How To Play: Kithkin of Lorwyn-Shadowmoor

Estimated reading time: 12 minutes

This article is a part of a How-To series aimed at both players and DMs (or whatever equivalent works for you). You will find role-playing, worldbuilding, and storytelling tips for you to make the most of the kind of game you’d like to play.

If you’re only here to see whether there are game mechanics you can use directly, I’ll save you the time and send you right to the mechanics section.

Last time I presented a quickstart general guide to the setting with its various special features. This article will concentrate on one of the tribes of Lorwyn-Shadowmoor, the kithkin. These stocky humanoids are either the plane’s most hospitable all-around good guys, or its furtive distrusting weird little hairless ewoks. It all depends on which aspect of the plane we’re talking about, and to some extent the time period.

Endure card art by Ralph Horsley depicting a bunch of tough-as-nails Shadowmoor kithkin. All rights reserved to Wizards of the Coast and/or other respective owners.

Before we get started I strongly suggest you do some reading both from official sources and this site. The summaries for each aspect of the kithkin – Lorwyn, Shadowmoor, and Eclipsed (the present-day state of the plane, after the fusing of its aspects) – are a good way to start. You can find a list of resources at the end of this article. To keep yourself informed of any further articles please subscribe using the form below:

Contents

  1. Period
  2. Game length
  3. Party setup
  4. Genre and Themes
  5. Mechanics

1. Period

Let’s get this figured out first. When will your game take place? The period will determine a lot, both on the general level and regarding each tribe. We can divide the known history of the plane into the following periods:

  1. Pre-Maralen
  2. Old blocks
    1. Lorwyn block
    2. Shadowmoor block
  3. Post-Oona
    1. pre-Invasion
    2. Phyrexian invasion
    3. post-Invasion (=Eclipsed set)

The time before the Lorwyn block is to a large extent carte blanche. You should adhere to the general principles and laws of the plane, but otherwise you can put a lot of your own stuff into the game. Just don’t mess too much with the balance of the plane (and Oona). Great Auroras happen every 300 years and at any given time only one aspect, Lorwyn or Shadowmoor, is present.

If you choose to play during either of the original blocks, you should take the story into account, but you should be okay running a parallel storyline. Which block you choose makes all the difference, as Lorwyn and Shadowmoor are exact opposites. Characters, kithkin included, will differ dramatically between aspects. Some options will simply not make sense, or be available at all. A game in Oona’s time is actually more true to the original idea of a dual plane with only one aspect active. Is this a plus? That depends. All of the periods have their pros and cons.

Post-Oona the plane goes through some tough stuff, with the Phyrexian invasion of course the worst of it all. The Invasion changed the plane most dramatically, and for the kithkin it means there’s a third subspecies available, the nomads. Also things can get complicated when there are both aspects present at once. Lorwyn kithkin can interact with Shadowmoor kithkin (the latter not very willingly), and players should be ready to have their characters flip into the other aspect, should they go into the wrong part of the plane.

2. Game length

Do you want to run a one-shot, a single adventure, or a sprawling campaign over months of game time and years of real time? Kithkin are a good choice for all of those, because they are easily understood and relatable. Sure, they have thoughtweft and all, but they are still the most humanlike.

With kithkin you should be aware of one thing, and that’s their communality. Kithkin will have lots of relatives, acquaintances, friends, and kinsmen. For a one-shot you probably won’t have to think too much about it. In a longer campaign this might require work both on the player’s and dungeon master’s side. If you want to do it by the book. Which I assume you do, because you’re reading this guide.

3. Party setup

You have a lot of options regarding your party composition, when it comes to kithkin. It of course depends on the era and the aspect you have available, or are aiming to focus on. Your choices include:

  1. All kithkin – the default for Shadowmoor, viable in other eras/aspects, but you’re missing out on the diversity of the plane’s species
  2. Mixed natives with Lorwyn kithkin (or nomads) – the most traditional party setup
  3. Mixed natives and outsiders – possible for later eras, when travel to the plane from other planes gets easier

These three main options leave a lot of space to manoeuvre in. The only restrictive option is a Shadowmoor all-kithkin party, where you probably wouldn’t be able to pull off any deviations. Maybe having a gwyllion join could work, but it’s not easy with the little xenophobes.

