Arcavios

(Redirected from Snarl)

Arcavios is a plane introduced in Strixhaven: School of Mages.[3][4][5] The plane has two suns, called Karu and Ezza.

Information
First seen Strixhaven: School of Mages
Last seen Secrets of Strixhaven
Planeswalkers Quintorius Kand
Rabiah Scale 3[1]
Status At the nexus of the Echoverse
Demonym Arcavian[2]
Scryfall Statistics
1073 artworks
Colorless mana 22.3% White mana 9% Blue mana 10.8% Black mana 9.7% Red mana 9.5% Green mana 9.2% Multicolored 29.5%
305 originated from
Colorless mana 22.3% White mana 7.9% Blue mana 13.4% Black mana 7.2% Red mana 4.6% Green mana 6.2% Multicolored 38.4%
20 references
Colorless mana 35% White mana 20% Blue mana 20% Red mana 5% Green mana 5% Multicolored 15%

History

Birth of the plane

According to the archaics, Arcavios has been torn asunder and remade many times.[6] More than 7000 years before 4564 AR, two demi-planes, Ezroi and Karudis, merged bizarrely and uniquely.[7] When the worlds merged, their essences overlapped, but they did not overlap perfectly. The leylines of each world, the conduits of mana, overlaid with opposing elements of mana, rather than with their match, forming five paired forces called "the dichotomies": white-black, blue-red, black-green, red-white, and green-blue. Each of the dichotomies formed a small region called a "snarl", where its effects are most apparent. The five elder dragons of Arcavios were born from these snarls.[8] It is rumored that all five dragons were born from one single snarl — the most turbulent on Arcavios — and that all five are destined to die in the same snarl.[9]

Dawning Age

 
Star Arch.

The period when the plane was young, and none of the humanoid races yet walked the earth, is known as the Dawning Age.[10]

At the birth of the plane, as the mana of two planes overlapped in conflicting ways, many forms of life adapted to the new structure, and many new forms of life were spawned. Five particularly powerful vortices of overlapping mana became luminous spheres, from which were hatched five dragons. These dragons have become emblems of the plane's magic, living symbols of the clashing forces of the five dichotomies.

The five dragons were the first to master the magic of the five enemy color combinations. When the humanoid races arose around seven millennia before the New Phyrexian Invasion, the dragons were angered that mortals sought to harness the wild forces of magic, but they came to realize that only through disciplined study would magic be safe in their hands. The humanoids' emergence marked the end of the Dawning Age, replacing it with an age of conflict.

Blood Age

The six millennia following the emergence of Arcavios's humanoid races, marked by tremendous violence, are known as the Blood Age. The wars, often waged for centuries, were so terrible that they shock even modern Lorehold students. One such war happened around 1539 AR, when the forces of Golwanda the Bloodspiller and Xandril the Executioner clashed on blood-soaked battlefields. Golwanda lead her Thunder Riders, fearless orcish cavalry, and united the steppe peoples under the seal of the Crimson Glaive, while the kor Xandril rallied the hardscrabble Hordeland fiefdoms.[11]

The Coin Empire may have been involved in the conflicts of the Blood Age, having been seen in the memories of its oldest participants.[12]

The Founder Dragons brought the Blood Age to an end, creating an institution to train mages for peace.[2]

Mystic Age

Seven centuries before 4561 AR, Galazeth Prismari had the idea for the five elder Dragons to found Strixhaven University at the epicenter of the snarls.[13] Strixhaven is Arcavios's premier institution of magical learning, drawing promising young mages from all around the plane to study in its halls. The university is divided into five colleges, each with its own distinct campus, faculty, and magical specialties. The five colleges were based on the magic mastered by each of the dragons. The mission of Strixhaven University is to discover and preserve magical knowledge, disseminate that knowledge from one generation to the next, promote the free and open study of magic in all its forms, and enhance the lives of people throughout the plane through the use of magic.[10][2]

According to Zarida Mincely in the Codex Vocifera, at the dawn of the Mystic Age between 84-91 MA (c. 3945-3952 AR) there was a cogwork revolution.[14]

To this day, the Founder Dragons roam the plane, the five deadly sages of the skies. They no longer associate directly with Strixhaven, preferring to let the deans of the college speak in their stead. The dragons' wisdom is vast, but their tempers can be short. Mages seek them out only to learn the most elusive of secrets.

