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CITIES ON THE PLANE OF AIR
The largest by far is that of Skyhome.
Composed of a giant floating stone pyramid of sorts, resembling
a stack of disks, each one atop a larger one. The top one is
one mile in diameter, and contains the palace. On this level,
the Palace Level, are the residences of the prime minister, and
the Great Hall, meeting place of the legislature. The buildings
are comprised of white marble imported from Kulu.
The second from the top is 3 miles in
diameter, and contains the gardens and residences of the well-to-do.
Many fancy houses and mansions are found on this level, largely
human but also genasi (half humand and half genie, in Skyhome
for the most part djinn), elf, and even a few djinn. Also, the
second level or the Embassy Level has the embassies present on
Skyhome; the other powers of the elemental plane of air, as well
as Kulu, Rohe, and Brun to date. Skyhome welcomes relations with
other prime material nations, and would gladly accept a new embassy.
Most djinn live at the Court of Ice
and Steel, or on independent freeholds (a mass of elemental earth
and stone floating through the Plane of Air). However, several
live in sumptous quarters on Embassy Level, and even those that
do not often journey to Skyhome for purchase of luxury goods
or for entertainment. Once in a great while the ruler of all
djinn, the Great Caliph, makes a triumphant procession through
Skyhome. Such is generally a major festival day. Many djinn who
visit Skyhome move their freehold with them, and as a result
they are left orbitting Skyhome like small moons. At any one
time there are between two and five visiting freeholds.
For the most part, relations between
Skyhome and the djinn (and their genasi or wind duke offspring)
are very cordial, though there is some talk of Haalifith, a wind
duke who has constructed a fleet of airships (mostly zeppelins
and such) and is suspected of trying to conquer large parts of
the plane of air. Skyhome does not fear him, but lesser settlements
have expressed some concern.
The third is 5 miles in diameter, and
contains the main city; shops, taverns, etc. City Level has a
population thought to be in the hundreds of thousands, again
largely human but fair numbers of genasi, elves, and such outer
planar creatures as modron, celestials, bariaur, and others.
Unlike Sigil, though Fiends and their kind are not welcome; no
alignment checks are made, but obvious evil creatures are forbidden.
On City Level occurs the sales and purchases that are the lifeblood
of this realm, and the airship and aerial steed fields for expeditions
to other parts of this plane. Also stargates are maintained to
Brun, Rohe, and Kulu.
While on City Level one can hire guides
or transportation to other parts of the plane, and this level
serves as a miniSigil of sorts for the Inner Planes as a whole,
though again is less open to such types as baatezu (they are
more likely in the City of Brass on the elemental plane of fire).
If one wants to spend much time on the Inner Planes, there is
no better place to start.
A notable location of City Level is
the Hall of Arcanists, which is a guildhouse/university/library
of sort run by a group of elves and half-elves, all mage/clerics.
Calling themselves Arcanists, these individuals are devoted to
the pursuit of all manner of esoteric knowledge, as it relates
to arcane lore, the supernatural, and spiritual enlightenment.
Rivaling the prime material plane despoitories of knowledge (chiefly
Candlekeep on Toril, the Fosode on Rom-Sarelia, and Naraxa on
Kulu), many have sought their services. Any one may use the library
or consult an Arcanist, provide he/she/it pay a fee or present
new knowledge for them - books, novels, spells, technology, etc.
The Arcanists are basically good-aligned,
but try to remain neutral in the great conflicts. However, they
have been known to refuse customers who have used knowledge they
have provided for them to harm others for evil ends.
Ubiquitous on City Level are the Bauruff,
who resemble squat dwarves with slightly pointed ears. There
origins are long lost in the mists of history, but according
to experts they were the previous inhabitants of Skyhome before
humans moved in, but in a bid to conquer the plane of air they
were cursued by the genie folk many thousands of years ago, never
to have their own nation and to be reduced to a form more suited
to a mountaineering than an aerial existence (they cannot fly
either, strange for a race native to this plane). Forever cursed
to be an underclass, they form the backbone of maunal labor in
Skyhome; they are the porters, dockworkers, sweepers, and they
work in the fields tending the herds and the crops. Most are
neutral, though a few are borderline evil or good. For the most
part they are ignored, virtually invisible to the upper classes.
The fourth is 7 miles in diameter, and
contains forests and a few small lakes. Evergrove Level is used
to supply wood resources of Skyhome, and are watched over and
maintained by the kercpa, a race of intelligent, tiny squirrels
rescued by the Sky Knights from a dying prime material world
long ago. In return for asylum, they serve as foresters and game
wardens here on this level. On the rare occasions one of the
Sky Knights have a mission that takes them into forests or wooded
areas, they make sure to include a kercpa or three. They have
been known to hire out to good aligned people.
