Critical Role Lore Dive: The Calamity, a Divine Tragedy

Even if you haven’t watched Critical Role or read the Explorer’s Guide to Wildemount, there’s a good chance you’ve heard of the Calamity, a significant event in the history of Matt Mercer’s setting. But what is the Calamity? Let’s find out as we dive into the earth-shattering event that reshaped the world of Exandria.

Prologue of Exandria and Its Deities

Long before the peoples of Exandria had access to arcane magic—the ability to shape the world through force of will and depth of knowledge—the gods walked amongst them and granted their chosen divine power. But the primordial forces that dwelled within the heart of Exandria rose up and brought destruction upon the mortals, giving rise to a divide amongst the ranks of deities.

Some of the gods wished to abandon Exandria, heartbroken at the sorrow caused to their creations by the primordials. So disillusioned were they that they threw their lot in with the primordials so that the world might be returned to chaos. The other gods sought to arm their mortal creations, and so gifted them with the power of arcane magic. With this power, the children of the gods were able to not only turn back the primordials but banish the Betrayer Gods who had turned against them.

Countdown to the Calamity: The Age of Arcanum

As with all great falls, the Calamity was preceded by the peoples of Exandria reaching mighty heights. Known as the Age of Arcanum, the mortals took the gift of arcane magic and used it to carve mighty empires. Cities floated in the skies, the earth was shaped by the will of mighty wizards, the planes of existence were explored and mapped, and terrifying monstrosities such as the Aeorian reverser, nullifier, and absorber were born.

In their hubris, the mortals sought to supplant the very gods that had gifted them their power. Magical plagues such as the frigid woe (see below) were engineered to stymie the healing powers of paladins and clerics, and devices were engineered to bend time and space. Some mortals even stole the mantles of godhood for themselves, one such claiming the title of god of death for herself. Meanwhile, some mages sought out the banished Betrayer Gods and released them from their prisons, setting loose deities who had turned cruel, bitter, and rageful.

These Betrayer Gods rampaged across the world, starting by razing the city of Vasselheim. The city was destroyed, but the region itself was mostly spared thanks to the arrival of the Prime Deities.

Frigid Woe

Frigid woe is a special disease developed by Aeor's mages that cannot be cured by conventional treatment or magic. The only way a creature infected with the disease can be cured is by finding and drinking the manufactured antidote, a milky liquid stored in gold vials found in Eiselcross's ruins. This disease was created to slow down the forces of the gods and get around the healing power of their clerics and angels.

The disease is transmitted by breathing in blue spores that Aeor's mages created long ago. When a creature comes into contact with these spores, it must succeed on a DC 11 Constitution saving throw or become infected with frigid woe. It takes 1d4 days for the symptoms to manifest in an infected creature. These symptoms include fatigue, chills, and visible blue veins that appear on the creature's body. The infected creature's speed is reduced by 5 feet as long as it remains infected. Every 10 days after symptoms appear, an infected creature must succeed on a DC 11 Constitution saving throw, or its speed is reduced by another 5 feet. If a creature's speed is reduced to 0 as a result of this disease, the creature dies and its body turns into a statue made of ice.

A creature can drink the antidote as an action, ending all symptoms and effects of the disease instantly.

Source: Explorer's Guide to Wildemount

The War of the Gods

The gods waged war across the landscape, and the trust between mortals and their creators was torn asunder. The Prime Deities could not believe their creations would throw their lot in with the Betrayer Gods, while mortals were shocked to see the divine forces turn against them. So mortals and gods alike turned their attention toward their own battles. Gods turned the landscape into blasted wastelands, while the peoples of Exandria unleashed new and devastating magic.

The flow of magic itself was disrupted in this war. Floating cities such as Aeor were sent plummeting to the earth. The entire region of Wynandir, once home to multiple powerful ruling houses, was transformed into a ruined landscape that still bears the scars of the war. Eventually, the Prime Deities were victorious, although at great cost. It is said that two-thirds of Exandria’s population perished in the conflict. Once again, the Betrayer Gods were banished.

