Plane Shift: Mirrodin

by hyperionsol

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Plane Shift: Mirrodin

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

The author would like to make a disclaimer for any metal related incidents players may suffer during their explorations. This includes and are not limited to golems, razor grass, various beasts, elementals, constructs, and...basically everything.

Introduction

Well, here comes Plane Shift number three. This time it looks over the all metal plane of Mirrodin. This artifact centered plane can be found in Mirrodin, Darksteel, and Fifth Dawn. It also made a reappearance in the sets Scars of Mirrodin, Mirrodin Besieged, and New Phyrexia.

Mirrodin is a plane unique to itself and in my mind, ripe for adventure. It is literally a new world, one which is made almost entirely of metal. Even the people are partially metal with the metal skin they sport on portions of their bodies. It's just so interesting that it begs for a Plane Shift article to be made for them.

In recent years, Mirrodin has become a good place for two different kinds of settings. The first is the original Mirrodin with a metallic high fantasy feel for D&D players to enjoy exploration and meeting the people. The other setting the the metallic horror and war of New Phyrexia, where the people fight against nightmares of flesh and steel which seek to purge them either in death or compleate them with phyresis. Both settings are ripe for adventure and beg to be explored as new places for D&D players to explore become available.

Mirrodin's setting is great for classic D&D. So much of the world is unknown since the populations were kept maintained to a certain point and are relatively new. With the world being hollow, there are plenty of dungeons to explore along with other styles of adventure. There are beasts, dragons, and other wild creatures to do battle with an fight to save the day.

New Phyrexia on the other hand is a much darker place to adventure in. With the mirrans losing their war, the phyrexians can come from anywhere and in overwhelming numbers. Any allies who die will likely come back after phyresis, turning into macabre enemies. The characters are already at the disadvantage with most of the world against them.

Both settings make for a great place to adventure and it demands to be explored. So I decided to try my hand at it and make a new place to explore for aspiring players. So read through, see what the plane of Mirrodin has to offer, and find new adventures among the metallic people of Mirrodin. Take note and send word back to how you enjoyed the visit.

Special Thanks

I would like to give special thanks to Kyle Hall for his help in making monsters, spells, and items to help bring this document to life. If you wish to see his work, please look up his patreon page here

The World of Mirrodin

The plane of Mirrodin is a unique place in the multiverse. It is an entirely artificial plane, created by the first and likely only artificial planeswalker named Karn, initially named Argentum. It was to be his sanctuary, a place of mathematic beauty and metal. The only other denizens were the ur-golems created similar to Karn's image to be his assistants and workers to maintain his plane.

One day, Karn met and befriended the planeswalker Jeska after she freed herself from Karona, the false goddess of magic. Herself having ascended into her new power. Karn and Jeska left Argentum to train her in her powers.

Karn did not leave Argentum unattended. He left the care of his plane to a trusted golem named Memnarch. His mind expanded with the relic called the Mirari, Memnarch had the mind and intelligence to properly administer the artificial plane.

Administer Menarch did, governing the world. However, odd things began happening. Creatures called blinkmoths began to appear in Argentum, confusing Menarch. He also discovered an odd oil stain on the ground. He cleaned the stain before getting to work, not knowing the effects the stain would have and the dire future it would create.

Memnarch's Reign

Memnarch began looking into the oddities of life and wished for life in his new domain. As such, he began cultivating Argentum with his fellow ur-golems. Forests of copper, islands of tin, mountains of iron, swamps of lead, and plains of steel. Argentum was changed into a new world Menarch named Mirrodin. After it was finished, Memnarch eliminated his fellow ur-golems, not wishing to share power with them or risk their retaliations.

Next, Menarch showed his growing madness. Using insidious devices called soul traps, he captured people from all over the multiverse, bringing them to Mirrodin to begin populating his plane with people. Goblins, elves, humans, loxodon, leonin, and vedalken to name a few. Whole ecosystems were created through this. Oddly, all the people and animals captured developed metal growths on their bodies, becoming a true part of Mirrodin.

Memnarch's Fall

Memnarch was not satisfied with his achievement in creating a fully functioning plane. What he desired was to have the power of a planeswalker himself and journey by his master's side. To do this, he created killer machines called levelers to attack Mirrodin's people every century to try and trigger someone into igniting their planeswalkers spark so Memnarch could steal it an find Karn.

Memnarch finally got his chance with the elf Glissa Sunseeker. However, she proved to be his downfall as she fought back, evading Menarch's forces, destroying Menarch's plans and forcing him to use war instead of subterfuge to try and bring her down and steal her spark. Glissa rallied the people of Mirrodin and went to war. Memnarch fell and Mirrodin was free while it's captured people were freed by Karn, leaving their descendants to continue to rebuild.

New Phyrexia

With Memnarch gone, a new threat he contained grew: phyrexian oil. Having dripped from Karn's phyrexian heart, it found a perfect place to grow in Mirrodin. In Mirrodin's core, the mycosynth growing from the oil had no more opposition and were able to infect the very center of the world.

New phyrexians grew from the oil, compleating themselves before spreading their oil and taint. Mirrodin grew corrupted as the people fought back. However, like a virus the phyrexians spread and soon won their war against the mirrans, proceeding to compleate the plane to their own designs. What keeps them from becoming a true threat to the multiverse is how the phyrexians are divided among the five colors of mana. Even if phyrexian preator Elsh Norn took the leadership, the division remains, bringing conflict in their different philosophies. This conflict leaves a sliver of an opportunity for the Mirrans to continue the fight.

The People of Mirrodin















Elf

Adran took careful aim at the charging wurm which was plowing through the roots of the Tangle just below the surface. The creature had been getting closer to Tel-Jilad and the trolls decided that it had to be stopped. That was where Adran and his hunting party came in.

"Keep your breathing calm. The wurm can't see us from here." Adran's mentor spoke softly. "Wait for your opening. If Ilanis did her job, you should have your vulnerable spot soon."

Adran nodded and waited for the wurm to rise, although his heart beat rapidly for his comrade luring it to the point of the ambush. The copper arrow helt heavy in his hands and he was sure his sweat was heating the copper plating of his arms. He ignored both, clearing his mind. As the copper ground broke with the wurm rising up, Adran saw his chance with the open holes along the wurm's head.

After the excitement died down, Adran was on the ground admiring the massive corpse whose plating would arm several of the elves back home and it's other parts would help prepare them for the future. Glancing, he looked to Shava who played bait this time.

"I'm fine. I've done this plenty of times before," Shava replied, patting her copper-plated thighs which were now sparkling with the natural color instead of the usual stained green. "Just got a bit of an acid bath on my legs. I think they look nicer this way, don't you?


The elves are the primary folk who make up the poplation of the Tangle, Mirrodin's largest and only true forest. They carved out a home for themselves in the copper trees, cultivating what plants they could and truling forging a new civilization in Mirrodin after Memnarch dropped them there in his desire to make a truly real and living world. Being a staple of green mana, they are magically vital to turning the tree-shaped towers of copper into a living forest.





















People Displaced

Although for the current generation of elves have only ever known the world of Mirrodin as their home, they still feel the ancient distaste elves have for artifice and removal of nature. They treat agents of artifice with hostility, often destroying any constructs, especially the myr, which cross their borders. This hostility for artifical creatures has only increased since the Memnarch War after the Vedalken attempted to destroy and subjugate them at the madman's orders.

Surrendered Memories

Since the first generation of elves came to Mirrodin, they subjected themselves to a magical ritual conducted at the Edges of Forgetting, one of their sacred sites. This ritual began for those first generation elves could forget their old homes, as they were suffering in the world of metal. With the wise trolls of the Tangle to help guide them, the elves erased their pasts so they could begin anew in Mirrodin. Later, the trolls continued this ritual to keep their charges from accumulating experiences to ignite a Planeswalker spark, a source of power Memnarch would have torn them all apart to steal.

Natural Guardians

Despite their metal surroundings, the elves of the Tangle still hold a deep love for nature and seek to protect it. Hunting constructs is only one aspect for their duties. They keep powerful predators like wurms in check, protect endangered animals such as the wolves, and cultivate edible plants to aid the Sylvok who are under their guardianship. The only true borders they respect are the borders of the Tangle itself. Should someone with ill intent enter their borders, they should expect to be filled with arrows once they attempt to begin their plot.

Elf Names

Although the elves of Mirrodin willing surrendered the memories of their original homes, they did not discard everything about their previous culture. They still keep the regular name conventions of their homes, although the newer generation of elves have names which reflect types of metals or colors rather than true aspects of nature.

Elf Traits

Despite the elves being changed by their migration to Mirrodin, they still hold a number of abilities which they brought with them.

Ability Score Increase: Your Dexterity score increases by 2.

Age. Elves are naturally long-lived and reach maturity at the same pace as humans but they are not considered adults until they have reached 100 years of age, where they are given an adult name rather than be referred to as the name they were giben as a child. Elves of Mirrodin can live round 750 years.

Alignment: The elves of Mirrodin are stricter than their counterparts in many planes, focusing on adherence to their traditions and an almost militaristic bent towards protecting their borders. Rightly so with the incursions from the Vedalken. Mirran elves are more lawful but are usually good. The only exception are elves who turned to Phyrexia, becoming evil despite keeping their devotion to law, turning almost fanatical.

Size. Elves of Mirrodin range from 5 feet tall to slightly over 6 feet tall. Their builds begin as slender, but appear bulkier thanks to the copper plating which grows on their bodies. Your size is Medium.

Speed. You have a base walking speed of 30 feet.

Darkvision. Living their lives in the Tangle, especially since until the conflict with Memnarch the Tangle had no sun of its own, the elves have continued to hold sharp vision even in low or no light. You can see in dome light within 60 feet as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of green.

Keen Senses. You have proficiency in the Perception skill.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream in a sense; such drems are actual mental exercises that have become reflexive through years of practice. After resting in this way, you gain the benefits as if you have slept 8 hours.

Languages: You can speak, read, and write Common and Elvish. Elvish of Mirrodin has common elements to Elvish of other planes, perhaps having elements of several planes. It has since evolved to have sounds similar to the metallic tones of the Tangle absorbed into it, turning it into a truly unique dialect.

Elven Conclave Although the elves of Mirrodin are one race, events have split them into three distinct groups. Choose one of them for your Mirran elf.
















Viridian Elf

Viridian elves make upthe majority of the elf population of Mirrodin. Having willingly sacrificed the memories of their old plane, they have managed to truly become a part of Mirrodin and make a new racial identity for themselves. They consider all of the Tangle to be their home and they will protect it zealously from anyone that seeks to invade it, as proven when they fought off Memnarch's forces.

Ability Score Increase. Your Strength score increases by 1.

Elf Weapon Training. You have proficiency with shortsword and longbow.

Tangle Hunter. You have proficiency in the Survival skill. If you are hunting a construct or are in a forest, double your proficiency bonus.

Lorebearer Elf

The Lorebearer Elves are a small conclave of elves who decided not to surrender the memories of their homes and ever since, collected the knowledge and discoveries of their people. While the trolls ensured any secrets the elves learned were erased from the majority, the Lorebearers collected that knowledge and kept it safe should their people need it. If they are first generation elves, or a rebel group which came later, no one is sure. What is known is that their accumulated knowledge has given these elves a different range of skills than most of their kind.

Ability Score Increase. Your Wisdom score increases by 1.

Elf Magic Training. You are proficient in the Arcana skill.

Elvish Magic. You know one spell from the Druid cantrip list. Wisdom is your spellcasting ability for this spell.
















Goblin

Ruc stiffiled a yawn as the Steel Mother priest went on another of his rants. It was just his luck that the older goblin got in a snit about something and started ranting. Ruc himself already had plans for part of the raid on some Vulshok who were going through a nearby pass soon. The boys were already gearing up but Ruc himself was stuck having to listen the priest yammer on about something since the Great Furnace burbled that morning.

It was probably because of Xeesz. They tossed the greasy idiot into the furnace after he got stepped on by an ogre. He probably gave the Steel Mother a stomachache or something.

The priest was starting to wind down, getting Ruc excited to start moving. The older goblin looked to the others in the room, but started scowling when he saw that they were less than enthusiastic for his sermon. Honestly, Ruc hadn't been paying attention so he didn't know what it was about. The priest's scowl grew before he slammed his staff into a part of the wall.

Immediately there was a deep groan from the walls around them as the Great Furnace let off a loud burst of molten steel. Immediately the goblins in the room began to panic and pay closer attention to the priest. Ignoring a crusty goblin's rant was easy, but when he had the Steel Mother backing him up, the goblins knew it was time to listen!


Goblins are the common folk who live in the gaps and tunnels of the Oxidda Chain. Why Memnarch decided that Mirrodin needed goblins is anyone's guess. Perhaps he saw goblins existed in so many worlds, his own needed them as well. Perhaps he was already going crazy when he decided to bring in the goblins. No one can be sure.

The goblins had no trouble adapting to their new surroundings. They just kept doing what they would do best: raid, break things, or simply blow them up by accident.























Natural Tinkers

Surprisingly the goblins discovered they had a natural skill when it came to artifice. Either through talent or trial and error, they managed to cultivate the ability to create cunning traps, tricky devices, and could even work with the constructs they would capture and begin using them for their own interests. The ultimate show of this skill is when the goblin culture became centered on Kuldotha. They tikered with the furnace to keep it going with the precious molten metal, eventually coming to see the furnace as a goddess figure.

Religious Raiders

The goblins of Mirrodin are a fair bit more pious than most goblins in other planes. They see the red sun as a a patriarch and perhaps intimidating god figure while they believed all the metal of Mirrodin, including themselves, came from the goddess known as the Steel Mother. To appease both, the giblins are constantly on the prowl of scrap metal to throw into the molten rivers of the mountains. They even throw their dead, or criminals and thoe born under bad signs into the natural furnaces to appease these gods.

Universally Annoying

Regardless of their newfound tecnical skills or piety, goblins in Mirrodin show a universal truth: goblins are annoying and dangerous depending on their moods. Their technical skills are often used to make traps to protect their settlements or make new contraptions to help them on their raids. Often these machines fail in some spectacualr, sometimes explosive way. Despite these setbacks, goblins still are not the kind to give up as they continue to charge recklessly into the fray, making themselves a threat despite their small statures would suggest.

Goblin Names

After the goblins were placed in Mirrodin, they did not change that much. Their naming conventions did not change much from the normal kinds in other planes. Often they keep their names, although like their language, they have begun incorporating a dialect similar to the sounds of bubbling metal or the other sounds associated with the furnace.

Goblin Traits

The goblins are hardy and have the oddest luck to survive near anything. In a sense, they were melted down and reforged to the people that they are now.

Ability Score Increase. Your Dexterity score increases by 2.

Age. Goblins reach adulthood at age 8 and live up to 60 years.

Alignment. Goblins are often considered evil in alignment, since they are looking out for their own wants and needs first, even at the cost of others. Some may be neutral or even good, but not often. All goblins are chaotic in their actions though.

Size. Goblins are short in stature, standing between 2 to 4 feet tall. Your size is small.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as i it were dim light. You can't discern color in darkness, only shades of red.

Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Languages. You can speak Common and Goblin. The Mirran version of Goblin is harsh with grunts, but also incorporates the sounds of a furnace and molten metal.

Goblin Clan. Goblins suffered a schism which split them into two different groups, developing different sets of skills. Pick one of them for your goblin character.

Oxidda Clan

The clan of goblins which most people of Mirrodin are likely to run into are the Oxidda goblins. They occupy much of the mountains, slipping through the nooks and crannies of the mountains. They congregate to large pools of molten metal, or the sources where it comes up from, so they can conduct their rituals. They raid and strike wherever they can so they can keep getting more metal to keep the Sky Tyrant and Steel Mother happy.

Ability Score Improvement. Your Constitution score increases by 1.

Natural Tinker. You are proficient in the Investigation skill. If you make an Investigation check to find a mechanical trap or learn about the mechanics of a machine, double that proficiency bonus.

Smashing Expert. You are proficient with light hammers and clubs.

Krark Clan

This small gathering of goblins, considered a cult by their peers, was founded by a goblin who delved deep into what was later to be discovered to be Mirrodin's core. He documented what he found there, but was executed as a heretic when he returned. His writings survived, creating the cult in his name, believing that Kark became an envoy of the Steel Mother, guiding souls back to her. They are hunted by their fellow goblins for the crime of living inside of Kuldotha.

Ability Score Increase. Your Charisma score increases by 1.

Cultish Teachings. You are proficient in the Religion skill.

Tunnel Runner. You have advantage on checks regarding finding paths through tunnels, avoid getting lost, and general navigation inside of closed spaces.
















Human

Reyaa wiped the sweat off her brow as the Bringer hung high in the sky, it's white light illuminating the razor fields. A curved blade was firm in her hands and a metal basket on her back. With a swing, she cut down several tall blades of the sharp metal. As they hit the metal ground with a loud clang, she picked them up and dropped them in her basket. The razor grass had been getting thick lately, meaning more raw metal for Reyaa's people.

Filling her basket, Reyaa took it to where the other harvesters were collecting what they could. They could not take too much razor grass or else it would open the way for enemies to slip deeper into the fields and attack the inner settlements. Still, taking the surplus would not hurt anyone.

Tyne," Reyaa nodded as she set her basket down. "Good harvest this time."

"Aye," her fellow Auriok agreed. "Good timing too. We're going to need it soon.

Reyaa frowned and glanced to the horizon, seeing Ingle, the black sun, peeking over the horizon. "Ah. About due for those Morioks and Nim to try their luck again." She shook her head and went back to her pack. "We'll be ready for them."


Humans are by far the most widespread of Mirrodin's people. Unlike the elves who remain in the Tangle, the goblins who crawl over the Oxidda Chain, or the leonin that make their dens in the Ror Fields, humans have spread to all of Mirrodin's different lands and built lives for themselves and created unique identities in the strange landscape. This allowed for several distinct cultures and values to develop, which also reflects on the bodies of the five tribes which sprang up after the mass migration to Mirrodin.
















Amazing Adaption

The humans of Mirrodin adapted quite well to their surroundings, despite the challenges ahead of them in surviving in a world of metal which at first glance held no means of supporting them. They soon discovered otherwise, finding the strange nuances of life on the plane of metal and adapting themselves to it in order to survive. This adaption reflected on their bodies, developing different metals and styles depending on which region they chose to settle into.

Spectrum of Spirit

Each human is unique, no two being entirely alike. This uniqueness shows in how the human groupings developed their ways in their regions. From the lawful good of the Auriok to the chaotic evil of the Moriok with the Vulshok, Sylvok, and Neurok inbetween, huamns have shown they have a wide range of temperments and beliefs in something which can drive them forward.

