
Once a single unified continent, a cataclysmic spell shattered the land into thousands of floating islands. Now, sky-captains navigate the dangerous magical currents between the realms while ancient evils stir in the abyss below.
Gravity behaves like an ocean tide. At night, it weakens, allowing specialized airships to travel higher.
Promises made in the presence of a mage are magically binding. Breaking one results in a physical curse.
Master engineers who build the arcane engines powering the massive airships.
Translucent humanoid beings formed purely of magical energy from the Void Tides.
The massive capital city built atop the largest floating island, famous for its griffon-riders.
The impenetrable layer of magical fog that exists below the floating islands. None who venture down return.
A raucous free-trade skyport clinging to a drifting island chain. Airship crews from every realm barter charts, salvage and rumours under its storm-lashed mooring spires.
A treacherous field of splintered islet shards where the cataclysm hit hardest. Wild magical currents toss debris skyward, and prospectors hunt relics of the unbroken world.
A colossal chain and anchor of the old continent, dangling into the abyss. Pilgrims swear the links still hum with the spell that broke the world.
The braided magical currents between the great isles, where windjammers ride lightning-laced thermals and the unlucky are simply elsewhere afterwards. Every chart of the Lanes is out of date by the time it is sold.
A lighthouse isle on the far eastern rim whose arcane flame marks the last safe mooring before the open mist. Its keepers take payment in stories and refuse to say what the light is for.
Age 1
The Sundering Spell — The Arch-Mage Thalos attempts to ascend to godhood, accidentally shattering the continent.