Orrorsh

Magic:
16
Social:
18
Spirit:
16
Tech:
18

Orrorsh is fertile ground for evil. Each of its world laws empowers the Gaunt Man and his legion of horrors, and none provide solace to the heroes who oppose him. Those who can survive battle with monsters in this environment are truly made of the sternest stuff. The Victorians are prone to offering and wearing elaborate medals to commemorate such courage, and these awards often take on mystical properties of their own!

The Law of Eternal Corruption

Perhaps the worst of the horrors that plague the populations of Orrorsh are those that come from within. Many of the foes Storm Knights encounter are former humans who have given their souls to darkness. They are lovelorn men or women who expose their throats to vampiric embraces or angry souls who let evil into their hearts in exchange for the power to avenge some slight or misdeed.

The constant lure of corruption is found in Cosm cards such as Damned, Sinister Secrets, and Temptation, along with many Occult Perks as well.

  • Eternal Corruption: Various Perks and situations in Orrorsh grant characters advantages at the cost of a Corruption test. This is a willpower or Spirit test with any modifiers listed in the specific Perk, Cosm card, or circumstance. Success grants the listed advantage. Failure means the hero is Corrupted and loses a point of Charisma!
    The hero’s Spirit remains unphased, but self-confidence and appearance betray the truth. Each time Charisma is reduced, the tainted individual gains a telling physical trait of some sort. She may get a blemish that never fades, develop an angry facial tic, or sprout a strange white streak through her hair.
    If Charisma ever drops below 5, the Corrupted soul becomes a fiend under the Game Master’s control. This doesn’t have to happen right away—the fallen hero might finish the act and then vanish into the night. Perhaps he will return to plague his former allies, or more likely, he will join the Gaunt Man’s legions and must be hunted…and destroyed.

The Law of Fear

Fear remains a very real and tangible presence throughout the cities, wilderness, and villages of Orrorsh. This constant, overwhelming feeling grips even the staunchest of heroes.

A terrible death is always close at hand in Orrorsh. Everyone within the realm knows they will eventually come face to face with the reaper. This reality is expressed by the Law of Fear, the bane of many valiant monster slayers. Cosm cards like Ominous Portents, Jump Scare, and Marked for Death amplify the pervasive feeling of uneasiness and impending doom.

The Law of Perseverance

Orrorsh is steeped in fear, evil, and monsters beyond imagining. Some of these are native to the world of Gaea and other cosms the Gaunt Man has conquered. He selects certain of these malevolent creatures and sets them loose to wreak death and carnage.

The Gaunt Man’s wretched control over his domain marks those who resist him for death. But there is still a sliver of light in the world. Those who fight despite the darkness and evil—who persevere—can break the High Lord’s hold.

If the Gaunt Man had his way Storm Knights wouldn’t be able to Soak Wound with Possibilities at all. The Law of Perseverance ensures heroes can still try, but it’s more difficult in Orrorsh than elsewhere.

  • Perseverance: A Standard success when Soaking (see page 117) negates the Shock from an attack, but doesn’t negate a Wound. A Good success negates one Wound, and an Outstanding success negates all damage and effects normally.