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Nirvana

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Nirvana, sometimes called Mechanus,[6] was an Outer Plane in the Great Wheel cosmology representing the alignment of lawful neutral[1] and home of the modrons.[2][3]

DescriptionEdit

This plane was filled with an infinite number of country-sized circular interlocking gears which were habitable on one or both sides. These great flat wheels were at least one thousand miles (1,600 km) in diameter and had teeth that meshed at right angles, all turning slowly in synchronicity. Each disk had its own gravity that operated in a sphere circumscribing it exactly[4] and pulling normal to the top and bottom surfaces.[2] The void between the gears was filled with air, allowing easy flight. Outside a gravity sphere, objects would feel only very weak attraction to nearby disks.[2]

A plane of Law and order, Nirvana had equal amounts of light and dark, heat and cold, and equal measures of the four elements. There was a place for everything and everything was in its place. Even individuals living here existed to fit into the greater scheme of things and thus achieve a perfect society. There was no pain, but the only pleasure was in successfully filling a role like a gear in a machine. Passion, fantasy, and illusion did not exist here, except for what might be brought in by visitors, and any who tried to foment individualism or stir passions for a cause soon found they were not well received.[4]

Nirvana was connected to the Prime Material Planes via the Astral Plane, and to the Outer Planes of Arcadia, Acheron, and Concordant Opposition by portals which appeared once every revolution of the gears they belonged to. The period of rotation depended on the size of the gear, but a typical period was twenty days. The portals stayed open for exactly one day. There was one portal to Concordant Opposition, located at the center of the featureless bottom side of a large gear, that was continually open.[2]

InhabitantsEdit

The only creatures native to Nirvana were the modrons, a race of beings organized in a rigid caste system and ruled by Primus, the One and the Prime. The most common modrons were the monodrones,[3] single-function drones used as common laborers, servants, or soldiers.[7]

RealmsEdit

ReferencesEdit

  1. 1.0 1.1 1.2 Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 73. ISBN 0880383992.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 85. ISBN 0880383992.
  3. 3.0 3.1 3.2 Gary Gygax (1983). Monster Manual II 1st edition. (TSR, Inc), p. 86. ISBN 0-8803-8031-4.
  4. 4.0 4.1 4.2 4.3 Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 84. ISBN 0880383992.
  5. Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 75. ISBN 0880383992.
  6. Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). Manual of the Planes 3rd edition. (Wizards of the Coast), p. 127. ISBN 0-7869-1850-8.
  7. Gary Gygax (1983). Monster Manual II 1st edition. (TSR, Inc), p. 87. ISBN 0-8803-8031-4.
  8. Colin McComb (1996). On Hallowed Ground. (TSR, Inc), p. 182. ISBN 0-7869-0430-5.
  9. slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), p. 34. ISBN 0-7869-0437-2.
  10. 10.0 10.1 10.2 Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 86. ISBN 0880383992.
  11. Jeff Grubb, Ed Greenwood and Karen S. Martin (1987). Forgotten Realms Campaign Set (Cyclopedia of the Realms). (TSR, Inc), p. 11. ISBN 0-8803-8472-7.
  12. Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures. (TSR, Inc), p. 20. ISBN 0-8803-8828-5.
  13. Ed Greenwood, Julia Martin, Jeff Grubb (1993). Forgotten Realms Campaign Setting 2nd edition (revised), Running the Realms. (TSR, Inc), p. 51. ISBN 1-5607-6617-4.
  14. Colin McComb (1996). On Hallowed Ground. (TSR, Inc), p. 181. ISBN 0-7869-0430-5.
  15. Eric L. Boyd (1997). Powers and Pantheons. (TSR, Inc), p. 28. ISBN 0-7869-0657-X.
  16. Jeff Grubb, Ed Greenwood and Karen S. Martin (1987). Forgotten Realms Campaign Set (Cyclopedia of the Realms). (TSR, Inc), p. 13. ISBN 0-8803-8472-7.
  17. Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures. (TSR, Inc), p. 27. ISBN 0-8803-8828-5.
  18. Ed Greenwood, Julia Martin, Jeff Grubb (1993). Forgotten Realms Campaign Setting 2nd edition (revised), Running the Realms. (TSR, Inc), p. 47. ISBN 1-5607-6617-4.
  19. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc), p. 128. ISBN 978-0786903849.
  20. Colin McComb (1996). On Hallowed Ground. (TSR, Inc), p. 169. ISBN 0-7869-0430-5.
  21. Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 152. ISBN 0-7869-3134-5.
  22. Colin McComb (1996). On Hallowed Ground. (TSR, Inc), p. 51. ISBN 0-7869-0430-5.
  23. Gary Gygax (1983). Monster Manual II 1st edition. (TSR, Inc), pp. 86,91. ISBN 0-8803-8031-4.
  24. Colin McComb (1996). On Hallowed Ground. (TSR, Inc), p. 176. ISBN 0-7869-0430-5.

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