Happy Hunting Grounds
 


1. Krigala
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2. Brux
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3. Karasuthra
The Outer Planes
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Manual of the Planes

The Happy Hunting Grounds, aka the Beastlands, is
a triple-layered lane of good tending toward chaos. It is a
densely forested plane in all its layers, though its forests vary
from giant cycads to pines to sequoias to oaks to beeches to
birches and more alien reaches of huge expanses of hanging
moss and vast regions of giant fungi and mushrooms.

The three layers of the HHG are all covered
with a variety of huge plants and tangled underbrush, but
may be told from each by their skies:

1. KRIGALA

    Krigala is the topmost layer of the plane, closest to the Astral.
Through it the Oceanus flows in a relatively straight course (compared
to its tortured winding in Elysium) into Olympus. Portals to
the topmost planes of Olympus, Elysium, and Concordant Opposition
usually appear in this palne as large openings in hollow trees.
These portals can be in any type of tree, but the same tree
type always leads to the same plane (silver-plated beeches
always lead to Olympus, for example).

    Krigala is continuously lit by a midday sun, a great orb that
remains at the zenith no matter where the traveller is in the plane.
The warmth of this sun varies sharply from realm to realm, so
there are foggy regions that suddenly end in clear weather that in
turn becomes unspoiled fields of snow in the next realm. The
weather in one realm does not affect that in adjacent realms.

2. BRUX

    Brux is the second of the three layers of the Beastlands. It can
be reached from Krigala in the standard manner of moving from one
planar layer to another. Brux's terrain varies in the same degree as
Krigala's, with all manner of plants and forested areas existing in the
plane. Brux's sky is reddish, lit by two setting suns (or rising suns)
that appear to be at opposite sides of the horizon. (An optimist says
the suns of Brux are rising, a pessimist that they are setting).

3. KARASUTHRA

    Karasuthra is the farthest of the three known layers of the plane.
This is a realm of a starlit night (though some realms may have
overcast skies or fogs). The stars in this realm are not
moored in the sky--they wander in a random fashion that
defies all studies.

    All spells and special abilities function in the Beastlands with
the standard limitations for the outer planes. In addition, those
spells and abilities that permit the identification of and communication
with plants and animals (though not their summoning or control)
function in all layers of this plane. However, any attempt
to control winds, weather, or air is prevented by the creatures that
make the aerial region their home.

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Features of the Happy Hunting Grounds

    The Happy Hunting Grounds has the standard complement of
creatures that make the upper planes their homes: hollyphants,
planetars, solars, devas, baku, agathi, and foo creatures. But
these creatures are overwhelmed in number by the great variety
of the species of the animal-like kingdoms that make this plane
their home. Indeed, it was the wide variety of animal life that led
the first planar visitors to give this plane its long appellation, figuring
that this place was a veritable cornucopia of easy pickings.
They were incorrect in that assumption.

    The animals of the HHG call their plane the
Beastlands. They think of all three layers as a single realm.
Humanoid Deities are treated as temporary settlers at best,
invaders at worse. All Prime Material animals and their giant
versions live in the Beastlands (they have several special abilities
not enjoyed by their counterparts in the Prime Material).

    The beasts of the HHG include all manner
of mammals, birds, fish, reptiles, amphibians, and all insects and
other vertebrates. Excluded from their ranks are magickal or
enchanted creatures and Prime Material monsters such as the
roper or beholder. The beasts of this plane are sentient (min.
of low) and capable of speech. In fact, those who have an intelligence
of very or higher (usually owls, foxes, eagles, and turtles,
but may include representatives of all races) have a chance of
spell casting. <Ten> percent of such creatures are able to cast
spells (if so, roll 1d100 on the following table).
 
D100 Roll Spell Ability
1-20 Can cast one magical spell per 24 hours (roll randomly for spell).
21-40 Can cast one clerical (including druidical) spell per 24 hours, rolled randomly.
41-60 Can cast 1d10 magical spells per 24 hours; rolled randomly. Each spell can be cast once per day. 
61-80 Can cast 1d10 cleric spells per 24 hours, rolled randomly. Each spell can be cast once per day.
81-90 Has powers of a M-U of level 1d20, does not require spell books to cast spells.
91-99 Has powers of cleric or druid of level 2d8, with limitations on which spells can be cast each day.
00 Has powers of M-U level 1d10 and cleric 1d8 with limitations on numbers of spells that can be cast each day.

    In addition, the beasts of the HHG have
the following modifications to the abilities listed in the monster
books:

  • Subtract 1 from the listed AC
  • Doubling of HD--min. of 2 HD
  • MR of 5% base, +5% for every point of INT above 7.
  •     These abilities apply only in the outer and Astral planes. They
    are lost while the creatures are in any other planes.

        Another form of life that exists only in the HHG
    are the mortai, also called "faces in the clouds." The origin and
    full abilities of these creatures are unknown, though they may be
    collections of good and slightly chaotic spirits. The mortai appear as
    cumulous clouds with large humanoid faces.. They can communicate
    with any who attract their attention. They have compolete control
    over the weather and air of the Beastlands, and even the bird-spirits
    pay them heed. The mortai are also said to be wise; they have the
    ability to legend lore any subject.

        Great Deities are few in the HHG. Their
    realms extend for only a few bow-shots from their citadels. Far more
    common and more powerful in this realm are the Beast Lords, also
    called the Masters of the Cults of the Beast. These creatures are
    usually of lesser god or demi-god status and are the ultimate examples
    of their race. They have great command && summoning powers over
    their kind that function everywhere in the known planes
    of existence. The Cat Lord (MM2) and the Generals of the Animal
    Kings (OA) are examples of such beast gods. Their power is
    found on every plane where there are suitable creatures.

        The sole Deity from the DDG that makes a permanent abode
    in this plane is Skerrit, the Forester, a centaur god.
    Skerrit's realm is a series of interlocked meadows and glades. He
    is served by the spirits of satyrs and centaurs. Skerrit is on the
    best of terms with the Beast Lords, yet it is clear that they feel the
    Forester is no more than a temporary visitor to their realm.
     
     





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