Eladriell's D&D Wiki
Advertisement
IntroPage

Welcome to the Homelands, a homebrew setting for D&D 5th ed.

Third planet from the sun, the world of Talamh contains the land of Kaldi, a vast expanse of scattered islands, soaring heights and secret valleys. In over 300,000 square miles of forest, moor and mountain, many different countries strive to hold back the predatory wilderness and promote or pioneer their individual ideals of civilisation. One of these is Daria, home to the Churches of the New Gods and under the rulership of an ailing King James II. The golden sandstone and gleaming marble capital of Heavenhill stands as a shining beacon bordered to the north by the Inlet of the Lost and to the south by the Lands of Pent

Surrounding Brightfort are the allied states of Valerun, the Lowhills and Shrill, bound by treaty to the throne of King James but very much their own cultures. In the far north the Dwarven Empire of Gram looms over all as an enigma, locked away beyond their great wall, and scattered across Kaldi the fragmented Courts of the Elves hide in secluded wildlands, isolated and tolerating no trespass.

The cruel land of Angyll lies far to the south beyond the Lowhills, physically connected to Kaldi but very much militarily & culturally seperate. Further still across the Darkwine Sea to the south of Angyll, the nearest other country on the main continent of Eerii is their rival Breth. To the northeast of Dana as a whole lie the Broken Lands, an immeasurably vast and inhospitable series of island fiefdoms and eastward on Eerii lies the empire of Rech, decaying, haunted and near collapsed. The world is immeasureably greater, but it is mainly in and around Daria that our tales are told...

Area Type Capital Ruler Size Population Main Culture Main Gods General Stereotypes & Inspiration
Daria Main Kingdom Heavenhill Human New Pious, idealistic & righteous.
Valerun Vassal Kingdom Greyhallow Human New/Light Dour, grim & unforgiving. 
The Lowhills Vassal States Pebble Human New/Light Practical, rugged & durable. 
Shrill Vassal Kingdom Wrathglen Human New Damaged, fearful & conniving. 
Parth Wild N/A N/A Old Wild, dangerous & irrepressible..
Riverreach Wild/Vassal State Riverrun N/A New Gaunt, haunted & dangerous.
Tuch Wild Marble Cathedral Orc New/Dark Brutal, insane & violent.
Gram Kingdom Nibheis Dwarven New/Light Mysterious, powerful & scary.
The West Ports Free States Isle of Giants Half-Elven Old Fickle, passionate & untameable.
The Far Isles Free States Stormhilt Minotaur Old Unpredictable, ferocious & superstitious.

F.A.Q

Homelands is a homebrew setting with a lot of changes to the standard Races, Classes & rules. Some things are renamed or reworked to fit in more with the settings narrative structure and you should  (as always) leave all expectations aside when at the table. In cases of doubt this Wiki takes precedence over "official" material but, as always, your DM has the final say!

Talamh is modeled on our world to varying degrees with the main nations having older Scottish cultural "feels" to them, allowing a DM to introduce this countries unique approach to storytelling, myth and fable to Players. Many names may be historically relevant in reality to Scotlands history, some may be horrendous puns or anagrams which are there for you to uncover and "enjoy"...

Given the modern pretensions about disclaimers and such, one is included here. There are no silly illusions on Talamh about sex, nor does the childish conceit of "gender" exist. People are too busy trying to survive to waste time on reinventing words or inventing new terms of address to massage egos. Sentient species on Talamh are generally (unusual or sexless species, and rare anatomical issues aside) sexually dimorphic, so how someone presents to the world or the sex they find attractive is irrelevant unless it strays into complete denial of reality, whereupon they are treated just as people who think they are a table, a frog or anything else at odds with empirical evidence. These are harmful levels of fantasy that have no place in D&D.

Character Creation

Creating a Character for Homelands is simple & much like standard 5th Ed. D&D. Simply follow one of the steps below after thinking about what kind of person you want to portray, what kind of story you want to tell & things you'd like to experience or do in a game...

  • 1: Choose a Species, Class and Background from below. You may also choose a Bloodline as long as you are not a Changeling.
  • OR 2: use the tables below in sequence to generate a Random Character.

If your Character has NO Bloodline, follow these steps...

  • Note everything you get from your Species, Background & Class, (Skills, Proficiencies, Features etc.)
  • Additionally, pick any 2 Skills, then any combination of 2 Languages &/or Tools to gain Proficiency with.
  • Pick any 1 of the Feats.
  • Stats start at 6, add or subtract any modifiers from Race, Class, Feats etc.
  • Assign 36 points on a 1-for-1 basis between your Stats, ending up with no Stat over 20 or below 6.
  • Fill in a Character sheet, remembering equipment & gold from your Class & Background.
  • Fill in the Character Questionnaire & return it to your DM, you're ready to play!

If you rolled a Character WITH a Bloodline, follow these steps. 

