Tag: Adaptations

Early Iorth, ala Old School Essentials

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

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

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

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

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

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

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

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

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

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

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

Class Options:

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

Race Options:

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

Setting Consistency:

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

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

Adaptations: Lands Beyond the Heartlands

The Heartlands of Iorth are the most populous region of the world, though they are not the only populated region of the world. The various human-dominated realms in the northern hemisphere of the planet are numerous yet scattered throughout the region. They tend to develop somewhat independently of one another, and while one region may prosper, another could be facing dire hardships. However, in any event, these regions are left relatively undefined for others to develop and define for their own stories and campaigns.

One resource available that could be easily used for these realms is Journeys through the Radiant Citadel, for Dungeons & Dragons 5th edition. Each of the adventures contained therein provides details to new settings which could be easily integrated into Iorth, if one wished. This post will review some of these settings and provide information on how they could be used. These items will be organized by the particular region of Iorth where they are most likely to be found.

The Estlands

The region known as the Estlands consists of several small continents and large archipelagos scattered along the reaches of the vast High Sea. This region is also known as the Feudlands due to the conflicts and ever-changing allegiances that arise between the various settlements and nations which exist here. Notably, the predominant nation is the Empire of Xo, which consists of several islands under the official rule of the Emperor of Xo, but actually under the rule of several local leaders vying for power and control, as well as the respect of the emperor. In essence, these regions are part of a larger confederacy that, for the sake of appearances, presents itself as a unified empire.

The major challenges to the Empire of Xo are the orc nation of Grok and the goblinoid nation of Yob. Both vye for territory with the empire, and struggle for power and influence.

Dayawlongon

(in “Between Tangled Roots”)

At the southernmost reaches of the Estlands lies the archipelago of Dayawlongon. Said to overlook the seas of the southern hemisphere, and thus thought to be the ones who would ever first behold a dragon from the south heads towards the north. However, its location actually makes it he most likely to encounter travelers coming from the southern island nation of Koatlan; in many cases, refugees from the tyrannical theocracy migrated to the archipelago, seeking safety. Many drakelings from the Wyrmleague also migrated and settled in Dayawlongon as well.

Siabsungkoh

(in “Salted Legacy”)

The valley of Siabsungkoh lies on the eastern coast of the southernmost reaches of the lands of Great Xing. In several instances, many trade goods from across the Estlands, as well as goods from the other major regions, have all passed through Siabsungkoh at one point or another. Due to its location, it is a place of intrigue regarding the courts of the Empire of Xo and Great Xing.

Umizu

The city-state of Umizu is a fine example of a small island settlement that has sought independence from the Empire of Xo. Its matrilineal culture also clashes with the patriarchal culture of the Empire of Xo. However, Umizu is deemed an important regional stronghold, and the desire to keep Umizu under control of the imperial court is intense.

Great Xing

(in “Buried Dynasty”)

The dwarven-ruled nation of Great Xing derived from the unification of human and dwarven communities after the fall of the Great Empire. The lineage of the Jade Emperor of Great Xing comes from the marriage of a human princess to a dwarven noble, who was the last of the lost Jadeshaper (clan tartan shown at right) clan of Great Underground Empire of Dwyrheim. The current Jade Emperor has scant traces of human heritage in comparison.

Though not openly hostile to the Empire of Xo, Great Xing often has “differences of opinion” with the ruling imperial court. It is granted some degree of autonomy, but it avoids setting off a civil war by demanding independence or self-sovereignty.

The Sudlands

The region known as the Sudlands is home to many nations, though the most prominent of them are the Khanate of Qudesh, the Kingdom of Nye, with the fiercely independent city-state of Sarhaȸandar resting between them. With roving tribes of humans, giants, lizardfolk, and even gnolls, the region in one rife with conflict and opportunity.

Sensa Empire

(in “Gold for Fools and Princes”)

West of the Khanate of Qudesh lies the Sensa Empire, known for its wealth of gold. Normally peaceful, the region is in the midst of a difficult power transition, which the spies of Qudesh have certainly noticed. The Sensa Empire is considered to be a part of the larger Kingdom of Nye politically, though it officially regards itself as independent.

Shankhabhumi

(in “In the Mists of Manivarsha”)

The realm of Shankhabhumi is one of the more notable, yet peaceful, regions within the Khanate of Qudesh. Its natural defenses protect it from most incursions by hostile neighbors, but the locals are always watching the balance of power in the region.

