Aliases The Eternal Day
Languages Irial
3rd edition rules
Alignment Unaligned
Enhanced Magic Positive spells
Impeded Magic Negative spells
Coterminous 10 days every 3 years
Remote 10 days every 3 years
Source Eberron Campaign Setting, pg. 96

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.[1]


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.[1]

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.[1][2]

Irian or Irian manifest zones are also responsible for Irian Crystals, crystals which can empower healing spells.[1]


  • Irian is the home of a humanoid race named the lumi, humanoid creatures seemingly composed of light.[1]
  • The lantern archons make Irian their home as well.[1]
  • Creatures such as the ravid fly across the plane of Irian.[1]
  • Irian is also home to the positive energons known as the xag-ya.[1]

Manifest ZonesEdit

  • 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.[1][3] Some also believe these manifest zones are what make Valenar riding horses so powerful.[4]
  • 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[5]

Effects on the Material PlaneEdit


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.[1]


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.[1]


  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 CoastISBN 0-7869-3274-0.
  2. Races of Eberron. Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, and Keith Baker (2005). Wizards of the CoastISBN 0-7869-3658-4.
  3. Player's Guide to Eberron. James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Wizards of the CoastISBN 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 CoastISBN 0-7869-3690-8.
The Planes of Eberron
The 13 Major Planes: Daanvi · Dal Quor · Dolurrh · Fernia · Irian · Kythri · Lamannia · Mabar · Risia · Shavarath · Syrania · Thelanis · Xoriat

Fundamental Planes: The Astral Plane (Siberys) · The Material Plane (Eberron) · Elemental Chaos (Khyber)
Transitive Planes and Demiplanes: The Ethereal Plane · The Shadow Plane · Baator