The Plane of Kaldheim first appeared in 168澳洲幸运5开奖网:Magic: The Gathering's Planechase set, later being fully expanded upon in the Kaldheim set. It is largely inspired by Nor💙se mythology, with multiple Gods and realms within the Plane. It was also the first appearance of New Phyrexian Praetors on other Planes and the start o𒁏f their plan to take over the Multiverse.

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Kaldheim has many regions that are all separate realms from each other, requiring special travel to go between them. Not even Planeswalkers can travel freely between Kaldheim's realms, and all residents are required to go between the Cosmos to traverse them.

Birth Of Kaldheim - The World Tree

The World Tree card artwork
The World Tree by Anastasia Ovchinnikova

The world of Kaldheim all began from a simple seed that grew into the World Tree, where all life of Kaldheim came from. The branches that grew out from the tree turned into the realms of Kaldheim. Once there were ten branches and realms on the World Tree, fruit began to grow from it, which became monsters, the first of many being Koma, Cosmos Serpent.

The World Tree is located in the Cosmos, which is a nebulous space with aurora-like lights. It is generally required to travel through the Cosmos to walk between the realms of Kaldheim. The monsters that grew from the World Tree are some of the 168澳洲幸运5开奖网:oldest creatures in the plane, and many residents believe that all the secret🐽s of the world are inside their minds. Mages and Gods alike seek to unlock these secrets from the minds of the Cosmos monsters.

The sap of the World Tree emits a special magical substance known as Tyrite. Gods can handle it safely, but it is quite dangerous to mortals. This is used to create a Cosmos Elixir, which is what keeps the Gods as Gods.

Crossing The Cosmos

doomskar
Doomskar by Piotr Dura

Traveling through the Cosmos is very difficult with magic, and those who attempt often succumb to madnℱess, leading the Cosmos monsters to feed on them. There is no food or water in the Cosmos, making it even harder for a simple mortal to traverse it. Some common ways to travel through it are with special spells or a weapon from the Gods. There are four main ways for denizens of Kaldheim to travel throug𒐪h the Cosmos and survive the journey.

One of the main ways is through Omenpaths. When the realms shift around on the World Tree, passages between realms open, and these paths are called Omenpaths. The dangers of crossing through an Omenpath vary greatly෴. Sometimes, simply walking through a light will take someone to another realm. In other cases, it requires traversing through treacherous territories, such as caverns that can lead to the top of a mountain once crossing to the other realm. Once an Omenpath appears, powerful magic can be used to close and open them as desired.

The appearance of an Omenpath is often a precursor to another way that inter-realm travel is possible, a Doomskar. The realms of the World Tree are constantly moving around it, and this can cause them to suddenly overlap with each other. When this happens, it's called a Doomskar. These 🅺are often incredibly violent, bringing natura🤡l disasters from earthquakes to complete destabilization. When the two realms merge, the residents can interact and travel between the realms, but they also tend to engage in conflict with each other.

There are a few species that can freely travel through the realms of Kaldheim. Most notably, the Gods of Kaldheim are immune to the disorienting effects the Cosmos have on mortals. Though the journey can still be hard to make, Gods are capable of opening Omenpaths to make the process easier, and in some cases, can simply transport between realms. The Shapeshifte⛦rs and Omenseekers of Kaldheim can use their power🐎s to easily enable the ability to traverse the passages between the realms.

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The Realms Of Kaldheim

Arctic Treeline card artwork
Arctic Treeline by Alayna Danner

The ten realms of Kaldheim are each distinct, with unique species and mana pairing with each one. When Doomskars occur, it's not uncommon for the realms to wage war on each other.

Bretagard

Bretagard Stronghold card artwork
Bretagard Stronghold by Jung Park

Bretagard is the Selesnya (green/white) associated realm of Kaldheim. It is home to humans, and the five clans living there are in a never-ending war. Both have unique approaches to both physical combat and magic. The Bretagard region is surrounded by sea, and hundꦇreds of miles out from the continent are where plant and animal life thrive.

