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Osterre: The East Lands

        Well here it is the first supplement for Midian.  I hope you like it and if you don't well tough you didn't write it.  Right now I would like to thank a lot of people for their help, time and for being a sounding board when my brain was wracked and I was frustrated.

I would like to thank:

Golgotha for giving me something to work on that I enjoyed immensly and for pushing me to do my best with it;

Dan "Twink King" Conner for giving me input on the firps when I couldn't think of anything else to do with them;

Artemis the vandal for helping me beta test the new races and for giving me inspiration for the new class Witchdoctors;

Ceto' Kai for letting me smack him around when there was nothing else to hit;

Stumpy the dorf for typing all this out as I ranted about how big of a moron he is (it gives him motivation, the little masochist);

My wife Angeliqe for being a stupid bitch and screwing me over;

Myself for being a fucking genius;

and finally I would like to thank everyone that plays Kinslayer's game for all their ideas.

--Ceekay the bastard, Kinslayer's bitch boy and Forum suckhead

Immersive Game World Service Mark

Osterre

        The east lands better known as Osterre, was a land full of lush forests and grassy plains.  Now parts of it have become a wasteland while other parts have remained the same.  Most of the world as we know it evolved over longer periods of time, the change to Osterre only took months.  How can this be possible you ask?  Well the finger of blame can be pointed directly at the humans.  Osterre is where the humans first landed on Midian.  It is where the meteor crashed and where the red dawn took place.  The meteor took out a large part of the swamps where the firps live and alot of the forests where the ogres and orcks lived.  That was the day the land of Osterre died and came back to life as something new, something much different.

        Before the red dawn, Osterre was filled with different tribes of ogres and orcks.  They lived in the forests and on the plains, rarely did they fight each other and when they did it was usually over new found areas of land.  There were also the swamps where the firps lived.  Firps are froglike creatures, that instead of hopping around on all fours, they walk on two legs like men.  The ogres and orcks left the firps alone because the firps never left the swamp and never looked to extend their homelands.  There was plenty of flora and fauna for all to live on, some of it went extinct after the red dawn and some of it mutated.  But then "it" happened.

        Ever since the red dawn Osterre has been a nation of war.  The orcks fighting with the ogres, goths and firps.  The ogres fighting with the orcks and firps.  And the goths always fighting with the firps and orcks.  The firps don't technically fight with anyone they just protect their home in the swamp.  Alot of the land of Osterre has been raped barren.  The plains where lush grass used to grow are now rock and dirt.  The great forests that took up 60 percent of the continent now only cover about 30 percent of Osterre.  The humans known as goths took over part of the land near the crash site, and try to claim more of it.  Before the crash the orcks were somewhat peaceful, now they are canniballistic and look to claim Osterre as their own.  The ogres, the big oafs of the land, have become a little wiser and started practicing shamanism.  Some of the firps became mutants from all the radiation the meteor put off, for the first time ever firps shunned those of their own race.

        One fact even the residents of Osterre are unaware of is that on the western edge of the continent was where some of the last tribes of hobgoblins could be found.  They settled in and started reproducing as fast as they could.  Once enough were of age they would be sent to Formor or Byzant to try to claim back their lands. but most of the warriors died at sea and never made it to even try to start a war.  Every so often there would be an uprising amongst the hobgoblins and the society would change, those that did not agree would be outcast.  Most of the outcast smaller clans went on to roam Osterre only two still survive to this day.  Almost all the tribes left for the main continents to try and gain their lands back which was unsuccesful. If you travel to the northwestern edge of Osterre you can still find remnants of the once settled hobgoblin cities, but most of them were burnt to the ground by the hobgoblins as they left to cover their tracks.

        To help you on your travels of Osterre I will tell you all I know about the continent as it is today.  Osterre is to the east of both Byzannt and Formour.  There is little unoccupied open space except along the western coast, and the eastern coast where the crash site is.  To the north are the plains and forests that the ogres like to call home.  The ogres living in the forest do differ a little from those on the plains but not much.  All ogres villages are very communal and can range in size from 10 families to a hundred or so.  Just to the south of the ogres are the lands of the orcks.  The orcks favor the plains and mountains but don't have any qualms about taking over some of the forest land.  The orcks live in large grand cities some rivaling the middle sized to larger sized formourian cities. They like to live as close to the mountains as possible so they can mine the ores and jewels from them.  In fact because of the orcks mining the money system of Osterre is mainly figured in raw gems or silver, which I will go over later.  To the southeast of the orcks is the crash site where the humans landed, noone lives there or dares go near it.  Just to the west of the crash site is the swamp where the firps live.  The firps used to take up the whole swamp with their cities.  Now the swamp is divided.  On the closest 25 percent of the swamp to the crash site is where the mutants live, they are a smaller community of firps only about 1,000 of them.  The other 75 percent is where the non-mutant firps live.  The non-mutants live in one large community and everyone is a productive member of society.  To the south of the firps, on the southeast part of the impact site is the home of the goths.  This was one of the first cities that the humans founded and is actually one of the most beautiful cities, architecturally and cuturally ever made by humans.

        The money system of Osterre is based of gems and silver coins.  To help with the conversion from western lands to Osterre "Oz", 3 florins or 3 ducats are equal to 1 Oz.  Gold is useless except as a pretty jewelry.  In the way of gems, red and blue gems are valued higher than others.  Gems may be taken to a gem appraiser in any town, depending on what town you go into the appraisers disscretion determines how much that gem is worth.  The orcs tend to capitalize the silver and gem markets because of the mines they have set up in the mountains, which they protect rather well.


The Races of Osterre

Ogres

        Ogres have been rumors to some; to others they have been a close brush with death.  Ogres live in the east lands and don't see many other races very often, and when they do they would rather let them run off then bother with them.  Ogres have been known to live from 150-300 years old.  They are very large standing at 10-12 feet tall and weighing 450+ pounds.  Most of their weight can be attributed to their massive bone structure and the fact that they are pretty much muscle and skin.  Ogres tend to have white to tan skin, large noses and rather pointy teeth.  Few people have come across the ogres but for the most part they seem non-aggressive, except to the orcs when the orcs are trying to raid the ogre lands.  Ogres tend to be hunters and are very resourceful.  All members of the tribe have a roll most are hunters while others are farmers and foragers.  At first there does not look to be a leader system, but each tribe has a leader though there is nothing that he wears to discern him from the rest.  When the tribe goes to war the leader is right there next to his warriors fighting.

        Abandoned ogre settlements have been seen in some of the explored parts of the east lands.  Some tribes seem to favor dense forests, where they build their homes in between all the trees.  Most of these tribes pick an area big enough to build enough homes for all the families and try to build the houses around in a circle where the open space in the center is used for meetings and rituals.  If you were walking in the forests of the east lands you wouldn't know you were coming upon one unless you knew exactly what to look for, or you stumble out into the open of the camp.  Ogres tend to be naturists and try to leave as little impact as possible on the forest.  Yes they are big and bulky but they try not to travel far from the tribe to hunt and always take a different route so the plants can grow back naturally.  The tribes that live in the forests tend to be lighter in skin tone and more peaceful.  These tribes seem to be a little more knowledgeable than the others and some have thought maybe they even dabble in shamanism.

        The other tribes live on the vast plains of the east land.  These ogres are a little darker in skin tone due to the constant exposure to the sun.  Once again these tribes build their huts in a circle around their meeting and ritual area.  These tribes believe that the land is theirs for the reaping.  They have been known to clear some of the smaller forests of trees and wildlife for housing and food.  But they never encroach upon the villages of the other tribe type.   These tribes are the ones seen battling the orcks the most for land and food.  These tribes seem to be a little stronger than the other tribe type and a little more aggressive.   Ogres are hard to kill roll 2D10 for HP.

Appearance: 2D6+2;
Personality: 2D6-2
Grace: 3D6-1;
Knowledge: 2D8-2
Wits: 3D6
Willpower: 2D8+2
Agility: 3D6-1
Stamina: 3D8+2
Strength: 5D6+4
Awareness: 3D6+2
Speed: 2D6-2
Common Sense: 3D6-3

Base AC of 7

Get +1LP at Level 1
Can choose berserk
+3 save vs. crushing
Reinforced skull structure gives 2 Damage resistance against blows to the head (Get your mind out of the gutter)
Tough times 2
Booming Voice as an instinct

Orcks

        Orcks have mainly been seen on the plains of the east lands.  They are also known to live within some of the mountainous areas as well.  Orcks tend to be anywhere between 2 feet tall and 7 and a half feet tall.  They tend to weigh between 100 and 300 lbs depending on height.  The average orc life expectancy is between 100 and 200 years old.  Contrary to popular belief orcks are very communal.  Orcks vary in color, their skin may be brown, green, black, tan, and there have even been some albino ones spotted.  All orcks have sharp teeth and some have rather large canines looking like fangs.  They usually have black or brown hair that they all like to wear long and pulled back.  If a warrior is shamed in battle by his enemy he cuts his ponytail off to signify that he sucks.  And contrary to popular belief orcks DO NOT have pig noses.  Their noses are actually more human like and some can be rather large.  

        Orck towns can range in size from that of a small farming community (10-60 huts) or a large metropolis (2000-? orck inhabitants)  Everyone in the community contributes to it in one way or another.  Anyone in the community may be hunters, farmers, warriors or trainers. Orck leaders are easily distinguished from the rest of the orcks.  Orcks believe a big community is a strong community so all families within that community are told to produce as many children as possible.  One interesting thing about their family structure is that the males tend to go and try to impregnate all the women of the community because they believe the strongest genes will prevail in the babies.  

        Orcks tend to not be friendly to other races especially humans and ogres. Most of the time when the orcs attack the ogre tribes, the orcks are unsuccessful.  (Side note: the ogres think the orcks are funny and it's a big game when the orcks attack the ogres.)  There have been a few recorded cases of really tall ugly orcks that look kind of like ogres but they aren't sure which they are.  Basically what has happened is one lonely night some lonely ogre was walking in the plains getting drunk, off in the distance he sees this lovely vision (if you can call an orck lovely), she happens to be rather drunk and horney also.  What ensues is what would almost resemble an elephant making love to a pig.  After waking up in the morning they look at each other and haul ass back home screaming like mad, you know you've done this at least once.

        Orcks will eat absolutely anything that moves, even each other.  There have been a few small orck communities in the mountains that seemed to just disappear.  What really happened is that when the food supply ran low they resorted to eating each other and when there was one left, that orck likely died of starvation instead of actually using his brain and hunting.  This makes them rather unsanitary creatures and it also drives their blood lust higher when they cannibalize (out of character: think the old Windigo myth of the native Americans where if you eat another persons flesh you gain their powers.)

        If choosing an orck as a starting race take Unsanitary as a background and Phobia as a trait since hell they were afraid to go to sleep and always had to watch their backs because they might be eaten.  Orcks tend to be a hearty breed and get 1D10 HP.

Appearance: 2d6-1
Personality: 2D8+3
Grace: 2D6
Knowledge: 2D6+1
Wits: 2D6+1
Willpower: 2D8+2
Agility: 3D6
Stamina: 3D6+2
Strength: 2D8
Awareness: 3D6
Speed: 3D6-1
Common Sense: 3D6-2

Roll Three Times (Cannot get both bully and runt, if both are rolled keep first one and re-roll second):

01-20: Extended Claws 1D6 + Str Dmg
21-38: Runt 2-4 feet tall +2 Knowledge, Wits +1, Willpower +2, strength -3, Agility -1, Stamina -1; Runts tended to be eaten first and take Phobia a second time.
39-50: Bully 7-7.5 feet tall HP +2, Strength +2, Stamina +2, Knowledge -2, AC +2, Damage Resistance +2
51-79: Heightened Taste, Heightened Smell, Heightened Sight
80-87: Half Orck -  Mixed breed between orck and ogre Appearance -2, Strength +3
88-00: Fangs 1D4 + Str Dmg, -2 to hit unless grappling (Roll on list below once)
01-35: Poison breath -2 initiative to target for 1D4 rounds, orc must roll 11 or higher on 1D20 to avoid losing 1HP on the first round.
36-40: Toxic Fangs - Target has to make a Sv vs. poison check at a 14 or higher, if they fail they lose 1hp or lp per round for 1D6 rounds
41-70: Taste for blood - With this background (take berserker as a trait), once you have tasted an enemies blood (in battle) you want more. Make a willpower check to keep from going berserk.
71-75: Locking bite - Counts as a hold
76-00: Missing fang - For each missing fang you get subtract 1dmg when using any bite maneuver.

