Aether-Currents
“The Invisible Rivers”
“You can’t see them. You can’t hear them. But you can feel
them—if you’ve sailed long enough. They’re the difference between a
three-day voyage and a ten-day drift.”
—Captain Jorah
“Ironwind”
Quick Reference
| Property | Details |
|---|---|
| Classification | Invisible force flows through the Aether |
| Discovery | Year 5 S. (first documented) |
| Detectability | Experienced pilots can sense them |
| Predictability | ~40% mapped, 60% unknown or shifting |
| Speed Range | 5-50 km/day boost (depending on current strength) |
| Danger Level | Low to Extreme (depending on type) |
| Primary Use | Navigation and faster travel |
Aether-Currents -
The Invisible Rivers
Overview
Aether-Currents are invisible flows of force that move through the Aether like ocean currents move through water. They are one of the most important and least understood phenomena in the post-Shattering world—critical for navigation, dangerous when misread, and utterly mysterious in origin and mechanism.
A skilled pilot riding a favorable current can cut travel time in half. An inexperienced pilot caught in a storm current can be swept hundreds of kilometers off course—or into The Deeps. The difference between successful voyage and disaster often comes down to current-reading skill.
Unlike ocean currents, Aether-Currents leave no visible trace. They can’t be seen, heard, or measured with instruments (except the most expensive and rare Aether-Needles). They must be felt—through subtle changes in air pressure, temperature, the way debris drifts, or simply pilot intuition developed over years of experience.
The Sky-Guild maintains maps of known currents, but these maps are incomplete and constantly outdated. Currents shift. New ones appear. Old ones vanish. The Aether is not static, and neither are its invisible rivers.
Discovery and History
Early Post-Shattering (0-5 S.)
Initial Confusion: Early survivors didn’t understand why islands drifted at different speeds
Accidental Discovery: Year 5 S., an island suddenly accelerated—first documented current encounter
Observation: Pilots noticed debris moving faster than wind could explain
Theory: Something invisible was pushing objects through the Aether
Systematic Study (5-50 S.)
Experimentation: Pilots deliberately sought currents
Mapping Attempts: Early charts created (mostly inaccurate)
Terminology: “Aether-Currents” coined by Star-Reader Kelvin (Year 12 S.)
Guild Formation: Sky-Guild founded partly to standardize current knowledge (Year 12 S.)
Breakthrough: Discovery that experienced pilots could sense currents (Year 18 S.)
Modern Era (50-287 S.)
Trade Routes: Major currents mapped and named
Navigation Standard: Current-reading becomes essential pilot skill
Guild Monopoly: Sky-Guild controls most current maps (valuable trade secret)
Ongoing Mystery: Despite 287 years of study, fundamental nature remains unknown
Types of Currents
Trade Currents
Characteristics: - Stable flows connecting major settlements - Predictable direction and strength - Heavily trafficked - Well-mapped by Sky-Guild
Speed Boost: 10-20 km/day
Examples: - Ironhold Run: Eos to Ironhold (3-7 day journey becomes 3-4 days) - Eos Stream: Circular current around Bright Reaches - Farming Circuit: Connects agricultural islands - Market Flow: Leads to Floating Market
Usage: Cargo haulers, passenger ships, regular trade
Danger Level: Low (well-known, stable)
Drift Currents
Characteristics: - Slower, meandering flows - Cause islands to gradually change position - Can separate settlements that were once close - Responsible for island drift patterns
Speed: 2-5 km/day
Effects: - Islands drift apart over years - Trade routes must be constantly adjusted - Settlements lose contact - The Hollow’s expansion spread by drift currents
Danger Level: Low (slow enough to avoid)
Historical Impact: Murky Chasm’s two fragments drifting apart (2m/year)
Storm Currents
Characteristics: - Violent, turbulent flows - Associated with Aether-Storms - Extremely fast but dangerous - Unpredictable direction changes
Speed Boost: 30-50 km/day (or more)
Location: Howling Expanse, storm zones, unstable regions
Usage: - Smugglers (fast but risky) - Desperados (no alternative) - Storm-Sailors (specialized skill) - Emergency escapes (last resort)
Danger Level: Extreme - Can tear apart poorly-built ships - Sudden direction changes - Crushing pressure fluctuations - Hallucinations common
Survival Rate: ~40% for experienced pilots, ~10% for novices
Deep Currents
Characteristics: - Found in The Deeps - Pull downward (or what feels like downward) - No known way to escape if caught - Possibly lead to “The Bottom” (if it exists)
