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Story Arc 6: The Eos-Ironhold War

“Two settlements. Two philosophies. One Aetherium too small for both. Diplomacy is failing. The question isn’t if war comes—it’s whether you can stop it.”


Arc Summary

Attribute Details
Status Cold war, heating up (Year 287 S.)
Location Skyport Eos, Ironhold, border territories
Duration Months before military action
Key NPCs Commandant Theron Vask, Elders, Outland Clans
Factions Ironhold (militaristic) vs. Eos (democratic) vs. Outland Clans (caught between)
Moral Question Can you prevent war when both sides believe they’re righteous?
Player Role Diplomat, agitator, profiteer, or soldier

Overview

Skyport Eos and Ironhold are the Aetherium’s two most powerful settlements. They represent fundamentally opposed philosophies of survival:

Skyport Eos: - Democratic (Elder Council, consensus) - Open (accepting refugees) - Cosmopolitan (trade, diversity) - Philosophy: “Cooperation ensures survival” - Weakness: Chaotic, resource-strained, politically divided

Ironhold: - Authoritarian (military dictatorship) - Closed (strict immigration, quarantine) - Militaristic (largest trained force in Aetherium) - Philosophy: “Strength ensures survival” - Strength: Organized, efficient, secure

The Conflict (287 S.):

Ironhold’s Position: - Eos’s refugee policy spreads Rot (contamination threat) - Democratic chaos weakens all islands (instability is contagion) - Eos’s corruption (Elder Mira if exposed) proves their failure - Solution: Military intervention, impose order, quarantine threat - Justification: Protecting the Aetherium

Eos’s Position: - Ironhold’s tyranny betrays humanity (authoritarianism is death of spirit) - Closed borders doom stranded populations (refugees are people) - Military threat is unprovoked aggression (defense necessary) - Solution: Form alliance of democratic islands, resist tyranny - Justification: Preserving freedom

The Reality: - Both have valid points - Both have fatal flaws - War would devastate winner and loser - Aetherium can’t afford conflict (Rot spreading regardless)

Outland Clans: Caught between, forced to choose sides


Key Characters

Commandant Theron Vask

Role: Ironhold military leader (de facto ruler)
Age: 52
Philosophy: “Order or extinction”

Background: - Career soldier (joined military age 18) - Rose through merit (competent, not political) - Commandant since 275 S. (12 years) - Genuinely believes Ironhold’s way is humanity’s only hope

Personality: - Disciplined, strategic, ruthless - Not cruel (efficient) - Cares for soldiers (paternalistic) - Blind spot: Can’t see authoritarianism’s costs

Motivations: - Protect Ironhold (primary duty) - Prevent Rot spread (quarantine extremism) - Impose order on chaos (sees Eos as disease vector) - Personal: Lost family to Rot (hardline stance trauma-based)

Plan (287 S.): - Stage 1: Economic pressure (Guild alliance—Arc 2) - Stage 2: Propaganda (Eos is “corrupted”) - Stage 3: Border incidents (manufacture justification) - Stage 4: Invasion (quick, decisive, minimal casualties if possible) - Goal: Absorb Eos into Ironhold governance (not destroy, control)

Blind Spots: - Doesn’t see: Democratic values worth defending - Doesn’t predict: Outland resistance to tyranny - Doesn’t understand: War itself spreads chaos

Full Character Profile →

Elder Lysara Kind

Role: Eos defense coordinator
Age: 51
Philosophy: “Freedom or death”

Background: - Elder Council (second-in-command to Mira) - Hardline on defense (military hawk) - Respected but controversial (aggressive stance) - Would succeed Mira (if removed)

Personality: - Proud, stubborn, brave - Less diplomatic than Mira (inflexible) - Passionate defender of democracy - Blind spot: Escalates conflicts

Motivations: - Defend Eos sovereignty - Preserve democratic system - Protect refugees (ideological and practical) - Personal: Ironhold killed her brother (raid 15 years ago)

If War Comes: - Leads defense (competent strategist) - Outland alliance (her priority) - Scorched earth if losing (won’t surrender)

Relationship to Player: - Potential ally (if anti-Ironhold) - Respected opponent (if pro-Ironhold) - Key diplomat (if seeking peace)

Guild-Master Elara Song (Shadow Player)

Role: Profiteer from both sides
Connection: Arc 2 (Guild’s Gambit)

Position: - Publicly neutral (Guild serves all islands) - Secretly: Supports Ironhold (efficient governance) - Opportunity: War creates dependency (Guild supplies both sides) - Long-term: Whoever wins, Guild gains influence

Actions: - Supplies Ironhold military (weapons, food) - Offers Eos “loans” (debt trap) - Profits from conflict preparation - Won’t prevent war (too valuable)

Outland Clans

Role: Pawns forced to choose

Position: - Survival depends on both Eos and Ironhold (trade) - War means: Destroyed trade, forced allegiance, collateral damage - Preference: Peace (but not neutral—democratic sympathies)

Leaders: - Various clan chiefs - No unified command (weakness) - Potential: Player can organize them


Arc Structure

Stage 1: Rising Tensions (Current)

Incidents (recent, 287 S.):

Refugee Crisis: - 500 refugees flee Rot-corrupted island - Eos accepts, strains resources - Ironhold: “See? They’re suicidal. Rot will spread from those people.”

