Trade Routes of the Aetherium
“The Lifelines Between Islands”
“Without the trade routes, we’re not settlements—we’re isolated
rocks drifting toward starvation. The airships that fly these paths
aren’t just merchants. They’re the threads holding civilization
together.”
—Factor
Marlena Swift, Sky-Guild
Overview
In the shattered Aetherium, trade routes are civilization’s circulatory system. Islands cannot be self-sufficient—some produce food but lack manufactured goods, others have industry but need raw materials, all require information and connection to survive. Airships flying established routes carry cargo, passengers, news, and hope between isolated settlements.
The Sky-Guild controls most major routes, setting schedules, negotiating tariffs, and maintaining the infrastructure that keeps trade flowing. Independent merchants operate on minor routes or undercut Guild prices (risking Guild retaliation). The Black Sky Cartel runs illegal routes through dangerous regions, smuggling contraband and avoiding tariffs.
Trade routes are defined by distance, travel time, danger level, and economic importance. Some are well-traveled highways with multiple ships daily. Others are frontier paths flown weekly or monthly. All are vulnerable to Aether-Storms, Rot-Beast attacks, pirates, and the slow drift of islands that changes distances over years.
Major Trade Routes
1. The Eos-Ironhold Run
Route: Skyport Eos ↔︎ Ironhold
Distance: 150km
Travel Time: - Fast ship: 3 days - Standard cargo: 5 days - Slow freighter: 7 days
Frequency: Daily (multiple ships)
Cargo Flow: - To Ironhold: Food (grain, vegetables, meat), luxury goods, raw materials - To Eos: Manufactured goods (tools, weapons, machinery), processed metals, Guild products
Control: Sky-Guild (monopoly, heavily regulated)
Danger Level: Low - Well-patrolled - Clear navigation - Rare pirate activity - Rot-clouds increasing (southern drift)
Economic Importance: Critical - Eos depends on Ironhold manufacturing - Ironhold depends on Eos food - Largest trade volume in Aetherium - Guild’s primary revenue source
Waypoints: - Skyport Eos (start) - Midpoint Rest (small waystation, 75km) - Ironhold (end)
2. The Farming Circuit
Route: Windmere Farms → Thornvale → Skyport Eos → Ironhold → back to Windmere
Total Distance: ~400km (complete loop)
Travel Time: 15 days (complete circuit)
Frequency: Weekly departures (rotating ships)
Cargo Flow: - From Farms: Grain, vegetables, fruit, livestock, dairy - To Farms: Tools, seeds, manufactured goods, luxury items (limited)
Control: Sky-Guild (regulated) + Independent farmers (some ships)
Danger Level: Moderate - Rot-Beast attacks on farms (increasing) - Southern sections near Murk - Weather generally stable - Pirates rare (low-value cargo)
Economic Importance: Critical - Feeds 80% of Bright Reaches population - Failure = mass starvation within months - Vulnerable (farms under threat)
Route Segments: 1. Windmere → Thornvale: 30km, 1 day 2. Thornvale → Eos: 45km, 1 day 3. Eos → Ironhold: 150km, 5 days 4. Ironhold → Windmere: 175km, 6 days 5. Collection time at each stop: 2 days total
3. The Frontier Loop
Route: Skyport Eos → Stormwatch → Outer settlements → back to Eos
Total Distance: ~600km (variable)
Travel Time: 15 days (complete loop)
Frequency: Monthly (few ships brave it)
Cargo Flow: - Outbound: Essential supplies, tools, medicine, news - Return: Raw materials, exotic goods, refugees, reports
Control: Independent merchants (Guild presence minimal)
Danger Level: High - Howling Expanse storms - Unmapped hazards - Pirate activity - Rot-Beast encounters - Island drift (routes change)
Economic Importance: Moderate - Connects frontier settlements - Low volume but high value (exotic goods) - Information flow critical - Refugee transport
Key Stops: - Skyport Eos (hub) - Stormwatch (waystation, weather reports) - Various outer settlements (10-15 small islands) - Return to Eos
4. The Spire Route
Route: Skyport Eos ↔︎ Glimmering Spire
Distance: 80km
