The World of Mistfall
The Second Mist reshaped the realm, but it did not erase it. Cities endure, monsters return, and the struggle between light and shadow continues.
Bestiary
Not all monsters are born. Some are remembered.
The creatures that roam Mistfall are not remnants of a failed age, nor signs that evil has triumphed. They are a consequence of balance — a world preserved in a state where conflict is contained, but never fully erased.
When the Second Mist reshaped the realm, many horrors were swept away. Yet the Mist does not erase what the world has already learned to hold. Where violence, corruption, and fear once took root, life returned in familiar, dangerous forms.
Why Monsters Return
After Mistfall, death ceased to be final in the way mortals once understood. Creatures may be slain, lairs may be cleared, but the patterns that gave rise to them remain.
The Mist preserves roles rather than individuals. A beast does not rise again — but the land will birth another in its place.
To end all monsters permanently would require erasing the scars of history itself — an act the world will not allow.
Beasts of the Wild
Many creatures are simply predators, born of forests, plains, mountains, and seas. Wolves, bears, insects, and other natural beasts become dangerous not through malice, but through proximity to civilisation.
These creatures return because the wilds reclaim themselves whenever vigilance falters. Clearing a forest does not tame it forever.
Corrupted and Twisted Creatures
Some monsters bear the mark of darker origins. Corruption from past wars, tainted magic, or lingering influence from figures like Norinth warped living beings into something unnatural.
Though the source of such corruption has faded, its effects persist. The land remembers how to create these horrors — even if it no longer remembers why.
Undead
The undead are among the clearest reminders that death in Mistfall is imperfect. Raised by necromancy, cursed ground, or unresolved trauma, these beings exist where the boundary between life and death is thin.
Destroying an undead creature brings temporary relief, but where graves remain disturbed or magic lingers, the dead rarely rest forever.
Intelligent Foes
Not all enemies are mindless beasts. Humanoid threats — bandits, cultists, rogue guilds, and hostile races — arise from the same pressures that shape civilisation itself.
Greed, fear, and ambition ensure that such threats are never eradicated entirely. Even when one group is destroyed, another soon takes its place.
Contained Horrors
Certain creatures exist only within specific locations — buried ruins, forgotten temples, ancient tunnels, and sealed strongholds. These beings persist because the Mist allows instability when it remains confined.
Such places are dangerous by design. They serve as release valves for corruption, ensuring it does not spread unchecked across the realm.
The Role of Adventurers
Adventurers do not cleanse the world of monsters forever. They hold the line.
By clearing paths, disrupting lairs, and containing threats, they prevent the balance from tipping too far into chaos.
In Mistfall, heroism is not measured by final victory, but by endurance.