Explorer's Guide to Wildemount
Explorer's Guide to Wildemount is a sourcebook for the fifth edition of Dungeons & Dragons, published by Wizards of the Coast on March 17, 2020, that details the continent of Wildemount in the fantasy world of Exandria as developed for the web series Critical Role.[1][2] The book, primarily authored by Matthew Mercer—the Dungeon Master of Critical Role—provides an expansive gazetteer of Wildemount's nations, factions, and geography, enabling players and Dungeon Masters to run campaigns in this setting.[3][2] It introduces new player options including subclasses, spells, and the dunamancy magic system unique to Exandria, alongside a "heroic chronicle" mechanic for generating character backstories through collaborative storytelling.[4][2] Complementing the lore, the 304-page hardcover includes four starter adventures—"Frozen Sick," "Dangerous Designs," "Unwelcome Spirits," and "Divergent Paths"—designed to introduce players to Wildemount's conflicts and mysteries, such as the Dwendalian Empire's tensions and the influence of ancient calamities.[2][3] This integration of Critical Role's narrative elements with core Dungeons & Dragons mechanics has positioned the guide as a bridge for fans of the series into tabletop role-playing, while offering standalone utility for broader use.[5][6]Overview
Publication Details
Explorer's Guide to Wildemount was published by Wizards of the Coast, the primary publisher for official Dungeons & Dragons materials, in collaboration with [Critical Role](/page/Critical Role).[1] The hardcover edition spans 304 pages and carries the ISBN 978-0-7869-6691-2.[4] The book was released on March 17, 2020, following pre-order availability announced in January of that year.[1] It serves as a campaign setting supplement for the fifth edition of Dungeons & Dragons, with a suggested retail price of $49.99.[7] Credits list Matthew Mercer as lead writer, assisted by writers James J. Haeck, James Introcaso, and Chris Lockey; development was handled by Jeremy Crawford, Dan Dillon, and others from the Wizards of the Coast team.[3]Core Contents
![Cover of Explorer's Guide to Wildemount][float-right]The core contents of Explorer's Guide to Wildemount provide a comprehensive framework for Dungeons & Dragons campaigns set in the continent of Wildemount within the world of Exandria, blending lore, character customization, and adventure resources. The book begins with a preface by Matthew Mercer, the setting's creator, followed by "Welcome to Wildemount," which introduces the continent's themes of conflict, magic, and exploration, emphasizing its political tensions and diverse regions.[3] Chapter 1, "Story of Wildemount," outlines the historical timeline from ancient eras like the Founding and Age of Arcanum through the Calamity and Divergence, culminating in the current Era of Reclamation around 835 PD, alongside descriptions of the Prime Deities, Betrayer Gods, and other divine entities influencing the setting. Chapter 2, "Factions and Societies," details major political groups such as the Dwendalian Empire, the Kryn Dynasty, and the Clovis Concord, including their leaders, structures, and rivalries, which drive ongoing conflicts like the cold war between empire and dynasty. Chapter 3, "Wildemount Gazetteer," serves as a regional guide, covering the empire's crown cities (e.g., Rexxentrum, Zadash), the Menagerie Coast's ports, the Ashkeeper Peaks' clans, the Greying Wildlands' wastes, the Cyrios Mountains' Xhorhas badlands, and the frozen north of Eiselcross, each with key locations, cultures, and hooks for adventure. Chapter 4, "Character Options," expands player choices with four new player character races (e.g., aasimar variants, dragonborn subraces), updated subraces for core races, four subclasses (like Echo Knight for fighters and Chronurgy Wizard for wizards), new spells, feats, and the Heroic Chronicle system for backstory generation tying characters to Wildemount's lore. Subsequent chapters focus on gameplay integration: Chapter 5 offers four starter adventures scaled for levels 1-3, designed to immerse players in Wildemount's intrigue; Chapter 6 presents unique magic items, including Vestiges of Divergence—legendary artifacts from the Calamity; and Chapter 7 introduces a bestiary of 23 creatures native or tied to the setting, such as dunamancy-infused beasts and abyssal threats.[3] The volume concludes with a glossary of terms and credits, totaling 304 pages of full-color content published on March 17, 2020.[3]
