Janochia (3.5e Campaign Setting)

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This is a widely varied world across its time and existence. Many people live in this world with many ideas and beliefs. Each one depending on the time we are in. It uses a mixture of different Dungeons and Dragons content through and through.

Note: This setting has yet to be completed and I will be continuing to work on this for a long time.

Note 2: In addition, if it is not necessarily homebrew. I will place the source of the information next to the respective source.

Note 3: I'm currently running a game using this setting. When the setting gets updated, so will this page.

Note 4: In this setting, I will refer to the Dungeon Master as the storyteller.

Note 5: A lot of the names do have some influence from languages outside of European languages, so keep this in mind. Pronunciations will be in chevrons <>, unless otherwise stated. For more additional help, check the IPA for what the symbols mean.

Note 6: There is updating going on in this page.

This will become a sample page.


This is just a simple list of playable races used in the setting. Their listing will include where to find them as well. If there is an entry on D&D Wiki, the link will be included next to the entry. When the Janochian races page is complete, it'll have the stats and tables to build the characters even when starting at level one. This will just be mainly a list of the already created races; however, it will contain one completely original race unique to the setting. And there will be some unique ties to some races together.

Main Races[edit]

These are the races that are scattered across Janochia and can be found in most areas:

Human (Player's Handbook)

Elves (Player's Handbook)

Dwarves (Player's Handbook)

Xarnel (Player's Handbook) [Xarnel is the in-game name for half-elves.] Pronounced <zarnɛl>

Gnomes (Player's Handbook)

Goliaths (Races of Stone)

Regional Races[edit]

This is a races only found, in mass, in a particular area. And therefore, much more numerous in number of types than the main races. For this the region will be listed as the normal race entry.


Asherati (Sandstorm)

Bhuka (Sandstorm)


Gnoll (Monster Manual)

Bullywug (Monsters of Faerun)


Thri-keen (Monster Manual II / Savage Species)

Raptorans (Races of the Wild)


Loxo (Monster Manual II / Savage Species)

Vanara (Oriental Adventures)


Uldra (Frostburn)

Neanderthal (Frostburn)

Rāch Xāna[edit]

Region Pronunciation <ɹak ʐana>

Darfellan (Stormwrack)

Rongochak (Custom Race)

The Rongochak is a custom race unique to this setting that is my creation. The page for them has not yet been built. But as a preview, they are a plant-like humanoid race.


Region Pronunciation <sarɪgunɛʃ>

Abiel (Monster Manual II)

Xuan Ti (Monster Manual)


Nezumi (Oriental Adventures)

Kenku (Monster Manual III)


Region Pronunciation <tɬakskoko, not tlakskoko>

Lizardfolk (Monster Manual)

Catfolk (Races of the Wild)


Aventi (Stormwrack)

Erosandras (Monster Manual)

Actually, the erosandras are two monsters put together as a single race with extreme sexual dimorphism. The males of this race are satyrs, while the females of this race are nymphs.


Region Pronunciation <t͜sopanu, not sopanu>

Centaurs (Races of the Wild)

Halflings (Player's Handbook)


Lupin (Dragon Compendium)

Volpevi (Custom Race)

This is a custom race on D&D Wiki. Here is the page for the Volpevi. Although, this may be changed to fox-folk.

The Planes[edit]

There are different planes other than the material plane. There are the four elemental planes (earth, air, water, and fire), Mechanus, and Arborea. There are some details laid out in the Cosmology Section. There are planar gates to access these planes. But all other planes don't have a gate. An archmage can make a gate to get to other planes, but it is uncertain how long those gates can remain open.

But there are the three spirit plane as well: Dursland, Dingire, Kyanke

Planes of Existence (Janochia Supplement)

Notable Beings[edit]

This is to contain the notable people and deities in this setting.

Janochian Beings (Janochia Supplement)


Janochia is an entire world with three continents. They are Leishola, Otozak, and Sodenoor. Each continent has its own climates that are more consistent with each age. For more information on that, check the Geography Section.

