Fogwald

LOCATION

CLIMATES
LANGUAGES Human Races N-Erectus Cultures
  • HIGHLANDER
  • JUNGLE
  • SWAMP
  • WALDER
HEROES Hordes

Fogwald Rulers

 

Noble Families

  • Barsuri Bitterbeard
  • Centa Shukeriall
  • Drilmend Tinchi
  • Fedansian Shistillai
  • Hamdum Trollminer
  • Houkgrulir Mountainbelly
  • Jibren Shaidralie
  • Kalean Hardchest
  • Kerdas Strull
  • Kudirlun Marbledelver

Other Nobility

  • Araboc Amberhide
  • Brouldraek Steelbringer
  • Khekkerlum Shadowthane
  • Maldan Trardri
  • Nubrev Ulorang
  • Relminsov Vizlon
  • Sastellol Luzediang
  • Sedrallins Shakor
  • Thalgok Kragarmour
  • Thravraem Onyxbrand

Organisations

  • Phobic Ancients
  • Highguards
Guilds
  • Mental Genesis
Public Organisations
  • Roar of Courage
  • Spears of the Jaguar
  • Feltops
Shadowy Organisations
  • Strangers of Desire
  • Shivering Predation
Thieving Organisations
  • Screams of the Eager
  • Burning Lust
Human Characters
  • Henriot the Heroic
  • Guernier the Fair
  • Geruntius the Agile
  • Segarus the Great
  • Richal the Dreamer
  • Arnet the Clumsy
  • Jemmy the Patriot
  • Adame of the North
  • Jocelyn the Truthful
  • Jackie the Dragonslayer
N-Erectus Characters
  • Ryul Balwarin
  • Mirthal Petsys
  • Darunia Phizana
  • Gorwin Adwynn
  • Alre Yinfina
  • Kyrenic Trawenys
  • Ilimitar Adtris
  • Hagluin Gendithas
  • Vulluin Orikalyn
  • Folluin Nerican

Coinage of note:

 

Capital:

  • Tiliral

Cities of note:

  • Bayas
  • Botekhovo
  • Doća
  • Drakës
  • Erni
  • Florebosi
  • Foskanger
  • Helsingsund
  • Larnes
  • Ljubuska
  • Paralote
  • San Beto
  • Slivdiya
  • Vettorp

Towns of note:

  • Albro
  • Bulski
  • Češga
  • Comirancho
  • Cosica
  • Delolija
  • Huipää
  • Kankaanviisa
  • Keimäe
  • Laugaklaustur
  • Lihuski
  • Mejilupe
  • Ostunrican
  • Pasatepan
  • Pitonik
  • Tingager
  • Volunbiu

Settlements of Note:

  • HALKISTAL
  • Bogazar
  • Comazas
  • Djúpireyri
  • Fălbozia
  • Knjajavor
  • Mularal
  • Narnitas
  • Ojoban
  • Pagtai
  • Pototillo
  • Saulvinas
  • Sedcioneliai
  • Senice
  • Šošvenske
  • Tunda

Inns of note:

  • The Filthy Wood Elf
  • The Dazzling Dragons Bar
  • The Defiant Skull
  • The Whispering Moustache Pub
  • The Impossible Coconut
  • The Secret Whisper Bar
  • The Solid Angels Bar
  • The Electric Fig Pub
  • The Cowardly Harbour Inn
  • The Lying Moon Bar

Taverns of note:

  • The Brass Moustache
  • The Latin Guitar Tavern
  • The Impossible Apples Tavern
  • The Fast Harbour Pub
  • The Disarmed Guard Tavern
  • The Far Away Vanilla Bean Inn
  • The Obedient Jaguar Pub
  • The Bitter Bongo Tavern
  • The Rabid Harp Tavern
  • The Successful Canary Pub

Rest Spots of note:

  • The Famous Shovel Pub
  • The Precious Worker
  • The Fascinating Hazelnut Pub
  • The Careless Lettuce Bar
  • The Freezing Shark Inn
  • The Handy Horn Tavern
  • The Slow Jaguar Pub
  • The Shaking Falcon Inn
  • The Obnoxious Spider Bar
  • The Outrageous Hazelnut

Bridges of note:

  • The Open Crossing
  • The Lost Bridge
  • The Major Bridge
  • The Oval Aqueduct
  • Adored Edge Bridge
  • Spring Vale Footbridge
  • Brispawa Bridge
  • Windwick Bridge
  • Gilwaki Bridge
  • Lanjour Bridge