World of Wildemount
Geography and Political Structure
Wildemount, a continent in the world of Exandria, encompasses a range of terrains from the frigid, ancient ruins-laden Eiselcross in the north to the lush, tropical Menagerie Coast along the southwestern shores of the Lucidian Ocean. Central Wynandir features expansive plains like the Zemni Fields, dense swamps such as Labenda, and mountainous barriers including the Cyrios and Dunrock ranges, while eastern Xhorhas consists of arid badlands, volcanic wastes, and the jagged Ashkeeper Peaks. These features influence settlement patterns, with fertile valleys supporting agriculture and trade in the west, and harsher environments fostering nomadic or subterranean societies in the east.[8] Politically, Wildemount is fragmented into major powers amid simmering tensions, particularly the war between the Dwendalian Empire and the Kryn Dynasty that erupted around 835 PD. The Dwendalian Empire dominates western and northern Wynandir as a centralized monarchy under King Bertrand Dwendal, who rules from Rexxentrum with absolutist authority enforced by the Crownsguard and a network of noble houses; real power is often wielded by the Cerberus Assembly, an oligarchy of archmages that advises on arcane matters and maintains strict oversight of magic use through the Everwatch.[8][9] The empire, founded approximately 500 years prior, emphasizes law, order, and human supremacy, with regional governance via dukes and barons in provinces like the Marrow Valley and the Biting North.[9] In contrast, the Kryn Dynasty governs Xhorhas as a theocratic empire led by the Bright Queen Leylas Kryn from Rosohna, structured around the Luxon faith's beacons that enable consecution—a cycle of reincarnation preserving knowledge across lives among the umavi elite. Society is militaristic and decentralized into houses like the Den'ori, with denizens including drow, orcs, and goblins united against external threats, though internal schisms exist between traditionalists and reformers.[10] The Menagerie Coast forms the Clovis Concord, a loose confederation of mercantile city-states such as Nicodranas and Port Damali, governed collaboratively by the wealthy Clovis family and the Marquesian Assembly; this structure prioritizes trade, piracy regulation, and multiculturalism, with naval power securing maritime routes while avoiding entanglement in continental wars. Neutral zones like the Greying Wildlands serve as contested buffers riddled with ancient ruins and monstrous threats, exacerbating border skirmishes between the empire and dynasty.[8][10]Historical Background
The continent of Wildemount's recorded history begins with the primordial era of Exandria's creation, where the Prime Deities shaped the world and its mortals, fostering early civilizations amid divine guidance. This progressed into the Age of Arcanum, a period approximately 1,500 years before the Divergence (roughly -1,500 to -0 PD), during which arcane practitioners achieved unprecedented mastery over magic, establishing floating cities, necromantic empires, and artifacts rivaling godly power; however, this hubris invited corruption and the ire of the Betrayer Gods, escalating into the Calamity—a devastating global war between the Prime Deities and Betrayer Gods that shattered civilizations, unleashed monsters, and scarred the land with residual arcane fallout. The Calamity concluded with the Divergence (0 PD), when the Prime Deities sealed the Betrayer Gods and themselves away from direct mortal interference to prevent further annihilation, ushering in an era of mortal autonomy marked by the Calendar of the Post-Divergence (PD). Survivors in Wildemount, many sheltered in underground enclaves like the Crystalfen Caverns or remote strongholds, emerged to rebuild amid ruins; early post-Divergence societies included dwarven clans in Grimgolirir, elven remnants in Zemniaz, and human baronies in Wynandir, often clashing over scarce resources while fending off lingering aberrations and undead.