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| + | ====== Lamannia ====== | ||
| + | <WRAP box bggreen fgblack 350px left :en> | ||
| + | {{ : | ||
| + | |||
| + | <panel type=" | ||
| + | ^ Alias | La Forêt Du Crépuscule | ||
| + | ^ Alignement | Non aligné | | ||
| + | ^ Temps | Plus Rapide | | ||
| + | ^ Magie Amélioré | Magie Druidique | | ||
| + | ^ Limitrophe | 7 jours chaque année | | ||
| + | ^ Éloigné | 7 jours chaque année | | ||
| + | </ | ||
| + | {{Lamannia.png}} | ||
| + | {{: | ||
| + | ** Lamannia, La Forêt Du Crépuscule ** est un royaume de nature brute et sans bornes, rempli de toutes sortes de plantes, d' | ||
| + | |||
| + | Lamannia incarne la nature primordiale, | ||
| + | |||
| + | ====== Description ====== | ||
| + | Intouché par la civilisation, | ||
| + | |||
| + | En raison de sa connexion avec les forêts et les lycanthropes, | ||
| + | |||
| + | Certains érudits affirment que Lamannia a servi de modèle pour le plan matériel, que c'est sur Lamannia que les géniteurs ont perfectionné les idées de tempête et de pierre. Ils croient que le monde naturel est imprégné de l' | ||
| + | |||
| + | Lamannia est proche du monde et c'est l'un des plans les plus faciles à atteindre. Ses trésors sont des objets naturels de bois et de pierre, imprégné des puissances élémentaires, | ||
| + | |||
| + | Lamannia est un reflet du monde naturel, intensifié et exagéré. L'air est pur et propre, l'eau fraîche et claire. Les couleurs sont incroyablement vives. Il est imprégné de vie - un royaume dans lequel n' | ||
| + | |||
| + | Voici quelques-uns des traits cohérents du plan : | ||
| + | |||
| + | * ** Magie primale étendue: ** Les sort qui utilise la magie primale possède une durée étendue. Les druides et les rangers canalisent généralement de la magie primale. | ||
| + | * ** Bêtes indomptables: | ||
| + | * ** Le terrain nourrit: ** La végétation de Lamannia est abondante et la terre est nourrissante. | ||
| + | * ** Matière primordiale: | ||
| + | | ||
| + | <ifauth @admin>< | ||
| + | * Les sorts d'une durée de 1 minute ou plus, la durée est doublée, jusqu' | ||
| + | * Dans Lamannia, les bêtes et les élémentaires ont un bonus de +2 à la Constitution et un avantage sur les jets de sauvegarde contre être charmés, effrayés ou immobilisés. | ||
| + | * Lorsque vous effectuez un test de Sagesse (Survie) pour chercher de la nourriture ou un abri dans Lamannia, vous avez l' | ||
| + | * Un effet continu de purifier les aliments et les boissons nettoie toutes sortes de poisons ou contaminants de l' | ||
| + | </ | ||
| + | |||
| + | La plupart des couches de Lamannia suivent un cycle traditionnel de jour et nuit. Cependant, les couches ne sont pas synchronisées et ne correspondent à aucun fuseau horaire d' | ||
| + | |||
| + | |||
| + | |||
| + | ====== Couches de Lamannia ====== | ||
| + | |||
| + | Comme beaucoup de plans, Lamannia est composé de couches - un réseau de demi-plans connectés, chacun mettant en évidence un aspect particulier de la nature primitive. Une couche de Lamannia peut contenir qu'un seul sommet de montagne colossal; d' | ||
| + | |||
| + | Les couches de Lamannia sont reliées par des portails physiques, mais ces portails ne permettent souvent de voyager que dans une seule direction. Tout bassin profond d'eau pourrait relier une couche à [[Lamannia# | ||
| + | |||
| + | Voici quelques exemples de couches : | ||
| + | |||
| + | ===== La Forêt du Crépuscule ===== | ||
| + | {{twilight_forest1.jpg? | ||
| + | Le ciel est caché par la canopée dense de cette vaste forêt tropicale, laissant le sol de la forêt dans un crépuscule sans fin. Les arbres mesurent plus de cent pieds de hauteur, certes impressionnants, | ||
| + | |||
| + | Ceux qui explore la forêt du crépuscule tomberont sur d' | ||
| + | |||
| + | La forêt Twilight est sauvage et indompté. Cependant, les explorateurs peuvent trouver de larges pistes à travers la forêt inférieure. Les experts en survie peuvent reconnaître que ces traces ne sont pas formées par des mains humanoïdes; | ||
| + | |||
| + | Il existe plusieurs communautés de lycanthropes disséminées dans la forêt inférieure. Un clan de Rat-Garous a creusé un terrier dans les racines d'un arbre colossal, tandis qu'un groupe de sanglier-garous se querellent avec des [[loups-garous]] descendus des templiers exilés. Une ancienne [[classe: | ||
| + | |||
| + | Un autre secteur remarquable est le Cimetière. De toutes les couches, la Forêt du Crépuscule est la plus proche d' | ||
| + | |||
| + | Les élémentaires n'ont pas une présence particulièrement forte dans la forêt du crépuscule, | ||
| + | |||
| + | ===== La Terre Brisée ===== | ||
| + | |||
| + | La Terre Brisée est une région volcanique active remplie de hautes montagnes et de plaines de lave. Il y a des éruptions constantes et cette couche abrite de nombreux élémentaires du feu et de la terre, qui s'ont engager dans un conflit environnemental. Les élémentaires de feu s' | ||
| + | |||
| + | Peu de bêtes réussissent à prospérer dans cette couche, sauf quelques dinosaures coriaces qui ont réussi à se trouver une niche. Bien que cette région ait moins de connexions avec Éberron que la forêt du crépuscule, | ||
| + | |||
| + | ===== L' | ||
| + | |||
| + | Cette couche reflète la majesté des profondeurs océaniques. Elle abrite une vaste gamme de poissons et de bêtes aquatiques, ainsi que des tribus d' | ||
| + | |||
| + | ===== La Première Tempête ===== | ||
| + | |||
| + | Une couche de plaines et de collines basses, cette région est en permanence fouettée par des ouragans et des tempêtes sans fin. Les bêtes se blottissent dans les grottes et dans des abris limités, tandis que toutes sortes d' | ||
