BLACK
EMPIRE
THE
SEA OF FEAR
Game Package
Includes:
Sea of Fear Guidebook & 36 maps
©1995 Wanderer Games
Developed
by Plate Games, 1995
All Rights Reserved; no part of this
publication may be reproduced, stored in a retrieval system, or transmitted in
any form by any means electronic, mechanical, photographic or otherwise, without
prior written permission of the
Publisher.
Contents:
Legends of the World
Special Location
Descriptions
Mapset (But not on the WWW, Heck If IÕm going to scan & then
convert36 hand drawn maps)
LEGENDS OF THE WORLD
It
was written in the Annals of Valentius and the Histories of Tac Ba
Chih that the world was created by Elder Gods who lived on an island fortress
called BallardÕs Keep. The Elder Gods from their number created the Younger Gods
who then created all the races
that inhabit the World. The Younger Gods were jealous of their elders and
chose to assail the Elder Gods in their fortress at BallardÕs Keep. A fierce battle
ensued which shook the young World to the core, giving birth to Dragons,
and the fearsome Beasts. The Elder Gods had won, barely. Their price of victory
was banishment from the World, and BallardÕs Keep vanished behind a mystical
fog, forever screened from mortal eyes. The enchanted waters that once was the
serene coast of BallardÕs Keep
became know as the Sea of Fear, for none who entered ever returned. The Banishment
of the Elder Gods occurred some 3000 years before the Devastation.
In
the aftermath of the Banishment, the races had to fend for themselves and
rely on minor spirits and the residue magical powers left behind by both the Elder
and Younger Gods. The influence of the Elder Gods became indirect. Those
Younger Gods who survived the Banishment fled to the infernal planes in a ceaseless
struggle to attain power in
the World and elsewhere. The first civilization to rise was that of Elfdom west
of Lake Shipoy, 500 years after the Banishment. The Selphers were the first
to cast Meta Spells, cast iron for their swordsmen and ride horses. Their influence
spread in all directions and was most profound in the now lost land of
Kismet. Kismet engineers built the fabulous pyramids and invented agriculture
on their fertile land. However the forces of Evil had began their march from the
volcanic mountains of Chivval
a witch king emerged subverting dwarves, humans and gnomes laying waste to the
Selpher influenced civilization of Caell The Ceall Basin was henceforth called
the after the witch king, Nazoul, and forever became a name and a land of dread.
Around the 1000th year after the Devastation, a successor of Nazoul, Azkarom,
led his fell host and barbarian allies from the south against the Elves of
Selph‘ and the Kismet. Using terrible magic lent to them by the evil God, Xhass,
they sank the land of Kismet
under the watery waves and scattered the Elves of the Selph‘ Forests and the
Dwarves and Gnomes of the High Plateau of Jaling. After a century of domination,
Azkarom betrayed his own God, seeking to take his place and both King and God
vanished into the Void.
The Diaspora of civilization spread to all areas
of the World, inhabited by barbarian races, human and non-human. Kismet, Selph‘
and Jaling survivors sparked many civilizations such as the Old Khin, Baharam,
Vulatec, Tiahuanaho, Elahos,
Gassabive, Thetis, Sivva and Otaw by the end of the Second Millennium after
the Banishment. Dragonlords also began appearing, exerting control in some areas,
even becoming rulers of the Otaw, Old Khin and Vulatec. In time, however,
greed and power began to corrupt the great kings and they began to appeal to the
fell forces to increase their power. Near the end of the Third Millennium, the
rulers of Old Khin and Baharam, one a proponent of technology and the other,
sorcery waged a deadly war against
each other. Eventually all empires were involved and there was much terror.
It ended when both sides launched ÔDoomsday WeaponsÕ against each other destroying
both their lands and enveloped the World in a Cloak of Darkness that lasted
for half a century. Where there were great civilizations before, there was
scattered tribes eking out a miserable existence in the world after the Devastation.
Now 500 years has passed and an Age of Champions has begun. New
kingdoms seek to attain and
bypass the glory of the old ÔBlack EmpiresÕ of pre-Devastation. Both the Elder
and Younger Gods are eager to lend their support to those who would worship them.
All races search the land for the secret that would gain them access to the
Sea of Fear.
