Wilderness of the Beastlands
“The Beastlands is a savage plane where ferocity and cunning stalk through endless forests. Here, everything feeds on something else, aggressively, and the rule of might makes right is the only rule to rely upon. It is often compared to Arborea, and the two planes share similar traits regarding the power of nature. Where Arborea showcases nature in an abundance of life and glory, the Beastlands depict nature stripped of all pretenses of civilization and order, where the savage hunter kills mercilessly to survive. Good and evil have little place is the savage wilderness where the cycle of life, death, and rebirth is honored by all living creatures, consciously or not.”
Malakara the Warden
There is no plane in the multiverse that better embodies the savage and unpredictable aspects of nature than the Wilderness of the Beastlands. Endless tracts of forests stretch out across all three of its layers, where cycles of the day are frozen in their paths – brilliant day, eternal dusk (or dawn depending on your belief), and endless night.
Forests of all kind grow rampant and enormous on all three layers along with all types of plants, though few places in all the multiverse rival the perpetual power of the sun on the Beastlands first layer, Krigala. There, supercharged by the powerful and never-ending sun overhead, plants have taken on titanic proportions. The second and third layers are overgrown with thick vegetation as well, though not quite to the scale of Krigala.
And beneath these endless forests stalk a dizzying array of beasts of all kinds. Predator and prey move in the eternal dance of life and death. All beasts understand this cycle instinctively – there is no evil in the wolf taking down a deer for the good of the pack. This bestial nature is common with most beasts, but on the Beastlands the creatures are more intelligent and most possess the gift of speech (speaking a variant of the Celestial language). Whether they speak with strangers is quite another matter.
Beasts are the undisputed rulers of the Beastlands, but there is nuance there that many do not realize. Every type of creature obeys the edicts of a special Council of Beasts unique to that type of animal. Each council consists of thirteen exceptionally intelligent and powerful representatives of their species – the Council of Panthers rules over all panthers across the multiverse, while the Council of Rats commands the rats. These powerful groups have motives, schemes, and plans all their own, many of which involve their representatives on the Material Plane and beyond.
Above the beast councils are the powerful animal lords. These are unique creatures with many capabilities that rival demon lords and devil princes. Like the councils, they have their own schemes, which may coincide with their “lower beasts” but often do not. Animal lords are dangerous, canny, and strategic in their actions, and their realms on the Beastlands harbor secrets and dangers to tempt any planar explorer.
While beasts are the dominant inhabitants of the Beastlands, other creatures move about as well. Many tribes of centaurs call the plane their home, and a great number of lycanthropes of all types move amidst the three forested layers. The lycanthropes are accompanied by humanoids with lesser bestial abilities known as shifters. These shifters and lycanthropes form a loosely organized group called the Wylders that offer some of the only civilized places in the Beastlands – though the standards fall into the rustic or quaint categories when compared to major planar cities.
Many powerful variants of normally encountered creatures also move through the plane’s three distinct layers. More intelligent than even their planar kin, these beasts possess magic and skills allowing them to thrive in the savage wilderness. Whisperpads, nightprowlers, grizzlepaws, sunspears, and more can be encountered in the Beastlands though potential travelers are warned that they rarely welcome guests in their lands.
The Beastlands offers a bountiful plane of natural wonder and beauty that cannot be rivaled across the multiverse. Primal magic stirs in the shadows of the endless forests, stirred up occasionally by chance or luck. The animal lords and beast councils protect their realms with fervent zealousness as well, though few are considered evil by traditional standards. Trust is hard to come by, however, when creatures have to constantly be wary for the bigger or stronger predator at all times.
Powerful & Mighty
Kings and queens of animals and beasts rule over many regions of the Beastlands, but usually these powerful beings are one with the natural beauty of the plane. Animal lords – mysterious and capricious beings on par with demon lords and devil princes – keep a watchful eye on their domains, while the various beast councils work towards the betterment of their animal type. Other organizations usually try to stay out of the way of these two potent forces.
- Balador (werebear)
- Chislev (Krynn)
- Deneir (Toril)
- Ferrix (weretiger)
- Generals of the Animals Spirits (Chinese)
- Habbakuk (Krynn)
- Kura Okami (Japanese)
- Milil (Toril)
- Puchan (Indian)
- Quorlinn (kenku)
- Remnis (eagle/sky creatures)
- Skerrit (centaurs)
- Stronmaus (cloud giant)
Animal Lords
There are great primal powers that lurk in the Wilderness of the Beastlands. Unique, capricious, and unpredictable, these animal lords are masters of vast domains across the plane, with minions and servants placed in cunning and strategic locations. Their exact nature is not precisely known. Perhaps they are the spiritual manifestation of a specific animal type, savage perfection personified, though there are known to be multiple animal lords of a single type (there are multiple cat lords, for example, and at least two rat lords).
They are all canny shapeshifters as well, able to shift effortlessly from animal to humanoid to hybrid, switching genders as it pleases them or as it suits their needs. Listed below are the most influential or visible of the animal lords of the Beastlands, each with their own realms and schemes that can certainly extend far beyond the borders of their own plane. Certain individuals are drawn to these powerful entities, pledging their fealty in exchange for magical prowess; these warlocks are tools to be used by the animal lords as they see fit.
Aaru the Owl. The most feared of the owl animal lords, Aaru dwells in a massive hollow tree called the House of Owl beneath Karasuthra’s eternal night. Those that seek the wisdom of Aaru must navigate the maze within the tree, filled with dangerous traps and monsters of all kinds. The great owl lord dwells at the top, always in the form a huge, weathered owl with thick gray feathers and piercing yellow eyes. It is said Aaru speaks all languages and can decipher any script as well.