Border Patrol: - Ironhold warships patrol “neutral” territories - Intimidation tactic (show of force) - Eos: “Unprovoked militarism” - Ironhold: “Security patrol”

Trade Disruption: - Ironhold inspects Eos-bound ships (delays, harassment) - Searching for “Rot contraband” - Eos: Economic warfare - Ironhold: Safety measures

Propaganda: - Ironhold citizens told: “Eos spreads corruption” - Eos citizens told: “Ironhold prepares invasion” - Both true, both exaggerated

Player Observation: - Witness incidents - NPCs discuss tensions - Tavern debates: “War is coming” - Quest hooks emerge

Stage 2: The Crisis

Trigger Event (player-influenced or inevitable):

Option A: Elder Mira Exposed (Arc 1) - Her corruption revealed - Ironhold: “Proof! Eos leadership is Rot-infected!” - Propaganda victory (justifies military action)

Option B: Border Incident - Eos ship fires on Ironhold patrol (accident? Provocation? False flag?) - Deaths on both sides - Each blames other - Escalation inevitable

Option C: Refugee Outbreak - Rot-infected refugee (undetected) causes outbreak in Eos - Minor (contained) but visible - Ironhold: “We warned you. Now we must act.”

Option D: Assassination Attempt - Attack on Commandant Vask (fails) - Ironhold blames Eos (may be Guild-orchestrated false flag) - Vask: “Act of war”

Council Responses:

Ironhold: - Military mobilization (open) - Ultimatum to Eos: “Accept governance or face consequences” - Timeline: 30 days

Eos: - Emergency Council session - Divided: Surrender faction vs. Resistance faction - Call for aid (Outland Clans, other islands) - Prepare defenses (inadequate)

Outland Clans: - Panic (choose sides or flee) - Internal debate (survival vs. principle) - Look to: Player (if reputation high)

Stage 3: Countdown to War

30 Days (in-game time):

Player Opportunities:

Path A: Diplomatic Resolution

Goal: Prevent war through negotiation

Actions: - Shuttle diplomacy (Eos ↔︎ Ironhold) - Identify compromise (shared governance? Refugee quarantine? Third party mediation?) - Gather allies (Archivists, Clergy, Guild as peace brokers) - Undermine hardliners (convince moderates)

Challenges: - Vask is committed ((Cunning)+ to sway) - Lysara distrusts Ironhold ((Piety)+ to convince compromise) - Time pressure (30 days) - Saboteurs (those who profit from war)

Success Requirements: - High reputation both factions - Complete multiple quests (shuttle runs, trust-building) - Sacrifice (player makes concessions, personal cost) - Luck (no major incidents during negotiation)

Path B: Eos Victory Preparation

Goal: Help Eos win the war

Actions: - Military training (militia organization) - Fortification (Eos defenses inadequate) - Alliance building (Outland Clans, mercenaries) - Sabotage (weaken Ironhold supply lines) - Morale (inspire defenders)

Challenges: - Eos militarily inferior (need asymmetric warfare) - Resources scarce (Guild controls supplies) - Unity fragile (Council divided) - Time (30 days insufficient for full preparation)

Outcome: - War still happens - But: Eos survival chance increases (50% → 70%) - Guerrilla warfare (prolonged, costly)

Path C: Ironhold Victory Support

Goal: Help Ironhold conquer quickly

Actions: - Intelligence (spy on Eos, provide intel to Vask) - Sabotage (weaken Eos defenses) - Propaganda (undermine Eos morale) - Assassination (remove hardline Elders—morally dark)

Challenges: - Moral cost (enabling tyranny) - Eos is home to many (civilian casualties) - Reputation: +Ironhold, -everyone else

Outcome: - Quick Ironhold victory (days, not months) - Minimal casualties (relative) - Ironhold governance imposed - Freedom lost, stability gained

Path D: Third Faction (Outland Independence)

Goal: Unite Outland Clans as independent power

Actions: - Organize clans (political unity) - Military training (defensive capabilities) - Diplomacy (refuse to choose side) - Territory (claim neutral zones) - Leverage (threaten to cut trade to both)

Challenges: - Clans are individualistic (hard to unite) - Military weak (need extensive preparation) - Both Eos and Ironhold may turn hostile - Resources minimal

Outcome: - Third faction emerges (game-changer) - Forces Eos and Ironhold to negotiate (can’t afford third enemy) - Clans survive with autonomy - Player becomes clan leader

Path E: Profit from Chaos

Goal: Personal gain from conflict

Actions: - Mercenary work (sell skills to both sides) - War profiteering (smuggle supplies, price gouge) - Looting (scavenge battlefields) - No loyalty (maximum profit)

Challenges: - Both sides eventually distrust - Moral bankruptcy - Reputation: Neutral but “scum”

Outcome: - +500 Aether-Coin (massive wealth) - -20 all factions (despised) - War outcome unaffected (NPCs decide) - Personal: Guilt or pragmatism?

