2.3 Rokahnar Nations
2.4 The Thousand Kingdoms
2.6 Valkrasia/Divine Dragon Lands
2.7 Turtle Dragon Islands
2.19 EarthFolk Lands
2.23 Trosk Land
This Campaign Setting can be described as Legendary. Most characters are between level 2-6. Important ones are usually around level 10, while characters known the world over are rarely under level 17. However, don't plan on seeing level 12s walking around on the steet in broad daylight for everyone to see.
The known world of Rokahnar has over six hundred million people, but it in reality most likely has more than double that. Scholars believe that the entire planet may be artifical, and capable of sustaining an incredible number of people. Although this has not been proven.
Rokahnar is unlike almost every Dungeons and Dragons world in that the clerics and wizards roles in the Setting are totally reversed but mechanically the same. For instance, wizards devote themselves to causes and philosophies, sources of power and sometimes other things, resembling the cleric in the Core Books more than the cleric itself. While the Cleric, has devoted himself merely studying a unified, though as of yet unnamed source of energy that all clerics pull from. Shamans, detailed in the Oriental Handbook, are somewhere inbetween the two. Clerics are still similar to their roles as combatants against the undead, healers, and warriors of righteousness, however. They are called clerics, simply because despite being relugated to the roles of magicians, they are taught church theology in order for a control to be made for them.. So they don't go around playing whack-a-mole with other mages.
The world of Rokahnar considers the role of gods to be somewhat controversial. A mix between 1500's/1st century Christian like, and 1600's belief. Because of the reversal of roles between wizards and clerics, the Pontiff of the Valkrasian Assembly is mechanically a wizard, although in real world terms is more like an actual cleric.
To understand Rokahnar, you must understand the divine as much as you can. For starters, these gods are not so much deities or gods as much as life forms beyond mortal understanding. These are called Elders of the Universe.
Symbol: White Staff
Home Plane: Unimportant, but probably Elysium.
Alignment: Neutral Good
Portfolio: All things Exalted, Knowledge, Spirit
Clergy Alignments: Lawful Neutral with Good tendencies, Lawful Good, Neutral Good, Chaotic Good
Domains: Good, Knowledge, Ancestors, Magic, Charm, Fate, Truth
Valkrath is the wisest of the Elders. He has all of the wisdom in all of the planes and is the creator of the other Elders. He controls divine power, and may deny it to anyone, including other Elders. In addition to great divine power, he is renowned among the gods for his arcane power. He is not an Elder of Magic, but is simply a powerful magician. He knows how to utilize sorcery without the consent of Amontinel, the Elder of Magic. He ensures there are no threats to the Elders or the universe. Valkrath has battled entities powerful enough to cause supernovas as a side effect of their breath, and there is no indication that Valkrath will ever be less powerful than he is now. .
Symbol: A sword
Home Plane: Celestia
Alignment: Lawful Good
Portfolio: The Sun, the Stars, Agriculture, and Wealth
Clergy Alignments: All good and Lawful Neutral
Domains: Law, Sun, Trade, Community, Plants, Harvest, Metal
Empyron is a powerful Elder capable of rearranging stars and suns. He is also the master of the harvest. The wealthy, poor, and middle classes all adore Empyron. He is the universal symbol of countless different attributes. Empyron enforces right moral behavior (e.g. no killing, no abuses of the soul, etc.).
((:Fanell (DnD Deity)) Alignment: Lawful Good
Symbol: Warhammer Domains: Good, War, Magic, Fate, Truth
Portfolio: Order, Justice Description: Fanell is the Elder which is powered by the principles of Order and Justice. She alternates between Good and Evil once every several millions of years, although there is no known pattern to this. Fanell herself seems to be stringently the most opposed to Evil Chaos.
Chaos: Chaos, Trickery Alignment: Chaotic Neutral(Good tendencies)
Symbol: An Axe, one side fire, and the other side icy Domains: Chaos, Nature, Destruction, Trickery, Magic
Description: A cozy adversary of Fanell, Chaos, like the other Over Powers, are beyond human comprehension. He alternates between good and evil, but with a wider spectrum than Fanell. He is sometimes known as the most beloved of the gods as deposers of tyrants and he elevates freedom as one of the highest ideals. He does, however, sometimes become evil, but as an Elder he is not able to be destroyed. Valkrath, the Elder of Good, never bothers to destroy him when he is evil, scholars indicate that this is perhaps because Chaos is too important to the universe.