Batris the Elk. Batris is a powerful elk that bounds through the sunlit layer of Krigala without a care in the world. This animal lord is one of the few with no definitive claim to a domain, though a stampeding herd of elk accompanies the animal lord on many of its travels. Batris spends most of its time as an elk, wild and free, and the warlocks and other mortal servants that follow the animal lord’s ways tend to be nomadic and carefree.
Eerin the Rat. The twilight layer of Brux hides the shadowy movements of the minions of Eerin the rat lord, one of the oldest animal lords and the only known blind one. Thousands upon thousands of the creatures spread out in all directions, keeping an eye on the movements of other animal lords, the beast councils, and especially any strangers in the Beastlands. Secrets are whispered back to Eerin’s ears deep in an underground lair called the Maze of the Blind Rat. Eerin enjoys taking the form of a blind hermit, both within the maze and while traveling abroad.
Lyanh the Cat. Lyanh is the most well-known of the cat lords of the Beastlands, and perhaps the most curious of them all. The home of this famously capricious animal lord is a region of Karasuthra called Cat’s Breath – a stretch of thick forest blanketed entirely by dense fog. Strangers are blind in the mist, but Lyanh and other felines can see perfectly, allowing them to observe at their leisure. Lyanh’s mortal servants are ever-watchful across the planes.
Rhirius the Bear. Strength and the power that comes from possessing it is all that matters to Rhirius, the bear lord. Dwelling within Great Bear Mountain, Krigala’s tallest peak, Rhirius only recently ascended to the status of bear lord, following the disappearance of Rhekenar from the Beastlands. The loss does not bother Rhirius except the gnawing fear that Rhekenar might some day return, as the former bear lord was stronger and more cunning than Rhirius. Most do not believe the younger animal lord capable of the kind of coup that would remove Rhekenar from power, so theories point to an outside force that manipulated the situation within Great Bear Mountain.
Satassis the Snake. Moving silently through the twilit region called the Jungle of Slithers is Satassis, the snake lord, along with a swarm of seen and unseen vipers and snakes of all kinds. Satassis is an exceptionally charming animal lord, capable of convincing almost anyone of almost anything with its hypnotic voice, eyes, and powerful charming magic. Through spies and pawns across the multiverse, Satassis is also one of the busiest animal lords of the Beastlands with countless plots spinning at any given time.
Vadon the Hawk. Proud, agile, and defiant, Vadon the hawk lord is a symbol of nature’s righteousness and pride. The Sunscream Spire stands alone on Krigala, allowing Vadon and their bird minions to survey the plane for miles upon miles in every direction. Ever alert and always ready to strike, Vadon often lets its pride get in the way of good judgement, which may some day be the animal lord’s downfall.
Zutris the Panther. The Midnight Plateau on Karasuthra is the forested realm of Zutris and a pack of cunning panthers. Unlike many of the other animal lords, Zutris takes an active role in the Council of Panthers, leading them in their decisions and running meetings when they occur. The panther lord’s control over the Midnight Plateau is complete, though some malcontents whisper behind Zutris’ back and plot quietly to overthrow the complacent lord. When they move they may be surprised to find Zutris is not as oblivious as they believe.
Beast Councils
Most inhabitants of the Material Plane are not aware that there is a secret council of beasts that rules the actions and activities of animals across their plane. Squirrels, wolves, deer, bears, and every other animal obeys the commands of a specific beast council located in the Beastlands. Each council contains thirteen animals of high intelligence with the ability to communicate across the planes to their fellow beasts on the Material Plane.
Given that there is only one council for each type of beast, their attention is naturally focused on only so many Material Plane plots and schemes. Most animals of the Material Plane have no knowledge of the secret councils and most never hear or see them in their lifetimes. But each beast council keeps a magical scrying eye on the activities of their fellows, and while the Material Plane is the focus they usually have no qualms about involving other planes if necessary.
The members of each beast council are chosen by hidden lottery, which some claim is divine, but unless they are killed by violence each is effectively immortal. When they gather together, the thirteen council members can muster great magical might to effect their plans across the planes. They usually use them to watch from a distance and direct their fellows towards actions, but occasionally a council member is sent directly from the Beastlands to coordinate efforts directly.
There is at least one documented case of the Council of Rats moving to take over an entire city on the Material Plane using legions upon legions of rats, but their efforts were eventually thwarted by the intervention of outsiders. The Council of Rats is always looking to expand their territory, and many beast councils look upon humanoids as pests that must be eradicated for them to claim their true position in the multiverse.
Glorious Conclave
Not everyone that gazes upon the splendor of the Beastlands sees beauty and wonder. There are those that see only a land and creatures to be exploited, however. Such are the members of the Glorious Conclave. These rangers, warriors, wizards, warlocks, and more are dedicated to hunting down the powerful and unique creatures of the Beastlands for personal glory and profit. There are a great number of decadent nobles across the multiverse that pay great sums of gold and magic for a rare trophy to show off.
The Glorious Conclave is happy to oblige these requests, but at its core the Conclave is dedicated to exterminating as many creatures of the Beastlands as possible. They have established Blackstone Lodge, a permanent base, on Brux, and use powerful sorcery to deter the elements of the plane from affecting it. The leaders of the Glorious Conclave are mysterious and direct things from off the plane, so the lodge captains have great leeway in how they conduct their business. Lodge Captain Hazaa al’Zuraa, an efreeti ranger, runs Blackstone with an iron fist and often leads hunts himself.
