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| + | /* À Compléter */ | ||
| + | ====== Irian ====== | ||
| + | <WRAP box bggreen fgblack 350px left :en> | ||
| + | {{ irian_crest.png }} | ||
| + | {{amaranthine-irian.jpg|La cité d' | ||
| + | <panel type=" | ||
| + | ^ Alias | l'Aube Éternel | ||
| + | ^ Langue | [[:irial|]] | | ||
| + | ^ Alignement | Non aligné | | ||
| + | ^ Magie Amélioré | Sort positif | | ||
| + | ^ Magie entravée | Sort négatif | | ||
| + | ^ Limitrophe | 10 jours à chaque 3 ans | | ||
| + | ^ Éloigné | 10 jours à chaque 3 ans | | ||
| + | </ | ||
| + | ** Irian, l'Aube Éternel ** est un plan d' | ||
| + | |||
| + | L'aube incarne à la fois la vie et l' | ||
| + | \\ \\ | ||
| + | ====== Description ====== | ||
| + | Irian possède un paysage magnifique : un soleil blanc brillant est suspendu dans un beau ciel bleu tandis que des rivières de verre liquide coulent des montagnes de quartz. Des déserts de sable blanc pur et de forêts cristallines couvrent le paysage. | ||
| + | |||
| + | L'Aube éternelle est également remplie de couches, mais ses couches sont à propos des // commencements. // Celles-ci incluent des royaumes fertiles épargnés par les outils de cultivateurs, | ||
| + | |||
| + | La ville d' | ||
| + | |||
| + | On pense que chaque fois que [[Mabar|la nuit sans fin]] s' | ||
| + | |||
| + | Sur Éberron, on peut être ramené après la mort soit en {{tagpage> | ||
| + | |||
| + | |||
| + | |||
| + | ====== Habitants ====== | ||
| + | * Irian est le foyer d'une race Humanoïde nommée ** [[: lumi |]] **, créatures Humanoïde apparemment composées de lumière. Bien que qu'ils intervienne rarement, parfois un ou plusieurs Lumi s' | ||
| + | * Ont y retrouve plusieurs [[Ange|Anges]], | ||
| + | * Des créatures comme le ** [[: ravid |]] ** survolent le plan d' | ||
| + | |||
| + | ====== Zone De Manifestations ====== | ||
| + | * Il existe de nombreuses zones de manifestations à Irian sur l'île d' | ||
| + | * Le petit village de ** [[rayonnante_vallée|]] ** en [[: Brelande |]] se trouve à côté d'une zone de manifestation à Irian, baignant le village d'une lueur qui guérit les blessures. | ||
| + | |||
| + | ====== Effets sur le plan matériel ====== | ||
| + | L'Aube Éternelle est une source constante d' | ||
| + | |||
| + | ===== Limitrophe ===== | ||
| + | Dans la courte période de temps où Irian est limitrophe avec [[: le_plan_matériel |]], la vie s' | ||
| + | |||
| + | ===== Distant ===== | ||
| + | Lorsqu' | ||
| + | |||
| + | ====== Voyages Extra-planaire ====== | ||
| + | Un mortel blessé par de la magie noire qui a une blessure qui ne guérira apparemment jamais pourrait être tenté d' | ||
| + | |||
| + | Irian: The Eternal Dawn | ||
| + | In Irian, birds sing in a fertile valley, | ||
| + | while a group of settlers work together | ||
| + | to raise their first home. Moving | ||
| + | further in, you find the gleaming | ||
| + | capital of a new empire, where | ||
| + | cheering throngs celebrate | ||
| + | in the streets. There are | ||
| + | dozens of layers in Irian, and | ||
| + | each one is a vision of life | ||
| + | triumphant. Irian is the dawn | ||
| + | that inevitably banishes even | ||
| + | the darkest night, the promise | ||
| + | of spring triumphing over the | ||
| + | coldest winter. It’s the bastion | ||
| + | of hope, the promise that life | ||
| + | always find a way. | ||
| + | In his Planar Codex, Dorius | ||
| + | Alyre ir’Korran calls Irian the | ||
| + | Plane of Light, and indeed, its | ||
| + | light is so prevalent that there’s | ||
| + | no full darkness within Irian. But | ||
| + | it’s also the plane of life, the source of positive energy, the | ||
| + | force that sustains life and underlies most healing magic. | ||
| + | Universal 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. | ||
| + | Planar Rebirth | ||
| + | Most of the planes are fixed in their form; for example, | ||
| + | every mortal brings new dreams to Dal Quor, but the plane’s | ||
| + | structure doesn’t change. Mabar is an exception: the Endless | ||
