Page 77 - Critical Role: Tal’Dorei Campaign Setting
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tal’dorei campaign guide
religionS:
Majority: Changebringer,
Lawbearer, Strife Emperor.
Minority: Wildmother,
Moonweaver,
Cloaked Serpent
importS: None
exportS: None
The Rifenmist Peninsula
South of the dividing lines of the Stormcrest Mountains and the Verdant Expanse, the touch of greater civilization does
not quite reach, allowing a number of autonomous communities to exist outside the tangled wilds of the Rifenmist Jungle.
Many who fled the rule of Drassig joined with outcasts of Syngornian society to establish a life away from larger politics,
forming the outsider colonies of the Mornset Countryside. However, with freedom comes isolation in resources to defend
against the vicious denizens of this primal territory.
Enormous, ancient beasts stalk the vine-twisted paths of the jungle that consumes the majority of the peninsula’s coast-
line. A hidden culture of savage wood elves call the rainforest region home, keeping outsiders away and skirmishing with
indigenous tabaxi tribes. An expanding morass of fungus spreads from a mysterious, corrupt source along the eastern
depths of the underbrush, while a secret society of naga-worshippers bring bloody offerings to their snake-queen. This land
lies on the fringe of Tal’Dorei, and is mostly avoided for that very reason.
beynsfal plateaus their authority over the squabbling tribes, launching
grand military campaigns across the blasted plateau and
growing as large and powerful as they could before they
Where below there is life and freedom, above there is naught
collapsed under their own distrust and greed. But ninety
but death and tyranny. In the high, southern plateaus of
years ago, something unusual happened. When the Iron
Rifenmist, verdant jungle gives way to a cracked, volcanic
landscape, its basalt fields interrupted only by towering struc- Authority conquered the plateau, their empire never
tures of crude iron. This hellish place is the home of the Iron stopped growing. The Iron Tide never broke, and within
Authority, and one of the last battlegrounds of the Calamity. a decade it had engulfed all other hobgoblin kingdoms,
It is here that the Betrayer God known as the Strife uniting them under Tz’Jarr, the Iron Emperor.
Emperor and his goblinoid legions clashed with the Wild- While the entirety of Beynsfal is firmly controlled by the
mother and her Free Children. Though the Wildmother Iron Authority, the hobgoblin empire has pushed into the
was victorious and the goblinkin were freed, the site of jungles below, and are locked in a decade-long war to subju-
the Strife Emperor’s defeat was reduced to rock and ash, a gate the native creatures. Five major city-states comprise the
place where plants would never again grow. core of the Iron Authority, though all swear fealty to the Iron
The goblins left behind in the wake of Strife Emper- Emperor in its capital of Tz’Arrm, the southernmost city of
or’s defeat have run wild across Rifenmist and even into the plateau. From south to north, the other imperial city-
the rest of Tal’Dorei for centuries. Hobgoblins asserted states are Rybad-Kol, city of the Forge Lords; Hdar-Fye, the
76 chapter 2: gazetteer of tal’dorei

