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.

[Dungeon Cluster] Halls of the Crackling Pack

Estimated reading time: 9 minutes

This is my contribution to the “Dungeon Clustering” presented in the Dungeon Cluster article by Seba from Kritischer Fehlschlag. Go see the article for details, I’ll just summarize it here. As I understand it, the cluster approach to dungeons makes you think of the dungeon as a series of clusters you can mix and match. Within their depth, or dungeon level. Each cluster occupies several rooms and represents a logical unit.

The mix and match possibility is fine for when you need to put together a dungeon in a hurry. You can open your cluster library, pick some, and play. The other benefit is that clusters make you look at your dungeon in terms of larger areas, that make sense internally. The next step is to make them make sense within the dungeon as a whole, and it should be easier when you have the clusters worked out.

The guys at Kritischer Fehlshlag presented a great opportunity to practice creating a dungeon, so naturally I want to take part. Below is a cluster I’ve made for the purpose of this exercise. I wanted to adapt something I’ve already made, but it’s probably better to start anew. Since I am not familiar with Swords & Wizardry, the system preferred in Kritischer Fehlschlag for this exercise, I will write system-neutral.

The Halls of the Crackling Pack

How the pack feels about your party.
Public Domain image by the U.S. Geological Survey.

Cluster Description

The Crackling Pack is a group of gnolls that went exploring the lower levels of the dungeon and never came back up. One or two at a time were recruited by the pack leader, Frath, who has made a pact with a powerful elemental imprisoned below. The pack keeps their presence a secret from those on the upper levels, especially from other gnolls.

How dangerous is this Cluster? (How deep in the Dungeon?)

The Crackling Pack is a formidable group of experienced gnoll warriors and scouts, many of whom are also adept at magic. As foes they would prove quite a challenge. They reside in the mid-level of the dungeon. 

Who lives in this Cluster?

Gnolls, forgotten by the mixed horde of orcs, gnolls, minotaurs, and others, that live in the upper levels. They were the ones who survived the defeat of the horde due to getting lost in the dungeons. When they finally got to the upper levels, they found the remainder of their kin in a desolate state. With mainly the young and wounded among the survivors, the gnoll tribe lost its standing within the remnants of the horde. The Crackling Pack decided to stay in the deeper levels and pull the strings of their brethren above, while maintaining a foothold in the mid-levels.

Who is the leader?

Frath, a cunning and resourceful one-eyed gnoll. He’s one of the initial scouting party that got lost down below, only to have found the prison of the Elemental Lord of Storm. Frath made a pact with the elemental and received powers that enable him to survive and thrive in the dangerous environment of the dungeon. He approaches the scouts from above and recruits them to his cause. To this end he also utilizes a trinket enabling him to contact the leader of the above gnolls. Froth keeps his identity hidden, acting as a mysterious entity.

How many inhabitants are there?

The Crackling Pack counts 15 members, including Frath. All of them are combatants, most with experience as scouts or warriors. Six gnolls other than Frath have magic capabilities.

What does this faction desire (Want)?

Frath wants to build a stronghold in the mid-levels for his gnolls to live in. Eventually he wants to approach those left closer to the surface and offer them to come below. To strenghten their position Frath sends his gnolls to search for potent artifacts in the dungeons.

The members of the Crackling Pack want a place to call their home and rebuild the strength their tribe once posessed. Individually they might desire riches, the thrill of fight and exploration, and even revenge against the ones who doomed their tribe in the war (in my setting the dwarves).

What does the faction guard (Resource)?

The gnolls have taken over an ancient dwarven outpost that provides them with an easily defendable position, as well as access to the lower levels. They guard the crystal containing the Elemental Lord of Storm because of the power it gives them. They also have several magical items found in the dungeon.

What do the inhabitants eat?

There is plenty food to be found roaming the untamed mid levels, and the gnolls have the power to hunt most of the unintelligent (and sometimes even sapient) life of the mid levels for food.

Which rooms do they occupy?

[UPDATE 29/09/2026: Added map of the cluster]

Map of the Halls of the Crackling Pack. Made using Dungeon Scrawl, with some assets by Daniel F. Walthall/ Axebane Games (CC BY NC 4.0).

1. Crinoid Hall

A large hall cut into the natural cavern entered through a large intricately carved stone portal resembling the interwoven arms of a crinoid. The hall is mostly empty except for the everpresent rubble, and several pillars carved out of the bedrock. Another, smaller and less ornate portal leads to the dwarven outpost. It is closed by a sturdy stone gate. Concealed arrowslits from other rooms can be found if the wall is carefully examined.

2. Outpost Bailey

The stone portal opens to a medium-sized rectangular room. Several doors lead from the bailey to parts of the outpost. Low barricades meant to slow attackers are placed strategically. There are alcoves with arrowslits leading to the hall outside. The surrounding walls also feature arrowslits to shoot from the rooms of the outpost.

3. Mess Hall

The door opposite the main gate leads to a hall furnished with stone tables and benches. The gnolls use it as their main meeting area, and any dealings with them will probably take place here. The large crystal containing the Elemental Lord of Storm sits in the middle of the hall, fused to the floor.

4. Froth’s Study

A room behind the mess hall taken by Froth. It lacks any comfort, but is filled with various artifacts and trinkets, inscribed tablets, bones and skulls, and other occult clutter. Many of the items are worthless, or at least damaged or discharged. Froth spends a lot of time in his study, but not exclusively.

