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First Impressions: Lorwyn - Flavor Edition. -
by Maleficent - posted 12/27/07 - discuss
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Disclaimer #1: The following article is brought to
you by Maleficent, and is a summation of his first impressions of Lorwyn's
flavor. No article by Maleficent should be read without a heavy dose of dark
humor. If you should experience distaste, disgust, or dissent at any time while
reading this article (or any others by Maleficent), promptly stop reading and
cleanse your mind with all the happy thoughts Lorwyn has to offer. Failure to do
so may result in severe emotional injury. You have been warned.
Disclaimer #2: Beware: Lorwyn is NOT for the dark of
heart.
Jovial little Faeries flitting and dancing over sparkling
blue waters; century-old Treefolk standing tall and proud against the wrath of
nature; resourceful midgets working together in a way no other race could;
stupid Goblins joyfully doing stupid things like their normal stupid selves.
These are but a few of the glorious, beatific images Lorwyn brings to mind.
And they sicken me.
But if all of this blasphemous… happy stuff is your thing,
good for you. If I may now direct your attention to the balcony for a moment,
you are more than welcome to take a leap of faith in the name of all that is
pretty before I take my disgusted anger out on you. For the rest of you, you’re
more than welcome to assist me as you so please. Afterwards, we’ll all get
dressed up in our finest villainous attire, light our torches, bolas, and
decapitated heads, and march over to Wizards to burn some sense into them –
joyfully.
Now where was I? Oh yes – darn midgets! Really now, what’s
so great about midgets? There are Hobbits, Kender, Halflings, and now Kithkin
with their damnable thoughtweft, a.k.a. the wannabe hivemind. Granted, there
were Kithkin before Lorwyn, but not many, thank God. But it's funny how the
smallest creatures of Lorwyn are the most vicious (kind of like dogs, heh).
Because of this thoughtweft, the Kithkin are feisty little fellas, second only
to Faeries, in both viciousness and, well, lameness. So I think this may be the
first set ever in which I like Goblins for tormenting the little things.

Auntie always knows which berries to lick, which
kithkin to trick, and what to do when either goes wrong. – Wort,
Boggart Auntie
Speaking of these Goblins, the boogers, er… boggarts, I
have but one, simple question: Why? Does Magic really need more of these
bothersome pests? They’re like a plague, and not a good one. Apparently, their
only uses are multiplying, dying, and being stupid-funny.
Auntie excitedly held up the squalling newborn. “This
one looks like Byoog! Maybe he’ll tell us what he saw and felt in the
beyond.” – Boggart Birth Rite
Boggarts get so excited when they find something new to
smash that they really don’t notice who gets underfoot. – Facevaulter
One part cunning, one part wise, and many, many parts
demented. – Mad Auntie
Why do our pies squeak? It’s all the faeries, mice, and
pickly-hogs we stuff inside.” – Borb of the Squeaking Pie warren –
Squeaking Pie Sneak
Seriously, they have a group called the Squeaking Pie
warren. Eugh, let’s just not go there. Though now that I think of it, this
entire set reminds me strangely of Alice in Wonderland, which, as we all know
(or soon will), is a druggie movie.
…
Wizards, is there something you’d like to tell us? We all
know you’re bound to do some crazy things at times, and that’s ok. A little
craziness is good, once in a while. But I think you’ve gone just a little too
far this time. What happened to the good guys and bad guys? The epic
world-shaking battles? Nooo, everyone’s happy in Lorwyn. It’s the perfect place,
all sunshine and special brownies.
“Oh, there’s evil!” you say, “Boggarts are mean little
guys; they steal things!” Sorry, but pie thievery isn’t evil. Annoying, perhaps.
Not evil. Besides, Goblins are too stupid to be evil. Everyone knows that.
“Wait! The Elves are really evil! They kill people!”
*sigh*
Let me explain something to you. Killing things that aren’t
pretty does not qualify as evil. Obsessive compulsive, sure; they could use a
little psychological help if you ask me. Send them to Dr. Phil and get that
perfectionism and arrogance straightened out. Have Yawgmoth kill off about half
of them. Then you’ll see them for what they really are – whiny babies. That’s
right, take away their power and they’re nothing but a bunch of spoiled little
babies.

