1. Locations

Fernia: The Sea of Flame

Plane

A massive shard of basalt rises out of a vast ocean of magma. A castle sprawls atop the peak, a glittered fortress sculpted from brass. Firefalls of lava tumble down the edge of the spire. A flight of red dragons takes to the air, circling the castle and creating a dazzling spectacle of synchronized flames. Welcome to High Hearth: the party’s about to begin.

It’s simple to say that Fernia embodies the concept of fire. The plane is filled with magma and flame, from massive volcanoes to cities eternally on the verge of being consumed by fire. But Fernia isn’t about mundane fire; Lamannia is the source of simple, natural flame, and holds volcanoes and fire elementals. Rather, Fernia is about all the things we see in the flame, all the ideas it represents. It has layers reflecting wild destruction, where verdant forests eternally burn. It incorporates industry, with legions of azers forever toiling over fire and forge. And it reflects wild passion, burning emotions that can’t be held in, and glorious spectacle; these are the realm of the efreet, the lords of the Sea of Flame, forever striving to outshine their rivals.

Fire draws the eye and the attention, but where there’s magma, there’s also earth. The azers stand between earth and flame, harvesting the ore they feed to their hungry forges. And in the deep caverns, the dao polish jewels and admire their treasures. Even in these deep layers, the air sears the lungs of creatures that lack the proper protection, but for adventurers willing to brave the flames, wonders and wealth are waiting in the halls of fire and stone.

Source: Exploring Eberron


This plane encompasses both the raw elemental power of fire and its versatility: flame used as a weapon, as a force that holds darkness at bay, or as a destroyer and a force for change. Fernia is home to all manner of fire elementals and to celestials and fiends that embrace the same ideals. Efreeti pashas and fiendish satraps rule city-islands of obsidian that drift atop seas of magma, their minions producing metalcraft of surpassing beauty and quality.

Fernia Manifest Zone Features

d4 Feature
1 Spells that deal fire damage are empowered here. Such a spell of 1st level or higher cast within the zone deals fire damage as if it were cast at a level one higher than the spell slot that was expended.
2 Weapons and armor with unusual abilities can be forged here, though their enchantments are not always stable.
3 The area is dotted with pools of molten earth and fissures of scalding water, from which mephits and elementals emerge with regularity.
4 Motes of continual flame are spontaneously generated in this region, typically attached to some vegetation or minerals from the area. These flames persist even if they are removed from the region.

Source: Rising from the Last War

Denizens

Fernia is home to celestials and fiends, spirits that embody key concepts of fire and flame. But its primary denizens are elementals of earth and fire. There are no native mortals or manifestations in Fernia: the elemental population is set in stone, and when one elemental dies, a new one takes its place. This can take many forms; new mephits spring out of open flame, while the dao craft new azers out of bronze. But overall, the population is stable; when an efreeti pits two legions of salamanders against one another in a grand display, they know the salamanders will eventually be reborn.

Efreet

The efreet are the brightest stars in the firmament of Fernia. They are aristocrats, dwelling in sprawling mansions and castles, attended by countless servants, dwelling amidst astonishing opulence. Fire consumes, and the efreet are masters of conspicuous consumption. They are passionate and wild, quick to both anger and joy. They are casually cruel, and can consume or destroy the lives of others even as they celebrate. However, the efreet aren’t conquerors, for they already have everything they could possibly want; their elemental servants exist to serve them, and the efreet consider them to be casually disposable.

The efreet have been competing with one another since the dawn of time. Passionate arguments can escalate into dramatic duels, and now and again, two efreet unleash their armies in a grand display of fire and burning blood. But by and large, the conflict between the efreet is social, as each strives to outshine their rivals. Efreet society is bound by an elaborate social calendar. At any moment in Fernia, one of the efreet is hosting a grand celebration. Sometimes there’s a theme or explanation for the gala—the unveiling of a new work of art, the epic burning of an old piece of art, or the thousandth anniversary of an efreeti’s last rebirth. Other times, the party needs no explanation.

