The world of Iorth has several traditions, legends, histories, and lore known to the folk in varying degrees. To assist players in knowing just what their characters would simply know, the following list of basic facts about the setting have been provided. Some of this information has been categorized according to Intelligence-based skills that are relevant to some forms of this common knowledge. This information is readily knowable on a passive Intelligence (relevant skill) check of 10.
Arcana
- The commonly known Planes of Existence are:
- The Astral Plane, which contains the whole of existence.
- The Ethereal Plane, which surrounds and contains:
- The Prime Material Plane, where the realm of Iorth exists, sits in the absolute center of the Astral Plane.
- The Shimmer; home to fey. Links to the Shimmer tend to be stronger when the planet Crann is in conjunction with Iorth.
- The Shadow; home to cruel fey and undead. Links to the Shadow tend to be stronger when the planet Crann is in opposition with Iorth.
- Heaven, which is fixed at the highest point of existence.
- Home to celestial beings.
- Links to Heaven tend to be stronger when the planet Jumal is in conjunction with Iorth.
- Hell, which is fixed at the lowest point of existence.
- Home to fiendish beings.
- Links to Hell tend to be stronger when the planet Mynt is in opposition with Iorth.
- The Elemental Planes of Air, Earth, Fire, and Water, which orbit the Primal Ethereal Bubble.
- Home to elemental beings.
- Links to the Elemental Plane of Air tend to be stronger when the planet Avel is in conjunction with Iorth.
- Links to the Elemental Plane of Earth tend to be stronger when the planet Skala is in conjunction with Iorth.
- Links to the Elemental Plane of Fire tend to be stronger when the planet Ogan is in conjunction with Iorth.
- Links to the Elemental Plane of Water tend to be stronger when the planet Dwfyr is in conjunction with Iorth.
- Various orbiting demiplanes, such as the Orderly Pattern and the Chaotic Maelstrom.
- The Runes of Iorth, commonly used on official signage from the era of the Great Empire, are actually potent magical glyphs that are used in arcane magical writings and inscriptions. While they are used in place of traditional alphabets for many spellbooks and scrolls, these runes are exclusively used for writing in the Draconic, Giant, and Primordial languages.
- The pentacle is the most common, and one of the most potent, of arcane magical talisman symbols, as is the heptacle.
History
- Events during antiquity are said to have been recorded in the ancient tome known as The Similarious.
- The elves are responsible for the discovery of a lot of common knowledge present in the world today, such as:
- The concept of zero;
- The golden ratio;
- Advanced mathematics;
- The calendar system used in Iorth;
- The number of planets in Iorth’s solar system, as well as the heliocentric model, and the discoveries of the asteroid belt and the planet Jumal’s ring system;
- The arcane magic practices that bards and wizards follow;
- The druidic tradition;
- The definitive existence of other planes of existence, notably the Ethereal, Shimmer, Shadow, and Elemental planes;
- The dwarves were the first to discover and use aluminum, palladium, platinum, mythryl, and adamant crystals. They were also the first to develop several alloys such as electrum, bronze, and steel.
- The gnomes invented the crossbow, the printing press, the milled coin mint, and the first bank and bank guild. They also established the arcane magic practices that artificers follow.
- The halflings were the first to establish culinary traditions and cooking styles, as well as the spice trade and the corresponding spice guild. They were also the first to create guilds for cooks and bakers.
- The orcs were the first to establish mercenary companies. They were also the first to discover the existence of the Nether Lands.
- The Great Empire, which lasted for 2,000 years (1–2,000 Great Age), ruled the entire world of Iorth, until the War of the Triple Crown brought about its downfall.
- The Common language is known throughout the entire world of Iorth due to its use as the official language of the Great Empire.
- The system of currency used by every nation is based on the system used by the Great Empire: the copper penny (1¢), the silver shilling (10¢), and the gold crown ($1).
- The scale bar, or double dagger, ( ‡ ) is the universal currency symbol for expressing monetary value. Decimal points are used to denote values less than a crown.
- Due to the widespread dominance of the Great Empire, all nations in Iorth have adopted the military command structure used by the Great Empire. The main military forces established are armies and navies. The ranks are:
- The rank structure of armies is as follows:
- The lowest enlisted rank is Soldier.
- The median enlisted rank is Corporal (who may lead a patrol of 4 soldiers).
- The highest enlisted rank is Sergeant (who may lead a squad of 2 patrols [10 soldiers]).
- In-between enlisted and officers is the sole warrant officer rank of Ensign (who may lead a troop of 2 patrols [22 soldiers]).
- The lowest officer rank is Lieutenant (who may lead a platoon of 2 troops [46 soldiers]).
