Welcome to Takir
What is Tarkir?
Tarkir is a war torn world ruled by 10 clans, each with its own dragonlord. Tarkir has a unique, "dracometeorological" ecosystem. Dragons are born from Ugin's elemental storms, known as dragon tempests, which spawned different broods of dragons in accordance to terrain, each with their own motives and breath weapons.
Factions of Tarkir
The Abzan Houses:
The Abzan Houses are a group of resilient warriors living in harsh desert plains. They value familial bonds and survival in their harsh environment, considering family as the foundation for thriving. Disowning within the clan is a serious matter, as it leads to social outcast status and restless spirits after death. The Abzan practice adoption, particularly welcoming orphans from defeated enemies, known as Krumar. While they are distrustful of outsiders, they maintain a relationship with the Ainok, the desert's original inhabitants. The Abzan are skilled war strategists, utilizing disciplined troops and exploiting the desert terrain to their advantage. Though they compete politically, they understand the importance of unity for survival.
The Jeskai Way
The Jeskai Way is a clan consisting of martial artists, mystics, and monks who prioritize strategy and planning in their battles with other clans. They reside in remote monasteries situated in misty mountain lakes, where they develop unique mystical styles and schools of thought. The central stronghold of the clan is Sage-Eye Stronghold. The Jeskai hold the belief that they possess exclusive understanding of reality and follow Ugin's teachings on the six fires that lead to Enlightenment, which include white soulfire, red bloodfire, and blue mistfire. Shu Yun, the Jeskai Khan, regarded the clan's purpose as the preservation of Tarkir's knowledge, acting as the plane's memory.
The Sultai Brood
The Sultai Brood is a ruthless and opulent clan that resides within ancient palaces nestled in the steamy jungles of Tarkir. Through a pact with the demonic Rakshasa, they harness necromancy to further their ambitions of dominance over other clans. Their stronghold, Kheru Temple, lies hidden in the depths of the jungle. Shu Yun recognized the Sultai as guardians, protecting the other clans from the terrifying horrors concealed within the jungles and swamps.
The Mardu Horde
The Mardu Horde is a formidable clan of warriors that thrives in the barren and rocky wastelands of Tarkir. They make their main encampment at the site where an ancient dragon perished. Known for their brutal raids on other clans, the Mardu combine lightning magic and archery to strike their enemies with deadly precision. Shu Yun recognized their significance, as they spread far and wide and eliminated dragons that could pose future threats. Within Mardu society, the warriors hold the highest status, while the laborers have more influence in domestic affairs compared to lower classes in other clans. Every Mardu member abides by the Edicts of Ilagra, a warrior's code inscribed on dragon-hide scrolls, which governs honor and combat. To earn their warname, a Mardu undergoes a coming-of-age tradition involving the killing of an enemy in battle, marking their entry into the ranks of respected warriors. "To conquer is to eat. To rule is to bleed. Victory or death." Edicts of Ilagra
The Temur Frontier
The Temur Frontier is home to a tribe of fierce and resilient survivors, adapted to the unforgiving arctic landscapes of Tarkir. Their structures are crafted from the bones of fallen dragons, symbolizing their connection to the wild and embodying their savagery. In the Qal Sisma mountains, where they spend most of their time hunting, the Temur act as sentinels, alerting other clans of potential threats and emerging developments. Family holds great importance within Temur society, with strong bonds and loyalty to the family leader. The First Father or Mother serves as the parent figure for all families, while the Dragonclaw, the top fighter of the clan, holds a revered position. The Hunt Caller ensures the well-being of all families and their sustenance. Every member of the Temur clan is a formidable warrior, and even nursing mothers are fierce combatants who protect their infants. The tribe's shamans, known as Whisperers, serve as a bridge to the frozen ancestors and possess a unique connection to time. Guided by the One Who Whispers Twice, they provide counsel to the Dragonclaw. The art of Whispering was bestowed upon the tribe's ancestors by Ugin.
