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| image = Visions of lorwyn.jpg
| image = Visions of lorwyn.jpg
| first = [[Lorwyn]]
| first = [[Lorwyn]]
| last = [[Magic Origins]]
| last = [[March of the Machine]]
| status = Fused; otherwise unknown
| status = Fused, recovering from New Phyrexia's invasion
| rabiah = 7
| rabiah = 6
| rabiah_ref = <ref>{{TumblrRef|author=[[Mark Rosewater]]|URL=http://markrosewater.tumblr.com/post/153826844168/the-rabiah-scale|title=The Rabiah Scale|tumblr-title=Blogatog|date=November 29, 2016}}</ref>
| rabiah_ref = <ref>{{EzTumblr|http://markrosewater.tumblr.com/post/176675303788/is-it-safe-to-say-that-now-lorwyn-is-a-6-on-the|title= Is it safe to say that now Lorwyn is a 6 on the Rabiah Scale, and not a 7 anymore?|August 5, 2018}}</ref>
}}
}}{{TOCright}}
'''Lorwyn–Shadowmoor''' was a [[plane]] with two aspects. While Lorwyn represents day, Shadowmoor is night. Lorwyn switched to Shadowmoor cyclically every few centuries, an unnatural event triggered by the [[Great Aurora]].
'''Lorwyn–Shadowmoor''' was a [[plane]] with two aspects. While '''Lorwyn''' represents day, '''Shadowmoor''' is night. Lorwyn switched to Shadowmoor cyclically every 300 years,<ref>[http://magic.wizards.com/en/story/planes/lorwynshadowmoor Planes of Existence: Lorwyn / Shadowmoor]</ref> an unnatural event triggered by the [[Great Aurora]].


==Lorwyn==
==Lorwyn==
'''Lorwyn''' is one of two aspects of the plane Lorwyn–Shadowmoor, and setting of the [[Lorwyn block]].
'''Lorwyn''' is one of two aspects of the plane Lorwyn–Shadowmoor, and the setting of the [[Lorwyn block]]. The plane is small, temperate, and believed to be flat.<ref name="Known">{{DailyRef|feature/known-mutliverse-2008-03-19|The Known Mutliverse|[[Brady Dommermuth]]|March 19, 2008}}</ref> The known portion of the plane, known as the '''Blessed Nation''', is heavily [[forest]]ed and ringed by high [[mountain]]s, outside of which lays the mysterious <c>Primal Beyond</c>. The world has no oceans or large lakes; all of its water comes from a system of rivers and streams connected by the subterranean [[Dark Meanders]].<ref name="Selkies">{{DailyRef|feature/selkies-and-subtypes-2008-07-09|Selkies and Subtypes|[[Doug Beyer]]|July 09, 2008}}</ref> Lorwyn exists in perpetual midsummer and eternal daytime, though its denizens still operate on a daily cycle.<ref name="LorwynGuide">(2007). ''[https://archive.org/details/mtg-lorwyn-players-guide-2007 Lorwyn Player's Guide].'' [[Wizards of the Coast]].</ref> The plane observes dawn, noon, and dusk, with no night, with its day beginning when the sun grazes the eastern horizon and ending as it grazes the western.<ref>{{DailyRef|feature/interplanar-voyeurism-art-2008-01-23|Interplanar Voyeurism: The Art of|[[Doug Beyer]]|January 23, 2008}}</ref><ref>{{DailyRef|feature/warrior-esthetic-2008-01-30|The Warrior Esthetic|[[Doug Beyer]]|January 30, 2008}}</ref><ref name="Kith and Kin">[https://web.archive.org/web/20071109043005/http://www.wizards.com/default.asp?x=mtgcom/daily/db9 The Book of Kith and Kin (archived)]</ref><ref name="Column">{{DailyRef|feature/im-ur-column-tasting-ur-magic-2008-05-07|I'M IN UR COLUMN, TASTING UR MAGIC|[[Ken Nagle]]|May 7, 2008}}</ref>
===Creatures of Lorwyn===
The known portion of the plane is heavily [[forest]]ed and ringed by high [[mountain]]s, outside of which lay the mysterious <c>Primal Beyond</c>. The world has no oceans or large lakes; all of its water comes from a system of rivers and streams connected by the subterranean [[Dark Meanders]]. Lorwyn is a world without winter and without night, locked in a perpetual late spring where the sun never quite dips below the horizon.


The indigenous wildlife of the Lorwyn is dominated by eight sentient [[races]]: [[elves]], [[kithkin]], [[merrows]], [[flamekin]], [[boggarts]], [[treefolk]], [[giants]] and [[faeries]]. Lorwyn is one of the few known places in the [[multiverse]] where [[humans]] are not occurring naturally. <ref name="Survival Guide"/> <ref>{{DailyRef|mtgcom/arcana/1462|''Lorwyn'' Legend Art|[[Magic Arcana]]|November 14, 2007}}</ref> <ref>{{DailyRef|mtgcom/feature/423|''Lorwyn'': The Human-Shaped Hole|[[Jeremy Jarvis]]|September 17, 2007}}</ref> In addition, Lorwyn supports a menagerie of animal and supernatural life, including wisents, [[springjacks]], cervins, a semisentient race of mimics known as [[changeling]]s and the majestic greater [[elementals]]. All of them thrive in Lorwyn's temperate environment and unending growing season, preserving the plane's character as an unspoiled natural wilderness. <ref name="Survival Guide">{{DailyRef|mtgcom/daily/db8|Lorwyn Survival Guide|[[Doug Beyer]]|October 31, 2007}}</ref>
Currency on Lorwyn is composed of "threads" of precious metal, in denominations of copper, silver, and gold, grouped in size into threads, ropes, and coils.<ref>[[Brady Dommermuth]] (January 26, 2016.) [https://forum.nogoblinsallowed.com/viewtopic.php?t=13330&p=409021 "Ask Brady Archive"], No Goblins Allowed, Wizards of the Coast.</ref>


Each of the nine [[race]]s (including the Changelings), known as '''the Tribes''', live in an uneasy state of peace; skirmishes and small battles occur from time to time, but full-scale war is unknown. The Tribes are highly provincial and distrustful of those outside their race; all are wary of the cruel and powerful [[elf|elves]], who function as the plane's ''de facto'' rulers.  
===Creatures of Lorwyn===
The indigenous wildlife of the Lorwyn is dominated by eight sapient [[race]]s: [[elves]], [[kithkin]], [[merrow]]s, [[flamekin]], [[boggart]]s, [[treefolk]], [[giant]]s and [[faerie]]s. Lorwyn is one of the few known places in the [[multiverse]] where [[human]]s do not occur naturally.<ref name="Survival Guide"/><ref>{{DailyRef|lorwyn-legend-art-2007-11-14|''Lorwyn'' Legend Art|[[Magic Arcana]]|November 14, 2007}}</ref><ref>{{DailyRef|lorwyn-human-shaped-hole-2007-09-17|''Lorwyn'': The Human-Shaped Hole|[[Jeremy Jarvis]]|September 17, 2007}}</ref> In addition, Lorwyn supports a menagerie of animal and supernatural life, including wisents, [[springjack]]s, [[cervin]]s, a semisapient race of mimics known as [[changeling]]s and the majestic greater [[elemental]]s. All of them thrive in Lorwyn's temperate environment and unending growing season, preserving the plane's character as an unspoiled natural wilderness.<ref name="Survival Guide">{{DailyRef|feature/lorwyn-survival-guide-2007-10-31|Lorwyn Survival Guide|[[Doug Beyer]]|October 31, 2007|archiveurl=https://web.archive.org/web/20071102030827/http://www.wizards.com/default.asp?x=mtgcom/daily/db8|archivedate=2007-11-02}}</ref>


Lorwyn is a backwater world rarely visited by [[planeswalkers]]. Those who know of its existence regard it as an idyllic paradise. Late in Lorwyn's history, the barriers between the Tribes began to break down as individuals from different races came together in new tribes based on common goals ([[soldier]]s, [[wizard]]s, and so on).
Each of the nine [[race]]s (including the Changelings), known as '''the Tribes''', live in an uneasy state of peace; skirmishes and small battles occur from time to time, but full-scale war is unknown. The Tribes are highly provincial and distrustful of those outside their race; all are wary of the cruel and powerful [[elves]], who functions as the plane's ''de facto'' rulers.  


