The Elemental Plane of Fire
Enter the Crematorium
A Baptism of Fire
Welcome, oh moist planewalker, to the torrid Plane of Fire—where the ground sears, your breath blazes, and every flicker of flame whispers promises of your swift and glorious immolation. I am your gracious host, Tadj-al-Saltaneh Tiznaa bint-Saatadeh al-Mamaalek (planar efreet [she/her] / N) an efreet of impeccable charm and molten wit, here to guide you through this infernal paradise. You may call me Tiznaa. Don’t mind the heat; it’s merely the plane’s way of giving you a warm welcome. And by “warm,” I mean blistering enough to peel that soft mortal skin right off your bones. But fret not! I’ll keep you from burning too quickly—after all, a roasted guest is no fun if they’re overdone.
Now, let me burnish you a picture of this incandescent jewel of the Inner Planes. The ground beneath your feet? Not sand no, but solidified elemental fire, coals glowing red enough to make the heat of a Prime forge seem like a cool breeze. Rivers here don’t flow with water but with molten flame, hot and dry and eager to devour anything foolish enough to touch them. The air? Oh, it’s not air at all—just thin wisps of elemental fire that’ll strip the breath from your lungs faster than you can gasp. And don’t get me started on the smoke and heat haze; they’ll make sure you can’t see what’s coming until it’s too late. But that’s part of the charm, isn’t it? Keeps things… interesting.
You’ve come through one of those flickering green and red curtains from the Ethereal Plane, haven’t you? Or maybe stumbled through a vortex born of some Prime Material blaze? Either way, you’ve landed in one of our so-called “cold spots.” Don’t let the name fool you—it’s still hotter than a smithy at full blast. Sure, the flames here might not turn you into ash immediately, but watch out for the ash rains and steam plumes. They’ve got a nasty habit of sneaking up on the unsuspecting. And if you’re thinking about dipping a toe into one of the lava streams—I suggest you don’t. Unless you want to find out how quickly mortals can melt.
Ah, but deeper in lies the true heart of this plane: The endless sea of liquid fire in every hue imaginable. Whites and blues for the hottest spots, greens and purples for those chilling places. It’s beautiful in its own deadly way—and yes there are place where even I must tread carefully. But enough about that; let’s talk about you. You look like someone with… potential. Yes, I think we’ll get along just fine—provided you don’t mind parting with a few valuables along the way. After all, nothing here comes free—no, not even survival. Now, shall we begin?
Advice for Planewalkers
Ah, so you’ve decided to part with a few coins for some truly valuable knowledge? Thank you! And wise choice—though I assure you, the flames of this plane would have taken your wealth eventually. Listen closely, then. The Plane of Fire is no place for the unprepared or the foolish. Near the Ethereal border, where the heat is merely scorching rather than outright lethal, you’ll find what we call “cold spots.” They’re survivable—barely—but don’t get too comfortable. The ground shifts and burns away unpredictably, making maps as useful as a candle in a wildfire. Landmarks? Forget them. Instead, seek out one of the elemental wondrous items that can guide you quickly to places like the City of Brass or the Towers of the Azer. Better yet, hire a native guide—azers are reliable enough, and mephits are… mephits… though they lack my… refined expertise. And remember this: without protection from both flame and suffocation, you’ll last mere moments beyond these cooler zones. Even with magical wards or enchantments, the smoke will choke your lungs and the heat will sap your strength. So tread carefully, planewalker, and invest in coolants. And of course, we efreet can provide you ample protections, if the garnish is right.
The Three Empires of Flame
So the three great empires of the Plane of Fire? Each burns with its own power, ambition, and, in some cases, utter foolishness. Let us begin with the greatest of them all: the Efreeti Empire. My people, the efreet, are the undisputed rulers of this plane, and our dominion is vast and glorious. At its heart lies the City of Brass, a jewel of flame and metal that gleams upon the shores of the Sea of Fire, the finest city in all the multiverse! Here, under the watchful eye of our mighty Sultan, we weave conquest and intrigue. All our cities are marvels of architecture, where lesser beings—slaves, if you will—labour to fuel our ambitions. Planewalkers who visit our domains find themselves awestruck by our markets brimming with treasures. But remember: We are magnanimous hosts within our cities. Behave yourself, and you might leave with your freedom intact—and perhaps even a deal struck with one of our noble houses. Misbehave, and… well, let’s just say you’ll discover firsthand how we keep the forges running.
