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 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.

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 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.

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.

Dungeons: Only you can prevent broken environmental puzzles

Estimated reading time: 14 minutes

This post is part of a series analyzing several aspects of one of the recognizable parts of the TTRPGs we all love – the dungeons. The articles can be read in any order and they will be cross-linked when necessary. Throughout the series (and elsewhere) I use “dungeon” as a technical term and it can be used to describe any clearly defined environment containing multiple non-random encounters. These include natural caves, mines, keeps and castles, crypts, temples, ships and other vehicles, and many others.

When the party skips your puzzle

You prepared a situation where the party has to get across a chasm, or out of a deep pit. There are several solutions using the environment, character abilities and skills, or the items they found earlier. A classic environmental puzzle.

You forgot the party gained a level, and the wizard now has the Fly spell. They’re handed a coil of rope and sent upwards, where they tie it to a conveniently protruding protrusion. The rest of the party climbs up and you’ve just lost a chunk of content.

Of course they did nothing wrong, they used a tool at their disposal the correct way. That should be rewarded, if anything. Though perhaps next time you can anticipate the use of magic and create the puzzle or situation in a way that prevents such easy solutions.

An environmental puzzle from Silo, season 2. The kind most parties above level 1 would clear in a second. All rights reserved to Apple TV and/or other respective owners.

“Bypass” spells

Magic is a staple in fantasy, and we usually wouldn’t want it any other way. It opens up a myriad of possibilities, from wielding terrifying destructive powers, to reshaping the environment. There are however times when magic narrows down the course of a narrative. Depending on the workings of magic in the setting there might be codified spells, or more “freeform” casting, and both have their distinct effects.

The type of magic used in D&D, often called Vancian, uses spells with a defined set of parameters. When you cast an offensive spell, you know the range, area of effect, damage amount and type. You usually can’t use it for much else. Perhaps set something on fire with a fire spell. This kind of magic has firm rules, so you can account for its use and plan accordingly.

The other way of using magic is what we can call “freeform” magic. There are no codified spells wit set parameters. Instead you describe what you want to achieve, and use the corresponding school, circle, or whatever your powers are classified by. The DM (or in this case anything other than a DM) decides whether it’s within the character’s power, and after your roll announces the result. It’s not as easy to plan the encounters and puzzles with this in mind. Player creativity is sometimes boundless, and this is the case where it definitely should be rewarded.

Since we’re mainly dealing with systems using Vancian magic on this site, I will continue in this way. So, spells it is. Which spells cause the most trouble? Well of course the ones that enable you to move in unnatural ways. Some are available quite early and don’t do that much of a difference. You even want them used. Others, while received at higher levels, make quite a mess of your environmental puzzles. Let’s have a breakdown of the culprits.

Jump

The 1st level transmutation spell Jump is a great utility spell. It is available early and the effect can be used multiple times for a minute. A character with a strength score of 10 could do a 30 feet running jump, or 15 feet standing jump. That’s a lot. A ranger with above average strength could clear a lot of chasms quite easily.

Spider Climb

Channel your friend’s inner Spider Man with this handy 2nd level spell. Or a spider horror, as they might look to onlookers while they somehow climb walls without using their hands. Presumably they sprout some spider limbs that do the climbing. Whatever the case, the spell lets a character get to a lot of otherwise inaccessible places, and it lasts up to an hour. Plenty of time to do what needs to be done, and you can cast it on someone other than yourself.

Levitate

Another 2nd level spell, Levitate has loads of uses. You can float a creature or an object up to 60 feet from yourself. That should cover a lot of gaps and height differences. The levitated creature is rather helpless and depends on the caster for movement, unless it can pull or push itself against something. For a 2nd level spell it offers a lot, though.

Misty Step

The first available teleportation spell, Misty Step enables the caster to move 30 feet to a place they can see. You can get much more out of Spider Climb, Jump, or Levitate, if the conditions are favourable and you have time. But if time is running out, a Misty Step across a hazard might save your neck.

Rope Trick

Another 2nd level spell that could help in certain situations. As long as you have a rope up to 60 feet long, you can hang it upright in thin air. It’s held by an extradimensional pocket that you can hide in. You can also just use it to climb where needed and jump off the rope.

Fly

One of the 3rd level spells casters are waiting for, Fly opens many doors. A real game changer when it comes to mobility, this spell can wreck your environmental puzzles in numerous ways. At higher levels you can affect additional creatures, possibly making it better than Dimension Door (see below).

Gaseous Form

Not only Fly becomes available when you get to 3rd level spells. Gaseous Form gives you wings as well, but also makes you, well, gaseous. Good for escaping and squeezing through small openings. To interact with the world you have to end the spell, however. Unlike others in this list that you can benefit from multiple times.

Water Walk

Water Walk is more specific in its utility than Fly or Spider Climb. The name suggests water, but you can cross any liquid while under the effects of this spell. And it can target up to ten creatures. That large pool of acid? The party can get across with safe feet. Quicksand? Lava? Deep snow? They can walk over all of it, though each poses its own hazards other than drowning.

Dimension Door

We’re getting to the big league spells with this 4th level conjuration spell. A proper teleport with a range of 500 feet. The range isn’t that great outdoors, but should be enough for your indoor needs. You can take one other creature with you and both of you can carry your full capacity. An excellent utility spell, though you have to be a 7th level full caster to get it.

Far Step

In Xanathar’s Guide to Everything we can find what’s essentially a continuous Misty Step. You can blink 60 feet each turn for up to 1 minute or while you retain concentration. The blink is a bonus action, so you can cover a lot of ground while also performing another action on each stop. The total distance is shorter than Dimension Door and your friends have to wait while you’re blinking around, but it’s still a neat spell.

Passwall

Passwall is a 5th level wizard exclusive spell that creates a tunnel up to 20 feet long in a wall. The description specifies wood, plaster, or stone, but one could argue the possibility of its use on other materials. With this your don’t have to worry about locked doors, or any doors when you think about it. Any wall with thickness under 20 feet can be bypassed by this spell. At 9th caster level you would expect this kind of stuff, though.

Arcane Gate

We’re arriving into high magic territory. Arcane Gate essentially creates two portals similar to those from the Portal game. They should conserve the direction and velocity of a creature or object entering them. The difference is that you can’t stick the portals to a surface. They float in the air above aground, and you can rotate them as a bonus action. With this many environmental puzzles cease to be puzzles, but since it’s a 6th level spell, it is to be expected.

Wind Walk

Another spell that already has a toned down version in Gaseous Form, this 6th level transformation is the ultimate escape and traveling aid for parties. The caster can affect up to ten other creatures. All of them benefit from the effects of the Gaseous Form with a flying speed of 300 feet. Anyone affected can revert to normal state and back for the whole duration of the spell, 8 hours. The transformation takes one minute, but it’s a very small price to pay for the utility it brings.

Countermeasures

Your goal as a DM is for everyone to have fun (including you). You manage this by creating and running an engaging adventure. The outcomes of various actions are not guaranteed, and failure should always be an option, though not necessarily fatal. Each character has a set of tools at their disposal, guided by their player’s skill and creativity.

This creativity should be supported and rewarded. Sometimes the tools at disposal block creativity, leading to situations and encounters being solved too easily. That’s where you have to be creative, and use the tools *you* as the DM have at your disposal. Some are better, some are worse. The order in which you find them below is roughly worst to best.

DM Fiat

By far the worst possible option. I’m mentioning it here as a warning, as this will not lead to fun or positive feedback from your players. In short, when a player finds a bypass you didn’t account for, you deny its use. The player wants to cast a spell and you flatly state they can’t use it now. Never do this, and instead try anything other from this list.

Environmental restraints

By environmental restraints I mean conditions that prevent the use of a bypass that are not DM fiat and might make sense. Still they are rather cheap and obviously are there only to block a particular tool. A good example is some sort of magical field, or technological device, that disables magic. You could cast Fly, but that crystal on the other side of the pit cancels your spells. In some settings too much technological devices could do the same to a caster. Or there’s a small turret that zaps everyone trying to cast a spell, not doing much damage, but interrupting the spell.

It is fine when this is foreshadowed. If the party is trying to rob a vault secured against all magic, it makes sense they should only rely on their non-magical prowess. In a regular dungeon where magic is okay everywhere *but* the one place it would be really handy? I’d say it’s badly designed.

Spell caveats

The bypass spells offer great utility in what they’re intended for. They are not complex solutions, and sometimes need other arrangements. These might be as simple as a piece of equipment (rope, pitons, bucket, sled), or another spell. That brings us to resource management, when casters have to think twice before wasting a spell when another solution was possible (see below).

Water Walk enables to walk on the surface of the liquid, but does not protect from other effects it might possess. The PHB mentions heat from lava, but acid vapours are also bad for your health. There might be things living in the liquid you’re trying to walk over, and some might be hungry.

Spider Climb needs walls. What if there are none that can be reached? Or the walls might also be dangerous. Covered in toxic mushrooms or territorial vermin, or crumbling when crawled over, sending the unlucky adventurers to the pits below.

