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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:
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.
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).
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.
<revise image>
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:
These abilities apply only in the outer and Astral planes. TheySubtract 1 from the listed AC Doubling of HD--min. of 2 HD MR of 5% base, +5% for every point of INT above 7.
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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