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Guild-Master Elara Song

“The Economic Architect

“Commerce is civilization. When trade flows, people live. When it stops, they die. Everything else is philosophy.”


Quick Reference

Attribute Details
Age 41
Role Head of Sky-Guild, co-ruler of Ironhold
Personality Calculating, pragmatic, charming when useful
Philosophy Economic stability ensures survival
Conflict Profit vs. ethics, expansion vs. consolidation
Secret Funding illegal expeditions seeking pre-Shattering archives

Guild-Master Elara Song - The Economic Architect Guild-Master Elara Song - The Economic Architect

Overview

Guild-Master Elara Song is the most powerful economic figure in the Aetherium—head of the Sky-Guild, which controls majority of inter-island trade. Co-ruling Ironhold with Commandant Vask, she maintains the settlement’s economic dominance through shrewd negotiations, strategic investments, and ruthless business practices.

Elara believes commerce is humanity’s true salvation. Military might protects, but trade connects. Economy distributes resources. Markets enable cooperation. Where Vask sees threats requiring elimination, Elara sees opportunities requiring exploitation. This philosophical divide strains their alliance increasingly.

Privately, Elara funds exploratory missions to forbidden regions—Periphery, deep Murk, even rumors of Nexus Spire approaches—seeking pre-Shattering knowledge, specifically Luminar Council archives. She believes lost economic and technological knowledge could revolutionize the Aetherium. But these missions violate Guild policy, drain resources, and most expeditions vanish without trace.

Brilliant, ambitious, and willing to take calculated risks, Elara represents capitalism in its purest form: amoral efficiency that builds prosperity but questions whether ends justify means.


Appearance

Height: Average (168cm)
Build: Slender, elegant
Hair: Black, expertly styled
Eyes: Sharp brown, constantly calculating
Skin: Well-maintained (wealth shows)

Dress: - Expensive fabrics (finest available) - Guild regalia (status symbols) - Jewelry (tasteful, valuable) - Always immaculate (appearance is power)

Presence: - Confident (knows her worth) - Charming (when useful) - Intimidating (when necessary)


Biography

Merchant Family (246-257 S.)

Birth: Wealthy merchant family (Skyport Eos)

Upbringing: - Business training from childhood - Father (successful trader) - Mother (logistics expert) - Siblings (three, all in Guild)

Education: - Mathematics, economics, negotiation - Apprenticed to father age 10 - First independent deal age 15 - Natural talent obvious

Guild Career (257-279 S.)

Joined (257 S., age 15): Youngest Guild member ever

Early Success (257-265 S.): - Identified market inefficiencies - Created arbitrage opportunities - Built trading network - Reputation: Brilliant but ruthless

First Fortune (265 S., age 23): - Cornered Ironwood charcoal market - Prices spiked (controversial) - Massive profit - Critics called it exploitation - She called it economics

Factor (270 S., age 28): - Promoted to regional Factor - Managed Bright Reaches trade - Increased Guild profits 40% - Political connections built

Guild Politics (270-279 S.): - Internal maneuvering - Built coalition - Promised reforms - Positioned for leadership

Guild-Master (279-287 S.)

Election (280 S., age 34): - Youngest Guild-Master in history - Narrow victory (controversial) - Promised aggressive expansion - Moved headquarters to Ironhold (strategic)

Alliance with Vask (279 S.): - Recognized mutual benefit - Proposed dual authority - Joint rule established - Initial success impressive

Economic Achievements: - Trade volume increased 50% - New routes opened - Market stabilization - Ironhold prosperity

Current Challenges (285-287 S.): - Vask diverging (military vs. economic priorities) - Internal opposition (some want different leadership) - Secret expedition costs mounting - Diminishing returns


Personality

Calculating: Every decision analyzed (cost-benefit)

Pragmatic: Morality secondary to results

Charming: Social skill weapon (deploys strategically)

Ambitious: Never satisfied (always next goal)

Workaholic: Sleep is weakness (16-hour days)

Isolated: No real friends (everyone is contact/rival)

Arrogant: Knows she’s brilliant (usually right)

Business Style

Private


Philosophy

Core Beliefs:

  1. Economics is survival: Trade > weapons
  2. Markets self-regulate: Minimal intervention optimal
  3. Profit motive aligns interests: Greed productive
  4. Knowledge is power: Information > force
  5. Expansion necessary: Stagnation = death

On Guild Criticism: “We’re called greedy. But greed built trade networks that feed millions. What has altruism built? Empty bellies and good intentions.”

On Pre-Shattering Knowledge: “They knew things we’ve forgotten. Economics, technology, organization. Recovering that knowledge could save us all. Any cost is worth it.”

On Vask: “He protects what exists. I build what could be. Both necessary. Unfortunately, increasingly incompatible.”


