Fire
Fire

Fire

[ Fire ] [ Mapping Infinity | Pockets | Locations | Powers | Clans | Bestiary | Flora ]

The Elemental Plane of Fire

The Crematorium, Inferno, the Eternal Furnace, the Everlasting Flame, the Burning Realm, Pyrah

A Baptism of Fire

Tadj-al-Saltaneh Tiznaa bint-Saatadeh al-Mamaalek

“Welcome, oh moist planewalker, to the torrid Plane of Fire—where the ground sears, your breath blazes, and every flicker of flame promises your swift and glorious immolation. I am your gracious host, Tadj-al-Saltaneh Tiznaa bint-Saatadeh al-Mamaalek (planar efreeti [she/her] / N) an efreeti of impeccable charm, 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 guest is no fun if they’re too well done.

So, you wish to know more of this incandescent jewel of the Inner Planes. This one, this I can grant. 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 those foolish enough to touch. 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 the 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 red-green 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 the “cold spots.” Don’t let the name fool you—it’s still hot as a forge 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 habit of sneaking up on the unwary. And if you’re thinking about dipping a toe into one of the fountains—I suggest you don’t. Unless you want to find out how quickly mortals can poach.

Beyond the confines of this glorious city lies the true heart of Fire: The endless sea of liquid flame in every hue imaginable. Whites and blues for the hottest spots, greens and purples in the cooler areas. And yes there are places where even I must tread carefully. But enough about me; 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, especially not shade. Now, shall we begin?…”

Tadj-al-Saltaneh Tiznaa bint-Saatadeh al-Mamaalek

Welcome to the Crematorium

The planes which touch Fire

“The Elemental Plane of Fire. The Crematorium. The home of the most powerful, primordial heat. It’s a place of infinite energy, ever-churning and ever-lasting, and it’s inhabited by creatures as volatile as the element they embody. But what is fire?

Answering this question is much harder than it sounds. The thing is—there’s almost no actual, pure fire anywhere on other planes. Elemental fire matter is diluted in everything flammable—from trees and coal, to crude oil and wax, to natron and fluores, to meat and alcohol. When these substances burn, they release this fire as a heat that radiates, as light and smoke that escapes, as char and ash that remains behind. Just like it’s the nature of water to dilute everything, the nature of fire is to be locked away in all matter, ready to release its energy.

But here in the Crematorium fire is everything. It is the atmosphere, the seas and the land of this place. Yet still, it is impure. Rivers of magma, plumes of explosive gases, toxic fumes, flickering light, and piles of ash—this elemental plane is the most diverse among all four. And it’s the most deadly as well.

First of all Habibi, you must understand the structure of the Plane. Most Inner Planes have either subjective gravity, or gravity that pulls in all directions. Fire (and by extension, Magma) are different. They have objective “up” and “down”, despite being just as infinite as the other planes. This gravity is what separates the Crematorium into three strata: the gaseous “sky”, the liquid “sea” and the solid “land”. This strange three-part composition puzzles many graybeards. Why would this particular plane follow such a different set of laws? 

Certain Guvners propose the Infinite Cake Model of the Plane of Fire. According to it, if a body were to fly high enough, they’d eventually find themselves drawn to another “layer” of the Plane of Fire with the same liquid surface and solid depths. If they were to to dig through the solid matter of this new layer, they would discover yet another surface—solid and gaseous layers of fire infinitely alternate, like layers of a giant cake with some custard of liquid fire in-between.

This hypothesis is yet to be proven. No fire elemental has ever found other layers, so if they do indeed alternate, they must be thick as what you Primes call ‘planets’. Most sages though believe that the Plane of Fire is actually an infinite expanse of gas above and an infinite sheet of solid fire below with a thin crust of fiery sea in-between. But no matter who is right, travelling far enough “up” or “down” is sure to lead a planewalker to encounter ecosystems unknown even to the most learned of scholars.

Physical Conditions

Heat: Now let’s get the obvious out of the way. The Plane of Fire is very hot. Depending on where you stay, it can range from a chilly 200°C (on the border with Ash) to a balmy 1000-1500°C in the Core Fire, and far far more, deep in the Plane.

