1. Locations

Risia: The Plain of Ice

Plane

Risia is known as the Plain of Ice, for that’s the vast majority of what’s found within it. Risia is defined by endless arctic wastes, and what appear to be mountains are just peaks of solid ice. But like Fernia, Risia’s appearance can be deceiving. Because it’s filled with glaciers and snow, many sages assume that this is its defining principle. But in Lamannia, there are also endless blizzards and majestic glaciers— ice in its natural state. By comparison, the core ideas that define Risia are isolation, stagnation, and preservation. The endless frozen plane isn’t about snow, it’s about the utter stillness, the empty and unchanging landscape. Risia is sparsely populated, because that’s the point of it; it’s bleak and lonely, a realm in which you could walk for days and never see another creature. Where a desert of sand can at least shift in the breeze, the frozen landscape of Risia is unchanging. Yet, unlike a stone plateau, it reflects a substance that could change at one point—but is now caught, frozen, stagnant.

Though this isolated and unchanging plane might not seem appealing to adventurers, it’s important to remember that the plane represents preservation—and ancient secrets forgotten for ages could be frozen within the ice. And while the realm itself is barren, it’s not completely deserted; over millennia, hardy creatures have come to Risia and settled in this desolate realm

Source: Exploring Eberron


The counterpoint to Fernia, Risia embodies winter’s chill and the stoic constancy of the glacier. Across Risia’s icy expanse, blizzards ceaselessly howl over floes of thick, blue ice, and frost giants carve great fortresses from glaciated mountains. Unprotected visitors perish quickly, but those who adapt to the cold or protect themselves from it can plumb the plane’s frigid depths for ancient secrets.

Risia Manifest Zone Features

d4 Feature
1 Spells that deal cold damage are empowered here. Such a spell of 1st level or higher cast within the zone deals cold damage as if it were cast at a level one higher than the spell slot that was expended.
2 Veins of cobalt-blue ice run through a glacier in the area. If extracted, this ice maintains its temperature and doesn’t melt. An object carved from it can function as a spellcasting focus for spells dealing with water or ice.
3 Abominable yetis lair in a network of bitterly cold, frost-rimed caves in the mountains.
4 Any spell that deals fire damage deals just half the normal damage.

Source: Rising from the Last War

Universal Properties

Risia is bitterly cold, and unprotected creatures quickly succumb to the deadly temperatures. Here are a few of the consistent properties of the plane.

Lethal Cold. A creature exposed to the cold of Risia must succeed on a DC 10 Constitution saving throw every 10 minutes or gain one level of exhaustion. A creature with resistance or immunity to cold damage automatically succeeds on this saving throw, as does a creature naturally adapted to cold climates or one wearing appropriate protective gear. In addition, all creatures have resistance to fire damage, and a creature that’s usually resistant to fire damage becomes immune to it.

Empowered Ice. When a creature casts a spell of 1st level or higher, if it deals cold damage, it does so as if cast at a level one higher than the spell slot that was expended.

Preservation. A creature with 0 hit points becomes stable at the end of its turn, entering a state of suspended animation. If an unconscious creature remains in contact with the ground for more than 1 minute, it’s drawn below the surface and encased in an ice-encrusted stasis. While encased in this way, time ceases to flow for the creature and it doesn’t grow older. Stagnation. When a creature finishes a long rest, it doesn’t regain hit points or reduce its exhaustion level. However, it does recover Hit Dice normally and can spend them to regain hit points.

Stillness of Flesh. Time passes at the same pace as on the Material Plane, and is consistent across its layers. However, the passage of time has no effect on a mortal creature’s body, and creatures don’t age or grow while in Risia. Exhaustion, starvation, and disease merely reduce a creature to 0 hit points, and don’t immediately kill it. Dwarves are immune to this property’s effects, and in Risia they can grow, age, and die, just as they would on the Material Plane.

Layers

The layers of Risia are few in number but vast in size, connected by great archways of ice. Sometimes, travelers find pools of ice that show images from other layers; breaking through this ice sometimes allows passage, while other times, the images are simply lost. While depictions of Risia often show it with terrifying storms, these are only found in the Boundless Blizzard; most of Risia is utterly still, silent, and deadly. Risia’s spirit manifestations can be found in all of these layers. The giants are concentrated in Frostmantle, but outliers can be found in other layers.

The most noteworthy layers are discussed below, but others exist as well. One is a vast, featureless glacier, which may be the inspiration for the title “The Plain of Ice.” A small layer holds immense ice sculptures of unknown humanoids; this could be a reflection of primal beings, or perhaps the work of a frost giant artisan who’s been sculpting for thousands of years. Another plane contains a series of rivers flowing over an icy plain, but they aren’t natural water; the liquid is so cold it shatters any mundane material placed within it.

Frostmantle

This seemingly endless range of mountains, formed of solid ice, is surrounded by a sea of dense mist. Perhaps land lies somewhere far below, or the mountains might continue down indefinitely into the darkness. Frostmantle is the primary home of the frost giants of Il’Ara, who have carved citadels from the ice of the mountains. The three largest fortresses are called Freehearth, Remorse, and Winter. Remorse holds many giants who have chosen to enter icy stasis out of eternal boredom, while Winter is the abode of Il’Ara herself. Numerous smaller keeps are spread across the peaks, the abodes of individual giants.

