Category: Organizations

Military Forces of Iorth

In many places in Iorth, military power is not something that is often considered or organized. For a lot of small isolated settlements, much less nomadic or semi-nomadic groups, the physically fit are led by a community leader in an impromptu warband. However, due to the successes of the Great Empire, as well as the wisdom of more established cultures such as the dwarves and elves, many nations, especially those nations of the Heartlands, have reconsidered such informal and uncoordinated approaches. The major human nations, such as those of Aland, Iland, Uland, Œland, and Wyland, have taken lessons from the dwarves, elves, and the late Great Empire by employing professional standing militaries year-round, instead of the seasonal recruitments practiced in days long ago.

Generally, each nation will have an army and a navy. Each of these will have some of its forces as part of a stationed watch, which serves as the official peacekeeping forces posted at towns and ports. The remaining forces are patrols, which are the main fighting forces in conflicts, and the forces serving as roving patrols during peacetime.

An example can be found in the forces stationed in the town of Clifton, a port town of the nation of Iland. First, the town itself would have at least one company of soldiers assigned as the watch, while at least one ship would be assigned to the port, serving as coast guard. Furthermore, multiple companies of soldiers would be part of the nation’s army, which could be either ordered to reinforce the watch, or ordered to march to add their strength to a larger army. Likewise, multiple ships would be stationed at the port, which could be used to protect the local waters or ordered to sail and join a larger fleet. All of these forces would answer to the noble in charge of the town and its territory; in the case of Clifton, it would be the Count of Clifton.

A commander would be the one in charge of all of the companies of the army, while a commodore would command all ships in a naval fleet. A marshal would hold command over both the army and navy, directly appointed by and answering to the sovereign.

Army Forces

The basic unit of the army is a company of 150 soldiers. The company is commanded by a captain, who is assisted by a lieutenant, an ensign, and a sergeant. The captain has a personal guard of a corporal and four soldiers. The forces under a captain’s command are three platoons, each led by a lieutenant. Each platoon consists of two troops, each led by an ensign. Each troop consists of two patrols led by a sergeant. And finally, each patrol consists of two squads of four soldiers led by a corporal.

In many instances, a captain will also be a knight, and the knight’s squire will serve as the knight’s lieutenant. A knight’s page, if they are of age, will carry the company standard and serve as an ensign, while the senior most veteran soldier of the company will serve as the company sergeant. The personal guard of the captain usually consists of the best and most loyal warriors of the entire company.

It is not uncommon for a company to have a unified force (soldiers of the same combat specialty) or a mixed force (multiple units of various combat specialties formed into a single company). The major combat specialties include infantry (heavy and light), cavalry (heavy and light), archers, and engineers. In a few instances a mage may be part of a company of soldiers; in those instances, the mage will be a member of a captain’s staff instead of a rank-and-file member of one of the platoons.

Navy Forces

The basic unit of the navy is a ship. The ship is commanded by a captain, who is assisted by the first mate (who is a lieutenant in rank). The quartermaster holds the rank of ensign, while the bosun and cook both hold the rank of sergeant. Finally, the rest of the crew consists of twenty-five sailors, typically structured as four sailors under direction by a veteran sailor given the rank of corporal. This results in a peacetime crew of a ship of thirty.

During wartime, an ensign is assigned to serve as a ship’s surgeon, and eight sergeants are brought on as engineers to maintain the ship and weaponry. A complement of forty marines are also posted onboard. This force consists of a lieutenant commanding the marines, an ensign assistant, two marine sergeants, two corporal assistants, and thirty-two marines. This marine force may be divided in half to allow for armed members of a landing party while still having adequate forces to protect the ship. This supplement increases the amount of crew from thirty to seventy-nine. In some instances, a ship will be assigned a mage (usually considered a lieutenant or ensign in rank), bringing the total number of crew to eighty.

Mercenary Forces

Both army and navy forces may be part of a standing force in service to a nation or sovereign, or it could potentially be a mercenary force available for hire. In the instance of navy forces, these ships often operate as either pirates or privateers. The Free City of Covestead is a well-known safe haven for pirates, who are granted this in exchange for abiding the orders of the High Admiral Lord Mayor of the town. The Palatinate of Upton, on the other hand, strives to defend against piracy, and often has its fleet working as privateers to seek and destroy pirate vessels.