The Balancers

It is a possibility that Memnarch brought the humans to Mirrodin in order to temper the traits of the other races he chose to represent the five colors of mana. The Auriok help bridge the gaps between loxodon and leonin. The Sylvok temper the elves' militaristic mindset. The Neurok help keep the vedalken from drowning in civil war as enslaved confidants. The Vulshok help keep the goblins in check. Even the Moriok help keep the vampires and demons amused by being a target for their dark whims.

Human Names

Human naming conventions are just as varied as they are in any plane they preside in. In Morrodin, it is no different. A common theme to human names in Mirrodin is to include elements of the region they live in, sounds associated with their dialect, or virtues they hold as valuable.

Human Traits

Although the human species of Mirrodin are clearly divided into different groups, they do share some similar characteristics to serve as a baseline.

Ability Score Increase. You can increase one attribute of your choice by 2.

Age. Humans reach adulthood in their teens and with luck, can live up to a century.

Alignment. Humans can be any alignment, but generally their tribes affect their views. Auriok are lawful good while Moriok tend to be chaotic evil. Sylvok are Lawful neutral while Vulshok are chaotic neutral. Neurok are neutral, taking neither side but exploiting order and chaos when the situation permits.

Size. Humans range to around 5 feet tall to just over 6 feet in height. Your size is medium.

Speed. Your base walking speed is 30 feet.

Language. All humans can speak Common, but know a second langauge depending on which tribe you hail from.

Human Tribes. Each human belongs to one of five major tribes which exist on Mirrodin. Select one of them for your human character.

Auriok

The Auriok are a nomadic tribe who wander across the Razor Fields, making contact with leonin settlements and loxodon conclaves as they go. They are staunch allies of both and often are called to act as neutral parties for conflicts, earning them a reputation as diplomats among their allies. Often they are the first to clash with the nim and the Moriok as their people are usually close to the borders of the Dross.

Auriok generally appear as muscled humans with stiff white hair. Gold grows in spikes from their shoulders and arms while sometimes plating their torsos. Due to the heat in the Razor Fields, Auriok wear minimal white clothing to keep cool.

Ability Score Increase. Increase your Charisma score by 1.

Diplomatic Training. You are proficient in the Persuasion skill.

Language. You can read, speak, and write Leonin and Loxodon.

Nothing Wasted. Once per long or short rest, when you recover ammunition or other projectiles used during a battle, you can recover every piece unless they were destroyed during the battle. You also have advantage to checks on recovering materials from broken or destroyed items or constructs.

Moriok

The Moriok are the descendants of the first humans on Mirrodin who delved into the Mephidross. If they simply preferred living in the swamps or were lured there with the promise of power in black mana means little now. In the modern day, the Moriok often are either in the service of the infernal forces, the vampires, wield dark magic to drive the nim, or desperately scavaenge amongst the ruins and wreckage to live another day.

Moriok generally are lithe with deathly pale skin, making them look half-dead themselves. Their hair is stringy and dark while they wear drab and dark clothing to better blend into the swamps. Small lead spikes grow on their shoulders, but their prominent trait is the metal helmet which grows around their heads and covers their eyes, making them appear more like the nim. Some Moriok have the plate removed, but no doubt it is a painful experience.

Ability Score Increase. Your Dexterity score increases by 1.

Language. You can read, speak, and write Infernal

Nimble Thief. You are proficient in the Stealth skill.

Scrap Scavenger. You have advantage on checks to determine the nature of scavenged goods.

Tools of the Trade. You are proficient in Thieves' Tools

Neurok

The Neurok live on the shore of and on the islands of the Quicksilver sea. They are of a scholarly mindset and are constantly looking for greater knowledge. This thirst for knowledge had them become firm friends to the Vedalken in Mirrodin's first days, but after the Vedalken began to mutate and became dependent on blinkmoth serum, they enslaved the Neurok to be their labor and assistants. Ironically, the vedalken trust the Neurok much more than they do each other, thanks to the nature of their secretive society.

Neurok generally are shorter than average with brown and red hair. They have smooth patches of tin or silver plates on their bodies, easily hidden by their silver armor or the flowing blue robes they prefer. A sure way to identify a Neurok is by the ornate eyepieces they wear.

Ability Score Increase. Your Intelligence score increases by 1.

Language. You can read, speak, and write Vedalken.

Research Adept. You have advantage on checks to uncover research from books, scrolls, tomes, and other means of recording information.

Skilled Technician. You have proficiency in Tinker's Tools.

Sylvok

The Sylvok are the human population who live within the Tangle. A druid-based society, they venerate nature and all of the creatures within it. Although they have at least one major settlement where they can raise families and train in safety, more Sylvok are out in the wilds, much more comfortable there among the animals and serene beauty than they are cooped up in civilization. Although they do look to the elves for some safety, they are far from helpless.

Sylvok appear to be of average height and buld with black or brown hair and fair skin. Their bodies are laced or studded with intricate patters of brown or green copper. Most do not see this as they usually wear long coats of copper armor.

Ability Score Increase. Your Wisdom score increases by 1.

Language. You can read, speak, and write, Elvish.

Nature's Student. You are proficient with Herbalism Kits.

Nature Provides. You have advantage on checks to find food and water outside of civilization.

Vulshok

The humans native to the Oxidda Chain are hardy and powerful who not only live, but thrive among the hot and harsh conditions. Formerly skirmishing with each other, they have set aside their differences for the betterment of all. Split into six tribes with a barbarin-like culture, these people thrive at building despite their tempers and affinity to break things.

Vulshok humans stand taller than average with thick and muscular builds. Their most notable trait is the iron spikes which grow in place of hair and on other parts of their bodies, giving them a degree of natural armor. A trait they embrace by wearing only simple tunics, trousers, or even loincloths.

Ability Score Increase. Your Strength score increases by 1.

Language. You can speak, read, and write Goblin.

Blacksmith's Hands. You are proficient in Smith's Tools.

Steel Awareness. You have advantage on checks to build weapons, armor, or items.
















Leonin

Rayya stayed perfectly still, using the razor grass hollow she painstakingly created just for this purpose. Ingle was high in the sky, meaning that it was a perfect time for the nim to emerge from the mephidross once again. Many hunters were prepared for the attack which they all knew was coming.

As Ingle reached it's zenith, the familiar scent of the necrogen mists began to fill her nostrils. She repressed a snarl, knowing the rotting corpses were on their way. With the wind as it was, they were likely going to be near enough to strike in only a few moments.

The droning snarls and grunts of the nim announced their approach. Rayya gripped her weapon and prepared herself to move. When she heard the footsteps, wet slaps on the plates which separated dross from razor, Rayya moved into actions.

A sharp tug on a hidden latch, Rayya's razor grass shelter opened up as she came out with a powerful roar. She was not alone as several other such shelters revealed more leonin warriors, weapons ready as they came down on the mob of ravenous nim.


Leonin are proud warriors who live in Mirrodin's razor fields. They boast a strong martial culture, but also hold themselves to a high standard of honor. Pious and passionate, these people rose to become a dominant force and perhaps the dominant people of the Razor Fields.

Leonin are easily regonizable through their feline features. They are partially covered in tawny fur, giving themselves the appearance of lions. Like other residents of Mirrodin, steel plats accent their muscles on their limbs and torsos. In the case of the males, their manes come in as metal cables rather than hair.
















Honor Above All

The leonin of Mirrodin have a strong belief in the concepts of honor. They hold it as a standard of behavior among themselves and they are expected to follow it or suffer punishments or in the worst cases, banishment.

This belief extends to combat, all leonin warriors expected to fight fairly and to the best of their ability. However, should the enemy prove to be a beast or a monster in humanoid form with no honor, the leonin will not be afraid to use traps or hunting techniques in order to bring down their foes. The nim are the primary victims of this treatment for obvious reasons.

Fierce Hunters

The leonin are natural hunters and proved extremely adaptable after their transplantation to Mirrodin. They took to the Razor Fields, fashioning weapons from the grass, plotting paths through it and making traps out of those paths for the unwary.

Although the Auriok know how to harvest the Razor Fields for themselves, and the loxodon are able to brave it with their thicker skins, the leonin are believed to have mastered it. They use it in all its forms, natural and forged, to build their civilization.

Stalwart Guardians

Leonin in Mirrodin are perhaps more militarized than others of their kind on other planes. This is due to the leonine being constantly attacked by the forces of the nim from the Mephidross. Geth and his disciples wished to expand their rule and the Razor Fields were the closest place to their own bases and forces. Due to this, they sent hordes of nim at the leonin to destroy them and expand the Mephidross over their lands. Unfortunately for him, the leonin were quick to take up arms and crush any nim incursion and despite repeated attempts, the leonin remained where they stood, keeping Geth's ambitions stymied.

Leonin Names

Leonin have names which sounds strongly with purrs or growls, rolling the rougher sounds while constanants come closer to a purr. Male names often include hard sounds while female names hold softer rolling purrs. Unlike many other races which incorporate sounds of metals into their anguage, the leonin keep softer sounds in their naming conventions.

Leonin Traits

The leonin are a swift and powerful folk, sharpened by the trails they faced in the Razor Fields, making them even sharper than they were before.

Ability Score Increase. Your Dexterity score increases by 2.

Age. Leonin have lifespan similar to that of humans.

Alignment. Leonin hold themselves to strong senses of honor and integrity, making them lawful good.

Size. Leonin are taller than humans, but they are still humanoid. Your size is medium.

Speed. Your base walking speed is 30 feet.

Darkvision. The leonin have keen senses, even in the darl. You can see in dim light within 60 feet of you as if it were bright light, and int he darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Razor Field Hunter. Your reflexes and agility allow you to move in bursts of speed. When you move on your turn in combat, you can double your speed until the end of your turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Steel Claws. With your claws made of steels, you have a climbing speed of 20 feet. In addition, your claws are a natural weapon which can be used to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your strength modifier.

Hunter Training. You are proficient in the Perception and Stealth skills.

Languages. You can speak, read, and write Common and Leonin. The leonin language includes growls and rumbles which take advantage of the lion-like vocal chords of their people.

Leonin Tribe. Since the vanishing, the leonin have split into two distinct tribes with different beliefs and practices. Choose one of them for you leonin character.

Kha-tal

The Kha-tal are a tribe of leonin who hold to the beliefs and practices the leonin practiced ever since they first appeared on Mirrodin. Led by their Kha, Kemba, they face the future with the familiarity of the past. Their structure and beliefs is the source of their strength.

Ability Score Increase. Your Charisma increases by 1.

Leonin Weapon Training. You are proficient in longswords, shortswords, shortbows, and longbows.

Obu-tal

The Obu-tal are a growing tribe within the leonin civilization which cry out for revolution against the old beliefs of the leonin. The world of Mirrodin changed with the Vanishing and that the leonin must change in order to survive. They embrace techniques and practices elsewhere, such as artifice and other battle tactics which may not be readily accepted by the other leonin.

Ability Score Increase. Your Intelligence score increases by 1

Leonin Tool Training. You are proficient in your choice of alchemist supplies or tinker's tools.
















Loxodon

Radu breathed deeply, calmly contemplating her thoughts as she gave herself into deep meditation. Her ears fluttered slightly in the wind and her trunk twitched with each breath. The metal plating on both chimed slightly in their movements, adding to the sounds of serenity around her.

She had been meditating for some time now. Long enough to have the blinkmoths rain on her once already. A myr had wandered by, idly watching Radu for some time before moving on. Various birds found solace in her presence, idly picking at some of the insects which found their way to her before moving on. She was thankful for that, as their removal allowed her to keep meditating on her decision.

After all of this, Radu gve a deep breath and opened her eyes, seeing the razor grass around her. It chimed almost as if in declaration to her movements. Standing up, she saw a leonin and an auriok approaching. They looked to her expectantly, waiting for her words.

Calm and serene, Radu finally spoke after so many hours of stillness, "I have come to a decision."


The loxodon are the nomadic folk of Mirrodin, traveling over the lands in their homes, meeting with the people, and contemplating their beliefs and how they can be applied to the world around them. Often with their wisdom and neutrality, the loxodon are called to mediate in judicial affairs, known for being immovable in their decision making, both before and after the decisions are made.

Loxodon are perhaps some of the most peaceful people in Mirrodin, although they are very capable of defending themselves when the time calls for it. Ironically, they appear as some of the most intimidating folk. With their large bodies, large tools and weapons, and the copious metal covering their bodies makes them appear as dangerous or threatening despite their gentler natures.






















The Modest Truth

The driving belief in all of the loxodon practices and society is the concept of The Modest Truth. This is a code of morality which blurs the line between religion and philosophy. The loxodon hold themselves to this code, and apply it to all situations they find themselves in and filter their decisions through it. They do not enforce it on others, for that would be immodest, but if they are asked to give a decision to whatever affairs they are brought into, they will use the Modest Truth to help formulate these decisions for all to hear.

Community Minded

The loxodon hold great value in the community, believing that together they can achieve greater things than they can do by themselves. Although they often wander by themselves or in small groups, the oxodon always take solace that they have friends and family somewhere. As they meet with other people, they will become protective of them if they are alone, or help communities they come upon as a teacher, judge, or protector depending on their skill sets.

Utterly Neutral

The loxodon are slow to truly take action, merely wandering and contemplating the things they encounter and experience. They carefully measure everything they think of and apply them to what they wish to decide on. It can take them hours, or in some cases days, to reach judgment on some things they are asked to decide on. They are not swayed by pleas or threats, keeping themselves completely neutral, as part of their devotion to the Modest Truth. They do not take back a decision once made, often frustrating those who deal with them, especially with the ones who the loxodon decide against. It gave them a reputation of not seeing in shades of grey, but the loxodon do not care for such words, letting their actions speak for themselves.

Loxodon Names

The loxodon names involve sudden tomes, often pronounced through their resonant nasal chambers, often denoting status, family, and community roles. Most non-loxodons can't distinguish the tones so the loxodon translate them into titles to reflect their status when they interact with other races.

Loxodon names are usually prounced with a boom, reflecting the elephant-like language of the loxodon themselves. Female names are slightly more melodic, ending with vowels unlike the male names who never end in such.

Loxodon Traits

The loxodon are a pious folk, but are as strong as the metal which surrounds them in their ravels in the Razor Fields and beyond.

Ability Score Increase. Your Constitution score increases by 1.

Age. Loxodon mature at the same rate as humans, but they live up to 450 years. Wisdom and experience mean a lot in their society so they are not considered more than children until they are about 60 years old.

Alignment. Loxodon of Mirrodin are always lawful save for rare circumstances. With their dedication to the Modest Truth, loxodon are always neutral, although they lean towards good rather than evil.

Size. Loxodon stand from 7 to 8 feet tall. They can weigh as much as 300 to 400 pounds. Your size is medium.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Speed. Your base walking speed is 30 feet.

Loxodon Clear Mind. You have advantage on saving throws against being charmed or frightened.

Natural Armor. With the loxodon's naturally thick hide along with their metal skin being thicker than a normal Mirran's, they are naturally tougher. Your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you are wearing would leave you with a lower AC. You can use a shield while you are using your natural armor.

Trunk. You can use your trunk to grasp things and even use it as a snorkel. It has a reach of 5 feet and can lift, push, pull, hold, or drop items. It can lift five times your Strength modifier. It cannot wield weapons, shields, cast magic, or other things which will need manual precision. Your DM may allow other actions with the trunk aside from the other options.

Keen Smell. Thanks to your sensitive trunk, you have advantage on Perception and Investigation checks which rely on smell.

Languages. You can speak, read, and write Common and Loxodon.

Loxodon Herd. Loxodon can come in two types, generally called herds. Choose one of them for your loxodon character.

Albino Herd

The loxodon who are born with albino white skin are revered among their people as natural clerics and sources of purity. Almost all of them become religious leaders among their people. Some become leaders of small bands of loxodon monks, leading sessions of meditation and contemplation.

Ability Score Increase. Your Wisdom score increases by 1.

Religious Teaching. You are proficient in the Religion skill.

Divine Touch. You can cast the Guidance cantrip.

Grey Herd

These are the most common loxodon who are seen across Mirrodin. They often can take up many other classes, although they prefer to be monks and clerics. Although depending on their experiences, they may take other disciplines instead. They interact with many people and their reputation preceeds them, giving them a known reputation among them.

Ability Score Increase. Your Charisma score increases by 1.

Modest Teachings. You are proficient in the Insight skill.

Monk Training. You are proficient in clubs, slings, and quarterstaffs.
















Vedalken

"Check the details of the reagents Ottar," the Vedlken scientist spoke, pointing absently at a series of test tubes containing different chemicals.

"Yes sir," the neurok assistant nodded, moving to check the vials.

The experiment had been going on for over an hour, waiting for the reagents to be ready for the first infusion into the brewing compound. The theory work was sound and Trivaz was going to see the end of his research, success or failure.

The light of the burner's reflected off Trivaz' helmet tank, blinkmoth serum enhancing his mental abilities. His four hands moved to the various instruments or taking notes on the reactions he had seen so far. After several minutes, Trviaz was satisfied that the experiment was ready to begind.

"Bring the reagents Ottar," Trivaz finally spoke up. "And remember, if the experiment is a success, you get a vial of the serum in payment."

Ottar's enthusiasm for the project took a distinct upswing after that.


The vedalken are the intellectual tyrants of the Quicksilver Sea. Seated in the Synod, the center of their empire, they pursue their goals of intellectual perfection and superiority. They are a harsh, yet logical people who kept their neurok underlings all but enslaved until the Vanishing, forcing them to reorganize themselves.

Unlike in many planes, the vedalken of Mirrodin are drastically different thanks to the mycosynth spores which make the Mirrans grow their metal plating. The vedalken developed four arms and lost their noses and ears, some even developing gills depending on their exposure and perhaps due to Memnarch and blinkmoth serum. Like the other Mirrans, they too develop metal plating on their bodies, thin and almost unoticable blue metal. Most of which is hidden underneath the imperial blue robes they constantly wear.




















Logical Tyranny

Once the vedalken worked with the neurok to survive and even thrive on the Quicksilver sea, founding Lumengrid and the Synod. However, as the vedalken were contacted by Memnarch and given the blinkmoth serum, their desire for more knowledge and their addiction to the serum itself caused them to become cruel and spiteful to those around them. They all but enslaved the neurok, plying them with knowledge and serum, or threats and violence if that did not work. Their goal is not land or wealth, but knowledge which drives them to their less than moral actions.

