Quick Facts

World: Eraedal Location Current

Floenry Isles Image Credit: Art by Will Ervin

Regional Intel Dossier

đź“‹ Black Regiment Operational Briefing

  • Deployment Authority: Timro Kingdom (Deniable Status / Black Banner) * Theater of Operations: The Floenry Isles Archipelago * Current Theater Status: Unofficial Timro territory collapsing into a volatile, multi-front civil war.

Theater Overview: The Edge of the Known World

The Floenry Isles represent the absolute southern edge of the known world. A sweeping chain of 14 tropical islands, the archipelago is defined by wide stretches of tall grass, dense jungles, and incredibly punishing heat. While pleasant ocean breezes make the coasts tolerable at 90°F, stepping inland into the rain forests traps you in a stagnant, humid steam bath averaging between 95°F and 100°F.

Human presence here is relatively recent, spanning only the last five centuries. Though the Timro Kingdom originally charted the waters, the Land of the South Winds was the first to explore the interiors. For generations, the great empires squabbled over these islands. However, because the region lacks massive natural resources and the rocky soil makes traditional farming miserable, the Western Empire completely abandoned its claims. This left the territory politically independent, isolated, and highly volatile—a natural haven for pirates looking to hide from the law.

Of the fourteen islands, only three have been successfully colonized by humans. Settlement is brutal; the waters are packed with aggressive sea monsters, sudden storms can wipe out harbors overnight, and almost all life-saving necessities must be imported from the mainland.

The Ancient Mystery

Ancient stone ruins can be found buried on nearly every single island in the chain. Scholars from the Western Empire believe these crumbling pyramids and monoliths predate Elves and Dwarves, built by a forgotten archaic race that perished during the cataclysmic, ancient war against the Galchutt. The prevailing theory is that the ape-like, primeval giants known as the Grimbor are the de-evolved ancestors of that lost, legendary civilization.

Manifest of the 14 Isles

The following direct intelligence reports map out the true layout of the archipelago based on official exploration logs.

1. Oen Island (The Insurgent Paradise)

  • Status: Open Rebellion / Active War Zone

  • Summary: The single most successful colonial venture in the southern seas, historically managed as a plantation province by the Land of the South Winds. Home to roughly 43,000 residents, its white sand beaches give way to scattered fishing villages and vast sugar cane fields worked heavily by non-human slaves. However, paradise has burned. The local populations have rallied under Orc warlord Drogon Deathbringer and his fanatical Order of the Indomitable Shield. Operating out of the capital of Port Oen, they have overwhelmed the colonial Royal Army outpost and are executing a brutal war to purge the island of all foreign colonists.

2. Enry Island (The Holy Powder Keg)

  • Status: Unofficial Timro Capital / Religious War Zone

  • Summary: The largest and most heavily populated island in the entire chain (78,000 residents), operating as an unofficial territory of the Timro Kingdom. Originally a harmonious colony deeply devoted to the Church of Light, the island was shattered a decade ago when a mysterious mage named Noah proved a heretical truth: that Thoth, one of the Church’s supreme deities, was secretly an Old One. Today, the island is completely fractured. The ruling Church of Light faction controls the main supply harbor of Port Miro, legally executing or torturing anyone who speaks out against Thoth. They are locked in a bloody civil war with a massive Anti-Thoth Cult (40% of the population) who destroy temples to stop a cosmic awakening.

3. Lyrd Isle (The Shunned Jungle)

  • Status: High Hazard / No Human Colonists

  • Summary: A dense, suffocating jungle territory completely shunned by civilized sailors. Every historical attempt to colonize Lyrd Isle has ended in gruesome, unexplained murders, disappearances, and lost colonial ships. Rumors claim the island is possessed by demons. In truth, it is the ancestral battleground of over a thousand primeval werebeasts who look entirely human by day but transform into deadly predators at night.

4. Dragon’s Roost (The Primordial Valley)

  • Status: Extreme Hazard / Avoided by Navigation

  • Summary: A lush, tropical island rimmed by jagged cliffs that make naval landings almost impossible. The deep, shadowy interior valleys of this island are the exclusive hunting grounds of herds of Mighty Wooly Dragons—vicious, 90-foot-tall furry behemoths who possess no magic or flight but boast terrifying supernatural strength. The island is so profoundly dangerous that merchant ships legally give it a wide berth of at least 50 miles.

