Beastlands Mrk II

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Kal
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Beastlands Mrk II

Ok, i was going to post this in the original beastlands thread here but it seems that the thread might be locked, i'm not sure, but Clueless, if you want to neaten things up, feel free to move this to the end of that thread.

Bascially, I've rework WithoutNationality's work, for my views and (hopefully) an upcoming playtest of the setting this summer...so without further adue....

Krigala
The first layer exemplifies the best and most beautiful aspects of nature. The plants and animals are the finest of their breeds, they are kind and generous, even predatory animals show respect to their prey. The landscape of Krigala is beautiful, showing how wondrous the natural world can be. Beautiful forests of gentle colours give way to golden savannahs and meandering rivers and streams. The sun is always shinnying upon Krigala, with kind weather and few clouds.

Petitioners of Krigala are those in life are that took every opportunity to spend time outdoors, among nature, just relaxing and enjoying nature simply for itself. Upon Krigala, they take the form of animals and plants. It is their ultimate goal to understand nature and the circle of life. All across Krigala, the circle of life is played out. No animals truly die on Krigala. When they die, they are reborn again into the layer. They remember all of their reincarnations. It is only through these, when they fully understand the circle of life that they lie down and join with the plane.

Brux
The next layer, Brux is the layer of trials. Nature is not gentle here. The landscape is grand, with jagged and steep mountain ranges, cutting ravines, and ragging white waters with water falls onto harsh rocks These are cloaked in eternal twilight, the only light is on the horizon.

Petitioners of Brux are those in life that pushed themselves against nature, made themselves better from it. As the animals and plants of Brux, they and the terrain test themselves and travellers that come to Brux. Most take the forms of predatory or athletic animals. Though the petitioners may hunt down travellers, they rarely kill, as no lesson would be learnt. Such individuals are abandoned for a time, to reflect on why they failed.

The most common travellers to Brux are extreme sports enthusiastics, looking for the ultimate test against nature. Ever tried climbing up a rock face in twilight without harnesses, or white water rafting in the shadowy ravines?

Karasuthra
The most remote of the layers of the Beastlands, Karasuthra is the graveyard of civilisation, nature’s victory chest. Here lie the ruins of all civilisations, overgrown and reclaimed by nature. Skyscrapers lay toppled, mansions drowning in undergrowth, cathedrals overshadowed by giant trees. Scratch away the grass and top soil and you’ll probably find concrete or glass. The layer is prone is earthquakes, as millennia old structures deep beneath the surface finally collapse completely.

The petitioners of Karasuthra are those that sort to protect or reclaim nature from civilisation in their own ways, campaigners, conservationists, naturalists. On Karasuthra, they hunt through eternal night, with only a full moon to light their way. The petitioners of Karasuthra do not take lightly to travellers, especially those that bring the boons of civilisation with them, modern camping equipment, firearms, artificial light.

Of the few types of people to venture in Karasuthra, most are modern day tomb raiders, treasure hunters and the like. Civilisations take many secrets to their graves and here are those graves, with information, technology, artefacts or other valuables. But nature guards her treasures well. The petitioners attack such individuals, driving them off. If they don’t take the hint and do return, the petitioners are not so kind a second time. Travellers sometimes try to hunt the petitioners here, but such a task is not easy. The petitioners are well motivated, for they are home, they have seen the success of their endeavours in life, and death, and they will not let their entire existence be for nothing!

Any comments

Kal

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Beastlands Mrk II

Oh, this is Urban Planescape. But I still don't know about the last bit. The Beastlands from what I've read qualify as good because they don't actually try to kill you unless you try to kill the natives or destroy their homes. (That tends to make a lot of people hostile.) Killing treasure hunters doesn't seem to fit.

Kal
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Beastlands Mrk II

In a sense, such treasure hunters are destorying their homes...in a way. Plus, they dont kill them first off, merely drive them away. It is those who are greedy, and return they mame/kill - greed is usually seen as an 'evil' emotion/motivation....

But maybe less than lethal enforcement would fit better??

Kal

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Beastlands Mrk II

Looks good. I really get the feel of Karasuthra since as the land that preserves the natural order their needs to be a resting place for those that nature has reclaimed.

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Beastlands Mrk II

I don't see recovering the past as inherently 'greedy'. But you could easily make it work even if you care what I say for some reason. (Well, assuming the plane's first, non-harmful response to Jones works in practice.) The Beastlands are technically chaotic. I see no reason why the landscape can't move after the petitioners chase you away.

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