My esteemed colleague’s suggestion of establishing vast farms in the Talenta Plains shows his ignorance of history and lack of common sense. Why do you suppose the Talenta tribes are nomadic, Danison? Why hasn’t House Ghallanda establish its own farms in its ancestral homeland, or brought home the arcane tools they use across the Five Nations? I’ll do you one better: Why didn’t Galifar settle the Talenta Plains? For a thousand years it was called Cyre on our maps. Yet when the Great King chose to resettle the nobles of old Metrol, did he send them to the Plains? No, he sent them all the way across the Blade Desert. Perhaps—perhaps—this could be attributed to wishing to put a desert between his daughter and possible rivals, but why in the century that followed did Cyrans not settle this vast realm? Dig deeper and you may find stories of a Scale empire that spread from what we now call Q’barra into the Plains—where is that empire today?
It’s no accident that the Talenta keep moving, Danison. It’s no coincidence that they’ve developed a mystical tradition that works with spirits, and choose to hold to this path instead of adopting the arcane science of the west. There are forces at play in the Plains you know nothing about… and you are better off not knowing.
Alina Lorridan Lyrris, Aurum Concordian
Over the last twenty years of Eberron, the Talenta Plains have largely been ignored… just as they have largely been ignored by the people of the Five Nations. The Talenta tribes pursue a nomadic lifestyle and employ a system of primal magic rather than embracing the arcane science of the west. This isn’t an accident. The Talenta developed their traditions because they are the key to survival and prosperity in the Plains. Consider House Ghallanda and House Jorasco, both of which build enclaves in the Five Nations and employ arcane science in those facilities—yet beyond Gatherhold they haven’t built enclaves in the Plains, nor pushed western wizardry or artifice onto their cousins. This is no accident. The Talenta tribes have honed their mystical and mundane traditions for countless generations, and these techniques allow them to accomplish things Cannith artificers and Vadalis magebreeders can’t even imagine.
But this article isn’t about the Talenta tribes… it’s about the Plains themselves. Remember always that Eberron isn’t our world. It’s a world shaped by supernatural forces, a world in which fiends, fey, and undead are real. It’s a world in which planar influence and epic curses have dramatic effects on everyday life. And now, lest it go without saying, we’re moving from canon lore into the realm of Kanon lore—what I do with the Plains in my campaign.
So let’s consider the basic facts. When humanity spread across Khorvaire, they didn’t settle the Plains. There’s no Dhakaani ruins in the Plains. The Trothlorsvek did expand from Q’barra into the Plains, because where else could they go? And yet, their empire collapsed (… with a little help from Masvirik). Dinosaurs thrive in the Plains and in Q’barra, yet aren’t widespread elsewhere in Khorvaire. The Talenta halflings have maintained a nomadic tradition for thousands of years, and employ primal spirit-driven magic rather than the arcane science of the Five Nations—and yet, when they leave the Plains (as seen by Jorasco, Ghallanda, the Boromars, and more) they don’t bring that system of magic with them. The Talenta traditions are a path to survival and to power within the Plains, because of unique aspects of the Plains outsiders don’t recognize or understand. So with that in mind… here’s the core principle I’m working with when I approach the Plains.
The Talenta Plains have always had strong connections to Lamannia, Thelanis, and Dolurrh. During the early Age of Giants, the Plains were the heart of a powerful draconic civilization. When this nation of dragons became corrupted by the Daughter of Khyber, it fell into a war with Argonnessen that ended with the corrupted civilization being utterly eradicated. The victorious dragons employed powerful forces to contain the fallout from that conflict and to prevent any repetition of the threat. When Argonnessen later laid waste to Xen’drik, it was drawing on experience and techniques that had first been employed in the razing of the Talenta Plains.