SPECIAL LOCATIONS
Map
A & B: Five Towers
The Five Towers rise
above the plains of Picknow. Once they housed powerful wizards. Now they are
abandoned. Looters fear to
enter these monoliths for the wizards had long ago placed curses upon intruders.
Map
A: Goldenhorn
Extensive Caverns can
be found within Goldenhorn. Ancient caches of treasure have been left there
by Dwarven miners.
Map B: Orb of Order
At
the heart of the Ordered Land (Terre DÕOrdre), a fifty foot tall pedestal holds
the mysterious Orb of Order. Even though the makers of this Orb have been
wiped out by Goblins, the Orb
continues its enchantment upon the Ordered Land, putting mountains, rivers and
plants in neat, angular rows. The Goblins have been unable to turn off the Orb
of Order much as they would like to.
Map B: Ruined Cities of
Lanakey & Nispen
These are the Cities of the Ancient
Ordered Civilization . Goblins have destroyed both towns. Spirits of the dead
inhabit these places now.
Map B: Temple of Od
Built
by the Wizard Kings
of Hagua, the Temple of Od remains a center of Worship for the Royat. The
Temple covers a square mile and some parts of the holy site have fallen into disrepair.
Map
C: Gran Caldas
The ÔGreatest
Bath in the WorldÕ as the Exeterians would have it. This bubbling hot springs
have attracted many seeking a healthy bathe. The Gran Caldas is party underground
and includes many caverns yet unexplored.
Map C and 7:
The Sea of Fire
No
one knows what makes the Sea of Fire burn so. It is one of the greatest
and most dangerous mystery of the World. As ships (air & sea) approach
the Sea of Fire, the ocean begins to steam and boil, and upon reaching the Wall
of Fire, ships will ignite, killing all aboard.
Map D &
E: The Oracle
The Oracle is a great domed palace atop a
hill guarded by acolytes. Those who travel to the Oracle must bring no weapons
and can only ask one question
to the seers who live there. Depending on how the question is asked, the Oracle
will divine an answer in the form of a riddle.
Rules
Note:
Every ÔSearchÕ at the Oracle must have a question
attached. A leader accompanied by an army will be denied entry. If an
army attempts to attack the Oracle, it will vanish for 10 years.
Map
E: Sea Spike
The Sea Spike is an one mile
tall steel spike jutting from the
OceanÕs depths. Atop the Steel Spike is a platform that emits lightning. The
only safe way to approach the Sea Spike is by sea and then to climb its slippery
length. So far, no one have succeeded in making it to the top.
Map
E: The Stone Heads
The Stone Heads are blackened
stones shaped into the form of near-human heads. The race that made these
have vanished. Caves and tunnels can be entered through the eyes and mouth of
these statues.
Map
F, J,K,O,P & Q: The Great Glacial Ice Cap
The Great
Glacier covered the Cold Lands soon after the submergence of Kismet. Travel
is hazardous over (and under) this extensive Ice Cap without specific preparations.
Map
F: Das Erzenmassiv
A great
mountain block found to be rich in Iron and Copper Ores have been mined by Dwarves
and Gnomes for centuries. Das Erzenmassiv is criss-crossed with many abandoned
tunnels and dead ends giving
the adventurer much opportunity for fun.
Map F: Schwarzkastell
This
is seat of the Ocrom Kingdom. The Schwarzkastell
is huge and includes the dungeon and grottos carved in the mountain the citadel
stands on.
Rules Note: Schwarzkastell is a level 5 fortress and adds
+5 to the Maximum WP that can be built in the region of Fasing.
Map
G: Fairy Mounds
The original inhabitants of Kaelga,
the Fairies buried their dead
in extensive Mounds in the region of Paflea. If one searches well hidden entryways
can be found amongst the trees and rocks surrounding the Mounds.
Map
G: Great Rock
The Great Rock is seen as the
entryway to the spirit world by the Kaelga, shrines and temples were dug at
the RockÕs base where offerings were thrown to appease the Gods. Sometimes if
an offering is good, treasure will appear. When offended the Gods will unleash
a terrible monster.
Map
G: High Cliff and Sidhe Cliff
On both shores
of Kaelga, tall cliffs separate the land from the sea. Both are explorable.
Map
H and M: Pyramids of Nantecam
The first
Dynasty of the Aztlan Empire built Pyramids in the style of the Kismet. These
are the greatest Pyramids in the World, entombing long, forgotten treasures
of the past.
