Friday, October 30, 2026

The retinue came arrayed in their finery and their armor [In the House of the High King]

This post almost killed me.

I said, "I know how to make the Stone Isles setting fun to read! I'll make Dark Souls-esque armor sets." That's how you share lore without homework, after all.

I wrote one or two. Easy, I thought. Then I sketched the outline of what I wanted to cover, and the rest were like pulling teeth. Ah well! I learned a lot about different types of hats.

The gimmick here is that in certain towns or on certain isles, you can purchase different pieces of fine raiment. If you collect a set, you get a set bonus--a small feat or bonus skill.

I think it is appealing to actually be able to play fashion souls in a tabletop. Can you imagine the individual pieces of small cards that you fit onto a portrait of yourself, Mausritter inventory style?

---

What you wear tells a story. What you wear is important.

You can wear raiment that broadcasts that you belong to a particular caste or culture. When you wear all the listed pieces of raiment for a set, you gain a unique bonus knack. If you are wearing multiple outfits (how?), you may only benefit from one knack at a time, chosen when you get dressed.

Some sets have implements, such as a gleeman's harp, that are carried instead of worn. But what is a gleeman without his harp?

Garments that sound similar but don't have the exact same name cannot be used interchangeably for a set. A "chain hauberk" is different from a "chain shirt."

Restrictions on stacking skills: Occupational raiments' knacks are often bonus skills, giving you a +2 to attribute checks related to a certain subject. The maximum bonus you can get from a skill is +4. If you already have expertise in a skill (+4), being fully arrayed in occupational gear does not stack.

Occupational raiment

Gleeman
Itinerant poets and musicians, gleemen are something between a beggar and a saint. They are accepted throughout the Isles, often paying their passage with a song. Every petty king and lord wishes to stay on their good side, to avoid becoming a target of their comical songs. They are known by an ancient, traditional costume—a cloak of many patches, a braided leather headband, and a harp.
Knack: Bonus Skill: Singing

  • Braided leather headband
  • Cloak of many patches
  • Any instrument, but especially the harp

Guilder
The livery of a guilder is unique to their guild. See that class's entry for full details.

Masked Doctor
With costumes modeled after Dothri, the mother of medicine, masked doctors are found traveling throughout the Isles. Their signature blank white mask makes them hard to distinguish, however.
Knack: Roll twice and take the highest result when rolling a saving throw against disease.

  • White clay mask
  • Blue waxed linen robe
  • Linen wrappings around hands and feet
  • Dothri's rod, a ceremonial wand carved with a serpent motif

Peddler
A mixed sort, peddlers range from itinerant tinkers to merchant princes. They move between the cities like snails, carrying their homes on their back.
Knack: Bonus Skill: Haggling

  • Chaperon
  • Short cape & snail brooch

Peregrine Messengers
Whether carting letters within the same city, walking itinerant paths to outlying farms, or carrying missives between ports, the Peregrine Messengers are ubiquitous. They carry bird-shaped whistles to identify each other, which can be pinned to the hat or tunic.
Knack: Bonus Skill: Athletics

  • Bicorne hat with feather
  • Poncho
  • Bird-shaped whistle, which is worn as a badge
  • Caligae boots

Shepherd
The harpers love to romanticize shepherds, composing idyllic poetry that paints them as humble and simple people. The lords on their throne smile as they close their eyes and imagine these pastoral scenes. Shepherds laugh. It's a hard life keeping their flocks safe from prowling beasts in the high and inhospitable hills! Even so, even monsters must respect the power of a shepherd's simple humility.
Knack: Bonus Skill: Animal Handling

  • Straw hat
  • Hairy breeches
  • Shepherd's crook

Sailor
Every commoner in the archipelago is, in a small way, a sailor. But to do it professionally means making a boat your home, making a crew your family, and making the sea your lover.
Knack: Bonus Skill: Sailing

  • Phrygian cap
  • Sailor's coat or vest
  • Harem pants

“And mage and sailor are not so far apart; both work with the powers of sky and sea, and bend great winds to the uses of their hands, bringing near what was remote.”
― Ursula K. Le Guin, The Farthest Shore

Corsair
Alas, too many poor or grim-aspected folk of the Stone Isles choose to break the King's Peace by turning to piracy. The signature look of the corsair is their rope-coil mask: a knot of rough rope worn partially as a disguise, partially as a protective helm. Wearing it is a declaration that the corsair is ready to be strung up if caught. Wearing it inspires fear in all who see it.
Knack: Bonus Skill: Intimidation

  • Rope-coil mask
  • Leather buff jacket
  • Tatted cloak

Raider
The barbarians of the White Lands to the north occasionally raid the Stone Isles in the spring and summer months. Their short chain shirts are easier to remove than long hauberks if one falls overboard. Those who defeat a raider can claim their iron armor through the right of conquest, and even wear it—though it gives one a terrifying appearance to most common folk.
Knack: +1 AC. Additionally, on the first round of combat, if you charge at least 20' and attack with a melee weapon, you gain +2 to hit. This bonus does not stack with any other bonuses from charging.

  • Bull-horn helmet
  • Iron chain shirt
  • Fur cloak

Pilgrim
Many try, at least once in their life, to take a season of pilgrimage to a temple or holy site. Some visit the shrine of the angel that is the patron of their craft. Some do "the tour," which circuits through the Street of Saints in Tol Town on Sapro, the Monastery of Kemes on Infish, and the Starvault of Caer Ond on Pellidor.
Knack: Bonus Skill: Alertness

  • Wide-brimmed felt cap
  • Pilgrim's cloak
  • Pilgrim's walking stick with gourd jug
  • Abarka sandals

Mendicant
Those who retreat into an ascetic life may do so as a collective, in a cenobium, or choose to live the life of a hermit. In both cases, these mendicants live a life dependent on the charity of the community. The rites of monasticism were written by St. Martyn. Both commoners and clerics may enter the holy mendicant life.
Knack: If you don't attack or cast hostile spells during a round, your AC is 16.

  • Hood / Wimple
  • Rough-spun robes
  • Belt braided with prayer knots
  • Alms bowl

Almoner
Many islands still practice the ancient tradition of gathering the excess from the richest villagers and distributing it to the most in need—the poor, those who have suffered misfortunes, and so on. Almoners are lay priests who administer this fund. The holiday of Hocktide often is used to shore up the almonry's coffers for the year.
Knack: Whenever you administer an effect (a potion, a spell) that heals damage to another, they regain +1 hp.

  • Zucchetto cap
  • Black frock coat

Presbyter

Those who enter holy orders as clerics are called presbyters when spoken of as a group, without naming specific orders or ranks of seniority. They travel their domain, protecting the common folk from threats outside their walls. They lay the undead to rest, and perform other needful rites. They keep the histories and lore of the Stone Isles.
Knack: When singing hymns, you may ignore the restriction of being able to see your target to cast spells.

  • Saturno cap
  • Clerical robes
  • Scapular
  • Prayer beads

Hierophant
A hierophant is any cleric who administers a temple or shrine. These vestments are only granted to clerics of 6th level.
Knack: Lower the target number for all saving throws by 1.

  • Mitre
  • Clerical robes
  • Anavalos mantle
  • Prayer rope
  • Crozier

Tower Sorceress
The academic robes of a teaching sorceress, spangled with images of the stars of heaven.
Knack: Using your charm, you may identify an object as being magical after 10 minutes (1 turn) of study.

  • White barbette and gable hood
  • Grey robes stitched with stellar patterns
  • Closed-eye charm

Stone Sorceress
Those sorceresses that settle in cities and villages are called Stone Sorceresses. They serve their communities through the brewing of magic potions and dispensation of their spells at key times of the year. And by looking out for dragons.
Knack: When you touch your third-eye charm and concentrate for a moment, you may ask the referee "Is somebody unseen watching me?" The referee will answer honestly.

