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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 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:

  1. Howlers (Most common):
    • Constant turbulence
    • Navigable by experienced pilots
    • Still dangerous
  2. Crushers (Severe):
    • Pressure waves that can crumple ships
    • Must be avoided or withstood
  3. Shriekers (Psychological):
    • Produce sound that causes panic
    • Crew must be disciplined to resist
  4. 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


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

The Murk

The Periphery


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

  1. Trust your navigator
  2. Never fight the current (ride it)
  3. Deploy storm-anchors in worst turbulence
  4. Strap down everything (gravity fluctuates)
  5. Rotate crew (fatigue kills)
  6. If you see a Storm-Serpent, run (don’t fight unless forced)
  7. 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



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