Beastlands

In the multiverse's grand tapestry, the Beastlands stands as a testament to nature's unbridled dominion, a realm where the wild reigns supreme and the spirit of the beast is the heart of existence. Here, the land, the sky, and the waters teem with creatures of every kind, each living in harmony with the primal rhythms of life and death, predator and prey, day and night.   The Beastlands is a plane of vibrant life and ceaseless activity. The eternal day of Krigala bathes the land in a perpetual golden glow, illuminating the verdant canopies and the myriad creatures that call it home. From the smallest insect to the mightiest beast, each creature is a part of the grand tapestry of life, each playing its part in the eternal dance of the wild.   As the sun dips below the horizon, the realm transitions into Brux, the everlasting night. Here, the world is a symphony of sounds - the hoot of an owl, the rustle of leaves as a panther prowls, the distant howl of a wolf pack. In this realm of shadows, the creatures of the night hold sway, their eyes glowing in the darkness, their senses attuned to the secrets the night holds.   Presiding over this plane is Mizcoatl, the Twilight, the Puma Serpent. She is the dappled light in the canopies of Krigala, the unseen eyes in the darkness of Brux. Her laughter echoes with the calls of the wild, her presence felt in the rustle of leaves and the silent flight of the owl. She is the spirit of the Beastlands, the embodiment of its wild, untamed heart.   The Beastlands is not a realm for the faint of heart. It is a place of raw, primal power, a testament to the untamed spirit of the wild. It is a realm where the laws of nature reign supreme, where the strong survive and the swift prevail. But for those who respect its laws and embrace its wild heart, the Beastlands is a realm of unparalleled beauty and endless adventure.

Localized Phenomena

Optional Rule: Hunter’s Paradise
  Visitors to the Beastlands find their hunting and stalking capabilities improved, and characters have advantage on Wisdom (Animal Handling), Wisdom (Perception), and Wisdom (Survival) checks while there.  
Optional Rule: Beast Transformation
  Whenever a visitor slays a beast native to the plane, the slayer must succeed on a DC 10 Charisma saving throw or become transformed (as the polymorph spell) into the type of beast that was slain. In this form, the creature retains its intelligence and ability to speak. At the end of each long rest, the polymorphed creature can repeat the saving throw. On a successful saving throw, the creature returns to its true form. After three failed saving throws, the transformation can be undone only by a remove curse spell or similar magic.
Alignment
Neutral/Chaotic Good
Type
Dimensional plane

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