Edited by Kathy Ice
Published by Harper Prism, 1996
We've
reached the final installment of the Harper Prism leg of my project! Tomorrow I'll post a little overview of all twelve books, plus a discussion of their place in the canon. As for this last anthology... there really isn't much
to say about this one that I didn't already say last week. I'm not a big fan of anthologies, but I'm always entertained by continuity references. Luckily, Distant Planes has even more of those references than Tapestries! And this book has another cool feature: every story is accompanied by an illustration! Which means I actually have something to show you all, so I don't have to use tangentially related Magic cards as illustrations! (For the same reason I'm looking forward to next week, when I start reviewing the Armada comics!)
Let's dive in!
Insufficient
Evidence
By Michael
A. Stockpole
This story
sees the return of Loot Niptil, who we met in the last anthology. This time
around he gets framed for murder and has to prove his innocence via trial by
combat against a robot. In the process he learns that the actual killer is the
guy who build the thing, and he and his friends manage to defeat the construct
and bring the real killer to justice.
I always
like a good whodunit, but unfortunately this one just makes no sense. The
killer was making medallions he wanted to pass of as ancient artifacts, and
wanted to trick an expert into endorsing their authenticity. So far, so good.
But in order to distract the expert, he PUTS LOOT NIPTILS FACE ON
THE MEDALION. How stupid is this forger? There is a throwaway line about
legends being summoned through time, and Loot doesn't have a memory of before
he was summoned, which I suppose makes this slightly less insane, but still.
Forgers generally don't want to draw too much attention to their forgeries,
you'd think. The expert, who does have more than half a brain cell, immediately
goes to Loot to investigate, comes to realize the medallion is a fake thanks to
Loot's magic, and thus the forger kills her. You can't even use the excuse that
the forger couldn't know that Loot would be able to use magic to trace the
origin of the fake amulet, since the robot he build works on the exact same
basis: magically divining the origin of evidence presented to it, and then
attacking the perpetrator. The only reason there even is a whodunit plot is
because Loot starts the story in a drunken stupor and can't remember meeting
with the expert the day before. When your central premise is this flawed you
don't have a good story on your hands. Add to that the fact that a lot of the
discoveries are only accomplished with spells, rather than proper detective
work, and that each of those spells are described with rather dull
techno-babble (mago-babble?), and the second Loot Niptil story doesn't manage
to score any more points than the first one.
We do get
an interesting flavor tidbit though, as it is revealed that prior to the
Sarpadian empires we see in Fallen Empires there existed the Tchokta empire,
ruled by war-priests and big on human sacrifice. One day their last war-priest
was summoned by a planeswalker and never came back, and the empire was torn
apart by the new Sarpadian empires. So... there's that.
Oh, and
probably the most interesting thing about all this, which I forgot to mention
last week: these Loot Niptil stories are the first place where Lord Windgrace
is mentioned! Remember him, the cat warrior Planeswalker that joined the battle
against Phyrexia during Invasion? It's really cool that they took such an
obscure character and gave him a prominent role years later! Here we learn
nothing much about him though, just that he's a planeswalker and worshiped by Loot's cat
warrior friends. The Urborg connection wouldn't come until later.
Festival of
Sorrow
By Robert
E. Vaderman
Gormank, an
ogre, travels to the city of Coraleon. There he wants a wizard to resurrect a certain woman. Unfortunately Coraleon's Festival of Sorrow (Apparently
they have festivals for every emotion) is going on, and the use of magic is
prohibited for the duration. An oracle told Gormank he has to do the
resurrection that day though, so he bribes a wizard to go ahead with the plan. TWIST
NUMBER ONE: Gormank doesn't want to resurrect a lover, but the only person who
bested him in combat, just so he could kill her again and reclaim his honor! TWIST NUMBER TWO: The
woman, Eorra, comes back wrong. She's barely able to speak, let alone fight. Gormank,
who boasts throughout the story that he feels no sorrow, can now never restore
his honor, and dejectedly joins the festival.
Another one
for the "Fine story, fun enough twist, but in the end pretty
forgettable" column. It has a few interesting references though. I now
know where Cape Tempest and Coraleon come from, after seeing them on
maps of Aerona for years. Also, Gormank meets a Benalish hero who mentions having
stayed at Grover's, the bar from the Loot Niptil stories. I assume this is
actually the Benalish hero who disappeared halfway through the story in
Tapestries!
