former location as though it was never there.

Some claim that powerful magic moved or hid the island in a vast illusion. That I find believable, because the Lords of Nimbral have long been known for illusion and trickery. If any isle were to vanish into thin air, it would be theirs. Likewise, Nimbral's return is certainly within their capabilities, and perhaps this event is the climax of a trick so long and complex that even a gnome can envy its scope.

Nimbral today is much as it has always been: far-flung and secretive. Where the island went, what it did while gone, and why it came back all seem to be facts the Lords of Nimbral prefer to keep to themselves.

Nimbral is still ruled by its mysterious lords, a closely related family of archmages, master illusionists all. They in turn appoint the heralds, who proclaim the laws, and the Knights of Nimbral, fabled hippogriff riders clad in armor clear as glass but strong as steel. Don't let the fact that they are called knights fool you. The Knights of Nimbral have always acted as pirates when out on patrol over the seas, preying on ships that strayed close to their island.

What my captain friends were doing in waters so close to Nimbral they did not disclose. "Business" was all they'd say, but no one has business so far south as Nimbral, unless they expect to dock at the island. Alas, in the time since we last spoke, all those captains have died, and I can't question them further about what they know of the place.

If you have cause to sail south by Chult, keep a wary eye on the skies. It might not help, since the Knight of Nimbral have been known to appear out of nowhere, apparently invisible before they attacked, but it pays to be cautious when you're doing something foolish.