====Boggarts====
Lorwyn is a backwater world rarely visited by [[planeswalker]]s. Those who know of its existence regard it as an idyllic paradise. Late in Lorwyn's history, the barriers between the Tribes began to break down as individuals from different races came together into new tribes based on common goals ([[soldier]]s, [[wizard]]s, and so on).
[[Image:BoggartMorphology.jpg|right|250px]]
Lorwyn's race of goblins are called [[boggarts]]. Boggarts have greater diversity of morphology than other planes' races and sub-clans of goblins. Some of them have curving horns, others have stubby ones or none at all. Some of them have long snouts or goatlike muzzles. Some have broad, floppy ears; some have the sharp pointies. Their skin varies from green to blue to beige to purple to red. <ref name="Boggart">{{DailyRef|mtgcom/daily/db4|Bog is for Boggart|[[Doug Beyer]]|October 3, 2007}}</ref>


Boggarts are organized into warrens: Stinkdrinker warren, known for "its stockpile of stolen goods", and "its boggarts' penchant for sneaking past even giants to steal their prizes"; Squeaking Pie warren, known for "its culinary adventurousness {{-}} they bake mice and other delectables into their pies, and will go to any lengths to find bizarre new recipes and ingredients"; Mudbutton warren, "a particularly chaotic and loud warren that appreciates a good party {{-}} even if comes at the expense of a few of their members"; and Frogtosser warren, a "group of boggarts so emotionally changeable that the other warrens think them insane". <ref name="Boggart"/>
====Humanoids====
[[Image:MTG_-_Exiled_Boggart.jpg|250px|right]]
*[[Goblin#Lorwyn Boggarts|Boggarts]] {{mana|BR}}
Boggart warrens are led by nominal leaders called Aunties. The Auntie is usually the oldest boggart in the warren, and is usually female (some are male, yet are still called "Auntie"). The Auntie knows many tales, like fables, that they tell to educate their warren, pass on crucial boggart teachings, and adjudicate disputes. The most famous Auntie fables are about Auntie Grub, a folk hero to the boggarts and probably a real ancestor. Auntie Grub's tales are particularly helpful for informing young boggarts about racial enemies, dangerous predators, poisonous plants and [[fungus]], and the like. <ref name="Boggart"/>
*[[Shapeshifter#Changelings|Changelings]] {{mana|WUBRG}}
*[[Elemental#Lorwyn–Shadowmoor|Elementals]]
**[[Elemental#Flamekin|Flamekin]] {{R}}
**[[Elemental#Greater Elementals|Greater Elementals]] {{mana|WUBRG}}
*[[Elf#Lorwyn|Elves]] {{mana|BG}}
*[[Faerie#Lorwyn & Shadowmoor|Fae]] {{mana|UB}}
*[[Giant#Lorwyn|Giants]] {{mana|RW}}
*[[Kithkin#Lorwyn Kithkin|Kithkin]] {{mana|WG}}
*[[Merfolk#Merrows|Merrow]] {{mana|WU}}
*[[Treefolk#Lorwyn Treefolk|Treefolk]]
**Ash Treefolk {{G}}
**Black Poplar Treefolk {{B}}
**Elder Treefolk {{G}}
**Oak Treefolk {{mana|WB}}
**Rowan Treefolk
**Yew Treefolk {{mana|WBG}}


Boggarts are described as being "collectors of sensation" <ref>{{DailyRef|mtgcom/arcana/1556|Sketches: Sensation Gorger|[[Magic Arcana]]|March 27, 2008}}</ref>, and that, "while they aren't particularly intelligent thinkers, they are extremely ''perceptive'', in that they ''perceive'' a lot." <ref name="Boggart"/> When it comes to arming themselves, they improvise what they can't steal. <ref>{{DailyRef|mtgcom/arcana/1471|Boggart Weaponry|[[Magic Arcana]]|November 29, 2007}}</ref>
====Wildlife====
*[[Wikipedia:Crayfish|Crawfish]]<ref name="Banneret">{{card|Stonybrook Banneret|Lost Caverns Commander|LCC}}</ref>
*[[Elk|Cervin]]
*[[Fish]]
**[[Wikipedia:Trout|Trout]]<ref name="Banneret"/>
*[[Frog|Frogs]]
*[[Goat#Lorwyn|Goats]] {{W}}
**Cloudgoats
**Springjacks
*[[Insect|Insects]]
**Ants
**Crickets
**Earwigs
**Hornets
**Moths
*[[Bird#Plovers|Plovers]]
*[[Snake|Snakes]]
**Adders
*[[Wolf|Wolves]] {{G}}


About the only law in boggart culture, in fact, is the pressure to share new sensations with others of their kind. A boggart that refuses to share {{-}} a hoarder {{-}} will be cast out of boggart society for the sin of keeping a new treasure to himself. Since boggarts are so social and convivial among their own, exile is considered a terrible sentence. <ref name="Boggart"/> <ref>{{DailyRef|mtgcom/arcana/1450|The Hoarder's Consequences|Wizards of the Coast|October 29, 2007}}</ref>
====Flora====
*Ash
*Black Poplar
*Elder
*Moonglove, a white, foxglove-like flower with pale-blue pistils cultivated by Lorwyn's elves to derive a potent poison.<ref name="Mystery 2">{{DailyRef|mystery-art-descriptions-2-2007-12-13|Mystery Art Descriptions #2|[[Wizards of the Coast]]|December 13, 2007}}</ref><ref name="LorwynGuide">(2007). ''[https://archive.org/details/mtg-lorwyn-players-guide-2007 Lorwyn Player's Guide].'' [[Wizards of the Coast]].</ref> This poison is deadly even in small amounts, taking down even towering [[giant]]s. In precisely controlled, highly diluted trace amounts, its necrotizing properties can be used to etch or carve living tissue — such as skin or bark.
*Nettlevine
*Nightshade
*Oak
*Rowan
*Yew


