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A collection of officially sanctioned information about the Magic: The Gathering plane of Zendikar.
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Zendikar is a wild, untamed world fabled among planeswalkers. Ancient forests conceal trapped ruins. Catacombs leak poisonous vapors into the sky. Magma bursts unexpectedly from a placid lake. The landscapes are breathtakingif you can survive the dangers. Zendikar hides treasures beyond imagining, but only an elite few can survive long enough to find them.This is a place where rules are broken: Violent forces roll across the horizon, constantly altering the shape of the land. Massive stones float on air. Vampires dwell in cultured, decadent cities. But elsewhere, the trappings of civilized life are rare. A sturdy machete will keep you alive longer than a chest full of gold.Even Zendikar's mana is uniquemore intense, more powerful, more desired by those who know how to wield it. Like other planes, the lands flow with mana that mages use to power their spells. But Zendikar's mana is different from other planes of the Multiverse. Crackling with spell-like effects, the land pulses with incredibly potent mana. Planeswalkers flock to Zendikar in search of these remarkableand dangerouslocales.All of Zendikar is dangerous. The world seems almost as though it's trying to kill its own denizens, whether with monsters, natural hazards, or traps laid for the unsuspecting. Everything on the plane is precarious, unpredictable, or just plain lethal. The world seems dead-set on protecting its unique treasuresboth the literal ones and the most prized, most ephemeral one: its mana.Like other planes, Zendikar's lands flow with mana that mages can use to power their spells. However, Zendikar houses a "primal" mana. This spell-like mana seems almost alive to those who wield it. It has caused Zendikar to be a dynamic world crackling with intense magical effects. Sometimes the sea blasts forth geysers of elemental water that form floating islands; the peaks of mountains lurch up and down to crush those who would scale their heights; forests alter their own flow of gravity or patterns of growth.To planeswalkers, this unique mana is an irresistible prize. To most of Zendikar's people, planeswalkers are foolhardy, power-hungry creatures who will risk life and limb for an elusive, unreliable prize.Ancient, rune-carved monoliths called hedrons are strewn across Zendikar. Up to ten miles long, some of these stones drift in the sky; others are buried in the ground, some whole, some broken. They are remnants of a strange and ancient civilization that wielded unimaginable arcane powerenough to suspend gravity, to upheave the land itself, and to change the plane's life to suit its purposes. But long ago that civilization collapsed for reasons few know. Now these crumbling remains are scattered across Zendikarsome buried in the land, some slowly wearing away on the surface, and some still hanging in the sky. Mysterious glyphs hint at truths long forgotten. Unspeakable monsters lurk in the quiet of these hidden monuments of a forgotten past. These ruins and artifacts still emanate power, although most denizens of the plane know better than to disturb them.Zendikar's unique mana, the hedrons, and its own fierce ecology all combine to form erratic terrain subject to sudden, violent changes. The land itself seems alive, and its surface and botanical life sometimes writhe as though in pain, causing tectonic chaos, extreme weather, and abrupt destruction. All this volatility is collectively referred to as "The Roil."For the sentient creatures of Zendikar, The Roil is simply a natural phenomenonthe way things are. To planeswalkers, it's obvious that this volatility is what keeps the plane dangerous and wild, free of large cities, sophisticated commerce, and other trappings of well-developed civilization. Zendikar is untamed ... and perhaps untamable.The vampires of Zendikar feed off of the energies in the blood of living creatures - energies that are particularly strong in times of terror and pain. Their skin feels cold to the touch, and they are consumed with dark passions and blood hunger. Vampires are long-lived - around two hundred years on average. Their most distinguishing trait is a pair of hook-like horns that grow from their shoulders.The vampires dress themselves in leather and insect carapaces ornamented with silks and gauzes. They often decorate their skin with paint made from blood and minerals. Complex layered clothing appeals to them, and they long ago adopted almost aristocratic styles of costuming. Because they aren't warm-blooded, they suffer no discomfort wearing heavy outfits in even the fetid air of Guul Draz.Vampire settlements are perhaps the most cultured places on Zendikar. Many vampires value art, ritual, and even primitive theater, and their sense of macabre ornamentation has a dark appeal even to some non-vampires (although other races tend to admire from a distance). Each of the powerful families is under the rule of a different Bloodchief, and any visitor to their lands is well advised to have the protection and patronage of a family, especially if they intend to attempt to live amongst the vampires.Long ago, the Eldrazi took the plane's proud vampires as a race of servants, adapting their very anatomy for servitude. Hooklike horns grew from the vampires' shoulders, convenient handles for the Eldrazi to dominate their slave race and, for millennia afterward, carnal symbols of the vampires' heritage of persecution. The vampires, forced to conspire in the campaign of destruction against their own homeworld, had their identity and tribal memory scarred forever.Vampire SocietyPulse trackers terrorize adventurers, driving them through the jungle toward certain death at the gates of Malakir.
