# Maps & Charts - Angrean Atlas

:::section
## The Cartographer’s Archive

:::intro
*The following maps have been compiled from the journals of Imperial cartographers, many of whom are still alive. The ones who mapped the Dragon Isles are not, but their sketches -recovered from floating debris- proved surprisingly accurate.*
:::

:::intro
"The map is not the territory. The territory is significantly more likely to kill you."  
— First Rule of the Imperial Cartographic Society
:::
:::

:::section
## The Neuranian Empire

<img src="/angrea/images/maps/neuranian-isles-map.png" class="maps" id="neuranian-isles-map" alt="neuranian-isles-map">
:::

:::section
## Regions of the Empire

:::intro
*The Neuranian Empire recognizes fifteen distinct regions, though “recognizes” is a strong word for places like the Dragon Isles, where recognition is generally followed by being eaten.*
:::

### The Heart of Empire

:::card-list
:::card
#### [Chrysanthia](/angrea/atlas/maps/chrysanthia.html)

<span class="subh4">Status: Imperial Heartland | Climate: Temperate</span>

The largest island of the Empire, dominated by Lake Lyre at its heart. Home to the capital city of Chrysanth and the bureaucratic machinery that keeps the Empire running.
:::

:::card
#### [Stag Isles](/angrea/atlas/maps/stag-isles.html)

<span class="subh4">Status: Imperial Territory | Climate: Wide Range</span>

From flat grasslands to freezing mountain peaks, the Stag Isles serve primarily as House Drath’s training grounds. The native inhabitants make excellent soldiers and sailors. The Empire sources its spies from elsewhere.
:::

:::card
#### [Badger Isles](/angrea/atlas/maps/badger-isles.html)

<span class="subh4">Status: Imperial Territory | Climate: Alpine Forest</span>

Home to ill-tempered recluses and history professors; often the same individuals. Rumors of a subterranean library remain unconfirmed, as does the rumor that it houses the true headquarters of House Canae.
:::
:::

### The Disputed Territories

:::card-list
:::card
#### [The Fey Isles](/angrea/atlas/maps/fey-isles.html)

<span class="subh4">Status: Tax Rebellion (Year 6) | Climate: Eternal Spring</span>

Currently engaged in what the Sidhe call “being in our care-free era” and the Empire calls “being difficult about taxes.” Time flows strangely here. So does everything else.
:::

:::card
#### [Dragon Isles](/angrea/atlas/maps/dragon-isles.html)

<span class="subh4">Status: Uncharted Danger | Climate: Tropical Rainforest</span> <span class="subh4">TRAVEL ADVISORY: NOT RECOMMENDED.</span>

These volcanic islands remain unmapped because cartographers who venture too close rarely return. Survival rate for unauthorized vessels: approximately 12%.
:::

:::card
#### [Spider Isles](/angrea/atlas/maps/spider-isles.html)

<span class="subh4">Status: Venomous Danger | Climate: Tropical/Temperate Forest</span>

Two islands inhabited primarily by spiders the size of airships. The humanoid residents appear to have reached an… arrangement… with their eight-legged hosts.
:::
:::

### The Trading Archipelagos

:::card-list
:::card
#### [Snake Isles](/angrea/atlas/maps/snake-isles.html)

<span class="subh4">Status: Imperial Fortress Territory | Climate: Tropical Savanna</span>

Where the line between merchant and pirate is determined entirely by which flag is currently flying. Home to the Serpent’s Market, where anything can be bought. Literally… anything. I’m not kidding.
:::

:::card
#### [Dolphin Isles](/angrea/atlas/maps/dolphin-isles.html)

<span class="subh4">Status: Imperial Commercial Territory | Climate: Temperate Shrublands</span>

The Empire’s principal commercial territory, run from Porthos by a House Neuros regent and a Merchant Council whose (almost alarmingly substantial) tax payments arrive on schedule. Harming the dolphins that guide ships through safe channels results in immediate exile. Attempts to communicate with the dolphins through magic have resulted mostly in requests for fish, and the occasional indecent proposal.
:::

:::card
#### [Turtle Isles](/angrea/atlas/maps/turtle-isles.html)

<span class="subh4">Status: Imperial Protectorate | Climate: Tropical Forest</span>

Floating islands that migrate with the seasons, built on the backs of colossal sea turtles. Mobile markets appear at different locations throughout the year. Scheduling is approximate.
:::

:::card
#### [Shark Isles](/angrea/atlas/maps/shark-isles.html)

<span class="subh4">Status: Imperial Protectorate | Climate: Tropical</span>

Motherland of House Neuros, now mostly palatial estates. The central lagoon hosts the Gateriac, a yacht race where firearms and magic are banned but creative violence is encouraged. It’s been \[28\] years since a racer was unable to be resurrected after a death.
:::
:::

### The Frontier Regions

:::card-list
:::card
#### [Koranthia](/angrea/atlas/maps/koranthia.html)

