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The Bright Reaches

“If there’s hope left in the Aetherium, it lives here.”
—Common traveler’s saying


Quick Reference

Attribute Details
Location Central Aetherium
Size Loosely defined cluster, ~500km diameter
Island Count 200-300 known inhabited islands, 1000+ total fragments
Population ~100,000 (55% of known human population)
Aether Conditions Bright, stable, relatively safe
Rot Presence Low to moderate (increasing)
Primary Faction Sky-Guild (economic control)
Climate Temperate, mild
Trade Status Hub of all major trade routes

The Bright Reaches The Bright Reaches

Overview

The Bright Reaches is the heart of post-Shattering civilization. Here, the Aether glows brightest. Islands cluster closer together. Trade routes crisscross like a spider’s web. If anywhere in the shattered world can be called “safe,” it’s here—though that safety is increasingly illusory as the Rot spreads.

The region contains the largest settlements, most active trade, strongest factions, and the densest population. It is the Aetherium’s beating heart—but hearts can fail.


Geography

Physical Boundaries

The Bright Reaches has no hard borders (islands drift), but is generally defined as:

Core Zone (50km radius from Skyport Eos): - Highest island density - Major settlements - Well-mapped Aether-Currents - Constant airship traffic

Inner Reaches (50-150km): - Moderate island density - Mix of established and frontier settlements - Regular trade routes - Some unmapped areas

Outer Reaches (150-250km): - Islands become sparse - Frontier territory - Less predictable currents - Borders other regions (Murk to south, Howling Expanse to west)

Aether Characteristics

Luminosity: Brightest of all regions - Peak luminosity 30% higher than deep Aether - “Daylight” feels almost pre-Shattering - Psychological comfort (reduces Aether-Sickness)

Temperature: Consistently mild (16-20°C)

Visibility: Excellent (can see neighboring islands 100km+ away on clear “days”)

Currents: Most thoroughly mapped region - The Eos Stream: Major current connecting Eos to Ironhold (3-day journey by current, 7 days against) - The Merchant’s Flow: Circular current passing through 12 major trading posts - The Quick Run: Fast current used by messenger services (dangerous, turbulent)


Major Settlements

The Three Powers

  1. Skyport Eos
    • Population: ~8,000
    • Role: Trade capital, de facto political center
    • Control: Elder Council (nominally independent, Sky-Guild influenced)
  2. Ironhold
  3. Glimmering Spire

Secondary Settlements

Thornvale (600m island, population ~350) - Agricultural hub, supplies grain to Eos - Peaceful, communal culture - Led by Elder Silas Thorn - Threatened by Rot-cloud drifting from The Murk

Windmere Farms (cluster of 12 small islands, population ~1,200) - Primary food production for Bright Reaches - Cooperative farming collective - Vulnerable to Rot-Beast attacks (increasing frequency) - Key strategic asset (loss would mean famine)

Saltwind Isle (400m island, population ~180) - Fishing outpost harvesting Aether-Fish - Isolated, self-reliant culture - Expert Aether-Current navigators - Rumored to shelter smugglers

The Crossroads (wayst ation on 100m shard, population ~30) - Midpoint between Eos and Ironhold - Inn, chapel, trading post - Maintained by Voyager-worshiping monks - Neutral ground (no faction disputes allowed)

Haven’s Rest (1.2km island, population ~900) - Refugee settlement (influx from Rot-consumed islands) - Overcrowded, strained resources - Tensions between natives and refugees - Potential powder keg of social unrest


Politics and Power

The Sky-Guild’s Dominance

The Guild controls ~70% of economic activity in the Bright Reaches through: - Licensing merchant vessels - Setting trade tariffs - Arbitrating disputes - Controlling access to mapped trade routes

Guild Influence by Settlement: - Ironhold: Total (Guild HQ located here) - Skyport Eos: High (most merchants are Guild members) - Thornvale: Moderate (farmer cooperatives resist Guild grain prices) - Windmere: Low (collective refuses Guild membership) - Haven’s Rest: Minimal (refugees have nothing to trade)

Political Tensions

The Eos-Ironhold Rivalry: Unstated cold war - Eos: Democratic, mercantile, cosmopolitan - Ironhold: Authoritarian, militaristic, isolationist - Conflict: Control of trade routes, refugee policy, Rot response - Status: Tense peace (both need each other economically)

The Refugee Crisis: Straining capacity - 5,000+ refugees arrived in last 10 years - Haven’s Rest at 400% capacity - Eos accepting more despite strain - Ironhold closed borders entirely - Moral vs. practical debate divides communities

The Rot Question: No unified response - Ironhold: Quarantine and burn infected islands - Eos: Attempt purification, accept some refugees - Clergy: Spiritual purification through prayer - Result: Inconsistent policy, Rot spreads anyway


Economy and Trade

Primary Industries

Agriculture (40% of economic activity) - Windmere Farms: Grain, vegetables - Thornvale: Specialty crops, herbs - Smaller islands: Subsistence farming

Fishing (15%) - Aether-Fish harvesting - Sky-Rat trapping (meat and pest control) - Cloud-Hopper egg collection

Manufacturing (20%) - Ironhold: Weapons, armor, airship parts - Eos: General goods, textiles, tools - Glimmering Spire: Alchemical supplies (declining)

Services (25%) - Airship transport - Mercenary work - Information brokering - Healing services (Clergy and alchemists)

Trade Routes

The Five Major Routes: 1. Eos-Ironhold Run: Heavy cargo, 3-7 days 2. Farming Circuit: Windmere → Thornvale → Eos → Ironhold → back 3. The Frontier Loop: Outer Reaches tour, 15 days 4. The Spire Route: Eos → Glimmering Spire (scholars, alchemists) 5. The Refugee Road: Various corrupted islands → Haven’s Rest → Eos

