Tuesday, April 16, 2013

Chapter 1 - Tazeem


Tazeem

Surrounded by unstable, scrub- and lichen-covered calcite flats, Tazeem is a perilous combination of reef-rock forests, a deep inland sea, and a great white-water river that bisects the continent. Some ancient ruins are prominently visible and have been co-opted by the denizens of Tazeem. Others remain hidden and intact, with mysterious artifacts and forces waiting to be discovered by intrepid explorers.

Emeria, The Sky Ruin

Colossal hedrons choke the sky above many parts of the continent. The rubble obscures direct sunlight and blocks natural rainfall patterns. As light filters through the stones, it moves in constantly shifting patterns across the ground, and objects often have multiple shadows from the diffuse light. The massive stones perpetually turn and tumble across the heavens; in constant motion yet bound by an invisible force that prevents the stones from moving beyond the edges of Tazeem.

Tazeem is the ancestral home of the merfolk, who believe that the rubble was once a glorious castle and home of the angelic Em, ruler of the wind realm. When the castle was destroyed in a cataclysmic upheaval, the enchantment that protected it wasn't completely dispelled, and the shattered remnants remained in the heavens.

Pathway Stones

The massive hedrons are covered in runes and retain magical properties even when they fall from the sky or are broken into shards. Pathway stones are the equivalent of lodestones; they always point to the direct center of the hedron field no matter where in the Tazeem they are located. Those who understand how to orient themselves according to the hedron field can use the pathway stones for navigation.
There's a high demand for these pathway stones, which are usually sold in small palm-sized chunks. These are painstakingly chipped off the hedrons by cutter-traders, one of the must dangerous professions in Tazeem (because of the risk of falling, being crushed by colliding hedron pieces, or succumbing to other, more mysterious hazards). Cutter-traders are often merfolk who scour the surface of Tazeem for fallen stones, but they also use great daring and expertise to navigate Em's Realm and retrieve pieces of the stones that are still in the air.

Halimar, the Inland Sea

Halimar isn't a natural sea. Surrounded on three sides by rocky cliffs, the fourth side is enclosed by an ancient Sea Gate. The seawall is more than 500 feet tall with a white-stone cylindrical tower (now used as a lighthouse) that soars an additional 350 feet into the air. Collectively, the seawall and lighthouse are known as the Sea Gate, the largest settlement in Tazeem.
No one knows when the seawall was built, but they believe that Halimar must be an old sea because it is home to many species of brightly colored fish, tusked seals, and massive leviathans that dwell in the depths. Halimar is very deep—around 500 feet deep in some places. When Halimar is placid, the water is a sparkling cerulean. But when The Roil moves across the water, there are white-capped waves and treacherous whirlpools. Tidal waves crash against the sea gate and the cliffs. Despite the tumultuous seas and plethora of carnivorous sea creatures, it is viewed as the safest way to get from the Sea Gate to the mouth of the Umara River Gorge, and there is a substantial maritime trade and traffic on Halimar.

The Lighthouse at Sea Gate

The city of Sea Gate is the closest thing to a hub of civilization in Tazeem. The city is nominally based around trade houses, with a central house for blacksmiths, coopers, butchers, etc. The flat space at the top of the sea wall is approximately 20 acres, and nearly every inch has been built up with houses and shops. Even the narrow corridors between the buildings are covered because of the risk of attacks from drakes and other aerial predators.
At the eastern side of the sea gate stands the Lighthouse, a cylindrical tower that is the center of all learning in Tazeem. The Lighthouse has 20 floors and is a nexus for merfolk explorers/chroniclers. The walls are lined with leather scrolls filled with maps, spells, archeological finds, lists of plant and animal classifications, and theoretical discussions of The Roil.

