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The Boneyards

“Graveyard of Ships”

“Every wreck has a story. Most of them end badly.”
—Scavenger’s saying


Quick Reference

Attribute Details
Location Bright Reaches/Howling Expanse border
Region Border between Bright Reaches and Howling Expanse
Size Debris field (~5km diameter)
Population ~50 scavengers (temporary camps)
Government None (anarchic)
Primary Faction Independent scavengers
Economy Salvage, artifact recovery
Defenses None needed (location itself dangerous)
Rot Status Variable (some wrecks corrupted)
Founded Natural accumulation over 287 years

The Boneyards - Graveyard of Ships The Boneyards - Graveyard of Ships

Overview

The Boneyards is a massive debris field where crashed, abandoned, and destroyed airships drift in a slow vortex of Aether-Currents. Over 287 years, hundreds of vessels have ended up here: ships caught in storms, victims of piracy, casualties of war, and simply those that ran out of fuel and drifted until gravity wells caught them.

The wrecks form a three-dimensional maze of twisted metal, torn canvas, and shattered wood, all slowly orbiting an invisible center point. Scavengers work the field, carefully navigating between hulks to strip valuable components, recover cargo, and occasionally find pre-Shattering artifacts in the holds of ancient vessels.

But the Boneyards is dangerous. Structural collapses kill unwary salvagers. Rot-infected wrecks spread corruption. And then there are the stories: voices heard in empty holds, shadows moving in dead ships, and the persistent rumor that some of the crashed crews never left—or that something else moved in.

Whether haunted or merely hazardous, the Boneyards represents both opportunity and graveyard for those desperate or brave enough to work its depths.


Geography and Structure

The Debris Field

Size: ~5km diameter sphere

Density: - Core: Very dense (wrecks every 50m) - Middle: Moderate (every 200m) - Edge: Sparse (every 500m)

Movement: - Slow rotation (completes orbit in 30 days) - Individual wrecks also drift within field - Collisions occasional (dangerous)

Access: - Small airships can navigate (carefully) - Larger vessels stay at edge - Personal gliding common (zero-g between wrecks)

Types of Wrecks

Merchant Vessels (40%): - Cargo ships - Often stripped already - Occasional missed valuables

Military Ships (20%): - Pre-Shattering and recent - Weapons sometimes intact - Dangerous (unexploded ordnance)

Private Craft (30%): - Personal vessels - Family belongings (emotional value) - Sometimes bodies

Ancient Vessels (10%): - Pre-Shattering (rare, valuable) - Advanced technology - Often deepest in field (oldest)

Zones

The Edge (Outer ring): - Newest wrecks - Least dangerous - Most picked over - Beginner scavenger territory

The Tangle (Middle): - Dense wreckage - Navigation complex - Best finds (less competition) - Experienced scavengers

The Core (Center): - Oldest wrecks - Nearly impenetrable (structural instability) - Legendary artifacts rumored - Almost never explored (survival rate low)


Key Locations (Within Field)

The Flagship

Description: Massive pre-Shattering military vessel, partially intact

Size: 200m long, largest wreck in field

Condition: - Hull breached multiple places - Interior labyrinthine - Structural collapse zones - Some sections sealed

Value: - Pre-Shattering weapons (mostly looted) - Advanced navigation equipment - Captain’s logs (historical value)

Danger: - Collapse risk extreme - Rumored to be haunted (most persistent ghost story)

Notable: - Name visible on hull: “Luminous Vanguard” - Was defending against something when it fell

The Rot-Ship

Description: Merchant vessel, heavily corrupted (Stage 3)

Status: - Avoided by all scavengers - Corruption spreading to nearby wrecks - Contains something valuable (sensors detect metal, crystal)

Risk: - Boarding = almost certain infection - Interior geometry wrong (Rot-warped) - Whispers audible outside

Value vs. Danger: - Potential artifact worth fortune - Probable death for retrieval - No one brave/foolish enough yet

Scavenger’s Rest

Description: Habitable wreck, converted to temporary camp

Function: - Safe shelter (structure stabilized) - Meeting point for scavengers - Storage (secured finds) - Social hub