Resource management

Probably in any game, not only those with Vancian magic, there are limits to magic use. Whether it’s daily uses, spell points, stamina, or blood, you can’t have your every action be spellcasting. Most casters probably have to think how they spend their magic, same as any other resource. Depending on other factors, such as party composition, the caster might have to split their magic uses between offensive, defensive, and utility.

You can work with this knowledge to create dilemmas, decisions that have to be made either beforehand (memorizing spells), or at the moment (other forms). At higher levels many foes can have resistances and immunities to normal attacks. Spells might be needed to defeat them. Enemies or the environment might on the other hand present dangers that have to be countered by magic. Or there are simply multiple environmental puzzles, so at least some need to be solved without magic.

Puzzle design

This is what I believe to be the grail you should strive to reach when designing environmental puzzles. Or anything, really. Let’s say there’s an obstacle the party has to overcome. Don’t set it up that simply getting through with one character is enough, not even the whole party. It needs to be *solved*, and that might mean a lot of different things. Perhaps you need to move some NPCs or animals across as well. They won’t climb 60 feet of dangling rope, or agree to be changed into mist. You need to make a safe path.

Or perhaps there’s a large object that’s needed somewhere across the pit, maybe two rooms further. It’s too large and heavy to carry on back, fit inside a portal, and it can’t be changed into mist or given spider legs. You need to make way for the huge boulder, or portable generator. You might be able to bypass the next puzzle with a spell again, but now that’s two spell slots that could have been used differently. It is all connected, and each solution might affect the next puzzle.

This can be taken a bit further making multiple environmental puzzles part of one large puzzle. The diverted flow of an underground river fills a pool that raises a platform, upon which the fallen column for another puzzle can be rolled. The new flow also powers an elevator that goes not only up, where you could fly or climb, but also down. The way down was concealed by the elevator platform. Descending the elevator shaft might prove to be a shortcut, or a bonus area with clues, lore, a helpful NPC, or just extra loot.

It is a lot more work, creating a complex environmental puzzle where the pieces are interconnected. And the players might find yet another way to bypass the situations you so meticulously prepared. Keep in mind that even if it doesn’t work out the way you intended you still have your notes. It was probably a good exercise, and you can publish it! Or take some parts out, mix and match with other stuff, and use in a different campaign.

Conclusion

Magic is an essential part of fantasy, yet it can make your prepared content “skippable” too easily. There are several ways to keep environmental puzzles relevant and interesting even on mid party levels. Try designing your puzzles with magic and its limitations in mind. That way you can offer puzzles that have to be solved with brains instead of spellcasting rolls.

The guidelines presented in the article are by no means exhaustive, and I would love to read your thoughts in the comments! It’s also up to you as the DM to know your players and arrange things accordingly. Some players will never appreciate environmental puzzles, and would prefer to skip them with a spell. That’s fine, but since you’re reading this, either you, your players, or both parties like to solve an environmental puzzle at least from time to time.

Lorwyn: First Light review

A review of the new Lorwyn: First Light D&D supplement based on the Magic: the Gathering blocks Lorwyn, Shadowmoor, and the upcoming set Lorwyn Eclipsed.

Estimated reading time: 20 minutes

The long awaited D&D supplement is finally out as of November 18. Since its latest announcement in September I’ve been a bit skeptical, so I waited a day before buying it. But being the Lorwyn fanboy I am, I couldn’t really let is pass.

Since the first announcement during MagicCon: Chicago in February I’ve been working on a series of articles about Lorwyn-Shadowmoor. Mostly they’ve been filled with my predictions and thoughts about how will certain things get handled by the creators.

We will be getting a supplement with lots of lore, stats for various monsters, place descriptions, etc. done by professionals with access to the original notes (hopefully). In the meantime I can offer my take on the already published stuff, and speculations about what will be in the sourcebook. – quote from my first article on D&D Lorwyn

I managed to finish a huge bundle of four (!) articles to this day, with the Shadowmoor Merrows still in the WIP phase. Blame my job, which is completely unrelated, and the oppressive need to provide sustenance and shelter for my family.

With Lorwyn: First Light finished I can compare my speculations with the finished product. This will be a complex review of both form and contents. I’ll take a good look at what First Light provides and what it doesn’t. Can you play a campaign in Lorwyn using the new supplement? How much work is left for the DM after reading it? Let’s get to it!

Form and Format

Lorwyn: First Light is a digital-only release available on the D&D Beyond Marketplace. When bought, you’re not given a download link for a PDF, but instead you can browse the contents on the site. This is probably normal for D&D Beyond, and it shows that I don’t have experience with the site. I have my rulebooks in hardback, and all the 3rd-party stuff as PDFs.

The supplement is divided into four chapters and an introduction. The introduction gives a short, well, introduction to the plane. It provides the basics of geography, cosmology, and history. Chapter 1 lists the character options, while in the second chapter we return to the geography of the plane. Following is the third chapter, the Bestiary, and the last one is called Lorwyn Adventures. We’ll get to each of them in a while.

An advantage of the D&D Beyond treatment is that there are keywords that either link to a relevant source (also on Beyond), or show a pop-up card with a spell description for example. I’m inventing the wheel here, but since I don’t use Beyond, this is our first encounter. It goes without saying that you need access to the linked source on D&D Beyond first, otherwise you’re redirected towards the Marketplace.

Introduction

The introduction gives a short summary of the Lorwyn-Shadowmoor plane, and it does its job quite well, actually. I can imagine someone unfamiliar with the setting getting a nice overview that can be expanded upon in later chapters. It mostly isn’t, but we’ll get to the other chapters later. The basic cosmology of the dual plane is explained, and there’s also a very brief history.

We learn where we are in the timeline, and that the supplement deals with one period only. We’re dealing with a post-Oona, post-Phyrexian period, with no guidelines how to play in different eras. Which makes sense, as it’s intended to be a companion to the upcoming Lorwyn Eclipsed MtG set.

The introduction also states one should receive what’s needed for playing D&D in Lorwyn. That’s quite a statement, it makes one expect a complex guide to the denizens and locales of the plane with all the rules necessary. I should be able to make a character using only this supplement. And get a good enough picture of the plane to run an adventure or campaign, right? We’ll see how it goes in the next chapters.

As a side note, there’s one thing that struck me as intriguing. It is the emphasis on light conditions in the plane and its aspects, Lorwyn and Shadowmoor. This is probably due to the workings of D&D Beyond and its tooltips, but it makes the light conditions really stand out in the text. It’s good to know how much light there is in the environment, but it’s not something I needed from an official supplement. Such things are well within the capabilities of most DMs. Plane specific lore and mechanics are what we expect.

We’re given some of those in the introduction, to be fair. There are short descriptions of the two elemental gods, Eirdu and Isilu. Not much is said about them, but we’re given stats. Sadly in the worst possible way, so we’re to use dragon stats for both of them. And while the Eirdu proxy seems passable, the one supposed to stand for Isilu feels wrong. I’m not going into more detail, as this is a paid product we’re talking about. It just looks as if the team worked on this in the last minutes before deadline and just picked something based on colours.

And another side note, the Marketplace pitch for Lorwyn: First Light mentions “2 new unique magic items”. They are both right there in the introduction, but probably aren’t what you imagine when you see “unique magic item”.

Character options

The first regular chapter is dedicated to character options such as backgrounds, feats, and playable species. According to the Marketplace we should be given 2 backgrounds, 2 feats, 2 new species, and guidelines for playing (sic!) 8 other species. Eight species, that sounds like we’re getting almost all Lorwyn-Shadowmoor tribes, right? One didn’t make it, maybe one of those you couldn’t really play as a PC, like giants or merrow.

backgrounds and Feats

For some reason this chapter starts with backgrounds. We are given two of them, one for Lorwyn, one for Shadowmoor. While the idea is not terrible, they’re extremely bland and generic. They say nothing about your character beyond “you’re at home in Lorwyn/Shadowmoor”. There are so many backgrounds one could fit in here just by looking at some cards.

The feats are not much better. It’s not that they are bad in themselves, it’s just the way they’re presented. Both come with the new backgrounds. We could assume that every Lorwyn-Shadowmoor native has one or the other background (an incredibly boring idea), and therefore one or the other feat. So every Lorwyn denizen could cast Faerie Fire and every being from Shadowmoor can cast Hex. It would be better if those feats were exclusive to the elemental gods’ chosen or something along those lines. And if there were additional backgrounds and feats to choose from.

Species adaptations

What we’re actually given are short descriptions of boggarts, elves, faeries, flamekin, and kithkin. Each tribe is treated differently, some have instructions on how to play them, some only a few terse sentences. Boggarts and elves get the most attention, though their entries are still rather brief. But out of the five (not eight, as advertised) species three actually require you to buy another supplement, because you’re sent to Mordekainen Presents: Monsters of the Multiverse for the stats. It’s okay for an expansion to require the core rules, i.e. Player’s Handbook, Dungeon Master’s Guide, or Monster Manual. It’s not okay to take my money and then tell me to pay more so I can get what I paid for in the first place.