Dromoka Clan
Dromoka, one of the ancient elder dragons of Tarkir, is a robust and heavily armored creature resembling an ankylosaur. She possesses the ability to emit searing beams of light from her breath. As a patient and merciful leader, Dromoka values her community of dragons and desert survivors, fostering trust and loyalty among her subjects. The Dromoka clan follows a meritocratic structure, with dragons at the top of extended adopted families. Dromoka herself diligently inspects her various aeries, addressing weaknesses when possible, but swiftly eliminating any weak links through consumption if necessary.
Ojutai Clan
Ojutai, known as the Soul of Winter or the Great Teacher, is an elder dragon of Tarkir characterized by his lithe and feathered form, possessing an icy breath. Despite being considered wise, Ojutai's actions often stem from spite. His brood, like him, breathe streams of ice and were drawn to Tarkir's cold peaks.
Clan Ojutai revolves around a dogmatic belief system established by Ojutai and his brood. The humanoids within the clan revere the dragons as paragons of wisdom and martial strength, seeking their guidance in the hopes of being reborn as dragons in another lifetime. Leadership within the clan is earned through martial prowess and spiritual teaching rather than by heredity. Ojutai's teachings are considered the pinnacle of attainable wisdom, and any deviation from them, including seeking records of the past, results in being labeled a heretic and facing execution.
While Ojutai reside in mountain sanctuaries focused on enlightenment and teaching, the dragons rarely involve themselves in the lives of their subjects, preferring to attend to their own inscrutable affairs.
Silumgar Clan
Silumgar, an elder dragon of Tarkir, is depicted as a fat, snake-headed creature with a venomous breath and a penchant for hoarding valuable items. His brood, emerging from Ugin's dragon tempests, were drawn to Tarkir's misty jungles and swamps, spreading death and stealing treasures. Rakshasa and Nagas formed pacts with Silumgar and his brood.
Clan Silumgar comprises a smaller number of living followers compared to other dragonlords, but their ranks of undead are unmatched. Emulating their dragonlord, Silumgar's underlings engage in assassination, extortion, and power struggles within the inner circle. The Deathbringer dragons, called upon by Silumgar, unleash clouds of poisonous gas and acid streams to decimate enemies. Silumgar's paranoia drives him to eliminate those who undermine or manipulate him, resulting in festivals and rites designed to distract and appease him.
Kolaghan Clan
Kolaghan, one of Tarkir's elder dragons, possesses a titanic form adorned with spines, four feathered wings, and the ability to breathe lightning. Feral and brutal, she takes pleasure in the hunt and kill rather than the meal itself, communicating through lightning flashes and violence. Her brood, emerging from Ugin's dragon tempests, harness the power of lightning and exhibit unmatched speed, drawn to Tarkir's arid hills and steppes.
As a fearsome leader, Kolaghan maintains control over her clan through violence, cruelty, and unpredictable behavior. While she shows limited interest in the clan, other dragons from her brood assume leadership roles. The reckless Kolaghan pursue power and dominance within the clan, with the aggressive Warkites standing out as battle-scarred giants. Non-dragon members, such as Blood-Chin orcs and humans, suffer from a bloodlust called "the Crave" and engage in cannibalism. Foul-Tongue Shamans pervert the Draconic language for dark magic. Unlike the Mardu, the Kolaghan reject codes of honor, seeking freedom from civilization, limits, and any form of law or honor, while aiming to bring ruin to other clans.
Atarka Clan
Atarka, one of Tarkir's elder dragons, possesses a robust form adorned with antlers, horns, and fur, capable of breathing green flames. Consumed by an insatiable hunger, Atarka spends her days and nights hunting and feasting. Her brood, emerging from Ugin's dragon tempests, flock to Tarkir's mountain slopes, driven solely by their hunger and possessing the ability to breathe fire.
The clan led by Surrak, the Hunt Caller, operates independently as long as the dragons are fed, valuing savagery and strength. The Atarka clan is joined by the Efreet of Qadat, enticed by Atarka's promise to spread the glory of fire. Atarka is worshipped and appeased at Ayagor, the Dragon's Bowl, with her subjects feeding her. The warriors of the Atarka, akin to survivalists, navigate the frontier wilderness, while dissent stirs within the clan as a young shaman named Arel envisions a Tarkir free from the tyranny of the dragonlords.
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