- The median officer rank is Captain (who may lead a company of 3 platoons [141 soldiers], along with the captain’s staff [8 soldiers]).
- The highest officer rank is Commander (who may lead an army of multiple companies).
- The rank structure of navies is as follows:
- The lowest enlisted rank is Sailor.
- The median enlisted rank is Corporal (who may be a junior petty officer on a ship).
- The highest enlisted rank is Sergeant (who may be a senior petty officer on a ship).
- In-between enlisted and officers is the sole warrant officer rank of Ensign (who may be a junior wardroom officer on a ship).
- The lowest officer rank is Lieutenant (who may be a senior wardroom officer on a ship).
- The median officer rank is Captain (who commands a ship of sailors).
- The highest officer rank is Commodore (who may lead a navy of multiple ships).
- The rank of Marshal holds command over all army and navy forces, and typically is a veteran combatant and member of the nobility.
- The rank structure of armies is as follows:
- During the last year of the Great Age, the War of the Triple Crown had its final, decisive battle at Castle Greyhound; the castle was reduced to ruins.
- During the Common Age, some the new nations that established themselves after the fall of the Great Empire were Wyland, Aland, Iland, Uland, Œland, Hobmark, as well as the independent city-states of Covestead, Hellport, Newton, Rigby, Upton, and Zurik.
- Notable individuals from the prior years of the Common Age include:
- Kopernikus, a ½-elf wizard, founder of the town of Coppergate, and creator of the Mystic Moonstones.
- The Knights of Pymont, a company comprised of:
- Alfdan the Tan, an elven wizard;
- Blanka Baggett, a halfling bard;
- and seven dwarven knights of the Berthold clan:
- Sir Rabert, the leader,
- Sir Gobert, the bold,
- Sir Hebert, the brave,
- Sir Isbert, the melodic,
- Sir Olbert, the scholar,
- Sir Umbert, the kind, and
- Sir Wybert, the hungry.
- They are renowned for defeating the night hag Hildegrim and the ancient dragon Magus the Gold-Greedy.
- Marban the Malign, the archlich master of the Tomb of Doom.
- Contemporary individuals from the Common Age are:
- The Knights Magi, the most renowned group of adventurers, whose ranks include:
- Morgensternum the Gray, a human warrior-turned-archmage, leader of the Knights Magi, and master of Oddness Keep.
- Lemminkainen, a human barbaric bard and renowned adventurer.
- Ångstrom of Röntgen, grim outcast elven dhampir hunter, and wielder of the black saber Sturmündrang.
- Bowen Elwood, an elven ranger and the great-grandson of the King Eldar Elward of Eldor.
- Digby of Rigby, a dwarven fighter and longtime ally of Morgensternum.
- Drusa Darkcloak, a drow elf sorceress.
- Frida, an elven eldritch knight and member of the Order of the Green Flame.
- Hierophant Drummond, a werekin druidic monk.
- Hob Tolkin, a halfling adventurer and scholar.
- Ignatz the Ingenius, a gnomish artificer and inventor.
- York Frombork, an orc berserker, armed with the sentient magical greatclub Thudwak, and accompanied by his miniature giant rat Rif.
- Lord Albion Valdrik, an angelkin bard and the current sovereign of Wyland.
- Grand Princess Kariel Elwood, an elf sorceress, crown princess of Eldor, and regent of Aldamar.
- Cobmoss, a peaceful gnome archdruid and artist.
- Markalen, an elf archmage and former apprentice of Morgensternum the Gray.
- Sensei Seiko Izumikawa, a human warrior nun, noblewoman, and legendary hero of Iorth.
- Captain Filbert Hazelwood, a halfling privateer and legendary hero of Iorth.
- Prester Oskar Ironhelm, a dwarf cleric and legendary hero of Iorth.
- Lady Rowan Leafsong, an elf wizard and legendary hero of Iorth.
- Captain Sir Tiram Voland, a human fighting-man and legendary hero of Iorth.
- Vangel the Virtuous, an angelkin paladin.
- The Guild of the Gauntlet, an adventuring group comprised of:
- Axel Redaxe, fire jinkin warrior.
- Kyri Blueshield, air jinkin priest.
- Izar Goldwand, earth jinkin mage.
- Bowi Greenbow, water jinkin scoundrel.
- Archduke Mavros Larkspur, a devilkin warlord and current sovereign of Hellport.
- Mongle the Ignominious, a human magic-user and terror of Iorth, slain by Tiram Voland.
- Myex the Illecebrous, a serpentkin warlock and terror of Iorth, slain by Tiram Voland.
- Otis the Injurious, the archfiend patron of Myex and terror of Iorth, slain by Tiram Voland.