If an efreeti isn’t hosting a gala, it’s planning its next one—and always, always searching for ways to outshine every celebration that’s come before. Often this is about working with the resources within the plane, pushing azers and dao to create new wonders. But efreet have vast wealth and the ability to travel the planes, and this can bring them to the Material Plane. If a celebration sports a flight of red dragons performing synchronized pyrotechnics, remember this—dragons aren’t native to Fernia, and the plane doesn’t have manifestations of creatures; thus, the efreeti hired those dragons from another plane. Imagine what it would take to convince dragons of Argonnessen to perform as entertainment! Efreet rarely have any reason to deal with adventurers, but if the characters do have something to offer—or if they’re interesting enough simply to be invited to a party as curiosities—an efreeti can make it worth their time. An efreeti could also serve as the patron of a warlock—perhaps using the Fiend pact—giving the mortal power, but demanding that they always search for things that could give the efreeti an edge over their rivals in their endless social battles.

While efreet have much to offer, any association with an efreeti is dangerous. They abide by the letter of any contracts they make, but adventurers would be wise to make sure a contract includes safety clauses. After all, efreet are spirits of fire, and they burn the things they touch. They care about nothing save their own status and amusement, and destroy lives without a thought.

There are a host of noble efreet in Fernia. Here are a few of the most prominent, including their public names they use with mortals—their Ignan names are far longer.

Sultan Azhalar of High Hearth stands at the top of the social order. He has assembled the grandest armies and enjoys displays of martial might, including exotic engines of war. His galas often involve gladiatorial matches or grand war games.

Pasha Shashraqa of Firefall stands just below Ashalar in the social order and is determined to unseat her rival. She is cultivating the friendship of several dragons. She considers herself to be a connoisseur of art, and could take an interest in the work of an artistic adventurer.

Pasha Raqashtar of Gold Ash is the most cosmopolitan of the efreet. He has many friends in the Immeasurable Market of Syrania, and enjoys betting on the outcome of battles in Shavarath. His appetite for gambling could draw the adventurers into his orbit, as he might make a wager with another immortal about the outcome of a particular adventure—then seek to put a burning finger on the scales.

Dao

Where do the many treasures of efreet come from? Who built their glorious city of brass? The dao are the answer to both of these questions. Azer laborers keep the foundries burning, but it’s the dao who pluck wondrous jewels and pure adamantine from the primal earth, and it’s they who craft the grandest and most remarkable wonders. Each dao has a particular specialty, a unique style of art or artifice. While they can craft artifacts that would be the envy of any mortal artificer, their techniques can’t be easily replicated. Their work has an element of arcane science, but much of what they do involves channeling the essence of Fernia itself; a dao who settles in the Material Plane will find its talents more limited.

The dao are more stoic than the fiery efreet, and don’t throw extravagant parties. But they still engage in intense social competition with one another, striving to craft the most glorious creations. This doesn’t necessarily mean their work is the most powerful; rather, it’s about creating things that are most desired. The dao don’t need gold, so the efreet usually pay them in barter, which creates a bizarre secondary market. The efreeti Raqashtar might offer a squad of elite salamander warriors in exchange for a wondrous crown; the dao has no use for them, but it knows that the efreeti Azhalar is collecting soldiers, so . . .

Adventurers may seek out dao because of what they can do, but dao can also be interesting patrons. A dao may need some rare substance to complete its latest work, but it can only be obtained on the Material Plane—so it turns to adventurers to obtain it. Or a dao could even use a group of mortals as a focus group, seeking opinions on its latest work.

Here are a few notable dao:

Naja Ash sculpts fire, producing masterful artifacts and tools that channel or produce flame. She creates the majority of the azer, and she can create other elemental creatures, constructs, or unique blends between the two concepts. She’s the foremost expert on elemental binding in the multiverse, though it would take a great deal to convince her to share her knowledge with mortals.

Sar Saeran creates tools of war,from personal armor and weapons to grand siege engines. The efreeti Azhalar is his best client, but all of the efreet value his peerless work. He has spent eons trying to create the perfect sword, and often seeks out legendary blades on the Material Plane— sometimes to keep, sometimes to study for a few minutes, and sometimes to destroy.

Brass is the finest architect of the dao, and is responsible for most of the grand palaces of the efreet. She’s always intrigued by unusual architecture and has visited Sharn a few times to study the towers. She’s also celebrated for her sculptures, and has produced everything from tiny miniatures to towering colossuses, along with magical marvels that begin as the former, then transform into something far larger, like figurines of wondrous power.

