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Storm-Sailors

“The Wind-Born People”

“We don’t fight the storms. We dance with them. And when you’ve danced in the Howling Expanse long enough, calm air feels like drowning.”
Storm-Captain Kiera Windcaller


Quick Reference

Attribute Details
Population ~2,000 (estimated, scattered across Howling Expanse)
Location Howling Expanse (nomadic, no fixed settlements)
Lifestyle Permanent airship-dwelling, storm navigation specialists
Culture Clan-based, isolationist, fiercely independent
Reputation Legendary pilots, mysterious, rarely interact with other settlements
Unique Trait Can survive and navigate conditions that kill other pilots

Storm-Sailors - The Wind-Born People Storm-Sailors - The Wind-Born People

Overview

Storm-Sailors are humanity’s most adapted people: born, living, and dying aboard airships in the Howling Expanse, navigating constant Aether-Storms that would kill pilots from calmer regions. They’ve never known solid ground, can read weather patterns invisible to others, and consider calm air “unnatural” and “suffocating.”

Unlike other peoples who adapted to post-Shattering conditions, Storm-Sailors chose this life. After the Shattering, some survivors fled into the storm-wracked Expanse rather than compete for scarce island territory. They adapted, thrived, and became something new: a people for whom storms are home.

Numbering around 2,000 across multiple clans, Storm-Sailors are rare, legendary, and largely isolationist. They trade occasionally with settlements (selling storm-harvested materials and navigation services), but return quickly to their storms. To them, the “calm folk” live half-lives in stagnant air.


Origins and History

The First Storm-Sailors (0-20 S.)

Founding (Year 2-5 S.): - Shattering survivors fleeing overcrowded islands - Chose Howling Expanse (others avoided it) - Initial survival rate: Low (storms killed many) - Survivors: Adapted or died

Early Adaptation (5-20 S.): - Learned storm navigation (trial and error) - Modified ships (reinforced, storm-resistant) - Developed clan structure (cooperation essential) - Children born aboard ships (first true Storm-Sailors)

Cultural Formation (20-50 S.): - Distinct identity emerged - Rejected “calm folk” ways - Embraced storm life as superior - Isolationism began

Middle Period (50-200 S.)

Expansion: - Multiple clans formed (family-based) - Claimed different Expanse territories - Developed navigation techniques - Became legendary pilots

Contact with Settlements: - Occasional trade (rare materials) - Navigation services (guiding through Expanse) - Reputation: Mysterious, capable, strange - Cultural exchange: Minimal (Storm-Sailors uninterested)

Modern Era (200-287 S.)

Current Status: - ~2,000 Storm-Sailors across 15-20 clans - Fully adapted to storm life - Legendary status (best pilots in Aetherium) - Increased isolation (calm folk “don’t understand”)

Notable Figures: - Storm-Captain Kiera Windcaller (entered Black Tempest, only survivor) - Engineer Torven Ironhull (sends ship designs to Ironhold anonymously)


Physical Adaptations

Storm-Born Traits

Respiratory: - Can breathe in high Aether density (others suffocate) - Lung capacity 30% greater than average - Tolerance for pressure changes - Calm air feels “thin” (uncomfortable)

Balance and Coordination: - Exceptional equilibrium (constant ship motion) - Can walk/work during violent turbulence - Instinctive compensation for movement - Solid ground feels “wrong” (motion sickness on islands)

Vision: - Can see in low light (storm clouds block sun) - Detect subtle air current changes - Track lightning patterns (predict strikes) - Storm-gray eyes common (genetic or environmental?)

