**Type**: Magical Environmental Effect
**Source**: Unknown origin, spreading through necrotic channels
**Nature**: Arcane Necrotic Miasma
---
### Overview
The fog that rolls through the ruins of [[Gor’Karn]] is no natural weather. It is a **necrotic mist**, consuming memory, masking the undead, and distorting the senses and thoughts of those who pass through it.
It is now understood that this mist **did not originate in [[Gor’Karn]]**—its true source lies in **[[Hexa Landing]]**, a coastal city in [[North Angoria|North Angoria]]. There, Queen [[Callidora]] possesses the **unconscious ability to manipulate the mist**, though she is unaware of its origins. The [[Sacred Stone]] of Grushnar seems to amplify or attract it, suggesting a deeper, perhaps planar or divine, origin.
The mist is more than just environmental—it is **sentient on some level**, and may even be **capable of interfering with divine power**. Divine spells cast within it may falter or behave unpredictably. It is theorized that the mist has, in the distant past, **trapped entire souls and even gods**, holding them in states of forgetfulness or stasis, unable to act or remember their purpose.
---
### Appearance
- Thick, heavy fog with hues of violet, gray, and green
- Occasionally shimmers with ghostly figures or burning embers that vanish when approached
- Emits no scent, but causes chills and the sensation of unseen hands brushing the skin
---
### Effects (Mechanical)
- **Visibility**: Heavily obscured beyond 10 feet
- **Perception Checks**: Disadvantage on Wisdom (Perception) relying on sight or sound
- **Survival Checks**: DC 15 to avoid becoming lost in uncharted sections
- **Undead Concealment**: Undead can hide with advantage while in the fog
**Memory Drain**: At the end of every hour spent in the fog, each creature must succeed on a **DC 15 Wisdom saving throw** or lose a memory.
- The mist feeds **first on the most important, emotionally charged, or frequently recalled memories**—loved ones, identities, goals, and purpose.
- Each failed save **increases the DC by 2** for subsequent saves as the fog consumes more of the character’s essence.
- Lost memories should be tracked by the DM and can lead to disorientation, emotional instability, or permanent personality shifts.
- Memories can only be restored through **greater restoration**, **wish**, or divine intervention.
**When all memories are consumed**, the creature becomes an empty husk:
- The character’s alignment shifts to Neutral
- They lose all class abilities and proficiencies temporarily
- Their personality traits, ideals, and bonds are erased
- Mechanically, they suffer **disadvantage on all Intelligence and Charisma-based checks**, and can no longer benefit from Inspiration
- Unless healed within 24 hours, they begin to fade into undeath, becoming a Mist-Walker (custom specter-type creature under DM control)
Optional:
- Characters may feel the presence of spirits trying to speak to them. **DC 16 Wisdom save** to resist confusion or fear.
- The fog can be **partially dispersed by radiant spells**, holy fire, or proximity to a restored Shrine of Grushnar.
- **Divine spellcasters** must roll a **d20 when casting any spell of 1st level or higher** in the fog. On a roll of **1–3**, the spell fails or misfires (DM discretion).
---
### Lore & Themes
- The fog is considered a **veil of mourning** by orc shamans—an eternal lament for the dishonored dead
- Within its mist, echoes of [[Gor’Karn]]’s final moments replay endlessly to those spiritually attuned
- It is theorized the fog contains fragments of the souls **trapped when the [[Sacred Stone]] fell**, and that it grows thicker when new souls are claimed
- It **feeds on memory and clarity**, drawing strength from confusion, sorrow, and guilt
- Its presence in [[Hexa Landing]] indicates it may be part of a much larger force or awakening
- It may possess the power to **trap even divine beings**, forcing them into sleep or confusion
---
### Adventure Usage
- May serve as a **soft terrain hazard**, a **puzzle**, or a **storytelling tool** revealing moments of [[Sela]]’s fall or [[Korgath]]’s turning point
- Vision flashbacks or ghostly apparitions can appear in the fog when PCs succeed high Insight or Religion checks
- Use the fog to create **momentary disorientation**, lost time, or party separation to build tension
- Memory loss can play into character backstories, weaken spellcasting efficiency, or delay puzzle solving
- The final stages of memory loss can become a dramatic turning point, forcing the party to seek out a cure or restoration
## More Info
[[The Shroud of Hexa]]