Speed: Unknown (no survivors to report)
Direction: Always “down”
Danger Level: Fatal
Theories: - Lead to bottom of Aether (if such exists) - Circular flow returns to upper Aether (unproven) - Dissolve ships and crews (horrifying possibility) - Gateway to another dimension (speculative)
Avoidance: Stay out of The Deeps
Detection Methods
Pilot Intuition
Most Common Method: Experienced pilots “feel” currents
Sensations: - Subtle air pressure changes - Temperature shifts (1-2°C) - Tingling sensation on skin - “Pulling” feeling in specific direction - Instinctive knowledge (hard to explain)
Development: Takes 5-10 years of regular sailing
Reliability: 70-80% accurate for experienced pilots
Limitation: Subjective, can’t be taught directly (must be learned through experience)
Best Practitioners: - Captain Jorah Ironwind (legendary accuracy) - Storm-Captain Kiera Windcaller (storm current specialist) - Storm-Sailors (born into it, natural talent)
Observation
Debris Watching: Observing how floating objects drift
Indicators: - Debris moving faster than wind - Objects drifting in unexpected directions - Clusters of debris following same path - Island drift patterns
Reliability: 50-60% accurate
Advantage: Objective, anyone can learn
Limitation: Requires visible debris, slow to detect
Aether-Needles
Description: Compass-like devices that vibrate near currents
Mechanism: Unknown (pre-Shattering technology)
Effectiveness: 80-90% accurate
Availability: Extremely rare (only ~50 functional needles in Aetherium)
Cost: 5,000-10,000 Coins (if you can find one)
Ownership: Mostly Guild officials, wealthy captains, explorers
Limitation: Detects presence but not strength or exact direction
Star-Reader Methods
Technique: Some claim to detect currents through constellation positions
Reliability: Highly debated (20-40% accurate?)
Practitioners: Star-Readers, mystics, some clergy
Theory: Currents align with constellation patterns
Skepticism: Most pilots consider this superstition
Reality: Unclear if it works or is coincidence
Navigation Techniques
Riding Currents
Basic Principle: Align ship with current flow for speed boost
Technique: 1. Detect current (intuition, observation, or needle) 2. Adjust sails and rudder to align with flow 3. Let current carry ship 4. Monitor for current shifts 5. Exit current when reaching destination
Skill Required: Moderate to high (depending on current type)
Risk: Low for trade currents, extreme for storm currents
Current Jumping
Advanced Technique: Moving between multiple currents for optimal route
Process: 1. Ride first current to intersection point 2. Exit first current 3. Coast through zero-g zone 4. Enter second current 5. Repeat as needed
Advantage: Can create routes that don’t exist on maps
Skill Required: Expert level
Risk: Moderate (easy to miss intersection, get lost)
Practitioners: Captain Jorah Ironwind, experienced independent pilots
Current Avoidance
When Necessary: Avoiding dangerous currents (storm, deep)
Technique: 1. Detect current early 2. Steer perpendicular to flow 3. Use wind power to escape 4. Monitor constantly (currents can shift)
Difficulty: High (currents are strong)
Emergency: Dump cargo/ballast to increase maneuverability
Storm Current Riding
Extreme Technique: Deliberately entering storm currents for speed
Requirements: - Reinforced ship (storm-resistant design) - Expert pilot (Storm-Sailor level skill) - Desperation or necessity - Courage (or foolishness)
Process: 1. Enter storm current at edge (not center) 2. Ride turbulence (don’t fight it) 3. Constant adjustments (every few seconds) 4. Exit before reaching storm center 5. Pray to The Voyager
Success Rate: 40% survival for experts
Speed: Can cut travel time by 70%
Usage: Smugglers, emergency escapes, Storm-Sailors
Theories on Origin
The Flow Theory
Hypothesis: Aether itself is flowing (currents are the flow)
Evidence: - Currents exist everywhere - Islands drift with currents - Consistent patterns
Problem: Why does Aether flow? What drives it?
Proponents: Alchemists, natural philosophers
The Circulation Theory
Hypothesis: Aether has circulatory system (like blood in body)
Evidence: - Currents seem to loop - Deep currents pull down, others push up - Balanced system
Problem: No center or “heart” detected
Proponents: Those who believe Aether is alive
The Remnant Theory
Hypothesis: Currents are echoes of pre-Shattering world’s rotation
Evidence: - Some currents follow predictable patterns - Might be momentum from old world
Problem: Why haven’t they dissipated after 287 years?
