Planes of Hope, Peace and Order

All of the Planes of Eberron have stories to tell and things to offer a campaign. Unfortunately, we never had time to explore them in depth. Until Eberron is unlocked for 5E, there’s a limit to what I can do. Yesterday I posted a long article about the Endless Night, but even that only scratches the surface. I’d love to delve deeper into the denizens of the Night and schemes that could drive adventures, and to develop unique creatures or treasures that could be found there. Hopefully this will be possible in the future. 

Some planes have generated more requests than others. In particular, Daanvi, Irian, and Syrania have all come up. Some people have said they don’t know what to do with them, that they’re too benevolent or too abstract, or simply that they have no touchstones to base them on. I don’t have the time to explore all of these with the same focus as the Endless Night article. But here’s some quick takes that may inspire ideas. As always, bear in mind that this information is not canon for Eberron and could contradict canon Eberron sources; this is what I’d do in my own campaign.

THE ETERNAL DAWN

Yesterday I explored the Endless Night. The Eternal Dawn is its opposite in all ways. The Dawn embodies both life and hope. It’s the dawn that inevitably overcomes the darkness, the spring that will eventually triumph over even the coldest winter. It is the wellspring of positive energy, which is the foundation of light, life and love.

The Eternal Dawn is also filled with layers, but its layers are about beginnings. These include fertile realms untouched by cultivating tools, but also budding towns or new villages, or the capital of an empire in its first days of glory. So: how does such a capital differ from a fortress in the Battleground? How is a virgin woodland any different from something you’d find in the Twilight Forest? The issue is the theme, which is always felt throughout the plane. In the Battleground, you will never escape the presence of war and strife. There are always archons drilling for battle, the scent of blood and smoke in the air, constant preparation for the next struggle. By contrast, the Amaranthine City in the Eternal Dawn is suffused by a sense of optimism and opportunity. There may be guards, but you won’t see armies; there may be fortifications, but they don’t feel worn and they don’t dominate things. The landscapes of the Twilight Forest emphasize the primordial power of nature; in the Eternal Dawn the focus is simply on vibrance and fertility. And yes, the Amaranthine City at the heart of the Dawn shares its name with the city at the core of the Endless Night.

It is believed that whenever the Endless Night seizes a fragment of reality, a new seed appears in the Eternal Dawn – a realm that grows as its counterpart in the Night is consumed, ultimately flowing away from the Dawn to fill the vacant space and restore the balance of energy in the wounded plane.

The Eternal Dawn is a constant source of hope and positive energy. Its celestials and Lumi rarely intrude directly on other planes, because they don’t have to; just as the Gardeners of the Endless Night cultivate despair without ever leaving their plane, the powers of the Dawn promote hope from beyond. With that said, the celestials of the Eternal Dawn are those most likely to help mortals. In Eberron, the celestials of Irian are the spirits that commonly respond to planar ally and similar mystic requests from divine casters tied to the Sovereign Host. Some of these celestials are devoted to the Sovereigns; others are simply happy to answer the call of someone in need. (In my opinion, the Silver Flame usually generates temporary celestials out of the raw energy of the Flame… but there are certainly spirits in Irian who would be glad to support Templars facing forces of darkness.)

Here’s a few other ways the Eternal Dawn could touch a campaign.

  • While the Dawn rarely intervenes, occasionally one or more Lumi will venture to the material to strike darkness directly. The PCs could encounter a group of vigilantes backed by Lumi. A Lumi could appear and announce that it’s here to help the PCs with the darkness that has targeted them… which is a way for a group to discover that they’ve been targeted by darkness. Do they embrace the Lumi and follow its lead? Or do they think the celestial is crazy?
  • A PC injured by dark magic has a wound that seemingly will never heal. But the Waters of Life in the Amaranthine City can cure any ill; they may be the only hope for the victim.
  • There is a manifest zone tied to the Eternal Dawn between two villages on a national border, and both villages lay claim to this region (which amplifies fertility of both plants and animals). This feud is on the verge of breaking into open conflict… can the PCs resolve the situation?
  • A paladin is presented with a weapon, shield or tool that holds the essence of a celestial from the Dawn. Can they live up to the expectations of the spirit?
  • A planar scholar believes that the power of Irian could restore the Mournland. Will the PCs travel to the Amaranthine City and implore the Dawn Emperor for aid? Assuming the Emperor has the power to direct the restorative powers of the Dawn to this purpose, what will he require?

