Daanvi

**Daanvi the Perfect Order** is the manifestation of law in the Planes of Eberron. All things of Daanvi live in perfect harmony born of order.

## Description

Daanvi is a plane of order, where cleanly defined crops are farmed by its formian inhabitants. Battalions of angels patrol the skies of Daanvi, and welcome planar travelers and merchants.

## Inhabitants

 File:MM35 PG108.jpg
* The most numerous inhabitants of the plane of Daanvi are the **formians**, whose colonies network the plane.
* Various **angels** and **immortals** who worship Aureon and Boldrei, such as the **justicators** and the **arcadian avengers** call Daanvi home, where they thrive in the harmony of the plane.
* Most of the **Inevitables** also call the plane of Daanvi home, including the Kolyarut and the Zelekhut.
* The **visilights** live on Daanvi as well, where they explore the plane in search of perfection.
* The other creatures inhabiting Daanvi are **Axiomatic** creatures; creatures that have been empowered with the essence of order.

## Manifest Zones

* Formian hives have been found in the jungles of **Xen'drik**, which assumes the existence of manifest zones on the lost continent.

## Planar Properties

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 inherently 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.
* Other
	+ **Law of Averages.** While on Mechanus, creatures always use the average damage result for attacks and spells. For example, an attack that normally deals 1d10+5 damage always deals 10 damage on Mechanus.
	+ **Imposing Order.** At the end of each long rest taken on this plane, a visitor that isn't lawful neutral must make a DC 10 Wisdom saving throw. On a failed save, the creature's alignment changes to lawful neutral. The creature's alignment reverts to normal after one day spent on a plane other than Mechanus. Casting the dispel evil and good spell on the creature also restores its original alignment.
	+ [The Inescapable Prison] Prison Plane. No one can leave the prisons of Daanvi easily. Magical efforts to leave the plane by any spell other than a wish simply fail. Portals and gates that open onto the plane become one-way only. Secret ways out of the plane exist, but they are hidden and well guarded by traps and deadly monsters.
	+ A creature cannot critically hit or miss. Creatures can't have advantage or disadvantage.

## Effects on the Material Plane

### Coterminous

While superstitions say that Eberron is more stable when Daanvi is coterminous, there has been no specific evidence of this being true.

### Remote

Just as there is no effect when Daanvi is coterminous, there is no effect when Daanvi is remote.

## Notes

Keith Baker has suggested on his website that Daanvi incorporates all aspects of law and order into the plane, and that its inhabitants may include devils.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
2. ↑ 2.0 2.1 ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
3. ↑ ***Monster Manual V***.
 (July 2007). Wizards of the Coast. ISBN 0-7869-4115-4.
4. ↑ ***Monster Manual III***.
 (April 2005). Wizards of the Coast. ISBN 0-7869-3430-1.
5. ↑ ***Secrets of Xen'drik***.
Keith Baker, Jason Bulmahn, and Amber Scott (2006). Wizards of the Coast. ISBN 0-7869-3916-8.
6. ↑ Keith Baker (10/10/2017). Planes of Hope, Peace and Order. Archived from the original on 08/25/2018. “THE PERFECT ORDER

As with many other planes, the Perfect Order has levels and layers that embody different aspects of the ideas of Law and Order, Discipline and Civilization. Unlike the other planes, in the Perfect Order these layers are carefully laid out and connected by a clear and simple system of portals — of course, you have to follow the proper protocols and be authorized to USE those portals. There are districts where Formians endlessly toil over perfectly maintained fields. There’s an endless series of courts where Inevitable tribunals judge the actions of mortals, chronicling every crime every committed; in some instances judgement is passed instantly, where other cases can last a mortal lifetime. All laws, systems of government, and violations of these laws are recorded and filed away in the Infinite Archives, catalogued and managed by a seemingly endless hierarchy of modrons. There are districts that are prefect models of utopian societies… and districts where the law is a brutal and oppressive force. Order is powerful, but it’s not innately good; the Perfect Order thus embodies law as a force for justice as well as the crushing weight of an oppressive system.

This is a slight twist from the depiction of Daanvi in The Eberron Campaign Setting, which focuses on order purely as a dispassionate force for an abstractly general good. In my mind, the Perfect Order should be entirely as diverse as Shavarath, and with the same dichotomy: the nature of an outsider reflects whether it represents Order as a positive or negative force. Formians, Inevitables and Modrons are neutral, and they reflect the dispassionate imposition or law and order outside of judgement of good or evil. But then you have devils embodying the harsh imposition of order and the use of laws as a tool of oppression – with celestials embodying the noble aspects of law and order, the quest for justice and for a utopian society. In many cases an entire district will follow a particular theme, but there are surely districts where devils debate archons before impassive inevitable arbiters, engaging in cases that could last for centuries. I’d love to explore this in more depth — exactly what sorts of fiends and celestials would fill these roles? What are some specific examples of an oppressive district? — but it will have to wait until another time.

Here’s a few thoughts about ways to use the Perfect Order in a campaign.

It’s unusual for an inevitable to interfere with the material world. But there are oaths that can be sworn — mystical vows that enforce a bargain with the power of Daanvi. It’s no trivial thing to enact such a pact, but should it be broken the oathbreaker will be hounded by kolyaruts and other inevitable forces.
The Infinite Archive records all laws and transgressions since the dawn of time. Perhaps the PCs need to know the details of some ancient transgression… but can they work their way through the modron bureaucracy to get it?
The tribunals of Daanvi judge all crimes, but they don’t have the jurisdiction to punish crimes on the material plane. However, if a mortal comes forward and offers to serve justice against a heinous transgressor, the powers of Daanvi might provide tools to help this person enact a proper punishment. However, this would call the eye of Daanvi down onto this person and their allies, and place them under the jurisdiction of the Court… are they so sure they are without crimes of their own?
As with the Azure Sky, a fugitive could flee to the Perfect Order. The PCs need to apprehend this person quickly to prevent some sort of disaster. But when they get to the Perfect Order they discover that the villain is already on trial… but that this trial could last a decade. Can the PCs find a way to either extract their target or so speed up the justice of Daanvi?
Artifacts from the Perfect Order could have powerful effects with dangerous consequences. A stone could cause all creatures within a mile to always speak the truth. A scourge could purge all thoughts of rebellion from anyone struck with it. A crown could whisper advice to its wearer, guiding its bearer to rule a perfect kingdom – but is it just order, or cruel tyranny?
Whether by natural mishap or the actions of an enemy, PCs could suddenly find themselves in a brutally oppressive district in the Perfect Order. Can they survive and escape? Through their actions, could they even shift the balance of the district – replacing tyranny with justice?”

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

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