Relationships

Commandant Theron Vask

Alliance: Fracturing (irreconcilable differences)

Respect: One-directional (she respects his competence, less so his methods)

Conflict: - He wants military expansion (diverts resources) - She wants economic expansion (requires stability) - Vetoes increasingly frequent

Future: Alliance may collapse (neither will yield)

Guild Officials

Factor Council: Her power base (selected loyalists)

Regional Factors: Mixed loyalty (some oppose her methods)

Rank-and-File: Respect success (question ethics)

Other Settlements

Elder Mira (Eos): Professional relationship (negotiates prices)

Outland Clans: Exploits them (cheap goods) but they resent it

Floating Market: Tolerates (competitor) but can’t control

Family

Parents: Retired (proud but worried about her ruthlessness)

Siblings: Guild members (subordinates now, tension)

No spouse/children: Chose career (regrets occasionally)


Secret Expeditions

The Archive Hunt

Goal: Find Luminar Council archives

Motivation: - Pre-Shattering economic knowledge - Trade secrets - Technological information - Political advantage

Funding: Diverted Guild resources (unauthorized)

Missions (past 5 years): - Periphery Expeditions (12 launched, 2 returned): Seeking Nexus Spire - Murk Salvage (8 missions, 4 returned): The Hollow archives - Veiled Heights (ongoing): Observatory excavations

Success Rate: ~25% return (terrible but she persists)

Discoveries: Fragments (tantalizing but incomplete)

Cost: - Monetary: Massive (Guild profits declining) - Human: 50+ deaths (expeditions dangerous) - Political: If discovered, career destroyed

Why Continue?

Sunk Cost: Already invested so much

Conviction: Believes breakthrough imminent (always)

Ambition: If succeeds, transforms Aetherium (cementes legacy)

Desperation: Current economics unsustainable long-term

If Discovered

Guild Response: Expulsion (misuse of resources)

Vask Response: Fury (hidden actions, trust betrayed)

Political Ruin: Career over, reputation destroyed

Legal: Possibly criminal (embezzlement, endangerment)


Secrets

The Embezzlement

Fact: Diverted 20% of Guild resources (5 years)

Total: Tens of thousands of Aether-Coins

Justification (hers): Investment in future (not theft, strategy)

Reality: Unauthorized, illegal, career-ending if exposed

Cover: Complex accounting (skilled at hiding)

Risk: Internal audit would discover (delays it)

The Failures

Hidden: Expedition failure rate devastating

Deaths: 50+ people sent, mostly never returned

Guilt: Suppressed (can’t afford emotion)

Justification: “They knew risks, volunteered”

Truth: Downplayed dangers (recruiting easier)

The Doubt

Private Question: Is she becoming obsessed?

Evidence: - Rational cost-benefit analysis says stop - Continues anyway (irrational) - Dreams about Council archives - Waking obsession

Fear: Like Council’s hubris? (Repeating history?)

Response: Doubles down (can’t admit mistake)


Current Situation

Political Crisis

Vask’s Military Plans: - Discovered he’s planning Murk campaign - He didn’t consult her (betrayal) - She’ll veto if formally proposed - Constitutional crisis brewing

Internal Opposition: - Some Factors want new election - She blocks it (procedurally) - Resentment building

Economic Pressure

Trade Decline: - Routes more dangerous (Rot spreading) - Competition increasing (Floating Market, independents) - Profit margins shrinking

Expedition Costs: - Bleeding resources - Can’t sustain indefinitely - Must succeed soon or abandon

Personal Isolation

No Allies: Everyone wants something

No Confidants: Can’t trust anyone with secrets

Exhaustion: Years of stress accumulating

Question: What’s the point? (Purpose crisis looming)


Quest Hooks

  1. The Audit: Guild investigating finances (help her cover? Expose?)
  2. The Expedition: Hire party for dangerous mission (what’s really at stake?)
  3. The Discovery: Find what she’s seeking (deliver? Keep? Sell to rival?)
  4. The Alliance: Mediate Vask-Song conflict (can it be saved?)
  5. The Coup: Internal Guild opposition (support her? Them?)
  6. The Price: She offers anything for specific information (test ethics)
  7. The Revelation: Learn about hidden costs (confront her?)
  8. The Negotiation: Business deal with her (how far will she go?)
  9. The Rescue: Expedition in trouble (save them despite her orders)
  10. The Choice: She must decide—stop expeditions or risk everything on one last gamble


“I don’t apologize for ambition. Ambition built everything worth having. Complacency will destroy what remains.”

“Every expedition I fund might fail. Every one I don’t fund definitely prevents discovery. I choose action over safety. Always.”

“They’ll call me many things. I hope one of them is ‘the woman who saved us.’ But I’ll settle for ‘the woman who tried.’”