Rules [5e]: Burning and melting

Burning: Once you enter the Plane of Fire, you immediately take 6d10 fire damage with a DC 18 Constitution Saving throw for half. After that you take 1d10 fire damage every single turn (aka 10d10 per minute) without any Saving throw. Unprotected flammable items take the same damage, which usually means that books and scrolls instantly combust and liquids boil away. Casting a spell that creates water on this plane only makes a small cloud of steam. Even magical items that aren’t legendary or artifacts are not immune to this. Oh, and clerics should remember one thing – in the Crematorium diamonds burn.

Melting: Once you enter the Plane of Fire, you immediately take 6d10 fire damage with a DC 18 Constitution Saving throw for half. After that you take 1d10 fire damage every single turn (aka 10d10 per minute) without any Saving throw. Unprotected flammable items take the same damage, which usually means that books and scrolls instantly combust and liquids boil away. Casting a spell that creates water on this plane only makes a small cloud of steam. Even magical items that aren’t legendary or artifacts are not immune to this. Oh, and clerics should remember one thing – in the Crematorium diamonds burn.

Protection from this fire requires powerful—but not uncommon—magic. First of all, fire genasi are immune to the plane’s effects, despite only having resistance to fire and being still partially vulnerable to the attacks from elementals. This doesn’t extend to other ancestries with fire resistance like tieflings and dragonborn. For these cutters (and those sad sods lacking even the simple resistance) any kind of magically granted resistance to fire (a ring of fire protection, for example) will shield them from the heat of the plane. It is important to remember, however, that most of such measures only protect you and the things you carry – if you throw your dagger, you won’t get it back. There are, however, protective enchantments that can be applied to your gear. Visit the fabled City of Brass or an azer’s tower to get them. Just don’t forget your money, preferably in the form of osmium coins.

Matter: There are many kinds of matter in this plane, yet the most prevalent one is pure fire. This strange form of matter can take on many different colours, but it is always volatile. Upon contact with anything flammable, fire will ignite it. If a cutter brings pure elemental fire out of the plane, it instantly burns out in a flashy explosion, leaving no ash behind.

It is generally accepted that pure fire can be found in three states—gaseous, liquid and solid. However, the line between these states of matter is extremely fuzzy. Fire constantly evaporates upwards from the surface of the flaming sea, like steam in a sauna. And walking under the surface of this sea feels like wading through silt and quicksand—instead of having a clear border liquid fire slowly coalesces in the depths.

The force that determines the state of pure fire is pressure, applied to it by layers above. This pressure doesn’t need to be large, in fact, squeezing a bunch of liquid fire in your hand makes it turn more solid for a while. Creatures sailing on the blazing seas barely feel any pressure of the thin atmosphere above, and flame ships leave trains of solid compressd fire behind them as they skate across the flaming ocean.

Gaseous fire is thin, reddish-to-yellow in colour and very volatile. It is most similar to fire you’ll find on other planes. It isn’t possible to breathe this substance, unless you are under effect of breathe fire and smoke spell or similar magic. Moreover, it can’t support winged creatures or flying machines. Magical or propulsion-based flight works as normal. In fact, fire elementals are able to effortlessly move through any kind of pure fire, be it solid or gaseous, in any direction.

Planewalkers should remember that even if they have protection from heat and secured their means of breathing, they’ll struggle to see anything through thick flames. Vision is limited to 30 feet, and even this distance counts as lightly obscured. Glassblowers of the City of Brass will be happy to sell you goggles made from smoky quartz. These allow fleshy humanoids to restore their normal vision at the distance of 120 feet. Of course, natives of the plane of Fire can see through flames just fine.

Pure fire isn’t the only component of the atmosphere in the Plane of Fire though. It also includes small fractions of air and water vapours from the decaying elemental pockets, as well as some other gases. Among these gases are such delightful substances as fixed air and white damp, marine acid air, fluer, muride, wood spirit and oil of vitriol.* Most of these are in the process of burning. Even if you have breathe fire and smoke for protection, you can still take poison damage from exposure to these fumes. [Rules: DMs can determine exact damage and other possible effects based on the type of gas and duration of exposure, but for reference you may say creatures take 8d6 poison (or, perhaps, acid, in case of halogens) damage per round, DC 16 Constitution saving throw for half damage]. Without the means of breathing, a non-native creature in the Plane of Fire will suffocate, as the amount of breathable air here is negligible.

