BRIEF NOTES ON THE TARKIR TIMELINE
In
Tarkir Dragonstorm the clans have risen up and the Dragonlords are dead. There's Spirit Dragons now, like in Kamigawa, but five of my story's central characters (out of, like, realistically, less than a dozen?) need to be there for Sharzad and gone by the events of Tarkir Dragonstorm. So what does Wizards' lore say about those time windows, about how much latitude I have to let the story I'm telling reverberate, or whether it needs to lead
directly into the TDM story, at whose outset Narset is characterized this way, before Ojutai bites it along with all the rest:
Once, [Narset] had been [Ojutai's] favorite novelty, a human with no desire save for the acquisition of more knowledge. How he had loved her for that. The Great Teacher and his perfect student[...]
Anyway, the new Spirit Dragons pair up with the five new leaders (
"In a flash of power, the dragon spirits and what would become the new clan leaders were bound—for better or worse." Also, they haven't reclaimed the title 'Khan', I think? It was banned by the dragonlords, and
"Although Narset was the waymaster—the actual leader of the Jeskai now, really, to her periodic chagrin[...]" implies different titles for a different kind of leadership) and everything gets better for everyone who was suffering under draconic rule (
this is seriously how the story goes;
Neriv unites the Temur and Mardu into a super-collective,
Shiko respectfully and safely protects the Jeskai Way,
Sidisi "[realizes] her time in power [is] at an end", etc) but then everything gets
worse for everyone (which is a classic wrinkle in these sorts of time travel narratives) until you, the player, get to interpellate resisting the Dragonstorms through gameplay! Do the storms continue to intensify? Is there some kind of ritual like the one Narset did in the prologue to TDM? You get to define what these clans look like, how they've grown in the decade since we first visited Tarkir (but what seems like it's been several decades in-story), and you get to define
who gets to define that. I don't know but I think that the original Tarkir sets did this storytelling-of-the-plane's-fate thing better than
TDM, probably that's my take here. And it's something I prioritize in designing
Sharzad.
POSITIONING SHARZAD'S STORY (WHEN)
the timeline fuckery going on already means I can be kind of fast and loose about when exactly (within Narset's lifetime - she's kung fu master old, so it's hard to guess her age) the story being told by a particular draft takes place, how proximate it feels to Sarkhan's passion and the fall of a Dragonlord (that deck going 1-2 or 0-3) or the triumph of a Planeswalker's 'side' (whatever story the 3-0 player would like to tell about her wins), or to the rippling and delicate political turmoil that comes right after Narset starts to organize the isolationist Shaolin monks into the beginning of a defeat of the Dragonlords; she believes there is no hope for Tarkir under immortal unchanging rule, and works to prevent it. It makes sense that my story is happening further in the past of the TDM prologue than that prologue is to the events of TDM.
POSITIONING SHARZAD'S STORY (WHERE)
I've resisted giving Tarkir any geography too specific; once again it's the Dark Souls vibe, the Tolkien quote 'a sense of antiquity with a yet greater antiquity' that has 'the particular on the outer edge', the idea that I want gameplay to be
competitive (magic cards) but for thinking about those games to be
collaborative (co-operative storytelling).
A DETOUR INTO DARK SOULS which I first played in 2023 after picking up and adoring Elden Ring:
They present Dark Souls in a very formalistic way to create specific emotions. Probably other games do not do this because that is hard work that's sometimes easier for a singular creative voice to do than a whole design team. The theory of mood as-I-understand-it is to center both 'persistence' and 'emptiness', and it really does establish that "sense of antiquity with a yet greater antiquity behind [it]", that the Eternal Return has led to you being asked to Link The Fire (or whatever else) not because it is necessary or even because it is good and moral but because it happened before and it has to keep happening to by and through your actions and by playing the game you have consented to this. Gwyn, the last boss, was a sad and underwhelming fight. i was so disappointed by the lack of heroics in what i did there that i had to talk about it with a friend and also some other souls series aficionados who could tell me that the lack of heroics, my disappointment during the crucial final moment, was on purpose, was harder to create in a player than a sense of victory and accomplishment would be, and in some ways that one fight is a metaphor for how the writers of the series seem to view the practice of conquest. So I guess the question seems not to be 'where' but 'how':
POSITIONING SHARZAD'S STORY (HOW)
I guess I should lay out these moments and make sure some of the ones that have been just in my head are down here as well. Here are some of the ironclad, locked in, 'this is in flavour text on a card so it definitely happened, okay?' story beats, in something approximating an order of events:
FRF + DTK - BOLAS MANIPULATES THE WELL-MEANING BUT BRASH
YASOVA DRAGONCLAW INTO CASTING A SPELL THAT WILL TURN THE DRAGONS AGAINST UGIN. UGIN AND BOLAS FIGHT. BECAUSE BOLAS' "fury grants him a strength and speed that weary, sorrow-ridden Ugin lacks", "UGIN ACCEPTS HIS DEATH", BUT IT'S A TRICK; BOLAS RETURNS AND KILLS UGIN
AGAIN AND THEN SORIN AND NAHIRI
DO THE HEDRONS THING.
