**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]]