Welcome to Frankton Island

Frankton Island: The Kingdom That Owns You
"On Frankton Island, the state provides everything you need and takes everything you have. Most people never notice the difference until they try to leave."
— Ship captain, Rhodian Ocean, on declining a second approach to Frankton waters
At a Glance
| Region | Oceanic — Antaea coastal waters |
| Settlement Type | Island Kingdom |
| Population | ~28,000 (estimated; no independent census permitted) |
| Dominant Races | Human primary; Elf and Dwarf present but marginalized |
| Ruler / Leader | King Harold Frankon II |
| Ruling Body | The Frankon Dynasty — absolute hereditary monarchy |
| Primary Deity | Demergat |
| Economy | State-controlled; salt export primary; no currency internally |
| Known For | Complete state control, brutal justice, salt mines, deliberate isolation, the Skyshadow's twice-yearly visit |
First Impressions
Frankton Island announces itself as grey before anything else. The persistent easterly winds carry cold moisture year-round, and the island lives in a state of perpetual damp. The western mountain range cuts the worst of the wind for inland settlements, but nothing cuts the rain — it falls on approximately half the days of the year and hovers as mist on many of the rest.
The settlements are orderly in the way that settlements are orderly when order is enforced with lashes. Buildings are arranged by class: mud-and-reed huts for the Unho, slightly larger mud-and-reed structures for the Effin families, wood structures for the guards and skilled craftsmen, and stone mansions — always with pristine cobblestone courtyards, conspicuously mud-free — for the three noble houses. The only gravel road on the island connects Frankton to Stillward to Thornwood to Arvendon and south to Lastwell and Darton Fortress, with Lord Frankon's plans to extend it further to the salt mines at Stormpost.
Travelers who arrive by sea are met by the navy before they can anchor, searched for escaped islanders, and permitted to anchor at a designated distance from shore. Uninvited arrivals via magic are arrested. The message is consistent: Frankton Island does not invite access, and the cost of uninvited access is calibrated to ensure the lesson is retained.
There are no adventurers from Frankton Island. There are only escaped ones.
Geography & Setting
Frankton Island lies in the Oceanic waters of the Antaea coast. The western mountain range runs north-south through the interior, dividing the island and shielding most settlements from the prevailing winds. The main road hugs the eastern side of the range, connecting the island's settlements from north to south. The coastal settlements maintain fishing operations and serve as the navy's harbor points.
The climate is cold, wet, and unforgiving. Summer offers respite — the island's only season without snowfall and the only time outdoor work doesn't require bundling against wind chill. The island is arable; the fields produce carrots, kale, wheat, apples, and other cold-hardy crops. Livestock — goats, sheep, chickens — supplement the food supply. The mountain range contains the salt mines at Stormpost, the island's most economically significant resource and its most brutal workplace.
Monthly Climate
| Month | Duration | Rain/Snow Days | Clear Skies | Temperature Range |
|---|---|---|---|---|
| Pollanry | 30 | 9 / 10 | 8 | 21° - 41°F |
| Solina | 30 | 12 / 0 | 4 | 18° - 35°F |
| Nyxer | 29 | 7 / 6 | 6 | 22° - 46°F |
| Jussan | 31 | 2 / 11 | 7 | 29° - 51°F |
| Nashan | 29 | 0 / 20 | 8 | 31° - 53°F |
| Julan | 31 | 0 / 21 | 10 | 38° - 62°F |
| Echon | 32 | 0 / 20 | 8 | 42° - 65°F |
| Zophan | 31 | 0 / 21 | 4 | 37° - 61°F |
| Krautenber | 30 | 0 / 15 | 6 | 33° - 54°F |
| Ixa | 30 | 3 / 12 | 6 | 28° - 47°F |
| Rafam | 31 | 6 / 9 | 7 | 24° - 45°F |
| Caminer | 31 | 8 / 5 | 8 | 22° - 43°F |
Note: Frankton Island uses its own calendar system. Month names above are island-specific.
The People
Demographics
The human population is dominant and the primary labor force. Elves and dwarves are present in significant numbers — long-lived races who carry personal or family memory of the pre-Frankon era and are considered politically suspect for it. King Harold II has addressed this by posting them to positions far from the island's power centers. They can join the protectorate guard, but they are stationed at the periphery.
The social structure is not just descriptive — it determines where you live, how many hours you work, what you eat, and what happens to you when you break a rule.