Suspicions Abound

On paper, the vedalken government is a meritocracy. Those who achieve the greatest results or have the most knowledge are seen fit to lead. However, in practice the politics are dangerous and bloody at times. The vedalken are constantly suspicious of each other, seeking out blackmail on their rivals or even sabotaging the projects and experiments of those they feel to be a threat. Al so they can climb higher ranks to earn the favor of Memnarch and receive a steady supply of the mind-expanding blinkmoth serum. Ironically, the vedalken trust the neurok, their indentured/enslaved servants more than each other, giving the neurok better status than they would otherwise hold.

Violent Changes

After Memnarch was destroyed, so was the ready source of blinkmoth serum. Although there was copious amounts of it left in the Knowledge Pool, that supply was now limited. While many of the vedalken scrambled to hoard the precious and addictive serum, the neurok saw their chance and started a revolution. This forced the vedalken to reach a truce with their former servants and enter and equal partnership in order to survive. This has begun a schism in the ranks between more imperial elder vedalken and the more conservative younger generation.

Vedalken Names

Vedalken are strictly driven by their logic and scientific/magical knowledge. Art to them is solving equations and making discoveries and this reflects in their names. They only have a personal name and then pick one more suitable to their status when they enter adulthood. They do not practice family names, as with their suspicious natures, family does not play a role in their lives.

Male Names: Dhotlil, Ervot, Rodred, Zeluvoll

Female Names: Briadri, Idal, Poso, Sozi, Yeldash

Vedalken Traits

The vedalken focus more on mental and magical might, making them almost isolated in Lumengrid and the Quicksilver Sea.

Ability Score Increase. Your Intelligence Score increases by 2.

Age. Vedalken mature slower than humans, reaching maturity at 40. They can live up to 350 years, but with good health they can live up to 500 years of age.

Alignment. Most vedalken in Mirrodin are selfish and self-serving, making them evil in the loosest sense but live my strict codes of science and deal-making. As they break free from Memnarch's influence, this has been changing, making them more neutral than before.

Size. Vedalken are tall and slender, despite the bulker robes and gear they wear. They stand about 6 to 6 1/2 feet tall and weigh around 200 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Vedalken Dispassion. You have advantage on Intelligence, Wisdom, and Charisma saving throws.

Tireless Precision. You are proficient in one of the following skills of your choice: Arcana, History, Investigation, or Medicine. You are also proficient in one tool of your choice.

When you make an ability check with the chosen skill or tools, roll a d4 and add the result to the number you rolled for the check.

Dual-Handed. You can use your second set of hands to make special shamanic gestures, which help to focus and sharpen your mind. This allows you to maintain concentration on up to two spells at once. While concentrating on two spells, you must make a Constitution saving throw at the start of each turn that you intend to maintain concentration, with a DC equal to 10 + the level of the highest level spell you are concentrating on. If you fail the saving throw, you lose concentration on both spells. If you would lose concentration on either spell, you instead lose concentration on both spells. You can not concentrate on more than one spell if you are grappled or restrained, or if your second set of arms is bound in any way.

Languages. You can speak, read, and write Common and Vedalken.

Vedalken Caste. Since the Vanishing and the Neurok Rebellion, the vedalken have split between two castes. Pick one for your vedaken characters.

Synod Caste

The Synod Caste are the vedalken who cling to the old ways and principles of the Synod. They still see the neurok as servants and themselves as superiors. They hoard blinkmoth serum, using it in the tanks they wear to keep their minds enhanced as they search for solutions to their issues.

Ability Score Increase. Increase your Wisdom score by 1.

Amphibious. You can breathe air and water.

Blinkmoth Enhancement. You can choose a second ability or tool to apply to your Tireless Precision trait.

Clear Mind Caste

These vedalken are of the mind that it is time to be entirely free of Menmarch's insane ramblings in the disguise of knowledge and his poisonous blinkmoth serum. They treat with the neurok and attempt to rise above the ignorance of the past.

Ability Score Increase. Increase your Charisma score by 1.

Grand Orator. You often must speak to others and truly earn sway among the skeptic masses. You are proficient in the Performance skill.

Serum Tolerance. After years of taking blinkmoth serum and eventually breaking from it, your body has a higher tolerance to foreign substances. You have advantage on saving throws against poisons.

Classes in Mirrodin

The classes for D&D can apply to the the world of Mirrodin. Much like the mathematics which put the plane into existence, each of the classes have their own particular place in Mirrodin's daily life.

Artificer

Artificers are very common in a plane such as Mirrodin. The people developing the skill set out of necessity in a world filled with almost nothing but metal. Most only have enough skill to maintain weapons, armor, or even some small constructs they managed to tinker together, but others will take the skills as far as they can go to explore the world around them.

Alchemists would likely be found at the Quicksilver Sea, specifically in the Lumengrid or some Neurok villages since the chemical knowledge needed would exclusively be found there. Artillerits could likewise come among the Quicksilver Sea, but it could also be found in the Oxidda Chain, likely having been stumbled upon by the goblins, notorious for their love of things that go boom. Lastly, Battle Smiths could be found across Mirrodin, although likely there are few, if any, elven Battle Smiths thanks to their abhorence to artifice.

Barbarian

Barbarians in Mirrodin are almost entirely found in the Oxidda Chain. Specifically, they are found among the Vulshok and the goblin tribes. Given both peoples are in the habit of using their emotions as fuel for strength, barbarians are often found among them. Given their habits of using such rage, barbarians of Mirrodin often follow the Path of the Berserker.

Zealot barbarians and totem warrior barbarians are certainly possible. Religion is a prominent force to the Mirrans and it is even easier to craft animal totems thanks to all animals having useful metal as part of their bodies. Barbarians who are storm heralds would be rare, thanks to the weather being affected by vedalken rampant harvest of blinkmoths.

Bard

Bards are difficult to find in Mirrodin. The culture level of Mirrodin is mostly tribal for the majority. The only exception are the Neurok and the vedalken who focus primarily on knowledge rather than their cultural development. Still, one college of bards can exist, the College of Swords incorporate metal into their entertainment. Other colleges may exist, depending on if a denizen of Mirrodin somehow discovers how to use magic through music. The colleges of lore and valor would certainly exist in all regions save for the Mephidross. The college of glamor may be found inside the Tangle, the only region to host fey while the college of whispers would likely be found in Lumengrid among the vedalken polticians and backstabbers.

Cleric

Clerics are a staple of life in Mirrodin, as the people look to the five moons or other sacred sites for spiritual guidance. Different regions practice different rites, focsing on the values which they believe connect them to their respective moons or their people.

Arcane Domain. Although the people of the Quicksilver Sea and the Synod are more materialistic and believe in hard fact, there are some who believe that magic stems from a greater source than just mana and carefully chosen words and gestures. Often these clerics add insight or clues to magical theory.

Death Domain. In the Mephidross, death is everywhere. It even comes back to deal with the unwary in the form of the Nim an their necrogen mists. Death domain clerics come in two sides. One are the disciples of Geth, harnessing the power of the nim while the others use their power to lay the dead to rest before they in turn become part of the Nim.

Forge Domain. In a world of metal, the forge is a sign of creation as well as destruction. The Forge Domain is most revered by the Vulshock and the goblins who revere the Great Furnace, but to Mirrans, the forge is a concept of creation so all societies have such clerics in their societies save for the elves, who abhor artifice.

Grave Domain. Putting the dead down for good is a revered skill among the Moriok in their lead swamps. Such clerics are usually at the forefront of battles against the Nim, putting them to rest once and for all or preventing the newly dead from transforming into the same undead creatures.

Knowledge Domain. Knowledge is power among the vedalken, and those who hold sacred power of knowledge are considered holy, in so much as the science minded vedalken see things as holy. Knowledge domain clerics are sought out for their insights, creating knew avenues to apply knowledge, as well as collecting knowledge so it is not lost.

Life Domain. Life Domain clerics can be found both in the Razor Fields among the Auriok, leonin, and loxoson, but also in the Tangle among the elves and Sylvok. Life Domain clerics tend to the sick and wounded, using the power which they believe come from their respective suns to heal them.

Nature Domain. The nature domain is almost exclusively found among the Sylvok and the elves of the Tangle. Although Mirrodin is a world of metal, it still holds the cycles of nature after Memnarch's terraforming. Thanks to his effort, there is power in the copper trees and other terrains.

Order Domain. The loxodon wandering clerics primarily follow the Order Domain. They believe in the law and morality. Often they move among the Razor Fields and offer judgement in disputes or punishment of criminals.

Tempest Domain. Clerics who follow the Tempest Domain are a minor group who keep an eye on the skies for weather, storms, and other events. They interpret signs in the sky and positions of the five suns. In Mirrodin, most Tempest clerics look for signs of rain, as the vedalken rampant harvesting of blinkmoths have created droughts throughout the plane.

Trickery Domain. These clerics use their magics for the sake of mischief, or cunning, believing their inspiration comes from the blue sun. Most of these clerics are Neurok who have found faith while discovering new ways of outsmarting their oppressors.

War Domain. War is something all people of Mirrodin are familiar with. However, it is the leonin, Auriok, and Vulshok who have placed greater faith in war. These clerics preach of necessity of war and strength to fight it. They also speak of acting honorably and fighting with the fire within. Although war is not something to revel in, there is an honor and duty of fighting one for the right reasons.

Druids

The druids of Mirrodin were founded by the Sylvok with their way of life in the Tangle. The druids focus their power from the strange nature of Mirrodin, but also revere the beasts, believing their ancestors who disappeared during the Vanishing to have ascended into a higher state within nature. Some druids have taken to exploring outside of the Tangle, studying the other lands of Mirrodin.

Due to their small development, having limited, if any, knowledge of the Feywild or other planes, the druids of Mirrodin are either part of the Circle of the Land or the Circle of the Moon.

Fighter

Fighters in Mirrodin vary depending on their regions. With so much of Mirrodin untamed and the people still living in tribal groups with their low populations, they focus on ensuring they have a proper military force of fighters.

Elves and Sylvok are likely to become Arcane Archers. Leonin and the Auriok will have a higher population of Champions and the leonin would have Cavaliers with their pterons. Vulshok with their focus on martial power likely become Battle Masters. Moriok and Neurok people would focus on Eldritch Knights, one using all resources available while the other sticks to their specialties in magic. Leonin, Auriok, and perhaps more martial-minded loxodon would have the discipline to become samurai.

Monk

The only real idea of monks in Morrodin are in the loxodon as they wander through the Razor Fields and possibly beyond. Although they all believe in the Modest Truth, the interpretations can lead them to practicing different Monastic Traditions. This can be influenced by where they travel to and the other peoples they meet. A monk who experienced the Mephidross could lead to the Way of Shadow. A monk who has seen all regions of Mirrodin could even reach the Way of Four Elements. Still, in a world of metal such as Mirrodin, it is likely that monks from that plane are more likely to use the Kensei Monastic Tradition, relying on the metal which surrounds them for defense.

Paladin

The literal idea of a paladin does not yet exist in Mirrodin as it is. However, the conceptual idea of a paladin has already appeared among the people. Paladins of Mirrodin would be considered those who swore oaths to one of the suns of the plane, the focus of worship by the people

Paladins who swear the Oath of Devotion, swear it in the name of the Bringer, Mirrodin's white sun. The Oath of the Ancients is a relatively new oath made to the new green sun, Lyese. The Oath of Vengeance is made to the Sky Tyrant, Mirrodin's red sun by most. Still, it is made by many Neurok to the Eye of Doom, the blue sun, in their fight against the Vedalken. The Oath of Conquest is usually made for self serving or malicious reasons and is sworn to Ingle, the black sun. The Oath of Redemption can be made to any sun, depending on the situation.

Ranger

Rangers serve an important role in Mirrodin. While the world remains mostly wild thanks to the small tribes and isolated settlements, rangers are needed to guard borders, hunt down dangerous beasts, and help map dangerous area so the people who follow them are at less risk. Hunters, beast masters, and monster slayers are in all regions of Mirrodin.

In most recent times, Gloom Stalkers rose as they explored bits of Mirrodin's hollow core. However, as the phyrexians rose, the equivalent of Horizon Walkers who specialize in destroying the phyrexians likewise appeared.

Rogue

Rogues in Mirrodin are a somewhat unique group. Since most of Mirrodin hasn't developed cultures which support tricks and styles of rogues, they aren't mostly seen. Only mundane thieves, assassins, and scouts can be found. The other kinds can be found in the Lumengrid and Quicksilver Sea. Swashbucklers can be found sailing on the metallic seas, Inquisitives are endlessly researching, and the Masterminds with the Arcane Tricksters plot and take action against their enemies.

Sorcerer

Sorcerers are truly an unknown aspect of the magical arts of Mirrodin. Often it is mistaken for the gift of being a wizard, druid, or other magical class. Only the vedalken really have an idea that their power comes from their bloodlines rather than simple talent or hard work.

Because Memnarch had kidnapped people from other planes and dropped them into Mirrodin, all of the Sorcerous Origins can be used in Mirrodin. However, the understanding of where it came from likely will never be known after the Vanishing.

Warlock

In a world which is brand new and the people starting to get their feet under them, some seek out quick and/or easy ways to get power and security for themselves. Like in many planes, there are entities all too eager to make a contract to give them that power in return for a favor.

Archfey. Memnarch was more successful than he knew when he tried to bring life to Argentum. By cultivating actual land and bringing green mana, fey native to Mirrodin have been born. Some rose to greater power and willing to lend that power in the name of the copper forest.

Celestial. Like the demons who were brought either by Memnarch or the uprising of black mana, angels likewise appeared either by his hand or the surge of white mana. Usually the bronze and gold-winged angels remain aloof, revered from a distance by the Auriok. Still, sometimes they descend in times of need and charge individuals with their power to fight evil.

Great Old One. As the corruption of Phyrexia began to spread, people did not see horrors, but sources of power. Meeting the horrible amalgams of flesh and metal, they struck bargains in return for power until the time the Phyrexians were ready to begin their crusade. Others made deals to keep themselves alive and sane where others succumb to the madness of the Phyrexians.

Fiend. Like many planes, demons came to Mirrodin either through Memnarch's wish for a fully functional plane, or coming up through the new black mana of the plane. Becoming gold plated horrors, the demons would go on to destroy, or strike bargains with the desperate or greedy.

Hexblade. There are plenty of powerful weapons in Mirrodin, where innovation has created some unseen kinds of artifice. These weapons can hold powerful magic, or even be connected to powerful entities, ancient golems left behind, or even to the suns of Mirrodin itself.

Undying. Deep in the Mephidross and Rey Goor are ancient vampires who were transported to Mirrodin by Memnarch or are the first spawn of those vampires. They recall their own pasts, and even hold their old power despite their new metallic bodies. Such old and powerful vampires would enjoy living servants of competence who can help them with their goals.

Wizard

Wizards are a staple of the magic users of Mirrodin. Often they use what knowledge was passed to them from their ancestors to continue their various traditions. Wizardry is most commonly seen in the Lumengrid where it us used to pursue knowledge by Neurok and vedalken both.

Outside of the Lumengrid, the schools of magic vary depending on the region. Abjuration is practiced by the Auriok and others in the Razor Fields. Conjuration and Enchantment are used by the Sylvok and elves to summon and enhance powerful beasts. Divination and Illusion are prominently used by the Neurok and vedalken. Evocation is primarily used by the Vulshok and goblins. Lastly, necromancy is primarily used by the Moriok in the Mephidross.

The World of Mirrodin















The Tangle

The Tangle is the largest, and the only forest in Mirrodin. The 'trees' are towers of copper twisted into forms of ancient trees. Covered in verdigris, oxidization of copper and metallic mold acting as green. Jagged protrusions act as leaves while metallic cords act like vines.

Although made of metal, the Tangle does host a true and complex ecosystem. Many different kinds of insects, birds, and animals exist, all of them with metal armor, hides, or other body parts. The most unique of them being creatures which evolved into beasts unique to Mirrodin such as the fangren and groffskithur.

The elves have made homes for themselves in the spires, making homes in the hollows and manipulating the thick copper to create their residences in close communities and scouting stations at the edges of their territory.

Tangle Locations

The Tangle is a truly massive forest, but that does not mean that it is all trees and beasts. The elves and the Sylvok have created places of importance as well as sacred sites for their people.

Tel-Jilad, the Tree of Tales

This tree is the largest and the oldest tree in the entire Tangle. On its surface is the history of Mirrodin carved into its copper body. THe trolls of Tel-Jilad consider the tree their home and conduct their rituals inside. The only elves allowed inside the hollows of the tree are the ones known as the Tel-Jilad Chosen, acting as the bodyguards and servants of the trolls.

At the bottom of the tree, the etchings of Mirrodin's history have been mysteriously etched out. Some secret lies deep in Mirrodin's past which the trolls feel only they should be burdened with knowing...

A history which may or may not be revealed in full almost all of the trolls disappeared in the Vanishing, leaving the elves to lead their own spiritual rituals. Only the troll named Thrun, the one troll born on Mirrodin remains in isolation, hiding secrets from the rest of Mirrodin.
















The Radix

This is a sacred site to the elves where a glowing green metal sphere hovers with a low hum. Here, the elves would discard destroyed artifactc reatures sent against them as well as their dead. After a few days, the bodies would disappear.

In more recent days, as Glissa Sunseeker's conflict against Memnarch grew, that changed. Inside the core of Mirrodin, Glissa tapped into the collected green mana of the world and it exploded up through the Radix. It formed a lacunae, a hollow tunnel to Mirrodin's core. The expelling of mana created Mirrodin's fifth and final sun, balancing it at last.

The site of the Radix is still considered a holy site, now for the birthplace of the fifth sun as well as a source of powerful green mana.

Edges of Forgetting

This place is a ritual site the trolls created to erase the long memory of the elves. Why this was done to help hide anyone who had the far knowledge and experience which may ignite a Planeswalker's spark which Memnarch coveted so greedily.

The site is a place of powerful magic and may in fact be used for other rituals and ceremonies. With the need for erasing memories no longer being necessary, the Edges of Forgetting may be used for different purposes than what the trolls founded it on.

Temple Might

This is the site which the Sylvok meet for their druidic faith, preaching about the power of the soul in balance with nature and the ascension of the spirit to become part of nature, as the Arch-Druid Benzir believes after the events of the Vanishing.

Near the temple are the small settlements of the Sylvok, where they raise their families and practice their teachings. Some dwellings may be shared or temporary, as many Sylvok druids go out to explore Mirrodin and see more of its natural wonders.
















The Razor Fields

These expansive metallic plains stretch far across Mirrodin. It is named for the razorgrass which grows from its metal plated surface. The razorgrass appears to look like metal rods with bladed edges, making them akin to naturally grown swords and daggers. When the wind blows, the razorgrass makes a pleasant chime, making the fields a pleasant place to look at, but not so pleasant to travel through.

