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Original filename: Tal'Dorei Campaign Setting.pdfTitle: Critical Role: Tal’Dorei Campaign Setting
Author: Matthew Mercer with James Haeck
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tal
dorei
’
campaign setting
Writing and Design: Matthew Mercer with James Haeck
Additional Content: Joseph Carriker and Steve Kenson
Development: Joseph Carriker
Editing: Jennifer Lawrence and Evan Sass
Art Direction and Graphic Design: Hal Mangold
Proofreading: Caroline Pitt
Cover Art: Aaron Riley
Cartography: Andy Law
Interior Art: Conceptopolis, Biagio D’Allessandrio, John Anthony Di Giovanni, Kent Davis Jr.,
Stanislav Dikolenko, Claudia Iannciello, Svetoslav Petrov, and Andrey Vasilchenko
Publisher: Chris Pramas
Green Ronin Staff: Joseph Carriker, Crystal Frasier, Jaym Gates, Steve Kenson,
Nicole Lindroos, Hal Mangold, Jack Norris, Chris Pramas, Donna Prior, Evan Sass,
Malcolm Sheppard, Owen K.C. Stephens, Dylan Templar, and Barry Wilson
Special thanks to the Critters for being the most passionate fans on the internet!
Green Ronin P ublishing
3815 S. Othello St.
Suite 100 #311
Seattle, WA 98118
www.greenronin.coma
Critical Role: Tal’Dorei Campaign Setting is ©2017 Green Ronin Publishing, LLC. All rights reserved.
Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material.
Green Ronin and its associated logo are trademarks of Green Ronin Publishing, LLC.
Critical Role, Geek & Sundry, and their associated logos are trademarks of Legendary Geek & Sundry and used under license.
Printed in Canada
Table
Introduction.......................3
Chapter 1:
Campaigns in Tal’Dorei......5
The History and
Calamity of Tal’Dorei........5
The Myth of Exandria...........5
The History of Tal’Dorei..........8
Tal’Dorei Reborn..............12
Running a Tal’Dorei Campaign.. 12
The Pantheon of Exandria...... 14
The Prime Deities..............14
The Betrayer Gods..............19
The Races of Tal’Dorei......... 22
Dwarves....................22
Elves.......................23
Halflings....................24
Humans.....................25
Dragonborn..................25
Gnomes.....................26
Goliaths.....................26
Half-Elves...................27
Half-Orcs....................27
Genasi......................28
Tieflings.....................28
The Factions and
Societies of Tal’Dorei........ 29
The Arcana Pansophical.........29
The Ashari...................30
The Brawlers’ League...........31
The Chamber of Whitestone.......32
The Claret Orders .............33
The Clasp....................34
The Council of Tal’Dorei.........35
The Houses of Kraghammer.......36
The Golden Grin...............37
The Myriad..................38
The Remnants................38
The Wardens of Syngorn.........39
Chapter 2:
Gazetteer of Tal’Dorei.....41
The Calendar and
the Passage of Time...........41
The Lucidian Coast........... 42
Drynna.....................42
K’Tawl Swamp...............42
Mooren Lake.................43
Rootgarden Marsh.............43
Stilben......................43
Summit Peaks.................44
Zephrah.....................44
The Alabaster Sierras.......... 46
Mooren River Run.............46
Parchwood Timberlands.........47
The Salted Bluffs...............48
The Shearing Channel...........48
Whitestone...................48
2
Table
of
Contents
of
Contents
The Dividing Plains........... 52
The Bramblewood..............52
Foramere Basin...............53
Ironseat Ridge................53
Ivyheart Thicket...............54
Kymal......................55
The Ruins of Torthil............55
Shadebarrow.................55
Silvercut Roadway.............56
Throne of the Archeart...........56
Torian Forest.................57
Turst Fields..................57
Westruun....................58
Wildwood Byway..............61
The Cliff keep Mountains....... 62
The Emberhold................62
Fort Daxio...................63
Gatshadow...................63
The Grey Valley................64
Jorenn Village.................65
Kraghammer.................65
Lyrengorn, the Elvenpeaks.......68
The Neverfields................69
Othendin Pass................69
