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Credits
Exandria created by: Matthew Mercer Head of Darrington Press: Ivan Van Norman
Lead Designers: James J. Haeck, Matthew Mercer, Creative Director: Matthew Mercer
Hannah Rose Head of Business Development: Ben Van Der Fluit
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Stanislav Dikolenko, Isabel Gibney, Anna Grinenko, Publisher: Green Ronin Publishing
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Table of Contents Orcs............................................................................ 162
Tieflings..................................................................... 163
Mixed Ancestry........................................................ 163
Preface.........................................................5 Other Races.............................................................. 164
Hemocraft..................................................................... 165
Chapter 1: Welcome to Tal'Dorei....7 Subclasses ................................................................... 165
Lands of Tal’Dorei...................................................... 7 Barbarian: Path of the Juggernaut....................... 165
What's in This Book?................................................. 7 Bard: College of Tragedy....................................... 167
Calendar, Time, and the Cosmos............................ 8 Cleric: Blood Domain............................................. 168
A History of Tal'Dorei................................................ 12 Cleric: Moon Domain............................................. 169
Myth of Exandria........................................................ 12 Druid: Circle of the Blighted................................. 171
Running a Tal’Dorei Campaign............................... 23 Monk: Way of the Cobalt Soul.............................. 173
Chapter 2: Allegiances of Paladin: Oath of the Open Sea............................. 174
Tal'Dorei......................................................27 Sorcerer: Runechild............................................... 176
Pantheon of Exandria................................................ 27 Wizard: Blood Magic.............................................. 178
Prime Deities........................................................... 27 Backgrounds................................................................ 180
Betrayer Gods.......................................................... 34 Ashari......................................................................... 180
Lesser Idols.............................................................. 39 Clasp Member.......................................................... 181
Factions and Societies............................................... 42 Lyceum Scholar....................................................... 183
Tal’Dorei Council.................................................... 42 Reformed Cultist..................................................... 185
Arcana Pansophical................................................ 46 Whitestone Rifle Corps.......................................... 187
The Ashari................................................................ 48 Supernatural Blessing: Fate-Touched....................... 189
Brawler’s League.................................................... 50 New Feats..................................................................... 190
Chamber of Whitestone......................................... 50 Chapter 5: Game Master’s
Claret Orders .......................................................... 52 Toolkit.........................................................193
The Clasp.................................................................. 53 Creating Adventures.................................................. 193
Golden Grin.............................................................. 54 Tal’Dorei Treasures.................................................... 194
Houses of Kraghammer........................................ 55 Magic Items.............................................................. 194
League of Miracles................................................. 56 Tools of the Ashari.................................................. 198
Library of the Cobalt Soul..................................... 58 Vestiges of Divergence........................................... 200
The Myriad................................................................ 60 Optional Campaign Rules......................................... 212
The Remnants.......................................................... 61
Wardens of Syngorn............................................... 63 Chapter 6: Allies and
Adversaries of Tal’Dorei....................217
Chapter 3: Tal’Dorei Gazetteer......65 Nonplayer Creatures.................................................. 217
Lucidian Coast............................................................. 66 Adranach....................................................................... 223
Alabaster Sierras........................................................ 72 Ashari ........................................................................... 226
Mooren River Run...................................................... 72 Cinderslag Elemental................................................. 231
Dividing Plains............................................................ 80 Clasp Operatives......................................................... 232
Cliffkeep Mountains .................................................. 93 Cold Snap Spirit.......................................................... 234
Stormcrest Mountains............................................... 108 Cyclops Stormcaller................................................... 235
Rifenmist Peninsula................................................... 112 Demonfeed Spider...................................................... 236
Verdant Expanse......................................................... 120 Ember Roc.................................................................... 238
Other Lands of Exandria.......................................... 145 Golems.......................................................................... 239
Chapter 4: Character Options........149 Jourrael, the Caedogeist............................................ 244
Playing in a Tal’Dorei Campaign............................ 149 Kraghammer Goat-Knight........................................ 246
Races and Cultures.................................................... 150 Magma Landshark..................................................... 247
Dragonblood............................................................. 151 Plainscow..................................................................... 248
Dwarves.................................................................... 152 Ravagers....................................................................... 249
Elemental Ancestry................................................ 154 Remnants ..................................................................... 251
Elves........................................................................... 154 Rivermaw Warriors.................................................... 253
Firbolgs..................................................................... 156 Skeletons...................................................................... 255
Gnomes..................................................................... 157 Vos’skyriss Serpentfolk............................................. 257
Goblinkin.................................................................. 158 Wraithroot Tree........................................................... 259
Half-Giants............................................................... 159 Vox Machina................................................................. 260
Halflings.................................................................... 160 Index..............................................................276
Humans..................................................................... 161
Index of Artists.......................................278
Preface
Inspiration can come from anywhere: a musician’s song, the advice of a close friend, or just the
trust that another being places in you. In my experience, few things can compare to the surge of
joy and motivation that being inspired gives.
I have often found inspiration in fantasy worlds and books of adventure, mystery, and magic.
I grew up devouring every novel I was handed, seeking to lose myself in the words of another
mind, channeling the images they evoked in my mind into my sketchbook. But it wasn’t until
I discovered tabletop roleplaying games that I felt truly empowered to create my own worlds,
places like the ones that I so often found myself lost in. Even better, it let me share all the ideas
in my head with my friends, and they could do the same with me. I was spellbound.
It’s been about twenty-five years since my first game. Since then, I’ve drawn endless inspira-
tion from the imaginations of my friends and loved ones as we tell heroic stories around a table
with dice and paper. I’ve found a circle of friends who share my love of dramatic storytelling, my
belief that failure in games is just as exciting as success (maybe even more so), and my delight in
being inspired by moments of improvisational brilliance. It’s still surreal that we found a way to
share that with the world; Critical Role has become a phenomenon that’s surpassed my wildest
dreams. Over the past few years, we’ve built the magical world of Exandria together, warts and
all, and somehow it’s become a world that millions of others have engaged with and invested
their imaginations in. I hope it’s inspired you to create your own adventures, stories, and joyful
memories. Through Vox Machina’s epic tale, the land of Tal’Dorei became a landscape rife with
intrigue, conflict, and endless possibility…and we wanted to share it with you.
Years ago, I had an opportunity to bring Tal’Dorei to the page and invite the world to tell their
own stories in Exandria. The thrill of the opportunity was incredible, but the immense pressure
and fear of failure (given my absolute lack of experience doing something like this) made it a stren-
uous journey on an incredibly short timeline. I was incredibly blessed to have become friends with
the immeasurably brilliant James Haeck around that time, and I asked him to join me in this task.
My good fortune found him agreeing, and with his help and inspiration, it somehow came together.
With that, a limited run of the Tal’Dorei Campaign Setting went into the world.
Time has passed, both in our world and within the world of Exandria. Vox Machina’s greatest
adventures came to a close. Looking two decades later (within Exandria), we embarked on a
new adventure with the Mighty Nein in the land of Wildemount…but Vox Machina and Tal’Dorei
remained deeply dear to my heart. The question arose: what would Tal’Dorei look like these two
decades later? What changes would have taken place in the recovery following the Chroma Con-
clave and the ascension of the Whispered One? How would the legendary heroes of Vox Machina
have adjusted to life after the end of their story? What dangers and threats, both old and new,
would the next generation of heroes need to rise up against?
Inspiration struck once more, and now that Critical Role had the means to do so…we needed
to answer these questions for both ourselves and the numerous Critters who often conjectured
as we did. “Who is on the Tal’Dorei Council?” Well, we can finally answer that! I immediately
called James Haeck back to the fray, and we were joined this time by the extraordinary mind and
talents of Hannah Rose to elevate these ideas into something better than I could have hoped.
Between us, Tal’Dorei was Reborn. We invite you to get lost in this world, learn of its intricacies
and secrets, and, I hope, be inspired to make this world yours as well.
Matthew Mercer,
Game Master of Critical Role
Chapter 1
Welcome to Tal'Dorei
Tal’Dorei is a land of epic adventure, filled with The Ashari. The elementally attuned Ashari peo-
heroes who do great deeds for love, for justice, and— ple are reclusive and dedicated to their mission of
maybe more often than not—for gold and their own safeguarding elemental rifts across the world. Two
egos. Villains are draped in shadow and draw upon of the greatest rifts exist in Tal’Dorei, and the Earth
the power of cruel gods—but they are just as moti- Ashari of Terrah and the Air Ashari of Zephrah keep
vated by love, their own twisted concepts of justice, watch over them from their secluded homes.
and their hunger for gold, power, and glory. The Deep Halls of Kraghammer. Deep beneath
Tal’Dorei is a land created by Matthew Mercer to the Cliffkeep Mountains is Kraghammer, the ances-
introduce his friends to fantasy roleplaying games, tral home of Tal’Dorei’s dwarven people. Though
and he filled it with the greatest high fantasy tropes Kraghammer is home to people other than dwarves,
and played them to the hilt—and then twisted its dark and claustrophobic halls act as a deterrent
them, defying his own clichés when it would hit to non-dwarven residents—as does the dwarf clans’
the hardest. famous inhospitality.
This book is for Game Masters who wish to run The Verdant Enclave of Syngorn. In the heart of
fantasy roleplaying game campaigns set on the con- the trackless Verdant Expanse is a city of elves who
tinent of Critical Role’s first campaign, and for the hid in the Fey Realm from a war that nearly annihi-
players who will create characters for those games. lated all life on Exandria. Syngorn is welcoming to
The game mechanics in this book use “fifth edition all who brave the Verdant Expanse to reach them,
rules,” but it also includes enough lore about the though there is an expectation that those who visit
world to form the foundation for a game using the take pains not to flaunt the strict and ancient rules
rules of any fantasy RPG. of Syngornian society, lest their stay come to a swift
and unceremonious end.
Lands of Tal’Dorei The Iron Authority. This imperial force rules the
Beynsfal Plateau in the southernmost reaches of the
The name Tal’Dorei refers to three things through- continent. There they train legions of soldiers in an
out this book. Most often, Tal’Dorei means the endless campaign to conquer the entire Rifenmist
continent that is home to all of the people, locations, Peninsula. The other powers of Tal’Dorei are just
monsters, magic items, and more within these pages. beginning to take notice of the movements of the
It is one of four major continents on the world of Iron Authority, but most of their knowledge is based
Exandria. Tal’Dorei can also mean the Republic of in rumor. The Tal’Dorei Council has little interest in
Tal’Dorei, the largest nation on the continent. And drawing the authority’s ire while it is preoccupied
finally, Tal’Dorei was first the surname of a mighty with its conquest of Rifenmist.
hero who lent her name to the land that she helped
liberate from evil.
