These sections contain additional detail about the Sideworld that its inhabitants don't generally know. Use these to add mystery to your campaigns, and let the characters slowly work it out... or just keep it all a mystery!
Civilisation occupies about a tenth of the circumference of Sideworld.
The Mountains to the East occupy another tenth or so; the occupants of the Mountains, despite being vilified by Civilisation, are really just desperate - they are the relics of a once-great civilisation that expended their natural resources, poisoning themselves with industrial by-products and causing a drop in birth rate due to hereditary genetic damage. They are fighting wars on both their borders to attempt to colonise new lands with better natural resources.
The sea to the West stretches for about two tenths of the circumference, full of large islands which are steadily being colonised.
What lies beyond those extremes will be explored in future books...
Due to the gravity of the Sideworld acting towards the centre of the disk, as well as the outer edge being habitable, there are small regions on each side of the centre of the disk where gravity actually pulls downwards; as you move away from them the ground seems to get steeper and steeper until becoming the "cliffs" of the Chaotic and Orderly directions.
In the centre of the Chaotic side of the disk lies the Great Vortex of Chaos, a supernatural being of immense power, devoted to the complete destruction of all civilisations on the Sideworld. In the centre of the Orderly side of the disk lies the Pyramid of Order, a shimmering hyperdimensional structure composed of pure divine energy, the different three-dimensional projections of which the inhabitants of the Sideworld call Rak, Thom, Val and Jop. They wish to created an ordered society devoted to obedience to them, and worship of the principles of Order. Ultimate victory of Chaos would be the end of sentient life on the Sideworld, but ultimate victory of Order would be horrific enough to make many people wish they'd died, so it's a good job that neither is particularly winning.
While Order is all about Plans and Strategy, Chaos just does chaos. There is no grand plan. Chaos will just keep stirring up hatred and wars, corrupting minds, sending horrible monsters to lurk in the dark and kill and drive fear into the hearts of everybody, that sort of thing.
All the stuff about what happens when you die in the Demigods chapter is a lie the gods told a few thousand years ago to try and keep people obedient. When you die there is only oblivion for most people. In a few rare cases, the gods decide to recruit a deceased soul as a Demigod, mainly as a way of forming a cult devoted to that particular individual as a kind of public relations exercise.
Here is a list of some typical Chaos monsters that might appear. Scariness is used in competition against Willpower of players, to resist turning in fear. However, Chaos is chaotic; these are just examples to inspire you, or to pick from when you need a monster in a hurry. It could be anything. Use your imagination. Be as creepy as possible.
Name | It |
Constitution | 8 |
Intellect | 8 |
Muscle | 8 |
Charm | 8 |
Beauty | N/A |
Wisdom | 8 |
Reactions | 8 |
Willpower | 8 |
Run Speed | 8 |
Skills | None |
Spells | None |
Endurance | 8 |
Strength | 8 |
Charisma | N/A |
Persuasion | 8 |
Aura | 8 |
Alertness | 8 |
Attack | 8 |
Dodge | 8 |
Stamina | 15 |
NE | 0 |
Actions per turn | 3 |
Initiative | 15 |
Unarmed attack | 2D8 damage |
Scariness | N/A |
Notes | Completely invisible |
Name | Standard Floating Eye |
Constitution | 15 |
Intellect | 0 |
Muscle | 0 |
Charm | 0 |
Beauty | 0 |
Wisdom | 0 |
Reactions | 0 |
Willpower | 0 |
Run speed | 0 |
Skills | None |
Spells | Choice from levels 1-6 |
Endurance | 7 |
Strength | 0 |
Charisma | 0 |
Persuasion | 0 |
