Esper: Difference between revisions

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==Description==
==Description==
Esper is a world where purpose and control have triumphed over savagery and chaos. Bereft of red and green mana, this plane's natural forces pale next to the supernatural power of its [[human]] and [[vedalken]] mages. Under the foresight of Esper's ruling [[sphinx]]es, the plane has transformed from wilderness to a tightly-controlled magocracy. The most interesting thing of note about Esper is the omnipresence of the  [[aether]]-infused filigree metal known as [[etherium]]. The inhabitants use it to improve their skills and life spans. Travelers to Esper should expect a spectacle of sophisticated beauty, not only the plane but also its denizens have been meticulously designed according to a grand plan. Everything here is observed and controlled. The forces of high magic rule supreme.
Esper is a world where purpose and control have triumphed over savagery and chaos. Bereft of red and green mana, this plane's natural forces pale next to the supernatural power of its [[human]] and [[vedalken]] mages. Under the foresight of Esper's ruling [[sphinx]]es, the plane has transformed from wilderness to a tightly-controlled magocracy. Human and vedalken mages control almost every aspect of life here, from the tides and winds to its inhabitants.<ref name="AlaraGuide">[[Doug Beyer]] & [[Jenna Helland]] (2008). ''[[A Planeswalker's Guide to Alara]]'', [[Wizards of the Coast]]. ISBN-13 978-0786951246</ref> The most interesting thing of note about Esper is the omnipresence of the  [[aether]]-infused filigree metal known as [[etherium]]. The inhabitants use it to improve their skills and life spans. Travelers to Esper should expect a spectacle of sophisticated beauty, not only the plane but also its denizens have been meticulously designed according to a grand plan. Everything here is observed and controlled. The forces of high magic rule supreme.


In Esper, the [[artificer]]s create many machines, ranging from [[bird]]s to [[golem]]s. [[Drake]]s circle the skies, while still humbled by the power of sphinxes, who dominate and protect the plane. [[Gargoyle]]s and wizards are the knights of Esper. Under the control of the mages and vedalken, they are ready to repel any attack. A small race of blue-skinned sentient beings, called the [[homunculi]], act as servants. A '''telemin''' is an Esper mage-puppet, a creature that willingly submits to being "played" like an instrument by a mage's mind control abilities. The telemin itself is merely the instrument—the mind-mage is considered the artist responsible for the quality of the performance.<ref>{{DailyRef|savor-flavor/vorthos-awards-conflux-edition-2009-02-17|The Vorthos Awards: ''Conflux'' Edition|[[Savor the Flavor]]|February 18, 2009}}</ref><ref name="Man of Parts"/>
In Esper, the [[artificer]]s create many machines, ranging from [[bird]]s to [[golem]]s. [[Drake]]s circle the skies, while still humbled by the power of sphinxes, who dominate and protect the plane. [[Gargoyle]]s and wizards are the knights of Esper. Under the control of the mages and vedalken, they are ready to repel any attack. A small race of blue-skinned sentient beings, called the [[homunculi]], act as servants. A '''telemin''' is an Esper mage-puppet, a creature that willingly submits to being "played" like an instrument by a mage's mind control abilities. The telemin itself is merely the instrument—the mind-mage is considered the artist responsible for the quality of the performance.<ref>{{DailyRef|savor-flavor/vorthos-awards-conflux-edition-2009-02-17|The Vorthos Awards: ''Conflux'' Edition|[[Savor the Flavor]]|February 18, 2009}}</ref><ref name="Man of Parts"/>


The [[Ethersworn]] of Esper (consisting of [[human]]s, [[vedalken]], and even [[sphinx]]es) are dedicated to infusing all life on Esper with [[etherium]]. Their quest is called the '''Noble Work'''.<ref>{{DailyRef|savor-flavor/perfection-through-etherium-2008-11-18|Perfection through Etherium|[[Doug Beyer]]|November 18, 2008}}</ref>
The [[Ethersworn]] of Esper (consisting of [[human]]s, [[vedalken]], and even [[sphinx]]es) are dedicated to infusing all life on Esper with [[etherium]].<ref name="AlaraGuide"/> Their quest is called the '''Noble Work'''.<ref>{{DailyRef|savor-flavor/perfection-through-etherium-2008-11-18|Perfection through Etherium|[[Doug Beyer]]|November 18, 2008}}</ref>


