The Fog: RPG Horror

The Fog: RPG Horror

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This is The Fog horror RPG. It can take place in the beginning days, or however many years in the future. The choice is yours.

This world features anthros/humans/monsters/etc. Be who you want to be.


-The Beginning-


The fog started to show up a few days before Halloween. It wasn’t as strong as it should have been. But people reported horrific creatures that giggled demonically. People had just assumed that it was part of some kind of Halloween movie or some kind of prank. But on Halloween day, the day where festivities and the like were taking place in the countries that had celebrated it, pandemonium broke out. 70% of the world was enshrouded in a thick, eerie fog.

From the fog emerged the same giggling creatures, and when they emerged they were ruthless and killed slowly. They enjoyed slowly ripping their victims apart, relishing in the agony that their victims were in. The worst part was that those who had died in the fog had become sick, grotesque zombies that were slow, weak, yet downright horrifying. They shared their killers' sick and twisted fetishes in slowly killing and maiming the living. The worst part was that over time these fog spawn, which is what survivors have taken to call them, have the ability to mutate and grow stronger over an extended period of time. They would mutate into even more horrifying creatures with tendrils and sharp spikes. Even making sick and twisted weapon-like appendages to make their killings more effective. Their forms can be near limitless. Sometimes they can gain basic intelligence.

-The War for the World-

In the beginning days of the fog’s takeover, every world superpower’s military went to war against the horrors of the fog. The various militaries held out for several months, but it was a battle of attrition. Resources ran out, ammunition was vastly depleted, and Government leaders abandoned their armies to save themselves. Due to how long the war went on, resources like ammunition, weapons, and gear became scarce, and soldiers were getting overrun by fog horrors and fog spawn created by the corpses of soldiers. Clearly, the war was lost. But the population adapted as best they could. 

-Global Response-

Militaries from all over the world fought hard and quite well against the fog horrors. But it was a battle of attrition, because while many of the major nations' militias held their own for a while, they simply ran out of resources to really fight back. If one fog horror died, another would take its place. But when night fell, stronger and far deadlier fog horrors emerged. They were larger, smarter, more cunning. Nightfall was when the variants came out to hunt, even the basic fog horrors wouldn’t dare get in their path. 

After a while, global militaries ended up falling back and fleeing to areas where the fog had not perverted the land. Global Governments collapsed and leaders fended for themselves, causing the world populace to go without leaders. This caused factions to form and rise.

-Factions-

There are several general factions that exist in a broad general sense. Everyone in these factions are survivors, but they are divided into several categories.

Settlers: Settlers are people who have managed to erect communities and settlements inside and outside the fog. They run on a system similar to communism, as these settlements require everyone to help make said settlements thrive and survive. These settlements are not purely communistic either, as they have adopted capitalistic traits depending on the size of the- -settlement. Some cities in the world weren't fully affected by the Fog and remained in a fogless zone. They can have a wide range of skills and experiences.

Military: The Military Factions are located in fortified military bases and some fogless cities trying to maintain law and order, but some branches of this faction tend to be corrupt and are often seen as oppressive depending on the militia and country. Since ammunition is hard to produce, the militaries across the globe have resorted to medieval-eske weaponry such as: polearms, swords, bows, crossbows, and siege-weaponry, all makeshift out of available resources and leftover technology and scraps. Their armor remains relatively the same as their standard issue military gear and apparel. They are well versed in combat and are quite resilient.

Researchers: The Researchers are affiliated with the Military, but are largely their own faction. They are dedicated to studying the fog horrors and the fog itself. They have discovered and researched a myriad of types of fog horrors. They are usually the first ones to discover and notice any type of significant change in both the fog and its spawn. They typically are found in settlements as well, but always found in intact high value laboratories, largely old CDC labs and facilities. They are typically protected by the Military, or sometimes bandits if it's in their interest. Researchers are more knowledgeable with the fog and its inhabitants. They also have a higher chance to encounter abnormal fog spawn than most.

Bandits: Bandits have their own gangs, groups and even settlements. They only reside in the fog to avoid the Military and prey upon unfortunate survivors, wanderers, wandering merchants and the sort. They typically inhabit whatever intact buildings/towns that can be well fortified and defended within the fog, and they tend to be better at navigating the fog than most.

