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Stormbringer - 5th Edition

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92% found this document useful (12 votes)
15K views304 pages

Stormbringer - 5th Edition

Uploaded by

misigi06
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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tor

Credits
EDITORS: Charlie Krank, David Mitchell, Lynn W illis

M AJORITY OF TEXT: Lynn W illis, Richard Watts, Mark Morrison,


Jimmie W. Pursell Jr., Sam Shirley, Joshua Shaw

CHURCHES OF CHAOS, GOLDAR, AND STRAASHA: Richard Watts

COVER PAINTING: John Snyder

PAGE ILLUSTRATIONS: Bernard Bittier, Heather Bruton, Riccardo Crosa,


Eric Floquet, Daniel Frazier, Alain Gassner, Earl Geier, Petri Hiltunen,
Anthony Hopp, Hidetoshi Hujii, Drashi Khendup, Angelo Montanini,
Paolo Parente, Giorgia Ponticelli, Reijo P urotakanen, Jean Luc Sala,
Marc Schirmeyer, Guillaume Sorel, Arnie Swekel

DESIGNS AND VISIONS: Dreyfus

SMALL WOODCUTS: Eric Hotz

YOUNG KINGDOMS MAP: Gustaf Bj0rksten with Richard Watts

FIFTH EDITION PROJECT, GRAPHIC DESIGN & INTERIOR LAYOUT: David Mitchell,
Charlie Krank

COVER L AYOUT: Charlie Krank

AN ALYSIS AND EXPERTISE (IN ALPHABETICAL ORDER): Marion Anderson,


P hil Anderson, Fred Behrendt, Mark Jason Durall, Richard Markette,
Anne D.L. Merritt, Ben Monroe, Allen Varney, and Lawrence W hitaker

CHAOSIUM IS: Lynn W illis, Charlie Krank, David Mitchell,


Dustin Wright, & John Goodrich

In memory of Giovanni Ingellis

l 001
25 Ym1 of Chm
�i!©IPUUU�IP�W@�IP
J{�f1i!Th> �©l�i!�<§)I])
-=�� �ho: ���
'C.. HIS ,IOoK IS A CELEBRATION of work done over the years by many people here In t� U.S. aoc:1 lbmia. Much of
the art was created for translated editions of Chaoslum works-some of the overseas publishers no foriler,exist. Over
the years we have lost track of some of the artists and are interested in finding them again. Please call us at 5 fM52-'f658.

STORMBRINGER FIFTH EDillO N is published by Chaosium Inc.


STORMBRINGER FIFTH EDillON is copyright© 200 I by Chaosium Inc.; all rights reserved.
STORMBRINGER FIFTif EDmON® trademark applied for by Chaosium Inc.
Similarities between characters in STORMBRINGER FIFTH EDmON and persons living or dead are strictly coincidental.
Michael Moorcock's works Elric of Meln ibone, The Saik>r on the Seas of Fate, The *ird of the White Ufilf, The Uinishing Tower,
The Bane of the Black Sw ord, St ormbringer, Elric at the End of T ime, The Fortress of the Pearl, The Revenge of the Rose,
"The White Wolf's Song," and The Dream thief's Daughter are respectively copyright© 1963, 1964, 1965, 1967, 1970,
1972, 1976, 1977, 1984, 1989, 1991, 1994, 2000 by Michael Moorcock. Tales of the White U!i lf is copyright© 1994
by Michael Moorcock, Edward E. Kramer, and Richard Gilliam.
They are quoted from for purposes of illustration.
Cover painting for STORMBRINGER FIFTH EDillON is©200 I by John Snyder; all rights reserved.
Except in this publication and related advertising, or unless otherwise agreed to, artwork original to STORMBRINGER FIFTH EDmON
remains the property of the artists, and is copyright by them under their separate copyrights.
The reproduction of material from within this book for the purposes of personal or corporate profit,
by photographic, electronic, or other methods of storage and retrieval, is prohibited.
Please address questions and comments concerning this book, as well as requests for free notices of Chaosium publications, to:

Chaoslum Inc., 900 Murmansk Street, Suite 5, Oakland, CA 94607, USA. Send email to chaoslum@chaoslum.com.

Please do not phone in game questions; the quickest answer is often not the best answer.

ISBN 1-56882-152-2.
Chaoslum Publication 2115. Fifth Edition, Published in May, 2001.
Printed in the United States of America.
Fore'W'ord .. ..... ..... .6 Skill Tables, Summaries, Invocations .... ....... .178
Etc. .................. 94 Gods & Cults .......... 179
Introduction. .... ...... 9
The Elric Saga
Game System...... ... 97 Demons, Monsters,
in Sequence of Event...... 10
Actions.. .......... ... .97 Folk & Heroes...... .197
Michael Moorcock........ 11
The Resistance Table . ... 99 Demon Breeds ... .... .. 198
The Saga to Date . ....... 11
. .

Time, Motion .......... 101 Elementals ... .... .. ... 201


Selected Pronunciations.. .. 12
Injury ... .......... ... 104 Young Kingdoms
Roleplaying ............ 14
Major Wound Effects . ... 105 Bestiary ... .... ... .... 204
Sources..... . . ... . ..... 15
.

Getting Out Alive ....... 107 Young Kingdoms Digest .. 221


Play Aids .............. 17
Natural Beasts &
Generic Monsters . .... ..222
The World of the Combat ............. 111
Saga Personalities ....... 228
Young Kingdoms .... .21 Hand-to-Hand ......... 115

Map of the World ..... 22-23 Tools of War ......... .. 117


Gamemasters ........ 247
Port-to-Port Sailing Times.. 23 Armor and Shields ... ... 120
Comments ............ 251
The Islands............. 27 Weapon Classes... ... ... 121
Enchantments .......... 255
The Southern Continent ... 32 Weapon Tables..... .122-123
Rumors . ........... ..256
The Northern Continent ... 38 A Young Kingdoms
Allegiances ........... .260
The Western Continent .... 45 Armory ........... 124-125

Elsewhere ........ ... ... 50 Scenarios .......... .. 263


Spot Rules
I. The Weight of Doom. .. 263
Creating an for Combat.......... 127
II.The Thought
Adventurer .. ..... .52-53
That Counts . .... ...... 269
Adventurers .......... 55 Magic & Religion.. ..139
The Golden Warrior ..... 272
Characteristics........... 55 How Do I-.. ... .. ... 141 .

Non-Humans .... . ...... 60 Spells ................ 144 Resources ... .... .... 279
Allegiance.............. 65 Spell List ... ........ . 146 .
Conversions ........... 279

Background ............ 69 Spot Rules for Spells ..... 151 Six Beginning
Adventurer Spell Summary ......... 152 Adventurers ........... 282
Occupations ......... 72-73 Summonings . ......... 156
. Terms .... ... .... ..... 284
Prices ..... . ....... . ... 75 Spot Rules for Demons . .. 160 Index ............. .. 287
.

Sample Costs......... 78-79 Demon Abilities Adventurer Sheet........ 289


Summary ...... . . . .... 166 NPC Adventurer Sheet ...291
Skills.......... . ...... 81 Demon Abilities . . ...... 168

Definitions ............. 81 Elementals ............ 174


both games are similar, and since they draw from the
same literary source. Fifth Edition includes elements
from three of the newer Elric books The Fortress of
-

the Pearl, Elric at the End of Time, and The Revenge of


Michael Moorcock's enu9etic tales of Elric, Stonn­
the Rose-as well as the earlier six.
bringer, Melnibone, and the Young Kingdoms gave fan­
tasy-writing a new direction. Heroic fantasy had been Adventurer creation is more complete and

the vague province of Dunsany and a few deft Ameri­ quicker to accomplish. Combat and magic are more

cans, notably Howard and then Leiber. Generations of detailed, and are closer to the saga.

Englishmenfrom Morris on had published measured but Combat is more realistic, with more tricks and
(with Peake among the exceptions) curiously passionless special effects available to it. The quickness of com­
books that admixed childlike behavior and adult sen­ bat, and the potency of an attacker with high Dex­
tences to produce a literature that was, whatever else, terity and high skill percentiles, can be stunning.
monumentally safe and tidy. Fights between evenly-matched opponents can be

The Elric tales are anything but that. They seem to stately, almost dance-like for a round or two; when

be written at break-neck speed. They begin and break off someone finds an advantage, a crippling or a deadly

plot-lines unexpectedly. They madly invent and then blow ensues.

slaughter whole armies within a few pages. Their lan­ Magic is less high-level, so that something pow­
guage is by turn baroque, filled with color, sparse, bare, erful is memorable. A more-or-less parallel set of
sensual, and terrifjing. There are dangerous encoun­ spells and summonings exist, following clues in the
ters, cunning and abrupt turns of phrase, sometimes an saga. Invocations and enchantments, two more
unexpected interest in the strategy of hand-to-hand sorts of magic, are also distinguished. Much magic
fighting, and things like Stonnbringer, the sentient, exists in this world, but some of it has blended with
soul-drinking, almost insatiable great sword, that can reality, and more is impossible to renew. There is lit­
never be forgotten. Later tales change important mat­ tle in the saga about demons: in consequence the
ters, such as the origins of Melnibone and of the game centers less on summonings for magic effect,
runeswords. The tales murder (no one dies of old age but those who like that approach will find they can
here) every character the reader loves, and then the last achieve a wide variety of effects.
one destroys the world. These are stories in a hurry, and Using or foregoing magic is an important con­
the best of them roar with creativity. sideration for new adventurers. Fifth Edition persis­
tently reminds the player that a cosmic battle is
being waged for his or her soul. But allegiance to

C
HIS IS A R OLEPLAY ING game about the
Elric saga. It is approved of by Michael Chaos, the Balance, or Law is more a matter of

Moorcock, who has written threescore and deeds than of signing up and carrying a membership

more books since Elric first sat upon the Ruby card; adventurers can wobble from one force to

Throne and pondered his fate and that of the Bright another as they will, and most need not much worry

Empire. about the consequences, at least for a while. The


free will of every character is upheld, as it was even
Stonnbringer Fifth Edition is a revised printing of
for Elric. No game rule ever forces an adventurer to
Elric!, first published by Chaosium in 1993. Elric!
do something he or she chooses not to.
and Fifth Edition maintain some continuity with ear­
lier editions of Stonnbringer, since the background
universe is the same. However, Elric! and Fifth Edi­ Additional Material
tion are not re-writes of earlier editions, as a glance At the beginning of the third millennium, five
at the "Spot Rules for Combat'' chapter will show. books of source material and scenarios for Elric! and
Even the background details and their implications in Fifth Edition are available. These are Atlas of the
the "Young Kingdoms" chapter are new and differ­ Young Kingdoms Volume 1, Fate of Fools, Sailing on the
ent. Some values for the personalities and creatures Seas of Fate, The Unknown East, and the Elric!
are unchanged, since the fundamental mechanics of Gamemaster's Screen, which includes the mini-

��S1l6h:;��
adventure "The Curse of Chardros." Two other more about the Young Kingdoms than Michael
Elric! sourcebooks, The Bronze Grimoire and Melni­ Moorcock, but R ichard lived there a lot. His advice
bone, are out of print. everywhere was "darker, please-more gloom!"

The fourth edition of Stonnbringer is out of


Mark Morrison contributed scores of improve­
print. It and its sourcebooks contain information
ments, specific spells, spell and demon summaries,
that is available nowhere else. The Stonnbringer
the Stonnbringer conversion notes, part of the sce­
Fourth Edition adventures Sorcerers of Pan Tang,
nario "The Weight of Doom," and many wise
Rogue Mistress, and Perils of the Young Kingdoms are
observations. I chided him to the effect that he
still available; Sea Kings of the Purple Towns is out of
seemed best able to think up things for me to do,
print. Conversion of these scenarios to Stonnbringer
an ignoble and desperate slur since his touches are
Fifth Edition rules is mostly simple and quick; see
everywhere. In great part he and Allen Varney (who
pages 279-282.
had fortuitously turned up in Australia) created the
The d20 System book Dragon Lords of Melnibone allegiance system.
is a sourcebook that adapts the setting of Elric's
world to the game system published by Wizards of Jimmie W. Pursell Jr. wrote extensively about
the Coast. Two Dragon Lords adventures, Slaves of the draft manuscripts and, like Mark Morrison and
Fate and Straits of Chaos, are planned for future josh Shaw, added so many details, expansions, and
release. With a bit of work, those adventures can be new thoughts that they cannot be easily distin­
adapted to Stonnbringer. guished. To my mind, harmonizing dodge and
parry was his best touch, but there are many.

Rules Changes
Josh Shaw made combat more flexible and
This book contains various additions and alterations fluid, and pressed the game mechanics toward their
to previous editions of the Elric! and Stonnbringer limits. He has a keen knowledge of arms and com­
rules. Half-Melniboneans and slaves of Melnibone bat, and a sense of what's fitting for a game.
are introduced as possible player characters. Rules
for creating Melnibonean or Myyrrhn adventurers Sam Shirley, whose desk was eight feet from
have been changed to make the characters more bal­ mine, wrote the scenario "The Thought That
anced: some characteristics are lower than before, Counts," part of the personalities chapter, and
some abilities are more limited, and optional disad­ cheerfully furnished counsel upon demand.
vantages for Melniboneans are introduced. A new
Charlie Krank contributed the pronunciations
skill, Fly, is introduced for flying creatures. Drown­
and he and his family helped shape adventurer gen­
ing and suffocation rules, and rules for fighting in
eration. If adventurers seem understandable as indi­
dim or dark conditions, have been changed to make
viduals, then the Krank household's indefatigable
them more plausible. Additional information has
efforts succeeded. Others contributed invaluable
been added to the Young Kingdoms descriptions. A
insights, and the most important of them are listed
new type of armor, Melnibonean half plate, is
on the title page. Most wrote long commentaries;
described. Finally, Text on several religious orders
Mark Jason Durall also contributed most of the
from Sorcerers of Pan Tang and Sea Kings of the Pur­
description of High Speech quoted in the "Skills"
ple Towns is reprinted in order to flesh out the reli­
chapter.
gions of Elric's world.

If you like this game, you are in their debt.


Who Did What Notwithstanding this aid and more which must go
Richard Watts wrote the "Young Kingdoms" unmentioned, I remain responsible for the great
chapter, the Elrician portions in the introduction, part of this book, for any annoyances, and for all
the writeups for the cults of Goldar and Straasha mistakes.
and the Church of Chaos, and part of the person­
alities chapter. I do not dare guess that he knows you enjoy it.
C
HE CHARACTER OF Elric of Melni­ Unlike such other fantasy heroes as Robert E.
bone is one of many created by British fan­ Howard's Conan the Barbarian, Elric is the epitome
tasist Michael Moorcock. Elric is his most of civilization, a refined and sensitive sorcerer­
enduring creation-a doomed albino, white of skin emperor instead of an ale-swilling, muscle-bound
and red of eye, his blood deficient and his life filled brute. He is an intellectual scholar compelled to
with anguish. Elric is the emperor of Melnibone, an frightful action because of his own dark fate, rather
ancient and prehuman empire in decline, and he is than through desire for riches and material gain.
cursed to destroy everything and everyone he loves. Because of his thin blood, Elric is by nature weak
Reversing traditional fantasy tales, Moorcock and sickly, kept alive and alert only through sorcer­
has Elric destroy his own kingdom (which has ous potions and muttered runes. Elric gains Storm­
endured for ten thousand years) instead of winning bringer, a demonic weapon that drains the souls of
the throne, and has Elric slay the princess he loves those it slays and gives part of their life force to the
instead of rescuing her. Elric is a servant of the albino. In Stormbringer, Elric finds the energy he
Lords of Chaos, as were his ancestors for countless needs, but at a terrible price. The constant battle
generations, but he is also reflective, and alone between Elric and his sentient, howling runesword
among those of his world has modern sensibilities. drives much of the saga.

As the saga progresses, Elric turns his allegiance


toward Law, although he comes to hate all gods for The Eternal Champion
their manipulation of mortal existence. In the end Elric is an aspect of the Eternal Champion, a war­
Elric hopes for a world without gods and magic to rior doomed never to know peace, only eternal
make a misery of human lives. He dies attempting struggle through countless incarnations. In every
to bring such a world-a world nearer the Bal­ world of the Million Spheres, the multiverse of infi­
ance-into being. nite possibility that Moorcock postulates in his nov­
els, the Eternal Champion exists in one form or
another.
* BLRIC & STORMBRING
(OPPOSITB) Blri&wields Stomllmngn; his, hiahly­
""'lfW/, swon/.. Blri&'s blootl is �t; 11nd
Stomllmnger jJ1'tJvides strength 11nd, ��;,�.

9
The Eternal Champion is a pawn of Fate, sent
hurtling from one existence to another in an endless
parade of grief and sorrow. Other aspects of Moor­
cock's Eternal Champion include Dorian Hawk­
moon and Corum, the Prince in the Scarlet Robe.
Like Elric, they too are doomed. They too know
love only at the price of sorrow. It would seem that
an Eternal Enemy balances the Champion in each
incarnation. For Elric this is his cousin Yyrkoon,
and for Corum, Prince Gaynor the Damned. An
Eternal Companion often accompanies the Cham­
pion. The Companion often is doomed to die at the
Champion's hand. A love or lovers also feature in
the tales. These stories of tragedy contrast the epic
nature of the Eternal Champion's fate. They are an
integral part of the saga.

Law And Chaos


The battle between Law and Chaos is an ongoing
ent; theme in Moorcock's writing, involving as it does
"Elrlc at the End of Time" {I 984), the tide tale in
both gods and mortals. Above and beyond these
Elrlc cit the End of Time� a longer coflection. warring forces is the Cosmic Balance, which swings
,<O

"The Last Enchantment" (I


"

), a tale In Elrlc
& '
in favor sometimes of Law, sometimes of Chaos. In
the i:&l of Time: 'a longer co ecdon. a perfect world the two are stabilized, in delicate
The '/(�rd of the White Wolf ( 1967, 1970, I 977), equilibrium.
··

fi Dream Earl Al!.r" " The harmony of the Balance is all too lacking
· lie Gods c:aiJgfi," an
throughout the multiverse. Although the Balance
rules unalloyed in places, most universes are in a
state of Chaotic turmoil or Lawful stagnation.
Without its opposite, a plane of pure Law is as
deathly and sterile as one ruled by Chaos. This flux
of opposites snares the Eternal Champion, but he
does not give up the fight against it.
In the final battles, Law and Balance join forces
"The Stealer of·Souls" against Chaos, for Chaos has grown too strong.
(1967; 't970, t977'), in
Elric's death brings the plane toward the Balance.
Sword.
When the world reforms, there will be magic, but
much less of it. Our own world will then be born.
good, or blessed for their evil doing. The reversal of
expectations is an important notion in understand­
ing the saga.

Cbe Saga to Date


HE ELRIC NOVELS and short stories

C encompassed by this game cover approxi­


mately seven years of the albino emperor's
life. In order of events, the books are Elric ofMelni­
bone, The Fortress ofthe Pearl, The Sailor on the Seas of
Fate, The l*ird of the White Uillf, The Vanishing
Tower, The Revenge of the Rose, The Bane of the Black
Sword, and Stormbringer.
A ninth book, Elric at the End of Time, contains
two Elric tales among the works collected in it, but
need not be considered a vital part of the saga. Of
these, one takes place after The Sailor on the Seas of
Fate, and the other fits between the last two stories
in The Bane of the Black Sword.
A tenth (and similarly extraneous) book is
Tales ofthe White Wolf, an anthology of Elric stories
by various authors. It includes Moorcock's short Rackhir the Red Archer, Elric leaves his cousin as
story "The W hite Wolf 's Song," which takes place regent. He himself goes adventuring in the Young
at an undefined time between the end of Elric of Kingdoms for a year, in search of the knowledge to
Melnibone and the beginning of The Sailor on the Seas revitalize his stagnant, dying kingdom.
ofFate.
After several mmor adventures vaguely
Finally, the Elric novel The Dreamthief's
described, Elric arrives at the desert city of
Daughter, was published in April 200 l. This tale is
Quarzhasaat, last remnant of an empire that long
not dealt with here.
ago threatened Melnibone, in The Fortress of the
Elric ofMelnibone describes, less than a year after
Pearl. Here Elric is dragged into feuds between the
Elric has been crowned the 428th emperor of the
rulers of the city, and is forced by them to embark
Ruby Throne, how the machinations of his ambi­
on a journey in search of a legendary treasure.
tious cousin Yyrkoon plunge him into the begin­
Crossing deserts and other planes, Elric at last
nings of his dark fate. Elric is forced to invoke Ari­
returns to Quarzhasaat to destroy it, completing a
och of the Seven Darks, one of the Lords of Chaos,
sentence passed against the city by Melnibone cen­
who has not manifested upon the earth for cen­
turies ago, but never carried out.
turies. Using the power this gains him, Elric chases
Yyrkoon, who has kidnapped Cymoril, the woman In The Sailor on the Seas of Fate, Elric learns

Elric loves, and fled Melnibone. In recovering her, something of his true nature, as he joins with three
Elric gains possession of Stormbringer, a rune­ other aspects of the Eternal Champion to battle
carved sword possessed of both malign sentience frightful twins who threaten the entire multiverse.
and the power to drain the souls of those it slays. A Although this episode seems almost a dream to
portion of this power transfers to the weak albino, Elric later in his life, it has a profound effect upon
giving him the strength he has needed, but at a him. Afterward Elric leaves the mysterious ship
dreadful cost. At the conclusion of the first book, upon which he has sailed, taking his leave of its

1 #i= ��
having made the acquaintance of the human hero blind captain, and finds himself in a world beneath

-=�L)C:'�
- jar-KOR. ' �"!'111 - KWAY-uhl-nar·gin
- KAK�ull-tal Quarzhiijat ­
Kaneloon - KAN-uh-loon KWARZ-hah-SAHT
Karlss - KARE·is R'lln K'ren 11{1 -
ing ess's KartUk - KAHR,.Jak RIL-in KREN ah-AH
�:;_ LORE�mar' Sa11k ..;.;. SAL.-1k
Actorlos - ak-TOR-i-ose Mabden- MAB_. Saxlf D'Aln - SAX..eef DAHN
Aftltaln - AF-li-tane � - may-BEL-ode Seplriz - SEP-ih-riz
Moch -AIR+ok Colin- . Slortar "':"' SLOR-tar
. 4<in
Meyn .!i; � MAG�un\ COL-Im straasfla: 1,_; strah-AH·Shah or
�· '-- ah­ Mlill11botll8 - .-NIB-ohe-nay STRAH-shah
Aubec -AW-bek Mindi - MIH-rath Tuelom :;- TAN-ih-lorn
Bakshull ,7"'bahk-SHAl:f� Jheleb K'aama -
Balun ,.,.,..'aAy.1a1m "
.iii;
< g;\ TEt-eb �-nuh
1a1o-8AH� Therll - THERE-ff
Cadlanclrla - cad-SAN..dree-uh �-TOE-Yik
� - SHAR-drose Urlsh - oo-RISH
Cran RAN Vallyn ...+;�M.E. EN
Cymoril - -ii Xlombarl ;.. m-om-'.barg
Dhakos - DAH-kohs Yyrtmon-yeer·KOON
Dhlr!Jor. ::- DAR-i-jor .�· - ZAR-oh-ZJN+uh
%if · '';)

a blue sun. Here Elric meets Count Smiorgan Bald­ betrays Count Baldhead, his friend and ally, so he
head of the Isle of the Purple Towns. Befriending himself might live.
him, the two escape back to the Young Kingdoms, Next Elric meets Moonglum of Elwher, an
only to be caught up with the adventurer and adventurer from the Unknown East who proves to
explorer Duke Avan Astran, a Vilmirian of consid­ be Elric's steadfast companion in the years ahead.
erable fame. Duke Avan enlists Elric's aid, which An encounter with a minor Chaos Lord dashes
adds to Elric's knowledge of his nation's past, but Elric's hopes of discovering the true nature of the
the adventure ends in the duke's death. Stricken universe. Elric has a brief affair with Yishana, Queen
of Jharkor, earning the hatred of Theleb K'aarna, a
with remorse, Elric returns with Count Smiorgan
Pan Tangian sorcerer who thereafter becomes his
Baldhead to the Purple Towns.
deadly enemy.
After a short adventure at the far end of time,
In The Vanishing Tower, Elric is involved with
Elric returns to Melnibone as described in The ITTird
Myshella of the Dawn, the ultimate Champion of
ofthe "White WOif, not to rule the Dragon Isle (as he Law in the Young Kingdoms, saving her castle from
had hoped), but to destroy it forever. Elric's travels destruction. Then, because of Theleb K'aarna's
confirm his belief that Melnibone is an anachronis- manipulations, he is caught up in a battle against the
beggar hordes of N adsokor. Elric seeks refuge in
Tanelorn, the eternal city, a haven for any whose

12.
lives are fraught with suffering, but he cannot find Stormbringer, the final novel of the Elric saga,
the peace that Tanelorn offers all others. sees the albino emperor's doom embrace the world
Riding through the desert that surrounds the at large. Jagreen Lem, the Chaos-worshiping Theo­
city, Elric's fate catches up with him again, and he crat of Pan Tang, unleashes madness and horror
is flung into another world, there encountering two upon the earth. Zarozinia's simultaneous kidnap­
aspects of himself as the Champion. Aiding them ping catapults Elric into action. Although briefly
means Elric aids himself, and he returns to the reunited with his friends and wife, in the end Elric's
world of the Young Kingdoms just in time to save destiny means their deaths at his hands, on the blade
Tanelorn from Theleb K'aarna's wrath. Alas, Elric of his vampiric rune sword. Having gone on a des­
cannot save Myshella from the Pan Tangian and, perate journey to another world to gain a magic
with her dead, Chaos increases its influence upon horn with which the ravaged earth can be renewed,
the world. Elric himself is killed by Stormbringer. Dead, Elric
Departing Tanelorn in The Revenge of the Rose, still cannot know peace: his soul is absorbed, like
Elric rides east, to the Unknown Kingdoms, but is the thousands of friends and foes whom he himself
dragged back to Melnibone and back through time has slain, into the essence of the demonic black
by the magic of his father Sadric, whom Elric sword. The last words of the saga are spoken by the
believed long dead. Sadric is, but his spirit sends entity that is Stormbringer itself, as it laughs in
Elric on a quest through countless worlds in search mockery at the Cosmic Balance and all it stands for.
of Sadric's soul. It is concealed inside a carved rose­ «Farewell, friend,)) it says to Elric. "I was a thousand
wood box stolen by the dead emperor's body-slave times more evil tha n thouF)
several years ago. In saving his father's soul, Elric
saves his own from that which he most fears, his
Melnibonean heritage, and learns something of the
truth concerning Melnibone's past. He also earns
Rolcplaying
his father's long-begrudged love.
The Ban e of the B la ck Sword sees Elric reunited
with Queen Yishana in Ilmiora, three years after
f ANTASY ROLEPLAYING is a form of social
gaming, akin to acting out a novel. There are
two sorts of players. Most players act out the
their first meeting. There the albino finally has his ry roles in a game, the heroes around whom
revenge upon Theleb K'aarna, but at the cost of the the tales revolve. They might be swaggering warriors
life of Dyvim Tvar, his kinsman and one of his old­ in plate armor, sly beggars whose weapons are the
est comrades. deformities with which they earn their living, or
Fleeing the destruction he has wrought, Elric, decadent sorcerers of noble birth. One other player
with Moonglum, meets Zarozinia of Karlaak, a sen­ becomes the gamemaster, who devises and presents
ator's daughter lost in the ill omened Forest of the adventures in which the rest of the players par­
Troos. Even as Elric begins to fall in love with this ticipate. The gamemaster describes the world in
spirited young woman, his doom is upon him, and which the adventurers roam and how that world is
he sends another ancient civilization crashing to affected by the players' actions. While a player acts
destruction by his passing. out only one role, or perhaps two if playing two
Traveling with Zarozinia to her home, Elric adventurers, the gamemaster presents the entire fan­
weds her, hoping to find happiness. For the first tasy world in which the game is set, with its people,
time in years Elric puts Stormbringer aside, able to places, monsters, and gods.
survive on drugs he discovered in Troos. Then he Play is mostly conversation: the gamemaster
must reclaim the sword in an attempt to save his outlines some situation or encounter, then the
new home from the depredations of a savage east­ players say what they, in the guise of the adven­
ern army. Successful, Elric is reunited with turers, propose to do. Relying on the rules to keep
Zarozinia, and resides for a time in Karlaak by the everything consistent and fair, the gamemaster

E��r.iili��-f-�- 11li;!$(�
Weeping Waste. then tells them how to do what they proposed or,
if impossible, what happens instead. Dice rolls, the To be a gamemaster, read all of the rules chap­
results of which are unpredictable, keep everyone ters, pages 52-179, and then become familiar with
honest and provide surprises, triumphs, dismal the rest of the book. The "Gamemasters" chapter
defeats, and hair's-breadth escapes. has some useful entries, including notes for conver­
Success in roleplaying comes not from players sions from earlier editions of Stormbri nger and a
eliminating each other, as in chess or Parcheesi, but stock of non-player characters. Know the general
in memorably adopting the personas of characters procedures for combat and magic, but don't feel you
quite different from themselves, and in reacting as need to memorize everything-most questions can
those people would to otherworldly scenes and be answered as they arise.
creatures. Start with the scenarios in this book, or choose
Part of the pleasure in roleplaying is the inter­ and convert one from a Stormbri nger sourcebook, or
action and cooperation between players: a novel create one of your own. Photocopy some adven­
gives solitary pleasure, but roleplaying gives the sat­ turer sheets, then invite some friends, and have
isfaction of theater. Cooperation among players is them roll up adventurers. Summarize the rules for
important in successfully completing the task or them, and supply a photocopy of the game tables on
quest the scenario set forth, and in granting their pages 292-296. You're ready to play.
own pleasure in the game-you are not only the
actors, but the audience as well.
The Purpose of Play
The purpose of roleplaying is to have a good time.
Players
It's fun to deal with dangers that are not truly dan­
A player has the duty to roleplay his or her adven­
gerous, threats that vanish when everyone rises from
turer within the limits of the adventurer's personal­
the table, and demons who evaporate when the
ity and abilities. Try to know as little or as much as
lights go on. If you play well, you and your friends
the adventurer would in life; you'll be aided in this
enter a darker world for a while, find strength in
by the skill rolls the gamemaster requests. If you
coping with it, and perhaps know victory. Emerg­
develop the adventurer well enough that everyone
ing, you return to a world that is a darker or a
knows what he or she will do in a specific situation,
brighter place because of what you experienced, and
you're among the best roleplayers.
you see yourself as more active in it.
No single player needs to know much about the
game, especially when he or she begins. Read the
"Creating an Adventurer" section on pages 52-53 Roleplaying in the Young Kingdoms
since you'll want to create someone to play. Exam­
ine the "Terms" section on pages 284-286. If you
have time, skim the '1\.dventurers," "Skills," and
"Combat'' chapters. If you take magic spells for your
adventurer, you'll want to read about those spells in
the "Magic & Religion" chapter, to know what they
can do. As you can, become familiar with the rules.

The Gamemaster
The most fun in the game is had by the gamemas­
ter. The player who acts that part moderates the
game. Using a published scenario or one he or she
has created, the gamemaster narrates the game uni­
verse and acts as the adventurers' opposition. That
opposition must be smart and mean, or the play­
ers will be bored, and it must be presented fairly,
or the players will be outraged.
Only a small area of the Young Kingdoms is The Epoch of Play
mapped and known. Within the borders of the
The rules require no prior chronology, no special
known lands, possibilities for heroic adventure
starting date, nor any set sequence of events after
abound. Without, vast unexplored lands await dis­
play begins. If the gamemaster intends to conform
covery or, for some, actual creation.
to the saga, then we suggest the final year of the rule
The rules assume that Elric's fate is predeter­
of Elric's father Sadric. Sadric was a powerful sor­
mined and unavoidable, but this need not be so. If
cerer-king, and doubtless had a lengthy reign. Once
gamemasters wish differently, players may avert the
Elric accedes to the throne, about seven years remain
doom of the world, veer from the saga, and begin before the doom of the world. By that time the
something entirely new, but their success in this adventurers may be strong enough to do something
never should be assured. about it.

The Adventurers The Significance of Magic


There can be only one emperor of Melnibone at a Magic is the specialty of Chaos, for by its use all
time. There can be only one Elric, ever. Player-char­ things may become mutable and temporary. Anyone
acters begin among the swarms of nameless adven­ can know and cast Chaotic magic. Chaos prefers it
turers drifting through the Young Kingdoms. Their that way, since each cast tilts the caster toward
conduct and choices over time decide whether they Chaos a little bit more.
become aloof philosopher-kings, find the satisfying A few spells can be cast only by someone with
truths of Tanelorn, or finish as Chaos-ridden dupes. allegiance to Law. Allies of Law try not to use
But adventurers live in the moment: for the young magic, or at least Chaotic magic. Using magic
and courageous, the swing of a sword, the meaning accepts Chaos and undermines the stability and per­
of a cryptic inscription, the unmasking of a traitor, manence necessary to Law. Occasionally Champions
the quenching of thirst, or the slaking of vengeance of Law, such as Myshella, cast great magic, but only
can be enough. when the need is dire. Day by day, the follower of
By default or choice, each is aligned with Law prefers instead to hone his or her skills, and so
Chaos, the Balance, or Law from the beginning. be as perfect as the great Lords of Law.
Complications and entanglements may occur if the There is no magic of the Balance. Followers of
adventurer accepts allegiance with a force. While the Balance accept systematic change-the progres­
philosophy will not be a topic in play, the practical sion of life and death, the evolution of life and
consequences of being allied with this force or that thought, and the balance of the elements necessary to
will be important and consistent. life. Chaos would change everything, and Law would
Players need not worry much about strategy so change nothing. Both would do that forever. The Bal­
much as they should attempt to be true to their ance represents the Middle Way, systematic, measured
adventurers. People of this time can be direct in change producing tranquil souls and peaceful, joyful
their methods, open in their desires, and honest in lives.
their goals. The world of the Young Kingdoms is
both very old and very young, but it always rewards
passion and forthrightness.
Most of the game rules, on the other hand,
play Rids
concern small things. Players and gamemaster must
work out greater designs and meanings. As they do,
they will not be amiss if they remember another
council, the Lords of Chaos whom Elric once saw
sitting in a vast hall: around them those powers
caused to swirl the life and dreams of a universe.

17
This game mostly calls for three sorts of dice •For a D4, pyramid-shaped D4 dice exist, or roll
rolls in judging the success of a skill use, learning a D8 and divide the result by two, again round­
how many hit points were lost, etc. These three rolls ing up: thus 1-2 = 1, and 7-8 = 4. You also
are abbreviated as DlOO, D8 and D6. The dice gen­ could roll D6 and ignore 5-6.
erating these rolls also can derive D20, DlO, D4,
•For a D3, roll D6 and halve the result: 1-2 = 1,
D3, and D2 rolls.
etc.
In those abbreviations, the letter D stands for
the word die or dice. The number after the D stands • For a D2, roll D6 and divide by three: thus 1-3

for the range of random numbers sought: D8 ran­ = 1, and�= 2.

domly generates the numbers 1-8, for instance, while


D100 gives an equal probability of rolling any result Other Notations
from 1-100. Sometimes an instruction for dice includes an extra
number, such as "2D6." That tells the reader to roll
D 100 (Percentile Dice) more than one such die, and to add the results
together. For instance, 2D6 means that two six­
Percentile dice usually consist of two D10 dice of
sided dice should be rolled and then totaled. Roll
different colors, rolled at the same time. Each die
again if you don't have enough dice of a sort to roll
has twenty sides, numbered 1,2,3,4,5,6,7,8,9,0
at the same time.
twice. When you roll, read the top number on each
Sometimes additions are given to die rolls, such
die to get the result.
as "1D6+l." Add the number following the plus
Read the die of one color consistently as the
sign to the result of the D6 roll. For a roll of 1D6+1,
tens-column, and the other as the ones-column: a
the result must be between two and seven.
result of �5 reads as 45, a result of 0-1 reads as 1,
A notation may require the roll of different
and a result of 1-0 reads as 10. The result 0-0 means
dice at the same time. If a monster has a claw attack
100.
of 1D6+1+2D4, roll the three dice requested, total
the result, and add one.
D8 (Eight-Sided Die)
The notation "+db" appended to attack dam­
This single die has eight sides, each numbered once
ages reminds the gamemaster to add the damage
1,2,3,4,5,6,7, or 8. Read the top number on the die.
bonus of the attacker. See more about damage
bonuses in the '�dventurers" chapter.
D6 (Six-Sided Die)
This is what everyone normally thinks of as dice. Adventurer Sheet
The D6 has six sides, numbered 1,2,3,4,5,6. Read
You cannot play the game without adventurer sheets.
the top number on the die.
The sheet for Stormbringer is two-sided, and appears
on pages 289-290. It holds all the information you
Other Rolls need for a complete adventurer. The next chapters
Players also may want to make other sorts of rolls. explain how to fill out this sheet.
A gamemaster form for non-player characters
•For a D20 roll, 20-sided dice exist, numbered
is on page 291, along with a form for demons and
1-20. You also can roll a 10-sided die and a six­
elementals.
sided die. If the D6 result is 1-3, the result is the
face amount of the 10-sided die (0 reads as 10,
remember). If the D6 result is�' add ten to the
Figures and Position
face amount of the 10-sided die. Much of play can be spent in hand-to-hand combat.
You need to keep track of the relative positions of the
•For a D 10, roll one of the percentile dice.
adventurers and those they fight. Use figures,
•For a D5, roll one DlO and divide the result by tokens, or markers to show them. These indicators
two, rounding up: thus a result of 1-2 = 1, and answer all sorts of relational questions-who am I
9-0 = 5. next to?-who's first and who's last?--can I move

18
and attack this round or next?---can I see him?­ and negotiate movement, and use rulers as last
could I overhear him?---can I shoot my arrow at resorts. You may want to experiment, to see what
him? and so on. suits you.
Most games use figures. These are small plas­ Gamemasters especially will want a few larger
tic or lead statuettes about an inch high, cast with sheets of paper on which to sketch out floor plans
circular or rectangular bases for stability. Buy them or scribble general maps. Players may find graph
at most game and hobby stores. Both sexes come in paper an aid in mapping ruins or buildings.
an enormous variety of costumes, historical periods, Props sometimes lend drama and sometimes
and poses. Many people enjoy painting figures and look silly. If you cannot believe that a plastic foam
showing off the results. block could represent part of a castle wall, then avoid
To keep track of movement, some find grids of props. If you like to pretend, then a new world of
squares or hexagons useful. These come in sheets of model railroad accessories, doll-house parts, oddities
various sizes made of paper or sturdier materials. from hardware stores, children's toys, china sou­
Stores that carry miniature figures also probably venirs, and packaging awaits you. These things can
carry these. Some players despise grids as too rigid endow any situation with intriguing possibilities for
or too mechanistic. They prefer to eyeball distances plans, surprises, and special uses for skills. *.A.

