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The World of Yarth

Yarth is the campaign setting for the home game of Miles Trout and John Weber.

General Information

Geography

The most detailed section of the world of Yarth is the Istuban Basin and the Eastern sea.

Points of Interest

People

Races and Heritages

There are several peculiarities unique to the races and heritages of Yarth that differ from vanilla D&D.

Notable Individuals

Some interesting individuals who are power players in Yarth include:

Adventurers

Sometimes there are adventures with random one-off characters. There are those characters.

Artifacts

A number of important artifacts and other things are found on Yarth.

Gods

There are four categories of beings who hold power over the very fabric of reality in Yarth. These beings are collectively known as “gods.” They struggle against one another in very real ways for the hearts and minds of the mortals who live on Yarth.

Dead Gods

Before the time of mortals, the world of Yarth was in the possession of a number of gods who were defeated by the Old Gods for possession of the world. These beings would subsequently be imprisoned and forgotten in time. Every so often, their existence is learned by mortals and a form of worship allows them to return to a semblance of power. Some monsters created by these Gods in ancient times still exist, asleep or locked away from civilization. One such minion of the dead gods is a colossal undying monster who slumbers deep beneath the surface known as The Tarasque.

Old Gods

These deities have been worshiped since mortals have taken control of the world of Yarth from the ancients. These deities and the cleric domains that they represent are:

New Gods

Some deities are worshiped by the younger races monotheistically, and have sprung up over time. These deities and the cleric domains that they embody are:

Outer Gods

A number of powerful entities deities hold power over the world that are not native to Yarth.

Superstitions

  • Don't eat leavened bread on the Eastern Oceans or else the sea monsters of the Carbean Islands will emerge and try to feed on your vessel.

Metaphysics

The material plane of Yarth is mirrored in both a negative and positive way by the Shadowfell and Feywild respectively. There is a wide Astral Sea that then separates these planes of existence from more distant conceptual planes where celestials, elementals, and fiends emerge. Some say that many of the gods themselves exist in these distant planes, but there is arbitrary and conflicting accounts and evidence depending on the mortal source of any information about what lies across the Astral Sea.

Cosmology

The Istuban Calendar of Yarth is made up of four seasons of a dozen seven-day weeks, each divided by a festival week. Years are counted from the founding of Kingtown. There are a dozen major constellations in the sky that make up the zodiac, as well as over a score lesser constellations. Other celestial bodies include Yarth's two moons, and five planets that cross the sky each named for one of the Dead Gods that some believe once created Yarth.

Culture

Languages

Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another.

Standard Languages

LanguageTypical SpeakersScript
CommonHumansCommon
DwarvishDwarvesDwarvish
ElvishElvesElvish
GiantOgres, GiantsDwarvish
GnomishGnomesDwarvish
GoblinGoblinoidsDwarvish
HalflingHalflingsCommon
OrcOrcsDwarvish

Exotic Languages

LanguageTypical SpeakersScript
AbyssalDemonsInfernal
CelestialCelestialsCelestial
DraconicDragons, dragonbornDraconic
Deep SpeechAboleths, cloakersInfernal
InfernalDevilsInfernal
PrimordialElementalsDwarvish
SylvanFey creaturesElvish
UndercommonUnderworld tradersElvish

Literature

Some examples of consequential writings include:

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