PLANE SHIFT: ZENDIKAR 2016 Wizards of the Coast LLC. MAGIC: THE GATHERING, Wizards of the Coast, their respective logos, Magic,Zendikar, DUNGEONS & DRAGONS, D&D, Player’s Handbook, Monster Manual, WUBRG, and characters’ distinctive likenesses are property of Wizards of the Coast LLC inthe USA and other countries. All rights reserved.www.MagicTheGathering.comWritten by James WyattCover art by Adam PaquetteThe stories, characters, and incidents mentioned in thispublication are entirely fictional.This book is protected under the copyright laws of the United States of America. Any reproduction or unauthorizeduse of the material or artwork contained herein isprohibited without the express written permissionof Wizards of the Coast LLC.First Printing: April 2016Contact Us of the Coast LLCPO Box 707Renton, WA 98057-0707 USAUSA & Canada: (800) 324-6496or (425) 204-8069Europe: 32(0) 70 233 277ContentsThe World of ZendikarRaces of ZendikarA Zendikar Bestiary

IntroductionDungeons & Dragons and Magic: The Gathering aretwo different games, but that doesn’t mean their multiverses can’t meet.From the beginning, Magic’s plane of Zendikarwas conceived as an “adventure world” where parties of explorers delve into ancient ruins in search ofwonders and treasures, fighting the monsters they encounter on the way. Many of the plane’s creative rootslie in D&D, so it should be no surprise that The Artof Magic: The Gathering—Zendikar feels a lot like aD&D campaign setting book. It’s littered with adventure hooks and story seeds, and lacks only the specificrules references you’d need to adapt Zendikar’s races,monsters, and adventures to a tabletop D&D campaign. And it’s all surrounded by amazing fantasy artthat holds boundless inspiration in itself.You can think of Plane Shift: Zendikar as a sort ofsupplement to The Art of Magic: The Gathering—Zendikar, designed to help you take the world detail andstory seeds contained in that book and turn them intoan exciting D&D campaign. The easiest way to approach a D&D campaign set on Zendikar is to use therules that D&D provides mostly as written: A druid onZendikar might call on green mana and cast spells likegiant growth, but she’s still just a druid in the D&Drules (perhaps casting giant insect).Plane Shift: Zendikar was made using the fifthedition of the D&D rules that you can find here. D&Dis a flexible rules system designed to model any kindof fantasy world. The D&D magic system doesn’tinvolve five colors of mana or a ramping-up to yourmost powerful spells, but the goal isn’t to mirrorthe experience of playing Magic in your roleplayinggame. The point is to experience the worlds of Magicin a new way, through the lens of the D&D rules. Allyou really need is races for the characters, monstersfor them to face, and some ideas to build a campaign.Finally, The Art of Magic: The Gathering—Zendikar will help you create a D&D campaign in Zendikar, but you don’t actually need the book to make useof this material—you can also refer to the abundanceof lore about Zendikar found on—James WyattThe game mechanics in this supplement are usable in yourD&D campaign but are not fully tempered by playtests and design iterations. For these reasons, material in this supplementis not legal in D&D Organized Play events.

The WorldZendikar is a dangerous world of lethal risks andpriceless rewards. From the perspective of its inhabitants, it is a hostile place that seems to be activelytrying to kill any creature that has the audacity to livethere. The danger is unrelenting. Precarious terrain,cunning predators, and natural disasters on a massivescale all present a constant challenge to survival—as do the unpredictable ripples of change that washthrough the plane, known to its people as the Roil.Even the mana that suffuses the land is wild and hardto tame. It feels almost alive to those who wield it, andsometimes causes the land to manifest magical effectsmuch like spells. Zendikar is a plane of deadly peril, but the denizens of that plane grow up strong andresilient, prepared for the dangers of the only worldthey know.Planeswalkers—powerful mages with the abilityto travel from world to world in the vast multiverse—have a larger perspective. To them, the dangers ofZendikar take on a different meaning. Ages ago, threealien beings of tremendous power were imprisonedon Zendikar in an effort to prevent them from consuming the entire multiverse, plane by plane. But thepresence of these Eldrazi within the plane is like afestering infection within a living body. Zendikar isn’ttrying to exterminate all the creatures that inhabit theplane—it’s been trying in vain to destroy the Eldrazi.Its inhabitants just happen to get in the way.After centuries of being trapped in their magical prison, the Eldrazi are once again free. The otherdangers of Zendikar pale in comparison to the rampaging of the three titans and the numberless broods theyspawn. Civilization on Zendikar, always fragile andtentative, now teeters on the brink of destruction, andthe plane itself seems threatened with extinction.Adventures on ZendikarZendikar is a world rife with adventure opportunities.Bold heroes, covetous treasure hunters, and sagesseeking long-forgotten lore can all find numerous ruinsto explore, mysteries to uncover, and villains and monsters to slay. Expeditionary houses, academic institutions, wealthy merchants, and retired adventurers allsponsor missions of exploration and discovery. Caravans need guards to protect them from bandits, predators, and the Roil. At the same time, the schemes ofvillains—from the underhanded vampire sage Anowonto the monstrous demon Planeswalker Ob Nixilis—draw would-be heroes in like moths to the flame.