5. South Bay Island (The Ruined Domain)

  • Status: Abandoned Colony / Infested

  • Summary: Two centuries ago, the Western Empire brought thousands of settlers here to establish a sheep and goat farming community on the rocky, rolling hills. The colonization effort failed completely when the settlers accidentally introduced Serpent Rats to the eco-system. These ferocious, aggressive nocturnal predators multiplied exponentially, forming massive night-packs that hunted the colonists. Today, the northern bay is a rotting ghost town ruled entirely by the rats.

6. Grimbor Island (The Sanctuary of Hatred)

  • Status: Indigenous Citadel / Hostile to Humans

  • Summary: Located squarely in the center of the Floenry chain, this island is the primary homeland of the giant, ape-like Grimbor. The jungle canopy is littered with massive stone megaliths, leading to an ancient, 300-foot-tall temple pyramid at the island’s center where the Grimbor live away from predators. Because Western slave ships have spent centuries aggressively hunting the Grimbor for gladiatorial arenas, the remaining population views all humanoids as “demons” and will violently attack any visitors on sight.

7. East Mnn (The Harmonious Haven)

  • Status: Independent Kingdom

  • Summary: A small, 50-mile-long stretch of pristine beach and untouched jungle. Unaffiliated with any mainland empire, it features a unique, self-sufficient farming and lobster-trapping community where Humans and Orcs live and work together as absolute equals. Deep within its untamed interior stand three beautifully preserved, 300-foot-tall ancient stone pyramids.

8. West Mnn (The Free Port)

  • Status: Neutral Sovereignty / Pirate Hub

  • Summary: Sitting at the edge of the island chain, West Mnn is a self-proclaimed independent kingdom of vagabonds, fishermen, and outlaws. The southern port town is a rough-and-tumble haven welcoming fleets from all nations alongside active pirate crews. Its primary economy relies on producing high-quality rum and operating a massive, blood-soaked gladiatorial arena funded by Western merchants.

9. Isle of Burcee (The Quiet Plantation)

  • Status: Secure South Winds Territory

  • Summary: The second of the three successfully colonized islands in the chain. Claimed firmly by the Land of the South Winds, almost the entire native rainforest was clear-cut to make way for massive, civilized banana and sugar cane farms. It features a simple, quiet agrarian community with no standing military presence, no tourist districts, and no magical anomalies.

10. Island of Totugo

  • Status: Pirate Territory

  • Summary: A notorious, lawless stronghold described across the southern seas as the primary staging harbor and safe haven for the combined fleets of the Pirates of the Floenry Chain.

11. The Serpent’s Tooth

  • Status: Deserted Outpost / Wilderness

  • Summary: Located 26 miles off the coast of Oen, this island is dry, rocky, and structurally barren. Because the surrounding waters are heavily infested with aggressive sea serpents, traditional fishing and trade are impossible. It is universally shunned by the colonial empires, used only by passing pirate vessels looking to quickly restock fresh water.

12. The Rock

  • Status: Uninhabited Outcropping

  • Summary: A completely barren, 10-mile-wide mound of solid volcanic rock and dried lava jutting out of the ocean waves. Entirely devoid of plant or animal life, it serves as a premier “sunning rock” for the region’s sea serpents. Fleets naturally give this landmark a massive berth to avoid tearing their hulls open on the reefs.

13. Osto

  • Status: Unexplored Wilds

  • Summary: A pristine tropical paradise completely untouched by colonial expansion. Its dense, suffocating rain forests are alive with massive populations of monkeys and exotic jungle birds. Small, isolated tribes of Grimbor, Krel, and Hytril inhabit the interior, none of whom have yet learned to fear or hate humanoids.

14. The Finger

  • Status: Wilderness Outpost

  • Summary: A tiny, isolated island sitting just off the coast of Osto. It functions essentially as a miniature clone of its sister island—completely wild, densely forested, and entirely free of civilized settlements or colonial footprints.