Eliwyn: Alignment: Neutral Good
Symbol: A White Rose Domains: Good, Animals, Plant, Fire, Earth, Wind, Water
Portfolio: Nature, Mercy Description: Mysterious blood son of Valkrath. Eliwyn is less prone to change than Chaos, but more prone to change than Fanell. Even when he alternates between good and evil he is prohibited from being particularily cruel by his own nature. The worst he can be is murderous, but he has never been prone to enjoy others suffering, and when he does become evil he simply does so to get the job done. Nevertheless, even when evil he has many good worshipers, and he is exalted among the druids as the creator of the plant and animal.
Alonos: Alignment: Chaotic Good Symbol: Golden Sun
Domains: Good, Healing, Fertility, Charm, Magic, Protection, Sun
Portfolio: Life, Enchantment Description: Alonos means "light" in the greek, thus he has power over the stars, to a lesser extent than Empyron. He also has power over healing, fertility, birth, and white magic. He is the bane of undead, as much as Empyron, if not more. Alonos is known as an elder brother to Eliwyn, although Eliwyn was actually born chronologically before Alonos, a pre-existence of soul allowed Alonos to be some kind of spirit creature before he was actually created.
Taria: Alignment: Lawful Good
Symbol: A butterfly Domains: Law, Repose, Charm, War, Combat, Strength, Craft
Portfolio: Death, War Description: Taria has a powerful bent towards Law, although like most of the Elders, he changes his alignment once every so billion years. She believes in necromancy, although technicaly, white magic that creates deathless are "necromancy" to her. She frowns only slightly on necromancers that raise dead to serve them as an aesthetic displeasure, as long as they only animate the body and leave the spirit alone. She is also goddess of war, capable of besting some Elders at equal footing, and other with ease.
Selaniel: Alignment: Lawful Neutral/Chaotic Good(explained beloe)(strong neutral good tendencies)
Symbol: Blue staff Domains: Law, Chaos, Magic, Knowledge, Fate Portfolio: Fate, Time Description: Selaniel is a powerful master of time and magic. She comes from another plane, and was partially created as a foreign goddess. If something happens to her, then the Multiverse may be destroyed. As she is a goddess of Chaotic Good in the other universe, in this universe she was restrained by acting too much for fear of destroying all of reality. Thus, while she is in practice Lawful Neutral, she is more or less good. While manipulating chaotic energies she requires immense lawful nature in order not to become twisted against her will, and vice versa for order.
Amontinel: Alignment: Chaotic Good
Symbol: A silver coin with two faces Domains: Good, Magic, Knowledge, Rune, Spell, Artifice, Charm
Portfolio: Magic, Arcane Knowledge Description: Amon is a master of incredible magics. He delves into immense magical energies and guards it. While being Chaotic Good, he has strong Neutral Good tendencies for his love for mortals. He encourages the overthrow of tyrants and the exaltation of the good.
Morwyn: Emotion, Love, Beauty Alignment: Neutral Good Symbol: Ruby Crown
Domains: Good, Royalty, Family, Charm, Community, Fertility, Fire
Portfolio: Love, Emotions, Beauty Description: Morwyn exalts all love above anything else. She delights in doing good deeds, because she knows that when one does a good deed then good follows for people. In her dogma, good is the most important thing. Her Heaven is a magnificent paradise for romantic lovers and all kinds of followers. Her potential for Good is arguably rivaling that of Alonos and Fanell.
 Rokahnar Nations
 The Thousand Kingdoms
A vast, 8.1 million square mile expanse of one thousand different sovereign principalities and absolute monarchies. Over 90,000,000 people live here. Everything is so fragmented that it would take a historical Super Man to solve the countless issues arising from what was responsible for such disunity. All that is known by explorers is that this huge, teeming Feudal Civilization, is that it was once a single, massive empire ruled by a priest of Empyron. In reality, a conflict between the priests, nobles, politicians and royal family disintegrated the Empire into literally a thousand pieces. The culture is massive, diverse, and confusing.
Geography:The Thousand Kingdom's Geography ranges from forests, hills, mountains, bogs, grasslands, and even arctic desers.