A Lorwyn aspected party should be easier to play with, regardless of the party composition. It might get more complicated if you include outsiders (characters from other planes), but that really depends on what you bring.

Whatever the rest of the party consists of, as long as you have at least two kithkin, keep in mind they have the thoughtweft. The original supplement doesn’t provide any guidelines how to handle this, so you have to either improvise, or take some inspiration in my thoughtweft solution a few paragraphs below.

4. Genre and Themes

What genres go well with kithkin?

Kithkin, especially in their Lorwyn aspect, fit nicely into most genres. You can have your classic heroic fantasy, but also stuff like crime and mystery, or even some war epic. If you set your game in the time of the Phyrexian invasion, you’ve got yourself a solid base for a horror game.

Shadowmoor kithkin are special in their paranoia, and so lend themselves especially well to horror games. Imagine a game where something haunts the doun, or stalks your all-kithkin party through the forest. You can play it nicely with the horror in question being a bunch of mischievous fairies, or a particularly playful elemental incarnation.

What themes to include?

As for themes to explore with kithkin, there are few as pronounced as community and belonging. The kithkin are very communal, and they take it to eleven in Shadowmoor. So to portray them right you should have this in mind all the time. The kithkin know each other, and probably have ties of varying warmth with everyone in their clachan or doun. A strong motivation for a kithkin character should be the well-being of their friends, and in better periods this might include members of other species.

Figure of Fable card art by Omar Rayyan depicting a kithkin farmer, and kithkin heroes from both Lorwyn and Shadowmoor. All rights reserved to Wizards of the Coast and/or other respective owners.

Shadowmoor kithkin have to be special again, because they have one additional theme to include, and that is fear. Fear of outsiders, in particular. They view the world in a very insular way, and this makes them very specific in a setting where everyone else interacts. They are very focused on their doun, but there’s not warmth inside their communities. There never is, when the members are gripped with fear and paranoia all the time. Doun above all, but the bonds are harsh and cold.

Regardless of the aspect of your kithkin, there are strong bucolic and rural motifs interwoven into all kithkin. The clachans/douns are canonically the size of really small villages, and the kithkin spend much of their time tending crops and caring for animals. Sure, that’s true for a lot of pre-industrial societies, but in Lorwyn-Shadowmoor kithkin are *the* rustic guys.

Last but not least, we have the kithkin nomads. I have only touched them lightly so far, but they are are not to be omitted. You will encounter nomads only in post-invasion era, i.e. if you’d like to bring Eclipsed to the table. As we know, the nomads are kithkin that severed their connection to the thoughtweft. This must come with a great sense of loss, even if it was to escape the horrors of the invasion. You could and should make use of this in your game, because the nomads aren’t to be simply “clanless” kithkin. They’re the ones who chose to lose their sense of belonging and identity to escape the shared pain.

6. Mechanics

We finally get to the part that you might’ve been waiting for the whole time. How to use kithkin in your D&D game. Sadly the official supplement doesn’t provide much. Or let’s rather say that the solution provided is really bland. But I won’t be reinventing the wheel, so we take the base halfling species and spice it up with some Lorwyn. Or Shadowmoor.

Surge of Thoughtweft card art by Randy Gallegos depicting a group of charging Lorwyn kithkin. All rights reserved to Wizards of the Coast and/or other respective owners.

Lorwyn kithkin

For a Lorwyn kithkin create a small-sized character with ability score increases Dexterity +2 and Charisma +1, basic speed 25 feet. Make them Brave and Nimble, same as a vanilla halfling. Ditch the rest of the traits, because we’re getting thoughtweft.

Thoughtweft lets you feel intense emotions of any kithkin within a mile. You don’t know the location of the kithkin you feel, but you know whether it’s someone close to you (and who). Like a parent, child, sibling.

You can send and receive short sentence (three to four word) messages to and from kithkin within 30 feet of yourself. It is as if speaking out loud, so you can’t send and speak at the same time.