Hearing: - Filter constant thunder (selective hearing) - Detect wind changes by sound - Communicate over storm noise - Silence is “deafening” (disorienting)

Durability: - Weathered skin (constant exposure) - High pain tolerance (injuries common) - Rapid healing (necessity) - Scarring common (badges of survival)


Culture and Lifestyle

Clan Structure

Organization: - 15-20 clans (50-200 members each) - Family-based (multi-generational) - Led by Storm-Captain (most skilled navigator) - Decisions by consensus (survival requires cooperation)

Notable Clans: - Windcaller Clan (Kiera’s clan, most prestigious) - Stormbreaker Clan (largest, ~200 members) - Lightning-Dancers (smallest, most daring) - Ironhull Clan (Torven’s clan, engineering specialists)

Inter-Clan Relations: - Cooperative (shared territory, mutual aid) - Occasional gatherings (festivals, trade, marriages) - Rare conflicts (resources, territory, honor) - United identity (Storm-Sailors vs. calm folk)

Daily Life

Shipboard Living: - Entire life aboard airship - Multi-generational vessels (maintained for centuries) - Cramped but efficient - Constant motion (normal to them)

Work: - Navigation (constant, everyone trained) - Ship maintenance (critical, daily) - Storm-harvesting (materials, artifacts) - Fishing (Aether-Fish, Storm-Serpents)

Children: - Born aboard ships (never touch ground) - Trained from age 3 (navigation, survival) - Fearless of heights (natural environment) - Rite of passage: Solo storm navigation (age 15)

Elderly: - Respected (experience = survival) - Teach navigation (oral tradition) - Maintain ships (skilled craftspeople) - “Storm-Burial” when die (body released to winds)

Social Norms

Values: - Skill: Competence is highest virtue - Courage: Fear is shameful (storms test constantly) - Independence: Self-reliance essential - Loyalty: Clan is family (betrayal unthinkable)

Taboos: - Cowardice: Refusing to navigate dangerous storms - Abandonment: Leaving clan member behind - Grounding: Choosing to live on island (ultimate betrayal) - Calm-Seeking: Avoiding storms (weakness)

Relationships: - Marriages within or between clans - Partnerships based on skill compatibility - Children raised communally (clan responsibility) - Elders arrange matches (genetic diversity, skill pairing)


Skills and Abilities

Storm Navigation

Reading Weather: - Predict storm patterns hours in advance - Detect invisible Aether-currents - Track lightning (avoid strikes) - Find calm pockets (temporary rest)

Ship Handling: - Navigate 300+ km/h winds - Use storms for propulsion (storm-sailing) - Emergency maneuvers (instant reaction) - Multi-ship coordination (clan formations)

Survival: - Repair ships mid-storm - Rescue fallen crew (rope work, timing) - Endure extreme conditions (cold, heat, pressure) - First aid (injuries constant)

Storm-Harvesting

Materials: - Storm-Glass: Crystallized Aether (valuable, rare) - Lightning-Forged Metal: Storm-struck alloys (superior properties) - Void-Silk: Rare material from storm creatures - Artifacts: Pre-Shattering debris in Black Tempest field

Techniques: - Timing (harvest during specific storm phases) - Risk (dangerous, high casualty rate) - Expertise (only Storm-Sailors can do this) - Profit (materials sell for fortune to calm folk)


Relationship with Other Peoples

Calm Folk (General)

Storm-Sailor View: - “Half-alive” (stagnant air = death) - Weak (can’t survive storms) - Boring (predictable lives) - Pitied (don’t know true freedom)

Calm Folk View: - Legendary (best pilots) - Strange (incomprehensible lifestyle) - Dangerous (unpredictable, wild) - Respected (from distance)

Interaction: Minimal, transactional

Bright-Folk

Relations: Neutral - Trade occasionally (Storm-Sailors sell materials) - Cultural disconnect (Bright-Folk find them alien) - No conflict (different territories)

Iron-Blood

Relations: Respectful - Mutual appreciation for toughness - Trade (storm materials for weapons) - Occasional cooperation (navigation services) - Engineer Torven connection to Ironhold

Void-Kin

Relations: Complex - Both post-Shattering adapted peoples - Void-Kin understand Storm-Sailors better than others - Occasional philosophical exchanges - Mutual respect (survivors recognize survivors)

Veil-Born

Relations: Distant - Veil-Born isolationism mirrors Storm-Sailors’ - Rare contact (different territories) - Mutual understanding (both reject mainstream)


