Category: History

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

Passive Checklist: Lore of Iorth

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 aluminumpalladiumplatinummythryl, and adamant crystals. They were also the first to develop several alloys such as electrumbronze, 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.
  • 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 CovesteadHellport, NewtonRigby, 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.

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.
    • new moon appears on the 8th of each month.
    • waxing moon appears on the 15th of each month.
    • 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
The solar system of Iorth.

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. 
      • 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.
  • 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.
  • 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 HawkmoonNewyear (north, spring equinox), or Newrule (south, autumn equinox).
    • Treeday, 18 NymphmoonMidspring (north, spring), or Harvest Festival (south, autumn).
    • Coinday, 7 WolfmoonSuneve (north, spring), or Eve of Shadow (south, autumn). 
    • Godsday, 8 WolfmoonSunday (north, summer solstice), or Festival of Darkness (south, winter solstice). 
    • Treeday, 25 GriffmoonMidsummer (north, summer), or Ice Festival (south, winter). 
    • Coinday, 14 OwlmoonMideve (north, summer), or Eve of Maidens (south, winter). 
    • Godsday, 15 OwlmoonMidyear (north, autumn equinox), or Festival of Union (south, spring equinox).
    • Treeday, 4 ElkmoonMidautumn (north, autumn), or Planting Festival (south, spring).
    • Coinday, 21 CatmoonMooneve (north, autumn), or Eve of Light (south, spring).
    • Godsday, 22 CatmoonMoonday (north, winter solstice), or Festival of Light (south, summer solstice). 
    • Treeday, 11 BearmoonMidwinter (north, winter), or Flame Festival (south, summer).
    • Coinday, 28 SwordmoonEndyear (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.

The Prehistory of Iorth

The main chroniclers of history in Iorth, whether the ancient giant or draconic scrolls, the elder elven tomes, or even the current scribe’s treatises, all use the same reckoning of the years. For the recent eras of time, history is divided into two periods: the Great Age, the 2,000-year span of the Great Empire, and the Common Age, the 1300+ years of history since the Great Empire’s fall. Any period before that, in recent times, is generally referred to as the Ancient Age.

However, the events of the Ancient Age have been consistently recorded by older civilizations for generations. This era of prehistory has some accurate and specific records of some events, whereas other events are treated in a simple, matter-of-fact, retrospective view by chroniclers that had longer live spans than any humans or orcs, thus missing some of the critical minutae that further explain the event.

The first records of the Ancient Age were written by the giants and the dragons during the height of their globe-spanning empires. The collapse of the giant empire and the near-eradication of the dragon empire led to the general widespread cessation of regular historical documentation. It wasn’t until the rise of the elven civilizations that regular chronicling of historic events resumed. In giant and dragon histories, both refer to the times before the estabishment of the giant and dragon empires as the Primordial Age. Then, per their customs, both giant and dragon empires recorded events by noting when they occurred during the reign of their respective sovereigns. The eventual war between the giant and dragon empires, as well as involving the agents of the deities and several demigods, was referred to simply as “the War” by both sides, though elven chroniclers later designated that conflict as The Shattering, since neither empire survived the conflict.

It was also the elves who termed the era of the giant and dragon empires as the Mythic Age, then followed by accounts of The Shattering as its own separate era. After those eras, the elves typically refer to the era after as the Dawning Age. During this era, the elves firmly established a presence in Iorth with their own nations, instead of living a migratory existence regularly moving between Iorth and the Feywild. As noted from their own records, the elves and other fey were going through their own Copper Age development. The dwarves encounters with the elves, and the eventual trade that established between them, led to both cultures discovering and entering the Bronze Age level of development, as well as establishing their still-persisting nations on Iorth: the elven nations of Ardor, Eldor, and Undor, and the dwarven nation of Dwyrheim. Over time, humans, orcs, and many other cultures entered Bronze Age development themselves.

The Dawning Age isn’t clearly defined at its beginning, though it was known to end with the final conquest of all human nations by the Great Empire during its last days. The official start of the Great Age occurs on the coronation of the first Great Emperor on Newyear of 1 G.A.

The Great Age was precipitated by two critical events in human cultural evolution: the entry into Iron Age development by the old human nation of Iland, and the discovery, development, and eventual mastery of potent magical spells (7th level and higher) by human spellcasters. These two developments enabled Iland to quickly conquer its neighboring nations of Aland and Uland, thus changing itself into the Great Kingdom. After that, the Great Kingdom conquered Œland, and continued its expansion until it had conquered all of the human and halfling lands in Iorth, as well as driven out many orcs and goblins from most of their traditional homelands. This powerful global nation endured for 2,000 years until a crisis of ascension to the Great Throne led to the rapid fragmentation and collapse of the Great Empire. The year which dealt with the events of this collapse and the eventual gradual rebuilding process by several cultures is collectively known as Year Zero.

Thus, the various eras of Iorthly history as established by precident are as follows:

  • The Ancient Age (A.A.), which is sometimes divided into:
    • The Primordial Age (P.A.)
    • The Mythic Age (M.A.)
    • The Shattering (T.S.)
    • The Dawning Age (D.A.)
  • The Great Age (G.A.); 1 G.A. to 2,000 G.A.
  • Year Zero (Y.Z., or 0)
  • The Common Age (C.A.); 1 C.A. to present