Tag: cosmos

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

Cosmology of Iorth

Unlike the Great Wheel Cosmology of standard D&D settings, the cosmos Iorth exists in has a unique cosmological structure. The majority of the cosmological existence consists of an infinite expanse known as the Astral Plane, amidst which the planes exist. Almost all planes float, drift, or orbit in the Astral Plane, except for the 3 major elements that are set upon the Cosmic Axis: Heaven, the “bubble” that holds Prime Material Planes and their bound echoes (Shadow, Shimmer, Ethereal), and Hell. The majority of objects in the Astral Plane are demiplanes/quasiplanes/paraelemental planes/shards and the like formed by debris from the orbiting planes occasionally colliding with each other or with some part of the fixed Cosmic Axis; in some instances, such debris collides into each other, and either meld together, cast off more intermingled debris of their own, or obliterate each other.

The Prime Material Planes and their Echoes

The Prime Material Plane of Iorth exists in a bubble of ether, alongside its overlapping/adjacent “echo” planes: the Shadow, the Shimmer, and the Ethereal. But, in addition to this, there are also multiple copies of Iorth (with their own echo planes) spread throughout the “bubble”; these are alternate realities of this multiverse (much akin to the variant Earths of Marvel’s multiverse or DC’s multiverse).

The Shimmer

Genre: Fairy Tale

Home of many fey creatures, as well as the domains of the Fey Court, the Shimmer is a realm of whimsy, wonder, mystery, enchantment, illusion, dream, innocence, and hope. Though the elves known as fey elves (or eladrin) tend to be numerous here, the most prominent folk of the Shimmer are the light elves. Though host to several domains of delight, it is most known for the dreamlike realm of the light elves, Wondor.

The Shadow

Genre: Dark Fantasy

The Shadow, by contrast, is a realm of cruelty, pain, loss, anger, and despair. While the Fey Court rules over the Shimmer, it is the Fell Court that dominates the Shadow. The prominent folk of the Shadow are the dark elves, who dwell in their domain of Moldor. Though host to several domains of dread, it is most known for the horrid realm of Borzalom (a.k.a., the setting called Darkloft).

The Ethereal Plane

Genre: Mythopoeia; Deity Fiction

The Etherial Plane is a realm between realms that links the various realities together. Though generally void of indigenous inhabitants, there is a few sparse, secretive settlements present in its mists (such as the Radiant Citadel).

The goddess Ki dwells/exists in this realm, able to access all of these multiversal planes as she wishes.

Heaven

Genre: Angel Works; Deity Fiction

At the “upmost/northmost/top” of the Cosmic Axis resides Heaven. The further “upward” one goes into Heaven, the stronger the positive/good influence of the Positive Energy one feels, until at last one encounters the god An on his heavenly throne.

Heaven is a pleasant, peaceful, welcoming realm, consisting of luxurious vistas and lush fruitful landscapes. The skies are clear and blue, with a warming sun and cooling breeze. The landscape gently slopes upward, leading to a colossal silvery mountain with a shining city at its summit: the Paradise of Arcadia. A wide crystal clear stream flows down from the mountain and gently meanders across the landscape. After crossing the rainbow bridge that leads to Heaven, blissful pilgrims lazily ascend the smooth marble path and stairway that leads up to the city, and seek admittance through the shimmering silvery gates of the city.

The massive wheel-like city is well-organized and pleasant, and all are able to make their way easily throughout its streets. At the city’s center is a massive garden and a magnificent white marble tower at its center. This is the Tower of Light, and at its highest point rests the throne room of the god An. Any and all may enter, and any and all may seek an audience with the deity. None within Heaven suffer for want, and none desire to cause discord or displeasure. While the realm does have its rules, every rule is fair and sensible, and unable to be exploited for greed or cruelty. All who are in Heaven have little if any desire ever to leave it.

A countless and diverse array of beings reside in Heaven, but among them all are the titans and the angels. The titans are the noble and good heroes of old deified, who battled the demons in the earliest ages of existence. Many serve as administrators and advisers in Heaven. The angels are the servitors of An and the titans, and dutifully complete the various tasks necessary for a city to smoothly operate. The most common and numerous of the angels are the devas, who frequently interact with the souls and mortals  who somehow venture to Heaven. The planetars are the next higher order of angels, serve as the officials and guards of Heaven, and are the angels first encountered guarding the gates to Arcadia. The highest order of angels are the solars, who oversee the whole of Heaven and serve as the commanders in charge of all beings in Heaven, and who answer only to An or Os directly.

