Tag: fantasy

From Beyond: Including Elements from Other Settings into Iorth

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

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

Home-Brewed: Iorthly Origins

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

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

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

Extradimensional

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

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

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

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

Extraworldly: From Other Realities

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

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

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

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