The Howling Expanse
“The storms never stop. Neither do we.”
—Storm-Sailor motto
Quick Reference
| Attribute | Details |
|---|---|
| Location | Western Aetherium |
| Size | Vast (~600km diameter, poorly mapped) |
| Island Count | 50-100 known (mostly shards) |
| Population | ~2,000 (nomadic storm-sailors, scattered outposts) |
| Aether Conditions | Extreme—constant Aether-Storms |
| Rot Presence | Low (storms seem to suppress Rot) |
| Primary Faction | Outland Clans (Storm-Sailors) |
| Climate | Violent, chaotic |
| Trade Status | Isolated, minimal |
The Howling Expanse
Overview
The Howling Expanse is chaos incarnate. Permanent Aether-Storms rage across this western region, churning the void, hurling lightning-like discharges, crushing unprepared vessels. Most consider it impassable. But the Storm-Sailors—nomadic clans who’ve adapted to storm-sailing—call it home.
Here, in constant turbulence, humanity survives through skill, courage, and adaptation. The Expanse is harsh, but it’s also free. No Guild, no Clergy, no lords. Just the storm, the ship, and your clan.
Geography
Physical Boundaries
Storm Wall (Eastern Edge): - Clear demarcation where storms begin - Visible from Bright Reaches as dark, roiling clouds - ~300km west of Skyport Eos
Inner Expanse (Core): - Perpetual storm - Islands rare (storms broke most apart) - Only shards and debris survive - No permanent settlements
The Calm Eye (Center, legendary): - Rumored zone of total calm - Perfect circle of still Aether - Pre-Shattering ruins supposedly intact - No confirmed sighting in 100 years
Western Edge: - Unknown (explorers don’t return) - Some believe it borders The Periphery
Aether Characteristics
Aether-Storms (Omnipresent): - Lightning-like discharges (not electrical—something else) - Crushing pressure fluctuations - Temperature swings (freezing to scalding) - Hallucinations (psychological effects) - Visibility near-zero
Storm Types:
- Howlers (Most common):
- Constant turbulence
- Navigable by experienced pilots
- Still dangerous
- Crushers (Severe):
- Pressure waves that can crumple ships
- Must be avoided or withstood
- Shriekers (Psychological):
- Produce sound that causes panic
- Crew must be disciplined to resist
- The Black
Tempest (Legendary):
- Storm-within-storm
- Reported to exist at center
- Supposedly guards The Calm Eye
Currents: Violent, fast - Storm-Currents move 10x faster than normal - Can cross 100km in hours - Impossible to fight against - Storm-Sailors “ride” them like rapids
Population and Culture
The Storm-Sailors
Nomadic Airship Clans: Never set foot on islands - Live entire lives aboard ships - Multi-generational vessels (grandparents to grandchildren) - Ships are 100-200 years old (constantly repaired) - Fiercely independent
Clans (12 known): 1. The Windbreakers (Largest, ~300 people across 8 ships) 2. The Iron Gale (Warrior clan, aggressive) 3. The Silver Current (Traders, occasionally visit Bright Reaches) 4. The Veil-Riders (Mystics, claim storm-visions) 5-12. Smaller clans (20-50 people each)
Clan Structure: - Storm-Captain: Leads clan, makes decisions - Navigators: Read storms, sense currents - Engineers: Maintain ships (constantly) - Everyone Else: Multitasks (survival requires flexibility)
Culture and Philosophy
Freedom Above All: - “No ground, no chains” - Reject external authority (Guild, Clergy, governments) - Self-sufficient
Storm as Teacher: - Storms test worthiness - Survival proves strength - Death is accepted as “the storm’s judgment”
Coming of Age: - The First Storm: Age 12-15, pilot through storm alone - Success = adult status - Failure = often death - ~70% survival rate (accepted as necessary)
Marriage: - Inter-clan marriages cement alliances - Ceremonies held during brief calm windows - Polyamory common (pragmatic—genetic diversity)