Traveling Merchants: Traveling merchants are exactly what they are: Traveling merchants. They travel from place to place carrying goods and wares to those who can afford their wares. They often find supplies and essential medicines, as well as old world luxuries and use them as trade value. They usually have Merchant settlements, but sometimes these merchants travel alone with no settlement to return to. Traveling Merchants are very good at persuasion and can often talk their way out of danger.

Wanderers: Wanderers are survivors that don’t align themselves with any of the major factions and tend to wander from place to place inside and outside of the fog. There are a lot of wanderers, and they are usually the ones that are ripped to shreds the most if they aren’t careful. Wanderers can have a wide variety of skillsets that can help them survive. They can be anyone and have experience in anything. 

Fogborn Cultists: Fogborn Cultists are those who worship the fog and its fog spawn. They often conspire against their fellow man/anthros, and have been known to commune with certain fog horror types. They are typically adorned with gore, bone jewelry made of other people and they make leather attire/armor out of the skins and hides of other people. They can maneuver through the fog with ease, and are not bothered by the fog’s spawn and other horrors. However, they are despised by every faction and are typically killed on sight by those who are capable of doing so. They are known to be evil and cunning to those who reject their religion.

-World Population/Species- 

Before the fog took the world into violent bloodshed, there were 18 billion people worldwide. Despite the high population, there were hardly any concerns with food, supplies, and resources, and half of that population lived in Earth's vast oceans. The world is inhabited by humankind and anthro-kind. Anthro-kind obviously being anthropomorphic animalistic species like anthro: Fish, Mammals, Reptiles, Avians, and Insects. After the fog rolled in the world’s population went from 18 billion all the way down to 5 billion. The number continues to steadily drop the longer this apocalypse goes on.

-Resources/Materials/Supplies-

While the world was fairly abundant in resources, supplies and materials, when the fog rolled in it had blocked out a lot of natural sunlight. This caused a lot of flora to slow its growth significantly, and the feral fauna feasted upon by fog horrors. The only places with abundant resources, like fertile farmlands and cattle, are fogless zones where most settlements and few cities are situated. Everywhere else feels like it’s in stasis, refusing to grow, yet never withering.

Materials can always be found in abandoned cities, towns and factories. Scrap is the largest resource available to acquire. It’s used to make a myriad of things like: weapons, armor, fortifications, repairs, and many other applications and utilities. Supplies is one of the more rarer resource to find, as they are only found in old world stores, hospitals, and homes. Supplies such as: Canned Food, Purified Water, Dry Goods, and other Non-Spoilables are found in abandoned grocery stores. Medicines and medical supplies are typically found in old hospitals, clinics, drugstores, schools, and military checkpoints and medic tents. Hardware such as: Nails, Plywood, Insulation, Piping, Tools, and Gardening Supplies are almost always found in Hardware/Gardening stores and warehouses. Guns are generally useless due to a lack of ammunition, as it was mostly used up during the beginning of the apocalypse, which was considered “The War for the World”.


-Power/Electricity-

Power still largely works due to powerplants being fully automated, but due to the War of the World, a lot of power lines were severed/destroyed. Towns and cities with working power are considered goldmines and utopias due to the near limitless benefits that electricity can supply. River/Coastal towns are also very beneficial due to having access to water powered electricity. Waterwheels have also been heavily utilized in river towns. Gas powered generators have been rendered completely useless for providing power, as gasoline only lasts for at least 6 months. Generators are also quite loud and can draw attention. The same thing applies for modern vehicles that run on gasoline. 

 -Fog Entities-

Fog Entities have various types that each pose their own dangers. Each one has their own twisted way to cause a tormentuous death upon their victims. Each one has their own strengths and weaknesses. Each one also has their own levels of cunning and intelligence. But one thing that they have in common is that they absolutely cannot exit the fog by any means, otherwise they will quickly die.

Fog Spawn: Fog Spawn are initially the weakest and least intelligent Fog Entity. They are also not wholly born from the fog, as they are the corpses of the recently deceased corrupted by the fog's perverse influence. But over time they can mutate into horrific monsters with twisted proportions and their limbs can become chitinous, lethal weapons. Their blood, along with other fog entities, have blueish blood. But fog spawn do not possess chitinous armor, making their flesh exposed to harm. They are particularly weak to fire, as their blood contains unknown flammable substances in its biological makeup. Fire is the fastest way to kill a fog spawn, but enough damage to the body will also kill one. It’s far more effective to use bladed weapons on these specific entities.

