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<blockquote data-quote="Libertad" data-source="post: 6197115" data-attributes="member: 6750502"><p style="text-align: center"><span style="font-size: 12px"><strong>The Elemental Plane of Fire</strong></span></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"><img src="http://i.imgur.com/LiE7r.jpg?1" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p></p><p>The Elemental Plane of Fire is the most inhospitable of the Inner Planes. The Plane of Earth has many empty pockets of caves, while burrowing creatures can move through the earth, but the extreme heat of the Plane of Fire can eradicate life at the microscopic level. Despite its reputation, the Plane still has a large number of prominent and powerful inhabitants with a stake in the political games of the extraplanar factions.</p><p></p><p></p><p style="text-align: center"><em>Inhabitants</em></p><p></p><p></p><p> The most well-known inhabitants of the Plane of Fire include the fire elementals, Azer, Salamanders, and Efreet. Dragons immune to the negative effects of heat and fire giants often make settlements and lairs on the plane as well, although the landscape’s flammable nature makes it a poor location for storing treasure and most objects. With the exception of the elementals and dragons, all of these people live in highly militaristic societies on a constant war footing.</p><p></p><p></p><p>The Efreet rule the most significant cities on the Plane, carved out of perlite, various types of volcanic glass, and other fire-retardant materials. The genies are also known for their mercantile aptitude, and their largest communities are full of powerful elemental magic, unique items and materials, and slaves from all over the Multiverse. The Efreet allow traders and outsiders into their walled havens, but the inhabitants keep a close watch on the visitors and have no tolerance for disrespectful behavior or argument. The sympathizers of the Djinn, anti-slavery groups, and various Chaotic and Good aligned factions routinely send spies and saboteurs into these fortress cities to strike a blow against the Efreet.</p><p></p><p></p><p>The Azer are less powerful and smaller in number, but their goods and services are in high demand due to their skill in metalworking and fire magic. Many people who don’t want to give the Efreet money often visit Azer communities instead. The Efreet are aware of this, and they’re making attempts to enslave as many Azer as possible to corner the market and gain knowledge of the Azer’s unique craftsmanship. The Azer and Dwarven communities across the planes will have none of it, and provide significant protection and resources to freeing their enslaved brethren.</p><p></p><p></p><p style="text-align: center"><em>Holy Shrine of the Fire Lords</em></p><p></p><p></p><p> Fire holds a special place in societies and cultures across the Multiverse. It is a powerful element: it is a tool which can be used to cleanse impurities, to destroy one’s enemies, to create and build powerful weapons and tools, and to provide warmth and succor against the cold elements of night.</p><p></p><p></p><p> The Holy Shrine of the Fire Lords is a fabled location that only the faithful can see. Built in cooperation between the Elemental Lords and Deities of Fire, the temple is visited by wandering pilgrims looking to pay their respects. The various statues and chambers honor the different aspects of fire: the Creator, the Destroyer, the Purifier, and the Bringer of Light. Those who prove themselves worthy are blessed with miraculous abilities which deepen their connection to the Lords and Gods of Fire. The tests center around a theme related to a certain aspect: one wishing to honor the Destroyer may be required to burn the corpse of a sworn enemy and toss its ashes into the Central Flames, while one wishing the honor the Purifier may need to embark on a quest to stop and cure a quickly spreading plague. Those who pass the test are marked as a “Harbinger of Flames” and receive respect from the servants of all Fire Lords and Deities. This doesn’t mean that worshipers of a rival deity or sect will aid him, only that they’ll recognize him as a worthy adversary.</p><p></p><p></p><p style="text-align: center"><em>Fields of Blue Flames</em></p><p></p><p></p><p> There are some places in the Plane of Fire where even the natives fear to tread. Certain sections of the land are wreathed in blue flames, stretching for miles in all directions and hundreds of feet into the air. It is said that these fires burn so hot they melt away one’s body and soul. Efreet and Salamander alike tell their children to “fear the Curtain of Blue.”</p><p></p><p></p><p> In reality, the blue flames are as hot as the rest of the Plane, but anything they come into physical contact with is torn apart as though affected by the Disintegrate spell (DC 25 Fort Save negates, once per round, Caster Level 20th). Living creatures and outsiders reduced to 0 hit points turn into blue flames with their visage, living souls trapped within and howling in agony (treat this as a Trap the Soul spell, except that the “gem” is a blue flame).