Farr Islands
The Farr Islands, also called the Islands of Farr, are an island group in the Great Western Sea. A ship setting sail from the cities of the Free Folk can reach them within a few days.1
Apart from the Empire, the islands are the civilisation closest to Neptun.2
People
The islands are mostly populated by humans, with high elves present here and there. Their people follow a tribal way of life and are born to be sailors.2
Some of the best sailors in the realm come from the islands, and the Farr Islanders track time by the tides.3
The islands know two kinds of nobility. The established island families closely resemble the nobles of the mainland, but there are also noble captains: successful captains are granted noble status, and their territories are measured by the number of ships they own.4
The Faaran people regard fire sorcery as an art that demands mastery and as one of the deadliest forms of magic, though in truth fire spells are no harder than any others. Archibald the Flametamer made a small fortune on the islands by showing off his skill with fire magic, before leaving them for Vansreik.5
Trade and contact
Many exotic treats, chocolate among them, come to the Empire from the islands. Unofficially, pirates are the go-betweens for trade between the Farr nations and the Empire.2
The sea road is not without danger: Marisela Stormweaver faced a perilous encounter with Sahuagin on her way to the islands. Majeek, one of the founders of the Warmongers, is from the Islands of Farr.6
In the Third Age, the raids of Skolpa cut off the connection between the Archon Academy, the Farr Islands and the Empire.7
Notes
- ↑BookLands of Exile: Starter Setting Guide, pp. 2, 43
- ↑BookMercenary Compendium, p. 107
- ↑BookLands of Exile: Starter Setting Guide, pp. 6, 43
- ↑BookLands of Exile: Starter Setting Guide, p. 43
- ↑BookMercenary Compendium, p. 24
- ↑BookMercenary Compendium, pp. 101, 106
- ↑BookLands of Exile: Starter Setting Guide, p. 16
Sources
This article draws on:
