Home Page

We would like to know what you think of Cursed Empire

Visit our Guestbook

Core Rulebook - 2nd Edition

This book is a great introduction to the Cursed Empire Game setting.

It enables players to create characters and experience the Thargos World setting.

Two introductory scenarios are provided within this book as well as all the necessary rules for managing the role playing session.

Extract from Core Rulebook -Chapter 4

Flavour Text - At What Cost

Milana and Ravan Sulè sped down the dark passage until it suddenly dropped away into darkness. The enchantress yelped as she skidded over the edge of a deep chasm that cut through this part of the complex. Only her companion's elven sight and lightening reflexes saved her, as the tracker grabbed her flowing robe and pulled her back.

There was a loud ripping sound as the thin material began to tear apart under the strain of the woman's weight. Ravan Sule's action had only delayed the enchantress' fall for a second or two, but that was all the time the wood elf needed to adjust his stance and reach forward with his other hand to take a firmer hold on Milana's leather belt.

With a shocked yet relieved grunt Milana was pulled back to safety. "Where did he go?" panted the enchantress as she peered into the darkness. "The gap isn't that wide, there's a rope hanging from the other side" replied the elf looking across the chasm. "He must have had it secured here ready for his escape." From the passage behind them the two adventurers could hear the sound of armored men approaching. Their companions were not far away. "With your magic I can make the jump and throw the rope across." suggested the tracker.

Milana nodded her agreement and began to prepare for her spell, while Ravan Sulè lit another torch and threw it across the opening to where the passage continued on the other side. By the time the elf had dropped his pack and secured his bow on his back the enchantress was crouching beside him and ready to begin.

By the light of her torch Milana used a piece of charcoal to scribe out the runes of her spell on the uneven stone floor. Her companion waited patiently as she stared intently at the runes she had just drawn, using them as a focus to tap into the magical power within her. Her external senses dulled. She no longer heard the sound of her approaching comrades, she was only barely aware of Ravan Sule's presence. All she could see were the runes glowing brightly in her mind as she unlocked the inner energy of the elements around her. Reaching out the enchantress touched her companion firmly, bringing him into her spell and weaving his own energy with the element of air. Milana shuddered as she channeled the magic through herself and into the elf. It was done.

Writer - Albion

Extract from the Sourcebook - Chapter 4 - Thargos Magic Setting History

Spell Casting is an ancient art that was previously mastered by the Thargians. Their Shamans practiced this skill in its most rudimentary form many centuries ago. Thargian High-Priests commissioned their adepts to carry out research in this area and progress their civilisation's knowledge of this art. The ancient Thargian Tablets were the result of this great task and are now used to derive the current runes used in contemporary spell casting. Through visual contact with the Tablets and their correct positioning, the Spell Caster's life force
interacts with his or her surroundings. It is not clearly understood exactly how this link is established but a great deal of trial and error has paid off over the centuries, albeit at the cost of many lives.

Some legends tell of a messenger of the Old Gods loosing a mystical parchment that in-fact included all the known runes. These were to be used by the Gods to shape Thargos. Other theories exist, including that of a magical orb from another
world engraved with all the known runes, which came into the Thargian's possession. Some stories indicate that these Tablets have since been lost and in-fact contain far more runes than is currently realised.

Although this has been denied on both side of the recent conflict, the Empire and Karnarcos have both dispatched their minions to locate them. After the Great War spell casting became common practice and it was customary for every noble family of the Empire to send at least one of their sons to a Magic Academy. However, the Great Cataclysm changed all this, having proven that a Spell Caster's greed for power and knowledge could push them beyond reason.

The use of magic is often associated with heresy, especially when Dark Magic is used (Necromancy, evil mind-control spells etc.). In some regions this type of spell-casting carries the death penalty making its use exciting but risky. Magic is more prevalent in large cities, even if most spell casting is carried- out behind closed doors. However, out in the countryside and in most villages or hamlets it is not as easily tolerated, as superstition runs riot in these areas and most inhabitants are less educated and aware. The magic of Druids or Priests magic is more common in such regions.

The Magic Circle of Metbetoch: this institution was once the largest academy of magic in the Empire. Its founders wished to group the most powerful and skilled spellcasters from all regions in order to share their knowledge and talents, and create a spell-caster's charter of good practice, the latter to minimize or in some cases ban the use of Dark Magic, control spell creation and monitor ethics in spell research.

The highest standards of entry were enforced to create an elite and to some extent exclude mediocre involvement. This
fostered a feeling of great bitterness and contempt from numerous other spell-casters, however, so much so that they decided to set up schools and academies of their own, some with far less scrupulous intentions than the Circle.

With the coming of the Great Cataclysm, the Circle suffered such heavy losses that it was shaken at its very foundations
and lost both members and prestige. When the Empire cracked and crumbled a select few of Circle members decided to setup their own Dark Magic research, having lost all faith in the old ways.

Nowadays, the Council of the Ten (one representative for each large Imperial city), sit in Condar where they govern the use of what is now called Imperial Magic. Metbetoch has fallen to the forces of the South and has re-established itself as the Academy of the True Art or Dark Magic. Very powerful Necromancers (Death Sorcerers) and Mages reside here and govern the lands around them though fear. The Council of the Ten is aware of the power that resides in Metbetoch, but to take this institution on they will need to raise more than just an army…

For more details about the Core Rulebook see The Game pages.

Art by Rik Martin









All images and Content Copyright 2002-2006 Spartans Unleashed (Chris Loizou) and may not be reproduced without permission. If you wish to use any material from this site please contact us.
Site Content: C.Loizou: chris@cursedempire.com
Design: kazziweb.com