Lesser Elementals

Fernia is home to raw fire and earth elementals (though these can also be found in Lamannia), abstract spirits that want nothing more than to burn or surge. These primordial creatures are largely ignored by the efreet and dao, and they’re driven by pure instinct. Elementals are Fernia’s most common inhabitants; an efreeti wouldn’t be a lord without subjects to lord over, and these lesser elementals serve that role. While humanoid in form, they’re deeply alien, immortal spirits shaped by their element and driven by singular purpose. An azer lives for the forge, and a mephit delights in mischief. Most lesser elementals are content as long as they have the opportunity to pursue their purpose, but occasionally a lesser elemental unexpectedly develops a quirk that drives it to pursue a new purpose.

The population of these elementals is limited, and thus their service is valuable to the efreet and dao. The efreet and dao often barter the service of their elemental subjects, sending them to allied or rival courts. Typically this doesn’t matter to the elementals, but there have been a few cases of salamanders rebelling against a new lord or mephits playing tricks on their new comrades.

Azers, mephits, and salamanders are the most common elementals, though others might be encountered somewhere in this plane.

Azers. The dao craft azers from bronze and bring them to life using the primordial spark of Fernia. They are tireless laborers who love working with fire and metals. Dao may create the greatest wonders, but the azers do remarkable work—and far more of it. Azer are naturally gifted artisans, and can be assigned to any sort of task that involves fire. However, there are few things more miserable than an azer baking bread instead of working with brass.

Mephits. When encountered in the wilds, mephits are capricious tricksters and their “pranks” can make life miserable for planar travelers. However, those found in the service of the efreet are generally more polite and well mannered—though this can quickly change if there’s an opportunity for mischief too good to pass up.

Salamanders. The primary servants of the efreet, salamanders can be found serving as soldiers or performing domestic tasks. For every salamander officer carrying an ornate spear, there’s a salamander butler carrying a brass tray. Salamanders are extremely proud, and within their ranks there is great competition over rank and position. Most are dismissive of mortals, but they can be jealous of adventurers who receive too much attention or favor.

Fiends and Celestials

The fiends and celestials of Fernia embody specific aspects of the concept of fire. Fire is an integral part of their appearance; they may have burning eyes, orange-red skin, or wings and halos formed of flame.

Angels represent the comfort fire offers: its life-giving warmth, the light that holds back the shadows. The angels of Fernia are typically devas or other lesser angels, and they generally seek to assist and comfort travelers when they can.

Demons reflect the terrifying destructive power of fire, the wildfire that can’t be contained and the spark that brings down a mansion. They are wild and violent, and it’s rarely a good thing when adventurers cross paths with them. Demons yearn to burn all wondrous things. Sometimes this leads them to target the grand mansion of an efreeti, but during coterminous periods, they can also influence untended flames in the Material Plane, or occasionally manipulate mortals into carelessness with fire. Common demons include quasits (malevolent counterparts to the elemental mephits), vrocks with burning wings, and terrifying balors.

Devils represent the intentional use of fire as a weapon or to inspire fear—the burning iron used in torture, the screams of those dying on burning battlefields. Devils are rare and exceptionally cruel. They thrive both on causing pain and suffering in Fernia, and cajoling mortals into acts of arson or fiery torture in the Material Plane. Like demons, they can usually only influence mortals when the planes are coterminous, but occasionally a Fernian devil manages to slip through fire into Eberron. Imps, barbed devils, and pit fiends can all be found in Fernia.

Source: Exploring Eberron


Azer, balor (demon), pit fiend (devil), fire elemental (all), efreeti (genie), hell hound, magmin, fire mephit, magma mephit, steam mephit, rast, salamander (all).

Manual of the Planes: Firre (eladrin), magma paraelemental (all).

Monster Manual III: Cinder swarm, confl agration ooze, harssaf, phoelarch, zezir

Cinder Swarm

Cinder swarms are native to the fiery plane of Fernia and often find their way to Eberron at times when Fernia and the Material Plane are coterminous.

Phoelarchs and Phoeras

Phoelarches often make their lairs near portals to Fernia, the plane of fire. Phoelarches treasure their freedom and the freedom of others, almost more than anything else. For this reason, they frequently unite with bands of adventurers strongly opposed to tyranny. The ancient past saw phoelarches helping to free elf slaves from their giant overseers on Xen’drik, and in the present day phoelarches have been know to help kalashtar escape the tyranny of the Inspired and assist warforged who are struggling to gain recognition as an independent race.