<span class="subh4">Status: Imperial Reserve | Climate: Perpetual Twilight</span>

A land where shadows have weight and the sun rarely breaks through. Home to Koranth, the City of the Dead. Travelers speak of roads that lead nowhere. This is, of course, foolish. All roads lead somewhere. It just may not appear to be a place worth building a road to.
:::

:::card
#### [Raven Isles](/angrea/atlas/maps/raven-isles.html)

<span class="subh4">Status: Imperial Territory | Climate: Perpetual Mist</span>

Sacred to followers of Bria, shrouded in mists that confound navigation. The locals navigate by a complex system of bell towers, as compasses prove unreliable. Also unreliable are any rumors that the mists are alive, have eyes, mouths, or opinions.
:::

:::card
#### [Horse Isles](/angrea/atlas/maps/horse-isles.html)

<span class="subh4">Status: Autonomous Region | Climate: Temperate Grasslands</span>

Wide plains home to centaur tribes and followers of Patrikia. Maintains traditional ways while trading horses and grain with the Empire. The lastlights here are considered a religious experience.
:::

:::card
#### [Bear Isles](/angrea/atlas/maps/bear-isles.html)

<span class="subh4">Status: Imperial Territory | Climate: Alpine Forest</span>

Rugged territories where tradition resists progress with considerable force. Rich in timber and furs. The aurora lights dancing above glacier peaks are worth the journey, the food even more so. The conversation… not so much.
:::

:::card
#### [Wolf Isles](/angrea/atlas/maps/wolf-isles.html)

<span class="subh4">Status: Imperial Territory | Climate: Temperate Forest</span>

Ancient forests where werewolf clans have lived for centuries under treaty with the Empire. The howling on full moon nights can be heard for miles. This is normal, and nothing to be concerned about. Inhabitants rarely bite without proper consent. I know what you’re thinking, and yes, there are clubs for that. Invite only, no fur-chasers.
:::
:::
:::

:::section
## Cartography Data

:::intro
*The following geographic data has been compiled from Imperial surveys, adjusted for places that refused to be surveyed and territories that actively survey back.*
:::

<table><thead><tr><th>Metric</th><th>Value</th></tr></thead><tbody><tr><td>Total Mapped Regions</td><td>15</td></tr><tr><td>Regions Under Full Imperial Control</td><td>8</td></tr><tr><td>Regions in Active Rebellion</td><td>1</td></tr><tr><td>Regions Best Left Alone</td><td>3</td></tr><tr><td>Estimated Total Landmass</td><td>Varies seasonally</td></tr><tr><td>Highest Point</td><td>Mount Kresselrock, Chrysanthia</td></tr><tr><td>Major Trade Routes</td><td>7 established, countless unofficial</td></tr><tr><td>Cartographers Lost This Year</td><td>4 (pending confirmation)</td></tr></tbody></table>
:::

:::section
## Navigation & Travel

:::intro
*The Empire offers several methods of inter-island travel, each with its own advantages and existential risks.*
:::

### By Airship

The safest and most reliable method for medium-distance travel. Commercial and passenger airships fly to most major cities in the Empire, though schedules are… variable.

<span class="subh3">Standard Routes:</span>

-   Chrysanth → Dolphin Isles: Regular service
-   Chrysanth → Stag Isles: Military and civilian routes
-   Solanth → Horse Isles: Seasonal service

<span class="subh3">Hazardous Routes:</span>

-   Dragon Isles: Few captains are willing to charter their airship to the Dragon Isles
-   Fey Isles: Service available but arrival times are “approximate”
-   Spider Isles: Charter only, hazard pay required

### By Sea

Traditional sailing remains common for island-hopping and cargo transport.

<span class="subh3">Seasonal Considerations:</span>

-   Storm season (late year) closes several routes
-   The Turtle Isles follow their own schedule
-   Dolphin Isles pilots available for hire

<span class="subh3">Recommended Routes:</span>

-   Stick to established channels in the Snake Isles
-   Avoid Koranthian waters after dark, no lighthouses, and the reflections off the towers of Koranth are misleading
-   The Dragon Isles don’t have “recommended” routes

### Local Hazards

<span class="subh3">Universal Warnings:</span>

-   Always carry current Imperial identification
-   Respect local customs, especially in the Wolf Isles
-   Never insult the dolphins
-   Never feed the spiders, if they start thinking about food they may start wondering how *you* taste
:::

:::section
## The Infinite Beyond

:::intro
*The Empire maps what it can control. Beyond the fifteen regions, the infinite ocean stretches endlessly in all directions. Explorers who venture far enough from the mapped territories occasionally return with tales of distant lands, strange peoples, and civilizations that have never heard of the Neuranian Empire, and seem perfectly happy about it.*
:::

:::intro
"In an infinite plane, every destination exists somewhere. The trick is surviving long enough to find it."  
— Commodore Helena Voss, Lost Expedition of 847 CR
:::
:::