Oran-Reif Forest

Much of the interior of Tazeem is an ever-expanding reef-rock forest. The formations of brittle rock are similar to a coral reef: branching plateaus, spiny towers, bristly fringes, and stratified layers with deep crevices and sun wells. This reef-rock forms in pale yellows, greens, and blues. The reef-rock is porous and pockmarked, and water drips through these crevices and holes. The rock itself is infused with magical properties and is continually expanding and growing, like a coral reef, although the rock itself isn't alive. These reef-rocks can grow up to 100 feet tall and merge with surrounding reefs to form stratified plateaus that are hundreds of miles wide and tall.
Giant trees and other vegetation grows on this reef-rock—on top of the plateaus, surrounding the spiny formations, deep in the sun wells—wherever it can get even a small amount of light and water. The plants send out a mat of roots and engulf the rock so that in many places the rock isn't visible through the undergrowth. The forest takes the shape of the rock below it, making bizarre shapes and silhouettes. Because of the scarcity of direct sunlight, the vegetation grows explosively fast whenever sunlight does manage to reach it. Known as Em's Blessing, this explosive growth is both beautiful and dangerous. Animals and explorers can become caught and suffocated in the growth.

Pit Caves

There are numerous pit caves all over Tazeem. These are deep vertical shafts that lead down to the swampy underground caves. Birds make their homes in the walls of these caves, and some elves carve deep indentations into the walls to make sheltering places that are safe from The Roil. Some pit caves still have reservoirs of fresh water at the bottom and these are outfitted with a pulley system to bring the water to the surface. Other pit caves are filled with a choking mist that leaks into the air, poisoning anything that ventures too close to the mouth of the shaft. The most dangerous pit caves are those that look innocuous but are actually geysers that blast boiling water into the air.

Umara River Gorge

From its source at Halimar Sea to the northern edge of continent, the Umara River runs through a deep gorge and drops over 800 feet over a series of waterfalls. The fast-flowing water is dangerous to navigate and is mostly white-water rapids throughout its length. Hundreds of tributaries branch out from Umara and wind through the Oran-Rief, and these smaller rivers tend to be less tumultuous than the Umara.

The gorge acts as kind of a wind tunnel, and merfolk make gliders that they can use to glide down the gorge. These gliders aren't particularly practical, but some merfolk prefer them to the boats and portages. The Umara River Gorge is less affected by The Roil than anywhere else in Tazeem. Because of this, there are more settlements in the gorge and along portages than other places.
Magosi Waterfall and Portage. Magosi is the largest waterfall along the river at almost 300 feet tall. No one has ever made it over the falls alive in a watercraft. The portage near the top of waterfall is a popular resting point for nomadic groups of various races; there are always traders and other explorers camped at the portage. In the inner continent, this is the best place to trade for pathway stones, supplies, and merfolk spell scrolls. Everyone travelling down the gorge must pass through the Magosi portage, but it is still a dangerous spot to spend the night. People routinely disappear in the night, and there are rumors of a massive, tentacled creature that lives behind the waterfall.

Gazaem, Your Adventure Begins

You begin your adventure in the small town of Gazaem, which is located just 20 miles South-East of the Great Sea Wall. The town is made up of sailors and travelers many of whom are passing through on their way to study at the Merfolk Lighthouse. Many others come from the Oran-Reif Forest, some possessing fascinating artifacts and grand hides which they seek to sell for a quick coin.

You arrive at the town on a boat docking at the Gazaem Marina. The marina itself is large, nearly half the size of the town itself. Boats of all different sorts and sizes can be seen docked along the elegantly crafted tiers. Merfolk, goblins, and humans hustle cargo into and out of the boats with several ship captains barking orders to their crew. You step out of your boat and gaze around at the controlled chaos that rumbles all about you.

