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.
- Pulse trackers terrorize adventurers, driving them through the jungle toward certain death at the gates of Malakir.