Author: Andras the Obscure

Educator, gamer, author, father, partner, drawer, swimmer, collector, cat-herder

Keeping Current

This post is the first in a while, but it is intended to be considerate of the changes that affect Dungeons & Dragons in its latest revision. The core game itself focuses on streamlining, improvement, and some restructuring to keep things current and uniform across the board. However, as one may intuit, these changes can prove to be a bit disruptive for players of the prior version whose games are steeped in older rulesets. As such, I felt that I should address how the game revisions for the 50th anniversary version of the game would impact a homebrew setting such as Iorth.

First and foremost, the design of Iorth was meant to help minimize the impacts of different game systems, editions, or the like on the game setting. I did not want to have large disruptive in-game events present to explain the severe changes in How Things Work in the campaign, especially as experienced by the Forgotten Realms (ala 2nd ed., 4th ed., etc.) and Dragonlance (SAGA system) settings in prior years. Firsthand memories of such seismic shifts did guide my homebrew design process, as noted:

  • The organization of the religions of Iorth, focused on a philosophy instead of a specific entity, were meant to enable valid character builds and choices regardless of edition. For example, the current revision does not cover the Tempest domain, which would be a prime choice for a cleric of Thor, for example. I would not care for a player to feel like they have to somehow use or convert older material to remake their main concept in a revised ruleset. As it is, divine and primal characters simply select one of the 4 major religions, have a generally appropriate alignment for said religion (non-Evil for Path of Light; Neutral-based for Path of Awareness; any for Path of Nature; or any Evil for Path of Darkness), and go from there. It makes things so much easier to use across editions and rulesets than a homebrew that hews close to a specific edition of a specific ruleset.
  • The major peoples of Iorth are more or less grouped into a primary category (humans, elves, gnomes, dwarves, etc.), rather than necessarily going down the rabbit hole of very specific subtypes. Once again, this stems from rule changes over the years, though also adapting the homebrew from one ruleset to another also introduces issues. The last thing I want to have anyone do is figure out how to stat up or have available something like psychic deep snow gnomes in a game system that wouldn’t accommodate them well or at all, and make it a mandatory thing by having said gnome variants be a keystone part of the setting and game system.
  • Magic systems often get big changes in game system or editions. As somewhat noted when mentioning religions earlier, having a larger system that can accommodate multiple versions or interpretations of How Things Work is intentional. Other than the major distinctions between arcane, divine, and primal magics, there’s no real specification about those major categories in the setting, generally. This is to make it easy to include or remove systems in the setting based on the game system used.
  • Having specific levels of magical and technological ability available is also meant to set the tone of the setting. For example, other than a personal preference not to have firearms in my campaign setting, the general logistical challenges and dangers that firearms pose in a world that has much more readily available access to volatile elements such as magical fire makes that technology more of a liability instead of an asset. Whereas in the real world, armies generally don’t have to worry about regularly experiencing events that may ignite or detonate large amounts of gunpowder or explosives in an instant, a fantasy world like Iorth does with its fire-magic using inhabitants and creatures. (As it is, having a firearm in the Elemental Plane of Fire seems doomed to a particular fate.) I’ve softened to a degree where such things can exist for one reason or another, but the benefits they provide in the real world are curbed by the imaginary world’s unique or novel possibilities.

I’ve been creating homebrew settings since the rise of 2nd ed. AD&D decades ago. I’ve reinvented the wheel more times than I’d like to admit, much less remember. As such, when my homebrew ideas finally started to shift into the form they have now, the 3.5 edition of the game was around, and its relative glut of character options was proving cumbersome on top of a system where the math could easily get out of hand. I wanted to have a creation that I was invested in, and that granted me the authorial license that playing in someone else’s sandbox (like Greyhawk, Forgotten Realms, Dragonlance, etc.) didn’t grant me.

(To be fair, I still enjoy games set in others’ sandboxes, ala Star Wars and Marvel. However, it is the specific qualities of those settings that appeal to me, and there is more than enough wiggle room in both for me to create something without it either clashing against the underlying core structures of the setting, much less feel constrained by lore or by player knowledge and expectation of lore. For a lot of fantasy settings, I cannot say the same.)