/h.

/
HE PEOPLE OF MELNIBONE patron­

C
common to most seafaring nations. (Galleys are
izingly refer to the human nations of the light, for speedy rowing, and thus fragile in the face
world, specifically those that surround the of storms.)
Dragon Isle, as the Young Kingdoms. Lands exist This section details the history, economy; lan­
other than those shown on the map, but these are guages, and technology of the Young Kingdoms.
largely unknown by even the most widely traveled Then each nation is briefly described. Finally comes
of human explorers. The Unknown East (also spo­ a summary of the gods and cults influential in this
ken of in the saga as the Unmapped East) is a mys­ part of the world, and more of the nature of Chaos,
tery to most Young Kingdoms scholars, as are the the Balance, and Law.
hotter lands west of Shazar and the Silent Land. The
edges of the world are found north of the Sighing
Desert and south of Dorel.
fiistory
The Young Kingdoms consist of three island civ­
ilizations and kingdoms on three continents.
Humanity avoids a fourth one, the thickly jungled
Unnamed Continent.
Melnibone, whose civilization once ruled the
world, has a central location in the Young Kingdoms,
and still represents an important center for trade and
commerce. Travel between countries is common,
although not without peril. Most often travel is by
overland caravan or by coastal sea voyage. While
some ships do brave the open oceans, they are fewer
in number than the swifter, shore-hugging vessels
... <� ... jil' -l"'O�
Port to Port Sailing Times, in days 5·� re�,· ;-��
v;·� g.«> �-; g."' en
Banarva Cadsandria Chai al Dhakos Dhoz-Kam Gromoorva Hwamgaarl llmar lmrryr losaz Jadmar Menii Raschii � , CD ., :::l ,..
"< :!: Ill
=,, _ 3 � 3 .. "'O c
Banarva 14 18 2 15 4 11 9 16 13 15 II = .. 0 .'!! .
a.
· :::l c: �
9 4
:l .,.
Cadsandria 14 6 13 12 13 10 5 10 6 � � ., ..... )> �
,.,.� 3 cr�e: �g-m ....
Chalal 18 6 18 17 18 14 15 10 16 II 6 10 o !:!.QR> -=s-"'a=: :1> �
Dhakos 2 13 18 15 2 5 12 9 17 14 15 12 !J3CDa.CDc: �c: n n
;oc CD "' CD OQ 3 - =..._
Dhoz-Kam 15 12 17 15 15 14 16 10 15 14 14 10 ('D VI (1) ii"" ll) (1) ::::J · I'
\II


Gromoorva I 13 18 2 15 4 12 9 17 14 15 II ::s
3mi6 �-
�-� 5·� �a:� �s
Hwamgaarl 4 9 14 5 14 4 5 6 15 6 10 9 ���
. o -··"'� -.,, o O
llmar 11 10 15 12 16 12 5 8 16 8 II II V1
�3 Qr-tn�<C �::s
� � �.. g �
lmrryr 9 10 9 10 9 6 8 14 5 7 4 -Q. .. ::::J
�- (/)
CD ;:::;: VI O'Q
-· VI Q.r't
losaz 16 10 16 17 15 17 15 16 14 14 12 7 ·
� � �- � g re � 3
Jadmar 13 6 II 14 14 14 6 8 5 14 6 8 0
i6acr�yto��
8
15 6 15 14 15 10 II 7 12 6 6 n�3!:!.��3::r -1
II 4 10 12 10 II 9 II 4 7 8 6 �o
Ill)
�g;;·���
::J"'"
rt ,.VI • l""I'
s:
the inhuman dwellers in the Silent Land, to whom the Older Ones interbred with their Melnibonean
the Myyrrhn are somehow related. The earth at this peers, and gifted them with the Black Swords,
time was unlike the one we know, but was reshaped Stormbringer and Mournblade, which were to be
in a war between Grome and Straasha, two Ele­ used by the fiercest among the dragon princes of
mental Rulers, some 20,000 years ago. Melnibone in the millennia to come. With the death
To this world, which was then more vibrant than of the Older Ones in battle against the Dead Gods,
the world known by Elric, came the alien people the Melniboneans came to inherit the world, and
who were to settle Melnibone. Cosmic wanderers, quickly made it their own.
little is known of their origins save contradictory Abandoning the Balance, which they had once
rumor. There are even some who say that the peo­ worshiped, the Melniboneans spread their rule
ple of Melnibone are native to this world, but so across the world, and from thence into countless
long ago was Melnibone's founding that many of others. Made powerful by their reverence of Duke
her histories are considered legend. The nobility of Arioch of Chaos and his kindred, the Melniboneans
were unassailable in their sorceries and military
might. The next ten thousand years saw their
Bright Empire wax great, and then gradually wane
to its current lethargic state. The first true human
nation was Quarzhasaat, now largely lost beneath
the sands of the Sighing Desert twenty centuries
past. Daring to threaten Melnibone, Quarzhasaat
was defeated and all but destroyed.
One thousand years ago Melnibone was shaken
by war between her own empire and that of the
Dharzi, the Beast-Folk, which Melnibone won only
with exhausting effort. The rise of humanity, with
their worship of the White Lords of Law, was no
doubt involved with the gradual lessening of Chaos
in the world. This began as the Bright Empire reeled
from her near-defeat at the hands of the Dharzi.
Magic began to fade, and with it Melnibone.
Lormyr was the first human kingdom to suc­
cessfully declare independence from Melnibone,
four hundred years ago. Other nations followed.
While some are with us today; others have been lost
to time, with newer nations springing up from their
roots.
Although slumbering Melnibone still lays claim
to the world as she did thousands of years ago, her
days of empire are numbered. Melnibone stays
strong only as a center for trade, but the energy of
the human nations threatens even this. The Young
Kingdoms are vital, whereas senile Melnibone dod­
ders with age. She will not resist the coming storm
that threatens the scintillating, lace-like towers of
her capital Imrryr, the Dreaming City.

Social Outlooh the Dragon Isle, and to a lesser


MELNIBONE HAS CEASED to command, but extent on Pan Tang, is magic
the millennia of her former rule still glitter in all accepted as natural. If
memories. The Bright Empire bound the world ·
magic is the expression
together; freed from her oppression the human of the essence of Chaos,
nations now war and squabble, and each seeks its then science and technology,
own path. The sack of Imrryr by Elric and the Sea both still in their infancy in the
Kings, as described in The l*ird ofthe White l#Jlf, Young Kingdoms, repre­
forever frees the Young Kingdoms from Melni­ sent the essence of Law.
bonean domination. Melnibone is yet a bane to For centuries
humanity, a fearful shadow still casting darkly magic reigned
across the present. supreme; it is
The nations of the Young Kingdoms have only with the
grown at different rates with the lessening of distancing of
the Bright Empire's influence. Oin and Yu are Melnibonean
the least developed, the Isle of the Purple power that
Towns is perhaps the most prosperous, technology
while others, like Lormyr, have already has begun to
passed their prime. Compared to Melni­ be explored
bone, however, all nations of the Young in the Young
Kingdoms are hives of activity. The Kingdoms.
flourishing of the Young Kingdoms is Although
like a renaissance. New discoveries advances such
and developments occur every day, as steam-driven
and new adventurers are sailing in engines and gun­
search of new lands. It is this lively powder are yet un­
atmosphere that makes the Young known, scientist­
Kingdoms such an exciting set­ priests of Law are
ting for a fantasy roleplaying near their discovery
game. Water-driven looms,
mills and clocks,
cumber s o m e ,
j\'.lagic o C(cbnology h and- oper ated
FOR CENTURIES MELNIBONEAN magic printing presses,
shaped and controlled the world. With the Bright and similar devices
Empire's fading, and the lessening of Chaos in the are slowly becom­
Young Kingdoms, humanity has come to see magic ing less rare, al­
as intrinsically evil. As Melnibone thrived with though still un­
magic, magic must therefore cause those who use it common. The
to become like Melniboneans-amoral, sadistic and more civilized
cruel--<>r so the followers of Law suppose. Only on nations have
glassblowing technology and advanced smelting most nations still unaware of such practices as crop
techniques for those who can afford them. Barbar­ rotation. Even in such civilized nations as Vilmir,
ians and the poorer nations such as Org, Oin, and slash-and-burn techniques are still used, with dev­
Yu do not have wide access to steel, relying instead astating results.
on traditional bronze and iron.
Maritime technology lags behind other
advances, with most nations still relying on oared
€conomy
galleys. Sail-driven ships do exist, but few vessels FEW OF THE YOUNG KINGDOMS are large
rely solely upon the wind for propulsion, most hav­ enough, or rich enough in resources, to be self-suf­
ing at least one set of oars. The Isle of the Purple ficient. Most survive by trading with other nations,
Towns has the most advanced ships of all the Young or by piracy, and are under-populated because of the
Kingdoms, except for toll taken by constant raiding.
MelnibonC's aging Most nations stamp their own coinage. Their
fleet. Agriculture is coins are usually interchangeable, or interchange­
the least able by weight. Bronze coins are by far the most
explored common coinage, called in the game simply
s c i e n c e , P!lfli... bro nzes. Game prices are given in bronzes. The rich
w i t h also use jewels as coinage. Melnibonean coins are
rarely seen, and usually distrusted by the more
superstitious humans in the Young Kingdoms
when they are.
Even in large cities such as Dhakos and Jad­
mar, money rarely changes hands except in
casual trading. Barter is common, especially
among farmers, trappers, and other wander­
ing folk. Innkeepers are usually loath to
trade rooms and food for furs or the like,
preferring hard cash, unless their profit
seems obvious.
A merchant class has recently evolved
in the Young Kingdoms, and now flour­
ishes. Traders and sailors, many of them also trained
as warriors to save room in the swift and slender
ships used for coastal voyages, are among the com­
monest of any class or guild. Consequently trade
objects are often found far from home, such as
finely worked Ilmioran leather in Pikarayd, or Meni-
ian glassware in Tarkesh, carried along the trade
routes from country to country.

, (LBFIJ.}jhe h�/!f the Purple Towns is


the mOit powerful. tmde Mtion in the
1l101'ld. No other country's sailors are
more capable, or more supersti.tious.
Canguag( depending on their level of civilization, dominant
religion(s), or national temperament. The listed
COMMON TONGUE IS WIDELY used in the
professions for a given nation are not the only ones
Young Kingdoms. It is a debased form of Low Mel­
practiced there; they are simply those which best
nibonean, spoken in the lands where once the
characterize that society. See pages 72-73 for more
Bright Empire ruled. Different accents and dialects
information about occupations. (Slaves and peas­
abound, such as the thick brogue of the Purple
ants are common just about everywhere, so they are
Towns, but most travelers can make themselves
assumed for all countries.)
understood in other lands. Low Melnibonean is
beyond their comprehension, and must be learned Religions: This entry indicates the dominant reli­
especially. High or Old Melnibonean, usually gion found in the nation, plus notes on any religions
referred to in this book as High Speech, is the for­ that may be suppressed or forbidden. This does not
mal tongue of the Empire, and used in sorcery in the mean that you will not find a Chaos worshiper in a
Young Kingdoms as well as upon the Dragon Isle. nation where Law is dominant, but such worship is
It is difficult to learn. Many Melniboneans know lit­ secretive and underground.
tle of it. Both forms of Melnibonean can be written, Favored Weapons: These are the weapons that a
as can Common Tongue. typical warrior from this country would use. They
The Unknown East has its own tongue, 'pande, are traditional to the national culture.
as does the Weeping Waste, where the curious Armor: This is the armor which the average war­
tongue known as Mong is spoken. Mong has no rior of the nation would wear into battle.
written form, unlike the elegant calligraphy of
Cultural Skills: As with cultural weapons, these are
'pande. Opish, the language of the long-dead
the skills that are stressed in this culture, and that
Dharzi Empire, is still spoken today in fabulous
every child is expected to know.
Quarzhasaat as a thieves' tongue. The nomadic peo­
Items: Significant possessions commonly owned by
ple of the Sighing Desert have their own language,
Lesh, whose written form resembles little more than someone of this nation. (This does not mean that
line after line of subtly different scratches. player characters begin play with these things unless
the gamemaster wishes it.)
The harsh, alien language of Mabden is little
used in Pan Tang today save for its status as a clas­
sical tongue, and is unique to that bleak isle. The
squawking clicks that make up Myyrrhn are almost
impossible to pronounce by any except the winged
Cbc Islands

Y
folk, among whom it originates. Both have a writ­
OUNG KINGDOMS SAILORS identify
ten form; that of Myyrrhn is pictographic.
five principal islands. Of these, three are
mighty maritime nations, one is home to
D(scriptions savages, and the last is home to the mysteries of Law.

The following categories are included in the descrip­


tions of each of the various nations. Hsbandoon
Ruler: this is the ruler of the nation at this moment ASHANELOON IS A LITTLE-KNOWN island in
in Young Kingdoms history. Certain national
descriptions hint at events to come, many of which
result in a change of ruler.
Race: Human in most cases.
Language(s) : That language commonly spoken by
an inhabitant of this nation.
Occupations: The professions typically practiced
in· the different Young Kingdoms nations vary,
)\Idniboni shield. Half-Melniboneans-Melnibonean half plate
and small shield.
Ruler: Emperor Sadric the 86th.
Cultural Skills: Million Spheres, Potions, Witch
Race: Human (slave), half-Melnibonean, Melni­ Sight.
bonean.
Items: Melniboneans-an inheritance worth 8D8
Occupations: Apothecary, minor noble, priest, sol­ hundred-thousand bronzes on Melnibone (cannot
dier. be removed from island), heirloom sword or other
Languages: Common, High Speech, Melnibonean. weapon ( + 1,000 bronzes to value), incidental jew­
Religions: Beast-Lords, Chaos Lords, Elemental elry worth 2D8 hundred bronzes, possibly 1D3
Rulers. lesser demons with one ability each. Half-Melni­
Favored Weapons: Melniboneans and halfMelni­ boneans-as above, sans inheritance. Human
boneans-cruelly-barbed long spear, Melnibonean Slaves-incidental jewelry, ornately-decorated cloth­
bone bow, wicked broadsword. Human slaves­ ing of fine manufacture, and ornamental surgical
curiously-carved ceremonial decoration (body piercings, etc.) worth 2D8 hun­
dagger (damage dred bronzes.
1D4+3, 225 br.). THE MELNIBONEAN ARCHIPELAGO consists
Armor: Melni­ of three small islets, Amashii, Kiashu, and
boneans-Melni­ Wa'aiya'oro, and Melnibone itself. Only Melnibone,
bonean plate or the largest isle, is inhabited today. All four islands
Melnibonean were populated at the height of Melnibone's impe­
half plate rial splendor. A single city, Imrryr the Beautiful,
(lacquered stands on the main island, which is often called the
black-on­ Dragon Isle because of the great winged reptiles
black slumbering in caverns beyond the city. Imrryr is also
with known as the Dreaming City, due to the languorous,
dragon narcotic haze that fills her inhabitants' days.
motif) Melnibone is warm and humid in summer, the
and winters cool although rarely unpleasantly cold,
large and it receives a high rainfall all year. Beyond the
scintillating towers of the Dreaming City, which
these days Melniboneans almost never leave, the
remainder of the island slowly returns to the wild.
Its fields of opium poppies, abandoned villas,
secret glades, and mossy forests are empty save
for birds and beasts, and occasional slaves sent to
harvest plants that they then turn into drugs.
Melniboneans depend upon their slaves, who
outnumber their inhuman overlords ten times.
The slaves are kept drugged, to ensure their
obedience.
wanes . Elric is the most powerful sorcerer seen on
Melnibone for an age, but his spells cannot compare
(RIGHTJ]e1iliil;.i �cMelnibone's pim .. ·" to the sorceries of old. Melnibonean spells can
"""' ""'IJklll Rbaity, Ptm Tilng crUel. invoke the Elemental Rulers, as well as the rulers of
a'n,one it views tU a thrr.tit. beasts and plants . The Melniboneans are feared and
hated in most of the Young Kingdoms. Still, their
golden battle-barges, dragons, and imperial legions
Landing on the Dragon Isle is virtually impossi­ are no longer abroad.
ble, as a treacherous sea-maze guards Imrryr, and
reefs and dangerous currents ring about the steep
cliffs of the shore. For centuries Melnibone has
Pan Cang
slumbered undisturbed. Ruler: The Theocrat of Pan Tang, J agreen Lem.
Dreams of Melnibone's past glory call to most Race: Human.
Melniboneans, who spend their days in drug­ Language( s) : Common, Mabden, Melnibonean.
induced splendor, preferring to remember the won­ Occupations: Merce-
ders of the past rather than face the realities of today. nary, priest, sailor, sol-
In past centuries the Bright Empire ruled the world, dier, thug.
or at least all of it that she desired. Today she is
Religions:
humbled, forced to trade with the Young Kingdoms
Church of
and not to plunder them, as she once did.
Chaos.
Rich and poor alike, human visitors are
restricted to a small section of Imrryr. They get lit­
tle access to Melnibone's delights. In the eyes of the
alien Melniboneans, the Bright Empire still rules the
world, and any talk otherwise is the ultimate breach
of good taste.
The folk of Melnibone predate humanity; and
share little in common with them. They are tall and
slender. Their fingers are long, and their hair is fine.
Melniboneans are proud and amoral, and they
delight in every sensation. Melniboneans have
slanted eyes and almost pointed ears, with sensitive
eyesight and hearing. They delight in colors garish
to human eyes and take pleasure in pain, especially
that of others. Melnibonean ways often seem fright­
ening or cruel to humans. With their delicate graces
and refined tastes, Melniboneans are the most civi­
lized of races in the Young Kingdoms, perhaps too
civilized. They are a race without vitality or curios­
ity; beyond good and evil, content to exist in drug­
enhanced pleasure as they have for centuries. Only
tradition and worship of the grotesque and gor­
geous gods of Chaos rule their lives.
Favored Weapons: Hunting bow, scimitar.
Cbe Isle of tbe Purple Cowns
Armor: Pan Tangian plate or half plate, small
Ruler: Council of Eight.
shield.
Race: Human.
Cultural Skills: Navigate, Sailing.
Language(s): Common.
Items: Assorted tattoos. Grotesque and mis­
Occupations: Merchant, priest, sailor, shopkeeper,
matched jewelry or body ornamentation (earrings,
small trader.
nose-rings, body piercings, etc. ) , worth lD lO xSO
Religions: Church of Law, esp. Goldar; Elemental
bronzes. Possibly a lesser demon with one ability
Rulers (Straasha and Lassa).
bound into a weapon or suit of armor.
Favored Weapons: Hunting bow, long spear, sea
THE ALL-TOO HUMAN NATION of Pan Tang,
axe, sling.
like Melnibone, is not native to this world. During
Armor: Sea leather, small shield.
the earthshaking magic of the Dharzi War a thou­
sand years ago, a rift opened between the Young Cultural Skills: Bargain, Evaluate, Sailing.
Kingdoms and the brutal plane of the Mabden. The Items: Tradegoods worth 8D8 x 8D8 hundreds of
humans who were dragged through into the Young bronzes (merchants and small traders only).
Kingdoms found themselves upon a bleak, storm­ THE THIRD ISLAND CIVILIZATION of note
lashed isle in a nameless sea. This shattered island of in the Young Kingdoms is the human nation of the
black rock and fused glass was called Pan Tang, and Purple Towns. It is home to a bold race of sailors
the Mabden became known as Pan Tangians. and merchants, renowned for honesty and seaman­
ship. Although a precarious political balance exists
As worshipers of Chaos, the people of Pan Tang
upon the Isle between the old nobility and the new
claim to be heirs to the sorceries of Melnibone, but
and powerful merchant class, this has not stopped
they are blinded by their humanity and see only the
the Isle of the Purple Towns from becoming a cen­
evil of Chaos, and not its fey beauty. Pan Tang is a
ter for trade to rival Imrryr. Purple Town traders are
nation of sadistic, warped people, all of them quite
not smiled upon by Melnibone.
possibly insane. The rest of humanity fears them as
The Isle of the Purple Towns was once part of the
pirates and bloodthirsty priests. Pan Tang is a dom­
Bright Empire, gaining her freedom at the time of
inant power among the Young Kingdoms, more
the Lormyrian rebellion some four hundred years
because of her black sorceries than for her military
ago. Since that time the Isle has consolidated its
might.
power so that today its folk are the best and most
Like a warped reflection of Melnibone, her hated trustworthy sailors of the Young Kingdoms. The
rival, Pan Tang has but one city. Hwamgaarl is often long-bearded and leather-clad Purple Towners are to
called The City of Screaming Statues, after the be found in every port of the Young Kingdoms,
twisted stone figures that dot its walls and rooftops. wherever there are ships to be sailed. Its nobles spend
These statues are the remains of people who have the year celebrating one festival after another, roam­
angered the Theocrat, the Priest-King of Pan Tang. ing the island in a continuous cavalcade, while its
They have been turned to stone for their pains. peasant folk till the soil as they have for generations.
Horribly they still live, trapped inside their rocky The Isle gains its name from the color of the
bodies. The sobs and screams of these damned souls stones from which its people construct their houses
and buildings. It is a pleasant place of fields and
small farms, the warmer lowlands of the north giv­
ing way to rugged mountains in the interior, and
sheep-dotted moors in the south.
the marketplace in Menii, claim that if something half a century ago. Shortly before the fall of Imrryr,
cannot be bought in the Isle it cannot be bought at Elric finds himself on the Isle. He slays all the Kret­
all, such is the wide array of products from the four tii, with his Filkharian crew, before escaping. A
corners of the Young Kingdoms brought and sold in handful of solitary hermit-magicians of Law come
the Isle's markets. Lord Goldar, a god of Law, is the to inhabit Sorcerer's Isle afterwards, but are slain by
main deity worshiped in the Isle, eclipsing the rev­ Pan Tangians at the end of the world.
erence given to Lassa of the Winds and Straasha Sea­
King, two Elemental Rulers.
Count Smiorgan Baldhead is a noble of the Isle,
and a major figure in the Council that rules the
island. A son of an old and established family of the
Purple Towns, Smiorgan has made a vast fortune by
adopting the merchant's creed, much to the disdain
of his more traditional and conservative peers. After
his death in the Sack of Imrryr, the Isle's political
scene becomes increasingly unstable and it even
becomes embroiled in a brief war with Lormyr. At
the end of the world, when the hordes of Chaos
sweep across the earth, the Isle of the Purple Towns'
fleet sails against the navy of J agreen Lem, but is
vanquished when the supernatural Chaos F leet of
many-tentacled Lord Pyaray appears. In this final,
desperate battle the sailors of the Isle of the Purple
Towns prove themselves doughty warriors even in
the face of impossible odds.

Sorcerer's Isle
THIS BARREN ISLAND WAS ONCE home to
an infamous wizard, Cran Liret, the Thief of Spells,
and thus its name. Although he is long dead, his
stolen magic lingers, contained in strange engines
beneath the thin and powdery soil. Before Cran
Liret dwelt in isolation upon the isle, it was home
to the folk of R'lin K'ren N.a. Ten thousand years
ago, they fled their city in the jungles when the
Lords of the Higher Worlds came. They too are
long dead.
Today the Krettii, a tribe of bestial demi­
humans, inhabit Sorcerer's Isle. They migrated
thence from the vicinity of the Silent Land less than
Che Southern
Continent
IT WAS ON this continent that the first suc­
cessful uprising against Melnibonean rule the country's population dwells along the
began, and from here it spread across the coast, either farming the rich soil or
Young Kingdoms. Remains of the inhabiting the crowded cities in this
Bright Empire, ruined towers and reg10n.
tumbled villas, testify to Melni­
bone's faded dominion. The .:..:-� The southerly reaches of
Argimiliar are lightly inhab-
edge of the world lies beyond
ited plains, grazed by vast
the Southern Continent. Few
herds of cattle. The people dwell
adventurers can claim to have seen it.
within large, communal villas, ruled
Unlike the northern lands, the
by hereditary peers. The cattle-
Southern Continent is rich and
barons of southern Argimiliar are
densely populated.
among the most powerful and tra­
dition-bound of the nation's
Hrgimiliar nobility, although the richer,
more decadent merchant-nobles
Ruler: King Jiku.
of the coast rival their influence.
Race: Human. Argimiliar's wealth comes from
Language(s) : Common. her farms and ranches, as well as
Occupations: Craftsperson, from the fleets of the Cadsan­
merchant, priest, sailor, scribe, drian sea-lords who trade along
small trader. the coast of the Southern Conti­
Religions: Church of Chaos (even­ nent.
tually banned), Great Church of Elgis The ruler of Argimiliar is the ill­
(major), other Lords of Law (minor). mannered dandy; King Jiku. This shal­
Favored Weapons: Broadsword and low man surrounds himself with
cavalry lance (cavalry), long spear and philosophers, freethinkers, and artists, to
shortsword (infantry). 0 seem grander and wiser by this patron­
Armor: Full shield and half plate. age. Jiku's reign encourages the worship
I�
of Chaos in Argimiliar. Most of the
Cultural Skills: Insight, Ride.
nobles, at least the coastal lords, have
Items: Church book featuring the ; turned to the hedonism and pleasures of
Edicts of Elgis and a carved wooden
the Church of Chaos.
amulet depicting one of his 14 Feats. ..
After Jiku's death in the Sack of Imr­
LIKE MOST OF THE SOUTH, Argi­
ryr, his younger brother Rozel, rumored
miliar was once part of the Lormyrian
to be the insane offspring of an incestu­
empire. Remnants of the old empire can
ous relationship, becomes King. Raised in
be seen in the nation's architecture and
111 a Lawful monastery; King Rozel proves
traditions. Buildings such as the Univer­
to be an obsessive puritan, and embarks
sity of Cadsandria, and the rules of
on a series of bloody purges to eliminate
chivalry traditional to Argimiliar's
Chaos from the land. As the net widens,
nobility; reflect those days. In the main
and King Hozel's madness is revealed,
-illlr..w1
sorcerers, philosophers, and even the students of Dorelites are feared as raiders throughout the
Cadsandria's university become victims of the cleans­ south, their loosely federated tribes pillaging settle­
ing of Argimiliar. Smoke from the pyres upon which ments across the continent, and venturing north in
they are burnt darkens the sky. swift, slender vessels along the coast. They dress in
Argimilites are renowned for their politeness and crudely dyed plaids and tartans, kilts, trews, tunics
urbane manners. The city-dwellers of the coast are and cloaks, adorned with buckles and straps. Dore­
generally freethinking and liberated, welcoming the lites have no cities, and only temporary encamp­
future. The peasants and southern nobles seek a ments. The harshness of their land reflects in their
return to the past, to the worship of Law and the lives. Dorelites abandon the old and weak to the
stability of days gone by. mercy of the elements. They take no prisoners. As
Foreigners are frequent in Argimiliar until Rozel wild and free as the wind, they worship Lassa as a
becomes King, congregating most often in Cadsan­ goddess of storms, and Grome Earth-King.
dria, a city as famous for its learned populace as it Because of their proximity to the edge of the
is for its rich wines. Before the Purges, one might world, Dorelites fear and hate Chaos. They are
walk down the streets of Cadsandria and hear shop­ exceedingly superstitious.
keepers discussing philosophy, in a dozen dialects
and languages. After Rozel gains the throne this
intercourse stops, and it is rare to hear even a voice
filhbar
raised in laughter. Ruler: King Jerned.
Race: Human.
Language(s) : Common.
Dord Occupations: Entertainer, priest, sailor.
Ruler: Tribal headman.
Religions: Church of Law (primary), Church of
Race: Human. Chaos (quaint).
Language(s): Guttural Common. Favored Weapons: Broadsword, Filkharian pike,
Occupations: Hunter, shaman, soldier. hunting bow.
Religions: Elemental Rulers & Beast Lords. Armor: Half plate, small shield.
Favored Weapons: Hunting bow, short spear, Cultural Skills: Religion, Ride.
sling. Items: Three sets of clothes, one formal, of fine
Armor: Shield, soft leather. and brightly-colored fabrics. A fine ring or other
Cultural Skills: Navigate, Track. jewelry worth l D l O xlOO bronzes.
Items: Medicine bag containing the thumb bones SQUEEZED BETWEEN SLEEPY Lormyr and
of ancestors. (To Dorelites, their thumbs differen­ energetic Argimiliar is the nation of Filkhar. Despite
tiate them from the animals. ) its small size, Filkhar is one of the richest countries
INHABITED BY VENOMOUS black serpents and in the southern continent. Its low, marshy coast
by tribes of wild, whooping, chariot-riding barbar­ swarms with marine life. A large fishing fleet trawls
ians, Dorel lies at the edge of the world. Its land­ the waters off Raschil. Flat and uninspiring on first
scape consists of bare moorland dotted with rocky appearances, the fens and fertile valleys of Filkhar
outcrops, narrow rushing streams, and hardy are bountiful. Grapes and other fruit are grown on
twisted trees. Snow covers Dorel for over half the the hillsides, and sheep, goats, and cattle are grazed.
Rich coastal fisheries yield shellfish and other
seafood.
Because of the natural wealth of their country,
Filkharians are arrogant. The small size of their
nation may also account for this, its diminutive
stature made up by the love in which its people hold
it. Filkhar is the most densely populated land in the
Young Kingdoms, its crowded cities swarming with purges begin, many refugees flee to Filkhar. Argimil­
proud citizens. Filkharians are well known as iar and Filkhar have always had close ties.
gourmets and excellent cooks. "Give a Filkharian a
stringy rabbit," a Lormyrian saying goes, "and she'll
give you a feast." The Lords of Law are worshiped
Cormyr
throughout Filkhar, and although Chaos is Ruler: King Fadan.
not outlawed, it is viewed as quaintly Race: Human.
old-fashioned. Language(s) : Common.
The youthful King Jerned, Occupations: Entertainer, hunter, priest, sailor,
who is something of a fop, rules small trader, soldier.
Filkhar. His fashion decrees dic­
Religions: Church of Law.
tate to the country, whether
Favored Weapons: Broadsword, Lormyrian axe.
for pointed shoes, goa­
tees, or ornate cod­ Armor: half plate, small shield.
pieces. The nation he Cultural Skills: Dodge, Search.
rules is civilized to an Items: A pendant depicting the Sword of
extreme, its cit­ Donblas, representative of the constant vig-
��
izens fiery 1. ilance needed against the forces of Chaos.
'\, · '. l F OUR HUNDRED YEARS AGO
' i Lormyr was a vibrant nation, the first to
J . l� free itself from Melnibonean dominion.
l �. / In the decades that foll�wed this monu­
.
:'\t mental event, Lormynan rule rap1dly
extended, so that by the time of Queen
Eloarde all the southern lands were under
Lormyrian control. Her Champion and
lover, the hero Earl Aubec of Malador,
who was also instrumental in the fight
for an independent Lormyr, aided
Eloarde in this. Aubec was the first Cham­
pion of Law to make new lands from
unformed Chaos. With the death of the Queen,
and ·: .. :. ; ::" ·
fj Lormyr became a republic, gradually loosening
impetu­ ·.
/ � its hold upon its neighboring nations.
ous, quick The Lormyrian Republic ended two bun-
to anger �
�::::
" :;;.: .. · ..·
�·
'-.·_,,.· · dred years ago. Since then Lormyr has become
and quick to laugh­ the most pleasant and tranquil of all the Young
----·""
ter. 4
Kingdoms, and is still dominant in the South.
The nobility of Filk­ Plump, cautious King Fadan currently rules
har is obsessed with Lormyr. After his death in the Sack of Imrryr,
style and clothing, and
for decadence and hedonism
rivaled only by the peerage of
Argimiliar. Even the peasants
of Filkhar are well dressed by �;'fl!ke seeret 0f�1 Wlilth �les in her
foreign standards, and their bountifid htirvem w ri&h fishnVs.' It 1PM the
standard of living is high. ftm: 11111itm to brelli MelniborU's IHmtl.
After the bloody Argimiliaran
gray-faced, gray-haired, gray-bearded Montan Armor: Hides (counts as soft leather) .
becomes King. Montan betrays the South at the Cultural Skills: Ride, Track.
end of the world, and joins forces with the forces Items: Bundle of exotic feathers and small bag of
of Pan Tang and Chaos. beads worth 1D8 xlO bronzes.
Currents from the Boiling Sea warm Lormyr's BARBARIC OIN AND YU, although two separate
coast of cliffs and shingle beaches, and so ensure nations, are joined in many ways. As well as being
pleasant weather. Inland the Lormyrian steppes are the poorest of the southern nations, they share one
considerably cooler. Snow blankets the inland city between them-the seedy capital Dhoz-Kam,
regions from late autumn, but the coast remains straddling the banks of the river Ar. The eastern part
warm the year round. Vineyards and orchards are of the city was settled in the days of Lormyrian
found near the coast. Villages of whitewashed stone
domination, and retains a faint air of decayed splen­
and thatch roofs dot Lormyr's pleasant, gently dor in its cannibalized or ramshackle buildings of
undulating hills.
carved stone. The western quarter was and still is a
The Lords of Law are worshiped throughout slum of mud brick and stained whitewash, inhabited
Lormyr, and the religion of Chaos is forbidden, by slaves and serfs. The city is slumped upon the
although rarely is it actively suppressed. In the shore of a great bay. Dhoz-Kam's native inhabitants
steppes of southern Lormyr soars the mysterious eke a living from the fish that swarm in the river
Castle Kaneloon, home to Myshella of the Dawn, estuary and from farming the infertile soil beyond.
the supreme Champion of Law in the Young King­
Almost every building in Dhoz-Kam is flat­
doms. Once the castle stood at the edge of the
roofed, squalid, and squat, with small windows and
world, which is now much further south. Myshella
large, squarish doorways. The tallest structure is a
is responsible for the lessening of Chaos' strength in
remnant of the Lormyrian Empire. It is only three
the Young Kingdoms, and has long been an enemy
stories high, a veritable palace compared to the
of Melnibone. After her death at the hands of
remainder of the city. (Prince Yyrkoon inhabits this
Theleb K'aarna, Chaos increases its power upon the
structure when he flees Melnibone, hiding from
earth again.
Elric's vengeance. Although Yyrkoon has little trou­
Lormyr's rivers are its fame and its lifeblood. ble subjugating Dhoz-Kam, his reign here is brief,
Traders, miners, and fur-trappers use the rivers to as described in Elric ofMelniboni.)
travel from one end of the country to the other,
Those foreigners who can stand the city make up
while fisher folk trawl the less turbulent stretches.
much of its population, electing to live here so that
Lormyrians tend to be quiet, peaceful folk with fair
they can exploit the Oinish and Yurits. The poorest
hair and ruddy features. However, they are willing
merchant can live like a king by the admittedly low
to lay down their tools and pick up swords and hal­
Dhoz- Kam standards.
berds in Lormyr's defense, as they have in the past.
The coasts of Oin and Yu are bathed by the
Her nobility is renowned for chivalric behavior.
steaming currents of the Boiling Sea, and as a result
Lormyrians are friendly, open folk, although
lush, almost tropical jungles spring up along the
superstitious, and dress in heavily embroidered
shore. The heat and humidity make for unpleasant
linen, leathers, thick woolen garments, and furs.
weather. Thick fogs blanket the coast most morn­
ings, although rain is infrequent. Inland, Oin and
Oin 6 Yu Yu are surprisingly arid.

Ruler: Clan elder. The Oinish and Yurits are superstitious, primitive
peoples, and live in fear of the demons they claim
Race: Human.
haunt their jungles. A variety of creatures dwell in the
Language: Common.
forests, and invariably prove to be natural animals,
Occupations: Hunter, shaman. though several dangerous predators do exist. A few
Religions: Elemental Rulers, Plant- & Beast- Lords. brave individuals dare the borders of the jungles in
Favored Weapons: Short spear, sling. search of rare woods, animal hides, and other barter,

�� �3s h :��
but the secrets of the tangled forest depths are Favored Weapons : Hunting bow, shortsword,
unknown. short spear.
Most of the people of Oin and Yu are nomadic Favored Armor: Large shield, leather & rings.
farmers, drifting from place to place as they exhaust Cultural Skills: Climb, Search.
the thin soil. The rest are hunters who follow herds Items: Good kilt, heavy cloak with chased-silver
of deer and buffalo brooch worth 300-1500 br., extravagant tattoos,
roammg the inland cunning dog.
plains . Oinish and
PIKARAYD IS THE MOST easterly of the Young
Yurits are heavily built,
Kingdoms, a land of ragged hills and dark forests of
squat, ill-educated, and
pine and oak, given to sudden storms and harsh
superstitious . They have no
winters. To the south, closer to
organized religion or central
the natural border of the
government. Loyalty to fam­
Dead Hills, Pikarayd
ily is paramount in their lives.
becomes bleak moor­
The head of a clan is the eldest
land, broken by
member of the extended fami­
deep bogs.
lies, and may be male or female.
Legends
He or she makes the laws by which
claim that
the family abides . Blood feuds
the bar­
between clans are common.
d e r s
Worship, primitive as it is, is
directed toward the Elemental Rulers,
particularly Grome, Straasha, and Lassa, to
whom they pr�y for good harvests and for rains.
The Beast-Lords also receive some worship. Peo­
ple dress in ill-tanned hides and furs, and adorn
themselves with bright feathers and beads. Such arts
as weaving and embroidery are largely unknown.
Their traditional enemies are the equally barbaric
Dorelite raiders from the interior of the continent.

