Author: Andras the Obscure

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

From Beyond: Including Elements from Other Settings into Iorth

One of the things with the Iorth campaign setting is that it strives to replicate a rather generic fantasy roleplaying game setting. As such, old staple elements such as fighters, mages, elves, dwarves, and the like can easily be accommodated for in the setting without issue. But in some instances, some concepts or mechanical aspects of a game system may not mesh in well with the setting. As such, I do not want to outright exclude these elements, but I would like to give plausible explanations for their presence in the setting if a player or gamemaster uses to use them.

Therefore, I shall focus on identifying elements that can be readily encountered in Iorth, as well as elements that may be encountered potentially. Finally, I will explain avenues for bringing in characters or elements that are not from Iorth, or in effect clearly from other settings. These elements are not just simple game mechanics, but actual elements that may or may not mesh well in this particular setting.

Home-Brewed: Iorthly Origins

So, let’s clearly establish what elements are native to the world (and greater cosmology) of Iorth. In many instances, the default elements of the D&D game system are mostly present, without much variation. However, I must note particular caveats, considering the variation possible in even a single game system due to editions, revisions, errata, or simply homebrew and personal taste.

Let’s start with reviewing the various folk native to Iorth. Overall, the term and suffix of -folk is the go-to term for what may be known as species, race, lineage, ancestry, or other terms in other worlds (or game systems). In no particular order:

