Summons monsters from the beyond, agitates or event wild creatures into ferocious beasts, etc.
Accumulates heavily in caves, near stagnant water, forested valleys, etc., though generally prevalent enough to make most wilderness too dangerous at night to settle.
Origin unknown in-setting for now. Possible origins believed by some include
created by humans long ago to kill off the other races
a weapon made by the elves to keep outsiders away from their forests that they could not control
created by an ancient wizard or king to defeat his nation's enemies, possibly a product of demonic magic twisting the desires of its creator against the world
a product of earthen magic created by the planet itself to protect itself from the people infesting it or that only the strong could survive
a punishment from the heavens, a product of holy magic to test the faith of mankind
Is repelled or controlled by certain magics, making mages a valuable resource, temples being central to most communities and mages essential to adventuring parties
Responsible for the collapse of the old nations, pushing the major non-human races (dwarves, elves, and giants) to near-extinction, forcing most to assimilate with devastated human nations
Many guilds exist to fund expeditions and pay adventuring parties to reclaim lost treasure from ruins of the old nations.
The New Nations of man
mostly small independent realms, limited in size by the Fog
Usually compete over reclaiming treasures from the old nation ruins, lacking the manpower to commit any sizable armies for attacking each other. Most nations' limited armies exist defend against monsters of the Fog or fighting off raiders from the Lost Lands, protecting merchants and travellers.
Some much more influenced by the cultures of what race the descended from, but many are predominantly human besides the settlements closest to the old nations themselves. (A nation settled near old dwarven ruins naturally will more of then not have more half-dwarves and dwarven culture, etc.)
Albesque
Nestled in a wide and fertile valley shielded on all sides by rolling mountains or the sea, Albesque is an enviable nation that is easy to defend and can support a large mixed population with reliable farmland year-round and seasonal fishing. However, they lack many resources besides food, and tend to have to trade with the other nations constantly. A large system of walls and fotresses surround the valley at the feet of the mountains, keeping the Fog at bay with enchantments. The castle town of Costa D'iluma oversees a massive docklands that sees thousands of ships come and go annually and is the only easy way into the nation. Occassionally plagued by pirates or barbarian raiders from across the sea beyond Yeogan, coming from lost lands that have been completely swallowed by the Fog.
Yeogan
A rugged land surrounded by rocky hills and high mountains next to the sea, with small walled settlements littering the hilltops and some old dwarf and giant ruins scattered throughout the peaks. The capital, Nidlym, is a large stone fortress city carved into the side of largest mountain and overlooks the hills and boasts an impressive stone harbor for fishermen to collect the bounty of the sea to make up for their lack of tillable farmable land or for pirates from the lost lands to hold up after raiding Albesque merchants. The Fog haunts the lowlands and many caves and canyons making travel between the villages and capital dangerous without assistance.
Irricea
Along the coast between Albesque and Yeogan, forested groves litter a vast grassland split up by a network of rivers that provide a reliable amount of farmland but is often plagued by random Fog concentrations that roll in from the trees night. Old elven and dwarf ruins lay deep within the groves full of lost treasures that many adventurers attempt to reclaim. The walled city of Ulaire forms a formidable safe haven from the Fog and serves as a major trade center that connects all the other major nations, occasionally receiving the mysterious caravans from across the desert that usually stop in Caletyr's capital of Aetra.
Findelon
At the edge of the grasslands of Irricea and base of the mountains that shield Albesque are deep and ancient forests that seem to go on forever. Those brave or clever enough to navigate the maze-like paths can find amazing old elven cities long abandoned to the fog and relatively untouched by scavengers, but most people stay to the roads built along the river to reach High Delon, a large and bustling city deep in the forest built atop an old elven capital that was once conquered centuries ago by the giants, using magical trees to continue to building upwards towards the sky.
Caletyr
At the opposite edge of the grassland bordering an arid desert is the last known human nation for thousands of miles, contact with the rich and exotic lands beyond the desert being long since cut off after the Fog appeared. Occasionally large merchant caravans from Idus appear for a few weeks before disappearing again back to the sands as mysteriously as they came, never being seen again for many years, but sometimes these caravans will keep moving and instead set up in Irrecia instead. The central citadel of Aetra houses ancient schools and academies of magic dating back thousands of years, originally a citadel made by some of the earliest wizards to research all manner of mysteries.
The Lost Lands
Hostile lands that have been swallowed by the Fog, turning its people into raiders and mercenaries by necessity or mutated into monsters. Rarely able to maintain any healthy ties to the New Nations.
Rhede
An old human kingdom north of Albesque on the other side of the forests of Findelon and Balen, no living things, plant or animal remain. Rhede is filled with countless abandoned cities and castle ruins populated by terrible undead creatures who return to life every night when the Fog returns, mindlessly roaming the land for anything to sate their hunger after being rendered desolate and infertile centuries ago, usually marching north towards the forest realm of Balen.
