Professional Documents
Culture Documents
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
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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