Travel Time: 2 days (standard)
Frequency: Weekly (declining)
Cargo Flow: - To Spire: Food, supplies, research materials, desperate scholars - From Spire: Alchemical goods, research findings, refugees fleeing Rot
Control: Independent (Guild avoids due to Rot risk)
Danger Level: Moderate to High - Rot corruption increasing - Rot-Beast activity - Spire itself dangerous - Navigation hazards (corrupted islands nearby)
Economic Importance: Low (declining) - Once important (alchemical goods) - Now mostly humanitarian (supplies to remaining residents) - Scholarly interest (research) - Refugee extraction
Status: Declining - Fewer ships willing to risk it - Spire population dropping - May cease within years
5. The Murk Run
Route: Murky Chasm ↔︎ The Underbelly ↔︎ black market connections
Distance: Variable (secret routes)
Travel Time: Variable (depends on cargo, secrecy needs)
Frequency: Constant (but hidden)
Cargo Flow: - Illegal Goods: Rot-Shards, weapons, contraband, stolen goods - Smuggling: Tax evasion, forbidden items, fugitives - Information: Blackmail material, secrets, intelligence
Control: Black Sky Cartel (absolute monopoly)
Danger Level: Extreme - Deep Murk (heavy Rot) - Rot-Beast swarms - Cartel security (lethal to outsiders) - Guild enforcement (if caught) - Navigation deliberately obscured
Economic Importance: Significant (underground economy) - Billions in illegal trade (estimated) - Undermines Guild tariffs - Supplies black markets across Aetherium - Cartel’s power base
Secrecy: Absolute - Routes change constantly - Blindfold protocols - False trails - Lethal consequences for betrayal
Distance Matrix
Travel Times from Skyport Eos
| Destination | Distance | Travel Time (Standard Ship) | Danger Level |
|---|---|---|---|
| Ironhold | 150km | 3-7 days | Low |
| Glimmering Spire | 80km | 2 days | Moderate |
| Thornvale | 45km | 1 day | Low |
| Windmere Farms | 60km | 1-2 days | Moderate |
| Murky Chasm | 250km | 7-10 days | High |
| The Hollow | 300km | N/A (avoided) | Extreme |
| Stormwatch | 200km | 5 days | Moderate |
| Constellation’s Reach | 400km+ | 10-15 days | Moderate |
| The Periphery | 500km+ | 20+ days | Extreme |
Notes: - Times assume standard cargo ship (not fast courier or slow freighter) - Weather delays not included - Danger level affects reliability, not necessarily time - Some routes avoided entirely regardless of distance
Trade Infrastructure
Sky-Guild Control
Monopoly Routes: - Eos-Ironhold Run (complete control) - Farming Circuit (majority control) - Most major settlements
Methods: - Tariffs and fees - Ship licensing - Route scheduling - Waystation control - Enforcement (Guild ships, hired security)
Revenue: - 40% from tariffs - 30% from shipping fees - 20% from licensing - 10% from waystation services
Power: Economic dominance through trade control
Independent Merchants
Operations: - Minor routes (Guild doesn’t bother) - Undercut Guild prices (risky) - Frontier routes (too dangerous for Guild) - Specialized cargo (Guild won’t carry)
Challenges: - Guild pressure (economic, sometimes violent) - No waystation access - Higher risk (no Guild protection) - Lower profit margins
Survival: Niche markets, speed, personal relationships
Black Sky Cartel
Operations: - Illegal routes (complete monopoly) - Smuggling (contraband, fugitives, tax evasion) - Black market supply chain
Advantages: - No regulations - Higher profit margins - Willing to take extreme risks - Violence as business tool
Competition: Eliminates rivals (lethally)
Threats to Trade
Natural Hazards
Aether-Storms: - Unpredictable (despite Stormwatch warnings) - Can destroy ships - Force route changes - Delay shipments
Island Drift: - Islands move slowly (meters per year) - Routes must adapt - Old maps become obsolete - Navigation challenges
Rot-Clouds: - Spreading from Murk - Obscure visibility - Infect crews - Force route abandonment
Hostile Actors
Pirates: - Rare but dangerous - Target high-value cargo - Mostly in frontier regions - Guild hunts them (when profitable)
