Overview
This document details several minor islands within the Floenry chain, each possessing unique characteristics, inhabitants, and dangers. From agricultural plantations and notorious pirate havens to monster-infested rocks and untouched jungles, these islands contribute to the diverse and often perilous nature of the Floenry Isles. They range from being politically claimed and exploited to remaining wild, untamed territories avoided by most civilized folk.
Individual Islands
Isle of Burcee
Information
World Eraedal Type Location Location An agricultural plantation island within the Floenry chain. Associated location Floenry Isles, Land of the South Winds Tags #eraedal,#location,#island,#plantation,#agricultureDraft false
Overview
Burcee is the second of the three successfully colonized islands in the Floenry chain, claimed and held with an iron grip by the Land of the South Winds. Most of the ancient rainforest has been systematically clear-cut to make way for massive, industrialized plantations of bananas and sugarcane worked by twelve thousand enslaved non-humans. Following the rebellion on Oen, Burcee now functions as the South Winds Crown’s sole remaining military supply depot and naval staging base in the archipelago.
See the canonical master dossier: Burcee.
Island of Totugo
Information
World Eraedal Type Location Location An island within the Floenry chain, known as a pirate haven. Associated location Floenry Isles Tags #eraedal,#location,#island,#piratehaven,#outlawDraft false
Overview
Totugo is a notorious pirate haven within the Floenry chain, detailed further within the annals of the region’s maritime outlaws. It serves as a base of operations and refuge for pirates and other illicit activities. (See Pirates of the Floenry Chain for more details).
Geography
(Information not provided in source text, assumes typical Floenry island characteristics suitable for a pirate haven).
Governance
Governed by various pirate factions and crews; lawless by traditional standards.
Points of Interest
- Hidden Coves & Docks: Likely features natural harbors and concealed docking areas crucial for pirate operations.
Notes
- Further details regarding its inhabitants, politics, and specific features are to be found in the referenced Pirates of the Floenry Chain document.
The Serpent’s Tooth
Information
World Eraedal Type Location Location An arid, rocky island 26 miles off the southern tip of Oen. Associated location Floenry Isles, Oen Tags #eraedal,#location,#island,#dangerous,#chimera,#seaserpentsDraft false
Overview
The Serpent’s Tooth, located twenty-six miles off Oen, is a place of dark rumors and deep-seated fear across Eraedal, heavily shunned by sailors. Despite widespread ghost stories of pirates, cannibals, dragons, and fiends, only two truths hold: frequent sightings of sea serpents along the coast and the presence of a vicious, solitary chimera nesting on the island. Its terrain is arid and rocky, unsuitable for agriculture, and its waters are impossible for commercial fishing due to aggressive sea serpents.
Geography
Exceptionally arid and rocky, broken only by a half-dozen barren hills and sparse patches of choked jungle. The poor soil is entirely unsuitable for standard agriculture.
Governance
There is no civilized governance. The island is dominated by its natural dangers, primarily the solitary chimera, which acts as the apex predator and territorial guardian.
Points of Interest
- Chimera’s Nest: The nesting grounds of the island’s solitary, cunning, and cruel chimera.
- Coastal Waters: Known for frequent sightings of aggressive sea serpents.
Notes
- Inhabitants: A vicious, solitary chimera and numerous sea serpents along the coast. All other legends are fabrications.
- Sea Serpent Threat: Less of a direct threat to travelers than rumored, as they primarily congregate around other remote islands (The Rock, Dragon’s Roost) and the open ocean, rarely venturing near civilized ports.
- Chimera Behavior: The chimera is the only true threat to landers. It uses Stealth to stalk, lets loose bloodcurdling roars to shatter morale, and executes devastating ambushes. It is old, but its long isolation has intensified its savage nature.
- Usage: Daring pirate vessels occasionally use the island to evade naval authorities or to rapidly harvest fresh water and basic supplies from the interior.
The Rock
Information
World Eraedal Type Location Location A barren volcanic island 16 miles south of the Serpent’s Tooth. Associated location Floenry Isles, The Serpent’s Tooth Tags #eraedal,#location,#island,#volcanic,#seaserpents,#barrenDraft false
Overview
The Rock is a barren mound of sheer volcanic rock and hardened lava, jutting 200 feet above the waves, located 16 miles south of the Serpent’s Tooth. Spanning approximately 10 miles in diameter, it is almost entirely devoid of indigenous flora or fauna, save for a few scraggly patches of resilient weeds and coastal grass. Its primary significance is as a premier basking site for the region’s sea serpents.
Geography
A barren mound of sheer volcanic rock and hardened lava, roughly 10 miles in diameter, devoid of indigenous flora or fauna except for sparse patches of weeds and coastal grass.
Governance
None. The island is a desolate, natural feature, effectively controlled by the sea serpents that frequent its shores.
Points of Interest
- Sea Serpent Basking Sites: The rocky shoreline serves as a common location for sea serpents to sprawl and bask in the sun.
Notes
- Inhabitants: High probability (around 40%) of spotting a small clutch of two to six sea serpents. No other significant indigenous life.