==Geography==
==Geography==
The environment of Esper consists of Islands, a great sea called the "Sea of the Unknown", various underground waterways, and a great desert where the sand is actually finely broken down glass. It is said that despite the vast pursuit of knowledge, not much is known about the inhabitants of the sea. The glass in the desert occasionally shifts and fuses with itself to form giant glacier-like masses of glass. There are twenty-three sorts of winds on Esper. These winds are considered by the Vedalken to have a mystical significance.<ref>{{DailyRef|arcana/winds-esper-2008-10-13|The Winds of Esper|[[Magic Arcana]]|October 13, 2008}}</ref> The silver wind runs up Esper's coastline to [[Valeron]].<ref name="Man of Parts"/> Esper has clouds that are dissected and skies that are marked and measured by flowing lines of mystical dust. It has elaborate, stylized towers with curved flowing shapes that show craftsmanship and control over the elements.  
The environment of Esper consists of Islands, a great sea called the "Sea of the Unknown", various underground waterways, and a great desert where the sand is actually finely broken down glass. It is said that despite the vast pursuit of knowledge, not much is known about the inhabitants of the sea. The glass in the desert occasionally shifts and fuses with itself to form giant glacier-like masses of glass. There are twenty-three sorts of winds on Esper. These winds are considered by the Vedalken to have a mystical significance.<ref>{{DailyRef|arcana/winds-esper-2008-10-13|The Winds of Esper|[[Magic Arcana]]|October 13, 2008}}</ref> The silver wind runs up Esper's coastline to [[Valeron]].<ref name="Man of Parts"/> Esper has clouds that are dissected and skies that are marked and measured by flowing lines of mystical dust. It has elaborate, stylized towers with curved flowing shapes that show craftsmanship and control over the elements.  


Deep under the landmasses of Esper, in the waste-pits and flooded tunnels known as Tidehollow, thrives a second, shadowy ecosystem of refuse golems, aether-liches, and the undead guides known as scullers.<ref name="AlaraGuide">(2008). ''[https://archive.org/details/shards-of-alara-players-guide-magic-the-gathering-2008 Shards of Alara Player's Guide].'' [[Wizards of the Coast]].</ref> The pristine, mage-driven civilization of Esper and its sinister underworld live symbiotically, supporting each other through the power of etherium. There is no untamed wilderness in Esper; everything is well thought out and to exact specifications.  
Deep under the landmasses of Esper, in the waste-pits and flooded tunnels known as Tidehollow, thrives a second, shadowy ecosystem of refuse golems, aether-liches, and the undead guides known as scullers.<ref name="ALAGuide">(2008). ''[https://archive.org/details/shards-of-alara-players-guide-magic-the-gathering-2008 Shards of Alara Player's Guide].'' [[Wizards of the Coast]].</ref> The pristine, mage-driven civilization of Esper and its sinister underworld live symbiotically, supporting each other through the power of etherium. There is no untamed wilderness in Esper; everything is well thought out and to exact specifications.  


===Notable locations===
===Notable locations===
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***the '''Shadow Way'''<ref name="Man of Parts"/>
***the '''Shadow Way'''<ref name="Man of Parts"/>
**The '''Vectis City Academy''', institute of the [[Seekers of Carmot]]
**The '''Vectis City Academy''', institute of the [[Seekers of Carmot]]
*The '''Sanctum Arcanum''', also known as the '''Seekers' Sanctum''', headquarters of the Seekers. A fortress in the clouds. A shaft of light cuts through a permanent hole in in Esper's clouds, forever illuminating this temple sacred to the shard's vedalken.<ref name="AlaraGuide"/> It houses the [[Codex Etherium]], and sages and scholars from across Esper travel to the Sanctum to behold them.
*The '''Sanctum Arcanum''', also known as the '''Seekers' Sanctum''', headquarters of the Seekers. A fortress in the clouds. A shaft of light cuts through a permanent hole in in Esper's clouds, forever illuminating this temple sacred to the shard's vedalken.<ref name="ALAGuide"/> It houses the [[Codex Etherium]], and sages and scholars from across Esper travel to the Sanctum to behold them.


==History==
==History==

Revision as of 07:13, 10 May 2023

Esper
[[File:{{#setmainimage:Shard of Esper.jpg}}|250px]]
General Information
First seen Shards of Alara
Last seen Conflux
Status Merged with the other Shards, currently besieged by New Phyrexia's Machine Legion
Game Information
Colors {W}{U}{B}
Mechanics Colored artifacts

Esper is one of five Shards of Alara. It is primarily blue-aligned, with white and black as secondary colors.[1] After the Conflux, Upper Vectis on Esper is located south along the coast from Valeron.[2]

Description

Esper is a world where purpose and control have triumphed over savagery and chaos. Bereft of red and green mana, this plane's natural forces pale next to the supernatural power of its human and vedalken mages. Under the foresight of Esper's ruling sphinxes, the plane has transformed from wilderness to a tightly-controlled magocracy. Human and vedalken mages control almost every aspect of life here, from the tides and winds to its inhabitants.[3] The most interesting thing of note about Esper is the omnipresence of the aether-infused filigree metal known as etherium. The inhabitants use it to improve their skills and life spans. Travelers to Esper should expect a spectacle of sophisticated beauty, not only the plane but also its denizens have been meticulously designed according to a grand plan. Everything here is observed and controlled. The forces of high magic rule supreme.

