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| + | /* À compléter: | ||
| + | ====== Xen' | ||
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| + | Xen' | ||
| + | |||
| + | ==History== | ||
| + | [[Géants]] built the first civilization on Eberron eighty thousand years ago on the continent of Xen' | ||
| + | |||
| + | After twenty thousand years of building their Empires in Xen' | ||
| + | |||
| + | The Géants quickly mastered the lessons taught by the Dragons and began constructing hundreds if not thousands of artifacts and locations that sixty thousand years later have not been equaled. Growing conflict and intrigue in their homeland casued the Dragons that had settled in Xen' | ||
| + | |||
| + | The Géants began to teach their slaves, the Elfes, this magic. This instruction at first was to help the smaller Elfes overcome their diminutive stature in the eyes of the Géants. In time, this instruction evolved in teaching Elfes more and more of the arcane magic. For another twenty thousand years the Empires of the Géants flourished in Xen' | ||
| + | |||
| + | Forty thousand years ago, living nightmares from Dal Quor, the plane of dreams, crossed the planes and entered in the primal plane of the Géants. For a thousand years the Géants and Elfes battled the interdimensional foes throughout Xen' | ||
| + | |||
| + | Magical curses, maladies, blights and turmoil afflicted the lands and people of the Géant empires. For a thousand year the empires of the Géants sought to regain control of the land. Wars between the various empires erupted and the slaves saw an opportunity to throw off their yoke and rise up. The empires of the Géants were forced to unite against the Commun foe the Elfes, their former slaves. | ||
| + | |||
| + | In this war, the Géants again called upon their conclave of arcanists to use magic to put down the Elfique Slave Revolt. With Géantish magic unleashed the Dragons of Argonnessen returned to Xen' | ||
| + | |||
| + | In the aftermath of this war the empires of the Géants were no more. The great cities, temples and monuments of the Géants were left for ruin. Xen' | ||
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| + | Two centuries ago adventurers and explorers from [[Riedra]] and [[Khorvaire]] began delving into Xen' | ||
| + | |||
| + | ==Geography== | ||
| + | The mysterious continent of Xen' | ||
| + | |||
| + | ===Regions=== | ||
| + | {{xen_drik_map.jpg}} | ||
| + | [[jungles_de_xen_drik|Jungles]] dominate the north-east of the continent. [[deserts of Xen' | ||
| + | |||
| + | === Settlements === | ||
| + | For nearly thirty-eight thousand years Xen' | ||
| + | |||
| + | === Ruins === | ||
| + | [[Ruines de Xen' | ||
| + | |||
| + | Hidden within the wild and untamed lands are the Dévastation ruins of the ancient [[Géant]] civilization. After battling the [[Quorien]], | ||
| + | |||
| + | === The Malédiction du Voyageur === | ||
| + | The Malédiction du Voyageur alters Xen' | ||
| + | |||
| + | ==Races and Cultures== | ||
| + | {{: | ||
| + | Xen' | ||
| + | |||
| + | === Drow === | ||
| + | The [[Drow]] prefer to remain in isolation from other cultures, their seclusion forming another of Xen' | ||
| + | |||
| + | The most Commun drow culture to encounter are tribes and clans who worship [[Vulkoor]]. These settlements can be found ranging from the [[Menechtarun]] desert to the [[Jungles de Xen' | ||
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| + | The [[Sulatar]], | ||
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| + | The [[Umbragène]] have taken to a life deep within [[Khyber]], beneath the [[anneau_de_tempetes]]. | ||
| + | |||
| + | There are also reports of many other drow cultures. There are drow to be found in the [[Montagnes de Xen' | ||
| + | |||
| + | ===Géants=== | ||
| + | 80,000 years ago the Géant Civilization of Xen' | ||
| + | |||
| + | The Quorienen invaded Xen' | ||
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| + | What remained of the Géant civilization never recovered from the war with the Quorienen or the cataclysmic destruction that followed the planar gate's destruction. | ||
| + | |||
| + | The ensuing plagues and curses weakened the Géant Kingdoms, allowing the Drow and Elfee slaves to rise up in open revolt. The Géants again turned to the Dragon magic used to destroy the planar gate, but before they could release a second cataclysm, the Dragons of Argonessen destroyed what remained of the Géant civilization. | ||
| + | |||
| + | The Elfique slaves fled to [[Aérénal]] and the Drow were scattered throughout Xen' | ||
| + | |||
