Zarnia

== Zarnia: The Secluded Domain of Dread ==
Nestled in a forgotten corner of the world, shrouded in perpetual mist and silence, lies Zarnia, a land where whispers speak louder than screams. The fog-drenched forests and dimly lit marshlands of Zarnia are as unwelcoming as the tight-lipped inhabitants who dwell within its borders. Zarnia's history is a tapestry of secrets and shadows. Centuries ago, this land was a vibrant kingdom known for its scholars and artists. However, a mysterious calamity, known only as "The Veiling," enveloped the realm in a thick, unnatural fog that distorted both time and space. Since then, Zarnia has been cut off from the outside world, evolving into a domain where fear and suspicion govern.
The Zarnians, once a culturally rich people, have become masters of survival in their altered realm. They developed unique ways to harness the fog and the darkness, turning their secluded domain into a fortress of dread where unwanted visitors rarely find their way out. The land itself seems alive, with the very shadows whispering secrets to those daring enough to listen; the Zarnians believe that their land is alive, a sentient entity that responds to their actions and thoughts. This belief has given rise to various mystical practices and a deep reverence for the land they inhabit.
The mist is said to be both a protector and a judge, hiding the kingdom from the outer world's greed while also imprisoning those within who dare to defy its will. Ancient rituals and ceremonies have developed around the "Breathing of the Mist," a phenomenon that occurs when the fog thickens or recedes unpredictably, believed to be the land’s way of communicating. This connection with the environment has imbued the Zarnians with a profound understanding of natural magics and a resilience that makes them formidable in their own right, despite or perhaps because of their seclusion.
== Background Options ==
=== 1. Mistwraith Assassin ===
Mistwraith Assassins are the hidden blades of Zarnia, utilized by the most ruthless leaders to eliminate threats silently. Born from the darkest parts of the mist, they are rumored to have lost their humanity, becoming shadows that serve only the will of their commanders.
* Proficiencies: Stealth, Deception, Dark Medium,
* Languages: Zarnian + Draconic + Common 
* Equipment: A Wraithblade (Absorbs all light within an area at the cost of 10 MP), a Zarnian Assassin's cloak (+1 to stealth), a set of fine robes, and a pouch containing 650 Aelic.
Feature: Whispering Echoes - You can imbue message spells into objects for 5MP per 10 words. These can be triggered via trap, password, vicinity, etc. This is considered trap magic.
Starter Spell: Shadowmeld - As an action, you can become one with the shadows, granting temporary invisibility and a bonus to the first attack from stealth. This ability costs 7 MP, and you deal an extra 1.25x DMG.
=== 2. Curseweaver ===
Curseweavers are the feared sorcerers of Zarnia, dabbling in the forbidden arts of curse magic. They harness the negative energy of the mist to afflict their enemies with devastating curses that can manipulate both body and fate.
* Proficiencies: Exorcism, Curse Casting, Negative Forces
* Languages: Zarnian + Cursed Tongue + Common 
* Equipment: A Hexstaff (+1 To Curse Casting and Negative Forces), Book of Affliction (Accessory: All Damaging Spells automatically do 1.10x DMG and all curses are 1.25x effective), a set of fine robes, and a pouch containing 50 Aelic.
Feature: Veiled by Zarnia - Curses are 0.75x effective against Curseweavers that hail from Zarnia.
Starter Spell: Veil Curse - Casts a debilitating curse on an opponent, reducing their ability to see clearly. This imposes a disadvantage on attack rolls to the victim for 1d2 turns and is a curse-casting roll that costs 8 MP. 
=== 3. Veilbound Healer ===
Veilbound Healers are revered as caretakers of life in Zarnia. They harness the mystical properties of the mist and the land to heal and preserve the well-being of their people. Their knowledge of ancient remedies and the curative aspects of their environment makes them indispensable, especially when the mist brings malaise as often as it brings protection.
* Proficiencies: Medicine, Healing, Imbue Life, Hydromancy
* Languages: Zarnian + Common 
* Equipment: Mistborn Staff (+1 To Hydromancy and Healing), Pouch of Fogroot (1d10 Processed Fogroot and 1d4 unprocessed Fogroot seeds which heals 10 HP), a set of farmer clothes, and a pouch containing 1 Aelic.
Feature: Well Versed in Medicine - You gain advantage on Magical Literacy when creating Healing Spells.
Starter Spell: Fogheal - Channels the healing properties of the mist to rapidly heal minor wounds or soothe ailments in themselves or an ally for 10% of their HP (Max 10 HP) for a cost of 10MP. This spell is a healing roll.