The lacerators cut themselves before each hunt. They must feed before the sun rises or bleed to death.
Curious, thoughtful, and analytical, the merfolk are natural
explorers. Although the merfolk are born in the water, their
appearance is more human than fish. They have muted skin colors,
including ivory, beige, silver, and pale gold. They have residual
fins on the backs of their arms and calves. The fins are sometimes
streaked with brighter colors, such as green and blue. They have
human-like hair in shades of silver, gold, and light browns. But
like their fins, the merfolk's hair often has streaks of bright
color as well.Although merfolk are a common sight in the
settlements and trading posts of Zendikar, they are a race in
decline. Merfolk tend to be more solitary than other races and
don't cultivate large communities. But even merfolk who spend most
of their time exploring will establish a home base, a place they
return to before setting out again.The merfolk believe that the
world is divided into three realms: Emeria, or the Wind Realm,
which was once ruled by the goddess Emeria and includes the sky,
the wind, and the clouds; Ula's Realm, the underwater realm; and
Cosi's Realm, which comprises everything else.The merfolk recognize
these divinities as the forces that drive the world, usually
adopting the creed of one of the three as their own. Emeria, also
the name used to refer to the ruined floating castle in Tazeem
believed to be where the goddess once dwelt, brings an ethereal
wisdom to her devotees. While merfolk are not native to Emeria's
sky realm, they connect with her airy mysticism, many of them
following her creed and striving to learn ways to restore her to
rule in her floating castle once again.Followers of Ula, the
water-realm deity, pride themselves on being blunt and
straightforward in their dealings with others. Ula-creed merfolk
operate the famed research facility at the Lighthouse at Sea Gate
and make excellent navigators and ruin scholars.Ula is a "pure"
merfolk who dwells at the bottom of Halimar. He is the true ruler
of water realm: the seas, the oceans, rivers and lakes. The same
upheaval that destroyed Em's castle also robbed Ula of his memory,
but it left him with the knowledge of the task he must complete,
the wrong he must avenge. He swims endlessly through the Halimar
trying to rediscover what he was meant to do. Ula's Guardians are
two massive leviathans who protect Ula as he swims aimlessly
through the dark water. Chronicles of UlaZendikar is so dangerous
and inhospitable that all other terrain is considered to be under
the rule of Cosi, the Trickster. Cosi is believed to take the form
of handsome humanlike being with a mischievous grin. He carries two
kor-inspired hooked ropes that he uses to meddle in mortal affairs.
Cosi has a chaotic nature. He will lure, scheme, and deceive for no
reason but to incite chaos. Misfortune is usually blamed on Cosi's
meddling.Almost no one admits to being an adherent of Cosi, the
trickster. Blamed for the misfortunes of the world, Cosi is seen as
a force of chaosand yet the merfolk believe in his dynamic,
incredible power. If someone could channel the untapped forces
ruled by Cosi, they say, that individual would be one to fear,
indeed.
Merfolk armor is streamlined, as intricate as coral, and revealing,
as they need good mobility in the water (good thing they have toned
swimmer's bodies!). Their clothing and metal rings serve more than
a decorative purpose; they can be used to bind up the loose fins on
their forearms and calves when out of water. Merfolk wizards and
non-wizards alike tend to favor staves, spears, and javelins,
preferring weaponry that can hit the mark both underwater and
above. Some merfolk master travelers accumulate a veritable reef of
accreted artifacts, gems, and other magical discoveries, and almost
every merfolk is a storehouse of information. Their dedication to
the art of writing is unmatched among the races of Zendikar; their
written language is highly developed pictorial system, thickly
layered with meaning, so scrolls of tanned hide are commonly found
on their person.