</p><p></p><p></p><p> The only known form of protection from the blue flames is the holy symbol of a God of Death, which causes the flames to shrink back and the souls to scream in terror of the wearer. Undead are also immune to the flame’s effects. Clerics with the Death domain can turn the soul-entrapped flames into unique undead creations of fire and negative energy. Anybody who manages to brave the soul-hungry flames will find a floating, mobile citadel at the land’s center. The place is a fortified temple of Nerull, and crawling with necromancers and their undead minions (all immune to fire, of course).</p><p></p><p></p><p> The minions of Nerull (or some other evil God of Death in your campaign) are responsible for the creation of the fields of blue flames. Nobody else is certain of what they’re planning, or why Nerull places so much stake in the Elemental Plane of Fire, but whatever dark goals the deity has in mind cannot be good for the decent folk of the Multiverse.</p><p></p><p></p><p><strong>Adventure Hooks for the Elemental Plane of Fire:</strong></p><p>• An important person the PCs care about got kidnapped by Efreet. He or she is now a slave in the City of Brass. Normally this would be a straightforward rescue mission, except that the Grand Sultan of All Efreet has claimed ownership of the person, and the price he’s asking in return for freedom is outrageous (a bunch of rare and hard to find magic artifacts). The PCs need to infiltrate the most heavily defended area of the Plane of Fire. Breaking in is a feat in and of itself, but breaking out is just as hard; the Sultan will seal up the entire city to prevent the PCs from escaping, and he’ll want to kill them himself for this transgression.</p><p>• A mass of blue flames is approaching an Azer community, and undead scouts are wreaking havoc on the outlying settlements. The PCs will need to head into the mass and destroy the citadel in the center, but in order to do that they’ll need to claim enough holy symbols from the scouts to protect the whole party. It’s a race against time as the PCs find the way to destroy the citadel and dispel the flames.</p><p>• Several Baatezu engineers are using the Elemental Plane of Fire as a testing ground for their new Hellfire Juggernauts. The PCs are hired to find out what the Baatezu are up to and how many Juggernauts are in production. The Devil’s research outpost is heavily defended by legions of infernal creatures and Salamander mercenaries. PCs prudent in their investigation will find out that Baator has many more Juggernauts in production, but are not meant to be used in the Blood War. Instead, they plan on launching an attack on the Material Plane! Their first target is one of the PC’s home town!</p></blockquote><p></p>
[QUOTE="Libertad, post: 6197115, member: 6750502"] [CENTER][SIZE=3][b]The Elemental Plane of Fire[/b][/SIZE] [img]http://i.imgur.com/LiE7r.jpg?1[/img][/CENTER] The Elemental Plane of Fire is the most inhospitable of the Inner Planes. The Plane of Earth has many empty pockets of caves, while burrowing creatures can move through the earth, but the extreme heat of the Plane of Fire can eradicate life at the microscopic level. Despite its reputation, the Plane still has a large number of prominent and powerful inhabitants with a stake in the political games of the extraplanar factions. [CENTER][i]Inhabitants[/i][/CENTER] The most well-known inhabitants of the Plane of Fire include the fire elementals, Azer, Salamanders, and Efreet. Dragons immune to the negative effects of heat and fire giants often make settlements and lairs on the plane as well, although the landscape’s flammable nature makes it a poor location for storing treasure and most objects. With the exception of the elementals and dragons, all of these people live in highly militaristic societies on a constant war footing. The Efreet rule the most significant cities on the Plane, carved out of perlite, various types of volcanic glass, and other fire-retardant materials. The genies are also known for their mercantile aptitude, and their largest communities are full of powerful elemental magic, unique items and materials, and slaves from all over the Multiverse. The Efreet allow traders and outsiders into their walled havens, but the inhabitants keep a close watch on the visitors and have no tolerance for disrespectful behavior or argument. The sympathizers of the Djinn, anti-slavery groups, and various Chaotic and Good aligned factions routinely send spies and saboteurs into these fortress cities to strike a blow against the Efreet. The Azer are less powerful and smaller in number, but their goods and services are in high demand due to their skill in metalworking and fire magic. Many people who don’t want to give the Efreet money often visit Azer communities instead. The Efreet are aware of this, and they’re making attempts to enslave as many Azer as possible to corner the market and gain knowledge of the Azer’s unique craftsmanship. The Azer and Dwarven communities across the planes will