The Pools of Wittebak...........69
Serpent’s Head................70
Terrah......................70
Umbra Hills..................70
Yug’Voril.....................71
The Stormcrest Mountains...... 72
The Ashen Gorge...............72
Bronbog .....................73
Cavern of Axiom..............74
The Dreamseep Marshlands ......74
The Frostweald ...............74
Wrettis......................75
Ruhn-Shak..................75
The Rifenmist Peninsula....... 76
Beynsfal Plateaus..............76
Byroden.....................77
Mornset Countryside...........77
The Orroyen Tribes.............78
Rifenmist Jungle...............78
Stormpoint Mountains..........79
Tz’Arrm, Helm of the Emperor....79
The Verdant Expanse.......... 80
The Gladepools................80
The Mirescar..................81
The Shifting Keep..............81
Syngorn.....................81
Tormor Falls.................85
Vues’dal Waters...............85
Crystalfen Caverns.............86
Daggerbay...................87
Daggerbay Mountains..........87
Emerald Outpost..............88
Emon, the City of Fellowship.....88
Ruins of O’Noa (New O’Noa).....94
Scar of the Cinder King.........95
Ruins of Salar ................96
Seashale Mountains............96
The Shalesteps.................96
Visa Isle.....................97
The Distant Regions
of Exandria............... 98
Issylra.......................98
Marquet.....................98
The Shattered Teeth.............98
Wildemount..................99
Chapter 3:
Character Options.........101
Player Class Options......... 101
Blood Domain...............101
Path of the Juggernaut.........102
Runechild...................103
Way of the Cobalt Soul.........104
Tal’Dorei Backgrounds....... 105
Clasp Member...............105
Lyceum Student..............106
Ashari.....................107
Recovered Cultist.............107
Fate-Touched................108
New Feats................. 108
The Vestiges of Divergence..... 110
Optional Campaign
Rules and Guidelines....... 117
Combat With Larger Parties.... 117
Accelerated Downtime......... 118
Alternative
Resurrection Rules .......... 118
Chapter 4:
Allies and Adversaries...121
Monstrous Races............ 121
Aberrations..................121
Beastfolk....................121
Fey........................123
Giantkin...................124
Goblinkin...................125
Orcs.......................126
Allies and Adversaries
of Tal’Dorei.............. 127
Ashari.....................127
Cinderslag Elemental..........130
The Clasp...................130
Cyclops Stormcaller............132
Goliaths....................133
Kraghammer Goat-Knight......135
Ravagers...................136
Remnant Faithful............138
Index................................ 140
License.............................. 143
Introduction
W
elcome to Tal’Dorei, the first of (hopefully) a number of campaign guides and
world books within my own crazy creation, Exandria.
This world was born as a natural evolution of a homebrew one-shot game
that spiraled into an ongoing campaign, and eventually the unexpected phenomenon
of our live-play stream Critical Role. Never in a million years would I have ever anticipated the attention our little D&D game would acquire, let alone the extensive level
of world building I would put into creating and fleshing out this
realm from within my own imagination.
Exandria is a true labor of love, a gift for my players, and
a gift to our community. When the opportunity arose
to take my scrawlings and notes and put them down in
a comprehensive tome for others to enjoy and manifest
their own stories within, the wonderful and daunting idea immediately filled me with inspiration and
determination to produce something I hoped would
be worth your time and appreciation.
I have never written anything
like this before. The process
has been a delightfully
challenging and
rewarding experience
throughout, and I
have my talented allies in
its creation to thank. I now
stand at the end of my journey of putting this
unique, personal, and colorful world onto paper
from within my head, and I am extremely proud
of what we’ve done… and I sincerely hope you feel
the same.
