The raccoons have been playing with some cheap golden bangles. We let them, but today instead of three pieces they have five of them! Better let someone have a closer look.
After some chaotic chattering and exclamations the raccoons manage to get across the message. There have been sightings of a healthy mother with three cubs at the edge of the estate. The groundskeeper is overjoyed!
Hello again and welcome to another entry in my D12 Days of Christmas series.
On today’s card you’ll find something you’d expect in the possession of a ranger rather than a paladin. Not all paladins are armour-clad crusaders, and not all wear capes. The Sabsummatim do, and you can read a bit about those here:
I’ve been wanting to do this the last two years, and finally got to work. This will be a short series of short playable TTRPG stuff. Every day you’ll get a card with an item, monster, spell, or whatever else I come up with. It will show snippets of my “default” setting that you can easily adapt to yours.
Without further delays, here’s the first one, click the image to download:
A review of the new Lorwyn: First Light D&D supplement based on the Magic: the Gathering blocks Lorwyn, Shadowmoor, and the upcoming set Lorwyn Eclipsed.
Estimated reading time: 20 minutes
The long awaited D&D supplement is finally out as of November 18. Since its latest announcement in September I’ve been a bit skeptical, so I waited a day before buying it. But being the Lorwyn fanboy I am, I couldn’t really let is pass.
Since the first announcement during MagicCon: Chicago in February I’ve been working on a series of articles about Lorwyn-Shadowmoor. Mostly they’ve been filled with my predictions and thoughts about how will certain things get handled by the creators.
We will be getting a supplement with lots of lore, stats for various monsters, place descriptions, etc. done by professionals with access to the original notes (hopefully). In the meantime I can offer my take on the already published stuff, and speculations about what will be in the sourcebook. – quote from my first article on D&D Lorwyn
I managed to finish a huge bundle of four (!) articles to this day, with the Shadowmoor Merrows still in the WIP phase. Blame my job, which is completely unrelated, and the oppressive need to provide sustenance and shelter for my family.
With Lorwyn: First Light finished I can compare my speculations with the finished product. This will be a complex review of both form and contents. I’ll take a good look at what First Light provides and what it doesn’t. Can you play a campaign in Lorwyn using the new supplement? How much work is left for the DM after reading it? Let’s get to it!
Form and Format
Lorwyn: First Light is a digital-only release available on the D&D Beyond Marketplace. When bought, you’re not given a download link for a PDF, but instead you can browse the contents on the site. This is probably normal for D&D Beyond, and it shows that I don’t have experience with the site. I have my rulebooks in hardback, and all the 3rd-party stuff as PDFs.
The supplement is divided into four chapters and an introduction. The introduction gives a short, well, introduction to the plane. It provides the basics of geography, cosmology, and history. Chapter 1 lists the character options, while in the second chapter we return to the geography of the plane. Following is the third chapter, the Bestiary, and the last one is called Lorwyn Adventures. We’ll get to each of them in a while.
An advantage of the D&D Beyond treatment is that there are keywords that either link to a relevant source (also on Beyond), or show a pop-up card with a spell description for example. I’m inventing the wheel here, but since I don’t use Beyond, this is our first encounter. It goes without saying that you need access to the linked source on D&D Beyond first, otherwise you’re redirected towards the Marketplace.
Introduction
The introduction gives a short summary of the Lorwyn-Shadowmoor plane, and it does its job quite well, actually. I can imagine someone unfamiliar with the setting getting a nice overview that can be expanded upon in later chapters. It mostly isn’t, but we’ll get to the other chapters later. The basic cosmology of the dual plane is explained, and there’s also a very brief history.
We learn where we are in the timeline, and that the supplement deals with one period only. We’re dealing with a post-Oona, post-Phyrexian period, with no guidelines how to play in different eras. Which makes sense, as it’s intended to be a companion to the upcoming Lorwyn Eclipsed MtG set.
The introduction also states one should receive what’s needed for playing D&D in Lorwyn. That’s quite a statement, it makes one expect a complex guide to the denizens and locales of the plane with all the rules necessary. I should be able to make a character using only this supplement. And get a good enough picture of the plane to run an adventure or campaign, right? We’ll see how it goes in the next chapters.
As a side note, there’s one thing that struck me as intriguing. It is the emphasis on light conditions in the plane and its aspects, Lorwyn and Shadowmoor. This is probably due to the workings of D&D Beyond and its tooltips, but it makes the light conditions really stand out in the text. It’s good to know how much light there is in the environment, but it’s not something I needed from an official supplement. Such things are well within the capabilities of most DMs. Plane specific lore and mechanics are what we expect.
We’re given some of those in the introduction, to be fair. There are short descriptions of the two elemental gods, Eirdu and Isilu. Not much is said about them, but we’re given stats. Sadly in the worst possible way, so we’re to use dragon stats for both of them. And while the Eirdu proxy seems passable, the one supposed to stand for Isilu feels wrong. I’m not going into more detail, as this is a paid product we’re talking about. It just looks as if the team worked on this in the last minutes before deadline and just picked something based on colours.
And another side note, the Marketplace pitch for Lorwyn: First Light mentions “2 new unique magic items”. They are both right there in the introduction, but probably aren’t what you imagine when you see “unique magic item”.
Character options
The first regular chapter is dedicated to character options such as backgrounds, feats, and playable species. According to the Marketplace we should be given 2 backgrounds, 2 feats, 2 new species, and guidelines for playing (sic!) 8 other species. Eight species, that sounds like we’re getting almost all Lorwyn-Shadowmoor tribes, right? One didn’t make it, maybe one of those you couldn’t really play as a PC, like giants or merrow.
backgrounds and Feats
For some reason this chapter starts with backgrounds. We are given two of them, one for Lorwyn, one for Shadowmoor. While the idea is not terrible, they’re extremely bland and generic. They say nothing about your character beyond “you’re at home in Lorwyn/Shadowmoor”. There are so many backgrounds one could fit in here just by looking at some cards.
The feats are not much better. It’s not that they are bad in themselves, it’s just the way they’re presented. Both come with the new backgrounds. We could assume that every Lorwyn-Shadowmoor native has one or the other background (an incredibly boring idea), and therefore one or the other feat. So every Lorwyn denizen could cast Faerie Fire and every being from Shadowmoor can cast Hex. It would be better if those feats were exclusive to the elemental gods’ chosen or something along those lines. And if there were additional backgrounds and feats to choose from.
