Daanvi
There’s a rhythm to Daanvi, a subtle metronome keeping perfect time. If you act without thinking, you unconsciously move to the beat. The streets may be crowded, but everyone walks at the same pace, every foot striking the ground at the same moment. It takes a conscious effort to break this rhythm, change the pattern, stand out from the crowd. Your instincts push you to fall in line, match the pattern, be part of the great machine.
This is Daanvi, the Perfect Order. It represents the triumph of law over lawlessness, of discipline over chaos. From the perfectly structured insect hives to the inevitable tribunals that judge every mortal action, this is a triumph of order. On the one hand, Daanvi shows how structure and discipline can create enduring systems, and how laws are the backbone of prosperous civilization. On the other hand, it can crush individuality and innovation. It shows that laws can serve justice, but they can also pose an endless series of obstacles, or even be the tools of tyrants. Daanvi encompasses all of these paths. It shows the benefits of law and order—and the risks of taking them too far.
Geography
Daanvi is home to hundreds of layers, and each is a metaphor
for a particular aspect of order or civilization. Time is consistent
across all layers, though in some, denizens work at all hours, while in others, there are strict regulations about what times certain activities are allowed. Daanvi has its own calendar, but denizens can easily translate it to the standard calendar of Galifar (or any other system) when dealing with visiting mortals.
Traveling to Daanvi using plane shift or similar abilities takes
you to the Prime Gate. The portals between layers are clearly
labeled and easily found, with angelic guides happy to provide
assistance. Lesser portals are guarded by modrons, while major portals may be maintained by a horned devil or planetar. Travel passes can be obtained at the Prime Gate, though violating local ordinances can result in a revoked travel pass.
While some rules—such as the system of gateways and travel
passes—are universal, every layer has its own distinct laws. Often these are typical—no theft, no assault except in self-defense. However, layers may have unusual ordinances—no spellcasting illusion magic after noon. The scope of laws, punishment, and enforcement vary considerably based on the oppressiveness of the layer; is it generally just (administered by angels), even-handed (modrons), or oppressive (devils)? In gentler layers, lawbreakers receive an instructive warning from an angel; those in harsher layers aren’t so lucky. In some cases, guardians administer an immediate punishment. More serious offenders may be taken to the Hall of Justice to face an inevitable tribunal.
Localized Phenomena
The impulse toward order affects all creatures in Daanvi. It’s impossible to knowingly lie while in Daanvi, and the effects of random chance are reduced. In Daanvi, all things are iinherently reliable—remarkable fortune and bad luck are equally rare.
Plane of Truth. A creature can’t tell a deliberate lie. It can avoid answering questions, or be evasive in its answers, as long as it remains within the boundaries of the truth.
Impeded Illusion. When a creature casts an illusion spell that has a duration of 1 minute or longer, the duration is halved.
The Eyes of the Law. When a creature casts a divination spell, its range is doubled; if that spell has a duration of at least 1 minute but less than 24 hours, the duration is also doubled.
No Chance. The first time in a round (or any time outside of combat) that a creature makes an attack roll, ability check, or saving throw (other than a death saving throw), treat the roll as a 10. If the creature has advantage or disadvantage on that roll, it only rolls one die, and treats the other one as a 10.
Flowing Time. For every 10 minutes that pass in Daanvi, only 1 minute passes in the Material Plane. So if a creature spends 10 days arguing a case before a Daanvian court, less than a day has passed on Eberron.
Fauna & Flora
All denizens of Daanvi either embody the concept of law and order or exist to be bound by it. Most modrons, angels, and devils perform administrative tasks as they serve as cogs in the grand machinery of their plane. Nearly all of Daanvi’s inhabitants follow an unvarying daily cycle, each denizen limited by its jurisdiction. Some authorities can move freely and enforce laws in multiple layers. But a deva can’t take action in the Iron Ward, even if it feels that an adventurer is suffering injustice, because that ward is under the jurisdiction of the local devils.
The angels and devils of Daanvi use normal statistics, but their appearance is similar to modrons and inevitables. They might have metallic skin or wings, or even look like living constructs. These immortals are creatures of absolute law and can’t be compelled to break it or act against their nature. All celestials and fiends of Daanvi possess the following Axiomatic Mind trait: the creature can’t be compelled to act in a manner contrary to its nature or instructions.
Daanvi doesn’t have a significant population of mortals, though there are other immortals in Daanvi beyond those explored by this section, each one representing a facet of the plane; for example, ant-like formians inhabit numerous layers of their own.