Within these pages lie the tools to create, introduce, and run your own adventures within the
continent of Tal’Dorei, either before, during, or
after the adventures of Vox Machina. You will
learn about the history of the realm, the figures
who guide it, and the powers which may invoke
and alter the paths of the next wave of heroes
you summon within.
I offer you the necessary materials to
create legends, and I hope you enjoy bringing
them to life.
Introduction
3
tal’dorei campaign guide
4
Chapter 1: Campaigns
in
Tal'Dorei
chapter one
Campaigns
in
Tal’Dorei
F
rom the noble leaders of society who guide the political future of Emon, to the simple farmers who harvest their
dinner, everyone has their own ideas about the origins of Tal’Dorei and the entire world. Many are jumbled misunderstandings of myths passed from father to daughter, or religious rewritings of historical texts that favor the
teachings of a chosen divinity. Others remain focused on the few existing truths, digging beneath the layers of dust
and decay that hide battles long past, texts long abandoned, and heroes long forgotten. The details are often debated, and
while the common folk may live their entire lives with little care for the question of where we all came from, the question
remains, consuming the curious, calling those hungry for purpose, and fueling the business of adventuring to delve into the
dangerous shadows of ancient ruins.
The History and Calamity of Tal’Dorei
The following information outlines what is known
within scholarly circles and historical archives, kept
by the monks of the Cobalt Soul or the historians of
the Alabaster Lyceum. The learned student may begin
their journey with seeds of this history to explore, while
others uncover its truths as they wander along their path.
Regardless, we all came from somewhere, and to learn
from history is to write a better destiny.
The Myth
of
Exandria
Life ever seeks to understand its inception. Every civilization has its own interpretation of where its story
began. Even within the world of Exandria, different
cultures have creation myths that eventually converge
with history, but there is no known definitive story. Even
so, the ancient city of Vasselheim in Othanzia is largely
considered the oldest surviving city, having endured a terrible war that wiped out most of civilization more than a
thousand years ago. Vasselheim houses the earliest known
temples to the gods, and the earliest known records of
history that survived this catastrophe. Widely accepted
as the true record of the world’s origins, the myth of “The
Founding” is the interpretation held and embraced within
most of Tal’Dorei, as well as the vast lands of Exandria.
The Founding
Long ago, this world was one of tumultuous and chaotic
forces. Naught but unbridled fires, and churning, sawlike rock made up its substance. Through the ashen skies
of Creation Primordial, the gods came from beyond the
ether, new and formless. Looking upon this roiling realm,
they saw potential for great beauty, great strength, and the
chance to learn their own place in creation.
Thus, divine hands formed the First Children, the
elves, created with physical grace reflecting
the gods’ own divinity, to walk the verdant lands and
know the music of the blue skies. A second creation was
wrought—the dwarves, a hearty people intent on taming
the land, filled with the craft and invention of the divinity
beyond the ashen void. A third people were given life: the
humans, endowed with hearts of passion that burned as
brightly as their spans of life were short, filled with the
celebration and laughter of the hands creating them.
Other creations followed as the many races of Exandria
were given form from the boundless inspiration the protean
gods expressed. These Children of Creation walked the
land, and as their knowledge grew they attempted to build.
But the land was fierce and treacherous, and the children
were largely dashed and consumed by the elements. Sorrow
filled the hearts of the gods while these first races continued to struggle against a land that did not want them. The
Children looked to their creators for guidance and protection. The gods gave to them gifts, lending their own power
to their children to create and shape the world around
them; these were the first divine magics.
Thus, the various peoples began to learn how to bend
the angry earth to their will: to temper the fires that
burst through, to tame the floods that threatened their
abundance, and to foster seedling into fruit and beast into
meal. Language became commonplace, culture was born,
and governance replaced anarchy. The Protean Creators,
the divinity beyond the ashen skies, saw progress and saw
that it was good, yet fragile and in need of guardians.
