For these reasons, material in this supplement is not legal in D&D Organized Play events. The game mechanics in this supplement are usable in your D&D campaign but are not fully tempered by playtests and design iterations. And explore a map featuring a more detailed look at Aerona, from the Hurloon Mountains to the Whispering Woods! Battle the scheming cultists of the Cabal or the homarids of the Vodalian Sea. Play a fierce Keldon or a soaring aven, uphold the ideals of Serra or the legacy of Tolaria, and defend the shining cities of Benalia or the ancient elfhames of Llanowar. Author James Wyatt (lead designer of the forthcoming Guildmaster's Guide to Ravnica) has filled these pages with character hooks, adventure ideas, new monsters, and new insights into the lands of the Domains. Starting with the huge sweep of geography and history described in The Art of Magic: The Gathering-Dominaria, this supplement zooms in to the continent of Aerona and its environs to present a setting for your Dungeons & Dragons games. For the most part, the merfolk of Vodalia just wish to be left alone, but they can't ignore the ships crossing their waters-particularly the Cabal vessels sailing west from their Stronghold in Urborg. The Seven Great Houses of Benalia and the elfhames of Llanowar try to maintain stability and order, the Church of Serra seeks to cultivate art and virtue, and the Tolarian Academies pursue an ever deeper understanding of the science of magic. Orcs and kobolds raid Benalish farms, dissident factions of Keldons plan war in defiance of their leaders, and the sinister Cabal worms its way into the fabric of society. All you really need is races for the characters, monsters for them to face, and some ideas to build a campaign."The true test of all heroes is not what they achieve, but whom they inspire."įrom the lush forest of Llanowar to the frozen expanse of Keld, the lands of the Domains teem with intrigue, exploration, and war. The point is to experience the worlds of Magic in a new way, through the lens of the D&D rules. James Wyatt had finished writing The Art of Magic: The Gathering-Innistrad by the time Curse of Strahd had been released. The D&D magic system doesn't involve five colors of mana or a ramping-up to your most powerful spells, but the goal isn't to mirror the experience of playing Magic in your role-playing game. By the time Plane Shift: Zendikar saw the light of day, the game and story of Magic: the Gathering had moved on from Zendikar and started the tale of Shadows over Innistrad. D&D is a flexible rules system designed to model any kind of fantasy world. Plane Shift: Zendikar was made using the fifth edition of the D&D rules. The easiest way to approach a D&D campaign set on Zendikar is to use the rules that D&D provides mostly as written: a druid on Zendikar might call on green mana and cast spells like giant growth, but she's still just a druid in the D&D rules (perhaps casting giant insect). You can think of Plane Shift: Zendikar as a sort of supplement to The Art of Magic: The Gathering-Zendikar, designed to help you take the world details and story seeds contained in that book and turn them into an exciting D&D campaign. And it's all surrounded by amazing fantasy art that holds boundless inspiration in itself. It's littered with adventure hooks and story seeds, and lacks only the specific rules references you'd need to adapt Zendikar's races, monsters, and adventures to a tabletop D&D campaign. Many of the plane's creative roots lie in D&D, so it should be no surprise that The Art of Magic: The Gathering-Zendikar feels a lot like a D&D campaign setting book. “ Dungeons & Dragons and Magic: The Gathering are two different games, but that doesn't mean their Multiverses can't meet.įrom the beginning, Magic's plane of Zendikar was conceived as an "adventure world" where parties of explorers delve into ancient ruins in search of wonders and treasures, fighting the monsters they encounter on the way.
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