Plane Shift - Mirrodin - GM Binder
Plane Shift - Mirrodin - GM Binder
Plane Shift - Mirrodin - GM Binder
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
T
he plane of Mirrodin is a unique place in the Memnarch finally got his chance with the elf Glissa
multiverse. It is an entirely artificial plane, Sunseeker. However, she proved to be his downfall as she
created by the first and likely only artificial fought back, evading Menarch's forces, destroying Menarch's
planeswalker named Karn, initially named plans and forcing him to use war instead of subterfuge to try
Argentum. It was to be his sanctuary, a place of and bring her down and steal her spark. Glissa rallied the
mathematic beauty and metal. The only other people of Mirrodin and went to war. Memnarch fell and
denizens were the ur-golems created similar to Mirrodin was free while it's captured people were freed by
Karn's image to be his assistants and workers to maintain his Karn, leaving their descendants to continue to rebuild.
plane.
One day, Karn met and befriended the planeswalker Jeska New Phyrexia
after she freed herself from Karona, the false goddess of
magic. Herself having ascended into her new power. Karn and With Memnarch gone, a new threat he contained grew:
Jeska left Argentum to train her in her powers. phyrexian oil. Having dripped from Karn's phyrexian heart, it
Karn did not leave Argentum unattended. He left the care of found a perfect place to grow in Mirrodin. In Mirrodin's core,
his plane to a trusted golem named Memnarch. His mind the mycosynth growing from the oil had no more opposition
expanded with the relic called the Mirari, Memnarch had the and were able to infect the very center of the world.
mind and intelligence to properly administer the artificial New phyrexians grew from the oil, compleating themselves
plane. before spreading their oil and taint. Mirrodin grew corrupted
Administer Menarch did, governing the world. However, odd as the people fought back. However, like a virus the
things began happening. Creatures called blinkmoths began phyrexians spread and soon won their war against the
to appear in Argentum, confusing Menarch. He also mirrans, proceeding to compleate the plane to their own
discovered an odd oil stain on the ground. He cleaned the designs. What keeps them from becoming a true threat to the
stain before getting to work, not knowing the effects the stain multiverse is how the phyrexians are divided among the five
would have and the dire future it would create. colors of mana. Even if phyrexian preator Elsh Norn took the
leadership, the division remains, bringing conflict in their
Memnarch's Reign different philosophies. This conflict leaves a sliver of an
opportunity for the Mirrans to continue the fight.
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.
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The People of Mirrodin
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People Displaced
Elf Although for the current generation of elves have only ever
known the world of Mirrodin as their home, they still feel the
Adran took careful aim at the charging wurm which was ancient distaste elves have for artifice and removal of nature.
plowing through the roots of the Tangle just below the surface. They treat agents of artifice with hostility, often destroying any
The creature had been getting closer to Tel-Jilad and the trolls constructs, especially the myr, which cross their borders. This
decided that it had to be stopped. That was where Adran and hostility for artifical creatures has only increased since the
his hunting party came in. Memnarch War after the Vedalken attempted to destroy and
"Keep your breathing calm. The wurm can't see us from subjugate them at the madman's orders.
here." Adran's mentor spoke softly. "Wait for your opening. If
Ilanis did her job, you should have your vulnerable spot soon." Surrendered Memories
Adran nodded and waited for the wurm to rise, although his Since the first generation of elves came to Mirrodin, they
heart beat rapidly for his comrade luring it to the point of the subjected themselves to a magical ritual conducted at the
ambush. The copper arrow helt heavy in his hands and he was Edges of Forgetting, one of their sacred sites. This ritual
sure his sweat was heating the copper plating of his arms. He began for those first generation elves could forget their old
ignored both, clearing his mind. As the copper ground broke homes, as they were suffering in the world of metal. With the
with the wurm rising up, Adran saw his chance with the open wise trolls of the Tangle to help guide them, the elves erased
holes along the wurm's head. their pasts so they could begin anew in Mirrodin. Later, the
After the excitement died down, Adran was on the ground trolls continued this ritual to keep their charges from
admiring the massive corpse whose plating would arm several accumulating experiences to ignite a Planeswalker spark, a
of the elves back home and it's other parts would help prepare source of power Memnarch would have torn them all apart to
them for the future. Glancing, he looked to Shava who played steal.
bait this time.
"I'm fine. I've done this plenty of times before," Shava Natural Guardians
replied, patting her copper-plated thighs which were now
sparkling with the natural color instead of the usual stained Despite their metal surroundings, the elves of the Tangle still
green. "Just got a bit of an acid bath on my legs. I think they hold a deep love for nature and seek to protect it. Hunting
look nicer this way, don't you? 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 elves are the primary folk who make up the poplation of the Sylvok who are under their guardianship. The only true
the Tangle, Mirrodin's largest and only true forest. They borders they respect are the borders of the Tangle itself.
carved out a home for themselves in the copper trees, Should someone with ill intent enter their borders, they
cultivating what plants they could and truling forging a new should expect to be filled with arrows once they attempt to
civilization in Mirrodin after Memnarch dropped them there begin their plot.
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.
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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 Viridian Elf
giben as a child. Elves of Mirrodin can live round 750 years. Viridian elves make upthe majority of the elf population of
Alignment: The elves of Mirrodin are stricter than their Mirrodin. Having willingly sacrificed the memories of their old
counterparts in many planes, focusing on adherence to their plane, they have managed to truly become a part of Mirrodin
traditions and an almost militaristic bent towards protecting and make a new racial identity for themselves. They consider
their borders. Rightly so with the incursions from the all of the Tangle to be their home and they will protect it
Vedalken. Mirran elves are more lawful but are usually good. zealously from anyone that seeks to invade it, as proven when
The only exception are elves who turned to Phyrexia, they fought off Memnarch's forces.
becoming evil despite keeping their devotion to law, turning Ability Score Increase. Your Strength score increases by
almost fanatical. 1.
Size. Elves of Mirrodin range from 5 feet tall to slightly over Elf Weapon Training. You have proficiency with
6 feet tall. Their builds begin as slender, but appear bulkier shortsword and longbow.
thanks to the copper plating which grows on their bodies. Tangle Hunter. You have proficiency in the Survival skill. If
Your size is Medium. you are hunting a construct or are in a forest, double your
Speed. You have a base walking speed of 30 feet. proficiency bonus.
Darkvision. Living their lives in the Tangle, especially since
until the conflict with Memnarch the Tangle had no sun of its Lorebearer Elf
own, the elves have continued to hold sharp vision even in low The Lorebearer Elves are a small conclave of elves who
or no light. You can see in dome light within 60 feet as if it decided not to surrender the memories of their homes and
were bright light and in darkness as if it were dim light. You ever since, collected the knowledge and discoveries of their
can't discern color in darkness, only shades of green. people. While the trolls ensured any secrets the elves learned
Keen Senses. You have proficiency in the Perception skill. were erased from the majority, the Lorebearers collected that
Fey Ancestry. You have advantage on saving throws against knowledge and kept it safe should their people need it. If they
being charmed, and magic can't put you to sleep. are first generation elves, or a rebel group which came later,
Trance. Elves don't need to sleep. Instead, they meditate no one is sure. What is known is that their accumulated
deeply, remaining semiconscious, for 4 hours a day. While knowledge has given these elves a different range of skills
meditating, you can dream in a sense; such drems are actual than most of their kind.
mental exercises that have become reflexive through years of Ability Score Increase. Your Wisdom score increases by 1.
practice. After resting in this way, you gain the benefits as if Elf Magic Training. You are proficient in the Arcana skill.
you have slept 8 hours. Elvish Magic. You know one spell from the Druid cantrip
Languages: You can speak, read, and write Common and list. Wisdom is your spellcasting ability for this spell.
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.
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Goblin Natural Tinkers
Ruc stiffiled a yawn as the Steel Mother priest went on
another of his rants. It was just his luck that the older goblin Surprisingly the goblins discovered they had a natural skill
got in a snit about something and started ranting. Ruc himself when it came to artifice. Either through talent or trial and
already had plans for part of the raid on some Vulshok who error, they managed to cultivate the ability to create cunning
were going through a nearby pass soon. The boys were traps, tricky devices, and could even work with the constructs
already gearing up but Ruc himself was stuck having to listen they would capture and begin using them for their own
the priest yammer on about something since the Great interests. The ultimate show of this skill is when the goblin
Furnace burbled that morning. culture became centered on Kuldotha. They tikered with the
It was probably because of Xeesz. They tossed the greasy furnace to keep it going with the precious molten metal,
idiot into the furnace after he got stepped on by an ogre. He eventually coming to see the furnace as a goddess figure.
probably gave the Steel Mother a stomachache or something. Religious Raiders
The priest was starting to wind down, getting Ruc excited to
start moving. The older goblin looked to the others in the The goblins of Mirrodin are a fair bit more pious than most
room, but started scowling when he saw that they were less goblins in other planes. They see the red sun as a a patriarch
than enthusiastic for his sermon. Honestly, Ruc hadn't been and perhaps intimidating god figure while they believed all the
paying attention so he didn't know what it was about. The metal of Mirrodin, including themselves, came from the
priest's scowl grew before he slammed his staff into a part of goddess known as the Steel Mother. To appease both, the
the wall. giblins are constantly on the prowl of scrap metal to throw
Immediately there was a deep groan from the walls around into the molten rivers of the mountains. They even throw their
them as the Great Furnace let off a loud burst of molten steel. dead, or criminals and thoe born under bad signs into the
Immediately the goblins in the room began to panic and pay natural furnaces to appease these gods.
closer attention to the priest. Ignoring a crusty goblin's rant
was easy, but when he had the Steel Mother backing him up, Universally Annoying
the goblins knew it was time to listen! Regardless of their newfound tecnical skills or piety, goblins in
Mirrodin show a universal truth: goblins are annoying and
Goblins are the common folk who live in the gaps and tunnels dangerous depending on their moods. Their technical skills
of the Oxidda Chain. Why Memnarch decided that Mirrodin are often used to make traps to protect their settlements or
needed goblins is anyone's guess. Perhaps he saw goblins make new contraptions to help them on their raids. Often
existed in so many worlds, his own needed them as well. these machines fail in some spectacualr, sometimes explosive
Perhaps he was already going crazy when he decided to bring way. Despite these setbacks, goblins still are not the kind to
in the goblins. No one can be sure. give up as they continue to charge recklessly into the fray,
The goblins had no trouble adapting to their new making themselves a threat despite their small statures would
surroundings. They just kept doing what they would do best: suggest.
raid, break things, or simply blow them up by accident.
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Goblin Names Oxidda Clan
After the goblins were placed in Mirrodin, they did not change The clan of goblins which most people of Mirrodin are likely
that much. Their naming conventions did not change much to run into are the Oxidda goblins. They occupy much of the
from the normal kinds in other planes. Often they keep their mountains, slipping through the nooks and crannies of the
names, although like their language, they have begun mountains. They congregate to large pools of molten metal, or
incorporating a dialect similar to the sounds of bubbling metal the sources where it comes up from, so they can conduct their
or the other sounds associated with the furnace. rituals. They raid and strike wherever they can so they can
keep getting more metal to keep the Sky Tyrant and Steel
Goblin Traits Mother happy.
Ability Score Improvement. Your Constitution score
The goblins are hardy and have the oddest luck to survive increases by 1.
near anything. In a sense, they were melted down and Natural Tinker. You are proficient in the Investigation skill.
reforged to the people that they are now. If you make an Investigation check to find a mechanical trap
Ability Score Increase. Your Dexterity score increases by or learn about the mechanics of a machine, double that
2. proficiency bonus.
Age. Goblins reach adulthood at age 8 and live up to 60 Smashing Expert. You are proficient with light hammers
years. and clubs.
Alignment. Goblins are often considered evil in alignment,
since they are looking out for their own wants and needs first, Krark Clan
even at the cost of others. Some may be neutral or even good,
but not often. All goblins are chaotic in their actions though. This small gathering of goblins, considered a cult by their
Size. Goblins are short in stature, standing between 2 to 4 peers, was founded by a goblin who delved deep into what
feet tall. Your size is small. was later to be discovered to be Mirrodin's core. He
Speed. Your base walking speed is 30 feet. documented what he found there, but was executed as a
Darkvision. You can see in dim light within 60 feet of you heretic when he returned. His writings survived, creating the
as if it were bright light, and in darkness as i it were dim light. cult in his name, believing that Kark became an envoy of the
You can't discern color in darkness, only shades of red. Steel Mother, guiding souls back to her. They are hunted by
Fury of the Small. When you damage a creature with an their fellow goblins for the crime of living inside of Kuldotha.
attack or a spell and the creature's size is larger than yours, Ability Score Increase. Your Charisma score increases by
you can cause the attack or spell to deal extra damage to the 1.
creature. The extra damage equals your level. Once you use Cultish Teachings. You are proficient in the Religion skill.
this trait, you can't use it again until you finish a short or long Tunnel Runner. You have advantage on checks regarding
rest. finding paths through tunnels, avoid getting lost, and general
Nimble Escape. You can take the Disengage or Hide action navigation inside of closed spaces.
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.
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Human Amazing Adaption
Reyaa wiped the sweat off her brow as the Bringer hung high The humans of Mirrodin adapted quite well to their
in the sky, it's white light illuminating the razor fields. A surroundings, despite the challenges ahead of them in
curved blade was firm in her hands and a metal basket on her surviving in a world of metal which at first glance held no
back. With a swing, she cut down several tall blades of the means of supporting them. They soon discovered otherwise,
sharp metal. As they hit the metal ground with a loud clang, finding the strange nuances of life on the plane of metal and
she picked them up and dropped them in her basket. The adapting themselves to it in order to survive. This adaption
razor grass had been getting thick lately, meaning more raw reflected on their bodies, developing different metals and
metal for Reyaa's people. styles depending on which region they chose to settle into.
Filling her basket, Reyaa took it to where the other Spectrum of Spirit
harvesters were collecting what they could. They could not
take too much razor grass or else it would open the way for Each human is unique, no two being entirely alike. This
enemies to slip deeper into the fields and attack the inner uniqueness shows in how the human groupings developed
settlements. Still, taking the surplus would not hurt anyone. their ways in their regions. From the lawful good of the Auriok
Tyne," Reyaa nodded as she set her basket down. "Good to the chaotic evil of the Moriok with the Vulshok, Sylvok, and
harvest this time." Neurok inbetween, huamns have shown they have a wide
"Aye," her fellow Auriok agreed. "Good timing too. We're range of temperments and beliefs in something which can
going to need it soon. drive them forward.
Reyaa frowned and glanced to the horizon, seeing Ingle, the
black sun, peeking over the horizon. "Ah. About due for those The Balancers
Morioks and Nim to try their luck again." She shook her head It is a possibility that Memnarch brought the humans to
and went back to her pack. "We'll be ready for them." 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
Humans are by far the most widespread of Mirrodin's people. temper the elves' militaristic mindset. The Neurok help keep
Unlike the elves who remain in the Tangle, the goblins who the vedalken from drowning in civil war as enslaved
crawl over the Oxidda Chain, or the leonin that make their confidants. The Vulshok help keep the goblins in check. Even
dens in the Ror Fields, humans have spread to all of the Moriok help keep the vampires and demons amused by
Mirrodin's different lands and built lives for themselves and being a target for their dark whims.
created unique identities in the strange landscape. This
allowed for several distinct cultures and values to develop, Human Names
which also reflects on the bodies of the five tribes which
sprang up after the mass migration to Mirrodin. 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.