  • Human-folk: The most prominent sentient folk in the world, whether as simple humans or as those with touches of other lineages in their near or distant past. Ethnic groups and cultures in Iorth are rather diverse yet unified due to the impact of the Great Empire for over a millenia. Particular traits of ethnic groups are occasionally noted as origins of one’s ancestry, but they do not engender factional hostilities simply due to the fact of widespread exchange and intermarriage throughout all human cultures over the millenium of the Great Empire. This is also why humans only have one language, Common, that all humans speak (however, dialects often serve as markers for a speaker’s current homeland).
    • Noting this, there are some regional ethnic distinctions that exist primarily because of ancient non-human lineages that tend to appear in particular populations. These lineages, combined with the pre-Great Empire major ethnic groups, established the four distinct “-lander” groups in addition to the Heartlander and Farlander groups generally known of.
      • Norlanders are humans who have a strong line or trace of water elemental heritage in their ancestry. These humans tend to be fair-skinned, fair-eyed, and fair-haired (akin to northern European groups on Earth). Those with stronger water elemental heritage tend to have greenish casts to their complexions, as well as green hair and green eyes. Their language, Norlish, is a mix of their old human language with much of the Aquan dialect of Primordial influencing it. (In D&D terms, most Water Genasi of human stock are from Norlander humans.)
      • Estlanders are humans who have a strong line or trace of air elemental heritage in their ancestry. These humans tend to have dark hair, dark eyes, and light to medium brown complexions (akin to the various east and southeast Asian groups on Earth). Those with stronger air elemental heritage tend to have bluish casts to their complexions, as well as blue hair and blue eyes. Their language, Estlish, is a mix of their old human language with some grammatical and much vocabulary structures of the Auran dialect of Primordial present. (In D&D terms, most Air Genasi of human stock are from Estlander humans.)
      • Veslanders are humans who have a strong line or trace of earth elemental heritage in their ancestry. These humans tend toward dark hair and eyes, with light to rich bronze complexions (akin to the various indigenous American groups of Earth). Those with stronger earth elemental heritage tend to have golden yellow casts to their complexions, as well as yellow hair and yellow eyes. Their language, Veslish, is a blend of their old human languages with the Terran dialect of Primordial. (In D&D terms, most Earth Genasi of human stock are from Veslander humans.)
      • Sudlanders are humans who have a strong trace or line of fire elemental heritage in their ancestry. These humans tend to have dark hair, dark eyes, and light to deep brown complexions (akin to the various sub-Saharan African groups on Earth). Those with stronger fire elemental heritage tend to have reddish casts to their complexions, as well as red hair and red eyes. Their language, Sudlish, is a mix of their old human languages with the Ignan dialect of Primordial. (In D&D terms, most Fire Genasi of human stock are from Sudlander humans.)
    • Both Heartlanders and Farlanders have a broad spectrum of traits and appearances, and both speak the Common language (although with their own particular multiregional dialects). Farlanders are essentially Heartlanders who sailed and relocated to the Farlands on the distant side of the southern hemisphere of the planet, within the heart of the domains of the Wyrmleague.
    • In addition, there are particular ancestral lineages that appear in many peoples but which tend to reveal themselves more often in human populations.
      • Angelkin are typically humans with an angelic or other celestial ancestry that has revealed itself in them. Most angelkin are indistinguishable from other humans until they use the most obvious of their celestial attributes. However, some angelkin tend to have visibly celestial aspects, such as sky-colored complexions, or silvery, golden, or coppery hair and eyes. (In D&D terms, these are essentially the setting’s equivalent of Aasimar.)
      • Devilkin are typically humans with a devilish or other fiendish ancestry that has revealed itself in them. Unlike angelkin, devilkin tend to have prominent traits easily distinguishable from average humans: small horns on their brow or head, fangs, fiery eyes, reddish or otherwise flame-colored complexions, forked tongues, and body odors hinting of brimstone, charcoal, or cremains. (In D&D terms, these are essentially the setting’s equivalent of Tieflings, though they lack tails, cloven hooves, or other extremely evidently fiendish traits.)
      • Changelings are typically humans with fey heritage that manifests in a non-static form. Capable of changing their appearance at will, the changeling’s base form is of a grey-complexed, grey-eyed, white-haired ambidextrous agender humanoid. Some embrace this fluidity, while others staunchly adopt an aspect such as a gender, a handedness, or some other more “fixed”trait. (In D&D terms, these are the setting’s Changelings, though of a fey heritage instead of a doppelganger one.)
      • Giantkin are humans with strong giant heritage. Most giantkin simply appear to be larger than average humans, though a few have aspects of giants thought long-lost. (In D&D terms, these are the setting’s equivalent to Goliaths, though most are of hill giant or stone giant ancestry. Though rare, some giantkin may have frost, fire, cloud, or storm giant heritage and traits.)
      • Serpentkin are humans who, through vile pacts with ancient and horrible powers, started to mend and assume snakelike traits in honor of their dread serpentine patron. The most numerous and common of those are the serpentkin, who are the most human-like of the group. They are varied in appearance since they are originally some of the first Farlanders, but all have some unmistakably serpentine aspects. Many have minimal to no body hair, slitted serpentine eyes, fangs, and forked tongues. (In D&D terms, these are the setting’s equivalent of Pureblood Yuan-Ti.)
        • The Serpentkin are related to, but distinct from, the Serpentfolk, who are seen as being “most blessed” by their serpentine patron. Creatures such as gorgons (a.k.a. medusas), nagas, and other snake-human hybrids (a.k.a. other forms of Yuan-Ti) are among their number.
