Planewalkers in Ice (TIP)

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My editor tells me that you readers may wish to know a little of the comings and going of your kind in my plane. Floating high above the paraplane, among the chilling winds and icy tempests, a city surrounded by a magical bubble floats and bobs about the cloudless sky.
Tiera Minuut, a place constructed by priests of a now-forgotten wind goddess, somehow slipped from the plane of Air to the paraplane of Ice. No one really knows how this happened, but it's obvious that it did. Tiera Minuut is used as a rest stop by intelligent travelers who come to the paraplane. Within its glassy shield, the city is cold by mortal standards, but not dangerously so. Those like myself find the place uncomfortable and prefer not to stay in its overly warm climate.
A council of nine men and women rules the city, and it offers an open door to all who come seeking shelter from the cold. Tiera Minuut serves as a trading post and even offers access to a few portals leading to other parts of the multiverse. Those looking for work can find it with the city's merchants, who seek out brave souls to search the paraplane for frozen ideas or concepts, or even for the valuable material known as eternal ice.
Believe me, eternal ice isn't easy to find. It looks and reacts like normal ice in every way but one: It never melts. Outsiders lucky enough to discover a chunk usually take it back with them as an intriguing curiosity, but eternal ice also serves a real purpose. Never melting but always cold, it can safely store food or chill drinks even in the hottest clime.
==Spell Keys and Other Necessities==
Cold-weather clothing such as thick wool, tight leather wraps, and furs and skins offer some protection against the environment, but only a fool trusts his life to such crude measures. You mortals should obtain magical protection from cold before venturing to my home paraplane. I myself might be able to offer you that service, should you find me and bring enough payment along with you. Then again, a simple ring of warmth can sustain a nonnative for a long time.
It's possible for a wizard to overcome the magical restrictions for the schools of Elemental Fire and Earth through the use of various spell keys. Almost universally, they take the shape of physical objects cut from fine glass or crystal. These must be designed for the individual using them as well as for the spell to be cast, however, so no two spell keys are ever alike.