The razor grass is a valuable resource to the people who live in the region, specifically the leonin, Auriok, and loxodon who live and travel through the grass. Cultivated, it makes for a natural deterrent for encampments. Harvesting the razorgrass also makes for a reday source of steel blades as well as natural metal for construction.

Razor Fields Locations

The Razor Fields can be a dangerous place to travel for the unaware or the foolish. However, the locals know the ways through the razorgrass by heart and know which ways to travel through it to avoid becoming skewered on it.

Taj-Nar

This city rises as a beacon over the Razor Fields. Build from steel and gold, the leonin built this city as their home and refuge in the Razor Fields.

The city is ruled by a kha, who governs the city and looks out for his people as the stongest and most skilled of their people. They are aided by seers who serve as advisors and give prophecies or glimpse of future events to aid the kha in their decision making.

The leonin also have an aerie, manned by their skyhunters who tame and grow with pterons, pteradactyl-like creatures who hunt through the skies of Mirrodin.

The city is founded on concepts of honor and discipline, giving a strict set of rules to abide by and swift punishment for those who break them. A strict heirarchy is in place has the individuals working together for the betterment of the whole.




















Taj-Nar recieved serious blows during the war with Memnarch. One of his agents used a mana bomb to nearly destroy the city to try and eliminate the enemies of its master. The leonin struggled to rebuild before they suffered their second blow. The kah, Raksha Golden Cub, was among those who disappeared during the Vanishing, leaving the leonin without many of its leaders and prominent members.

This led to a shism between two factions of leonin. One supports the new kha named Kemba, keeping the traditions which the Mirran leonin founded their society on. The other is led be a figure titled the Obu-Tal, calling for revolution as theold traditions do not fit into the changed world of Mirrodin.

The Cave of Light

This cave is a sacred site to the leonin and the Auriok, believed to bring divine revelation to the people who visit it. This place also serves as a lacunae, or hollow gap, which leads to the very core of Mirrodin and the source of all of its mana. This place is where the white sun called Bringer by the locals erupted from the core before rising into the sky.
















The Mephidross

Bordering the Razor Fields and the Oxidda Chain are the toxic waters of the Mephidross. It is a toxic wasteland of natural industrial waste. Foul water with black ichor scum on the surface flows everwhere and the dark smog hangs in the sky while the poisonous necrogen mists hangs in the air, spewing from the smokestacks which grow from the soft lead earth.

The Mephidross, or Dross for short, is a hostile place for the living. The ground is poisoned by the sludge coming from the smokestacks of necrogen mists. These 'chimneys' grow from the ground, growing from ten to three hundred feet into the air. From deep in these chimneys rings rings the sound like dissonant chord which echoes through the Dross.

The necrogen mists is a dangerous smog which spews from the chimneys, falling over the swamps. People caught in them slowly have the life drained out of them. First their sanity, and then their vitality, eventually leaving them as emiciated, sometimes mutated, zombies called the Nim. These creatures ravenously attack anything living, not recognizing anything from their previous lives.

The Dross slowly attempted to expand into the Razor Fields and Oxidda Chain, only seeing more success in the fields. This led to constant battles between the Nim and the Leonin as the master of the Nim attempted to expand his power.

Mephidross Locations

The Mephidross is a hostile location where not much can live. Still, some structures of importance do exist. They are isolated and not many go there, but these places have a role to play in Mirrodin's greater picture.

Ish Sah, the Valt of Whispers

The Vault of Whispers is a mountain-sized structure, shaped like the chimneys in the Dross. Inside ins a community of Moriok who braved the dangers of the Nim and other hazards to find the secrets embedded within.

The Moriok came to find the secrets of the Nim, the necrogen, and the power of the Black Lacunae hidden in the vaults. It's eruption may be the reason for the massive hole in the mountain-sized chimney.
















Despite the toxic environment, there is a community of artificers and necromancers living in the vault. Called Disciples, they seek control over the Nim and create nightmarish machines to better arm the Nim in the campaign to expand the power of the Dross. They also experiment with the necrogen, making them appear pale, almost dead themselves, and likely mad in various ways.

The leader of the vault is a Moriok named Geth. He was a powerful necromancer who controlled hoards of the Nim and even one of the vampires who resides in only the most isolated places in the Mephidross.

Geth was an almost unrivaled power before the war between Glissa and Mennarch rose. Glissa broke his power as she slayed Geth's vampire. With his power broken, Geth was beheaded and left to die. Still, Geth was intelligent and rose as a lich. After lending aid in the war, he head was mounted on a new apparatus so he could move again. Immediately after the war, he sought to reclaim his former power in the Vault of Whispers.

Rey-Goor, the Black Bayou

The Dross had reached far, touching into the Tangle and creating Rey-Goor. The ground is oily and soft with rusting Tangle trees rotting and pointed metal roots sticking up, almost in desperation. What few trees survive create the rare islands of dry ground there.

Although the touch of the Dross is unmistakable, the Nim rarely appear here. Instead, the vampires of Mirrodin make the place home, finding the scenery much more pleasant to look at than the muck and mire of the Dross.

They naturally clash with the elves, neither side willing to live with the other. The vampires merely see the elves as another food source aside from the Sylvok. The elves see the vampires as abominations which must be destroyed.
















The Quicksilver Sea

Mirrodin's only ocean is a beautiful, if unearthly sight. The water of the sea appears to be liquid mercury, but it is a substance of unknown origins. It has similar properties to water, as there is an underwater ecosystem thriving in the sea.

Dotting the seascape are islands of polished tin which rise up from the ocean in strange shapes and patterns. The larger islands have bridges built between them by the vedalken and the Neurok. Smaller islands are harvested for their tin as a building material.

The Quicksilver Sea is the source of the advanced knowledge and artifice for Mirrodin. The people who reside here have access to advanced technology and magical knowledge, making for a higher standard of living in several areas.

Quicksilver Sea Locations

There are a number of locations in and around the Quicksilver Sea to explore. Some are obvious in their purpose, such as settlements. Others are not so easily understood and not many can explain what they are meant for.

Lumengrid

Rising from the Quicksilver Sea, the structure is a dome-shaped building on a pillar, colored blue. Here is the source of all advanced knowledge and artifice on Mirrodin. It is also the home of the Synod, the head of the Vedalken Empire. Often Neurok are brought here by the vedalken to work as assistants, exploration, or simply as slaves.

Patrolling the Lumengrid are areophins and hoverguards, artifact creatures made to ensure the Neurok and the captured specimens are kept in line. They are equipped both to subdue, or eliminate depending on their orders and the situation. While not intelligent, the drones are capable of reading situations for the most efficient outcome.

Also developed here is the Blinkmoth Serum, the fluid harvested from blinkmoths which is such a valuable resource to the vedalken and Neurok. The fluid brings a higher state of mind and intelligence, making it a valuable resource. However, the fluid is also addictive and long-term use can affect a user's mental state.
















Unknown to the vedalken, the blinkmoths were also the source of rain in Mirrodin and their rampant harvesting led to droughts in several areas. Although it woul be difficult to say if the vedalken cared since the serum brought so much use for their pursuits.

The Pool of Knowledge

This location inside the Lumengrid is perhaps what the vedalken hold the closest to being sacred. It is a vat of Blinkmoth Serum which the vedalken use to trigger mutations in subjects and also bring stronger effects to the Blinkmoth Serum they drank beforehand.

At the bottom of this pool lies the Blue Lacunae, likely the reason why the Pool of Knowledge has such power, being saturated with blue mana.

Medev

A noted Neurok village constructed out of tin harvested from the Quicksilver Sea, it is one of the larger settlements on the silver sands. The Neurok have a higher standing of living than most other settlements. However, it is the most oppressed. Vedalken often went to the settlement, forcibly recruiting the Neurok as slaves, keeping any promising recruits as assistants and keeping them loyal with Blinkmoth Serum.

Much of the population was wiped out by Memnarch after the people attempted to rebel against him. Only a few survivors are noted, but there is always hope to rebuild.

Titan Forge

Out in the middle of the Quicksilver Sea, there is a place the water will not flow. At the bottom of the sea is a circular metal platform. Around it, as if by a forcefield, a 'wall' of quicksilver rises up.

For a time, the purpose of such a space was unknown. As the Phyrexian infection began, it's purpose was made clear. It was an automantic construction platform which syphoned ambient mana and created giant golems called colossi. Why it was made and for what purpose is unknown.
















The Oxidda Chain

The rusty red iron mountains of Mirrodin's roughest make for an intimidating sight. Molten metal flows out of the mountains through the valleys and crevices. The equivalent of lava for Mirrodin, it is a harsh place to live in and only the toughest or the luckiest are able to survive. Fortunately, the Vulshok are as tough as they come and the goblins are some of the luckiest people to exist anywhere.

Resources for the craft of both races are easy to come by. The iron of the most of the mountains is rusty and not useful, but the metals harvested from the molten rivers proved to be capable of making fine iron weapons, armor, and tools.

It is not just the terrain which makes the Oxidda Chain dangerous. It is the other denizens of the mountains which make living in such a place so hazardous. Metal-eating ogres, furnace-like dragons, flaming helllkites, all of them proving to be powerful threats to the unwary, and even those who are prepared for them.

Oxidda Chain Locations

Uninhabitable as many places are, there are still places to rest and explore in the Oxidda Chain.

Kuldotha, the Great Furnace

One of the mountians holds a wonder of Mirrodin's nature. An entire furnace and forge was developed as the mountain grew. Either by design or by coincidence of development, Kuldotha became a source of molten metal which flows into a number of different areas within the Oxidda Chain.

Goblins, specifically of the Krark Clan, have taken to living inside Kuldotha. They revere the furnace as a mother goddess opposide of a patron god in the Sky Tyrant, the red sun.

The goblins often spend their days constantly throwing whatever scrap metals they can get into the furnace, harvesting molten metals for trade and making their own tools. They also use the furnace as a funeral pyre, throwing their dead into the molten steel. In this, they believed their souls were collected by the Steel Mother and keep the furnace going.
















The Red Lacunae

Although this area is considered sacred by the goblins, they don't have a name for it. Being at the very bottom of Kuldotha, it is considered oart of the Great Furnace. The goblisn keep an eye on it, believing that it gives off signs from the Steel Mother. In truth, this is the occasional flare of red mana from Mirrodin's core. Still, depending on the size and intensity of the flares, the goblins interpret signs of approval, disapproval, or other portents from the Steel Mother. Goblin assaults have been made or disbanded by the timing of these flares in the past.

Vulshok Tribal Lands

The Vulshok live in six different tribes, each of them fulfilling a purpose for the betterment of the Vulshok as a whole. Each tribe has a specialty, and provides a different service.

The Anvil Tribe are compsed of the best smiths, making incredible tools which help the other tribes forge their own ware.

The Sword Tribe live higher in the motains, expertly creating blades and using their fire magic to make those edges even sharper.

The lowland Hammer Tribe specializes in blunt weapons. Although they may appear lowbrow, their minds are sharp, using magic to harness the mountains themselves as their weapons.

Their fellow lowlanders, the Helm Tribe, make the best armor, but also finer tools, once which require care and a delicate touch. Often this tribe produces the finest Vulshok leaders who have the temperment to lead and arbitrate.

The Shield Tribe are seminomadic, moving between the different tribes not only building fine shields, but also building homes, walls, and other defenses against the elements and enemies.

Finally are the highland Spear Tribe, experts at piercing tools, they serve also as the spirtual members of the tribes with shamanistic power over lightning magic.

There's no definite point to where these lands can be found. Not because the Vulshok are isolated, but the difficulty in reaching these places to those who are unfamiliar with the Oxidda Chain. Often the Vulshok leave to conduct trade than let visitors come to them.
















The Glimmervoid

Found in the space between the Razor Fields, the Oxidda Chain, and the Tangle, this is Mirrodin's equivalent to a desert. It consists of rolling hills all covered in polished hexagonal plates made of a reflective metal. The desert shines with the light of the five suns, making for a beautiful, prismatic effect.

Despite the beauty of this place, there are still dangers to travelling across the Glimmervoid. It holds dangers of heat exhaustion as the light from all five suns rains down without mercy, and only reflects off the surface, making it even hotter. With no water or shelter to be found, it makes travelling the Glimmervoid unprepared a dangerous proposition.

An oddity to the Glimmervoid is that the reflective panels on the ground can actually reflect or refract magic. Spells striking one of the panels can be redirected at a target, or the spell can be split into smaller portions for a reduced effect. Because of this, panels of the Glimmervoid have been harvested by Vulshok, Auriok, and Leonin to make into shields. Oddly, the panels are soon replaced by more panels underneath within days.

Glimmervoid Locations

As barren as the Glimmervoid is, there are still places where adventurers can discover secrets of Mirrodin. Some may be simple and small, but they could be clues to greater adventures most Mirrans could only dream about.

Blinkmoth Well

These holes sink deep into the surface of the Glimmervoid. They go deep into Mirrodin's surface, although they are not the same as the lacunae which reach deep enough to the Mana Core. Instead, these are the rare homes of the blinkmoths, insect creatures which were the secon life forms on Argentum after the golems and before it became Mirrodin.

The blinkmoths follow an unknown migration pattern which rise from the wells and fly through the skies of Mirrodin. Where they go, rain and precious water follows. However, that is risked as the vedalken harvest all the blinkmoths they can for their precious Blinkmoth Serum, leaving many areas of Mirrodin to drought as more blinkmoths are harvested than can be produced.
















Galdroon Palace

This castle is a monument of both aesthetic and mathematical beauty. It is the home built by Karn as his residence. A place of beauty by the pristine metals used to make it, but every angle, point, and numerical portion is in perfect mathematical alignment, making it beautiful to admire and analyze.

In his early years, Memnarch administered, and then ruled Mirrodin from here. As he grew into his madness, he began to resent the palace. It served as an endless reminder of the creator who left him behind. Finally, Memnarch abandoned the palace for his fortress in Mirrodin's core. Still, he could not bring himself to destroy something his creator built, much as he despised him. Instead, the palace was left in the Glimmervoid. Finding it is difficult, as it rests between several hills, creating mirages off the reflections to hide it in plain sight.
















Mirrodin's Core

Unlike many planes, Mirrodin is a world that is completely hollow. Through the five lacunae, it is more than possible to come down to the centre of Mirrodin's core, where it's mana originates before it filters up to the land and transforms into one of the five colors which the denizens of Mirrodin use in their magics.

Down here is also where Memnarch plotted and planned for his schemes to sbjugate Mirrodin once and for all and claim Glissa Sunseeker's Planeswalker spark so he could go out into the multiverse and his beloved and reviled creator.

Unknown to all, it is also where the infection of Phyrexia's glistening oil began after it touched Memnarch. The core is populated with mycosynth growths, fungus-like towers with short tendrils that appear to be reaching out for something. Memnarch constantly cut them down and away from the core, keeping the infection at bay. Once Memnarch was destroyed, the infection was able to proceed without interruption, paving the way to new Phyrexia.

Allowed to grow and connect, the mycosynth develops properties similar to different land terrains, creating the colored mana straight from the Mana core. Tree-like grows, swampy exapnses, rocky rowers, open space plains, and suspended fungal islands populate the core as the mycosynth continues to grow.

Mirrodin Core Locations

Panopticon, the Darksteel Citadel

This citadel was constructed by Memnarch to be his observation point for seeing all events on Mirrodin from the eyes of his constructs such as the Levelers and the Myr. Constructed out of a nearly indestructable material called Darksteel, it was Menarch's bastion and final fortress. Inside, he used his Darksteel Eye to observe all of his target or important events.

The citadel was lost to Memnarch after Glissa tapped into the raw green mana, destroying the Darksteel Eye and costing Memnarch so many of his plans and carefully formulated plots. After Memnarch was destroyed, the citadel left unattended...for a time.
















Karn retreated to Mirrodin's core after the temporal disasters in Dominaria, but was trapped by the corruption of New Phyrexia. He was placed in the Darksteel Citadel where the five preators attempted to turn him, the focus of Phyrexian worship, to their specific ideals of perfection. Only thanks to the sacrifice of a close friend was Karn freed from the corruption, now dedicated to destroying New Phyrexia.

Since then, the citadel has gone unoccupied, but as Elesh Norn takes control of New Phyrexia, she may claim it as her new throne.

The Mana Core

In the very center of Mirrodin, there is the source of all the plane's mana. A sphere of pure white mana, not to be mistaken for the golden white of white mana. Here the mana flows up to the surface, adapting the color of the terrains it filters into. Here the mycosynth towers are most aggressive, reaching for the immense source of pure mana.

The balance here is important to all of Mirrodin. Instability in the core is what created the five moons of Mirrodin. If the instability happens again, even worse with the Phyrexian infection, it is hard to tell what could happen...

The Mirodin Beastiary
















Angels

If it was through Menarch's soul traps or due to the new white mana which flowed through the newly cultivated planes, angels came to Mirrodin. They usually remain aloof over Mirrodin, worshiped from afar by the Auriok.

Like the other beings of Mirrodin, the angels were affected by the mycosynth. In this case, it turned their wings to brass, gold, or even platinum along with other portions of natural armor.

When evil and grave threats to the people of Mirrodin appear, the angels are more than reday to mobilize for war. Sadly, despite their divine nature, even the angels are not immune to the corruption of phyresis nor resistant to compleation. Often these captured angels return with ragged wings and porcelain plates covering their nightmarish forms of flesh and metal.

Use a Deva to represent the angels of Mirrodin.

Beasts

Memnarch had a sharp eye for details even in the midst of his obsessive madness. He knew he needed a complex ecosystem to support the people he captured, and then more creatures to keep the others in check. From the Tangle to the Oxidda Chain, from the Mephidross to the Quicksilver Sea, animals of all shapes and sizes populate the wild areas of Mirrodin.

Birds

There are many creatures in the sky as well as there are on the ground or in the sea. These birds are a number of sizes, but many of the predatory birds are taken as familiars by the Neurok. They serve as a rapid attack force, messengers, or other purposes.

These creatures can often be represented by Blood Hawks or Eagles.

Boars

Boars are a noted species in both the Tangle and around the Oxidda Chain. In the Tangle, they can grow to quite large sizes with tangled tusks of copper which makes them a powerful threat, despite the source of food and labor they can provide.

The Vulshok capture and tame the boars around their clan grounds. These boars often have spines and tusks of iron which make them almost like living battering rams.

These boars can be represented through Boars or even Giant Boars.

