Fernia

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.

Geography

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.

Localized Phenomena

The sweltering heat of Fernia can be deadly to unprotected creatures, and it burns through mortal metabolisms.   Deadly Heat. All regions of Fernia are subject to extreme heat. 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.

Fauna & Flora

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 Azhalar 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 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.   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 & 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.

History

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.  

Coterminus & 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.
Alternative Name(s)
The Sea of Flame
Type
Plane of Existence
Included Locations