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Original Tharkold Design: Greg Farshtey, Greg


Orrorsh Sourcebook Team Gorden, Paul Murphy, Bill Slavicsek, Jonatha Ariadne
Design and Writing: Greg Gorden, Darrell Caspian, Michael Nystul.
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© 2020 Ulisses Spiele. Torg, The Possibility Wars, and all unique characters, concepts, locations, and creatures are trademarks and/or copyrights of Ulisses Spiele. All rights reserved.

1
WELCOME TO ORRORSH… 4 THE INVADERS 60
The Gaunt Man . . . . . . . . . . . . . . . . . . 60
ONE YEAR LATER… 6 Relations with the Other High Lords . . . . . . 64
The Basics of Orrorsh . . . . . . . . . . . . . . . 6 The Darkness Device: Heketon . . . . . . . . . 66
Life in Orrorsh . . . . . . . . . . . . . . . . . . . 6 Stelae . . . . . . . . . . . . . . . . . . . . . . . . 68
The State of the War . . . . . . . . . . . . . . . . 7 Nightmare Trees . . . . . . . . . . . . . . . . . . 69
Manners . . . . . . . . . . . . . . . . . . . . . . 7 Horrors and Nightmares . . . . . . . . . . . . . 72
Religions and Holidays . . . . . . . . . . . . . . 8 The Sinister Secrets Cosm Card . . . . . . . . . 73
Core Earth’s Response . . . . . . . . . . . . . . 8 Example Nightmares . . . . . . . . . . . . . . . 74
Year 1 Major Timeline Events . . . . . . . . . . 9 Ravagons . . . . . . . . . . . . . . . . . . . . . . 76
Notable Ravagons . . . . . . . . . . . . . . . . . 78
STORM KNIGHTS 10 The Hellion Court . . . . . . . . . . . . . . . . . 80
New Perks . . . . . . . . . . . . . . . . . . . . . 10 Members of the Hellion Court . . . . . . . . . . 81
Corruption and Transformation . . . . . . . . . 15
REALITY84
MAGIC20 Orrorsh Axioms . . . . . . . . . . . . . . . . . . 84
New Spells . . . . . . . . . . . . . . . . . . . . . 20 World Laws . . . . . . . . . . . . . . . . . . . . 87
Empowering Spells with Corruption . . . . . . 23 The Law of the Uncanny . . . . . . . . . . . . . 90
Dark Rituals . . . . . . . . . . . . . . . . . . . . 24 The Bleeds . . . . . . . . . . . . . . . . . . . . . 91
Example Bleeds . . . . . . . . . . . . . . . . . . 91
MIRACLES30
THE DELPHI COUNCIL 102
The Mysteries of Sacellum . . . . . . . . . . . . 30
New Miracles . . . . . . . . . . . . . . . . . . . 33 The Orrorsh Agenda . . . . . . . . . . . . . . . 102
Council Personnel . . . . . . . . . . . . . . . . . 104
GEAR36 Resources . . . . . . . . . . . . . . . . . . . . . . 107
Orrorsh Possibility Energy . . . . . . . . . . . 43 The Disappearance of New Delhi Station . . . 107
Secret Societies . . . . . . . . . . . . . . . . . . . 109
WARZONES44
ADVENTURES110
The Haunted Southeast . . . . . . . . . . . . . . 44
The Ravaged Southwest . . . . . . . . . . . . . 47 Themes of Orrorsh . . . . . . . . . . . . . . . . 110
Arranged Marriage . . . . . . . . . . . . . . . . 48 Adventure Seeds . . . . . . . . . . . . . . . . . 113
Languages and Linguistics . . . . . . . . . . . . 49 Nightmare Generator . . . . . . . . . . . . . . . 114
The Disturbed Northwest . . . . . . . . . . . . 50
THREATS120
The Stalked Northeast . . . . . . . . . . . . . . 53
Monsoons . . . . . . . . . . . . . . . . . . . . . 53 Gospog of Orrorsh . . . . . . . . . . . . . . . . 120
Rail Connections . . . . . . . . . . . . . . . . . 55 Humans . . . . . . . . . . . . . . . . . . . . . . 124
The Victorian settlements . . . . . . . . . . . . . 56 Monsters . . . . . . . . . . . . . . . . . . . . . . 125
Castes . . . . . . . . . . . . . . . . . . . . . . . . 58 Nightmares . . . . . . . . . . . . . . . . . . . . 136

2
3
S
undown changed the townspeople into
something less than human. The mob
pummeled the walls, smashed through glass
on barred windows, hurled themselves at the doors
in fury over my eluding them for the moment. Near
me, the rising tone of tea pouring into cups, the ring
of a tiny silver spoon on porcelain, as I faced the
WELCOME TO monster Hodges had come here to confront, the

ORRORSH…
primly attired Miss Adelaide Murphy.

“Sugar?” she asked.


“Two please,” I said. I took in my surroundings
as best I could; lace doilies on the small table, black
and white photographs of a family that clearly
wasn’t hers.
Near my feet was a large splattering of dried
blood. In the center of the splatter was a single
bullet hole. It looked like the bullet entered almost
perpendicular to the floor. Smeared trails of blood
led to the kitchen and around the corner.
I tried to think the scene through. Hodges confronts
Adelaide. He draws his Webley, but doesn’t have
time to raise it to firing position before she strikes.
One bullet hole, so Hodges dies quickly. Both are
indications that she is supernaturally fast, She then
dragged the body to the kitchen...
“I did not kill your man,” Miss Murphy said.
“You should get a repairman out here. This time of
year, floors shouldn’t bleed nearly that much,” I said.
Cold hatred lit up her eyes. That look told me
that not only was she capable of murder, she
was considering murdering me, “I do not lie,
Mr. McAllister.”
Monsters, the really tough ones, can’t be killed
until you know enough about them. I didn’t know
nearly enough about Adelaide; “I apologize, Miss
Murphy; seems my manners are stuck outside
with the mob.”
Her expression softened. “I should have been
more graceful. That mob pursued you here; facing
that hoi polloi might make even me churlish,” she
said. “Biscuit?” she asked. ”You are one of those
oracle men, yes?”
More sounds of cracking wood from the hallway.
Running out of time, I decided to shoot my shot.

4
“Delphi Council, yes ma’am. Our safe houses in “To encourage you to attack me, so I would kill
this area are family homes. Those families are being you. I kill only the rude and the ignorant. You
murdered, and Hodges suspected you.” proved to be neither, and I am no one’s lackey.”
“That certainly would be scandalous,” said Shrill screams accompanied the ruination of the
Adelaide, “but that supposition is wrong.” front door. In raced the folk on spindly, bent legs,
hands with elongated thumb and middle finger
I indicated the family photos on the wall, “Mind hardened and shaped like pincers. The faces looked
telling me who they are? Why you are in their house too damned unchanged.
and they are not?”
I am a good shot. I dropped four of them.
“Those are the Jhas,” said Miss Murphy. ”I have
“You are not invited, “hissed Adelaide. She killed
adopted them.”
seven, and they retreated, She was really. Really.
“Adopted?” Fast. Adelaide locked the door to the parlor.
“Yes. I educate them on manners, on special “That won’t hold them for long,” said Adelaide as
truths about their lives, their true place in the she ascended the stairs,” Now that the front door is
world,”she said. open, I imagine the kitchen door will be unguarded.
You have important things to get to, so I will let you
“Why aren’t they here?”
get on with it. ”
She gave me a knowing smile,”Come now, Mr. “If that is what you really want,” I said, trying to
McCallister. I am sure you know why I might not sound nonchalant.
want to educate within earshot of the neighbors.”
“It is all I have ever asked of the world, really,” she
So she had the Jha family somewhere else, was said, then turned a corner upstairs and was gone.
torturing them—for “education.” As I tried to make I ran to kitchen, opening the back door as the
sense of it, Adelaide took my silence as a reason parlor door crashed off its hinges. I immediately
to continue. started running, then step by step I slowed. Adelaide
“The youngest boy, Guneet, has such a need to be had confessed to kidnapping and ongoing torture.
loved, a need to live, it is almost heartbreaking. But To clear herself of the safe house murders, yes. But
without manners, refinement, his life is just another she also knew that I would walk away, allow her to
blight on this world. Guneet shall be grateful.” snuff out the hope and life in the Jha family, because
I had more important things to do. It is all I have ever
Was she just gloating? Why confess to kidnapping
asked of the world, really.
and torturing a family for weeks? What
other purpose... I wheeled back inside. I don’t remember the fight;
at the end I had three bullets and no townspeople.
I bolted out of my seat, and started following the I then leaned into the madness of fighting
blood trail to the kitchen, “You did not murder the Nightmares. I sat down at the roller desk, practiced
families in the safe houses,” I said. my penmanship on some blank stationery, then
“Good to see your schooling was not wasted, wrote a thank you note:
Mr. McCallister,” Adelaide said. “Families are for “I appreciate your generosity in giving me shelter
adopting, not slaughtering.” from the mob. Your delicious biscuits and lively
The blood trail stopped midway through the conversation have galvanized my determination.
kitchen. There was half of a heel print and a speck “Yours in gratitude, Aidan McAllister”
or two of blood on the knob of the kitchen door. I found an envelope and sealing wax. I used the
Hodges had stopped the bleeding, almost instantly, primer end of a cartridge as the seal, then put that
and left. Damn it, he was one of the monsters. And bullet in my pocket. When I knew enough, that
the angle of the bullet? I went back to the parlor. bullet would be for Adelaide. I dropped the note
“Hodges is the killer of the safe house families? on her desk.
And he shot himself to—?” Hang on Guneet. Help is coming....

5
T
he realm of Orrorsh covers India and large
portions of Bangladesh and Pakistan. It is,
without doubt, the most dangerous place on
the planet. It is an eternal, waking nightmare and
the domain of The Gaunt Man, leader of the High
Lords.

THE BASICS
OF ORRORSH
ONE YEAR
Before the Possibility Wars the regions that comprise
Orrorsh contained over a billion people. An accurate
LATER… census is impossible due to the horrific conditions
there, but the estimates are the population has been
decimated at the very least.
The reality that has over-written Core Earth’s
is tailored to maximize dread and terror. The
technology supports just enough information
technology to spread sordid tales of danger, but not
enough science to properly analyze and combat the
underlying causes. Enough magic exists to tempt
people to turn to it for protection, but the monsters
of the realm retain the edge. The holy power of
Miracles is strong enough to manifest — and then
fail in the face of overwhelming evil.
In other Cosms, reality evolved without specific
direction. In Orrorsh its development has been
carefully curated by The Gaunt Man to make
people afraid. He feeds on fear, and in Orrorsh he
feasts. The deadly dangers of the realm are simply
a necessary by-product of that fear.
The two biggest cultural influences inside Orrorsh
are the diverse peoples of modern India, and the
influx of Victorian thought from the invasion. The
land as it exists now is a mixture of these two forces,
plus the unhealthy tension that comes from living in
a war and a horror movie at the same time.

LIFE IN ORRORSH
No corner of life is untouched by the war inside this
perilous realm. Threats are everywhere and can
look like anything. There are no unlocked doors,
and average citizens are armed with blessings and
blades as a matter of practical survival.

6
Urban density is significantly lower than pre-war
levels. Some citizens managed to flee the country
entirely, but many more returned to their smaller MANNERS
hometowns to be with their families.
Storm Knights may hear all manner of advice
The nation is operating as a wartime economy. about how to be polite in India. The most
Critical jobs still need to get done: coal mined for common is a directive to only eat food with
boilers, silver and steel for weapons, food for people, your right hand. In truth, attempts at etiquette
and most importantly keeping the transformed power are more appreciated than the actual form
grids functioning. Keeping the lights on keeps people employed. Polite manners vary so widely
alive. The Rupee has lost value, but citizens can still among different groups even within the
buy groceries and supplies, so the economy hasn’t same region that most people just accept that
totally failed. whatever a Storm Knight is doing is considered
Widespread transformation has affected attitudes the polite way to do it where they’re from.
and politics, but not nearly as much as the invasion Worth mentioning is the head wobble. To
itself. Trust is a commodity in short supply for good an unaccustomed Storm Knight it may look
reason. Any stranger to the community could be a like someone is shaking their head to indicate
threat in disguise. Knowing someone who can vouch a negative response. Actually, the motion is
for you is critical to getting around. side to side slide or wobble—the face always
To complicate matters even further, entire still directly aimed at the speaker. Rather
communities of Victorians fleeing from the other than negative, this motion usually indicates
reality are attempting to carve spaces for themselves acknowledgment, understanding, or even
in the new world. These grizzled survivors have emphatic agreement. As usual, the situation’s
much to teach their Core Earth allies, but some fear context is key.
that these newcomers are just another trick serving Another thing that can catch Storm Knights
the Gaunt Man’s ends. unawares is that vegetarian is the default for
most cuisine, and the change in axioms hasn’t
altered that at all. When meat (or non-veg) is
THE STATE OF THE WAR requested it’s usually chicken or goat. Beef isn’t
available in Hindu communities, but Muslim
In Orrorsh all the turning tides of the war have been owned shops offer beef (and cow leather items)
massive in scale. The initial attack, “The Night of without violating taboos.
Screams,” was the bloodiest and most devastating
of all the invasions. Quinn Sebastian’s counter
attack obliterated a major leader within Orrorsh’s
forces and caused major disruptions in his assault The Indian government was severely disrupted
thanks to multiple “Glory” attacks. The Gaunt during the Night of Screams, but pieced itself back
Man’s reprisal—a trap involving several at-risk together in the aftermath as new leadership rose.
stelae— was similarly devastating. Pakistan initially closed its borders to refugees
and took an antagonistic attitude towards the
beleaguered India, but that changed once the scope
India contains thousands of small hardpoints, of what was happening became clear — including
beacons of relative safety for the ravaged citizens. the fact that Orrorsh had already taken half the
Most of the largest hardpoints have fallen to nation and threatened to expand further.
special attacks called “tainting.” In other theaters In the latter half of the year several crushing
hardpoints are usually physically destroyed to defeats hit the Delphi Council and their allies.
disrupt them. In Orrorsh they become sites of grisly Storm Knights were minor celebrities after months
crimes which disrupts the hope and history they of victory, and the news of so many slain hit the
otherwise embody. popular consciousness like a cold shock. There is a

7
growing feeling that the Gaunt Man is all powerful
and just toying with Core Earth — which is exactly
RELIGIONS AND what he wants. Quinn’s credibility is eroding.
The massive number of zones becoming Pure
HOLIDAYS Zones is especially troubling to Delphi Council
Faith is considered a personal choice and strategists. The Gaunt Man isn’t taking his time
freedom in India, and multiple major religions to draw out the maximum amount of energy,
have coexisted in relative peace for centuries. he’s draining some Possibilities quickly and then
Hinduism is by far the most commonly strengthening his realm instead of lingering to drain
practiced religion across the broader realm. the rest. This quicker conversion means his energy
Smaller Islamic communities exist in major reserves are relatively shallow. Nothing about the
cities and become more predominant in the Gaunt Man suggests he’s a short term thinker, so he
Northwest, and Pakistan is considered Islamic must be positioning for something big—something
with only small communities composed of coming sooner rather than later
Hindus and other religions. Different sects of
Christianity, including Sacellum, are the next
most common form of worship across Orrorsh. CORE EARTH’S RESPONSE
Sikhism is still practiced in the North, especially
in Punjab. Jainism and Buddhism have scattered The three main responses to Orrorsh are flight,
adherents, but represent a small minority of the sheltering in place, and fighting back. There’s also
population overall. collaboration, but nobody likes to speak about that
option.
With so many different forms of worship,
festivals and holidays can be tricky. There are The Himalayas and seas block most routes out
very few holidays celebrated universally across of Orrorsh. Bangladesh was a popular route out,
the nation. Republic Day and Independence Day but it leads directly into Pan Pacifica. Now that it’s
are commonly celebrated in all communities, clear that’s an invasion site as well, the flow East
but nearly every other festival or observance is has stopped, and refugees risk the difficult desert
optional and based on an individual’s worship crossing into Afghanistan instead.
and belief. This means that a Storm Knight can Most people are trapped in Orrorsh, and don’t
expect that someone is almost always at work, wish to leave their homes no matter how dangerous
but a particular person may be out unexpectedly things have become. The struggle is survival.
for a lesser known holiday. Citizens need light, blessings, weapons, and food—
The most popular and wide reaching in that order. Around hardpoints things are a little
celebrations are Holi (the spring festival of more relaxed, but the constant tension around
colors), Diwali (the fall festival of lights), Teej attacks or the potential collapse of the hardpoint
(various festivals celebrating women near the never abates.
monsoon), and Gandhi Jayanti (celebrating Many men and women of all ages have joined
Mahatma Gandhi’s birthday). An individual ad-hoc military units. Most of these function as
may be expected to celebrate up to 20 different military police with minimal training, stationed
holidays, just not always the same ones as other around cities and hardpoints. Better trained,
workers in the same region. regular troops are reserved for coordination with
the Delphi Council and assaults on major targets.
The regular army’s assaults have a reputation
for over-planning, which makes them seem slow
and inflexible compared to the operations in other
cosms. Ultimately that caution has worked in favor
of India’s forces, since surprises in Orrorsh turn
swiftly into a slaughter.

8
YEAR 1 MAJOR TIMELINE EVENTS
Day 1: The Night of Screams. The maelstrom Indian and Pakistani troops, several Spartan teams,
bridges drop, killing hundreds of thousands. and 14 Storm Knights. It’s the Delphi Council’s
Day 5: Ravagons begin attacking smaller cities in worst defeat up to that point.
the Ravaged Southwest. Day 156: The Taj Mahal hardpoint falls. The
Day 8: Traitorous General Wellington arrives to structure remains intact, but coated in blood it
claim a seat on the Delphi Council, only to discover becomes a beacon of dread and terror rather than a
it’s a trap by Quinn Sebastian. He suffers his True repository for hope and history.
Death, which sends shockwaves through the Day 170: A professional cricket team disappears
Hellion Court. in Hyderabad after returning from an off-season
Day 11: Battle of Pollachi. MARCOS drives back goodwill tour throughout East Asia.
ravagons in a battle bloodier than either side Day 183: A personal request for help reaches
expected. Vinutha Patel; council priorities and setbacks delay
Day 12: What had been a trickle becomes a mass help until the opening of “A Trifling Matter.”
migration of Victorians into Orrorsh. Day 191: The Sisters of Sobriety burn nearly half
Day 31: Delphi Council New Delhi Station is lost, of a Gospog field. A political cartoonist was found
along with most Orrorsh branch senior leadership. flayed to death shortly after publishing a cartoon
captioned,”Sisters drive the Gaunt Man to drink.”
Day 50: Last Pan-Pacifican relief operation is
destroyed in the Hunted Northeast. Day 224: A Nile Empire archeology team lands
in Sri Lanka for a dig at mysterious ruins in the
Day 64: Ghost ships close down many eastern interior. They do not even survive until the first
ports. dawn.
Day 75: Kochi Station is running and fully staffed, Day 224 –30: The first Home Skies bleed.
restoring Delphi Council operations to Orrorsh
branch. Day 241: The Hellion Court begins a more
coordinated effort to eliminate Storm Knights,
Day 81: A serial killer Nightmare, Lucius Todd rather than counter the whole of Delphi Council.
Clayborn, is killed via True Death. This is the first
True Death investigated and executed without Day 275: Dozens of hardpoints fail unexpectedly
Delphi Council intervention. at the exact same time, leading to the worst death
toll since the Night of Screams.
Day 92: The first bleed shows through.
Day 303: Delphi Council base receives signal
Day 104: A laity council on destroying demons intelligence of an underwater Orrorsh settlement.
is held at an undisclosed location between
representatives of the Cyberchurch and the Day 342: Storm Knights report that the Gaunt Man
Sacellum. It fails spectacularly. has disappeared, following a surprise encounter in
the “Forever City.” The report is disputed due to
Day 108–129 A month of light: Several Glory the lack of disruption among Orrorshan forces.
results refill residents of India with hope.
Day 366: Remembrances are held in over 800
Day 138 Quinn’s Folly: A coordinated attempt locations in India. The Hellion Court begins to
to remove three stelae fails, costing hundreds of suspect that the Gaunt man is no longer in Orrorsh.

9
S
torm Knights questing in the fields and
catacombs of Orrorsh have new options for
spending Experience Points (XP).

STORM KNIGHTS
NEW PERKS
The new Perks below represent new discoveries
of the industrious Victorians or adaptations of the
population who have transformed and been living
in Orrorsh’s harsh axioms for nearly a year.
If a Perk lists Beta Clearance as a prerequisite
it may only be taken once the Storm Knight has
achieved that clearance level (50 XPs) or greater.
When a Perk boosts an attribute it counts exactly
the same as if the gain were purchased by XPs. If
the Perk is lost due to transformation or a crisis
of morality, so is the attribute gain. The standard
ceiling for a race’s attribute remains unchanged
unless the Perk specifically increases it.

CORRUPTION
Cosms: Orrorsh
Corruption Perks are technically free. They aren’t
purchased and don’t count against the number of
Perks a character has when calculating the cost of
purchasing other Perks. The only cost is paid when
the character perishes—and awakens into a new life
as a servant of the Void.

Anchored

Prereq: Transform within Orrorsh.
Orrorsh’s reality is pervasive, and winds its why into
the character’s very soul. When the character would
transform (to or from the Orrorsh reality) the whisper
emerges to offer a dark bargain. The Storm Knight
connects to Orrorsh now and forever. In the future
when he Disconnects he automatically reconnects to
Orrorsh—but makes a Corruption test each time.
Doomed
• Prereq: Spirit 10+, fail a Defeat test within Orrorsh.
When some heroes die in Orrorsh, dark spirits
whisper to their souls and offer them a new chance to
live, but be forever bound to the forces of darkness. If
the character accepts, she gains this Perk for free and
returns to life as though the Defeat test had been an
Outstanding success. There is no other apparent effect.

10
There is no glamor to becoming a vampire in Orrorsh.

Martyr CURSED
• Prereq: Activate a Martyr card in Orrorsh
Cosms: Any
When a hero would sacrifice herself with a Martyr
card, a honey sweet voice whispers that death There are fates worse than death in Orrorsh.
isn’t the only way. She may ignore the voice, Some creatures of the night simply stalk and kill,
of course, and score a minor reprieve for those but others turn their victims into monsters as
who survive her, but the effects of Martyrdom well — perpetuating an endless cycle of evil. Not
in Orrorsh are seldom strong. If the hero agrees everyone who is attacked becomes cursed. The same
to the voice’s bargain she gains the usual benefit mysterious mechanism that marks some individuals
of playing the card, possibly an even better as potentially reality-rated allows the curse to take
result, and survives unharmed—with this hold— but only after they perish.
Corruption Perk. Common lore has it that those who bear the curse
If anyone activates a Martyr card in the were the “lucky” few who barely survived attacks
future this character becomes the one who dies. from infectious creatures. In actuality, for the curse to
Unfortunately converting Martyr to Possibilities take hold the victim must be killed, and then awaken
does count as activating it, so warn teammates to a new life much like a Storm Knight transcending.
to be careful! In rare cases both effects happen simultaneously!

11
Corruption: Those who bear a curse bear a heavy anywhere they choose. Ghosts have powerful traits
burden, and must fight to keep their humanity that are treated like racial abilities:
amidst the corruption inside them. Each time a Ethereal: Ghosts are spirits rather than flesh, and
character with a Cursed Perk takes a sapient life— have a hard time interacting with the physical
no matter the means—she must make a Corruption world. They ignore physical attacks and damage,
test (see Torg Eternity) test or lose Charisma. If her but can’t use equipment at all. Powers, or items
Charisma ever drops below five she is lost to the affected by powers and their equivalents (such as
curse forever, becoming a feral (or malevolent) magical weapons) may affect a ghost normally.
tool of the Nameless One. An act that causes many Ghosts may use Interaction Attacks, but must
deaths is a single test with a –2 penalty. An act spend 2 Shock to make a regular attack (including
that embraces the darkness of the curse, such as using powers such as Spells, Miracles, or Psionics).
consuming a victim (GM’s call), has a –4 penalty.
Float: Ghosts don’t walk, they float several inches
Transformation: Technically the subject of a curse off the ground. Many pretend to walk. Ghosts
is dead, although they may appear to be alive and ignore penalties for terrain, but they cannot run.
function as a living person. The same universal They must have some kind of ground or surface
power of The Nameless One which sustains to float atop—although falling does no damage
undead across the various cosms even without to a ghost.
magic also sustains the accursed, just as they
compel her towards darkness. If someone Uncanny: There’s something off-putting
with Cursed Perks would transform to about a ghost’s appearance. It could be
another reality they do, but the curse subtle things like not breathing or
remains completely intact! blinking, or more overt like a twisted
neck or feet. Whatever the cause,
Supernatural Evil: living creatures (especially animals)
Characters with a instinctively abhor a ghost. Ghosts
Cursed Perk count as suffer a –4 on all persuasion and
Supernaturally Evil streetwise tests.
themselves, regardless of
Undead: The ghost does not
their behavior and morals.
breathe air, need to eat or drink,
Cloak of Darkness and is unaffected by poisons

Prereq: Beta, at least one other or effects that require living
Cursed Perk processes.
The creatures of the night are The largest threat to a ghost‘s
stronger away from the light. Gain humanity is madness. Spirits
a bonus to Toughness equal to the are beings composed entirely
current Darkness penalty, up to a +6 of memories and emotions.
bonus in total darkness. Illumination When memories become
of any kind eliminates Toughness from muddled — or emotions
Cloak of Darkness! too strong — ghosts risk
losing themselves to rage or fear or
Ghost revenge. Such lost souls exist only to
• Prereq: Spirit 8+. terrify the living and push them towards
When some beings die in an especially their own deaths.
tragic or emotional way, their spirits linger
and haunt the living. Most ghosts are Vampire
bound to a location—often the place they • Prereq: Dexterity 8+.
died — but some elect to follow specific No one knows the true source of this curse, but
people, and reality-rated spirits can range it’s transmitted through the blood and spread

12
through much of Gaea before coming to Earth isn’t particular. Reverting back to normal isn’t
with the Victorians. Those afflicted thirst for blood. immediate; the werewolf chooses when to change,
Any blood will do for sustenance, but the blood of which also triggers the Corruption test.
sapient species has a special draw. The curse is transmitted by attacks. Lore proposes
Allergies: Direct sunlight causes 10+1BD damage that anyone severely injured by a werewolf who
each Round a vampire is exposed to it. Clothing survives might become cursed, but in actuality it’s
that offers Full Coverage counts as +5 Armor only those special cases who are slain but rise again
against this damage only. Any other kind of armor under the power of the curse — appearing to have
or clothing offers +2 Armor protection and nothing survived the attack when really they did not.
more. Allergies: Silver weapons and bullets deal +4
Blood Drain: Vampires have fangs that deal damage to lycanthropes. In addition, Wounds
Strength +2 damage. They may only attack a caused by silver don’t heal from the Regeneration
Grappled opponent, but they automatically strike ability below. Allergies apply whether the werewolf
the target’s lowest Armor value. If the target is the is in normal or beast form.
same race then any Shock and Wounds dealt by the Bite/Claws: In beast form only, the werewolf gains
bite are simultaneously recovered by the vampire. a Bite/Claws attack that deals Strength+2 damage.
The bite deals normal damage to other races, but
has no restorative properties. Blood drain deals Regeneration: All Wounds and injuries
only Strength damage to a target with no blood or automatically heal at the end of each scene—even
living processes. death! Wounds caused by silver weapons only
heal at the normal rate. Death caused by a silver
Mentalist: Vampires may take the Psionic Perk weapon is permanent, and is death if such an
and any of the following powers: alter memory, attack is delivered after the werewolf is Defeated
clairvoyance, cloud mind, confusion, mind control, as a Coup de Gras. Regeneration applies to both
and psychic shield. An Orrorsh vampire may take the lycanthrope’s forms.
powers that exceed his Social Axiom, but using
such abilities risks Disconnection normally. The Savagery: While in beast form only, the werewolf
strange nature of these powers suggests that the gains a +2 bonus to Strength. If a target, friend or
vampire curse didn’t originate in Gaea. foe, is within reach after movement the werewolf
must All-Out Attack, and the Friendly Fire rules
Undead: Vampires do not breathe air, do not need apply to melee attacks if multiple targets are within
to eat or drink, and are not affected by poisons or reach. If any target is within the werewolf’s Move
effects that require living processes. he must end next to a target, but within those
The main threat to a vampire’s humanity is the constraints he can move however he desires.
same hunger that drives them. The temptation to If a failed Corruption test would eliminate the
feed upon the living, especially when injured, can character, he transforms completely into a beast
be overwhelming. When a vampire loses himself he and never changes back. The beast may still
becomes a pure predator, thinking of all the living transmit the curse!
as nothing more than cattle ready for slaughter.
Werewolves are merely one strain of the curse.
Werewolf Bats, tigers, and other creatures are possible.
• Prereq: Strength 8+
Werewolves transform into beasts. The
transformation can be triggered on purpose (taking
FAITH
a full turn), as a free reaction to suffering a Wound, Cosms: Core Earth, Aysle, Cyberpapacy, Living
or automatically during a full moon. The trick is Land, Nile Empire, Orrorsh
returning to normal requires the beast to kill —
which may mean a Corruption test. The victim Austere
killed may be an animal or an opponent, the curse • Prereq: Spirit 8+, at least two adds in faith.

13
Long practice at severe self-denial has granted the do to stop them. Unfortunately for them, when it
character physical resilience. Fatigue and Backlash comes to someone with this Perk, they quickly find
cause one less Shock. they are very, very wrong. The hero’s physical
attacks against ethereal creatures are Favored, and
Puritan 1s on bonus dice are re-rolled (but then the second
• Prereq: At least one add in faith. roll stands).
A life lived in fear of sin allows the innocent
soul to literally smell evil. When supernatural evil HOPE
is present, including characters with Corruption
Perks, the puritan smells unpleasant odors in the This new category of Perk is hypothesized to be
area—odors others can’t perceive. The smell doesn’t a Core Earth defense. Based on data provided by
cling to any particular person, but it does serve as Orrorsh branch, Archimedes Division head Dr.
a warning. Tests to avoid ambush or detect evil Zytalius Blackburn hypothesizes these are an
forces are Favored. expression of, and bound by, Core Earth’s Law of
Hope. Hence the name.
Righteous Staff Cosms: Core Earth, Orrorsh
• Prereq: Orrorsh, Beta clearance, at least
three adds in in faith. Access to the Sacellum
Chaplain miracle list. Brighten the Fading Light

Prereq: At least 1 failed Corruption test, reality
The Sacellum chaplain has proven herself pure. 10+.
She acquires a simple black shepherd’s crook, which
for most purposes function exactly as a normal When a character fails a Corruption test, they may
staff. When fighting supernatural evil, the Storm spend one Possibility at the end of each of the next
Knight uses her faith value as the weapon’s base three scenes to brighten the fading light of their
damage value. Ethereal beings are affected by the Charisma, If they do, the Charisma loss from that
staff. Additionally, she may use her faith instead failed Corruption test is negated.
of willpower to resist a Corruption test. However,
should she fail her test in this manner, she loses the
Divine Judgment

Prereq: At least 1 failed Corruption test, faith 10+.
benefits of this Perk until the end of the next act.
Once a scene, the character may make a faith test
Sacellum Chaplain against a Nightmare’s faith or Spirit. On success, the
• Prereq: Orrorsh, faith 1+ adds. Cannot have Nightmare loses its ability to refresh Possibilities
Perks or access to miracle lists related to other for its next turn, two turns for a Good success, and
religions. three turns for an Outstanding success.
The Sacellum priest’s dedication to destroying Even in Death
Orrorsh Horrors and using the faith of Sacellum
Prereq: At least 1 failed Corruption test, reality
miracles within the Victorian military has given 10+.
them access to the Sacellum Chaplain list (see page
When the character fails a Defeat test, she may
31). A Sacellum chaplain may select two miracles
affect the scene as if she had played a Martyr card. In
from that list plus ward enemy. The Miracles Perk
addition she chooses one player to refill their hand.
may be purchased for more miracles and grants the
Sacellum Miracle list found in Torg Eternity.
LEADERSHIP
Spirit Nemesis
• Prereq: Spirit Bane Cosms: Any
Many spirits have a nonchalant attitude when
inflicting pain or trying to kill corporeal beings,
Steady On
• Prereq: Charisma 8+
thinking that there is nothing that their victims can

14
When a Fear test is called for, the leader rolls her
test first. If she succeeds then all allies within 10
meters are Favored on their own Fear tests. On a CORRUPTION AND
Good success that bonus extends to all allies within
the sound of her voice. On an Outstanding result TRANSFORMATION
allies no longer even need to test. Since Corruption seems tied to Orrorsh’s
World Laws and Corruption Perks are an
OCCULT Orrorsh group, one might conclude that the
influence of Corruption could vanish if a Storm
Cosms: Orrorsh Knight transformed to another reality.
Most Victorians fight the Gaunt Man’s foul Unfortunately for the Delphi Council, that is
corruption with stubborn gallantry in the face of not the case. Orrorsh is where Corruption is
overwhelming odds. But a few have turned to darker encountered directly, but it isn’t powered by
sources of inspiration, such as alchemy, diabolism, that cosm’s axioms or World Laws. Corruption
or demonic powers. traces back to the influence of The Void, which
makes it universal—similar to supernatural
Alchemy evil.

Prereq: At least 3 adds in Science. Corruption Perks remain, unaltered,
New Potions: The Alchemy Perk from Torg when a character transforms. Points lost to
Eternity gains the following options for initial repurchasing Charisma are lost forever to The
formulas or Extra Potions: Void.
• Liquid Light: A potion of liquid light may Corruption is eternal.
be held, unbroken, as a light source similar
to a torch. When exposed to air (throwing or
pouring out the contents) it becomes vastly
brighter — eliminating all Darkness penalties Sight or share with four other allies to all gain
within 20 meters — and counts as natural one hour of Dark Sight each.
sunlight. Liquid light clings to the ground • Natural Healing: This potion accelerates the
or the clothing of a target it hits in a Small drinker’s metabolism to a startling rate. The
Blast. The effect lasts for an hour. If a creature drinker may make a single natural healing
allergic to sunlight is forced to drink liquid roll, but then suffers Fatigue which may not be
light it is automatically destroyed. recovered until an entire day’s worth of food
• Dark Ointment: This soot-like concoction is consumed. An individual may quaff more
must be spread across every inch of skin or than one Natural Healing potion, but can’t eat
clothing as a Full Turn action. Once applied more than one day’s worth of food in a 24 hour
the character gains a +2 bonus to stealth so period.
long as he’s in darkness. More importantly, • Itching Powder: When the containing vial is
he becomes invisible (–6 to opponent’s find shattered a cloud of powder sticks to everyone
or attacks) to all creatures with the Cloak of in a Medium Blast hit by the alchemist’s missile
Darkness ability. The ointment remains potent weapons attack. Each affected target suffers a
for one day or until washed off. penalty to all tests equal to their current Armor
• Dark Sight: This foul-smelling brew grants the rating for an hour. Natural Armor and Armor
drinker the ability to see in total darkness with from magical spells count. Reducing Armor
no penalty for one hour. Each potion made has level by stripping off items does likewise
the equivalent of five doses, so the alchemist decrease the penalty!
may drink all herself for five hours of Dark • Liquid Courage: Each dose imbibed grants the
drinker Favored rolls for Fear tests, and if a

15
Fear test fails the Very Stymied consequence • Phosphor Shell: The main purpose of this
is reduced to only Stymied. The effect lasts for shell is to create light — where ever it hits it
one hour. One brewed potion holds five doses, burns as a bright light source illuminating 10
which may be drunk all at once for five hours meters for one minute. A direct hit with the
of protection or split among five people for one shell only deals 12 damage, but it burns for 12
hour of protection each. damage every round for one minute.
• Miasma: Breaking this vial releases a choking • Screamer Shell: Screamers are an odd
cloud of poison in a Large Blast. Each target construct designed to make a loud wailing
hit must test Strength or suffer 2 Shock and noise while in flight. The first time a Screamer
test again on his next turn. On a success he is fired all foes that can hear it must test Fear.
only suffers 1 Shock, but must still test again A hit from a Screamer Shell deals 12 damage.
next turn. A Good success avoids damage but • Curse Shell: A hit deals 14 damage and makes
still requires another test next turn. Only an the target Vulnerable. For the next Minute,
Outstanding success or a minute of breathing attacks that hit the target gain +1BD damage
clean air ends the effect. while he’s Vulnerable or Very Vulnerable.

Bulletsmith Shells Customized Slayer’s Gun



Prereq: At least 2 adds in science.  Prereq: Bulletsmith.
Extra Shells: This Perk may be taken more This Perk may be taken multiple
than once, and extends the usefulness of the times, each time adding a different
Bulletsmith Perk from Torg Eternity. Each time customization to the Slayer’s
this Perk is purchased the Bulletsmith learns Gun. Below are some of the latest
to make a new type of shell and may modifications Slayers have incorporated
maintain two more special rounds at a into their weapons:
time. Below are the latest new types of
shells in circulation. • Double Barrel: The second
barrel on this custom gun (and
• Freezing Shell: A hit deals the extra shot loaded into it) isn’t
14 damage and automatically meant to discharge with the other
Stymies a hit target. On the barrel — it’s a reserve shot in case an
target’s next turn he must test enemy charges while the slayer is
Strength. On a failure he loses his reloading. When a foe moves into melee
entire turn breaking free of ice. range the slayer may fire this barrel (and
Success allows the target to act, but whatever round is loaded into it) at the
not move. A Good success allows the attacker as a free action. When a slayer
target to move up to half his normal reloads his gun he can choose whether
speed, and Outstanding allows him to to reload the cylinder or the reserve
move and act normally. barrel—but he can’t reload both in the
same action.
• Liquid Fire Shell: A hit coats targets in • Long Barrel: The Slayer’s Gun
a Small Blast with sticky liquid which loses the Carbine property, but its
bursts into flames upon contact with Range increases to 100/200/500 and it
air. The flames deal 14 damage +1BD gains a telescopic sight that eliminates
to the target each round. If the Bonus up to two points of Range penalties
Die rolls an ∞ the fuel is exhausted when the Slayer Aims. Basic shells
and stops burning rather than dealing fired from a Slayer’s Gun with this
additional damage. modification deal damage 15.

16
• Pistol Stock: The Slayer’s Gun is converted into Imps may be various beasts: cats, dogs, even
two equal pistols. Each has Range 10/25/40, but snakes! They are never bird or creatures of the air—
its own cylinder of six Shots. Both pistols count the dark powers of Orrorsh dwell below, not above.
as the same weapon for Trademark Weapon Whatever the base creature is, it’s about half the size
and other abilities. of a human and always jet black. Imps are strong for
• Magazine: The Shots on the Slayer’s Gun their size, but their most important characteristic is
increases to 12. A Magazine may be loaded they can speak — although most prefer not to draw
with up to two different kinds of shells, and attention to themselves by doing so.
either one fired via a selector. Other types of In game terms, the player should control the
shells must be breach loaded and fired one per imp most of the time, choosing its targets, rolling
turn. its attacks, and speaking for it. Imps don’t have
knowledge beyond the sorcerer they are attached
• Reinforced Chamber: A heavy but shorter
to. They represent the dark powers, but don’t have
smoothbore build on the Slayer’s Gun
magic or powers of their own.
decreases its Range to 25/50/100, but increases
the damage of every shell fired by +1. Imps do not have Possibilities, but the sorcerer
can spend his Possibilities (and Destiny cards) for
• Repeating Action: The Slayer’s Gun gains the
the creature — even if they are separated. If slain
Short Burst property.
the dark powers form a new beast to act as the
• Blade: The Slayer’s Gun gains a built in blade Diabolist’s imp. They aren’t pleased at having to
and extra grips to use it seamlessly as either do so, and both they and the creature may find ways
a melee weapon or a range weapon. It deals to express this displeasure and spur the sorcerer to
Strength +3 damage. Trademark Weapon and employ more caution in the future.
other abilities apply to either of the weapon’s Attributes: Charisma 6, Dexterity 8, Mind 7, Spirit
attack modes. 7, Strength 8
• Potion Launcher: Requires Alchemy. The Skills: Dodge 10, intimidation 9, maneuver 9, stealth
Slayer’s Gun can load and launch a potion 10, taunt 8, trick 8, unarmed combat 9
with a Range of 25/50/100, Shots 1. The attack Move: 10; Tough: 8; Shock: 7; Wounds: 1
uses fire combat in place of missile weapons. Possibilities: Never
Perks: —
Special Abilities:
Demonic Form • Bite/Claws: Strength +2 (10).

Prereq: Demoniacal Frenzy.
• Small: Attacks against a Familiar suffer a –2
penalty.
When an Orrorshan calls upon Demoniacal Frenzy
her physical body starts to change as well. She grows
claws that add +2 damage to unarmed melee attacks
Medals

Prereq: See the individual medals.
and reddened, scabby skin that adds +2 natural
armor. Each enhancement stacks with other similar New Medals: Several new types of Medals (see
abilities, such as existing natural claws or armor. Torg Eternity) have been minted in the first year of
the Possibility Wars. New characters may be created
Imp with these Medals, or they may be earned after

Prereq: Diabolist completing the event described in the individual
awards.
Most Orrorshan sorcerers skirt the edges of the
Abyss when they learn the arcane arts. Diabolists • Sole Survivor Medal: Awarded to the one
jump right into the inferno, entreating with demons, person to return from an otherwise doomed
devils, and all manner of foul beings for additional expedition. The Sole Survivor medal cancels
power. The representative for these powers is the the effects of The Law of Perseverance and its
Diabolist’s imp. recipient may Soak damage normally in Orrorsh.

17
• India Campaign Medal: Awarded to any
Storm Knight who recovers an Eternity Shard PROWESS
inside Orrorsh. Once per act, the wearer may
play a Destiny Card into her own Action Pool Cosms: Any
or the pool of an ally as a free reaction during Prowess is a general category that can be taken by
any turn. any character from any cosm. It focuses primarily
• Order Vestigium: Awarded to those who defeat on Perks that can be used in combat.
a Nightmare. Evidence analysis tests become Brave
Favored, and the character is automatically • Prereq: None
aware if any clue to a Nightmare’s origin is
The character either has a stout heart or has
nearby. This doesn’t tell them what the clue is
become numbed to the constant terror that abounds.
or where it can be found, just that something
Fear tests are Favored, and if a Fear Test fails the
is afoot.
character is only Stymied rather than Very Stymied.
• Order of the New Dawn: This medal is
awarded to those who have been cursed, but Guardian Angel
managed to eliminate the being or force that • Prereq: Beta Clearance, Bodyguard.
cursed them. This award is a mixed blessing, Allies within 5 meters may use the Guardian
as its presence also alerts Victorians that the Angel’s current Defenses (dodge, melee combat,
wearer is cursed, which may lead to trust unarmed combat) instead of their own. Their own
issues. The wearer’s Corruption tests become Conditions, such a Vulnerable, still apply.
Favored, and when a test fails the medal may
be “burned” instead of losing Charisma. It still
Pure
counts as a Perk when determining the cost for
• Prereq: Charisma 8+
buying new ones, but no longer has any other
effect if burned. There is something noble and incorruptible about
the Storm Knight. Corruption tests are Favored, and
Monster Slayer when such a test fails the character may choose
• Prereq: Beta Clearance, Occultist. to be Defeated instead of automatically losing
Charisma. A temporary Injury deals a Wound, and
The academic’s occult learnings are applied
any Injury stemming from a Corruption test must
to very practical results. Gain +1BD damage
be dealt to Charisma.
on any attack that hits a creature imbued with
supernatural evil. Retaliation
• Prereq: Beta Clearance, Vengeful
Unstable Mixture The warrior refuses to die quietly or alone! If

Prereq: Beta Clearance, Alchemy
forced to roll for Defeat, the character may take
The alchemist can mix a vial that has all the effects an immediate turn before the roll takes effect.
of two different potions. Each such mixture counts Use it wisely!
as two active potions.
Sacred Weapon
Vial Bandoleer • Prereq: Trademark Weapon

Prereq: Alchemy. In the Storm Knight’s hands, the weapon counts
Add three additional active potions to an as magical, dealing full damage to Ethereal foes.
Alchemist’s usual maximum. This Perk may be If a creature has an Allergy, the weapon counts as
purchased multiple times, each adding another dealing damage of that type as well.
three active potions.
Unyielding
• Prereq: Beta Clearance, Orrorsh, Survivor

18
Perseverance runs in your blood. When you play The benefit depends on the Success Level:
an Orrorsh Cosm card you immediately recover 5 • Standard: The tea master and all guests draw
Shock. You may play an Orrorsh Cosm card while a Destiny card.
KO’ed to regain consciousness. • Good: All guests draw a Destiny Card. The tea
master draws two cards, then chooses one of
SOCIAL them, and discards the other.
Cosm: Any • Outstanding: As Good but the tea master
draws two cards and keeps both.
Macabre
• Prereq: Orrorsh, at least two adds in intimidation. SPELLCRAFT
The character has embraced the dark and now fits Cosms: Aysle, Core Earth, Cyberpapacy, Nile
in better with spooks and monsters. Creatures of Empire, Orrorsh, Tharkold
supernatural evil or those with Cloak of Darkness
won’t target the character so long as there’s another Ritualist
enemy within 10 meters to attack instead. A macabre • Prereq: At least one add in alteration, apportation,
Storm Knight gains a +2 bonus to persuasion against conjuration, or divination.
such monsters, but suffers a –2 penalty against
The caster gains access to the Dark Rituals
everyone else.
starting on page 24. The caster may proceed
Tea Master without one of the listed material components
 Prereq: Orrorsh, at the cost of suffering a Wound. This Wound
Charisma 8+, and at least may not be Soaked, and may only be healed
one add in scholar. after the act ends.
Anyone can steep a pot of tea Twilight Magic
and serve it to friends, but the true • Prereq: Orrorsh, at least one add
masters of tea-making can tap into in alteration, apportation, conjuration,
Orrorsh’s Law of Perseverance and or divination.
improve their chances at fighting the
Magic in Orrorsh is dark and
forces of Evil by serving afternoon
tainted. In the twilight, someone can
tea for up to six people.
steadily be in-between the light and
Serving tea usually is an elaborate darkness. Though the hour is short,
ritual, not all of which is necessarily much can be accomplished in an
possible when in the dark jungles. hour by a sure hand.
Afternoon tea must be done between
Twilight Magic is one of the more
the hour of four and five o’clock
dangerous schools of magic to
(spending a Possibility allows the
master. More than half of the
ritual to take place anytime, but
Occultists who have studied this
only once each day). After an hour
genre of magic have succumbed
of serving tea, the tea master makes a
to Corruption and become agents of the
Charisma + scholar test. The guests may
Gaunt Man or worse.
assist as a Combined Action.
If an Occultist is willing to risk the
Tea and at least one “guest” are required
dangers of this school, she can wield
but if the tea master serves tea with dainty
powerful spells.
sandwiches, scones, and pastries, the
test is Favored. If the participants dress Selecting this Perk gains three
up in finery (at least semi-formal: day Spells from the Twilight Magic
dresses, frock coats, hats, and gloves) list on page 21.
the test is Up.

19
M
any of the worlds that the Gaunt Man
conquered had their own magical
traditions. As with the monsters from the
worlds that were consumed, Orrorsh took some of
the magic with it. Magic works hand in hand with
horror after all. The supernatural evil that plagues
Orrorsh could not exist without it.
Still, the Gaunt Man ensured a limited number
of spells were taken with him to keep the Magic
Axiom low enough that Magic has not become
commonplace. The mistrust of the arcane arts causes
fear in many of the Ords of Orrorsh. Practitioners
of the occult would be wise to listen to these
warnings as magic has a dark twist to it in the Gaunt
Man’s domain.
MAGIC
The Law of Eternal Corruption has manipulated
many of the spells in Orrorsh. Merely wielding some
of the magic requires a Corruption test to cast. The
chance for corruption for any warlock or witch,
however, does not end there.
In Orrorsh, there is a dark temptation to command
more powerful magic. By making deals with
demonic forces or sacrifices during horrific rituals,
an occultist can empower any of her spells. The price
for this power is pitting one’s will against the forces
that are bargained with. Each loss takes away a bit
more of the occultist’s humanity. If the temptation
to risk corruption is a construct of the Gaunt Man
or not is unknown. Either way, he benefits from it.
Many a would-be hero has fallen into darkness by
making one too many attempts at reaching for more
power to wield against monsters.