| + | Night steals and corrupts fragments of other planes, adding | ||
| + | them to its layers. Left unchecked, Mabar would consume | ||
| + | reality. But as the Endless Night consumes, the Eternal | ||
| + | Dawn creates. Whenever Mabar tears a fragment from | ||
| + | another plane, a new planar seed appears in Irian. Initially, | ||
| + | this is a small layer, populated by embers and lumi, that | ||
| + | has Irian’s planar properties. Over time, the layer grows | ||
| + | and evolves, and the environment and its inhabitants take | ||
| + | on the appearance of the void it’s to fill. Little by little, it | ||
| + | loses the properties of Irian and adopts the properties of | ||
| + | its destination plane; when it finally loses the Light of Life | ||
| + | property, its ties to Irian are severed and it fully becomes | ||
| + | part of the other plane, replacing the region lost to Mabar. | ||
| + | The planar seed is rarely a perfect match for the fragment | ||
| + | that was lost. The embers take the form of local life, but | ||
| + | especially for fragments torn from the Material Plane, a | ||
| + | planar seed doesn’t replace sentient creatures or buildings; it | ||
| + | simply restores land and wildlife. If the Mourning had been | ||
| + | the work of Mabar—which is unlikely for many reasons, but | ||
| + | not impossible—Irian wouldn’t restore the people killed in the | ||
| + | Mourning or the destroyed structures, but it would restore life | ||
| + | to the land and make it a welcoming environment. | ||
| + | In most planes, immortals can’t reproduce, but they’re reborn | ||
| + | if they die, and their numbers remain constant. Irian breaks | ||
| + | that rule, because it creates new immortals to replace those | ||
| + | corrupted by Mabar. These begin as lumi and angels, but as | ||
| + | the seed loses its properties, these immortals evolve into the | ||
| + | denizens of that plane, drawing their personalities from the | ||
| + | template for the new immortals. Irian makes no judgment about | ||
| + | the spaces it fills, and it may create a squad of bloodthirsty | ||
| + | demons when it replaces a lost fragment of Shavarath. These | ||
| + | seed immortals can’t leave their layer until it’s fully bound to their | ||
| + | final plane, so they can’t wreak havoc in Irian, but it would be | ||
| + | quite a surprise for nosy adventurers that stumble into that layer! | ||
| + | The creation of seeds is an important drive for the | ||
| + | inhabitants of Irian. Immortals monitor and guide the | ||
| + | formation of the seeds, while lumi tend the embers and prepare | ||
| + | to become inhabitants of the new plane. Irian immortals rarely | ||
| + | interfere in other planes, because what they’re already doing is | ||
| + | the most important task they could perform. | ||
| + | Denizens | ||
| + | Most inhabitants of Irian fall into one of the following categories. | ||
| + | Embers | ||
| + | Irian is bursting with life. Songbirds, rabbits, and other | ||
| + | creatures roam the Garden. The streets of the Amaranthine | ||
| + | City are filled with happy people. But the Garden never has | ||
| + | too many rabbits, and there’s no risk of the citizens of the | ||
| + | Amaranthine City starving—or needing to go on strike to | ||
| + | prevent it. Sometimes, if you glimpse one out of the corner of | ||
| + | your eye, you might see them differently, | ||
| + | white light—a glowing shadow. | ||
| + | These are manifestations, | ||
| + | each one is linked to a spark—a tiny echo of a soul, each one | ||
| + | tied to a living creature. Through this connection, mortals draw | ||
| + | inspiration and hope, and remain linked to the positive energy | ||
| + | that flows to and from all living things. An ember resembles | ||
| + | the mortal whose spark fuels it, but it isn’t fully conscious and | ||
| + | doesn’t have any complete memories, merely echoes of that | ||
| + | mortal’s brightest joys, deepest hopes, and greatest deeds. | ||
| + | There are many more sparks in Irian than there are embers | ||
