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.

Factions

Power endures, even when gods fall silent.

With the passing of the great powers, the world of Mistfall did not become leaderless. Authority, influence, and ambition simply changed shape.

Factions arose to fill the vacuum left by gods, dragons, and legends — some founded on order and protection, others on greed, secrecy, or control. None rule unchallenged.

Orders of Faith and Duty

Though the gods no longer intervene directly, faith did not vanish with the Second Mist. Religious orders, paladins, clerics, and temples continue to uphold doctrines shaped by ancient belief.

These orders see themselves as custodians of balance, maintaining moral structure in a world that resists final judgement. Their influence varies by region, but few towns exist without some form of organised faith.

Guilds and Civil Power

Trade guilds, crafting orders, and mercantile alliances form the backbone of civilisation. Where crowns and empires fail to endure, commerce and cooperation persist.

These organisations wield power quietly — controlling resources, labour, and access. Their rivalries are rarely fought openly, but their consequences are felt everywhere.

Criminal Networks

Crime is not an aberration in Mistfall — it is a symptom of survival.

Thieves’ guilds, assassins, and smugglers thrive in the spaces between law and necessity. When one network is dismantled, another inevitably rises to replace it.

The Mist allows such cycles to continue, so long as they remain contained.

Arcane Circles and Hidden Cabals

Magic survived the Second Mist, but its practice became cautious and restrained. Those who pursue arcane knowledge often do so in secret, forming circles, cabals, or isolated enclaves.

Some seek understanding. Others seek power once wielded by gods and dragons. Few succeed — and fewer still do so without consequence.

Factions of the Wild

Not all factions are born of civilisation. Tribes, hostile races, and organised creatures exert control over regions beyond settled lands.

These groups are shaped by instinct, survival, and tradition. They do not seek to rule the realm — only to endure within it.

The Role of Adventurers

Adventurers exist outside traditional structures of power. They ally with factions when it suits them, oppose them when necessary, and disrupt balance simply by surviving.

To factions, adventurers are tools, threats, or opportunities. To the world itself, they are pressure points — agents that prevent any one power from growing unchecked.

In Mistfall, factions do not seek final victory. They seek advantage — knowing that permanence invites correction.