One
potential continuity error though: the Coraleons apparently sing the Hymn toTourach during their festival. But this is Aerona in the post-Ice Age era.
Tourach was worshiped by the Ebon Hand in pre-Ice Age Sarpadia, millennia
earlier and on the other side of the planet. I guess we can blame that inconsistency on a
passing planeswalker leaving a few Ebon Handers behind after a battle.
Chef's
Surprise
By Sonia
Orin Lyris
A story
about Asmoranomardicadaistinaculdacar, the writer of The Underworld Cookbook
and star of the flavor text of Granite Gargoyle. The story keeps shortening her
name to Asmor though, which I think is cheating. She summons a Lord of
the Pit, called Vincent, but runs out of stuff to feed it. (Just like Thomil and
that guy from Arena. You'd think these pre-rev summoners would learn to leave
pitlords alone at some point.) Luckily she's a great cook, and Vincent has
gotten tired of eating grub, potato stew and pressed
kittens ever day, so she escapes being eaten herself by entering into his
service for seven years. While in the pit she writes her cookbook and gets famous. After seven years she's finally free... only to find herself hunted by all the creatures that she describes
as delicious in the book, who are not happy about that!
Hurray! A
humor story that actually has some funny lines! "I can eat humans. But I
abhor asparagus. You should be taking notes." that's the kind of dry humor I like! There
are also a few stinkers though. The "stupid sidekicks" trope is dull
as dishwater, and having them be imps that eat underwear doesn't suddenly make
them hilarious. So it's not a comedy homerun, but it's fine enough. In the end
it's mainly written to reference as many cards as possible, filling the pages
with recipes like "cubed pegasus in red sause with dragonfly garnish", "basilisk
eye in Jasconius sauce" and even throat wolf ribs, referencing the famous Magic urban myth, which I thought was a cool Easter egg. Less cool is the fact that comedy pieces like this require you to stretch your disbelief a bit further than the usual stories, thus making it an odd fit in the canon. For example, people can
apparently send letters to the underworld? So the pit is not a separate plane,
just a part of Dominaria I guess? But then how can they get their hand on Island Fish Jasconiusus, who live on Rabiah? Ah well. It's a comedy piece, I'm not going
to be to hard on the continuity here.
One final
thing though. At one point Asmoranomardicadaistinaculdacar is preparing a dish
called Benalish Babies. But her bumbling sidekicks don't pay enough attention
to the ingredients, leading to this quote:
"You are idiots. Half the babies are sick, the others are dead and rotting. There are two-two-carcasses I can use."
WHAT THE
HELL HARPER PRISM ANTHOLOGIES? First the gut punch of the dead foetus in
"Theft of Bayende", and now this? What is it with you and eating
babies?!
Foulmere
By Stonefeather
Grubbs
Dr. Peter
Langwynd is a sorcerer who became a hermit in the Fens of Foulmere. At uni
people kept pestering him for ways to use his magical studies in commerce or warfare,
which he got sick of, hence his retreat. One day he is visited by the planeswalker Vram (Who can alter seasons with the snap of a finger, so I'm guessing we're talking about a proper planeswalker, not one of those planeswalking mortals was saw last week). Unable to stand against a planeswalker Peter takes Vram to a big swamp frog the 'walker wishes to be able to use in battles, but just as they've reached it another
planeswalker attacks. During the battle Vram blows up the swamp and is send hurtling
through the multiverse, possibly killing her. Peter is stuck with Vram's cat,
Mao, who turns out to be her daughter under a shapeshifting spell! Peter
himself has lost his parents to a planeswalker battle as a boy, so he decides to adopt Mao.
A longer
story and quite a cool one, with a few twists and turns I've left out of the summary. It manages a nice slow build with its reveals about Langwynd's past and Mao identity, and captures the emotion very well. It also adds a number of odd-but-intriguing things to continuity. To bad those were never picked
later, like the Viashino from Prodigal Sorcerer.
