Beastland

The Beastland is a plane of nature unbound, of forests ranging from moss-hung mangroves to snow-laden pines, of thick jungles where the branches are woven so tight that no light penetrates, of vast plains where grains and wildflowers wave in the wind with vibrant life. The plane embodies nature’s wildness and beauty, but it also speaks to the animal within all living things.  

Geography

Draconium

Draconium is a unique layer within the Beastland. It wasn't originally a natural part of the Beastlands; rather, it was forcefully created and added to the planes through the potent Magic of dragons. This transformation occurred after the Draco Giant War, serving as a heaven for the scant survivors who sought refuge from the world's turmoil. Draconium acts as a pivotal bridge connecting the material plane and the Beastlands.   The layer is characterized by a large island on which is a vast mountain range, divided into two distinct sections: Upper Draconium and Lower Draconium.  

Getting There

Portal to Draconium

In the prime material realm, a natural portal to Draconium exists. To find it, one must journey far north, beyond frozen seas and snowy islands, where survival is a formidable feat in itself. Continuing onward, past the known maps' boundaries, an illusory depiction of an eternal sea is encountered, accompanied by potent enchantments that deter all but the most resolute travelers. Those who persist and navigate through the Illusion will arrive directly within Draconium.   In Chronias, the seventh layer of Mount Olympus, a portal allow Nozdromu to travel from his lair to lower draconium.  
Bar the Gate by Johannes Voss
 

Creatures & Denizens

Just like many species evolve to crab, in the beastland they evolve to beastfolks, people refer to them as beastfolks, but scholars may call them Ardlings. This is believed to be the genesis of Hadozee, GIff or Lizardfolk.  

Features

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.  

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.

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