Aura | 0 |
Alertness | 0 |
Attack | 0 |
Dodge | 0 |
Stamina | 25 |
NE | 100 |
Actions per turn | 4 |
Initiative | 0 |
Scariness | 15 |
Notes | Acts entirely upon instinct - is not conscious. |
Name | Absorption Floating Eye |
Constitution | 15 |
Intellect | 0 |
Muscle | 0 |
Charm | 0 |
Beauty | 0 |
Wisdom | 0 |
Reactions | 0 |
Willpower | 0 |
Run speed | 0 |
Skills | None |
Spells | Choice from levels 1-6 |
Endurance | 7 |
Strength | 0 |
Charisma | 0 |
Persuasion | 0 |
Aura | 0 |
Alertness | 0 |
Attack | 0 |
Dodge | 0 |
Stamina | 25 |
NE | 100 |
Actions per turn | 4 |
Initiative | 0 |
Scariness | 15 |
Notes | Can leech up to 20 NE points, always from the character with the most NE, as an action. |
Name | Generic Tentacle Beast |
Constitution | 6 |
Intellect | 4 |
Muscle | 6 |
Charm | 0 |
Beauty | 0 |
Wisdom | 3 |
Reactions | 9 |
Willpower | 9 |
Run speed | 6 |
Endurance | 7 |
Strength | 6 |
Charisma | 0 |
Persuasion | 4 |
Aura | 5 |
Alertness | 6 |
Attack | 7 |
Dodge | 7 |
Stamina | 21 |
NE | 25 |
Actions per turn | 2 |
Initiative | 5 |
Touch Attack | 6D6 Damage |
Scariness | 0 |
Notes | Slimy tentacle thing that scurries |
Name | Icky thing |
Constitution | 10 |
Intellect | 10 |
Muscle | 10 |
Charm | 0 |
Beauty | 0 |
Wisdom | 10 |
Reactions | 10 |
Willpower | 10 |
Run speed | 10 |
Skills | None |
Spells | None |
Endurance | 9 |
Strength | 9 |
Charisma | 0 |
Persuasion | 0 |
Aura | 9 |
Alertness | 9 |
Attack | 15 |
Dodge | 12 |
Stamina | 10 |
NE | 0 |
Actions per turn | 4 |
Initiative | 15 |
Unarmed attack | 3D6 damage |
Scariness | 5 |
Notes | Short, humanoid, and slimy. |
Name | Brown Thing |
Constitution | 5 |
Intellect | 5 |
Muscle | 5 |
Charm | 0 |
Beauty | 0 |
Wisdom | 5 |
Reactions | 5 |
Willpower | 5 |
Run speed | 5 |
Skills | None |
Spells | Fireball |
Endurance | 4 |
Strength | 4 |
Charisma | 0 |
Persuasion | 0 |
Aura | 4 |
Alertness | 4 |
Attack | 10 |
Dodge | 4 |
Stamina | 10 |
NE | 50 |
Actions per turn | 3 |
Initiative | 4 |
Unarmed attack | 2D6 damage |
Scariness | 8 |
Notes | Short, humanoid, and covered in shaggy brown fur. |
Name | Minotaur |
Constitution | 20 |
Intellect | 20 |
Muscle | 20 |
Charm | 0 |
Beauty | 0 |
Wisdom | 20 |
Reactions | 20 |
Willpower | 20 |
Run speed | 20 |
Skills | None |
Spells | Fire Bolt |
Endurance | 18 |
Strength | 18 |
Charisma | 0 |
Persuasion | 0 |
Aura | 18 |
Alertness | 18 |
Attack | 18 |
Dodge | 18 |
Stamina | 50 |
NE | 1000 |
Actions per turn | 6 |
Initiative | 20 |
Unarmed attack | 6D6 damage |
Scariness | 20 |
Notes | Tall, dark, and pink. |
Name | Cyberdemon |
Constitution | 25 |
Intellect | 25 |
Muscle | 25 |
Charm | 0 |
Beauty | 0 |
Wisdom | 25 |
Reactions | 25 |
Willpower | 25 |
Run speed | 25 |
Endurance | 23 |
Strength | 23 |
Charisma | 0 |
Persuasion | 0 |
Aura | 23 |
Alertness | 23 |
Attack | 23 |
Dodge | 23 |
Stamina | 100 |
NE | 0 |
Actions per turn | 6 |
Initiative | 20 |
Unarmed Attack | Close range, 6D6*5 |
Rocket Attack | 500m range, 3D6*10, 3m blast. 2 rockets per arm. |
Scariness | 20 |
Description | Large horned creature, with metallic parts embedded in them. Rocket launchers in forearms. |
Name | Pandora |
Constitution | 9 |
Intellect | 9 |
Muscle | 9 |
Charm | 20 |
Beauty | 20 |
Wisdom | 9 |
Reactions | 9 |
Willpower | 9 |
Run speed | 9 |
Endurance | 7 |
Strength | 7 |
Charisma | 20 |
Persuasion | 16 |
Aura | 7 |
Alertness | 7 |
Attack | 7 |
Dodge | 7 |
Stamina | 20 |
NE | 20 |
Actions per turn | 3 |
Initiative | 20 |
Touch Attack | 6D6 Damage |
Scariness | 0 |
Notes | Looks like an endearing young child in distress - until they turn nasty! Lures characters to their doom where possible rather than attacking directly. |
Name | Cyclops |
Constitution | 15 |
Intellect | 15 |
Muscle | 15 |
Charm | 0 |
Beauty | 0 |
Wisdom | 15 |
Reactions | 15 |
Willpower | 15 |
Run speed | 15 |
Skills | None |
