Blessed Grassland
Holy ground. Springs heal, wounds close cleanly, and the dead stay in their graves. Travellers wake rested, and the beasts here are calm. Open steppe and prairie under a huge sky, hot in summer and swept by cold winds in winter. Few trees, much grass: a land for herders and riders, where a traveller is seen from far away.
Over the year it averages 8 °C.
Hear it
- Blessed: Blessed Forest (On Patreon, Raven tier)
- By day: Grasslands (On Patreon, Raven tier)
- On foot: Walking in the Grasslands (On Patreon, Guardian tier)
- At night: Grasslands Night (On Patreon, Raven tier)
- A meadow: Meadow (In the album RPG Ambiences Vol. 8)
- In the dry season: Dry Prairie (In the album RPG Ambiences Vol. 7)
- Horses: Horses in Grasslands (On Patreon, Guardian tier)
- By the river: River in Grasslands (On Patreon, Raven tier)
- In a storm: Plains with Distant Thunder and Animals (On Patreon, Guardian tier)
- At camp: Campfire in Meadow (In the album RPG Ambiences Vol. 8)
- Bitter cold: Strong Snowy Wind (On Patreon, Guardian tier)
- Strong wind: Strong Wind (On Patreon, Guardian tier)
- Wildfire: Burning Forest (In the album RPG Ambiences Vol. 2)
For the table
- Ground
- open, about 30 km a day on foot
- Seasons
- -8 °C in the heart of winter, 22 °C in the heart of summer
- Water
- by season
- Foraging
- rich
Hazards
- Bitter cold. Without furs, a fire and shelter at night, the cold numbs, then kills. Frostbite takes fingers and toes first.
- Strong wind. Steady wind tires walkers, blows out fires and, on sand or snow, blinds and buries the track.
- Wildfire. In the dry season, grass and scrub burn fast, driven by the wind. A fire front outruns a person on foot.
- Healing spring. A spring of very clear, very cold water. Those who drink and wash in it feel their wounds close and their fever drop.
- Sanctuary ground. No beast attacks inside the old boundary stones, and the dead do not cross them. A camp here is a quiet camp.
- Pilgrim light. A soft light shows the way at dusk, always toward water and shelter. Those who walk with ill intent do not see it.
D&D 5e
- Plays as
- grassland, fast pace at most
- Checks
- forage: Survival DC 15 · find the way: DC 5 · search: DC 15
- Creatures are spotted at
- 6d6 × 10 ft
- Bitter cold. At −18 °C (0 °F) or colder, anyone exposed makes a DC 10 Constitution save at the end of each hour or gains 1 Exhaustion. Cold resistance passes automatically; sleeping in a bedroll does too, and a blanket gives Advantage.
- Strong wind. Disadvantage on ranged weapon attacks; open flames go out and fog clears; a flyer must land at the end of its turn or fall. In a desert it can raise a sandstorm: Disadvantage on Wisdom (Perception) checks.
- Healing spring. (House rule) A short rest by the spring heals as if each creature had spent one Hit Point Die more, rolled at its maximum. Once a day, its water ends the Poisoned condition.
- Sanctuary ground. (House rule) Undead and fiends must succeed on a DC 15 Charisma save to enter the boundary. A long rest taken inside removes 1 more Exhaustion level.
- Pilgrim light. (House rule) While following the light, the party cannot get lost and has Advantage on Survival checks to find water or shelter.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
Pathfinder Second Edition
- Plays as (Pathfinder Second Edition)
- plains, open terrain, about 32 km a day at Speed 25
- Checks
- Subsist: Survival DC 15 · Sense Direction: Survival DC 15
- Random encounters
- flat check DC 12 each day
- Bitter cold. Temperature bands (GM Core p. 95): at 0 °C to −11 °C (mild cold) travellers tire after 4 hours; at −11 °C to −29 °C (severe cold) they also take minor cold damage (1d6 to 2d6) every hour; at −29 °C to −62 °C (extreme cold), every 10 minutes. Cold-weather gear removes severe-cold damage and turns extreme cold into severe. A soaked traveller counts the band one colder.
- Strong wind. Wind gives a –1 to –4 penalty to Perception that relies on hearing and to physical ranged attacks, and puts out handheld flames; strong wind can call for Athletics to move, a critical failure pushing back and knocking prone (GM Core p. 95).
- Wildfire. A wildfire front advances up to about 20 m a round in forest, twice that on plains; flames are hazardous terrain (moderate damage, 4d6 to 6d6, plus persistent fire), smoke works like fog and can suffocate (GM Core p. 97).
