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 permanent ground, horizon, or surface. Clouds form throughout the expanse, ranging from thin banks of mist to storm systems large enough to dominate entire regions. Islands of earth and other solid material drift through the plane, providing some of the few permanent 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 can look in any direction and see only more sky, clouds, distant storms, and occasional floating landmasses. Direction is usually determined through landmarks, air currents, magical navigation, or local knowledge rather than conventional ideas of north, south, up, and down.
Solid matter varies considerably in size. Dust, sand, ash, and other debris can be carried over great distances by prevailing winds, while larger fragments of earth may support vegetation, structures, or permanent settlements.
Some floating landmasses occur naturally. Others were brought into the plane or altered by its inhabitants. The largest can support substantial communities and may remain inhabited for generations, though their position can shift as currents carry them through the plane.
Movement and Travel
Flight provides the easiest means of travel through the Plane of Air.
Native creatures commonly possess wings, magical flight, or bodies suited to movement through open air. Air elementals and djinn can move freely without requiring solid ground.
Creatures without flight can survive on floating islands and other stable structures, but travel between them usually requires magic, flying mounts, specialized vessels, or assistance from native inhabitants.
Wind also has a major influence on travel. Strong currents can carry travelers over considerable distances, while sudden changes in direction can push them away from their intended route. Experienced travelers often rely on known currents in much the same way sailors follow established winds and tides.
Connections to the Material Plane
Natural vortices sometimes form between the Elemental Plane of Air and the Material Plane.
These crossings are most commonly associated with places where air and weather are particularly active. High mountain peaks, powerful storms, and the calm center of a hurricane may provide temporary passages under the right conditions.
Such vortices are rarely reliable. A crossing created by a storm may disappear when the weather changes, making return through the same route impossible.
Stable portals also exist, particularly where planar travelers or powerful magical traditions have deliberately maintained them.
Weather
Weather is the most common natural danger on the Plane of Air.
Much of the plane experiences manageable winds, but these can develop into powerful storms with little warning. Tornadoes, hurricanes, thunderstorms, and other large weather systems can travel across enormous distances.
Storms may carry material gathered from other regions of the plane. Hail, snow, sand, ash, water, and other substances can become caught within powerful currents and transported far from where they originated.
Some storms persist for years or even decades. Among the most dangerous are enormous rotating systems sometimes called maelstroms, which can trap debris, creatures, and floating landmasses within their circulation.
Experienced travelers pay close attention to changes in pressure, cloud formation, wind direction, and the behavior of native creatures when judging approaching weather.
Elemental Confluences
The boundaries of the Plane of Air are not absolute. Where its substance mingles with the neighboring Elemental Planes, the distinction between one element and another becomes increasingly unstable. These confluence regions form part of what planar scholars collectively call the Elemental Chaos.
Where Air mingles with Water, moisture becomes increasingly common and temperatures can fall sharply. Clouds thicken, snow and hail become more frequent, and suspended water may freeze into floating sheets, cliffs, or larger masses of ice. Some regions contain enormous frozen formations surrounded by open air, while others are dominated by freezing storms and drifting snow.
Where Air mingles with Fire, temperatures rise and the atmosphere fills with smoke, soot, heated gases, and suspended particles. Open flame can appear within the surrounding air, while dense smoke may reduce visibility and make breathing difficult. Stable ground becomes uncommon, leaving travelers to move through choking clouds and burning winds.
These confluences do not form separate planes. Their extent and conditions vary, and the balance between their contributing elements can shift across enormous regions. Ice and smoke elementals are particularly associated with these boundaries.
Inhabitants
Air elementals are among the most common native creatures of the plane. They form from the winds and elemental forces that move throughout it and can travel freely through its open expanses.
Djinn are also strongly associated with the Plane of Air. They establish homes and domains throughout the plane, particularly around stable landmasses and other locations suited to permanent habitation.
Other airborne creatures can also be found here, including beings from the Material Plane that have established populations within the plane or adapted to its conditions over time.
The deeper regions, where solid matter becomes increasingly uncommon, are dominated more heavily by creatures able to exist 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 spoken by djinn, air elementals capable of language, and many other intelligent inhabitants of the plane.
Travelers who regularly deal with the plane's inhabitants often learn Auran, particularly when they depend on native guides or settlements.
The Galeheart Court
The Galeheart Court is the domain of Velora, Primarch of Air.
Unlike realms constructed upon fixed ground, the Court moves through the open skies of the plane. Clouds continually surround it, and its position is not permanently tied to any single region.
The Court serves as Velora's principal seat of power and one of the major elemental domains associated with the Primarchs.
Its movement is not unusual by the standards of the Plane of Air. Settlements, storms, islands, and other landmarks can all shift position over time, making local knowledge especially important to travelers attempting to find them.
Survival
Of the four Inner Planes, Air is among the easiest for creatures from the Material Plane to survive without specialized protection.
The atmosphere is breathable across much of the plane, and temperatures in its more accessible regions are generally survivable. The primary difficulties are movement, weather, and the absence of reliable ground.
Floating settlements and stable landmasses can provide safe places to rest, but travelers moving between them must be prepared for long distances through open air.
Deeper regions contain progressively less solid matter and fewer familiar environments. Along the boundaries with Water and Fire, conditions instead become increasingly mixed and unstable as Air gives way to the elemental confluences of the Elemental Chaos.