Okay, I'm back. So, first of all, how could any of this tie into Dominaria's modern identity? What relevant, resonant and exciting things could the Northland do that other parts of Dominaria can't?
Well, let's look at some of the things that Dominaria is all about these days:
- it's the "history plane", obviously, so there is going to be a lot of stuff to dig up
- it's a resonant fantasy world with many familiar and traditional elements in the foreground (knights, wizards, elves, dragons...) and the remnants of a very magitech past in the background, all of which combines to make it a "post-post-apocalyptic" setting
- the approach to the
Dominaria set was to bring back almost everything that could conceivably still exist or have been re-established ("that old thing you liked is probably still there"), especially if it made for some good namedropping (Benalish, Keldon, Lat-Nam, Stronghold, what have you)
- the designers behind
Dominaria were also looking to bring back an old keyword that had been introduced on Dominaria (as we all know, they picked Kicker)
I believe that the Northland could be used as a kind of time capsule for a lot of elements that players fondly remember from
Ice Age block (including
Coldsnap), which wouldn't really be possible in Terisiare where that block actually took place. In addition to that, it could do many of the things that
Dominaria did AND tie up some loose ends from the
Ice Age storyline. Finally, it could also show us some classic cards through a new lens, just like both
Coldsnap and
Dominaria have done. As I mentioned above, we know that a lot of the stuff that made Ice Age Terisiare so distinct originally came from the Northland in the first place (many creatures as well as a nordic influence on names and aesthetics), and it makes sense to assume that this happened in the opposite direction as well.
So, which specific elements that players recognise (other than random creatures like yetis and lhurgoyfs) could you bring back? I would make use of the
Snow mechanic, and as I suggested above, I would bring back the
Cult of Rimewind. What's more, I'd also establish that the traditions of the
Zuran Enchanters and the
Krovikan Elementalists live on there. Yeah, Krov doesn't exist anymore and is ancient history, but why wouldn't the elementalists keep that name alive to refer to their magical tradition? The same could be said about the Zurans, but I think it could be even better than that. I mentioned loose ends from the
Ice Age storyline, and which character started a coup among the wizards of Krov that was thwarted by Jodah? Who was known to be seeking immortality and fled to the icy wastes intent on his own perfection? Who even got a card in
Coldsnap?
Zur the Enchanter is who.
I'd capitalise on all of that and say that Zur actually achieved immortality shortly after we saw him in
Coldsnap and that he went north to unite all those leaderless and disorganised groups of wizards under his rule as the self-proclaimed King of the Northland. 'A Light in the Forest' is almost cerainly set in that generic Harper Prism present some time after the Ice Age, and it mentions "skirmishes along the borders", so there seem to be some competing factions, nations or kingdoms, which would fit perfectly. As to how Zur might have achieved immortality, you may remember that Jodah built that magic detector out of some wires of watersilver that he used on Lim-Dûl's severd hand to track down the missing finger with the ruby ring. What if Zur used a similar method to find Jodah's lost
Fountain of Youth? That's why I said shortly after we saw him in
Coldsnap, because he's probably have to look younger than he does in his artwork after bathing in the fountain. I imagine there must have been a narrow window during which it wasn't covered by glaciers anymore and before it was swallowed by the ocean or was polluted by floodings. Jodah mentions in one of the novels that people kept looking for it and never returned, and that he eventually decided to stop talking about it and to not tell anyone about the source of his immortality. I think going in that direction could really tie several loose ends together in a really satisfying way, especially when you use it to set up a final confrontation between Zur and Jodah. We never got to read about their first clash after all. Bonus points if
Jaya Ballard is somehow involved.
Another immortal character that just
has to come back is
Garza Zol, Plague Queen. She wasn't present during the final battle in
Coldsnap and - along with her fellow
Krovikan Vampires - simply disappears from history after that. Since the one story that's actually set in the Northland even mentions vampires, I really like to think that she's still kicking way up north. Maybe the vampires simply followed the elementalists or something. The vampires we saw in Krov have a really cool and distinct look, with porcelaine white skin, black hair and piercing red eyes. As much as I love the Sengir line, some variety to spice things up is good.
