Lorwyn–Shadowmoor
Lorwyn–Shadowmoor | |
---|---|
Information | |
First seen | Lorwyn |
Last seen | March of the Machine |
Rabiah Scale | 6[1] |
Status | Fused, recovering from the New Phyrexian Invasion |
Scryfall Statistics | |
Lorwyn–Shadowmoor is a remote plane with two aspects. While Lorwyn represents day, Shadowmoor is night. Previously, Lorwyn switched to Shadowmoor cyclically every 300 years,[2] an unnatural event triggered by the Great Aurora. Now, following Oona's defeat, both aspects of the plane simultaneously exist, bleeding into each other.[3]
Lorwyn–Shadowmoor does not stand out in the Blind Eternities; it resides in a region of dream and aether that obscures it from most planeswalkers. It is also one of the few known planes in the Multiverse where humanity has not flourished. The plane is considered to be "spark-blind" (unaware of planeswalkers or other planes).[4]
The dynamics of Lorwyn-Shadowmoor
The plane of Lorwyn-Shadowmoor is unique from other planes due to it containing two distinct planar entities. Lorwyn, the day aspect, and Shadowmoor, the night aspect, are divided and kept separate, either by the Great Aurora, as they were during the Age of Oona, or by auroras in the current age. With auroras, the two aspects directly border one another. These borders can shift slowly, keeping balance between day and night. Rarely, entire plots of land can suddenly shift, instantly transforming everything within them. The cause of these shifts is untraceable to ordinary people, but the whims and footfalls of Eirdu and Isilu are one source of these changes.[5]
In Lorwyn, the plane is in eternal daytime, with the sun always visible, never dipping below the horizon in its cycle across the sky. In Shadowmoor, the plane is in eternal night, with the moon hanging in the sky, traveling back and forth but never disappearing. The moon cycles between full and new.[5]
Auroras and the tides
During the Age of Oona, the entire plane would shift between Lorwyn and Shadowmoor because of the Great Aurora, a magical convergence orchestrated by the faerie queen herself. Now, the plane of Lorwyn-Shadowmoor is constantly at odds, with massive swaths of land covered by the light of Lorwyn or the darkness of Shadowmoor, their boundaries ebbing and flowing due to myriad bizarre conditions and unknown influences. Sometimes, deaths or births within a particular mass of land might expand or shrink the size of Lorwyn or Shadowmoor. Other times, these boundaries might shift due to the influence of Eirdu's or Isilu's footfalls. And even more frequently, these borders will grow or shrink without rhyme or reason as a way for the plane to naturally correct imbalances in power, influence, or size. In recent years, these boundaries have grown more stable, resulting in some relatively permanent borders. However, the danger of sudden transformation still threatens anyone close to them.[5]
When these boundaries shift, everything within them transforms. This includes creatures and all other living entities. Though there are methods to suppress this change, these are rare, and creatures or other objects that are immune to these changes are even rarer. Where the boundaries of Lorwyn and Shadowmoor abut, you can see beyond their current aspect and into the other. Stepping into the other aspect and out of your own induces an immediate change in whoever stepped over the boundary. Native-born creatures on the plane have two forms: a Lorwyn form and a Shadowmoor form. When an aurora occurs and Lorwyn becomes Shadowmoor or vice versa, all creatures and aspects of the landscape within that area undergo a massive transformation. To cross from Lorwyn to Shadowmoor is known as Eventide; to cross from Shadowmoor to Lorwyn is Morningtide. Though creatures do not change their species, they are physically and mentally altered. Memories of their time in the other aspect become murky and muddled, like an itch that they can't reach in the back of their mind. They might also undergo dramatic personality shifts. Overall, denizens of Lorwyn are more communal and orderly, while denizens of Shadowmoor are more individualistic and chaotic. Neither side has a monopoly on good or evil, since anyone can be a hero or a villain depending on their circumstances.[5]
Those who cross into another aspect are transformed into their Lorwyn or Shadowmoor counterpart, a version of themselves with darkly reflected memories of their prior lives that are inaccurate and strangely shifted. They regain their true memories of their Lorwyn or Shadowmoor self if they recross the threshold. A kithkin who had lived the last ten years of their life in Shadowmoor might step over the threshold, transforming into their Lorwyn self and realizing that their prior childhood had been lived in Lorwyn. Their mind would twist their Shadowmoor life into a hazy memory, tricking them into thinking their life actually took place in Lorwyn. These changes in memory aren't undocumented, however. Many species understand the danger of crossing the threshold and the pain that may accompany it. Even if they desired to know their other self, they would lose the life they know in the process.[5]
