Sky Elves

Physical Description
Sky Elves are tall and slender, with large light-blue or green eyes and long, pointed ears. They are pale in complexion and have long, flowing hair which can vary in pigment from a medium blonde to almost entirely white, though many city-dwelling Sky Elves dye their hair with exotic pigments. Rural Sky Elves fashion their own garments out of available natural materials and enjoy the simple, austere look it gives them. Urban Sky Elves prefer more fashionable clothing, but their love of bright colors results in gaudy outfits that few other races would be caught dead wearing.

Height, Weight, and Age
1: Though a Sky-Elf reaches physical maturity at around 85 years of age, she is not considered an adult until she returns from her Drift, an average of 3d6 years after her occupation training finishes.

Society
Sky Elves, both rural and urban, value knowledge and information both firsthand and secondhand. They can happily spend long hours indoors reading, building, and experimenting, and just as easily enjoy extended time spent with nature. Sky Elves are fascinated by magic, and Sky Elves will learn a cantrip or two even if they do not end up becoming Wizards. They have an innate love of flight and the wind, and so recreational gliding is a common past time of many Sky Elves. Indeed, All Sky-Elven sports require skilled use of their Natural Aeromancy in addition to other physical prowess, and are played in large arenas with complex wind patterns enforced by powerful magic.

Sky Elven cities are connected by long stretches of magically-powered wind routes, known as Aizyphiter's Paths. The updraft provided by these paths allows Sky Elves to efficiently use their Natural Aeromancy to travel across Zeal's massive distances at a reasonable pace. For the transportation of commodities, Sky Elves utilize simplistic airships that are designed only for travel along Aizyphiter's Paths. Though cheap to make and maintain, these cargo blimps cannot stay afloat unless supported by a continuous updraft, making them all but useless anywhere but Zeal.

The Great Temples
In every major Sky Elven city there exist magnificent structures crafted in ages past whose splendor and use have stretched across millennia. They are the Great Temples of Zeal, massive houses of worship and knowledge built under the guidance of Eryndol, mighty wizard and prophet of Aizyphiter, in the 2nd age. In addition to functioning as huge temples to Aizyphiter and libraries with unparalleled stashes of elven knowledge, the Great Temples are connected by an epic spell, Eryndol's Linkage. The Linkage keeps the libraries within the Temples synchronized: new books added to the shelves of any one of them will be magically duplicated into the others. Any mortal is welcome to enter one of the Temples, but accessing the books costs a fee to those who do not worship Aizyphiter (those who do pay a yearly tithe to the church).

Drifters
Sky Elves, as a rite of passage, leave Zeal and travel the world below when they finish their basic training, bringing a large, well-crafted, blank journal and whatever else they can carry on their back. Sky Elves undertaking such journeys are known as Drifters, and are tasked with taking careful notes of their travels, returning to their home and families only after they have filled their journal from cover to cover. This process usually takes several years and is seen as a coming of age ritual among sky

Relations
Sky Elves tend not

Racial Traits
+2 Dexterity, +2 Intelligence, -2 Constitution: Sky Elves are nimble, both in body and mind, but their form is frail and light.

Quick Reaction: Sky Elves receive a racial +2 bonus to Initiative.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Aizyphiter's Chosen: Elves receive a +2 racial bonus to either Fly or Spellcraft checks (depending on where they were raised)

Elven Magic: Sky Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Natural Aeromancy: Millennia of living on Zeal and absorbing its wind-magic into their lives has given all Sky Elves a tiny fraction of the same power that keeps their homeland aloft. Every Sky Elf is born with a limited ability to manipulate the air around them. Though this power is not sufficient to provide true flight, it can be used to slow falls to a harmless descent and glide horizontally while doing so.

While using Natural Aeromancy, a Sky Elf takes no damage from falling (as if subject to a constant  feather fall spell). While in midair, a Sky Elf using Aeromancy can move 5 feet in any horizontal direction for every 1 foot she falls, at a speed of 60 feet per round. A Sky Elf cannot gain height with Aeromancy alone; she merely coasts in other directions as she falls. If subjected to a strong wind or any other effect that would a creature with gliding wings to rise, she can take advantage of the updraft to increase the distance she can glide.

Natural Aeromancy is a supernatural ability. Activating Natural Aeromancy to prevent falling damage is a free action that only requires the Sky Elf to be conscious; using it to move laterally requires a move action. Natural Aeromancy will not function effectively if a Sky Elf has more than a light load; the force of the wind he can generate stops being enough to effectively slow his descent. (A skilled flier might attempt a fly check to make partial use of the wind; the DC of the fly check, or even if one is possible, is up to the DM)

On Zeal, Aeromancy are used as a primary form of transit along Aizyphiter's paths, the wind channels that stretch across the continent. These channels provide a steady updraft, allowing Sky Elves to fly along the path at a steady rate of 60 feet / round without losing altitude.

Favored Classes
Wizard