Tribes of the Greenway
Centaurs are a proud race that run in tribes along a great stretch of wilderness known as the Greenway. They are one of the few non-animal natives of the Beastlands and they share a special kinship with the forests and wilds of their planar home. Nonetheless, they are part of the ecosystem, and they hunt and in turn are hunted by many of the creatures of the Beastlands.
There are more than two dozen tribes that run through the Greenway, nomadic and free, moving beneath the eternal sunshine of Krigala. Each tribe is named for a momentous event in their past, such as the White Storm Tribe named after a torrential thunderstorm that split a previous tribe in two with jagged lightning and flashfloods.
The dominant tribe of centaurs is the Sunstone Tribe, with many members that worship Krigala’s sun as a god and receive power from their prayers. Other tribes include the Scorched Hooves Tribe (berserkers) and the Hawk Run Tribe. The Blackwind Tribe have fallen from the main centaur groups and now keeps to themselves on the fringes of the Greenway, practicing a foul magic summoned from the depths of the Abyss itself.
Unicorn Knights
Most of the creatures of the Beastlands are animals – more intelligent, more aware, perhaps larger or more aggressive, but otherwise similar to the variety found on most Material Plane worlds. Some exceptions exist, and one of the primary are the unicorns. These majestic, celestial beings are found natively in the Beastlands, though they rarely gather in any large numbers, and can be found moving between all three of the plane’s layers. Their mere presence has inspired a loose-knit band of warriors, rangers, and hunters called the Unicorn Knights.
Honoring the benevolence and stewardship of their namesake, Unicorn Knights start off as individuals from across the multiverse that experience the life-changing beauty and wonder of encountering a unicorn. For these people, the meeting draws them to the Beastlands and eventually to the Grove of the Unicorn on Karasuthra. There, beneath the ever-present full moon in the sky and thousands of twinkling moving stars, those that come with goodness in their hearts are visited by the unicorn spirit.
Unicorn Knights have no formal organization structure and they are led by no individual. Members are encouraged to fight for the good of all goodly people wherever their travels may take them. They share a special kinship with celestial creatures, as their goals often align, but otherwise the Unicorn Knights have no mandate beyond helping out whenever and wherever they can.
Wylders
The most numerous of the non-animal natives of the Beastlands are the disparate bands of lycanthropes and their kin known as Wylders. They live in harmony with the primal wilderness of the plane, hunting and being hunted in the trackless forests of all three layers according to the ways of the beasts. Lycanthropes of all kind can be found in the Beastlands, though many prefer the permanent moonscapes of Karasuthra or twilit regions of Brux to the everlasting noon of Krigala.
Many of the Wylders are not true lycanthropes but distant relations instead, an offshoot known as shifters. These humanoids appear as feral humans though they can manifest animalistic features under stress. Shifters outnumber the lycanthropes within the Wylders by ten to one, and a small number of other races can be found among their ranks as well.
Wylders operate a handful of permanent settlements in the Beastlands. Signpost is the largest and best known, located on the banks of the River Oceanus on Krigala, but they have a few others scattered throughout Brux and Karasuthra as well. The Wylders are violently opposed to the Glorious Conclave and the two have clashed on numerous occasions. The lack of any organization within the Wylders has kept focused counterattacks against the poachers to a minimum, and the Conclave members have kept information on tactics of their enemies in order to prepare hunts effectively.
Creatures & Denizens
Creatures of all kinds can be found in the Beastlands. Many of these appear as normal versions of commonly encountered animals, though more intelligent and with the ability to speak a form of Celestial. There are some unique creatures as well that travelers can encounter, many of which are hostile as a predator is hostile to prey in the wilderness.
Beasts
The beasts that dwell in the Beastlands are more intelligent than regular variety. Creatures of the beast type that are native to the Beastlands can speak and understand the Celestial language and possess Intelligence and Wisdom scores of 10. They are cunning creatures that have evolved in a pristine wilderness catering to their every needs, though most remain animalistic in nature and savage in ferocity.
Gaspar are unique inhabitants of the Beastlands that resemble enormous elks, but their antlers possess the ability to rip open planar barriers. They often use this ability to deter attackers and even the ferocious predators of the plane know to leave most gaspar herds alone.
Animal Lord Agents. The Animal Lords are unique creatures that have evolved from various beast types into immensely powerful beings, on par with the demon lords of the Abyss. Their motives are mysterious and their methods unusual, but most rely on agents to do their bidding across the Beastlands and into the wider multiverse beyond. Darkstrikers are smoky serpents that slither through the twilight jungles of Brux, while grizzlepaws are immense bears who protect sacred sites all across the plane. The stealthy nightprowlers serve the panther lords as hunters and warriors with a legendary ability to blend into the wilderness. The skies of the Beastlands are the domain of hawks, and the sunspears are the greatest of those flying. Beneath the ground of Karasuthra run tricktails, deceptive rat creatures devoted to spying and subterfuge in the name of their rat lords. Whisperpads are charming cats with many spells at their disposal, and they are unique in refusing to serve any other cat or cat lord.
Humanoids
Animals dominate the Beastlands at every level, but humanoids have managed to eke out an existence as well. Most live in small families, perhaps living in a single dwelling in the middle of the savage wilderness, hunting and foraging for food and trading amongst themselves. The River Oceanus provides a lifeline for much of the trade on the plane and most humanoid settlements are established along its riverbanks. Only the brave or foolhardy attempt to live further out in the jungle.