The goblins of Zendikar are similar in appearance to goblins found
in other planes. between 3.5 and 5 feet in height, but with a
slender, more elongated build. Their arms are unusually long,
allowing them to brachiate through forest canopies and along cliff
walls, and their skin is more leathery than typical goblin skin. A
goblin's skin will range from a brownish red to a moss green,
depending on his tribe and his exposure to various subterranean
elements.Goblins practice a strange form of meritocracy when it
comes to governance. By far, the most useful trait in a leader is
practical survival knowledge, so the goblin that leads the tribe is
the one who has managed to retrieve the most interesting or
powerful object from a ruin site. As such, ambitious goblins are
always trying to outdo one another, and delve deeper and deeper
into ever more dangerous ruins. Goblin leaders therefore tend to be
youngthere are old goblins, and ambitious goblins, but there are
very few old and ambitious goblins.Goblins always carry their most
impressive prize with them, and a goblin that hasn't yet retrieved
an interesting relic from some ruin or wilderness locale is not
considered a full member of the tribe. However, most goblins are
fearful by nature individually, so they are willfully gullible when
told that a given object is an important artifact. They enable each
other's cowardice through a tacit agreement to the effect that,
"Yep, that hunk of rock you found feels pretty powerful to me,"
thereby enabling each others' acceptance by the tribe."Grit," an
unidentified mineral commonly found in volcanic rock and magma
tunnels, is often pounded into dust and eaten by goblins, and it
serves to partially calcify their skinenough to toughen them up
against the elemental forces they are constantly subjected to. As
goblins age, therefore, their skin develops a stiff, leathery
quality like elephant skin. An older goblin starts to look greyer
and stonier over time.Much of goblin society is centered around the
role of the shaman, and some goblin shamans, known as the
Gas-Talkers of Akoum, will intentionally breathe the volcanic gases
that erupt from deep within the ground. While goblin physiology is
more adapted to these gases than, say, elves or humans, the results
can still be very harmful. Great, chaotic magical energy is trapped
in the volcanic caldera below, and as such, the gases often imbue
the shaman with magical power and/or visions, if only for a little
while. These "gas-talkers" are revered, but often from a safe
distance.The kor are a race of nomadic humanoids that have light
blue or pale white skin. Male kor have chin barbels (sensory organs
that look like short, catfish-like tendrils).One group of Kor
dwelled on Rath, where they, alongside the human Dal and Vec, had
to choose between evading the ruthless evincar or allying with him.
Two groups of Kor include the noble en-Kor and the sneakier il-Kor.
The kor are native residents of Zendikar, and Zendikar may well be
the origin world of Dominaria's kor.The kor follow a nomadic
lifestyle, chasing the winds across Zendikar, hunting the mikungaa
leathery, vicious species of flying eel that soars on the
Roil-churned air currents. Hunting the windrider eel is tricky
business for people who don't themselves fly, but the kor have a
secret advantage. They believe deeply in the importance of
connection: connection between the individual and community,
between the spirit and the unknown, between the self and the land,
and between hunter and prey. The kor rely on their gear to extend
this idea of connection into the physical realm; they use lines,
ropes, and hooks to literally connect themselves to their
surroundings. As any skyfisher knows, a good line isn't just a
symbol of a spiritual bond, but the perfect thing to snare an enemy
or to hook a two-ton flying eel behind the gills.This reliance on
gear fits hand-in-glove with the kor's nomadic nature. They travel
light, taking with them only what they need, so they need their
equipment to be tough, well-designed, and multipurpose. From their
kitesails to their quickly-struck canvas tents to their trusty
grappling hooks, kor gear sets the standard for explorers'
essentials.The kor live a spare and nomadic existence. They travel
mercilessly light, carrying with them only the essentials, valuing
the portability of individual skill and strength of character over
more "static" virtues. "We were not meant to put down roots," they
say. "The heart is a moving organ." Despite their constant motion,
the kor revere locations in a deep sense. They travel in small
bands along one of several pilgrimage routes, visiting dozens of
sacred sites across Zendikar. Each pilgrimage circuit takes
decades, and many are lost to Zendikar's dangers along the way.The
kor are masters of ropes and hooks, using them to travel and to
hunt, and incorporating them into their spirituality. They rarely
use unreliable devices such as crossbows to propel their grappling
hooks onto cliff faces or into flying game, relying instead on
simple, sturdy rope and the skill of the arm. A hooked line is also
a social and sacred symbol for the kor, representing their
connection to each other and to the world around them.The kor are
known for their gear-savvy; for them, practical preparedness is a
spiritual duty. Their entire culture is founded on the principles
of interconnectedness and nomadism, symbolized and enabled by their
reliance on hooks, ropes, and lines. Kor arms and armor tend to be
rather lighter than human warriors', a requirement of their
eternally traveling nature, but almost no kor is found without his
or her trusty hook. The grappling hook is the perfect blend of
weapon and tool, an ally of rope and iron in a world where it can
be hard to find those of flesh and blood.Every kor family on
Zendikar elects a child, typically the second-born, to abandon to
the wilderness as a sacrifice to pacify the natural forces of
Zendikar. Some of the abandoned children, called world-gifts, die
quickly, but many of them manage to survive long enough to new
lives outside the kor nomadic families. A world-gift kor typically
adopts the language and customs of the culture with whom he or she
matures. Tragically, most never feel at home among the "static"
races; driven by wanderlust, many world-gift kor end up venturing
back out into the wilds at some point in their lives, but are never
welcomed back into kor society.The kor of Zendikar worship a small,
simple pantheon of deities, each one based on an aspect of nature.
