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, Dæg, 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.
Rūn
The black pebbled beaches of Rūn 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 Rūnhold, who are famous for their bronzesmithing. Yorwyck of House Rūn is the current Hammer King of the Anvil Throne, the hereditary ruler of Caer Rūnhold. 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.

