| + | at any given moment; Irian simply dips into the pool of sparks, | ||
| + | manifesting as many embers as the scene calls for, shaping the | ||
| + | light of each soul into something that looks like them. | ||
| + | |||
| + | Embers don’t need to eat, drink, breathe, or sleep. They | ||
| + | follow basic scripts, but can’t improvise and don’t have much | ||
| + | knowledge beyond what they need for their role. As a rule, | ||
| + | embers are happy, for they don’t know any other way to be. An | ||
| + | ember can’t be truly killed; its body dissolves, but the spark that | ||
| + | fueled it remains safely within Irian’s deep well of light. | ||
| + | While adventuring in Irian, you might see an ember that | ||
| + | resembles you—but it won’t recognize you, and might not even | ||
| + | appear the same age. This ember is merely your light-shadow, | ||
| + | manifested by Irian and channeling your life force. It holds the | ||
| + | essence of your best moments and emotions, the light within | ||
| + | you that drives you to goodness—but merely as a spark, not the | ||
| + | fire of a living creature. | ||
| + | Lumi | ||
| + | When a mortal dies and their soul goes to Dolurrh, the thread | ||
| + | connecting them to Irian is severed. Any ember fueled by | ||
| + | their spark dissolves and the spark—the essence of the hopes | ||
| + | and brightest moments of the mortal’s life—begins to fade. | ||
| + | But the sparks of the dead can merge together before they’re | ||
| + | lost completely, creating a new, unique entity—a lumi, formed | ||
| + | from the same positive energy as the embers, but possessing | ||
| + | true consciousness and life. Unlike the embers, who aren’t | ||
| + | fully conscious or aware of the memories they hold, lumi | ||
| + | are sentient creatures, each with a unique identity, though | ||
| + | their sparks give them fragments of many mortal lives. So | ||
| + | adventurers may meet a lumi who recognizes them, and who | ||
| + | has a few memories and traits of a fallen friend. | ||
| + | Lumi appear to be formed from solidified light, and generally | ||
| + | take a body shape similar to the strongest of the sparks that | ||
| + | formed them—usually those of sentient creatures. Their most | ||
| + | distinctive feature is their head—a sphere of light suspended | ||
| + | a few inches above their torso. Normally this is pure light, | ||
| + | but with conscious effort, a lumi can sculpt and maintain a | ||
| + | face. Their statistics can be represented by the priest in the | ||
| + | Monster Manual (or an exceptionally powerful one might use | ||
| + | the statistics of the war priest in Volo’s Guide to Monsters), | ||
| + | but they don’t need to eat, drink, breathe, or sleep, they don’t | ||
| + | age, and they’re immune to poison and disease. When a lumi | ||
| + | reaches 0 hit points, its body dissolves and its sparks fade. If | ||
| + | an angel of Irian is nearby, it can consume these sparks; this | ||
| + | won’t save the lumi, but at least those memories are preserved. | ||
| + | While most lumi are humanoids, there may be lumi formed | ||
| + | from the sparks of other creatures, like giants or dragons, | ||
| + | that dwell in layers of their own kind. | ||
| + | Lumi serve as the caretakers of the embers, and believe that | ||
| + | by helping the embers play their roles, they’re strengthening | ||
| + | the light in the mortals the embers are connected to. Lumi | ||
| + | help develop and maintain the planar seeds, and some even | ||
| + | surrender their identity in order to become new creatures | ||
| + | within that seed; they believe that in doing this, they’re sowing | ||
| + | the new layer with light. On rare occasions, lumi travel to | ||
| + | other planes in service of the Architects. They are brave and | ||
| + | compassionate, | ||
| + | prepared to lay down their lives for the greater good. Lumi | ||
| + | can defend themselves, but they prefer to inspire others | ||
| + | when possible, rather than resort to violence. | ||
| + | Celestials | ||
| + | Irian’s immortals are spirits of light and hope. Irian is noteworthy | ||
