Sample adventures, starter NPCs, and free resources to get you playing.
"A sharp blade ends conflict. A sharper mind prevents it."
"I didn’t break the rules—I just never read them."
"Words are wasted. Steps are not."
"Some inherit lands, others titles. I inherited fire and shadow. I know which one survives the longest."
"The veil is thin in the places I walk. I merely listen to what others dare not hear."
"Game leaves tracks, men leave lies. I can read both."
He’s the night’s wild anthem—a moody song turned flesh, swinging a cane with as much swagger as a stage dive.
A cautious swamp guide with a tragic past, navigating the Crimson Bog while searching for answers about her lost brother.
A fierce jungle protector and her loyal panther Thorn, sworn to defend the Emerald Clearing and the secrets it holds.
A retired adventurer turned fisherman, seeking solace by the lake while grappling with the weight of his past.
Amid the frozen wastelands of Eiselcross, shrouded by snow and ice, lies the crash site of Aeor, a city of ancient marvels brought low by divine wrath. Once a flying city-state, Aeor now sits entombed beneath the ice, scattered across the hostile landscape of Foren.
Eldervast is an untamed land where towering mountains, ancient forests, golden plains, and treacherous coastlines coexist. From sun-scorched deserts to misty swamps, its landscapes are filled with mystery and peril.
The continent of Wildemount is a setting originally created by Matthew Mercer as the setting for the second campaign of Critical Role. Though it's just one continent in the larger world of Exandria, Wildemount is teeming with varied cultures, locales, peoples, and monsters.
Welcome to Gaiathrae, a world brimming with magic, mystery, and adventure. This enchanting realm is divided into two main continents, Eldervast and Veridya, each teeming with diverse landscapes, rich cultures, and countless secrets waiting to be uncovered.
The River Inferno is a remarkable geographical feature on the island of Foren in Eiselcross. Its peculiar south-to-north flow and the way it disappears into the sea at both ends make it a subject of intrigue and speculation.
Mirehaven is an isolated town on the outskirts of the Soggygrove Swamp. In this adventure, the party is hired to retrieve a rare herb that grows only in Soggygrove Swamp. The herb is rumored to have powerful healing properties and the merchant is offering a large sum for its retrieval.
Nestled beside the crystal-clear waters of the Erdeloch, Odessloe thrives as a bustling settlement renowned for its prowess in fishing and logging.
Deep within the heart of the Savalirwood Forest, where shadows intertwine with ancient boughs, a sacred sanctuary known as the Blooming Grove stands as a testament to the Clay family's devotion to the Wild Mother.
Perched on the edge of desolation, the Fortress of the Dead Jarl stands as a haunting testament to the twisted whims of fate.
Within the sheltered embrace of a sunken meadow, surrounded by the protective arc of dense trees and rolling hills, the hidden sanctuary of Charis offers a captivating glimpse into the untamed heart of the Lotusden.
Balenpost, a rugged fortress of frozen logs perched on the southwestern fringe of Foren, is home to a resilient band of explorers, all under the watchful eye of the Cerberus Assembly.
In the embrace of the rolling southern Zemni Fields, the venerable dwarven settlement of Pride's Call finds its home.
Boroftkrah stands as a testament to adaptability in the face of adversity, a dynamic settlement built on the tenets of mobility and survival.
Rotthold, a bustling hub of travel and commerce in the eastern reaches of Wildemount, possesses a distinctive, though somewhat tarnished, charm.
Nestled amidst the embrace of the Othemoor, the serene village of Othe unfolds like a hidden gem along the coast of the Clovis Concord.
This once colossal prison has been transformed into a haven of healing. Renamed Vergesson Sanatorium, this expansive manor, nestled within sprawling gardens, now welcomes primarily well-off patients to luxuriate amidst exquisite artwork.
