Story Arcs Overview
“Six threads weave through the shattered world. Pull one, and all others tremble.”
Introduction
The SkyLands narrative is built around six major story arcs that interweave, conflict, and reinforce each other. These arcs are not linear quest chains—they are living tensions that evolve based on player choices, faction reputations, and world state. Characters act independently, pursuing their own goals whether the player engages or not.
Each arc can be approached from multiple angles, resolved in different ways, or ignored entirely. Your choices ripple across all arcs—helping one faction may sabotage another arc’s peaceful resolution.
The Six Major Arcs
Arc 1: The Hidden Corruption
Core Conflict: Elder Mira Thornwell, leader of Skyport Eos, is secretly Rot-corrupted. Discovery means political crisis; concealment means the Rot spreads from within.
Status: Active (Year 287 S.)
Location: Skyport Eos
Estimated Time: Months (her corruption is Stage 1,
accelerating)
Key Question: When does protecting one person endanger everyone?
Arc 2: The Guild’s Gambit
Core Conflict: The Sky-Guild is orchestrating an economic takeover of Skyport Eos, manipulating trade routes and debt to seize control from the Elder Council.
Status: Active (Year 287 S.)
Location: Skyport Eos, Ironhold
Estimated Time: Months to years
Key Question: Is efficient tyranny better than chaotic freedom?
Arc 3: The Voice Beneath
Core Conflict: The Rot-Touched claim the “Voice Beneath” the Aetherium offers truth and transformation. Is it salvation, damnation, or elaborate delusion?
Status: Active and escalating (Year 287 S.)
Location: Murky Chasm, Glimmering
Spire, The
Hollow
Estimated Time: Ongoing existential threat
Key Question: What if the monsters are right?
Arc 4: The Nexus Spire
Core Conflict: The Nexus Spire—where the Apogee Working shattered the world—vanished during the Shattering. Finding it might reverse the catastrophe… or trigger another.
Status: Rumors and expeditions (Year 287 S.)
Location: The Periphery,
Beacon Islands
Estimated Time: Years (if ever found)
Key Question: Should the past be undone, even if it erases the present?
Arc 5: The Storm’s Secret
Core Conflict: Storm-Captain Kiera Windcaller entered the Black Tempest’s Calm Eye and saw something that broke her. What’s at the storm’s heart?
Status: Mystery, isolated knowledge (Year 287
S.)
Location: Howling Expanse,
Black Tempest
Estimated Time: Unknown (Tempest is permanent
fixture)
Key Question: Is knowledge worth the cost of sanity?
Arc 6: The Eos-Ironhold War
Core Conflict: Tensions between Skyport Eos (liberal, refugee-accepting) and Ironhold (militaristic, isolationist) are escalating toward open war.
Status: Cold war, heating up (Year 287 S.)
Location: Skyport Eos,
Ironhold, border territories
Estimated Time: Months before military action
Key Question: Can you prevent war when both sides believe they’re righteous?
Interconnections
Character Web
Arcs intersect through shared characters:
| Character | Primary Arc | Secondary Arc | Tertiary Arc |
|---|---|---|---|
| Elder Mira | Hidden Corruption | Eos-Ironhold War | Guild’s Gambit |
| Guild-Master Elara | Guild’s Gambit | Nexus Spire | Eos-Ironhold War |
| Sister Morrigan | Voice Beneath | Hidden Corruption | — |
| Commandant Vask | Eos-Ironhold War | Guild’s Gambit | — |
| Kiera Windcaller | Storm’s Secret | — | — |
| Priest Valeria | Hidden Corruption | Voice Beneath | — |
| Alchemist Kael | Voice Beneath | Hidden Corruption | Storm’s Secret |
Design Principle: Resolving one arc affects others. Exposing Elder Mira strengthens Commandant Vask’s anti-Eos rhetoric, escalating Arc 6.
Faction Alignments
| Arc | Pro | Anti | Neutral |
|---|---|---|---|
| Hidden Corruption | Priest Valeria, citizens | Merchant Vex (blackmail opportunity) | Sky-Guild (exploitable) |
| Guild’s Gambit | Sky-Guild, Factor Marlena | Outland Clans, independents | Clergy (officially) |
| Voice Beneath | Rot-Touched, Sister Morrigan | Clergy, Ironhold | Sky-Guild (profitable either way) |
| Nexus Spire | Returners, Archivists | Void-Born (would erase them) | Most (unaware) |
| Storm’s Secret | Archivists (knowledge) | Storm-Sailors (protective) | Most (unaware) |
| Eos-Ironhold War | Ironhold (offensive), Eos (defensive) | Outland Clans (caught between) | Sky-Guild (profit from both) |
Timeline Convergence
Early Game (Player level 0-25 skills): - Arcs 1 & 2: Skyport Eos local conflicts - Arc 3: Encounter Rot-Touched teachings - Arcs 4, 5, 6: Rumors and background tension
Mid Game (Player level 26-50 skills): - Arcs 1 & 2: Crises manifest, choices required - Arc 3: Confrontations with corrupted NPCs - Arc 6: Diplomatic missions, border incidents - Arcs 4 & 5: Expeditions become available
Late Game (Player level 51+ skills): - All arcs: Major decision points - Faction locks: Previous choices close/open paths - Convergence: Multiple arcs resolve simultaneously - Endgame: Player’s faction alignment determines available endings
Resolution Paths
Multiple Endings Per Arc
Each arc supports 3-5 distinct resolutions:
Example—Arc 1 (Hidden Corruption): 1. Expose: Elder Mira arrested, political crisis, Rot contained 2. Protect: Keep secret, help her fight corruption, maintain stability 3. Exploit: Blackmail for favors, eventually exposed anyway 4. Mercy Kill: End her before transformation, frame as natural death 5. Transformation: She becomes Hollow, player decides to kill or ally
Design Principle: No “correct” resolution. Each has costs and benefits.