  • Tall, pointed hat
  • Green robes with floral or leaf patterns
  • Third-eye charm

Salt Sorceress
Sorceresses with the fallen star of the Sign of the Sword often crew the ships of Guilds, merchant princes, or local lords since they can summon a wind that gives the ship autonomy from the whims of the world. They are called Salt Sorceresses, or sometimes "Blue Sorceresses."
Knack: You may cast spells while on unstable surfaces such as a pitching ship in a storm (see Other Combat Issues: Unstable Surfaces in Old-School Essentials).

  • Wide-brimmed pointed hat
  • Blue, rune-marked robes
  • Blue-eye charm

Enchantress
The eight enchantresses govern some aspect of the practice of sorcery throughout the Isles, and administer the College of the Tower. These robes are only granted to sorceresses of 7th level.
Knack: You may move up to half of your movement speed and still cast spells in combat.

  • Double henin (horned conical hat)
  • Enchantresses robes, in a unique color for her station
  • Chained ring & bracelet

Falconer
Keepers of the mews, falconers capture and train the hunting birds beloved by nobles of the Isles.
Knack: Bonus Skill: Hunting

  • Coif
  • Leather gauntlet

Man-at-Arms
Despite the differences in armaments between the Isles, the image of the man-at-arms is almost humorously routine—colorful tabard, poofy gambeson, baggy pants, plumed beret. The signature look was established by laws attempting to limit armor to the nobility a generation ago.
Knack: +2 AC

  • Beret with plume, in house colors
  • Padded gambeson
  • Tabard with house sigil
  • Plunderhosen (baggy, slashed breaches), in house colors

Castellan / ChÃĒtelaine
Tasked with the management of a manor, the castellan manages the day-to-day affairs of a keep. They are sometimes called the king's hand, since they act with his authority.
Knack: Bonus Skill: Estate Management

  • Chaperon turban
  • Tabard in house colors
  • Necklace with key-shaped links


Herald

Heralds are the king's messengers, who issue proclamations or negotiate with the neighboring lords at their ruler's behest. They are sometimes called the king's voice, since their agreements made on his behalf are binding.
Knack: Bonus Skill: Negotiation

  • Roundlet hat
  • Tabard in house colors
  • Baton of office, sometimes with pennant

Noble
The nobility of the Stone Isles are a mingling of the sorcerous daughters of Anu and the warlike clans who came afterwards. Women in the nobility are said to be "of the night," and men "of the day." Both wear costumes that evoke the heraldry of their house.
Knack: Bonus Skill: Command

  • Chapeau
  • Doublet or dress in house colors
  • Surcoat with house sigil
  • Silk hose

Regional raiment

Yeomen of the cities of the Stone Isle can be identified by wearing their isle's costume.

Pellidor
The standard dress on Pellidor is called the "garment of peace." It is a mantle like a toga or a kilt, a wrapping of a length of cloth. They are dyed in pools with tinted water, like a natural dye. The blues they produce are called "Pellidor blue"; it is rich and vibrant. The longer a garment is immersed, the darker it becomes. Women wear black, men wear blue, and others wear purple.
Knack: +2 HP

  • Wreath of flowers, real or gilded
  • Garment of peace mantle

Isle of Laud
The people of the Isle of Laud are marked by their headdresses that seem to ring their heads in a halo. Some opt for a simple circlet. All genders favor the bliat, a floor-length overgarment with voluminous sleeves. These are brightly colored.
Knack: Gain a +2 bonus to all ability checks made at sea or on a ship.

  • Halo diadem
  • Bliat

Knockwind
The flowering fields of goldenrod on the Daughter-Isles of Knockwind lend their signature color to the long tunics favored by the people of these islands.
Knack: +15' (+5') base movement speed

  • Hood
  • Goldenrod tunic or dress

Orthos
The cedars of Orthos are bored by a certain insect that produces a rich red color, which the folk of that island delight in wearing. Orthic-style headdresses are tall, supported by a structure of whalebone or wood. They may be pointed or barrel-shaped. Sometimes veils or cloths are wrapped around them or hung from them for ornamentation. The wealthier among them wear copper ornaments that fit over their fingers; poorer yeomen lacquer and paint their fingernails a golden color.
Knack: Once per day, you may reroll a failed Loyalty or Morale check for your retainers.

  • Orthic headdress
  • Red robes
  • Decorated fingers

Llys
For garments, the folk of Llys favor bleach-white linens. They add color through their cloaks and hats, which both traditionally have bird motifs. They wear circlets, caps, or helmets decorated with wings. Their cloaks are ornamented with feathers from any bird native to the isle.
Knack: +1 bonus to retainer hiring reactions.

  • Winged hat, helm, or headdress
  • Feathered cloak
  • White tunic or dress

Erl

The urbane people of Erl wear colorful coats and ornate collars when out of doors. In public, it is polite for both men and women to wear a stylized half-mask made of cloth, leather, or lace. The shape of the mask says something about your livelihood, station, marital status, political affiliation, etc.
Knack: Once a day, you may make a Charisma check. If you succeed, you get a 20% discount from one merchant for that day.

  • Erl half-mask
  • Ruff collar
  • Frock coat

Tine
The people of Tine wear colorful, close-fitting knit caps and brightly-dyed woolen ponchos to keep themselves warm and dry from the sea mists that creep up the tall, central mountain of the island.
Knack: You gain a +2 reaction roll with animals.

  • Soft cap
  • Woolen poncho

Infish
An Infish-style cloak is like a sleeveless robe dyed a deep shade of dark blue, often paired with a hood of the same cloth. Beneath, they wear a garment sewn with artificial scales, sequin-like.
Knack: +1 to Charisma checks and reaction rolls during a session that you have shared a verse or two of poetry.

  • Dark blue cloak
  • Scale tunic or dress

Far Infish
The people of Far Infish traditionally wear a vest or short coat called a shellycoat. It is made of hide and decorated with shells (hence the name), and sometimes also beads, bird skulls, and small turtle shells. Both men and women also wear tartan trousers most of the year.
Knack: +2 bonus to saving throws against charm effects and magical music effects, like a siren's song.

  • Shellycoat
  • Tartan trousers

RÅŦn
Men of the island wear a round, brimless, fez-like cap traditionally covered in orange felt. Everybody wears shirts or tunics, over which is pulled a stylized short jacket, which can be worth sleeveless or with attached sleeves, and an embroidered cloth belt. These are combined with breeches or skirts to complete the ensemble.
Knack: +1 to attack when you have only 1 or 2 hp.

  • Orange fez (for men)
  • Embroidered short jacket
  • Embroidered belt

The Kettle
On the Kettle, men and others wear breeches, shirts, and woolen waistcoats; women and children wear dresses. Everyone wears a signature tall hat, sometimes with ties to affix them in position, and a roughspun great cloak with a voluminous hood that can be pulled over the hat. Wooden clogs are common.
Knack: +2 bonus to ability tests while in bad weather.

  • Top hat
  • Great cloak
  • Clogs

Lockwind
The folk of Lockwind wear a headdress wrapped around the head, neck, and lower face. It is styled differently based on gender and marital status. They also wear heavy sea-grey robes that protect against the cold. Traditionally, these robes are pinned with the "snake eye," a charm shaped like a snake encircling an eye, but the charm can take many different shapes.
Knack: +1 to attack and damage rolls against orcs.

  • Veil
  • Snake-eye charm
  • Sea-grey robes

Sapro
The signature style of Sapro is a brightly-colored bell-shaped cloak and pointed hood. They also wear elevated albarcas-style clogs with three "toes" while out of doors, to keep their feet out of the mud of the streets.
Knack: At your choice, you become the most interesting or least interesting person in your company.

