Rising Mists Player's Guide

Off in the Great Expanse lies a mysterious island, cloaked in everlasting fog which was seemingly born from nothing centuries ago. A storm rages on the bordering half mile high sheer cliffs, preventing any attempt to enter or exit. The exception being twice a year when the maelstrom calms and massive mechanical cranes drop to the ocean below, plucking up ships of goods and people looking to be stored on the island. This is Mistfall and how everyone has found themselves there, a lawless land insulated from the outside world where might makes right and opportunities are plentiful for those strong enough to take them. However this island is a boiling pot of tension with the wealthy and powerful upper class always trying to break the island under their thumb, only to clash against the near endless hoards of vagrants and criminals who fight to the death for their true freedom. Nobody ever knows when the next raid will happen on either side but everyone knows another is always getting ready.

### Welcome to Mistfall

With Mistfall only opening up twice a year it's easy to say how you got here, one of the many ships offering passage to it. Your history might be anything, hero and abomination are alike on the island: Nothing without strength or cunning. Anyone in the world might come to the island seeking all manner of things, wealth and power, escape from the laws of the mainland, exotic trade, forbidden knowledge, anything and everything is bound to be hidden in the fog. Or maybe you're a local, some families do start here after all, some places are safe enough. In which you might be more familiar with the intricacies of a few districts, have an in with local gangs or know trustworthy craftsmen, so on. But this island is certain to engender desires for people born on it so just as much as an outsider you have something to crave here.

More specifically you've been able to come across a few people with a similar goal who agree to work together. What things you might do are your own to decide but you've thrown in your lot with these companions to stick together and become more influential over the island.

### Character Tips

In the Rising Mists campaign almost anything is on the table. Any race is viable as any creature can find itself on the island provided a good enough reason, just talk with the DM and convince them why your exotic race would be there. The same goes for alignment, though the island itself lands firmly in chaotic neutral and will heavily favor chaotic people. Good and evil still clash but are off the minds of many residents being that they tend to be occupied with their own affairs. Lawful characters are most likely to be harassed and cheated, not many want to see a proper law installed on the island and even fewer still put much weight on their word alone.

#### Classes

All classes can be found on Mistfall, in higher numbers than the mainland too thanks to the harsh environment. But some are still better suited than others. Classes which benefit from the urban terrain will do well, rogues, rangers specialized for it, bards, and vigilante would be the best for adapting to situations. But bruisers like fighters, barbarians, brawlers, and even the odd warpriest are important in enforcing might on others. Those who don't rely on items might feel more secure in case of thievery, while those who depend heavily on equipment always carry the risk of their things being stolen. Religious classes too tend to be hit or miss depending on their social skills, many residents do have bad blood with religious groups or are disinterested but just as many are destitute and seeking hope. Though an oracle would be a poor choice for Mistfall, they are incredibly rare and calling them valuable as a slave would be an incredible understatement.

In general archetypes follow the same pattern, those who prefer close quarters and urban environments will do well. It's important to remember that on Mistfall visibility is limited. Classes which rely on long distances will suffer the effects more, but those who are more mobile might be able to use it to hide.

#### Familiars and Animal Companions

Despite being a city Mistfall is open to most animals, though rarer and more exotic ones do carry the risk of being abducted or 'hunted'. Thus more mundane creatures like cats, dogs, chickens, pigs, and so on are most secure. As are smaller animals like spiders and birds. However if you're a native to Mistfall you're most likely to take on a rat as they're the most plentiful naturally, well adjusted to city life, and there is some superstitions surrounding rats on the island.

The ones that are less likely to fit well are larger animals like horses, tigers, or oxen. Their size can make it harder to maneuver around tight corners and narrow alleys. Exotic creatures like rocs, axebeaks, dinosaurs, or plant companions are also at a very high risk of just being killed or stolen as they tend to sell at high prices to collectors.

#### Favored Enemies and Terrains

Of course urban terrain is the dominant one. However some places on the island count as Underground, mostly in the labyrinthine tunnel networks. As well as Mountains near the crown when near certain estates, or Forests in the very few areas elves have taken hold of. As far as enemy creatures go humanoids are of course the most common, mostly humans, dwarves, and gnomes. Though potentially any humanoid can appear, a notable threat among them being the rare and powerful orcs.

#### Bloodlines, Mysteries, and Patrons

There are actually a lot of native sorcerers on Mistfall, possibly due to the innate magic of the island or just the unusually high amount of casters on it. Common bloodlines include Abyssal, Arcane, Dreamspun, Psychic, Shadow, Shapechanger, Stormborn, and Vestige. For wildblooded Anarchic, Arial, Sage, Umbral, and the rarer Void-Touched and Warped.