You also gain the Kithkin Ambidexterity trait. As long as there’s another kithkin within a mile of yourself, you get the Dual Wielder feat.

Keep Out card art by Ron Spencer depicting a group of determined Shadowmoor kithkin guarding their doun. All rights reserved to Wizards of the Coast and/or other respective owners.

Shadowmoor kithkin

To create a Shadowmoor kithkin, you will make a small-sized character with ability score increases Dexterity +2 and Wisdom +1, basic speed of 25 feet. You still get the Nimble trait, but you won’t get the Brave trait. Instead you receive 60 feet Darkvision, and mindweft.

Mindweft works as thoughtweft on steroids. You still sense intense emotions of other kithkin in a one mile radius. You can send and receive messages to and from any kithkin within 30 feet, and for members of your doun the range is 100 feet.

You can also use the Help action to aid any kithkin within range (30/100 feet) for a number of times equalling your proficiency bonus each day. In combat this could mean sending information about the enemy from a different perspective, revealing their weak spots. Outside combat you’re like a phone-a-friend.

Shadowmoor kithkin also receive the Kithkin Ambidexterity trait, giving them the Dual Wielder feat whenever they’re within a mile of another kithkin.

Protective Response card art by Gustavo Pelissari depicting a group of kithkin nomads. All rights reserved to Wizards of the Coast and/or other respective owners.

Kithkin nomads

Nomads are also small-sized creatures, and for ability score increase get to choose between Charisma and Wisdom for the +1 bonus. They get the Dexterity +2 as well, and their speed is 25 feet. The rest of the traits depends on the aspect they find themselves in. In Lorwyn they get Brave and Nimble, while in Shadowmoor they retain Nimble and get Darkvision 60 feet.

The nomads severed themselves from the connection with other kithkin. Therefore they have neither Thoughtweft nor Mindweft, and they also lose the Kithkin Ambidexterity trait.

What they get instead is the Closed Off trait, which gives them resistance to psychic damage, and advantage on saving throws against being charmed.

Kithkin nomads, being On the Move most of the time, also receive proficiency in survival.

Aspect Changes

As you all probably know by now, there are two aspects to the plane Lorwyn-Shadowmoor. For most of the plane’s history one has been dominant, but after Oona’s defeat, the aspects can shift and their affected regions migrate.

If you decide to play in such a period and happen to cross into the opposite aspect, native characters change, unless they have the necessary relics to stay in their own aspects. The characters remember nothing of their time in the other aspect, and their personalities change as well. You should have this in mind and prepare at least a rough outline of what would your character be like in the opposite aspect.

Mechanically I would handle it like this: your character retains all of their ability scores, proficiencies, class features, etc. What changes are the character traits. So a Lorwyn kithkin undergoing Eventide would lose the Brave trait, gain Darkvision, and replace Thoughtweft with Mindweft. And vice versa.

Conclusion

There you have it, my guide to playing the kithkin of the dual plane Lorwyn-Shadowmoor. I’ve touched both the fluff and the mechanics, and I believe the guide would help you create a fun and lore-friendly character. If you have any questions you’re welcome to write them in the comments section. If you haven’t subscribed yet, you should consider subscribing, because this is not the last of my Lorwyn-Shadowmoor How To Play articles.

The card 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.

How To Play: D&D Lorwyn-Shadowmoor

Estimated reading time: 15 minutes

This article is a part of a How-To series aimed at both players and DMs (or whatever equivalent works for you). You will find role-playing, worldbuilding, and storytelling tips for you to make the most of the kind of game you’d like to play.

We’ll start with my favourite MtG plane Lorwyn-Shadowmoor. There’s an official D&D supplement called Lorwyn: First Light that came out November 2025. You should therefore be able to use it as a setting for your game of D&D. This guide will obviously be mostly aimed at those playing D&D, but the ruleset will not be rigidly enforced. You should be able to easily adapt the advice written herein to other systems.

Lorwyn-Shadowmoor

Since you want to use this setting, you probably have an idea what’s it about. I won’t be going into long-winded general descriptions here, as I already wrote those elsewhere. In case you’re not familiar with Lorwyn-Shadowmoor and need this before a game you’re about to join, follow the links below. All the links will be also at the end of the article.