Pikarayd between the


worlds are
Ruler: King Marvos.
weak in the
Race: Human. Pikaraydian
Language: Common. badlands .
Occupations: Hunter, priest (Chaos), shaman (Ele­
mental Rulers and Beast-Lords) , soldier, thief, thug.
Religions : Beast-Lords, Church of Chaos, Ele­
mental Rulers.
the narrow
coastal plain.
Pikarayd i ­
* .ANi OINISH HUNTER *
ans tolerate for-
(BIGHT) om is """""' the poorest ofthe l'Ou�
eigners, although
Ki.nglflmu., Hun:tenfoir the 1f1i.hl. .llemons thtit
cinWit the Mepforen.
some are treated disparagingly by the parochial folk
of the country's highlands. The rivalry, contempt,
and outright hatred that the clans of Pikarayd sho:"
(BBWW) Pilt1imyd is ,,. ruuoh 11nil tumble nation.
one another is matched only by their loyalty to their
Thieves altd brigands Jipe notoriou.sly well,
own clans. Pikarayd has always been a rebellious,
givi"IJ rise 'to the derisi'Pe term Rhwe.
contentious place, first as Melnibone's province and
then as Lormyr's. By tradition the King of Pikarayd
holds hostages from each clan, to act as emissaries
has spread from city to city throughout the land.
and to bolster his power over them and thus the
The head of this church is known as the Hiero­
nation as a whole.
phant, and of late wields as much power as �ranni­
Regional governors and clan heads
cal King Marvos, who is himself a worshiper of
often employ armies of foreign mer-
Chaos. His oppressed people know Marvos bitterly
cenaries. The famed hero
as "the Blood-Thirsty."
Moonglum of Elwher leads one
Within two years of the sack of Imrryr, King
such army in southern patrols late
Marvos is overthrown in a long and bitter revolu-
in Pikarayd's history. Often
tion, led by his own son, Kolthak. This revolution
these troops are
is inspired by a charismatic prophet and mir­
employed in the small
acle-worker to replace the teachings of the
wars that break
Balance throughout the land. This
out regularly
new social order is destroyed when
between clans.
Chaos subjugates and destroys
Once the
the world.
people of
Pikarayd wor­
shiped the
Elemental
Rulers. In the
last hundred
years or so a
powerful,
Pikaray-
Chaos-wor­
dians wear kilts,
shiping church
skirts, tunics and
cloaks of heavy
wool, and paint their
armor with ornate
clan designs. Both men
and women adorn them-
selves with striking tattoos.
The people of Pikarayd are
hunters who employ dogs of
great cunning, trappers, farmers
of oats and shaggy kine, or clever
warriors. The city of Chalal is
well known for its archers. The
highland clans carry short­
swords with which they are
wickedly proficient.
Cbe Onboly fortress
THE UNHOLY FORTRESS is not shown on the
map of the Young Kingdoms. Its exact site is known
only to those worshipers of Chaos who have made
the dangerous pilgrimage there, led thence by some
inner yearning less tangible than sight but as pre­
cise. Some say it lies east of Pikarayd, within the
borders of a desert. Those rare scholars who know llmiora
of its existence say that the Fortress is more prop­
Ruler: Ilmioran Senate.
erly known as Yeshpotoom-Kahlai, and is a
place where evil becomes beautiful. Some Race: Human.
claim that the Unholy Fortress is a night­ Language(s): Common.
mare castle of slick stone, wreathed about - ...
� ,... Occupations: Craftsperson, entertainer, mer-
by eternal gloom. Others say that it is a chant, priest, small trader, soldier.
dead god whose oracles prophesy the Religions: Church of Law.
future of the world. Whatever it is, mys­
Favored Weapons: hunting bow, short
tery garlands the Unholy Fortress, and
spear, sling.
with that fear brought by the
Armor: Brightly polished half plate,
unknown.
small shield.
Cultural Skills: Art, Bargain,
Insight.
Cbe Items: A fine brocade tunic and
tights. Entertainers-a musical
Northern instrument worth at least 500
bronzes. Soldiers-carved leather
Continent ceremonial armor (same as soft
leather) worth 200 bronzes .
THE NORTHERN CON­ THE LORDS OF LAW hold
TINENT is more sparsely sway across the rolling, grassy
settled than the south, and plains and city-states of Ilmiora.
less rich. It was upon the Ilmiora receives heavy rainfall in
northern continent that the south and upon the coast. It is
the Dharzi Empire was at arid in the north, where the grasslands
its strongest, having give way to the sands of the Sighing
expanded there from Desert. Mists are common in the
beyond the Sighing mornings and evenings throughout
Desert. Faded rem­ southern Ilmiora. The days are
nants of the Beast Folk warm, but rarely hot. Stands of
can be found in the ancient forest dot its grasslands.
Northern Continent Many of these have been cleared
for those who know along the coast.
where to look, as can scat- Ilmiora's capital is Ilmar,
tered ruins and antiquities of the whose harbor is ringed about by
Bright Empire. hills upon which steep-roofed,
wooden-shingled houses stand,
separated from one another by
folk take delight in creativity, be it as simple as a
song while they work. Ilmioran leather is highly
prized in other lands, and Ilmioran farmers and
nobles alike wear intricately embellished garments
of leather and suede, with caps of fur. Large herds
of cattle graze Ilmiora's endless grasslands, and are
the source of much of the nation's wealth and pride.
In Ilmiora, even the gods are placated with milk.
narrow, cobbled streets. Such buildings are common
throughout the nation.
Ilmiora is ruled by a Council of Senators sent Nadsohor
from the many city-states that make up the country. Ruler: King U rish the Seven Fingered.
Bakshaan is the richest city-state. The title of sena­ Race: Human.
tor is a hereditary one, held by the oldest families of
Language(s): Common.
each city. As well as ruling over their country as a
whole, senators jointly rule their own city-states,
passing justice and upholding the laws of the land.
Feuds between the merchants of the various city­ t-.

states are frequent although the union between the


combined cities is strong, and has never been rent
by civil war-despite the squabbles of grasping .�. "'

shopkeepers, as the nobility would say.


Among the powerful merchants who seek con­
stant senatorial influence are Nikorn of Bakshaan
and the Voashoon clan of Karlaak by the Weeping
Waste. Karlaak is a beautiful city of jade towers. The
Voashoons are doubly influential, for the head of
their clan, Lord Voashoon, is also the chief senator
of Karlaak.
Broad Ilmiora is a young nation, its people
energetic and open-minded. Much of the
land remains wild and untamed. Because of
the wide distances that separate its cities and
towns, Ilmiorans have a well-developed sense
of independence. Trade is common
between the city-states,
although the average
caravan must spend
many weeks between
destinations.
Ilmiorans are of
average height and build,
with fair skin and light
brown to blonde hair. Clothes
of red are traditionally worn at ...

Ilmioran funerals. Such arts as danc-


ing and singing are taught to all the
members of the nobility. Even the peasant
Occupations: Beggar, thief, thug. Religions: None.
Religions: Narjhan the Beggar for all, Balo the Favored Weapons: Club, short spear, sling.
Jester for those who find irony in the world. Armor: Leather & rings, small shield (at best).
Favored Weapons: Beggars' cleaver (counts as a Cultural Skills: Ride, Track.
hatchet), crutch (counts as a cudgel), thieves' blud­ Items: A belt made of the shrivelled hands of
geon. felled opponents.
Armor: Filthy rags (counts as soft leather) or mis­ SQUATTING LIKE SOME cancerous growth
matched pieces (counts as leather & rings). among the grasslands of Ilmiora is the kingdom of
Cultural Skills: Conceal Object, Fast Talk, Pick Org. Little is known of this nation save that its peo­
Lock. ple are squat and brutish, their bodies warped, their
Items: A cache of 1D8 xlD8 bronzes buried some­ manners worse. Few Orgians cross the borders of
where. Possibly a draught of a special potion their land, nor are they welcomed beyond. Unsa­
(gamemaster's choice) . Assorted coins and trinkets vory legends are whispered of Org and its people,
obtained through begging and theft. stories of necromancy and decaying malevolence.
THE B ROKEN TOWERS and sagging walls of Many people hope that Org and its bestial, sham­
N adsokor blight northwest Vilmir, but even before bling inhabitants will rot away completely if left
one's eyes are assailed by its slovenly appearance, the undisturbed. Not even the boldest of llmioran mer­
pestilential stink which encloses the city of beggars chant-princes seeks trade with the Orgian capital,
has one retching and gagging. Centuries past, Nad­ which is hidden deep within the ill-omened Forest
sokor was part of Vilmir, but its citizens fled the city of Troos. That capital is said to be haunted by hor­
after a virulent pox claimed many. Neither the Lords rors far worse than the people of Org themselves.
of Law nor of Chaos aided them against the ravages The disturbing Forest of Troos forms Org's bor­
of the disease. Soon after the city's abandonment ders. It is a place of sinister rustling, seemingly
the beggar hordes began to move in. They claimed without animal or insect life, where swollen, fleshy
the city as their own. blossoms nod, and warped and unwholesome trees
N adsokor is infamous throughout the Young seem to stir of their own accord. Legend has it that
Kingdoms. From its decaying buildings, disease-rid­ the Forest of Troos is the last remnant of the previ­
den and malformed beggars creep out to beg and ous Cycle, and that the Orgians are the devolved
steal across the world, always serving their vile descendants of the Doomed Folk. Despite the many
leader, King Urish the Seven-Fingered. They return herbs and magical plants rooted within Troos, few
to Nadsokor, their haven, with their loot. outsiders are brave enough to venture under the
With its filth-choked streets, half-collapsed tow­ unpleasant forest canopy in search of them.
ers and slums of disease-ridden hovels, the city of King Gutheran, the degenerate, decadent ruler
beggars is an eyesore to the rest of the world. N ad­ of Org, despises foreigners, and has ordered his
sokor is the spiritual and physical opposite of stooped, misshapen warriors to slay any they find
Tanelorn, and twice a beggar horde is led forth from within Org or the Forest of Troos. Gutheran and his
Nadsokor to attack the eternal city. After Urish dies, inbred family are all killed by Elric in the years to
partially because of Elric, Narjhan, a Lord of Chaos, come, as the doom-laden albino sweeps through
and his human puppets lead the beggars. Org like a cleansing flame.

Che forest of Croos Che Sighing Desert


Ruler: King Gutheran. Ruler: Tribal chieftain or khan (Nomad Nations).
Race: Degenerate human. Race: Human.
Language(s) : Common. Language(s): Common, Lesh.
Occupations: Hunter, soldier, thug. Occupations: Hunter, nomad, shaman.
Religions: Balance, Beast Lords, Elemental lighter, golden tans. They dress in silk pantaloons
Rulers. and loose shirts, coats of brocade or velvet, and
Favored Weapons: Desert recurved bow, scimitar. flowing turbans and burnooses. Desert warriors
Armor: Barbarian wood & leather, small shield. wear armor of thick, leather-covered wood, and fur­
trimmed caps of iron. They carry short bows, scim­
Cultural Skills: Navigate, Ride.
itars, and arrows fletched with hawk feathers. Elric
Items: A small pony dragging a travois to which
thought their unique language, Lesh, older than
are tied the nomad's worldly belongings worth
Melnibonean.
2D6 xlOO bronzes.
The many clans of the Nomad Nations meet
THE SANDY WASTES and dried-up riverbeds of
annually at the Silver F lower Oasis, named for the
the Sighing Desert, baked in the fierce heat of the
delicate blossoms flowering upon the cacti there.
sun, are so-named because of the constant, mourn­
They have no gods, instead seeking enlightenment
ful, moaning sounds of the wind over the dunes.
through meditation and self-awareness. The history
Along the north coast the sands give way to a steep
of the nomad clans says that they came to the desert
range of hills. What little fog or rain the Sighing
long ago, fleeing the wrath of Melnibone. They
Desert receives falls largely on the seaward side of
have long since made the desert their home.
these hills, beyond which is harsh, monotonous
desert landscape. The edges of the desert creep grad­ The Sighing Desert is also home to Lamsar, a
ually southward. seer of some fame, who is instrumental in defend­
Scholars know that the Sighing Desert is the ing Tanelorn from the beggar hordes led by Lord
result of a spell gone terribly wrong. Two thousand Narjhan of Chaos. The melancholy giant Mordaga,
years ago the desert was the lush Quarzhasaatim a fallen god, also makes his home amid the desert
Empire. An ill-spoken rune by one of her own sor­ sands, dwelling in isolation upon a solitary moun­
cerers drowned the empire in sand, a fate intended tain peak.
for an invading Melnibonean army. Only
Quarzhasaat, the fabulous capital city, survived the Candorn
sandy deluge, and is so isolated from the outside
world as to have become legendary. Ruler: None. Governed by consensus.

Occasional jagged spurs of rock rear from the Race: Human.


blazing sands of the Sighing Desert. The World's Language: Common.
Edge lies far to the north. Remains of armies and Occupations: Craftsperson, engineer, entertainer,
caravans lie buried in the dry sands as the lament­ hunter, physician, scribe, soldier; no slaves.
ing winds now and then reveal. Sometimes travel­ Religions: Balance.
ers report finding precious metals and gemstones
Favored Weapons: Any; as varied as the inhabi­
uncovered by the sandstorms, remnants of old
tants.
Quarzhasaat. The drifting waste soon hides such
Armor: Any; as varied as the inhabitants.
sites again.
Cultural Skills: Any.
Despite its harsh environment the Sighing
Desert is far from lifeless. Most of its natural crea­ Items: Any; as varied as the inhabitants.
tures are active between dusk and dawn. Many THE ETERNAL CITY of Tanelorn is sometimes
mammals, reptiles, and birds have adapted in the found upon the shifting shores of the Sighing
waterless waste. Nomadic tribes also inhabit the Desert. It does not appear upon any map. Its
desert. These tall, graceful, and dignified people are whereabouts are known to few, for Tanelorn is not
famed for their courage, and for their skill with the loved by Law or Chaos, the Lords of which may not
scimitar. enter its low walls without the permission of its
inhabitants. Chaos would destroy it if it could.
Tanelorn is a city of refugees who have fled the
ills of the world and the demands of gods, to find
peace here. The city gives its inhabitants the power This eternal city is a secret carried in the heart of
of the Balance, a strength that fills their empty spir­ every mortal who seeks peace rather than self­
its with self-confidence and belief in themselves. In importance. Although few recognize this, Tanelorn
Tanelorn's placid streets and low houses the tor­ exists everywhere people gather together to serve
mented and tragic find rest. Elric of Melnibone is the common good. Most must quest to find the
physical city before they discover the bloom of
the only wanderer who could not find peace in this
Tanelorn within themselves.
mystical, legendary city. Tanelorn is a city of the Bal­
ance; its inhabitants have neither leaders nor gods.
It will outlive the world. Vilmir
Tanelorn exists in every world in one form or Ruler: King N aclon, though Cardinal Garrick
another, and its appearance depends on the pre­ wields comparable influence; most citizens favor
conceptions of those who wish to find it. In the one over the other.
Young Kingdoms, Tanelorn wears a guise of beauty, Race: Human.
surrounded by the yellow sands of the desert. Flat­
roofed houses, cobbled streets, the gentle murmurs
of fountains and bird songs, pastel domes and gen­
tle spires, all soothe the senses of her citizens, all of
Language: Common.
Occupations: Craftsperson, engineer, priest,
scribe, sailor, soldier, tax collector.
Religions: Church of Law under Cardinal Gar­
rick. Others are strongly discouraged.
Favored Weapons: Hunting bow, long spear,
sling.
Armor: Half plate & mail, full shield.
Cultural Skills : Craft, Insight.
Items: a small bronzed statuette of Cardinal Gar­
rick worth 500 br. A marvelous geared do-noth­
ing, with a handle that turns and gears that mesh
and spin, merely for the entertainment value of
watching gears mesh and spin (nominal value 200
br., trebled with a successful Bargain roll).
VILMIR IS MOSTLY grassy plain, with a warm,
pleasant climate. Three hundred years ago forest
grew everywhere, but humans have cleared the land.
They used the wood for their fires, and grew crops
in the clearings. Now plains are general. The slash­
and-burn techniques employed by the Vilmirians
have exhausted the soil. Poor crops, erosion, and
dust storms chastise the country. The mines that
honeycomb the low Vilmirian hills are now mostly
worthless, and have poisoned the rivers with the
runoff from their smelting and refining. Those
farmers who remain in the barren countryside strug­
gle on with meager harvests, the majority of which
the Church of Law and the nobility claim as tribute.
Vilmir's peasants are starved into submission, too
exhausted to rebel against their overlords.
For the nobility of the country, life is good. Pri­
vateers employed by petulant King Nacion scour
the seas in search of goods to bring to their home­
land. They are little more than state-licensed pirates.
Vilmir's nobles divide their time between celebra­
tion of their lot and devout service to the authori­
tarian and militant Church of Law. Many Vilmirian
nobles are inbred weaklings, chinless, spineless and
stuttering. Hereditary diseases such as weak blood
are common among the Vilmirian nobility.
Apart from a small and virtually powerless mer­
chant class, most Vilmirians are peasants. They slave
to grow produce on their dying farms, amid erosion
and blight, or they slave in the factories and dark
Lawful mills of the cities.
Because of its worship of Law, Vilmir is the most Cultural Skills: Navigate, Ride.
technically advanced of the Young Kingdoms. Items: A small pony dragging a travois to which
Water-driven mills and looms are commonplace in
are tied the nomad's worldly belongings worth
the larger cities, while such marvels as clockwork
2D6 xlOO bronzes.
knights guard the temples. The leader of Vilmir is
the Cardinal of Law, cold Garrick, who wields far EAST OF VILMIR stretches the vast, mist­
more power than the king. After the death of King shrouded plateau known as the Weeping Waste.
Naclon in the Sack of Imrryr, Vilmir plunges into a After climbing its steep, rocky slopes a softly-turfed
war of succession over the throne. Naclon's heir is plateau, green and damp, a place of eternal rains,
labeled a pretender by the Church, and Cardinal greets the traveler. The waving sea of green is bro­
Garrick's chosen successor placed on the throne
ken by silvery lakes and fens, and here and there by
instead. After several years the succession is settled
thick stands of woodland. Animals abound in the
with the crowning of a newborn babe as King. Less
Waste, including mammoths, bears, and the preda­
than twelve months after his crowning, the Doom
of the World embraces Vilmir. tory burrowing mole-worms. A nameless range of
Uniqueness and individuality are not encour­ mountains and badlands separates the Weeping
aged in Vilmir. Cities and people alike are gray and Waste from the Sighing Desert.
drab. Great triangular walls enclose the over­ The barbarians of the Weeping Waste dress in
crowded cities, echoing the temples of Law built as furred caps, checkered cloaks, and thick garments of
pyramids. All Vilmirian buildings except the tem­
wool or fringed leather. They adorn their bodies
ples are built of sandstone to a specified size and
with ritual scars instead of jewelry. Their curious
common height. The people of Vilmir are astound­
tongue, Mong, has no written form. They are
ingly average, save for the majority's fanatical devo­
tion to Law. They dress in gray tunics, wear their astounding horsemen, most learning to ride before
hair short, and are themselves gray-faced and they can walk. They also display great skill in track­
cheerless. ing and in bow craft. They ride small shaggy ponies
Not all Vilmirians conform to this standard, but native to the Waste, smaller and hardier than the
the ever-present threat of the Inquisition encourages saddle horses common in the West.
them to do so.
The tribes of the Waste are nomadic, roaming
Duke Avan Astran, of Old Hrolmar, is one of the the green, rain-washed steppes. At certain seasons
few Vilmirians to flout the decrees of the Church of
they come together to celebrate, before separating
Law. Under his rule Old Hrolmar becomes a
once more into their small family groups and retrac­
baroque metropolis patronized by freethinkers,
artists, adventurers, and philosophers. Sadly, Duke ing their ritual paths about the Waste. They worship
Avan meets his death at the hands of Elric during a variety of nature spirits, including the elements,
the albino's year of wandering, and Old Hrolmar's and revere their ancestors. They are suspicious of
flowering is thus short-lived. foreigners, and the more superstitious among them
claim that only the Waste is the real world, and that

Che Weeping Waste beyond the clouds of mist and rain lies hell, the
realm of Chaos.
Ruler: Tribal chieftain or khan (Nomad Nations).
Race: Human.
Language(s) : Common, Mong.
* 8LAMEBRINGER CHIEFTAIN *
Occupations: Hunter, nomad, shaman.
ruWn ElRmebri"IJers tin ti nonuulk tinny
Religions: Elemental Rulers, Beast Lords. SflW/i"IJ llC1'0SS the � The shrunllen helUls of
'Pit'#ms bpcome po1l1erjUl bindi"IJ tunulets.
year because of the constant raiding. To the west,

Che Western beyond the mountains, are hotter lands, not


described by Moorcock and unknown to the people

Continent of the Young Kingdoms. North of Tarkesh stretch


great forests of spruce and pine. Those who travel
beyond these wild woods come eventually to bleak
BEYOND THE CHILL waters of the Pale Sea lie
tundra, which in turn gives way to a frozen waste­
the shores of the raw and bustling Western Conti­
nent. It has only a small population. Large tracts of land of ice and snow before reaching the Edge of the
land, especially in the far north, are uninhabited and World.
unexplored, while along the coast many die each

• •
Dbarijor
Ruler: King Sarosto.
Race: Human.
Language(s): Common.
Occupations: Mercenary, priest, sailor, soldier,
thug.
Religions: Church of Chaos.
The warriors of Dharijor are feared for
Favored Weapons: Broadsword, lance. their piratical deeds, and small bands
Armor: Large shield, half plate & mail. of armed men also raid villages
Cultural Skills: Fast Talk, Ride. across the borders of Tarkesh and
Jharkor. Dharijorians are a blood-
Items: Scarring and tattoos attesting to valor,
thirsty people, and many consider
bravery, or foolhardiness in youth. Warriors
violence their national past-time.
always slip a silver piece in each boot, the
The warrior caste of
better to have a gift for Chardros when
Dharijor is honored
they meet him after death.
�.,..,;;,,� below the priesthood and
DHARJJOR, WITH HER warlike
nobility.
knights and fierce corsairs, is the
Rich warriors wear gor­
most powerful nation of the West­
geous armor adorned with
ern Continent. Little over two hun­
flowing plumes, while the
dred years ago, Dharijor, like most
common troops wear
of the west, was a Melnibonean
iron armor, black and
dominion. Dharijor was part of
heavy. Most Dhari­
the area known as Fwem-Omeyo.
jorians wear martial-style
Today Dharijor consists of scat­
clothing, even those
tered provinces, bound together by
never engaged in war.
the ferocious rule of King Sarosto,
descendent of Atarn the City Merchants are not
Builder, the nation's near-leg­ much loved in Dharijor, and
endary founder. Sarosto in turn is those who favor softer
manipulated by the Church of activities to battle and
Chaos, dominated by the Theo­ war, such as art and
crat of Pan Tang. Pan Tangian poetry, are despised.
advisors are common at Sarosto's Artists and poets live
court, and that dark isle's priests at the bottom of
roam the land with impunity. Dharijorian society,

Despite Dharijor's small geo­ ranking below farm­


ers, slaves, and
graphical size, her population is
dung-collectors.
large, concentrated along the lush
coast. The inner regions of the Most Dharijo­
country are largely uninhabited rians are tanned and dark eyed,
grasslands and plains, dotted by their light hair often bleached by
gnarled, twisted trees. Large the sun. Scars, missing limbs, and
herds of deer and antelope other maimings are considered
roam the plains, the prey of attractive, evidence of moral fiber
black-maned lions . and strength of character.
Jbarkor Jharkorians are renowned for their susp1C1ous
ways and love of secrets. The people of Jharkor are
Ruler: King Dharmit.
unused to open displays of magic, and still view sor­
Race: Human. cery as unnatural and probably evil. They are super­
Occupations: Entertainer, merchant, priest, sailor, stitious, and have a firm belief in the rule of the
scribe, soldier, thief, thug. White Lords of Law.
Religions: Church of Law. Jharkorians are tall, and tend to have dark col­
Favored Weapons: Hunting bow, long spear, oring. The nobility dress in swirling silks and other
sling. fine clothes suited to their warm climate, while
peasants wear drab, functional garments. For many
Armor: Leather & rings, small shield.
Jharkorians, plots and secrets are a way of life. They
Cultural Skills: Ride, Sailing.
make superb assassins, scribes, scholars, and priests.
Items: A locket from a relative or lover with a
message in code. A secret cache containing at least
100 bronzes in common coins and cheap jewelry,
just in case. . . .
JHARKOR IS A POWERFUL western nation, and
her sizeable navy and merchant fleets are commonly
seen upon the seas of the Young Kingdoms. Jharkor
is a young and vibrant country, consisting of several
provinces ruled over by a variety of lesser nobles,
who in turn pay fealty to the king or queen.
More than one Jharkorian leader has been over­
thrown in the past, when the nobility led the peas­
ants in rebellion. At the beginning of the saga, lean­
faced Dharmit is king, but after his death in the Sack j\iarsb(s of th( Mist
of Imrryr his sensual and sardonic sister Y ishana THESE UNNATURAL MARSHES form the
takes the throne. boundary between Shazar and the Silent Land. As
Jharkor's coastline consists largely of low cliffs, their name suggests, the marshes are constantly
with a line of gentle hills inland. Beyond these hills wreathed in damp vapors and clinging fogs that not
the landscape is drier and harsher, suited to grow­ even the strongest summer sunlight burns away.
ing wheat and similar crops, although the coast An array of creatures, including serpents,
receives high rainfall and has abundant vegetation. swarms of biting insects, aquatic rats, and swamp
The climate is warm, hotter in the western bears inhabits these vast fens and quaking bog­
provinces, with moderate rainfall. A range of slen­ lands. Adventurers can expect bottomless, noisome
der, snow-capped mountains marks Jharkor's west­ pools of sucking black mud, the haunting shapes of
ern border. dead trees draped in moss, and always the endless
The capital, Dhakos, is a large coastal city with shrouds of fog.
a sizeable harbor. Dhakos is called the City of Legend claims that the gleaming fens, ripe with
Spires, after the plethora of spires that crown the decay and stinking slime, were cast up by the inhab­
buildings in the old city. The bulk of the city itants of the Silent Land ten thousand years ago, as
stretches out around the walled old quarter, in rows a barrier against encroaching Melnibonean legions.
of slate-tiled rooftops. The palace and the Cathedral
of Law are found in the old city, before a large open
plaza. Wrongdoers are crucified here, in the city
)\iyyrrbn
square. Ruler: Flock elder.

The White Leopards are the king's bodyguards. Race: Myyrrhn.


They are crack troops.

E
Language(s): Myyrrhn. shorter pregnancy than human women. Adapted to
Occupations: Hunter, priest, thief. the semi-arctic climes of their mountain homes,
Myyrrhn are not much bothered by cold. They find
Religions: Lassa, Lady of the Air (Elemental
hot weather unpleasant. In their own lands Myyrrhn
Ruler).
wear only loincloths of fur.
Favored Weapons: Hunting bow, long spear,
Myyrrhn society consists of extended family
Myyrrhn pouncing stick, sling.
- groups and flocks. The winged folk have no agricul­
Armor: Half shield, leather & rings (half protection
ture to speak of, living on game such as rabbits and
in back).
deer, and a variety of mosses, roots and berries. They
Cultural Skills: Fly (winged Myyrrhn only),
are fond of quiet and solitude, and carry themselves
Search, Track.
with dignity. Although now believed extinct, the
Items: Wings painted in bright and frightening ancient enemies of the Myyrrhn were giant white
images, designed to terrify the opponent. Satchel owls. The winged folk fought them with long spears.
stuffed with nesting material from home. Possibly
It is rare for the Myyrrhn to have much com­
an average sylph bound as a familiar.
merce with the outside world, due to the distances
THE WINGED FOLK of Myyrrhn dwell in rocky involved, and because they are largely self-sufficient.
aeries high in the northern mountains. The oldest The Myyrrhn use complex aerial ceremonies to wor­
civilization native to the Young Kingdoms, the ship Lady Lassa of the Air.
Myyrrhn evolved from the savage creatures known
as clakars before Melnibone arose upon this world.
Rumors hint of some link between the Myyrrhn and Cbe Cbasm of Nibrain
the dwellers in the Silent Land. THE HEWN CITY of Nihrain is older even than
The winged folk have a unique language, also slumbering Imrryr. One of the great wonders of the
called Myyrrhn. The written form of it is picto­ world, Nihrain is a city carved from the living rock,
graphic. Having wings, and living on high moun­ deep within a yawning
tain peaks and cliff faces, fissure found in the
Myyrrhn civilization western mountains. These
never invented the wheel, are the oldest mountains in
nor needed it. Their civiliza- - the Young Kingdoms. The
tion has slowly declined for scattered villagers of the
some two thousand years. region stay far from Nihrain.
Myyrrhn never had an empire, To them, the precipitous chasm in
nor has it ever been an aggres- which Nihrain lies is the mouth
sive nation. of hell, to be avoided at all costs.
The M yyrrhn are . Nihrain appears on no map, and is
human-seeming except for virtually unknown to the Young
their magnificent feathered Kingdoms.
wings. Men and women Nihrain is both a city and a race.
alike are slender and muscular, The city itself is a marvel of vast
with delicate bones. They are statues, sweeping stairways,
broad-shouldered and deep­ vaulted rooms, hundred-foot-high
chested, their pinions springing windows, galleries, columns, and pil­
from their shoulder blades. The lars, all decorated with strange sym­
Myyrrhn are pale skinned, with red bols and intricate reliefs, and all carved
to blonde hair and green-gray eyes. from the stone of the cleft that is
Despite rumors, the Myyrrhn do not
lay eggs, but reproduce similarly The inhabitants of Nihrain are
to humans. The women have a much the remnants of a race older than
Melnibone. They are servants of the Balance. Led by among their numbers. Horses are the pride and joy
the one known as Sepiriz, they slumber within a of Shazar and Shazarians, and are held in high
volcano to the north of Nihrain, to awaken at the regard.
end of the world. The Nihrain aided Melnibone in It is to trade in horseflesh that many merchants
the past, as well as others whom the Balance has come to Shazar, risking the constant danger of the
decreed. The inhabitants of Nihrain are black Serpent's Teeth. This range of mountainous crags
skinned and handsome, with fine features. They ride runs the full length of Shazar's coast, in some places
horses that are not of this world, and are served by only a hundred yards offshore. Treacherous cur­
almost-human slaves, who slumber in the hewn city
rents, combined with storms from the Dragon Sea
until their masters' call awakens them. Although the
and Boiling Sea, mean that many ships are lost on
Nihrain do not practice magic, their advanced arts
the Teeth every year.
might be seen as such by the people of the Young
Kingdoms.

Sbazar Ruler: King Yaris.


Race: Human.
Ruler: Ohada the Rider.
Language(s): Common.
Race: Human.
Occupations: Hunter (north), nomad (north),
Language(s): Common.
priest, small trader (south), soldier, thief.
Occupations: Entertainer, merchant, priest, sol­
Religions: Elemental Rulers (Straasha & Grome).
dier, thief.
Favored Weapons: Broadsword, hunting bow, sea
Religions: Church of Law.
axe, sling.
Favored Weapons: Hunting bow, scimitar.
Favored Armor: Leather & rings, small shield.
Armor: Small shield, leather & rings.
Cultural Skills: Climb, Dodge.
Cultural Skills: Ride, Track.
Items: Several bolts of fine cloth, worth 1D8+2
Items: A Shazarian steed (cavalry or wealthy indi­
hundred bronzes.
viduals only); as a riding horse on page 222 but
+2 CON and + 1 INT. Especially wealthy individ­ TARKESH IS A LAND of contradictions. The far

uals have additional horses of similar quality, north of the country is mountainous and thickly

worth 2500 bronzes each. forested, as is the west; fjords and a multitude of
islets fringe the coast. The south and east of Tarkesh
THE LUSH PLAINS of Shazar stretch across the
are more gentle, consisting of farms and grassy
south of this continent. Sparse grasses wave in the
constant sea breezes along Shazar's coast of cliffs plains that become hot and dry in summer. Storms

and shingle beaches. The gentle uplands of the inte­ from the Pale Sea sweep the north of country, with

rior are thick with soft turf, and flowers in spring winters particularly fierce.

and summer. Fogs and heavy rains are common in Life is considerably harder in the mountainous
Shazar, due to the proximity of the Boiling Sea. parts of Tarkesh than it is in the southern plains,

The Marshes of the Mist form Shazar's western with little good land for -farming. Northern

border. Despite the rich and fertile soil in the area, Tarkeshites live by hunting, fishing, and raiding.
the lands closest to it are uninhabited due to the fear Small straggling fields of barley sometimes provide
in which the Marshes and the Silent Land beyond them with a meager crop.
are held. Southerners subsist more upon trade, on rich
harvests of wheat and barley, and their large herds.
Tarkeshites wear colorful silks, bright wools, velvets,
and brocades in the south; and in the north, furs and
thick woolen garments. Southern warriors adorn
their blue lacquered armor with nodding plumes, in
the Dharijoran style, while in the north the fashion the Young Kingdoms was born. Even after their
is rough and plain. Tarkeshites are uniformly short rage destroyed the world, the Doomed Folk lin­
and dark. The men traditionally oil their hair and gered on, warping everything they touched. The
beards. Tarkeshites are foresters, farmers, hunters, manipulations of the Doomed Folk caused the
and warriors. Their worship of Straasha and Grome Myyrrhn to evolve from the beasts known as
features breathtaking whirling dances, famous clakars.
throughout the Young Kingdoms. All the Young Kingdoms shun this place, and the
Southern Tarkeshites feel themselves more civi­ existence of its inhabitants is a fear-haunted mystery.
lized than their northern cousins, and have been A handful of adventurers have entered the Silent
heavily influenced by the styles of neighboring Dhar­ Land. None have ever returned from its black
ijor and Jharkor. The northern people view their mountains. The pale, scuttling residents dwell
southern neighbors as effete weaklings and decadent unseen and unknown in lightless warrens beneath
city-dwellers, while people in the south see north­ these same mountains. Almost never do they prowl
erners as ignorant savages. The people of the south beyond the borders of their realm.
dwell for the most part in cities, or smaller towns The Silent Land was never part of the Bright
and farms, and the northerners live in isolated fam­ Empire, nor did Melnibone seek to conquer this evil
ily steads or small, close-knit communities. race.
There is considerable rivalry between the north
and south of Tarkesh, and raids and minor wars
often put settlement against settlement. Many a
northern warrior has sailed down the wild coast in
etscwbcrc
a dragon-prowed longship and been killed in a raid,
and many a southerner has been cut down by a Che Onnamed Continent
northerner sea-axe. BEYOND THE BOILING SEA lies the mysteri­
Tarkesh is ruled by the young and insecure King ous Unnamed Continent. It is unmapped and
Yaris, whose father died when he was still very unexplored. As far as known, thick tropical jungle
young, thus catapulting him onto the throne before covers this land, within which a variety of colorful,
he was prepared for the royal burden. Yaris makes unusual and dangerous fauna abounds. It is
up for his lack of confidence with bluster and arro­ believed inhabited by savages. Some whisper that
gance. During his reign virtual civil war breaks out these savages are not human, and this is why the
between the north and south of Tarkesh. continent is avoided.

After Yaris' death in the Sack of Imrryr, his During his year of wandering, Elric visits this
cousin Hilran is crowned King. Hilran proves far land, together with Count Smiorgan Baldhead and
better at mediating between the feuding north and Duke Avan Astran. Far up a broad river, he discov­
south of his country than did his predecessor, weld­ ers a long-abandoned city. For a time he believes the
ing it into a powerful and coherent whole. people of this city, R'lin K'ren Na, to have been the
founders of Melnibone, but Elric later discovers
what his people might have become. The tranquil
Che Silent Cand ruins of R'lin K'ren Na point to this people's wor­
THE INHUMAN INHABITANTS of the Silent ship of the Balance, which the Melniboneans served
when they first came to this world.
Elric's other discovery upon his visit to the
Unnamed Continent is the olab, a ferocious and
murderous inhuman race who may have interbred
with the proto-Melniboneans, and who have been
driven forth from their usual lands deep within the
continent by another, even fiercer tribe or creature.
Che Onhnown 6ast their own unique nations and cultures have arisen.
Among these are golden Eshmir, from whose bois­
EAST OF THE SIGHING DESERT the Northern
terous city Elwher the hero Moonglum originates;
Continent is largely unmapped and unknown, at
Phum, home to a sect of warrior-priests of Chaos;
least by the people of the Young Kingdoms. Long
Okara; and Changshai. These are among the
ago the lands of the east were a Melnibonean

p ovince, but they have been cut off from the Young
Unknown Kingdoms, as the Knowledge (Young
Kmgdoms for almost a thousand years. In that time
Kingdoms) skill refers to them. *A.
CR€HCIN0 RN
WRITE YOUR name at the top of a blank adventurer sheet. • Multiply INT x5 for the Idea roll, and enter.