NEW SPELLS
Boiling Blood
Axiom Level: 15
Skill: Alteration 14
Casting Time: 1 action
DN: Target’s Strength
Range: 25 meters
Duration: Instant
The occultist needs an open flame, at least the size
of one produced by a lighter, to cast this spell. With
the flame at the ready, the occultist makes a small
cut on her hand while focusing on the target. She

20
then thrusts the injured part of her hand into the
open flame as she utters eldritch words. The blood
throughout the target’s body begins to boil causing
pain and possibly death. AVAILABLE SPELLS
The occultist must make a test against the target’s
Strength. On a success the target takes 12 Damage.
This damage ignores armor, but magical protection Below are spell lists that Orrorsh Storm
may guard against this spell. Knights may select their spells from. The
access of all Occultists in Orrorsh has been
If the Occultist risks testing Corruption
expanded with some of the spells below.
(Challenging DN 12) she can increase the Damage
Those spells listed in the Twilight Magic
Boiling Blood deals by +2 (for a total of 14). The
list are only accessible if that Perk is taken.
damage total is increased whether or not the
occultist succeeds the Corruption test. This may • Occultists: *Alarm, autumnal slumber,
only be attempted once per casting of Boiling Blood. dark bargain, *detect magic, *diminish,
*disguise, *dispel magic, *enhance, *fear,
Success Levels:
*gain language, link chart, *mage dark, *open
• Good: Damage +1BD.
lock, *pathfinder, piercing eyes, *possibility
• Outstanding: Damage +2BD.
rend, *possibility shadows, *protective
Ghost Form circle, *scry, shadow constriction, *slow,
Axiom Level: 16 *speak with dead, and *stun.
Skill: Alteration 14 • Twilight Magic: Boiling Blood, dark
Casting Time: 1 action bargain, death haunt, detect curse, eye scry,
DN: Challenging (DN 12) *fear, ghost form, madness, monkey’s paw,
Range: Self nightmare aegis, pestilence, *protective
Duration: 1 minute circle, shadow constriction, sudden death,
The occultist produces a small vial that is terror, transfer corruption, and truth of the
empowered by the casting of the spell. She consumes flesh.
the dark red liquid within as the spell is completed. *See Torg Eternity Core Rules
Upon the consumption, the occultist’s form becomes
semi-transparent and ghost-like.
If the occultist makes a Standard success, she
receives a +4 bonus to all her Defenses and reduces Madness
all damage from physical attacks by 4 points. She Axiom Level: 12
also suffers a –4 penalty to all physical attacks she Skill: Alteration 10
makes. All magical attacks such as miracles, spells, Casting Time: 1 action
powers, or those from a magical weapon affect the DN: Target’s willpower or Mind
caster as normal. Range: 50 meters
If the caster chooses she can increase the duration Duration: 1 round
of Ghost Form to 10 minutes by making a Corruption The occultist thinks of the most horrible,
test (Hard DN 14). The duration increases regardless despairing, frightening, and insane thoughts that
of the success or failure of the Corruption test. The she can, pushing herself to the verge of insanity.
caster can choose to continue to increase the duration Before it can take hold of her, she points at her target
if she is willing to risk further Corruption tests. This with a shout and projects these thoughts into the
does not cost the caster an action. targets head. The target’s thoughts become chaotic,
Success Levels: causing her to act in violently unpredictable ways.
• Good: The caster can float at her Movement. On a Standard success, the target acts erratically
• Outstanding: As Good and the caster becomes and attacks a randomly determined target. This
Ethereal (as the Special Ability in Torg Eternity). target can be an ally, enemy, or bystander and

21
a thousand angry spirits reaching out to pierce and
tear the flesh.
The caster may only target one creature per round.
When a creature is targeted, the caster must test
conjuration again against the target’s willpower or
Spirit. On a successful test, the target suffers 8 points
of Damage that ignores Armor. If the target has any
Corruption Perks she takes an additional 4 Damage.
The round immediately after the duration of
Piercing Eyes ends, the caster is treated as if she is in
Pitch Black (–6 to all attacks) as her eyes readjust to
normal light. This penalty is reduced by 2 on every
round after the first until her eyesight returns to
normal on the 4th round after the spell duration ends.
Success Levels:
• Good: Damage +1 BD.
• Outstanding: Damage +2 BD.

Shadow Constriction
Axiom Level: 13
Skill: Apportation 10
Casting Time: 1 action
DN: Target’s unarmed combat or Dexterity
Range: 25 meters
Duration: Concentration
Those who have studied the mysteries of Orrorsh
know that shadows can be dangerous. An Occultist
who wields this spell can manipulate shadows to do
her bidding. The caster calls to the nearby shadows
and commands them to attack a target. The shadows
does not have to be adjacent to the target affected lash out at the target, wrapping her up in its grasp.
by Madness, though she must still be able to
reach her victim. Shadow Constriction attacks a target using the
Grappling rules (see Torg Eternity). The shadows
Success Levels: have a Strength of 12 for purposes of dealing damage
• Good: Affects all enemies within a Small Blast and breaking free of the grapple. As the Occultist
Area. guides the shadows attacks, it uses apportation for
• Outstanding: Affects all enemies within a all attack tests.
Medium Blast Area.
Success Levels:
Piercing Eyes • Good: The target suffers a Dim Darkness
Axiom Level: 16 penalty (–2 to attack and opposed grapple
Skill: Conjuration 12 tests).
Casting Time: 1 action • Outstanding: The target suffers a Dark
DN: Challenging (DN 12) Darkness penalty (–4 to attack and opposed
Range: 5 meters grapple tests).
Duration: 3 rounds Sudden Death
The casters eyes become extremely bright beacons Axiom Level: 16
of blinding white light that stretch out from her Skill: Alteration 14
sockets. Anyone she looks upon feels the wrath of

22
Casting Time: 1 action
DN: Target’s Strength
Range: Touch EMPOWERING SPELLS
Duration: Special
This spell is one that has been re-purposed from WITH CORRUPTION
the scrolls of long dead warlocks and witches. The All spellcasters who cross into Orrorsh—
occultist calls forth the energies of any supernatural or Occultists native to Orrorsh while in any
evil that will hear her call. Siphoning the Corruption cosm—may enhance any of their spells at the
from these creatures and the land itself, she draws risk of gaining Corruption.
it into one of her hands, turning it as black as
midnight. The hand becomes twisted and claw To do this, the Storm Knight announces the
like as it absorbs more wicked energy. The caster attempt and describes what she is doing to
than reaches out with the corrupt appendage and empower her spell. The empowering act can
claws at a creature’s chest. The talons quickly tear be as simple as cutting her palm and spilling
through the chest wall and sink into the creature’s her blood on the ground in the name of a vile
heart —transferring the evil energy directly into it. supernatural evil, or more complex such as
The victims heart seizes and palpitates. reading alien words from an ancient scroll while
casting grisly totems into a large stone basin.
Welcoming pure evil into her body with this
spell results in the caster having to test Corruption Mechanically, the Storm Knight tests
(Challenging DN 12). The success or failure of the Corruption. This is a Standard (DN 10) test
Corruption test has no impact on the casting. If the against willpower or Spirit. As normal, on a
target of Sudden Death is an Ord, she immediately failure, the Storm Knight permanently loses a
collapses as she goes into cardiac arrest. She cannot point of Charisma. Whether she passes or fails,
act for the next hour and at the end of that hour, she she receives a +3 bonus on all spellcasting tests
dies of a naturally seeming heart attack. for the rest of the Scene. The test difficultly is
intentionally not high. It is just high enough that
Possibility rated characters suffer 20 damage that the risk seems to be worth taking. Temptation is
ignores armor. If Sudden Death causes the target to often the path to becoming a monster.
take more Wounds than her maximum, she makes
her test for Defeat with a –4 penalty. If the target
has Corruption Perk she only has a –2 penalty on
the test for Defeat. If the target dies, it is the result
of natural-seeming heart attack. caster releases a wave of energy. Enemies within a
Success Levels: Large Blast Area are affected by this spell. Affected
• Good: The target has a –6 (–4 if Corrupted) targets become Stymied and suffer 2 points of
penalty to the test for Defeat. Shock. Note that as an Area Effect attack, there is
• Outstanding: As Good and the test for Defeat no Multi-Targeting penalty, but also no option to
is Disfavored. add extra targets.
Targets immune to fear effects can still be
Terror affected by Terror but have a +4 to their willpower
Prerequisites: Beta clearance and Fear. or Spirit to resist.
Axiom Level: 10
Success Levels:
Skill: Alteration 16
• Good: Affected targets become Very Stymied
Casting Time: 1 action
and suffer 4 Shock.
DN: Target’s willpower or Spirit
• Outstanding: Affected targets lose their next
Range: 50 meters
action and suffer 4 Shock.
Duration: Instant
Terror creates a deep and primal sense of fear
that can physically harm those impacted by it. The

23
Casting this ritual is not without risk. Maintaining
DARK RITUALS such close contact with a Nightmare Tree and having
the sap spill onto the casters flesh or clothing exposes
Dark Rituals are referred to throughout this her to the taint of the tree. The Occultist must test
chapter. Unlike the Rituals in Aysle which are cast Corruption (Hard DN 14) upon completion of this
through Dramatic Skill resolution, the Dark Rituals ritual. The Corruption test has no impact on the
of Orrorsh function much like a spell except the success or failure of Autumnal Slumber.
casting time is much longer and the effects of a
ritual are much more powerful than usual. For the duration of Autumnal Slumber, the
Nightmare Tree is placed into a slumber like state.
Most of the rituals list components needed to cast It cannot attack or use any of its powers. During
it. All of components for a ritual are easily found this time, the Nightmare Tree does not have access
within the world of Torg Eternity and especially to the Possibilities of the stelae network it has
Orrorsh. There may be ways to further empower infiltrated either.
a ritual by seeking rare components (an adventure
of its own), but otherwise it is assumed the Storm If the Occultist is willing to risk testing Corruption
Knights have access to the components needed to (Very Hard DN 16) she may drain one Possibility
perform each ritual as described. from the Nightmare Tree upon completing this
ritual. This may only be done once per completion
Autumnal Slumber of casting Autumnal Slumber.
Prerequisite: Beta clearance Success Levels:
Axiom Level: 13 • Good: The duration increases to 24 hours.
Skill: Alteration 16 • Outstanding: The duration increases to 48
Casting Time: 10 minutes hours.
DN: Very Hard (DN 16)
Range: Special Dark Bargain
Duration: 8 hours Prerequisite: Beta clearance and Protective Circle
Nightmare Trees are a horrible device used to Axiom Level: 16
infiltrate other realities by the Gaunt Man and Skill: Divination 16
leech their Possibilities. Autumnal Slumber is a ritual Casting Time: 1 day
designed to temporarily suppress a Nightmare DN: Heroic (DN 18)
Tree’s power. Range: Self
To cast this ritual, the occultist must find one of Duration: Special
the roots stretching out from the Nightmare Tree. Dark Bargain is an extremely dangerous ritual that
Once located, the Occultist plunges her hand into only the most desperate of Occultists will enact. This
the dirt grasping the end of the root and pulling it 24-hour long ritual requires the Occultist to cast a
out of the ground like a large writhing worm. While large protective circle around herself with salts
maintaining a firm grasp on the root with one hand that have been soaked in the blood of a Corrupted
she walks counterclockwise around the tree. She creature. She then lights 6 candles and begins calling
uproots more of the Nightmare Tree as she does out to the dark supernatural creatures of Orrorsh.
this and begins wrapping the root around the trunk If the Occultist performs the ritual correctly, and
of the tree. As long as the Occultist holds the root of in her heart truly desires to strike a bargain with
the tree, she is protected from all attempts by the tree such an evil entity, it appears before her. The entity
to harm her. When the Occultist finishes wrapping will grant the Occultist a powerful boon, but at a
the trees root around it, she produces a silver nail great price.
and a hammer, placing the end of the root against On a Standard success, the caster refreshes her
the trunk of the tree, and then driving the nail into Possibilities and gains one extra. She also gains one
the root securing it against the tree. This binds the Corruption Perk. Taking the Corruption Perk cannot
Nightmare tree to itself for a time. be prevented in any way; the Storm Knight willingly

24
accepts the stain on her soul as the price for making by the caster at the conclusion of this rite. The
the bargain. nature of the target is then revealed to the Occultist.
Success Levels: Though, the target is aware of the intrusion.
• Good: The casters Destiny Hand size is Upon completion of this ritual, the caster must
increased by one for the rest of the Act. test Corruption (Standard DN 10). The Corruption
• Outstanding: The casters Destiny Hand size is test has no impact on the success or failure of this
increased by two for the rest of the Act. ritual. On a standard success, the Occultist knows if
the target has any Corruption Perks, and how many.
Death Haunt The ritual tells the Occultist with absolute certainty
Axiom Level: 16 if the target is a creature of supernatural evil or not.
Skill: Conjuration 10 Success Levels:
Casting Time: 1 hour • Good: The Occultist knows if and what kind of
DN: Target’s willpower or Spirit curse the target is affected by or what kind of
Range: See below monsters the target is. Any Corruption Perks
Duration: 1 hour possessed are identified by name.
Death Haunt allows the caster to haunt the target’s • Outstanding: As Good, plus the target is
thoughts with constant visions of her own death. unaware of the intrusion.
The range of the ritual is a 3-mile radius if the caster
knows who the target is. If the caster has an object
belonging to the target, the range expands to 300
miles. If the caster has a piece of the target (such
as blood, hair, or nails), the range expands to 1000
miles. If the name and exact location of the target
are known, plus she has a piece of the target then
Death Haunt has a limitless range.
If the caster succeeded at a test against the target’s
willpower or Spirit, the target suffers a -4 penalty to
all skill tests for the duration of the ritual.
Success Levels:
• Good: All skill tests for the target are
disfavored.
• Outstanding: As Good and the duration
increases to 8 hours.

Detect Curse
Axiom Level: 14
Skill: Divination 8
Casting Time: 10 minutes
DN: Target’s willpower or Spirit
Range: Unlimited
Duration: Instant
This ritual requires some of the targets blood, hair,
skin, or similar body part. Detect Curse is a divining
ritual that can reveal the target’s true nature. The
Occultist draws a magical circle, lights incense,
and combines the target’s body part with other
components in a bowl. This concoction is consumed

25
Dark Rituals are all fun and games until somebody loses a soul.

Once removed the eye functions as normal, though


Eye Scry
a slight transformation takes place. The optical
Axiom Level: 7
nerves form into two small appendages that allow
Skill: Divination 10
the eye to creep along the ground at a Movement
Casting Time: 30 minutes
speed of 10. The eye cannot run.
DN: Standard (DN 10)
Range: See below The eye is difficult to spot. Anyone looking for it
Duration: 2 hours must make a Heroic (DN 18) find or Mind test to spot
This gruesome ritual requires the occultist to it and recognize what it is.
pluck out her eye upon completion of casting. The The eye is vulnerable to attack though its size does
ritual starts with the caster carefully preparing her make it harder to hit. All attackers suffer a –6 Size
hand by cutting ancient runes into her fingertips. penalty and the eye’s Defenses are all 8. The eye only
Once this task is completed, she must immediately has a Toughness of 2. Any Shock or Wounds dealt
place her bleeding fingertips into her eye socket to the eye immediately destroy it.
and pull out her own eyeball. If the runes were cut The range of Eye Scry is unlimited. If the eye can
into her flesh correctly, the eye is pulled free with travel that distance it can see everything within
ease and, miraculously, the occultist can still see the normal capabilities of the Occultist who cast
through the eye. it. Once the duration ends, the eye immediately
At the conclusion of the ritual, the caster tests becomes lifeless. If the caster retrieves the eye and it
divination. On a success the she suffers one Wound is undamaged, she can place it back into her socket,
until her eye is returned to its socket. recovering the Wound and regaining her vision.

26
If the eye is destroyed while outside of the • Outstanding: The caster learns three locations
Occultists head, even if returned to her socket, she or pieces of information.
is now blind in that eye.
The caster may increase the movement of Eye Scry Monkey’s Paw
by +4 (for a total of 14) by risking a Corruption test Axiom Level: 15
(Standard DN 10). The movement of Eye Scry is Skill: Apportation 10
increased regardless of the results of the Corruption Casting Time: 1 hour
test. Eye Scry can only be modified in this way once DN: Hard (DN 14)
per the casting of this ritual. Range: Special
Duration: Special
Success Levels:
This macabre ritual requires the occultist to have
• Good: The eye gains the ability to Fly at Speed
the hand of a dead humanoid. The hand must still
10 and can run.
have flesh. The ritual automatically fails if cast on
• Outstanding: As Good and the duration
a skeletal hand. The caster soaks the disembodied
increases to 4 hours.
hand in foul-smelling fluids while chanting.
Upon completion of the ritual, the pinky finger
Link Chart and thumb shrivel and curl up while the remaining
Axiom Level: 16
fingers remain straight. If the hand is kept visible on
Skill: Divination 8
the Occultist (typically worn as a talisman around
Casting Time: 30 minutes
the neck) it grants protection against harm.
DN: Heroic (DN 18)
Range: Special In addition to the apportation test to cast this
Duration: Special ritual, the Occultist must test Corruption (DN 12).
Piecing together the clues from an investigation The Corruption test has no bearing on if the ritual
can present quite a challenge. The clues to solve succeeds or fails.
a mystery are not always obvious or apparent. On a Standard casting success the talisman allows
This ritual can help the caster organize and fill anyone wielding it to Soak (including Ords) damage
in any gaps. without spending a Possibility. Each Soak attempt
To complete this ritual, the occultist needs a where the Monkey’s Paw is used causes one of the
bulletin board, large canvas, or a clear spot on a straight fingers to curl up like the pinky and thumb.
wall. She then places notes , clues, pictures, and any Once the Monkey’s Paw has been used to make three
discovered information on the board and connects Soak attempts, the hand rapidly withers and turns
loose pieces of twine or yarn to each. Then she into dust. The Monkey’s Paw holds its power until
releases magical energy into the area and allows it all three Soak attempts have been used.
to guide her in her thought process. Success Levels:
On a Standard success, Link Chart reveals one piece • Good: All Soak rolls with the paw are made
of significant information related to the mystery at a +2.
the caster is trying to solve. This information is • Outstanding: All Soak rolls with the paw are
something she did not previously know, or guidance made at a +4.
towards where to make a potential discovery.
If the ritual fails or there are no discoveries left Nightmare Aegis
to make, or the notes and clues on the board aren’t Axiom Level: 10
from a single investigation the board bursts into Skill: Apportation 16
flame and all the materials are destroyed. Casting Time: 4 hours
DN: Target’s willpower or Spirit
Success Levels:
Range: Special
• Good: The caster learns two locations or pieces
Duration: 24 hours
of information.
Nightmares are powerful monsters which stalk
Orrorsh. Many Storm Knights attempt to find

27
ways to defeat these creatures, but end up drawing to a person who died of a sickness — bandages,
their attention before they have discovered any clothing, a handkerchief, and similar things will
vulnerability. Drawing the notice of a Nightmare suffice. The diseased belonging is then ground up,
has cost the lives of many Storm Knights or the Ords burned, or otherwise shaped into dust. Finally,
around them. the occultist mixes in other components to make
Nightmare Aegis is a ritual designed to misdirect a magically infected powder that she blows into
the sight of a Nightmare. To complete this ritual, the the wind. These particles seek out her targets and
occultist must posses at least one piece of information infect them.
about the specific Nightmare—specifically from one In addition to making the conjuration test to cast
of the five investigation categories which defines it this ritual, the Occultist must also test Corruption
as described on page 73. (Challenging DN 12). The result of the Corruption
With this knowledge in mind, she focuses on it, test has no impact on the success or failure
calling to the Nightmare and drawing its attention. of the ritual.
Once the Nightmare begins to look for her, the Pestilence infects all targets directly downwind
Occultist forms the shield around herself and her within the ritual’s range. Each target is allowed a
allies and redirects the Nightmare’s gaze elsewhere. Hard (DN 14) Strength test to fight off the disease.
This leads the Nightmare on a wild goose chase and Failure means that the target is infected. Any targets
gives her and her allies more time to act without the who fail the test immediately suffer a –1 to all
gaze of the creature upon them. Attributes as they become ill.
On a Standard success, the occultist has fooled The disease that Pestilence creates has a short,
the Nightmare for long enough to make it look but devastating lifespan. Over the next 72 hours
elsewhere for her and her companions. All attempts each target infected must make another Hard (DN
by the Nightmare to locate the Storm Knight and 14) Strength test at each 24-hour mark or suffer a
those she deems as her companions, fail for 24 hours. cumulative –1 penalty to all Attributes, up to a total
The occultist may opt to double the duration of of –3 to all attributes on the third day. After the
Nightmare Aegis by testing Corruption (Very Hard third day, the targets begin to recover, eliminating
DN 16) and choosing a specific person to divert the one point of penalty each day until they have no
Nightmare’s attention to. It feels to the creature as penalty at all.
if that person is investigating them, and they act Additionally, any target infected by Pestilence
accordingly. The duration is increased no matter the becomes a temporary carrier of the magical disease.
result of the Corruption test. Anyone who comes into physical contact with
Success Levels: someone with a current penalty must test Strength
• Good: The duration increases to 48 hours. (Challenging DN 12) or become infected themselves
• Outstanding: The duration increases to 72 as above. The new target in turn becomes a carrier
hours. who can infect others.
Any creature that has a Corruption Perk tracks
Pestilence the penalty but ignores its effect on attributes. Such
Axiom Level: 16 creatures are technically immune, but still count
Skill: Conjuration 12 as carriers of the magical disease for as long as the
Casting Time: 1 hour penalty would affect them.
DN: Hard (DN 14) Success Levels:
Range: 500 meters • Good: The caster is immune to the effects of
Duration: Special the disease she creates.
Pestilence is a risky ritual that can wreak great • Outstanding: As Good and the caster chooses
havoc upon one’s enemies. To perform this ritual, 5 other targets that are immune.
the Occultist must have something that belonged

28
Transfer Corruption Success Levels:
Axiom Level: 11 • Good: The duration increases to 48 hours.
Skill: Apportation 14 • Outstanding: As Good, plus the caster gains a
Casting Time: 10 minutes +2 bonus to Charisma and the target suffers a –2
DN: Target’s willpower or Spirit, or Hard (DN 14) if penalty to Charisma for the duraction.
an object
Truth of the Flesh
Range: Touch
Axiom Level: 14
Duration: 24 hours
Skill: Divination 10
Those who have suffered the effects of Corruption
Casting Time: 1 hour
Perks have a stain on their soul. To draw that stain
DN: Target’s willpower or Spirit
out, it has to come to the surface. The temptations
Range: Touch
incur Corruption are strong, but there are ways to
Duration: 1 hour
temporarily cheat Orrorsh.
Orrorsh is a cosm full of mysteries where Storm
While casting this ritual, the physical expression Knights may find themselves at the center of
of corruption becomes exaggerated: disfigurements investigations of arson, robbery, and murder. This
become obvious, moles look grotesque, old wounds bloody ritual was designed to assist an interviewers
reappear and fester, etc. This temporary ugliness with obtaining the absolute truth from a suspect.
is similar to the effects of Darkness Perks in Aysle,
To complete this ritual, the occultist must harm
and no coincidence. At the climax of the ritual,
the target without killing him. Committing such a
the occultist must choose a target to inflict her
torturous act requires Hard (DN 14) Corruption test.
Corruption Perk upon.
This Corruption test has no impact on the success
Regardless of if the target is an object or a person, or failure of the ritual.
the Occultist must test Corruption (Hard DN 14).
On a Standard success the target answers two
This ritual is resolved despite the outcome of the
questions asked by the occultist completely and
Corruption test.
honestly. If the target does not know the answer to
On a standard success the occultist can temporarily the question, he responds with, “I do not know,” or
gains +1 Charisma and ignores the effects of something similar. The target of Truth of the Flesh is
Corruption Perks for the duration. If the target not granted any extra awareness of the subjects he
is a alive it suffers a –1 Charisma penalty for the is being interviewed about.
duration, and temporarily inherits all the ghastly
Once the ritual’s duration ends the target is
manifestations of Corruption that manifested
unconscious for 24 hours.
during the casting. An object targeted by Transfer
Corruption becomes warped and twisted. The caster Success Levels:
must keep this object on her person or the duration • Good: The target answers three questions
immediately ends. honestly and completely.
• Outstanding: As Good, plus the target isn’t
During the ritual’s duration the caster doesn’t
rendered unconscious.
register as supernatural evil or in possession
of Corruption Perks for Detect Curse and other
similar senses.
Transfer Corruption only removes the physical
aspects of Corruption from the caster. Corruption
can still be detected in the caster through magical or
other supernatural means. If the target is Defeated
or destroyed the duration ends and the caster must
test Defeat as well.

29
T
he Sacellum is the primary religion of the
Victorians of Gaea. On the surface, it appears
to be a form of Christianity; somewhere
between Catholicism and Protestantism. Rituals,
belief in saints as intermediates between the faithful
and God, prayers, and other beliefs are very similar
to the Catholic or even Cyber churches. But the
lack of central leadership, opulent cathedrals, and
colorful vestments with a plain, more puritanical
visage makes it seem, on first glance, a Protestant
sect.
MIRACLES
THE MYSTERIES OF
SACELLUM
Shortly after the Victorians encountered the
Horrors that the Gaunt Man had brought to Gaea,
an explorer in the Holy Land found an ancient copy
of the New Testament written on vellum parchment
in a language very similar to Coptic of Core Earth.
Gone from these gospels were the themes of love
and redemption.
Gone were the tenets of loving thy neighbor as
thyself and turning the other cheek. This collection
of New Testament writings was named the Sacred
Vellum and over time its name was shortened to
Sacellum. The God of the Sacellum continued the
theme of the jealous Old Testament God, who
brought plagues down upon the Romans and a
Jesus that lived by the book, chapter, and verse of
Matthew 10:34-36 (Sacellum):
“Do not suppose that I have come to bring peace to the
earth. I did not come to bring peace, but a sword. For I
have come to turn a man against his father, a daughter
against her mother, a daughter-in-law against her
mother-in-law; a man’s enemies will be the members
of his own household if they be sinners.”
Although seemingly small, the differences are stark
and plain to see by anyone with a copy of the New
Testament and Sacellum. Over time the message
of the Sacellum — fire and brimstone, punishment
and fear — supplanted the message of love and
forgiveness. The faith grew. What started as a small
offshoot sect of Christianity quickly gained power
and recognition because the Sacellum’s message of
a harsh and unforgiving God who sent punishment

30
and eternal damnation to sinners was much more
understandable to a populace being assaulted by
Orrorsh. The message of a loving and caring God
was counter to the reality of horror. AVAILABLE MIRACLES
The Jesus of the Sacellum himself used violence
and a whip to drive sinners from the Temple, and
ordered his disciples to buy and arm themselves Below is the list of miracles priests of the
with swords in Luke 22:36-38 (Sacellum): Sacellum may select from. This list replaces
the more moderate “Fire and Brimstone”
“But now, the one who has no purse must take one, list from Torg Eternity used by the normal
and likewise a bag. And everyone who has no sword faithful, and may only be selected by
must sell his cloak and buy one. For I tell you, this Chaplains with the appropriate Perk (see
scripture must be fulfilled in me.” page 14).
And he was counted among the lawless; and indeed • Sacellum Chaplain: Banish*, bless
what is written about me is being fulfilled. missile, blind, crisis of faith, crucifixion,
They said, “Lord, look, here are two swords.” curse*, fear of God, infernal judgment,
hellfire*, part the sea, paralyze, pillar of
He replied, “It is not enough.”
salt, repel*, sins of the flesh, thrice cursed,
The subtle changes — an additional or omitted ward enemy*
word here and there — altered the meaning of the *See Torg Eternity Core Rules
New Testament completely. But the Sacellum was
understandable to Victorian society. A God who
punished mankind for sinning, one who let the
Great Evil unleash his wrath upon a sinful world,
and one whose priests were able to repel and defeat a forgiving God would have, in time, delayed the
horrors matched the reality that faced the Victorians takeover of Orrorsh. When a person feels that they
and the Sacellum soon supplanted all other forms have God at their side against evil, they fight harder
of Christianity. as their area of influence shrinks. Helping others
What is unknown to the Victorians is that the strengthens the community in the long term. But
Gaunt Man played a role in the creation of the this results in an arduous and terrible test of faith
Sacred Vellum. The explorer who found the writing that does not produce immediate results.
had been Corrupted himself. His initial desire to The Sacellum faith changed this. The Sacellum
find the “true Christian faith” became the first proclaims that God is sending the evil to punish
step in spreading a corrupt religion. He ignored sinners. If evil comes to a town, it must be someone
inconsistencies within the pages of the Sacred within who has called forth God’s wrath. Neighbor
Vellum and even doctored parts of it himself in turns on neighbor, family member against family
order to pass it as truth to the Victorians back home. member, and society is culled from the inside.
Over time he wanted recognition and to become Awesome miracles of the Sacellum can be called to
a saint, feeling he was a link between the true faith bear against the Nightmares and Horrors of Orrorsh.
and God. He wanted acknowledgment of being the Sacellum miracles are an immediate and visible
one who found the means through faith to fight result. And with this, in time the other forms of
against the horrors of Orrorsh. His fall to Corruption Christianity shrank and withered and the Sacellum
became inevitable. Ironically, the impact of the became the prominent religion for the Victorians.
Sacellum faith on the Victorians was so absolute, But individual occurrences of defeating a Horror
his name has been lost as he was never a martyr. or even a Nightmare mean nothing to the Gaunt
The Sacellum is a powerful force. Its miracles Man. Everything and everyone can be sacrificed for
do help slay the evils of Orrorsh, but it is slowly his end goal. And with the most powerful Horrors
destroying itself. The teachings of peace, love, and able to return, it is usually a temporary loss anyway.

31
Sacellum priests were able to show the power of
THE SACELLUM’S PLACE IN their miracles to the local residents firsthand. Some
new converts were gained, but there is much the
VICTORIAN SOCIETY
Sacellum priests need to do in order to overcome the
At its height, the Sacellum faith controlled the wariness shown towards these new “missionaries.”
Victorians. Not as an institution, but as an ideal.
There is no central organization, but priests tended
to the spiritual concerns of the populace, and STRUCTURE
deviation from their tenants were met harshly. The Even though the rituals, rites, and beliefs of
way of purity was harsh but deemed necessary the Sacellum are similar to Catholicism, it is a
to prevent the spreading corruption of the Gaunt decentralized religion. Each church has its own
Man. The ideals of free thought and expression— priest, who is relatively autonomous in caring for
and most things that would not fit a “puritan” those in his charge. Priests are trained in seminary
society—were not tolerated. and once they prove that they are ready to minister
These were seen as the path to sin and corruption to the populace, sent to an area in which they
and worship of the evil that is the Gaunt Man, who are not known. The Sacellum view is that ties to
has displaced the notion of Satan as the nemesis family and friends may soften the priest and allow
of God. To the Sacellum, magic and the occult are sin and corruption to go unpunished. The priests
two the greatest sins that a person can partake in. themselves, for the most part, are not wantonly
They lead to dark paths, and all dark paths lead to cruel and do not take delight in punishing those
the Gaunt Man. Over time the effectiveness of these who have strayed from the path of the Sacellum.
means to defeat the horrors of Orrorsh have been They see themselves as a firm but guiding hand
proven time and time again, so only Sacellum priests without which society would be lost.
and the staunchest followers of the faith Priests can be of any gender. This is both due to
still hold this view. the differences between the Sacellum and Christian
Now, with the Victorian population sects that do not allow it as well as the fact that if the
only a remnant of what it once was and Sacellum was not open to this, there would simply
other refugees from Gaea fleeing that not be enough priests to serve the Victorians. The
doomed cosm alongside them, the most important things is that the
power and influence of the Sacellum Priests stay pure to the Sacellum’s
is fading. The Sacellum was not able teachings and keep their flocks
to save Gaea, and many have broken on the path of righteousness.
with them as new faiths, both of
other Gaean societies
and those in India
PRIESTS AND
on Core Earth, have CHAPLAINS
been discovered. The priests of the Sacellum
Those who still are an important part of Victorian
follow the Sacellum life. They are completely committed
have hope for success to the destruction of the monsters that
on Core Earth as a way have invaded Gaea (and
to alleviate the guilt of now Core Earth). Their
failing Gaea. faith and conviction
After the Night of are strong. They truly
Screams, when the Gaean believe that they are the
expeditionary forces cam only faith that can rid the
down the Maelstrom cosmverse of the evils
bridge to Kolkata, of Orrorsh. Their strict

32
vows and commitment to staying “pure” blind them, One of the most important miracles invoked by a
and they cannot see that one of the core tenants of Sacellum chaplain is Bless Missile. Usually done in
their faith leads to its ultimate downfall. Martyrdom the morning, the Quartermaster gathers ammunition
is seen as the godliest act a priest can do within the that is to be distributed that day and presents it to
Sacellum faith. And while martyrdom is the ultimate the chaplain. The chaplain then sprinkles holy water
act of faith, a priest who wields tremendous power on the ammunition and blesses it.
against evil dies to save others person who may not Bless Missile increases the damage value against
contribute as much to the fight. supernatural evil by +1. Up to 100 bullets are blessed.
Defeating a Horror temporarily, without knowing An arrow counts as 10 bullets and an artillery shell
its True Death, instead of retreating and fighting counts as the full 100. Special ammo which already
another day is something that happens all too carries a blessing, such as Holy Water Shells for the
often within the priesthood. When the Victorians Slayer’s gun, gain no additional benefit.
seemed the majority on Gaea an individual priest’s Missiles blessed with this miracle counts as
death was not seen as weakening the whole. Now, magical for purposes of affecting foes with the
on the other hand, when the Victorian society is so Ethereal or similar abilities that generally ignore
diminished the affects of Pyrrhic victories are felt normal weapons.
more strongly. Sacellum priests don’t realize they
Success Levels:
shoulder some of the blame for why the Victorians
• Good: Up to 500 bullets can be blessed.
were destroyed.
• Outstanding: As Good and the damage against
After the Sacellum became the most accepted form supernatural evil is increased to +2.
of Christianity, the benefit of having embedded
priests within the Victorian military became obvious.
This led to the creation of the Sacellum chaplains, Blind
priests who use their faith to bolster soldiers and Axiom Level: 12
battle horrors. On average a single chaplain ministers Skill: Faith 14
to a unit of soldiers roughly the size of a platoon Casting Time: 1 action
(15 — 45 soldiers). The chaplain provides spiritual DN: Target’s willpower or Spirit
guidance, which is much more than encouragement Range: 100 meters
and support. The chaplain makes sure his soldiers Duration: 3 rounds
are spiritually pure and on a righteous path. Sin This miracle robs the target of the ability of sight
cannot be tolerated, as sin leads to corruption and by shrouding his eyes in shades of unrelenting gray.
corruption of one leads to the corruption of all. It is On a success the target suffers the −2 penalty for
the chaplain’s job to root out sinners and deal with Dim lighting on find tests and ranged attacks. The
them as needed, depending on how corrupt they penalty applies even to targets who can normally
have become. The soldiers themselves usually see see in the dark and ignore such modifiers.
the Sacellum chaplain as a father, one who is harsh, Success Levels:
but in a fight to save their souls. • Good: The Darkness penalty increases to -4
• Outstanding: The Darkness penalty increases
to the maximum -6

NEW MIRACLES Crisis of Faith


Axiom Level: 12
Bless Missile Skill: Faith 14
Axiom Level: 12 Casting Time: 1 action
Skill: Faith 14 DN: Target’s faith or Spirit
Casting Time: 30 minutes Range: 10 meters
DN: Standard (DN 10) Duration: 1 round
Range: 5 meters
Duration: 1 day

33
The invoker of this miracle calls out and rebukes Infernal Judgment
another person of faith. On a Success, the target’s Prereq: Beta Clearance, Hellfire miracle
faith skill is disfavored. Axiom Level: 16
Success Levels: Skill: Faith 16
• Good: Duration increases to 3 rounds Casting Time: 1 action
• Outstanding: On the first round, the target DN: Target’s dodge or Dexterity
cannot actively use the faith skill. Miracles Range: 25 meters
can be cast if the target’s Spirit is high enough. Duration: 3 rounds
With infernal judgment, the priest calls up a hellish
Crucifixion pillar of fire from under the ground to strike up at a
Axiom Level: 16 target. A target up to 25 meters in the air may be hit
Skill: Faith 14 by the miracle. The base damage for the miracle is
Casting Time: 1 action the priest’s faith. The pillar of fire will burn anyone
DN: Target’s dodge or Dexterity who comes in contact with it, but it cannot move.
Range: 10 meters Success Levels
Duration: Instant • Good: Damage +1BD.
Crucifixion is a powerful miracle in which steel • Outstanding: Damage +2BD.
spikes shoot out of the priest’s hands and pierce
the target’s hands and feet doing 16 damage, AP Paralyze
4. If there is a hard, vertical surface (a tree would Axiom Level: 12
count, a person would not) within a meter behind Skill: Faith 14
the target, the spikes impale him to the surface in Casting Time: 1 action
a manner of a crucifixion and he is restrained (see DN: Target’s willpower or Spirit
Grappling in Torg Eternity). Breaking free is a Very Range: Touch
Hard (DN 16) Strength test. Duration: 3 rounds
Success Levels: This miracle paralyzes the victim upon a touch,
• Good: Damage +1BD. affecting the target’s ability to move even though
• Outstanding: Damage +2BD. she is aware.
Any physical actions are at a –2 penalty and base
Fear of God movement is reduced by 2 as well. This does affect
Axiom Level: 12 magic and miracles that require speech, but not
Skill: Faith 12 psionic powers and other abilities that do not.
Casting Time: 1 action
DN: Target’s willpower or Spirit Success Levels:
Range: 50 meters • Good: Penalty to physical actions as Standard
Duration: Instant and additionally the target cannot move but
The invoker causes an intense fear of judgment in is not restrained.
all enemies within a Large Blast (see Torg Eternity). • Outstanding: As Good and the penalty to
Affected targets become Vulnerable. Note that as physical actions is increased to –4.
an Area Effect attack there’s no Multi-Targeting
penalty, but also no option to add extra targets. Part the Sea
Targets immune to fear effects are also immune Axiom Level: 10
to this spell. Skill: Faith 12
Casting Time: 1 action
Success Levels DN: Hard (DN 14)
• Good: Affected targets become Very Range: 50 meters
Vulnerable. Duration: Concentration
• Outstanding: Affected targets become Very With this miracle, the priest calls upon her god
Vulnerable and suffer 2 Shock. to cause a body of water to part and allow passage.

34
The liquid separates, leaving a corridor of solid target takes 2 points of Shock that does not go away
ground. One a Standard success, a volume of water unless healed or the duration passes. The damage
equivalent to a small pool or stream may be parted. can be healed through mundane or magical means
When the miracle ends, the water rushes back, such as the healing skill or various abilities, spells,
doing 10 damage (ignores armor) to anyone left and miracles that heal damage, but the appearance
standing in the area that was parted. of the flesh can only be repaired with by removing
the curse or allowing the duration to end on its own.
Success Levels
The target’s Charisma and Dexterity based skill tests
• Good: Water volume can be equivalent to a
are at a –4 penalty as long as the sores are present.
pond or small river. Damage +1BD.
• Outstanding: Water volume can be a deep Spells and miracles such as Repel Curse and
river or small lake. Damage +2BD. Break Curse end this miracle as presented in their
descriptions.
Pillar of Salt Success Levels:
Axiom Level: 17 • Good: Shock is increased to 4 points
Skill: Faith 16 • Outstanding: As a Good success, but the
Casting Time: 1 action duration increases to an Act.
DN: Hard (–4) vs. the target’s willpower or Spirit
Range: 5 meters
Thrice Cursed
Duration: 3 rounds
Axiom Level: 10
This powerful miracle is only able to be invoked
Skill: Faith 16
on holy ground and other areas where the Spirit
Casting Time: 1 action
axiom is 17 or higher without contradiction. The
DN: Target’s willpower or Spirit
priest calls upon the wrath of the Sacellum God to
Range: 50 meters
turn the target into a pillar of salt. On a success, the
Duration: One day
target becomes Stymied and Vulnerable. At the start
The target suffers three different conditions as a
of the target’s following turn, the target becomes
within the next 24 hours. Each round the invoker can
Very Stymied and Very Vulnerable. At the start
choose one of the conditions to apply as a free action.
of the target’s subsequent turn, Restrained, Very
No more than one of these conditions can affect the
Stymied, and Very Vulnerable.
target at the same time. The invoker chooses which
The target may sacrifice their entire turn to make conditions affects the target, and may choose them
a Very Hard (DN 14) faith or Spirit test to end the in any order desired.
miracle early. If the target is KO’ed due to Shock,
The same condition cannot affect the target more
they must immediately make a Defeat test.
than once from this miracle, and the target cannot be
Success Levels: affected by this miracle more than once in 24 hours.
• Good: As Standard, plus the target takes 1 The conditions can be: Disfavored, Very Stymied,
Shock per round. Very Vulnerable, Confused, or Fatigued.
• Outstanding: As Standard, plus the target
Success Levels
takes 2 Shock per round.
• Good: Up to two of the conditions may be
Sins of the Flesh applied to the target on the same round.
Axiom Level: 14 • Outstanding: All three conditions may be
Skill: Faith 12 applied to the target on the same round.
Casting Time: 1 action
DN: Target’s faith or Spirit
Range: Touch
Duration: 1 Scene
The effect of this miracle produces a curse which
causes rips and tears to appear on the target’s body.
The open sores cause pain and discomfort. The

35
T
his chapter describes items that can be
acquired in India or areas influenced by
Orrorsh. Tech 23 items remain available
in Mixed Zones along the border and within
Hardpoints. So much of the realm is a Pure Zone,
however, that only Tech 18 items and below are
available elsewhere.
The lower axiom still supports many modern
conveniences, including internal combustion
engines. Petrol processed within Orrorsh is rare but
available. Supplies from modern factories “go bad”
quickly inside Pure Zones.
Some of the most bizarre interactions occur
around Hardpoints. Most of the cable in Orrorsh
has transformed into telegraph lines, but those can
still transmit signals that specially modified low-
bandwidth modems can convert into text messages.
GEAR
Regardless of the machine that produces a signal,
the data of a simple dash or dot doesn’t violate the
axiom during transmissions.
See the Gear chapter in Torg Eternity for more
information on requisitioning equipment from
the Delphi Council or using personal resources
to buy items.

MAGIC ITEMS

Orrorsh’s axioms support magic items, but they


aren’t commercially available products—with a few
exceptions. The Raji are known to create good luck
charms and similar trinkets, but most are fakes with
no actual power. A few dedicated alchemists brew
potions with properties that defy anything possible
with normal chemistry. Isolated, eccentric smiths
manage to combine magical runes, alchemy, and
their own brilliant designs into devices that behave
almost like the Weird Science of the Nile Empire.
Orrorsh Magic items are denoted as requiring a
Magic Axiom 14. When a specific manufacturer is
found they may be purchased directly in limited
quantities (no more than five) for the listed prices.
Without such access magic items suffer a –4 penalty
to requisitions for rarity or cost five times the usual
amount for a starting character.

36
GENERAL GEAR
GENERAL GEAR Core Earth Items Tech Price
Ballroom Attire: Formal clothing for appearance Full Spectrum Recorder 23 250 (12)
at balls, the opera or other “high-class” functions. Glow Stick 23 25 (7)
Includes a tailcoat or ballgown (often with hoop Rain Gear 23 100 (10)
skirt or bustle), gloves, and accessories.
Telegraph Modem 22 100 (10)
Eldritch Tome: An old handwritten tome of occult
lore, usually bound in leather of dubious origin.
Orrorsh Items Tech Price
Each tome explores one type of magical skill. Users Ballroom Attire 16 500 (13)
are Favored for those tests when they first spend Eldritch Tome 13 500 (13)
an action to read from an appropriate passage. Elixir of Light (Magic 14) 17 200 (11)
Elixir of Spirit: Sometimes called “Bottled Elixir of Spirit (Magic 14) 17 200 (11)
Courage” by Victorian troopers. Drinking the brew Elixir of Strength (Magic 14) 17 200 (11)
(a free action) grants a +1 bonus to Spirit for one
Foothold Trap 17 75 (9)
hour. Afterwards the drinker suffers a –1 penalty
to Spirit for an hour. Iron Sheen Potion (Magic 14) 17 200 (11)
Elixir of Strength: Drinking the elixir (a free Luck Charm (Magic 14) 17 150 (11)
action) grants a +1 bonus to Strength for one hour. Magnifying Glass 17 50 (8)
Afterwards the drinker suffers a –1 penalty to Newspaper Advert 18 50 (8)
Strength for an hour. Mechanical Arm (Magic 14) 18 2K (16)
Elixir of Light: This brew looks like any other Mechanical Leg (Magic 14) 18 2K (16)
bottled concoction until uncorked. Once exposed Philosopher’s Dust (Magic 14) 18 500 (13)
to air the contents of the vial begin to glow brightly
Sacellum Charm (Spiritual 14) 17 150 (11)
(10 meter radius) for one hour. The light can be
carried in a glass bottle, or poured onto the ground Semi-Formal Attire 16 250 (12)
to illuminate a single spot. Silver Ammunition 18 250 (12)
Foothold Trap: A vicious set of heavy metal jaws, Tea 8 5 (3)
sprung by a pressure plate and usually connected Tea Party Accessories 16 50 (8)
to a chain and a stake. It takes minutes to stake and Umbrella 18 50 (8)
set as a baited trap using survival, and a Critical
Failure snaps the jaws closed upon the trapper! A Glow Stick: A plastic tube containing a mixture
creature that walks across the trap can avoid it with of reactive chemicals which cast light (10 meter
a Standard find test. If the survival test result is Good radius) for 24 hours once activated. Glow sticks
the find test becomes Difficult (DN 12), or Hard (DN aren’t hot and are easy to clip onto clothing or
14) on an Outstanding success. Triggering the trap weapons for convenience.
deals 10 +1BD damage and reduces the victim’s Iron Sheen Potion: Spread on a weapon (or single
Move by 2—plus they can’t move farther than the bullet) as an action to grant it the ability to affect
stake and chain allow, usually no more than two ethereal beings. The effect only lasts a minute
meters. A Hard (DN 14) Strength test pries the trap before the sheen dries and disperses.
back open to release the target.
Luck Charm: A character carrying one of these
Full Spectrum Recorder: A video camera that trinkets is immune to the effects one Setback. If the
detects light in various different wavelengths. The Setback causes a general consequence to everyone,
user can detect the shapes of normally invisible she’s immune. If the Setback would target a random
ghosts and spirits, reducing the penalties to see hero, she isn’t eligible as a target. If it brings
(and attack) them by 2 points. This model comes reinforcements based on the number of heroes
with a motion detector which can trigger recording. they are decreased proportionally, or a single

37
foe ignores her. Once a Setback occurs the charm of penalties to survival from storms or bad weather.
becomes useless unless she spends a Possibility to Sacellum Charm: These charms aren’t created
keep it “lucky.” by the church or endorsed by them, but they are
Magnifying Glass: A large lens mounted on a very popular. They are made of polished, cold iron
handle, often used while investigating crime scenes and tarnish very quickly and easily—supposedly
or files. Evidence analysis is Favored. very quickly in the presence of evil. Many use
Newspaper Advert: Most communication in them as a highly inaccurate means of detecting the
Orrorsh is done through local newspapers. Each presence or influence of monsters. True charms
edition has several pages of classified and personal grant a +1 bonus to Toughness against creatures of
advertisements which may be used for sharing supernatural evil.
coded messages among secret societies, including Semi-formal Attire: Clothing appropriate for
the Delphi Council or Devon House. Ads charge visiting, including a frock coat or day dress, a hat,
by the letter, so messages are usually no more than and accessories.
50 words. Silver Ammunition: The price listed is for ten
Mechanical Arm: An inventor’s ingenuity bullets of any caliber or size. Silver is considered a
turns a potential hindrance into an asset. One type of ammunition, so it can’t be mixed with other
of the character’s arms is completely replaced options like Armor Piercing or Hollow Point.
by a mechanized version powered by springs, Tea: If there’s one thing Victorians love, it’s a
clockwork, runes, and alchemy. The new arm good cup of tea—as long as it’s hot and properly
functions exactly like the old one, and has the steeped. Cold tea or instant preparation marks one
same Strength and Toughness as its owner. When as at least a barbarian and potentially a being of
the owner suffers a Wound he has a choice: suffer supernatural evil. The price listed is for enough
it normally, or instead take it as damage to the tea to serve five people at one sitting. It has no
arm. Damage costs $1000 (Value 15) and a day to noticeable effect on Shock or statistics, but good
repair, and renders the arm completely useless in luck convincing a Victorian of that.
the meantime. A second Wound destroys the arm
completely. While the arm is damaged (or gone) Tea Party Accessories: Includes cups, saucers, and
the character suffers a –4 penalty with items or a teapot. Additional food must be purchased at half
tasks that normally require two hands (GM’s call). the price for each party: finger sandwiches, scones,
crumpets and other pastries. Purchased food spoils
Mechanical Leg: Functions exactly like the within a few days.
Mechanical Arm above, but the unfortunate limb
lost was a leg instead of an arm. If a Mechanical Telegraph Modem: A device that converts
Leg is damaged or destroyed the owner’s Move data into dots and dashes for transmission over
drops by 4 and he may not run until it is repaired telegraph lines—and vice versa. Usually installed
or replaced. inside a computer meant to operate on either side
of Orrorsh.
Philosopher’s Dust: An alchemist’s best friend.
Each dose of dust allows an alchemical potion to Umbrella: A classy accessory favored by Victorians
retain its potency without a direct connection to the used to monsoons and heavy rains. When carried
creator. Characters with the Alchemy Perk may craft (requires one hand) an umbrella eliminates up to
extra potions—one per dose—that don’t expire or two points of penalties to survival from storms or
count against their maximum number of potions. bad weather.
Less trained apothecaries use Philosopher’s Dust
to create weaker versions of some known potions ARMOR
for sale in special shops.
Boilerplate Helmet: The companion piece to the
Rain Gear: Modern rain gear is light and
Boilerplate Hauberk (Torg Eternity), this massive
breathable, and may be worn over any clothing or
solid headpiece rests on the wearer’s shoulders
armor. When worn it eliminates up to two points
and is made of steel more than six millimeters

38
ARMOR
Core Earth Tech Bonus Price Max Dex Notes
Boilerplate Helmet 18 +4 300 (12) 6 Head, Min Str 10, Find –2
Embroidered Waistcoat 17 +1 350 (12) 12 Counts as Semi-Formal Attire
Sacellum Shield 17 +2 500 (13) 12 Min Str 8, +1 vs supernatural
evil or Cloak of Darkness
Shrieking Coat (Magic 14) 17 +2 800 (14) 10 Torso, Fatigues, Flat Footed
becomes Distracted instead
Silver Plate 17 +3 2,500 (17) 8 Min Str 10, Fatigues, Fear tests
Favored within 5 meters

thick. The wearer can only see through a thin slit Silver Plate: Silver plate is a set of segmented
across the eye-line. armor covering the top of the chest, neck, and
Embroidered Waistcoat: The multiple reinforced shoulders. Each segment is steel underneath, with
cloth layers provide some protection, but the worked and ornamental silver leafed on top. The
overall style and decoration is still suitable for effect is striking, and though it doesn’t actually
fashionable events which might otherwise frown provide much benefit against lycanthropes it
upon armor. evokes the Victorian Knights and their associated
heroism even in people who aren’t familiar with
Sacellum Shield: Unlike the charms that many the tales. Tests against Fear are Favored for the
Victorians wear and cling to, the Sacellum Shield wearer, and for any allies within five meters.
is manufactured and endorsed by the church. It’s
a round plate with the Sacellum cross embossed
upon it, and crafted using cold iron. It’s moderately
effective as a normal shield, but it truly shines
against creatures of the night. If an opponent
is either supernatural evil or has the Cloak of
Darkness property the shield offers +3 to Defenses
instead of the normal +2. This is considered the
same exact bonus provided by ward enemy, so it
doesn’t stack with that miracle.
Shrieking Coat: Shrieking coats are a true oddity,
and considered quite distasteful—bordering on
monstrous—by everyone except monster hunters
who depend on them for survival. They are made
with cured monster hide, but in this case some part
of the monster is still conscious and bound to the
coat. Two eyes are fixed in the back, sometimes
hidden, sometimes not, and a small mouth of a sort.
Usually the coat remains muffled and silent, but it
can still see, and it can still feel. When hit by attacks
the coat may whimper or groan in surprise, and if
someone attacks from behind where the coat can
see it cries out in warning. The effect is surprising
and unsettling when the wearer isn’t expecting it.
The result is if the wearer would be caught Flat-
Footed he counts as Vulnerable instead.

