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D&D 5th Edition -- The World of Zhaindaiv
• What we'll do Welcome to Zhaindaiv, a world where there are no gods interfering with mortals, alignment is optional, and politically-motivated individuals are as dangerous as the Tainted creatures that regularly raid during Dark Moon. The Great War between “good and evil” happened 200 years ago, and the traditionally “evil” races lost. Today, nations of elves, dwarves, humans, and others skirmish and scheme with and against each other now that the son of the long-dead Emperor nears time to assume the throne. Reservations filled with orcs, goblins, and trolls continuously press against their borders, and seek the same representation as the free races. Monstrous creatures of chaos assault all the civilization on a monthly basis, which gives opportunities for adventurers to gain experience. And the mysterious Dragon Congress in the Free City of Conlodar sees a “bigger picture” of threats to the world both mundane and magical. Zhaindaiv is a D&D 5th Edition “home brew” campaign which uses the “cinematic style” of old-school role-playing in a non-traditional environment. Most character classes are available. Psionics are strangely absent from the world. Even with no gods (and thereby no enforced alignment), Clerics are still powerful because their miracles are fueled by their personal faith. Magic is common-place, and while mystical items may be found in everyday life, those who practice the arcane arts have great libraries at their disposal. Many ruins of fallen empires provide adventuring opportunities, as well as working for any of the nations of the world. As the time draws near for the Emperor’s Regent to hand control over to the Emperor’s son, many would like to have their influence increased or their status changed, and players could decide to be on any side of those conflicts. Some notable differences from other campaign worlds is that the “common” tongue is Elvish (as the elves once dominated the region), gold is so plentiful that it’s worthless and only used for decorative purposes (so silver is the standard coin of the realm), and there’s a cosmopolitan awareness of other D&D worlds due to regular visits from Spelljamming vessels (as well as a expedite population from the devastated world of Mystara). Playable races could be the ones native to the world, or an expatriate from another planet. Each of the major races control their own distinct territory, and have cultural differences that distinguish them each other. Most races that are native to Zhaindaiv are open for use, but players are encouraged to be an expatriate in order to fully enjoy the experience of the flavor of the world. Adventures can alternate from thinking and role-play heavy to combat-intensive, depending on the choices the players make. • What to bring pencil, paper, dice, the usual. • Important to know As this is a “home brew” campaign, it is not part of Adventurers League, and has a “rules light” style to support the “cinematic style” of high drama.

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