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Human Traits Moriok generally are lithe with deathly pale skin, making
them look half-dead themselves. Their hair is stringy and dark
Although the human species of Mirrodin are clearly divided while they wear drab and dark clothing to better blend into
into different groups, they do share some similar the swamps. Small lead spikes grow on their shoulders, but
characteristics to serve as a baseline. their prominent trait is the metal helmet which grows around
Ability Score Increase. You can increase one attribute of their heads and covers their eyes, making them appear more
your choice by 2. like the nim. Some Moriok have the plate removed, but no
Age. Humans reach adulthood in their teens and with luck, doubt it is a painful experience.
can live up to a century. Ability Score Increase. Your Dexterity score increases by
Alignment. Humans can be any alignment, but generally 1.
their tribes affect their views. Auriok are lawful good while Language. You can read, speak, and write Infernal
Moriok tend to be chaotic evil. Sylvok are Lawful neutral while Nimble Thief. You are proficient in the Stealth skill.
Vulshok are chaotic neutral. Neurok are neutral, taking neither Scrap Scavenger. You have advantage on checks to
side but exploiting order and chaos when the situation determine the nature of scavenged goods.
permits. Tools of the Trade. You are proficient in Thieves' Tools
Size. Humans range to around 5 feet tall to just over 6 feet
in height. Your size is medium. Neurok
Speed. Your base walking speed is 30 feet. The Neurok live on the shore of and on the islands of the
Language. All humans can speak Common, but know a Quicksilver sea. They are of a scholarly mindset and are
second langauge depending on which tribe you hail from. constantly looking for greater knowledge. This thirst for
Human Tribes. Each human belongs to one of five major knowledge had them become firm friends to the Vedalken in
tribes which exist on Mirrodin. Select one of them for your Mirrodin's first days, but after the Vedalken began to mutate
human character. and became dependent on blinkmoth serum, they enslaved
the Neurok to be their labor and assistants. Ironically, the
Auriok vedalken trust the Neurok much more than they do each
The Auriok are a nomadic tribe who wander across the Razor other, thanks to the nature of their secretive society.
Fields, making contact with leonin settlements and loxodon Neurok generally are shorter than average with brown and
conclaves as they go. They are staunch allies of both and often red hair. They have smooth patches of tin or silver plates on
are called to act as neutral parties for conflicts, earning them their bodies, easily hidden by their silver armor or the flowing
a reputation as diplomats among their allies. Often they are blue robes they prefer. A sure way to identify a Neurok is by
the first to clash with the nim and the Moriok as their people the ornate eyepieces they wear.
are usually close to the borders of the Dross. Ability Score Increase. Your Intelligence score increases
Auriok generally appear as muscled humans with stiff white by 1.
hair. Gold grows in spikes from their shoulders and arms Language. You can read, speak, and write Vedalken.
while sometimes plating their torsos. Due to the heat in the Research Adept. You have advantage on checks to uncover
Razor Fields, Auriok wear minimal white clothing to keep research from books, scrolls, tomes, and other means of
cool. recording information.
Ability Score Increase. Increase your Charisma score by 1. Skilled Technician. You have proficiency in Tinker's Tools.
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.
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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.
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Leonin Honor Above All
Rayya stayed perfectly still, using the razor grass hollow she The leonin of Mirrodin have a strong belief in the concepts of
painstakingly created just for this purpose. Ingle was high in honor. They hold it as a standard of behavior among
the sky, meaning that it was a perfect time for the nim to themselves and they are expected to follow it or suffer
emerge from the mephidross once again. Many hunters were punishments or in the worst cases, banishment.
prepared for the attack which they all knew was coming. This belief extends to combat, all leonin warriors expected
As Ingle reached it's zenith, the familiar scent of the to fight fairly and to the best of their ability. However, should
necrogen mists began to fill her nostrils. She repressed a the enemy prove to be a beast or a monster in humanoid form
snarl, knowing the rotting corpses were on their way. With the with no honor, the leonin will not be afraid to use traps or
wind as it was, they were likely going to be near enough to hunting techniques in order to bring down their foes. The nim
strike in only a few moments. are the primary victims of this treatment for obvious reasons.
The droning snarls and grunts of the nim announced their Fierce Hunters
approach. Rayya gripped her weapon and prepared herself to
move. When she heard the footsteps, wet slaps on the plates The leonin are natural hunters and proved extremely
which separated dross from razor, Rayya moved into actions. adaptable after their transplantation to Mirrodin. They took to
A sharp tug on a hidden latch, Rayya's razor grass shelter the Razor Fields, fashioning weapons from the grass, plotting
opened up as she came out with a powerful roar. She was not paths through it and making traps out of those paths for the
alone as several other such shelters revealed more leonin unwary.
warriors, weapons ready as they came down on the mob of Although the Auriok know how to harvest the Razor Fields
ravenous nim. 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
Leonin are proud warriors who live in Mirrodin's razor fields. civilization.
They boast a strong martial culture, but also hold themselves
to a high standard of honor. Pious and passionate, these Stalwart Guardians
people rose to become a dominant force and perhaps the Leonin in Mirrodin are perhaps more militarized than others
dominant people of the Razor Fields. of their kind on other planes. This is due to the leonine being
Leonin are easily regonizable through their feline features. constantly attacked by the forces of the nim from the
They are partially covered in tawny fur, giving themselves the Mephidross. Geth and his disciples wished to expand their
appearance of lions. Like other residents of Mirrodin, steel rule and the Razor Fields were the closest place to their own
plats accent their muscles on their limbs and torsos. In the bases and forces. Due to this, they sent hordes of nim at the
case of the males, their manes come in as metal cables rather leonin to destroy them and expand the Mephidross over their
than hair. 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.
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Leonin Names Obu-tal
Leonin have names which sounds strongly with purrs or The Obu-tal are a growing tribe within the leonin civilization
growls, rolling the rougher sounds while constanants come which cry out for revolution against the old beliefs of the
closer to a purr. Male names often include hard sounds while leonin. The world of Mirrodin changed with the Vanishing and
female names hold softer rolling purrs. Unlike many other that the leonin must change in order to survive. They embrace
races which incorporate sounds of metals into their anguage, techniques and practices elsewhere, such as artifice and other
the leonin keep softer sounds in their naming conventions. battle tactics which may not be readily accepted by the other
leonin.
Leonin Traits Ability Score Increase. Your Intelligence score increases
by 1
The leonin are a swift and powerful folk, sharpened by the Leonin Tool Training. You are proficient in your choice of
trails they faced in the Razor Fields, making them even alchemist supplies or tinker's tools.
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.
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Loxodon The Modest Truth
Radu breathed deeply, calmly contemplating her thoughts as The driving belief in all of the loxodon practices and society is
she gave herself into deep meditation. Her ears fluttered the concept of The Modest Truth. This is a code of morality
slightly in the wind and her trunk twitched with each breath. which blurs the line between religion and philosophy. The
The metal plating on both chimed slightly in their movements, loxodon hold themselves to this code, and apply it to all
adding to the sounds of serenity around her. situations they find themselves in and filter their decisions
She had been meditating for some time now. Long enough through it. They do not enforce it on others, for that would be
to have the blinkmoths rain on her once already. A myr had immodest, but if they are asked to give a decision to whatever
wandered by, idly watching Radu for some time before moving affairs they are brought into, they will use the Modest Truth to
on. Various birds found solace in her presence, idly picking at help formulate these decisions for all to hear.
some of the insects which found their way to her before Community Minded
moving on. She was thankful for that, as their removal
allowed her to keep meditating on her decision. The loxodon hold great value in the community, believing that
After all of this, Radu gve a deep breath and opened her together they can achieve greater things than they can do by
eyes, seeing the razor grass around her. It chimed almost as if themselves. Although they often wander by themselves or in
in declaration to her movements. Standing up, she saw a small groups, the oxodon always take solace that they have
leonin and an auriok approaching. They looked to her friends and family somewhere. As they meet with other
expectantly, waiting for her words. people, they will become protective of them if they are alone,
Calm and serene, Radu finally spoke after so many hours of or help communities they come upon as a teacher, judge, or
stillness, "I have come to a decision." protector depending on their skill sets.
Utterly Neutral
The loxodon are the nomadic folk of Mirrodin, traveling over The loxodon are slow to truly take action, merely wandering
the lands in their homes, meeting with the people, and and contemplating the things they encounter and experience.
contemplating their beliefs and how they can be applied to the They carefully measure everything they think of and apply
world around them. Often with their wisdom and neutrality, them to what they wish to decide on. It can take them hours,
the loxodon are called to mediate in judicial affairs, known for or in some cases days, to reach judgment on some things they
being immovable in their decision making, both before and are asked to decide on. They are not swayed by pleas or
after the decisions are made. threats, keeping themselves completely neutral, as part of
Loxodon are perhaps some of the most peaceful people in their devotion to the Modest Truth. They do not take back a
Mirrodin, although they are very capable of defending decision once made, often frustrating those who deal with
themselves when the time calls for it. Ironically, they appear them, especially with the ones who the loxodon decide
as some of the most intimidating folk. With their large bodies, against. It gave them a reputation of not seeing in shades of
large tools and weapons, and the copious metal covering their grey, but the loxodon do not care for such words, letting their
bodies makes them appear as dangerous or threatening actions speak for themselves.
despite their gentler natures.
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Loxodon Names Albino Herd
The loxodon names involve sudden tomes, often pronounced The loxodon who are born with albino white skin are revered
through their resonant nasal chambers, often denoting status, among their people as natural clerics and sources of purity.
family, and community roles. Most non-loxodons can't Almost all of them become religious leaders among their
distinguish the tones so the loxodon translate them into titles people. Some become leaders of small bands of loxodon
to reflect their status when they interact with other races. monks, leading sessions of meditation and contemplation.
Loxodon names are usually prounced with a boom, Ability Score Increase. Your Wisdom score increases by 1.
reflecting the elephant-like language of the loxodon Religious Teaching. You are proficient in the Religion skill.
themselves. Female names are slightly more melodic, ending Divine Touch. You can cast the Guidance cantrip.
with vowels unlike the male names who never end in such. Grey Herd
Loxodon Traits These are the most common loxodon who are seen across
Mirrodin. They often can take up many other classes, although
The loxodon are a pious folk, but are as strong as the metal they prefer to be monks and clerics. Although depending on
which surrounds them in their ravels in the Razor Fields and their experiences, they may take other disciplines instead.
beyond. They interact with many people and their reputation preceeds
Ability Score Increase. Your Constitution score increases them, giving them a known reputation among them.
by 1. Ability Score Increase. Your Charisma score increases by
Age. Loxodon mature at the same rate as humans, but they 1.
live up to 450 years. Wisdom and experience mean a lot in Modest Teachings. You are proficient in the Insight skill.
their society so they are not considered more than children Monk Training. You are proficient in clubs, slings, and
until they are about 60 years old. quarterstaffs.
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.
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Logical Tyranny
Vedalken Once the vedalken worked with the neurok to survive and
even thrive on the Quicksilver sea, founding Lumengrid and
"Check the details of the reagents Ottar," the Vedlken scientist the Synod. However, as the vedalken were contacted by
spoke, pointing absently at a series of test tubes containing Memnarch and given the blinkmoth serum, their desire for
different chemicals. more knowledge and their addiction to the serum itself
"Yes sir," the neurok assistant nodded, moving to check the caused them to become cruel and spiteful to those around
vials. them. They all but enslaved the neurok, plying them with
The experiment had been going on for over an hour, waiting knowledge and serum, or threats and violence if that did not
for the reagents to be ready for the first infusion into the work. Their goal is not land or wealth, but knowledge which
brewing compound. The theory work was sound and Trivaz drives them to their less than moral actions.
was going to see the end of his research, success or failure.
The light of the burner's reflected off Trivaz' helmet tank, Suspicions Abound
blinkmoth serum enhancing his mental abilities. His four On paper, the vedalken government is a meritocracy. Those
hands moved to the various instruments or taking notes on who achieve the greatest results or have the most knowledge
the reactions he had seen so far. After several minutes, Trviaz are seen fit to lead. However, in practice the politics are
was satisfied that the experiment was ready to begind. dangerous and bloody at times. The vedalken are constantly
"Bring the reagents Ottar," Trivaz finally spoke up. "And suspicious of each other, seeking out blackmail on their rivals
remember, if the experiment is a success, you get a vial of the or even sabotaging the projects and experiments of those they
serum in payment." feel to be a threat. Al so they can climb higher ranks to earn
Ottar's enthusiasm for the project took a distinct upswing the favor of Memnarch and receive a steady supply of the
after that. mind-expanding blinkmoth serum. Ironically, the vedalken
trust the neurok, their indentured/enslaved servants more
The vedalken are the intellectual tyrants of the Quicksilver than each other, giving the neurok better status than they
Sea. Seated in the Synod, the center of their empire, they would otherwise hold.
pursue their goals of intellectual perfection and superiority. Violent Changes
They are a harsh, yet logical people who kept their neurok
underlings all but enslaved until the Vanishing, forcing them After Memnarch was destroyed, so was the ready source of
to reorganize themselves. blinkmoth serum. Although there was copious amounts of it
Unlike in many planes, the vedalken of Mirrodin are left in the Knowledge Pool, that supply was now limited. While
drastically different thanks to the mycosynth spores which many of the vedalken scrambled to hoard the precious and
make the Mirrans grow their metal plating. The vedalken addictive serum, the neurok saw their chance and started a
developed four arms and lost their noses and ears, some even revolution. This forced the vedalken to reach a truce with their
developing gills depending on their exposure and perhaps due former servants and enter and equal partnership in order to
to Memnarch and blinkmoth serum. Like the other Mirrans, survive. This has begun a schism in the ranks between more
they too develop metal plating on their bodies, thin and almost imperial elder vedalken and the more conservative younger
unoticable blue metal. Most of which is hidden underneath the generation.
imperial blue robes they constantly wear.
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Vedalken Names Synod Caste
Vedalken are strictly driven by their logic and The Synod Caste are the vedalken who cling to the old ways
scientific/magical knowledge. Art to them is solving equations and principles of the Synod. They still see the neurok as
and making discoveries and this reflects in their names. They servants and themselves as superiors. They hoard blinkmoth
only have a personal name and then pick one more suitable to serum, using it in the tanks they wear to keep their minds
their status when they enter adulthood. They do not practice enhanced as they search for solutions to their issues.
family names, as with their suspicious natures, family does Ability Score Increase. Increase your Wisdom score by 1.
not play a role in their lives. Amphibious. You can breathe air and water.
Male Names: Dhotlil, Ervot, Rodred, Zeluvoll Blinkmoth Enhancement. You can choose a second ability
Female Names: Briadri, Idal, Poso, Sozi, Yeldash or tool to apply to your Tireless Precision trait.
Clear Mind Caste
Vedalken Traits These vedalken are of the mind that it is time to be entirely
The vedalken focus more on mental and magical might, free of Menmarch's insane ramblings in the disguise of
making them almost isolated in Lumengrid and the knowledge and his poisonous blinkmoth serum. They treat
Quicksilver Sea. with the neurok and attempt to rise above the ignorance of the
Ability Score Increase. Your Intelligence Score increases past.
by 2. Ability Score Increase. Increase your Charisma score by 1.
Age. Vedalken mature slower than humans, reaching Grand Orator. You often must speak to others and truly
maturity at 40. They can live up to 350 years, but with good earn sway among the skeptic masses. You are proficient in the
health they can live up to 500 years of age. Performance skill.
Alignment. Most vedalken in Mirrodin are selfish and self- Serum Tolerance. After years of taking blinkmoth serum
serving, making them evil in the loosest sense but live my and eventually breaking from it, your body has a higher
strict codes of science and deal-making. As they break free tolerance to foreign substances. You have advantage on saving
from Memnarch's influence, this has been changing, making throws against poisons.