| + | |||
| + | ===== La Pourriture ===== | ||
| + | |||
| + | La décomposition fait partie de la nature, et cela se reflète dans la Pourriture. Cette couche relativement petite est marécageuse, | ||
| + | |||
| + | Bien que ce soit un symbole de mort et de décadence, c'est un processus tout à fait naturel; les morts-vivants n'y ont pas leur place. Il est possible qu'un nécromancien puisse arriver ici, dans l' | ||
| + | |||
| + | ===== La Stupidité des Géants ===== | ||
| + | |||
| + | Lamannia regorge de précieuses ressources naturelles; il n'est pas surprenant qu'une civilisation avancée essaie de les récolter. Pendant l' | ||
| + | |||
| + | Des vignes et de la mousse recouvrent des murs brisés, et les ossements de géants sont éparpillés dans les vestiges de cette garnison. Des trésors précieux et puissants pourrait bien être cachés dans cette folie, mais les explorateurs devront faire face à des élémentaires agressifs, des bêtes dangereuses et des pièges laissés par des géants morts depuis longtemps. | ||
| + | |||
| + | ====== Habitants ====== | ||
| + | |||
| + | ===== Les Bêtes ===== | ||
| + | Les principaux habitants de Lamannia sont des bêtes - à la fois des bêtes que vous pourriez rencontrer dans la nature sauvage d' | ||
| + | |||
| + | Pour la plupart, les bêtes lamanniennes ne sont pas plus intelligentes que leurs homologues sur Éberron. Cependant, certains animaux sont // éveillé //, même si ces bêtes suivent généralement leurs instincts naturels et continue de vivre une vie sauvage. Alors qu'à Sharn, des chouettes géantes peuvent posséder des magasins et se présenter au conseil municipal, les chouettes géantes de Lamannia se contentent de chasser les bêtes de la forêt du crépuscule. Il est donc possible de trouver dans Lamannia des créatures qui parlent le commun ou un dialecte primordial, mais la plupart ont peu d' | ||
| + | |||
| + | Ont retrouvent les catégorie de créatures suivantes dans Lamannia : | ||
| + | |||
| + | * ** Les animaux banals ** sont identiques à leurs homologues d' | ||
| + | |||
| + | * ** Les animaux géants** sont des créatures d'une taille remarquable. Ces créatures sont plus courantes que les animaux banals; dans la forêt du crépuscule, | ||
| + | |||
| + | * La ** Mégafaune ** sont des bêtes gargantuesques. Le [[roc]] est un exemple de mégafaune lamannienne; | ||
| + | | ||
| + | * ** Les totems ** sont des bêtes qui sont au-delà de l' | ||
| + | |||
| + | <ifauth @admin>< | ||
| + | Terribles : Toute bête décrite comme «géante» ou «dire» peut jouer ce rôle. Alors que les animaux existants sont un point de départ, toute sorte de bête peut avoir un homologue terribles à Lamannia. | ||
| + | |||
| + | Un serpent mégafaune pourrait utiliser les statistiques d'un ver violet. Ces deux créatures fournissent une échelle approximative de puissance pour la mégafaune, mais un DM peut créer un éventail plus large de mégafaune; les aventuriers pourraient être traqués par une meute de loups gargantuesques. Bien que ces créatures soient de forme similaire aux bêtes, elles sont généralement classées comme des monstruosités. Entre leur grande taille et leur connexion au plan, ils sont immunisés contre la plupart des effets qui ne ciblent que les bêtes, et vous ne pouvez pas charmer un roc avec un simple // amitié animale //. | ||
| + | </ | ||
| + | |||
| + | ===== Élémentaires ===== | ||
| + | |||
| + | Après les bêtes, les habitants les plus communs du plan sont les ** [[élémentaires]] **. Les [[génies]], | ||
| + | |||
| + | Les aventuriers qui explorent les [[terres brisées]] pourraient rencontrer de minuscules globes de lave qui rampent à travers le pays… tandis que les léviathans de l' | ||
| + | |||
| + | Les élémentaux de Lamannia sont les esprits souvent convoqués et liés par les Zils, utilisés pour propulser les trains foudroyants et les aéronefs. Bien qu' | ||
| + | |||
| + | ===== Humanoides ===== | ||
| + | |||
| + | Les humanoïdes natifs de Lamannia sont mus par les instincts primaires. Ils manient la magie druidique, mais ils ne fabriquent pas d' | ||
| + | |||
| + | Pendant la [[Croisade d' | ||
| + | |||
| + | Les instincts primitifs sont par contre amplifiés; Les [[loups-garous]] lamanniens restent des prédateurs et prennent plaisir à la chasse. Mais ils ne sont pas poussés au // mal // et restent en plein contrôle de leurs moyens. Des meutes et des communautés de lycanthropes sont dispersées à travers les différentes couches du plan. La plupart sont issus de lycanthropes qui ont fui [[Éberron]] pour échapper à la fois aux templiers et au pouvoir obscur dont l' | ||
| + | |||
| + | Il y a aussi une poignée de druides et de rangers qui sont entrés dans Lamannia et ont choisi de rester dans ce paradis primitif. Beaucoup courent avec des meutes de lycanthrope, | ||
| + | |||
| + | * Lamannia abrite divers types de plantes inhabituelles et parfois intelligentes, | ||
| + | * Un certain nombre de races vit sur Lamannia, dont les ** [[: achaierai |]] **, ** [[: arrowhawk |]] s **, ** [[: avalancher |]] s **, ** [[: bariaur |]] s **, ** [[: gulgar |]] s **, ** [[: hellwasp |]] s **, ** [[: invisible_stalker | invisible stalker]] s * *, ** [[: nightmare |]] s **, ** [[: stonechild |]]ren **, ** [[: tojanida |]] s **, ** [[: wildren |]] **, ** [[: xorn |]] **, et ** [[: yeth_hound ]] s **. | ||
| + | * De nombreux [[: elementaire |]] et [[: paraelementaire | paraÉlémentaire]] s peuvent être trouvés sur Lamannia, y compris les ** air Élémentaires **, ** [[: belker |]] s **, ** earth Élémentaires **, ** feu Élémentaires **, ** suintement paraÉlémentaires **, ** fumée paraÉlémentaires **, ** [[: thoqqua |]] s **, et ** eau Élémentaires. | ||