Reliquaries of dawn and twilight
While the transformations might seem inevitable to the common folk of Lorwyn and Shadowmoor, there was once an ancient relic known as the Crescent of Morningtide, empowered by a great elemental, that could bridge the gap between aspects without changing. In the same way, the people of Lorwyn-Shadowmoor have constructed reliquaries from pieces of the incarnations of day and night. A reliquary allows a person to retain their physical form and memories between aspects. These reliquaries are fashioned from pieces of Eirdu and Isilu. Such items are rare and often sacred, representing the distilled essence of either Lorwyn or Shadowmoor. To resist the Eventide, you must carry a Reliquary of Dawn fashioned from a piece of Eirdu; to resist the Morningtide, you must carry a Reliquary of Twilight fashioned from a piece Isilu. It is said that possessing both allows you to traverse eclipsed realms unchanged. Reliquaries can take many forms but are commonly designed as lanterns or pendants that light or shadow the way. Their form often depends on the piece of the incarnation they are fashioned from. For example, a feather might be turned into a brooch, while a glowing scale could be placed inside glass and turned into a lantern.[5]
Lorwyn–Shadowmoor fused
At the end of the Eventide, the Great Aurora was no more. Maralen was one of the main participants in the return of the natural day/night cycle to the plane.
The Eclipsed Realms
Where the boundaries of Lorwyn and Shadowmoor grind against one another, pockets of new environments emerge. These pockets are known as eclipsed realms and represent a third state of neither light nor shadow that the plane can take. These places attempt to resolve the chiral relationship between Lorwyn and Shadowmoor across a different dimensional axis, transforming the world into something unrecognizable. The eclipsed realms are strange and otherworldly, even when compared to the rest of the plane. They exist along the borders between aspects, with some eclipsed realms appearing as slivers and others covering massive swaths of land. In eclipsed realms, the sun and moon float high in the sky, locked in place as an unmoving mirror of the eternal day and night of the realm's neighbors. In every shadow, there are beacons of light, and in each sunbeam, there are wells of deep darkness.[5]
Eclipsed Creatures
Within eclipsed realms, a denizen of Lorwyn-Shadowmoor is not immediately transformed into another aspect of themself. They retain all memories of their time outside the realm and slowly regain any memories of their time spent in the other aspect. However, as they remain in an eclipsed realm, they slowly and permanently transform. Their memories of one aspect try to combine with the memories of the other, and the contradictions between them cannot fully resolve. These eclipsed creatures lose their desires, emotions, and connection to the world outside, eventually turning into husks who cease movement entirely. When this occurs, they are known as calciform creatures, or simply calciforms.[5]
History
The Age of Oona
Millenia ago, Oona, queen and mother of all faeries, used the Great Aurora to perserve her memories and body between the cycles and grant herself control of the plane. Every three hundred years, the plane would shift to the other aspect. This continued until the cycle was disrupted over forty years ago by the Great Mending, an event that healed the entire Multiverse of damage from accumulated time rifts. For the first time in eons, Oona feared she might be affected by the Great Aurora. After the first avatar she created rebelled, she created a duplicate Maralen, a Mornsong elf, and instilled this duplicate with a piece of her soul so that she would not lose her memories. However, Maralen's duplicate gained sentience and joined with others from across Lorwyn to investigate Oona and her trickery. Once the Great Aurora occurred and transformed the plane into Shadowmoor, Oona was defeated by a coalition consisting of Maralen, an elf named Rhys, a kithkin named Brigid, a merrow named Sygg, a flamekin named Ashling, and a treefolk sapling named Colfenor. Though Oona was defeated and her body was destroyed, her consciousness remains hidden, slowly recovering strength in secret while she searches for the means to reclaim her throne. Following the end of her reign, the plane began to fuse together, triggering the start of the Pendulum Year. Maralen took on the mantle of queen of the fae and bound herself to Rhys with a death pact. If there is ever a sign that Oona might return, Rhys is to kill Maralen. Until that day, he can never die.[5]
The pendulum year