39
WEAPONS
Fire Combat Tech Damage Shots Range Price Notes
Martini-Henry 17 14 1 50/100/200 200 (11) —
Revolving Rifle 18 14 6 50/100/200 250 (12) —
Derringer 18 9 2 10/20/30 100 (10) Small, Pistol
Pepperbox 18 9 4 10/20/30 150 (11) Small, Pistol, Short
Burst only (4 shots)
Coach Gun 17 13 2 10/20/30 100 (10) Shotgun
Heavy Weapons
24-pounder Cannon 17 21 1 100/500/1k 8K (19) AP 2, Reload
Mountain Howitzer 18 19 50 100/500/1k 6K (19) AP 2, Reload
Maxim Gun 18 15 250 —/2k/4k 6K (19) AP 2, Long Burst
Punt Gun 17 16 1 20/40/60 2K (16) Bulky, Reload,
Shotgun, Med Blast
Melee Weapons
Silver Dagger 17 Str +1 — 10/20/30 75 (9) Thrown
Cold Iron Blade 17 Str + 2 — — 200 (11)
Missile Weapons
Extinguisher Vial 17 — 1 10/20/30 100 (10) Puts out flames
Fuse Bomb 17 15 1 10/20/30 200 (11) Medium Blast
Fire Elixir (Magic 14) 18 15 1 10/20/30 200 (11) Small Blast, Fire
Harpoon 17 Str+2 — 10/20/30 75 (9) AP 2, Min Str 10

WEAPONS Derringer: A small caliber pistol used as a holdout


24-pounder Cannon: Breach loading, smooth-bore or backup weapon.
cannons named after the weight of the shell they Extinguisher Vial: A glass vial that looks much
fire. They fire either Shrapnel Shells or Grapeshot at like a magical elixir, but is actually filled with fire-
close range. A 24-pounder is set in either a wheeled retardant chemicals. It’s meant to be thrown at
carriage or on a naval mount affixed to a ship. These burning objects to douse flames or at least make it
guns can be disassembled, but the barrel and other harder for the fire to spread.
parts are too large to transport over rough terrain
without extremely large teams of workers. Fire Elixir: An alchemical potion that explodes
Coach Gun: A double-barreled break action into flames once it contacts oxygen. Usually in a
shotgun. Both barrels may be triggered at once, fragile glass container so it can be thrown into a
which gives the weapon +1 damage. As an extra target and shatter, triggering the effect. Taking the
option the shotgun may be “sawed off,” shortening cap off exposes the mixture to air and sets off the
the barrel to count as a Carbine but long Range explosion as well.
suffers a –6 penalty instead of the usual –4 total. Fuse Bomb: A handheld version of a Shrapnel
Cold Iron Blade: Also sometimes called a Shell (see Torg Eternity) like those used in most
“pure iron” sword. Thanks to the materials and cannons. The personal version often has a visible,
techniques used the blade affects ethereal beings. quick burning fuse. On a Critical Failure the
Cold iron causes too much pain to such beings for bomb explodes in the thrower’s hands, dealing its
one of them to wield while ethereal! damage +1BD.

40
Harpoon: A harpoon is a heavy, thrown weapon
made for penetrating the hide of large animals. VEHICLES
Harpoons have a barbed end and stick into the
target if damage exceeds Toughness. Auto Rickshaw: A small three-wheeled vehicle
powered by a two-cylinder petroleum engine.
Maxim Gun: A recoil-powered machine-gun Some transformed versions run on coal and steam
available in small numbers from Gaea and now with nearly the same statistics.
being manufactured in some areas of Orrorsh.
Bicycle: A two-wheeled vehicle powered by
Maxim guns have a strong rate of fire and better
human pedaling. Moving at anything more than
reliability than most machine-guns of the era.
half Top Speed requires a Strength test to avoid
Victorians often refer to their Maxims as simply
Fatigue. The DN is the Value for the number of
“the killing machines.”
rounds (6 seconds) that speed is maintained. These
Mountain Howitzer: These small field guns are models usually have one larger wheel, and only a
built to be packed on horses. The wheeled carriage few gears if any.
and barrel can be broken down and carried over Horse Carriage: A single horse pulls a wooden
rough terrain, then reassembled for firing. Usually carriage with two or four wheels. Carriages in the
a gun has a crew of two. Howitzers are deployed realm are seldom enclosed—double the price if they
for indirect fire using Shrapnel Shells or Grapeshot are. Most have a single buckboard that seats two,
(see Torg Eternity). including the driver, and then a bed that can carry
Martini-Henry: A classic breach-loaded long objects or up to four additional passengers. Draft
rifle. Some remain in use from Core Earth, and the animals other than horses may pull a carriage, but
Victorians brought many of theirs along as well. the Top Speed drops to 20 (8). Oxen are the usual
Like the Webley and the Lee-Enfield, these are substitutes, but never cattle.
identical in both worlds. Gunboat: Gunboats are the most modern and lethal
design found in Orrorsh’s axioms. There are larger
Pepperbox: Pepperbox is a nickname for a
classes of ship, but these are the most adaptable
particular type of holdout pistol with four different
and useful. Most have a 24-pounder main gun
barrels all separately loaded with a break action.
and 200 Shrapnel Shells for use bombarding shore
Technically it’s supposed to fire one barrel at a time,
positions. Various configurations of secondary
but usually all the barrels trigger at once whether
weapons exist, with two 12-pounders and two
the firer wants them to or not. A pepperbox always
Maxim guns the most common. Gunboats have a
gains the +2 from a Short Burst, and always uses all
medium draft, so they can operate in all but the
four shots. On a Critical Failure the gun explodes,
most shallow portions of a river and safely weather
dealing its damage to the firer.
the waves of deeper seas and heavy storms.
Punt Gun: A massive shotgun between one and Horseless Carriage: A step up from an auto-
two meters long. Technically a person can carry rickshaw. Powered by a larger four cylinder
and fire one, but they are meant to be laid on the internal combustion engine or an efficient steam
ground or in a small boat. boiler. Like the horse carriage, the default is an
Revolving Rifle: Rare on Core Earth, but a staple open design with a buckboard and truck bed. A
of Victoria. These rifles use a cylinder compatible fancier enclosed model—the driver is even on the
with the Webley pistol, so parts from one can be inside—is available for double the cost.
used to repair the other. Hot Air Balloon: Takes the form of a light-weight
basket—usually wicker or something similar—a
Silver Dagger: Don’t leave home without it! The
means of heating air, and a balloon with enough
blade of unalloyed silver is easy to nick and dull in
volume to lift the basket and its contents off
regular combat, but it’s a literal life-saver in close
the ground. Balloons can control their altitude,
combat with a lycanthrope or any other monster
but depend on wind speed for their movement.
that reacts badly to the pure metal.
Turning is accomplished by climbing or descending

41
AIR VEHICLES
Core Earth Tech Top Speed Pass MR Wnds Tough Price
Hot Air Balloon 17 10 (7) 5 –8 2 13 4K (18)
Thermal Airship 18 40 (10) 2 –2 2 13 8K (19)

LAND VEHICLES
Core Earth Tech Top Speed Pass MR Wnds Tough Price
Auto Rickshaw 18 40 (10) 2 –2 2 12 600 (14)
Bicycle 17 40 (10) 1 −0 1 12 150 (11)
Horse Carriage 17 30 (9) 6 –4 2 12 300 (12)
Horseless Carriage 18 50 (10) 4 −2 2 14 (1) 4K (18)
Landcrawler 18 30 (9) 8 −4 3 20 (4) 120K (25)
Motorized Cycle 17 40 (10) 1 –2 1 12 300 (12)
WATER VEHICLES
Gunboat 18 50 (10) 20 –4 4 28 (4) 8M (34)
Ironclad 17 40 (10) 12 –4 4 28 (8) 5M (33)

to places where the air currents flow in different Landcrawler: These armored behemoths are
directions. Technically a balloon is capable of much solely a product of Gaean engineering. They are
higher Top Speeds, as fast as the wind blows, but about twice the size of a tank, powered by steam,
anything beyond 10 kilometers per hour can be and moved by four separate caterpillar tracks.
hazardous. Unlike a tank, landcrawlers are not built to battle
Ironclad: Transformed shore patrol craft often other armored vehicles. Their purpose is to deliver
land in this configuration, taking the shape of heavy artillery to support positions. The crew
smaller but heavily armored monitors. Typical operates on a top deck which it’s their duty to keep
armament is two 24-pounder cannons with 100 clear of monsters. A crawler is armed with two
shots each. Ironclads use coal steam engines for 24-pounders with 50 shots each and two Maxim
power, and generally have extremely shallow swivel guns. Some variants swap one or both
drafts, meaning they can maneuver in water as Maxims for punt guns.
shallow as two meters deep. The heavy waves of Motorized Cycle: A bicycle (or three-wheeler)
deeper water or storms can play havoc with these with a one- or two-cylinder internal combustion
craft, however. engine like those found on an auto-rickshaw
installed. The pedal mechanism is still present, and
usually used to save fuel or carry on if petroleum
“THE PHYSICS OF WATER isn’t available.
PRESSURE AND STEAM Thermal Airship: A thermal airship is a relatively
broad category of craft built along the same lines
SEEM STABLE IN ALL THE as hot air balloons, but these have some kind of
REALITIES. MUCH LIKE THE propulsion. Due to weight restrictions they may
UNDEAD. I WONDER IF be pedaled, or some use the same small internal
THEY’RE RELATED?” combustion engines found in auto rickshaws.

-MARU

42
GAME
MASTER’S
SECTION
ORRORSH POSSIBILITY ENERGY
The color and symbol below represent Possibilities specific to Orrorsh. These Possibilities are
only earned during play in Orrorsh, but may be spent anywhere. Unlike standard Possibilities,
these are only granted for role-playing and choices that reinforce the pervasive fear of the realm
or as a result of Orrorsh Cosm cards. Between acts, when you refresh Possibilities, you may keep
the same number of Orrorsh Possibilities (up to the maximum refresh) or reset them to standard
Possibilities.
The Gaunt Man wants to drain everyone of Possibilities, but he loves Corruption just as much.
When you spend an Orrorsh Possibility, you have the option to make a Corruption test at DN
10. Succeed and you get the Possibility back to spend again.

43
O
rrorsh is the intersection between three
very different worlds. The first and most
prevalent layer is the Core Earth of India
and its surrounding nations. The second layer is
created by the influx of refugees from Gaea, mainly
known at the Victorians. The third is the ambient,
destructive horror of the reality of Orrorsh.
These layers, combined with the regression
of social axioms from Gaea and Orrorsh have
transformed the cultural landscape of India. India
WARZONES has a long history of flexibility when it comes to
tolerating and interweaving different cultures, so
its people are well suited to survive the strange new
world they find themselves in.
A few notes are necessary before describing the
major war zones of Orrorsh. Every description that
follows is, by its nature, a gross simplification of
a more complex truth rather than truth itself. For
any statement made there are enough exceptions to
render the original idea false, but such generalities
are still necessary for basic communication. Context
and point of view are a key components of any
declaration. Finding that context or exploring
exceptions and inconsistencies can paralyze Storm
Knights, so the Delphi Council tends to proceed
with the simpler version even when it proves
ultimately false.
As a nation, India is a collection of dozens —
perhaps hundreds—of distinct individual cultures.
Each one has its own language, customs, and
lore. Anything resembling an Indian standard is
a conscious attempt to fuse similar parts of those
cultures or to create a space where the differences
can coexist peacefully. Acceptance and tolerance are
survival traits in such an environment. The blustery
Victorians and even the stark horrors of the Gaunt
Man are just another new addition to the mixture.

THE HAUNTED
SOUTHEAST
The Southeast stretches along the Bay of Bengal,
and includes the island of Sri Lanka and the river
plains East of the Deccan Plateau. Apart from the
agricultural areas upriver, much of the area is urban
and highly industrialized. Shipping and maritime
economies are key all along the coast.

44
The area is colloquially called the Haunted Coast
because of the high amount of ghostly activity and
hauntings throughout the region. Other forms of
horror still exist, but possession and poltergeists are
noticeably more prevalent here.
A new custom of hanging dolls or puppets in
trees to act as homes for errant spirits has become
increasingly popular in the area. Whether an
unembodied spirit is better or worse than a creepy
inhabited doll is up for debate.
In the Southeast the winds seem to sigh and moan,
hallways breathe, and forest trees sway out of sync
with the weather. The population shelters in the
cities, but possessions and hauntings are an all to
common occurrence even there.

CHENNAI
Chennai is a port city on the Bay of Bengal, and
one of the few open for shipping and travel from
Malaysia and East Asia. Tamil is the primary
language spoken in the city. The city and port
infrastructure has transformed to match the older
Tech axioms of Orrorsh.
The Hindu Tamil is now the major newspaper
published in the Southeast, and has its main
headquarters and printing press in Chennai. The
paper doesn’t shy away from stories about the
supernatural and macabre, which spreads fear but
also valuable information for the readers. who has entered has ever returned — except as a
Storms around the port aren’t usually severe — corrupted Horror.
especially compared to the rest of the coast — The area around the Keep was a tiger refuge, but
but thick fog and ghost ships are hazards for the creatures from the area have grown corrupt and
maritime navigation. strange. Even the deer and buffalo in the park have
The land around Chennai is thick forest, started eating meat and become very aggressive. A
overlooked by Kolli Hills, also known as the constant storm brews around the grounds, and the
“Mountain of Death.” Leaving the city is considered maelstrom bridge over the Keep itself is surrounded
extremely dangerous. Hauntings still happen within by a perpetual funnel cloud that camouflages its
the city, but many small local hardpoints help keep true appearance.
the majority of the population safe. Illmound itself is beyond dreary. It’s a huge
structure whose architecture is difficult to identify.
ILLMOUND KEEP There are mixed elements of design, including
Tongan, Gothic, and Victorian styling. Its halls and
In the deep tropical forest of the Indravati National multitude of locked rooms form the meeting space
Park a single dark structure now dominates the and headquarters for the Hellion Court, and act as a
landscape. This is Illmound Keep, the secluded cursed place of power that enhances all the servants
fortress of the Gaunt Man himself. The keep is of corruption within. The dark stone walls of the
not a place for visitors, and no Storm Knight keep are carved with faces of suffering — humans

45
and other macabre creatures with visages twisted in where the storms aren’t as severe and land is
agony. Extended observation shows that each face relatively close on both sides.
shifts its expression so slowly any movement could Sri Lanka has taken great pains to remain separate
be an illusion or trick of the flickering torchlight that from India when negotiating with the Delphi Council
dimly illuminates the keep. and other entities — including outreaches from the
Pan-Pacifica alliance. Buddhism is the dominant
THE LIVING CHOLA TEMPLES religion in Sri Lanka, unlike the rest of the realm.
In addition to the issues caused by isolation and
Tourism is out of the question in a realm gripped by the general dangers of Orrorsh, Sri Lanka has a high
terror, but religious pilgrimages are on the rise, and concentration of rakshasa—enough to have formed
the Great Living Chola Temples are the most visited an organized campaign of terror against the human
places in the South. The sites aren’t hardpoints, but government. Thus far Sri Lanka has steadfastly
the higher spiritual axiom of Orrorsh boosts its holy refused military support (or occupation in their
and protective properties, making them a bastions view) from both India and the Victorians.
for the faithful.
The three temples, the Airavatesvara, the, THIRUVALLUVAR STATUE
Brihadisvara, and the Gangaikonda Cholapuram
form a kind of protective barrier across the Kaveri This statue is a massive (40 meter) relatively modern
River. Upriver beyond them gospog and worse structure dedicated to a poet and moral philosopher.
roam the waters and banks, but downstream all the It stands on a small island where the Bay of Bengal,
way to the shore the waters remain clean and safe. the Arabian Sea, and the Indian Ocean meet. The
This makes the Kaveri notable, and travel into the monument hasn’t transformed—it along with the
interior towards the temples marginally safer than nearby Vivikananda Rock form a moderately sized
most trips inland. hardpoint—but it doesn’t stand out as modern. In
fact, most of the methods used in its sculpting were
traditional, so even if its axiom dropped the statue
MADURAI HARDPOINT could theoretically remain totally unaffected.
The city of Madurai is thriving thanks to the Thanks to the hardpoint the waters and nearby
protection of one of the largest hardpoints in town of Kanyakumari are relatively safe havens
Orrorsh, centered on the Meenakshi Temple at the from the terrors of Orrorsh. The statue itself is
center of town. Most of the city lives and sleeps extremely durable, and has a large empty cavity
within its influence at night, and works during the inside which isn’t accessible from the exterior.
day in the outer regions.
Major hospitals and the city’s power grid
COMMON ENCOUNTERS
remain inside the zone, which makes Madurai the
destination of choice for injured Storm Knights. • Poppets: Poppets are usually solitary, but an
The factories on the periphery now produce steam entire tree of hanging puppets or a room filled
carriages and other modified vehicles designed for with possessed dolls may act at once when
use in Orrorsh’s axioms. Quality control measures confronted by a team of Storm Knights. Two
have insured only a few of these machines have been Poppets (page 131) per hero, plus one reality-
shipped with malevolent spirits hiding inside them. rated leader.
• Ghosts: Sometimes a single, powerful spirit
exerts a gravity that draws others to it — or it
SRI LANKA corrupts and keeps the souls of those it kills.
The island nation off the South coast of India is One Ghost (Torg Eternity) per hero, plus a
surrounded by storms—and reality storms—which reality-rated leader with the Minions special
has left it mostly isolated from the rest of the world. ability that applies to the other ghosts.
The main channel of travel is across the Palk Strait, • Haunted Mansions or Ships: Some structures
are a focus of unholy forces, filled with the

46
unquiet bodies of former victims. One Haunt functional after transforming. The direct current
(page 130) with three Hungry Dead (page energy from the lines and the dam required heavy
130) per hero inside. modifications and adapters within the hardpoints,
• Gospog: Gospog of the Fifth Planting (page but now technological centers run fairly reliably.
123) roam the rivers of the interior, and Telegraph cable modems allow transmissions
groups of up to five Gospog of the Second to unconnected sites and even outside Orrorsh,
Planting (page 120) tend fields in abandoned although the speed of such connections is very low.
rural areas. The nature of the smaller hardpoints leaves the
cityscape checkered. Part of a surviving tech mall
may end abruptly or be completely surrounded
THE RAVAGED by squalid temporary encampments built over
what the architecture transformed into. Even in the
SOUTHWEST poorer areas string lights are erected everywhere
Dominated by the Deccan Plateau, the sharp rocky to take advantage of the city’s grid and keep the
highland that covers most of the southern interior, darkness at bay.
the Southwest is marked by cliffs, waterfalls, and The axiom wash hasn’t been kind to Bangalore’s
wet forests. Monstrous activity is common across roads, which remain packed with steam cabs,
the Deccan, and urban areas have become walled
strongholds against the wilderness.
Rural villages persist despite the danger, and
rice and other agriculture is still critical for the
survival of the cities. The hardy folk in these outer
areas are highly wary of outsiders. Travel at night
is not recommended.
Different strains of lycanthropy, vampirism,
and corpse reanimation plague the area. The local
governments approach containment in the same
way as for modern infectious diseases. Research
into non-magical cures has been fruitless so far, but
remains an ongoing concern.
Reality storms aren’t as severe across the western
coastline, and the eerie fog and ghost ships that
present navigation hazards to the East aren’t as
present. However, the mariners of the West have
reported spotting large tentacled creatures at a
distance. Several vessels have been lost within
Orrorsh’s waters under mysterious circumstances.

BANGALORE
Bangalore, or Bangaluru locally, is the highly
populated heart of technological and scientific
research inside Orrorsh. Like most urban areas, it
has mostly transformed with scattered hardpoints
protecting individual blocks and tech centers.
Fortunately for the isolated Core Earth buildings,
all of Bangalore still has electrical power. The
Shivanasamudra hydroelectric dam remained

47
motorcycles, and some carefully preserved Although there isn’t much call for entertainment in
vehicles that remain inside hardpoints. Petrol is Orrorsh’s dire climate, cricket is still defiantly played
scarce, but coal is available. Direct steam charging at Wankhede Stadium. The film industry still exists
stations provide power for forced-draught cabs too, albeit re-purposed to making silent propaganda
and motorcycles that don’t have boilers of their films playable on transformed equipment. The most
own, which has made steam itself a burgeoning popular topic of films are tales of glory by Storm
sub-industry. Knights—especially local heroes doing deeds across
The climate in Bangalore is pleasant to Victorian the world or notable victories on Indian soil. The
sensibilities. There is no Victorian military force or spread of these films is linked to the comparatively
settlement there, but individual immigration to the strong surges in hope and Possibility Energy despite
area has become common enough to be a growing so many Pure Zones.
political concern. Reality storms allow shifting corridors of shipping
through, so support from Saudi Arabia, Iran, and
countries across the Arabian Sea are focused on the
GOL GUMBAZ ports of Mumbai.
The massive mausoleum at Bijapur is an impressive Many Victorians emerged in various states of
architectural feat. It was a cultural hardpoint sanity from the maelstrom bridge that still pulses
during the initial axiom wash, but its reality has at the heart of Mumbai. A small settlement exists
eroded over time and become a palace for the oldest near the base of the bridge where locals are loath to
vampires in the area. Stalking the creatures is very live. A larger settlement rebuilt the ruins at Madh
dangerous since the Gol Gumbaz’s acoustics make Fort with the reluctant permission of the Indian
even the slightest whisper echo to all corners of the Air Force. Madh Fort has already repulsed several
building. assaults from humanoid sea creatures, which has
The surrounding town has been completely helped the rest of Mumbai accept the newcomers
devastated by the vampires and mostly abandoned. more readily.
The Victorians have announced their intention to
launch an expedition to reclaim the ruined Bijapur MYSORE
Fort and launch a campaign against the vampires.
Officially Mysuru, the ancient city stands as a
Support for the plan is growing in Karnataka, which
sanctuary against the monster-filled wilderness to
may result in a first of its kind joint venture between
the South. Much of Mysore is protected by Core
the Indian Army and a Victorian column.
Earth hardpoints, which offers the population a sense
of tentative safety. The city is directly connected to
MUMBAI Bangalore via telegraph and a daily train route.
When the invasion began Mumbai was the most Mysore is the home of the Vijaya Karnataka, a
populated city in India. After the Night of Screams Kannada newspaper with wide circulation across
that was no longer true. The shock of the initial the Southwest.
rush of death and destruction shattered the city’s
infrastructure, and it still hasn’t recovered. The COMMON ENCOUNTERS
onslaught of monsters moved from the maelstrom
• Werewolf Pack: Werewolves (Torg Eternity)
bridge out of town to spread into rural areas across
often move in packs, usually sized at 2 per
the South, but some remained in town to plague
hero with a reality-rated leader. Some packs
the battered survivors. Most of the city’s lavish
have a special variation of the Vengeful Perk as
hardpoints were physically destroyed during the
a Special Ability which applies when a pack-
attack, but a few survive such as the Chatrapati
mate falls rather than to a direct Wound.
Shivaji Maharaj Terminus station, Film City, and
Bombay Castle.

48
• Vampire Coven: Vampires (2 per hero, see
page 135) led by a Master Vampire (page
135). LANGUAGES AND
• Hungry Dead: An outbreak of Hungry Dead
(3 per hero, page 130) may obliterate a small LINGUISTICS
village. Urban outbreaks are usually twice that There’s a common joke that a child in India must
number. learn four languages just to avoid being bullied
• Gospog Raiders: Roaming groups of Gospog on the playground, and there is some truth to
of the Third Planting (1 per Storm Knight, see that. Most people know at least three languages,
page 122) or a single Gospog of the Fourth and it’s ordinary to learn six or more, especially
Planting. In an area where hunters are working after moving to a different region for work (or
against the local monsters, both groups of safety). Finding someone who can understand
Gospog form a single patrol. a particular language is practically a given, but
knowing the local tongue makes things easier.
Persuasion and streetwise tests are Favored
THE DISTURBED when speaking the dominant language of a
region where more than four languages are
NORTHWEST spoken.
The Northwest of Orrorsh has several geographical • Bengali: The most commonly used
features: the coastline of the Arabian Sea, the fertile language in Western India, and a common
plains around the Indus river, the arid Thar Desert, choice of alternate language for many
and the high Karakoram mountains elsewhere. Hindi has more speakers, but
Bengali reaches more areas.
More than borders or landscapes though, what • English: Accepted as a language of
marks the region as separate is the psychological business and technology all across the
nature of the horrors that pervade the region. nation, and very common in urban zones.
Madness and bad dreams are commonplace, and • Hindi: The primary language of many
in some cases those bad dreams become physical Northern regions, and technically the
manifestations. official language of India. However, in
The Disturbed Northwest is the home to some of the south much of the population rejects
the strongest independent creatures outside of the Hindi and uses a local language or English
Hellion Court. These creatures have their power instead.
tied to local folklore, enhanced by spreading tales • Kannada: The primary language of the
of their terrible deeds. In some ways this works as Deccan Plateau—the southern center of the
the inverse of the Law of Hope, as dread and fear nation. Not commonly spoken outside of
cover a region the shadows become more deadly the South.
and begin to move of their own accord. • Sanskrit: Few people really speak
Eternal Corruption is an ever present threat. As Sanskrit, mostly limited to scholars and
heroes become unbalanced and go too far they risk religious practitioners.
becoming the very monsters they sought to defeat. • Tamil: Commonly used along the
The isolation of the desert, the tension between Southeast coast and river plains.
different ethnic communities, and the scars left by • Urdu: Spoken in the Northwest, and
the Night of Screams plague the area, and push especially among Muslim populations.
ordinary people to the edge of sanity.
The whispers of Orrorsh are clearer and easier to
hear in the Northwest. Beware.

49
to diminish the chances of a disconnection or an
CHITTOR FORT unplanned transformation reducing their firepower.

Chittor is a large walled fortress city in the hills LAHORE


of Rajasthan at the intersection of two former
highways—midway between Delhi and Mumbai. Lahore was especially hard hit during the Night of
The fortress has a storied past filled with sieges, and Screams. Many of the hardpoints were worse than
in some cases ritual suicide once all hope of victory destroyed, they were corrupted by nightmarish
was lost. The fort is operational and much work has creatures moving through the city. The same
been done to rebuild and extend the walls. strengths that have protected some of the larger
cosmopolitan cities across the continent are now
The population of the city takes shelter within
working against the remaining population.
the walls at night. The garrison and walls have
repulsed several attacks from gospog and similar Things are tough in Lahore. Different communities
monsters, but rumors persist of powerful creatures have shrunk to separate encampments, all tormented
already within the walls and among the population. by different local creatures. Officials have sent
Many complain of recurrent nightmares of massive multiple requests for help from the Delphi Council,
fires and burning within the walls, but nightmares the Pakistani Rangers, and anyone else who can
inside are widely preferable to facing physical respond to the call. A column of Victorians has taken
horrors outside. up the challenge, but hasn’t reached Lahore yet, and
isn’t expected to fare any better against the rampant
monsters than anyone else who has tried.
KAHSMIR
Kashmir is one of the Northernmost cities in MEHRANGARH FORT
Orrorsh, and sits on the border of India, Pakistan,
and China with sections of the city within each. The massive hilltop fortress at the center of the city
Thanks to its position Kashmir is one of the few of Jodhpur is widely considered the safest place in
areas where Pan-Pacifica’s interests (political, if not all of India. Physically the Mehrangarh walls are
reality) brush against Orrorsh. There is no rail into imposing, up to 36 meters high in places. Beyond the
Kashmir, and transformation has eliminated the walls though the entire place is a particularly hardy
airfield, making access to the area different. Core Earth hardpoint, with museums and cultural
celebrations that keep Orrorsh’s reality at bay.
KARACHI At the fortresses’ original construction a willing
sacrifice was buried alive in foundations of the
The Pakistani “City of Lights” is a diverse port city, walls. Delphi Council reality scientists are intrigued
protected by a web of small hardpoints like many of if this voluntary sacrifice somehow reinforces the
the surviving metropolitan areas in Orrorsh. Karachi hardpoint or increases its range and power even
has become the main hub support hub of Core Earth 800 years later—noting that the Gaunt Man himself
relief efforts, usually via rail and then shipped out employs similar but unwilling sacrifices in his stelae
along the Arabian Sea coastline. Most ships don’t risk and Nightmare Trees.
the crossing the reality storms or transformation to
deliver to the port directly, but those already there
use it as a base to reach the rest of Orrorsh. PAKISTAN
Karachi is the home of the Pakistan Rangers, who Pakistan has had a troubled relationship with India
have shifted to anti-monster training, tactics, and since its official inception in 1947. In theory Pakistan
weaponry. They have gained an elite reputation as was divided from India to become a homeland for
hunters equal to the vaunted slayers of Gaea, and Muslims, but in practice many Hindus and other
even have broad permission to cross the border into faiths remain scattered inside Pakistan and vice
India to pursue their supernatural targets. Most of the versa. Tensions along the border were high, but
ranger’s weaponry is built within Orrorsh’s axioms with the appearance of Orrorsh all effort has turned

50
The old forts are more than heritage sites or tourist attractions now.

to deal with the monsters of that encroaching realm. more prominent since the Tech axiom shift.
Pakistan itself is partially within Orrorsh and The strangest feature of the Thar is the Sarasvati
partially outside, so the main government operations dream river. Most of the time it doesn’t exist, or
and the bulk of military forces have retreated from parts of it can be found as ancient dry riverbed.
Islamabad to Quetta. The sole rail line that leads At random times, usually when The Bleed (page
from Core Earth into the Indian interior passes 91) is most active, the Sarasvati surges to life as
through Lahore to Delhi. wide, strong river that crosses the Thar and has
an outlet to the Arabian Sea. It’s known locally
as the Dream River now, and viewed as a holy (if
THAR DESERT uncanny) phenomenon.
The Thar is a large desert that covers much of the
Northwest and forms India’s border with Pakistan. UDAIPUR
The Thar has high winds during Monsoon and some
areas are only shifting sand dunes. Intermittent Udaipur, also known as the “City of Lakes” is
water pools—some natural, some artificial—which connected by rail to both Mumbai and Delhi. It
make crossing on foot or camel possible. Only a few acts as a main hub for several nearby coal mining
roads cross the Thar, and what little traffic there is operations that provide fuel via rail transport to
usually relates to coal mines which have become other major cities throughout the area.

51
Udaipur’s many lavish temples and palaces form (page 124) often leads a large group of Death
a protective chain of hardpoints that shield large Cultists (page 124, three per Storm Knight).
portions of the city from the worst of Orrorsh’s • Hungry Dead: An outbreak of Hungry Dead (3
nightmares. The city’s airport resides inside such per hero) may obliterate a small village. Urban
an area. Flights are dangerous and uncommon outbreaks are usually twice that number.
for Ords, but the site makes Udaipur a common • Gospog Lurkers: In areas around the Indus
landing spot and safehouse location for Delphi Gospog of the Second Planting (1 per Storm
Council Storm Knights. Knight, see page 120) tend massive fields
of First Planting bodies dragged off during
COMMON ENCOUNTERS the Night of Screams. Gospog of the Third
Planting (1 per two Storm Knights, see page
• Nightmares: Unique, powerful creatures with 122) skulk at night, picking off the incautious
disturbing origins and unexplained powers. and howling like animals in the desert.
See page 136 for sample Nightmares. One is
a enough for an entire group of Storm Knights,
but some Nightmares may have minions.
• Fallen Magi: Those who seek magic and THE STALKED
knowledge often find it in Orrorsh, but it costs
them their souls. One reality-rated Fallen Magi NORTHEAST
The Northeast stretches from the Deccan Plataeu to
the Himalayas. Lush forests and rivers
cross between, emptying out into deltas
along the Bay of Bengal. This area is
massively populated, and one of the
richest sources of energy (and terror) in
the world.
The geography and cultures of the
Northeast vary widely, but the brand of
horror that infects the region binds them
together. Here, the fear of being hunted
is pervasive — whether it’s the beasts
in the forests and night or the glint of
malevolence in a stranger’s eyes. It’s not
paranoia that grips the land, there really
are things out to get people.
The population clings to safe spaces,
only to have those spaces invaded and
any sense of safety shattered. Both
beasts and men stalk the night for the
pleasure of the kill rather than out of a
sense of survival.

BANGLADESH
Bangladesh was a part of Pakistan
only a few decades ago, but fought for
an won independence after a series of
massacres. Political unrest and terror

52
attacks troubled the country, but left the population
well equipped to handle the onslaught of Orrorsh.
Bangladesh and India are neighbors on good terms, MONSOONS
although any support between the two is limited Monsoon season lasts several months through
to encouragement at this point. Unfortunately for the late summer, and is marked by nearly
the region, Bangladesh has some of the most fertile continuous storms and rainfall. Muddy,
grounds for gospog in the world. impassible roads and flash floods are common,
which may leave Storm Knights stranded in a
BHANGARH FORT location without rail access.
Even before Orrorsh, Bhangarh was a cursed place More severe thunderstorms during monsoon
where tourists were barred from visiting at night. can cross the threshold and become Reality
With the change in axioms the old Fort has grown Storms, even in the normally stable Pure Zones
even worse, and now few risk entering even during of Orrorsh. Reality scientists theorize that this
the day. phenomenon is related to the unique properties
Unwanted places like Bhangarh draw the attention of Orrorsh itself, and is similar to the Bleed
of Victorians looking for areas to settle and make observed across the realm.
their own. An expeditionary column led by a Major
Hinstone swore to clear it and use it as a base of
operations. They never returned, and at night
servants. The cult isn’t the only thing stalking the
screams still haunt the area.
night in the Northeast, but they are widespread and
Local legends are unclear about the exact nature account for most of the fearful tales and paranoia.
of the haunting, but most agree some powerful
sorcerer or holy man cursed the place. Even the
DELHI
Fallen People avoid Bhangarh, since whatever force
controls it owes no allegiance to the Gaunt Man or Delhi remains the seat of the Indian government
his minions and shows them no special favor. despite being inside Orrorsh, but then there isn’t any
territory outside of the invading cosm’s influence.
THE DECEIVERS The city straddles the Northwest and Northeast. It
forms a major transportation link between the East
The Deceivers are a murder cult that appeared in
and West, but is prone to the problems that plague
Kolkata after the maelstrom bridge landed and has
both regions.
spread throughout the Northeast. Some label it as a
reemergence of the Thuggee cult, but local scholars The architecture of Delhi is relatively new, less
attribute it to a Rajani invader and the corruptive than 100 yeas old, and doesn’t have the same level
madness that spreads through Orrorsh like a cancer. of resistance that many other Indian cities do. Most
of the metropolis has transformed according to
True to their name — if nothing else — Deceivers
Orrorsh’s lower Tech axiom. Even transformed,
pose as helpful neighbors and Samaritans during the
the infrastructure, underground metro, and power
day. If no one is watching at night, however, they
grid have remained intact if slightly altered. For
quietly murder trusting souls who are unwary and
example, the metro now runs with steam trains,
alone. Robbery may occur, but the main point of
but the tunnels and tracks are in the same locations.
the crime is the murder itself. Once a Deceiver kills
he (or she) is regarded by the other terrors of the Harminder Singh, the President of India has called
land as one if their own. Fear leads to a Deceiver’s a State Emergency across the nation, and legislatures
first murder. The reward is the fear goes away — are currently suspended until the invasion crisis is
only to be replaced with madness and a craving resolved. Some citizens believe that the President
for more murder. now has too much unchecked power, but even
harsh critics admit that Orrorsh’s invasion is an
The Deceivers target travelers, but also specialize
actual emergency. Delphi analysts worry that
in home invasions after posing as workers or

53
replacing Singh if he was killed (or corrupted) bodies and fecal matter are clear signs that the river
would be extremely difficult given the country’s has turned. The lower river is patrolled by roving
current situation. Gospog of the Fifth planting and other monsters.
The main newspaper headquartered in Delhi
and distributed throughout the Northeast is the GREAT BANYAN TREE
Hindustan. It is only published in Hindi, and it has
Located in Howrah, near Kolkata, the Great Banyan
a reputation for fearless reporters—some of whom
was once a pleasant tourist curiosity. What seems
are Storm Knights who chose to work for the paper
to be a forest covering nearly 20,000 meters is
rather than the Delphi Council.
actually a single tree which spread from a central
trunk. Branches split and burst out of the ground,
GANGES and roots weave through the branches above before
The long and branching Ganges river is both sacred plunging back down into the ground. The entire
and corrupted—teeming with both life and death. entwined mass is now dark and diseased, and has
Closer to the source the water is exceptional and the properties of a single enormous Nightmare Tree.
counts as Holy Water for all purposes. Gospog The Deceivers have a camp hidden inside the thick
won’t enter those waters, and it can be weaponized woods and occasionally raid into Kolkata to bring
for Slayers Gun shells and alchemical potions. victims back to the Banyan for sacrifice. Oversized
Bathing in the strong currents of these upper waters beetles and creatures similar to wolves have been
has properties similar to the Exorcism Miracle. spotted inside the mass as well.
However, once pollutants enter the water this
property is diluted or eliminated completely. Dead

54
KOLKATA MYANMAR
Kolkata was ground zero for Orrorsh’s initial The Northern portion of Myanmar is covered
invasion, and entire sections of the city were razed by Orrorsh’s axioms and devastated by man-
by the creatures which emerged from the maelstrom eating creatures and other horrors. The remaining
bridge and the madness and terror that followed. population fled to the South and Thailand, and a
The rampage was short-lived, since creatures strict border and no-man’s land is patrolled along
needed to spread out and cover as much ground the realty-storm riddled front. A few holdouts
as possible in that initial Night of Screams, which remain in Mandalay, but the rest of the North is
meant some areas or communities were barely considered lost.
touched by the storm at all. Myanmar is one of the few nations to join the
Soon after the invaders the first wave of Victorians Pan-Pacifica power bloc without being affected
emerged from the bridge, and quickly set about by that cosm or the Contagion. The invasion of
aiding the embattled communities within Kolkata Orrorsh and its seemingly unstoppable spread was
cut off from any other support. These acts of heroism enough to prompt them to join. Core Earth’s axioms
helped the denizens accept the newcomers, and they don’t support Kanawa Corporations weapons and
took over some of the areas that had been completely operatives, but their influence and money have
wiped out to use a base for future expeditions
against the monsters.
As the situation has stabilized that welcome has
worn slightly, since more and more Victorians RAIL CONNECTIONS
have crossed the maelstrom bridge and begun to
India had an advanced and popular rail system
tilt the balance of power in the city towards the
that spanned the nation and connected all
new arrivals. A vocal minority has proclaimed the
the major cities. The axiom wash reduced the
Victorians a threat and call them “The Flood,” but
Technology of the trains in use, but hasn’t
the general opinion is they’re much better as allies
affected the reach of the tracks or operation
against a common enemy.
of the different lines. Passenger travel isn’t
Many of the surviving neighborhoods are as hectic—people don’t move around much
subsections of the city called “paras” which form in Orrorsh if they don’t have to—but supply
hardpoints, sometimes even without an obvious freight is the life blood of the urban areas.
architectural focus. Unfortunately the scattered
For Storm Knights, rail travel is strongly
nature of these that work in favor of some cities work
recommended. The steam trains are reliable
against Kolkata. The power grids and infrastructure
even during monsoon (see page 53) and highly
are incompatible between the transformed and
resistant to axiom fluctuation. Scheduled trips
unchanged areas, leaving nearly the entire city
are bi-weekly on longer routes, or daily between
without electricity or services. Each neighborhood
major cities within 200 kilometers of each other.
gets by in its own way.
First class passengers have a small room with a
The areas around the maelstrom bridge are a no- bed, access to a dining car, and alcohol. Economy
mans land even the Victorians won’t try to settle. passengers are let on the train and can hopefully
The port remains open and the source for vital find a seat in a carriage —if not they must stand
supplies from Malaysian ships bold enough to risk or find room on the roof or a coupling.
the reality storms or vessels from Chennai or as far
The only rail line into Orrorsh from Core
away as Karachi who hug the coast and don’t cross
Earth enters from Pakistan and Afghanistan. All
the volatile barrier.
other routes are cut by the Himalayas and the
mountain ranges of Myanmar.

55
helped stabilize the Southern regions and instilled infiltrate any large group of Ords. In rare cases
confidence that the patrol line against Orrorsh when discovered an entire cult may make a
expansion may hold. desperate attack — three Death Cultists per
Storm Knight plus one reality-rated leader or
NEPAL a Nightmare.
• Gospog Hunters: Large groups of Gospog of
The lowlands of Nepal are fertile plains fed by runoff
the Third planting (two per Storm Knight, see
from the more famous snowcapped mountains of
page 122) roam the forests and river valleys
its highlands. The nation is almost entirely within
of the lowlands. Gospog of the Fifth Planting
Orrorsh’s influence, and one of the cosm’s border
(page 123) float aimlessly in all but the purest
stelae is placed somewhere atop Mount Everest—
rivers, devouring anything they come into
the tallest mountain peak in the world.
contact with.
The Delphi Council has a strong relationship
with the government of Nepal due to its longtime
contributions to United Nations peacekeeping
missions. Nepal has steadfastly refused pressure to THE VICTORIAN
join the Pan-Pacifica alliance, preferring to remain
officially neutral even in such dire times. SETTLEMENTS
The first Victorians to come through the maelstrom
TAJ MAHAL bridge were heroes and hunters—adventurers
beyond hope for themselves looking to save the
Even though it’s technically a tomb, the Taj Mahal next world, or in some cases willing servants of the
was a strong Core Earth hardpoint and a beacon to Gaunt Man furthering his goals. The trip across the
the beleaguered people of India. The Gaunt Man bridge is harrowing, and some start as the former
waited until people began to take it for granted but end up the latter by the time they emerge.
before he struck, coating the white walls with blood
As the light dimmed on Gaea and the world
and turning the monument into an abattoir. The
died others followed. These weren’t avengers, but
effect was gruesome, shocking, and shattered the
survivors — hell bent on keeping their families or
reality properties of the site despite the building
cultures from extinction. The final wave came on
remaining structurally intact. Now the so-called
desperate barges through the Bleed. This final wave
“Blood Palace” is studiously avoided by all but the
weren’t heroes or even hardy survivors, but they
Nightmares who have taken residence there.
were lucky. Very lucky.
COMMON ENCOUNTERS Now all three: the hunters, the survivors, and the
lucky are on Core Earth. It’s no fresh start. They
• Maneaters: Many of the animals of the forest went from one horror to another. But every one of
and jungle were deadly predators before the these travelers feels chosen. It’s not that they feel
influence of Orrorsh. Now they are uncanny their culture is superior, but that everyone who came
and spiteful. A troop (two per hero) of Blood across the void has been forged by fires the people
Monkeys (page 126) may swing down from of Core Earth simply can’t comprehend— yet.
trees or urban buildings. A single Corrupted In that way the Gaeans can come off as arrogant.
Tiger (page 127)—or a pair working in They don’t see it as arrogance, but as experience
tandem—can terrorize rural areas. hard won with blood and scars. Only the hardest
• Rakshasa: These monstrous hunters lay pit Earthers have comparable trauma, and most of those
traps (Notice or suffer 8+1BD damage) and are in accord with the newcomers.
attack in well coordinated groups (two per
Storm Knight, see page 133). For Indians, the Victorians are just another
• Deceivers: In most cases a small group of one new culture added to an already rich and diverse
to three Death Cultists (see page 124) may mixture. People are well used to getting along with

56
other groups, whether it was the ancient kingdoms,
the Muslims, the British, or now the Gaeans. VICTORIANS
The bravery and grit of these newcomers is
The Victorian of Gaea are an Anglo-Saxon culture
appreciated, as is their directness. Part of getting
centered around the British Islands. They became
along means being polite and seeking consensus.
an unconquered seafaring Empire, but weren’t
The Victorians may be rude, but they take action
considered the world power that their Core Earth
which can be a relief.
equivalents became. Most of their colonial actions
The Victorians may be unwitting tools of the were created as Trade Companies. The companies
Gaunt Man, tracking horror like bloody footprints would thrive or fall in conflict with other powers,
wherever they walk, but they are not evil. They but Victoria itself remained distant and untouchable.
have stared into the abyss for generations, and it’s
The same was true as Orrorsh began its spread
stared back, but they’re still holding on to their
across Gaea. Victoria became a refuge from the
sanity. The exceptions who have willfully begun to
horror, and a place for a last stand when the rest
serve the Gaunt Man are powerful and well placed
of the world began to fall. Because the islands were
to maximize damage to both sides when the time
the final bastion the vast majority of Gaeans left to
comes for the darkness to reveal itself.
reach Core Earth are Victorian. On the surface they
Not all the survivors from Gaea are the same. look and sound British, but probes into their history
Several distinct cultures are represented within and culture uncover massive differences.
the newcomers.

Equivalents of modern vehicles and power grids exist even with the altered technology levels or Orrorsh.

57
the majority of the Empire, and scattered survivors
from each province have reached Core Earth.
CASTES Most of the Steam Suit and heavy shield
The effect of social caste has been largely technology from Gaea owes its existence to Roman
mitigated and eliminated in the workplace, tactics and science.
and is even mildly taboo in some cases. It isn’t
entirely gone, especially among older people RAJANI
or in family associations. The fluctuation in the
Social axiom hasn’t reversed this deemphasis. On Gaea the Orient was dominated by the powerful
Rajan Kingdom. The Rajani speak Sanskrit. The
Because it can subtly affect how they remaining Rajani are culturally similar to modern
are perceived, Storm Knights may want to Core Earth Western Indians in some ways, but they
understand the basic Varna castes. Brahmins carry the same pride and directness as the Victorians.
are priests and teachers, and considered the The Rajani aren’t used to compromise or defeat.
most blessed and important members of society.
Next are the Kshatriyas, leaders and soldiers. The main Rajani faith is called Findaru and has
The Vaishya are artisans and travelers. Everyone many connections with ancient Vedism — enough
else is in the Shudra caste. that modern Vedic scholars are studying Findaru
ways to gain insights into their own ancient past.
There is another Varna caste which has come
into popular usage even in places where caste The Rajani were at war with the Victorians when
has otherwise fallen out of sight: the Fallen Orrorsh became prevalent enough for both sides to
People. Fallen are removed from the other four work together against a common foe. They still don’t
Varnas, and after the invasion of Orrorsh has care much for one another, and only a few Rajani
become linked to Eternal Corruption. Monsters traveled Victoria to cross the bridge or escape in the
and maniacs are Fallen People, and shunned by last of the barges. It is said the rest burned the entire
society once identified. country as a last act of defiance.
Empires beyond Rajan like Qin and Sayam had
limited interactions with the Victorians. Like the
Indigenas a handful of brave individuals made it
to the new world, but most never had the chance.
GAULS
Similar to the Victorians, the Gauls never fell to INDIGENAS
outside conquerors and grew as an aspiring empire
of their own. The Gauls fought countless wars In Gaea disease didn’t ravage the Americas (called
against the Victorians on one side and the Romans the Bellas on that world), so full blown colonization
on the other, and earned a reputation as fierce and never occurred. Smaller European colonies coexisted
dogged warriors. among the natives, and these were generally known
as Pilgrims while the natives were broadly known
Thanks to their proximity to Victoria the Gauls
as Indigenas. The Gaunt Man started his campaign
are the second largest group of survivors. They
in the Bellas and very few escaped to Victoria. Those
seem French at first glance, but they are a hardened
who did are usually the last of their respective tribes
people, quick to fight at any perceived slight.
or Pilgrim settlements.
ROMANS The Indigenas were the first hit by the Gaunt Man,
and for the early parts of the war the other nations
The Roman Empire of Gaea didn’t conquer as much thought that the dark magic and horrors they were
of the known world during their heyday, but also seeing came from the Bellan continents and culture
never completely collapsed. The Greek and Italian rather than an outside force.
city states and a collection of Germanic tribes formed

58
defensible areas. Locals usually cooperate with these
VICTORIAN SETTLEMENTS settlements in mutual defense pacts. The Indian
Government has all but abandoned trying to protect
Kolkata the vulnerable small villages, so the Victorians are
The largest of the Victorian communities has taken usually the best chance a community has of gaining
root in Kolkata. The residents call it Fort Calcutta, weapons or training at battling monsters.
and it exists in the shadow of the Gaunt Man’s
maelstrom bridge. Any Gaeans who emerge from
the bridge are swiftly brought to an adjacent area—
DEVON HOUSE
ironically known as the Waiting Village—and then What remains of the fractured Victorian parliament
rigorously interviewed by Sacellum priests. has recently created a branch of the Office of Crown
If a newcomer passes scrutiny they’re allowed and Country specially tasked with coordinating
into Fort Calcutta or to go on their way elsewhere. efforts with the Delphi Council. Its senior minister is
If not, they burn. The population at Fort Calcutta currently Sir Edward Darrington, a former monster
is just under a thousand now. The area is walled, hunter who is known for his fine suits and top hat.
reinforced, and covered by large cannons which Devon House is based in Kolkata but has isolated
don’t do much good against monsters but may help offices throughout India.
if the Indian Government ever decides to try and
forcibly remove the inhabitants to somewhere else.