As such, the Talenta Plains are a post-apocalyptic wasteland. But that apocalypse happened tens of thousands of years ago. The devastation was thorough, and beyond that, the civilization was unlike that of any humanoid culture. The people of the present day don’t SEE the traces of that fallen nation and the evidence of its apocalyptic fall. And yet, it holds the core principles we’re familiar with from the post-apocalyptic tales of our media: people roaming across a ruined land, invisible lingering forces that affect everyday life, wonders of the fallen civilization waiting to be uncovered. In the Talenta Plains, those “invisible forces” are spirits rather than radiation… but the basic principles still apply.
So as I’m developing my campaign in the Talenta Plains, I’m thinking about Gamma World, Fallout, and Mad Max: Fury Road in addition to old folk tales… just replace the cars in Mad Max with dinosaurs. There have always been fey, elementals, and ghosts in the Plains because of the planar influences. But there are also relics of a draconic civilization—a civilization so advanced that we don’t even recognize its tools as tools—as well as scars of the weapons that destroyed it. A crucial difference between this and the Mournland is that the basic environment isn’t as relentlessly hostile as the Mournland. There is natural life in the Plains, and it’s possible to survive and thrive there—provided you know what you’re doing and know how to avoid its dangers. And one of the basic principles to that is to keep moving. A second aspect of this is that there are ruins and monsters in the Talenta Plains that you’d never find in the heart of a nation like Breland, because the Talenta know to avoid them. The paths the tribes use in their migrations are safe, but venture off the paths and you can find wonders—along with deadly danger.
THE SPIRITS OF THE PLAINS
At a glance the Talenta Plains often seem vast and empty. But there is far more to this realm than meets the mortal eye. It’s common knowledge that the Talenta traditions involve interacting with “spirits”; what outsiders don’t realize is that this general term actually covers a wide range of entities. There are five distinct classes of “spirit” that are widespread in the Plains. But beyond the type of spirit, an encounter can very dramatically based on the form of the spirit. Ambient spirits are invisible and intangible; they can’t be interacted with directly, but they may produce supernatural effects on the environment. Pure spirits can be physically perceived in their own shape—a spectral ghost, a fire elemental, a dryad. Incarnate spirits are tied to a physical form, whether that’s animal, vegetable, or mineral; this could be face in a pool of water or a talking clawfoot. Bound spirits are similar to incarnate spirits in that they are tied to something physical, but were bound against their will; they are often tied to objects or set as guardians. So let’s talk about the five common types of spirits, but in the context of how you would encounter one as an incarnate spirit tied to a clawfoot.
- Elementals are raw primal forces, largely driven by pure instinct. An elemental clawfoot would be supernaturally strong and fast, but it wouldn’t speak or have a particular interest in interacting with humanoids. It’s just much more dangerous than a normal clawfoot.
- Fey are spirits that bring magic and story into the world; essentially, their purpose is to make mortal lives more interesting. Fey spirits have a story or a purpose, which could be simple or complex. A fey clawfoot might guard a wondrous treasure, offer wise counsel, or have a thorn in its tail that it can’t get out—do you help it?
- Undead of the Talenta Plains are typically spirits that haven’t fully reached Dolurrh. Some wish for rest; others are driven by powerful emotions or unfinished business. A haunted clawfoot might speak with your grandfather’s voice and ask you to fulfill a promise on his behalf… or it might be the corpse of a clawfoot driven by the hunter Orlasca’s vile hunger.
- Fiends are malevolent spirits. Some are tied to the Cold Sun or the Daughter of Khyber; others are sparks of evil drifting directly from Khyber. They exist to inflict suffering on mortals, though each has a flavor of tragedy it prefers. A fiendish clawfoot might lure travelers into the darkness with the voices of loved ones, killing them one by one in horrifying ways.
- Artificial spirits are relics of the fallen dragon nation that occupied this region tens of thousands of years ago. These are effectively sentient magic items, though they can be bound to fields of energy instead of solid objects. Artificial spirits aren’t usually encountered in animal forms, but there could be a spirit bound to a buried sphere of brass studded with Khyber shards which has the ability to dominate beasts, and uses these creatures to carry out its purpose—still patrolling the borders of an outpost that was ground to dust long ago.