See “A History of Tal’Dorei” later in this chapter What's in This Book?
for more details about the heroic Zan Tal’Dorei, the Chapter 1 is an introduction to Tal’Dorei’s lands and
land she founded, and her descendants. history. It also describes certain fundamental details
The continent of Tal’Dorei encompasses several about the world of Exandria as a whole, including its
nations and independent city-states, all of which calendar, the planes, and the cosmos. Finally, this
are home to diverse peoples who view the world chapter provides an overview of Tal’Dorei’s society
in ways influenced by their cultures and the lands today—and the brewing tensions and secrets that
they call home. The most significant nations of Game Masters can use to plot their own campaigns.
Tal’Dorei include: Chapter 2 describes the allegiances player
The Republic of Tal’Dorei. From the great city of characters and non-player characters (NPCs) may
Emon in the west, across the vast Dividing Plains, have to deepen their connection to the world. Their
and even as far as the isolated city-state of Whites- allegiances may be to factions, such as governments
tone in the northeast, the Republic of Tal’Dorei spans or guilds, or to the gods. These divine beings can
the breadth of the continent that bears its name. only affect the Material Plane through their mortal
It is ruled by a council of elected representatives followers, or occasionally supernatural messengers
and is cordially allied with all other nations on the like celestials or fiends.
continent. Chapter 3 is the Tal’Dorei Gazetteer, a detailed
look at all of Tal’Dorei’s regions and cities, their
Calendar
The calendar year of Exandria runs a total of 328
days, grouped into seven-day weeks over the course
of eleven months. These months are outlined below
in the order of their arrival within the calendar year,
along with their respective number of days and holi-
days common throughout Tal’Dorei (many of which
are detailed within the “Pantheon of Exandria”
section in chapter 2).
Counting Years
In Exandria, the years are most commonly counted
by a reckoning known as “Post Divergence,” with
year 0 being the fateful year that the Prime Deities
ended the Calamity by sealing all the gods behind
the Divine Gate. This book describes the world as
it is in the year 836 P.D. If you’re familiar with the
Critical Role campaigns, this year is twenty-four
years after the end of Campaign 1 (Vox Machina) and
toward the end of Campaign 2 (The Mighty Nein).
Age of Arcanum
Ages passed, and society flourished. Great kingdoms
sprung up. Castles were built in a day, accelerated
by the arcanists’ newfound power. Even though
magic could be used to complete the most difficult
tasks with hitherto unknown speed, magic-users
strove always to innovate. As mages practiced and
perfected their powers of creation, they soon
unlocked the secrets of life itself, giving birth to
wondrous, dangerous new forms of life
and power.
Yet, with the benefit of hindsight, it is clear
that the very magic which allowed mortalkind
to prosper also instilled a deep rot within their
civilizations. The arcanists of the world grew
arrogant. They came to see their arcane gifts as
proof that the gods held no sway over their fate,
and that with a sophisticated enough command
14
The advent of the arcane seemed to be the key to Gods soon made their presence known to the world
a bountiful age of plenty, but also proved to threaten with a surprise assault on Vasselheim itself.
it, as prosperity soon gave way to greed. Rather Though much of the city was reduced to rubble,
than universal goodwill and comfort for all, the Age Vasselheim weathered the initial assault, saved by
of Arcanum came to be defined by endless petty the intervention of their protectors, the metallic
squabbles over wealth and power among the elite, dragons, and even a number of the Prime Deities
while those without magic hunted for their scraps. themselves. The creators descended to trade blows
Tantalizing rumors of a path to immortality slithered with their former brethren. The battle, which pitted
through the most decadent circles of magi and nobil- gods against mortals and heroes against demons,
ity. One mortal mage, her name lost and presumed raged ceaselessly for twenty days and nights, until
to be struck from history, crafted now-forbidden rites the dark forces were forced to retreat, their surprise
to challenge the God of Death, felling him and taking attack thwarted.
his place among the pantheon, making of her the Yet this victory was a tainted one. Evil had been
first and only living mortal to ascend. The name of repulsed momentarily, but the revelation of such a
this original death god was likewise lost to history. terrible foe incited an arcane arms race. Trust was
Only the title of his now-godly successor, the Matron shattered indefinitely: if mortals could fall under
of Ravens, survives. the sway of the Betrayer Gods, who could be true
Her victory over divinity was a catalyst for many allies? If ruin like this could be unleashed under the
of the horrors of the Age of Arcanum. An archmage watchful eyes of divinity, what value did mortal lives
named Vespin Chloras, renowned throughout hold? Fearing all powers but their own, the most
ancient Vasselheim for his wealth, skill, and cruelty, self-interested and singular human arcanists warped
was inspired by this display. He sought the guidance their greatest creations, magical instruments of pros-
and power of the banished gods, rending open the perity and joy, into arms and armor of horrific power.
gates of their prisons and releasing the Betrayers The dwarves’ fascination with rock and earth turned
into the mortal world. toward isolation as they burrowed further into the
In their imprisonment, these Gods of Hatred and mountains, using their divine gifts to animate legions
Despair had warped their prisons into reflections of of autonomous golems to protect their ancestral
their depravity. The Abyss, once a formless place of halls. Elves used their understanding of creation’s
chaos, a byproduct of the gods’ Creation, was twisted beauty and intricacies to weave spells of unimag-
into a place of evil. Countless other planes of cruelty inable destructive force, the likes of which Exandria
were born from the Betrayer Gods’ hatred, and those had never before seen.
realms’ evil depths endlessly churned forth horrors For the first time since the awakening of the
that lived only to transform peace into suffering, and Primordials, the focus of magic was warfare. The
righteousness into arrogance and greed. gods themselves agreed to join their children on the
Released unto the mortal world once more, the field of battle, descending from the heavens to take
Betrayer Gods’ urge to ruin was supplanted by the up arms once more for the war now referred to as
desire to dominate, and they turned their sights first the Calamity.
to the archmage who had freed them, making Vespin
the first of their many mortal thralls. Records of The Calamity
diabolical texts safeguarded within the libraries of
Few records remain of the terrible war that followed,
the Alabaster Lyceum suggest that Vespin, now long
but its effects are still felt today. Most tales that
dead, serves the Betrayer Gods to this day—now as a
remain are of great champions who the Prime Dei-
devil at the left hand of the Lord of the Hells. These
ties blessed with their power. Some deities created
corrupt gods sought out the shattered remnants of
warriors of their own from light and holy fire. Others
the devils they had crafted and the demons they con-
imbued fragments of their power into the weap-
scripted, and secretly created with them a fearsome
ons now called Vestiges of Divergence. More still
new kingdom on the far end of the world, the capital
bestowed blessings upon mortals and called them
of which was named Ghor Dranas, the Gathering
champions. One tale even tells of a champion blessed
of Shadows.
by three of the gods in their times of greatest need.
In this land, where the twisted power of the
Now all but forgotten, this Apotheon was forced by
Betrayer Gods’ corrupted planes seeped into the
fate into terrible battles across the world.
world, the lords of evil welcomed mortals whose
The sheer magnitude of the energies unleashed in
heartlessness and lust for power made them suscep-
the ensuing battles of gods and mortals frayed the
tible to the gods’ grand promises. The most fertile
boundaries holding back the elemental chaos, spill-
soil of all for these noxious seeds lay in mortal hearts
ing unbridled destruction into the world and bringing
obsessed with the infinite power of the arcane. With
utter annihilation. Even the ley lines that direct the
a legion of the damned behind them, the Betrayer
flow of magic across Exandria like veins direct blood
Symbol ofthe
Arch Heart Symbol ofthe Lawbearer
Symbol ofthe
Wildmother Symbol ofthe All-Hammer
Symbol of the
Spider Queen
Symbol of the
Whispered One
Symbol ofthe
Cloaked Serpent
Tal’Dorei Council
When the new reign of Tal’Dorei was established
three centuries ago, Zan Tal’Dorei deposed a brutal
tyrant. Though she was beloved by the people, she
did not wish to be given unchecked or uncounseled
Planerider Ryn
Tiefling wizard (conjurer), Maker, and planar studies
specialist
This former pupil of Yurek Windseeker has grown
into a master of planar travel. She likewise has
The Clasp
The Clasp is a well-established secret organization
consisting of spies, thieves, fences, assassins, sabo-
teurs, and smugglers. It was built upon the ruins of
the Winksman Thieves’ Guild, an organization that
flourished during the reign of Drassig, but crum-
bled under the rule of Zan Tal’Dorei. Based largely
in Emon—and under it, via a network of subterra-
nean tunnels—the Clasp also runs smaller outfits
Symbol of the Clasp
Spireling Warren
Half-orc Spireling of Blades (Emon)
Deadly duelist turned master assassin of the Clasp,
Warren handles all contracts that involve kidnap-
ping, assassination, and intimidation. He hates
public appearances.
Spireling Zilloa
Half-elf Spireling of Shadows (Emon)
An accomplished burglar, Zilloa has risen to the
head of all thieving, smuggling, and black-mar-
ket dealings within the Clasp of Emon. She plays Crest of the Golden Grin
Doctor Dranzel
Half-orc traveling bard
A jovial and lackadaisical violinist and frontman for
Doctor Dranzel’s Traveling Troupe, the renowned
Doctor Dranzel exaggerates his stage persona for a
number of reasons, not the least of which is to make
him seem like a preening fool—the perfect cover for
a master spy of the Grin.
Honor Kinnabari
Tiefling blood mage and novice spellwright
As the newest spellwright in the League of Miracles,
Honor Kinnabari has a lot to prove. She was granted
a chance to prove her quality in the eyes of the
Wonderworker when the league was contracted to
rebuild the Market Ward of Westruun after it was
devastated by a herd of magma landsharks that
descended from the Cliffkeep Mountains. Her red
eyes and sheet-white skin and horns complement a
traditional red-and-white mage’s robe from the reclu-
sive dwarven clans of the Alabaster Sierras. She is
fully dedicated to the league, but she is as honorable
as her name implies; her fellow spellwrights fear that
she could turn traitor, should the unsavory truth of
the league be laid plain before her.