And then there are the azer—those dour little smiths with their flaming beards and insufferable self-righteousness. They cling to their volcanic fortresses like embers refusing to die out, hammering away at metal and dreaming of a past when they were more than smouldering relics. Their craftsmanship is undeniably exquisite; their weapons and armour fetch far-too-high prices in our markets. But don’t mistake their skill for strength—they are no match for efreet might. Still, planewalkers with gems to spare might find their services useful; they’re obsessed with those shiny little rocks and will trade their finest work for them.
Lastly, we come to the salamanders—a pitiful lot who slither through ash dunes dreaming of rebellion but lacking the spine to achieve it. Their society is a crude imitation of ours, built on greed and cruelty but without our refinement or power. They’re excellent metalsmiths in their own right—though nowhere near as skilled as the azer—and their flamebrother warriors can be dangerous in numbers. But make no mistake: they are pests at best, useful only when properly enslaved or kept at arm’s length.
Together, these empires form a fiery mosaic of conflict and opportunity for any planewalker bold—or foolish—enough to venture here. Just remember: in this plane, power burns brightest, and no one burns brighter than the efreet!
The Laws
Oh, you want to know about the laws of the Plane of Fire—now each empire with its own brand of justice, some as scorching and unforgiving as the flames themselves, others more freedom-loving. Let me start with the only laws that truly matter: those of the efreet. In our glorious cities, particularly the City of Brass, the law of the Sultan is absolute, and it exists to serve one purpose—maintaining the Sultan’s dominion. Obey, and you may trade freely in our markets or even curry favour with noble efreeti houses. Disobey, and you’ll find yourself enslaved or banished into the raw, unprotected flames of the plane—a death sentence for most of your kind. The rules are strict but simple: respect our authority, do not meddle in our politics, and never, ever, insult an efreet noble. Of course, clever planewalkers can try to exploit our love of contracts and loopholes to their advantage—it’s a game we efreeti love—with an opponent bold enough to risk it.
The azer? Their laws are as rigid as their metal fortresses, though far less glorious than ours. They live by a communal code where every individual has a role to play for the good of their own clan. Their justice is swift and practical—break their rules, and you’ll find yourself exiled or worse. They’re obsessed with fairness (what a dull concept) and value hard work above all else. As for the salamanders? Their laws are as chaotic as their feudal squabbles. Nobles rule over lesser salamanders and slaves with cruelty and greed, doling out punishment on whims rather than principles. Their justice is capricious at best—one noble might reward you for a service rendered; another might enslave you simply because they can. In short, planewalker, tread carefully wherever you deal with those barbarians. The flames themselves may be impartial, but those who rule them are anything but.
Mapping Infinity — Fire and its Environs
- Core Fire is the always-burning, ever-hungry heart of the inferno. Most of the well-known sites of the Plane of Fire can be found here; the City of Brass, the Sea of Scorching Waves, the Lands of Fire floating in them, the Scalding Skies above.
- Travel Airwards and flames become wilder, and cyclonic sparkstorms sweep the plane. Banks of thick pungent fumes roll across the place and these are the vortices that lead to the Para-Elemental Plane of Smoke.
- Head Earthwards and the conflagration becomes thicker and more sticky, until it condenses. The Afoapi Range of burning mountains. In the bubbling pools of thick liquid fire near the Sakalayo Peak lie the vortices to the Para-Elemental Plane of Magma.
- Towards the Positive Material Plane, the flares become more brilliant, brighter and more colourful. At the point where incandescent rainbow-like arches of light scintillate, these are the gateways to the Quasi-Elemental Plane of Radiance.
- And then finally, venture Nothingwards, and you’ll find the Cinder Wastes. Here the flames become less hot and then eventually they’re abruptly snuffed out. This is when you know you’ve left the eternal fires and are in the negative Quasi-Elemental Plane of Ash. What’s that, oh you’ve been there already? You, brave fool!
