Page 71 - Critical Role: Tal’Dorei Campaign Setting
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tal’dorei campaign guide
cave-in that followed released an immense amount of pre- terrah
viously contained volcanic gasses into Wittebak.
Over a thousand gnomes suffocated that night. The sur-
Village • Population: 673
vivors fled into the mountains, assailed by hungry giants
(64% Human, 21% Dwarf, 15% Other)
as they ran. The gnomes have found unlikely refuge in
Kraghammer, but Wittebak has been abandoned entirely, Sheltered within a cauldron-like valley miles deep into the
choked by caustic gas and locked in a terrible moment in northern mountain range lies the home of the Terrah tribe
time. The giants that caused the gnomes to flee now call of the Ashari people. Long have they stood watch over the
exposed rift to the Elemental Plane of Earth, protecting
the hot springs their ancestral home, and flourish within
their unchallenged territory. the ever-quaking ground of this crumbling valley. Those
without druidic power have dug long trenches around their
Today, Wittebak is three distinct tiers of death and
village to protect their people against rockslides that roll off
despair. Creatures that need to breathe can survive the
the mountains, while a handful of mighty druids use their
gases in the widest, uppermost level—the Tinkerer’s
magic to reshape the valley and rebuild damaged structures.
Tier—for a number of hours equal to their Constitution
Living off of mainly hunted game and scavenged fungus,
modifier, and take 1d6 poison damage each minute after
the Terrah people are stockily built warriors of stubborn
that time. The hill giants that live within have adapted the
mind and immense pride and loyalty. Precious jewelry is
gas and do not fear it. The gas begins inflicting damage
heralded as a sign of station and respect, and the trade is
after only a single hour.
well-regarded. The mountains that surround the rift seem to
The middle level—the Homesteads—is heavy with gas,
shake with rage, and from their angry slopes rise a constant
and the quaint gnomish homes on this level are filled with
source of earth elementals and dust mephits that seek to
the decomposed remains of those too slow to escape. Visi-
undo all that the Terrah have created, leading the Ashari to
bility is poor here, and tiny streams of hot water leak from
sleep in shifts while keeping aware of any sudden shifts in
the walls, waterfalling into the level below.
seismic activity. Pa’tice is the current Heart of the Mountain
The bottommost Engine Core is a mechanical marvel,
of the Terrah tribe, and while tenacious and ornery to many,
a titanic wheel of rusted iron and shining steel with no
this venerable warrior has boundless appreciation and sup-
known purpose. This level is completely flooded and filled
port for those who prove honorable and self-reliant.
with merrow, and is the lair of a sea hag named Mau-
vlettir. Adventurers aware of the demonic origin of the
terrah adventures
merrow will find their presence here deeply unsettling—
what was the purpose of the secret lower level? dependable aS Stone
For high-level characters: The Terrah people are insular
serpent’s head and dutiful, and rarely take sides in any conflict. How-
ever, sometimes times of great peril require that even the
Ashari go to war. Whatever the conflict, the PCs must
Thordak only flew to the Cliffkeep Mountains once
convince the Terrah to join their cause. Pa’tice meets with
during his occupation of Emon. No one living knows them and grimly states that the Terrah cannot aid them
why the nearly-invincible Cinder King left his prized city
because a terrible new threat has come through the portal.
to attack a single, isolated mountaintop village, but the The Stonesight Council, four medusas aided by two gor-
ruins of Serpent’s Head prove he did. Serpent’s Head is a gons, now command the elementals descending from the
squat mountain in the southern reaches of the Cliffkeep peaks around Terrah. Kill them, Pa’tice says, and perhaps
Mountains. Its people were mostly dwarves and humans, the Terrah can join you.
miners and farmers. They had no militia to speak of, and
most had already evacuated to Kraghammer when news of
Emon’s fall reached them—but not everyone. umbra hills
The village that surrounds the Serpent’s Head mountain
is now nothing more than ash, and the immolated corpses The Battle of the Umbra Hills, the climactic battle of the
of its people lay buried beneath the cinders. The mountain Scattered War and the death knell of the Kingdom of Dras-
itself was transformed into a small volcano by Thordak’s sig, transformed the floral, sun-dappled Emerald Highlands
magic, and mindless cinderslag elementals (see pg. 130) into a blasted wasteland. A tide of demonic blood spilled
endlessly prowl the village’s shattered buildings and for- across the highlands like fire, and cursed the land forever.
tifications. Earth tremors have cracked the foundation Generations have passed, but the heather than once grew
of the keep’ that lay at the center of the village, reveal- on these hills is as black and burnt as the day of the battle.
ing deep magma caverns filled with precious diamonds No animals live here, and the only plant that grows in the
infused with chaotic magic. Occasionally, small rifts to Umbra Hills now is shadegrass. Its ash-gray stalks are dry
the Elemental Plane of Fire flash open within the depths, and unfilling, but its unique, acrid flavor has drawn the
and sporadic groups of azer and salamanders have found interest of spice traders worldwide, drawing wealthy mer-
their way through. The two factions have made camp in chants to hire armed escorts for their spice-pickers.
the lower caverns, and both struggle for a foothold in the Though no animals live here, danger still lurks within
Material Plane. the Umbra Hills. Undead soldiers rise from the grass
70 chapter 2: gazetteer of tal’dorei