| + | * La plupart des ** [[: mephit |]] s ** et ** [[: mephling |]] s ** habitent également Lamannia, y compris ceux d'air, de poussière, de terre, de vase, de sel et d'eau. | ||
| + | * ** [[: elementaire_fee | Élémentaire Fée]] ** passent autant de temps sur Lamannia et Thélanis, et croisent souvent entre les deux. | ||
| + | * Différents types de ** [[: genie |]] ** appellent Lamannia à la maison, y compris le dao, le djinni et le marid. | ||
| + | * Les ** [[: gardien |]] s ** habitent également Lamannia, chassant le mal qui s'est caché dans l' | ||
| + | * La plupart des ** {{tagpage> | ||
| + | * Après la purge par les [[: eglise_de_la_flamme_d_argent |]], une grande quantité de ** [[: lycanthrope |]] s ** ont fui Éberron pour Lamannia. | ||
| + | |||
| + | ====== Pouvoirs Supérieurs ====== | ||
| + | |||
| + | Il n'y a pas de célestes ou de démons en Lamannia. C'est un royaume d' | ||
| + | |||
| + | Il est possible que ce soit le travail des totems - que les totems possèdent l' | ||
| + | |||
| + | ====== Zone De Manifestations ====== | ||
| + | Lamannia est une source prolifique de zones de manifestations. Assez souvent, ces zones se trouvent au cœur d'une région qui ressemble à la couche connectée: les zones liées à [[Lamannia# | ||
| + | |||
| + | * ** Puissance élémentaire. ** Les zones de manifestation liées à Lamannia peuvent avoir une forte résonance élémentaire. Lorsque les sorts qui invoquent des élémentaires sont lancés dans une telle région, ils sont traités comme s'ils étaient lancés à un niveau supérieur à l' | ||
| + | * ** Passerelles. ** Une zone manifeste peut servir de portail direct entre Lamannia et Éberron. De tels portails typiques ne s' | ||
| + | * ** Croissance. ** Un effet commun d'une zone manifeste lamannienne est d' | ||
| + | * ** Pureté. ** La végétation et l'eau dans une telle zone sont saines et pures. Ces zones peuvent être une ressource précieuse pour de petites communautés. Ces régions peuvent également manifester de la «matière primordiale» : la pierre et le bois peuvent être exceptionnellement durs. La prison de [[Fort-Terreur]] est construite dans une telle zone de manifestation: | ||
| + | * ** Résistance. ** Alors que des zones manifestes lamanniennes peuvent être des outils utiles pour les communautés ou les [[maisons marquées du dragon]], certaines zones résistent et repoussent activement la civilisation. Le temps, la végétation et un taux de décomposition rapide peuvent se combiner pour détruire rapidement des structures construites dans ce genre de zone et envahir les ruines. | ||
| + | |||
| + | * La nation d'** [[Adar|]] ** sur le continent de [[: Sarlona |]] a de nombreuses zones de manifestations vers Lamannia et [[: Kythri |]], dont la plus grande est la vallée d'** [[: ahdryatmin | Ahdryatmin]] **. | ||
| + | * ** [[: fort-terreur |]] **, la prison incontournable de [[: khorvaire |]], se trouve dans une zone de manifestation de Lamannia. | ||
| + | * ** [[: coeurvert |]] **, la capitale des [[: confins_d_eldeen | Confins d' | ||
| + | * Une zone de manifestation vers Lamannia existe à ** [[: io_lokar | Io' | ||
| + | * Le fondateur de ** [[: taer_valaestas |]] ** a construit sa ville [[: elfe | Elfique]] sur une zone de manifestation vers Lamannia. | ||
| + | * Le lac cristallin de ** [[Eaublanche]] ** dans la nation de [[: Syrkarn |]] sur [[: Sarlona |]] est considéré comme une zone de manifestation vers Lamannia. | ||
| + | |||
| + | ====== Effets sur le plan matériel ====== | ||
| + | Lamannia a un cycle planaire rapide. Il est fiable et limitrophe pendant une semaine autour du solstice d' | ||
| + | |||
| + | ===== Limitrophe ===== | ||
| + | Les régions de nature intacte prospèrent à l' | ||
| + | |||
| + | Les sorts primordiaux qui affectent les bêtes ou les élémentaires sont étendus; si un sort a une durée de 1 minute ou plus, la durée est doublée, jusqu' | ||
| + | |||
| + | ===== Distant ===== | ||
| + | Lorsque Lamannia est éloignée, la nature diminue. Les cultures poussent mal et les animaux produisent de petites portées. Les bêtes nées à ces périodes sont souvent faibles ou malades. Les bêtes sont souvent mal à l' | ||
| + | |||
| + | ====== Historique ====== | ||
| + | En 832 AR, [[: jolan_sol | Jolan Sol]], le [[: gardien_de_la_flamme |]], a décrété que la [[lycanthropie]] était une malédiction irréversible de l' | ||
| + | |||
| + | |||
| + | ====== Voyages Inter-planaires ====== | ||
| + | |||
| + | Les habitants de Lamannia choisissent rarement de se rendre dans [[Éberron]]. Les quelques créatures civilisées, | ||
| + | |||
| + | Le voyageurs mortels pourraient être intéresser par les différents trésors de Lamannia. La végétation de Lamannia est prisée par les alchimistes. Les herbes et les racines de Lamannia peuvent produire des potions exceptionnellement fortes, et de nombreux types de végétation lamannienne ont des effets magiques innés; il y a des buissons dans [[Lamannia# | ||
| + | |||
| + | <ifauth @admin>< | ||
| + | ======Idée d' | ||
| + | · **A Savage Land**. | ||
| + | |||
| + | · **Megafauna Island**. Due to close ties to Lamannia, there’s an island that is home to an unusual array of megafauna beasts. Adventurers could stumble onto this on their own, or they could be hired by an heir of House Létourneau who wants to investigate the rumors without drawing the attention of rivals in the house. | ||
| + | |||
| + | · **The Great Beast**. A Lamannian zone could realize a megafauna predator into the region, spreading terror among the locals. Must this creature be destroyed? Can it be returned through the zone, or is it even hostile? | ||
