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.
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.
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