- Travel: Commercial merchant vessels give this geographic feature a wide berth due to the sea serpents.
Osto
Information
World Eraedal Type Location Location A pristine tropical island within the Floenry chain. Associated location Floenry Isles Tags #eraedal,#location,#island,#jungle,#grimbor,#untouchedDraft false
Overview
Osto is a pristine tropical paradise characterized by a dense rainforest canopy teeming with exotic parrots, jungle birds, and primates. Its impenetrable jungle density has successfully discouraged all attempts at foreign colonization. Isolated tribes of Grimbor, boggards, and kechs inhabit the island, many of whom have not yet encountered—or learned to fear—humanoids.
Geography
A dense rainforest canopy covers the entire island, creating an impenetrable jungle that has deterred colonization.
Governance
No foreign colonization or established external governance. The island’s interior is effectively governed by its natural environment and the isolated native tribes.
Points of Interest
- Sheltered Bays: Used by pirates for dropping anchor and dispatching shore parties.
Notes
- Inhabitants: Exotic parrots, jungle birds, primates, and isolated tribes of Grimbor, boggards, and kechs who are unfamiliar with humanoids.
- Pirate Activity: Pirates occasionally land in sheltered bays for fresh water and wild game (monkeys, birds, exotic pets), but they never venture deep into the forbidding interior.
The Finger
Information
World Eraedal Type Location Location A tiny islet off the coast of Osto, pointing towards West Mnn. Associated location Floenry Isles, Osto, West Mnn Tags #eraedal,#location,#islet,#wild,#untouchedDraft false
Overview
Often referred to as the Finger or the Finger of Osto, this tiny islet rests just off the coast of Osto and points directly toward West Mnn. It is essentially a miniature ecological clone of its sister island: wild, overgrown, and entirely untouched by civilization.
Geography
A tiny, wild, and overgrown islet.
Governance
None. The islet is a natural, untouched feature.
Points of Interest
- Untouched Wilderness: Its primary feature is its pristine, wild state, mirroring Osto on a smaller scale.
Notes
- Ecological Similarity: Shares the same wild, overgrown characteristics as Osto.
West Mnn
Information
World Eraedal Type Location Location An island marking the outer threshold of the Floenry chain, featuring a free port. Associated location Floenry Isles Tags #eraedal,#location,#island,#freeport,#pirates,#gladiatorialDraft false
Overview
West Mnn marks the outer threshold of the Floenry island chain, largely composed of dense jungle inhabited by various wildlife and reclusive Grimbor tribes (fewer than 50 in the north). Its southern territory hosts the Free Port of West Mnn, a small, self-proclaimed sovereign kingdom of approximately 8,400 vagabonds, privateers, fishermen, and independent farmers. This port is a rowdy, unstable frontier town, notorious for its grand gladiatorial arena and corrupt law enforcement, contrasting sharply with the safe, peaceful agricultural and fishing sectors that constitute 60% of the island’s population.
Geography
Primarily dense jungle, especially in the north and interior. The southern coast features the Free Port with its deep-water harbor, and agrarian farmlands and sugarcane plantations extend inland from the port.
Governance
The Free Port of West Mnn is a self-proclaimed sovereign kingdom. Law enforcement is corrupt, overlooking public violence for bribes and settling serious crimes with steep financial fines. Criminals unable to pay fines are sold to the arena. The majority of the island (60% farmers and fishermen) remains largely outside the port’s chaotic governance, operating in generally safe and peaceful communities.
Points of Interest
- The Free Port of West Mnn:
- The Coast: Fishing community with shanties and small watercraft.
- The City Proper: Bustling merchant square, three prominent inns, a dozen taverns, trade shops. The island’s primary harbor, capable of accommodating up to six ocean-going vessels.
- The Interior: Agrarian farmlands and sugarcane plantations dedicated to rum production.
- The Grand Arena: A notorious gladiatorial arena, unique for its remote, lawless location. It hosts bloody bloodsports and combats to the death featuring captured humanoids and monsters from Eraedal’s jungles, and even duels between rival pirate captains. Heavily subsidized by Western Empire merchants.
Notes
- Population: Approximately 8,400 inhabitants in the Free Port; fewer than 50 Grimbor in the northern jungles. Roughly 60% of the island’s total demographic are honest farmers and coastal fishermen.
- Trade: Generates substantial external revenue from high-quality molasses and premium rum (exported to the Western Empire) and the operations of its grand gladiatorial arena.
- Adventurer Hazards in the Free Port:
- Non-human ancestries are often seen as potential gladiatorial commodities, offered purses or simply drugged and kidnapped. Lupine combatants are fan favorites.
- Street brawls are common, with local law enforcement amenable to bribes.
- Legal fines are steep (hundreds for minor offenses, thousands for severe, 10,000-20,000 for capital crimes). Unpaid fines lead to sale to the arena syndicates.
- Market district limited to mundane craftsmanship and basic provisions; advanced armaments and magical items are scarce.
- Island Interior: The agricultural and fishing sectors are generally safe, peaceful, and hospitable, actively avoided by the working class unless necessary for trade.