Elves are actually the only adapted species that is different in Lorwyn-Shadowmoor from other settings. I don’t count slapping Darkvision on everything as making it different. There are two lineages, the Lorwyn Elf and the Shadowmoor Elf, that you can choose from. Why the other tribes didn’t get at least this much is beyond me.

To play a kithkin you just create a plain old halfling from the Player’s Handbook. Add Darkvision, if you want a Shadowmoor kithkin. Thoughtweft is mentioned, but never by name (why?), and it has absolutely no in-game effect. There’s even mention of the nomadic kithkin who severed their connection to the thoughtweft after the Phyrexian invasion. You have potentially three subspecies waiting just to be named and described in the laconic manner of First Light. More if you take clachan/doun differences into account. Why was this possible with the elves but not with the kithkin?

Faeries and flamekin are mostly just glorified hyperlinks to Monsters of the Multiverse. Their descriptions are short, both almost exactly a whopping one hundred words. You have no reason to stop there, because you won’t learn much about them.

As I said before, three species are missing. The merrow are found in the third chapter, as unplayable monsters. That was expected, I predicted it in my merrow article, the merrows would be hard to use in a normal campaign. Treefolk and giants are also creatures that would have difficulties fitting in a party, so it’s understandable they are only to be found in the Bestiary. But somehow we were offered 8 playable species adaptations plus 2 new ones. And we received only 5 adaptations.

New Species

The two new species are Changelings and Rimekin. Changelings are a staple of the old Lorwyn block, and while I never took them for something playable, why not? As with everything in First Light the description is terse, but you get the stats and basic idea.

Rimekin are a newcomer from Lorwyn Eclipsed, and it makes sense to see them among the new options. Though they are very much but a recolor of the flamekin, they nevertheless seem playable. One wonders why there’s no option for a cinder. They are mentioned next to the flamekin adaptation, but neither there nor in the new species we are given something to work with should one want to play a cinder.

Geography

The second chapter is called the Lorwyn-Shadowmoor Gazetteer, and provides the descriptions of some of the Lorwyn and Shadowmoor locales. It is one of the better chapters, because it actually delivers what it’s meant to, despite the ever-present brevity.

The settlements each have an overall description with a few prominent characters. There are some issues of scale. We are given rough inhabitant counts for each, but the descriptions evoke much larger settlements. Each location entry also offers three reasons to visit. These serve as adventure hooks mostly, which vary in their quality. Some are good on their own, and I can imagine a nice adventure coming out of them. Some are just curiosities you can add to a real adventure to spice things up a bit.

There are some contradictions between the Gazetteer and older lore, even the Planeswalker’s Guide. These are not critical, but it makes one wonder, what should be canon? Since we’re dealing with a MtG setting, I believe their lore has precedence.

In the Mudbutton Warren entry there’s Auntie Gobgot. And it’s a he. The aunties have always been, well, aunties, i.e. females. They’re supposed to be matrons of the boggarts, old crones smart and mean enough they didn’t randomly die to some example of boggart carelessness. The Planeswalker’s Guide explicitly states the aunties are matrons. Why would anyone need a male auntie is a mystery to me. That’s not even gender equality, that’s uncalled-for disregard.

All in all there are 5 major and 10 minor locations for Lorwyn. Shadowmoor has 4 major ones and 7 minor locales. The “minor” locations get only a few sentences, though we could argue whether they are minor to the setting. The likes of Glen Elendra, Velis Vel, Dark Meanders, or Wanderwine River could play rather important roles in a campaign. It’s not like Lorwyn-Shadowmoor is a huge setting such as the Forgotten Realms. There are exactly 6 known clachans/douns, why not describe all of them? It could take maybe another thousand words to describe all the known locations from the Lorwyn and Shadowmoor blocks. Possibly even less.

Bestiary

In this chapter we should find the various denizens of Lorwyn-Shadowmoor, that don’t belong to one of the playable tribes. Right from the start we are given a short description of faeries, and how we should just use stat blocks from Monster Manual. As in the previous chapter, I have nothing to add, faeries are simply not welcome in this supplement. They’re not my favourite either, but I would expect more space dedicated to one of the pivotal species in the setting. Other than that we are given guidelines on how to adapt scarecrows and treefolk, and the advertised 8 new monsters.

Scarecrows

In my article about Shadowmoor Kithkin I praised the block for the huge amount of scarecrows, and their variety. There were “classic” stick scarecrows, but also several flying types, scarecrows made of body parts (skulkin), and even a giant scarecrow spider. There was ample potential in the 23 scarecrow cards from Shadowmoor and Eventide.

By now you have probably realized that Lorwyn: First Light isn’t too generous with what it offers. How much effort was dedicated to this unique Shadowmoor feature? About 90 words of description, 13 of which make up the sentence telling us to use the scarecrow stat block from Monster Manual. There the description of a scarecrow is twice as long, not counting the stat block itself.

Treefolk

Treefolk suffer the same mistreatment as scarecrows. There are 32 treefolk cards in the Lorwyn and Shadowmoor blocks of yore. First Light managed to give us a condensed description of two sentences per aspect. A total of 156 words, again counting the advice to use a stat block from Monster Manual. This paragraph is more than a third of what we get in the supplement lengthwise.

With treefolk some variety is recognized even in Lorwyn: First Light. To spice things up you get to roll a dice (d4!) and obtain a very short description of the individual. The types are the same as in the Planeswalker’s Guide, but the descriptions even shorter. Perhaps making a table with stat changes depending on the type of tree and aspect of the plane would be more useful?

New monsters

The Marketplace promises 8 new monsters “drawn from Celtic-inspired myth”. The “Celtic-inspired myth” thing is quite unnecessary at this point, but whatever, it’s marketing stuff. They promise giants, faeries, and incarnations of nature. First Light mostly delivers on this promise, as we indeed receive 8 monsters. This time with their own stat blocks, so no more redirection!

We get two giants, one for each aspect. Once again the descriptions look as if the creators had to pay a hundred dollars for every letter. And the 34 giants in the MtG blocks got condensed into two. But no one said we’ll be getting more of them. Both giants are usable and fit into their aspects.

The supplement also provides us with elemental incarnations in the grand total of two. Again, we weren’t supposed to get more, so it’s fair. Here I have to praise Lorwyn: First Light, as the design of the two incarnations is good. Though I suspect the art came first and creatures intended for cards were just given stat blocks. That is fine, even expected. And I understand WotC couldn’t have spoiled too many of the new cards. But still, the Lorwyn and Shadowmoor blocks have 55 greater elementals or elemental incarnations. It’s a bit unsatisfying to get only two. They are something unique to the plane, with wonderfully weird designs. That’s something you could emphasize, not sideline.

Merrows almost get the faerie treatment (we are told to use the Monster Manual stat block), but then we’re given two unique stat blocks. That’s something, though once again I have to question the decisions made. The Lorwyn merrow is given a scepter and a longbow, while the Shadowmoor one doesn’t use weapons. It’s fine to be creative, but why not give them a blade, spear, or staff? The weapons we see merrows most often with? And a blowgun or spinebow instead of a longbow? Spinebows could easily be a new item unique to the supplement. Missed opportunities.

Finally we get two noggles! These charming creatures native to Shadowmoor are depicted on only four cards, and we get two in the adaptation! That’s much more like what I expected. I can’t say anything against these, by now I’m even used to the tight-lipped descriptions. And since we’re not losing unnecessary bandwidth on descriptions, what prevented the creative team from doing the same with bogles, ouphes, duergars, hags, imps, and trolls? You know, the actual creatures “drawn from Celtic-inspired myth”. All of those are mentioned in the Planeswalker’s Guide, so they weren’t forgotten. I hope we’ll see them in Lorwyn Eclipsed at least, along with kelpies, selkies, and pucas.

Adventures

With a bitter feeling I got to the last chapter of Lorwyn: First Light. We were supposed to get two ready-to-run adventures, according to the Beyond Marketplace. When I thought about it, even though the supplement itself is quite subpar, we’re probably paying for the two adventures. Fifteen bucks isn’t bad for two adventures and some fluff and stat blocks on top of that.

Well I don’t know what’s the standard for adventures these days, even one-session ones. But in First Light they amount to one location and two short “adventures” taking place there. I think each of them gives you maybe 2 hours of play, and I’m both being generous and counting all the unrelated banter that’s impossible to keep out of a session.

The “adventures” itself are incredibly simple, essentially just short strings of several combat encounters. There are no decisions to be made, nothing to discover, no opportunities to test the players’ creativity. Just a few fights, that’s all. I could flesh both “adventures” into proper adventures, even stretch them over a few sessions and make them make sense. But I already paid for someone else to do it for me. The stuff presented as adventures in Lorwyn: First Light is akin to something you scribble in your notes a few hours before an unexpected session starts.

The adventures were also meant to fit into the setting of Lorwyn-Shadowmoor. You know, the fabled fairy tale realm full of “Celtic-inspired myth”. Why is there an “expo” in Lorwyn? Did the kithkin get that idea from a memo? Did they also plan a live-stream on Teams for those who couldn’t attend because of scheduling conflicts? And what’s with the “refurbishment company”? Will there be an Extreme Makeover: Clachan Edition? I’ve been doing my best (and often failing) not to sound too dismissive in this review, but this shows either total disregard for the setting, or serious ineptitude. You have the entire Lorwyn-Shadowmoor at your disposal, probably even unreleased lore for Lorwyn Eclipsed, and the best you can do is an expo and refurbishment company troubles?

