The Paraelemental Plane of Smoke (TIP)

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Wizard School	Alterations
Earth, Water 	<
(Whenever a djinni warrior attempts to gain the rank of Master Warlord, he must submit a complete report on the potential battlefields upon which his army may fight. The paraplane of Smoke, a common battleground for the djinn and the efreet, thus becomes the subject of many such reports. Most contain the same details as the others, but sometimes an observant reporter marks something new or sees something with a fresh perspective. The following is an excerpt from one such report, filed very recently and provided with the permission of Grand Vizier Kali al-Baren.-the Editor) 
Honored Ones:
The most mysterious of the Paraelemental Planes, that of Smoke, is formed by the fusion of our own plane of Air and the hated Hell of Fire. It embodies all of the qualities of super-heated air and wind-blown fire. An endless realm of hot, choking vapors, all of which are foul smelling and occasionally quite toxic, this paraplane serves as an important buffer against the ever-present threat of the evil efreet (may the Maker curse their bones!). In many ways, the paraplane of Smoke is quite like the Elemental Plane of Air, with no limiting gravity and with solid ground a rare and valuable thing-and usually nothing more than a floating cinder of gigantic proportions. When a brave soul moves away from the heart of this paraplane in the direction of Elemental Fire, the temperature grows greater and greater. In time, when the sojourner enters a region known simply as Scald, the paraplane is as hot as the horrid plane of Fire itself, but without the licking flames. An explorer here suffers 1d10 points of damage per round, with no chance of a saving throw.
Nearer our own beautiful plane of Air (blessed be the djinn, for our home is greatest among all elements), the temperature drops off just as markedly. Before a traveler actually comes into the clean and pure plane of Air, he must pass through a region of thick, offensive gloom known as the Eternal Haze. While the heat presents no threat here, a wise djinni is aware that these vapors are utterly poisonous and more than a little caustic (though somewhat diffused from the rest of the paraplane). Here, one must make a saving throw vs. poison each round, with success indicating 1d10 points of damage and failure meaning that the poor unfortunate suffocates from the unhealthy vapors.
Heading in the direction of the quasiplane of Ash, one enters an area of swirling flakes known as the Embers. These flakes glow hotly, just like the particles carried into the night sky from a blazing campfire. Although it is possible to survive here without being consumed by the heat, flesh sears and blisters if grazed by one of the falling pinpoints of fire.
Angling toward Quasielemental Vacuum, an area of thin, tainted air known as the Gray Way presents a similar face to that of the Eternal Haze. However, the air here is not actually toxic. Neither, though, is it safe to breathe. The vapors of the Gray Way prey upon the minds of those who draw them in. Gradually, they consume a being's intelligence, bring about hallucinations, and finally usher in absolutely violent madness. Gray mind is a terrible condition, as the victim no longer recognizes the difference between living and nonliving, good and evil, kindness and brutality. Only a restoration or similar spell can relieve the ailment.
Closer to the quasiplane of Radiance, a vast expanse of darkness in which flakes of light and energy drift about like fireflies stretches out as far as the eye can see. This place, where darkness and light mingle so closely, is called the Sea of Stars.
An even more impressive region, the Aurora, lies in the direction of Quasielemental Lightning. Here, the world darkens as it does in the Sea of Stars. Before long, however, waves of brilliant colors break across the sky. This sight is one of the most beautiful in all the multiverse and something no traveler to this realm should miss.