So were born the First Protectors: The Dragons Metallic.
These Protectors watched over the fairer races. The
realm grew quieter, the people expanded, and new races
were given form and life. As culture grew, and the people
further understood the world around them, they too
looked up to their Creators and gave them worship, gave
them form, gave them title, and purpose.
But this realm did not wish to be tamed. Quaking cliffs
roared in defiance. Seas swelled and swallowed. Flames
erupted from underneath the lands. Beneath the elements,
unknown to the Creators beyond the ashen skies,
“…then, the vast empty heart of endless shadow befell the light of the Seeker. Cascading from the pits was the font
of life. The first moon formed the endless oceans. The second sun brought the lush soil. The third wind carried breath
of life. The fourth flame ignited the Heart of Exandria.”
—The Fourth Astural Scroll
tal’dorei campaign guide
lived ancient beings who had already taken this world as
their home: the Primordials. These great Elemental Titans
that once dwelt deep within the land now rose from their
unseen domain to sunder the land once more. The gods
watched as their children—their joy—were largely dashed
against the broken rock or fed to formless terrors unleashed
in the wake of the destruction. Demonic entities spilled
from the umbra of the Abyss to feast on the carnage, called
forth by the violence and released to pick the carrion clean.
Some gods were so full of grief and anger they wished
to abandon this world for another, trying to convince
their divine kindred to join the Primordials in reclaiming
the realm for chaos so they could move on to start anew.
Others of the Creators wished to remain and subdue these
native Primordials, to tame the land for the sake of their
creation and joy. This caused a divide among the gods.
Some left the family of the Creators to give into madness,
joining their song and sword to that of chaos and destruction, taking and twisting their children in the image of
their intent. Celestial sentinels locked into war with the
chaotic forces of the Abyss fell to hate and tyranny, forging the Hells under a fallen angel now claiming lordship.
The remaining Creators, wishing to salvage their home,
their creations, and their realized selves, were forced to
take up arms and learn new methods of protection to
defend the faithful among their creations. These gods are
referred to as the Prime Deities. They organized their followers and taught them how to draw from the very powers
of creation: to build, to change, and to destroy, all for
themselves and without the aid of divine power. Creation
learned to defend itself through practices such as alchemy
or by autonomously bending the very fabrics of existence,
though not on the scale of the gods’ works.
This gift was the knowledge of the first arcane magics.
With these newly granted capabilities, the good children
drove away their traitorous kin, banished the Betrayer
Gods to their own prison-like planes, and ultimately
destroyed the Primordials while scattering the chaotic elements to their own planes of existence just outside of this
one. Peace finally blanketed the world for the first time
since creation, and the first real civilization took root and
grew into a grand city called Vasselheim. The Cradle of
Creation. The Dawn City.
Culture developed anew, the races ventured beyond
to explore and discover their own lands, and great music
filled the air to give name to this world once and for
all: Exandria.
The Age
of
Arcanum
Over time, some of the peoples grew arrogant. Seeing
their arcane gifts as proof the gods held no sway over
their fate, some began to believe that, with enough understanding, they could become as powerful as the gods
themselves. As such, many began to shun faith for their
own pursuits. Though this hurt and surprised the Prime
Deities, they understood the willfulness of their creation
and endured out of love and hope for redemption.
Great kingdoms sprang up. Castles were built in a
day, accelerated by the arcanists’ newfound power. Even
6
Chapter 1: Campaigns
in
Tal'Dorei
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.
The advent of the arcane seemed to be the key to a
bountiful age of plenty, but also proved to threaten it,
as prosperity soon gave way to greed. Petty squabbles
erupted over resources and wealth among the elite, while
the rumor of immortality through perfected arcanum
began to drive the greatest mages wild with a lust for
power unending. One mortal mage, her name either
lost or struck from history, crafted now-forbidden rites
to challenge the God of Death, felling him and taking
his place among the pantheon, making her the first and
only mortal to ascend. One powerful archmage, Vespin
Chloras, was inspired by this display. Driven by his
hunger, he sought the guidance and power of the banished
gods, rending open the gates of their prisons and releasing
the betrayers into the mortal world.