Sigil of the Cobalt Soul
Relationships
The Remnants remain largely unknown, even after
their master’s grand ascension, and wish to keep it
that way. Those who are aware of their presence are
either cult members or people who have uncovered
their insidious existence and wish to stamp it out
wherever it may appear. Thus, there are rarely any
alliances made by or with the Remnants.
Figures of Interest
These figures are major members of the Remnants
that you can use as NPCs in your game. You should
also take inspiration from these figures to make up
new NPCs for your own campaign.
Quinton Puck
Human jeweler, Master of the Unveiled Sight
While he runs a middling jewelry business within
Emon, Quinton is secretly the leader of the Unveiled
Sight. He is a master of creating and piercing illu-
sions, deciphering ancient script, and all things to do
with the magical arts of obscurement and unveiling.
He can be recognized by his blood-red spectacles.
Figures of Interest
These figures are major members of the Wardens
of Syngorn that you can use as NPCs in your game.
You should also take inspiration from these figures
to make up new NPCs for your own campaign.
Boomtown
Drynna has a small militia to protect the town from
wild beasts and roving monsters, and to capture
horse thieves and other petty criminals. This militia
is presently overwhelmed by hundreds of prospec-
tors who have swept into town over the past three
years after hearing rumors that chunks of whitestone
have been found in Mooren Lake, washed down the
river from the Alabaster Sierras.
Given the high price of residuum (see page
Lucidian Coast 75), this new occurrence has made Drynna into
something of a boomtown. Thousands of small
The stormy Lucidian Ocean crashes furiously homesteads now surround the town center, and bur-
against the rocky coasts of eastern Tal’Dorei, chew- glary and banditry are both on the rise.
ing inlets into the coastline and spurring vast banks
of impenetrable fog across the waters. Most ships Drynna Adventures
rightly avoid the volatile northern waters, instead Game Masters who set their adventure in Drynna
docking at southern ports like Stilben. Adventurous can use these plot hooks for inspiration.
folk leave their seafaring vessels behind and brave Unfriendly Waters (mid-level). Recently, Drynna
the Mooren River Run to Drynna. Yet even there, the has suffered a number of losses, with prospectors
Lucidian Coast is not without its dangers; vicious and fisherfolk being attacked. Worse still, the supply
wildlife stalks the wilderness, and flocks of harpies of fish itself seems to be declining rapidly; with-
have harried the shores since time immemorial, out this local food staple, villages across eastern
drawing lost sailors to their doom upon the rocks. Tal’Dorei will certainly starve. The party hears the
call for mercenaries reaching as far as Westruun
Drynna and Stilben. The culprit is a hydra within the lake
Town: Population 2,765 (75% humans, 8% gnomes, that has gained intelligence by living for so long in
8% halflings, 4% elves, 5% other races) the residuum-infused waters. It has an Intelligence
score of 12 (+1), can speak Common, and commands
Along the shore of Mooren Lake rests the sleepy
a tribe of lizardfolk.
town of Drynna. The community thrives on the
Bleak Inheritance (any level). Last year, Hareth
bountiful wildlife around the lake, and the Drynna
Val Bardo, a younger member of the Sunrise Lodge,
fisherfolk are responsible for most of eastern
made a pact with the Moon Mistress (see “Mooren
Tal’Dorei’s freshwater fish supply. The social guid-
Lake,” below). Hareth’s elder brother, Pauvren, died
ance of the city revolves around the Sunrise Lodge
in his sleep shortly thereafter, leaving the entire Val
(or simply “the Lodge”), a membership of community
Bardo family fortune to Hareth, the only surviving
leaders who meet to discuss and vote on important
heir. However, nightmares now haunt Hareth every
social and legal matters. The Lodge has also sent
night, and violent urges surge through his mind. The
a variety of increasingly frustrated petitions to the
Lodge, having noticed Hareth’s paranoid eyes and
Tal’Dorei Council, since their community’s small
twitchy hands, calls upon outsiders to investigate.
size means they have traditionally lacked a delegate
few surviving grandchildren, and they deny any occasionally find—the infamous crypt. If they ever
involvement with the forgotten crypt. The surviving return to civilization, it is as a wailing spirit, cursed
descendants of Sevil Howthess, Camilla Tenver and to eternally torment whoever they thought of in their
Buddleia Austan, live in Westruun, but have changed final moments, or as a shambling corpse focused
their names through marriage. Only searching only on murdering their loved ones.
through the public records in Westruun’s Hall of
Reason or seeking lore about the Shadebarrow in Shadebarrow Adventures
the Cobalt Reserve will turn up their names. The Shadebarrow is a crypt that you can turn into a
Despite the barrow’s location being lost to time, dungeon of any size in your campaign. It may have
treasure hunters and historians still seek out—and only a single layer filled with ghosts, and perhaps
Silvercut Crossroads
The Silvercut Roadway and the Wildwood Byway
meet in the shadow of the Ironseat Ridge. During
the rule of Drassig, many innocents and war heroes
were executed by hanging at a massive gallows that
once stood at the crossroads, with bodies hung from
signs as a warning to dissenters. The gallows were
destroyed by Zan Tal’Dorei’s rebel army, and the
rebels created a stone monument with an inscription
to commemorate all who lost their lives to tyranny:
Isolation of Kraghammer
It’s not easy being an outsider. Kraghammer has
long been a city of dwarves, for dwarves, and anyone
else within the city is an interloper. Some tradition-
alists within the city still think that surface-born
folk should spend as little time in Kraghammer as
possible, so as not to dilute the ancient splendor of
their culture.
Yet times are changing. A coalition of people,
ranging from dwarves to gnomes to traditionally sur-
face-dwelling people who have made Kraghammer
their home, have demanded that the Great Houses
amend the city’s most xenophobic laws. Despite
the angry protestations of the city’s most bigoted
dwarves, the Great Houses have acquiesced to the
Points of Interest
Kraghammer has a number of famous landmarks,
as well as a few mythic locations said to exist in the
caverns beneath the city, as depicted on its map.
The Starshrine (Top Slab). Most dwarves
worship the All-Hammer, and his teachings of
community and ancestral piety have been all but
completely subsumed into Kraghammer’s cul-
ture at large. For outlanders with different faiths,
however, the monolithic religious culture can feel
inescapable. Shrines to all the Prime Deities have
spread throughout Kraghammer since the fall of the
Chroma Conclave, but the Starshrine was the first.
When the world trembled at the might of Thordak
the Cinder King, tremors rocked the upper layers of
Kraghammer, causing certain caverns to collapse—
and in some cases, to reveal places of great beauty.
The Starshrine is a vast grotto whose granite walls
mysteriously sparkle with a perfect replica of the
stars in the night sky. It can be found within the Top
Slab’s culturally diverse Cavernwalk district. Once
per year, when a character prays to one of the Prime
Deities here, there is a 1% chance per character level
that their prayer is answered, as the cleric’s Divine
Intervention class feature.
Umbra Hills
The Battle of the Umbra Hills, the climactic battle of
the Scattered War and the death knell of the King-
dom of Drassig, transformed the floral, sun-dappled
Emerald Highlands into a blasted wasteland. A
tide of demonic blood spilled across the highlands
like fire, cursing the land forever. Generations have
passed, but the heather that once grew on these hills
is as black and burnt as the day of the battle. No ani-
mals live here, and the only plant that grows in the
Umbra Hills now is shadegrass. Its ash-gray stalks
are dry and unfilling, but its unique, acrid flavor has
drawn the interest of spice traders worldwide, pro-
pelling wealthy merchants to hire armed escorts for
their spice-pickers.
Though no animals live here, danger still lurks
within the Umbra Hills. Undead soldiers rise from
the grass when the silvery moon Catha is high, and
the ruins of ancient Drassig war camps seem to
draw demons of all types, still bound by the contract
between Trist Drassig and the Demon Prince of
Indulgence. Pathetic dretches gambol about in the
ruins’ long shadows, and rumors say that, on nights
when the moon Ruidus is full, even mighty balor
demons prowl the hills in search of mighty souls
to corrupt.
that some Emonian merchants wish to bring into the cracked, volcanic landscape, its basalt fields inter-
fold of Tal’Dorei proper. Farther to the south (and rupted only by towering structures of black iron. This
occasionally roaming north into Mornset) are the hellish place is the home of the Iron Authority, and
Orroyen elves, a collection of nomadic tribes. The one of the last battlegrounds of the Calamity.
Orroyen and the elves of Syngorn see one another It is here that the Betrayer God known as the
as family, and the Syngornian delegation refuses Strife Emperor, aided by his legions of brainwashed
to allow the council to interfere with their cousins’ goblinkin, clashed with the Wildmother and her Free
way of life. Children. Though the Wildmother was victorious
Beyond the Mornset people and the Orroyen are and the goblinkin were freed, the site of the Strife
a number of other small, individualistic settlements Emperor’s defeat was reduced to rock and ash, a
that live in fear of the imperial power that commands place where plants would never again grow.
Rifenmist: the Iron Authority. Tal’Dorei’s Master of Most of the goblinkin who survived the battle van-
Defense warns the council of provoking this slum- ished into the jungle and traveled north into the rest
bering empire, for they are preoccupied with their of Tal’Dorei, leaving the shame of their connection to
unholy conquest of the Rifenmist Jungle in the name the Strife Emperor behind. Centuries later, however,
of their patron deity, the Strife Emperor. A number of a number of goblinkin still remained among the
Orroyen elves and other people of Rifenmist long for towering iron of the Strife Emperor’s fallen armor.
Emon’s aid in breaking the grip of the Iron Authority, One platoon of hobgoblins, the Iron Regiment,
but fear that allowing the Republic of Tal’Dorei to devoted themselves wholly to the Strife Emperor,
gain a military foothold in Rifenmist would simply be and pledged to revive his glorious legacy of conquest.
trading one imperial master for another. They press-ganged as many of their kin as they could
Beyond the political struggles of this realm are ter- into armies and created the seed of an empire—one
rors only true heroes can survive. Enormous, ancient which they watered with blood.
beasts stalk the vine-twisted paths of the jungle that When the Iron Regiment brought all of the
consumes the majority of the peninsula’s coastline. Beyensfal Plateau under their rule and transformed
An expanding morass of fungus spreads from a mys- themselves into the Iron Authority, their empire
terious, corrupt source along the eastern depths of only continued to grow. The Iron Tide never broke,
the underbrush, while a secret society of naga-wor- and within a decade, it had engulfed all the other
shippers bring bloody offerings to their snake-queen. kingdoms along Rifenmist’s southern coast. They
were united under the cruel banner of Tz’Jarr, the
Beynsfal Plateau Iron Emperor.