Arc Combinations
Late-game outcomes determined by arc resolution combinations:
The Savior (Arc 1: Expose, Arc 3: Fight Rot, Arc 6: Peace) - Aetherium stabilized, Rot slowed - Clergy revered reputation - “Constellation Hero” achievement
The Corrupted God (Arc 1: Transform, Arc 3: Join Voice, Arc 6: Ignore) - Player embraces Rot fully - Ascends to Hollow Sovereign - “Hollow Throne” achievement - New game mode unlocked
The Broker (Arc 1: Protect, Arc 2: Neutral, Arc 6: Mediate) - Uneasy peace across factions - No faction maxed, all friendly - “Third Path” achievement
The Profiteer (Arc 2: Aid Guild, Arc 3: Trade Shards, Arc 6: Profit from war) - Economic control achieved - Sky-Guild revered reputation - Moral costs high - “Merchant Prince” achievement
Extinction (All arcs failed or ignored) - Rot wins, Aetherium falls - “Last Strider” achievement - Meta-progression bonus for next character
Arc Progression Tracking
Triggers and Flags
Each arc progresses through: - Rumor Stage: Hear about situation - Investigation Stage: Learn details, meet key NPCs - Crisis Stage: Major event forces action - Resolution Stage: Player makes defining choice - Aftermath: World changes persist
World State Flags:
mira_corruption_known: boolean
guild_influence_eos: 0-100
voice_believers_count: integer
nexus_location_discovered: boolean
kiera_secret_shared: boolean
eos_ironhold_war_stage: string
Player Agency
Arc Engagement: Optional
- Ignore arcs entirely (they resolve without you) - Partial engagement
(affect outcomes without full resolution) - Deep engagement (become
central to arc resolution)
Consequences of Ignoring: - Arc 1 ignored → Elder Mira transforms, Eos falls to Rot - Arc 2 ignored → Sky-Guild takes control economically - Arc 3 ignored → Rot-Touched grow in power, more corruption events - Arc 4 ignored → Returners fail expedition, potential knowledge lost - Arc 5 ignored → Storm phenomenon worsens, trade routes disrupted - Arc 6 ignored → War erupts, casualties on both sides
Design Principle: Inaction is a choice with consequences.
Design Philosophy
Emergent Narrative
Arcs are systems, not scripts: - NPCs pursue goals independent of player - Faction relationships evolve dynamically - Time matters (delays have consequences) - News spreads between islands (3-7 days)
No Canon Resolution
There is no “intended” outcome for any arc: - Corruption path is valid - Peace and war both justified - Mysteries can remain unsolved - Player defines their story
Moral Complexity
Every arc asks difficult questions: - Protecting one person vs. community safety - Economic efficiency vs. democratic freedom - Fighting monsters who might be prophets - Preserving present vs. restoring past - Knowledge vs. sanity - Peace with injustice vs. righteous war
No arc has a “correct” answer.
Quest Integration
How Arcs Manifest as Quests
Each arc generates multiple quest chains:
Arc 1 → Quests: - “The Hidden Sickness” (discover corruption) - “A Priest’s Suspicion” (Valeria notices) - “The Blackmail” (Merchant Vex threatens) - “The Cure Attempt” (seek Alchemist Kael)
Arc 3 → Quests: - “The Hollow Saint” (Brother Caelum’s fall) - “The Sermon” (attend Rot-Touched service) - “The Voice Question” (investigate Voice legitimacy) - “The Transformation Witness” (see Stage 3 corruption)
Related Topics
- Narrative Themes - Writing guidelines
- Quests Overview - Individual quest chains
- Character Web - NPC connections
- Faction Dynamics - Political landscape
Arc Summary Table
| Arc | Location | Key NPCs | Faction Focus | Moral Question | Status |
|---|---|---|---|---|---|
| 1. Hidden Corruption | Skyport Eos | Elder Mira, Valeria, Vex | Clergy, Citizens | One vs. Many | Active |
| 2. Guild’s Gambit | Eos, Ironhold | Elara Song, Marlena Swift | Sky-Guild vs. Clans | Order vs. Freedom | Active |
| 3. Voice Beneath | Murky Chasm, Hollow | Morrigan, Caelum, Kalis | Rot-Touched vs. Clergy | Monster or Prophet | Escalating |
| 4. Nexus Spire | Periphery | Elara (secret), Archivists | Returners vs. Void-Born | Past or Present | Rumors |
| 5. Storm’s Secret | Howling Expanse | Kiera, Torven | Storm-Sailors | Knowledge Cost | Mystery |
| 6. Eos-Ironhold War | Border territories | Vask, Elders | Ironhold vs. Eos | Peace or Justice | Heating Up |
Document Status: Complete
Last Updated: Year 287 S.
Purpose: High-level map of major narrative threads
“Six stories. One dying world. Your choices write the ending.”