The Wuyun Gate, a formidable guardian of the southern pass between the Cyrios Mountains and the Ashkeeper Peaks, stands as both the boundary and the gateway between the resolute domain of the Dwendalian Empire and the vibrant realm of the Menagerie Coast.
Built from pale stone quarried from Mount Mentiri and petrified wood, Kamordah emerges from the Bromkiln Hills like an otherworldly jewel against a canvas of colors.
Deep within the twisted heart of the Savalirwood forest, just north of the Boreal Omen River, stands the haunting ruins of Molaesmyr, an ancient elven city steeped in tragedy and darkness.
Entrenched deep within the Labenda Swamp, the marsh town of Berleben finds itself precariously balanced on the edge of decay.
Rexxentrum, the regal capital of the Dwendalian Empire, is a sprawling metropolis and the heart of Wildemount.
Along the rugged terrain of the eastern Marrow Valley, Bladegarden's heart is the majestic Righteous Brand barracks that commands attention with its grandeur.
Nestled within the ominous shroud of perpetual fog, Darktow Island emerges as a haunting sight. Perched upon its sheer southern cliff, a secluded town exudes an aura of secrecy and danger.
A settlement like no other, Urzin stands as a testament to the resourcefulness and adaptability of its people.
Through generations upon generations, the tenacious denizens of Hupperdook have upheld an unwavering commitment to refining their individual crafts.
Spanning the reaches between the migrating city of Urzin and the Empire outpost of Fort Venture, the Brokenveil Marsh is a wretched expanse of swamps and bogs.
Nestled against the eastern slope of the imposing Silberquel Ridge, the gnomish city of Hupperdook emerges amidst a symphony of billowing smoke and swirling steam.
Kravaraad, the fiery titan of the Flotket Alps, looms with billowing smoke and rivers of molten rock. Within its depths lies a hidden onyx cavern known as Cinderrest Sanctum.
Sprawling across the landscape like a patchwork quilt, Blumenthal unveils a tapestry of rural farmsteads seamlessly connected by sturdy administration buildings.
Feolinn, the Garden City, may be smaller in size compared to its coastal brethren, but its rustic allure and well-tended gardens have earned it that cherished title.
Hidden within the Vermaloc Wildwood, Dumaran, the hobgoblin fortress, stands defiant against the Penumbra Range.
Zadash, once the grand capital of the Julous Dominion, now stands as a testament to the indomitable spirit of the Dwendalian Empire.
In the heart of Truscan Vale, nestled atop a hill just north of the Cyrengreen Forest, lies the affluent city of Deastok.
Nestled deep within the heart of the formidable Cyrios Mountains, the hidden cliffside settlement of Vol'antim stands as a testament to seclusion.
Beneath the vast expanse of the open Lucidian Ocean, where the sun's rays barely penetrate, an ominous spectacle lies in wait. It is the Diver's Grave, a nightmarish abyss where the remnants of ill-fated ships rest, claimed by the ravenous depths.
In the rugged and dangerous Barbed Fields of Xhorhas, the ruins of Bazzoxan bear witness to the horrors of the Calamity.
The Ashguard Garrison, a formidable fortress that once stood strong against the dangers of Xhorhas, now sits under the shadowy occupation of the Kryn Dynasty.
Trostenwald, the southernmost settlement of the Dwendalian Empire, is a place where the art of brewing has been honed to perfection for over two centuries.
Asarius is a city that sprawls across a massive hillside in the northern reaches of Xhorhas. The city was established by the Kryn Dynasty as a cultural hub for the wilder folk of the surrounding wastes and nomadic peoples who had pledged their allegiance to the dynasty.
Vurmas, located near the north shore of Gelier, is a floating outpost that the Kryn Dynasty keeps hidden from other factions.
Felderwin, nestled in the Marrow Valley, is the thriving heart of halfling society in Wildemount. This settlement boasts fertile farmland that has been tended to by halflings for over seven centuries.