Clouds hide the sky above Frostmantle, but the light is steady and unchanging; night never falls here. Travelers must deal with the effects of high altitude as well as the lethal cold.

The Boundless Blizzard

Chill winds howl as snow and hail fill the air. Explorers may find themselves on an icy plateau or in a mountain pass; with the vicious storm, visibility is limited to 60 feet, so there’s no knowing what lies ahead. Adventurers may find an occasional cave or other shelter, but it’s always possible that it’s already occupied by a remorhaz or other stranded monstrosity. As this is one of the more dangerous layers, this is a good place to search for the frozen bodies of other adventurers, held in stasis beneath the ice.

The raging storm of the Boundless Blizzard never ends, and adventurers face high winds and lethal cold. The layer is permanently caught between night and day; due to the storm, the light is dim at best, and areas of intense snow may be heavily obscured.

The Frozen Sea

Imagine an ocean frozen in a single instant. There’s no sign of any shore, just waves caught mid-crest alongside the frozen funnels of maelstroms. And scattered across the realm, there are countless ships—vessels pulled from the oceans of Eberron in moments when the moons were right and Risia was coterminous. Some are shattered or wrecked, caught halfway through the process of sinking. Others are in perfect condition, frozen under the thinnest layer of ice. Ships from throughout history can be found here, Lyrandar elemental galleons alongside massive ships built by the ancient giants of Xen’drik. There could be age-old survivors here, sheltering in their trapped vessels, or a frost giant might have raised a tower of ice above the frozen water. But the spirits are strong here as well, preying on survivors and pulling them down into the frozen depths.

It’s always night on the Frozen Sea; the moon Dravago is fixed in the cloudless sky, shedding dim light on the water.

Planar Manifestations

Here are a few of the ways Risia can affect the Material Plane.

Manifest Zones

Manifest zones to Risia are often found in cold or arctic regions, where their impact isn’t immediately obvious. In warmer climes, most manifest zones tied to Risia create regions of unnatural cold, often taking on the plane’s Lethal Cold and Empowered Ice properties of the plane, regardless of the regional climate.

In a few Risian zones, the effects of Stillness of Flesh can be felt, slowing or completely stopping the aging, growth, and reproduction of all creatures—except for dwarves, that is. While a manifest zone that prevents aging could be otherwise considered quite a boon, these zones can be quite small, and often tied to deadly cold that makes it difficult to live there. It’s unusual for a Risian zone to transport people to Risia, but it can happen when the planes are coterminous.

Coterminous and Remote

While Risia is coterminous, temperatures drop sharply, and areas that would normally be chilly but otherwise safe can take on the Lethal Cold, Empowered Ice, and Stillness of Flesh universal properties. During these times, on rare occasions, creatures caught in an area of exceptionally intense cold can be unexpectedly transported to Risia. However, this effect is unpredictable; while it can happen if it serves the story, it’s not something most people are afraid of. When Risia is remote, intense cold loses some of its bite. Creatures have advantage on saving throws made against the effects of extreme cold and on saving throws against spells that deal cold damage.

Traditionally, Risia becomes coterminous once every five years for the full month of Zarantyr. Once every five years, exactly two and a half years after it is coterminous, it’s remote during the month of Lharvion. However, this isn’t always the case. Historians have recorded times when the cycle has extended far longer; in 657 YK, Risia entered a coterminous phase that lasted for three years.

Risian Artifacts

Risian ice is vivid blue and charged with the essence of the plane. This ice maintains its temperature under any conditions and never melts, even on the Material Plane. An object carved from Risian ice can be used as a spellcasting focus for spells related to ice or water, and it’s a powerful component for creating magical effects related to cold or stasis. While it can develop in both manifest zones and on the plane itself, Risian ice is relatively rare even within Risia; you can’t just find giant sheets of it spread across Frostmantle.

The frost giants possess magic items and artifacts that they brought with them from Xen’drik, and Il’Ara has surely created new wonders over the years. Adventurers could also find treasures from any civilization there, either buried in the Frozen Sea or still clutched in the hands of people entombed within the ice.

Risian Stories

Risia is barren, isolated, and unwelcoming; it’s not a place that wants adventurers. Nonetheless, there are many ways it could affect a story.

Frozen History. Il’Ara and her giants possess wondrous relics whose like haven’t been seen in Eberron since the Age of Giants. They’re a living link to the elven uprising; a giant might have personally fought a Tairnadal elf’s ancestor, and it could possess a trophy taken from them. If the adventurers need information or an object from the Age of Giants, they might find it here. The adventurers could seek a ritual found only in Il’Ara’s colossal spellbook, or perhaps the empyrean has kept a collection of prisoners from the Age of Giants preserved in Risian ice; this could be a way to meet a Qabalrin elf or one of the first drow!

