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Introduction

Seven years. It has been seven years ever since


the event that would be known as the
Convergence, where all of Zennaron's
continents crashed into each other and created
new lands.
Adventuring in every known corner of the
world has been booming, as new creatures
and monsters are constantly found on the
daily, and mercenary guilds have been
becoming more and more common. Magic has
become a highly legalized structure, where
most have to pay for "casting licenses", the
selling of magic items becoming a dark trade
and two major groups formed for the vigilance
of magical creatures.
All of these efforts have taken place due to
years of magic being used by the wrong people
for atrocious needs, and the theorized reason why the Convergence happened in the first
place.
It is here where you enter the fray. A now wandering soul through the continents of the
world, for some reason or another you find yourself drawn to Kaiser's Creak, a small
village on the fringes of Jor-itz. The village is currently commemorating the seventh
year after the Convergence, a party for some and a time of mourning for others. It is on
this seventh day that you will make a choice, a call to action and what the consequences
of this choice will be.

The State of the World

Currently Zennaron is at its most peaceful


days ever since the gods ruled. With magic
becoming more and more legislated, the
common folk now feel safe knowing that a
mad wizard can no longer plague the world
in an endless night. Though, with the clash
of continents during the Convergence,
more and more species of monster have
become known. The planar evils are long
gone, as the barrier between dimensions
has become thicker and sturdier than ever
before.
With the resurgence of an era of beasts, many people have become mercenaries,
killing monsters for money, while others have fallen in love with adventuring,
seeking the next thrill and vista. Many of these adventurers are part of guilds -
organized structures that legally protect them, all funded by the greatest guild of
all Beast's Tale. Though, it is not every adventurer that joins a guild, and many slip
by with the funds they gather from treasures and rewards.

Magic is now more than ever a rigid structure closely watched by the law. Two
groups were created to not only apprehend but to watch over spellcasters, the Iron
Inquisition and the Blue Watchers. These two groups have implemented the system
of the Six Spellcasting laws and Spellcasting Licenses, where, when a spellcaster
makes a passport (a now required document for travel) they must swear an oath
consisting of six paragraphs and pay a fee for the highest spell level they can cast.
This license must be renewed for every new level they gain, and it is a lifetime pass.

The realms have now been named countries, with each one possessing its own laws
that cannot go against the First Worldly Treaty. The countries of the Ironlands
(once known as the Five Realms) rule by councils, while the Steellands still abide by
kings or queens, and Jankar is scattered in its cultural differences. Whatever it's
ruler may choose, the Six Spellcasting laws are still held in each country.

The Six Spellcasting Laws


● One may never cast if they do not have an appropriate license for the spell's level.
● One may never cast when approached by official members of the settlement.
● One may never cast an enchantment spell that controls the mind of a subject.
● One may never cast a necromancy spell that brings a creature back to life.
● One may never cast a spell with the sole goal of destruction at citizens, law
enforcers or property.
● One may never cast a spell of 8th level or higher. A creature caught with
knowledge of a 8th level spell or higher is to be executed as quickly as possible.

The Magic Item Black Market

With the laws that quickly became part of the new Post-Convergence world, the
trade of magic items has been made into a highly organised business, having an
Allowed Items For Trade list. For this reason many stores weren't able to continue
as solely magic item stores, and either went out of business or began to sell all
sorts of trinkets and materials.

For those that wished to sell prohibited items however, they turned to criminal
organizations. Many artificers and merchants have united forces with crime
syndicates and underground organizations, some however, have decided to side
with guilds. Guild artificers are allowed to create items tailor made for guild
members, though those are few and far between.
The God Conclaves

After the Convergence, feeling scared by the truth of the Eight Betrayers the people
of Zennaron banded together to form a system where a single creature wouldn't be
given overwhelming power. It was through this that the God Conclaves were
created.
Through the God Conclave a devout does not pray to a single deity, but instead a
whole 'ideal' - combat, healing, nature, trickery - all to make sure a single deity
does not receive more power than others. Many gods were pushed to Conclaves.
The followers that refused to follow a Conclave however, were soon branded as
followers of dark gods, as they could potentially give power to an evil god and are
most of the time imprisoned.
There are many minor deities in Zennaron, where their worship is considered taboo
and illegal because of the possibility of a new age of gods. A person can still receive
powers and talk to a deity within a Conclave, it is prohibited that they worship this
single deity however.

Information about each God Conclave and the gods within that Conclave can be found
here

For the rest of homebrew content (like races, classes, subclasses, spells and items)
available in Zennaron you can click here

Homebrew Rules
The following section lists home rules that are used in Zennaron campaigns:
● Firearms are included in most regions of Zennaron, and can be found in
Zennaron's Homebrew Compendium.
● Unearthed Arcana is allowed in most aspects. However if a newer version of
something is published in a subsequent Unearthed Arcana or in a fully
published book, the player must use the most up to date version. Some
Unearthed Arcana may be forbidden or changed to allow for a better game
experience.
● The game fully adopts the Variant: Skills with Different Abilities as listed on
page 175 of the Player’s Handbook. The use of these skills in this manner is up
to DM interpretation, but as long as it makes sense there are no issues.
● The rules regarding flying and falling on page 77 of Xanathar’s Guide to
Everything are being used.
● The rules regarding Sleeping in Armor contained on page 77/78 of
Xanathar’s Guide to Everything are being used. However an adjustment has
been made to the Durable feat. It now also removes this penalty when
sleeping in medium/heavy armor.
● The additional uses for Tool Descriptions provided on pages 79-85 of
Xanathar’s Guide to Everything are being used.
● The updated Downtime Activities presented on pages 125-134 of Xanathar’s
Guide to Everything are being used.
● The Identifying a Spell rule presented on page 85 of Xanathar’s Guide to
Everything is being used with a small tweak. The character identifying the
spell gains advantage on identifying it, if the spell is on the character’s spell
list, rather than how it is written in Xanathar’s Guide to Everything. Also when
identifying the spell as a reaction, if the character has access to the spell
Counterspell and would like to cast it as part of the same reaction, they can. A
spell cast by a Sorcerer using Subtle Spell metamagic cannot be Identified or
Countered as none of the triggering signs of casting a spell are made.
● Drinking potions is considered a bonus action, although one can also be
consumed as an action. I.e. a player could drink a potion as an action and
then drink a second potion as a bonus action.
● The Two-Weapon Fighting style now has the two following points: You can
draw two weapons with your interact action; Your off-hand attack is made
during an Attack action instead of a bonus action.
● Critical hits are changed to be more consistent and Brutal. With these rules,
whenever you score a crucial hit you add the maximum damage from your
weapon or spell, along with any damage modifiers, and roll additional dice
as necessary. As an example, with a Strength modifier of +3 and a greataxe,
your crit would deal 12 + 3 (15) damage, plus a straight roll from your
greataxe.
● Each character starts with a feat at 1st level. For this reason, Variant Human
is not allowed, though you are allowed to use the Human of Zennaron race
found in the compendium.
● Death and Dying: The player’s can only be resurrected twice, aka a 3 strikes
and you’re out situation. Each time the player is resurrected, they leave a bit
of themselves behind in the afterlife, so their Death Saving Throw DC
increases by 1 each time they return to life.

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