In Esper, the artificers create many machines, ranging from birds to golems. Drakes circle the skies, while still humbled by the power of sphinxes, who dominate and protect the plane. Gargoyles and wizards are the knights of Esper. Under the control of the mages and vedalken, they are ready to repel any attack. A small race of blue-skinned sentient beings, called the homunculi, act as servants. A telemin is an Esper mage-puppet, a creature that willingly submits to being "played" like an instrument by a mage's mind control abilities. The telemin itself is merely the instrument—the mind-mage is considered the artist responsible for the quality of the performance.[4][2]

The Ethersworn of Esper (consisting of humans, vedalken, and even sphinxes) are dedicated to infusing all life on Esper with etherium.[3] Their quest is called the Noble Work.[5]

Geography

The environment of Esper consists of Islands, a great sea called the "Sea of the Unknown", various underground waterways, and a great desert where the sand is actually finely broken down glass. It is said that despite the vast pursuit of knowledge, not much is known about the inhabitants of the sea. The glass in the desert occasionally shifts and fuses with itself to form giant glacier-like masses of glass. There are twenty-three sorts of winds on Esper. These winds are considered by the Vedalken to have a mystical significance.[6] The silver wind runs up Esper's coastline to Valeron.[2] Esper has clouds that are dissected and skies that are marked and measured by flowing lines of mystical dust. It has elaborate, stylized towers with curved flowing shapes that show craftsmanship and control over the elements.

Deep under the landmasses of Esper, in the waste-pits and flooded tunnels known as Tidehollow, thrives a second, shadowy ecosystem of refuse golems, aether-liches, and the undead guides known as scullers.[7] The pristine, mage-driven civilization of Esper and its sinister underworld live symbiotically, supporting each other through the power of etherium. There is no untamed wilderness in Esper; everything is well thought out and to exact specifications.

Notable locations

  • The Sea of the Unknown
  • The Cesspools
  • Cloudheath
  • Cliffs of Ot
  • The Crystal Labyrinth
  • Crypt of Knowledge
  • Glass Dunes
  • House of Dialectics
  • Palandius
  • Visitarium
  • Vectis, a fortified human city built around central, soaring spires of etherium.[8]
    • Lower Vectis
      • Tidehollow, backwater birthplace of Tezzeret. Slums sheltered from the weather inside an enormous cavern. It smells of fish and mildew and despair.
      • Bellow's End[2]. Its cistern leads to an abandoned house in Upper Vectis.
      • the Shadow Way[2]
    • The Vectis City Academy, institute of the Seekers of Carmot
  • The Sanctum Arcanum, also known as the Seekers' Sanctum, headquarters of the Seekers. A fortress in the clouds. A shaft of light cuts through a permanent hole in in Esper's clouds, forever illuminating this temple sacred to the shard's vedalken.[7] It houses the Codex Etherium, and sages and scholars from across Esper travel to the Sanctum to behold them.

History

The Esper Ethersworn have been studying planeswalking and could contact Vronos. In exchange for knowledge, Vronos agreed to planeswalk in a controlled setting for the Ethersworn for a while.[9]

The Conflux

When the Conflux happened, red and green mana flooded into Esper. Because of these wild colors, the wizards and vedalken began to leave and Esper's tight hegemony began to fall apart. Flesh creatures entered Esper and mixed with the creatures made of etherium, oftentimes stealing the precious metal. The vedalken, who had fallen short of etherium, began to hoard and weaponize as much of it as possible while continuing missions to Jund to secure more sangrite in hopes of unraveling the mystery of how to turn it into etherium. Esper's borders continued to smash into Bant and Grixis until it became part of the new Alara.

The intrusions into the wilds, however, have drawn the ire of the fierce creatures, none more so than the dragons, who regularly bombard the fortified cities of Esper.

Phyrexian Invasion

Esper is currently under attack by the Phyrexian forces of Elesh Norn's Machine Legion.

Notable inhabitants

Planeswalker visitors

In-game references

Represented in:
Associated cards:
Referred to:

References

  1. Mark Rosewater (November 17, 2008). "Striving for Perfection". magicthegathering.com. Wizards of the Coast.
  2. a b c d e Reinhardt Suarez (January 17, 2023). "A Man of Parts". magicthegathering.com. Wizards of the Coast.
  3. a b Doug Beyer & Jenna Helland (2008). A Planeswalker's Guide to Alara, Wizards of the Coast. ISBN-13 978-0786951246
  4. Savor the Flavor (February 18, 2009). "The Vorthos Awards: Conflux Edition". magicthegathering.com. Wizards of the Coast.
  5. Doug Beyer (November 18, 2008). "Perfection through Etherium". magicthegathering.com. Wizards of the Coast.
  6. Magic Arcana (October 13, 2008). "The Winds of Esper". magicthegathering.com. Wizards of the Coast.
  7. a b (2008). Shards of Alara Player's Guide. Wizards of the Coast.
  8. Doug Beyer (June 10, 2009). "Graduation Day". magicthegathering.com. Wizards of the Coast.
  9. Jennifer Clarke Wilkes (July 16, 2014). "The Hunter Cannot Pity". magicthegathering.com. Wizards of the Coast.
  10. a b c Greg Weisman (November 2019). "War of the Spark: Forsaken." Del Rey.

External links