Zezir

In the EBERRON campaign setting, zezirs are native to the fiery plane of Fernia.

Universal Properties

The sweltering heat of Fernia can be deadly to unprotected creatures, and it burns through mortal metabolisms. The following properties apply to the entire plane.

Deadly Heat. All regions of Fernia are subject to extreme heat (as defined in chapter 5 of the Dungeon Master’s Guide). In some areas of particularly deadly heat, a creature without protection must make a Constitution saving throw every minute instead of every hour. In addition, all creatures gain resistance to cold damage, and a creature that is usually resistant to cold damage becomes immune to it.

Empowered Fire. When a creature casts a spell of 1st level or higher, if it deals fire damage, it does so as if cast at a level one higher than the spell slot that was expended.

Fires of Industry. A creature has advantage on ability checks using tools (such as baking with cook’s utensils, or forging an item with smith’s tools) when it incorporates Fernian flame into its action in place of mundane flame.

Burning Bright. Whenever a creature makes a death saving throw, it must make an additional saving throw, keeping the results of both rolls. In addition, when a creature gains a level of exhaustion, it gains an extra level; when it reduces a level of exhaustion, it reduces it by an additional level. In Fernia, whether you live or die, it’s going to happen quickly!

Standard Time. Time passes at the same pace as on the Material Plane, and is consistent across its layers.

Layers

Fernia is dominated by the vast layer known as the Sea of Flame. Where the sky can be seen, it’s almost always obscured by ash and smoke. Its smaller layers embody specific concepts, such as infernos and campfires. These can usually be reached through burning circles on the islands in the Sea of Fire, or via tunnels in the Deep Halls.

The Sea of Fire

This is a seemingly endless ocean of magma, larger than any single sea in Eberron. Ultimately, the Sea of Fire wraps around on itself; head north from High Hearth and you’ll eventually find it again, but it may take a month of travel. There are islands in the sea, spires and mesas of basalt and obsidian—some are inhabited, but many are barren and empty.

Salamanders sail the blazing sea in ships forged from blackened steel, and azers fly over it in balloons woven from brass. Many of the islands hold teleportation circles traced in continual flame, with a word inscribed in Ignan indicating the destination. Any spellcaster with proficiency in Arcana can expend a spell slot of 3rd level or higher to activate a portal— though unless they speak Ignan, they won’t know where it leads. Here are a few noteworthy destinations.

The City of Brass. The sole metropolis in Fernia, the City of Brass is the glorious city of the efreet, a place of marvels. Here, a towering statue of an efreeti holds a sphere of continual flame the size of an airship. The statue reshapes itself to match the appearance of the efreeti who currently dominates society; both the statue and whichever efreeti it depicts are known as the Sultan. Currently, the Sultan is Azhalar of High Hearth. All efreet have mansions in the City of Brass, though at any given time, many dwell within their island estates. Likewise, there are always a few dao in residence showing off their latest creations and taking new commissions. The streets are filled with mephits and salamanders. Visiting mortals are a curiosity, but most elementals are too busy to take much time on them. The City of Brass is ringed with teleportation circles, linking it to all of the estates and major foundries.

Efreeti Estates. Each of the noble efreet have a sprawling palace or mansion on an island in the Sea of Fire. While not so grand as the City of Brass, these estates are studies in opulence, filled with dao-crafted wonders and sculptures of metal and flame.

Foundries. Foundry islands are models of industry. Some are focused primarily on physical engineering, with vast gears and wheels slowly turning, and chains rising and falling. Others reflect arcane industry, with blazing glyphs and fields of shimmering energy. Here the azers work at all hours, producing both mundane, martial, and magical goods for the efreet and their servants.

Deep Halls. Under the foundries, tunnels extend down below the Sea of Fire into the earth below. These are the domains of the dao. Like the foundries above them, each has a distinct style tied to the sensibilities of the dao who dwells there. Streams of lava and pools of fire run through the halls, along with veins of metal and minerals. While not as luxurious as the estates of the efreeti, these often showcase the wondrous creations of the dao in residence; adventurers could find a hall whose walls are decorated with a thousand swords, or a brass garden filled with cunning construct songbirds. But some dao are paranoid, and deep halls can also contain a host of powerful and deadly traps.