| + | for being the home of the ki-rin. These majestic creatures often | ||
| + | act as emissaries for the Architects. Each planar seed has a ki-rin | ||
| + | assigned to monitor it, help the lumi, and ease transition. | ||
| + | Irian is also home to angels. Not as violent as the angels of | ||
| + | Shavarath or as individualistic as the angels of Syrania, the | ||
| + | angels of Irian embody the general principles of hope and | ||
| + | compassion. Irian devas assist the lumi and help sustain | ||
| + | the different layers; they are the knights and scholars of the | ||
| + | Amaranthine City. Devas often change their form to play multiple | ||
| + | roles within a layer, and adventurers may think that they’ve | ||
| + | encountered multiple people, when in fact it’s a single deva. | ||
| + | Meanwhile, planetars act as champions and ministers, and each | ||
| + | of the Architects has a single solar that serves as its right hand. | ||
| + | The angels of Irian have wings formed of light, which they | ||
| + | can conceal if they wish. In their true form, they’re luminescent | ||
| + | humanoids of indeterminate species, but can choose to appear | ||
| + | to mortals as a generic member of the viewer’s species. Devas | ||
| + | also possesses the ability to change into specific forms at will. | ||
| + | The Architects | ||
| + | The Architects are the most powerful spirits of Irian. Each | ||
| + | embodies an aspect of the plane, and oversees a region | ||
| + | within it, as discussed in the “Layers” section. They’re unique | ||
| + | celestials with great wisdom and power, but most of their | ||
| + | time and energy is devoted to the planar seeds—guiding the | ||
| + | growth of the seed, smoothing over problems, and adding a few | ||
| + | personal touches. Planar seeds emerge within an Architect’s | ||
| + | realm, expanding until they break off and join their new planes. | ||
| + | The power of the Architects is largely bound to their realms. | ||
| + | They can’t directly intervene in the Material Plane, though | ||
| + | they can work with warlocks (as Celestial patrons) or send | ||
| + | lumi. Often this involves the reintegration of a planar seed, or | ||
| + | examining regions where Mabar has removed a fragment. | ||
| + | Layers | ||
| + | It’s always morning in Irian; the skies are clear, the sun is | ||
| + | fixed in the sky, and the moon Barrakas is faintly visible. The | ||
| + | plane contains many layers, and it’s always growing new ones. | ||
| + | While the setting of a layer varies—a verdant valley, a growing | ||
| + | city, a newly established farm—the story is always about life, | ||
| + | growth, and hope. Things are growing, people are prosperous, | ||
| + | and the future is bright. While there are many natural | ||
| + | environments in Irian, it’s this optimism that differentiates | ||
| + | them from those of Lamannia. Irian is a celebration of life; | ||
| + | Lamannia focuses on the untamable primordial power of | ||
| + | nature, and often feels more threatening and wild. | ||
| + | The layers are linked in realms, each of which is bound | ||
| + | to one of the Architects. The denizens and themes of a layer | ||
| + | reflect the influence of that Architect, so all of the layers of | ||
| + | the Garden have a focus on rustic nature, while those tied to | ||
| + | the Amaranthine City reflect its rising imperial power. Some | ||
| + | layers are bounded by physical barriers, but most either loop | ||
| + | back on themselves or end in walls of warm mist—anyone | ||
| + | who wanders into the fog reemerges elsewhere in the layer. | ||
| + | Within realms, layers are often connected by physical portals | ||
| + | like a massive gate or a pool of light. Moving between realms | ||
| + | requires plane shift or a ritual tied to that realm. These rituals | ||
| + | may not be magical; they are simply secrets that have to be | ||
| + | learned. If you’re in the Amaranthine City and you want to | ||
| + | travel to the Garden, all you have to do is plant a flower and | ||