An important point with fey, fiends, and elementals is that for the most path these are native spirits. The ambient energies of Lamannia and Thelanis are strong in this region, but it’s native influences that harness this power and form into spirits. So the fey clawfoot isn’t from Thelanis; it is Thelanian energy that has been shaped by the region and by deep archetypes. There are actually Thelanian manifest zones where travelers may interact with fey of Thelanis; but most of the fey spirits are native to Eberron. Likewise for the fiends; they are tied to overlords or to Khyber, not to Shavarath or Fernia.
So the first thing to known about the Talenta Plains is that they are full of spirits. The next question is… WHY? All of these classes and types of spirits CAN be found anywhere in the world. Why is there such an intense concentration of spirits in the Plains? The answer to that is…
A FORGOTTEN WAR
In the wake of the Age of Demons, the dragons exulted in their victory. They were few in number at that time, and it took them millennia to rebuild and to craft nations. But a time came when dragons set out to claim the world they had saved. The dragons laid down roots in Argonnessen, in Xen’drik, and in Khorvaire. Most began as explorers, artists, and scientists—unlocking the mysteries of the world they had saved. But slowly, a worm began to burrow into the collective heart of the dragons of Khorvaire. The Daughter of Khyber began to play on their pride and their arrogance. Why should they share this world with lesser beings—creatures who’d been so easily dominated by the fiends in the past? They were the children of Siberys. They were made to rule and to enforce their will upon reality. They quickly conquered the humanoids that existed in Khorvaire at the time. But what is now the Plains was the heart of their empire, where they experimented with magic and built terrifying weapons. And in this time, they themselves began to be corrupted, with spawn of Tiamat, abishai and other mockeries of dragonkind appearing. But enthralled as they were, the dragons justified this as a desired evolution and proof of their power and wisdom. When other dragons questioned them, it was proof that these rivals had to be subjugated and made to see the “light of Siberys.”
This isn’t the place to go into a long and detailed breakdown of a war between dragons. Ultimately the power of the Daughter of Khyber was broken, and the surviving dragons withdrew to Argonnessen. But the conflict shook the world. The forces unleashed in the war didn’t just shatter the cities of dragons, they tore at the fabric of reality itself. Part of the reason Argonnessen reacted so brutally to the actions of the Cul’sir Dominion in Xen’drik was because they themselves had come close to inflicting irreparable harm to reality.
Most evidence of this first draconic empire was destroyed in the conflict, and what was left has largely been erased by the passage of time. But there are still lingering consequences of that ancient war.
A Spiritual Cacophony. The barriers to the planes are worn thin. There are concrete manifest zones that have the standard effects, but beyond this the ambient energy of the planes generates an unusual amount of native spirits, as described above.
Rare Relics. Most traces of the draconic civilization were erased, and their magic was unraveled. But there are a few traces that have endured: eldritch machines that have resisted destruction, wards or guardian spirits placed by the victors, or abandoned weapons—the draconic equivalent of an unexploded blast disk. Most dramatically, there’s the potential for time capsules or fallout shelters—things specifically designed to survive the conflict and endure the passage of time.
An Arcane Menace. The civilization of the Imperial dragons was largely driven by arcane science. Over the course of the war, the enemies of the empire unleashed slow, inexorable weapons designed to undermine and break down that draconic civilization. The process is extremely slow by human standards, but it is inexorable. Any static community in the Talenta Plains will suffer the following effects.
- It will draw ghosts and undead—tortured spirits unable to reach Dolurrh. The effect ramps up as it goes; the more restless spirits are in a region, the more newly dead spirits are drawn to this mass instead of to Dolurrh. At a glance this might sound like a good thing—isn’t Dolurrh oblivion?—but the spirits are disoriented and tormented. Hauntings can range from merely disturbing to concretely dangerous, and it continues to worsen over time. Think of every haunted house movie you’ve seen, and slowly amplify the effects.