Social Classes:
- Unho — Unmarried and/or without children. The bottom rung. 10-hour work days, 6 days per week. Communal meals at the Commons Hall. Mud and reed huts, four beds around a central fire pit.
- Effin — Married with children. Slightly better — 8-hour shifts, more substantial homes, private family space. Families with more than three children receive additional rooms.
- Guards — Must already be Effin to qualify. Wooden structures, improved conditions, better amenities. Access to horseback travel.
- Utins — Skilled craftsmen and merchants. Wooden structures, primarily in Frankton and Stillward. Exceptional performance may earn a grander residence.
- Nobility — The three houses (Harn, Grallen, Wonsi). Stone mansions, cobblestone courtyards, wooden outbuildings, servants' quarters. The mud stops at the gate.
Economy
Frankton Island operates without currency. The state provides: shelter, food, warmth, clothing, medical care, and education. In return, everyone works the role the state assigns them. Surplus productivity generates nothing additional. Handcrafted personal items — gifts between residents — are permitted and constitute the island's only informal exchange system.
The salt mines are the island's export economy. Salt extracted from Stormpost is the primary good the Skyshadow carries out twice yearly, along with anything else Lord Frankon's elite tier requires or produces. It is the only source of external revenue and the only reason the outside world has any commercial interest in the island.
Metal is extraordinarily scarce and entirely state-controlled. Overseers account for every piece of metal equipment issued to workers. Any resident found possessing metal without authorization faces fifteen lashes for a first offense. The scarcity is not accidental — it is a deliberate feature of the Frankon control system.
Primary Exports
- Salt — Extracted from the Stormpost mines; essential for food preservation across the region; the island's only significant external trade good
Primary Imports
- Luxury Goods for Elites — Carried twice yearly by The Skyshadow for the noble houses and the ruling family
- Specific Project Supplies — Whatever Lord Frankon's current construction or development projects require
Key Industries
- Salt Mining (Stormpost) — The economic engine. Dangerous to the point of being a death sentence on the medium term. Staffed primarily by convicts.
- Agriculture — Island-wide, state-managed. Carrots, kale, wheat, apples, plus livestock. Grain silos in major settlements, guarded, ensure winter supply.
- Construction & Road Maintenance — Continuous Unho labor. The main road from Frankton to Quietus is maintained by rotating work crews.
- Fishing — Coastal settlements. Boats restricted to short coastal voyages; northern and southern tip transit is prohibited.
Food & Drink
Communal meals at the Commons Hall are the norm for Unho — breakfasts and dinners served collectively, lunches delivered by a designated crew member to worksites. Bread is a daily staple. Meat appears twice monthly, recently increased to three times monthly under Harold II — a reform the population noticed and appreciated, which was the point. Effin families cook in their own homes from state-provided supplies.
The quality is adequate. Deliberately adequate — enough to sustain productivity, carefully insufficient to produce comfort that might reduce incentive.
Culture & Social Life
The seventh day is reserved for worship at Demergat's temple, one of which exists in every settlement. Attendance is mandatory. The clerics have been selected by the ruling family since Harold I purged those who wouldn't align; the clergy serves the state's spiritual function, which is legitimacy.
Every third day, justice is administered publicly at the Perfecting Place — lashings, dismemberments, and executions carried out in the open as witnessed events. The method of execution is chosen by the officiating noble or high-ranking guard to reflect the severity of the offense.
Information is the island's second most traded commodity after salt. Reporting misconduct, crimes, or evidence of disloyalty elevates your status — better assignments, improved food, enhanced conditions. The secret guard, a body of informants moving through the Unho class, carries buried metal discs as identification recognized by the authorities. Younger generations, raised entirely under the Frankon regime, tend toward alignment with the ruling class. The long-lived races tend toward something else.
Festivals & Traditions
The Spring and Fall Visits
Not festivals in any celebratory sense, but the twice-yearly arrival of The Skyshadow is the closest thing Frankton Island has to an external event. The ship docks at the private port attached to Lord Frankon's castle. The crew does not disembark. Castle inhabitants do not access the docking level during the visit. What is exchanged and what is said is not public information.
Sports Competitions
King Harold II introduced inter-town sporting competitions during spring and summer. Weekly games between settlements, with extra rations for the winning town as prize. The competitions are genuinely competitive and have become a significant point of community pride. They were introduced to foster loyalty to the crown through community spirit. They have succeeded. Harold II understands his subjects.