| + | Clans of Géants still live throughout Xen' | ||
| + | |||
| + | === Sahuagin === | ||
| + | Beginning with the littoral transistion from land to sea and into the depths of the oceans you will find the [[Sahuagin]], | ||
| + | |||
| + | Sahuagin raiders like to pray upon the ships traveling between [[Khorvaire]] and Xen' | ||
| + | |||
| + | === Thri-kreen === | ||
| + | The [[Thri-kreen]] are a Humainoïde race that resemble a praying mantis. A small community of Thri-kreen can be found under the city of [[cap-tempete]] and larger communities can be found in the [[Menechtarun]] dessert. | ||
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| + | Xen' | ||
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| + | It rises out of the mist to the south of Khorvaire, beyond Shargon’s Teeth and the Mer du Tonnerre. Today, Xen’drik is a continent of secrets and mystery, a wild place full of promise and danger. In the distant past, Xen’drik was home to a great civilization of Géants, and the remains of these kingdoms hide within the dense jungles of the continent. Géants of all types still roam the jungles and mountains of Xen’drik, but they are primitive and disorganized compared to the society of the distant past. The elves of Aérénal also trace their origin to these mysterious shores, and the darkskinned elves called drow still live among the ruins of the Géant civilization.\\ | ||
| + | The sahuagin guard the seas leading to Xen’drik, making the trip to the mysterious continent dangerous. Some sahuagin tribes can’t be reasoned with; they attack any who attempt to pass through Shargon’s Teeth to reach the jungles of Xen’drik. Other tribes, however, make a living by selling their services as guides and leading ships through the hard_to_navigate waterway. Working through malenti intermediaries, | ||
| + | In many ways, Xen’drik is a Perdu continent. It’s a huge place, and only a fraction of it has been explored. Ancient ruins, dungeons, tombs, and treasure vaults abound, and monsters of all types roam the land or lair in these sites. Explorers from Khorvaire have mapped portions of the coastline, but much of the interior of the continent remains a mystery.\\ | ||
| + | Cyclopean ruins have been found in the deep jungle, the remnants of a bygone civilization of Géants that came to an end quickly and violently. Primitive clans of Géants, regressed socially and technologically, | ||
| + | The Anneau de Siberys circles the world high above Xen’drik, and when Siberys Fragments de Dragon fall to the ground, they land on the mysterious continent. Thus, Xen’drik is the only source of Siberys Fragments de Dragon. (Some believe Argonnessen may also contain Siberys Fragments de Dragon, but the dragons won’t let anyone in to check.)\\ | ||
| + | A trade city sits at the tip of Xen’drik’s northern peninsula. Called [[Cap_Tempête|Cap_Tempête]], | ||
| + | |||
| + | |||
| + | ==== Places of Interest ==== | ||
| + | |||
| + | [[Cap_Tempête|Cap_Tempête]] | ||
| + | |||
| + | ==== Travel time to Xen' | ||
| + | |||
| + | [[sharn|Sharn]] to [[Cap_Tempête|Cap_Tempête]] | ||
| + | Transport | ||
| + | Travel Time | ||
| + | Cost | ||
| + | |~ Next Ship | ||
| + | Aéronef | ||
| + | 3 days | ||
| + | 1,440 gp | ||
| + | 4d4 days | ||
| + | Sailing ship | ||
| + | 31 days | ||
| + | 45 gp | ||
| + | 1d3 days | ||
| + | Sailing ship, Lyrandar | ||
| + | 11 days | ||
| + | 792 gp | ||
| + | 1d6 days | ||
| + | Sailing ship, Bois-Flottant | ||
| + | 16 days | ||
| + | 77 gp | ||
| + | 1d4 days | ||
| + | Wind galleon | ||
| + | 3 days | ||
| + | 432 gp | ||
| + | 2d4 days | ||
| + | [[pylas_talaear|Pylas Talaear]] to [[Cap_Tempête|Cap_Tempête]] | ||
| + | Transport | ||
| + | Travel Time | ||
| + | Cost | ||
| + | Next Ship | ||
| + | Aéronef | ||
| + | 6 days | ||
| + | 2,880 gp | ||
| + | 4d12 days | ||
| + | Sailing ship | ||
| + | 59 days | ||
| + | 85 gp | ||
| + | 3d4 days | ||
| + | Sailing ship, Lyrandar | ||
| + | 20 days | ||
| + | 1,440 gp | ||
| + | 4d4 days | ||
| + | Sailing ship, Bois-Flottant | ||
| + | 29 days | ||
| + | 144 gp | ||
| + | 2d4 days | ||
| + | Wind galleon | ||
| + | 6 days | ||
| + | 864 gp | ||
| + | 4d4 days | ||
| + | [[Port_de_Trolan|Port_de_Trolan]] to [[Cap_Tempête|Cap_Tempête]] | ||
| + | Transport | ||
| + | Travel Time | ||
| + | Cost | ||
| + | Next Ship | ||
| + | Aéronef | ||
| + | 3 days | ||
| + | 1,440 gp | ||
| + | 4d8 days | ||
| + | Sailing ship | ||
| + | 32 days | ||
| + | 45 gp | ||
| + | 1d6 days | ||
| + | Sailing ship, Lyrandar | ||
| + | 11 days | ||
| + | 792 gp | ||
| + | 2d6 days | ||
| + | Sailing ship, Bois-Flottant | ||