You look down at the piece of parchment which highlights your instructions from an adventurer named, Willon. All it reads is: Meet me at the Grey Tavern at the edge of Gazaem. Provided is enough gold coin for you to get there, plus a little left over to provide you with the equipment you will need for your assignment. I want to emphasize that our meeting will require privacy and secrecy. Do not raise any unwanted attention. -Willon

(Feel free to provide some background on your character, keeping in mind your background subclass, which will play a major role as the story progresses)
Player Name: Carson Smith
Character Name: Cor Tenebrarum
Race: Human
Class: Alchemist
Alignment: Neutral Evil

Brief Background
Orphaned at a young age and adopted by an elven family, Cor has always searched for his place in the world. He has been on a quest for self discovery from a very young age. Being the only human in his particular elven settlement, Cor was the victim of much persecution in his early years. This treatment fed the already germinating seed of disgust for the "civilized" races of the world. This earned him the name "Cor Tenebrarum" which in the common tongue translates to "Heart of Darkness". But soon, all those years of ridicule would be erased and his name both respected and feared in his elven community. At least that was his plan. He began training his body and mind, learning how to understand magic.  He gained considerable speed and strength as he grew, but his intelligence was unrivaled. He soon discovered that before going into a classroom that ingesting certain herbs, would improve his performance. He also discovered that similar herbs could also alter his physical strength drastically. He soon became obsessed with developing a serum that would "elevate" humanity to a far superior race than any elf. He began studying the art of Alchemy and before he was 20 had made some amazing breakthroughs. However, his discovery would be the cause of his banishment from his elven home. After being mocked by his pears for his zealous study of alchemy, Cor injected himself with his latest concoction, a mutagen that doubled his physical strength. Using his new strength, he thrashed his elven antagonists and was labeled a menace. Since then, Cor has been wandering the plane searching for the key to perfecting his skills.

Abilities: STR 16, DEX 16, CON 15, INT 20, WIS 11, CHA 15.
Saves: Fort +4, Ref +5, Will +0.
Feats:  Point Blank Shot, Precise Shot, *Brew Potion, *Throw Anything. *Bonus Feats granted by class.
Skills: Appraise +9, Disable Device +7, Fly +3, Heal +6, Perception +6, Sleight of Hand +7, Spellcraft +9, Survival +6, Knowledge [Arcana] +9, Knowledge [Nature] +9, Craft [Alchemy] +10.
Languages: Common, Elven, Draconic, Giant, Dwarven, Orc
Extracts Per Day: 3
Extracts Known: cure light wounds, enlarge person, reduce person, expeditious retreat, comprehend languages, endure elements, crafter's fortune.
Mutagen: 1 hour preparation, 10 minutes use. +4 STR, -2 INT, +2 Natural Armor.
Bombs: 20ft range, +5 vs Touch AC, 1d6+7 damage (6pts splash damage DC 15 Reflex for half damage). 6/day.

Gear
Leather Armor, Light Crossbow (30 bolts), Travel Formula Book (7/50 pages), Alchemy Kit, Artisan's Kit, Acid Flasks (4, self-crafted), Pathway Stone. 

Sunday, April 14, 2013

Background Subclass


Planeswalker:

Usually earned through lives of awful power or great goodness, very few beings in the multiverse are born with ‘the spark’. Many of these rare few live their lives completely oblivious to the hidden powers they possess, until one day, usually in times of immense stress, they accidently step through space to other worlds and planes. You are one of these special individuals.

Having never plane stepped before, your first step to Zendikar came as a great surprise to you. All around you are lands and creatures that fascinate you in their beauty and frighten you in their brutality. You quickly stand out from other humanoids, and while some quickly offer you their assistance, others appear to wish you harm. It is apparent that you are not the first creature to have planeswalked to this strange world.

Planeswalkers are the only background subclass allowed to be a race not native to Zendikar. They may also worship Deities from their original world, using their spark to channel their god’s energy to this plane.

Planeswalkers also receive a +3 Knowledge(Planes), +3 Knowledge(Arcana).

Planeswalkers have a given feat called Planes Spark.

The player will need to choose a plane or world that their adventurer stepped from as well as the event on their home planet that caused them to step.