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.
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Classes in Mirrodin
T
he classes for D&D can apply to the the world Cleric
of Mirrodin. Much like the mathematics which
put the plane into existence, each of the classes Clerics are a staple of life in Mirrodin, as the people look to
have their own particular place in Mirrodin's the five moons or other sacred sites for spiritual guidance.
daily life. Different regions practice different rites, focsing on the values
which they believe connect them to their respective moons or
their people.
Artificer Arcane Domain. Although the people of the Quicksilver
Sea and the Synod are more materialistic and believe in hard
Artificers are very common in a plane such as Mirrodin. The fact, there are some who believe that magic stems from a
people developing the skill set out of necessity in a world filled greater source than just mana and carefully chosen words and
with almost nothing but metal. Most only have enough skill to gestures. Often these clerics add insight or clues to magical
maintain weapons, armor, or even some small constructs they theory.
managed to tinker together, but others will take the skills as Death Domain. In the Mephidross, death is everywhere. It
far as they can go to explore the world around them. even comes back to deal with the unwary in the form of the
Alchemists would likely be found at the Quicksilver Sea, Nim an their necrogen mists. Death domain clerics come in
specifically in the Lumengrid or some Neurok villages since two sides. One are the disciples of Geth, harnessing the
the chemical knowledge needed would exclusively be found power of the nim while the others use their power to lay the
there. Artillerits could likewise come among the Quicksilver dead to rest before they in turn become part of the Nim.
Sea, but it could also be found in the Oxidda Chain, likely Forge Domain. In a world of metal, the forge is a sign of
having been stumbled upon by the goblins, notorious for their creation as well as destruction. The Forge Domain is most
love of things that go boom. Lastly, Battle Smiths could be revered by the Vulshock and the goblins who revere the Great
found across Mirrodin, although likely there are few, if any, Furnace, but to Mirrans, the forge is a concept of creation so
elven Battle Smiths thanks to their abhorence to artifice. all societies have such clerics in their societies save for the
elves, who abhor artifice.
Barbarian Grave Domain. Putting the dead down for good is a
Barbarians in Mirrodin are almost entirely found in the revered skill among the Moriok in their lead swamps. Such
Oxidda Chain. Specifically, they are found among the Vulshok clerics are usually at the forefront of battles against the Nim,
and the goblin tribes. Given both peoples are in the habit of putting them to rest once and for all or preventing the newly
using their emotions as fuel for strength, barbarians are often dead from transforming into the same undead creatures.
found among them. Given their habits of using such rage, Knowledge Domain. Knowledge is power among the
barbarians of Mirrodin often follow the Path of the Berserker. vedalken, and those who hold sacred power of knowledge are
Zealot barbarians and totem warrior barbarians are considered holy, in so much as the science minded vedalken
certainly possible. Religion is a prominent force to the see things as holy. Knowledge domain clerics are sought out
Mirrans and it is even easier to craft animal totems thanks to for their insights, creating knew avenues to apply knowledge,
all animals having useful metal as part of their bodies. as well as collecting knowledge so it is not lost.
Barbarians who are storm heralds would be rare, thanks to Life Domain. Life Domain clerics can be found both in the
the weather being affected by vedalken rampant harvest of Razor Fields among the Auriok, leonin, and loxoson, but also
blinkmoths. in the Tangle among the elves and Sylvok. Life Domain clerics
tend to the sick and wounded, using the power which they
Bard believe come from their respective suns to heal them.
Bards are difficult to find in Mirrodin. The culture level of Nature Domain. The nature domain is almost exclusively
Mirrodin is mostly tribal for the majority. The only exception found among the Sylvok and the elves of the Tangle. Although
are the Neurok and the vedalken who focus primarily on Mirrodin is a world of metal, it still holds the cycles of nature
knowledge rather than their cultural development. Still, one after Memnarch's terraforming. Thanks to his effort, there is
college of bards can exist, the College of Swords incorporate power in the copper trees and other terrains.
metal into their entertainment. Other colleges may exist, Order Domain. The loxodon wandering clerics primarily
depending on if a denizen of Mirrodin somehow discovers follow the Order Domain. They believe in the law and
how to use magic through music. The colleges of lore and morality. Often they move among the Razor Fields and offer
valor would certainly exist in all regions save for the judgement in disputes or punishment of criminals.
Mephidross. The college of glamor may be found inside the Tempest Domain. Clerics who follow the Tempest Domain
Tangle, the only region to host fey while the college of are a minor group who keep an eye on the skies for weather,
whispers would likely be found in Lumengrid among the storms, and other events. They interpret signs in the sky and
vedalken polticians and backstabbers. 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.
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Trickery Domain. These clerics use their magics for the sake Paladins who swear the Oath of Devotion, swear it in the
of mischief, or cunning, believing their inspiration comes from name of the Bringer, Mirrodin's white sun. The Oath of the
the blue sun. Most of these clerics are Neurok who have found Ancients is a relatively new oath made to the new green sun,
faith while discovering new ways of outsmarting their Lyese. The Oath of Vengeance is made to the Sky Tyrant,
oppressors. Mirrodin's red sun by most. Still, it is made by many Neurok to
War Domain. War is something all people of Mirrodin are the Eye of Doom, the blue sun, in their fight against the
familiar with. However, it is the leonin, Auriok, and Vulshok Vedalken. The Oath of Conquest is usually made for self
who have placed greater faith in war. These clerics preach of serving or malicious reasons and is sworn to Ingle, the black
necessity of war and strength to fight it. They also speak of sun. The Oath of Redemption can be made to any sun,
acting honorably and fighting with the fire within. Although depending on the situation.
war is not something to revel in, there is an honor and duty of
fighting one for the right reasons. Ranger
Druids Rangers serve an important role in Mirrodin. While the world
remains mostly wild thanks to the small tribes and isolated
The druids of Mirrodin were founded by the Sylvok with their settlements, rangers are needed to guard borders, hunt down
way of life in the Tangle. The druids focus their power from dangerous beasts, and help map dangerous area so the people
the strange nature of Mirrodin, but also revere the beasts, who follow them are at less risk. Hunters, beast masters, and
believing their ancestors who disappeared during the monster slayers are in all regions of Mirrodin.
Vanishing to have ascended into a higher state within nature. In most recent times, Gloom Stalkers rose as they explored
Some druids have taken to exploring outside of the Tangle, bits of Mirrodin's hollow core. However, as the phyrexians
studying the other lands of Mirrodin. rose, the equivalent of Horizon Walkers who specialize in
Due to their small development, having limited, if any, destroying the phyrexians likewise appeared.
knowledge of the Feywild or other planes, the druids of
Mirrodin are either part of the Circle of the Land or the Circle Rogue
of the Moon. Rogues in Mirrodin are a somewhat unique group. Since most
Fighter of Mirrodin hasn't developed cultures which support tricks
and styles of rogues, they aren't mostly seen. Only mundane
Fighters in Mirrodin vary depending on their regions. With so thieves, assassins, and scouts can be found. The other kinds
much of Mirrodin untamed and the people still living in tribal can be found in the Lumengrid and Quicksilver Sea.
groups with their low populations, they focus on ensuring they Swashbucklers can be found sailing on the metallic seas,
have a proper military force of fighters. Inquisitives are endlessly researching, and the Masterminds
Elves and Sylvok are likely to become Arcane Archers. with the Arcane Tricksters plot and take action against their
Leonin and the Auriok will have a higher population of enemies.
Champions and the leonin would have Cavaliers with their
pterons. Vulshok with their focus on martial power likely Sorcerer
become Battle Masters. Moriok and Neurok people would Sorcerers are truly an unknown aspect of the magical arts of
focus on Eldritch Knights, one using all resources available Mirrodin. Often it is mistaken for the gift of being a wizard,
while the other sticks to their specialties in magic. Leonin, druid, or other magical class. Only the vedalken really have an
Auriok, and perhaps more martial-minded loxodon would idea that their power comes from their bloodlines rather than
have the discipline to become samurai. simple talent or hard work.
Monk Because Memnarch had kidnapped people from other
planes and dropped them into Mirrodin, all of the Sorcerous
The only real idea of monks in Morrodin are in the loxodon as Origins can be used in Mirrodin. However, the understanding
they wander through the Razor Fields and possibly beyond. of where it came from likely will never be known after the
Although they all believe in the Modest Truth, the Vanishing.
interpretations can lead them to practicing different Monastic
Traditions. This can be influenced by where they travel to and Warlock
the other peoples they meet. A monk who experienced the In a world which is brand new and the people starting to get
Mephidross could lead to the Way of Shadow. A monk who their feet under them, some seek out quick and/or easy ways
has seen all regions of Mirrodin could even reach the Way of to get power and security for themselves. Like in many planes,
Four Elements. Still, in a world of metal such as Mirrodin, it is there are entities all too eager to make a contract to give them
likely that monks from that plane are more likely to use the that power in return for a favor.
Kensei Monastic Tradition, relying on the metal which Archfey. Memnarch was more successful than he knew
surrounds them for defense. when he tried to bring life to Argentum. By cultivating actual
Paladin land and bringing green mana, fey native to Mirrodin have
been born. Some rose to greater power and willing to lend
The literal idea of a paladin does not yet exist in Mirrodin as it that power in the name of the copper forest.
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
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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.
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The World of Mirrodin
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The Radix
The Tangle This is a sacred site to the elves where a glowing green metal
The Tangle is the largest, and the only forest in Mirrodin. The sphere hovers with a low hum. Here, the elves would discard
'trees' are towers of copper twisted into forms of ancient destroyed artifactc reatures sent against them as well as their
trees. Covered in verdigris, oxidization of copper and metallic dead. After a few days, the bodies would disappear.
mold acting as green. Jagged protrusions act as leaves while In more recent days, as Glissa Sunseeker's conflict against
metallic cords act like vines. Memnarch grew, that changed. Inside the core of Mirrodin,
Although made of metal, the Tangle does host a true and Glissa tapped into the collected green mana of the world and
complex ecosystem. Many different kinds of insects, birds, it exploded up through the Radix. It formed a lacunae, a
and animals exist, all of them with metal armor, hides, or hollow tunnel to Mirrodin's core. The expelling of mana
other body parts. The most unique of them being creatures created Mirrodin's fifth and final sun, balancing it at last.
which evolved into beasts unique to Mirrodin such as the The site of the Radix is still considered a holy site, now for
fangren and groffskithur. the birthplace of the fifth sun as well as a source of powerful
The elves have made homes for themselves in the spires, green mana.
making homes in the hollows and manipulating the thick
copper to create their residences in close communities and Edges of Forgetting
scouting stations at the edges of their territory. 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
Tangle Locations who had the far knowledge and experience which may ignite a
Planeswalker's spark which Memnarch coveted so greedily.
The Tangle is a truly massive forest, but that does not mean The site is a place of powerful magic and may in fact be
that it is all trees and beasts. The elves and the Sylvok have used for other rituals and ceremonies. With the need for
created places of importance as well as sacred sites for their erasing memories no longer being necessary, the Edges of
people. Forgetting may be used for different purposes than what the
Tel-Jilad, the Tree of Tales trolls founded it on.
This tree is the largest and the oldest tree in the entire Tangle. Temple Might
On its surface is the history of Mirrodin carved into its copper This is the site which the Sylvok meet for their druidic faith,
body. THe trolls of Tel-Jilad consider the tree their home and preaching about the power of the soul in balance with nature
conduct their rituals inside. The only elves allowed inside the and the ascension of the spirit to become part of nature, as the
hollows of the tree are the ones known as the Tel-Jilad Arch-Druid Benzir believes after the events of the Vanishing.
Chosen, acting as the bodyguards and servants of the trolls. Near the temple are the small settlements of the Sylvok,
At the bottom of the tree, the etchings of Mirrodin's history where they raise their families and practice their teachings.
have been mysteriously etched out. Some secret lies deep in Some dwellings may be shared or temporary, as many Sylvok
Mirrodin's past which the trolls feel only they should be druids go out to explore Mirrodin and see more of its natural
burdened with knowing... wonders.
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.
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Taj-Nar recieved serious blows during the war with
Memnarch. One of his agents used a mana bomb to nearly
The Razor Fields destroy the city to try and eliminate the enemies of its master.
The leonin struggled to rebuild before they suffered their
These expansive metallic plains stretch far across Mirrodin. It second blow. The kah, Raksha Golden Cub, was among those
is named for the razorgrass which grows from its metal plated who disappeared during the Vanishing, leaving the leonin
surface. The razorgrass appears to look like metal rods with without many of its leaders and prominent members.
bladed edges, making them akin to naturally grown swords This led to a shism between two factions of leonin. One
and daggers. When the wind blows, the razorgrass makes a supports the new kha named Kemba, keeping the traditions
pleasant chime, making the fields a pleasant place to look at, which the Mirran leonin founded their society on. The other is
but not so pleasant to travel through. led be a figure titled the Obu-Tal, calling for revolution as
The razor grass is a valuable resource to the people who theold traditions do not fit into the changed world of Mirrodin.
live in the region, specifically the leonin, Auriok, and loxodon
who live and travel through the grass. Cultivated, it makes for The Cave of Light
a natural deterrent for encampments. Harvesting the This cave is a sacred site to the leonin and the Auriok,
razorgrass also makes for a reday source of steel blades as believed to bring divine revelation to the people who visit it.
well as natural metal for construction. 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
Razor Fields Locations mana. This place is where the white sun called Bringer by the
The Razor Fields can be a dangerous place to travel for the locals erupted from the core before rising into the sky.
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.
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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
The Mephidross nightmarish machines to better arm the Nim in the campaign
to expand the power of the Dross. They also experiment with
Bordering the Razor Fields and the Oxidda Chain are the the necrogen, making them appear pale, almost dead
toxic waters of the Mephidross. It is a toxic wasteland of themselves, and likely mad in various ways.
natural industrial waste. Foul water with black ichor scum on The leader of the vault is a Moriok named Geth. He was a
the surface flows everwhere and the dark smog hangs in the powerful necromancer who controlled hoards of the Nim and
sky while the poisonous necrogen mists hangs in the air, even one of the vampires who resides in only the most
spewing from the smokestacks which grow from the soft lead isolated places in the Mephidross.
earth. Geth was an almost unrivaled power before the war
The Mephidross, or Dross for short, is a hostile place for between Glissa and Mennarch rose. Glissa broke his power as
the living. The ground is poisoned by the sludge coming from she slayed Geth's vampire. With his power broken, Geth was
the smokestacks of necrogen mists. These 'chimneys' grow beheaded and left to die. Still, Geth was intelligent and rose as
from the ground, growing from ten to three hundred feet into a lich. After lending aid in the war, he head was mounted on a
the air. From deep in these chimneys rings rings the sound new apparatus so he could move again. Immediately after the
like dissonant chord which echoes through the Dross. war, he sought to reclaim his former power in the Vault of
The necrogen mists is a dangerous smog which spews from Whispers.
the chimneys, falling over the swamps. People caught in them
slowly have the life drained out of them. First their sanity, and Rey-Goor, the Black Bayou
then their vitality, eventually leaving them as emiciated, The Dross had reached far, touching into the Tangle and
sometimes mutated, zombies called the Nim. These creatures creating Rey-Goor. The ground is oily and soft with rusting
ravenously attack anything living, not recognizing anything Tangle trees rotting and pointed metal roots sticking up,
from their previous lives. almost in desperation. What few trees survive create the rare
The Dross slowly attempted to expand into the Razor Fields islands of dry ground there.
and Oxidda Chain, only seeing more success in the fields. Although the touch of the Dross is unmistakable, the Nim
This led to constant battles between the Nim and the Leonin rarely appear here. Instead, the vampires of Mirrodin make
as the master of the Nim attempted to expand his power. the place home, finding the scenery much more pleasant to
look at than the muck and mire of the Dross.
