Slavers of Karg

Here you have it, the second Cursed Empiretm Dark Fantasy Role-Playing Game Supplement. Cover artwork is by Rob Larson who did the superb art for the Sourcebook and Darkun(tm) Supplement covers, interior art is by Rob Larson, Rik Martin and Amandine Labarre.
So you have heard of the Imperial city of Kurnor. Here you will have to brave the dangers of penetrating a slavers network, riddled with enemies, secrets and people you would not normally trust.
High-Ranking dignitaries of the Empire are going missing and you must find out why. The Master of Tales can run the scenario included as is or populate it with additional material as detailed below.
This supplement includes:-
The 9 Guilds of Kurnor: -The Black Hand, Cutters, Daggers, Dengers, Hawks, Lifters, Pedlars, Runners etc.
A Guild Interaction Chart
15 Guild NPCh’s (City Rabble and Criminals)
Imperial Army, History & Structure
Battle Formations
Officer Ranks
Regiment/Phallanx diagram
14 Imperial Army NPCh’s (Champions and Officers)
4 New Classes: -Bounty Hunter, Master of Battle, Master Locksmith, Phallanx Pillar
Rules For Creating New Classes
20-page Scenario: Enter the Imperial City of Kurnor and infiltrate a dangerous Slaver network through the city’s Guilds.
Rules Relating to the Attribution of Points of Renown (PR)
New Character Sheet
Flavour Text - The final charge
Lord Kröhnheim reined in his mount and took thoughtful stock of the situation. He had
been engaged in combat since noon and had faced numerous opponents, few of which had
been worthy of his attention and none proving to be his equal. Yet the afternoon's exertions,
as the years, had taken their toll on the knight and he wondered how long he could remain in
combat. Shifting wearily in his saddle, one thought was at the forefront of his mind. Would
this be his final charge? Would the many hours of struggle - in fact, the many years, now be
coming to their final climax?
In some ways, perhaps a welcome thought. He shook this fatalism from his mind. Focus on the
present - on the job to finish, the family to bereave. The man to kill.
Inside his heavy plate armour the knight felt the hot Murt sun all the more as it beat mercilessly
down upon the field of battle, turning the even ground hard and dusty. All around him he
heard the shouts of other warriors. His comrades and supporters called for victory and honour
for their Order, demands that could not easily be ignored, but mixed with their cries
were those of the rival faction.
His horse snorting and shifting restlessly beneath, Lord Kröhnheim fought to ignore the
cacophony and focused on his immediate surroundings. The strawberry roan was damp with
sweat, especially beneath its peytrel and chanfron; the only barding it wore on this occasion.
She stood proudly, ears alert, watchful but weary from its work this day.
The knight closed his eyes a moment, centering himself within his own universe. He concentrated
on the sound of his heartbeat, a steady rhythm within his chest. He felt the blood
pumping through his body, feeding muscle and sinew. He was a rock that would not break, an
avalanche that could not be resisted. He was Lord Kröhnheim, veteran of the Nardam
Plains.
Opening his eyes slowly, squinting against the bright sunlight, the knight looked upon his
opponent. They had never met but Lord Kröhnheim recognised him from previous descriptions.
'Sir' Olgar-Wynn, the young son of a merchant who had bought his title and commission
rather than being born to it was an upstart boy playing soldier. Once, in different times,
they could have been allies but not today. The older knight would take great pride in vanquishing
this impudent pup.
Writer - Albion
Extract from Sourcebook
1.6 Rules Relating to
Points of Renown (PR)
A new points system has been introduced for the
Campaign gameplay mode. This involves the
attribution of Points of Renown (PR), to those
players worthy of this recognition. In effect, the
more renowned the character, the more the player
has access to general assistance including
equipment, weapons, accommodation etc. but
also the higher the character works their way up
the hit list of their enemies.
PR is usually gained through heroic deeds and
actions of particular merit. The average maximum
number of PR per scenario should not exceed 4,
and this should only happen in exceptional circumstances.
Each player also gets 0.1 PR to hand to
another player. This relates to their telling of the
story to others, just as would be carried-out in
some dingy tavern after returning from an adventure.
This concept has been covered in the 2nd
Edition Core Rulebook (Chapter 8). Some
additional areas relating to the PR system are
introduced here.
It is important to understand that certain objects,
new spells etc. also carry PR. This either happens
through their use or their creation. The following
section provides a series of examples that the
MT can use to determine PR. |