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The New D&D Book Is 'The Explorer's Guide to [Critical Role's] Wildemount!' By Matt Mercer
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<blockquote data-quote="teitan" data-source="post: 7891392" data-attributes="member: 3457"><p>I am pretty excited about this, I have the Tal'dorei book and it is very cool. It has a lot of that 4e PoLand vibe to it and not just from the use of the Dawn War pantheon. The way he handles artifacts with the Vestiges of Divergence is an awesome idea. The resurrection rules I am using in my current campaign in the Realms (shhh my players don't know that). </p><p></p><p>Tal'dorei is about a third of the way between Nentir Vale and Forgotten Realms in that darkness factor. I wouldn't call it generic fantasy Europe, I'd call it D&D fantasy. </p><p></p><p>Some of the setting is built around the characters backgrounds which is pretty cool and part of what makes the setting on the show so cool because it makes the world a living thing as an organic development occurs in the setting making the characters feel part of the world. It's very much developed like Greyhawk and the Vale were developed in 1e and 4e, putting pieces together allowing Mercer to improv and adapt the world to his players in a more interesting way than tossing them in FR or Eberron would allow. One nation, Zemnia, for example, in campaign 2, is very Germanic in inspiration because Liam O'brien adopted a German accent for his character and Mercer decided it was the default accent for people from that region.</p><p></p><p>The first book is filled to the brim, in it's short page count (143 pages), with adventure hooks and does something other setting books kind of fumble. While the official campaign was still ongoing, the seeds of the later adventures were in the book for DM's to work with. It doesn't rely on the characters from the show to drive the narrative of the setting forward while also showing their impact on the continent. The seeds were hidden in other bits and wobbles seeds that weren't picked up by Vox Machina. It was a lot like the original Old Grey Box in that way. Sure Vox Machina defeated Vecna but it happened after the book and even the Chroma Conclave is a thing still. It's a really well done book of "generic" fantasy Europe. </p><p></p><p>Wildemount is even cooler. It is the location of the battles of the Dawn War. A war brewing between two nations on the continent and just some seriously cool stuff there. While there are parallels to Europe.... not really. Worth checking out for sure. I am attaching a better map. </p><p></p><p>One thing I really like as well is that you can use books like Tome of Foes with this, all it's lore and such without changing it. It fits, sometimes better than FR.</p></blockquote><p></p>
[QUOTE="teitan, post: 7891392, member: 3457"] I am pretty excited about this, I have the Tal'dorei book and it is very cool. It has a lot of that 4e PoLand vibe to it and not just from the use of the Dawn War pantheon. The way he handles artifacts with the Vestiges of Divergence is an awesome idea. The resurrection rules I am using in my current campaign in the Realms (shhh my players don't know that). Tal'dorei is about a third of the way between Nentir Vale and Forgotten Realms in that darkness factor. I wouldn't call it generic fantasy Europe, I'd call it D&D fantasy. Some of the setting is built around the characters backgrounds which is pretty cool and part of what makes the setting on the show so cool because it makes the world a living thing as an organic development occurs in the setting making the characters feel part of the world. It's very much developed like Greyhawk and the Vale were developed in 1e and 4e, putting pieces together allowing Mercer to improv and adapt the world to his players in a more interesting way than tossing them in FR or Eberron would allow. One nation, Zemnia, for example, in campaign 2, is very Germanic in inspiration because Liam O'brien adopted a German accent for his character and Mercer decided it was the default accent for people from that region. The first book is filled to the brim, in it's short page count (143 pages), with adventure hooks and does something other setting books kind of fumble. While the official campaign was still ongoing, the seeds of the later adventures were in the book for DM's to work with. It doesn't rely on the characters from the show to drive the narrative of the setting forward while also showing their impact on the continent. The seeds were hidden in other bits and wobbles seeds that weren't picked up by Vox Machina. It was a lot like the original Old Grey Box in that way. Sure Vox Machina defeated Vecna but it happened after the book and even the Chroma Conclave is a thing still. It's a really well done book of "generic" fantasy Europe. Wildemount is even cooler. It is the location of the battles of the Dawn War. A war brewing between two nations on the continent and just some seriously cool stuff there. While there are parallels to Europe.... not really. Worth checking out for sure. I am attaching a better map. One thing I really like as well is that you can use books like Tome of Foes with this, all it's lore and such without changing it. It fits, sometimes better than FR. [/QUOTE]
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The New D&D Book Is 'The Explorer's Guide to [Critical Role's] Wildemount!' By Matt Mercer
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