The Skyfarer's Quick Reference Guide
A practical handbook for navigating the skies of Astheria
Compiled by the Free Skyfarers' Guild, Fourth Edition
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GENERAL ADVICE FOR NOVICE SKYFARERS
1. Secure Your Gear.
Always tie down your packs and gear using windseals or gravity clasps—loose supplies are the first to vanish in high-altitude drafts or gravity breaks.
2. Trust the Flow.
Whether riding a Wyrm's slipstream or sailing aboard a clipper, following natural sky currents is key to conserving energy and fuel.
3. Listen to the Wind.
A sudden stillness is as dangerous as a gale. Windshifts often precede sky maws, gravity anomalies, or predator approach.
4. Water Is Life.
Water spheres—self-contained globes of condensed moisture—are used across Astheria. Always carry spare orbs, and know your ship's purification methods.
5. Respect the Altitudes.
From frostbitten heights to time-warped depths, climate in Astheria is shaped by altitude and current, not geography. Dress and prepare accordingly.
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ESSENTIAL TERMS & TOOLS
☁︎ Skyhook
A retractable harness line used to hoist crew or supplies from docks or onto large skybeasts. Often equipped with swivel anchors and magnetic clamps.
☁︎ Flight-Glider
Personal gliding rig with soft wings and limited lift. Mostly used for short-range exploration or emergency descent. Not suitable in strong winds or above the Skyfaring Region.
☁︎ Stormglider
Heavier, reinforced gliders built to ride the chaotic currents of the Maelstrom Belt. Requires trained handling.
☁︎ Drift Cluster
A formation of small, low-gravity islands traveling loosely together, some used as temporary rest stops. Most are dangerous.
☁︎ Skyworms
Elongated, drifting creatures that feed on radiant light or skyflora. Generally docile unless provoked. Their movement patterns can predict weather shifts.
☁︎ Water Spheres
Sealed orbs containing purified drinking water. Favored for their ability to resist leakage in variable gravity. Often slung from belts or stored in nested packs.
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REGIONS OF ASTHERIA (Abridged)
☁︎ Luminous Peaks (High Altitude)
Frosted islands bathed in celestial light. Beautiful but treacherous. Home to relics of the old Astheria.
Warning: No known Skyfarer has returned from the highest altitudes. Ships vanish, time fractures, and light can burn the mind.
☁︎ Skyfaring Region (Upper-Mid Altitude)
Main travel and trade zone. Navigable skies, anchor islands, and cities. Most journeys begin or end here.
Warning: Beware the Skyfall Abyss, Isles Frozen in Time, Reverse Gravity Zones, Zero-G Pockets, and uncharted Drifting Isles. Always carry a backup gravity anchor.
☁︎ Maelstrom Belt (Mid Altitude)
Hazardous storm corridor with warped gravity and violent aetheric surges. Some whisper it is the domain of the Stormforgers. Holds hidden knowledge, but few return unchanged.
Warning: Extremely hard to navigate. Gravity loops, psychic storms, and skyquakes are common. Only veteran stormgliders or wyrm-riders should attempt.
☁︎ Everdusk Region (Lower-Mid Altitude)
Glowing forests, liquid light rivers, and perpetual twilight. Navigated by heat and intuition. A place of mystery and Riftborn whispers.
Warning: Contains Riftborn sanctuaries. Locals advise avoiding contact due to unknown magic and history. The elusive Abyssal Kin are also found here—Seers who shun outsiders and may turn hostile if provoked.
☁︎ Hollow Depths (Sub-Sky)
Gravity fractures near the edge of the Abyss. Few maps include it. A void where time, mind, and matter distort.
Warning: No Skyfarers return unchanged. Those who survive report hearing voices of forgotten beings. Madness is common. Travel here is not recommended.
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FINAL NOTES FOR SURVIVAL
1. Never ignore a Windseer's warning.
Their visions may be fragmented, but they've saved more ships than stormglass and instinct combined.
2. Mind your skylog.
Logging changes in skyflow, time drift, or magnetic pulse can make the difference between navigating home—or vanishing into the mists.
3. Don't chase islands that shimmer.
Some things are frozen in fractured time. Touching them could cost you days—or decades.