Firps

        Firps are an interesting race.  They look like large frogs that stand on two legs like most other creatures.  Most firps are anywhere between 2 feet and 6 feet tall.  They are slightly hunched over and instead of walking they hop comically enough.  They come in a variety of colors from green to black, to brown and even yellow.  Though supposedly there have been other colors of these creatures rumored.  The feet and hands of the firps are webbed which makes them excellent swimmers, which also helps them live easier in their environment.  Most firps have long tongues, which they use to catch their food, which consists of anything small enough to fit in their huge mouths.  Some of the firps living in a certain part of the swamp seem to be mutants.  It turns out that some of the radioactive material from the crash has appeared there, either it fell from the main chunk and landed there or someone carried it with them and left it behind.  The ones from that part of the swamp seem to have rather odd hues of skin.  Some are rather silvery with a shiny blue or green hue on the silver.  Others are just really weird colors.  The "mutant" firps also tend to have a regular human tongue, which means they must catch their food other ways and some even tend to have a few extra limbs, which can either hinder them or help them.

        All firps except the mutants live in large communities.  They make their homes in the swamps of the east lands and are happy enough staying there.  Few wander far away from home and those that do usually aren't seen again; whether that is because they like the outside world much more, or they get killed no other firps are sure.  They have a good sense of community, but firps feel if one is stupid enough to leave the community then they let them go and don't think about them again.  Firps are peaceful enough and don't bother anyone, but they will defend their homes if they are raided. Rumor among the orcs and ogres are that the firps are amazing fighters when threatened.  A Good number of the firp fighters have been known to study the martial arts and because of their strong leg muscles and structure it makes them well suited to jump in the air and land a powerful kick.  

        As for the mutant firps, their society is rather small.  Once the firps learned that this odd substance was making their children mutate all but those that had already mutated left the area.  Well, the mutants didn't have much of a choice at that point they became outcasts.  They were exiled from the firp community and still to this day hold a hatred for the regular firps; "fuckers" is how the mutants like to refer to the normals.  

        Firps get 2d4 HP to start with. All firps mutant or not get the skill Jump II to start off with and additional levels in this skill take half the time to learn and half the skill points to learn.  All firps also start off with the background Wilderness and the traits Bad Tasting, Water Breathing and Water Baby.  Firps speak a combination of Anglan and Firpish, when spoken it sounds like Yoda speaking (i.e. Eat my bread, why did you?)

Appearance: 2D6
Personality: 3D6+1
Grace: 2D6+2
Knowledge: 2D8
Wits: 3D6-1
Willpower: 3D8
Agility: 2D8+4
Stamina: 2D8+4
Strength: 2D6+1
Awareness: 2D8-1
Speed: 3D6-2
Common Sense: 3D6

Roll 4 times on the chart below:

01-15: Stubborn trait
16-23: Gator Smack - 1D4 + 1/2 Str Dmg unless you also have full control of tongue then 1D4 + Str Dmg.
24-31: Full control of tongue - Can use tongue to grapple from a distance and perform choke holds for 1D4 rounds but must take 1 point of fatigue per 2 rounds
32-50: Extra strong legs - Firps with this trait have extra strong legs and get Jumping IV instead of Jumping II
51-60: Sun sensitive skin - Save vs paralysis at a 12 or be frozen stone-like until dusk.  Reroll every hour of game time.
61-80: Poison Tolerance - Get an extra +2 sv vs poison
81-94: Upper class firp - Known well among the firp community can either take 2D10 x 4 Oz or gift x 2; if you are a mutant and get this cut the Oz in half or take gift x 1
95-00: Mutant - Take Feral Upbringing, outcast and jerk and roll 3 times on the chart below, you may only get each trait below once (yes ineffective limbs and effective limbs negate each other take the one you rolled first and reroll)
01-19: Human tongue - cancels out full control of tongue and gator smack; tongue looks like a human pick a second language to start
20-28: Odd color - choose between purple, blue, pink or any other weird color combo
29-55: Extra limbs ineffective- roll 1D4 for number of extra limbs, but they have no purpose unless to hinder you (Hmm do I smell a GM tool)
56-75: Extra limbs effective - roll 1D4 for number of extra limbs; for each extra arm you take you get a +1 for purposes of grappling and a +1 to punching dmg when using that arm in conjunction with the others; for each extra leg you take you get a +1 for purposes of balance and a +1 to kicking dmg
76-88: Tiny wings - You have tiny wings on your back you get a +1 to your breakfall
89-00: Really fuckin' huge - With this trait you are 5-6 feet tall; you are genetically inferior and can take any blooded background once, and you may distribute 7 attribute points any way you want (this roll may only be taken once.)