Whether you knew what you’re here for or only got a quick idea from the links above, here’s a short outline of what awaits you in Lorwyn-Shadowmoor. The plane, part of the MtG multiverse, is a fairy-tale realm heavy on duality. Depending on the period you’re going to set your game in this duality might be more or less pronounced. Superstition, forces of nature, and various virtues also play a large role on what makes the plane unique. Let’s break up the different options you have when preparing a game set in Lorwyn-Shadowmoor. But first,

What do you need to play?

Other than the basic stuff needed to play your game system of choice, do you need additional materials? That depends on your playstyle and your ability to improvise.

Since we’re talking MtG, you potentially have loads of cards to use as physical props. If you have a collection, you’re set. If you don’t, you can get most of the cards for a few cents online. You probably won’t be buying Painter’s Servant or Bitterblossom just to use it as a D&D prop, but don’t let anyone stop you if you feel the need.

A random selection of cards from the Lorwyn set. You could build an adventure just by elaborating on this sample.

You can also use the cards to get ideas for your game. Actually it would be wise to at least do a quick flyby of the sets, if you’re not familiar with them. Use Scryfall to look up the cards. Filter out what you seek, for example a monster to put into your game. More advanced DMs can use it to make something in the same vein instead of using the stuff as is, but that’s up to your preference. Many will want to use the exact assets for their games and that’s fine.

Do you need Lorwyn: First Light, the official D&D supplement? That’s a tricky question. If you want to get hold of every possible resource, by all means buy First Light. You might want to check my Lorwyn: First Light review first, so you know what you’re paying for. Have a look and decide for yourself.

A truly valuable resource would be the Planeswalker’s Guide to Lorwyn Eclipsed available for free on the MtG website. While dealing mainly with the most recent events concerning the Lorwyn-Shadowmoor plane, there’s a lot of information, and I would require my players to read through that at the very least.

What else? There’s an unofficial supplement out there, modeled after the semi-official Planeshift resources. You might want to check it out as well. You could definitely read the original tie-in novels, though they are hard to come by. The Lorwyn Eclipsed tie-in stories are much easier to find, and players new to the plane should at least read those.

Choosing an Era

When you think about Lorwyn-Shadowmoor, one of two periods probably comes to your mind immediately. Unless you’re really involved in the lore, it’s either one of the old blocks, or the recent Eclipsed era. If you want to go the “official” route, using Lorwyn: First Light, the choice is made for you. You’re at the end of the timeline, synced with the MtG multiverse (and the various D&D multiverses, I guess). There are other options however, so let’s have a look at all of them.

Pre-Lorwyn Block

This is the period from the conception of the plane until the events described by the Lorwyn and Morningtide MtG sets (the Lorwyn block). At some point, maybe even at the very beginning, the fairy queen Oona started meddling with things and the cycle of Great Auroras began. A lot of characters known from the blocks might not be present, while some probably could. Events described in the flavour texts often happened in this era.

Playing before the Lorwyn block essentially provides you with an almost blank slate for a Lorwyn or Shadowmoor experience. There might have been stories and dramas forgotten to time, that you and your friends could write together. As long as you manage to keep the status quo of Oona’s rule, you shouldn’t have any difficulties. And even then, you could rewrite the story and let it go a different route.

The Old Blocks

Not that different from the previous era, save for the fact that the status quo gets broken, and Shadowmoor lasts a lot shorter than usual. Due to being the focus of the blocks, this era offers the most in terms of existing content. It’s almost 900 cards, not counting the various special editions (that might or might not be considered canon for the plane). There’s plenty of notable characters, a storyline, and therefore a frame upon which you can weave your game.

This comes with pros and cons. It’s great that you can keep up with a story that’s already been written. You can build your own story using the existing one as a scaffolding. It should feel familiar to those who are not entirely new to Lorwyn-Shadowmoor, and perhaps lead to better immersion. On the other hand, your players might be too familiar with the plane, up to a point where it becomes hard to prepare something they won’t see as derivative.

