This is a Planar Renovation project for the Paraelemental Plane of Ice. Anyone is free to brainstorm. Be aware that unlike other Planar Renovation projects, this one is BOTH about mechanical and fluff expansions, revisions, etc.
WHAT THIS TOPIC IS ABOUT
Anything pertaining to the Paraelemental Plane of Ice. Its base nature, equipment, spells, locations, monsters, special materials, hazards, etc. Eventually I hope, perhaps, to have something compiled, organized, and submitted as an RTF file.
When all is said and done, you will need a few things in order to properly enjoy the contents of this project:
you will need the 3.5 basics of course (or the 3.5 SRD), the 3.0 Manual of the Planes, the 3.5 Planar Handbook, the Frostburn 3.5 supplement, and of course, the 3.5 Denizens of the Inner Planes supplement that can be downloaded on this site. From 2E, the Inner Planes accessory is necessary as well. Dragon Magazine 347 is also highly recommended, as it is a much weaker and official 3.5 revision of Cryonax, and includes a LOT of information about his goals.
I must warn those stumbling into this topic, that I have been diagnosed with a condition called "high functioning autism" or "asperger's syndrome", and one of the unpleasant side-effects of this condition is problems with organization, so this topic is a jumbled mess. If you have noticed that my posts change subjects randomly, or that I have trouble staying on topic, this is why. It's not something I notice in myself, so if you see me doing this in someone else's topic frequently, you can private message me about it. As part of the asperger's bundled package, I also suffer from minor obsessive compulsive disorder and obsessive personality disorder, which is why my interests as far as planar cosmology and such are so limited (yes, I am obsessed with the Paraelemental plane of Ice, and Cryonax; I hope these obsessions can be put to good use here). I may get TOO detailed with some things, and I will need your input on that as well (this is especially in regards to monsters) Moving on.
Below is an index of topics and renovations I've posted in this topic thus far. Some remain as works-in-progress.
--Utilization of rules and elements given in the Frostburn Supplement (e.g. whether or not they apply and how)
--Ecology of the plane by region (this probably needs redone)
--3.5 Cryonax monster stats, using the Denizens of the Inner Planes archomental template and rules
--Fleshed out details on Cryonax; his personality, his goals, his cult, his relationships with other creatures. Much of this is not meant to ever be known by the players, and is merely a guideline for DMs for roleplaying purposes.
--Stats, background, etc. of a new character-- Frigidora, the top ranking general and paraelemental herald (which is a lot closer to a proxy, but not technically one) of Cryonax
--Stats on Noble Qorrashi genies, the Paraelemental Ice genies found in the Frostburn supplement.
--Stats on Ice Gen, based on the stats of the elemental gen given in Dragon Magazine 315.
--Character options for divine classes other than the Cleric for taking the Elemental Devotee of Cryonax feat (detailed in Denizens of the Inner Planes)
--Expanded information and rules on Coldfire, the substance introduced in the Frostburn Setting, and its role in planar Ice societies.
--Rules for creating Paraelemental Ice variations of various creatures, etc. based on existing races and templates from canonical 3x sources. Thus far this includes Ice Mephlings, Half Ice Paraelementals, and Snow Elves based on a combination of info from both Frostburn and their original introduction in Dragon Magazine 155.
Currently and in the future, I am also working on the current subjects and sub-projects, with the hopes of posting them in the future.
--The relation of Blue Ice (Frostburn special material) to Eternal Ice (similar material from Planescape), and detail the various colors/types of eternal ice and their powers.
--The Qorrashi influence on Ice, its history, and its leadership.
--Expansion upon the society, religion, etc. of Glacier Dwarves (cold variation of Hill Dwarves from Frostburn). I might end up making them planetouched descendants since the Frostburn rules state they forge Blue Ice instead of iron and other metals, and I've made Blue Ice a material found only on the Paraelemental Plane of Ice.
--The social aspects of the Snow Elves, such as relations with other races, religion, society, etc. (thus far only their racial stats are complete)
--Expansion upon the society, religion, etc. of Ice Gnomes (gnomish subrace found in Frostburn)
--Expansion upon the society, religion, ecology, etc. of Tundra Halflings, including info and stats for special domesticated magical beasts they use for food, protection, etc.
--Creation of a variant Raptorian race (Races of the Wild) to dwell on Paraelemental Ice, along with info on their religion, society, etc.
--Creation of a variant Goliath race (Races of Stone) along with info on their religion, society, etc.
--Variant prestige classes such as the Ice Archon (Faiths&Pantheons), Ice Paraelemental Savant (Complete Arcane), and ice variations of several dwarven PrCs for the glacier dwarves.
--With help from the rest of you, I hope to flesh out Tiera Minuut as an actual town. In order to assist me in this endeavor, you are going to need the Inner Planes campaign expansion from 2E.
--Also with help from the rest of you (I'm really bad at fleshing out some aspects of the Planescape categorization of the outposts, such as "Power Behind the Throne".), I plan to detail the Frozen City of Teliggin, which got only a brief, one-sentence mention in Inner Planes.