Species adaptations
What we’re actually given are short descriptions of boggarts, elves, faeries, flamekin, and kithkin. Each tribe is treated differently, some have instructions on how to play them, some only a few terse sentences. Boggarts and elves get the most attention, though their entries are still rather brief. But out of the five (not eight, as advertised) species three actually require you to buy another supplement, because you’re sent to Mordekainen Presents: Monsters of the Multiverse for the stats. It’s okay for an expansion to require the core rules, i.e. Player’s Handbook, Dungeon Master’s Guide, or Monster Manual. It’s not okay to take my money and then tell me to pay more so I can get what I paid for in the first place.
Elves are actually the only adapted species that is different in Lorwyn-Shadowmoor from other settings. I don’t count slapping Darkvision on everything as making it different. There are two lineages, the Lorwyn Elf and the Shadowmoor Elf, that you can choose from. Why the other tribes didn’t get at least this much is beyond me.
To play a kithkin you just create a plain old halfling from the Player’s Handbook. Add Darkvision, if you want a Shadowmoor kithkin. Thoughtweft is mentioned, but never by name (why?), and it has absolutely no in-game effect. There’s even mention of the nomadic kithkin who severed their connection to the thoughtweft after the Phyrexian invasion. You have potentially three subspecies waiting just to be named and described in the laconic manner of First Light. More if you take clachan/doun differences into account. Why was this possible with the elves but not with the kithkin?
Faeries and flamekin are mostly just glorified hyperlinks to Monsters of the Multiverse. Their descriptions are short, both almost exactly a whopping one hundred words. You have no reason to stop there, because you won’t learn much about them.
As I said before, three species are missing. The merrow are found in the third chapter, as unplayable monsters. That was expected, I predicted it in my merrow article, the merrows would be hard to use in a normal campaign. Treefolk and giants are also creatures that would have difficulties fitting in a party, so it’s understandable they are only to be found in the Bestiary. But somehow we were offered 8 playable species adaptations plus 2 new ones. And we received only 5 adaptations.
New Species
The two new species are Changelings and Rimekin. Changelings are a staple of the old Lorwyn block, and while I never took them for something playable, why not? As with everything in First Light the description is terse, but you get the stats and basic idea.
Rimekin are a newcomer from Lorwyn Eclipsed, and it makes sense to see them among the new options. Though they are very much but a recolor of the flamekin, they nevertheless seem playable. One wonders why there’s no option for a cinder. They are mentioned next to the flamekin adaptation, but neither there nor in the new species we are given something to work with should one want to play a cinder.
Geography
The second chapter is called the Lorwyn-Shadowmoor Gazetteer, and provides the descriptions of some of the Lorwyn and Shadowmoor locales. It is one of the better chapters, because it actually delivers what it’s meant to, despite the ever-present brevity.
The settlements each have an overall description with a few prominent characters. There are some issues of scale. We are given rough inhabitant counts for each, but the descriptions evoke much larger settlements. Each location entry also offers three reasons to visit. These serve as adventure hooks mostly, which vary in their quality. Some are good on their own, and I can imagine a nice adventure coming out of them. Some are just curiosities you can add to a real adventure to spice things up a bit.
There are some contradictions between the Gazetteer and older lore, even the Planeswalker’s Guide. These are not critical, but it makes one wonder, what should be canon? Since we’re dealing with a MtG setting, I believe their lore has precedence.
In the Mudbutton Warren entry there’s Auntie Gobgot. And it’s a he. The aunties have always been, well, aunties, i.e. females. They’re supposed to be matrons of the boggarts, old crones smart and mean enough they didn’t randomly die to some example of boggart carelessness. The Planeswalker’s Guide explicitly states the aunties are matrons. Why would anyone need a male auntie is a mystery to me. That’s not even gender equality, that’s uncalled-for disregard.
All in all there are 5 major and 10 minor locations for Lorwyn. Shadowmoor has 4 major ones and 7 minor locales. The “minor” locations get only a few sentences, though we could argue whether they are minor to the setting. The likes of Glen Elendra, Velis Vel, Dark Meanders, or Wanderwine River could play rather important roles in a campaign. It’s not like Lorwyn-Shadowmoor is a huge setting such as the Forgotten Realms. There are exactly 6 known clachans/douns, why not describe all of them? It could take maybe another thousand words to describe all the known locations from the Lorwyn and Shadowmoor blocks. Possibly even less.
Bestiary
In this chapter we should find the various denizens of Lorwyn-Shadowmoor, that don’t belong to one of the playable tribes. Right from the start we are given a short description of faeries, and how we should just use stat blocks from Monster Manual. As in the previous chapter, I have nothing to add, faeries are simply not welcome in this supplement. They’re not my favourite either, but I would expect more space dedicated to one of the pivotal species in the setting. Other than that we are given guidelines on how to adapt scarecrows and treefolk, and the advertised 8 new monsters.
Scarecrows
In my article about Shadowmoor Kithkin I praised the block for the huge amount of scarecrows, and their variety. There were “classic” stick scarecrows, but also several flying types, scarecrows made of body parts (skulkin), and even a giant scarecrow spider. There was ample potential in the 23 scarecrow cards from Shadowmoor and Eventide.
By now you have probably realized that Lorwyn: First Light isn’t too generous with what it offers. How much effort was dedicated to this unique Shadowmoor feature? About 90 words of description, 13 of which make up the sentence telling us to use the scarecrow stat block from Monster Manual. There the description of a scarecrow is twice as long, not counting the stat block itself.
Treefolk
Treefolk suffer the same mistreatment as scarecrows. There are 32 treefolk cards in the Lorwyn and Shadowmoor blocks of yore. First Light managed to give us a condensed description of two sentences per aspect. A total of 156 words, again counting the advice to use a stat block from Monster Manual. This paragraph is more than a third of what we get in the supplement lengthwise.
With treefolk some variety is recognized even in Lorwyn: First Light. To spice things up you get to roll a dice (d4!) and obtain a very short description of the individual. The types are the same as in the Planeswalker’s Guide, but the descriptions even shorter. Perhaps making a table with stat changes depending on the type of tree and aspect of the plane would be more useful?