Mumbai
Fort Bombay is the next largest concentration of
newcomers, and the only place in the world where
other Gaean cultures are more prevalent than
Victorians or Core Earth. The current head of the
fort is a Roman named General Francesco Gallo.
Gallo’s spirited defense of the city has won many
allies and the tacit acceptance of Fort Bombay as a
permanent installment.

The Rural Settlements


Scattered throughout the rural areas of India small
pockets of Victorian or other warbands have taken
over abandoned villages or started construction in

59
A
ny discussion of the invaders of Orrorsh
must start with its singular lord, The Gaunt
Man himself. He embodies Orrorsh, and his
malignancy afflicts every reality he touches.
Understanding The Gaunt Man is a pathway to

THE INVADERS
madness and annihilation. He wants his enemies to
try, to delve deep into dark places of the soul that no
hero returns from. Understanding is a trap.
Although he wants his foes to try to fathom his
motivations, The Gaunt Man does not make it
easy. He goes out of his way to lend credence to
false rumors about his past. He weaves schemes so
crooked that he’d become dizzy going straight after
a goal. He lies, oh how he lies.

THE GAUNT MAN


Uncounted centuries ago in a reality long-forgotten,
the being now known as The Gaunt Man was a
mortal man who sought to look into the face of
The Void. He sacrificed and swam in immutable
darkness to reach the abyss, and saw the terrible
truth.
Nothingness always wins. It’s an immutable law
written into the fabric of every universe. Everything
dies, even the stars in the sky. Immortal gods fade.
Every sin, no matter how terrible, is eventually
forgotten. The only thing that is forever is the vast
emptiness afterwards.
It’s one thing to contemplate such absolute
nihilism, it’s another thing entirely to experience it,
to know it absolutely. The Gaunt Man, in mind and
body, is the embodiment of this dread realization.

DESCRIPTION
The Gaunt Man is humanoid, but defies race or
ethnicity. His features are pallid and withered
enough the he might be anything. His skin is a
dark, rotten gray which hides any indication of its
previous color. His eyes are a sickly yellow, and
faintly glow with power.
He wears tattered clothing in a style that most
assume is from Gaea, but idols from the past and
the testimony of those few who have seen him
reveal that his look hasn’t changed, even in the times
before his conquest of the Victorians. Perhaps his

60
The Gaunt Man is ancient, powerful, and has knowledge of the infiniverse far beyond the other High Lords.

hat and coat are clues pointing back to his original The Gaunt Man’s countenance usually is grim. On
reality. Perhaps not. the rare occasions that he smiles the skin around
The cane he carries is a horrific totem of his power. his lips cracks. It’s a ghastly sight, usually made
Its top is carved in a ghastly face that resembles a worse by the fact that any event that could make
dragon — specifically the dreaded Carredon of The Gaunt Man smile is likely blood-curdling to any
Aysle. Its eyes gleam with the same unwholesome other spectators.
power as its master’s. The cane itself seems to writhe
in his grasp and the face moves ever so slightly when MOTIVATION
he shifts his grip or employs it as a weapon. In low voices The Gaunt Man’s eldest minions
As his name implies, The Gaunt Man is wasted, whisper that long ago he sought the secret of
bordering on skeletal. He’s tall and broad- immortality. His search led him to The Nameless
shouldered, but his sallow skin and loose clothing One and madness.
hangs from his bones. Flesh and sensations of There’s an element of truth to those rumors. The
the body mean nothing to him. He doesn’t take Mind of The Gaunt Man is one of the darkest places
sustenance from food or drink, he only drinks in the Infiniverse. He knows he is damned, but even
raw Possibility Energy from his Darkness Device worse he knows that even hell is not eternal. Since
Heketon. The deprivation surely hurts, and leaves the fateful moment he looked into The Void the
his voice rough. He smells of the grave.

61
entirety of his wicked intelligence was set towards one another. He’s patient, but has his own time-table
one purpose: becoming Torg. to keep and may break the truce himself is none of
His allies and enemies alike know The Gaunt the others are bold (or foolish) enough to do.
Man wants to become Torg, all the High Lords Once hostilities start he intends to extend
do, but they don’t know what he intends to do maelstrom bridges from India into the Philippines.
with that power. He’s shown an affinity for the area in other, similar
The Gaunt Man plans to use ultimate power to Earths, but didn’t want to draw too much attention
destroy creation and supplant The Nameless One as to it when negotiating boundaries with the other
the personification of oblivion in the empty eternity High Lords. Currently Pan-Pacifica has claim to the
that follows. He means to create an empty hell and islands he wants, but as he expected the Kanawas
lock himself inside it forever. The Gaunt Man further have shown more interested in the high population
believes that he has always been the Nameless One, density of the mainland.
and always will be. From the Philippine Islands his plan is to expand
He isn’t pleased by his fate. Many of his pettier outward to Indonesia and Papua New Guinea, but
actions stem from a desire to gain revenge against these moves are mostly to draw attention away from
the living universe while there’s still one to punish. his true interest: Nan Madol, and the ancient ruins
The force of creation known as Apeiros made on that small island deep in the Pacific.
him, and so he means to unmake Apeiros (and its With Orrorsh rooted in Core Earth and Nan Madol
creations) as painfully as possible. in his hands, he need only wait for the world to end—
Villains usually think of themselves as the heroes which should occur during the third year of the
of their own stories, but not The Gaunt Man. He invasion according to The Gaunt Man’s predictions!
has chosen to be the villain of his own tale. Villains The destruction unleashed by the cataclysm should
have power. Villains cause fear, rather than feeling send all of Core Earth’s sundered Possibility Energy
it themselves. into the stelae networks of the High Lords.
This is The Gaunt Man’s sole, grand vanity: he is It is at this moment the the Nightmare Trees he’s
never satisfied with being the lesser evil. seeded into the other stelae networks activate and
siphon that energy into his own. All that power then
floods to Nan Madol, and into him. Enough power
PLANS to become Torg.
The Gaunt Man did not enter into this invasion That’s the critical path of his plan. Everything else
without a meticulous plan and a solid endgame. is misdirection designed to move the High Lords
He is prepared to make huge sacrifices—personal and even the Delphi Council into the places he needs
and otherwise—to become Torg. What seems like a them to take full advantage of the cataclysm when
setback may simply be one of those sacrifices. it comes. Until that time he must walk a fine line
His main goal for Year One was to root Orrorsh into between appearing strong enough to ward off all-out
Core Earth rather than Gaea. To do that he needed attacks from his rival High Lords but not so strong
vast numbers of Pure Zones. Unlike Dominant as to motivate them into teaming up against him.
Zones, Pure Zones provide comparatively little
Possibility Energy to a High Lord. As he has needs, TACTICS
all that energy must be provided by Gaea — which
is now withered, drained, and all but used up. It’s extremely rare that The Gaunt Man enters a
conflict directly himself. He has minions for that
It was enough. Orrorsh is hooked into Core sort of thing. He only engages when he wants to
Earth’s reality like a cancer metastasizing in its prove a point, or if the situation is desperate. The
bones. The two realities are now bound together Gaunt Man is never desperate.
for better or worse.
Face to face he’s quiet, patient, and methodical. He
The second part of his plan awaits the moment the is in absolute control of himself and the situation.
High Lords inevitably break the truce and turn on He doesn’t run — that would be undignified. He

62
(Δ) THE GAUNT MAN
Attributes: Charisma 10, Dexterity 12, Mind 22,
Spirit 20, Strength 18
Skills: Alteration 32, apportation 28, conjuration 30,
divination 28, dodge 22, find 25, intimidation 30,
maneuver (22), melee weapons 22, persuasion 20,
reality 30, scholar 32, taunt 22, trick 30, unarmed
combat 22, willpower 30
Move: 12, Toughness: 18, Shock: 20, Wounds: 5
Equipment: Cane (Damage Strength +5/23, dealing
a Wound forces a Corruption test)
Perks: Spellcaster (all spells)
Possibilities: 10
Special Abilities:
• Deadly Touch: Strength +2/20 damage.
• Dimthreads: A High Lord can use Dimthreads
to teleport away or bring in reinforcements. The
Gaunt Man uses this ability to flee if the situation
isn’t favorable.
• Draw Energy: Once out of Possibilities The Gaunt
Man may draw another 10 from Heketon, then
another 10 at the cost of but losing Whispers.
• Dread: The presence of The Gaunt Man makes
any scene Dramatic.
• Fear –4: Each round heroes must test willpower/
Spirit at –4 or become Very Stymied.
• Gloater: Anytime taunt or intimidation are
Approved Actions, The Gaunt Man may affect
all heroes without Multi-Target penalties. A
success results in the interaction affect and takes a
Destiny card at random from each of their hands.
• Labyrinth of Lies: Cards and abilities can’t be
used to uncover The Gaunt Man’s enigmatic
nature or True Death.
• Recompose: The Gaunt Man may spend a
Possibility at any time to remove one Wound
and 1BD Shock.
• Whispers: When Maneuver is the Approved
Action the Gaunt Man chooses a Storm Knight
to tempt with dark desires or convince them of
the futility of resistance. He tests persuasion and
uses the target’s persuasion/Charisma as the DN.
A normal or Good success Stymie/Vulnerable like
an Interaction Attack, and an Outstanding result
also forces a Corruption test.
• Worst Case Scenario: When The Gaunt Man is
present reveal two Drama Cards and select the
one most favorable to him (GM’s call). Options
such as Seize the Initiative play after this choice.

63
walks at a slow, steady pace, as if he has all the
time in the world. RELATIONS WITH THE
Anyone who tries to get close believing that the
aura of fear around him is just for show is in for a OTHER HIGH LORDS
nasty surprise. His pallid skin literally drains the life
out of anything he touches. It’s uncommon for The
Gaunt Man to display this ability, in fact no one on
AYSLE
the current Hellion Court knows of this ability. And Angar Uthorion was the strongest and most loyal of
that’s just the way The Gaunt Man likes it. Hellion Court—an ambitious, cunning, and vicious
In combat he uses his cane to ward off attacks. minion. The Gaunt Man despises him. He takes
When he holds it before him a wedge of unseen force quiet pleasure in setting Uthorion up to fail. He
deflects missiles and blows. The head of the cane lavishes the Dark Lord of Aysle with just enough
becomes more animated during battle, and even power and responsibility to exceed his capabilities.
shrieks or spits the spells he casts out of its mouth. Tasking Uthorion with the conquest of Aysle
The Gaunt Man knows any spell he needs to, but served a host of purposes. It proved to the other
his favorite is Possibility Rend. Painfully draining Nightmares that bowing to The Gaunt Man had
away his victim’s futures is one of the few things benefits, and they might eventually find their own
that can bring a smile to the Gaunt Man’s face. The power as Uthorion had. It moved him from the
other spells he employs tend to be practical rather Hellion Court where he might have undermined
than flashy: Armor and Diminish are both part of the loyalty of the others. Most of all it kept him
his repertoire as is Speak with Dead — sometimes busy, and if the Light embarrassed him or taught
just to torment the passed spirit rather than ask him humility even better.
any questions. The Gaunt Man knows Uthorion well, and expects
But magic and physical attacks aren’t his specialty. his inevitable betrayal. The bigger surprise is that
He deals in quiet words despair. He whispers hard his minion has remained loyal for as long as he has.
truths mixed with cutting lies. It’s hard to tell if the The architect of Orrorsh intends to push that loyalty
whisper is his voice or something else, the same until it breaks under layers of veiled insults and
hissing sound that offers Corruption Perks when a dismissive gestures.
Storm Knight is most vulnerable. The Gaunt Man The Gaunt Man once held Uthorion’s Darkness
speaks with the assurance of someone who knows Device, Drakakanus. He arranged for Uthorion
exactly how the universe works, and that it heavily to discover it, and he can reclaim it whenever he
favors evil over good. desires. The best time, of course, would be when
In rare cases The Gaunt Man may assume an Uthorion’s pride finally forces him to openly
alternate guise, especially if he takes a special challenge his master.
interest in a Storm Knight who might turn to
darkness or a Nightmare whose actions threaten his CYBERPAPACY
plan. When disguised he holds back much of his
power, and often chooses to lose and be vanquished The Gaunt Man holds a natural disdain towards the
in the short term—but always his actions serve his self-righteous Cyberpope Jean Malraux, but also
long term goals. absolute confidence in the man’s corruptibility.
For now, Malraux remains something of a wild
card. The Gaunt Man wasn’t pleased with the
Cyberpope’s initial claims that he was leading an
“THE GAUNT MAN IS OUR anti-invasion crusade. Such things lead to hope,
TRUE ENEMY.” and hope is the true enemy. It didn’t take long
for that ruse to collapse, so no direct intervention
—VARIOUS was necessary.

64
The dark forests of the European countryside Just as Mobius analyzes The Gaunt Man’s schemes
and the untamed jungle of the Amazon basin make and gifts looking for an opportunity to turn his
fertile ground for Nightmare Trees, and Malraux’s opponent’s strength against him, the High Lord of
expansion strategy has him moving away from terror looks for opportunities to lure Mobius into
Orrorsh and into potential conflict with The Living overstepping. He hopes to maneuver the Pharaoh
Land. All of which suits The Gaunt Man’s plans into breaking the truce first, drawing fire from the
well, leaving him wary but inclined to leave the other High Lords, or to create a wedge between
Cyberpapacy to eventually collapse under its Mobius and Baruk Kaah so their alliance fails at just
own hypocrisy. the right moment.

THE LIVING LAND PAN-PACIFICA


The relationship between the rulers of Orrorsh and The Kanawas have earned The Gaunt Man’s quiet
The Living Land is marked by mutual respect. The fury for two paramount sins. First, they tried to
Gaunt Man recognizes Baruk Kaah for what he is, turn his corruption into mere science with The
a successful conqueror at the height of his power, Contagion. More damning, they lost control of their
totally unburdened by mercy or doubt. A worthy own creation.
predator, taking his natural due. The only thing that has saved Pan-Pacifica from his
For his part, Baruk Kaah also recognizes a predator direct wrath is the troubles in Tharkold have been
when he sees one, and understands The Gaunt Man’s even worse. Secret invasions did the High Lords no
hidden power better than any other High Lord. He favors as a whole, but such secrets always come out.
knows that the strongest must eventually battle for The master of terror even took a hand to help the
dominance, and begrudgingly admits that if they Delphi Council against the Kanawas a time or two.
battled now, The Gaunt Man would surely win. But now there a scent of change in the air, and it one
Kaah’s alliance with The Nile Empire targets The Gaunt Man doesn’t like. The possibility exists,
Orrorsh directly. Between the two of them, they may however remote, that when pressed the Kanawas
have the power to defeat the ancient reality raider may retreat to their home cosm, writing this entire
who brought them all together. If they do, Kaah is venture off as a loss—or worse, throwing in with the
confident he’s stronger than Mobius. This is his path Delphi Council hoping to profit from Core Earth’s
to becoming Torg. victory. The very notion is unforgivable.
The Gaunt Man sees the alliance for the threat that For now, The Gaunt Man is satisfied working
it is, and he’s ready to defend his power. It’s all to infiltrate Pan-Pacifica with Nightmare Trees,
a matter of timing. A break in the truce serves his monsters hidden in key positions, and subtle acts
overall goals, and the two are certain to turn on each aimed at destabilizing the Kanawa’s control. Once
other once he’s weakened or apparently eliminated. Tharkold is dealt with and the truce ends he intends
to move quickly into their territories. He wanted
THE NILE EMPIRE their zones in South Pacific all along, but didn’t want
to acknowledge it to keep the other High Lords from
The Gaunt Man finds the upstart Pharaoh of the wondering about his interest.
Nile Empire too clever by half. His intelligence and
ambition are laudable—but also dangerous. He
might consider Mobius a serious threat if his world- THARKOLD
view hadn’t been so stunted by his own reality.
Tharkold. The troubled realm of the technodemons
Mobius carries the self-loathing of being a villain
is the closest The Gaunt Man comes to making a
in a world where villains lose, and can’t seem to
mistake. He needed as many reality raiders as
adjust to the notion that in the greater universe
possible attacking Core Earth at once to gain the
evil triumphs every time, and doesn’t require
foothold he needed, and the demons were desperate
convoluted schemes to do it.
enough to accept his offer when he made it.

65
Unfortunately, their campaign has been a disaster The Gaunt Man doesn’t fully comprehend, although
in his perspective. Their laziness and failures he has theories.
sundered the illusion that the invaders were The Gaunt Man wants Quinn dead, but given how
invincible. He needed them to sow chaos, not call a resourceful and resilient the human has proven he
truce and sit back to enjoy their small gains! doubts the success of any assassination attempts.
It was The Gaunt Man’s intervention that kept He authorizes them anyway, if for no other reason
Malghest from obeying Kranod when Jezrael than to keep pressure on his enemy. He was too slow
finally acted to strike her master down. The to adapt to Quinn’s presence and abilities, but he’s
conflict that arose between Jezrael, Volkov, and catching up now.
Thratchen afterwards serves his needs better than For now, playing games of give and take are
anything Kranod had done, so he’s been pleased to enough. What The Gaunt Man truly desires is to
let it play out. trick Quinn into making himself vulnerable, and to
Jezrael is a temperamental child—powerful, but plant the seeds of fear and corruption within him
easily manipulated if she should prove the winner. that — properly tended — transform Core Earth’s
Volkov he’s more wary of. There is darkness in that greatest asset into its ultimate monster.
man that could make him of use, but also a steel will It’s just a matter of patience and planning.
that could be endlessly troublesome if he should
wield the power of a Darkness Device.
The only contender for Malghest he’s offered any
tacit support to is Duke Thratchen. Thratchen is the THE DARKNESS DEVICE:
apparently servile but secretly treacherous kind
of minion The Gaunt Man is well used to dealing
HEKETON
with, but he refuses to expend real energy to help Heketon considers itself the first and oldest among
Thratchen until the Duke manages to prove himself its kind. According to Heketon, every cosm is like
worthy of such consideration. a mind, and in every mind there’s an impulse,
The problem with technodemons is they focus however small, towards self-destruction. In most
on sating their own desires rather than the bigger cosms that urge is weak. In realities where it is
picture. They are terrifying and powerful, but lack stronger it takes the form of a machine, a conduit
purpose. If Thratchen can show he has purpose, to The Void built to destroy itself and everything
there’s a place for him within the Hellion Court. around it. Fulfilling this function usually results in
the destruction of the device itself—after all, what
is the urge to annihilate when there is nothing to
THE DELPHI COUNCIL
target?
One nuance of The Gaunt Man is he doesn’t tend When Cosms touch one another thanks to travelers
to think of realities in terms of physical territory or like the Akashans, devices might become aware that
even axioms—he views them as extensions of their there is an existence beyond themselves. And how
High Lords. He is Orrorsh. He can, barely, come they hate it. Such machines may persist beyond the
to grips with realities that are split between two death of their own cosm and continue on to destroy
personalities like Aysle or Pan-Pacifica. Tharkold is others. These become Darkness Devices.
just a headache until a winner finally takes charge.
At least that’s Heketon’s version of events. There’s
Core Earth, for all its power, had no single no consensus among the known Darkness Devices,
personality to direct it, which made it a resource to and even minor evidence that directly contravenes
tame more than an enemy to conquer. Reality comes this origin story. If not fact, at least it serves as
and goes. The strength of the ruler is what matters. insight into how Heketon perceives itself and the
Quinn Sebastian has emerged as such a personality, realities it consumes.
and The Gaunt Man finally understands that. So Heketon itself has drained the energy of countless
many of the early setbacks of the campaign are now cosms, absorbing the functions of their nascent
attributed to Quinn’s knowledge—knowledge even destructive urges as it goes. It has grown ever more

66
bloated, baleful, and powerful. If Darkness Devices Tactically, Heketon conserves its vast power even
can fear, they fear becoming devoured by Heketon, when The Gaunt Man is in a direct conflict with
a fate worse than the annihilation they crave. anything other than another Darkness Device. If
If a Darkness Device has the power and impulse absolutely necessary it uses dimthreads offensively,
to destroy, it lacks the focus and creative spark to do opening portals directly inside a target — damage
so without a partner —a High Lord. The Darkness 40 to the target, if hit, and the hapless minion called
Device grants power, the High Lord uses it, and through the portal into solid flesh and matter!
the resulting devastation energizes the machine and Heketon makes consistent use of the Soul Stain
satisfies its craving for ruin. ability (see Torg Eternity) to mark troublesome Storm
Knights for the Ravagons.
The Gaunt Man is the only High Lord capable
of using Heketon now. He knows it for what it Heketon doesn’t have a voice. It hates, but has no
was, and understand what it is. Heketon loathes means of expressing its bile beyond its destructive
The Gaunt Man. He is more of an equal than the actions. Some believe the corrupting whisper heard
Darkness Device would like, but if he were anything within Orrorsh is related to Heketon, that either
less it would simply destroy him. It longs to be free the device’s voice was stolen by the whisper, it it
of its master’s will, but knows that without him it simply remains mute to cast doubt on where the
would consume itself and miss out on the pleasures voice comes from.
of destroying others.
The Gaunt Man and Heketon
play a dangerous game
through the ages, testing and
tricking each other, finding
ways to dominate or betray
without actually ending
things prematurely. Heketon
understands that The Gaunt
Man’s bid to become Torg is
their own endgame as well.
It has a single opportunity
to destroy The Gaunt Man,
itself, and everything else
in the Infiniverse all at
once. Heketon schemes and
husbands its resources for this
moment, its finally victory
over creation as a whole.
Physically, Heketon appears
as a a pulsing, obsidian heart—
similar to the form of the Heart
of Coyote Eternity Shard (see
Torg Eternity). No one lays eyes
on Heketon, however, because
it resides inside The Gaunt
Man’s own chest. The loss of
his own heart was a minor
sacrifice to become attuned
to an engine with power and
appetites to match his own.

67
die that would be added to a roll) on Soak rolls,
STELAE Disadvantage on Corruption tests, and one case a
debilitating condition that prevented natural healing
The stelae of Orrorsh are unusual in that they inside Orrorsh! Unlike Corruption, the effects of
aren’t assembled and anointed elsewhere and then curses depend on Orrorsh’s World Laws, so the
installed in a new zone, they are built on site and effects stop in other realms. The curse does not go
then connected to Heketon’s network through away, and its effects return when the Storm Knight
horrific rituals. is back within Orrorsh’s borders once more.
The shape of a stelae varies wildly, but it’s always The curse from uprooting a stelae ends when the
composed of grisly bones, twisted wood, and corpse stelae is replaced.
wax. Both human and animal bones are used. The
components are arranged into a shape more like an DEADLY TOUCH
idol than a pillar, and packed with dirt and blood
which hardens, eventually becoming harder than The bones and branches within the Orrorsh stelae
stone. The last ingredient is a human sacrifice from have sharp edges, prongs, and teeth. Touching one
the inhabitants of the zone. of the idols even carefully is sure to draw blood, and
it gets worse during an uprooting. Whoever tests
Backup stelae are extremely common in Orrorsh.
(or supports a test) to
Deaths hit an area hard when the reality raiders
uproot the stelae suffers
first appear, and taper off once stelae are in
one Wound per step
place. The superstitious within a zone treat
being completed as
the stelae as an altar—a force that binds and
the normally immobile
controls the horrors rather than a
idol slithers and
boundary of their domain. In some
twists under
ways, they are correct. Terrorized
the Storm Knight’s
communities have been known to
hands.
erect their own stelae, and buy
themselves a measure of peace On Step D the
with their compliance to The structure collapses
Gaunt Man’s will. completely, trying
to bury the uprooting
Orrorsh stelae possess
hero in gouging
several special defenses
debris and freshly
and unique aspects.
exposed gore.

CURSES GUARDIANS
Around one in Every stelae on the Orrorsh
three stelae, including network, and many of the decoys
backup stelae not even and backups, have a guardian
actively on the network, horror bound to its existence. The
bear terrible curses that sacrifice performed in the ritual,
affect the Storm Knight called a blooding, creates this bond.
who completes the D Step The guardian may be a bestial
of removal. monster, a cursed human, the ghost
Being cursed automatically of the sacrifice, or some combination
counts as a Soul Stain (see Torg of all three!
Eternity). Observed effects include
Disfavor (ignore the first

68
Guardians are seldom at their bonded stelae, but own organic super science and the magic of their
they are never far away and come immediately if allies— the elder elves of Aysle.
it’s disturbed. Weaker guardians suffer True Death The Gaunt Man wasn’t the doom which hounded
if their stelae is uprooted. Stronger guardians have the Akashans, but he followed its wake. He wanted
their own True Death which must be enacted before to claim the force of destruction that was bound
the uprooting can be completed. to them—perhaps they had opened a direct path
In rare cases the bones of a stelae may be entire to The Void or The Nameless One himself! When
gospog, which activate and break free and attack as the betrayal of the elves pointed the way to where
each Step is completed. the last of the Akashans hid, The Gaunt Man
moved swiftly.
UNEASE If the space where the Akashans lived was like
Everyone must make a Fear test the first time they an eternal dream, introducing corruption swiftly
catch sight of a stelae. Beyond that initial reaction, turned it into a nightmare. He turned their fantastic
the things are just eerie. The area around them is too technology against them and then looted it for tools
quiet. Trees branches stretch down like misshapen that could attune to any reality and serve without
hands. The wind sounds like pained moans. At risk of disconnection or transformation. These
least, hopefully that’s the wind. became the gospog and the Nightmare Trees.
Stelae are actually easier to find because the area He was careful to spare a few Akashans in case
that contains them sets everyone on edge. The he needed them. The Gaunt Man believes that the
unnatural stillness or raised goosebumps points the presence of his twisted Akashan technology is
way like a compass. enough to draw the doom that pursued them to Core
Earth. If it wasn’t, perhaps the last of them could be
During any attempt to uproot one any Dilemma
drawn to Earth and set in motion the cataclysm that
indicates a drastic reaction from the environment
would make him Torg.
that makes things even worse. A sudden storm kicks
up making the agitated brush seem to attack, dead
CREATION
birds rain from the sky, and of course it becomes
immediately cloudy and dark. During a Dilemma Nightmare Trees start as a seed, much like gospog;
all characters are Stymied, and must make a new but where gospog are planted inside corpses a
Fear test to avoid becoming Very Stymied! Nightmare Tree must be planted inside a living
person. As the seed slowly grows, the tortured
soul falls into a coma and experiences endless lucid
nightmares. To properly attune the tree, the victim
NIGHTMARE TREES inside must come from the area where the tree is to
The Nightmare Trees, like gospog, are corrupted take root. From this poor soul’s fitful subconscious
versions of biotechnology created by an ancient the Nightmare Tree draws its shape from the
reality-hopping culture known as the Akashans. legends and fears of the region.
The Akashans visited many cosms over the As the seed grows the living body withers and
centuries, establishing outposts and even colonies shrinks until all that remains is a knotted piece
in some. Traces of these “ancient ones” are found of deadwood with a tormented face buried in the
in most of the realms of the Infiniverse, including patterns of the wood. The wood is buried — like
Core Earth. a grave — and within months a Nightmare Tree
The Akashan’s explorations brought doom upon grows from the spot as though it had been there
them, and to every world where their feet touched for centuries.
the soil. They retreated from reality completely, Thanks to this process, Nightmare Trees fit their
hiding in a dreamlike space between tethered only environment so well most residents remember the
by “reality trees” created by a combination of their tree being there for decades. This effect may be

69
purely psychological, but it may also indicate that Dimthread Trees
Nightmare Trees subtly connect to the minds of all The Gaunt Man knew that eventually the other
dreamers in a region. High Lords and Darkness Devices would discover
The result is an artificial hardpoint. The tree gains his Nightmare Trees and become suspicious. Just
the kind of ambient power that the culture around as he uses gospog as gifts to tempt his enemies,
a historically important or memorable site gains. It Nightmare Trees can adapt to a secondary,
just fits, and so reality bends around it. extremely valuable purpose as permanent gateways
All the while, the dreamer inside screams. for dimthread portals.
The Dimthread variant requires a second sacrifice
PURPOSE to be inserted bodily into the tree — and mentally
The original Reality Trees existed to hold Akasha’s into the original host’s endless nightmares. This
axioms and World Laws with no foundation cosm second body is attuned to the local Darkness Device
left to power them. The corrupted versions do and its network. Two such trees may be linked by
much the same for Orrorsh—although Orrorsh a dimthread, and then the Possibility Energy of the
never needed Reality Trees to retain its World sacrifices holds the portal open, allowing forces
Laws through countless invasions and obliterated to move from tree to tree without expending the
realities. Darkness Device’s precious power.
On the surface, they create stable, independent This application is useful enough that most High
hardpoints for Orrorsh without any support from a Lords are loathe to uproot a discovered Nightmare
maelstrom bridge or stelae network. During the day Tree on their own, and rather convert them to
the tree is normal, if creepy. Reality-rated characters Dimthread Trees for their own use.
feel no presence of Orrorsh or altered reality. This suits the Gaunt Man just fine, since it
Once it gets dark, things change. The area around leaves the underlying Nightmare Tree in place to
the tree—between 50 to 2,000 meters—becomes an drain possibilities when the time comes. It is even
Orrorsh Dominant Zone. A Mixed Zone extends possible those connections may allow Heketon to
out double the radius of the Dominant Zone. The drain Possibility Energy directly from the other
size of the zone is based on the strength of the tree. Darkness Devices.
Stronger trees may be physically larger, but that
isn’t always true. UPROOTING A NIGHTMARE
Horrors and beings of supernatural evil are TREE
drawn towards the trees, and serve as its symbiotic
The basics of uprooting a Nightmare Tree are similar
protectors at night. As darkness falls Storm Knights
to eliminating a stelae. There’s no axiom wash when
can feel the presence of the Orrorsh zone, but
a tree falls, so no Glory or tales are required as a
can’t locate the tree without the Sense Stelae Perk
prerequisite to keep the zone safe. The devil is the
unless the tree isn’t bothering to camouflage itself.
details, however, and a few aspects of uprooting a
Darkness Devices also have a hard time sensing
Nightmare Tree deserve deeper attention.
Nightmare Trees.
During the day, uprooting is impossible. There’s
The true purpose of a Nightmare Tree is to
no connection to break or presence to banish. The
infiltrate another Darkness Device’s stelae network.
physical tree is there and may be destroyed — it
The presence of a tree introduces an infection that
oozes blood instead of sap. After the shell is gone
creeps unnoticed across the network. When the time
the Orrorsh Zone still appears at night. Somewhere,
is right, The Gaunt Man can use this corruption to
underground, the root remains active and hidden.
divert all the Possibility Energy from affected stelae
Over time a new tree grows— perhaps in the same
to Heketon. He needs the other High Lords to finish
spot, perhaps elsewhere — and only once the tree
their work of erecting vast networks so that he can
reappears can any attempt to uproot it succeed.
reap the rewards when the cataclysm comes.

70
A powerful enough Nightmare Tree may create • Dread: When this creature is present, any
darkness if attacked during the day. Usually this Standard Scene immediately becomes a Dramatic
is expressed as a thunderstorm or an unexplained Scene instead.
localized eclipse. The most powerful trees influence • Fear: Test willpower or Spirit at or become Very
everyone’s perceptions strongly enough to suggest Stymied when a Nightmare Tree first begins
night is day and vice versa, leading to a horrible moving.
surprise once a daylight attack launches. • Mindless: Nightmare Trees are immune to
At night, a tree may animate and physically defend intimidation and taunt interactions and telepathy
itself with its roots and branches. If the seed was powers.
planted in a mage a Nightmare Tree may even be • Planted: Nightmare Trees are immune to
able to cast spells. maneuver and trick interactions and attempts to
grapple or move them.
All of the specialized options for an Orrorsh stelae
• Relentless: Nightmare trees ignore Shock.
may apply to a Nightmare Tree as well, especially the
• Possibility Reservoir: Until a Reality Tree
curse. The deadliest curse plants a new Nightmare
is Uprooted (see page 70) it has unlimited
Tree seed inside the final Storm Knight like a tumor.
Possibilities. It may still only spend one Possibility
As it grows the hero begins experiencing vivid and
per roll. Once Uprooted it has zero Possibilities
constant night-terrors. If a means of halting the curse
left.
isn’t found the character eventually falls into a fitful
• Very Large: Trees are usually five or more meters
coma as deadened branches emerge from his body.
tall. Attacks against them gain a +4 bonus.
When a Nightmare Tree is successfully uprooted • Undead: Nightmare Trees are immune to poison
it can finally be physically destroyed. Once it suffers and other effects that require breathing, eating,
its final Wound the desiccated corpse of the original or other “living“ processes.
victim emerges from the wood, awakens with a
horrid gasp, and then finally expires.

(β) NIGHTMARE TREE


Attributes: Charisma 5, Dexterity 5, Mind 7, Spirit
11, Strength 17
Skills: Apportation 14, conjuration 14, dodge 6,
reality 14, stealth 8, unarmed combat 10
Move: —; Tough: 20 (3); Shock: —; Wounds: 3
Equipment: —
Pe r k s : S p e l l c a s t e r ( L i g h t n i n g , M a g e
Dark, Mage Hand)
Possibilities: Special (see Possibility Reservoir below)
Special Abilities:
• Armor: Bark +3.
• Branches: Damage Strength +2 (19). Branches
attack all targets within 20 meters without
suffering Multi-Target or Multi-Action penalties.
• Cloak of Darkness: A Nightmare Tree gains
Toughness equal to the darkness penalty for any
attacks against it.
• Dimthreads: A Nightmare Tree may have an
open portal to a single other Nightmare Tree, or
bring up to three allied creature into the area each
round via dimthreads.

71
So a relatively minor Nightmare with two
HORRORS AND Possibilities and Refresh two has two crucial pieces
of background. If one is discovered, the creature
NIGHTMARES only Refreshes one Possibility each round. If both
are learned he gains no Refresh at all — his two
A subtle hierarchy exists among things that go
Possibilities are going to need to last!
bump in the night. At the lowest end are monsters—
bestial gospog, insane serial killers, and tainted Storm Knights must demonstrate to the
animals all exist at this level. Orrorsh offers nothing Nightmare what they have learned — calling the
extra to monsters; Mechanically they operate like creature by name, working historical elements into
normal foes. interaction attacks, and so on. Once the knowledge
is expressed Refresh is blocked whenever those who
Horrors are one step more dangerous than
know are present.
monsters, and usually have the Cloak of Darkness
special ability. Monsters primarily kill or consume Heroes should be careful who they reveal
and end up creating fear as a byproduct. Horrors, information to. A Storm Knight may be capable of
on the other hand, instill terror and suffering by fending off a Nightmare, but Ords who know too
design. Death and damnation are side effects. much are likely to become targets any time they are
horrors tend to remain local and affect a single alone or unprotected.
community. Ghosts, vampires, and werewolves are
all examples of horrors. TRUE DEATH
A monster may become a horror (gaining Cloak The biggest secret a Nightmare keeps is the
of Darkness) once it cultivates a terrible enough manner of his True Death. Some don’t even know
reputation. Haunted places can become horrors it themselves, but that makes it no less real. A True
themselves, imbuing Cloak of Darkness on any Death is always fitting to the creature’s origin. It
monster that hunts within the region and granting a represents either an ironic or cathartic end to his
separate pool of Possibilities for its denizens to use! story. Each True Death is unique and specific to the
Nightmares are the aristocrats of Orrorsh’s power Nightmare in question.
structure — and the most dangerous foes in the If a Nightmare is defeated any other way he
realm. Nightmares are always reality-rated, with appears to die, but that death isn’t permanent.
usually between two and five Possibilities. That’s It may take months or years, but eventually the
even more energy than it seems because initially all creature rises again to torment others or seek
the Nightmare’s Possibilities Refresh every round! revenge against the heroes (or their loved ones) who
The other power that sets Nightmares apart is they dared to challenge him.
possess a True Death—a circumstance that disrupts Each time a Nightmare returns from an
their energy and prevents them from returning if impermanent death he gains 25 XP or another
slain. Monsters and even horrors can be defeated Possibility (up to a maximum of 5) and a new secret
and perish, but a Nightmare returns again and again to go along with it.
until his True Death (see page 72) is discovered. If the circumstances of the True Death are
known and enacted, the Nightmare is permanently
UNDERSTANDING eliminated. There’s no Soaking and no Defeat test,
The only way to limit a Nightmare’s power and a True Death simply works as long as enough
ultimately defeat him is to understand him. Wounds are dealt to Defeat the monster — or it’s
For each Possibility (and Refresh) a Nightmare already helpless in a Defeated state.
possesses, there’s also one key piece of information Understanding is necessary for a True Death to
which—once discovered—blocks the Refresh of count. A Storm Knight can’t hit the circumstance
that Possibility. accidentally. If such a thing happens it’s treated as
an impermanent death which automatically reveals

72
the nature of the True Death. Some component was
off which let the being escape —this time.
THE SINISTER SECRETS
INVESTIGATION
Understanding a Nightmare’s background,
COSM CARD
motivation, and weaknesses are crucial to It’s worth noting how the Sinister Secrets
defeating him, so how should an investigator card interacts with investigations. The total
proceed? Most crucial facts about a Nightmare knowledge granted applies to one avenue of
fall into one of five categories: investigation, granting a detailed origin story
• Desire: What did the Nightmare want before or the exact location and significance of a token.
Eternal Corruption twisted his ambitions? Is No roll or research is required, this information
he still trying to achieve that same goal? Does is delivered through the faint whispers of
he even realize his priorities have decayed? Orrorsh—for a price!
If all other pieces of an investigation are known
• Habit: Does the creature have a specific method
Sinister Secrets may provide a Nightmare’s True
of stalking and killing? Are only certain targets
Death. Exceptionally powerful Nightmares
eligible? Why? Exceptions are always possible
often have the Labyrinth of Lies Special
to prove the rule.
Ability, which blocks Sinister Secrets from being
• Link: Is a particular place significant to the whispered about them.
creature? What happened there? Does a
Whether the Corruption test succeeds or fails
particular person’s face (or soul) link to what
the whispers alert the Nightmare exactly what
remains of the Nightmare’s humanity?
information was learned, by whom, and where
• Origin: What turned the being to evil in the they are right now. If the test fails, even if the
first place? Were good intentions corrupted? Storm Knight has the Charisma to retain his
Did a tragedy push him over the edge? Where humanity he becomes a part of the Nightmare’s
did the power story somehow. If he ever becomes totally
• Token: Is there an object with sentimental corrupted he may even take that Nightmare’s
value for the Nightmare? Does he keep it on place under the same curse.
him, or hide it away in fear of laying eyes on
it again? What makes the object significant?
Nightmares leave clues towards these facts —
they can’t help it. If the creature tries to cover up
his motives he leaves two clues instead of one. It’s If nothing else fits one of the Storm Knights has a
the nature of the beast. lucid dream about the encounter, and some detail
within that dream is a clear indicator of where to
Encounters look for information. Just as long as every time the
Any direct confrontation with a Nightmare must group faces a Nightmare they gain a chance to learn
create an avenue of investigation—for any survivors. something crucial about him.
It doesn’t need to be clear during the battle itself, but
examination of the site or their own memories gives Research
the Storm Knights a direction to look. When a character can get to the right place or ask
the right questions, the answer comes without a
Perhaps an uttered name leads to a cross- test. If the character is spending time looking, but
examination of family records or a particular grave. isn’t quite sure what for then a test can move things
The creature’s pronounced aversion to something along. A few different skills are appropriate for
(or someone) sheds light on a habit. A torn bit of finding clues or hints about a Nightmare:
cloth points towards where he grew up or spent time
before succumbing to supernatural evil.

73
• Evidence Analysis: The essential skill for even instigated one himself. He retired, bitter and
research. Use of this skill is heavily dependent missing an eye, the only survivor of his company.
upon a location: a family home, a library, He blames the Rajani for the death of his friends,
collections of old newspapers, a diary, and but his memories are hazy. Since mustering out he
so on. A successful test uncovers any relevant drifted aimlessly, drank heavily, and told tall tales
information in a timely manner, or quickly of battle to anyone who paid for drinks.
reveals the absence of anything useful. Failure In truth, Jonas instigated two of the massacres
reveals nothing without several more days he was involved in, and the corruption from
of effort. If the time is spent the investigator that unleashed a ravenous beast within him. He
gains the same results as a success, just more developed lycanthropy and killed his own company
slowly. A Good or Outstanding result indicates in a rage. He lost his eye in that battle to a friend’s
somewhere else to look, whether this source bayonet — not a silver weapon. In his wolfen form
had information or not. the empty socket burns with an eerie red light.
• Persuasion: During an encounter with a 1) Link: Identify the werewolf as Jonas Fuller, his
Nightmare an investigator can try directly unit—the Umbran Rifles, 12th Company, and the
asking about one of the five categories. The DN crucial fact that he slew his own company.
is the Nightmare’s Spirit or willpower. A success
2) Origin: Discover the 12th Company’s
indicates that the category has an answer—but
involvement in massacres, Jonas’ complicity in
not what that answer is. A Good success grants
them, and that it was his own corruption that
a hint or clue, and on an Outstanding success
cursed him with lycanthropy and not an external
the Nightmare lets all the information slip.
curse or bite.
• Scholarship: A successful roll on scholarship
True Death: To break the curse Jonas must meet
finds literature and lore about the general type
his end at the hands of a member of the 12th
of creature. This kind of test usually only brings
Company. At the moment, the only such person
up generic information, but may still prove
is Jonas himself. Connections within the Victorian
useful: general patterns which can compare to
military could redraw the unit and confer honorary
the creature’s actual activity. A Good success
positions to the Storm Knights. A passionate
also provides any legendary weaknesses, and
enough argument might even convince a defeated
an Outstanding result discovers references and
Jonas to complete the deed himself, finally breaking
answers about this specific Nightmare.
the curse he placed on himself.
• Streetwise: This skill is only useful in the
Attributes: Charisma 7, Dexterity 12, Mind 7, Spirit
region where the Nightmare hunts. A success
10, Strength 14
gains any rumors traded among the fearful
Skills: Dodge 15, find 10, intimidation 15, maneuver
populace. A Good success gains the names of
14, reality 12, stealth 14, taunt (12), tracking 10,
recent victims and survivors. A Outstanding
trick (12), unarmed combat 15
success leads directly to anyone with firsthand
Move: 12; Tough: 17 (3); Shock: 10; Wounds: 3
knowledge of the Nightmare or his past.
Equipment: ­­—
Perks: Brawler, Whirlwind
Possibilities: 2 (Nightmare)
Special Abilities:
EXAMPLE NIGHTMARES • Armor: Thick furry hide +3 in werewolf form
only.
JONAS FULLER • Bite/Claws: Damage Strength +2 (18) in werewolf
form only.
Jonas was a Victorian soldier long ago when The
• Cloak of Darkness: Jonas gain a bonus to
Gaunt Man’s campaign first came to Gaea. He was
Toughness equal to the current Darkness penalty.
involved in several massacres of Rajani, believing
them to be aligned with the horrifying invaders, and

74
• Lycanthrope: Silver weapons deal +4 damage 1) Habit: Discover that Kochi only kills next to the
against Jonas. Wounds inflicted by other types Laccadive Sea, usually along the Marina walkways.
of weapons automatically heal at the end of each He pulls lone walkers into the waters holds them
scene. down until they drown. Despite the fact that he
only strikes next to river, this isn’t clear because
KOCHI afterwards he flies the bodies up above the city and
Kochi is a spectral figure named after the city he drops them, usually into Muslim areas. The fall
haunts. Inhabitants of the city whisper in fear of a from great height accounts for most of the damage
spirit that breaks and batters the immoral out after done to the body, but a careful autopsy finds liquid
dark. Kochi has become a local boogeyman, invoked in the victim’s lungs if Kochi is truly involved.
to keep children inside and blamed for any murder 2) Origin: Learn Kochi’s name as a human:
in the city—and this is Orrorsh, so there are plenty. Hassan Ali. Few knew Hassan when he was alive,
The stories around Kochi are myriad. Some claim and no one is looking for him now that he’s gone.
to have seen is eyes peering out of the shadows in He kept to himself and worked along the docks as
alleys where shattered bodies were discovered. a packer. His death was one of many that followed
Others could feel him following when they walk at the Night of Screams and was never investigated.
night, growing closer with each step. In the Muslim His remains were found, and the broken bones and
community there are whispers that he is a jinn, drowning could draw the attention of investigators
angry at the city for some hidden wrong. as being the first victim. Technically, he is.
In actuality, he is a very powerful — and very 3) Link: Get a confession from Rashid Wazir and
insane—ghost reenacting and perpetuating the hate Dawud Yakub. They and two other men—both
crime of his own death. now dead—beat Hassan and threw him into the

Kochi strikes without warning and drags his victims into the dark waters of the harbor to drown.

75
river because they thought he was an inter-sexual
prostitute. The two don’t know Hassan’s name, RAVAGONS
but do believe their actions are responsible for the
jinn terrorizing the community. They won’t admit The Ravagons are one of the stranger tools in the
this unless found out and forced in some way. Both Gaunt Man’s arsenal. Most of his carnival of horrors
carry talismans and iron weapons to fend off a jinn, are creatures of magic, a parade of curses and sole
not that it would help them much. survivors from endless realms he’s devoured. In
contrast, the Ravagons are an entire species, albeit
True Death: Once his nature is revealed, Kochi one with a small population. Their abilities are not
can be killed by a weapon of pure iron. Hassan rooted in magic, nor any other axiom.
believes himself a jinn, a vengeful spirit of the
As physically imposing as the Ravagons are
vortex. He whispers such things in Arabic to his
as predators, their true power comes from their
victims, but no one has survived to report it. As
disassociation with reality in general. Ravagons are
an ethereal being finding an iron weapon that can
not creatures of a cosm—not any more. They simply
actually harm him is tricky!
exist. They stalk and kill in any axiom or World Law.
Attributes: Charisma 7, Dexterity 8, Mind 7, Spirit This adaptability marked them as a unique asset
10, Strength 10 among High Lords until the gospog arrived.
Skills: Dodge 11, find 6, intimidation 12, maneuver
More than anything, the Ravagons are cruel.
9, stealth 13, taunt 9, trick 9, unarmed combat 11
This brutality marks every aspect of their
Move: 8; Tough: 10; Shock: 10; Wounds: 3
society and psyche.
Equipment: ­­—
Perks: —
Possibilities: 3 (Nightmare)
HISTORY
Special Abilities: The Ravagons, as a species, arose in realm called
• Cloak of Darkness: Kochi gains a bonus to Ravok, or sometimes Ravok’s World. Ravok teemed
Toughness equal to the current Darkness penalty. with vicious life, and the Ravagons were its savage
• Disturbance: Kochi can pick up and hurl objects apex predators. Ravok was named for its primary
within a Large Blast, with the ghost at the center god, the personification of the successful hunt.
of the disturbance. This is an unarmed combat Ravok, the world and the god, was coated in blood
attack that deals Strength +1 (11) damage. and thrilled in tearing meat from prey. Any other
• Ethereal: Kochi may move through walls and gods shrank before the primacy of the stalkers.
solid objects, and is immune to physical attacks
unless the weapon is magical or has a property
Rise of the Prophets
Throughout the Ravagons’ history there have been
that allows it to affect ethereal beings. Magic,
a handful of prophets, avatars of Ravok, who gave a
miracles, and psionic powers affect ethereal
voice to their god, and chronicled the tenets of what
beings normally.
it means to embody the hunt. These philosophies
• Fear: Upon first seeing Kochi a hero must test
shape what the Ravagons are today. The tenets
willpower or Spirit or become Very Stymied.
include:
• Flight: Kochi has a move in the air of 8, and may
hover high off the ground. • Eat or be eaten: To a Ravagon, all life is defined
• Undead: Kochi is immune to effects that require as either the hunter or the meat. The strongest
breathing, eating, or other “living“ processes. kill the weak and feast upon them. Anything
• Vaporous: Kochi is nearly invisible, and appears else is just facade built atop this fundamental
only as a dark, whispy vortex with angry eyes. concept.
Attacks against him suffer a –4 visibility penalty.
Darksight and similar vision enhancers don’t • All things die: Even the god Ravok— and the
help, but detect magic and infrared vision do show world synonymous with him — grew weak
his outline without penalty. and perished. The hunter today may become
meat tomorrow.

