Help yourself to my Planescape Character Generator
for MS-DOS.
They do not sweat and whine about their condition;
The more I see of people, the better I like my dog.
In wilderness is preservation of the world.
When
Gary Gygax
conceived the scheme of the outer planes for the
"AD&D" game, he chose names from
the various peoples' visions of the afterlife. He took the
American Indian term "Happy Hunting Grounds"
for the realm
where Good was predominant and there was a tendency toward
Chaos over Law.
The choice was excellent. As the realms have been developed,
they have come to be peopled by intelligent animals. It is
a happy, natural world without
the laws of civilization or the reflective thought of Law.
Every kind of natural environment is here, only more splendid.
This is the only place in the multiverse where visions of
natural harmony and "noble savagery" are true -- and this is
its magic.
"The Perfect Wilderness", "The
Beastlands" or "the Happy Hunting Grounds" are universes filled
with sentient speaking (and often spellcasting) animals in all
their beautiful diversity. There are no tame animals here, and
any animal brought here from another plane immediately becomes
feral, though not necessarily unfriendly. All kinds of terrain
are here. This is a realm of primitive, feral beauty. Many
of the animals are the spirits of the blessed dead who were of
good, non-lawful alignment and who preferred to live simply and
without much reflection. Others are animals of the plane's
ecosystem.
What little "civilization" is here resembles small
frontier communities.
Regardless
of their origin, most of the animals
are profoundly wise and holy, and
serve as exemplars of individual virtues, as in the medieval
bestiaries. All of them can talk, though most prefer not to.
Those that do will question the party about how they have treated
animals, and about goodness. Evil visitors get hunted,
while good visitors are usually left alone, but don't get
over-confident. The Lords of each kind of animal live here, knowing
all that concerns the species. Warden animals serve them and
supervise each species in turn. (Natural ecosystems, dominated
by good animals, may be found on all the upper planes.) All
ranger skills, and all skills and proficiencies related to
animals or to the wilderness, get a bonus of 10%. Great beings
whose faces appear in the clouds can answer almost any question.
(Summon them with "weather summoning".) Distances here are
enormous.
A few humans live here -- noble
savages or happy hippy-types. Most of the area is
beautiful wilderness. Centaur heaven is here, though there are
relatively few other great spiritual powers. There are a few
good-aligned lycanthropes, but there are no monsters with magical powers here.
The good folk here generally consider that ends justify means.
This is a common location for the headquarters of good sects
devoted to animals, nature, or the wilderness. Anyone looking into a
pool of water may see their reflection as the animal whose virtues
they best exemplify. Visitors will
acquire at least one physical feature of the animals they most
resemble; for chaotics this happens almost at once, and even for
lawfuls it will happen within a week. These physical chages wil
persist after for the duration of time spent on the Beastlands.
Visitors may discover that their deeds, good and bad, are widely
known -- especially how they have treated animals.
All good proxies and departed souls on these planes exist
simultaneously on all three. The good creatures living on these
planes never make war on one another. The "Signers" philosophic
sect, which holds that the universe is their dream, has its
headquarters here. ("You're all just figments of my
imagination.") Primitives will enjoy hunting the animals for
sport, which the animals don't mind. This is the only place in
the multiverse where fantasies about noble primitives and
nature's harmony are really true. The Verdant Guild ("Wylders")
are the local protect-the-environment movement, and oppose all
encroachment of civilization. Mottos include those attributed to
noble First Americans of our own world. Public portals between
layers and to remote planes are found in forest glades,
guarded by fierce, intelligent animals who will question
visitors.
Because this is a plane where
goodness is very strong, you will find genuine unselfish
love from many (probably most) of the locals.
The spiritual beings of the Beastlands are good company and have a sense of humor.
People and intelligent animals
will go out of their way to help you in the Beastlands.
Good characters who earn acceptance from the
animals as permanent residents of the Beastlands have "won the
game", and may reappear only briefly as glorified saints.
The President in Washington sends word that he wishes to
buy our land. But how can you buy or sell the sky? The land?
The idea is strange to us. If we do not own the freshness of the
air and the sparkle of the water, how can you buy them? Every
part of this earth is sacred to my people. Every shining
pine needle, every sandy shore, every mist inthe dark woods,
every meadow, every humming insect. All are holy in the memory
and experience of my people. We know the sap which courses
through through the trees as we know the blood
that courses through our veins. We are part of the earth
and it is part of us. The perfumed flowers are our sisters.
The bear, the deer, the great eagle, these are our brothers.
