Erna Plane of Fire

## Overview

"The Plane of Fire has normal gravity and a landscape, although most of the "ground" is made primarily of loosely packed elemental fire and feels like walking in a swamp of hot coals. The rivers and oceans are filled with a more liquid version of the same stuff and swimming works normally as a mode of transportation. Non-native flying creatures find the atmosphere thin and therefore do not have their usual speed or maneuverability. Visibility is hampered by the smoke coming off the flames engulfing, but not consuming, nearly every solid, liquid, or gas (and creature) on the plane. What one can see is usually distorted by heat ripples. Geographic features such as hills, mountains, and cliffs do not have a geologic lifespan because even the more solid areas slowly move like a subterranean magma flow, as seen on the Prime Material Plane. Permanent physical structures are very rare.

The dangers of the plane can not be overstated, but those that survive the trip see wonders and beauty at nearly every turn. Flame colors span the rainbow, from the vermilion of a forge hearth to the yellow-white of heated iron, from the blues and greens of alchemical reactions to the familiar candle-flame yellows and oranges. The conflagration form fountains, jets, sheets, rivers, waves, walls, rains, cascades, clouds, swirls, and pits of brilliant incandescence on a scale found nowhere else.

One famous refuge from the destructive heat is the City of Brass, home of the efreet. At the will of the Shah, the city is protected from the pervasive smoke and flames, and visitors enjoy unrestricted vision and uncomfortable yet tolerable temperatures, but walls and surfaces are still hot enough to burn unprotected flesh on contact. The city its in a bowl of golden brass 40 miles (64 kilometers) in diameter that floats about the plane"

### Planar Effects

* Ash Skies and Coal Underfoot- Unless you have resistance or immunity to fire, you suffer 5 fire damage per round while in the plane. Unless you have magical protection against toxic inhalation, you suffer 3 acid damage per round while in the plane and have visibility of 30ft. Unless your gear is magical or has magical warding from the plane’s effects, it will catch on fire after 1 minute in the plane.
* Flames of Creation - If you deal 30 or more fire damage, you have a chance of spawning a fire elemental of one kind of another. It will be friendly to whomever spawned it.
* Fire Manifestation - Any creature on the plane can make a DC 15 Charisma check to cast the spell Control Flames.

* Thinner Air: Max Fall damage is 30d6, -10 to all fly speeds.

## Notable Settlements

The City of Brass: Famous across the multiverse, the current ruler of the city is the Shah Omnifiya. He has de facto control of much of the plane around the city, and is second on the plane only to the Tyrant King Kassuth, who watches over all from his shining, platinum fortress in the sky.

Al-Kharj: The Shah appointed 100 different Efreet to be the rulers of this city to distract them from opposing him, and their forces have been battling in the streets for centuries. One must swear allegiance to a splinter faction that controls mere streets of territory to live a semi peaceful life.

Yanbu: A prideful Sultan built a city of shining gold to rival the City of Brass. King Kassuth punished him by conjuring eternal storms of soot to cover the city in feet of ash that constantly have to be cleared away.

Al-Quatif: The city is constantly beset by monstrous creatures from the Sea of Fire, and has become a common meeting point for adventurous hunters

Khalid: The 10 story glass spires of this city catch the hot winds coming out of the Crag and constantly play beautiful notes at near deafening volume.

* Its ruler is a Djinn named Khalid (he pronounces the D). He defeated the sultan ruling the city previously by forcibly merging with them. He controls the gestalt and it grants him the right to rule. He earns the pleasure of Kossuth by keeping the soot storms going over Yanbu

Ras Tanura: As a port town on The Trudge, it has naturally attracted travelers and is the most diverse city in the plane outside the City of Brass.

## Visiting the Plane

This is homebrew content, created by me. The DC's and other numerical values are in the context of my own D&D campaign and should be considered suggestions.

A common protectant for travelers is Stellis Paste (60g). One pot rubbed into the skin provides comfortable protection (for you and worn equipment) from the heat of the environmental plane for 24 hours (but doesn’t grant resistance to fire). Freet Wraps (120g) are lengths of ensorcelled cloth that one wraps entirely around their head. It filters toxic gas from the plane and protects the eyes as well, but degrades over time. Each wrap lasts for 1d4+1 days of constant use. Finally, an Azer Sack (1000g) is a magical bag that protects non-worn gear. Items stored within are protected from the plane for 1 hour after being removed.

Many in the City of Brass also offer the Protection of the Shah spell, which combines both these effects into a spell. 3rd level version lasts for an hour (300g), 5th level lasts for 24 hours (1000g), and 7th level lasts for one week (4000g).

They also sell Planar Tents (6000g). Inside they recreate the effects of the Material Plane. With frequent use, their magicks must be refreshed once a year.

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