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Critical Role Legends: The Mighty Nein

SECTION A: SYNOPSIS
Voice actor Matthew Mercer leads a group of fellow voice actors on epic Dungeons & Dragons campaigns. These familiar voices bring the audience into the full experience of D&D, allowing imaginations to soar as the characters embark on adventures. This is Critical Role! In 2018, Critical Role started it's second season after 5 years of play. The cast of Critical Role created new characters to explore new parts of the world of Exandria under the guidance of legendary DM Matt Mercer.
Critical Role Legends is the RPG maker adaptation of the adventures of the group know as the Mighty Nein. Their story is told in the world of Exandria, on Wildemount, a continent divided both by jagged terrain and political powers. In the Marrow Valley of the Dwendalian Empire lies Trostenwald, a small, rural town surrounded by fertile farmland. Here, three large brewery families create the best trost (ale) in all of the Empire. Here, in this sleepy trade stop, along the Amber road, a handful of wandering destinies slowly begin to intersect.
The game is text and story heavy, conveying the high amounts of roleplay that are being done by the cast on a weekly basis. The game follows the story as best as it can and as such is a linear experience. It is set in a fantasy world where gods and magic are daily affairs and the civilized races contend with the wild and/or evil races and monsters to maintain their hold on the world. Politics, crime and religion all want a piece of the Empire pie while it fends off invaders from the East and tries to maintain positive trade relations with the republic to the South West. Who knows where the Mighty Nein will go next?
(CR spoilers ahead)
Critical Role Legends is the RPG maker adaptation of the adventures of the group know as the Mighty Nein. Their story is told in the world of Exandria, on Wildemount, a continent divided both by jagged terrain and political powers. In the Marrow Valley of the Dwendalian Empire lies Trostenwald, a small, rural town surrounded by fertile farmland. Here, three large brewery families create the best trost (ale) in all of the Empire. Here, in this sleepy trade stop, along the Amber road, a handful of wandering destinies slowly begin to intersect.
The game is text and story heavy, conveying the high amounts of roleplay that are being done by the cast on a weekly basis. The game follows the story as best as it can and as such is a linear experience. It is set in a fantasy world where gods and magic are daily affairs and the civilized races contend with the wild and/or evil races and monsters to maintain their hold on the world. Politics, crime and religion all want a piece of the Empire pie while it fends off invaders from the East and tries to maintain positive trade relations with the republic to the South West. Who knows where the Mighty Nein will go next?
(CR spoilers ahead)
Over the course of many episodes, they bond over a mysterious sickness that creates zombies out of unhealthy circus visitors and solve the case to save themselves from the law. From there, the Mighty Nein is born when these adventurers go on to save a town from a gnoll raiding party, rescuing a bunch of villagers from the gnoll infested mines while doing so. Once they reach the big city, the Mighty Nein spread their name by joining the seedy underbelly of society and winning a tournament, all while the Empire around them goes to war against a dark force from the East, bringing death, destruction and darkness to the lands of man.
IMAGES/SCREENSHOTS





