All of us are born into a state of terror. We move from the safety
and peace of the womb into a world of light, sound and a thousand strange
and frightening sensations. Fear is the first emotion we know, before
love, hate, joy, or sadness, and it is from this primal emotion that all
of Orrorsh springs.
The Horrors of Orrorsh have the power to inspire fear into the breast of
mortals, yes, even Storm Knights. Until this dread is overcome, there
can be no clash of realities, no sudden, heroic action to vanquish the
evil. Only by learning the nature of the foe, facing the truth of
his bloody deeds, can victory be yours.
The Gaunt Man is the High Lord of Orrorsh, a hideously disfigured and incredibly
powerful man. His true name has been lost to antiquity, and he has
been known by many names. He is a being of consummate evil with only
one goal: to become Torg.
The Orrorsh realm invaded Indonesia, and spread to Malaysia, Singapore,
Thailand and the Philippines. The South Pacific and Australia fear
future expansion, and rightly so. With the horrors the realm brought
humans who resemble English during the Victorian era, and they do in fact
call themselves Victorians (curiously, they do not call themselves English
or British, except in very rare and almost derogatory circumstances).
They have brought colonialism back into the world, and even renamed Padang,
New London.
They come from a world they call Gaea. Very similar to Earth in appearance
and landscape, but with a divergent history. Other major cultures
are the Gypsies and the Swamis. Gypsies are bred human cattle from
a European (in Gaea) country of undead. Wanders and nomads, many
fled into our world, seeking freedom, or at least a less horrible life.
The Swamis are from Gaea's India, people who defend their faith of Findaru
against the creatures of Orrorsh. Their faith similiar to Hinduism,
seldom calls for military or political action, but the beasts that come
from their world has forced them to take action. The Victorians are
similiar to the British at the end of the 19th century, but more extreme.
They are arrogant and proud with strong wills. They have no peace
with the horrors either, and it appears their battle against the dark powers
has spilled over into the realm.
Axioms
Magical: 15. The fairly high magical axiom (only Aylse is higher) allows for the creation and proliferation of the creatures that lurk in the dark. However, each monster has an Achillies heel, be it silver bullets, sunlight, or what have you. But it can vary from individual creature to individual creature. Also this axiom allows for occult magic which is prevalent in secret societies and arcane tomes. The occultic magic is neither safe nor sane. It is difficult to master, usually specific in its effects, but can be very powerful. Practitioners risk their sanity every time they study or practice it. Orrorsh's power of Corruption is very pervasive among occultists.
Social: 20. Bureaucratic, but organized, with backwards (archaic) standards. Things run very efficiently, and slavery is abolished, but women and non-Victorian races are not allowed to vote or own property. There is a place for everyone, and that place should not be deviated from. The Sacellum, the organized religion of teh Victorians, often gives sermons about how hell awaits those who deviate from the established order. The Sacellum is the guiding social force for the Victorians, seen as the protectors from the evils that roam the world. Sermons and novelized accounts of sinners reforming and repenting are popular entertainment.
Spiritual: 17. From the same powers that allow the horrors to exist, powerful spiritual energies flow through the cosm. The Sacellum taps into this through miracles. As do the Swamis. There is not a cemented right or wrong religion, and even Sacellum clergy who question the organization but believe in Christianity can draw down miracles, albiet of a different flavour.
Technological: 19. The technology level of Britain circa 1891. Bolt action rifles have just come into use, and telephones exist, but most communication occurs through telegraph (for inter-city communication). Railroads are the prime means of long distance travel along with steam ships. Otherwise horses and buggies are used for more local transportation, as well as your own two feet. Although electricity exists, most homes use gas for lights and cooking. Indoor plumbing is also common for well developed areas.
World Laws
Power of Corruption: This world law threatens anyone who commits evil acts. Certain evil acts are neccesary evil (such as killing in self defense) other acts, evil acts that are not neccesary are Wicked (such as using Ords as bait for a local vampire). For every Wicked act a character takes, he slips further down the slippery slope to losing his soul. Being Wicked has its advantages, for each Wicked act commited a character gets an up, an extra roll on that action. If a person becomes corrupt enough, they eventually become an Orrorshian horror.
Power of Fear:
When a character is under the power of fear, she cannot invoke a reality
storm (the power of fear dissapates it as disconnects the Storm Knight)
and the Knight cannot play for the moment (playing all her cards at once).
Make sure you know as much as you can about your target before monster
hunting.