Infernos

Infernos are isolated layers that showcase a particular act of destruction by fire. One inferno is a burning city, where devils direct bombardment and demons dance about, spreading the flames within. In another layer, a lone balor oversees the devastation of an ancient forest. These fires never end; parts of the layer are rebuilt even as others are consumed, and the inferno continues forever.

Campfires

These small layers reflect the comfort fire can offer. A campfire layer can be a literal campfire, a lonely light out in the darkest wilderness. Another campfire layer is an inn called the First Hearth, where the angelic barkeep Ashe offers warm drinks around the fireplace from which the inn takes its name. Campfire layers are safe havens, and a perfect place for travelers to rest.

Planar Manifestations

Here are a few of the ways Fernia can affect the Material Plane.

Manifest Zones

Manifest zones tied to Fernia often share one or more of the plane’s universal properties. Those with Deadly Heat often have unusual volcanic or tectonic activity, and are generally shunned. However, House Cannith is always searching for Fernian zones with the Fires of Industry property; in addition to providing advantage on tool checks, these zones often allow artificers to craft enchantments that can’t be replicated elsewhere (especially those tied to evocation and flame). A Fernian manifest zone can provide an unexpected haven in an arctic environment, or provide unusual geothermal benefits. In Karrnath, the town of Ember—on the edge of the Icetop Mountains—is renowned for its pleasant climate and thermal pools.

Coterminous and Remote

While Fernia is coterminous, temperatures rise sharply, and warmer regions that would normally be safe can become extremely hot, taking on the Deadly Heat, Empowered Fire, and Burning Bright properties of the plane. During these times, on rare occasions, creatures caught in an area of exceptionally intense flame can find themselves pulled through to Fernia itself.

When Fernia is remote, intense heat loses some of its bite. Creatures have advantage on saving throws made to resist the effects of extreme heat, as well as on saving throws against spells that deal fire damage.

Traditionally, Fernia is coterminous once every five years during the month of Lharvion, and it’s remote once every five years during the month of Zarantyr (exactly two and a half years after it’s coterminous).

Fernian Artifacts

The dao and the foundries of Fernia produce a vast array of wonders. Many of their creations are effectively trinkets, such as a gold model of a dragon that breathes actual fire. Others are far grander, such as figurines of wondrous power. While many Fernian artifacts relate to fire in some way—wands of fireball, flame tongue swords—they aren’t limited to fire or evocation. Fernian items are often made from brass, obsidian, or basalt, but the dao work with all metals.

Two additional resources from Fernia are cold fire and Fernian ashes. Cold fire is a form of continual flame that occurs naturally in Fernia; the flames have the texture of warm putty. Fernian ashes are created from the wood of rare trees found only in the Sea of Fire. Fernian ashes are a potent component of magic items tied to the evocation school. In addition, if a spellcaster discards a pinch of Fernian ashes while casting a spell of 1st level or higher that deals fire damage, their spell deals fire damage as if it were cast at a level one higher than the spell slot that was expended. Both Fernian ashes and cold fire can occasionally be harvested from Fernian manifest zones, though not all trees will produce Fernian ashes.

Fernian Stories

Fernia is difficult to reach and dangerous to visit, but here are a few ideas that might spark adventures related to that plane.

The Life of the Party. The Pasha Shashraqa of Firefall is determined to unseat the Sultan Azhalar with her next gala. And what’s in fashion at the moment? Adventurers. The Pasha whisks the adventurers to Fernia, promising to reward them well if they make the gala a success—and to throw them into the Sea of Fire should they fail her. Can the characters shine at a party of efreet and dao? Do they know which fork to use, especially when one of them is on fire? What happens when Azhalar’s salamander general challenges a party member to a duel?

The Infernal Machine. The adventurers stumble across an Emerald Claw camp. These Seekers are working with the dao Sar Saraen, who’s building them a devastating explosive device capable of leveling a city. Can the adventurers find out why Saraean is working with the Emerald Claw? If the dao is being compelled, can they free him? If it’s part of a negotiation, can they make a better offer? And what will they do if they end up with the completed bomb?

The Back Door. The adventurers find a curious brass key. When inserted into a door, it transforms that door into a portal to the First Hearth, an inn in Fernia. Who does the key belong to? How often can its power be used? The barkeep Ashe is always happy to see a few new faces, but who else will the adventurers meet at the bar?