The Elemental Plane of Air
The Elemental Plane of Air is one of the four Inner Planes and the elemental source most closely associated with wind, storms, clouds, and open sky.
Most of the plane consists of open air without any permanent surface or horizon. Clouds and storms form throughout the expanse, while drifting islands of earth and other solid material provide some of the few stable places where creatures without flight can settle.
Deeper into the plane, solid matter becomes increasingly scarce as elemental air comes to dominate the environment.
The Galeheart Court, domain of Velora, Primarch of Air, is located within this plane.
Structure and Environment
The Plane of Air has no conventional surface. Travelers looking in any direction see open sky broken by clouds, distant weather systems, and occasional floating landmasses.
Orientation depends heavily on recognizable landmarks and established air currents, since ordinary ideas of north, south, up, and down are often of limited use. Loose material can be carried for enormous distances by prevailing winds, while larger fragments of earth may support vegetation, structures, or permanent settlements.
Some floating landmasses occur naturally, while others were brought into the plane or altered by its inhabitants. The largest can support substantial communities for generations, even as their position gradually changes with the currents.
Movement and Travel
Flight is the most practical means of travel through the Plane of Air. Native creatures are often naturally suited to open-air movement, while air elementals and djinn can cross the plane freely without depending on solid ground.
Creatures unable to fly can live upon floating islands and other stable structures, but travel between them usually requires magic, specialized vessels, flying mounts, or assistance from native inhabitants.
Wind currents also serve as natural routes through the plane. Experienced travelers learn which currents provide dependable passage between major regions and which are likely to carry them far from their intended destination.
Connections to the Material Plane
Natural vortices sometimes form between the Elemental Plane of Air and the Material Plane, especially where powerful weather or unusual atmospheric conditions are present.
High mountain peaks, violent storms, and the calm centers of hurricanes can sometimes provide temporary crossings under the right conditions. These vortices are rarely dependable, and a passage created by a storm may disappear as soon as the weather changes.
Stable portals also exist, particularly where planar travelers or magical traditions have deliberately maintained them.
Weather
Weather is the most common natural danger on the Plane of Air. Manageable winds can develop into enormous storm systems capable of crossing vast regions, carrying debris or other material gathered along the way.
Some storms persist for years or even decades. Among the most dangerous are immense rotating systems commonly called maelstroms, which can trap creatures, debris, and even floating landmasses within their circulation.
Experienced travelers watch changes in pressure, cloud formation, wind patterns, and the behavior of native creatures for signs that severe weather is approaching.
Elemental Confluences
The boundaries of the Plane of Air gradually blend with neighboring Elemental Planes, forming transitional regions within what planar scholars collectively call the Elemental Chaos.
Toward Water, the air grows colder and increasingly saturated with moisture. Clouds thicken into freezing storms, while suspended water can form drifting sheets or enormous masses of ice within the open sky.
Toward Fire, temperatures rise as smoke, heated currents, and suspended flame become increasingly common. Visibility may fall sharply, and some regions become difficult or impossible to breathe without protection.
These confluences remain transitional regions of the surrounding elemental planes, and their conditions can shift across enormous distances as the balance between elements changes. Ice and smoke elementals are particularly associated with these boundaries.
Inhabitants
Air elementals are among the most common native creatures of the plane, forming from the elemental forces moving throughout its open expanses.
Djinn are also strongly associated with the Plane of Air and establish homes and domains around stable landmasses or other locations suited to permanent habitation.
Other airborne creatures have established populations there over time, including species originating on the Material Plane. Deeper regions with little or no solid matter are inhabited primarily by beings capable of existing entirely within elemental air.
Language
Auran is the language traditionally associated with the Plane of Air.
It is one of the elemental forms of Primordial and is widely spoken by djinn, intelligent air elementals, and other inhabitants closely connected to elemental air. Travelers who regularly depend on native guides or settlements often learn it for communication.
The Galeheart Court
The Galeheart Court is the domain of Velora, Primarch of Air, and moves continuously through the open skies of the plane.
Clouds surround the realm as currents carry it between different regions, leaving its location subject to change over time. Those seeking the Court often depend on current local knowledge or guides familiar with its recent movements.
The Galeheart Court serves as Velora's principal seat of power and one of the major elemental domains associated with the Primarchs.
Survival
The Elemental Plane of Air is among the more accessible Inner Planes for creatures from the Material Plane. Much of its atmosphere is breathable, and temperatures across the outer regions are generally survivable without specialized protection.
The greater challenges are movement and severe weather. Travelers need a dependable means of crossing open air and reliable places to rest during long journeys, especially when moving between distant floating settlements.
Conditions become more difficult deeper within the plane as stable matter disappears, while travel toward the boundaries with Water or Fire requires preparation for the mixed environments of the Elemental Chaos.