Modrons & Inevitables
Modrons, Daanvi’s most common inhabitants, are embodiments of pure law, with no bias toward justice or oppression. They do their assigned tasks and obey every law; nothing more, nothing less. Monodrones can be found in many layers performing the most basic tasks. More sophisticated modrons perform endless administrative tasks and enforce basic laws. Inevitables are powerful constructs dedicated to enforcing the law in all its aspects. Mighty maruts can be assigned to enforce specific contracts; note that these maruts have nothing to do with their counterparts in Dolurrh, just as the devils of Daanvi aren’t related to those in Shavarath. The Justify trait of Daanvian maruts transports victims to the Hall of Justice in Daanvi. An entity known as the Kolyarut resides beneath the Hall of Justice, with absolute authority over enforcing the law. The Kolyarut acts through a legion of host bodies, one of which serves on every inevitable tribunal; these beings are also called Kolyarut, though they’re only representatives of the greater force.Angels
The angels of Daanvi represent law in the service of justice and the greater good. These immortals enforce the laws, but also do their best to act fairly and to see that justice is done. While angels have duties to attend to and rarely have time to simply chat with random mortals, they’re typically kind and helpful when they do have time. They believe with all their being that law and civilization are the most vital virtues of all, and that the law can’t be set aside for any reason. Devas and other angels of similar power are local authorities. They can be found as ministers, magistrates, and sages. A deva may be appointed to serve as a counselor for mortals called before an inevitable tribunal. The devas at the Infinite Archive serve as sages; modrons file and record, but the devas study the data and reflect on it. Meanwhile, powerful planetars serve as high ministers and guardians of important gates and sites. Solars dwell in the Panopticon. There are thirteen solars, each assigned to monitor and administer justice within one of Eberron’s planes (though no solar holds dominion over the Material Plane). However, there are a host of restrictions on how and when they may act. Typically, a solar must be invoked by a legitimate authority within the plane in question—so while Hazariel, the Solar of Syrania, is usually called in to cast down radiant idols, Azazar, the Solar of Xoriat, has never yet been called on by that plane. Until called, they watch; while in the Panopticon, solars can observe anything that occurs in the plane of their dominion. Shortly before the shift of the Quor Tarai that produced il-Lashtavar, Tyrala, the Solar of Dal Quor, went to investigate the actions that resulted in Dal Quor being thrown off its planar axis; she hasn’t been seen since.Devils
The devils of Daanvi represent law in the service of tyranny and personal gain. In essence, they depict the danger of laws and how order can become an oppressive force. While the angels and devils of Daanvi despise one another, the strict laws determining jurisdiction mean that they rarely come into contact and almost never engage in combat—though it’s common for a devil and an angel to be found in opposite positions arguing a case before an inevitable tribunal in the Hall of Justice. Most often, devils are found in layers such as the Iron Ward, where they’re cruel enforcers and tyrants. They can be encountered as guardians and sentinels, though they’re invariably too harsh when it comes to performing their duties. Other devils seek to exploit loopholes and use the law to their advantage, extorting adventurers or otherwise using the law as a weapon. Orthons and erinyes apprehend lawbreakers, while pit fiends serve as executioners in the Hall of Justice.Subjects
Every tyrant needs people to oppress, while every utopian society needs people to enjoy its just laws. The countless manifestations of Daanvi, called subjects, serve this purpose. They’re humanoid, but their shape is indistinct. They provide the impression of a person—someone completely normal and unremarkable, often of the same species as the viewer—but no matter how hard anyone tries, it’s impossible to actually focus on them. Conversations with subjects are surface-level at best, with no distinct personality or goals. Subjects pose no threat in combat, and are dispersed if they suffer any damage, only to reform within a few minutes.History
Manifest Zones
Manifest zones tied to Daanvi—which are relatively uncommon— often share one or more of the plane’s universal properties. Zones with the Plane of Truth property are often used as makeshift courtrooms by local communities, and a number of the largest courthouses in the Five Nations are built in such zones. Intelligence agencies are always searching for zones with the Eyes of the Law property. Other zones simply reflect the unnatural order of the plane—crops innately grow in perfect rows, or residents find they are more naturally inclined to follow orders. Unsubstantiated legends tell of modrons appearing in manifest zones, attempting to “repair” any local buildings and redesigning them to match the architecture of the Perfect Order.Coterminus & Remote
Daanvi has coterminous and remote periods, but unlike those of other planes, these have no obvious effects. Some sages believe it may impact the performance of certain rituals or the creation of eldritch machines, and others try to link the rise of major civilizations to coterminous periods, but any supporting examples could be entirely coincidental. Daanvi is noteworthy for its exceptionally long cycle. Traditionally, when Daanvi becomes coterminous, it remains so for an entire century; one hundred years after that, it becomes remote for a century.Daanvian Artifacts
Daanvi does two things remarkably well: watch people and punish them. Adventurers could come into possession of an exceptional crystal ball that’s been stolen from the Panopticon, or a set of dimensional shackles lost by an orthon bounty hunter. Another way that people on the Material Plane can interact with Daanvi is through an unbreakable contract. In the Hall of Justice, any two creatures can negotiate a contract before a Kolyarut. The terms are inscribed on an enchanted sheet of gold (worth 5,000 gp) and bound to a marut, which acts to enforce the contract. On Eberron, a powerful conjurer could use planar ally or a similar spell to summon a Kolyarut to set a contract (though they must provide the gold).
Alternative Name(s)
The Perfect Order
Type
Plane of Existence
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