Geography (Janochia Supplement)


This is set-up split into multiple ages. The ages listed here will be their names and time scale.

Years will be marked: YP (Year of Parjanaza)

1) Pre-Cataclysm Age

From the Creation of the World to the Great Cataclysm

2) Age of Irae

2a) Ante Noctem <YP 1-1000>

The millennium from the Great Cataclysm to the Season of Eternal Night

2b) Season of Eternal Night <YP 1001-1003>

This was when the main sun was blocked out by the mindflayers' dark magic. The war between the surface dwellers, the drow, and the abhorrent horde took place during this period of time.

2c) Post Auroram <YP 1004-1104>

This is the century following the Season of Eternal Night. War has returned to Janochia and the civilians are still getting over the shock of such a thing existing along with an entire world underneath their feet.

> During the Age of Irae, Post Auroram, the world population is about 12 million people on the surface and about 8 million people in the Underdark.

3) Era of Heroic Deeds

4) Era of Strife

5) Era of Might

6) Era of Kingdoms

7) Era of Fire

8) Era of Steel

9) Era of Lightning

10) Era of Lemuttu

Janochian Chronicles (Janochia Supplement)

For Storytellers[edit]

Please note that each time period has its own set of rules, the storyteller (Dungeon Master) should consider before playing in a particular time period. Note that the Zhamanak Time Period was not meant to be played in... also what it was like is not be revealed either. Plus, that would spoil the mystery behind that period.

Storyteller's Guide to Janochia (Janochia Supplement)

Writing and Linguistics[edit]

There are various writing systems and languages used throughout Janochia and its history.

Linguistics (Janochia Supplement)

Setting Modifications[edit]

These are just minor rules that are specific to the setting:


In addition to what it already does, it also can do the following.

1) It glows in the presence of all non-good aberrations even if there is only one present.

2) It gains an additional +1 on attack rolls and +2 damage against evil aberrations.


Kythons gain the ability of Improved Disguise Self. This allows the kythons to hide among the normal population almost completely undetected. However, they do not gain the stats of what they disguise themselves as. They have to use the original stats in combat. Mythril glows when they are present, even when they are disguised. If they are hit with a mythril weapon when they are disguised, the facade is destroyed instead of taking damage. They cannot remake the disguise again for 2d8 days. The disguise is also eliminated if they are unconscious or killed.

For more information on Kythons, see Book of Vile Darkness.


The lifestyles of the races are NOT solid and fixed.

Like in the real world, the cultures in Janochia do not exist in a vacuum and are able to influence its neighbors as well. There are two major things that are needed to consider when dealing with cultures of different races. To explain, these points I will use elves and dwarves.

1) Different races in the same region will have similar cultural traits despite differences.

Let's say that a set of elves and dwarves are in the middle of a desert. Their only source of water is the river that flows in the middle of the waste. Both races will view conservation and preservation of the water as important, even if it is the only thing they can agree on.

2) People raised by different races identify as the Foster Race.

This allows some extremely interesting game play. Let's say that an elven baby was orphaned and was adopted and completely raised by dwarves. That elf as an adult will view himself as a dwarf culturally, despite the person being an elf biologically. He would still have the racial traits that he would normally have, but he would not associate with elves. Also such an elf would not have elven as a starting language, he would have dwarven as a starting language.

What this means is that due to being raised in dwarven society, he will become accustomed to the lifestyle of the ones who adopted him. He would behave like the ones he grew up with. He would cherish the values and virtues of dwarven-kind. In addition, he would even pray to Moradin (the god of dwarves). The dwarves do not care what race you are. What matters to them is whether or not, you follow the dwarven societal laws.

This concept generally applies to the other races as well. A dwarven baby raised by elves would behave like an elf. A halfling baby raised by humans would behave like a human. A gnome baby raised by a kobold would behave like a kobold. And so on and so forth.


This setting is open for discussion for this is a bit project I'm working on.

This is also a means as to keep track of the ideas and have them organized.

Any commentary would be placed here: Discussion

Also, if there is some errors in formatting, feel free to fix the errors.

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