• Roll 2D6+6 once each for the characteristics STR, CON, SIZ, • Multiply POW x5 for the Luck roll, and enter.
INT. POW, DEX, and APP. Enter the results on the upper left of • Multiply DEX x5 for the Dexterity roll, and enter.
the front of the adventurer sheet. Use a pencil, and write lightly
• Multiply APP x5 for the Charisma roll, and enter.
enough that you can erase. These numbers are the bones of your
IF YOU WISH, complete step Five now, before you com­
adventurer. The higher they are, the mightier your adventurer is.
plete steps Three and Four.
• If you wish, redistribute up to three points from STR, CON,
SIZ, INT, DEX, and/or APP. No characteristic can exceed 21. If
you still don't like the characteristics, erase all of them now and
start over.

AT YOUR LEISURE, read the "Young Kingdoms" chap­

ADYEI
ter and choose the adventurer's homeland. Who are or
who were the adventurer's family? Were they powerful
or humble? What feelings and responsibilities does the
adventurer have toward them? Compare your adven­
turer's occupation with his or her origin. Does an
explanation suggest itself? Be alert for clues about your
adventurer's past.

• Adventurers need armor. Each now gets 600 bronzes more to help buy
it. Prices and statistics are found in the Weapon Tables. Copy the stats to

the adventurer sheet. Keep the change, or buy items from the price lists.

• Each adventurer already owns tack and a riding horse (name it), and

each weapon to which 20 or more skill points were added. Copy the

weapon stats from the Weapon Tables into the spaces at the bottom of the

adventurer sheet. Create your mount from the natural beasts summary in

the "Creatures" chapter, and enter it on the back of the adventurer sheet.

• Something shows your adventurer's relation to his or her family­

choose it. It could be a signet ring with the family crest, an amulet wrought

by the father, a pouch of healing herbs gathered by the mother, an arm

band brought back by a brother when he returned from his travels, and so

on. Even if the adventurer's family is dead or unknown, this one thing has

passed on. It is not magical, but your adventurer considers it precious, and

will fight for it. Its cash value is I D20- I bronzes.

ROLL I D6. Add the result to 17: the new total is


your adventurer's actual age.

• Now multiply the same D6 result by 30: the


product shows how many bronzes-the standard
coinage in the game-are in your adventurer's
pocket. Keep the cash to spend in play, or use it
to buy items from the price list in the "Adventur­

' IF YOUR ADVENTURER took no magic, that choice denied Chaos. ers" chapter. Remember to include extra money

But he or she may be a follower of Law. If so, allot 20 percentiles from your occupation.

each to 1-3 skills already possessing points, to emphasize discipline • If you wish to make an older adventurer, roll
I D6 and increase your adventurer's age by that
and intentness. Add I point to the Law box for each skill so
amount. Multiply the same D6 result by I 0, and
increased. If your adventurer denies both Chaos and Law, he or she
distribute that many points among your adven­
is a follower of Balance. Add 1-3 points to the adventurer's single
turer's skills. Roll and distribute as many times as
weakest characteristic, to illustrate the harmony of life's plan. Add you wish. After five age rolls, for additional D6s of
the same number of points to the Balance box. age deduct 2 points first from STR, then CON,
INT, POW, and DEX, in that order.
HDV6NCUR€R SEE FOLLOWING
CHAPTER FOR
ABBREVIATIONS

YOUR ADVENTURER needs a minimum POW of 16 to be


able to cast spells, summon enemies, etc. If you wish that die roll corresponding to that
DAMAGE BONUS
capability but your adventurer lacks enough points, raise total on the Damage Bonus
POW by trading 2 points from other characteristics for I Table. Pencil in the die roll as STR damage
new point of POW. You can trade more than once. given. +SIZ modifier
• Each trade takes a successful Luck roll to complete. • Add CON+SIZ, and divide 2 to12 -106
FOR TERMS SEE original 99
'
Base this Luck roll on POW xS. A result of or the result by 2. Round up any
13to16 -104
PAGES 284-286 00 is always a miss. When a Luck roll fails, attempt no fraction. Circle the corre-
more trades for that adventurer. The magic rules detail 17 to24 none
sponding number in the hit
two other ways to increase POW, though these ways are point box. If the adventurer 25to32 +104
less safe. loses hit points, mark them off 33to40 +106
• A trade of characteristics represents an important event with a pencil, then erase the
41to56 +206
in the adventurer's life. Try to imagine what it could have marks as the hit points regen-
been. Some feature, trait, or handicap may symbolize it. erate. The circled number is 57to72 +306
• For each trade you make, add I point to the Chaos box the adventurer's maximum hit 73to88 +406
in the upper right corner of the adventurer sheet. points.
89to 104 +506
• If you change the characteristics associated with them, • In the magic point box, circle
105 to120 +606
the number equal to POW. The
then also change the amounts for the related Idea, Luck,
circled number represents the 121to136 +706
Dexterity, and Charisma rolls.
maximum magic points. In play, 137tol52 +806
magic points will be spent, so
153to168 +906
their current amount will vary,
just as with hit points.

STUDY THE CHAR ACTERISTICS for your adventurer, and imagine the
sort of person you have created. Choose gender. Neither male nor
female has an advantage in the game.

Choose one of the following or roll I D4 for a random result. These


packages of skills are a quick way to begin to develop your adven­
turer-there'll be more skills in the next step. The skills are defined on
pages 81-94. Classes of weapons are explained on page 121.
I He or she thinks first of solving problems by means of physical force
and skill. Give 20 skill points each to Brawl, Climb, Dodge, Insight,
Jump, Listen, Move Quietly, Ride, Sailing, Swim, Throw, to any one class
of weapon, and to the Wrestle skill.

2 He or she believes that technique, craft, and expertise are the secrets
of success. Give 20 skill points each to any one Craft, to Disguise,
Dodge, Evaluate, Natural World, Navigate, Physik, Pick Lock, Ride, Sail­
ing, Scribe, and Trap, and to one class of weapon.

3 He or she first tries to outsmart an opponent or to gain an advan­


TURN TO PAGE 72. Choose or roll for an occupation there. Allot tage. Give 20 skill points each to Bargain, Conceal Object, Disguise,
250 points in any proportion among the occupation's skills. They Evaluate, Fast Talk, Hide, Insight, Natural World, Oratory, Own Lan­
represent what your adventurer has learned while working. Use guage, Pick Lock, and Search, and to any one class of weapon.
all of the points.
4 The adventurer enjoys persuading other people to work, while he or
• The adventurer can accept none, some, or all of the spells she makes the decisions. Give 20 skill points each to one Art, to Bar­
listed for the occupation, but only if POW is 16 or more. For :
gain, Disguise, Evaluate, Fast Talk Insight, Listen, Oratory, any one
each spell accepted, increase the number on the Chaos box by Other Language, Own Language, Ride, and Search, and to any one class
I . Some occupations grant extra ready money; add the amount of weapon.
to the bronzes on person space on the adventurer sheet. • If your gamemaster agrees, you could also start a custom adventurer:
• If you're creating a custom adventurer, allot the 250 points choose any 13 skills except Million Spheres and Unknown Kingdoms,
among any skills but Million Spheres and Unknown Kingdoms. and add 20 skill points to each.
Choose up to three of the spells listed among the occupations. • In distributing the skill points, add in pre-printed amounts on the
For extra money. roll 2D I 00 bronzes. adventurer sheet: thus Fast Talk would be I 5 percent + 20 percent =

35 percent. Write that total after the skill.

TURN TO PAGE 71 . Choose or roll from the Distinc­


tive Features Table. Note the features under your
FOR READY-TO-PLAY ADVENTURERS
adventurer's name on the adventurer's sheet.
TURN TO PAGES 282-283

way, players can compare characteristics, and antic­
ipate the sorts of situations that are most favorable
to their adventurers.

• A higher characteristic is always better.

roll 206 +6. • Within limits, characteristics can naturally


increase or decrease. Characteristics can be
increased and decreased by magic, without much
limit. Injury can decrease any characteristic except
Power.

• INT and POW can naturally increase without


limit.

STR (Strength)
Strength measures an adventurer's muscle power. It

shows how much someone can lift, or push or pull,
or how tightly he or she can hold on. Strength

Characteristics decides if an adventurer can wield the heaviest hand


weapons at full ability. It is also a component in fig­
uring the damage bonus which may increase the


ACH OF THE SEVEN characteristics rep­ effect of hand-to-hand attacks.
resents a general way of looking at an Human STR cannot naturally exceed 2 1 . An
adventurer's capabilities and likely behav­ adventurer reduced to zero Strength is an invalid,
ior. By always calculating characteristics in the same unable to leave bed.

CON (Constitution)
Constitution summarizes the health, vigor, and
(OPPOSITE) �fl vitality of an adventurer. Constitution helps calculate
R time before how well an adventurer resists drowning and suffo­
ChMs cation. Poisons, diseases, and magic may attack
CON. High-CON adventurers have more hit points, adventurer somehow loses all SIZ, he or she disap­
which makes them harder to kill. pears !-to where only the gamemaster knows.

Human CON cannot naturally exceed 21.


Reaching zero Constitution points, an adventurer INT (Intelligence)
dies. This characteristic represents how well an adven­
turer learns, remembers, and analyzes. INT equals

SIZ (Size) the number of spells and other magic that an adven­
turer can know and have ready to use. So much
The characteristic of Size represents the average of
depends upon INT, in fact, that it is probably the
an adventurer's height and weight. Can an adven­
most important characteristic.
turer see over something, or squeeze through a
small opening, or be seen in tall grass? This charac­ The Idea roll, INTxS, is a convenient multiplier.

teristic also helps calculate the adventurer's hit Human Intelligence can rise indefinitely. An
points and damage bonus. To show loss of one or adventurer without INT is a babbling idiot.

more limbs, decrease SIZ and DEX.

Human SIZ cannot be higher than 2 1 . If starv­


ing, loss of half or more of SIZ causes death. If an

Hd"enturer SIZ Defined


THIS IS NOT the Size Comparison Table. See page I 07 of the "Game System" chapter for it. This table
gives ranges for choosing your adventurer's height and weight according to his or her SIZ. The ranges
provide for the extremes of normal human weight-they are descriptive, and without game significance.
The left columns are English system measurements. The right columns are metric.

range of normal extremes range of normal extremes


heights of weight (lbs.) SIZ heights (cm) of weight (kg)

s"t�o :s·2 .. ' " ,"'


5'2" to 5'4"

5'6" to 5'8" 95-220 11 1 65- 1 70 43- 1 00


5'8" to 5' 1 0" 00-240 12 1 70- 1 75 46- 1 09
5' 1 0" to 6' 1 0-260 13 1 75- 1 80 50- 1 1 8
· �.
6' to 6'l':" ®� 2()21280
3g;..:�oo

40.::320
6'6" to 6'8" 1 50-340 17 1 95-200 68- 1 55
6'8" to 6' IO" 160-360 200-205 73- 1 64
6' 1 0" to 7' 1 80-380
,-
7' to 7'2" 2()().;..4()()
''+;& 22,Q;;;d�Q
POW (Power)
The more Power an adventurer has, the greater is
his or her force of will, confidence, and capacity for
magic. (Power does not correspond to leadership:
that is earned by role-playing.) To cast magic, an
adventurer must have POW 16 or higher. The
amount of Power equals the adventurer's maximum
magic points.

POW x5 is a convenient multiplier. It is called


the Luck roll.
Human Power can rise indefinitely. An adven­
turer without POW lacks will and behaves like a
zombie.

DEX (Dexterity)
Higher Dexterity makes for a quicker and more
nimble adventurer who has potential for more
activity in a round. A successful DEX roll may pre­ APP cannot naturally exceed 2 1 . An adven­
vent a fall, let an adventurer stand in a high wind, turer with zero APP points provokes disgust every­
do a delicate task, or take something without being where, even in Nadsokor.
noticed.

The multiplier DEX x5 is called the Dexterity Changes in Characteristics


roll. Magic can increase any characteristic, and injury and
Adventurer DEX cannot naturally exceed 21. magic can decrease any characteristic.
An adventurer with zero DEX points is unable to
A successful Resistance Table roll can raise
accomplish any physical task without also receiving
STR, CON, DEX, INT, or POW. The roll must be
a successful Luck roll.
against an opponent who has an equal or greater
amount of the- matched characteristic. See the
APP (Appearance)
"Game System" chapter for more.
Appearance shows relative agreeableness, graceful­
INT and POW can naturally and permanently
ness, naturalness, dynamism, and sexual attractive­
rise higher than 21.
ness. It calibrates first impressions, and also indexes
the eagerness of people to associate with the adven­ • When a characteristic changes, multiplier rolls
turer. Low APPs could indicate ugliness, or perpet­
associated with a characteristic (Idea, Luck, etc.)
ual disagreeableness. High APPs need not mean
also change.
beauty or handsomeness so much as a memorable
face or the ability to make people feel good.

A handy multiplier, APP x5, is called the


Charisma roll.
• If POW decreases, magic points do not diminish Charisma Roll (APP x5)
until spent; once spent, they regenerate only to
Did he make a good impression? Did she catch
the new POW maximum. Should POW increase,
everyone's attention? What was the result of that
increase magic points immediately.
flirtatious glance? Who is the person to whom a
group turns to first?
Characteristic Rolls A successful Charisma roll also might help

C
HIS SORT OF ROLL is often used when a skill improve the chance for a Bargain, Fast Talk, or Ora­
roll is inappropriate. The gamemaster will call
tory skill roll.
out a characteristic and a multiplier-DEX x4, for
instance-and indicate which adventurers are eligible
for the roll. The players of those adventurers then roll
Damage Bonus
D 1 OOs and try to get results equal to or less than (STR + SIZ, Then See Table)
DEX x4. All physical beings have a damage bonus, though that
Lower multipliers are for more difficult tasks, "bonus" may be zero or a negative amount. The
and higher ones for easier tasks. A result of 00 is idea is that bigger, stronger creatures can on aver­
always a failure. Always make characteristic rolls age make more powerful attacks than smaller,
with DlOO, no matter how high the characteristic weaker things. To calculate a damage bonus, add the
or the multiplier.
adventurer's STR + SIZ, then find that total's range
Four characteristic rolls, all at x5 multipliers,
on the Damage Bonus Table.
have been named.

Dexterity Roll (DEX x5)


The Dexterity roll allows actions to be judged for Cable
which no game skill exists. It could decide, for
instance, if the adventurer was able to snatch up all
his armor, or was able to grab the vine at the edge
of the cliff.

Idea Roll (INT x5)


This roll represents the adventurer's ability to make
a correct guess or a canny decision, or it can show
awareness: for instance, does the adventurer under­ +206

stand the meaning of that gigantic descending fist +306


carved into the wall? +406

Save the Search skill for hidden things, use the +506

Insight skill for understanding people, and employ


the Evaluate skill for seeing the value in things.

Luck Roll (POW x5 )


Luck is the knack of being in the right place at the
right time, or else the knack of escaping the conse­
thereof, add
quence of being wrong. Did the adventurer bring
enough rope? Does the Mist Giant choose to attack


Damage bonuses are expressed as D4 or D6 Hit Points (Avg. of CON + SIZ)
rolls, even for elementals, but creatures of Chaotic Physical beings have hit points. Figure hit points by
origin receive damage bonuses in D8s. adding adventurer Constitution and Size, dividing
Occasionally the rules refer to halved damage by two, and then rounding up any fraction to the
bonuses. To halve a db, as damage bonus is abbre­ next whole number.
viated, roll the normal damage bonus, then divide When an adventurer loses hit points, mark off
the result by two. Round up any fraction to the that number of hit points from the adventurer sheet.
next whole number. Lost hit points return naturally, ID3 hit points per

•In hand-to-hand combat, add the damage bonus game week. (The Physik skill, the Heal spell, and

to all adventurer attacks, even against inanimate the Suture ability also can restore hit points.)

targets (such as doors). •If hit points drop to two or less, the adventurer

•For weapons thrown by hand or for bows-and­ loses consciousness.

arrows, add half the adventurer's damage bonus •When hit points reach zero or below zero, the
to the damage done.
adventurer dies at the end of the following round

•Do not add a damage bonus for magic spells. unless his or her hit points can be raised to +I or
higher.
•Gamemasters should not add damage bonuses to
Bite attacks by animals and demons unless a +db
Magic Points (Max. = POW)
is given for the attack.
Maximum magic points equal the adventurer's
•When rolling for damage, a zero or minus result POW Magic points mostly are sacrificed in casting
means that the blow was too light to cause harm. or resisting spells, or in summoning demons.

• •
•Having used all magic points, unconsciousness Melniboneans are detached and erudite. Give 20
follows for one hour, when the first magic point skill points each to the following: three different
regenerates. A character's magic point total can Arts, Evaluate, Million Spheres, Natural World,
never be negative. Navigate, Oratory, Physik, Potions, Ride, Scribe,
and any one class of weapon. All Melniboneans
• Sacrificed magic points naturally return over a
automatically speak Melnibonean as a first lan­
span of 24 game hours. No matter how few or
guage. All base chances remain as for humans,
how many points the adventurer has, the first
except Brawl (40%) and Wrestle ( 1 5%) .
point always regenerates at the end of the first
hour. The rest return in pulses, one-fourth each Creating a custom adventurer is perhaps the
at the end of every six hours, until all have most appropriate choice for the masters of the
returned at the end of the 24th hour. Dreaming City, as every member of Imrryrian soci­
ety freely pursues his or her own studies, arts, and
other pleasures. Distribute 250 skill points among

Non-f)umans the skills, as you see fit, or select an occupation and

R.
distribute the same amount to these skills. Of the
occupations in the adventurer chapter of this book,
T THE GAMEMASTER'S option, players those of mercenary, minor noble, apothecary, scribe,
may play non-human adventurers. If player priest, and soldier are appropriately Melnibonean.
and gamemaster cannot agree, let the dice A Melnibonean adventurer of sufficient POW
decide. If the player can roll 0 1 , he or she can play
begins play with a number of spells equal to one­
a Melnibonean, a half-Melnibonean, a human slave
half his or her INT, rounded down. Add one Chaos
of Melnibone, or one of the winged race of
point for each spell. The Melnibonean INT-limit for
Myyrrhn. These races create unusual circumstances
magic is the same as that of humans. Witch Sight is
in play.
an innate skill for Melniboneans (30% base chance) ;
see page 1 5 5 fo r what it does.
Mdnibonians With a successful Luck roll, the character may
MELNIBONEANS ARE cruel and elegant, cat­ add up to 3 bound lesser demons. Each demon has
like in their senses of pleasure and sport. They are 3D8 POW, 1 D8 for each of its other characteristics,
mostly devoid of sentiment and the softer passions. and one ability worth 5 magic points. Add one
(In contradicting this Elric was quite apart, as he Chaos point and subtract one POW point for each
understood himself. ) Freed of all but command by bound demon (3 POW points per eternally bound
their many slaves, individual whims rule Melnibone, demon). The demon is bound into some object
commanded by their emperor. owned by the adventurer-this object should be
Melniboneans are powerful sorcerers, and have appropriate to the demon ability chosen. The
ruled the world for 10,000 years. The Young King­ gamemaster determines the need for each demon.
doms despise them as much as the demons they A Melnibonean usually owns his or her own tra­
invoke. Highly intelligent and magically inclined, ditional, though ornately-made (standard value x2) ,
the Melniboneans' long association with Chaos has armor and whatever weapons he o r she wants, a sta­
tainted their very beings. ble of horses, and fabulous wealth . . . back on Mel­
Melnibonean adventurers are extremely rare. nibone. (Most of this cannot be removed from the
Before the fall of Imrryr they are an insular people, island. ) For pocket change, multiply by ten any
almost never venturing off of their unapproachable monies noted in creating an adventurer.
isle. Adventurers who are of pure Melnibonean Note: Melnibonean plate is quite rare, exquisite and
stock will find the world a hostile place, its people expensive, and is specially crafted by highly-trained slave
filled with fear as if in the sight of the Devil. The smiths to suit the customer. No Melnibonean adventurer
world hates Melnibone. should begin play with such armor-it is best acquired

��S'l6o#i::��
through play. Melnibonean halfplate is appropriate for must be taken, its scarcity, the withdrawal penal­
starting Melnibonean adventurers. ties, and whether the adventurer can ever get
Finally, contemplate why your Melnibonean has "clean." (See the Melnibone: Dragon Isle and
left the paradise of Imrryr to go adventuring. Is he Dreaming City sourcebook for sample drugs. )
curious about the world? Does she seek glory? Does
• Psychological Disorder. The character suffers from
she despise the decadence into which the Bright
a mild mental illness. Perhaps his Melnibonean
Empire has fallen? Is he an outcast? Did she flee
cruelty is magnified to the point of sadism. Pos­
fearing vengeance? Does he quest for something? A
sibly she somehow senses the encroaching doom
strong motive must exist, for few shake off the bliss­
ful drugs of the Dreaming City to enter the cold and of the world and is prone to depression. Maybe
crude Young Kingdoms . Before the fall of Imrryr, his sense of alienation from his own people, and
lone Melniboneans wandering the world are ex­ from the humans of the Young Kingdoms, makes
ceedingly rare. They will be feared, distrusted, and him extremely self-pitying. A POW x4 roll is nec­
considered dangerous or unlucky. essary to prevent the adventurer from succumb­
In game terms, a Melnibonean adventurer will ing to this illness in times of stress.
often face penalties to Art, Bargain, Fast Talk, and
AVERAGE MELNIBONEAN
Oratory skill rolls when dealing with humans of the
characteristics rolls averages
Young Kingdoms. The frequency and severity of
these penalties are up to the gamemaster. Further­ STR 2D8+2 11
more, at the gamemaster's discretion, a Melni­ CON 2D8+2 11
bonean adventurer may suffer from one or more SIZ 2D8+4 13
additional disadvantages, as listed below. INT 2D8+8 17
•Addiction/Dependency. The character craves a POW 2D8+8 17
particular Melnibonean drug, or else needs it to DEX 2D8+4 13
overcome a physical deficiency, as Elric does (see APP 2D8+8 17
page 23 1 ) . The character begins play with
MOV run-8 av. HP 12
enough doses of the drug for 1D6 days. The drug
should be expensive or otherwise difficult to
obtain. Failure to take a dose at regular intervals nalf...Mdniboneans
causes penalties to skills and/or characteristics.
HALF-MELNIBONEANS ARE denied a por­
The gamemaster determines how often the drug
tion of their heritage because, as happens in many
cultures where conquerors interbreed with the con­
quered, they are considered inferior to those of pure
blood and others assume rightly or wrongly that
they are untrustworthy or disloyal.
That said, half-Melniboneans still consider them-
Half-Melniboneans themselves are detached half-Melnibonean adventurer can pass himself or
and erudite. Give 20 skill points each to the fol­ herself off as human. At the gamemaster's discre­
lowing: three different Arts, Evaluate, Million tion, the adventurer may also suffer from an addic­
Spheres, Natural World, Navigate, Oratory; Physik, tion, a dependency, or a psychological disorder, as
Potions, Ride, Scribe, and any one class of weapon. described on page 61.
All half-Melniboneans automatically speak Melni­
AVERAGE HALF-MELNIBONEAN
bonean as a first language. All base chances remain
as for humans, including Brawl and Wrestle. characteristics rolls averages
A half-Melnibonean adventurer of sufficient STR 2D8+2 11
POW begins play with a number of spells equal to CON 2D8+2 11
one-half his or her INT, rounded down. Add one SIZ 2D8+3 12
Chaos point for each spell. The half-Melnibonean INT 2D8+ 5 14
INT-limit for magic is the same as that of humans. POW 2D8+5 14
Witch Sight is an innate skill for half-Melniboneans
DEX 2D8+3 12
(20% base chance) ; see page 155 for what it does.
APP 2D8+5 14
With a successful Luck roll, the character may
MOV run-8 av. HP 12
add up to 3 bound lesser demons. Each demon has
3D8 POW, 1D8 for each of its other characteristics,
and one ability worth 5 magic points. Add one Sla"cs from )\'ldniboni
Chaos point and subtract one POW point for each
THIS IS NOT A RACE, but a special version of
bound demon (3 POW points per eternally bound
the slave occupation (see ''Adventurer Occupations"
demon) . The demon is bound into some object
on pages 72-73). Slaves constitute the majority
owned by the adventurer-this object should be
population of Melnibone. Although they are con­
appropriate to the demon ability chosen. The
trolled with drugs, particularly strong-willed and
gamemaster determines the need for each demon.
resourceful individuals occasionally manage to
A half-Melnibonean usually owns Melnibonean escape. Even more rarely, a Melnibonean slaveowner
half plate and whatever weapons he or she wants, decides to free one of his or her slaves.
assorted accouterments and baubles, but no inheri­ Several factors differentiate slaves in Melnibone
tance. For pocket change, multiply by five any from slaves in the Young Kingdoms. One is that
monies noted in creating an adventurer. slaves in Melnibone are often surgically modified to
Try to imagine just why this adventurer has left perform certain tasks, which affects their character­
the comfort of Imrryr, incidentally also leaving the istic ratings. Another is that they are frequently bet­
constant, if unspoken, courtly ridicule felt by those ter treated than slaves in the Young Kingdoms, if
of "true blood" toward half-Melniboneans. Has she only for practical reasons. In addition, slaves are
decided to find out if she has more in common with used for such a wide variety of purposes that several
the humanity of the Young Kingdoms? Has his fam­ possible occupations are available to a beginning
ily finally tired of being snubbed for diluting the adventurer who was formerly a slave in the Dream­
house's bloodline, and has he been "purged?" Has ing City: apothecary, bodyguard, craftsperson,
she realized that advancement within society is sim­ entertainer, farmer, scribe, or (of course) slave.
ply not possible, and she will take her chances else­ Slaves from Melnibone can be human or half­
where? Melnibonean; determine their characteristics
A half-Melnibonean adventurer will sometimes accordingly. A typical slave will have the following
additional attribute modifiers due to surgical alter­
ation: -2 CON, + 2 DEX, + 1 APP. (At the
gamemaster's discretion, a player might instead dis­
tribute the bonuses and penalties to other charac­
teristics of his or her choice, reflecting modifications
for special tasks. ) Melniboneans do not usually
teach their slaves magic, but there are occasional
exceptions-or a slave might peruse the master's
grimoires on the sly. On a successful Luck roll, the
adventurer may choose a demonic ability which the
former owner "gifted" him or her with through the
Chaos Warp spell (see the spell description on page
148). If the adventurer chooses a demon feature,
modify his or her Chaos points, POW, and APP as
per the spell description.
A beginning adventurer who is a slave from Mel­
nibone usually owns incidental jewelry, ornately­
decorated clothing of fine manufacture, and orna­
mental surgical decoration (body piercings, etc.)
worth 2D8 xlOO bronzes. (This replaces the extra
money normally provided by an occupation; see
"Adventurer Occupations,'' pages 72-73.) The
The race is the oldest among the Young King­
adventurer also owns a curiously-carved ceremonial
doms. As descendents of the bestial clakars, roll
dagger of exceptional quality (damage 1D4+3,
their characteristics with D8s.
worth 225 bronzes). At the gamemaster's discre­
tion, the adventurer may also suffer from an addic­ Give Myyrrhn adventurers 20 points each in the
tion, a dependency, or a psychological disorder, as skills Art, Bargain, Climb, Conceal Object, Craft,
described on page 61. Disguise, Dodge, Evaluate, Jump, Natural World,
Physik, Search, and any one weapon.
Consider why this character has left the gilded
cage of the Dreaming City and become an adven­ Suitable occupations for the winged race include
turer. Does she despise her decadent, inhuman for­ hunter, lost, mercenary, shaman, small trader, and
mer masters and desire freedom among fellow soldier. Distribute 250 skill points among the skills
humans? Did he flee the Dragon Isle to escape a for the chosen occupation. All winged Myyrrhn
murderous feud between Melnibonean houses that automatically receive the Fly skill at base chance as
his master lost? Was she somehow separated from a free skill.
her mistress during a rare journey to the Young The Myyrrhn are adept at sorcery, and necro­
Kingdoms ? mancers are known among them. Given POW 16 or
higher, take up to three spells before play. The race's
INT-limit for magic is the same as that for humans.
j\iyyrrbn Given a successful Luck roll and the sacrifice of one
THE WINGED RACE of Myyrrhn is isolated and point of POW, the adventurer may begin play
proud. They dwell high in their aeries in the Vale of knowing the True Name of an average lesser sylph.
Myyrrhn, and tend their own affairs. Noble, stern, (This knowledge is granted with the blessings of
and taciturn, they are also handsome, strong, and Lassa, Mistress of the Air; knowledge of the Wings
lithe. Their race is the oldest among the Young of Lassa pathway spell is not necessary.) Add one
Kingdoms. Chaos point per magic spell, and one Balance point
Not all of the Myyrrhn have wings. Make a Luck for a slyph familiar. See slyph statistics on pages
roll for your adventurer. If the roll succeeds, he or 203-204 and "True Name" on page 176.
she is winged, and can fly. Those without wings Myyrrhn have human base chances for skills.
yearn for them, and seek magic and knowledge to Myyrrhn folk who fly do not use horses and have no
find them, and are not consoled that they can run Ride skill; wingless Myyrrhn can use horses, and
slightly faster, at MOV 8, than can their winged have a normal base chance for Ride. Both sorts of
brethren.
They prefer not to wear metal armor. They begin
with the standard amount of money and weapons.
Note : armor worn by winged Myyrrhn must be
customized to accomodate their wings. This
Rllcgiancc
increases the cost to 150% of the normal price, and He considers the symbol of the Balance) of that equilib­
halves damage deflection against attacks from rium which once all philosophers strove to achieve) until)
behind (the Myyrrhn's back is left exposed). Fur­ by expediency or by threats to their lives and souls) they
thermore, Myyrrhn suffer a penalty to their Fly skill began to strike bar;gains) some with Law but mostly with
according to the type of armor they wear: -10 per­ Chaos) which is an element closer to the nature of most
centiles for light armor, -25 percentiles for moder­ sorcerers. And so they ensured that they could never
ate armor, -50 percentiles for cumbersome armor.
reach thegoalfor which they had been trained: for which
some of them had been born; for which a few of them
To fly with a half or small shield, the Myyrrhn must
were fated. These last were the ones who understood the
have STR 17 or better.
great perversion which had taken place) who understood
Finally; why has this person left the safety of the all that they hadgiven up.
aerie to go out into a potentially hostile world?
-Revenge of the Rose II, 1 .
Does she wish to travel the four corners of the

C
Young Kingdoms? Did he feel restricted by the insu­ HE WORLD OF the Young Kingdoms pits
lar Myyrrhn society? Does she feel a need to prove one against another the forces of Chaos, the
herself in the eyes of her family? Did he break a Balance, and Law. The Lords of Law and
tribal law? If he or she has no wings, the goal of Chaos offer benefits in order to recruit Champions
to their causes. The Balance is never personified, but
adventuring is clear. In the saga, Shaarilla of the
benefits naturally accrue to him or her who follows
Dancing Mist crossed two continents in pursuit of
the way of the Balance. These benefits differ from
that goal, but found no joy.
one another, roughly correspond in importance in
AVERAGE WINGED MYYRRHN play, yet leave the adventurer free. Allegiance may
characteristics rolls averages change many times. Every adventurer starts play
indebted to one of the three forces.
STR 2D8+3 12
CON 2D8+3 12
Gaining Allegiance
SIZ 2D8+8* 17
The front of the adventurer sheet includes three alle­
INT 2D8+3 12 giance boxes at the upper right. A number of up to
POW 2D8+3 12 100 in each box shows the alignment to each force.
DEX 2D8+ 4 13 The higher the number in a box, then the greater
the adventurer's disposition may be to that force.
APP 2D8+3 12
Most people do not act consistently. In game
MOV fly-11, run-7* * av. HP 15
terms they rarely build up large scores in just one of
* a wingless Myyrrhn is 2D8+4. the forces. Gains with one in one week are neutral­
** a wingless Myyrrhn can run at MOV 8. ized by gains in another the next week. However,
Armor: 2-pt feathers; soft leather occasionally. whenever the highest score is 20 points or more
above the next highest score and the adventurer
wants a stronger relationship, that effort represents
enough commitment that the adventurer is said to
(OPPdSrrB) The8� Myjr.rlm 'a� the have an allegiance with that force. Benefits accrue
bestitil claluirs tire once-relat:ed mcu, while allegiance exists; see further below.
timong the oldest i1r the world. Wi119less
members often r
.. stylized �WfS•
points. The "Gamemasters" chapter also lists Multiple Allegiances ?
sample awards which might be granted in the Notwithstanding allegiance, humans have free will,
course of play; at the gamemaster's discretion. and can act as they please. An adventurer can have
scores in one, two, or all three of the boxes. One's
Increasing Allegiance allegiance is only with the highest of the scores and
Actions that favor the allegiance in turn increase the then only if the score for the highest force exceeds the
allegiance score. After an adventure, the gamemas­ next highest amount by 20 points or more, and then
ter may call for an allegiance check. This is done in only if the adventurer acknowledges the allegiance.
a similar fashion to (and perhaps at the same time
as) an experience check (see the "Game System" Maintaining Allegiance
chapter, page 98). Roll D100 : if the player rolls less
When an adventurer acts contrary to the interests of
than the current allegiance score, then the allegiance
his or her allegiance, the gamemaster may require a
points increase by 1D8 points if Chaos, or by 1D6
D100 roll to test the allegiance. If the player rolls
points if Balance or Law.
above the current allegiance score, reduce the alle­
The gamemaster may; in the midst of action, giance score by 1D8 (for Chaos) or 1D6 (for Bal­
call for checks or unilaterally assign increases. ance and Law). If the player rolls equal to or less
than the allegiance score, there is no consequence.
Adventurers with allegiance scores of one hun­
dred or more, and who have made commitment to

B� J:,aw:Points
TtiE SAGA raJ".8ly mentions appeals
t(): taw;• b�t tt s�ow&. ti.Yo Important
Champions of Law roaming the
W9rkl. A! �hur<:'1 of law exl�. and
some klngd� are• aligned wtth
.
�w. P1,1blishecl �enaQ<>s alsq stio�:
t� aligrlment (if certain sects and
cults. Deeds done on their behalf
v.< /
'1 : <?<\
· :
·
.
·
-. /
<
- , - ,. \.:
may reap points of Law.
.
that cause, go against it at their peril. A beholden Allegiance to the Balance
adventurer may lose the benefits of the allegiance The Balance desires harmony between the opposi­
and be held an enemy. At the gamemaster's discre­ tion of Chaos and Law. The Balance combines sta­
tion, punishment may strike or the adventurer may bility with vitality. Elric, like all incarnations of the
have to undertake a ritual quest of purification in Eternal Champion, ultimately endorses and works
order to see benefits reinstated. for the restoration of the Balance.
BENEFITS: given allegiance with the Balance, the
Benefits of Hllegiance adventurer learns enough internal harmony and
physical control to ignore some wounds and
Allegiance to Chaos injuries. He or she may swear upon the Balance,
The Lords of Chaos desire absolute freedom. At its causing the player to use up to l/Sth (round up) of
best, Chaos grants great opportunity and liberates current Balance points as extra hit points once per
the individual's impulses; at its worst, Chaos justi­ game session. (The gamemaster may wish to alter
fies cruel anarchy and selfish behavior. Magic takes this depending on the amount of time covered by a
force and ubiquity from Chaos, though Lawful given game session.) The adventurer must undergo
magic also exists. Chaos can also grant apotheosis; see an allegiance check at the end of the adventure.
page 68. ROLEPLAYING: servants of the Balance seek
BENEFITS: if the adventurer has allied with inner enlightenment as well as harmony in the
world. They may display monastic purity and free­
Chaos, and only after his or her personal magic
dom from conventional vices, or live privately and
points are exhausted, an ally of Chaos may swear by
kindly, or enjoy life as they will, but as unselfishly as
the Lords of Chaos and cause the player to use as
possible. Unlike Chaos and Law, the Balance keeps
extra magic points the equivalent of I/10th (round
no paid agents abroad in the world.
up) of current Chaos points. This can be done up to
three times per game session. (The gamemaster may
Allegiance to Law
wish to alter this depending on the amount of time
The Lords of Law assert order and logic. At its best,
covered by a given game session.) Each occurrence
the rule of Law produces peace, stability, and secu­
must be separate. The adventurer's magic points
rity, and at its worst provokes totalitarianism, rigid
regenerate normally. An adventurer falls unconscious
conformity, and sterility of emotion.
from loss of magic points only after using and
BENEFITS: given allegiance with Law, the adven­
exhausting these extra magic points all three times.
turer owns enough discipline and proud ambition
Whenever using such magic points, the adventurer
to unconsciously augment selected skills. He or she
also must undergo an allegiance check at the end of
may swear upon the Lords of Law and cause the
the adventure. Only a single allegiance check is
player to momentarily employ up to the whole of
needed per session, regardless of the number of current Law points as extra skill points for a single
times the adventurer uses this benefit. skill roll or attack roll. This may be done not more
• An ally of Chaos also has a one percent chance of than three times per game session. (The gamemas­
having an invocation answered by a specific Lord ter may wish to alter this depending on the amount
of time covered by a given game session.) Call for
of Chaos.
the extra points before making the roll. These extra
ROLEPLAYING: adventurers may serve Chaos points increase the chance for a critical result. Once
voluntarily, as tricksters and nonconformists, or the extra skill points have been included and the skill
under duress, like Elric. Pride, vengefulness, and use completed, they disappear. The allegiance points
other selfish emotions often motivate them. do not change during this process.
Whenever using extra skill points, the adven­
turer must undergo an allegiance check at the end
of the adventure. The adventurer does not receive
of conduct and aspiration that this
great honor is warranted, and the
force must want him or her.
The vision is of blinding
intensity, never to be forgotten.
If the offer is accepted, an apoth­
eosis (literally; deification, but
here a permanent alliance of
purpose) occurs, changing the
adventurer into a Champion
of one of the three forces. Ben­
efits accrue to each sort. He or
she maintains free will, how-
ever, and conceivably could
betray the force.
If the adventurer refuses
apotheosis, then his or her points
• ._ merely continue to mount until death
.c· ,, or retirement. Law or Chaos may woo
an
-o --.... such an adventurer, offering temptations
expe-
and bribes to gain commitment. The Balance
r1ence
does not intervene directly; but every few sessions
check for a
the APP x2 chance rises of meeting his or her true
skill use augmented
love; the chance to safely protect the love in
by these extra points. Experience
Tanelorn thereafter exists, as does the chance (if
checks for skills not boosted by such extra points
apotheosis is refused) of his or her tragic end.
accumulate normally.
Accepting apotheosis or not, the benefits of
• An ally of Law has a one percent chance of hav­ allegiance continue so long as allegiance exists.
ing an invocation answered by a specific Lord of
Law. Champion of Chaos
ROLEPLAYING : the follower of Law believes A Champion of Chaos becomes invulnerable to
that the comfort of many outweighs the desires of death. When death normally would occur, he or she
a few. He or she generally distrusts magic and has two other chances instead. Multiply POW
refrains from its use, for that way Chaos beckons, xlD8, then roll D l OO. If the D l OO result is equal
which fills any ally of Law with loathing and right­ to or less than the product of POW xlD8, then the
eous fury. Law employs some allies, who devote Champion evaporates foully and coalesces at the
themselves to that force. These are called agents of point of his or her apotheosis. Coalescence takes
Law. eight days and eight nights of great pain and
anguish to complete, and strips five percentiles from
every skill. After each coalescence, the adventurer
F.lpotb(osis takes on a more cadaverous and death-like visage,
AN ADVENTURER WHO reaches one hundred and loses 1 APP.
or more in an allegiance score and who is commit­ If the D l OO roll is more than the product, then
ted to that force may be asked in a vision to become the Champion transmigrates to a Higher Plane to
the servant of that force. Scores in other boxes do become the will-less companion of his or her patron
not matter. Apotheosis is not automatic. The Lord, to gleefully do whatever is bid, forever.
adventurer must demonstrate through the quality
The adventurer's magic points permanently
double, though POW does not increase.
Further, a Champion of Chaos must choose a
patron Lord of Chaos. He or she now has a POW
x3% chance of communicating with that Lord of
Chaos when the need is great.
The adventurer becomes the chesspiece of
Chaos, subject to visions and bargains. Chaos may
remove or augment magic points as it will, and the
Champion must strike new bargains with it to
restore or retain capacity with spells.