Proponents: Archivists, historians
The Artificial Theory
Hypothesis: Currents are artificial (created by Luminar or pre-Shattering civilization)
Evidence: - Too organized to be natural - Some currents seem deliberately placed - Aether-Needles suggest technology
Problem: No mechanism or control center found
Proponents: The Returners, conspiracy theorists
The Dimensional Theory
Hypothesis: Currents are flows between dimensions
Evidence: - Deep currents lead “somewhere” - Mysterious nature - Connection to Aether Phenomena
Problem: Completely speculative
Proponents: Mystics, Rot-Touched philosophers
Dangers and Challenges
Getting Lost
Risk: Currents can carry ships far off course
Cause: Misreading current direction, unexpected current shifts
Result: Lost in featureless Aether, supplies run out
Prevention: Constant monitoring, backup navigation
Rescue: Rare (Aether is vast)
Current Shifts
Phenomenon: Currents sometimes change direction or strength suddenly
Frequency: Unpredictable (can happen anytime)
Warning: Usually none (instant change)
Effect: Ship suddenly off course, crew disoriented
Danger: Can push ship into storm, Rot-cloud, or Deeps
Adaptation: Experienced pilots constantly monitor for shifts
Current Collisions
Rare Event: Two currents intersect, creating turbulent zone
Effect: Violent churning, unpredictable forces
Danger: Can tear apart ships
Avoidance: Difficult (intersections not always mapped)
Survival: Dump cargo, emergency maneuvers, luck
Deep Current Entrapment
Fatal Scenario: Ship caught in deep current
Process: 1. Ship enters current (often unknowingly) 2. Current pulls “downward” 3. No escape (too strong) 4. Ship descends into The Deeps 5. Never seen again
Survivors: None
Prevention: Stay out of The Deeps, monitor constantly
Economic and Social Impact
Trade Dependency
Reality: Modern trade depends entirely on currents
Without Currents: Travel would be 2-3x slower (economically devastating)
Guild Power: Sky-Guild’s current maps are valuable trade secrets
Competition: Independent pilots who discover new currents gain advantage
Knowledge as Currency
Value: Current information is extremely valuable
Secrecy: Pilots guard knowledge of good routes
Trading: Current maps traded, sold, stolen
Guild Monopoly: Sky-Guild tries to control current knowledge
Pilot Status
Skill Hierarchy: Current-reading ability determines pilot reputation
Legendary Pilots: Those with exceptional current-sense are famous - Captain Jorah Ironwind: Never lost, perfect current-reading - Storm-Captain Kiera Windcaller: Storm current mastery
Training: Apprenticeships focus heavily on current-reading
Mystique: Good pilots seem to have supernatural sense
Quest Hooks
- The New Current: Discover unmapped current (valuable information)
- The Current Map: Steal/recover Guild current charts
- The Storm Ride: Must use storm current to escape danger (survive?)
- The Lost Ship: Vessel swept off course by current shift (rescue mission)
- The Deep Pull: Ship being pulled toward Deeps by current (escape?)
- The Current War: Rival factions fighting over newly discovered trade current
- The Needle: Find rare Aether-Needle (valuable artifact)
- The Training: Learn current-reading from legendary pilot
- The Shift: Major current suddenly changes (affects all trade routes)
- The Mystery: Investigate what causes currents (discover truth?)
Related Topics
- The Aether - The medium through which currents flow
- Aether-Storms - Storms create dangerous currents
- Airships - Vessels that navigate currents
- Sky-Guild - Controls current knowledge
- Captain Jorah Ironwind - Master of current-reading
- Storm-Captain Kiera Windcaller - Storm current specialist
“Currents are like invisible roads. Some are highways—safe, fast,
well-traveled. Some are back alleys—dangerous but useful. And some are
cliffs—one wrong turn and you’re falling forever.”
—Pilot’s saying
“I’ve sailed for thirty years. I still don’t understand currents.
But I can feel them. That’s enough.”
—Captain Jorah
Ironwind
“The Aether has structure. Invisible
structure. We navigate by faith and feel, hoping we’re right. Usually we
are. Sometimes we’re not. Those times, we die.”
—Storm-Sailor proverb