All Planeswalkers may start the game having purchased their gear from their home plane or world.

Adventurer:

You were born on Zendikar and grew up your whole life in immense anticipation for when you could venture out on your own into the untamed world. You seek for glory, treasure, and the challenge that every new day brings. You wish to cut out a name for yourself from the dense tangle of woods and growth of the forests bellow to the towering hedron that float above. The world is yours to claim.

Adventurers tend to watch out for each other. You will find friends among almost any of the Kor and humans that you run into on your journeys. With care, goblins and Tajuru Elves will also come to your aid… for a price of course.

Adventurers also have many humanoids that they have learned to avoid on their journeys. The Guul Draz Vampires always enjoy company, but they make very poor hosts, often devouring their guests themselves or taking bets as their nulls tear the adventurers apart. The Jorga elves are no friends to adventurers and have been known shoot on sight. The merfolk, though not hostile to adventurers, see adventurers as a hindrance to the pursuit of knowledge, often bringing back priceless artifacts broken due to lack of care.

Adventurers must select one of the following continents as their place of birth: Akoum, Bala Ged, Guul Draz, Murasa, Ondu, Sejiri, and Tazeem.

Adventurers receive +3 to Knowledge(Dungeoneering), +3 to Knowledge(Nature) when rolling knowledge checks in or pertaining to their continent of birth.

Adventurers receive a +3 in Profession(Guide), Profession(Trapper), or Profession(Miner)

All Adventurers start the game with a free 50 foot Silk Rope.

Ruin Sages:

You grew up on Zendikar different from the other children. Rather than hunting and foraging like the others your age, you remained with the village shaman, the town priests, or the wise ruin priest, Anowon. You learned the language and the history of the ancients. This study has left you with a thirst for more knowledge and a hunger to find out even more of the ancient’s great secrets. Not all ruin sages are spellcasters. Many great sages could match any warrior with their knowledge of swordplay.

You will always find welcome among the Merfolk. Your special insight and knowledge opens many doors that would be closed to other adventurers. Even the gates of the vampire city of Malikar would open to you in exchange for your knowledge and association. Many nobles take pride in having their halls graced by a Ruin Sage. They are viewed as a symbol of history and a token of wisdom. Be careful though, demons have much use for ancient knowledge and will pursue your insights.

You will not find much welcome among the Kor however. Their culture resists settlement, and you are a symbol of the old empire which led to the creation of the world’s chaos and the withdrawal of the three great gods: Kamsa, Mangeni, and Talib. Many adventurers do not trust Ruin Sages. More superstitious adventurers, especially elves, see the pursuits of ancient knowledge as witchcraft and displeasing to nature.

Adventurers receive a +3 to Knowledge(Religion), +3 to Knowledge(History) when rolling knowledge checks pertaining to the Ancients.

Ruin Sages receive a +3 in Profession(Librarian), Profession(Scribe), or Profession(Translator)

All Ruin Sages begin the game with a free Pathway Stone. 

