Most of the natives of this plane have an affinity for open skies and moving on wings across the sapphire blue skies. Those creatures who value dexterity and maneuverability often find this plane to natural home to them, and the travelers who spend enough time here to master this plane find this a home like no other.

The most common types of creatures found on this plane are the elementals that come in all shapes and sizes, though they aren’t very easy to discern as they are like the wind, invisible and blowing from where they wish. Apart from the elementals, the next natural group are the djinni who reside in their large castles who float on solid clouds and who maintain their vast kingdom against the attacks from the efreeti, their sworn enemies. The air genasi also make up a sizable portion of the population, and due to their lack of natural flight abilities, employ large vessels that fly through this plane utilizing hot air captured in massive bags with which their ships are hung from. There are dozens of air genasi dukes, though one of them is quickly moving across the plane with a powerful military force.

Apart from the natural inhabitants of the plane are the outsiders who have lived here so long they might as well be natives. These include tourists who found no reason to leave, wizards who wish to have some sort of solitude and the merchants who travel from earthmote to earthmote, selling food and supplies to those in need. Because the Plane of Air is only home to air, there were no other materials on this plane except for air, over the hundreds of thousands of years since the creation of the planes, the Plane of Air is slowly acquiring more and more stuff. This stuff comes from the other Inner Planes or from thin spots between the Plane of Air and the Material Plane where flocks of birds, debris and more can accidentally be sucked into this plane. Scavengers move across this plane, building structures from whatever they can scavenge.

An easy way of determining who owns an earthmote is based on the construction of the building. If it is made up of a variety of materials and looks thrown together, it is probably a non-native making their home here. If it looks to be made of clouds and airy-glass, that is a palace of the djinni, and while they aren’t against visitors, they dislike uninvited guests.

Atmosphere

The Plane of Air is filled with air, which makes this plane the most hospitable of the Inner Planes. A creature who first arrives here will likely only see the blue sapphire sky around them, endless in every direction, this clear sky is like a cloudless summer day and allows a creature twice as far as they normally would. Drifting at the edges of this plane are the borders that lead to other planes, and thus the atmosphere acts differently.

Moving to the border with the Plane of Water brings a chill in the air as ice and snow begin filling the sky, as you continue getting closer the ice and snow become thicker and the temperature continues to plummet. This is known as the Mistral Reach and once a traveler makes their way through all the ice and snow, they come across a massive, unmoving wall of ice that is dotted with caverns, this is the Frostfell, also known as the Place of Ice.

Going in the opposite direction to the border of the Plane of Fire brings with it thicker air filled with smoke and ash. Hot, dry winds scour across this part of the plane, most natural plants find a very difficult life here and finding food is a great concern to any who travel across this area. As you continue going further, the air is filled with choking ash and fire licks out across the sky. This is the Sirocco Straits and is filled with gargoyles and Plane of Earth allies planning an attack on the domains of the djinni. Once you pass through the straits, you enter the Great Conflagration or the Plane of Ash.

Traits

Travel to the Plane

Much like the rest of the Inner Planes, the Plane of Air can be accidentally stumbled upon, whisking you away into the plane. This typically happens to those on the Material Plane if they are hit by a tornado or hurricane as many theorize that at the eye these wind cyclones is a portal to the Plane of Air. Unfortunately for those who research such things, it is very difficult to determine when and where a tornado will appear, causing incomplete research to lead only to conjecture.

Apart from being swept up in a tornado, a creature can also arrive in the Plane of Air through a variety of more ‘permanent’ portals throughout the Material Plane as well as throughout the Outer Planes. Most worlds are said to have two to three portals located somewhere high in their atmosphere that closely resembles the Plane of Air, meaning that there are no mountains, clouds or anything else to obstruct the view of the sky. Creatures with wings cannot fly so high and instead must rely on magic to propel you so high up where the air is thin and it is a clear, sunny day.

The Outer Plane is also said to have several permanent portals to the Plane of Air, as Sigil relies on the plane to circulate the air inside of the plane, though those portals are closely guarded by the dabus and the Lady of Pain to ensure that no one messes with them or attempts to come through that shouldn’t. There are also rumors of portals at the top of the World Tree, Yggdrasil, and in fact, there are two of them that blow the leaves of Yggdrasil, though you must reach the very height of the World Tree and not be blown off to access them.

Another way of arriving in this plane is to simply travel from its counterpart planes, traveling from the Plane of Fire can be dangerous for anyone as you must contend with the heat of the plane as well as moving through the Great Conflagration and its massive ash storms that can choke and strangle a creature. Traveling from the Plane of Water is a much easier journey, except you must cross the Frostfell, which can be dangerous depending on where you are. Those who journey high above the Frostfell and never move through the great glacier of ice are relatively safe, while those who move through the tunnels and on top of the Frostfell must contend with the inhabitants, like yetis and remorhazes who call the plane home.

Traversing the Plane