For
example, Vram turns up in a male form, but is later revealed to be a woman, one
of the Dobéhma, a women-only race. According to myth, shortly after the fall
of the Sarpadian Empires there lived a Neo-Ebonic priest-king named Vetro, who
thought himself Tourach incarnate. His slave-wife killed him and their sons,
but fled with her daughters, and was cursed by Vetro from beyond the grave to
always give birth to girls, to wander the world forever, and, eh... to have
lilac-colored hair. It's a bit bizarre, but cool nonetheless. I think it would've been cool if the Dobéhma had appeared more often and become a unique feature of Magic's storyline. But they never appear after this story.
Another interesting thing is that this story makes it sound like it takes place in modern Sarpadia, or at least on the islands near it. Peter
lived on those islands as a kid, the gnome-like Eub Hlut are descendants
from ancient Havenwood gnomes, when Peter runs into a summoned dwarf the only
tongue they share is "Old Sarpadian, the ancient common tongue of both
Icatia and realm of the Ebon Hand, and for over a millennium since, the lingua
franca of the continent and surrounding islands.", et cetera. I'm always intrigued by post-Ice Age references to Sarpadia. Combining this story, the Loot Niptil ones and the flavor text of the 5th Edition Brassclaw Orcs, I'm getting the idea that while Sarpadia itself is still a wasteland ruled by thrulls, the islands near it are still populated by all sorts of humanoids.
Looking back, I almost
think the awesomely named Stonefeather Grubbs (It's a pseudonym of David L.
Grubbs) was hoping to be able to turn this story into a full book later on, like
Sonia Orin Lyris was allowed to do with The Going Price, which we saw last week. In addition to the above mentioned
stuff he name drops a lot of geography, like the Kron Lu River, "Akkat the
Mighty, Citadel of All Knowledge" and the Isle of Indigo, and comes up with terms like
Fewman for elf-human hybrids. That's quite a lot of world building for a solitary
story! I for one would've loved to see a full book about Peter, Mao and Vram, but alas.
Finally,
this story is interesting because it returns to the early days of Arena and the Greensleeves cycle. Planeswalkers? Check. Magic duel? Check. Card references?
Not as many as back then, but still a fair few, so check. References to black
mana being evil? Check. Gameplay terms like summoning sickness and mana burn
incorporated into the story? Checkitycheck. And most of all: are we back to the deconstructionist view of Magic, in which all mana users are complete assholes, and the focus is on the beleaguered mortals caught in their path? You bet we are!
God Sins
By Keith
R.A. DeCandido
A planeswalker,
Rafthrasa (just call him Rafe) tries to give up planeswalking. He returns to
Kartya, his island of birth and sets himself up as a farmer. Turns out he ruled there as a
god-king a while back, and when people find out its him, they start worshiping his second coming. He is a gigantic dick to them for a while, but eventually gets them to leave him alone by helping them with a famine. All alone, he is finally happy.
Fun enough.
It has some good lines and some neat ideas. Rafe is a complete prick, but funny enough to want to read the rest of the story. Oh, and then there is this sentence:
"the names for us are manifold: mage, wizard, demiurge, planeswalker, demon, gatherer."
Points
deducted for furthering the wizard/planeswalker confusion from Dominia and itsWalkers, but bonus points for trying to explain the "Gathering" part
of Magic the Gathering.
A Monstrous
Duty
By Kathleen
Dalton-Woodbury
We open
with Torya Longshanks, ex-soldier and farmer, burying her family, who were killed
by Goblins of the Flarg. A witch turns up, who uses Torya's blood to curse king
Rogan, whose failed crusade roused the Flarg into pillaging the countryside.
With her farm burned, Torya enlist again. On the way she hears that the citadel
is under attack from a monster. Upon reaching the city she learns that the
wound the witch gave her won't heal until she lifts the curse cast with her blood.
She is eventually made bodyguard of the king, even though she's in half a mind to kill him, Turns out that every night
the king, thanks to the curse, turns into... an Eater of the Dead I think? Some
sort of monster at least. Torya ends the curse by rubbing the monster with her
own blood and stays to help the king (who's not as bad as she thought) to
become a good ruler.
Another
nice and dark story for the The Dark set. The cold open with Torya burying her
family is grim enough, but the part where she accidentally crunches one of
their skulls with the rocks she uses to cover the shallow graves and freaks out
is downright horrifying. Not for the faint of heart perhaps, but damn good storytelling.