Stage 4: War or Peace

Outcome A: Peace Achieved

Requirements: - Diplomatic path completed successfully - Major concessions made: - Eos: Refugee quarantine protocols (supervised by Ironhold inspectors) - Ironhold: Withdraw military threats, respect sovereignty - Guild: Peace bonds (economic leverage for stability) - Outland Clans: Buffer zone (neutral territory)

Result: - Uneasy peace (fragile but real) - Joint commissions (monitor compliance) - Trade resumes (economic recovery) - Tensions remain (could reignite)

Personal: - +25 all factions (peacemaker) - Achievement: “The Diplomat” - Responsibility: Maintain peace (ongoing quests) - Pride: Saved thousands of lives

Long-term: - Aetherium stabilized (focus on Rot threat) - Democratic and authoritarian models coexist - Player’s legacy: Peacemaker

Outcome B: Ironhold Victory

Process: - Invasion (14 days military campaign) - Eos resistance (brave but futile) - Casualties: 500-2,000 depending on preparation - Surrender: Elder Lysara (if survives) or successor

Result: - Ironhold governance imposed (military rule) - Elder Council dissolved (advisory only) - Refugee policy: Strict quarantine - Order restored (at gunpoint)

Changes: - Eos renamed: “Eos Territory, Ironhold Protectorate” - Security: Increased, oppressive - Efficiency: Improved (Guild cooperation) - Resistance: Underground (ongoing insurgency)

Personal: - +30 Ironhold (if helped), +20 Sky-Guild - -40 Outland Clans, -30 Citizens - Achievement: “The Conqueror” or “The Collaborator” - Guilt? Or belief in necessary order?

Long-term: - Aetherium united under tyranny - Rot quarantines effective (slower spread) - Democracy dies (authoritarianism spreads)

Outcome C: Eos Victory (Unlikely)

Process: - Guerrilla warfare (months) - Outland Clan support (critical) - Ironhold overstretched (supply lines attacked) - Costly (thousands dead)

Result: - Ironhold retreats (humiliated) - Eos survives (pyrrhic victory) - Democracy preserved (barely) - Economy destroyed (years to recover)

Changes: - Ironhold weakened (internal instability) - Eos militarized (democracy becomes defensive) - Outland Clans ascendant (new power) - Guild profits (reconstruction debt)

Personal: - +40 Eos, +30 Outland Clans - -40 Ironhold (permanent enemy) - Achievement: “Defender of Freedom” - Trauma: War’s cost (witnessed atrocities)

Long-term: - Aetherium fractured (cold war continues) - Rot spreads (conflict distracted from threat) - Moral victory, strategic loss

Outcome D: Mutual Destruction

Trigger: Worst escalation (no player intervention + bad luck)

Process: - Total war (both sides commit fully) - Outland territories: Battlefield (collateral devastation) - Duration: Years - Casualties: 10,000+ (half of Aetherium population)

Result: - Both settlements crippled - Rot-Touched gain power (chaos benefits them) - Guild becomes dominant faction (only organized power) - Aetherium enters dark age

Personal: - Achievement: “The End of Hope” - All factions hostile or destroyed - Survival in wasteland - Moral: Failure to prevent catastrophe

Outcome E: Outland Independence

Requirements: - Path D pursued successfully - Clans united (difficult) - Leverage used correctly

Result: - Third faction forces negotiations - Eos and Ironhold: Truce (can’t fight two fronts) - Outland territories: Independent confederation - Balance of power (three-way détente)

Changes: - Map: Three major powers - Outland Clans: Unified (player’s legacy) - Trade: Tripartite (complex but functional) - Stability: Fragile but multi-polar

Personal: - +40 Outland Clans (hero status) - +10 Eos (respected), 0 Ironhold (wary) - Achievement: “The Unifier” - Leadership: Clan confederation founder


Interconnections

Arc 1: The Hidden Corruption

Arc 2: The Guild’s Gambit

Arc 3: The Voice Beneath


Quest Hooks

Main Quests

  1. “The Border Incident” (crisis trigger)
  2. “Shuttle Diplomacy” (peace path)
  3. “Defend Eos” (military prep)
  4. “Unite the Clans” (third faction)
  5. “The Ultimatum” (decision point)

Side Quests


Thematic Elements

Order vs. Freedom

Just War Theory

Complicity

Tragedy of Conflict


Design Notes

High Stakes

No “Correct” Path

Replayability



Arc Status: Heating up (months to war)
Urgency: Critical
Player Impact: Maximum (determines political future)

“War is inevitable only if we believe it is. The first casualty is hope. Don’t let it die.”