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The Beastlands

The Beastlands, sometimes known as the Happy Hunting Grounds or the Wilderness of the Beastlands, is the home of primal natures, sentient beasts, and vibrant ecosystems. This plane is located in the Outer Planes and is a Neutral Good Chaotic plane. This plane is occupied predominately by non-magical beasts, and there are very few settlements found in the plane. Those who live here would rather live with nature than against it, but many humanoids still have homes their call their own.   The Beastlands is broken down into three layers each highlighting a specific time of day, and it never changes on those layers. On the first layer, Krigala, it is always noon and the sun is always shining high overhead. The sun glares down in the savannahs and deserts, though in other locations the sun is barely able to penetrate the thick jungle foliage. On the second layer, Brux, it is in a perpetual twilight with the sun rising over the horizon, though the more pessimistic might describe it as in the middle of a sunset. This ruddy glow illuminates the land, and the creatures who hunt during these hours, like bats and foxes, can be found throughout this layer in a variety of environments. The third layer, Karasuthra, is in constant night with the moon hanging high in the sky and giving off the only source of light. This layer is filled with the nocturnal predators that hunt through the forests, and this is considered the most dangerous of all three layers.  

An Outsider’s Perspective

Most visitors to the Beastlands are often those seeking the magnificent beauty and views of this plane or they are game hunters looking for the greatest hunt of their life. The Beastlands can be seen as a paradise for those attuned to nature and it awakens something primal in those who visit the plane.   This plane creates a hunger to eat, a yearning to hunt and to become more bestial in nature. This hunger is not a painful hunger, but rather a singular focus to fulfill the needs of hunting and to take part in eating a meal you hunted for. Though, visitors should be very careful because the beasts you hunt in the Beastlands may appear to be like the typical beasts in the Material Plane, but these beasts are cunning and intelligent. They can speak and form plans among other members of their packs, and they often end up becoming the hunter instead of the hunted.  

Inhabitants

The inhabitants of the Beastlands are spread far throughout the plane based on their own personal preferences. Of the few settlements, most are made from roughly hewn logs and look more like temporary fortifications instead of permanent settlements. Those who reside in the Beastlands are mostly the sentient beasts themselves, along with hunters, wardens and the Verdant Guild.   Living in the Beastlands is about immersing yourself in primal instincts, in glorying in the hunt - whether you are the hunter or the hunted, and taking on bestial traits. The sentient beasts all have the ability to talk, and some can even cast spells though they will only do so in extreme danger. The sentient beasts are the petitioners, the souls of those who died and in their afterlife were carried to the Beastlands based off of how they lived. This privilege is reserved for the great hunters, the druids and rangers, and any who gloried in the bestial quality of nature. The talking beasts are all these souls from the lowly grasshoppers who hop from one tree to another in the top layer of Krigala, to the mighty jaguars who hunt through the night shrouded forests of the bottom layer, Karasuthra.   Many of the inhabitants don’t take kindly to outsiders poaching through their forests, not because they dislike hunting but because those poachers are only doing so to gain a trophy, and most are often disrespectful to the hunt and its practices. The wardens, and the Verdant Guild, protect this plane from those visitors, often hunting the poachers and scaring them off from the forests. Their goal is to not kill them, but to strike the fear of the hunt into them and to scare them off.   All animals in the beastlands are capable of speech, nearly all speaking Celestial. It is incredibly rare to find a beast that speaks Common, but some of the more friendly and curious animals and settlements will have an ambassador capable of speaking another language. Just because all beasts can speak Celestial does not mean they wish to  