  • Note everything you get from your base Species, Bloodline, Background & Class, (Skills, Proficiencies, Features etc.).
  • Additionally, pick any 1 of the Skills then any 1 of the Tools to gain Proficiency with.
  • Stats start at 6, add or subtract any modifiers from Race, Class, Feats etc.
  • Assign 30 points on a 1-for-1 basis between your Stats, ending up with no Stat over 20 or below 6.
  • Fill in a Character sheet, remembering equipment & gold from your Class & Background
  • Fill in the Character Questionnaire & return it to your DM, you're ready to play!
Random Background d100 Roll History
Acolyte
Cloistered Scholar
Folk Hero
Hermit
Insurgent
Urchin


Random Common Race d100 Roll Race
1-30 Human
31-35 Dwarf - Highland
36-50 Dwarf - Lowland
51-55 Gnome - Wild
56-65 Gnome - City
66-75 Halfling - Eastern
76-80 Halfling - Western
81-85 Goliath
86-88 Elf - Sun
89-90 Elf - Wood
91-95 Players choice from this table
96-100 Roll on Unusual Race table instead!


Unusual Race d100 Roll Race
1-4 Aarakocra
5-8 Bugbear
9-12 Changeling
13 Construct - Dawnforged
14 Construct - Dayforged
15 Construct - Duskforged
16 Dragonborn - Black
17 Dragonborn - Blue
18 Dragonborn - Brass
19 Dragonborn - Bronze
20 Dragonborn - Copper
21 Dragonborn - Gold
22 Dragonborn - Green
23 Dragonborn - Red
24 Dragonborn - Silver
25 Dragonborn - White
26 Dwarf - Dvergar
27 Elf - Avariel
28 Elf - Drow
29 Elf - High
30 Elf - Moon
31 Elf - Water
32-35 Firbolg
36 Gith - Githyanki
37 Gith - Githzerai
38 Gnome - Svirfneblin
39-42 Goblin
43-46 Grung
47 Halfling - Northern
48-51 Hobgoblin
52-55 Kenku
56-59 Kobold
60-63 Lizardfolk
64-67 Minotaur
68-71 Orc
72-75 Tabaxi
76-79 Tortle
80-83 Triton
84-100 Player's choice of any Common or Unusual Race!

When generating a Character you MAY make another d100 roll to see if you have a Bloodline. If you roll 91-100 then consult the table below. This can result in unusual beings, such as Elemental Fire-touched Triton, but that just provides a chance to show of your storytelling skills! Remember that magic, ancestry or divine malarky can all provide reasons for lineages or strong-blooded individuals (a Greenskin-blooded Orc for example), The only exceptions to this would be a Changeling as they can never possess a Bloodline!

Bloodline d100 Roll Race
1-5 Celestial (Dark)
6-10 Celestial (Light)
11-15 Elemental (Air)
16-20 Elemental (Earth)
21-25 Elemental (Fire)
26-30 Elemental (Water)
31-35 Fey (Brightling)
36 Fey (Darkling)
37 Fey (Deepling)
38 Fey (Feyling)
39 Fey (Shadeling)
40 Fey (Skyling)
41 Fey (Wildling)
42-46 Feral (Longtooth)
47-51 Feral (Razorclaw)
52-56 Infernal (Abyssal)
57-61 Infernal (Diabolic)
62-66 Greenskin (Orcish)
67-70 Serpentine (Angyllish)
71 Serpentine (Draconic) - Black
72 Serpentine (Draconic) - Blue
73 Serpentine (Draconic) - Brass
74 Serpentine (Draconic) - Bronze
75 Serpentine (Draconic) - Copper
76 Serpentine (Draconic) - Gold
77 Serpentine (Draconic) - Green
78 Serpentine (Draconic) - Red
79 Serpentine (Draconic) - Silver
80 Serpentine (Draconic) - White
81-100 Player's choice from this table

Once you have done this, roll again to see what Class your Character has become.  Most sentient beings are Commoners, from unskilled Goblin miners to studious Elven herbalists, who go about their live as best they can. Only those with the right talent, skill, dedication & destiny follow the professional paths of the Classes & even then some are more accessible than others. The Multi-Class result during CharGen just means you pick a single Class of your choice instead.

Class d100 Roll Class Population % Population #
1-50 (Reroll during CharGen) Commoner 50% 250 Million
51-60 Barbarian 10% 50 Million
61-70 Fighter 10% 50 Million
71-76 Ranger 6% 30 Million
77-82 Rogue 6% 30 Million
83-88 Cleric 6% 30 Million
89-92 Druid 4% 20 Million
93-95 Bard 3% 15 Million
96-97 Sorceror 2% 10 Million
98 Paladin 1% 5 Million
99 Wizard 1% 5 Million
100, then 1-95 Multi-Class (Player's choice) 0.959% 4.795 Million
100, then 96-97 Monk 0.02% 100 Thousand
100, then 98-99 Warlock 0.02% 100 Thousand
100, then 100 Mystic 0.001% 5 Thousand


Advertisement