Tayyib Empire

The Tayyib Empire, based in the region of Suristhanam, borders the Khanate of Qudesh to the west and the Kingdom of Nye to the north. Its recent upheaval regarding succession has made the nation aggressive in achieving security and prosperity. This, under the actions of some of the less scrupulous nobility and officials, has turned into covert or not-so-covert attempts to acquire land and resources from its neighbors. Furthermore, the infiltration of their community by serpentkin from Koatlan makes matters worse, for these agents seek to cause instability and disruption until they or their lackeys may obtain power over the empire.

The Veslands

The region of the Veslands is dominated by the conflict between the Theocracy of Totlan with its neighbors, the Kingdom of Aki and the Kingdom of Suyu, as well as with the various roving tribes of the region.

San Citlán

(in “The Fiend of Hollow Mine”)

San Citlán is one of the few independent settled regions within the northern Kingdom of Aki. Its value as a trading partner, and its mineral wealth, make it a sought-after destination by many within and beyond the region. It has cultural links with Tletepec, and considers itself part of the same sphere of influence as that region, though many from Tletepec feel that San Citlán is far too “polluted” with outside influences.

Tletepec

(in “Trail of Destruction”)

South and east of San Citlán is the region of Tletepec, which is part of the greater Kingdom of Aki. This region faces pressure from the Theocracy of Totlan to merge its territory with theirs. However, the people of Tletepec value their spiritual independence, which the Kingdom of Aki respects, and do not care to be under the rule of what consists of a cult of personality in their minds. The coastal regions are occasionally threatened by pirate raids or attacks from bands of ravaging merrow.

Atagua

(in “Orchids of the Invisible Mountain”)

The region of Atagua is a part of the greater Kingdom of Suyu, yet the Theocracy of Totlan is actively seeking to spread its influence throughout the region. The region is also close to natural access points to the Shimmer and the Shadow, allowing for travel between the Prime Material Plane and the two reflective planes.

Adaptations: Dungeons & Dragons (5th ed., 2024 revision)

The realm of Iorth is familiar to many who may know of Dungeons & Dragons. However, there are some qualities of settings based using Dungeons & Dragons that do not directly match with elements in the world of Iorth. As such, here are some simple tables that makes comparisons between elements found in a D&D setting that would be different (or even non-existent) in the world of Iorth.

Cosmology

The various extradimensional spaces beyond Iorth are notably different from how they appear and are referred to in a standard D&D campaign. For Iorth, the cosmos exists as a cosmic axis within the Astral Plane, which has Heaven at the highest end and Hell at the lowest end. At the center of the axis is the Prime Material Plane, Iorth, and its corresponding transitive and reflective planes with it. Orbiting the cosmic axis are the elemental planes, and several demiplanes.

D&D ConceptIorth VersionCategoryALNotes
AstralAstralTransitiveAs per source material. Has a diaspora of light elves, as well as colonies of githyanki and githzerai.
ElementalElementalPlaneFour separate planes, each of which orbit the Prime Material Plane.
EtherealEtherealTransitiveAs per source material.
Far RealmThe HorrorDemiplaneNEA strongly bizarre, alien, and malign plane. Home of several aberrations.
FeywildThe ShimmerReflectiveCG/CNHome of the light elves and many fey. A plane with CG/CN tendencies. Contains multiple Domains of Delight.
LimboChaotic MaelstromDemiplaneCNSource of the slaad, grung, grippli, and bullywugs; has infestations of hezrou demons and hydroloths.
Lower Planes & Negative PlaneHellPlaneNE/CEOverall equivalent to Carceri/Tartarus. Home of the infernal city of Pandemonium.
MechanusOrderly PatternDemiplaneLNA subset of this realm, known as The Gears, is the source of construct-like beings such as modrons, autognomes, and warforged.
Prime MaterialPrime MaterialPlaneThe default plane of the setting, where the world of Iorth exists.
ShadowfellThe ShadowReflectiveLN/LEHome of the dark elves and many undead. A plane with LN/LE tendencies. Contains multiple Domains of Dread.
Sigil & The Outlands; Radiant Citadel*AushausDemiplaneNA bizarre magitechpunk extraplanar realm where beings of all planes of existence and realities congregate. An amalgamation of Planescape, Spelljammer, Eberron, and Ravnica; also can have Radiant Citadel elements present.
Upper Planes & Positive PlaneHeavenPlaneNG/LGOverall equivalent to Bytopia/Twin Paradises. Home of the celestial city of Arcadia.
Cosmological Conversions of Iorth

Folk & Creatures

The various beings of Iorth and its cosmological reaches, and how they vary from a standard D&D campaign.