Across Shadowmoor, pockets of Lorwyn sprouted up in the darkness. The plane was thrown into turmoil, since any person or place could be transformed in a moment. Entire villages were split in two, and anyone crossing these new borders changed instantly. Farmers were cut off from their farms or forgot their trade entirely; communities were estranged from their neighbors, unable to contact anyone through these new borders. At times, there were even periods of day into night into day, mimicking the day and night cycles of other planes.[5]
Soon, there was a slowing of these transformations. Borders seemed to stabilize and inched forward like gentle tides rather than crashing waves. People began to see two great beings in the far-off distance that seemed to walk along the horizon: Eirdu, the incarnation of Lorwyn, and Isilu, the incarnation of Shadowmoor. The twin worldsoul of the plane had emerged again to control the ebb and flow of the plane's auroras. For the next forty years, the plane enjoyed peace maintained by the existence of these two incarnations. Sometimes, startling tales would emerge from a distant village, that their neighbors and homes had been caught between the light and darkness and succumbed to something that was both and neither at the same time. These areas came to be known as eclipsed realms.[5]
Phyrexian invasion
The Phyrexian invasion destroyed the fragile power balance of the plane and forced species to cooperate with each other in ways they had never considered before. In particular, the Lorwyn elves that had once terrorized the denizens of Lorwyn were nearly decimated, their dominion over the plane turned into networks of power for the Phyrexians. The compleated elves used their cruelty and prejudice to great effect, the oil having hardly even changed their behavior toward other species. The elves that remained untainted were pushed back and, in a desperate gamble, allied themselves with the other species of Lorwyn. In doing so, they were finally able to gain ground and make a stand at Lys Alana. The Phyrexians would resort to new tactics, like infecting kithkin and using the thoughtweft to poison their comrades' minds, or sending corrupted faeries to stealthily infect water supplies.[5]
In Shadowmoor, chaos reigned as each species mounted assaults against their invaders in any way they saw fit. Their scattered approach was less effective than the unified front of Lorwyn, but they saw far fewer losses as a result. Only the boggarts and kithkin made courageous stands against the invaders. The boggarts formed the vanguard, riding their cavalry into the enemy lines and gutting them from within. They suffered massive casualties, as they expected. As Halo poured through the Multiverse, it was the isolationist Shadowmoor kithkin that led the last charge to destroy the invaders. Driven by a xenophobia that surpassed anything they'd ever felt toward their fellow planar denizens, they crushed ranks of Phyrexians and trampled them underfoot. Afterward, with their fears of outsiders made manifest, the kithkin holed themselves up in their homes, unwilling to see guests even years after.[5]
Present days
The current age of Lorwyn-Shadowmoor is one of tenuous peace. Not all changes are predictable, as villages might be transformed at a moment's notice and their inhabitants made unaware that they once had lived a different life. The emergence of the mysterious eclipsed realms threatens to further confuse the people of Lorwyn-Shadowmoor, who are now wary of yet another unknowable change to their world. In the political realm, the empire of the Lorwyn elves has dwindled in power, allowing other species to gain footholds in the world where they were previously denied. Without Oona pitting the other species against one another, trade and commerce flourishes, each species leveraging their unique talents to achieve newfound prosperity.[5]
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.[6] The known portion of the plane, referred to as the Blessed Nation by the elves, 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.[7] Lorwyn exists in perpetual midsummer and eternal daytime, though its denizens still operate on a daily cycle.[8] 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.[9][10][11][12]
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.[13]
Life on Lorwyn
The indigenous wildlife of the Lorwyn is dominated by eight sapient species: 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.[4][14][15] In addition, Lorwyn supports a menagerie of animal and supernatural life, including wisents, springjacks, cervins, a semisapient species 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.[4]
Each of the nine species (including the Changelings), known as the Tribes, lives 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 species; all are wary of the cruel and powerful elves, who function 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 species came together into new tribes based on common goals (soldiers, wizards, and so on).