- Arcane magic is subtly corrupted over time. Systems may break down or malfunction. Living spells can manifest.
This effect is slow but inexorable. The Trothlorsvek dragonborn were able to resist it—as discussed in more detail later in this article—but the point is that it is dangerous to remain still and that traditional arcane science will slowly go wrong. This effect is slow enough that it doesn’t affect the wizard or artificer passing through to Plains, but it’s why Ghallanda and Jorasco don’t implement the arcane infrastructure of the Five Nations in the Plains. And it’s why the people of Metrol and Cyre didn’t settle in the Plains—They DID, but every settlement came to a miserable end and sages soon recognized that it was a concrete, real effect and that settlement was ill-advised.
WHAT ABOUT THE DRAGONBORN?
During the Age of Monsters, the dragonborn expanded out of Q’barra and into the Plains. They were able to establish an empire of their own, that lasted for a time; it ultimately collapsed when the partial release of the overlord Masvirik forced them to return to Q’barra. Historians will note that they never attempted to rebuild this empire and that there’s very little mention of dragonborn ruins in the Plains. Personally, I’d expand this history in a few ways. I’d say that the expansion of the dragonborn empire was part of the requirements for Masvirik’s release—that the fiends of Masvirik encouraged the spread of the empire knowing it would help their overlord. Likewise, I’d say that the Daughter of Khyber played a role as well. Normally she doesn’t influence dragonborn, but her claws were sunk deeply into the Talenta Plains and she has a greater presence there than anywhere else beyond the Pit of Five Sorrows. So the influence of Masvirik and the Daughter twisted the dragonborn, again unleashing abishai, spawn, and other horrors—along with Dolurrhi hauntings described above. It’s not simply that the Trothlorsvek had to abandon their holdings in the Plains; they had to destroy them in order to break the power of the Daughter and the Cold Sun. In my campaign there ARE definitely still ruins to be found, but they are isolated and limited—and rightly shunned by the Talenta tribes, whose paths of migration keep them far away.
SO… WHAT’S IN THE PLAINS?
The inspiration for this article was a question posed on my Patreon… What are some interesting adventure sites or villains you would place in the Talenta Plains if you were running a game there? The point was that the Plains seems to be vast and empty, without a lot of real points of interest. Why would adventurers go there? Taking everything I’ve suggested above, here’s a few ideas.
Ruins
We don’t hear much about ruins in the Talenta Plains. In part that’s because the previous widespread civilizations were thoroughly and intentionally destroyed… and in part it’s because the few ruins that are left are bad, dangerous places that the Talenta learned to avoid thousands of years ago. There ARE still ruins out there if you leave the migratory paths followed by the tribes… but there’s good reason they’ve been left alone. Here’s a few ideas entirely off the top of my head.
The Temple of Tiamat. Once this was a vast citadel of followers of the Daughter of Khyber. All that’s left on the surface are the faintest traces of ancient walls and broken stone. But there is a passage that leads below—a cavern formed of pure demonglass, something even the dragons couldn’t destroy. The ruin is dead and silent… but as people explore it, it stirs to life. Carvings of abishai become real, pulling free from the walls and eager to torment mortals. And in the deepest layer, a demonglass dracolich—the Ancient Askannath—guards an hoard of treasures from the forgotten civilization. The fiends and their master can’t leave the demonglass sanctum, but the longer mortals remain within it, the more it comes to life. Why would adventurers go there? One possibility is that they stumble upon it by accident, when they choose to ignore halfling warnings about cursed lands. Another is that they are searching for a draconic relic — an artifact a sage has traced to this place. It could be this is purely a source of information or knowledge. Or it could be that an ancient weapon from the forgotten war remains intact. Are the adventurers sent to recover it for the good of their own nation? Or are they pursuing rivals—trying to stop the Emerald Claw from seizing the Stone of Doom?
