The Mist

The Land of the Mist lies around the borders of the world and is heavily guarded by various factions, Slayers Guilds, Knight Orders and even some Cults. The Mist is unchartered territory and those that enter often never return. Navigating the mist is very difficult as the normal directions do not help and those in the mist are unable to see anything in front of them. Groups often end up getting separated and those who attempt to turn back even if they just entered are lost. The Knight order known as the Knights of Exiles and the faction known as the Virus Council actually inhabit the mist and presumably their bases are somewhere in the mist. Legends are told that old ruins of the Garufans and the first Void Empire are lost within the mist. Many previous Slayers Guilds have been lost to the mist as well as The Mist slowly swallows up the land moving closer to the borders of the regions. The Mist is home to many other things though as The Mist itself is considered The Caller's Domain. Within the Caller's Domain resides The Caller itself as well as what many known as Dreadlords those that have found fragments of the Archfiends that have died when the nine hells was destroyed. These Dread lords have their own domains within the mist creating their own what seems to be a dimension and they wait for unsuspecting visitors to enter their dimension. In few cases some even hear voices within The Mist some they have never heard while others they have met as they are potential loved ones, friends, allies, etc...

Those that can successfully navigate the mist know that it is considered the fastest transportation within the world basically becoming teleportation. They know how to reach places lost within the mist that others cannot hope to seek. Many seek a special navigation tool made by the Dwarves that allows them to navigate the mist without being part of the Knights of Exiles and the Virus Council but those that do have the navigation tool still run into monsters, disease, and Dreadlords that inhabit it. In some extreme case people have been born within the Mist and those that have been born are able to navigate The Mist to some degree as well. Regardless of Origin or faction navigation is still imperfect as wandering into dreadlord domains, into disease clouds or even different planes of existence could happen. Slayers are warned that there Slayers mask basically means nothing as within The Mist and they serve as nothing more than an oxygen tank for about 3 hours.

''Player's Warning: This is probably one of the most spookier areas of the campaign and if not properly prepped you will get TPKed. The Mist is considered a high risk high reward area as there is a lot lost within it such as old ruins and treasures. Without magical items that link people together you wouldn't be able to see anyone even if they are right in front of your face. As for when you are traveling you have a chance to run into Dreadlords which do have Lair actions (since you crossed into their dimension) as well as other things they will have. These monsters are pretty nasty as well even if their are just mooks and diseases can cripple your character or just kill them outright without the proper care and treatment. You have been warned their are artifacts and other items scattered around the world to help you Navigate the mist. (note I might add more mechanics in the future if I think of anything)''

Player's Mechanic

''Slayer's Masks can only give about 3 hours of clean air give or take depending whether your mask is damaged or have been well kept. If those 3 hours are out you will begin to breathe in the diseases or even suffocate. Slayers masks will not block out any manipulation whether it is minds, memory, or dream.''

''Navigation: when entering The Mist without the proper navigation tools or a proper guide you will be considered lost even if you just stepped into the mist as it warps your way of thinking. Their is no such thing as directions or a map within the mist and those proficient in navigators tools will be making checks a disadvantage with -10. The Outlander Background is null and void as it will not work within the mist. (Conditions regarding navigation: Knights of Exiles, Virus Council, Some Void Spawn, Some Changelings, Dreamers of the Depraved cult, The Society of Yellow Perfection, and Those that were born within the mist are able to navigate the mist however it is imperfect as they know where some things are located as long as they have been there before but will still run into trouble.)''

Stress: It can easily be racked up in this area as those that enter will be making intelligence saving throws for every hour you are in there and on failure you gain stress.

''Those that are more susceptible by the Caller's influence will gain additional stress and other interesting effects. (This is if you are playing a Half Orc or an Orc character or if your backstory has it in there).''