Temur Frontier

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Temur Frontier
Claw of the Dragon
Lore Information
Dragon Aspect Savagery
Khan Yasova (bef. 3279 AR-c. 3282)
Eshki (c. 4562-Present)
Game Information
Colors Green manaBlue manaRed mana
Mechanics Ferocious
(Khans of Tarkir)
Harmonize
(Tarkir: Dragonstorm)
Creature Types Humans
Ainok
Aven
Loxodon
Elementals
Scryfall Statistics
The Temur Revealed

One of the five Clans of Tarkir, the semi-nomadic Temur Frontier (/tiːmɜːr/ TEE-mur)[1] admires the ancient dragons' aspect of savagery.[2] Their color wedge is Green mana green (focus color), Blue mana blue and Red mana red.[3][4]

Description

The Temur are fierce, rugged survivors that live in the harsh arctic environments of Tarkir and have constructed many of their structures out of the bones of fallen dragons.[5] Embodying the aspect of savagery, the Temur are often forced to fight as feral animals would, doing anything they can to survive.[6] Most of the year they hunt in the inhospitable Qal Sisma mountains.[7] Shu Yun regarded them as alerts to the other Clans of threats and developments that had yet to take form.[8]

Original timeline

The First Father or Mother of the clan was considered to be the parent of all the families, and they owe fealty to the khan as they would their parents. Both that title and the position of Dragonclaw could be held jointly. The Hunt Caller ensured that all families were fed.

History

Original timeline

In the original timeline, Yasova the clan's khan, was tricked into aiding Bolas in murdering Ugin, resulting in the extinction of dragons.

Current timeline

In the current timeline, her efforts instead caused the dragon to fall into a slumber, causing the opposite effect and creating more dragons. After a last-ditch effort to save her clan from the dragons by meeting with the other khans failed, Yasova was forced to try to appeal to Atarka, the leader of the dragon brood infesting Temur territory, and partly succeeded, feeding her and preventing thus her wrath.[8]

Later, Atarka initiated a purge of the whisperers, fearing their elemental magic, stripping the Temur largely of their identity. The remaining members were reorganized into a new Clan that was solely dedicated to feeding her. Several shamans, however, managed to survive the purge and pass the old ways on in secret.[9]

Revival of the Temur

Resources were in perpetual decline under Atarka's rule.[10] Starvation and illness were common among the people of the brood, and pockets of rebellion emerged over time as many sought ways to free themselves from the dragonlord's tyranny. At first, the people's rebellions remained small; they were focused on survival as the brood dragons now hunted them as prey. But many of the dragons had grown complacent, having not hunted for themselves in generations, and the rebels' knowledge of the terrain allowed them to evade Atarka herself. The rebels saw the leadership of Atarka as cruel and greedy, resenting the insatiable gluttony of the dragons that stripped the land of its vitality.

As word of the smaller rebellions spread, many remaining whisperers emerged from hiding.[10] They spoke of the Temur, of traditions, and the future they saw where they thrived once again as a people, galvanizing the rebellions. Led by formidable hunters, the rebels leveraged elemental magics and expert survival skills to fight back. They worked alongside the whisperers, who provided knowledge of the Unwritten Now to guide their next moves and stay ahead of Atarka's brood, and their combined might led to Atarka's defeat alongside the other dragonlords.

After the fall of Atarka, the spiritual traditions of the Temur began to be practiced once again, as well as their nomadic way of life.[10]

Government

The clan is led by the Dragonclaw and a head whisperer, the Twice Whisperer.[10] The Dragonclaw is selected by the members of the Temur and is a revered warrior, while the Twice Whisperer is chosen by the spirits from among all the whisperers in the Temur.

Beyond the overall clan leadership, the Temur consists of smaller, loosely connected family-based groups.[10] The smaller, more fragmented nature of the clan is advantageous when defending against other clans and surviving in the resource-scarce climate. Family groups also follow the same two-leader structure, with lay and spiritual leadership working in tandem to make decisions for the group.

Khans

  • Yasova Dragonclaw lived in 3279 AR. Sarkhan soon discovered that she was a willing pawn of Nicol Bolas, who sent her false visions of Tarkir's dragon-free future where the Temur were supreme. When their plans failed, Yasova had no choice but to surrender to Atarka. Unlike the other khans, who explicitly disbanded their clans, Yasova at first retained the Temur's identity.[8]
  • Eshki Dragonclaw commanded the Temur rebellion against Atarka, beating Surrak in a wrestling match to prove her right to lead.

Original timeline

  • Surrak Dragonclaw bested a mighty bear in single combat and wore its skin as a cloak.