In the frozen tundras of the Zemni Fields, where the winds howl with an icy ferocity, there lies a lone bastion of civilization: Icehaven. The sole port in Western Wildemount, this frosty settlement harbors a precious few ships that can navigate the treacherous ice floes of the Frigid Depths.
Uthodurn, the northernmost dwarven stronghold of Wildemount, is nestled in a steep mountain valley among the icy peaks of the Flotket Alps.
30 years ago, a clan of wildfolk on Gelier made a shocking discovery: the exposed body of Quajath the Undermaw, a giant worm, was sticking out from an icy cave wall.
When the city of Aeor fell during the Calamity, a massive purple crystal was flung miles away from the impact site. The crystal impaled an abominable yeti named Allowak and spread fragments around its sanctuary.
Beyond the northern outposts of Dwendalian territory lies a ragged string of shantytowns and ramshackle hovels that obstruct the pathway into the dense forest of Savalirwood.
Bysaes Tyl, the largest elven city in Wildemount, is located in the northern region of the Pearlbow Wilderness.
Nestled into a patch of trees along the Amber Road, Alfield is a rural town sustained by the nearby mines that yield tin, copper, and quartz.
The gnomish city of Hupperdook is the industrial heart of the Dwendalian Empire. It boasts of a vibrant and hardworking community, comprising mining, metalwork, clockwork development, siege weaponry, and enchantment.
Despite the potential for danger, The Amber Crossroads is a location rife with mystery and adventure. Wandering performers bring color and life to the crossroads with their music, dance, and acrobatics, and there is always the possibility of discovering something new and exciting.
On the northern shores of Xhorhas, goblin and orc clans formed a fragile alliance, constantly struggling and fighting to survive. Over the course of a century, the Kryn Dynasty worked tirelessly to bring the two factions together.
Port Damali is a bustling city that is widely known as the jewel of the Menagerie Coast.
Uthodurn's initial effort to expand beyond its mountain halls resulted in the establishment of Uraliss, a small town intended to facilitate crop production.
Bwualli, the largest of the Swavain Islands, boasts of its volcanic peak, Itaa, which is believed to have been one of the many seats of power for Kord the Storm Lord during his time in Exandria.
Nicodranas, the easternmost city of the Menagerie Coast, sits near the southern border of the Dwendalian Empire.
Located near the southeastern coast of Foren rests the humble outpost of Syrinlya.
Compared to other coastal cities, Tussoa has a more laid-back way of life. Its people prefer to live simply, free from the burdens of business or politics.
Palebank Village, the first Uthodurn outpost beyond the mountains, is located on the cold shore of the Frigid Depths against the low cliff boundary of the Crystalsands Tundra.
Port Zoon is a densely packed metropolis of tall stone buildings, metal beams and towers, layers of drifting exhaust dust, and rising plumes of industrial soot.
Located on the picturesque northern beaches of the island sharing its name, Brokenbank is a bustling coastal settlement with a constant stream of foreign ships arriving and departing from its docks.
Bisaft Isle is the largest island in a group located southwest of Port Damali. Its landscape is dominated by dense jungles, nut and fruit trees, and thick mangroves, providing shelter to an array of exotic creatures.
Located on the southern tip of the Vezdali Peninsula, Palma Flora is a small community that attracts merchants and Zhelezo from nearby Port Damali for their annual shark hunting tournament and a famous cocktail named after the settlement.
An introduction to the Menagerie Coast. A beautifully diverse landscape of tropical islands and coasts, forests, mountains, and cliffs.
A rural expanse of lush farmsteads and formative industry that welcomes the majority of travel and trade from outside the empire.
The Wastes of Xhorhas is a region marked by fields of broken earth, muddy paths, muggy swamps, and corrupted forests. Home to the Kryn Dynasty
The Greying Wildlands and Eiselcross make up what is known as the Biting North. These independent territories are free from Empire rule thanks in no small part to their inhospitable climates.