Crocodiles

A number of crocodiles were also broght to Mirrodin. As a wetlands creature, they are forced to live in the waters of the Mephidross. Like the Moriok, these crocodiles know better than to go in deep into the swamps where they fall victim to the necrogen mists or the Nim. More often than not, they are found closer to the Black Bayou. Still, many crocodiles do fall victim to the mists, becoming Nim themselves.

Crocodiles of Mirrodin can be represented by Crocodile.

Spiders

Giant Spiders populate many places in the Tangle. Often they have copper plating covering their bodies rather than normal chitin. Their webbing, depending on the breed, can come as a metallic silk, or a molten copper webbing. The elves harvest the webs for a ready source of copper, preferably after the spiders have abandoned the webs.

After the Phyrexians began attacking, Vorniclex compleated many spiders, seeing them as strong predators. Their webs became black, made from the corrupting fluid known as Phyrexian Oil.

Wolves

The wolves of Mirrodin are a natural sight in the Tangle. Predatory pack animals, they work together to take down prey. The elves of the Tangle tame the wolves and use them to protect the borders of Tel-Jilad. Their senses make them quite adept at hunting down the myr which try to sneak int othe sacred place. A wolf from the Tangle can be represented by a Wolf.

Like so many other creatures, Vorniclex saw another beast to give his ideal of perfection. Using the Glistening Oil and compleation, he transformed the wolves into ravenous beasts, dripping the corrupting ichor from their fangs. These wolves can be represented by a Dire Wolf.

Constructs

Constructs are a natural part of Mirrodin. In fact, they're such a natural part, the people see them as natural as any of the animals which also populate Mirrodin's surface. Some of them were built by enthusiastic artificers, but more seemed to have come from nowhere and act like the creatures they were made to resemble.

Many artifact creatures come in a number of shapes and sizes. The humanoid ones can be represented by Animated Armor or Helmed Horror. Other constructs take the form of different creatures such as birds, spiders, or even ones like the dragons or hellkites. These creatures can use the same statblocks, but are considered constructs and are immune to poison damage along with the charmed and poisoned conditions. Their other stats remain unchanged.

Dinosaurs

Memnarch had literally searched the multiverse for proper creatures to populate his new world. He did not limit himself to just certain 'modernized' planes where civilized people ruled it. He also sought out creatures from savage planes or untamed places. This includes dinosaurs.

The most well-known of these creatures include the tyrannax. They are dangerous reptiles that have adapted to Mirrodin, covered in metal plating. Such creatures can be represented by a Tyrannosaurus.

Other herbovire dinosaurs exist. Rather than eat plants though, they have developed to devour the metallic 'plantlife' of Mirrodin. Often called Molder Beasts, these creatures have a number of metal plating on their backs which serves as offense and defense. These creatures can be represented by stegosaurus or ankylosaurus

Demons

Where there is light, there is a shadow. Menarch knew this and to keep mathematical balance of the world, he allowed black mana to flow and brought demons to keep it flowing.

Gold-plated and as devious as any of their kin in other planes, the demons of Mirrodin are as dangerous as they ever are. The Mephidross makes for a fine home for them as they hunt the Moriok for sport, or make deals in return for souls if the target gets their interest.

Demons come in many forms, all of them gold-plated or lead infused depending on their rankings. The distinction of devil and demon doesn't seem to exist in Mirrodin. Such creatures can range from Imp all the way up to Pit Fiend.

Dragons

Dragons were made a target by Memnarch for his soul traps, but not for any kind of awe. Dragons are apex predators and also embody red mana. That made it necessary for Memnarch to bring dragons to Mirrodin. The creatures quickly adapted, enjoying a plane so abundant in precious metals.

Like other beings, the mycosynth affected the dragons, perhaps more than it did most others. The dragons' bodies developed metal insides, become actual furnaces which allowed them to spew white hot flames to melt metal. What metals aren't precious, the dragons devour to feed their furnace-like bodies.

The dragons of Mirrodin can be represented by a Red Dragon.

Dryads

When Memnarch began restructring Argentum into Mirrodin, he wished to create a true living world to rule over. As he cultivated the terrain and allowed the mana flow to the surface, Menarch succeeded beyond his initial intentions.

As angels were formed from the white mana and demons from the black mana, dryads began to form from the green mana, proving that Mirrodin's strange ecosystem was truly alive.

Inherently beautiful, dryads of Mirrodin are adorned in metallic silk shawls and their bodies decorated with vibrant copper, both bright and with verdigris. Their hair appears almost like tangled green cords, perhaps reflecting the name of their home.

Mirrodin dryads can be represented by a Dryad.


















Elementals

As Memnarch allowed mana to begin flowing through the plane while he cultivated it, resulting in blasts which created the five suns, the land itself became infused. This gave birth to elementals, summoned from the elemental planes but born through the unusual land of Mirrodin.

Earth elementals rise up made of metal ores. Fire elementals blaze around scorched slag frames. Water elementals appear made from the mysterious quicksilver. Air elementals at first appear to be just that, but metal sands glint in their whirlwind bodies.

Rust Elemental

In a world of metal, other aspects dealing with metal become elementals on their own. An elemental which in other planes, would be of dust, a mix of air and earth, instead becomes rust in Mirrodin as the ground is made of metal which rusts in the air.

Rust elementals are a scourge in Mirrodin, as they constantly rust anything they touch and constantly devour any constructs they can get their hands on. If a rust elemental appears, it can devastate settlements as they rely so completely on metal. When they appear, they first manifest as rust dust, but then collect any loose metals around them to form a body before taking commands or going on a rampage.













































Rust Elemental

Large elemental, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 85 (10d10 + 30)
  • Speed 30 ft., fly 40ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 16 (+3) 3 (-4) 13 (+1) 11 (+0)

  • Skills Perception +4
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks.
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses passive Perception 14
  • Languages Auran, Terran
  • Challenge 6 (2,300 XP)

Feeding Frenzy. At the beginning of each of the rust elemental's turns, if it didn't destroy a metal object since the start of its last turn, it automatically takes 5 (1d10) necrotic damage and the first attack roll made against it before the start of its next turn has advantage.

Iron Scent. The rust elemental can pinpoint, by scent, the location of ferrous metal within 30 feet of it.

Rust Metal. Any nonmagical weapon made of metal that hits the rust elemental corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -3, the weapon is destroyed. Non-magical ammunition made of metal that hits the rust elemental is destroyed after dealing damage.

Actions

Multiattack. The rust elemental makes one bite and one sting attack.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target must make a DC 15 Strength (Athletics) check. If it fails, the rust elemental can force the target to drop one item it is holding. If the dropped item is a nonmagical object made of metal, the rust elemental swallows it, and the object is destroyed.

Sting. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a nonmagical ferrous metal object that isn't being worn or carried, the attack destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 14 Dexterity saving throw to avoid the effect. If the target is a creature wearing metal armor or a metal shield, either the armor or shield (the target's choice) take a permanent and cumulative -2 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.

Rust Breath (Recharge 6). The rust elemental exhales a cloud of rust in a 30-foot cone, forcing each creature in the area to make a DC 14 Dexterity saving throw. On a failed save a creature takes 11 (2d10) necrotic damage, and any metal objects it is wearing or carrying rust as described in the Rust Metal trait and ther rust elemental's Sting attack. On a success, a creature takes half as much damage, and any metal objects it is wearing or carrying are not affected.

Myr

Almost ignored throughout Mirrodin are the small constructs which are known as the myr. These small, beaked machines are constantly moving through Mirrodin, spying on the people for their master, Memnarch.

Obedient Observers. The myr constantly wander across Mirrodin, spying on the people and sending what they see back to the Darksteel Citadel where Memnarch would view and make plans against those he had his minions spy on. The myr themselves, being constructs, did not have any favored targets but were built with specific functions or terrains in mind for their duties. This has the myr appear in a variety of shapes and sizes, although they all share the familiar beak-shaped heads.

Unintended Sentience. As the myr continued to obediently spread through Mirrodin and observe the people, they began to develop their own sentience and habits. Many began to exclusively observe certain people or even individuals. Others became content to wander specific areas. When Memnarch fell, some myr simply stopped functioning, but the majority of them continued with their duties and habits. They had become a part of Mirrodin much like the people had.

Strained Relations The role the myr play varies depending on the races in question. Elves abhor the myr and often cut them down wherever they find them, disposing the remains at the Radix. Vulshok on the other hand see them as a useful resource. Often they capture myr to use their metals to forge their weapons an armor. The Vedalken hold some reverance for the myr, being the servants of their former master. Phyrexins merely see them as another race needing to be brought into their fold. All the races have a different view of the myr, just as multifacated as the duties of the myr themselves.

Using a Myr

The myr statblock here is for the baseline model of the myr. As most myr are augmented for different tasks, you can give them extra abilities to make them fit your adventure. If you plan to give them more spells or abilities, be aware you may have to recalculate their CR.


Myr

Small construct, unaligned


  • Armor Class 13
  • Hit Points 16 (4d6 + 4)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 5 (-3) 10 (+0) 12 (+1)

  • Skills Arcana +1
  • Damage Resistances acid, bludgeoning, piercing, and slashing from nonmagical attacks.
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poison
  • Senses passive Perception 10
  • Languages understands Common but cannot speak
  • Challenge 1/2 (100 XP)

Innate Spellcasting. The myr's innate spellcasting ability is Charisma (+3 to hit with spell attacks). It can innately cast the following spells, requiring no verbal components:

At will: detect magic, shocking grasp

Actions

Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Ogres

Ogres on Mirrodin are large piles of muscle with an appetite for metal and like to crush things under their feet for fun. Fortunately for everyone else, they are some of the dimmest creatures on Mirrodin as well.

Easily manipulated, the goblins often manage to lure the ogres into being their beasts of burden, hauling scrap into Kuldotha or other places in return for their own scrap to eat. Often the goblins believe they suckered the ogres while the ogres believe they have captured goblin servants, so the relationship works out well.

Mirran ogres can be represented by Ogre in the Monster Manual or in Mordenkainen's Tome of Foes.

Ooze

As life developed in Mirrodin, the ecosystems were made from the mightiest creatures, down to the very smallest life forms. This includes creatures such as oozes.

The first kind of ooze is found in the Mephidross, mobile sludge which moves, searching for flesh to dissolve, often leaving the metal bones and skin behind. This kin of ooze can be represented by Ochre Jelly.

The second kind of ooze comes from the Tangle. It comes in the form of the metallic mold which grows around the trees. Once grown to a large enogh portion, it engulfs the tree it feeds from before moving on to another source of food. Samples of such mold has even engulfed islands in the Quicksilver Sea. These oozes can be represented by a Gray Ooze.

Sphinx

Sphinxes are incredibly rare in Mirrodin. Few and far between, there are many who have gone their entire lives without having seen, much less heard of one. Neurok and vedalken often seek them out for knowledge, of which the sphinxes have untold amounts, but many sphinxes avoid other races, using illusions to vanish. Only some manage to glimpse the etheral metal of their bodies before they disappear.

Use am Androsphinx or Gynosphinx to represent a Mirran sphinx.

Trolls

Trolls of Mirrodin are an unusual group in Mirrodin. Like the vedalken, the trolls seemed to have been affected by the mycosynth beyond their metal skin. Trolls in Mirrodin are proven to be very intelligent and were even the spiritual leaders of the viridian elves before the Vanishing.

It's possible that some trolls from Tel-Jilad remain, although they live in exile. Traitors or criminals among the trolls are often stripped of their memories of Tel-Jilad and forced into exile.

use a Troll with higher Intelligence and Wisdom to represent a troll from Tel-Jilad.

Vampires

Deep in the Mephidross, where the smog is so thick the suns cannot penetrate, there exist clans of vampires. Elegant in their deadly grace, but clad in tarnished metal the vampires exhibit the usual thirst for blood and desire for death as many of their kind do in other planes.

It was believe for a time that there was only one vampire in Mirrodin under the thrall of Geth. However, that was proven false even as more vampires were spawned from Geth's once loyal bodyguard. At least one clan moved from the Mephidross into the Black Bayou, searching for new sources of food and entertainment.

Due to so many of their victims having metal skin, vampires developed sharp metal nails on their pointer and third fingers which they use to drain blood from their victims. A bite is still needed to pass on vampirism, but the sharp nails allow them to drain the vital fluids from their victims, leaving them to become Nim.

Use Vampire stats to represent an elder vampire while Vampire Spawn can represent newly changed vampires.

Wurms

The colossal wurms tunnel endlessly beneath Mirrodin's surface, passing through the metal which makes up the ground as if it is water. Left behind is anything unfortunate enough to be in the way. Collossal trees toppled over in an instant, structures destroyed, and any living denizen gobbled up in a heartbeat.

Wurms are perhaps some of the most dangerous creatures in Mirrodin. However, their hides are made of some of Mirrodin's most durable metals. Use Purple Worm to represent this creature, or Wurm if you have access to Guildmaster's Guide to Ravnica.

Zombies

The undead are easily found, wandering in the depths of the Mephidross. Often these come in the form of the nim who endlessy hunt down anything alive. Characterized by the metal plates which gorw to cover their eyes and spouts in their bodies which spew Necrogen. Even when the flesh rots away, their metal skeletons remain. Nim can typically be represented by Zombie or Skeleton.

In the Vault of Whispers, the secret of lichdom can be found. Geth himself had used it to save his own life from his former minion who beheaded him. Mirran liches can be used with the lich statblock.

New Phyrexia

Phyrexians

To understand the Phyrexians who now populate what used to be Mirrodin, one must understand where they came from and the crime and tragedy which became their origins.

It began on the plane of Dominaria, in what was once known as the Thran Empire. There a brilliant eugenicist named Yawgmoth came into power, holding a great admiration for the biological form s a great machine. He was an ambitious man who coveted power and was not above using any manipulation he could in order to hold power and gain more of it. His greatest discovery was the source of the disease phthisis, which he made up symptoms for to grow people's fear of it, and also remove any rivals he could diagnose it in.

The nature of the Multiverse was different those thousands of years ago. Meeting a Planeswalker, Yawgmoth was able to discover an empty and artifical plane. It was made by a different Planeswalker who died and it was somewhat similar to Mirrodin once. Here Yawgmoth saw a potential for his vision of a paradise and he named it Phyrexia. Although Yawgmoth was a healer, the term phyrexia was meant to identify fever, a sign of Yawgmoth's twisted mentality and ideals.

In this plane, Yawgmoth fused himself with the core, becoming a god while he remained there. Here he would heal the phthisis victims by implanting empty powerstones inside of their bodies. The stones would absorb the sickness, but had a side effect of making the patients taller and stronger, leaving their humanity behind for the first generations of true Phyrexians. In Dominaria, Yawgmoth had grown to become the leader of the Thran, poising him to rule over both.

The Fall

Yawgmoth's plans would eventually come to ruin. A powerful device called a Null Sphere, a device which kept poisonous gasses away from the people of the empire, was sabotaged and destroyed, letting the gas engulf the Thran. It forced them to either die, or flee to Phyrexia and into Yawgmoth's embrace. Behind them, the portal they used was destroyed, leaving Phyrexia to be isolated once again.

Yawgmoth, while angered, would not be deterred. He dripped deeper into his treatments. As the people began to suffer from the Phthisis rotting their bodies, he would have their rotting flesh removed and replaced with artifice with a process he called phyresis. Over numerous generations, artifice evolved in dark and twisted ways, fusing together with flesh, and creating a twisted amalgamation between flesh, death, and artifice.

After numerous generations, the humans the Thran were existed no longer. Natural processes of birth and growth were considered imperfect and inefficient. Instead, a biological agent called glistening oil, or Phyrexian oil, was created. It served as blood for the people, fuel for the machines, and agent for converting flesh to metal, and even the birthing fluid for new Phyrexians to grow within.

Life became functional perfection as anything which was less than Yawgmoth's vision of perfect as excised, be it a broken machine or a weak, fleshy limb, turning the entire plane into nine layers of metal which turned to flesh and back again. What started as a colony, became a massive cult dedicated to artifice and Yawgmoth himself. Still, despite all his power, Yawgmoth still yearned for more and his eyes looked back to his home plane of Dominaria.

Invasion

Yawgmoth plotted to return to Dominaria and perfect it like he did Phyrexia. To that end, he created sleeper agents, Phyrexians disguised as humans, to infiltrate the plane and create a road to it's conquest. However, he soon found a shocking enemy in the form of the legendary Urza, a powerful Planeswalker akin to a god himself. Through Urza, his carefully planned sleeper agents were wiped out and Yawgmoth now had a powerful foe preparing for him. With that in mind, Yawgmoth discarded subtlety and moved to an invasion by force.

His method of choice was to overlay a portion of a connecting plne, Rath, into Dominaria and send out his legions in force to conquer Dominaria. He faced fierce opposition, even if he used the corpses of his enemies to create more soldiers to fight against them. The Phyrexians found themselves pushed back, despite heavy costs, all spearheaded by Urza and his selected crew of heroes on the Weatherlight, wielding the Legacy.

Yawgmoth attempted to kill the heroes of the coallition, believing by slaying them, he would break Dominaria and finally claim the world he desired. Instead, he faced the brunt of the Legacy. It proved to be his downfall as the full power of the Lgecay destroyed the artificial god, leaving Phyrexia to grind to a halt as without their god, the 'people' lost the drive to continue, leaving the plane dead, if it ever lived at all.

New Phyrexia

Although pockets of Phyrexians still existed in the Multiverse, the power they held is now gone, forcing them to struggle to continue provided they too did not shut down on Yawgmoth's death. However, a new heart to it began to beat in Mirrodin. Phyrexian oil, a byproduct of the artificial Planeswalker Karn's phyrexian heart, dripped into Mirrodin. With the plane so much like the original Phyrexia, the oil came in quickly and grew rapidly. After Mirrodin's old guardian was destroyed, it allowed the new Phyrexians to grow and create their empires.

Unlike the Phyrexians of old who focused on black mana and artifice, these new Phyrexians are split among the five colors of mana, their philosophies clashing with one another. They revere Karn, rather than Yawgmoth, as the Father of Machines, but Karn has rejected them, leaving them aimless. Currently, one Preator, Elesh Norn, has taken command but even as she killed her rivals, death is not permanent to Phyrexians who may be repaired, revived, and return to power.

The Preators

Amidst the crawling death that spawned with the phyrexians, there were individuals who rose to points of leadership. Through raw power, ability, manipulation, or ruthlessness, these individuals rose to the position of Preator. There are five Preators, each of them leading their respective factions against the Mirrans and eventually, against each other.

Five Factions. The Preators do not see eye to eye with each other. Their philosophies are just as varied as the various colors of mana which helped spawn then. Each have a particular vision for New Phyrexia and wish to see it come to life.

