Irian

**Irian the Eternal Day** is a plane of positive energy. The plane is suffused with positive energy not enough to harm life, but enough to sustain unusual forms of life, though not necessarily good aligned creatures.

## Description

A brilliant white sun hangs in a beautiful blue sky while rivers of liquid glass flow down from mountains of quartz. Deserts made of pure white sand and forests of crystalline growth cover the landscape.

On Eberron, one can be brought back after death as either an undead or as a deathless. Those that are undead are said to have been infused with the essence of Mabar, while deathless have been infused with the powers of Irian. The Undying Court of Aerenal is comprised of deathless imbued with energy from Irian.

Irian or Irian manifest zones are also responsible for Irian Crystals, crystals which can empower healing spells.

## Inhabitants

* Irian is the home of a humanoid race named the **lumi**, humanoid creatures seemingly composed of light.
* The **lantern archons** make Irian their home as well.
* Creatures such as the **ravid** fly across the plane of Irian.
* Irian is also home to the positive energons known as the **xag-ya**.

## Manifest Zones

* There are many manifest zones to Irian on the island **Aerenal**, which many believe is what sustains the Undying Court. The City of the Dead is built atop a manifest zone. Some also believe these manifest zones are what make Valenar riding horses so powerful.
* The small village of **Shining Valley** in Breland sits next to a manifest zone to Irian, bathing the village in a glow that heals wounds

## Planar Properties

The light of the Eternal Dawn strengthens the living. Darkness and disease have no place here, and minor injuries melt away. Irian has the following universal properties.

* **Radiant Power.** When a creature casts a spell of 1st level or higher that restores hit points or deals radiant damage, it’s treated as if it were cast at a level one higher than the spell slot that was expended.
* **Necrotic Void.** In order to cast a spell that deals necrotic damage, a creature must succeed on a spellcasting ability check with a DC equal to 10 + the level of the spell. On a failed check, the spell is not cast and its spell slot is not expended, but the action is lost.
* **Pure Light.** There is no darkness in Irian. Any spell, effect, or other situation that would usually create darkness only reduces the lighting to dim light.
* **Life Triumphant.** Undead creatures have disadvantage on attack rolls, ability checks, and saving throws. This has no effect on undead creatures that are sustained by Irian, such as the deathless elves of Aerenal.
* **The Light of Life.** The light of Irian restores vitality, granting the following benefits to all living creatures. These have no effect on undead or constructs; however, undead creatures that are sustained by Irian, such as the deathless elves of Aerenal, benefit from these effects as if they were living creatures.
	+ On initiative count 20 (losing initiative ties), a living creature with at least 1 hit point regains 3 (1d6) hit points.
	+ A living creature with 0 hit points becomes stable at the end of its turn.
	+ A living creature has resistance to poison damage.
	+ A living creature has advantage on saving throws against poison, disease, and fear.
* **Standard Time.** Time passes at the same pace as on the Material Plane, and is consistent across its layers.
* Other.
	+ **Blessed Beneficence.** In contrast to the dissonance experienced by evil creatures here, good creatures are literally blessed by the pervasive beneficence of the plane. Creatures of good alignment gain the benefit of the bless spell as long as they remain on the plane. In addition, finishing a long rest on the plane grants a good creature the benefit of a lesser restoration spell.
	+ **Overwhelming Joy.** Visitors spending any time on this plane risk becoming trapped by overwhelming sensations of contentment and happiness. At the end of each long rest taken on this plane, a visitor must make a DC 10 Wisdom saving throw. On a failed save, the creature is unwilling to leave the plane before taking another long rest. After three failed saving throws, the creature never willingly leaves the plane and, if forcibly removed, does everything in its power to return to the plane. A dispel evil and good spell removes this effect from the creature.
	+ **Planar Vitality.** While on this plane, creatures can't be frightened or poisoned, and they are immune to disease and poison.

## Effects on the Material Plane

### Coterminous

In the short period of time when Irian is coterminous with the Material Plane, life blossoms. Days are brighter, colors are vibrant and sensations are more intense. Positive energy spells are enhanced in these times, however the manifestations occur only for the hour surrounding noon. The plane is coterminous for ten days in the month of Eyre.

### Remote

When Irian is remote, night becomes darker, numbness hangs in the air and spells with positive energy are less powerful. These manifestations occur during the autumn month of Sypheros for ten days.

