Quick Facts
World: Eraedal
Type: Tropical Island Archipelago
Known Islands: 14
Colonized Islands: 3

Image Credit: Art by Will Ervin
Overview
The Floenry Isles are the southernmost reaches of the known world—a chain of fourteen tropical islands representing the absolute frontier of civilization. Human arrival is relatively recent, occurring within the last five centuries. Though first charted by the Timro Kingdom, the Land of the South Winds were the first to explore the islands’ interiors. Reports of ancient ruins sparked the curiosity of the Western Empire, but their explorations yielded neither treasure nor arcane knowledge.
Due to the islands’ poor soil for farming, lack of valuable natural resources, and extreme isolation, long-term settlement remains brutally difficult. Only three islands have been successfully colonized by humans. The dense vegetation, deadly predators, sudden storms, and required imports of essential supplies have deterred most potential settlers. Consequently, the islands have remained largely independent, making them ideal havens for pirates and other outlaws seeking refuge from the law.
Geography
The Floenry Isles are uniformly tropical, characterized by tall grass and dense jungles. The climate is hot and humid year-round. Coastal areas benefit from pleasant ocean breezes that keep temperatures around 90°F, making them relatively tolerable. However, the interior rainforests are stagnant steam baths where dense vegetation blocks the wind, trapping heat between 95–100°F.
The islands’ waters are treacherous, filled with aggressive sea monsters and prone to sudden, devastating storms. Most supplies and necessities must be imported from the mainland, several days’ journey away.
The Ancient Mystery
Ancient ruins—crumbling pyramids, monoliths, and stone structures—can be found on nearly every island in the chain. Western scholars believe these predate even Elves and Dwarves, built by a forgotten archaic race that perished during the cataclysmic battle with the dreaded Old Ones aeons past. These same scholars theorize that the ape-like giants known as the Grimbor are the de-evolved (cursed) descendants of this lost civilization. The Southern Kingdoms find such notions ludicrous and reject them entirely.
Governance & The Grand Equilibrium
Historically, the Timro Kingdom, Land of the South Winds, and Western Empire have all contended to claim all or part of the archipelago. However, the islands’ true political status is governed by a delicate Grand Equilibrium (as documented in Library/PFRPG_03_Adventures_on_the_High_Seas):
The Balance of Power
Any overt attempt by a single mainland superpower to establish a permanent, sovereign military stronghold across the Floenry Isles would trigger an immediate world war. Such an expansion would drag in not only the Timiro Kingdom and Land of the South Winds, but also the Western Empire, the Eastern Territories, the naval realm of Bizantium, and even the northern Wolfen Empire. Consequently, while the mainland crowns posture, grumble, and finance local proxies, none dare commit their grand battlefleets.
This political stalemate leaves the islands as an independent, lawless frontier where proxy wars, privateers, and ancient cults clash in the shadows.
The Pirate Republics & Corsair Codes
Because of their isolation, the Floenry Isles serve as the primary sanctuary for privateers, smugglers, and pirate syndicates operating along the southern trade lanes:
- Tortugo: The de facto capital of the Pirate Federation, where corsairs repair vessels and divide plunder.
- Captain Lebrac: An honorable Elven corsair captain who preys exclusively upon Western Empire and South Winds slave ships to liberate captives, operating from a hidden sanctuary centered around an ancient 800-foot tree inhabited by a woodland Will-O’-The-Wisp.
Wildlife & Primordial Perils
Beyond mortal politics, the archipelago harbors unique, primeval wildlife found nowhere else in Eraedal:
- Mighty Wooly Dragons: Primitive, flightless, furred/feathered prehistoric behemoths that graze in secluded volcanic valleys (most notably on Dragon Roost).
- Serpent Rats & Tatzelwurms: Voracious, nocturnal scavengers that have overrun abandoned settlements on islands like South Bay.
- Krel & Hytrils: Cunning, tree-dwelling reptilian predators and mischievous simian scavengers who stalk jungle paths.
- Flying Turtles: Rare, benevolent mystical creatures that nest along isolated shores (such as East Mnn).
Historical Context & Grimbor Safaris
Over recent decades, the Western Empire has officially withdrawn its territorial claims. However, Empire slavers and decadent aristocrats continue to sponsor brutal “Grimbor Safaris” to capture the ape-like giants for Caer Itom’s gladiatorial arenas and exotic menageries—a practice that threatens to eradicate the gentle giants from Eraedal entirely.
The Islands
The Floenry Isles archipelago comprises fourteen distinct islands, each with unique characteristics:
1. Oen Island
One of the three successfully colonized islands, home to roughly 43,000 residents. White sand beaches give way to scattered fishing villages and vast sugar cane fields. The capital is Port Oen.
2. Enry Island
The largest and most heavily populated island in the chain, with approximately 78,000 residents. Features the supply harbor of Port Miro.
3. Lyrd Isle
A dense, suffocating jungle territory. Historical attempts at colonization have resulted in unexplained deaths and disappearances.
4. Dragon’s Roost
A lush tropical island rimmed by jagged cliffs that make naval landings nearly impossible. Known to harbor populations of large, dangerous creatures in its interior valleys.
5. South Bay Island
Rocky, rolling hills that once hosted a failed Western Empire settlement attempt. Now largely abandoned and infested.
6. Grimbor Island
Located in the center of the Floenry chain, this island is the primary homeland of the giant, ape-like Grimbor. The jungle contains massive stone megaliths and an ancient 300-foot-tall pyramid structure at the island’s center.
7. East Mnn
A small, pristine stretch of beach and untouched jungle approximately 50 miles long. Features a self-sufficient farming and lobster-trapping community. Deep within its interior stand three beautifully preserved 300-foot-tall ancient stone pyramids.
8. West Mnn
Situated at the edge of the island chain. The southern port town serves as a haven for fishermen and traders. Known for rum production.
9. Isle of Burcee
The second of the three successfully colonized islands in the chain. Held with an iron fist by the Land of the South Winds, the native rainforest has been clear-cut to make way for massive, industrialized banana and sugarcane plantations worked by twelve thousand enslaved non-humans. Following the catastrophic loss of Oen to Drogon Deathbringer’s rebellion, Burcee now serves as the South Winds Crown’s sole surviving naval garrison and logistical staging base in the archipelago. See full dossier: Burcee.
10. Island of Totugo
A notable stronghold and staging harbor in the southern seas.
11. The Serpent’s Tooth
Located 26 miles off the coast of Oen, this island is dry, rocky, and barren. The surrounding waters are heavily infested with aggressive sea serpents.
12. The Rock
A completely barren, 10-mile-wide mound of solid volcanic rock and dried lava jutting from the ocean. Entirely devoid of plant or animal life.
13. Osto
A pristine tropical paradise untouched by colonial expansion. Dense rain forests alive with populations of monkeys and exotic jungle birds. Small, isolated tribes inhabit the interior.
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.