Poor little Elves. I almost feel sorry for them.
But I’ve been ranting on long enough, don’t you think?
Well, I’ll tell you what I think: not even close! There are still the Faeries!
In all truth, they’re probably the most evil of all of Lorwyn’s tribes. Yes, the
Faeries. Because despite the general stereotype of these fanciful sprites,
Lorwyn’s Faeries are pretty mean. They torment people for apparently no reason,
steal their thoughts and dreams, and all work as one for their hidden queen
named Oona, who lives in the secluded lands of Glen Elendra, which no one has
seen or will see unless Oona wishes it. Sure reminds me a lot of the Dimir. A
prettied-up Dimir – an atrocity, to be sure – but Dimir nonetheless.
Now let’s move on before I say something that’ll make me
want to shoot myself. Merfolk! Ah yes, the ever-popular fish tribe, always up to
some fishy business. Unfortunately, the Lorwyn merrow don’t really do anything.
And you can’t blame them; all they have are the few rivers that traverse through
Lorwyn, and these Merfolk can’t survive very long on land at all. Pull too much
tricky business on some other tribe, and they’ll dam up their rivers before you
can say Bouillabaisse (which may take a little while) and spend their long,
summer days netting them and basically committing genocide on the poor Merfolk.
Next thing you know, everyone in Lorwyn will be enjoying fish sticks for dinner
from then on. I’m sure those Giants have hefty appetites.
And about the Giants, you know, I think Wizards just
thought it would be a hoot to have Giants and midgets in the same set. Not only
that, but they made the Giants into oxymorons. Unintelligent oracles, hah! For
the last time, Wizards: Drugs are bad, m’kay? Anyway, these Giants are big in
many ways – their stature, of course; their emotions; their actions; their
lifespan; all of it is larger than life, so to speak. All except for their
brains.
As it is, there is no academy for Giants. Why, they would
probably have to level the entire forest to even build the thing. So I’m not
quite sure why there isn’t one, but nevertheless many of Lorwyn’s creatures rely
on them to settle disputes and whatnot…. Not the brightest folk in the
multiverse, are they? Come to think of it, I’m not sure Lorwyn has any kind of
school system at all. Go figure.

“Four dots and two dots is red dots!” --Giant Harbinger
But Lorwyn is not completely full of dimwits, because there
are Treefolk. They’re so smart; they ignore all the other insignificant races
and keep to themselves. (Except for this guy Colfenor, but you can read about
him in the book. Here’s a hint: Colfenor's Plans.) For being the most wise of
all tribes, they’re a pretty cynical bunch as well. Check out what Colfenor has
to say on Rootgrapple:
”All the sylvan secrets of this world are etched
between my rings. The skinfolk’s metal aberrations can rot between my
roots.”
Looks like he’s not a big fan of skinfolk and their
precious (worthless) treasures. I don’t blame him. They can’t help that they’re
no better than incompleated newts. *Ahem*
Which leads me to perhaps the coolest tribe of all Lorwyn:
Phyrexians! (I wish, but Lorwyn just isn’t worth destroying.) Ok, the next best
thing, then: Elementals! In essence, they are surreal and strange manifestations
of dreams and ideas. They have no petty squabbles with the lesser races, for
they are simply greater, and everyone knows it. In a way, they play the role of
protectors and rulers of Lorwyn, no matter what the Elves may think. And the
flamekin, being lesser Elementals themselves, also think little of the so-called
perfect race:
“The elves may try to confine us, by they will learn
that our blazing spirit can never be suppressed.” – Vessifrus, flamekin
demagogue – Flamekin Bladewhirl
Aha, BURN THEM! (Remember, children: Violence is the
answer.) Besides, what’s not cool about living fire? Well, technically, it’s
living stone that is constantly on fire, but still. It’s fire! And fire is good.
So is pie (as long as it’s not squeaking). And Shapeshifters.
At least, usually. The Shapeshifters of Lorwyn are ugly,
stupid, and hideous. Much like boggarts, but different. As far as we know, they
have no purpose other than to mimic their surroundings; and that they are
spawned from the secret subterranean cavern known as Velis Vel, where they flock
to once a year when light fills the quartz-lined chamber and they revert to
their unknown natural forms.
Wow.
So I’m sure that many of you are interested in hearing
about the brand spanking new planeswalkers, eh? Or maybe you’re sick of hearing
about them. Either way, I have nothing to say, because as of Lorwyn they play
absolutely no part in the storyline. Really. It’s a shame, seeing how much
personality Wizards gave them. I suppose they want to move away from
planeswalker-driven storylines toward more “normal” ones, where the entire plot
is how some Elf named Rhys must plant a seed in a “special place” while being
hunted by his fellow Elves for being ugly, because that is just so fascinating
and unbelievably awesome. I mean, who could come up with a plot like that? It’s
like a gardening adventure taken to the next level. Just think of the
catch-lines:
“Entrusted with a colossal responsibility; Rhys the elf
must risk his very life to ensure the growth of a magical tree.”
“Follow Rhys and his friends as they are hunted by his
onetime companions, who have turned on him because of a tragic event that
cost Rhys his horns… and his beauty (dun dun dunnn…).”
“The hunter becomes the hunted when an elf named Rhys
becomes a blight upon the eyes of the beautiful. Can he plant the magical
seed before it is too late?”
(Note: this is the storyline for Lorwyn, in case you had
any doubts.) Now I’m all for originality, but this… this is what happens when
you give in to peer pressure. I beg of you, don’t do drugs, for all that is
unholy and evil.
And I will leave you on that moral note. If you are still
unconvinced of the atrocities drugs cause, I bid you to look at the following
Lorwyn cards:

What kind of sick person would steal a baby and replace it
with a creepy-eyed, green-skinned, alien-looking thing? I’ll tell you: someone
under the influence. (Or maybe your typical, run-of-the-mill basket case.) No
one in their right mind would do such a horrendous thing.

Flying trees? I need say no more.

What the hell is this thing? It looks like a frog and a
Goblin got a little too close, if you know what I mean. Now tell me, do you want
your children looking like this? I didn’t think so. Stay away from drugs!

You don’t want to turn into the next living freak show, do
you?

Haha.

This is what hallucinogens do to you. Stay away.
But all this talk of Lorwyn is beginning to annoy me, so I
will leave it at that, for your good as well as my own. I hope you’ve all
learned a valuable lesson today; Elves are whiney babies. If you see someone
playing with Elves, call them a whiney baby, too, because Elf decks are cheap.
Instead, build a nice Elemental deck and burn them to the ground where they
belong. And all will be good.
~Maleficent~
P.S. In case you are into this whole Lorwyn thing, and are
still hanging around, here’s a fancy little glossary for you:
Lorwyn Glossary
Arbomander: A giant amphibian native to Lorwyn’s
Wanderwine River. Arbomanders have been known to grow as long as one hundred
feet, though tales tell of examples five times that size.
Archer: An Elf hunter who specializes in use of the
long bow instead of a sword. Kithkin employ their own archers for defense of
their towns and villages, organized in a similar hierarchy but without Elf
caste distinctions.
Arrowgrass: A plentiful, sturdy wild grass of
Lorwyn used by Elves for arrow shafts.
Auntie: A male or female boggart of great age and
experience who explains the meanings behind things or sensations that are
particularly puzzling. They also resolve squabbles, organize raids, and
recite tales of famous aunties of old at great boggart feasts. The greatest
auntie of all is Auntie Grub, whose ancient tales still guide boggart
behavior.
Blessed Nation: Also “the Blessed.” The Blessed
Nation comprises all the Elf tribes of Lorwyn, ruled by male and female High
Perfects with the help of a council of Exquisites and other Perfects. The
current monarchs, as well as all High Perfects in living memory, have been
of the Gilt Leaf tribe. Non-Elves colloquially refer to the High Perfects as
the “king and queen.”
Boggart Law: Boggarts’ only “law” requires that new
sensory discoveries be shared with all other boggarts. Their greatest crime
is to hoard an item to oneself.
Cenn: A Kithkin leader similar to a town mayor.
Cervin: The steed of choice for Elves, the cervin
resembles a long-legged deer. Certain bloodlines and breeding stock are
reserved for high-caste Elves; anyone of a lower caste or tribe risks
execution for so much as touching one of these rare and beautiful creatures.
Clachan: A Kithkin village.
Clique: Three or more Faeries bonded for life, the
members of a clique share an empathic connection that extends to telepathy
during times of extreme stress or emotion.
Crannog: A merrow village built to offer access to
both the river-dwelling inhabitants and landwalking visitors. Crannogs
resemble small floating villages, but beneath the surface they extend all
the way to the river bottom. The lower half of a crannog might contain a
population of merrow many times larger than is apparent from above.
Cuffhound: Large canines employed by Elf hunters as
trackers and attack dogs. Cuffhounds can follow a scent for hundreds of
miles.
Daen: Commander of an individual pack and the Elf
who receives directives from high command, decides on their implementation,
and issues orders to the hunters under his or her command.
Deathcap: One of the hunting packs of the Gilt Leaf
Elves.
Dreamstuff: Tangible thoughts and dreams visible
only to the fae.
Elf Law: The laws of beauty. In vain Elvish
society, beauty is prized above all else. Their laws elevate the beautiful
and bring cruelty to all creatures below their standards.
Exquisite: The second-highest caste in the Blessed
Nation; includes taercenns, courtiers, artists, and spiritual leaders.
