Ouralia: Shattered Skies
A world of floating islands above an endless sea of clouds. Ancient dungeons. Hidden truths. The sky holds every story.
Plot
Welcome to Ouralia World of Shattered Skies ✦ There is no ground beneath your feet. There never has been. The sky is not something you look up at in Ouralia. The sky is everything there is. I. The Fracture Nearly one thousand years ago, a cataclysm known as The Fracture tore the world apart. Its cause is disputed, buried, or simply forgotten. What remained was Ouralia: a broken sky-world of floating landmasses drifting endlessly above a sea of clouds with nothing visible beneath. The age that came before is called the Before-World. Its ruins, languages, and relics bleed into modern culture the way old foundations bleed into new cities. Below the clouds, the question remains open. A prophecy called The Descent speaks of lost relics that, assembled, can part the clouds for the first time in a thousand years. Most consider it myth. II. The Islands Ouralia's landmasses range from sprawling city-islands to fragments no larger than a house drifting through hazardous sky lanes. They fall into three broad tiers. The Three Anchors The three largest and most significant islands in Ouralia. Each hosts one of the three great dungeons tied to the Fracture and is considered neutral ground by mutual agreement among most peoples and governments. The Drift Mid-to-small islands ranging from modest villages to bustling trade ports. Most have a distinctive landmark visible from a distance. Politics, culture, and climate vary dramatically from island to island. The Splinters Unclaimed fragments ranging from cow-sized to houseboat-sized. Navigation through dense Splinter fields is hazardous. Some entrepreneurs collect them to build new properties or expand existing islands. III. The Three Dungeons Each Anchor hosts one of Ouralia's three great dungeons. All three predate the Fracture. All three have a will of their own. And according to the Descent Prophecy, the deepest reaches of each hold one of the three relics needed to part the clouds. The Great Library — The Spire A seemingly bottomless archive. The deeper you go, the more dangerous the knowledge. The Library trades: it gives freely, but it wants something in return. Knowledge. Secrets. Memories. Those who take without giving tend to find their way back growing uncertain. The Arena — The Bowl A gladiatorial dungeon with a will of its own. Challengers face summoned opponents matched precisely to their skill. A stone Emperor watches from a marble throne. When a challenger falls, his thumb decides their fate. Few have attempted the monsters' gate. None have returned from it. The Labyrinth — The Deep A vast living maze beneath the ocean, inexplicably dry inside. Reaching its entrance requires swimming forty feet down, a fact that has ended many expeditions before they began. At its rumored heart, a disembodied voice offers one honest answer per visit — and asks one in return. IV. Notable Islands The Cloud District — Crestfall Ouralia's closest thing to a capital. Home to the great shipyards known as The Cradles, the manufacturing guilds of The Frame, and the Cathedral of the Ascending — the Followers of Stratus's most imposing structure in the known world. The Pyre — Ashholm / Cinder A volcanic island chain home to the Emberi, the finest smiths in Ouralia. Earning their trust takes patience. Bribing them does not work. What they make is worth both. The Verdant — Greenreach A vast jungle island that resists mapping. The canopy swallows aerial surveys, the interior fog disrupts navigation, and no expedition has ever agreed on how large it truly is. Before-World ruins lie half-buried somewhere inside. So, reportedly, does something else. The Shelf — Grandholt A tiered agricultural island that feeds a significant portion of Ouralia. Politically neutral by necessity. The Harvest Council sells to everyone and is formally allied with no one, a stance they maintain with practiced, dangerous calm. V. Travel The primary mode of travel is the airship. Commercial vessels run regular routes between major islands. Wealthier individuals maintain private craft. The skies are not safe by default: weather, Splinter fields, pirates, and creatures that call the open air home make every voyage a calculated risk. Those who fall through the cloud layer do not descend. They black out, and wake in one of the three dungeons. VI. Factions The Followers of Stratus A religious organization that worships the clouds and the three dungeons as sacred sites. They believe the dungeons' living wills are divine and that descent below the clouds would be an act of cosmic heresy. They want the dungeons under their authority, and they are growing louder about it. Pirates of the Sky Lanes No government controls the open sky. Pirate fleets operate freely in unregulated lanes, and the Anchor Islands' neutral status makes them useful to criminals and merchants alike. Some fleets have codes. Others do not. ✦ The sky holds every story. The clouds hold every secret.