Spells | Fire ball (1D4 NE, 1D6 Damage, Attack +1) |
Endurance | 13 |
Strength | 13 |
Charisma | 0 |
Persuasion | 0 |
Aura | 13 |
Alertness | 13 |
Attack | 13 |
Dodge | 13 |
Stamina | 30 |
NE | 20 |
Actions per turn | 4 |
Initiative | 14 |
Unarmed Mauling Attack | 5D6 damage |
Scariness | 10 |
Notes | Only one eye, looks like an Orc |
Name | Giant |
Constitution | 30 |
Intellect | 30 |
Muscle | 30 |
Charm | 0 |
Beauty | 0 |
Wisdom | 30 |
Reactions | 10 |
Willpower | 30 |
Run speed | 10 |
Skills | None |
Spells | None |
Endurance | 28 |
Strength | 28 |
Charisma | 0 |
Persuasion | 0 |
Aura | 28 |
Alertness | 28 |
Attack | 10 |
Dodge | 3 |
Stamina | 300 |
NE | 10 |
Actions per turn | 2 |
Initiative | 3 |
Unarmed attack | 2D6 damage |
Scariness | 10 |
Notes | 10m high |
Name | Smoke Wraith |
Constitution | - |
Intellect | - |
Muscle | - |
Charm | - |
Beauty | - |
Wisdom | - |
Reactions | - |
Willpower | - |
Run speed | - |
Skills | None |
Spells | Fire Ball |
Endurance | - |
Strength | - |
Charisma | - |
Persuasion | - |
Aura | - |
Alertness | - |
Attack | 9 |
Dodge | - |
Stamina | 10 |
NE | 50 |
Actions per turn | 4 |
Initiative | 30 |
Scariness | 20 |
Notes | Forms from dust particles in the air. Only magic attacks affect it. |
Whenever the characters are exploring somewhere weird and hostile, add to the fun by including some horrifying traps!
Pulp grid: A metal grid on the floor, through which a coloured glow emanates. Any primary colour looks good. Any characters passing over the trap will be met by a matrix of monomolecular whips beneath the grid, doing 6D6*their approximate shadow area in m2*4 damage. The effect is to chop them into 1 cm3 squares, which fall through the grid and are messily mashed by whirling blades bemeath.
Radiation wall: Plastic panels on the floor and ceiling glow an eerie green. Any characters in the glow suffer 1D10 damage in radiation burns per second.
Vacuum zone: A vacuum is held in a force field. Those in the vacuum get 2 damage per second.
Space warp: This trap fills a whole room. The lighting in the room appears to be an erratic strobe light, changing colour and frequency rapidly. Anyone in the room will be confused by the lights, be unable to see the doors, and soon fall over. All sense of direction - even up and down - are lost in a swirling maelstrom of confusion. The party becomes split up, and then the space warp part comes in - the room is actually infinite, and each character entering goes into a seperate 'copy' of the room, isolated from all the others.
Overkill defence net: This is a trap set off in any of a number of ways, attacking by means of hundreds of heavy guns set into the walls. Blast cannons, miniguns, and grenade launchers are recommended. The end result is usually a sticky mess. The large number of weapons and the surprise nullify all dodge.
Gruesome Follower: This trap is a patch of floor, indistinguishable from any other. anyone stepping on it receive 2D20 damage in a bolt of energy, and if the character is killed, their burnt corpse will float after the party - making their social lives hell. They cannot eat due to the disgusting sight.
Nasty Shock: This trap is like the above, except that its victims float around the trap itself, invisible. Players, however, will walk into them - hence the name.
Invisible Thang: The Invisible Thang is an invisible creature, with one central stomach surrounded by many heads. It is immobile, but when it eats, it grows. What's more, its meals can be seen flowing towards the stomach, taking up to 1 minute to do so.
Disembowler: This plant looks like a thorn bush, but anyone wandering into it will be ripped into very small pieces, which the plant covers itself with, in order to attract predators as further prey. After a couple of days, the body has decayed enough, and the plant eats it.