| + | reflect on its beauty; those thoughts will carry you there. | ||
| + | Planar seeds sprout from realms. Early on, they’re small layers | ||
| + | with indistinct themes, but expand and gradually take on the | ||
| + | nature and properties of the plane they’re to become. Thus, you | ||
| + | could stumble into a layer that replicates a piece of Dolurrh’s | ||
| + | Catacombs or represents conflict in Shavarath. However, these | ||
| + | layers aren’t fully developed—once they are, they move onto | ||
| + | their destination plane—so Irian’s seed of the Catacombs of | ||
| + | Dolurrh won’t have the entrapping effect of Dolurrh itself. | ||
| + | Here are three examples of realms, but there are many more. | ||
| + | |||
| + | The Amaranthine City: Growth | ||
| + | This immense metropolis fills an entire layer. The Amaranthine | ||
| + | City is the capital of an empire in its first bloom of glory. Gilded | ||
| + | banners catch the wind. Armored angels and pegasi patrols | ||
| + | pass overhead. People laugh in the streets, healthy and happy. | ||
| + | Artisans create a mosaic depicting glorious victories. While | ||
| + | this is an empire, the message isn’t about oppression, but | ||
| + | one of potential. This is an empire where all the citizens are | ||
| + | prosperous and all have equal opportunities. People are proud, | ||
| + | the city is full of wonders, and the future is bright. | ||
| + | The Amaranthine City is widely seen as the heart of Irian. Its | ||
| + | Dawn Empress is the first and greatest of the Architects. Her | ||
| + | defining principle is growth, the opportunity to reach your full | ||
| + | potential, and all layers of her realm reflect this. Her empire | ||
| + | isn’t driven by conquest, but rather by exploration—discovering | ||
| + | new lands and opportunities, | ||
| + | new talents within and opportunities beyond. The Dawn | ||
| + | Empress is a celestial figure wreathed in light, though she can | ||
| + | assume the shape of any humanoid or angel. She presides over | ||
| + | festivals and tends the needs of her people, but she spends | ||
| + | much of her time focused on the cultivation of her planar seeds. | ||
| + | She occasionally works with mortals, typically warlocks; while | ||
| + | she may have missions tied to planar seeds or to clashing | ||
| + | with agents of Mabar, she also gives her agents tasks that are | ||
| + | designed to help them with their own growth and evolution. | ||
| + | Layers tied to the Amaranthine City reflect its theme of | ||
| + | expansion and discovery. These layers may hold outposts in | ||
| + | otherwise-uninhabited lands filled with wonders of nature, or | ||
| + | they might hold prosperous farms and estates, inhabited by | ||
| + | embers, with lumi and devas helping to drive the theme. | ||
| + | The Garden: Life | ||
| + | The Garden lives up to its name; it’s a vast zoological garden | ||
| + | filled with foliage. It contains every plant that can be found | ||
| + | in the Material Plane, along with many that can’t. There | ||
| + | are winding paths, peaceful pools, wondrous topiaries, and | ||
| + | complicated hedge mazes. In contrast to the wilds of Lamannia, | ||
| + | this is very carefully cultivated. The Garden is suffused with a | ||
| + | sense of peace, beauty, and the wondrous things life can create. | ||
| + | The Garden is the realm of the Gardener, an Architect | ||
| + | whose principle is life. He’s a blend of angel and plant—more | ||
| + | humanoid than treant, but with skin of bark, a beard of leaves, | ||
| + | and a crown of flowers. Like all of the Architects, he’s devoted | ||
| + | to his planar seeds, but he also spends time wandering the | ||
| + | garden, both tending it and appreciating its wonders. He | ||
| + | appreciates those who nurture and heal others, and this is | ||
| + | the behavior he expects of any mortals he associates with. | ||
| + | The many layers of the Garden realm showcase various | ||
| + | elements of fertility and the triumph of life. There are a few | ||
