SkyLands Wiki

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 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-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

  1. The Storm Crossing: Must cross storm to reach destination (survive?)
  2. The Storm Rescue: Ship trapped in storm (rescue mission)
  3. The Calm Eye: Investigate what’s in Black Tempest center
  4. The Storm-Sailor: Hire Storm-Sailor guide (learn their secrets?)
  5. The New Storm: Transient storm appears, blocks critical trade route
  6. The Storm-Beast: Storm-Serpent hunting ships (kill or evade?)
  7. The Storm-Madness: Crew member goes mad from storm exposure (cure? Mercy kill?)
  8. The Smuggle Run: Use storm to transport illegal goods (risk vs. reward)
  9. The Storm Warning: Stormwatch fails, storm surprise attacks settlement
  10. The Storm Secret: Discover what causes storms (change everything?)


“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)