Mephidross Locations They naturally clash with the elves, neither side willing to
The Mephidross is a hostile location where not much can live. live with the other. The vampires merely see the elves as
Still, some structures of importance do exist. They are another food source aside from the Sylvok. The elves see the
isolated and not many go there, but these places have a role to vampires as abominations which must be destroyed.
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.
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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 Quicksilver Sea the vedalken cared since the serum brought so much use for
their pursuits.
Mirrodin's only ocean is a beautiful, if unearthly sight. The
water of the sea appears to be liquid mercury, but it is a The Pool of Knowledge
substance of unknown origins. It has similar properties to This location inside the Lumengrid is perhaps what the
water, as there is an underwater ecosystem thriving in the sea. vedalken hold the closest to being sacred. It is a vat of
Dotting the seascape are islands of polished tin which rise Blinkmoth Serum which the vedalken use to trigger
up from the ocean in strange shapes and patterns. The larger mutations in subjects and also bring stronger effects to the
islands have bridges built between them by the vedalken and Blinkmoth Serum they drank beforehand.
the Neurok. Smaller islands are harvested for their tin as a At the bottom of this pool lies the Blue Lacunae, likely the
building material. reason why the Pool of Knowledge has such power, being
The Quicksilver Sea is the source of the advanced saturated with blue mana.
knowledge and artifice for Mirrodin. The people who reside
here have access to advanced technology and magical Medev
knowledge, making for a higher standard of living in several A noted Neurok village constructed out of tin harvested from
areas. the Quicksilver Sea, it is one of the larger settlements on the
silver sands. The Neurok have a higher standing of living than
Quicksilver Sea Locations most other settlements. However, it is the most oppressed.
Vedalken often went to the settlement, forcibly recruiting the
There are a number of locations in and around the Quicksilver Neurok as slaves, keeping any promising recruits as assistants
Sea to explore. Some are obvious in their purpose, such as and keeping them loyal with Blinkmoth Serum.
settlements. Others are not so easily understood and not Much of the population was wiped out by Memnarch after
many can explain what they are meant for. the people attempted to rebel against him. Only a few
Lumengrid survivors are noted, but there is always hope to rebuild.
Rising from the Quicksilver Sea, the structure is a dome- Titan Forge
shaped building on a pillar, colored blue. Here is the source of Out in the middle of the Quicksilver Sea, there is a place the
all advanced knowledge and artifice on Mirrodin. It is also the water will not flow. At the bottom of the sea is a circular metal
home of the Synod, the head of the Vedalken Empire. Often platform. Around it, as if by a forcefield, a 'wall' of quicksilver
Neurok are brought here by the vedalken to work as rises up.
assistants, exploration, or simply as slaves. For a time, the purpose of such a space was unknown. As
Patrolling the Lumengrid are areophins and hoverguards, the Phyrexian infection began, it's purpose was made clear. It
artifact creatures made to ensure the Neurok and the was an automantic construction platform which syphoned
captured specimens are kept in line. They are equipped both ambient mana and created giant golems called colossi. Why it
to subdue, or eliminate depending on their orders and the was made and for what purpose is unknown.
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.
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The Red Lacunae
The Oxidda Chain Although this area is considered sacred by the goblins, they
The rusty red iron mountains of Mirrodin's roughest make for don't have a name for it. Being at the very bottom of Kuldotha,
an intimidating sight. Molten metal flows out of the mountains it is considered oart of the Great Furnace. The goblisn keep
through the valleys and crevices. The equivalent of lava for an eye on it, believing that it gives off signs from the Steel
Mirrodin, it is a harsh place to live in and only the toughest or Mother. In truth, this is the occasional flare of red mana from
the luckiest are able to survive. Fortunately, the Vulshok are as Mirrodin's core. Still, depending on the size and intensity of
tough as they come and the goblins are some of the luckiest the flares, the goblins interpret signs of approval, disapproval,
people to exist anywhere. or other portents from the Steel Mother. Goblin assaults have
Resources for the craft of both races are easy to come by. been made or disbanded by the timing of these flares in the
The iron of the most of the mountains is rusty and not useful, past.
but the metals harvested from the molten rivers proved to be
capable of making fine iron weapons, armor, and tools. Vulshok Tribal Lands
It is not just the terrain which makes the Oxidda Chain The Vulshok live in six different tribes, each of them fulfilling
dangerous. It is the other denizens of the mountains which a purpose for the betterment of the Vulshok as a whole. Each
make living in such a place so hazardous. Metal-eating ogres, tribe has a specialty, and provides a different service.
furnace-like dragons, flaming helllkites, all of them proving to The Anvil Tribe are compsed of the best smiths, making
be powerful threats to the unwary, and even those who are incredible tools which help the other tribes forge their own
prepared for them. ware.
The Sword Tribe live higher in the motains, expertly
Oxidda Chain Locations creating blades and using their fire magic to make those
edges even sharper.
Uninhabitable as many places are, there are still places to rest The lowland Hammer Tribe specializes in blunt weapons.
and explore in the Oxidda Chain. Although they may appear lowbrow, their minds are sharp,
Kuldotha, the Great Furnace using magic to harness the mountains themselves as their
One of the mountians holds a wonder of Mirrodin's nature. An weapons.
entire furnace and forge was developed as the mountain grew. Their fellow lowlanders, the Helm Tribe, make the best
Either by design or by coincidence of development, Kuldotha armor, but also finer tools, once which require care and a
became a source of molten metal which flows into a number delicate touch. Often this tribe produces the finest Vulshok
of different areas within the Oxidda Chain. leaders who have the temperment to lead and arbitrate.
Goblins, specifically of the Krark Clan, have taken to living The Shield Tribe are seminomadic, moving between the
inside Kuldotha. They revere the furnace as a mother goddess different tribes not only building fine shields, but also building
opposide of a patron god in the Sky Tyrant, the red sun. homes, walls, and other defenses against the elements and
The goblins often spend their days constantly throwing enemies.
whatever scrap metals they can get into the furnace, Finally are the highland Spear Tribe, experts at piercing
harvesting molten metals for trade and making their own tools, they serve also as the spirtual members of the tribes
tools. They also use the furnace as a funeral pyre, throwing with shamanistic power over lightning magic.
their dead into the molten steel. In this, they believed their There's no definite point to where these lands can be found.
souls were collected by the Steel Mother and keep the furnace Not because the Vulshok are isolated, but the difficulty in
going. 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.
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Galdroon Palace
The Glimmervoid This castle is a monument of both aesthetic and mathematical
Found in the space between the Razor Fields, the Oxidda beauty. It is the home built by Karn as his residence. A place
Chain, and the Tangle, this is Mirrodin's equivalent to a desert. of beauty by the pristine metals used to make it, but every
It consists of rolling hills all covered in polished hexagonal angle, point, and numerical portion is in perfect mathematical
plates made of a reflective metal. The desert shines with the alignment, making it beautiful to admire and analyze.
light of the five suns, making for a beautiful, prismatic effect. In his early years, Memnarch administered, and then ruled
Despite the beauty of this place, there are still dangers to Mirrodin from here. As he grew into his madness, he began to
travelling across the Glimmervoid. It holds dangers of heat resent the palace. It served as an endless reminder of the
exhaustion as the light from all five suns rains down without creator who left him behind. Finally, Memnarch abandoned
mercy, and only reflects off the surface, making it even hotter. the palace for his fortress in Mirrodin's core. Still, he could not
With no water or shelter to be found, it makes travelling the bring himself to destroy something his creator built, much as
Glimmervoid unprepared a dangerous proposition. he despised him. Instead, the palace was left in the
An oddity to the Glimmervoid is that the reflective panels on Glimmervoid. Finding it is difficult, as it rests between several
the ground can actually reflect or refract magic. Spells hills, creating mirages off the reflections to hide it in plain
striking one of the panels can be redirected at a target, or the sight.
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.
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Karn retreated to Mirrodin's core after the temporal disasters
Mirrodin's Core in Dominaria, but was trapped by the corruption of New
Unlike many planes, Mirrodin is a world that is completely Phyrexia. He was placed in the Darksteel Citadel where the
hollow. Through the five lacunae, it is more than possible to five preators attempted to turn him, the focus of Phyrexian
come down to the centre of Mirrodin's core, where it's mana worship, to their specific ideals of perfection. Only thanks to
originates before it filters up to the land and transforms into the sacrifice of a close friend was Karn freed from the
one of the five colors which the denizens of Mirrodin use in corruption, now dedicated to destroying New Phyrexia.
their magics. Since then, the citadel has gone unoccupied, but as Elesh
Down here is also where Memnarch plotted and planned Norn takes control of New Phyrexia, she may claim it as her
for his schemes to sbjugate Mirrodin once and for all and new throne.
claim Glissa Sunseeker's Planeswalker spark so he could go The Mana Core
out into the multiverse and his beloved and reviled creator. In the very center of Mirrodin, there is the source of all the
Unknown to all, it is also where the infection of Phyrexia's plane's mana. A sphere of pure white mana, not to be
glistening oil began after it touched Memnarch. The core is mistaken for the golden white of white mana. Here the mana
populated with mycosynth growths, fungus-like towers with flows up to the surface, adapting the color of the terrains it
short tendrils that appear to be reaching out for something. filters into. Here the mycosynth towers are most aggressive,
Memnarch constantly cut them down and away from the core, reaching for the immense source of pure mana.
keeping the infection at bay. Once Memnarch was destroyed, The balance here is important to all of Mirrodin. Instability
the infection was able to proceed without interruption, paving in the core is what created the five moons of Mirrodin. If the
the way to new Phyrexia. instability happens again, even worse with the Phyrexian
Allowed to grow and connect, the mycosynth develops infection, it is hard to tell what could happen...
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.
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The Mirodin Beastiary
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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.
Angels After the Phyrexians began attacking, Vorniclex compleated
If it was through Menarch's soul traps or due to the new white many spiders, seeing them as strong predators. Their webs
mana which flowed through the newly cultivated planes, became black, made from the corrupting fluid known as
angels came to Mirrodin. They usually remain aloof over Phyrexian Oil.
Mirrodin, worshiped from afar by the Auriok.
Like the other beings of Mirrodin, the angels were affected Wolves
by the mycosynth. In this case, it turned their wings to brass, The wolves of Mirrodin are a natural sight in the Tangle.
gold, or even platinum along with other portions of natural Predatory pack animals, they work together to take down prey.
armor. The elves of the Tangle tame the wolves and use them to
When evil and grave threats to the people of Mirrodin protect the borders of Tel-Jilad. Their senses make them quite
appear, the angels are more than reday to mobilize for war. adept at hunting down the myr which try to sneak int othe
Sadly, despite their divine nature, even the angels are not sacred place. A wolf from the Tangle can be represented by a
immune to the corruption of phyresis nor resistant to Wolf.
compleation. Often these captured angels return with ragged Like so many other creatures, Vorniclex saw another beast
wings and porcelain plates covering their nightmarish forms to give his ideal of perfection. Using the Glistening Oil and
of flesh and metal. compleation, he transformed the wolves into ravenous beasts,
Use a Deva to represent the angels of Mirrodin. dripping the corrupting ichor from their fangs. These wolves
can be represented by a Dire Wolf.
Beasts
Constructs
Memnarch had a sharp eye for details even in the midst of his
obsessive madness. He knew he needed a complex ecosystem Constructs are a natural part of Mirrodin. In fact, they're such
to support the people he captured, and then more creatures to a natural part, the people see them as natural as any of the
keep the others in check. From the Tangle to the Oxidda animals which also populate Mirrodin's surface. Some of
Chain, from the Mephidross to the Quicksilver Sea, animals of them were built by enthusiastic artificers, but more seemed to
all shapes and sizes populate the wild areas of Mirrodin. have come from nowhere and act like the creatures they were
made to resemble.
Birds Many artifact creatures come in a number of shapes and
There are many creatures in the sky as well as there are on sizes. The humanoid ones can be represented by Animated
the ground or in the sea. These birds are a number of sizes, Armor or Helmed Horror. Other constructs take the form of
but many of the predatory birds are taken as familiars by the different creatures such as birds, spiders, or even ones like
Neurok. They serve as a rapid attack force, messengers, or the dragons or hellkites. These creatures can use the same
other purposes. statblocks, but are considered constructs and are immune to
These creatures can often be represented by Blood Hawks poison damage along with the charmed and poisoned
or Eagles. conditions. Their other stats remain unchanged.
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.
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Dinosaurs Dryads
Memnarch had literally searched the multiverse for proper When Memnarch began restructring Argentum into Mirrodin,
creatures to populate his new world. He did not limit himself he wished to create a true living world to rule over. As he
to just certain 'modernized' planes where civilized people cultivated the terrain and allowed the mana flow to the
ruled it. He also sought out creatures from savage planes or surface, Menarch succeeded beyond his initial intentions.
untamed places. This includes dinosaurs. As angels were formed from the white mana and demons
The most well-known of these creatures include the from the black mana, dryads began to form from the green
tyrannax. They are dangerous reptiles that have adapted to mana, proving that Mirrodin's strange ecosystem was truly
Mirrodin, covered in metal plating. Such creatures can be alive.
represented by a Tyrannosaurus. Inherently beautiful, dryads of Mirrodin are adorned in
Other herbovire dinosaurs exist. Rather than eat plants metallic silk shawls and their bodies decorated with vibrant
though, they have developed to devour the metallic 'plantlife' copper, both bright and with verdigris. Their hair appears
of Mirrodin. Often called Molder Beasts, these creatures have almost like tangled green cords, perhaps reflecting the name
a number of metal plating on their backs which serves as of their home.
offense and defense. These creatures can be represented by Mirrodin dryads can be represented by a Dryad.
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. Elementals
Like other beings, the mycosynth affected the dragons, As Memnarch allowed mana to begin flowing through the
perhaps more than it did most others. The dragons' bodies plane while he cultivated it, resulting in blasts which created
developed metal insides, become actual furnaces which the five suns, the land itself became infused. This gave birth to
allowed them to spew white hot flames to melt metal. What elementals, summoned from the elemental planes but born
metals aren't precious, the dragons devour to feed their through the unusual land of Mirrodin.
furnace-like bodies. Earth elementals rise up made of metal ores. Fire
The dragons of Mirrodin can be represented by a Red elementals blaze around scorched slag frames. Water
Dragon. 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.
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Rust Elemental Actions
Large elemental, unaligned Multiattack. The rust elemental makes one bite and one
sting attack.
Armor Class 14 (natural armor)
Hit Points 85 (10d10 + 30) Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Speed 30 ft., fly 40ft. 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
STR DEX CON INT WIS CHA one item it is holding. If the dropped item is a
nonmagical object made of metal, the rust elemental
17 (+3) 12 (+1) 16 (+3) 3 (-4) 13 (+1) 11 (+0) swallows it, and the object is destroyed.
Sting. Melee Weapon Attack: +6 to hit, reach 10 ft., one
Skills Perception +4 target. Hit: 8 (1d10 + 3) piercing damage. If the target
Damage Resistances bludgeoning, piercing, and slashing is a nonmagical ferrous metal object that isn't being
from nonmagical attacks. worn or carried, the attack destroys a 1-foot cube of it.