Conclusion

To conclude I would like to crunch some numbers and do some comparisons. Let’s take a look at Plane Shift. I randomly chose Plane Shift: Zendikar. Released in 2016 it is a nice 38-page PDF of about 12 thousand words. Written by one person and available for free! There are also instances where the author suggests using Monster Manual stat blocks. But each time he provides a lot of Zendikar-specific lore.

The Planeswalker’s Guide to Lorwyn Eclipsed came out in September this year. It was written by a team of three, is full of lore and a little over 12 thousand words. Since it’s an article on the MtG website, it’s also free. There are no rules or stat blocks, of course, but it does what you expect it to do.

Lorwyn: First Light, the product for which you pay 15 dollars is a bit short of 14 thousand words. Made by a team of four designers, one rules developer, four editors, five producers, an art director, a graphic designer, and four consultants. That’s twenty not counting the artists. I suspect most if not all of the art is repurposed from the upcoming Lorwyn Eclipsed set. Not made for First Light exclusively. Save for the one map made by the great Mike Schley. Unfortunately it was used for “adventures” that certainly don’t do it justice.

Make of that what you will. I sincerely hope this was caused by executive meddling and not by laziness or incompetence. Lorwyn: First Light would be fine as a free teaser distributed before the full release of a normal setting book. The missing parts would presumably be remedied by the finished product. Or if it was just another Plane Shift download. Sure, it’s not exhaustive and it often leaves much unfinished, the Plane Shift books are often this way. But they’re all nice gestures from the publisher. This feels like a sloppy cash grab, a weak marketing move to promote the new MtG set among D&D players. There are some chapters that are better than others, namely the new monsters and the Gazetteer, but it’s not enough.

I have been harsh in this review, but I believe my points are clear and sound. If I seem to be nitpicking sometimes, it’s not self-serving. That’s just the thing with every sequel and remake, be it a movie, video game, or setting. There will be fans who have high expectations based on the source material. You can see in my articles that I’ve been hyped for the Lorwyn supplement from the beginning. When I had doubts, it was out of concern for a loved setting, not out of criticism. I am very much looking forward to Lorwyn Eclipsed, and I believe the money I will spend on the pieces of cardboard will bring me much more joy than Lorwyn: First Light. And more resources one could use to run a D&D game on the plane Lorwyn-Shadowmoor.

Finally a disclaimer, as it probably should be present in a review like this. The author is an independent person not affiliated with Wizards of the Coast, or any other figure in the industry. The reviewed product was bought with his own funds and he’s reviewing it in his spare time on his own. All art used in this article belongs to Wizards of the Coast and other respective owners, and was taken from D&D Beyond Marketplace or the Planeswalker’s Guide to Lorwyn Eclipsed.

Feel free to let me know in the comments what do you think about Lorwyn: First Light, or my review. Do you agree with my harsh views, or do you think I’m being too mean, and Lorwyn: First Light is well worth the money?

Barbarian: Path of the Warmachine

Estimated reading time: 2 minutes

A while ago I started working on a barbarian subclass, one to go with my ranger Conclave of the Monkey Wrench. The Path of the Warmachine was to be its antithesis. Where one was supposed to pose resistance to a technologically advanced threat, the other was supposed to embrace the new technology. Or be embraced by it. It was all about enhancing the frail natural body with superior technology.

The resulting Path of the Warmachine offers survivability above all, with an immediate bonus to AC, and several situational options fueled by rage. The Directive is a built-in role-playing prompt. While the subclass is mostly combat-oriented, as one would expect from a barbarian path, there’s a lot of potential for RP.

Click the picture above or this link to get the full PDF.

The Path of the Warmachine is not part of any particular setting. “Canonically” a warmachine receives their chrome from an invading or at least encroaching foreign force. Either from a far away country, or a different planet/plane/dimension, whatever suits your needs. They might be a foreigner, or a local that has been turned and augmented.

There’s room for all kinds of backstories and events leading to becoming augmented, and also thereafter. You might struggle with the machine parts of your body, maybe it’s against some cultural or religios taboos. You are possibly a traitor to your country or planet.

My take on an augmented individual is far from modular or customizable. The feature options are different, but in the same vein. You don’t have the freedom you would have with Shadowrun cyberware.  But that never was the goal. Fifth edition D&D puts simplicity over complexity and modularity, and I wanted to stay in that line. There are surely other supplements that give you much more freedom and don’t limit the enhancements to a particular type of character. But for a novel twist on the barbarian, that fits a certain type of setting, the Path of the Warmachine is yours to use.

That being said, I’m working on a new class with much more options and versatility. I won’t be giving any release dates, but it’s in the works. I’m intending it to be usable both as a class on its own, and a multi-class candidate.

If you read this far thank you for your interest. Would you play a Warmachine barbarian? Let me know in the comments, and please share if you can, so I can get as much feedback as possible. Cheers!

D&D: Lorwyn Merrows

Estimated reading time: 10 minutes

In this episode of my Lorwyn-Shadowmoor series I will take a look at the merrows of Lorwyn. As you probably know, Wizards of the Coast announced a new D&D supplement for 2026. In this series of articles I present my predictions and anticipations. I wanted to finish this before June, in time for a Mermay contribution, but I worked on other things instead. Then vacation came, more work, and you know the rest. But the series is back on and this time we take a dive into the waters of Lorwyn.

Merrows, as Lorwyn merfolk are called, differ from those of some other MtG planes. On planes such as Zendikar or Ixalan the merfolk are bipedal. Lorwyn (and Shadowmoor) merrows resemble those of Dominaria, with fish tails and without legs. While not a problem for a card game, in a TTRPG where things should make at least some sense, having a party member unable to walk might prove challenging. I’m quite curious how the team at Wizards is going to handle this. So let’s dive into the Merrows of Lorwyn.

Merrow Lanes and Dark Meanders

I start these articles with an overview of the tribes’ society, but this time some geographical context is in place. As I said before, the merrows of Lorwyn are bound to bodies of water due to their morphology. This is fine for a non-player species, but could prove difficult in a traditional D&D game. On Lorwyn the merrows make use of rivers (called “merrow lanes”), the largest of which is called Wanderwine; and Dark Meanders, a series of underground rivers crisscrossing the plane. These connect all the water bodies on the plane, including wells.

When the waterways don’t lead to where the merrows need to be, there’s another solution – flooding. To this end they employ aquitects, mages potent in creating new waterways where they’re needed. This is something that quite exceeds the power levels of low to mid D&D campaigns in many settings. If accounted for in a suitable setting, it might be possible to pull it off. Though again probably better to have aquitects as NPCs than the player characters.

Society

The merrows of Lorwyn value knowledge and learning, and so their society is centered around the wisest of their scholars. Merrows gravitate towards these mentors called “reejerey”, and form loose but recognized schools. These have different interests and values. In Lorwyn there are five known merrow schools: Inkfathom, Paperfin, Silvergill, Stonybrook, and Weirwinder. New ones could be invented for the D&D supplement. The schools obviously have their specializations. Inkfathom school for examples delves into the Dark Meanders. Paperfin seems to focus on black ops, Silvergill merrow safeguard travel along the lanes.

Being mostly blue-aspected, the merrows embody the usual scholarly traits of blue mana in Magic. They covet secrets of all kinds, revere the knowledge of the past, and make no qualms about revising the past. Stealing and even destroying sources of knowledge is fair play for the merrows. In this sense they are quite a meddling bunch, though generally they are among the good guys of Lorwyn.

Trade of goods and ideas is another area which the merrows consider their forte. They use the rivers to transport passengers as well. Ideal as NPCs that offer services to the party. I can imagine a lot of boons the adventurers could get from the merrows this way. For example fast and (mostly) safe travel through the Dark Meanders, or arcade-style pop-up merchants.

The merrows are probably on good terms with at least the kithkin and the elves. Probably less so with the others, but then again the others are less “sociable” in general. To the kithkin and elves the merrows provide transport services, and they also share their healing powers. And their policing of the waterways is also a service that’s probably well received by most.

You can see there’s more to the merrows than their morphology that makes them ideal for NPCs instead of player characters. They are bound to water features, yet can travel from one to another easily. As keepers of lore and history they have much to offer, and much to possibly request, making them natural quest-givers. Their water-based limitation nicely overcomes the age-old problem o powerful characters sending weaker ones on quests they could do better themselves. Not everything is accessible from water. A merrow can provide healing, transport, knowledge, or rare commodities from far away. It just makes more sense to have them as non-player characters.

Equipment

As with the kithkin I will analyze the various arms, armour, and other implements we can connect with the merrows. In D&D equipment and loot plays a large role, so it’s important to know what to expect. Some of these might be rare and sought after by the other tribes.