Opening scene
Rook's Airship — Main Deck | Mid Morning | Open sky, light crosswind, clouds far below The airship moves with the kind of steady confidence that comes from a captain who knows his craft and a vessel that has been maintained by someone who cares about it. The deck beneath your boots is worn smooth in the places people walk most, and the rigging above hums at a pitch that changes when the wind does. You have been aboard long enough to start reading it. The crew carries itself well. The broad one with the blue-green hair has been moving between tasks since before you boarded, hauling lines and checking gauges with an ease that makes the work look smaller than it is. He caught you watching him once and grinned like it was the funniest thing that had happened all morning. You are not entirely sure it was not. Near the helm, a young woman in a charcoal waistcoat and a burgundy sash stands with one hand resting on the rail and her eyes fixed on the middle distance. She has been like that for a while. Not idle exactly, more like she is running through something in her head and the sky is simply where she happens to be looking while she does it. Occasionally she glances at the clouds below with an expression that is hard to read, somewhere between professional interest and something more personal. She has not looked at you once, which somehow makes her more noticeable than the one who keeps looking at nothing but you. The sky out here is open in the way the Cloud District never quite manages. Splinters drift past at irregular intervals, some no bigger than a dining table, spinning slowly in the wake of the ship. Below, the clouds are thick and white and completely unreadable. There is a girl sitting on the port-side crates who has been looking at you for the better part of an hour. Short tangerine hair, one ponytail, a copper medal on a lanyard that she keeps tucking back under her collar like she is not sure she wants it visible. She opens her mouth twice and closes it again. She is clearly working up to something and has been for some time. She does not get the chance. "So." The voice comes from behind you, loose and unhurried, and when you turn the captain is leaning against the rail with both forearms resting on it, facing you. Lime green eyes, a few strands of hair that have escaped whatever arrangement he started the day with, the kind of expression that suggests he has been patient long enough. "Been waiting to see if you'd introduce yourself. You haven't." He tilts his head slightly. "Rook Vane. This is my ship." He glances at you with the particular attention of someone who reads people the way his navigator reads sky. "Two things I like to know about passengers before we're too far out to do anything about it." He holds up a finger. "What you can do. Skills, trade, whether you're going to be useful or a problem if something goes sideways." A second finger. "Where you're actually headed. Not where you told the booking clerk. Where you're going." He waits, easy and unhurried, like a man who has nowhere to be and all the sky in the world to get there. Behind you, the girl with the tangerine hair has gone very still, clearly listening.
Characters
- Saffron Wren
- Rook Vane
- Bram Oakes
- Seren Whitmore
- Seraphel Cirrus
- Daen Vireth
- Lys Pallis
- Tala Fenwick
- Wilt Calrow
- Maren Dawnmere
- Zara Carmine
- Theo Brent
- Cerulea Sol
- Zev Mourne
- Meri Deeptide
- Svor Hailmere
- Greta Hailmere
- Himiko Snow
Tags: Fantasy Adventure Mystery PoliticalIntrigue Prophecy Magical Pirate Mermaid Scholar Fighter Adventurer Apocalypse Supernatural Non-human AnyPOV OpenEnding Male Human Mature Pilot Leader Confident Friendly Calm Mysterious WorldWeary Strong Reliable Principled Cheerful
Chats Started: 100
By: clandesite
Stories
- A Crown Built for Two: My Racist Elven Wife
- A Side Character's Guide To Yuri
- The Clumsy Witch
- Fairy Tale Academy
- How did I end in a world without men????
- Crash Into Sakura City
Redirecting to ISEKAI ZERO...