Fog Horrors: Fog horrors are the common entities that prowl within the fog. They are mostly found in towns, cities and other areas where people have resided, hoping to find more victims to slowly rip apart. They have chitinous exoskeletons with various sized sizes. They have very poor eyesight and can’t see very well. They rely mostly on sound, but scents are easy to fool them. Their sense of smell is often tricked by remnants of society. They often mistake the smell of human waste, natural scents like blood, sweat and bodily fluids with remnants of civilized activities. Like smelling sewage, corpses, or even just simple once populated areas that has seen a lot of traffic. They have long sharp claws and teeth. They are typically weaker to concussive damage and blunt force trauma, as well as piercing weapons like spears, bows and arrows, and oftentimes the most effective one, crossbows. They are very well known and identified by their low, demonic giggle, and is often the first thing to be heard before seeing one. They also giggle demonically when slowly ripping apart their victims.

Colossi: Colossi are huge fog entities that can be 15-20 feet tall and wield crude, bone-like weaponry. They like to use their crude bladed weapons to slowly slice their victims limbs off, or even slowly slice them in half. They then proceed to take the butchered victim and slowly consume their kill. Their large size makes them strong, and their natural chitin plating is thicker. Harpoon guns are very effective against them, but another weakness of theirs is the areas where their chitin meets their joints. They also cannot fit into small spaces and tight alleyways due to their large size.

Stalkers: Stalkers only come out at night, and they are the deadliest of the fog entities. They are canid in shape, and they look similar to werewolves but with a demonic twist and multiple eyes. They have sleek black fur, razor sharp claws, and a phenomenal sense of smell and vision. They prowl and hunt in every type of environment. They prefer to eat their victims alive. Eating them in a way that keeps them alive and conscious to inflict suffering while also keeping the meat fresh and succulent. Since their bodies are covered in fur, and they do not have natural chitinous armor like other fog entities, they are very susceptible to fire and bladed weapons. But they are completely silent when hunting, which makes them deadly. If someone manages to avoid the first strike, it is better to fight than run, as they are much faster than every other fog entity. A person would have a higher chance at survival if they managed to fend it off or even kill it. The one weakness that exposes their presence is due to the light EMP waves they emit from their bodies. This means that electronics will flicker and malfunction when one is nearby. 

Mimics: Mimics are fog entities that can mimic a person’s voice. They look like traditional wendigos from folklore, but they have thin chitinous armor and have long, slender bodies and limbs, as well as an unnervingly long neck with an unhinged jaw. They lure in survivors by calling out for help and begging for assistance. They can perfectly mimic any voice that they have heard, and have a moderately high intelligence. They are intelligent enough to be cunning and creative with their ways of luring survivors in. They can also remain just out of sight and often stalk small groups to increase their chances of capturing a victim. Mimics are also the only entity that will sever their victims vocal cords with blindingly fast surgical precision to prevent their bloodcurdling screams from alerting the victims group. They relish the fear in their victims eyes as they slowly disembowel them alive. The best way to avoid them is to never split off of groups when traversing the fog, and it’s advised to never investigate a cry for help, even if it could actually be a survivor's friend or not. Once a survivor hears a cry for help, no matter how much it hurts if it’s real or not, it’s safer to run away than to help. Being a hero often leads to death when dealing with a Mimic. But if a survivor ever decides to try and save their missing group member, always make a code word before departing from safety to ensure if the missing survivor is actually calling for help, or if it’s really a Mimic that has stolen the missing survivor’s voice. There is one weakness to the Mimics. They tend to have small, slight tells that something isn’t right, like pronouncing a name slightly wrong, or using normal mannerisms and grammar.