  • Bell-shaped cloak and hood
  • Albarcas clogs

Vespish
The Vespish wear kaftan-like robes as a base layer. Over these, they wear cloaks of hide; sometimes just strips of leather, sometimes fur stoles. They also wear headdresses that were part of their religious practice in antiquity: they are made of leather, horn, and the skulls of animals.
Knack: Bonus Skill: Hunting

  • Headdress
  • Hide cloak
  • Robes

Isle of the Hand
On the Isle of the Hand, an indigo half-cape is customarily worn by adults. Men wear a signature "biretta"-style cap, with a prominent tassel or tuft. Women wear simple cloth wimples. These headdresses are usually black or white. Their shoes are famous for ending in long points. Although not a daily part of their costume, the Handlings will wear Grecian-style clay masks during solemn occasions.
Knack: When you seek news, you hear 2 rumors instead of 1.

  • Tufted cap or wimple
  • Indigo half-cape
  • Poulaines (pointed shoes)

Cruxling
The equestrian culture of Cruxling has led to a practical style: a brimmed hat (traditionally tricornered), ornate leather vests, and tall riding boots.
Knack: Bonus Skill: Riding

  • Tricorn hat
  • Leather vest
  • Tall boots

Totemmark
On Totemmark, stocking caps with long tails are worn. The tails may be styled in different ways: hanging, tassled, up, over the shoulder, etc. The people wear coats made of reindeer hide, adorned with contrasting colors and embroidered with pewter thread. Their boots are specialized for walking on snow or ice; they are furred and come to a point.
Knack: As part of your action during combat, you may draw or switch weapons freely.

  • Tail-cap
  • Embroidered hide coat
  • Pointed furred boots

Rood
On Rood, all genders wear patterned felt kilts, although they style them differently. While out and about, they wear cloaks made of straw. The outfit is completed with a curious style of hat, styled with some animal emblem or shape, which sits high on the back of the head. This totemic crest is sometimes held in place with a barbette.
Knack: You gain +1 to attack rolls while fighting in the woods.

  • Totemic crest hat
  • Straw cloak
  • Felt kilt

Caves of the Fair Folk
The fair folk of the caves wear white, black, or grey tunics. They wear mantles made of crystal or mushrooms. Elves and dwarves wear hoods, and gnomes wear pointed caps.
Knack: When making a full retreat in combat (see Combat: Movement, in Melee in Old-School Essentials), enemies do not gain a +2 bonus to attack you.

  • Hood or pointed cap
  • Camouflage cloak
  • Tunic


Woods of the Fair Folk
The fair folk of the wood wear long tunics and silk stockings; these may be forest green or grey, brown or orange, depending on the season. Over this a cloak is worn, woven over with leathery leaves or living moss. They wear soft slippers, sometimes with false animal tracks imprinted on the soles. Elves and dwarves wear hoods, and gnomes wear pointed caps.
Knack: You gain a +1 bonus to ability checks to move quietly or set up ambushes.

  • Hood or pointed cap
  • Camouflage cloak
  • Tunic
  • Slippers

Monday, October 26, 2026

Why is the rumor false?

I don't like false rumors.  A false rumor is a wasted opportunity to give players an information key to a future lock. Too many false rumors create an unvirtuous pattern where the players doubt everything told to them, and stop listening to rumors all together--at which point you might as well not have them.

That said, not all false rumors are created equal. A false rumor that is false for a good reason can be a worthwhile inclusion on a rumor table. When the players discover that it's false, they can learn new information by interrogating why it was false to begin with. This is an informational puzzle that can be fun. 

A bad false rumor: "Bree-yark is goblinish for 'We surrender.'" 

The reason this false rumor is bad is because it breaks down when you ask the question: Why would the NPC say this?

Do they genuinely believe it? Why? They couldn't have heard the goblins saying it and thought they were surrendering, contextually. Did someone else tell them this bad piece of false information and they're just repeating it? Did they take 2 years of goblinish in high school and misremember it? If they don't genuinely believe it, are they lying on purpose? What do they have to gain from the deception?

When you ask these questions, you can imagine that sometimes the answers could be interesting. Indeed! A false rumor with good answers to the question "Why is the NPC saying this?" is a good false rumor.

Here are six ways to frame rumors that are untrue but not un-useful.

1. The NPC has been tricked

The NPC is accurately reporting something that is not what it appears. If the party investigates this rumor, it should be clear that what they thought was happening is actually not what's really happening, but it makes sense that the NPC was mistaken.

  • The old shack outside of town is haunted! I see ghostly lights and hear the rattling of chains coming from within! 
    The ghosts are fake. This is a Scooby Doo set up. The shack is being used for smuggling, and the threat of ghosts keep prying eyes far away.
  • The evil giant Hogwaller demands tribute every fortnight. We're running out of money!
    Yes, something that looks like an evil giant comes every fortnight, but it's just a tanuki who has shapeshifted into a giant. If you occupy it for five minutes, its illusion charm wears off. 

I think the trick of "The NPC is repeating a false rumor from someone who was lying to them" is an uninteresting iteration of this. If there's a deceptive NPC, let the false rumor be widespread and commonly understood (see #3) or have them engage the party directly (see #6). 

2. The common wisdom is wrong

The NPC is repeating a commonly-held belief rooted in local superstition, religious dogma, or folklore. 

  • Old Helga is a hag. She lives out in the Gloam Woods. Don't cross her, or she'll turn you into something wretched!
    The townspeople are small minded and unkind. Helga is a witch, not an evil hag. She sells potions at a good price. 
  • Our town was founded when St. Brendan struck the ground so hard, a well gushed forth. He's the patron saint of our town. That's why the inn is called St. Brendan's Well!
    Folklore unrooted in actual history. But it is commonly believed and could be a salient detail when working with NPCs from the town later.

Here, the rumor is good not because it gives you useful information about the subject, but it gives you useful information about the beliefs of the NPCs of the area. 

Be careful giving false conventional wisdom that will get the players into trouble. If you tell them that vampirism can be cured by bathing the neck bite in rose oil, but that treatment is ineffectual, the rumor is pretty disappointing--it's not interesting to know that the locals have "bad medicine."

3. Propaganda

The NPC is repeating a commonly-held (but false) belief, deliberately spread by somebody with an agenda.

  • The princess, who has always been sick, has recently taken a turn for the worse. The whole kingdom is praying for her to recover, and knights ride through the countryside in search of a holy miracle that could cure her.
    The princess is not truly sick, but enchanted by her stepmother, the queen regent. This is why the medicines don't work.
  • Elves are immortal because they steal human babies and sell them to Hell on Halloween in exchange for another year of life. 
    Untrue. Just good old fashioned propaganda to justify the kingdom's war with Elvenhome.
Like with #2, the important part of these rumors is that the general population believes it.

4. Ambiguity, missing details, lack of context

The NPC accurately reports something confusing, ambiguous, or not fully understood. 

  • They say the miller's boy kidnapped the princess. He was seen climbing up into her tower, and now she's gone! Nobody heard a thing that night, perhaps he purchased spells from the local mage to betwitch the princess. 
    The miller's boy and the princess are certainly gone, but they ran away together because they're in love. No kidnapping involved.
  • There's a gorilla on the loose around town! All the men of the town are out with their blunderbusses hunting it. When it sees them, it runs back into the woods.
    Jimmy Brown joined the circus and got trapped in a gorilla costume. When he asks for help, his voice is so muffled it just sounds like gorilla noises. He runs away because he's being hunted. 
These rumors work best when you highlight the potential incongruities upfront. 

5. The NPC is incredulous 

The NPC accurately reports something that seems patently false to them.

