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Explorer's Guide to Wildemount | HearLore
Common questions
When was the Explorer's Guide to Wildemount released?
The Explorer's Guide to Wildemount was released on the 17th of March 2020. This date marked the official publication of the first campaign setting book derived directly from a fan-created live play series.
Who created the continent of Wildemount?
Matthew Mercer created the continent of Wildemount over years of live-streamed storytelling before Wizards of the Coast agreed to publish it. The development process involved rigorous playtesting and official vetting by lead rules designer Jeremy Crawford.
What are the four distinct regions of Wildemount?
The four distinct regions of Wildemount are the Dwendalian Empire, Xhorhas, the Menagerie Coast, and the Greying Wildlands. The frozen continent of Eiselcross lies even further north beyond these four regions.
Which new player races were introduced in the Explorer's Guide to Wildemount?
The Explorer's Guide to Wildemount introduced four new player races including the Pallid Elves, Lotusden Halflings, Draconblood Dragonborns, and Ravenite Dragonborns. These new options were accompanied by the reprinting of twelve existing races such as the Aarakocra, Aasimar, and Tortles.
What is dunamancy in the Explorer's Guide to Wildemount?
Dunamancy is a new school of magic in the Explorer's Guide to Wildemount that manipulates time, gravity, and fate. This magic system included fifteen new spells such as Magnify Gravity and Gravity Sinkhole.
How did the Explorer's Guide to Wildemount leak affect its sales?
Explorer's Guide to Wildemount
Matthew Mercer did not create the continent of Wildemount in a vacuum; he built it over years of live-streamed storytelling before Wizards of the Coast ever agreed to publish it. The Explorer's Guide to Wildemount, released on the 17th of March 2020, marked a historic shift in the history of Dungeons and Dragons by becoming the first official campaign setting book derived directly from a fan-created live play series. This was not merely a tie-in product but a formal acknowledgment that a community-driven narrative could become the foundation for a core game product. The book was designed to serve two distinct audiences simultaneously, acting as a deep dive for fans of the Critical Role web series while remaining an entirely accessible entry point for those who had never watched an episode. Mercer explicitly stated that the goal was to provide a setting where new campaigns could begin without requiring prior knowledge of the show, effectively bridging the gap between a niche internet phenomenon and the global tabletop gaming market. The development process involved rigorous playtesting and official vetting by lead rules designer Jeremy Crawford, ensuring that the mechanics were as robust as the lore. This official stamp of approval transformed Wildemount from a homebrew setting into a canonical part of the D&D multiverse, existing alongside established worlds like Toril and Eberron.
A Continent Divided by War
The political landscape of Wildemount is defined by an imminent war between two superpowers separated by the Ashkeeper Peaks mountain range. To the west lies the Dwendalian Empire, ruled by King Bertrand Dwendal and advised by the Cerberus Assembly, a council of powerful archmages. This region draws its cultural inspiration from 15th-century Russia and Prussia, presenting a rigid, imperialist society. In stark contrast, the eastern region known as Xhorhas is governed by the Kryn Dynasty under the Bright Queen Leylas Kryn. The Empire views Xhorhas as an inhospitable wasteland, yet it is home to the drow and other races traditionally considered monstrous in D&D lore. This eastern region is inspired by 13th-century Romania, creating a unique cultural blend that challenges traditional fantasy tropes. The southern coastline, known as the Menagerie Coast, is governed by the Clovis Concord, a coalition of eight city-states including Nicodranas and Port Damali. To the north, the Greying Wildlands offer a harsh tundra environment that remains sparsely populated compared to the rest of the continent. The frozen continent of Eiselcross lies even further north, adding to the sense of a world on the brink of collapse. The book details four distinct regions, each with its own starter adventure designed to take characters from levels one to three, allowing players to navigate these tensions from the very beginning of their journey.
A leak on the 12th of January 2020 caused the book to rocket to the third spot on Amazon's best sellers list and reach the number one spot by Monday afternoon. It became the best-selling book on Amazon through pre-orders alone, outpacing New York Times best sellers and all other books.
The sourcebook introduced four new player races that expanded the biological diversity of the game, including the Pallid Elves, Lotusden Halflings, Draconblood Dragonborns, and Ravenite Dragonborns. These new options were accompanied by the reprinting of twelve existing races, such as the Aarakocra, Aasimar, and Tortles, ensuring a wide variety of choices for players. A significant mechanical addition was the introduction of dunamancy, a new school of magic that manipulates time, gravity, and fate. This magic system included fifteen new spells, such as Magnify Gravity and Gravity Sinkhole, which were among the most popular choices among players. The Echo Knight fighter subclass and the Chronurgy and Graviturgy wizard subclasses became the most selected options, with data from D&D Beyond showing that 49 percent of characters chose the Echo Knight. The book also added new magic items called the Vestiges of Divergence and over twenty new monsters to populate the world. These mechanical innovations were not just flavor text but were deeply integrated into the lore, reflecting the chaotic nature of the world. The Heroic Chronicle system provided a more introspective look at character backgrounds than the standard Player Handbook, offering players a way to define their history within the context of the ongoing conflict. This focus on character depth and mechanical variety made the book a favorite among both Dungeon Masters and players.
From Live Stream to Bestseller
The publication of the Explorer's Guide to Wildemount was preceded by a leak on the 12th of January 2020, which appeared on an Amazon product listing before the official announcement on the 13th of January. This leak generated immediate hype, causing the book to rocket to the third spot on Amazon's best sellers list and reach the number one spot by Monday afternoon. It became the best-selling book on Amazon through pre-orders alone, outpacing New York Times best sellers and all other books. The book was available as a digital product through Wizards of the Coast licensees including D&D Beyond, Fantasy Grounds, and Roll20. On the 17th of March 2020, coinciding with the release, Roll20 made the Frozen Sick adventure and the Palebank Village section available for free as part of their Stay at Home, Play at Home initiative during the COVID-19 pandemic. The book's success was not just a commercial victory but a cultural one, as it demonstrated the power of the Critical Role community to drive sales and engagement. The book was also adapted for play in the D&D Adventurers League, allowing players to use the content in organized play events. The development process was deliberate, with Wizards of the Coast releasing about three books a year, and Wildemount was added to the schedule alongside other collaborative projects like Acquisitions Incorporated. This slow development process ensured that the book was of high quality, avoiding the rush to publish material before it became obsolete.
Art and Community Collaboration
A unique aspect of the Explorer's Guide to Wildemount was the source of its artwork, with about half of the illustrations coming directly from the Critical Role community. All the artists involved had, for the most part, never worked for Wizards of the Coast before, marking a significant departure from the company's usual hiring practices. This collaboration brought a fresh visual style to the book, reflecting the aesthetic of the live stream series while maintaining the professional quality expected of a D&D product. The book also included a section on the history of the world, detailing the four distinct regions and their unique cultural influences. The Dwendalian Empire was inspired by 15th-century Russia and Prussia, while Xhorhas was inspired by 13th-century Romania. The Menagerie Coast and the edges of the continent were influenced by 14th-century Spain. This attention to detail in the world-building helped to create a sense of place that felt both familiar and new to players. The book also included a starter adventure for each of the four regions, designed to take characters from levels one to three. These adventures provided a starting point for players to explore the world and its conflicts. The book was also adapted for play in the D&D Adventurers League, allowing players to use the content in organized play events. The development process was deliberate, with Wizards of the Coast releasing about three books a year, and Wildemount was added to the schedule alongside other collaborative projects like Acquisitions Incorporated.