The varieties of dragons that exist in Iorth is meant to purposefully echo the six varieties of dragons encountered in the Basic D&D Red Box set of the early 1980’s. Furthermore, some beings, such as deep gnomes, duergar, derro, kuo-toa, sahuagin, and the like do not exist in Iorth, though there are beings similar to them in the same environments found in Iorth. Finally, certain creatures like particular aberrations or monstrosities that could be deemed “iconic” for D&D are not creatures native to Iorth at all, but are actually extradimensional invaders from within and far beyond the demiplane known as the Horror.

D&D ConceptIorth VersionNotes
AasimarAngelkinThe current descendants of ancient humanoids who interbred with deva angels and titans.
Basilisks & CockatricesBasilisks & CockatricesIn Iorth, the basilisk is a large legless serpentine creature that can display a hood when threatening, much like a cobra. In addition, “cockatrice” is the term for a hatchling or juvenile basilisk, which cannot petrify victims with a gaze, but can do so through a bite.
BugbearsBugbearsThough generally the same statistically, they are now the same height as hobgoblins (between 4’ and 5’ tall). Most serve as bodyguards and enforcers for prominent goblins or hobgoblins.
ChangelingsChangelingsThe current descendants of ancient humans who interbred with fey.
Demons & Tanar’riDemonsThe prisoners of Hell, who are watched over by the devils. They are opposed by the titans.
DerroDerogar
(Troglodytes)
The twisted, insane descendants of dwarves and gnomes interbred for use by the nightmarish creatures from the Horror, the derogar, or troglodytes as they are commonly known, are the dominant culture dwelling in the depths of the Nether Lands.
Devas, Planetars, & SolarsAngelsAll three of these celestial entities are known as angels, who reside in Heaven. They stand in opposition to the devils.
Devils & BaatezuDevilsThe jailers of Hell, who watch over the other fiendish beings imprisoned there. They are opposed by the angels.
DragonbornDrakinThe current descendants of ancient lizardfolk who interbred with dragons millenia ago.
Dragons, BlackBlack Dragons
(Iron Dragons)
They are Chaotic-aligned by default. Good, benevolent black dragons are known as iron dragons, who gain the shapeshifting ability of metallic dragons.
Dragons, BlueBlue Dragons
(Sapphire Dragons)
They are Lawful-aligned by default. Good, benevolent blue dragons are known as sapphire dragons, who gain the shapeshifting ability of metallic dragons.
Dragons, GoldYellow Dragons
(Gold Dragons)
Yellow dragons have a thunder-based breath weapon only, and lack the shapeshifting and secondary breath weapon of metallic dragons. They are Lawful-aligned by default. Good, benevolent yellow dragons are known as gold dragons, who gain the shapeshifting ability of metallic dragons.
Dragons, GreenGreen Dragons
(Emerald Dragons)
They are Lawful-aligned by default. Good, benevolent green dragons are known as emerald dragons, who gain the shapeshifting ability of metallic dragons.
Dragons, Metallic & GemActual metallic and gem dragons are not indigenous to Iorth. They may be encountered in a demiplane or in Aushaus.
Dragons, RedRed Dragons
(Ruby Dragons)
They are Chaotic-aligned by default. Good, benevolent red dragons are known as ruby dragons, who gain the shapeshifting ability of metallic dragons.
Dragons, WhiteWhite Dragons
(Silver Dragons)
They are Chaotic-aligned by default. Good, benevolent white dragons are known as silver dragons, who gain the shapeshifting ability of metallic dragons.
Elves, AstralLight ElvesNative elves of the Shimmer (Feywild), though many now reside in the Astral Plane. Have white hair and skin, with intense blue or green eyes. Naturally ambidextrous.
Elves, DrowCave ElvesA naturally subterranean-dwelling elf heritage. Generally look the same as drow elves from D&D.
Elves, EladrinFey ElvesNative elves of the Shimmer (Feywild).
Elves, SeaSea ElvesSea elves are said to have traces of triton heritage in their past, which enabled them to live underwater. Many sea elves serve as benevolent guardians and tenders of the waters they reside in.
Elves, Shadar-KaiDark ElvesNative elves of the Shadow (Shadowfell). Have black hair and skin, with fiery red or yellow eyes. Naturally ambidextrous.
EmpyreansTitansThe titans are the progenitors and survivors of the long-lost giants of ancient times who reside in Heaven. They stand in opposition to the demons.
GenasiJinkinThe current descendants of ancient humanoids who interbred with genies.