While the entirety of Beynsfal is firmly controlled
Where below there is life and freedom, above there is
by the Iron Authority, the empire is still reaching,
naught but death and tyranny. In the high, southern
now locked in a decades-long war to subjugate the
plateaus of Rifenmist, verdant jungle gives way to a
native inhabitants of the jungles below: the Orroyen.
Merchants travel from Emon to Syngorn along to grant sufficiently reverent supplicants a cryptic
roads sanctioned for trade, hunters both human and prophecy.
elven alike seek glory in tracking the wild beasts that
roam the untamed wilderness, and bands of dark elf Gladepools Adventures
raiders from Ruhn-Shak prowl the forest under cover Game Masters who set their adventure in the Glade-
of night. This enchanted wood holds the decay of the pools can use this plot hook for inspiration.
seasons at bay, and its trees are green year-round. No Basis for a System of Government (any
The Verdant Expanse is sustained by a massive level). While traveling along the edge of the Glade-
confluence of ley lines—rivers of magical power pools, an elf character, or a character with elven
that flow through the earth—after the devastation ancestry, notices a gleaming longsword embedded
of the Calamity shifted the flow of magic across the in the bank of the lake. No one but that character can
world. The region is saturated with magic. Magical see it until they draw it from the mud. Flowing elven
creatures flock to the forest’s supernaturally vibrant script upon the blade reads, “Whosoever draws this
boughs, including wayward fey, unicorns, unusual blade bears the mantle of the true scion of Yenlara.”
arcane monstrosities like owlbears, and displaced Attempts to appraise the sword and discover if
aberrations that call the darker groves their home. it’s a true ancient Syngornian artifact plunge the
characters into a dark conspiracy that lurks at the
The Gladepools heart of Syngorn: The High Warden may be wise and
just, but she is not the rightful ruler—at least, she is
Surrounding the southern edges of the Expanse
not Yenlara’s heir. Centuries ago, someone strove to
lies a cluster of broken ponds and lakes that ever
subvert Yenlara’s bloodline. Why? And, if the High
draw fresh water from the Stormcrest Mountains to
Warden is truly a good ruler, does the bloodline
the east, along with saltwater from the Ozmit Sea
deserve to be restored?
to the west. The strange mix of habitats across this
somewhat marshy grassland has led to unusual eco-
systems and odd, dangerous denizens, which in turn The Mirescar
has drawn the attention of many fishermen from the Deep within the western reaches of the Verdant
Rifenmist region, and of Syngornian hunters from Expanse is a region where the trees grow so close
within the Verdant Expanse. together that sunlight is barely permitted to pass
The clay and silt gathered along the shores of the through their boughs. These ancient trees clus-
saltwater lakes can be refined into fine ceramics and ter and twist into a labyrinth of knotted roots and
simple constructs that fetch fair prices in northern branches, while a tangled canopy of drooping foliage
Tal’Dorei. Syngornian tradition tells of an oracle’s and gray moss blocks the sky from view. Strange
spirit that is bound to the lakes, and when given powers dwell within the Mirescar, and beasts and
sufficient offering and respect, the oracle will emerge travelers that wander into its depths often emerge
with their hearts and flesh touched by a deep and
Syngornian Goods
Any basic goods can be purchased in Syngorn at
twice their usual cost. These goods, however, are
of fine elven make. Weapons have a +1 bonus to
damage rolls, horses and other mounts increase
their movement speed by 10 feet, and other items
are possessed of unearthly beauty and preternatu-
ral durability. All common magic items can be easily
found here, and any uncommon magic item has
a 50% chance of being found here in the ward’s
many market stalls. Finding magic items of greater
rarity requires a character to make a DC 21 Cha-
risma (Investigation) check to find a rare item, or a
DC 25 (Investigation) check to find a very rare item.
These items are rarely for sale, and can only be
bartered for—typically by completing a dangerous
quest for the person who possesses them.
Daggerbay
Daggerbay, so named for the jagged Slumber Reef
that flanks the bay, was where the first human
colonists of Tal’Dorei made landfall. In that bygone
time, it was a bustling port for the human city of Port
O’Noa. It has since fallen into disuse after the Scat-
tered War and the destruction of O’Noa. Centuries
later, the bay is now naught but a haunting reminder
of darker days. It is home to hundreds of sunken
ships and the bodies of their lost crew, deep below
the depths of the reef. Those who know of their his-
tory say that the waters are cursed, and the nearby
settlers spread rumors of ghost ships and sirens
calling looters to their grave should they wander too
close to the ominous waves.
Daggerbay Adventures
Game Masters who set their adventure in Daggerbay
can use this plot hook for inspiration.
Stormbringers (mid-level). A society of banished
merfolk have claimed Daggerbay as their domain.
They harass any treasure hunters that seek to loot
the wreckage at the bottom of the bay. While the
characters are traveling nearby, a terrible storm
forces them to take shelter in the ruins of Daggerbay.
In truth, the storm was caused by the renegade
merfolk. Some weeks ago, they discovered a relic of
the Stormlord with the power to summon and direct
storms. The coast is now shrouded in an endless
Lyceum (for those who can afford the impressive tui- help house the Tal’Dorei Council and be a symbolic
tion) is an unparalleled center for study and research center for all major political affairs within the region.
of history, economics, alchemy, art, and—most of The Cloudwatch Palace now sits atop the once-smol-
all—magic and the arcane. Many of Tal’Dorei’s great- dering hill where Thordak once claimed his roost, a
est scholars and bards paid their dues in these halls, symbol of Emon’s enduring will and optimistic hope
and the history of the Lyceum and its graduates are for the future. Within these high-arched halls, count-
featured in all manner of superstitions and folktales. less chambers hold space for diplomats, meetings,
6. Cloudwatch Palace. In the wake of the Chroma and in the case of holidays, grandiose celebrations
Conclave's destruction of Emon, the towering palace that draw the attention of powerful figures all
that stood as home to the sovereign and the center across Exandria.
of governance within the city fell to fire and ruin. In 7. Thordak’s Crater. One last unsettling element
the decades since, construction began with the aid of of the Cloudtop District is the elementally scarred
the League of Miracles to construct a new palace to remains of Thordak’s Crater. Even after two decades
Wildemount
Due east of Tal’Dorei, the lands of Wildemount
are highly geologically varied, from the tropical
Menagerie Coast, to the dour and rainy valleys of
Western Wynandir, to the blasted wastes of Eastern
Wynandir—better known as Xhorhas. The people of
Elves
When the Calamity threatened to annihilate all life
on Tal’Dorei, the elves of this land gathered in their
last remaining city, Syngorn, and used long-for-
gotten magic to transport themselves into the Fey
Realm. Time runs strangely in that realm, and for
an unknown stretch of history, the elves of Syngorn
lived with their fey kindred in peace. When they
eventually returned to Exandria, they found a land
devoid of all but animals and the grandeur of nature.
The rotten majesty of the Age of Arcanum, burned
away by the wrath of the gods, had given way to
new growth.
To the elves, the lands of Tal’Dorei are still called
Gwessar, and elves who dwell here are called the
gwes’alfen—the elves of the Fields of Joy. For centu-
ries, this folk watched with delight as other peoples
Elemental populated Gwessar, beginning with dwarves, then
humans from across the sea, and so on. Then they
Ancestry looked on in horror as mortal ambition was per-
verted into greed, and war followed in its wake.
Forest Gnomes
Forest gnomes are not native to Tal’Dorei, but unlike
rock gnomes, they are believed to hail from the Fey
Realm, much like the elves. A half dozen small forest
gnome communities can be found in the Verdant
Expanse, hidden from the prying eyes of elves and
human explorers alike. But how gnomes ended up in
the Fey Realm to begin with is a mystery that even
they can’t begin to answer.
Firbolg
Goblinkin Goblins
Goblins are a green-skinned people, short of stature
Goblins, hobgoblins, and bugbears are three distinct
and typically having thin, dexterous fingers and
races with a united past. They live across Tal’Dorei,
strong, nimble legs. They fit easily into settlements
most often in isolated communities, though many
with significant gnome or halfling populations,
people in the realm have become used to the sight of
whose residences and furniture are already
Hobgoblin
Bugbear
Goblin
Half-Giants
Four peoples were known to exist on Tal’Dorei when
the world was reborn out of the ashes of the Calam-
ity. The elves, who emerged from the Fey Realm. The
dwarves, who emerged from the earth. The orcs,
who endured the Calamity through strength and
determination. And the half-giants, who safely rode
out that war in mountaintop retreats before eventu-
ally descending to the windswept plains below.
Averaging seven feet tall, with hairless, craggy
bodies and skin tough as stone, half-giants are
Humans
Humans are the most populous race in Tal’Dorei
today, though at one point in this land’s history, all of
humankind’s holdings were naught but a speck on
the western coastline.
If humans ever lived upon Tal’Dorei in the Age of
Arcanum, they were wiped out entirely by the end
of the Calamity. But after the world had begun to
recover from the devastation wrought by that war of
gods and mortals, an expedition of human explorers
departed from Vasselheim in Issylra, thought to be
the only bastion of humanoid culture on the surface
of Exandria to survive the Calamity. Sailing east-
ward, they reached the land that would eventually
Orcs
Orcs survived on Tal’Dorei during the Calamity
through sheer determination and strength. Unlike
the elves and dwarves who hid in their secret
retreats, and the goliaths who watched the destruc-
tion from their mountaintops, great clans of orcs
Tiefling Children
Tieflings who form a union always have tiefling chil-
Tiefling dren, and most tieflings belong firmly to that ancient
ancestry. Yet to this day, any humanoid—whether
famous hero or common farmer—who makes a deal
with fiends might give rise to children, grandchil-
dren, or even more distant descendants born with
the horns, eyes, and colorful skin of a tiefling.