In Gaming Terms (D&D, Pathfinder, OSE)

Iorth’s Heaven is a combination of the Positive Energy Plane along with all of the Upper Planes, though it has absorbed plenty of debris from collisions with all four of the Elemental Planes, it tends to have more air and water elements in the mix. In addition, it has a bit more debris from collisions with the Orderly Pattern than it does from the Chaotic Maelstrom. Though any non-Evil being can reside in Heaven, the plane itself is on average akin to Bytopia/The Twin Paradises in D&D cosmology (a NG[LG] plane). It is the home of almost all non-Evil Celestial creatures and demigods.

Hell

Genre: Demon Works; Deity Fiction

At the “downmost/southmost/bottom” of the Cosmic Axis resides Hell. The further “downward” one goes into Hell, the stronger the negative/evil influence of the Negative Energy one feels, until at last one encounters the god Ur on his hellish throne.

In order to understand the dynamics of Hell, it works best to realize that the entire plane is a vast prison. The countless demons and other sundry fiends and beings are the prisoners, and the devils are the guards. Odd as it may sound, the god Ur is both this prison’s most dangerous and feared inmate as well as the prison’s warden. The most powerful of all devils, known as the Archduke of Hell, is seen as the warden, but is actually the vice warden, working in service and answering directly to the god of darkness and chaos. Each major group of prisoners, such as demons, demodevils, slaads, hags, the succubi and incubi, efreet, and others, are roughly equivalent to various prison gangs.

No one in Hell wishes to be there, not even the god Ur. The realm is a place of constant pain, anger, despair, fear, hate, and madness. The god Ur was banished to Hell by the overgod Os, and is incapable of leaving. As angry and bitter as Ur is, the god jealously entraps his servants and other condemned entities in Hell alongside him, ensuring that they suffer as much as he does. Some entities may achieve brief bouts of “parole,” being summoned or escaping briefly to other planes of existence, but ultimately they always return back to the terror of Hell.

The majority of Hell can be described as a massive wasteland with sunless smoke-polluted skies fed by the countless wildfires and volcanoes that dot the plane. Meandering throughout the landscape is a broad, wide river of lava that leads to a massive lake of lava. At the center of this colossal lake is a lone island of razor-sharp obsidian from which is cut out an infernal city: the city of Pandemonium. Countless structures clutter the labyrinthine streets, but in the center of the massive city lies an immense, deep well that leads down to the lower layers of Hell, and ultimately all the way down to the throne of the dreaded Demogorgon, the god Ur.

The wasteland is notable for its unforgiving and inhospitable terrain: surviving off the land in Hell is not possible. Creatures that require sustenance that reside or are trapped in Hell ultimately feed off one another to survive. Breathing is labored and difficult, eliciting frequent coughing fits. Without enough protective magics to withstand the environment, a living creature from the Prime Material Plane ultimately dies from starvation, exhaustion, dehydration, or exposure alone while lost in the wastelands.

Red-hot iron-lined barges can be seen floating down the lava river, with the souls of the damned packed in as a massive towering fiend prods the barge along, ultimately heading to Pandemonium. Once there, the souls are cast out into the streets, to wander and stumble and fall further into the torments of Pandemonium. A few wicked souls either quickly or eventually prove their worth to the devils, and are rendered into devils themselves, but most try to not succumb to the schemes of the various infernal gangs and work to join a gang themselves and ascend the ranks.

The major groups of the damned are as follows:

  • Devils are the appointed guards of Hell, ensuring that no one escapes the plane, even though they themselves want to do nothing more than achieve their freedom. Agents of the devils include the scheming rakshasas and the cunning efreeti, as well as some infernal beasts such as the vicious hellhounds and hellwasps.
  • Demons are the prisoners of Hell, striving to escape their prison and inflict pain, suffering, and ultimately entropy on all of existence. Agents of the demons include devourershowlers, and vargouilles.
  • Demodevils (also known as demodands and daemons or yugoloths) are the oldest inhabitants of Hell. They are prisoners, but have gained some measure of trust from the devils and demons alike, making them equivalent to “trusty” prisoners. However, the demodevils are ultimately spies and servants of Ur, working to ensure that no one’s machinations to escape or gain power are successful unless Ur allows it. Agents of the demodevils include the seductive succubi and incubibarghestsnight hags, and nightmares.
  • Aberrations from the Horror also reside in Hell, with notable ones such as the slaad infesting a section of Pandemonium. The aberrations all work for various allegiances, but all ultimately fall sway under the will of Ur.