| + | |||
| + | · **Lycanthropes**. Lamannia suppresses the negative effects of the curse of lycanthropy. Adventurers could stumble upon a village of lycanthropes and jump to the wrong conclusion, not knowing that the influence of the local manifest zone allows them to control the curse. Alternatively, | ||
| + | |||
| + | · **Relic Hunt**. The trail of a powerful artifact leads to Lamannia. It might have been on a ship lost in the Graveyard, or it could be that an artificer needs Lamannian resources to complete an eldritch machine. Can the adventurers win this deadly race? | ||
| + | |||
| + | · **At War With Nature**. An Ashbound druid manages to establish a new Lamannian manifest zone in a major city, such as Fairhaven or Sharn. The resistance effect is causing the city to crumble, releasing elementals and wild vegetation. Can the adventurers find a way to remove the manifest zone? Alternately, | ||
| + | |||
| + | · **Unusual Flavor**. The impact of a manifest zone can be felt just as part of the backdrop of a scenario. The village of Clearwater is in a hostile region, but it survives because of the small lake that provides fresh water and a seemingly inexhaustible supply of fish. In a small Eldeen village, the locals live in harmony with a breed of giant rabbits unknown elsewhere in Khorvaire. A tribe of shifters lives in the branches of the three massive trees that grow in a Lamannian manifest zone. | ||
| + | </ | ||
| + | |||
| + | Lamannia: The | ||
| + | Twilight Forest | ||
| + | Lamannia embodies primordial | ||
| + | nature, untapped and untamable. | ||
| + | It’s often called the Twilight Forest, | ||
| + | and is depicted as a realm of colossal | ||
| + | trees and massive beasts. However, | ||
| + | the forest is just one of the facets | ||
| + | of Lamannia. Every natural | ||
| + | environment is represented in | ||
| + | various layers that exemplify | ||
| + | and exaggerate their features. | ||
| + | Windswept desert, raging | ||
| + | ocean, endless plains—all | ||
| + | can be found here. In other | ||
| + | planes, these environments are | ||
| + | backdrops to the story the realm is | ||
| + | telling. In Lamannia, the environment | ||
| + | is the story. It doesn’t need the help of | ||
| + | fey or fiends to make its point, because | ||
| + | the land itself is the point. | ||
| + | Some scholars assert that Lamannia served as a | ||
| + | blueprint for the Material Plane—that here, the Progenitors | ||
| + | perfected the ideas of storm and stone. They believe that | ||
| + | the natural world is infused with the essence of Lamannia, | ||
| + | and that druids and others who wield primal magic actually | ||
| + | manipulate that Lamannian essence. And indeed, druids | ||
| + | who travel to the Twilight Forest can be overwhelmed by | ||
| + | the sheer force of nature that infuses this place. | ||
| + | Lamannia lies close to the world, and it’s one of the easiest | ||
| + | planes to reach. Its treasures are natural objects imbued with | ||
| + | elemental power—wood, | ||
| + | are stronger and more potent than their mortal counterparts. | ||
| + | But when you come to Lamannia, there are many predators, | ||
| + | and you are prey; anyone who seeks to despoil the | ||
| + | embodiment of nature will be hunted. | ||
| + | Universal Properties | ||
| + | Lamannia is a reflection of the natural world, intensified and | ||
| + | exaggerated. The air is pure and clean, the water fresh and | ||
| + | clear. Colors are impossibly vivid. It’s suffused with life—a | ||
| + | realm in which any stone could be an earth elemental, where | ||
| + | any tree could be awakened. Vegetation is nearly always in | ||
| + | bloom, and beasts are almost always in the peak of health. | ||
| + | Except for a few layers such as the Rot, Lamannia reflects the | ||
| + | ideal state of the natural world. Here are some of the plane’s | ||
| + | consistent properties. | ||
| + | Extended Druidic Magic. When a creature casts a druid | ||
| + | spell with a duration of 1 minute or longer while in Lamannia, | ||
| + | the duration is doubled. Spells with a duration of 24 hours or | ||
| + | more are unaffected. A DM could decide to extend this effect to | ||
| + | other characters that draw on primal sources of magic, such as | ||
| + | a Gatekeeper ranger or a Greensinger bard. | ||
| + | Indomitable Beasts. Beasts and elementals have a +2 | ||
| + | bonus to Constitution and advantage on Wisdom, Intelligence, | ||
| + | and Charisma saving throws. Upon its arrival in Lamannia, | ||
| + | any elemental or beast that’s charmed or bound in any way is | ||
| + | immediately freed from that effect; this can be disastrous for | ||
| + | an elemental airship that’s thrown into the plane. | ||
| + | Elemental Power. When a creature casts a spell that | ||
| + | summons or conjures an elemental, it does so as if the spell | ||
| + | were cast at a level one higher than the spell slot that was | ||
| + | expended. | ||
| + | The Land Provides. A creature has advantage on Wisdom | ||
| + | (Survival) checks made to forage for food or shelter. In most | ||
| + | layers of Lamannia, the vegetation is bountiful and the land | ||
| + | sustaining. (While in the Broken Land, it may be very difficult | ||
| + | to forage, but you’ll at least have advantage to help you | ||
| + | with the roll!) | ||
| + | Primordial Matter. It’s difficult to destroy or contaminate | ||
| + | the matter of Lamannia. All nonmagical food and drink is | ||
| + | purified and rendered free of poison and disease. In addition, | ||