====Elementals====
===Locations===
[[Image:Horde_of_Notions_pic.jpg|right|250px]]
*[[Gilt-Leaf Wood]]
On Lorwyn, abstract entities such as hopes, fears, dreams, and [[nightmares]] are just as real as the grass and the trees. These [[Elementals]] only exist insofar as do the elements of which they're composed. They vary in prevalence just like the abstract idea underlying them. If [[elves]] wage war on [[giant]]kind, then many-clawed elementals of warfare and strife can be seen with greater frequency. If [[merrows]] launch an expedition to the murky Deep Meanders of their river system, then soggy elementals of the sunken unknown appear. On the other hand, if bloodshed keeps to a minimum across the plane, elementals of violent death may themselves die out — at least, until their time comes again. <ref name="Elementals">{{DailyRef|mtgcom/daily/db3|Elementalism|[[Doug Beyer]]|September 27, 2007}}</ref>
*[[Glen Elendra]]
*The [[Great Forest]] <ref name="Planechase">{{DailyRef|savor-flavor/planes-planechase-2009-12-30|The Planes of ''Planechase''|[[Doug Beyer]]|September 02, 2009}}</ref>
**[[Murmuring Bosk]]
**[[Wren's Run]]
*The Honeystone River, drunk dry by the treefolk monk [[Adair River Span]].<ref name="Pines">{{DailyRef|folk-non-pines-2007-12-19|Folk of the Non-Pines|[[Doug Beyer]]|December 19, 2007}}</ref>
*Kithkin [[clachan]]s:
**[[Ballyrush]]
**[[Burrenton]]
**[[Cloverdell]]
**[[Dundoolin]]
**[[Goldmeadow]]
**[[Kinsbaile]]
*The Merrow Lanes (Lorwyn's rivers)
**The [[Wanderwine]]
***The [[Dark Meanders]]
*The Mountain ranges. Realm of giants, some wanderlust-stricken flamekin, and hostile greater elementals, so exercise caution.
**Amphitheater of [[List of secondary characters#Lorwyn-Shadowmoor|Galanda Feudkiller]].
*[[Mount Tanufel]]
*[[Porringer Valley]]
*The Stand of Tulimeer, an outpost of treefolk and other trees attempting to establish a new forest on a rocky outcropping near flamekin lands.<ref name="Pines"/>
*[[Velis Vel]]<ref name="Planechase"/>
*Howltooth Hollow, a cave that secretly imprisoned a [[Wikipedia:Barghest|barghest]].<ref name="SHMGuide"/>
*Mosswort Bridge, a bridge under which a troll was imprisoned.<ref name="SHMGuide">(2008). ''[https://archive.org/details/shadowmoor-players-guide-magic-the-gathering-2008 Shadowmoor Player's Guide].'' [[Wizards of the Coast]].</ref>
*Shelldock Isles, ancient shells used by Lorwyn's denizens as picnic spots before they awoke into kraken during Aurora.<ref name="SHMGuide"/>
*Spinerock Knoll, an overgrown mountain that housed a dragon.<ref name="SHMGuide"/> The forge-tenders of [[Burrenton]] traditionally use pebbles from the Knoll, whose magic gives the fuel consistent heat.<ref>[[Book of Kith and Kin#The Forge-fires of Burrenton|The Forge-fires of Burrenton]]</ref> Its crater would later serve as inspiration for dragonfire-obsessed witches.<ref name="SHMGuide"/>
*Windbrisk Heights, a raptor whose wings were frozen for generations in the shape of a blustery cliff.<ref name="SHMGuide"/>


=====Flamekin=====
==Shadowmoor==
[[Image:FlamekinStyleGuide.jpg|right|250px]]
'''Shadowmoor''', the setting of the [[Shadowmoor block]], is the other facet of the plane Lorwyn–Shadowmoor.<ref>{{DailyRef|deepening-shadowmoor-2008-03-31|The Deepening Shadowmoor|[[Rei Nakazawa]]|March 31, 2008}}</ref>  Whereas Lorwyn was defined by its greenness, especially its forests, its dark reflection is practically devoid of green.<ref>{{DailyRef|arcana/shadowmoor-terrain-2008-05-21|''Shadowmoor'' Terrain|[[Magic Arcana]]| May 21, 2008}}</ref><ref>{{DailyRef|arcana/twisted-reflections-2008-05-29|Twisted Reflections|[[Magic Arcana]]|May 29, 2008}}</ref> In contrast to its daytime aspect, the plane of Shadowmoor exists in perpetual dusk, where the sun is never directly visible, and the only light seems to come from unseen sources.<ref name="Known"/> Though the sun is always hidden behind a blanket of cloud, Shadowmoor still observes dawn, dusk, and night, albeit with no noon.<ref name="Column"/>
[[Flamekin]] are beings of fire and mutable stone whose strong, intense passions drive them to wander the world. The flame of their bodies burns magically cool, but they can choose to burn hot at will. Other races are wary of flamekin and their fickle, fiery natures, a reputation that a group of flamekin called the [[Brighthearth]] are working to change. The Brighthearth serve as emissaries of flamekin goodwill to other races, performing useful tasks that require fire, such as smithing. On the other hand, one named [[Vessifrus]] is an upstart looking to inspire rebellion among the flamekin. One day he may lead an uprising against the tyranny of the beauty-obsessed elves.


Flamekin have an almost spiritual connection to the more mysterious greater elementals of Lorwyn. Flamekin regard them as totems or [[List of gods and deities|demigods]] that inspire their creative impulses — or frustrate their understanding. <ref name="Elementals"/>
The former inhabitants of Lorwyn don't recall their previous lives and remember having always lived in Shadowmoor. There are, however, a handful of beings who retain their memories; for example, in the [[Morningtide|storyline]]'s latest Great Aurora: [[Ashling]], [[Brigid Baeli]], [[Maralen]], [[Oona]], the [[Vendilion Clique]], [[Rosheen Meanderer]], and [[The Sapling]].


=====Greater elementals=====
Another difference between the two planes is that some creatures who are dormant in Lorwyn are active in Shadowmoor, while others now hide from sight on the new plane.<ref name="Selkies"/> [[Ouphe]]s, [[Spirit|korrigans]], [[Shapeshifter|pucas]], [[Beast|kelpies]], [[scarecrow]]s, and [[nightmare|nightmarish]], mythical beings that had slumbered beneath Lorwyn's surface have reemerged in the ambient night. What races have survived the change have been thoroughly altered by the tainted darkness covering Shadowmoor. In particular, the demeanor of each race has taken a turn for the worse.<ref>{{DailyRef|feature/allies-conflict-2008-06-11|Allies in Conflict|[[Doug Beyer]]|June 11, 2008}}</ref> The [[Kithkin#Shadowmoor Kithkin|kithkin]] have become withdrawn and distrusting of the other inhabitants of the plane and the [[boggart]]s are now violent brutes. The [[flamekin]], now called [[cinder]]s, have lost their passion and become hateful shadows of themselves; [[giant]]s have lost their intelligence, and rely in their basic instincts;<ref>{{DailyRef|arcana/lorwyn-shadowmoor-giants-2008-06-16|''Lorwyn to Shadowmoor'': Giants|[[Magic Arcana]]|June 16, 2008}}</ref> the [[Merfolk#Merrows|merrows]] are spiteful [[pirate]]s and raiders who lurk in their murky rivers; the [[Treefolk#Lorwyn Treefolk|treefolk]] are warped [[skeleton]]s of bark and branches; and the playful [[changeling]]s have become the malicious [[Shapeshifter#Mimics|mimics]].
[[Elementals#Greater Elementals|Greater Elementals]] are the living embodiments of the abstract mental ideas and concepts dreamed by the people, such as <c>vigor</c>, <c>hostility</c>, and <c>guile</c>. <ref>{{DailyRef|mtgcom/arcana/1470|''Lorwyn'' Elemental Swaps|[[Magic Arcana]]|November 28, 2007}}</ref> Vastly different in form from other worlds' elementals, the greater elementals take the form of bizarre combinations of natural animals, many of colossal size. They are nonsentient beasts that pursue their own simple needs with little concern for Lorwyn's tribal conflicts.  


Under normal circumstances, an elementals are forces of nature; nothing tames them. But of course, [[planeswalker]]s are a different story; with enough [[mana]] and effort, they can not only call on the essences of greater elementals, but also [[summon]] the elementals themselves, along with the power they bring. <ref name="Elementals"/>
The [[Elf#Shadowmoor Elves|elves]], in contrast, were one tribe to experience a more positive difference. They became the last remnant of Lorwyn's older, idyllic environment. Pressed by hostile conditions, the elves were forced to battle for their very existence. Rather than [[lord]]ing over the plane and oppressing the other species to conform to their values of beauty and grace, the ironic reversal in their situation shifted the elves from arrogance to humbled self-preservation.