Centaurs. Centaurs are the undisputed lords of the Greenway, a river of grassland that snakes through the otherwise thick jungle of Krigala. The centaurs run and hunt in small nomadic family herds, rarely staying in any single place for more than a chance to rest and gather water. They fashion weapons and armor from the natural resources of the Beastlands, and a few herds make the journey to the River Oceanus to trade in more durable goods to help in their lives.
Shifters. Shifters are the most numerous humanoids of the Beastlands. They form the bulk of the traders and hunters along the River Oceanus, and they’ve formed their own rough society called the Wylders as a result. Most believe that humans that settle in the Beastlands eventually transform into shifters as the wild nature of the plane physically changes them into more animal-like, but this may just be superstition. Shifter guides on the river and in the jungles are invaluable resources and their natural talents of wilderness lore make them excellent survivors in the harsh, unforgiving jungles.
Tabaxi. At some point long ago, a mysterious cat lords decided to play around with creating life in its own image. They captured a band of humans and kept them in the darkest part of the jungle, subjecting them to magical experiments and training exercises. Some of these were cruel, some were helpful, but they all helped shape a new race – the tabaxi. This tale is popular among tabaxi as their origin, though very little evidence exists to support it. They are usually connected to one of the cat lords, though, and form close personal bonds with their feline brethren in the jungle. Tabaxi possess a natural curiosity, much like their cat ancestors, and many go out in search of adventure before eventually returning to the Beastlands to aid their cat lord in their many schemes.
Plants
Beasts may be the stars of the Beastlands, but plants are major supporting players of the entire ecosystem. From mantraps hiding in the jungle, waiting to devour unsuspecting prey, to dangerous yellow musk creepers infecting close humanoids with a zombie-like fungal growth, plants are often an underestimated threat in the verdant wildlands of the plane. Intense tri-flower fronds fill entire jungle fields with their beautiful yet deadly blossoms and assassin vines drop tendrils down to grab at victims and crush them to create its own fertilizer.
Hazards & Phenomena
The Beastlands is a dangerous place, mainly due to the number of predator creatures that stalk through all three of its forested layers. Several latent planar effects can surprise the unwary traveler, however.
Hunter’s Paradise
There’s a primal order that infuses the Beastlands, heightening the abilities of predators and prey alike throughout all the layers. Living creatures have advantage on Wisdom (Animal Handling), Wisdom (Perception), and Wisdom (Survival) checks while in the Beastlands.
Shape of Beasts
Changing into a beast, either through polymorph or a druid’s wildshape, is dangerous in the Beastlands. Creatures that do not possess the shapechanger subtype that transform into a beast while in the Beastlands must succeed on a DC 15 Wisdom saving throw. On a failure, the animalistic nature of the plane takes over for 1 minute. At the beginning of each of the creature’s turn, roll a d10 to determine its behavior for that turn.
Shapechange Animalistic Behavior | |
---|---|
1D10 | Animalistic Behavior |
1-2 | The creature uses all its movement to move in a random direction. The creature doesn’t take an action this turn. |
3-8 | The creature uses its action to make a melee attack against a randomly determined creature with its reach. If there is no creature with its reach, the creature moves towards the nearest creature it can see and takes no other action this turn. |
9-10 | The creature can act and move normally. |
This planar effect can be ended early by targeting the creature with a calm emotions spell.
Sites & Treasures
The Beastlands holds a trove of wonderous sites within its wooded boundaries, from the lairs of the most prominent animal lords to naturally occurring places of strange beauty and unknown power.
Blackstone Lodge
The Glorious Conclave has made it their mission to harvest the most valuable parts of the beasts found in the Beastlands and sell them to wealthy patrons and collectors across the multiverse. They are universally reviled by the natives of the plane, but that hasn’t stopped the conclave from establishing several outposts from which they perform their poaching and hunting. Blackstone Lodge is the largest and most prominent of these, standing three stories tall on a cleared ledge overlooking a brilliant azure lake on Krigala. The impressively built wooden building is stained black and contains rooms for nearly 100 hunters of the conclave, with additional space for guests. Portals leading across the multiverse are maintained by conclave wizards.
Magical wards surround Blackstone Lodge that prevent the natives of the Beastlands from attacking it directly, allowing the conclave members inside to enjoy luxurious privacy amidst their ill-gotten trophies and treasures. The leader of the Blackstone Lodge is the cruel and merciless efreeti, Lodge Captain Hazaa al’Zuraa, who personally hunts down the biggest creatures across the Beastlands he can find. Smaller bands of conclave hunters head out on specific targeted hunts, taking on commissions from wealthy patrons.
Infiltrating Blackstone Lodge requires passing through multiple layers of magical scrutiny, and then facing against the golem guardians that protect the interior. Wood and stone golems are carefully hidden amongst the trophies inside, ready to come to the aid of the lodge when a ranking conclave member calls to them. It is rumored that Hazaa al’Zuraa keeps a secret vault beneath the lodge for his personal trophy collection, including the heads and stuffed bodies of at least three fallen animal lords.
Cat’s Breath
The realm of Lyanh, the most curious cat lord in the Beastlands, is a fog-enshrouded region of Karasuthra forest known as Cat’s Breath. There, the many felines under Lyanh’s control patrol for intruders while the cat lord itself listens to messages delivered by spies and agents from across the multiverse. Non-felines that enter Cat’s Breath are blinded by the thick fog, forced to stumble around in the dark forest.