Ruins of note:

  • Cove of Pieces
  • Forest of Ash
  • Town of Dusk
  • Fields of Screams
  • Vault of the Perished
  • The Barren Reef
  • The Burning Farms
  • The Shamble Harbor
  • The Scorching City
  • The Rusted Lands

Shrines of note:

  • Cathedral Of Promise
  • Temple Of Plight
  • Church Of Grace
  • Cathedral Of Huther
  • Pantheon Of Pomdis
  • The Bright Reliquary
  • The Tainted Altar
  • The Animus Cavern
  • The Eostrunova
  • The Ailethenon

Raw Materails of note:

 

Legend

“When the Vornir wept, Lake Mirror formed and divided the country.”

Skjald Sejrik

 

Description

Right down the middle of this rugged land, situated in between Dotrego, Oatyla, Sarova, Molpolda, and Udring, runs the steep-sided Dirimag Ridge. Thus, it’s strange that there are not two separate kingdoms, if not three, as most of its eastern end lies on the east side of the Gargantuan Lake Mirror.

The name Fogwald is because the damp morning mist of Lake Mirror spread deep into the surrounding forests. At its peak, it covers the entire country’s eastern lowlands, all the way to Dirimag Ridge. Thus, every indigenous tribe but Moss’Ari left, but common and realmar settlements are littered across the countryside. As the mists have vitalizing effects on those waking up in them, several tribes of N-Erectus inhabit Fogwald.

It is a country rich in resources: metals, gems, furs, meat, grain, stone, timber—the list is indeed long. Plenty of farmlands lie in between forests of various sizes. Quarries, mines, and bustling cities, towns, villages, and farmsteads are spread across the countryside.

Its extremely varied landscape offers mountains, foothills, roughlands, flat lowlands, riverbanks, and lakeshores. Dense forests, steepsided valleys, and impassable rims ziz zag the countryside. The plenitude of cities, towns, villages, and farmsteads is connected by a great number of roads, paths, bridges, and passes.

Its settlements span from quiet places to bustling nests. No matter where you go, they have great hospitality and cook the best food. Oh my, I should go there soon. Let’s honour their legacy and order some Mirrorghast; I know the cook here has it.

Skjald Yell'a'Beard

 

Under the surface of daily life, just prior to the Great Invasion, a couple of plots were unfolding; how these fared during the invasion and cleansing crusade, we know not. But here goes:

Araboc ‘Amberhide’ Lhelloc, a power-hungry Kobold noble, believed that the Kobold were the rightful rulers of Fogwald. He secretly gathered Kobold, Fautyr, and a few T'Aurs warriors and used his influence among the forty chieftains to sow discord. Araboc convinced Berg ‘Swiftnick’ Gunnisson, a gullible Fautyr chieftain, that the humans were plotting to take over Fogwald. Thus, Berg was rallying other chieftains to his cause, creating the potential for a full-scale war.

Thravraem Otanyxban, a wise T’Aurs who opposed Araboc’s violence, was trying to find a way to expose Araboc’s plot and prevent the bloody conflict. Thravraem was also a double agent, feeding false information to Araboc while secretly informing Sahsnot, a trusted advisor to the High King, through Jocelyn “the Truthful” Marksall, about Araboc’s plans.

Berg’s suspicions were aroused by a spy working for a rival Fautyr chieftain, Ryul Balwarin, who saw an opportunity to weaken Berg’s influence. Ryul tried to plant evidence or anonymously spread rumours that contradicted Araboc’s narrative. As Berg’s faction set out to bring in Ryul and receive the name of the Fautyr chieftain, invaders swarmed the lands.

 

Barsuri ‘Bitterbeard’ Riddall and Drilmend Tinchi, two greedy human nobles, had discovered an ancient artefact that could somewhat control Fogwald’s flow of magic. They secretly formed an alliance with the Shivering Predation, a shadowy organisation that wanted to use the artefact to destabilise the region. The nobles planned to use the artefact to outmanouver Deepminded and control the power of Lake Mirror, giving them control over Fogwald’s resources and potentially sparking a war between their different faction opponents.

