At the edge of the world, where the wind never truly rests and the ice remembers every footstep, there stands a village that refuses to fall.
“Some places are meant to be crossed once—and never lightly.”
“The dead do not ask to be remembered. The living require it.”
“Every cure opens a door. I decide which ones stay shut.”
“Rain does not arrive late. It arrives after you fail to listen.”
“The marsh already knows what you’ll choose. It just hasn’t decided how to answer yet.”
“If it leaves tracks, it can be learned. If it can be learned, it can be killed.”
Where Ashkhar walks, fire obeys — and the world learns the price of defiance.
The land does not burn where it passes. It melts.
It does not grow heads to survive. It grows them to remember.
Where lightning strikes twice, it is because Korthyrax has turned around.
“You do not fight the wind. You endure it—if it allows you to.”
“Order is brittle. Chaos is honest. And I am very good at making honesty lethal.”
Sacred Root Crossing is a living causeway—an ancient weave of thick, gnarled roots and firmer peat threading across dark, still water like a natural bridge that was never meant for hurried feet.
Lantern Rite Crossing is a narrow causeway of packed earth and stone edging through a pair of dark marsh pools, its borders marked by low rock lines and solemn stone lantern pedestals.
Volatile Herb Garden is a luminous wetland patchwork—raised peat beds boxed in timber frames and overflowing with bright, bioluminescent blooms that burn like embers against the dark water.
Stormwatch Rise is a lone hump of higher ground in an expanse of marsh—an exposed peat mound crowned with wet grass and ringed by wind-bent reeds that hiss and bow under the weight of steady rain.
Sunken Vision Pool is a mirror-still bog hollow where the water lies unnaturally calm.
A deceptively quiet wetland pocket: a murky, reed-ringed pond surrounded by worn footpaths and low stone outcrops, the kind of place that looks like nothing more than a hunter’s rest stop or an old animal wallow.
NEW CONTENT! Now includes an all new prelude one-shot, the Sharkfeather Scout Hunt! Also includes updated maps and assets.
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.
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.
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.
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.