The Guiding Fog & The Luminous Gate
The Fenwood Marsh has always been a place of whispers and wandering lights. For generations, the folk of the border town of Hearthglen have followed the Will-o'-Wisps—thought to be ancestral spirits—to safe paths through the miasma. But the lights have begun leading travelers to their doom, and a new, radiant glow has been seen deep in the fens: a Luminous Fey Crossing. The Fey claim the Wisps are corrupting their gateway, while the local Marsh Wardens see the Crossing as an invasive threat. Both sides need the same prize—the heart of the Wisp Hive—to save their way of life, but its removal will doom the other. You are the arbiters of the mist.
Chronicle Prelude
Hearthglen, a stilted border town on the edge of the Fenwood Marsh. The air is thick with the smell of peat and decay, and a perpetual, unnatural fog clings to the structures. The townsfolk are wary, their lanterns burning low. The Marsh Wardens' lodge stands as the only stone building, its walls etched with wards against fey and spirits. A desperate mood hangs over the populace as another loved one has gone missing, their last known location marked by a cluster of eerie, dancing lights.
Environmental Traits
The Fenwood Marsh is expanding, its miasmic fog now creeping towards Hearthglen. The Will-o'-Wisps, once benign guides, have become predatory. Deep within the fens, a rift has torn open—a Luminous Fey Crossing—bleeding pure, chaotic fey energy into the material plane. This energy is both the source of the Wisps' corruption and the only thing holding back a greater, ancient darkness sealed beneath the marsh. The players must navigate the factions and the terrain to decide the marsh's fate: restore the old ways at the cost of the fey, embrace the chaotic change, or find a terrible third path.