[11] By the 5th century PD, consolidation efforts in western Wynandir led to the founding of the Dwendalian Empire in 539 PD under Emperor Manfried I Dwendal, who forged unity from warring fiefdoms through military campaigns and strategic marriages, establishing Rexxentrum as the imperial seat and the Cerberus Assembly as an arcane advisory body in 586 PD to regulate magic post-arcane abuses. The empire's expansionist policies, emphasizing Cerberus-monitored arcanism and suppression of non-imperial faiths, solidified its dominance over Wynandir by the 8th century PD, though internal tensions arose from noble intrigues and the assembly's growing influence.[12][13] In eastern Xhorhas, a harsh wasteland of nomadic tribes and ancient ruins, history diverged with the emergence of the Kryn Dynasty around 635 PD, reformed under High Sovereign Leylas Kryn's revelation of the Luxon—a mysterious entity enabling beacon-assisted resurrection cycles that extend lifespans indefinitely and underpin drow-centric theocracy. Tracing nominal roots to pre-Calamity aurumite civilizations, the dynasty unified fractious hordes into a beacon-worshipping empire, fostering conquests westward and ideological clashes with imperial orthodoxy. Tensions culminated in the War of Ash and Light erupting circa 835 PD, pitting the Dwendalian Empire against the Kryn Dynasty over borderlands like the Ashkeeper Peaks, with skirmishes involving dunamancy experiments and beacon raids shaping contemporary geopolitics.[14][15]Key Factions and Ongoing Conflicts
The continent of Wildemount features a complex web of political entities, with the Dwendalian Empire and the Kryn Dynasty as the dominant powers locked in protracted warfare. This central conflict, termed the War of Ash and Light, commenced in 835 PD amid escalating border incursions and fundamental ideological divergences, persisting through 836 PD and influencing trade, alliances, and adventuring opportunities across the region.[16][15] The Empire views the Dynasty as a barbaric threat to civilized order, while the Dynasty perceives the Empire's expansion as an assault on its spiritual sovereignty tied to Luxon worship.[12][14] The Dwendalian Empire, centered in Rexxentrum and spanning the fertile western Wynandir plains, operates as an absolute monarchy under King Bertrand Dwendal, who ascended in 792 PD and prioritizes territorial consolidation and internal security.[12] Its governance relies on the Crown, a triad of provincial governors, and the Crownsguard for enforcement, supplemented by the Cerberus Assembly—a guild of archmages granted autonomy in arcane pursuits but monitored for loyalty.[2] The Empire's war efforts emphasize disciplined legions and fortified borders, though internal dissent from groups like the Julous Vault seeks reform against perceived overreach.[12] Opposing it, the Kryn Dynasty rules the harsh eastern Xhorhas badlands from Rosohna, structured around matriarchal Dens that venerate the Luxon through beacon rituals enabling consecution—a cycle of reincarnation preserving elite souls.[14] Empress Leylas Kryn, who has undergone over 800 reincarnations, directs the Aurora Watch for military defense and expansion, framing the war as a crusade to reclaim lost beacons and counter Imperial "materialist" tyranny.[2] Dynasty forces employ guerrilla tactics and drow-centric hierarchies, with subordinate Xhorhasian tribes providing auxiliary support amid ongoing tribal skirmishes.[14] Neutral or opportunistic factions exacerbate tensions, including the Clovis Concord, a coalition of city-states along the Menagerie Coast that maintains profitable neutrality through naval trade and privateers, avoiding direct entanglement while supplying both sides.[2] The Myriad, a transnational criminal network led by figures like "The Gentleman," exploits wartime chaos for smuggling, extortion, and espionage, infiltrating ports and ruins alike.[2] In the Greying Wildlands, the Diarchy of Uthodurn—governed by frost giant and elven regents—pursues isolationist policies, intervening only against spillover threats from the war or ancient ruins.[17] Religious orders like the Prime Deities' followers in the Empire clash with the Dynasty's Luxon faith, while arcane cabals and beastfolk tribes add layers of proxy conflicts over resources and artifacts.[2] These dynamics foster a landscape of fragile truces, betrayals, and adventurable hooks centered on espionage, relic hunts, and border raids.Development and Production