| + | 16 days | ||
| + | 77 gp | ||
| + | 2d4 days | ||
| + | Wind galleon | ||
| + | 3 days | ||
| + | 432 gp | ||
| + | 2d6 days | ||
| + | [[zarashak|Zarash’ak]] to [[Cap_Tempête|Cap_Tempête]] | ||
| + | Transport | ||
| + | Travel Time | ||
| + | Cost | ||
| + | Next Ship | ||
| + | Aéronef | ||
| + | 4.5 days | ||
| + | 2,160 gp | ||
| + | 4d8 days | ||
| + | Sailing ship | ||
| + | 57 days | ||
| + | 82 gp | ||
| + | 1d8 days | ||
| + | Sailing ship, Lyrandar | ||
| + | 19 days | ||
| + | 1,368 gp | ||
| + | 2d6 days | ||
| + | Sailing ship, Bois-Flottant | ||
| + | 28 days | ||
| + | 124 gp | ||
| + | 2d6 days | ||
| + | Wind galleon | ||
| + | 6 days | ||
| + | 648 gp | ||
| + | 4d4 days | ||
| + | |||
| + | |||
| + | Rising: | ||
| + | XEN' | ||
| + | I n Xen' | ||
| + | Any follower of the Sovereign Host knows this story about Xen' | ||
| + | The mightiest among the giants was the titan Cul' | ||
| + | The Sovereigns and Six each laid a curse upon the land. Aureon decreed that the creatures of Xen' | ||
| + | |||
| + | |||
| + | NOTABLE LOCATIONS | ||
| + | Many ports dot the coast o f Xen' | ||
| + | |||
| + | [[:Dar Qat]]. Dar Qat. The Inspired lords of Riedra are just as interested in the resources of Xen' | ||
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| + | [[: | ||
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| + | XEN' | ||
| + | KHORVAIRE | ||
| + | I n Khorvaire, you might ... | ||
| + | • Befriend a drow making their way in the new world. | ||
| + | • Stop the Emerald Claw from using a giant artifact to destroy a city. | ||
| + | • Aid a scholar in deciphering a book of prophecy found in the heart of Xen' | ||
| + | The tremendous diversity of the people of Xen' | ||
| + | The elves lived and fought in Xen' | ||
| + | |||
| + | TR I N K E T S F R O M X E N 1 D R I K | ||
| + | d8 Trinket | ||
| + | A punched ticket for a voyage from Sharn to | ||
| + | Storm reach | ||
| + | 2 A scorpion' | ||
| + | 3 A copper coin so big you could use it as a d i nner plate | ||
| + | 4 An i mage of an elf warrior engraved on a giant' | ||
| + | 5 A single page from a giant wizard' | ||
| + | an i n complete spell | ||
| + | 6 A scrap of parchment, part of a m a p of Cap-Tempête | ||
| + | 7 A s m a l l book titled Feersome Beests of Zendrik | ||
| + | 8 A scri mshaw carving of a sahuagin | ||
| + | |||
| + | The Lands of Xen’drik | ||
| + | Xen’drik is a vast land of harshly contrasting environments, | ||
| + | The existence of these shifting zones is one of the main reasons explorers hire native Xen’drik guides. Identifying a shifting zone requires a successful DC 30 Survival check, with characters who have served at least fi ve years as a Xen’drik guide receiving a +5 bonus. Of course, simply knowing the location of a shifting zone might not allow a party to avoid it; some zones are dozens or even hundreds of miles across. Ultimately, Xen’drik’s shifting zones are a tool for DMs seeking to challenge players with unusual and deadly environments. | ||
| + | |||
| + | The Hostile Land | ||
| + | Different wilderness environments can prove as great a challenge as any dungeon, and this is especially true in a land where adventurers are typically far from the safety of civilization. Individual DMs can decide how much of a role they want the environment to play in a Xen’drik adventure. Calculating the effects of hypothermia adds a level of complexity to a game, but also creates a sense of realism in the challenge of venturing deep into uncharted territory. By the same token, characters who insist on wearing +2 full plate of heavy fortifi cation in the desert should run the risk of heatstroke. If the DM and the players prefer to keep things moving, though, these rules can be easily ignored. | ||
| + | The wild and uncivilized nature of Xen’drik also makes food and water a signifi cant concern. With so few villages or outposts in the south, a party that loses its supplies to raiders, monsters, or ration rot moss (page 43) has to rely on the Survival skill or divine magic to ensure their safe return to Cap-Tempête. The hliska (page 54) pose no physical threat to adventurers, | ||
| + | In a realistic game, the outfitters of Cap-Tempête can be an adventurer’s best friends. Dalun Havulak can recommend cold-weather or warm-weather clothing, educate parties on the threats posed by the environment, | ||
| + | The primary resource for environmental hazards is the Dungeon Master’s Guide. Pages 302–304 discuss general environmental dangers, including the effects of starvation and thirst. Pages 86–98 provide extensive information about adventuring in different wilderness environments, | ||
