Wayfinder's Guide to Eberron

(Nancy Kaufman) #1
CHAPTER 2 | THE TALENTA PLAINS 35

The Talenta Plains ....................................................


Capital: Gatherhold
Noted for 0ITÆQVO[TQ^M[\WKSLQVW[I]Z[


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life than the people of the Five Nations. They
have no cities, no industrialized magic. But
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domesticated the dinosaurs of the plains, and use
these creatures as mounts, livestock, and beasts of
burden. There is a sacred bond between a hunter
and their mount, and few people are prepared to
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clawfoot raptor.
Talenta religion is based around reverence for
spirits, both departed ancestors and the spirits
of the natural world. Each nomadic tribe has
a TI\P—a chieftain who guides and protects the
tribe—but it is the shamans who consult the
spirits and choose the paths of migration.
In the past the tribes have stood alone, but
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together under Lathon Halpum to defend their
land, and it is Halpum who won recognition for
the Plains as one of the Thronehold nations. The
Plains have only been considered a nation for
two years, and it’s still unclear what this means;
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the Plains and the outside world.


INTERESTING THINGS


ABOUT THE PLAINS



  • Gatherhold is one of the only cities in
    the Talenta Plains. All tribes come to
    Gatherhold to trade, hold councils, and
    settle disputes. House Ghallanda maintains
    Gatherhold, but it is understood that
    Gatherhold belongs to the people, not the
    houses.

  • House Ghallanda and House Jorasco
    both began in the Talenta Plains and still
    maintain connections to their ancestral


homeland. The dragonmarked bloodlines
are spread throughout the tribes, and you
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Plains who doesn’t work for the houses.


  • Stories speak of ancient ruins that date back
    \W\PMÅZ[\IOMWN\PM_WZTLIVLWNI^I[\
    graveyard holding the bones of dragons.


TALENTAN CHARACTERS
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quirks and other things relevant to characters
from the Plains. Also consider 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 rangers, relying on speed and skill.
However, cunning and charisma are equally
important, and bards and rogues certainly have
a place on the plains. Outlander is a logical
background, but you could easily be a bold folk
hero, a dashing entertainer, or a clever charlatan.
You could even be an urchin who was stranded
in a great city at a young age and adapted to
hunting in this stone jungle.
Surrounded by Spirits..MaÅMVL[\PM
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 Shepherd or Moon
druids, often assuming the form of dinosaurs.
0W_M^MZaW]KW]TLZMÆMK\I[\ZWVOJWVL\W
spirits by playing an Archfey warlock, Nature
cleric, Oath of the Ancients paladin, or a Beast
Totem or Ancestral Guardian barbarian. Hermit
and Outlander are sound backgrounds, but
you could be an acolyte or a sage who consults
with spirits instead of reading books. Warriors
and shamans alike often wear masks in order to
present a particular face to the spirit world.
Dinosaurs. <ITMV\IPITÆQVO[PI^MIKTW[M
JWVL\W\PMQZLQVW[I]ZKWUXIVQWV[AW]KIVÅVL
additional information on this—and statistics for
a clawfoot raptor—in chapter 3.
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