• Deep in the Guum Wilds are the Surrakar Caves, a series of limestone outcroppings and hillocks that serve as the primary habitat for the vicious surrakar. 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. Plane Shift: Zendikar was made using the fifth edition of the D&D rules. • Goma Fada – literally "The City that Walks" – is an enormous caravan of wandering kor, humans, and a few elves that moves at a slow pace through Akoum. 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 use of the material in Plane Shift: Zendikar—you can also refer to the abundance of lore about Zendikar found on MagicTheGathering.com and the Zendikar plane profile. It is the oldest, wealthiest part of the city. Baloth herds occasionally stampede across the Onduan plains – and do so more frequently since the rise of the Eldrazi, as if sharing in Zendikar’s anger. A white-stone cylindrical tower known as the Lighthouse soars an additional 350 feet into the air, and serves as the center of all learning in Tazeem. Massive stones float on air. Change the name (also URL address, possibly the category) of the page. Deep within the network of limestone caves and tunnels, catacombs, sacrificial altars, and rune-inscribed chambers hide countless treasures. Before the Eldrazi ever came to Zendikar, it was not an especially remarkable world. The people of Zendikar have named the various kinds of lesser Eldrazi, but they appear in such multifarious variety that they are difficult to fully categorize. • Benthidrix (Sejiri). Other hedron constructs are of more recent make, fashioned in imitation of the originals. In the mountains of Akoum, the giants of the Boulderfoot tribe have a well-earned reputation for trampling their enemies underfoot (hence their name). Among the kor, these images were sometimes accompanied by statues of Nahiri, the “prophet of Talib” who taught her people the stoneforge arts. Ruins from this era are often warded by magical traps, but they offer commensurate rewards in the form of magic items and other magical effects (such as healing fountains). For these reasons, material in this supplement is not legal in D&D Organized Play events. They are fiercely territorial, often demanding bribes from people who pass through their lands – and slaughtering those who refuse to pay. Gomazoa are similar to aquatic jellyfish, but their bodies are encased in stony growths. In Ondu, the giants of the Turntimber tribe live in the forest of the same name. Bloodbriar and cut-fungus are just some of the deadly flora that make up the vast jungle. The geography of Ondu is dominated by a sense of sweeping verticality. Despite the cavernous nature, this region is primarily covered in a thick algae and marsh. Gases occasionally spew from the ground, and around these vents, bizarre trees and plant life have arisen in pockets of weird biome. It's littered with adventure hooks and story seeds, and lacks only the specific rules references you'd need to adapt Zendikar's races, monsters, and adventures to a tabletop D&D campaign. A humid haze blankets the landscape, which is riddled with poisonous molds, fungi, and strangely colored algae. In the Skyfang Mountains of Murasa, the giants of the Shatterskull tribe are rough brigands who often extort “tolls” from travelers trying to navigate the treacherous pass that shares the tribe’s name. You can think of Plane Shift: Zendikar as a sort of supplement to The Art of Magic: The Gathering—Zendikar, designed to help you take the world details and story seeds contained in that book and turn them into an exciting D&D campaign.

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