Obviously,
this story happens during The Dark. In fact, it has to happen around the time
of the Gathering Dark novel, as some peasants discuss joining a group of rebels
trying to fight Mairsil and restore Lord Ith to his throne. That's a bit odd
since in Gathering Dark Ith founded his Conclave to hide away from the regular
world, so why do peasants even know who he is, let alone consider joining the fight to restore him? Perhaps some mages of the Conclave fled after Mairsil's take over and are paying good money to set up a rebellion? If memory serves we can actually date Gathering Dark and
Ith's imprisonment to a specific year, but for now I'll put it in the generic
"The Dark" date of ~300 AR. I'll move it when I've placed Gathering
Dark.
One final
continuity note: this story has to happen after Dark Legacy, as the monster of
the king is speculated by some ignorant peasants to be a Coal Golem, which were
the minions of the Niroso in Dark Legacy.
What Leaf
Learned of Goblins
By Hanovi
Braddock
Goblins
from the Red Mountains start coming into the Savaen
forest, and the elves promptly kill them all. Only the elder Leaf thinks they
should try to learn something about why the goblins suddenly do this instead. She convinces the other elves to let the
next one live. Turns out the goblin chieftess was sending them as messengers
since she needs help with a magical artifact. Leaf goes to see what's up. She
discovers the chieftess was using an Ivory Cup to stay immortal, but it's no
longer working, since she destroyed Oneah, and now there is now longer anyone
casting white spells in the vicinity. Leaf takes the chieftess to Savae and tries to teach her the wisdom of
accepting the cycle of life and death. This only succeeds in sending her into a
rage in which she kills Leaf. The chieftess then dies in a hail of elven arrows herself. With her last
words Leaf tells her elven friends what she learned: That not all may know
wisdom. That goblins shouldn't be filled with arrows without a thought. Goblins
should be pitied. Then filled with arrows.
I'm usually not a
big fan of using cards as literally as the ivory cup is used here, but for a
short story with no greater impact on the canon I think it's fine. It's also nice to see another
reference to Oneah. And both the final twist and some other lines in the story
are actually pretty funny. This is a good one.
Dual
Loyalties
By Glen
Vasey
A sun
priest is tagged by a walker called Gerheart, so he quickly has to teach his
adopted daughter how to be the next priest. He's whisked away before being able
to tell her the use of all magic Sun-stones in possession of the church though.
Finding a special sun-stone that allows her to track her father down, Helana
decides to do so. Her journey leads her to befriend a Demonic Tutor called
Illith, who tells her that her dad has been captured by the forces of Hell
(They actually call it that), so that's where they go next. In the end she
frees her father, but during the journey she has picked up so much black magic that she's gone over from worshiping the Sun to worshiping Gohrah, the dark side of the moon. She has to give up her priesthood, and although her dad still
loves her, she has to leave the parish.
One of the
ones that I wished had a full book to work with, or at least would have gotten a sequel in another
anthology. Helana, Illith and Koborah (the dad) are all great characters,
the theology of the sun and the moon sounds interesting (although it is kept rather
vague), and the journey of Helana from a pure white mana user to a black/white
-but still good!- mage is rather cool.
This story
references Akkat, the university dr. Langwynd from Foulmere was a teacher at.
I'm assuming this was added by the editors, but it's cool to see the continuity
getting tighter! Another interesting reference: Illith describes Boris Devilboon as "the bogeyman invoked by all the mothers of Hell when their
brats misbehave." That's not even close to what he's like in the Legends II cycle,
but that cycle is very problematic anyway, when it comes to the portrayal of legendary creatures
that were already mentioned in pre-rev sources. We'll cross that bridge
when we get there.
Oh, and
yeah. Hell is an actual plane in the Multiverse. Who knew?
Distant
Armies
By Peter
Friend
Children in
the Ironclaw Hills start dreaming. This freaks out their parents, since dreams
apparently don't exist in this setting. Then the kids start turning up bruised
and battered, muttering about fighting in a war against Benalia that ended thirty centuries ago. Eventually the strange dreaming stops, but by then the main orc character's daughter
is catatonic, and his dwarven friend's son is dead.
Well. That
was grim. It's another one with no impact on the canon, but despite that it's one of my favorite stories in the book.
