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| + | /* Complet */ | ||
| + | ====== Fernia ====== | ||
| + | <WRAP box bggreen fgblack 400px left :en> | ||
| + | {{ : | ||
| + | <panel type=" | ||
| + | ^ Alias | la Mer de Feu | | ||
| + | ^ Langue | [[Ignan]] | | ||
| + | ^ Alignement | Légèrement mauvais | | ||
| + | ^ Magie Amélioré | Sort de feu | | ||
| + | ^ Magie entravée | Sort de froid | | ||
| + | ^ Limitrophe | 1 mois à chaque 5 ans | | ||
| + | ^ Éloigné | 1 mois à chaque 5 ans | | ||
| + | </ | ||
| + | |||
| + | ** Fernia, la Mer de Feu ** est un paysage continuellement enflammé. Des plaques de cendres et de débris comprimés flottent au-dessus d' | ||
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| + | =====Description===== | ||
| + | Le plan de Fernia est composé presque entièrement de flammes liquides. Le feu fait constamment rage, sans besoin d'air, et le peu d'air qui existe ondule avec la chaleur des tempêtes de feu continuelles. | ||
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| + | Une grande masse terrestre de cendres se trouverait au centre de Fernia. Sur celle-ci se trouve la mythique [[Cité de Cuivre]], où les [[Éfrit]]s habitent. | ||
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| + | Des zones de manifestations de Fernia en [[Xen' | ||
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| + | =====Habitants===== | ||
| + | * Fernia est le plan d' | ||
| + | * De nombreuses créatures extra-planaires proviennent de Fernia, dont les** [[Azer]]s **, ** [[chien de l' | ||
| + | * Les ** [[Efreeti]] ** vivent sur Fernia dans leur [[Cité de Cuivre]]. | ||
| + | * Certains [[Démons]] et [[Diables]] ont voyagé de [[Shavarath]] pour élire domicile parmi les feux de Fernia, dont les ** [[Démon# | ||
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| + | Fernia abrite des célestes et des démons, des esprits qui incarnent les concepts clés du feu et des flammes, et il n'y a pas de mortels indigènes sur Fernia. | ||
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| + | Les principaux habitants sont les élémentaux de terre et de feu, dont la population est toujours égales, et quand un [[: | ||
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| + | ====Éfrit==== | ||
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| + | Les éfrits sont des aristocrates, | ||
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| + | Les éfrits se font concurrence depuis la nuit des temps. Des disputes passionnées peuvent dégénérer en des duels dramatiques, | ||
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| + | Si un éfrit n' | ||
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| + | Si une célébration arbore un vol de dragons rouges exécutant des pyrotechnies synchronisées, | ||
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| + | If a celebration sports a flight of red dragons performing synchronized pyrotechnics, | ||
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| + | 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. | ||
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| + | 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 Ashalar 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. | ||
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| + | ====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 creates tools of war, from personal armor and weapons to grand siege engines. The efreeti Azhalar is his best client, but all of the efreet value his peerless work. He has spent eons trying to create the perfect sword, and often seeks out legendary blades on the Material Plane—sometimes to keep, sometimes to study for a few minutes, and sometimes to destroy. | ||
| + | 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. | ||
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| + | D'où viennent les nombreux trésors d' | ||
| + | Les dao sont plus stoïques que les fougueux éfrits et n' | ||
| + | Les aventuriers peuvent rechercher le dao en raison de ce qu'ils peuvent faire, mais le dao peut aussi être un mécène intéressant. Un dao peut avoir besoin d'une substance rare pour achever son dernier travail, mais elle ne peut être obtenue que sur le plan matériel. Il se tourne donc vers les aventuriers pour l' | ||
| + | Voici quelques dao notables : | ||
| + | Naja Ash sculpte le feu, produisant des artefacts et des outils magistraux qui canalisent ou produisent des flammes. Elle crée la majorité de l' | ||
| + | Sar Saeran crée des outils de guerre, des armures et armes personnelles aux grands engins de siège. L' | ||
| + | Brass est le meilleur architecte du dao et est responsable de la plupart des grands palais des éfrits. Elle est toujours intriguée par l' | ||
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| + | 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; | ||
| + | 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. | ||
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| + | Élémentaires inférieurs | ||
| + | Fernia abrite des élémentaires de feu et de terre bruts (bien que ceux-ci puissent également être trouvés à Lamannia), des esprits abstraits qui ne veulent rien de plus que brûler ou surgir. Ces créatures primordiales sont largement ignorées par les éfrits et les dao, et elles sont conduites par pur instinct. Les élémentaires sont les habitants les plus courants de Fernia ; un éfrit ne serait pas un seigneur sans sujets à dominer, et ces élémentaux inférieurs remplissent ce rôle. Bien que de forme humanoïde, ce sont des esprits profondément extraterrestres et immortels façonnés par leur élément et animés par un objectif singulier. Un azer vit pour la forge, et un méphite aime le mal. La plupart des élémentaires inférieurs sont satisfaits tant qu'ils ont la possibilité de poursuivre leur objectif, mais parfois un élémental inférieur développe de manière inattendue une bizarrerie qui le pousse à poursuivre un nouveau but. | ||
| + | La population de ces élémentaux est limitée, et donc leur service est précieux pour les éfrits et les dao. Les éfrits et les dao troquent souvent le service de leurs sujets élémentaires, | ||
| + | Azers, méphites et salamandres sont les élémentaux les plus courants, bien que d' | ||
| + | Azers. Les dao fabriquent des azers en bronze et leur donnent vie en utilisant l' | ||
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| + | 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. | ||
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| + | 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. | ||
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| + | Fiends and 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. | ||
