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==Other Notes== The queen needs to gain one level of druid to qualify as a 17th level caster, which is required to craft a flying structure (see ''Stronghold Builder's Guide''). Abeil queens are by default able to cast druid spells as a 16th level caster, automatically enabling them to cast ''Reverse Gravity''. As ECL 21 characters, queens have plenty of feats to burn and easily qualify for Craft Wondrous Item. The only thing that needs to be hand-waved to make the abiel the ultimate threat from the skies is the actual costs of launching an entire city into the air. According to the ''Stronghold Builder's Guidebook'' each area has a price of 15000GP per 20x20x10 for flight, by the 3.5 rules a caster can pay half the price if they do the magic themselves. If the rules for crafting magical items holds at this scale, each area will also cost 600XP. It's an outdated sourcebook, but we're talking millions of gold pieces and tens of thousands of experience to get the city off the ground. I'll justify it by saying that the queen is the undisputed leader of her city with a dominant psychic link to her people. Her will is theirs, and if she says, "pony up the cash and experience points necessary to get this hive off the ground," they'll jump to it. A couple areas that will need to be fleshed out if I use this idea for more than a few sessions would be how the flying cities relate to each other, what the normal altitude for each city is, and how do ground-dwellers react when one of these cities appear. D&D has many other flying monsters, and some powerful enough to present a threat to a flying city, so it may be beneficial to consider how they would react to the existence of the abeil.
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