      • Werekin are typically humans with ancestry of a werebeast in the immediate or distant past. Most appear human with some bestial “tells”of the animal form of their werebeast ancestor, but nothing so extreme that the appear to be obvious half-animal hybrids. In many less settled regions dominated by nomadic or semi-nomadic cultures, those with werebeast heritage are seen as blessed and fortuitous for the community. Some notable tribes north of the Heartlands are founded on dynasties of werekin leaders: the Black Wolf Tribe, the Grey Tiger Tribe, and the White Bear Tribe are some of the most well-known of such groups. Furthermore, humans with wereboar heritage often also have strong traces of orc heritage, as many wereboars are of orcish stock. (In D&D terms, these are the setting’s equivalent of shifters.)
        • A variant of the werekin are the Lupin. For those of werewolf heritage, the malignance of the lycanthropy curse manifests as such that the werekin is born in a hybrid form from which they cannot change. This hybrid form comes with its own unique aspects, but in many cases this form also dooms most to lives of persecution and exile. (In D&D terms, these are the most encountered form of Lupins in Iorth.)
      • Dhampirs are typically humans with vampiric heritage. In many cases, they were the in utero children of vampiric victims, or the progeny of a vampire with a human or of a being going through vampiric transformation. Dhampirs tend to look like humans with a pallor typical of blood loss, and unmistakable vampiric fangs. (In D&D terms, these are the most encountered form of Dhampirs in Iorth.)
      • Hexblood are typically humans changed by a critical encounter with a hag. In most instances, they are fey offspring switched with a mortal child to be raised by the mortal child’s parents in place until the hexblood comes of age. (In D&D terms, these are the most encountered form of Hexbloods in Iorth.)
      • Reborn are typically humans who have died in some manner, yet still live. Whatever the means of revivification, the deathlike aura is everpresent. (In D&D terms, these are the most encountered form of Reborn in Iorth.)
  • Dwarf-folk: The dwarves of Iorth are purportedly one of the oldest cultures of Iorth. Legend holds that they are distantly related to the giants, and obtained freedom from giant rule during the downfall of the giant kingdoms and dragon empires. As such, they built and established the largest underground civilization in Iorth, known as the Great Underground Jarldom. Originally organized into large clans which held regional power who all answered to the sovereign, known as the Jarl, this structure slowly dissolved through the dissolution of most of the clans over the millenia. Now only four of these original clans still remain: the ruling Forgecrown clan, the warrior Bloodaxe clan, and the artisanal Bluestone clan. The fourth clan, the Leadfists, were exiled after a failed attempt to seize power. The majority of dwarves are deemed “clanless” dwarves due to the discontinuation of their clan lineage (which, admittedly, would not be deemed discontinuous by many other cultures, but by the specific standards of dwarven culture, unfortunately are). Some of these so-called clanless dwarves become part of a service clan, which is deemed a clan in form, but united by purpose rather than heritage. The dwarves displayed their clan affiliations through brightly colored and patterned tartans on kilts, which are deemed part of typical traditional dwarven dress.
    • The aforementioned Leadfist clan, delving deeper into the underground realm, enslaved a community of gnomes and established a xenophobic community. The ruling family of the clan turned more insular, and combined with their heavy habitual consumption of lead, inbreeding, and delving into obscure and obscene practices, slowly twisted into the grey and gray-complexioned Leaden Dwarves. (In D&D terms, the ruling family of the Leadfist clan are the setting’s equivalent of duergar.)
      • Furthermore, the gnomes enslaved by the Leadfist clan eventually developed into the Bluecaps (or deep gnomes). Enforced pairings between these gnomes and the Leaden Dwarves developed a new lineage than grew in number to overwhelm both the Leadfist dwarves and the gnomes. This new group are known as the Derogar, or Troglodytes. (In D&D terms, the derogar are the setting’s equivalent of the derro.)
  • Elf-folk: The elves of Iorth are a folk originally from the fey realms of the Shimmer (along with goblins and gnomes). A majority of the elves settled in Iorth, while a comparatively small number remained in the Shimmer, and others dwelling in the Shadow, or in the Astral Plane. The elves residing in Iorth developed into four major groups. Most dwelled in forests and other wilderness regions, and are generally known as Wood Elves. Some resided in isolated islands, focused of developing magic, and are known typically as High Elves. Some dwell in the vast cavernous depths of the Nether Lands, and are known as Cave Elves (or Drow). Finally, some elves with rumored traces of water elemental heritage dwell in the warm and temperate waters, and are known as Sea Elves. Many of these elves associate with each other, and as such, have mixed heritages and appearances. Furthermore, some elves mate with humans, and some of the children of these pairings established communities of these elf-human hybrids (called Elfans by humans) have been established throughout Iorth.
    • The original community of elves who remained in the Shimmer slowly left the realm and took to exploring the Astral Plane. These elves have pale white complexions, white hair, and bright blue or green eyes, and are known as Light Elves. (In D&D terms, the light elves are the setting’s equivalent of astral elves.)
    • The light elves who remained in the Shimmer developed abilities that reflected their fey realm. As such, they became known as Fey Elves (or Eladrin). Fey elves have fluid appearances, often reflecting the seasons.
    • As for the elves who resettled into the Shadow, they adapted to the dark and gloomy aspects of the realm. They have jet black complexions, black hair, and fiery red or yellow eyes, and are known as Dark Elves. (In D&D terms, the dark elves are the setting’s equivalent of shadar-kai.)
  • Orc-folk: The orcs of Iorth are the next-most populous folk compared to humans. Many tend to be taller than humans on average, though nowhere near the heights of the towering giantkin in comparison. Orcs have greenish, greyish, or ochrish complexions, down-pointed ears, and with predominantly dark hair, and eyes of varying color, but with black sclera instead of white like many other peoples. However, one of the most distinguishing traits of the orcs are their tusk-like lower canine teeth, which tend to appear out from their mouths in a slight to severe degree of underbite. The orcs are closely related to ogres, and distantly related to goblins; orcs are known to have successfully interbred with both regularly. Orcs also are known to successfully mate with humans, and many communities of these human-orc hybrids (often called Orcans by both communities) have been established throughout Iorth.