Sapient species of Lorwyn
- Elementals
[16]
- Elves
[16]
- Fae
[16]
- Giants
[16]
- Goblins
[16]
- Kithkin
[16]
- Merrow
[16]
- Shapeshifters
[17]
- Treefolk
[16]
Wildlife of Lorwyn
- Birds
[17]
- Boars
- Hill pigs[17]
- Crawfish[21]
- Dogs
- Cuffhounds[16]
- Elk
- Fish
- Frogs[22]
- Goats
- Cloudgoats - giant, flying, winged goats.[17][4]
- Springjacks
[16]
- Insects
- Oxen
- Wisents[4]
- Salamanders
- Snakes
- Adders[28]
- Squirrels[17]
- Turtles[17]
- Snapping turtles[17]
- Wolves
[29]
Flora of Lorwyn
- Arrowgrass - a plentiful, sturdy wild grass used by elves for arrow shafts.[16]
- Alder - a water-loving tree.[16]
- Ash - a tall tree.[16]
- Birch - a pale tree.[16]
- Black Poplar - prevalent in the Murmuring Bosk.[16]
- Cattails - a puffy river reed.[17]
- Deathcap - a poisonous mushroom.[16]
- Hemlock - a poisonous plant.[16]
- Moonglove - a white, foxglove-like flower with pale-blue pistils cultivated by Lorwyn's elves to derive a potent poison. This poison is deadly even in small amounts, taking down even towering giants. The elves use the moonglove aggressively in battle, where it is the source of their fame and feared "deathtouch". In precisely controlled, highly diluted trace amounts, its necrotizing properties can be used to etch or carve living tissue, such as skin or bark. Moonglove is also essential in many other important elf rituals and magic.[16][30][8]
- Nettlevine - a parasitic plant that the elves can animate to bind around their victims, creating the vinebred - twisted, but powerful and eminently controllable minions.[16][31]
- Nightshade - a poisonous berry[16]
- Oak - a large, sturdy tree[16]
- Rowan - a flowering tree[17]
- Silverwood pine - a needle-bearing tree from which the Gilt Leaf fashion sharp arrows.[16]
- Yew - a poisonous tree.[16] A needle coated in yew poison is enough to send an elf into a short coma, but the vinebred are completely immune to yew toxin.[17]
Locations of Lorwyn
- Ballyrush
- a kithkin clachan known for its stock of springjacks[32]
- The Bubbling Bog
- a swampy area often used as a curse by kithkin.[16]
- Burrenton
- a kithkin clachan known for its smiths and forges[33]
- Cloverdell
- a kithkin clachan protected by treefolk[34]
- Duinshyle - a kithkin clachan far from Kinsbaile.[16]
- Dundoolin - the second largest kithkin clachan, known for its sages who record elemental history.[16]
- Eastern Lorwyn - dominated by the Gilt-Leaf Wood.
- Gilt-Leaf Wood
- the beautiful, gold-shimmering forest of the Gilt-Leaf elves, bordered by the Wanderwine River and covering more than half the lands of Lorwyn.[16][17][4]
- Lys Alana
- the Gilt-Leaf capital city.[16]
- The Dawn's Light, Gilt-Leaf Palace
- the glorious royal palace, pinnacle of elvish perfection.[35]
- The Dawn's Light, Gilt-Leaf Palace
- Lys Alana
- Glen Elendra
- haven of the elusive Oona, queen of Lorwyn's faeries. It lies far south of Lys Alana.[16][4]
- Oak Fall - where Taercenn Grieve ruled during his lifetime.[16]
- Gilt-Leaf Wood
- Fen Grieve - a river port where the statue of Taercenn Grieve stands.[16]
- Funnelwood Forest
- a distant wood full of widow spiders and their silk webs.[16]
- Goldmeadow
- a small kithkin clachan known for its wheat fields and militia training.[36]
- Howltooth Hollow
- a cave that secretly imprisoned a barghest.[37]
- The Merrow Lanes or simply the Lanes
- Lorwyn's network of riverways system of rivers and streams, subterranean channels and even village wells.[17][4]
- The Dark Meanders, or the Dark Tributaries
- the waterways that run purely underground.[16][4]
- The Honeystone River
- drunk dry by the treefolk monk Adair River Span.[38]
- Shelldock Isles
- ancient shells used by Lorwyn's denizens as picnic spots before they awoke into kraken during Aurora.[37]
- The Swiftbend River
- a river whose course was changed by Colfenor to save a stand of birch saplings from a flood.[16]
- The Wanderwine River
- the greatest Lane, a low-country river lined with merrow crannogs, flowing from Mount Tanufel in the north and to the tip of the lowlands on the southeastern shore.[16][4]
