D&D: Eclipsed Merrows

Estimated reading time: 9 minutes

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This is the first article that I’m writing on the new Magic: The Gathering set Lorwyn Eclipsed. Since my last article was on the Shadowmoor merrows I decided I would finish the merrows first and then move on to other tribes. I might do Eclipsed kithkin first to complete that tribe as well.

I believe this is not the first article you read that I’ve dedicated to the wonderful plane of Lorwyn-Shadowmoor. The two blocks were released in 2007 and 2008, and last year a D&D supplement was announced. I started writing these articles in anticipation, predicting how the various aspects of the plane, its lore and denizens, would be handled. We have seen how, and yes, I will keep referencing this review, so I don’t have to repeat myself. I’ve decided to keep writing these articles as a guide for those who find the official supplement lacking.

There is one “but”, however, and it’s the existence of the Planeswalker’s Guide to Lorwyn Eclipsed. It’s full of useful information that seems to be given more thought than just a hasty deadline-meeting afterthought. It follows a structure similar to my articles, when dealing with the tribes of the plane. My articles on Eclipsed will therefore be a bit different from those about the old blocks. They will be less descriptive and more commenting. Probably shorter as well.

In the new set, Lorwyn Eclipsed, time has moved forward since the old blocks. The plane experienced the horrors of the Phyrexian invasion and is recovering. Furthermore, the defeat of Oona, queen of fairies, spelled the end of the Great Auroras. Lorwyn-Shadowmoor no longer flips its aspect. Instead the Lorwyn and Shadowmoor aspects coexist and intermingle in their own rhythm. This brings new opportunities and challenges to a potential D&D game set on the plane. We’re going to tackle them one after another, as they come into light in these tribal articles. The merrows of Lorwyn Eclipsed await!

Waters of Dawn and Dusk

The dual plane Lorwyn-Shadowmoor is now in what we would call “normal”. That means there is a day-night cycle instead of the plane being locked on one or another. There are areas of Lorwyn aspect, and areas of Shadowmoor aspect, with the Lorwyn being dominant.

This means we get merrows of both flavours side by side after the Shadowmoor block. You can read my thoughts about the Lorwyn merrows here and their Shadowmoor counterpart here, so I won’t describe them in detail. It actually takes out some uniqueness out of the plane, because this is the way it normally is with fantasy species everywhere. You have good elves and evil elves, they are kin, but different. Sure, once someone crosses from a Lorwyn region into Shadowmoor, they change into the corresponding variant. So the two different aspects never meet under normal circumstances. But they still recognize the existence of the other kind in the opposite regions.

Lorwyn Eclipsed lore fortunately takes the Phyrexian invasion into account. Both the Lorwyn and the Shadowmoor merrows planned on waiting out the invasion in hiding, but neither came out unharmed. Both have been pushed into the depths with losses. Lorwyn merrows dwindled in numbers and are struggling to retake their position as merchants and scholars of the plane. Meanwhile the Shadowmoor merrows fled deep into the Dark Meanders, where they became even more monstrous compared to their Lorwyn brethren.

Society

The post-invasion merrows still gather in their schools, as we were used to in the blocks of old. Loosely led by a reejerey, these schools specialize in certain aspects of the merrow lifestyle. The Silvergill school for example returns with their penchant for trade, while their counterpart Gravelgill seems more rogueish than before the invasion. In Oona’s time they seemed to be focused more on direct combat.

Traders, messengers, and sages in Lorwyn, scammers, bandits, and thieves in Shadowmoor, these things are more or less the same as before. The Shadowmoor merrows are said to sell fake magic items, which is something that can be nicely implemented in a D&D game. I will repeat myself, but the merrows are ideal as NPCs for your game – they can pop-up from a well or a stream and offer their wares and services. Or send the group on an errand. Orchestrate something that serves as the foundation of your adventure. Or, if you need, they can be a formidable enemy near water.

Characters

In Eclipsed we see the return of the one legendary merrow from the original blocks. Of course the one is Sygg, the River Guide, or more recently the River Cutthroat. Now he goes by the epithets Wanderwine Wisdom in Lorwyn, and Wanderbrine Shield in Shadowmoor. According to the lore he now leads a school (presumably his old one, Paperfin/Razorfin?), and has put his adventuring/pirating ways behind himself.

We can see him depicted with a scale bishop’s mantle covering his shoulders, a shell-staff, and lots of talismans. On some cards the art gives him a really funny babyface, especially since we remember how he looked in Shadowmoor.

Equipment

As usual I describe the weapons, armor, and other equipment used by the tribe. Not important for MTG, but interesting for any potential TTRPG applications. I already covered a lot of merrow equipment in the previous two articles so in this one I will comment on what’s new mainly. It would be interesting to know whether the changes are deliberate or just the artistic input of the artists and art directors.

