SkyLands Wiki

Travel Encounters

“The journey between islands is never truly safe. Every passage carries risk—and opportunity.”


Overview

Travel encounters occur when moving between major settlements in the Aetherium. These vignettes add flavor and challenge to journeys, offering skill checks, reputation opportunities, and environmental storytelling.

Total Travel Routes: 14
Average Duration: 1-3 in-game days
Encounter Types: Navigation, escort, reflection, observation


Implementation Status

Route Status Skill Checks Unique Features
Eos → Ironhold ✅ Implemented Cunning Military patrol observation
Eos → Spire ✅ Implemented Cunning Aether-Current navigation
Eos → Chasm ✅ Implemented Cunning, Endurance Rot cloud navigation
Eos → Windmere ✅ Implemented - Peaceful farmland journey
Ironhold → Eos ✅ Implemented - Security checkpoint exit
Ironhold → Chasm ✅ Implemented Cunning Patrol evasion
Ironhold → Windmere ✅ Implemented - Supply route
Spire → Eos ✅ Implemented - Leaving corruption behind
Spire → Chasm ✅ Implemented Endurance Murk navigation
Chasm → Eos ✅ Implemented - Return to civilization
Chasm → Ironhold ✅ Implemented Cunning Avoiding detection
Chasm → Spire ✅ Implemented - Scholar’s path
Windmere → Eos ✅ Implemented - Harvest transport
Windmere → Ironhold ✅ Implemented Strength Farmer escort opportunity

Route Details

Skyport Eos Routes

Eos → Ironhold: “Journey to Ironhold”

File: data/vignettes/travel/eos_to_ironhold.json
Duration: 1 day
Danger Level: Low (well-patrolled)

Description: The safest passage in the Aetherium follows well-patrolled trade routes to the fortress-city. The massive plateau rises from the Aether, its 30-meter walls visible from great distance.

Choices: 1. Follow the trade route - Safe, uneventful passage 2. Observe the military patrols (Cunning DC 18) - Learn patrol patterns; failure draws suspicion

Rewards: - Success: XP, flag observed_ironhold_patrols - Failure: Minor Sky-Guild reputation loss

Lore Notes: The trade route between Eos and Ironhold is the most heavily patrolled in the Aetherium. Sky-Guild vessels and Ironhold military craft ensure cargo reaches its destination—for a price.


Eos → Glimmering Spire: “Journey to Glimmering Spire”

File: data/vignettes/travel/eos_to_spire.json
Duration: 1-2 days
Danger Level: Low-Medium (Aether-Currents)

Description: The journey north follows Aether-Currents toward the crystalline tower. The Spire catches constellation-light in eerie patterns, visible even from great distance.

Choices: 1. Take the safer route (Cunning DC 20) - Avoid turbulent currents; bonus stamina on success 2. Take the direct path - Standard travel, no skill check

Rewards: - Success: XP, stamina recovery - Failure: Time delay (2 days instead of 1)

Lore Notes: The Glimmering Spire’s crystalline structure acts as a beacon, making navigation relatively straightforward. The challenge lies in the unpredictable Aether-Currents that swirl around its base.


Eos → Murky Chasm: “Journey to Murky Chasm”

File: data/vignettes/travel/eos_to_chasm.json
Duration: 1-3 days
Danger Level: Medium-High (Rot clouds, no patrols)

Description: The journey into the Murk is oppressive. The Aether darkens from bright silver to murky gray. The air grows colder, heavier. Civilization’s rules end here.

Choices: 1. Navigate carefully through Rot clouds (Cunning DC 25) - Avoid corruption exposure 2. Take the direct route - Accept minor stamina loss 3. Push through quickly (Endurance DC 20) - Faster arrival, risk exhaustion

Rewards: - Cunning Success: XP, safe arrival - Cunning Failure: HP loss (-10), longer travel - Endurance Success: XP, fast arrival (1 day) - Endurance Failure: Stamina loss, normal travel time

Lore Notes: The Murk is a region of concentrated Sky-Rot, where the Aether itself seems corrupted. Few travel here willingly, and those who do learn to navigate by instinct rather than sight.


Eos → Windmere Farms: “Journey to Windmere”

File: data/vignettes/travel/eos_to_windmere.json
Duration: 1 day
Danger Level: Low (agricultural region)

Description: A peaceful journey through the agricultural heartland of the Aetherium. Terraced fields and floating farms dot the landscape.

Choices: 1. Standard journey - Uneventful, scenic passage

Lore Notes: Windmere Farms supplies much of the Aetherium’s food. The journey from Eos passes through some of the most beautiful—and vital—territory in the sky-islands.


Ironhold Routes

Ironhold → Eos: “Return to Skyport Eos”

File: data/vignettes/travel/ironhold_to_eos.json
Duration: 1 day
Danger Level: Low

Description: Departing Ironhold means passing through exit checkpoints. The fortress-city tracks who leaves as carefully as who enters.

Choices: 1. Standard departure - Routine inspection, uneventful journey

Lore Notes: Ironhold’s security extends to departures. They want to know who’s leaving, what they’re carrying, and where they’re going. Information is power.


Ironhold → Murky Chasm: “Journey to Murky Chasm”

File: data/vignettes/travel/ironhold_to_chasm.json
Duration: 2 days
Danger Level: Medium

Description: The journey from order to chaos. Ironhold’s patrols thin out quickly, and the Murk swallows everything.

Choices: 1. Avoid patrol routes (Cunning DC 22) - Slip away unnoticed 2. Standard route - Patrols note your destination

Rewards: - Success: No record of your destination - Failure: Ironhold knows you went to the Chasm

Lore Notes: Ironhold disapproves of travel to Murky Chasm. They consider it a breeding ground for corruption—both literal and moral.