The Machine Orthodoxy

The Machine Orthodoxy is the white faction of the Phyrexians. Their views on the phyrexian philosphy takes on a religious tone, viewing their violence, slaughter, and compleation of non-ohyrexians as a religious duty. They believe in the whole, solidarity and unity to bring all life forms into a perfect heirarchy or level playing field. Their vision does not end with just New Phyrexia and the Mirran Resistance, but their goals stretch to include the rest of the Multiverse. This has them reflect Old Phyrexia's religious fervor in their dark schemes, believing their destructive ways make for piety.

Religious Sects. Although the Machine Orthodoxy boasts of solidarity and unity, there are still sects and different groups within them that have slightly varied interpretations of their scripture. As of the present, there are three different sects which hold the greatest power and the largest numbers.

The Flesh Singularity hold a truly deep sense of solidarity, wishing to see all life forms be united into a single perfect being. They believe all individuals are a piece of that being and only by reuniting all the pieces can their vision of phyrexian perfection be achieved. However, true to the grisly aspects of phyrexian views on flesh and spirit, this sect believes to do this, not only must minds and spirits be united, but also bodies stitched together to form the body of this perfect being.

The Porcelain Legion believe in a vision of perfection, but consider much of the flesh to be imperfect and implant their members with a white shell which looks like porcelain. It enhances their vision of the perfect individual, clean, pristine, and perfect in all aspects. They are the most seen onthe battlefield, seeking to bring their enemies into their embrace.

The Disciples of Karn were a third faction who, rather than make interpretations from scripture, sought knowledge and guidance from Karn, the Father of Machines, himself. While he was held hostage in the plane's core, these phyrexians would seek to help him become the king they saw he could be to them. As his mind was unhinged, they would take his ramblings as scripture and use them to make their movements and decisions. With Karn free, they are now without guidance and direction.

Elesh Norn, Grand Cenobite

The leader of the Machine Orthodoxy, Elesh Norn acts as the overseer of all the white aligned phyrexians. She holds the highest authority of the religious zealots which make up the various sects, including the Flesh Singularity, the Porcelain Legion, and the Disciples of Karn. A faithful adherent to the Argent Etchings, the scripture of New Phyrexia, she governs according to these accords, wishing to see all beings in New Phyrexia united as one in body and spirit, even if by violence.

Religious Zealotry. Elesh Norn constantly moves as if in throes of delirious whims. For a time, it made the other preators believe that she would remain ignorant of their own plots and actions, trapped in her visions of faith. In truth, her mind is as sharp as any of the others and her religious zealotry is her medium to subtly manipulate her faction into the vision she sees for them, and eventually all of New Phyrexia and beyond.

Manipulative Leader. Elesh Norn, although holding to faith she was built into, is still ambitious. She seeks to control all of New Phyrexia and bring it about to her vision of perfection. Her ambition is so great, she is willing to even use the scripture and religion she rose to power on as a tool to achieve her goals. Her studies of the Argent Etchings allow her to interpret them in ways to inspire her followers in the direction she wishes them to go. She does not outright lie about them, but she will speak interpretations to her liking to keep her faction united under her vision.

The Leader of All. Elesh Norn worked deep manipulations in order to see to her goals. She even attempted to usurp Karn's position among their society, desiring to use him as a figurehead of her rule. Although Karn was able to be rescued from his prison, Elesh Norn was still able to destroy the forces of both Urabrask and Sheoldred and claim control of their territories. She now is the 'official' leader of New Phyrexia, although Jin-Gitaxias and Vorniclex will refuse to bow to her philosphies which clash so strongly with their own.

Elesh Norn's Traits

Ideal: "Unity of all is how we shall achieve perfection.""

Bond: "I shall unite all into our hierarchy."

Flaw: "I am naively literal. Symbolism and the immaterial is lost on me."



Elesh Norn, Grand Cenobite

Medium aberration (phyrexian), lawful evil


  • Armor Class 17 (natural armor)
  • Hit Points 345 (30d8 + 210)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 21 (+5) 24 (+7) 17 (+3) 22 (+6) 20 (+5)

  • Saving Throws Con +14, Int +10, Wis +13, Cha +12
  • Skills Medicine +10, Perception +13, Religion +10
  • Damage Immunities radiant, poison, bludgeoning, piercing, and slashing from nonmagical attacks.
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 30 ft. (blind beyond this radius), passive Perception 23
  • Languages Common, Phyrexian
  • Challenge 23 (50,000 XP)

Innate Spellcasting. Elesh Norn's innate spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: command, guidance, hold person, word of radiance

3.day each: bane, inflict wounds, hold person, zone of truth

2/day each: revivify, locate creature

1/day each: dawn, geas

Keen Hearing. Elesh Norn has advantage on Wisdom (Perception) checks that rely on hearing.

Preator's Aura. Elesh Norn's presence inspires strength in her followers, and fear in her enemies. Allied creatures within 30 feet of Elesh Norn have advantage on attack rolls and saving throws to avoid being frightened. Hostile creatures within 30 feet of Elesh Norn have disadvantage on attack rolls and saving throws made to avoid becoming frightened.

Reactive. Elesh Norn can take one reaction on every turn in combat.

Actions

Multiattack. Elesh Norn makes two claw attacks.

Claw. Melee Weapon Attack: +11 to hit, Reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage plus 18 (4d8) necrotic damage, and the target's maximun hit points are reduced by a amount equal to the damage dealt. A creature whose maximun hit points are reduced to 0 this way automatically dies.

Legendary Actions

Elesh Norn, Grand Cenobite can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Elesh Norn regains spent legendary actions at the start of her turn.

Claw. Elesh Norn makes one claw attack.

Cast a Spell (Costs 2 Actions). Elesh Norn casts a spell that she innately know.

The Progress Engine

In what used to be the Lumengrid, the Progress Engine, New Phyrexia's blue faction, constantly tinker and experiment on themselves and whatever test subjects they can find to reach the ideal of perfection. The halls of the Vedalken's seat of power, once logical and spacious, are now nightmares of cables, tools, and tanks of phyrexian oil which grow larvae to serve as both the replacements or additions to the Progress Engine's forces, but also as subjects of experiments to try and reach that crucial next step closer to perfection.

Synthetic Advancement. The phyrexians of the Progress Engine believe that perfection will not just come to them. They will have to reach out with their own hands and claim perfection on their own. To that end, they conduct hundreds of experiments across the Quicksilver Sea, developing new technologies and forms of Phyrexians to claim more test subjects and advance higher experiments to find that path towards perfection. In this, the Progress Engine shows their own link to the first Phyrexia, their almost machine-like organization.

Organized Heriarchy. The Progress Engine boasts some of the most meticulous organization among the five factions of New Phyrexia. Ten observable ranks exist within their structure, each individual having a duty and function within the greater whole. From the lowest laborers, to the soldiers capturing test subjects, to the researchers, to the leader Jin-Gitaxias himself. All have their role to play for the advancement of the Phyrexians to their desired perfection.

Psychic Surgeons. One of the reasons which make the Progress Engine so terrifying to the Mirrans is their capability to not only torture their victims through their experimentation, but also to invade their minds and shatter a victim's psyche. Through this way, the Progress Engine can easily steal all information they need to trump the resistance and convert them into more test subjects for their purposes. With each process undertaken, the Progress Engine learns more about how non-Phyrexians function, how they thing, and how to better convert them to a 'perfected' way of thinking.

Scheming Opponents. Being infused with blue mana, the Progress Engine places more value in cunning and intellect. Because of this, members of the Progress Engine are often the strategists of any Phyrexian assault, but are also some of the slowest to act. They put great value into knowledge and claim as much of it as they can before they act on it. All possibilities must be covered and all avenues must be explored before they take greater action. Of course, they have many contingencies in place should something unexpected or improbably happen to them.

Jin-Gitaxias, Core Augur

Leader of the Progress Engine, Jin-Gitaxias is the highest level of researcher among his followers, focusing almost exclusively on his experiments and plans in order to not only reach out and claim his ideal of perfection, but also lay low his fellow preators so they will not hinder his precious experiments.

Malicious Genius. Jin-Gitaxias is first and foremost a scientist. He has a goal, a theory, and a drive to test and experiment. Rather than see the result and change the experiment to suit his goal, he finds out why the experiment gave the result it did and learn from it. Sometimes this can even give information to other theories, which he passes to his underlings to follow while he continues on his own work. This would almost be inspirational, were it not for the fact that all of his subjects consist of captured Mirrans, other Phyrexians, or even his own larvae, many of which do not survive the experience.

Scientific Occultist. Jin-Gitaxias is not one who limits his field of study to the purely scientific. He incorporates other magics into his experiments. Often he consults with other preators, as much as he dislikes them, for their specialties and how their magics work so me may be able to use them to advance his own goals. For this, he often dips more into necromancy and the 'divine' magic of New Phyrexia's native magic. It has made several of his underlings worry about his actions, but few of them have the power or ability to challenge him.

The Great Synthesis. Jin-Gitaxias has, like all other Phyrexians, an intimate knowledge of their scripture. Rather than take it as purely faith, he has reinterpreted it to a more scientific approach. He calls it The Great Synthesis, a treatise on the compleation and conversion of the native Mirrans as well as the steps they can take to become closer to perfection. Some may call it artificial evolution, but Jin-Gitaxias disdains the word, as the brutish Vorinclex and his puppet queen throw it around without any real care as to what it truly means.

Paranoid Schemer. Jin-Gitaxias, with his cunning and intellect, shows a sense of paranoia around him. If he does not know the actions of those around him or those he considered potential threats, he starts focusing in on them until he finds that knowledge or eliminates the possible threat. He has eyes constantly on the actions of the other preators and their operations. Even as he consults with them, he never trusts them, and has many plans being put together to deal with them when the time comes.

Jin-Gitaxias' Traits

Ideal: "Synthesis is the path which will lead us to perfection."

Bond: "My experiments will bring us to our destined perfection."

Flaw: "I am incredibly paranoid over things I cannot see at all times."



Jin-Gitaxias, Core Augur

Large aberration (phyrexian), neutral evil


  • Armor Class 17 (natural armor)
  • Hit Points 460 (40d10 + 240)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 23 (+6) 27 (+8) 20 (+5) 20 (+5)

  • Saving Throws Dex +13, Con +15, Int +17, Wis +14, Cha +14
  • Skills Arcana +17, Investigation +17, Medicine +14, Perception +14
  • Damage Immunities poison, psychic, bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, poisoned, stunned
  • Senses truesight 60 ft., passive Perception 24
  • Languages Common, Phyrexian
  • Challenge 30 (155,000 XP)

Legendary Resistance (3/day). When Jin-Gitaxias fails a saving throw, he can choose to succeed instead.

Preator's Aura. Jin-Gitaxias' presence warps the minds of those around him, making it difficult to focus and leeching their menal strength from them. Creatures within 60 feet of Jin-Gitaxias can't cast spells of 7th-level or below and have disadvantage on Constitution saving throws made to maintain concentration on spells. At the start of each turn, Jin-Gitaxias automatically regains one randomly chosen spell slot of 7th-level or below.

Sneak Attack (1/turn). Jin-Gitaxias deals an extra 10 (3d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Jin-Gitaxias that isn't incapacitated and Jin-Gitaxias doesn't have disadvantage on the attack roll.

Spellcasting. Jin-Gitaxias is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks), nd he has the following Wizard spells prepared.

Cantrips (at will): acid splash, infestation, minor illusion, poison spray, shocking grasp.

1st level (4 slots): detect magic, magic missile, misty step, ray of sickness, shield

2nd level (3 slots): blindness/deafness, hold person, levitate, mind spike

3rd level (3 slots): counterspell, lightning bolt, slow, vampiric touch

4th level (3 slots): arcane eye, black tentacles, resilient sphere, sickening radiance

5th level (3 slots): cloudkill, modify memory, synaptic static, telekinesis

6th level (2 slots): chain lightning, disintegrate, scatter

7th level (2 slots): forcecage, mind culling

8th level (1 slot): power word stun

9th level (1 slot): psychic scream

Actions

Multiattack. Jin-Gitaxias casts a spell, then makes two claw attacks.

Claw. Melee Weapon Attack: +13 to hit, Reach 10 ft., one target. Hit 14 (3d6 + 4) slashing damage plus 10 (3d6) poison damage, and the target must succeed on a DC 23 Constitution saving throw or be poisoned until the end of the next turn.

Corrupting Touch. Melee Spell Attack: +17 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) necrotic damage, and the target must succeed on a DC 23 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target enters a mindless rage. While in this rage, the rarget can't take bonus actions or reactions, and must use its action on each of its turns to attack the nearest creature of its choice. IF there is no creature within reach, the target automatically moves towards the nearest creature it can see.

Reactions

Ambush. Whenever another creature enters a space within 5 feet of Jin-Gitaxius, he can use his reaction to make a single melee weapon attack against that creature.

Legendary Actions

Jin-Gitaxias, Core Augur can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Jin-Gitaxius regains spent legendary actions at the start of his turn.

Claw. Jin-Gitaxias makes one claw attack.

Cantrip (Costs 2 Actions). Jin-Gitaxias casts a cantrip from the list of cantrips that he knows.

Corrupting Touch (Costs 2 Actions). Jin-Gitaxias makes one corrupting touch attack.

Cast a Spell (Costs 3 Actions). Jin-Gitaxias casts a spell from his list of prepared spells, expending a spell slot as normal.

The Seven Steel Thanes

Rising up from the Mephidross is the black mana faction of the Phyrexians. They exemplify aspects of black mana, proving cruel merciless, and malicious in everything they do. Anyone who fights is slain against them and those who surrender are made to serve. They seek nothing but the complete subjugation of all.

Warlords of the Dross. The black faction is likely the most unorganized of the factions. Rather than some hierarchy, the faction is split between seven warlords, each of them holding the title of a Thane. They conspire against each other just as much as they lead the charge against the resistance. Each of them fight to take control, taking Karn's place as 'Father of Machines' for themselves and subjugating everything else. Sheoldred is the tentative leader, but that could change just as quickly as she took the position of Preator.

Dark Traditionalists. Out of the five factions of the Phyrexians, the black factions is the most in tune to the methods and goals of the first Phyrexians. Their single goal is to enslave everyone. True believers in their vision willingly follow and serve. Nonbelievers will serve by force. This was the methods which Yawgmoth forced on his people so long ago, reborn in this new faction of his people.

Necromantic Conversions. The Seven Steel Thanes all work with black mana, making many of them experts with rot, decay, and the dead. They do not both to take prisoners unless they have some greater value alive than dead, and that is a rare thing. Instead, they will send their compleated Harvesters across battlefields to collect bodies. Most are converted into Nim, the rank and file of the Thanes' forces. Anyone who is 'lucky' enough to be compleated find themselves fighting alongside the undead they once fought against a lifetime ago. Only pure Phyrexians have any form of authority and standing among the Thanes.

Silent War. Although the Seven Steel Thanes show a united front towards the other factions and their enemies, they are in fact fighting a silent war against each other. Each of them feel that the title of Father of Machines and their own perfection is by paving the ways with the bodies of their lessers. They collect resources, make alliances, marshal armies, and broker deals, all preparing for the day in which they can claim sovereignty of New Phyrexia over the others.

Unbroken Ambition. Sheoldred finally made her attempt to claim Karn's title, but found her forces destroyed by Elsh Norn. It has created a vacuum of power the other Thanes will be quick to fill for themselves. For the time being, the black faction of the Phyrexians is out of the way, but the Thanes will be quick to reorganize and be ready to try for the throne again.

Sheoldred, Whispering One

Sheoldred is the ambitious leader of the Seven Steel Thanes, ruling over the Mephidross and seeking the subjugation of the people over New Phyrexia, even her fellow preators and fellow Phyrexians. Slavery of non-Phyrexians is part of her scripture and once she claims Karn's empty throne, her treachery and ambition will become divine scripture.

Cunning Ambition. Although the Steel Thanes play the part of a united group, they constantly try to cut down and replace each other. For Sheoldred to rise up above the others and take the title of Preator, it shows just how sharp her cunning mind can be, as well as how powerful this ambition is to drive her. She has managed to push back her fellow Thanes, keeping them at bay while she commands their faction as a whole.

Divine Desire. Sheoldred's desire is to take the throne of Father of Machines and become the new divine figure of the Phyrexians. She seeks divine power not for something so simple as raw power or the belief she is simply destined for such things as others might seek it for. She seeks divinity for the power of omnipotence, the power to know all. For her vision, having that kind of knowledge means that power and authority will follow.

Knowledge is Power. Part of how Sheoldred came to her position was not through strength of arms or magical might, if which she has plenty, but through her web of corruption, blackmail, and bargains. Her web stretched across the Mephidross and beyond, touching into the other factions so she may learn of their movements and plans. Her knowledge forces other Phyrexians serving her fellow Thanes to steer their attentions away from her plots. Meanwhile, the deals she brokered with her fellow Thanes keeps her immediate rivals off of her back while she continues her own schemes unimpeded.

Missing in Action. Sheoldred, during the Mirran War, saw her chance to kill Karn and take his throne for herself. So she collected her forces and made to claim her destiny. However, she had been outplayed by Elesh Norn and her forces were exterminated. It is believed by some that Sheoldred died with them. However, she may have simply gone nto hiding, knowing her fellow Thanes would seek to eliminate her now that her power base had been wiped out. With enough time, if she survived, she will return to reclaim her former position.

Sheoldred's Traits

Ideal: The path to perfection is paved in the bones of your lessers.

Bond: "I will become the Father of Machines to achieve godhood!"

Flaw: "I make promises I have no intention of keeping unless I have to."



Sheoldred, Whispering One

Huge aberration (phyrexian), lawful evil


  • Armor Class 18 (natural armor)
  • Hit Points 276 (27d12 + 189)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
22 (+6) 17 (+3) 24 (+7) 17 (+3) 19 (+4) 21 (+5)

  • Saving Throws Str +13, Con +14, Wis +11, Cha +12
  • Skills Athletics +13, Insight +11, Intimidation +12, Persuasion +12
  • Damage Immunities acid, poison, bludgeoning, piercing, and slashing from nonmagical attacks.
  • Condition Immunities blinded, exhaustion, poisoned
  • Senses darkvision 120 ft., passive PErception 14
  • Languages Common, Phyrexian
  • Challenge 23 (50,000 XP)

Innate Spellcasting. Sheoldred's innate spellcasting ability is Charisma (spell save DC 20). She can innately cast the following spells, requiring no material comoonents.