- The Dark Meanders, or the Dark Tributaries
- Mornsong
- The forest of the eponymous tribe of elves.[16]
- Mosswort Bridge
- a bridge under which a troll was imprisoned.[37]
- The Mountain ranges
- realm of giants, some wanderlust-stricken flamekin, and hostile greater elementals. There is one northern range and one western coastal range.[17][4]
- Amphitheater of Galanda Feudkiller
- giant dolmen stones arranged in a bowl shape where conflicts are resolved swiftly and violently.[4]
- Mount Tanufel
- the tallest peak on Lorwyn, sacred birthplace of the flamekin.[16][17]
- Ember Fell
- a flamekin monastery.[17]
- The Source of Lanes - the source of the Wanderwine is a small lake a few hundred feet from the summit of Tanufel.[17]
- Tanufel Crater - the flat top of the peak, the highest point on the plane.[17]
- Ember Fell
- Spinerock Knoll
- an overgrown mountain that housed a dragon.[37] The forge-tenders of Burrenton traditionally use pebbles from the Knoll, whose magic gives the fuel consistent heat.[39] Its crater would later serve as inspiration for dragonfire-obsessed witches.[37]
- Amphitheater of Galanda Feudkiller
- The Stand of Tulimeer
- an outpost of treefolk and other trees attempting to establish a new forest on a rocky outcropping near flamekin lands.[38]
- Taenskarper - a hilly, forsaken area where the elves and boggarts sometimes wage battles.[16]
- Tanfell Plateau - an overhang bordering the Wanderwine River, from which cold winds sweep down, creating whitecaps in the water.[16]
- Velis Vel
- a subterranean crystal cavern associated with Lorwyn's changelings, accessible through the Dark Meanders.[40][4]
- Western Lorwyn - often contrasted with the Gilt-Leaf Wood, the western Lorwyn is the half of the land on the north and west side of the Wanderwine.[17]
- Dauba Ravine - a ravine separating the west edge of the Porringer Valley and the foothills of the mountains. Spanned by a bridge.[17]
- The Great Forest
- a seemingly endless expanse of stout-trunked oaks and other mighty trees.[40]
- Murmuring Bosk
- a sacred grove of treefolk, far from Kinsbaile, along the Wanderwine River.[16][4]
- Wren's Run
- a mazelike stretch of forest considered the plane's finest hunting grounds.[4]
- Murmuring Bosk
- Groundling Town - a rotting log, fortified by the Sapling of Colfenor's magic, home of the plane's groundlings.[17]
- Kinsbaile
- the largest kithkin clachan, host of the Festival of Tales. Lies on the north bank of the Wanderwine, not far from the base of Mount Tanufel.[16][4]
- Porringer Valley
- a heavily wooded broad lowland trough cut at its base by the Wanderwine River. Home of the ash treefolk.[16]
- Windbrisk Heights
- a raptor whose wings were frozen for generations in the shape of a blustery cliff.[37]
- Fey crossing - Recently, a fey crossing was discovered connecting Lorwyn's untamed wilds with the Moonshae Isles of the Forgotten Realms, allowing bidirectional crossing between the two realms.[41]
Shadowmoor
Shadowmoor, the setting of the Shadowmoor block, is the other facet of the plane Lorwyn–Shadowmoor.[42] Whereas Lorwyn was defined by its greenness, especially its forests, its dark reflection is practically devoid of green.[43][44] In contrast to its daytime aspect, the plane of Shadowmoor existed in perpetual dusk, where the sun never was directly visible, and the only light seemed to come from unseen sources.[6] Though the sun was always hidden behind a blanket of cloud, Shadowmoor still observed dawn, dusk, and night, albeit without noon.[12]
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.[7] Ouphes, korrigans, pucas, kelpies, scarecrows, and nightmarish, mythical beings that had slumbered beneath Lorwyn's surface have reemerged in the ambient night. What species have survived the change have been thoroughly altered by the tainted darkness covering Shadowmoor. In particular, the demeanor of each species has taken a turn for the worse.[45] 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;[46] 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 species 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
