The Flying forge city of Taqoin
Inhabitants: Asimar (seen as royal), fire elementals, fire gensai, Azer, fire spirits, fire goliaths, etc. All of the assimar used to be one singular majestic spirit that divided into parts in order to save the people of this city once their way home broke.
Places
The Swell
The network of cannons that come out city in grid-like pattern. Tar pots. Steam guns. Harpoons, nets, and everything else you can hang on the side of a city and throw at other people.
The Heat lamps
Instead of street lamps. These give off heat and light all over the city to prevent the frosting from high altitudes and allows the more delicate fire spirits to travel throughout the city freely. Directly connected to the furnace.
The Helm/ The Throne
Has to be operated by an assimar at all times. Is huge, has pipes leading up and down into and out of the city. Has a large control deck that looks like a stacked manual board (like an organ) (The main, the swell and the choir) (each a part of the city itself). It pilots and controls the release of steam and heat from the city to keep it afloat and manoeuvre it. All Assimar are called Prince or Princess as a term of respect, except when piloting. When piloting they become the 'King/Queen' of the city.
The Old Powder Factory
A family-run drug lab. A 'family' of fallen assimar, pretending to be a redemptive power. There are no laws in the city, other than loyalty to the city so they are left alone (in case they are needed later). Trying to make a back-up plan using the power they are gathering with the people below. Produces the following:

The Choir
Run mostly by the Azer, this is where the furnace lies in the heart of the city. This is also where they live, and spend most of their time. They are known for their singing, to help keeping each other in time. They keep the city running, the engines going and everything maintained.
The Soul Gem Forge
Where the amber beads are made. A small forge. The materials are extremely rare and difficult to come by, but soul gems are offered for as little as possible. Run by a single fire elemental spirit.
The Defence Room
This large round room has a spinning ball in the middle, mirrored walls, the largest pipes in the city lead into this room. When under attack, nearly all the energy from the forge can be redirected here, the sphere turns the city invisible. Cannot run for long.
The Channels
A defence network throughout the city itself that spits out heat with spigots of hot air and steam, caustic by-products from the refinery, shatters glass, (basically casts heat metal on the streets themselves).
The Main (sail)
Looks like a giant sail made of steam or heat waves depending on speed and direction.
Santuary
Old church looking building. Basically an orphanage, where the spirits who have no useful place in the city reside. A few war-forged also live here, being unwelcome and in danger anywhere on the ground below.
Library
A place of learning. A repository of items containing knowledge and such, where they can learn and research and find things to teach each other and keep each other busy.
The record keeper
The head of a war-forged, who constantly has a dragonfly with him. Is placed on a pedestal and keeps the histories of the city.
The market
The sale of artwork, glass beads, (secretly soul beads with some souls inside them to bored spirits - they use them to dream), items from the world below.
People
The Watchman
On out-look for giant creatures, such as Rocs or sky whales, as well as incoming attacks. Has to be of proved focus (must pass a test) as many spirits are very distractable.
Tony (Tank).
An artificer gnome. Mixes spirits and fae up a lot, refuses to tell them his name or eat anything they offer him. Is in a special suit of armour, with a cooling system and oxygen, makes food for himself every day. Lives on deck. Teaches the spirits new things and cares for the war-forged. Stayed as part of the agreement for the soul gems. Finds Augim immensely frustrating.
Augim
Assimar. VERY distractable. Randomly does artwork in the middle of the street, including stained glass (from sand). However, very dependable in a battle situation. Locks the fuck in.
The Overseer of the refinery. Madam Almaz Hira
Big, liquid diamond-skinned, southern boss woman with tar-black hair, eyes, inside her mouth and blood when she bleeds. A spirit of fuel. Constantly smoking a cigar.
Aluphira
Half Fire genasi, half elf. Half Spirit. Creates preserves from her rooftop garden (the only garden in the city). Trades her wares with curious spirits. Sometimes gives them as 'offerings' to help other spirits become well again should they need it.
The Prisms
A group of air elementals that work as go-betweens, diplomats and supply runners. The outside 'face' of the city. Have little mini ships that go up and down and all around (looks like aurora borealis). Borealis himself has a soft spot for them.
Swarm of dragonflies.
A hivemind spirit. Acts as the eyes of the city. Spirit of the city. Have people that they like to perch on. They can camouflage as the various colour of the sky. They can't communicate without touching.
The forge spirit
Temperamental. Pernickety. Back-seat engineer. Likes things a certain way and tells everyone exactly what that way is. Speaks in click and squeaks mostly, but requests via gauges. The word that it manages to say with the most success rate is 'NO'.
The Kobold family
Think they are unwelcome and hide (badly). Brought on as a social experiment by the spirit, but also as spies for a red dragon. They think they are looking for the forge, but have no idea what a forge is. They think the forge is a captured dragon's child. They work well as entertainment and pest control for rats, and such. Go through the city in a trench coat, think that its an amazing disguise.
Note:
- A group of people within the city do not believe the dwarven cities exist underground.
- Actively hunt sky whales for the reserve fuel when they get the opportunity.