Fire

Borders:  Ash Smoke Magma Radiance

 Elementals and their kin (Salamanders, Mephits); Ifriti; Fire Giants and their Hell Hounds; Fire Birds and the Phoenix

The terrain of the Plane of Fire is varied and mutable, with oceans of burning sands stretching to the horizon near the border to the Plane of Radiance and jagged fields of basalt rent by continual eruption and pyroclastic flow of molten rock close to the Plane of Magma.  The border with the Plane of Smoke is dark, forbidding place filled with fumaroles and reeking sulfuric vapors which sear the eyes and lungs of any non-native creature.  And as one draws close to the border with the Plane of Ash, there are fields of char covered in long sinuous fires which undulate across the landscape burning and re-burning the coals into a fine white powder.  At the center of the plane is immeasurable lake of fire where salamanders swim, unharmed by the blast-furnace heat.  At the edge of the lake of fire, near the shifting sands which border the Plane of Radiance, the Ifriti make their home in the fabled City of Brass, commanded by their Sultan, Iblis.





Fire the the changer of forms and bringer of new things from the shell of the old.  The power of Fire may be invoked by those beings on the material plane which desire to bring about change and who are willing to sacrifice things which are precious to them by immolation.  Worship ceremonies and festivals in barbarian societies often include drumming, dancing, and jumping over the ever present bonfires.  The burning of effigies is another common ritual intended to bring about the destruction of enemies or the freeing of the worshiper from an unwanted influences.  More civilized societies often build temples or Houses of Fire where an ever-burning flame is tended by a special cult.  This cult is often responsible for bringing the fire to sanctify and purify the ceremonies of the whole society.  Diviners may invoke the power of Fire in predicting the future by burning the entrails of sacrificed animals or interpreting the cracks in a turtle shell which has been scorched.  Fire as a power is often worshiped by Sorcerers, Barbarians, and occasionally Bards and Clerics of Fire often multi-class into these classes.  Rogues and Fighters often invoke Fire to gain power over their enemies but seldom in an organized or sustained fashion.  Actions which garner favor with Fire:  Destroying a valuable thing by immolation. Performing a truly dangerous stunt involving fire, e.g. bonfire jumping. Performing an exhausting physical activity e.g. running a marathon carrying a torch, drumming from dusk until dawn. Performing or receiving a ritual branding.   Taboo: Fire has but one taboo; a worshiper must never extinguish a fire.



FIRE – Destructive
Fire the the changer of forms and bringer of new things from the shell of the old.  The power of Fire may be invoked by those beings on the material plane which desire to bring about change and who are willing to sacrifice things which are precious to them by immolation.  Worship ceremonies and festivals in barbarian societies often include drumming, dancing, and jumping over the ever present bonfires.  The burning of effigies is another common ritual intended to bring about the destruction of enemies or the freeing of the worshiper from an unwanted influences.  More civilized societies often build temples or Houses of Fire where an ever-burning flame is tended by a special cult.  This cult is often responsible for bringing the fire to sanctify and purify the ceremonies of the whole society.  Diviners may invoke the power of Fire in predicting the future by burning the entrails of sacrificed animals or interpreting the cracks in a turtle shell which has been scorched.  Fire as a power is often worshiped by Sorcerers, Barbarians, and occasionally Bards and Clerics of Fire often multi-class into these classes.  Rogues and Fighters often invoke Fire to gain power over their enemies but seldom in an organized or sustained fashion.  Actions which garner favor with Fire:  Destroying a valuable thing by immolation. Performing a truly dangerous stunt involving fire, e.g. bonfire jumping. Performing an exhausting physical activity e.g. running a marathon carrying a torch, drumming from dusk until dawn. Performing or receiving a ritual branding.   Taboo: Fire has but one taboo; a worshiper must never extinguish a fire.        

Order 1: The All-Consuming Flame.  This order seeks to propagate the destructive side of Fire in the Material Plane and would have great appeal to sorcerers and wizards seeking to learn the secrets of pyromancy.  The order would also have a few fire giants and hell hounds among the ranks and access to salamanders via summoning magics.  They have been instructed to travel to the city of the black demons in the northern Doomed Chasm and forge a relationship with the Fire Demon avatar. 


Fire-FORGING
Fire the the changer of forms and bringer of new things from the shell of the old.  The power of Fire may be invoked by those beings on the material plane which desire to bring about change and who are willing to sacrifice things which are precious to them by immolation.  Worship ceremonies and festivals in barbarian societies often include drumming, dancing, and jumping over the ever present bonfires.  The burning of effigies is another common ritual intended to bring about the destruction of enemies or the freeing of the worshiper from an unwanted influences.  More civilized societies often build temples or Houses of Fire where an ever-burning flame is tended by a special cult.  This cult is often responsible for bringing the fire to sanctify and purify the ceremonies of the whole society.  Diviners may invoke the power of Fire in predicting the future by burning the entrails of sacrificed animals or interpreting the cracks in a turtle shell which has been scorched.  Fire as a power is often worshiped by Sorcerers, Barbarians, and occasionally Bards and Clerics of Fire often multi-class into these classes.  Rogues and Fighters often invoke Fire to gain power over their enemies but seldom in an organized or sustained fashion.  Actions which garner favor with Fire:  Destroying a valuable thing by immolation. Performing a truly dangerous stunt involving fire, e.g. bonfire jumping. Performing an exhausting physical activity e.g. running a marathon carrying a torch, drumming from dusk until dawn. Performing or receiving a ritual branding.   Taboo: Fire has but one taboo; a worshiper must never extinguish a fire.    
Order 2: Sons of the Crucible.  This order seeks to spread the knowledge of fire as a creative force and will have much to teach those interested in smelting, metalworking, and the creation of magical artifacts.  The order has a few azers (fire dwarves) and lawful fire giants as members, all masters of metalworking and smithing.  They have been instructed to travel to the Barrier Peaks and approach the dwarves there, offering knowledge and guidance.

ARTIFACT
Fire's purpose in creating the artifact is for it to be a golden apple, causing strife and discord among all those who try to possess it.  It increases the wearer's Charisma and has a subtle influence over all those who follow the possessor (as your discretion, it could add a bonus to the wearer's leadership total if they have that feat).  The Crown is not intelligent but it does carry a powerful psychic impression which will influence the wearer and those around her, slowly making them more passionate and impulsive, and heightening any aggressive tendencies.  The Crown was forged to build empires, and to lay waste to them. The Artifact: Agents of the All-Consuming Flame are to travel to the plains of the Minotaur and offer the Crown of Fire to the most ambitious of the Minotaur leaders (perhaps king of the smallest of the three cities).  "A gift from the Sultan of Fire to the eldest and most noble of races: may it light your way along the path of greatness."

The Crown of Fire

Appearing at first glance to be a relatively unadorned circlet of red gold, if placed upon the head the Crown of Fire floats in place wreathed by golden flames.  Once worn, the Crown stays in place and will not shift or fall regardless of any motion of the wearer.  In fact, the Crown cannot be removed by any force while the current wearer is alive, except by the wearer or through powerful magic (Mage's Disjunction or similar).  The flames do not harm the wearer or any of her gear but do provide light of at least lamp-level brightness (see below).  The flames respond to the mood and actions of the wearer, becoming brighter and changing color toward scarlet if she is excited or angry.  When speaking passionately in front of a crowd, the flames blaze as brightly as a daylight spell.
 

Fire

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