Page 122 - Critical Role: Tal’Dorei Campaign Setting
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chapter four

                    allies and adversaries






                   he lands of Tal’Dorei are rife with dangers, challenges, and mysteries. As you craft your own stories that traverse
                   these fantastical paths, your players will encounter NPCs of many factions, backgrounds, and skill sets to either lend
              Tto their cause, or attempt to end it where they stand.
                                    Monstrous Races



              The cities and strongholds of the folk from the Campaigns chapter (see p. 22) are not the only civilizations on the
              continent. The term “monstrous races” was first coined by humans under the rule of Drassig. Some say it was an
              attempt to demonize those who resisted colonization, others assert that their evil is inherent. Depending on the story
              you want to tell in Tal’Dorei, either point of view may be true—or, for a morally ambiguous story, both could have
              shades of truth.
               Regardless of how righteous, civilized, or intelligent these beings are, most will attack humans and humanoids on sight,
              and negotiations can be difficult. However, some are willing to make alliances out of desperation, greed, or even pure
              goodness unclouded by prejudice. Some examples include the aberration Clarota’s brief, treacherous partnership with Vox
              Machina in the caverns below Kraghammer, the Dustpaw gnoll tribe’s desperate alliance with the humans of the Dividing
              Plains, and the fey folk’s tenuous peace with the elves of Syngorn.
               These descriptions are to aid a GM’s roleplaying of NPCs outside of the typical player races. By giving monsters depth
              and civilization, a GM can make their intelligent monsters more than just XP to be gained. How does a goblin tribe retal-
              iate to an attack compared to a flayer enclave? Though this section does not include stats for using these creatures as player
              characters, the history and roleplaying details below can help a player who wants to play an unconventional “monstrous”
              character in Tal’Dorei.

              aberrations                                       threat that lurks below them. Of the many alien beasts
                                                                that plot against the surface world, the remnants of the
                                                                aboleth empire are the most ambitious. As beings of the
              The vilest and most intelligent of Tal’Dorei’s monstrous   darkness, their only hope of conquering the surface world
              civilizations, aberrations lurk in corkscrewing caverns
                                                                is to unite their domains. Overseer Durrom, lord of Salar,
              deep below the surface of the earth. There is no question   plots to collapse the Pillars of the Earth that support the
              that aberrations are truly, irredeemably evil—all who
                                                                surface of Tal’Dorei, causing the continent to crumble
              attempt diplomacy with these twisted monstrosities end   into his subterranean realm.
              up as their food, or worse, their braindead thralls.
                                                                 Major aberrant settlements include the flayer colony of
               Many kinds of aberrant civilizations exist; some are   Yug’Voril, deep below Kraghammer, and the aboleth ruins
              lost cities of the ancient aboleth, while others are active
                                                                of Salar, beneath Emon. It stands to reason that nearly
              colonies of flayers. What all types of aberrant civiliza-  every major humanoid settlement has a city of other-
              tions have in common is that they are not of this world,
                                                                worldly horror hidden beneath it. Perhaps that’s why city
              and that all of Exandria’s creatures are chattel, a resource   life is so maddening.
              to be enslaved, traded, and consumed. The underground
              empires of the dark elves have long since succumbed
              to madness, their psyches shattered and their bodies   beastfolK
              twisted by the aberrations’ unnatural influence. Even
              the deep dwarves, the duergar, struggle against the tide
                                                                The term beastfolk was coined by humans as a way of
              of madness.
                                                                referring to a half dozen separate cultures native to
               Though every dark elf is familiar with the dark whis-
                                                                central Tal’Dorei. The wild magic released during the
              pers that echo within their mind, and every duergar child
                                                                early era of the Age of Arcanum,as well as the chaotic
              knows the stories of the Thousand Eyes in the Deep, the
                                                                energies scattered during the Calamity, did more than
              races of the surface world are unprepared for the aberrant
                                                                just destroy armies: it created entirely new races from





        “As we grow, we are often taught to fear the unknown. To stay close, stay safe, and bury our curiosity. I rebelled like many youth do
        and struck out into the world, using my faith and wit to cast away the shadow of mystery. Do you know what I discovered, child?
        I found the shadow does not cast away easily. The wilds harbor dangers untold, and the black of night shields many hungry mouths
        full of teeth and malice. So... Listen to my words, child: Stay close, stay safe, and by the wisdom of the Changebearer, bury your
        curiosity with all your might.”
                                                     —Lady Diassa Kwynn, paladin of the Changebearer, to her squire Aedla
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