Perhaps the most famous tiefling born in the
past generation is Gwendolyn de Rolo, the young-
est daughter of the renowned heroes Percival and
Vex’ahlia de Rolo of Whitestone. It is an open secret
in the city-state that Percival had dealings with fiends
as a young man. Yet though none of the rumors have
precisely pinpointed the nature of Percival’s super-
natural bargain, all who know Gwendolyn agree that
she is the sweetest and most innocent de Rolo to
roam the halls of Castle Whitestone in many years.
Mixed Ancestry
Even the oldest records of the Cobalt Soul are
unclear as to whether the ancestries of elves,
dwarves, orcs, and goliaths routinely mixed before
the arrival of humankind on Tal’Dorei’s shores. But
it’s easy to assume that explorers and ambassadors
would inevitably find love or companionship among
the folk of unfamiliar lands—and it is well known
that the arrival of humans changed Tal’Dorei forever.
Elf-Dragonblood
Orc-Dwarf
Kel’jaia Uloeh
Female gnome Path of the Juggernaut barbarian
When Kel’jaia sets her eyes on something, nothing
can stop her from achieving it. Her small size has
no bearing on her unbelievable strength, which
can overpower creatures many times her size. She
came to Tal’Dorei after the village on the Rifenmist
Peninsula she was defending was razed by the
Iron Authority. She first arrived in Syngorn, and
through the connections and friendships she made
there, was chosen to be a Syngornian delegate to
the Tal’Dorei Council. She strongly believes that
Tal’Dorei should take a stand against the cruelty
Kel’jaia Uloeh of the Authority. Should strife come to Tal’Dorei,
Kel’jaia is thought by all to be the council’s first
choice for the Master of War, due to her valor, tacti-
cal cunning, and battle prowess.
Balthasar Bleakskull
Male half-giant College of Tragedy bard
Born in Westruun and raised by two loving goliath
parents—a towering warrior and an equally massive
astronomer of the Yuminor Observatory—Balthasar
Bleakskull was exposed to the adventuring lifestyle
and academia from an early age. He tumbled into
the art of theater when he was but a child, and fol-
lowed his passion for drama into adulthood—when
he was entangled in a bloodcurdling academic con-
spiracy that left eight dead, including his dramatic
mentor and his lover. Since then, he has devoted
his dramatic skill to the art of tragedy, to grant his
audiences the catharsis that he one day hopes to
give himself.
Domain Spells
You gain domain spells at the cleric levels listed in
the Blood Domain Spells table.
Alasterre de Blood Domain Spells
Vitrevos Cleric Level Spells
1st false life, sleep
3rd hold person, ray of enfeeblement
5th haste, slow
7th blight, stoneskin
9th dominate person, hold monster
Alasterre de Vitrevos
Male human Blood Domain cleric
The director of Tal’Dorei’s Claret Order is a metic-
ulous, orderly man. He believes that he deserves
all the good that comes to him in the world—and,
in fairness, all the bad as well. He wields the unset-
tling magic of hemocraft created by his order in
service of both his organization’s interests, and the
divine interests of the Matron of Ravens. His goals
are simple: purge the world of undead, particularly
vampires, and make his name one sung across
Exandria in the process.
Clarity of Catha
When you choose this domain at 1st level, you learn
to shine light upon the mind’s most dire moments,
shielding those you protect. When a creature within
30 feet of you that you can see makes a Wisdom Nalys Ildareth
saving throw, you can use your reaction to grant that
creature advantage on the save.
You can use this feature a number of times equal
to your proficiency bonus, regaining all expended
uses when you finish a long rest.
Nalys Ildareth
Nonbinary (they/them) elf Moon Domain cleric
The moons of Exandria show their faces for all to
see, yet hide a secret face from the world. Nalys
Ildareth, leader of an obscure Syngornian sect
of the Moonweaver, believes that true reverence
requires all faithful to have a face they show to
the world—represented by a mask of silver they
never remove—and one they keep to themselves,
beneath the mask. Nalys believes that it is their
duty to enact the Moonweaver’s will upon Exan-
dria, and keep the world safe within the balance
of Catha’s calm order and the ill-fated chaos of
Ruidus. They are thoughtful and calculating, seem-
ing an impassive observer while they wait for the
proper moment to strike, but then transforming into
a furious avenger when that moment arrives.
Camellia Springshower
Female firbolg Circle of the Blighted druid
Life was beautiful under the light of the sun for
Camellia Springshower. The sun caused her
Camellia flowers to flourish, and the rains nourished them
so they could grow when next the sun arose.
Springshower One day, however, she wandered too far from her
family while they traveled the Dividing Plains, and
tumbled into the bleak depths of Shadebarrow, a
forgotten, accursed tomb. She ran for the light, but
a specter reached out from the walls and touched
a ghastly finger to her chest. She felt her blood
run cold, and the flowers within her basket wither
away. Though she escaped the Shadebarrow, she
was never able to find her family again, and she
now wanders the Dividing Plains like an unteth-
ered shadow—hoping to use the blighted powers
granted to her by the shade to do some semblance
of good in the world, even if all life seems to wither
beneath her touch.
Cressida Holt
Nonbinary (she/they) orc Way of the Cobalt
Soul monk
A freshly titled expositor of the Cobalt Soul, Cres-
sida Holt has already made a name for themself
as a suave, stylish secret agent. Their assign-
ments as an expositor take them across Tal’Dorei,
though they are most often seen in Emon, Kymal,
and Westruun, where they infiltrate political galas,
high-stakes games of two-card, and other dens of
high-society corruption.
Though most Cobalt Soul expositors are
expected to keep a low profile and gather intelli-
gence, Cressida has found success with a flashier
method. She strides into a room in a fine cobalt-
blue suit, makes sensual eye contact with the most
beautiful person in the room, and casually makes
herself someone from whom no one can keep
a secret.
Extract Aspects
Starting at 3rd level, you can strike pressure points
to intuit crucial information about a foe. When you
hit a creature with one of the attacks granted by your
Flurry of Blows, you can analyze it. Whenever an
Cressida Holt analyzed creature misses you with an attack, you can
immediately use your reaction to make an unarmed
strike against that creature if it’s within your reach.
This benefit lasts until you finish a short or long rest.
Oath Spells
You gain oath spells at the paladin levels listed in
the Oath of the Open Sea Spells Spells marked with
an asterisk are new spells described at the end of
this section.
Oath of the Open Sea Spells Shirkuh Marín
Paladin Level Spells
3rd create or destroy water,
expeditious retreat
5th augury, misty step
9th call lightning, freedom of the waves*
13th control water, freedom of movement
17th commune with nature, freedom of
the winds*
Channel Divinity
When you take this oath at 3rd level, you gain the
following two Channel Divinity options.
Marine Layer. As an action, you channel the sea
to create a thick cloud of fog that surrounds you for
20 feet in all directions. The fog moves with you,
remaining centered on you and making its area heav-
ily obscured. You and each creature within 5 feet of
you instead treat the area as lightly obscured. This
fog lasts for 10 minutes, spreads around corners, and
cannot be dispersed unless you choose to end this
effect (no action required).
Fury of the Tides. As a bonus action, you channel
the powerful might of the waves to bolster your
attacks for 1 minute. Once per turn for the duration,
when you hit a creature with a weapon attack, you
Glyph of Aegis
Starting at 1st level, you can release the stored
arcane power within your runes to absorb or deflect
threatening attacks. Whenever you take damage,
you can expend any number of charged runes as a
reaction. Roll a number of d6s equal to the number
of runes you expended, and reduce the damage by
the total.
When you reach 6th level, you can touch a creature
as an action and expend up to 3 charged runes to
Glyph of Hemorrhaging
Starting at 10th level, when you damage a creature
with a spell, you can choose to curse that creature
for 1 minute. While cursed in this way, whenever
the creature is hit by an attack, it takes an extra 1d6
necrotic damage. At the end of each of the creature’s
turns, it can make a Constitution saving throw
against your spell save DC, ending the curse on
a success.
This feature cannot be used against creatures
that are undead or constructs. Once you use this
feature, you can’t use it again until you finish a short
or long rest.
Honor Kinnabari
Thicker than Water Female tiefling Blood Magic wizard
Upon reaching 14th level, the blood that flows It’s not easy being the youngest spellwright in the
through your veins is empowered with arcane vigor League of Miracles, especially when you’ve got a
that mends wounds and helps preserve your life. conscience. Honor Kinnabari was enamored with
Whenever a spell or magical effect causes you to the league since she was a child in Westruun, when
regain hit points, you regain an additional number of she saw the spellwrights and their adranach con-
hit points equal to your proficiency bonus. structs rebuild the entire Market Ward in a matter
In addition, while you are concentrating on a spell, of days after it was reduced to a slag pit by a hoard
you have resistance to bludgeoning, piercing, and of magma landsharks. She was raised by dwarf
slashing damage from nonmagical attacks. parents from the Alabaster Sierras, and wears
wizardly robes in the style of their clan in honor of
them. Honor has just constructed an adranach of
her own, and has begun leading small-scale opera-
tions for the league, but she's starting to worry that
something cultish and sinister lurks beneath her
compatriots’ practiced smiles.
7 I’ve always got some of my native element 3 I get surly if I go too long without being in
with me in some form. (This might be contact with my native element.
modeling clay, pure water, special burning 4 I think the mission of my people is a fool’s
incense, or a bottled cloud.) errand. They should abandon isolation, let
8 I talk with everyone like I’ve known them all the elements be, and enjoy the pleasures of
my life. Because most people I know, I have the world!
known all my life! 5 I can’t stand it when people say one thing and
mean another! Just say what you mean!
Ashari Ideals 6 Ugh, I know it’s not right, but I can’t help but
d6 Ideal look down on people who can’t manipulate
1 Destiny. I believe that everyone has a role to the elements. It’s not like it’s hard!
play. Now I just have to find mine. (Neutral)
2 Community. It’s important to surround Clasp Member
yourself with people you can count on, and Whether you grew up in the mean streets of Kymal
who will support you. (Good) bamboozling foolish gamblers, or spent your youth
3 Knowledge. I want to learn everything I can pilfering loose coin from the pockets of Emon’s many
about the Elemental Planes—and maybe even tourists, your lifestyle of deceiving-to-survive eventu-
visit them myself. (Neutral) ally drew the attention of the Clasp: a storied crime
syndicate that has hideouts in every city in Tal’Dorei.
