A gaslamp-fantasy sky where flight itself runs on a finite fuel — raw aether-crystal, formed only where lightning strikes cloud for centuries. Eight standing fleets contest the same shrinking sky under an uneasy peace-through-exhaustion, none able to defeat all the others. Eight Factions. One Sky. No Quarter.
As it stands
The sky remains locked in a state of profitable stalemate, where eight factions contest ever-dwindling aether reserves under an unspoken agreement that total victory would destabilize everyone. The Celestial Order and Undead Fleet continue their eternal holy war in carefully managed engagements that satisfy theological requirements without threatening either faction's survival. The Iron Armada maintains bureaucratic military dominance through sheer discipline, while the Sylvan Armada guards the only renewable aether source with living wooden fleets that unsettle their rivals. Gnomish Tinkerers profit from all sides as neutral merchants whose economic analysis proved war more profitable than peace. Stormcallers command storm-fronts through divine covenant, Skypirates perform theatrical raids that generate legend more than strategic gain, and Neutral fleets sell betrayal as commodity. Beneath this armed equilibrium, the Workers' Compact has demonstrated that ordinary crew across all factions recognize their shared exploitation, while aether scarcity tightens like a noose no one will acknowledge. The sky has perfected eternal conflict as economic system, but the fuel that sustains it runs lower every season.
Who holds power
Military dominance belongs to the Iron Armada through sheer organizational capacity and industrial scale, but they cannot achieve total victory without allies. The Celestial Order and Undead Fleet are locked in mutually-sustaining holy war, each powerful enough to check the other indefinitely. The Stormcallers wield divine power others cannot replicate, making them strategically invaluable as allies and dangerous as enemies. The Sylvan Armada controls the only renewable aether source, making them targets for exploitation but defended by living ships that disturb potential invaders. Gnomish Tinkerers hold economic power through technical expertise and willingness to trade with anyone, making them indispensable middlemen. Skypirates lack territorial power but command symbolic authority and popular legitimacy through resistance mythology. Neutral fleets sell military capacity to the highest bidder, profiting from prolonged conflict. Beneath all formal powers, the Workers' Compact represents a shadow-force whose true strength remains unknown—cells embedded in every faction, loyal to class rather than nation.
Iron Armada
Bureaucratic military superpower built on absolute hierarchy and industrial aether-furnace technology. Every vessel, every captain, every decision flows through the Chain of Iron—elected Supreme Commander at top, rigid merit-based ranks below. They win through discipline, logistics, and the capacity to absorb losses no other faction could sustain.
Celestial Order
Theocratic war-state dedicated to eradicating the Undead Fleet and purifying the sky through sanctified 'lightaether' refined by prayer and righteousness. Hierarchical priesthood led by the Patriarch, flying cathedral-ships that double as weapons platforms, maintaining the eternal holy war as sacred duty.
Undead Fleet
Revenant-crewed vessels running on corrupted 'deadaether' that never fully discharges, bound from the essence of the deceased. Philosophically committed to existence-continuation as superior to mortality's waste. Locked in managed holy war with Celestial Order that both sides secretly recognize must never end.
Stormcallers
Storm-worshippers who command weather through divine covenant rather than technology. Theology descended from Thessian Vael's revelation that storms are conscious entities granting aether as gift to the faithful. Operate as theocratic military power whose capabilities other factions cannot fully replicate or understand.
Sylvan Armada
Living wooden fleets grown from skywood in harmony with wild aether currents—the only renewable aether source in existence. Vessels are conscious beings with individual identity, creating profound philosophical questions. Militarized from earlier pacifism by Krethis Rootbinder to defend ecological boundaries.
Gnomish Tinkerers
Merchant-engineers who refined commercial aether technology into the sky's most efficient systems. Organized into competing consortiums that collectively published the Profitability Theorem proving war more economically sustainable than peace. Officially neutral, practically profiting from all sides.
Skypirate Confederation
Organized raiders operating under the Free Captains' Accord, committed to political philosophy rejecting nation-state citizenship. Perfected theatrical 'performance raiding' under Jerris Stormbreak that generates legend and recruitment more than strategic gain. Jury-rigged stolen technology from all factions.
Workers' Compact
Clandestine cross-factional organization of ordinary crew, dockworkers, refiners, and engineers who recognize shared class interests transcending national identities. Founded by Therin Voss-mark after the Cascade Uprising demonstrated coordinated labor action's power. Operates in secret cells across all eight powers.
How the world works
Aether is the physical medium that keeps ships airborne; it is scarce, and how each fleet harnesses it defines it as much as ideology does — brute engineered furnaces (Iron Armada), commanded storm-fronts (Stormcallers), stolen and jury-rigged rigs (Skypirates), sanctified 'lightaether' (Celestial Order), refined commercial engineering (Gnomish Tinkerers), living wood grown in harmony with wild currents (Sylvan Armada), and corrupted soul-bound 'deadaether' that never fully discharges (Undead Fleet).
Who lives here
Human, Gnome, Sylvan Kindred, Revenant, Skyborn
People
Places
- The Shroud Corridor
- The Skysong
- The Thornwall Reach
- Corsapier
- Cairn Hollow
- Lindau
- Halvern Reach
- The Stillheart Drift
History
- The Scattered Age
- The Coalescence
- The Age of Hardening Lines
- The Age of Profitable Stalemate
- The Age of Necessary Enemies
- The Long Enforcement
- The Age of Transparent Lies
- The Age of Permanent Present
Seasons and channels
Aetherships airs as seasons of Silken Signals. Each season is numbered the way its channel numbers it.
| Season | Channel | Episodes | Suit Yourself adventure |
|---|---|---|---|
| Season 1: The Skysong | Silken Signals | complete, 8 episodes · Listen | Play the adventure— |