Oriq=

The Oriq are a group of mages who seek to access Strixhaven's magical archives for their purposes. Because they need so many recruits, they often send agents across Arcavios to find susceptible people to recruit. This causes many of the citizens of the plane to be distrustful of outsiders for fear they may be affiliated with this group.[15]

Phyrexian Invasion

Arcavios was one of the many planes affected by the New Phyrexian Invasion. The prestigious school of Strixhaven nearly fell, with most of the deans compleated and red sinew growth spreading throughout the college, but it was temporarily thwarted by the Invocation of the Founders that repelled the Phyrexian forces.[16] In the aftermath of the Invasion, Lorehold College led the rebuilding of the Strixhaven campus.[17]

Omenpaths

After the discovery of the Omenpaths that opened the Multiverse to Arcavios, Strixhaven began establishing contact with other planes, sending couriers through Omenpaths that regularly opened to specific destinations such as Ixalan.[18] The inaugural class of exoplanar students was welcomed at Strixhaven in 4563 AR, alongside new professors from a number of the Multiverse's most prestigious institutions.[7] By around 4564 AR, all stable Omenpaths near Strixhaven's campus had been found and charted.[19] Arcavios appears to have an unusually high number of Omenpath openings and closings.

Around 4565 AR, many of the normally gentle archaics became erratic and incensed, randomly attacking others on the plane.[7] At the same time, tensions between Silkmeadow and Tor-Kathorr reignited over water rights to All-Gleam, a pure spring within the lands ravaged by the Invasion.[20]

Geography

Most of the known plane is broken across two huge continents—the northern continent of Orrithia, commonly known as the Vastlands, and a mysterious southern continent, called Galathul.[7] The two are linked by a land bridge called the Isthmus of Omens. Strixhaven University is situated in northeast Orrithia.

Astronomy

Arcavios has two suns, named Karu and Ezza, corresponding to the two demi-planes that formed Arcavios.[21][22] The plane appears to only have a single moon. The plane also has a massive spherical, possibly satellite, star arch called the Arch Obscura with an unpredictable orbit that is capable of eclipsing one of the plane's suns.[23]

Star Arches

Gravity-defying arch shapes crop up all over this plane, looking like mystical shrines or monuments.[10] They're made from spokes of natural materials that float in an arch shape, with a precise inner curve and a rough and irregular outer arch. They can stand straight or lie at an angle; they can be small or enormous, whole or broken, grown over or mysteriously clean. Their irregular spokes evoke the radiating lines of a shining celestial star.

The star arches are ancient relics from the Dawning Age, a distant era when the plane was still young, and no humanoid peoples yet roamed its lands.[10] Most of these arches stand — or rather float — as they always have: suspended in place, untouched by time, unmoving and silent. Yet countless stories tell of moments when an arch reveals itself to someone standing at a turning point in their life, offering clarity or insight just when it is most needed. It is said that the Arch Obscura never appears for the same person twice.[24]

Many believe these arches mark sites of immense magical significance — places where a legendary mage may have first drawn breath, or where an old and forgotten spell still lingers.[10] Others suspect a link between the arches and the enigmatic Archaics, hinting that the arches might be more than passive monuments. There are even those who swear they have seen a star arch awaken, flaring with potent magic in response to their presence.

Cervins feed on the mana-rich plants around the star arches, imbuing their bodies with extraordinary grace and vitality.[25]

Snarls

 
Snarl concept

Mana flows through all of Arcavios. But in certain sites, two opposing forces of mana come together and swirl in a mashing pattern. The mana becomes knotted and tangled. At and around these places, magic and spells can be at their most powerful and most dangerous. These places are known as "Snarls". According to the Archaics, the Snarls are places where two conflicting sources of antagonistic mana overlapped at the birth of the plane.[10][26] They are known to affect transportation magic, making it temperamental.[27]