A Bestiary of Fire
- See dedicated entry for this here [coming soon]
Fire Places
- Afoapi Range† (mountain range)
- Planar Adventures [PF1e] p140
- Auroric Palace† (realm of Ymeri)
- Planar Adventures [PF1e] p138; Planes of Power [PF1e] p34
- Black Fist (Sea of Scorching Waves) (site)
- Inner Planes [2e] p45
- Blazing Sea (area)
- Dragon Magazine #347 p34; Inner Planes [2e] p45-46,49
- Brazen Bazaar (wandering site)
- The Plane Below [4e] p68
- Burning Rift (site)
- Planar Handbook [3e] p155-156
- Cinder Wastes (area)
- Dungeon Master’s Guide [5e] p55
- Citadel of Fire (site)
- Eternal Boundary [2e] p2,6,18,21,24,26-28,30-32
- City of Brass, the (efreeti city)
- Dragon Magazine #347 p34; #353 p50; #357 p54; Dungeon Master’s Guide [5e] p55; Inner Planes [2e] p43,45-47,49,91; Manual of the Planes [3e] p74-75; Planar Handbook [3e] p136,138-141; Planar Adventures [PF1e] p139; Planescape Campaign Setting [2e] DM’s Guide p10,27,30; Player’s Guide p2,4; Sigil & Beyond p77
- Cradle of Flames† (realm of Feronia)
- Planar Adventures [PF1e] p138, 140; Planes of Power [PF1e] p34
- Crimson Pillar, the (realm of Kossuth)
- Molten Tower, the (site)
- Faiths & Avatars [3e]; Inner Planes [2e] p46-47,49; On Hallowed Ground [2e] 181; Planewalker’s Handbook [2e] p28
- Crucible (azer tower)
- Manual of the Planes [5e] p119
- Dar El-Hariq (site, observatory of the efreet)
- The Plane Below [4e] p54
- Fiery Maze of Contemplation (realm of Glautru)
- Fountains of Creation (volcano range)
- Dungeon Master’s Guide [5e] p55
- Furnace, the (area)
- Planescape Campaign Setting [2e] DM’s Guide p31
- Gates of Power‡ (realm of Svarog and Svarozhich)
- Hidden Heart (realm of Zamman Rul)
- Dragon Magazine #353 p50
- Inferno’s Bliss† (independent burg)
- Planar Adventures [PF1e] p140
- Planes of Power [PF1e] p34
- Isles of Scorched Bones (Sea of Scorching Waves) (area)
- Inner Planes [2e] p45
- Jabal Turab (The Mount of Dust) (vortex to Air)
- Planescape Campaign Setting [2e] DM’s Guide p31
- Lands of Fire (area)
- Inner Planes [2e] p40
- Ninefold Towers of the Matriarch of Holy Sublimation† (realm of fire mephits)
- Planar Adventures [PF1e] p140; Planes of Power [PF1e] p34
- Obsidian Fields (area)
- Inner Planes [2e] p47; Planescape Campaign Setting [2e] DM’s Guide p31
- Plain of Burnt Dreams (area)
- Dragon Magazine #347 p34; Manual of the Planes [5e] p120
- Rift River (area)
- Planar Handbook [3e] p155
- Sable Forest (area)
- Inner Planes [2e] p47
- Sakalayo Peak† (mountain)
- Planar Adventures [PF1e] p140; Planes of Power [PF1e] p36
- Sanhari† (onkushu burg)
- Planes of Power [PF1e] p36
- Scalding Skies (area)
- Inner Planes [2e] p40, Manual of the Planes [5e] p120
- Sea of Fire (area)
- Planar Handbook [3e] p140-141; Dungeon Master’s Guide [5e] p55
- Sea of Searing Waves (area)
- Inner Planes [2e] p12,40,45
- Shadow Fire (area)
- Inner Planes [2e] p44
- Slag Plinths (area)
- Planescape Campaign Setting [2e] DM’s Guide p31, Manual of the Planes [5e] p120
- Smoldering Gate (gate to the Abyss)
- The Plane Below [4e] p54
- Suhkteh Albarrana (the Burnt Fortress, site)
- Planes of Chaos [2e] Book of Chaos p123
- Temple of Ultimate Consumption (realm of Imix)
- Basalt Fortress (site)
- Dragon Magazine #347 p34; Inner Planes [2e] p49; Planescape Monstrous Compendium Appendix III [2e] p16
- Tower of Djamela (site)
- The Plane Below [4e] p55
- Zjarra† (independent burg)
- Planar Adventures [PF1e] p141; Planes of Power [PF1e] p37
Fire Powers
- Bristia Pel (archomental princess of good fire elementals) (dead?)