| + | layers that are slightly darker than the rest of Irian, though still | ||
| + | suffused with dim light in their darkest corners—these reflect | ||
| + | the principle that life overcomes hardship. The message of the | ||
| + | ruined castle isn’t to dwell on the destruction, | ||
| + | flowers blooming on the walls. Most of the embers in the region | ||
| + | take animal form, and ki-rin are the most common celestials. | ||
| + | The Refuge: Hope | ||
| + | The Refuge is a vast fortress-monastery, | ||
| + | of a spa as well. It’s filled with tranquil groves, soothing baths, | ||
| + | and places to rest and reflect. The fortress walls don’t represent | ||
| + | potential conflict, but rather speak to the absolute security of | ||
| + | the place—within its walls, you are safe from all threats. The | ||
| + | Refuge holds healers who can treat your injuries, mediators | ||
| + | who can talk through problems, and sages who may not know | ||
| + | the answers you need, but can point you in the right direction. | ||
| + | This isn’t a place where adventures occur; it’s where you | ||
| + | recover from your injuries and plan your next move, knowing | ||
| + | that you’re safe and that there are answers to every problem. | ||
| + | Araam is the Architect of the Refuge and embodies the | ||
| + | concept of hope. She’s a wise advisor, and while she may not | ||
| + | always have answers, she helps people look at their problems | ||
| + | in new ways and see that all problems can be solved. She’s the finest healer in Irian, and there are few injuries she cannot heal or curses she cannot break. There’s no monetary cost for the services of the Refuge, but Araam charges those who benefit to give hope to someone who needs it; they won’t be allowed to return to the Refuge until that debt is paid. While Araam isn’t a god, a Life cleric could say that their class features come from training in the Refuge and are tied to the power of Irian. | ||
| + | While not all layers of Araam’s realm provide the security and succor of the Refuge itself, they all can provide comfort and hope. They don’t have the absolute peace of Syrania, but they make people feel there’s hope. Irian has no match for the Immeasurable Market of Syrania, so if you’re looking for commerce, the Azure Sky has more options. But for adventurers who seek a relaxing vacation in the planes, the Refuge is unparalleled. | ||
| + | Planar Manifestations | ||
| + | Here are a few of the ways Irian can affect the Material Plane. | ||
| + | Manifest Zones | ||
| + | Manifest zones tied to Irian are wellsprings of positive energy. Plants and animals thrive in these zones, while people are less likely to dwell on negative emotions and find it easier to embrace hope and joy. Irian zones often have one or more of the plane’s universal properties. Irian zones with the Radiant Power property support spells of healing and may enable rituals or support eldritch machines that can’t be built anywhere else. In particular, the City of the Dead in Aerenal is built on a strong Irian manifest zone, which sustains the deathless councilors. | ||
| + | Irian zones rarely extend the full swift healing effect of Irian’s Light of Life property. However, all of the following benefits are common when in an Irian zone: | ||
| + | • You have advantage on Wisdom (Medicine) checks. | ||
| + | • Whenever you spend Hit Dice to regain hit points, use the highest number possible for each die. | ||
| + | • You have advantage on saving throws against disease, poison, and fear. | ||
| + | For all these reasons, Irian manifest zones are a valuable natural resource, and often become the foundations of villages, towns, or Brunet healing houses. Irian manifest zones rarely serve as gateways to the plane, and traveling to Irian usually requires plane shift or similar magic. | ||
| + | Coterminous and Remote | ||
| + | Life blossoms when Irian is coterminous. Health and fertility are enhanced, positive energy flows freely, and living creatures are infused with an abundant sense of hope. While Irian is coterminous, | ||