76
• Only strength matters: It is strength of body The other option was to remain on Ravok and die
and mind that determines who eats, and who with it. Some did, but most followed The Gaunt
dies. Potential power is meaningless until it is Man, acknowledging him as a prophet. The Last
realized. Past power is respected as a memory. Prophet, he is sometimes called.
Memory is the only thing that remains after a
thing dies. NAMING
Touching the Storm When Ravagons first hatch, they are not given
In the ancient past reality raiders probed into Ravok. a name. None among them care if they survive
This forgotten army was repulsed, but the conflict or thrive. The rare young born ordinary are slain
introduced Stormers into the violent turmoil of (and eaten) immediately. Reality-rated youths are
Ravagon society. In a world where strength was tolerated long enough to either earn a name or die
supreme, the reality-rated Stormers operated on an trying.
entire different level. Presented with the evidence A ravagon earns a name by doing something worth
that not only where their other worlds, but contact remembering. There is no ceremony or ritual , and
with them created stronger Ravagons, the entire no formula or criteria. An impressive kill may earn
species mobilized. a name if a tale of it is told. The deed done could be
They offered to hunt for the army they had formerly infamous as easily as great—if the tale spreads than
turned away. Over generations it became clear a name must be attached. Each ravagon chooses his
that some bloodlines were more likely to produce or her own name when this time comes.
Stormers, and rare Ravagons hatched as reality-rated Most of the species, dangerous and reality-rated
without being exposed to another world. as they are, never earn names of their own. A rare
Over generations the Ravagons embarked on a few earn a second name, based around the skill
campaign of self-genocide that horrified even their or deed. Taking such a name is a proclamation of
cruelest allies. The ordinary of their own kind equality with other dual-named ravagons, so only
became meat. The population imploded, but what the strongest ever dare.
remained was reality-rated. In rare cases, a ravagon takes on the name of a
This led to a decline in their world as a whole. fallen hero. Like a second name, this represents an
Powerful Ravagons obliterated almost all other open challenge, essentially claiming to be as strong
life. The world itself seemed to shrink with the as ravagon who held that name. Successfully taking
population. A prophet declared with a mixture of the name is the highest act of respect a ravagon can
awe and pride that Ravok was dying. The Ravagons grant — giving up his own immortality in favor of
had killed him. The Ravagons considered it was a increasing the legend of a fallen hero.
miracle—their god had become their meat. A ravagon’s name is everything. As a species they
don’t employ disguises or pretend to be demons or
The Coming of the Gaunt Man monsters from other realms. To do so is worse than
The Gaunt Man had some contact with the Ravagons death. Mispronouncing or ridiculing a ravagon’s
when they joined any High Lord with the power to name is the ultimate insult, and certain to draw
bring them to the storm. He saw amazing potential certain vengeance.
in them, but not in Ravok. It had no Possibilities,
and thus no interest to a raider, but the Ravagons
REALITY
themselves had value. The ravagon relationship with reality is unique.
He gave them a simple offer, come to Orrorsh Their world—the reality that created them—is gone.
and serve. He demonstrated his own strength, and They don’t carry World Laws or even axioms with
proposed that Orrorsh was neither living nor dead, them. For peoples like the Akashans such a state is
but it could transport the Ravagons to an endless disastrous. Ords wither and die, Possibilities dry
feast of storms and meat. up, and even Stormers eventually disconnect and
begin to fade with nothing to connect to.

77
Ravagons, uniquely, transcended fluid reality
completely. They live only for the hunt, and the hunt DEPLOYMENT
doesn’t require axioms, so neither do the hunters.
Ravagons don’t cause contradictions, so they are Ravagons are not pack hunters, and don’t get along
immune to the disconnections that hamper the with one another at all. Only one is deployed per
regular troops of a High Lord. zone. Two ravagons forced to hunt too close to one
another’s territory inevitably fight for dominance,
Surprisingly, this neutrality offers advantages,
and the Gaunt Man knows better than to waste
which the ravagons refer to as the Gifts of Ravok.
them so.
Ravagons may use Reality Perks even though they
are not connected to Core Earth. In fact, encountering Ravagons have three main roles. Some are tasked
similar gifts among the humans of Core Earth drew with defense, assigned a hunting ground centered
grudging respect in the ravagons and the vague on an important stelae which they must defend
suspicion that perhaps humans know Ravok better with their names and lives. Others are assigned to
than they admit. Human history seems to support detecting and hunting down Stormers and Storm
this conjecture. Knights — a function they naturally excel at. The
last group are assigned to intrude into enemy
Rare ravagons feel drawn to a specific reality,
zones as scouts or to wreak havoc, since ravagons
so much that it becomes part of their name and
have no risk of disconnection or transformation on
being. These ravagons lose the Gifts of Ravok, but
such missions.
gain strange new powers based on their chosen
home. These ravagons may disconnect, but never
transform again—their psyche is too committed to
their realm-based identity. If transformation must NOTABLE RAVAGONS
occur, the ravagon unravels into What-Ifs instead.
(β) PAROK THE FLAYED
PHYSIOLOGY Parok is old enough to remember Ravok, and the
Adult ravagons stand between two and two and day the Gaunt Man arrived. He led the movement
half meters tall. Females are usually marginally to embrace the Gaunt Man as a prophet, and see
larger than males, but otherwise indistinguishable. his people move to hunt in other realities. He made
They have large beak-like jaws filled with razor a bargain with the Gaunt Man to gain even more
sharp teeth. Their skin is thick and leathery, and power—and his prophet flayed his flesh and made
covered in random spiky protrusions. The skin may him a monster. Parok transformed to the Orrorsh
grown in any color and produce endless variations cosm and lives in constant pain, but the bargain
patterns. Ravagon coloration can change over time, was true and his power is now undisputed.
as the creature adapts to his environment. As a Nightmare (page 72) Parok has massive
Ravagons have strange eyes—completely black— recharging stores of Possibility Energy, and can only
and no eyelids. They can see into the ultra-violet be killed by one method.
spectrum, but more than that they can see Possibility • Habit: Parok is obsessed with skin. When he
Energy, so Storm Knights stand out to them as if hunts, he takes time to slice pieces from his
they were glowing. prey while they are still alive. He keeps the
The creatures fly on strange, unjointed wings that swatches of skin as trophies.
either spread from their back or hang down like • Token: The scourge the Gaunt Man used to
a cloak. All of the creature’s limbs, including its shred Parok’s flesh was given to a Victorian
wings and neck, are swivel-jointed so it may twist named Henry Cornwallis, who founded
and contort in ways that elicit a wince from human an entire cult to worship Ravok and make
observers when they begin to bend the wrong way. sacrifice to Parok as Ravok’s avatar. They are
known as the Dark Hunters.

78
• Link: Clarice Cornwallis, Henry’s heir and the
current leader of the cult he founded currently
owns the scourge. She’s obsessed with Parok,
“SUFFERING AND
and both relishes and fears her destiny to STRENGTH ARE JUST
eventually die under his claws as meat. TWO LIMBS OF THE SAME
• True Death: Parok must be killed using the BEAST.”
scourge that took his skin and Cornwallis’
Dark Hunters cult must be eliminated — —PAROK
otherwise he returns to hunt again.
Attributes: Charisma 8, Dexterity 12, Mind 10, Spirit
12, Strength 15
Skills: Alteration 16, divination 16,
dodge 15, find 15, intimidation 17,
maneuver 15, reality 17, stealth 15,
taunt 13, tracking 15, trick 13,
unarmed combat 17
Move: 12; Tough: 17 (2); Shock:
14; Wounds: 3
Equipment: —
Perks: Brawler, Brute,
Endurance, Relentless,
Spellcaster (dispel
magic, enhance, fear,
possibility rend,
possibility shadows,
speak with dead),
Vengeful, Whirlwind
Possibilities:
3 (Nightmare)
Special Abilities:
• Armor: Thick hide
+2.
• Claws: Damage
Strength +2 (19
including Brawler).
• Dread: When a
ravagon is present
Standard Scenes count as Dramatic
Scenes instead.
• Flight: Move 14 in the air.

79
TURANG THE ICECLAW may not be attacked. As an action he may burst
up out of the ground testing stealth vs find to catch
Turang hunts in the Himalayas, and protects the
his prey Flat-Footed, but he must remain above
stelae at the peak of Mt. Everest. His clothing is
the surface after an attack.
crafted from the hides of the yeti he’s stalked and
• Claws: Damage Strength +2 (16).
brought down. He particularly enjoys striking
• Dread: When a ravagon is present Standard
climbers while they ascend precarious cliff sides.
Scenes count as Dramatic Scenes instead.
Attributes: Charisma 6, Dexterity 11, Mind 8, Spirit • Flight: Move 12 in the air.
12, Strength 14
Skills: Dodge 14, find 13, intimidation 16, maneuver
15, reality 15, stealth 14, taunt 11, tracking 13, trick
11, unarmed combat 16
THE HELLION COURT
Move: 11; Tough: 17 (3); Shock: 12; Wounds: 3 The Hellion Court is a secret cabal of the Gaunt
Equipment: — Man’s oldest and most trustworthy Nightmares,
Perks: Negation, Storm Caller, Vengeful tasked with spreading throughout Orrorsh.
Possibilities: 5 Inclusion is restricted to the most powerful
Special Abilities: surviving Nightmares to survive the collapse of
• Armor: Thick hide +3. their home world, or to the most Corrupt but well-
• Claws: Damage Strength +2 (16). connected humans who wield their influence with
• Dread: When a ravagon is present Standard Machiavellian ingenuity. Even then, the potential
Scenes count as Dramatic Scenes instead. member of the Court must have served for decades
• Flight: Move 13 in the air. without any notable failures. Most Nightmares—
• Ice Grip: Any living creature hit by Turang’s or people!—are too self-serving, guileless, or
claws must make a Difficult (DN 12) survival or conspicuous to be effective in the role.
Strength test against extreme cold. On a failure There are thirteen positions on the Hellion Court.
the target suffers Fatigue. The first position always belongs to the Gaunt Man.
• Immunity: Cold. During meetings he demands commentary from
every member but this is not a democracy; The
SHAIGA THE SANDWING ultimate decision on any affair falls to the Gaunt
Shaiga hunts the Thar Desert in Pakistan. He Man alone. All other positions are considered equal,
routinely crosses the zone borders into Core Earth though a natural hierarchy of privilege and seniority
searching for Delphi Council spies and terrorizes inevitably forms among members, a pecking order
the conventional forces arrayed there. He’s bizarre which gets shaken up every time a Nightmare
adaptation to the deserts allows him to burrow suffers a setback or impresses their master with a
through the sand almost as quickly as he can fly. brilliant move.
Attributes: Charisma 6, Dexterity 10, Mind 8, Spirit Such meetings are rare. When they do happen,
13, Strength 14 they occur on an upper level of Illmound Keep, the
Skills: Dodge 15, find 13, intimidation 15, maneuver Gaunt Man’s nightmarish fortress. Most of the time,
14, reality 16, stealth 15, taunt 10, tracking 13, trick members of the Hellion Court are scattered around
11, unarmed combat 15 Orrorsh tending to their “territory,” a section of the
Move: 10; Tough: 17 (3); Shock: 13; Wounds: 3 realm which they have been selected to maintain.
Equipment: — Not in an official capacity — the Victorians must
Perks: Negation, Tenacious, Trademark Weapon: always be allowed to believe they have control over
Claws, Vengeful Orrorsh. Instead, the members of the Hellion Court
Possibilities: 5 oversee their territory, reporting any significant
Special Abilities: problems or Storm Knight activity to the Gaunt Man,
• Armor: Thick hide +3. and pursuing the goal of spreading fear in the area.
• Burrow: Move 5 underground. If Shaiga chooses To this end they are permitted to follow their own
to go underground he may not attack, but also

80
schemes, and are not required to consult with the which she cultivated while imprisoned in a hellish
Gaunt Man unless specifically requested to do so. asylum during her youth. When her husband was
There is always one member of the Hellion Court slain by a vampire, she commanded an army of
who is considered the Gaunt Man’s backup, should spiders to consume the fiend, thus passing on to her
a problem arise. At the moment that is Parok, though the curse of vampirism. She may also take the form
the ravagon is actively disliked by some of the other of a large spider from the waist down, or a swarm
Hellion Court members. of hundreds of tiny spiders. Basjas is responsible
for the city of Mumbai, where she performs in the
All twelve members of the Hellion Court (minus
theater under the name “Lady Basjas.”
the Gaunt Man) are described below. Their stats are
not included, as these beings are too powerful, too The adventure book A Trifling Matter is a multi-act
private, and too subtle to become targets for Storm campaign revolving around investigating Basjas and
Knights. Attempting to take out a single member eliminating her.
of the Hellion Court should be a grueling, nigh-
impossible mission even for experienced Storm
MANFRED MARKESAN
Knights, requiring weeks or even months of obscure
research, investigation, and travel as they slowly The only other vampire on the Hellion Court,
peel back many layers of obfuscation and mystery. Manfred Markesan is a dignified, imposing
(See the epic, multi-act adventure A Trifling Matter gentleman with an Eastern European accent. Long
for an example of such an undertaking.) ago he had designs to become a High Lord himself,
gathering an army of vampires high in his alpine
fortress with the help of a Darkness Device, but the
Gaunt Man’s own invasion derailed his conquest
MEMBERS OF THE not long after it began, and Markesan was forced
HELLION COURT to defer to the superior evil. Manfred oversees the
stormy island of Sri Lanka.

AHJEBAX ORPHEA
This disgusting Nightmare is nothing more than This bent, vile crone is one of the most powerful
a huge mass of ooze, the sole survivor of a high- occultists in Orrorsh. She cares nothing about her
gravity cosm where mobile cell colonies became the appearance, easily mistaken for the most wretched
dominant form of life. These oozes were actually beggar woman with her torn, filthy rags and tangled,
parasites living atop a titanic planet of living flesh stringy white hair hanging over her shoulders.
that pulsed and twitched, discharged foul pus Long ago she was young and beautiful, but in her
through its crater-sized pores, and radiated with craving for occult power she struck a bargain with
the warmth of blood circulating deep in its mantle. the Gaunt Man who peeled off her face as payment.
Plumes of black vapor seeped out of strange cysts of Now she hides her glistening, skeletal face behind
pure corruption, and it was there that Ahjebax and a burlap mask torn to reveal her eyes and mouth.
its kind got a taste for afflicting suffering on others. Orphea has been charged with overseeing the rainy
The Gaunt Man has given Delhi to Ahjebax. It dwells jungles of Bangladesh and points east, including
in the most filthy places it can find underground, the mixed zone in southern China.
sending tendrils through the sewers in search of
victims for its devious biological experiments. PAROK
One of the most ancient and powerful ravagon
BASJAS warlords, Parok the Flayed has served the Gaunt
Man since the day he bargained for more power
A native of the dead world Monde, Basjas is a and the Gaunt Man scourged his flesh as payment.
female vampire of striking beauty. Unlike other His place on the Hellion Court has never been
vampires, she has an affinity with spiders, a gift

81
questioned even though he is prone to outbursts of fur allows her to camouflage herself against any
rage and impatience. Parok’s affinity for mountains background rendering her almost invisible. She
and other high places made him a natural to can distend her jaw to allow her row of shark-like
be placed in charge of the entire length of the teeth to wrap around prey. Thanks to a gift from
Himalayas from Kashmir to Arunachal Pradesh. the Gaunt Man, she can also shapeshift into human
For more information and Parok’s form, where she appears as steely-eyed huntress
statistics see page 78. adorned with trophies of her kills. Northeastern
India is hers to oversee.
JACK PUNCH
TRACHELSTEPH
This demented clown is the most erratic and
unpredictable member of the Hellion Court. He got Joseph Barnabas Trachelsteph’s family is the
his start in Aysle as a traveling troubadour, then result of an unholy union between humans and
managed to thrive after Uthorion’s invasion by deep dwellers. Most of his relatives suffer from
becoming that High Lord’s court jester, where the deformities as a result, but Trachelsteph appears
taint of Darkness gradually twisted his mind and is in fact handsome despite his pallid skin, wide
body. In time he was “given” to the Gaunt Man mouth, and narrower than average face. He always
who immediately saw Punch’s potential. After wears high collars to cover his gills, and can conceal
transformation, his Ayslish Darkness was replaced the retractable webbing between his fingers and toes
by Corruption, furthering his descent into madness and the nictitating membrane over his eyes, but one
and mayhem. For Punch there is no line between of his “tells” is his habit of rolling his eyes back into
comedy and tragedy. He delights in bringing cruel his head whenever he eats. The deep dwellers see
tricks to the people of Orrorsh, even creating some Trachelsteph as a king of sorts and deliver sunken
horrors in his own image to spread the bad cheer. treasures to him, allowing him to pose as the
He oversees the northwestern quarter of India. wealthy scion of a long-defunct shipping company.
He has been placed in charge of Kolkata and all the
waters of Orrorsh.
DR. WILHELM SCONCE
All of the Nightmares on the Hellion Court are GENERAL AVERY WELLINGTON
highly intelligent, but none can match the sheer
genius of Dr. Wilhelm Sconce, one of the Gaunt
(DECEASED)
Man’s longest-serving loyalists. He is an occult Once a respected Gaean general in charge of the
scientist whose experiments have always pushed Victorian army, Wellington had been corrupted by
the limits of technology and ethics. From his huge the Gaunt Man long before the invasion of Core
laboratory inside his manor house, he constantly Earth. He used his rank and influence to hamper
invents new and ever-more disturbing explorations any efforts to combat the horrors of Orrorsh,
of the line between life and death, consciousness ensure the various trading companies successfully
and dream, good and evil. With the help of his exploited any crisis, and spread the notion that the
misshapen servants he creates some new horror or Victorians were naturally superior—and thus held
unnatural potion which he tests upon his unwilling the burden of “rescuing” other nations of Gaea and
subjects, both living and dead. His province is the Core Earth itself.
entire southwestern portion of India, from Mumbai His true allegiance was revealed by Quinn
to Kerala. Sebastian just days into the invasion, and the wily
mercenary even somehow knew Wellington’s secrets
SKUTHARKA and True Death. Wellington had been sent to spy on
the newly forming Delphi Council and work against
Skutharka is the ultimate hunter. In her true form them from within, but Quinn tricked and eliminated
she resembles a huge tiger with bladed projections him as part of the formation of the council.
on her joints and spine, and her color-shifting

82
This was an opening salvo against the Gaunt parish to parish ensuring the clergy everywhere are
Man personally and put the entire Hellion Court conducting themselves strictly in accordance with
on notice. A year in, the power vacuum left by Sacellum canon. For this reason he has the only non-
Wellington’s permanent death has largely been geographical province among the Hellion Court,
filled, and the Hellion Court is finally growing monitoring all significant Victorian settlements and
bolder since no other members have been targeted Sacellum activity.
or destroyed.
XULRATH
REVEREND EZEKIEL WRIGHT
Only the Gaunt Man remembers if this bizarre entity
Even though he is a member of the Hellion Court, was once mortal. Not even Xulrath itself recalls
the Reverend Ezekiel Wright is an active member any days in which it didn’t serve at the pleasure of
of the Sacellum. Every Sunday finds this stern, its master. The transparent apparition appears as
white-haired man pounding on the podium while an empty, cavernous cloak drifting on tendrils of
bellowing about hellfire and damnation to be mist, its body invisible save for two clawed, skeletal
visited upon the impious among his flock. hands. It speaks with several voices at once—when
Known for his quick temper and tendency to it speaks at all. Xulrath oversees India’s southeastern
smite others with his cane, he often travels from quarter, except for Sri Lanka.

The Gaunt Man and his court have covered India in blood and shivers of fear through the entire world.

83
O
rrorsh is an oddity among the other cosms
of Torg Eternity. On the surface it functions
exactly as they do, with axioms and World
Laws describing how reality functions within the
realm. The other realities, however, have a source
cosm, a base universe that operates as the source for
the axioms which affect Core Earth. That doesn’t
appear to be the case with Orrorsh.
Gaea is not the Gaunt Man’s original reality.
Orrorsh has conquered countless other cosms. The
only evidence that remains of these other universes
are the Horrors (see page 72). The exhausted
remains of a few of these conquered realms still exist
as dead universes—empty shells lacking light or life
REALITY
or stories. The dead on these worlds still move and
hunger, at least until the entire framework collapses
into nothingness.
No maelstrom bridge or dimthread connects back
to these dead places, and there’s no evidence of an
original “heart” of Orrorsh that still exists. How the
Gaunt Man moves his reality from world to world
without a stable core remains a mystery.

ORRORSH AXIOMS
The axioms of Orrorsh are currently based on what
existed in Gaea—to a point. Canny Victorians
observed that the Magic and Spirit axioms of their
world rose after the coming of the Gaunt Man—
and that his territories originally expressed a higher
Social axiom and a lower Technological level. Most
Victorians never noticed the shift happening in their
own perceptions of reality, or the disappearance of
those differences from the realms Orrorsh initially
invaded.
Delphi Council reality experts worry that over
time Orrorsh’s Social and Technological axioms
may rise to match Core Earth’s. More troubling, the
theory continues that Core Earth’s Magic and Spirit
may slowly advance too. No evidence of such a shift
has been recorded yet, but if it did a direct mixture
and clash of World Laws could be one result of the
axioms fully aligning.
• Magic: 16
• Social: 18
• Spirit: 16
• Tech: 18

84
Orrorsh isn’t fair. The Gaunt Man has been manipulating its World Laws for an eternity.

Embracing magic has its dangers. By its very nature,


MAGIC magic can’t be codified and controlled. There is no
Before the Gaunt Man, magic in Gaea was subtle. “science” to it. Things happen because they happen.
Nearly every culture had magical traditions, The Gaunt Man needs just enough magic—demons
but skepticism was fashionable. Victorian secret and monsters thrive in such an atmosphere — but
societies studied and debated the occult to little not too much magic. If it becomes omnipresent and
effect. The Rajani, a traveling subculture equal part of the culture it loses its mystery. Without the
parts admired and reviled by the staid Victorians mystery people may stop fearing it.
had a reputation as spellcasters. Underground cults Aysle is such a place, which may be why the
flourished, and—like Core Earth—Gaeans hunted a Gaunt Man dispatched Uthorion to dismantle it by
large number of secretive cryptid beasts in the less force. Monsters are a fact of life there, rather than
developed parts of their world. the stuff of nightmares.
After the darkness began to spread, theoretical The shroud of mystery remains around magic
musings about arcane rituals gave way to practical within the realm, despite the higher axiom taking
usage. Magic existed — it was an indisputable hold in so much of India. People mistrust magic and
scientific fact. So the Victorians threw themselves the sorcerers who employ it. Sacellum Chaplains rail
into its study, hoping to arm themselves with against it as a pathway to damnation, and in some
another weapon again the Gaunt Man. ways they are correct.

85
Storm Knights and citizens inside hardpoints
SOCIAL notice a distinct shift towards formality, but those
who have transformed within the multitude of Pure
The social axiom of Gaea is dominated by the Zones don’t consciously notice a difference in how
culture and ideals of the Victorians. They were a they think and behave.
dominant global force within Gaea even before the
It’s worth noting that the vestigial psionic powers
Gaunt Man’s arrival. As the rest of the world fell to
of vampires are likely evidence of an ancient cosm
darkness their worldview was the last civilization
that once hosted Orrorsh which started with a much
standing.
higher Social Axiom, and then devolved back down
Like Magic, it appears that the Gaunt Man targets once controlled by the Gaunt Man.
cosms at a “sweet spot” with a high enough axiom
to support his needs, but not so high as to become SPIRIT
a weapon against him. The most important feature
for Orrorsh is the presence of a news network — Not more than a generation ago Gaea had a lower
the daily papers — to spread tales of fear and Spirit Axiom than Core Earth’s. Just as direct
desolation throughout the realm. Frightening confrontations with monsters inflamed belief in
one person generates energy, but costs as much magic, it drove people of faith to rise to the challenge
or more. The same harrowing experience read by or let their beliefs go as insignificant in the face of
millions generates trace amounts of fear, reflects something tangible.
in nightmares, and amplifies the effect of smaller For the Victorians, Sacellum is the fulfillment of
fears in otherwise ordinary situations. Terror is best desire for a religion with practical effectiveness in the
when it’s shared! face of monsters. Sacellum is an offshoot of Christian
Gaeans are used to a strict social hierarchy. beliefs, with striking similarities to pre-Cyberchurch
Everyone knows their place and is used to “just gospels from Magna Verita. Believers are strictly
getting on with it” when a society demands prohibited against various sins, and condemned to
something dangerous or distasteful. There’s a eternal damnation with even a slight slip.
pervasive sense of duty to various masters: family, Such intensity suits the Gaunt Man just fine. Those
fellows, and nation; not necessarily in that order. pure enough to wield the wrath and fire of Sacellum
A maddening side effect of this rigid system is the breed fervor and protect their communities for a
concept of introductions. Not just anyone can talk to time. But nobody is perfect, and so eventually
anyone else regardless of station. That’s not polite; everyone must be righteously banished into the
that’s not civilized. Only one of higher status may Gaunt Man’s hands in the end.
impose upon someone of lower status for a meeting Thanks in part to the widespread diversity and
or conversation, so asking to speak to someone strength of the multitude of faiths in India, Sacellum
directly is often seen as disrespectful. is usually found only among the Victorians — and
A carefully crafted letter sent through neutral even they are turning to more moderate Hinduism,
channels or a common friend is considered the Islam, Christianity, Sikhism, Buddhism, Jainism, or
proper way to make an introduction. Victorians, one of the many other options surging in strength
consciously or unconsciously, still carry the mindset throughout the realm.
of conquerors and seldom extend this same courtesy India has a strong heritage of religious tolerance
to allies from Core Earth. It’s their right to demand and acceptance. The presence of all these differing
an audience, and a denial represents an affront to faiths — all expressing miracles at the same time —
social order. isn’t seen as unusual.
The striation from the middling Social Axiom has There are hundreds of lesser known religions,
found fertile ground in the realm on Core Earth. often called cults, re-surging in popularity with the
With the pressures of invasion falling back into older influx of spiritual power. One sect even worships
traditions and mindsets feels like a retreat into safety the Nameless One directly. Some of these outliers
rather than an external effect. are allies, some are the deepest evil imaginable. All

86
are comprised entirely of people making choices and spells. This side-development gives Gaean
driven by their heartfelt beliefs. inventions a notable “weird” quality — not on the
As with the other axioms, the Gaunt Man prefers scale seen within the Nile Empire, but it might
a spiritual power strong enough to help spread his evolve into Weird Science given time. Time the
evil, one way or another, but not strong enough to Victorians don’t have.
manifest physical gods who might hamper his plans Almost all the synthesis of magic and technology
or attempt to usurp them. Balance is key. is focused on weapons and armor. Gaeans have been
focused on a fight for survival, so no effort has been
spent adapting magic to convenience items or even
TECH infrastructure. Lone inventors can make this jump,
On the surface, the technology of Gaea is roughly especially transformed Core Earth scientists mindful
analogous to Earth’s around the year 1890. of improving their local communities.
Industrialization and printing presses allow In addition to such unique contraptions, the Tech
for mass production and heavily distributed Axiom especially allows latitude for cutting edge
newspapers—a must for spreading information early adopters, and device designs from as late
and fear. Telephones function, but connections are as 1915 have reliably functioned within Orrorsh
unreliable at best. Telegrams have re-emerged as a without transforming.
practical method of transmitting messages between
cities. Electricity is present, but transformed to If the pattern of the other axioms holds true, the
Direct Current fixtures that make it difficult plug in Tech Axiom within the realm may start to rise to
and charge modern devices. match Core Earth’s current level, muddling the lines
between zones.
Gaea never developed internal combustion
petrol engines, but they do function in Orrorsh’s
axioms. Smaller auto-rickshaws and motorcycles
transform aesthetically, but otherwise function
WORLD LAWS
almost identically. Automobiles tend to transform The insidious core of Orrorsh is its World Laws.
into horseless carriages, or sometimes carriages that More than its axioms, which seem little more than
need horses but don’t have them. Petrol is available byproducts of the Gaunt Man’s needs mixed with
in Gujarat and along the western coast, but rare the remnants of the worlds he’s conquered, the
inland and in rural areas—especially after existing laws of this terrifying version of reality are what
supplies began to naturally degrade at around the remain intact between every iteration.
six-month mark of the war.
Gaea’s military technology is identical to Earth’s THE LAW OF ETERNAL
in many ways. The Lee-Enfield rifle and Webley CORRUPTION
revolver are state-of-the-art weapons widely
available to soldiers and citizens alike, and terrestrial Eternal Corruption is the fuel that powers
weapons often transform into one these are a similar Orrorsh’s continuous existence. This World Law,
substitute. Heavy weapons are usually cannons, but like supernatural evil, traces directly to Nameless
Gatling repeating weapons and even gas-powered One and the Void itself. That connection makes
Maxim machine-guns are possible and present it powerful and universal. Orrorsh latches onto
within the axioms. other realities like a parasite, and drains them until
nothing but corruption remains.
Victorian weaponry didn’t surpass Core Earth’s Death is a distinct possibility within Orrorsh,
mainly because the introduction of magic altered but corruption is inevitable. There is no escape —
technological development. Instead of purely only delay. Often Storm Knights are immune to
mechanical solutions, magical shortcuts made the influence of World Laws, or at least resistant
possible by strange potions, runes, and permanent to them. Not so with Eternal Corruption. Storm

87
Knights are just as susceptable to their darker
impulses. In some ways they are more susceptible, THE LAW OF FEAR
as they are more likely to amass enough power and
survive the trials long enough to truly become the Many Storm Knights dread Orrorsh, because the
monsters they sought to battle. Law of Fear is diametrically opposed to heroism.
Heroes face the unknown and triumph, but World
Eternal Corruption expresses itself as a whisper,
Laws of Orrorsh undermine a heroes tools and
and the damning thing is the whisper always offers a
undercut any victory. It’s no fun being afraid.
choice. The choice may be taken out of desperation,
or for the perceived greater good. Heroes may As a side-effect, Orrorsh is where heroes can have
bemoan that they were tricked, or that their motives the biggest impact. With more at stake, even the
are pure despite the darkness which clings to them. smallest acts of defiance offer respite to a population
Seeing through this lie is usually the last step before exhausted by constant terrors.
the soul gives in to damnation. This balance is tricky, since instilling hope and
Stalwart allies may fall to corruption, leading to a sense of safety then adds that much more power
painful betrayals. Driving a stake into a vampire’s to the horror when it all goes wrong again. Even in
heart is difficult. Driving a stake into a former defeat, the Gaunt Man gains something.
friend’s heart even more-so. As a GM, reward players with Possibilities when
It’s worth noting that Eternal Corruption targets they play along with the mood of Orrorsh or
Charisma, not Spirit. Resisting the dark isn’t a enhance that mood. Clever quips may earn energy
matter of willpower, it’s a function of kindness in Core Earth, but not here. Amusing lines or daring
and humanity. The powerful never surrender to actions still have their place, the game can’t be all
evil, they justify themselves until the distinction is tension and doom.
lost upon them. Orrorsh is deadly, but that’s not the main point.
The deadliness of the mechanics is to create a sense
• Eternal Corruption: Various Perks and of dread, and from that potential fear. If a group
situations in Orrorsh grant characters goes looking for a monster, it isn’t scary. If they want
advantages at the cost of a “Corruption“ to avoid it at all costs then it is.
test. This is a willpower or Spirit test with any
Storm Knights can fight monsters though, they
modifiers listed in the specific Perk, Cosm
can push back against the reality that forces them
card, or circumstance. Success grants the
to fail and flee and die. The ordinary friends and
listed advantage. Failure means the hero is
allies around the heroes have no such protection.
Corrupted and loses a point of Charisma!
The stakes the Storm Knights must play for are the
The hero’s Spirit remains unchanged, but self- fates of regular people, rather than Wounds or their
confidence and appearance betray the truth. own survival.
Each time Charisma is reduced, the tainted Eternal Corruption also insures there are fates far
individual gains a telling physical trait of some worth than death to be afraid of.
sort. She may get a blemish that never fades,
develop an angry facial tic, or sprout a strange THE LAW OF PERSEVERANCE
white streak through her hair.
Victorian Storm Knights who can feel the effects of
If Charisma ever drops below 5, the Corrupted
World Laws believe that the Law of Perseverance
soul becomes a fiend under the Game Master’s
is itself a form of victory—their own act of defiance
control. This doesn’t have to happen right
against the Gaunt Man’s harsh reality. It is not.
away—the fallen hero might finish the act
and then vanish into the night. Perhaps he The Gaunt Man doesn‘t need death, he needs fear,
will return to plague his former allies, or more and hope is a key component to creating fear. If
likely, he will join the Gaunt Man’s legions and doom is inevitable there’s no tension or suspense,
must be hunted...and destroyed. but if there’s a chance of success now there’s
room for panic.

88
Perseverance is carefully constructed to whittle The Law of True Death
heroes down. To make them struggle and spend If the Law of Catharsis helps Storm Knights
Possibility Energy. They may survive an encounter understand and overcome a Horror, the Law of
with a nightmare, but the price is steep. Paying True Death describes what happens when the
that price may sway Storm Knights into playing proper steps aren’t taken. If a being has a True
devastating Cosm Cards or giving in to Corruption. Death, perishing in any other manner is at worst a
Either way, the Gaunt Man’s needs are served. He temporary setback.
doesn’t want his victims to give him. He needs them Horrors are notable in that every one must have
to keep struggling in order to wring out every last a True Death, but other varieties of monster may
drop of fright and energy before the end. have a True Death — even a simple serial killer.
• Perseverance: A Standard success when An entire type of monster never has a True Death,
Soaking damage negates the Shock from those are Allergies such as silver for lycanthropes
an attack, but doesn’t negate a Wound. A and sunlight for vampires.
Good success negates one Wound, and an True Deaths tend to be unique because they are
Outstanding success negates all Wounds and symbolic. A master vampire might require a wooden
effects normally. stake through the heart, but why? It could be to
symbolize a proper burial: a wooden cross planted
THE MINOR LAWS in his grave, allowing his remaining family to grieve.
For the stake to work, then, the investigator must
The Law of Catharsis understand that only a stake shaped like a cross
Two minor World Laws together form the basis will do, and the vampire’s surviving family must
for Horrors, described on page 72. The Law of witness the deed.
Catharsis governs the understanding of Horrors,
and how that understanding can limit their power. That’s why True Death can’t be a recipe or a
The Law of True Death is separate and applies to formula, it’s personal. Understanding it humanizes
more than Horrors, but powers a Horror’s most the Horror, and opens a pathway to its mortality.
dangerous feature. Insight may not make a monster less repulsive, but
it does naturally make it less frightening. Without
Catharsis limits the power of fear. As Storm the underlying knowledge, the actions themselves
Knights gain information from their investigations have no weight in causing a Horror’s demise.
they begin to limit the power of the Horror they are
learning about. Each crucial piece of information— When a being with a True Death is slain via any
motivations, history, patterns, desires, weaknesses— other method he still dies, but gains a Possibility.
eliminates one of the Possibilities that a Horror Perishing in accordance with his True Death
Refreshes each round. eliminates any remaining Possibilities (after any
attempt to Soak) and automatically counts as a
Simpler monsters have fewer Possibilities, and Failure on a Defeat test.
likewise fewer secrets to uncover. Stronger creatures
with deeper stories have five, sometimes more! So long as the Horror has Possibilities when he
Uncovering these facts, gaining clarity about exactly dies, he returns to haunt Orrorsh again — after at
what the monster is and what it may symbolize is least one act. The mechanism of this recovery may
crucial to defeating it. vary, and doesn’t even need to be explained. The
Horror simply comes back. He always comes back.
Like everything within his domain, Catharsis
serves a purpose for the Gaunt Man as well. Constant True Death is linked to supernatural evil and
fear without respite is exhausting and desensitizing. Eternal Corruption, which means it functions even
People adapt to constant terror, or surrender to it. when the axioms and World Laws of Orrorsh
Catharsis allows a temporary purge of anxiety, a aren’t in effect.
temporary calm that replenishes a survivor’s energy
so when terror strikes again it has renewed impact.

89
The Law of the Uncanny
Some compare Orrorsh to a waking nightmare, and
THE LAW OF THE there’s more truth to that observation than many
realize. Even the mundane is slightly off in Orrorsh,
UNCANNY AND TOTAL leading to a sense of disorientation and uneasiness,
PARTY DEATHS especially in Pure Zones.
The effect is subtle. Some incidental characters
are creepy and repulsive despite being completely
Orrorsh is designed to be dangerous, but it can
innocent. The architecture tilts slightly, the knots in
be disappointing—perhaps even devastating—
wood look like tortured faces, or the wind sounds
for an entire group of beloved characters to meet
like a low moan.
inglorious ends when an investigation goes awry
in the realm of horror. The Law of the Uncanny These occasional elements surreal elements may
is a potential respite, but not a permanent one. even fade in and out. An eerie shop-owner may
be replaced by a completely normal man the next
If everyone drops, end the scene, and then
time they visit. He has no explanation for why
without explanation begin either the next
the Storm Knights believe they met someone else
scene or restart the previous one. Don’t take a
before, he’s always the only one there. He can’t hide
shortcut and say that things happen the way,
that he thinks the heroes sound a bit crazy if they
start completely over, re-read any pre-formatted
push the matter.
text, allow the characters to ask new questions
or change anything they wish. The most jarring expression of the Law of the
Uncanny can come as a sudden scene transition.
They all remember the original scene as
Torg Eternity is already played in scenes, and
played, including their deaths. They do not
Storm Knights intuitive feel them change — they
remember how they moved to the next scene if
get cards after all! Occasionally in Orrorsh just start
they went forward, or why things are repeating
a new scene with no connecting narration to the
if they move back. The only difference is one of
previous one.
the non-player characters they interacted with
before is now dead. Something mundane happened in between, time
passed and the characters went about their business,
Ask all the players to put an asterisk in the fifth
but they have no memory of exactly what they did
(unused) Wound box on their character sheets.
or how they got where they are now. Don’t overuse
Do not explain what it’s for. (It isn’t actually for
these kinds of breaks: no more than one every five
anything, but its existence prompts suspicion
acts in Orrorsh.
and doubt that something tricky is going on.)
Give the Storm Knights room to realize they’ve lost
Once an act, kill a minor character the Storm
time and discuss it. This isn’t an action transition,
Knights know. These deaths are grisly accidents,
it’s a strange and unsettling one.
completely unrelated to the group and their
actions, but they do stop if someone finally In general, try to treat the shifts of the Law of
says yes to Orrorsh’s whispers and takes a the Uncanny in terms and descriptions similar to
Corruption Perk. Soaking damage. A Storm Knight slips through
different realities to choose a favorable one. Now the
The uncertainty here is key. The Storm Knights
world around them occasionally shudders, choosing
may think something is stalking them, or
a sinister version for a time and then returning to
perhaps the whole thing was a dream. However
what it was before.
it plays out, this is a unique occurrence. Never
try it if any character has an asterisk in that
fifth Wound slot.

90
THE BLEEDS
“IN THE LIVING LAND YOU
Other cosms have hauntings. Only Orrorsh is NEED TO KNOW THAT YOUR
haunted by the prior cosms its High Lord has GUN WILL WORK BEFORE
killed. Dozens of cosms have fallen to this mightiest
YOU SHOOT A REDJAW. IN
of High Lords. The return of events and fragments
from his former victim worlds adds to the terror ORRORSH YOU NEED TO
and danger of his current target, Core Earth. KNOW HOW THAT VAMPIRE
WORKS BEFORE YOU CAN
Other cosms gave the phenomena their own
names. The current name comes from Gaea. The SHOOT IT WITH YOUR GUN”
name is not inspired by blood, but rather the cheap
penny dreadfuls and other poor quality newsprint —MUSTAFA SINGH
where the ink from one side of the page would bleed
through onto the opposite page. The Victorian
phrasing explained the phenomena in their
quintessential way, abstracting the gist of the idea
while sanitizing the concept of its intrinsic horror. as the seminal events protagonist? Is there a
The Bleeds are one of the few phenomena in match between locations?
Orrorsh that the Gaunt Man does not consciously • Origin: What turned the protagonist to
have a hand in. He does not determine when or evil in the first place? Were good intentions
where a bleed starts, nor does he end them. They corrupted? Who in a bleed now hosts these
are now woven into the fabric of Orrorshan reality, corrupted intentions ?
occurring in no pattern that Victorian or Core Earth
resistance are able to discern. • Token: Is there an object which serves as
the focus for a bleed? An object with with
Some of The Bleeds must simply be endured, but
sentimental value for the Protagonist? An
most have a True Death that can stop the instance of
object the protagonist still yearns for, or still
a bleed in a similar manner to the way True Death
fears? What makes the object significant?
can destroy a Nightmare. Learning and completing
the True Death ends that instance of The Bleeds.
The True Death for a bleed is slightly different
than one for a nightmare, in that the Habit fact is
EXAMPLE BLEEDS
replaced by a History step. The possible steps are: The Victorians began cataloging and investigating
• Desire: What was the protagonist of the the lore surrounding The Bleeds early on in their
seminal event trying to achieve? Eternal effort to defend Gaea against the encroaching
Corruption twisted his ambitions; did the goal darkness of the Gaunt Man. The High Lord worked
change, or merely the methods employed? to eliminate or corrupt this knowledge. Still,
somewhere in Orrorsh records or rumors of the
• History: Which cosm is a bleed from? How did following bleeds can be found.
that seminal event end? Why? Any lessons can
be learned from the nature of the event that
can help a Storm Knight lessen the effect of CLOCKS
the current bleed?.
There is no record of what inhabitants of Eons Reach
• Link: A bleed may seem like horrific called their own cosm; all that remains are scattered
happenstance, but there is always a link notes from Nightmares who helped destroy it.
between Orrorsh and a bleed. Have Orrorshan The battle for Eons Reach is one of the few that
events caused history to repeat itself? Is a stalled the Gaunt Man for decades. The ruling class
Orrorshan character facing similar problems seemed incorruptible. They were nearly immortal,

91
reincarnating and maintaining contact with the it or remove it are only temporarily successful. The
spirits of their prior incarnations. These spirits clock reappears at midnight on the dot. Moving the
intervened and kept their descendants on the path hands is likewise futile; the reset immediately.
of light, saving them from corruption. The owner suspects a link between the clock, and
The Gaunt Man conceived of a ritual known as murders, arsons or other horrible events in the area.
the Three-Year Darkness. Dozens of stelae were Three events have happened so far; the clock sits on
uprooted, killing hundreds of thousands to power three o’clock. The prior events each happened at the
the ritual. The ritual let him bend time to corrupt timing on the clock; the next event is most likely
the weaker ancestors in a ruler’s past, then move happening at four o’clock.
that corruption forward generation by generation Examining the clock and researching local sources
over the course of the three years the ritual took reveals the History of the bleed, and that the clock
to complete. In the end the High Lord corrupted is the Token.
the current rulers, and the world fell. But the cost
Victims and witnesses of prior crimes can describe
was too high, leaving the Gaunt Man weaker than
the feeling of the presence of the Eon Ancestral
before he invaded Eons Reach. The High Lord never
spirit, which can reveal the Desire.
mucked with time again.
Questioning the owner of the token can lead to the
• Desire: This bleed is infused with the need to
character who is the Link.
corrupt one or more heroes. This could be a
noted monster hunter, brave leader, or even Questioning the Link can give clues to the location
one of the Storm Knights themselves. and target of the next attack, which is often presented
to the Link as hallucinations or dreams.
• History: This bleed is from the cosm of Eon’s
Reach, and ended with the corruption of The Storm Knights can confront the Eon Ancestral
all leaders opposed to the Gaunt Man. The Spirit at the site of its four o’clock attack. The spirit’s
original ritual centered on a huge sundial to interaction attacks reveal the Origin.
leverage the magic to bend time. After the spirit is defeated in the four o’clock
attack, the Link can again foresee the fifth attack. It
• Link: A person jealous of or opposed to the
will occur in the same location as the clock.
hero(es), who obtains the Token. This person
is often initially unaware of their role in the The fifth attack begins when the final victim
bleed, but often becomes corrupted during the appears at the clock at the appointed time. If the
process. ancestral spirit succeeds at killing a Storm Knight,
the target is corrupted, now a pawn of the Gaunt
• Origin: The ritual was developed by the Gaunt
Man. If the spirit suffers True Death, it and the
Man to corrupt the present by corrupting the
Token of permanently destroyed.
past. It was evil from its inception.
• Token: A timekeeping device, most likely EON ANCESTRAL SPIRIT
a grandfather or other large clock. Each
corruption moves the clock one hour forward. True Death: The spirit must be fought in the
It begins at 12 and after the fifth and final presence of the clock (or other Token). The spirit
corruption sits at 5. Somewhere on the token must be admonished to never tempt the Link again
is an graved slogan: “Eons Reach.”The token which takes an intimidation or persuasion test.
reforms at midnight from any manner of The ancestral spirit must be driven from any host
destruction. Temporary destruction delays the it possesses, which takes a faith test against the
next event, but only once. Further destruction spirit‘s faith.
has no effect. True Death of the Eon Ancestral Attributes: Charisma 7, Dexterity 12, Mind 7,
Spirit destroys the token for good. Spirit 14, Strength 12
The Storm Knights are contacted by the current Skills: Dodge 15, faith 18, find 10, intimidation
possessor of the token. The owner often does not 15, maneuver 14, reality 15, stealth 14, taunt (12),
know where it came from. All attempts to destroy tracking 10, trick (12), unarmed combat 15

92
Move: 12; Tough: 12 (3); Shock: 10; Wounds: 3 smoky porcelain mannequins (-4 Persuasion for
Equipment: ­­— their eerie appearance),
Perks: ­— Local law enforcement has records of porcelain
Possibilities: 5 (Nightmare) bodies being recovered over the last few weeks.
Special Abilities:
Research at local universities or libraries can reveal
• Armor: Wispy form +3, only when not possessing
the History.
another character.
• Bite/Claws: Damage Strength +2 (14) in all forms Research at Sacellum monasteries or repositories
• Cloak of Darkness: The spirit gains a bonus to can reveal the Desire and the Token.
Toughness equal to the current Darkness penalty Research at repositories of secret societies such as
when not possessing another character. the Alhambrans can reveal all three.
• Possession: The spirit makes a faith test against Once the True Death is research, connections,
the target’s faith or Spirit. Success makes the streetwise, canvassing the locals can all be used to
target Vulnerable. On a Good success, the spirit find where the wraiths wearing their faces are now.
takes possession of the target for two rounds. On
an Outstanding success, the possession lasts five
VERINI WRAITH
rounds.
True Death: A Verini Wraith may be killed only
by a character whose face they have stolen, or by
FACES its own Token weapon. Stealing the Token weapon
Iridesce was a cosm where the Gaunt Man took from a wraith requires an Outstanding maneuver
personal vengeance after a setback. The Verini result.
Assassins’ mystic abilities allowed them to Attributes: Charisma 7, Dexterity 14, Mind 7,
impersonate Nightmares so successfully that Spirit 10, Strength 12
they struck the Gaunt Man twice, wounding him
Skills: Dodge 15, find 10, intimidation 15, maneuver
each time. The Gaunt Man responded by slowing
15, melee weapons 17, reality 13, stealth 16, taunt
the draining of the cosm, taking the time to track
(12), tracking 10, trick (12), unarmed combat 15
and corrupt every single Verini Assassin. He slew
Move: 12; Tough: 14 (2); Shock: 10; Wounds: 3
many in creative deaths before resurrecting them
Equipment: ­­—
as his servants.
Perks: ­—
• Desire: Verini Wraiths seek identities that will Possibilities: 3 (Nightmare)
allow them to strike at those who oppose the Special Abilities:
Gaunt Man in a twisted echo of their original • Armor: Verini leathers +2.
purpose. • Cloak of Darkness: The spirit gains a bonus to
• History: The Verini Wraiths are the warped Toughness equal to the current Darkness penalty
version of the Verini Assassins of Iridesce. when not possessing another character.
Most have long since faded away or have been • Shadow Edged Dagger: Damage Strength +2 (14)
destroyed. Those in this bleed are the ones • Verini Face Theft: The wraith makes a melee
who made the assassination attempts on the weapons attack against the target. Damage
Gaunt Man. They serve him forever. is compared to the target’s willpower or Spirit
rather than Toughness. Any success steals the
• Token: Each assassin uses the weapon they
appearance of the target and makes it the wraith’s
used to attack the Gaunt Man.
own. The target now looks like a featureless
Two Verini Wraiths attack the Storm Knight party. mannequin of smoky porcelain. The target has
They most likely approach in the form of ordinary three days to regain their features or start to lose
citizens. Each attacks a Storm Knight with Verini the memories and identity permanently. Each
Face Theft. As soon as they get a successful theft, day after the third requires the target to succeed
they flee the battle. The Storm Knights whose at a DN 12 reality test to stay alive and maintain
appearances have been stolen now look like smooth,