In their imprisonment, the gods of Hatred and Despair
twisted their prison into their own image, spawning
unthinkable horrors that lived only to transform peace
into suffering, and righteousness into arrogance and greed.
The Hells and the Abyss began to push their way into
Creation. The Betrayer Gods and their hateful children,
unbanished and allowed re-entry into the Creation that
had exiled them, discovered the world unspoiled, save for
the avarice of mortals. The urge to ruin was now replaced
with the desire to dominate, and the Betrayer Gods turned
their sights first to the Archmage Vespin who freed them,
making him their first thrall. The Betrayer Gods sought out
the remnants of their offspring, scattered across the world,
and created with them a mighty and terrible new kingdom
on the far end of the world—Ghor Dranas.
In this land of evil, where the twisted power of the
lower planes seeped into this world, the lords of darkness
tainted the minds of mortals, hungrily welcoming those
who had forgotten their way home, and offering great
promises and boons to hearts easily swayed. These poisonous seeds found fertile ground in the hearts of mortals
obsessed with the unlimited power of the arcane. With
a legion of the damned behind them, the Betrayer Gods
soon made their presence known to the world with an
assault on Vasselheim itself.
Though much of the city was reduced to rubble, Vasselheim weathered the initial assault, saved by the intervention
of the gods. The Prime Deities descended to trade blows
with their former brethren. The battle between divinity and
mortalkind, heroes and demons raged ceaselessly for twenty
days and nights until the dark forces, their surprise attack
thwarted, were forced to retreat.
Evil was repulsed momentarily, but with the revelation of such a terrible foe, a dangerous arcane arms
race began. Trust was shattered indefinitely: If mortals
could fall under the sway of the Betrayer Gods, who
was an ally? If ruin like this could be unleashed under
the watchful eyes of divinity, how were they relevant?
tal’dorei campaign guide
Not trusting any but themselves, the self-interested and
singular humans beat their instruments of celebration
into instruments of incredible power: artifacts that could
be wielded by singular heroes. The dwarves’ fascination
with rock and earth turned toward isolation as they
burrowed further into the mountains, using their divine
gifts to animate legions of autonomous golems to protect
their ancestral halls. Elves used their understanding
of creation’s beauty and intricacies to weave spells of
unimaginable destructive force, the likes of which Exandria had never seen before.
For the first time since the Primordials, the focus of
magic was warfare. The gods themselves agreed to join
their children on the field of battle, descending from
the heavens to take up arms once more for the war now
referred to as “The Calamity.”
The Calamity
No record remains of the terrible war that followed, but
its effects are still felt today. The sheer magnitude of the
energies unleashed in the ensuing battles of gods and
mortals alike was enough to fray the boundaries holding
back the elemental chaos, spilling unbridled destruction
into the world. It completely rearranged the known flow
of magical ley energy across Exandria. The dark kingdom
of Ghor Dranas was brought to ruin, but the conflict devastated Exandria’s peoples, reducing most cities to ash,
inspiring in many a desire to flee from this plane of existence entirely. So great was the loss of life during the war
that historians believe no more than a third of Exandria’s
population survived, leaving the only remaining bastion of
civilization: the Dawn City itself, Vasselheim.
The world entered a long, dark period of recovery,
when history had to be recovered and purpose had to be
restored. The Betrayer Gods were banished once more to
their realms of deception and hate, but the threat of their
return weighed heavily on the world. The Prime Deities
felt that their involvement in mortal conflict was to blame
for the cataclysmic damage inflicted upon Exandria. They
knew that while the divine gateways were left open, the
prison planes that held the banished Betrayers would
remain imperfect and temporary.
