Inhabitants - Air (TIP)

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==Inhabitants==
The Elemental Plane of Air is home to some of the multiverse's most wondrous creatures. While the majority of them are natives of the plane, others have simply moved in and made themselves at home. The realm is, after all, beautiful to behold and relatively safe. A planewalker might even run into prime elementalist wizards and priests
==Elementals==
The air elementals are perhaps the best-known denizens of the Boundless Blue. Most folks use the term "elemental" to include not only the creatures properly called by that name, but also mephits, fundamentals, archomentals, vortices, air walkers, spirits of the air, tempests, skriaxits, and air plasms. Some of the plane's elemental creatures, like aerial servants, invisible stalkers, and sylphs, are known even on the Prime Material. Others, like the mihstu and the sislan, are almost never encountered anywhere but the plane of Air.
==Animals==
Over the millennia, almost every manner of bird has found its way to the Elemental Plane of Air. Some of them were drawn into the place through vortices, but most were brought to the Boundless Blue by other beings who fancied their colors, songs, or hunting prowess. Other flying animals, like bats and insects, are also common enough in the plane.
What's more, a number of large birds (and birdlike creatures) ride the eternal winds. These include roes, giant hawks, giant owls, giant bats, pteranodons, and the like. Most of them have been brought here to serve as mounts for nonflying folk.
==Monsters==
Creatures like pegasi, hippogriffs, and griffons can be found winging their way from floating island to floating island. In some cases, these majestic beasts have been brought to Air to serve as mounts. Just as often, however, they came here of their own accord, seeking a realm where they could fly free and escape the bonds of gravity.
A few planewalkers have returned from the deepest recesses of the Boundless Blue, claiming to have encountered a mighty, double-winged, 50-foot-long androsphinx whose every word dealt mind-splitting pain to all around it. This beast matches the description of a legendary creature of old that, chant has it, has the secrets of every wizard spell ever created etched on the underside of its wing feathers.
==Djinn==
Without a doubt, the most commonly encountered nonelemental race in the plane of Air is the wondrous djinn. These magnificent, magical creatures, regarded with awe and fear by prime and planar alike, have built numerous strongholds here. The greatest of all such dwellings is the Citadel of Ice and Steel (described later in this chapter).
Most djinn live in fairly independent freeholds ruled by caliphs, sheiks, sheriffs, and maliks. A typical estate is usually built on a fragment of elemental Earth ranging in size from 1,000 to 12,000 (ldl2 x 1,000) yards in diameter. The buildings rise in elegant majesty, often spun from glass or fine, curving stones. From six to sixty (6d 10) djinn fill out the population of the freehold, along with a number of jann (equal to about one-third the djinn population). A large staff of less intelligent elemental creatures acts as servants, soldiers, and laborers, tending to the routine of daily affairs. Often, djinn train birds and other winged creatures to serve as messengers, allowing the freeholds to remain in contact (albeit infrequent).
The djinn war against the cloud and storm giants found in the Boundless Blue, and they don't get on with the elementals well either (most folks point to djinni arrogance as the cause). Mostly, however, the djinn battle the efreet of the Elemental Plane of Fire. Legions of efreet (often supplemented by conscripted salamanders, elementals, and other creatures) launch attacks upon the djinn caliphate through Jabal Turab, a smoldering volcano that serves as a vortex connecting the two planes.
Great Caliph Husam al-Balil ben Nathat al-Yugayyim, Master of the Clouds and Son of the Breezes, rules over all djinn, but he rarely leaves the Citadel of Ice and Steel. Chant has it that the djinn search throughout the Inner Planes for a magical seal said to have the power to command any of their kind-even their ruler. They fear it falling into the wrong hands.
==Sylvan Races==
When most sods think of the sylvan races, they see images of slender elves moving through forests and tending the groves of the multiverse. Despite this largely accurate stereotype, the fair folk are well represented beneath the azure vault. Mostly, the faerie races found here are flyers like atomies, pixies, and sprites. Some of the floating mountains of Air are well forested, however, and other elven races can sometimes be found dwelling among the trees. All respect the court of the Grand Caliph of All Djinn, and many of the faerie serve him in one way or another.
Chant is that one or more of these stone islands is laced with tunnels hewn by the drow or a sister race. But if anyone has ever found a drow city in the plane of Air, he got himself lost before he could reveal its location.
==Other Races==
A few other intelligent races live in the plane of Air as well. These include humanoid flyers like the aarakocra and pteramen, as well as more unusual creatures like couatl, beholders, and nyth. Isolated colonies of cloud and storm giants can also be found here. For the most part, they like their privacy, and anyone who hopes to put a few more years behind him abides by their wishes.
==Powers==
In addition to the lesser creatures described above, several very powerful beings make their home in the Elemental Plane of Air. Some, like the Great and Mighty Akadi, Queen of the Air Elementals, hail from the plane. Others, like Shu, are gods native to other planes who have chosen to make their homes here. 
Akadi, Queen of the Air Elementals. Akadi is by far the most mighty of all the free-willed air elementals. In the scope of things, she rates right up there with the rest of the greater powers. In recent decades, the upstart YanC-Bin, an archomental, has challenged her power.
