

That makes most of Aerona part of Benalia these days. The Legend Aryel, Knight of Windgrace conquered Estark, and Sursi is a Benalish Colony. The island nation of Avenant, which was once at odds with Benalia, is now one of the seven noble houses. Raff and Danitha’s father’s name is Aron Capashen, the head of their noble house. It’s not incredibly detailed but it places most major events in Dominaria’s history, and it gives the date on modern Dominaria! Present Day is 4560 AR! Benalia There’s a five page timeline at the beginning of the art book, which gets this off on the right foot. Rather than regurgitating the Art Book (you should really get it if you liked Dominaria, it’s by far the best Art Book so far), I’m going to highlight some of the things I found really interesting.
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The worldbuidling of the recovering Dominaria runs deep, and it’s clear a lot of thought went into how to unify the planes’ disparate elements. That said, it's a unique challenge you and your players may enjoy.The Art of Magic: the Gathering - Dominaria, and man is this Art Book everything I wanted it to be. However, you will need to seriously consider how your players feel about several magical classes being stripped from their character options before stepping into this campaign setting. If you do run your campaign using this source book, there are several campaign ideas and adventure hooks present, a new feat called Quicksmithing that allows players to become tinkerers regardless of their class, and two new character races the Aetherborn and the Vedalken. RELATED: Strongest Mages In RPG History, Ranked If you choose to run your campaign using this plane, either your players will need to know these limitations, or you can choose to ignore them. This source book encourages the sparse use of bards, warlocks, and wizards, and outlines that both clerics and paladins aren’t really existent on the plane.
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The plane of Kaladesh is full of inventors and tinkers, but has a lack of mages. Weldfast Wingsmith by Dan Scott, from Magic the Gathering

These miniature source PDFs, called Plane Shifts, are not quite as in depth as the later hard cover books, but still offer you plenty of inspiration in bringing these settings to your Dungeons & Dragons campaign ( DMs have a range of tools available to them to help with these things).

Several of these planes were written out by James Wyatt as companion books to their more detailed corresponding Art Of Magic The Gathering books. RELATED: Story Hooks In D&D You Always See And Why They WorkMagic The Gathering now has nine of its lore-rich planes written and prepared for Dungeons & Dragons, though some of them are better resources than others, owing to the fact that fully-fledged source books have only just started releasing. It makes sense, then, that such fantastical locations would make for some incredible campaign settings for the most popular tabletop role-playing-game on the planet: Dungeons & Dragons. The rich lore and vibrant planes of Magic The Gathering have always lent themselves to players’ imaginations. Worlds fraught with dangerous monsters and powerful magicians, adventures waiting beneath every cobbled stone and dark alley, and heroes awaiting their chance to prove themselves.
