THE BEASTLANDS -- NEUTRAL CHAOTIC GOOD

Gate-town: Faunel. Imagine a big town made of stone and now imagine it in ruins. This is Faunel. Everywhere people and animals call kip the ruined houses, while others live in tents or cabins.The gate: it's a sheet of water guarded by a huge stone statue named Ira.

The Beastlands abound with animals and they're as deadly and as cunning as animals can be. No spell or training can tame the beasts here. Animals brought here from other planes go wild as soon as they arrive. Even planewalkers need to beware the influence this plane can have over a body's "wild side".

There are also such animal-related monsters as lycantrophes, lizard men, centaurs and more. All petitioners on the Beastlands take the form of animals or animal-related creatures, like centaurs or wemics. The mortai, mighty cloudlike beings, fill the skies of the Beastlands, presiding over the entire plane. Lastly, some aasimon and powers make call kip here as well.

This is the plane of Nature incarnate; everything about the Beastlands is wild and untamed. The few intelligent beings here live in relative seclusion or in very small, rugged frontier towns.

The three layers of the Beastlands reflect the dominion of the sun and moon over nature. The first one, Krigala, bakes under an everlasting sunny noon. The second layer, Brux, glows with the rosy reds of a perpetual dawn or twilight. The third layer is Karasuthra, the layer of night. Each layer is inhabited by beasts suited for the environment.