- Sir Kilbaron, a fearsome death knight.
- Viscount Kazimir, a potent vampire lord.
- Archbishop Mumtaz, an ancient mummy lord.
- Manyak the Skewed, insane archmage obsessed with hands.
- Gobin the Grim, a goblin master assassin.
- Bishop Daimon, a dhampir priestly warlock.
- Gundrik, a fearsome warlord and terror of Iorth.
- Rich the Lich, former apprentice of Mongle, now a powerful lich.
- Devlin the Diabolical, a devilkin warlock.
- Grieg Badtooth, a leaden dwarf warlord.
- The Knights Magi, the most renowned group of adventurers, whose ranks include:
Nature
- The year of Iorth consists of 364 days evenly divided into 13 months of 28 days each, further divided into 7-day weeks.
- Each season (spring, summer, autumn, winter) lasts for 13 weeks.
- The moon completes a cycle every 28 days. Because of this:
- A waning moon appears on the 1st of each month.
- A new moon appears on the 8th of each month.
- A waxing moon appears on the 15th of each month.
- A full moon appears on the 22nd of each month.
- In the northern realms, the seasons progress from spring, then to summer, then to autumn, and finally to winter.
- In the southern realms, the seasons progress from to autumn, then to winter, then to spring, and finally to summer.
- Each month also has a prominent constellation present in the sky, for which the month is named. The constellations are, in order from the first of the year to the last, are:
- Hawk, said to be the messenger of the Griffon of the Sun.
- Nymph, said to be the Beauty of the World, Kaunis, whom the gods themselves all cherished and longed for.
- Frog, said to be the spy for the Monster of All Fears, watching the Beauty of the World from deep in the mire.
- Wolf, companion of the Cat, who both stalk the day and night in search of happiness.
- Griffon, said to be the Griffon of the Sun, Haul, who chases and is chased by the Dragon of the Moon.
- Ram, said to be the reincarnated form of the savage king Baran, who used power and anger to enforce his rule.
- Owl, said to be the messenger of the Dragon of the Moon.
- Troll, said to be the Monster of All Fears, Turpis, whom the gods despise and reject.
- Elk, said to be the reincarnated form of the noble king Alnis, who used grace and wisdom to enforce his rule.
- Cat, companion of the Wolf, who both stalk the day and night in search of happiness.
- Dragon, said to be the Dragon of the Moon, Muin, who chases and is chased by the Griffon of the Sun.
- Bear, said to be the guardian for the Beauty of the Wood, hunting for the Monster of All Fears amidst the wild.
- Sword, said to be the sword of the god Os, Finis, used to divide the day from the night and the living from the dead.
- The major geographic regions of Iorth are:
- The Heartlands (northeastern hemisphere, continental region where the campaign takes place), a temperate zone of mixed terrain. Includes Wy Isle, the Infernal Isles, and Shard Isle (once part of the continent, but separated by rising seas).
- The Norlands (northeastern hemisphere, north of the Heartlands), the northern temperate to arctic zone dominated by mountains, hills, extensive rivers and lakes, and badlands.
- The Sudlands (northeastern hemisphere, south of the Heartlands), the northern temperate to tropic zone dominated by desert and arid steppes to the west and mountains and rain forests to the east.
- The Veslands (northeastern hemisphere, west of the Heartlands), consisting of a small continent, several microcontinents, and multiple islands of various climates.
- The Estlands (northeastern hemisphere, east of the Heartlands), a long submerged continent forming islands of mixed terrain that reach from edge of the northern arctic to the edge of the southern arctic zones.
- The Farlands (southwestern hemisphere), a series of small continents and island chains dominated by dragons and their reptilian subjects.
- The Nether Lands, a massive underground complex of interconnected caves, tunnels, caverns, and delves that lies beneath the surface of the continental shelves.
- There are seven planets observable with the naked eye in Iorth’s night sky. Each planet is linked to a specific day of the week:
- Godsday: Jumal
- Fireday: Ogan
- Waterday: Dwfyr
- Treeday: Crann
- Airday: Avel
- Earthday: Skala
- Coinday: Mynt
- Through arcane scrying and observation, scholars have discovered that an extensive asteroid belt exists between Crann and Dwfyr, as well as that the planet Jumal has a ring system.

Religion
- The major religions of Iorth do not focus on worship of deities, but devoted adherence to a philosophy of faith and behavior. Each is ultimately led by the prominent clergy member, known as a Hierophant. They are:
- The Path of Light, which believes that the ultimate goal is to bring benevolence through the Principles of Truth, Love, and Courage.
- Anyone, as long as they are not Evil, may follow the Path of Light.
- The ankh is the holy symbol of the Path of Light.