Scholars and wizards first and foremost, the merrows don’t use much hardware. Half of the times they are depicted holding nothing. Sometimes they are casting a spell. When they hold anything in their hands, often it’s not a weapon, but a scroll, staff, poultice, lantern, or even a branch. This of course corresponds with their general theme.

There are of course merrows who are more conventionally armed. We can see spears and serrated blades for close combat. Some have a knife or dagger on them, but these are probably for utility purposes. There are also some ranged weapons in the form of a blowgun, and a heavy-duty spine bow. Nice idea for an exotic weapon that’s still easy to understand and imagine.

If all that’s too tame, there’s the card Swell of Courage. One merrow wields what looks like an enlarged fishing hook, another has a magical spear, the third some kind of axe. Two of them wear turtle shell pauldrons and the axe-merrow has a turtle shell shield. This one’s a bit of an outlier, but there’s no reason to discard it. Maybe the fish hook’s taking it a bit too far, what do you think?

The turtle shell armour pieces above are the only armour pieces we can see on Lorwyn merrows. The Merrow Witsniper is wearing some kind of tight, presumably leather, harness, but it’s probably not armour. Others wear swimwear or light clothing, sometimes a robe. It makes sense not to put too much fabric on yourself when you spend most of your life underwater. We also see various charms and baubles, as well as pouches. But mostly the merrows do what you would if you went swimming. They wear as little as possible.

What about other stuff? There’s a pearl, that probably has some magic properties. A staff that makes sense for a wizard. What about the branch in the hands of Veteran of the Depths? A status symbol, charm, or just something they picked up while swimming? You can probably see the potential. There are also lots of options for various water travel related utility charms.

Magic

Merrows are one of the more magical tribes in Lorwyn. There are however not that many spells we could count as “theirs”. They share the blue aspect with the fae, and so while there is a lot of blue spells, many don’t feel like what merrows would use outside of MtG.

Those sorceries and enchantments that can be linked to the merrows give us a fairly uniform picture. Their magic is usually not one of direct violence. Instead they use their art for gaining knowledge and negation. This is hardly surprising to any Magic: The Gathering players, but I’m assuming my readers are primarily D&D players. In terms of D&D schools of magic we are dealing with divination, abjuration, and transmutation mostly. Some illusion and enchantment make sense as well.

Effects that make you draw cards would fall under divination. They mostly deal with gleaning insights, searching, and other similar stuff. A staple of blue players in MtG is counterspell. In D&D there’s a single spell called unassumingly Counterspell. MtG has tons of counterspell flavours, and perhaps the same could be done here. Different situations, requirements, and other parameters could make each an interesting variation on the common principle of negating a spell. Look at Familiar’s Ruse below, which canonically uses a fairy as a catalyst.

And we mustn’t forget the few out-of-place spells, that clearly should be from the school of evocation. It makes sense to have some at your disposal, even if you prefer indirect means. Especially in D&D environment casters are expected to have at least some offensive spells. We are shown a few of those in Lorwyn at the merrow disposal. The Neck Snap would work either as a spell, or as a magical item. Scattering Stroke, though a spell counter, looks on the card art as a jet of heated water or something similar.

Summary

The merrows of Lorwyn are one of the “good guys” by most standards. They seem to have mostly good relations with other tribes. Trade of things and ideas, and recording, collecting, and adjusting knowledge, are their two main interests. Their unique morphology would make them quite difficult to fit in a normal D&D campaign. Normal in the sense that there’s a group of characters traveling mostly on dry land. It would require quite some work to prepare the campaign in a way that enables merrow players to do what others can. And after such treatment it might be too merrowcentric for the other to enjoy fully.

Therefore I find the merrows to be ideally suited to being NPCs. Wise mentors, guides, almost omnipresent traders, even assassins. The merrows are an important part of Lorwyn, but you better leave them out of your party.

This is where I usually list the subspecies based on the Lorwyn-Shadowmoor lore for the tribe. Since I’m advocating the NPC treatment, I won’t go into stats. Have a quick recap of what the various merrow schools seem to be focused on instead:

  • Silvergill – maintaining and guarding the lanes, trade?
  • Inkfathom – exploring and navigating the Dark Meanders
  • Paperfin – hard to say from the one card, but since it’s a rogue, I would say black ops – assassinations, espionage, procurement of guarded knowledge
  • Stonybrook – let’s say diplomacy and teaching? They have the banneret and schoolmaster cards

What do you think? Do you agree merrows should be NPC-only? Or would you go to the great lengths needed and do your best to implement them as a playable species? Leave a comment and stay tuned for the Shadowmoor counterpart!

Final remarks

While there is lore available on Lorwyn-Shadowmoor and its denizens, a large part of my analysis is based on card art and flavour text. Therefore a lot might be a matter of artist license rather than conscious worldbuilding decisions. Sometimes that is preferable. We’ll see in the official supplement how the specific issues will be resolved.

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

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

Monster Produce part I

A longer article exploring the idea of monstrous vegetables. Free sample near the end!

Estimated reading time: 16 minutes

Sometimes you need a change from all the orcs, goblins, or undead. Maybe you want to surprise your players, the plot might require different foes, or you just want to have some lighthearted fun. Wherever your need comes from, we’ve got your back with Monster Produce!

I’m talking about monsters based on fruits and vegetables. While you can find plenty of plant-based enemies in the rulebooks, produce is generally not as well represented. Maybe the notion really is silly, and has a place only in parody games. That is up to you to decide after you’ve finished your veggies, I mean this post. There’s also a little treat waiting for you at the end!

The How and Why?

As with all monsters you probably want to know a little more about them than just the stat block. Why would there be vegetables attacking people, and how they came to be? Let’s look at some possibilities.

Your killer tomatoes can be natural or artificial. Maybe spontaneous is a better term than natural. Anyway it means that no deity, magic user, or scientist created them. A magical field, some kind of mutagen, or even plain fantasy evolution, might have created monsters out of these plants. They are probably tied to a place with precise conditions. Like a magical spring or the impact site of a meteorite. These conditions might not be replicable, or they might be (and this might be of interest to certain parties). There might be a “Plane of Produce” where every fruit and vegetable has its monstrous counterpart. These can either be summoned, or maybe they appear when certain conditions are met.

On the other hand we have artificial veggie monsters. They have been engineered by an alchemist of some sort, probably with botanical leaning. They might also be the result of a spell gone wrong (or right), creating dependable (or not) minions from household supplies. A deity might have sent them as a punishment, or as a boon to the faithful.

And what are the pros and cons of vegetable and fruit monsters? It’s hard to generalize, as they can vary widely. Being essentially plants they have different anatomy than animals. They might lack weak spots, though this might also differ across produce types. Slashing damage might be fine, but piercing and/or blunt damage might not work as well on most. Imagine stabbing a raw potato with a fork. Or hitting a celeriac bulb with a stick. On the other hand they might have unique weaknesses. Salt comes to mind, anyone who ever cooked vegetables knows that they release water and soften when salted.

Depending on their origin, these animated greens might still be edible, or at least usable in some manner. I remember fondly the amazement I experienced as a kid when screamers in Dungeon Master yielded edible slices. Woody tissue might be a rare material for crafting. And of course whatever toxic, hallucinogenic, or healing substances found in the original plant might be present. Possibly even more potent in these enhanced specimens.

Veggie Varieties and Fruit Forms

After deciding their origin, we need to choose the shapes and forms of our Horticultural Horrors. The configuration will determine their stats and roles, and might be linked to their origin. I imagine it’s more likely a mutagenic serum would create a massive onion crawling on its roots spreading poison clouds, than little onion people with arms and legs and smiling faces. The latter might be the work of magic, or a deity.

The first type of our typology (type I) is an animated version of the base fruit or vegetable, possibly weaponized by transformed leaves, vines, husks, shell, whatever applies. Fangs, claws, and other animal parts might also be present. It may or may not have a face, often it will have no eyes. Size might differ from one normal for the fruit or veggie to monstrously enlarged specimens. Animated pumpkins lashing vines around, or man-eater plant proxies (giant bell peppers sitting on their plant waiting for suitable prey to come along) fall into this type. Killer tomatoes would fit here as well.

Then there is the aggregate type (type II). Here a bunch of type I specimens become fused or form a reversible colony. This not only increases the mass, but could also lead to the development of new abilities, an increase in intelligence, or even sentience.

The next type (type III) is roughly humanoid (IIIa) or animal-shaped (IIIb). The base fruit or vegetable will get arms and legs, and at least a face if not a whole separate head. They might easily range from cute to creepy. Type IIIa will include mandrake, various fruit and vegetable sprites, Oddish, or Mr. Potato Head. Type IIIb would resemble an animal or a broader animal group (e.g. dog, turtle, lizard).

Type IV is fully humanoid to the extent that the original fruit or vegetable is not readily identifiable at first glance. It’s not an apple with arms, legs, and head stuck to it, but a delicious person made of apple-flesh.

Putrid Potatoes

Have you seen those memes with potatoes that have spent way too long in the cupboard and started reaching out for soil and your soul? Look them up if you haven’t. Add to that the often misshapen forms of the tubers and you’ve got a set of attributes ready for monstrification. And what if those potatoes were the size of a man or larger, as in the collage below?