Traits

Yearning to be Wild
Visitors who bring animal companions, mounts, or other beasts should expect to never see them again. As soon as a beast arrives on the Beastlands, they immediately take off, their leashes and other trappings magically falling off of them. Their primal urges overcome any training they had had and they begin their hunts throughout the plane. The most well-trained or magically bonded beasts will find their companions when they leave the Beastlands, but not before.   Travel to the Plane
Visitors to the Beastlands often arrive on the first layer by riding the River Oceanus as it winds its way through the four layers of Elysium before arriving on the first layer of the Beastlands and then finishing its journey on the top layer of Arborea. The broad river banks of the River Oceanus attract a lot of life, and for first-time visitors who are clueless to the planes, they can be caught unaware as the River Oceanus suddenly is filled with rapids and waterfalls once they arrive in the Beastlands. The course of the River Oceanus is straight across the Beastlands, dividing it nearly in half.   Other visitors find themselves on this plane by climbing the great World Ash Tree, Yggdrasil. Its branches touch the Beastlands and Elysium, allowing a traveler to traverse from Ysgard, where the tree originates, to these planes by simply walking along its branches and finding a portal to the Beastlands.   Getting off of the Beastlands is just as easy as it has companion portals to Elysium and Arborea in the form of portals that open and close throughout the forests of the first layer. A portal to Arborea can often be found inside of a hollow oak tree, while a portal to Elysium can be found in the hollow tree of a sequoia.   Lastly the gatetown of Faunel contains a portal to the beastlands, arriving near the moving "city" of Titanias, one of the largest settlements in the plane.   Traversing the Plane
Traveling across the plane is relatively straightforward as gravity is the same as most other planes, though some are more foolhardy and will try to travel across the River Oceanus on a barge or ship - this typically ends in the craft being crashed against the rocks and any cargo lost to the swirling torrents and currents. Most, who travel by boat, are forced to disembark and drag their craft and cargo along the banks at multiple locations across the Beastlands in order to avoid destroying their vessel.   Walking between the layers of the Beastlands can happen erratically and when you least expect it. Ducking beneath a branch, you might find the afternoon sun replaced with the utter darkness of night, moving from Krigala to Karasuthra. Often these portals are one way, which makes it incredibly easy to get lost. On the other hand, you might be being chased between two trees when all of a sudden the night quickly turns to the early morning sun shining through the thick foliage, moving from Karasuthra to Brux. These portals are common and it is quite easy to accidentally stumble upon them and make your way back to the top layer.   Animal Traits
The longer you stay in the Beastlands, the more likely that you will begin to start taking on the characteristics of beasts. A mighty warrior might begin growing tufts of fur like that of a bear, or a perceptive wizard might grow the crooked beak of a hawk. These characteristics can be slow to take hold, those who value law are the slowest for these characteristics to start appearing, but they always do. For those closest to the wilderness, they take only a few hours while those who come from more civilized backgrounds might take a few days. These animal characteristics are almost always temporary and will disappear after a few days outside of the Beastlands, but sometimes those who felt a particularly strong connection to the Beastlands will keep these traits after leaving.   Magic, the Weather, and Flying
Entities known as the Mortai, a type of living cloud creature, could be found in every layer of the plane. They controlled the weather and were said to have the faces of humans and voices that sounded like they were coming from a multitude of people. Because of their tight control over the weather, spells used to control the weather would fail instantly. Fly spells and similar magic fail as well, leading to many wizards plummeting to their death when their feather fall spell did not work.   Due to these cloud creatures, the only creatures that are able to fly were ones with wings like birds, such as winged tieflings, aarakocra and dragons. Those that relied on magical flight such as Beholders would require other means to traverse the plane, meaning few if any could be found here.   Lastly, due to the wild nature of the plane, spells that unnaturally communicate over distances or attempt to locate people fail, such as Augury, Locate Animals or Plants, Locate Object, Scrying, Sending and Message.   Fire
On the bottom layer, Karasuthra, light is incredibly sparse and is only from the moon that gives off a faint illumination to the forests, veldts, swamps, and other locales. Trying to light a torch while on this layer is impossible. The tinder won't catch, the flint and stone won't produce sparks and any fire that is created immediately dies out. The only way to produce light is to bring a torch or source of fire from another plane or layer, and even then it appears feeble and only gives off half its normal light. Another way around this is to create a magical light source, but this also creates a feeble light that is half as bright as it should be. It is said that it is the moon, known as Noctos, who drains all light from this realm. Only it’s sister, the sun known as Selera, could give off light on this layer, but only by reflecting it off of Noctos.   Fire on the remainder of the plane functions as normal, but the Mortai will create torrential downpours when a significant source is made. A single fireball is enough to cause a monsoon to pour on a region, and much more can attract the attention of a beast lord.  