Haunted Hastalar. Most of the cities of the dragonborn empire were destroyed. Most… but not all. The fortress-town of Hastalar remains perfectly intact. But it has long been shunned by the halflings, and with good reason: it is intensely haunted. Hastalar was attacked by a Dhakaani legion before the full collapse of the Trothlorsvek dominion, and lingering spirits of both Dhakaani dar and dragonborn soldiers remain, howling through the streets. There is a powerful duur’kala banshee here who song is louder and deadlier than that of the standard banshee. Poltergeist activity is a constant threat. There are countless ghosts and shadows, and anyone who sleeps in Hastalar may be possessed by a vengeful spirit that seeks to reenact the final struggle. But there are relics of both the Trothlorsvek and the Dhakaani here. A Dhakaani Kech may send a force here to recover a potent artifact; the Kech Nasaar could try to release the banshee and recruit her to their cause. The Trothlorsvek could ask a team of trusted adventurers to recover a relic of their own; the haunting has a more powerful effect on dragonborn and they need softskins to explore it.
The Planar Workshop. Another subterranean ruin of the forgotten war, this is essentially a fallout shelter and arcane workshop designed to harness and manipulate planar energies. It is shielded from divination and has been hidden even from the Chamber itself. The region around it is especially dangerous, and the workshop itself is filled with malfunctioning magic—deadly artificial spirits, living spells, and golems. It could be that there’s a specific artifact here to be discovered. Or perhaps there’s a Chardalyn dragon—a relic of the forgotten war—that rises up and starts menacing the Plains, and the secret to stopping it lies in this vault.
Legendary Beasts
Incarnate spirits can result in terrifying threats. The Talenta tribes largely avoid these dangers, but perhaps adventurers have a reason to deal with them. A few entirely random ideas…
- Flamemaw, a swordtooth titan (tyrannosaurus rex) blended with a fire elemental; it has a burning aura and breathes fire.
- The Red Eyes, a pack of clawfeet possessed by fiends. The Talenta avoid their hunting grounds, but perhaps their territory suddenly shifts. Alternately, a Talenta adventurer could wish to recover the weapon of a legendary hunter who fell fighting the pack…
- The Great Hammertail is a legend of a massive ankylosaurus that has a town on its back. Think of this as Brigadoon, except on the back of a wandering dinosaur. Needless to say, this is a fey phenomenon. But there could be blessings and wonders to be found in this town! Alternatively, this could be a patron for a halfling warlock that uses the Genie archetype; instead of traveling into a bottle, their sanctuary is a tent on the back of the Hammertail!
- Orlasca Ghouls are discussed in Chronicles of Eberron; essentially, these are ghoul beasts that are guided by a single predatory consciousness. They could arise anywhere, and if they spread over a large force—perhaps wiping out an entire small tribe and raising them as ghouls—they could be a terrible threat.
- The Carver is a large predator that will bargain with potential prey. Is it a fey spirit that offers fair bargains, or a fiend that will bring only misfortune?
- The Living Wish is an epic living spell, a dangerous relic of the forgotten war. It spends most of its time slumbering. Someone—perhaps an Aurum concordian?—learns of its existence and hires adventurers to try to locate it and use its power. What damage might it cause to reality?
Spirits
Spirits are a defining aspect of the Plains. Here’s a few ways they could inspire adventures…
- Curses or Blessings. A Talenta adventurer could have a longstanding bond between a fey spirit and their family that is about to become due. This could be a good thing; on their twentieth birthday, if an heir of the Cascala bloodline can find and catch the silver fastieth, they will receive a boon of speed. Or it could be a bad thing; on their twentieth birthday an heir of the Cascala bloodline has one opportunity to catch the silver fastieth; if they fail, they will die.
- Minor Fiends. Minor fiends can cause trouble anywhere in the Talenta Plains. The halflings know minor warding rituals and traditions that largely protect their tribes from loose fiends, but outsiders may have to deal with all sorts of minor harassments. Beasts could be possessed. Travelers could have nightmares, or be troubled by anything from illusions to phantasmal killers.