93
their sense of self. The target dies if they fail one the location of the first monster to appear
of these reality tests. in each instance of Home Skies. The tablet
disappears when the current instance of Home
HOME SKIES Skies ends.
Gorhagah was the first cosm destroyed by the Gaunt To end the Home Skies for Orrorsh requires the
Man. The death rattle of that cosm has haunted Token be taken back to the Great Henge in Gaea, and
almost every cosm since invaded by Orrorsh. the ritual be performed. When this is done, Home
Constellations from the previous cosm appear in Skies will no longer appear in Orrorsh.
the night sky of the currently invaded cosm. These
stars are a harbinger of horrible creatures and Events and Phenomena
events that compound the terror of Orrorsh. The Odd things happen in Orrorsh. Those get amped
Victorians named the phenomena Home Skies, the up during an instance of Home Skies. Some occur
time when the constellations of Gaea appear in the intermittently, other occur for the duration of the
skies over India. instance.
Early on in the invasion, Home Skies might last • A Foul Odor: Any who commit murder during
two or three nights. By the end of Year One, Home the Home Skies reek for the duration of the
Skies can last up to a week. As the True Death for Home Skies. The more heinous the crime the
this bleed is exceptionally difficult, Home Skies may more foul the odor.
be a fixture of Orrorsh nights, an additional terror • An Evil Confidence: At night, a disembodied
to be endured. voice, sounding like a wizened grandmother,
• Desire: To be remembered; these echoes of offers unfailing confidence to the listener. If
cosms past are desperate not to be consigned the listener is willing to take a Corruption test,
to oblivion like everything else Orrorsh they gain immunity to all Stymied conditions
has destroyed. Whatever other appetite a for the duration of the Home Skies.
creature from Home Skies has, the need to • Cursed Rain: Torrential downpours leave
have its existence acknowledged is always an bruises and welts on those caught in the rain
important one. during the day. Those caught at night must
• History: Reality died a messy death in make a Challenging (DN 12) faith test or suffer
Gorhagah. What-ifs and other transformations open sores that cause a Wound that cannot be
did not disappear cleanly, and their echoes soaked.
continued onto other cosms, where they • Excellent Vintage: Wines or other fermented
entangle with the what-ifs and transformations beverages lose their alcoholic properties.
of that cosm. The messy death of Gorhagah is Instead, in exchange for a Corruption test,
a first order cause of The Bleeds. the imbiber may regain 2 points of Charisma
• Origin: Dairoga’s transformation into Kurst, previously lost to Corruption.
the Gaunt Man’s servant was the seminal event • Mirrors’ Past: Rather than ones reflection, a
for the unclean death of Gorhagah. viewer sees scandalous or criminal actions that
• Link: There is always a location that links a were committed in line of sight of the mirror.
prior cosm to the Home Skies of the current • Moonglow: Not seen before Core Earth
cosm. These are usually locations where was invaded, and posited to be a result
astronomy or astrology played important of the powerful Possibility energy of the
roles. The current link is the Great Henge in cosm. Moonglow outlines those who are
Albion, on Gaea. Supernaturally Evil with a faint glow. This
• Token: The Token is an item originally glow cancels the effect of Cloak of Darkness.
associated with the Link. The current Token • Night Whispers: Conversations held at night
is a Druidic tablet describing removing a moon can sometimes be heard by three or four
curse from a warrior. The tablet appears near

94
Time and geography are both suspect when Bleeds appear.

other people, sometimes miles away from the citizens who are afflicted by these abilities. There
original conversation. is no known source or cause other than the bleed;
• Occluded Sun: The sun seems to be at a a rail worker can be relaxing with a pint at his
partial eclipse (Dim -2) or a total eclipse (Dark local pub and be inflicted with one mid-beer. The
-4) totally independent of the position of the abilities are all considered supernatural evil, unless
moon. noted. Locations can have some of these abilities as
well as creatures;. those that are location only are
• Tea Tempest: High tea or other tea times noted. A few of the abilities have been rumored to
become a location of contention, sometimes be contained in objects rather than creatures, but
leading to lethal result between even the best that has yet to be verified.
of friends. One need not drink the tea, simply
It is rare for creatures to receive more than one
be present at the place where tea is being
ability; there is no record of it having yet occurred
served.
in this invasion.
Creature and Location Abilities • A Terrible Fright: Anyone who experienced
Victorians have cataloged a number of creature fear when encountering supernatural evil
of location abilities not normally seen in Orrorsh has longer lasting effects. Ords suffering this
outside of Home Skies. Sometimes monsters get fright are often incapacitated by it, and at the
these powers, but at least as often its ordinary least they will certainly avoid confronting that

95
evil again. The effect can take weeks to wear other hive member has experienced, even
off. Reality-rated characters must make a a those who have died.
Challenging (DN12) willpower or Spirit test to • Irrational Obsession: When required to
act in the presence of the evil that frightened make a Corruption test, the inflicted may
them. This is taken as a Multi–Action each take an Irriational Obsession with finding
turn with whatever else the character is doing. some other way to gain what was offered
Failure means the character cannot take any by the Corruption test. When not taking the
other action other than avoiding the frightening most direct path to that gain, the character is
evil. The effect last for the remainder of the Act frustrated and impatient, becoming Stymied.
in which it inflicted. Irrational Obsession lasts for the duration of
• Desecrated: Location only. Undead receive Home Skies.
an Up for any action of their choice once per • See No Evil: This afflicts up to dozens of
scene. They may ignore the first two wounds people at a time, usually when they are in the
they receive, taking no damage at all. presence of a creature of supernatural evil. The
• Eldritch Claws: A victim gains +3 on their afflicted cannot see , hear or otherwise sense
Damage caused by unarmed combat attacks. the actions of a supernatural evil, even when
If the victim already has Claws, then they gain they occur right in front of them. They could sit
+3 AP to their Damage. in their club chairs with their evening snifter of
• Forbidden Lore: Knowledge that humanity brandy wondering aloud where Reginald has
was not meant to know; a creature may have gotten off to, while Reginald’s corpse, throat
it to protect some secret about it, a location slashed, slumps in a chair between them.
may have it to keep secret some knowledge • Withering Stare: The creature uses Withering
stored within. Upon learning the Forbidden Stare as an action in a Multi-Action. Any
Lore, the character must make a Heroic (DN attacks the creature lands that turn do +1
18) scholar or Mind test to firmly retain the Wound damage.
knowledge. If they fail, they have imperfect
and potentially unusable information. If they Threats
want to avoid this, they make take an Irration Some threats appear only during Home Skies.
Obsession ability to be able to surely use the Most threat types operate only with their own kind.
Forbidden Lore. The Irrational Obsession lasts The Bihar Massacres are the one known example
until the Lore is used for its intended purpose, where this was not the case.
or the Home Skies ends.
• When a character tries to use imperfect
PATCHQUILT MAN
knowledge of the Forbidden Lore, they need Disturbed graves, corpses missing bits an pieces,
to make a Hard (DN 14) scholar or Mind test and murders of all but one or two members of a
each time they want to use the Forbidden household are indications that the Patchquilt Man
Lore. Failure means the Forbidden Lore may has returned.He is not a Nightmare, but there is no
not be used that scene. known way to permanently kill him. He rises one
or two nights after being slain, replacing damaged
• Haunted: Location only. Ghosts and other
or missing limbs and organs with those stolen from
spirits gain one use of A Terrible Fright
the dead.
per scene. The Fright is activated with any
succesful attack or interaction test. Patchquilt Man is thought to be the result of
a powerful curse from a noble house. The first
• Hive Mind: This ability inflicts from 10 –150 Patchquilt Man reputedly killed all those of a noble
people , usually over night.The hive mind is lineage who had succumbed to Corruption. While
threatened by, and seems to drive away or his current incarnation seems less discriminating,
eliminate, individuality. Each member of the he does target households with at least one resident
hive can access the memories of what every who has given in to Corruption.

96
The tales of there being more than one Patchquilt SPIDERLEGS
Man is probably just the gossip of do-little
Spiderlegs are humans who have had undead
worry warts.
parasites lay their necrotic eggs in their ears. The
Attributes: Charisma 4, Dexterity 10, Mind 6, victim may develop a rash or mild fever from which
Spirit 12, Strength 15 they quickly recover. In a few days to a week, the
Skills: Dodge 12, find 10, intimidation 15, maneuver victim is fully infected. The infected seem perfectly
14, melee weapons 11, reality 13, stealth 12, taunt normal during the day. At the night their appearance
(12), tracking 10, trick (12), unarmed combat 14 changes some, with their legs and fingers elongating
Move: 10; Tough: 17(2); Shock: 12; Wounds: 3 noticeably. Traveling in packs, spiderlegs murder
Equipment: ­­— and then take the corpses to a hidden lair for their
Perks: ­— “queen” to consume. No queen spider or insect has
Possibilities: 5 ever been seen, and is presumed to have perished 4
Special Abilities: or 5 cosms previous to this one.
• Armor: Dead mans fat+2. Spiderlegs return to their human domiciles before
• Body Blows: Damage Str +2 (17) daybreak. They have no memory or their night time
• Fury Against Corruption: If a Corrupted activities.
character is present, Patchquilt Man may ignore
Attributes: Charisma 6, Dexterity 14, Mind 8,
up to –4 Multi-Targeting penalty.
Spirit 9, Strength 10
• Grave Touch: If attacking a single target, the
attack gains AP 5. Skills: Dodge 16, find 10, intimidation 12, maneuver
18, stealth 16, taunt (10), tracking 12, trick (12),
REFLECTIONS unarmed combat 15
Move: 14; Tough: 10; Shock: 9; Wounds: 1
At a distance or in dim light reflections can easily
Equipment: ­­—
pass for human. Closer inspection reveals skin the
Perks: ­—
color of mottled brass, and bright, polished mirrors
Possibilities: —
for eyes. They are often outfitted with the uniforms
Special Abilities:
of Victorian soldiers; some swear the reflections
• Climb: Spiderlegs may walk on walls, ceilings,
have the features of Victorians who have fallen in
or other sheer surfaces at their normal movement
battle.
speed.
Attributes: Charisma 10, Dexterity 12, Mind 9, • Cloak of Darkness: The spirit gains a bonus to
Spirit 10, Strength 9 Toughness equal to the current Darkness penalty
Skills: Dodge 15, find 10, fire combat 14, intimidation when not possessing another character.
15, maneuver 14, melee weapons 17, stealth 16, taunt • Venomous Claw: Damage Strength +2 (12) The
(12), tracking 10, trick (12), unarmed combat 15 venom increases the Shock of any successful
Move: 12; Tough: 12 (3); Shock: 10; Wounds: 1 attack by 2.
Equipment: ­­Knife (Damage Strength +1 (10)), Webley
Revolver (Damage 14; range 10/25/40) THE COWLS
Perks: ­— Before the Sacellum there was the Monastic Order
Possibilities: Rare (2) of the Shreve, monks who hunted dark beasts and
Special Abilities: other supernatural evil. Nightmares persisted
• Armor: Metallic skin +3. for decades to infiltrate and subvert the order,
• Supernatural Reflection: Once per scene, a succeeding just as the cosm fell.
reflection may reflect any spell, miracle, or psionic
Now the Cowls hunts Stormers and Storm Knights
ability that targets it. Supernatural Reflection
with the same zeal with which they hunted monsters.
occurs after the final test total is generated. The
caster is targeted instead. Attributes: Charisma 8, Dexterity 10, Mind 9,
Spirit 12, Strength 11

97
Skills: Dodge 13, evidence analysis 12, faith 15, find Equipment: ­­—
10, intimidation 13, maneuver 11, melee weapons Perks: ­—
12, reality 13, scholar 12, stealth 12, taunt (12), Possibilities: 3 (Nightmare)
tracking 10, trick (12), unarmed combat 15 Special Abilities:
Move: 10; Tough: 12 (1); Shock: 12; Wounds: 3 • Armor: Woven shadow +2.
Equipment: B ­­ lessed Mace (Damage Strength +3 (14))— • Bite/Claw: Damage Strength +2 (17)
Perks: Miracles (bless, hellfire, ward enemy) • Cloak of Darkness: The wereghast gains a bonus
Possibilities: 2 to Toughness equal to the current Darkness
Special Abilities: penalty..
• Armor: Monastic robes +1. • Cunning Tactician: After any turn in which a
• Mace of Faith: The monk uses faith rather than a Storm Knight earns a card from an approved
melee weapons to make the attack. Damage is action, Calumae draws two cards from the Drama
compared to the target’s faith or Spirit rather than Deck and chooses which applies to the next turn.
Toughness. • Dread: Scene in which Calumae appears is
automatically a Dramatic Scene.
WEREGHAST CALUMAE
MANNERS
The Wereghast is the first supernatural evil to
appear in the first bleed. Calumae has appeared in Monde was a cosm much like Gaea, only where
every Home Skies in every cosm since then. the equivalent of France had become the dominant
While the Gaunt Man was subduing Dairoga, global power at the time of the Gaunt Man’s
converting him to Kurst, Nightmares were hunting incursion. This invasion was slower and more
and killing the generals loyal to Dairoga. The subtle than the Night of Screams. His tactics
last to fall was Calumae. Calumae was a superb were reminiscent of those the High Lord and his
warrior and cavalry commanded, Legend says Nightmares employ in the Disturbed Northwest.
Nightmares pursued her for three weeks straight A sort of contagious madness among the genteel
before cornering her in a jungle canyon. Her last classes led to horrific killings. Distrust grew, and
battle began at sundown and lasted until dawn, the social fabric began to unravel. Then a peculiar
when she finally succumbed. finding, or a broad rumor, began to circulate that
In daylight Calumae can pass for an Indian in the early stages of the madness, the infected
woman. She has adapted Core Earth styles, and committed several small, but noticeable breaches
has quickly leaned the language and customs. At in etiquette, and lost all ability to keep up with
night she reverts to her wereghast form whenever fashion. One circular, published as A Young Marquis’
she is threatened or needs to attack someone. The Notes About Town, kept assiduous track of all the
wereghast looks like a tiger made entirely of fur, small tweaks to manners and fashion to which all
smoke and shadow, with brilliant green eyes. “healthy” minds would adhere. The were published
with an increasing frequency, making it harder
True Death: All True Death facts for Home Skies
and harder for the masses to keep up with proper
must be known. Calumae past as a general for
behavior. Suspicion of those exhibiting bad, or at
Dairoga must be known. She must be ordered to
least outmoded manners, so led to witch hunts
stand down; her war is over. If she accepts, she fades
and mob killings. Historic notes are unclear as to
away shortly after the next dawn. If she refuses, the
whether the Marquis’ Notes were an invention
Storm Knights may kill her for her True Death.
of the Gaunt Man, or self-inflicted agony by the
Attributes: Charisma 9, Dexterity 13, Mind 12, citizens of Monde.
Spirit 12, Strength 15 In this bleed, the madness and the Marquis’
Skills: Dodge 15, find 15, intimidation 14, maneuver circular have again made an appearance, and the
15, melee weapons 15, reality 14, stealth 16, taunt well–heeled are quick to turn into murderous mobs.
(12), tracking 14, trick (15), unarmed combat 16
Move: 13; Tough: 17 (2); Shock: 12; Wounds: 3

98
• Desire: To not lose oneself to the savagery If the heroes can get a hold of a current copy of
of Orrorsh, to maintain the elegance and Notes, then they can start to unravel the mystery by
propriety of proper civilization. At all costs. observing the etiquette and talking to citizens.
• History: The above history, particular Talking to citizens can reveal the Desire (from
emphasis on the manners being necessary statements published in previous Notes) and
to weed out those who might be corrupt or the knowledge that the Notes is the product of
influenced by evil. one individual.
• Origin: A single Victorian who fears that Following or talking to news lads can lead to
the new world in which their culture finds the printer, who can tell them the Victorian who
themselves may be their undoing. is the Origin.
• Token: An original A Young Marquis’ Notes Finding the author can lead to an extended
About Town from Monde. conversation which eventually reveals the History
and the existence of the token. Any breach of
The Storm Knights enter a town where almost etiquette immediately shuts down the conversation.
everyone is wearing a hat or other head covering
with at least a splash of green. If paying attention The token is in a safety deposit box of a local
to conversations around them, the Storm Knight’s bank. The author will not grant access to the box.
notice that most begin with the question, “Did The Storm Knights must engineer a way to get the
you sleep well last night?” The respondent then original Notes .
says whatever they want, but ends their statement True Death: Once all four pieces of knowledge
with “I slept well, Had a hearty breakfast upon are obtained, destroying the original Notes ends the
waking.” Some may not use that exact phrasing, but bleed. The notes cannot be otherwise destroyed,
they always include how they slept, and a comment and if the author is killed while the original Notes
about the first meal they ate after waking. still exist, then a new author writes the pamphlet
When the Storm Knights first interact with towns the following evening.
folk, they will be expected to follow this pattern. The Notes and Manners
If they don’t, the towns person will start with the Storm Knights face little risk of death in this bleed,
question again. If the Storm Knights fail a second but if they don’t want to gun down or otherwise
time the conversation is over. If the Storm Knights murder citizens by the score, they need to observe the
continue to try to interact, the towns folk will flee, manners and get to the Notes as quickly as possible.
saying something like, “Get a proper hat”. • Manners that may be published or changed in
Future breaches of etiquette will result in one of the Notes include:
three options: immediate end to the interaction, • Introductions of all persons with a speaker
flight, or an attack. The more breaches the Storm must be made before conversation can be had.
Knights commit, or the more they press about • Honorifics must be used when speaking to a
what’s going on, the more likely the towns people person of the opposite gender until such time
are to get violent. Gossip about the Storm Knights as the respondent waives such requirement.
spreads at the speed of fear. • Shoes and boots must be hiighly polished.
None of the towns people mention A Young Marquis’ Unpolishable shoes must not be worn out
Notes About Town, although the Storm Knights may of the home. Ones toes must never show in
find an out of date copy in a gutter or alley. public.
New guides are published almost every night. • When offered, tea must always be accepted.
News lads and lasses do a brisk business just If you take milk, no more than one sugar,
before midnight, although their whereabouts seem otherwise up to two sugars are acceptable.
random, and something citizens just seem to know. • Parasols are this weeks must have accessory.
• Today, polite conversation opens with a
question about the weather. The respondent

99
simply must not make any mention of • Origin: While not knowing it, Isley became a
precipitation. Nightmare upon his death in Domnicus. He
• Today, polite conversation opens with despises the Gaunt Man for what the High
question about the respondent is growing in Lord did to his home cosm, and is completely
their garden. Answers about any flowering blind to the fact that he has become a monster
plant are acceptable. in his service.
• Today, polite conversation opens with a • Link: Isley and Farthington are connected for
question about the respondents splendid hat. eternity. Destroying Farthington will destroy
The respondent is required to have a splendid Isley, and vice versa.
hat.
• When walking in a party, the shorter members • Token: A newspaper article with photographs
need to be closest to the buildings, the taller from the crash of the Easton Arrow, calling
closer to the street. it the greatest catastrophe in railroad history.
• Women shall wear hair ribbons, men shall During the journey the Storm Knights travel is
wear bowties. interrupted by the locomotive engineer, Kayleigh
• Charity must be shown to the poor this week. Musa, staggering into their rail car, bleeding from a
Tithe to the Sacellum or donate to the charity pistol whipping. She says that the locomotive crew
criers at every opportunity. was beaten by a fearsome stranger, and the engine
has been hijacked. The Storm Knights can notice a
TRAIN WRECK considerable increase in the train’s speed.
The heroes find Isley at the controls of the
The cosm of Dominicus was one where the Gaunt locomotive. He has welded some of the controls
Man tinkered with and improved his plan to focus in place; the welds can be broken with a DN 14
more on fear than slaughter. As a result the Hellion lockpicking or science test.
Court featured more heavily in the High Lord’s
plans, and the ords in Dominicus struggled mighily Isley willingly converses with the Storm
with the increasing number of nightmares. A railway Knights, saying he would rather not kill everyone
survey engineer, Albert Isley, became the first on the train. If the heroes can find and kill Mr.
known Stormer to slay a Nightmare. The True Death Farthington in the next hour before they reach the
included the fact that Mr. Farthington could only be bridge, Isley will happily slow the train and return
slain by cutting edge technology. Isley, engineer on control to the proper crew. The Nightmare lets the
the maiden journey of a new generation of steam heroes know that only high-tech methods can kill
locomotive, the Easton Arrow, used the entire train Farthington; anything with a tech Axiom higher
as the weapon. Exceeding the safe speed on a curved than Orrorsh’s should do.
rail bridge sent the train hurtling into the rocks Searching the train is an expedition through
below, killing everyone including the Nightmare. the Law of the Uncanny. Porters and passengers
In the bleed, the fates of Isley and Farthington are replaced by others who talk about being on
became intertwined. The Storm Knights find the Easton Arrow, their destination of Berylston,
themselves on a doomed train ride unless they can and their excitement over the World’s Fair there.
intervene in time. Nothing they talk about has an analog in Orrorsh.
• Desire: Isley and Farthington suffer from Photos of Mumbai and Hyderabad in the dining
essentially the same flaw. Each believes that car are replaced with lithographs of places called
the greater good justifies any amount of Nobanaya Cove and Pearl City. Wine becomes an
sacrifice to achieve, and are fanatics in pursuit alcoholic beverage from fermented Mamoa fruit,
of their cause. cutlery is replace by spoon and silver chopsticks,
and no one seems to notice.
• History: The first train wreck occurred on
James Farthington sits in the dining car, having a
Dominicus. Isley and Farthington have
lavish meal. Explaining that “All condemned men
repeated their death dance every cosm since.
deserve a final meal, yes?”, the Nightmare invites

100
the Storm Knights to join him. He has no desire to Special Abilities:
die, again, and so hopes the travelers can stop that • Armor: Engineering suit +3
maniac Isley. Fartthington does not initiate violence, • Bite/Claws: Damage Strength +2 (12)
but is delighted to return violence in kind. • Cloak of Darkness: Isley gains a bonus to
Conversation with Farthington reveals the History, Toughness equal to the current Darkness penalty.
and the Origin Isley is blind to. If the Storm Knights • Radium Bullet: After hitting a character, Isley
continue a polite exchange, Farthington will give may spend a Possibility to increase the damage
them the Token, suggesting they confront Isley. done by the attack by 2 Wounds and 4 Shock. This
is applied before any attempts to soak.
In the Storm Knights’ hands, the newspaper article
transforms dozens of times, in several languages, all
JAMES FARTHINGTON
with photographs of a train wreck, all mentioning
Isley and Farthington. From this the heroes can Prior to his corruption, James was a leading
deduce the Link. advocate of education reform. After corruption, he
simply used his platform for evil. His reformatories
The article soon settles back into the original. On
become a source of some of the most twisted killers
the back is an editorial decrying the extremes to
of Dominicus. He maintained his front as a reformer,
which both Farthington and Isley went. From this
and was on his way to a sold out lecture series in
the heroes can deduce the Desire.
Berylston when he had his fateful encounter with
Albert Isley.
ALBERT ISLEY
True Death: Until Isley is confronted with his
Albert Isley was a restless genius who sought Token, Farthington cannot be destroyed. He
fortune in the Mysterious South of Dominicus. Once recovers from any “death” the very next turn.
fortune found him, Isley began to suspect and hunt
those who served the Gaunt Man. Each loss drove Attributes: Charisma 9, Dexterity 10, Mind 10,
him to more extreme measures, and each success Spirit 10, Strength 12
convinced him that such extremities were right. Skills: Dodge 15, faith 18, find 12, intimidation
True Death: Albert must be confronted with the 15, maneuver 14, reality 15, stealth 11 taunt 13,
Token (newspaper article) and challenged on the tracking 12, trick (12), unarmed combat 15
cost of his methods. Once he categorically rejects the Move: 10; Tough: 14 (2); Shock: 10; Wounds: 3
idea that there is anything wrong with his actions, Equipment: ­­—
he can be killed. Prior to that, Isley recovers from Perks: ­—
any “death” on the very next turn. Possibilities: 5 (Nightmare)
Special Abilities:
Should the Storm Knights, through some • Armor: Southern Expedition Vest +2
miracle, convince Isley to see his actions as wrong, • Bite/Claws: Damage Strength +2 (14)
he can reject the hold of the Gaunt Man, at least • Cloak of Darkness: The spirit gain a bonus to
temporarily. He is still a Nightmare, but he now Toughness equal to the current Darkness penalty
hunts other Nightmares. when not possessing another character.
Attributes: Charisma 7, Dexterity 10, Mind 12, • Pedantry: On a successful taunt or trick, deals 2
Spirit 12, Strength 10 Shock per level of success, in addition to the usual
Skills: Dodge 13, find 14, intimidation 15, maneuver interaction effects.
14, reality 15, stealth 12, taunt 15, science 16, • Thief of Fate: Once per scene, may spend
tracking 14, trick 17, unarmed combat 12 Possibilities to take cards from players pools and
Move: 10; Tough: 13 (3); Shock: 12; Wounds: 3 use them for himself. Spends one Possibility for
Equipment: ­­ Webley Revolver (Damage 14, each card taken.
Range 10/25/40)
Perks: ­—
Possibilities: 5 (Nightmare)

101
O
rrorsh has proven to be the most difficult
of the invading realms for the Delphi
Council to make headway against. This is
largely due to the Gaunt Man and his Nightmares
having over a millenium of experience in crushing
just such resistance groups as the Delphi Council.
But Orrorsh is also the cosm in which the reality
of Core Earth itself has put up surprising resistance.
The Law of Hope and the Law of the Underdog
THE DELPHI
are having real, tangible effects in Orrorsh in ways
they have not yet shown in other cosms. The Gaunt
Man and Orrorsh may be the worst of the invading
COUNCIL cosms, but the fight is far from over.

THE ORRORSH AGENDA


Deputy Director Dr. Ravi Bhutrupali understands
that there is much the Delphi Council does not
understand about Orrorsh. This need for knowledge
is compounded by the existence of The Bleeds and
True Death. Dr. Bhutrupali believes that efficiently
and rapidly organizing investigations into Orrorrsh
will pay the surest dividends, and eventually lead
the Council to form a counter strategy that stands
a chance against the most experienced of the High
Lords.
So the Orrorsh Division is organized into three
main areas of activities.

KNOW YOUR ENEMIES


Collecting, analyzing, cataloging and sharing
information of the threats, Nightmares and bleeds
of Orrorsh is a large scale effort. The Delphi Council
sends covert field teams to cultivate contacts, gather
legends and lore from Victorian veterans and
scholars, interview Core Earth citizens who have
seen... things. Once a field team has a general idea
of a creatures habits and capabilities, or needs a
specific piece of information about it, Storm Knights
are often sent in to get the data first hand.
The recently-created Devon House, a formal
investigative bureau for the Victorian government,
has already proven invaluable in providing
information and aid for Delphi agents in the field.
The minister, Sir Edwin Darrington, frequently

102
Trains are a critical to getting relief supplies and Storm Knights where they are most needed.

communicates with Dr. Ravi Bhutrupali on matters When Orrorsh branch sends Storm Knights on
of import to Storm Knights and their missions. missions, they will brief the operatives on known
The Delphi Council has also been building an threats in the area. These briefings present threat
informant network utilizing railroad workers, information in two categories, “confirmed” and
from construction foremen and laborers, to station “speculative.” The is an unfortunate amount of the
captains, through porters and engineers. Rail has latter at this point of the war.
become the backbone of transportation in Orrorsh.
The scope and scale of the rail network has grown ADAPT STRATEGIES TO THE
even larger since the Night of Screams, and many of
its employees are Core Earth, or transformed Core WARZONES
Earth, citizens who bitterly resent the presence of Discovering that different kinds of supernatural
Orrorsh. Field teams and Storm Knights can be evil, operating under varying goals and methods
moved less visibly than by road or ship, routes that depending on Warzone, was very expensive
seem to be more watched by the Gaunt Man’s lackeys. knowledge to acquire. The majority of the names on
Information is analyzed and compiled back the Eve Banning Memorial Wall in Orrorsh Division
in Delphi Council stations throughout Orrorsh, Headquarters were carved during this initial
and then sent by courier to Orrorsh Division investigation. The casualty rates have dropped as
headquarters at the hardpoint of the Naval Air the Delphi Council adapted. to the harsh realities
Station near Kochi. of existence in Orrorsh. Goals and efforts are now
customized for the Warzones.

103
• The Haunted Southeast: Here efforts focus elsewhere on Core Earth, the main effect seems
on recruiting medium and practitioners of all to been to alert the Nightmares in the area that
religions who might be of use in reducing the there is a target worth corrupting.
threat posed by ghosts and spirits. A strange When things go sideways in the Northeast,
mix of faith, scholarship and scientific method you can bet the Delphi Council tries to plug
have led to A/B testing of the effectiveness of security gaps with Storm Knight muscle and
consecrated sites, disseminating information expertise. Storm Knights who are sent on such
on traditional methods of detection such as missions are sometimes sent “off the books”
ghost rods, and data analysis of ghost stories because the council is worried that the methods
to look for patterns of behavior and effects. and body count may undercut the positive PR
Storm Knight teams are sometimes sent it gained so far. Lots of folks tend to get hurt on
when field teams believe there is a serious these misisons, ords, threats, allies, onlookers,
threat to be dealt with. pretty much anyone with a pulse.
• The Ravaged Southwest: Fields teams are less
frequent here, as the threats are persistent, and REALITY RESEARCH
often intelligent enough to recognize Delphi
field teams as opposition to the Gaunt Man, Core Earth reality has mixed with Orrorsh reality
and threats to their own dominion. The Delphi in some odd ways, such ad the Hope Perks, and Dr.
Council relies heavily on intelligence gathered Bhutrupali is extremely interested in pursuing this
from the railroad network and communities research. This research is too dangerous for the field
living in Core Earth hardpoints in the area. tieams, so it is Storm Knight business only. Looking
into rumored reports is dangerous because the
The Council is quicker to send Storm Knight Delphi Councial is often not the only one getting
teams to this area. They are to establish reliable these reports; Nightmares are also interested in the
allies among the Victorian new comers and unusual reality effects in Orrorsh.
hunt down the creatures that threaten all the
Evidence, artifacts, and data gathered are
inhabitants to the area.
analyzed and then sent for review to Dr. Zytalius
• The Disturbed Northwest: The Delphi Blackburn over in Archimedes Division in the
Council sends trained medical and mental Cyberpapacy branch.
health professionals to refugee settlements
clustered around the hardpoints in the area.
Field teams do not often venture out of these
settlements; casualties and data unreliability COUNCIL PERSONNEL
have both proven high. The Delphi Council personnel in Orrorsh branch
Storm Knights are sent on recon missions into mostly come from India and Pakistan, with a few
this area, so the Delphi Council isn’t entirely other southeast asian nations as well. Victorians
blind to what is happening in this region. have been an increasing presence in the branch.
There is a smattering of PanPacifican and Nile
• The Hunted Northeast: This is the zone closest
Empire representatives as well.
to a hot conflict zone of the four Warzones.
Delphi Council safe houses are often manned While it was sent reeling in the first 90 days of the
by Spartan Division fire teams, who run seek war, Orrorsh branch is now firing on all cylinders.
and destroy missions on credible reports of While the Gaunt Man is a formidable foe, in recent
the creatures and people who are hunting the days there has been an increase in morale as victory
inhabitants. As new tactics or weapons are no longer seems the impossibility it was the few
developed, they are first tested here. days before.
This aggressive stance has not helped much,
at least not yet. Aside from a few photo–op
and propaganda victories for consumption

104
found himself toppling over the stair railing and
DEPUTY DIRECTOR DR. RAVI landing on a strangely discarded poker.
BHUTRUPALI Investigating what happened to her father
revealed how insidious the horrors the Victorians
Dr. Bhutrupali is a native of the city of Kochi, India. were fighting, and when many Victorians travelled
He attended Calcutta University in Kolkata for to Earth to take the battle to the Gaunt Man, she
his undergrad in computer science and physics, went with them, taking what valuables she could
attended Cambridge University in England for his fit into a trunk.
doctorate, Stanford University in the US for post-doc,
Soon after arriving on Core Earth she was
where he also picked up a masters in metaphysics.
contacted by agents of the Delphi Council. Now she
His first job, of course, had almost nothing to graces the ballrooms of Mumbai, taking advantage
do with any of his degrees. He became a network of her social connections. A coy smile and a flip of
engineer for an internet infrastructure company. the fan can drop the guard of any man (or lady) who
Ravi kept himself sane by diving into any rabbit hole may be harboring a dark secret. Behind the scenes
that had to do with the fringes of reality— cryptids, she investigates the dark arts of the Occult, hoping
UFOs, holographic universe theories. In the days to discover what manner of creature corrupted her
leading up to the Possibility Wars, he and members father, without falling to Corruption herself.
of a Quora interest group began to document the
increase in the number of odd happenings. One VINUTHA PATEL
of the posters present interesting data suggesting
a major event should occur in twelve days; that’s Born in a village near the India — China border,
when the maelstrom bridges dropped. Vinutha grew up in a spiritual household. She
also had a creative flair for illustration and textile
Recruited to the Delphi Council almost
arts, although she surrendered to practicality and
immediately, Dr. Bhutrupali was assigned to
went to school for computer science. There she
Archimedes Division in the Kochi station. He was
crossed path with Ravi Bhutrupali. They had many
given a laboratory and a good deal of research
philosophical discussions that pass for Saturday
responsibility. Then New Dehli Station disappeared,
night entertainment during exam weeks; these left
and with it most of the senior leadership of
a deep impression on Ravi.
Orrorsh branch.
After graduation, Vinutha joined a software
Quinn Sebastian flew to Kochi to reconstitute
development house in Hyderabad, but her heart
Orrorsh Branch. Bhutrupali explained his suspicions
wasn’t in it. She returned to illustration, and her
about the different characteristics of the Warzones in
interest in mysticism and religion grew.
Orrorsh, and a plan for dealing with them. He wasn’t
expecting to be put in charge of Orrorsh branch to She eventually quit her job to join CleanFutures,
execute the plan, but quickly grew into the job. a non-profit where she worked on a clean water
project for one of the poorer sections of Mumbai, She
LADY ALEXANDRA PLUNDELL was there when the maelstrom bridge descended.
She experienced her moment of crisis while trying
Lady Alexandra Madeline Plundell of Devonshire to save some survivors from a Ravagon, and joined
was the heiress to the Plundell fortune and came the Delphi Council shortly thereafter.
into her inheritance after her father killed her
Vinutha advocates and believes in understanding
mother under mysterious (though graphic)
and empathy for the creatures of Orrorsh, and
circumstances. The detail about her father’s crime
establishing a spiritual connection to fortify oneself
that horrifies Alexandra the most is that she was
against the cosm. Understanding and empathy are
at home at the time, awake, yet heard nothing. She
crusical to breaking the Gaunt Man’s cycle of fear.
discovered the murder when she walked into her
They are tools that can never disconnect regardless
mother’s bedroom to find her father...consuming
of which cosm you call home.
her. Her father attacked her, but through fortune,

105
his commander he was aiming for their enemy,
ANNETTE MUNDI not a desk job.
It’s this distaste for a sedantary style that saved his
An arctic explorer in Gaea, Annette was the first
life. Several ghatak officers were chosen by the initial
person to complete a solo expedition to the North
New Delhi station to retrain as Spartan Division
Pole. The expedition was part of a desperate
operatives. He and some of is compatriots were in
exploration effort to see if there was any portion
high-altitude training when the station disappeared
of their planet not yet touched by the Gaunt Man.
with Orrorsh Branch’s senior leadership.
None was found. Annette soon stopped exploring
and started hunting monsters. The Gaunt Man’s As much as he detests the desk, he knows that
agents decided to corrupt every one of Annette’s operatives need someone in command who won’t
lovers, current and former, fording her to eventually just throw their lives away on the cause of the day.
hunt down her paramours. She understandably has He is Orrorsh branch’s liaison with Marathon and
sworn off romance. Spartan division, He coordinates their operations
Orrorsh; the close cooperation helps insure that
Annette still hunts monsters. She sometimes
Spartan fighters don’t engage on the basis of shaky
accompanies field teams to bolster their survivability.
intel. Falsehoods lead to fatalities on the ground.
Solo hunting is still her preferred mode.
Miss Mundi instructs Storm Knights new to RAHARJO
Orrorsh on what to expect when they first venture
into the cosm. She shares what details she has on Born into his family’s fishing business in Jepara,
the threats they might encounter, and expects Storm Indonesia, Raharjo quickly fell in love with the
Knights to share any information they acquire. sea; fish, not so much. He made a meal of salvage,
with a generous portion of treasure hunting for lost
hoards of Indian and Chinese pirates, and with just
MUSTAFA SINGH a dash of smuggling to season things.
Born into a military family in New Delhi, Mustafa He was in India searching for leads on a lost
learned discipline at a young age. He excelled at treasure of the pirate Sumbhajee Angria when the
cricket, and might have gone pro if northern border Night of Screams fell. In the carnage that followed,
issues had not convinced that his country needed Raharjo saw his first undead, zombies feeding on
him to continue in the family tradition. the recently deceased. Sickened and angered, the
He soon became a member of his battalion’s ghatak treasure hunter killed one, only to draw the attention
platoon, the special forces unit that performed of the others. Looking into the watery, dead eyes,
recon and spearheded any attack. He turned down Raharjo knew that he had just lost much more than
a promotion to remain with his platoon, telling a lead on a treasure. His world was gone. Someone
needed to pay for that.
He led refugees to Kochi, where he was recruited
by the Delphi Council for his expertise in logistics
and ability to get a group of desperate folk to move
“YOU KNOW HOW IT’S in the same direction. The latter was in particularly
short supply after the disappearance of the New
MORE DANGEROUS AT Delhi station.
NIGHT? DOWN UNDER THE Now Ruharjo runs Delphi Council supply network
DEEP WATER IT’S ALWAYS via Orrorshan rail, and occasionally shipping. He
DARK.” also keeps his ears open for rumors of ghost ships off
the Eastern shores of India, still laden with treasure
they never managed to take into port. Any help the
–RAHARJO Storm Knights could provide with this would be
geratly appreciated.

106
RESOURCES
For the first 90 days, the Orrorsh branch was on
THE DISAPPEARANCE
its heels, unable to launch or support all bust the OF NEW DELHI
smallest of operations. Once the rail network began
to be established and leaning on Raharjo’s smuggling STATION
expertise, and the branch capabilities expanded in
step with the reach of the rails as new recruits came In the first days after the Night of Screams,
to fill field teams and supplies came in to equip them. the Delphi Council was struggling to set up
operations in Orrorsh. New Delhi was chosen as
the location for Orrorsh Division Headquarters.
IDENTITIES The process was anything but smooth; fear and
Often Orrorsh is not a place where you want to be tension were running high.
identified as a stranger. Anonymity is a common A security breach in the form of Victorian
trait among the bodies in a morgue. The Orrorsh medium Eve Banning threw another wrench
branch offers two styles of identities, the ones that into the works when she announced to all staff
come with specific back stories created to facilitate within earshot that the unease felt by the Delphi
the mission, and the more generic “I am from a Council staff was evil in origin, not simply the
couple towns over” where you are given an identity product of stress. The Security Chief locked Eve
from a city not too far away from your mission start away in an interrogation cell for questioning
location—but far enough way that you aren’t likely as soon as a through sweep of the station was
to run into someone you are supposed to know. complete to see in anyone else had breached
This is particularly true if there isn’t a direct rail their defenses. Sweep completed, the Security
connection between the two cities. Chief went to the cell to find Eve Banning
strangled to death by power cables from the
INFORMATION station’s backup generator.
Maps, contact names, descriptions of important The station went silent after that. Two days
local features or personalities are commonly given later when a field team went to check on New
to Storm Knights when they are briefed for a Delhi, they found the security gate open. In
mission. Particular emphasis is given to potential the receptions area was scrawled on the walls:
threats the Delphi Agents may have to deal with. “Obsidian. Do not follow us. Do not find us.”
Powerful Nightrmares are an exception to this rule. The message was repeated over and over again
Storm Knights are sent after a specific Nightmare throughout the station. When the team reached
precisely because the Delphi Counci doesn’t know the interrogation rooms, they were missing.
enough about this threat. While elimination of Between the ground and the open sky above,
Nightmares is an important goal, Dr. Bhutrupali there was nothing but pipe ends and stray cables
and other officials realize that can require luck akin in the surrounding walls. The case is still open.
to divine intervention to take down an unknown
Nightmare, particularly for Storm Knights of
alpha clearance. Know more about the target
in the Hunted Northeast. These are the fully
when you come out than you did going in; that is
stocked safe houses the Storm Knights are used to:
a common goal.
ammunition, survival supplies, and weapons are
all available here.
SAFE HOUSES AND MAJOR BASES Elsewhere safe houses are usually multi–
Delphi Council Safe houses are different in Orrorsh generation homes where most of the family has
than in most other cosms. The only permanent safe been cleared out in advance of Storm Knight arrival.
house are those manned by Spartan fire teams One or two family members remain to keep up

107
appearances. These safe houses are available for a system used by private citizens who lived a place
day or two at most, due to the risk to the families. called “Albion Nautica.” It seems Orrorsh has
They have medical supplies, food and clean beds established settlements under the sea.
but not much else. If Storm Knights are in a city for
a month and need to visit a safe house three times, SUPPLIES
almost certainly they will visit three different homes
The lack of permanent safe houses in most of
Many of the Indian naval facilities remain Core Orrorsh presented a problem for agent and field
Earth hardpoints. Dozens exist between the Western, team resupply. The solution was railroad mails
Southern, and Eastern naval commands. But only a bags. There are posts for large mail bags about
few are used as active Delphi Council bases. every two or three miles. Official postal service
stencils say “Outgoing” for mail to be picked up,
INS Abhimanyu and “Inbound” for mail to be delivered by local
Abhimanyu is an active MARCOS base near post offices nearest the post. The trains do not stop.
Mumbai, housing the elite marines of the Indian Railpost employees work a mechanzed arm to snag
Navy. It is now a forward operating base inside outbound bags from the post, and drop off inbound
enemy territory. Direct assault in the immediate bags as the train passes by.
aftermath was not fruitful for the Gaunt Man. His
The Delphi Council issues code sheets and special
minions continue to probe and harass the base,
embossed stationery. Agents memorize the sheets,
which the High Lord engages the base in his long
and take an ample supply of the stationery and
game of Corruption. Still , it galls the High Lord
matching envelopes. The codes are changed once a
that Core Earth maintains a capable base so close to
month or so. Stationery is matched to the mission, so
the Mumbai maelstrom bridge.
dozens of varieties are flowing through the system
The Spartan division has piggybacked a Delphi at the same time.
Council base onto Abhimanyu. The develop and
Storm Knights write down their requested
share intelligence with MARCOS, and whenever
supplies in the code given them upon the stationery
Archimedes division develops gear or technology
provided, and drop it off in a mailbag on a post. A
useful for Core Earth’s struggle in Orrorsh, MARCOS
mail train comes by and picks of the bag. The next
is involved in the testing and deployment.
day, at the same time as the pick up, another mail
train drops off the requested supplies— or at least
INS Varsha
those a quartermaster deems reasonable.
At the time of the start of the Possibility Wars, the
base was listed as under construction. The base
was being built 50 kilometers from the headquarter TRANSPORTATION
of the Eastern Naval Command in the city of Train tickets are available any Orrorsh branch
Visakhapatnam. But the base is farther along than station. Travelers may have to negotiate or
the public had been told. It is an operational otherwise wrangle first class tickets, but all others
submarine base, listening post, and undersea can just be picked up from the appropriate bins and
communications center. The Delphi Councial uses folders in the quartermasters office.
Varsha to bring in supplies by submarine, and to
Other land transportation needs to secured in the
deploy or extract Storm Knight teams along coasts
field, as does river transport. Ocean transport may
anywhere in Orrorsh.
acquired in any Orrorsh branch station or base, but
Recently the listening post has picked up telegraph that usually takes two or three days. The Delphi
signals from undersea cables running along lines Council does not have the cozy relationship with
where no Core Earth or PanPacifican cables are shipping lines it does with the railroads. One cannot
known to exist. Marathon division quickly realized request “Ocean view suite Lido Deck, will call for
the messages were in a variant of Morse Code used Mister Moonwalker,” without drawing a modicum
by the Victorians. The vast majority of the messages of suspicion.
were in plain text. It appeared this was a telegraph

108
The highest ranking member known to the Delphi
SECRET SOCIETIES Council is Oberto Astacio, Scrivener of the Lamb.
His title means his humility has prepared him to do
Secret societies abound in Orrorsh. Some have great work for God. Those who have met him don’t
existed for centuries, passed on from cosm to cosm think of him as humble. Not one little bit.
by invaders who recruit cosm natives. This list is
not complete, nor a representative sample. These The Sacellum have a serious philosophical clash
are secret societies with whom the Delphi Council with the Alhambrans. The poet warriors search for
has had contact, and the result of the contact has an ancient poem called “God’s Plan for the End.”
been positive. These societies have agendas that Reading it is supposed to cause God to enact Their
are not completely at odds with the aims of the plan. The Alhambrans believe that anything as
Delphi Council. Some operate out in the open, but beautiful as God could only end one world as part
their membership, motives and methods may be a of creating a better world. The Sacellum retort is
mystery. They may not prove to be true friends, but essentially the His End would justly wrathful, and
they can be counted upon to be the Gaunt Man’s may be nothing more than fire and brimstone. If the
enemy. Alhambrans have their way, the world will get to
see who s right.
ALHAMBRANS
XIUCHIBA AND CHANNING
The Alhambrans originated on a cosm known as
Respite. As on Core Earth, the Alhambra was a palace Channing Flannel had been a slowly failing textile
built by followers of a monotheistic faith who had and clothing business. They were famous enough
been at war with an older faith for centuries. From that political cartoonists often portrayed those
there the histories veered in different directions. caught in scandal as wearing Channing’s ill-fitting
On Respite, the Alhambra became a center for flannel pajamas.
important scholarsip and cooperation between the An Indigena named Xiuchiba is shown on court
faiths. When the Gaunt Man invaded, the Alhambra records as having purchased Channing, and filed
began training scholar–historians to be fighters, appropriate papers to rename the business. The
and knights to become literate and knowledgeable name plates and signage on all the company stores
about history and literature. The aspirational ideal were altered to the new name. Then all the stores
was the poet warrior. were closed. Factories were retooled and then began
This combination provided an excellent counter manufacturing new clothing that looked nothing
punch to the invaders for decades. They were good, like the old Channing line. Newspapers carried
very good, at finding the True Deaths of Nightmares. full page ads touting the new clothing line. A few
Their poetic epics helped restore compassion items were seen being worn in public, but never
and resilience a people diminished by fear. The being sold. Xiuchiba has refused all interviews. The
Alhambra was eventually sacked, and Respite Indigena’s whereabouts are currently unknown.
fell just like the others before it. But Alhambrans Then a few days ago outfits from Xiuchiba and
managed to survive to cross into the next cosm with Channing arrived at the Kolchi station. No one had
the invaders, and start the order anew. ordered them; they were precisely tailored, and
The Alhambrans will gladly exchange knowledge most of the fits were impeccable. Each suit came
with the Delphi Council, and their archives quite a with a note which read:
bit of, if only partial, information on Nightmares Many are watching. You do not face Obsidian alone.
that can be useful when trying to investigate
The Delphi Council would like to know more
a True Death.
about Xuichiba’s capabilities and motives, but have
The leader of the Alhambrans is titled the Poet hesitated to investigate Channing Flannel for fear of
Warrior Magnus. No Delphi Council member pushing away a potential ally.
has met or seen convincing evidence of the Poet
Warrior Magnus.

109
O
rrorsh is known as the cosm of horror.
Many different themes fall under horror,
however Orrorsh, like all cosms in TORG
Eternity, has its own unique features. Monsters and
terrors frequent the cosm, but the occult and the
unique culture of the Victorians also have influence
over Orrorsh. On the following pages, the Game

ADVENTURES Master can find tools to use in help constructing


adventures within Orrorsh.

THEMES OF ORRORSH
No two adventures in Orrorsh must be the same.
The most obvious themes are horror, monster, and
the occult. Exploring deeper within each of these
themes will take Storm Knights to the darkest
corners of the Gaunt Mans domain. Within the
core themes are many others – curses, death rituals,
nightmares, torture, ghosts, and werewolves are
among them. There are numerous opportunities to
create adventures that showcase these themes.
The themes of Orrorsh can be troubling for some
players and Game Masters. If you feel one of the
themes below might be difficult for you or one of
your players to experience, do not use it. When in
doubt, speak with your players about the themes of
your game beforehand. You can always tone them
down or not use them at all.

THE OCCULT
Orrorsh is a cosm with firm foundations in the
occult. Witches wield dark magic and wicked
rituals. Curses are boundless transforming many
into the monsters they work to fight against. The
Victorians have also brought their own occult
influences and rituals involving death.

Curses
The Gaunt Man has many horrific things at his
disposal. One of the most terrifying is a curse.
Curses can be inflicted upon anyone. Sometimes it
is known, but often it is unknown until it emerges.
A trusted ally being revealed as a monster, a village
touched by the darkness, or even a Storm Knight
being changed into something darker against her
will are all ways curses can be utilized in Orrorsh.