This product is licensed under the ORC License located at the Library of Congress at TX 9-307-067 and available online at various locations including paizo.com/orclicense, azoralaw.com/orclicense, and others. All warranties are disclaimed as set forth therein. Attribution: this rules layer is based on the following Licensed Material: Pathfinder Player Core © 2023 Paizo Inc., Designed by Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. Authors: Alexander Augunas, Kate Baker, Logan Bonner, Jason Bulmahn, Carlos Cabrera, Calder CaDavid, James Case, Eleanor Ferron, Steven Hammond, Joan Hong, Vanessa Hoskins, James Jacobs, Jenny Jarzabski, Erik Keith, Dustin Knight, Lyz Liddell, Luis Loza, Patchen Mortimer, Dennis Muldoon, Stephen Radney-MacFarland, Mikhail Rekun, David N. Ross, Michael Sayre, Mark Seifter, Kendra Leigh Speedling, Mark Thompson, Clark Valentine, Andrew White, Landon Winkler, and Linda Zayas-Palmer; Pathfinder GM Core © 2023 Paizo Inc., Designed by Logan Bonner and Mark Seifter. Authors: Amirali Attar Olyaee, Logan Bonner, Creighton Broadhurst, Jason Bulmahn, James Case, Jesse Decker, Eleanor Ferron, Fabby Garza Marroquín, Jaym Gates, Matthew Goetz, James Jacobs, Brian R. James, Jenny Jarzabski, Dustin Knight, Jason LeMaitre, Lyz Liddell, Luis Loza, Ron Lundeen, Stephen Radney-MacFarland, David N. Ross, Michael Sayre, Mark Seifter, Owen K.C. Stephens, Amber Stewart, Clark Valentine, Landon Winkler, and Linda Zayas-Palmer; Pathfinder Monster Core © 2024 Paizo Inc., Authors: Alexander Augunas, Dennis Baker, Kate Baker, Joshua Birdsong, Joseph Blomquist, Logan Bonner, Jason Bulmahn, James Case, John Compton, Paris Crenshaw, Adam Daigle, Darrin Drader, Brian Duckwitz, Robert N. Emerson, Scott Fernandez, Eleanor Ferron, Leo Glass, Matthew Goodall, BJ Hensley, Thurston Hillman, Vanessa Hoskins, James Jacobs, Jenny Jarzabski, Miko Kallio, Jason Keeley, Jeff Lee, Lyz Liddell, Luis Loza, Ron Lundeen, Robert G. McCreary, Philippe-Antoine Menard, Jacob W. Michaels, Dave Nelson, Jason Nelson, Tim Nightengale, Stephen Radney-MacFarland, Mikhail Rekun, Patrick Renie, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Chris S. Sims, Amber Stewart, Jeffrey Swank, William Thompson, Jason Tondro, Clark Valentine, Landon Winkler, Tonya Woldridge, and Linda Zayas-Palmer. If you use our Licensed Material in your own published work, please credit us as follows: Biomes, Pathfinder Second Edition rules layer © 2026 Michael Ghelfi. Reserved Material: the names of Biomes and its catalogues, its descriptions, sounds, art and code. Pathfinder is a registered trademark of Paizo Inc.; this site is not published, endorsed, or specifically approved by Paizo Inc.
Adventure hooks
- A war band is marching to cross the blessed land, because their wounded heal there in a night. The pilgrims who keep the holy ground want them turned aside, and the war band has never been turned aside.
- A man condemned for murder has fled onto the holy ground, where no blood may be shed. He is guilty, and he is the only one who knows where the murdered child’s body lies.
- A merchant has bought the rights to bottle the healing water and sell it in town. The bottled water does nothing, and now people come to the source itself, by the thousand.
- The blessing is fading, a little each year, and the abbot has kept it secret. A novice has found the reason in the old books: it was a promise, and the land is waiting for it to be kept.
- A rider gallops into camp, slides from the saddle and dies, with a message sewn into his coat. It is addressed to a khan who has been dead for a year, and it is urgent.
- Two herding families share a well on the steppe, and a quarrel over a broken betrothal means neither side will draw from it while the other is near. The animals will start dying in four days.
- A chieftain has set a live great bustard as the price of his daughter’s hand, and the suitor has never got within bowshot of one. He will share the wedding feast with whoever helps him, and he is a very bad cook.
- An early freeze has locked the grass under a crust of ice and the horses cannot reach it. A trader with three carts of hay is selling at ten times the price, and the herders are deciding whether to pay him or rob him.
What grows here
- Black Elder (shrub). A fast-growing deciduous shrub or small tree of Europe, western Asia and North Africa with pinnate leaves, flat sprays of scented ivory flowers in early summer and drooping clusters of black berries in autumn. It favours open, nutrient-rich ground: woodland edges, hedgerows, scrub and riverbanks. The flowers make cordials and the cooked berries jam, soup and wine, while the raw berries, leaves and bark are poisonous. Food of: Sheep. Gives: Elder Flower, Elderberries.
- Common Wormwood (herb). An aromatic perennial of North Africa and temperate Eurasia with small pale yellow flower heads, growing wild on dry uncultivated ground, rocky slopes and field edges. Its herb is intensely bitter and most forms contain thujone. It flavours absinthe and vermouth, once bittered farmhouse beer in place of hops, and was long given as a remedy against intestinal worms. Gives: Wormwood Sprig.