Map H: Long Cave
Reputedly
dug by the Kismet, the Long Cave
goes deep into Earth and branches out for hundreds of miles.
Map
I: Fungus Castle
DonÕt laugh. This is a castle made
entirely of growing fungus. If you can sneak in youÕll find it an extensive
tunnel network above and beneath the ground.
Rules Note:
Fungus Castle is a Level 5 fortress. If reduced,
the wall points ÔgrowÕ back. It cannot be improved.
Map
J: Mount Zoltz
This
great snow capped mountain has a maze of caves in and around
it.
Map K: The Stautmaj Eis
This lesser
Ice Cap feeds the Hornavan with melt water. Every spring air bubbles and tunnels
can be seen within its icy mass.
Map L: Great Lobster Stone
The
people of Owau pay homage to the Giant Lobster Stone
for a powerful Lobstergod dwells within.
Map M: Temple of
the Sun
Dominating
the fields of Cumo, the Temple of the Sun is still a site of sacrifice,
human and non-human. Many ÔvolunteersÕ have lost their lives to the thirsty
daggers of the priesthood.
Map M: Mountain Arch
The
Mountain Arch was dug by gnomes hired by neo-Kismeti Pharaohs to
prevent flooding of Batkem-JudmikÕs fields. The Upper Neshar River became a tributary
of the Ulacchu and Batkem-Judmik inadvertently became a salty desert.
Subterranean gnomic tribes have
bored holes in the Mountain Arch over the centuries creating a series of old caves
now inhabited by wild beasts.
Map M: Chalky Break, Nazca
Cliffs and Acolhuan Cliffs
Riddled with Caves, Coves and
Underwater Lagoons, these cliffs can be investigated as well.
Map
M and N: The Wall of Sharif Abd al Harun
Built
by the Sharif of El Karub (Who conquered Gassabive), the Wall kept
out the even more dangerous hordes
of the South, most of the time. Subsequent Rulers before and after the Devastation
have kept the extensive, 1000 mile wall in good repair.
Rules
Note:
All armies and defenses are
doubled against any army attacking over the wall. Sections of the Wall can be
searched just specify which border. There are 13 Sections.
Map
N: Nuq Pool
Interesting things have been thrown
in bottom of the deep Nuq Pool.
You can search the place if you can successfully go underwater for long periods.
Be careful for Dragons guard the Pool jealously.
Map
O: Jade Pillar
A 200 foot tall Jade Pillar stands to mark
the ancient northern border of the Old Khin Empire.
Map P:
Vault of Sivva
The original Sivvan Empire built as their great
edifice, the Vault where all the secret of the Ancient World were stored.
The Leut Capital of Kisivva has
been built around the Vault which is kept by a monastic order.
Rules
Note:
The Vault adds +5 maximum to
the maximum fortification built in Ninkul.
Map Q: Zombie
Island
The Necropolis of Zombie Island contains secrets
not meant for the living. Even the Moibians shun this island for fear of being
eaten.
Map R & S: Valley of the Kings
The
last of the Kismet Kings
after being driven from Aztlan established a Kingdom in Labo. 500 years before
the Devastation, Dragons destroyed the valley and lay waste to the land.
The mummified remains of the Kismet Pharaohs wander the crypt hallways and tunnels
of their former burial ground.
Map R: Ruined City of Vermull
Vermull
thrived in the days of Antiquity as a religious
mecca, for those who lived there were close to the Ballardine Gods. This city
was destroyed by Dragonic and
Fell armies in their endless march for conquest in the days of the Devastation.
Map
R: The Sea of Fear
A thick fog
envelops the Sea of Fear and the waters beneath turn murky black. All who enter
the Sea of Fear, never returns.
Map S & T: Stone Mountain
Face
Some one in the days before Old Khin carved a human
face on the side of a mountain. The facial expression changes from time to
time indicating Stone MountainÕs
judgment of the events of the World. There are caves in Stone Mountain where
adventurers can search.
Map S: Beacon of Darvyd
Built
by King Darvyd of Vulcan in the days before the Devastation, the
Beacon warns mariners that they approach dangerous waters.
Map
S: Twin Peaks
Two tall, looming peaks rise above the
mountains of South Khin. As always, caves can be discovered upon its slopes.
