Risia

**Risia the Plain of Ice** is a plane that is layer upon layer of snow and ice with a constant blizzard raining down new layers of sleet snow and ice from a dark grey clouded sky.

## Description

Risia is a plane comprised primarily of ice. The very atmosphere freezes the lungs and steals away the breath. The average temperature on Risia is 0°F. On any given day, there is a 50% chance of extreme weather in the form of snow, sleet, hail, or a blizzard.

Dragons, giants, and treasures are thought to be forever preserved within the ice.

## Inhabitants

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* Risia is the home of various ice-based demons and devils, including **gelugons** and **ice mephits.**
* Elementals such as **chraals**, **immoths**, and **ice paraelementals** thrive on Risia.
* Even in the bitterest cold, some creatures call Risia home, like the **frost salamander** and the **rejkar**.
* **Snowflake oozes** also come from the plane of Risia.

## Manifest Zones

* The continent of **Argonnessen** saw an incursion from the planes of Fernia and Risia, though the location of the Risia manifest zone is not documented.
* There are a large amount of Risia manifest zones in **Everice** and in the **Frostfell**.
* There are many manifest zones scattered amongst the peaks of the **Graywall Mountains** between Breland and Droaam.
* There is a large but intermittent manifest zone to Risia in the **Tashana Tundra** on Sarlona.

## Planar 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.
* Other.
	+ Extreme Cold.

## Effects on the Material Plane

### Coterminous

When Risia is coterminous to Eberron, regions of intense cold, like the Frostfell, Everice, and northern Khorvaire, are subject to intense cold. These areas also allow for transport between Eberron and Risia to occur, as well as bolster cold-related spells and powers. Risia is coterminous to the Material Plane during the midwinter month of Zarantyr, once every five years.

### Remote

When Risia is remote from the Material Plane, cold becomes somewhat less intense. Conditions of extreme cold are reduced in severity, and cold-based spells are harder to cast. Risia is remote from the Material Plane during the midsummer month of Lharvion, once every five years, two and a half years after each coterminous phase.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
2. ↑ ***The City of Towers***.
Keith Baker (2005). Wizards of the Coast. ISBN 0-7869-3584-7.
, pg. 337
3. ↑ ***Dragons of Eberron***.
Keith Baker, Scott Fitzgerald Gray, Nicolas Logue, and Amber Scott (2007). Wizards of the Coast. ISBN 0-7869-4154-5.
4. ↑ ***Player's Guide to Eberron***.
James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Wizards of the Coast. ISBN 0-7869-3912-5.
5. ↑ ***Five Nations***.
Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Wizards of the Coast. ISBN 0-7869-3690-8.
6. ↑ ***Secrets of Sarlona***.
Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Wizards of the Coast. ISBN 978-0-7869-4037-0.

**Fundamental Planes**: The Astral Plane (Siberys) · The Material Plane (Eberron) · Elemental Chaos (Khyber)

**Transitive Planes and Demiplanes**: The Ethereal Plane · The Shadow Plane · Baator