    • Orcs with ogre heritage tend to be taller than their peers, and often tend toward ochrish complexions.
    • Orcs with goblin heritage (most often from hobgoblin pairings) tend to be shorter than their peers, with orangish complexions, and sometimes the horizontal rectangular pupils of goblinkind.
    • Some devilkin are of orcish stock, though many of them are displaying oni heritage instead of some other variety of fiend.
    • Many wereboars are also of orcish heritage; orc cultures prize and identify with boars and other swine, as they are common domesticated animals in their communities, as well as frequent wild game prized and hunted by orc hunters.
  • Gnome-folk: The gnomes of Iorth are related to the elves. They have close ties to fey and magic, though they developed differently over the millenia. While in ages past their were several different groups of gnomes, currently there are only two well-known varieties of gnomes: the wilderness-dwelling forest gnomes and the burrow-dwelling rock gnomes. However, these two groups frequently intermingle, to the point that a gnome would have to inform others of their culture rather than any outsider being able to infer it from their appearance. Many gnomes tend to wear conical caps, which have been deemed to be typical traditional headwear for the gnomes.
    • However, there is a much rarer variety of gnome present in the underground depths of the Nether Lands: the Bluecaps. These gnomes were once enslaved by the exiled Leadfist clan of dwarves, until many groups were able to escape or fight and gain their freedom. As such, due to these experiences, many are very withdrawn and prefer not to deal with outsiders. (In D&D terms, the bluecaps are the equivalent of the Deep Gnomes or Svirfneblin.)
  • Halfling-folk: The halflings of Iorth are related to humans, though with longer lifespans than humans. The region which halflings originated from borders the Great Mountains, which is home to the largest dwarven community in Iorth. As such, it is not uncommon for some halflings to have traces of dwarven heritage. Halflings have diverse appearances much like humans. Culturally, halflings tend to prefer knee-length breeches and sandals as traditional garb, though this is not universal.
  • Goblin-folk: The goblins of Iorth tend to have key unmistakable traits. The overwhelming majority are between 3′ and 4′ in height, have some shade of green for their complexions, with pointed, almost triangular ears, round wide heads, dark hair, various colored eyes with horizontal rectangular pupils, and orc-like tusks and jaws. A few of their number tend to be shorter than average with larger than average heads and bluish or bluish-green complexions; these varieties are known as Kobolds. While they are creatures of fey heritage, some numbers of them took to residing in Iorth at the same time as the elves. However, over the millenia, many groups of goblins have been used by some as the basis to create a new people of intentional purpose. As such, the archlich Marban had goblins interbred with humans and orcs, and as a result, established the creation of Hobgoblins.
    • Hobgoblins tend to be taller than goblins, averaging between 4′ to 5′ in height. They also have yellow-orangish complexions instead of the usual greenish complexions of goblins; this is inferred to be because their original goblin ancestors were all from a group of orange-skinned goblins. As it stands, it is extremely rare to encounter regular goblins with the yellow-orangish complexion who do not have any recent hobgoblin lineage.
    • A variant appeared among hobgoblin populations over time; these hobgoblins had brownish complexions, larger ears, and were covered in brownish hair. Known as Bugbears, they are valued as bodyguards or shock forces by other goblin communities.
  • Lizardfolk: The most prominent people of the southern hemisphere of Iorth are the reptilian lizardfolk. Primarily scaled, sometimes crested, with yellow or orange eyes, olive drab hides, and muscular tails, the lizardfolk are the majority of the subjects of the dragon-ruled Wyrmleague, as well as the populace of the independent Saurland.
    • Due to the whims of their past draconic overlords, many offshoots of the current lizardfolk have formed over the millenia. One such offshoot is the smaller, slightly more draconic Saurids. These lizardfolk primarily reside in the Wyrmleague, and are often deeply involved in draconic politics. (In D&D terms, these are the equivalent of standard Kobolds in the setting.)
    • Some of the hidden and exiled deep dragons (or grey dragons) took their lizardfolk retinue with them into exile. Over the years, they developed into the Squamids and Squamidlings. Strongly evolved to their underground lives, many do not wish to reside or experience the surface at all. The majority of their number are the smaller, Saurid-sized Squamidlings. However, those strong Squamidlings who endure over a century may eventually evolve into the larger and tougher Squamids. (In D&D terms, Squamidlings are also equivalent to standard Kobolds, while Squamids are the equivalent of Troglodytes.)
    • And most notably, there are some lizardfolk with traces of draconic heritage. Having the coloration of their draconic ancestor (white, black, yellow, green, blue, or red), as well as the ability to use a breath weapon, these lizardfolk are known as Drakin. (In D&D terms, this is the setting’s equivalent of Dragonborn, though they have tails such as a normal lizardfolk would.)
  • Fey Folk: This category covers many of the folk who originate from the Shimmer in addition to the elves, gnomes, and goblins. Peoples such as Centaurs, Fairies, Firbolgs, and Satyrs originate in the fey realms. Furthermore, many other folk (like many of the animal-humanoids) to be discussed later may originate from the Shimmer as well.
  • Minotaur-folk: While they could be deemed in the same category as the animal-humanoids from the fey realms, the minotaurs origins are not so clear. The original community of minotaurs comes from the island nation of Mu, located in the Farlands with the Wyrmleague.
  • Tengu-folk: The tengu are corvid-humanoids originally from the Estlands, specifically from a few islands of the archipelago Empire of Xo. Many tend to dwell in reclusive communities, though a few choose to venture out into the wider world. Furthermore, a majority of the wereravens in Iorth are tengu. (In D&D terms, this is the setting’s equivalent of Kenku.)