Map
T: OjinÕs
Gate
Early Emperors of Hashinon built a Great Gate across
the Ikawatsi River. Its true purpose has been lost in time.
Map
T: Fujiyama
Unlike other Volcanoes, Fujiyama is dormant
and has been for thousands of years. Every 200 years or so, Fujiyama will
emit a puff of smoke. There are many shrines and temples on FujiyamaÕs slopes,
many of these have long been vacated.
Map U & Y: Sand
Pool (also called the Sand Pit)
In
the heart of the Fabemi Desert, where sand dunes are endless,
there is a Sand Pit. Those who climb into the Sand Pit are sucked in.
It is rumored that a vast cavern lies underneath the Sand Pit.
Map
U: Blacktop
Unlike most mountains, whose tops are
covered in white snow. Black Top is covered with a tarry, black substance.
Map
U: Great Boiler
Great Boiler is unlike
most volcanoes. In its perfect
circular crater is a lake, that often boils with the heat of magma. When Great
Boiler erupts, it erupts with steam and boiling mud, rendering Kapu into a badland.
Map
U: Lama Monastery
The Lama
Monastery was built pre-Devastation as a site of religious study and training.
Map
U: White Mountain
White Mountain is
considered the birthplace of Dwarves. It is almost entirely hollow but its honeycombed
interior is sparsely inhabited.
Map
V: MadmanÕs Labyrinth
After
the Devastation, the Mad King Russ built a Labyrinth and stocked it with wild
animals. It is still one of the most bewildering and dangerous places in the
World.
Map W: The Catacombs
The Catacombs
was the refuge of the Baharami when their Empire was destroyed by fire.
The survivors abandoned the Catacombs when Orcs invaded. But now, even the Orcs
will not enter for even more
perilous beast dwell within.
Map X: City of Crystal Towers
Reputed
to be almost as old as the World, the City of Crystal
Towers was an enigma even to the ancients. Its tall crystalline towers reflect
the sunlight, refracting colors. Local villagers will not come near the Crystal
Towers for evil spirits are said to dwell within.
Map
Y: The Eye in the Mountain
The Eye in the Mountain protects
Jadang from being invaded. In
fact it protect Jadang too well. All ships, aircraft and amphibians entering
the EyeÕs Watch are blasted by the EyeÕs deadly energy. Even Jadangs have been
attacked if they try to leave their island.
Map Y: The Mystic
Pagoda
Perhaps the most holy place of all Khin. The
Pagoda stands on the site where the Ancients blessed the land. The Mystic Pagoda
draws power from this place. Visitors are welcome, so long as they disturb
none of the monks who live there
in their states of meditation.
Map Z: Forest Pyramid
It
is written that the first Pyramid was the Forest Pyramid. Now
covered in ivy, trees and vines, the Forest Pyramid still stands as a testament
to an lost civilization.
Map Z: GiantÕs Headbone
The
GiantÕs Headbone was the traditional palace of the Witch King
of Nazoul.
Map Z: Maw Pit
This pit opened
up during the Devastation and
is currently a hazard for travelers passing by.
Map Z: The
Black Tower (Citadel of Darkness)
The Black Tower was built
by the infamous Azkarom to be his capital. It is now abandoned but magical
enchantments have kept it in its original condition. The Citadel of Darkness
is so forbidding, that even the fell wights and trolls that inhabit Nazoul these
days avoid it.
Rules Note:
The Black Tower is a 10 WPÊCitadel
and adds +6 to the Maximum amount of WP that can be built in Tor Sirok.
Map
1: Magic Trees
These Trees,
it is said, are the oldest and are the fathers of all trees. So huge, so large,
their trunks are twisted and filled with cavities. The Magic Trees are intelligent
and will telepathically speak to those pure in mind and spirit.
Map
2: Ancient Star Ship
An unknown pre-Devastation
Civilization even managed
to build steel air ships said to travel between the stars. Their only artifact
is a crash star ship in the badlands of Urrari.
Map 3: Heart
of the Jungle
A gnarled, but towering black stone, stand
at the Heart of the Jungle. This is a holy place for the Saurians who live in
the Jonbu Jungles.
Map 4: Underwater Pyramid
At
Solstice, seafarers can see into the Depths of the Kismatic Ocean and
see on its bottom, the Underwater
Pyramid.