Henriot ‘the Heroic’ Brahage, a human character with a reputation for bravery, is also a member of the public organisation Roar of Courage, a group known for their patriotism. Planned to get a better standing with Deepminded and the realm. So, he investigated the rumours of the artefact and posed as a buyer interested in the artefact to get close to the scheming nobles Barsuri and Drillmend.

The Shivering Predation did, though, underestimate the power of the Mental Genesis Guild. The Guild, sensing a disturbance in the magical flow, also sent an undercover investigator, Ilimitar Adtris of the Dwarven kin, to pose as a potential buyer and disrupt the alliance. At first, Ilimitar and Henriot kept raising bids and interest, but when Barsuri and Drillmend tried to falsely spin their bids, the two buyers saw through it and became friends.

 

Stanimir ‘Ironfinger’ Orlov, a paranoid chieftain, believed an old, mysterious prophecy about a great flood and a powerful mana manipulator rising from the lake surfaces. It seemingly referred to Deepminded and said that she would use the lake’s magic to drown Fogwald. So, he was rallying other chieftains to his cause, demanding that Deepminded be banished from Kistal.

Vojtik ‘Wirewhip’ Simonov, a more reasonable chieftain, believed the prophecy was a metaphor and that a flood of magic, not water, was its meaning. He tried to find a way to decipher the prophecy’s true meaning and prevent a conflict with Deepminded. Vojtik went to seek her counsel, along with Darunia Phizana, a Kobold character trying to help Vojtik decipher it. Deepminded, aware of the prophecy, merely gave cryptic clues about its true meaning.

Dotrego, the country downstream, tried to manipulate the situation to their advantage. They sent a spy, disguised as a religious scholar, to feed Stanimir’s paranoia by interpreting the prophecy to literally mean a flood. But the human noble, Uzein 'the Lemon' Shishu, with his knowledge of history and prophecies, revealed the spy, who fled just days before the invasion.

Skjald Ulrich

 

Things between the Phobic Ancients and the Forty Chiefs were growing tense as well.

When the Great Invasion came, some of the Forty Chiefs, particularly those known for land grabbing like Garvin ‘Treasure’ Barlow and Crofton ‘Reaper’ Tyde, saw an opportunity to expand their territories. They encroach on land previously claimed by the Phobic Ancients, especially those houses that have dwindled in power. The Houses of the Phobic Ancients were Bartholomew du Lac and the House of Byren.

This reignited old tensions and sparked open conflict, but at least that meant armed groups could welcome the invaders.

 

A radical faction within the Phobic Ancients, fueled by whispers of war and whispers from Dotrego, who saw the Forty Chiefs as weak, advocated for a preemptive strike to reclaim their lost power. This faction, led by the charismatic but ruthless war monger Blanvuth ‘Freckles’ Seatalon, who was once a member of the Phobic Ancients but was expelled, threatened to drag the entire council into a war with the Forty Chiefs. It is said Blanvuth was captured by the Romasai and taken back to the Outlands.

 

With their lands being encroached upon and the looming threat of war, some of the more desperate Phobic Ancients made deals with Deepminded, offering her ancient artefacts and specific resources in exchange for her support against the Forty Chiefs. To avoid unforeseen consequences, Deepminded played a long game and delayed taking sides.

 

As invaders flowed in, Langdon ‘the Parrot’ Lynk, who valued diplomacy and trade, saw the danger of conflict between the Phobic Ancients and the Forty Chiefs. Thus, he advocated for focusing on strengthening defences and forging alliances to counter the true threat—the Great Invasion.

Skjald El Mary

 

History

Dark Ages

Several void gardens were connected with strong mana threads to the one that became Kistal. So, even back in the Dark Ages, it had a fair share of n-erectus, indigenous inhabitants, and caravan traffic.

The activity enforced the nearby mana links, who brimmed and hummed with energy, so the gardens became quite famous and powerful. In fact, several gods are said to originate from the area links and void nodes. Some also say parts of the land were, in fact, where vampire was created. Its not unlikely, but as much as they lost their tracks when the divines did the world reform, it has not been verified.

Skjald Sigurd

 

First Age

From the depths of the lake shone the glow of the astral; thus, the area was not as pitch black as the rest of the world. So the various tribes quickly began repairing and expanding their settlements in the dim, shimmering glow. And then came the sun and the moon, stunning everyone with their cyclus and how different day and night became.