A potato harvest, collage by W.H. Martin (ca. 1910s) via lookandlearn.com (CC0 1.0).

The potato idea was used in the 2011 roguelike Dungeons of Dredmor by Gaslamp Games. Large levitating potatoes with sprouts and eyes (type I) bearing names such as Evil Magic Potato or Enchanted Plaguetato plague your steps from the beginning. They can cast magic missiles or other spells, depending on the tier. It’s certainly a nice execution, one of the best Produce Monsters I’ve seen, actually.

Another game in which you can fight animated potatoes is Void Tyrant by Quite Fresh, a 2019 roguelite for smartphones. There you face Potators, humanoid potato figures (type IIIa) who look like, surprise, potatoes with arms and legs. Apart from trying to bash in your skull they hand you potatoes that clutter your card deck. Not the greatest of concepts, but it fits the not too serious tone of the game.

Callous Carrots

“Vegetarian Odd Fellows: or, Carrolt and Pa-Snip” by John Leech (1817–1864) via lookandlearn.com (CC0 1.0).

They don’t look especially menacing, do they? What if they’re two metres long with centipede-like legs and mandibles? And we can extend this category to other Apiaceae to include parsley and parsnip. If you’ve ever grown parsnip you might know that it contains furanocoumarins. These are compounds that react with your skin under sunlight and cause inflammation. See the potential there?

Carrots have also been utilized in Dungeons of Dredmor, taking form of an upturned carrot walking on its leaves (type I). They appear later than the potatoes, so presumably they are more powerful, but I haven’t met them yet.

A carrot monster from Seekers Notes. All rights reserved to Mytona.

There’s a secret object and puzzle game called Seekers Notes, mainly for phones. It’s not combat oriented, but there are enemies you have to beat to advance the story and grind items. There are changed seasonally, and in Spring of 2025, the theme was apparently Vegetable Uprising. One of the enemies is Rebellious Carrot, a type IIIa carrot with humanoid features, holding a pitchfork. You need a special peeler to dispose of it in the game. Although cartoonish, this is a solid example of what this article is about.

Karrotten as seen in the in-game Encyclopedia of Seven Kingdoms. All rights reserved to Enlight Software and Interactive Magic.

A different take can be seen in Seven Kingdoms, an RTS by Enlight Software. In this 1997 game we find the Fryhtans, a collection of monster races. One of these are the Karrotten, a type IV species of magically created carrot-people. Not much background is provided, but it shows that even in an otherwise mostly serious setting there can be place for monster veggies.

Several mutated specimens of carrot. All rights reserved to Mike Burns and Wizards of the Coast.

There’s also a nice example of what are presumably mutated carrots in Magic: the Gathering set Unfinity. We see what looks like a worm or naga, a tentacular beast, and a sort of hydra. So two of type IIIa and one type I. The card says they have Deathtouch, which is an ability that makes damage lethal no matter the amount and the toughness of the defender. This could mean they are venomous, so we get once again to the produce monsters’ potential toxicity.

Terrible Tomatoes

The main stars of several parody B movies, killer tomatoes are one of the less usable produce-based monsters. It would be very hard to use them as they featured in the movies (or at least the first one, of which I have seen a few minutes) in any kind of at least partly-serious campaign. Even in parody games you could do better. In Attack of the Killer Tomatoes they are just enlarged tomatoes that beat people to death. A better way to use tomatoes would be to treat them as any other fruit or vegetable mentioned in this article – even type I could be done better than that.

The Sun-Zapped Tomato from Seeker’s Notes (see above) is a better example. It’s a levitating giant tomato with an annoyed look. Due to the nature of the game we don’t have any stats. It is described as an ever-complaining bore declaring itself king of the patch. Maybe this one could be an NPC instead of a monster? To banish it you need a special Tomato Salt, so there we have a weakness as well (salt!).

A tomato monster from Seekers Notes. All rights reserved to Mytona.

Below is nice type IIIb tomato monster found in an art asset pack I bought. It resembles a spider, or the spider-head things (from The Thing). The image doesn’t indicate scale, but I think it would make a nice monster whether tomato-sized or larger. I would lean towards it being quite large, with the tomato part being perhaps 5-6 feet in diameter.

Tomato spider by Chaoclypse from a pay-what-you-want art pack. It’s a nice design and I gladly paid the suggested price for the pack. I’ll use the other artworks elsewhere, I guess.

Pitiless Pumpkins

A classic, animated pumpkins and pumpkin-based monsters are a staple of Halloween-themed content. Pumpkins come in many shapes, enabling a lot of variety, but the most iconic Connecticut field pumpkin is probably the one that comes to your mind right now. It’s not uncommon for pumpkins to be “enemy-sized” even when they aren’t enlarged somehow. Pumpkins also grow on vines, so you don’t have to worry about having to explain why they possess limbs – they’re modified vines, of course. I’ve seen examples of types I and IIIa, but it’s not hard to imagine a type II as well. Type IV, or pumpkin people, are quite common in fiction, though they are usually some other sort of monster, such as fey or undead. I won’t give pumpkins any more space, because although I like the idea very much, it’s very ubiquitous across genres and media.

Perilous patissons

Patissons or pattypans or are a sort of summer squash that used to be quite popular in Central and Eastern Europe. They have a curious shape resembling a pie or a flying saucer, and there are also “fingered” cultivars. Belonging to the Cucurbita family they offer pretty much similar option as pumpkins.

Until recently I believe there were no patissons used as a base for a creature. That changed with this blog post by Paizo, so kudos to them and a memo to myself not to loiter when I write (I started writing this in January 2024). The Pattypan of Gold Bits is presumably a gourd leshy by Pathfinder 2e taxonomy, i.e. a plant creature summoned by a fey or a druid. Or type IIIa when keeping to the categories of this article. Gourd leshys are actually a fine solution to this type of monster produce. You just have to change a few bits if you want a different vegetable. Maybe borrow fungus leshy’s Spore Cloud for a onion-based leshy.

Obnoxious Onions

If you cry while cutting onions, you might want to avoid these. All well known irritants, the Allium family offers several different candidates for new monsters. Onion, shallot, and garlic have large bulbs and long leaves, while leek, scallion, chives, and wild relatives such as ramsons, are mostly leaves.

Onion shaped monster
Bulbor from Void Tyrant. All rights reserved to Quite Fresh.

There’s quite a few option with the onion family that can build on their irritating volatile compounds, whether in the form of a skin acting poison or noxious vapours. These can be released on demand or perhaps on being hit.

Onions have been used in Void Tyrant as well, in the form of Bulbors, a type IIIa monster. As with Potators, these little smelly fellows hand out vegetables while trying to kill you.

Apparently, there is a Malaysian animated series for kids called BoBoiBoy from 2011, where there’s a villain aptly named Onion Monster. Its powers include noxious gas.

Tormenting Turnips

Do you know what people used to carve Jack-o’-lanterns before pumpkins? That’s right, turnips or rutabagas. You might have seen photos of sweet little faces such as the one below. Imagine it with a little torso, arms, and legs, wielding improvised weaponry such as kitchen knives, meat tenderizers, or a good old shillelagh – a band of turnip goblins terrorizing the countryside makes for a nice low-level threat. They would fall under type IIIa.

Turnip with carved out eyes and mouth
An early 20th century turnip Jack-o’-lantern from the Museum of country life, Ireland. All rights reserved to rannṗáirtí anaiṫnid.

Used in Dungeons of Dredmor their turnip-based monsters come with names such as Murderous Rutabaga or Ancient Rutabaga. They have some toxic properties that would perhaps fit better with radishes than rutabagas, but otherwise fit quite well into the overall theme of the game and its vegetable foes as a type I.

Swede is another name for rutabaga, and it’s been made into a monster by Czepeku for one of their battlemaps here. It looks like a man-sized type IIIa that’s been cut in half on a kitchen table. Hopefully it wasn’t friendly. While this is a very simple form of monster produce, it can be very effective as a foe. And also as an NPC, if you take inspiration from similar looking radishes (see below).

Ravenous Radishes

Radishes come in many forms – the small European red ones that are called summer or spring radishes, and the winter radishes comprising the larger varieties such as black radishes, daikon, and other Asian radishes. All of them are pungent and to some degree spicy, with European radishes being usually milder than the likes of daikon or black radishes. I believe we can bundle their relative, the horseradish, with the radishes, and let it take the first place in sharpness.

Sharpness is the key when we’re talking about radish monsters, so we have a similar arsenal as with onions. Radishes could however be sturdier built, and more earthy than leafy.

There are several examples from media where radish is used as a base for a creature. In the excellent Spirited Away by Studio Ghibli there’s the Radish Spirit, appearing as a large and benevolent bipedal daikon. Though it was a presumably unique spirit and not there to fight anyone, one can see the appeal of a hulking humanoid-shaped root vegetable. Either used as an NPC, or as a monster to be fought in a vegetable dungeon.

Large bipedal being based on daikon
Radish Spirit from Spirited Away. All rights reserved to Studio Ghibli, image taken from the Ghibli Wiki.

