HueyLong
01-26-2009, 12:41 PM
Don't know if anyone else is familiar with Magic: The Gathering but I figured I'd post about this book. I'm getting it in a week or so (on order from the bookstore)
Its the style guide and setting material of the newest block (Shards of Alara) which involves five separate planes (each with three colors of magic, thereby lacking two) and how they evolved from there.
Its the first release of its kind for Magic, which has shown off some cooler fantasy settings in the past. Mirrodin was, for example, a world of metal and artifice, which gave it an almost sci-fi look blended with the fantasy elements. Kamigawa was a rare look at Asian origins adapted to western fantasy. Ravnica took the SF trope of a megatropolis. (With 10 separate style guides for all the Guilds) Time Spiral showed a post-apocalyptic Dominaria, though that only had the appeal if you "knew" Dominaria. And the block before this one, Lorwyn/Shadowmoor, looked at fairy tale and Britannic fantasy.
Now, Shards of Alara has five "shards", completely separate worlds. They are more standard fantasy, but still quite good. Those worlds are Bant, best described as Camelot on the Savannah, Esper, a world where even the clouds are subjected to control of their geometry and where "natural" qualities are seen as a vice, Grixis, a world of undead where Vis (life) is a rare commodity, Jund, a wasteland of a world ruled over by gigantic reptiles and edicts of force and flame, and Naya, a primordial jungle where great beasts shape the land and the minds of their followers.
Anyways, if you're a fan of fantasy art (and Magic put me on that kick) I'd check it out, and if the world building behind Magic intrigues you, I'd do the same.
I'll post more when I get my hands on a copy.
Its the style guide and setting material of the newest block (Shards of Alara) which involves five separate planes (each with three colors of magic, thereby lacking two) and how they evolved from there.
Its the first release of its kind for Magic, which has shown off some cooler fantasy settings in the past. Mirrodin was, for example, a world of metal and artifice, which gave it an almost sci-fi look blended with the fantasy elements. Kamigawa was a rare look at Asian origins adapted to western fantasy. Ravnica took the SF trope of a megatropolis. (With 10 separate style guides for all the Guilds) Time Spiral showed a post-apocalyptic Dominaria, though that only had the appeal if you "knew" Dominaria. And the block before this one, Lorwyn/Shadowmoor, looked at fairy tale and Britannic fantasy.
Now, Shards of Alara has five "shards", completely separate worlds. They are more standard fantasy, but still quite good. Those worlds are Bant, best described as Camelot on the Savannah, Esper, a world where even the clouds are subjected to control of their geometry and where "natural" qualities are seen as a vice, Grixis, a world of undead where Vis (life) is a rare commodity, Jund, a wasteland of a world ruled over by gigantic reptiles and edicts of force and flame, and Naya, a primordial jungle where great beasts shape the land and the minds of their followers.
Anyways, if you're a fan of fantasy art (and Magic put me on that kick) I'd check it out, and if the world building behind Magic intrigues you, I'd do the same.
I'll post more when I get my hands on a copy.