The clans all follow a Code Of Clans, which handles all disputes they may have.

Axgard

Axgard Armory
Axgard Armory by Cliff Childs

Axgard is the Boros (white/red) realm of Kaldheim, known for its mountain ranges. To the blind eye, it appears that little lives there outside of a few animals. However, inside the mountains are the hidden homes of the dwarfs. Their cities are near-impenetrable.

The dwarfs are skilled blacksmiths capable of b❀uildingꦡ incredible weapons. They are also fantastic storytellers, sharing legends with all of their denizens.

Karfell

Narfi, Betrayer King card art
Narfi, Betrayer King by Daarken

Karfell is a region dominated by glacier-covered land. The realm is associated with Dimir (blue/black) and is filled with dragur, the zombies of Kaldheim. The dragur retain their intelligence and serve King Narfi, who is the last King of Karfell.

The warrior class of King Narfi's men is known as the Dead Marn, which King Narfi utilizes when Doomskars and Omenpaths open to raid other realms.

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Surtland

Surtland Frostpyre card artwork
Surtland Frostpyre by Piotr Dura

Surtland is a realm that is in a never-ending crisis. Volcanoes consta๊ntly burst through the ground to form mountains, and the freezing temperatures turn geysers into ice shards that shoot oꦡut. The region is associated with Izzet (red/white) colors.

All the life within the Surtland region grows to giant sizes, with giants the main species residing there. There are two groups, the Frost Giants, who are calm and collected, and the Fire Giants, who are much more aggressive and rash. They are in constant confওlict, but if Surtland is 🔯ever threatened by an outside source, they will set their fighting aside to deal with the larger threat.

Littjara

Reflections of Littjara mtg aaron miller
Reflections of Littjara by Aaron Miller

Littjara is associated with Simic (green/blue). The realm is the home of the Shapeshifters, and the land itself transforms on a whim as well. The barriers that divide Littjara from the other realms are the thinnest of them all, making it the easiest to enter, but th🐼e inconsistent nature of the realm makes it the hardest to leave.

The Shapeshifters have different preferred forms depending on their color identity. Blue Shapeshifters known as Gladewalkers prefer the forms of wild beasts such as bears. The Green Shapeshifters are Covewalkers andꦫ are much more fascinated with ocean life and prefer the forms of seals and dolphins.

Istfell

Gates of Istfell card art
Gates of Istfell by Anastasia Ovchinnikova

The Istfell realm is the one that resides at the base of the World Tree. 168澳洲幸运5开💧奖网:Associated with Azorius (white/blue) mana, the realm is home to the spirits of the many fallen animals and humans alike. The spirits of those who die in ways deemed worthy by the Valkyries a꧒re taken to the realm of Starnheim.

The Gods' Hall is located at Istfell, driven down there by the God Valki. Though the other Go♋ds want to return it back to its proper ꧂home, magic is binding it to the bottom of the World Tree in Istfell.

Starnheim

Starnheim Unleashed by Johannes Voss
Starnheim Unleashed by Johannes Voss

Starnheim is associated with Orzhov (black/white) mana and where the Valkyries of Kaldheim live. Starnheim is the main source of light for the Plane, as it does not have either a sun or a moon. Starnheim is located at the top of the World Tree, where they bring up those from the bottom in Istfell that died noble deaths. The spirits brought up are able to engage in an endless feast in the Hall of the Valkyries.

Starnheim has a black-colored lake, but the water is actually the blood of the first Valkyrie that died when the realm was created. All other Valkyries were birthed from this lake. Gods deemed unworthy are sent off to drif🅰t in the lake into the Cosmos to make 🌠room for Gods more worthy.

Gnottvold

Gnottvold Recluse card artwork
Gnottvold Recluse by Nicholas Gregory

Gnottvold is the home of the Trolls. Much of the land is overgrown with moss. This realm is the one that is Gruul (red/green) colors. Gnottvold is covered in ancient ruins that haven't been touched in ages.