Lyanh’s personal sanctuary sits at the heart of Cat’s Breath. There, in the sprawling arms of a mighty tree, the cat lord lounges, sleeps, and moves multiple plots forward. Like all animal lords, Lyanh can take the form of any gender and transform into a cat, human, or hybrid between the two. Its personal preference is a large female kitten, similar to a whisperpad, and it’s in this form that most of its agents speak or work with. Lyanh has a vested interest in multiple plane-spanning plots, most just for fun, but a few secret ones that the animal lord hopes will deliver magical artifacts into their paws.
The felines that serve as Lyanh’s eyes and ears in Cat’s Breath are no more fearsome or dangerous than ordinary feral cats, so they do not engage in combat. Aggressive intruders are dealt with using charm and subtlety by the cat lord, who can also command the thick fog to become a choking mist upon command if its feline wiles fail to deter. Few enter Cat’s Breath without good reason.
Great Bear Mountain
Towering above the forest of Krigala is a solitary peak known as Great Bear Mountain. Its sides are dotted with multiple cave entrances that lead into a sprawling network of natural tunnels and levels within the mountain, and there dwell the strongest of the bear lords. This mantle has been passed between multiple bears over the centuries, with the current bear lord, Rhirius, stepping up boldly to fill the vacancy left by Rhekenar.
Hundreds of bears live within Great Bear Mountain, and though there was grumbling when Rhirius stepped up to claim the bear lord title none moved actively against the younger creature. Some of the older bears believe Rhekenar’s disappearance was caused by an outside force, and a few whisper Rhirius had a paw in the act considering how quickly they moved to claim the bear lord leadership. The elite guard of the bear lord, the Grizzled Guardians, have not opposed Rhirius’ ascension, which leads most to believe that the new animal lord had no direct part in Rhekenar’s absence.
Activities within Great Bear Mountain are slow and ponderous, but when moved by righteous anger the bears within can act surprisingly fast. Rhirius is more aggressive than most bear lords of the past, and it is widely believed the new animal lord is sowing the seeds of war to mobilize the forces of Great Bear Mountain against an unknown foe.
The Greenway
The forested landscape of Krigala is marked by an unusual feature called the Greenway. It is a wide, winding “river” of grasslands that cuts through the heart of forest and jungle alike, running for hundreds of miles. It parallels rivers and moves around lakes, and on more than one occasion the grassland route has shifted dramatically due to some unknown cause. Its grassy width varies, from several hundred feet wide at its narrowest to more than five miles wide in some areas.
The Greenway acts as a point of reference for many beasts that call Krigala their home, but none depend on it more than the centaur tribes. They live, breathe, and die along the length of the grassy expanse, where they can run unimpeded by the thick forests that surround them. Batris the elk lord and its stampeding herd run through the Greenway as well, and the centaurs usually welcome the powerful animal lord and its retinue when their paths cross.
Herds of gaspar are known to run through the Greenway as well, though they are generally avoided by the centaur tribes. A gaspar in a wrong mood can wreak havoc on a tribe, sending them across the planes with little hope of returning, so the centaurs keep their distance.
Grove of the Unicorn
Unicorns are not natives of the Beastlands, which is why the presence of one can be a surprising encounter. But on Karasuthra, beneath the ever-present full moon and dancing stars, a sacred place stands that holds the eternal spirit of one of these majestic creatures. The Grove of the Unicorn is a magical area filled with wonder and beauty that holds the immortal spirit of Arryn, a unicorn that came to the Beastlands accidentally.
Arryn’s complete story is not known, but the pieces that planar scholars have been able to gather suggest the unicorn was pulled into the Beastlands by an outside force. Whether malevolent or not, Arryn was unable to leave, and spent some time learning about Karasuthra and the powerful primal magic that infused the entire plane. She encountered a band of Wylders that fell in love with the unicorn, and Arryn encouraged them to take the love they felt for her and share it with the multiverse. The first Unicorn Knights were born then.
Arryn’s passing is also not known, and some believe that she didn’t die but instead became one with the grove that bears her likeness. Her generous spirit dominates the Grove of the Unicorn and fills the heart of all goodly people that find it, inspiring many to take up the role of Unicorn Knights. Arryn rarely speaks now, instead preferring the more powerful and subtle language of the plane and grove to convey her thoughts.
House of Owl
The oldest tree in Karasuthra’s night-blanked landscape is a great, gnarled oak tree, sprawling and ancient. Its limbs are twisted and covered with luminous moss that resembles strands of spider webbing, but no spiders can be seen around it. In fact, no creature native to the Beastlands comes to this tree unless they are looking for its master, for this is the House of Owl, home to the most feared animal lord of the plane.
Aaru, the owl lord, sleeps for days at a time in the tree’s hidden heart. Visitors that wish to partake in Aaru’s wisdom must navigate the House of Owl’s defenses – magical locks that can only be unlocked by riddle answers, natural tree-like guardians that deter aggressive intruders, and powerful befuddling sorcery that can confuse the strongest of minds. If a visitor can get through it all and the twisting tunnels of the tree itself, Aaru waits in the center.
Though it is believed Aaru can transform into a hybrid or human like the other animal lords, no one has seen the owl lord in any form but that of a titanic horned owl, with graying feathers and enormous yellow eyes. Because Aaru sleeps for so long, the luminous moss that grows around the House of Owl creeps in around it as well, so some visitors have been startled by the sudden movement of what otherwise appeared to be a monstrous statue. Aaru’s knowledge of words, scripts, and languages is unparalleled in the multiverse, and many scholars have sought the owl lord’s aid in deciphering ancient tomes or books.