5. Sleeping Quarters

The left door from the bailey opens into a dormitory that’s been converted into a gnoll den. There is no furniture, and there are nests of moss, fur, hides, and other soft bedding everywhere.

6. Descending Stairwell

The right bailey door leads to a stairwell leading one level below. In addition to the outer door there is also a metal grate, and another stone door opened from the outpost.

What does the cluster smell like, and what’s the lighting like?

The gnoll enclave smells like wet dog and stale piss. The gnolls are not keen on hygiene, and while they don’t relieve themselves in the the living quarters, they don’t bathe. A heavy smell of ozone lingers in Froth’s quarters and around the elemental.

Without a need for light the majority of the caves is only lit when the gnolls light a campfire, otherwise it’s dark. Froth uses magical light when researching, and the crystal with the Elemental Lord of Storm gives a faint glow, that grows brighter when approached.

Pressing problem of the faction

The mid levels are not without competition, and several other factions keep looking for ways to get into the gnoll compound. There is also a group of scouts missing after being sent to a lower level.

Internal conflict withing the faction

Froth commands respect and loyalty from his pack. Unless he shows weakness (e.g. not finding the missing scouts), no one will challenge him. If there’s any kind of considerable failure on his part, at least one warrior and one magic user will openly challenge his leadership. Gnolls being gnolls, discussion could quicky turn to violence.

Do residents often leave the cluster?

Hunting parties leave daily, and dungeon explorers every now and then. The gnolls take care not to be noticed by the denizens of the upper levels, and prefer to roam the mid and low levels instead, as far as danger permits.

Behaviour towards adventurers outside the cluster

Depending on the perceived power of the party they might attack or avoid them. The gnolls will not initiate non-violent encounters, but might be persuaded to talk, especially with bribery.

Behaviour towards adventurers entering the cluster

The gnolls are territorial, and should a party of adventurers approach from the outside, they would feel the need to protect their den. The guards will be prepared and they will try to ambush the party unless hailed openly. Carefully approached with gifts, the gnolls might be open to discussion.

Froth is reasonable enough for a gnoll, and would use the party for the benefit of the pack. Bargains and temporary alliances might be reached if the party seems capable. Hidden challengers might contact the party should Froth seem too soft in negotiations. They would offer their help if the party agrees to help with leadership exchange.

If the party manages to commune with the Elemental Lord of Storm in private, the elemental might strike bargains of his own, even make a pact and become a patron to a character. His agenda might not be the same as the gnolls’.

Behaviour towards other dungeon inhabitants (humanoid)

The Crackling Pack sees the near-surface gnolls as inferior, but they wish to give them a chance to prove themselves. Those worthy may join their new underground enclave. The other monstrous humanoids are viewed as competition at best, and enemies whenever there’s any hint of conflict. The gnolls of the Crackling Pack don’t suffer witnesses.

Behaviour towards other dungeon inhabitants (monstrous)

If it’s edible, the gnolls hunt it. If it’s dangerous, they usually avoid it, but sometimes the risk is worth it. With how few the pack counts, however, the gnolls had to learn caution.

Conclusion

I’ve made a simple dungeon cluster for middle dungeon levels, that I’ve tried to make setting-neutral. You could probably use it in a dungeon with only small changes, such as providing the stats for the system of your choice. It was a fun exercise, and I might try using this approach on an entire dungeon.

If you liked this, you’d do well to subscribe, so you always get content right into your inbox. Sharing to your socials is also great, and have a look at the Kritischer Fehlschlag website, too!

D&D: Eclipsed Kithkin

Estimated reading time: 11 minutes

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

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

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

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

Many Kinds of Kin

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

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

Society

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

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

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

Characters

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

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

Equipment

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

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

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

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

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

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

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

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

Scarecrows

Those of you who read my article on Shadowmoor kithkin might remember how highly praised the scarecrows of the Shadowmoor block. They didn’t get much space in Eclipsed, unfortunately. There are three scarecrow creatures in standard and commander sets combined, two reprints of older Shadowmoor scarecrows, and one token.

Foraging Wickermaw is nice, and I can see potential in it. A construct gathering leftover magic or mana, or whatever, in the form of crystals can be used in multiple ways. Then there’s the scarecrow token. It’s very birdlike, though unlike some other original scarecrows, this one doesn’t seem to be able to fly. Due to the lack of wings, which actually makes it a bit more scarier.

Dread Tiller resembles Wicker Warcrawler from the original Shadowmoor set. Both are a huge spider-like construct made of wood and metal. Dread Tiller seems more ominous, with the two plumes of black smoke. It would make a neat boss in an adventure.

The Reaper King returns in Eclipsed, supposedly no longer a king. Not much is known about this particular character, only that it used to be a scarecrow like others once. And that it’s supposed to be able to make more scarecrows! Another fine antagonist for your adventure.

In Shadowmoor block we learned from various flavour texts that the kithkin responsible for the scarecrows’ creation are called cobblesmiths. For some reason this has been retconned into wickersmiths. My first thought was that wickersmiths are a Lorwyn version of the Shadowmoor cobblesmiths, but no. On the card above we can clearly see the eclipsed moon, hinting at the aspect. So the relation between cobblesmiths and wickersmiths remains a mystery. Unless someone from Wizards pops by someday and leaves a comment!

Magic

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

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

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

Summary

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

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

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

Final remarks

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

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

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

D&D: Eclipsed Merrows

Estimated reading time: 9 minutes

Scroll down or click for a free download!

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

Scroll down or click here for a free download!

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!