Thus, in hopes of ensuring such ruin would not befall
Exandria again, they left their children to fend for themselves within and beyond the walls of Vasselheim. The
Prime Deities returned to their own realms, dragging
both Betrayer and Abomination with them and sealing
the pathways to the mortal realm behind them with the
Divine Gate. Only in this way could they prevent their
corrupted brethren from physically returning to the
material plane. Sadly, for the Prime Deities, this action
also carried with it a self-imposed sentence of exile. They
would henceforth never be allowed to visit Creation.
The disappearance of the gods is known by many
names: “The Second Spark” for those who study the
arcane; “The Penance” for those who seek closeness to
their gods; but the most common name for this time of
warfare and separation is “The Divergence,” and it marked
the end of the Age of Arcanum.
Much time has passed since, and the world has been
reborn once again. The gods still exhibit their influence and
Chapter 1: Campaigns
in
Tal'Dorei
7
tal’dorei campaign guide
guidance from beyond the Divine Gate, bestowing their
knowledge and power to their most devout worshippers, but
the path of mortals is now their own to make. New cities,
kingdoms, and cultures have retaken the world, built over
the ashes of the old. New songs fill the air, and the hope of
a brighter future drives people day after day, while buried
ruins and forgotten relics remind all people of a darker time
of mistakes that should never be repeated.
The History
of Tal’Dorei
Following the creation, and subsequent razing, of Exandria, a post-Divergence world was now left to rise from
the ashes and begin a new era. While every region has
had their own rebirth since the terrible destruction of
the Calamity, the continent that now bears the name of
this setting shall remain the focus. Let it begin with the
founding of Gwessar.
Gwessar
Not more than 800 years ago, what is now known as the
continent of Tal’Dorei housed the germinating seeds
of restored civilization. It was the hardy, dependable
dwarves who best weathered the war between gods and
mortals, and within the Cliff keep Mountains, the dwarven clans built the subterranean city of Kraghammer.
The proud clans were the first to reclaim the riches of
the earth, and nestled in its safe embrace they founded
expansive mines of rich metals and minerals, ensuring a
prosperous foothold under the banner of the ruling Clan
Jaggenstrike.
Far to the south of Kraghammer lived the elves. In
the wake of the Calamity, the surviving found shelter
in the otherworldly peace of the Feywild, returning a
generation later, united under the guidance of an elven
sorceress named Yenlara. The elves rallied to her both
for her defiant strength and her compassion in the face
of adversity. It was under Yenlara’s wise rule that elven
society once again began to reform. She led her people
westward to the Verdant Expanse, an untamed forest
born from the surging, post-Calamity energies left
untouched by the Betrayers’ evil. Calling themselves
wood elves, Yenlara’s people began to construct a new
home for elven culture in these lands. This reborn home
was given the name Syngorn.
The new elven society came to call this land Gwessar—
in their tongue, the Fields of Joy—and they refer to the
continent of Tal’Dorei by that name to this day.
The dwarves and elves are long-lived people, and when
they struggled to rebuild their civilizations, there were
those among them who still remembered the world that
was. The humans were not so fortunate. Their histories,
written by warmongers in fading ink on waterlogged
parchment and vellum, did not survive the years. Yet
humanity endured. Several centuries after the Jaggenstrike dwarves began this period of renewal, a clan of
8
Chapter 1: Campaigns
in
Tal'Dorei
humans braved the angry Ozmit Sea and sailed to what is
now western Tal’Dorei from distant Issylra.
These people had the sea in their blood, and sailed from
island to island for generations, but something called
them to Tal’Dorei. The ruins of their first settlement still
stands today: the port city of O’Noa. From O’Noa the
seafarers expanded outward, until all the western shores
fell under their banner. In the North, they found fertile
fields unsalted by the nearby sea against an inlet unmarred
by looming rocks and dangerous reefs, and they began
to build. They did not know their city would become the
heart of a great empire. They did not know the glory and
sorrow that would surround their city of Emon.