In the case of army forces, these groups are known as free companies, who sell their services to anyone willing to pay the price. Like any other army company, it may be comprised of soldiers with one or more combat specialties. One infamous mercenary group is the Lordless Legion, whose pursuit of wealth has led to some questionable deeds. Hobgoblins often choose to work as mercenaries in order to strengthen their combat skills, gain wealth and resources, and even learn the strengths and weaknesses of both their opponents and their employers. The City-State of Newton relies heavily on mercenary forces for its defense, which only serves to add yet another layer of intrigue to the town’s complex politics.

Tactics and Strategies

The various applications of these forces vary by the whims, needs, and abilities of those who oversee them. Since the Great Underground Jarldom of Dwyrheim no longer has any of its dwelves along a coast, its forces consist only of armies of dwarven soldiers, commanded by a noble appointed by either the voivod of a clan or the Jarl of Dwyrheim themselves. For the elves, their preference to avoid direct contact with an enemy has their armies consist of light cavalry and infantry, best used for quick moment, ambush, and skirmishes. The navy of the elves also uses swift ships able to close or widen the distance with enemy ships, but they also tend to have assistance from their sea elf kin or aquatic fey and creatures as well. Halfling forces are purely defensive, relying on their familiarity with their home land and waters to have advantage over any invading forces. The organized orc forces of the Kingdom of Grok, as well as the goblin forces of the Kingdom of Yob and the lizardfolk nation of Saurland, prefer to use overwhelming numbers to wear down and destroy their opponents. Hobgoblin forces tend to use their acquired information during their service as mercenaries to good use, attacking in weak spots or exploiting blind spots in an enemy’s defense.

With the forces of the Wyrmleague, many of its companies and fleets are commanded and accompanied by at least one dragon. This provides immense advantage, since many opposing forces lack that degree of power. The feuds and skirmishes between the dragon nobility of the Wyrmleague even means that their forces are used to defending against dragons as well as attacking with them.

Comparatively, the various human communities of Iorth prefer to use the methods employed by the Great Empire. Each force does their best to use the environment to their advantage. During times of war, many warships sail in groups of two or three, in order to provide better protection from attack. Many companies of soldiers are stationed at one of the well-fortified towns along the old roadways still around from the days of the Great Empire, and these forces are deployed to the site of a battle as soon as possible. In some instances, a commander will march past multiple towns toward an enemy, and collect companies garrisoned there in order to bolster the main force. Due to means beyond the level of technology at the time, simple magics allow for faster communications between a commander and the captains under command, despite the vast amount of distance that may be between them. In addition, hunger and disease can be addressed with the presence of a war priest in the ranks; the treatment of battle injuries is also dealt with easier than it would be.

The typical arms and armor for a force depends upon their role and their environment, as well as their culture. Many naval forces tend to either avoid armor altogether. However, in some instances sailors may wear light armor for some form of protection, while a ship’s contingent of marines would use light armor or medium armor along with shields. Spears and tridents may be used, but most weapons are compact and light to allow for easy use on the deck of a ship. As such, crossbows and short bows are preferred for ranged personal weapons, though a ship may have a “master archer” (equivalent to an expert sniper) who will take post at an advantageous point and use a longbow (for its greater range).

For many armies, light infantry are provided helmets, shields, light non-metal armor, and spears. These soldiers often choose their sidearms, whether they are daggers, hand axes, clubs, maces, short swords, light hammers, or the like. Heavy infantry is supplied munition-style metal armor with a helmet, a shield, a dagger, and a stout sidearm such as a longsword, war hammer, battle axe, war pick, morningstar, flail, or the like. In some instances, soldiers may have a two-handed weapon or polearm. The arms for light and heavy cavalry are comparable, though with some differences. Light cavalry will often consist of mounted archers with short bows, enabling them to serve as skirmishers, scouts, or pathfinders. Heavy cavalry will have lances, resembling knights in most instances.

Archers would appear similar to light infantry, except that they are typically equipped with a longbow or some form of crossbow. These forces would often be protected by infantry bearing polearms, in order to fend off attacks on the archers in order to limit the offensive capability of a force. Engineers also could be mistaken for light infantry, but their job is to focus on operating siege machinery, building and maintaining defensive structures, as well as sapping enemy fortifications.

