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Manual of the Planes

Manual of the Planes

Manual of the Planes

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CHAPTER 7:THE OUTERPLANES142and far between. Those who make <strong>the</strong>ir homes hereseek to live with <strong>the</strong> trees, not against <strong>the</strong>m.BEASTLANDS TRAITSThe Beastlands has <strong>the</strong> following traits.• Normal Gravity.• Normal Time.• Infinite Size: The part <strong>of</strong> <strong>the</strong> Beastlands known to mostvisitors is relatively small, but <strong>the</strong>re may be vast realmsbeyond it, and deities as yet undiscovered within.• Divinely Morphic: Deities can shape <strong>the</strong> plane’s traitswith a thought, but mortal creatures must use spells orphysical effort to affect a change in <strong>the</strong> plane.• No Elemental or Energy Traits.• Mildly Good-Aligned: Evil characters suffer a –2penalty on all Charisma-based checks.• Normal Magic.BEASTLANDS LINKSThe Beastlands borders <strong>the</strong> neighboring Outer <strong>Planes</strong> <strong>of</strong>Arborea and Elysium. Natural portals between <strong>the</strong>se locationsare common, and shifting borders can whisk travelersfrom one plane to ano<strong>the</strong>r. Often <strong>the</strong>se natural portalstake <strong>the</strong> form <strong>of</strong> hollow trees. Stepping within <strong>the</strong> rottedcore <strong>of</strong> a lightning-blasted oak takes <strong>the</strong> traveler toArborea, and ducking within <strong>the</strong> hollow <strong>of</strong> a toppledsequoia connects to Elysium.Portals between <strong>the</strong> layers are insubstantial and erratic,and many <strong>of</strong> <strong>the</strong>m tend to be one-way. By passingbetween two trees or ducking beneath a branch, <strong>the</strong> lightchanges from day to twilight (Krigala to Brux) or fromdusk to night (Brux to Karasuthra). Such portals arecommon, so a wanderer may find his or her way back to<strong>the</strong> top layer <strong>of</strong> <strong>the</strong> Beastlands fairly easily.The River Oceanus flows through <strong>the</strong> Beastlands on itsway from Elysium to Arborea. The course <strong>of</strong> <strong>the</strong> river isstraight and true across <strong>the</strong> plane, but <strong>the</strong> border between<strong>the</strong> planes is a stretch <strong>of</strong> white-water rapids. Travelersshould not risk <strong>the</strong>se planes with sturdy ships.BEASTLANDS INHABITANTSA variety <strong>of</strong> creatures live in <strong>the</strong> Beastlands. First andforemost are outsiders, <strong>of</strong>ten celestial versions <strong>of</strong> wildcreatures found on <strong>the</strong> Material Plane. These celestial animals,beasts, vermin, and magical beasts inhabit everyenvironmental niche in <strong>the</strong> Beastlands. Occasionally anonevil aberration calls <strong>the</strong> Beastlands home, but fewintelligent creatures o<strong>the</strong>r than magical beasts such asunicorns stay in <strong>the</strong> wilderness for long.Some sages contend <strong>the</strong> spirits <strong>of</strong> wild creatures driftafter death to <strong>the</strong> Beastlands, where <strong>the</strong>y are reincarnatedas celestial versions <strong>of</strong> <strong>the</strong>ir mortal selves. Whe<strong>the</strong>r this istrue depends upon your cosmology, but it does explainwhy such a huge number <strong>of</strong> celestial wild things live in<strong>the</strong> Beastlands.Celestial creatures in <strong>the</strong> Beastlands, in addition to <strong>the</strong>o<strong>the</strong>r traits provided by <strong>the</strong> celestial template, have <strong>the</strong>irIntelligence raised to 3 and can speak Celestial. Thisincreased Intelligence score does little to dull <strong>the</strong>ir naturaltendencies, and <strong>the</strong> deadly dance between predatorand prey continues even in this extraplanar arena. Theincreased Intelligence lets <strong>the</strong> prey try to bargain its wayout <strong>of</strong> danger, just as it enables more effective communicationwithin a pack <strong>of</strong> predators.Celestials are common in <strong>the</strong> Beastlands, especially <strong>the</strong>eladrin but also planetars and solars. Lillends may befound here as well. The plane is <strong>the</strong> home <strong>of</strong> many beasts<strong>of</strong> legend—superior versions <strong>of</strong> powerful animals, beasts,and magical beasts. Good-aligned lycanthropes (and <strong>the</strong>irpetitioner spirits after <strong>the</strong>y die) can find great joy with<strong>the</strong>ir animal kin in <strong>the</strong> Beastlands, though <strong>the</strong>y lose <strong>the</strong>irlycanthrope abilities in this plane.Planar travelers are common on Krigala, Brux, andKarasuthra, mostly because <strong>the</strong>re are so many portalsbetween <strong>the</strong> layers that spreading out over all three layersis easy. Some visitors to <strong>the</strong> Beastlands are travelersmoving between Elysium and Arborea. O<strong>the</strong>rs are sagesand acolytes seeking knowledge that can only be gleanedin <strong>the</strong> darkest woods. Some are hunters from o<strong>the</strong>rplanes seeking <strong>the</strong> beasts that populate this plane.Hunters <strong>of</strong>ten find <strong>the</strong>mselves overmatched by <strong>the</strong> wildcreatures <strong>of</strong> <strong>the</strong> Beastlands and beat a hasty retreat.The Beastlands is not a place inhabited by manydeities, though it is as divinely morphic as <strong>the</strong> o<strong>the</strong>rplanes <strong>of</strong> <strong>the</strong> Great Wheel. Deities that might establish arealm here would share a love <strong>of</strong> creatures or <strong>the</strong> wildernessitself, and <strong>the</strong>ir kingdoms would fit neatly into <strong>the</strong>surrounding forests. Two such deities are Ehlonna, Deity<strong>of</strong> <strong>the</strong> Woodlands, and Skerrit, <strong>the</strong> deity <strong>of</strong> <strong>the</strong> centaurs.They both have <strong>the</strong>ir personal kingdoms in Krigala, <strong>the</strong>Beastlands’ top layer.Beastlands PetitionersBecause not many deities make this plane <strong>the</strong>ir home,mortal souls drawn to <strong>the</strong> Beastlands primarily arrivebased on <strong>the</strong>ir philosophy: good and just a bit on <strong>the</strong> side<strong>of</strong> freedom over order. They usually live in small communitiesat <strong>the</strong> bases <strong>of</strong> great trees, leading simple lives inharmony with <strong>the</strong> o<strong>the</strong>r creatures <strong>of</strong> <strong>the</strong> plane.These petitioners take on animal traits soon after <strong>the</strong>yarrive. Their hair grows long in lustrous pelts, short hornssprout from <strong>the</strong>ir foreheads, and <strong>the</strong>y develop cats’ eyesor fox ears. Over <strong>the</strong> course <strong>of</strong> centuries, <strong>the</strong>y becomecelestial beasts or animals.Beastlands petitioners have <strong>the</strong> following special petitionerqualities:Additional Immunities: Electricity, poison.Resistances: Cold 20, fire 20.O<strong>the</strong>r Special Qualities: Fast healing 2.MOVEMENT AND COMBATThe Beastlands does not present any worse penalty tomovement than any Material Plane forest or woods. Creatureswith <strong>the</strong> ability to climb or brachiate (swing among<strong>the</strong> branches) are able to move through <strong>the</strong> Beastlands

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