![]() ![]() The inquisitor background is perfectly suited to characters associated with the World of Freeport's Hexworth Inquisition. In the World of Freeport, these traits could be used as models for new human "subraces" based on various nations of the Continent. Most PCs are humans, so provincial traits are used to provide the diversity usually gained from having multiple races. This makes it very similar in feel to Curse of Strahd, and in fact, this article provides suggestions for setting that adventure in Innistrad. Innistrad is a realm immersed in Gothic horror. The Bestiary's discussion of the Eldrazi and their minions can provide numerous ideas for eldritch horrors inspired by Lovecraft's mythos. Similarly, Zendikar's goblins work quite well for the smaller inhabitants of Bloodsalt, and this plane's elves are very similar to standard D&D elves. This world's two-legged merfolk are more comfortable on land than the fish-tailed D&D race, which makes them imminently suited as PCs in Freeport. ![]() Races of Zendikar include humans, kor (a humanoid race skilled at climbing and white magic), merfolk, vampires (who are diseased humanoids rather than undead), goblins, and elves. The plane has few large settlements, which may require a bit of a stretch to use it as Freeport's native plane, but the existence of ruins from multiple ancient civilization does fit the City of Adventure's aesthetic. Zendikar was strongly influenced by D&D, so this plane feels very much like a typical D&D campaign setting. For these reasons, I've decided to review the Plane Shift articles in much the same way that I treated the new material presented in "Unearthed Arcana," by discussing how they could be used in conjunction with Green Ronin's Freeport: The City of Adventure setting. I do not own any of the art books, and have not played Magic in several years. Four planes have have been detailed so far: Zendikar, Innistrad, Kaladesh, and Amonkhet. Each art book provides background and adventure hooks for one of the planes of the Magic multiverse, while the Plane Shift articles provide the mechanics needed to adapt it as a setting for the D&D Fifth Edition game. The D&D rules can handle the rest.In order to promote their The Art of Magic: The Gathering books, Wizards of the Coast has released a series of Plane Shift articles as free PDFs. All you really need is races for the characters, monsters for them to fight, and some ideas to build a campaign. The point is to experience the worlds of Magic in a new way, through the lens of the D&D rules. 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: The Gathering in your roleplaying game. The easiest way to approach an adventure set on Zendikar is to use the rules that D&D provides mostly as they are already 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).ĭungeons & Dragons uses a flexible rules system designed to model any kind of fantasy world. 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 detail and ideas contained in that book and turn them into an exciting D&D campaign.
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