Map 4: Flames of Desapa
The
Rulers of Padjenta tend to the Flames of Desapa, which burn from a bronze cauldron,
500 feet across. The Flames sit upon DesapaÕs tallest peak. They are
a testament to the ancient glory of Kismet, for these Flames have been burning
for over 4000 years.
Map 5: Chain of Yartola
The
Mad King of Limnos, Yartola, built a heavy chain across the Strait of
VÕkesh, preventing passage between
the Ancona Shallows and YartolaÕs Waters. The Chains are connected to mortared
off sections of the citadels in both VÕkesh and Ung.
Map
5: Tower of Doom
The Tower of Doom is an enigma. No one
knows who built it. No one knows why itÕs there. It is inhabited by many evil
demons who desire the taste of human flesh.
Map 5: VendelÕs
Keep
Vendel was the last great King of Thetis before the
Devastation. He built a circular
keep, a mile in circumference to protect him and his family, but the citadel
didnÕt protect him nor his family from the ravages of disease.
Rules
Note:
VendelÕs keep is a 10 wall
point fortress.
Map 6: Meglodome
The
ancient inhabitants of Itahia were sports crazy. They had built a Meglodome
so they could watch their endless exhibitions of violence. When the populations
and animal life of surrounding
regions had been depleted, they turned on themselves for sport. These days,
the Meglodome is occasionally used for a jousting tournament or a public duel.
Map 6: The Wailing Mountains
The Ancient
Rulers of Kaiel retreated into the Wailing Mountains from whence they got
their technology during the days of the Devastation. Disease wiped them out and
now the Wailing Mountains are avoided as a place of evil.
Map
6: Stone Passage
A
neat and wide Stone passage makes passage
between Sipire and Harma as easy as traveling on a flat surface. Square windows
line the passage on both sides but few dare to peer into them for fear of
being possessed.
Map 8: Island of the Ape
To
avoid the Saurians, the Ape-Men have moved to an island
of their very own. The Dum-Dum Mounds are a place of great worship, where the
bones of the dead are buried
and used for ritual celebration.
Rules Note:
The
Island of the Ape and the City of the Apes produces Force
Points for Battle Apes only. If you choose ÔReptilianÕ and choose the Island
of the Ape as your start, your nation can only build Battle Apes in all Jungles
you control.
Map 8: Coral Monolith
The
Coral Monolith juts from the Salvafata Kai. It is filled with holes
and caverns going deep underwater.
Map
8: Lost Goldmine
The Lost Goldmine
was once the greatest source of Gold in the world. But then greedy dragons
came by, plundered it and killed all the miners. It is now abandoned for fear
of the wrath of dragon-kind.
Map 9: Pinnacle Peak
The
tallest mountain in the World. Pinnacle Peak rises five miles
above the Plateau of Vulcan which itself is 5 miles above the surface of the ocean.
Climbers who attempted to
brave Pinnacle Peak, pass out from lack of air, and many have fallen to their
deaths.
Map 0: The Underworld
The Underworld
has long lost its connection to the surface millennia before the Devastation.
Phosphorescent Light and Magma Flows lights up the Underworld, sometimes
as bright as the surface world in daytime. Somehow survivors of the Kismet civilization
have arrived here and had duplicated the old civilization as best they
could.
Map
0: Tar Pits
Bubbling from an even deeper place, pitch tar
traps animals and men and drowns them in its goo.
Map 0: Tower
of the Ankh
A tower shaped like an Ankh is the most revered
place in the Underworld The Temple complex covers the entire Isis Isle.
Map
0: Lone Mountain Earh
Earh has many
nooks and crannies left untouched by prospectors.
Map 0: The
Grottos
The
Grottos is one of the most inaccessible places in the Underworld. Yet it contains
treasures hidden from the exiles Kismet Kingdom.
Map
0: Tunnel of Kroll
Kroll, the Lord of the Snakes, had his
Seba goblin slaves dig a tunnel through solid rock to Djeneh so he could conquer
the other side. There are some side tunnels that lead into darkness.
Map
0: Cliffs of Doverdar
The Cliffs of Doverdar
are made of a brittle limestone,
making searches in this place especially dangerous.
CREDITS:
Original
Game Concept: Thomas Harlan
Subsequent Development and Design:
Thad Plate, Forrest Johnson, Bill Bond, Thomas Harlan
Sea of Fear Module
and Mapset: Thad Plate