Religion
Primary Faith
Demergat, the storm deity, is the island's official religion — specifically the version of Demergat's worship shaped by the ruling family since Harold I removed clerics who wouldn't cooperate. Every settlement has a Demergat temple. Attendance is mandatory on the seventh day. The theology as practiced emphasizes submission to power, the legitimacy of the current order, and the spiritual significance of the island's isolation from corrupting outside influence.
Whether this is what Demergat actually teaches is a question the approved clergy does not entertain.
Secret or Forbidden Worship
Any faith other than Demergat is technically unsanctioned. Magic use of any kind is a capital offense. This extends to divine magic — clerics from outside the approved order who arrive on Frankton Island are treated as criminals. Whether secret worship exists among the long-lived elven and dwarven residents who remember older practices is not officially acknowledged and not officially investigated too vigorously.
Leadership & Governance
The Frankon Dynasty — Overview
Frankton Island is an absolute monarchy in practice and in law. The Frankon family rules through direct control of the military, the noble houses (who pledged blood-loyalty to Harold I), the clergy (purged and replaced by Harold I), the food supply, the metal supply, and the information network. The succession tradition — youngest adult heir takes the throne, older siblings form a governing council — ensures long reigns and collective family investment in the kingdom's continuity.
The three noble houses (Harn, Grallen, Wonsi) are subordinate power structures that govern their respective territories under the king's authority. They have no independent military capacity. Their loyalty was purchased in blood at the Blood Wedding and has been maintained through the mutual interest in the current arrangement continuing.
The Frankon Dynasty: A History of Power
King Harold Frankon I — The Architect
The dynasty began with a wedding that ended in a massacre. Harold Frankon attended his own ceremony to Princess Grace Fellwar with the island's warrior class invited as guests. His family had spent months positioning themselves at every strategic point in the venue. When King Fellwar officiated the ceremony, Harold killed him. The Frankon family neutralized the warriors while the guests watched. Harold then turned his blade on Grace, sealing the precedent for what the Frankon name would mean.
Three noble houses — Harn, Grallen, and Wonsi — recognized the shift and pledged their allegiance. Harold tested their loyalty immediately: he commanded them to eliminate the remaining attendees. They did.
His consolidation was methodical. He monopolized the island's scarce metal resources — confiscating all metal from civilian hands and establishing state control over every piece produced or used. He purged the clergy of any members not aligned with his family's temple. When the population resisted these measures, Harold's military put down the revolt decisively and condemned the survivors to the salt mines at Stormpost.
The logic of Harold I's reign was simple: control the metal, control the food, control the god, and you control everything else. Nothing since has substantially altered this framework.
King Larsa Frankon — The Brief Successor
Larsa was Harold I's third son. On the occasion of his father's 70th birthday, with the elder king's court assembled to celebrate, Larsa seized the throne in a coup that recalled the founding murder with its swiftness and finality. Harold I died at his son's hands. The court assessed the situation and pledged loyalty to the new king, which was the correct assessment. Larsa's reign was iron-fisted and brief. He fell ill and disappeared under circumstances that the family's historical record describes with minimal detail. His successor was Harold II.
King Harold Frankon II — The Calculated Monarch

Harold II understood that the Frankon dynasty's legacy of open brutality had a ceiling on its effectiveness. The population obeyed because the consequences were swift and public. But obedience is not loyalty, and loyalty is more durable. Harold II has spent his reign converting compliance into something closer to genuine support — not by reducing control, but by making the control feel like care.
His reforms are calibrated to produce gratitude:
- Education extended from 4 to 6 years — creating a more skilled workforce and a population that attributes improved literacy to his reign
- Meat meals increased from 2 to 3 per month — a small material benefit with significant psychological impact on people for whom meat is a luxury
- Tiered punishment system introduced — replacing immediate salt mine sentences for minor offenses with 15-lash first offenses and 30-lash second offenses. This is presented as mercy and is received as mercy, despite the lashes
- Town sports competitions — inter-settlement games during spring and summer with extra rations as prize, building community identity and loyalty to the structure that provides it
He also visits towns personally, riding his grey horse into settlements with a wagon of food and bards. These visits are eagerly anticipated. People celebrate the man who controls every aspect of their lives because on those days, the control feels generous.