Buried Treasures. In searching for a vital artifact, the adventurers might learn it’s on a ship trapped in the Frozen Sea. The trail of a lost explorer could lead to the Boundless Blizzard. While adventurers could recover valuable treasures from the ice, it’s also possible to recover people from it. A legendary hero—or infamous villain—could have been trapped in Risia for centuries. What would happen if adventurers discovered the pirate queen Lhazaar in an icy stasis on her ship in the Frozen Sea?

Dwarves. What’s the origin of the dwarves of Risia? Did the empyrean Il’Ara truly create the dwarves, or did she steal them from the Frostfell? Could dwarf adventurers free their distant cousins from the domination of the giants? The Killing Cold. What is the sinister presence that drives the spirits of ice? No mortal has ever interacted directly with the Killing Cold. When the adventurers are caught in the Boundless Blizzard, they are stalked by deadly manifestations of the Cold. Can they find some way to communicate with these spirits—or the power that drives them?

Denizens

Source: Exploring Eberron

Risia’s few natives are rarely seen. The concept of the plane is bleak isolation, and an active population would defeat this purpose. A few layers hold creatures that have crossed into Risia from Eberron, ones that can thrive in arctic conditions; there are remorhazes hunting in the Frozen Sea and yetis in the Frostmantle. But these things come and go. The two primary forces in Risia are the native spirits of the plane and the frost giants that have carved out a home in the ice.

Spirits of Ice

At first glance, Risia appears to be barren and empty. But some travelers have described a presence, a sense of being watched, and most feel this presence is malign. On the surface, the concept of Risia seems entirely neutral; there’s nothing inherently evil about ice. But there’s a hunger to Risia—an innate desire to consume warmth and to bury living things in ice. In the Planar Codex, Dorius Alyre ir’Korran calls this force the Killing Cold. This greatest power of the plane of isolation is uninterested in being known, and has never interacted directly with outsiders, but its presence can be felt through its manifestations. These include bheur hags, frost salamanders, ice devils, chain devils, and the Lonely (sorrowsworn). The appearance and nature of manifestations reflect the themes of Risia—a chain devil might be shrouded by frost-mist and can bind its enemies with chains of ice. Regardless of their form, these spirits don’t speak with outsiders. Their intelligence reflects the cunning with which they stalk their prey, but they are spirits of the Killing Cold, of bitter isolation, and of the ice that entombs and preserves.

When these manifestations aren’t active, they’re absorbed into their layer; they manifest when they’re needed, in the form that’s needed. And in the meantime, as spirits of stagnation and isolation, they’re perfectly content to sit in silence for centuries before something compels them back into physical form.

Frost Giants and Dwarves

The Group of Eleven was an alliance of empyreans of tremendous skill and power. Each studied a different plane (leaving Fernia to the Sulat League and Dal Quor to the Cul’sir). The archarcanist Il’Ara was devoted to Risia, and she magebred her own lineage of frost giants over millennia. When the forces of Argonnessen began to lay waste to Xen’drik, Il’Ara gathered her faithful children and passed through to Risia, certain that they could find sanctuary in the isolation of the Plain of Ice.

Il’Ara’s children have since established themselves across the layers of Risia. There are a few citadels where multiple giants live together, while others have established their own solitary outposts. Each has found a different path to surviving the endless tedium of immortality in the icy wastes. Some have become artists, writing poetry or sculpting massive works of art that take centuries to complete. Others pursue physical diversions such as wrestling, hunting fiends, or crafting ornate games. These denizens always take great interest in outsiders as a source of diversion. The crueler giants take joy in hunting newcomers, but others can be excellent hosts. Many artists yearn for an audience—though a genteel giant artist can be deadly if guests don’t show proper appreciation for their work. As these Risian frost giants are remnants of the grand civilization of Xen’drik, the DM may wish to increase their intelligence and abilities as suits the story.

Il’Ara continues her arcane studies in her fortress, Winter. She may have found ways to wield vast power over Risia and to protect her children from the fiends . . . or she could be bored of her immortal existence, considering entering the ice and embracing stasis.

The frost giants of Risia have dwarf servants. Their origin is a mystery: the giants know that Il’Ara produced these first dwarves, but they don’t know—or at least remember—if she created them herself or pulled them through from Eberron. These dwarves know no other existence than their servitude to their giant masters, and Risia holds few other options for them. Mysteriously, these dwarves—and all dwarves—are immune to the Stillness of Flesh property of Risia. They age just as they would on Eberron, and unlike other mortals on this plane, they can give birth to children who grow and mature. So every giant in Risia came from Xen’drik, and as they die, no new giants replace them; but the dwarves that dwell in Risia were born there, and know nothing of the ancient past.


Ice devil, ice mephit.

Manual of the Planes: Ice paraelemental (all).

Monster Manual II: Frost salamander, immoth.

Monster Manual III: Chraal, rejkar, snowflake ooze

Chraal

In the EBERRON campaign setting, chraals are native to the icy plane of Risia, which is coterminous with the Material Plane for one month every five years.

Rejkar

In the EBERRON campaign setting, rejkars hail from the icy plane of Risia. Herds of rejkars inhabit the Frostfell, and a lone rejkar is sometimes encountered in the cold tundra of northeastern Khorvaire.