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.

The forces of Evil

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.

NameIt
Constitution8
Intellect8
Muscle8
Charm8
BeautyN/A
Wisdom8
Reactions8
Willpower8
Run Speed8
SkillsNone
SpellsNone
Endurance8
Strength8
CharismaN/A
Persuasion8
Aura8
Alertness8
Attack8
Dodge8
Stamina15
NE0
Actions per turn3
Initiative15
Unarmed attack2D8 damage
ScarinessN/A
NotesCompletely invisible
NameStandard Floating Eye
Constitution15
Intellect0
Muscle0
Charm0
Beauty0
Wisdom0
Reactions0
Willpower0
Run speed0
SkillsNone
SpellsChoice from levels 1-6
Endurance7
Strength0
Charisma0
Persuasion0
Aura0
Alertness0
Attack0
Dodge0
Stamina25
NE100
Actions per turn4
Initiative0
Scariness15
NotesActs entirely upon instinct - is not conscious.
NameAbsorption Floating Eye
Constitution15
Intellect0
Muscle0
Charm0
Beauty0
Wisdom0
Reactions0
Willpower0
Run speed0
SkillsNone
SpellsChoice from levels 1-6
Endurance7
Strength0
Charisma0
Persuasion0
Aura0
Alertness0
Attack0
Dodge0
Stamina25
NE100
Actions per turn4
Initiative0
Scariness15
NotesCan leech up to 20 NE points, always from the character with the most NE, as an action.
NameGeneric Tentacle Beast
Constitution6
Intellect4
Muscle6
Charm0
Beauty0
Wisdom3
Reactions9
Willpower9
Run speed6
Endurance7
Strength6
Charisma0
Persuasion4
Aura5
Alertness6
Attack7
Dodge7
Stamina21
NE25
Actions per turn2
Initiative5
Touch Attack6D6 Damage
Scariness0
NotesSlimy tentacle thing that scurries
NameIcky thing
Constitution10
Intellect10
Muscle10
Charm0
Beauty0
Wisdom10
Reactions10
Willpower10
Run speed10
SkillsNone
SpellsNone
Endurance9
Strength9
Charisma0
Persuasion0
Aura9
Alertness9
Attack15
Dodge12
Stamina10
NE0
Actions per turn4
Initiative15
Unarmed attack3D6 damage
Scariness5
NotesShort, humanoid, and slimy.
NameBrown Thing
Constitution5
Intellect5
Muscle5
Charm0
Beauty0
Wisdom5
Reactions5
Willpower5
Run speed5
SkillsNone
SpellsFireball
Endurance4
Strength4
Charisma0
Persuasion0
Aura4
Alertness4
Attack10
Dodge4
Stamina10
NE50
Actions per turn3
Initiative4
Unarmed attack2D6 damage
Scariness8
NotesShort, humanoid, and covered in shaggy brown fur.
NameMinotaur
Constitution20
Intellect20
Muscle20
Charm0
Beauty0
Wisdom20
Reactions20
Willpower20
Run speed20
SkillsNone
SpellsFire Bolt
Endurance18
Strength18
Charisma0
Persuasion0
Aura18
Alertness18
Attack18
Dodge18
Stamina50
NE1000
Actions per turn6
Initiative20
Unarmed attack6D6 damage
Scariness20
NotesTall, dark, and pink.
NameCyberdemon
Constitution25
Intellect25
Muscle25
Charm0
Beauty0
Wisdom25
Reactions25
Willpower25
Run speed25
Endurance23
Strength23
Charisma0
Persuasion0
Aura23
Alertness23
Attack23
Dodge23
Stamina100
NE0
Actions per turn6
Initiative20
Unarmed AttackClose range, 6D6*5
Rocket Attack500m range, 3D6*10, 3m blast. 2 rockets per arm.
Scariness20
DescriptionLarge horned creature, with metallic parts embedded in them. Rocket launchers in forearms.
NamePandora
Constitution9
Intellect9
Muscle9
Charm20
Beauty20
Wisdom9
Reactions9
Willpower9
Run speed9
Endurance7
Strength7
Charisma20
Persuasion16
Aura7
Alertness7
Attack7
Dodge7
Stamina20
NE20
Actions per turn3
Initiative20
Touch Attack6D6 Damage
Scariness0
NotesLooks like an endearing young child in distress - until they turn nasty! Lures characters to their doom where possible rather than attacking directly.
NameCyclops
Constitution15
Intellect15
Muscle15
Charm0
Beauty0
Wisdom15
Reactions15
Willpower15
Run speed15
SkillsNone
SpellsFire ball (1D4 NE, 1D6 Damage, Attack +1)
Endurance13
Strength13
Charisma0
Persuasion0
Aura13
Alertness13
Attack13
Dodge13
Stamina30
NE20
Actions per turn4
Initiative14
Unarmed Mauling Attack5D6 damage
Scariness10
NotesOnly one eye, looks like an Orc
NameGiant
Constitution30
Intellect30
Muscle30
Charm0
Beauty0
Wisdom30
Reactions10
Willpower30
Run speed10
SkillsNone
SpellsNone
Endurance28
Strength28
Charisma0
Persuasion0
Aura28
Alertness28
Attack10
Dodge3
Stamina300
NE10
Actions per turn2
Initiative3
Unarmed attack2D6 damage
Scariness10
Notes10m high
NameSmoke Wraith
Constitution-
Intellect-
Muscle-
Charm-
Beauty-
Wisdom-
Reactions-
Willpower-
Run speed-
SkillsNone
SpellsFire Ball
Endurance-
Strength-
Charisma-
Persuasion-
Aura-
Alertness-
Attack9
Dodge-
Stamina10
NE50
Actions per turn4
Initiative30
Scariness20
NotesForms from dust particles in the air. Only magic attacks affect it.

Traps

Whenever the characters are exploring somewhere weird and hostile, add to the fun by including some horrifying traps!

Techno Sadistic

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.

Thaumo Sadistic

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.

Bio Sadistic

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.