SECTION B: CHARACTERS

(from left to right)
- Mollymauk Tealeaf: A Tiefling Blood Hunter who works for the Fletchling and Moondrop carnival as a promoter and a fortune teller. He is charming and knows how to wield his dual sabres in battle. He uses mysterious blood arts to enchant his weapons and debilitate his foes. He tends to have a negative view of law enforcement and a disregard for authority. He's known Yasha the longest.
- Beauregard: A Human Monk and member of the Cobalt Soul. She wields her fists and trusted Bo-staff in battle, more often than not starting those fights herself. As a member of the Cobalt Soul, she has access to vast libraries for which she has no interest. She has very little manners or respect for others and says what is on her mind. She's known Jester and Fjord the longest.
- Fjord: A Half-Orc Warlock. He was a sailor before traveling to the Dwendalian Empire in search of the Solstryce Academy of Magic, where he wants to learn more about the mysterious magical powers he gained along with a falchion covered in barnacles and dripping salt water. He fights with both magic and curses, ending his enemies in close and ranged combat. The nature of his powers mean he can't wield anything besides his own trusted falchion. He has long lived under the negative view that all Half-Orcs have to endure and as such has a negative opinion about himself. He's known Jester and Beau the longest.
- Caleb (with his familiar Frumpkin): A human Wizard. A charismatic con man who uses his magic to get as much out of his targets as possible. He has an affinity for fire, which often does him more bad than good. He's very quiet and doesn't deal well with groups of people. His appearances is also very bad, which makes people underestimate his skills more. He's known Nott the longest.
- Nott: A Goblin Rogue. She's stealthy, quick fingered and always drunk. The perfect combination for trouble and riches. Nott fights with her trusted crossbow from a distance, prefering to keep the fight away from her. With guidance from her friend Caleb, she's started to set the first steps onto the path of magic as well. Her race and her drinking problem are both recipes for disaster and when combined often pull the rest of the group into bigger trouble. She's known Caleb the longest.
- Jester: A Tiefling Cleric. Follower of the Traveler, an unknown God, she loves mischief, donuts and telling her God all about her day. She's very friendly and open to everyone, caring very little about things others might find disturbing or repulsive. In battle she wields the divine might of her God to summon magical lollipops and heal her allies with pink magic. She can't keep herself from messing with everything and everyone she meets. She's known Fjord and Beau the longest.
- Yasha: An Aasimar Barbarian. Yasha is the quiet one in the group, despite Molly always calling her 'the charm'. She prefers to do rather than talk and does so with the strength and conviction of a zealot. Yasha brings her muscles and her trusty two handed blade to battle, raging through her enemies while she dismantles them and whatever their plans might have been. She's awkward in conversation and tends to close up near people she doesn't know. Only Molly seems to have managed to gain her trust. She also works for the Fletchling and Moondrop Carnival as a bouncer and builder. She's known Molly the longest.
SECTION C: STORYLINE/PLOT
Welcome to Wildemount. The year is 835 PD, or Post Divergence. This continent is divided both by jagged terrain and political powers. The Menagerie Coast, a collection of city states, united under the Clovis Concord, monopolizes the south-western shores and ports of Wildemount, thriving on open trade and cultural freedom.
Beyond the Cyrios mountains lies the massive region known as Winandir. Bisected by the Ashkeeper Peaks, Eastern Winandir houses the expansive wastes and turbulent badlands of Xhorhas, overrun with all manner of beasts and terrors, relics from the final battles of the Calamity that ruined that scarred landscape.
Northward, you would find the Greying Wildlands, a lawless realm harboring a curse that has kept it unconquered by human hands. However, this story begins in the territory of Western Wynandir, within the boundaries of the Dwendalian
Empire. Emerging thirteen generations before, the Dwendalian Empire has slowly spread to encompass the surrounding societies of the region, absorbing the peoples of the Zemni Fields in the Marrow Valley before finally conquering the Jules Dominion and taking the whole of Western Wynandir for the Empire.
Under the rule of the current king, Bertrand Dwendal, now in his sixty-eight year, most are left to their own devices.
You live as you did before, the crown only takes a tithe of what you produce and earn. You follow its laws, worship its gods and bow to its installed local leadership. In return, denizens of the Empire are protected from the chaotic horrors and shattered evils that stalk the edges of the civilized lands. This accord has led to a prosperous century for the Empire, or at least the political elite. Tensions brew beneath the chafing watch of the Crown's Guard, every temple is government owned and run and worship outside the approved idoletery is met with imprisonment. Rumors of military clashes at the eastern borders of Xhorhas have many common folk on edge.
Our story, however, begins much smaller. Here in the southern reaches of the Marrow Valley, beyond the entry gates to the Wuyune Gorge, lies the small, rural town of Trostenwald. Bordering the blue waters of the Ustalach, this town came to prominence near the turn of the recent century, when the surrounding fertile farmlands were discovered to produce a unique type of grain and wheat, leading to a boom of breweries. When the glut subsided, three large families stood triumphant in the local business of fermented delights.
Now Trostenwald thrives on their exports of fish, crops and ale. Here, in this sleepy tradestop, along the Amber road a handful of wandering destinies slowly begin to intersect.
Beyond the Cyrios mountains lies the massive region known as Winandir. Bisected by the Ashkeeper Peaks, Eastern Winandir houses the expansive wastes and turbulent badlands of Xhorhas, overrun with all manner of beasts and terrors, relics from the final battles of the Calamity that ruined that scarred landscape.
Northward, you would find the Greying Wildlands, a lawless realm harboring a curse that has kept it unconquered by human hands. However, this story begins in the territory of Western Wynandir, within the boundaries of the Dwendalian
Empire. Emerging thirteen generations before, the Dwendalian Empire has slowly spread to encompass the surrounding societies of the region, absorbing the peoples of the Zemni Fields in the Marrow Valley before finally conquering the Jules Dominion and taking the whole of Western Wynandir for the Empire.
Under the rule of the current king, Bertrand Dwendal, now in his sixty-eight year, most are left to their own devices.
You live as you did before, the crown only takes a tithe of what you produce and earn. You follow its laws, worship its gods and bow to its installed local leadership. In return, denizens of the Empire are protected from the chaotic horrors and shattered evils that stalk the edges of the civilized lands. This accord has led to a prosperous century for the Empire, or at least the political elite. Tensions brew beneath the chafing watch of the Crown's Guard, every temple is government owned and run and worship outside the approved idoletery is met with imprisonment. Rumors of military clashes at the eastern borders of Xhorhas have many common folk on edge.
Our story, however, begins much smaller. Here in the southern reaches of the Marrow Valley, beyond the entry gates to the Wuyune Gorge, lies the small, rural town of Trostenwald. Bordering the blue waters of the Ustalach, this town came to prominence near the turn of the recent century, when the surrounding fertile farmlands were discovered to produce a unique type of grain and wheat, leading to a boom of breweries. When the glut subsided, three large families stood triumphant in the local business of fermented delights.
Now Trostenwald thrives on their exports of fish, crops and ale. Here, in this sleepy tradestop, along the Amber road a handful of wandering destinies slowly begin to intersect.
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