New monsters
The Marketplace promises 8 new monsters “drawn from Celtic-inspired myth”. The “Celtic-inspired myth” thing is quite unnecessary at this point, but whatever, it’s marketing stuff. They promise giants, faeries, and incarnations of nature. First Light mostly delivers on this promise, as we indeed receive 8 monsters. This time with their own stat blocks, so no more redirection!
We get two giants, one for each aspect. Once again the descriptions look as if the creators had to pay a hundred dollars for every letter. And the 34 giants in the MtG blocks got condensed into two. But no one said we’ll be getting more of them. Both giants are usable and fit into their aspects.
The supplement also provides us with elemental incarnations in the grand total of two. Again, we weren’t supposed to get more, so it’s fair. Here I have to praise Lorwyn: First Light, as the design of the two incarnations is good. Though I suspect the art came first and creatures intended for cards were just given stat blocks. That is fine, even expected. And I understand WotC couldn’t have spoiled too many of the new cards. But still, the Lorwyn and Shadowmoor blocks have 55 greater elementals or elemental incarnations. It’s a bit unsatisfying to get only two. They are something unique to the plane, with wonderfully weird designs. That’s something you could emphasize, not sideline.
Merrows almost get the faerie treatment (we are told to use the Monster Manual stat block), but then we’re given two unique stat blocks. That’s something, though once again I have to question the decisions made. The Lorwyn merrow is given a scepter and a longbow, while the Shadowmoor one doesn’t use weapons. It’s fine to be creative, but why not give them a blade, spear, or staff? The weapons we see merrows most often with? And a blowgun or spinebow instead of a longbow? Spinebows could easily be a new item unique to the supplement. Missed opportunities.
Finally we get two noggles! These charming creatures native to Shadowmoor are depicted on only four cards, and we get two in the adaptation! That’s much more like what I expected. I can’t say anything against these, by now I’m even used to the tight-lipped descriptions. And since we’re not losing unnecessary bandwidth on descriptions, what prevented the creative team from doing the same with bogles, ouphes, duergars, hags, imps, and trolls? You know, the actual creatures “drawn from Celtic-inspired myth”. All of those are mentioned in the Planeswalker’s Guide, so they weren’t forgotten. I hope we’ll see them in Lorwyn Eclipsed at least, along with kelpies, selkies, and pucas.
Adventures
With a bitter feeling I got to the last chapter of Lorwyn: First Light. We were supposed to get two ready-to-run adventures, according to the Beyond Marketplace. When I thought about it, even though the supplement itself is quite subpar, we’re probably paying for the two adventures. Fifteen bucks isn’t bad for two adventures and some fluff and stat blocks on top of that.
Well I don’t know what’s the standard for adventures these days, even one-session ones. But in First Light they amount to one location and two short “adventures” taking place there. I think each of them gives you maybe 2 hours of play, and I’m both being generous and counting all the unrelated banter that’s impossible to keep out of a session.
The “adventures” itself are incredibly simple, essentially just short strings of several combat encounters. There are no decisions to be made, nothing to discover, no opportunities to test the players’ creativity. Just a few fights, that’s all. I could flesh both “adventures” into proper adventures, even stretch them over a few sessions and make them make sense. But I already paid for someone else to do it for me. The stuff presented as adventures in Lorwyn: First Light is akin to something you scribble in your notes a few hours before an unexpected session starts.
The adventures were also meant to fit into the setting of Lorwyn-Shadowmoor. You know, the fabled fairy tale realm full of “Celtic-inspired myth”. Why is there an “expo” in Lorwyn? Did the kithkin get that idea from a memo? Did they also plan a live-stream on Teams for those who couldn’t attend because of scheduling conflicts? And what’s with the “refurbishment company”? Will there be an Extreme Makeover: Clachan Edition? I’ve been doing my best (and often failing) not to sound too dismissive in this review, but this shows either total disregard for the setting, or serious ineptitude. You have the entire Lorwyn-Shadowmoor at your disposal, probably even unreleased lore for Lorwyn Eclipsed, and the best you can do is an expo and refurbishment company troubles?
Conclusion
To conclude I would like to crunch some numbers and do some comparisons. Let’s take a look at Plane Shift. I randomly chose Plane Shift: Zendikar. Released in 2016 it is a nice 38-page PDF of about 12 thousand words. Written by one person and available for free! There are also instances where the author suggests using Monster Manual stat blocks. But each time he provides a lot of Zendikar-specific lore.
The Planeswalker’s Guide to Lorwyn Eclipsed came out in September this year. It was written by a team of three, is full of lore and a little over 12 thousand words. Since it’s an article on the MtG website, it’s also free. There are no rules or stat blocks, of course, but it does what you expect it to do.
Lorwyn: First Light, the product for which you pay 15 dollars is a bit short of 14 thousand words. Made by a team of four designers, one rules developer, four editors, five producers, an art director, a graphic designer, and four consultants. That’s twenty not counting the artists. I suspect most if not all of the art is repurposed from the upcoming Lorwyn Eclipsed set. Not made for First Light exclusively. Save for the one map made by the great Mike Schley. Unfortunately it was used for “adventures” that certainly don’t do it justice.
Make of that what you will. I sincerely hope this was caused by executive meddling and not by laziness or incompetence. Lorwyn: First Light would be fine as a free teaser distributed before the full release of a normal setting book. The missing parts would presumably be remedied by the finished product. Or if it was just another Plane Shift download. Sure, it’s not exhaustive and it often leaves much unfinished, the Plane Shift books are often this way. But they’re all nice gestures from the publisher. This feels like a sloppy cash grab, a weak marketing move to promote the new MtG set among D&D players. There are some chapters that are better than others, namely the new monsters and the Gazetteer, but it’s not enough.
I have been harsh in this review, but I believe my points are clear and sound. If I seem to be nitpicking sometimes, it’s not self-serving. That’s just the thing with every sequel and remake, be it a movie, video game, or setting. There will be fans who have high expectations based on the source material. You can see in my articles that I’ve been hyped for the Lorwyn supplement from the beginning. When I had doubts, it was out of concern for a loved setting, not out of criticism. I am very much looking forward to Lorwyn Eclipsed, and I believe the money I will spend on the pieces of cardboard will bring me much more joy than Lorwyn: First Light. And more resources one could use to run a D&D game on the plane Lorwyn-Shadowmoor.
