Xen’Drik, also known as the Shattered Land, is a massive continent which lies hundreds of miles south of Khorvaire, across the Thunder Sea and beyond the home Sea Devils, Shargon’s Teeth. The most famous features of Xen’Drik are the many ruins now overgrown by 40,000 years of neglect. Tales claim that the ruins hide troves of gold coins the size of wagon wheels, magic spells far superior to even the most advanced techniques created by the Aereni Elves, and secrets that can shatter time, space, and reality itself.

Geography Xen’Drik is bounded to the south by the everice, a sea of frozen water that never melts. Measuring the length of Xen Drik is somewhat pointless due to the effects of the Traveler’s Curse, but 2000 nautical miles north of everice lies Shargon’s Teeth, a chain of rocky, stormy islands. Beyond Shargon’s Teeth lies the Thunder Sea, a shallow tropical sea dotted with islands and approximately 900 miles wide. To the northeast of the Thunder Sea lies Aerenal, the tropical island home of the Elves. Directly North of the Thuder Sea and west of Aerenal lies Khorvaire, which is the homeland of the orcs, the gnomes, the halflings, the birthplace of the half-elves, and one of two continents on which humans reside in great numbers.

Interior Geography Again, due to the Traveler’s curse, charting Xen’Drik is futile, but the continet can be roughly divided into 4 geographic zones. These zones are the Menechtarun Desert, which runs along most of the western half of the continent. The Bellial River Basin, which takes up most of the northeastern side of the continent. There are the central cloud forests, a wooded, mountainous zone that makes up the interior of the continent. Finally there is the everice, the far southern expanse locked in a state of eternal winter.

Menechtarun Hot, dry, and fit only for the dire camels and bee people that make this arid region their homes. Inhbitants. The region is primarily known for the Abeil, the bee folk that live in giant mounds around the desert. Using a combination of magic and a natural knack for finding water, an Abeil hive-city is truly the only hospitable place in the Menechtarun desert. The Abeil are primarily a race of gardeners, craftsmen, and soldiers. They are kindly to strangers who are not Thri-Kreen.

Several tribes of Sand Giants roam in caravans across the trackless waste, carrying goods to other giant outposts from the Abeil cities. As is the case with most giants, the giants of the Menechtarun are a diverse group, meaning that some are friendly and others not friendly. Some are smart and others stupid. They all do have some things in common. They all ride dire camels, and a giant’s standing in society is usually based on how many camels and women he can afford to keep. They all prize water and magic that can create water.

The Menechtarun desert is also home to the Thri-Kreen, a savage race of four-armed mantis people given to banditry and thieving. They make fantastic warriors and, after being sufficiently broken, excellent slaves. Thri-Kreen prefer to leap upon their targets and subdue them with a flurry of attacks. They are surprisingly strong and agile, but not terribly smart. Thri-Kreen are psionically capable, and a warband will commonly include an egoist—a psion with the power to enhance the physical abilities of themselves and others.

The Bellial River Basin. Hot, humid, and teeming with all manner of life.

Inhabitants The River Basin is known primarily for two inhabitant races: the Drow and the Giants. THe Drow are those remnants of elves that refused to take part in their race’s rebellion against the giants or betrayed their brother elves to the giants—history is not clear. They have their freedom now, and most spend their days haunting the ruins of their former masters, stalking the jungle for unwary travelers, and plotting against each other.

The Everice is unexplored.


The Shattered Land Granite