Global Threats

The world above the clouds is not safe. From above, below, and within the mountains themselves, dangers press in from every direction.

Things From Above

The skies are not empty β€” and not everything in them is alive.

  • Navigation Errors β€” Airships that stray too high or lose their bearings sometimes fall from the sky, crashing onto unsuspecting peaks below.
  • Mechanical Failures β€” Lattice-Drives can fail. Aether-Shards can crack. When they do, whatever was flying comes down hard.
  • The Wind β€” Simple, relentless, and underestimated. Gales can tear gryphons from their flight paths and hurl debris across entire peaks.
  • Dropped Items β€” A common saying: “What goes up must come down.” Tools, cargo, and even people lost to the sky may land on settlements far below. The wealthier peaks have netting.

The Blight Tide

The cyclical rise of the alchemical cloud veil. It is the single greatest recurring threat to Skyborne civilization.

  • Monster Swarms β€” The Tide pushes mutated beasts up from the lower elevations. Some scale the peaks; others fly or are carried by the mists themselves.
  • Toxic Air β€” During a Tide event, the air at medium and even high elevations can become dangerous. Sealed rooms and filtration masks become necessities.
  • Corruption β€” Prolonged exposure to Tide conditions can taint water, crops, and even Spawners. Entire communities have been lost to the Blight.

Precursor Remnants

The old world is not dead. It is waiting.

  • Automated War Machines β€” Ancient constructs still patrol ruins, follow targeting parameters, and defend installations. Most are degraded; some are as lethal as the day they were built.
  • Security Systems β€” Traps, locked vaults, and environmental controls remain active in many ruins. Scavengers learn to read the signs β€” or die trying.
  • Unstable Relics β€” Not all precursor technology ages gracefully. Power cells leak, containment fields flicker, and self-destruct protocols occasionally trigger without warning.

Magic in the Mountains

The dormant Colossus Golems and other precursor installations leak strange energies into the peaks they inhabit.

  • Sinkholes β€” Areas where the laws of physics seem to bend. Gravity weakens, reverses, or becomes directional. Navigating a sinkhole is disorienting and lethal without preparation.
  • Corrupted Spawners β€” A Spawner exposed to leaked precursor energy or Blight Tide influence can begin producing twisted life. Some corrupted Spawners are sealed and watched; others are simply abandoned.
  • Nursery Corruption β€” The rarest and most frightening phenomenon. A damaged or tainted Nursery may produce unstable births β€” individuals with physical deformities, fragmented minds, or strange abilities. Such nurseries are marked as cursed and left to decay.

The Lawless

Not all threats come from the old world. Some are very, very new.

  • Bandits β€” Gangs that prey on isolated settlements, trade caravans, and unwary scavengers. Some are organized; most are desperate.
  • Pirates β€” Airship raiders who strike navigation lanes and roosts. They are universally hated and hunted, but the peaks are vast and hiding places are many.
  • Lawless Locations β€” Certain peaks and floating islands have no central authority. These places are refuges for criminals, exiles, and those who simply want to be left alone β€” but they are dangerous for anyone without allies.

For location-specific threats, see locations. For groups that confront these dangers, see factions.