Kamsa, the goddess of the wind, called "the breath of the world,"
fills the kitesails of the kor and fills the skies with game such
as windrider eels. Mangeni, god of the sea, "blood of the world,"
fills the canyons and streams with pure, rushing water, but also
punishes the stagnation of misguided builders who attempt to set
down overly permanent roots in one place. Talib, the god of the
earth, "body of the world," crushes the unworthy in rockslides and
gravity wells but also provides herbs and fungi to forage along the
kor pilgrimage routes.The Kor forsake roots for the winding of the
path; forsake voices for the silence of the mind; forsake all else
for the poverty of isolation. -Nomads en-KorThe Tajuru tribe of
elves is the largest of the elven tribes on Zendikar, acting more
as an extensive nation than a tribe. It counts among its number
hundreds of far-flung clans across Murasa and other parts of
Zendikar. The Tajuru are the most open to people of other races,
seeing their skills and perspectives as valuable new tools for
survival. Tajuru elves are also more open to new lifestyles, be it
living in a mountaintop citadel or roaming grassy plains.The Tajuru
are famous for their seemingly innate skill with tools and their
use. Many of the crude but functional technologies that allow for
survival in extreme locales (hang gliders, rope bridges,
pulley-operated transport, zip lines, and so on) are the result of
Tajuru innovations. Indeed, the risky branch-top "roads" of
Kazandu, the passage path through Sunder Cove, and other similar
"civilized" thoroughfares throughout Zendikar were created and are
maintained by numerous Tajuru clans along their length.The Tajuru
clans owe allegiance to the speaker Sutina. She rules from the
Tumbled Palace on the cliffs of Sunder Bay. This crumbling edifice
of ancient origin is clutched in the bows of a huge and thorny
jurworrel tree that has lifted it off the ground and has been
threatening to drop it into the ocean for as long as anyone can
remember. Speaker Sutina is often seen on the cliffs of Sunder Bay
when the tide-altering monster Lorthos makes its destructive rise
to the surface. If there is a connection between her and the beast,
none but Sutina and her closest advisors know it.The Eldrazi are
nightmarish, titanic, theric creatures native to the Blind
Eternities. They exist only to feed, and they feed on the energy of
worlds: mana energy, life energy, spell energy, natural energy.
Thousands of years ago, three Eldrazi monstrosities descended on
Zendikar, drawn by the plane's fierce and primal mana. They spawned
entire subraces of minor Eldrazi, called "brood lineages," to help
them pillage and consume, and proceeded to lay waste to the
plane.In their quest to uncover ancient treasures, Planeswalkers
have awakened the Eldraziparasitic titans of the ther, imprisoned
on Zendikar for thousands of years. Seemingly unstoppable, these
world-eaters threaten the entire Multiverse, and their very
presence has changed Zendikar.Eldrazi are incomprehensibly alien,
and their mental processes are unfathomable. Only the Eldrazi mind
thinks in the warped paths required to open the Zendikar hedrons
and tap the power within. The barest taste of Eldrazi power
shatters both realms and identities.The eldrazi titans are native
to the Blind Eternities. Once they arrive on a plane to devour its
energies, they spawn brood lineages of lesser Eldrazi that spread
out and multiply. The brood lineages arent capable of moving on to
the next plane as the Eldrazi titans are. Each brood lineage has a
characteristic look that follows the look of its progenitor,
including visual cues, skin textures, and themes.Iona was one of
the great archangels on Zendikar who were powerful enough to resist
the Eldrazi's reign and maintain their sight, their loyalty to the
downtrodden, and their ability for voluntary action.To this day
Iona fights to defend Zendikar from the Eldrazi forces that would
devour it, but even her legacy has become tainted by the power of
the Eldrazi. Her formidable power does nothing to fend off the
bizarre colorless magic of the Eldrazi titans. And the epithet
given to her by her adherents, the "Shield of Emeria," ties her to
a distorted vision of ancient Emrakul. Everything she's done to
fight the Eldrazi has ironically served as a tool for the theric
horrors' cause.No more shall the righteous cower before
evil.Beneath the gaze of angels, only the righteous may stand
without fear. (Iona's Judgment)It holds a whisper from Iona:
"Persevere." (Angelheart Vial)