In Gaming Terms (D&D, Pathfinder, OSE)

Iorth’s Hell is a combination of the Negative Energy Plane along with all of the Lower Planes, though it has absorbed plenty of debris from collisions with all four of the Elemental Planes, it tends to have more fire and earth elements in the mix. In addition, it has a bit more debris from collisions with the Chaotic Maelstrom than it does from the Orderly Pattern.Though any Evil being and some non-Good beings are damned in Hell, the plane itself is on average akin to Carceri/Tartarus in D&D cosmology (a NE[CE] plane). it is the home of almost all Evil Fiendish creatures and demigods.

The Elemental Planes

Genre: Genie Works; Deity Fiction

The Elemental Planes of Air, Earth, Fire, and Water are planes of pure element that orbits the “bubble” than contains the Prime Material Planes and their echoes. Though constantly moving, they do tend to be in a certain region of the Astral Plane more often than not: the Planes of Air and Water tend to be in the upper hemirealm, whereas the Planes of Fire and Earth tend to be in the lower hemirealm.

In Gaming Terms (D&D, Pathfinder, OSE)

These realms are typically Unaligned (or true Neutral for some residents).

Demiplanes

The Astral Plane is littered with countless tiny realities referred to as demiplanes. There are too many to recount here, but there are a few demiplanes of note that bear mentioning.

Orderly Pattern

The Orderly Pattern is an orbiting demiplane plane that has an elaborate yet set and predictable spherical orbit path around the “bubble” throughout the Astral Plane, with what amounts to “gravity assists” from the pull of Heaven and Hell. It seems that the Orderly Pattern tends to slightly be more in the upper hemirealm than in the lower hemirealm. A notable region of the Orderly Pattern is The Gears, a massive construct that spawns construct servants to eternally work on and in service of the reality.

In Gaming Terms (D&D, Pathfinder, OSE)

The Orderly Pattern is a strong absolute realm of order (LN). Warforged, autognomes, modrons, and other sentient constructs often originate from The Gears.

Chaotic Maelstrom

The Chaotic Maelstrom is an orbiting demiplane that has a wild and unpredictable spherical orbit path around the “bubble” throughout the Astral Plane, with what amounts to “gravity assists” from the pull of Heaven and Hell. It seems that the Chaotic Maelstrom tends to slightly be more in the lower hemirealm than in the upper hemirealm.

In Gaming Terms (D&D, Pathfinder, OSE)

The Chaotic Maelstrom is a strong absolute realm of chaos (CN). Most sentient amphibious creatures like fire and ice salamanders, slaads, grung, grippli, and bullywugs often originate from this demiplane.

The Horror

Genre: Cosmic Horror Story; Kaiju Works

This horrid demiplane of absolute madness that serves as home to several aberrations and the great old ones, ancient enemies of the overdeity Os, such as the terrible being known as Yus. This everchanging morass of a reality is home to countless perverse beings. Nothing good comes ever from this region. Rumors speak of the Horror being merely the reverse side of the coin-like demiplane that is home to the cosmopolis known as Aushaus.

In Gaming Terms (D&D, Pathfinder, OSE)

This exodemiplane is home to aberrations such as aboleths, beholders, mind flayers, slaadi, and many others. It is also said that the dread Tarask is originally from the Horror.

Aushaus

Genre: Science Fantasy; Deity Works

This strange demiplane orbits the distant reaches of the Astral Plane, and serves as a lone outpost amid the vast void. The denizens of this realm comprise of the descendants of long-stranded planar travelers and the unique native folk of the demiplane. It holds a bizarre mix of the advanced and the primitive, and it is in a constant struggle to repel invasions from the Horror. It is also home to the legendary demiplane-within-a-demiplane-market known as the Bazaar of the Bizarre, where, rumors say, one can find anything, for the right bargain. Individuals from Aushaus are rumored to be able to travel to other worlds and realities, whether through passing through an interdimensional portal or sailing across the Astral Plane within a techno-magical purpose-built vessel known as an æћerskiff; these adventuring travelers are known as Scapejammers. This cosmopolis resides on the obverse of a coin-like demiplane which, rumors say, hosts the dread demiplane known as the Horror on the reverse.

In Gaming Terms (D&D, Pathfinder, OSE)

The setting of Scapejammer is akin to a mix of classic D&D settings such as Spacejammer, Planescape, and the Radiant Citadel. Options not available in the main setting of Iorth, or which are exclusive to other campaign settings, may be encountered here.

