The Atmos of Abraeas’Dor
The Atmos, the highest region of the world. This is the realm of great floating cities,. drakkonic rule, and the element-influenced empires that fill up the skies. This realm of the world is known for it’s corporate influence, high technology/maggi-tech levels, and innate connection to the universe beyond the borders of Abraeas’Dor.
These are the empires of the dragons, the tempests, the elementals, and several humanoid races and species that live amongst them. Home to many conceptual entities and many strange ethereal deities and concepts, with much longer lived races often holding dominion. This part of the world is protected by the power of the conceptual entities and the dragons and spirits natura arcanum and magical nature, and getting into the Atmos is no small feat for people on the surface world of the plane.
The Atmos is a realm of light, as it is closest to the plane’s sun and during nightfall, the world sets into a perpetual dusk where the moon's light clashes with the sun’s light and the world never sees a truly dark night. The stars in the heavens that the people of the surface see are the conceptual entities that lie present and waiting in the heavens, spread throughout the Atmos.
The Empires of the Atmos:
The Elemental Empires
Aeth - Air Elemental Empire
Anngrish - Water Elemental Empire
Rummr - Earth Elemental Empire
Saal - Fire Elemental Empire
The Tempest Empires
The Tribes of Kerth - Mortal and Monstrous
Maeth - Mortal and Elemental
The Draconic Empires
Draco’Dor - The Industry and equality based empire, a split off from the origin empire of Draco’Khall.
Draco’Khall - The origin empire in the Atmos, the first draconic empire and greatest threat in the Atmos.
Draco’Vath - The farming and hunting empire, a realm of peace among the warring draconic nations. The second split off from the origin empire of Draco’Khall.
The Current Cities/City-States of Kurra
Mortal and Refugee States founded in the wake of the last draconic war, home to the independant smaller nations and peoples who are between the realms, fleeing their home nations, or nations attempting to gain their independence from the draconic, tempestuous, or mortal empires. Known as refugee states with enough firepower to protect themselves, and the most democratic of the empires in the Atmos. Floating in the atmos through advanced harnessing of wind and arcane energies brought in from the maagraat spheres and the portals of power, these cities are revered as marvels of technological and societal advancement, even with their short tenure in the Atmos. Locals call them Hanaloran Stations or Current Cities.
Madro’Saan - The Amber City, The Beacon
Jadurro’Raan - The Lightstone, The Ivory City
Sabarra - The Shallow City, The Shimmering Expanse
Vadurri - The Ember Fortress, The Redwall City
Limrassi - The Dawning, The House of the Sun
Kimmasi - The Icon, The Shard City
Baanthaa - The Mirror City, The Reflection
Naadaani - The Crater, The Emergent City
General Information about the Atmos
Defenses of the Atmos
The Melting Line/The Melting Sea
The borders of Draco’Khall and the surrounding empires and the realms beneath it are protected by the powerful heatwaves, so thick and so hot that wooden ships will burn to ash the moment they attempt to fly past the barriers, requiring a very specific type of airship to bypass it. This heatwave is called The Melting Line to the Dragon people and the world at large, as all empires are protected by this. This line is born from the divine powers of the immortal dragons in Draco’Khall, Draco’Vaath, and Draco’Dor.
The Red Current
Above the Melting Line/The Melting Sea is the last line of natural defenses in the draconic empires, an incredibly strong current of sparking wind storm that is enabled by the power of The emperor and empress, a manifestation of their earned divinity in the eyes of the people. This wind assists in protecting the realm from airships of their enemies, even weaker dragons from the surface or their enemy empires. This wind is so strong, it’s travelling at 300-500mph at any given time.
The Sorran Light
The top of the floating islands in Draco’Khall, Draco’Vaath, and Draco’Dor are all protected by the bright, blinding light of the sun that exists in the plane, as these empires are closest to it. This light has been known to burn out or blind the eyes of those who were not born in the draconic empires, and is considered the brightest light in the plane of existence. Humanoids, dragons, and other peoples born in the empire are magically able to resist the light and can see normally, while invaders act as if they have sunlight sensitivity or must wear extremely strong protective gear to survive the sunlight. The Atmos only has 1 night of darkness per week, and the world is constantly alight with fiery sunlight.
The Avadorran Song
This is the magical energy that fills the sails of all airships in the Atmos, the force that empowers all wind powered and wind energy vehicles with endless energy, a greater, encompassing soft wind that many believe speaks to those who listen to it, and warns intruders. There is no proof that the entity still exists or is still sentient in the atmos, but the shamans of the dragons and the preachers of the nonflying citizenry claim to have heard tales of the first days of the atmos, before the dragons, before the mortals of the surface, that there was the embodiment of wind itself that populated the skies here, but the entity supposedly perished or departed, and what people here is their last goodbye to the plane of Abraeas’Dor. This force still remains and buffets and damages ships not meant to withstand its natural pressure and is an instrumental protective layer across the Atmos above the Sorran Light and the Red Current. This is the best but least obvious defense of the Atmos, preventing intruders from flying through the realm safely and often dropping intruders into the Red Current.
Significant Powers and Marks of the Atmos
Maagraat Spheres - The Centers of Power/The Cosmic Portals
These massive beings of light are stationary, do not speak, do not eat, and do not need any source of sustenance. These are the cosmic portals into the plane of Abraeas’Dor, and are the access points of the Threaded Planes in the cosmology of the universe. View these as the gaps made by the cosmic needle that tied the threads of Lady Heiri’s dress, and these are the pieces that allow the Threaded Planes, The Cosmic Beasts, and all other aspects of universal constants to enter into the plane of Abraeas’Dor. These are not entrances that a mortal can enter, not even most of the dragons or elemental spirits are empowered by these portals.
These strange spheres are physical representations of all the elements and aspects of life, like conceptual entities except these are most powerful high in the atmospheres of planes of existence and are known to mostly only affect those who are close to them or deliberately pray to them as deities, where most of the world don’t know these exist. These entities take on a particularly important role in the Draconic and Elemental Empires, being regarded as deities even though they do not speak, touch anyone, or seem to affect people in the kind of way that normal conceptual entities do.
The Sphere Thuurnor - The Portal of Fire
The Sphere Gnuuleth - The Portal of Earth
The Sphere Duult - The Portal of Water
The Sphere Kuuth - The Portal of Air
The Sphere Ignathuu - The Portal of Life
The Sphere Nnratuu - The Portal of Death
The Sphere Dzaouu - The Portal of Time
The Triple Suns - The Planar Suns
These are the three real suns that grace the plane of Abraeas’Dor, most of which are not able to be seen from the surface, that seem to shed light only upon the Atmos, leading to 6 days of light and 8 hours night per week. The Dragons claim to have brought the other suns to the plane, but only they know if that is really true, but what the people of the Atmos have been able to discover, that the other suns are not fully here, and instead are replica’s, which is still a subject of Atmossian scientists to this day in the modern era.
The Ommo Structures - Maagraat Spheres
The Ommo Structures are great machines and magical siphons that draw energy from the Maagraat spheres and draw power into the drakkonic empires. These great spheres are ever present portals to the universe, and are the entrance of fire, life, death, water, air, earth, and time. These spheres are essential to the plane’s survival and are present on all mortal planes or planes that sentient life. These structures predate the dragons by several thousand years and were abandoned by the Ancient Aevorrians, since rebuilt and repurposed, and guarded by their own tribes and shamans meant to protect the world from threats that may emerge from them. These are the origins of the dragons, and where many ancient species who once lived in the Atmos once used to travel through the planes.