Finally a disclaimer, as it probably should be present in a review like this. The author is an independent person not affiliated with Wizards of the Coast, or any other figure in the industry. The reviewed product was bought with his own funds and he’s reviewing it in his spare time on his own. All art used in this article belongs to Wizards of the Coast and other respective owners, and was taken from D&D Beyond Marketplace or the Planeswalker’s Guide to Lorwyn Eclipsed.
Feel free to let me know in the comments what do you think about Lorwyn: First Light, or my review. Do you agree with my harsh views, or do you think I’m being too mean, and Lorwyn: First Light is well worth the money?
The Bakelizer looks like it would fit quite well in an alchemy lab
Estimated reading time: 6 minutes
When you imagine a fantasy setting plastic is probably among the least likely things you have in your mind. Often based on Medieval, Ancient or Victorian Earth, fantasy settings tend to keep away from such modern inventions as plastics. On the other hand many authors gladly fill their creations with lots of other anachronisms.
It’s understandable – who would want their their dwarven barbarian to drink ale from a PET bottle? This is disgusting even in real life. Or have their elven warlock wield a molded PVC staff? For many this would break the immersion they seek from a fantasy novel or game, be it tabletop or videogame. Yet there are plastics in our world that can seamlessly enter your fantasy setting. Especially if you avoid calling them “plastics”.
Real world plastics
The beginnings of plastics in our world sound like the exploits of alchemists discovering new formulas in pursuit of superior substances. Early polymers were quite different from the plastics of today, and are coveted as collectibles by some. You can read about the history of plastics in the Sources at the end of the article. To keep it short, chemists strove to create new materials for various reasons, often economical. Many of the early plastics were supposed to substitute expensive and rare resources such as ivory. Some can be made at home using quite basic ingredients and equipment.
Then there are modern plastics we all know. They make up a huge amount of the world we live in. Stuff like PVC and HDPE need no introductions, and it can be guessed that Kevlar also rings a bell. These plastics require a complex understanding of chemistry. They also need access to rather advanced equipment and non-basic resources, and are made in large scale. Many are made of petroleum, another thing not commonly used in fantasy settings.
Fantasy plastics
A monkeyman alchemist heating the mold he’s making his new polymer in! Oil by Edmund Bristow (1787–1876) via lookandlearn.com (CC BY 4.0)
Now let’s take a look at our fantasy settings. Why would you introduce plastics into a world where there are other interesting materials, often magical? Think about who’s going to be the creator of the newly introduced plastics. Yes, the alchemists! Some will be conservative and stick to a dozen essential creations that they spam all over. But I believe in most settings the alchemists constantly look for new ways to power, knowledge, and destruction. It’s a matter of time before they start stumbling on plastics. It’s also a matter of availability. Sure you can use mammoth ivory, but it would cost you an arm and a leg. Dairying cows are grazing under your window at this very moment, and for a few coppers you can get all the milk you need to make that new component out of casein plastic!
Now you might say that mammoth ivory has certain magical properties that make it not only more valuable but also desirable for certain applications. Why couldn’t your not-Galalith also have properties that would make it stand out in its own way? It could provide different magical advantages, or dampen negative effects. When made from a special milk, let’s say unicorn milk, unique properties could develop. Even with cow milk maybe the new material is the only one that is non-reactive in combination with another. Or perhaps plastics aren’t new but instead old, the remnants of an ancient civilization, and can be found as artifacts from a bygone era. Either these are usable as they are, or the plastics could be only collected and remade into new items. Roman glass was reused in Medieval period in this way, to the extent of scholars writing explicitly that you should dig in old Roman ruins for shards of quality glass to recycle!
Plastics in other settings
It’s not an easy task finding plastics being used in fantasy. Authors or game designers prefer more “fantasy” materials than something that surrounds us everywhere in real life. There are few exceptions I found and would like to introduce shortly.
Dungeons of Dredmor
The light-hearted 2011 rogue-like introduced plastics as “plastic ore” that can be melted into “plastic ingots”. Most of the craftable items like “pleather armor” or “plastic bolts”are near-useless . There are some high-level weapons though that are crafted using plastic ingots. This is something that can be pointed out as rather useful. Plastics in your scenario don’t have to be common or available. There can instead be specific conditions under which they become a valuable resource.
The Elder Scrolls
One of Morrowind’s most iconic materials is bonemold. It is a composite material made from bonemeal (ground bones) and resin. It is similar to real world bakelite, with bonemeal serving as the filling material, and the resin unsurprisingly as the resin. Both components are natural in origin, so easily explained in a fantasy setting. Being used mostly for making armour by the Dunmer armoursmiths, it has nevertheless other uses. In TES: Morrowind we see bonemold longbows, arrows, and crossbow bolts. Later games in the series offer only armour that can be crafted from bonemeal, leather and some iron.
Different sets of bonemold armour from TES: Morrowind. All rights reserved to Bethesda Softworks, UESP and/or other respective owners (CC BY-SA 2.5 DEED)
The use of bonemold in The Elder Scrolls (Morrowind in particular) shows how you can get unique and interesting results if you don’t think only in terms of traditional fantasy options. Bonemold feels anything but immersion-breaking. It’s never called a plastic, and fits the strangeness of the Dunmer culture very well.
Conclusion
Only two examples of plastics in fantasy settings? Well, the reason for this article is the scarcity of plastics in fantasy. So yes, it’s quite hard to find some media where it’s been used. Outside of settings where plastics are by default common, naturally. The examples show two different approaches. One using outright “modern” plastics for comic relief (Dungeons of Dredmor), the other deals with “archaic” plastics in a less conspicuous way (The Elder Scrolls). Both have their pros and cons. It depends on the setting and tone of your game which is better suited. It’s quite possible to use both “modern” and “archaic” plastics in a single setting. Just avoid using real world names and descriptions such as PVC, or plastic.
What are your thoughts on plastics outside modern or sci-fi settings? Hate it or love it? Do you recall seeing any sort of plastic in a fantasy setting? In a video game, a novel, a movie? Please feel free to share your views and experiences in the comments section. As always, thanks for reading and sharing!
A while ago I started working on a barbarian subclass, one to go with my ranger Conclave of the Monkey Wrench. The Path of the Warmachine was to be its antithesis. Where one was supposed to pose resistance to a technologically advanced threat, the other was supposed to embrace the new technology. Or be embraced by it. It was all about enhancing the frail natural body with superior technology.