110
A curse can be used at the core of an adventure of
campaign. The Storm Knights can find themselves
subject to a curse that will consume their light and GIVING THE
make them a tool of the darkness. They must find
a way to reverse it, but they only have a limited CHARACTERS REASON
amount of time to do so.
During their journey, they start to show symptoms
TO CARE
of the curse. At first, they may appear to be a blessing Orrorsh is the cosm of horror. This can
(like lycanthropy), but as time goes on these gradual sometimes be a challenging element to bring
changes become more and more monstrous. It is a to a game. The key to this is giving the Storm
fight against the clock and their own humanity. Knights a reason to care. If the object(s) or
Alternatively, someone the Storm Knights care person(s) of their affection are put into jeopardy
about could be the victim of a curse. The same plot or even harmed, this can be leveraged for some
line could apply with the group rushing to find a horrific adventures!
ritual to save their friend. A curse could also be To really get the feel of horror in your
one element of the story. A nest of vampires could game, a character’s background can be a
ambush the Storm Knights in one scene. Causing good place to start. If your players did not
them to have to worry about infection in addition provide backgrounds, you can utilize their past
to the main plot. adventures. Torg: Eternity is a game full of great
heroism which can also lead to great tragedy.
Victorian Death Rituals If the character has fond memories of a place,
The Victorians, though from a different world, share create a narrative that reminds them of this place
much in common with the similarly named era of becoming tarnish.
our culture. Death is mourned in many different
ways by the Victorians. They have brought these The same can be said for an object of even
aspects of their culture with them to Earth. Though people. Anyone would be horrified if they found
there are many rituals brought from Gaea, portraits out someone the cared about became a monster.
of the dead, jewelry, mirrors, and burials are the Whatever it is that the Storm Knights care about,
most likely ones to be used in a game. use this to help the group experience the horrific
nature of Orrorsh.
When a loved one dies it is common for a Victorian
to have a portrait painted of their deceased loved
one. Often, the corpse is placed in different poses
for the artist to render. Death is not always final in Ghastly hitchhikers have been known to be drawn
Orrorsh and corruptive forces of the cosm have a way to death jewelry. Unknown to the wearer, theses dark
of getting into things. This opens many possibilities forces can influence their actions with everything
for the Game Master to use in an adventure. from subtle hints to, in more extreme cases, taking
A painting could trap part of the soul of the over the wears body completely. In some cases of the
deceased and it now has influence over the world of possession, the poor soul wearing the jewelry must
the living. There are many sinister looking paintings watch helplessly as the hitchhiker takes complete
out there. What if one of them came to life in a way? control of their body and they become passenger.
Another death ritual that can give flare to this This can lead to many mysterious acts that
theme in Orrorsh is jewelry. Frequently, the family of even the most capable sleuth will have difficulty
the deceased will make jewelry from their hair and, solving. Partial possession can lead to a Dr. Jekyll
in some rare cases, from other parts of the deceased and Mr. Hide type villain who is not all evil. Hence
body. Though this is meant to honor their loved one introducing a fight that is not exactly straight
at the funeral sometimes dark things come with the forward if they want to keep the innocent person
keep sake, especially if it was a violent death. who is possessed alive.

111
In many cultures, mirrors are gateways. The Chainsaw Massacre. Additionally, mixing these
Victorians believe that death draws the eye of dark two types of horror can lead to different kinds
creatures. According to Victorian folklore, mirrors of adventures.
are portals for these creatures to spy on the living and Whatever aspect(s) of horror you decide to explore,
to cross over. For their protection, Victorians cover always ensure it is something the characters are
mirrors when death comes to a household. Though invested in and that also, the players are comfortable
mere cloth this simple act does offer protection from with. While Torg: Eternity is a fantasy game, it can
the world of the dead. In the case that this tradition touch on aspects of reality that are troubling to some
is not observed, bad things can happen. players. Always check in with your players before
Those foolish enough to ignore the ancient exploring some of the darker avenues of horror.
warnings find themselves the targets of dark forces.
If a Storm Knight is this careless or unaware, they MONSTERS APLENTY
may even be forcefully taken through a mirror to a
Gospog, Vampires, and Werewolves, oh horrible
much darker place. Escape from such a dark realm
screams of sheer terror! All sorts of terrifying things
could be a very terrifying adventure!
that go bump in the night (and often in the light)
Death and the rites of the dead can give you many are native to Orrorsh. As the Gaunt Man conquered
tools to use in your arsenal as a Game Master. Cosm after Cosm, he took their monsters with him.
Every variant of a ghost, goblin, vampire, and
Witches werewolf exists within the Gaunt Man’s realm.
Though Aysle is the cosm known for magic, it is not
While they can all be scary, flipping traditional
the only realm where magic thrives. Orrosh is full
gothic monsters on their heads can keep the Storm
of magic. More specifically, dark magic. Witches,
Knights guessing. This can be as simple as a vampire
run amok and wield dark rituals to further baleful
who fights against its corruption and is genuinely
plots. Most server the Gaunt Man and others serve
trying to help the player characters, but this might
other dark masters. Regardless, the witches of
not be so obvious. It can be something more complex
Orrorsh all have nefarious goals.
such as ghost who is the dead reflection of a former
Curses, hexes, and dark rites can all be traced possibility rated hero that is not in complete control
back to witches. Witchcraft has been used to trap, of her actions. More traditional variations should
torture, and subdue many Storm Knights. It is also not be shied away from. Sometimes, a monster
not uncommon a witch to be the culprit in many is simply a monster.
adventures in Orrorsh. Though, there involvement
The unknown threat can be an extraordinary
might not be apparent, Storm Knights should be
terrifying theme for player characters to experience.
wary when the encounter hex bags, ill omens, and
The creepiest threats are those that do not reveal
damned idols. If such things are found, it is certain
themselves immediately or sometimes at all. In the
a witch is pulling the strings from somewhere in
TV Show Lost one of the most intriguing and scary
the shadows.
things was the obscurity of what the “monster”.
THE REALM OF HORROR This creature encountered and killed characters
without being disclosed. When it was unmasked it
Horror is the most recognizable theme within lost its power of mystery and terror. Sometimes, it is
Orrorsh. All the other Cosms can touch on aspects necessary for the Game Master to show the monster,
of horror, but only Orrorsh embodies every aspect but it is advised to let this build up. Whatever a
of the genre. Psychological, physical, and other player imagines are far more frightening than
aspects of terror are wielded by the Gaunt Man and anything a Game Master can describe. Leverage this
his agents. with your players.
Inspirations for horror can come from madness
as represented in the book House of Leaves or
more violent slaughter like in the movie the Texas

112
dream continues night after night being more and
ADVENTURE SEEDS more terrifying. Eventually, the nightmares progress
to where the Storm Knights wake having the same
Below are broad stroke ideas for adventures. Use wounds they suffered in their dream. With aid from
these to create your own adventures by expanding the Delphi Council, the Storm Knights discover that
on them or taking parts you want from them. Mix, they are being targeted by a powerful Occultist.
match, and borrow whatever works for your game.
The Storm Knights must find the Occultist in
Bad Manors the physical world by using clues from their
The Hayhurst Manor has been within the family for nightmares. The longer the Storm Knights take to
generations even after the world laws of Orrorsh find the Occultist, the weaker they become as he
washed over the grounds and building. Though, continues to drain some of their energy through
when the world laws changed, some of the ghosts their nightmares.
of their ancestors did wake up. The specters have
Storm Knight Gone Bad
lived in relative peace with the family that still
A serial killer is on the loose in the streets of a major
occupies the manor.
city. Though normally not unusual for Orrorsh, the
When a few of the graves are disturbed by a latest victims have all been Storm Knights. Each
runaway carriage, different and long forget ghosts of the deceased has a strange symbol burned onto
emerge, coming into conflict with those who their flesh by the killer.
currently live peacefully at Hayhurst Manor. When
The party is sent to investigate these murders by
things turn violent, the Storm Knights are called
the Delphi Council. Eventually they discover that
upon to put the spirits to rest.
the murderer is a former Storm Knight who was
thought to be dead.
Face Your Fears
There are reports of unusual things going on in a Strangeness on a Train
nearby mental institution that focuses on helping The Storm Knights are on a train traveling
allies of the Delphi Council recover from severe through Orrorsh, when a sudden and unexpected
mental trauma. The Storm Knights travel there to catastrophe kills them all. The Storm Knights
see if they can help some of their old friends and reawaken just before the final darkness consumes
companions. When they enter the building, it them, once again on the train. Again, they face the
becomes apparent that something horrible is going same horrifying death. The Storm Knights must
on. find a way to break the time loop and stop the train
The fears and nightmares that plague that patients from crashing once they do.
are taking life and attacking the other patients and
medical professionals within. Matters get worse Too Far Gone
when the Storm Knights find they cannot escape A Storm Knight long undercover as a Stormer
the building through any of the exits. They must face has her cover blown. Before she can safely contact
whatever evil lurks here and save their sick allies. the Delphi Council, the agents of the Gaunt Man
capture her. Her ex-comrades torture her in attempt
to recover what intelligence she obtained.
Stalked by the Dark Man
The Storm Knights are approached by a young girl Eventually, she is rescued by the party, but not
in public. The girl silently watches the group until before she has gone mad. The Delphi Council is
one of the Storm Knights engages with her. She desperately in need of the information she has
says, in an innocent and serious voice, “The Dark committed to memory. Through a powerful ritual,
Man is looking for you.”, and then runs off. The the Storm Knights are projected into the crazed
Storm Knights are unable to find her. knights head to rescue her from the madness that
has consumed her.
After, the Storm Knights all share the same dream
where a dark figure is hunting them. The same

113
Total Party Kill
The Storm Knights “wake” one day to find that NIGHTMARE GENERATOR
they are now ghosts. They can find their bodies, The Nightmare Generator tables can help with the
unscathed and still alive but in a sleep-like state. Investigation of Nightmare secrets (page 72) that
After some investigating, they discover that they are needed to keep the Nightmare’s Possibilities
are the victims of a dark ritual that forces the spirit from regenerating each round. Each of the five
out of a body. tables caters to one type of the five secrets: Desire,
What is more terrifying is that if they cannot Habit, Link, Origin, and Token.
reverse the effects of the ritual within 3 days, their First determine how many Possibilities the
bodies will die, and they will be ghosts forever. The Nightmare has. Chose a category to represent
Storm Knights will have to find a way to reverse each of its Possibilities. A secret type should not be
the ritual and return themselves back to the world repeated. When a Nightmare is killed by a means
of the living. other than its True Death, use an unused Type if it
gained an additional Possibility. Roll a d20 on each
Two Wolf Moon of the tables to determine a narrower category of
Lycanthropy breaks out in a smaller village. The the secret and choose a unique secret based on the
Storm Knights travel there to put a stop to the curse category.
before it spreads to everyone. Once they arrive Example: Creating a newly formed Nightmare,
in the village, everything is not as it seems. They the GM decides this Possibility is based off a Desire
do find evidence of werewolf attacks, but at some Secret. On the Desire table, the GM rolls a 13. The
of the sites of the attacks, there are reports of two Nightmare’s Desire is Appearance. The GM comes
different monsters being seen. up with an appropriate Desire based on appearance
The werewolves are not always together. One of (it wanted to look upper class to others) that when
the werewolves is tracked down to a nearby barn, successfully investigated and revealed to the
though she has guardians. Children are protecting Nightmare, eliminates the Nightmare’s ability to
the cursed women claiming that she looks after all refresh the Possibility connected to it.
of them and that another “big bad wolf” is the one Likewise these tables are useful for adding details,
killing others. backgrounds, and secrets for a creature that gets
upgraded during the campaign. Choose one of the
Wax Works Secrets that hasn’t already been established and roll
The Storm Knights are invited to the grand opening to add a new twist the monster’s story.
of a new Wax Museum. The artist has created
Example: A Nightmare with 2 Possibilities was
creatures from every known Cosm. As the evening
slain by a means other than its True Death. When
goes on, odd things begin to happen. Some of the
it is resurrected, the GM decides to give it an extra
wax statues appear to be in different and terrifying
Possibility, instead of 25 XP. Its previous Secrets were
positions.
Origin and Token. These two types of Secrets should
Eventually, one of the guests goes missing. During not be used, so the GM needs to decide whether to
the search, more guests go missing and eventually connect the new Possibility to a Desire, Habit, or Link.
a corpse is found. Unknown to the owner or staff, The GM then rolls on the appropriate table for its new
something dark crept into the museum and gave life Secret’s category. These lists are not exhaustive. They
to some of the wax figures. provide kernels for the GM to expand upon. With any
The Storm Knights must find a way to destroy of the Types of secrets, the obvious reason is not the
the museum to save the remaining survivors of the only possibility. Remember, “The path to Hell is paved
evening’s events. with good intentions.” With all secrets, the Game
Master should be aware of the players’ comfort level.
Any of the Secret types, especially Habits, can tread
too closely to real world prejudice and hate crimes.

114
THE NIGHTMARE’S DESIRE
d20 Desire Notes
1 Appearance Wanting to look a certain way, or perhaps targeting those who do.
2 Belonging To feel kinship with a group, class, or organization.
3 Betterment To eliminate perceived physical, mental, or social shortcomings.
4 Change To want a certain change to happen; political, mental, physical, etc.
5 Control Make something or someone perform exactly as expected.
6 Destruction To bring ruin upon a specific rival, or society in general.
7 Immortality Avoidance of aging and death.
8 Infamy To be remembered as first, best, or notable.
9 Item A specific non-living thing. May be sought or already possessed.
10 Knowledge A specific field of study, ancient secrets, or learning for its own sake.
11 Person A specific individual. The person does not need to be alive!
12 Power Political, organizational, military, or mystical.
13 Love To be loved by an individual, group, class, or organization.
14 Lust Carnal pleasure, or the absolute disdain of the same.
15 Place A desire to reside in or travel to a specific place.
16 Protection To feel secure or to be able to protect a group, class or organization.
17 Recognition Acknowledgment of importance by a group, class, or organization.
18 Status A position within a group, class, or organization.
19 Understanding To know how something works or how someone thinks.
20 Wealth To be rich and have an overabundance of material things.

Another option when creating a new Nightmare is


to roll on all the tables, puzzle out a backstory using TRUE DEATH
all the pieces, but only assign Secrets to the the most One thing the tables can’t capture is the unique True
interesting or appropriate ones. Death for the Nightmare. True Death should be an
The five tables are Desires, Habits, Links, Origins, echo of the monster’s twisted backstory, or an ironic
and Tokens. Note that Secrets don’t have to be one of or cathartic reckoning. The end isn’t supposed to be
these five categories. If the rolls suggest something artificial or impossible—it needs to feel “right” so
interesting that doesn’t quite fit, go with it! when those circumstances occur the Nightmare’s
Some results may seem mundane at first glance, story feels logically concluded.
but remember these are the ingredients that made Strange rituals, weapons made out of tokens, or
a monster. The emotions and circumstances behind the presence of something the Nightmare desires—
each secret should be extreme. or its opposite — are all ingredients of classic
Example: Desiring Love isn’t so strange, most people True Deaths. It needs to be specific, the kinds of
do. But this is a dark, obsessive version of love that led circumstances that can’t happen by accident.
to tragedy. Perhaps the love was unrequited and the In rare cases it’s acceptable to have the True Death
emerging monster stalked the object of his desire and be a ritualistic action taken directly after the creature
eventually killed her to insure no one else could have is destroyed by mundane means, and if performed
her. Perhaps the love was mutual, but the partners its evil is ended permanently.
sacrificed something unspeakable to stay together.

115
THE NIGHTMARE’S HABIT
d20 Desire Notes
1 Animals The behavior of a specific type of animal serves as a model for The
Nightmare. The actual animal may or may not be present.
2 Appearance Eye color, Hair color, length, or a particular style could be the factor that
draws the Nightmare’s attention.
3 Arrangement A “calling card” is always left behind. This can be a certain arrangement of
the body, items left at the scene, or some other distinguishing feature
4 Association The supernatural activity manifests in pairs. It could be obsession with
numbers themselves, or a related pattern between the victims.
5 Art A particular image, performance, or sculpture provides the theme for The
Nightmare’s crimes. Art may be repeated, or in need of completion.
6 Chaos The Nightmare’s behavior is triggered by passion and violence from other
sources. Outbreaks are unpredictable but sloppy.
7 Commentary Notes are sent to newspapers and law enforcement taunting them to
engage—or to mislead them.
8 Condition The scene is always found in a certain manner: covered in frost, fungal
growths, the decay more advanced, or even meticulously cleaned.
9 Crime The Nightmare goes after criminals (specific crime or in general) or
innocents (possibly by age or other group).
10 Danger Only prey who can fight back satisfy the Nightmare. It savors the
competition—and demise—of a worthy adversary.
11 Escalation Events start small, then intensify until the Nightmare finally reveals its
true self, completing a long chain of fearful events.
12 Group A specific group of people are always the target of attention. The group
may be the victims, or the victims may be rivals or enemies of the group.
13 Occupation The Nightmare is obsessed with a certain job or activity. It may be
compelled to perform the action, or despise anyone who does.
14 Planning Everything is done slowly and is carefully plotted. The Nightmare seldom
makes mistakes or leaves evidence, but is easier to anticipate.
15 Publicity The Nightmare has a need to perform in public. The more witnesses to its
ghastly deeds the better.
16 Secrecy The Nightmare hunts lone victims or takes victims from a group one at a
time, when not in the presence of others.
17 Spaces The creature moves freely—but only—in a certain environment such as
water, sewers, or ventilation ducts.
18 Time The hunt is always at a certain time: the full or new moon, solstices or
equinoxes, a certain time of the day.
19 Tool A specific implement is used to kill. It could be a tool, scalpel, a gun, or
even less common means such as dreams or ethereal attacks.
20 Words A repeated phrase or word is always left behind, or perhaps even triggers
the event in the first place.

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THE NIGHTMARE’S LINK
d20 Link Notes
1 Asylum As a patient, doctor, or orderly. The entire asylum, a specific room, or a
particular item left behind may still resonate with The Nightmare.
2 Birthplace The birthplace of the nightmare or The Nightmare’s Desire. The exact
room is usually relevant.
3 Diary A journal or record in The Nightmare’s own words. Seeing the book or
hearing the words can bring back memories of a different mindset.
4 Holiday A specific anniversary—a birthday, wedding anniversary, or even the date
of a death—still resonates with The Nightmare.
5 Home The Nightmare is stil drawn to significant place from its mortal life such as
childhood room, workplace office, or prison cell.
6 Injury One type of injury or death, such as drowning, a fall, or a wound in a
specific place triggers an extreme reaction from The Nightmare.
7 Image A picture or painting of The Nightmare, or a person or motif which has
great significance.
8 Landscape A particular overlook, river, tree where something significant happened in
The Nightmare’s past.
9 Legend Local folktales may compel or birth The Nightmare. Reenactments of
legends or even an entirely separate Nightmare are relevant Links.
10 Lover A former—or current—lover. Was the love mutual or unrequited. Did it
change over time?
11 Parent Extreme love or hatred formed an obsessive bond with a parent or
equivalent guardian.
12 Phrase A word or words which once held great meaning to The Nightmare. Could
be a catchphrase, or an often repeated admonition.
13 Punishment An implement which was once used to punish or contain The Nightmare.
Straight-jackets, collars, or even a simple paddle could still have an effect.
14 Reward A special treat which enthralled The Nightmare as a child, or a position or
prize sought as an adult.
15 Rival A sibling, competitor, or outright enemy who affected The Nightmare in
the past.
16 Role The expectations of a specific job or role—such as prisoner—still echo
through The Nightmare’s thoughts and can be exploited.
17 Ship A specific ship figured into The Nightmare’s origin. Is it a ghost ship, or
still functional with new owners or passengers?
18 Symbol Religious iconography such as a crucifix, prayer, or even a specific
hallowed site.
19 Water May be a specific body of water, or just water itself. Rain, floods, or pools
of water are options.
20 Weapon A specific weapon may have figured prominently in The Nightmare’s own
demise or it could be a memento from an early kill.

117
THE NIGHTMARE’S ORIGIN
d20 Link Notes
7 Accident An inadvertent death (or killing) changed everything.
8 Murder A conscious decision to kill drove The Nightmare over the line.
6 Passion A moment of intense jealousy or rage pushed The Nightmare to kill.
11 Victimized Abused or bullied, the Nightmare had enough and struck back fatefully.
12 Slighted Perceived or real, an insult triggered the decent into darkness.
3 Revenge Payback for another unspeakable crime became a lure into corruption.
18 Envy It took time, but finally The Nightmare took something that wasn’t theirs.
9 Mistake The Nightmare discovered all the reasons for killing were wrong...too late.
2 Corruption The magic of Orrorsh turned an innocent into a monster.
14 Temptation A dark temptation led to events which spiraled out of control.
13 Experiment Whether a success or failure, the results of the experiment were monstrous.
16 Loss The death of a loved one caused the Nightmare to fall..
1 Destruction The loss of a home or special place led to madness.
5 Hypocrisy The difference between words and deeds set the evil descent in motion.
15 Lie A lie, either told or believed, led to a terrible result.
19 Truth An obsessive search for answers—or the answer itself—caused tragedy.
17 Pain Torture, constant and agonizing, dominates The Nightmare’s existence.
4 Mentor Someone set The Nightmare on a dark path intentionally.
20 Accusation The Nightmare was falsely executed—or wrongly accused an innocent.
10 Fate Even as a mortal, The Nightmare was a monster. It was destiny.

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THE NIGHTMARE’S TOKEN
d20 Link Notes
7 Heirloom A trunk, tea set, or something else handed down for generations.
8 Wedding Ring The symbol of an unbreakable bond between two spouses.
6 Gift The object itself is unimportant, but who gave it is significant.
11 Medal An award given for battle or bravery. The kind Storm Knights wear!
12 Certificate A diploma, will, or other official document.
3 Book The book itself may be important, its contents, or notes scribbled within.
18 Outfit A specific article of clothing, or a specific set of clothes.
9 Tool The Nightmare discovered all the reasons for killing were wrong...too late.
2 Weapon The magic of Orrorsh turned an innocent into a monster.
14 Shard An Eternity Shard, and somehow The Nightmare’s existence is tied to it.
13 Locket Usually inscribed with a message, or containing a photo or keepsake.
16 Jewelry A pin, brooch, or other significant, wearable item.
1 Toy A doll or something else from a long disappeared childhood.
5 Puzzle A device made to capture the imagination, and possibly a mind as well.
15 Food A certain type or food—perhaps including its scent.
19 Parts A body part, perhaps something separated from The Nightmare’s body.
17 Mirror Is the object itself significant, or the reflection it contains?
4 Flora A certain type of plant, flower, or other flora preserved or still growing.
20 Fauna A particular animal, perhaps a pet, a steed, or a guard beast .
10 Image A photograph or painting of The Nightmare or someone important.

119
T
he monsters, horrors, and nightmares of
Orrorsh are some of the deadliest in the
world. Not only are they dangerous in and
of themselves, but they stalk within a realm that
resists Soaking damage. Heroes beware.
Particularly dangerous foes are noted with a (β)
to mark that a group below Beta Clearance may
not be ready to face such a threat, and may need
to get particularly creative or flee depending on
the situation. Similar markers exist for (γ) Gamma
Clearance, (Δ) Delta Clearance, and finally (Ω)
Omega Clearance threats.
THREATS
GOSPOG OF ORRORSH
Gospog are creations of the Gaunt Man, and unlike
the other High Lords he has no qualms about
creating and deploying them in numbers. They
may not be individually powerful as nightmares,
but they are much easier to create and control.
Most of his planting is done in the muddy jungle
areas of inland India, and the vast majority of
the bodies came from the Night of Screams. The
Gaunt Man has a large supply of gospog, but
they aren unlimited. It’s feared that if his supply
gets too depleted he could simply enact another
massacre across the nation to commence a new
cycle of planting.

ORRORSH GOSPOG
OF THE SECOND PLANTING
The second planting gospog from Orrorsh’s soil
grow strong, swift, and more cunning. The mass of
at least two bodies goes into each, and the result
is tall and broad-shouldered. Each dessicated face
covered with a bone mask made from fragments of
buried skulls.
These gospog are often tasked with tending the
fields or leading groups of their mindless fellows.
They excel at either task. Left to their own devices
thse gospog enjoy stalking and killing for pleasure,
and often do so even when given another duty.
A strange feature of this planting is they draw
mosquitoes to nest inside their body, usually in
a hump on the creature’s back or its chest cavity.
These sickly insects spread out for miles. If one bites

120
From left to right: Gospog of the Second Planting, Third Planting, and Fourth Planting, with Fifth Planting behind.

an intruder and returns, the gospog gains a sense • Armor: Bone and clothing +1.
for his blood and can follow him anywhere. Many • Bite/Claws: Damage Strength +2 (13)
of these mosquitoes carry malaria or other diseases, • Blood Sense: Tracking against a target becomes
adding an extra element of danger. Favored once a gospog deals a Wound or if a
These gospog wear whatever clothing is available hosted mosquito draws the target’s blood and
and sometimes use equipment. At a distance they returns.
can even be mistaken for living people. They are • Fear: Gospog are horrific amalgamations of a
silent, except to unleash the gospog scream once corpse and rotten plant matter that emit a horrid
they are close enough to attack. shriek when encountered. Test willpower or Spirit
or become Very Stymied.
Attributes: Charisma 5, Dexterity 10, Mind 8, Spirit
• Nest: These gospog bodies teem with mosquitos.
8, Strength 11
Anyone within 10 meters must test willpower or
Skills: Dodge 12, find 11, maneuver 11, stealth 12,
Spirit each round or become Stymied.
tracking 10, taunt (10), trick 12, unarmed combat 13
• Relentless: Gospog ignore Shock.
Move: 9; Tough: 12 (1); Shock: —; Wounds: —
• Undead: Gospog are immune to poison and other
Equipment: —
effects that require breathing, eating, or other
Perks: —
“living“ processes.
Possibilities: Never
Special Abilities:

121
ORRORSH GOSPOG round. A KO’ed target rolls Defeat instead of
taking Shock.
OF THE THIRD PLANTING • Relentless: Gospog ignore Shock.
These strange gospog gain a serpentine aspect, with • Undead: Gospog are immune to poison and other
long coils instead of legs. Their upper body, arms, effects that require breathing, eating, or other
and head remain humanoid, with the addition of a “living“ processes.
hood around the head and shoulders. Small parts of
the creature are decomposing flesh and misshapen ORRORSH GOSPOG
bone, but the vast majority is composed of rotting OF THE FOURTH PLANTING
plant matter.
These terrifying beasts are known as the reapers.
The entire monster drips with powerful venom.
They are tall and skeletal. They wear wispy cowls
Their bite injects it, sharp bones that jut out of their
or cloaks. They wear belts or necklaces of skulls.
bodies cut and poison the hapless victims they wrap
The reaper is always silent, but the skulls emit the
their bodies around. Unlike most gospog, these
gospog scream when it commences its work.
consume their prey. The more they eat, the more
plant matter is replaced with flesh, the denser and TwFo bony appendage jut from their backs like
sharper their bones become, and the fresher the wings, but they are scythes instead. Reapers are
creature looks. lightning fast fast, and the scythe-like claws on
their backs extend out to cut down foes that would
Third planting gospog can climb, and like to
normally be out of reach.
ambush from trees or surprise adventurers on
precarious cliffs. Attributes: Charisma 5, Dexterity 14, Mind 8, Spirit
10, Strength 13
Attributes: Charisma 5, Dexterity 10, Mind 8, Spirit
Skills: Dodge 16, find 10, maneuver 16, stealth 16,
10, Strength 12
tracking 10, trick (13), unarmed combat 17
Skills: Dodge 12, find 8, maneuver (12), stealth 15,
Move: 18; Tough: 15 (2); Shock: —; Wounds: 2
trick (13), unarmed combat 15
Equipment: —
Move: 10; Tough: 13 (1); Shock: —; Wounds: 1
Perks: Whirlwind
Equipment: —
Possibilities: Common (3)
Perks: —
Special Abilities:
Possibilities: Never
• Armor: bony exterior +2.
Special Abilities:
• Claws: Damage Strength +4 (17), AP 4, Reach 3
• Armor: Scaly skin +1.
meters.
• Bite/claws: Damage Strength +2 (14)
• Fear (-2): Gospog are horrific amalgamations of a
• Clinging: The gospog can move normally in
corpse and rotten plant matter that emit a horrid
trees, along walls and ceilings, or other vertical
shriek when encountered. Test willpower or Spirit
surfaces.
at -2 or become Very Stymied.
• Constrict: This gospog’s unarmed attacks Grapple
• Large: These gospog stand around 3 meters tall.
without suffering a penalty to hit or damage.
Attackers gain +2 to attack rolls to hit due to their
• Fear: Gospog are horrific amalgamations of a
size and bulk.
corpse and rotten plant matter that emit a horrid
• Mindless: Gospog are immune to intimidation
shriek when encountered. Test willpower or Spirit
and taunt interactions and telepathy powers.
or become Very Stymied.
• Relentless: Gospog ignore Shock.
• Mindless: Gospog are immune to intimidation
• Spinning: When Attack is an Approved Action
and taunt interactions and telepathy powers.
the gospog makes a normal move and attack
• Poison: If a gospog’s bite or constrict deals
every target within its reach at any point during
damage exceeding the target’s Toughness, then
that move with no Multi-target penalties.
a debilitating toxin is introduced to the target.
• Undead: Gospog are immune to poison and other
While poisoned the victim suffers 1 Shock each
effects that require breathing, eating, or other
“living“ processes.

122
(β) ORRORSH GOSPOG OF THE • Planted: The blob is immune to maneuver and
trick interactions and attempts to grapple or move
FIFTH PLANTING it.
The ultimate gospog doesn’t look like much at • Probes: The gospog can attack targets up to 10
all, just a huge pile of putrid flesh and gelatinous meters from its edge with temporary appendages.
vegetable matter. These creatures don’t think, they The attack uses unarmed combat but target’s
simply consume. Some just settle into the bottom the defender’s dodge. A hit deals the creature’s
of a pit and wait for unfortunates to plummet Strength damage (17). A Good hit deals Digestion
inside. Others ooze across the landscape in search damage (17 +1 BD). An Outstanding hit deals
of victims. The most common method of travel is as Digestion damage and draws the target into the
a blob in a river, just under the surface. creature’s body.
Although they are slow and formless, these gospog • Regeneration: When the Approved Action is
can grow extremely large, and form temporary Defend the gospog removes one Wound on its
pseudopods to reach for targets too far outside their turn.
path. These appendages usually have a skull visible • Relentless: Gospog ignore Shock.
within the extreme end. • Sticky: Anything touching the gospog or moving
Orrorsh gospog of the fifth planting don’t within the space it occupies must win a contest
digest undead or other gospog, so dozens may of Strength to move away. If the gospog wins
be carried along inside the ooze and released if with an Outstanding result the victim becomes
someone attacks it. Restrained.
• Swim: The gospog is Move 5 in the water.
Attributes: Charisma 5, Dexterity 5, Mind 5, Spirit
• Very Large: These gospog are usually 10 meters
5, Strength 17
across, but grow even larger if they consume
Skills: Dodge 8, find 8, reality 8, stealth 10,
enough matter. Attacks against them gain a +4
unarmed combat 10
bonus.
Move: 5; Tough: 17; Shock: —; Wounds: 3
• Undead: Gospog are immune to poison and other
Equipment: —
effects that require breathing, eating, or other
Perks: —
“living“ processes.
Possibilities: 3
Special Abilities:
• Digestion: Anything within space occupied
by the creature automatically suffers 17 +1 BD
damage on the gospog’s turn. If it moves, all
beings stuck within move with it.
• Dread: When this creature is present, any
Standard Scene immediately becomes a Dramatic
Scene instead.
• Fear (-4): Gospog are horrific amalgamations of a
corpse and rotten plant matter that emit a horrid
shriek when encountered. Test willpower or Spirit
at -4 or become Very Stymied.
• Jelly: Halve any damage before it’s applied to
the gospog’s Toughness. Blasts, fire, electricity,
and other special attacks (GM’s call) deal damage
normally.
• Mindless: Gospog are immune to intimidation
and taunt interactions and telepathy powers.

123
• Dread: When a Fallen is present a scene always
HUMANS becomes Dramatic.
• Final Curse: When killed, a Fallen Magi issues
a final curse that forces a Corruption test in all
DEATH CULTIST creatures within 50 meters.
Under normal circumstances members of a death • Gloater: When taunt or intimidation are Approved
cult try to blend in and don’t draw attention to Actions the villain may affect the entire party
themselves. They only attack from Surprise and without a Multi-Target penalty. Affected heroes
with a numerical advantage, using their garrote as lose a random card from their hand.
an All-Out Attack first to Restrain and then to kill. • Insidious: Discard a Destiny card from each
An exposed cult goes all out, and uses any weapons target’s pool when the Fallen Magi successfully
available without mercy. performs an Approved Action.
Attributes: Charisma 7, Dexterity 8, Mind 8, Spirit
7, Strength 8 OCCULTIST
Skills: Dodge 10, find 9, intimidate 9, maneuver 9, These specialists in lore and other information
melee weapons 10, persuasion 9, stealth 10, taunt about the various horrors of Orrorsh can come
9, trick 9, unarmed combat 13 from many walks of life, from wealthy collectors
Move: 8; Tough: 9 (1); Shock: 7; Wounds: — of esoteric books to hermits dwelling deep in the
Equipment: Padded clothing (+1 Armor), garrote jungle. A good occultist can be a boon to Storm
(Str +1/9 damage) Knights in need of details about their quarry, but
Perks: — can also be corrupted by their dark knowledge and
Possibilities: Rare (3). gain the Diabolist Perk.
Special Abilities: Attributes: Charisma 7, Dexterity 6, Mind 9, Spirit
• Ambush: Surprise attacks deal +4 damage. 9, Strength 6
• Strangler: Targets who breathe suffer 2 Shock Skills: Alteration 10, conjuration 10, divination 14,
every round while Restrained by a death cultist. evidence analysis 12, find 12, melee weapons 7,
persuasion 8, scholar 12, trick 10, willpower 12
FALLEN MAGI Move: 6; Tough: 6; Shock: 9; Wounds: —
Strange ascetics and learned men walk Orrorsh, Equipment: Dagger (Strength+1/7), rare book,
but such knowledge is as dangerous to the soul of magnifying glass
the learner as it is to his foes. Once the evil takes Perks: Occultist, Spellcaster (dispel magic, fear,
over these once holy figures become twisted and protective circle, scry, speak with dead).
terrifying agents of destruction. Possibilities: Common (3)
Attributes: Charisma 5, Dexterity 7, Mind 10, Spirit Special Abilities: —
10, Strength 7
Skills: Alteration 16, divination 16, dodge 8, SACELLUM PRIEST
intimidate 15, maneuver 8, reality 14, taunt 10, trick These fire-and-brimstone ministers dress in
15, unarmed combat 8 conservative outfits of black wool suits or dresses
Move: 7; Tough: 7; Shock: 10; Wounds: 3 whether traveling among the community or
Equipment: — delivering their message of God’s eternal wrath to
Perks: Spellcaster (Diminish, Disguise, Magedark, the members of their congregation. Some are smock-
Possibility Rend) wearing members of a monastic order dedicated to
Possibilities: 3. collecting information on Orrorsh’s horrors.
Special Abilities: Attributes: Charisma 9, Dexterity 7, Mind 7, Spirit
• Assassin: Attempts to Soak damage dealt by this 9, Strength 7
foe suffer a –2 penalty. Skills: Beast riding 8, faith 12, find 8, first aid 8,
• Cloak of Darkness: The Fallen gain a bonus to intimidation 11, scholar 9, taunt 10, willpower 12
Toughness equal to the current Darkness penalty. Move: 7; Tough: 7; Shock: 9; Wounds: —

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Equipment: Crucifix, Sacellum Bible
Perks: Miracles (banish, fear of god, plague, presence MONSTERS
of god, repel, ward enemy), Puritan
Possibilities: Rare (2)
Special Abilities: — ANIMATED OBJECT
People in Orrorsh whisper about objects which
SERIAL KILLER come to life seemingly on their own. Anything
Orrorsh has no shortage of murderers, but some can become an animated object, household items,
give themselves over to the whispers so completely weapons, even furniture. Whatever dark spirit
they become something inhuman. The variety is animates it is dispelled when the object itself is
endless. Some are charming, others are quiet and destroyed.
awkward, and still others don frightening apparel Attributes: Charisma 3, Dexterity 7, Mind 5, Spirit
to stalk their prey. 8, Strength 8
Attributes: Charisma 6, Dexterity 10, Mind 6, Spirit Skills: Dodge 10, find 8, intimidation 9, maneuver
10, Strength 11 9, stealth 8, trick (8), unarmed combat 12
Skills: Dodge 12, find 12, intimidate 12, maneuver 12, Move: 7; Tough: 10 (2); Shock: —; Wounds: 3
melee weapons 15, reality 12, stealth Equipment: —
15, tracking 8, taunt 9, trick 9 Perks: —
Move: 10; Tough: 11; Shock: Possibilities: Never
10; Wounds: 3 Special Abilities:
Equipment: Blade (Str • Enchanted Defense: Armor +2.
+1/12 damage) • Flight: Very Small animated objects
Perks: Relentless, Vengeful can fly with a move of 10 in the air.
Possibilities: Common (2) • Relentless: Animated objects
Special Abilities: ignore Shock.
• Ambush: Surprise attacks deal • Size: Attacks against
+4 damage. animated objects receive a size-
• Assassin: Attempts to Soak damage based bonus or penalty, as
suffer a –2 penalty. per the Size Chart (see Torg
• Blood Sense: Tracking Eternity).
against a target becomes
Favored once a serial killer BHOOT
deals a Wound. Bhoot are malevolent Indian
• Fear: When a Serial Killer is first ghosts, unable to move on to
spotted test willpower or Spirit or become the afterlife due to unresolved
Very Stymied. trauma, a desire for vengeance,
• Fake Out: A KOed or Incapacitated Serial or the lack of proper funerary
Killer may spend a Possibility to suddenly rites. Unlike other ghosts, bhoot
awaken and make a Surprise Attack. have a physical form, appearing as
• Weakspot: Serial Killers automatically corpse-like versions of their living
aim past any armor that doesn’t offer Full selves, with tangled hair, tattered
Body protection. clothing, and necrotic skin. Most
notably their feet point backwards
and they “walk” an inch or two
above the ground.
Attributes: Charisma 8, Dexterity 9,
Mind 6, Spirit 9, Strength 11

125
Skills: Dodge 12, find 12, maneuver 11, stealth 12, BLOOD MONKEY
taunt 12, trick 10, unarmed combat 12
Monkeys are annoying, and in large numbers
Move: 9; Tough: 11; Shock: 9; Wounds: 3
dangerous. Corrupted by the energies of Orrorsh
Equipment: —
they are downright horrifying. These vicious
Perks:
monkeys have a taste for blood.
Possibilities: Rare (2)
Special Abilities: Attributes: Charisma 4, Dexterity 10, Mind 4, Spirit
• Allergies: Being immersed in water deals 10 4, Strength 8
+1BD damage each round. Skills: Dodge 14, maneuver 12, taunt 8, trick 8,
• Bite/Claw: Strength +2/13. unarmed combat 12
• Cloak of Darkness: Bhoot gain a bonus to Move: 10; Tough: 8; Shock: 4; Wounds: —
Toughness equal to the current Darkness penalty. Equipment: —
• Fear: On first encountering this creature a hero Perks: —
must test willpower or Spirit or become Very Possibilities: Never
Stymied. Special Abilities:
• Undead: Immune to poison and other effects • Bite/Claws: Damage Strength +2 (10).
that require breathing, eating, or other “living” • Deadly Pranks: When Maneuver or Trick are
processes. Approved Actions Blood Monkeys deal their
Bite/Claws damage in addition to the affects of
a successful Interaction. Good or Outstanding
successes on the Interaction attack also deal
Bonus Damage.
• Horde: Blood Monkeys usually appear in large
numbers. Apply any bonus from a Combined
Action to Damage as well as the attack itself when
multiple dead attack a single target.
• Small: Attacks against Blood Monkeys suffer a
–2 penalty.
• So Many: Up to two Blood Monkeys may occupy
a single 2 meter space, allowing up to 16 creatures
to Combine against a single foe.
• Wallwalker: Blood Monkeys can cling to walls
and ceilings and move at their normal rate along
such surfaces.

BLOODTHORN
These twisted plants are the result of the Gaunt
Man experimenting with implanting gospog
seeds into vampires. At first they appear similar to
roses, but sickly white and spindly, growing at an
accelerated rate to nearly two meters in diameter. It
feeds by lashing out with prehensile, barbed vines
and pulling a victim deep into the bloodthorn’s
mass, where it drinks the target’s blood through
needle-sharp thorns. Bloodthorns propagate
through blood-red seeds implanted in dead bodies
and carried away by carrion birds. Some horrors
or Nightmares cultivate bloodthorns as a defense
system around their lair.

126
Attributes: Charisma 2, Dexterity 7, Mind 2, Spirit • Fear: On first encountering this creature a hero
5, Strength 10 must test willpower or Spirit or become Very
Skills: Dodge 8, find 7, maneuver (9), trick (7), Stymied.
unarmed combat 12 • Large: Attacks against a chedipe gain a +2 bonus
Move: —; Tough: 11 (1); Shock: —; Wounds: — due to its large size.
Equipment: — • Pounce: A chedipe may double its movement as
Perks: — a simple action, but doing so leaves it Vulnerable.
Possibilities: Never
Special Abilities: CHUREL
• Armor: Thick skin +1. These dark, angry revenants haunt the forests of
• Blood Sense: Bloodthorns are Favored on find eastern India and Bangladesh. They appear as
attempts against living targets. beautiful women with long, flowing hair and delicate
• Drink: Damage Strength +2 (12) against a jewelry, but their backwards feet betray their true
Grappled foe. Automatically hits the lowest nature. The largest and oldest tree in the forest is
Armor value. the churel’s home, but it has a close connection with
• Grabbing Vines: Damage Strength +1 (11), reach every tree in its environment and targets victims
3 meters. Vines attempt to Grapple all foes within from their branches. A churel often disguises its feet
reach without suffering Multi- Target penalties. using magic to get closer to potential victims.
• Large: These massive plants can fit a human
Attributes: Charisma 10, Dexterity 9, Mind 8, Spirit
inside their tangle of thorny vines. Attackers gain
8, Strength 9
+2 to attack rolls due to its size and bulk.
Skills: Alteration 12, conjuration 10, divination
• Mindless: Bloodthorns are immune to
12, dodge 12, find 11, intimidation 10, maneuver
intimidation and taunt interactions.
12, persuasion 13, stealth 12, taunt 14, trick 10,
• Relentless: Bloodthorns ignore Shock.
unarmed combat 12, willpower 10
CHEDIPE Move: 9; Tough: 9; Shock: 8; Wounds: 1
Equipment: —
A type of shapeshifting vampiric spirit, chedipe are Perks: Spellcaster (disguise, mage dark,
created when a dying person bargains with dark pathfinder, slow, stun)
spirits for more life. At night they may take the form Possibilities: Rare (2)
of a tiger, but their curse means one leg does not Special Abilities:
transform—giving away their true nature. The stats • Bite/Claws: Strength +2/11.
below reflect their transformed state. • Cloak of Darkness: Curel gain a bonus to
Attributes: Charisma 7, Dexterity 10, Mind 5, Spirit Toughness equal to the current Darkness penalty.
8, Strength 13 • Fear: On first encountering this creature a hero
Skills: Dodge 11, find 9, intimidation 10, stealth 12, must test willpower or Spirit or become Very
unarmed combat 12 Stymied.
Move: 10; Tough: 13; Shock: 8; Wounds: 3 • Wallwalker: Churel can cling to walls and
Equipment: — ceilings and move at their normal rate along such
Perks: — surfaces.
Possibilities: Common (2) • Undead: Churel are immune to poison and other
Special Abilities: effects that require breathing, eating, or other
• Ambush: Surprise attacks deal +4 damage. “living” processes.
• Bite/Claw: Damage Strength +2 (15) against
a Grappled foe. Automatically hits the lowest CORRUPTED TIGER
Armor value. Shock and Wounds dealt by a bite Tigers stalk the horrors of Orrorsh, but when
are recovered by the chedipe. the tables turn these beasts may fall and become
• Cloak of Darkness: Chedipe gain a bonus to monsters themselves. Although now a mindless
Toughness equal to the current Darkness penalty. undead creature, these corpses stalk and hunt

127
with the same instincts that served them as with one another by whistling and creaking through
living predators. their gills. Stories tell of a Very Large deep dweller
Attributes: Charisma 4, Dexterity 10, Mind 4, Spirit Nightmare which could be their leader—or god. Deep
8, Strength 13 dwellers view the Victorians’ attempts to colonize
Skills: Dodge 11, find 8, intimidation 10, stealth 11, under the sea as a direct threat to their domain.
unarmed combat 11 Attributes: Charisma 7, Dexterity 9, Mind 6, Spirit
Move: 10; Tough: 13; Shock: —; Wounds: 2 6, Strength 10
Equipment: — Skills: Dodge 11, find 8, maneuver 11, stealth 12,
Perks: Vengeful trick 14, unarmed combat 12
Possibilities: None Move: 9; Tough: 12 (2); Shock: 6; Wounds: —
Special Abilities: — Equipment: —
• Ambush: Surprise attacks deal +4 damage. Perks: —
• Bite/Claws: Damage Strength +2/ 15. Possibilities: Rare (2)
• Fear: When this creature reveals itself test Special Abilities:
willpower or Spirit or become Very Stymied. • Armor: Scaly hide +2.
• Large: Attacks against a corrupted tiger gain a +2 • Bite/Claw: Strength +2 (12).
bonus due to its large size. • Hypnotic Lure: Foes within 10 meters who can
• Mindless: The creature is immune to intimidation see the lure must test willpower or Spirit against
and taunt interactions and telepathic powers. the deep dweller’s trick or become Stymied. On
• Pounce: A corrupted tiger may leap double its a Good success the victim is Very Stymied, and
movement as a simple action, but doing so leaves on an Outstanding success the victim can take no
it Vulnerable. actions, including movement. Targets may retest
• Relentless: The a corrupted tiger ignores Shock. every round and may not be affected for the rest
Undead: The corrupted is immune to effects of the scene when successful.
that require breathing, eating, or other • Swim: Move 12 in water.
“living“ processes.
DISEMBODIED HAND
DEEP DWELLERS A little-known occult ritual allows an occultist to
These hideous, deformed creatures dwell in caves bring animation back to a severed, dead hand as a
of coral or rock deep beneath the sea where they grim servant. The abnormally-strong hand dutifully
gather into crude communities. From their forehead carries out its orders, scuttling quietly over long
protrudes a thin, rubbery appendage with a glowing distances, slipping through small openings, and
phosphorescent tip that can hypnotize prey. They hiding in nooks and crannies. Disembodied hands
have broad jaws filled with razor-like fangs, scaly make for excellent assassins, but some occultists
hide, and webbed feet and hands, communicating keep them around as uncomplaining servants.

128
Attributes: Charisma 1, Dexterity 8, Mind 3, Spirit weapons 8, stealth 9, taunt 6, tracking 8, trick 6,
5, Strength 7 unarmed combat 9
Skills: Dodge 12, find 8, maneuver 13, stealth 13, Move: 7; Tough: 10; Shock: 9; Wounds: 1
taunt (9), trick (5), unarmed combat 13 Equipment: Cudgel (Strength +2/12)
Move: 8; Tough: 7; Shock: 5; Wounds: — Perks: Bodyguard, Brute, Endurance, Indomitable
Equipment: — Possibilities: Rare (2)
Perks: — Special Abilities: —
Possibilities: Never
Special Abilities: GRAVESPAWN
• Automaton: Disembodied hands are immune to Born from the decaying body of a particularly
poison and other effects that require breathing, corrupt occultist, gravespawn are stinking masses
eating, or other “living“ processes. of oozing black rot that exist solely to spread horror
• Claw: Strength +2/9. and corruption. Most occupy a coffin or grave, but
• Death Grip: Disembodied hands gain +4 to may also be festering at the bottom of a pit, in a root
unarmed combat when attempting a Grapple. cellar, or other confined space. They are incapable
• Fear: On seeing this creature a hero must test of locomotion but are hardly defenseless, able to
willpower or Spirit or become Very Stymied. form short pseudopods or spray blobs at foes, and
• Mindless: Disembodied hands are immune to retain the eldritch powers they knew in life. Those
intimidation and taunt interactions. touched by the concentrated corruption of
• Strangler: Targets who breathe suffer 2 Shock a gravespawn can be driven mad by the
every round while Restrained by a disembodied spreading infection.
hand.
Attributes: Charisma 6,
FAITHFUL SERVANT Dexterity 8, Mind 10,
Spirit 10, Strength 10
Every horror or Nightmare needs a minion Skills: Alteration
who can attend to the rote, mundane 12, conjuration 12,
tasks of managing an estate, allowing divination 14, missile
its master to focus on spreading fear. weapons 12, reality
Faithful attendants come in many 11, scholar 13, taunt
varieties, from lab assistants (7), trick (11), unarmed
to butlers to guards to grave- combat 12, willpower 11
diggers, but all of them have Move: —; Tough: 10;
some deformity or flaw which Shock: 10; Wounds: 3
makes them unsettling to Equipment: —
be around. They are not Perks: Spellcaster (disguise,
known for their intellect fear, mage dark, possibility
but their unflinching rend, slow, stun)
loyalty makes them Possibilities: 1
invaluable to their Special Abilities:
masters. • Cloak of Darkness: Gravespawn
Attributes: gain a bonus to Toughness equal to the current
Charisma 4, Darkness penalty.
Dexterity 7, Mind 5, • Corrosive Ooze: Gravespawn are composed of
Spirit 7, Strength 10 a mass of bubbling rot that digests living tissue.
Skills: Beast riding 8, find 8, Melee attackers suffer 12 damage unless they hit
intimidation 9, land vehicles 9, lockpicking 8, with a Good result or better, and any Grappled
maneuver 10, melee weapons 9, missile foes suffer 12 +1BD damage each round at the
beginning of the gravespawn’s turn.

