Once the party has the @Desert Wind Airship they gain the ability to navigate anywhere in the world with speed and safety. Although it can only land in open fields and it is ill-advised to land the airship on desert sand as if it sinks, you will not be able to raise it without finding another @Levistone and all the sages will agree the one found in the @Cavern of Ice was the last one known to exist. All locations visited previously have suitable Airship landing areas nearly adjacent to their areas and POIs.
@The Wandering Bazaar in the great northern desert is @Underhill who sells a @Bottled Faerie for 10,000 gold. If the party releases the bottled faerie at its home near @Crescent Lake the grateful Fae will give the party @Oxyale as a reward.
@Citadel of Trials is surrounded by forests, mountains, and a large desert borders its eastern approach. There are three suitable landings nearest to the Citadel:
Northern Approach: Along the coast to the north is a large peninsula holding a large area to land the Airship. The path to the Citadel is a 4-day hike through two forests and a long coastline. The forests hold moderately difficult enemies and the coastline is relatively tame.
North-Eastern Approach: High in the mountains to the north-east is a decent landing clearing. The path to the Citadel is a 3-day hike through thick forest. The forest can be difficult to navigate at times and the enemies are moderately difficult.
Eastern Approach: To the east is a large desert. The party only needs 2-days of travel to cross this desert by foot. The enemies here can be difficult.
@Cardia can only be accessed by Airship. There is a nearby landing area but the residence will not speak to you unless you have completed the Citadel of Trials. This is the home of @Bahamut. Giving the @Rat's Tail to Bahamut will grant each member of the party a Class Change. (See: Lore>Class Change)
@Onrac, The Sunken Jewel is surrounded by rivers and forests. The party can find a suitable landing zone about 4-days of foot-travel through alpine forests, they also must cross one wide river where the @Portable Canoe would be useful. Bringing the @Oxyale to @Darryl and she will be able to fix her Submersible, allowing the party to travel to the @The Sunken Shrine. Darryl was once a mermaid, but she gave up her tail to live on land. She asks the party to save her Mermaid sisters who have been captured by @Kraken, the Fiend of Water in the Shrine. Defeating Kraken and the party will be able to cleanse the @Water Crystal! Returning balance to the seas. Rescuing the Mermaids and they will give the party the @Rosetta Stone as a reward. Returning the Rosetta Stone to @Dr. Unne in @Melmond and he will be able to teach you the Lufenian Language!
@Lufenia, The Wing of the Hawk is surrounded by dense forest, making the reclusive people even more remote. The suitable Airship landing is north above a great lake. The party can use the @Portable Canoe to travel over the large lake, or travel around the lake, adding another day of travel to the next 5 days of foot-travel through ancient forests. If the party has not learned the Lufenian Language from @Dr. Unne the party will be unable to understand anything the residents say. If your party knows the language, they will celebrate you and trade their wares with you. The Leader of this Settlement will give your party @Lufenian Chime signifying you as honorary citizens of Lufenia.
@Mirage Tower is located in the center of a massive desert. The only landing area not blocked by mountains is to the south, the party must travel 4-days on foot through tough desert sands to reach the tower. At the top floor is a path that can only be opened if the party has @Lufenian Chime. This path leads to the @Sky Castle / Wind Temple where the @Wind Crystal is being corrupted by @Tiamat, the Fiend of Air! Defeating Tiamat will purify the Wind Crystal and the skies will begin to return to balance. @Adamantite Ore can be found in a hidden chamber in the Sky Castle.