4 Freedom. I don’t care what anyone says. Even
if it causes problems, the elements must be In exchange for protection, a modicum of kinship,
free. And so should I. (Chaotic) and a number of useful resources to further develop
your craft as a criminal, you agreed to receive the
5 Structure. The elements are in harmony when brand of the Clasp and join their ranks.
they are free to act as they will, within the
You might have spent time working the guild’s
safe boundaries set by the Ashari. People are
most menial assignments, wandering the alleys as a
much the same. (Lawful)
simple cutpurse and filling your pockets with silver
6 Virtuous Cycle. If I see someone who needs while you waited to climb the professional ladder. Or
help, I feel compelled to assist them. Surely you might be a clever actor and liar, whose skill at
they’ll return the favor someday! (Good) blending in with all facets of society has made you
an indispensable spy. Perhaps your swift technique
Ashari Bonds with a blade led you to become a feared assassin for
d6 Bond the Spireling leader of a local Clasp sect. Regard-
1 I have a cousin in another Ashari tribe whom less, though the threat of the law is ever looming,
I’ve never met, but someday I want to visit my the advantages to having a connection to such a
extended family. powerful cartel greatly outweighs your paranoia.
2 The leader of my tribe thinks I could be Most of the time.
their successor, but I worry that I don’t have Since the Clasp is an organization, its members
enough experience to lead my people. can rise in rank by proving their worth, by making
the right friends in high places, or even through
3 A mysterious person killed a member of my
blackmail and bribery. You and the Game Master can
family. I’ve left home to discover who the killer
decide together how your actions affect your rank in
was—and to seek vengeance.
the Clasp, and what benefits that rank grants you.
4 My older sibling set out on their Aramante a
Skill Proficiencies: Deception, plus your choice of
year ago, and I haven’t seen them since.
Sleight of Hand or Stealth
5 When I was a baby, a giant eagle brought Tool Proficiencies: Disguise kit, forgery kit, or
me to Zephrah. I love my family, but I often thieves’ tools (one of your choice)
wonder who my birth parents are. Languages: Thieves’ Cant
6 I trust my animal friends more than any Equipment: A set of inconspicuous common clothes,
humanoid ally. a set of tools with which you’re proficient, and a
belt pouch containing 10 gp
Chapter 4: Character Options 181
Feature: A Favor in Turn called on to commit a specific burglary, or to pres-
You have gained enough clout in the Clasp that you sure an Emonian dignitary to reveal a secret at an
can call in a favor from your contacts whenever upcoming ball. The Clasp might even demand that
you’re close enough to a center of syndicate activity. you assassinate a specific person, with no questions
A request for a favor can be no longer than 20 words, asked or answered. It’s the GM’s prerogative to
and is passed up the chain to an undisclosed Spire- ensure that the syndicate’s request is proportionate
ling for approval. This favor can take on any form to the favor they bestowed—or that they compensate
subject to the approval of the GM, who decides how you in other ways for a service that goes beyond the
it is fulfilled. If muscle is requested, an NPC member scope of repaying the initial favor.
of the Clasp (using statistics found in chapter 6) can
temporarily aid your party. If money is needed, a
Variant: Myriad Operative
small loan can be provided. If you’ve been impris- Your skill set might be similar to that of many
oned, Clasp operatives can look into breaking you members of the Clasp, but you work for a criminal
out or paying off the jailer. organization that is far more sophisticated—and even
At some point, the favor will be called in for repay- less scrupulous. As a Myriad operative in Tal’Dorei,
ment, often without warning. Refusing the call will you might have been given a specific task that
result in your termination—literally. You might be furthers that syndicate’s hunger to expand beyond
Wildemount, or which gives them an edge in their
rivalry with the Clasp. Moreover, you understand the
wisdom of keeping your activities secret from fellow
criminals as well as law enforcement, since the
agents of the Clasp will show you no mercy if your
true identity is ever revealed.
Suggested Characteristics
The Clasp enjoys a strange status in Tal’Dorei. The
syndicate is a feared group of thieves and killers,
whose name is often invoked only in whispers. But at
the same time, the organization has a reputation for
guerilla heroism, in response to its members having
saved countless lives when the Chroma Conclave
attacked Emon. And so like every Clasp member,
your own reputation often swings between these
two poles.
Your bond is likely associated with your fellow
Clasp members or the individual who introduced
you to the syndicate. Your ideal probably involves
establishing your importance and indispensability to
the Clasp.
Clasp Member Personality Traits
d8 Personality Trait
1 What’s life without risk? I’m always willing to
take a risk if the reward seems worth it.
2 I only show my emotions around people I
really trust.
3 I don’t need friends; I need allies. When I do
make “friends,” I only consider what they can
do for me.
4 I look for simple solutions. The world’s full of
tough problems, but a well-placed knife is a
one-size-fits-all answer.
5 Money talks. I don’t. We’ve got an efficient
relationship.
Suggested Characteristics
The Alabaster Lyceum accepts students of all major
trades, the fine arts, and the magical arts. Pupils
talented and privileged enough to be accepted
travel to Emon from all over Tal’Dorei, seeking to
study among some of the greatest minds and most
talented arcanists in the land. If you came from a
smaller city, a rural area, or Tal’Dorei’s relatively
uncharted wilderness, studying at the Lyceum
might have left you with a sense of culture shock, for
good or for ill.
Your bond is likely associated with your goals as
a student or graduate. Your ideal probably involves
your hopes in using the knowledge you’ve gained at
the Lyceum, and your travels as an adventurer, to
tailor the world to your liking.
Lyceum Scholar Personality Traits
d8 Personality Trait
1 I can’t believe I’m here! At the Alabaster
Lyceum. Oh, gods, I’ve dreamed of this my
whole life, and now I’m here!
2 I can’t believe I squandered all the
opportunities I had at school. I was supposed
to be learning good stuff, but I wasted it all
daydreaming about fighting monsters.
3 Every night at school, I’d knock back a couple
of meads and read with my pals! Just a bunch
of nerds having fun, and I loved it.
4 Everyone at school was such a stick in the
mud. Dressing the same, listening to the same
bards…ugh, it’s sad. Just be yourself.
5 I’m happiest when I’ve got my little party with
me. At school, it was like we were a squad of
heroes, slaying projects like monsters.
6 I’d really rather you didn’t bother me. Can’t
you see I’m studying here?
4
think about it. (Chaotic)
Purpose. I study because there are things I
Reformed Cultist
need to know. I’ll find my place in the world, Two pantheons have battled over the fate of Exandria
and I’ll make the world better. (Good) since the world’s founding—the Prime Deities and
the Betrayer Gods. During the Calamity, the Prime
5 Code of Conduct. The student code is there
Deities allied themselves with the mortal races of
to benefit all students, you know. It’s the same
Exandria, their original creations, to protect their
for laws! (Lawful)
flawed world and its multifarious forms of life. The
6 Recreation. All this studying crap wasn’t Betrayers sought to wipe the slate clean.
worth anything if you weren’t partying when At the end of that devastating war, the Prime Dei-
you were done. Meet me down at the tavern, ties established a Divine Gate that would prevent all
okay? (Chaotic)
gods, good or evil, from directly affecting the world,
but which would leave the gods’ mortal followers and
Lyceum Scholar Bonds
supernal servants to enact their will. And so the cor-
d6 Bond rupting whispers of the Betrayer Gods have ensnared
1 I came to the Lyceum with no one, but I fell in the minds of power-hungry mortals for centuries,
love with the city of Emon. I’ve finally found a promising them a sliver of the gods’ great power in
place that feels like home! exchange for dedicating their souls to occult lore.
2 Most of my professors drove me to frustration, You once belonged to such a cult of the Betrayer
but there’s one who was kind and wise. I Gods. Perhaps this faith only briefly tempted your rebel-
know they’ll always have my back. lious, youthful spirit. Perhaps the cult gave you love and
family when you had none, asking only your adher-
3 My family saved every copper piece to give
me the opportunities I have now. I can’t let ence to their prophet in exchange. Or maybe you were
them down. raised from birth to pay homage to gods of selfish
cruelty—until one fateful day the veil was lifted, so that
4 I came to the Lyceum with a childhood friend, nothing stood between you and the horrifying truth.
but we’ve long been drifting apart.
However it happened, you were freed from the
5 Discovery is the only thing that matters to shackles of this poisonous sect. Yet you know that
me. The topic doesn’t matter. Books keep me this group does not forgive betrayers. As long as you
company on my loneliest days. live, you will be hunted—and if the members of the
6 The Lyceum is my life. I’d give up anything— cult think you dead, their hunt will begin again the
everything—to protect it from harm. second they learn they’re wrong.
Skill Proficiencies: Deception and Religion
Languages: One of your choice
Equipment: Vestments and a holy symbol of your
previous cult, a set of common clothes, a belt
pouch containing 15 gp
This silver stiletto blade bears intricate grooves that Graz’tchar, the Decadent End
spiral from its tip to its ivory hilt and handle. You Weapon (greatsword), legendary (requires
gain a +2 bonus to attack and damage rolls made attunement)
with this magic weapon.
As an action, you can place the point of the blade This blade appears to be a beautiful cruciform sword
into any keyhole and seal it shut. A keyhole sealed in of shining silver, inlaid with sparkling rubies. You
this way can’t be unlocked until this dagger is placed gain a +3 bonus to attack and damage rolls made
into that keyhole once more (though a sealed door with this magic weapon, which has the following
or container can still be broken, bypassing the lock). properties.
Sealing a keyhole unseals any keyholes previously Corrosive Submission. When you hit a creature
sealed with this weapon. that has an Intelligence score of 4 or higher with an
attack using this sword, the target takes an extra 3d6
Doublet of Dramatic Demise acid damage and must succeed on a DC 17 Charisma
Wondrous item, common saving throw or be charmed by you for 1 hour. If you
attack the creature again while it is charmed in this
This striking satin jacket allows you to make the way, the extra acid damage increases to 10d6 and
most of your dying moments. When you drop to 0 the charmed condition ends. If the target succeeds
hit points while wearing this doublet, you do not fall
Graz’tchar,
the Decadent End
Dagger of
Denial
Agony
Armor of the
Valiant Soul
Circlet of
Barbed Vision
Cabal's Ruin
Dormant
When the Deathwalker’s Ward is in a dormant state,
you gain a +1 bonus to AC and you have advantage on
death saving throws while wearing the armor.