Known locations

 
Arcavios map.
  • Galathul - the mysterious southern continent of Arcavios.
  • Isthmus of Omens - the land bridge connecting Orrithia and Galathul.
  • Orrithia, the Vastlands (402 cards) - the main continent of Arcavios (where Strixhaven is located).
    • Northeast region - Known for its dryer continental climate, with cold, snowy winters and hot, dry summers.[7]
      • The Feradorn Abyss - The far north of the region is a vast, high-walled, winding chasm carved by long-gone glacial streams. The chasm echoes with the shrieks of mysterious and dangerous creatures and the eerie music of the songstone formations that are found along its cliff edges. Oggyar   villages can be found dotted along the canyon, many in precarious locations.[7]
      • Fortress Badlands - a desolate stretch of reddish sandstone hills scarred by a magical blight, riddled with caves that contain relics of past civilizations alongside recent fortifications. The area serves as both an archaeological site and a stronghold for dangerous mages and their followers, with hidden laboratories, ritual chambers, and defensive wards scattered throughout.[28]
      • The Forum of Amity   - A center for diplomacy founded by Shadrix Silverquill.[7] Composed of an opulent manor filled with salons for intimate discussions and large galleries for more formal meetings, as well as one of the largest libraries outside of the Biblioplex. Assembling diplomats, politicians, and other emissaries from across the plane, its goal is to encourage peace on Arcavios. Its employees are ambassadors appointed by their respective governments or organizations, advised by Silverquill faculty. It is a popular location for Silverquill students to observe and learn.
        • The Adumbral Gardens - Dotted with secretive meeting spots, wide promenades, and open arenas for dueling.[7]
          • The Umbral Expanse[29]
        • The Dragon's Podium - A large outdoor amphitheater, where Shadrix Silverquill sits when in residence. When Shadrix is not present, the space is used for larger ceremonies and occasional performances.[7]
        • The Page's Common - A dedicated space for Silverquill students. The hall is filled with study tables, spaces to relax, and a raised stage for students to practice.[7]
        • The Presiding Chamber - The largest internal meeting hall of the Forum of Amity. This space is used for discussions among all conciliators. These are often lively, and at times dangerous, with heated words and charged spells flying between participants.[7]
      • The Harrier's Wood - An hour's walk from Strixhaven's campus. Lush and green, with a thick tree canopy. Its flora is considered to be magically neutral.[19]
      • Moragitzu-Kesh - Ancient ruins rumored to lie beneath Strixhaven.[11]
      • Strixhaven - the most elite school of mages in the multiverse, whose Colleges were founded by five elder dragons.
        • The Proximate Snarls - Five snarls that form a star pattern, with Strixhaven in the center. Each of the five snarls is considered a center of power for one of the colleges and is the site of much academic study and research.[7]
        • The Biblioplex   - the largest library in the Multiverse, located in the center of Strixhaven with the five Colleges surrounding it. It contains the Mystical Archive, a collection of spells from throughout the multiverse and all across time.
        • Lorehold   - the College of Archaeomancy
        • Prismari   - the College of Elemental Arts
        • Quandrix   - the College of Numeromancy
        • Silverquill   - the College of Eloquence
        • Witherbloom   - the College of Essence Studies
      • The Whipsteppe - The arid, tornado-afflicted steppe of the northeast is home to the Whipsteppe society of kor  . Despite the treacherous climate, the region is also known for its variety of wildflowers, which are considered valuable alchemical ingredients.[7]
      • Zantafar - The lost, ruined city of the Zantafar loxodon   before they became primarily nomadic, rediscovered by Quintorius Kand. It has since become a historical site of great interest to Lorehold mages and anthropologists.[7]
    • Northwest region - This area of the continent has typically mild and very damp weather, supporting an abundant variety of flora and fauna.[7]
      • Ruins of Caerdoon - The crumbling remains of the once-mighty dwarven Fortress of Caerdoon, scarred by an ancient battle between human, dwarf, and orc armies during the Blood Age that left the ground saturated with necromantic energy.[15][28][7] Its weathered walls, withered landscape, and lingering undead make it a place shunned by most, save for those who seek to unearth its grim history or exploit its dark power. Witherbloom necromancers and Lorehold archaeomancers often clash on excavation missions, and the region is a known hunting ground for Daemogoth demons.
      • Doradur - A river-crossed forest region in the west where the burrog frogfolk dwell, Doradur is known for its magical river herbs, wandering mushroomfolk, and mischievous faeries.[7]
      • Titan's Grave   - A vast forest growing inside the corpse of a titan from the Dawning Age. The titan's flesh has rotted away, leaving only bones, which by around 4565 AR contained no marrow, making them prone to breaking.[30][31] Popular among Witherbloom students seeking new flora and fauna to use in alchemy. Students are encouraged to attempt a connection with the titan itself, though no one has succeeded yet. The college has set up multiple outposts within the forest that are frequently rebuilt as the terrain shifts. The village within the titan hosts a thriving market attracting vendors from across the plane.[7]
