Geography & Nations
Mistveil is the name of the realm, a place home to many different peoples, places, creatures, and monsters.
The Veilwood is a gargantuan forest that encircles the borders of the realm. Dense and dark, evergreen pine and fir trees pressed so close together that the canopy lets no light through, even in the middle of the day. A thin mist seems to coat the forest floor, growing thicker the deeper one ventures inside. None who enter the border forest ever return, yet none of the inhabitants of Mistveil recall traversing the forest that rings it. It is home to many creatures, natural and mythological alike; while owls, bats, wolves, deer, and myriad woodland creatures roam the dense wood, so too do monsters like direwolves and banshees, or blood-hungry beasts.
Duskmoor is the largest town in Mistveil, so named for the massive, deep lake it was built on the bank of. A large dock is built into the lake, with darkwood boats bobbing on the surface, used by local fishermen. The town is ringed by a tall stone wall, home to cobbled streets lit by tall lanterns, and timber-framed homes. Taverns and inns, cobblers and tailors, carpenters and metalsmiths, all walks of life and traders live and work in Duskmoor. Outside the protective walls lies the town’s farmland, providing the town with a reliable food source, as well as fuelling the town’s trade, all guarded by the town's militia. A small river runs through the town, originating from the lake at the south, and has several small stone bridges built over it at regular intervals.
Akthyr is an old village formed around a crossroads, home to tall, crumbling churches and ancient religious iconography. There is only one tavern and inn, and the majority of the village workers are farmers tending the small farming fields on the town's outskirts. The homes of the town are low, brick walls in timber frames. Lacking any established defense and relying on the occasional adventurer or mercenary, they are susceptible to monster attacks. The population is older, more superstitious.
Revenath is a small village nestled between the mountains that form the Southern Valley. It is surrounded by a small yet dense wood, and so its people subsist mostly on hunting and forage for both food and trade. They have access to the cave network that runs through the mountains forming the valley their town is nestled in, and so they trade mostly metal ore, gemstones, and lumber. Their people are rather isolated, with the only way to access the town being crossing the lake south of Duskmoor, walking an unmarked trail over or around the Whispering Mountains, or attempting to venture through the caves. There are said to be dryads in the surrounding forest, not to mention whatever else may dwell within.
The Manor Grounds is nestled inside a deciduous forest, known well by the nearby settlements as home to a large pack of direwolves, vicious and ruthless monsters. Though it is thought to be abandoned, the grounds are well-maintained, surrounded by a wrought-iron gate, keeping The Manor safely enclosed.
The Manor is a presumably abandoned building within the Manor Grounds, though it is always impeccably maintained, and one who draws close enough may find some open windows illuminated from within. There are rumours in Duskmoor and Akthyr that a Vampire inhabits the Manor, and those who go to investigate always come back dazed, with no memory of their investigation - if they return at all.
The Monastery is nestled within the largest forest inside the Veilwood, known as Duskroot Forest, in the centre of Mistveil. The tall, worn spires stand high above the trees, painting a dark, oppressive sight. There is a small graveyard beside the Monastery, though the surrounding forest has encroached upon the grounds, tall trees growing between the gravestones. There are all sorts of rumours around Mistveil about what may inhabit the Monastery; a cult, ghosts or ghouls, more Vampires… It is uncertain what, exactly, dwells there.
Duskroot Forest is widely considered haunted by the inhabitants of Akthyr, but those within Duskmoor do not believe so. Regardless, everyone is wary of the Monastery within. All manner of woodland creatures live within; packs of wolves, families of deer, owls and ravens and crows nesting within the trees. The trees are not packed so thick, so sunlight will filter through the trees during daylight, but there is an eerie feel to the forest at night. Several dead-end dirt paths wind through the forest.
The Southern Valley is formed by the Whisperwind Mountains; tall, jagged mountains that tear high into the sky, yet dip low in the centre. Winding caves run through the mountains, with a wealth of metal ores and gemstones within, home to nesting bats and rock crabs. There are no sources of natural light within, and so the journey through the caves is long and treacherous, with no way to know the correct path. Skeletons are scattered amidst the paths, remnants of those who tried to venture through and lost their way. Harpies, hawks and eagles make their nests high up on the cliffs, and even a few mountain goats in the heights.
The Northroad is a long dirt path that spans the width of Mistveil, and is the easiest road to take. It spans mostly fieldlands, only briefly dipping into the Northern Forest that surrounds the Manor. It leads to Akthyr, and crosses over two rivers via sturdy, well-constructed wooden bridges.