The resulting Path of the Warmachine offers survivability above all, with an immediate bonus to AC, and several situational options fueled by rage. The Directive is a built-in role-playing prompt. While the subclass is mostly combat-oriented, as one would expect from a barbarian path, there’s a lot of potential for RP.
Click the picture above or this link to get the full PDF.
The Path of the Warmachine is not part of any particular setting. “Canonically” a warmachine receives their chrome from an invading or at least encroaching foreign force. Either from a far away country, or a different planet/plane/dimension, whatever suits your needs. They might be a foreigner, or a local that has been turned and augmented.
There’s room for all kinds of backstories and events leading to becoming augmented, and also thereafter. You might struggle with the machine parts of your body, maybe it’s against some cultural or religios taboos. You are possibly a traitor to your country or planet.
My take on an augmented individual is far from modular or customizable. The feature options are different, but in the same vein. You don’t have the freedom you would have with Shadowrun cyberware. But that never was the goal. Fifth edition D&D puts simplicity over complexity and modularity, and I wanted to stay in that line. There are surely other supplements that give you much more freedom and don’t limit the enhancements to a particular type of character. But for a novel twist on the barbarian, that fits a certain type of setting, the Path of the Warmachine is yours to use.
That being said, I’m working on a new class with much more options and versatility. I won’t be giving any release dates, but it’s in the works. I’m intending it to be usable both as a class on its own, and a multi-class candidate.
If you read this far thank you for your interest. Would you play a Warmachine barbarian? Let me know in the comments, and please share if you can, so I can get as much feedback as possible. Cheers!
In this episode of my Lorwyn-Shadowmoor series I will take a look at the merrows of Lorwyn. As you probably know, Wizards of the Coast announced a new D&D supplement for 2026. In this series of articles I present my predictions and anticipations. I wanted to finish this before June, in time for a Mermay contribution, but I worked on other things instead. Then vacation came, more work, and you know the rest. But the series is back on and this time we take a dive into the waters of Lorwyn.
Merrows, as Lorwyn merfolk are called, differ from those of some other MtG planes. On planes such as Zendikar or Ixalan the merfolk are bipedal. Lorwyn (and Shadowmoor) merrows resemble those of Dominaria, with fish tails and without legs. While not a problem for a card game, in a TTRPG where things should make at least some sense, having a party member unable to walk might prove challenging. I’m quite curious how the team at Wizards is going to handle this. So let’s dive into the Merrows of Lorwyn.
Merrow Lanes and Dark Meanders
I start these articles with an overview of the tribes’ society, but this time some geographical context is in place. As I said before, the merrows of Lorwyn are bound to bodies of water due to their morphology. This is fine for a non-player species, but could prove difficult in a traditional D&D game. On Lorwyn the merrows make use of rivers (called “merrow lanes”), the largest of which is called Wanderwine; and Dark Meanders, a series of underground rivers crisscrossing the plane. These connect all the water bodies on the plane, including wells.
When the waterways don’t lead to where the merrows need to be, there’s another solution – flooding. To this end they employ aquitects, mages potent in creating new waterways where they’re needed. This is something that quite exceeds the power levels of low to mid D&D campaigns in many settings. If accounted for in a suitable setting, it might be possible to pull it off. Though again probably better to have aquitects as NPCs than the player characters.
Society
The merrows of Lorwyn value knowledge and learning, and so their society is centered around the wisest of their scholars. Merrows gravitate towards these mentors called “reejerey”, and form loose but recognized schools. These have different interests and values. In Lorwyn there are five known merrow schools: Inkfathom, Paperfin, Silvergill, Stonybrook, and Weirwinder. New ones could be invented for the D&D supplement. The schools obviously have their specializations. Inkfathom school for examples delves into the Dark Meanders. Paperfin seems to focus on black ops, Silvergill merrow safeguard travel along the lanes.
Being mostly blue-aspected, the merrows embody the usual scholarly traits of blue mana in Magic. They covet secrets of all kinds, revere the knowledge of the past, and make no qualms about revising the past. Stealing and even destroying sources of knowledge is fair play for the merrows. In this sense they are quite a meddling bunch, though generally they are among the good guys of Lorwyn.
Trade of goods and ideas is another area which the merrows consider their forte. They use the rivers to transport passengers as well. Ideal as NPCs that offer services to the party. I can imagine a lot of boons the adventurers could get from the merrows this way. For example fast and (mostly) safe travel through the Dark Meanders, or arcade-style pop-up merchants.
The merrows are probably on good terms with at least the kithkin and the elves. Probably less so with the others, but then again the others are less “sociable” in general. To the kithkin and elves the merrows provide transport services, and they also share their healing powers. And their policing of the waterways is also a service that’s probably well received by most.
You can see there’s more to the merrows than their morphology that makes them ideal for NPCs instead of player characters. They are bound to water features, yet can travel from one to another easily. As keepers of lore and history they have much to offer, and much to possibly request, making them natural quest-givers. Their water-based limitation nicely overcomes the age-old problem o powerful characters sending weaker ones on quests they could do better themselves. Not everything is accessible from water. A merrow can provide healing, transport, knowledge, or rare commodities from far away. It just makes more sense to have them as non-player characters.
Equipment
As with the kithkin I will analyze the various arms, armour, and other implements we can connect with the merrows. In D&D equipment and loot plays a large role, so it’s important to know what to expect. Some of these might be rare and sought after by the other tribes.
Scholars and wizards first and foremost, the merrows don’t use much hardware. Half of the times they are depicted holding nothing. Sometimes they are casting a spell. When they hold anything in their hands, often it’s not a weapon, but a scroll, staff, poultice, lantern, or even a branch. This of course corresponds with their general theme.
There are of course merrows who are more conventionally armed. We can see spears and serrated blades for close combat. Some have a knife or dagger on them, but these are probably for utility purposes. There are also some ranged weapons in the form of a blowgun, and a heavy-duty spine bow. Nice idea for an exotic weapon that’s still easy to understand and imagine.
If all that’s too tame, there’s the card Swell of Courage. One merrow wields what looks like an enlarged fishing hook, another has a magical spear, the third some kind of axe. Two of them wear turtle shell pauldrons and the axe-merrow has a turtle shell shield. This one’s a bit of an outlier, but there’s no reason to discard it. Maybe the fish hook’s taking it a bit too far, what do you think?