The creepy tone is portrayed perfectly. It's "MTG does the Twilight
Zone", but it's done well. I must admit that I had to read the story twice
to really appreciate it though, as on the first read through I was far to
wrapped up with apparent continuity issues like the characters not believing in
Magic, or them living in the Ironclaw Hills and never having heard of the Ironclaw Mountains . Turns out those were all hints
that this is happening some time in the distant future!
About that time traveling though... It's a bit odd. Whatever the legend from the Loot Niptil story says, summoning
creatures through time has never been possible in Magic. Time travel is generally portrayed as very, very difficult. I mean, maybe I could believe this story if the summoning was
made possible because of some plane wide temporal disaster, but... waaaaaait a
minute... Don't we have just such a temporal disaster in the canon?
Obviously
this story wasn't intended as a Time Spiral tie in, and we should be hesitant
to use the time rifts to explain all continuity issues, but this just fits perfectly! The way
creatures from other times appeared on Dominaria completely explains the weird
summoning here! It feels a bit to much like a fan theory to put on the timeline, but
it certainly goes straight into my headcanon!
Which brings up an interesting problem: how do I put this on my timeline? I guess I just
have to add a "potential future" part to it. If my Time Spiral theory
is correct this story happens around 7500 AR. But even if it isn't, the presence of Benalia in the
battle thirty century ago places the story at 6000 AR at the earliest, since
Benalia was founded after the Ice Age. For refrence: the current story (Dragons of Tarkir) happens
around 4600 AR. I'm not going to add a specific date, just "the
future". Then this story can hang out there with the framing sequence of
Rath & Storm.
Better
Mousetrap
By Jane M.
Lindskold
In the
K'Cur Mountains lies Teeka's Shop of Wonders. Teeka and her apprentices are
artificers, but the metal animals they make keep being summoned by a planeswalker.
So Teeka makes a metal dragon that can follow summoned creatures to beat up the
summoner. When it returns it has a scroll tied to it: "How much to lease
this dragon?".
It falls
rather flat in the summary, but the story itself it is actually pretty funny.
Also, it's cool to see the story behind Teeka's Dragon, which young-me thought
was absolutely amazing since it had all these abilities! (You whippersnappers
with your Akroma's don't know how good you have it!)
In
reference land: one of Teeka's apprentices graduated from the Institute of Arcane Studies ! And the K'Cur Mountains is another one of those names on that map of Aerona of which I know now the origin! We can also add another tick to
our "Names for the moons of Dominaria" counter: Lesser Moon and
Greater Moon are used here. Not very original, but we hadn't heard those specific names before.
Oh, and one
of the apprentices is a female dwarf with a beard. That stuck out to me since
dwarf ladies in magic generally don't have facial hair (See the dwarves from
And Peace Shall Sleep, Dwarven Patrol or Liberated Dwarf for example)
The Face of
the Enemy
By
Adam-Troy Castro
A wizard,
Xavis, has fought another wizard for centuries and laid waste to the entire
landscape around them. They have been fighting for so long, they can't even remember why the fight begun. One day his
enemy suddenly surrenders. Xavis goes to him, and discovers that his enemy is actually his creator, and the centuries long battle was intended to turn him into the
perfect spellcaster to fight his creator's true enemy! His creator keels over
dead, and Xavis steps out of his castle to see his true enemy approaching.
Huh. Pretty
weird story. Cool idea, not the best execution. Luckily it's very short.
Horn Dancer
By Laura
Waterman
A Hurloon
minotaur, Hamu, finds a wounded, pregnant human, Ikenet. He takes her in and
cares for her. Later she helps him in a dancing and wrestling contest that the
Hurloon apparently do every year to decide which men get to breed with the most
desirable women. Her acrobatic help has him win the dancing part. He loses the
wrestling part, but when the minotaurs see how kind he is with the kid of
Ikenet, the minotaurs find that very inspiring, since they are used to
believing that during mating season male minotaurs are just raging beasts who
are not in control of their actions.
This went
on a bit to long. It's more an anthropological survey of the Hurloon than a
proper story. Not much to say about it, except that it should be compulsory reading for anyone who wishes to write a story featuring the Hurloon. Well, perhaps a bit more could be said about it. For example, I'd be interested in reading a feminist review of this story, as you could perhaps read it as a critique of the idea that men are not in control of their rage and lust. But I'm not well versed enough in feminist literary theory to attempt that discussion myself.
