D&D: Eclipsed Kithkin

Estimated reading time: 10 minutes

It’s been a while since I had a look at the tribes of Lorwyn-Shadowmoor. Last time it was an article about Eclipsed merrows, which completed the triad about merrows of the plane. I started this series off with kithkin, and therefore I wanted to finish them as well before moving on to other tribes. There are already articles on Lorwyn kithkin and Shadowmoor kithkin, if you haven’t seen them yet. This one will make more sense after you’ve read those two.

Since I started this series a few things happened. Of course, the Lorwyn Eclipsed MtG set came out, otherwise I wouldn’t be writing this piece. There’s a great resource available on the official Magic website, the Planeswalker’s Guide to Lorwyn Eclipsed. Be sure to check that one out. Another thing that happened was the release of the official D&D supplement, Lorwyn: First Light. My thoughts on the supplement are summed in this review, if you’re interested. These articles of mine were supposed to predict and anticipate how the supplement could look. Naturally, this one is “late”, but I will offer my thoughts on the changes that happened between the old blocks and Eclipsed, and the things that could be relevant to a tabletop RPG game.

I wanted this to be the last tribe to write about in this format, instead having only two for each tribe and incorporating Eclipsed into the respective aspects. After some consideration I’ve decided to keep the Lorwyn – Shadowmoor -Eclipsed structure. It could be confusing to discuss for example the elves from Lorwyn block together with post-Oona Lorwyn-aspected elves. What a mouthful, right? The article would be the same.

This introduction is already longer than I wanted, but just to make sure we’re on the same wavelength. Lorwyn Eclipsed is set after the events of the Lorwyn and Shadowmoor blocks, after the Phyrexian Invasion, and about a year before the events that take place in the Secrets of Strixhaven. The Lorwyn-Shadowmoor plane no longer has one aspect at a time. Lorwyn is the dominant aspect, but pockets of Shadowmoor still remain. The areas still can shift, but these changes are no longer planewide. Let’s see how the kithkin handle these new times!

Many Kinds of Kin

After Shadowmoor block, with queen Oona defeated, changes came to the plane. No longer being either-or, both the Lorwyn and Shadowmoor aspects coexist, as do their inhabitants. Power balance on the plane has been shaken, and new challenges await every tribe. The cycle of day and night is restored, and kithkin of both aspects could theoretically meet. Though they wouldn’t like it at all.

Things changed after Oona’s fall, but the Phyrexian Invasion prompted the most radical changes. The horrors experienced were shared through the thoughtweft, and for many it proved too much to endure. They severed themselves from the thoughtweft and their communities, and became nomads. Thus another variety of kithkin emerged, or more precisely two, if we’re to count Lorwyn and Shadowmoor nomads separately. I imagine separating yourself from the thoughtweft must be hard, but cutting yourself off as a Shadowmoor kithkin must be devastating.

Society

Kithkin of post-Oona times live in their clachans and douns as before. The six known clachans/douns return, and are distributed between Lorwyn and Shadowmoor regions. Burrenton, Goldmeadow, Kinsbaile, and Dundoolin are Lorwyn clachans, with a new addition of “Longlake clachan”. Shadowmoor hosts Ballynock and Bristlebane, which I presume is supposed to be retconned Thistledown. Cloverdell, the Lorwyn pair to Thistledown is omitted entirely, which is unfortunate, because the Cloverdell/Thistledown was the best named pair of them all. Dundoolin’s Shadowmoor pair was however revealed to be named Dundaeron. Either way, it’s seven now, with five on the Lorwyn side, and two in Shadowmoor.

The Lorwyn clachans are becoming hubs of social interaction in Eclipsed, many hosting residents from other tribes, and various fairs. On the other hand, the already reclusive Shadowmoor kithkin stay holed up in their douns after the Invasion. While clachans will function as regular towns in most games, the douns can perhaps be something to get into, or out of. Knowledge, items, or prisoners may need to be traded or taken from the wary kithkin of Shadowmoor.

The third kind of kithkin that emerged after the Phyrexian Invasion are the nomads. They are perfectly suited for many roles in a campaign. Whether as player characters, saving everyone the trouble of handling thoughweft, or as NPCs. Roving tradesmen, merchants, bards, or scouts, these are the roles that are often needed in a game. In this sense they can be the land equivalent of merrows.

Characters

Brigid, Hero of Kinsbaile, makes her return in Eclipsed as the single kithkin legendary character. Since four decades have passed, Brigid is no longer the young heroine of Lorwyn block. A wise leader to her kinfolk in Kinsbaile, we see her with the epithets Clachan’s Heart, and Doun’s Mind. As a master archer she retained her bow, but she’s usually depicted carrying also a sword, shield, and spear.

According to the Magic story for Lorwyn Eclipsed, Brigid’s connection to the thoughtweft has been damaged. As a result, the kithkin are a bit wary of her. She retains her cheerful outlook, though, at least in Lorwyn. In Shadomoor she is as others of her tribe, fearful and untrusting.