====Elves====
The only race that remained mostly the same is the [[Faerie#Lorwyn Faeries|fae]] because they are protected by Oona's magic, and thus have remained mischievous and unpredictable.
The [[elves]] of Lorwyn are aristocratic, ruthless, and predatory. <ref>{{DailyRef|mtgcom/arcana/1581|''Lorwyn'' to ''Shadowmoor'': Elves|[[Magic Arcana]]|May 01, 2008}}</ref> Their society revolves around the laws of beauty, a code that specifies how one's cunning and personal attractiveness determine one's social rank. If you are only moderately beautiful, you are a low-ranking elf. If you are ugly or disfigured — or a non-elf, which is by definition a truly ugly thing to be — then you are an ''eyeblight'', a creature unworthy of respect or even, if it is deemed so, life. There are four official ranks of elves, determined by measure of beauty — plus the non-rank of ''eyeblight'' for everyone else. <ref name="Elves">{{DailyRef|mtgcom/daily/db1|A Taste of ''Lorwyn''|[[Doug Beyer]]|September 13, 2007}}</ref>
[[Image:Nath's Elite pic.jpg|right|250px]]
The four social classes are:
*'''Faultless'''
**Any elf who possesses the minimum threshold of beauty and grace is granted this basic rank.
*'''Immaculate'''
**Dignitaries, VIPs and higher-level functionaries among elves attain the rank of immaculate.
*'''Exquisite'''
**Packmasters (lords of elvish hunting packs) and important courtiers are of the exquisite rank. They have the privilege of being able to speak directly to perfects.
*'''Perfect'''
**The perfect are elves so beautiful and so shrewd that they rule all other elves. There are only a few of these in the world. Perfects can kill those of low rank with impunity (Note: This rank is "perfect" and ''not'' "prefect"). <ref name="Ask Wizards Question">{{DailyRef|mtgcom/askwizards/1007|''Ask Wizards — October, 2007''|[[Doug Beyer]]|October 24, 2007}}</ref>


Lorwyn's elves are distinguished by their cultivation of a white flower called ''moonglove'', from which can be derived a potent poison. This poison is deadly even in small amounts, taking down even towering [[#Giants|giants]]. In precisely controlled, highly diluted trace amounts, its necrotizing properties can be used to etch or carve living tissue — such as skin or bark. Also, unlike the elves of other planes, Lorwyn's elves view nature as "something to be improved, cultivated, and if necessary, rearranged." <ref name="Elves"/>
===[[Creature]]s of Shadowmoor===
 
====[[Human]]oid races====
====Fae====
*[[Elemental#Cinders|Cinders]] {{mana|BR}}
No race on ''Lorwyn'' is more ubiquitous or mysterious than its [[faeries]]. The fae lead short, flitting lives in pursuit of gossip, diversions, and amusing intrigues. Petty and vain, faeries are like petulant children at play. They love to have fun, to revel in Lorwyn's eternal midsummer, and to follow their whims. But faeries can also be carelessly cruel, capricious, and vindictive. <ref>{{DailyRef|mtgcom/arcana/1431|Faeries vs. Giants|[[Magic Arcana]]|October 02, 2007}}</ref>
*[[Dwarf#Duergars|Duergars]] {{mana|RW}}<ref name="EvenGuide"/>
 
*[[Elf#Shadowmoor Elves|Elves]] {{mana|WG}}
Faeries travel in small groups of three to six called cliques. Where faeries originate is unknown, but they claim to serve [[Oona]], the enigmatic Queen of the Fae. Oona has never been seen, and is believed by many of the races of ''Lorwyn'' to be strictly mythical. <ref name="Survival Guide"/>
*[[Faerie#Lorwyn Faeries|Fae]] {{mana|UB}}
 
**[[Faerie#Groundlings|Groundlings]] {{mana|UG}}
It is thought that faeries do not dream, which would explain why they spend so much time harvesting the dreams of others. Faeries can distill these stolen dreams into a sparkling energy that they carry around with them. Whether the faeries transport, store, or consume the dream-stuff for their own enjoyment is unknown, but at least one traveler has reported that the amount of dream-stuff harvested could represent a significant amount of magical power if collected over time. <ref name="Survival Guide"/>
*[[Ghost]]s {{mana|WB}}<ref name="EvenGuide">(2008). ''[https://archive.org/details/eventide-players-guide-magic-the-gathering-2008 Eventide Player's Guide].'' [[Wizards of the Coast]].</ref>
 
*[[Giant#Shadowmoor Giants|Giants]] {{mana|RG}}
====Giants====
*[[Goblin#Lorwyn/Shadowmoor Goblins|Goblins]]
The [[giants]] are by far the strongest individual [[warriors]] on Lorwyn. Since giants require so much terrain to move around in, they can also be fiercely territorial. Note that giants tend to have one-track minds — when they are friendly, they are magnanimously friendly to all beings, but when they are angry, their rage shakes the earth for weeks. These giants are a race of hermits, arbiters, explorers, and oracles. Some huddle in mountain caves; you can spot a giant's lair by the enormous, rugged dolmen stones built up around the entrance. <ref>{{DailyRef|mtgcom/arcana/1463|Dolmens|[[Magic Arcana]]|November 15, 2007}}</ref> Others range over Lorwyn with long, loping steps. You can tell a giant's travel route by the man-sized, earth-compressed footprints and lack of vegetation. <ref name="Survival Guide"/>
**[[Goblin#Shadowmoor Boggarts|Boggarts]] {{mana|RG}}
 
**[[Goblin#Hobgoblins|Hobgoblins]] {{mana|RW}}<ref name="EvenGuide"/>
====Kithkin====
**[[Goblin#Redcaps|Redcaps]] {{mana|BR}}
[[Image:Kithkin_Militia_pic.jpg|right|250px]]
**[[Goblin#Spriggans|Spriggans]] {{G}}
[[Kithkin]] are a quick and agile race of small [[humanoids]], mostly associated with [[white]] [[mana]]. Kithkin clachans (kithkin villages) like Goldmeadow, larger ones like Burrenton and Cloverdell, or the largest of all, Kinsbaile, are led by cenns (kithkin town leaders). Their society is based on a type of collective consciousness called the ''thoughtweft''. The ''thoughtweft'' connects the kithkin by a kind of empathic web, allowing them to share their emotions and thoughts, making them very effective in battle cooperation. Kithkin generally welcome travelers of other races to their clachans, but it's said that if you pick a fight with one kithkin, you're choosing to fight them all. <ref name="Kithkin">{{DailyRef|mtgcom/daily/db2|Champions of Goldmeadow|[[Doug Beyer]]|September 20, 2007}}</ref>
*[[Hag]]s
 
**[[Hag#Gwyllion|Gwyllion]] {{mana|WB}}<ref name="EvenGuide"/>
Kithkin are innovative builders and alchemists, using both craftsmanship and magic to construct melee weapons, armor of leather and bronze, bows, slings, traps, farming equipment, furniture, potions, powder-bombs, healing circles, barrier rings, flight auras, and balloon-driven air vehicles. <ref name="Kithkin"/>
**Swamp Hags {{mana|BG}}<ref name="EvenGuide"/>
[[Image:Kithkin_Balloonist_pic.jpg|right|250px]]
*[[Kithkin#Shadowmoor Kithkin|Kithkin]] {{mana|WU}}
Kithkin are reverent and superstitious. They venerate the mysterious [[#Greater Elementals|greater elementals]] and feel that their movements and actions represent omens for their own lives.
*[[Merfolk#Merrows|Merfolk]]
 
