@Ogobrogo sorry for the double post, but I came up with plenty of ideas for the most part on world building a bit. How do some of them look?
For idea number one, "The Highwind Passage's." These are essentially a guideline for the fastest trade routes merchants should take when shipping their goods on an airship. The Highwind Passage is also seasonal, in a sense with each route alternative depending on what season the floating continent(s) are in. With this information, traders and merchants would begin using these airways as a way to get their goods from one area to another.
However, with the usage of this airspace, these skies became crowded with people attempting to create a fortune as well, causing many mishaps in the sky. There have been news of one or two airships being lost due to these. On top of that, sky pirates had learned of these routes and began to capitalize on cannibalizing these traders ships. One my ask why didn't the guards on the ships stop them? Well, merchants were trying to be cheapskates and all that jazz. There was also the fact that some stock that was being shipped that would not have handled supply and demand well (most merchants trying to sell the shiniest and best stuff at differing prices?). Would lead to the space on airships being wasted as well, instead of it being utilized for proper things like importing and exporting food.
With that said, the atmosphere changed with a new global act that taxed the usage of this space and items being shipped in and out. On top of the prices being handled, the airspace would now be regulated by other soldiers and professionals who knew how to handle airships. To top that off as well, traders were now required to have a certain amount of guards on their ship, which meant they couldn't skimp out on barely the minimum anymore.
So, downsides other than smuggling I might need help on, as well as expansion and questions to this.
Next, a village located in Cronquist which is mostly hidden away through the compresses of different passages, hills, and mountain ranges. Usually there are two ways to get in which I still need to expand on. But nevertheless, the real meat of this all are the unique exported goods that come from there. With void beasts being nearly impossible to tame, control, or bond with, most Beast Master's wouldn't be located in this area... save for this little village.
I don't exactly have a name for this place, but the area is mostly compromised of Dark Knights, and Beast Masters (or just regular farm families). While the Dark Knights serve as the main guards of the town, the Beast Masters there have discovered a way to domesticate these unruly void beasts and have made sure that this secret is a tightly knit one. While they don't utilize the airspace, they do send traders out on caravans with other Dark Knights to sell the items harvested from the Void Creatures for a pretty gil.
The caravans carrying the goods are usually guarded by three to four Dark Knights and contain plenty of items that can be sold for a slew of gil. Many thieves and bandits target them, but are usually cut down by the Dark Knights.
Ok, so I have another village with no name, located on the border between Thorne and Dahlgren. For now, we are going to call this one the "Chocobo Farm," where, you guessed it, they raise Chocobo's. While the exports are usually plain, the prized item that is claimed is none other than the well-bred Chocobo's of this place. They are known for having the best bred birds in strength, speed, and stamina amongst all other nations. This place usually has contests revolved around Chocobo's ranging from the size of an egg, to racing, to how well groomed and healthy the Chocobo is.
That's basically the gist of it; this country-side hamlets economy revolves around Chocobo's.
I have other ideas, like a Sky Pirate idea where they are lead by a Dragoon who utilizes a Dragon in combat as well, but I'm going to come up with an idea for an elite force of Dragoons stationed in Calestani. They have learned a way to train and raise one of these dragons for combat... by stealing multiple eggs from dragons. They then use the technology they have to incubate and eventually hatch the egg. Raising these impressionable creatures, they created a cavalry of Dragoons who not only utilized their "jump" ability, but utilized it in conjunction with their dragon riding and battling abilities.
While they are assigned a partner for life, these Dragoons and dragons understand how to handle a different dragon or rider due to the way warfare is conducted. When multiple riders jump up, each dragon is designed to hit and run. Then once the rider has made their hit, they catch one of the random Dragoons and complete this process over again...
That, or they utilize one of their other strategies which I need to come up with.
Other than missing names for some of them, what does everyone think? Can anyone else add on to these ideas? Alter them?