Eberron - Rising from the Last War

(Jeff_L) #1










TALENTA PLAINS

Capital: Gatherhold
Hallmarks: Dinosaurs, halflings, livestock
The halflings of the Talenta Plains have no cities and no
industrialized magic, but they do have dinosaurs. The
halflings domesticated the dinosaurs of the plains and
use these creatures as mounts, livestock, and beasts
of burden. A sacred bond exists between a hunter and
mount, and few people are prepared to face a raging hal­
fling barbarian riding a furious clawfoot raptor.
Talenta religion reveres spirits, both departed ances­
tors and natural spirits. Each tribe has a lath-a chief­
tain who guides the tribe-and shamans who consult
the spirits and choose the paths of migration.
In the past, the tribes stood alone, but during the Last
War, many halflings came together under Lathon Hal­
pum to defend their land. Halpum won recognition for
the Plains as one of the Thronehold nations, though it's
still unclear what this means beyond increasing passage
between the Plains and the outside world.

INTERESTING THINGS ABOUT THE
TALENTA PLAINS
House Ghallanda and Housejorasco both originated
in the Talenta Plains. The dragonmarked bloodlines
appear throughout the tribes, though you can play a
dragonmarked halfling from the Plains who doesn't
work for the houses.

The Talentan reverence for spirits derives from the
fact that a variety of spirits haunt the Plains. The re­
gion contains an unusual number of manifest zones
tied to Dolurrh and Thelanis (see chapter 4 for de­
scriptions of both). Ghosts are more likely to linger
in such places, and minor fey are scattered across
the Plains.


  • Stories tell of ancient ruins that date back to the first
    age of the world and of a vast graveyard holding the
    bones of dragons.


TALENTAN CHARACTERS
See chapter 1 for quirks and other features relevant to
halfling characters from the Talenta Plains. Also con­
sider the following:
Wild Warriors and Tricksters. You were born in the
wild, and your wits and your weapons helped you
survive. Talenta warriors are often barbarians or rang­
ers, relying on speed and skill. Outlander is a logical
background, but you could easily be a folk hero, enter­
tainer, or charlatan. You could even be an urchin who
was stranded in a great city and adapted to life there.
Surrounded by Spirits. Fey, fiends, and the ghosts of
ancestors, these are all part of the spirit world, and
they're all around you. Do you believe that the spirits
guide your actions? Do you show respect to the spirits
of a location? Talentan shamans tend to be druids of
the Circle of the Moon or the Circle of the Shepherd
(from Xanathar's Guide to Everything), often assum­
ing the form of dinosaurs. You could also reflect a
strong bond to spirits by playing a warlock with an
Archfey patron, a cleric with the Nature domain, a pal­
adin sworn to the Oath of the Ancients, or a barbarian
on the Path of the Totem Warrior or Path of the Ances­
tral Guardian (from Xanathar's Guide to Everything).
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