Harold II is not soft. He has relegated elves and dwarves — the races whose long memories carry pre-Frankon history — to positions far from the island's power centers. He understands that information is the dynasty's greatest vulnerability and manages it accordingly.
Succession tradition: The youngest adult Frankon heir takes the throne. Older siblings form a council governing military, agriculture, and the noble houses. This distributes competence, prevents single-point failure, and ensures the family as a whole is invested in continuity. Harold II is the youngest son of Larsa.
The Frankon Council — King's Siblings
Human — Castle and administrative positions throughout the island
Harold II's older siblings govern the military, agricultural policy, the noble house relations, and the salt mine administration. They are not publicly named in documents accessible to the common population. They are effective administrators with no independent power base — their authority derives entirely from Harold II's continued rule.
The Three Noble Houses
House Harn, House Grallen, House Wonsi — The families that pledged blood-loyalty to Harold I at the Blood Wedding and have maintained it since. They govern the island's three territorial divisions under the king's authority. Their stone mansions are the island's most visible symbols of the class hierarchy. Noble theft is punishable by loss of a hand; harming a noble earns 30 lashes for a first offense. The asymmetry is structural and intentional.
Guard & Militia
The guard is recruited from the Effin class, housed in wooden structures above the Unho, and granted horseback privileges. They are the island's visible enforcement layer: administering the justice proceedings at the Perfecting Place, escorting supply wagons between settlements, monitoring coastal approaches, and intercepting vessels that enter Frankton waters uninvited. A regiment of mounted guards serves as the king's personal force.
The secret guard — informants embedded in the Unho population — operates invisibly. Identified to authorities by buried metal discs, they move between settlements, observe, and report. Their handlers are in the noble houses' administrative apparatus.
Law & Order
Justice in Frankton Island is public, tiered, and scheduled. Every third day, the Perfecting Place in each settlement becomes a court and execution ground. Cases are brief. The sentencing table is posted.
| Crime | 1st Offense | 2nd Offense | 3rd Offense |
|---|---|---|---|
| Murder | Death | Death | Death |
| Magic Use | Death | Death | Death |
| Rape | Mines | Death | Death |
| Noble Kidnap | Mines | Death | Death |
| Noble Theft | Lose Hand | Mines | Death |
| Harm Noble | 30 Lashes | Mines | Death |
| False Witness | 30 Lashes | Lose Tongue | Mines |
| Poaching | 30 Lashes | Mines | Mines |
| Kidnap | 30 Lashes | Mines | Mines |
| Adultery | 30 Lashes | Stocks | Mines |
| Harbor Metal | 15 Lashes | 30 Lashes | Mines |
| Battery | 15 Lashes | 30 Lashes | Mines |
| Theft | 15 Lashes | 30 Lashes | Mines |
| Injure Noble | 15 Lashes | 30 Lashes | Lose Tongue |
| Fighting | Warning | 15 Lashes | 30 Lashes |
| Church Truancy | Warning | 15 Lashes | 30 Lashes |
| Vandalism | 5 Lashes | 15 Lashes | 30 Lashes |
| Blasphemy | 5 Lashes | 15 Lashes | 30 Lashes |
Death sentences are carried out by nobles or high-ranking guards. The method is at their discretion and reflects the severity as they assess it. Sentences are not appealed.
Notable Figures
Lord Harza — Commander, The Skyshadow
Unknown Race, Male — Aboard The Skyshadow
The Skyshadow visits twice yearly — spring and fall — docking at the private port attached to Lord Frankon's castle. Lord Harza commands it. His crew does not disembark. The castle's inhabitants do not access the docking level while the ship is present. What is exchanged, what is said, and what arrangement sustains these twice-yearly visits is not known to anyone on the island outside the ruling family. Harza himself has never been seen by anyone who is alive to describe him in detail.
Key Locations
Seat of Power
- Frankon Castle — Primary residence of Harold II and the royal administration. Contains the private air dock for The Skyshadow, accessible only from the castle interior. The castle guards are the island's most elite force. Location not disclosed publicly; known to be inland.
Houses of Worship
- Demergat Temples — One in every settlement. The largest is attached to Frankton town. Architecture is austere and functional — not designed to inspire awe but to facilitate managed assembly. Clerics are state-appointed.
Settlements
Frankton — The primary settlement and administrative center. The main road originates here. Largest population concentration. Houses of the three noble houses are nearby. The Perfecting Place is the largest on the island.