The phenomena I am trying to avoid has been well documented in recent years. The best examples I can think of in recent years are looking at the development of Critical Role and its setting over the years, along with reviewing the start of Acquisitions, Inc. in comparison to its last/latest manifestations. With Critical Role, it was the jump from two similar yet different systems, while edition and setting changes are what impacted Acquisitions, Inc. I still recall the big shifts in the game, and how it was implemented in the settings with the edition changes of D&D. I also remember the excessive accumulation of in-setting lore and in-game systems that made running such stuff a mess, as well as managing player knowledge and game lore a bit of a nightmare.

I have updated a few posts with some changes to reflect the content of the 2024 edition of D&D. However, my genuine goal is that this setting is malleable enough to use with many systems, and not just D&D. While I still enjoy the game, I know those who prefer something else, or who have opted to embrace an older version or alternative interpretation of the system or its settings.

In addition, I would like for Iorth to be available to players of other systems, and not just other editions of D&D. Hopefully someone who prefers Pathfinder could use this material just as much as someone who uses Castles & Crusades or Old School Essentials. I’d like the core ideas and elements to be relatively system-free, while retaining some elements that are iconic to fantasy in general because of D&D and all of the material which inspired it.

Early Iorth, ala Old School Essentials

The world of Iorth is an evolving place, changing and developing over time like any other world. However, the most notable changes to the realm are due to epic adventures and grand schemes, which have shaken the foundations of the world to its core time and again.

In an obvious sense, these changes reflect the rule changes of the role-playing game system transitioning from edition to edition, or even from game system to game system. While each group may wish to use whichever game system and edition thereof per their preference, this blog generally focuses on using Dungeons & Dragons or one of its multiple iterations, variants, and the like. In any event, a basic rule of thumb is the game should fit the setting, and should not have the setting forced to fit the game.

While this seems obvious, it is important to clarify this concept. For example, a cleric of Pelor, paladin of Tyr, or devotee of Paladine each could easily be modified into simply being different sorts of faithful members of the Path of Light. However, it is much more difficult (and constraining) to insist or incorporate the churches of Pelor, Tyr, and Paladine into the world of Iorth, because the driving element behind divine magic and faith in Iorth is devotion to a wide-reaching philosophy rather than to the creeds of a specific deity.

This becomes more obvious when trying to constrain or force the setting to accommodate elements from settings which are not supported. The Mages of High Sorcery from Dragonlance wouldn’t fit in Iorth anymore that the dragonmarked houses of Eberron, the magical Weave of Forgotten Realms, or the organizations of Critical Role. If a character’s concept are so strongly tied to an element present in another campaign setting, then that character concept is best reserved for said campaign setting.

The current Common Age of 1375 is well represented by the latest (2024) iteration of the Dungeons & Dragons rules (though admittedly, firearms are not a normal part of the setting, and should be excessively rare). However, for the earlier years of Iorth, especially around the notable era of the Common Age of 1000, using the rules of an earlier edition or a retroclone is especially fitting. Though the premiere of the hero Tiram Voland is depicted in terms fitting for the original version of the game, it is not necessary to exactly use those rules to replicate such an early era.

While there are plenty of choices for retroclones to replicate that time, a ruleset that is optimal for such early years is the Old School Essentials Basic or Advanced rules. For my games, I use the Advanced rules, and I use the following optional rules:

  • Ascending Armor Class
  • Rerolling 1s and 2s for hit point rolls during character creation
  • Variable wind conditions
  • Variable weapon damage
  • Invulnerability and damage for monsters by monsters
  • Subduing foes
  • Morale
  • Arcane spell casters and staves
  • Separate race and class
  • Multiple classes
  • Secondary skills
  • Lifting demihuman class and level restrictions
  • Human racial abilities
  • Advanced spell book rules
  • Attacking with two weapons
  • Charging into melee
  • Parrying
  • Splash weapons
  • Additional weapons and armor from Carcass Crawler issue #3. (Gunpowder and energy weapons, as detailed in the previous two issues, should be unique items encountered sparingly.)

