Geography The Copper Ring: Twelve Markets, One Ledger Twelve isles in a near-perfect ring, every one of them owing something to the others — and a single book in Brassmarket that knows.
Geography Ironvale: A Visitor's Caution High, cold, slow to warm to strangers. The forges that tune half the stones in the sky, and the people who do not need your custom.
Geography The Grey Archipelago Low isles in a permanent shroud, scattered with the bones of the world before. Most travellers go for the ruins. Some go for other reasons. Not all return.
Geography The Bloom: What Sailors Won't Sail Past A scattering of green isles in the western Veiled Waters, marked on every chart, given a wide berth by every reputable crew. The one part of Aetheria that ordinary people simply do not visit.
Geography The Three Reaches What you see if you watch the sky long enough. The three great divisions of Aetheria as the working trade understands them — and the small honest fourth that the trade does not include in the count.
The World Aetheria — The World As It Is The world as it stands today. Floating isles, the Mistsea between, and the long reach-tradition of not asking too many questions about what came before.
The World The Isles of Aetheria The general shape of Aetheria's inhabited geography. Clusters, reaches, and the small ones that nobody charts.
The World The Mistsea The medium between the isles. Skyfarers travel through it; navigators read it; nobody who has lived in the Reach pretends to fully understand it.
The World Airships and Aetherstones How the trade gets from one isle to the next. Lift, hull, navigation, and the small reach-conventions every working captain learns by their second crossing.
The World A Skyfarer's Almanac What every sailor learns before their first long crossing — and what they keep learning after.
The World The Quiet Reach Six islands, no central crown, and a long agreement to leave one another alone.
The World Common Sights of the Mistsea A field-guide to what flies, drifts, and watches between the isles.
The Mistsea The Mistsea's Moods What working sailors mean when they say the mist is in a mood. Eight of the most-named conditions, what each looks like, and what the trade does with each.
Religion The Temple of the Seven The dominant religion of modern Aetheria. The seven living gods, the courteous evasions about the two that fell, and the seventh seat that no priest will quite explain.
Religion The Seven Living Gods What the temples teach. What the altars actually look like. The small gap between the two, that no one quite explains aloud.
Religion Velisara of the Dawn First light, first breath, first effort. The gentlest of the Seven, and the one most often misunderstood by those who think gentleness means weakness.
Religion Thorin Anvilbound The god of made things, sworn things, and things that are kept. The least subtle of the Seven, and in many homes the most loved.
Religion Vessen of the Hearth The god of the household and the harvest, of the loaf shared and the chair pulled out. The most-prayed-to of the Seven, and the one ordinary folk think about least often.
Religion Korr the Broken Shield Not the god of victory. The god of standing in the gap, taking the blow, and remaining. Honoured by soldiers, mourners, and the parents of children lost too soon.
Religion Aevan the Silent Eye The god of seeing without saying. The patron of scholars, judges, midwives, and any reach-folk who carry knowledge they cannot share.
Religion Sylth Keykeeper The god of doors that close and what waits on the other side. The patron of undertakers, those at deathbeds, and the ferrymen of small reach-isles.
Religion The Seventh Altar The seat that is dressed but not prayed to. What the temple says about it, what the laity actually does with it, and the small quiet folk-ritual the temples have learned not to see.
Religion The Two That Fell: Mara and Nymira Two stars that no longer shine. What the temple teaches, what the laity remembers, and what the elders of fishing villages still leave on doorsteps in spring.
Religion Cults of the Nameless: Rumours from the Inn What gets said in port-taverns, late, after the second drink. Rumours of cults, watchers, drowning houses, and walking questions. Most of it is invented. Some of it is exaggerated. A small remainder, by working judgement, is something.
History The Reckoning: Year One After Unmaking How the calendar starts. What the year-zero moment is. What we measure from. And the small honest concession every reach-historian makes about what we still do not know about the year before year one.
History Tales They Tell of the Old World Reach-myths of the world before the Unmaking. Fragmentary, contradictory, and beloved. What grandmothers say and what scholars do not bother trying to reconcile.
History The First Skyfarers How the trade began. The folk-tales reach-clusters tell, the names they claim, and the working scholarly view that no single first crossing can be confidently identified. A myth nobody owns and everybody quotes.
History The Founding of the Quiet Reach How the Quiet Reach came to be a cluster, who came first, and the small honest stories of the first households who chose, in the early years of the Reckoning, to settle on a few quiet fishing-isles and do the daily work.
Culture The Living Calendar When the bells ring, when the markets fill, when nothing must be said aloud.
Culture The Skyfarer's Trade What it is to make one's living above the mist. The hierarchies aboard, the share-system that pays them, and the small understandings that hold a crew together when nothing else will.
Culture A Glossary of Sky-Cant The working slang of the Reaches' skyfarers. Practical, often unromantic, and occasionally tongue-in-cheek. What you would hear in a port tavern; what the trade would expect a greenhand to know by their second crossing.
Culture Naming Customs Across the Reach How children are named, what travel-names are for, and why a skyfarer's first name is sometimes the last thing they will give you.
Culture The Marriage Customs of Sky and Stone How reach-folk marry, who blesses it, and the three classic forms — sky-and-stone, sky-and-sky, stone-and-stone — that most reach-marriages still follow.
Culture Songs Heard in Mistsea Taverns What working sailors sing when the cargo is lifted, when the port-tavern fills, and when one of theirs has not come home. A small selection of fragments — bawdy, working, mournful — from the songs the trade keeps for itself.
Culture Foods of the Skyfarer How the trade eats. Galley cooking, cluster cuisines, the small daily traditions that keep a crew civil through a long crossing — and the harbour-foods that wait for them when they make landing.
Folklore Why We Don't Look Down Every reach-child is taught it. Every working sailor practises it. The single oldest folk-warning of the trade — and the one most reach-folk will not, even now, fully explain to a stranger.
Magic Aetherstones — A Layperson's Guide How a stone holds a ship aloft — and what it means when it cracks.
Magic How Magic Behaves Above the Sea What working magic-users learn about Aetheria's particular conditions. Where the work goes well, where it goes sideways, and the small reach-conventions every practitioner adopts before their first crossing.
Institutions Old Wren: The Library Isle The Reach's principal scholarly institution. What it teaches, who studies there, and what it has and has not chosen to publish across four centuries of careful and occasionally awkward correspondence with the rest of the world.
The Verdant The Verdant: What Travelers Avoid Working folklore for skyfarers who pass near the Bloom. The signs to watch for, the things to leave alone, the rules for an encounter — and the older sayings that keep the rules in their bones.
The Verdant Druids of the Spore Circle A small order of half-known practitioners who live at the Bloom's eastern edge, refuse coin, walk barefoot in the cold, and know things they should not. What is said of them, what is observed of them, and the small reach-courtesies that have grown up around their occasional visits.