Aether-Storms
“The Howling Death”
“You haven’t lived until you’ve sailed through a storm. And if
you sail through one, you might not live much longer.”
—Storm-Sailor saying
Quick Reference
| Property | Details |
|---|---|
| Classification | Turbulent regions where Aether churns violently |
| Appearance | Darker, roiling clouds in the Aether |
| Frequency | Permanent zones + random occurrences |
| Duration | Hours to permanent (depending on type) |
| Danger Level | Extreme (40% survival for experts, 10% for novices) |
| Effects | Crushing pressure, lightning-like discharges, hallucinations, temperature swings |
| Primary Location | Howling Expanse |
Aether-Storm - The Howling
Death
Overview
Aether-Storms are turbulent regions where the Aether itself churns and writhes with violent, incomprehensible force. They are among the most dangerous phenomena in the post-Shattering world—capable of tearing apart airships, driving crews mad, and making experienced pilots pray to The Voyager for deliverance.
Unlike weather storms, Aether-Storms don’t involve wind, rain, or clouds in the conventional sense. They are disturbances in the Aether’s fundamental nature—regions where the breathable void becomes hostile, where pressure fluctuates wildly, where strange energies discharge in lightning-like patterns, and where reality itself seems unstable.
Some storms are permanent fixtures—the Howling Expanse has churned for all 287 years since the Shattering. Others appear and vanish randomly, lasting hours or days before dissipating. No one knows what causes them, why they persist, or how to predict them with certainty.
Yet people enter them. Smugglers use storm-currents for speed. Desperados flee through storms to escape pursuit. And the Storm-Sailors—those born and raised in the Howling Expanse—navigate storms with supernatural skill, treating the howling chaos as home.
Types of Storms
Permanent Storms
Characteristics: - Exist continuously since the Shattering - Fixed locations (don’t move) - Vary in intensity but never dissipate - Can be navigated by experts
Examples:
The Black Tempest (Howling Expanse): - Largest known storm (500km diameter) - Permanent since Year 0 S. - Center is mysteriously calm (“The Calm Eye”) - Storm-Captain Kiera Windcaller entered center, won’t say what she saw - Storm-Sailors live in the Expanse, navigating it daily
The Grinding Vortex (The Murk): - Rotating storm (100km diameter) - Crushes anything that enters center - Edges navigable, center fatal - Rotates slowly (1 revolution per week)
The Wailing Wall (The Periphery): - Linear storm (stretches 1,000+ km) - Marks edge of known Aetherium - Impossible to cross (all attempts failed) - Emits constant “wailing” sound
Transient Storms
Characteristics: - Appear randomly - Last hours to days - Move unpredictably - Dissipate suddenly
Formation: Unknown (no warning)
Duration: 6 hours to 3 days (average: 18 hours)
Movement: 5-20 km/day (erratic direction)
Frequency: ~10 transient storms active at any time in known Aetherium
Danger: High (no warning, no prediction)
Micro-Storms
Characteristics: - Small (10-50m diameter) - Brief (minutes to hours) - Localized turbulence - Dangerous but survivable
Frequency: Common (hundreds active at any time)
Effect: Like hitting turbulence in aircraft
Danger: Moderate (can damage ships, injure crew)
Avoidance: Usually possible (visible, small)
Storm Characteristics
Visual Appearance
From Distance: - Darker region in the Aether - Roiling, churning motion - Purple-black coloration - Visible 50-100km away
From Inside: - Darkness (reduced visibility) - Swirling patterns - Strange lights (lightning-like discharges) - Distortion effects (reality seems bent)
The Lightning: - Not electrical (different phenomenon) - Green-white discharges - Jumps between objects - Painful but not always fatal - Leaves scorch marks and strange burns
Physical Effects
Pressure Fluctuations: - Crushing pressure (feels like diving deep underwater) - Sudden decompression (ears pop, nosebleeds) - Alternates rapidly (seconds between changes) - Can rupture hulls, collapse structures
Temperature Swings: - Freezing cold (down to -20°C) - Burning heat (up to 40°C) - Changes in seconds - Frostbite and burns simultaneously possible
Force and Turbulence: - Violent shaking - Sudden accelerations - Unpredictable direction changes - Can tear sails, snap masts, break rigging
Psychological Effects
Hallucinations: - Visual: See things that aren’t there (creatures, islands, people) - Auditory: Hear voices, music, screaming - Tactile: Feel phantom touches - Common (70% of storm survivors report them)