Death: - Bodies launched into storm - “Returning to the wind” - No mourning period (pragmatism—storms don’t wait)
Economy
Self-Sufficiency
Food: - Aether-Fish (abundant in storms) - Storm-Serpent hunting (dangerous but profitable) - Preserved goods traded from Bright Reaches
Materials: - Salvage from wrecked ships - Storm-forged metal (created by storm-lightning, incredibly strong) - Aether-Vine (grows on ship hulls, useful)
Water: - Condensation from temperature swings - Rainwater (when it occurs)
Trade
Exports to Bright Reaches (via Silver Current clan): - Storm-forged metal (highly valuable) - Storm-Serpent parts (hide, organs, bones) - Navigation charts (outdated quickly but better than nothing) - Mercenary services (Storm-Sailors make excellent combat pilots)
Imports: - Food preserves - Medicine - Rare materials (wood, fabric) - News from outside
Trade Frequency: 2-3 times per year (Silver Current clan)
Settlements
Stormwatch Outpost
Location: Anchored island on eastern edge
Population: ~150
Role: Gateway to Expanse, warning station
Description: - Fortified against storms - Watchtower monitors storm patterns - Signals warnings to Bright Reaches (when major storms move east) - Last supply stop before entering Expanse - Maintained by Guild (reluctantly)
Atmosphere: Grim determination - High turnover (few stay long) - Constant storm noise (psychological strain) - Pays well (hazard duty)
The Drifting Armada
Not a location—a fleet: - 30-40 airships lashed together - Drifts through Outer Expanse - All 12 clans gather here annually - The Moot: Great council where clans negotiate
Timing: Once per year (timing varies)
Duration: 3-7 days
Purpose: - Settle disputes - Arrange marriages - Share
storm-knowledge - Celebrate survival
Dangers
The Storms (Constant Threat)
Survival Rate: - Experienced Storm-Sailors: 95% per year - Bright Reaches pilots entering: 40% per journey - Untrained: ~10%
Ship Requirements: - Reinforced hulls (triple-thick) - Storm-anchors (stabilizers) - Experienced crew (minimum 3 years training) - Luck
Storm-Serpents
Massive Aether-predators: - 20-50 meters long - Eel-like, translucent bodies - Hunt in storms (use turbulence to ambush) - Extremely dangerous
Encounters: 1-2 per month for Storm-Sailors
Mortality: 30% of Storm-Sailor deaths
Value: One Storm-Serpent carcass = 1 year’s
supplies
Psychological Strain
Howler Madness: - Constant storm noise drives some insane - Symptoms: Paranoia, rage, catatonia - Crew with symptoms are “returned to the wind” (killed mercifully) - ~5% of Storm-Sailors develop it eventually
Navigation Hazards
- Debris Fields: Wrecked ships, shattered islands
- Pressure Walls: Invisible barriers that crush ships
- Gravity Vortexes: Storm-generated anomalies that pull ships in
Mysteries
The Calm Eye
Legend: Perfect circle of still Aether at Expanse’s center - Supposedly 10km diameter - Pre-Shattering city intact within - Guarded by The Black Tempest - Reaching it = impossible (so far)
Attempts: 23 recorded expeditions over 287 years - 0 confirmed successful - 2 ships returned (crew mad, spoke of “the silence at the center”)
Theories: - Doesn’t exist (myth born from desperate hope) - Exists but shifts location - Exists but is protected by something intelligent - Is the eye of a literal storm-entity
Why No Rot?
Storm regions have significantly less Rot: - Storms seem to “cleanse” corruption - Rot-Clouds dissipate in turbulence - Voice Beneath is silent here
Theories: - Storms are constellation-generated (anti-Rot defense) - Physical turbulence disrupts Rot’s molecular structure - Something in storm-lightning neutralizes corruption - Rot-entity avoids storms (afraid?)