(Much later, a whisperer
tells her friend that "if [Bolas] destroys the hedrons[....]That will be the death of our people and all of Tarkir. Even the dragons.")
FRF + DTK - SARKHAN IS ENSLAVED BY THE CRUEL AND VILLANOUS BOLAS; SARKHAN BREAKS BOLAS' DOMINATION OF HIS MIND AND
"[WALKS] INTO A TOMB AND OUT OF TIME", SARKHAN SAVES UGIN (by fighting Yasova? note to self, depict this on a counterspell or something) AND THE TIMELINE GOES ALL WOBBLY AND COLLAPSES. SARKHAN WAKES UP ON A TARKIR WHERE THE DRAGONS HAVE RETURNED.
DTK - [gameplay]
SHZ -
NARSET PLANESWALKS AWAY FROM TARKIR AND RETURNS, AN OLDER WOMAN, TO A PLANE SHE HARDLY RECOGNIZES. SHE REACHES OUT TO THE WISEST AND MOST POWERFUL ALLY SHE KNOWS,
SORIN MARKOV, HOPING HE'LL HAVE ANSWERS. THE NEWNESS OF SEEING ANGELS ON TARKIR MAKES NARSET CONSULT HER OLD FRIEND
ELSPETH TIREL (who's an angel herself by now - and being worshipped as a god on Dominaria) AND ASK ELSPETH TO HELP HER OVERTHROW THE DRAGONLORDS
SHZ - [gameplay]
MOM - THE PHYREXIANS
INVADE AND
THE DRAGONS FUCK 'EM UP
SHZ - [unless the gameplay happens here?]
TDM - THE CLANS RISE UP AND OVERTHROW THEIR DRAGONLORDS (so, because I know this comes after Sharzad's setting, this is the last possible story beat we can tell in a draft night - and it's such a classic fairy tale set of notes to hit that I want to keep this as a possible result of the collapsed story-waveform. This means absolutely, definitionally, no Stormnexus Ritual on Sharzad, the story beats about Elspeth have to be different, and all five Elder Dragons have retained their thrones.)
TDM - NARSET DOES THE
STORMNEXUS RITUAL AND THEN SHIT GETS REALLY WEIRD IDK I ONLY READ A COUPLE OF THE LORE ARTICLES
TDM - SARKHAN TRIES TO DO ANOTHER STORM RITUAL AND IS PREVENTED BY
ELSPETH AND
NARSET. THIS SETS UP
THE EVENTS OF TDM.
TDM - [gameplay]
BRIEF NOTES WHICH AREN'T EVEN ABOUT
ZURGO BELLSTRIKER
In Tarkovsky's "Andrei Rublev", a movie that spends 3 hours on
"the straightforward journey of an artist who suffers from doubts, hangs out with ghosts, and witnesses unimaginable horrors" but eventually
"gets his groove back", the last chapter tells the story of a teenager who has inherited his family's heritage, the secret of casting real working churchbells out of metal. Or so it seems - only a little while before he is to be tested and put to death if found wanting, he tells Andrei that his father died without handing down the family secret, that the bell being constructed might never ring. Stooping down in the mud, Andrei cradles the snivelling, sobbing child. Tarkovsky waits an eon - it's agonizing - before we see what happens next.