| + | natural materials such as wood and stone are tougher than | ||
| + | their mundane counterparts. When trying to destroy objects | ||
| + | made of Lamannian materials, increase the Armor Class | ||
| + | suggested in chapter 8 of the Dungeon Master’s Guide by 3, | ||
| + | and double the hit points of the object. | ||
| + | Standard Time. Time passes at the same pace as on the | ||
| + | Material Plane, and is consistent across its layers. | ||
| + | Denizens | ||
| + | A common story about Lamannia tells of an explorer who | ||
| + | passed through a manifest zone and found herself on a vast | ||
| + | mountain peak. Pressing up the mountain, she was exploring | ||
| + | a mysterious thicket when she was set upon by rats the size | ||
| + | of wolves. She fought the rats, but was on the verge of being | ||
| + | overwhelmed . . . until a giant beak flashed down and snapped | ||
| + | up a rat in a single bite. The wide “thicket” wasn’t natural briar; | ||
| + | it was the nest of a gargantuan roc, one of Lamannia’s many | ||
| + | impressive denizens. | ||
| + | Beasts | ||
| + | Lamannia’s primary inhabitants are beasts—both ones that | ||
| + | you might encounter in the wilds of Eberron, and massive | ||
| + | creatures that can be seen as iconic representations of their | ||
| + | type: the idealized incarnation of Bear or Wolf. Any natural | ||
| + | creature can be found in Lamannia; indeed, some sages | ||
| + | assert that the presence of a creature in Lamannia is what | ||
| + | defines it as “natural.” | ||
| + | For the most part, Lamannian beasts are no smarter than | ||
| + | their counterparts on Eberron. However, some animals | ||
| + | possess intelligence similar to that granted by the awaken | ||
| + | spell, though even these beasts generally follow their natural | ||
| + | instincts and live wild lives. While the giant owls of Sharn | ||
| + | may own shops and run for city council, the giant owls of | ||
| + | Lamannia are content to hunt the beasts of the Twilight | ||
| + | Forest. So it’s possible to find creatures in Lamannia that | ||
| + | speak Common or a Primordial dialect, but most have little | ||
| + | interest in long conversations. | ||
| + | The beasts of Lamannia generally fall into the following | ||
| + | four categories. | ||
| + | Mundane animals are identical to their counterparts in | ||
| + | Eberron. Any natural creature can be found in a layer with an | ||
| + | appropriate environment. If such beasts are the first things | ||
| + | adventurers encounter in a visit to Lamannia, they might not | ||
| + | even realize they’ve traveled to another plane. | ||
| + | Dire animals are creatures of remarkable size. Such | ||
| + | creatures are more common than mundane animals; in the | ||
| + | Twilight Forest, most owls are giant owls, and they prey | ||
| + | on giant weasels and rats. The Monster Manual has a few | ||
| + | examples of “dire” and “giant” beasts, but any natural beast | ||
| + | could have a dire counterpart in Lamannia. | ||
| + | Megafauna are gargantuan beasts. The roc is an example | ||
| + | of Lamannian megafauna; those found in Eberron have been | ||
| + | drawn through manifest zones or slipped between planes | ||
| + | during coterminous periods. The DM can create a wide range | ||
| + | of megafauna; a pack of gargantuan wolves could hound the | ||
| + | adventurers, | ||
| + | the statistics of a purple worm—perhaps even a megafauna | ||
| + | dinosaur! While these creatures are similar in form to beasts, | ||
| + | they are typically classified as monstrosities. Between their | ||
| + | vast size and their connection to the plane, they’re immune to | ||
| + | most effects that target beasts, and you can’t charm a roc with | ||
| + | a simple animal friendship spell. | ||
| + | Totems are beasts that are beyond the tactical scale— | ||
| + | creatures that can be measured in miles. The gnome explorer | ||
| + | Tasker tells a tale of an island in the Endless Ocean that | ||
| + | turned out to be an enormous turtle; another of his stories | ||
| + | features a pack of lycanthropes living in the fur of a massive | ||
| + | roaming wolf. Such totems aren’t natural creatures and don’t | ||
| + | need to eat. Their origins and purpose are unsolved mysteries, | ||
| + | but most sages believe that they are immortal spirits projected | ||
| + | by the plane itself. Some claim that the totems are connected | ||
| + | to all creatures cast in their image. Others believe that the | ||
| + | totems are sources of primal power, and barbarians, shifters, | ||
| + | and druids can receive power and guidance from them. All | ||
| + | that’s known for sure is that they’re immune to common | ||
| + | spells, and there are no accounts of anyone successfully | ||
| + | harming or communicating with a totem. | ||
| + | Elementals | ||
| + | After beasts, the most common inhabitants of the plane are | ||
| + | elementals. Unlike the genies, mephits, and anthropomorphic | ||
| + | elementals of Fernia and Syrania, Lamannia’s elementals are | ||
| + | the pure, living essence of the elements, unburdened by any | ||
| + | humanoid desire. These include the standard earth, fire, air, | ||
| + | and water elementals, but they can come in a wide array of | ||
| + | sizes and forms. Adventurers exploring the Broken Lands could | ||
| + | encounter tiny globs of lava crawling across the land, while the | ||
| + | leviathans of the Endless Ocean and the elder tempests of the | ||
| + | First Storm are forces of apocalyptic power. | ||
| + | The Zil gnomes commonly summon and bind the | ||