Stillward — Second settlement on the main road. Administrative secondary hub. Utins concentration — skilled craftsmen and merchants.
Thornwood — Third on the main road. Forestry and lumber operations, given the island's wood scarcity.
Arvendon — Northern settlement, coastal. Primary fishing harbor and navy station.
Lastwell — South of Frankton on the road. Agricultural. Grain silos.
Darton Fortress — Military installation at the road's southern extent. Guards the approach to the salt mine territory.
Quietus — Road terminus, southern coast. Secondary navy station.
Stormpost — The salt mines. Not on the public road yet — Lord Frankon's planned extension will reach it. Current access is by military wagon convoy.
Additional settlements: Farleigh Fort (remote military post, planned road connection). Several unnamed coastal fishing villages.
The Salt Mines (Stormpost)
The mines are the island's most important facility and its most lethal. Salt extraction powers the only external trade the island has. The mines are:
- Staffed primarily by convicts sentenced to the mines
- Operating on 12-hour shifts, 10 consecutive days, 1 rest day
- Characterized by cave-ins, toxic air, violent confrontations between convicts, and a life expectancy for miners measured in years, not decades
- A persistent hotbed of dissent and planning that the guards manage through isolation and brutality rather than resolution
Workers are housed in segregated barracks (men and women separate), receive two substantial daily meals, and have no other amenities. The accumulated resentment in the mine population is the single largest security concern on the island that the administration does not discuss openly.
Foreign Relations
Frankton Island does not welcome contact.
The Skyshadow is the only regular external relationship — twice yearly, Lord Harza's ship at the private castle dock. Everything else is interdicted.
Sea vessels that approach are intercepted by the navy, searched for escaped islanders, held offshore, and permitted to offload supplies at a designated point with crew confined to their ship throughout. Evidence of a Frankton escapee aboard results in a ship search at minimum; the response escalates to naval assault if resistance is offered.
Teleportation without explicit royal sanction is treated as invasion. The military response is immediate. Execution or permanent expulsion are the outcomes, at the king's discretion. There are unconfirmed accounts of the king permitting specific noble-class visitors to teleport directly into the castle — suggesting private alliances that are deliberately kept off any public record.
The Criminal Element
The criminal element on Frankton Island is the resistance. It is the same thing.
The mines at Stormpost are where plans begin — the one location where the most motivated dissenters are collected and have time, because what else is there to do, to talk to each other. Networks exist. They are periodically discovered and their organizers are publicly executed. They continue anyway because the alternative is accepting conditions that even Frankton-born residents increasingly understand are designed to serve the dynasty, not them.
The secret guard is the dynasty's counter to this. Their efficiency depends on the reward system genuinely mattering to the informants, which it does when the alternative is being an Unho. Harold II's reforms have complicated the calculus — slightly better conditions mean slightly less desperate informants.
Among the general population, the older elven and dwarven residents are the most significant latent threat. They do not organize openly. They teach their children, and their children's children, what was before. This is the crime Harold II cannot lash out of existence.
Secrets, Rumors & Hooks
- The Skyshadow's twice-yearly cargo includes something that arrives but never appears in the island's official inventory — something the ruling family receives that is never distributed. The convicts who have been pressed into unloading service at the castle dock describe crates that are handled personally by members of the Frankon council rather than staff.
- The oldest elven residents in the distant postings remember the island before the Blood Wedding. They have been waiting for outside intervention for generations. Three of them have made contingency plans that assume it will happen eventually. One of those plans involves the salt mines.
- King Harold II has a problem he has told no one: his youngest sibling is not loyal. The succession tradition dictates the youngest adult heir inherits, and his youngest sibling has different ideas about the island's future than the current king. Harold II has been maneuvering around this for five years.
- The secret guard has a leak. Someone in the Effin class has been quietly warning individuals before they were about to be reported, for three years. The noble houses suspect it is someone in their own administrative apparatus but have not found who.
- There is a functional teleportation circle somewhere on the island — not the king's private arrangement, but one the resistance in the salt mines built from materials smuggled in over a decade. It doesn't work reliably yet. It might, with the right knowledge or components.
- Lord Harza is not human. The ship's crew, on the two occasions they have been observed from a distance, have proportions and movement that experienced sailors describe as wrong in ways they can't specify.