**[[Merfolk#Shadowmoor Merrows|Merrows]] {{mana|UB}}
Kithkin celebrate Lammastide, a holiday involving dancing and the tying of ceremonial ribbons. Dancing is an elaborate affair among kithkin, serving to heighten and solidify the bonds of ''thoughtweft''. They also celebrate the [[Aurora]], an annual show of flickering lights that plays across Lorwyn's sky, usually with a gathering of multiple clachans and droning cenn speeches. <ref name="Kithkin"/>
**[[Merfolk#Selkies|Selkies]] {{mana|UG}}<ref name="EvenGuide"/>
 
*[[Noggle]]s {{mana|UR}}<ref name="EvenGuide"/>
====Merrow====
*[[Ouphe]]s {{mana|WUBG}}
The fish-tailed [[merfolk]] of Lorwyn are called merrows. They are the couriers, intermediaries, and merchants of the plane. Given the fishlike anatomy of their lower half, they can't move effectively on land without strong magic. However, they control and maintain the so-called Merrow Lanes, the system of rivers that crisscrosses Lorwyn and connects its furthest-flung points. The Lanes extend over land via rivers and streams, underground via subterranean tunnels, and even up into the town centers of other races via wells.  The deepest parts of the subterranean rivers of the Lanes are called the Dark Meanders. Most merrows steer clear of the Meanders due to the lack of light and the ease with which one can get lost. <ref name="Survival Guide"/>
*[[Treefolk#Shadowmoor Treefolk|Treefolk]] {{mana|BG}}
[[Image:Wellgabber_Apothecary_pic.jpg|right|250px]]
*[[Troll#Trows|Trows]] {{mana|BG}}<ref name="EvenGuide"/>
 
Merrow society is organized into schools, and each school is led by a reejerey (a leader of a school of merrows). Known schools include the Silvergill, the Stonybrook, the Paperfin, the Weirwinder, and the Inkfathom Schools. Of these, the Inkfathom School is the most interested in plumbing the Dark Meanders. <ref name="Survival Guide"/>
 
Merrows have many different occupations and avocations, and the system of terminology is very important to them, so it's best to study up before your visit. A "rudder" is a merrow guide who knows the Lanes like the back of his scaly hand. "Tideshapers" and "aquitects" are merrow mages adept in water magic, who use their abilities to reinforce riverbanks, guide currents, or even alter the course of the Lanes altogether. "Troutherds" and "crawherds" manage schools of river trout and beds of crawfish, respectively. A "landspanner" is a merrow able to leap from one waterway to another one nearby; expert landspanners can hunt large land game this way — or patrol merrow territory for intruders — with spears and spiked nets. A "fallowsage" is a wise elder merrow, many of whom find comfort in the dappled shade of riverside willow trees. A "wellgabber" is an envoy who uses a well to communicate with members of other races. <ref name="Survival Guide"/>


====Treefolk====
====Wildlife====
The [[treefolk]] of Lorwyn have the longest lives and longest memories of any of its denizens. <ref>{{DailyRef|mtgcom/daily/db15|Folk of the Non-Pines|[[Doug Beyer]]|December 19, 2007}}</ref> Treefolk are born from seeds like any other tree, but they gain sentience and mobility during a process called ''the Rising''. In their youths, treefolk stay in their birth-groves, absorbing the wisdom and oral history of their elders. When they mature, they wander the world alone, seeking those worthy of their knowledge or shelter.
*[[Demon#Shadowmoor|Barghests]] {{B}}
*[[Beast]]s
**[[Beast#Bogles|Bogles]] {{mana|UG}}
**[[Beast#Kelpies|Kelpies]] {{mana|UG}}<ref name="EvenGuide"/>
**Quillspikes {{mana|BG}}
*[[Bird|Birds]]
**Gyrfalcons {{W}}
**Ravens
**Swans {{mana|WU}}
*[[Boar|Boars]]
*[[Elk|Cervin]]
*[[Demigod]]s {{mana|WUBRG}}
*[[Dog]]s<ref>{{DailyRef|sketches-wilt-leaf-liege-2008-05-07|Sketches: Wilt-Leaf Liege|[[Wizards of the Coast]]|May 7, 2008}}</ref>
*[[Dragon|Dragons]] {{R}}
*[[Spider|Gloomwidows]] {{G}}
*[[Goat#Lorwyn|Goats]] {{W}}
**Springjacks
*[[Elemental#Greater Elementals|Greater Elementals]] {{mana|WUBRG}}
*Imps {{B}}
**[[Imp#Dieflyns|Dieflyns]] {{R}}
*[[Insect|Insects]]
**Blowflies {{B}}
**Cicadas
**Moths {{W}}
**Wasps
*[[Spirit#Korrigans|Korrigans]] {{mana|UB}}
*[[Kraken|Krakens]] {{U}}
*[[Leech|Leeches]]
*[[Rat|Rats]] {{B}}
*[[Scarecrow]]s {{mana|WUBRG}}
*[[Shapeshifter|Shapeshifters]]
**[[Shapeshifter#Mimics|Mimics]] {{mana|WUBRG}}
**[[Shapeshifter#Pucas|Pucas]] {{mana|UR}}<ref name="EvenGuide"/>
*[[Snake|Snakes]]
*[[Frog|Toads]]
*[[Wolf|Wolves]] {{G}}
*[[Worm|Worms]] {{mana|BG}}
*[[Wurm|Wurms]] {{G}}


Treefolk character and roles are largely determined by their plant species. Ash, birch, oak, rowan, and black poplar all have different roles in treefolk society. Treefolk risen from poisonous yew trees have all but vanished on Lorwyn, but at this writing, there is still one yew treefolk remaining on the plane: an immensely ancient and knowledgeable treefolk named [[Colfenor]]. <ref name="Survival Guide"/>
====Flora====
 
*Apples
====Changelings====
*Briarberries
Lorwyn's [[shapeshifter]]s are known as changelings. They are a race of semi-intelligent [[humanoids]] who involuntarily change their shape into that of the creatures around them. They have childlike expressions and translucent, blue-green bodies. Their magical bodies transform reflexively, like the skin of chameleons or octopuses. <ref>{{DailyRef|mtgcom/arcana/1466|Flexible Changelings|[[Magic Arcana]]|November 20, 2007}}</ref> <ref>{{DailyRef|mtgcom/arcana/1536|''Lorwyn'' Style Guide: How to draw Changelings|[[Magic Arcana]]|February 28, 2008}}</ref> Changelings have no culture ''per se''. They don't have technology or art. When they speak, it's incoherent parroting. They are creatures of high magic, but they don't have the intellectual wherewithal to forge an agenda as a race.
*Dawnglove
 
*Nettle-wheat<ref>{{DailyRef|arcana/sketchcradle-witch-2008-08-20|Sketchcradle Witch|[[Wizards of the Coast]]|August 20, 2008}}</ref>
Changelings are skilled at mimicry, but they're far from devious or deceptive. Changelings are obvious. No matter what shape a changeling takes, it always has its characteristic opalescent sheen and its translucent look to it. They can't use their transformation abilities to their own advantage, because they automatically adapt to whatever forms are near them.
Changelings can be found all over Lorwyn, in every kind of terrain. They have no proper homeland, but they are associated with a mysterious cavern called [[Velis Vel]]. <ref name="Changeling">{{DailyRef|mtgcom/daily/db11|This Article is Every Creature Type at All Times|[[Doug Beyer]]|November 21, 2007}}</ref>