The rocky crests, the juices in the meadow, the body heat
of the pony, and man, all belong to the same family.
Krigala
is a noonday universe. The plants here
grow to enormous sizes. The ratatosk squirrel-folk inhabit
branches of Yggdrasil that reach to here. The Forbidden Plateau
is a basalt pillar topped with a realm of dinosaurs and green-
furred beastfolk. Light-green pools extending into the astral
appear and shine at random
points in the forests, and can be moved freely among the trees.
Portals to the Outlands, Elysium or Arboria are often hollow trees. Signpost
is a frontier-style camp for the Signers' faction. Skerrit's
Glade is the home of centaurs, and those who stay here for a day
got +1 on wisdom as long as they stay on the Beastlands.
Standing Stones is the home of a powerful antlered tiefling who
will turn sport hunters into the hunted. Triberove is a huge
travelling town of wemics who will welcome most decent creatures
to travel with them. Brux is the universe with two
rising-setting suns. There are gates to the Demiplane of Shadow,
and there are rumors that Brux is the repository of items that
were safely locked away but vanished anyway. Al Karak
Elam-Ihankhal is the realm of the xenophobic flying elves. The Cat
Lord's Prowl is cat terrain, and visitors will usually be eaten
at once. Anything that any cat knows, the Cat Lord knows.
Ursis is home to the good bear people, and those infected with
lycanthropy and not yet of evil alignment can be cured here.
Karasuthra is a nighttime universe lit by randomly-wandering
stars. Burrowing and noctural animals thrive here. The Owl
Lord's Soar is here, and as with most other realms of animal
lords, a visitor with nothing to offer the Owl Lord will be
ignored or eaten. The Labyrinth of Fiery Doom is a portion of
Baator that switched over when a fiend discovered how to love.
Stormhold is a realm of perpetual thunderstorms, where the good
Storm Giant King's palace glows with the color of a cloud's
silver lining. A magical pool, infinite to those within, gives
healing, restoration, and regeneration to any whom the storm
giants wish. It seems most likely that any locale will actually
have a day-night cycle, which is important for any ecology.
Perhaps there are subtle changes in the rules ("different layers")
depending on the time of day, or the actual divisions are allegorical.
Alternatively, every plant and animal may exist simultaneously on all three
layers and thus experience all phases of its day-night cycle.
Spell alterations in
the Beastlands: Air, wind, and weather spells fail.
This includes "fly" and "feather fall". Conjurations and
summonings bring only the local animals, which are not under
control. In fact, no spell that controls animals will work here.
Divinations cannot contact supernatural or extraplanar
beings. Spells directed against "normal animals" fail. Harmful
necromancy is cast at one level lower. Fire spells are enhanced
on the noonday layer and diminished on the night layer. Other
elemental spells may be enhanced or weakened by the terrain.
Spell keys might be available to reach off-plane sources
of information, but other uses seem improbable.
Wizardly spell keys are
natural objects. "Elemental aura"
requires stones and pebbles. Alterations require blown leaves.
Conjuration-Summonings require a bit of food that the animal will
like. Divinations are in silver ore. Enchantments and charms
require quartz crystals. "Whispering wind" requires a feather.
Cloud-evocations require a treebranch struck by lightning.
Necromancy requires a bone. Power keys are rare and appropriate
to the sect; one uses a snow-globe.
Third edition "Manual of the Planes" focuses primarily on simplifying
and encouraging individual campaign creativity. Ideas include:
I respectfully suggest that the Beastlands be regarded as chaotic-tending
and thoroughly good. These effects are additive
The Fourth Edition has not yet developed a place of noble animals
and noble savages. It could be a place for questing by skill check and puzzle-solving, or
to protect fron ancient evils. Perhaps visitors would get bonuses or penalties
to intelligence, wisdom, and charisma-based skill checks
depending on how much their behavior has been in keeping with the ideals
of the locals.
In keeping with the flexibility of the third and fourth editions and the
backgrounds of many players, perhaps the Beastlands are essentially a world
where like-minded spirits meet. It looks and works like our own world,
except that it is filled with
people and animals living good lives without much civilization.
NPC attitudes are typically "helpful" so long as visitors give no
sign of intending harm to nature or the animals.
If there is a spiritual race native to the Beastlands, it is devoted to promoting the community's
ideals
among the living by encouragement and subtlety, rather than by force.
The dead find communities matching their own ideals and interests,
and continue to live much as they did on earth, though no longer able to visit the
Prime Plane. Instead of the "gods" of polytheism, each living good, chaotic-tending divine spellcaster is
sponsored (and monitored)
by a prayer fellowship with similar interests based on the Beastlands.