        • The Beating Hive - A massive hive of vicious, large, hornet-like insects that can be found in one of the underground caverns, around where the titan's heart would have been.[7]
        • Jawdocks Landing - A dock that provides access to the main entrance of Titan's Grave, located within the titan's mouth.[7]
        • Ribtruss Town - A small community within the titan's ribcage. Small homes and shops are clustered here, some of them hanging from the ceiling of ribs to conserve space.[7] The ribs that are visible above ground comprise only the top third of the massive creature's ribcage.[32] A nexus of wild energy appeared in a chamber below Ribtruss Town around 4565 AR.[33]
        • Toadstool Copse - A fungal thicket within the titan's hand formed from the symbiotic relationship between a species of mushroom and the lumarets, a species of spirit endemic to the titan.[7]
        • Ulna Alley - An alley down the titan's arm, where black market specialists and academics gravitate.[7]
      • Wanderloch - A large, island-strewn lake that seems to disappear entirely at certain times of the year, only to reappear at a new location in the region. Drakes are known to swarm in picturesque formations near the lake, which some mages seek out for mystical inspiration.[7]
    • Central region - A vast and sprawling mountain range and the tunnel networks built within.
      • Chimneycomb   - A particularly dangerous region filled with tall, twisting, rocky spires with hollow cores. The twisting chimneys occasionally spout geysers of pure mana. Tunnel networks lace the underground, though they can be equally treacherous due to the shifting leylines and mana geysers.[7]
      • Grove of Eljor   - A dense woodland nestled in the foothills of the central mountains. Home of the Eljorin elves and Ezzaroot treefolk, and known for its many magical creatures, such as basilisks and cervin. Witherbloom and Quandrix mages often quarrel over research priorities in this region.[7]
      • Grumlet - A hub for the trade of mining ores and mystical goods. Grumlet serves several small villages in the surrounding countryside but is also frequented by mages seeking unusual or hard-to-find spell components.[7]
      • Heavenfell - A chilly mountaintop on the eastern edge of the central mountains, where shooting stars can be seen arcing through the night sky in obscure patterns. Many mages travel there seeking wisdom from the stars and astronomical events.[7]
      • Spectacle Summit   - A rocky canyon suffused with the energies of the elements. Due to the intense elemental activity, the location is an unpredictable environment — to the extent that many mages theorize it may be alive. Prismari hosts its annual arts festival, Summitfest, at the canyon, drawing visitors from across the plane. Summitfest takes place within the largest canyon of Spectacle Summit, with many of the activities extending into the surrounding cliffs, rivers, and valleys. Temporary structures erected by the school extend throughout the canyon as performance spaces, art galleries, and dormitories.[7]
        • Capstone Stage - The main stage of Summitfest. Rigged with countless elemental spells for spectacle, it is a multipurpose platform for everything from fashion runways and talent shows to theatrical productions and dance-offs.[7]
        • Euphony Gorge - A twisting and ever-changing river canyon permeated by elemental energies that spontaneously form elementals.[7]
        • The Muse - A massive, naturally occurring rock formation in the shape of a woman. It is a time-honored tradition for artists to contribute to the Muse.[7]
        • Summitfest Gallery - This gallery sits near the Muse under several tents. Experimental performances and parties are a constant fixture in the gallery, alongside displays of more permanent elemental creations, art pieces, and open-air market stalls.[7]
        • The Whale Trench - A particularly deep canyon that serves as a popular migration route for the elemental whales endemic to the area. Summitfest coincides with their yearly migration.[7]
    • Southeast region - Largely coastal, the region's climate is mild and remains warm most of the year, and the terrain is a mixture of plains, marshes, and foothills.[7]
      • Hookiver - A region found along the southernmost portion of the central mountains and extending along the coast, home to owlin villages. Some of the aerie-cities are virtually inaccessible without a method of flight.[27][7] Hookiver Station is a skycoach waypoint, allowing non-owlin inhabitants to visit.[34]
      • Paradox Gardens   - An unknown mana disturbance from the Blood Age gave rise to a magic-suffused region in the southeast known for its strange natural phenomena, haunting illusions, and metaphysical anomalies. Somewhere within the gardens, any natural rule that could be restructured has been. Trees grow in golden ratio spirals, undergrowth is arranged in perfect circles, birds fly in repeating sequences, and bug colonies swarm in perfect cubes. Sections of the Paradox Gardens are known for their strange gravitational anomalies, areas where mass is lighter, and students can jump and even float with ease. In others, the passage of time seems almost non-linear. A Quandrix research site was created in the Gardens by a Quandrix professor who wanted to create an "optimized and perfected natural environment." It has since been expanded and turned into a vast experimental testing ground. A central area including classrooms, offices, and accommodations serves as a hub. Beyond that, spontaneous experiments, paths winding in infinite patterns, and larger structures growing from the flora are all common.[7]
