Campaign Two: The Mighty Nein
Seven unlikely heroes unite to stop a god-eater and save the world from destruction.
Campaign Two: The Mighty Nein launched as Critical Role's second major narrative arc. A diverse group of adventurers came together through circumstance to navigate Wildemount's political and magical complexities. Known for intricate character work and high-stakes plots, this story tracks themes of redemption and identity as the party confronts ancient forces trying to reshape reality.
- Campaign Number
- Two
- Party Name
- The Mighty Nein
- Dungeon Master
- Matthew Mercer
- Primary Setting
- Wildemount
- Status
- Concluded
- Run Dates
- 2017-2021
Lore & Background
The narrative begins with scattered individuals driven by personal vendettas or secrets, each operating in their own corner of Exandria. As they converge through shared conflicts involving the Iron Throne and various cults, they form an uneasy alliance that gradually solidifies into a genuine family bond. This dynamic allows for deep exploration of trauma and growth as characters confront their pasts while saving the present. The setting of Wildemount is central to the story, featuring distinct regions like the Iron Citadel and the magical city of Rexxentrum. The campaign delves into the history of the gods and the consequences of mortal interference with divine power. The overarching plot involves a cultist named Ludinus Da'leth who manipulates events across decades to summon the God Eater Imix. Ultimately, the story is about sacrifice. The party must decide what they are willing to lose to prevent an apocalypse. Their journey spans multiple planes of existence and tests their loyalty to one another against impossible odds.
In Their Own Story
The air in the room was thick with ozone and old magic. Bells rang out across the valley, signaling the start of the ritual they had tried so hard to stop. Each member stood ready, weapons drawn not for glory, but for survival. They looked at one another, knowing this might be their final stand against a power that could unmake reality itself.
Reader's Guide
The story begins with individual protagonists navigating political intrigue and personal demons across the continent of Wildemount. Early arcs focus on uniting the group through shared enemies like the Iron Throne and the Cult of the Ruby Vanguard. As they grow stronger, they confront the true nature of the apocalypse threatening Exandria and the machinations of a powerful warlock. Mid-campaign, the party splits to handle threats in different locations before reuniting for the final assault. They infiltrate the Apogee Solstice to disrupt Ludinus Da'leth's plan to summon Imix from the Far Realm. The climax involves a desperate battle on multiple planes of existence where reality itself is at stake. Ultimately, the Nein succeeds through immense sacrifice and teamwork. While some members find peace or new paths forward, others carry deep scars from the war against divinity. The campaign concludes with the world saved but changed forever by their actions, setting the stage for future stories in Exandria's history while honoring the bonds forged during their journey together.
Did You Know?
- The party name is a pun on 'Mighty Nine', referencing the original desire to have nine members despite starting with fewer.
- One character's backstory involves the tragic death of his parents at the hands of a vampire lord.
- A member initially joined the group as an infiltrator for the Iron Throne before switching allegiances.
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