The beastlands Geographic Location in Planescape | World Anvil
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The beastlands

Although it's known to some bashers as the Happy Hunting Grounds, most bloods prefer to call this plane the Beastlands. The name fits, too, since this part of the multiverse is rich with wild animals. A berk on a safari could bag quite a trophy here — if his prey didn't make a trophy of him first.

Geography

The Beastlands had three layers, all heavily forested with normal and giant trees, plants, moss, and fungi. Each layer had its own time of day which never varied. Weather was regionally distributed and provided all manner of conditions for the habitats of all creatures. Weather in one region did not affect adjacent regions, so an arid desert could exist next to a snowy winter region for example. Any attempt to control the winds, weather, or atmosphere was countered by those airborne creatures who lived in the region.   Layers   Krigala: The first layer of the Beastlands is a place of continual noon. Here are found the creatures that live and hunt under the glare of the sun. In some places it burns hotly, creating savannas, while in others it barely penetrates the thick canopy of jungle. Running almost straight through the center of this layer is the River Oceanus, headed between Elysium and Arborea. The jungles and forests are thickest along it. Moving away from the river, the land becomes plains, then dry veldt, then desert, only to rise into coniferous wooded mountains and arctic tundra. It's along the banks of the Oceanus that the Signers maintain a citadel.   Brux: This is the layer of perpetual dawn (or dusk, depending on a cutter's mood). The sky is always filled with ruddy half-light, competing against the silver trace of a moon. The land's cool and misty. Forests are thick with shadows and the plains glimmer in the almost-light. Again, every type of terrain can be found here, the home to something. Bird calls, monkey howls, and other stirrings herald the dark. These are the cries of creatures that live and hunt in the not-quite hours of dawn and dusk. Bats, tigers, foxes, wolves, bears, and more fill this layer.   Karasuthra. The third layer is the land of night. Glittering stars outshine the almost-vanished moon. Clouds streak the sky and fogs cling to many areas. The air rings with the croaking of frogs and the stealthy rustle of trackers. Here the realm is filled with creatures of the night — owls, bobcats, panthers, and others that stalk their prey through the black shadows of the world.   SPECIAL PHYSICAL CONDITIONS. In terms of natural law, this plane is the closest of any to a normal prime material world. Furthermore, because of the "perfect wildness" of this plane, those who have wilderness skills (nature, survival) find their talents enhanced by 10% (+2 on ld20 checks)

Fauna & Flora

Aasimon, baku, mortai, and normal and giant-sized animals of all types live in the Beastlands. Chislev and Habbakuk (of the DRAGONLANCE saga) and Deneir and Milil (of the FORGOTTEN REALMS setting) are said to call this plane home as well.

Natural Resources

If you need any naturally occurring animal or plant the beast lands is the place to go. Plenty of planes walking barbarians have ventured to the beast lands and slayed a mighty animal as a test of might, Bringing back the meat and pelts as rewards for the tribe. For hunters some of the pelts scales and feathers of animals you can find the beast lands can fetch a decent price, or can make nice materials for clothing.   The one well known town is the beast-lands in Signpost. its a decent spot if you're looking for food shelter an d supplies. where else in the beastlands are you going to find metal tools?
Type
Dimensional plane

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