  • They say that you can ward away vampires with the scent of fresh flowers. I don't believe it, though! Francois the Flower-seller was grabbed just last week, wasn't he?
    If the players share the NPC's incredulity about flowers, they might be thinking about other methods for warding away vampires. Perhaps a specific type of flower is an effective deterrent. And the detail about the flower seller is actionable.
  • They say that the masked paladin, Lady Constance, wears that mask because the angel Gideon made her hide her beauty from mere mortals. I don't know, though. We used to see her without the mask and not go crazy with love before, didn't we?
    The rumor introduces characters like Lady Constance and Gideon and the mask, but doesn't give a good reason for the mask. Just hearsay.

These rumors fall into the bucket of "Obviously false rumor." (Perhaps other categories, based on the players' beliefs or genre awareness, do too.)

These rumors tell the players about the existence of certain concepts, but don't necessarily give them actionable details--except to say "It doesn't work like this." These are weak rumors to use, but can have their place. The introduction of concepts is sometimes enough.

6. The NPC is deliberately lying to you

The NPC has an agenda and wants the party to believe something that is untrue. This could be for malicious or benign reasons. 

  • I heard there was a treasure hidden under the bridge to the Giant's Step.
    There isn't. There are robbers waiting to rob the PCs. The NPC sends out-of-town rubes into ambushes.
  • All of the cave entrances are trapped. You'd better not go to the Caves of Chaos at all!
    The NPC is worried for your safety and is exaggerating the danger to try and warn you away. 

Since my default behavior is "Just tell them," when I have an NPC telling lies, I often say "The NPC seems untrustworthy" or "The NPC seems shifty or nervous while sharing this rumor." 

The virtue of rumors that are obvious lies is that they tell you something about the duplicitous nature of this specific NPC. These are not random rumors for random bar flies. 

Wednesday, October 21, 2026

Answering the 21 questions [In the House of the High King]

Me and my friends wrote 21 questions for referees to answer recently. I answered them for the High King project.


1. Where can I learn new spells? Who is the greatest wizard in all the land?

You learn new spells not directly from other sorceresses but by finding fallen stars. If you find a fallen star for a constellation you already have, you can trade it to another sorceresses for one of her duplicates, like trading cards.

Or, indirectly, if you do service to the Tower, you may be loaned fallen stars from their treasury to prepare spells from.

Ostensibly, the Archantress Melice is the most powerful sorceress. At least in terms of political power. Any of the Enchantresses of the Tower are probably of co-equal potency. There's no saying who could take whom in a one-on-one magical duel.

a. Is this wizard hot or not?

Yes, but also no. Too intimidating. Beautiful, but cold.

2. What are the major religions? Who are the gods?

The people of the Stone Islands have a simple, unquestioned belief that the universe was created and is sustained by a nameless, all-powerful divinity. They are usually called "the Increate." 

Assignment of human traits to the Increate feels inappropriate for the folk of the Stone Isles, and attributes like "strong," "wise", or even "male" and "female" aren't used. Rather, titles like "Pancreator," "Panjudicator," or other emphatic and poetic names are given to Them.

The Increate is so large that the human mind cannot perceive Them. We stand on an island and might say "the world," but the island is just one part of the world—but the world is too big to see at once. So the Increate emanates angels to tell humans about some part of their vastness: they are like a bull at rest in the meadow. They are like a trumpet made of fire. They are like fire that is cold. 


Each angel, then, is a single virtue of the Increate made manifest. But whereas the Increate is a mystery, an angel is more knowable, more interactable. Many people evoke their names in oaths, pray to them for intercession, and use their charms to aid them in their day-to-day lives.

There are also dead gods under the sea--the Deep Ones. They were there before humans came, before the isles were formed. They will be there after they are gone. 

Nobody worships them. Almost. 

It is not good to worship them.

a. What do my minced oaths sound like?

Using the Increate or an angel's name is rude at best (and blasphemous at worst), so saint's names are employed when making oaths. "Saint Belin!" is a common one, which is polite enough. "Saint Gadreel!" is another one, although it does name an angel. Others include: "Simion's Ass!" "Abbadora's Ass!" "Gobnait's Hooks!" "Let Melito bless you" (a curse). 

3. Where can I be from?

You can be from any of the Stone Isles. You should either be from one of the main cities or just say you're "a villager" from a village that you may name.

4. Who holds power? Who is marginalized? (Put another way: Who tills the land, and who "owns" it?)

It's a feudal society, with nobles (knights and sorceresses) on top, and commoners on the bottom. Most islands are ruled by a king or baron. The kings all pay homage to the High King, who is gone. Most people don't know where he went, just that he's gone. The Sail King was his steward, and rules in his stead. 


Mercantile power is concentrated in the hands of the Guilds. Guilders are commoners, but have political capital.

Social mobility is possible by being knighted (essentially adopted into a noble house) or by joining a holy order: clerics are members of an ecclesiastical government that is parallel to the power of the kings.

5. Where can I receive magical healing and be cured of curses?

The baths in Caer Harrow on Totemmark in the north are said to have healing properties.

There are also temples to the angels. The Order of Clerics are in charge of the temples, and can sing healing hymns, but they only have so many uses of those miracles. The biggest and most important temple is the Starvault in the capital city of Caer Ond on Pellidor.

There are also rumored to be magical wells and enchanted pools in the ruins of the old Wizard Kings. Sometimes these have magical curative powers. They're also inside dungeons, full of dangers, so not really a safe option for most people.

6. How are families organized? 

In simple ways. For common folk, marriage and divorce is self directed and unbound by law. There's a level of civil freedom that, despite being quasi-medieval, would be laudable in our world. 

For nobles, political marriages are important and prescribed. These are covered in the game's rules.

The Stone Islanders have language for three genders: male, female, and genderqueer. If I'm feeling indulgent, I'll get into the linguistic aspects.

7. How do you usually travel between cities?

Boats. The archipelago is (perhaps obviously) a nautical power, and its people are sea people. Being able to manage a sailing ship, from a coracle to a caravel, is an almost universal skill. 

Merchant vessels regularly travel between major port cities. The "sea roads" are kept open by knights, defending them against corsairs and raiders from the North.

8. Who is a renowned hero from the past? What is their name and what did they accomplish?

Atum the first man sang the Stone Isles into existence. But that's not really a hero, I guess. 

Gwion the Bard is a popular hero whose doomed love of the elf Arren was said to lead to the defeat of the Wizard Kings. The Wandlord wished to steal Arren and entomb her with him, but Gwion battled him from the prow of his flying ship. His magic sword, Starslayer, cut the Wandlord's from the sky, and the rest of the Wizard Kings' tombs fell with them. Arren became a sea bird and escaped the crash, which is why sea birds seem to be constantly keening.


The angel Gadreel is sometimes glossed as a warrior-saint who slayed many dragons. If there's a dragon-shaped rock on an island, the villagers will say "That was once a dragon, slain by St. Gadreel." There's probably 100 of these throughout the archipelago. 

9. How does magic work? 

"Arcane" magic works by making a wish on a star in the True Speech. You wish for something specific: usually "I wish that guy over there was on fire." To make a wish/cast a spell, you need a "fallen star": a crystal orb, fallen from heaven, that connects you to the star that grants the wish.

"Holy" "magic" is done by angels. Clerics can ask the angels to perform these miracles by singing hymns to them. Clerics are granted authority to petition the angels a certain number of times per day according to their rank.


a. Can I buy magic potions at a store?

Yes, many towns have resident sorceresses who specialize in creating magic potions for sale.

b. Can I buy magic swords at a store?

Absolutely not. The Wizard Kings made all the magic swords, then hid them so nobody could benefit from them. They can only be claimed by knights, who have the right to wield them.

c. Can I sell magic potions and magic swords?

Yes to the former, no to the latter.

10. What are three mythic treasures of this land and where are they rumored to be?

The Stone of Pain is an oathstone found on Ffaln, the Isle of the Dead. Any oath made while touching it cannot be broken.