Disorientation: - Loss of sense of direction - Time distortion (minutes feel like hours) - Spatial confusion (can’t judge distances) - Memory gaps
Terror: - Overwhelming fear - Panic attacks - Paralysis - Some crew members break mentally (never recover)
The Whispers: - Many report hearing whispers in storms - Content varies (warnings, threats, prophecies, nonsense) - Similar to Voice Beneath reports - Connection unclear
Survival Techniques
Storm-Resistant Ship Design
Requirements (developed by Engineer Torven Ironhull): - Double-Planking: Reinforced hull (resists pressure) - Flexible Rigging: Adaptive (bends, doesn’t break) - Emergency Systems: Backup sails, quick-release ballast, lifeboats - Storm Anchors: Grappling hooks (attach to islands during storms)
Cost: 2x normal ship price
Availability: Rare (mostly Storm-Sailor vessels)
Effectiveness: Increases survival from 20% to 80%
Pilot Techniques
Entry: - Enter at edge (never center) - Gradual approach (don’t rush in) - Secure everything (loose objects become projectiles) - Crew strapped down (prevent falls)
Navigation: - Don’t fight turbulence (ride it) - Constant adjustments (every few seconds) - Trust instruments (don’t trust senses) - Follow instinct (experienced pilots develop storm-sense)
Exit: - Watch for calm zones (brief respites) - Exit perpendicular to storm flow - Don’t look back (psychological trap)
Emergency: - Dump cargo (reduce weight) - Cut damaged rigging (prevent further damage) - Seal hull breaches (tar, cloth, desperation) - Pray (seriously—many survivors credit constellation intervention)
Storm-Sailor Methods
Born in Storms: Storm-Sailors grow up in Howling Expanse
Natural Ability: Seem to sense storm patterns instinctively
Techniques: - Read storm “moods” (intensity changes) - Find calm pockets (safe zones within storm) - Use storm-currents (ride turbulence for speed) - Communicate through storm (signal flags, light patterns)
Success Rate: 90% survival (vs. 40% for other experts)
Storm-Captain Kiera Windcaller: Legendary storm navigator - Has entered Black Tempest center - Survived impossible storms - Won’t share her secrets (Storm-Sailor tradition)
Theories on Origin
The Shattering Echo Theory
Hypothesis: Storms are echoes of the Shattering event
Evidence: - Permanent storms existed since Year 0 S. - Located at points of extreme Shattering damage - Haven’t dissipated in 287 years
Problem: Why do new storms form?
Proponents: Historians, Archivists
The Aether Wound Theory
Hypothesis: Storms are “wounds” in the Aether
Evidence: - Storms seem like damaged regions - Aether behaves abnormally in storms - Some storms “heal” (transient storms dissipate)
Problem: What causes new wounds?
Proponents: Alchemists, natural philosophers
The Living Aether Theory
Hypothesis: Storms are Aether’s “emotions” or “immune response”
Evidence: - Storms seem almost alive (purposeful movement) - Psychological effects suggest consciousness - Storms react to presence of ships/islands
Problem: Implies Aether is sentient (terrifying)
Proponents: Rot-Touched, mystics
The Dimensional Breach Theory
Hypothesis: Storms are tears between dimensions
Evidence: - Reality distortion in storms - Hallucinations might be glimpses of other dimensions - Strange energies unlike anything else
Problem: Completely speculative
Proponents: The Returners, theorists
Notable Storms
The Black Tempest
Location: Howling Expanse
Size: 500km diameter (largest known)
Age: 287 years (since Shattering)
Intensity: Extreme (outer edge), Unknown (center)
The Calm Eye: - Center is mysteriously calm - 50km diameter of perfect stillness - Storm-Captain Kiera entered (Year 282 S.) - She won’t say what she saw (deeply shaken) - Rumors: Pre-Shattering city intact, ancient entity, gateway to elsewhere
Inhabitants: Storm-Sailors (live in Expanse, not center)
Danger: Extreme (but Storm-Sailors navigate it daily)
The Grinding Vortex
Location: The Murk
Size: 100km diameter
Behavior: Rotates slowly (1 revolution per week)
Effect: Crushing force increases toward center
Center: Instantly fatal (anything entering is crushed to fragments)
Edge: Navigable (dangerous but possible)
Usage: Some smugglers use edge as shortcut (risky)
The Wailing Wall
Location: The Periphery
Size: 1,000+ km long, 50km wide
Orientation: Vertical (like a wall)
Sound: Constant “wailing” (audible 100km away)
Effect: Marks edge of known Aetherium
Crossings: All attempts failed (ships destroyed or turned back)
Theory: Boundary of Aether itself (beyond is true void?)