Shen
Mage-Slayer
By Laura
Waterman
A human
comes to live among a tribe of cat warriors for a while. She then leaves with
another human. One of the cat warriors, Shen, follows her, and discovers the two are
planeswalkers, engaged in a duel. What Shen finds most amazing is that the human who lived with them uses spectral copies of the tribe, rather than summoning members of the tribe
itself!
Pretty much
a non-story, but interesting it that it acknowledges the problems I've had with
the way summoning is handled in the Harper Prism stories. It's almost saying
"We know that societies like Hurloon or Benalia shouldn't be able to
function if people are constantly being summoned away. Don't worry, here's a
solution!". It doesn't explain how a place like the city we see in the Loot Niptil stories, entirely
populated by summoned creatures, can exist, but I
guess there are just certain groups of planeswalkers who prefer one way of
summoning over the other, and a few of them always gather at that place near
Sarpadia where Loot hangs out? I think that would be a pretty funny addition
to Lord Windgraces backstory. Or perhaps, as I theorized last week, it's just
the younger planeswalkers summoning mortals, with the older realizing they're
better of summoning AEther copies, since mortal will eventually just be piles
of dust.
Defender
By Edd Vick
A Granite Gargoyle realizes the city he has been guarding has actually been abandoned for
centuries, and goes looking for something else to guard. He runs into a Shivan Dragon who tries to kill him. She can't though, since he draws strength from
the mountain she lives in. (Get it? "R: Granite Gargoyle gets
+0/+1"?) He decides to start guardian her cave. He's sure she'll come to
accept him eventually.
Not
hilariously so, but funny enough. It's only 6 pages, but that's about the length this joke can go for, so it works.
The Old Way to Vacar Slab
By Michael
G. Ryan
The people
of Kenlefia only mete out justice on Vacar Slab, a place in the middle of the
desert. Considering that at the end of this story only one of the eight people
send to bring the accused to Vacar Slab is still alive, this seems like a very
stupid idea.
That's the
entire story really. Just a bunch of people walking through the desert, dying
one by one. It is told from the point of view of Ophelia, who doesn't believe in the ways of Kenlefia's religion, and only joined up since her brother insisted. She's the one survivor in the end. There are some cool moments, like when a guy who fell of a cliff
and couldn't be given a proper burial comes back as a zombie, kills the guy
holding the sacred wrappings, and then just starts wrapping himself. And it is
cool to see our first Michael G. Ryan story, as he will later be one of the
main architects of the Weatherlight Saga! The story as a whole is not that great
though.
Also, it
weirdly features a completely insane captain coming back from apparent dead,
who is said to be an Akron Legionnaire. That really rather baffles me, as the
card Akron Legionnaire has nothing to do with being indestructible or being resurrected.
Furthermore, it's a bit annoying that this story was forgotten, as later
stories and the Grand Creature Type Update* have assumed that Akron Legionnaires
are supposed to be giants, while the captain here is a regular human. Whomever Akron is, he must accept creatures of all
shapes and sizes into his military organization.
*Actually, looking into it, the Grand Creature Type Update only changed the Legionnaire into a Human Solider. Must've been a later Oracle update that changed Human into Giant...
*Actually, looking into it, the Grand Creature Type Update only changed the Legionnaire into a Human Solider. Must've been a later Oracle update that changed Human into Giant...
FINAL
THOUGHTS
And that's
it! This turned out to be a rather longer review than usual, with all those
neat cross-references to other Harper Prism stories! Those, plus the fact that
the funny stories actually made me chuckle, make Distant Planes a better book
than Tapestries in my eyes. It has a worse name though. Distant Planes? Most of
these stories still happened on Dominaira!
Check back
tomorrow for that final article giving an overview of the Harper Prism line as a
whole, as well as a veeeeeeeeeeeeeeeeeeeery in-depth discussion on where all
this stuff happens on the timeline.
The Defender story is flawed! If a Granite Gargoyle can draw as much red mana from the mountain as it needs to pump its toughness, shouldn't a friggin' Shivan Dragon be able to do the same for its power?!
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