Jungle of Slithers
Snakes are a common encounter on Brux, the twilight realm of the Beastlands, but nowhere are they more numerous than the aptly named Jungle of Slithers. This hot, humid stretch of forest is densely covered with thick vegetation, hiding so many snakes that an exact count would be impossible. It is the realm of Satassis, a charming and engaging snake lord, who is always interested in learning about the outside realms.
Satassis is a rare animal lord who holds true malice in its heart, and it uses its snakes and charm to force bad things to happen. If confronted, Satassis is always quick to point out that good and evil are constructs of civilization and have no place in the animal world of the Beastlands, but it nonetheless revels in inflicting pain and stealing joy from all creatures. The Jungle of Slithers reflects this nature, where new and deadly poisons can be found behind the fangs of countless serpents. Satassis is a master of poisons, especially debilitating ones that don’t kill but instead steal the agency from a victim.
Few enter the Jungle of Slithers on purpose, but those that do are encouraged to bring fire with them. It is widely known that Satassis and the serpents of the Jungle of Slithers abhor fire of all kind, and the perpetually wet and rainy region keeps such natural occurrences to a minimum. Of course, those that bring fire into the snake lord’s realm had better have a good reason, for Satassis’ cruelty is on full display for those that dare tread upon its ground with such fiery tools.
Maze of the Blind Rat
Rats live on every layer of the Beastlands, from Krigala’s eternal sunshine to Karasuthra’s endless moonlight. The shadowy layer of Brux, between the two, is the favored home of the rats, and beneath the forested ground hides the lair of the oldest animal lord. Eerin, the rat lord, has never been deposed and it is said the animal lord was the first of its kind to be uplifted to intelligence and awareness.
Eerin is also blind, and his realm has become known as the Maze of the Blind Rat. It is a bewildering network of tunnels, some no larger than a rat could pass through, that keeps Eerin safe from those that would do the rat lord harm. Over the centuries, Eerin has made numerous enemies including those of its own rat kind. The rat council refuses to honor Eerin’s requests, though the clever rat lord can see through and manipulate the actions of any rat on the Beastlands, giving it plenty of tools with which to play.
As the oldest animal lord, Eerin has also accumulated perhaps the greatest treasure hoard of any others on the plane. Explorers and treasure hunters have gone into the Maze of the Blind Rat in search of Eerin’s fabulous treasure, but none have found more than a pittance. Perhaps the blind rat lord has seeded these rumors itself in order to lure strangers into its realm. But for what purpose no one knows, and Eerin doesn’t let slip much from what it thinks.
Midnight Plateau
Rising above the forested layer of Karasuthra is the impressive Midnight Plateau, so named because of its black volcanic stone ground. Gnarled leafless trees grow between the cracks of the plateau’s landscape beneath the eternal full moon overhead. It stretches for many miles and stands a hundred feet over the regular floor of Karasuthra, as if the entire plateau was pushed up by some incredible force long ago.
This is the home of the panthers of the Beastlands. Countless panthers of all types lounge, sleep, and play on the Midnight Plateau, leaving only to hunt in the wilderness surrounding the area. The Council of Panthers meets here, and they are advised directly by Zutris, the panther animal lord, a close relationship rarely shared by other animal lords of the plane. The council and Zutris rely on the stealthy skills of the nightprowlers to keep them free from outside forces, but few would dare intrude upon the Midnight Plateau uninvited. The panthers are not known for their welcoming behavior.
Sacred Stones of Salazha
The Wylders that live alongside the natural creatures of the Beastlands have long viewed many aspects of the plane as sacred. Whether it’s a pool, river, patch of trees, or other feature, different Wylders hold different aspects of the plane as holy or supernatural. All agree that the Sacred Stones of Salazha are truly unique.
These large monolithic stones are found scattered across the three layers of the Beastlands. They are each tall, roughly 20 feet high, and about 10 feet thick. They appear cut from a single slab of gray stone inlaid with intricate patterns of red, black, and gold minerals. No mason, dwarf, or other expert can explain their presence or origin but they are each identical in size, with strong variations in the mineral striations. Each stone hums with sorcerous power related to transmutation magic, but to date no one has unlocked what they do or what they are for. Or at least not intentionally.
The sacred stones are named for Salazha, a shifter druid who is credited with finding the first one on Krigala. Salazha not only found them, she catalogued more than a dozen across the Beastlands. While her records were passed to other Wylders, Salazha herself vanished mysteriously into one of the sacred stones many years ago. No one knows where she went, as all attempts at divination have resulted in nothing conclusive.
Signpost
The River Oceanus winds through Krigala before passing into other Outer Planes. Its banks draw numerous creatures from all over the layer, and river traffic is frequent enough to create small communities along its length for travelers to stop, rest, and resupply. Signpost is the largest of these communities, big enough to be considered a frontier town. No government runs Signpost, though a few Wylders keep a close eye on outsider activities to make sure nothing is being done that could threaten the natural order of the Beastlands.
Signpost has numerous taverns along its muddy streets. The most famous is the Boar Boot, run by a werewolf ranger named Howling Rheed. He serves strong wildly fermented ales using rare hops and barley from across the Beastlands, which draw all manner of travelers along the River Oceanus to his doors. Unfortunately for some travelers, though, the Boar Boot is closed irregularly when Rheed and his packmates decide close up and go on a hunt through Krigala.