Highly populated expanse (three million square miles) of six dozen million human beings, and even more non-human humanoids. Xia, is ruled by a powerful god-emperor. This DvR 1 has absolute authority, and over one and a half million men-at-arms at his disposal. Potential for the kingdom is either brutally barbaric or the height of civilization and culture. Emperor's often live to be past one hundred, and have always been human. Rulers of a handful of city states are called "kings". Powerful generals and warlords routinely bid for power to assassinate the Emperor, but have not succeeded two thousand years. Xia, through concentrated efforts over seas and land, have enormous trade profits, and the current Emperor is adored by the populace. The land is fertile and much is good, except for the constant rebellion of the "Kings".
Geography=Sandy deserts, bamboo forests, grasslands,plains, hills and mountains surround Xia. Its natural boundry has protected it from attack for thousands of years.
 Valkrasia/Divine Dragon Lands
Supposed to be a representation of the Holy Roman Empire. Worship of Valkrath, proselitazation of neighbors and everyone else, and knights doing battle against undead is what the Divine Dragons Lands are all about. Promoting family values, promoting honor, protection of the weak, feeding the hungry, taking care of the sick, and genereally making life Good for honest, decent folk is what Valkrasia includes in its ethical stature. The Paladinhood, Knighthood, and White Wizards are what this land protects itself with. The land is blessed directly by Valkrath, and wizards and clerics go hand in hand here. Over a quarter of one hundred million people live here, among a vast intersection of trade. The Sacred King holds absolute authority as God's representative Earth(Valkrath's representative on Earth.)
Geography=Countless forests, plains, and hills serve to make Valkrasia home to both human and non-human alike. Many rivers make the land hospitable to life.
 Turtle Dragon Islands
The Turtle Dragon Islands include twenty million folk west of Valkrasia, and 60 different noble houses. The Lightning Strikers(Samurai class) serve their Feudal Lords. Ninja(Ghost Blades) serve their own lords, as well, seeking to serve the balance as moral agents of Chaos.
Geography=Over 180 islands of the Turtle Dragon Lands surve to make each island capable of sustaining much more than currently live there.
Eighteen million residents live in this vast desert, which is home to the Rashiall House, who rule the land with the aid of the Djinn. Trade, culture, and religion flourish, but currently they are too much geared towards law, and despite being a lawful good state have few paladins.
Geography= A vast desert, with oases as centers of living, and occasionally next to the seas.
Fifteen million residents live here. This ancient land is ruled by a Pharoah, Sustareen-Amon. Fire magic, necromancy, and abjuration are popular here. In fact the natives consider Orion to be the native home of all magic. Their arrogance causes outrage in foreigners.
Geography=Two long, massive rivers run down this great desert, and they receive fertile fruit from the great silt.
In the past, Tuskot committed so many gruesome sacrifices they were in danger of being wiped out by militarily inferior neighbors because they were so horribly outnumbered. They still practice human sacrifice more than any other nation, and are rumored to be cannibals. Fourty two million people live here.
Geography=A vast, mountainous, tropical area with many rivers.
The land of the Lawyer, Scribe, and religious heresy, Zhumyr do not believe in Valkrath as God. They elevate the law above all things. Sometimes even Lawful Good characters place Law above Good but believe that it is the Law which had created Good to begin with. Twenty million people live here.
Geography= Very inhospitable, but large area connected with the great desert it shares with Orion and Rashiall. THere are rivers here, however.
Ten million people live here, in Zolda, land of heavy armors, fire arms, and airships. Currently Zolda is an imperialistic nation, they are at war with Tuskot. They worship Valkrath as the Supreme God, but they also worship a Goddess.
Geography=Mountains around the border, and plains inside. Three long rivers run down the country.
Nineteen million people live here. They resemble the vikings of Earth's Dark Ages. Originally they raided other countries, but Valkrasia won a war, and currently, Rolunok must pay taxes to Valkrasia. Rolunok does not worship Valkrath as the Supreme God. Aspects of the gods are the Pantheon here.
Geography=Cold climate. Rivers, mountains, and hills. A little plains and grasslands.
Sixteen million people live here. The brilliant people of Talum are often considered to be descendants of Gnomes. They are heavily education oriented, centering their focuses on philosophy and invention. They are considered one of the top nations in regards of hour difficult it is to succesfully invade them.
Geography= Rocky, surrounded by the sea. Many rivers.
Seven million people live here. Zoda is ruled by druids and war chiefs. They are isolationists, and prefer to live alone. However, they merely prefer to stay where they are and not expand, rather than prefer to have no contact with the outside world. Earth magic is popular here, and so is Ecomancy.