THE AZURE SKY

Crystal spires floating in blue sky. Farms are spread across soft banks of clouds. It is breathtaking, serene, and above all, peaceful. The Azure Sky is the realm of peace and of those things that flourish in peaceful times, such as abstract knowledge and commerce.

It is virtually impossible to conceive an aggressive thought while in this plane. For this reason, it has become a crossroads for planar travelers, both immortal and otherwise. The Immeasurable Market hosts artisans and merchants from across realities. While the Market includes beings from many planes, most of the floating towers of the Azure Sky are home only to angels engaged in serene contemplation. Some of these angels are scholars studying a particular topic. Others are philosophers who contemplate a particular concept. Others simply embody an idea. This can overlap with other planes in strange ways. You could have an angel of Hope in the Azure Sky, but this is very different from a celestial from the Eternal Dawn. The angel in the Azure Sky doesn’t INNATELY embody hope; rather it is about the idea of someone seeking to embrace and understand hope… and beyond that, it is the only angel in the plane who has this role. You can even have an angel who studies the arts of war; but it does so in an abstract and peaceful way, as opposed to the active aggression of an Archon of the Battlefield.  

As a rule the Azure Sky doesn’t meddle in the affairs of other realms. But here’s a few ideas.

  • An angel could venture into the material plane seeking to prove a thesis related to its field of study. This could require interaction with (or manipulation of) player characters. Alternately, the angel could intend to be present only as an observer but instead be drawn into a conflict.
  • An unusual merchant might have a back door that opens onto the Immeasurable Market, where they trade mundane things as exotic curiosities.
  • A traveling merchant selling goods from the Immeasurable Market could cause chaos, innocently or intentionally.
  • PCs could require specific knowledge known only to an angelic scholar or goods only available in the Immeasurable Market. Or perhaps they are pursuing a fugitive who has managed to flee to the Azure Sky… how do you capture this villain in a realm where conflict is impossible?

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?

QUESTIONS

If we wanted to place fiends on Irian, would it follow that fiends related to cancers and tumours (aka uncontrolled growth) would be appropriate?

Irian isn’t about the mechanical and scientific idea of life, which is really more tied to Lamannia. In a sense ALL diseases could be defined as being about life, as viruses simply seek to reproduce. More than anything, Irian is about positive energy and all that that embodies. It’s about life in opposition to death, creation versus destruction, hope versus despair – not the difficulties and complications that come with life. One quick thing to consider: Irian is the source of positive energy, which is the basis of all healing magic. In your Eberron, can cancer be cured with healing magic? If so, I see no reason why the concept of it would thrive in Irian. If not – which could be interesting – then maybe it would fit in Irian. But I generally see embodiments of disease being tied to Mabar (as things that decay and destroy) or Lamannia (as part of nature).

Of all the planes, Mabar and Irian have the strongest innate alignment towards “good” and “evil”, which is why I call our Irian as the source of most planar allies. Looking to Shavarath, Daanvi, even Fernia we generally look at the positive and negative aspects of the core concept. But Irian and Mabar ARE positive and negative. There’s not a lot of room for darkness in the Eternal Dawn.

Is there any connection or possible connections between warforgeds and inevitables?

I don’t see that being something we’d ever suggest in canon Eberron. While Inevitables look like constructs, they’re immortal outsiders — not living constructs like the warforged. And per canon sources, if anyone outsiders influenced the creation of the warforged it’s most likely to have been the pre-Dreaming Dark Quori (as hinted at in Secrets of Xen’drik and The Shattered Land). But if YOU want to play with the idea of the Inevitables inspiring or aiding the creation of the Warforged — and perhaps having the power to commandeer warforged bodies — it could be an interesting plotline.

What are the “eternal laws” that inevitables will enforce? Did somebody build them?

In my opinion, the Inevitables are immortal spirits that embody the idea of law and inevitable justice. They weren’t built, and they aren’t actually constructs in the same sense as warforged; they simply APPEAR to be constructs because that fits the concept of an utterly impartial agent of order.