Damage Immunities poison If the object is being worn or carried by a creature, the
Condition Immunities charmed, exhaustion, frightened, creature can make a DC 14 Dexterity saving throw to
paralyzed, petrified, poisoned avoid the effect. If the target is a creature wearing metal
Senses passive Perception 14 armor or a metal shield, either the armor or shield (the
Languages Auran, Terran target's choice) take a permanent and cumulative -2
Challenge 6 (2,300 XP) penalty to the AC it offers. Armor reduced to an AC of
10 or a shield that drops to a +0 bonus is destroyed.
Feeding Frenzy. At the beginning of each of the rust
elemental's turns, if it didn't destroy a metal object Rust Breath (Recharge 6). The rust elemental exhales a
since the start of its last turn, it automatically takes 5 cloud of rust in a 30-foot cone, forcing each creature in
(1d10) necrotic damage and the first attack roll made the area to make a DC 14 Dexterity saving throw. On a
against it before the start of its next turn has advantage. failed save a creature takes 11 (2d10) necrotic damage,
and any metal objects it is wearing or carrying rust as
Iron Scent. The rust elemental can pinpoint, by scent, the described in the Rust Metal trait and ther rust
location of ferrous metal within 30 feet of it. elemental's Sting attack. On a success, a creature takes
half as much damage, and any metal objects it is
Rust Metal. Any nonmagical weapon made of metal that wearing or carrying are not affected.
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.
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Myr
Almost ignored throughout Mirrodin are the small constructs Myr
which are known as the myr. These small, beaked machines Small construct, unaligned
are constantly moving through Mirrodin, spying on the people
for their master, Memnarch. Armor Class 13
Obedient Observers. The myr constantly wander across Hit Points 16 (4d6 + 4)
Mirrodin, spying on the people and sending what they see Speed 25 ft.
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 STR DEX CON INT WIS CHA
targets but were built with specific functions or terrains in 10 (+0) 10 (+0) 12 (+1) 5 (-3) 10 (+0) 12 (+1)
mind for their duties. This has the myr appear in a variety of
shapes and sizes, although they all share the familiar beak- Skills Arcana +1
shaped heads. Damage Resistances acid, bludgeoning, piercing, and
Unintended Sentience. As the myr continued to obediently slashing from nonmagical attacks.
spread through Mirrodin and observe the people, they began Damage Immunities poison
to develop their own sentience and habits. Many began to Condition Immunities charmed, exhaustion,
exclusively observe certain people or even individuals. Others frightened, paralyzed, petrified, poison
became content to wander specific areas. When Memnarch Senses passive Perception 10
fell, some myr simply stopped functioning, but the majority of Languages understands Common but cannot speak
them continued with their duties and habits. They had Challenge 1/2 (100 XP)
become a part of Mirrodin much like the people had.
Strained Relations The role the myr play varies depending Innate Spellcasting. The myr's innate spellcasting
on the races in question. Elves abhor the myr and often cut ability is Charisma (+3 to hit with spell attacks). It
them down wherever they find them, disposing the remains at can innately cast the following spells, requiring no
the Radix. Vulshok on the other hand see them as a useful verbal components:
resource. Often they capture myr to use their metals to forge At will: detect magic, shocking grasp
their weapons an armor. The Vedalken hold some reverance
for the myr, being the servants of their former master. Actions
Phyrexins merely see them as another race needing to be Slam. Melee Weapon Attack: +2 to hit, reach 5 ft.,
brought into their fold. All the races have a different view of one target. Hit: 2 (1d4) bludgeoning damage.
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.
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Ogres Vampires
Ogres on Mirrodin are large piles of muscle with an appetite Deep in the Mephidross, where the smog is so thick the suns
for metal and like to crush things under their feet for fun. cannot penetrate, there exist clans of vampires. Elegant in
Fortunately for everyone else, they are some of the dimmest their deadly grace, but clad in tarnished metal the vampires
creatures on Mirrodin as well. exhibit the usual thirst for blood and desire for death as many
Easily manipulated, the goblins often manage to lure the of their kind do in other planes.
ogres into being their beasts of burden, hauling scrap into It was believe for a time that there was only one vampire in
Kuldotha or other places in return for their own scrap to eat. Mirrodin under the thrall of Geth. However, that was proven
Often the goblins believe they suckered the ogres while the false even as more vampires were spawned from Geth's once
ogres believe they have captured goblin servants, so the loyal bodyguard. At least one clan moved from the Mephidross
relationship works out well. into the Black Bayou, searching for new sources of food and
Mirran ogres can be represented by Ogre in the Monster entertainment.
Manual or in Mordenkainen's Tome of Foes. Due to so many of their victims having metal skin, vampires
developed sharp metal nails on their pointer and third fingers
Ooze which they use to drain blood from their victims. A bite is still
As life developed in Mirrodin, the ecosystems were made from needed to pass on vampirism, but the sharp nails allow them
the mightiest creatures, down to the very smallest life forms. to drain the vital fluids from their victims, leaving them to
This includes creatures such as oozes. become Nim.
The first kind of ooze is found in the Mephidross, mobile Use Vampire stats to represent an elder vampire while
sludge which moves, searching for flesh to dissolve, often Vampire Spawn can represent newly changed vampires.
leaving the metal bones and skin behind. This kin of ooze can Wurms
be represented by Ochre Jelly.
The second kind of ooze comes from the Tangle. It comes in The colossal wurms tunnel endlessly beneath Mirrodin's
the form of the metallic mold which grows around the trees. surface, passing through the metal which makes up the
Once grown to a large enogh portion, it engulfs the tree it ground as if it is water. Left behind is anything unfortunate
feeds from before moving on to another source of food. enough to be in the way. Collossal trees toppled over in an
Samples of such mold has even engulfed islands in the instant, structures destroyed, and any living denizen gobbled
Quicksilver Sea. These oozes can be represented by a Gray up in a heartbeat.
Ooze. Wurms are perhaps some of the most dangerous creatures
in Mirrodin. However, their hides are made of some of
Sphinx Mirrodin's most durable metals. Use Purple Worm to
Sphinxes are incredibly rare in Mirrodin. Few and far represent this creature, or Wurm if you have access to
between, there are many who have gone their entire lives Guildmaster's Guide to Ravnica.
without having seen, much less heard of one. Neurok and Zombies
vedalken often seek them out for knowledge, of which the
sphinxes have untold amounts, but many sphinxes avoid other The undead are easily found, wandering in the depths of the
races, using illusions to vanish. Only some manage to glimpse Mephidross. Often these come in the form of the nim who
the etheral metal of their bodies before they disappear. endlessy hunt down anything alive. Characterized by the
Use am Androsphinx or Gynosphinx to represent a Mirran metal plates which gorw to cover their eyes and spouts in
sphinx. their bodies which spew Necrogen. Even when the flesh rots
away, their metal skeletons remain. Nim can typically be
Trolls represented by Zombie or Skeleton.
Trolls of Mirrodin are an unusual group in Mirrodin. Like the In the Vault of Whispers, the secret of lichdom can be
vedalken, the trolls seemed to have been affected by the found. Geth himself had used it to save his own life from his
mycosynth beyond their metal skin. Trolls in Mirrodin are former minion who beheaded him. Mirran liches can be used
proven to be very intelligent and were even the spiritual with the lich statblock.
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.
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New Phyrexia
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Life became functional perfection as anything which was
Phyrexians less than Yawgmoth's vision of perfect as excised, be it a
To understand the Phyrexians who now populate what used to broken machine or a weak, fleshy limb, turning the entire
be Mirrodin, one must understand where they came from and plane into nine layers of metal which turned to flesh and back
the crime and tragedy which became their origins. again. What started as a colony, became a massive cult
dedicated to artifice and Yawgmoth himself. Still, despite all
It began on the plane of Dominaria, in what was once his power, Yawgmoth still yearned for more and his eyes
known as the Thran Empire. There a brilliant eugenicist looked back to his home plane of Dominaria.
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 Invasion
using any manipulation he could in order to hold power and Yawgmoth plotted to return to Dominaria and perfect it like he
gain more of it. His greatest discovery was the source of the did Phyrexia. To that end, he created sleeper agents,
disease phthisis, which he made up symptoms for to grow Phyrexians disguised as humans, to infiltrate the plane and
people's fear of it, and also remove any rivals he could create a road to it's conquest. However, he soon found a
diagnose it in. shocking enemy in the form of the legendary Urza, a powerful
The nature of the Multiverse was different those thousands Planeswalker akin to a god himself. Through Urza, his
of years ago. Meeting a Planeswalker, Yawgmoth was able to carefully planned sleeper agents were wiped out and
discover an empty and artifical plane. It was made by a Yawgmoth now had a powerful foe preparing for him. With
different Planeswalker who died and it was somewhat similar that in mind, Yawgmoth discarded subtlety and moved to an
to Mirrodin once. Here Yawgmoth saw a potential for his invasion by force.
vision of a paradise and he named it Phyrexia. Although His method of choice was to overlay a portion of a
Yawgmoth was a healer, the term phyrexia was meant to connecting plne, Rath, into Dominaria and send out his
identify fever, a sign of Yawgmoth's twisted mentality and legions in force to conquer Dominaria. He faced fierce
ideals. opposition, even if he used the corpses of his enemies to
In this plane, Yawgmoth fused himself with the core, create more soldiers to fight against them. The Phyrexians
becoming a god while he remained there. Here he would heal found themselves pushed back, despite heavy costs, all
the phthisis victims by implanting empty powerstones inside spearheaded by Urza and his selected crew of heroes on the
of their bodies. The stones would absorb the sickness, but had Weatherlight, wielding the Legacy.
a side effect of making the patients taller and stronger, leaving Yawgmoth attempted to kill the heroes of the coallition,
their humanity behind for the first generations of true believing by slaying them, he would break Dominaria and
Phyrexians. In Dominaria, Yawgmoth had grown to become finally claim the world he desired. Instead, he faced the brunt
the leader of the Thran, poising him to rule over both. of the Legacy. It proved to be his downfall as the full power of
the Lgecay destroyed the artificial god, leaving Phyrexia to
The Fall 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.
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 New Phyrexia
and destroyed, letting the gas engulf the Thran. It forced them Although pockets of Phyrexians still existed in the Multiverse,
to either die, or flee to Phyrexia and into Yawgmoth's the power they held is now gone, forcing them to struggle to
embrace. Behind them, the portal they used was destroyed, continue provided they too did not shut down on Yawgmoth's
leaving Phyrexia to be isolated once again. death. However, a new heart to it began to beat in Mirrodin.
Yawgmoth, while angered, would not be deterred. He Phyrexian oil, a byproduct of the artificial Planeswalker Karn's
dripped deeper into his treatments. As the people began to phyrexian heart, dripped into Mirrodin. With the plane so
suffer from the Phthisis rotting their bodies, he would have much like the original Phyrexia, the oil came in quickly and
their rotting flesh removed and replaced with artifice with a grew rapidly. After Mirrodin's old guardian was destroyed, it
process he called phyresis. Over numerous generations, allowed the new Phyrexians to grow and create their empires.
artifice evolved in dark and twisted ways, fusing together with Unlike the Phyrexians of old who focused on black mana
flesh, and creating a twisted amalgamation between flesh, and artifice, these new Phyrexians are split among the five
death, and artifice. colors of mana, their philosophies clashing with one another.
After numerous generations, the humans the Thran were They revere Karn, rather than Yawgmoth, as the Father of
existed no longer. Natural processes of birth and growth were Machines, but Karn has rejected them, leaving them aimless.
considered imperfect and inefficient. Instead, a biological Currently, one Preator, Elesh Norn, has taken command but
agent called glistening oil, or Phyrexian oil, was created. It even as she killed her rivals, death is not permanent to
served as blood for the people, fuel for the machines, and Phyrexians who may be repaired, revived, and return to power.
agent for converting flesh to metal, and even the birthing fluid
for new Phyrexians to grow within.
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The Preators
A
midst the crawling death that spawned with the
phyrexians, there were individuals who rose to Elesh Norn, Grand
points of leadership. Through raw power, ability,
manipulation, or ruthlessness, these individuals Cenobite
rose to the position of Preator. There are five The leader of the Machine Orthodoxy, Elesh Norn acts as the
Preators, each of them leading their respective overseer of all the white aligned phyrexians. She holds the
factions against the Mirrans and eventually, highest authority of the religious zealots which make up the
against each other. various sects, including the Flesh Singularity, the Porcelain
Five Factions. The Preators do not see eye to eye with each Legion, and the Disciples of Karn. A faithful adherent to the
other. Their philosophies are just as varied as the various Argent Etchings, the scripture of New Phyrexia, she governs
colors of mana which helped spawn then. Each have a according to these accords, wishing to see all beings in New
particular vision for New Phyrexia and wish to see it come to Phyrexia united as one in body and spirit, even if by violence.
life. Religious Zealotry. Elesh Norn constantly moves as if in
throes of delirious whims. For a time, it made the other
The Machine Orthodoxy preators believe that she would remain ignorant of their own
The Machine Orthodoxy is the white faction of the plots and actions, trapped in her visions of faith. In truth, her
Phyrexians. Their views on the phyrexian philosphy takes on a mind is as sharp as any of the others and her religious
religious tone, viewing their violence, slaughter, and zealotry is her medium to subtly manipulate her faction into
compleation of non-ohyrexians as a religious duty. They the vision she sees for them, and eventually all of New
believe in the whole, solidarity and unity to bring all life forms Phyrexia and beyond.
into a perfect heirarchy or level playing field. Their vision does Manipulative Leader. Elesh Norn, although holding to faith
not end with just New Phyrexia and the Mirran Resistance, she was built into, is still ambitious. She seeks to control all of
but their goals stretch to include the rest of the Multiverse. New Phyrexia and bring it about to her vision of perfection.
This has them reflect Old Phyrexia's religious fervor in their Her ambition is so great, she is willing to even use the
dark schemes, believing their destructive ways make for piety. scripture and religion she rose to power on as a tool to
Religious Sects. Although the Machine Orthodoxy boasts achieve her goals. Her studies of the Argent Etchings allow
of solidarity and unity, there are still sects and different groups her to interpret them in ways to inspire her followers in the
within them that have slightly varied interpretations of their direction she wishes them to go. She does not outright lie
scripture. As of the present, there are three different sects about them, but she will speak interpretations to her liking to
which hold the greatest power and the largest numbers. keep her faction united under her vision.
The Flesh Singularity hold a truly deep sense of solidarity, The Leader of All. Elesh Norn worked deep manipulations
wishing to see all life forms be united into a single perfect in order to see to her goals. She even attempted to usurp
being. They believe all individuals are a piece of that being and Karn's position among their society, desiring to use him as a
only by reuniting all the pieces can their vision of phyrexian figurehead of her rule. Although Karn was able to be rescued
perfection be achieved. However, true to the grisly aspects of from his prison, Elesh Norn was still able to destroy the forces
phyrexian views on flesh and spirit, this sect believes to do of both Urabrask and Sheoldred and claim control of their
this, not only must minds and spirits be united, but also bodies territories. She now is the 'official' leader of New Phyrexia,
stitched together to form the body of this perfect being. although Jin-Gitaxias and Vorniclex will refuse to bow to her
The Porcelain Legion believe in a vision of perfection, but philosphies which clash so strongly with their own.
consider much of the flesh to be imperfect and implant their Elesh Norn's Traits
members with a white shell which looks like porcelain. It Ideal: "Unity of all is how we shall achieve perfection.""
enhances their vision of the perfect individual, clean, pristine, Bond: "I shall unite all into our hierarchy."
and perfect in all aspects. They are the most seen onthe Flaw: "I am naively literal. Symbolism and the immaterial is
battlefield, seeking to bring their enemies into their embrace. lost on me."