===Locations===
===Locations===
* [[Gilt Leaf Wood]]
*Ashenmoor<ref name="EvenGuide"/>
* [[Glen Elendra]]
*The [[Dark Meanders]]
* Kithkin [[clachan]]s:
*Kithkin [[doun]]s
** [[Ballyrush]]
**[[Ballynock]]
** [[Burrenton]]
**[[Barrenton]]
** [[Cloverdell]]
**[[Kinscaer]], south of Mistmeadow.<ref name="Column"/>
** [[Goldmeadow]]
**[[Mistmeadow]]
** [[Kinsbaile]]
*[[Glen Elendra]]
* [[Mount Tanufel]]
*[[Mount Kulrath]]
* [[Murmuring Bosk]]
*[[Velis Vel]]
* [[Porringer Valley]]
*The [[Wanderbrine]]
* The [[Primal Beyond]]
*[[Wilt-Leaf Wood]], just east of Mistmeadow, across a river.<ref name="Column"/>
* [[Velis Vel]]
*[[Creakwood]]
* The [[Wanderwine]]
*[[Raven's Run]]<ref name="Planechase"/>
** The [[Dark Meanders]]
*[[Cayr Ulios]]
* The Great Forest <ref>{{DailyRef|mtg/daily/stf/54|The Planes of ''Planechase''|[[Doug Beyer]]|September 02, 2009}}</ref>
*Farhaven
* Wren's Run


==Shadowmoor==
==Lorwyn–Shadowmoor fused==
'''Shadowmoor''', the setting of the [[Shadowmoor block]], is the other facet of the plane Lorwyn–Shadowmoor. Whereas Lorwyn was defined by its greenness, especially its forests, its dark reflection is practically devoid of green. <ref>{{DailyRef|mtgcom/arcana/1595|''Shadowmoor'' Terrain|[[Magic Arcana]]| May 21, 2008}}</ref> <ref>{{DailyRef|mtgcom/arcana/1600|Twisted Reflections|[[Magic Arcana]]|May 29, 2008}}</ref>
At the end of the [[Eventide (novel)|Eventide]], the Great Aurora is no more, although the resulting plane's structure and races have not been disclosed yet. [[Maralen]] was one of the main participants in the return of the natural day/night cycle to the plane.


The former inhabitants of Lorwyn don't recall their previous lives, and remember having always lived in Shadowmoor. There are, however, a handful of beings who retain their memories; for example, in the [[Morningtide|storyline]]'s latest Great Aurora: [[Ashling]], [[Brigid Baeli]], [[Maralen]], [[Oona]], the [[Vendilion Clique]], [[Rosheen Meanderer]], and [[The Sapling]].
===Phyrexian invasion===
Lorwyn was a target in [[New Phyrexia's Invasion of the Multiverse]].<ref name="Panel">{{YouTubeRef|-y3G-nFhN0I|First Look at March of the Machine|channel=[[Magic: The Gathering]]|date=February 19, 2023}}</ref> Although the aspect of Lorwyn appears to be dominant, some elements of Shadowmoor have survived to the present, such as both worlds' versions of kithkin. The Phyrexian appearance was apparently so unsightly to the eyes of the plane's inhabitants that both perfects and eyeblights worked together in unprecedented kinship to repel the invaders.


Another difference between the two planes is that some creatures who are nonexistent in Lorwyn are active in Shadowmoor, while others have been expunged from the new plane. [[Ouphe]]s, [[Spirits|korrigans]], [[Shapeshifters|pucas]], [[Beasts|kelpies]], [[scarecrows]], and [[nightmare|nightmarish]], mythical beings that had slumbered beneath Lorwyn's surface have reemerged in the ambient night. What races have survived the change have been thoroughly altered by the tainted darkness covering Shadowmoor. In particular, the demeanor of each race has taken a turn for the worst. <ref>{{DailyRef|mtgcom/daily/db40|Allies in Conflict|[[Doug Beyer]]|June 11, 2008}}</ref> The [[Kithkin#Shadowmoor Kithkin|kithkin]] have become withdrawn and distrusting of the other inhabitants of the plane and the [[Goblins#Boggarts|boggarts]] are now violent brutes. The [[Elementals#Flamekin|flamekin]], now called [[cinder]]s, have lost their passion and become hateful shadows of themselves; [[giants]] have lost their intelligence, and rely in their basic instincts <ref>{{DailyRef|mtgcom/arcana/1612|''Lorwyn to Shadowmoor'': Giants|[[Magic Arcana]]|June 16, 2008}}</ref>; the [[Merfolk#Merrows|merrows]] are spiteful [[pirate]]s and raiders who lurk in their murky rivers; the [[Treefolk#Lorwyn Treefolk|treefolk]] are warped [[skeleton]]s of bark and branches; and the playful [[Shapeshifters#Changelings|changelings]] have become the malicious [[Shapeshifters#Mimics|mimics]].
==Languages==
*Merrow
**"Paupurfylln" is the Merrow name for the school called Paperfin by other cultures.


The [[Elves#Shadowmoor Elves|elves]], in contrast, were one tribe to experience a more positive difference. They became the last remnant of Lorwyn's older, idyllic environment. Pressed upon by hostile conditions, the elves were forced to battle for their very existence. Rather than [[lord]]ing over the plane and oppressing the other species to conform to their values of beauty and grace, the ironic reversal in their situation shifted the elves from arrogance to humbled self-preservation.
==Planeswalker visitors==
*[[Ajani Goldmane]]<ref name="Unmasked"/>
*[[Chandra Nalaar]]<ref name="Unmasked"/>
*[[Garruk Wildspeaker]]<ref name="Unmasked"/>
*[[Jace Beleren]]<ref name="Unmasked">{{DailyRef|savor-flavor/planeswalkers-unmasked-2007-10-24|Planeswalkers Unmasked|[[Doug Beyer]]|October 24, 2007}}</ref><ref name="Dream">{{DailyRef|feature/following-dream-2008-03-05|Following a Dream|[[Doug Beyer]]|March 5, 2008}}</ref>
*[[Liliana Vess]]<ref name="Unmasked"/>
*[[Nissa Revane]]
*[[Ugin]]<ref name="A Familiar Stranger">{{DailyRef|magic-story/chronicle-bolas-familiar-stranger-2018-08-01|Chronicle of Bolas: A Familiar Stranger|[[Kate Elliott]]|August 1, 2018}}</ref>


The only race that remained mostly the same are the [[Faeries#Lorwyn Faeries|fae]], because they are protected by Oona's magic, and thus have remained mischievous and unpredictable.
==Gallery==
===[[Creature]]s of Shadowmoor===
<gallery>
====[[Human]]oid races====
File:SHMIslandConcept.jpg|Shadowmoor island concept by [[Anthony Scott Waters]].
* [[Elementals#Cinders|Cinders]]
</gallery>
* [[Dwarves#Duergars|Duergars]]
* [[Elves#Shadowmoor Elves|Elves]]
* [[Faeries#Lorwyn Faeries|Fae]]
** [[Faeries#Groundlings|Groundlings]]
* [[Ghosts]]
* [[Giants#Shadowmoor Giants|Giants]]
* [[Goblins#Lorwyn/Shadowmoor Goblins|Goblins]]
** [[Goblins#Shadowmoor Boggarts|Boggarts]]
** [[Goblins#Hobgoblins|Hobgoblins]]
** [[Goblins#Redcaps|Redcaps]]
** [[Goblins#Spriggans|Spriggans]]
* [[Hags]]
** [[Hags#Gwyllion|Gwyllion]]
* [[Kithkin#Shadowmoor Kithkin|Kithkin]]
* [[Merfolk#Merrows|Merfolk]]
** [[Merfolk#Shadowmoor Merrows|Merrows]]
** [[Merfolk#Selkies|Selkies]]
* [[Noggles]]
* [[Ouphes]]
* [[Treefolk#Shadowmoor Treefolk|Treefolk]]
* [[Trolls#Trows|Trows]]