        • Canopy Lattice - A grand lattice structure that extends skyward and has excellent views of the gardens.[7]
        • Drifting Auditoriums - A collection of classrooms that hang in the air near the central hub of the gardens, writing their own rules of gravity. Created with the belief that gravity weighed students down, they have expanded into an experiment on different environments and their conduciveness to study.[7]
        • Geometrium - The largest collection of impossible shapes within the Gardens, it serves as a manifestation of theories and experiments, part archive and part living experiment. One of the greatest honors for those studying at the Gardens is to have one of their theories immortalized in geometric existence.[7]
        • Infinite Spiral - One of the most intriguing and dangerous regions of the gardens. Deep within the spiral, students encounter strange illusions, disorienting sensory experiences, dangerous creatures, and living experiments that push the bounds of possibility.[7]
      • Rundlestrom Military Academy - A prestigious, multicultural military academy located on the southeast plains, which is not focused on training armies but rather the future leaders of the plane through disciplined physical and mental education. The "military" part of their education is largely theoretical and historical.[11][2][7]
      • Vaults of Turrau - A deep underground cavern system beneath the southeastern foothills, the Vaults of Turrau are sealed behind mystical doors.[27][7] They house many Blood Age artifacts kept in stasis for safety reasons. Access to them is forbidden without the Founder Dragons' permission. To enter, one must complete an enchanted maze and speak the passphrase "Ascend, sages of sky, to soar in secret". Those who steal from the Vaults are confronted by construct guards. It's said that the enormous stalactites of the vaults hold secret spell-rites left over from the Dawning Age.
    • Southwest region - Sprawling island chains, vast deserts, and picturesque beaches. On the coast, the climate is warm most of the year, while inland regions can experience freezing winters.[7]
      • The Fernbosk   - A shady, marshy jungle region filled with deep pits and caves. The ground level of the Fernbosk is known for fierce monsters such as baloths, sproutboars, and wurms. Its underground areas are known for giant spiders, shriek bats, and pit horrors. This region also supports a society of mighty Fernbosk trolls.[7]
      • The Pinzari Isles   - Islands off the coast of the Pinzari Peninsula, home of the Pinzari merfolk. Many believe that these islands draw currents of blue mana from the oceans. Pods of narwhals frequent the isles, feeding on the striped crabs that amass in cryptic formations on the sea cliffs, schools of halibut, and the occasional merfolk.[7]
      • The Pinzari Peninsula[7]
      • Silkmeadow - A wide expanse of golden-grassed fields occupied by leonin and herds of wild horses.[7][20] The unicorns of the meadow are especially talkative and highly opinionated. The glowing silk cocoons of magical moths dangle from the lush meadow grasses. Inhabitants of Silkmeadow wear white and emerald at the Forum of Amity.
      • Tor-Kathorra Desert - A vast desert of enormous dunes and scattered oases. Kathorran orcs live in villages found around the sparse oases and milder desert outskirts. In some parts of the desert, a convergence of sun and mana can scorch shards of sand, transforming them into a mystical substance called hexglass.[7]
        • Fields of Strife   - The site of a perpetual battle waged by restless spirits of the Blood Age. Time for the restless spirits appears to pass asynchronously and nonlinearly. While the spirits were all participants in the same larger conflict, they could be from any number of skirmishes that occurred in the region over the course of several decades. The Fields also feature almost hypnotic underlying mana currents that draw observers into the battle, eventually turning them into restless spirits themselves. The magical mechanisms for the spirits' continual animation are the subject of constant study and debate within Lorehold, which has established several semi-permanent camps.[7]
          • Armory Arch - One of the largest and most impressive star arches, it was formed from an ancient armory.[7]
          • Camp Herrian - Named after one of the first deans of Strixhaven and located on the outskirts of the battle. Several semi-permanent structures are built into existing ruins, providing a place for relaxation, study, and preparation.[7]
          • Lost Barracks - The hypnotic undercurrent of the region seems exaggerated in this area, so much so that the barracks are now considered off-limits to students.[7]
          • Pranticle Peak - A mesa outcropping that offers excellent views of the fields for those who can reach the top. It was the site of one of the most famous battles that occurred on the Fields of Strife between Kor and owlin forces.[7]
        • The Kathorran Empire[11]
        • Mornhollow - A hill on the eastern edge of Tor-Kathorra where the desert cedes to golden Silkmeadow grass. Beneath the hill lays a spring called All-Gleam. Pure despite the destruction of the Phyrexian Invasion, it is an oasis. The All-Gleam varietal of silkworm has a recognizable wave pattern in its cocoons.
    • Undisclosed locations
      • The Arch Obscura[35]
      • The Clever Cricket[36]
      • The Hordeland Fiefdoms[11]
      • The Kingdoms Below[37]
      • The Sanctuary of the Lost - a sanatorium for people affected by magic.[22]
      • Tarangrad[11]