With the coming of light, the lands began to thrive, and several settlements became villages, towns, and cities. Castles, rest stops, roads, bridges, and harbours were planned and built. Hundreds of small farms toppled forests and tamed wildernes to plough the soil, and livestock grassed in plenitude. It was as if the growth would never stop, and that raised the concerns of Wickeryadi, Fautyr, Undine, and T’Aurs. Thus, some N-Erectus, like the Fautyr, began their own quests to limit the expansion of races.

Amidst the growing turmoil, the vampires seemingly did something wrong because a great vampire hunt began. Soon everything escalated, and a war broke out involving more and more races and tribes. It all culminated in the 1st cataclysm. Where our world tilted, changing the sun and moon’s orbit, ley lines malfunctioned, the Rim down south almost closed up, and the bottom of the lake mirror was sealed so no more mana leaked from the astral.

Skjald Vinotis

 

Second Age

As the earth shook and its surface broke, the Dirimag Ridge rose up, a gargantuan span as good as dividing the vast lowlands into two almost equally large sections. From then on, the western highlands and the eastern lowlands, marshes, and lakes grew somewhat apart. The westerners became a herding highlander and mountainous forest lot, and the easterners became a lowland farming and crafting lot. Even their languages and customs grew apart over time, only the architecture kept a common style.

Then, after generations upon generations, words spread about sails from the south bringing a new kind of unpleasent rough people.

Skjald Valgrif

 

Third Age

It is said that when the Bullheaded God came to the lake mirror and tried to enter Kistal, the earthnode itself repulsed the god. Some n-erectus claim that the lake’s deep, energetic roar was nothing compared to the god’s shriek of horror, as it was almost consumed, and weakened it left the lake.

After this, none have seen the bullheaded god. But its followers, the Wanderers—oh, they were seen for sure. All the fuzz they created, everywhere indigenous treasure or lore was, they stirred in the pot. All up until their attack on Ljost Alfar and Dwarves, the following Vular War, the sinking of Ljostari, and the eruption of Mt. Ljostia into Mt. Vula.

 

Skjald Sejrik

 

Fourth Age

Nested deep within Midgard's soil, Fogwald was untouched by the Deep Blue Tsunami smashing Midgard’s shores and had no buried corpses walking again as Arisen. But the lands were shaken badly, and several areas sank into the lake, while other areas were buried in mountain landslides. The country changed a lot; Dirimag Ridge generally rose but also collapsed at several places, creating new passes.

Also, some lands in the northeast cracked, collapsed, and sank, so a river began to flow from Sarova, raising the level of the lake mirror considerably. Fogwald is now a land of great forests, rough foothills, and highland meadows, as well as the famed Lake Mirror with one huge island and several smaller islands.

Skjald Ulrich

 

Lack of Arisen didn’t last, as some couldn’t resist and used tainted waters to become Liches:

In 318, Dukcug ‘the Nail’ Mapran became Lich. Dukcug was a ruthless warlord who rose to power through brute force and cunning. He lusted for immortality and discovered a hidden tomb containing ancient lich rituals.

Dukcug’s lair is a crumbling watchtower overlooking a desolate battlefield where he met his demise. The tower is choked with the bones of his fallen enemies and reeks of decay.

After transforming into a lich, Dukcug plagued the surrounding lands, raising undead armies from the battlefield to continue his war even in death. He killed several vampires of the second to fourth generation but was eventually defeated by a coalition of knights and druids who used blessed weapons and powerful nature magic to weaken his defences and shatter his phylactery.

 

In 319, the duo of Caalees ‘Blacknose’ Varghisad and Zolqux ‘Eyless’ Digryx, two rival alchemists obsessed with the secrets of life and undeath, formed a grudging partnership to combine their knowledge and resources in their pursuit of lichdom.

Their lair is a twisted laboratory hidden deep within a network of caverns. The air is thick with the stench of chemicals and decaying flesh.

Caalees and Zolqux’s rivalry continued even after becoming liches. They constantly sabotaged each other’s experiments and clashed over magical artifacts. This ultimately led to their downfall as they mutually destroyed each other’s phylacteries in a final, spiteful duel.

 

In 322, Ruquru ‘Elven Ear’ Dygook, a half-human and half-ljost alfar, was ostracised by his kin for his unorthodox magical practices. He had delved into forbidden lore and was obsessed with achieving lichdom as a means to cheat death and preserve his vast knowledge.

Ruquru’s lair is a hidden grove corrupted by his dark magic. Twisted, stunted trees writhe with unnatural life, and the air hums with malevolent energy.