Anu, mother of sorceresses, was said to have a magic ring of wishes. One must imagine it is in a dragon's hoard in the Isle of the Moon on Evensong.

The sword Starslayer is somewhere at the bottom of the ocean, in the wreckage of Gwion's flying ship.

The greatest treasures of the land are the Runes of Rule, who bind the islands together with justice. Finding them all would mean the return of the High King. They are in the fallen tombs of the Wizard Kings.

11. I'm being accused of a crime. What happens next? Who judges me and what sort of punishment can I expect?

You will be brought to the highest ranking knight in the area, and they will hear what happened and decide what should happen next. When knights are accused of crimes, the local lord (baron, king, etc.) is the one who must hear the case. 

Knights have broad authority when it comes to dispensing temporal justice, but capital punishment is rare. Fines are common, with charges (nominally) being weighted to your station. Service to the realm in one form or other may be appropriate for adventuresome types. 

If you have a problem with the justice dispensed from a knight, you can complain to their liege lord. Ostensibly, you could complain right up the chain to the Ship King himself.

12. What do we spend our hard-earned gold on? Where do we spend it?

Here's the thing: Unless you're a Guilder, you don't actually own the gold that you collect. Knights give it to their liege lord. Sorceresses give it to the Tower. Clerics give it to the church. That said, you probably have control over the resources that you have brought back.

You spend your gold in your home base. The main city from the island that you are from is your home base. 

If you need specialty gear, you may need to travel for it. Caer Ond is the largest and most metropolitan city, so it has most everything.

You will need to buy:

  • Finery and raiment
  • Equipment for exploration
  • Arms and armor (knights/clerics)
  • Passage between islands
  • Guild services (messages sent, intelligence, questions answered)
  • Hirelings and henchmen 
    • Sidekicks (apprentices, novices, squires)
  • Long-term projects (orphanariums, seawalls, monuments)
  • Gifts to local NPCs to improve relations
  • (Knights) Tower building and improvement
  • (Clerics) Shrine/temple building and improvement
  • (Sorceresses) Potions and wand enchantments
  • (Guilders) Guild hall building and improvement

13. What great disaster happened in the past that still echoes on today?

When the Isle of Ffaln erupted, there was a flood that covered all the land. Saint Alrisa kept the human race alive within the belly of the leviathan.

The Dawn Lands, the sunken continent, was destroyed by the Wizard Kings. The High King escaped its destruction. He brought a period of peace to the Stone Isles, although his homeland is no more.

When Gwion the Bard fought the Wandlord, the tombs of the Wizard Kings fell from the sky. You can find them scattered around the isles and under the sea. They have unsurpassed magical treasures and dangers inside of them.

14. What are the biggest yearly festivals? 

Like in our world, a year is 365 days. The people of the Isles use something like the Coptic calendar: 12 months of 30 days, and an intercalary month (the Little Month) of 5 or 6 days. The year begins at the end of the harvest season.

Here are the major festivals:


New Years / The Wheel Dance

The year begins and ends with the Little Month, a period of five or six days. It is a major carnival, with elaborate costumes, parades, public street parties, and circuses. These festivities keep bad luck and dark spirits out of the villages and cities in the coming year; the ordered, regular months offer protection during the rest of the year. Each night of the New Year Week, the islanders perform the Wheel Dance around a bonfire in the center of the town.

St. Martyn's Day

The feast of St. Martyn is celebrated with the first slaughtering of animals for winter provision and the first tapping of the year's wine casks. A celebration of last year's harvests and hard work. Red is worn. Candles and lanterns are lit and carried through the city's streets.

St. Gadreel's Feast, Winter Solstice

A three day festival surrounding the winter solstice. A puppet dragon is carried through the city, where it is ceremonially slain by a celebrant representing St. Gadreel. Children dig through its straw-filled insides for presents and sweets. Gifts are given, especially from liege to lief and from the rich to poor.

Hocktide, Spring Equinox

Hocktide is celebrated on the equinox. It is a topsy turvy festival, where children play at capturing their parents and demand ransoms for their release. Sometimes parents are paraded through the streets with costumes like an oxen's yolk. The children afterwards are expected to donate the moneys raised to charitable causes in their town.

Spirit-upon-Spirits, St. Omet's Day, Summer Solstice

A festival celebrating the return of summer. The temples are opened and the statues of the angels (or a decorated bull) are paraded through town to bless the growing season. Bread is made from the first fruits of corn. Weddings, betrothals, and other celebrations of love are common.

Festival of Offerings, St. Katherine's Day, Autumn Equinox

A day of remembrance for the dead. The fruits of the harvests are offered to the departed in hopes that they will not linger as ghosts but progress quickly into the cycle of reincarnation at Ffaln. It is also a festival in commemoration of the martyrdom of St. Katherine, who was tortured to death by Intathin the Wizard King of the White Lands. 


a. What can I do during these festivals that I can't do at other times of the year?

New Year Week: You can expect intrigue in cities and in courts during the largest festival of the year. Wine loosens lips, and many social conventions are circumvented, allowing you unique access to NPCs and locations. Also, sorceresses can only create (semi)permanent enchantments during this week, so many sorceresses turn to their workshops during this festival.

St. Gadreel's Feast: As players, you can expect a gift from your lord at this festival. Your henchmen and hirelings expect one from you, too.

Hocktide: At Hocktide, we'll check in on your children and family situation.

Spirit-upon-Spirits: During this festival, we'll make a check to see if unmarried characters have a received or would like to make a proposal of marriage.

Festival of Offerings: During this festival, you have a chance to spend gold to build memorials or raise mausoleums for dead characters. Money spent during this festival is contributed as XP for the player's new character, letting low-level new characters catch up to older, more established PCs.

b. What sort of food can I eat during these festivals?

St. Martyn's Day: Boiled goose, new wine

St. Gadreel's Day: Fried fishes, boar, mulled wine, honey & nut cakes, candies

Hocktide: Quail, barley porridge, pickled eggs, sweet yogurts

Spirit-upon-Spirits: Elaborate breads, love bread (bread baked with menstrual blood as a love spell)

Festival of Offerings: Gourds, breads, fresh fruits, pies, Katherine's Wheels (cookies)

* I'll note that every island has its individual festivals for saints, miracles, and local angels. At any single day, some village somewhere is having a bonkers-go-nuts festival.

Side note: All this noodling on how to make festivals player facing has got me thinking. Maybe festivals are related to the types of downtime actions that players can do? Maybe it makes some downtime actions free? Something to investigate there.

15. Where does the oldest dragon lair? What is her name? 

Orm Gostir dwells on Evensong, wrapping her long body around the Tower of the Moon.

a. What does she demand of her vassals?

Humans do not serve dragons. Nobody serves dragons. They live in themselves. But dragons sometimes do require things of humans.

What she asks of humans is a secret:

Orm Gostir demands that the sorceresses return Ffaln, the Isle of Death, to the dragons. 

16. What monsters are common and what do we know about them?

There are dragons. They are like forces of nature. Not malicious, but catastrophic. 

Undead are pernicious. They refuse to enter the cycle of death and rebirth. Much must be done by the living to ensure that the undead to not linger overlong, or else they become wicked. These include ghosts, ghouls, skeletons, wraiths, werewolves, specters, and (worst of all) wights. 

There are trolls. They are a dying breed, but each one is troublesome in its own way--strong, stupid, and inhuman in its morality. 

There are troll dogs. They are worse than wolves.

There are gnolls, a cross between trolls and gnomes. 

There are orcs, luckily mostly confined to Lockwind. They are born of demon-possessed pigs. They are breeding, they are breeding.