| + | elementals of Lamannia, using them to propel lightning rails | ||
| + | and airships. While intelligent, | ||
| + | alien. They have little concept of time and perceive the world | ||
| + | purely through the balance of elements. The sole desire of | ||
| + | most elementals is to express their element: to burn, to flow, | ||
| + | to fly. Many have an antagonistic attitude toward spirits of | ||
| + | other elements, which drives the deadly conflict between | ||
| + | them in the Broken Land—this poses an obstacle in dealing | ||
| + | with elementals, as they tend to perceive humanoids as | ||
| + | globs of water. While it’s possible for a character that speaks | ||
| + | Primordial to talk with a Lamannian elemental, it’s usually | ||
| + | difficult to establish any sort of common basis for negotiation. | ||
| + | Still, there are legends of wandering druids who “befriended | ||
| + | earth and air,” so anything is possible! | ||
| + | Humanoids | ||
| + | There are merfolk in Eberron—such as the Kalamer of the | ||
| + | Thunder Sea—but their people began in the Endless Ocean of | ||
| + | Lamannia, and are still found there. These primordial merfolk | ||
| + | remain close to their elemental roots and instincts. They | ||
| + | wield druidic magic, but don’t craft tools or structures. Other | ||
| + | humanoid natives of Lamannia are much the same; any race | ||
| + | with a strong primal connection could be tied to Lamannia, but | ||
| + | they’re driven by instinct and avoid the trappings of civilization. | ||
| + | There could be tabaxi dwelling in the branches of the Twilight | ||
| + | Forest, but if so, they’ll seem wild. | ||
| + | Over a century ago, during the Silver Crusade, there were | ||
| + | many lycanthropes who fled to Lamannia. As long as they | ||
| + | remain on this plane, a lycanthrope can’t spread the curse to | ||
| + | anyone other than their offspring, and the unnatural impulses | ||
| + | of the curse—the drive to prey on innocents, the bloodlust | ||
| + | that can cause a victim of lycanthropy to lose control of their | ||
| + | actions—are suspended. Meanwhile, primal instincts are | ||
| + | amplified; Lamannian werewolves remain predators and | ||
| + | take joy in the hunt, but they aren’t driven to evil, and remain | ||
| + | in full control. Packs and communities of lycanthropes | ||
| + | are scattered across the layers. Most are descended from | ||
| + | lycanthropes who fled Eberron to escape both the templars | ||
| + | and the dark power whose corrupting influence led to the | ||
| + | crusade; these shapeshifters embrace their primal nature | ||
| + | and rarely assume humanoid forms. But there are also | ||
| + | packs descended from afflicted templars who chose exile | ||
| + | over death, and who strive to preserve the beliefs and | ||
| + | traditions of their ancestors. | ||
| + | A handful of druids and rangers have crossed into Lamannia | ||
| + | and chosen to remain in this primal paradise. Many run with | ||
| + | lycanthrope packs, embracing their feral instincts and spending | ||
| + | their days in wild shape. Others act as planar shepherds, | ||
| + | seeking to minimize the impact of dangerous manifest zones | ||
| + | and help unwary travelers. | ||
| + | Greater Powers? | ||
| + | There are no celestials or fiends in Lamannia. Yet explorers | ||
| + | often report a feeling that they are being watched, and there | ||
| + | are times when random events seem to be guided by an unseen | ||
| + | hand. When outsiders have sought to establish industries | ||
| + | in Lamannia, they’ve been attacked by megafauna or elder | ||
| + | elementals, or struck by especially vicious turns of weather. It’s | ||
| + | possible that this is the work of the totems, and that they have | ||
| + | great influence over their layers. Or there could be a greater | ||
| + | power that watches over the entire plane. Some scholars assert | ||
| + | that the moon Olarune is the consciousness that governs the | ||
| + | plane, and Eldeen shifter traditions that predate the practices | ||
| + | of the Wardens of the Wood also reflect this belief. Shifter | ||
| + | druids suggest that Olarune created the shifters, and the first | ||
| + | lycanthropes were her champions. | ||
| + | Layers | ||
| + | Each of Lamannia’s layers highlights a particular aspect of | ||
| + | primal nature. One layer in Lamannia might contain a single | ||
| + | colossal mountain peak; on the other hand, the Twilight Forest | ||
| + | could be as large as Khorvaire (or even Eberron itself). The | ||
| + | edge of a layer could be an impassable physical barrier, or it | ||
| + | could wrap around onto itself—if you sail far enough in the | ||
| + | Endless Ocean, you’ll find yourself back where you began. Most | ||
| + | layers of Lamannia follow a traditional day-night cycle, though | ||
| + | they aren’t synchronized across layers, and when the moon | ||
| + | Olarune is visible, it’s always full. | ||
| + | The portals that connect the layers of Lamannia often only | ||
| + | allow travel in one direction. Any deep pool of water may | ||
| + | connect a layer to the Endless Ocean; but while you can get to | ||
| + | the Ocean by diving into a pond in the Twilight Forest, there’s | ||
| + | no gate back to the forest on the other side. The Endless | ||
| + | Ocean contains small islands, and if you explore one, you’ll | ||
| + | find you’ve moved to a new layer. | ||
| + | The following are just a handful of Lamannia’s many layers. | ||
| + | In creating a layer, think of a distinctive natural feature—a | ||
| + | canyon, a desert, a lone mountain—and build the layer around | ||