Geography=Hills, Mountains, Rivers and a little grassland.
Fourteen million people live here, in the vast jungles of Trokka. Shamans live here, and adepts live here in larger numbers than any other nation. They have iron weapons, but nothing else of their own is made of metal. Scholars believe through their oral tradition that they once had mighty empires similar to modern day Valkrasia, but the Empires were destroyed.
Geography=Vast, jungular area with a single open plain and some mountainous areas.
Elleven million people live here. Mollarok is wealthy from its mercenary soldiers. They are in cordial relations with Valkrasia, have professional armies of firearms, and airships. They are one of the most advanced militaries in the known world.
Geography= To be decided. Supposed to resemble Prussia.
Nine million people live in these 120 islands. They worship a large number of lesser aspects of deities. They are isolationists, and currently are at war with many different tribes. They almost have as many shamans as Trokka population wise, which helps to make the spread out nation difficult to conquer. Also, an otherwise severed disadvantage from lack of technology is what makes the land so difficult to conquer, is that they are used to hard conditions of life, and thus are able to maintain their empire better.
Geography= Many small tropical islands with some rocky areas.
 EarthFolk Lands
A small continent of dozens of millions of humans that rival the dwarves and druids in reverance for nature, The Earthfolk lands is home to animal spirits, and the residents claim that even the dirt and rocks can speak to them. Hundreds of tribes make the land their home.
Geography= Forests, swamps, hills, deserts, plains and mountains. Very variable terrain.
Twenty Three million people make Zatakiel their home. In the same deserts as Orion and Zhumyr, and Rashiall, Zatakiel is one of the top nations on the planet in terms of wealth. People here are happier than the other desert nations, and the ruling house is loved by the people.
Geography= A vast desert area, with large patches of grassland and oases's. Large rivers, and some areas on the sea.
Twelve million people live here. A neighbor of Valkrasia, they have among the best melee forces in the world. They also, have developed fire arms.
Geography=Supposed to be like Switzerland. Grassy inland, but surrounded by moutnains.
Thirty six million, humans, elves, gnomes and dwarves make this racially mixed nation their home. Dwarves mine, gnomes invent, and elves hunt and magick their way for the good of the nation.
Geography=Surrounded by a vast forest, part of the land is Under ground. However a vast plains land surrounds the entrance to the underworld.
 Trosk Land
Sixty million orcs live here. The vast, ten thousand tribes of orcs only agree on the border of their "civilization" and little else. Religion of the Trosk Lands consist of respect and consideration. The Evil alignment of many Trosks have been lifted in favor of neutrality and even Good lately however, to the point where there are few Evil tribes left, but it is still wise to travel armed and accompanied in the country. Furthermore relations with other nations are strained, the orcs don't trust anyone else and no one else trusts the orc. War seems to be imminent.
Geography=Vast Mountains, Swamps, and grasslands.
Seventeen million people make this nation their home. Zolombock is an African like trade nation, neighbor to the Trokka. They export medicines, diamonds and ivory to other nations, and thus enjoy an abundance of wealth. The nation is far away from many nations, yet close enough to be considered a major trading partner, yet few people see eachother from the other side often.
Geography=A quarter jungle, 15 mountains, and 60% grasslands.
Important NPCS: The Valkrasian Pope: Pope Good Life Cleric/Wizard:29, Male human Age;80 years old The old Pope has governed the Valkrasian Church for over fifty years, ever since his 30th birthday... If the Skull Dragons of Marsh Keep have a say in the matter, he will not live to see his 81st... This is because Good Life supports a reunification of the Church. He has believed that something is the matter in the Celestial Orders of Angels ever since Valkrath got picky and choosy with the communions he had stopped answering.
In reality, The Skull Dragons have discovered a way to simulate a primitive form of Ascension that mimicks what mortals consider godhood. This might unite all pagans(non-Valkrathians) against Valkrasia. If the Pope hears of this he would put a stop to it...
The Elemental Spirits: The Classical Earth, Wind, Water, and Fire spirits constantly manipulate events in Rokahnar to ensure that the planet is not taken over by any single nation. They are all CR 45, and can assume mortal avatars at will, with 30 CR. The Spirits know that Rokahnar is the focal point for countless extreme magical forces in the universe and that should Rokahnar fall, then the Omniverse will fall with it.