Of course all the magic does mean many have found patrons to fuel their power, with almost any coming from the main lands. But the more common native patrons are those of Agility, Aurora, Boundaries, Conspiracies, Decadence, Entropy, Fate, Insanity, Mind, Nightmares, Occult, Shadow, Trickery, and Vengeance. The exact nature of patrons are very dependent on the source, many strike deals with spirits to get the more mundane patrons like agility or shadow. Others have found contact with outsiders, many small cults or floating books on occult rituals do exist on the island allowing it. Others may have a powerful entity reach out to them, either otherworldly or a lingering soul of a powerful mage. Many more may exist but as a rule witches on Mistfall don't have their power for free, they're working under a more powerful figure and it's suggested to talk with the DM about your patron's goals.

If an oracle is so unfortunate to find itself on Mistfall then very few mysteries appear to the natives. Apocalypse, Dark Tapestry, Intrigue, Lore, Occult, Outer Rifts, Shadow, Spellscar, or Streets. Those suicidal enough to come from the mainland can of course have any, but it's advised to hide your abilities as best as possible in case someone recognizes you as an oracle.

### Campaign Traits

**Noble Immigrant**

You're coming from an upscale background, possibly coming to Mistfall with ambitions of taking over or hiding away your wealth safe from taxation. Regardless you've come with more than enough wealth to establish yourself, gaining 1,000 extra starting gold (Or 300, if starting at level 2 or lower).

**On the Run**

For one reason or another you've been on the run as a wanted person, waiting for your chance to get to Mistfall to hide away from your pursuers. Choose two of the following skills: Acrobatics, Bluff, Climb, Disguise, Escape Artist, Ride, and Stealth. You gain these skills as class skills, if they already are they get a +1 trait bonus instead. When using them reduce armor check penalty by 1 as well.

**Ambitions of Power**

You have a lot of ambitions in you, something people can really feel once you're put in power. If you gain the Leadership feat or similar, your leadership score is increased by +2. As long as you don't have leadership or a similar feat you instead gain a +2 saving throw bonus against mind affecting effects that don't play to your lust for power or cause rage.

**Cunning Plans**

After deliberating on your place back in the mainland you've decided that Mistfall was the place to grow in status, you've come here fully prepared and with a plan in mind. That nature will come to aid you as you make sure to prepare for emergencies and keep important things lined up. By spending a day preparing and spending 50 Gold in a Plan fund, and are treated as carrying an addition 10lbs. Once per day you can spend your fund to get any nonmagical or unique item (Such as specific keys or owned items) that was bought ahead of time and is possible to have on your person. Or you can choose to have bought a service to have been done ahead of time as a normal service. If you later gain the Brilliant Planner or Rat Pack feat, or Deep Pockets class feature, you may add this 50 gold to the limit of those instead.

**Rat Favored**

You're a born and bred native of Mistfall, one whose birth was supposedly blessed by the Lord of the Rats as a rat left behind a trinket for you. You have a mundane trinket, a ring, necklace, bracelet, or similar item worth no more than 5 gold. As long as you keep this trinket on you, you gain a +2 AC and saving throws against rats or creatures who have a rat companion. You can also use diplomacy on rats to ask for favors, though their intelligence and abilities limit what they can do.

**Immersed in Brutality**

Living in Mistfall is bound to have you see some disturbing sights, are so long you get numb to it. You are immune to fear effects caused by corpses or other scenes or brutality, increase the DC to be intimidated by 5, and have a +2 bonus vs fear effects.

**Friends in Dark Places**

You've met some odd folk on Mistfall, made some strange connections, even making good friends with eccentrics who dared to delve the tunnels. After a while you've made it in good with one of the cults that hide away in the tunnels, the details of which are up to the DM. Through them you're able to consistently find your way to their hideouts in the tunnels and back to the surface without survival checks, and they can provide diving spellcasting up to 5th level at a 5% discount.

**Labyrinthine Apprentice**

You've been an apprentice to one of the Labyrinth's many mages and craftsmen. Choose either a craft skill or spellcraft, you gain this skill as a class skill and a +2 trait bonus to it. Additionally if you've chosen a craft skill you may use the item's gold value in place of silver for crafting time. If you've chosen spellcraft you reduce the penalty for not fulfilling a requirement by 2, to -3 instead of -5.

## Character Creation

Starting level 3

Average gold (3,000)

20 point buy

Any race within reason, anything outside of core and featured must be cleared with the DM

Any class or archetype

Two traits, three if you take a drawback

Major drawbacks allowed, only one

Feat tax is in play

### Third party

This is not exhaustive and any submitted stuff will be handled case by case.

#### Path of war

Any path of war classes and archetypes, those that use psionics or veilweaving must be submitted for approval