Sunscream Spire
Standing like a spike trying to pierce the ever-present sun above Krigala, Sunscream Spire is the home of the hawk lord Vadon. Proud and noble, Vadon keeps the peace in and around the towering spire with the aid of the noble flocks that live in the trees and rocky towers that surround Sunscream. These flocks have their own agendas and motivations that only occasionally align with Vadon, keeping the hawk lord on his claws at all times.
The spire itself is tall and thin, only a few hundred feet wide, but riddled with holes and perches. Inside is a series of hollow chambers where hawks of all kind fly about in their business. Vadon keeps the top of the Sunscream Spire for its own private chambers, closest to the sun which the hawks revere as a living deity.
The political situation with the flocks of hawks and sunspears is delicate enough to be upset by seemingly minor occurrences. Recently, Vadon sired a clutch of eggs with the daughter of a nearby flock. This in and of itself is not unusual, as Vadon has no wife and can choose any mate he desires. The situation is made more complicated by the daughter’s recent exile from her family due to unhawk-like behavior. If the eggs were to be discovered, the scandal could upset Vadon’s delicate political situation and send the flocks into a frenzy of war.
Valleys of Thunder
The Beastlands are filled with beasts that can be found in many Material Plane realms. One type, however, have been isolated from the rest by some unknown force, whether time or the hand of a divine agent from long ago. Dinosaurs, rare in most Material Plane wildernesses, exist almost exclusively in the Beastlands in the three broad hidden regions known as the Valleys of Thunder.
A Valley of Thunder exists one each of the three layers (Krigala, Brux, and Karasuthra) and they are all connected via large natural gates. The dinosaurs that inhabit the valleys are powerful, savage creatures, though they possess the same intelligence and speaking ability as the rest of the beasts. Are there dinosaur lords hidden amongst their ranks? Planar scholars believe so but so far none have revealed themselves to the outside world.
Each Valley of Thunder is more than a hundred miles across located in a stretch of rugged mountain peaks. Finding them is often a matter of luck as some powerful magical mist protects them, but it also keeps the dinosaurs bound within the three valleys. Travelers that have escaped the Valleys of Thunder say ancient ruins dot the hidden landscape, remnants of a time when the dinosaurs were more than just beasts. What secrets they hide remain a mystery for now.

Highlights & Impressions
The below listings include notes on highlighting the nature of the Beastlands as characters explore and travel through it. These are suggestions of elements that can be used in descriptions of the landscape and denizens with the goal of actualizing the “outside” nature of the multiverse beyond the Material Plane. Use them to incorporate into encounters and adventures on the Beastlands.
Beauty of Nature. The Beastlands is a plane filled with the wonders of nature left unchecked. There is no major presence of civilization on any layer to curb or cut down the relentless spread of the natural power, so everything has an overgrown and primal feel to it. Forest trees grow close together and tower over the ground, creating deep layers of canopy that hide any number of creatures, and strange flowers that grow nowhere else in the multiverse spread out with abundance. Unusual birds sing in the shadows of the trees and the sense of ancient and primeval wilderness extends out in every direction.
Hunt or Be Hunted. There is a very real danger lurking in the Beastlands. Predators of all kinds and shapes can be found, and their prey come in all sizes and shapes as well. The endless cycle of natural life is on full display in the untouched wilderness of the plane, and part of that is this simple truth: hunters hunt. Intelligent beasts of all kind stalk, hunt, and kill other creatures to satiate their appetite, and while it can be messy there’s nothing inherently evil or wrong about it. Travelers to the Beastlands always have a sense that something is watching them from a distance, weighing their moves, and waiting for the perfect moment to pounce.
Savage Instincts. A feral undertone permeates the wilderness of the Beastlands. It heightens senses and encourages more animalistic instincts to take over. The metallic scent of blood from a wounded creature may waft in suddenly, triggering a predatory response in martially-trained travelers, while the sweet smell of fresh rain inspires everyone to throw off the shackles of civilization and run naked in the wilderness, reveling in the simple joy of a life uncomplicated by outside pressures.
Lay of the Land
The layers of the Beastlands are specially designed to allow predators and prey of the animal kingdom to thrive. This mean that there’s an abundance of vegetation, often in titanic proportions, to allow herbivorous beasts to graze and grow huge. By the same token, predators must also be larger and craftier. This circle of existence is repeated without end on all three of the Beastlands’ layers.
Krigala
The brilliant sun hangs in the sky over Krigala, the first layer. It never sets or wanes from its position, and this oversaturation of sunlight creates the most fantastically huge plants in the plane. The River Oceanus flows through Krigala as well, though no tributaries branch off as the waters make their way across the multiverse.
Lakes, pools, and streams crisscross the region which is dominated by forests of all kind. The weather is violent and random in Krigala, with rainforests standing next to tracts of deserts filled with cacti of enormous proportions. Mountains covered with evergreen trees rise up, creating fertile valleys where no non-beast has visited.
The beasts of Krigala are those that thrive in daylight, including hawks, bears, stags, lions, and more. A large herd of centaurs lay claim to a stretch of wilderness known as the Greenway, and the Wylder frontier town of Signpost sits as the plane’s most civilized point.
Brux
The sun and moon hang at opposite ends of the sky above Brux, creating a perpetual cloak of twilight across its shadowed forests. Debate rages over whether dawn or dusk is forever frozen, but regardless the moon and sun never rise or set further in the layer frozen at the perfect “hunting hour."