Locations and Geography

  Lush forests of all types cover this plane and its three layers, from giant sequoia forests to snow-laden alpine woodlands to deserts full of cacti and other fauna. There are no oceans to be found, but rivers, streams and lakes are common throughout the plane.   The atmosphere of the Beastlands is greatly dependent on where you are on the plane, and which layer. The top layer, Krigala, is always in the noon sun with verdant forests, hot savannahs, and blisteringly cold alpine slopes. The beasts that inhabit these areas are always noonday hunters, hunting in the bright light and rejoicing in the perfect beauty. The second layer, Brux, is in the ever-constant twilight of a rising, or setting, sun with its opposite, the moon rising up on the other side of this layer. The beasts that inhabit this layer hunt during the hours of early morning or late evening - wolves, tigers, bears, and others can be found throughout its trees. The bottom layer, Karasuthra, is the pitch black of night with only the moon giving off any light. These are the dark hunters who stalk through the night and is the fiercest of the layers of the Beastlands for only the mightiest hunters stalk through the darkened forests.   Because the sun never changes position in any of these planes, it can be difficult to tell time, though time still passes like normal on every layer of this plane. Most track the progress of a day by the rain showers that move through the plane like clockwork. Once a day, rain sweeps across the plane, though it is a light rain that is refreshing and encourages the vibrant growth of life.  

Krigala, Selera’s Empire

The top layer of the Beastlands is the bright, light-drenched land of Krigala. Here, it is always noon with the sun, known as Selera, hanging high overhead, drenching the land in plentiful light. The beasts that hunt during the day can be found on this layer, from the zebras and lions to fish and eagles. All manner of beasts can be found throughout the expanse of locales that exist across Krigala. Veldts, forests, jungles, swamps, alpine slopes and even deserts chock full of cacti can be found in small pockets across the land, the noon light of the sun decreasing and increasing in heat depending on the environment.   While the sun never moves across the sky, time still passes like usual and many rely on the rains to help them determine when a day passes. From moment to moment the weather can take sudden changes from drenching downpours to crystal clear skies, but every day without question a light rain rolls through the plane signifying a new day for the inhabitants.   The Forbidden Plateau
Atop this high plateau is a grave secret that few have been able to uncover. Thanks to the Mortai and their power to stop any flying spells, it is incredibly dangerous and difficult to climb this plateau and look upon what exists here. Those with the natural ability to fly have an easy time of arriving to the top, while others must climb the multi-hundred-foot tall plateau using climbing gear, finding small tunnels or convincing the giant eagles to fly you up.   Once you arrive on this plateau, assuming you didn’t plummet to an untimely death like many others, you are on the lip of a bowl-shaped plateau with its sides gently sweeping down to form a single lake at the very center with a lush jungle surrounding it. The creatures who inhabit the plateau are great lizards of immense size, the dinosaurs, who can only be found on this plateau. Many take it to mean, because only beasts that are alive in the Material Plane have representation in the Beastlands, that the dinosaurs are alive on one of the multitudes of worlds in the Material Plane.   Signpost
On the very edge of Krigala is the frontier settlement known as Signpost, it has a rough-hewn wooden palisade, rough inhabitants, and is on the very edge of the layer of Krigala, near to Brux. This creates a ruddy glow of light from Brux, mixed with the intense noonday sunlight of Krigala. Many come to the Beastlands just for views such as this, being able to witness the noonday sun on one side, and the twilight glow on the other side.   Signpost is the faction outpost for the Sign of One and thus is focused on the self and personal freedoms. Because the Sign of One faction members, known as Signers, are seeking to better themselves, there are few distractions in this rough settlement. Inns, taverns and precious little else can be found here, and many who arrive are only passing through for the views, because of their trade routes or if they got lost in the wilds of the Beastlands.   To journey from Krigala to Brux, you can follow the mountain goat trails that make their way down the steep cliffs that separate the layers.  

Brux, the Land of Eternal Twilight

The second layer of the Beastlands is in a constant state of a sunrise, or if you are more pessimistic, you might call it a sunset. The sun, Selera, hangs just above the horizon casting a reddish glow across the entire plane with its opposite, Noctos the moon, can be seen in the twilight sky. Brux is just as varied as Krigala when it comes to the different ecosystems that can be found throughout, and in fact, the plants and flowers that grow here are all facing the rising sun as they grow.   The beasts of this land are the twilight hunters, those who hunt during the sunrise or sunset. Bird calls, monkey howls and other noises are constantly echoing through the forest as these beasts announce the arrival of morning. Foxes, mice, bears, and more fill this layer.   Al Karak Elam-Jhankhal
High above the forest floor of Brux is a settlement of winged elves who are often mistaken for angels or celestials. They make their homes in the intertwined branches of the forest canopy, watching over the growth of the forest. They share their expansive town with birds of prey and giant eagles, with the sounds of young birds crying for food.   This town, at its lowest point, is a mile above the forest floor and is over a mile vertical and a mile and a half horizontal. Despite the size of this town, there are very few of the Al Karak Elam, either because they are so well at hiding themselves or because they have few offsprings. Many are mighty warriors and hunters, while others are gifted artisans and philosophers.   Because of their beauty, they can often be mistaken for angels and thus are often killed on sight by fiends, which is why many never leave the Beastlands. It is said that their wings can create incredibly potent potions of flight.  