Post-Oona/Pre-Invasion

This was the period that used to be “the present” since Lorwyn-Shadowmoor was forgotten, until the time of the Phyrexian Invasion of the Multiverse. It’s the aftermath of the struggle against the rule of Queen Oona. The Great Auroras effectively stopped, and the plane regained a more or less normal day-night cycle. Lorwyn became the dominant aspect, while pockets of Shadowmoor remained. The transitional period was rough, with towns divided in half between Lorwyn and Shadowmoor, etc., but eventually things stabilized. The aspects still shift, but the changes are local rather than planewide. Eirdu and Isilu, the twin elemental deities from Lorwyn Eclipsed, appeared sometime in this period. Cults revering either of them sprang across the plane. The power balance of Lorwyn got scrambled. Smaller players get to try and carve their portions of the pie. Unfortunately that means Lorwyn elves get to terrorize everyone else.

As with the pre-Lorwyn era, anything that is not covered in detail by any work gives you creative freedom. You know where and when you start, and you know the general direction. Eventually the Phyrexians come, and that’s another interesting era to play in. But unless you want to get there as soon as possible, you have a nice couple of years (about forty, actually) for your campaigns, even if you start right after Oona’s downfall.

The Phyrexian Invasion

One of the most significant events in the MtG Multiverse, the New Phyrexian Invasion didn’t spare Lorwyn-Shadowmoor either. The general mood of this period in the plane’s history will be radically different from what we usually expect from the fairy tale plane. From the view of someone preparing a campaign it is certainly an interesting option. End times are always interesting, and the Phyrexian Invasion surely must have felt like end times all over the planes.

The Phyrexian modus operandi usually consisted of recon and infiltration first, followed by full-scale invasion bolstered by activated sleeper agents from the first phase. The time when Phyrexian spies and emissaries creep into Lorwyn, slowly gaining power, while a select few Lorwyn natives do what they can to prevent them gaining ground seems like a perfect setting for a campaign. It could have covert missions, diplomacy, open clashes with either Phyrexians themselves, or their newly found lackeys.

The Invasion would of course commence when ready, and that’s when what the players managed to do would matter. Every alliance forged, sleeper cell eliminated, artefact obtained, and resource secured, would count towards the successful defense of the plane against the Phyrexian forces. Now would be the time for glorious battles, desperate retreats, and showing off the powers amassed by the PCs. Ideal for a combat-oriented group, but even this period could take a different direction. Also, the early stages could work for a horror campaign, the mostly idyllic backdrop of Lorwyn providing great contrast to the abominations of New Phyrexia.

Post-Invasion

In short the time of Lorwyn Eclipsed (and First Light). The threat of New Phyrexia has been neutralized, although at great costs, and the Multiverse is rebuilding. All the while the planes are dealing with new threats, most of which evade Lorwyn-Shadowmoor. The Multiverse is now riddled with Omenpaths, providing means of interplanar travel for a much wider audience than before. Now anyone can enter one of these portals and get to a different plane. Including Lorwyn.

This period is ideal if your game is to be about outsiders visiting the plane. I didn’t mention it explicitly, but the previous eras work better for natives. With the Omenpaths open however, you can grab your party from Neverwinter and have them stranded on Lorwyn. That was the idea of Lorwyn: First Light, at least in the marketing pitch.

Party Composition

Touched already in previous paragraphs, there is the matter of party composition. The types of characters influence the game every time, but there are a few specifics to Lorwyn-Shadowmoor. Let’s break them down.

Lorwyn-Shadowmoor Natives

The option that might compel MtG veterans the most is an all-native party. Every member was born and raised on the plane, and therefore has extensive knowledge of its workings, at least compared to outsiders. It means that both the DM and the players need to know a lot about Lorwyn-Shadowmoor. That can be daunting for some, but ideally it provides the best immersion. It also saves everyone the trouble of actually making the plane fit together with any established setting. Beware though, that a native party is fully susceptible to aspect changes.