| + | When Irian is remote, colors seem to fade and a sense of psychic numbness pervades the world. All creatures have disadvantage on saving throws against fear and resistance to radiant damage. In addition, any effect that restores hit points—including spells and spending Hit Dice—only restores half the usual amount. However, creatures still regain full hit points after completing a long rest. | ||
| + | Traditionally, | ||
| + | Irian Artifacts | ||
| + | The Aereni harness Irian’s energy, using it to create many of their tools, but industry isn’t one of the core concepts of Irian and relics from the plane itself are relatively rare. Whether from the plane itself or simply drawing on its power, items tie to the effects of positive energy: healing, dealing radiant damage, generating light, bringing hope, or overcoming fear. A scroll that provides a single trip to the Refuge would be an invaluable boon. | ||
| + | Plants that grow in Irian manifest zones can often have remarkable properties. Many of of Aerenal’s exotic lumbers—notably livewood—only grow in Irian zones. Araam’s crown is a flower with remarkable medicinal properties; House Brunet requires a steady supply of it for their healing potions. Another flower, dawn’s glory, has euphoric properties and is used to make a drug often called fool’s hope or liquid courage. This drug grants temporary immunity to fear, but with the side effect of encouraging dangerous and foolhardy behavior; it’s strictly illegal in Sharn, due to the risk of users jumping off bridges. | ||
| + | Irian Stories | ||
| + | At first glance, Irian can seem much too good to be true. Its inhabitants are benevolent, and it heals you every round. What’s the catch? | ||
| + | At the most basic level, there isn’t a catch. It’s the literal embodiment of light triumphing over darkness and the power of hope. While certain diseases could be seen as tied to the concept of growth, Irian doesn’t have a dark side in the same way as, for example, Daanvi. However, there are a few obvious limitations. It’s not an easy plane to reach, as its manifest zones don’t act as portals. So the Refuge is a perfect shelter for anyone who can reach it, but you have to find a way to get there. And with the Refuge in particular, you get one free visit, but after that, Araam expects you to help someone else before she’ll welcome you again. | ||
| + | There are a few ideas you can explore. The first is that unfounded hope can be dangerous. A lumi or deva might spread hope because that’s its nature—but in doing so, may convince people they have a chance to defeat an enemy that they should actually be fleeing from. You can also explore mortal forces abusing the power of Irian—Brunet seizing a manifest zone to grow Araam’s crown or criminals trafficking in fool’s hope. | ||
| + | A Wound That Will Not Heal. Perhaps a villain wields a Mabaran scythe that deals wounds that can’t be healed by magic or rest, or a hag lays a terrible curse on an adventurer. It’s said that all wounds and woes can be cured in the Refuge of Irian. But how will the adventurers reach the Eternal Dawn, and what will Araam ask of them in return? | ||
| + | Beyond the Grave. When the adventurers cross paths with a lumi, it hails them. It holds the memory of a hero who once saved the life of one of the characters, and that debt was never repaid; the lumi asks them to honor that by helping with its current quest. This could be a debt incurred during the party’s travels, or even something from a character’s backstory; you could ask a player to tell you about a time someone saved their character’s life, and let them add depth to the debt. | ||
| + | A New Realm. A barren region on the border of two nations or rival clans suddenly becomes a wondrous, fertile oasis. This is the result of a planar seed taking root. In addition to whatever remarkable plants or resources it holds, it’s become an Irian manifest zone—a valuable resource. Dispute over the territory could have disastrous consequences; | ||
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