Extradimensional

The following folk discussed are not native to Iorth or many of its realms, but originate in one of the other realms within the cosmos. Some of these groups have been mentioned previously:

  • Light Elves dwell in the Astral Plane.
  • Dark Elves dwell in the Shadow.
  • Fey Elves, as well as many Centaurs, Fairies, Firbolgs, and Satyrs dwell in the Shimmer.

Other folk that could be encountered as extraplanar visitors include the following:

  • Tritons are native to the Elemental Demiplane of Water, as are the Merfolk and the Merrow (a.k.a. Sahuagin and Merrow).
  • Azers, the descendants of the Brassneck clan of dwarves, dwell in the Elemental Demiplane of Fire, as are Firewurms (a.k.a. Salamanders).
  • Aarakocra are native to the Elemental Demiplane of Air. Beings such as Owlin can also originate from here.
  • Almost any animal-humanoid or plant-humanoid (even fungal-humanoid) folk may potentially originate from the fey realm of the Shimmer: Tabaxis, Leonins, Tortles, Loxodons, Giffs, Harengons, Bullywugs, and others. Many tend to be Small in size.
  • The folk known as Gith are native to the demiplane known as the Horror. Two major groups are the Githyanki and the Githzerai.
  • For any automatons not crafted by mortals (known as the Solems, or Soul Golems), such as warforged or autognomes, they can originate from the orderly demiplane known as the Orderly Pattern.
  • For amphibious and semi-piscine folk, such as Grungs, Locathah, and Deeplings (a.k.a. Kuo-Toa), they can originate from the chaotic demiplane known as the Chaotic Maelstrom.
  • Beings such as some Giff, Plasmoids, and Thri-Kreen originate from a distant demiplane.

