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 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 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 unique—more 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 remarkable—and dangerous—locales.
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 treasures—both 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 power—enough 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 Zendikar—some 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 phenomenon—the 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.
Countries and Realms of Zendikar
- Bala Ged
- Guul Draz
- Makindi Trenches
Geographical Features on Zendikar
|Cliffs of Kazuul||Cliff|