Other members

Creature types

Culture

Family is central to the Temur's thinking, almost as important as it is among the Abzan Houses. The bonds within a family group and to the family leader are much stronger than those to an external leader. Each family group sees the others as siblings within the community and supports them in the same way. The Temur consider their animal companions to be part of their families and treat them with reverence and respect.[10] Animal companions are bonded with a specific individual, living and working alongside them.

Civilians occupy many roles within the Temur.[10] Hunters, gatherers, and herders are most common as direct supports to the well-being and lifestyle of the clan, focused on keeping them fed and sheltered. Many of the hunters and gatherers also act as scouts, observing the changes in the region and activities of the other clans. Artists and craftspeople are highly respected within the clan.

The northern climate is less hospitable to farming, so the Temur practice robust animal husbandry, bringing herds with them as they travel.[10] They do some agriculture near their semi-permanent settlements and focus more on foraging and cultivation of what is already growing to maintain populations for future gathering. In addition, the Temur are proficient fishers, fishing from frozen lakes in the winter as an additional source of food in the coldest seasons.

Temur live in low-slung grass-covered huts clustered around steam vents, using the dragon bones as structural support.[11]

Arts and crafts

Storytelling is a major pastime within the Temur.[10] Stories are often told through narrative dances and songs that dramatically reenact recent battles and hunts, as well as traditional tales. These events can also become competitive, with storytellers vying to be the most entertaining.

Temur specialize in embroidery and fine metalworking, crafting exquisite adornments that are easy to display and carry with them.[10] Some artists, however, prefer to work on a grander scale, creating impressive temporary sculptures out of ice and other natural materials.

Religion

The Temur believe in the Endless Song, the energy that suffuses the land and connects all beings past, present, and future.[10][12] The core belief of the Endless Song is that spirits inhabit the land and exist alongside the corporeal world. Spirits are not bound by time and space in the same ways as mortal creatures are; they may exist in both the past and the future, and possibly even pasts that have never happened and futures that may never happen. The Temur view the Endless Song as a fact of life rather than a practice or an obligation.

Whisperers may lead ceremonies to call upon the spirits.[10] Some are private rituals with only the whisperer, while others are larger events attended by many members of the clan. Ceremonies consist of a few common elements: singing of invocations combined with rhythmic music typically performed on a harp-like string instrument, specifically choreographed dances known only to the whisperer, and fires infused with magic allowing the whisperer to channel spirit energy to give it form if needed. Whisperers may call on these spirits to predict the future.[13] The art of Whispering was taught by Ugin to the ancestors of the tribe.[14]

Holidays

  • Frostsweep – A somber celebration of the transition into fall, corresponding to the autumnal equinox.[10] Temur families will gift food and other supplies to their community members, creating resources to help everyone get through the coming winter.
  • Thawflow – A joyful celebration of the transition into spring, corresponding to the vernal equinox.[10] It is considered the Temur "new year" and is often accompanied by a cleaning of homes and community spaces, clearing out old things and ushering in the new.
  • The Unbroken Night – The longest night of the year celebrated with a feast accompanied by dancing and storytelling.[10][15] Temur members will stay awake the entire night and day until the first glimpse of sun on the horizon marks the end of the endless night.
  • The Zenith Day – The longest day of the year, celebrated with a day and night of dancing and gatherings, often including various competitions and boisterous activities that only pause as they gather to watch the sun dip below the horizon.[10] An exceptional bout in a competition will be noted by elders and results in recruitment for higher ranks.[16]

Sports

Athletic competitions are a frequent Temur pastime.[10] Wrestling matches are one of the most common ways for warriors and hunters to stay prepared in the quieter seasons. Champion wrestlers are highly respected and often take leadership positions in the Temur.

Magic

Temur magic primarily revolves around the channeling of elemental energies by mages to empower and defend the clan.[10] Mages in the Temur can directly animate the land and natural objects, imbuing them with elemental energy and creating a tangible force that they can direct for a specific task. Temur magic often takes the shape of animals that are familiar or important to the caster.

Temur mages and spiritual leaders are known as whisperers.[11] Whisperers are chosen as representatives of the land by the spirits and are highly revered and important members of the Temur.[10] They are most often chosen in young adulthood and undergo rigorous training alongside an existing whisperer to hone their magics and master their abilities. Whisperers are deeply integrated into their communities; they do not participate in hunts or combat but provide healing, protection, and divination to aid their fellows. Temur will regularly entreat whisperers for guidance and help, and interactions with them are a frequent part of daily life. They may lead ceremonies to call upon the spirits.[17] Whisperers denote their experience by wearing bioluminescent moss, which grows thicker as they practice and lights up when they use magic.[11]

Relationship with the dragons

The Temur often clashed with the brood of Atarka, who were the main concurrents for the limited food supply. The Temur established their outposts in deep caves with icy overhangs, and their shamans weave elemental magic to enhance these shelters with masses of spikes that discourage airborne attacks. Temur dragon fighters preferred to face dragons in solo combat, using their prodigious strength and stubbornness to wrestle and subdue their adversaries.[18]

Dragon Hunts

Temur whisperers are experts at predicting the timing and locations of upcoming dragonstorms.[10] This allows the Temur to arrive at a storm before most other clans and to bring into their fold more of the newly formed wild dragons.