The Iron Rule
of
Drassig
The rise of human colonies vexed the elves of Syngorn.
Forests that had stood for centuries fell under the axes of
creatures who lived only a scant few decades. These tensions did not rise to war, but the humans gnawed at peace
like termites.
As the first human civilization on this part of the world
after the Calamity, a handful of self-entitled noble houses
arose in Emon and established law and structure, but
those who designed the game stacked the deck in their
favor. Corruption spread through the upper echelons of
Emon, and power-hungry politicians seized each new and
valuable resource that was discovered in their bountiful
new kingdom. They turned their citizens against each
other, forcing them to fight for scraps while they hoarded
the lion’s share.
Emon was a political war zone, and the greatest warrior
of them all was a loudmouthed braggart and cunning
oligarch named Warren Drassig. The chaos and mistrust
in Emon allowed Drassig and his agents to seize power
and transform the realm into the Kingdom of Drassig,
with Warren himself as its supreme monarch. Drassig was
quick to sever any remaining connections with the elves
of Syngorn and make new alliances with the dwarves of
Kraghammer, marrying Drassig’s autocratic power with
the dwarves’ immense material wealth.
The elves were furious, but the ambassador from Syngorn to Emon, an idealisitic grandson of the still-living
Yenlara, hoped to resolve this diplomatically. Upon
arrival, he was apprehended, tortured, and slain. This final
act of treachery sent Syngorn into arms, and the continent
erupted into a long and terrible war between Yenlara’s kin
and Drassig’s bloodline known as the Scattered War.
The Scattered War
The Scattered War lasted for thirty-two years and is
colloquially known as the “Time of Shrouds:. The war
spanned throughout the Cliffkeep Mountains and into
parts of the Verdant Expanse, with the human colonies
spread throughout the soon-to-be-warring territories. The
settlements, towns, and cities had no means of long-range
communication, and could not warn each other; Drassig was able to attack each one with little resistance. He
taught his soldiers to infiltrate their enemy, listening from
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Critical Role: Tal’Dorei Campaign Setting Pre-Order and PDF
Pre-ordering is now active for the Critical Role: Tal’Dorei Campaign Setting!
Important! You have three choices of where to start, so please make sure you choose the one you want:
- Pre-Order for Shipping:
This is the option to get the physical book shipped to you once they are done printing. You’ll receive an offer to get the PDF version right away for just $5, but you must choose “Add to Cart” in the pop-up window to get the offer. - Pre-Order for Gen Con Pick-Up:
This is the option to choose if you are going to be at Gen Con 50 this August in Indianapolis and can come by the Green Ronin Publishing booth (#1321 in the Exhibit Hall) to pick up your book in person, with photo ID. When you check out you’ll be offered the PDF version for just $5, but you must choose “Add to Cart” in the pop-up window to get the offer. - PDF:
Don’t like lugging books around with you as you search for adventure in Tal’Dorei? This is the option for you.
Questions?
We have a FAQ set up just for you. If you’re still not sure about something, you can write our Customer Service Templar at [email protected]. But please do read the FAQ first.
Short URL: https://greenronin.com/i7VRq
Tal'dorei Campaign Guide Pdf Download
Evan Sass
Tal'dorei Campaign Guide
Evan got his start in the hobby game industry in 1995, as a co-founder of Rubicon Games. Among other games, he has worked on Cranium, Cranium Hullabaloo, and the Pokémon trading card game. RPGs he has edited for include Everway, Ork! The Roleplaying Game, Spaceship Zero, Warhammer Fantasy 2e, the d20 System, A Song of Ice and Fire, Mutants & Masterminds, Dragon Age, Fantasy AGE, Pathfinder, and Critical Role (5e). He has been managing our web sites since about 2002. He co-designed Walk the Plank, our card game of piratical trick taking.