Akadi dwells within a great whirlwind-called, predictably enough, the Great Funnel-that is large enough to swallow whole planets. This impressive force drifts about, moving where she wills it, and all the winds that sweep the plane are said to spiral outward from it. Those whom Akadi wishes to see can pass through the tornado-force winds without harm. Those who would visit the Elemental Queen uninvited risk being torn apart.
Akadi is neither good nor evil. She is the mistress of air and has little or no interest in things that don't affect her realm. Despite her centralist outlook on the multiverse, however, Akadi is noted for her stormy temper and changeable disposition.
Over the years, the Queen of Air has gathered around her a dozen female warriors, all air genasi. These women comprise her Azure Guard (described below), and a body who crosses them is liable to get himself lost in a big way.
CHAN. Like Yan-C-Bin, her evil foe, Chan is an invisible entity of softly churning air. The Princess of Good Air Creatures is the master of calm breezes and gentle sounds, though she can rage like a harsh wind or even a violent tornado when she must. Her steady surveillance of Yan-C-Bin often forces him to curb his activities for fear of her intervention. Chan must also have a care in regard to what she does, for Yan-C-Bin could just as easily stick his nose into her business. This war of quiet threats has gone on for years, anµ will most likely continue for many more.
Chan spends some of her time in the Palace of Unseen Contemplation, her floating stronghold made of purest glass. Otherwise, she wanders the Elemental Plane of Air, watching Yan-C-Bin and attempting to further the cause of good.
Although not an actual power, as an archomental Chan boasts a large contingent of loyal elementals, sylphs, faerie folk, and winged creatures of all types. She rules more by reputation than by word, her servants doing what they know she would want them to do rather than obeying actual orders. Often called the Silent One, Chan can be a gracious host within her palace, but she's not one to give a body the lost secrets of the plane.
SHU. Brother and husband to Tefnut, Shu the Upholder is an intermediate power of the Egyptian pantheon. He has been charged by Ra, his father, with keeping the would-be lovers Geb (the ground) and Nut (the sky) apart. His efforts so far have been quite admirable.
He makes his home in the Elemental Plane of Air, in a place known as Desert Wind. This area of warm, swirling breezes lies near the border between Air and the paraplane of Smoke. Golden flecks drift to and fro in the wind like desert sands being kicked up by a looming sirocco. Shafts of sunlight lance through the realm, warming those they fall upon even further. The breezes, golden motes, and radiant beams are all aspects of Shu's petitioners. All were of good alignment, but the first were chaotic in life, the last lawful, and the golden sparkles neutral.
Those who reach the edge of Shu's domain can enter it only with the deity's blessing. If he desires visitors, the way is open and inviting. If he does not, the breezes become scalding, the motes sting like smoldering embers, and the beams of sunlight bum hot enough to melt armor.
YAN-C-BIN. Yan-C-Bin, the Master of Evil Air, is naturally invisible. Only a slight disturbance in the air marks the passing of this archomental. He lives in a palace of solid air similar to Akadi's, but spends much of his time wandering the plane (not to mention several others, particularly the Prime Material). All creatures that soar the skies of any plane or realm know of Yan-C-Bin and fear him. The power doesn't amass troops, but merely gathers together small groups of evil air elementals (and similar creatures) as needed.
His greatest foe is Chan, though their conflict is not an open, physical war but one of silent intimidation and covert chant-gathering. Truth is, the two have never even met. Neither puts much stock in amassing armies, but it's said that someday these wandering beings will meet, and that only one will survive the day.
==Proxies==
Visitors to the Elemental Plane of Air should be aware that the powers here tend to like their privacy. Thus, the proxiesdo their best to make sure no one disturbs their masters.
THE AZURE GUARD. The Azure Guard is a collection of twelve warriors (Pl/♀ air genasi/F20+/N), each specially trained for battle in the Elemental Plane of Air. All members of the Guard are female and utterly devoted to Akadi. They wear magical armor, the deep blue color of which gives them their name. Chant is that Akadi forges the stuff from the wind itself, which explains its lack of encumbrance and how it provides its wearer with an Armor Class of 0. Each warrior of the Guard is said to have reached at least 20th level, far surpassing any of their kind in martial training. Akadi's power grants them each the strength of cloud giants.
At any given time, six to eight members of the Azure Guard remain in Akadi's whirlwind. The rest of the Guard moves elsewhere, seeing to the business of the Wind Queen.
KHEREHUTY. The affairs of Shu are tended to by Kherehuty (Px/♂ human/Ml4/Harmonium/LG), a talented magician. Those who have business with Shu would be well advised to speak to Kherehuty, who handles virtually all of his master's worldly dealings.
Kherehuty is known for both his temper and his attention to detail. This latter trait is best reflected in the perfect schedule that he keeps. Every element of Shu's daily schedule is checked and double-checked to make sure that absolute precision is maintained. However, it's hard to say whether Shu takes much interest in this. It may be that only Kherehuty notices how well he does his job.
When the schedules become fouled or other aspects of life in Desert Wind are disrupted, Kherehuty's temper gets the better of him. At these times, all should pity the poor sod who caused the error, because he'll have to answer for the matter.