====Monsters====
==In-game references==
* [[Beasts]]
===Lorwyn===
** [[Beasts#Bogles|Bogles]]
{{in-game
** [[Beasts#Kelpies|Kelpies]]
|cards=
* [[Demigod|Demigods]]
*<c>Glen Elendra</c>
* [[Elementals#Greater Elementals|Greater Elementals]]
*<c>Goldmeadow</c>
* [[Imps#Dieflyns|Dieflyns]]
*<c>The Great Forest</c>
* [[Spirits#Korrigans|Korrigans]]
*<c>Velis Vel</c>
* [[Scarecrows]]
|associated=
* [[Shapeshifters]]
*<c>Invasion of Lorwyn</c>
** [[Shapeshifters#Mimics|Mimics]]
|referred=
** [[Shapeshifters#Pucas|Pucas]]
*<c>Ancient Amphitheater</c>
*{{card|Aquitect's Will|Lorwyn}}
*<c>Bitterblossom</c>
*<c>Dolmen Gate</c>
*<c>Drowner of Secrets</c>
*<c>Eyeblight's Ending</c>
*<c>Hillcomber Giant</c>
*<c>Horde of Notions</c>
*<c>Hostile Realm</c>
*<c>Kithkin Billyrider</c>
*<c>Luminescent Rain</c>
*<c>Merrow Commerce</c>
*<c>Mirror Entity</c>
*{{card|Mountain|Secret Lair|SLD|#=1367}}
*<c>Mournwhelk</c>
*{{card|Streambed Aquitects|Lorwyn}}
*<c>War-Spike Changeling</c>
}}


===Locations===
===Shadowmoor===
* The [[Dark Meanders]]
{{in-game
* Kithkin [[clachan]]s
|cards=
** [[Ballynock]]
*<c>Raven's Run</c>
** [[Barrenton]]
|associated=
** [[Kinscaer]]
*<c>Invasion of Lorwyn</c>
** [[Mistmeadow]]
*[[Unknown_Event/Minneapolis_event_cards|Shadowmoor Draw Spell]]<ref name="Unknown Minn">{{YouTubeRef|r7uk8A4k3wo|Emrakul & Chatterfang!? Koma & Toski!? 62 Unknown Magic Cards!|channel=Good Morning Magic|date=May 10, 2023}}</ref>
* [[Glen Elendra]]
|referred=
* [[Mount Kulrath]]
*<c>Call the Skybreaker</c>
* [[Velis Vel]]
*<c>Compleated Huntmaster</c>
* The [[Wanderbrine]]
*<c>Elvish Hexhunter</c>
* [[Wilt-Leaf Wood]]
*<c>Fertilid's Favor</c>
* [[Creakwood]]
*<c>Incremental Blight</c>
* Raven's Run <ref>{{DailyRef|mtg/daily/stf/54|The Planes of ''Planechase''|[[Doug Beyer]]|September 02, 2009}}</ref>
*<c>Inkfathom Infiltrator</c>
 
*<c>Kithkin Billyrider</c>
==Lorwyn–Shadowmoor fused==
*<c>Mana Reflection</c>
At the end of the [[Eventide (book)|Eventide]], the Great Aurora is no more, although the resulting plane's structure and races have not been disclosed yet. [[Maralen]] was one of the main participants in the return of the natural day/night cycle to the plane.
*<c>Nettle Sentinel</c>
*<c>Noggle Bandit</c>
*<c>Odious Trow</c>
*<c>Pale Wayfarer</c>
*<c>Prismwake Merrow</c>
*<c>Scrapbasket</c>
*<c>Stream Hopper</c>
*<c>Talonrend</c>
*<c>Thoughtweft Gambit</c>
*<c>Wilt-Leaf Cavaliers</c>
*{{card|Wound Reflection|Shadowmoor}}
}}


==References==
==References==
Line 191: Line 288:


==External links==
==External links==
*''[http://www.wizards.com/Magic/Multiverse/planes.aspx?plane=lorwyn_shadowmoor Planes of Existence: Lorwyn/Shadowmoor]'', [[magicthegathering.com]]
*''[http://magic.wizards.com/en/story/planes/lorwynshadowmoor Planes of Existence: Lorwyn/Shadowmoor]'', [[magicthegathering.com]]
*''[http://www.wizards.com/magic/#/planes-of-the-multiverse/lorwyn/ Planes of the Multiverse: Lorwyn]'', [[magicthegathering.com]]
*''[http://www.wizards.com/magic/#/planes-of-the-multiverse/shadowmoor/ Planes of the Multiverse: Shadowmoor]'', [[magicthegathering.com]]


{{Lorwyn–Shadowmoor|{{!}} |state=collapsed}}
{{Lorwyn–Shadowmoor|{{!}}*|state=collapsed}}
{{Planes of the Multiverse}}
{{Planes of the Multiverse}}

Latest revision as of 01:08, 17 June 2024

Lorwyn–Shadowmoor
[[File:{{#setmainimage:Visions of lorwyn.jpg}}|250px]]
Information
First seen Lorwyn
Last seen March of the Machine
Rabiah Scale 6[1]
Status Fused, recovering from New Phyrexia's invasion

Lorwyn–Shadowmoor was a plane with two aspects. While Lorwyn represents day, Shadowmoor is night. Lorwyn switched to Shadowmoor cyclically every 300 years,[2] an unnatural event triggered by the Great Aurora.

Lorwyn

Lorwyn is one of two aspects of the plane Lorwyn–Shadowmoor, and the setting of the Lorwyn block. The plane is small, temperate, and believed to be flat.[3] The known portion of the plane, known as the Blessed Nation, is heavily forested and ringed by high mountains, outside of which lays the mysterious Primal Beyond. The world has no oceans or large lakes; all of its water comes from a system of rivers and streams connected by the subterranean Dark Meanders.[4] Lorwyn exists in perpetual midsummer and eternal daytime, though its denizens still operate on a daily cycle.[5] The plane observes dawn, noon, and dusk, with no night, with its day beginning when the sun grazes the eastern horizon and ending as it grazes the western.[6][7][8][9]

Currency on Lorwyn is composed of "threads" of precious metal, in denominations of copper, silver, and gold, grouped in size into threads, ropes, and coils.[10]

Creatures of Lorwyn

The indigenous wildlife of the Lorwyn is dominated by eight sapient races: elves, kithkin, merrows, flamekin, boggarts, treefolk, giants and faeries. Lorwyn is one of the few known places in the multiverse where humans do not occur naturally.[11][12][13] In addition, Lorwyn supports a menagerie of animal and supernatural life, including wisents, springjacks, cervins, a semisapient race of mimics known as changelings and the majestic greater elementals. All of them thrive in Lorwyn's temperate environment and unending growing season, preserving the plane's character as an unspoiled natural wilderness.[11]

Each of the nine races (including the Changelings), known as the Tribes, live in an uneasy state of peace; skirmishes and small battles occur from time to time, but full-scale war is unknown. The Tribes are highly provincial and distrustful of those outside their race; all are wary of the cruel and powerful elves, who functions as the plane's de facto rulers.

Lorwyn is a backwater world rarely visited by planeswalkers. Those who know of its existence regard it as an idyllic paradise. Late in Lorwyn's history, the barriers between the Tribes began to break down as individuals from different races came together into new tribes based on common goals (soldiers, wizards, and so on).

