Sensemann: Du hattest mir den Vorschlag gemacht, den Führer zu spielen und ich finde die Idee doch sehr nett. Aber damit ich dies tun kann, solltest du mir bzgl. der HG doch noch einiges zu meinem Leben in Xen´driks sagen.
Das sprengt hier leider sehr dem Rahmen...
Aber Du kannst Dir recht gut Wissen für Deinen Hintergrund aneignen...
Diese Briefen verschaffen Dir evtl. mehr wissen
http://www.wizards.com/default.asp?x=dnd/ebed/20060828ahttp://www.wizards.com/default.asp?x=dnd/ebed/20060911ahttp://www.wizards.com/default.asp?x=dnd/ebed/20060925ahttp://www.wizards.com/default.asp?x=dnd/ebed/20061023aIn the Eberron campaign setting for the Dungeons & Dragons role-playing game, Xen'drik is a continent to the south of Khorvaire. Xen'drik's coastline has been mapped but its interior remains largely unexplored, and the continent has a reputation as a land of secrets, danger, and mystery. Xen'drik and Khorvaire are separated by Shargon's Teeth and the Thunder Sea.
Sahuagin tribes guard the seas between Khorvaire and Xen'drik. Some tribes attack any who attempt to reach Xen'drik; others work as guides, often trading, assisting, and negotiating deals with explorers and merchants.
Xen'drik was once home to a civilization of giants which fell into ruin some forty thousand years ago. Primitive remnants of the giant civilization still exist within the land's jungles and mountains. Tribes of drow who worship the scorpion god Vulkoor also live among the ruins of the giant civilization, possessing the most advanced society on Xen'drik. The elves of Aerenal, once enslaved by the ancient giants, originate from Xen'drik.
The Ring of Siberys circles Eberron above the equator, which crosses over Xen'drik. Thus, Siberys dragonshards fall on Xen'drik with some regularity, and Xen'drik is one of very few sources of these rare and valuable objects.
The trade city of Stormreach is located at the northernmost point of Xen'drik, and is the only modern city on the continent. Originally a pirate hideout built among the ruins of a giant city, it now serves as the first stop for travelers to the continent. All dragonmarked houses have agents in Stormreach. Some nearby giant tribes trade with Stormreach, but the inhabitants of Xen'drik become more hostile as one travels further inland. The economy of Stormreach is based primarily upon supporting expeditions to the interior, which are made in the interest of retrieving artifacts, magical items, and other treasures from the giants' ruined cities, temples, and other outposts.
Und das hier sehr hilfreich:
http://www.wizards.com/default.asp?x=dnd/ebxe/20060224ahttp://www.wizards.com/default.asp?x=dnd/ebxe/20060808bhttp://www.wizards.com/default.asp?x=dnd/ebxe/20060808ahttp://www.wizards.com/default.asp?x=dnd/ebxe/20070417ahttp://www.wizards.com/default.asp?x=dnd/ebxe/20070312aWHY GO TO XEN'DRIK?
Whether you're a player or a Dungeon Master, what does Xen'drik have to offer? Why make the trek across the Thunder Sea? Consider the following.
The Undiscovered Country: Khorvaire holds its share of dark places (including the Demon Wastes, the jungles of Q'barra, and the Shadow Marches), but Xen'drik is almost completely unexplored. Anything could be hidden in its interior: a lost city of gold, a dragonshard the size of a mountain, or a fountain of youth. Xen'drik is an unknown land that offers PCs the chance to be explorers as well as adventurers.
Pursuit of Legends: An ancient elf war prince, said to be the forebear of Vadallia of Valenar, once turned whole lakes red with the blood of giants -- or so the stories say. It is rumored that the secretive elven sect of the Qabalrin gave birth to the first vampires, and that these undead lords still sleep in hidden vaults. Some say that the titans shattered the lost thirteenth moon on a vast altar of obsidian and brass. Xen'drik is a land of legends, allowing characters to take on challenges that are larger than life.
An Untamed Land: Travel within the Five Nations is relatively safe. Characters wandering the trade roads of Breland are unlikely to encounter hydras or manticores. Xen'drik, on the other hand, is completely wild. Anything could be lurking in the shadows: feral drow, ancient constructs, rogue dragons, or worse. Xen'drik is the place for any hero in search of a challenge, or for a Dungeon Master who wants to test a party with some new and fearsome beast.
Forgotten Lore: From the fallen empires of the giants to the nomadic drow, each of the cultures of Xen'drik has its own martial and magical traditions. Whether a party seeks to wrest long-lost secrets from the ruins of Bazek Mohl or to master the arcane Ritual of Binding, Xen'drik provides explorers with opportunities they could never find in Khorvaire.
Untold Power: The lost magic of the Age of Giants exceeds even the wildest dreams of the Arcane Congress or the Twelve. The titans of Xen'drik could forge artifacts and even shift the orbits of the planes. Expeditions to Xen'drik provide a chance to seek treasures far beyond the capabilities of the wizards and artificers of Khorvaire -- artifacts that could alter the course of history.
The Evil Mastermind: A journey to Xen'drik might not be a matter of choice. The lich-queen Vol, the Dreaming Dark, the Lords of Dust -- all the forces of darkness on Khorvaire hunger for the power hidden within the mysterious continent. PCs bound for Xen'drik might not be doing so for themselves, but to keep some artifact or secret out of the hands of those who would turn its power to evil ends.
War and Peace: Danger can arise from mundane sources as easily as dark cults and conspiracies. The Treaty of Thronehold is an uneasy truce, and many believe that it is only a matter of time before war begins again. Every nation in Khorvaire is preparing for the possibility of violence -- and what better way to prepare than by laying claim to the mighty artifacts of the ancient giants? Adventurers might be hired by kings and queens or dispatched by agents of the Chamber to stop others from claiming weapons too dangerous to be wielded by mortal hands.
Neutral Ground: Stormreach stands outside the authority of any of the Five Nations, and the wilds of Xen'drik are governed by no one. The free city can be an excellent place to wait for trouble with the law in Khorvaire to blow over, and it offers the opportunity to deal with traditional enemies more openly.
Anything Goes: Any element in the Dungeons & Dragons game can be found in the Eberronsetting, and more than any other location, Xen'drik shows the truth of that statement. Between the strange magical forces that have warped the continent and the vast arcane power of its fallen civilizations, almost any spell, object, or creature could be hidden in the depths of the shattered land.