Rot-Beasts: - Increasing attacks - Especially near Murk - Can destroy ships - Unpredictable
Cartel: - Eliminates competition - Sabotages Guild (sometimes) - Controls illegal routes - Dangerous to cross
Economic Threats
Guild Monopoly: - High tariffs - Route restrictions - Squeezes independents - Political control through economic power
Route Failure: - If major route fails (Farming Circuit), mass starvation - Single point of failure - Vulnerable to disruption
Rot Spread: - Consuming islands - Forcing route changes - Reducing habitable area - Long-term existential threat
Economic Impact
By Route
Eos-Ironhold Run: - 50% of total Aetherium trade volume - Critical for both settlements - Guild’s primary revenue - Failure = economic collapse
Farming Circuit: - 30% of trade volume (by weight) - Critical for food security - Vulnerable (farms under threat) - Failure = mass starvation
Frontier Loop: - 5% of trade volume - High value per unit (exotic goods) - Information critical - Refugee transport
Spire Route: - 2% of trade volume (declining) - Mostly humanitarian - May cease soon
Murk Run: - Unknown (illegal, untracked) - Estimated 10-15% of legitimate trade volume - Undermines Guild revenue - Supplies black markets
Total Trade Volume
Estimated Annual: - Legitimate: 500,000 tons of cargo - Illegal: 50,000-75,000 tons (estimated) - Value: Billions in trade currency
Employment: - 5,000+ airship crew - 2,000+ dock workers - 1,000+ Guild administrators - Thousands in supporting industries
Criticality: - Without trade, settlements die within months - Food, tools, medicine all depend on routes - Information flow critical for coordination - Refugee transport increasingly important
Future Threats
Rot Expansion
Impact: - Farming Circuit threatened (southern drift) - Spire Route likely to close - Murk Run expanding (ironically benefits Cartel) - Long-term: all routes threatened
Timeline: - Spire Route: 5-10 years - Farming Circuit: 20-30 years - Eos-Ironhold: 50+ years (probably)
Political Instability
Eos-Ironhold Tensions: - If war breaks out, main route disrupted - Economic catastrophe - Both sides suffer
Guild Expansion: - Increasing control - Higher tariffs - Political power through economic dominance - Resistance growing
Resource Depletion
Fuel: - Airships need fuel - Sources limited - Prices rising - Long-term sustainability question
Ships: - Shipbuilding requires resources - Maintenance critical - Fleet aging - Replacement rate insufficient
Quest Hooks
- The Escort: Protect valuable cargo on dangerous route
- The Pirate: Hunt pirates threatening trade route
- The Route: Discover new route (shorter? Safer? Secret?)
- The Sabotage: Someone disrupting trade (who? Why?)
- The Blockade: Route closed (political? Natural?), find alternative
- The Smuggling: Hired by Cartel (moral dilemma)
- The Inspection: Guild suspects smuggling (are they right?)
- The Rescue: Ship lost on route (find survivors)
- The Monopoly: Help independents break Guild control
- The Closure: Major route failing (Rot, politics), prevent or manage
Related Topics
“The routes are everything. Control the routes, control the
Aetherium. The Sky-Guild knows
this. The Cartel knows this. Even the settlements know this. That’s why
every political decision, every economic policy, every military strategy
ultimately comes down to one question: who controls the trade
routes?”
—Guild-Master
Elara Song
“I’ve flown the Eos-Ironhold
Run 200 times. Same route, same stops, same cargo. It’s boring. It’s
safe. It’s predictable. And that’s exactly why it’s the most important
route in the Aetherium. Civilization runs on boring, safe, and
predictable. Adventure is for fools and the desperate.”
—Veteran cargo pilot
“The Murk Run? I’ve heard of
it. Everyone’s heard of it. But no one talks about it. Because talking
about it means you know too much. And knowing too much about Cartel
routes is a good way to disappear.”
—Dock worker, Skyport Eos