Extraworldly: From Other Realities

Though many options can be found in some form in Iorth, the following folk are purely otherworldly visitors stemming from other realities. Some options may be integrated easily into the setting, while others have premises or elements. Some options detailed in D&D that are not native to Iorth include:

  • Kender
  • Hadozee
  • Kalashtar
  • Verdan
  • Vedalkin
  • Simic Hybrid

However, what elements prove more problematic for use in Iorth are aspects central to elements at the heart of other D&D settings. These elements include:

  • Gem and Metallic Dragons
  • Dragonmarks and Dragonmarked Houses from Eberron
  • Knights of Solamnia and Mages of High Sorcery from Dragonlance
  • Firearms (which can exist, but should be very rare)
  • Advanced technology (which should be treated as akin to magic items)

Conflicts of Iorth

One element to note for a campaign in Iorth are the main sources of conflict in the setting. These conflicts are the main means through which adventurers can try to strive in the world and achieve great heroics and renown.

The Spiteful Serpentfolk

The humanlike serpentkin and more monstrous serpentfolk (a.k.a. yuan-ti & medusas) are a major force of Evil in the world of Iorth. Fanatical believers of the cruel ways of the Path of Darkness and in zealous devotion to the serpentine great old one Glykon, they represent one of the major sources of conflict within the world of Iorth. The key strategy of the serpentfolk is infiltration by serpentkin and corruption from within. In many instances, the serpentfolk strive to have their enemies—essentially anyone who isn’t one of them—destroy each other and weaken themselves to the point to allow for the serpentfolk to easily overwhelm and eradicate them. This ambition is a global one, and thus scheme against mortal, giant, dragon, celestial, and fiend alike.

Using current D&D resources, monsters such as medusas, salamanders, and yuan-ti are ideal to use as members of the serpentfolk. Hydras are often used by the serpentfolk in various capacities. Spirit nagas and marilith demons are ideal fiendish allies and patrons to the serpentfolk, as well as any serpentine great old ones.

The Path of Darkness

The cruel beliefs and philosophies of the Path of Darkness present a formidable threat to the peace and safety of everyone in Iorth. Though united in belief, the extreme selfishness promoted by the Path of Darkness inevitably leads to schisms and factionalism within their ranks. In many cases, many sects of believers bind themselves in dark devotion to a particular fiend, such as an archdevil, demon prince, altraloth, baernaloth, or fiendish empyrean titan.

The only place that openly worships the Path of Darkness is the tyrannical city-state of Hellport. Ruled by the vicious Archduke of Hellport, the city-state serves as the base of operations for multiple malign organizations and endeavors. These forces work openly and in the shadows, all in effort to gain power over everything and everyone else. Various groups within the Path of Darkness scheme alongside the serpentfolk, though both groups plot to overthrow the other once the time is right.

Using current D&D resources, virtually any foe could be associated with a sect or faction within the Path of Darkness. Cultists are some of the most obvious types of foes, but fiends, undead, or any Evil-aligned monster or foe could be serving the grand goals of the Path of Darkness in some direct or indirect form or fashion. A group of bandits could be involved in the plans of the Path of Darkness just as easily as a cult sect, a cruel noble, or even a malicious giant or dragon.

The Hordes of the Horror

The monstrous aberrations of the alien demiplane known as the Horror (a.k.a. the Far Realm) seek to wreak havoc upon the multiverse for reasons known only to them. As such, a few beings have slipped through the numerous barriers that keep their maddening kind at bay, and have taken root within the deep and dark places of Iorth. Though these beings may appear to work at cross purposes to each other, they all abide by some horrid plot meant to undo existence. The creatures and great old ones of the Horror are the rotting remnants of the dreaded cosmic beast that the overdeity Os slew and used to form the whole of reality from. The dread cult of the great old one Yusis but one if their dread number, though the most fearsome known to the wise folk of Iorth.