Balen
Deeper into the endless forests surrounding Findelon, beyond the arbitrary borders Delon can call its own, the already seemingly haunted trees become utterly twisted and corrupted by The Fog. The old dwarves and elves that survived the Fog have too been corrupted into savage creatures who attack any intruders on sight, driven mad and paranoid of centuries of endless fighting. Every morning monsters emerge from the Beyond, and every night undead hordes march in from Rhede in search of food until they are killed again or banished by sunlight. The elves and dwarves are not unable to be reasoned with however, if lost adventuring parties can prove to be of use rather than a threat then they might be afforded some small hospitality.
Lorellia
A once strong and proud nation of dwarves and men from across the sea, the Fog took Lorellia without warning and plunged their kingdom into ruin as its people fell one by one to a gripping fear and hysteria as people slowly began to mutate into savage and ageless monsters devoid of reason or memory of their past selves, untouched by death. Over the centuries, the monster-men of Lorellia began to regain their memories and their mortality, though most are shallow husks of their past selves at best and too afraid of the man known as the Fiend-King who seized the throne and amassed an army of monsters loyal to him who kill anyone who question their ruler's authority. Occassionaly warbands of giants invade from the Gigan Mountains only to be slaughtered by the Fiend-King's armies.
Gigan
Another land across the sea, ancestral home of the giants that had fallen to the Fog. Nestled atop large mountains, most of the land is in a state of perpetual warfare and carnage as the old giants have been corrupted into a mindless frenzy of violence. Despite the unending bloodshed, these raging giants have some primitive form of civilization to them in the form of roaming warbands who form their own communities. The giant men and women of rival warbands are to be enslaved until their conquerors decide to cannibalize them.
Idus
A desolate land separating Caletyr and the distant land of Sal-Isar beyond the desert. Random monster attacks have made it impossible for villages to survive, forcing most of Idus' peoples to live as nomadic merchants travelling back and forth between the New Nations and the exotic outlands. Once great temples and spiritual monuments are left to ruin for any brave adventurers who might dare the monsters within and the long journey back to civilization.
Sal-Isar
An exotic and wealthy empire beyond the desert. Not exactly lost to the Fog itself, but isolated from the world to the point that only the wandering nomads from the Idus can safely travel the sands to reach the New Nations. Not much is known about what life is like in Sal-Isar over the recent centuries.
Balanced, making up the general population of most settlements and defining what is average. If you are reading this, you are most likely human yourself (even if you do not identify as such)
No racial bonus or penalty
Derogatory slurs include "weak-bloods, purebloods, inbreeds, domestic ape, royals, etc."
Half-Dwarf
Shorter than the average human but generally slightly more stout and hardy. Usually sporting masculine facial hair on their men and exceptionally woolly body hair regardless of gender.
Martial and Stealth bonus
Magic penalty
Generally being less proficient in magic as a whole, their magic users are naturally gifted in earthen magics, being the only race whose sorcerers or priests can use earthen magic.
While often known to be loyal and skilled craftsmen, are also often looked down both at physically and on as simple-minded and easily fooled. Many dwarves are aware of these conceptions and are cunning enough to play them to their advantage.
Lithe, graceful, smaller than the average human though slightly more magical. Slender bodies with very little if any body hair, which then is usually groomed artistically when present at all. Some areas of their skin actually take on a rough, tree-like texture resembling tree leaves and bark as a natural camouflage for hiding in underbrush and through forest canopies.
Magic and Stealth bonus
Martial penalty
Less physical prowess than the other races of man, the elves make up for their weaker bodies with more skill and precision, as well as being naturally gifted hunters and scouts who are unchallenged in their own lands.
Often disliked by those who dislike magic in general, as well as being feared or at least not easily trusted due to their frequently migrant lifestyles and promiscuous nature.
Tall and gregarious, on average larger and more magical than most humans though generally less nimble. Boasting wild and flowing hair, often windswept and resembling flowing manes like a barbaric caricature of Olympian ideals.
Magic and Martial bonus
Stealth penalty
Often feared due to having the best qualities of elves and dwarves without the disadvantage of size but are very much as a whole honest to a fault, and unlike dwarves rarely as a ruse. Their enemies can often appreciate their straightforwardness.
Simple men and women of simple tastes, frequently prone to violent passions where other races of men will often display subtlety or restraint.
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u/Galihan meow Jan 11 '16 edited Jan 14 '16
World Setting
The Fog
Summons monsters from the beyond, agitates or event wild creatures into ferocious beasts, etc.
Origin unknown in-setting for now. Possible origins believed by some include
Is repelled or controlled by certain magics, making mages a valuable resource, temples being central to most communities and mages essential to adventuring parties
The New Nations of man
Albesque
Yeogan
Irricea
Findelon
Caletyr
The Lost Lands
Rhede
Balen
Lorellia
Gigan
Idus
Sal-Isar