Saturday, April 13, 2013

The Races of Zendikar

The Races of Zendikar

Vampires
Vampires live openly in Guul Draz and are famed for the decadence and perversion of their lifestyle. Bloodchiefs, the progenitors of their race, control the opulent city of Malakir. Vampire society is divided by "family" allegiances, each family beholden to its Bloodchief. Each family controls a small amount of territory and routes through the swamp, although the main currency of any family is in its connections and relationships. The tastes and passions of the Bloodchief tend to be imprinted on the vampires he or she creates.
There are five greater families in Guul Draz: Nirkana, Kalastria, Emevera, Urnaav, and Ghet. Dozens of other lesser families are scattered across Guul Draz, each with a contingent of undead nulls appropriate to their place in vampire society. Whenever a vampire fully drains the blood of a living creature without destroying the husk, a vampire null is created from the body. If nulls are left without orders, they will hunt and kill living things that they can find.
Racial Traits for Guul Draz Vampire:
Type - Humanoid (As apposed to vampires from other planes, Guul Draz Vampires are not considered Undead)
Size - Medium
Base Speed - Normal
Ability Score Modifier - (+2Dex, +2Charisma )
Languages - Guul Draz vampires begin with common and vampire. Guul Draz vampires with high intelligence may also learn Abyssal, Aklo, Ancient, Elvish, Infernal, Sylvan, and Aquan.
Racial Traits:
Blood Thirst - Guul Draz Vampires, unlike other humanoids, cannot survive on food or water. They must consume a minimum of 1 liter of blood daily. They may consume humanoid, animal, or dragon blood. If the Guul Draz Vampire goes without their required amount of blood they suffer -2 to all mental stats and +1 to all physical stats. These effects stack daily for every additional day that the Guul Draz Vampire goes unfed. All stats changed by the Blood Thirst trait resets the moment the Guul Draz drinks their minimul amount of daily blood.
Vulnerable to Sunlight - Guul Draz Vampires suffer 1 point of Constitution damage for ever hour exposed to direct sunlight.
Flight - Flying speed of 30 feet with clumsy maneuvering.
Bloodchief Allegiance - Select a Bloodchief to whom your Guul Draz Vampire is aligned and add the associated bonus to your character. Going against the will of your Bloodchief will negate your bonus. You may regain the bonus of your Bloodchief if you offer a Guul Draz Tribute as penance.
Nirkana - +2 Stealth, +2 Disguise
Kalastria - +2 Diplomacy, +2 Intimidate
Emevera - +2 Handle Animal, +2 Knowledge(Religion)
Urnaav - +2 Knowledge(Nature), +2 Perception
Ghet - +2 Bluff, +2 Survival
Null Master - Handle Animal is considered specialized trait when making Handle Animal Roles for Nulls.
Null Lord - Any Humanoid that is unconscious and bleeding can be turned into a null by a Guul Draz Vampire by it drinking the fallen humanoid's remaining blood until it has died. After 24 hours the dead creature awakes as a Null and the Guul Draz Vampire may perform a Handle Animal Check of 10 + the vampire's current level. If the role succeeds the Vampire controls the Null as if it were a trained animal. It begins having the Attack trick already learned. If the Guul Draz Vampire Fails its Hand Animal Check then the Null becomes hostile towards him or her. A Guul Draz Vampire can only control 1 Null/ level at a time. All other Nulls exceeding the Guul Draz's limit will awaken hostile toward him or her. If during the 24 hour period of time the humanoid/Null is transforming it suffers over 6 points of damage or greater, it perishes, and the transformation is canceled.
Guul Draz Tribute - If you lose the favor of your Bloodchief or wish to gain further favor you may offer a Guul Draz Tribute. This must take the form of a living creature or intellegent magical item with a 8 intelligence or greater. You can either present your prize to your Bloodchief directly or to one of his or her representatives.
Follow the human Age, height and weight guide to determine the Guul Draz Vampire's Age, height and weight.