Karasuthra, Noctos’ Domain

The third and final layer of the Beastlands is the eternal night of Karasuthra. Here, the night time prowlers hunt through the forests, their roars and growls can be heard echoing across the plane. This is a land of hunting and nothing stops these beasts from their hunt except when they become the hunted. Jaguars, coyotes, owls, and many others creep through the environments here, searching for prey and the thrill of the hunt.   Because all beasts here are more intelligent than their Material Plane cousins, and they have the ability to talk to each other, the packs of hunters down on Karasuthra are incredibly dangerous for an ill-prepared hunter. Being hunted by wild animals is one thing, but being hunted by intelligent animals that can plan ambushes with others of their kind is completely different. It’s no secret why many hunters go on expeditions to the forest with only a small handful ever making it out, and even fewer going for a second hunt.   Labyrinth of Fiery Doom
A massive, ancient red dragon is said to reside here with its demon lover. Their lair is made inside of a complex cave system filled with boiling water, foul odors, lakes of mud, acrid steam vents and more. Many point to this as evidence that they are corrupting the Beastlands with their presence, but in actuality, it isn’t as simple as that.  

Factions & People

There are a few deities who call the Beastlands their home, though that doesn’t mean there is no one with power that hunt through these lands.   Beast Lords
The Beast Lords are powerful creatures that are almost like gods in the Beastlands. Because gods are given their power through worship, these Beast Lords have been given power by animals of their own kind. They hunt across the plane, protecting their forests from poachers and others who wish to corrupt the Beastlands, and they provide direction and power in the chaotic wilderness.   The Petitioners
Petitioners are the souls of those who have died and in the afterlife are brought to a plane of existence that reverberates with them. When a petitioner is brought to the Beastlands, they take on the form of a beast that represented them in life. Mighty warriors become great bears, sneaky hunters become wolves and the wise druids become owls, passing on the wisdom of age. The petitioners have vague memories of their life before the Beastlands, mostly emotions around certain people, objects or creatures.   When a petitioner dies on the Beastlands, their soul infuses the plane and they become one with the plane. If they die outside of the Beastlands, their soul is forever lost and destroyed. Petitioners rarely leave their planes and when they do, it is because they were ordered to do so by a higher power.   The Verdant Guild
The Verdant Guild, who are also known as The Wylders, are the wardens of the Beastlands and they patrol all three layers of this plane. They protect nature and all wildlife from destruction and depredation. While they are mostly found in the Beastlands, they can be found across the planes and have recently taken an interest in the Blood War as they fear it can eventually find its way to the forests they protect.   The Vile Hunt
While the Verdant Guild stands for the protection of nature from poachers and destruction, there is a group that opposes them. The Vile Hunt has decided that animals that can speak are abominations, and it is their goal to kill all petitioners in the Beastlands.   Mortai
These strange cloud creatures hold power over the weather and keep magic in check when it tries to control the weather. They are often seen as humanoid faces in the cloud who watch over every layer of the Beastlands. They can talk, though you must fly up to meet them. When they talk, it sounds as if there is a cacophony of voices inside of them and their power resides in controlling the weather.   Stronmaus
The giants’ god of the sky, joy, and weather flies on storm clouds across the plane, and are the only form of magical flying found within the Beastlands. His realm is known as Stormhold and is an opulent palace sitting on top of a thick cloud filled with battlements, spires, towers, and breath-taking architecture. While Stronmaus can travel across the plane anywhere he wants, he prefers the third layer for he loves how the moon glistens across his realm.
  Natives - Non-magical animals, solars, hollyphants, planetars, foo creatures, agathia, baku, devas, mortai
Color pools - Emerald
Tuning Fork - Gold
Shape and Size - Infinite
Gravity - Normal
Time - Normal
Alignment - NG / CG
Magic Traits - Limited (by the mortai): air, weather and fly spells fail.
Layers
Krigala
Brux
Karasuthra
Type
Dimensional plane

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