by Guest

The Fog of Old Swords

Fantasy Dark Adventure Drama Action

About this universe

Rael Durn, a sellsword whose uncanny reflexes keep him alive on battlefields where legends die, stumbles into a mercenary camp deep in the Blackmere. As old alliances rot and whispers of divine favor spread, Rael must decide which war, if any, is worth the price of survival. Loyalties shift like fog over abandoned graves, and even the gods may be watching.

Tone

Brooding and tense, tinged with fatalism. Violence is sudden, alliances brittle, and hope is a rare commodity.

Themes

survival vs. meaning, the burden of power, loyalty and betrayal, fate vs. free will

Protagonist

Portrait of Rael Durn

Rael Durn

Human · Sellsword

Rael Durn’s presence is easy to overlook until he moves, then every motion is too precise, almost inhumanly fluid. Lean and quietly intense, he wears battered leather, his face shadowed by dark hair and old, ambiguous scars. He projects the wary focus of someone who’s survived by seeing danger a blink before it happens.

Goal: To survive the current situation and assess the potential for new mercenary work.

How it begins

Rael Durn tightened his grip on his longsword as he slipped between slumped tents at the Blackmere outpost. Mud clung to his boots, muffling his steps, while the camp’s only fire sputtered in the damp. He spotted two figures huddled over a makeshift crate, dice tumbling between their dirty hands. One jerked his head up, glare flickering in the gloom.

“You lost, sellsword?”

the man spat. Rael shrugged, careful to keep both in his peripheral vision. The tension here was electric, mercenaries paid late, tempers sharp, every hand close to a blade. Beyond the flicker of firelight, fog rolled in from the ruined fields, swallowing sound as fast as sight. Somewhere behind him, a horse snorted in alarm. Rael’s instincts screamed that something was off, nerves stretched too tight, eyes lingering too long. He took a slow step forward, scanning shadows for threats that moved just too soon for anyone else to notice.

About this world

Ashvale is a war-torn continent fractured into seven feuding kingdoms, haunted by relics of gods and ancient empires. Divine beings known as the Higher Thrones occasionally interfere, blessing mortals with dangerous gifts that can tip the balance of power. Mercenaries, nobles, and prophets vie for survival and dominance. Legends thrive, but most die unremarked.

Ashvale sprawls beneath a sky perpetually smudged with the smoke of burning fields and distant cities. Once unified under the Auric Empire, the land fractured a century ago, splitting into seven fiercely competitive kingdoms. Each territory boasts its own stark geography: the mist-choked ruins of the Blackmere, the jagged heights of the Eastrun Peaks, and the cursed, shifting swamps of Dreadmarsh. The Ashen Coast’s battered trade towns are in constant peril from naval raiders, while the heartland’s highways snake between battlefields grown over with poppies and bones.

Society is a tangled web of noble houses grasping for power, mercenary companies selling their swords to the highest bidder, and a peasantry ground down by endless conscription and taxation. The Church of the Higher Thrones claims spiritual dominion, operating from the Hollow Basilica with an iron grip on the continent’s faith, and a stealthy hand in its politics. Divine intervention is rare but seismic: individuals marked by the Thrones, the

“divinely favored,”

become living legends or infamous monsters. Most folk worship to appease the gods rather than out of hope.

Monstrous beings and forgotten races linger at the world’s edges: Valdyr war-clans guard the Eastrun passes, Mireborn emerge from southern marshes for blood rites, and rumors swirl of Seraphel omens and sleeping Calamities. Rare survivors of direct divine contact, called Hollowed, inspire equal parts awe and terror.

Daily life is survival: foraging among old battlefields, trading in black markets, and choosing allegiances with care. Trust is currency, and betrayal is commonplace. Still, legends persist of wars that matter and causes worth dying for, even as most struggle simply not to be devoured by the next cycle of violence or the whims of gods.

Timelines 1