Champion of the Balance


A Champion of the Balance becomes worthy to seek
Tanelorn, the city of peace. This usually involves a
lengthy quest that reveals the adventurer's role in
the world. Having succeeded, the Champion has
won the game, and leaves or enters play when he or
she wishes, escaping the general doom of the Young
Kingdoms.
Further, the adventurer's hit points forever
after equal SIZ + CON.
Background

M
UCH ABOUT roleplaying your adven­
Champion of Law turer is freely chosen, and needs no dice
A Champion of Law may create one new land out rolls. The headings below correspond with
of unformed Chaos, and assume its rule. The new the adventurer sheet.
land is full of natural plants and animals, as the
adventurer wishes, and may contain a small popula­ Name
tion ( 1000 x 1D6) of human peasants and villagers
Choose a name you find appealing. Most characters
for him or her to rule. The player designs and pop­
in the Elric saga have no surname: Moonglum is
ulates the land with the gamemaster's approval, and just Moonglum. To further describe an adventurer,
chooses his or her title. give a birthplace, as in Moonglum of Elwher, or a
This new land appears only in the south, at the distinguishing feature, as in Smiorgan Baldhead.
World's Edge beyond Kaneloon. The bounds of the Your adventurer's name could describe some­
new land in all equal about two days of persistent thing that the adventurer has done (Osman Thief
riding-DlOO+ 100 square miles. Moorcock's story Slicer). Perhaps his occupation gives a clue (Osman
"The Dream of Earl Aubec" contains slightly more the Reaver). Perhaps the adventurer has something
information. (Aubec of course added enormous ter­ (Osman Six-Fingers), or lacks something (Osman
ritories, but the world has degenerated in Elric's One-Hand). Perhaps the adventurer wants some­
time. ) thing (Osman Who-Seeks-Tanelorn) . Perhaps the
In addition, double the percentiles of any three adventurer behaves in a certain fashion (Osman the
skills chosen by the player. Rowdy).
You can make up your own names or adopt
minor character names from Moorcock. Brut, Faratt,
Friagho, Lamsar, Nikorn, Pilarmo, Timeras, Uroch,
and Zas are some of the male names mentioned in
the saga. Do not choose names of characters impor­ encounter with Chaos melted his or her nose, every­
tant in the saga: four Elrics or six Rackhirs in play one would see that. For these first impressions, find
get confusing. the adventurer's APP-Table rating, then roll the indi­
cated number of times and incorporate the results
Birthplace from the "Distinctive Features" table on page 71.
For your first few adventurers, please choose from Write down each result.
among the following kingdoms : Argimiliar, Dhari­
jor, Dorel, Filkhar, Ilmiora, Isle of the Purple About Shields
Towns, Jharkor, Lormyr, Oin, Pikarayd, Shazar, the The notation HSFL records what sort of shield your
Sighing Desert, Tarkesh, Vilmir, Yu, and the Weep­ adventurer carries-half, small, full, or large.
ing Waste. The "Young Kingdoms" chapter talks
about each. Read it to make a choice. This keeps
things simple for the gamemaster, lets new players
Choosing an Occupation
face the same ranges of decisions, and gets play THERE ARE NO CHARACTER classes in this
started quickly. Alternately, you can roll on the game. Any number of occupations exist. The
''National Origins" table on page 69 and re-roll twenty listed on pages 72-73 are among those
results of Melnibone and Myyrrhn. After a few ses­ mentioned in the saga. Many more might be cre­
sions you can start adventurers with other origins. ated. Players and gamemaster should consult first
(For creating adventurers from Melnibone and if doing so.
Myyrrhn, see pages 60-65.) To use this sub-section, first roll on or choose
from the Typical Occupations Table (page 72). If
Sex of the Adventurer rolling, choose whichever column better fits your
An adventurer can be male or female. Choose either. sense of things. Then find your occupation among
No game rule distinguishes between them. the ''Adventurer Occupations" summaries. There
you find a very short portrayal of your adventurer's
situation as a starting character. Each is a sugges­
Age of the Adventurer
tion. Better ideas will occur to you, and you should
An adventurer begins as 17 + 1D6 years old. He or
use them when they do.
she can be older, by rolling additional D6s and
Each summary also includes minor headings
adding the result of each roll. After five D6 rolls, each
for skills, spells, and extra money.
additional roll costs the adventurer two points first
from STR, then CON, POW, INT, and DEX, in that
order-this is the toll of aging. In compensation, Skills
multiply the second and later D6 roll results by 10, Allot 250 percentiles in any combination among the
and add them as percentiles to the adventurer's skills. chosen occupation's eight skills. Most occupations
allow at least one free choice from among those in
Looks, Attitude the "Skills" chapter and the Weapon Tables, but the
skills Million Spheres and Unknown Kingdoms can­
Note whether the adventurer is athletic, capable,
not be chosen, only learned during play. Weapon
confident, cunning, dominant, patient, nervous, sly,
sprightly, etc. , as you choose. skills can include Brawl and Wrestle. If the gamemas­
ter allows it, one listed skill may be traded for
An adventurer can be of any Earthly race.
another from the skill list.
(Melniboneans or the winged folk of Myyrrhn
should not be chosen by beginning players, as they
can pose problems for players and gamemasters ; for Magic
more information, see pages 60-65.) Though up to three magic spells can come with
Record what a stranger would first notice each occupation, no one needs to accept spells. To
be able to learn them, your adventurer must be
about your adventurer. If he or she habitually
sneers, for instance, everyone sees that, or if an strong enough (POW 16 or better) to cast magic.
Your adventurer may choose to decline magic, since accepts any spells, create a story for yourself of how
the listed spells are Chaotic in origin. Add the raw he or she came to have them.
number of spells accepted as Chaos points to the Most of the Young Kingdoms associate magic
Chaos box at the upper right of the adventurer with the tyranny of Melnibonean rule. Most people
sheet. List the names and magic point costs of the despise and fear magic and hope one day to see an
spells on the front of the adventurer sheet under end to it, for they believe it produces nothing but
"Magic in Memory" and on the back of the sheet, misery. Nonetheless, others slyly benefit from it, and
under "Grimoire, Notes." If your adventurer

sensual,

7.
. ..... . . {lisp, stu : stam­
.
mer, ' hesitant, sharp, nasal,
8-9 shrill, deep, strong, , soft, faint
1 0- 1 1 accented, hard-of-hearing and
1 2- 1 4 hence usical, d ·

1 5- 1 6 aggreSSl :ch
1 7 up en teeth, your ch
cheekbones, enormous chin, weak
chin, double chin, pockmarked skin, 8 ARMS AND HANDS (one
ROLL I D I O or, �. a cotepry. warts, eye patch, tattoo, earrings, finger missing, one too many
Then chqj)se a feature or i from the
' ring,
� ; ur ch fingers r �
t, scar, tatt�t �lging
entry. Ifthe APP Is low, feOtures biceps •.. u
. 1' arms ang ds, �
help make the adventurer /er; if a high very hai,.Y: deeply tann�c( long
APP then they somehow contribute to his skinny arms, very pale skin, left­
or her attractiveness. handed, one arm longer thail the
As you choose, try to create a coher- other, cfilloUsed flailds, feature of

9
ent pi�ure. For inst(lnc t might a
'
bald head or a face co with warts
TO .
. (barrel-like, n, fat,
mean to your adventurer, 'imct how might
muscular, hairless, very hairy,
he or she act or what might he or she wear
broad-sfiQuldered, potbellied, tat­
in consequence?
tooed, tan , very pale, �o navel,
e, pr�min�et scar,
.
HAIR ON H . rly, ' nid, many . . . tall, short, has . short
J black, brown, blond, gray, bald,
oo cold, do
tall, eve,.Y b0ne shows, feature of
leave wearer tao wet, too much
bald on top, receding, shaven, your choice.)
'jewelry, lots of cheap jewelry, prim,
crew-cut, matted, dirty, oily, full of ·

11ude, barefoot; LEGS �D FEET �ene toe


lice, long, very long
of y0ur choice.)
, feature
etnbrold ; JO !"
.•
ne �oo ��?Y toes
sexy,' present many s<:ars, cscars
.l
' t

FACIAL HAIR long beard , from flafr)e or acid, tattoo, bl.Jlglng


braided beard, bushy beard, thighs and calves, very long legs,
curled and perfumed beard, goatee, very short .legs, very hairy, deeply
en �s mustachi ick eye- tanned, le skin, left I limp•
� ·
·

brows�:eyebrows Ing, rig mping, <:al feet,


sideburns, mysti weather ·n, feature
close-trimmed beard ;
' ··

your choice.)


'W 1'ti��·wh�� y;,u tl'lew. You·� at strange


.• d�t and :��ng notions t�at never
·4 quite � and schelne for riches that
1;: �·
quite appear. Sldlls: .Conc eal Object,
< Fast Talk. Hide, Insight; Listen, Move Quietly,
�Off�{ and one other skill as a personal spe­
.
!. cia/iy. opilonat sf>ells: Cloak , of Cran Liret
< (/-4)'. Mldf]/ght (/), Witch Sight (3). Extra
' M°'"')': 15 bronzes.
·,+ MERCENARY0 BODYGUARD :.._ you
contract to fight for a set period in return
for pay. You've finished your latest job and
you're looJ<.ing for employment. You toler-
Jf :ate pepple., but you respect only skilled
fishters. Sldlls: 8rawl, Dodge, Ride, Throw,

• t1 any three 'l(C!OPQn skills; and one other ski/l as
a personal specialty. e>ptlonal Spells: He/l 's
· w�r · (l.:+4). He/l's . Razor ( 1-4). Hell's
Talons (l-4). Extra Money: 200 bronzes.
:i'MERC� ....- you one� made a IM.ng

from accounts and/ agents; documents


.
flowed thfuugh your fat account bOoks,
7 and Y9U d.i�n't Qeed to travel. Recently dis­
t astel" · cost you nearly everything-What
hap�� �/ls: Bargain, Eraluate, ln,sight,
Listen, Natural World, Other Language,
,r JounJ Kiflf<!oms, 9nd ore other ski// .as 0,. �r­
son.af specialty. Optional Spells: Moonrise
. , i (I )., !J,l'lc/e , �Ofi<:, ( 1 -:0. Wi$,dom, of Slortar
' (1-3). Extra Money: 2000 bronzes.
Ml�OR NOBtE - you are far removed
from the title, or your family might have
% fallen on l)ard times. In either case.• no reg­
ular income comes with your title; perhaps
you h4ve been disinherited; or the wrong
faction now controls the throne. Adven-
', ;� · ·· , ' :\? turil;\g has becott'le aS noble a profession as
tf!
�nsighc, Not11�al World, SCen aste, , Y9U ....can afford. Appropriate titles might
·,> � q,�r •" �� 9 � { , lpee{ Plty. iw lnclUde baronet, . burgrave, knight, mar­
.

:>;i'tfanal � MQl('e WhOle (�,; Suf)p/e- grave, marquis, marchioness, or thane.


(1-zj,). WJ.scJ,om;P.( Sf�r <>Sldlls: Wt, · , Other Language, Ride,

Money: IBO bronzes. Scent/Taste, any two weapon skills, Young


l Kil'lgdoms, 'bnd c>ne other skill as a personal
specialty. Optional Spells: He/l's Armor
''(1-4), Hetl's · sharp Flame ( 1-4)'; Soul of
Chardros (1-3). Extra Money: SOO bronzes.
.
NoMAI> ".- you are a warrior of the Sigh­
!ng ��sert honorable,. dignified, and quick

., •

to anger. City people seem to enjoy trad­


, < Ing . l'lonor , for � oney;:-you despise their
· way$. Someday · you will return to where
� �pie are noble and honest, but for
now you are in this foreign place, and must
• sun.:!Y-· �ldlls: 10,Sargain, Listen. Natural
World. Ride, Track. two weapon skills, and
one other skill. as a personal .pecialty.
4 e>ptlonal Spel/S: Hell's Razor ( 1-4), Flames
�o . fKa"-atal ('4). Speed ofVezhan ( 1-3). Extra
w Money: SO bronzes.


PAID ASSASSlN, THUG - you are
ruthless and dangerous. Rumors and whis­
pers precede �ou. You have less sympathy
with your employers than with your vic­
tims, yet you faithfully attend to your mur-,
derous chpr�. You have many enem.ies. lf11 8reat : ,,
Recently something awful happened to '!'podge.
you, and it changed you permanently. any two
What was it? Skills: Disguise, Hide, Climb,
SH,AMAN, PRIEST, CULTIST
Move Quietly, Potions, Throw, two weapon
we"' a seer who had been granted Yl�ons
skills, and one other skill as a personal spe­
of the supernatural. Perhaps wha��:you
cialty. Optional Spells: Cloak of Cran Liret
learned clashed with the � df yo1.1r
( l-4). Sureness of Cran Liret (1-4), Ward
tribe, vill�ge. or church, or perhaps 'you
(3). Extra Money: 1000 bronzes. TAX OR RENT c:C>LLECTOR -
lear:O,ed something so horrifying abO you
PEASANT. FARMER - all your family future that you wander the world, ..-. or: were empJoyed t�Y some large
and all you kne\;Y' were bound as farmers i in the great struggle to Pt;OP!rty•OW11!9r. no�leman.
to the land by law or by necessity. All of, ui�� j>lot agai ou understoQd had to
you were treated. like slaves. Somehow ps YOJ.! questlon y
you escaped. Now you are your own mas­ plritUal leader, you h
ter. You will never go back. Skills: Craft, . : s pwn dedication to your pa·
Natural World, Listen, Scent/Taste, two �ints to Chaos, or I 06 points e
impromptu weapon skills (see the Weapon or Law. Skills: Fast Talk, Insight, · Natural
Tables). and two other skills as personal spe­ World, Oratory, Phys/le, Potions, Tr;,c;k.. and
cialties. Optional Spells: Gift of Grome one. other skill as personal specioJty.
(4), Heal (2), Make Whole (3). Extra
·
Optkmal Spells: l..Jken Shape (4), Soul of
Money: 25 bronzes. Chaidros (1-3), Witch Sight (3). .i' ·
M 300 bronzes.
PHYSICIAN, . APOTHECARY -

your
family was able to apprentice you or buy
you an edueatiori, but your real learning ·or a w
may have come later, when you tried to ' It;; you mig"t . be
alleviate human pain and suffering. On t"­ anything. If frpm any
other hand, perhaps your potion killed the · ground, Y<>u usually did. only
Duke instead of curing him, and you had diSgu�ng chores. Since a slave Is
to leave town in a hurry. Skills: Fast Talk, you spent mt.ich of each day trying' i:o �
Insight, Physik, Other Language. Potions, out of trouble and in shifting blame. But
Scribe, Young Kingdoms, and one other skill now you ..-. free. Old you e¥n it, or take •

as a personal specialty. Optional Spells: it by force? Are your old maJt:e ·


Heal (2). Horris ofHionhurn (l-3), Muddle lls: � Craft, Pod(e.,
(I). Extra Money: 1000 bronzes. e Quietly, Sc�nt/Taste

as. " perSOl'.ial . · "


SAILOR ;- you're sl<llled with' sails, , . . • •i ' 1 •
'al (2), Make
boats, and' ships, and know tides, the
(l'-..4). Extra
wind, and the si:ars: You've already been
to half the ports in the West; ·and you
want to visit the rest. Life is glorious,
except for storms, pirates, and the terrors
of the deep, so why don't you ever have
any money? Skills: a weapon skill, Sailing,
Swim, Navigate, Climb, uaft, Naturol
World ond orie other skill as a personal spe­
cialty. Optional Spells: 8reoth of Ufe (I),.,
Make Whole· (3), Wings ofLassa (4). Extr
Money: 100. �rotJzes.
• <or
SCRIBE, ENGtNEER - you are an Ide­ ; •:You· have
alist who helped administer laws or man­ little money, ahd,)'Ou .red of IMng .
age construction projects. You may ha� hand-to-mouth. .Maybe a9venWrlng is a
been independent of governments and better life. Slclffs: Art. Batgain, Craft, Fast
rulers, but nonetheless became cynical Talk, Insight, Oratory. one � skill, and .
because of the corruption with which YQ1.! one other slcJll as 'o personal specialty.
had to cooperate. Y9u resigned in disgu$t. Optloftal Spells: Suppleness of Xiombarg
Now you respect oniy the sharpness of (1-3). VI� of Ar/o(/1 ¥ 1'""3), Wisdom of
steel, and maintain the bright honor of an Slortar ( 1-3). Extra M� ISO bronzes.
,,,' 4)\;J<i'U>>J .::,·:.,;/:/. '.:£'
powerful nobles and merchants covertly hire per­
sonal sorcerers. are of interest to you, keep them in the indicated
space.
Extra Money
Most occupations endow the adventurer with extra Sur"i"al Cips
money. The amounts represent what you were able
NATURALLY YOU'LL WANT the best of every­
to save or escape with. The proportions granted
thing for your adventurer, but that's not possible in
loosely represent the earning power of the occupa­
a world where most people are poor. Across the
tions.
board, you'll also want high characteristics and skills
for him or her, but having high scores in everything
Custom Adventurers won't be possible either. Here are some tips for cre­
This is to remind you about creating custom adven­ ating adventurers ready for life in the Young King­
turers. To do this, generate the character normally doms and for survival in this game.
until Step 5, on the "Creating an Adventurer"
spread. • WEAPON SKILLS: most people in the Young
Kingdoms carry weapons, and most don't shrink
Then choose any 13 skills except Million
from using them. If you don't want other char­
Spheres and Unknown Kingdoms, and add 20 skill
acters to hone their skills by defeating your
points to each. If you don't want one of the twenty
adventurer, have a weapon skill at 101% or bet­
occupations in the present chapter, then make up
ter, since that percentage or higher halves the
one of your own, and allot 250 more skill points as
chance for a fumble (see pages 97-98). Since the
you see fit. Choose up to three of the spells listed
parry percentage for a weapon drops by 30 per­
among the occupations. For extra money; roll
centiles each time the weapon parries in a round,
2D100 in bronzes.
a high hand-to-hand weapon skill can be quite
The rest of adventurer creation continues nor­ useful. The percentiles of a high-percentage
mally. weapon skill can be split among several attacks.
Not least, the chance for a critical success rises as
Cbe Bach of tbe Sbeet your adventurer becomes more skillful.

The reverse of the adventurer sheet is mostly self­ • SHIELDS: if your adventurer intends to do seri­
explanatory. ous fighting, he or she needs a shield, or at least
a second weapon. If your adventurer parries with
• The top section, "Background," will fill up grad­ a shield, then the risk of breaking a weapon drops
ually, as your adventurer makes friends and ene­ greatly; and he or she ignores certain fumble table
mies, meets great people, and does great deeds. results. If your adventurer has skill, a shield is
This is a place to write down things that might more reliable than armor, and blocks stronger
be forgotten otherwise. attacks. (Granted, Elric hacked his way through
• The "Magic & Religion" chapter has information armies and never used a shield, but Stormbringer
about grimoires and how they are used. The gri­ is uniquely powerful-your adventurer is unlikely
moire on the adventurer's sheet simply is a list of to get a runesword that fights on its own.)
the magic that he or she knows. • ARMOR: entering hand-to-hand combat, wear
the best armor possible. Armor in this game is not
• Like the "Background" section, wealth will fill up
like a shield-a shield has a fixed defensive effect.
gradually; if at all.

• Space exists for three bound demons or elemen­


tals. Many players will not use these areas, but an
adventurer might have a human servant who
could fit in one of these spaces.
may be your adventurer's only protection from an • DON'T GET ANGRY UNTIL YOU KNOW
ambush or attempted assassination. THE OPPOSITION: skills can be hundreds of
percentiles high, magic can be almost invisible,
• DODGE: have the highest Dodge skill possible.
and any well-dressed individual may have friends
As you might imagine, being able to dodge a
who can raise a whole city to the alarm. Picking
blow from a battle axe, say, can be very handy.
a fight with the wrong person is foolish. Wait for
Dodge and parry are integrated maneuvers in this
a good reason, then fight when honor demands it.
game; a high Dodge gives your adventurer as
much flexibility of choice as possible. • KNOW WHO YOUR FRIENDS ARE,
AND KEEP THEM: if as a group the adven­
• MAGIC: remember, the central conflict in the
turers are of different alliances, then at some
saga is between Law and Chaos. Law does not
point their paths may diverge. Elric comes to
much approve of magic, and endures quite well
understand that the struggle between Law and
through the saga. High skills compensate for
Chaos drives people apart and creates needless
much of magic, which can be a lot slower to get
agony. But Law and Chaos are elements within
started than firing an arrow. If your adventurer
every person's personality: they do not have to
intends to cast magic, he or she cannot have too
be destructive elements. Players of Chaotic
much Power characteristic-at least POW 16 is
adventurers need to find enjoyable ways to
necessary. A high POW also improves the Luck
express creativity and changing moods; players
roll. Magic spells are mostly obtained during play.
of Lawful adventurers can be stern and legalistic,
Adventurers could teach each other if given dif­
but can also remember how to laugh; those play­
ferent spells during adventurer creation.
ing adventurers of the Balance must find scope
• CLUSTERING SKILLS: it's a good idea to for forgiveness and appreciation of everything
have different sorts of skills, but it is also handy that happens around them. Despite different
to have skills that work together. For instance, alliances, try to roleplay toward friendship. If
high percentiles in Move Quietly, Track, and your adventurer's character actively prevents it,
Trap suggest a character who is a hunter or trap­ then he or she may need new companions.
per, just as high Bargain, Insight, and Scribe sug­
• HAVE A BELIEVABLE RANSOM: if all else
gest a merchant or trader. Clustering skills cre­
fails, an enemy who has your adventurer at his or
ates a general area of expertise, giving an adven­
her mercy may be diverted from murder by the
turer flexibility of action and response, and mak­
promise of payment. The key here is believable: the
ing his or her personality more understandable
amount promised has to be at least five thousand
to roleplay.
bronzes to warrant the trouble, the adventurer has
• COMMUNICATION SKILLS: try to have a to have thought of a way to reliably deliver the
high Fast Talk, Bargain, Oratory, or Art-your cash and then to get out of the clutches of his or
adventurer will want to influence and convince her captor, and has to convince the captor that
people as well as fight them. A good Melni­ everything being said is pretty much true.
bonean language skill and a high Art won't hurt
if you plan to visit the Dreaming City.

prices
C
OSTS ARE usually given in standard units
called bronzes. A bronze is a metal coin of
the Young Kingdoms. One bronze buys
you a mug of ale, or a loaf of bread. A bronze has
just enough value to be useful and yet not so much
value that anyone is much upset at losing one.
The palm-sized Melnibonean gold wheels are
not currency. Each is memorial to a dragon emperor,
and only one per emperor is made, each carved from
pure gold. A wheel averages a bit less than 20
pounds of gold. After Elric's accession there exist a
maximum of 428 gold wheels. Each is different, in
degrees. All are treasures of great beauty, worth far
more than the value of their metal. Wheels do not
appear at large in the Young Kingdoms until after
the Sack of Imrryr.
Perhaps stirred free during the great War of the
Elements, gemstones are found in every land. Only
We presume that each Young Kingdom has one Melnibone's slaves reliably cut and facet transparent
or more equivalent coins and, for ease of play, that stones; Young Kingdoms jewelers must content
all of these coins are worth about the same and are themselves with polishing the natural stones and
therefore interchangeable-though their designs, then mounting them to best effect. Among buyers'
names, dates, and shapes vary. favorite stones are agates, chalcedony, diamonds,
The realistic alternative to this bland solution emeralds, golden otredos, jade, lapis lazuli, mios,
to the problem of coinage would be the introduc­ onyx, opals, peryx, rubies, sapphires, topazes, and
tion of dozens or hundreds of different coins, of turquoise. No one stone is thought of as better or
confusing exchange. Gamemasters who wish to more wonderful, as now we think of diamonds.
make a more realistic coinage are encouraged to do
For game convenience, evaluate gemstones by
so, but must do so without guidance from the saga.
relative size and beauty of color. Use the table
Though their exchange is equivalent, it is polit­
nearby, or the gamemaster can create an alternate
ically dangerous to try to spend Pan Tangian tiger
scheme.
coins in Vilmir, for instance, or to proffer Melni­
bonean silver dragons in Lormyr, for reasons the Thus a medium stone of good quality is worth
descriptions of those places make clear. between 20 bronzes and 2000 bronzes. If the stone's
A bronze is nominally worth twenty smaller rolled value is relatively low, it looked to be rare but
coins called groats. Groats are made of various dis­ proves to be an agate or a large quartz crystal, or else
reputable base metals, many merchants refuse to the stone is cracked or unpleasingly shaped. If the
accept them, and most people despise them. "Not stone's value is very high but not the highest, the
worth a groat!" is a common oath. Courts routinely gem is an excellent example, flawed in some small
limit the maximum debt which can be paid in way only. A tab}e offers only a general guide;
groats.
gamemasters should adjust value as they see fit. * A
Gold and silver coins also exist, but bad man-

medium
large DIOO xS
a RICES ARE in bronzes, unless pair of sandals . . . . . . . . . . . . . . . .. . . . . . . . 10

p=t::2.1;�:
%

e lin�tJ shirt . . . . .. • 10

fin� silk . . . . . . . . . . . . . . . . . . . . . 200


so much to buy does not mean that it can be
outer clothes:
sold for that unt; there ma no b���rs �:'"'

·• ·J for a beggar
at all:"·Prices ge ft�fu lfoy buyer'as
conditions, locations, and seasons change. for a laborer . . . . . . . . . . . . . . . . . . 20 .

Cal�l�te the ��rth o���d gear · good for a jqMroeyman ,.i · . . . . . . . . . . . . . �O .

dition as half of that wffich is ne for a tti�t::enary '. :"'. . . . . . . . . . . . . . .50


for a merchant . . . . . . . . . . . . . . . . . 2�

foQd 6" 0rinh ; for a minor nobl


)y
. . . . . 500 .

excellent travel cloal< . . . . . . . . . . 140


mug of sour milk . . . . . . . . . . . . . . . . 5 groats
.
. . . . . . . .

mug qf ale . . .

jar of ale . . . . . . . . . . . . · ser"ices


gobletofpoor wine . . . . . . . . . . . . . . . . . . .1
. ordinary medical attention . . . . . . . . . . . . . . .5
gobl�t ,of good }'.'iµe . . . hai�C\it or sha:ve . . . . .

decanter of good wine . . . . . . . . . . . . . . . . . 20 indifferent meal . . . . . . . . . . . . . . . . . . . . . .2


.

bowl of cold gruel . . . . . . . . . . . . . • . 10 groats ea1 . • • . • . . . . . . • . . . . • . . • • • . • • • • 6


whole .Coast chicI<en . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
whole steamed salmon . . . . . . . . . . . . . . . . . 10 shelter, per night:
whol� �st su��g pig . . . . . .40 floor of an inn . . . . . . . . .3
.
whol� boiled hafu . . . . . . . . lS
. . . . . . . . . . . . .
dormitory bunI< . . . . . . . . . . . . . . . ..8
.

roast haunch of beef . . . . . . . . . . . . . . . . . . .25 private room . . . . . . . . . . . . . . . . . .45


.

three qlcl hen's �W . . ·


adept of loye, per eve
three frCSh hen's eggs . . . . . . . . . . .. . .. . . .
bored novice . . . . . . . . . . . . . . . . . . . .5
handful of quail's eggs . . . . . . . . . . . . . .5
. . . .
enthusia.stic expert
:c f{-
. . . . . . . . . . . . . .2.-;'.5'
f)
.

loafoffresh bread . . . . . .. . . . .1 stabl� a horse, per night '. . . . . . . . . . . . . . . i.::.8


squareoftrailbread . . . . . . . . . . . . . . . .
. . . .1
havea letterwritten . . . . . . . . . . . . . . . . . . . .4
six onions . . . . • . . . . . . . . . . . 1
sl<iij, .�aining, . !} Qrninal pe11. week . . .. . . . . . . . . 50
string'of garlic Si.libs . . . . . . . . . . .1
carpenter, bricklayer, per day 40
. . . . . . . .
. . . . . . . . . . . .

jar of honey . . . . . . . . .
. . . . . . . . . . . . . . . . . 5
blacksmith, perday . . . . . . . . . . . . . . . . . . .50
suet pudding
armorer, per day . . . . . . . . . . . . . . . . . . . 60
raspberry ices, one spoonful . . . . . . . . . . . 34
a reliable servant,weekly . . . . . . . . . . . . . .30
.
.

bribe
�s x+
to offirja1 . . . . . . . . . . . . . . . . . . .20+
, ,,
.

Cl¢tbes ·
p���worthy temple offering . . . . . . . . . . 10+

warm hat . . . . . . . .. . . . . . . . . . . . . . . . . . 10. representation in law court, daily . . . . . . .60+

goaj boots . . . . . . 75 senct . a messenger across town . . . . . . . . . .1


'
largertent for4 . . . . .. . . . . . . . . . . . . . . . . .200
3 candles . . . . . . . ..... . . . . ... ... . . . . . 1
3 torches . . . . . . , . . . . . . . . . . . . . . . . . . .1
. . . . . . . .5
Completing this chapter are five tables and sum­
Definitions maries of information that can be helpful.

€ ACH ENTRY includes the name of the skill,


the base or starting chance for the skill, and
New Skills
ADDITIONAL SPACES for skills exist on the
a description. Most entries conclude with an
adventurer sheet. These are for new skills which the
example of a critical success and a fumble for the skill
gamemaster may be pleased to admit to the game.
(see pages 97-98) ; in play, the actual critical or fum­
Only the gamemaster can define or recognize a new
ble should derive from the situation. Strive for dif­
ferent, interesting effects. skill.

The gamemaster may choose to keep the results


of a skill roll secret until later, so that its conse­ Art (05%)
quences can unfold in play. Only such skills as someone of noble birth would
The parenthesized percentages represent the employ count as arts in the world of Elric: specify
base chances for the skills. A base chance is that pro­ Conversation, Courtly Manners, Declaim Poetry,
portion of knowledge or ability in the Young King­ Formal Dance, Song, Tell Story, or Torture, or
doms common to everyone. Since no one knows choose a portable musical instrument such as Lyre
everything, no upper limit to skill percentiles exists. or Flute. To do something that might work up a
Expect skill levels to regularly exceed 100 percent. sweat, such as tumbling or juggling, is beneath Mel­
All of the entries for skills are as explicit as pos­ nibonean standards, and those of anyone pretending
sible. The notion of a skill is necessarily broad and to culture.
general, though more specific than characteristic
To pass as a person of culture, be within 30 or
rolls. Discuss special interpretations or applications
so percentiles of any Art held by the person who is
with your gamemaster.
doing the judging. Too much is as bad as too little.
A critical success accomplishes something more
* DOCTOR]EST * memorable or more entertaining than usual. A fum­
(OPPOSITE) Metnibonrs chiefinterrogator
ble provokes groans, protestations, or anger from
considers his proftssion an artform. Never accept the audience.
Rn in'Vitation to view his collection.
Bargain (15%) percentage that is the higher. Use the Brawl/Ces­
tus damage plus the 1D3 adds for Brawl at 101
T his is the skill of negotiating and convincing. If
percent and up. For instance, an entry might read
selling or buying and the difference is slight, the
Brawl/Cestus 112%, damage 1D4+1+1D3+db.
lower Bargain roll prevails. If debating some issue
Such an attack can achieve devastating damage.
and the difference is slight, then the lower Bargain
roll prevails. With a critical, an unarmored target might drop
Should the difference between bargainer and tar­ unconscious, and an armored target might be
get be great, then Charisma, Fast Talk, and Oratory stunned, incapable of action for a combat round.
rolls, new information, accusations, flattery; and With a fumble, the attacker might slip and pull a
threats might help achieve the desired end. An muscle or crack a rib, losing 1D3 hit points.
Insight roll might shift the terms or intent of the bar­
gaining. Once convinced or once the deal is struck, Climb (40%)
the terms do not change. A success with one of these
Do not roll for ordinary climbs of four yards or less.
rolls increases the chance for a success with Bargain
If the climb is longer, roll for Climb, perhaps reduc­
by ten percentiles.
ing the chance by 10-20 percentiles each for hand­
Do not apply this skill to profound issues, such icaps such as night, rain, wind, a slick surface, and
as whether Law or Chaos is preferable. Keep it to being in full armor. A climber with a failed Climb
debates such as the value of a horse or boat, or roll might then get a Dexterity roll or a Luck roll to
whether to ford a swollen river. Intending to cheat save against falling.
or lie, use Fast Talk instead. To sway by emotion,
To climb quietly; match the player's D100 roll
use Fast Talk or Oratory.
against the adventurer's Climb and Move Quietly.
A critical success could show a friendship Succeeding in Climb but failing in Move Quietly, he
formed, money saved, or desirable extensions or or she climbed successfully but made noise. Failing
limitations. A fumble could emphasize the reverse, Climb but succeeding in Move Quietly; he or she
perhaps costing the adventurer everything. fell, but without important noise.
A critical result could increase the climber's
Brawl (50%) speed, or make it easier to carry something. A fum­
Brawl is the skill of unarmed combat. A brawler uses ble is always a fall that makes a horrible racket upon
every natural attack-kicks, gouges, bites, head hitting ground; see page 131 for damage from falls.
butts, forearm smashes, and so on-and aims to do
damage by every means possible. A good brawler Conceal Object (25%)
knows whether it is easier to pull off a human ear
To cover or mask an object, use other objects,
from the top down or from the bottom up. He
debris, cloth, or illusion-provoking materials. Using
knows whether a foe's upper lip or lower lip is the
a secret panel, a false compartment, and painting or
more vulnerable.
otherwise changing an item's appearance is possible.

• Halve the percentiles for the skill if fighting an With a success, palm-sized or knife-sized objects

armored foe. concealed beneath clothing cause no revealing


bulges.
• No martial arts skill is recorded in the saga, but
With Conceal Object, a person might be out of
it doubtless exists in many forms. To reflect this,
sight, but could not be disguised. Use the Disguise
add another 1D3 damage once Brawl reaches 101
skill for that. Larger objects are harder to conceal.
percent-thus Brawl does 2D3 at 101 percent
Elephantine things should not be concealable by
and higher.
single people, though a group of people could build
something that might do the trick.
With a critical, the object might be unde­
tectable except by magic or by a critical Search roll.