## Notes

Keith Baker has suggested on his website that Irian is also a plane of hope, and that it encompasses the concept of beginnings.

## References

1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
2. ↑ ***Races of Eberron***.
Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, and Keith Baker (2005). Wizards of the Coast. ISBN 0-7869-3658-4.
3. ↑ ***Player's Guide to Eberron***.
James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Wizards of the Coast. ISBN 0-7869-3912-5.
4. ↑ ***Dragonshards: The Druids of Khorvaire, Part 4***. Keith Baker (November 14th, 2005). Wizards of the Coast.
5. ↑ ***Five Nations***.
Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Wizards of the Coast. ISBN 0-7869-3690-8.
6. ↑ Keith Baker (10/10/2017). Planes of Hope, Peace and Order. Archived from the original on 08/25/2018. “THE ETERNAL DAWN

Yesterday I explored the Endless Night. The Eternal Dawn is its opposite in all ways. The Dawn embodies both life and hope. It’s the dawn that inevitably overcomes the darkness, the spring that will eventually triumph over even the coldest winter. It is the wellspring of positive energy, which is the foundation of light, life and love.

The Eternal Dawn is also filled with layers, but its layers are about beginnings. These include fertile realms untouched by cultivating tools, but also budding towns or new villages, or the capital of an empire in its first days of glory. So: how does such a capital differ from a fortress in the Battleground? How is a virgin woodland any different from something you’d find in the Twilight Forest? The issue is the theme, which is always felt throughout the plane. In the Battleground, you will never escape the presence of war and strife. There are always archons drilling for battle, the scent of blood and smoke in the air, constant preparation for the next struggle. By contrast, the Amaranthine City in the Eternal Dawn is suffused by a sense of optimism and opportunity. There may be guards, but you won’t see armies; there may be fortifications, but they don’t feel worn and they don’t dominate things. The landscapes of the Twilight Forest emphasize the primordial power of nature; in the Eternal Dawn the focus is simply on vibrance and fertility. And yes, the Amaranthine City at the heart of the Dawn shares its name with the city at the core of the Endless Night.

It is believed that whenever the Endless Night seizes a fragment of reality, a new seed appears in the Eternal Dawn – a realm that grows as its counterpart in the Night is consumed, ultimately flowing away from the Dawn to fill the vacant space and restore the balance of energy in the wounded plane.

The Eternal Dawn is a constant source of hope and positive energy. Its celestials and Lumi rarely intrude directly on other planes, because they don’t have to; just as the Gardeners of the Endless Night cultivate despair without ever leaving their plane, the powers of the Dawn promote hope from beyond. With that said, the celestials of the Eternal Dawn are those most likely to help mortals. In Eberron, the celestials of Irian are the spirits that commonly respond to planar ally and similar mystic requests from divine casters tied to the Sovereign Host. Some of these celestials are devoted to the Sovereigns; others are simply happy to answer the call of someone in need. (In my opinion, the Silver Flame usually generates temporary celestials out of the raw energy of the Flame… but there are certainly spirits in Irian who would be glad to support Templars facing forces of darkness.)

Here’s a few other ways the Eternal Dawn could touch a campaign.

While the Dawn rarely intervenes, occasionally one or more Lumi will venture to the material to strike darkness directly. The PCs could encounter a group of vigilantes backed by Lumi. A Lumi could appear and announce that it’s here to help the PCs with the darkness that has targeted them… which is a way for a group to discover that they’ve been targeted by darkness. Do they embrace the Lumi and follow its lead? Or do they think the celestial is crazy?
A PC injured by dark magic has a wound that seemingly will never heal. But the Waters of Life in the Amaranthine City can cure any ill; they may be the only hope for the victim.
There is a manifest zone tied to the Eternal Dawn between two villages on a national border, and both villages lay claim to this region (which amplifies fertility of both plants and animals). This feud is on the verge of breaking into open conflict… can the PCs resolve the situation?
A paladin is presented with a weapon, shield or tool that holds the essence of a celestial from the Dawn. Can they live up to the expectations of the spirit?
A planar scholar believes that the power of Irian could restore the Mournland. Will the PCs travel to the Amaranthine City and implore the Dawn Emperor for aid? Assuming the Emperor has the power to direct the restorative powers of the Dawn to this purpose, what will he require?”

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

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