Whether as part of an army or a navy, spellcasters serve their role in the defense of a community. In many cases, most spellcasters simply serve as an equalizing force against the opposition; often cancelling out or protecting against any offensive spells cast by an enemy spellcaster. Because of this, there are not many battles which are decided by the presence and power of a spellcaster. This mostly holds true for forces that have unique creatures among their number. The Archduchy of Hellport is fond of releasing beasts such as hydras, chimeras, and manticores onto the battlefield to cause chaos for enemy forces. The Wyrmleague is bolstered by its dragon nobility fighting alongside its mundane forces. Some human communities are able to hire or recruit giants to fight alongside their forces. Other communities have been able to raise and train giant eagles, wyverns, griffons, or drakes to allow riders and thus provide a sort of aerial cavalry force.

The few instances when their may be a show of overwhelming magical power during a battle is when a community or region faces an extreme threat. A massive creature like a dragon or ancient giant attacking a town would be one instance, but so would be a hoard of undead warriors, or an invading army aided by summoned demons or devils. In these cases, many local spellcasters would be recruited to aid in the cause of defense, and their service would end at the conclusion of the battle.

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.

Adaptations: Factions of Iorth

Belonging to a faction sometimes means having responsibilities, but it also carries with it support and rewards for service. If you ever switch factions or leave a faction, you lose all ranks and renown with the old faction, and must start at the lowest rank with zero renown with your new faction. For simplicity purposes (especially for adapting published Dungeons & Dragons adventures for the Iorth setting), here are the rough equivalents of the five Forgotten Realms factions in Iorth.

Harpers → Silver Hammer

The closest equivalent to the Harpers in Iorth is the Silver Hammer. A scattered network of agents and spies who advocate equality and covertly oppose the abuse of power. The organization is benevolent, knowledgeable, and meritorious. The Silver Hammer try not to disturb the balance of power too much, but they actively work to thwart evil, utter chaos, and unrestrained tyranny throughout Iorth.

Goals

  • Gather information throughout Iorth.
  • Promote fairness and equality by covert means.
  • Thwart tyrants and leaders, governments, and organizations that grow too powerful.
  • Aid the weak, poor and oppressed.

Beliefs

  • One can never have too much information or arcane knowledge.
  • Too much power leads to corruption. The abuse of magic must be closely monitored.
  • No one should be powerless.

Member Traits
Agents of the Silver Hammer are trained to act alone and rely on their own resources. When they get into scrapes, they don’t count on their fellow agents to rescue them. Nevertheless, the Silver Hammer are dedicated to helping one another in times of need, and friendships between agents are nigh unbreakable. Masterful spies and infiltrators, they use various guises and secret identities to form relationships, cultivate their information networks, and manipulate others into doing what needs to be done. Although most agents of the Silver Hammer prefer to operate in the shadows, there are exceptions.

Member Ranks of the Silver Hammer

  • Keeper (rank 1)
  • Protector (rank 2)
  • Defender (rank 3)
  • Warder (rank 4)
  • Guardian (rank 5)

Order of the Gauntlet → Cloister of the Chalice

The closest equivalent to the religious Order of the Gauntlet in Iorth is the Cloister of the Chalice. An organization sworn to protect a potent artifact known simply as the Chalice Celestial, the clerics, monks, paladins, and other faithful of the faction work to eradicate the wicked and chaotic in the world, using honorable, just, and noble means. The organization is honorable, vigilant, and zealous.

Their faith extends not only to their beliefs, but also to the fellow members of the Cloister, and the bonds formed by members of the closer are as strong as those of a family, if not stronger. Whether alone or with other members of the Cloister, members seek to be pure exemplars of their faith and their beliefs.

Goals

  • Be armed and vigilant against evil.
  • Identify evil threats such as secretive power groups and inherently evil creatures.
  • Enforce justice.
  • Enact retribution against evil actions—do not strike preemptively.

Beliefs

Faith is the greatest weapon against evil—faith in one’s religion, one’s friends, and one’s self.
Battling evil is an extraordinary task that requires extraordinary strength and bravery.
Punishing an evil act is just. Punishing an evil thought is not.

Member Traits
The Cloister of the Chalice is a dedicated, tightly knit group of like-minded individuals driven by religious zeal or a finely-honed sense of justice and honor. Friendship and camaraderie are important to members of the order, and they share a trust and a bond normally reserved for siblings. Like highly motivated soldiers, members of the Cloister of the Chalice seek to become the best at what they do and look forward to testing their mettle. There are few, if any, “lone wolves” in this organization.