Ruquru became a reclusive lich, guarding his knowledge and power jealously. He occasionally lured unsuspecting scholars and adventurers to his lair, draining their life force to fuel his own existence. He managed to slay at least four vampires and consume their energies and weaknesses. He was eventually slain by a band of monster hunters, who forced him out of his shadowy haven, discovered his weakness for pure sunlight, and brought him to his ultimate demise.

 

In 327, Kujax ‘Darkmind’ Salavis, a powerful mind flayer who had sought to transcend the limitations of his race by becoming a lich, believing lichdom would grant him not only immortality but also vast mentalism abilities, gained all of what he craved.

Kujax’s lair was a labyrinthine network of tunnels beneath an abandoned monastery. The tunnels are littered with the psychic detritus of his victims, manifesting as warped visions and maddening whispers.

Kujax’s lichdom was incomplete, granting him extended life but not the full power he craved. He used his psionic abilities to enslave minds and drain their life essence. He was eventually defeated by a second-generation vampire, who easily disrupted his mental control and shattered his phylacterie, freeing the minds of his victims.

 

There was also Vahiz’ al Dharog i 330, but luckily for all, Vahiz’ attempt ended horribly for her, as she somehow melted together with the soil of her grove and became a living earthen face, moaning and cursing for decades in the Forest of Ash. Until 413, when a vampire came by, killed her, and absorbed whatever energies were left. The grove is still shunned by most due to its history, but with Vahiz’ gone, it’s actually quite cosy, if one doesn’t mind the occasional moaning in the winds.

Skjald Sejrik

 

Slowly, as the age of tribes faded into the age of hordes, the old nobility eventually embraced the new power houses. Melting together, they laid the foundation of the Phobic Ancients, a council with members of high esteem, bloodline, or power. Together, they managed to build quite good roads, a better-than-average web of rest stops, and some quite impressive bridges.

Alongside a growing number of shrine, temple, and church leaders, they also managed to keep the country as good as free of monsters. The only downside was that as the power of religious groups grew, their impact on daily life increased. Their boldness grew to such an extent  that the mana manipulators guild became worried and convinced the Phobic Ancients to retake control.

The Phobic Ancients took the bait and did the magic users work, tearing down religious sites, disbanding crowds, and stringing up or beheading leaders. Those on the magic paths had to openly do their best when the gods in 999 stepped out of the astral and came to save their followers. That feud ended with quite a lot of old nobility, powerful mana manipulators, and divine followers being slain.

As the gods were supporting all sides, some rampaged alone, and it became a mess—exactly what the gods preferred. The wickeryadi and Thursar stepped in and forced it to end with a truce. As everything was in a chaotic mess, there was room for self-made leaders. Due to head bashing or tongue tricks, these rag tags were able to sway crowds and stood with sudden power. These came to rule Fogwald, causing the n-erectus to withdraw from the Phobic Ancients and the humans to slide under leadership of what was called the forty chiefs.

With the 1st Alliance, the king of Ye Olde Zephyrs began to travel quite often and managed to sway several old nobles from the still existing Phobic Ancients and some from the forty chiefs to his cause for a united realm.

Skjald El Mary

 

It became exiting times… tingling coins…

But also nasty crimes… against ’em joins…

Phobic Ancients – Fogwalds loin.

Skjald Kazumix

 

In the beginning, some of the Phobic Ancients and forty chiefs supported the realm idea secretly, and only a few openly displayed support for the 1st Alliance. Quite a few played on both horses, selling weapons, goods, and information to both sides. But with the support of people like Den Godan, Setil, and Deepminded, The Torch was at a disadvantage, even though some gods tried to meddle in—they surely don’t like stable times.

When the Torch had their final defeat, the support from not only Fogwald factions but from everywhere grew. With the defeat, there also came a time when former spies and traitors were rounded up and taken care of. Sadly, it also meant that some avoided their dues by putting others in harm’s way. Some call it the time of tingling coins due to the large amount of coins passed.

Slowly, the power came to rest solely among the forty chiefs, who all came to attend the coronation of the High King in 1250. It’s said that at the coronation evening banquet, the forty-first lot engaged in bitter rivalry for titles, trade conquests, and the stationing of the realm’s troops.