There are two groups of Trolls in Gnottvold. The first is the Hagi Trolls that enjoy harassing the other group of trolls while hunting in packs. The victims of the Hagi's harassment are the Torga Trolls that generall💛y care only about sleep, capable of sleeping for years at a time. However, if awoken early, they will go into a fit of rag♕e and destroy everything around them until their energy is waned down and they return to slumber.

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Immerstrurm

Immersturm Skullcairn card art
Immersturm Skullcairn by Cliff Childs

Immersturm is Rakdos (red/black) aligned and home to demons and dragons that a﷽re constantly raging war against each other. The Gods of Kaldheim place a special ward on the realm to prevent the demons from traveling to other realms to sow chaos there.

The r🐲ealm is constantly on fire, with lightning strikes always raging. The fumes there are toxic to everything but꧂ demons. The demons want to do nothing more than destroy and are fighting each other since they can not leave the realm.

Skemfar

Skemfar Elderhall card art
Skemfar Elderhall by Johannes Voss

The last of the ten realms, Skemfar is the Golgari (green/black) color-aligned one. 168澳洲幸运5开奖网:It is the home of the elves. It is lush in wilderness, with tunnels created by Koma, the Cosmos Serpent.

The elves live both within the trees and underground. In the early days, the elves were the Gods of Kaldheim, and have since fallen out of favor, but all wish to reclaim their original title. There are two groups of elves, the Wood Elves and Shadow Elves. Though they have their differences, they are united under the Elf King Harald, who wants to lead them to claim the title of the ruler of all rea♎lms of Kaldheim.

The Gods Of Kaldheim

The Prismatic Bridge card art
The Prismatic Bridge by Johannes Voss

There are a total of 12 current Gods in Kaldheim. Each of the Gods has a unique aspect they preside over. The Gods in Kaldheim are known as The Skoti. Many of the Gods have deep knowledge of the Cosmos, and thanks to drinking from the Cosmos Elixir, they have qualities of the Cosmos emi⭕tting from them.

Alrund

Alrund-God-of-the-Cosmos-Variant-Kaldheim-MtG-Art
Alrund, God of the Cosmos by Richard Luong

Alrund is the God of the Cosmos and Wisdom. As a youth, Alrund made it his mission to become the wisest of all the realms. Alrund was able to best every Cosmos monster to learn their knowledge and succeeded but knew that Kaldheim still had secrets he had yet to learn. Alrund's personality depends on his mood, with the two most dominant being distant and entertaining.

Reidane

Reidane, God of the Worthy card art
Reidane, God of the Worthy by Jason Rainville

Reidane is the 168澳洲幸运5开奖网:God of the Worthy and Justice. She is arrogant and extremely zealous in the pursuit of justice to a flaw. Once she decides how to feel, she very seldom changes her mind about it. She believes in fairness and the concept of "an eye for an eye," even in extre♕me circumstances.

Cosima

Cosima, God of the Voyage card art
Cosima, God of the Voyage by Andy Brase

Cosima is the God of the Voyage and Sea. She was originally born as a Cosmos monster that took the form of a dolphin that swam between realms. She later took on the form of a human, and she claimed the title of a God. She spent time with Alrund, and the two had three children together that were Gods as well. She eventually left to return to the sea. While underneath the waves, she reverts to her dolphin form. She is incredibly curious and doesn't stay in one place for very long.

Egon

Egon, God of Death card art
Egon, God of Death by Jason A. Engle

Egon is the God of Death. He is one of the oldesౠt Gods, but he⭕ ages backward, giving him the appearance of a teenager. He is very pessimistic and bitter and is constantly predicting the Gods will fall.

In the Skoti's war to take out the old Gods, Egon was able to take control of the dead from King Narfi, and this granted him the title of God of Death. He spends most of his time in the Istfell realm.