Other optional rules which may be used within the spirit of the game include:

  • Encumbrance (basic or detailed)
  • Reload feature for crossbows
  • Individual initiative
  • Weapon proficiency
  • Restricted weapons
  • Weapon specialization
  • Limits on turning the undead
  • Limits on returning from death
  • Missile attacks on targets in melee

Allowing high-level play for human characters only (up to 36th level) isn’t an option since it enforces a huge power disparity between human and demihuman characters that just doesn’t exist in Iorth. In addition, a majority of demihuman non-player characters may follow class restrictions, with the very rare exception, whereas player characters should be allowed to have characters who are unique compared to others of their culture (which opens the door for interesting interactions). As such, any character reaching 14th level is a significant achievement in these times.

The class options available for an Iorth campaign are generous, but not unlimited. Below are the class and race character options available. If a group wishes to use demihuman classes instead, those options will be listed in a separate section accordingly. Please note that the term “Race” used in OSE is merely echoing the terminology used in that game and the earlier editions it replicates; using “Species” instead may be preferable for some. However, the focus of the game is to facilitate gameplay in the style and flavor of those earlier versions of the game.

Class Options:

  • Fighter
  • Cleric
  • Magic-User
  • Thief
  • Acrobat
  • Assassin
  • Barbarian
  • Bard
  • Druid
  • Illusionist
  • Knight
  • Necromancer
  • Paladin
  • Ranger
  • Kineticist
  • Beast Master

Race Options:

  • Human (with racial abilities option)
  • Dwarf
  • Elf
  • Halfling
  • Drow: Also known as Cave Elves, this group of elves are not the malign version often thought of in most fantasy settings.
  • Gnome
  • Half-Elf
  • Half-Orc
  • Gargantua: Also known as Goliaths or Giantkin, these beings are humans with traces of giant heritage.
  • Goblin
  • Wood Elf: This group of elves is the most encountered variety throughout most of Iorth.
  • Dragonborn: A variety of lizardfolk with dragon heritage hailing from the southern hemisphere.
  • Tiefling: A variety of human with fiendish heritage. A majority tend to have small horns on their temples/forehead and red-tinted skin, but other varieties may be encountered.
Demihuman Class Options:
  • Dwarf
  • Elf
  • Halfling
  • Gnome
  • Half-Elf
  • Half-Orc
  • Gargantua
  • Goblin
  • Wood Elf
  • Dragonborn
  • Tiefling
Rare Options:
  • Aasimar: Humans with traces of celestial heritage, this option isn’t currently available in OSE, but there are options out there. One option that could be used is featured in this Class Catalog for various OSR systems available at DriveThruRPG.com.
  • Monk/Mystic: This option isn’t currently available in OSE, but there are options out there. One recommended version is provided in Scout Magazine, Vol. II., available at DriveThruRPG.com.
  • Duergar: All duergar are members of the Leadfist clan of dwarves who were transformed and twisted due to weird magics and prolonged lead exposure, and thus tend to be hostile and xenophobic. Such characters should be extremely rare if permitted, and would face several obstacles outside of their hidden enclaves.
  • Svirfneblin: Valuing secrecy for protection, this variety of gnome is highly unlikely to encounter outside the depths of the Nether Lands. These characters should be extremely rare if permitted.
  • Mage: These characters should be rare if permitted.
  • Acolyte: These characters should be rare if permitted.
  • Mutoid: Many of these beings are not encountered outside of the reaches of a dungeon. These characters should be extremely rare if permitted.
  • Mycelian: These fungal beings are so reluctant to leave their homes in the depths of the Nether Lands; consequently, they are extremely rare to encounter.

Setting Consistency:

There are some notable elements used in OSE that may not mesh with current versions of D&D. However, these issues are easily resolved with the following rules of thumb.