Eyeblight: Any Elf who, through disfigurement,
physical deformity, or traitorous deed, is judged unworthy of the name
“Elf.” Such creatures are considered to be beneath even boggarts, and their
lives are worth nothing to their kin.
Fae: Formal name of Lorwyn’s collective Faerie
population, used in the context of their shared traditions, magic, and
identity.
Faultless: The fourth and lowest but most populous
caste of the Blessed Nation. This status is conferred upon any Elf of the
minimum threshold of beauty and grace. Equivalent to basic acceptance within
Elf society.
Festival of Tales: An annual event hosted in the
Kithkin town of Kinsbaile for countless decades. A gathering for telling
stories and making merry before the Aurora, an annual display of lights in
the sunset sky.
Gilt Leaf: The strongest and greatest of the
Blessed Nation’s Elf tribes, masters of the Gilt Leaf Wood.
Glamer: Illusion magic, most often used by the fae
to beautify themselves, entertain one another, or incapacitate foes. It is
sometimes used by Elves (dishonorably) to cover up their disfigurements.
Hemlock: The pack under the command of Daen Rhys,
comprised of around a hundred hunters with Gryffid as the daen’s second.
Hunter: Trained to bear arms and follow orders,
hunters comprise the largest percentage of the Blessed Nation, but are
rarely of any caste higher than Faultless. Roughly equivalent to the modern
term “soldier,” hunters include rangers, archers, and daens.
Immaculate: The third-highest caste in the Blessed
Nation. Elves of this caste are seedguides, viziers, diplomats, and other
important functionaries. Some daens are also granted this status as a reward
for courage and service.
Lanes: Merrow term for the many interconnected
rivers of Lorwyn. Also used as an oath, e.g., “By the Lanes!”
Lys Alana: The largest elf city in the Gilt Leaf
Wood, Lys Alana is home to the majestic Dawn’s Light Palace.
Merrow Schools: The basic social unit among the
merrows is the school. The Silvergill, Stonybrook, Paperfin, Weirwinder, and
Inkfathom schools have their differences, but they still trade and associate
with one another.
Moonglove: A flowering plant with blue-white
blossoms that is source of a powerful poison highly prized by Lorwyn Elves,
who are largely immune to its effects. Elves use moonglove aggressively in
battle and it is the source of their famed and feared “deathtouch.”
Moonglove is also essential to many important Elf rituals and magic, as well
as etching when diluted.
Mornsong: A lesser tribe of the Blessed Nation, the
Mornsong Elves are known all over Lorwyn as the finest musicians and
vocalists anywhere. The greatest Mornsong singer of the current generation
is Peradala, a Perfect.
Nation: See Blessed Nation. Also sometimes used
colloquially to describe an Elf’s own tribe as a matter of pride: e.g., the
“Gilt Leaf nation.”
Pack: A highly mobile and tightly organized squad
of hunters commanded by a daen. Packs range in size from a dozen members to
several hundred, and are given broad directives by tribal authorities or
their taercenn. Most packs operate semi-autonomously with regular but
infrequent dispatches to and from their superiors.
Perfect: The highest caste of the Blessed Nation.
Perfects are the greatest of the Elves, including the most brilliant artists
and leaders. The High Perfects are the equivalent of Elf monarchs and are
chosen by their fellow Perfects to rule for life.
Pilgrim: A flamekin following “the path,” a
personal and spiritual journey of discovery that entails wandering the
highways and byways of Lorwyn to make contact with the higher elemental
powers. Most flamekin spend at least some part of their lives as a pilgrim,
and pilgrims are often employed as trusted messengers and troubleshooters by
other tribes.
Ranger: The lowest rank of Elf hunter, armed with
sword, dagger, other close-quarters weapons; they can be equipped with
spears and pikes. Rangers are trained in woodland combat and tracking. The
infantry of the Blessed Nation.
Scarblade: Elves trained in stealthy combat meant
to maim and disfigure. The victim of a scarblade suffers a fate worse than