Humanoids

Wildlife

Flora

  • Ash
  • Black Poplar
  • Elder
  • Moonglove, a white, foxglove-like flower with pale-blue pistils cultivated by Lorwyn's elves to derive a potent poison.[15][5] This poison is deadly even in small amounts, taking down even towering giants. In precisely controlled, highly diluted trace amounts, its necrotizing properties can be used to etch or carve living tissue — such as skin or bark.
  • Nettlevine
  • Nightshade
  • Oak
  • Rowan
  • Yew

Locations

Shadowmoor

Shadowmoor, the setting of the Shadowmoor block, is the other facet of the plane Lorwyn–Shadowmoor.[20] Whereas Lorwyn was defined by its greenness, especially its forests, its dark reflection is practically devoid of green.[21][22] In contrast to its daytime aspect, the plane of Shadowmoor exists in perpetual dusk, where the sun is never directly visible, and the only light seems to come from unseen sources.[3] Though the sun is always hidden behind a blanket of cloud, Shadowmoor still observes dawn, dusk, and night, albeit with no noon.[9]

The former inhabitants of Lorwyn don't recall their previous lives and remember having always lived in Shadowmoor. There are, however, a handful of beings who retain their memories; for example, in the storyline's latest Great Aurora: Ashling, Brigid Baeli, Maralen, Oona, the Vendilion Clique, Rosheen Meanderer, and The Sapling.

Another difference between the two planes is that some creatures who are dormant in Lorwyn are active in Shadowmoor, while others now hide from sight on the new plane.[4] Ouphes, korrigans, pucas, kelpies, scarecrows, and nightmarish, mythical beings that had slumbered beneath Lorwyn's surface have reemerged in the ambient night. What races have survived the change have been thoroughly altered by the tainted darkness covering Shadowmoor. In particular, the demeanor of each race has taken a turn for the worse.[23] The kithkin have become withdrawn and distrusting of the other inhabitants of the plane and the boggarts are now violent brutes. The flamekin, now called cinders, have lost their passion and become hateful shadows of themselves; giants have lost their intelligence, and rely in their basic instincts;[24] the merrows are spiteful pirates and raiders who lurk in their murky rivers; the treefolk are warped skeletons of bark and branches; and the playful changelings have become the malicious mimics.

The elves, in contrast, were one tribe to experience a more positive difference. They became the last remnant of Lorwyn's older, idyllic environment. Pressed by hostile conditions, the elves were forced to battle for their very existence. Rather than lording over the plane and oppressing the other species to conform to their values of beauty and grace, the ironic reversal in their situation shifted the elves from arrogance to humbled self-preservation.

The only race that remained mostly the same is the fae because they are protected by Oona's magic, and thus have remained mischievous and unpredictable.

Creatures of Shadowmoor

Humanoid races

Wildlife

Flora

  • Apples
  • Briarberries
  • Dawnglove
  • Nettle-wheat[27]

Locations

Lorwyn–Shadowmoor fused

At the end of the Eventide, the Great Aurora is no more, although the resulting plane's structure and races have not been disclosed yet. Maralen was one of the main participants in the return of the natural day/night cycle to the plane.

Phyrexian invasion

Lorwyn was a target in New Phyrexia's Invasion of the Multiverse.[28] Although the aspect of Lorwyn appears to be dominant, some elements of Shadowmoor have survived to the present, such as both worlds' versions of kithkin. The Phyrexian appearance was apparently so unsightly to the eyes of the plane's inhabitants that both perfects and eyeblights worked together in unprecedented kinship to repel the invaders.

Languages

  • Merrow
    • "Paupurfylln" is the Merrow name for the school called Paperfin by other cultures.

Planeswalker visitors

Gallery

In-game references

Lorwyn

Represented in:
Associated cards:
Referred to:

Shadowmoor

Represented in:
Associated cards:
Referred to:

References

  1. Mark Rosewater (August 5, 2018). "Is it safe to say that now Lorwyn is a 6 on the Rabiah Scale, and not a 7 anymore?". Blogatog. Tumblr.
  2. Planes of Existence: Lorwyn / Shadowmoor
  3. a b Brady Dommermuth (March 19, 2008). "The Known Mutliverse". magicthegathering.com. Wizards of the Coast.
  4. a b Doug Beyer (July 09, 2008). "Selkies and Subtypes". magicthegathering.com. Wizards of the Coast.
  5. a b (2007). Lorwyn Player's Guide. Wizards of the Coast.
  6. Doug Beyer (January 23, 2008). "Interplanar Voyeurism: The Art of". magicthegathering.com. Wizards of the Coast.
  7. Doug Beyer (January 30, 2008). "The Warrior Esthetic". magicthegathering.com. Wizards of the Coast.
  8. The Book of Kith and Kin (archived)
  9. a b c d Ken Nagle (May 7, 2008). "I'M IN UR COLUMN, TASTING UR MAGIC". magicthegathering.com. Wizards of the Coast.
  10. Brady Dommermuth (January 26, 2016.) "Ask Brady Archive", No Goblins Allowed, Wizards of the Coast.
  11. a b Doug Beyer (October 31, 2007). "Lorwyn Survival Guide". magicthegathering.com. Wizards of the Coast. Archived from the original on 2007-11-02.
  12. Magic Arcana (November 14, 2007). "Lorwyn Legend Art". magicthegathering.com. Wizards of the Coast.
  13. Jeremy Jarvis (September 17, 2007). "Lorwyn: The Human-Shaped Hole". magicthegathering.com. Wizards of the Coast.
  14. a b Stonybrook Banneret (Lost Caverns Commander)
  15. Wizards of the Coast (December 13, 2007). "Mystery Art Descriptions #2". magicthegathering.com. Wizards of the Coast.
  16. a b c Doug Beyer (September 02, 2009). "The Planes of Planechase". magicthegathering.com. Wizards of the Coast.
  17. a b Doug Beyer (December 19, 2007). "Folk of the Non-Pines". magicthegathering.com. Wizards of the Coast.
  18. a b c d e f (2008). Shadowmoor Player's Guide. Wizards of the Coast.
  19. The Forge-fires of Burrenton
  20. Rei Nakazawa (March 31, 2008). "The Deepening Shadowmoor". magicthegathering.com. Wizards of the Coast.
  21. Magic Arcana (May 21, 2008). "Shadowmoor Terrain". magicthegathering.com. Wizards of the Coast.
  22. Magic Arcana (May 29, 2008). "Twisted Reflections". magicthegathering.com. Wizards of the Coast.
  23. Doug Beyer (June 11, 2008). "Allies in Conflict". magicthegathering.com. Wizards of the Coast.
  24. Magic Arcana (June 16, 2008). "Lorwyn to Shadowmoor: Giants". magicthegathering.com. Wizards of the Coast.
  25. a b c d e f g h i j k (2008). Eventide Player's Guide. Wizards of the Coast.
  26. Wizards of the Coast (May 7, 2008). "Sketches: Wilt-Leaf Liege". magicthegathering.com. Wizards of the Coast.
  27. Wizards of the Coast (August 20, 2008). "Sketchcradle Witch". magicthegathering.com. Wizards of the Coast.
  28. First Look at March of the Machine (Video). Magic: The Gathering. YouTube (February 19, 2023).
  29. a b c d e Doug Beyer (October 24, 2007). "Planeswalkers Unmasked". magicthegathering.com. Wizards of the Coast.
  30. Doug Beyer (March 5, 2008). "Following a Dream". magicthegathering.com. Wizards of the Coast.
  31. Kate Elliott (August 1, 2018). "Chronicle of Bolas: A Familiar Stranger". magicthegathering.com. Wizards of the Coast.
  32. Emrakul & Chatterfang!? Koma & Toski!? 62 Unknown Magic Cards! (Video). Good Morning Magic. YouTube (May 10, 2023).

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