Clan Dragons

The Temur form strong bonds with dragons, who train alongside warriors and hunters of the clan, primarily assisting in these activities like other members of the Temur.[10] Dragons in the Temur tend to congregate into small, family-like groups. As some of the most powerful and feared clan dragons, they defend the perimeters of Temur lands and are fiercely protective of the members of the clan. They are generally stocky and robust dragons that wield fire as a breath weapon to incinerate their enemies, helping them to better thrive in the northern regions.

Inspiration

The Temur Frontier is loosely based on Siberian shamanism.[19] In Tarkir: Dragonstorm, they take more specific inspiration from the Yakuts.[12]

Mechanics

  • In the original timeline, the Temur mechanic is ferocious, an ability that gives the player an advantage if they control a creature with power 4 or greater.
  • Under Atarka, the Temur use formidable, which grants benefits to the player if their creatures have a total power of 8 or greater.
  • After the rebellion, the Temur use harmonize, which rewards power combined with wisdom. It is a flashback variant that costs more, but tapping a creature allows the spell's controller to pay X generic mana less for the spell, where X is the tapped creature's power.

Gallery

References

  1. Wizards of the Coast (March 31, 2015). "Here's a pronunciation guide for some of the names that were requested earlier today.". The Official Magic: The Gathering Tumblr. Tumblr.
  2. Wizards of the Coast Twitter (@wizards_magic) (July 26, 2014). "TEMUR praise the dragons' savagery!"
  3. Wizards of the Coast Twitter (@wizards_magic) (July 26, 2014). "Temur is green blue red aligned!"
  4. Mark Rosewater (July 26, 2014). "Can you tell us about which color each clan is focused on?". Blogatog. Tumblr.
  5. Magic Creative Team (September 10, 2014). "Planeswalker's Guide to Khans of Tarkir, Part 2". magicthegathering.com. Wizards of the Coast. Archived from the original on 2018-09-30.
  6. Wizards of the Coast (YouTube) (August 1, 2014). "Magic panel at San Diego Comic Con 2014"
  7. Wizards of the Coast. (2014) Khans of Tarkir infopage
  8. a b c Kelly Digges (February 18, 2015). "Khanfall". magicthegathering.com. Wizards of the Coast. Archived from the original on 2015-02-21.
  9. The Magic Creative Team (March 18, 2015). "Planeswalker's Guide to Dragons of Tarkir, Part 2". magicthegathering.com. Wizards of the Coast. Archived from the original on 2015-03-21.
  10. a b c d e f g h i j k l m n o p q r s t u Lauren Bond & DK Billins (February 24, 2025). "Planeswalker's Guide to Tarkir: Dragonstorm, Part 2". magicthegathering.com. Wizards of the Coast.
  11. a b c Wizards of the Coast (March 7, 2025). "The Magic Story Podcast - The Clans of Tarkir: Dragonstorm (Video)". Magic: The Gathering. YouTube.
  12. a b Wizards of the Coast (March 12, 2025). "Building Worlds - Tarkir: Dragonstorm (Video)". Magic: The Gathering. YouTube.
  13. Wizards of the Coast (March 18, 2025). "A New Age of Tarkir - Tarkir: Dragonstorm Debut (Video)". Magic: The Gathering. YouTube.
  14. Kate Elliott (August 15, 2018). "Chronicle of Bolas: The Unwritten Now". magicthegathering.com. Wizards of the Coast.
  15. Flavor text of Auroral Procession
  16. Flavor text of Knockout Maneuver
  17. Jennifer Clarke-Wilkes (August 27, 2014). "The Madness of Sarkhan". magicthegathering.com. Wizards of the Coast. Archived from the original on 2020-11-12.
  18. The Magic Creative Team (January 7, 2015). "Planeswalker's Guide to Fate Reforged". magicthegathering.com. Wizards of the Coast. Archived from the original on 2015-01-07.
  19. Wizards of the Coast (November 7, 2014). "PAX Australia Magic Panel". magicthegathering.com. Wizards of the Coast. Archived from the original on 2021-04-29.