Member Ranks of the Cloister of the Chalice

  • Acolyte (rank 1)
  • Ovate (rank 2)
  • Initiate (rank 3)
  • Disciple (rank 4)
  • Justiciar (rank 5)

Emerald Enclave → Golden Hart

The closest equivalent to the Emerald Enclave in Iorth is the Golden Hart. Protectors of the wilderness and aides to those seeking to survive the wild, the barbarians, rangers, druids, and other wilderness folk of the faction seek to keep the wild and civilization in balance, and enable all to live in harmony with the natural forces which surround them. The organization is decentralized, hardy, and reclusive.

Goals

  • Restore and preserve the natural order.
  • Destroy all that is unnatural.
  • Keep the elemental forces of the world in check.
  • Keep civilization and the wilderness from destroying each other.

Beliefs

  • The natural order must be respected and preserved.
  • Forces that upset the natural order must be destroyed.
  • Civilization and the wilderness must learn to coexist peacefully.

Member Traits

Members of the Golden Hart are spread far and wide, and usually operate in isolation. They learn to depend on themselves more than others. Survival in a harsh world also demands great fortitude and mastery of certain fighting and survival skills. Members of the Golden Hart who dedicate themselves to helping others survive the perils of the wilderness are more social than others who are charged with defending sacred glades and preserving the natural balance.

Member Ranks of the Golden Hart

  • Runner (rank 1)
  • Strider (rank 2)
  • Courser (rank 3)
  • Tracker (rank 4)
  • Pathfinder (rank 5)

Lords’ Alliance → Circle of the Crown

The closest equivalent to the Lords’ Alliance in Iorth is the organization known as the Circle of the Crown. Consisting of agents from various nations around Iorth, the Circle works to bring about alliances between nations, and ultimately, bring about the return of the Great Empire. The organization is secretive, militant, and political. The Circle of the Crown argues that only allegiances and unity can prevent the threats to civilization and prosperity from destroying communities and nations.

Members of the Circle consist primarily of minor nobles, wealthy merchants, and their family and loyal servants. They often come in conflict with loyalists of each nation’s liege, as well as those opposing schisms within their own organization.

Goals

  • Ensure the safety and prosperity of cities and other settlements of Iorth.
  • Maintain a strong coalition against the forces of disorder.
  • Proactively eliminate threats to the established powers.
  • Bring honor and glory to one’s leaders and one’s homeland.

Beliefs

  • If civilization is to survive, all must unite against the dark forces that threaten it.
  • Fight for your realm. Only you can bring honor, glory, and prosperity to your lord and homeland.
  • Don’t wait for the enemy to come to you. The best defense is a strong offense.

Member Traits

To seek out and destroy threats to their homelands, agents of the Circle of the Crown must be highly trained at what they do. Few can match their skills in the field. They fight for the glory and the security of their people and for the lords who rule over them, and they do so with pride. However, the Circle of the Crown can only survive if its members “play nice” with one another, which requires a certain measure of diplomacy. Rogue agents within the Circle of the Crown are rare, but defections have been known to occur.

Member Ranks of the Circle of the Crown

  • Aide (rank 1)
  • Deputy (rank 2)
  • Envoy (rank 3)
  • Legate (rank 4)
  • Consul (rank 5)

Zhentarim → Lordless Legion

The closest equivalent to the Zhentarim in Iorth is the Lordless Legion. It is an unscrupulous coalition of mercenary companies, thieves’ guilds, assassin cabals, freelance sorcerers, and other individuals concerned with expanding its influence and power throughout Iorth. The organization is ambitious, opportunistic, and aggressive.

  • Goals
  • Amass wealth.
  • Look for opportunities to seize power.
  • Gain influence over important people and organizations.
  • Dominate Iorth.

Beliefs

  • The Lordless Legion is your family. You watch out for it, and it watches out for you.
  • You are the master of your own destiny. Never be less than what you deserve to be.
  • Everything—and everyone—has a price.

Member Traits

A member of the Legion thinks of himself or herself as a member of an elite society, and relies on the organization for resources and security. However, members are granted enough autonomy to pursue their own interests and gain some measure of personal power or influence. The Lordless Legion sees itself as a coterie of the elite. It promises “the best of the best,” although in truth, the Legion is more interested in spreading its own propaganda and influence than investing in the improvement of its individual members.

Member Ranks of the Lordless Legion

  • Bravo (rank 1)
  • Rutterkin (rank 2)
  • Waghalter (rank 3)
  • Filcher (rank 4)
  • Sharper (rank 5)