The Air Kin

General Overview
“If you ever do not know which path to follow, stand with the wind at your back and run!” Lord Air.

To summarize the air kin in a single word would be freedom. Freedom to follow one’s heart, to travel the world, and to hunt one's dreams. Air kin like the wind are ever-changing, Dynamic, but most importantly free. No matter how hard one tries you can never catch the wind. Air kin spend their lives in a never-ending chase, moving from one thing to the next. Never allowing themselves to be bogged down. It is often described as near impossible to keep up with an air kins energy, and whims. Due to air kins, swiftly changing passions and desires, there is a common misconception that Air Kin are unable to commit to something. That Air kin will lose interest in a goal, place, or project as quickly as they gain it. But this is incredibly untrue. What matters to air kin is not simply moving from project to project. But Following their hearts wherever they lead. That means that air kin can and often do commit to projects, for years and years at a time. But when the air kin decides they no longer wish to follow this path, they will move on without regrets. To tie oneself down either physically or mentally is the worst thing one can do to an air kin. Don’t let yourself get mired down in details, Don’t stay in a place you hate, don’t follow a path you don’t want. When one does this it is called “going against the wind!” Air Kin society is community-based. Kin work together in all aspects of their lives. Raising children, working and playing, making rules, doling out punishment. Air Kin communities are close-knit and strong. While many don’t share the same last name, a community is a family. If you are accepted into an air kin community you are lucky indeed, for you will have a family for life. But likewise, if you harm an air kin community, you have made enemies that will not forget.

Birth and Childhood
Despite the Air kin's detest of tying oneself down, most air kin children live their younger years on a rather short leash. The worry of course is children running off into the night. A common saying among Air kin parents is “ If you let your children go too early, they’ll float away.” As such Instead of giving young air kin free roam of the world. An air Kin community gives them free roam of their community home. Each member of the community works together to help the young Kin understand the gifts of freedom, and the responsibilities that freedom holds.

The first breeze.
When Air Kin Come Of age they Engage in a ceremony called The first breeze. The Kin stands at the precipice of their town, on a day when the wind is calm and waits until they feel a strong breeze blow. The Air Kin will then turn so their back is to the wind, and begin walking. To them, this is Lord's air giving them a nudge in the right direction. For many, this nudge will lead right back to their homes, and for many, it will lead them to a life of fun and adventure. While for many this ceremony brings tears, it is always tears of joy. For there is nothing that brings an air kin more pride, than seeing their child fly the nest.

Love and Marriage
Air kin relationships have a tendency to be fast and fleeting. People coming together out of shared interest, and remaining together for as long as they bring each other joy. Relationships are born, loved, and enjoyed, and then they fade. For many, the end of a relationship is a sad affair, but for air kin it is not so. The end of one relationship often means the adventure of finding a new one. The air kin has a saying. ‘We float along with the breeze together, until the winds pull us apart.’ This however does not mean that long-term Air kin relationships are impossible, It is incredibly special when air kin finds others with whom they wish to share their whole lives. The love these kin hold for each other is deep and full. “Apart we are a small breeze, together we are a hurricane without end”

Death and Burial
When a Kin Dies it is never a sad affair, for death is the final adventure all kin must face, and most are excited to undertake it. The families and friends of these kin often hold vigils in celebration of their life, and the ultimate freedom, to be free of their mortal shackles. There is one thing that all air kin fear. There is no greater insult to a kin than to bury their body. For the kin even in death should be free. Most air kin prefers their body be cremated, and their ashes scattered upon the wind. This is so they may “Fly forever” Politics and Power Structure Beyond Lord Air, there are no official systems of government within the Air Plane. Most air kin are distrustful of governmental structures as they believe it is wrong for one person to hold power over another. Instead, communities of Air kin come together as groups to make decisions. No single member has any seniority over another. The Kin work together to come to a consensus on the problem. These are known as Air Kin Conclaves. True this can be a messy and long procedure, but it’s worked out for the Air kin so far, and if it ain’t broke, no need to fix it. Air Kin also has a strange relationship with Lord air. As stated, Air kin distrust governments. Yet they recognize Lord air as their creator, and most hold a great love for him. As such when Lord air gives commands to his kin, they are willing to follow, albeit usually begrudgingly. However, Lord Air forcing decisions on his Kin is very rare and is usually only done in the direst of circumstances. In most cases, Lord air will simply issue an invitation to assist him in a task, and the kin will swarm to him in droves.

Law, Punishment, and Crime
Air kin do not have a formalized set of laws. Air kin believe that formalized laws only restrict their individual freedoms, and can be abused to allow one group to have power over another. As such Air kin have unanimously decided that there are no formalized laws within the plain. This doesn't mean that the Air Plane is a lawless land. Far from it. Instead of laws, Air Kin communities have Values and morals that when broken require punishment. Some of these Values and morals are universal. But many of these morals are specific to a given community and can be wild and strange.

Universal Morals and Values

 * 1) You shouldn’t restrict others freedoms,
 * 2) You shouldn’t steal from others,
 * 3) You shouldn’t kill others,
 * 4) You shouldn't destroy others things

Examples of specific morals and values.

 * 1) Hats obstruct your view of the sky so you shouldn’t wear them
 * 2) You shouldn’t eat between 12pm and 1 pm
 * 3) You shouldn’t wear green on Tuesdays.