I’ve suggested that the courts of Irian judge all mortal creatures — and my thought there is that they judge each creature according to the laws of its community. The Infinite Archive is a catalogue of all systems of law, and the tribunals of Daanvi impartially judge you based on YOUR laws. But that’s where they lack the jursidiction to enact sentences; they judge, but have no authority to punish. In my examples, I suggest that this is where a PC could potentially go to Daanvi and be a “process server” — but that in taking on this role, they’d better have a clean record. I could also see this as an excellent role for a paladin PC: they aren’t a paladin of a particular god, but rather acting as an enforcer for the justice of Daanvi.

As for when Inevitables will act directly, it’s up to you. In MY Eberron I don’t want Inevitables to be trivial or commonplace. I don’t want them to screw up my story (He just broke his word! Why don’t the inevitables show up to  punish him?) or to diminish the role of PCs. I want them to be exotic, frightening, and as a result RARE. So I’d say that Inevitables only act when they have jurisdiction… and they can only gain jursidiction when under the following circumstances.

  • When they are given jurisdiction by the target. As I suggest earlier, I think it should be possible to swear an oath that puts you under the eye of Daanvi. But this should be an actual magical ritual with expensive components, not something done trivially. A member of the Aurum could pull this out when demanding loyalty from PCs, but it’s not something you’re going to do with a common merchant.
  • The Inevitables could have jursidiction over actions taken in a manifest zone to Daanvi, or when Daanvi is coterminous with Eberron. So you may have the ancient oathstone where a tribe makes their vows (…and eternal justice will punish he who breaks his vow to the stones…) or a time when EVERYONE knows that you have to tread carefully when Daanvi is coterminous.

But as always in Eberron, what makes a good story?

So: how common are travelers in Syrania and Daanvi?

I think it’s very rare for extraplanar travelers to go to Daanvi. Among other things, anyone going to Daanvi is going to have to deal with all the various restrictions and regulations, with serious consequences if you transgress.

Syrania, on the other hand, is a place that is welcoming to planar travelers. You still may not have many travelers from Eberron, but there are certainly some; you might have a dragon from the Chamber consulting angelic scholars or a Night Hag browsing the Immeasurable Market. But I certainly think you have a mix of mortals and lesser immortals from other planes, along with a few powerful spirits. The question is WHY a powerful spirit would choose to leave its home plane. One point is that Syrania is a place of absolute peace; perhaps opposing generals in Shavarath might meet in Syrania as an absolute neutral ground, or a Thelanian wizard might share arcane notes and stories with a counterpart from Xoriat. All of these things would still be rare — but again, if that’s the story you want to tell, Syrania is a good place for it to play out.

Dragons have power for dimensional travel and are mortals. But it looks like they don’t do it very often even if it could be a great resource against demons. Why?

Powerful dragons are certainly potential planar travelers. But it’s not necessarily as great a resource as you might think. As a rule, planar travel is dangerous. You’re dealing with powerful beings driven by alien logic and odds are good you don’t understand their worldview. Very few of them are interesting in helping you, and those who are will need an excellent reason. On the whole, the archons of Shavarath don’t care about the dragons’ current squabble with some demons, because the war the archons are fighting themselves is more important and is, in their opinion, defining the balance of the entire universe. Essentially, by fighting their war the Archons believe they ARE already helping everyone on Eberron and they don’t have time for your petty, small-minded mortal problems: they’ve got to get back to the war. A Syranian scholar may be willing to take some time to talk to you, but again, their contemplation is more important than your mortal problems — and if you expect to get much of their time, you’d better have something interesting to offer them.

But in short: dragons MAY be engaging in dimensional travel. A Chamber agent might have access to a sword forged in the Eternal Dawn or a treasure from the Immeasurable Market. We don’t know about it because we know next to nothing about what dragons are doing in their struggle against the Lords of Dust. But they aren’t bringing in hordes of allies from Shavarath (or other planes) because the immortals aren’t interested. I’ll talk more about the motivations of celestials tomorrow.

Would you have any idea about the kind of things a host of angels from the Azure Sky would like to keep secure, that may kindle envy from an outsider (be it a NPC or, for that matter, PC in a different context)?