Kor
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.
Racial Traits for the Kor
Type - Humanoid
Size - Medium
Base Speed - Normal
Ability Score Modifier - (+2Dex, -2Con, +2Int)
Languages - Kor begin with common and Kor. Kor with high intelligence may also learn Goblin, Auren, Terran, Elvish, Sylvan, Giant, and Draconic.
Racial Traits:
Climb - Climb Speed (20ft), add 8 to as racial bonus to climb checks
Mountaineer - Immune to altitude sickness, Does not lose AC when making acrobatics or climb checks when traveling through slippery or narrow surfaces.
Bond to the land - Receives a +2 to dodge when in Mountainous terrain
Skill Training(Climb, and Acrobatics) - Climb and Acrobatics are always considered trained skills
Follow the human age, height, and weight guide to determine the Kor's age, height and weight.
Merfolk 
More merfolk live in Tazeem than elsewhere, but they can be found on every continent in Zendikar. Although the merfolk are born in the water, they have adapted to life on land. Curious, thoughtful, and analytical, the merfolk are natural explorers. 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.
Run by merfolk scholars, the Lighthouse at Sea Gate is the center of learning for explorers of all races. A library filled with scrolls, and maps, and writings about the lost civilization, this is a storehouse of all the collected knowledge about Zendikar.
Goblins
Goblins thrive in Akoum, Murasa, and Ondu as well as in most settlements and outposts. Although there are numerous tribes, the Tuktuk and Grotag tribes boast the largest warrens. Much of a goblin's life is devoted to finding and plundering ruin sites. The goblins choose their tribal leaders by their perceived industriousness. The goblin that leads is the one who has managed to retrieve the most interesting or powerful object from a ruin. In Affa, the main settlement in Akoum, many goblins hire themselves out as guides or trapfinders. Of course, the normal plan is to help find something of value, trigger a trap intentionally, steal the object, and run away.
Elves
Bala Ged is the homeland of the Joraga elves and the planeswalker Nissa Revane. The Joraga elves have little respect for any other race or even other elves. They see the survival of their nation as most important, and jealously guard their traditions. Many outsiders view their nomadic clans as roving bands of murderers, but there is a complex culture behind their aggressive exterior.
After splitting from the Joraga Nation, the Tajuru elves settled in Murasa and Tazeem. Large numbers of Joraga have made homes in the towering trees of the Oran-Rief forest, where they inhabit villages suspended from the treetops. The Tajuru are rumored to be the best guides in Zendikar. Using zip-lines and expert climbing techniques, the elves fearlessly span the gaps between branches or cliff faces.

Friday, April 12, 2013

Deities of Zendikar


Triumverate of Zendikar
Emeria/ Kamsa
  • Merfolk deity of the realm of sky, wind, and clouds; Ostensibly female
  • Kor goddess of the wind, breath of the world; Ostensibly female

Ula/ Mangeni
  • Merfolk deity of the water realm; Ostensibly male
  • Kor god of the sea, blood of the world; Ostensibly male

Cosi/ Talib
  • Merfolk trickster-deity of all other realms; Ostensibly male
  • Kor god of the earth, body of the world; Ostensibly male

Vampiric Bloodcheifs - Demigods


Kalastria
  • Lord of wealth, pride, and vampiric nobility
  • Current head of the sect is Drana.
Nirkana
  • Master of Assassins and Cutthroats
  • Current head of the sect is Seleda
Emevera
  • Lord of Slaves, undead, and Nulls
  • Current head of the sect is Dianion
Urnaav
  • Master of Travel, Swamps, and hiding
  • Current head of sect is Lucientis
Ghet
  • Master of conspirators, witches and filth
  • Current head is Kalitas
Other Dieties
Iona, Shield of Emeria
  • Angelic protector of the realm of Emeria. Worshipped by humans, she grants light, healing and protection to all of Tazeem
  • A devil of hindrance and dogma. To the Merfolk, she is the source of ignorance and thoughtlessness. She is not viewed as the defender of the land of Tazeem, but rather the prison guard to many of Emeria’s great secrets
Ob Nixilis
  • Dark lord of revenge, and malice
  • Wanders the surface of Zendikar in search of those to enact his personal revenge
Linvala, Keeper of Silence
  • Angelic sentinel sent to Zendikar to maintain a balance of power over the land of Tazeem. Worshiped by humans, she tames the violent powers of nature and suppresses the magic of the mysterious hedrons
  • Seen as a great abomination to the elves. Linvala is viewed as a tyrant who hinders the powers of nature.
Omnath, Shepherd of the Forest
  • Worshipped and feared by the elves, Omnath is a pure manifestation of the life energy of the world. The dense magic of Zendikar’s forests feed the great being and in return it graces the land with protection against any that may seek to do the land harm.
  • The Kor believe that Omnath was created by the great god Cosi, to safe guard the forests and animals until his great return in physical form.
  • No one has seen the great being for centuries and Zendikar’s forests have run wild and hostile since his disappearance. Many druids search for the land for Omnath, hoping that the shepherd will return again. Deep inside, each forest creature feels Omnath’s presence, but it feels distant and small.


