Eternal sunshine and prosperity. Welcome to Paradise!

You need to incorporate some wicked temperature shifts.

I mean, to keep all that water in the air you'd need some pretty nasty heat.

Some sort of arcane greenhouse effect...

...molten hot magma seas, so that there are areas that below steam and fog as the rains and water flood into them.

or, to kick it up a notch, a hell mouth. The waters constantly pouring forth to keep the demons down. A sort of druidic/planetary fail safe or dead man's switch.

Get rid of the hell mouth and come back down to earth or get rid of the clouds and have the demons take over.

Would there be snow?

It is an awesome idea.

I might recommend Oathbound if you can find it.

The Fausts and Ceptu would make a fantastic addition to your setting.

Plus Pennance, a tremendous urban Environment, the capital E is for insanely large, would make a great pre-made city.

It sits on the top of a mile high plateau with the well of seas at its center. A tremendous and primordial spring from which all the rivers of the land flow.

Such a naturally occuring phenomena would explain the original settlement until the Gnomes figured out how to expand things.
 

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Dr. Strangemonkey said:
You need to incorporate some wicked temperature shifts.

I mean, to keep all that water in the air you'd need some pretty nasty heat.

Some sort of arcane greenhouse effect...

...molten hot magma seas, so that there are areas that below steam and fog as the rains and water flood into them.

or, to kick it up a notch, a hell mouth. The waters constantly pouring forth to keep the demons down. A sort of druidic/planetary fail safe or dead man's switch.

Get rid of the hell mouth and come back down to earth or get rid of the clouds and have the demons take over.

Would there be snow?

It is an awesome idea.

I might recommend Oathbound if you can find it.

The Fausts and Ceptu would make a fantastic addition to your setting.

Plus Pennance, a tremendous urban Environment, the capital E is for insanely large, would make a great pre-made city.

It sits on the top of a mile high plateau with the well of seas at its center. A tremendous and primordial spring from which all the rivers of the land flow.

Such a naturally occuring phenomena would explain the original settlement until the Gnomes figured out how to expand things.

I'd originally intended for it to simply be magically (or divinely) sustained clouds, but I really like the idea of having a portal to hell at the bottom of an ocean, keeping the waters boiling hot and surrounding the coasts in thick fog-like steam. I definitely like the flavor of a portal to hell, but it seems like a portal to the plane of fire would make more sense. Hmm...

I thought some more on the cloud skimmers, and here's what I'm thinking. They're both plant and animal. They have a sleek head with eyes and nostrils but no mouth or visibile ears on a prehensile neck. Their main bodies are large and disc shaped, the youngest typically being 5-10 ft in diameter and growing quickly to an adult at 30 ft in diameter. They are blue in coloration and have 4 tentacles arranged around their bodies ending in huge leaf-like appendages which serve the dual purpose of absorbing sunlight while the creature rests for photosynthesis and act as paddles to propel them along the surface of the clouds. Below their main body dangle dozens of tendrils which absorb moisture from the clouds. These tendrils are twice as long as the diameter of the cloud skimmer. They float on the clouds through magic and are capable of holding up any amount of weight, although if overloaded they are unable to move and may even become injured. If they should encounter an area of dead magic they would simply fall through the clouds into the wilderness below and provide a tasty treat to whatever beast should be lucky enough to find them.

They are both male and female and reproduce sexually by getting near eachother and letting their tendrils intermingle, although they have an extremely low sex drive. The gestation period is about a year and a half, during which time they are incapable of carrying any load and spend all their time in the sun soaking up sunlight or resting. They can live theoretically forever as long as they are able to get enough sunshine and moisture from the clouds, although there are certain predators, primarily huge birds such as rocs, that prey on them.
 

Oathbound also has the Ceptu.

They're a lot like your skimmers and give you some nice ideas on how to use a telekinetic radially symetrical jelly-fish race.

Here's a hint, with arcane magic they will be scary.
 

Here's an idea I had for a template based on this setting. Feedback welcomed!

Lowlander template

In times past, when the clouds first covered the lands, the races of light faced annihilation. The realms above the clouds found that too many needed resources – especially food – remained in the lowlands. Various methods were implemented to solve this urgent problem. One such “solution”, the Lowland Ritual, was widely used...for a time.

The Lowlander Ritual changes the recipient’s body, improving eyesight, darkening the skin, and granting a natural resistance to the frequent lightning strikes of the lowlands. Unfortunately, as time went on, it was discovered that other, less welcome, changes occur. The improvement in eyesight results in sun-blindness among those affected. Further, extended stays in the uplands causes an increasing physical and mental dislocation, eventually resulting in near-complete breakdown. Only withdrawal from the uplands effects a cure.

As a result, all lowlanders eventually stayed below. Relations among the two groups varies greatly: some lowlanders actively trade with the upland realms, work as guides and mercenaries, and generally cooperate in a peaceful manner. Others, however, harbor an undying hatred of their forebears, believing that they were cast out of the uplands, doomed to live forever in twilight. These groups seek vengeance against uplanders and those lowlanders who work with them. Known as “murks” and “glooms”, they are yet another hazard of the realm below the clouds.



This template may be applied to any living creature. The creature’s type does not change. If both parents possess this template, it is passed on to their offspring. If only one parent possesses the template, there is a 50% chance of the offspring inheriting the template. Tragically, some groups of lowlanders abandon “upland” (non-templated) offspring to die of exposure.

Appearance: The creature’s skin/hide darkens several shades. Its eyes become solid pools of black, with no other coloration.

Special Qualities: A lowland creature retains all the special qualities of the base creature, and gains the following.
• Darkvision 60’
• Low-light vision
• +2 Hide checks except in full daylight or within the area of a daylight spell
• Electrical resistance 5
• Light Sensitivity: Lowlanders are dazzled in bright sunlight or within the radius of a daylight spell.
• Light Madness: If dwelling in full daylight (upland) for extended period of time, lowlanders suffer a cumulative -1 to all attack rolls, saving throws, skill checks, and ability checks for every full week in a “normal” environment. These penalties can be removed by leaving the upland environment (which usually means traveling to the lowlands). For every full 24 hours spent away from the daylight environment, the cumulative penalties are reduced by 1.

Challenge Rating: +0
Level Adjustment: +0
 

Sir Whiskers said:
Here's an idea I had for a template based on this setting. Feedback welcomed!

Lowlander template

I like that, a lot! Seems odd to essentially give them darkvision and electrical resistance for free, though, while I agree that they're not enough to go up a level of difficulty, it seems like more than should be allowed for a "free" template without any really relevent drawbacks. Possibly give them a hit to intelligence and wisdom, to reflect them becoming more feral/savage.
 

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