Lamannia

**Lamannia the Twilight Forest** is a realm of raw unbounded nature, filled with all sorts of plants, animals, and magical beasts. A number of lycanthropes who have made a new life for themselves on the plane after fleeing Eberron during the time of the Purge.

## Description

Untouched by civilization, the plane of Lamannia is full of virgin forests, majestic mountains, rolling hills, steamy jungles, festering swamps, and all manner of terrain.

Because of its connection to the forests and the lycanthropes, shifters have a special affinity to Lamannia. In fact, shifter Moonspeakers will often draw power from Lamannia.

## Inhabitants

* Lamannia is home to various types of unusual and sometimes sentient plants, including **battlebriars**, **demonthorn mandrakes**, **wood woads**, and **woodlings**.
* A number of races live on Lamannia, including **achaierai**, **arrowhawks**, **avalanchers**, **bariaurs**, **gulgars**, **hellwasps**, **invisible stalkers**, **nightmares**, **stonechildren**, **tojanidas**, **wildren**, **xorn**, and **yeth hounds**.
* Many elementals and paraelementals can be found on Lamannia, including **air elementals**, **belkers**, **earth elementals**, **fire elementals**, **ooze paraelementals**, **smoke paraelementals**, **thoqquas**, and **water elementals**.
* Most **mephits** and **mephlings** also inhabit Lamannia, including air, dust, earth, ooze, salt, and water variety.
* **Elemental fey** spend equal amounts of time on Lamannia and Thelanis, and often cross between the two.
* Different types of **genie** call Lamannia home, including the dao, the djinni and the marid.
* Some demons and devils have made Lamannia their adopted home, including the **bebelith** and the **hellcat**.
* The **guardinals** also dwell on Lamannia, hunting the evil that has hidden on the plane.
* Most of the **animals** and **vermin** you find on Eberron could also be found on Lamannia, including celestial, dire, and fiendish versions of those animals.
* After the Purge by the Church of the Silver Flame, a large amount of **lycanthropes** fled Eberron for Lamannia.
* Lamannia is not free of undead, either, as **dust wights** roam the plane.

## Manifest Zones

* The nation of **Adar** on the continent of Sarlona has numerous manifest zones to Lamannia and Kythri, the largest of which is the valley of **Ahdryatmin**.
* **Dreadhold**, Khorvaire's inescapable prison, sits in a manifest zone to Lamannia.
* **Greenheart**, the capital of the Eldeen Reaches, has a manifest zone to Lamannia in the forest grove in the center of the town. It is this manifest zone that Oalian calls home. In addition, there are multiple other manifest zones to Lamannia in the **Eldeen Reaches**, including the **Burnt Wood**.
* A manifest zone to Lamannia exists in **Io'lokar**, the draconic city on Argonnessen, which the dragons use to generate a full season's harvest in one day.
* The founder of **Taer Valaestas** built the elven city on a manifest zone to Lamannia.
* The crystal-clear lake of **Whitewater** in the nation of Syrkarn on Sarlona is believed to be a manifest zone with Lamannia.

## Planar 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. A spell could also be cast as though it were cast with a spell slot of one level higher.
* **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.
* Other.
	+ **Hunter's Paradise.** Visitors to the Beastlands find their hunting and stalking capabilities improved, and characters have advantage on Wisdom (Animal Handling), Wisdom (Perception), and Wisdom (Survival) checks while there.
	+ **Beast Transformation.** Whenever a visitor slays a beast native to the plane, the slayer must succeed on a DC 10 Charisma saving throw or become transformed (as the polymorph spell) into the type of beast that was slain. In this form, the creature retains its intelligence and ability to speak. At the end of each long rest, the polymorphed creature can repeat the saving throw. On a successful saving throw, the creature returns to its true form. After three failed saving throws, the transformation can be undone only by a remove curse spell or similar magic.

## Effects on the Material Plane

### Coterminous

Regions of unspoiled nature flourish in times when Lamannia is coterminous with the Material Plane. Animals breed more prolifically and plants grow more verdant.

### Remote

When Lamannia is remote nature diminishes. Cultivated crops grow poorly and animals produce small litters.

## Historical

* In 832 YK, Jolan Sol, the Keeper of the Flame, decreed lycanthropy an irreversible curse of the soul. Thus began the Purge, where paladins of the Silver Flame hunted lycanthropes to death. During this purge, which lasted until 880 YK, lycanthropes sought out manifest zones to Lamannia in the Eldeen Reaches, where they found a new home.

## References

1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
2. ↑ ***Races of Eberron***.
Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, and Keith Baker (2005). Wizards of the Coast. ISBN 0-7869-3658-4.
3. ↑ ***Monster Manual V***.
 (July 2007). Wizards of the Coast. ISBN 0-7869-4115-4.
4. ↑ 4.0 4.1 4.2 ***Player's Guide to Eberron***.
James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Wizards of the Coast. ISBN 0-7869-3912-5.
5. ↑ 5.0 5.1 5.2 ***Secrets of Sarlona***.
Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Wizards of the Coast. ISBN 978-0-7869-4037-0.
6. ↑ "**Dreadhold: Eberron's Inescapable Island Prison**" (June 2006) by Keith Baker and Jason Bulmahn. *Dragon Magazine* issue 344.
7. ↑ ***Legacy of Wolves***.
Marsheila Rockwell (2007). Wizards of the Coast. ISBN 0-7869-4293-2.
8. ↑ ***Dragons of Eberron***.
Keith Baker, Scott Fitzgerald Gray, Nicolas Logue, and Amber Scott (2007). Wizards of the Coast. ISBN 0-7869-4154-5.
9. ↑ "**Expeditionary Dispatches: The People of Taer Valaestas**" (April 2008) by Keith Baker. *Dragon Magazine* issue 362.
10. ↑ ***Dragonshards: Lycanthropes and the Purge***. Keith Baker (April 4th, 2005). Wizards of the Coast.

**Fundamental Planes**: The Astral Plane (Siberys) · The Material Plane (Eberron) · Elemental Chaos (Khyber)

**Transitive Planes and Demiplanes**: The Ethereal Plane · The Shadow Plane · Baator