��:II
A fumble might draw the attention of others to the points, so that the object became stronger than new.
hiding place. Or the performance could be so spectacular that
someone of influence approaches the adventurer
Craft (05%) afterward, and seeks to be a patron.
Crafts are skills used to make practical things or to Blank spaces for crafts appear on the adventurer
create pleasing effects. Subject to gamemaster sheet.
approval, nearly any job or profession that earns
income is a craft. Ordinary crafts include armorer,
Disguise (1 5%)
boat-builder, brewer, carpenter, mason, macrame
The user changes posture, costume, and/or voice.
and knot-tying, shipwright, weaver, and so on.
Theatrical makeup may help. Dim lighting defi­
In the Young Kingdoms, sculpture, painting,
nitely helps. Lower the chance for differences in sex,
jewelry-making, and most musicianship are also
age, SIZ, or race. To look like a specific person,
seen as crafts.
halve the effective skill percentage; this sort of illu­
Of the crafts of entertainment, several have
sion is maintainable only at a distance.
application beyond garnering groats from gawking
farmers. Insight or Search skills might lead an observer to
suspect someone in disguise. In disguise, a success­
• Sleight-ofhand gives useful facility in manipulat­ ful Charisma roll lowers the success chance for
ing all sorts of small objects. The user is facile either by 10 percentiles.
with cards, shells for the shell game, can pick up
A critical success could give the disguised
small things surreptitiously (good for picking
adventurer some ability to issue convincing orders
pockets or cutting purses), and can cause some
or evade detection by intimates. Failing a Disguise
small thing to appear seemingly out of nowhere.
roll, onlookers notice uncharacteristic behavior. A
• Wire-walking grants skill in moving at heights fumbled Disguise roll declares in effect, "This per­
and in maintaining body balance and control. son has a suspicious appearance ! Investigate him
Equally handy for moving about on ledges, bat­ immediately!"
tlements, and roofs. A wire-walker can routinely
tread a rope or wire of length equal to or less in
Dodge (DEX x2%)
feet than his or her percentiles of skill. You need
no skill roll unless the distance is greater than the This useful skill allows an adventurer to instinctively
percentiles, or unless there is rain, wind, missile evade blows which can be seen, and to close or open
fire, etc. the distance with an enemy. Missile fire can miss,
but it cannot be dodged.
• Acting, juggling, and tumbling are time-honored
Freely mix Dodge with Parry; both are free
entertainment. Add tumbling to wire-walking to
actions in a round, usable whenever attacked. Char­
produce a trapeze artist.
acters can dodge once or several times in a round,
• The card-reading and palmistry skill does not depending on the Dodge skill percentage. Per char­
grant psychic powers, but skill-users are practiced acter and by combat round, each use of Dodge
at putting people at ease and knowing what peo­ occurs at an effective skill of 30 percentiles less than
ple want to hear. To read a person's face success­ the one before.
fully, try the Insight skill.
Use the Dodge skill to attempt to evade any
A critical success with a craft might mean that an attack. A combatant armed with a short or
item or service is more durable or more memorable,
perhaps good enough to warrant extra payment. A
fumble suggests a fall, a gaffe, or a bad product.
Having fallen to the ground, a successful sword, or a riding horse. -mirth depends on the exis­
Dodge allows a fighter to get to his or her feet tence of a purchaser. Apparent worth and actual
without being hit. worth may differ: caviar, after all, is just salted stur­
Dodge against Dodge, if both opponents geon eggs.
receive the same level of result, then the foes keep With a critical success, the adventurer under­
their relative distance. If one character's result is of stands the value and significance of an item. With a
a higher level, then he or she may choose to close fumble, the adventurer pays too much, sells too low,
or to disengage. or ignores evidence of value.

Using Dodge against parry is not possible, since


parry occurs only in response to an attack.
Fast Talk (15%)
With a success, the target agrees with the user's
The box below, "Dodge Skill Against Attacks,"
words for a little while. Perhaps he loans a small
relates Dodge to an attacker's level of result.
amount of money, gossips about family secrets, or
whatever other small single effect is sought. Given
Evaluate (15%) a few minutes alone and a successful Idea roll, the
A successful Evaluate grants a good estimate of an target comes to his senses and the Fast Talk loses
item's worth, whether it's a cut emerald, an old effect.

0000€ SKICC H0HINSC HCCHCKS


6VHD6, DIS6N0H06, OR CCOS6
dodger
critical
critical
�UCC4m,
failu�.
fumb!e
success impale, blow strikes for full effect.
critical
success success, dodging character evades, disengages,
failure closes.
success fumble dodging character evades, disengages,
or closes; attacker falls down, or must
receive a roll on the fumble table.
failure blow strikes for full effect.
1-,,

fumble failure dodging character falls down.


fumble fumble no effect; sneer, and try again.

See also "Levels of Success and Failure. " page 1 1 2.


Fast Talk is flippant: it aims small and takes lit­ Weather, armor, and the difficulty of an aerial
tle time. In contrast, Bargain and Oratory could maneuver affect a flying creature's skill roll, as
concern weighty matters taking hours or days to shown below. Gamemasters should feel free to alter
conclude. these modifiers according to the situation.
A successful Charisma roll increases the chance
• Simple stunt (such as a barrel roll) : no penalty to Fly
to succeed for Fast Talk by ten percentiles.
skill.
At most, Fast Talk affects a handful of listen­
ers; for more, use Oratory. Fast Talk does not • Moderately difficult stunt (roll): -10 percentiles to Fly.
work on people already convinced: use Bargain or
• Difficult stunt (wingover) : -25 percentiles.
Oratory instead.
A critical success might cause agreement for a • Extremely difficult stunt (loop-the-loop) : -50 per­
longer time. A fumble not only fails, but could centiles.
anger or wake the suspicion of the target.
• Light or moderate wind: no penalty.

Fly (DEX x4) • Strong wind: -10 percentiles (no penalty for strong tail
This skill is used to execute an uninterrupted flight wind) .
over an extended period of time, to stay aloft in bad • Severe wind: -25 percentiles (-10 percentiles for severe
weather, to perform aerobatics, etc. It is exclusive to
tail wind. )
creatures with inherent flying abilities, such as
clakars, dragons, giant owls, and winged Myyrrhn. • Windstorm: -50 percentiles (-25 percentiles for tail
Such creatures automatically receive Fly as a skill wind) .
inherent to their race.
• Hurricane-force wind: -75 percentiles (-50 percentiles
For uneventful short to moderate flights in
for tail wind).
favorable wind conditions-light to moderate wind
force, average temperature or warmer-no skill roll • Tornado-force wind: -100 percentiles.
is needed. Make a Fly roll to perform a daring aer­
• Rain: -10 percentiles.
ial maneuver without crashing or losing control, or
to outmaneuver a flying opponent in aerial combat. • Snow: -25 percentiles.
A Fly roll is also necessary when attempting to fly
in poor weather (cold and windless conditions, a • Sleet: -50 percentiles.
powerful storm, etc).
• Hail: -75 percentiles.
When attempting an extended nonstop flight
(such as over a large body of water) , make a CON • High altitude/low air pressure/becalmed: -25 per­
x5 roll. For an especially long flight, the gamemas­ centiles.
ter may call for a series of rolls and increase the dif­
• Wearing light armor (applies to winged Myyrrhn
ficulty incrementally (i.e., CON x5 for the first four
and other flying humanoids only) : -10 percentiles.
or so hours of game time, CON x4 for the next four,
CON x3 for the next four, etc. ) . • Wearing moderate armor: -25 percentiles.
If a flying character attempts to fly while carry­
• Wearing cumbersome armor: -50 percentiles .
ing a large, heavy object, the gamemaster may
require the player to roll the character's STR against
the object's SIZ on the Resistance Table in order to
stay aloft. A winged creature (including Myyrrhn)
can generally carry up to one-half its STR rating in
SIZ points while flying.
To fly with a half or small shield, a Myyrrhn
must have STR 17 or better.
armot; reducing the Myyrrhn)s chances of success from 200 percent Broadsword and 70 percent Fly fights
100 percent to 55 percent. at 70 percent with a broadsword while airborne.
Large flying creatures (those of SIZ 40 or higher) are
less susceptible to wind force factors. Reduce the severity Hide (20%)
of the wind force for a creature by one level for every 20 Cover must be present. Employ Hide to escape
points of SIZ above 20. &ample: a Melnibonean dragon detection during pursuit, during surveillance, or in an
with a SIZ of 64 reduces wind force severity by (64-20) +20 unprepared position. The adventurer chooses the best
44 +20 2.2 "" 2 levels, from torna do to windstorm, from bushes, rocks, deep shadows, etc., to hide in or
= =

hurricane-force to severe wind, etc.


behind.
With a critical success, the adventurer maneuvers
In an area watched by guards, Hide could help
extremely well and gains a bonus to attack or dodge
in shifting position without detection. Figure the
an opponent in aerial combat, receives a bonus to
chance by halving the adventurer's Hide percentiles.
his or her next Fly roll for a perfectly-executed
If the distance to be moved is more than a couple
maneuver, or can stay aloft for an extra-long time
of yards, also roll for Move Quietly.
period. With a fumble, the adventurer winds up in
a disadvantageous position in aerial combat, or If a motionless adventurer is mostly but not
plummets out of control and crashes (a Jump check entirely hidden, halve the observer's chance to notice.
to reduce damage is not allowed). A critical result negates a successful Search roll.
With a fumble, the adventurer somehow attracts
attention.
Insight (1 5 %) increase Million Spheres by conversing with emi­
The adventurer can learn another person's character nent sorcerers, by questioning denizens of other
and motives with this skill. This understanding takes planes, and by astral travel. The best way is to do
a few minutes within the target's presence. Skillful scholarly research with grimoires and other books of
deceit cannot be penetrated unless the adventurer lore.
jars the target's confidence by revealing unexpected Answers to many questions are not known, or
events or knowledge. else are secrets known to a handful. A successful
With a critical result, the target's motives are laid Million Spheres roll may produce no information.
bare, and the skill-user says just the right thing to A critical might unlock definitive information. A
get immediate agreement. With a fumble, the fumble might show that something is impossible or
adventurer badly misinterprets everything. nonexistent when it is very real.

Jump (2 5 %) Move Quietly (20%)


With a success, the standing adventurer can leap up Employ this skill to move and make little or no
vertically and grab to his own height-and-a-half, or sound, to creep up on an unaware opponent, or to
leap down vertically to his own height. He can jump sneak across a passage while a guard looks the other
horiwntally his own height from a standing start, or way. Halve the Move Quietly of any adventurer who
run and jump horizontally to twice his own height. wears plate or chain mail. To run and to Move Qui­
If falling from a height, a successful Jump pre­ etly in armor is normally impossible: armor squeaks,
pares the adventurer for the fall: roll 1D6 and sub­ rattles, clangs, dongs, and rings unpredictably.
tract that many hit points from those lost from the With a critical success, an adventurer could run
fall. in armor and not make noise. A fumble signifies
Jumping in cumbersome armor is not possible. extreme clumsiness-even guards from far away
Jump skill is reduced by 50 percentiles for a charac­ come running when the adventurer trips and clatters
ter wearing moderate armor, and by 25 percentiles to the floor.
for a character wearing light armor.
A critical Jump could be further than normal, or The Natural World (2 5 %)
quieter. A fumbled Jump could increase damage
General knowledge of animals, plants, sea life, and
from the resulting fall.
climate in the areas with which the adventurer is
familiar. The gamemaster should decrease the skill­
Listen (2 5 %) user's percentile rating in this skill by one-half in
This is the ability of the adventurer to understand unfamiliar lands, and by three-fourths if on another
and interpret the significance of sounds. These plane. This skill relates to what is generally known,
include a faint conversation, a snapping twig, a dis­ not to all of what might be knowable.
tant footstep, or the whisper of a blade pulled from
A critical result might identify some rare animal
its scabbard. Some sounds are impossible to under­
or uncover some secret. A fumble could wrongly
stand.
identify or mislead.
A critical result understands a conversation at an
unusual distance or comprehends the number and
Navigate ( 10%)
intent of people approaching in the dark. A fumble
Day or night, stormy or clear, the user finds his or
misinterprets information.
her way. Those of higher skill are familiar with
astronomical lore and the implications of weather
and climate.

• Since the mental tools are somewhat similar, one


could also use this skill to measure and map a
corridor or area, but do not employ it at a per­ If an adventurer has points in a particular Other
centage higher than the person's Scribe skill. Language skill, he or she always grasps the gist of
• On board ship or boat, this skill cannot be at an normal conversation. Sixty points or better in an
effective percentage of higher than the character's Other Language allows the speaker to pass for a
Sailing skill. native.
• A critical result finds exactly the right way; a fum­ Languages m the Young Kingdoms include
ble leads the way opposite to that desired, or the Common tongue, High Speech (old Melnibonean),
way most dangerous.
Mabden, Melnibonean (new or low), Mong,
Myyrrhn, and 'pande. Mong has never had a writ­
Oratory (05%)
Successful orators sway crowds to particular moods ten form. Other languages exist in the Unknown
and actions. To use this skill, the orator must be Kingdoms. Common tongue is by far the most
addressing a group or crowd; for a handful of peo­ widely used language in the West.
ple, use Bargain or Fast Talk instead. Orations are
of long duration, twenty minutes to several hours. • •

A successful Charisma roll increases the chance


for a successful Oratory by ten percentiles. F.lbout f)igb Speech
A successful oration carries the crowd for the
The wri .. anguage is composed mostly of
rest of the day, or overnight. A critical success might
convince nearly everyone for a week or more, and abstract ograms that vary in meahlrtg in

some would remain convinced for years. A fumble conjuncti9n with adjacent glyphs. Learning
causes the crowd to mock or stone the adventurer. to read and write this ages-old tongue is
very difficult. High Speech is almost incom­
Other Language (00) prehensible even to most Melniboneans. It
To start another language, study it, or live where it is unclear whether all Melnibonean citizens '
is spoken. No numerical limit exists to the languages
have the. riSllt to learn this tongue. That
that can be known. This skill represents the user's
right c9�? be limited to court nobility or to
chance to speak and understand a particular given
language of the Young Kingdoms. the royal family. The tongue's potency .in

The skill includes rudimentary ability to read and magic is such that knowledge of it may be

write the tongue, if it has a written form. an imperial secret.

When using other languages, an adventurer's Speaking it is an exercise in rigid


Bargain, Fast Talk, and Oratory is never higher than poetry, with every sentence and every word
his or her skill in that language. dictated and influenced by ancient and
Occasionally a gamemaster may decide that obscure I1ws of gramm ar and inflection.
several complex points exist in a document or
Every t of every verb must refle� �e /
speech, and call for several Other Language rolls, ..
social ranks (}f the speakers, and the differ­
one for each point. Similarly, the gamemaster may
ence between their ranks if any exists. Hon­
momentarily reduce a user's skill in a language if
encountering archaic speech or writing in the lan­ orifics are long and drawn out. Casual con­
guage. To comprehend a book in another language versations translate as abstract poetry; laden
normally takes one successful Other Language roll. with hundreds of allusions to Melnibonean
Higher percentiles of skill show more accomplish­ literature and history.
ment, more elegant phrasing, and convey more
status. •
A critical or a fumble influences what is under­ • A success with this skill restores 1D3 hit points
stood in a difficult or archaic text, or in a dangerous to the target per separate attack or injury. Sepa­
situation. rate attacks by round, attacker, and weapon.
Blank spaces exist on the adventurer sheet for A critical result for Physik automatically restores
several Other Languages. 2D3 hit points to the patient. A failure restores no
hit points. A fumble subtracts 1'D3 hit points for bad
Own Language (INT x5%) treatment.
All human adventurers should start with Common
as the language that they learned as children. Nor­ Pick Lock (05%)
mally no skill roll is necessary to use Own Lan­ Young Kingdoms locks are simple, since magic
guage. If a document is extremely difficult to read, guards everything of much value. A set of metal
or written in an archaic script or dialect, the lock-picks is needed to move heavy wood or iron
gamemaster may reduce the user's skill chance. levers and tumblers. By extension, use this skill to
Moorcock presents this tongue as the ordinary open secret drawers without destroying them, to
speech in the lands of Argimiliar, Filkhar, Ilmiora, break seals and restore them, and similar specialized
the Island of the Purple Towns, Jharkor, Lormyr, tasks.
N adsokor, Pan Tang, Pikarayd, Shazar, Tarkesh, and A critical result might open a lock immediately,
Vilmir. It is the first or second tongue everywhere
without a sound. A fumble jams the lock so that it
in the West. cannot be opened, or else the lock breaks and its
The skill includes a rudimentary ability to read innards clatter and roll noisily across the floor.
and write the tongue, if the adventurer is wealthy or
For cutting purses or picking pockets, see Craft
educated. Employ the separate skill Scribe for fine let­
(Sleight-of-Hand).
tering, extensive organization, or evocative wording.
As examples, a critical success greatly impresses
the listeners, no matter the situation. A fumble
might cause listeners to believe that the speaker is a
foreigner, impostor, or other suspicious sort.

Physik (30%)
The percentage chance of awakening an unconscious
or stunned comrade, successfully setting a broken
limb or treating burns, etc. It includes incidental
knowledge of human structure and physiology.
This skill little influences the course of diseases
and ailments where hit points are lost over time.
Physik has slight effect on many poisons; see the
"Poisons" section on page 134. A successful Physik
roll can identify bones and remains as human or not.

• It takes one round to apply Physik to an ailment.


• Apply a successful Physik roll once per ailment.
• A failed Physik roll requires that the adventurer
wait an hour or so to try again. Another person
could apply Physik to the same target in the fol­
lowing round, since the new person may know
"the Dreaming City," the wine of Bakshaan that The success chance for Repair/Devise never
drives the drinker mad, and the healing herbs of the increases with training or experience, though it does
Forest of Troos. There is also the knockout drug change if DEX changes. If an adventurer has an
that Elric drinks in Org, the potion that Elric and appropriate Craft that is higher than Repair/Devise,
Moonglum use in Nadsokor to kill their senses of use the Craft.
smell, and the armoring drug made from an herb in A critical result makes an item as good as one
the Forest of Troos that strengthens skin and flesh made by a craftsperson, one that withstands long
to withstand almost any blow. There is finally the use. If a Repair/Devise roll fails, the object could
cooled dragon venom that is taken for strength and not be built or fixed, or else it breaks when tried. A
courage, the restorative wine of Nihrain, and Lord fumble produces an article that breaks or fails to
Gho's ghastly addictive elixir from Fortress of the work at some crucial moment.
Pearl. Knowledge of most is very limited. The wine
of Bakshaan and the knockout drug are known by Ride (35%)
most herbalists and apothecaries. The saga features horses as mounts. This skill
A non-magical potion can influence general con­ applies to horses, donkeys, and mules. It includes
sciousness or perception. It might enhance or dimin­ knowledge of animal care, riding gear, handling the
steed at a gallop, using it as a pack animal, protect­
ish one characteristic, but not two unless concerning
ing it in storms, rivers, mountains, deserts, etc., and
hit points or damage bonus. Or it might affect one
of steed-drawn wagons and chariots.
or more of the skill groupings noted at the end of the
skills chapter. Generally it enhances or diminishes Should a mount shy, rear, trip, or bolt, the
adventurer's chance of remaining safe equals his or
that which it affects, and does not create an alterna­
her Ride. If an adventurer falls from a mount, he or
tive. This last is the province of magic.
she loses 1D6 hit points in the accident; a success­
Potion strengths and effects vary with the fresh­
ful Jump roll saves 1D6 hit points.
ness of the herbs and the strength of the brew. The
A mounted adventurer's attacks and parries can­
"substitutions" row in the table below shows what
not exceed his or her Ride skill. Thus, an adventurer
happens when not all the proper ingredients for a
of 200 percent Broadsword and 70 percent Ride
potion can be found.
fights on horseback at 70 percent with a
broadsword until he or she dismounts.
Repair/Devise (DEX x4%)
• For other unusual natural steeds such as ele­
Every adventurer can fix or devise simple equip­
phants, camels, and devil lizards, halve this skill.
ment, tack, rafts and boats, and so forth. Tools and
special materials may be needed. The thing to be • For a steed rarely ridden by men, such as a Mel­
fixed cannot be magical-only magic fixes magic. nibonean dragon or a whale, open a new skill
(insert steed's type here). Start it at 01 %, in a Scent(faste is important in the enjoyment of fine
blank space. Get the permission of your foods and wines; pretenders to culture should have
gamemaster to do this. 50 percent or more in this skill.
With a critical success, the adventurer might
A critical result might evade pursuit, keep the
expose a poisoner by finding traces of the poison on
mount under control in the presence of some hor­
hand or clothing, or be able to correctly identify
rible monster, or perform some unusual or difficult every wine served at a banquet. A fumble exposes
maneuver. A fumble might incapacitate the mount, the adventurer to danger or embarrassment.
snap a rein or cinch strap, or toss the rider into a
thorn bush. Scribe (00)
The adventurer can create impressive manuscripts,
Sailing ( 15%) plans and instructions, understandable grimoires,
The skill-user understands the behavior of smaller navigation maps, and so forth. Melniboneans find
poled, oared, and sailing craft in wind, storms, and these creations up to their standards. A scribe can
tides. He or she can spot hidden obstacles, signs of also duplicate or imitate documents of many sorts,
land, and weather changes. with the chance of detection decreasing as the
scribe's skill rises.
Sailors of little skill find it difficult to dock a
A critical Scribe might create a map reliable in
rowboat, while competent sailors can alternately
every detail, or write military orders that could not
maneuver their craft and swing swords or navigate.
be confused or ignored, or successfully forge a let­
Sailors of 101 percent or more can maneuver
ter of release from the Theocrat of Pan Tang. Fail­
oceangoing vessels to evade damage from non­
ure leaves out something important. A fumble
magical attack or force of nature in the same way results in trash at which people of discernment sneer
that a falling person can Jump to try to lessen dam­ or which gets you tossed into prison.
age : at 101 percent or more, subtract 1D6 hit
points per additional 100 percentiles of skill. Search (20%)
"Example: the player of a helmsman with 301 % Sail­ This skill might let the adventurer see a secret door,
ing could subtract 2D6 hit points from the damage or see an assassin lurking behind a wall hanging, or
done when the sailor)s craft hit a rock. see metal gleaming in a distant grove, and so on. It
In larger vessels, one character is the captain, and is a visual skill, and specific : the adventurer needs
should always be 101 percent or more in Sailing; a some idea of the sort of thing that he or she wants
first mate should be 90 percent or more. His or her to find. For getting a general sense of a town or
Sailing rolls decide the vessel's general fate. Navi­ landscape, or spotting potential trouble at sea, use
gate rolls may be important. Other characters may an Idea roll.
need Sailing to accomplish specific tasks aboard. A critical success with this skill might detect
what is very difficult to see or notice; a fumble with
Critical successes and fumbles may only trigger
Search represents a failure to notice the obvious.
or eliminate additional skill rolls. In battles between
ships, a critical or fumble always represents advan­
Swim (25%)
tageous or poor maneuvering.
Swimmers can stay afloat and moving in water or
other liquid. Immersed, any adventurer swims ade­
Scent/Taste ( 15%) quately unless the gamemaster declares that he or
A success recognizes a particular scent or taste after she cannot. In surprising or life-threatening situa­
negligible exposure. The adventurer might detect a tions, use a Swim roll to keep swimming.
A failure starts drowning; see those rules on
page 130. A drowning swimmer receives a Swim
roll each round-with a success, he or she can stop
drowning and begin to move through the water. If Take off armor underwater by cutting the ties.
a later Swim roll fails, a fresh episode of drowning The armor then falls away and is lost.
begins.
A swimmer averages one-quarter of the maxi­ Throw (2 5 %)
mum land movement per round. For short dis­
To pick up something and hit a target from a dis­
tances, that rate might increase to one-half.
tance, use Throw. Large rocks and smallish stone
A swimmer can tow something buoyant of SIZ blocks take both hands and travel a yard for each
up to his or her SIZ+ 2. A swimmer can indefinitely
STR point exceeding its SIZ. Hurl a balanced
carry something that does not float, of up to STR in
hand-sized object five yards for each STR point
pounds. For swimming in armor, see below.
above its SIZ. Smaller objects travel six yards or
A critical result shows notable speed or strength
more for each STR point above SIZ. Both bounce
of stroke. Failure may begin drowning. Fumbling
on for more.
begins drowning and disorients the swimmer. Dis­
oriented, he or she fights off rescuers, drops • A palm-sized stone does 1D2 damage. Hurled
weapons, or heads into deeper water. from a moderate height, add another 1D2 of
Swimming in armor is usually difficult to impos­ damage for every six yards the thing falls; thus a
sible. ( For armor descriptions, see page 120. ) Until palm-sized rock hurled down from an 18-yard­
it is soaked, leather armor or barbarian armor is high tower does 4D2 damage.
light enough to let swimmers stay afloat without
needing Swim rolls. (Leather or barbarian armor • A head-sized stone does 1D4+ 1 damage. Hurled
becomes soaked after being immersed in water for from a moderate height, add another 1D4+ 1 of
1D3 + 1 rounds.) Sea leather does not saturate with damage for every six yards the thing falls. Thus a
water, which is part of its usefulness. Leather & head-sized stone hurled down from an 18-yard­
rings, half plate, and half plate & mail require a suc­ high tower does 4D4 + 4 damage.
cessful Swim roll each round, or the swimmer
begins to drown. Plate cannot be swum in. The • A torso-sized boulder does 2D4+ 3 damage. Add
wearer sinks like a stone, as Elric did when Yyrkoon another 2D4+ 3 points of damage for every six
rolled him off the deck of the battle barge. yards the thing drops; falling from an 18-yard­
high tower, it does 8D4+ 12 in damage.

• Boulders of larger size yet kill humans automati­


cally when they hit, either by crushing directly or
as a by-product of the shock from the injury.

• Dropped from a moderate height or higher, boul­


ders of SIZ half or more of the target's SIZ kill it
or, if its Luck roll succeeds, do it major wound
injury. (See "Major Wound" on page 106. )

Armor naturally defends against this sort of attack.


Each thrown weapon is represented by a skill; see
the Weapon Tables. See also "Thrown Objects" on
With a successful Dexterity roll each round, page 136.
armor can be removed in the same number of
With a critical success, the target might suffer
rounds as needed to put it on. The armor table on
page 123 includes a very optimistic column about extra damage, or perhaps something else beneficial
this. Failing a Dexterity roll, the adventurer needs a to the thrower occurs. A fumble could cause inci-
successful Swim roll, or he or she begins to drown.
Track (10%) (unknown to them), and 15 percent in Unknown
With a successful Track roll, an adventurer can fol­ Kingdoms. (Elric knows some Unknown King­
low the sign of a person, animal, or vehicle over soft doms when he starts adventuring, but Elric begins
earth and leaves. While the tracks are readable, track­ with great resources and advantages; Moonglum
ing can continue. The chance for success decreases had heard tales of the West from a slave in Elwher.)
by 30 percent every 24 hours since the tracks were A critical Unknown Kingdoms roll suggests
made. Bad weather may make tracking impossible. that the adventurer learns or deduces an important
A being cannot be tracked across water, over stone, secret or finds an important new source. A fumble
or at night, except in unusual circumstances. means that the adventurer failed to make a logical
For broken tracks, tracks brushed over, or tracks connection, or failed to remember something
walked back upon, a successful Search roll or criti­ already known.
cal Track roll picks up the trail again. If the tracker
knows the tracked, a successful Insight roll might Wrestle (25%)
also do the trick.
Wrestle is a natural attack that aims first to subdue
A critical result might let tracking continue an opponent. Parry Wrestle with Wrestle or Brawl,
where it ordinarily could not. Fumbling perceives or make it less convenient by counterattacking
a false trail as the right one, or exposes the tracker
(with a knife, say), but only in the first round of
to an ambush.
the Wrestle. If a Wrestle attack succeeds and it is
not parried or broken off from, then the attacker
Trap (05%) holds and has subdued the target. The attacker
With Trap, an adventurer can create and disarm then chooses one of several options.
mechanical dead-falls, spring-loaded devices, sliding
blocks, pitfalls, etc. He or she is familiar with the • Immobilize the target by overcoming the target's
sorts of traps encountered in the Young Kingdoms. STR with his or her own STR on the Resistance
This skill does not include kllowledge of potions, Table. With a success, the target is held fast until
nor how to deal with demons and magic. the attacker attempts another action. If rope or
A success means that the trap works as designed chain is present, the foe would be firmly bound
or that the adventurer disarms it as intended. Dis­ after a successful Dexterity roll.
arming a trap may not need a roll, but detecting a
• Knock down the target. If chosen, this option
trap by someone else takes a successful Search roll.
automatically succeeds.
To make a trap particularly hard to find, use the
Conceal Object skill, then allow detection only by • Knock out the target. See "Knockout Attack" on
means of a critical Search. page 132.
With a critical success, only another critical can
• Disarm the target. With successful Wrestles in
disarm the trap. A fumble provokes an accident con­
consecutive rounds, an adventurer could Wrestle
nected with creating or disarming the trap.
to prevent a hand-to-hand attack in the first
round and then seize the weapon or weapon hand
Unknown Kingdoms (00%)
in the second round.
With this skill, the adventurer knows something
about the peoples, history, and lands east of the • Physically injure or slay the target. A Wrestle
Young Kingdoms, such as Moonglum's Elwher. must already have succeeded. Then the attacker
Natives of the Young Kingdoms in the West start at must receive a second successful Wrestle roll in
zero in this skill, learning it during play.
The Unknown Kingdoms are unknown only to
natives of the West, of course-natives of the East
start with 00 percent in the skill Young Kingdoms
If the intent is to injure or slay; the victim is caught
and can escape only if the player successfully matches
TYPICAL GAME time required to perform a skill.
STR against STR on the Resistance Table.
Actual extent varies widely. We include the Ride skill
• Strangle the target. Subdued, the target asphyx­ everywhere to exemplify sustained skills.
iates according to the drowning rules. The A few seconds to a combat round attacks and
-

attacker needs no further Wrestle rolls, but see parries, Brawl, Dodge, Hide, Jump, Physik, Ride,
the next paragraph. Scent(faste, Throw, Wrestle, Young Kingdoms,
remember something with successful Idea roll.
Many sorts of Wrestle criticals and fumbles exist.
1-5 minutes Bargain, Climb, Conceal Object,
-

Young Kingdoms (15%) Evaluate, Fast Talk, Insight, Move Quietly; Other
The adventurer knows something about the peo­ Language, Own Language, Pick Lock, Ride, Sail­
ples, histories, and legends of the Young Kingdoms ing, Swim, Unknown Kingdoms, Young Kingdoms.
and of Melnibone. This information comes from 5-30 minutes Art, Disguise, Natural World,
-

memoirs, chronicles, and gossip, and from broad Navigate, Oratory, Pick Lock, Repair/Devise, Ride,
traditions of dubious accuracy (e.g., "Everyone
knows that the people of the Purple Towns are
greedy pigs.")
A critical Young Kingdoms roll could deduce an
Base Chances
important secret or discover an important new for Skills
source or chronicle. With a fumble, the adventurer
See also the Weapon Tables.
failed to make a logical connection or forgot some­
Art (05%) Other Lang. (00%)
thing.
Bargain ( 1 5%) Own Lang .
(INTx5%)
Brawl (50%) Physik (30%)
Shill Cabltst Climb (40%)
Conceal Obj. (25%)
Pick Lock (05%)
Potions (00%)
Summaritst ttc. Craft (05%) Rep./Dev.
(DEX x4%)

Shill 0roups Disguise ( 15%)


Dodge (DEX x2%)
Ride (35%)
Sailing ( 1 5%)
PARTICULAR INJURY, disease, poison, or a Evaluate ( 1 5%) Scentffaste ( 1 5 % )
potion may influence adventurer skills in the same Fast Talk ( 1 5%) Scribe (00%)
general way. Some logical clusters follow. Hide (20%) Search (20%)
AGILITY: Brawl, Climb, Dodge, Move Quietly; Insight (20%) Swim (25%)
Jump, Swim, Throw, Wrestle, all weapons. Jump (25%) Throw (25%)
COMMUNICATION: Art, Bargain, Disguise, Listen (25%) Track ( 1 0%)
Fast Talk, Oratory; Other Language, Own Language. Million Spheres (00%) Trap (05%)
KNOWLEDGE: Million Move Quietly (20%) Unk. King.
(00%/15% in UK)
Natural World (25%) Wrestle (25%)
Navigate ( 10%) Yng . King.
( 1 5%/00% in UK)
Search, Trap, remember something specific without
a successful Idea roll.
Negotiations
Critical
30-60 minutes -Million Spheres, Oratory, Ride,
• Fast Talk or Oratory moves the target to imme­
Scribe (ordinary), Track.
diate action,
6 hours to many days Craft, Ride. In doing
-

• Bargain convinces the target or closes the deal


research or study, the Million Spheres, Potions,
with great profit to the skill-user,
Scribe (very special or important task), Unknown
Kingdoms, Young Kingdoms. • Insight completely understands the target's char­
acter and intentions, and the skill-user says just
the right thing to get immediate agreement,

• AND no countering roll occurs or is appropriate


• •
to be made.

6"asion and Success


Detection Matrix • Fast Talk or Oratory persuades the target,
The skill being attempted is Conceal Object, Dis­ • or Bargain clinches the deal or convinces the tar­
guise, Hide, Move Quietly, or Trap. A casual get,
observer has neither reason to look, nor reason
• or Insight correctly judges the target's character,
not to look. An active observer has a good reason
but the target still takes convincing by Fast Talk
for looking about, often or constantly in the case
or Oratory,
of a watchman.
casual active • AND no countering roll occurs or is appropriate
skill-user obser77er obser77er
to be made.

Failure
No deal made, target remains unconvinced, or no
intention perceived.

Fumble
success Notices Notices with a • Fast Talk or Oratory backfires with some unex­
nothing. critical or a pected result,
success, using • Bargain makes a personally costly deal or the bar­
Evaluate, Insight, gainer loses faith in his effort,
Listen, Search,
• Insight disastrously mistakes the target's inten­
Scent(Taste, or
tions. * •
Track, as
chapter discusses attacking and defending, including

Hctions Weapon Tables containing scores of war-tools.


The gamemaster tells when to roll dice and tells
what sort of roll to make-a skill roll, a Resistance

R
OUTINE GAME actions in routine cir­
cumstances always succeed. There is no Table roll, a characteristic roll, etc.
need to roll dice to walk or to run, or for
the routine use of any skill. When the routine
becomes dramatic or extraordinary, however, roll
Shill Rolls
dice for resolution. You'll want to know if skills suc­ TO LEARN IF an adventurer succeeded or failed
ceed when danger threatens, or if your adventurer with a skill, the player usually rolls D l OO. If the
escapes notice by a guard. Dice allow crises and deci­ result is equal to or less than the adventurer's cur­
sion points to be resolved without the intervention rent percentile amount with the skill, then the action
of a gamemaster, just as events occur in life. succeeded. If the result is more than the adven­
Some skills, especially weapon skills, are inher­ turer's current skill, the action failed.
ently dramatic and dangerous, and always are rolled If a non-weapon skill fails, game time may need
for, as are accidents such as falls. to pass before the adventurer can try again. The
Make most skill rolls and all Resistance Table rolls gamemaster decides the interval. If a weapon skill
with percentile dice (DlOO). Other sorts of dice fails, that's just a whoosh of air and a miss. A result
establish the damage done by various weapon attacks. of 00 is always a fumble.
Armor and shields block attacks. The "Combat"
In all, every skill has four levels of die-roll result:
critical success (usually just critical) , ordinary suc­
cess (usually just success), failure, and fumble.
Thrusting and stabbing weapons have a fifth and
highest level of result, the impale.

Critical Successes, Fumbles


The lower the DlOO roll result, the better the
skill of 139 percent. Huf gets a critical hit when his expert improves at a slower rate than a novice.
player rolls DlOO and gets a result ofOl-28. Adventurers are good at some skills, and bad at oth­
It's always possible to fail abysmally: this is ers, just as in the real world.
called a fumble. Fumbles happen more rarely than Sometimes, but not always, your gamemaster
criticals because people practice succeeding, and will instruct you to check a skill just used success­
guard against failing. fully in play. The check goes on the adventurer
sheet, in the hollow box beside the skill. Checks
• For skills of 100 percent or less, a fumble occurs
show what skills are eligible for improvement.
on a DlOO result of 99 or 00.
The gamemaster decides when it's time for expe­
• For skills of 101 percent or more, a fumble occurs rience rolls. This may be at the end of adventures,
on a D 100 result of 00 only. or after every game week or so, or when some major
action has concluded, or when some major task has
Weapons Criticals, Impales been accomplished. The gamemaster is not obliged
Though different skills have different sorts of criti­ to call for experience rolls at any particular time.
cals and fumbles, an unparried critical success does Then examine your adventurer sheet to see
double damage: for instance, a rapier attack wounds which skills are checked. For each skill checked, roll
a target for 1D6+ 1 hit points. With a critical result, DlOO. Make only one roll per check.
the rapier slices into a foe for 2D6 + 2 hit points.
• If the result is higher than the current skill per­
On a DlOO result of 0 1, unparried attacks that
centage, then the adventurer improves in that
impale do double damage and ignore all armor. The
skill. The player rolls lDlO and immediately adds
target takes the full rolled damage. An impaling
the resulting number of points to that skill.
weapon is one that stabs or cuts and is slim enough
to slip between armor segments and plunge into a • W hen the adventurer's skill rises above 100-INT
foe's vitals. For more about this, see the "Combat" percentiles, then the adventurer has INT xl%
chapter. chance to learn something new about the skill.
After that, the chance never changes. Even if a
character is 1000 percent in a skill, his or her
Che Resistance Cable chance to improve remains INT xl %. &ample:
THIS TABLE ALLOW S opponents to pit charac­ a player whose adventurer has INT 16 must roll
teristics against each other: for instance, use DlOO and get 01through 16 to increase the adven­
STR:STR to arm-wrestle or INT: INT to play chess. turer,s rapier skill of 85 percent: a result of 17 or
In this way adventurers can accomplish many tasks higher will always fail to improve the skill.
for which they have no skill percentiles.
Looking at the table, find along the top that • If the result is equal to or less than the adven­
number equal to the active or challenging charac­ turer's skill points, or above INT when rolling for
teristic. Then find along the left side the defending a skill above 100-INT, then the player-character
number. The respective file and rank intersect on the learned nothing, and the skill percentage is
table at a third number, representing the highest unchanged.
DlOO result at which the active characteristic can
• Repeat the procedure for each skill checked. Erase
have success.
the check when you finish with the skill.