Giants, CloudCloud GiantsThese giants are hill giants permanently transformed by wearing and attuning to a belt of cloud giant strength.
Giants, FireFire GiantsThese giants are hill giants permanently transformed by wearing and attuning to a belt of fire giant strength.
Giants, FrostFrost GiantsThese giants are hill giants permanently transformed by wearing and attuning to a belt of frost giant strength.
Giants, HillHill GiantsThe only naturally-occurring variety of true giant that exists in Iorth, ever since the Giant-Dragon War. Many still wear and are attuned to their personal belts of hill giant strength.
Giants, StoneStone GiantsThese giants are hill giants permanently transformed by wearing and attuning to a belt of stone giant strength.
Giants, StormStorm GiantsThese giants are hill giants permanently transformed by wearing and attuning to a belt of storm giant strength.
GoblinsGoblins and KoboldsAs generally depicted in D&D, though they tend toward various shades of green complexions. There are some smaller, weaker offshoots who have bluer complexions, who are known as kobolds. Some kobolds tend to be more in tune with learning and developing magic.
GoliathsGiantkinThe current descendants of ancient humans who interbred with giants millenia ago. Their heritage is too diminished to fully activate and bond with the elemental magics that true giants can use.
HobgoblinsHobgoblinsHobgoblins stem from a mixed heritage of goblins, orcs, and humans. Though generally the same statistically, they are now between 4’ and 5’ tall.
KenkuTenguThe tengu are a wingless avian humanoid species that reside in remote mountainous regions. Some of them are shapeshifters, transforming into wereravens.
KoboldsSaurids and SquamidlingsA smaller offshoot of ancient lizardfolk who reside underground in burrows or cave systems. Some squamidlings mature into larger versions, simply known as squamids.
Kuo-ToaDeeplingsThe deeplings are a subterranean amphibian humanoid species bred by the derogar for use as servants and laborers. They naturally secrete a slippery, rancid substance onto their skin to help them squeeze through tight underground passages.
MedusasGorgonsA serpentkin fanatic “blessed” by their serpentine Great Old One patron into their current form, being gifted the powers of a basilisk. They have serpentine tails instead of legs.
Merrow, Sahuagin, & LocathahMerrowMerrow are aggressive, predatory aquatic beings who terrorize all life in the sea and on the shore. They hate merfolk and sea elves in particular. Merrow are prone to mutation, with some being larger than normal, having additional limbs, or even merfolk-like tails instead of legs.
Naga & Yuan-TiSerpentfolkSerpentkin fanatics “blessed” by their Great Old One master into a more powerful and horrible form.
Pureblood Yuan-TiSerpentkinHumans who interbred with serpentine beings from the Horror centuries ago, and who now worship a serpentine Great Old One.
SalamandersFirewurmsThough the same as their in-game counterparts, these evil elemental beings are servants of the serpentine patron of the serpentkin.
ShiftersWerekinThe current descendants of ancient humans who interbred with werebeasts.
TieflingsDevilkinThe current descendants of ancient humanoids who interbred with incubi, succubi, and cambions.
TroglodytesSquamidsThese creatures are larger and more mature versions of the squamidlings.
Trolls & HagsTroll & HagsTrolls and hags are actually members of the same species in Iorth that go through extreme sexual dimorphism when they mature. The offspring of trolls and hags are genderless creatures known as gremlins, which undergo significant transformation when they reach puberty. At the age of puberty, a gremlin randomly develops into a male or female. In males, the giant heritage dominates and the gremlins mature into trolls. In females, the fey (or fiend) heritage dominates and transforms them into hags. Males tend to be the more prevalent among gremlins, but females often develop in groups of three, which many posit as a natural development and establishment of a future coven of hags.
XvartsZwꜷrftsA magical mutation of mixed gnome and goblin heritage “created” by the ancient mage Melgar. Zwꜷrfts are very aggressive and xenophobic, and often clash with anyone near their territory.
Yugoloths, Daemons, Succubi, Incubi, & DemodandsFiends or DemodevilsImmigrants from the Horror and the original occupants of Hell, demodevils are servants of the deity of evil.
Creature Conversions for Iorth

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)