The turtle shell armour pieces above are the only armour pieces we can see on Lorwyn merrows. The Merrow Witsniper is wearing some kind of tight, presumably leather, harness, but it’s probably not armour. Others wear swimwear or light clothing, sometimes a robe. It makes sense not to put too much fabric on yourself when you spend most of your life underwater. We also see various charms and baubles, as well as pouches. But mostly the merrows do what you would if you went swimming. They wear as little as possible.
What about other stuff? There’s a pearl, that probably has some magic properties. A staff that makes sense for a wizard. What about the branch in the hands of Veteran of the Depths? A status symbol, charm, or just something they picked up while swimming? You can probably see the potential. There are also lots of options for various water travel related utility charms.
Magic
Merrows are one of the more magical tribes in Lorwyn. There are however not that many spells we could count as “theirs”. They share the blue aspect with the fae, and so while there is a lot of blue spells, many don’t feel like what merrows would use outside of MtG.
Those sorceries and enchantments that can be linked to the merrows give us a fairly uniform picture. Their magic is usually not one of direct violence. Instead they use their art for gaining knowledge and negation. This is hardly surprising to any Magic: The Gathering players, but I’m assuming my readers are primarily D&D players. In terms of D&D schools of magic we are dealing with divination, abjuration, and transmutation mostly. Some illusion and enchantment make sense as well.
Effects that make you draw cards would fall under divination. They mostly deal with gleaning insights, searching, and other similar stuff. A staple of blue players in MtG is counterspell. In D&D there’s a single spell called unassumingly Counterspell. MtG has tons of counterspell flavours, and perhaps the same could be done here. Different situations, requirements, and other parameters could make each an interesting variation on the common principle of negating a spell. Look at Familiar’s Ruse below, which canonically uses a fairy as a catalyst.
And we mustn’t forget the few out-of-place spells, that clearly should be from the school of evocation. It makes sense to have some at your disposal, even if you prefer indirect means. Especially in D&D environment casters are expected to have at least some offensive spells. We are shown a few of those in Lorwyn at the merrow disposal. The Neck Snap would work either as a spell, or as a magical item. Scattering Stroke, though a spell counter, looks on the card art as a jet of heated water or something similar.
Summary
The merrows of Lorwyn are one of the “good guys” by most standards. They seem to have mostly good relations with other tribes. Trade of things and ideas, and recording, collecting, and adjusting knowledge, are their two main interests. Their unique morphology would make them quite difficult to fit in a normal D&D campaign. Normal in the sense that there’s a group of characters traveling mostly on dry land. It would require quite some work to prepare the campaign in a way that enables merrow players to do what others can. And after such treatment it might be too merrowcentric for the other to enjoy fully.
Therefore I find the merrows to be ideally suited to being NPCs. Wise mentors, guides, almost omnipresent traders, even assassins. The merrows are an important part of Lorwyn, but you better leave them out of your party.
This is where I usually list the subspecies based on the Lorwyn-Shadowmoor lore for the tribe. Since I’m advocating the NPC treatment, I won’t go into stats. Have a quick recap of what the various merrow schools seem to be focused on instead:
Silvergill – maintaining and guarding the lanes, trade?
Inkfathom – exploring and navigating the Dark Meanders
Paperfin – hard to say from the one card, but since it’s a rogue, I would say black ops – assassinations, espionage, procurement of guarded knowledge
Stonybrook – let’s say diplomacy and teaching? They have the banneret and schoolmaster cards
What do you think? Do you agree merrows should be NPC-only? Or would you go to the great lengths needed and do your best to implement them as a playable species? Leave a comment and stay tuned for the Shadowmoor counterpart!
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. We’ll see in the official supplement how the specific issues will be resolved.
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.
A longer article exploring the idea of monstrous vegetables. Free sample near the end!
Estimated reading time: 16 minutes
Sometimes you need a change from all the orcs, goblins, or undead. Maybe you want to surprise your players, the plot might require different foes, or you just want to have some lighthearted fun. Wherever your need comes from, we’ve got your back with Monster Produce!
I’m talking about monsters based on fruits and vegetables. While you can find plenty of plant-based enemies in the rulebooks, produce is generally not as well represented. Maybe the notion really is silly, and has a place only in parody games. That is up to you to decide after you’ve finished your veggies, I mean this post. There’s also a little treat waiting for you at the end!
The How and Why?
As with all monsters you probably want to know a little more about them than just the stat block. Why would there be vegetables attacking people, and how they came to be? Let’s look at some possibilities.
Your killer tomatoes can be natural or artificial. Maybe spontaneous is a better term than natural. Anyway it means that no deity, magic user, or scientist created them. A magical field, some kind of mutagen, or even plain fantasy evolution, might have created monsters out of these plants. They are probably tied to a place with precise conditions. Like a magical spring or the impact site of a meteorite. These conditions might not be replicable, or they might be (and this might be of interest to certain parties). There might be a “Plane of Produce” where every fruit and vegetable has its monstrous counterpart. These can either be summoned, or maybe they appear when certain conditions are met.
On the other hand we have artificial veggie monsters. They have been engineered by an alchemist of some sort, probably with botanical leaning. They might also be the result of a spell gone wrong (or right), creating dependable (or not) minions from household supplies. A deity might have sent them as a punishment, or as a boon to the faithful.
And what are the pros and cons of vegetable and fruit monsters? It’s hard to generalize, as they can vary widely. Being essentially plants they have different anatomy than animals. They might lack weak spots, though this might also differ across produce types. Slashing damage might be fine, but piercing and/or blunt damage might not work as well on most. Imagine stabbing a raw potato with a fork. Or hitting a celeriac bulb with a stick. On the other hand they might have unique weaknesses. Salt comes to mind, anyone who ever cooked vegetables knows that they release water and soften when salted.
Depending on their origin, these animated greens might still be edible, or at least usable in some manner. I remember fondly the amazement I experienced as a kid when screamers in Dungeon Master yielded edible slices. Woody tissue might be a rare material for crafting. And of course whatever toxic, hallucinogenic, or healing substances found in the original plant might be present. Possibly even more potent in these enhanced specimens.