Ruins of ZendikarZendikar is littered with ancient sites ripe for exploration.Before the rise of the Eldrazi, expeditions to such siteswere largely motivated by curiosity, the hunt for wealthor fame, or quests for magical power. Since the Eldrazibroke free of their prison, though, brave explorers havedelved into these ruins in hopes of learning more aboutthe threat they face—and how to stop it.Player characters in a Zendikar campaign mightfind ruins dating from any era of that plane’s history:before the arrival of the Eldrazi, the period when theEldrazi first arrived (while the Planeswalkers workedto trap them), or the relatively peaceful time afterward.Pre-Eldrazi Ruins. Before the Eldrazi ever cameto Zendikar, it was not an especially remarkable world.It had powerful mana and boasted mighty civilizationsof humans (on all seven continents), kor (primarilyin Ondu and Akoum), elves (primarily in Murasa andBala Ged), and merfolk (primarily in Tazeem, GuulDraz, and Sejiri). Ruins from this era naturally suggestno knowledge of the Eldrazi or the three gods inspiredby the Eldrazi titans. These civilizations had their owngods, unrecognizable to contemporary eyes. In moderntimes, before the rise of the Eldrazi, these civilizationswere often mistakenly identified as “Eldrazi,” givingrise to a number of misconceptions about the nature ofthose alien creatures.The time before the Eldrazi was an age of powerfulmagic. Ruins from this era are often warded by magicaltraps, but they offer commensurate rewards in the formof magic items and other magical effects (such as healingfountains). They are often haunted by spirits, shades, andwraiths, and lingering magical effects make them attractive homes for demons. Magical constructs and golemscan also be found in such ruins (though not constructsmade from hedrons), often standing guard over treasurevaults. Of course, some ruins have been exposed tothe elements and claimed as lairs by natural animals orgoblins. Monetary treasure in the ruins of Zendikar isoften in the form of gems or precious art objects, but theyalso hold ancient coins of strange provenance, includingelectrum and platinum.It is possible that living descendants of theseancient civilizations still inhabit particularly remoteruins. Such inhabitants might be monstrously degenerated from their original forms—kuo-toa with onlythe vaguest resemblance to their merfolk ancestors,or tieflings or yuan-ti descended from human culturesthat polluted their bloodlines with dark magic.Sites from this era include the following: Ior Ruin (Akoum)Singing City (Murasa)The Cipher in Flames (Murasa)Faduun (Jwar Isle in Ondu)The Sunspring (Tazeem)Benthidrix (Sejiri)

