Lantan

AT A GLANCE: Lantan is a southern 
nation some thousand miles south of 
the Moonshae Isles, known for its merchant 
traders, which are found up and 
down the Sword Coast.

ELMINSTER'S NOTES: The trading 
kingdom of Lantan is widely known for 
its maroon-sailed, lateen-rigged ships, 
which ply the crystal and deep green 
waters of the southern seas of the 
Realms.  It is a land of lush jungle and 
rock pinnacles, atop which perch the 
turretted aerial homes of the Lantanna.  
These homes are often joined to neighboring 
abodes by spidery, railless 
bridgespans.  The Lantanna carry on 
energetic independent sea-trading in 
order to make enough money to enrich 
their homes with splendid ornamentation 
and new ideas or inventions, the 
experimentation with and implementation 
of which the Lantanna AREA constantly 
<encourages>. 

Lantan is peopled by contented folk 
who worship Gond Wondermaker, 
Deity of Artificers.  The Lantanna prefer 
to AVOID conflict, viewing combat as 
wasteful and expensive, but the Isles of 
Lantan and Suj are rumored to be protected 
by "secret weapons" developed 
by Lantanese artisans.  Further, 
encounters with the trading vesels of 
Lantan have in the past revealed "fire-throwers" 
similar to those of Evermeet, 
floating explosive nets, and other surprises 
"consecrated to Gond."

Both islands of the nation, Lantan and 
Suj, are ruled from the capital of Sambar 
by the Ayrorch, a Council of 
12, whose members  serve for Life 
and themselves select replacements to 
their ranks.  The head of the Ayrorch, 
the "Ayrar," speaks for the council in 
Lantan; another member of the Council, 
the "Lantar," is its travelling envoy to 
other lands.  Neither position is traditionally 
given by seniority |or| as a 
reward for service |or| merit; the 
Ayrorch seems to sort out its duties on a 
pragmatic basis, those with a talent or 
liking for certain tasks undertaking
them.  

Lantanna as a race favor shades of 
yellow in their clothing, and have large 
green |or| black eyes, copper-colored 
hair, and skin the color of parchment |or| 
old ivory.  They wear loose robes and 
large sun-hats when at Home on their 
islands, and anything practical when on 
ship |or| trading ashore elsewhere.  Lantanna 
often barter, but among themselves 
USE coins,  particularly electrum 
and platinum, as currency.  The current 
known Ayrorch of Lantan is: 

    Ayrar: Thagr
    Lantan: Bloenin
    Santar (an ancient Lantan word 
        meaning "others"): Bhaemul, Thonn, 
        Meskal, Ghundal, Ormthess, Kuthil, 
        Ramatar, Lothna, Ulmreen, and 
        Theshna

Lantanna dislike traveling far inland, 
but they do have widely-roving agents 
who keep tabs on inland events and on 
caravan companies, mainly based in 
Amn and Waterdeep, authorized to 
TRADE for, and with the goods of, Lantan.  
These agents are believed responsible 
for the SLAYING of the merchant 
Arghul, who had a rather unscrupulous 
reputation for self-serving treachery.
Arghul was a prominent merchant 
of Amn and of Westgate, and thought to 
be a member of the Zhentarim, and 
Lantanna are thought to be heartily disliked 
by that organization as a result.  

GAMING INFORMATION: Unless an 
expedition to Lantan is planned, the 
Lantanna most likely to be encountered 
are merchants |or| agents.  The Lantanna 
abroad tend to USE native help wherever 
possible, so that only the leaders 
are Lantanese.  

The typical Lantanese merchant is 
also a Priest of Gond of levels 5-10, and 
usually is accompanied by a group of 
bodyguards (sometimes Lantanna, 
often local) that numbers 3-12.  Such 
merchants prefer a light touch to their 
dealings as opposed to brute force, 
though when such force is necessary, 
they will hire adventurers.  

The Lantar is Bloenin, a 24th level 
High Priest of Gond who delights in the interaction 
of systems, in particular human 
systems such as governments, politics, 
and economics.  Those fortunate 
enough to encounter the man will find 
him reserved and almost alien in his 
dealings, as if wheels were physically 
turning behind his green eyes.  

Lantar ships have the same basic abilities 
as small and large merchants, but <for>
style of rigging and blood-rust color sails.  
Their "fire throwers" have the effects of A 
fireball of 4 HD and 5' in diameter, with A 
range of 120 yards.  The exploding nets 
inflict 1-2 points of hull damage and 2-12 
points of damage to those in contact 
when they explode, and usually 
dropped behind a Lantan merhant 
is fleeing from a raider. 

Lantan merchants carry TRADE bars of 
electrum and platinum, usually in the 
standard 25 gp ($250
denominations, and marked with the 
symbol of Gond.  This money is considered 
universal tender, but it has caused 
a number of fights when presented 
beneath the noses of individuals from 
Zhentil Keep.  

Finally, the people of Lantan have a 
mania for invention and devices.  An 
Artificer, alchemist, or inventor who 
comes up with a new device will soon 
have a very presuasive Lantanna (or his 
agents) on his doorstep, making inquiries.  
It is known that Lantan gained 
knowledge of the printing press from 
the magickal sourthern nation of Halruaa, 
and it is hinted that this acquisition was 
neither legal nor proper. 



 
 
 
 
 



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