There are mermaids, who possess a sort of parallel and opposite world to humans. They delight in sinking ships. Their cousins are the harpies, the furies, and the sirens. None are kindly to humans.

When entering the fallen tombs of the Wizard Kings, one must beware their bronze giants, their slimes, their invisible stalkers, their elementals, and their chimeric animals. The Wizard Kings also made gargoyles, but those guys are okay.


17. If we're not sure where to go next, who should we ask?

Fuck I don't know. Who made 21 of these? Jesus.

OK, no, wait--I do know.

In general, everybody exists within a hierarchy. A knight will report to their liege lord. A sorceress will report to the Tower. A guilder will report to their guild. You often have someone telling you where to go--or someone in your party where to go.

If you all are really stumped, you can go to the Monastery of Kemes on Infish and ask the monks that live there what the Black Book of Kemes says. It's bound to give you some obscure directions.

18. How is the moon fucked up?

It's green.

19. What guilds, orders, or secret societies can I join?

PCs mostly exist within guilds and orders. That's one of the primary assumptions of the campaign setting.

But also, each character class has unique and exclusive orders that exist within them. A way to diversify yourself, to specialize, to join a side-faction. These will all be explained in the class descriptions.


20. What threatens the peace of the world or the status quo?

The players.

21. What would a traveler from our world recognize as being immediately different? (e.g., the world is flat, humans change gender many times throughout their lives, a single season lasts years, etc.)

The main thing, I think, that would be obvious is how knowable death and undeath are within the Stone Isles. When someone dies, you can sometimes see their spirit lingering. You can sometimes even talk to it. There is absolutely an afterlife. 

And sometimes, that spirit decides to leave, and is scattered by the winds to the ocean. And you know, you know, that they come back. 

That certainty is different. 

Monday, October 19, 2026

What players want to know: 21 needed answers for session 1

When you want to tell your players about your unique setting for fantasy medieval campaigns, you need to be able to answer some basic questions. 

There are other versions of this questionnaire. This one is mine. These questions are centered on the players' experience. Because I am who I am, these questions have tarot theming. 

These questions were crowdsourced through Gygaxian democracy. Many thanks to Patchwork Paladin, Luke Murkdice, Valeria Loves, Gus L., Joao, Lyme, Warren D., Warren F. Smith, Nael, Amanda P., Lysus, Aryxymaraki, Zak H., and Mezzie.


1. Where can I learn new spells? Who is the greatest wizard in all the land?
a. Is this wizard hot or not?

2. What are the major religions? Who are the gods?
a. What do my minced oaths sound like?

3. Where can I be from?

4. Who holds power? Who is marginalized? (Put another way: Who tills the land, and who "owns" it?)

5. Where can I receive magical healing and be cured of curses?

6. How are families organized? 

7. How do you usually travel between cities?

8. Who is a renowned hero from the past? What is their name and what did they accomplish?

9. How does magic work? 
a. Can I buy magic potions at a store?
b. Can I buy magic swords at a store?
c. Can I sell magic potions and magic swords?

10. What are three mythic treasures of this land and where are they rumored to be?

11. I'm being accused of a crime. What happens next? Who judges me and what sort of punishment can I expect?

12. What do we spend our hard-earned gold on? Where do we spend it?

13. What great disaster happened in the past that still echoes on today?

14. What are the biggest yearly festivals? 
a. What can I do during these festivals that I can't do at other times of the year?
b. What sort of food can I eat during these festivals?

15. Where does the oldest dragon lair? What is her name? 
a. What does she demand of her vassals?

16. What monsters are common and what do we know about them?

17. If we're not sure where to go next, who should we ask?

18. How is the moon fucked up?

19. What guilds, orders, or secret societies can I join?

20. What threatens the peace of the world or the status quo?

21. What would a traveler from our world recognize as being immediately different? (e.g., the world is flat, humans change gender many times throughout their lives, a single season lasts years, etc.)





Thursday, October 15, 2026

The Stone Isles, a campaign setting [In the House of the High King]

When I started to conceive of this campaign setting, I thought of this post by my colleague Tom Kilian who asked: What if Gondor had been in Earthsea? You may say that this is a fork of his original post. And I've started to write so many strange things that are so different from his original conception, I must give them my own names. But I hope Tom will be indulgent (or at least forgiving) with the way my ideas have run away from his initial inspiration.

The story of the Isles is one of invasions, each layered on top of each.

First, there were the dragons, who ruled the seas and the skies. Then came the Fair Folk, who mastered stone and fire.

Then came humankind, who claimed dominion over all four. 


First Wave: The Age of Night (600 years ago)
Anu and her daughters came to the Isles on stone ships with sails filled with mage-wind. When they arrived, they burned the sails, set their stone ships up as houses, and began the long work of learning the secret names of all things written in the runes of the stars.

They made war with the Fair Folk, which ended in a bargain to split the Stone Isles between them. The humans had the first pick. They picked "the top half." True to their word (as if their nature), the Fair Folk retreated underground.

Since their business was of the stars, other men called the daughters of Anu the "Night Sisters."

Second Wave: The Age of 100 Kingdoms (500 years ago)
Some say these were invaders. Others say they were invited because the daughters of Anu had no men to make children with.

Sailing men came from the east, a different ethnic group from the sorcery-wielding Night Sisters of Anu. They carried totems with them: animals and hybrid animals whose strength, cleverness, or prowess they admired. They took names from such beasts, wove tapestries of them, flew flags with their likeness. Each tribe took one of the myriad islands and set up a petty kingdom. The Age of 100 Kingdoms is marked by three centuries of seasonal raiding and wife-stealing and hostage taking.

Third Wave: The Age of the High King (200 years ago)
The House of Dawn sailed to the shores of the Stone Isles when your grandfather's father was a boy. Some say they sailed here from the Sunken Continent, the last survivors of a drowned civilization. Some say they sailed here from the stars.

They made a compact with the Sisterhood of Sorceresses, and wedded their sons to the sorceresses' daughters. Each king made an oath of loyalty to the High King, who united the Stone Isles into a single kingdom. His reign was wise, clement, and just.

But the High King has gone, and there is no heir that meets the requirements given at his parting. The line of the sorceresses dwindles, and few are born with the gift of magic. The Runes of Rule are broken and scattered.

And still the dragons remain.


 

The Inner Isles

Pellidor

Pellidor is the center of the Stone Isles, the seat of the High King, the largest island in the archipelago. Its high white chalk cliffs rise defiantly up from the sea, and above them soar the Eagle Mountains, white snows on black stones. It has two major cities: Caer Ond in the east and Gadreelion in the south. 

 

Caer Ond
Caer Ond is also called the City of Towers, for no other city in the world boasts towers so high and so fair. The masons of Caer Ond are without peer, and they raise many wonderful monuments of stone in the city. On the city's high hill stands the Starvault, a massive domed cathedral dedicated to the Increate themself. In the High King's absence, the Pontifex of the Starvault de facto governs the city.

The House of the High King
A myth: In the depths of time, the Archangel Gadreel the Taxiarch fought Orm Yefad on Pellidor, and slew him. His bones became the Island of the Mound, just off the coast, on which the House of the High King was built.


Off the coast of Caer Ond is the House of the High King. It sits on a tidal island, half a mile from the shoreline. When the tide is up, no path connects it to the mainland.

Gadreelion
Although Caer Ond is the wealthier and more beautiful city, Gadreelion is the larger of the two. Easier to access, it is the main port of the island. The knightly Order of Dragon-lords maintains a fortress here, the Wyrmtower.

Gadreelion is ruled by Arston, the Prince of Pellidor, the head of a cadet branch of the Ship-Kings of Laud. His symbol is the angel Gadreel.

Yr

A small island. Notable only for the Immanent Tower which has its home here. (Many people forget the island's true name and use "The Tower" or "The College" as a byname.) Yr Town is the tiny, mundane port that sustains the day-to-day life of the sorceresses. Yr is often in the Inner Isles, but has been known to wander.

