Critical Role Here's The Official Wildemount Announcement!

After the various leaks over the weekend from Amazon and Barnes & Noble, the official announcement has just dropped! It's a different description to the one on Amazon, and contains a little bit more information about the contents of the upcoming setting book, which includes four introductory adventures!


Create your own Critical Role campaigns with this sourcebook for the world's greatest roleplaying game!

Explorer’s Guide to Wildemount
provides everything you need to play Dungeons & Dragons on the continent of Wildemount (set within the world of Exandria)—a land of war, betrayal, and swashbuckling adventure.

Comprised of four regions, Wildemount provides endless potential for adventure in a land of brewing conflict and incredible magic. Rising tensions boil over into all-out war between the politically dubious Dwendalian Empire and the light-worshiping wastefolk of Xhorhas, supplying a vibrant backdrop for any D&D campaign to explore.
  • Uncover a trove of new options usable in any D&D game, featuring subclasses, spells, magic items, monsters, and more, rooted in the adventures of Critical Role—such as Vestiges of Divergence and the possibility manipulating magic of dunamancy.
  • Start a campaign in any of Wildemount’s regions using a variety of introductory adventures, dozens of regional plot seeds, and the heroic chronicle system—a way to create character backstories rooted in Wildemount.
  • Explore every corner of Wildemount and discover mysteries revealed for the first time by Critical Role Dungeon Master, Matthew Mercer.
Pre-order at your local game store, book stores such as Barnes & Noble, or online at retailers like Amazon.

Price: $49.95
Release Date: 17 March, 2020
This book’s contents include the following:
  • An expansive Wildemount gazetteer.
  • Descriptions of the major factions of Wildemount.
  • Player options that include new subclasses, new spells, and a tool to help players deeply integrate their characters into the setting.
  • New magic items, including weapons that become more powerful to match their wielders.
  • New creatures native to Wildemount.
  • Four introductory adventures—one for each unique region of Wildemount.
Largely written and helmed by Matthew Mercer, the Dungeon Master of Critical Role and creator of the world of Exandria, this 304-page book features work by talented designers, writers, and artists from the D&D and Critical Role communities.
Explorer's Guide to Wildemount is an expansive, vivid campaign setting anyone can enjoy regardless of their familiarity with Critical Role, and an open invitation to make the mysteries and dangers of Wildemount your own.


This also dropped in my inbox, with a couple of quotes from those involved, such as Matt Mercer and WotC's Nathan Stewart:

RENTON, WA – January 13, 2020 – When Critical Role debuted in March 2015, no one predicted the success of a Dungeons & Dragons liveplay show starring prominent voice actors. Not only has the show inspired a vast fan community of “Critters” to create fan art, cosplay, and even musicals based on Critical Role’s adventures, but the stories crafted by Matthew Mercer and his friends have encouraged droves of new players to try D&D for the first time. The D&D Team at Wizards of the Coast is excited to officially collaborate with Mercer by publishing a brand new tabletop roleplaying book detailing the continent explored in the second campaign ofCritical Role, complete with player options such as subclasses, magic items, and more. Explorer’s Guide to Wildemount will be available in stores everywhere on March 17, 2020!

Critical Role is a great example of why Dungeons & Dragons has been popular for over 45 years: a group of friends getting together, telling stories, and making each other laugh. In this case, the friends are talented performers playing live on camera, but the fun’s the same. We’re thrilled D&D fans and Critters alike can now enjoy playing in Matt’s world, as brought to fifth edition in this lovingly-crafted book,” said Nathan Stewart, VP of Franchise for Dungeons & Dragons.

“I'm sincerely so honored and excited to be working directly with Chris Perkins and this team of talented D&D writers and designers to bring this book to not just our community, but to D&D players everywhere,” said Matthew Mercer, Chief Creative Officer and Dungeon Master of Critical Role, as well as lead writer on the guide. “Dungeons & Dragons has had such a massive, positive impact on nearly my entire life, and I am ever inspired by the endless creativity I see it spark in so many others across the world. To have been able to work with Wizards of the Coast to bring my world to life as an official campaign book is nothing short of surreal. I can't wait to see what other DMs and players create within my world to make it their own!”

The 304-page Explorer’s Guide to Wildemount invites DMs to start playing in any of Wildemount’s regions using introductory adventures, dozens of story-inspiring plot seeds, and the new heroic chronicle system. Adventurers can also expect to discover countless secrets revealed by Critical Role Dungeon Master Matthew Mercer for the first time. Players and DMs will find new character options available for play in any campaign, like the Echo Knight fighter subclass, spells of dunamancy, numerous new monsters, and more!
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Russ Morrissey

Russ Morrissey

OGL third party release, but still cool.

Its the short page count that has me interested, just hope its not too ridiculously priced. Anything over $10 and Im out. Chances are you'll have to pick it up at a comic store unless your FLGS carries comics, as the release date is a Wednesday which tells me it'll be sold on the comic rack.

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A no sell for me. I don't need a new setting, much less this one..

Frankly, until they put out a 5e Modern,I don't see many, if any, mainstream 5e products I'm interested in. The endless flow of classes, subclasses, races, spells, enchanted items, shallow 'themed' settings, and adventures from levels 1 to 5 is just, IMO, a waste.

It is a mass of material devoid of innovation and depth.

5e had opened strong with several campaigns of high quality and substance, but now it's the same-old same-old: a guide to a land of intrigue, and conflict 'with tremendous potential for adventure', which means 'the writers slapped a standard cardboard setting together with the same disregard for economies, societies, and culture that is stock for the genre, and it is up to the GM to try to make this generic mess into a campaign'.

It's a shame.

Urriak Uruk

Gaming is fun, and fun is for everyone
Its the short page count that has me interested, just hope its not too ridiculously priced. Anything over $10 and Im out. Chances are you'll have to pick it up at a comic store unless your FLGS carries comics, as the release date is a Wednesday which tells me it'll be sold on the comic rack.

It's $5 according to the DC comics site.


Heretic of The Seventh Circle
I use the same sort of mechanic for weapons. It makes much more sense if you have a character that is say, a samurai with his grandfather's sword, to allow him to keep that sword and improve it, rather than toss aside his family heirloom because he found a nameless longsword +2 in a treasure hoard.

(Actually in my current campaign I have tried a new approach in that there are no "generic" weapons or armour with simple bonuses. Every magic weapon or armour has a name, and a history. I find it much more evocative and interesting.)
Yeah I do the same, and it just makes the game better.


I'm actually doing that now. I run realms 1377
OK, so what do you want or need for 5e regarding the realms or any other old setting?

Also, to clarify, I am not against the publishing of old settings. Both the Ravnica and Eberron books had quite a bit of stuff I could use in my own setting / campaign and I imagine a FR, GH, or DS book would too.
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