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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 halfling barbarian riding a furious clawfoot raptor.   Talenta religion reveres spirits, both departed ancestors and natural spirits. Each tribe has a lath—a chieftain 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 Halpum 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 House Jorasco 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 region contains an unusual number of manifest zones tied to Dolurrh and Thelanis. 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.
Aftermath of the Last War   The halfling tribes joined together to defend themselves from outsiders, and the Talenta Plains were recognized as a nation under the Treaty of Thronehold. Now that the war is over, most of the tribes have returned to their hunting grounds and ancient traditions. They united to defend their way of life, and now they wish to enjoy it.   But the halflings don’t yet know if it’s possible to return to the previous ways. More foreigners visit the Plains than at any time in the past. Settlers and merchants cross the Plains as they make their way to Q’barra, and they clash with Q’barran bandits. The Valenar elves ride through the Plains in search of adventure. Monsters emerge from the Mournland. Dragonmarked houses seek to expand their role at Gatherhold and to explore the untapped resources of the Plains.   The halflings have no interest in change, but it might be inevitable. Lathon Halpum believes that if the tribes can work together, they could become a nation of nations, but others aggressively oppose such a path. Holy Uldra is a powerful shaman and the leader of her own tribe. She urges halfling warriors to join together for a single purpose: to drive all outsiders from the Plains and to maintain the ancient traditions. The halflings must decide whether the tribes will choose the path of peace or return to war.

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