Veggie Varieties and Fruit Forms
After deciding their origin, we need to choose the shapes and forms of our Horticultural Horrors. The configuration will determine their stats and roles, and might be linked to their origin. I imagine it’s more likely a mutagenic serum would create a massive onion crawling on its roots spreading poison clouds, than little onion people with arms and legs and smiling faces. The latter might be the work of magic, or a deity.
The first type of our typology (type I) is an animated version of the base fruit or vegetable, possibly weaponized by transformed leaves, vines, husks, shell, whatever applies. Fangs, claws, and other animal parts might also be present. It may or may not have a face, often it will have no eyes. Size might differ from one normal for the fruit or veggie to monstrously enlarged specimens. Animated pumpkins lashing vines around, or man-eater plant proxies (giant bell peppers sitting on their plant waiting for suitable prey to come along) fall into this type. Killer tomatoes would fit here as well.
Then there is the aggregate type (type II). Here a bunch of type I specimens become fused or form a reversible colony. This not only increases the mass, but could also lead to the development of new abilities, an increase in intelligence, or even sentience.
The next type (type III) is roughly humanoid (IIIa) or animal-shaped (IIIb). The base fruit or vegetable will get arms and legs, and at least a face if not a whole separate head. They might easily range from cute to creepy. Type IIIa will include mandrake, various fruit and vegetable sprites, Oddish, or Mr. Potato Head. Type IIIb would resemble an animal or a broader animal group (e.g. dog, turtle, lizard).
Type IV is fully humanoid to the extent that the original fruit or vegetable is not readily identifiable at first glance. It’s not an apple with arms, legs, and head stuck to it, but a delicious person made of apple-flesh.
Putrid Potatoes
Have you seen those memes with potatoes that have spent way too long in the cupboard and started reaching out for soil and your soul? Look them up if you haven’t. Add to that the often misshapen forms of the tubers and you’ve got a set of attributes ready for monstrification. And what if those potatoes were the size of a man or larger, as in the collage below?
A potato harvest, collage by W.H. Martin (ca. 1910s) via lookandlearn.com (CC0 1.0).
The potato idea was used in the 2011 roguelike Dungeons of Dredmor by Gaslamp Games. Large levitating potatoes with sprouts and eyes (type I) bearing names such as Evil Magic Potato or Enchanted Plaguetato plague your steps from the beginning. They can cast magic missiles or other spells, depending on the tier. It’s certainly a nice execution, one of the best Produce Monsters I’ve seen, actually.
Another game in which you can fight animated potatoes is Void Tyrant by Quite Fresh, a 2019 roguelite for smartphones. There you face Potators, humanoid potato figures (type IIIa) who look like, surprise, potatoes with arms and legs. Apart from trying to bash in your skull they hand you potatoes that clutter your card deck. Not the greatest of concepts, but it fits the not too serious tone of the game.
Callous Carrots
“Vegetarian Odd Fellows: or, Carrolt and Pa-Snip” by John Leech (1817–1864) via lookandlearn.com (CC0 1.0).
They don’t look especially menacing, do they? What if they’re two metres long with centipede-like legs and mandibles? And we can extend this category to other Apiaceae to include parsley and parsnip. If you’ve ever grown parsnip you might know that it contains furanocoumarins. These are compounds that react with your skin under sunlight and cause inflammation. See the potential there?
Carrots have also been utilized in Dungeons of Dredmor, taking form of an upturned carrot walking on its leaves (type I). They appear later than the potatoes, so presumably they are more powerful, but I haven’t met them yet.
A carrot monster from Seekers Notes. All rights reserved to Mytona.
There’s a secret object and puzzle game called Seekers Notes, mainly for phones. It’s not combat oriented, but there are enemies you have to beat to advance the story and grind items. There are changed seasonally, and in Spring of 2025, the theme was apparently Vegetable Uprising. One of the enemies is Rebellious Carrot, a type IIIa carrot with humanoid features, holding a pitchfork. You need a special peeler to dispose of it in the game. Although cartoonish, this is a solid example of what this article is about.
Karrotten as seen in the in-game Encyclopedia of Seven Kingdoms. All rights reserved to Enlight Software and Interactive Magic.
A different take can be seen in Seven Kingdoms, an RTS by Enlight Software. In this 1997 game we find the Fryhtans, a collection of monster races. One of these are the Karrotten, a type IV species of magically created carrot-people. Not much background is provided, but it shows that even in an otherwise mostly serious setting there can be place for monster veggies.
Several mutated specimens of carrot. All rights reserved to Mike Burns and Wizards of the Coast.
There’s also a nice example of what are presumably mutated carrots in Magic: the Gathering set Unfinity. We see what looks like a worm or naga, a tentacular beast, and a sort of hydra. So two of type IIIa and one type I. The card says they have Deathtouch, which is an ability that makes damage lethal no matter the amount and the toughness of the defender. This could mean they are venomous, so we get once again to the produce monsters’ potential toxicity.
Terrible Tomatoes
The main stars of several parody B movies, killer tomatoes are one of the less usable produce-based monsters. It would be very hard to use them as they featured in the movies (or at least the first one, of which I have seen a few minutes) in any kind of at least partly-serious campaign. Even in parody games you could do better. In Attack of the Killer Tomatoes they are just enlarged tomatoes that beat people to death. A better way to use tomatoes would be to treat them as any other fruit or vegetable mentioned in this article – even type I could be done better than that.
The Sun-Zapped Tomato from Seeker’s Notes (see above) is a better example. It’s a levitating giant tomato with an annoyed look. Due to the nature of the game we don’t have any stats. It is described as an ever-complaining bore declaring itself king of the patch. Maybe this one could be an NPC instead of a monster? To banish it you need a special Tomato Salt, so there we have a weakness as well (salt!).
A tomato monster from Seekers Notes. All rights reserved to Mytona.
Below is nice type IIIb tomato monster found in an art asset pack I bought. It resembles a spider, or the spider-head things (from The Thing). The image doesn’t indicate scale, but I think it would make a nice monster whether tomato-sized or larger. I would lean towards it being quite large, with the tomato part being perhaps 5-6 feet in diameter.
Tomato spider by Chaoclypse from a pay-what-you-want art pack. It’s a nice design and I gladly paid the suggested price for the pack. I’ll use the other artworks elsewhere, I guess.
