The Elemental Plane of Air (PWH)

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Picture an endless, air-filled void, the eternal sky disturbed only by flying creatures that make their home here and by random pockets of other elemental stuff that float forever through the air. Among all the Inner Planes, this plane is the most hospitable to nonnative life. 
Wind is the major danger here, as a gentle breeze can become a hurricane-strength gale in no time. The most dangerous maelstroms grab objects and carry them away forever. Even the strongest beings are hard-pressed to escape the clutches of these storms, once caught in the whirling winds.
Belief equals power on the planes, and the plane of Air goes a long way towards proving that. Here, if a bunch of bashers agree that a certain direction is down, then that's down—at least for them. It's not the same for everyone, nor does it need to be. The natives—air elementals, aerial servants, djinni, mephits, sylphs, and wind walkers (to name a few)—have no need for up or down, but the numerous extraplanars who have taken up residence here prefer to have some sort of orientation. Unfortunately, if there's a down, a berk can fall toward it. Those sods fall in the direction they believe to be down until they hit something. Sometimes a leatherhead figures out how to reorient his belief in down, but that'll only start him falling in a new direction.
Inanimate objects aren't subject to this form of philosophical direction, and so never "fall." This means that if someone throws a stone here, it flies straight through the air until its momentum runs out. Once a cutter gets used to this, she'll find that it's easier to be accurate with missile weapons and any kind of hurled object.
Nonnatives are more common on the plane of Air than on the other Inner Planes. Many folks have adopted this plane as their own, thinking its endless blue skies and majestic cloud masses beautiful. They've built huge floating cities and fortresses, and have even filled the skies with beautiful birds, transplanted from prime-material worlds and other planes. The djinni have similar palaces, the greatest of which is the Citadel of Ice and Steel.
The number of extraplanar transplants gives rise to a high number of half-elemental wind dukes, who are far more numerous than other elemental scions. (See the "Races and Archetypes" chapter for more on the wind dukes, or air genasi.) Though they're regarded with disdain by the natives, the wind dukes have the respect and admiration of many of the nonnatives dwelling on the plane of Air.
Nonnatives without the ability to fly ride hippogriffs, griffons, rocs, and other flying beasts. They also use huge flying ships constructed mainly of large gas-bags of heated air. A wind duke named Haalifith commands a fleet of these ships and the current chant is that he's attempting to conquer huge sections of the plane. So far, no one's made moves to oppose him, as his forces haven't yet claimed an area of major habitation.
Tarsheva Recomends: The natives and transplanted natives here have a great fear of dragons and dragonkind—even (or perhaps especially) those that have been charmed or otherwise controlled and used as mounts. Most are hunted down tirelessly as soon as they're discovered. Apparently, the natives're worried that the importation of dragons will lead to the reptilians taking up permanent residence here, threatening everything floating or flying.