Religion and Beliefs

Storm Worship

Philosophy: Storms are alive, conscious, sacred - Not gods (no prayers) - Partners (dance, not submission) - Teachers (survival lessons) - Home (where they belong)

Black Tempest: - Sacred/Forbidden (most holy storm) - “The Storm King’s Throne” - Never enter (Kiera’s feat unrepeatable) - Offerings thrown to winds (respect)

Rituals: - Storm-Greeting: Salute when entering new storm - Wind-Thanks: Gratitude for safe passage - Lightning-Blessing: Newborns held up to storm (blessing) - Storm-Burial: Dead released to winds (return to storms)

Constellations

Relationship: Ambivalent - Acknowledge constellations exist - Don’t pray (storms more immediate) - Respect Constellation of the Voyager (navigation) - Ignore Clergy (calm folk religion)


Technology and Ships

Storm-Ships

Design: - Reinforced hulls (triple-thick) - Storm-sails (catch extreme winds) - Lightning rods (grounding system) - Flexible rigging (absorbs shock) - Sealed cabins (pressure-resistant)

Modifications: - Each clan customizes (family techniques) - Passed down generations (ship = heritage) - Constant maintenance (storms damage) - Engineer Torven’s innovations (revolutionary)

Lifespan: 100+ years (with constant repair)

Traditional: - Wind-Readers (devices measuring air pressure) - Storm-Compasses (Aether-current detectors) - Lightning-Trackers (predict strikes) - Clan Maps (oral tradition, memorized)

Modern: - Torven’s designs (advanced instruments) - Shared reluctantly (tradition vs. innovation)


Current Issues (287 S.)

Isolation Increasing

Trend: Less contact with calm folk - Storm-Sailors find settlements “suffocating” - Younger generation more isolationist - Trade decreasing (self-sufficient) - Cultural drift (becoming more alien)

Black Tempest Mystery

Kiera’s Silence: - She won’t share what she saw - Clan respects silence (others don’t) - Outside pressure increasing (Archivists, Returners) - Storm-Sailors protective (she’s one of them)

Population Decline

Issue: Only ~2,000 Storm-Sailors - Birth rate low (harsh conditions) - Casualties high (storms kill) - No immigration (calm folk can’t adapt) - Concern: Will they survive long-term?

Torven’s Betrayal?

Controversy: Engineer Torven sharing designs with Ironhold - Some see as betrayal (clan secrets) - Others see as pragmatic (helping humanity) - Torven anonymous (protecting himself) - Debate within clans (tradition vs. progress)


Notable Storm-Sailors

Storm-Captain Kiera Windcaller

Role: Legendary navigator, clan leader Achievement: Only person to enter Black Tempest and return Status: Haunted, silent about experience

Engineer Torven Ironhull

Role: Shipwright, innovator Achievement: Revolutionary ship designs Controversy: Sharing designs with Ironhold (anonymously)


Quest Hooks

  1. “Storm-Sailing Lessons”: Learn navigation from Storm-Sailors (skill training)
  2. “The Clan Gathering”: Attend rare multi-clan festival (cultural immersion)
  3. “Storm-Harvesting”: Join dangerous material collection (high risk, high reward)
  4. “The Grounded One”: Find Storm-Sailor who chose island life (taboo, tragic)
  5. “Kiera’s Trust”: Earn Storm-Captain’s respect (relationship quest)
  6. “Torven’s Secret”: Discover Engineer’s anonymous aid to Ironhold
  7. “The Storm-Burial”: Witness/participate in funeral ritual (cultural experience)
  8. “Into the Expanse”: Navigate Howling Expanse with Storm-Sailor guide


Population: ~2,000
Territory: Howling Expanse (nomadic)
Status: Thriving but isolated

“You calm folk think we’re crazy. Living in storms, never touching ground, risking death daily. But we’ve got something you’ll never have: freedom. True freedom. The kind that comes from dancing with the wind and knowing that every moment could be your last. That’s not crazy. That’s alive.”
—Storm-Sailor proverb