Population: 5-15 scavengers at any time (rotating)

Services: - Shared meals (communal cooking) - Information exchange (rumor mill) - Partnerships formed (salvage crews) - Warning system (dangers reported)

Owner: “Boss” Carran (veteran scavenger, tough, fair)

The Graveyard

Description: Section where bodies are found

Content: - Dozens of preserved corpses (Aether exposure) - Personal effects - Causes of death various (crashes, piracy, starvation, Rot)

Tradition: - Scavengers leave bodies undisturbed - Take valuables but treat dead respectfully - Say prayer (superstition)

Atmosphere: Eerie, sobering reminder of stakes


Society and Culture

Scavenger Community

Population: ~50 active scavengers

Demographics: - Independent operators (70%) - Small crews (2-5 people, 20%) - Hired salvagers (Guild contracts, 10%)

Economics: - Find valuable components - Sell to settlements, merchants - Profit split in crews - Competition moderate (field large enough)

Dangers: - Structural collapse - Rot exposure - Getting lost (maze-like) - Accidents (sharp metal, falls) - Alleged: Ghosts

Unwritten Rules

  1. Respect the Dead: Don’t desecrate bodies
  2. Share Warnings: If you find danger, tell others
  3. No Sabotage: Don’t undermine other scavengers’ work
  4. Core is Suicide: Only enter if you accept death
  5. If Ship Whispers, Leave: Don’t investigate voices

Notable Scavengers

“Boss” Carran (55): - 30 years experience - Knows every wreck - Survived Core expedition (only person) - Runs Scavenger’s Rest

Young Petra (19): - Newcomer (3 months) - Fearless (reckless?) - Wants to raid Rot-Ship - Others trying to dissuade

Old Finn (70s): - Been here “forever” - Tells ghost stories - Actually reliable source (experienced) - Says he’s seen things (believes ghosts real)


Current Situation

Recent Deaths

Last Month: Two scavengers died in collapse

Cause: Structural failure (wreck shifted)

Response: Warnings posted, area avoided

Impact: Community shaken (mortality reminder)

The Rot-Ship Problem

Spread: Corruption extending to 3 nearby wrecks

Danger: - Eventually contaminate whole field? - Need to destroy ship (how?) - Or retrieve source (too dangerous)

Debate: - Some want to ignoreS (maybe it stabilizes) - Others want action (before too late)

Guild Interest

Development: Sky-Guild contracting professional salvage

Reason: Rumored pre-Shattering artifact in Core

Scavenger Response: - Resentment (our territory) - Worry (Guild takes over) - Some hired (need money)


Secrets and Mysteries

The Ghost Truth

Secret: “Ghosts” are real—Hollow-Walkers living in wrecks

Population: ~20 corrupted humans in deep Core

Behavior: - Mostly dormant - Respond to noise, light - Not overtly hostile (just present) - Unnerving

Origin: Crew from crash years ago, slowly corrupted

Why Not Dealt With: Too dangerous to exterminate

The Core Artifact

Secret: Pre-Shattering Astral Geometry device in Core’s deepest wreck

Nature: Unknown (Boss Carran saw it, didn’t touch)

Description: - Crystalline sphere - Glows faintly - Surrounded by frozen bodies (instant death?) - Powerful (energy readings detectable from distance)

Value: Priceless (technology level unprecedented)

Danger: Killed everyone who approached (defensive mechanism?)

The Vortex Cause

Secret: Boneyards isn’t natural accumulation

Truth: Central artifact creating gravity well

Same artifact in Core: Astral Geometry device malfunctioning

Implication: - Field will exist as long as device active - If device fails, wrecks scatter - If device examined, might reveal pre-Shattering tech

Carran’s Secret

Secret: Boss Carran is former pirate

Past: Led crew that captured/killed merchant ships

Reform: Saw consequences (bodies of families), retired to scavenging

Guilt: Every body he respects is penance

Recognition Risk: If past revealed, wanted by multiple factions


Scavenger Culture

The Code

Unwritten Rules (Enforced by Community):