have none of it, and provide significant protection and resources to freeing their enslaved brethren. [CENTER][i]Holy Shrine of the Fire Lords[/i][/CENTER] Fire holds a special place in societies and cultures across the Multiverse. It is a powerful element: it is a tool which can be used to cleanse impurities, to destroy one’s enemies, to create and build powerful weapons and tools, and to provide warmth and succor against the cold elements of night. The Holy Shrine of the Fire Lords is a fabled location that only the faithful can see. Built in cooperation between the Elemental Lords and Deities of Fire, the temple is visited by wandering pilgrims looking to pay their respects. The various statues and chambers honor the different aspects of fire: the Creator, the Destroyer, the Purifier, and the Bringer of Light. Those who prove themselves worthy are blessed with miraculous abilities which deepen their connection to the Lords and Gods of Fire. The tests center around a theme related to a certain aspect: one wishing to honor the Destroyer may be required to burn the corpse of a sworn enemy and toss its ashes into the Central Flames, while one wishing the honor the Purifier may need to embark on a quest to stop and cure a quickly spreading plague. Those who pass the test are marked as a “Harbinger of Flames” and receive respect from the servants of all Fire Lords and Deities. This doesn’t mean that worshipers of a rival deity or sect will aid him, only that they’ll recognize him as a worthy adversary. [CENTER][i]Fields of Blue Flames[/i][/CENTER] There are some places in the Plane of Fire where even the natives fear to tread. Certain sections of the land are wreathed in blue flames, stretching for miles in all directions and hundreds of feet into the air. It is said that these fires burn so hot they melt away one’s body and soul. Efreet and Salamander alike tell their children to “fear the Curtain of Blue.” In reality, the blue flames are as hot as the rest of the Plane, but anything they come into physical contact with is torn apart as though affected by the Disintegrate spell (DC 25 Fort Save negates, once per round, Caster Level 20th). Living creatures and outsiders reduced to 0 hit points turn into blue flames with their visage, living souls trapped within and howling in agony (treat this as a Trap the Soul spell, except that the “gem” is a blue flame). The only known form of protection from the blue flames is the holy symbol of a God of Death, which causes the flames to shrink back and the souls to scream in terror of the wearer. Undead are also immune to the flame’s effects. Clerics with the Death domain can turn the soul-entrapped flames into unique undead creations of fire and negative energy. Anybody who manages to brave the soul-hungry flames will find a floating, mobile citadel at the land’s center. The place is a fortified temple of Nerull, and crawling with necromancers and their undead minions (all immune to fire, of course). The minions of Nerull (or some other evil God of Death in your campaign) are responsible for the creation of the fields of blue flames. Nobody else is certain of what they’re planning, or why Nerull places so much stake in the Elemental Plane of Fire, but whatever dark goals the deity has in mind cannot be good for the decent folk of the Multiverse. [b]Adventure Hooks for the Elemental Plane of Fire:[/b] • An important person the PCs care about got kidnapped by Efreet. He or she is now a slave in the City of Brass. Normally this would be a straightforward rescue mission, except that the Grand Sultan of All Efreet has claimed ownership of the person, and the price he’s asking in return for freedom is outrageous (a bunch of rare and hard to find magic artifacts). The PCs need to infiltrate the most heavily defended area of the Plane of Fire. Breaking in is a feat in and of itself, but breaking out is just as hard; the Sultan will seal up the entire city to prevent the PCs from escaping, and he’ll want to kill them himself for this transgression. • A mass of blue flames is approaching an Azer community, and undead scouts are wreaking havoc on the outlying settlements. The PCs will need to head into the mass and destroy the citadel in the center, but in order to do that they’ll need to claim enough holy symbols from the scouts to protect the whole party. It’s a race against time as the PCs find the way to destroy the citadel and dispel the flames. • Several Baatezu engineers are using the Elemental Plane of Fire as a testing ground for their new Hellfire Juggernauts. The PCs are hired to find out what the Baatezu are up to and how many Juggernauts are in production. The Devil’s research outpost is heavily defended by legions of infernal creatures and Salamander mercenaries. PCs prudent in their investigation will find out that Baator has many more Juggernauts in production, but are not meant to be used in the Blood War. Instead, they plan on launching an attack on the Material Plane! Their first target is one of the PC’s home town! [/QUOTE]
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