--Center of All will handle the base nature/belief of the Paraplane of Ice and similar subjects concerning how belief shapes and affects the plane and its culture. Center of All, there is no pressure here. You can work on the base nature/beliefs of Ice whenever you feel comfortable.
--A bit more info on how the living Coldfire moat surrounding Cryonax's chisled estate functions, both mechanics-wise and fluff-wise.
--I intend to implement an alternative treasure table for this plane. Fact of the matter is, the treasure table in DMG, as well as the tables given in Draconomicon and Magic Item Compendium won't work on ice. For one thing, metals get too brittle in a cold environment. Wooden and plant-derived items are unlikely to be encountered at all. Many items will be made from Blue Ice (Frostburn) instead of precious metals.
Opals as gems or treasure components are out because they crack when exposed to cold.
Trade tables will also be implemented (precious metals won't be worth much on ice, but herbs, spices, and plant-derived medicines are likely to be worth much more than on many other planes).
I would highly recommend purshasing this supplement if you intend to run campaigns in Paraelemental Ice, Stygia, Cania, Ocanthus, or Soulfreeze. As someone obsessed with ice and cold, this is probably my favorite accessory for 3.5, and (and I am saying this objectively, not out of bias) it is definitely the best of the four climate/terrain-based accessories by far.
WHAT IS IN FROSTBURN
An entire chapter or two is dedicated to terrain, wilderness, and environment in a subfreezing region. A subsection mentions the effects of cold on equipment.
Special hazards, both planar and extraplanar, are included. There are two new races and 3 or 4 new racial variants. The primary race covered in this book are the Uldra, which are very different from the uldra from AD&D 1 and 2 E. A lot of material covers the two or three Uldra dieties.
Additional equipment is given, along with four new special materials (including stygian ice!)
New feats, (covered better in this book than in other terrain-based accessories; included are feats which make it possible to survive in very cold terrain without the aid of magic items), spells, (lots of good spells, and the selection is far better than what is offered in the other terrain-based accessories), psionic powers, and epic spells are given. Cold-terrain variant animal companions and familiars are also given.
There are a lot of new, nifty monsters, including many updated from previous editions. If you remember the Frost Man, it has been updated and appears in this book as a Monstrous Humanoid race. The Ice Toad, White Pudding, and Yeti also make a comeback here, there are three additional class options for frost giant monsters, and a class option for orc monsters.
Finally, there are two adventure sites and some adventure ideas.
Here is a quick guide to some of the elements from the supplement that can be implemented for Ice:
Terrain: all except Frostfell Marsh Terrain and Taiga forest terrain
Frostfell Hazards: all
Terrain Dangers: all (quickslush is found only in the Sea of Frozen Lives)
Supernatural Hazards and Dangers: Blood Snow Blizzard, Coldfire, Death Hail, Ebony Ice, Frostburn, Howl of the North (The Precipice only), Lightning Pillars (Shimmering Drifts and its borders with the Precipicre and Fog of Unyielding Frost, only), Razor Ice, Razor Sleet, Snowflake Lichen (borders between Precipice and Air only), Zones of Frigidity
Frostfell Traps: all save Deadfall of Rust Snow
Poisons available on Ice: All except Mammoth Eye Juice.
Races of the Frostfell: All except Neanderthals and Uldra. Glacier Dwarves will be by far the most common Frostfell variant race found on Ice, while others will be exceptionally rare.
Available Prestige Classes: Cloud Anchorite, Cryokineticist, Frostmage, Frostrager, Knight of the Iron Glacier, Stormsinger
Available Gear: all
Available Alchemical Items: all but whale grease
Exotic/New Materials: Blue Ice, only.
Weapons and Armor: all except the sugliin and tigerskull Club. Glots and Razor Slipdisks can only be made from Blue Ice.
Gear: all
Vehicles: All save the Ice Warship (however, the sled can only be pulled by ice/cold element dogs or worgs on Ice, unless you have some way of keeping regular dogs protected from the cold.)
Monsters available on Ice: ice/cold element version of any animal or dire animal, Entombed, Frost Giant class variants, Genie-Qorrashi, Ghost-Frostfell, Golem-Ice (usually limited to dungeons and buildings), Glacier Dwarf, Ice Beast (dungeons and buildings only), Icegaunt, Ice Toad, Ice Weird, Orc-Snow Shaman, Pudding-White, Snow Spider, Snow Weird, Yeti (both versions)
Additional notes: Though not stated in the supplement, if we go by examples given in the PHB, the spells "Snowsight" and "Wall of Coldfire" can be made permanent via Permanencyt spell.
Note on Snowsight: The spell's description does not specify whether or not it allows the recipient to see normally in magical storms/freezing fog, I'm afraid, so it's up to the DM. Looking at Darkvision, I would have to say the most logical answer is that "no", it does not allow one to see normally in spells such as "Ice Storm" or "Obscuring Snow"; not for mortals at least.
However, it is also perfectly logical for the DM to decide that Ice paraelemental creatures (and Qorrashi) with this ability or spell can see through magical storms in much the same way that Demons and Devils can see through magical darkness.