The Beastlands are so named because they are only sparsely populated by man, and mainly inhabited by various wild creatures, the most influential and obvious of which are the Centaurs. There are three tribes of Centaurs: White Hoof, Red Hoof, and Blue Mane.
The red color of the iron ore is responsible for many of the names in the region - Red Iron River, Red Hoof Forest, etc.
Life & Society
In sum, the Beastlands is a dark and dangerous place filled with assorted creatures--some friendly, and some others which want to eat you--with the odd bit of human habitation. Travel in the Beastlands must be undertaken with preparation and care, for all approaches to the region require passage through lands occupied by these Centaur folk who do not take kindly to strangers. Those who dare move through the area tend to tread lightly--and quickly.
Government & Power Groups
There is no central government body in the Beastlands; the region is largely controlled by the three Centaur tribes of Red Hoof, White Hoof, and Blue Mane. The dwarves of the Limbik Mines have their own form of government, but stay out of any business involving the surface.
The Centaur Tribes
- Red Hoof
- The Red Hoof herd in the south have reached an accommodation with the Dwarves of the Limbik mines and the smiths and metalworkers of Irontown, with whom freedom of movement is traded in return for items of worked metal.
- White Hoof
- White Hoof herd in the northern regions of the Beastlands. Unfriendly and surly folk, they are known for their warlike nature and desire for solitude.
- Blue Mane
- Centaurs of the eastern Blue Mane herd are larger than their cousins, but are peaceable unless provoked.
The dark and eerie Spiderclaw Forest is named for the huge spiders known to thrive throughout the woodlands, along with other vermin and monstrous insects.
The Dreadwood is home to even more fearsome creatures than the Spiderclaw Forest.
The Dark Marshes
Rumors abound to dark and strange cults practicing their art in this secluded wetland.
Over 500 years ago, when the Celtic peoples were migrating through this area, a small but short lived kingdom was established on the shores near the wetlands of the Beastlands. The sagas tell of war between the druids and a powerful sorceress queen among them. Before the queen was defeated a talisman of power (a presumed artifact) was cast into the wetlands and her power removed, the war ended in favor of the druids. Eventually they led the Celtic peoples northward and away from this bleak wilderness.
In the centuries since, this dark-hearted artifact diffused its power into the waters and soils surrounding it, eventually poisoning these wetlands and perhaps the SpiderClaw Forests around it. Some believe it is this dark artifact that has made all the southern Beastlands into the dark and primieval world it is now.
Many dark powers are said to be in search of this evil artifact and have led expeditions into this dangerous country. More often than not these parties are killed off, or become absorbed into the dark peoples worshippin dark gods that dwell there.
House of the Dead
Main Article: House of the Dead
Rumour tells of a dread hall in the Dark Marshes in the Beastlands where sacrifices are made to nameless gods, but whether these are true, none can tell.
Considered a splinter order from the Church of St. Ambrathas, the Champions of the Chalice, held the duties of exorcism, undead slaying and demon hunting, having become so focused in their efforts, their ideology has strayed from the Church's determined path.
Absen Monastery is a scholarly archive and training facility for the studies of necrology and demonology, and the skills to combat those sinister beings. (Paladin/Ranger training and prestige class, Champions of the Chalice)
With existing walnut groves, the halflings under their leader, Magistrate Coll Greenfoot, settled here bringing with them cuttings and seedlings for apple, pear, cherry and Underhill pecan, their own horticultural creation and established a new home.
The Orchard Charter, as they call themselves have a unique democracy, where every adult halfling gets a single vote on all matters, headed by the Grove Magistrate. The Abor Children serve as "Leaf Tender" nature priests, and care for the trees and community. A militia of archers and sling-throwing halflings called the Orchard Watch, maintain a presence especially along the dangerous borders that surround their domain.
Main Article: Farpoint
A small and squalid hamlet approached by the coast road and built upon stakes in the rancid marshes which follow the coast of Lake Festus from the Deeping Gully north to Jimbuck Bay. All that remains of the old wars with the Centaurs is Fort Lost, an isolated and desolate place. The monks of Absen dislike strangers although they will assist those in need
The Limbik Mines are home to several clans of dwarves, and are famous for their deposits of iron.
The Settlement on Finger Isle
(pending development -- Sigurd)