Skjald Sigurd

 

Then, in 1277, as the Great Invasion unfolded, everyone joined the 2nd alliance. And as they eventually succeeded in repelling the invaders, some joined the cleansing crusade, while others focused on rebuilding Fogwald. When the crusade ended and they returned, they realised that their fight and victory came at a greater price than that of the rebuilders.

Skjald Vinotis

 

Cartography

Up north, several mountain passes lead into Flurg, and across the mountains in the east lies Sarova. In the west, Udring lies with all its splendour.

Capital: Tiliral, at Tilli Heights, on the east side of Dirimag Ridge, has a splendid view out over the Tilli Plateau and Lake Mirror.

Cities of note: Bayas, Botekhovo, Doća, Drakës, Erni, Florebosi, Foskanger, Helsingsund, Larnes, Ljubuska, Paralote, San Beto, Slivdiya, and Vettorp.

Towns of note: Albro, Bulski, Češga, Comirancho, Cosica, Delolija, Huipää, Kankaanviisa, Keimäe, Laugaklaustur, Lihuski, Mejilupe, Ostunrican, Pasatepan, Pitonik, Tingager, and Volunbiu.

Settlements of Note: Halkistal, Bogazar, Comazas, Djúpireyri, Fălbozia, Knjajavor, Mularal, Narnitas, Ojoban, Pagtai, Pototillo, Saulvinas, Sedcioneliai, Senice, Šošvenske, Tunda.

Inns of note: ‘Em Fishy Alfar, The Dazzling Draugr, The Defiant Skull, Whispering Mouse, The Impossant Coco, Secret Whispers Roof, The Solels Bar, The Fig Inn, The Cowly Inn, the Lying Moon.

Taverns of note: The Brass Moustache, Latitar Tavern, The Apples Tavern, The Fast Harburp, The Disarmed Guard, Vanilla Bean Inn, The Obedient Jaguar, Bitter Bongo Tavern, The Rabid Harp, and The Canary.

Rest spots of note: The Famous Shovel, The Precious Worker, The Hazelnutz, The Careless Lettuce, The Freezing Shark, The Handy Horn, The Slow Jaguar, The Shaking Falcon, The Obnoxious Spider, and The Outrageous Haze.

Bridges of note: The Open Crossing, The Lost Bridge, The Majoran Bridge, The Oval Aqueduct, Adored Edge Bridge, Spring Vale Footbridge, Brispawa Bridge, Windwick Bridge, Gilwaki Bridge, and Lanjour Bridge.

Ruins of note: Cove of Pieces, Forest of Ash, Town of Dusk, Fields of Screams, Vault of the Perished, The Barren Reef, The Burning Farms, The Shamble Harbour, The Scorching City, The Rusted Lands.

Shrines of note: Cathedral of Promise, Temple of Plight, Church of Grace, Cathedral of Huther, Pantheon of Pomdis, The Bright Reliquary, The Tainted Altar, The Animus Cavern, The Eostrunova, and The Ailethenon.

Skjald Sigurd

 

Organisation

Currently, Fogwald is being ruled by the fourty chiefs of common and realmar origin. The Forty Chiefs have turbulent dynamics and are not a unified council, but flowing factions within Fogwald. As there are also a couple of Moss’Ari and a large number of N-Erectus settlements, the country is a territorial mess, and often taxes are weighing caravans and travellers down.

The forty chiefs have, as such, only agreed upon one single thing: Lake Mirror, Kistal, and Halkistal are for Deepminded to govern. Some chiefs are more open to dealing with outsiders, caravans, and Deepminded, while others are fiercely trying to grab as much power as possible. All of them are annoyed when Deepminded lets traders and travellers cross Lake Mirror.

Skjald Valgrif

 

The forty chiefs are a loud, crazed lot when gathered up for their grand meetings, especially since each and every one of them has to show off to the guard contingents they bring along. Let me briefly mention the lot, as it is the n-erectus that is the most interesting in Fogwald.