Two armored gods fighting on a barren field

For those that witnessed the war, it was a truly terrifying sight. Asmodeus rode into battle on his mighty phoenix, Desirat, and clashed with Erathis, the Law Bearer. Gruumsh, the orcish god, lost his eye to the elven deity Corellon, the Arch Heart. Both the Raven Queen and Ioun, the Knowing Mentor, were nearly slain by Tharizdun, the Chained Oblivion. It took the coordination of four deities—Avandra, Ioun, Moradin, and Pelor—to finally defeat and banish the Betrayer God, but a high price was paid by all.

The Divine Gate

Although victorious, the Prime Deities felt great guilt for their role in the destruction wrought across Exandria. Seeing their dark counterparts banished, they elected the same fate for themselves, choosing to leave their children to their own devices. The Prime Deities left the mortal world and sealed the connection between the two realms with what would become known as the Divine Gate. Although divine magic and influence could pass into the mortal world, the gods themselves would be forever locked away in their own domains, much like the Betrayer Gods in their wretched prisons.

It took centuries for the wounds of the Calamity to heal, and there was a long and painful period of regrowth. But Exandria did heal, and the civilizations of its peoples regrew. However, the scars left by the war have made Exandria, particularly Wildemount where the worst of the fighting occurred, a wild and dangerous place. Dark cults, vicious monsters, and ancient magics still linger, both threatening and tempting those that would explore the darkest depths of the world.

Vestiges of Divergence and Arms of the Betrayers

Many relics from the Calamity can be found to this day, the most famous (or infamous) of which being the Vestiges of Divergence and the Arms of the Betrayers. These powerful weapons were forged by the Prime Deities and the Betrayer Gods to be wielded by their mightiest champions. 

The Vestiges of Divergence take many forms, from the ornate optics of Danoth’s Visor to the weighty tomes that are the Grimoire Infinitus. No matter what form the Vestiges take, they all share one common trait: their ability to grow in power with their user. Starting dormant, a Vestige can become awakened and finally exalted, revealing the full power placed within it by its creator. Some Vestiges, such as the Stormgirdle, grant you power over the heavens themselves, while others can grant you deadly abilities in combat or the power to smite down the mightiest foe.

The Arms of the Betrayers are vicious and deadly implements that contain within them imprisoned fiends. Some are subtle tools, such as Silken Spite, a rapier possessed by a murderous yochlol named Sinnafex. Others are brutal, like Grovelthrash, the ultroloth-possessed warhammer. Many mighty heroes seek out the Arms in order to destroy them.

Exandria Today

Xhorhasian adventurers

Exandria hasn’t fully recovered from the Calamity, and nowhere quite shows these lingering wounds like Wildemount. From the wastes of Xhorhas—once home to the dark city of Ghor Dranas founded by the Betrayer Gods—to ice-covered ruins of Eiselcross, the marks of the Calamity can be found everywhere. But with these dark reminders comes the chance for adventure and opportunity.

Heroes in Wildemount can seek out relics and glory within ruins of the Age of Arcanum, or artifacts from the Calamity deep within the ancient battlegrounds now rife with monsters. The Cobalt Soul and their rivals, the Cerberus Assembly, scramble to gather up ancient and lost knowledge from the dark depths of Exandria’s past. But regardless of what heroes and villains seek from the Calamity, danger and adventure are certain to be found.

Witness the Calamity

Ever wish you could witness the Calamity? Critical Role's Exandria Unlimited: Calamity was a four-part series that took viewers into Exandria's most devastating event. Brennan Lee Mulligan ran the adventure and was joined by Aabria Iyengar, Lou Wilson, Luis Carazo, Marisha Ray, Sam Riegel, and Travis Willingham.

Following the conclusion of Exandria Unlimited: Calamity, Aabria joined D&D Beyond to walk through the build for her character, Laerryn Coramar-Seelie. Check out the video below!

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Davyd is a moderator for D&D Beyond. A Dungeon Master of over fifteen years, he enjoys Marvel movies, writing, and of course running D&D for his friends and family, including partner Steph and his daughter Willow (well, one day). They live with their two cats Asker and Khatleesi in the south of England.

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