Planewalkers in Air (TIP)

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A visitor to the plane of Air can count on a large number of safe havens. Fact is, a body can spend time in plenty of different burgs and never even know he's in an Elemental Plane-that's how well shielded the towns are against the climate. He'd just think he's in a prime-material city (until he reached the edge, of course). But, in the end, what's the point of that? Planewalkers coming to the Boundless Blue ought to experience the eternal plunge and other unique aspects of the plane. A body who plans to spend some time here should learn how to get around by falling as soon as possible.
The Elemental Plane of Air's often thought of as the center for commerce in the Inner Planes, since the environment is so benign-relatively speaking. (Chant is that innerplanars also go to secret trading burgs in the Ethereal Plane, but few know their locations.) The merchants of Air constantly keep an eye peeled for escorts and minders, especially when they're coming or going. In particular demand are bloods who know how to ride a flying mount or cast a spell of flight. 'Course, for those who don't know either, the plane of Air's the place to learn.
The djinn, as noble and aloof as they can be, often seek bashers willing to help them in their war against the efreet. They particularly appreciate (and reward) cutters willing to go to the City of Brass to spy on their enemies.
Naturally, not all planewalkers come to Air looking for employment; many desire only leisure, entertainment, or information. Sislan are said to produce flutes and horns that make music so lovely a mortal can't bear to hear it. The cloud giants of Zephyrhome maintain complex but thorough catalogs of all races in the multiverse and a secret about each. They'll share this knowledge, but only in exchange for a bit of a sod's memory-a strange and hefty price to pay. More than one connoisseur has come to the Boundless Blue to search for the plane's invisible vineyards, where ephemeral vines bear transparent grapes that produce wine that puts even most elven vintages to shame.
==Spell Keys and Other Necessities==
It's possible for a wizard to find his way around some of the plane's magical restrictions, especially those involving spells from the schools of Elemental Fire and Water. In most cases, spell keys for the plane of Air take the form of unusual verbal components. Wizards who know the dark of the Boundless Blue speak their spells while inhaling instead of exhaling, thus overcoming some of the natural properties of the plane.
For a considerable price (at least 500 gold pieces), a basher can buy a winged harness that was invented by the Floating Sorcerers of Ktll-a city of displaced primes and planars who've long since adapted to living on the winds. This contraption, known as a glidewing, lets a nonwinged person ride the breezes like a soaring bird, as long as he's got the skill to use it (the airborne riding proficiency).
Although the orb seas of the plane provide most folks with drinking water, a canny body'll bring along an extra skin or two to store it in. The endless desert of Air can stretch for many days' fall between oases.