Storm-Related Phenomena
Storm-Beasts
Storm-Serpents: Creatures that live in storms - Aggressive predators - Lightning-fast - Hunt ships - Rare but deadly
Storm-Fish: Harmless creatures that feed on storm energy - Bioluminescent - Schools of hundreds - Beautiful but indicate storm presence
Storm-Corruption
Phenomenon: Extended storm exposure can cause Rot-like corruption
Symptoms: - Black veins (like Rot) - Psychological changes (hear whispers permanently) - Physical mutations (rare)
Difference from Rot: Storm-corruption is psychological, not physical decay
Treatment: Time on stable ground, spiritual counseling
Permanent: Some effects never fade
Storm-Madness
Condition: Permanent psychological damage from storm exposure
Symptoms: - Constant hallucinations - Paranoia - Violent outbursts - Catatonia
Frequency: 5% of storm survivors
Treatment: None effective (condition is permanent)
Outcome: Usually institutionalized or exiled
Economic and Social Impact
Trade Disruption
Effect: Storms block trade routes
Response: Ships detour (adds days to journey)
Cost: Increased prices, delayed shipments
Prediction: Stormwatch Outpost provides 2-hour warning
Storm-Sailors
Culture: Unique society living in Howling Expanse
Skills: Unmatched storm navigation
Economy: Hire out as pilots, guides, escorts
Isolation: Rarely leave Expanse (prefer storms to calm Aether)
Reputation: Legendary pilots, mysterious, respected
Smuggling
Usage: Criminals use storms to evade pursuit
Risk: High (many smugglers die)
Reward: Can transport illegal goods undetected
Black Sky Cartel: Uses storm routes regularly
Quest Hooks
- The Storm Crossing: Must cross storm to reach destination (survive?)
- The Storm Rescue: Ship trapped in storm (rescue mission)
- The Calm Eye: Investigate what’s in Black Tempest center
- The Storm-Sailor: Hire Storm-Sailor guide (learn their secrets?)
- The New Storm: Transient storm appears, blocks critical trade route
- The Storm-Beast: Storm-Serpent hunting ships (kill or evade?)
- The Storm-Madness: Crew member goes mad from storm exposure (cure? Mercy kill?)
- The Smuggle Run: Use storm to transport illegal goods (risk vs. reward)
- The Storm Warning: Stormwatch fails, storm surprise attacks settlement
- The Storm Secret: Discover what causes storms (change everything?)
Related Topics
- The Aether - The medium in which storms form
- Aether-Currents - Storm-currents are fastest but most dangerous
- Howling Expanse - Region of permanent storms
- Storm-Captain Kiera Windcaller - Legendary storm navigator
- Engineer Torven Ironhull - Designed storm-resistant ships
- Airships - Vessels that must survive storms
“The storm doesn’t hate you. It doesn’t even know you exist.
That’s what makes it terrifying—you’re fighting something that can’t be
reasoned with, can’t be bargained with, can’t even see you. You’re just
debris in its path.”
—Captain Jorah
Ironwind
“I was born in the storm. I’ll die in the storm. The calm Aether feels wrong to me—too quiet, too still.
Give me the howling chaos. That’s home.”
—Storm-Sailor saying
“We entered the Black Tempest. We
reached the center. We saw… I can’t. I won’t. Some things shouldn’t be
spoken. Just know this: the storm isn’t random. It’s guarding something.
Or keeping something in.”
—Storm-Captain
Kiera Windcaller (only time she’s discussed it)