The main merrow weapons from the old blocks, spear and knife/dagger, are still present, and so are swords. We see a rapier-like sword, as well as a two-hander being wielded by the different iterations of the Deepchannel Duelist. The Silvergill Mentor holds something vaguely reminiscent of the bidents seen in Shadowmoor. Or maybe it’s an entirely new thing, some kind of pincer-like scepter.

There are also shell-spears and shell-staves. Originally seen only on one card, Razorfin Abolisher from Eventide, it seems the shell-staves have caught the eye of the new team. It’s a cool design, so there’s no wonder why they decided to use it more frequently. Apart from these, there are still “regular” staves, and one card shows a merrow holding a coral staff. The Riverguard below uses some kind of chitinous scythe-like weapon, but maybe it’s only a staff as well.

Regarding armour there is again the understandable scarcity among the merrows. Even the more combat-oriented individuals usually wear little to no armour pieces. There are exceptions, and these (other than Sygg’s bishop’s mantle) usually consist of shell breasplates with pauldrons. It’s another new design, one that works well with the merrows’ aquatic aesthetic. In my opinion the design is a bit too evocative of renaissance cuirasses, but maybe that was intended. Let’s also not forget the horseshoe crab cuirass the Deepway Navigator is wearing! That is really cool!

All things considered the merrows are pretty consistent with their attire and weapons. We see a clear emphasis on shell-based weapons, mainly shell-staves, but also shell-rapiers and shell-spears. Along with coral and chitin it nicely complements the aquatic theme of the merrows. There’s a lot of potential for interesting trade items or loot in a D&D game.

Magic

The merrows are potent magic users and they continue to be in Lorwyn Eclipsed. Due to the size of the set (as opposed to two blocks) we get a lot less of the merrow magic. The few spells there are correspond with the usual merrow package. There is water manipulation (transmutation/conjuration) and protective spells (abjuration).

We also know from the Planeswalker’s Guide that the merrows continue to use their glamers, i.e. all sorts of illusions. In a D&D game the merrows should therefore also be very adept at the illusion school of magic. Water, illusions, and occasional offense or defense, that’s what merrow magic is about. And if we take the old blocks into account, divination also should be present.

Summary

Having already discussed both the merrows of Lorwyn and Shadowmoor in previous articles, I didn’t waste too many words repeating myself in this article. In fact I think further tribal articles will be made with Eclipsed already included.

The merrows are a good representation of what their main MTG colour stands for. They prefer magic and knowledge over brute force, and lean either to order (white) or decay (black). In Eclipsed the tribes lost one of their colours, the merrows for example are never black, not even the Shadowmoor ones. This has no direct effect on any potential D&D game, but you can bear those things in mind when preparing an adventure containing merrows.

Last time I made a small package of playable 5E content to use should you play D&D on Lorwyn-Shadowmoor. This time I won’t offer anything new, just link to the package again. You can get it for free either here, or on my Ko-fi page, that I’m sure you’ll be able to get to.

[FREE] A Measure of Merrows

How did you like the merrows in Eclipsed? I actually played them at the pre-release, and it was fun, probably the best pre-release games I had. Their design is true to the old blocks (mostly), and has a charm that would be nice to have in a game of D&D. Let me know what you think in the comments, and subscribe so you don’t miss further Lorwyn-Shadowmoor articles!

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.

D&D: Shadowmoor Merrows

Estimated reading time: 10 minutes

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I’ve had this article sitting in my WIPs for quite long, and in the meantime Wizards announced Lorwyn: First Light. My first though was to let this series slide and just wait for the official stuff. Write further articles only on what’s been released. Then the supplement came out, and… you can read my thoughts in this review. I pulled no punches.

My first thought was to put out my own “supplement” to the supplement as soon as possible. But another month or two came and went, while I’ve been working on other things. Suddenly Lorwyn Eclipsed got released! The set is very nice, and I enjoyed the pre-release! Now there’s a whole new Lorwyn-Shadowmoor to take into account!

I’ve been pondering how to continue with my series. Whether to write further articles with Eclipsed era included, or to move on the way I started. That is to write a separate article for each tribe in each aspect, Lorwyn and Shadowmoor. Eclipsed era stuff would have their own articles, and everything would be cross-linked. I believe this is the way, as it is consistent and keeps things separated. However interesting the Eclipsed era might be, some people might want to play earlier parts of the timeline. For example the span between the events of Eventide and the Phyrexian invasion. Or ancient history before the Lorwyn block, that would give quite a lot of freedom to everyone, the DM and PCs alike.

This one’s a bit of a legacy article. It was already partially finished and I’m picking up where I left it. Months before First Light and even longer before Eclipsed. Let’s plunge into the Dark Meanders with the merrows, then!