  1. Respect the Dead: Bodies are buried, not looted
  2. Fair Claims: First to reach wreck has rights
  3. Share Dangers: Warn others of hazards
  4. No Sabotage: Competition is fair (no deliberate harm)
  5. Help in Crisis: Rescue trapped scavengers (even rivals)

Why It Works: Mutual survival (everyone benefits from cooperation)

Violations: Rare (community enforces through ostracism)

Daily Operations

Morning: - Scout new wrecks (daily arrivals possible) - Plan salvage (assess risks, gather equipment) - Trade (sell yesterday’s finds, buy supplies)

Work Day: - Salvage operations (dangerous, exhausting) - 4-6 hours (longer = fatigue increases accidents) - Teams of 2-4 (solo is suicide)

Evening: - Return to camp (if survived) - Process finds (clean, evaluate, repair) - Trade or store (sell or keep) - Rest (exhausted)

Night: - Repairs (equipment maintenance) - Planning (tomorrow’s salvage) - Socializing (share stories, warnings) - Sleep (early—work is exhausting)

Scavenger Jargon

“Bone-Picking”: Scavenging (literal—picking bones of dead ships)

“Ghost-Touched”: Haunted wreck (Hollow-Walkers present)

“Core-Bound”: Attempting Core salvage (suicidal)

“Fresh Meat”: New wreck (recently crashed)

“Old Bones”: Ancient wreck (picked clean, but might have missed something)

“Finn’s Luck”: Surviving impossible situation (after Old Finn)

“Carran’s Rules”: The Code (community standards)

“Vortex-Caught”: Trapped in gravity well (dangerous)

“Clean Death”: Quick death (better than slow)


Additional Scavengers

“Lucky” Mara (Veteran Scavenger)

Age: 38 Experience: 15 years (survived longer than most) Specialty: Finding hidden compartments

Reputation: Luckiest scavenger alive - Survived 3 wreck collapses - Found 5 pre-Shattering artifacts - Never seriously injured (miraculous)

Personality: Superstitious (many rituals), generous (shares luck), cautious (luck runs out)

Secret: Luck isn’t luck (she’s extremely skilled, just calls it luck)

Young Torven (Reckless Newcomer)

Age: 19 Experience: 6 months (dangerously inexperienced) Specialty: None yet (learning)

Behavior: - Takes unnecessary risks (trying to prove himself) - Ignores warnings (thinks he’s invincible) - Competes with veterans (foolish) - Will die soon (everyone knows it)

Personality: Brave (or stupid), ambitious, naive

Mentor: Old Finn (trying to keep him alive)

Kessa Ironhand (Engineer)

Age: 42 Experience: 20 years Specialty: Mechanical salvage (engines, cores, complex devices)

Skill: Can disassemble anything (safely, usually)

Reputation: Best engineer in Boneyards

Service: Repairs equipment (for other scavengers), evaluates complex finds

Secret: Building airship from salvaged parts (almost complete)


In-World Documents

Boss Carran’s Rules (Posted at Camp)

THE CODE

  1. Respect the dead (bury bodies, don’t loot them)
  2. Fair claims (first to reach wreck has rights)
  3. Share dangers (warn others of hazards)
  4. No sabotage (competition is fair)
  5. Help in crisis (rescue trapped scavengers)

Violations: Banishment (leave and don’t return)

Why: We’re scavengers, not monsters. We have standards.

—Boss Carran

Scavenger’s Log (Lucky Mara)

Day 134, Year 287 S.

New wreck today. Cargo ship. Crashed maybe 2 days ago (still smoldering).

Claimed it (first to reach). Torven tried to contest (ignored him—I was first).

Salvaged: 200kg iron (good), 50m rope (excellent), 3 intact barrels (unknown contents), captain’s log (Archivists will pay).

Dangers: Structure unstable (collapsed twice, escaped both times). Rot-taint (faint—wore mask). Hollow-Walker (one, avoided).

Profit: 150 Coins (after selling). Good day.

Luck holds. For now.

Day 135

Torven went to same wreck. Alone. Against my warning.

Structure collapsed. He’s trapped. I’m organizing rescue.

Idiot. But Code says help in crisis. So we help.

Even idiots.

