1. Locations

The Sea of Fire

Planar Layer

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.