This is not a flavor project, but I thought its a waste to have my background lingering in my word documents only.
Obviously fan-made, and created so because I don't see WotC messing with Zendikar for at least the next half-decade.
Zendikar fought bravely, but eventually lost to the plane-eaters of the Aether, who have successfully broken free of their physical-prison-forms and have since left the plane.
The plane is now barren, however the plane still survives. Having prepared its defenses for the past 1000 years the Eldrazi were dormant under its crust, Zendikar did not completely fold under the crushing existence and appetite of the Eldrazi Titans.
The roil that once made the plane unstable was the key to its survival. Today, the roil is severely weakened as the plane was devoured, stabilizing the plane’s structure. Today’s Zendikar is no longer the violent land it once was, and mana sources steadily leak bit by bit from various sources.
Like the plane, some of its denizens have survived, having adapted to harsh conditions for many generations. Now, these tribes scatter and fight to claim for territories, based on their preferences of mana.
Boundaries have been redefined and locations renamed. The gods that many tribes have revered are now renounced in the revelation of the Eldrazi and their purpose, or lack of it. Today’s tribes stand for themselves and only themselves, living the life they envision.
Planeswalker that saw the destruction of Zendikar recognised the potential of the now barren-but-rebuilding plane. Some of them have stepped in, attempting to make Zendikar a stronghold of theirs.
One of these planeswalkers is Velocity, the first sentient Weird. Created by the Izzet Magewrights on the plane of Ravnica, Velocity gained sentience and fought for his freedom. During the course of the Guildwars as the Guildpact entered is dissension phase, Velocity claimed victory in the form of survival. After ascending to a planeswalker and the creation of personal planar portals, Velocity sought out planes habitable for his species to thrive on. And Zendikar is such a plane he had found. Now Velocity has stepped in, determined to make Zendikar a haven for his kind, in the name of both freedom and progress of his species.
However, Nissa Revane, the elvish planeswalker from Zendikar seeks to keep the outsiders out from Zendikar, in the belief that the plane only belongs to the deserving surviving tribes of the Eldrazi onslaught for the past 100 years. She unites the elvish tribes of Zendikar together and seeks to claim much of Zendikar territory for her own, driving out the Weirds.
The demon Ob Nixilis, who had once fallen in the plane of Zendikar, resulting in the loss of his spark and fracturing of his soul, has successfully restored them during the course of attempting to defeat the Eldrazi Spawn Lineage. He fell during the course of battle against the endless legions of Eldrazi, but awoke to find himself alive and saved by a piercing rift of white mana, a result of the dying roil. Accepting the fate that he was powerless against a force that took away his planned revenge for the plane, he ran into the rift, expecting to be pulverised. Instead, he found himself reenergised and had his spark restored. Now, Ob Nixilis remains on Zendikar, no longer bent on revenge. A demon he may still be, but his enlightenment reduces his vindictiveness, while granting him powers no other demon has wielded. Now he seeks to establish his own personal stronghold around the border of the white and black mana zones, where he had reignited his spark.
The Merfolk, similarly, have survived in decent numbers. Resultant of the settlement of the plane, the Merfolk split themselves in similar fashion to the Kor, some preferring forming colonies underwater or on the shores, while others continue the life of adventurers in the depths of Zendikar. However, the merfolk are especially upset over the revelations of their "gods" as the Eldrazi Titans and their disdain is obvious. Now they only believe on what is real and living and many Merfolk are also researching on the various life forms of Zendikar, especially those in the seas, on the shorelines and in the forests where water is abundant.
The Vampires, now freed from slavery to the Eldrazi as the titans have left and the Lineage is largely dead, enjoy their freedom. Determined not to fall under another pact of slavery, the Vampires quickly regrouped into their various clans, led by a Bloodchief. The Bloodchiefs had met to defined boundaries clearly so as to minimalise disputes between clans and continue to meet once a year to update each other on statuses, as well as for the annual friendly matches, wagering their territory in hope of winning more. The Vampires are highly territorial, protecting viciously against invaders and yet extremely hospitable to visitors and allies to their territory, an organised civilisation.
The Vampires recognise Ob Nixilis as a formidable force, and consider him superior to their bloodchiefs. They do not pay tribute to him in any form as it amounts to slavery to him, but respect his stronghold area as well as his power. Fortunately Ob Nixilis is satisfied that his stronghold is well-defined, considers the Vampires’ territorial nature and that their domain surrounds his as a natural defense and therefore does not seek to expand his territory over to the Vampires’. Major disputes between vampire tribes often result in the request for Ob Nixilis as the final judge, and few object to his decisions.
The Goblins of Zendikar did not survive the Eldrazi onslaught and have gone extinct. As a result, the majority of the mountainous regions are inhabited by the Weirds brought into Zendikar by Velocity, with a scattering of Kor settlements. Many of the mountains were converted to superstructures for the Weirds to use as accommodation and laboratories. The Weirds adapted to the mountainous lifestyle rather easily. Most sentient Weirds are in charge of various laboratories dedicated to a variety of causes, including the study of mana, spellcraft and the biodiversity of Zendikar. A minority found their place in the industries mining and crafting, associating their businesses with the Kor settlements in the mountains. The Kor are generally open to the Weirds in the mountains and conduct businesses with them. In the areas where the mountains comes in contact with streams, rivers or the oceans, business is done with the merfolk, who find the unnatural form of Weirds uncomfortable, but still considers the Weirds allies as they are willing to establish friendly relations. The Weirds very seldom come into contact with Vampires and most encounters are fleeting.
The elves of Zendikar have been united by Nissa Revane and are the tribe most against the entry of the Weirds. As such, the mountainous forest borders are heavily patrolled. Many elves wield death magic now and elvish territory is highly unwelcoming to visitors of any form. Occasionally, the elves invade into mountainous regions, wanting to drive the Weirds out of Zendikar, but are almost always repelled successfully by a mix of mountainous inhabitants.
The angels no longer revere Emeria and now simply dedicate themselves to blessing those they deem worthy. Many angels are considered saintly guardians of Kor Settlements, may it those in mountainous regions or large cities. The Sky Ruins have already collapsed and the area is one many go to when they seek audience with the angels.
The various life forms of the oceans, such as crabs, jellyfish, octopuses and krakens still thrive in the depths of Zendikar and are favourite study subjects of Merfolk Researches. Lorthos and Wrexial went missing and are presumed dead and the Sphinxes are as elusive as ever that it is often wondered if they survived the Eldrazi onslaught.
The various horrors of Zendikar such as shades and specters still exist. Demons still lurk on Zendikar but are few in number and most avoid Ob Nixilis’ stronghold.
The wild beasts of the mountains still exist. Elementals, dragons, boars, ogres and Minotaurs still run in the area. Kazuul fell in battle against the lineage and the mountain passes are largely accessible without extortion as a result, but the dangers remain.
The beasts of the forest have largely survived. However, due to the increasing taint of death magic of the expanding elvish territory, the beasts became more concentrated in certain areas and many wild battles between these beasts occur in these areas.
Humans have also survived, but most of them are unwelcomed in the Vampire and Elf territories. As a result, most of them inhabit in settlements of the Kor. Some choose to mingle with the Weird society in the mountains or the merfolk establishments on the shorelines.