Given the theme of commerce, it could literally be anything, because it could have come from another plane. But looking to something with a concrete tie to the plane…

  • A gemstone that is believed to hold an entire reality within it. The gem serves as a source of power for divine spells, as the attuned bearer can draw on the devotion of an entire world.
  • A crystal that is the essence of an angel, who engaged in contemplation so deep that they condensed into this form; it’s unknown if they will one day reform, and if so what revelations they will bear.
  • A cloud seed. If activated, it will extrude an island-sized mass of solid (but floating) cloud-matter that can serve as a foundation for buildings. This region is also treated as a manifest zone to Syrania; this could have the same properties as the Sharn zone, or it could have an additional enforced peace effect.
  • A coin with which you can purchase anything. Anything that can be bought can be purchased with this coin; its irresistible magic compels the owner to make the trade. In the process this means you’re giving them the coin, so you only get to use it once. But you can buy anything that can be bought with it.
  • A book scribed by a since-fallen angel that is the absolute source of knowledge on something. A particular Overlord or type of demon. An epic spell that could have catastrophic effects if cast. Some secret lore about one of the planes. If you want to take things a step farther, the angel could have “fallen” into Xoriat; this book holds some secret about the nature of reality so fundamentally destabilizing that realizing it shifted them into being a spirit of madness.

I wish that I had more time to explore these things, and I hope that someday I will. Share your thoughts and ideas in the comments. And as always, thanks to everyone who’s supporting the site on Patreon; the more support we have, the more I can do with it in the future.

17 thoughts on “Planes of Hope, Peace and Order

  1. Here’s a question about Irian. I’ve always associated growth and the creation of life with positive energy. Would uncontrolled growth still fit with the theme of Irian? If we wanted to place fiends on Irian, would it follow that fiends related to cancers and tumours (aka uncontrolled growth) would be appropriate? They are lacking on one of Irian’s two themes (hope) but they follow through on the other (life unbridled and unleashed).

    Thanks as always!

    • Another idea for a potentially sinister application of hope is using the hopes of beings that present a threat to mortals. A fundamental element of hope is change, or rather, the belief that things will change for the “better”. Twisted places in Irian could potentially represent similarly twisted hopes — places that reflect joyful wishes of evil beings basking in a glorious light, but also inflicts horrible fates upon mortals that happen upon it.

        • Note that even in Keith Baker’s answer, Irian is inherently POSITIVE, not inherently GOOD. In the cosmology of d&d those are very different concepts. Good and Evil are absolute. But positive and negative, barring the morally and ethnically neutral energies tied to them, are relative. To the Dragonmarked Houses, uncontrolled capitalism (and the economic growth thereof) is positive, even if it could bring disaster to the poor and drain political power from nations. To evil-aligned dragons, a hopeful beginning could be one where humanoid races never evolved on Eberron.

          So we’ve established that “harmful” life, like diseases and blights, are associated with the negative. The question therefore becomes: what’s utopia like for great unfathomable beings who consider US to be a disease?

  2. At the risk of opening a can of worms, I’d say that the majority of interplanar (intermaterial?) portals to Eberron, especially those from Sigil, open in Syrania instead of Eberron proper. This could be an intentional design on the Progenitors’ part, shielding their creation from rogue gods and others who would interfere in their creation. Or it could be an unintentional side-effect of the various planar catastrophes Eberron has experienced, with the Progenitors’ merging with the Material making it difficult or impossible for intermaterial portals to open from other Material Planes or crossroads, which also keeps the usual interplanar marauders from other campaign settings hitting this corner of the multiverse.

    I brought this up elsewhere, but I’d put Aaracokra on both Syrania (general philosopher-attendants/disciples of the philosopher angels) and Daanvi (the majority of the race in all flavours of Law). Perhaps the birdmen have a merit-based religion around proving themselves worthy to serve the angels in Syrania. Being mortal, they can fall in with vrocks or devils instead and become outcasts. They don’t do service in the modern/inevitable courts. That’s too much Law for a mortal mind…

    • I agree with both ideas. If I was going to work inter-setting travel into my camapaign, like tying it into Planescape, I would go with the idea that the Progenitors (whatever they actually were) specifically created the reality of Eberron in isolation from the reality of the Great Wheel in order to isolate it from the squabbles of great powers, and that those protections are beginning to break down. But the idea that Syrania would be where such travel would be easiest or even already established makes sense to me.

