The Neuranian Isles
Scattered across an endless ocean that stretches to infinity in all directions, the islands of the Neuranian Empire each tell their own story. Connected by steam-powered airships and brave merchant vessels, these lands form a tapestry of cultures united under imperial rule - though some more willingly than others.
The Heart of Empire
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Chrysanthia
Status: Imperial Heartland | Climate: Temperate Grasslands & Forest The largest island of the Empire, dominated by Lake Lyre at its heart. The capital city of Chrysanth sits nestled in the heartland, while ancient forests blanket the sunward regions and dramatic mountain ranges rise nightward. Connected by roads and still growing rail lines, cities like Solanth, Velhaven, and the ancient Finhaven dot the landscape. Bria’s Wood in the sun-rimward reaches remains one of the last truly wild places on this otherwise “civilized” island.
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Stag Isles
Status: Imperial Territory | Climate: Wide Range From flat grasslands to freezing mountain peaks, the Stag Isles are one of the most diverse regions of the Empire. House Drath makes full use of that fact by leveraging the varied terrain for training its soldiers for whatever they might face. The isles are dotted by military training camps and mock towns and cities that serve only as backdrop for training exercises. The native inhabitants are tough, practical folk, and make up a large percentage of House Drath’s recruits.
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Badger Isles
Status: Imperial Territory | Climate: Alpine Forest The inhabitants of the Badger Isles are known to be ill-tempered and solitary. Their main export is history professors. Rumors speak of a subterranean library that eclipses the size and scope of the Great Library in Chrysanth. Most believe it is the perceived threat of having their tomes absconded to the Capital that results in the fact that no Badgerite would ever admit to its existence.
The Disputed Territories
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The Fey Isles
Status: Tax Rebellion (Year 6) | Climate: Eternal Spring Home to the mysterious Sidhe, these islands remain wrapped in enchantment. The rebellion began over “unfair taxation without fey representation” but has deeper roots in the Empire’s attempts to regulate wild magic. Mists that confuse navigation protect these islands, and time flows strangely here. The Sidhe maintain their connection to their ancestral underwater city through ancient portals.
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Dragon Isles
Status: Uncharted Danger | Climate: Tropical Rainforest These volcanic islands remain largely unmapped due to the ocean-dwelling dragons that claim the surrounding waters. Ships that venture too close rarely return, and those that do tell tales of serpents larger than warships and storms that chase vessels with intent. Rumors persist of vast treasures and lost civilizations hidden beyond the dragon territories.
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Spider Isles
Status: Venomous Danger | Climate: Tropical Rainforest and Temperate Forest Two medium sized islands off the sunward coast of Koranthia. Inhabitated mostly by their namesake, gigantic spiders that can grow as large as an airship. The few humanoids that live here have been adopted by the spiders, and act mostly as their servants.
The Trading Archipelagos
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Snake Isles
Status: Contested Waters | Climate: Tropical Savanna A maze of small islands where the line between merchant and pirate blurs. Hidden coves shelter smuggler’s ships while legitimate traders navigate carefully marked channels. The Empire maintains several fortified ports here, but control extends only as far as cannon range. Home to the famous Serpent’s Market, where anything can be bought for the right price.
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Dolphin Isles
Status: Free Port Alliance | Climate: Temperate Shrublands A confederation of merchant cities that maintain nominal independence through careful diplomacy and substantial tax payments. The islands’ natural harbors and central location make them ideal for trade. Dolphin pods guide ships through safe channels, and local law forbids harming them on pain of exile.
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Turtle Isles
Status: Imperial Protectorate | Climate: Tropical Forest Slow-moving floating islands that migrate with the seasons, actually built on the backs of ancient, massive sea turtles. The inhabitants have learned to predict and guide their islands’ movements. Famous for mobile markets that appear in different locations throughout the year.
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Shark Isles
Status: Imperial Protectorate | Climate: Tropical The motherland of House Neuros. Home now mostly to palatial estates and the servants that care for them. A ring of islands, whose central lagoon serves as the site of the Gateriac, a ruthless yacht race where firearms and magic are banned, but everything else is fair game.
The Frontier Regions
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Koranthia
Status: Dark Territory | Climate: Perpetual Twilight A dark and untamed land where shadows seem to have weight and the sun rarely breaks through the heavy clouds. Home to Koranth, the City of the Dead, where necromancers practice their arts openly and the boundary between life and death grows thin. Ancient forests harbor creatures that predate the Empire, and travelers speak of roads that lead to nowhere and voices that call from empty ruins.
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Raven Isles
Status: Imperial Territory | Climate: Temperate Forest Shrouded in mists that never fully lift, these islands are sacred to followers of Bria. White ravens nest in the cliff faces, and their calls echo strangely through the fog. The locals have developed a complex system of bell towers for navigation, as compass readings prove unreliable in the supernatural mists.
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Horse Isles
Status: Autonomous Region | Climate: Temperate Grasslands & Shrublands Wide plains and rolling grasslands characterize these conventional islands. Home to centaur tribes and followers of Patrikia, these islands maintain their traditional ways while trading horses and grain with the Empire. The sight of vast prairies stretching to the horizon, with wild horses running free, attracts pilgrims and artists seeking inspiration.
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Bear Isles
Status: Imperial Territory | Climate: Alpine Forest Rugged heartward territories where tradition holds strong against industrial progress. The locals have resisted most modern innovations, preferring their ancestral ways. Rich in timber and furs, these islands supply materials for the Empire’s expansion while maintaining their own ancient customs. Aurora lights dance above glacier-capped peaks.
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Wolf Isles
Status: Imperial Territory | Climate: Temperate Forest Dense forests cover these ancient islands where werewolf clans have lived for centuries. The local packs have negotiated treaties that allow them to maintain their traditional structures within imperial law. Ancient forest roads, older than the Empire itself, wind between massive trees that some say are awakened. The howling on full moon nights can be heard for miles across the water.
The Lost and Legendary
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Avernon
Status: Underwater City | Climate: Eternal Twilight The legendary capital of the ancient Sidhe, preserved beneath the waves during the great Flood by powerful magic. Located in the open ocean rather than near any island, Avernon exists in a massive air bubble maintained by ancient enchantments. Ships passing over the city on calm days report seeing lights gleaming far below the surface. Only the Sidhe know the secret paths to reach their sunken metropolis.
The Infinite Beyond
But remember - Angrea is infinite. Beyond the mapped territories of the Neuranian Empire, the plane stretches endlessly in all directions. Sail far enough in any direction and you’ll find new lands with their own stories, their own gods, their own destinies. Some say if you travel far enough, you’ll find every story that ever was or ever could be, playing out somewhere on this infinite stage watched by the eternal siblings.
The Empire maps what it can control. The wise know that infinity cannot be conquered, only explored.