- Guiding to Rest. The wandering undead of the Plains are largely tormented by their restless existence. Adventurers could be tasked to find a wandering spirit and help lay it to rest. Alternately, they could be tasked to find the spirit of someone important who died in the Plains and whose spirit was lost. The Cannith seneschal was touring the Plains. Now it seems his spirit’s bound to a clawfoot and he can’t be raised from the dead unless you find it.
- Ancient Force. An artificial spirit from the forgotten war could hold priceless knowledge about draconic magic or the history of the first age. But what would convince their entity to help adventurers? And is it actually wise to give humans the knowledge this being possesses?
Villains
What villains might I use in a Talenta campaign? Once again, here’s a few entirely random ideas…
- Tellan Narathun. A concordian of the Aurum, Tellan Narathun has made a fortune off of dangerous things his family has recovered from Sol Udar, and now he’s turning his attention to the relics of the Plains. Tellan could start out as a patron for a party of adventurers, but the more they work with him the clearer it becomes that he’s selfish and dangerous. It could be that he is purely driven by mortal greed… or over the course of the campaign he might make one too many bargains with fiends and become a host for an immortal threat. He’s experimenting with symbionts from Sol Udar, and the longer the campaign goes, the more alien he will become. As I said, he could start as a patron, or he could start as the patron of a group of rival adventurers the player characters clash with—either way, the longer it goes, the more dangerous he becomes.
- The Scales. A cult of the Daughter of Khyber. They would start out seemingly innocent—perhaps a friendly dragonborn working with a willing tribe of halflings to investigate the fall of the Trothlorsvek empire—but over time would become corrupted, dragon-fiend terrors.
- Oblivion. An artificial spirit from the forgotten war that seeks vengeance on Argonnessen. Once recovered, it would serve as a patron (possibly creating warlocks or draconic sorcerers) in a long slow quest that would start by targeting Chamber agents and build to something ever more dangerous. Along the way it would be recruiting both dragonborn and actual dragons, serving as a locus for the influence of the Daughter of Khyber.
- Holy Uldra. Let’s not sleep on our existing villains. Uldra is a charismatic halfling lath who believes “following the path of the Five Nations is wrong and goes against the spirits of their ancestors and the beasts with which they share the Plains. She also rails against the dragonmarked houses for abandoning the ancient traditions of the tribes.” As it stands, she’s a cleric of the hunt. But in her ambitions to punish the houses and to strike agains the Five Nations, she could make bargains with fey or fiends, gaining increasingly dangerous powers (even as she drifts away from the ancient traditions herself). Part of the threat of Uldra is the idea that she can lure innocents to her cause and potentially cause war within the Plains itself. It’s not the case that all her followers are possessed or evil; some may have valid issues with the role foreign powers have taken in the Plains.
Supernatural Sites
Setting aside ruins and places that have already been named like Krezent and the Boneyard, what are some interesting locations I might use in the Plains? Before specifics, I’ll call out that the Plains have a number of large, strong manifest zones tied to Lamannia, Thelanis, and Dolurrh; in this current interpretation, I’d tie the Boneyard to Dolurrh instead of Mabar. In addition, incarnate spirits can be tied to plants, stones, soil, or other locations. Very briefling, consider the following…
- A large pond inhabited by a water weird. This place is a hybrid of fey and elemental forces. The weird can serve as an oracle, but it demands a price for its wisdom and will drown anyone who seeks to reclaim the tribute thrown into its waters.
- A grove of trees that moan in the wind. Each tree holds the essence of someone who died long ago, and speak with dead can be used to give a tree a clear voice for a short time. If trouble, the trees can wail with the same effect as a banshee’s howl.
