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.
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