The Storm-Born
Rare children born during severe storms: - Often have silver-white hair - Seem to “sense” storm patterns instinctively - Best navigators always Storm-Born - Some develop strange abilities (precognition, seeing through storms)
Occurrence: ~1 per 1000 births
Cultural Status: Revered (seen as blessed by
storms)
Pre-Shattering Ruins
Storms occasionally reveal ancient structures: - Floating fragments of buildings - Intact observatories (brief visibility) - Artifacts in debris
The Archivist Fleet: Secret expeditions seeking
these
Success Rate: Low (storms hide as much as they
reveal)
Relationship with Other Regions
Bright Reaches
- Official: Howling Expanse considered “uninhabitable”
- Reality: Silver Current clan trades regularly
- Attitude: Bright Reachers pity Storm-Sailors; Storm-Sailors pity Bright Reachers
The Murk
- Occasional contact (both are “fringe” regions)
- Mutual respect (both survive harsh conditions)
- Some trading (storm-forged metal for Rot-Shards)
The Periphery
- Western edge may border it
- No confirmed contact
Notable Individuals
Storm-Captain Kiera Windcaller
Role: Leader of Windbreakers clan
Age: 38
Reputation: Best storm-navigator alive
Background: - Storm-Born (silver hair, uncanny instincts) - Survived The Black Tempest (only confirmed survivor) - Claims to have seen The Calm Eye (won’t describe it)
Personality: Calm, confident, enigmatic
Influence: Respected by all clans
Secret: Keeps a journal mapping storm patterns (claims
to see cycles)
Engineer Torven Ironhull
Role: Master shipwright, Iron Gale clan
Age: 62
Reputation: Can fix anything
Background: - Originally from Ironhold (exiled for theft) - Adapted to storm-life quickly - Invented storm-anchors (stabilization tech)
Personality: Gruff, practical, kind beneath rough
exterior
Secret: Still sends designs to Ironhold (anonymously contributing
to Guild ships)
The Veil-Riders Prophet
Identity: Unknown (wears full-face mask)
Role: Spiritual leader of Veil-Riders clan
Claims: Receives visions from storms
Prophecies: - “The storm will birth a child who ends the world” - “The Eye opens when twelve become one” - “The Rot fears the wind but the wind will fail”
Credibility: Debated (some prophecies came true, others nonsense)
Survival Guide
Entering the Expanse
Requirements: 1. Reinforced ship (Guild-certified or Storm-Sailor built) 2. Experienced navigator (ideally Storm-Born) 3. Full crew (minimum 5, ideally 10+) 4. Supplies for 30 days (storms delay everything) 5. Storm-training (3-6 months minimum)
Entry Points: - Stormwatch Outpost: Official entry (recommend hiring Storm-Sailor guide here) - Northern Edge: Less monitored, more dangerous - Southern Edge: Borders The Murk (even more dangerous)
Storm-Sailing Basics
- Trust your navigator
- Never fight the current (ride it)
- Deploy storm-anchors in worst turbulence
- Strap down everything (gravity fluctuates)
- Rotate crew (fatigue kills)
- If you see a Storm-Serpent, run (don’t fight unless forced)
- If crew hears voices, leave immediately (Howler Madness)
Future Outlook
Storm-Sailor Predictions
Kiera Windcaller’s Warning (287 S.): > “The storms are changing. Patterns I knew for thirty years are breaking. The Eye is shifting. Or waking. I don’t know which terrifies me more.”
Potential Scenarios
Optimistic: Storms remain stable, Storm-Sailors continue
thriving
Realistic: Storms intensify gradually, fewer islands
survive
Pessimistic: The Black Tempest expands,
consuming all Expanse
Horror: The Calm Eye opens, releasing something that
was sealed
Related Topics
- Outland Clans - Storm-Sailors belong to this broader group
- Stormwatch Outpost - Gateway to Expanse
- Aether Phenomena - Understanding storm mechanics
- Storm-Serpents - Apex predators of storms
In-World Document
“Storm-Log of Captain Kiera Windcaller” (Year 287 S., Entry 1,247)
Day 47 of this storm cycle. The winds scream like dying constellations.
We saw The Black Tempest today. Distant, maybe 50km west. A storm so dark it looks like a hole in the Aether. Lightning that isn’t light but something else—something that makes your eyes hurt to see.
My daughter asked if we could go there. She’s Storm-Born too. She feels the pull.
I said no. But I feel it too.
Three years ago, I piloted into that storm. I don’t remember what I saw inside. But I dream of it. A place of perfect silence. A city floating in calm. And a voice asking: “Are you ready to stop running?”
I wasn’t ready then.
I’m still not.
But the storm is patient. It will ask again.
“The storm tests. The storm teaches. The storm takes. Accept all
three.”
—Storm-Sailor proverb