Piracy: Low but increasing - Black Sky Cartel rarely operates in Bright Reaches (too well-defended) - Independent pirates attack frontier routes - Guild employs mercenary patrols


Threats and Dangers

The Encroaching Rot

Rot presence increasing in last 50 years:

Corrupted Islands in Bright Reaches: - Year 237 S.: 2 islands showed early Rot - Year 267 S.: 12 islands compromised (4 fully consumed, 8 quarantined) - Year 287 S.: 23 islands affected (7 fully consumed, 16 in various stages)

Rot-Clouds: Drifting north from The Murk - 3-5 clouds per year enter Bright Reaches - Guild funds cloud-tracking service - When spotted, islands activate warning bells

Progression Rate: Accelerating - Islands that once took 50 years to corrupt now fall in 20 years - No explanation for acceleration - Clergy claims it’s punishment for insufficient piety - Alchemists suggest Rot is “learning” how to spread faster

Rot-Beast Incursions

Creatures from corrupted islands hunting in Bright Reaches:

Common Threats: - Rot-Hounds: Pack hunters, attack livestock and isolated travelers - Shadow-Griffons: Aerial predators, target airships - Gloom-Wraiths: Rare but deadly, phase through defenses

Response: Bounties offered by Guild and settlements - 10 Aether-Coins per Rot-Hound corpse - 50 Aether-Coins per Shadow-Griffon - 200 Aether-Coins per Gloom-Wraith

Political Instability

Potential Conflicts: - Eos-Ironhold cold war could go hot - Refugee crisis could trigger violence - Guild monopoly could spark rebellion (Windmere cooperative already resistant) - Clergy-Alchemist tensions over Rot treatment methods

Resource Depletion

Shrinking Resources: - Arable Land: Islands being consumed faster than new farming is established - Ironwood: Centuries of harvesting depleted old-growth forests (airship construction suffering) - Skilled Labor: War, Rot, and emigration drain skilled workers - Star-Dust: Star-Showers less frequent in recent years (unknown why)


Culture and Daily Life

Attitudes and Philosophy

Cautious Optimism: “Things are bad, but could be worse” - People work to maintain normalcy - Children still play, couples still marry - Festivals still celebrated (though smaller than past) - Underlying anxiety: everyone knows Rot is spreading

Mercantile Mindset: “Everything has a price” - Sky-Guild influence permeates culture - Negotiation and barter default social interactions - Trust is expensive, reputation is currency - Even Clergy charge for some services (though they deny it’s payment)

Community Focus: “We survive together” - Isolation means death - Sharing food, labor, and information expected - Travelers welcomed (might bring news, trade, or warning) - Exclusion is severe punishment

Recreation and Entertainment

The Drifting Cloud Tavern (Skyport Eos): - Center of social life - News, gossip, songs, dice games - Every Sky-Strider passes through eventually

Constellation Day Festivals: - Each constellation honored with annual celebration - Constellation of Light Day (most important): Week-long festival in Eos - Music, food, prayer, storytelling

Airship Races: - Quarterly event in Ironhold - Pilots compete for prestige and prizes - Betting is enormous industry

Edge-Walking (illegal but popular among youth): - Balancing on island edges - Thrill-seeking stupidity - Every year someone falls


Notable Locations Within the Region

The Pilgrim’s Pause

The Boneyards

The Hanging Gardens

The Beacon


Mysteries and Secrets

The Vanishing of Clearwater Isle

Year 274 S.: Clearwater Isle (population 120) vanished overnight - No Rot. No signs of struggle. Just empty. - Food on tables. Doors unlocked. Everyone gone. - 23rd recorded instance of The Silence Phenomenon - Guild officially attributes to “mass migration” (no one believes this)

The Silver Cache

Rumor: Hidden on an island in Outer Reaches - Pre-Shattering vault containing Luminar Council treasures - Supposed contents: Star-metal, ancient texts, Constellation artifacts - Dozens have searched. None found it. - May be myth, but treasure hunters keep trying

The Guild’s Secret Ledger

Whispers: Sky-Guild maintains secret second ledger - Tracks black market, Rot-Shard trade, assassinations - Stored in Ironhold’s Black Vault - Anyone who’s seen it has disappeared - Merchant Vex allegedly has a copy (unconfirmed)

Why Is Ironhold Anchored?

Ironhold hasn’t drifted in 287 years. No one knows why. - Pre-Shattering magic? Natural phenomenon? Constellation blessing? - Guild-Master Elara Song funds research (no results) - If anchoring fails, Ironhold could drift into The Murk


Future Outlook

Optimistic Scenario

Realistic Scenario

Pessimistic Scenario

Current Trajectory: Between realistic and pessimistic



In-World Document

“State of the Reaches” by Elder Mira Thornwell (287 S.)

I have lived in the Bright Reaches for sixty-three years. I watched my parents rebuild after the Shattering. I watched the first ships reconnect our islands. I watched civilization claw its way back from extinction.

I thought we were winning.

But I’m dying. Not of age—of Rot. It’s in my lungs now. I hide it well. Black coughs into white handkerchiefs. I burn the evidence.

No one must know the eldest Elder of Eos is corrupted. The panic would destroy us faster than the Rot ever could.

So I watch. I govern. I pretend. And I wonder: How many others are doing the same?

The Bright Reaches gleams. But we’re rotting from within. The light is a lie we tell ourselves.

I give us twenty years. Maybe thirty if we’re lucky.

Not enough time. But all the time we have.


“The Reaches are bright, but shadows lengthen.”
—Growing saying among worried citizens