Sapient species
- Demigods
- Dragons
- Duergars
[47]
- Elementals
- Elves
[48]
- Fae
- Giants
[48]
- Goblins
- Hags
- Imps
- Dieflyns
- Soot Imps
- Dieflyns
- Kithkin
[48]
- Merfolk
- Noggles
[48][47]
- Ouphes
- Scaths[48]
- Spirits
- Treefolk
[48]
- Trows
[47]
Wildlife of Shadowmoor
- Bats[48]
- Beasts
- Birds
- Boars
- Demons
- Dogs[51]
- Elk
- Fish
- Razormouths[48]
- Foxes[48]
- Frogs[48]
- Goats
- Insects
- Krakens
- Leeches
- Lizards[48]
- Rabbits[49]
- Rats
[48]
- Scarecrows
- Shapeshifters
- Slugs[48]
- Snakes[48]
- Spiders
[48]
- Gloomwidows
- Gloomwidows
- Turtles[48]
- Wolves
- Worms
[48]
- Wurms
Flora of Shadowmoor
- Black needlerush[48]
- Blackthorn[48]
- Briarberries[48]
- Canker fungus - deadly rot-spreading across treefolk.[48]
- Crawroot - bad-tasting food source.[48]
- Ferns[49]
- Flowers
- Gourds[48]
- Grains
- Grass
- Spike grass - sharp-edged grass which can cause minor cuts when walking through it.[48]
- Moss[49]
- Mitemoss[48]
- Saltwort[48]
- Sickle beans - a food source grown in elvish safeholds[48]
- Trees
Locations of Shadowmoor
- Ashenmoor - the black home of cinders.[48][47]
- Ballynock
- a kithkin doun, whose inhabitants like to wear hoods.[48]
- Barrenton
- a kithkin doun.[48]
- Creakwood[3]
- Eastern Shadowmoor
- Glen Elendra
- haven of the elusive Oona, queen of Shadowmoor's faeries. It lies far south of Cayr Ulios.[49]
- Wilt-Leaf Wood - just east of Mistmeadow, across the Wanderbrine.[12][48]
- Barrenclay Crossings - a meeting point for the Wilt-Leaf elves.[49]
- Cayr Ulios - the largest safehold in Wilt-Leaf Wood.[49]
- Glen Elendra
- Farhaven[54]
- Greymeadow
- a kithkin doun, whose inhabitants like to wear helmets.[48]
- The Lanes[48]
- The Dark Meanders - underground rivers connecting to the Wanderbrine.[49]
- The Wanderbrine - the big river cutting Shadowmoor in two.[48]
- The Withervine - a river flowing far from the Wilt-Leaf Wood.[48]
- Lochran Safehold - a safehold by the Withervine River, far from the Wilt-Leaf Wood.[48]
- Mount Kulrath
- the highest peak on Shadowmoor.[49]
- The Serpent's Maw - a maze of caves containing a river of burning stone.[48]
- Thistledown - a kithkin doun
- Velis Vel
- Western Shadowmoor
- Kinscaer
- a kithkin doun south of Mistmeadow.[12][48]
- Mistmeadow
- a kithkin doun north of Kinscaer[48]
- The Welk Lodge[48]
- Raven's Run - a dark and terrifying forest[40]
- The Weeping Bosk - the place where Colfenor trained Rhys in the use of yew magic.[49]
- Kinscaer
Languages
- Merrow
- "Paupurfylln" is the Merrow name for the school called Paperfin by other cultures.
Planeswalker visitors
- Ajani Goldmane[55]
- Chandra Nalaar[55]
- Garruk Wildspeaker[55]
- Jace Beleren[55][56]
- Liliana Vess[55]
- Nissa Revane
- Ugin[57]
Gallery
-
Lorwyn map by Varghedin
-
Shadowmoor map by Varghedin
-
Lorwyn-Shadowmoor map by Varghedin
-
Visions of Lorwyn
-
Shadowmoor island concept by Anthony Scott Waters.
In-game references
Lorwyn
- Represented in:
- Associated cards:
- Referred to:
- Ancient Amphitheater
- Aquitect's Will (Lorwyn)
- Bitterblossom
- Dolmen Gate
- Drowner of Secrets
- Eyeblight's Ending
- Hillcomber Giant
- Horde of Notions
- Hostile Realm
- Kithkin Billyrider
- Luminescent Rain
- Merrow Commerce
- Mirror Entity
- Mountain (Secret Lair, #1367)
- Mournwhelk
- Streambed Aquitects (Lorwyn)
- War-Spike Changeling
Shadowmoor
- Represented in:
- Associated cards:
- Referred to:
- Call the Skybreaker
- Compleated Huntmaster
- Elvish Hexhunter
- Fertilid's Favor
- Incremental Blight
- Inkfathom Infiltrator
- Kithkin Billyrider
- Mana Reflection
- Nettle Sentinel
- Noggle Bandit
- Odious Trow
- Pale Wayfarer
- Prismwake Merrow
- Scrapbasket
- Stream Hopper
- Talonrend
- Thoughtweft Gambit
- Wilt-Leaf Cavaliers
- Wound Reflection (Shadowmoor)
References
- ↑ 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.