See also "Changing Characteristics," on page 101.


€xperience
Craining
IMPROVING FIGHTING SKILLS through train­
ing takes longer, teaches less, and costs more than
Che Resistance Cable
Active Characteristic

50 55 60 65 70 75 80 85 90 95 - - - - - - - - - - - - - - - - - - - - -

� W � 60 M ro � 00 � 90 % - - - - - - - - - - - Range of
40 45 50 55 60 65 70 75 80 85 90 95 - - - - - - - - - --:- Automatic Success - - - -

­
· � � � 00 � 60 M ro � 00 � 90 � - - - - - - - - - - - - - - - - -

W � � � 00 � 60 M ro � 00 � 90 � - - - - - - - - - - - - - - - - -

� � w � � � w � w M ro � oo � oo % - - - - - - - - - - - - - - -

1 5 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - - - - - - - - - - -

1 0 1 5 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - - - - - - - - - -

05 1 0 1 5 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - - - - - - - - -

- 05 1 0 1 5 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - - - - - - - -

- - 05 1 0 1 5 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - -
� � -<k
u
'l:l - - - 05 1 0 1 5 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - - - - -
"'
-

·1
- - - - 05 1 0 1 5 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - - - - -

- - - - - 05 1 0 1 5 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - - - -

..c:::
u - - - - - - 05 1 0 1 5 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - - -


.... - - - - - - - 05 1 0 1 5 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - -
"'

� : - - - - - - - - 05 1 0 1 5 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - -

1 9 - - - - - - - - - 05 1 0 1 5 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - -

20 - - - - - - - - - - 05 1 0 1 5 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - -

2 1 - - - - - - - - - - - 05 1 0 1 5 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 -

22 - - - - - - - - - - - - 05 1 0 1 5 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95
v

23 - - - - - - - - - - - - - 05 1 0 1 5 20 25 30 � 40 45 50 55 60 65 70 75 80 85 90

I - - - - - - - - - - - - - - 05 1 0 1 5 20 25 30 35 40 45 50 55 60 65 70 75 80 85
24

25 - - - - - - - - - - - - - - - 05 1 0 1 5 20 25 30 35 40 45 50 55 60 65 70 75 80

26 - - - - - - - - - - - - - - - - 05 10 15 20 25 30 35 40 45 50 55 60 65 70 75

27 - - - - - - - - - - - - - - - - - 05 1 0 1 5 20 25 30 35 4 0 45 50 55 60 65 70

28 Range of 1 5 20 25 30 35 40 45 50 55 60 65

29 - - - -Automatic Failure - - - - ..,-- - - - - - 05 1 0 1 5 20 25 30 35 40 45 50 55 60

30 - - - - - - - - - - - - - - - - - - - - 05 10 15 20 25 30 � 40 45 50 55

31 - - - - - - - - - - - - - - - - - - - - - 05 1 0 1 5 20 25 30 35 40 45 50

For success, roll ID 100 equal to or less than the indicated number.
learning by fighting foes. But foes want to kill your • Nominal cost for a week's training is 50 bronzes.
adventurer-teachers want him or her to stay alive. Cheaper teachers may not be good ones. Good
teachers may want more money.
Combat training is an intimate apprenticeship in
the life-and-death world of the warrior. To increase • A student trains only one skill at a time. How­
a weapon or shield skill by training, the student ever, tandem fighting skills such as sword and
must find a teacher. The teacher must have a higher shield or trident and net are learned together,
1D6 percentiles each.
skill than the student, and must wish to teach. The
student can continue to learn until he or she has as • Training never increases a skill above 80 percent.
many percentiles in the skill as the teacher, or until At 8 1 percent and above, only experience
reaching 80 percent. The gamemaster plays the role increases a skill.

of the teacher, unless another player obliges.


Training Other Skills
• The student needs enough STR and DEX to use Instruction for other skills resembles instruction for
the weapon. Find this on the Weapon Tables on weapon skills. It is also done one skill at a time.
pages 122- 123, in the column reading "mini­ (Universities exist, but they are rare and expensive.)
mum STR/DEX." Since civilian skills are often more complex, the
training interval for them is three game months. At
• Teacher and student train daily. Every three game the end of that time, roll INT x4 or less. With a suc­
weeks, the student's player attempts an INT x3 cess, increase the skill by lD 10 points.
As in combat, training never raises a skill above
80 percent.
Teachable civilian skills include Art, Bargain, Training Characteristics
Climb, Craft, Disguise, Evaluate, Million Spheres,
The characteristics STR, CON, and APP can be
Natural World, Navigate, Oratory, Other Language,
deliberately increased by exercise and training, to a
Own Language, Physik, Pick Lock, Potions, Ride,
maximum of 21.
Sailing, Scribe, Swim, Track, Trap, and Young
If the gamemaster allows a SIZ increase because
Kingdoms.
of increased STR, that increase should be a point,
N adsokorites teach Conceal Item, Dodge, Fast
and never more than two.
Talk, Insight, and Move Quietly, as do criminals
Training STR mostly consists of weight train­
elsewhere.
ing and other exercise. Training CON stresses the
Hide, Jump, Listen, Scent(faste, Search, Throw,
body, especially the heart and lungs, to improve its
and Unknown Kingdoms improve with experience,
capacity.
but are not routinely taught.
Training APP is as much a course in psychology
Repair/Devise is not taught, nor can it improve
as in physical conditioning. The student learns how
with experience. Instead, find training in the appro­
to create a more flattering appearance, how to move
priate Craft.
more gracefully and dynamically, and how to pre­
sent these accomplishments as natural.
Changing Characteristics The regimens and routines needed to train a
SOME CHARACTERISTICS CAN increase characteristic differ from skills training in two ways .
through special response or through systematic When the proper interval of training has
training, as well as by magic. passed, roll D l OO. A result equal to or less than 21
increases the characteristic by one point. (An op­
tional rule for maintaining such increases exists in
Special Response, Exercise
the "Gamemaster" chapter. )
The characteristics STR, CON, DEX, INT, and
POW can be raised by a successful Resistance Table • The teacher must be 19 o r higher in the charac­
roll during play. The situation must be a dangerous teristic, and be at least one point higher than the
one, and the opponent must be a foe-not another student.
adventurer-who was higher in the characteristic
• The minimum interval needed to train up a char­
rolled for. With a success, check the box next to the
acteristic varies. The first attempt to increase a
appropriate characteristic, just as is done for skills.
particular characteristic occurs after 30 days.
When the gamemaster calls for experience rolls, With a success, try for the second increase after
also roll D l OO for each checked characteristic. If the 60 days. With a success, the third interval doubles
result is equal to or less than 21, it increases the again, to 120 days, and so on until achieving
characteristic by one point. The normal maximum maximum in the characteristic, or until suspend­
for human beings is 21. Make only one roll per ing the training. Failing, the interval till the next
checked characteristic per session. attempt stays the same. If a second characteristic
The characteristic SIZ can increase and decrease were then trained, the interval would again start
by up to one point per week if the gamemaster at 30 days, and double with each success.
agrees. This represents only gluttony or fasting,
respectively. If starving, loss of half or more of SIZ
causes death.
The characteristic APP increases only through
Cime, }\'!otion
0
AMEMASTERS TYPICALLY mix scales
of movement and time. For instance, a
fight happens in combat rounds, played
<
� :

'

' '

��iii;iiii�g]•� Though a fight may be over quickly


in game time, resolving a general
combat may take an hour of real
time.
This table assumes �, ten-hou�:doy. wi'fh regular stop/ for rest: Des­ On the other hand, the
perate men can move faster with forced marches, but require daily gamemaster can summarize local
CON x5 rolls or lose a hit point daily.
·. · : · movement that would take many
{
·
miles lcllometers combat rounds in a statement: "You
Walking 20 32
i' get there in three minutes."
. ···· Forced March '40 64
Regional or cross-country move­
.. Casuat Honeback 35 56
ment might take game days or game
.:�:���·
60 97
lQ 16 weeks to finish, but is not played
out at all unless something of inter­
est occurs-a fight, a meeting with
,
someone important, etc.
�; • U\J\� bri� or fordabl.�. �ch rpajor �•r takes an eptire
dayto cross. · · ·

Combat Round
• Uni� on . �Rad <>r;6 �ils, a;forest reduce50 .li¥1d tr'avel rates by
1 /3 :
' . ·•
Mo"(m(nt
RATES OF MOVEMENT vary by
• Fo� �lllnc'. �ills, r�uce �y J /3.
species. Specific rates for many sorts
• For deserts, reduce by 1 /3. . occur in the creatures chapter, located
_

• For h�Y,y°'ltorml;. redu�e by I /2t ·•


beside the notation MOV (move) in
the statistics.
• For mou'l�ns, ��uce
.
bY 213. ...

%
. ·· _ . ,
Humans and human-like species
• For• manhes and swamps reduce movement by 2/3, though such as Melniboneans can move at
having boats available could speed things up. up to eight units per round: eight
• For ice afti snow, �uce movement by 4ts. but skis or sl�ighs represents the maximum sustainable
might reduce the deduction to only 1/3. rate of movement. Since this maxi­
.
mum is the same for everyone, no
Modifiers accumulate: tFor example, to attempt casual horseback
MOV entry exists on the adventurer
movement through forested mountains, cut the rate by 213 for moun­
tains (from 35 to 1 1 213 and .�hen rounded up) . to 12 miles per day. sheet.
and reduce that result by another 113 for forests, down to 8 miles a A unit represents several to ten
day. yards, depending on the situation.
Gamemasters who need an exact
Sailiug 8f)(ed&, H"erage equivalent might use five yards per
unit; but the relative distance
fdYOrable unfavorable between combatants is more impor­
m km m km tant than fixing literal distance.
Open Sea, hOurly 8 13 I 1 .6
When distance and rate become
Coast/River, hourly 4 6.4 2 3.2
Open $ea, 2'4 jlourly • . 1 92 96/. 24 38
important, the gamemaster can pro­
Coast/River, daylight 48 77 12 19 vide a specific measurement, but
probably answers such questions in
Favorable/Urif.avorable Cottdltlori,_;;.w1nds, storms, the tide,
game terms : "It takes you two com­
rocks, sandbafs, etc. The type of sailing craft and the experience
of the crew also has great effect.
bat rounds to get there."
Between species of different
movement rates, subtract the lower
rate from the higher rate to learn who
opens a lead or closes it. Thus an attack­
ing tiger (MOV 10) gains not less than
two units on a human target per combat
round. If escaping from foot-bound
human hunters, the tiger moves away by
not less than two units per round.
If they continue to run, individuals of
different MOVs must come together or
lose sight of each other. Given a lengthy hours.

pursuit, the gamemaster will begin to ask k oui: of an Odagon of Chaos - 1.08 game rtiinutes.
'
for CON rolls, to learn if anyone is I a bound dernc>ri from another Pfane - ·1 combat

exhausted and therefore moving more round.


slowly, by 1 MOV per failed CON roll. an ordinary spell - I combat rouiid.
mbat found ..,.;. aPprox. 1 fkconds. · ; ·
;
For practical purposes, an armed and
armored adventurer cannot run for much dismiss a demon - I 08 game minutes.
more than 15 minutes at maximum MOV. iss an eleme - instantaneous.
{ : <2
Deserters usually abandon their armor as isS '-a�«if,.11 taneQUS.
soon as possible, to run farther. do research about Million Spheres, Scribe, or King­
oms - at least 8 game hour5, no more than I roll daily.
"
Same-Species Chases w, •li�i.'th, or 'pick u n 'i.l;;.; 5 . oex.:ranks:
weapon is ready to use on the sixth DEX-rank.
Between opponents of the same speed,
uration spell - equal to its caster' POW in combat
match CON : CON on the Resistance
Table, or see who rolls the lower Swim,
Climb, etc., to settle who wins a race. In
context, several rolls may be needed.
If one runner is wearing cumbersome
armor and the other is unarmored or
wearing light armor (see the armor table
on page 123), require the heavily-armored
character to receive successful CON x3
rolls to keep up or to keep away. Failing
two rolls in a row, the armored character
is caught up with, or the unarmored (or
lightly-armored) character moves out of
k.
sight and is lost. In all other cases, the dif­
ference in armor-related encumbrance
between pursuer and pursued is suffi­
ciently slight that CON :CON or skill ver­
sus skill rolls should be used.

12
Conditions
Adventurers who are wounded, maimed,
sick, exhausted, wearing cumbersome
armor, or burdened with booty move more
slowly. The gamemaster sets the rate, usu­
ally not more than six units. Similarly snow,
mud, ice, etc., slow those who cannot avoid it. The per game week. Such game time is fictional. It has
rates apply to everyone. Having set a rate, the nothing to do with the time your watch records.
gamemaster describes the reasons, and play continues. Game time also is variable, passing at whatever rate
the gamemaster wants, so that he or she can keep
the action moving. If nothing is happening, the
Cocat j\'lo"ement gamemaster may remark, "Several days pass."
A SECOND SORT OF movement/ game time rela­
tionship involves intervals. How long do guards
Skill Time
take to move from the north wall of the castle to the
south wall? How long do adventurers take to run The use of a skill also can mark the passing of game
from the palace to an outer gate of the city? How time. For example, after failing with Physik, an
far can an adventurer get during the five minutes adventurer ordinarily waits an hour or so of game
before the Hierophant raises the alarm? time before attempting it again. Perhaps by then he
As estimates, in five minutes an adventurer could has thought of a better procedure. Someone else
advance cautiously across about 120 yards, walk could try his or her Physik immediately, presumably
normally for about 300 yards, or run for about not repeating the mistake or knowing better what
1700 yards. On horseback, double those distances, to do. And days might be needed for Craft
substituting an extended trot for the walk, since a (Armorer) to repair a broken sword, while Pick
horse walks at a human's rate. Lock can be tried every five minutes or so. On the
A well-trained military unit can move for half an other hand, weapons skills can be employed at var­
hour at rates comparable to those for individual ious DEX-ranks in the same combat round.
adventurers, and still not lose the cohesion necessary
for battle. Militia, irregulars, and mobs quickly
string out and dissolve into straggling bands, even
at a walk. Night, bad weather, and friendly taverns
Injury
accelerate the process.
In a rowboat, an adventurer could indefinitely
n IT POINTS measure the stamina of an
adventurer, and the amount of injury he or
sustain 100 yards per five minutes and row up to
she can survive. Wounds or other injuries,
double that rate for short distances, assuming that
poisons, disease, and magical attack may cost hit
wind, wave, and tide are neutral or favorable.
points. Strike off the amount lost from the current
hit points shown on the adventurer sheet.
Regional j\'lo"ement Poison and disease are special sorts of injury;
THE THIR D SORT OF movement is the most they may attack randomly, and their effects may be
abstract, one rarely acted out. Usually working from long-delayed. Some destroy hit points, while others
a map, the gamemaster calculates the number of destroy characteristic points or (rarely) snip away
days needed to move across a region. Sometimes the percentiles from particular skills or sets of skills.
terrain suggests challenges for the adventurers, but Physik, Suture, and the Heal spell can lessen,
as often the gamemaster merely says something like staunch, or heal minor wounds and injuries.
"Eight days pass. You reach Bakshaan tired and hun­
gry." The adventure resumes from that point.
Minor Wound

0ame Cime
OCCASIONALLY A RULE or action requires spe­
cific game time. For instance, weapon training
requires three game-weeks between experience rolls,
and adventurers naturally regenerate 1D3 hit points
THE ADVENTURER MUST have
sustained a major wound. Roll to
learn where. Then make a t..1.1ck roll:. change
if it succeeds, then the adventurer weapon u can swing.
loses the hit points, but not the able to flght with a weapon• •
characteristic points. If the Luck roll but not a shield.
fails, then the adventurer loses both
lung leads t
the hit points and the characteristic
. iratory
points. ·
tern, o · p sto ·
Multiple descriptions of injuries wounds chronically reinfi
.
occur. Create what is appropriate to or belly wounds weake.ri .
3 1 -40 for various
your situation. Make up points lost your digestion and genri
s to · the vitals. Lose
from most characteristics through health, or You damaged
· r .•• 1.��. \ J . D 3
ON, o
special response or traif\ing· of th,e neys al1d;!lver,· or mak. . . . ST�.' �uce
nd I D3 .
characteristic, but the scars remain. your owno' Lose I D3 CO
by that total amount.
The loss is permanent if nothing is maximum MOV is now that
May also affect damage
done. Re-calculate hit points, dam­ I D3 less, and hit points may
bonus. Unable to flgtit.
age bonus, the number of spells, be lower. Still able to flght.
summo11ings, etc., held in i:nemory, 9 1 -.91 ba
4 1 :...$ 0 concussi ages h
and so forth.
and limits ten and In
0 1 - 1 0 severed leg tendons causing to maximums of 65 per­
limping, or fusect ankle cent; or, cuts to the head
bones causing limping, or thereafter requiring LL1cl< 93-94 bro�en . bones and . severed

back muscles or spinal rolls to use g . Lose I Dl! " [)EX;


· <
'c>'!I on "th� . ��n-
m9rve damage benc;ling the skills . • .... n Sphe
torso to the left or right, or Potions, lJ nknown Ki only use 'shields

a shattered knee ttlat can­ doms, and Young Kingdoms; and · IH hand-to-hand

not bend, or make up your or blows , or cuts which weapons. Still able to fight.

own. Lose I D3 DEX. The aff� 95-96


m�imum MOV i.s now that · leave
I 03 less. Still able to flght. at

1 1 -20 much of your n,ose has been


sliced away, or multiple
scars deface both hands, or ·
an . ear has �en . cut off, or a
' livid three-inch' � lends an·
evil cast to your face, or
make up your own. Lose
I D3 APP. Your visible and
unappealing deformity can­
not be disguisec;l; Still able to
flght. jAJ:c

2 1 -30 wrist or hand damage, or a


slab of arm or shoulde�
muscle has been cut away,
· Pf a c:t1unk w�, ��r'n from
thigh. or calf muS<;tes, or you
have spinal nerve damage,
or several fingers or toes
An adventurer may take several minor wounds three hit points left must drop unconscious in three
on the same day and the hit point cost may equal a rounds.
major wound. Then only a roll of POW x4 or less An adventurer possessing two or fewer hit
prevents the unconsciousness that accompanies a points after the cost of a major wound immediately
major wound. Do not roll on the Major Wound collapses, unconscious for an hour from shock and
Table. Enough minor wounds could cost all but two loss of blood.
hit points, and lead to an hour's unconsciousness.
A major wound risks permanent injury. Roll on
Each minor wound is a separate wound. the Major Wound Table, then attempt a Luck roll.
If the Luck roll succeeds, then the wounds are in the
Major Wound location or locations given, but they heal cleanly and
A major wound or 1IlJury is one that costs the do not cost points of characteristic. If the Luck roll
adventurer more than half of total hit points. This fails, then subtract the indicated characteristic
might represent a bad concussion, overwhelming points-the injury or wound is permanent.
pain, a severed major artery, or the loss of a hand or The unconsciousness provoked by a major
foot---choose something appropriate. wound offers a secure way to capture an adventurer
The effect of a major wound is immediate. and hold him or her for ransom.
Depending on the adventurer's wounds, he or she
may not be able to fight after the round of injury. Fatal Wound
See "Major Wound Effects" on page 105.
A fatal wound costs more hit points than the adven­
Though still able to fight and though applying turer has currently. It leads to death. If, in that
Physik, Suture, or Heal, the adventurer with a round or in the one following, hit points rise to at
major wound undergoes shock. Because of it, he or least + 1, then the adventurer was near death but did
she can fight on only for that number of combat not die.
rounds equal to current (remaining) hit points.
The death of a companion is a sorrowful occa­
Thus taking a major wound, an adventurer who has
sion. It calls for commiseration during play and
sympathy when play is done.

Healing
Mortal creatures heal naturally. Adventurers heal
1D3 hit points per game week. They keep healing
until all hit points natural to them have been
restored: for example, restoring seven hit points
takes three to seven game weeks for healing.
I meter "" I yard For purposes of natural healing, treat multiple
... 3 wounds as one larger wound. Add the points
3 healed to total current hit points; do not roll sepa­
I lcilop'am "" 2.2 pounds rately for each wound.
I, metric�,"" 2200,!)0l!nds
.. The skill Physik, the spell Heal, the ability
I Hter .. I quart
4 liters = I gallon Suture and certain potions can speed recovery. A
o·c- 32°F < · successful Physik roll immediately restores 1D3 hit
1o•c = so·F ,· points per wound or injury.
20•c; .. 68°F.
Heal can be applied once daily to the same
lO"C.,. 86"F '
wound or injury. Apply it as often as magic points
allow, but each time to a different wound or injury.
Suture completely heals any wound, but always
• leaves the taint of Chaos.
The gamemaster rolls 1D4 + 2 + 1D2, the damage

0etting Out Hlil'e, that the dagger does plus half the thrower's damage
bonus. The gamemaster gets a 4, the lowest possi­

R. Summary 6xample ble result, luckily for Harald.


Harald wears a soft leather tunic for armor, so
Harald's player rolls 1D6- l and gets a 2. 2-1 1,

C
HE FOLLOWING illustrates how some of =

the rules work together. Harald Sly-Eyes has so the adventurer loses 4-1 3 hit points, not 4. =

stolen the priceless Stone of Silken Bliss He is down to 14 hit points, therefore, and his
from the Yellow Sect's treasure room in player carefully pencils out the numbers 17, 16, 15
Quarzhasaat. on Harald's adventurer sheet.

FIRST COMBAT ROUND: Tucking the enor­ SECOND COMBAT ROUND : Cursing at his
mous yellow sapphire into his waistband, Harald bad luck, Harald enters the chamber and bolts the
slips out of the cult's strongroom and silently down door behind him, then pulls out the wicked, bloody
the passage beyond to the chamber where he has blade in his shoulder and attempts to treat the
prepared his escape. wound with Physik. Harald's Physik is 47 percent:
At its door, a dagger is thrown at Harald from his player rolls a 99-a fumble!
behind. The gamemaster rolls a hit, and says that The gamemaster nods placidly at the outcome.
Harald has been stabbed high on his left shoulder. A roll on the fumble table is not necessary: the
• •

,S'.f:Z �ompirisons
THIS TAB�E EQUATES actual � ·�� �ght
with

SIZ. In �tqrmbrinff!,f IZ pertai
. .
ume and height as �II. This ta61� ShOuld � be relied on· abSoluteti:' It Will not tJ& 'useful fi
. �
..
not only to weight but to vol-
ture5 wf;l�h �e lighter than
air, gaseous, or able to change mass. From SIZ 330 on, SIZ is exactly I / 1 0th the creature's weight in short toris.
The first column lists the value. The second coJ�mn provides a weigl:it equivalent (in English units).

SIZ Weight SIZ weight SIZ ' ' weight weight

· I 1 - 1 2 pounds 72 1 4. l - 1 5.4 tons 1 60 3&4 tons 264 1 676 tons


4 38-5 I pouQds 80 28.2-30. 7 tons 1 68 272 1 844 tons
8 I 09- 1 20 pOlinds · 88 ' ' ' • 56.5-6 1 '.S 'tc>nS 1 76 2,80 2020 tons
12 I 56- 1 68 pounds 96 96 tons 1 &4 624 tons 288 2204 tons
16 22G-239 pounds 1 04 1 04 tons 1 92 ·720 tons 294 2396 tons
20 3 I G-338 pounds 1 12 , 1 20 tonS 11 , 200 ·· 824 tons 304 2596 tons
24 1+44G-479 Jiounds. 1 20 F 1 44 ton�'' ' 208 .�/ 936 tons
/---/ '' '
r_.,,.,�, '
3 '12 2804 tons
-

32 880-959 pounds 1 28 1 76 tons 216 1 056 tons 320 3020 tons


40 1 76G- 1 9 1 9 pounds 1 36 2 1 6 tons 224 1 1 &4 tons 328 3244 tons
4$ , 352G-382� pounds 1 40 240 t?nS ; 232 1 220 tons 330 3300.tons
56 704G-7649 Jiouncls 1 44 264 tons 240 1 364 tons 340 3400 tons
64 7. l -7.7 tons 1 52 320 tons 256 1 5 1 6 tons 350 3500 tons

-=��
penalty for a fumble with Physik is always the loss down to the ground, and Harald's player realizes
of 1D3 hit points. The player rolls a 1. The that in his condition the fall could kill the adventurer.
gamemaster says that Harald did himself an extra She knows that Harald would never hesitate. "I
point of damage in pulling out the blade. The jump," she says. The bowman takes another shot.
wound is wider now, and blood from it drips Missile fire cannot be dodged, so Harald hopes for
steadily onto the floor. Harald's player sighs and the best. He is in luck-the arrow misses.
pencils off another hit point. Harald now has 13 hit "Make your Jump roll, please." The result is a
points. 21, a success. "Okay," says the gamemaster, "now
THIRD COMBAT ROUND: Muffied thuds roll 1D6 for the preparation." She gets a 3, to be
come from the bolted door. Harald wheels and goes subtracted from any damage incurred in the fall to
to the window through which he entered. He takes come. ''And now roll 2D6 for the fall damage." Her
hold of the rope, preparing to climb down. The dice total 5. Harald had 4 hit points, he loses 5, but
gamemaster holds up a hand to halt his player's the jump preparation saves 3-Harald has 2 hit
description and injects, "Harald notices that the points left.
rope feels very light. Does he want to see why?" He At 2 hit points, Harald is automatically uncon­
does, the player says, and has Harald pull up the scious. This is not more than half total hit points,
line. Harald's escape rope ends a yard beneath the so there is no new major wound.
sill. It has been cut.
Harald is trapped unless he decides to jump to FIFTH COMBAT ROUND: In the inky alley,
the street. The player starts to speak, but the Harald's friend Klabber the Snitch finds Harald
gamemaster smiles and raises his hand again. He motionless in the dust. Listening to the approach­
says, "A Yellow Sect assassin is on the rooftop oppo­ ing shouts, Klabber's player decides to throw Har­
site. He is firing an arrow. Make an Idea roll to find ald across the saddle of one horse, have his adven­
out if Harald notices." turer mount the other, and flee immediately. The
The player rolls DlOO and misses. Since Harald gamemaster privately notes that Klabber's player
doesn't notice the archer, the gamemaster smirks, did not state that he searched Harald to find the
rolls 43, a hit, and then rolls for damage, 1D8 + 2. sapphire.
Meanwhile Harald's player gets a result of 1 for SIXTH COMBAT ROUND: A few streets dis­
Harald's leather armor, while the gamemaster rolls tant, Klabber feels safe enough to stop for a round.
9 in damage. "Is that enough for a major wound?" He casts a Heal spell on Harald's dripping knife
the gamemaster inquires innocently. The player wound. With a 3 from the 1D3 roll, Harald's hit
nods glumly. She marks off 9 hit points, lowering
points rise to 5, and the gamemaster rules that he is
Harald's hit points to 4.
now conscious and able to ride, but is very weak.
She rolls 27 on the Major Wound Table, and the Klabber's player marks off 2 magic points, for the
gamemaster says that the arrow struck Harald in the Heal spell. The gamemaster privately notes that
left shoulder. Her Luck roll succeeds, so the wound
Harald's player did not state that Harald searched
is not a permanent injury. Harald feels himself weak­
his waistband for the sapphire.
ening, the gamemaster says. He'll become uncon­
scious in four combat rounds, one round for each SEVERAL COMBAT ROUNDS LATER: The
hit point he currently possesses. gamemaster says that no pursuit is evident. He rules
At the other end of the room, the door to the that they reach their hideout. Inside, safe for the
hallway is beginning to splinter. Harald could use moment, Klabber uses Physik to pull out the arrow
the next round to try to apply Physik to this new and properly attend to that wound, raising Harald's
wound, but he can't afford the time. hit points to 7.

NEXT COMBAT ROUND: Harald also took fall


damage. Klabber's Physik fails for that, but Harald's
works. The 2 points of fall damage are erased. The
injury is still present, but no longer has practical No further Physik treatment is available. The
consequence. Now Harald is at 9 hit points. dagger wound will heal naturally in a week, and the
arrow wound will take at least two weeks. Klabber
COMBAT ROUND AFTER THAT: Klabber's
can cast another Heal tomorrow, as well.
Physik fails for the dagger damage, as has Harald's
already. LAST COMBAT ROUND: His wounds and
injuries attended to for the moment, Harald reaches
ONE MORE COMBAT ROUND: Klabber casts into his waistband to pull out the sapphire. "It's
Heal on Harald's arrow wound, for 1 point. Harald gone," the gamemaster smiles. "Harald seems to
is at 10 hit points, and Klabber is now down 4 have lost it. Does he want to look for the stone
magic points. now1" We depart while his player ponders. * •
f IGHTS OCCUR in combat rounds. The
gamemaster begins marking game time in
one who doing anything else. An encounter is any
meeting in which combat is a possibility.
combat rounds whenever he thinks that a
1. MOVE, IF DISENGAGED. An adventurer
physical encounter may start. Each combat round
can move to engage another character, but if he
lasts about a dozen seconds of game time, enough
moves more than half his allowable movement, he
time for participants to start or complete at least one
must wait until the next combat round to attack (he
action. When the combat round ends, the next one
can dodge or parry, of course). If he moves 2 MOV
begins. When an encounter concludes, marking
or less, he forfeits five DEX-ranks. If he moves 3-4
time in combat rounds stops.
MOV, he forfeits ten DEX-ranks.
Within a combat round, the gamemaster calls
out the passing DEX ranks, the players roll the dice, 2. PERFORM A NON-COMBAT ACTION, IF
and the combatants wield their weapons. If attack­ NOT ENGAGED. If not attacking or if not
ing, the player rolls D l OO to see if the attack hit. defending in a hand-to-hand fight, an adventurer can
Defending, the player might decide to parry or attempt a skill, begin magic, or do nothing at all.
dodge, or hope that his adventurer's armor blocks

any attack while the adventurer does something
else. If the attack succeeds, the defending player
rolls for any interposing armor.
attack parry
hits intercepts
Hctions in a Round
AN ENGAGED ADVENTURER is one who is hits

fighting hand-to-hand. An unengaged adventurer is


misses

* STORMBRINt7ER JN CBM.&42" *
(OPPOSITE) When used in comb11t, Stormbringer
oftti.mes. rouses. The nf10rtl mjOIJS the slll"lfhter
"""'- b'IJi.ns seeking IUlditiona.l 1'ictitn.s.

111
3. MOVE TO ENGAGE. An adventurer can must successfully dodge all attacks made upon him
move half or less of normal movement and still have or her. If the dodge or dodges succeed, the adventurer
time to attack and defend after moving. can move up to maximum movement by the end of
the round, and has the option to start running away.
4. DISENGAGE FROM COMBAT. An en­
If a dodge fails, the adventurer is still engaged.
gaged adventurer's player can declare at the begin­
ning of the round that he or she will disengage. To 5. ATIACK. The adventurer attacks as appropri­
do this, the adventurer may make no attack, and ate. If engaged hand-to-hand, he or she may not fire
or hurl missile weapons.

Ce"ets of Su.cce.s.s Other Rctions


and faiture . . . 6. DRAW, PICK UP, OR SHEATH A

. ' ·'·.: : :':': . ," ,..:,::'· :/'


WEAPON. Such actions cost five DEX ranks each.
They can be performed while moving, fighting, etc.
IMPALE: a D I 00 result of () I , achieved only by cut­
ting, thrusting, and certain missile weapons: see the Example: an adventurer fighting hand-to-hand drops
Weapon Table�. For damage, roll twice and subtract his sword. He can still attack by picking up his sword,
both results from the defender's hit points. Addition­ but his first attack or parry with the weapon comes five
ally, ignore the defender's armor: th" defend�r takes
DEX-ranks later on the sixth elapsed. If he puts away
full rolled damage; even if �earing demon armor, since
the blow evaded the armor. Add any damage bonus.
one weapon and then draws another, each action takes
An impale cannot be cj"flected "J;<cept by magic or five DEX-ranks, and he can attack and parry with the
a critical parry; a critical parry lessens attack damage. new weapon eleven DEX-ranks later. He can still dodge
to avoid intervening blows, or parry with a shield or sec­
CRITICAL: a D I 00 res!Jlt equaJ to 20 AArcent
or less (round up fraction} of the AArceritiles i n
ond weapon.
t h e skill.
7 . PARRY OR DODGE. A parry is a motion that
(If a critical is rolled for .a non•c;9mbat s[slll, some· ,
attempts to block a blow. A parry is usually made
thing unusually good happens. See the "Skillstt chapter
for examples.)
with a weapon or shield. At the beginning of a
In combat, the critical eauses a w�apon to do dou�
round, the parry percentage for a weapon is the
ble damage. Add any normal damage bonus, but armor same as the adventurer's skill percentage for it.
defends fully. A crjtical parry lessens. attack damage. A dodge is a body motion made to evade a blow
SUCCESS: a D I 00 result equal to or less than the or other movement. Dodge is an independent skill.
adventurer's percentiles in the skill, but a r higher Use it to evade, to disengage, or to close against a
than 20 percent of the pre5ent skill.;: long weapon.
A parry of the same level or higher deflects a suc­
Parries and dodges are instinctive acts swiftly
cessful �ttack, and a dodg" pf the �e or hig �r level �
evades it.
·
accomplished. The game counts them as free actions
Successes achieve what was expected.
that do not cost DEX ranks to exercise. The two
actions can be freely mixed, but a player must
FAILURE: a D I 00 result higher than the adventurer's
choose which to use against a specific attack. To use
percentiles in the skill, but not a fumble.
either, the character must know the attack is com­
Failure means that the attempted skill aehieved
nothing. The next try may succeed.
ing, and be able to parry or dodge.

FUMBLE: a D I OQ. result of 99 and 00 if the per­ • A character with even 1 percent in a parry or
centiles in the skill equal I 00 or less, or of 00 only if dodge can try the skill once per round, on his or
the skill's percentiles equal I O I or more. her DEX rank.
Fumbling a skill suggests an unexpected disaster.
The fighter drops his weapon, a tree limb breaks
beneath the climber, etc.
other. Example: a character has 91 per- �•jB§iiiiii��·
cent Broadsword and 90 percent Dodge.
He parries with his sword, at 91 percent.
His next parry or his first dodge in that
Rttack and parry JV!atrix
round is at 61 percent. The third attempt ATTACK PARRY CONSEQUENCE
possible for him (for either skill in that impale critical Defender blocks damage, no result.*
impale success The attack slips by enough to do
round) is at 31 percent. Finally, he can
ordinary damage and ignores armor.
attempt one or the other at 1 percent. If impale failure, The attack ignores armor, does double
the character had 91 percent Broadsword fumble damage; if defender fumbles, also roll on
and 150 percent Dodge, and then par­ fumble table.
critical critical Dtifender blocks damage, no result.•
ried, either the next parry or his first critical success Attack hits hard enough to do ordinary
dodge attempt would be at 61 percent. damage, armor defends normally; if
parrying with weapon and not a shield,
In treating cumulative dodges and
lower weapon hit points by 4.
parries, the percentage of the next critical failure, Attack does double damage, armor
defensive action always equals the pre­ fumble defends normal I y; if defender fumbles, also
vious dodge or parry minus 30 per­ roll on fumble table.
success critical Parry succeeds; lower attacker's weapon hit
centiles: the player chooses between
points by 2 if not a shield.
dodge and parry. success success Defender blocks damage, no result.*
success failure, Attacking blow does normal damage,
Though parry and dodge are free
fumble armor protects normally; if defender fumbles,
actions, performing one means for­ also roll on fumble table.
feiting the chance for the other at any failure No damage, no effect; play continues.
particular point. In the example, in fumble Attacker rolls on fumble table.

attempting his less-expert parry, the • breakage or damage occurs to the parrying weapon or shield, respectively, if
character forfeits part of the chance for a single blow exceeds its hit points.
his more-expert dodge skill.
• •
• For speedy combat, let attacker and
defender roll at the same time, call out their lev­ R.esol"ing Combat
els of success, then compare them on the attack
TO MAKE AN ATTACK or a parry, roll percentile
and parry matrix, or as applicable.
dice, and compare the resulting number with your
No hypothetical maximum exists for the number of adventurer's percentage skill with the weapon or
dodges or parries possible in a round. These skill shield. Then consult the Attack and Parry Matrix
percentages return to their effective maximums at above: it shows how attacker and defender actions
the beginning of each round. combine to produce a result.
See also the "Dodge Skill against Attacks" on
• If the attack roll is 0 1 , and if the weapon has the
page 84.
ability to impale (see the Weapon Tables), an
8. RIPOSTE. This occurs only if using two impale occurs. An impale result represents the
weapons (see page 136 of "Spot Rules for Com­ best possible achievement with the weapon. If the
bat") or a weapon and shield. weapon cannot impale, then 0 1 is a critical result.
Not more than once in a round per combatant, An impale result for a parry is not possible. Treat
a critical parry allows the parrying character to make 01 parry results as criticals.
a riposte with the weapon (or shield) that didn't
parry. The riposte is a free attack that does not count
against DEX-rank position-it occurs in the DEX­
rank of the party. This free attack can be parried or
dodged, and armor defends normally against it.
• weapon could not impale, then at 80 percent skill
a critical occurs on a result of 0 1-16.
«Jsapon Gyps§,; • If the D lOO result is equal to or less than the
THERE ARE MANY sorts of weapons. Some,.�!Jch as adventurer's skill percentage but is not an impale
the great sword and the rapier, ��'resi:>o��;fuvery .• or a critical, a success has occurred. Successful
different historical conditions. A box defining 111e11ptm attacks hit home unless they are successfully par­
class occurs later in the text. ried.
r:�:,.. AJ'f';
CUITING WEAPONS: typitally the bl�·pr
• If the D 100 result is more than the adventurer's
sharpened edge is brought squan!ty against th9iarget.
skill percentage but is not a fumble, a failure
These weapons hack � chop. Examples inclucle axes,
meat cl�ers,and th.� larger���; t
occurs. The action has not succeeded.
swords are also pointed. Stormbringer was
• Afumble occurs ( 1) when the D lOO result is 99
cutting weapon, but it typically skewered victims,
or 00 for a skill of 100 percent or less, or (2)
including Elric himse.!f, �o drink th�ir souls. S�S� ,
/ . when the D 100 result is 00 for a skill of 101 per­
weapons impale. Rep�esentative w8apons r� claSses
cent or more. The action did not succeed, and the
include 3, 9, 18, and 19.
adventurer made a serious error in the process.
THRUSTING WEAPONS: these
up to four or five �· in length :;ciild the is usu-
ally a sudden jab or lunge forward. They have very Order of Hction
sharp points, but are cl�msy fo�. �l�hing attacks. These
A combat round consists of four phases. These
weapons impale. W•ns Table cla5ses i 10, 11
phases always occur in the same order.
and 12.

