A blazing sun hangs at the zenith of a golden sky above the Plane of Fire, waxing and waning on a 24-hour cycle. It ranges from white hot at noon to deep red at midnight, so the darkest hours of the plane display a deep-red twilight. At noon, the light is intense. Most business in the City of Brass (see below) takes place during the darker hours.
The weather on the plane is marked by fierce winds and thick ash. Although the air is breathable, creatures not native to the plane must cover their mouths and eyes to avoid stinging cinders. The efreet use magic to keep the cinder storms away from the City of Brass, but elsewhere in the plane, the wind always blows, sometimes rising to hurricane force during the worst storms.
The heat on the Plane of Fire is comparable to a hot desert on the Material Plane and poses a similar threat to travelers (see “Environmental Effects” in chapter 3). Sources of water are rare, so travelers must carry their own supplies or produce water by magic.
Important features of the Plane of Fire include the following:
Cinder Wastes. The Plane of Fire is dominated by a great expanse of black cinders and embers crossed by rivers of lava. Roving bands of salamanders battle each other, raid azer outposts, and avoid patrols from the City of Brass. Obsidian ruins dot the desert—remnants of forgotten civilizations.
City of Brass. Perhaps the best-known location on the Inner Planes is the City of Brass, which stands on the shores of the Sea of Fire. This is the fabled city of the efreet, and its ornate spires and spiked walls reflect the efreet’s grandiose and cruel nature. True to the nature of the Plane of Fire, everything in the city seems alive with dancing flames, reflecting the vibrant energy of the place. The heart of the city is the formidable Charcoal Palace, where the tyrannical emperor of the efreet reigns supreme, surrounded by nobles and a host of servants, guardians, and sycophants.
Sea of Fire. Lava flows through the Fountains of Creation toward the Para-elemental Plane of Ash and pools into a great expanse of lava called the Sea of Fire, traversed by efreeti and azer sailors in great brass ships. Islands of obsidian and basalt jut up from the sea, dotted with ancient ruins and the lairs of powerful red dragons.
Torchy’s. Built atop a tall basalt crag in the middle of a lava river is an iron-walled tavern that is most easily reached by hot-air balloon. The proprietor is a sentient Flame Tongue (Mace) named Torchy, who sells a fine ale and seems to have a new wielder every few months. Torchy’s is a popular hangout for ballooning enthusiasts.
Fire represents vibrancy, passion, and change. At its best, fire reflects the light of inspiration, the warmth of compassion, and the flame of desire.
The cults of Elemental Evil represent fire at its worst: cruel and wantonly destructive. Cultists of Evil Fire seek the power to burn away the impurities of the world with volcanic eruptions, uncontrolled wildfires, heat waves, and droughts, transforming the Material Plane into a mirror of the Cinder Wastes.
Adventurers frequently come to the City of Brass on quests for legendary magic. If it’s possible to buy magic items in your campaign, the City of Brass is the most likely place to find any item for sale. The efreet are fond of trading in favors, especially when they have the upper hand in negotiations. Perhaps a magical contagion or poison can be cured only with something that must be purchased in the markets of the city.