- ↑ Planes of Existence: Lorwyn / Shadowmoor
- ↑ a b As seen on Creakwood Ghoul and Creakwood Liege
- ↑ a b c d e f g h i j k l m n o p q r s t u Doug Beyer (October 31, 2007). "Lorwyn Survival Guide". magicthegathering.com. Wizards of the Coast. Archived from the original on 2007-11-02.
- ↑ a b c d e f g h i j k l m n Neale LaPlante Johnson, [DK Billins]], Laurel Pratt (September 26, 2025). "Planeswalker's Guide to Lorwyn Eclipsed". magicthegathering.com. Wizards of the Coast.
- ↑ a b Brady Dommermuth (March 19, 2008). "The Known Mutliverse". magicthegathering.com. Wizards of the Coast.
- ↑ a b Doug Beyer (July 09, 2008). "Selkies and Subtypes". magicthegathering.com. Wizards of the Coast. Archived from the original on 2021-01-16.
- ↑ a b (2007). Lorwyn Player's Guide. Wizards of the Coast.
- ↑ Doug Beyer (January 23, 2008). "Interplanar Voyeurism: The Art of". magicthegathering.com. Wizards of the Coast. Archived from the original on 2019-03-22.
- ↑ Doug Beyer (January 30, 2008). "The Warrior Esthetic". magicthegathering.com. Wizards of the Coast. Archived from the original on 2020-08-05.
- ↑ The Book of Kith and Kin (archived)
- ↑ a b c d Ken Nagle (May 7, 2008). "I'M IN UR COLUMN, TASTING UR MAGIC". magicthegathering.com. Wizards of the Coast. Archived from the original on 2021-04-29.
- ↑ Brady Dommermuth (January 26, 2016). "Ask Brady Archive", No Goblins Allowed, Wizards of the Coast.
- ↑ Magic Arcana (November 14, 2007). "Lorwyn Legend Art". magicthegathering.com. Wizards of the Coast. Archived from the original on 2021-04-29.
- ↑ Jeremy Jarvis (September 17, 2007). "Lorwyn: The Human-Shaped Hole". magicthegathering.com. Wizards of the Coast. Archived from the original on 2021-04-29.
- ↑ a b c d e f g h i j k l m n o p q r s t u v w x y z aa ab ac ad ae af ag ah ai aj ak al am an ao ap aq ar as at au av aw ax ay az ba bb bc bd be bf Cory J. Herndon & Scott McGough (2007) - Lorwyn, Wizards of the Coast.
- ↑ a b c d e f g h i j k l m n o p q r s t u v w x y z aa ab ac ad ae Cory J. Herndon & Scott McGough (2008) - Morningtide, Wizards of the Coast.
- ↑ As seen on Seedguide Ash, among other cards
- ↑ As seen on Battlewand Oak, among other cards
- ↑ As seen on Plover Knights</span> </li> <li id="cite_note-Banneret-21"><span class="mw-cite-backlink">↑ <a href="#cite_ref-Banneret_21-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-Banneret_21-1"><sup><i><b>b</b></i></sup></a></span> <span class="reference-text">'"`UNIQ--c-000002D8-QINU`"' (<i><!--LINK'" 0:1--></i>)</span> </li> <li id="cite_note-22"><span class="mw-cite-backlink"><a href="#cite_ref-22">↑</a></span> <span class="reference-text">As seen on <c>Frogtosser Banneret
- ↑ As seen on Release the Ants
- ↑ As seen on Order of the Golden Cricket
- ↑ As seen on Earwig Squad
- ↑ As seen on Hornet Harasser
- ↑ As seen on Mothdust Changeling
- ↑ As seen on Adder-Staff Boggart
- ↑ As seen on Wolf-Skull Shaman
- ↑ Wizards of the Coast (December 13, 2007). "Mystery Art Descriptions #2". magicthegathering.com. Wizards of the Coast. Archived from the original on 2022-01-18.