| + | it. What creatures would be found there? Have any outsiders | ||
| + | taken up residence? Is there an unusual role for elementals? | ||
| + | How does it connect to other layers or Eberron? | ||
| + | The Twilight Forest | ||
| + | The sky is hidden by the dense canopy of this vast rainforest, | ||
| + | leaving the forest floor in an endless twilight. The trees are | ||
| + | over a hundred feet in height—impressive, | ||
| + | as tall as the greatpines of the Towering Wood in the Eldeen | ||
| + | Reaches. But as people further explore the Twilight Forest, they | ||
| + | come upon strange ridges and walls of wood, some forming | ||
| + | twisted wooden canyons. Following these, explorers discover | ||
| + | they’re the roots of unimaginably colossal trees, vast titans | ||
| + | wider and taller than the towers of Sharn. The Twilight Forest | ||
| + | as mortals experience it lies in the shadow of the grander | ||
| + | canopy that rises far above it, and these enormous trees are | ||
| + | home to megafauna and mightier beings. | ||
| + | Though the Twilight Forest is wild and untamed, explorers | ||
| + | can find wide cleared paths through the lower forest. Survival | ||
| + | experts may recognize that these aren’t trails created by | ||
| + | humanoid hands; rather, they’re the paths of totems, who | ||
| + | have crushed the lesser forest beneath their colossal feet. The | ||
| + | forest is filled with beasts—mundane and dire creatures in the | ||
| + | lower forests, megafauna in the grand canopy above it, and the | ||
| + | occasional passage of totems. There are multiple communities | ||
| + | of lycanthropes scattered throughout the lower forest. A clan | ||
| + | of wererats have carved out a warren in the roots of a colossal | ||
| + | tree, while a pack of wild wereboars feuds with werewolves | ||
| + | descended from exiled templars. An ancient elf druid named | ||
| + | Haral, who spends most of her time in the form of an owl, | ||
| + | does her best to maintain order; she is assisted in this by a | ||
| + | megafauna owl she calls Ruark. | ||
| + | The forest has many other inhabitants, | ||
| + | elementals can be found in this layer. A gust of wind, a pool | ||
| + | of water, a rolling stone—in Lamannia, any of these things | ||
| + | could be alive. | ||
| + | The Broken Land | ||
| + | The Broken Land is a volcanic region filled with high | ||
| + | mountains and lava plains. There are constant eruptions, and | ||
| + | the layer is home to many fire and earth elementals that engage | ||
| + | in an ongoing environmental conflict. Fire elementals flow | ||
| + | out with the lava as volcanoes erupt; earth elementals work | ||
| + | to contain the eruptions and to rebuild the shattered peaks, | ||
| + | only to have them erupt again. Few beasts manage to thrive in | ||
| + | this layer, but some tough dinosaurs have clawed out a niche. | ||
| + | While this region has fewer connections to Eberron than the | ||
| + | Twilight Forest, it’s also possible to find remnants of other | ||
| + | travelers here; it’s a harsh and deadly landscape for stranded | ||
| + | adventurers or for those who seek a lost relic from this place. | ||
| + | The Endless Ocean | ||
| + | This layer reflects the majesty of the ocean depths. It’s home | ||
| + | to a vast array of fish and aquatic beasts, along with merfolk | ||
| + | tribes and a wide range of water elementals, from simple | ||
| + | sentient currents and weirds to massive leviathans and battling | ||
| + | megafauna. The Endless Ocean is where the gnome Tasker | ||
| + | encountered an island that turned out to be a totem turtle. True | ||
| + | islands are few and far between, and most are actually portals | ||
| + | to other layers of Lamannia. There are many points in the | ||
| + | Endless Ocean tied to manifest zones (most located in ocean | ||
| + | depths) in the Material Plane. | ||
| + | The First Storm | ||
| + | A layer of plains and low hills, this region is permanently lashed | ||
| + | by hurricane winds and endless storms. Beasts huddle in caves | ||
| + | and the limited shelter, while all manner of elementals clash | ||
| + | in the storm-lashed plains. A massive elder tempest drives | ||
| + | the heart of the storm; during the Sundering of Sarlona, an | ||
| + | apocalyptic cult in Ohr Kaluun sought to bring this elemental to | ||
| + | Eberron, believing it would destroy the world. | ||
| + | The Rot | ||
| + | Decay is part of nature, and this is reflected in the swamp-like | ||
| + | Rot, a relatively small layer filled with fallen, rotting trees. | ||
| + | Corpses of megafauna beasts lie scattered around the layer, | ||
| + | and giant insects and other massive scavengers prey on their | ||
| + | remains. There’s a community of wererats thriving in the Rot, | ||
| + | and there could be a small outpost of the Children of Winter | ||
| + | who found their way here. While the Rot is a symbol of death | ||
| + | and decay, it’s entirely natural, and undead have no place here. It’s possible a necromancer could arrive here, hoping to animate the massive corpses; however, this would violate the theme of the plane, and if there’s any higher power at work in Lamannia, it would certainly direct forces to counter this. While most layers of Lamannia are free from disease, disease itself is part of nature; a manifest zone tied to the Rot could spread plagues into the surrounding region. | ||
| + | Titan’s Folly | ||