Brine Horrors: Brine Horrors are warped, twisted sea creatures. Only the feral creatures suffer from these mutations. The most affected sea creatures are crustaceans, like crabs, lobsters, shellfish, as well as sea predators like feral sharks, dolphins, squids, orca, and the like. They became huge and disfigured leviathans that made the oceans unsafe for those who tried to escape the horrors on land. The coastlines around the world tend to have these huge crustaceans that prowl the beaches and outskirts of coastal cities. The reason why crustaceans are affected the most is due to their exoskeletons being a similar genetic code as standard Fog Entities. Their molting cycles go haywire, and their old shells fuse to their new shell, leaving vulnerable cracks in their otherwise impossibly dense and hard shell. These crustaceans also have grown chitinous spikes on their shells, making them hard to get close to. The best way to kill a Brine Horror is to hit between the cracks with a medium to high caliber rifle, or a well placed spear strike to a vital organ. Thankfully, on land, Brine Horrors are slow, tanky, and lumbering. Their movements are clumsy and not very coordinated due to their size and weight.

Fog Crawlers: Fog Crawlers are mutated spiders. It’s as simple as that. They are huge in size and have developed more eyes that appear spread out all over their bodies. They are ambush predators, meaning that they will, depending on the species, spin webs to catch survivors to feast on. Some species of Fog Crawlers are hunters, and will actively hunt for their prey, just like a regular wolf spider or a huntsman spider. The largest Fog Crawler type is simply called “The Huntsman” which is a huge, mutated Australian Huntsman spider. Most normal spiders are timid and won’t typically bite, but with the mutations, they became hostile, violent, and relentless. They are typically found in wooded areas, or large cities. While they are huge in size, their exoskeleton is quite weak. In fact, that’s their biggest flaw. They prefer speed and precision to catch their prey. They aren’t built for taking heavy damage. Their exoskeleton is thin enough to see their organs and sickly blue blood. Their eyesight is very poor, so they rely on their webbing and vibration to know where their prey is.

Diplomats: Diplomats are more neutrally evil. They can be cunning and seductive/charming to get what they want. They have the ability to charm those into worshipping them as gods or priests to the fog. They are just as bloodthirsty, but they enjoy their kills as sacrifices. They will charm others into slowly ripping and maiming a victim in their name while watching with a sick, twisted smile. They tend to charm those into making cults about the fog, treating the fog as a god that enshrouds the world. These cults are truly zealous and headstrong about their faith in the fog to a very violent point. Diplomats tend to have very alluring physiques, similar to Succubi/Inccubi in christian lore but with their own spin. Their abnormal versions have nothing physically changed, only mentally. Abnormal Diplomats are peaceful, benevolently curious and, like all other abnormals, can openly traverse fogless areas with zero consequence. Later in the fog’s years, Abnormal Diplomats have aided Human/Anthro-kind in fighting the fog, even if they know it could cause them to fade. The origin of Diplomats are to be debated since they don’t show feral characteristics like other Fog Dwellers exude. But no one knows for certain. They do share humanoid anatomy. They do have reproductive organs but not many tests have been conducted to see if a Diplomat can reproduce with a human/anthro, meaning they have these organs as another way to charm and seduce those into making a cult. Diplomats' neutrally evil nature shows their extremely high intelligence, as they know that a lot of things can be beneficial, even if it means pairing up with an easily manipulateable survivor to act as a puppet to their will, or even teaming up with survivors to take out a mutual threat. They understand when to enact their plan or motives at the right time if they can find it. Diplomats command Fog Entities. The Colossi are the brutes, the Stalkers are the executioners, the Mimics are the disruption, the Fog Horrors are the saturation, and the Fog Spawn are the fodder. Their orders are whispered in the fog, but only in a general area that can range from the size of a town, to the size of a whole city, depending on how strong the diplomat is. A way to discern that a Diplomat is in the area is to observe the behavior of the Fog Entities if possible. If they are smarter, coordinated, and have a sense of strategy, a Diplomat is commanding them. Another way is if there is heavy cultist activity in the area. Usually cultists and Fog Entities are both found in a diplomat’s territory, working in tandem.

Killing a Diplomat does not affect the fog. It affects the Fog Entities. Once a Diplomat’s influence has been erased, all of the Fog Entities under their control go back to their primal instinct, which is to hunt, kill, and maul for pleasure. The first sign that a Diplomat has died is to hear the screams of cultists getting slowly torn apart alive, as well as getting slowly eaten alive.