Liquid fire covers the ground, turning an entire plane into a shallow sea approximately one hundred feet deep. It is of darker colour compared with gaseous fire—usually red—but certain mixtures can change its colour to black. Liquid fire actually becomes solid under pressure.** Some creatures, such as striders, have found a way to use this property to their advantage, being able to run across the surface of these flaming oceans. In some places liquid fire is thickened by mixing with magma and molten metal.

You might be used to it being orange, but elemental solid fire can take on many different colours. In its purest form, it is white-hot. At the bottom of the flaming sea, the fire has a consistency of soft clay, but as you delve deeper, it becomes more stone-like. It is surprisingly hard to dig into the solid fire—you have to isolate your tunnel from liquid and gaseous fire, so it doesn’t flood. The state of elemental fire is determined by the pressure coming from above—so digging out a chunk of solid fire will cause it to slowly start melting and then evaporating, while gaseous fire that finds its way below the sea level slowly starts to condense and then coalesce into its solid form. Not only that, solid fire is not durable and any tunnel can easily cave in. It is one of many reasons why the underground biomes of the Plane of Fire are so mysterious.

It is, however, possible for solid fire to have a more stable form, perhaps caused by small amounts of earth, metal or ash mixed into the solid fire. Such chunks of solid fire stand out from the sea as islands, where most inhabitants of this plane live. Some of these chunks float on the surface of the flaming sea, while the more dense ones sink all the way to the bottom.

The mysterious metallic material named fyrite can be found throughout the solid strata of the plane. It is extremely heat-resistant and can only be worked with in certain especially hot places. Azers value this metal very highly and the chant goes they use it to make new bodies of their own kind. Other weird substances include hardfire (a special form of solid fire that stays solid, but can explode) and cerulean magma (strange mix of magma and sulfur that burns hotter than anything else and produces acidic clouds).

Advice for Planewalkers

“Ah, so you’ve decided to part with a few more tungsten 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, 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 Great Empires of Flame

The King of the Azer

“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 Efreet Empire. My people, 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!”

  • Further Reading: You can fine more chant on the many species of Fire here. Notably, Tiznaa does not consider the Fire Elementals to be one of the ‘Great Empires’. This is a peculiarly efreeti attitude. The genies of the Crematorium seem to view elementals as Primes view elephants or lions—powerful and dangerous, but not civilised. The elementals themselves obviously do not agree…

The Laws

“Oh, you want to know about the laws of the Plane of Fire? Now each empire has its own brand of justice. Some are as scorching and unforgiving as the flames themselves, others are 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 dominion of the Sultan. 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 efreet 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

Natives of the Plane of Fire divide it into countless provinces and lands, but they are the only ones who are able to distinguish one sea or island of fire from another. For planewalkers it’s much more convenient to break the plane down into five parts.