| + | Lamannia is filled with precious natural resources; it’s hardly surprising that an advanced civilization would try to harvest them. During the Age of Giants, the Group of Eleven set up a research station and mining camp in a layer of Lamannia. After a decade struggling against megafauna attacks and elemental-enhanced weather, the outpost was finally overwhelmed and abandoned. It’s a testament to the arcane engineering of the giants that anything remains of this structure . . . although it may be that it remains because the ruin itself has become a symbol of nature reclaiming civilization. Vines and moss cover shattered walls, and the bones of giants are scattered throughout the remnants of this garrison. Valuable and powerful treasures may well be hidden in the Folly, but explorers will have to contend with aggressive elementals, dangerous beasts, and traps left by the long-dead giants themselves. | ||
| + | Planar Manifestations | ||
| + | A town is established in the desolate Blade Desert, but it thrives beside a small lake that provides fresh water and a seemingly inexhaustible supply of fish. In a small Eldeen village, the locals live in harmony with a breed of giant rabbits unknown elsewhere in Khorvaire. A tribe of shifters lives in the branches of three massive trees that grow in a Lamannian manifest zone. These are all examples of how Lamannia can affect the Material Plane; below are a few more. | ||
| + | Manifest Zones | ||
| + | Lamannian manifest zones are relatively common, and usually share one or more of the plane’s universal properties. They’re often found at the heart of a region that resembles the connected layer; zones tied to the Endless Ocean are found underwater, while manifest zones tied to the Twilight Forest can be found in the Towering Wood, the King’s Forest, and other vast woodlands. It’s relatively common for these zones to serve as gateways to Lamannia, though they might require a lunar alignment or a coterminous period. This goes in reverse too, as creatures can be pulled through to the Material Plane, from hostile elementals to deadly megafauna. | ||
| + | Zilargo has a number of valuable zones with the Elemental Power property, and House Bombardier and the Twelve are eager to find more of these zones—though they’re also dangerous, as elementals sometimes spontaneously manifest in such places, linger for a few hours, then dissipate. Bound elementals can also break free from their bonds in some Lamannian manifest zones—especially unfortunate if that elemental is responsible for keeping an airship aloft! | ||
| + | Plants and beasts near Lamannian zones often are significantly larger and healthier than their counterparts in other areas, and many House Létourneau enclaves are built in these zones. Zones with the Primordial Matter property can also be a valuable resource for communities, | ||
| + | However, though Lamannian manifest zones can be useful tools for communities and dragonmarked houses, some zones actively resist and repel civilization. Weather, vegetation, and a rapid rate of decay can combine to quickly destroy structures built in the zone and overgrow the ruins. | ||
| + | Coterminous and Remote | ||
| + | While Lamannia is coterminous, | ||
| + | While Lamannia is remote, fertility rates drop, and beasts born in these periods are often weak or sickly. Animals are often uneasy, and the duration of spells that affect beasts or elementals are cut in half, to a minimum duration of one round. | ||
| + | Lamannia traditionally becomes coterminous for a week around the summer solstice, and is remote for a week during the winter solstice. | ||
| + | L | ||
| + | amannian Artifact s | ||
| + | Lamannian vegetation is prized by alchemists. Herbs and roots from Lamannia can produce exceptionally strong potions, and many types of Lamannian vegetation have innate magical effects; there are bushes in the Twilight Forest that naturally produce goodberries. Lamannian lumber likewise can have unusual properties, mirroring the densewood and bronzewood found in Aerenal. Lamannian wood and stone can serve as powerful focuses for primal magic, for creating figurines of wondrous power, or for tools designed to summon or bind elementals. | ||
| + | L | ||
| + | amannian Stories | ||
| + | Lamannia is a source of elementals and dire beasts. It’s wild and untamed, strengthening primal magic and providing a haven to lycanthropes. It resists any intrusion by civilization. Here are a few ideas for working it into your story. | ||
| + | A Savage Land. When a party of adventurers unknowingly passes through a Lamannian gateway, they must find a way to survive in this wild realm. This could be as simple as finding another manifest zone to take them home, or it could require them to survive in Lamannia for months while waiting for the planes to become coterminous. Or perhaps their airship passes through a manifest zone and the elemental breaks free; the adventurers are stranded, along with other survivors. | ||
| + | Megafauna Island. An island near a Lamannian manifest zone is discovered to be the home to an unusual array of megafauna beasts. Adventurers could stumble onto this on their own, or they could be hired by an heir of House Létourneau who wants to investigate the rumors without drawing the attention of rivals in the house. Perhaps the adventurers find a legendary megafauna ape—which, | ||
| + | At War with Nature. An Ashbound druid manages to establish a new Lamannian manifest zone in a major city, such as Fairhaven or Sharn. It’s causing the city to crumble, releasing elementals and dense vegetation as the wilderness takes over. Can the adventurers find a way to remove the manifest zone? | ||
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