Worldmap

The Foglands Worldmap is used to track your progress when travelling between the known regions of the world, or when going off-path to delve into the Grey.

In a land where roads vanish and landscapes shift, sticking to estimations is often prudent. Much like the world it represents, your map makes no attempt to reason with distance or scale. Instead, it focuses on outlining key elements such as fog density, threat levels and travel times.

The location of Bastions and other less secure settlements are approximations at best, and their areas of influence are framed with rings of varying fog densities: The Near Grey, Far Grey and Wild Grey.

  • The Near Grey lays just outside the Bastions’ direct area of influence. The Fog is thin and its currents are mostly slow and predictable. Fog Spawns are uncommon, settlements are semi-nomadic and large in scale, and the authority of the nearest Bastion is still somewhat recognized.
  • The Far Grey is where civilization dies. With the massive increase in Fog density comes a slew of new dangers. Life here is brutal, such that even hardened tribal bands only cross into the Far Grey as a last resort. A few settlements exist, about which we know precious little. Elves are everywhere and Fog Spawns are Common. Most Bastions have replaced the dealth penalty with Far Grey combat duty.
  • The Wild Grey covers most of the world. Here, the sun is a forgettable dot and warmth is a dream. The Fog density is absolute and finding your way is a matter of faith, intuition or sensitivity to the occult. Senses cannot be trusted, logic doesn’t exist, and the land will try to eat you before the countless Fog Spawns do. The old world’s deepest secrets and greatest treasures lay there, waiting for you.

Traveling the Grey

You travel through the Fog by reading its flow and finding emerging routes in its clearings. These routes will lead you to floats and islands.

Floats are temporary holes in the Fog that allow for much needed rest. They can last anywhere from a day to a few weeks and, much like watering holes in a desert, will be highly sought after.

Islands are larger and more permanent clearings. Though the Fog will eventually claim them back, they will last anywhere from a few months to a few decades. Because new islands rarely emerge, news of an unsettled one is sure to cause major conflict. Generally, your destinations will be islands and your resting points between routes will be floats.

The length, difficulty and profitability of your travels is defined by the thoroughness of your planning, the number of routes you must clear until the next island, and the density of the fog you must pass through to do so.

Planning your Travel (in progress)

Generations of perilous wayfinding led to the discovery of travel charts. By disregarding logic or distance and reaching specific islands in a strict order, consistent and predictable travel times become possible. Thanks to this, you can know beforehand if you are heading out for days, months or years. During the planning phase, acquiring a chart - or parts of one - should be your priority.

with a chart in hand, you can start buying, trading for or “uncovering” information about the islands it contains, about treasures and opportunities on your path, dangerous entities, or recent changes in the fog currents. Good information allows you to formulate a better strategy: which danger will you avoid and which will you take on? for that purpose, what equipment will you buy and or which mercenary will you hire?


The Party Leader is tasked with

The Fixer is tasked with repairs, equipment

The Wayfinder is tasked with 

The Routes


On top of the dangers encountered on the routes you choose, there are a number of danger points dispersed on the track.

- On an easy trip, you know if the boxes are safe or danger points.

- On a hard trip, you know where the points are but not their state.

- On a deadly trip,  you don’t know the number, state or location of the points. Only the number of routes to clear.

For every Route

The Leader

Roll Leadership. On a success, the party gets a bonus to rolls. On a failure, a penalty. The number is determined by your degree of success.

The Guide

Make a Fogdelving roll against the Fog’s DL. On a success, you choose the route from the table below. On a failure, the Fog (GM) chooses in your place. The choice of route is made from any route at or below the number the number on your degree of success roll.

The Sentry

Roll Detection to notice threats in time. The degree of success determines how much is detected about the threat and how easy it is to avoid it.

The Fixer

Roll to forage ressources or to use a ressource while traveling. On a failure, the ressource is destroyed.



RollRoute Type Modifiers Description
1Open Fog

Detection (2x Dis)

Stealth (2x Adv)

You cannot backtrack

Chance for random encounter


2Wild land

Traversal: roll to move at normal speed. Stamina loss upon failure.

Alchemy: Advantage when foraging

Greylore: Advantage for 

3Trails

Roll traversal to move at fast speed. Stamina loss upon failure

The most common way through the Fog. Barely wine enough two
4RoadsAdvance normallyRoads are little more than wider dirt trails, made more permanent through regular use. The tapped ground provides easy footing for man an beast alike.
5River Routes
Routes along rivers or through river deltas. Bridges (natural or not), Rrapids or waterfalls, encounters with dangerous aquatic creatures, or the need to find or build makeshift rafts or boats to continue the journey, make river routes dangerous.
6

Stone Roads

Fast travel Speed without checks

Detection (Advantage)

Stealth (Disadvantage)

Remnants of a vast network of stone-paved roads built before the Fog. These wide and sturdy roads are flanked by chest-high walls, making them easy to travel on and generally safe. By some unknowable artifice, the land on either side has been made barren up to 150ft, rendering ambushes quite difficult.

7Constrained Path
When surprising enemies, attackers have double advantage on attack rolls during first round of combatMost often cliff sides of valley bottoms, these routes constrain you forward or backwards, making ambushes deadly. Obstacles could include crumbling cliffs, high tides cutting off access, or elven raiders with entranched positions.
8Ruins

Detection (Disadvantage)

Tinkering (Advantage)

Routes that wind through the remnants of long-forgotten civilizations. These routes are as lucrative as their old guardians are dangerous. 
8Tunnels


Dark and labyrinthine passages beneath the surface. Obstacles might include cave-ins, collapsed tunnels, poisonous gases, or encounters with subterranean creatures. Often threaded as a last resort or to narrow your pursuers’ angle of attack.

9
10


11
12Clear SkyLower a curse by one stage.Areas of extreme natural activity seem to hinder the fog’s embrace. These areas are incredibly hard to traverse, but the sight of a clear sky is enough to risk one’s life. 

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