Where the land forgets whether it is water or earth, the Brackish Brinelands fester and flourish in equal measure—an ancient estuary of murky canals, resilient folk, and secrets lost beneath the peat. Here, decay births life, and even the still waters whisper of old magic.
Nestled along the eastern coast of Eldervast, the Ardent Woods is a vast, enchanted forest bathed in perpetual autumn. Towering trees with gold and copper leaves form a radiant canopy that glows with soft, otherworldly light.
Before time was measured and before the world of Gaiathrae took form, there existed only the infinite void—a place without matter, shape, or meaning. Yet from the heart of this nothingness came a spark, a force of unimaginable power that sought to bring order to the formless expanse.
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.
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.
“Some things can be unmade—just mind what gets taken in trade.”
“Lay the candle down, traveler—here, in the quiet, even grief can see.”
“Lay the token true, and even the tide will hush.”
“If the wind swallows your name, the bell will give it back—once.”
“Light is a language the grieving can still hear.”
"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."
You don’t summon a Boneclaw. You birth one—when you make a promise soaked in blood, and break it.
Don’t look it in the eyes. Don’t call it by name. And never wander the fields after dark — or you’ll hear the rustling.
He doesn’t speak. He remembers. Every cut, every betrayal, every broken oath etched in steel. You don’t just die fighting the Hollow—you’re judged.
He fell from the skies like a comet of iron and rage. And when he stood, the ground burned with his name.
He walks the old ward each night, dragging chains that whisper in tongues long dead. Some say if you follow him, you’ll hear your name stitched into his skin.
A flicker of leathery wings. The scent of brimstone ink. Then: a scroll — ancient, enchanted, and binding — lands at your feet. It bears your name. And behind it floats a grinning thing with too many teeth and a very official-looking seal.
They say it was once a guardian of the gods. Now it stands in the overgrown halls of the jungle temples, motionless until your blade dares to draw blood within sacred ground.
It doesn’t bleed, doesn’t speak, doesn’t stop. You don’t steal from Tyrr-Rathak — not twice. The golem remembers.
Still it waits beneath the overgrown ruins, motionless and watchful. They say if you speak the name of its long-dead master, it turns its head. But only once.
Underbough Soles is a warm and welcoming cobbler’s shop nestled along the cobbled main road, its rounded workshop framed with finely carved woodwork and shelves brimming with shoes, boots, and sandals of every kind.
The Wayfinder’s Coil is a refined yet adventurous establishment, its polished wood floors and precisely placed furniture betraying the obsessive order of its owner, Minessa Vellwind.
The Broadbeam Timber Yard is a bustling workshop of sawdust and craftsmanship, where the scent of freshly cut pine mingles with the faint tang of linseed oil.
The Silent Line is a place where the written word becomes art, and every brushstroke carries weight.
Set within thick stone walls and timber-framed charm, this dwarven-run taproom is both rustic and refined.
A radiant, circular garden amphitheater framed by sunflowers, stone terraces, and ancient forest. Built for song, spectacle, and sacred midsummer rites—now, anything may take the stage.
The Driftmurk is a stinking, pestilent mire of stillness and storm.
The Riverbank Village is a serene settlement nestled along the winding bends of a crystal-clear river.
Cinderspark Alley is a narrow, winding city passage caught between the blaze of rebellion and the shimmer of arcane unrest.
NEW CONTENT! Now includes a PDF version of the Supplemental Adventure, Voyage of the Remorhaz! Also includes updated maps and assets, Frozen Sick 2025 ReinKarnated includes an original homebrew adventure aboard The Remorhaz as the party travels to Eiselcross!
Embark on a journey aboard The Bluff’s Gamble, a luxurious steamboat making its maiden voyage through the breathtaking Briarflow Passage. This adventure combines the intrigue of a murder mystery with the danger of ancient curses lurking in the rugged cliffs and waterways of the Briarthorn Bluffs.
The Frosted Glare is an immersive blend of psychological suspense, exploration, and combat, set against the harsh backdrop of the Tempest Peaks.
The Labyrinth of Endless Stench is calling adventurers to test their mettle against its twisted paths and lurking dangers. Explore the fog-choked Driftmurk, solve mind-bending riddles, and confront a monstrous guardian deep in the heart of the maze.
In the Endless Expanse's bustling town of Haboob, Zarax the Unyielding revives the Scufflestray Gauntlet. Face grueling trials and fierce champions in this grand arena. Triumph brings wealth, honor, and the favor of Gnome King Thizzlewick.
A remote outpost, inhabited by archaeological researchers in the Whispering Tundra has gone quiet. Communications are lost and the party is hired to investigate.
As the sun rises over the rolling hills of Vastwyn Valley, the tranquil beauty of the landscape belies the mysterious disturbances that have recently plagued the region.
In the Elven village of Goldleaf Haven, deep in the Ardent Woods, a beloved woodworker's tragic murder casts a dark shadow over a peaceful community. As whispers of secrets and hidden rivalries echo through the branches, a mystery must be solved before the true culprit escapes justice.
In the sprawling, golden pastures of the Wanderlust Plains, two centaur clans, the Ombu and Pampas, prepare for a crucial summit under the shadow of the Great Ombu Tree.
Tsolenka Pass is a treacherous mountain road carved into the icy face of Mount Ghakis, connecting Barovia’s desolate wilderness to the dread secrets of the Amber Temple.
A decaying windmill hides a monstrous secret—where night hags bake dream pastries from the bones of Barovia’s children. Old Bonegrinder challenges adventurers to confront horror not just with blades, but with conscience.
Deep within the ice-lashed peaks of the Balinok Mountains lies the Amber Temple — a colossal subterranean vault built to imprison darkness itself.
Argynvostholt, a ruined mansion once home to a noble silver dragon and his knightly order. Now haunted by undead revenants led by the vengeful Vladimir Horngaard, the stronghold holds the key to restoring hope in Barovia.
The Wizard of Wines, Barovia’s only source of comfort, stands on the brink of destruction. A fanatical group of druids have overrun the vineyards, turning them into a battleground of blights and despair.
The Village of Krezk is a secluded, tight-knit community nestled against the towering, mist-covered mountains of Barovia. Enclosed by thick stone walls, the village exists in a near-constant state of quiet isolation, guarded from the darker forces that plague the land.
The Town of Vallaki is a major location central to numerous aspects of Curse of Strahd. This ReinKarnated chapter of the adventure is especially huge with 17 maps with gridded and labeled variants, 30 NPC portaits and tokens, and 10 scenery renditions.
The Walls of Castle Ravenloft stand as imposing sentinels, shrouded in eternal shadow, guarding the fortress against the harsh elements and the unwelcome alike.
The Gates of Barovia stand as a formidable entrance to a land shrouded in mist and darkness while the Svalich Woods form a haunting and foreboding landscape.
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.
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.
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.
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.