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| + | 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. | ||
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| + | 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. | ||
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| + | 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, | ||
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| + | ===== Couches de Fernia ===== | ||
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| + | Layers | ||
| + | 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. | ||
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| + | The Sea of Fire | ||
| + | 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. | ||
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| + | 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. | ||
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| + | 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. | ||
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| + | Foundries. | ||
| + | Foundry islands are models of industry. Some are focused primarily on physical engineering, | ||
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| + | 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. | ||
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| + | Infernos | ||
| + | Infernos are isolated layers that showcase a particular act of destruction by fire. One inferno is a burning city, where devils direct bombardment and demons dance about, spreading the flames within. In another layer, a lone balor oversees the devastation of an ancient forest. These fires never end; parts of the layer are rebuilt even as others are consumed, and the inferno continues forever. | ||
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| + | Campfires | ||
| + | These small layers reflect the comfort fire can offer. A campfire layer can be a literal campfire, a lonely light out in the darkest wilderness. Another campfire layer is an inn called the First Hearth, where the angelic barkeep Ashe offers warm drinks around the fireplace from which the inn takes its name. Campfire layers are safe havens, and a perfect place for travelers to rest. | ||
| + | ====xxx==== | ||
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| + | ===== Effets sur le plan matériel ===== | ||
| + | ===== Zone De Manifestations ===== | ||
| + | * Sur le continent de [[Sarlona]], | ||
| + | * La [[Maison Bombardier]] rechercherait des zones de manifestations vers Fernia et [[Shavarath]] lorsqu' | ||
| + | * Le ** [[Cratère Fang]] ** sur la face d' | ||
| + | * Haut dans les sommets glacés des [[Montagnes de Byeshk]] en [[Droaam]] se trouve les ** [[Sources chaudes de Fantara]] **. Découvertes par la [[fondation_du_routard]], | ||
| + | * Les sages disent que le ** [[Poing d' | ||
| + | * Le volcan actif de ** [[La voix de Kobek]] ** en [[Brelande]] aurait une zone de manifestation vers Fernia en son cœur. | ||
| + | * Les ** [[Champs volcaniques]] ** de [[Xen' | ||
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| + | ==== Limitrophe ==== | ||
| + | Lorsque Limitrophe, Fernia génère une chaleur intense sur [[Éberron]], | ||
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| + | Fernia devient limitrophe pendant un mois (le mois d' | ||
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| + | ==== Éloigné ==== | ||
| + | Lorsque Fernia est éloignée, les zones de grande chaleur d' | ||
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| + | Fernia devient éloignée pendant un mois (le mois d' | ||
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| + | ======Historique====== | ||
| + | Il y a des années, lorsque Fernia était limitrophe, un Efreeti nommé [[Ayim]] a conduit un groupe de gardes des braises à travers les plans jusqu' | ||
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| + | Fernia: The Sea of Flame | ||
| + | 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, | ||
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| + | <ifauth @admin>< | ||
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| + | ===Règle=== | ||
| + | The sweltering heat of Fernia can be deadly to unprotected creatures, and it burns through mortal metabolisms. The following properties apply to the entire plane. | ||
| + | * Deadly Heat : All regions of Fernia are subject to extreme heat (as defined in chapter 5 of the Dungeon Master’s Guide). 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. | ||
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| + | Planar Manifestations | ||
| + | Here are a few of the ways Fernia can affect the Material Plane. | ||
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| + | 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 Bombardier 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, | ||
| + | Coterminous and Remote | ||
| + | While Fernia is coterminous, | ||
| + | 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, | ||
| + | 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. | ||
| + | Fernian Stories | ||
| + | Fernia is difficult to reach and dangerous to visit, but here are a few ideas that might spark adventures related to that plane. | ||
| + | The Life of the Party. The Pasha Shashraqa of Firefall is determined to unseat the Sultan Azhalar with her next gala. And what’s in fashion at the moment? Adventurers. The Pasha whisks the adventurers to Fernia, promising to reward them well if they make the gala a success—and to throw them into the Sea of Fire should they fail her. Can the characters shine at a party of efreet and dao? Do they know which fork to use, especially when one of them is on fire? What happens when Azhalar’s salamander general challenges a party member to a duel? | ||
| + | The Infernal Machine. The adventurers stumble across an Emerald Claw camp. These Seekers are working with the dao Sar Saraen, who’s building them a devastating explosive device capable of leveling a city. Can the adventurers find out why Saraean is working with the Emerald Claw? If the dao is being compelled, can they free him? If it’s part of a negotiation, | ||
| + | The Back Door. The adventurers find a curious brass key. When inserted into a door, it transforms that door into a portal to the First Hearth, an inn in Fernia. Who does the key belong to? How often can its power be used? The barkeep Ashe is always happy to see a few new faces, but who else will the adventurers meet at the bar? | ||
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| + | </ | ||
| + | {{ fernia.jpg |Fernia, la Mer de Feu}} | ||
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