As for the setting as a whole, how would it be different from modern day New Argive? I think that would be quite simple to achieve, since New Argive is presumably a pretty unified modern civilisation with great centres of learning, well-defined and well-defended borders and archaeological digs that more often than not are going to unearth the expected (and there is nothing wrong with that). The habitable parts of the Northland (mostly that big forested peninsula and the nearby mountains), on the other hand, seem to be a pretty sparsely populated region that almost has a kind of frontier spirit to it, with caravans and mercenaries moving between larger settlements, trekking through dark forests and rugged valleys, making camp in ancient ruined temples and always wary of orcs, werewolves or the undead (or, you know, the lhurgoyf). The highlands could be home to more sinister creatures, but also to dwarves (as we already know) and the aforementioned Court of King Zur.
What's more, you could do a few more things to bring this more in line with what
Dominaria was doing. Those "abandoned lava mines" that were mentioned in the short story? Those could be the remnants of an old Thran forge or mana rig, or even just one of several. The peninsula north of Terisiare would definitely be in the right geographic area for another Thran colony. Heck, the
Modern Horizons artwork on
Snow-Covered Plains even has that shape in it that looks a lot like one of those Thran monoliths that
Dominaria sprinkled all over the place. Yeah, it's probably just a really big piece of ice, but the similarity is pretty evocative. And if you're going to have mana rigs, well, those were used to make powerstones, right? What was the Rimewind's version of powerstones? That's right,
Coldsteel Heart. They had discovered some information about powerstones in the books that Heidar brought back from Tresserhorn, and they tried very hard to replicate them in the form of ice crystals (until Heidar prayed to Yawgmoth really hard in a desperate last-ditch attempt). What if they've succeeded in the last 1,500 years or so and are now using the remnants of an old mana rig to channel mana from the earth into ice crystals?
In fact, the Cult of Rimewind was doing in the
Coldsnap story what people all over Dominaria are doing now: Looking back and digging up the relics of the past to use them for their own purposes. Except, you know, they also infused them with their magic and made them
Snow Artifacts in the process, which seems like a pretty good blending of
Historic and Snow. I encourage you to look up artifact cards from
Ice Age block, and then try to imagine which of those people could have brought with them from Terisiare when they moved to the Northland, and how cool it would be to see a modern spin on some of them as Snow Artifacts. I guess you could even drag things along the lines of
Arcum's Astrolabe into it (itself a riff on
Astrolabe), relics that have been lying under some glacier in New Argive for so long that they've assumed Snow properties completely on their own.
That's not even talking about other riffs on old cards that the
Coldsnap designers came up with, e.g.
Sea Serpent /
Ronom Serpent,
Terror /
Chill to the Bone,
Drudge Skeletons /
Rimebound Dead etc. A set in the Northland could create the perfect marriage of a Snow theme on the one hand and nostalgia and History theme on the other hand.
Speaking of mechanics, in addition to Snow and presumably Historic, I'd really want
double-faced cards in this to help us explore the
werewolves and other were-creatures that are said to live there. Magic had been trying to nail the mechanics behind that sort of thing since forever when
Innistrad came along and solved the problem. So why not give us a nod to old cards like
Greater Werewolf,
Lesser Werewolf,
Treacherous Werewolf and their friends
Werebear and
Dirty Wererat? (What? They are going full D&D anyway.) You'll notice that most of them are
, and I'd actually put the werewolves of the Northland in
and
. Black to stay true to the classic versions of Magic's oldschool werewolves, and green to connect it to Innistrad's Werewolf tribal and to the way in which that intersects with Wolf tribal. Zombies and Vampires are both classic Innistrad tribes that got a big boost from a third colour in recent years (both from
), and I think adding that
branch to Werewolves would be really exciting.
You could honestly look at all Snow-related cards from
Modern Horizons and reprint them with the same art and flavour text (minus
Dead of Winter and
Marit Lage's Slumber that both have more explicit ties to the historical Ice Age), and they'd probably fit there. Speaking of Marit Lage, I have some ideas for her as well, but I'll leave it at that for now, the wall of text is big enough as it is.
Feel free to grab some hot chocolate and share your thoughts