Bargamask ‘Barrelarm’ Norkinzomri, Bebof ‘Longnose’ Mez, Berg ‘Swiftnick’ Gunnisson, Berkarn ‘Hoarder’ Marbleshard, Blanvuth ‘Freckles’ Seatalon, Crofton ‘Reaper’ Tyde, Darton ‘Landlubber’ Rumlar, Dobrogost, ‘the Hulk’ Vinograd, Drivic ‘Gorilla’ Rebunga, Elford ‘Backstabber’ Birkenhead, Fridmund ‘Hrafnir’ Hreidarsson, Garvin ‘Treasure’ Barlow, Gif ‘Halfhair’ Graknersk, Gætir ‘t’Rim’ Kollskeggsson, Halley ‘Cutthroat’ Rumlar, Hezar ‘Horsehung’ Rashe, Hintocies ‘Duellist’ Sorasqa, Hitcock ‘Three-Teeth’ Hitch, Ingulbjörn ‘d’Brute’ Bankisson, Ingulbjörn ‘Sharkbiter’ Gormsson, Jaroslaw ‘Stiletto’ Janda, Jur ‘Peg Leg’ Hledik, Langdon ‘the Parrot’ Lynk, Lyuben ‘Scalpist’ Morozov, Mieczyslaw ‘the Pipef’ Tkachovsky, Mon ‘One-hand’ Blazetrapper, Morgan ‘Bashed’ Stonedge, Nærfi ‘Burper’ Kætiløysson, Prescott ‘Briber’ Colby, Sandberg ‘Squealer’ Godwin, Shiang ‘Stickman’ Qien, Sigelac ‘Trolltongue’ Hrollaugsson, Stanimir ‘Ironfinger’ Orlov, Stanislaus ‘Goldpatch’ Golovkin, Thichiz ‘Captain’ Rakdit, Thokodolf ‘the Mammoth’ Oddløgsson, Thoraldr ‘Bearfist’ Gunnisson, Toi ‘Skyeye’ Tallwatcher, Tom ‘Raven’ Ziem, Tomislav ‘Twin-chin’ Bogoraz, Udru ‘Bigsmile’ Vovendu, Uzein ‘the Lemon’ Shishu, Vojtik ‘Wirewhip’ Simonov, Ziodedu ‘Zihuz’ Huuzanthib, Zitousek ‘Split-ear’ Balaban, and Åsmund ‘Bigfoot’ Arfastsson.

Skjald Sejrik

 

The forty chiefs do not openly challenge Deepminded because they fear her power. But their desire to control Kistal creates an underlying tension, as some resort to subterfuge to overthrow her altogether. Spies disguised as pilgrims or scholars try to infiltrate Kistal, hoping to learn her secrets or discover weaknesses in the island’s defences.

They know she uses the lake’s magic for her own benefit. Some secretly bargain with Deepminded for access to the lake’s resources. Deepminded, leverages her position by forming alliances with specific chiefs and offering access to the lake’s resources in exchange for loyalty and support.

Legends and prophecies concerning Lake Mirror are in plenitude; some mention a great flood and a powerful mana manipulator who will rise from the lake’s depths. These prophecies both fuel the fears of the forty chiefs and work as a rallying point for those seeking to exploit the lake’s magic.

Some of the neighbouring countries are also interested in controlling Kistal and its unique properties. Dotrego, located downstream, fears the lake’s magic is being used against them. Oatyla, with its focus on warriors, covets the lake’s potential to enhance their soldiers’ abilities. These external threats force the forty chiefs to begrudgingly cooperate with Deepminded to protect their own interests.

The river flowing from Sarova impacts the lake’s ecosystem. During heavy rains, the Mirrorghast fish become more abundant, drawing in more fishermen. On the other hand, dry seasons lead to conflicts over water rights between Fogwald chiefs.

The river and its tributaries at times reveal hidden locations, like the ancient Moss’ari ruins laying along the riverbanks or the forgotten caverns holding secrets tied to Vornir’s tears.

The river’s flow from Fogwald to Dotrego is a strategic point of control. Deepminded uses it to her advantage, regulating the flow of water and potentially flooding Dotrego’s lands if necessary.

Skjald Ulrich

 

Human Nobles

Barsuri ‘Bitterbeard’ Riddall, Centa Shukeriall, Drilmend Tinchi, Fedansian Shistillai, Hamdum ‘Trollminer’ Jalovsy, Houkgrulir ‘Mountainbelly’ Olsson, Jibren Shaidralie, Kalean ‘Hardchest’ Hurkgan, Kerdas Strull, and Kudirlun ‘Marbledelver’ Ghram.