Ecology

The inhabitants of Arcavios are vastly varied. Below are those directly seen or mentioned on the plane.

Founder Dragons

The five Elder Dragons that founded Strixhaven, the most elite school of mages in the multiverse. Each college takes its name directly from the elder dragon that created them.

Archaics

 
Archaic concept

The Archaics are a race of wise, giant, long-lived avatars with an innate talent for magic. They have eight arms and no eyes or mouth, although a magical focus that hovers above their heads is referred to as an "eye". Archaics can live for thousands of years; many are thought to have been alive since the Dawning Age. Despite their solitude, archaics carry a vast understanding of magic and the world’s history, as well as the ability to warp the fabric of the world around them. Mages seek out Archaics for their vast knowledge of history and magic, but Archaics tend to communicate in obscure allusions and cryptic metaphors.[10]

In truth, archaics are the reincarnated souls of the oracles of Strixhaven.[28] Oracles are appointed for life by the Founder Dragons from the plane's wisest and most powerful archmages to be the ultimate authority in ensuring that magic is used to help others.[2] When an oracle dies, their soul travels back through time to the explosion of magic that brought the Founder Dragons into being. In that outrush of creative force, the oracle’s soul can be caught in the tide and clad in the very substance of the world, becoming an archaic. Because their knowledge cuts across the flow of time, archaics are careful about how much they reveal to mortals and thus tend to speak in riddles. Some claim that archaics can die only after Arcavios's demise, while others claim their deaths herald the plane's doom.[38]

Dragonsguard

A select few graduates of Strixhaven join the Dragonsguard, an elite force of mages who work with the honored Founder Dragons.[10] Being chosen to become a Dragonsguard is considered a great honor, and their members are treated with respect across the plane.[7]

Pathwardens

After the appearance of the Omenpaths, the organization of the Pathwardens was created. They aim to secure all Omenpath manifestation points, checking the paperwork of interplanar travelers and making sure that these don't carry anything that could be dangerous to Arcavios (e.g. fruits, vegetables, plant cuttings, live animals, diseases, poisons or communicable curses.).[39]

Sapient

Artificial

Mascots

Wildlife

Plants

  • Baby's breath[36]
  • Cardamom[20]
  • Crocus[20]
  • Dreamwaste (imported from Fiora)[39]
  • Hemlock[36]
  • Hot mallenthis[44]
  • Lion's mane[36]
  • Magna muscipula, a carnivorous plant that feeds on insects and rodents[45]
  • Oyster mushrooms[33]
  • Pauper's stars[44]
  • Pepper[20]
  • Potatoes[20]
  • Saffron[20]
  • Snarlflowers - trumpet-shaped blossoms with fast-growing vines, which are a primary food source for the Witherbloom pests. Very common on Strixhaven's campus, all five colleges make magical use of them. Incredibly reactive to magic, they are colored white when magically neutral, but change color and scent depending on the magic they absorb.[19]
  • Trees