At will: guidance, ray of sickness, toll the dead

3/day each: animate dead, augury, bestow curse

2/day each: blight, divination

1/day each: contagion, danse macabre

Preator's Aura. The air around Sheoldred is infused with her necromantic magic, granting her control over life and death. At the start of each of Sheoldred's turns, she can choose one creature she can see within 60 feet. The creature must make a DC 20 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much on a success. If this damage reduces a creature's hit points to 0, it automatically dies. Sheoldred then chooses another creature, alive or dead, that she can see within 60 feet. That creature regains a number of hit points equal to the damage dealt this way, if the creature has died in within the last minute, it is first resurrected at 0 hit points.

Spider Climb. Sheoldred can climb difficult surfaces, including upside-down on ceilings, without needing to make an ability check.

Swampwalk. While in dim light or darkness, Sheoldred has advantage on all attack rolls and on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. Sheoldred casts a spell, then makes three attacks: one with her bite and two with her claws.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 21 Strenght saving throw or be grappled. Until the grapple ends, Sheoldred can't use her bite on another target.

Claw. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 10 (3d6) poison damage.

Reactions

Gorge. Whenever creature within 5 feet of Sheoldred is killed, she can use her reaction to swallow the dead creature, gaining a cumulative +3 bonus to attack and damage rolls until the end of her next turn.

Legendary Actions

Sheoldred, Whispering One can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Sheoldred regains spent legendary actions at the start of her turn.

Claw. Sheoldred makes one claw attack.

Shadow's Embrace. If Sheoldred is in dim light or darkness, she turns invisible until the end of her next turn or until she makes an attack or uses an action.

Bite (Costs 2 Actions). Sheoldred makes one bite attack.

Phyrexian Shadows (Costs 2 Actions). Sheoldred casts darkness as a 9th-level spell, except that she can see in the radius of darkness as if it were nonmagical.

General Ability Description. General Attack Description

The Quiet Furnace

The red faction of the Phyrexians don't station themselves in New Phyrexia's core to be near Karn like so many zealots, but neither do they willingly go out in search of Mirrans to slaughter or compleate like so many of their fellows do in the forms of monsters and soldiers. Instead, the Quiet Furnace literally exists in between. Following an ancenstral memory of Old Phyrexia dimly recalled through the phyrexian oil, this faction created a new layer to their new home, creating a multitude of forges and a hellish landscape resembling a similar layer in Old Phyrexia.

Staunch Isolation. Unlike the other factions, most of the red Phyrexians rarely leave their furnaces or even the Oxidda Chain unless their presence is requested. In fact, most of the paths into the Furnace Layer have been sealed off and the grounds patrolled by compleated mountain beasts which attack everything, Mirran and Phyrexian alike. They claim that too many intruders in the furnace layer would make the metal they forge impure, disrupting not only the Great Work, but also the grand system of the Phyrexians. For a time, this reason was accepted with the religious Phyrexians.

Slag and Forge. The red Phyrexians are responsible for supplying the metal and weapons which arm much of the other factions. They scrounge for scrap metals from battlefields, including the bodies of Mirrans and their fellow Phyrexians, to be stripped down and recycled for a better use. Flesh is burned away while the metal is melted down to make new Phyrexians and their arms to continue with their holy duty. It is not considered a funerary duty, as the literalism of the Phyrexians has them believe that when the parts are used to rebuild a destroyed Phyrexian, they return to the world of the living. In a twisted way, it is considered healing to a Phyrexian point of view.

Red Infusion. Like the other factions, the Phyrexians of the Quiet Furnace have been infused with the power of one of the colors of mana. In the red faction's case, it has made a more profound ripple in them than any of the others. Red mana has always been centered on freedom, individuality creativity, and compassion. This has made the Phyrexians of the Quiet Furnace feel some kind of empathy towards the Mirrans. It made them confused and hesitant, even guilty as they feel something so opposed to their doctrine.

Willful Blindness. With such a tear in themselves, the red Phyrexians decided to focus on their duties and show they still served Phyrexia in their forges and industy. They just decided to ignore the Mirrans fleeing into their layer unless they got too close or began disrupting their duties. Then they would slaughter those interlopers, but would no longer actively hunt them. With only a few Mirrans hiding close, but not too close to them, it could be considered oversight or neglect. As more Mirrans fled to the unexpected sanctuary, that neglect teeters ever closer to treason.

Urabrask, the Hidden

Urabrask stands as the Preator of the red faction of Phyrexians. He oversees the multiple forges of the Quiet Furnace, constantly producing the metal needed for his fellow preators to continue with their own plots and schemes to unify the plane into their individual visions. Unlike the other preators, Urabrask is rarely seen. He never meets with his fellow preators and only his direct underlings have any contact with him. This lack of presence has earned him his title of 'the Hidden', but with such minor things, Urabrask simply does not care. He has more important things to see over, specifically his forges.

Indifferent Duty. Although he believes in 'The Great Work' to achieve Phyrexian perfection, Urabrask does not show the same fervor for it as his fellow preators do. Instead, he focuses on his more immediate concerns such as keeping the forges fed and producing for new Phyrexians. He knows his duty is to build a perfect Phyrexia, so that is what he intends to do. This indifference would put him at odds with his fellow preators and the zealotry they have towards their interpretations of their scripture, but so deep are they in their own schemes, they don't pay him much mind.

Unwanted Empathy. When the Mirrans began to appear in the Furnace Layer, the beasts expressed confusion while the actual Phyrexians confessed feeling guilt at attacking the Mirrans. They looked to Urabrask for guidance, who with his high concentration of red mana, likely felt the same guilt and empathy at higher levels. The red preator considered a decision for days before he finally came to the realization that his duties were to tend the forge and ensure the metal kept coming out. So he went to his people and uttered the words which may have saved many Mirrans, "Let them be."

Red Conflict. With the red Phyrexians ignoring the Mirrans unless they got in the way of their duties, more Mirrans came to the Furnace Layer, forcing Urabrask to close the passages lest the other preators discover his actions and attack his furnaces. Unfortunately, during the events which saw Karn released from the prison of his own mind as well as the Phyrexians' grip, Urabrask's forces were decimated by Elesh Norn, leaving him missing, but possibly already rebuilding his return.

Urabrask's Traits

Ideal: "We will build our way to completing the Great Work."

Bond: "Tend the forges, make our metal, leave us alone, and we will build our perfection."

Flaw: "I am torn between what I believe in and what I find myself feeling, making me indecisive at times."



Urabrask, the Hidden

Medium aberration (phyrexian), chaotic neutral


  • Armor Class 17 (natural armor)
  • Hit Points 204 (24d8 + 96)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 22 (+6) 19 (+4) 11 (+0) 21 (+5) 19 (+4)

  • Saving Throws Str +10, Dex +12, Cha +10
  • Skills Athletics +10, Perception +10, Stealth +12
  • Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 20
  • Languages Common, Phyrexian
  • Challenge 17 (18,000 XP)

Haste. Urabrask has advantage on initiative rolls and doesn't provoke opportunity attacks when he leaves an enemy's reach.

Innate Spellcasting. Urabrask's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). He can innately cast the following spells, requiring no material components.

At will: scorching ray

3/day: fireball

2/day: wall of fire

1/day: haste (self only)

Preator's Aura. Urabrask is surrounded by an oppressive, magical heat that saps energy from those unused to its presence, while empowering others. Any allied creature that begins its turn within 30 feet of Urabrask has its speed doubled for the turn. Any hostile creature that begins its turn within 30 feet of Urabrask has its speed reduced by half for the turn.

Actions

Multiattack. Urabrask makes three attacks: one with his bite and two with his claws.

Bite. Melee Weapon Attack: +12 to hit, Reach 5 ft., one target. Hit: 17 (2d8 + 6) piercing damage plus 10 (3d6) fire damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (1d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage, and if the target is a creature it must succeed on a DC 18 Strength saving throw or be grappled. Until this grapple ends, the target is restrained, and Urabrask can't use his tail on another target.

Reactions

Ambush. If a creature enters a space within 5 feet of Urabrask, he can use his reaction to make a single melee weapon attack against that creature.

Legendary Actions

Urabrask the Hidden can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Urabrask regains spent legendary actions at the start of his turn.

Claw. Urabrask makes a single claw attack.

Move. Urabrask moves up to his speed.

Grinding Halt (Costs 3 Actions). Urabrask csts slow as a 3rd-level spell.

The Vicious Swarm

The first to make the charge against the Mirrans on the surface, the green-aligned Vicious Swarm burst out like a herd of rampaging beasts, killing everything in their way and simply spreading out all throughout the Tangle. They are the least organized faction, having no real organization at all. The members of this faction act more like beasts, constantly preying on each other in a savage recreation of nature's patterns, all of them focusing on becoming the ultimate predators, and in their minds, perfected beings.

Social Darwinists. The Vicious Swarm believes in the idea that the strongest rules over all and take steps to pit all creatures within the Tangle against each other so that they can destroy the weak and imperfect while improving the victors in small amounts until the supreme predators rise to the top. Unlike the other factions, they do not compleate creatures entirely, only removing what they consider redunant or useless aspects so they can become even more dangerous predators. Weakness, compassion, or mercy have no place with them or their vision of perfection.

Scorn of Civilization. Many of the green Phyrexians have a strong scorn for the augmentation process and the total compleation processes the other factions use. They believe there is too much 'nurture' in the process which dulls instinct with their focus on intellect and it removes so much of the subject's possible strength. In fact, they disdain any form of sentience or intelligence which fails against raw instinct. Part of their vision for a perfect New Phyrexia is to completely remove sentience, intelligence, and civilization from their people in favor of a world of primal instinct and predatory power.

Divine Distaste. Unlike any other Phyrexians, the Vicious Swarm do not revere Yawgmoth's memory nor do they look to his scripture save for what comes through instinct to them. In their minds, the very fact that Yawgmoth was able to be killed in the first place proves that he was not worthy of being the Father of Machines. This scorn also continues to Karn, who in his prison walls in the core, the green Phyrexians see him weak and sheltered with his prison and spouting words of so-called wisdom, just proving civilization is another shackle to the power of instinct and predation.

Limited Niche. Despite their desire to see all reduced to primal instinct, for the moment the Vicious Swarm has some commanders and researchers. Usually they drive the compleated animals towards targets when needed, but they act more like game wardens and researchers. They constantly observe the various beasts and their actions. They take notes on how to make the animals even deadlier predators before these same animals receive further compleation to put them towards that goal. All of them look forward to the day where the perfect predator is discovered and they can follow in that proud creature's footsteps.

Vorinclex, Voice of Hunger

Leader of the Vicious Swarm and the preator of all of New Phyrexia's green faction, Vorinclex is the alpha predator of the Tangle. He is vicious, savage, and prefers to keep himself that way, feeling like matters of civilization and organization only weaken the predatory edge of his power. He is a predator for the sake of being a predator, rather than any zealotry his fellow Preators may feel.

Strong Ruling the Weak. Vorinclex bases everything that he is on the belief that the strong rule the weak. If someone cannot survive and fight off other predators, then they are not fit to survive at all. Unlike the other Preators, he does not bother trying to scheme or plot for some future goal. If one lacks the stength to simply claim what they want, then they are not deserving of it in the first place. He does not even care if one day some other Phyrexian may be strong enough to kill him and take his place. It is simply a validation of his belief in the perfection of the mighty.

Absentee Ruler. Due to his own policies on his own faction, Vorinclex does not do any actual ruling or leading. He has his own den and advisors bring matters to his attention, but he rarely gives any orders towards an actual rule. Most of his decisions are made regarding conflicts with the Mirrans, of which there are fewer and fewer inside of the Tangle. His only other decisions regard how to make the thriving predators even more perfect.

Fallen Hero. When Vorinclex needs to actually rule, he instead leaves those decisions and actions to his trusted second in command and queen, the fallen heroine of Mirrodin, Glissa Sunseeker. The former resident of the Tangle is regarded as a pariah long before she was compleated by the Phyrexians, blamed for the Vanishing as well as the destruction done during the Memnarch War, leaving anyone who remained completely ignorant of the construct's machinations and the truth of their world. After her conversion, little of Glissa's former identity remained, only a twisted shadow of who she was who seeks the same vision of perfection that Vorinclex sees, and she is just as eager as any of the green faction to see it come to fruition.

Vorinclex's Traits

Ideal: "Only the strong have the right to live and thrive as perfect beings."

Bond: "I will weed out the weak so the strong predators can achieve perfection."

Flaw: "I can't even comprehend the idea of something I see as weak becoming strong."



Vorinclex, Voice of Hunger

Huge aberration (phyrexian), chaotic evil


  • Armor Class 19 (natural armor)
  • Hit Points 450 (36d12 + 216)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (+10) 22 (+6) 10 (+0) 22 (+6) 19 (+4)

  • Saving Throws Str +15, Dex +8, Con +14, Cha +12
  • Skills Athletics +23, Perception +14, Survival +14
  • Damage Immunities acid, poisonl bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 120 ft., pssive Perception 24
  • Languages Common, Phyrexian
  • Challenge 26 (90,000 XP)

Charge. If Vorinclex moves at least 30 feet straight towards a creature and then hits it with a bite attack on the same turn, the attack deals an additional 13 (2d12) piercing damage.

Preator's Aura. In Vorinclex's presence, the leylines that fuel magic seem to warp and twist. Other creatures within 60 feet of Borinclex have advantage on saving throws against spells and other magical effects. Whenever a creature within 60 feet of Borinclex attempts to cast a spell, it must expend a spell slot of one level higher or else the spell fails and the spell slot is lost. Creatures withn 60 feet of Vorinclex can't cast cantrips.

Trample. When Vorinclex reduces a creature to 0 hit points with a melee weapon attack, he can automatically make another attack with the same weapon against a different target within reach.

Actions

Multiattack. Vorinclex makes three attacks: one with his bite and two with his claws.

Bite. Melee Weapon Attack: +15 to hit, reach 5 ft.,, one target. Hit: 26 (3d12 + 7) piercing damage plus 18 (4d8) necrotic damage, and the target's maximun hit points are reduced by an amount equal to the damage delt. A creature whose maximumhit points are reduced to 0 in this way automatically dies.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) slashing damage, and the target must succeed on a DC 22 Strength saving throw or be pulled 5 feet towards Vorinclex. This movement doesn't provoke opportunity attacks.

Stomp. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage, and if the target is a creature it must succeed on a DC 22 Strength saving throw or be knocked prone and restrained (escape DC 22) until Vorinclex moves or makes a stomp attack against another target. If the target is prone, Vorinclex can make a bite attack it as a bonus action.

Legendary Actions

Vorinclex, Voice of Hunger can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Vorinclex regains spent legendary actions at the start of his turn.

Claw. Vorinclex makes one claw attack.

Move. Vorinclex moves up to twice his speed.

Bite (Costs 2 Actions). Vorinclex makes one bite attack.

Stomp (Costs 2 Actions). Vorinclex makes one stomp attack.

Phyrexian Magic Items

With the path their society evolved, the Phyrexians developed a number of technologies and magical items which are not seen in many other places in the Multiverse. Characters may stumble onto them during their adventures through Mirrodin or fighting against the Pyrexians, but using these items may put the users at risk of suffering infection by the deadly glistening oil. Described below are some of the items a party of adventures in Mirrodin may come across.

Contagion Clasp

Wondrous item, rare (requires attunement)

Though made of metal, this brooch looks more like the discarded shell of a multi-eyed insect. On the brooch's surface sit 5 translucent nodules, each filled with a toxin of a sickening green color.

While wearing the clasp, you cn use a bonus action to pop one of the nodules, releasing th toxin inside, and cover a weapon you are holding in the poison. Until the end of your next turn, attacks made with the weapon deal an additional 1d6 poison damage, and a creature hit by the weapon must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. A poisoned creature cn repeat the saving throw at the start of each of its turns, ending the efect on itself on a success.

After popping a nodule, you must also succeed on a DC 15 Constitution saving throw or be poisoned until the start of your next turn.

The brooc also has 6 charges, and while wearing it you can use a bonus action on your turn to expend a charge and cause a poisoned creature you can see within 30 feet to automatically take an additional 2d6 poison damage. In addition, until the start of your next turn the target automatically fails saving throws to end the poisoned condition on itself.

Each day at dawn, the clasp regains 1d6-1 charges and regrows that many popped nodules.

Contagion Engine

Wondrous item, very rare (requires attunement)

Like backpack, the contagion engine is worn on the back, except that it attaches itself using several spindly, insectoid legs. The contagion engine has 6 charges. While wearing the engine, you are immune to poison damage, and you can use an action to expend a charge from the pack to create a 15-foot cloud of noxious gas around yourself. This cloud lasts until the end of your next turn, and any creature that begins its turn in the cloud or enters it for the first time on its turn is automatically subjected to the contagion spell. The DC for the saving throw is 18 or your own spell save DC, whichever is higher.

When you create the cloud, choose one disease from the list of those created by the spell; each creature affected by the spell sufgers from the same disease.

An affected creature that is still in a cloud created by the contagion engine when it begins its turn automatically fails the saving thow to resist the spell's effects.

While wearing the contagion engine, you can also use an action on your turn to expend 4 charges and touch an affected creature within 5 feet. If you do, the target must make another Constitution saving throw. If the target fails this saving throw, it is immediately subjected to the full effects of the disease for 14 days, instead of the normal 7 days.

The contagion engine automatically regains 1d6 charges each day at dawn. When it does, if you are wearing the contagion engine, you can choose to automatically reduce your maximum hit points by 2d6, causing the contagion engine to regain 1 additional charge each time you do. This reduction lasts until the end of your next long rest.

Magnetic Mine

Consumable Item, uncommon

This item comes in the form of a silver disk which spines along its top and edges with a blue orb in the center pulsing with sparks of electricity.

As an action, the owner of the magnetic mine can attach it to a metallic surface. After it is attached, the mine activates for 1 minute. Within 60 feet of the mine, whenever a construct is destroyed or a magic item is broken or it's attunement is severed, the mine will unleash a pulse of electric voltage to the owner of construct or item. The target must make a DC 15 Dexterity saving throw, taking 3d6 lightning damage on a failure or half on a success.

The mine loses power and becomes inert after 1 minute or if it is pried off its surface. This requires the one attempting to remove the mine to succeed on a DC 15 Strength check. On a failure, they take 3d6 lightning damage.

Mortarpod

Wondrous item, uncommon (requires attunement)

This item is a pod of volatile liquids connected to a barrel which can crawl on four spider legs. The item is in fact a living creature made to be a symbiotic addition to phyrexin forces. It has 10 AC with 10 hit points. If it's hit points are reduced to 0, the item dies and no longer functions. While attuned to a user, the item shares the AC and hit points of its wielder.