The kercpa are mostly chaotic good,
though some are neutral. Standing about 1 to 1 and 1/2 feet tall,
the squirrel-folks basic statistics are as follows; Intelligence
: 8-14 (average to high), AC 3, HD 1 (though exceptional kercpa
have up to 5 HD), No. of Attacks: 1, Damage/Attack: 1d4, Special
Attacks are suprise and +4 on attacks with bows (firing three
arrows per round), Special Defenses are surprised only a 1, dodge
missiles (successful saving throw versus death magic modified
by dexterity, up to 2 missiles per round), and save as a 7 HD
creature. Their stealth imposes a -5 penalty on other being's
suprise rolls. In natural terrain they are 90% invisible. There
dexterity is equivalent to a 19. Kerpa track as rangers, and
can use a simple special language of whistles and bird calls
up to 100 yards distant for combat purposes. Kercpa make use
of sleep arrows on necessary occasions, and have shamans of up
to 5th level in ability. Very rare are the kercpa wizards, of
up to 4th level of ability.
The kercpa live in villages on Evergrove
Level, each one consisting of numerous small buildings situated
high among the branches, and are usually spread out among several
trees. An elaborate highway of vine ladders and bridges connect
the various buildings. The village is difficult to see from the
ground; only a 10% chance of it being detected. They are however
very careful, and woods that have had 20 generations or more
of these beings still appear virgin.
Having no desire to accumulate wealth,
there are few reasons to persecute the kercpa, but some have
in the past done so, notably spiders and ettercaps.
The fifth is 9 miles in diameter, and
contains fields of cattle and sheep. Bovai Level supplies as
needed the dairy, leather, wool, and meat needs of Skyhome (though
of course luxury goods, especially seafood, are frequently imported).
Watching over the herds are members of the Tulisians, a clan
of herders thought to have been recovered from a conquered world
long ago by the Sky Knights (they are not saying, as apparently
the entire matter was both long ago and all involved were sworn
to secrecy).
The sixth and bottom layer is 11 miles
in diameter, and is densely farmed. Known as the Garden Level,
grown here are crops from many worlds; wheat, corn, rice, oats,
barley, rye, potatoes, sweet potaoes, taro, cabbages, all manner
of vegetables and several types of fruits.
Ruled by Prime Minister Aelarus, this
largely human city is one of the most powerful collection of
mortals on this plane. Using rocs, griffons, and zeppelins, merchants
engage in train with the djinn, the aarakocara in Sk'or'ta, the
elves of Haven, and the cloud giants of the Thunderpeaks, all
located on the same plane. Main products produced in Skyhome
include glassware, jewelry composed of minerals from the Quasielemental
Plane of Minerals and the Elemental Plane of Earth, weaponry
composed of eternal ice from the Paraelemental Plane of Ice,
coffee, tea, exotic birds and their feathers, and products from
the elemental plane of fire; umbellin, fire fruit, viper tree
wood, etc. Many of the aforementioned products are very difficult
or costly to obtain from their native sources; many have difficulty
negotitating trade deals with the City of Brass, mining eternal
ice is difficult, etc. Therefore, for many elemental goods this
is pretty much the only source.
Birds form a prominent part of Skyhome;
as mounts, pets, friends, familiars, and food. Many breeds are
raised in Skyhome. Here is a partial list:
-Azure Eagles are a larger breed of
giant eagle developed here by the Sky Knights as a mount.
-Tengali Pigeons are used for messengers,
as they function as homing pigeons. They are a common sight,
and harming one is against the law.
-Dream Owls come from some unknown world,
and quite rare. They are sentinet owls capable of speech, and
are much sought after by wizards.
-Whitehawks are friendly birds of prey
and are bonded to children (of richer nobles), and seek to defend
or seek help for their charges.
Non-birds are also used:
-Breeze sprites or ber-ethern are small
insectoid fliers used by small travelers, principally visiting
halflings from Brun and Rohe. They have room and ability to carry
one halfing rider and 25 pounds of cargo, and if this is not
exceeded can fly up to 75 miles an hour (45). Very adept fliers,
they are man. class A, able to hover, pivot, and move straight
up and down. Having 4 HD, they however have no attack.
-Soar Whales or Gon-evauth are natives
to the plane of air. Resembling a cross between a baleen whale
and an airship, these are huge, balloonlike creatures, able to
keep aloft by filling their large inner cavities with air. Travelers
ride either atop the floating beasts or in gondolas attached
beneath the soar whales. They can carry generally up to 2 riders
and 2,000 lbs. of cargo. Fully loaded, they move up to 30 mph,
but have no form of attack or defense. When they lose about 25%
of their hit points, they must descend, as their air sac has
been punctured.
Also used, though very expensive and
for difficult to feed are griffons, hippogriffs, pegasi, and
rocs.
Haven is basically a twenty mile long
forested asteroid, deep in the elemental plane of air, home to
elves and some types of faeire. Little is known about, but some
trade pases between here and Skyhome.
Sk'or'ta is a belt of small clumps of
earth from the Elemental Plane of Earth, each clump (between
half a mile and five miles across) home to 1-3 aarakocra families.
The Thunderpeaks are a series of cloud
islands home to small communties of cloud giants, who maitain
friendly relations with those in Skyhome and with the djinni
in the Citadel of Ice and Steel.
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