Old Finn’s Wisdom (Tavern Lecture)

You want to survive the Boneyards? Listen.

Rule 1: Respect the dead. They died here. You might too. Show respect.

Rule 2: Check everything twice. Structure that looks stable isn’t. Rope that looks strong isn’t. Trust nothing.

Rule 3: Work in teams. Solo scavenging is suicide. Someone needs to pull you out when wreck collapses.

Rule 4: Know when to quit. That artifact isn’t worth your life. Leave it. Live to scavenge another day.

Rule 5: Avoid the Core. Just avoid it. Whatever’s there isn’t worth dying for.

Rule 6: If you see Hollow-Walker, leave immediately. Don’t fight. Don’t investigate. Leave.

Rule 7: Wear your mask. Rot-taint is everywhere. Slow exposure kills.

Rule 8: If wreck feels wrong, trust instinct. Leave. Wrongness is warning.

Rule 9: Bury the dead. Always. It’s right thing to do. And it’s good luck.

Rule 10: Remember: You’re scavenging bones of dead. Treat them with respect. Or you’ll join them.

Follow these rules, you might survive. Ignore them, you’ll die.

I’ve survived 40 years. I follow the rules.

—Old Finn

Captain’s Log (Recovered from Wreck)

FINAL ENTRY - SHIP “DAWN’S HOPE”

Date: Day 67, Year 285 S. Captain: Theron Swiftwind

Storm caught us. Hull breached. Taking on Aether. Losing altitude.

Crew: 12. All accounted for. All terrified.

We’re going down. Boneyards, probably. Gravity well is pulling us.

I’ve ordered evacuation. Lifeboats deployed. Some crew refusing (want to save ship).

I’m staying. Captain goes down with ship. That’s the code.

To whoever finds this: We tried. We failed. We died.

Tell our families we loved them. Tell them we were brave. Tell them we’re sorry.

The Boneyards takes everyone eventually.

Today, it takes us.

Captain Theron Swiftwind, Final Entry

Ship found in Boneyards, Day 70, Year 285 S. [Captain’s body recovered, buried with honors. 8 crew died with ship. 4 escaped in lifeboats, survived.]

Scavenger’s Prayer

Voyager of endless paths, guide me through the wrecks.

Forge of strength, protect me from collapse.

Memory of the dead, let me honor those who fell.

Light of truth, show me what’s valuable and what’s trap.

I scavenge bones of dead ships. I walk among ghosts. I risk my life for profit.

Keep me safe. Keep me honest. Keep me alive.

And if I die here, let someone bury me properly.

That’s all I ask.


Quest Hooks

  1. The Salvage Job: Retrieve specific item from dangerous wreck (client pays well, wreck is lethal)

  2. The Rot-Ship: Destroy corrupted vessel (or retrieve artifact inside—both dangerous)

  3. The Core Expedition: Guild hiring for professional salvage attempt (high pay, high risk)

  4. The Ghost Hunt: Investigate “haunting” (discover Hollow-Walkers, deal with them)

  5. The Rescue: Scavenger trapped in collapsed wreck (time-sensitive, dangerous rescue)

  6. The Competition: Rival scavenger sabotaging others (against Code, must be stopped)

  7. The Historical Recovery: Archivist wants captain’s log from ancient wreck (historical value)

  8. The Device: Reach Core artifact (understand its nature/purpose, probably die trying)

  9. Carran’s Past: Someone recognizes him as former pirate (threatens to expose, blackmail, or revenge)

  10. The New Arrival: Fresh wreck appears (still has survivors? Rescue mission)

  11. The Hollow-Walker Nest: Discover Rot-Beasts living in wreck cluster (clear them out or avoid)

  12. The Valuable Find: Discover pre-Shattering artifact (priceless, everyone wants it)

  13. The Collapse: Major wreck collapse (multiple scavengers trapped, mass rescue)

  14. The Claim Dispute: Two scavengers claim same wreck (mediate or take side)

  15. The Haunted Ship: Wreck that kills everyone who enters (curse? Trap? Phenomenon? Investigate)



“The Boneyards takes everyone eventually. The only question is whether it takes your life or just your nerve.”
—Old Finn