The rivers darken

Last time we had a look at the merrows of Lorwyn, a tribe of scholars and keepers of knowledge. In their Lorwyn aspect they are more or less part of the “good guys” – they do have some trickery and manipulation under their belts, but the merrows do more help than harm. In Shadowmoor of course everything is flipped, and the once noble and wise intellectuals of the plane turned into malicious aquatic predators.

The great river Wanderwine has changed into Wanderbrine, and the merrows who once tended the waterways have abandoned their stations as the rivers’ wardens. No longer do they protect and promote trade and travel along the waterways. They have become the very threat they sought to mitigate. The rivers either flooded the land due to negligence or maliciousness of the merrows, or disappeared. The cards below illustrate this.

This certainly opens various plot possibilities. A settlement (or a magical site) might be in danger of being flooded. Another might already lie under water, hiding knowledge, a powerful artifact, or a heirloom that could prevent a war. Whatever the party goal is, the Shadowmoor merrows won’t cooperate.

Society

I’ve already written that after the Great Aurora the merrows become a wicked caricature of their Lorwyn counterparts. They still covet knowledge, but instead of sharing it they steal and hoard everything. When making any kind of deals they are as ruthless in commerce and diplomacy as on the battlefield. If by battlefield we mean the murky depths of the Wanderbrine, from which they strike upon their neighbours.

Where Lorwyn merrows posed themselves as teachers, guides, and “older siblings” to the other tribes, Shadowmoor merrows are the opposite. They would make great antagonists. Either as an ever present threat, or the masterminds behind whatever malicious happening the party has to set right.

We can still discern merrow schools in Shadowmoor. Their place in the society is questionable with all the changes they underwent because of the Great Aurora. The merrows seem more selfish and even less organized than in Lorwyn. We see Inkfathom merrows with unchanged name, and they can be supposed to favour the Dark Meanders. Gravelgill (flipped from Silvergill) seems to be the heavies. Razorfin used to be Paperfin, but their specialty is elusive as before. Stonybrook might have been translated into Deepchannel, but maybe that’s a bit of a stretch based on one card that might fit the bill. Lorwyn Weirwinder has no known Shadowmoor equivalent. The merrow schools didn’t get as much attention as kithkin clachans and douns.

As you can see on the card art, Shadowmoor merrows are also more monstrous. Lorwyn merrows went the “fish-tailed elves” way. They were colourful and uncannily beautiful. Shadowmoor merrows are all spines, sharp teeth, and claws. As with many things on Lorwyn-Shadowmoor, their outward appearance reflects their inner selves. No deconstruction until we get to the elves, I’m afraid!

Characters

One thing I omitted in the articles before are the named characters. They are the heroes and villains of the story. While not vital for a sealed draft MTG game among friends, they nevertheless help build the overall picture.

Shadowmoor block came out in an era when there weren’t dozens of named legendary creatures per set. There are eight of them altogether in the Shadowmoor block, and only one of them is a merrow. Sygg, formerly called River Guide, changed into Sygg the River Cutthroat. No longer a benevolent wizard capable of taking you where you need. Now he’s a rogue bent on taking whatever he desires. Supposedly he still travels the lanes, but only so he can rob, steal, and otherwise behave badly. He still doesn’t deserve the babyface retcon he received in Eclipsed, though. But in the time of the Shadowmoor, he’s one nasty individual, a good candidate for an antagonist in your game.

Equipment

In each of these articles I describe the weapons, armor, and other equipment used by the tribe. It doesn’t matter for MTG, where the art is only there to illustrate the mechanics. In a TTRPG game the equipment of various characters is one of the main elements of the game.

Shadowmoor merrows prefer a more hands-on approach than their Lorwyn selves. The art shows mainly wicked looking daggers and shivs, or polearms. Spears, but also some sort of short bident, as you can see above. There’s also a single sword, held by the Wake Thrasher in both hands. And he seems to have a battle axe on his belt. Another curious looking long-shafted axe or halberd can also be seen. Held by the Gravelgill Axeshark, the design is wicked and full of “evil spikiness”. It’s also wielded in a very curious way, with a secondary handle similar to a scythe handle.

As you probably noticed, Shadowmoor merrows are more armoured than they used to be in Lorwyn. About a third of the creature cards depicts merrows with at least partial armour. Most often the armour takes the form of pauldrons or vambraces. Gravelgill heavies also wear breastplates, tassets, and helmets. A lot of the merrows wear nothing at all, or a belt or harness with trinkets at best.

The magic users usually have no weapons, or just a bladed implement, but some wield staves. Some are plain, just a length of wood (?) with some kind of ribbons woven around them. Others are ornate, such as the ones on the cards below. One is an intricately twisted rod of unknown, seemingly organic, material. The second staff is based on a conch shell. It is a design that’s been extensively adopted by the Lorwyn Eclipsed merrows (or at least their artists). We’ll get to Eclipsed merrows later, in a separate article right after this one.