In the depths of the subterranean realm of the Nether Lands, there are entities from the Horror who set about their foul work. A horrid creature commands masses of twisted deepling devotees in slavish worship to itself. An entity known only as the Overseer commands a malicious network of agents both mortal and aberrant in an obsessive quest for power. The twisted derogar, remnants of experiments of these beings, serve the incestuous outcast dwarves of the Leadfist clan in their captured base of operations in the old cave elf realm of Undor. Cruel twisted beings from the demiplane known as the Chaotic Maelstrom are summoned to the mortal realm to serve as emissaries of the monstrous entities of the Horror among the mortals of Iorth.

Using current D&D resources, aberrations are the main sort of adversary involved in the schemes of the beings from the Horror. The Overseer is a powerful beholder crime lord, with a mind flayer second-in-command. The deeplings (creatures akin to kuo-toa) slavishly worship a powerful being from the Horror; some revere the great old one Yus, while another group reveres an ancient aboleth stranded in Iorth. While slaads are favored agents of some, it is the cruel death slaads that are favored above all by the forces from the Horror. (In fact, there are a few whispered rumors by shunned scholars who delve into the lore of Yus that the great old one is the first and greatest of the death slaads who was elevated to great old one status.)

Other Conflicts

Though not as pervasive as the threats of the serpentfolk, the Path of Darkness, or the beings of the Horror, there are other potential sources of conflict that could require the efforts of heroes to address.

The Prophet of Mammon

One secretive cult that strives to gain power over the whole of Iorth is the followers of the so-called Prophet of Mammon. This being, said to be the progeny of the archdevil Mammon with a night hag, rules a fiefdom in the Hellish Abyss (akin to a portion of a layer of the plane of Gehenna). This fiend serves as a patron to devout cultists and aspirational warlocks, but also has his agents seek to corrupt mortals into his service through the favored vice of his forebear: greed and envy for wealth.

Agents of the Prophet of Mammon may draw on or have fiendish powers or agents, but more often than not they rely on using wealth and the corrupting promise of it to achieve their goals. Evil dragons seeking to expand their hoards are just as likely to succumb to the lure of the Prophet of Mammon just as much as a mortal profit-hungry merchant or a status-seeking noble. Already the works and temptations of the Prophet of Mammon have enthralled generations of the House of Humperdink, a gentlemerchant family based in the city-state of Newton. Key servants of the Prophet of Mammon are marked by their own wealth, but also a piece of jewelry set with a fuchsia gemstone that emits a faint, unearthly, disconcerting glow in dim light or darkness. It is said these gems are offcuts from the original gem fit into the golden ring worn by the Prophet of Mammon himself.

The War of Fire and Frost

Over decades, there has been a secretive war for dominance unfolding between two elemental entities through their proxies on Iorth. The vestiges of paraelemental entities have infused themselves in some of the last of the true giants of Iorth. A paraelemental ice entity took refuge within a mighty frost giant lord, while a paraelemental magma entity rooted itself within a powerful fire giant noble. The frost giant lord and fire giant noble have continue the timeless war of their paraelemental masters, and use their mortal servants to achieve these goals. They would see the whole of Iorth destroyed by their preferred means of annihilation.

Fire and ice are the primary themes for these foes, and any number of monsters and servants could be enlisted in the ongoing clash of the War of Fire and Frost. Confronting the masterminds of this conflict should be an epic event, with the heroes facing off against one or both of the empowered giants at the heart of the conflict. (At the minimum, a frost giant ice shaper and a fire giant forgecaller could serve as the titular masterminds, but the more ambitious or epic campaigns may have a scion of Thrym and a scion of Surtur serve those roles.)

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. Another is the Monk class in the Gnydron Supplement 1, also 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.
  • Saurid: These reptilian beings are common in the southern hemisphere of Iorth. They are well-represented by the Saurid class in the Gnydron Supplement 1, also available at DriveThruRPG.com.

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.