Conceptual Origins
The continent of Wildemount originated from Matthew Mercer's extensive world-building for his personal Dungeons & Dragons campaigns within the broader Exandria setting, which he began developing years prior to the Critical Role series. Mercer crafted Wildemount specifically as the primary locale for Critical Role's second campaign, emphasizing intricate societal structures, factional conflicts, and environmental responses to historical events such as divine wars between creator gods and primordials. His process involved rationalizing how cultures evolve through friction—such as religious schisms or territorial threats—while leaving flexibility for player-driven narratives.[18] Key conceptual inspirations included Mercer's fascination with quantum physics and astrophysics, which informed the invention of dunamancy, a magic subclass manipulating gravity, time, and probability to differentiate Wildemount's arcane traditions from standard Dungeons & Dragons lore. This approach extended to broader themes of mythological pantheons influencing mortal societies and humanity's recurrent failures to heed historical lessons, blending ancient myths with critiques of egotism and unchecked power in magic use. The Kryn Dynasty, for instance, emerged as a pre-campaign innovation to explore these probabilistic elements, adding layers of philosophical and metaphysical depth to the setting's empires and dynasties.[19][20] The conceptual framework gained public exposure through Critical Role's second campaign, which premiered on January 11, 2018, and unfolded narratives that tested and expanded Wildemount's lore in real-time. Formalization accelerated post-2017 with Mercer's work on the unofficial Tal'Dorei Campaign Setting guide, shifting from ad-hoc notes to structured documentation suitable for publication. Wizards of the Coast's subsequent outreach transformed this homebrew foundation into the official Explorer's Guide to Wildemount, aiming to adapt Mercer's vision for wider accessibility while incorporating playtested mechanics like new subclasses and spells.[19]Writing and Collaboration
Matthew Mercer served as the lead writer for Explorer's Guide to Wildemount, formalizing and expanding the Wildemount continent he originally developed as the setting for Critical Role's second Dungeons & Dragons campaign, which began streaming in 2018.[19] He contributed across narrative lore, mechanical elements such as subclasses and monsters, and structural organization, drawing from years of in-game improvisation and post-campaign notes refined after the 2017 Tal'Dorei Campaign Setting guide.[19] Mercer collaborated with writers James J. Haeck, James Introcaso, and Chris Lockey, experienced Dungeons & Dragons content creators who assisted in detailing setting-specific mechanics, adventure hooks, and regional histories to ensure comprehensive coverage beyond Mercer's core framework.[19] The book emerged from an unsolicited partnership initiated by Wizards of the Coast contacting Critical Role Productions, with Wizards providing development support through figures like Jeremy Crawford and Dan Dillon to align content with 5th edition standards, including rule balance and playability.[19][20] This process incorporated months of iterative refinements based on feedback from Wizards' extensive, nondisclosure-bound playtesting network, which vetted new elements like dunamancy magic and faction dynamics for mechanical soundness and integration with core rules.[20]Announcement, Leaks, and Release Timeline
The product listing for Explorer's Guide to Wildemount leaked on Amazon on January 12, 2020, prematurely disclosing the title, cover artwork, price of $49.95, and release details before any official confirmation.[21][22] Wizards of the Coast and Critical Role made the official announcement on January 13, 2020, via the Critical Role website and social media, describing the book as a comprehensive campaign guide set in the continent of Wildemount within the world of Exandria, developed in collaboration with Dungeons & Dragons.[1][23] Pre-orders opened concurrently with the announcement, positioning the book for a hardcover release on March 17, 2020.[1][24] Ahead of the official street date, select local game stores began distributing copies as early as March 16, 2020, prompting community discussions and partial content sharing in online forums, though no widespread full-content leaks occurred prior to launch.[25]Gameplay Elements