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.
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Elesh Norn, Grand 1/day each: dawn, geas
Keen Hearing. Elesh Norn has advantage on Wisdom
Cenobite (Perception) checks that rely on hearing.
Medium aberration (phyrexian), lawful evil Preator's Aura. Elesh Norn's presence inspires strength
in her followers, and fear in her enemies. Allied
Armor Class 17 (natural armor) creatures within 30 feet of Elesh Norn have advantage
Hit Points 345 (30d8 + 210) on attack rolls and saving throws to avoid being
Speed 30 ft. frightened. Hostile creatures within 30 feet of Elesh
Norn have disadvantage on attack rolls and saving
throws made to avoid becoming frightened.
STR DEX CON INT WIS CHA
Reactive. Elesh Norn can take one reaction on every turn
19 (+4) 21 (+5) 24 (+7) 17 (+3) 22 (+6) 20 (+5) in combat.
Saving Throws Con +14, Int +10, Wis +13, Cha +12 Actions
Skills Medicine +10, Perception +13, Religion +10 Multiattack. Elesh Norn makes two claw attacks.
Damage Immunities radiant, poison, bludgeoning,
piercing, and slashing from nonmagical attacks. Claw. Melee Weapon Attack: +11 to hit, Reach 5 ft., one
Condition Immunities charmed, exhaustion, frightened, target. Hit: 18 (4d6 + 4) slashing damage plus 18 (4d8)
poisoned necrotic damage, and the target's maximun hit points
Senses truesight 30 ft. (blind beyond this radius), are reduced by a amount equal to the damage dealt. A
passive Perception 23 creature whose maximun hit points are reduced to 0
Languages Common, Phyrexian this way automatically dies.
Challenge 23 (50,000 XP)
Legendary Actions
Innate Spellcasting. Elesh Norn's innate spellcasting Elesh Norn, Grand Cenobite can take 3 legendary
ability is Wisdom (spell save DC 21, +13 to hit with actions, choosing from the options below. Only one
spell attacks). She can innately cast the following spells, legendary action option can be used at a time and only
requiring no material components: at the end of another creature's turn. Elesh Norn regains
spent legendary actions at the start of her turn.
At will: command, guidance, hold person, word of
radiance Claw. Elesh Norn makes one claw attack.
3.day each: bane, inflict wounds, hold person, zone of Cast a Spell (Costs 2 Actions). Elesh Norn casts a spell
truth that she innately know.
2/day each: revivify, locate creature
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The Progress Engine Jin-Gitaxias, Core Augur
In what used to be the Lumengrid, the Progress Engine, New Leader of the Progress Engine, Jin-Gitaxias is the highest
Phyrexia's blue faction, constantly tinker and experiment on level of researcher among his followers, focusing almost
themselves and whatever test subjects they can find to reach exclusively on his experiments and plans in order to not only
the ideal of perfection. The halls of the Vedalken's seat of reach out and claim his ideal of perfection, but also lay low his
power, once logical and spacious, are now nightmares of fellow preators so they will not hinder his precious
cables, tools, and tanks of phyrexian oil which grow larvae to experiments.
serve as both the replacements or additions to the Progress Malicious Genius. Jin-Gitaxias is first and foremost a
Engine's forces, but also as subjects of experiments to try and scientist. He has a goal, a theory, and a drive to test and
reach that crucial next step closer to perfection. experiment. Rather than see the result and change the
Synthetic Advancement. The phyrexians of the Progress experiment to suit his goal, he finds out why the experiment
Engine believe that perfection will not just come to them. gave the result it did and learn from it. Sometimes this can
They will have to reach out with their own hands and claim even give information to other theories, which he passes to his
perfection on their own. To that end, they conduct hundreds of underlings to follow while he continues on his own work. This
experiments across the Quicksilver Sea, developing new would almost be inspirational, were it not for the fact that all
technologies and forms of Phyrexians to claim more test of his subjects consist of captured Mirrans, other Phyrexians,
subjects and advance higher experiments to find that path or even his own larvae, many of which do not survive the
towards perfection. In this, the Progress Engine shows their experience.
own link to the first Phyrexia, their almost machine-like Scientific Occultist. Jin-Gitaxias is not one who limits his
organization. field of study to the purely scientific. He incorporates other
Organized Heriarchy. The Progress Engine boasts some of magics into his experiments. Often he consults with other
the most meticulous organization among the five factions of preators, as much as he dislikes them, for their specialties and
New Phyrexia. Ten observable ranks exist within their how their magics work so me may be able to use them to
structure, each individual having a duty and function within advance his own goals. For this, he often dips more into
the greater whole. From the lowest laborers, to the soldiers necromancy and the 'divine' magic of New Phyrexia's native
capturing test subjects, to the researchers, to the leader Jin- magic. It has made several of his underlings worry about his
Gitaxias himself. All have their role to play for the actions, but few of them have the power or ability to challenge
advancement of the Phyrexians to their desired perfection. him.
Psychic Surgeons. One of the reasons which make the The Great Synthesis. Jin-Gitaxias has, like all other
Progress Engine so terrifying to the Mirrans is their capability Phyrexians, an intimate knowledge of their scripture. Rather
to not only torture their victims through their than take it as purely faith, he has reinterpreted it to a more
experimentation, but also to invade their minds and shatter a scientific approach. He calls it The Great Synthesis, a treatise
victim's psyche. Through this way, the Progress Engine can on the compleation and conversion of the native Mirrans as
easily steal all information they need to trump the resistance well as the steps they can take to become closer to perfection.
and convert them into more test subjects for their purposes. Some may call it artificial evolution, but Jin-Gitaxias disdains
With each process undertaken, the Progress Engine learns the word, as the brutish Vorinclex and his puppet queen throw
more about how non-Phyrexians function, how they thing, and it around without any real care as to what it truly means.
how to better convert them to a 'perfected' way of thinking. Paranoid Schemer. Jin-Gitaxias, with his cunning and
Scheming Opponents. Being infused with blue mana, the intellect, shows a sense of paranoia around him. If he does not
Progress Engine places more value in cunning and intellect. know the actions of those around him or those he considered
Because of this, members of the Progress Engine are often potential threats, he starts focusing in on them until he finds
the strategists of any Phyrexian assault, but are also some of that knowledge or eliminates the possible threat. He has eyes
the slowest to act. They put great value into knowledge and constantly on the actions of the other preators and their
claim as much of it as they can before they act on it. All operations. Even as he consults with them, he never trusts
possibilities must be covered and all avenues must be them, and has many plans being put together to deal with
explored before they take greater action. Of course, they have them when the time comes.
many contingencies in place should something unexpected or
improbably happen to them. 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."
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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
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Jin-Gitaxias, Core Augur 4th level (3 slots): arcane eye, black tentacles, resilient
sphere, sickening radiance
Large aberration (phyrexian), neutral evil
5th level (3 slots): cloudkill, modify memory, synaptic
Armor Class 17 (natural armor) static, telekinesis
Hit Points 460 (40d10 + 240) 6th level (2 slots): chain lightning, disintegrate, scatter
Speed 30 ft.
7th level (2 slots): forcecage, mind culling
8th level (1 slot): power word stun
STR DEX CON INT WIS CHA
9th level (1 slot): psychic scream
17 (+3) 18 (+4) 23 (+6) 27 (+8) 20 (+5) 20 (+5)
Actions
Saving Throws Dex +13, Con +15, Int +17, Wis +14, Cha Multiattack. Jin-Gitaxias casts a spell, then makes two
+14 claw attacks.
Skills Arcana +17, Investigation +17, Medicine +14,
Perception +14 Claw. Melee Weapon Attack: +13 to hit, Reach 10 ft.,
Damage Immunities poison, psychic, bludgeoning, one target. Hit 14 (3d6 + 4) slashing damage plus 10
piercing, and slashing from nonmagical attacks (3d6) poison damage, and the target must succeed on a
Condition Immunities charmed, exhaustion, frightened, DC 23 Constitution saving throw or be poisoned until
poisoned, stunned the end of the next turn.
Senses truesight 60 ft., passive Perception 24 Corrupting Touch. Melee Spell Attack: +17 to hit, reach
Languages Common, Phyrexian 10 ft., one target. Hit: 18 (3d6 + 8) necrotic damage,
Challenge 30 (155,000 XP) and the target must succeed on a DC 23 Constitution
saving throw or be poisoned for 1 minute. While
Legendary Resistance (3/day). When Jin-Gitaxias fails a poisoned in this way, the target enters a mindless rage.
saving throw, he can choose to succeed instead. While in this rage, the rarget can't take bonus actions or
reactions, and must use its action on each of its turns to
Preator's Aura. Jin-Gitaxias' presence warps the minds of attack the nearest creature of its choice. IF there is no
those around him, making it difficult to focus and creature within reach, the target automatically moves
leeching their menal strength from them. Creatures towards the nearest creature it can see.
within 60 feet of Jin-Gitaxias can't cast spells of 7th-
level or below and have disadvantage on Constitution Reactions
saving throws made to maintain concentration on spells.
At the start of each turn, Jin-Gitaxias automatically Ambush. Whenever another creature enters a space
regains one randomly chosen spell slot of 7th-level or within 5 feet of Jin-Gitaxius, he can use his reaction to
below. make a single melee weapon attack against that
creature.
Sneak Attack (1/turn). Jin-Gitaxias deals an extra 10
(3d6) damage when he hits a target with a weapon Legendary Actions
attack and has advantage on the attack roll, or when the Jin-Gitaxias, Core Augur can take 3 legendary actions,
target is within 5 feet of an ally of Jin-Gitaxias that isn't choosing from the options below. Only one legendary
incapacitated and Jin-Gitaxias doesn't have disadvantage action option can be used at a time and only at the end
on the attack roll. of another creature's turn. Jin-Gitaxius regains spent
Spellcasting. Jin-Gitaxias is a 20th-level spellcaster. His legendary actions at the start of his turn.
spellcasting ability is Intelligence (spell save DC 25, +17
to hit with spell attacks), nd he has the following Wizard Claw. Jin-Gitaxias makes one claw attack.
spells prepared. Cantrip (Costs 2 Actions). Jin-Gitaxias casts a cantrip
Cantrips (at will): acid splash, infestation, minor illusion, from the list of cantrips that he knows.
poison spray, shocking grasp. Corrupting Touch (Costs 2 Actions). Jin-Gitaxias makes
1st level (4 slots): detect magic, magic missile, misty one corrupting touch attack.
step, ray of sickness, shield Cast a Spell (Costs 3 Actions). Jin-Gitaxias casts a spell
2nd level (3 slots): blindness/deafness, hold person, from his list of prepared spells, expending a spell slot as
levitate, mind spike normal.
3rd level (3 slots): counterspell, lightning bolt, slow,
vampiric touch
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The Seven Steel Thanes Sheoldred, Whispering
Rising up from the Mephidross is the black mana faction of One
the Phyrexians. They exemplify aspects of black mana,
proving cruel merciless, and malicious in everything they do. Sheoldred is the ambitious leader of the Seven Steel Thanes,
Anyone who fights is slain against them and those who ruling over the Mephidross and seeking the subjugation of the
surrender are made to serve. They seek nothing but the people over New Phyrexia, even her fellow preators and fellow
complete subjugation of all. Phyrexians. Slavery of non-Phyrexians is part of her scripture
Warlords of the Dross. The black faction is likely the most and once she claims Karn's empty throne, her treachery and
unorganized of the factions. Rather than some hierarchy, the ambition will become divine scripture.
faction is split between seven warlords, each of them holding Cunning Ambition. Although the Steel Thanes play the
the title of a Thane. They conspire against each other just as part of a united group, they constantly try to cut down and
much as they lead the charge against the resistance. Each of replace each other. For Sheoldred to rise up above the others
them fight to take control, taking Karn's place as 'Father of and take the title of Preator, it shows just how sharp her
Machines' for themselves and subjugating everything else. cunning mind can be, as well as how powerful this ambition is
Sheoldred is the tentative leader, but that could change just as to drive her. She has managed to push back her fellow
quickly as she took the position of Preator. Thanes, keeping them at bay while she commands their
Dark Traditionalists. Out of the five factions of the faction as a whole.
Phyrexians, the black factions is the most in tune to the Divine Desire. Sheoldred's desire is to take the throne of
methods and goals of the first Phyrexians. Their single goal is Father of Machines and become the new divine figure of the
to enslave everyone. True believers in their vision willingly Phyrexians. She seeks divine power not for something so
follow and serve. Nonbelievers will serve by force. This was simple as raw power or the belief she is simply destined for
the methods which Yawgmoth forced on his people so long such things as others might seek it for. She seeks divinity for
ago, reborn in this new faction of his people. the power of omnipotence, the power to know all. For her
Necromantic Conversions. The Seven Steel Thanes all vision, having that kind of knowledge means that power and
work with black mana, making many of them experts with rot, authority will follow.
decay, and the dead. They do not both to take prisoners unless Knowledge is Power. Part of how Sheoldred came to her
they have some greater value alive than dead, and that is a position was not through strength of arms or magical might, if
rare thing. Instead, they will send their compleated Harvesters which she has plenty, but through her web of corruption,
across battlefields to collect bodies. Most are converted into blackmail, and bargains. Her web stretched across the
Nim, the rank and file of the Thanes' forces. Anyone who is Mephidross and beyond, touching into the other factions so
'lucky' enough to be compleated find themselves fighting she may learn of their movements and plans. Her knowledge
alongside the undead they once fought against a lifetime ago. forces other Phyrexians serving her fellow Thanes to steer
Only pure Phyrexians have any form of authority and standing their attentions away from her plots. Meanwhile, the deals she
among the Thanes. brokered with her fellow Thanes keeps her immediate rivals
Silent War. Although the Seven Steel Thanes show a off of her back while she continues her own schemes
united front towards the other factions and their enemies, unimpeded.
they are in fact fighting a silent war against each other. Each Missing in Action. Sheoldred, during the Mirran War, saw
of them feel that the title of Father of Machines and their own her chance to kill Karn and take his throne for herself. So she
perfection is by paving the ways with the bodies of their collected her forces and made to claim her destiny. However,
lessers. They collect resources, make alliances, marshal she had been outplayed by Elesh Norn and her forces were
armies, and broker deals, all preparing for the day in which exterminated. It is believed by some that Sheoldred died with
they can claim sovereignty of New Phyrexia over the others. them. However, she may have simply gone nto hiding,
Unbroken Ambition. Sheoldred finally made her attempt knowing her fellow Thanes would seek to eliminate her now
to claim Karn's title, but found her forces destroyed by Elsh that her power base had been wiped out. With enough time, if
Norn. It has created a vacuum of power the other Thanes will she survived, she will return to reclaim her former position.
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 Sheoldred's Traits
be quick to reorganize and be ready to try for the throne Ideal: The path to perfection is paved in the bones of your
again. 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."
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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Sheoldred, Whispering Spider Climb. Sheoldred can climb difficult surfaces,
including upside-down on ceilings, without needing to
One make an ability check.
Huge aberration (phyrexian), lawful evil Swampwalk. While in dim light or darkness, Sheoldred
has advantage on all attack rolls and on Wisdom
(Perception) checks that rely on sight.
Armor Class 18 (natural armor)
Hit Points 276 (27d12 + 189)
Speed 50 ft.
Actions
Multiattack. Sheoldred casts a spell, then makes three
attacks: one with her bite and two with her claws.
STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one
22 (+6) 17 (+3) 24 (+7) 17 (+3) 19 (+4) 21 (+5) target. Hit: 24 (4d8 + 6) piercing damage plus 14 (4d6)
poison damage, and the target must succeed on a DC
Saving Throws Str +13, Con +14, Wis +11, Cha +12 21 Strenght saving throw or be grappled. Until the
Skills Athletics +13, Insight +11, Intimidation +12, grapple ends, Sheoldred can't use her bite on another
Persuasion +12 target.
Damage Immunities acid, poison, bludgeoning, piercing, Claw. Melee Weapon Attack: +11 to hit, reach 15 ft.,
and slashing from nonmagical attacks. one target. Hit: 13 (2d6 + 6) piercing damage plus 10
Condition Immunities blinded, exhaustion, poisoned (3d6) poison damage.
Senses darkvision 120 ft., passive PErception 14
Languages Common, Phyrexian Reactions
Challenge 23 (50,000 XP)
Gorge. Whenever creature within 5 feet of Sheoldred is
killed, she can use her reaction to swallow the dead
Innate Spellcasting. Sheoldred's innate spellcasting ability creature, gaining a cumulative +3 bonus to attack and
is Charisma (spell save DC 20). She can innately cast the damage rolls until the end of her next turn.
following spells, requiring no material comoonents.
At will: guidance, ray of sickness, toll the dead
Legendary Actions
Sheoldred, Whispering One can take 3 legendary
3/day each: animate dead, augury, bestow curse actions, choosing from the options below. Only one
2/day each: blight, divination legendary action option can be used at a time and only
at the end of another creature's turn. Sheoldred regains
1/day each: contagion, danse macabre spent legendary actions at the start of her turn.
Preator's Aura. The air around Sheoldred is infused with
her necromantic magic, granting her control over life Claw. Sheoldred makes one claw attack.
and death. At the start of each of Sheoldred's turns, she Shadow's Embrace. If Sheoldred is in dim light or
can choose one creature she can see within 60 feet. The darkness, she turns invisible until the end of her next
creature must make a DC 20 Constitution saving throw, turn or until she makes an attack or uses an action.
taking 14 (4d6) necrotic damage on a failed save, or half
as much on a success. If this damage reduces a Bite (Costs 2 Actions). Sheoldred makes one bite attack.
creature's hit points to 0, it automatically dies. Phyrexian Shadows (Costs 2 Actions). Sheoldred casts
Sheoldred then chooses another creature, alive or dead, darkness as a 9th-level spell, except that she can see in
that she can see within 60 feet. That creature regains a the radius of darkness as if it were nonmagical.
number of hit points equal to the damage dealt this way,
if the creature has died in within the last minute, it is General Ability Description. General Attack Description
first resurrected at 0 hit points.
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The Quiet Furnace Urabrask, the Hidden
The red faction of the Phyrexians don't station themselves in Urabrask stands as the Preator of the red faction of
New Phyrexia's core to be near Karn like so many zealots, but Phyrexians. He oversees the multiple forges of the Quiet
neither do they willingly go out in search of Mirrans to Furnace, constantly producing the metal needed for his fellow
slaughter or compleate like so many of their fellows do in the preators to continue with their own plots and schemes to
forms of monsters and soldiers. Instead, the Quiet Furnace unify the plane into their individual visions. Unlike the other
literally exists in between. Following an ancenstral memory of preators, Urabrask is rarely seen. He never meets with his
Old Phyrexia dimly recalled through the phyrexian oil, this fellow preators and only his direct underlings have any
faction created a new layer to their new home, creating a contact with him. This lack of presence has earned him his
multitude of forges and a hellish landscape resembling a title of 'the Hidden', but with such minor things, Urabrask
similar layer in Old Phyrexia. simply does not care. He has more important things to see
Staunch Isolation. Unlike the other factions, most of the over, specifically his forges.
red Phyrexians rarely leave their furnaces or even the Oxidda Indifferent Duty. Although he believes in 'The Great Work'
Chain unless their presence is requested. In fact, most of the to achieve Phyrexian perfection, Urabrask does not show the
paths into the Furnace Layer have been sealed off and the same fervor for it as his fellow preators do. Instead, he focuses
grounds patrolled by compleated mountain beasts which on his more immediate concerns such as keeping the forges
attack everything, Mirran and Phyrexian alike. They claim that fed and producing for new Phyrexians. He knows his duty is
too many intruders in the furnace layer would make the metal to build a perfect Phyrexia, so that is what he intends to do.
they forge impure, disrupting not only the Great Work, but This indifference would put him at odds with his fellow
also the grand system of the Phyrexians. For a time, this preators and the zealotry they have towards their
reason was accepted with the religious Phyrexians. interpretations of their scripture, but so deep are they in their
Slag and Forge. The red Phyrexians are responsible for own schemes, they don't pay him much mind.
supplying the metal and weapons which arm much of the Unwanted Empathy. When the Mirrans began to appear in
other factions. They scrounge for scrap metals from the Furnace Layer, the beasts expressed confusion while the
battlefields, including the bodies of Mirrans and their fellow actual Phyrexians confessed feeling guilt at attacking the
Phyrexians, to be stripped down and recycled for a better use. Mirrans. They looked to Urabrask for guidance, who with his
Flesh is burned away while the metal is melted down to make high concentration of red mana, likely felt the same guilt and
new Phyrexians and their arms to continue with their holy empathy at higher levels. The red preator considered a
duty. It is not considered a funerary duty, as the literalism of decision for days before he finally came to the realization that
the Phyrexians has them believe that when the parts are used his duties were to tend the forge and ensure the metal kept
to rebuild a destroyed Phyrexian, they return to the world of coming out. So he went to his people and uttered the words
the living. In a twisted way, it is considered healing to a which may have saved many Mirrans, "Let them be."
Phyrexian point of view. Red Conflict. With the red Phyrexians ignoring the
Red Infusion. Like the other factions, the Phyrexians of the Mirrans unless they got in the way of their duties, more
Quiet Furnace have been infused with the power of one of the Mirrans came to the Furnace Layer, forcing Urabrask to close
colors of mana. In the red faction's case, it has made a more the passages lest the other preators discover his actions and
profound ripple in them than any of the others. Red mana has attack his furnaces. Unfortunately, during the events which
always been centered on freedom, individuality creativity, and saw Karn released from the prison of his own mind as well as
compassion. This has made the Phyrexians of the Quiet the Phyrexians' grip, Urabrask's forces were decimated by
Furnace feel some kind of empathy towards the Mirrans. It Elesh Norn, leaving him missing, but possibly already
made them confused and hesitant, even guilty as they feel rebuilding his return.
something so opposed to their doctrine.
Willful Blindness. With such a tear in themselves, the red Urabrask's Traits
Phyrexians decided to focus on their duties and show they still Ideal: "We will build our way to completing the Great Work."
served Phyrexia in their forges and industy. They just decided Bond: "Tend the forges, make our metal, leave us alone, and
to ignore the Mirrans fleeing into their layer unless they got we will build our perfection."
too close or began disrupting their duties. Then they would Flaw: "I am torn between what I believe in and what I find
slaughter those interlopers, but would no longer actively hunt myself feeling, making me indecisive at times."
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.
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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
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Urabrask, the Hidden Preator's Aura. Urabrask is surrounded by an oppressive,
magical heat that saps energy from those unused to its
Medium aberration (phyrexian), chaotic neutral
presence, while empowering others. Any allied creature
that begins its turn within 30 feet of Urabrask has its
Armor Class 17 (natural armor) speed doubled for the turn. Any hostile creature that
Hit Points 204 (24d8 + 96) begins its turn within 30 feet of Urabrask has its speed
Speed 60 ft. reduced by half for the turn.
Actions
STR DEX CON INT WIS CHA
Multiattack. Urabrask makes three attacks: one with his
18 (+4) 22 (+6) 19 (+4) 11 (+0) 21 (+5) 19 (+4) bite and two with his claws.
Bite. Melee Weapon Attack: +12 to hit, Reach 5 ft., one
Saving Throws Str +10, Dex +12, Cha +10 target. Hit: 17 (2d8 + 6) piercing damage plus 10 (3d6)
Skills Athletics +10, Perception +10, Stealth +12 fire damage.
Damage Immunities fire, poison; bludgeoning, piercing,
and slashing from nonmagical attacks Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one
Condition Immunities exhaustion, poisoned target. Hit: 13 (1d6 + 6) slashing damage.
Senses darkvision 60 ft., passive Perception 20 Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one
Languages Common, Phyrexian target. Hit: 17 (2d10 + 6) bludgeoning damage, and if
Challenge 17 (18,000 XP) the target is a creature it must succeed on a DC 18
Strength saving throw or be grappled. Until this grapple
Haste. Urabrask has advantage on initiative rolls and ends, the target is restrained, and Urabrask can't use his
doesn't provoke opportunity attacks when he leaves an tail on another target.
enemy's reach.
Reactions
Innate Spellcasting. Urabrask's innate spellcasting ability
is Charisma (spell save DC 18, +10 to hit with spell Ambush. If a creature enters a space within 5 feet of
attacks). He can innately cast the following spells, Urabrask, he can use his reaction to make a single melee
requiring no material components. weapon attack against that creature.
At will: scorching ray Legendary Actions
3/day: fireball Urabrask the Hidden can take 3 legendary actions,
choosing from the options below. Only one legendary
2/day: wall of fire action option can be used at a time and only at the end
1/day: haste (self only) 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.
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The Vicious Swarm Vorinclex, Voice of
The first to make the charge against the Mirrans on the Hunger
surface, the green-aligned Vicious Swarm burst out like a
herd of rampaging beasts, killing everything in their way and Leader of the Vicious Swarm and the preator of all of New
simply spreading out all throughout the Tangle. They are the Phyrexia's green faction, Vorinclex is the alpha predator of the
least organized faction, having no real organization at all. The Tangle. He is vicious, savage, and prefers to keep himself that
members of this faction act more like beasts, constantly way, feeling like matters of civilization and organization only
preying on each other in a savage recreation of nature's weaken the predatory edge of his power. He is a predator for
patterns, all of them focusing on becoming the ultimate the sake of being a predator, rather than any zealotry his
predators, and in their minds, perfected beings. fellow Preators may feel.
Social Darwinists. The Vicious Swarm believes in the idea Strong Ruling the Weak. Vorinclex bases everything that
that the strongest rules over all and take steps to pit all he is on the belief that the strong rule the weak. If someone
creatures within the Tangle against each other so that they cannot survive and fight off other predators, then they are not
can destroy the weak and imperfect while improving the fit to survive at all. Unlike the other Preators, he does not
victors in small amounts until the supreme predators rise to bother trying to scheme or plot for some future goal. If one
the top. Unlike the other factions, they do not compleate lacks the stength to simply claim what they want, then they
creatures entirely, only removing what they consider redunant are not deserving of it in the first place. He does not even care
or useless aspects so they can become even more dangerous if one day some other Phyrexian may be strong enough to kill
predators. Weakness, compassion, or mercy have no place him and take his place. It is simply a validation of his belief in
with them or their vision of perfection. the perfection of the mighty.
Scorn of Civilization. Many of the green Phyrexians have a Absentee Ruler. Due to his own policies on his own
strong scorn for the augmentation process and the total faction, Vorinclex does not do any actual ruling or leading. He
compleation processes the other factions use. They believe has his own den and advisors bring matters to his attention,
there is too much 'nurture' in the process which dulls instinct but he rarely gives any orders towards an actual rule. Most of
with their focus on intellect and it removes so much of the his decisions are made regarding conflicts with the Mirrans,
subject's possible strength. In fact, they disdain any form of of which there are fewer and fewer inside of the Tangle. His
sentience or intelligence which fails against raw instinct. Part only other decisions regard how to make the thriving
of their vision for a perfect New Phyrexia is to completely predators even more perfect.
remove sentience, intelligence, and civilization from their Fallen Hero. When Vorinclex needs to actually rule, he
people in favor of a world of primal instinct and predatory instead leaves those decisions and actions to his trusted
power. second in command and queen, the fallen heroine of
Divine Distaste. Unlike any other Phyrexians, the Vicious Mirrodin, Glissa Sunseeker. The former resident of the Tangle
Swarm do not revere Yawgmoth's memory nor do they look to is regarded as a pariah long before she was compleated by the
his scripture save for what comes through instinct to them. In Phyrexians, blamed for the Vanishing as well as the
their minds, the very fact that Yawgmoth was able to be killed destruction done during the Memnarch War, leaving anyone
in the first place proves that he was not worthy of being the who remained completely ignorant of the construct's
Father of Machines. This scorn also continues to Karn, who in machinations and the truth of their world. After her
his prison walls in the core, the green Phyrexians see him conversion, little of Glissa's former identity remained, only a
weak and sheltered with his prison and spouting words of so- twisted shadow of who she was who seeks the same vision of
called wisdom, just proving civilization is another shackle to perfection that Vorinclex sees, and she is just as eager as any
the power of instinct and predation. of the green faction to see it come to fruition.
Limited Niche. Despite their desire to see all reduced to
primal instinct, for the moment the Vicious Swarm has some Vorinclex's Traits
commanders and researchers. Usually they drive the Ideal: "Only the strong have the right to live and thrive as
compleated animals towards targets when needed, but they perfect beings."
act more like game wardens and researchers. They constantly Bond: "I will weed out the weak so the strong predators can
observe the various beasts and their actions. They take notes achieve perfection."
on how to make the animals even deadlier predators before Flaw: "I can't even comprehend the idea of something I see
these same animals receive further compleation to put them as weak becoming strong."
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.
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Vorinclex, Voice of Actions
Hunger Multiattack. Vorinclex makes three attacks: one with his
bite and two with his claws.
Huge aberration (phyrexian), chaotic evil
Bite. Melee Weapon Attack: +15 to hit, reach 5 ft.,, one
Armor Class 19 (natural armor) target. Hit: 26 (3d12 + 7) piercing damage plus 18
Hit Points 450 (36d12 + 216) (4d8) necrotic damage, and the target's maximun hit
Speed 40 ft. 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.
STR DEX CON INT WIS CHA Claw. Melee Weapon Attack: +15 to hit, reach 10 ft.,
25 (+7) 10 (+10) 22 (+6) 10 (+0) 22 (+6) 19 (+4) 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
Saving Throws Str +15, Dex +8, Con +14, Cha +12 doesn't provoke opportunity attacks.
Skills Athletics +23, Perception +14, Survival +14
Damage Immunities acid, poisonl bludgeoning, piercing, Stomp. Melee Weapon Attack: +15 to hit, reach 5 ft.,
and slashing from nonmagical attacks one target. Hit: 29 (4d10 + 7) bludgeoning damage, and
Condition Immunities charmed, exhaustion, poisoned if the target is a creature it must succeed on a DC 22
Senses darkvision 120 ft., pssive Perception 24 Strength saving throw or be knocked prone and
Languages Common, Phyrexian restrained (escape DC 22) until Vorinclex moves or
Challenge 26 (90,000 XP) makes a stomp attack against another target. If the
target is prone, Vorinclex can make a bite attack it as a
Charge. If Vorinclex moves at least 30 feet straight bonus action.
towards a creature and then hits it with a bite attack on Legendary Actions
the same turn, the attack deals an additional 13 (2d12)
piercing damage. Vorinclex, Voice of Hunger can take 3 legendary
actions, choosing from the options below. Only one
Preator's Aura. In Vorinclex's presence, the leylines that legendary action option can be used at a time and only
fuel magic seem to warp and twist. Other creatures at the end of another creature's turn. Vorinclex regains
within 60 feet of Borinclex have advantage on saving spent legendary actions at the start of his turn.
throws against spells and other magical effects.