The next thing is not really equipment but something the Shadowmoor merrows have at their disposal – leeches. Specialized leech bonders probably control these slimy bloodsuckers and use them to assault their foes. Not only to damage, but even magically affect. There’s quite a lot of space for creativity here, should one pursue this wiggly way.

Magic

Even in Shadowmoor the merrows are supposed to be magic oriented. We can see a decline in their culture, society, and even magic prowess, though. There’s only a handful of spells that can be attributed to the merrow in particular. Of these there are several areas in which the merrows stand out. Once they were the lorekeepers of Lorwyn, acting as the plane’s memory. In Shadowmoor they tamper with the memories of other tribes to suit their wicked ways. Maybe some spell or feature that temporarily disables, or even spends spell slots could work for them? Of interest is also the sorcerous scarification shown below. Knowledge or even spells could be inscribed upon chosen merrows.

Hints of hampering enchantments and abjuration can also be seen. The effect described on the Wilderness Hypnotist card has a nice flavour. The Cursecatcher shows us that Shadowmoor merrows don’t fret at using their lives to power their magic. This opens possibilities for sacrificial casting, using HPs or whole victims to cast certain spells.

Last but not least, there are spells that manipulate the physical world. Mostly the water, such as the two pictured below, or the Inundate spell at the beginning of the article. Those are indeed transmutation or conjuration spells. Perhaps they could be recreated as variations on Control Water.

Summary

No more the “good guys”, Shadowmoor merrows lean into black rather than blue. Their society seems wretched, the loose structure of Lorwyn merrows now even looser. They are covetous, treacherous, and ruthless. Because of their water dependency they are not very suited for most D&D campaigns as playable species. They can however pose as NPCs, making great villains of various levels.

This is one of the things Lorwyn: First Light got right. They could however be more than two stat blocks with a few words to them. On lower levels they could be the the random (or not so random) brigands the party encounters while riverside. Or the culprits in the poisoning of a water source for a doun. On higher levels one of the merrows could become a mastermind behind a more complex scheme. Or they could be the henchmen/cultists of a malevolent elemental incarnation. There’s a lot that can be done with the Shadowmoor merrows, even though they are now more single-minded than their Lorwyn counterparts.

In the previous articles I held back in anticipation of meaningful content in the upcoming D&D supplement. We already know how Lorwyn: First Light went. I will be doing my part by giving you something you can actually use in a campaign set in the plane of Lorwyn-Shadowmoor. Click the link below for a few bestiary entries, a couple of spells, and some items.

[FREE] A Measure of Merrows

Do you agree with my conclusions? Did you find this article helpful or inspiring? Or were you satisfied with the treatment they got in the official supplement? Let me know in the comments and share the article with your MTG and D&D friends! Next stop – the merrows of Lorwyn Eclipsed!

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.

D12 Days of Christmas, days 11 & 12

The last two days have been a mess, with all the leaping and dancing raccoons. Fortunately it’s the end of the festivities, and we can all get back to more meaningful things. In case of the raccoons its mischief and chaos, but not in a festive manner. You certainly see the difference there.

For previous entries check out these links:

Thanks to everyone who’s been with us for the last two weeks. I hope you liked the entries and would love to know which ones you found most interesting. Leave a comment if you like, and I’ll be grateful for any shares.

Since the raccoons liked the series and it was a lot of fun, we’ll see you next year! The D12 Days of Christmas will return!

D12 Days of Christmas, day 10

Where are all those instruments coming into those cute little raccoon paws? Why is everything covered in fog? And where are all the curd cakes from the pantry?

For previous entries check out these links:

D12 Days of Christmas, day 9

We’re slowly coming to the finale, with this ninth entry!

The raccoons tried playing the instrument, but as none of them qualifies as a bard, nothing happened. Apart from a few dissonant squeaks. We took it out of their paws before they found out about its alternative use.

For previous entries check out these links:

D12 Days of Christmas, day 8

Well met, travellers!

Today we bring yet another fantastic tale to entice your inner raccoon. Or to tell to a gaze of real raccoons, if only they could sit in one place long enough.

For previous entries check out these links:

D12 Days of Christmas, day 7

Welcome! If you joined us only now, below you can find all the previous entries:

One thing the raccoons love are the stories and legends they can listen to by the hearth. They liked this one quite a lot recently. Click on the image to download the whole thing!

D12 Days of Christmas, day 6

Day 6 is upon us! We’re halfway there, so if you missed any entries, find them here:

The raccoon flying before your window will be all right soon, don’t worry. The pack found some costumes left over from last year’s festivities, and it seems their games got out of hand. Great dancers, those furry little bandits.

D12 Days of Christmas, day 5

Welcome to day 5! For the previous entries, see the list below:

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.

D12 Days of Christmas, day 4

Hello again and welcome! Today is day four, and if you missed the previous entries, you can find them here:

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!