Outsider Visitors

The opposite of this is an all-outsider party. These characters have somehow gotten to the plane, and everything is new and alien to them. Good for introducing players not that invested in MtG lore, you have a lot to offer in this regard. On the other hand, it might be harder to weave complex campaigns with a party that doesn’t have ties to the world. Aspect changes don’t have that much of an effect, at least not on the player characters.

Mixed Origin Party

The middle ground if you want to play the setting, but there’s the one player that insists on playing a dragonborn in every game. Or if you have an established party in a different setting and want to port them to Lorwyn-Shadowmoor. Perhaps one member dies and you offer the player to make a local character as a replacement.

You see the potential, but there are a few caveats. First, if the party leans heavily to either natives or outsiders, the minority might stand out. If one out of five characters is a Lorwyn elf or boggart, there’s the risk of the game focusing too much on this exotic member who’s at home ground. Alternatively the minority might feel overwhelmed by the majority. I’m not saying you shouldn’t do mixed parties, but best keep this in mind.

Situations such as these can of course happen in other settings, for example when there’s a dwarf in an all-human party. Lorwyn-Shadowmoor has one specific, however, unless you set the era to be in the middle of one of the old blocks. And that’s the aspect change.

Aspect of the Plane

When your game is set during the rule of Queen Oona, you don’t have to worry about this much. Unless it comes to either one of the Great Auroras, or Oona’s demise. Both are prime material for a TTRPG campaign and I wouldn’t leave them out unless I wanted only a single short adventure.

In the post-Oona period, when the plane behaves slightly more normally, the standard state is Lorwyn, with pockets of Shadowmoor remaining. The areas change over time, usually not dramatically, but they do anyway. Even more when Eirdu and Isilu, the two cosmic deities are active. An event that might (and probably should) happen in your game is crossing from one aspect to another.

Denizens of Lorwyn-Shadowmoor undergo transformation into their other aspect when crossing between areas of Lorwyn and Shadowmoor. The official supplement offers means to resist this transformation in form of magical talismans, but let’s say these are not so easily obtained. Crossing between aspects of the plane should have this “added value”. This is a thing to consider when planning party composition, because native party members would suddenly change. How big of a deal that is depends on the exact composition. Some combinations might not work at all, so give it some thought beforehand.

Dual Characters

The changing aspects of the plane and its inhabitants mean you should have two different characters ready. One might be your “main” character, but in the event you cross into the other aspect, you should have another personality and possibly a set of stats prepared. I believe for most players this will be something to look forward to, otherwise why play a native, right?

Regardless of party composition the change of aspect would be an interesting twist. Especially when the “new” characters actually have different goals and values now, but you’re in the middle of a quest. There’s lots of space for acting, diplomacy, and fun. Maybe the adventure gets derailed completely due to half of the party changing their minds. Maybe it is the only way the adventure *can* be completed. There are all kinds of possibilities that aren’t present in a game where your bubbly heart of the party can become a paranoid sadist by being in the wrong place at the wrong time.

Concluding Remarks

Lorwyn-Shadowmoor is a great setting with lots of potential. Its peculiarities make you play differently than you would otherwise. Everything is heavily aspected by both the duality of the plane, and the five-sided cosmology of the multiverse it belongs to. This perhaps makes the setting better suited to longer campaigns, rather than one-shots, unless you play outsiders. Playing natives requires more preparation from both the DM and the players, but the extra effort will be paid off by the uniqueness of the dual characters and environments.

My ideal campaign would start in the Lorwyn block, continue through the Shadowmoor block, then the post-Oona power rearrangement, maybe with some fast forwards. Slowly building up for the Phyrexian Invasion, with a grand finale during the invasion, with a heroic sacrifice against the Etched Host. Then if maybe some characters survived, make them legendary NPCs for the next game, set in the Eclipsed period, with a new party.

With that I will end this first part of several on how to play a TTRPG in Lorwyn-Shadowmoor. If you read all the way down here, you hopefully spent a good quarter of an hour with my thoughts. Best you could do is subscribe so you don’t miss out on what comes next!
Also please share your thoughts in the comments. Have you played a game set in Lorwyn-Shadowmoor? Are you planning to? Is there something you would like to see in a guide like this? Let me know and see you next time!

Links

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.