BUT WHAT ABOUT…
… Krezent? It could be tied to the forgotten war, but I’m inclined to say that it remains as described—a relic of the couatl and the Age of Demons. The Shulassakar take care to contain the potential threats of Krezent, but they can’t guard every dangerous site in the Plains. However, the Shulassakar could be patrons or advisors for adventurers—or dangerous enemies who send a strike force to stop the adventurers if they are blundering around into dangerous territory. I’d also call out that the population of Krezent isn’t sufficient to count it as a “town” for purposes of triggering the ill effects; while it houses a population of Shulassakar, the ECS still identifies it as a “ruin” and not an active city.
... Gatherhold? If settlements in the Talenta Plains are slowly cursed, how does the town of Gatherhold survive? This is a mystery even to the Talenta themselves—the fact is that it does and always has. The most logical answer is that unlike the Mourning, whatever curses were laid upon the Plains long ago don’t perfectly conform to current political boundaries. Gatherhold is already on the edge of the Plains, on the shore of Lake Cyre; likely it’s simply outside whatever effect is responsible for the hauntings. The same is true of the “small towns” along the northern border. On the other hand, maskweavers and other mystics have long been performing rituals to draw in the favor of benevolent spirits to protect and preserve Gatherhold, and it could be that it is these traditions are responsible for its ongoing propsperity. Nonetheless, the fact remains that there’s a reason Gatherhold is an anomaly, and that the there aren’t towns spread throughout the Plains. With that said, it’s important to note that this affect is supposed to target TOWNS and COLONIES, and could spare small outposts. The Tolashcara monitor the Boneyard. The Shulassakar guard Krezent. But in both cases, these aren’t CITIES… and it’s also the case that the Shulassakar channel the Silver Flame and the Tolashcara specialize in necromancy, so both are able to deal with hauntings.
… Fire Ecology? Wildfires play an important role in environments such as the Plains, and that would be just as true in the Talenta Plains as it is in our world. Wildfires are a regular part of life in the Plains and another reason to keep moving. The twist I’d add to consider the ways in which Eberron isn’t our world is that I would have fire spirits in the Plains in addition to purely natural wildfires. These could include elemental wildfires, who largely act just like mundane wildfires but that might sing in Ignan as they burn, and which could respond to druids or bards; fey wildfires, which would play out stories—perhaps being mischievous, perhaps targeting heroes to make their life more challenging; or fiendish wildfires, which would be unnaturally dangerous, aggessive, and cruel.
IN CONCLUSION…
This truly just scratches the surface of what’s possible here, and every aspect of this could be expanded upon; hopefully this gives you some ideas. Again, all of this is KANON—this is what *I* would do if I focused on the Plains—but that doesn’t mean that YOU have to use it.
A few quick points, since I don’t have time to talk about the Talenta themselves…
- Talenta “spirit traditions” cover a wide range of actual paths. The Maskweavers are one such path and primarily deal with fey and elemental spirits. The Tolashcara deal with undead. Talenta traditions could produce rangers, druids, warlocks, clerics, bards, monks, artificers, and more. The point is that they generate these effects through interactions with spirits: seeking guidance from them or bargaining with them, binding them, drawing on their ambient power, and more. Saying it again, these spirits aren’t tied to specific CLASSES. You can be a Talentan druid, warlock, or artificer and draw your powers from interacting with spirits! CANNITH artificers employ arcane science, but a Talentan artificer can produce the same EFFECTS by working with spirits of the Plains.
- On a large scale, these traditions don’t work when you leave the Plains. This is why House Jorasco largely employs arcane science in the Five Nations rather than calling on healing spirits; the spirits aren’t THERE in Breland. However, a Talentan player character can still use class abilities wherever they are. This can be justified either by the player character being remarkable and maintaining a connection over a distance; by them having an attendant spirit that invisibly travels with them; or by them personally being able to work with local spirits.
- I previously said that the Tolashcara deal with Mabaran undead; in this model I’d switch their focus to be on Dolurrh.
Thanks again to my Patreon supporters, who make these articles possible! I won’t be answering questions on this article, but feel free to discuss it in the comments.