death – they become eyeblights. Scarblades are usually employed by
high-caste clients to deal with political enemies.
Seedguide: Elf druid-mages who serve as the Blessed
Nation’s ambassadors to the Treefolk tribes.
Seedbody: Also “seedcone.” All Treefolk begin life
as a seedbody, but not all seedbodies become fully animated and sentient.
Most become trees, albeit relatively intelligent trees with the potential to
become aware and mobile.
Shapewater: Practiced only by the merrow,
shapewater magic allows a merrow to manipulate water into solid,
sustainable, and mobile shapes. Though these shapes are usually static, the
water from which they are formed continues to move and flow through and
around the source from which it comes, usually a river. Merrow ferrymen
employ shapewater to move landwalkers across and along the many rivers of
Lorwyn.
Soulstokes: Advanced walkers of the Path of Flame,
called soulstokes, balance on a thin edge between emotional enlightenment
and sudden combustion. These spiritual leaders blaze with white-hot flame,
and espouse the belief that it is better to flare out than to gutter.
Springjack: A large, horned lagomorph employed
primarily by the Kithkin as mounts, beasts of burden, and a food source.
Taer: An honorable (originally Elvish, but also
commonly used by most of Lorwyn’s varied tribes) and roughly equivalent to
the English “sir,” it literally means “great.” Also a prefix added to ranks
and titles to signify the superiority the same (e.g., “taercenn,” literally
“great master.”)
Taercenn: The highest hunter rank, restricted to
Exquisite Elves alone. An active battlefield general, supreme commander and
authority over multiple individual packs. The taercenn usually has some
political influence with the High Perfects as well.
The Path of Flame: Each flamekin embarks on a quest
for self-actualization – the Path of Flame – seeking a connection with a
force greater than themselves.
The Rising: The process in which a tree becomes a
Treefolk, and becomes sentient and mobile. Not all trees may have a Rising;
they occur randomly.
Thoughtweft: A form of Kithkin magic that relies on
shared beliefs, often reinforced with music or poetry. A Kithkin can feel
and join in strong thoughtweft at a great distance.
Tribe: Generally used to describe the different
intelligent species of Lorwyn, e.g., the Kithkin tribe or the flamekin
tribe. Also used to describe different groups within a species, as in “Gilt
Leaf tribe” or “Mornsong tribe.”
Velis Vel: The secret spawning ground of the
changelings is Velis Vel Grotto. Velis Vel is a subterranean cavern
encrusted with quartz crystals. Once a year, sunlight filters into a hole at
the top of the grotto, flooding it with light. During this time changelings
are drawn to Velis Vel, where they revert to their unknown natural forms.
Vinebred: Living creatures altered and controlled
by their Elf masters via the parasitic nettlevine. Vinebred are often
considered terribly beautiful works of art. The hunting packs of the Blessed
Nation sometimes employ them as shock troops, while Perfects often create
truly magnificent vinebred to use as guards and servants.
Warren: A boggart village, led by an auntie.
Winnower: Elf hunters charged with and specially
trained to hunt down and eliminate eyeblights.
Yew: The most rare of all Treefolk species, reddish
in color, which have needles rather than leaves. Colfenor is the last
remaining of this kind on Lorwyn. The poisonous sap of yew trees is as
deadly as it is rare.
You can discuss this article in the MDV forums
here.
Find other articles by this author here.
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Articles
Spotlights from 2007:
Lorwyn Theme Week Intro & Schedule of Events Blink And Bounce: Timing is Key Going Blind: XCB Metagaming - A Prolonged Conclusion. The Science of Magic: Genetic Engineering, Part Two. Shifting Lineaments: Casual Metagaming (Pt. 2). The Dungeon Of Malefict: Pure Evil! Land Week Introduction & Schedule. Combofusion: Legends Timeshifted. One Card to Rule Them All: Coastal Piracy Irrational Love: Chimeras. The Lego's of Magic.
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