Character Creation Options
The Explorer's Guide to Wildemount supplements standard Dungeons & Dragons Fifth Edition character creation rules with setting-specific adaptations for races, classes, backgrounds, and backstory generation tailored to the continent of Wildemount. Players select from core Player's Handbook options while incorporating regional lore, such as the pervasive influence of the Dwendalian Empire, the Cerberus Assembly's arcane oversight, and the Luxon religion's beacons, to ground characters in Exandria's political and cultural tensions.[3] This chapter emphasizes integration with Wildemount's history, including the Calamity and recent Apogee Solstice events, allowing characters to reflect factions like the Clovis Concord or Myriad thieves' guild. Races and Subraces. The guide details cultural adaptations for Player's Handbook races like dwarves (e.g., mountain clans in the Greying Wildlands), elves (divided by Menagerie Coast vs. Xhorhasian origins), halflings (rural Biting North communities), and humans (diverse ethnicities under imperial rule), alongside monstrous humanoid options such as aarakocra, aasimar, dragonborn, firbolg, genasi, goliath, tabaxi, tiefling, and triton. It introduces three new or reprinted subraces: the lotusden halfling, attuned to Wildemount's wilds with nature-based spellcasting and beast speech; the pallid elf, Xhorhasian moon-worshippers granting necrotic resistance and fey ancestry benefits; and the sea elf, adapted for coastal Menagerie life with oceanic swimming speeds and underwater combat proficiency.[26] These options enable characters to embody Wildemount's diverse biomes, from Zemni Fields farmlands to Ashkeeper Peaks wastes, without altering core mechanics. Classes and Subclasses. All twelve core classes from the Player's Handbook are available, with Wildemount lore suggesting roles like imperial knights for fighters or assembly mages for wizards. Three new subclasses introduce dunamancy, a magic school manipulating fundamental forces like time and gravity, originating from Luxon beacons and restricted by the Cerberus Assembly.[27] The echo knight fighter (level 3) summons manifestations of alternate selves for extra attacks, teleportation, and damage swapping, evoking Wildemount's temporal anomalies.[28] Wizard options include the chronurgy magic subclass (focusing temporal control via dunamantic metachrony for advantage rerolls and time foresight spells like gift of alacrity) and graviturgy magic (altering gravity with spells such as magnify gravity and telekinetic movement).[29] These subclasses access 13 dunamancy spells, including fortune's favor for probability shifts and immovable object for gravitational anchors, primarily exclusive to them to maintain balance. Backgrounds and Heroic Chronicles. Two new backgrounds tie characters to Wildemount intrigue: the grinner, a Myriad entertainer-spy with deception proficiencies, poisoner's kit, and forged documents; and the volstrucker agent, a Cerberus Assembly psionic infiltrator granting psychic damage cantrips and mind-masking.[30] Standard backgrounds can be flavored regionally, such as a folk hero from Xhorhasian nomads. The heroic chronicle system provides d10 tables for randomized or selected backstories, covering origins (e.g., imperial orphan or beacon survivor), key events (like surviving a solstice), and complications (faction debts or Luxon marks), fostering ties to Wildemount's 800-year post-Calamity timeline.[28] This optional tool, rolled before ability scores, ensures characters start with narrative hooks like empire loyalty or Kryn Dynasty reincarnation echoes.[31]Narrative and Adventure Tools