The Southroad is a difficult road to take, winding through Duskroot Forest and even over part of the northern Whisperwind Mountain, making it very treacherous. Few people bother to take the Southroad, especially as it crosses no major settlements, meaning it has no use for trade. Many reports of monster attacks originate from here, as it tends to be a rather isolated path. It crosses a shallow point of the river running through the Duskroot Forest, though there is no established bridge as it is so deep that no builders dare to venture in.
A small Hunters’ Camp is established a little ways off the Northroad, between Duskmoor and Akthyr, at the point where the Northern Forest meets the wide part of the river. While they do hunt regular creatures, they also do business in hunting monsters. There are only around 10 hunters living in the camp, all highly skilled, that work well together as a team.
The East Watchtower stands southeast of Akthyr, and is staffed by a few people who live at the tower permanently. It serves as a place to warn the people of Akthyr of any incoming monster attacks. It is a tall, brick tower with multiple windows at every level to provide visibility, with a large bell at the top.
The West Watchtower stands as part of the northern wall of Duskmoor, and is staffed by a rotating number of guards, serving as a method of warning the people of Duskmoor of any danger. It is a tall, brick tower with multiple windows at every level to provide visibility, with a large bell at the top.
Evelyn’s Spire is a mysterious structure deep in the north of the Veilwood, crafted from clean-cut dark stone, with glass windows and sconces for torches higher up, along with a chimney emerging from the pointed roof that occasionally produces a thick mist. It was said to be constructed by a powerful human Sorceress by the name of Evelyn Achlys, around the same time as the Monastery. It is presumed to be inaccessible due to how deep into the Veilwood it is. The structure is perfectly maintained despite its age, though there is no way that Evelyn could still be alive…
Races & Cultures
Humans are the dominant race across the entirety of Mistveil, seen across every settlement, standing at average height, with all manner of hair colours and skin tones. They have their hands in most crafts, working as barkeeps and innkeeps, cobblers and tanners, tailors and clothmakers, hunters and gatherers, merchants and mercenaries. Generations of humans have lived in Mistveil. They are hardy, determined, versatile people. It is a small group of the elves and humans of Duskmoor that are the foremost investigators into the Veilwood, the Manor, the Monastery, and Evelyn’s Spire.
Elves are one of the least common races, said to have come to Mistveil from a different plane entirely, and typically invest themselves in scholarly pursuits or the mastery of magic. They tend to be tall, with long, pointed ears, light hair and pale skin. The majority of elves live in Revenath, but a small group lives in Duskmoor. It is a small group of the elves and humans of Duskmoor that are the foremost investigators into the Veilwood, the Manor, the Monastery, and Evelyn’s Spire. They are a quiet and contemplative sort of people, who live for far longer than any of the other races. Some elves even claim to remember the construction of Evelyn’s Spire and the Monastery.
Half-Elves are born from unions between elves and humans, and are often looked down on by elves in particular. They tend to be on the taller side height-wise, with a similar range of hair and skin colours to humans. They are more numerous than elves themselves, and many half-elves have a grudge against elves due to their discrimination. They live a little longer than most other races, though nowhere near as long as elves do. Though half-elves are present across most of Mistveil, there are no half-elves in Revenath.
Gnomes are few and far between, and are stubborn, hard-working people identifiable by their short height and their pointed ears. They are well-suited to navigating caves, and the vast majority of their population in Mistveil live in Revenath, making a living mining or guiding people through the caves. The gnomes that live in Duskmoor are mostly metalsmiths, though a couple of them make a living peddling their wares.
Halflings are fairly numerous, with their population mostly split between the three major settlements, and easily spotted, identifiable by their below-average height and slightly larger rounded ears. The halflings living in Akthyr are mostly farmers and animal tenders, the halflings of Duskmoor are mostly cobblers, tanners, or stoneworkers, with some working as merchants or bar staff, and the halflings of Revenath are mostly miners, guides for the mountain paths, or hunters.
Tieflings are the least populous race in Mistveil, and are not very well-liked, with most people believing them to be devils or demons, just as bad as the Vampires and Werewolves that threaten them. They are of average height, with horns in a variety of shapes and sizes protruding from their foreheads, and arrow-tipped tails from the base of their spines. Their skin colours can vary dramatically, including shades of blue, purple, or bright red.
Monsters & Villains
It is mostly wildlife and monsters that threaten the people dwelling within Mistveil, though there are a few unexpected threats that the people are largely unaware of;
Vampires and Vampire Spawn have had rumoured sightings for as long as any have lived in the realm, said to dwell recently within The Manor, though historically they have been said to live even within the settlements, deceiving their neighbours to feed on them. They are mostly immortal creatures that subsist on blood to survive, that burn in sunlight and possess great physical and psychic power. True Vampires may choose to turn those they bite into Vampire Spawn, weaker Vampires that are bound to serve the true Vampire that turned them. Vampires are territorial, and do not take lightly to any other creatures encroaching on what they have deemed to be their territory.
