

Memnarch began looking into the oddities of life and wished for life in his new domain. He cleaned the stain before getting to work, not knowing the effects the stain would have and the dire future it would create. He also discovered an odd oil stain on the ground. Creatures called blinkmoths began to appear in Argentum, confusing Menarch. His mind expanded with the relic called the Mirari, Memnarch had the mind and intelligence to properly administer the artificial plane.Īdminister Menarch did, governing the world. He left the care of his plane to a trusted golem named Memnarch. Karn and Jeska left Argentum to train her in her powers. Herself having ascended into her new power. One day, Karn met and befriended the planeswalker Jeska after she freed herself from Karona, the false goddess of magic. The only other denizens were the ur-golems created similar to Karn's image to be his assistants and workers to maintain his plane. It was to be his sanctuary, a place of mathematic beauty and metal. It is an entirely artificial plane, created by the first and likely only artificial planeswalker named Karn, initially named Argentum. The plane of Mirrodin is a unique place in the multiverse. If you wish to see his work, please look up his patreon page here 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. Take note and send word back to how you enjoyed the visit. So read through, see what the plane of Mirrodin has to offer, and find new adventures among the metallic people of Mirrodin. So I decided to try my hand at it and make a new place to explore for aspiring players. The characters are already at the disadvantage with most of the world against them.īoth settings make for a great place to adventure and it demands to be explored. Any allies who die will likely come back after phyresis, turning into macabre enemies. With the mirrans losing their war, the phyrexians can come from anywhere and in overwhelming numbers.

New Phyrexia on the other hand is a much darker place to adventure in. There are beasts, dragons, and other wild creatures to do battle with an fight to save the day. With the world being hollow, there are plenty of dungeons to explore along with other styles of adventure. So much of the world is unknown since the populations were kept maintained to a certain point and are relatively new. Mirrodin's setting is great for classic D&D. Both settings are ripe for adventure and beg to be explored as new places for D&D players to explore become available. The other setting the the metallic horror and war of New Phyrexia, where the people fight against nightmares of flesh and steel which seek to purge them either in death or compleate them with phyresis.

The first is the original Mirrodin with a metallic high fantasy feel for D&D players to enjoy exploration and meeting the people. In recent years, Mirrodin has become a good place for two different kinds of settings. It's just so interesting that it begs for a Plane Shift article to be made for them.
Planeshift zendikar homebrew skin#
Even the people are partially metal with the metal skin they sport on portions of their bodies. It is literally a new world, one which is made almost entirely of metal. Mirrodin is a plane unique to itself and in my mind, ripe for adventure. It also made a reappearance in the sets Scars of Mirrodin, Mirrodin Besieged, and New Phyrexia. This artifact centered plane can be found in Mirrodin, Darksteel, and Fifth Dawn. This time it looks over the all metal plane of Mirrodin. Well, here comes Plane Shift number three.