- ↑ Magic Arcana (December 20, 2007). "Death and Nettlevine". magicthegathering.com. Wizards of the Coast. Archived from the original on 2021-04-18.
- ↑ As seen on Ballyrush Banneret
- ↑ As seen on Burrenton Bombardier
- ↑ As seen on Guardian of Cloverdell
- ↑ As seen on Gilt-Leaf Palace
- ↑ As seen on Goldmeadow
- ↑ a b c d e f (2008). Shadowmoor Player's Guide. Wizards of the Coast.
- ↑ a b Doug Beyer (December 19, 2007). "Folk of the Non-Pines". magicthegathering.com. Wizards of the Coast. Archived from the original on 2020-11-01.
- ↑ The Forge-fires of Burrenton
- ↑ a b c Doug Beyer (September 02, 2009). "The Planes of Planechase". magicthegathering.com. Wizards of the Coast. Archived from the original on 2019-03-01.
- ↑ D&D Beyond Staff (September 26, 2025). "Add a delightful twist to Forgotten Realms adventures with Lorwyn: First Light.". D&D Beyond. Wizards of the Coast. Retrieved on 2025-09-28.
- ↑ Rei Nakazawa (March 31, 2008). "The Deepening Shadowmoor". magicthegathering.com. Wizards of the Coast. Archived from the original on 2020-11-25.
- ↑ Magic Arcana (May 21, 2008). "Shadowmoor Terrain". magicthegathering.com. Wizards of the Coast. Archived from the original on 2020-09-21.
- ↑ Magic Arcana (May 29, 2008). "Twisted Reflections". magicthegathering.com. Wizards of the Coast. Archived from the original on 2020-09-21.
- ↑ Doug Beyer (June 11, 2008). "Allies in Conflict". magicthegathering.com. Wizards of the Coast. Archived from the original on 2021-02-27.
- ↑ Magic Arcana (June 16, 2008). "Lorwyn to Shadowmoor: Giants". magicthegathering.com. Wizards of the Coast. Archived from the original on 2020-09-21.
- ↑ a b c d e f g h i j k (2008). Eventide Player's Guide. Wizards of the Coast.
- ↑ a b c d e f g h i j k l m n o p q r s t u v w x y z aa ab ac ad ae af ag ah ai aj ak al am an ao ap aq ar as at au av aw ax ay az ba bb bc bd be bf bg bh bi bj bk bl bm bn bo bp bq br bs bt bu bv bw bx by bz ca cb cc cd ce cf cg ch ci cj ck Cory J. Herndon, Scott McGough & Various (2008) - Shadowmoor, Wizards of the Coast.
- ↑ a b c d e f g h i j k l m n o Cory J. Herndon & Scott McGough (2008) - Eventide, Wizards of the Coast.
- ↑ As seen on Crabapple Cohort
- ↑ Wizards of the Coast (May 7, 2008). "Sketches: Wilt-Leaf Liege". magicthegathering.com. Wizards of the Coast. Archived from the original on 2021-07-11.
- ↑ As seen on Hobgoblin Dragoon
- ↑ Wizards of the Coast (August 20, 2008). "Sketchcradle Witch". magicthegathering.com. Wizards of the Coast. Archived from the original on 2021-07-12.
- ↑ As seen on Farhaven Elf
- ↑ a b c d e Doug Beyer (October 24, 2007). "Planeswalkers Unmasked". magicthegathering.com. Wizards of the Coast. Archived from the original on 2019-03-28.
- ↑ Doug Beyer (March 5, 2008). "Following a Dream". magicthegathering.com. Wizards of the Coast. Archived from the original on 2021-04-29.
- ↑ Kate Elliott (August 1, 2018). "Chronicle of Bolas: A Familiar Stranger". magicthegathering.com. Wizards of the Coast.
- ↑ Emrakul & Chatterfang!? Koma & Toski!? 62 Unknown Magic Cards! (Video). Good Morning Magic. YouTube (May 10, 2023).
External links
- Planes of Existence: Lorwyn/Shadowmoor, magicthegathering.com
- Neale LaPlante Johnson, DK Billins, Laurel Pratt (September 26, 2025). "Planeswalker's Guide to Lorwyn Eclipsed". magicthegathering.com. Wizards of the Coast.