  • Alignment: Unlike the current edition of D&D which uses 9 alignments from the good-evil and law-chaos axes, OSE has the original 3 of Lawful, Neutral, & Chaotic. In most instances, please consider Lawful to be analogous to Good (with Lawful Good at its purest expression), and Chaotic analogous to Evil (with Chaotic Evil as its purest expression). Some forms of Chaotic Good, Lawful Neutral, Chaotic Neutral, and potentially even some forms of Lawful Evil, may be treated as versions of the Neutral alignment alongside true Neutral. However, characters that are predominately Good should be considered Lawful, while characters that are predominately Evil should be considered Chaotic.
  • Alignment Languages: The OSE continues the use of alignment languages, as they appeared in old versions of D&D. However, though that concept no longer is in use in D&D, these languages can be said to be alternate terms for existing languages.
    • The Lawful alignment language can be regarded as being the same as Celestial.
    • The Neutral alignment language can be regarded as being the same as Primordial.
    • The Chaotic alignment language can be regarded as being the same as Infernal (and by extension, Abyssal).
  • Classes: In many instances, quite a few OSE classes may be “mapped” over to their equivalent in 5th edition. However, the same is not as easy for having OSE versions of some 5e classes. For rough approximations, please refer to the table listed below.
OSE ClassD&D Equivalent
FighterFighter
ClericCleric
Magic-UserWizard
ThiefRogue (Thief subclass)
AcrobatRogue or Monk
AssassinRogue (Assassin subclass)
BarbarianBarbarian
BardBard
DruidDruid
IllusionistWizard (Illusionist subclass)
KnightFighter (Cavalier subclass)
NecromancerWizard (Necromancer subclass)
PaladinPaladin
RangerRanger
KineticistMonk or Sorcerer
Beast MasterRanger (Beast Master subclass)
Mystic/MonkMonk
Mage or Magic-User/Illusionist/NecromancerSorcerer or Warlock
Acolyte or Magic-UserArtificer

Adaptations: The Saltmarsh Series

The 5th ed. Ghosts of Saltmarsh adventure series takes a classic adventure module series and updates it to 5th edition Dungeons & Dragons remarkably well. This adventure series is easily used in the world of Iorth, with a few minor changes.

Location Within Iorth

Ideally, the town of Fenton in Aland, along the shores of the Isle Sea (within the northwest region of the Heartlands) is the ideal stand-in location for Saltmarsh. The role of the neighboring town of Seaton could be assumed by the town of Clayton, though it is further away from Fenton than Saltmarsh is from Seaton.

Or, if you would rather keep Saltmarsh as the town by name for the adventure, have the major neighboring city of Seaton be represented by Fenton, and have Saltmarsh be to the west of the town.

Politics and Factions Within Iorth

The two major factions of the Traditionalists and the Loyalists would be the same, though the nation of Aland takes the place of the Greyhawk nation of Keoland from the series. The dwarves mentioned in the modules would come from groups of clanless dwarves from the northern mountains.

The third faction in this conflict, the Scarlet Brotherhood, does not exist in Iorth, but a suitable analog can be found. One option is the faction known as the Lordless Legion, which is an organization comparable to the Zhentarim of the Forgotten Realms. Another option is the secretive cultish network known as the Vile Eye, which seeks to have its foul cult dominate the whole of Iorth. Both are suitable organizations in Iorth to fulfill this role.

Furthermore, the NPC Captain Xendros would be aligned with the rogue city-state of Hellport; she would be deemed a member of the Faithful Quartermasters of Hellport (rather than “of Iuz”).

Faiths in Iorth

The deities of Greyhawk do not exist in Iorth, but the major religions of Iorth can easily accomodate details provided in the adventures.

First, the Temple of Procan, as well as any other temple or servant of a non-Evil deity, can be represented by the Path of Light in Iorth. The holy symbol of the Path of Light is an ankh. Notably, this would make use of an Acolyte’s Shelter of the Faithful feature easier to use.

Second, the Sea Grove of Obad-Hai is meant to be an avenue for druid characters. The Path of Nature would work best as the religion that is connected to the druid grove. The holy symbol of the Path of Nature is a crescent moon.

Some characters such as monks may follow the Path of Awareness religion instead. The Isle of the Abbey would be the location of an old monastery once dedicated to the Path of Aweareness.

Finally, for Evil deities, cults, and the like, the Path of Darkness is the major religion in Iorth, though secretive. The unholy symbol of the Path of Darkness is the arrows of chaos.

Other Modifications

Ultimately, the main changes that would need to be made is meant to establish the adventure in the world of Iorth rather than of Greyhawk. One only need to exchange the names of Greyhawk origin for comparable elements in Iorth, as mentioned previously.

The adventures would most likely have signnificant political influence and impact on the nation of Aland. Success in the module series could gain the attention of the King of Aland, as well as that of various dukes or counts in charge of the cities in Aland. In many instances, there would be motives related to achieving success over the rival nation of Uland, or strengthening relations with the neighboring nation of Iland.