Shadowmoor
Editor - Philips Athans & Susan J. Morris
WHY THIS ARTICLE IS A WEEK LATE...
This article was always going to end with a call for criticism. Figuring out a framework for the post-Mending timeline is a bit of a challenge as we don't have an official timeline to use as a base like we did before. Instead you have to piece it all together from in-story references, meaning everything is contingent on everything else. I'd hate to have to redo the entire thing in a few months or even years after I've already used it to place a whole lot of stories, so I was going to invite you all to comment on any mistakes I had made or important sources I had missed.
Then on the day I was going to post this, I was made aware of a Tumblr post made two months ago by Vorthos extraordinair and writer of the "Magic: a Visual History" books Jay Annelli, in which he gives an overview of the entire timeline I'm covering here. And guess what? On first glance, it didn't seem to line up with mine.
What to do with that information? Since Jay is a published Magic author these days I was tempted to chuck all my work in the bin and just declare his Tumblr post official canon, but it only covers in which years blocks happen, and the post-Mending timeline is so compressed that in order to place individual stories you have to work with references to months and sometimes even weeks. The timeline I came up with does go into that much detail, and re-reading it for the third time since finding that Tumblr post, I did still think my logic was sound. So I decided that the article was going to have to be delayed for a while so I could figure out how I could harmonize my timeline with Jay's.
It took a week for me to find a quiet moment to do so, but in the end all it came down to was some tricky conversion between ZC and AR dates. In fact, using Jay's timeline and one or two assumptions I could make my timeline even more detailed! So below you'll find the article I had intended to post last week, and then a short addendum where I put my results next to Jay's for an even more specificity.
All that said, the call for criticism still stands. I haven't re-read all the post-Mending sources for this article (I mean, obviously, the whole point of this was to create a framework for the future re-reading I'll do for the blog), so if you think I'm missing a crucial bit of information, please do share it with me so I can see how it fits with my conclusions thus far.
This was going to be the Lorwyn review, but I ended up saying very little about that book and a whole lot about the aftermath of the Mending for both the storyline community in general and for me personally, so it works better as a separate article.
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| Too dramatic? |
When it comes to people's least favorite stories there are a bunch of usual suspects. Prophecy. Scourge. Quest for Karn. War of the Spark: the Forsaken. If you've been reading this blog for a long time you may suspect that my list includes a few more obscure stories, like The Cursed Land. But I think most people will be surprised to hear that my least favorite of them all are the Lorwyn-to-Eventide quadrilogy. I don't think these are very high on most people's hate list, and to be honest a lot of my animosity comes from the context in which I first read them.
Now don't get me wrong, I think these books are very bad. Slow, padded, boring, lacking in interesting characters, just a real slog to get through. At least Prophecy had some insights in Keldon culture to entertain me. At least Scourge was terrible in bizarre and interesting ways. At least The Cursed Land had the decency of ending after one novel! But to really get my dislike, we need to go back a bit.
The years leading up to Time Spiral block had been pretty good for the storyline community. Kamigawa and Ravnica were very well received, the number of stories we were getting was slowly increasing again, and with Coldsnap and Time Spiral WotC seemed to be getting back to more continuity driven stories. Personally I was having a lot of fun as the moderator of the MTG Salvation storyline forum, where we were setting up the MTGSally wiki (which would eventually evolve into the current MTG Wiki) and which was visited frequently by the likes of Scott McGough, Cory Herndon, Will McDermott, and occasionally Brady Dommermuth, though he hung out more often on the official Magicthegathering.com forums.
Times were good...
...and then the Mending happened.
CONTEXT
At the time this massive shake up of the status of planeswalkers took the community completely by surprise. I think everyone was still in the "the storyline is an afterthought for WotC" modus and thus expected it to coast for a while longer, guided by the same handful of authors who had done so over the previous years. But in hindsight, I think it was to be expected that there would be some kind of reappraisal of the supposed main characters of Magic.
A few years before Brady Dommermuth had wondered why the storyline stuck to Dominaria when the game was supposed to be about discovering new planes. That led to the planeshopping and world-building that proved so successful that WotC is doing it to this very day. Bill Rose's insistence on making Kamigawa a top-down set seemed to have rekindled a love for flavor and storytelling with people within the company, which led to the Taste the Magic articles and an increase in online stories. So change was in the air. A year after Future Sight, new CEO's at Hasbro and WotC moved Magic's focus away from the Pro Tour and towards "emotionally resonance" and marketable characters. (Here's a good article on that last bit.)
The timeline doesn't line up to simply say "a new CEO forced the change", but you can see how all these changes illustrate the environment in which Matt Cavotta asked the same question about planeswalkers that Brady Dommermuth had already asked about the planes: if they're what our game is all about... why are they not actually in the game?
...and I fully agree with him. It was weird that when a character became a planeswalker they suddenly couldn't be printed anymore. In my eyes the planeswalker type is a great addition to the game. But did they need to pair that with this in-continuity change?