The most dangerous, and only, true Vampire in Mistveil is Lady Solaire. She was an elf once before, turned into a Vampire Spawn by the old Vampire that lived in the Manor a few centuries before. She drank his blood and killed him when she grew tired of his treatment of her and the other Spawn, becoming a true Vampire in the process. Her primary desire is to find a way to stand in the sunlight without burning to death, and as such she researches and accumulates power. She has discovered mention of a gem called the Sunstone from one of the old tomes in her library, and believes it is somewhere within the Whisperwind Mountains. Any who draw close to the Manor will either be killed for food, turned into a Vampire Spawn if she likes their look, or drained of some blood and hypnotised to forget all they saw. Her Spawn serve her as maids and butlers, with the aim of lulling any visitors into a false sense of security while their fate is decided. Lady Solaire is a beautiful young-looking woman, with long, blonde hair, piercing red eyes, and pale, pale skin.
Werewolves and other Were-creatures have been seen in Mistveil for ages, with most sightings and attacks happening on farms in the outskirts of the settlements, though there have been a few cases of them appearing within the settlements and harming those who dwell there. Lycanthropy is a curse that can be passed on through Werewolf bites, and those who are found to be Were-creatures or cursed with Lycanthropy are often put to death. They say Werewolves dwell in the deep forests, namely Duskroot Forest and the Veilwood itself. Most Werewolves are cursed to be so, and thus lose control when they transform under the full moon’s light, leading to them rampaging and venturing out of the forests, attacking settlements, farms, and fields. Anyone could be a Werewolf or carry the curse of Lycanthropy, regardless of their race, age, or gender.
Undead dwell within the bounds of the Monastery in the centre of Duskroot Forest. The most threatening of them are the least sentient; Ghosts, Zombies, Ghouls, and Wraiths are those that seek only to drag the living to join their number. They are dangerous and unpredictable, and will attack any living being that enters the Monastery grounds without an escort. Revenants, however, are a different story. They look barely different from how they did in life, only bearing patches of Undead rot or wounds that would be fatal to a mortal as signs of their undeath. Revenants seek only to kill the one who killed them, and are created when someone dies with a great grudge.
There are three Revenants in Mistveil, and all of them dwell within the Monastery. Wrath is the oldest of the three, a once-human man that is now a “perfect” Revenant; one absolutely indiscernible from a living person to the naked eye, only detectable through magical means. Wrath has short, messy black hair, green eyes with deep black smudges beneath them. He was a warrior in life, and as such is well-built and strong, wielding a two-handed greatsword. Ven and River are the names of the other two. Ven has long, brown hair tied into a ponytail, deep brown eyes, and was a tanner in life. River was a fisher, and is the youngest of the three, a young man with curly blonde hair and hazel eyes. They view one another as brothers, and address one another as such, though they were not related in life.
Dryads, also known as Wood Nymphs, dwell in the woods surrounding Revenath, and they protect the forest in which they dwell. They are generally non-aggressive, but if anyone threatens the trees they protect, they will retaliate fiercely, and are not afraid to spill blood.
Harpies, great monstrous birds with human heads and chests, make their nests in the highest cliffs and peaks of the Whisperwind Mountains. They lure in travellers with their song, which is a form of hypnotism, and with their hypnotic song may draw people off the paths and the cliffs entirely, enticing them to fall to their deaths. If their song is interrupted by any means, they grow aggressive immediately and will attack with their talons.
Aside from the monsters derived from magic, the usual wilderness can be found around Mistveil. Packs of wolves roam the woodlands, both within Mistveil and within the Veilwood itself - the largest pack lives within the Veilwood, and is so large that some suspect it is actually multiple packs. A few bears live in the Veilwood, though not in the forests within Mistveil, and are rarely seen.
The greatest villain and monster, the largest threat to Mistveil, are all one and the same, and one that no soul living in Mistveil knows of. Evelyn Achlys, the human Sorceress responsible for creating Evelyn’s Spire and for splitting Mistveil off from the Material Plane, still lives, albeit no longer as a human. Nowadays, she is a Lich, a creature that has embraced undeath as a means of attaining eternal life, and is extremely powerful and dangerous. If anyone seeks to return to leave Mistveil, they must triumph over Evelyn, who has only grown more powerful and more malicious in undeath. It is impossible to access Evelyn’s Spire by normal means, and it is only by an invitation from Evelyn herself that one may find a safe path through the Veilwood to her spire - however, this has never happened for as long as Mistveil has existed.