Condemner
Dormant Exalted
While Fenthras is in a dormant state, you gain a +1 When Fenthras reaches an exalted state, you gain
bonus to attack and damage rolls made with this the following benefits:
magic weapon. • The weapon’s bonus to attack and damage rolls
When you make an attack with Fenthras, you can increases to +3.
declare it an oracle shot, allowing you to experience • The extra lightning damage dealt by attacks using
the area around the arrow using your normal senses the bow increases to 1d6.
• You can declare a bramble shot twice between
rests, and the saving throw DC increases to 17.
Deathwalker's Ward
Fenthras
Kiss of the
Changebringer
Mythcarver
Pyremaul
Plate of the Dawnmartyr
Star Razor
Dormant Dormant
While the Titanstone Knuckles are in a dormant While Whisper is in a dormant state, you gain a +1
state, your Strength score becomes 22 while you bonus to attack and damage rolls made with this
wear these gauntlets. Additionally, your weapon magic weapon.
attacks deal double damage to objects and Additionally, when you score a critical hit with this
structures. dagger, the target must succeed on a DC 13 Wisdom
saving throw or become frightened of you for 1 min-
Awakened ute. On a success, the target is immune to this effect
When the Titanstone Knuckles reach an awakened for 24 hours.
state, they gain the following properties:
• Your Strength score becomes 24. Awakened
• You can use an action to cast the enlarge/reduce When Whisper reaches an awakened state, you gain
spell from the gauntlets on yourself (enlarge only), the following benefits:
with a duration of 10 minutes. This property of • The weapon’s bonus to attack and damage rolls
the gauntlets can’t be used again until you finish a increases to +2. Additionally, when you hit with an
long rest. attack using this dagger, the target takes an extra
1d6 psychic damage.
Exalted • The DC to resist being frightened from a critical
When the Titanstone Knuckles reach an exalted hit increases to 15.
state, they gain the following properties:
• Your Strength score becomes 26.
• While you are under the effect of the enlarge/
reduce spell cast by the gauntlets, you have resis-
tance to cold, fire, lightning, and thunder damage.
Whisper
Titanstone
Knuckles
The lands of Tal’Dorei are filled with people and minds of humanoid creatures. But even such “lesser
monsters prepared to ambush adventurers, barter minds” can understand that an aboleth’s purpose
with entrepreneurial explorers, and forge alliances is the psychic domination of all life, for the lives of
with charismatic characters—or at least with those other creatures have no value to it.
willing to pay. Aboleths can be found throughout the under-
The first part of this chapter is a discussion of just ground waterways of Tal’Dorei, typically living in
some of the many types of creatures a GM might isolation with only their thralls for company. These
use as NPCs in a Tal’Dorei campaign (including aberrations are loath to work together, for their
creatures of the races presented in chapter 4). The perfect memories never permit them to forget a
second part of the chapter is a bestiary with game grudge. It is fortunate that these arrogant creatures
statistics for new NPCs and monsters unique to are all but incapable of cooperation, for if their
Tal’Dorei and other parts of Exandria. genius-level intellects were united, they might well be
unstoppable.
Nonplayer Creatures During the Age of Arcanum, an aboleth empire
covered the length and breadth of Tal’Dorei’s subter-
Tal’Dorei is filled with non-humanoid beings that ranean world. This dominion’s heart was Salar, the
leave their mark on the world even if they typically Unseeable City (see page 142). Though Salar is
don’t go on adventures in dungeons or journey across naught but a ruin in the Crystalfen Caverns beneath
the world on epic quests. The types of creatures in Emon now, aboleths still journey there in hopes of
this section are those who the player characters can finding some remnant of their lost glory. Salar is
encounter on their adventures as either friends or little more than legend to the world above—but even
foes. Many of these creatures are fully described in though few have seen it and survived, the Unseeable
the fifth edition rules. The lore here simply covers City is no myth. Some arcanists even speculate that
how they function in the world of Exandria. the lingering psychic footprint of the ruined city is
The creatures in this section include many not what drew the first Issylran settlers to the area, and
meant to be used as player characters in a typical what inspired them to build Emon above it.
campaign, including those with non-humanoid physi-
ology (such as centaurs), large size (including giants),
or alien minds (aboleths and the like). But many
Catfolk
other creatures of Exandria are suitable for player The catfolk of Tal’Dorei are as widespread and as
character use even if they don’t have statistics in the variable in shape and color as the cats they resem-
fifth edition core rules. Creatures such as minotaurs, ble. They usually live solitary lives, claiming small
gnolls, and the many humanoids with animal-like territories to call their own, though some catfolk live
traits ranging from eagles to elephants can be used as small family units with little conflict. Moreover,
as player characters if players and Game Masters are their feline instinct for solitude doesn’t get in the
willing to put in the effort to make them work in a way of catfolk interacting with other people around
campaign. The same is technically true for creatures them. Indeed, many catfolk are highly social around
like dragons, fey, and giants, but their size and innate others, safe in the knowledge that they can retreat
powers can make it difficult for them to be members to a solitude promising safety and calm whenever
of a balanced adventuring party. they need to.
No consistent creation myth exists for these
Aboleths people, who can be found living as cave dwellers
in the Cliffkeep Mountains, as city folk with their
Vile, intelligent, and imbued with corrupting psychic own private flats in Emon, as cunning trackers and
abilities, aboleths are three-eyed piscine beings that community builders in the Rifenmist Jungle, and
lurk in watery grottos deep beneath the surface of more. Generally, catfolk believe that their kind were
Exandria. These aberrations are irredeemably evil, all once normal animals, transformed by incredible
and all who attempt diplomacy with an aboleth end magic in the ancient past. This transformation might
up as their food—or worse, their mindless thralls. have been a gift from the gods when magic washed
Most aboleths grandiloquently claim that they have over the world during the Age of Arcanum, or when
no notion of morality, but only an inexorable sense Exandria trembled beneath the divine powers
of purpose that is utterly inscrutable to the lesser unleashed in the Calamity.
Fey
People don’t discover the fey; rather, the fey discover
people. Though enchanted forests are their favored
domain, fey folk can be found wherever the power
of nature is strong—even a flower garden in the
middle of Emon. Of course, Emonian scholars
endlessly debate whether the fey typically come to an
enchanted forest because of its magic, or whether the
magic of such sites blooms because of the fey. The
answers to such mysteries are known to the Archfey,
of course—but they don’t like spilling secrets.
The Fey Realm is a place of intense emotion.
There, happiness becomes elation, anger becomes
fury, and passions become obsessions. The very
shapes of the fey are defined by their innermost
feelings, and even fey siblings can take different
forms based on what they feel most strongly about.
Two daughters of pixie parents are just as likely to be
a sprite and a satyr if one sister is drawn to war and
the other to revelry. And though uncommon, it is not
unheard of for a fey to completely and spontaneously
change form after a life-altering event. Since most
fey live for upward of three centuries, a particularly
unstable fey might take a dozen forms over the
course of their life, wildly changing their physical
form, voice, gender, likes and dislikes, and more.
Though the fey are beings of chaos and change,
one immutable factor of fey life is that all are
beholden to the Archfey. The immortal and impe-
rious rulers of feykind, the Archfey rarely travel to
Exandria, instead spending their time scheming
against each other and plotting elaborate political
intrigues. When mortals enter their realm, the
Archfey take notice and often spy on them in person,
using clever disguises and misdirection to keep
Arcane Leak. When the adranach is reduced to half The adranach can take 3 legendary actions, choosing
its hit point maximum (145 hit points), its mithral mask from the options below. Only one legendary action
cracks and its arcane form begins to waver, creating option can be used at a time and only at the end of
a field of unstable magic around it. Any creature that another creature’s turn. The adranach regains spent
starts its turn within 20 feet of the adranach or enters legendary actions at the start of its turn.
that area for the first time on a turn takes 21 (6d6) Claw Attack. The adranach makes one claw attack.
radiant damage. Additionally, if a creature casts a spell Vanish (Costs 2 Actions). The adranach casts invisi-
within this area, it must make a DC 18 ability check bility and moves up to its walking or flying speed. (This
using its spellcasting ability. On a failure, the spell movement doesn’t benefit from its Slipstream trait.)
backfires, consuming the spell slot and dealing 7 (2d6) Starry Burst (Costs 3 Actions). A burst of astral
force damage to the caster for each level of the spell energy flares from the adranach’s body. Each creature
slot that was consumed. within 60 feet of it must make a DC 22 Constitution
Immutable Form. The adranach is immune to any saving throw. On a failed save, a creature takes 27
spell or effect that would alter its form. (5d10) force damage and is blinded until the end of its
Magic Resistance. The adranach has advantage next turn. On a successful save, the creature takes half
on saving throws against spells and other magi- as much damage and is not blinded. The adranach
cal effects. then turns invisible until the start of its next turn or
until it makes an attack.
Ashari Skydancer the skysail’s wings are extended, the skydancer can
glide through the air at a speed of 60 feet, but must
Medium humanoid (any)
descend by at least 10 feet at the end of its turn and
can’t gain altitude.
Armor Class 14 Spellcasting. The skydancer is a 3rd-level spellcaster.
Hit Points 63 (14d8) Its spellcasting ability is Wisdom (spell save DC 14,
Speed 30 ft., fly 60 ft. (with skysail) +6 to hit with spell attacks). It has the following druid
spells prepared:
STR DEX CON INT WIS CHA Cantrips (at will): guidance, shillelagh
10 (+0) 18 (+4) 10 (+0) 12 (+1) 16 (+3) 11 (+0) 1st level (4 slots): entangle, fog cloud, jump
2nd level (2 slots): gust of wind, pass without trace
Saving Throws Dex +7
Skills Acrobatics +7, Perception +6 ACTIONS —
Senses passive Perception 16 Multiattack. The skydancer makes two skysail
Languages Auran, Common, Druidic staff attacks.
Challenge 5 (1,800 XP) Proficiency Bonus +3
Skysail Staff. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. If
Evasion. If the skydancer is subjected to an effect that the skydancer makes this attack while flying, the tar-
allows it to make a Dexterity saving throw to take only get must make a DC 14 Dexterity saving throw, taking
half damage, the skydancer instead takes no damage 21 (6d6) lightning damage on a failed save, or half as
if it succeeds on the saving throw, and only half dam- much damage on a successful one.
age if it fails. Fly (1/Day). The skydancer uses its skysail to cast fly
Flyby. The skydancer doesn’t provoke an opportunity on itself for up to 1 minute (no concentration required).
attack when it flies out of an enemy’s reach.
