For centuries, ever since weather magic became common, denizens of Midgaardia have been meddling with the weather for own purpose. Whether this has been due to surface travelling drow wishing to protect themselves from the harsh light of the sun, clerics and mages calling forth lightning to strike down their enemies, or from those wishing to bring rain to their crops, the results have been the same. The climate of Midgaardia has become increasingly erratic and unpredictable. Now, with the rise of stormlords, weathermancy has been elevated to new levels and the elements have become even more unpredictable.
With all of this going on, it is not surprising that aerial travel across the skies of Midgaardia is hazardous, if not impossible in many places. What is perhaps much more surprising is the fact that air travel is not only possible along certain routes, but both easy and convenient. Lofty pathways have long existed for the aeronautically inclined linking many of the major settlements, such as Midgaard, Mervue, Ofcol, Solace and Mt Durr, as well as a handful of other locations. The reasons for this are unclear. It has been theorised that there exist magical ley-lines between these locations which contribute in keeping the skies clear for travel, while others have postulated that it is the very travel itself which keeps these particular airways navigable.
Recently, new paths have been discovered and old ones changed. Access to the skies of Midgaardia can now be found from as far west as Qanza Prairie, to as far east as the Wildwood, to the island of Gorn's Anchor in the far south. Further, strange lights have recently been seen in the northeastern skies, and many wonder what this new change signifies.
Level Range: 14-19
This area was added in 2010 Nov.
The area is a connector area, connecting many interesting and often visited locations, thus cutting traveling time between those areas. The area itself is a mesh of fairly linear airways with no obstacles that connect these points.
The area is appropriate for lowmorts of this level, with various weaker elementals and somewhat larger native life such as clouds, birds and harpies. A very small amount of these mobs are aggressive so travel should be mostly safe. Combat is not overly difficult and mob concentration is rather high, making the area good for xp.
One noticeable element is the behavior of the elementals which drift into and out of rooms very fast, making attacking them a matter of timing as well as finding them.