Post-Eldrazi Ruins. Once the Eldrazi vanished fromZendikar and Nahiri entered her stasis in the Eye ofUgin, the face of the plane changed forever. The Roildestroyed many settlements, and the kor began theirnomadic lifestyle. Over time, the true nature of theEldrazi horror was forgotten, and artistic representations of the titans as the gods of the merfolk and korappeared in temples. Among the kor, these imageswere sometimes accompanied by statues of Nahiri, the“prophet of Talib” who taught her people the stoneforge arts.Post-Eldrazi sites include the following: Ruins of the Eldrazi Era. When Ugin, Sorin, andNahiri trapped the Eldrazi on Zendikar, the resultingchaos and devastation ultimately led to the downfallof the plane’s ancient civilizations. Before that fall,though, powerful nations mustered mighty armies andgreat magic to fight the Eldrazi spawn that swarmedover the world. They harnessed existing magic as wellas the power of Nahiri’s hedrons to aid their efforts,and magical technology from this era is now highlysought after with the threat of the Eldrazi renewed.Magical weapons, often incorporating patterns that resemble the engravings on the hedrons, are often foundin the ruins of this age. Likewise, scrolls and tomescontaining knowledge of the Eldrazi and spells usefulfor binding or destroying them can still be found inancient libraries of the Eldrazi era.Temples from this era depict some of the oldgods, but the worship of angels also began in thisperiod. Some churches were raised around godlikeimages of Ugin (and, to a lesser extent, Sorin andNahiri).This era boasted the creation of sites such as these: Eye of Ugin (Akoum)Tal Terig (Akoum)Crypt of Agadeem (Ondu)Emeria, the Sky Ruin (Tazeem)The Living Spire (Murasa)Ula Temple (Tazeem)Hagra Cistern (Guul Draz)Helix of Zof (Guul Draz)

HumansHumans are the most numerous, diverse, and adaptablefolk of Zendikar, and they form the core of most exploratory and adventurous expeditions across the plane.Though many humans huddle behind stone walls andwooden ramparts, at least somewhat protected fromthe perils of Zendikar, a significant number venture outfrom the safety of those walls to explore and defend theirworld. As the Eldrazi spread, more and more humansare driven out of their refuges and forced to confront theharsh reality of that alien threat.Life on the FrontiersMost human communities on Zendikar are tiny villages, remote outposts, or temporary encampments.These settlements are found on every continent, fromthe coastal villages of Guul Draz to the giant caravanof Goma Fada on Akoum. Without the safety of wallsand ramparts, frontier life is all about the struggle forsurvival, leaving little time or energy for scholarlypursuits. The people of most of these communitiesrely on hunting, gathering, herding, and trading forthe food and other goods they need. Some, however,survive by preying on the people of other communitiesand caravans.Civilized HumanityDespite the harshness of life on Zendikar, human civilization flourishes in a few scattered towns. Sea Gate (onthe continent of Tazeem), Affa Town (on Akoum), andthe so-called Free City of Nimana (in Guul Draz) are themost notable of these, boasting organized military forces,institutions of learning, established traditions of magic,houses of worship, and dark underbellies of crime and

corruption. With populations measured in the thousands,these settlements would barely qualify as towns on otherplanes, but they have no rivals on Zendikar except thevampire city of Malakir—which has been in ruins sincethe emergence of the Eldrazi.The Expeditionary Houses. In Sea Gate, fiveso-called expeditionary houses launch regular excursions into the wilds for various purposes. Namedfor the destinations of their first expeditions, they arethe Valakut House, the Pelakka Foundation, and theAkoum, Murasa, and Bala Ged Expeditionary Houses.The rivalries among the houses are legendary, and theyare known to sabotage each other’s expeditions. Eachmaintains hostels in various settlements, which serveas resources for adventurers and explorers who need tohire guides or purchase supplies.Human TraitsA human character has the traits described for humansin the Player’s Handbook.Ability Score Increase. Your ability scores eachincrease by 1.Age. Humans reach adulthood in their late teensand live less than a century.Alignment. Humans tend toward no particularalignment. The best and the worst are found amongthem.Size. Humans vary widely in height and build,from barely 5 feet to well over 6 feet tall. Regardlessof your position in that range, your size is Medium.Speed. Your base walking speed is 30 feet.Languages. You can speak, read, and write Common and one extra language of your choice. Humanstypically learn the languages of other peoples theydeal with, including obscure dialects. They are fondof sprinkling their speech with words borrowed fromother tongues: vampire curses, Elvish musical expressions, merfolk scholarly jargon, and so on.

KorDeeply reverent of the land and its sacredsites, the nomadic kor live a spare existencedefined by their constant travels. Masters ofropes and hooks, they scale sheer cliffs andcross yawning chasms with such skill andagility that they sometimes seem almost totake flight.Kor are associated with white mana, andtheir wizards and clerics employ spells ofhealing, of banishing the dark, and of protection. Their personalities and ideals