Whenever a creature within 60 feet of Borinclex Claw. Vorinclex makes one claw attack.
attempts to cast a spell, it must expend a spell slot of
Move. Vorinclex moves up to twice his speed.
one level higher or else the spell fails and the spell slot
is lost. Creatures withn 60 feet of Vorinclex can't cast Bite (Costs 2 Actions). Vorinclex makes one bite attack.
cantrips.
Stomp (Costs 2 Actions). Vorinclex makes one stomp
Trample. When Vorinclex reduces a creature to 0 hit attack.
points with a melee weapon attack, he can automatically
make another attack with the same weapon against a
different target within reach.
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While wearing the contagion engine, you can also use an
Phyrexian Magic Items action on your turn to expend 4 charges and touch an affected
With the path their society evolved, the Phyrexians developed creature within 5 feet. If you do, the target must make another
a number of technologies and magical items which are not Constitution saving throw. If the target fails this saving throw,
seen in many other places in the Multiverse. Characters may it is immediately subjected to the full effects of the disease for
stumble onto them during their adventures through Mirrodin 14 days, instead of the normal 7 days.
or fighting against the Pyrexians, but using these items may The contagion engine automatically regains 1d6 charges
put the users at risk of suffering infection by the deadly each day at dawn. When it does, if you are wearing the
glistening oil. Described below are some of the items a party contagion engine, you can choose to automatically reduce
of adventures in Mirrodin may come across. your maximum hit points by 2d6, causing the contagion
engine to regain 1 additional charge each time you do. This
Contagion Clasp reduction lasts until the end of your next long rest.
Wondrous item, rare (requires attunement) Magnetic Mine
Though made of metal, this brooch looks more like the Consumable Item, uncommon
discarded shell of a multi-eyed insect. On the brooch's surface This item comes in the form of a silver disk which spines
sit 5 translucent nodules, each filled with a toxin of a along its top and edges with a blue orb in the center pulsing
sickening green color. with sparks of electricity.
While wearing the clasp, you cn use a bonus action to pop As an action, the owner of the magnetic mine can attach it
one of the nodules, releasing th toxin inside, and cover a to a metallic surface. After it is attached, the mine activates for
weapon you are holding in the poison. Until the end of your 1 minute. Within 60 feet of the mine, whenever a construct is
next turn, attacks made with the weapon deal an additional destroyed or a magic item is broken or it's attunement is
1d6 poison damage, and a creature hit by the weapon must severed, the mine will unleash a pulse of electric voltage to the
succeed on a DC 15 Constitution saving throw or be poisoned owner of construct or item. The target must make a DC 15
for 1 minute. A poisoned creature cn repeat the saving throw Dexterity saving throw, taking 3d6 lightning damage on a
at the start of each of its turns, ending the efect on itself on a failure or half on a success.
success. The mine loses power and becomes inert after 1 minute or
After popping a nodule, you must also succeed on a DC 15 if it is pried off its surface. This requires the one attempting to
Constitution saving throw or be poisoned until the start of remove the mine to succeed on a DC 15 Strength check. On a
your next turn. failure, they take 3d6 lightning damage.
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 Mortarpod
a poisoned creature you can see within 30 feet to Wondrous item, uncommon (requires attunement)
automatically take an additional 2d6 poison damage. In This item is a pod of volatile liquids connected to a barrel
addition, until the start of your next turn the target which can crawl on four spider legs. The item is in fact a living
automatically fails saving throws to end the poisoned creature made to be a symbiotic addition to phyrexin forces. It
condition on itself. has 10 AC with 10 hit points. If it's hit points are reduced to 0,
Each day at dawn, the clasp regains 1d6-1 charges and the item dies and no longer functions. While attuned to a user,
regrows that many popped nodules. the item shares the AC and hit points of its wielder.
Contagion Engine The mortarpod, when attuned, attaches to the user's back,
Wondrous item, very rare (requires attunement) pointing over their shoulder. The mortarpod has 3 charges. As
an action, the mortarpod can expend one charge unleash a
Like backpack, the contagion engine is worn on the back, blast equivalent to a firebolt spell, two for burning hands, and
except that it attaches itself using several spindly, insectoid all three for a fireball spell. When all charges are expended,
legs. The contagion engine has 6 charges. While wearing the roll a d20. On a 1, the mortarpod expires and falls from the
engine, you are immune to poison damage, and you can use user's body.
an action to expend a charge from the pack to create a 15-foot To recharge the mortarpod, it must be fed rations equal to
cloud of noxious gas around yourself. This cloud lasts until the the number of charges the user wishes to have back. If fed a
end of your next turn, and any creature that begins its turn in number of rations, it regains the same number of charges at
the cloud or enters it for the first time on its turn is dawn the next day.
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.
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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.
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Mind Culling
Phyrexian Spells 7th-level enchantment
Like their technology, the Phyrexians took what began as Casting Time: 1 action
magic native to the Thran Empire and let it evolve in new and Range: 10 feet
disturbing ways as they developed their religion based on Components: S
replacing their weak flesh with superior artifice. As Mirrodin Duraction: Instantaneous
evolved into New Phyrexia, this magic evolved with it, creating Classes: Warlock, Wizard
new spells and effects based on the five colors of mana You look deep into the eyes of a creature that you can see
instead of solely black mana. They guard their secrets within range, connecting your mind to theirs, siphoning their
zealously from outsiders, but with force of will, those who mental energy away and with it, their secrets. The target must
fight them may find the opportunity to turn Phyrexia's magic make an Intelligence saving throw. On a failed save it takes
back against it. 6d6 psychic damage and you learn three secrets that the
target knows, of the DM's choice.
Caress of Phyrexia Alternatively, if the target is a spellcaster, it loses one spell
7th-level transmutation slot of its highest available level and you regain one expended
Casting Time: 1 action spell slot of the lowest available level.
Range: 5 feet On a successful save, the target takes 10d6 psychic damage,
Components: S, M (a vial of black oil) and nothing else happens.
Duraction: Concentration, up to 1 minute If the target's intelligence is 4 or less, the spell fails, and you
Classes: Cleric, Warlock take 4d6 psychic damage.
You magically draw the oil from the vial, splashing it on a
creature you can see within range, and watch as it seeps into Phyrexian Unlife
their skin, taking hold within their blood. 6th-level transmutation
The target must make a Constitution saving throw. On a Casting Time: 1 action
failed saving throw, the target takes 4d6 poison damage, and Range: Touch
its hit point maximum is reduced by an amount equal to the Components: V, S, M (a vial of black oil)
damage dealt. The target then gains a +3 bonus to attack and Duration: Concentration, up to 1 hour
damage rolls and is charmed by you for the duration of the Classes: Cleric
spell. You dip your fingers into the oil, and dab it thick around the
At the start of each of its turns, the target automatically eyes of the target almost obscuring their sight. For the spell's
takes an additional 2d6 poison damage, and its hit point duration, the target does not fall unconcious and can't die as a
maximum is reduced by the amount. Then the creature can result of being reduced to 0 hit points, and can't die from
make another Constitution saving throw, ending the spell and massive damage. Whenever the target takes damage while at
the charmed condition on a success. 0 hit points, it isntead sufferes one level of exhaustion.
If the target succeeds on the original saving throw, it takes At Higher Levels. When you cast this spell using a spell
the initial damage and its hit point maximum is reduced, but slot o 8th level or higher, the duration becomes concetration,
nothing else happens. 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
Metallic Mastery require concentration.
4th-level enchantment
Casting Time: 1 bonus action Triumph of the Hordes
Range: 60 feet 6th-level transmutation
Components: V, M (a drop of oil and a length o fknotted Casting Time: 1 action
rope) Range: 60 feet
Duration: Instantneous Components: V, S, M (a bone from a diseased animal)
Classes: Bard, Wizard Duration: 1 round
Choose a magic item or construct that you can see within Classes: Druid
range. If the target is a construct or sentient magic item, it When you cast this spell, choose any number of willing
must succeed on a Wisdom saving throw or be charmed by creatures that you can see within range. Each of the chosen
you until the endof your turn. creatures deal an additional 1d8 poison damage on all melee
If the target is a magic item that is worn or carried, the weapon attacks, and can use a bonus action on its turn to
creature wearing or carrying the item must make a Wisdom make an additional melee weapon attack.
saving throw. On a failed save, the magic item teleports to Whenever a target of the spell hits a creature with a melee
your location, appearing in your hand as long as you have at weapon attack, the creature must succeed on a Constitution
least one hand free. saving throw or have its maximum hit points reduced by an
If the target is a magic item, you gain any benefits granted amount equal to the damage dealt and suffer one level of
by the magic item until the end of your turn, and the previous exhaustion.
owner loses any benefits provided by the item. if the magic The effects of this spell last until the start of your next turn.
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.
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Optional Mirrodin Rules
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Crafting Materials Oxidda Iron
In a world made entirely of metal, there is plenty of crafting The iron ore which is mined from the dense, rusty mountains
material to go around. From the Tangle trees to the of ther Oxidda Chain is known for its density and versatility.
razorgrass, it all can be used to forge new weapons, items, The vulshok are the premier experts in forging tools and
and armor for the characters in their adventures through the weapons out of it and do so, trading their wares with other
world of metal. tribes of Mirrodin.
Weapons. Weapons made of Oxidda Iron act as a +1
Darksteel weapon.
Armor. Armor made from Oxidda Iron act as +1 armor.
This is a magical metal, characterized by its dark color with
golden streaks of energy around it. It is nearly indestructable Quicksilver
and to even craft it, one has to do so nearly the moment it is The mysterious Quicksilver which fills the Quicksilver Sea
forged. After the metal is forged, it resists heat and being has metallic properties of its own. Once its liquid component
changed almost indefinitely. Only overwhelming magical has been removed and the substance is hardened, it is able to
damage can break it. be used to make items and weapons. It is a magical substance
Weapons. Weapons made from Darksteel deal critical in itself, making it useful in making magical items.
damage on an 18 or higher. Weapons. Quicksilver weapons count as silvered weapons.
Armor. Characters wearing Darksteel armor have Armor. Quicksilver Armpor has advantage on stealth
resistance to bludgeoning, piercing, and slashing damage checks made in the Quicksilver Sea
from non magical sources. Magic Items. Magic items that have charges made from
Dross Lead Qicksilver can hold one further charge than it normally can.
This toxic metal grows from the chimneys in the Mephidross. Razorgrass
Dirty and toxic to handle for extended periods, it has been Razorgrass is the identifying resource in the Razor Fields. It
used by the Moriok to fight their living enemies. It is a soft comes out of the ground sharpened and animals in it when
material and easy to forge, but not fit for melee weapons or the wind blows often end up being shredded. Often it is
armor due to that toxicity. meticulously harvested and melted down for a building
Weapons. Projectiles made from Dross Lead has a chance material. To the leonin and auriok though, a source of blades
of poisoning the target. DC = 10 + damage dealt. already sharpened is a practical opportunity which cannot be
Myr Alloy ignored.
Weapon. Bladed weapons made from razorgrass deal an
The myr are made from a different series of materials. When extra 1d4 slashing damage due to its sharp edges.
combined together and the power source of the myr, it gives Armor. Armor and shields crafted from razorgrass deals
enhanced properties to the metal which makes the myr's body. 1d4 piercing damage when struck by an unarmed or natural
The vulshok have learned the properties of these metals and attack to the attacker.
often capture any myr they find to take advantage of these
properties. Tangle Copper
Weapons. Weapons made from a Myr Alloy deal an extra Copper from the Tangle is especially hard for its type of metal.
1d6 damage based on which alloy was used. Elves fashion what pieces they can claim into spear and arrow
Armor. Armor and shields made from a Myr Alloy reduce a shafts. It is also fashioned into staves and clubs by those in
certain kind of damage by 1d6. need of a quick weapon. While not good for making sharp
Myr Alloy Damage Type points, it's dense structure makes for fine bludgeoning
Copper Poison
weapons.
Tangle Copper is easy to find if one enters the Tangle, but
Gold Radiant harvesting it requires the skill the elves have developed since
Iron Fire
they began living in the Tangle.
Weapon. Bludgeoning weapons made from Tangle Copper
Lead Necrotic deals an extra 1d4 bludgeoning damage.
Palladium Force Armor. Armor and shields made from Tangle Copper can
reduce bludgeoning and slashing damage by 1d4.
Silver Cold
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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
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Adventure Ideas
M
irrodin is a world which is a blank slate One of the Tel-Jilad trolls has been secretly harnessing the
for the most part. Many adventures magic of the new green lacunae for nefarious purposes,
would likely be exploring and but his position prevents anyone from believing such an
discovering facets of a world which the accusation. Proof must be found before their plans come
people know so little. There would still to fruition!
be some intrigue and subterfuge as the
Synod works to expland their empire, A powerful vampire has taken command of their people in
luring many with the promise of knowledge with their serum. Rey Goor, pushing a dangerous offensive towards the elves.
On the other hand, a good horror survival adventure can be Someone has to infiltrate their tower of rusted copper and
found in the reality of New Phyrexia. One can even blend the destroy them before the elves are wiped out. This vampire
two as the phyrexians prepare to invade while an intrepid has made a pact with a demon, making their magic much
band of adventurers stumble onto their designs. more potent and terrifying.
Below are some adventure seeds which a DM can use to A dragon has emerged from the volcanoes, terrorizing
begin a Mirrodin adventure or continue a Mirrodin campaign. Mirrodin. Someone has stolen a potent relic from its hoard
Myr have been appearing in abundance at a settlement, and it demands the item's return, or Mirrodin will be
making off with any loose metal they can find. Someone turned to molten slag in its rampage to find the thief.
has harnessed the power of a Myr Incubator, using it to A neurok engineer has created an artifice engine which
create a small army of the constructs for their own could potentially break the vedalken hold over their people.
reasons. It must be protected at all costs, but is this engine truly
Mechanical replicas have been attempting to replace the what it is said to be, or is it a deadly trap?
native Mirrans. Elves, wizards, goblins, and even the nim. A strange structure has been found in the Mephidross, but
What possible reason could there be for this? is clearly not constructed by the moriok, demons, or
A settlement has become abandoned after a well of oil was vampires. It may hold important clues on how to drive the
discovered. First believed to be a new power source, it dross and the nim back, but it is filled with leaderless nim
twists and mutates people who have come into contact and other undead who do not listen to the Lord of the Vault
with it. or his minions.
A wurm burrows in strange patterns across the Tangle. One or more of the characters have been seeing a silver
Has it gone mad, or has someone discovered the means to golem named Karn in dreams or hallucinations. The image
control the beast? Either way, it has to be stopped before it asks them to find a palace in the Glimmervoid. What is
topples every tree in the Tangle. there, or if the castle exists, no one knows. What is inside
could mean a great deal to the people of Mirrodin.
Golems of various metals are present during disasters
brought by clockwork machines. Are they controlling the Constructs made of a black metal called Darksteel
beasts, or are they a key to discovering the source? rampage at a hidden master's commands. The constructs
are seemingly invincible and cannot be brought down by
Shards of strange foreign material once held in each of the conventional means. The source of the metal must be
race's custody have gone missing. Many begin blaming found and a way to destroy it before this army conquers all
each other for the theft of the relics, but they may be the of Mirrodin.
keys to something greater than anyone can guess. A group of vedalken rebels wish to bring dow the Synod for
A phyrexian sleeper agent has infiltrated a resistance a more conservative government. Are they telling the truth,
camp. One by one, the occupants are infected, and then or are they simply trying to pave the way for their own
compleated. The agent must be rooted out before the equally cruel government style?
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!
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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
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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.
WWW.GMBINDER.COM
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This document was lovingly created
using GM Binder.