Non-native

Economy

Currency

Arcavians use a currency called dragons. Snarls and pests are also common trading items.[47][48]

Transportation

Arcavians use a levitating carriage system called skycoaches as well as carts powered by magic.[19] Skycoaches allow inhabitants without access to flight to visit otherwise unreachable locations, such as Hookiver Station.[34]

Languages

  • The common tongue. Also spoken by the Founder Dragons.[39]
  • Arcavian sign language
    • The owlin form uses feather motions in place of facial expressions[46]
    • "Stop" is signed by making a hard slash through the air with one hand while shaking one's head at the same time.[19]
    • Some Arcavian signs resemble gestures considered rude on Kamigawa.[31]
  • The language taught by Professor of Symbology
  • The language of the Archaics[31]

Culture

Sports and games

Cuisine

Coffee, bread, pink cake, pasta, stew, salad made of black-and-white lettuce, and shrimps are all served in the dining hall of Strixhaven University. [39]

Behind the scenes

The design of Arcavios, especially the ruins around Lorehold College, is inspired by early Mesopotamian and Sumerian visual designs.[30] Its written language uses Cuneiform-style glyphs.

Planeswalkers and visitors

Native planeswalkers

Planeswalker visitors

Non-planeswalker visitors

Sets

The following sets have taken place on Arcavios:

In-game references

Represented in:
Associated cards:
Referred to:

Gallery

References

  1. Mark Rosewater (2024-05-13). "The Rabiah Scale, Part 3". magicthegathering.com. Wizards of the Coast.
  2. a b c d e Jay Annelli (2022). Magic: The Gathering - The Visual Guide, DK. ISBN-13 978-0744061055.
  3. Strixhaven Sneak Peek (Video). Weekly MTG. YouTube (February 19, 2021).
  4. Blake Rasmussen (February 18, 2021). "The First Lesson: Introduction to Strixhaven". magicthegathering.com. Wizards of the Coast.
  5. Mark Rosewater (February 20, 2021). "Is Strixhaven in Regatha?". Blogatog. Tumblr.
  6. Flavor text of Wisdom of Ages (Secrets of Strixhaven)
  7. a b c d e f g h i j k l m n o p q r s t u v w x y z aa ab ac ad ae af ag ah ai aj ak al am an ao ap aq ar as at au av aw ax ay az ba bb bc bd be bf bg bh bi bj bk bl bm bn bo bp bq br bs bt bu bv bw bx by Lauren Bond and Laurel Pratt (March 16, 2026). "Planeswalker's Guide to Secrets of Strixhaven". magicthegathering.com. Wizards of the Coast.
  8. Jay Annelli (2021). "Magic: The Gathering - Planes of the Multiverse". Abrams ComicArts.
  9. Flavor text of Terramorphic Expanse (Secrets of Strixhaven)
  10. a b c d e f g h Doug Beyer and Ari Zirulnik (April 01, 2021). "Planeswalker's Guide to Strixhaven". magicthegathering.com. Wizards of the Coast.
  11. a b c d e f Reinhardt Suarez (April 16, 2021). "The Mentor". magicthegathering.com. Wizards of the Coast.
  12. Seanan McGuire (April 3, 2026). "Secrets of Strixhaven | Field Studies in a Future Tense". magicthegathering.com. Wizards of the Coast.
  13. Lauren Bond & Laurel Pratt (April 13, 2026). "The Legends of Secrets of Strixhaven". magicthegathering.com. Wizards of the Coast.
  14. ScottNoMana (May 15, 2026). "I did NOT expect the packaging on the Strixhaven codex bundle to be this incredible!". Instagram.
  15. a b c Adana Washington (March 31, 2021). "Episode 2: Lessons". magicthegathering.com. Wizards of the Coast.
  16. Evelyn Teng (March 20, 2023). "March of the Machine - A Radiant Heart". magicthegathering.com. Wizards of the Coast.
  17. Campus Renovation (March of the Machine: The Aftermath)
  18. Valerie Valdes (October 20, 2023). "The Lost Caverns of Ixalan - Pawns". magicthegathering.com. Wizards of the Coast.
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  20. a b c d e f g h i j Emma Mieko Candon (April 08, 2026). "Secrets of Strixhaven | Winnowing Season". magicthegathering.com. Wizards of the Coast.
  21. a b c d e Adana Washington (March 25, 2021). "Episode 1: Class is in Session". magicthegathering.com. Wizards of the Coast.
  22. a b c Innocent Chizaram Ilo (April 23, 2021). "Blue-Green Ribbons". magicthegathering.com. Wizards of the Coast. Archived from the original on 2021-04-29.
  23. Flavor text of Eclipsed Steppe
  24. Flavor text of Eclipsed Steppe (Secrets of Strixhaven Commander)
  25. Flavor text for Springmane Cervin
  26. Strixhaven: School of Mages Campus Tour (Video). Magic: The Gathering. YouTube (March 25, 2021).
  27. a b c d Valerie Valdes (March 9, 2026). "Secrets of Strixhaven | Off the Record". magicthegathering.com. Wizards of the Coast.
  28. a b c Wizards RPG Team (2021), "D&D Strixhaven: A Curriculum of Chaos", Wizards of the Coast
  29. Umbral Expanse
  30. a b Harless Snyder and Natalie Kreider (March 17, 2026). "The Magic Story Podcast Presents | Back to School with Secrets of Strixhaven (Video)". Magic: The Gathering. YouTube.
  31. a b c d K. Arsenault Rivera (March 24, 2026). "Secrets of Strixhaven | Episode 2: Travels and Travails". magicthegathering.com. Wizards of the Coast.
  32. K. Arsenault Rivera (March 26, 2026). "Secrets of Strixhaven | Episode 4: Something to Offer". magicthegathering.com. Wizards of the Coast.
  33. a b c K. Arsenault Rivera (March 28, 2026). "Secrets of Strixhaven | Episode 5: Breaking Point". magicthegathering.com. Wizards of the Coast.
  34. a b Flavor text of Skycoach Waypoint (Secrets of Strixhaven)
  35. Eclipsed Steppe
  36. a b c d e f K. Arsenault Rivera (March 23, 2026). "Secrets of Strixhaven Episode 1: Penmanship Practice". magicthegathering.com. Wizards of the Coast.
  37. Adana Washington (April 7, 2021). "Episode 3: Extracurriculars". magicthegathering.com. Wizards of the Coast.
  38. Flavor text of Prismatic Ending (Secrets of Strixhaven Mystical Archive)
  39. a b c d e f g Seanan McGuire (2026), "Omens of Chaos", Random House Worlds.
  40. a b c d Seanan McGuire (December 9, 2025). "Lorwyn Eclipsed Episode 2: Shake Off Slumber". magicthegathering.com. Wizards of the Coast.
  41. a b Alison Lührs (April 06, 2026). "Secrets of Strixhaven | The Math of More". magicthegathering.com. Wizards of the Coast.
  42. Flavor text of Fractal Anomaly (Secrets of Strixhaven)
  43. Leech Collector (Secrets of Strixhaven)
  44. a b c d Isaac Fellman (April 09, 2026). "Secrets of Strixhaven | Down to the Lake, Alone". magicthegathering.com. Wizards of the Coast.
  45. Alchemy flavor text of Distracted Botanist
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  47. Seanan McGuire (December 10, 2025). "Lorwyn Eclipsed Episode 3: Aweary of This Moon". magicthegathering.com. Wizards of the Coast.
  48. Seanan McGuire (December 10, 2025). "Aweary of this Moon, the DVD extras.". Rose-Owls and Pumpkin Girls.
  49. K. Arsenault Rivera (March 25, 2026). "Secrets of Strixhaven | Episode 3: Asunder". magicthegathering.com. Wizards of the Coast.
  50. Mairghread, Scott. (2022). Magic: The Hidden Planeswalker. Vol 1, iss 4.
  51. a b Mira Grant (August 30, 2024). "Duskmourn: House of Horror Episode 6 - Don't Die". magicthegathering.com. Wizards of the Coast.
  52. Liiga Smilshkalne (April 13, 2023). "Full Art of Path of the Animist". Reddit.
  53. Seanan McGuire (December 15, 2025). "Lorwyn Eclipsed Episode 6: Full of Hateful Fantasies". magicthegathering.com. Wizards of the Coast.
  54. Scott, Mairghread. (2021). "A Lover of Things". Magic: Master of Metal.

External links