Shadow of the Demon Lord
Shadow of the Demon Lord is a Dark Fantasy tabletop RPG from Robert J. Schwalb, one of the lead writers of Dungeons & Dragons 5th Edition, as well as a contributing writer to the Green Ronin era of Warhammer Fantasy Roleplay and Numenera. And the reason I bring all this up is because this game feels like a lovechild of all of these.
The Setting
Urth is doomed. We're in pre-apocalypse territory, with the minions of the titular demon lord working behind the scenes (and sometimes in the open) to ready the world to usher in their master, a multi-reality conquerer who has eyed their newest prize.
The most fleshed out continent of the setting is Rûl. There are several countries within after the recent fall of the Empire of Caecras due to the death of the Emperor at the hands of the Orc Rebellion, and the rising of the Orc King Drudge who sits upon it's hallowed throne. Balgrendia, a former vassal, distrusts the New God and sticks to the Old Wisdom, and is on the edge of a succession crisis as it's king's health fails. The Grand Duchy of the West is a backwards, feudal nation, ruled by incestuous bluebloods. The Holy Kingdom once was ruled by the aristocracy, but the papacy of the New God are the real power, and the ruling family is little more then puppets to the Church and their Inquisition. Low Country is pastoral and pretty, but hides the rot of corruption behind it's simple beauty. The Marchlands are the wall of the Empire, fighting to keep the beastmen out of the Empire and in the mountains. And so on and so forth.
The core races of the setting are Humans (the basic choice), Changelings (shapeshifters created by the fae to replace children they steal), Clockworks (souls bound to mechanical bodies), Dwarves (bearded gold fuckers with a grudge fetish), Goblins (a race of Fae who were banished from their realm for some unknown crime, who spend most of their days in trash heaps), and Orcs (The children of Jotuns who were twisted by the Empire as a perfect slave race, now serving no one but themselves). Later books added Halflings and Fauns to the pile.
So in general, extradimensional entities are preparing to eat reality while everyone else squabbles for control. Our heroes are often urchins, thugs, or lackeys, and traditional heroes are rare and becoming rarer as they die or fall to corruption.
Mechanics
The base of mechanic of the game requires a d20 and a d6 or two. Iterating on the system from 5e, the target number of any given challenge is 10, with players rolling a d20 and adding/subtracting via their ability scores and then once again using any boons or banes they gained from their Class and Professions. A Boon adds a d6 to your roll, with a Bane subtracting it. Boons do not stack, instead with you choosing the highest number rolled, reducing the swinginess of 5e's advantage system.
After choosing their race, players roll on a series of tables to determine various facts about their characters, from age to background. They then select (or roll) a profession for their character, and may choose to take a second profession or have their character be literate. Then the level-0 character is set off into the world. From their, they can take paths as they level up, these being the class equivalents. The four novice paths are the typical Mage, Priest, Warrior, Rogue split, before moving to more specialized Expert paths, such as the paladin or the oracle for the priest.