Leonin



Leonin

Native to Dominaria, Naya and Mirrodin. Leonins are catlike humanoids known as an honorable and fierce but intensely private race that keep dealings with others to a minimum. Leonin have strength and speed superior to humans and a wide array of superior senses. Though they are skilled with weapons, they are also formidable barehanded. Leonin have feline characteristics that can vary depending on the clan from which they came. Physically, A Leonin can be distinguished from other catfolk by being larger, and possessing golden or light brown fur. Male Leonin’s also possess a regal mane.

To create a Leonin, follow the Catfolk racial guide but make these small alterations:


Replace +2 Charisma with +2 Strength

Add 1 foot to the total of your catfolk’s height role.

Replace the ability Cats Luck with Roar

Roar: 1 per/level every day you may emit a ferocious roar which frightens smaller opponents. All rules are consistent with casting Cause Fear except rather than requiring a somatic component it requires a full round action.

Entering Zendikar


Deadly perils. Priceless treasures. Zendikar is a wild, untamed world fabled among the planes. Ancient forests conceal trapped ruins. Catacombs leak poisonous vapors into the sky. Magma bursts unexpectedly from a placid lake. The landscapes are breathtaking—if 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 ar
e 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.

Who Are You?

Where do you hail from traveler? It has been a long time since I have met a: (Select your race. You may not select a Ratfolk, Kobold, Orc, Gnoll, Gnome, Dwarf, or Drow. The Kor, and Guul Draz Vampire are added to the races you may select) 

What itch of madness drove you to this place? A hunger for gold? A jump at an opportunity to prove yourself? A taste for forbidden magic? Either one, you are mad. By the way you are dressed I suppose you are some sort of : (Select one of the following. Your choice has an impact on your character's stats and abilities) Planeswalker or Zendikarian Adventurer

Ruins of an Ancient Civilization

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're remnants of a lost civilization, but their original purpose is unknown. This ancient empire wielded unimaginable power—enough to suspend gravity and alter the land to suit its purposes. Trap-riddled ruins can be found on every continent. Mysterious glyphs hint at truths long forgotten. Unspeakable monsters lurk in the quiet of these hidden monuments of a forgotten past. These ruins still emanate power, and both planeswalkers and local explorers will undergo great peril to reap their rewards.

The Roil
Zendikar's unique artifacts, the hedrons, fuel its own fierce ecology . . . these elements combine to cause violent and erratic changes in the terrain. The land shudders and writhes, causing tectonic chaos, extreme weather, and sudden destruction. This volatility is known as "the Roil." Large boulders and shards of rock erupt from the earth, and then subside when the Roil shifts away. Winds generated by the Roil turn debris and vegetation into devastating funnel clouds. Over water, the Roil creates whirlpools that can suck a boat to the bottom of the ocean or waves that crash into high cliffs and flood the forests beyond.
For those born on Zendikar, the Roil is a natural phenomenon—just the way things are. To planeswalkers, it's obvious that this volatility is what keeps Zendikar dangerous, untamed, and without well-developed civilizations.

Exploring the Wild

Zendikar's intense magic and unique treasures inspires dreams of wealth and power in the bold and adventurous. Driven by tales of wondrous places of mystic power, bands of explorers venture into the wilds of Zendikar. Many such expeditions fail, overwhelmed by the world's many dangers. But a handful of elite, daring souls manage feats of discovery that have earned them riches and renown. Guides, porters, cartographers, sell-swords, lullmages, ruin-sages, and healers form expeditionary parties and team up to scour the world for treasure.