Immanent Tower
The sorceresses of the Stone Isles organize themselves into a single political body—part professional guild, part school of magic. It is named for the tower in which they gather: the Immanent Tower. The first Archantress, DÃĶg, planted her staff in the Courtyard of the Tower, which grew into the sacred Silver Tree, a symbol of sorcery in the Isles.

The Archantress Melice presides over the Tower and, de facto, the island of Yr. She is aided in this task by the eight Enchantresses of the Tower, each of whom regulates some magical practice.

Ffaln

The Isle of the Dead, and only the dead dwell here. Half-moon shaped, it partially rings a caldera; the center burbles hot water. The spirits of those who die in the Stone Isles are drawn here towards the Well of Souls. Ghosts who enter this well re-enter the cycle of reincarnation. There are dark things that disturb this natural order.

Dragons often wing over Ffaln, keening.

Eastern Reaches

Isle of Laud

Bright Laud! Fairest isle of the archipelago! Warm are its waters. Tall are its trees. White are its stone buildings. Its chief city is Caer Huan, the Spire of the Sun, which stands as a resolute fortress in defense of the realm.

Caer Haun is ruled by the House of Huan. They are styled the Ship-Kings, for they are master shipwrights. The shipyard of Caer Huan is the largest in the Isles. The current Ship-King is Ammenon III. The Ship-Kings have a rising sun as their house sigil.

The Ship-Kings formerly served as the High King's chief councilor and vizier, and spoke with the king's voice when he was absent. With his disappearance, this power has become hereditary, and the House of Huan stewards the Stone Isles in hope of the king's return. They wield this power tenuously, less they break the king's peace by seeming to usurp his authority.


 

Knockwind

A collection of seven islands, although only the largest holds a city—Caer Key. Off the shore of Knockwind is a giant sea wall, raised by the masons of Pellidor in the days of the mastery of their craft. Entry to the city's bay is controlled by a giant chain which is raised and lowered to allow ships access. The knightly Order of the Wayfinders has a keep in Caer Key called the Hall of Maps, which contains detailed charts for the five seas of the Stone Isles.

The House of Key rules this island. The head of the house is styled the King of Winds: Unglion Key is the current owner of this title. His sigil is a blowing wind.

Orthos

Orthos sits low in the water—fields unbroken by flung-up mountains. It is named for its ruling house, who also lends its name to the chief port town: House Orthos of Caer Orthos. Caer Orthos is also called the City of Bells. The Marine Bell is slowly rung from the Sea-Ward Tower to orient passing ships. It is joined by the clamour of many other bells throughout the city that toll the hours. Caer Orthos is home to the College of Heraldry, where the Master of Arms keeps a record of the deeds and devices of all knighthood throughout the realm.

The current head of House Orthos is King Hippotes. The coat of arms of Orthos is a mer-knight on a hippocamp.

 

Llys

A small but prosperous island with a busy port city, High Helm. High Helm is home to several guildhalls; the most outside of Caer Ond. It also hosts a colossal lighthouse called the Beacon, which can be seen like a blazing torch on the horizon throughout the Eastern Reach.

Sometimes, fallen stars are washed ashore or hauled up by fishermen's nets near Llys; for this reason, its bay is called the Bay of Fallen Stars. The sorceresses of the Immanent Tower always purchase these treasures.

The ruler of High Helm is Baron Gwent, vassal of House Huan. His sigil is the white raven, which his family uses as messengers.

Erl

The main city of Erl lies astride an inland lagoon. It is a city built of bridges, whose streets are canals, and whose children learn to pole swan-shaped gondolas like other children learn to ride donkeys. The Basilica of Holy Penemue stands in the center of the city; it contains many holy relics. Its glass trade is famous.

Erl employs a form of democracy unique in the Stone Isles. The ruler of Erl is named the Dominance, and is elected for life from a parliament of Guilders, and the title is not hereditary. The symbol of the Dominance is the badge of the swan-ship. The currently reigning Dominance is Narl of the Smith's Guild.

A myth: Erl takes its name from the elven city that once stood exactly where it was, before the lagoon was formed. The Well-Maiden of Erl, who was in charge of calling up fresh water from the well, was distracted in her duties by a comely mortal man. She left her post, with the waters of the well overflowing, to pursue the handsome youth—thus drowning the old city. You can see the ruins of it, still, when the waters are clear, and can hear its bells tolling when Erl is in danger.

Southern Reaches

Tine

They say that there are ten goats for every human on Tine. It might be true. This small island is full of goatherds whose flocks wander at will through the olive groves, stony heights, and cavernous hills. There are no fortress cities on the island, just small villages built in the mountains to avoid corsairs; Seven Cedars is the largest of these. It is nominally ruled by the Ship-Kings of Laud.

 

Infish

The Southern Seas turn a lapis blue near Infish, warmed by underwater volcanic vents. The warm shoals attract a bounty of fish. The fish attract giant sea otters, who swim alongside the fishing boats of the island's many villages. The fishermen and otters enjoy a friendly relationship.

 

Lapis blue also are the roofs of the white stone buildings of Caer Penfo, the port fortress. The city hosts the College of Harpers, so that its streets are never without sweet music. It is ruled by House Penfo. The head of this house is styled the Fisher King; the title is currently held by King Allain. Their sign is the dolphin.

Inland, in the mountains, is the Monastery of Kemes. Built around a volcanic pool, the monastery contains the Black Book of Kemes that contains the prophecies of Amroth the Twilight Walker. Little Kemes, a town at the base of the mountain, supports the industry of pilgrims that travel to the monastery.

Far Infish

Far Infish is the farthest flung isle of the archipelago—the most remote. The folk of the island make their living fishing and whale hunting. The main city of Far Infish is Shelley. It is ruled by the Baronet Penychen, vassal of the Fisher King of Infish. The shells of giant turtles are used by the folk of the island in many crafts.

Once a year, the people of Far Infish watch reverently and curiously as the Wayward, who live their entire lives on rafts on the open ocean, come ashore to fell trees to repair their vessels. To touch the Wayward is taboo.

A myth: The first harp was made by Lindele of Far Infish. He seduced the mermaid Chelone and convinced her to teach him the secret of their construction. It was made of the shell of a turtle and Chelone's silver hair. When he played his harp for other humans to hear, Chelone wept so bitterly the seas turned salty and the ocean rose, splitting Infish from Far Infish.

RÅŦn

The black pebbled beaches of RÅŦn team with crabs. The folk of the island are fond of the animals, seeing them as kindred spirits: well-armored, Saturnine in disposition, and possessing a sharp pinch.

In the mountains, copper and tin are mined by the folk of Caer RÅŦnhold, who are famous for their bronzesmithing. Yorwyck of House RÅŦn is the current Hammer King of the Anvil Throne, the hereditary ruler of Caer RÅŦnhold. Their sigil is a figure-eight heraldic knot, white on black.

The Kettle

The island gets its name from its two prominent volcanic mountains, one round and one tall and skinny, which—taken together—look exactly like a kettle. They both sometimes smoke and steam. Geysers, also, can be found on the island, which attract brave and curious visitors.

Kettle has no fortress port, but the north of the island has a few villages of drystack stone houses. Rulership of these rough villages is given to the sorcerous Lady of Cats, Hulde, who lives in the Whisker Keep off of the main island.

On the south side of the island, dragons nest.

Western Reaches

A myth: It is commonly understood that Atum the First Man sang the Stone Isles up from the waves, and that the angels joined his song for joy of the brightness of his brief life, each calling a different island up from the ocean.

Evensong

Alas for Evensong! Once holy, once wise, it is now the desolate abode of dragons.