Greater Cosmology

The world of Iorth is not by any means the only realm of its kind. Across the countless dimensions, other variants of the world manifest themselves, and are remarkably different from the original.

Flaith (a.k.a. the Wildrealms)

Genre: High Fantasy

A realm of high adventure, the world of Flaith (pron.: Flyth) faces a great struggle between the forces of Good and Evil. The hands of the gods guide mortals discreetly, hoping that the great struggle to rid the world of its impeding doom may yet be achieved by mortal heroes.

The world of Flaith, home of the Wildrealms setting, is akin to such settings as Middle-Earth, Mithgar, Prydain, Krynn, Theros, Wildemount, and earlier edition versions of Faerun.

Gwyrthiol (a.k.a. Grandspire)

Genre: Gunpowder Fantasy; Fantastic Noir

The world of Gwyrthiol (pron.: Gweer-thee-all) is an advanced and idyllic realm where technology and magic developed side by side, and their advances have elevated the entire world. Flying ships, firearms, mass transit, towering metropolises, and other wonders are common, and many benefit from their invention. However, the power of nations and kings are rivalled by the various Guilds and Orders, and intrigue is abound.

The world of Gwyrthiol, home of the Grandspire setting, is akin to such D&D settings as Eberron, Ravnica, or Strixhaven, or other settings such as Bas-Lag or Ptolus.

Wrhymn (a.k.a. Hawkmoor)

Genre: Sword & Sorcery

The varied and enchanting lands of Wrhymn (pron.: Rim) are a place of high adventure and lost knowledge. It is a world where the bold may make their own fortune through their own hands, and gain fame and wealth by taking risks.

The world of Wrhymn, home of the Hawkmoor setting, is akin to such settings as Hyboria, Nehwon, and other such pulp settings of sword and sorcery alongside foundational settings such as Blackmoor and Greyhawk.

Yarld (a.k.a. Epic Age)

Genre: Historical Fantasy

The world of Yarld (pron.: Yarld) is one that appears very familiar to Earthlings, but with magic and mystery abound. Explorers and raiders from the cold northern lands of the Kalmark interact with the folk of the Angevin Islands, while the feuding states of the High Empire fight for dominance.

The world of Yarld, home of the Epic Age setting, is akin to such Earth-like fantasy settings such as D&D’s Mystara, the Old World of Warhammer Fantasy, the Earth-like analogs of Abeir-Toril in earlier editions, or the imported cultures as found in Yrth from GURPS.

Zordon (a.k.a. Grimvale)

Genre: Low Fantasy

The world of Zordon (pron.: Zor-don) is a dreary, grim, ruinous land where the survivors of a great cataclysm must fight to survive amidst the untamed horrors that ravage the land. Lone outposts of civilization dot the landscape, and only brave and foolhardy adventurers risk travel through the ruthless and unforgiving wild. Even still, civilization is no true haven, for the schemes of the ambitious and powerful lead them to plot, pillage, and conquer as they will.

The world of Zordon, home of the Grimvale setting, is akin to such D&D settings as the Nentir Vale, as well as some thematic similarities to settings such as Westeros, Gor, Melnibone, and the like.

Trendiblenda (a.k.a. Skycastle)

Genre: Anything Goes

The fantastic world of Trendiblenda (pron.: Tren-dee-blen-dah) may appear to those not from there as a quilted patchwork of aspects and elements of many of the aforementioned worlds, yet all present despite what may appear to be jarring inconsistencies. The world is in the midst of a massive war between the forces of the fiery Orn Horde and the frosty Til Legion, while the withdrawn and impartial Gry Sodality watch from afar. However, all of them are unaware of the looming hidden threat of the Klyr that seeks to bring about total oblivion. The world has a diverse mix of cultures, from post-apocalyptic societies rising from the ashes, idyllic wonderlands infused with fey magic, horror-steeped dystopias isolated from the rest of the world, to fantastic magitechpunk megalopolises, all of which are under the sway of the ever-present and ever-watchful gods. Dragon riding musketeers known as dragoons, magical automatons riding dinosaurs, castles in the air that are home to magical schools, interdimensional pirates, and countless over possibilities can be encountered here.

The world of Trendiblenda, home of the Skycastle setting, is effectively a massive blend of all D&D and other such game settings, though it tends to highly focus on highlighting current popular trends in fantasy and popular culture.