Magic The Gathering Codexery

Tarkir

A frozen wasteland where dragon clans war for dominance and history is rewritten.

Tarkir is a harsh, windswept plane defined by its brutal wilderness and ancient dragon clans. It is renowned in the Multiverse for being the site where Chandra Nalaar ignited her planeswalker's spark while fleeing Nicol Bolas. The world's history is deeply entangled with Sarkhan Vol, whose attempts to alter the past caused the land itself to fracture into warring shards ruled by different Dragon Tribes.

Key Figures
Ugin, Sarkhan Vol, Chandra Nalaar
Dominant Species
Humans, Dragons
Magic System
Dragon Magic and Tribal Sorcery
First Appearance
Khans of Tarkir set release
Notable Event
Shattering into Five Shards
Status
Active Plane

Lore & Background

During this era known as the Khans, magic was channeled through tribal loyalties rather than individual will. Each shard developed a unique culture based on their patron dragon clan's philosophy. Eventually, the timeline corrected itself after Chandra Nalaar arrived and sparked into existence. The shards reunited, restoring Tarkir to its original state, though the scars of war and the memory of the Dragon Tribes remain etched into the land.

In Their Own Story

The wind howled across the Abzan steppes, carrying the scent of snow and old blood. Kael adjusted his fur cloak, eyes scanning the horizon for the shadow of a dragon. In this place, the sky was not empty; it watched. A roar shook the ground, vibrating through his boots as a massive silhouette eclipsed the sun. He did not run. On Tarkir, running only made you prey. Instead, he raised his staff, channeling the earth's magic to meet the beast that once ruled this world.

Reader's Guide

Tarkir is a vast plane of diverse and often hostile environments, ranging from frozen tundras to volcanic mountains. The geography was historically divided into five shards during the Khans era, each reflecting the elemental focus of its ruling Dragon Tribe. Culture revolves around tribal loyalty and survival. Humans live in fortified camps or nomadic groups, constantly wary of dragon attacks or rival clans. Magic is deeply tied to the dragons; spells often mimic draconic abilities like flight, fire breath, or earth manipulation. Key locations include the vast steppes where Abzan roam, the volcanic regions favored by Mardu warriors, and the mystical forests of Jeskai. The plane also features ancient dragon lairs and shrines dedicated to Ugin, who remains a central figure in local mythology despite his slumber.

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