129
• Fear: On first encountering this creature a hero may be damaged and even seemingly destroyed,
must test willpower or Spirit or become Very but it always comes back unless the Locus—the
Stymied. heart of the structure, is found and eliminated.
• Pseudopod: Strength damage only, but the sticky Attributes: Charisma 4, Dexterity 4, Mind 4, Spirit
texture grants +4 to Grapple attempts. 8, Strength 14
• Relentless: Gravespawn ignore Shock. Skills: Intimidate 18, missile weapons 8, reality
• Undead: Immune to poison and other effects 11, taunt (14)
that require breathing, eating, or other “living” Move: —; Tough: 16 (2); Shock: —; Wounds: 1
processes. Equipment: —
Perks: —
GRAVEYARD GHOUL Possibilities: 2
These wretched creatures are quite unlike their Special Abilities:
Tharkold counterparts. Ghouls in Orrorsh are • Armor +2: Wood or stone construction.
cowardly, yet crafty necrophages who haunt • Construct: Haunts are structures immune to
graveyards and charnel houses, emerging from poison and other effects that require breathing,
hidden burrows at night to feast on the recently- eating, or other “living“ processes.
departed. When the opportunity arises, ghouls are • Disturbance: Haunts can ghost can move or
happy to attack a living target, though they always knock over objects within them. The effect is
wait until the victim is deceased to begin feeding. focused on a Large Blast anywhere inside. This
They prefer to attack as a mob. is an missile weapons attack that deals Strength +2
Attributes: Charisma 3, Dexterity 8, Mind 5, Spirit (16) damage.
4, Strength 6 • Fear: At a moment of the haunt’s choosing it may
Skills: Dodge 10, find 8, intimidation 8, melee reveal its true nature to everyone inside. Test
weapons 10, stealth 13, taunt 6, trick 8, willpower or Spirit or become Very Stymied.
unarmed combat 10 • Locus: Any damage done to the normal structure
Move: 8; Tough: 6; Shock: 4; Wounds: — is temporary and cosmetic. To truly harm a Haunt
Equipment: — one must find and destroy the Locus. The Locus
Perks: — may be a journal, particular piece of furniture
Possibilities: Never even a body buried somewhere inside. The
Special Abilities: creature’s listed Toughness is for the Locus, and
• Bite/Claw: Strength +2/8. once destroyed the structure is no longer haunted
• Darkvision: Ignore up to four points of Darkness and falls apart.
penalties. • Minions: Haunts with Ghosts inside may roll
• Fear: On first encountering this creature a hero reality to divert any hit to the Locus to one of
must test willpower or Spirit or become Very the Ghosts instead.
Stymied. • Planted: Immune to Maneuver and Trick
• Horde: Apply any bonus from a Combined interactions.
Action to Damage as well as the attack itself when • Relentless: Haunts ignore Shock.
multiple ghouls attack a single target.
HUNGRY DEAD
HAUNTS Some corpses just can’t lay still forever. These
A Haunt is a structure with a malevolent spirit decomposing bodies animate and attack anything
of its own. Spooky houses, abandoned gallows, that moves and makes sound. Meat does them no
and rusted old ships may all become Haunts. A good, but they still rend and feast as if it did.
Haunt can’t move, but things within seem to move Attributes: Charisma 4, Dexterity 6, Mind 4, Spirit
under their own power. More powerful Haunts 6, Strength 9
are populated by one or more Ghosts who do the Skills: Find 6, trick (6), unarmed combat 8
controlling structure’s bidding. The structure itself Move: 6; Tough: 9; Shock: —; Wounds: —

130
Equipment: — • Fear: On first encountering this creature a hero
Perks: — must test willpower or Spirit or become Very
Possibilities: Never Stymied.
Special Abilities: • Inhale Breath: On a turn in which its target
• Bite/Claws: Damage Strength +1 (10) begins Restrained, the khānārā sucks the breath
• Horde: Hungry dead usually appear in large out the victim’s lungs with a successful opposed
numbers. Apply any bonus from a Combined Strength test. Those who have had their breath
Action to Damage as well as the attack itself when inhaled immediately begin drowning (see Torg
multiple dead attack a single target. Eternity). The khānārā continues to restrain its
• Mindless: The hungry dead are immune to victim until death.
intimidation and taunt interactions and telepathy • Weakness: Khānārā take 1 Shock every full round
powers. one is out of water.
• Relentless: Hungry dead ignore Shock.
• Undead: Hungry dead are immune to poison OMEN BIRD
and other effects that require breathing, eating, Appearing as regular birds, these intelligent
or other “living“ processes. creatures exist solely to pick at the fraying sanity
of their victim. They can speak fluently but usually
KHANARA prefer to repeat a single word or phrase that
Sometimes called “drowners,” these water-dwelling reminds their victim of a failure, tragedy, or trauma,
Horror preys on swimmers, bathers, fishermen, or returning every time they are killed or driven away.
just those unlucky enough to stand along the bank Only their chosen victim or victims can hear their
of its lake. Gliding silently, they seize a victim with “speech.” Omen birds can appear as any bird
their claws, then swim downward while wrapping species, but typically choose crows, parrots, ravens,
their lamprey-like mouth over the victim’s face to owls, or vultures.
“drink” the dying breath. Attributes: Charisma 11, Dexterity 8, Mind 7, Spirit
Attributes: Charisma 7, Dexterity 11, Mind 6, Spirit 8, Strength 2
7, Strength 13 Skills: Dodge 10, find 8, intimidation 10, taunt 15,
Skills: Dodge 13, find 13, intimidation 13, maneuver trick 8, unarmed combat 10
15, stealth 16, taunt (7), trick (6), unarmed combat 15 Move: 8; Tough: 2; Shock: 8; Wounds: —
Move: 15; Tough: 13; Shock: 7; Wounds: 3 Equipment: —
Equipment: — Perks: —
Perks: — Possibilities: Never
Possibilities: Rare (2) Special Abilities:
Special Abilities: • Bite/Claw: Strength +2/4.
• Bite/Claws: Damage Strength +2/15. Khānārā • Gloater: When taunt or intimidation are
always attempts to grapple their victims, so on Approved Actions, the omen bird may affect
a Standard success they deal straight Strength the entire party without a Multi-Action penalty.
damage (13), on a Good success they deal full Affected heroes lose a random card from their
damage (15) and restrain the target, and on hand.
an Outstanding success also make the target • Flight: Move 10 in the air.
Vulnerable and Stymied.
• Cloak of Darkness: The creature gains Toughness POPPETS
equal to the darkness penalty for any attacks Poppets may be puppets, dolls, or anything with
against it. a similar shape which becomes inhabited by a
• Enhanced Senses: The creature’s enhanced sense murderous spirit. Most aren’t capable of speaking
of smell and hearing allow it to ignore Darkness and don’t have natural weaponry, but they are
penalties. talented at finding discarded cookware or sharp
• Swim: Move 15 in the water. objects to wield as knives.

131
Attributes: Charisma 6, Dexterity 8, Mind 6, Spirit • Weakspot: Poppets automatically aim past any
6, Strength 6 armor that doesn’t offer Full Body protection.
Skills: Dodge 11, intimidate 8, maneuver 11, melee
weapons 11, stealth 13, taunt (9), trick (9) QUATULPI
Move: 8; Tough: 6; Shock: 7; Wounds: — Quatulpi are created during a dark ritual in which
Equipment: Blade (Str +1/7 damage) a severed head is placed onto a crude, vaguely
Perks: — human-shaped framework of sticks and rope.
Possibilities: Rare (2). Upon completion, the grotesque figure comes to
Special Abilities: life and can move about independently, defending
• Ambush: Surprise attacks deal +4 damage. the chosen site by fooling interlopers into believing
• Construct: Haunts are structures immune to them harmless, if grisly, decorations. Their
poison and other effects that require breathing, movement is herky-jerky but remarkably silent.
eating, or other “living“ processes.
Attributes: Charisma 2, Dexterity 8, Mind 3, Spirit
• Fear: Poppets are just creepy. The first time one
5, Strength 13
moves test willpower or Spirit or become Very
Skills: Dodge 11, find 9, intimidation 9, maneuver
Stymied.
10, stealth 13, taunt (5), tracking 7, trick (5),
• Very Small: Attacks against poppets suffer a –4
unarmed combat 11
penalty.
Move: 8; Tough: 13; Shock: —; Wounds: —

As horrible as possessed puppets are, they’re better than ghosts left to roam or possess people.

132
Equipment: — • Dread: While a rakshasa is present, a Standard
Perks: — Scene becomes a Dramatic Scene instead.
Possibilities: Never • Fear: On first encountering this creature a hero
Special Abilities: must test willpower or Spirit or become Very
• Bite/Claw: Strength +2/15. Stymied.
• Relentless: Quatulpi ignore Shock. • Flight: Move 12 in the air.
• Undead: Quatulpi are immune to poison and • Insidious: Discard a Destiny card from each
other effects that require breathing, eating, or target’s pool when the demon successfully
other “living” processes. performs an Approved Action.
• Large: Rakshasa are nearly 3 meters tall. Attacks
RAKSHASA against them gain a +2 bonus due to its large size.
These cruel, man-eating mythological beings are
known for their blue skin, multiple arms, curved REANIMATED BEING
fangs, and feathery wings. According to Hindu Brought to life through a dark mixture of science
epics, the rakshasa were formed and magic, these creatures are
from the breath of Brahma, but a chimera of several of its
were cast to Earth when kind sewn together into a
they started eating their hideous patchwork
own creator. Now they monstrosity with
are but a shadow of their inhuman strength. A
legendary selves, lurking lucky few are able to
in abandoned mandir or struggle against the
stalking the lonely places darkness that animates
of Orrorsh in search of them and regain some
humans to satisfy their of their intelligence,
cannibalistic cravings. but most such
Attributes: Charisma 5, beings become cold,
Dexterity 10, Mind 10, Spirit thoughtless automatons
12, Strength 14 who seek to punish the
Skills: Dodge 12, find 11, world for their cursed
intimidation 16, maneuver 13, existence. Humans are
melee weapons 15, scholar the most common subjects
12, stealth 12, taunt 10, for reanimation.
trick 12, unarmed combat Attributes: Charisma
12, willpower 14 4, Dexterity 6, Mind
Move: 10; Tough: 16 (2); 4, Spirit 5, Strength 14
Shock: 14; Wounds: 2 Skills: Find 6,
Equipment: Longswords intimidation 12,
(Strength +3/17) melee weapons 8,
Perks: Endurance, Relentless, taunt (4), trick (4),
Vengeful, Whirlwind unarmed combat 8
Possibilities: Common (3) Move:6 ; Tough: 16;
Special Abilities: Shock: —; Wounds: 3
• Armor: Thick hide +2. Equipment: —
• Cloak of Darkness: The creature Perks: Brawler, Brute, Hard to Kill
gains Toughness equal to the Possibilities: Rare (2)
darkness penalty for any attacks
against it.

133
Special Abilities: They may move through walls and solid objects,
• Cloak of Darkness: The creature gains Toughness and are immune to physical attacks unless the
equal to the darkness penalty for any attacks weapon is magical or has a property that allows
against it. it to affect ethereal beings. Magic, miracles, and
• Crush: Damage Strength +4 (16) against a psionic powers affect ethereal beings normally.
Grappled foe. Automatically hits the lowest • Restrained Movement: Shadows may only move
Armor value. on solid vertical surfaces that are within 10 meters
• Fear: On first encountering this creature a hero of the light source. They require at least Dim
must test willpower or Spirit or become Very lighting to manifest.
Stymied.
• It’s Alive!: Electricity is the catalyst for a SHADOW BATS
reanimated being’s existence, so any damage These parasitic creatures are commonly mistaken
from an electrical source heals it of 1 Wound. for bats due to their jagged, crescent-like shape and
• Phobia: Reanimated beings are afraid of fire and burning white eyes, but are beings of darkness.
will not approach within 3 meters of an open They feed off the aura of despair where tragedies
flame. occurred, so are often found around moldering
• Relentless: Reanimated beings ignore Shock. skeletons of murder victims, crash sites, or
abandoned houses with troubled histories.
SHADOW
Attributes: Charisma 3, Dexterity 9, Mind 5, Spirit
These devious and murderous creatures are 9, Strength 4
immaterial until in the presence of a lantern, Skills: Dodge 11, find 10, intimidation 10, maneuver
campfire, or similar isolated light source (the sun is 12, stealth 13, trick (9), unarmed combat 10.
too powerful), then they become living silhouettes Move: 9; Tough: 4; Shock: —; Wounds: —
cast upon any solid surface. Their favorite game is Equipment: —
to possess the ordinary shadow cast bkursty their Perks: —
target and toy with their prey by moving in subtle, Possibilities: Never
uncanny ways, until they tire of the game and step Special Abilities:
back out to reveal their true form—a knife-wielding • Bite/Claw: Strength +2/6.
killer. Shadows can harm the living by attacking their • Flight: Move 10 in the air.
victim’s own natural shadow. Wounds sustained this • Relentless: Shadow bats ignore Shock.
way show up on the victim as if dealt by an invisible • Undead: Shadow bats are immune to poison
foe. Conversely, any attack which can be visibly and other effects that require breathing, eating,
displayed as a silhouette on the wall may harm a or other “living” processes.
shadow. They are “attached” to only one light source
and do not multiply in the presence of several light SKINWALKER
sources, and become harmless in darkness.
Skinwalkers are foul creatures capable of assuming
Attributes: Charisma 9, Dexterity 9, Mind 8, Spirit the identities of those they murder. In their natural
6, Strength 8 form they appear as blood-soaked skeletons with
Skills: Dodge 12, maneuver 12, melee weapons 13, intact eyes and internal organs. They prefer to catch
stealth 16, taunt 13, trick 13, unarmed combat 13 targets unawares, killing them in private and then
Move: 9; Tough: 8; Shock: 6; Wounds: — peeling off their skin and wearing it like a grisly
Equipment: Knife (Strength +2/10) costume. By eating the brain, the skinwalker gains
Perks: — access to all the victim’s memories and mannerisms,
Possibilities: Never allowing them to masquerade for quite a while as
Special Abilities: that person. During this time they single out their
• Ambush: Surprise attacks deal +4 damage. next victim and repeat the process.
• Ethereal: Shadows are ethereal in the absence of
Attributes: Charisma 10, Dexterity 9, Mind 8,
light, unable to interact with the physical world.
Spirit 7, Strength 10

134
Skills: Dodge 10, find 11, maneuver 10, persuasion • Blood Sense: Tracking against a target becomes
15, scholar 9, stealth 13, streetwise 12, taunt 12, Favored once a Vampire deals a Wound.
trick 13, unarmed combat 14 • Claws: Damage Strength +2 (16).
Move: 9; Tough: 10; Shock: 7; Wounds: 1 • Cloak of Darkness: Vampires gain a bonus to
Equipment: — Toughness equal to the current Darkness penalty.
Perks: — • Minions: Master Vampires may roll reality to
Possibilities: Rare (2) divert any hit to a nearby Vampire or mortal
Special Abilities: minion.
• Bite/Claw: Strength +2/12. • Undead: Vampires are immune to poison and
• Cloak of Darkness: The creature gains Toughness other effects that require breathing, eating, or
equal to the darkness penalty for any attacks other “living“ processes.
against it. • Wallwalker: Vampires can cling to walls and
• Fear: When a skinwalker’s true identity is revealed ceilings and move at their normal rate along such
test willpower or Spirit or become Very Stymied. surfaces.
• Imitation of Life: Skinwalkers gain a +4 on Mind-
based tests for knowledge pertaining to their VAMPIRE
stolen identity. However, they do not gain any Vampires are vile creatures cursed to an eternal
of their victim’s skills, Perks, or other abilities. unlife of draining the life force from others through
• Paralyze: Instead of Bonus dice from damage, their blood. In a way Vampires are more advanced
a skinwalker’s bite or claw attack transfers a specimens of Hungry Corpses. Some Vampires are
paralyzing toxin. Targets must test Strength at solitary hunters, but most cluster together and feed
-2 (or -4 on an Outstanding result) or become as a team.
Restrained.
Attributes: Charisma 8, Dexterity 10, Mind 8, Spirit
VAMPIRE (MASTER) 8, Strength 10
Skills: Dodge 14, find 11, maneuver 12, stealth 12,
A Master Vampire has grown in strength and power tracking 10, taunt 10, trick 10, unarmed combat 14
and represents a major threat. These creatures are Move: 10; Tough: 10; Shock: 8; Wounds: 1
nearly always Reality-rated and have developed Equipment: —
strong mental powers. Weaker vampires and mortal Perks: —
servants bow to a master’s whims and protect the Possibilities: Never
lord or lady with their lives (or un-lives). Special Abilities:
Attributes: Charisma 10, Dexterity 12, Mind 10, • Allergies: Sunlight causes 10+1BD damage each
Spirit 12, Strength 14 round.
Skills: Dodge 16, find 11, maneuver 14, reality 14, • Bite: Damage Strength +2 (12) against a Grappled
stealth 14, tracking 12, taunt 12, telepathy 16, trick foe. Automatically hits the lowest Armor value.
12, unarmed combat 16 Shock and Wounds dealt by a bite are recovered
Move: 14; Tough: 14; Shock: 14; Wounds: 3 by the vampire.
Equipment: — • Blood Sense: Tracking against a target becomes
Perks: Endurance, Psionic (Cloud Mind, Confusion, Favored once a Vampire deals a Wound.
Mind Control) • Claws: Damage Strength +2 (12).
Possibilities: 3. • Cloak of Darkness: Vampires gain a bonus to
Special Abilities: Toughness equal to the current Darkness penalty.
• Allergies: Sunlight causes 10+1BD damage each • Undead: Vampires are immune to poison and
round. other effects that require breathing, eating, or
• Bite: Damage Strength +2 (16) against a Grappled other “living“ processes.
foe. Automatically hits the lowest Armor value. • Wallwalker: Vampires can cling to walls and
Shock and Wounds dealt by a bite are recovered ceilings and move at their normal rate along such
by the vampire. surfaces.

135
VAMPIRE MIST VERMIN SWARM
Indistinguishable from an ordinary fog bank, a While generally harmless, horrors often control
vampire mist is a patch of sentient, hungry haze large numbers of vermin (bats, biting flies, rats, and
which drifts silently along empty city streets or the like) to bedevil monster hunters or protect a lair.
shorelines at night. It envelops an unsuspecting Attributes: Charisma 5, Dexterity 7, Mind 4, Spirit
victim and drains them of their blood, leaving 7, Strength 8
behind a shriveled husk. Skills: Dodge 9, find 9, maneuver 11, stealth 9,
Attributes: Charisma 5, Dexterity 3, Mind 8, Spirit tracking 8, trick (9), unarmed combat 12
10, Strength 1 Move: 7; Tough: 8; Shock: 12; Wounds: 4
Skills: Find 11, stealth 12, tracking 9, trick (9), Equipment: —
unarmed combat 10 Perks: —
Move: 3; Tough: 1; Shock: 10; Wounds: 2 Possibilities: Never
Equipment: — Special Abilities:
Perks: Strong-Willed • Bite/Claw: Each round, a creature in contact with
Possibilities: Never a swarm automatically takes 3 Shock at the start
Special Abilities: of their turn.
• Allergy: Fire-based attacks deal damage as • Flight: Swarms capable of flight move 8 in the air.
normal. A vampire mist will not approach within • Shred: Once per turn the swarm may attack each
3 meters of an open flame. target it is in contact with without taking a Multi-
• Cloak of Darkness: A vampire mist gains a bonus Targeting penalty. A hit inflicts damage 12 that
to Toughness equal to the current Darkness affects the target’s weakest Armor.
penalty. • Swarm: Unarmed attacks and crushing weapons
• Drain: Once per turn the vampire mist may attack deal base damage normally, as do area of effect
each target it is in contact with without taking attacks. Blades, bullets, or weapons that can’t hit
a Multi-Targeting penalty. A hit inflicts damage dozens of creatures at once deal no damage at all.
12 that affects the target’s weakest Armor. Shock
and Wounds dealt by this way are recovered by
the vampire mist.
• Immaterial: Immune to physical attacks unless NIGHTMARES
the weapon is magical. Magic, miracles, and
psionic powers work normally. BLOODY MARY
• Suffocate: Each round, a creature in contact with
Mary Beale was a young woman who joined a
a vampire mist automatically takes 3 Shock at the
Sacellum convent back on Gaea. She was shy,
start of their turn.
clumsy, and meek, so before long found herself the
• Undead: Immune to poison and other effects
target of bullying by some of the other sisters. The
that require breathing, eating, or other “living”
abuse escalated until one day Mary snapped and
processes.
threw one of her tormentors from the bell tower.
• Very Large: A vampire mist normally occupies a
Mother Superior, unable or unwilling to believe
roughly-spherical area 6 meters across, but can
such mistreatment had happened, singled Mary out
adjust its shape as needed. Attacks against it gain
for punishments which themselves became habitual
a +4 bonus.
and abusive. A sort of corruption had caught hold
of the convent, and by the time their cruelties finally
became lethal, Mary was a chained captive who
was subject to near-constant sanctioned torture on
the part of every nun in the convent.
Her anguish and rage animated her spirit after
her death. Appearing as a ghostly nun in all white,
blood coursing down her face and chest from the

136
crown of thorns she wore as she died, Mary stalked started manufacturing candies out of his basement
the convent, immune to the pleas for forgiveness by and used his personal savings to buy a vendor’s
her former tormentors as she enacted her vengeance. cart to sell them at carnivals. But this venture came
Even now, after she has killed the last of her guilty to a tragic end when a serial killer claimed the lives
sisters, Mary’s tainted soul cannot rest. She harbors of several children attending carnivals, and the
an unquenchable rage against the Sacellum itself. parents became convinced Lionel was the culprit.
She seeks out the church’s most beloved leaders for They caught him late one night returning home and
further bloodshed. tortured him in his basement candy lab for hours,
demanding a confession. When none came they
Habit: Learn that Bloody Mary targets influential
drowned him in a kettle of molten chocolate.
Sacellum leaders in order to weaken the church.
Afterward, the killings stopped. Turns out the
Origin: Discover the tragic story of Bloody Mary’s distraught parents had been right all along. But
abuse at the hands of her entire convent. their actions created the Candy-Man, a Nightmare
Token: Acquire Mary’s original rosary and use it which preys on children. He appears just as he did
to remind her of her vows. in life—a portly, middle-aged man in a Vaudeville-
True Death: Trap Bloody Mary on Sacellum holy striped suit and white straw hat — but his eyes are
ground until the next sunrise. not visible behind the gleaming lenses of his glasses,
and the inside of his mouth is stained candy-red.
Attributes: Charisma 10, Dexterity 7, Mind 10, Spirit The Candy-Man lures his victims to a secluded place
15, Strength 8 to do his murderous work.
Skills: Find 12, intimidation 20, reality 18, taunt 15,
trick 12, willpower 18 Origin: Learn about Lionel Morris’ history and
Move: 7; Tough: 6; Shock: 15; Wounds: 3 the murderous scene which created him.
Equipment: — Habit: Discover that the Candy-Man only targets
Perks: — children who are out of sight of their parents in a
Possibilities: 3 (Nightmare) public space.
Special Abilities: True Death: The Candy-Man must die at the
• Cloak of Darkness: Bloody Mary gains a bonus to hands of a child.
Toughness equal to the current Darkness penalty.
• Ethereal: Bloody Mary may move through walls Attributes: Charisma 12, Dexterity 8, Mind 10, Spirit
and solid objects, and is immune to physical 12, Strength 8
attacks unless the weapon is magical or has a Skills: Dodge 10, find 15, persuasion 15, reality 14,
property that allows it to affect ethereal beings. scholar 12, science 12, stealth 9, streetwise 14, taunt
Magic, miracles, and psionic powers affect 13, trick 13, unarmed combat 13
ethereal beings normally. Move: 8; Tough: 8; Shock: 12; Wounds: 3
• Fear: On first encountering Bloody Mary a hero Equipment: Knife (Strength +2/10), candy (those
must test willpower or Spirit or become Very who eat a piece are at -4 to resist persuasion tests
Stymied. until the end of the scene)
• Spiritual Destruction: Damage value 15. Bloody Perks: —
Mary makes an intimidation attack against the Possibilities: 2 (Nightmare)
faith or willpower of one target she can see within Special Abilities:
10 meters. The resulting damage is lethal. • Ambush: Surprise attacks deal +4 damage.
• Cloak of Darkness: The Candy-Man gains a
THE CANDY-MAN bonus to Toughness equal to the current Darkness
penalty.
All Lionel Morris wanted in life was to follow in • Tempt: The Candy-Man makes a persuasion test
the footsteps of his father, a successful candy against the target’s willpower or Mind who can
maker in Gaean London. After the death of his hear him. Apply a -4 penalty if the target is in
mother and father a host of debtors came out of a hostile state (such as combat). On a Standard
the woodwork and soon Lionel was destitute. He

137
success the Candy-Man can control the target’s Link: Discover Dorothy’s history as a carnie, and
actions until the end of the target’s next turn, for lure her to a carnival to remind her of her human
one minute on a Good success, or until the end past.
of the current scene on an Outstanding success. Origin: Learn that Dorothy was orphaned after a
If the Candy-Man loses the contest, the target house fire and locate a painting of her mother and
cannot be affected for the rest of the scene. If father.
asked to do something drastically against his
nature the target gets an immediate willpower Token: Locate Dorothy’s sole memento during
or Mind test to resist. her years in the orphanage, a locket from her
• Undead: Immune to poison and other effects mother and father.
that require breathing, eating, or other “living” True Death: Remove all her stuffing and replace it
processes. with soil from a graveyard.
Attributes: Charisma 10, Dexterity 7, Mind 8, Spirit
DOLLY 9, Strength 4
Sometimes horror comes in small packages. The Skills: Alteration 14, divination 15, dodge 13, find
Nightmare named Dolly is a malevolent spirit 13, intimidation 10, lockpicking 12, maneuver 14,
that possesses children’s dolls or stuffed animals, melee weapons 13, persuasion 15, reality 12, stealth
gradually revealing her true nature to a select child 13, unarmed combat 13
to guide them toward corruption—even murder. Move: 7; Tough: 4; Shock: —; Wounds: 3
She uses different names to cover her tracks, like Equipment: Knife (Strength +1/5)
Patricia or Teddy, but always answers to “Dolly.” Perks: Spellcaster (alarm, diminish, enhance, fear,
Dolly was once a Gaean drifter named Dorothy mage dark, slow), Strong-Willed
Stokes. The untimely death of her parents in a house Possibilities: 3 (Nightmare)
fire left her a ward of the state, but a combination Special Abilities:
of her burn scars and a soulless look in her eyes • Ambush: Surprise attacks deal +4 damage.
from the untreated trauma caused potential • Automaton: Dolly is immune to poison and other
adoptive parents to pass her over time and again. effects that require breathing, eating, or other
She became aloof and quiet, spending her hours “living“ processes.
reading books on the occult. By the time she was • Cloak of Darkness: Dolly gains a bonus to
released as an adult, her mental state had completely Toughness equal to the current Darkness penalty.
unraveled. She found work where she could get it, • Fear: On first discovering Dolly’s true nature a
finally becoming a carnie for a traveling amusement hero must test willpower or Spirit or become Very
show. There she found a perverse joy in convincing Stymied.
children to steal, cheat, or lie to their unsuspecting • Very Small: In any form, Dolly is no larger than
parents, then watching the child be disciplined by a toddler. Attacks against her suffer a –4 penalty.
adults who refused to believe the child’s protests
about being set up. Over time she chased even THE HEADHUNTER
bigger thrills, first convincing otherwise happy The wretched Nightmare called “The Headhunter”
children to run away, then eventually talking them was once a promising young doctor named Ravi
into murdering their own friends. She was caught Chakravarti who based his practice in a small rural
by an angry mother who confronted and killed town. After the invasion, Ravi noticed a sudden
Dorothy in a carnival booth. increase in patients with bizarre maladies and
But by that point corruption had taken a deep manias. Unfortunately, the town was situated near
hold over Dorothy’s soul. It was transferred into a the chateau of Dr. Wilhelm Sconce, who was using
stuffed tiger prize, which allowed her to track down his newest laboratory to run new experiments on the
her killer and convince the woman’s child to exact local populace. Ravi organized a group of townsfolk
revenge. Ever since then she has jumped from toy to to help him pin down the source of the maladies.
toy, spreading corruption to the children of Orrorsh. The mad doctor took umbrage at Ravi’s prying,

138
finally setting a trap to lure him to the chateau on Possibilities: 3 (Nightmare)
false pretenses. There, he and his manservant Edgar Special Abilities:
treated Ravi to a sumptuous meal after which Sconce • Automaton: The Headhunter is immune to
wheeled in the pièce de résistance: the heads of all poison and other effects that require breathing,
seven townsfolk aiding Ravi’s investigation. But this eating, or other “living“ processes.
revelation came too late—the food was poisoned! • Bite/Claw: Strength +4/16.
He died right there at the dinner table. • Cloak of Darkness: The Headhunter gains a
When Ravi awoke he was strapped to a table in bonus to Toughness equal to the current Darkness
Dr. Sconce’s lab, the subject of a new experiment in penalty.
human amalgamation in which his friends’ heads • Fear: On first encountering The Headhunter a
were surgically grafted onto his reanimated body. hero must test willpower or Spirit or become
He burst his bonds and ran for freedom, finding his Very Stymied.
way into the forest. Now he lives a life of miserable • Head-Stealer: The Headhunter may attach a
solitude. He has little memory of his former life, just recently-severed head onto his own body as an
a sense of something missing, a powerful yearning action (freeing up space, if needed). He gains +3
for companionship—and an aching need to collect Mind any special knowledge possessed by that
heads to add to his body. Since the attached heads head for 24 hours.
gradually decay and must be replaced, every few • Nine Heads: Aside from his own head, the
days he seeks out a new victim. His many heads Headhunter has up to nine heads attached
rip apart the body in a grisly feast, after which he all around its torso at any given time. The
pulls off his oldest, weakest head and replaces it Headhunter is Favored on find tests.
with that of the corpse. The head “awakens,” eyes
darting here and there as it gibbers in horror. KURST
Each new head gives Ravi a temporary surge of Kurst once had another name, when he was the
awareness, and he rediscovers anew the existential alpha leader of his home cosm, Gorhagah, a world
horror of his situation. But this awareness fades where lycanthropes comprised the aristocracy and
slowly until, before long, he becomes the wretched reigned over the human peasants. But Gorhagah
hunting monstrosity once more. had the misfortune of being the Gaunt Man’s first
conquest. With the help of some treacherous fellow
Origin: Learn that the Headhunter was once a
lycanthropes, the Gaunt Man defeated and enslaved
rural doctor named Ravi Chakravarti and tell him
Dairoga and renamed him Kurst, then drained
about this identity.
Gorhagah of every last Possibility and let it die.
Link: Discover that the Headhunter was killed by
As the last surviving member of his world, Kurst
Dr. Wilhelm Sconce, then reanimated in the lab by
is one of the Gaunt Man’s longest-serving (and
stitching the heads of several of Ravi’s friends to
longest-suffering) Nightmares, having joined his
his body.
master on uncountable invasions. Perhaps out of
Desire: Acquire proof that Ravi was once a doctor punishment for holding out for his own kind for
who wanted to help heal the sick and injured. so long, the Gaunt Man never rewarded Kurst with
True Death: Remove Ravi’s head after having first the power and privilege afforded other Nightmares,
cut off all the other heads. instead using him for simple assassination jobs or
guard duties, and sometimes even gifting him for
Attributes: Charisma 8, Dexterity 8, Mind 7, Spirit
a time to other Nightmares to use as they please.
10, Strength 12
These centuries of ill-treatment have started to
Skills: Find 12, first aid 11, intimidation 16, medicine
rekindle Kurst’s latent rage against the Gaunt Man.
10, reality 13, science 10, stealth 9, survival 9, taunt
9, tracking 9, trick 8, unarmed combat 14 Link: Identify that he was once Dairoga, the
Move: 8; Tough: 12; Shock: 10; Wounds: 3 shapeshifter High Lord of Gorhagah.
Equipment: — Habit: Learn that Kurst prefers to give prey a
Perks: Brawler, Relentless sporting chance.

139
Not all werewolves are created equal.

Desire: Discover that Kurst yearns to once more Perks: Brawler, Endurance, Hard to Kill, Retaliation,
be part of a pack. Vengeful, Whirlwind
Token: Locate the totem necklace of his former Possibilities: 4 (Nightmare)
“lifemate” on Gorhagah, Ayroa, currently lost and Special Abilities:
forgotten somewhere in Illmound Keep. • Armor: Thick furry hide +3 (beast form only)
• Bite/Claw: Strength +2/22 (beast form only).
True Death: Once his origins are revealed Kurst’s • Cloak of Darkness: Kurst gains a bonus to
heart must be removed and devoured, as was the Toughness equal to the current Darkness penalty.
tradition back on Gorhagah. • Dread: While Kurst is in his beast form, a Standard
Attributes: Charisma 11, Dexterity 16, Mind 9, Spirit Scene becomes a Dramatic Scene instead.
15, Strength 16 • Fear: The first time a character encounters Kurst
Skills: Beast riding 17, dodge 18, evidence analysis in an act, he must make a Spirit test or become
12, find 16, first aid 10, intimidation 18, maneuver Very Stymied.
18, persuasion 13, reality 18, scholar 10, stealth 19, • Lycanthrope: Silver weapons deal +4 damage
survival 15, taunt 15, tracking 17, trick 12, unarmed against Kurst. Wounds inflicted by other types
combat 19, willpower 16 of weapons automatically heal at the end of each
Move: 16; Tough: 19(3); Shock: 17; Wounds: 4 scene.
Equipment: —

140
• Special Savagery: While in beast form, Kurst Link: Learn Rashnaya’s original name and place
gains a +2 to Strength. Kurst is old enough to of birth.
have partially mastered his animal nature, even Desire: Understand Rashnaya’s overwhelming
in beast form, so he is not subject to the forced yearning to be seen as innocent as a way of fighting
movement and attacks more common among against her parents’ psychological manipulations.
younger werewolves.
True Death: Rashnaya must be immobilized then
RASHNAYA forced to gaze at her own reflection for one minute.
Attributes: Charisma 13, Dexterity 7, Mind 12, Spirit
One of the most evil Nightmares in Orrorsh comes 10, Strength 5
in a surprising package. Rashnaya is a poisonous Skills: Dodge 10, evidence analysis 14, find 14,
spirit that takes the form of a young girl in order lockpicking 11, maneuver 8, melee weapons 10,
to play upon the sympathies of adults and other persuasion 17, reality 14, stealth 14, streetwise 16,
children, manipulating them into committing taunt 17, trick 15, unarmed combat 10, willpower 13
corrupt acts—or simply destroying their lives. Move: 7; Tough: 5; Shock: 10; Wounds: 3
Rashnaya started life 200 years ago as Rashida Equipment: Stuffed doll
Anaya, a young girl on the Caribbean island of Perks:
Sainte-Élise on Monde. From birth she was constantly Possibilities: 3 (Nightmare)
accused of being a wicked sinner by her overly- Special Abilities:
pious mother and of being devious by her paranoid • Cloak of Darkness: Rashnaya gains a bonus to
father. As a result she grew into the underhanded Toughness equal to the current Darkness penalty.
person they convinced her she was, concocting one • Disguise: As an action, Rashnaya may completely
scheme after another while arranging things so one change her physical appearance, including
of her peers would look guilty. Entering adulthood, clothing and other accessories, as long as the
she worked her way to the mainland and brought chosen form is a young human female. She
her natural talent for scheming with her. But all may copy a specific person she has observed (or
that came to an end when the Gaunt Man invaded seen in a high-quality painting or photo), but
Monde. Rashida found her tactics were harder and interactions with those who know that person
harder to pull off in a world whose economic and might still require persuasion tests.
social prosperity was crippled by fear. • Fear: Those who see Rashnaya’s true form must
The invaders brought with them the answer to test willpower or Spirit or become Very Stymied.
her problem: Dark magic. Rashida sought out an • Gloater: When taunt or intimidation are
occultist, a bent and twisted crone who lived in the Approved Actions, Rashnaya may affect the
backcountry, who granted Rashida’s wish to always entire party without a Multi-Action penalty.
seem innocent. But the ritual came with a hefty Affected heroes lose a random card from their
price. As Rashida’s scams became more and more hand.
successful, corruption took root. Her age slowed
down and then reversed, until before long she once SAANVI BANERJEE
more looked like a child 20 years her junior. From The wealthy socialites of Orrorsh’s upper crust
the waist down her legs were replaced with the often believe their station and wealth shields them
glistening body of a huge maggot —Orrorsh’s own from that realm’s worst horrors. They couldn’t
sardonic sense of symbolism, perhaps. Rashida, now imagine that a Nightmare walks among them.
calling herself Rashnaya, can disguise her true form, Once the daughter of a successful land developer,
and even change her entire physical appearance, Saanvi Banerjee was accustomed to the privileged
although she can never be seen as anything other life before the invasion of Orrorsh, but even after
than a child, a fact that eats at her every day. transformation she found it surprisingly easy to
Origin: Discover that Rashnaya corrupted her soul slip into Victorian high society. She hobnobbed
through an occult ritual to become permanently with Gaean generals, attended the best soirees, and
“innocent.” used her existing wealth to cement her position in

141
this new world. But her father, all too aware of the • Cloak of Darkness: Saanvi gains a bonus to
parallels with India’s colonial past, did not approve Toughness equal to the current Darkness penalty.
of business arrangements with foreigners and • Soul Eater: Saanvi heals 1 Wound and recovers
forbade Saanvi from any further fraternization. all Shock if she is adjacent to any human (or
By this time Saanvi had caught the attention of a humanoid) which dies due to a failed Defeat test.
dashing young entrepreneur named Jack Cowles— • Undead: Immune to poison and other effects
secretly a thief who posed as an aristocrat to case that require breathing, eating, or other “living”
for potential targets. He and Saanvi began an illicit processes.
love affair which culminated in the two of them
scheming to steal his father’s money. Her father STRAWHEAD
caught Saanvi cleaning out the safe and struck her, Strawhead is unlike most other Nightmares. It
and in a sudden rage she choked the life out of him exists only for a short time, summoned to exact
right there in his office. Money in hand, she returned vengeance by those who believe they have been
to her lover only to have Jack slit her throat and wronged. But the price for Strawhead’s service is
make off with the money. always steep.
Rising, confused and burning with rage, Saanvi Calling forth Strawhead requires a ritual known
tracked down Jack and choked him to death in only to a few occultists and documented in very
an alley. As his soul issued from his body, Saanvi rare texts. The petitioner must craft a small human-
breathed it in, feeling it rejuvenate her. It was only shaped figure out of bundles of sticks and straw.
then that she realized she was dead — the huge On strips of cloth she must draw a series of arcane
gash opening up her throat being a sure giveaway. symbols and bind the idol’s head with the fabric,
She stitched it closed with gold-colored thread and then “feed” the figure her own blood (this causes
covered it up with a choker, then returned to her Fatigue) while visualizing the intended target or
beloved high society as though nothing was amiss. targets. The petitioner is automatically corrupted
Now, however, she finds she must murder someone and loses a point of Charisma. Strawhead then
and consume their soul every week to hold off the forms itself somewhere nearby and sets forth to
inevitable decay of her undead body. track and slay the target. It has no qualms about
Origin: Learn that Saanvi killed her own father killing those who get in its way, though it prefers to
while attempting to steal their family fortune. remain fixated on its prey and avoid conflict when
possible. If Strawhead is Defeated before its task
Link: Acquire a photograph, painting, or other
is complete, it simply reforms from another pile of
likeness of Saanvi’s father and show it to her.
suitable material nearby. Every life Strawhead takes
Token: Locate the love letter Jack wrote to Saanvi, forces the petitioner to make another Corruption test.
then read a passage from it while confronting her. When the last target is deceased, Strawhead simply
True Death: Remove the golden threads holding falls apart into a loose pile of sticks and blows away.
her severed head to her neck. Strawhead has existed for decades, maybe
Attributes: Charisma 12, Dexterity 8, Mind 9, Spirit centuries, but few know he has a human origin.
9, Strength 8 He was once Bert Torvald, a simpleton who tended
Skills: Beast riding 10, dodge 10, evidence analysis a farm in a long-forgotten world that fell to the
11, find 14, intimidation 11, melee weapons 13, Gaunt Man. When a young innskeeper’s daughter
persuasion 18, reality 13, scholar 12, stealth 10, was found murdered in a barn, the entire village
streetwise 14, taunt 16, trick 11, unarmed combat seized their pitchforks and hunting dogs, convinced
10, willpower 12 Bert was the culprit. In a rare stroke of cleverness,
Move: 8; Tough: 8; Shock: 9; Wounds: 3 Bert put a burlap sack over his head and stuffed
Equipment: Dagger (Strength +1/9, Small) his clothes with straw, then propped himself on a
Perks: Bolster, Helper, Linguist, Rally, Wealthy pole in the field to pose as a scarecrow. The dogs
Possibilities: 3 (Nightmare) weren’t fooled, and soon the entire town surrounded
Special Abilities: Bert. He pleaded his innocence as they took turns

142
stabbing him over and over. On the following night, • Dread: While Strawhead is present, a Standard
the blood-soaked straw from his disguise gathered Scene becomes a Dramatic Scene instead.
together into a human-shaped figure and stalked the • Fear: On first encountering Strawhead a hero
town, one by one killing everyone who had stabbed must test willpower or Spirit or become Very
him and sparing those who hadn’t. Before long the Stymied.
legend of “straw head” spread across the countryside • Large: Strawhead stands nearly three meters tall.
and his spirit, long since having forgotten its human Attacks against it gain a +2 bonus.
origin, became a demon of vengeance. • Perfect Tracking: Strawhead always knows the
Link: Learn the story of Bert Torvald’s brutal exact location of its summoned target without
death and his subsequent return for revenge from roll, as long as that target is in the same cosm.
beyond the grave. • Relentless: Strawhead ignores Shock.
• Weakness: As a walking pile of sticks and straw,
Origin: Figure out who has summoned him
Strawhead automatically takes an additional
this time and kill them (this requires
+1BD from any fire damage.
a Corruption test) before Strawhead
completes its task.
Token: Show Strawhead the
blood-soaked straw idol which
summoned it.
True Death: Burned on a pyre along
with the body of Strawhead’s most
recent petitioner.
Attributes: Charisma 3, Dexterity
8, Mind 3, Spirit 9, Strength 15
Skills: Dodge 13, find 8,
intimidation 14, reality 13,
stealth 9, tracking 8, trick (8),
unarmed combat 15
Move: 8; Tough: 15;
Shock: —; Wounds: 5
Equipment: —
Perks: Brawler, Brute, Hard to
Kill, Vengeful
Possibilities: 3 (Nightmare)
Special Abilities:
• Automaton: Strawhead
is immune to poison
and other effects that
require breathing,
eating, or other
“living“ processes.
• Bite/Claw: Strength
+4/19.
• Cloak of Darkness:
Strawhead gains a bonus to
Toughness equal to the current
Darkness penalty.

143
INDEX
A J Pure 18 Faithful Servant 129
Puritan 14 Fallen Magi 124
Adventure Seeds 113 Jack Punch 82 Retaliation 18 Gravespawn 129
Ahjebax 81 Jezrael 66 Righteous Staff 14 Graveyard Ghoul 130
Alexandra Plundell 105 Ritualist 19 Haunts 130
Alhambrans 109 K Sacellum Chaplain 14 Hungry Dead 130
Annette Mundi 106 Sacred Weapon 18 Imp 17
Avery Wellington 82 Kahsmir 50
Kanawa 65 Spirit Nemesis 14 James Farthington 101
Axioms 84 Steady On 14 Jonas Fuller 74
Karachi 50
Kolkata 55 Tea Master 19 Khanara 131
B Twilight Magic 19 Kochi 75
Bangalore 47 L Unstable Mixture 18 Kurst 139
Bangladesh 52 Unyielding 18 Occultist 124
Baruk Kaah 65 Lahore 50 Vampire 12 Omen Bird 131
Basjas 81 Languages 49 Vial Bandoleer 18 Orrorsh Gospog of the
Bleeds 91 Werewolf 13 Fifth Planting 123
M Orrorsh Gospog of the
Clocks 91 Q
Faces 93 Madurai 46 Fourth Planting 122
Home Skies 94 Malraux 64 Orrorsh Gospog of the Sec-
Quinn Sebastian 66 ond Planting 120
Manners 98 Manfred Markesan 81
Reflections 97 Manners 7 R Orrorsh Gospog of the
Train wreck 100 Miracles 33 Third Planting 122
Mobius 65 Raharjo 106 Parok 78
C Monsoons 53 Rail Connections 55 Patchquilt Man 96
Mumbai 48 Rajani 58 Poppets 131
Channing 109 Ravagons 76 Quatulpi 132
Chennai 45 Mustafa Singh 106 Rakshasa 133
Myanmar 55 Religions 8
Corruption 15, 88 Romans 58 Rashnaya 141
Mysore 48 Reanimated Being 133
D S Saanvi Banerjee 141
N
Dark Rituals 24 Sacellum Priest 124
Nepal 56 Sacellum 30 Serial Killer 125
Deceivers 53 Skutharka 82 Shadow 134
Delhi 53 Nightmare Generator 114
Nightmares 72 Spells 20 Shadow Bats 134
Delphi Council 102 Sri Lanka 46 Shaiga 80
Dr. Ravi Bhutrupali 105 Nightmare Trees 69
Stelae 68 Skinwalker 134
Dr. Wilhelm Sconce 82 O Spiderlegs 97
T Strawhead 142
E Occultists 21
The Gaunt Man 60, 63 The Candy-Man 137
Empowering Spells 23 Orphea 81 The Cowls 97
Ezekiel Wright 83 Orrorsh Possibility Energy 43 The Hellion Court 80 The Headhunter 138
The Law of Catharsis 89
P The Law of Eternal Corrup- Turang 80
G tion 87 Vampire 135
Pakistan 50 The Law of Fear 88 Vampire (Master) 135
Ganges 54 Vampire Mist 136
Gauls 58 Parok 81 The Law of Perseverance 88
Perks 10 The Law of the Uncanny 90 Verini Wraith 93
Gear Vermin Swarm 136
Armor 39 Alchemy 15 The Law of True Death 89
Anchored 10 Themes 110 WereGhast Calumae 98
General Gear 37 Timeline Events 9
Magic Items 36 Austere 13 Thratchen 66
Brave 18 Threats Trachelsteph 82
Vehicles 41 True Death 72
Weapons 40 Brighten the Light 14 Albert Isley 101
Bulletsmith Shells 16 Animated Object 125 Twilight Magic 21
H Cloak of Darkness 12 Bhoot 125
Customized Slayer’s Gun 16 Blood Monkey 126 U
Heketon 66 Demonic Form 17 Bloodthorn 126 Udaipur 51
Holidays 8 Divine Judgment 14 Bloody Mary 136 Uthorion 64
Horrors 72 Doomed 10 Chedipe 127
Even in Death 14 Churel 127 V
I Ghost 12 Corrupted Tiger 127
Guardian Angel 18 Death Cultist 124 Victorians 57
Illmound Keep 45 Imp 17 Deep Dwellers 128 Vinutha Patel 105
Indigenas 58 Macabre 19 Disembodied Hand 128
Investigation 73 Martyr 11 Dolly 138 X
Medals 17 Eon Ancestral Spirit 92 Xulrath 83
Monster Slayer 18

144
FEAR WILL CONSUME YOU...
Orrorsh is the realm of gothic horror.
Cultivated and perfected by the Gaunt Man,
Orrorsh is without doubt the most dangerous
of the invading cosms. The Nightmares of
Orrorsh now stalk and prey upon ords and
Storm Knights both.

Orrorsh invaded India and surrounding


countries, spreading like an infection in the
Night of Screams. Since then, the realm
has barely expanded, but its zones are
turning Pure.

Now the Hellion Court work towards furthering the Gaunt Man’s sinister plot to drain Core
Earth of its Possibility Energy, as he has done to countless cosms before. Corruption tempts
those with power and the Gaunt Man is always delighted to turn a hero into a villain.

You play the heroes of this gothic horror realm. Detectives, occultists, monster slayers,
Sacellum priests, and even those Cursed to be monsters themselves attempt to thwart the evil
plans of the Gaunt Man and stop him from becoming the TORG.

INSIDE YOU’LL FIND:


•  New Perks, Spells, Miracles, and gear for players.
•  New Threats and foes to encounter, including
Nightmares, which can regenerate Possibility Energy.
•  Details of the Warzones within Orrorsh and Ravagons,
savage beings loyal to the Gaunt Man.
•  Plot hooks and events from the
  first year of the Possibility Wars.

UlissesNorthAmerica.com
US82112PDF

This game requires the


Torg Eternity Core Rules
and Drama Deck to play.

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