  3. Hi Keith! It’s great to read something on other planes. I always have been curious about Daanvi and I read this post with great interest. It suggests anyway some questions
    1) is there any connection or possible connections between warforgeds and inevitables?
    2) what are the “eternal laws” that inevitables will enforce? Did somebody build them?
    3) in Canon Eberron is told that planar travellers are welcomed by angels patrols in Daanvi. Anyway you always pointed out that planar travels are rare: mortals don’t have power, immortals don’t have interest. Once you told me that in your opinion overlords and rakshasaa can’t leave Eberron at all. So: how common are travellers in Syrania and Daanvi?
    4) Dragons have power for dimensional travel and are mortals. But it looks like they don’t do it very often even if it could be a great resource against demons. Why?
    5) I know it’s a strange idea, but just as Daelkyr and Quori could you imagine a scenario in which creatures from Daanvi or Iran are the main villain of the campaigns?

  4. One Daanvi-related idea I’ve had but that I haven’t had a chance to actually use is that of the plane itself trying to direct all comers into helping with its various tasks, each according to their ability. Essentially, it would act something like a perpetual Find the Path spell — people *know* where to go, and then what to do when they get there. If this were conceived of as only a single layer of Daanvi, it could even have an entrapment effect — gradually, those who follow their instructions forget their other priorities and obligations other than those imposed by the plane…

    Really, the ECS description of Daanvi being a copy-paste of Arcadia but without the good tinge that goes with that inspiration makes me think that there should be a lot of subtlety and creepiness to Daanvi’s more negative portrayals of order. To my mind, it’s a plane where you’re more likely to find stonemasons carving blocks with an uncanny precision and a mindless stare than perfectly regimented armies.

    • To my mind, it’s a plane where you’re more likely to find stonemasons carving blocks with an uncanny precision and a mindless stare than perfectly regimented armies.

      Sure, and potentially grave consequences for carving blocks outside of the designated Perfect Block Size.

  5. In all my reading of Eberron I couldn’t find any reference to the sun within the Eberron star system, plenty about the many moons but no sun.
    Instead I have Irian as the sun gifing light and love to the planets.
    I have layers and realms, effectivly inside the sun, where celestials dwell.
    My Syrania is a gas giant style planet like a blue “Jupiter” with Baator orbiting it so that fallen angels can literally fall from Syrania to the hells.

  6. Hello Keith. Great series of posts here.

    I’m working on a scenario that involves, as a background that the PC will uncover (and now I’ll keep my fingers crossed that any of them won’t read that…), a love story between a “lovable rogue” tiefling and an angel from Syrania. As it happens, he seduced her to gain access to some powerful artefact and steal it, but he found himself more enamored in the process that he intended to. However, that wasn’t enough to prevent him to enact his theft, run away, and manage to literally fall off the map – maybe because it was in its very nature, or maybe, in a more noir spirit, because he had a relentless buyer for the artefact, and good reasons to fear about what would happen, not only to himself but also to his angel lover, should he fail the job. Now the scorned angel is tracking down the fiend on the material plane, using her change shape ability to pass as human.

    It may well be nothing more than a MacGuffin at this point, but I can’t wrap my head about what the stolen artefact may be exactly. Would you have any idea about the kind of things a host of angels from the Azure Sky would like to keep secure, that may kindle envy from an outsider (be it a NPC or, for that matter, PC in a different context)? I feel like there would be easy to come up with ideas in any other plane (a super-powerful weapon from Shavarrath, some sort of epic life-source from Inria or Lamannia, a “truthsayer” device from Daanvi and so on), but I confess it eludes me as far as Syrania is concerned.

    Thanks by advance!

    • A gem floating over your head. When you have it, nobody can attack you unless you do first.

      The icy heart of a demon king. He moved to the plane of peace and changed into something else. All of his evil plans and emotions condensed into a heart of ice… that it’s better if never melts.

  7. Keith, could add some ideas on some artifacts of Irian too? Maybe including something that is GOOD and POSITIVE but nontheless dangerous?

  8. A thought just crossed my mind. If the tribunals of Daanvi judge mortals based on their own laws, would the Last War have throne a monkey wrench into their trials? Like, now you have distinct communities and nations, so it’s not like everything would have ground to a halt, but in the earlier days of the war, wouldn’t an entire side of the war been acting illegally at a bare minimum?

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