- Feather Grass (grass). A tufted perennial grass forty to ninety centimetres tall whose seeds carry long white feathery awns, silvery in summer. It is one of the commonest plants of the Eurasian steppe from Mongolia to the Hungarian puszta, and grows in central and southern Europe on dry, sunny limestone slopes up to 2,500 metres. It needs open grazed ground and retreats where pasture is abandoned and woods return.
Animals
- Brown Bear (man-killer, alone, at dawn and dusk)
- European Bison (can wound or kill, in herds, by day)
- Grey Wolf (can wound or kill, in packs, by night)
- Red Deer (can wound or kill, in herds, at dawn and dusk)
- Wild Boar (can wound or kill, in families, by night)
- Eurasian Eagle-Owl (dangerous if cornered, alone, by night)
- European Badger (dangerous if cornered, in families, by night)
- Golden Eagle (dangerous if cornered, in pairs, by day)
- Red Fox (dangerous if cornered, alone, by night)
- Western Honey Bee (dangerous if cornered, in colonies, by day)
- Wolverine (dangerous if cornered, alone, by night)
- Common Raven (harmless, in pairs, by day)
- European Rabbit (harmless, in colonies, by night)
- Great Bustard (harmless, in flocks, by day)
- Saiga (harmless, in herds, by day)
- Willow Ptarmigan (harmless, in flocks, by day)
Kept here
- Cattle (can wound or kill, in herds, by day)
- Water Buffalo (can wound or kill, in herds, day and night)
- Goat (dangerous if cornered, in herds, by day)
- Horse (dangerous if cornered, in herds, at dawn and dusk)
- Sheep (dangerous if cornered, in flocks, by day)
Creatures
- Unicorn (a threat to the unwary, Challenge 5)
- Guardian Naga (a fight to fear, Challenge 10)
- Planetar (a fight to fear, Challenge 16)
Also met here
- Bandit (a threat to the unwary, Challenge 1/8-2)
- Giant Weasel (a threat to the unwary, Challenge 1/8)
- Axe Beak (a threat to the unwary, Challenge 1/4)
- Giant Badger (a threat to the unwary, Challenge 1/4)
- Giant Wolf Spider (a threat to the unwary, Challenge 1/4)
- Swarm of Ravens (a threat to the unwary, Challenge 1/4)
- Cockatrice (a threat to the unwary, Challenge 1/2)
- Giant Wasp (a threat to the unwary, Challenge 1/2)
- Gnoll (a threat to the unwary, Challenge 1/2)
- Hobgoblin (a fight to fear, Challenge 1/2-3)
- Scout (a threat to the unwary, Challenge 1/2)
- Worg (a threat to the unwary, Challenge 1/2)
- Dire Wolf (a fight to fear, Challenge 1)
- Giant Hyena (a fight to fear, Challenge 1)
- Hippogriff (a threat to the unwary, Challenge 1)
- Ankheg (a fight to fear, Challenge 2)
- Centaur (a threat to the unwary, Challenge 2)
- Giant Boar (a fight to fear, Challenge 2)
- Wereboar (a fight to fear, Challenge 4)
- Bulette (deadly, Challenge 5)
- Gorgon (deadly, Challenge 5)
- Hill Giant (deadly, Challenge 5)
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
To gather
Holy Water Flask, Vervain Leaves, Consecrated Incense Smoke, Angel Perfect Feather, Couatl Tongue, Empyrean Tongue, Pegasus Perfect Feather, Beeswax Block, Elderberries, Cattle Fat, Cattle Hide, Cow Milk, European Badger Hair, European Badger Skin, European Rabbit Skin, Goat Hide, Goat Milk, Goat Wool, Grey Wolf Pelt, Honey Comb, Horsehair, Red Deer Antler, Red Deer Hide, Red Fox Pelt, Saiga Hide, Sheep Hide, Sheep Milk, Sheep Wool, Buffalo Hide, Buffalo Milk, Western Honey Bee Propolis, Wild Boar Bristles, Willow Ptarmigan, Brown Bear Bile, Brown Bear Hide, Crystallized Honey, European Bison Hide, European Bison Horn, Golden Eagle Feather, Wolverine Pelt, Wormwood Sprig, Saiga Horn, Amaranth Seed, Beetle Wing, Dinosaur Skin, Garlic Clove, Hemlock Stem, Poppy Petal, Snake Venom, Valerian Root, Four-Leaf Clover, Henbane Leaf, Opium Extract, Barghest Fang, Concentrated Venom, First Morning Dew, Jackalwere Fur, Leucrotta Jaw, Whirlwind Heart, Adult Dragon Tonsils, Dragon Tongue, Lycanthrope Fur
Beneath
Near the surface the rock keeps the year's mean warmth, without seasons; it warms as one goes down.
- At the surface
- 8 °C
- 100 m
- 11 °C
- 500 m
- 22 °C
- 1 km
- 36 °C
- 3 km
- 91 °C
A town here
How large a town this land can feed, what it makes and what it must buy. Build it in Hearth
The same milieu, otherwise
Grassland, Cursed Grassland, Haunted Grassland, Enchanted Grassland, Dead Grassland, Primeval Grassland, Frozen Grassland, Burning Grassland
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