Witchdoctors

Skills:
Fungal Lore; Animal Training; Arcane symbols; Aura Perception; Meteorology; First Aid; Meditation; Animal Lore; Herbalism; Teaching; Pyromancy; Astronomy

Skill Cost: 10; Minimum Willpower: 12  Must have teacher or workbooks

Training Time:
6 months minimum study; 2 months field training on herbalism and fungal lore; 4 months training and bonding with pet familiar; Double if self taught

Bonuses:
Workbook or spellbook, mortar and pestle, brewing kettle; Bonus contact-mentor or if self-taught possibility of undiscovered secrets in reference books; May choose a pet familiar (check with GM for wildlife indigenous to your area.) Bonus backgrounds and traits: Naturalist (Background); Animal Bonding (trait); Pet friend (trait) - this is the pet you start out with; Heightened smell or heightened taste (your choice); Prophecy; At level 1 any wounded you tend to, it only takes 1/2 of their regular heal time for HP and LP while the slaves and herbs are in effect

Level bonuses:
2. +1 to all mystical proficiencies
3. +3 saving throw vs all magics
4. Additional lore skill
5. Title: Herbalist
6. +3 save vs ingested poisons
7. Now able to communicate with 1 type of animal besides pet friend
8. Status: Earthy; +1 speed +2 Awareness
9. Title: Prophet; choose two more mystical skills
10. Double effect for all mystical skills; And now any wounded you tend to, it only takes 1/3 their healing time for their HP and LP while salves and herbs are in effect
11. 8 attribute points to spread among, Willpower, Knowledge, &/or Awareness
12. Choose another type of animal to communicate with
13. Title: Beast trainer; may now have 2 animal familiars
14. +2 all mental attributes; Status: Knowledgable
15. Any wounded you tend to, it know only takes 1/4 of their regular heal time while salves and teas are in effect
16. Title: Shaman; +6 save vs poisons ingested or otherwise
17. Speak with 4 types of animals
18. Can now have 3 pet familiars
19. Effect of all mystical skills now x10 instead of doubled

Per additional level: +1 all mystical proficiencies
   


New spells discovered in Osterre

Razor Wind

Mystic

Apprentice

150 hours

Requires: Trees in the vicinity

Duration: Character level; If character is a witchdoctor then add in your character level and half of your witchdoctor level rounded up.

Casting time: Apprentice-8 rounds (4 of those are inscription time); Journeyman-4 rounds (2 of those are inscription time); Master-2 rounds (1 of those is inscription time)

At the apprentice level of this spell you may pick on target to cast this on.  Once cast it does 1D4 hp dmg unless the target makes a saving throw vs physical magic at 13 or better.  At the journeyman level it can be cast on up to 3 targets that are close together.  At the master level it can be cast on up to 6 targets that are close together.  When the spell is cast a green glow starts to come from the ground around the witchdoctor.  As the spell continues to be cast, the glow gets stronger till it seems it could light up a large room rather well.  As it is being cast everyone notices the wind starts to pick up.  As the spell comes to it's culmination, the wind severly picks up and the target(s) are pelted with sticks and leaves that cut their skin.  After the casting the witchdoctor receives 1 point of fatigue per round it lasts from the stress it takes to cast.

Mushroom Fear

Mystic

Basic

160 hours

Requires: Rurouni-kenshin mushroom powder or tea, which is made with a mortar and pestle and then boiled in a tea kettle.  If you want to use it in a powder it has to be boiled till it becomes a powder.

Duration: 1D4 rounds; target gets to make a saving throw at end of 16 vs poison if they make the saving throw its over, if they fail the saving throw they are tripping for another 1D4 rounds.

This powder when it is used puts the target on a "bad trip."  Making them see everything they did not fear before to seem like horrid monsters out to eat their brains.  You may see creatures that don't exist at all, things that don't come from that area or things that seem like living shadows.  A little known fact that is being learned about the tea form of this mushroom is that if you mix flying powder in with it, it will ease your pain and give you a heightened sense of euphoria for 1D8 rounds. But for those rounds you take a penalty of -2 initiative and -4 common sense.