Legal Races

Listed below are the playable races of the Lorwyn/Shadowmoor universe, with their D&D race equivalents in parentheses. When choosing a playable race, you may choose any of the D&D equivalents; for example, regardless of whether you choose Human or Dwarf in the Character Builder, you’re still a Kithkin for purposes of the campaign (although you still get all of the inherent bonuses of the chosen D&D race).

  1. Kithkin (Human, Halfling, Dwarf, Gnome)
  2. Elf (Elf, Half-Elf, Eladrin, Satyr)
  3. Giant (Goliath, Orc, Half-Orc, Mul)
  4. Boggart (Goblin, Kobold, Hobgoblin, Bugbear)
  5. Flamekin (Genasi – Fire, Cinder, Ember, Magma, or Sun)
  6. Treefolk (Wilden, Hamadryad)
  7. Fae (Pixie)
  8. Changeling (Changeling)

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Player Race Descriptions


The dwarf-like race that inhabits rural villages in Lorwyn’s meadows. Kithkin are natural storytellers, and have a strong sense of community. A non-intrusive form of hive mind known as “Thoughtweft” allows kithkin to share their feelings with their neighbors, resulting in tight bonds of friendship. Unfortunately, Shadowmoor’s gloom pushes this sense of community to its extremes; the kithkin of Shadowmoor are extremely dogmatic, superstitious, and xenophobic. Outsiders are shunned, locked out of fortress-like walled villages.



Both feared and revered, the elves of Lorwyn are vindictive paragons of beauty. Above all else, they preserve nature’s beauty by seeking out and destroying “eyeblights," creatures or places that the elves believe are too ugly to exist. The harshness of Shadowmoor dissipates the elves’ overtly judgmental nature, forcing them into hiding. Shadowmoor elves, cornered by viscous foes, have become valiant protectors of the realm. They view themselves as the last beautiful creatures in a world of shadow (and perhaps rightfully so).



Lorwyn giants live life in extremes; angry giants are REALLY angry and introspective giants are REALLY introspective. Wandering from place to place, giants serve as traveling arbitrators for the “small races.” Their prowess is universally respected, and territorial disputes are usually settled by a giant’s verdict. In Shadowmoor, on the other hand, a giant’s wandering nature becomes more feral. Their life is one of loneliness and rage, as the giant is constantly either hounded by meddlesome smaller creatures or hunting said creatures for food.


Goblin-like creatures that live in Lorwyn’s glades and bogs. Boggarts constantly seek out new and exciting places, as they are gluttons for new life experiences. Boggarts also have no concept of ownership, collecting “treasure” (usually junk) from other races to bring back to their own community. The only crime in a boggart warren is not sharing! Shadowmoor, regrettably, transforms the fun-loving kleptomaniacs into snarling beasts who only crave one sensation: a full belly. Their hunger is insatiable; they will eat anything… or anyone.


Equal parts impulsive and reverent, the flamekin of Lorwyn are humanoid beings closely related to fire elementals. They seek transcendence by communing with the elemental manifestations of Lorwyn. Other races are cautious of their fiery temper, but overall the flamekin wish no harm on other beings. The cinders of Shadowmoor, on the other hand, are another story entirely. Essentially smoldering, burnt-out husks of flamekin, the cinders lash out violently at the world around them, thirsty for revenge at their predicament.


The silent keepers of Lorwyn’s secrets and lore, the treefolk stand for centuries, watching races come and go. At their home, the Murmuring Bosk, they trade secrets and chronicle Lorwyn’s history. Generally speaking, treefolk are benevolent and will help other races when possible. In Shadowmoor, however, a blight known as the Canker twists the treefolk into abominations of nature. In their constant and unending pain, they slowly wither away, usually going mad and becoming mindless predators to anyone who wanders into their forest home.


Lorwyn’s sons and daughters. These small, insect-like creatures are as ubiquitous in every region of Lorwyn as the sunshine itself. They are generally tolerated by other races, despite their mischievous nature. The only thing a fae loves more than a good practical joke is a juicy piece of gossip! Every fae swears fealty to Oona, their queen (and one of the most enigmatic figures in all of Lorwyn). Oddly enough, of all the races of Lorwyn and Shadowmoor, the appearance and behavior of the Fae changes very little between the two planes…


An amorphous race originating from a magical well of energy known as Velis Vel. They have no “true” form; instead changelings can rapidly transform their appearance to any race they encounter. Usually this disguise is imperfect in some way. However, if a changeling is openly welcomed into a community it can become indistinguishable from that race over a long period of time. In Shadowmoor, changelings are much more sinister. They have a vile penchant for murdering creatures and attempting to take its place in its community.

Player Mounts

  • Springjack (Kithkin) – Hearty mammals resembling a cross between a jackrabbit and a sheep. Kithkin use these beasts for travel, leather, fur, and meat. They excel at swift movement and jumping long distances.
  • Cervin (Elf) – Slender, elegant mounts resembling a lithe deer with a long snout and no horns. Revered by the Elves for their grace, Cervin move effortless through even the thickest underbrush unhindered.
  • Cloudgoat (Giant) – Mammoth winged goats with enough strength to even carry giants aloft. Their impressive wingspan allows them to soar through the air, or at least a few feet off of the ground if mounted by a Giant.
  • Wild Boar (Boggart) – Boggarts and Boars have a lot in common: they’re both ugly, they both love to eat, they both enjoy wallowing in mud, and both are smarter than they seem. Boars can charge fearlessly into battle.
  • Dire Wolf (Flamekin) – Only the steely fur of a Dire Wolf can ignore the heat of a Flamekin. These creatures are fiercely loyal, a trait Flamekin value highly. Wolves hunt in packs, and are adept at surrounding a foe.
  • Wisent (Treefolk) – Essentially Elemental Manifestations of vigor and fertility, these masses of vines and roots often take the shape of oxen. Only Wisent are both rigid enough and malleable enough to support a Treefolk.
  • Needle Wasp (Fae) – Although Fae can fly already, taming a Needle Wasp is the ultimate status symbol, as it designates the Fae in question as one of Oona’s chosen cavaliers. Needles Wasps strike with deadly accuracy.

Legal Races

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