- The Path of Nature, which reveres the natural world and respects the natural cycle of birth, death, and rebirth.
- Anyone may follow the Path of Nature.
- A crescent moon is the holy symbol of the Path of Nature.
- The Path of Awareness, which strives to gain knowledge and enlightenment through the Tenets of Control, Passion, and Diligence.
- Only those who are inclined to be or are unbiased and Neutral are focused enough to follow the Path of Awareness.
- The triquetra is the holy symbol of the Path of Knowledge.
- The Path of Darkness, which believes that personal power and gain is tantamount, and obtained through use of the Impulses of Cowardice, Hatred, and Falsehood.
- Only those who are Evil follow the Path of Darkness.
- The chaos arrow cross is the unholy symbol of the Path of Darkness.
- The Path of Light, which believes that the ultimate goal is to bring benevolence through the Principles of Truth, Love, and Courage.
- All of the major religions have the same four-tier hierarchy in their faith:
- Brothers/Sisters are the younger members of the clergy, and are not fixed to a specific temple or location. They answer to the priest/priestess whose territory they travel in or through.
- Fathers/Mothers are the elder veteran members of the clergy, and are not fixed to a specific temple or location either. They answer to the high priest/high priestess whose territory they travel in or through.
- Priests/Priestesses are members of the clergy assigned to a specific temple or location. They answer to the high priest/high priestess who as assigned over their temple or location.
- High Priests/High Priestesses are veteran members of the clergy in charge of a group of temples, region, or nation. They answer directly to the Exemplar of their faith.
- Furthermore, all of the major religions of Iorth know of and respect (but not necessarily revere) the four Gods of Iorth. The spiral triskelion is the symbol of the gods, emphasizing their interconnection. They are:
- Os, the Grim Grey God, god of life, death, rebirth, fate, time, and conflict, who exists throughout existence.
- A great grey dragon is the sacred animal of Os, and those who revere Os in their faith of choice prefer using a sword.
- An, Lord of Angels, god of light, the heavens, order, and creation, who resides in Heaven.
- A white-plumed hawk is the sacred animal of An, and those who revere An through the Path of Light prefer using a mace.
- Ki, Mother of Fey, goddess of nature, fertility, elements, and magic, who resides in the Fey Realm.
- A grey-furred mother hare is the sacred animal of Ki, and those who revere Ki through the Path of Nature prefer using a staff.
- Ur, Demon Emperor, god of darkness, the underworld, chaos, and destruction, who resides in Hell.
- A black-scaled viper is the sacred animal of Ur, and those who revere Ur through the Path of Darkness prefer using a spear.
- Os, the Grim Grey God, god of life, death, rebirth, fate, time, and conflict, who exists throughout existence.
- Various demigods and quasi-deities are known of, though most (if not all) have various names based on the cultures within the regions. The most well-known include the quasi-deity hero Jakivan, a renowned adventurer, monster slayer, and thwarter of the quasi-deific grand archdevil Ozmodios, the benevolent draconic quasi-deity Bamut, and the malevolent draconic quasi-deity Timat.
- Cults are the primary groups that have or allow for the existence of most warlocks in Iorth.
- There are 12 major holidays each year. These holidays vary based on whether they occur in the northern or southern hemisphere. They are:
- Godsday, 1 Hawkmoon: Newyear (north, spring equinox), or Newrule (south, autumn equinox).
- Treeday, 18 Nymphmoon: Midspring (north, spring), or Harvest Festival (south, autumn).
- Coinday, 7 Wolfmoon: Suneve (north, spring), or Eve of Shadow (south, autumn).
- Godsday, 8 Wolfmoon: Sunday (north, summer solstice), or Festival of Darkness (south, winter solstice).
- Treeday, 25 Griffmoon: Midsummer (north, summer), or Ice Festival (south, winter).
- Coinday, 14 Owlmoon: Mideve (north, summer), or Eve of Maidens (south, winter).
- Godsday, 15 Owlmoon: Midyear (north, autumn equinox), or Festival of Union (south, spring equinox).
- Treeday, 4 Elkmoon: Midautumn (north, autumn), or Planting Festival (south, spring).
- Coinday, 21 Catmoon: Mooneve (north, autumn), or Eve of Light (south, spring).
- Godsday, 22 Catmoon: Moonday (north, winter solstice), or Festival of Light (south, summer solstice).
- Treeday, 11 Bearmoon: Midwinter (north, winter), or Flame Festival (south, summer).
- Coinday, 28 Swordmoon: Endyear (north, winter), or Endrule (south, summer).
- The saga of Iorth’s creation and origins, as well as the exploits of the gods and demigods, is known as The Similarious.