The mythic goddess-queen of the Night Sisters, Anu, made her house on Evensong. The stone ships used by the sorceresses were planted like black towers across the hills of the island. The greatest of these was the Spire of the Moon, which still glows with were-light throughout the night.

After the Marriage of Dawn and Night, so few sorceresses dwelt on Evensong that the invasion of the dragons was unexpected and almost uncontested. The heat of the dragon-fire melted the sands, turning them to black glass. The sea boiled, and the resulting smokes cooled the following summers in the Stone Isles.

Today, the only living creatures that dwell here are the dragons. The greatest of the orms call Evensong their home.


Lockwind

Lockwind is an island with high hills covered in pines and old oak forests. The black stones of the land have an oily texture to them. It is a difficult land to inhabit, and is sparsely peopled by grim men and resolute. There are no villages or hamlets, only a single fortified port city, Caer Locke, built on the Cape of Seals. It is ruled by House Locke, of whom Queen Ben-Lillian is the head. She resides within the city walls in an iron tower named the Watchtower. Her symbol is a lock in a cross of chains.

Away from the cape, in the forests and in the sea caverns of Lockwind, orcs foul the land. They emerge at night to fill their stewpots with anyone found outside the city walls.

House of Locke's hereditary seat is the Donjon, an almost abandoned castle outside of Caer Locke. Today, only the most rudimentary staff are kept there, and it is rarely visited by Queen Ben-Lillian. It has fallen into disuse and disrepair. 


Beneath the Donjon is a labyrinth of stone built by the Night Sisters in the ancient past. The old Kings of Locke used the labyrinth as a prison, but the High King granted clemency to all those who were within and released them—though he granted the title of "High Jailer" to the House of Locke. Today, no living humans are incarcerated within, even though the Donjon still theoretically could serve in this capacity again.

A story. When the High King opened the labyrinthine prison of the Donjon, there was a prisoner there troubled by many devils. The saint Kasdaye rebuked the spirits and exorcised the man so he could go free in truth. The devils begged to not be sent directly to hell; knowing that mercy was always honored by the Increate, Kasdaye relented and sent them into a herd of swine nearby. The devils possessed the swine and ran away, squealing, into the wilds. This is the origin of orcs.

Sapro

The third largest of the Stone Isles, Sapro rises from the ocean like a humpbacked turtle: an almost entirely symmetrical, forest-covered dome. It is the breadbasket of the archipelago, with many fields and arbors crossing its semispherical face.

Because the island is ringed with sheer cliffs, there is no port fortress. Ships dock at stone piers, then travelers take donkeys up the steep mountain stairs until they come to the verdant mainland. Its main trading hub is Tol Town, where its agricultural exports are sold: loaves of bread, oil-soaked cheese, wine, grappa, grapes, figs, thin yogurt, honey. Tol Town has squat buildings made of wood with thatched roofs, in contrast to the stone buildings popular throughout much of the archipelago. Tol Town is a vassal of the Horned King of Vespish. Other important villages on the island include Gendel (famous for its silks) and Gorne (famous for its sweets). 

A myth. Some years ago, when a dragon was sighted off the coast of Sapro, Saint Kasdaye scattered some of his bread rusks into the ocean and prayed to seven angels. Their prayers were answered, and the rusks seemed to grow in size. The dragon, hungry for the bread, dived into the ocean after them and drowned. The rusks became islands that lie around Sapro. That's why people call them the Rusk Islands.

Vespish

A bleak land, Vespish enjoys fewer than 100 days of sunshine a year. Storms tumble down its mountains and linger in its lowlands. Its main settlement is Caer Gwyn in the Bay of Thunder. 

 

Mathow the Huntsman of House Gwyn is the lord of Vespish. House Gwyn styles its lords as the Horned Kings: their antlered crown represents their command over beasts. His sigil is the stag crowned with lightning. He rules from his ancestral seat at the Hall of Bones, built around the ribcage of a great leviathan. The houndmasters of House Gwyn have bred many unique races of dogs, which are prized throughout the archipelago.

Throughout the island, you can find stone statues with mask-like faces, curved and flat. The Vespish call them pÚca-men, and they tell many folktales about them. They believe they were made by an ancient people who worshipped the Deep Ones.

Under the Barrow Hills, the Fair Folk can be found. The Vespish rarely seek them out.

Northern Reaches

Isles of the Hand

The northernmost string of islands are called the Isles of the Hand. Its main settlement, the City of the Hand (or merely "Hand"), rests in the valley of a mountain range that resembles a cupped palm. The city exports much of the island chain's rich minerals and stone: gems, beads, marble, silver, and iron.

House Ull rules over the island chain, as well as Cruxling. Their current regent is Gullonwy, styled the Sinistral Queen. Her house's sigil is twin, double-bladed axes, gules on or.

A myth. The hand that holds the city is the hand of a bronze giant buried underground. He is called "the Titan" or "Talon." Once, the Titan patrolled the island three times a day, protecting it from invaders. When a great wave threatened the island, he lifted the city above the waters. Then, as they receded, he realized he couldn't move, since he was now holding the city's foundations. One day, he may choose to set the city down and pursue some other goal.

In this island chain there are two islands of legend. One is called the Hill of Eye. One is called the Vale of the Ear. From the former, the High King was said to be able to peer down anywhere in his domain, to spy out injustice. From the latter, he could hear what his subjects said, to better alleviate their complaints.

Cruxling

A narrow strip of an island—sandy, marshy, and poor. Cruxling is sparsely populated, with a few stone house villages in the highest elevations. If it has a claim to fame, it's the herds of majestic wild horses that roam the island; it's said they came ashore from a shipwreck. The horses are caught and tamed by the Cruxlings. Although the archipelago does not have an extensive equestrian tradition, the horses are greatly prized by knights.

Totemmark

A myth. When the first Grey King came to Totemmark, during the second wave of invasions, he commanded his men to throw his totem poles overboard and declared he would build his caern wherever they washed ashore. The currents brought them into the Vale of Mists, where Caer Harrow stands today.

Totemmark is a stark land. Its soil is black, and much of it is covered with the whiteness of glaciers. The growing season is short and its winters are long.

Its people share the land's severe quality. Furthermore, they have had many dealings with the folk of the White Lands in the uttermost north. Some have intermarried with them and keep some of their customs.

The main city of Totemmark is Caer Harrow, which sits in a misty cove near hot springs. Its thermal baths are famous for their healing properties.

The lords of the island are House Harrow, who style their head of house as the Grey King. The current kind is named Izador. Their sigil is a hand grasping an anchor.

When the High King departed, House Harrow broke troth, reclaiming a sovereignty separate from Pellidor. The Grey King's rebellion was quelled by the Sea Kings, House Ull, and many knights of other lands. House Harrow was brought back into the King's Peace, but the name "Oathbreaker" has gained an ironic adoption by many folk on Totemmark.

 

Onwy

Onwy is a small island: mostly an upthrust of snow-covered mountain. Its surrounding waters are haunted by sea dragons. For this reason, it is mostly uninhabited—save by corsairs, who use the coastal caves as hiding places. They have a ramshackle town called The Shackles.

Rood

The forests of Rood are the most famous in the Stone Isles. They are proud, expansive, ancient.


Caer Rood is its capital city, although there are two other ports: Broken Beacon in the west and Encam in the southeast. The timber trade flows through these cities to support the fleets of the archipelago.

The ruling house also bears the island's name. Its current lord is Talath Rood, also called the King of the Green. His symbol is a woodwose (a type of hairy man the Roodfolk claim to see in the deeps of the forest).

A myth. The mountain range of Rood is called the Tall Man by the locals. They say he was once a giant who was bitten in the heel by a dragon and slain. His body became the mountain, and the rocks he was carrying tumbled into the ocean to become Rood's outlying islands.