| + | One key factor to bear in mind while creating adventures in Xen’drik is the wondrous and often primeval nature of the land itself. Terrible magic and extraplanar forces were once unleashed here, and the shattered continent has passed through tens of thousands of years of savagery. The King’s Forest in Breland is wilderness, but it remains part of Breland: Wroat and Sharn are not so far away, and the worst horrors of the woods were defeated long ago by the ancient knights of Galifar. However, no one truly knows what lurks in Xen’drik, and even the trees themselves are twisted and angry. The ruins of the giants are scattered everywhere, and explorers never know when they might stumble over a massive stone face staring up out of the dirt—a fallen monument of an empire long forgotten. | ||
| + | Any or all of the following environments might challenge a party seeking the secrets of Xen’drik. Jungle: While Xen’drik is home to glaciers and deserts, the majority of those who return from it speak of its vast jungles and rain forests. Dark elves lurk in the boughs of enormous trees, and ancient ruins are hidden beneath shrouds of choking vines. Forests can encompass a vast range of environments, | ||
| + | Forest environments are described on page 87 of the Dungeon Master’s Guide. Sidebars discussing jungle environments can be found on pages 43 and 54 of this book. Desert: The eastern desert of Menechtarun is over a thousand miles in length, and its deadly heat has long hindered adventurers seeking to claim its secrets. Smaller deserts and burning wastes can be found across the continent. The Desert Canyons site (page 31) can be used to represent any of Xen’drik’s desert regions. | ||
| + | The Sandstorm supplement can be used to add additional levels of detail to adventures in Menechtarun. This vast desert is home to the bhuka and asherati races from that book, in addition to the thri-kreen of the Expanded Psionics Handbook. | ||
| + | Volcanic Fields: Ties to Fernia, tectonic instability, | ||
| + | Marsh: From humid coastal regions to murky inland fens, marshland is common in Xen’drik. Much of the ancient continent was f looded in the fall of the giants, leaving fantastic ruins and countless bodies half-buried in silt and soil. Other swamps have existed since the dawn of time, home to all manner of monstrous vermin and terrible creatures. | ||
| + | The Dreary Marsh site (page 33) is one example of a Xen’drik swamp. Additional information on marsh terrain can be found on page 88 of the Dungeon Master’s Guide. | ||
| + | Crystal Waste: At fi rst glance, a crystal waste appears to be a plain of smooth, glittering ice except for its coloration, often a deep red or pale purple. Closer examination reveals such plains to be massive sheets of solid crystal. Crystal wastes are inhospitable environments, | ||
| + | The smoothness of a crystal waste makes it treacherous terrain. Each square counts as 2 squares of movement, and the DC of Balance and Tumble checks in the area increases by 5. A successful DC 10 Balance check is required to run or charge through a crystal waste. A crystal waste shares many of the features of a desert. If you are using the Sandstorm supplement, the information on glass seas provides additional details. The most dangerous places in a crystal waste are the fi elds where Siberys shards have struck the glass, shattering the crystal and creating fields of razor shards that can be whipped up to create a deadly fl aywind. Such a storm deals 1d4 points of damage each round to those caught within it (Sandstorm 22). | ||
| + | Arctic Environs: Xen’drik stretches to the southern pole of Eberron, and these far reaches are lands of endless ice and snow. At the same time, glaciers can be found in high mountains throughout the continent, and a shifting zone could bring an ice fl at into existence in the center of Menechtarun itself. Perhaps a city of ancient giants remains perfectly preserved within the heart of a glacier, the result of a desperate attempt at mystical selfpreservation in the last days of the empire. | ||
| + | Arctic environments are harsh and deadly. The Mountain Glacier site (page 39) offers a general setting for arctic encounters in Xen’drik, while page 302 of the Dungeon Master’s Guide provides information on the dangers of extreme cold. The Frostburn supplement contains a host of resources for arctic adventures, and the numerous hazards and creatures presented in that book make excellent additions to Xen’drik’s frozen wastes. | ||