Explorer's Guide to Wildemount furnishes Dungeon Masters with specialized resources for constructing narratives and adventures in the continent's intricate political and magical landscape. These tools emphasize integration of Wildemount's core themes, including the Dwendalian Empire's authoritarian rule, the Cerberus Assembly's arcane intrigues, and the lingering scars of the Calamity, enabling campaigns that blend high fantasy with geopolitical tension.[3] Central to these resources are location-specific adventure hooks embedded in the gazetteer entries for regions like the Zemni Fields, Marrow Valley, and Eiselcross. Each major settlement or landmark typically includes one to three concise plot seeds, drawing on local factions, historical events, and environmental hazards—such as undead incursions in the Biting North or smuggling operations along the Menagerie Coast—to provide immediate entry points for player characters. These hooks prioritize causal connections to broader conflicts, like the Empire's expansionism or the Kryn Dynasty's Luxon beacon pursuits, fostering emergent storytelling without prescriptive linearity.[3][32] Random tables further support dynamic adventure generation, offering tables for elements like travel mishaps, weather anomalies influenced by Wildemount's leylines, and encounter complications tied to dunamancy or regional monsters. For instance, tables in the survival and exploration sections generate variables for overland journeys, including ambushes by empire patrols or arcane surges, which adapt to the setting's volatility and encourage improvisation over static encounters. These mechanics, derived from core Dungeons & Dragons systems but flavored for Exandria, appear across chapters but are particularly leveraged in adventure design to simulate the unpredictability of Wildemount's wars and wilds.[26][8] Chapter 5, "Adventures in Wildemount," culminates these tools with four self-contained modules calibrated for 1st- to 3rd-level parties, each spotlighting a distinct region to exemplify narrative integration:- Dangerous Designs, set in the industrial Marrow Valley, involves intrigue amid the Dwendalian Empire's heartland, highlighting themes of corruption and mechanical innovation.[33]
- Unwelcome Spirits, unfolding on the Menagerie Coast, explores maritime perils and spiritual unrest, incorporating naval combat rules from the Dungeon Master's Guide.[34]
- Frozen Sick, located in the icy Eiselcross wastes, centers on survival against environmental extremes and mysterious afflictions, utilizing thin ice and frigid water mechanics.[35]
- A module in the Greying Wildlands addresses the fallout from the War of Ash and existential threats in the fractured badlands.[32]
Dungeon Master Resources
Chapter 5 of Explorer's Guide to Wildemount, titled "Adventures in Wildemount," equips Dungeon Masters with practical tools for integrating the setting into campaigns, emphasizing narrative hooks, random generation elements, and structured starter scenarios.[2] These resources facilitate campaign preparation by providing mechanisms to generate plot elements tied to Wildemount's lore, such as divine conflicts and regional intrigues, without requiring extensive prior familiarity with the Critical Role campaigns.[36] Key components include random tables for story hooks and foreboding prophecies, which Dungeon Masters can roll on to inspire personalized arcs, such as omens of betrayal or ancient curses awakening in specific locales like the Dwendalian Empire or Xhorhas.[36] These tables draw from the continent's history of calamity and factional tensions, offering 20-30 entries per category to promote replayability and adaptation to player actions.[26] Prophecies, in particular, link to character backstories via the Heroic Chronicle system, allowing Dungeon Masters to foreshadow long-term consequences like rival emergences or fate-altering events.[6] The chapter features four self-contained introductory adventures designed for characters levels 1 through 3, each anchored in a distinct Wildemount region to showcase environmental and cultural variety:- Frozen Sick: Set in the frozen wastes of Eiselcross, players investigate a mining outpost plagued by a mysterious illness tied to ancient ruins and aberrant horrors.[37]
- Unwelcome Spirits: Occurring in the Clovis Concord's coastal areas, this scenario involves ghostly disturbances in a haunted mansion, revealing smuggling operations and undead threats.[34]
- Tide of Retribution: In the Dwendalian Empire's ports, adventurers uncover a plot involving explosives and imperial spies, escalating to combat against dynastic infiltrators.[38]
- Danger at Dunbarrow Cove: Located in the wastes of Xhorhas under Kryn Dynasty influence, it centers on a cove's perils, including monstrous guardians and lost artifacts.[3]