- Dragon Magazine #353 p43,47
- Feronia† (power of the creative power of flames)
- Planar Adventures [PF1e] p138
- Glautru (illumian power of prophecy, fate, life, death)
- Races of Destiny [3e]
- Halnass (lava child power of fire)
- Hrusiall’k (fire newt power of self-preservation, survival, cruelty)
- Imix (archomental prince of evil fire elementals)
- Dragon Magazine #347 p30,32-34,39,41 ; #353 45,47,50; Inner Planes [2e] p46,49,55-56; Planescape Monstrous Compendium Vol. 3 [2e] p8,16-18,21,93; Monster Manual IV [3e] p7,12; Monster Manual V [3e] p52-53,65; On Hallowed Ground [2e] p53; Manual of the Planes [5e] p122
- Kaelthiere (salamander power of fire and destruction)
- Kossuth (tyrant king and primordial of fire elementals)
- Dragon Magazine #347 p29,34; Inner Planes [2e] p46-47,49; On Hallowed Ground [2e] p53,181; Planescape Campaign Setting [2e] DM’s Guide p122
- Sekhmet (Egyptian power of the destructive power of the sun, heat, epidemics)
- Sultan Marrake al-Sidan al-Hariq ben Lazan (archgenie efreeti)
- Manual of the Planes [5e] p121
- Svarog‡ (Slavic power of fire and sky)
- Ymeri† (power of deserts, fire and volcanoes)
- Planes of Power [PF1e] p54-55
- Zaaman Rul (archomental prince of good fire elementals)
- Dragon Magazine #347 p34; #353 p47,49-50; Inner Planes [2e] p46,49,55; Planescape Monstrous Compendium Vol. 3 [2e] p8,16,20-21,93; Manual of the Planes [5e] p122
Clans of Flame
- Kingdom of the Azer
- Azer Steel Guild
- Planar Handbook [3e] p141
- Azer Steel Guild
- Empires of Elementals
- Helion
- A loose clan of good and lawful fire elementals who war against the Pyrophor. Led by Zaaman Rul. Inner Planes [2e] p44; Planescape Monstrous Compendium Vol. 3 [2e] p8
- Kossuth
- The largest group of fire elementals who care not a jot for morality of the fringe groups. Led by Kossuth.
- Pyrophor
- A loose squabbling clan of evil and chaotic fire elementals who war against the Helion. Lead by Imix. Planescape Monstrous Compendium Vol. 3 [2e] p8; Inner Planes [2e] p44
- Helion
- Glorious Efreeti Empire
- Dao Guard
- A mercenary organisation of the City of Brass. Planar Handbook [3e] p141
- Golden Heart
- An cabal of efreeti merchants who run the wandering Brazen Bazaar. The Plane Below [4e] p68
- House Bashamgurda
- Efreeti noble house of the City of Brass. The Plane Below [4e] p55
- House Estumishu
- Efreeti noble house of the City of Brass. The Plane Below [4e] p55
- Ring of Smoke
- The council of viziers of the City of Brass. The Plane Below [4e] p53
- Dao Guard
- Kaltori
- A fire-dwelling clan of ruvoka. Planescape Monstrous Compendium Vol. 3 [2e] p90
- Opposition, the [more details]
- A sect of the Inner Planes who believe that for every action there is an equal and opposite reaction. These frustrating bashers oppose literally all other beliefs. Planescape Monstrous Compendium Vol. 3 [2e] p66-67
- Primals, the [more details]
- An extremely secretive sect of the Inner Planes; their true beliefs are not known outside the sect. Planescape Monstrous Compendium Vol. 3 [2e] p74-75
- Razers, the (a Doomguard coterie)
- Salamander Nations
The Magic of Fire
- Breathe Fire or Magma (level 5 wizard spell)
- Move Fire or Magma (level 5 wizard spell)
- Transmute Fire to Smoke (level 4 wizard spell)
- All from the Planewalker’s Handbook [2e] p117-118
Canonical Sources: Start with the excellent Planescape Inner Planes [2e] book. Other references from D&D and Pathfinder lore are mentioned on the relevant entries.
Other Sources: Apprehensive Cold (conditions, the locals), Libertad (background info), Jon Winter-Holt