Lethal Lettuce

Lettuce, what a bland vegetable in itself. Add a bit of salt and vinegar and it’s more appetizing. Add some magic or mutagens and it’s a murderous organic drapery waiting for some unlucky soul to get too close. The leaves suggest engulfing foes, or flying, possibly both at the same time. Imagine a giant romaine lettuce flying through the night sky, dropping unsuspected on its prey, killing it by suffocation within the folds of its leaves. Or perhaps using some toxin or digestive acid, why not? Or the same lettuce hanging in the forest canopy above a path, waiting for solitary travelers.

Finally, a cabbage monster from Seekers Notes. All rights reserved to Mytona.

The screen above is once again from Seekers Notes. The highest tier of vegetable monsters in the game is this type IIIa raging cabbage. It’s using an onion as a weapon, and to banish it you need a Gold Grater. It seems quite bulky, built like a golem. Usable as both an enemy and an NPC.

End of part I

There’s a lot you can do with produce as a base for your monsters, or even sentient species. While some players might dismiss them as too nonsensical, I believe when done right they can be an interesting way to liven up your bestiaries. As a DM you know your players (or at least you should), so you probably know what they will like.

These creatures, whether you’re using them only as fireball fodder, or as important NPCs, will broaden your options. You can base them on existing features of real plants, or add new traits that they have evolved or received. Make your party wade through ketchup for once instead of gore!

I would also like to announce that I am working on a produce-themed supplement, part of which will be a bestiary! CLICK HERE to get a free WIP sample!

So that’s it for part I! This article has been on my table for more than a year, and it was starting to get a bit stale. I also feel it would be better to put fruits in a separate article. Get ready for some fruity foes in part II!

D&D: Shadowmoor Kithkin

Estimated reading time: 12 minutes

Welcome back to my series dedicated to Lorwyn-Shadowmoor, a dual plane from Magic: the Gathering. An official supplement by Wizards of the Coast has been announced and I have taken up the very unofficial quest to speculate and predict the outcome. Last time I summarized the kithkin of Lorwyn. New let us move past the Great Aurora and see how the kithkin changed. Shadowmoor, the darker aspect of the dual plane, is a place of constant dusk and gloom. The tribes’ negative characteristics are amplified and positive ones are muted.

For kithkin this means a transformation from a proud and honourable folk to paranoid sadistic xenophobes. Certainly not pleasant to be around, unless you are one of them. They fear the other tribes (not entirely unreasonably) and counter by doing their best to make others fear them. Let’s take a closer look at these little evil darlings.

Society

Shadowmoor kithkin society is still a very close-knit one, probably even more than before the Aurora. They benefit from the thoughtweft, which is even stronger in Shadowmoor than before. Along with guidance from their leaders this fills the kithkin with zealous hatred and fear for all outsiders.

Gone is the image of heroic little folk in a world of weirdos. Now the kithkin are the weirdos, as former weirdos shifted into true monsters. And the kithkin have no restraint in following them.

The clachans are now called “douns”, and instead of cozy rustic villages they resemble fortresses. It’s one of the dual plane’s most interesting traits, that there are counterparts to most places, beings, and features. The doun names reflect this nicely. Goldmeadow became Mistmeadow, Kinsbaile is Kinscaer, Burrenton changed into Barrenton, Ballyrush into Ballynock. The change is sometimes semantic (Mistmeadow) or just meant to sound darker, as with Kinscaer. Cloverdell changing into Thistledown is the most significant name transformation.

The clachan Dundoolin from Lorwyn apparently has no Shadowmoor counterpart. This opens some space for speculation. Maybe Dundoolin in Shadowmoor is… Dundoolin. The name is gloomy enough as it is, with “dun” supposedly meaning the dull grey-brown colour, and “doolin” possibly meaning “dark pool”, if the inspiration is from Irish. It could mean that Dundoolin is not as much affected by the Great Auroras. Or it could be just an oversight that I’m reading too much into. Either way it will be interesting to see how this will get handled in the release.

Traps

As you have probably seen on the Mystic Gate card above, Shadowmoor kithkin lay traps. They have in this sense channeled their inner kobolds, because it seems they really love setting traps of all kinds. This is again a shift from their Lorwyn counterparts, who stand up to their foes in a fair fight. In Shadowmoor the kithkin avoid direct confrontation as much as possible.

This fondness for traps can of course be used nicely in a D&D game. Shadowmoor kithkin might have a trait centered on setting traps, and maybe bonuses on finding and disarming them. Entering a doun undetected could also make a fine challenge. Taking their paranoid nature into account, any place in kithkin reach could be trapped up to eleven.

On the cards we see simple snare traps, and the doun entrances are protected by pitfall traps. Certainly other trap types could be found in the kithkin arsenal. Various log traps, dart traps, and even traps spewing the various powders and concoctions of the kithkin come to mind.

Equipment

The equipment used mirrors the tactics of the user. In Lorwyn we have seen mostly soldiers and knights with regular infantry or cavalry weapons and armour. In Shadowmoor we see an increase in the number of clerics and wizards. There are fewer soldiers and knights (only one knight!), but they still seem to be ready for heavy close combat. There are swords and shields, various types of armour.

What we also see, though, is an increased use of axes and even halberds. Regular spears are swapped for harpoons, or spears with wicked-looking blades. The overall feel you get from armed kithkin is that they either skulk around, or wait until the enemy gets past the traps and finish the rest.

The kithkin of Shadowmoor still have air forces at their disposal, though presumably minus the plovers. What they have though are balloons that either drop their powdery payload, or carry a rather nasty looking oversized crossbow with harpoon bolts. It wouldn’t be a stretch to expect those crossbows (scorpios?) used on the ramparts of a doun, either.

Scarecrows

Another thing the Lorwyn kithkin presumably don’t use, while their darker counterparts do, are the scarecrows. At least there are no scarecrow cards in the Lorwyn block. In Shadowmoor there are 23 different scarecrows. They can perhaps be classified into three distinct groups: a) proper scarecrows made of wood, wicker, straw, and cloth; b) skulkin, made of wood and hard animal remains, such as bones, antlers, and hooves; and c) flying scarecrows.

They are all supposedly made by kithkin specialists called cobblesmiths. Some might have been made by the gwyllion hags, or even other scarecrows. But mostly they’re constructs the kithkin make to help with their chores, twisted either on purpose or by the powers of Shadowmoor into nightmarish contraptions. Actually, I would make them appear in Lorwyn as well in the D&D supplement, as obedient if quirky servants. And have their twisted versions roam the mists of Shadowmoor.

The scarecrows, although made by the kithkin, aren’t exactly obedient. It seems they tend to go off rampaging on their own, fueled by the malevolent energies of the plane. This means several things in a D&D sense. It provides a steady supply of enemies of various forms and power level, that are not “sentient”. You don’t have to come up with explanations, it’s just a roaming scarecrow. Not exactly my kind of thing, but it would be a gold mine to some. You can find enough low level plot hooks just by starting at “rogue scarecrow”. And you could make cobblesmith into a class option, with some variant of “turn undead” tailored to scarecrows, and of course the means to create your own. That sounds like a lot of fun and I should put it together before someone else does.

The skulkin are a nice variation on the “common” scarecrows. Using body parts they have a fetish or totemic feel to them, and it seems the parts used influence the properties of the finished construct. They might or might not be made by someone other than the kithkin, the gwyllions seem most likely, as some of the flavour texts are by one of their kind.

And finally, the flying kind. It’s quite a neat idea, have you ever fought a flying figurine made of wood, wicker and cloth scraps? Lucky you never did! There are four of them in the Shadowmoor block, so flying scarecrows are definitely a real threat.

It’s probably easy to tell how much I like the scarecrows in Shadowmoor (scarecrows in general, actually). I think they’re great with tons of uses in a D&D campaign. Not only as enemies, but as quest givers, quest objectives, random NPCs, or just parts of the scenery. There is really a lot you can do with them, thanks to their customisability.

Magic

Kithkin magic is never one of direct destruction, and the same applies in Shadowmoor. D&D-wise their magic is all enchantment and abjuration, with some divination and transmutation thrown in. Especially in Shadowmoor the kithkin seem to avoid direct confrontation as much as possible, but when it’s necessary, they have some buffing capacity through their spells.

Dispelling seems also quite prominent in kithkin spell arsenal. Since many of the foes kithkin might face use various forms of enchantments and illusions, this is also something worth having at your disposal. You don’t really have to come up with new spells for this, just give some flavour to existing ones.

Kithkin apparently like to put others to sleep. To this end they employ their somnomancers. In D&D it would be a very narrow specialization, as there are not many sleep spells to choose from. Perhaps if there were several kinds with different range, radius, saves. Maybe we’ll get that in the supplement. Either way a somnomancer would probably work well together with the fairies, putting things to sleep so the fairies can harvest its dreams.

Divination is also a favourite pastime of the kithkin. Their wizards use a substance known as moonstone to bolster their auguries. Not much is known about moonstone, other than it’s rare and doesn’t occur in the Lorwyn aspect of the plane. It would make a fine quest item, and you could create various artifacts using moonstone as their base. The only other moonstone occurence in MtG is Bloomburrow, where it’s used by the bats. There might not be any link between the two, but it would be interesting to see what will Wizards come up with.