The mortarpod, when attuned, attaches to the user's back, pointing over their shoulder. The mortarpod has 3 charges. As an action, the mortarpod can expend one charge unleash a blast equivalent to a firebolt spell, two for burning hands, and all three for a fireball spell. When all charges are expended, roll a d20. On a 1, the mortarpod expires and falls from the user's body.

To recharge the mortarpod, it must be fed rations equal to the number of charges the user wishes to have back. If fed a number of rations, it regains the same number of charges at dawn the next day.

Skinwing

Wondrous item, rare (requires attunement)

This phyrexian item is a metal and sinew back plate with a pair of fleshy bat-like wings which stretch from the back, occasionally twitching as the item lives. The item is in fact a living creature made to be a symbiotic addition to phyrexin forces. It has 10 AC with 10 hit points. If it's hit points are reduced to 0, the item dies and no longer functions. While attuned to a user, the item shares the AC and hit points of its wielder.

The skinwing item has 2 charges. As an action you can expend 1 charge to unfold the wings and gain a flying speed of 30 feet. While you are in the air, you gain +1 to attack rolls. You can expend both charges to gain a flying speed of 60 feet and +2 to attack rolls in the air. The effect ends once you land on the ground again. You can regain charges by feeding the skinwing 1 ration per charge with maximum of 2. The skinwing, if fed this way, regains charges at dawn the next day.

Strandwalker

Wondrous item, rare (requires attunement)

This phyrexian item is a metal and sinew pack-like item with four large insect-like legs extending from the corners, sometimes twitching when not moving on their own. This item is a living creature made to attach to other living creatures in a symbiotic fusion. It has 10 AC with 10 hit points. If it's hit points are reduced to 0, the item dies and no longer functions. While attunded to a user, the item shares the AC and hit points of its wielder.

The strandwalker, when attunded, gives the user a climb speed of 30 feet. You can use a bonus action to make two attacks using the strandwalker legs like a weapon, dealing 1d8 piercing damage. You are considered proficient while attuned and have reach. If you do not attack with these legs in one round, you can instead use the two legs to parry attacks adding 3 to your AC, using a reaction to block two attacks this way.

Because the strandwalker is a living creature, it requires food to function properly. It must be fed 2 rations a day in order to continue functioning properly. If it is not fed, the strandwalker enters a hibernation state the next day until given rations again.

Phyrexian Spells

Like their technology, the Phyrexians took what began as magic native to the Thran Empire and let it evolve in new and disturbing ways as they developed their religion based on replacing their weak flesh with superior artifice. As Mirrodin evolved into New Phyrexia, this magic evolved with it, creating new spells and effects based on the five colors of mana instead of solely black mana. They guard their secrets zealously from outsiders, but with force of will, those who fight them may find the opportunity to turn Phyrexia's magic back against it.

Caress of Phyrexia

7th-level transmutation
Casting Time: 1 action

Range: 5 feet

Components: S, M (a vial of black oil)

Duraction: Concentration, up to 1 minute

Classes: Cleric, Warlock

You magically draw the oil from the vial, splashing it on a creature you can see within range, and watch as it seeps into their skin, taking hold within their blood.

The target must make a Constitution saving throw. On a failed saving throw, the target takes 4d6 poison damage, and its hit point maximum is reduced by an amount equal to the damage dealt. The target then gains a +3 bonus to attack and damage rolls and is charmed by you for the duration of the spell.

At the start of each of its turns, the target automatically takes an additional 2d6 poison damage, and its hit point maximum is reduced by the amount. Then the creature can make another Constitution saving throw, ending the spell and the charmed condition on a success.

If the target succeeds on the original saving throw, it takes the initial damage and its hit point maximum is reduced, but nothing else happens.

Metallic Mastery

4th-level enchantment
Casting Time: 1 bonus action

Range: 60 feet

Components: V, M (a drop of oil and a length o fknotted rope)

Duration: Instantneous

Classes: Bard, Wizard

Choose a magic item or construct that you can see within range. If the target is a construct or sentient magic item, it must succeed on a Wisdom saving throw or be charmed by you until the endof your turn.

If the target is a magic item that is worn or carried, the creature wearing or carrying the item must make a Wisdom saving throw. On a failed save, the magic item teleports to your location, appearing in your hand as long as you have at least one hand free.

If the target is a magic item, you gain any benefits granted by the magic item until the end of your turn, and the previous owner loses any benefits provided by the item. if the magic item normally requires attunement to gain these benefits, you are considered attuned to the item until the end of the turn.

When the spell ends, the magic item teleports back to its previous location, and its previous owner regains any benefits granted by the item.

Mind Culling

7th-level enchantment
Casting Time: 1 action

Range: 10 feet

Components: S

Duraction: Instantaneous

Classes: Warlock, Wizard

You look deep into the eyes of a creature that you can see within range, connecting your mind to theirs, siphoning their mental energy away and with it, their secrets. The target must make an Intelligence saving throw. On a failed save it takes 6d6 psychic damage and you learn three secrets that the target knows, of the DM's choice.

Alternatively, if the target is a spellcaster, it loses one spell slot of its highest available level and you regain one expended spell slot of the lowest available level.

On a successful save, the target takes 10d6 psychic damage, and nothing else happens.

If the target's intelligence is 4 or less, the spell fails, and you take 4d6 psychic damage.

Phyrexian Unlife

6th-level transmutation
Casting Time: 1 action

Range: Touch

Components: V, S, M (a vial of black oil)

Duration: Concentration, up to 1 hour

Classes: Cleric

You dip your fingers into the oil, and dab it thick around the eyes of the target almost obscuring their sight. For the spell's duration, the target does not fall unconcious and can't die as a result of being reduced to 0 hit points, and can't die from massive damage. Whenever the target takes damage while at 0 hit points, it isntead sufferes one level of exhaustion.

At Higher Levels. When you cast this spell using a spell slot o 8th level or higher, the duration becomes concetration, up to 8 hours. When you cast this spell using a soell slot of 9th level, the duration becomes 24 hours, and the spell does not require concentration.

Triumph of the Hordes

6th-level transmutation

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a bone from a diseased animal)

Duration: 1 round

Classes: Druid

When you cast this spell, choose any number of willing creatures that you can see within range. Each of the chosen creatures deal an additional 1d8 poison damage on all melee weapon attacks, and can use a bonus action on its turn to make an additional melee weapon attack.

Whenever a target of the spell hits a creature with a melee weapon attack, the creature must succeed on a Constitution saving throw or have its maximum hit points reduced by an amount equal to the damage dealt and suffer one level of exhaustion.

The effects of this spell last until the start of your next turn.

Optional Mirrodin Rules

Crafting Materials

In a world made entirely of metal, there is plenty of crafting material to go around. From the Tangle trees to the razorgrass, it all can be used to forge new weapons, items, and armor for the characters in their adventures through the world of metal.

Darksteel

This is a magical metal, characterized by its dark color with golden streaks of energy around it. It is nearly indestructable and to even craft it, one has to do so nearly the moment it is forged. After the metal is forged, it resists heat and being changed almost indefinitely. Only overwhelming magical damage can break it.

Weapons. Weapons made from Darksteel deal critical damage on an 18 or higher.

Armor. Characters wearing Darksteel armor have resistance to bludgeoning, piercing, and slashing damage from non magical sources.

Dross Lead

This toxic metal grows from the chimneys in the Mephidross. Dirty and toxic to handle for extended periods, it has been used by the Moriok to fight their living enemies. It is a soft material and easy to forge, but not fit for melee weapons or armor due to that toxicity.

Weapons. Projectiles made from Dross Lead has a chance of poisoning the target. DC = 10 + damage dealt.

Myr Alloy

The myr are made from a different series of materials. When combined together and the power source of the myr, it gives enhanced properties to the metal which makes the myr's body. The vulshok have learned the properties of these metals and often capture any myr they find to take advantage of these properties.

Weapons. Weapons made from a Myr Alloy deal an extra 1d6 damage based on which alloy was used.

Armor. Armor and shields made from a Myr Alloy reduce a certain kind of damage by 1d6.

Myr Alloy Damage Type
Copper Poison
Gold Radiant
Iron Fire
Lead Necrotic
Palladium Force
Silver Cold

Oxidda Iron

The iron ore which is mined from the dense, rusty mountains of ther Oxidda Chain is known for its density and versatility. The vulshok are the premier experts in forging tools and weapons out of it and do so, trading their wares with other tribes of Mirrodin.

Weapons. Weapons made of Oxidda Iron act as a +1 weapon.

Armor. Armor made from Oxidda Iron act as +1 armor.

Quicksilver

The mysterious Quicksilver which fills the Quicksilver Sea has metallic properties of its own. Once its liquid component has been removed and the substance is hardened, it is able to be used to make items and weapons. It is a magical substance in itself, making it useful in making magical items.

Weapons. Quicksilver weapons count as silvered weapons.

Armor. Quicksilver Armpor has advantage on stealth checks made in the Quicksilver Sea

Magic Items. Magic items that have charges made from Qicksilver can hold one further charge than it normally can.

Razorgrass

Razorgrass is the identifying resource in the Razor Fields. It comes out of the ground sharpened and animals in it when the wind blows often end up being shredded. Often it is meticulously harvested and melted down for a building material. To the leonin and auriok though, a source of blades already sharpened is a practical opportunity which cannot be ignored.

Weapon. Bladed weapons made from razorgrass deal an extra 1d4 slashing damage due to its sharp edges.

Armor. Armor and shields crafted from razorgrass deals 1d4 piercing damage when struck by an unarmed or natural attack to the attacker.

Tangle Copper

Copper from the Tangle is especially hard for its type of metal. Elves fashion what pieces they can claim into spear and arrow shafts. It is also fashioned into staves and clubs by those in need of a quick weapon. While not good for making sharp points, it's dense structure makes for fine bludgeoning weapons.

Tangle Copper is easy to find if one enters the Tangle, but harvesting it requires the skill the elves have developed since they began living in the Tangle.

Weapon. Bludgeoning weapons made from Tangle Copper deals an extra 1d4 bludgeoning damage.

Armor. Armor and shields made from Tangle Copper can reduce bludgeoning and slashing damage by 1d4.

Corruption

As the phyrexians rose up to take over Mirrodin, their Glistening Oil, also called Phyrexian Oil, is one of the foundations of their war engine and their way of life. The oil serves as a growth formula, actually growing new humanoids for training and later compleation. However, the oil also has a secondary, sinister purpose. When exposed to a non-phyrexian, the oil acts as a viral agent twisting their minds to worship phyrexian ideals and poisoning their bodies, making them ripe for compleation.

The corruption of the Glistening Oil can come in different ways and can take effect in different intensities. How it is introduced can affect the DC of A Wisdom Saving Throw to keep the corruption at bay. On a failure, the character earns 1 point of corruption.

Source DC Tier 1 Tier 2 Tier 3
Touch 10 12 14 18
Wound 12 14 18 22
Source 14 18 22 25

Touch. By this source, the character is touched by a creature which is already infected by the Glistening Oil. Creatures at this point are usually in Tier 3 infection.

Wound. This source of infection is more severe. The character is wounded by a creature which is infected by the Glistening Oil.

Source. This is the worst way to come into contact with the Gistlening Oil. By touching it directly, the characters allow the pure and unfiltered oil to enter their bodies, hastening the infection and theri eventual surrender to the phyrexian way.

Tiers of Infection

Tier 1. (1-2 Points) This is the first stage of the phyrexian infection. It is very subtle and not many will even realize they are infected unless they know what signs to look out for.

When characters reach this level of corruption, they develop minor signs of illness as their bodies try to fight the effects of the oil. Eventually the signs go away for a time, but not because the victim's immune system won the fight.

Tier 2. (3-8 Points) This is the moderate stage of the infection. Here the characters develop signs of illness, usually sores, sore joints, and other physical ailments. Their mental state also begins to deteriorate with visions of perfection from a Phyrexian point of view. Characters who reach this level of corruption also develop a Short-Term Madness.

Tier 3. (9-11) This is the worst stage of the infection. The victims appear to be visibly decaying, enforcing the phyrexian vision of imperfection in the flesh alone. Their mentality is constantly pressed with the whispers of phyrexians, their perfection, and the filthy weakness of the people around them. Characters that reach this level of corruption develop a Long-Term Madness.

Tier 4. (12+ Points) The victims at this level of the infection have succumbed to their illness. They desperately submit themselves to any phyrexians and happily submit themselves for compleation, becoming another nightmare soldier of flesh and metal.

Adventure Ideas

Mirrodin is a world which is a blank slate for the most part. Many adventures would likely be exploring and discovering facets of a world which the people know so little. There would still be some intrigue and subterfuge as the Synod works to expland their empire, luring many with the promise of knowledge with their serum. On the other hand, a good horror survival adventure can be found in the reality of New Phyrexia. One can even blend the two as the phyrexians prepare to invade while an intrepid band of adventurers stumble onto their designs.

Below are some adventure seeds which a DM can use to begin a Mirrodin adventure or continue a Mirrodin campaign.

  • Myr have been appearing in abundance at a settlement, making off with any loose metal they can find. Someone has harnessed the power of a Myr Incubator, using it to create a small army of the constructs for their own reasons.

  • Mechanical replicas have been attempting to replace the native Mirrans. Elves, wizards, goblins, and even the nim. What possible reason could there be for this?

  • A settlement has become abandoned after a well of oil was discovered. First believed to be a new power source, it twists and mutates people who have come into contact with it.

  • A wurm burrows in strange patterns across the Tangle. Has it gone mad, or has someone discovered the means to control the beast? Either way, it has to be stopped before it topples every tree in the Tangle.

  • Golems of various metals are present during disasters brought by clockwork machines. Are they controlling the beasts, or are they a key to discovering the source?

  • Shards of strange foreign material once held in each of the race's custody have gone missing. Many begin blaming each other for the theft of the relics, but they may be the keys to something greater than anyone can guess.

  • A phyrexian sleeper agent has infiltrated a resistance camp. One by one, the occupants are infected, and then compleated. The agent must be rooted out before the entire camp falls.

  • Strange constructs which look like fusions of flesh and metal attach themselves to victims, forcing them to rampage as if for some purpose of war, or something greater.

  • A struggle between the goblin clans has damaged one of the Oxidda Chain's furnaces and it is going to explode, threatening to bury a large settlement in molten metal. The source must be found and repaired before it is too late!

  • A large blinkmoth nexus has been discovered. Vedalken and their minions race to harvest it for their serum, but if they succeed, the droughts may become too much for the surrounding region to bear. They must be stopped!

  • One of the Tel-Jilad trolls has been secretly harnessing the magic of the new green lacunae for nefarious purposes, but his position prevents anyone from believing such an accusation. Proof must be found before their plans come to fruition!

  • A powerful vampire has taken command of their people in Rey Goor, pushing a dangerous offensive towards the elves. Someone has to infiltrate their tower of rusted copper and destroy them before the elves are wiped out. This vampire has made a pact with a demon, making their magic much more potent and terrifying.

  • A dragon has emerged from the volcanoes, terrorizing Mirrodin. Someone has stolen a potent relic from its hoard and it demands the item's return, or Mirrodin will be turned to molten slag in its rampage to find the thief.

  • A neurok engineer has created an artifice engine which could potentially break the vedalken hold over their people. It must be protected at all costs, but is this engine truly what it is said to be, or is it a deadly trap?

  • A strange structure has been found in the Mephidross, but is clearly not constructed by the moriok, demons, or vampires. It may hold important clues on how to drive the dross and the nim back, but it is filled with leaderless nim and other undead who do not listen to the Lord of the Vault or his minions.

  • One or more of the characters have been seeing a silver golem named Karn in dreams or hallucinations. The image asks them to find a palace in the Glimmervoid. What is there, or if the castle exists, no one knows. What is inside could mean a great deal to the people of Mirrodin.

  • Constructs made of a black metal called Darksteel rampage at a hidden master's commands. The constructs are seemingly invincible and cannot be brought down by conventional means. The source of the metal must be found and a way to destroy it before this army conquers all of Mirrodin.

  • A group of vedalken rebels wish to bring dow the Synod for a more conservative government. Are they telling the truth, or are they simply trying to pave the way for their own equally cruel government style?

Art Credits

All Suns' Dawn - Glen Angus

Sculpting Steel 0 Heather Hudson

Panopticon - John Avon

Aether Vial - Greg Hildebrant

Greenhilt Trainee - Chris Rahn

Exuri's Archers - Shelly Wan

Crazed Goblin - Darrel Riche

Krrk-Clan Engineers - Pete Venters

Auriok Sunchaser - James Ryman

Fatespinner - rk post

Lifesmith - Eric Deschamps

Leonin Den-Guard - Todd Lockwood

Leonin Elder - Todd Lockwood

Loxodon Wayfarer - Steven Belledin

Loxodon Peacekeeper - Michael Sutfin

Vedalken Mastermind - Darrell Rice

Vedalken Infuser - Ryan Pancoast

Riddlesmith - Eric Deschamps

Island - John Avon

Forest - Mark Tedin

Plains - Mark Tedin

Swamp - Rob Alexander

Island - Mark Tedin

Mountain - Mark Tedin

Glimmervoid Basin - Lars Grant-West

Mirrodin's Core - Greg Staples

Furnace Dragon - Matthew D. Wilson

Victory's Herald - rk post

Tanglewalker - Pete Venters

Rust Elemental - Arnie Swekel

Silver Myr - Kev Walker

Apostle's Blessing - Brad Rigney

Elesh Norn, Grand Cenobite - Igor Kieryluk

Jin-Gitaxias, Core Augur - Eric Deschamps

Sheoldred, Whispering One - Jana Schirmer & Johannes Voss

Urabrask, the Hidden - Brad Rigney

Vorinclex, Voice of Hunger - Karli Kopinski

Mortarpod - Eric Deschamps

Plains - John Avon

Glistening Oil - Steven Belledin

Blinkmoth Well - David Martin

Test

Your

Metal

Welcome to the purely artifical world of Mirrodin. Test your survival skills in the alien environment where nearly everything is made of metal and other resources are rare or difficult to reach.

Strike out in this new and almost completely untouched world already recovering from it's first war from it's mad guardian. Mystery is everywhere and secrets hidden underneath your very feet.

Dare you risk traveling to Mirrodin's very core where it's darkest horror lurks? The glistening oil drips and heralds the dark tide of New Phyrexia and it's nightmrarish people.

This Plane Shift document contains what players need to adventure in Magic: The Gathering's plane of Mirrodina and it's dark evolution into New Phyrexia.

 

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