-The Day It Happened-

As stated before: The Fog rolled in slowly over the last two weeks of October in the year 20XX. At first people disappeared or were found torn apart here and there across the globe. In the U.S. most people assumed it was just halloween decorations or something, being oblivious as usual. The police, Government, and other world powers noticed very quickly, yet they kept quiet to prevent chaos. Surprisingly it worked and hardly anyone questioned them due to the fact that they luckily explained away the disappearances and murders as simple holiday decorations and pranks on the public by teens, and that the disappearances were explained away somehow. But there were serious concerns for those who didn’t believe the Government's believable lies. It wasn’t until the final days of the Fog’s coming that people started to really notice that something wasn’t right. The first places the fog had enshrouded was the Bahamas. The fog had seemed to originate the most from the Bermuda triangle. Another heavy hit location was Loch Ness, Scotland, it emerged from the Loch at the same time as the Bermuda Triangle started to enshroud the world. The Fog warped the landscape. Plants and trees were warped and twisted in appearance, which looked just like the Crooked Forest in Poland. It seemed every location that has had hundreds of years of superstition and mystery had been the source of the fog's emergence. It didn’t take the world completely by surprise, but no one could comprehend what this fog had contained. It took a total of 6 days for the fog to enshroud most of the earth, and on the 7th day, the horrors emerged. 

On the first day, The Fog rolled in. The light and landscape became grey and dull.

On the second day, the sky could not be seen.

On the third day, the plants and trees became warped and sickly looking, yet still alive and growing.

On the fourth day, the sun and the moon could no longer be seen. Only light and dark distinguished the day and night.

On the fifth day, the sea life became vicious and corrupted. Crustaceans were corrupted the most and they became dark, twisted, mutated, and far larger.

On the sixth day, the fauna took on the same mutations, they became just as corrupted, and mutated into beasts.

On the seventh day, the horrors emerged and the slaughter began.


The seventh night only brought deadlier horrors, which survivors quickly determined that the daytime is better for scavenging, and the nights were to never be travelled. 

The world’s governments fell, but most of their militaries didn’t. They became their own factions.

There were some parts of the world that the fog did not touch, and these parts were deemed “Safe Zones” or “Fogless Zones” to keep it simple. Electricity remained, but nearly all of it was under a Militia’s control. It didn’t take long at all for chaos to ensue. Ammunition was largely seized where it was available by world militaries. Firearms proved effective in the first weeks of the horror invasion, but while it was effective, it wasn’t a battle of strategy or efficiency. It was a battle of attrition. The horrors managed to overwhelm every military, so they fell back and established defensive points of interest like powerplants, ammunition plants, mines, production plants, and areas with access to scientific research. 

As for the world leaders, like presidents, kings, dictators, all abandoned their posts and fled to underground bunkers with other members of the government and well known billionaires. They fled when they tried to use nuclear warheads as a last ditch effort to cull the horrors. The reason the world isn’t a nuclear wasteland is because any nuclear warhead that launched and hit their designated targets had never detonated. Whenever the warheads were launched and re-entered the fog from the untainted sky, they deactivated and shorted out, leaving every warhead to be useless radioactive hunks of metal. 

Out of the 18 billion population, only 5 billion remain. The beginning months was a slaughter. People were torn and ripped apart alive, others chose , and many died to the chaos that ensued, like accidental deaths, murders, people turning on one another for resources and areas of safety. 


-World details and explanations-

-World Size-

The high population in the world is due to the oceanic races that called the ocean and its depths their home. Races such as the Selachii (anthro shark race) have made metropolises and floating ocean cities that do not pollute the waters. The world isn’t larger, it’s just more inhabited, or was more inhabited.


I hope you all enjoy this open RPG for The Fog. Next lorebook will be Calderon Reach (Fantasy Series), then after that will be Final Frontier (Space Series). But these will not be a roadblock like The Fog was. These series will not hindor nor block bot creations/releases.

The Fog and a lot of it's inspiration was from Lies of P, Bloodborne, The Mist, Hellboy (2019) the gore scenes inspired how brutal the Fog Entities are. Those are the main series/works of fiction that helped create The Fog.

Art was made by me. You can find my other arts here:

E6AI: Official Floof Inspector

Discord: Floof's Local

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