Core fire and the border regions
  • Core Fire is everything I’ve described so far, the always-burning, ever-hungry heart of the inferno. Air made of fire over water made of fire over earth made of fire. Dozens of races and tribes—efreet, salamanders, firenewts, azers, fire giants, harginn and so on—wage constant wars here to gain access to land and resources. 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.
  • Delving deeper into Fire, overly curious sods notice that after some time fiery seas stop having islands. In the Deep Fire there are no impurities (knowing the nature of fire, it is wise to say yet), and temperatures keep rising. The Realm of Kossuth stands here as a wall of white flame. It is so hot that no mortal magic can protect a sod approaching it, and even most elementals cannot go near it. What is beyond the wall is unknown—perhaps lands where the biggest (and hottest) primal elementals roam. After all, Inner Planes in theory go on forever.
  • Now, the border areas. The Plane of Earth (and, by extension, the Para-Plane of Magma) are important for many civilisations of the Crematorium, since only they can provide such commodities as obsidian and tungsten. As you travel earthwards, the liquid fire becomes darker, and islands much more abundant, resembling mountain ranges. This land is called the Burning Ridges, and a lot of communities (especially azers) from both planes choose it to make their kip. As you might expect, competition for land is fierce. When the gaseous fire becomes thicker, you’ve entered the Searing Mists, the border region with Magma. Eventually the conflagration becomes thicker and more sticky, unable to support burning, condenses. Here you’ll find 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.
  • In an opposite direction Fire borders Para-Elemental Smoke. When fiery environments meet air, flowing from the para-plane, the Everlasting Firestorm is found. Here powerful storms of fire ravage the landscape. Few creatures of Fire can withstand such storms (even though they aren’t harmed by heat, they still can be flung far away by these “winds” of fire). Only gigantic elder, monolith and primal fire elementals enjoy this place. Further still airwards, in the border region of Scald the flames become wilder, and cyclonic sparkstorms sweep the plane. Then finally, the fire becomes cooler and filled with smoke and fumes. Gaseous, liquid and solid fire layers slowly dissolve into each other, until they meet banks of thick pungent rolling fumes—these are the vortices that lead to the Para-Elemental Plane of Smoke.
  • If you move towards the Quasi-Elemental Plane of Radiance, the flames change colour. As a premonition of what’s to come, you’ll see red, blue and even green flames. This place (called the Prismatic Frontier) is more erratic than other areas, with fountains of toxic gases and areas of strange magic appearing here more often. Emberlings, small psionic creatures with a penchant for contemplation, like to observe these deadly, but beautiful sights. The flares become more brilliant, brighter and ever more colourful. At the point where incandescent rainbow-like arches of light scintillate, these are the gateways to the endless expanse of Quasi-Elemental Plane of Radiance.
  • And finally, travel nothingwards and you find yourself in the Sea of Frozen Flames. Here temperatures rapidly drop to around 200-300 degrees—still enough to burn a sod, but not enough to melt precious metals. Fire in this place is constantly cooled by the presence of Ash—so a fraction of it doesn’t burn, but instead falls down as fine particles and lays over the blazing sea as dark dunes, that become less and less hot as you progress towards Ash. This image has made many clueless wrongfully assume that the entire Plane of Fire is somehow a desert. Many fire-born creatures find the Frozen Flames uncomfortably cold, but this place still has its share of inhabitants. For example, cinderbrutes, hulking creatures of fire and compressed ash, who seem to be native to this place. Spires of crystallised solid fire protrude from the desert, becoming fewer and further between until 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? Oh, you brave fool!

Tadj-al-Saltaneh Tiznaa bint-Saatadeh al-Mamaalek

A Bestiary of Fire

  • See the dedicated entry on the many creatures who call Fire home, here.
  • Find a selection of flora that can be found in the Crematorium, here.

Fire Places

A general overview of pockets of elemental matter in Fire can be found here.

The Elemental Fire Dragon (more chant here)
  • 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] p158
  • Dar El-Hariq (site, observatory of the efreet)
    • The Plane Below [4e] p54
  • Deep Fire (region) ‡
  • 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; Manual of the Planes [5e] p159
  • 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] p159
  • 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] p159
  • 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] p159
  • 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] p161
  • 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; Manual of the Planes [5e] p161
  • 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] p160
  • 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] p161

Clans of Flame

  • Kingdom of the Azer
    • Azer Steel Guild
      • Planar Handbook [3e] p141
  • 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
  • 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
  • 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

See Also: The Bestiary of Fire and Flora of Fire

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: Margarita (introduction, border regions, conditions), Apprehensive Cold (conditions, the locals), Libertad (background info), Jon Winter-Holt. *Sciencewatch: I’ve used historical names for chemials as the modern ones feel anachronistic, and frankly, like I’m at work! Fixed air is better known as carbon dioxide these days, white damp is the old name for carbon monoxide, marine acid air is chlorine gas, fluer is fluorine, muride is bromine, wood spirit is methanol and oil of vitriol was an old name for sulfuric acid. **A non-Newtonian fluid which becomes more solid under pressure is called rheopectic—for example oobleck. Or liquid elemental fire 😉

4 Comments

    1. What to do next is one of the questions I like to ask the Patreon supporters, but eventually yes I do intend to cover all the planes in a barebones index format (which takes maybe a week per plane to do the research) before fleshing them out one by one (which takes FOREVER :o) I have a lot of material for Salt and Vacuum from the original mimir site that was never published, so I would probably start with those first… Also need to do the Ethereal and Astral. Ah if only there were more days in an hour.

  1. Terral

    I do remember there being a lot of lore and information on genies via the Al-Qadim books for 2e, including at least one adventure that takes place in the City of Brass and includes a map of the city.

    1. Ooooh now that’s a great suggestion. Turns out I have the Secrets of the Lamp and had never read it properly. There’s a ton of material in there about the City and an enormous map, thanks for the tip! There’s a similar burg in the Pathfinder canon too, I shall have to see what I can rustle up…

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