Equipment

As always in this series of articles I will be discussing the equipment at kithkin disposal. In most TTRPGs the weapons and armour play a large role, as well as various tools, magic items, or even animals. I am of course using the card art as a reference, as this is the only real source we have. The Planeswalker’s Guide puts emphasis on different stuff, and First Light is what it is.

Compared to some of the other tribes of Lorwyn-Shadowmoor, kithkin use a pretty “standard” set of weapons and armour. We’ve got swords, mainly on the shorter side, spears, and shields, with some occasional axe. Bristlebane Battler, a champion of the Bristlebane doun, can be seen either with an axe or a warhammer. There’s also a ball mace in the hand of the Champion of the Clachan. As for armour, we see all kinds of leather and metal combinations, usually with helmets.

Ranged weapons remain in kithkin arsenal, for obvious reasons. We see bows – Brigid famously uses one, and also the nomads on the Protective Response card. Shadowmoor kithkin seem to have crossbows at their disposal. Slings are nowhere to be seen, but there’s no reason their use should stop. Falconry might also play a role, if the ranger with the winged weasel can be accused of falconry.

Kithkin have always been famous for their knights, and cavalry plays a large role in their martial culture. Their prized springjacks carry them faithfully into battle, though there are a few additional mounts at their disposal.

Firstly there’s the already mentioned Champion of the Clachan. The champion is riding a bear and wielding a rather short mace for mounted use. Somehow the kithkin seem to favour very short weapons while mounted. We see this in both previous blocks, as well as on the Bristlebane Outrider pictured above. I am not entirely convinced by the idea of kithkin riding bears, though.

What I do like is the giant chicken. There is the precedent of kithkin riding giant plovers in the Lorwyn set, so presumably avians of unusual size are a thing in Lorwyn. This is reinforced by the Surly Farrier taking care of a large bird’s claws. It’s neither a plover nor a chicken, so perhaps there’s a third avian mount for the kithkin?

Riding giant chicken mounts was fantasized thousands of years ago by the Ancient Greeks. That is unsurprising, considering that a large amount of cool things in fantasy come from the Ancient Greek myths. If you want to use giant riding chicken in your game, why don’t you pick up this one? Repaint the lore to fit Lorwyn and you’re all set!

Last but not least, while never mentioned anywhere else, there’s the boar on the kithkin token. Obviously it’s not a Shadowmoor kithkin, and the scene is very cosy and wholesome. Outside of kithkin knights and outriders, other mounts such as this one could exist.

Magic

Lorwyn Eclipsed is a small set compared to the previous blocks, and it lacks their depth. It shows when it comes to spell that could be connected to the kithkin. Kithkin are not ones for direct magical damage, instead relying on enchantments, divination, and abjuration, with some healing thrown in. They often use alchemical concoctions and various powders as mediums for their magic.

The few cards that offer an insight into kithkin magic all have to do with thoughtweft. Kithkin can channel their powers into an individual and make them into a champion. Perhaps this could be used in your game as a power up for a kithkin character. Background even. Or you could make an antagonist from a champion of a rival doun.

Remember also, that kithkin are very superstitious and ritualistic, regardless of their aspect. Normal acts might be wrapped in superstitious covers, and magic might have “unnecessary” ritualistic elements. A caster character might use material components even when the spell requires none, or a character might say a rhyme before using a skill.

Summary

With that I conclude this excursion into the world of Lorwyn Eclipsed kithkin. Although Lorwyn certainly changed with the events of Eventide and then the Phyrexian Invasion, the kithkin are essentially the same. Small, stocky humanoids, who are either cheerful and hospitable in Lorwyn, or scared and isolationist in Shadowmoor. A third kithkin subspecies is now available, the nomads, comprising individuals who severed their connection to the thoughtweft.

Since we’re dealing with MtG, the issue of mana colour should at least be mentioned. In Lorwyn block the kithkin were predominately white with some green. In Shadowmoor they were white with blue (and an odd white/red card!). Eclipsed took away one secondary colour and the kithkin are, regardless of their aspect, white and green. It does not have any direct impact on D&D, but you could work with it when preparing your game.

What do you think of kithkin in Lorwyn Eclipsed? Would you play a kithkin character? Let me know in the comments, and subscribe so you don’t miss further Lorwyn-Shadowmoor articles! Next up is a guide to playing kithkin!

Final remarks

While there is lore available on Lorwyn-Shadowmoor and its denizens, a large part of my analysis is based on card art and flavour text. Therefore a lot might be a matter of artist license rather than conscious worldbuilding decisions. Sometimes that is preferable. The official supplement, Lorwyn: First Light has already been published, and this is my attempt to bring more life and inspiration to those who want to use the setting.

The cards used as illustrations were obtained on Scryfall and all rights to them are reserved to Wizards of the Coast and/or other respective owners.

The author is not affiliated with Wizards of the Coast or any other party mentioned in the text.

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