REACTIONS —
Skysail. The skydancer flies with a special Ashari
Slow Fall. When the skydancer takes falling damage,
magic item called a skysail (see page 199). While
it can reduce the damage by half.
ACTIONS —
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 10 (+0) 16 (+3) 13 (+1) Harpoon. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft., range 20/60 ft., one target. Hit: 7 (1d10 +
Saving Throws Con +4, Wis +6 2) piercing damage. If the target is a Large or smaller
Skills Athletics +8, Nature +3 creature, it must succeed on a Strength contest
Damage Resistances cold against the waverider or be pulled up to 20 feet
Senses passive Perception 13 toward the waverider. Attacks with this weapon made
Languages Aquan, Common, Druidic while underwater do not have disadvantage.
Challenge 5 (1,800 XP) Proficiency Bonus +3 REACTIONS —
Fishform (Recharges after a Short or Long Rest).
Healing Tides. Whenever the waverider casts a spell The waverider can transform into a hunter shark or a
of 1st level or higher that affects a nonhostile creature, giant octopus. Its game statistics are replaced by the
that creature regains 3 hit points (in addition to any statistics of the chosen creature, but the waverider
healing the spell may provide). retains its alignment, personality, and Intelligence,
Marine Empathy. The waverider can speak with and Wisdom, and Charisma scores. It also retains its skill
understand aquatic plants and animals. proficiencies, in addition to gaining those of the crea-
ture it transforms into. When the waverider is reduced
Spellcasting. The waverider is a 7th-level spellcaster.
to 0 hit points, falls unconscious, or dies in this form, it
Its spellcasting ability is Wisdom (spell save DC 14,
reverts to its humanoid form. It can remain in fishform
+6 to hit with spell attacks). It has the following druid
for up to 3 hours or until it reverts to its humanoid
spells prepared:
form as a bonus action.
Cantrips (at will): druidcraft, poison spray (2d12),
resistance
Clasp Enforcer the enforcer until the end of the target’s next turn. The
enforcer and its allies have advantage on attack rolls
Medium humanoid (any)
against any creature frightened in this way. If a crea-
ture’s saving throw is successful or the effect ends for
Armor Class 16 (half plate) it, the creature is immune to the enforcer’s Intimidating
Hit Points 102 (12d8 + 48) Presence for the next 24 hours.
Speed 30 ft Second Wind (Recharges after a Short or Long
Rest). As a bonus action, the enforcer can regain 12
STR DEX CON INT WIS CHA hit points.
16 (+3) 12 (+1) 18 (+4) 8 (−1) 11 (+0) 14 (+2)
ACTIONS —
Skills Athletics +6, Intimidation +8 Multiattack. The enforcer makes three warham-
Senses passive Perception 10 mer attacks.
Languages Common, thieves’ cant Warhammer. Melee Weapon Attack: +6 to hit, reach 5
Challenge 5 (1,800 XP) Proficiency Bonus +3 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.
BONUS ACTIONS —
Intimidating Presence. Whenever the enforcer hits a Second Wind (Recharges after a Short or Long Rest).
creature with a melee attack, the target must succeed The enforcer regains 12 hit points.
on a DC 15 Wisdom saving throw or be frightened of
Ember Roc Searing Presence. Any creature that starts its turn
within 5 feet of the roc takes 7 (2d6) fire damage.
Gargantuan monstrosity
Illumination. The roc sheds bright light in a 40-foot
radius and dim light for an additional 40 feet.
Armor Class 14 (natural armor)
Hit Points 232 (16d20 + 64) ACTIONS —
Speed 20 ft., fly 120 ft. Multiattack. The roc makes two attacks: one with its
beak and one with its talons.
STR DEX CON INT WIS CHA Beak. Melee Weapon Attack: +13 to hit, reach 10 ft.,
26 (+8) 10 (+0) 18 (+4) 4 (−3) 11 (+0) 9 (−1) one target. Hit: 26 (4d8 + 8) piercing damage and 7
(2d6) fire damage.
Saving Throws Dex +5, Con +9, Wis +5, Cha +4 Talons. Melee Weapon Attack: +13 to hit, reach 5 ft.,
Skills Perception +5 one target. Hit: 22 (4d6 + 8) slashing damage and 7
Damage Immunities fire (2d6) fire damage.
Senses passive Perception 15
Inferno (Recharge 5–6). The roc beats its wings,
Languages understands Ignan but can’t speak
creating a swirling conflagration. Each creature within
Challenge 14 (11,500 XP) Proficiency Bonus +5
30 feet of the roc must succeed on a DC 18 Dexterity
saving throw or take 21 (6d6) fire damage.
Keen Sight. The roc has advantage on Wisdom (Per-
ception) checks that rely on sight.
“Of the great, terrible legends born in the blood and fire of the
Calamity, few managed to defy mortality and endure the ages as deftly
as the assassin queen Jourrael. Blessed by shadow and death, they
walk between realms, relishing the hunt and stalking their target
tirelessly, unburdened by wall, gate, or door. Whatever poor soul finds
the ire of the Caedogeist can only accept their ‘Inevitable End.’”
—Unnamed scholar of the Cobalt Soul
ACTIONS —
Multiattack. The goat-knight makes two warham-
mer attacks.
Warhammer. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning dam-
age, or 8 (1d10 + 3) bludgeoning damage if used with
two hands.
Rivermaw Brawler
Many children in the Rivermaw Herd get into
friendly brawls, but only the truly dedicated learn the
art of fist fighting. Rivermaw brawlers usually lead
the charge on the battlefield, using their exceptional
strength, speed, and cunning to throw an enemy
vanguard into chaos.
Beyond the Dividing Plains, brawlers trained by
the Rivermaw can be found in noble adventuring
parties, working for the Clasp as muscle, in under-
ground fighting rings, and as personal bodyguards.
In Emon, the most famous fist fighters make a name
for themselves within the Brawler’s League or the
Godsbrawl, representing the Stormlord in that
annual holy tournament.
Rivermaw Stormborn
Countless goliath legends tell of heroes born beneath
a raging storm: Kaldon Thunderhead, who slew the
ember roc of the south; Marydra Skysplitter, who
defeated a champion of the Ruiner in single combat;
and Yodrell Rumblechest, who halted a flash flood
with only his voice, to name just a few.
Though the stormborn of legend were all half-gi-
ants, more and more Rivermaw have begun to feel
the Stormlord’s power reverberate within them.
These peerless warriors are blessed with preter-
natural skill with a blade and the uncanny ability
to command lightning. Often destined to become
mythic heroes, stormborn fight with reckless aban-
don—but many can be distressingly prideful and
might need reminding that the songs of defeated or
tyrannical stormborn are rarely sung by the bards.
Unarmored Defense. While the brawler is wearing Clever Fighter. When the brawler hits with an attack
no armor and wielding no shield, its AC includes its or is targeted by an attack, it can add its Intelligence
Wisdom modifier. modifier (+2) to its damage rolls or AC until the end
of its turn.
ACTIONS —
Endurance (Recharges after a Short or Long Rest).
Multiattack. The brawler makes three When the brawler takes damage, it can reduce the
unarmed strikes. damage by 8 (1d12 + 2).
Unarmed Strike. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning
Rivermaw Stormborn during that turn, but attack rolls against it have
advantage until the start of its next turn.
Medium humanoid (any)
Innate Spellcasting. The stormborn’s innate
spellcasting ability is Charisma (spell save DC 12).
Armor Class 13 (hide armor) The stormborn can innately cast the following spells,
Hit Points 102 (12d8 + 48) requiring no material components:
Speed 30 ft.
3/day: lightning bolt
1/day: call lightning
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 11 (+0) 10 (+0) 12 (+1) ACTIONS —
Multiattack. The stormborn makes two greataxe
Saving Throws Con +7, Cha +4 attacks. If it is concentrating on call lightning, it can
Skills Athletics +7, Intimidation +4 also call down a lightning bolt.
Damage Resistances lightning
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Senses passive Perception 10
one target. Hit: 10 (1d12 + 4) slashing damage plus 3
Languages Common, Giant
(1d6) lightning damage.
Challenge 5 (1,800 XP) Proficiency Bonus +3
REACTIONS —
Reckless. At the start of its turn, the stormborn can Endurance (Recharges after a Short or Long rest).
gain advantage on all melee weapon attack rolls When the stormborn takes damage, it can reduce the
damage by 10 (1d12 + 4).
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 14 (+2) 6 (−2) 9 (−1) 5 (−3) 10 (+0) 14 (+2) 15 (+2) 6 (−2) 8 (−1) 5 (−3)
Skills Perception +10 Multiattack. Trinket makes two attacks: one with his
Senses passive Perception 20 bite and one with his claws.
Languages understands Common but can’t speak it Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one
Challenge 5 (1,800 XP) Proficiency Bonus +3 target. Hit: 14 (1d8 + 10) piercing damage.
Claws. Melee Weapon Attack: +13 to hit, reach 5 ft.,
Chosen Companion. Trinket has an additional 10 hit one target. Hit: 17 (2d6 + 10) slashing damage.
points, and has a +6 bonus to attack and damage rolls
and to Wisdom (Perception) checks.
246 Ilich Henriquez 22, 64, 70, Kent Davis 109, 137, Svetoslav Petrov
deviantart.com/ilacha 77, 91, 102, @iDrawBagman 151, 192, artstation.com/svetoslavpetrov
118, 125, 133, artstation.com/idrawbagman 231
140 Isabel Gibney 147, 191, 200
@greyopals 195 Stanislav Dikolenko
isabelgibney.com 166–168, Lauren Walsh artstation.com/stsdklnk
170–171, 173, @LaurenWalshArt
1, Jessica Nguyen 175, 177, 179, laurenwalshart.com 43, 223, Wesley Griffith
202–212 @Jessketchin 242, 278–279 260 @justwesley
jessketchin.com artstation.com/wesleygriffith
6 Lea Bichlmaier
265 Jessica Scates @Jeleynai 26, 157 Zuzanna Wuzyk
@jessmightwork artstation.com/jeleynai @Zuzartii
artstation.com/zuzartii
82, 182, John Anthony di Giovanni 11, 148 Linda Lithén
223, 255 @jadillustrated @LindaLithen
artstation.com/jad lindalithenart.com
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