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| + | TRADE GOODS OF XEN’DRIK | ||
| + | Khorvairian adventurers come to Xen’drik in search of ancient treasures and fantastic wealth, but a much wider range of commodities drives a healthy merchant trade between the continents. Precious mineral wealth flows north from its mines and dragonshard fields, and a variety of animals and plants are hunted and harvested in Xen’drik. Here are a few of the more notable trade goods of the mysterious continent. | ||
| + | Eternal Rations: Xen’drik is home to many exotic forms of flora and fauna, two of which share the same unnatural trait. Both the long corn plant and the gurk’ash beast possess a supernatural quality that slows their initial decomposition after death or harvest, allowing them to be processed into rations that never spoil. Farming and herding in Xen’drik can be a dangerous way to make a living, but such crops can earn a healthy price abroad. | ||
| + | Dragonshards: | ||
| + | Ungava: The berries of the Ungava bush can be used to produce a wide variety of alcoholic beverages, most notably the gin typically called Ungava. This drink is popular with sailors across Eberron, and it is in great demand in the taverns of Sharn and Zarash’ak. | ||
| + | Dream Serpents: These rare magical beasts (see page 76) have many fantastic properties. Nonnative hunters typically take only the skin and teeth of the serpent. The drow, who have hunted dream serpents for thousands of years, have also learned to extract the venom glands from the creature and to detoxify its meat. They remove the eyes and grind the serpent’s bones to powder, using both components in tribal rituals. | ||
| + | Tilxin Blood: The tilxin bird feeds on the nectar of magical plants, and its blood has potent properties. It is a useful component for the creation of any magic item, but it is particularly useful for haste spells. The blood of an adult tilxin can allow a character to create a potion of haste without expending experience points, or it can take the place of the haste spell (allowing a creator to make the potion without casting or emulating the spell). If it is used as an additional material component for haste, tilxin blood grants a +3 bonus to the user’s effective caster level. Maison Bombardier pays 100 gp for live tilxin birds; as a result, the creatures have been hunted ruthlessly and are hard to fi nd around Cap-Tempête. | ||
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| + | THE TRAVELER’S CURSE | ||
| + | The shifting zones make Xen’drik a wildly unpredictable realm, but they are not the only challenge facing travelers and cartographers. A force is at work in Xen’drik that defies even magical explanation—an effect that seems to encompass the entire continent and yet does not behave in any predictable fashion. The consensus of the Morgrave scholars is that this is a lingering effect of the ancient cataclysm that ended the quori invasion, but the fi rst human explorers of this land had a different explanation. They called it the Traveler’s Curse, blaming the capricious deity of the Dark Six for the unpredictable nature of exploration in Xen’drik. | ||
| + | The Traveler’s Curse twists time and distance, both in perception and reality. Two parties of explorers set out from Cap-Tempête in search of a specifi c ruin, but though both follow the same path, it might take the fi rst group one week and the second group three weeks to make the journey. No logical explanation exists. The fi rst group might find that it has covered the distance in an impossibly short time. The second might perceive a reasonable length for the journey, only to find on their return to Cap-Tempête that far more time has passed. Under some circumstances, | ||
| + | The Traveler’s Curse ebbs and flows, but it seems to have the strongest effect on those not native to the land. Parties led by a drow or giant guide are more likely to reach their intended destinations. Scholars have also noticed that the effects are weaker on the few established roads in Xen’drik—the paths connecting Cap-Tempête to the closest trading outposts. Some believe that aspects of intent are at work: Knowledge of a destination holds back the effect, and a strong-willed individual might resist or even control it. The curse has no specific game mechanics associated with it. It is an optional effect left entirely to the DM’s discretion and could change from adventure to adventure. | ||
| + | If the PCs know their exact destination, | ||
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| + | {{ : | ||
| + | {{tag>" | ||