The forests of Brux are filled with exotic plants with enormous leaves grown to absorb the dim light of the sun as much as possible. Groves of moonflowers tilted towards the suspended moon are a common sight as well, but even these are larger than their normal Material Plane counterparts. Beneath all of this moves the stealthy creatures of the Beastlands – snakes, ravens, rats, and others occupy the twilight-shrouded expanses.
Brux also holds Blackstone Lodge, the centerpiece of the Glorious Lodge. This thoroughly selfish and depraved group are only interested in hunting the creatures of the Beastlands to extinction for their own vain glory, or the glory of their many planar clients. They are reviled by all beasts of the plane but magic keeps most of them out of a wide radius around Blackstone Lodge.
Karasuthra
Endless night sits like a blanket over the dark forests of Karasuthra, the Beastlands’ third layer. The sky overhead is lit by a heavy moon shedding pale radiance along with a multitude of stars. Unlike Material Plane night skies, however, the stars above Karasuthra move and shift of their own accord. No one is really sure what the stars are, though some theories say they are animal lords yet to be reformed into physical bodies.
The darkness of the layer creates a perfect environment for panthers, owls, cats, and other nocturnal creatures. Dark trees stand in thick groves, obscuring the moonlight and creating ample opportunity for stalking predators to hunt wary prey. Danger and death lurks everywhere on Karasuthra so few non-animals call it home.
The exception are the Unicorn Knights, warriors and defenders who follow the call of a great unicorn spirit that dwells in a luminous moonlit grove. These noble souls travel across the multiverse, righting wrongs and fighting evil in the name of their powerful spirit leader.
Cycle of Time
Each of the three layers of the Beastlands are frozen at a point in time – high noon for Krigala, dusk/dawn for Brux, and midnight for Karasuthra. There is no constant measurement of time on any of the layers, as the weather is unpredictable and the moon and sun never move, but time otherwise does flow normally.
Surviving
The Beastlands are dangerous because of their endless tracts of forested land, wild and unpredictable weather patterns, and multitude of stealthy predators that have perfected the art of hunting. These factors make travel through the Beastlands a risky maneuver, but there is no pervasive natural element that threatens life and limb for non-natives.
Getting There
Naturally occurring portals and gates to the Beastlands are common in the oldest forests of the Material Plane. Many of these are known to ancient guardians of the forest, animals that can trace their lineage back to the Beastlands itself. Most of these portals lead to Krigala and are activated by the presence of specific animal types only.
The River Oceanus, which flows through many of the Upper Planes as the bright twin to the River Styx, cuts through Krigala as well. River travel is pretty regular through the Beastlands, and the Wylders keep several trading posts active along the Oceanus river banks to swap stories and goods with travelers.
Many gates exist between the layers as well, usually within the remnants of fallen trees. The amount of light on the tree’s trunk can give an indication of which layer it leads – brightly lit gates (whether by sun or moon) lead to Krigala, partially lit ones send a traveler to Brux, and the darkest ones go straight to Karasuthra. Many animals move naturally between the three layers in search of prey or food though they always manage to make their way back to their home layer.
Traveling Around
Wilderness is the prime deterrent to any sort of travel throughout the Beastlands. Forests, meadows, hills, and valleys tend to start to look the same the longer a traveler stays on the plane, but the cardinal directions still function by some quirk of planar geography. Animal trails crisscross all layers, though these can shift and change over the course of days or weeks.
There is a sect of Wylders that offer their services as guides to visitors. Known as trailfinders, these hearty rangers know many secret paths throughout each layer and can often provide maps to well-documented locations. Some of these trailfinders delight in tricking gullible travelers, leading them into dangerous situations for a laugh. If you come to the Beastlands with evil in your heart and a wish to defile nature, the trailfinders definitely make sure you have a hard time.
Creatures by Plane of Existence
The multiverse is a wondrous, strange place populated by all manner of creatures both fair and foul. Each plane of existence hosts its own unique creatures of some variety along with the more mundane types of monsters found in the Material Plane.
The below tables offer details of the unique creatures found in each plane, but it should be noted that most planes feature biomes common to the Material Plane, many with exaggerated or unique features. Consider looking to the encounter tables for each biome as well as the below tables for populating the planes with creatures to both threaten and aid characters during their extraplanar journeys.
The creatures listed pull from the following sources: Monster Manual, Volo’s Guide to Monsters, Mordenkainen’s Tome of Foes, and Monsters of the Infinite Planes.
Wilderness of the Beastlands | |
---|---|
Monsters | Challenge (XP) |
Dimetrodon, hadrosaurus, pteranodon, velociraptor | 1/4 (50 XP) |
Deinonychus, dire wolf, giant eagle | 1 (200 XP) |
Allosaurus, centaur, griffon, Pegasus, plesiosaurus, quetzalcoatlus, wererat | 2 (450 XP) |
Ankylosaurus, displacer beast, owlbear, werewolf | 3 (700 XP) |
Beastwraith, stegosaurus, tricktail, wereboar, weretiger, whisperpad | 4 (1,100 XP) |
Brontosaurus, sunspear, triceratops, unicorn, werebear | 5 (1,800 XP) |
Darkstriker, gaspar, nightprowler | 7 (2,900 XP) |
Tyrannosaurus rex | 8 (3,900 XP) |
Roc | 11 (7,200 XP) |
Grizzlepaw | 12 (8,400 XP) |
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