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Tergrid

yongjae-choi-tergrid mtg art
Tergrid, God of Fright by Yongjae Choi

Tergrid is the God of Fright. She is a warrior that is only trying to live a normal life. Her shadow has a life of its own, trying to strangle her as a child, though she was able to win the battle with it and subject it to her will. It follows behind her as a hooded figure that she ignores, and she angrily berates anyone who acknowledges it's presence in the first place. She occasionally blurts out omens or threats with those she is conversating with.

Birgi

MTG card art for birgi, god of storytelling
Birgi, God of Storytelling by Eric Deschamps

Birgi is the God of Storytelling. She is the middle child of Alrund and Cosima. She loves being the center of attention, traveling between realms to join in on celebrations across them. She often uses the adventures of her brother Toralf in her stories, painting them as her own. Even if someone knows she is lying, they enjoy Birgi's company too much to mention it. Her magic will liven up the crowd of even the quietest groups, though this often leads to riots that get out of control.

Kolvori

Kolvori, God of Kinship card art
Kolvori, God of Kinship by Grzegorz Rutkowski

Kolvori is the God of Kinship. She is very talkative and adores nature. She keeps all of the sagas of the Gods in order to preserve the memory of them. She is the youngest child of Cosima and Alrund, and cares deeply for her family, often acting as the mediator w🥀hen arguments arose. Like Egon, she beliဣeves the Gods are on the verge of collapse, but they both hate each other due to their conflicting personalities.

Esika

esika mtg god art johannes voss
Esika, God of the Tree by Johannes Voss

168澳洲幸运5开奖网:Esika is the God of the Tree. She is very quiet and humble and is the most knowledgeable about the World Tree and the Cosmos than anyone else. She came into existence along with her sister Tergrid when Alrun used magic to try and communicate with the World Tree. From being born from it, Esika has a deep connection to the World Tree and is the one who created the Cosmos Elixir that all the Gods drink to slow 🌺down their aging and mai♚ntain their power. Only she knows how to make it, and has no interest in sharing how she does it.

Halvar

Halvar, God of Battle card art
Halvar, God of Battle by Lie Setiawan

Halvar is the God Of Battle. While Alrund was trying to best every Cosmos monster, he found an abandoned baby in the Axgard realm. He adopted it and gave him the name Halvar. Halvar is selfless and sensible, and a strong warriꦑor capable of inspiring others with rousing speeches. Even though Halvar would prefer to stay home, he travels with all of his fellow guards, acting as their protector and bodyguard.

Valki

Valki, God of Lies card art
Valki, God of Lies by Yongjae Choi

Valki is the God of Lies. He is a trickster who causes nothing but trouble for his fellow Gods. He loves pranks, though they were more annoying than anything, and nothing that is directly harmful. Even though he can be helpful when he wants to be, the other Gods seldom trust anything he says. He was briefly captured by the Planeswalker Tibalt who impersonated him and carried out more dest𓄧ructive pranks while disguised as Valki.

Toralf

Toralf, God of Fury card art
Toralf, God of Fury by Tyler Jacobson

Toralf is the God of Fury. He is the oldest son of Alrund and Cosima. He is fearless and is no stranger to taking risks. He is capable of controlling the lightning above. He doesn't seek war, but exciting challenges of increasing difficulties. Alrund believes Toralf is wasting his talents over the lightning, but Toralf does not care for his father's disproval, leading to division between the family.

Jorn

Jorn, God of Winter card art
Jorn, God of Winter by WolfSkullJack

Jorn is the God of Winter. He is the brother of Alrund and was ♉the only person he ever asked for help while trying to fight all the Cosmos monsters. Jorn is a phenomenal tracker who is deeply fascinated by the natural world. Jorn knows the safest and quickest paths between all realms, as well as the ones inside the realms. He still has a good relationship with Alrund, and Jorn will always appear to help his fellow Gods whenever needed.

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