Pitiless Pumpkins
A classic, animated pumpkins and pumpkin-based monsters are a staple of Halloween-themed content. Pumpkins come in many shapes, enabling a lot of variety, but the most iconic Connecticut field pumpkin is probably the one that comes to your mind right now. It’s not uncommon for pumpkins to be “enemy-sized” even when they aren’t enlarged somehow. Pumpkins also grow on vines, so you don’t have to worry about having to explain why they possess limbs – they’re modified vines, of course. I’ve seen examples of types I and IIIa, but it’s not hard to imagine a type II as well. Type IV, or pumpkin people, are quite common in fiction, though they are usually some other sort of monster, such as fey or undead. I won’t give pumpkins any more space, because although I like the idea very much, it’s very ubiquitous across genres and media.
Perilous patissons
Patissons or pattypans or are a sort of summer squash that used to be quite popular in Central and Eastern Europe. They have a curious shape resembling a pie or a flying saucer, and there are also “fingered” cultivars. Belonging to the Cucurbita family they offer pretty much similar option as pumpkins.
Until recently I believe there were no patissons used as a base for a creature. That changed with this blog post by Paizo, so kudos to them and a memo to myself not to loiter when I write (I started writing this in January 2024). The Pattypan of Gold Bits is presumably a gourd leshy by Pathfinder 2e taxonomy, i.e. a plant creature summoned by a fey or a druid. Or type IIIa when keeping to the categories of this article. Gourd leshys are actually a fine solution to this type of monster produce. You just have to change a few bits if you want a different vegetable. Maybe borrow fungus leshy’s Spore Cloud for a onion-based leshy.
Obnoxious Onions
If you cry while cutting onions, you might want to avoid these. All well known irritants, the Allium family offers several different candidates for new monsters. Onion, shallot, and garlic have large bulbs and long leaves, while leek, scallion, chives, and wild relatives such as ramsons, are mostly leaves.
Bulbor from Void Tyrant. All rights reserved to Quite Fresh.
There’s quite a few option with the onion family that can build on their irritating volatile compounds, whether in the form of a skin acting poison or noxious vapours. These can be released on demand or perhaps on being hit.
Onions have been used in Void Tyrant as well, in the form of Bulbors, a type IIIa monster. As with Potators, these little smelly fellows hand out vegetables while trying to kill you.
Apparently, there is a Malaysian animated series for kids called BoBoiBoy from 2011, where there’s a villain aptly named Onion Monster. Its powers include noxious gas.
Tormenting Turnips
Do you know what people used to carve Jack-o’-lanterns before pumpkins? That’s right, turnips or rutabagas. You might have seen photos of sweet little faces such as the one below. Imagine it with a little torso, arms, and legs, wielding improvised weaponry such as kitchen knives, meat tenderizers, or a good old shillelagh – a band of turnip goblins terrorizing the countryside makes for a nice low-level threat. They would fall under type IIIa.
An early 20th century turnip Jack-o’-lantern from the Museum of country life, Ireland. All rights reserved to rannṗáirtí anaiṫnid.
Used in Dungeons of Dredmor their turnip-based monsters come with names such as Murderous Rutabaga or Ancient Rutabaga. They have some toxic properties that would perhaps fit better with radishes than rutabagas, but otherwise fit quite well into the overall theme of the game and its vegetable foes as a type I.
Swede is another name for rutabaga, and it’s been made into a monster by Czepeku for one of their battlemaps here. It looks like a man-sized type IIIa that’s been cut in half on a kitchen table. Hopefully it wasn’t friendly. While this is a very simple form of monster produce, it can be very effective as a foe. And also as an NPC, if you take inspiration from similar looking radishes (see below).
Ravenous Radishes
Radishes come in many forms – the small European red ones that are called summer or spring radishes, and the winter radishes comprising the larger varieties such as black radishes, daikon, and other Asian radishes. All of them are pungent and to some degree spicy, with European radishes being usually milder than the likes of daikon or black radishes. I believe we can bundle their relative, the horseradish, with the radishes, and let it take the first place in sharpness.
Sharpness is the key when we’re talking about radish monsters, so we have a similar arsenal as with onions. Radishes could however be sturdier built, and more earthy than leafy.
There are several examples from media where radish is used as a base for a creature. In the excellent Spirited Away by Studio Ghibli there’s the Radish Spirit, appearing as a large and benevolent bipedal daikon. Though it was a presumably unique spirit and not there to fight anyone, one can see the appeal of a hulking humanoid-shaped root vegetable. Either used as an NPC, or as a monster to be fought in a vegetable dungeon.
Radish Spirit from Spirited Away. All rights reserved to Studio Ghibli, image taken from the Ghibli Wiki.
Lethal Lettuce
Lettuce, what a bland vegetable in itself. Add a bit of salt and vinegar and it’s more appetizing. Add some magic or mutagens and it’s a murderous organic drapery waiting for some unlucky soul to get too close. The leaves suggest engulfing foes, or flying, possibly both at the same time. Imagine a giant romaine lettuce flying through the night sky, dropping unsuspected on its prey, killing it by suffocation within the folds of its leaves. Or perhaps using some toxin or digestive acid, why not? Or the same lettuce hanging in the forest canopy above a path, waiting for solitary travelers.
Finally, a cabbage monster from Seekers Notes. All rights reserved to Mytona.
The screen above is once again from Seekers Notes. The highest tier of vegetable monsters in the game is this type IIIa raging cabbage. It’s using an onion as a weapon, and to banish it you need a Gold Grater. It seems quite bulky, built like a golem. Usable as both an enemy and an NPC.
End of part I
There’s a lot you can do with produce as a base for your monsters, or even sentient species. While some players might dismiss them as too nonsensical, I believe when done right they can be an interesting way to liven up your bestiaries. As a DM you know your players (or at least you should), so you probably know what they will like.
These creatures, whether you’re using them only as fireball fodder, or as important NPCs, will broaden your options. You can base them on existing features of real plants, or add new traits that they have evolved or received. Make your party wade through ketchup for once instead of gore!
I would also like to announce that I am working on a produce-themed supplement, part of which will be a bestiary! CLICK HERE to get a free WIP sample!
So that’s it for part I! This article has been on my table for more than a year, and it was starting to get a bit stale. I also feel it would be better to put fruits in a separate article. Get ready for some fruity foes in part II!