Ironhold → Windmere Farms: “Journey to Windmere”

File: data/vignettes/travel/ironhold_to_windmere.json
Duration: 1 day
Danger Level: Very Low

Description: The supply route from Ironhold to Windmere is heavily protected. Food is too valuable to risk.

Choices: 1. Follow the supply convoy - Safe, efficient passage

Lore Notes: This route is Ironhold’s lifeline. Without Windmere’s harvests, the fortress-city would starve within months.


Glimmering Spire Routes

Spire → Eos: “Return to Skyport Eos”

File: data/vignettes/travel/spire_to_eos.json
Duration: 1 day
Danger Level: Low

Description: Leaving the corrupted ruins behind, the journey south brings relief. The Aether brightens, and the weight of ancient tragedy lifts.

Choices: 1. Standard journey - Peaceful return to civilization

Lore Notes: Many travelers report feeling lighter after leaving the Spire, as if the corruption there has a psychological weight.


Spire → Murky Chasm: “Journey to Murky Chasm”

File: data/vignettes/travel/spire_to_chasm.json
Duration: 2 days
Danger Level: Medium

Description: From one darkness to another. The scholarly corruption of the Spire gives way to the moral corruption of the Chasm.

Choices: 1. Endure the journey (Endurance DC 18) - Maintain focus through the Murk 2. Standard route - Accept the oppressive atmosphere

Rewards: - Success: Arrive with full focus - Failure: Minor focus penalty

Lore Notes: Scholars sometimes travel this route seeking forbidden knowledge. The Chasm’s black markets offer texts the Clergy has banned.


Murky Chasm Routes

Chasm → Eos: “Return to Skyport Eos”

File: data/vignettes/travel/chasm_to_eos.json
Duration: 2 days
Danger Level: Low-Medium

Description: Leaving the Chasm feels like surfacing from deep water. The Murk gradually lightens, and the oppressive weight lifts from your shoulders.

Choices: 1. Standard route - Safe passage back to civilization 2. Reflect on what you witnessed - Gain focus bonus

Rewards: - Reflection: +5 Focus, deeper understanding

Lore Notes: Many travelers report needing time to readjust after visiting the Chasm. The lawlessness there changes perspective.


Chasm → Ironhold: “Journey to Ironhold”

File: data/vignettes/travel/chasm_to_ironhold.json
Duration: 2 days
Danger Level: Medium

Description: From lawlessness to absolute order. The contrast is jarring—and the checkpoints are thorough.

Choices: 1. Conceal your origin (Cunning DC 24) - Avoid suspicion 2. Declare honestly - Accept increased scrutiny

Rewards: - Success: Normal entry processing - Failure: Extended inspection, possible reputation loss

Lore Notes: Ironhold guards are trained to identify Chasm travelers. The corruption there—moral and physical—is considered contagious.


Chasm → Spire: “Journey to Glimmering Spire”

File: data/vignettes/travel/chasm_to_spire.json
Duration: 2 days
Danger Level: Medium

Description: The path of forbidden knowledge. From the Chasm’s black markets to the Spire’s corrupted archives.

Choices: 1. Standard journey - Uneventful passage through the Murk

Lore Notes: This route is favored by those seeking knowledge the Clergy forbids. The Chasm provides the contacts; the Spire provides the texts.


Windmere Farms Routes

Windmere → Eos: “Journey to Skyport Eos”

File: data/vignettes/travel/windmere_to_eos.json
Duration: 1 day
Danger Level: Very Low

Description: Harvest vessels fill the route, carrying food to Eos’s markets. The journey is peaceful and prosperous.

Choices: 1. Standard journey - Pleasant passage through farmland

Lore Notes: This route represents the Aetherium’s agricultural economy in action. Without it, Eos would face food shortages within weeks.


Windmere → Ironhold: “Journey to Ironhold”

File: data/vignettes/travel/windmere_to_ironhold.json
Duration: 1 day
Danger Level: Low

Description: The supply route from farms to fortress. Farmers’ vessels loaded with produce share the path with military escorts.

Choices: 1. Escort farmers’ vessels (Strength DC 20) - Protect the convoy, gain reputation 2. Follow the standard route - Safe, uneventful passage

Rewards: - Success: XP, +10 Outland Clans reputation, +5 Sky-Guild reputation - Failure: +5 Outland Clans reputation (appreciated the effort)

Lore Notes: The bargain between Windmere and Ironhold is simple: food for protection, harvest for security. This route is that bargain made physical.


Travel Mechanics

Time Costs

Route Type Base Duration Skill Success Skill Failure
Short (Eos↔︎Ironhold) 1 day 1 day 1-2 days
Medium (Eos↔︎Spire) 1 day 1 day 2 days
Long (Any↔︎Chasm) 2 days 1-2 days 2-3 days
Safe (Windmere routes) 1 day 1 day 1 day

Skill Check Summary

Skill Routes Using Typical DC Purpose
Cunning 6 routes 18-25 Navigation, observation, stealth
Endurance 2 routes 18-20 Speed, endurance through corruption
Strength 1 route 20 Escort protection

Reputation Impacts

Travel choices can affect faction standing:


Design Philosophy

Why Travel Encounters?

  1. World-Building: Each route tells a story about the relationship between locations
  2. Pacing: Provides breathing room between major quests
  3. Skill Utility: Gives non-combat skills meaningful use
  4. Consequence Continuity: Actions during travel can affect arrival conditions

Route Personality

Each route has a distinct character:



Document Status: Complete
Last Updated: December 3, 2025
Implementation: All 14 travel vignettes implemented

“Every journey changes you. The question is whether you choose the change—or let it choose you.”