For the fourth edition, I suggest no penalties for divine spellcasters from elsewhere. For earlier editions, I respectfully suggest that the only penalty for such a cleric
on a differently-aligned outer plane is the loss of one spell
of the highest available level for each plane removed, with the Outlands two planes from Mechanus, Elysium, Limbo, and the Gray Waste. When one level
is depleted, spells of the next highest level are lost. Thus a cleric
sponsored from the Beastlands would lose one spell on Elysium or Arborea,
six spells in Gehenna or Acheron, and seven spells in Baator. Moving to the Outlands loses three spells.
A world where savages are really noble and animals are actually all wise
and good would be as marvellous and fantastic
as any rules-intensive world ever visited by adventurers.
Referees might not want players to realize that they have
entered the Happy Hunting Grounds.
Always
give a word or a sign of salute when meeting or passing a friend,
even a stranger, when in a lonely place. Show respect to all people
and grovel to none. When you arise in the morning give
thanks for the food and for the joy of living. If you see no
reason for giving thanks, the fault lies only in yourself.
Abuse no one and nothing, for abuse turns the
wise ones to fools and robs the spirit of its vision.
When it comes your time to die, be not like those whose hearts
are filled with the fear of death, so that when their time comes
they weep and pray for a little more time to live their lives
over again in a different way. Sing your death song and die
like a hero going home.
John-Jacques
Rousseau
popularized ideas about "noble savages"
that still influence special-interest politics.
Unity of the Rings -- comic book art
Gamers for Christ --
news group
Does anyone know the source of this
nice cloud background?
I think I could turn and live with animals, they are so placid and self-contain'd;
I stand and look at them long and long.
They do not lie awake in the dark and weep for their sins;
They do not make me sick discussing their duty to God;
Not one is dissatisfied--not one is demented with the mania of owning things;
Not one kneels to another, nor to his kind that lived thousands of years ago;
Not one is respectable or industrious over the whole earth.-- Walt Whitman, Song of Myself
-- Frederick the Great
-- Thoreau
-- Attributed to Chief Seattle
-1 on all charimsa checks for all lawful creatures
-1 on all intelligence, wisdom, and charisma checks for all non-good, non-evil creatures
-2 on all intelligence, wisdom, and charisma checks for all evil creatures.
Good-based spells work as if caster were 4 levels higher.
Evil-based spells simply fail.
Law-based spells (non-evil) require a Spellcraft check (DC 15) for success.
Chaos-based spells (non-evil) work as if caster were 2 levels higher.
So
live your life that the fear of death can never enter your heart.
Trouble no one about their religion; respect others in their views,
and demand that they respect yours. Love your life, perfect your
life, beautify all things in your life. Seek to make your life
long and its purpose in the service of your people. Prepare a noble
death song for the day when you cross over the great divide.
-- Chief Tecumseh
Acheron -- Lawful, Evil Tendencies
Arborea -- Chaotic Good
Arcadia -- Lawful, Good Tendencies
Baator -- Lawful Evil
The Beastlands -- Good, Chaotic Tendencies
Bytopia -- Good, Lawful Tendencies
Carceri -- Evil, Chaotic Tendencies
Elysium -- Neutral Good
Gehenna -- Evil, Lawful Tendencies
The Gray Waste -- Neutral Evil
Limbo -- Chaotic Neutral
Mechanus -- Lawful Neutral
Mount Celestia -- Lawful Good
The Outlands -- True Neutral
Pandemonium -- Chaotic, Evil Tendencies
Ysgard -- Chaotic, Good Tendencies
The Inner Planes
What "Planescape" could be
AD&D and the Religious Right
Li Po's Hermitage (character generators, more)
Ed's character generators:
More law
Less extreme
Less law
Fourth Edition
Third edition: DD3.5, d20 Modern, Dragonlance, Eberron, Forgotten Realms, lots more.
AD&D2 Generic Character Generator for MS-DOS.
AD&D2 for very limited machines for MS-DOS.
Alternity Science Fiction Character Generator for MS-DOS.
Birthright Character Generator for MS-DOS.
Dark Sun 2 Character Generator and
documentation for MS-DOS.
Jakandor Character Generator
Lankhmar Character Generator
Planescape Character Generator for MS-DOS.
Psionics Character Generator for MS-DOS.
Red Death Character Generator for MS-DOS.
Skills & Powers Character Generator for MS-DOS.
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