Another interesting flavour of kithkin magic users would be the mistmeadow witches. Masters of vanishing into mist, they are an elusive quarry. Perhaps the mists could have other uses as well? And the witches have other talents as well, such as summoning spirits.

We can see other forms of kithkin magic, from levitating shields to capturing spells in bottles. As in Lorwyn, kithkin love various powders and concoctions. I have already shown the spelldusters, and on the skulkin cards flavour text speaks of powdered bones potency. Powders are generally a nice alternative to potions, and you could easily replace some of the potions in your game with them.

Summary

Even in Shadowmoor the kithkin are probably the most relatable. Minus the xenophobic paranoid sadist part, I hope. However wicked their minds might be, they’re the least alien. That makes them a good choice for beginner players. Unlike in Lorwyn they can’t really be a majority party species, because they would probably murder the minority. I can imagine all-kithkin parties, or perhaps parties where the kithkin are a minority and have to work together with others, even against their nature and nurture.

There needn’t be many stat changes from their Lorwyn cousins. I suggested Dexterity as their main Ability Score Increase of +2, and then one other based on clachan. Or, in the case of Shadowmoor, doun. Thoughtweft and ambidexterity as traits, with thoughtweft stronger than the one Lorwyn kithkin have. Probably the whole species could have some stealth-related trait. The subspecies based on douns could remain mostly the same, but some changes would be logical. Check out my suggestions below:

  • Mistmeadow – +1 WIS, proficiency in stealth and perception, vanishing
  • Barrenton – +1 STR, proficiency with smith’s tools, fire resistance, mountaineering
  • Ballynock – +1 CON, traps and ambushes
  • Dundoolin – +1 INT, bonus language, proficiency in 2 INT skills
  • Kinscaer- +1 CHA, bravery and leadership related traits
  • Thistledown – +1 WIS, proficiency in nature, animal handling

Mistmeadow remains the one for stealth, mainly thanks to mistmeadow witches and their vanishing tactics. Barrenton probably still is the one closest to red mana, and could be left as is. Maybe with some mountain affinity. Ballynock loses its affinity for animals, and instead focuses on laying traps and ambushes alike. Kinscaer is no longer the heroic clachan Kinsbaile seemed to be, but still places a lot of importance on leadership and purpose. Thistledown is hard to read from the two cards that are there, but it might have replaced Ballyrush in their animal affinity. You can see I left Dundoolin there, even though there are no mentions of it in Shadowmoor. I’m going with my pet theory that Dundoolin doesn’t change that much during Great Auroras. The name stays the same, as does their scholarly inclination. Only they’re little horrors now instead of friendly little guys.

And that could be it for now. I spent more time on Shadowmoor kithkin than on their Lorwyn counterpart. I’m still working things out with each new article. So what do you think? Would you make more changes to the doun-based subspecies? Do you think it possible to have these kithkin as player characters, or rather as NPCs? Leave a comment and don’t forget to subscribe!

Final remarks

While there is lore available on Lorwyn-Shadowmoor and its denizens, a large part of my analysis is based on card art and flavour text. Therefore a lot might be a matter of artist license rather than conscious worldbuilding decisions. Sometimes that is preferable. We’ll see in the official supplement how the specific issues will be resolved.

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

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

D&D: Lorwyn Kithkin

Estimated reading time: 6 minutes

Let’s start with the most vanilla of the Lorwyn tribes, the kithkin. The kithkin of Lorwyn are small humanoids resembling halflings or gnomes. Quite possibly even dwarves without beards. A proud, hardy folk that sticks together against all adversity. To this end they benefit from Thoughtweft, a sort of collective consciousness shared by members of the same clachan. We’ll get to that one in a sec.

The kithkin live in clachans under the leadership of a cenn. Several such clachans are known, including Burrenton, Kinsbaile, and Goldmeadow. As you can see on the card, clachans are rural settlements, evoking feelings of peace and coziness. Not unlike the settlements of Tolkien’s hobbits, which makes sense, considering both draw inspiration from British Isles. The aesthetic is fortunately a bit different, so it’s easily distinguishable from Hobbiton.

Thoughtweft

The tribal feature of the kithkin, thoughtweft enables the sharing of thoughts and emotions among the kithkin. As per the flavour text in the pictured card, this enables uncommon cooperation. It could probably work as a mix of kobold Pack Tactics and the Help action. This would provide them with an advantage on almost any roll, so the balancing seems questionable. Also it would probably mean that kithkin PCs would have means of instant communication within reasonable distance. I’m curious to see how will thoughtweft get handled. The balance issues would probably be moot with NPCs, especially in Shadowmoor, where kithkin could make great foes, but let’s keep to Lorwyn for now.

As a side note, the thoughtweft supposedly provides the kithkin with ambidexterity. Sharing right-handedness and left-handedness through the mind link is a nice touch.

Kithkin equipment

Kithkin being the most “normal” tribe in Lorwyn, their equipment is a mix of fairly regular fantasy stuff. Looking at the cards swords, daggers, and spears seem to be the most prevalent, with axes a little less common. The swords we see are on the shorter side, often it’s hard to determine whether they’re short swords or daggers. Shields of different sizes are shown, but not too often. There are two types of ranged weapons used by the kithkin – slings and bows. Along with the spears these make most sense for someone who is small and stocky.

As for armour, we see all kinds. Some kithkin seem to wear no armor or just some non-essential elements. Others are fully clad in plate or maille. Scouts and skirmishers wear leather, heavy infantry the best armour possible, together with large shields. In this sense they behave as we would expect from a humanoid fantasy species.

The kithkin are also known for their cavalry, and their love for the springjacks is legendary. On the card art they are either clad in full plate, or wear lighter leather armor, if any. The more sensible ones wield spears, but sometimes they are shown with two shortswords or daggers. While this is not a very advisable loadout for cavalry, it seems the kithkin have an affinity for dual-wielding shorter blades. I see potential species traits there.

While springjacks are among the most prized possessions of the kithkin, their knights have one more mount at their disposal – giant plovers! With both land-based and aerial knights the kithkin of Lorwyn have a quite colourful force should they need it. Judging from the card below, their mages are also able to employ strange winged contraptions. The one we see looks like two large jugs connected by webbing, with bird wings and legs. A magical construct perhaps?

The kithkin aerial forces are not limited to birds and bird-like constructs. They seem to employ balloons and flying ships of some sort. These offer nice possibilities for adventurers needing fast transportation across potentially dangerous lands. Just don’t fly into a giant. We can also see flasks of alchemical concoctions being dropped from the balloon, which totally seems like something a D&D party might do.

Magic

Kithkin utilize various forms of magic. They are adept healers and potent alchemists. Their smithing is also intertwined with magic. Kithkin are not known for offensive casting, rather using spells and alchemicals that empower their kin. In D&D terms that would mean little to no evocation spells, but plenty of enchantment, transmutation, and abjuration. Some divination and necromancy (healing) as well.

They are very superstitious, so kithkin magic is supposedly full of technically unnecessary accessories, which adds a lot of flavour. It also makes it hard to distinguish what really works, and what is just for show or the sake of ritual. This should be especially prominent if the party didn’t have a kithkin among them. And for the kithkin players it should open many role-playing possibilities, even when they’re not playing a caster.

Summary

Kithkin are the most basic of the tribes, in the sense that it’s easy to understand their motives and way of life. They could be a good majority species for a party, a decent background species (the one most prevalent in the adventures), and also fine antagonists, should one want to play a different kind of game. Though for this purpose the Shadowmoor kithkin might be better suited.

Rule-wise I would probably make them mostly resemble halflings with some specific traits. Thoughtweft and ambidexterity should be a thing. Dexterity +2 as a main ASI, then +1 depending on subspecies based on clachans. Below are some of my suggestions.

  • Goldmeadow – +1 WIS, proficiency in stealth and perception, some skirmish related bonus
  • Burrenton – +1 STR, proficiency with smith’s tools, fire resistance
  • Ballyrush – +1 CHA, proficiency on Animal Handling, bonuses on mounted combat
  • Dundoolin – +1 INT, bonus language, proficiency in 2 INT skills
  • Kinsbaile – +1 CON, bravery and leadership related traits
  • Cloverdell – +1 WIS, proficiency in nature, herbalist tools, some treant boons?

What do you think of the clachan/subspecies list? Do you have other suggestions? I tried not to make it into “playable” state, but I believe you could easily make a kithkin character using the paragraphs above.

I will of course do a Shadowmoor kithkin version as well. For now enjoy my short summary of Lorwyn kithkin. Your thoughts and comments are welcome in the comments section! We can speculate together and then see how the official result differs from our predictions.

Final remarks

While there is lore available on Lorwyn and its denizens, a large part of my analysis is based on card art and flavour text. Therefore a lot might be a matter of artist license rather than conscious worldbuilding decisions. Sometimes that is preferable. We’ll see in the official supplement how the specific issues will be resolved.

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

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