Usually, these morals and values have some kind of historical significance to the community from which it originates. Perhaps A man wearing green on a Tuesday burned down a great many of the community's tents, and now seeing someone wearing those colors brings up harmful memories. Regardless when you enter an air kin community it is wise to ask what Morals and values they follow, such that you don’t accidentally violate one. As for punishment air kin don’t have any strict sort of guidelines. When someone violates the community guidelines they are brought before the community conclave, and together the group will decide on a punishment befitting the crime. In most cases, punishments are not too harsh. When one steps out of line, the family will give them a slap on the wrist. However when one violates a Universal Moral then the community has no choice but to enact more serious measures.

The Curse of Shackles
The greatest punishment that can befall an Air kin is Known as the punishment of shackles. Those who violate universal morals are brought before Lord air. Lord air will then decide a location somewhere on one of the planes, and an amount of time owed. After which on a torrential gale, the kin will be taken away to that location. There their souls will be Shackled to the location. The kin will be unable to leave the chosen spot until they have completed their sentence. To an Air Kin, this is the worst kind of hell. To be trapped in a single place, unable to leave.

Environment, Geography, and Cities
The Air Plane is known by many as the most pleasant of all the planes to visit. In most places, the plane resembles a wide-open field of grass. A clear sky stretching in all directions, and a pleasant breeze that always flows. The plane is a temperate paradise, with soft grass blowing in the wind, and blue skies above. Indeed there's no place one can go within the Air plane, where you cannot see the sky stretch above your head. Of course, not everywhere in the air plane is so habitable. There are the great tornado fields, where winds can sweep one away to an endless swirling doom. These are the eternity cliffs. Where when standing on the precipice, there is as much air below you, as there is above. Additionally, the veil between the air plane and the other elemental planes is thin, the plane takes on extra strange properties. Near the plane of fire, is the great desert. Near the plane of water is the forest of fog. Near the plane of earth, great dust storms roil. Near the plane of essence, the wind blows stronger, and strange things are carried along with the breeze. And near the plane of void is the still night, a place of eternal midnight, and where no wind blows. Mapping the cities of the Air plane are near impossible. Given the free nature of the kin, cities do not exist as they do on the other planes. To the kin, homes of Stone and Wood are simply prisons one builds for themselves. Air kin will never be tied down as such. Instead Air kin form Tent cities. Homes that can be picked up and moved at a moment's notice. While there are many cities and communities moving around the plane there are 2 locations of particular note.

The Sky Palace.
The Sky Palace is the home of Lord air. It appears as hundreds of windmills constructed together haphazardly. The construction of the palace never seems to be complete. With windmills constantly being added and moved around. The Palace doesn't stay in a single location. Instead, it floats along the breeze moving at the whims of Lord air. The inside of the palace is just as haphazard as the outside. The rooms have no defined layout, The bedroom may be set next to the ballroom. Or a privy may be in the same room as the dining table. Of course, these rooms are in a constant state of change. If one goes to the palace twice, it will be different both times one attends.

The Great Tent City.
The Great Tent City is considered the capital of the air plane. The Great tent city can be found following The sky palace wherever it may go. Many scholars have referred to the great tent city as a moving living creature that rolls across the air plane. For the city never stays in one location, and is packed up and moved almost daily, in its never-ending pilgrimage to follow their Lord. The tent city is an immaculate sight to behold, hundreds. If not thousands of tents grouped together. It forms a field of color as far as the eye can see. The city has a natural energy to it, people within are always celebrating and playing, music and laughter emanate from every corner. Of course, the city has all the amenities of a normal city. Kin who are merchants often camp close to one another to form markets. Many kin bring extra tents to form inns. Ect. Of course, due to the city's flexible nature, it can be a challenge just to find the markets, and those who sleep in may find their inn has moved before they awoke. Those who travel to the Great tent city are almost always welcomed with wide smiles and open arms. The great tent city is not a single air Kin community. Instead a community of communities. When The Great Tent City calls an Air kin conclave, each community delegates a speaker, for even the kin recognize, with thousands of voices nothing would ever get decided. The Destroyers claw mark The Destroyers' claw mark is a stretch of dead land within the air plane. This place is burned and dead, and to all who gaze upon it, can tell it is a wound left upon the air plane. The wound was made when a great destroyer descended upon the plane to kill Lord air. While the destroyer had the upper hand at first, Lord air was eventually rescued by his siblings, and the destroyer repelled. But the scar of the encounter has never faded.

Roleplaying Tips

 * 1) To look like an air kin, you should have horns, and blue face paint.
 * 2) Air kin wear loose and flowing clothing. If tiers a whid out something should be fluttering in the breeze.
 * 3) Be wild and free. Follow your whims. Don’t think too hard about something, just go for it, and whatever happens, happens.
 * 4) Consider tenting. Air kin distrust stone and wood buildings. If you must go inside, or sleep in the inn. Express your discomfort
 * 5) If someone tries to stop you from doing what you want, get mad, get angry. How dare they restrict your freedom.
 * 6) Have a strong sense of community, your kin is moving to carregwynn, maybe in time you will grow protective of your new family.
 * 7) An Alternative playstyle is the Shackled Cursed. The curse of shackles is laid out in the law and punishment section. These kin have been shackled to a location by Lord air, and are unable to leave. This location can be as big as the material plane, or as small as carregwynn, etc. A kin like this has committed a grievous act and is set to atone, they are probably angrier, or upset with their current situation. Your journey can be one trying to make amends in the eyes of Lord air or trying to find a way to break the curse of shackles. If this is something you are interested in you need to consider three things. What was the crime that got you banished, how do you feel about it, and what are the boundaries of your restricted location. Please note that in some events we do leave carregwynn and even the material plane. If you're playing shackled air kin, there may be events outside of your set boundaries, and in such cases, you probably should not send that character to that event.