Human Characters

Henriot, ‘the Heroic’ Brahage, Guernier ‘the Fair’ LeFavre, Geruntius ‘the Agile’ Foholki, Segarus, ‘the Great’ Rotalii, Richal ‘the Dreamer’ Laghami, Arnet, ‘the Clumsy’ Lellgaa, Jemmy, ‘the Patriot’ Iviksi, Orloau Adame, ‘of the North’, and Jocelyn, ‘the Truthful’ Marksall, Jacie ‘the Pigrynslayer’ Liott.

N-Erectus Nobility

Araboc ‘Amberhide’ Lhelloc, Brouldraek ‘Steelbringer’ Xarathürr, Khekkerlum ‘Shadowthane’ Hraftalal, Maldan Trardri, Nubrev Ulorang, Relminsov Vizlon, Sastellol Luzediang, Sedrallins Shakor, Thalgok Kragarmour, and Thravraem Otanyxban.

N-Erectus Characters

Ryul Balwarin, Mirthal Petsys, Darunia Phizana, Gorwin Adwynn, Alre Yinfina, Kyrenic Trawenys, Ilimitar Adtris, Hagluin Gendithas, Vulluin Orikalyn, and Folluin Nericaz

Skjald Kazumix

 

Organisations

Highguards

Guilds

Mental Genesis

Public Organisations

Roar of Courage, Spears of the Jaguar, Feltops

Shadowy Organisations

Strangers of Desire and Shivering Predation

Thieving Organisations

Screams of the Eager, Burning Lust

 

Natural Resources

Minerals and Ores:

  • Oranti is a rare, magical metal prized for its lightweight strength and resistance to magical energies. Used in high-quality armour and weapons.
  • Veridium is a vibrant green ore that can channel and amplify magic. Used in crafting staffs, wands, and magical foci.
  • Moonsilver is a soft, luminescent metal that glows faintly at night. Used in jewellery, magical tools for night vision, and lightweight armour.
  • Ironwood is an incredibly dense wood that is almost as strong as metal. Used for building structures, crafting weapons, and wagon wheels.

Plants and herbs:

  • Nightshade is a poisonous plant with potent alchemical properties. Used in creating poisons, medicinal concoctions, and hallucinogenic mixtures.
  • Moonsilk: A luminous flower that blooms only under the full moon. Used in textiles, potions, and magical rituals.
  • Fireweed is a fast-growing plant that thrives in volcanic ash. It is used as a reliable food source in harsh environments and can be fermented into a potent alcoholic beverage.
  • Mana Root: A rare plant that stores magical energy. Used in creating potions, enchanting mundane objects, and powering certain magical contraptions.

Creatures:

  • Cave Bats: blind bats that navigate using echolocation and have a natural resistance to magic. Used as familiars by mages and as a source of guano, a valuable fertiliser.
  • Rockworms are giant, armoured worms that burrow deep underground. Prized for their tough hides and the luminescent crystals found in their bodies, used in crafting lanterns and magical sigils.
  • Rust Lizards: large, reptilian creatures that secrete an acidic slime that can corrode metal. They are hunted for their hides and alchemical uses, but their acidic nature makes them dangerous prey.

Refined Resources:

  • Runescribed Metals: metals etched with magical symbols that enhance their properties or grant them specific abilities. (Think dwarven craftsmanship imbued with magic.) Used in crafting high-quality weapons, armour, and tools.
  • Elixirs and Potions: Mixtures of herbs, minerals, and magical components used for healing, enhancing abilities, or creating temporary effects.
  • Enchanted Items: everyday objects imbued with magical properties for various purposes. Examples include weapons that never dull, boots that muffle sound, or cloaks that provide warmth or camouflage.
  • Imbued fabrics are textiles woven with magical threads or treated with alchemical solutions to grant specific properties. Examples include fire-resistant clothing, fabrics that enhance the wearer’s charisma, or cloaks that provide protection from the elements.

The rarity and availability of some resources determine their extremevalue. Oranti, for example, is much more expensive and sought-after than iron.

The harvesting and trade of certain resources, like nightshade, are restricted or outlawed due to their dangerous or ethical implications.

Skilled guilds of miners, alchemists, and enchanters play a vital role in refining raw materials into valuable finished products, further influencing trade prices.

Certain regions of Fogwald are known for specific resources or have unique refining techniques, leading to specialisation in trade.

Skjald El Mary

 

Special

The most peculiar thing about Fogwald we have noticed is that none of the indigenous human races live there except for one tribe of Moss’Ari.

Skjald Ulrich

Last Updated on 2024-06-28 by IoM-Christian