CUT AND THRUST WEAPONS: these are more.


1. Statements.
flexible weapons of m�ium length: as oft 2. Magic.
lunge forward as to slash to either side. The s 3. Actions.
sword and long dagger are classic designs, as easy to
4. Resolution.
use in close formatio��and in confined spa.c�,�,jn �
open. These weapon$ impale. (The long cut-aOd-thrust ·
1. STATEMENTS. The gamemaster and players
weapon, such as the naginata,seems not to have been tell each other what their characters generally
used in the Young Kingdoms.) SIM!.'W eapon cl� 2. intend to do in the round.
:
MISSILE WEAPONS: these �eapons arii
hui'led or The player needs no statement of intent to let an
projected and, except bows and slings, leave the pos- adventurer parry, dodge, or prepare a weapon dur­
session of the attacker. Their business ends ual ing the round. Actions always can be canceled, and
pointed, to do peneb-ition damag�: These targets can be changed.
impale. (The crossbow is not mentioned in the saga.)
Limit intent to that which is logical-for
See weapon classes 22, 23, 24, 25, and 2 6. I
/ : . · ··>: / t . . .. ... . . \\:%< instance, if a player misses a skill roll which would
wrctosE�QuARTE'R'WE:APONS:'. div'erse·a.ttac:: k5,
,.,._.,.
_ f
. have detected an ambush, the adventurer will not
including Brawl and Wrestle. Some claw, some bash,
then prepare for an ambush.
some cut, some choke. A few can be applied .;It a dis­
tance, mQsdy to en�gle or de�ize tar&�: not 2. MAGIC. Play begins. Spells cast in the previous
kill them. Some of these weapons impale. See weapon round take effect first. Start new spells, summon­
classes 4, 13, 14,15,2 0,and 2 1. ings, etc., only in this phase.
<it. f ' ,,
BASH:U�l'G WE�JJNS: in length, these<'�!�s Characters use magic in the order of their INT,
are mostly medium or long, for leverage. wei&fuect
starting with the highest necessary and working
ends often increase the force of their blows. These
down until everyone has had a chance. A character
.

w���o not im� � Repres �tive
r ��
�� Jnclu may delay casting magic until a later INT rank. INT
5,6, 7,8, 16,and 17,' · ' j}
rank 1 is the last INT rank. Roll D 100 if ties are a
Mark off magic points as they are sacrificed.
An adventurer can begin one spell, summoning,
l)and-to-l)and
etc., in a round. All the spells in this book require
exactly one full combat round of concentration to
cast and take effect. &ample: Hufcasts Hell's Razor
«I E DISTINGUISH hand-to-hand fight­
ing from throwing spears or firing
on his INT rank in the magic phase of round one. The arrows because the skills and training are
spell takes effect on his INT rank in round two. If he very different. Hand-to-hand fighting especially
takes brawn, reactions so honed that they have
wishes, he can cast new magic on his INT rank or later
become instinctive, and fearlessness.
in round two.
Use all sorts of things for such an attack-fists,
3 . ACTIONS. Adventurers not engaged in hand­ claws, specially-crafted weapons, tools, rocks, and
to-hand combat from the previous round or other­ so on. Attacks and injuries injure victims by remov­
wise committed may move to their maximums. ing hit points. Losing enough hit points, the target
collapses or dies.
Those not moving, or using half or less of their
MOV, may use other skills in this round, before or
after movement. 0ame Procedures
Use DEX rank to order attacks, parries, and THE ATTACKER'S PLAYER rolls D l OO, trying
dodges, starting with the highest rank useful and for a result equal to or less than the current skill. If
the roll succeeds, the defender may have a chance to
working down. For instance, in a given round a
parry. Ordinarily; a successful parry blocks a suc­
DEX 17 fighter attacks before a DEX 16 opponent. cessful attack.
DEX-rank 1 is the last rank in the round. An action
Each weapon listed on the Weapon Tables has an
may be delayed until a later DEX rank in the same entry for damage done with an attack, expressed as
round. a die roll. When an attacker's skill roll succeeds and
Within a particular DEX rank, opponents armed the defender's parry or dodge roll fails, roll for dam­
age. Subtract the number of points rolled (plus any
with missile weapons have the opportunity to attack
damage bonus) from the target's current hit points.
first, followed by those with long-length weapons,
If worn, armor blocks some or all of the damage
and then by those with medium and short hand-to­
done by an attack. Subtract the damage rolled for
hand weapons. The Weapon Tables define weapon the attack from the protection rolled for the armor.
lengths. Roll D100 to break ties. If the attack damage exceeds, the wounded defender
Parries and attack-related dodges occur in the loses the difference in hit points. If the armor roll
same DEX rank as the attack. equaled or exceeded the attack damage, the armor
held and the defender loses no hit points : the target
If the adventurer performs more than one action
is not wounded by that blow.
in a round, then separate the actions by at least five
If it is possible to parry; make the parry in the
DEX ranks, excepting parries and dodges. Begin at same DEX rank as the attack. If several attacks
his or her DEX, then at DEX minus five, then at come, each parry occurs in the DEX-rank of that
DEX minus ten, etc., until no more ranks remain in attack.
the round.

4. RESOLUTION. Everybody checks their adven­


turer sheets to make sure that hit points, magic
points, magic in memory, etc., are current. The next
round begins.
66-68 Brolten Of' cut note-bleed
for I P6+4 combat rounds;
ng deformity Is
'mil'lit{lsi'e
l APP).•

Foot.ttitpped on. anlde


sprained-halve MOV for rest
of the battle.

8loW to sOl$Jr plexus-�u 72-74 You� the llUM fl� (rOm


can�� n� at?<=k� �youtr � or rl� ho1', uni�
dodge f<Sr t)oYO .rounds; yo f0"'1IY l<>Wer weapor:1· �11s or
opponent may disengage. shield skll.I by I 0 percent,
• Equipped with demon armor, demon Ignore this fumble if you parry play.ir's choice.
shield, or demon weapon. ignore with a shield.
fumble table entries for the ordinary 75-77 Weapon stuck In opponent's
versions of such itef'lls:: � includes
.....,.. , Arm clft. "f!located lhoul74;1cw;:
•• llhleld· or armor--roll ST:'R x3
eritrl.S 25-28.'.56-$8.· ��2. 63-65,
· ' der-yol.\� use a weapon �4 or l��to pull ltout.'s ' '!
use a shield'{but not both) for•
�92, 93-95, and 5 for �Missile 78-80 Lei cut-halve Dodge skill
the rest of the fight. Ignore this
Weapon Fumbles" on page 117.
fumble if �u parry with a until Physik, Heal, or Suture Is
When a gamemaster thinks •It reason­ shield. successfull)< applied.
able, he ira>' substitute tM &leird tum­ .
Smash. t� your fac9-parry,
,,,

81-83 or booC-you will


ble Joi;. �. lnappropria
· and dodp�tYfor the n �he day Is verfhot 0r
choo�'ttlat no roll on e
round as y0u try to wipe bl ve ·> C:Old, or If the gr0und Is
STAN� FUMBLE� 'drops from your eyes; enemy may rocky. Disengage plus success­
from your hand and lands. a:t your feet: disengage. Ignore result If ful Search to find it.
five DEX-ranks to pick it up. , wearing a helmet.
; """'.�ed or chopped­
;;··,·1 ·�.. qoo�. Ride, or ��im.
. or
.,
moves above 4. Ignore this
0 I .:.o6 •Slip or trip result If you're using a large
lose next parry;:
shield. .
disengage.

13-18
90-92 Ar� straps cut-subtr.M;t I
frOm armor roll results until
the is repaired. lnapplic-
l
n arm<>r.

93-95 fiortlait of armot' lod--Unl- ·


formly reduce armor. roll
results by 2 for the rest of the
fight l.napplicable to demon'

\'';• ,$;? . yt
Hit frle!'d or self. � LudC
roll decides-does rolled
damlge with applicable dam-
�5 age bonus.

Worst.,_..,. �I
three more times.
"'\,
1\,f ISSILE FIRE IS removed from ' Fumbler drops the missile, Because of improper care, the
J ".l.mc>Jt of the uncertainties of pleb it up, then fires 90 the fumbler's bowstring or sling

hand-to-hand comt>at. The mistakes breaks, or the spearhead falls


last DEX rank.
off. No attack this round. Fix­
for missile w� are more rou­
Fumbler slips and mi$flres, hit­ ing the problem takes I 04
tine, and us..ily involve only ·
n1 a.random target on hi combat rounds. lnappli�le to
l d6. demon weapons:
. , If available.
Fumbler sees that he or she
has. not unpacked sqme 9r all
of his or her ammunition, and
2 Fumbler falls, breaking the that this attack is the last possi­
arrow or spear, or spilling the ance. The target cannot parry ble. If the pack is nearby, I 03
sling stones. No fire this round. or dodge this attack. combat rounds to fetch it.

Given enough skill, an attack can be made once Armor


every five DEX-ranks.
Armor needs no attack or parry roll, but it defends
If fighting two or more foes and your adventurer at a variable rate: if an attack hits armor, roll that
has the requisite skill, choose the order of attacks. rate to learn how many points of attack the armor
For demon armor, demon shields, and demon stopped.
weapons, see those respective demonic abilities in the
"Magic & Religion" chapter. Essentially the demon
Brawl, Wrestle
acts as another layer of protection or strength.
The skills Brawl and Wrestle are natural to all peo­
ple. Each is very different from ordinary weapon
Damage from Parries skills. See the "Skills" chapter for more.
Weapons and shields can also be damaged. Weapons
are built to withstand hammerings, and weapons
and shields normally parry without damage. How­
ever, if the rolled damage from a very strong blow Cools of «Iar
exceeds a weapon's hit points by at least one hit
point, the weapon then breaks. If yet more points
of damage were done by the blow, these would pass
Rrmor
on to the target. Shields behave the same way but ARMOR AMOUNTS TO CLOTHING stiff
are stronger, breaking when their hit points reach enough to protect against attack. Most often armor­
zero, not when their hit points are first exceeded. ers make it of leather, bronze, and steel in some
combination. Like a shield, armor is a barrier inter­
• Exception: the Attack and Parry Matrix notes two posed between an attack and the defender's body,
instances when a weapon (but not a shield) loses but armor leaves both hands free: strapped on,
hit points without first having its own hit points armor remains in place and does not much have to
exceeded. be thought about.
Note the designed to parry? column on the Weapon
Tables. An object not built to be parried with, such
as a rolling pin, loses hit points equal to the rolled
damage absorbed. When the last hit point goes, the
thing is broken, split, and useless.
Armor is better or worse in different fashions. individual Melnibonean components should not
Every armorer tries to make a light, strong armor, rate more than a + 2 increase.
but working with steel is difficult and expensive.
The best is Melnibonean plate armor, impossible to
find except in the arrogant Dreaming City or in the
Sbidds
rubble of some ancient war. Civilized places take the A SHIELD IS ARMOR which can be aimed. It is
wearing of armor to signify hostility. not everywhere around the body, but neither is it as
Some types of armor are not widely available. heavy as body armor, and it is much cheaper. Every
Sea leather is only made on the Isle of the Purple shield routinely blocks attacks of at least 15 hit
Towns, and can only be purchased there. Barbarian points: by that, a fighter with a high shield skill gets
leather and wood is produced solely by the people nearly as much protection as possible if wearing
of the Sighing Desert; they may sell it to outsiders, Melnibonean armor. A shield does not ordinarily
but they may also increase the price, as they have lit­ lose hit points when struck nor is it easy to knock it
tle respect for city-dwellers. Melniboneans never sell out of a defender's grasp. Shield and armor together
their armor or weapons to humans, although Mel­ offer flexible, battle-proven protection.
nibonean and half-Melnibonean player characters All shields do much the same job. An adventurer
can start out with Melnibonean half plate. Pan Tan­ who increases skill with one sort rises in skill with
gian plate is unobtainable outside of Pan Tang, and all shields.
foreigners are forbidden (but see page 120) . Shields have an attack, the knock-back. See
Armor comes in SlZs. Depending on the sort of pages 131- 132. The metal rim on most shields does
armor, a suit of it sometimes may be worn by a per­ additional damage during this attack, to which the
son slightly different in SIZ from the person for shield's user adds his or her damage bonus.
whom the armor was made. A column on the
Weapons and Armor Table shows what SlZs will fit. • Powerful blows damage shields. The blow must
exceed the hit point rating for the shield. Each
Because armor roll results vary widely, most
adventurers also use shields for parrying. It takes a time this happens, the points of damage in excess
mighty blow to penetrate both shield and armor. of the rating lower the rating. W hen the rating
reaches zero, the shield is broken and useless.
Example: a 20-point small shield takes a 22-point
Armor in the Game
blow from a demon. The shield blocks 20 points, but
Wearing armor takes no skill rolls. Game values for takes the other two points as damage. Now the shield
armor are found in the armor section of the Weapon is rated at 18 points. A moment later it takes a blow
Tables. Armor has average defensive value, expressed
of 23 points, five in excess, lowering its rating to 13.
as attack damg [damage] deflected on the Weapon
The next blow does 19 points ofdamage, six points in
Tables. When an attack hits armor, subtract the result
excess of 13, and the rating plummets to seven. The
rolled for armor from the amount rolled for the
final blow is also a 19, seven of which the crumbling
attack. The defender loses only that lessened number
shield blocks and seven more are needed to split the
of hit points. If the attack result is low enough, and
now seven-point shield asunder The remaining five
the armor result is high enough, the combatant may
points pass on as damage to the defender.
lose no hit points at all. Wearing armor does not
affect weapons skills. For demon armor, see that abil­
ity in the "Magic & Religion" chapter. Missiles
ANY PHY SICAL WEAPON that leaves the user's
Mixed Armor
To substitute a portion or two of armor, add or sub­
tract either one or two points from the normal roll,
depending on the quality of the substitution. Even
A missile is a sharpened thing intended to thrust Now it is Robriz's DEX-rank. He swings his
home or else a blunt thing intended to do a bone­ sword; his player rolls 42, a hit. Aila parries; her
breaking smash. player rolls D lOO and gets 00-a fumble ! Robriz's
Data for missile weapons is found in the Weapon player rolls for damage, IDS+ I plus ID4 for dam­
Tables. The "Spot Rules for Combat'' chapter con­ age bonus, and this time the total is 3, though it
tains some topical information, especially for volley could have been as high as I 3 . Aila's armor roll of
fire. Ordinarily, missile weapons attack at a slower ID6+ I also totals 3, so Aila loses no hit points.
rate than fighters can swing hand-to-hand weapons. Now the gamemaster instructs Aila's player to
The attacks-per-round column in the Weapon Tables roll on the fumble table. The result is a 37, weapon
is accurate. To increase the rate, use the volley fire knocked away. The gamemaster rules that Robriz
rule. A person of high skill with a missile weapon knocked Aila's sword out of her hand and that it is
makes a formidable opponent. glinting in a bramble bush four MOVs distant. The
Except in the rarest of circumstances, which the round is over.
gamemaster must declare, missile weapon fire can­
SECOND COMBAT ROUND: Aila's player
not be parried or dodged. A fighter could crouch
states that she intends to dodge to disengage and
behind or interpose his or her shield to defend
then move to retrieve her sword. Robriz's player
against it; see the combat spot rule "Shields and
says that Robriz will attack.
Missile Fire," page I 35.
Aila dodges to disengage : her dodge skill is 43
In an emergency, some missile weapons can
percent; her player rolls at 4I, a success. Robriz's
parry, but only at base chance. In parrying, a missile
player rolls a success for the broadsword attack, but
weapon accumulates damage taken, until it breaks.
the successful dodge takes precedence. If Robriz had
Slings and bowstrings need protection from
rolled a critical or an impale, his attack would have
water, which can stretch and weaken them. The
taken precedence.
accuracy of missile weapons is vulnerable to wind as
well. Night, fog, or storm can hide targets. An Having evaded Robriz's blow, Aila moves to her
archer-adventurer often needs a hand-to-hand sword and picks it up. The round is now over.
weapon for protection. THIRD COMBAT ROUND: The players for
In compensation, an archer out of reach on a Aila and Robriz say that both will attack.
wall could slaughter a whole company of swords­ The gamemaster rules that, in reaching into the
men. They would cut him to ribbons in seconds, if bush to retrieve her sword, Aila has passed the ini­
they could reach him. tiative to Robriz. Robriz goes first, attacking with
his broadsword, and his player rolls a 7, a critical
result! Aila Dodges again, and her player rolls a 4,
another critical. Aila loses no hit points, since the
defensive critical takes precedence.
Now Aila swings, but Robriz successfully par­
ries. The round ends.
FOURTH COMBAT ROUND : The adventurers
attack. Aila swings, but is parried. Robriz swings,
four Rounds of Combat and Aila misses her parry; his sword hits home for
FIRST COMBAT ROUND: Neither combatant IDS + I damage, plus his I D4 damage bonus.
has a shield. Aila has the higher DEX. She swings Robriz's player rolls IDS and adds I for a result of
her broadsword at 90 percent; her player rolls D 1 00 5, then rolls I D4 with a result of 3 : the hit does S
and gets a 77, a success. Robriz attempts to parry points of damage. Aila's armor roll of ID6+ I totals
with his broadsword at S9 percent; his player rolls 7, the maximum possible, so Alia only loses one hit
D IOO and gets a 60, a successful parry. The parry point. *•
blocks Aila's blow.
• •

«leapon;, &Classes})
C�
HESE DEFINITIONS correspond to the
entries on the Weapon Tables. Weapons
Within a class are similar enough in function and
mounted on long wooden or metal-clad han·
dies. Designs vary: one sort has one cleaVing
blade topped by a metal spike f0r puncturing
I � : SCYTH�. - cuts Plant stal� near the base
Ilk. the s1ckki,. but is a ml.ich iarPr' tool designed
to harvest whole fields of grain, barley, etc. The
design that experience with one grants experi· armor Mother might feature a hook as a sec·
. :'f"
c ng blade is sharp-pointed, and may � .a
ence for all. Go up in one, go up In the whole � blade, for pulling down cavalrymen. yVd or more of cutting edge. The hardwood
class. M adventurer has the same skill percent· handle Is about two yards long. The scythe typ-
I O. PIKES, POLE ARMS - long-handled
age for all weapons within � class.
weapons � mostly by trained soldiers � .� �!Y is � in �· rhythm�, descending
I . CESTUS, IRON CLAW - a metal glove.. A off cavalry or to pull down cavalry in open com­ ¥c;s . Some versions pivot on one ·or two verti-
pair might be worn. They might inflict damage bat. Hooks for snaring riders are common. The cal grips built into the handle.
as brass knuckles can do, or do damage with Filkharian pl�� has a �O!;l�·weighf base ��
·
..· · lt::; STRANGLE CORD - anY Strong, thin,
� metal 0r animal claws. can be swung like a light niace. flexible rope, narrow ·enot!gh that the victim
2. BROADSWORD, CUTLASS, FAL· 10 OR I I . LONG SPEAR, POUNCING finds it very difficult to put his fuigers between
<;:HION, RAPIER, SCIMIT�, r$HORT· STICK, SHORT. SPEA,R, TIUQENT - /otlg �. cord anq his nec!t; !"fwine �ly cuts.the
SWORD - they are roughly a yard long or less, spears can be, up to thnie or so yards in length; attacker's fingei:s and· palms.
hive one or two sharp edges, are usually one­ even the shortest spears are nearly two yards
�!:. PRA"f!f;.s WH!r - a si""' lash as.long
handed weapons, .. and have sharp points for long. Longer ones are . more like pikes. AU are
as four yards, given extra snap bY a yarct4ong
skewering ofiponents. This is the broadest used as thrusting weapons, most effectiVely in
wooden handle. Long enough as a whole to
weapon class; those interested in arms may Wish unit strengt!l , so that attackers confront . a
� out to � � �r of dra� animals. �
to place the rapier in Its own class. bristling . wall of speari 7and shields. Pouri<:ing
powerful sotind ustlaJ!y gets their attention;
1: GREATSWORD - in the Elric saga this is
stickS have 'crossbars and are used in the
Myyrrhn "pounce and strike" combat maneuver leaving the bite of the whip in reserve. By
the ultimate weapon, between 1 .5 and 2 yards
(� pages 1 3.f.-1 35), but .are oth�rwise �­ �ign, whi� ordi . pain. not damage.
cause
lot\g, sharp-pointed, and swung with both Oriiy a lengthy and ned Whipping eosts
cal to long spears.
hands. Stormbringer Is one. hit points. Damage must be intended before it
1 1 . CAVA!Jt.Y LAN�E - we� f� . baf.
4 • ... CONCEALABLE KNIFE, DAG�ER, can.pccur.
·
. k, longer than a Short spear, to
ance on hOrsebaC:
DIRK, LONG KNIFE - not mueh difference
attack foot soldiers without undue leaning, or to 2 1 . THROWING AXE - a small, light single­
between a long dagger and a shortsword exists.
target other riders withoµt collidlng, � axe. � leading edge of � blade is typ­ .•

The usefulness of this weapon class, however, is .


·:
ically 'well � of the weapon's socket. · ,\ ,
fn its lightness and c&!pactness as a setond l2. HARPGoN -·� •· barbed · �, rebdvely {
·
,
- ..; - · _ . .. ._,_

weapon and, if equipped with a cross-guard, as heavy, sometimes made completely of met3I for 22:
.
THROWING DAGGER - Short for a
a �ng weapon.. el!.tra impacf: Thrown � one hiild, or �'!rllld dagger, :
sometimes . ftont
, , •W�
and wkbout
.
, ··
�--<>

5. FIRE IRON, GREAT WARHAHMER,


with two. Employed against whales and other � ·<
HEAVY MACE, LARGE CLUB, LIGHT
great creatures of the waters and seas, or large 23. JAVEIJ�· THR())!N I H S� - these
land beasts. f1,. very long � might be attac;�.
.. MACE, MAUL, SMALL CLUB, WAR· � spears are int� to be thrown against
HAMMER - these club-like weapons do sO- that the prey Is not loSt. ·

units in battle formation.


smashing damage, though some (like the 1 3. NET - this Is the arena net, weighted so
��. $UNG, fTAFF �IJNG - a �p of leather
warhammer) also have a steel spike on the head · that it spins open aiid then d� ar6und the
� a cup, whirled � for el<tfa velocity and
for punching through armor There are many target. It Is just larP enough to thoroughly
then releasing a small miSsile from the cup. A
.

. designs. entangle o�. oppon� The thrower � � $ling .� even � �· l!sirig n,y.r
quickly �es and captures or kllls {tlle
6. QUARTERSTAFF, SHEPHERD'S � or cast metal $hot of regular size and
CROOK, WOODEN STAFF - hardwood
mornMtarily helpless target.
\ . weight, stingers effectiVely hit targets at ·�
poles 2-3 yards in length, used to smash with or 14 BRAWL - an attack na� to �
•...
��· Historically �,rare skill because it was
(With the hands separated) to parry with. One human. Skilled brawlers can be �ting. See difficult to learn. ·
or both ends might be metal-clad, for weight the. "Skills" chapter for more.
and durability. 2�.· MELNll!ON� �E i!OW. DESERT
ReGURVEQ IQYI, HU)inNG;BC>W -' var­
· I SO' WRE� - an attack natural to �
7. THIEVES' BLUDGEON .....: any short, human. See the "Skills" chapter for information. ious sorts of bows occur in the saga. The desert
heavy, blunt object with which to quietly disable 16r BURNlf«; TO,�H - a small club vpich .�� l>_ow is short� than � .Me!ni�,
someone on the street or in a home. Silence,
has a clianc� to ignite clothing. L!sed as fire or for ease of use from � lik� it, � deSert
ndt deatti, is the goal. To kill someone, an assas­ as club, it does I 06 daffiage. For fire, see "Spot bOw is made partly from bone, for range and for
sin would prefer a dagger. Rules for Combat."
5; , . , �· The ��ntlng l>_ow Is ·�. entirf/IY. of
L GRAIN FLAIL, MORNINGSTAR F�L,
17. HANQ SICKLE - a short-handled, wood, and. folirld umYersatly across the Young
LENGTH OF CHAIN - a d!searate class of curved-blade tool that Slices plant stalks during Kingdoms. The desert bow IS moStly unknown in
llexible-lleaded weapons that do damage by � !oung 1$J�1 � the ��. l>_ow
a � .�-�;' tlle USt!t\ }he �Ip ;.�
viilocity as �I as by mals. Short whips such � il'ISide curve of the blade are sharp. Cali be as is' hot available to non.:�. The crOss. .
ttte cat-o'-nine-tail fall into this class. bow does nOt exist in dlis universe. Dampness
deadly as a. dagger but some designs �e
,

9; BATTLE. AXE, TIMBER AXE• LORHYR· c111m� �· Y!�ng �;· s�h


.
�i� � .-ain stl� � �: �
arrows,
••

WI AXE, SEA m· - heavy 'CIUving ·blade$ kJkri, trace �Ir origin$ to tiani:t' $iCkles. ''/
> •
and render bows unusable:


«16HPON CHBC6S
base �hance, damage needs length designed average
or starting done 1 hand/ hit of to minimum weapon cost in
skill points with attack 2 hands points weapon impales ? parry?' STRIDEX class bronzes

Brawl 50 ID3+db' IH short no no• 14


Wrestle 25 special' 2H short no no 15
Iron Claw 25 ID4+l +db IH 10 short no yes 919 I 45
Cestus (steel glove) 25 I D3+2+db IH 10 short no yes 1 1 17 I 200
Shortsword 15 ID6+l +db IH 20 medium yes yes 515 2 1 25
Rapier 15 I D6+ l +db IH 15 medium yes yes 7/ 1 3 2 400
Broadsword 15 ID8+ l +db IH 20 medium yes yes 917 2 250
Scimitar 15 I D8+ l +db IH 19 medium yes yes 8/8 2 225
Falchion 15 I D6+2+db IH 18 medium yes yes 8/8 2 230
Cutlass 15 I D6+2+db IH 21 medium yes yes 8/8 2 1 75
Great Sword 05 2D8+db 2H 18 all' yes yes 1 4/ 1 3 3 750
Dagger, Dirk, etc. 25 I D4+2+db IH 15 short yes yes 4/4 4 100
Mace, Heavy 25 ID8+2+db 2H 20 medium no yes 1 419 5 200
Mace, Light 25 I D6+2+db IH 20 medium no yes 717 5 75
Warhammer 25 I D6+2+db IH 20 medium yes yes 1 1/9 5 200
Great Hammer 25 I D I 0+3+db 2H 15 long yes yes 919 5 250
Quarterstaff (metal-shod) 25 I D8+db 2H 20 all' no yes 919 6 50
Thieves' Bludgeon 25 I D8+db IH 10 short no no 717 7
Morningstar Flail 10 I D l O+ l +db 2H 12 medium no no 1 1 17 8 300
Axe, Lormyrian 15 3D6+db 2H 25 Jong yes yes 1 319 9 400
Axe, Sea 15 2D6+2+db 2H 15 medium yes yes 1 1/9 9 250
Axe, Battle 15 ID8+2+db IH 15 medium yes yes 919 9 200
Filkharian Pike 15 I D 1 0+2+db 2H 15 Jong yes yes 1 1 17 10 150
Spear, Long/Pouncing Stick 15 I D I O+ l +db 2H 15 long yes no 1 1/9 10 or I I 100
Spear, Short 15 I D6+1 +db IH or 2H 15 long yes yes 7/8 10 or I I 50
Cavalry Lance 15 ID8+ l +db' IH 15 long yes no 9/8 II 1 75
Trident 15 I D6+2+db IH or 2H 18 medium yes yes 1 0/ 1 2 10 100

1111prompt" base chance,


or starting
damage
done
needs
1 hand/ hit
length
of
designed
to minimum weapon
average
cost in
1iWea1>ons : . � .,
. ,· . . skill points with attack 2 hands points weapon impales? parry? STRIDEX class bronzes

Large Club/Bludgeon 25 I D8+db 2H 22 medium no no 917 5


Small Club/Cudgel 25 I D6+db IH 15 medium no no 717 5
Maul 25 I D8+3+db 2H 20 medium no no 1 317 5 12
Wooden Staff/Crook 25 I D6+ l +db 2H 15 long no no 8/6 6
Burning Torch 10 I D 6 flame IH 15 medium no no 619 16
Butcher Knife 25 I D6+db IH 12 short yes yes 515 4 15
Concealable Knife' 25 I D4+db IH 9 short yes no 4/3 4 10
Timber Axe 15 ID8+2+db 2H 20 medium yes no 817 9 20
Kindling Axe (Hatchet) 15 ID6+ l +db IH 12 short yes no 719 9 15
Hand Sickle 10 I D6+ 1 +db IH 12 short yes no 719 17 15
Scythe 05 2D6+ 1 +db 2H 20 long yes no 1 2/ 1 0 18 35
Grain Flail 10 I D6+db IH 7 medium no no 716 8 5
Length of Chain 10 I D4+db/entangle I H, 2H 20 Jong no no 8/9 8 10
Fire Iron 25 I D8+ l +db IH 20 medium no yes 1 0/6 5 7
Strangle Cord 15 strangle'0 2H I short no no 8/1 2 19
Drayer's Whip" 05 ID3- l /entangle IH 4 long no no 9/10 20 10

�is&ile base chance,


or starting
damage
done
base
range in hit
attacks
per
designed
to minimum weapon
average
cost in
Weapons :/: ...... skill points with attack" yards points round" impales? parry? STRIDEX class bronzes

Throwing Axe JO ID6+ 1 /2 db 20 15 yes no 911 1 21 1 50


Throwing Dagger" 15 I D4+ 1 /2 db 10 12 yes no 7/1 1 22 100
Thrown lH Spear 05 I D6+ I + 1/2 db 15 15 yes no 1 2/ 1 0 23 200
Thrown 2H Spear 05 I D6+ 1 + 1/2 db 15 15 yes no 1 2/ 1 0 23 200

1 range is touch. 8 damage bonus for the horse if charging, for the adventurer if standing
2 for weapons not designed to parry, accumulate damage if used to parry. still.
Some weapons not intended to parry (such as the impromptu weapons) 9 might be carried up sleeve or otherwise hidden on body.
nonetheless do well parrying things like them. 10 use "Drowning, Suffocation" in the "Spot Rules for Combat" chapter
3 at I 00% or less; see the "Skills" chapter for more about this unusual to determine hit point loss or death.
skill. 11 range is 5 yards; add no damage bonus.
4 Brawl can parry Brawl or Wrestle; see the skills. 12 to calculate 1/2 damage bonus, roll the normal damage bonus and
5 Wrestle can parry Wrestle or Brawl, and can subdue attacks made with divide the result by two. Round up fractions to the next whole number.
hand-to-hand weapons. 13 but see also "Volley Fire" on page 137 for a more rapid rate.
6 physically long, but employable at the three distances. 14 balanced for throwing, often lacking a cross-guard and therefore cannot
7 physically long, but employable at the three distances. be used to parry.

Ill
«1€HpON CHBC€8 (contd.)
r.tissile base chance,
or starting
damage
done
base
range in hit
attacks
per
designed
to minimum weapon
average
cost in
Weaoon& skill points with attack yards points round impales? parry? STRIDEX class bronzes

Javelin 15 I D6+l/2 db 25 10 yes no 919 23 75


Harpoon 05 2DS+4 + l /2 db 10 20 yes no 13/l l 12 250
Thrown Rock Throw % I D2+1/2 db 20 20 2 no no 515
Sling" 01 I DS+l/2 db so yes no 7/11 24 15
Staff Sling 01 I D I O+ l /2 db 100 10 yes no 9/1l 24 60
Bow," Melnibonean B one 10 2D6+ l + l /2 db 200 12 yes no l l/13 25 priceless
Bow, Desert Recurved 10 I DS+2+l/2 db 100 10 yes no 1311 l 25 250
Bow, Hunting 10 I D6+ l + 1 /2 db so 6 yes no 919 25 150
Net 05 entangles" 5 6 no yes 9/12 13 25

attack damg attack damg nominal fits chance skill chance skill rounds average
F.lrmor20 deflected,
helmet on
deflected,
helmet off
burden
to wear
another
SIZ?"
affected,
helmet on"
affected,
helmet off
to
put on
cost in
bronzes

Soft Leather I D6-l l D6-l light ±2 2 100


Sea Leather l D6 I D6-l light no 10% 2 300
Leather & Rings lD6+1 I D6 light ±I 25% 10% 2 600
Barbarian Leather & Wood l DS I DS-I light no 25% 10% 2 400
Half Plate (aroundtorso) I DS+ l I DS moderate ±I 25% 10% 2 675
Melnibonean Half Plate I DS+3 I DS+2 light no 10% 2 priceless
Half Plate & Mail I DS+2 I DS+ l m oderate ±l 25% 25% 4 750
Young Kingdoms Plate I D10+2 IDlO cumbersome -I 50% 25% 5 1000+
Pan Tangian Plate 2DS+l 2DS cumbersome ±2 50% 25% 5 3000+
Melnibonean Plate I D 10+6 I D 10+4 m oderate no 25% 10% 5 priceless

It base chance, damage designed average


Sbidds or starting
skill points
done
with attack"
range
of attack
hit
points impales?
to
parry?
weapon
class
minimum
STRIDEX
cost in
bronzes

Half (target, buckler, etc.) 15 knock-bk+ I D2+db touch 15 never yes shield 517 75
Small (round, heater, etc.) 15 knock-bk+ I D3+db touch 20 never yes shield 919 100
Full (kite, large round, etc.) 15 knock-bk+ I D4+db touch 22 never yes shield 1119 125
Large (foo t, hoplite, etc.) 15 knock-back touch 26 never yes shield 12/8 1 50

• HANd-To-HAND WEAPONS class: rising in skill with one weapon, percentiles for • ARMOR
Base chances are uniform for all humans, as arethe all o
ther weapons inthe same class increase bytheHit points deflected: armor deflects or absorbs a
damages done with the attacks; individual damage same amount. Average cost: nominal price for a new varying number of hit points; ifthe helmet is off,
bonuses can add to or subtract from these at tack t
i em; actually varies by city and craftsman. average protection is less. Nominal burden to
damages. When percentiles in a skill increase,then wear: as information only, the wearer of armor
the chancetohit has also increased. Needs 1 hand, '*'
IMPROMPTU WEAPONS
Designed to parry?· tools can parry but are no
· · t ordinarily moves and fights without penalty. Heavy
'
etc.:the column for number of hands shows howthe intended to be used as weapons. They accumulate pro tection and a long fight might have some conse-
weapon is ordinarily held, and incidentally shows
damage when parrying; they do no
t take damage quence against unarmored foes. Fits another SIZ?:
whether a shield normally could be employed with
from hitting. Remaining column entries: as per armortooloose will no
t cover properly, and armor
the weapon. Hit points: measuresthe relative stur­
Hand-To-Hand. too small canno
t cover: this co
lumn gives the
diness of weapons. Length of weapon: other mat ters
applicable fit by SIZ range and armortype. Rounds
being equal,the fighter withthe longer weapon gets • MISSILE WEAPONS
to at
tack first and may be ableto ho
ld a foe at bay. Base chance and damage done are as per Hand-to­ to put on: Assumesthatthe adventurer has laid out
Impales?: the weapon is sharp enough and small Hand weapons, except that slings and bows show the armor, and has practiced putting onthe armor in
enoughto occasionally slip between armor sections the damages caused bythe missilesthey hurl. Base the dark. Gamemasters may add more rounds of
and cut directly intothe body.Designed to parry?: range:the average distance at which atarget can be delay asthey see fit.
t sturdily enoughtonegate hit at base chance. Attacks per round: vo
if yes,the weapon is buil lley fire
ordinary damage; some also have cross-guards to can increasethis; the co
lumn assumes careful aim­
• SHIELDS
catch opponents' blades. Minimum STR/DEX: ing. Hit points resisting attack: this co
lumn pic­
Damage done with attack:the knock-back at
tack

weapons require a minimum Strength and Dexter­ turesthe weapon being used as a club or quarterstaff is found in the "Spo
t Rules for Combat" chapter.

t
i y-how much depends on the weapon; people might be. Weapon class: relates the skills needed The large shield is too clumsyto do facial damage

below minimum can still fight with such weapons, for different weapons. Remainder of column reliably. Remainder of column entries: as per
but clumsily, halving their effective skill. Weapon entries: as per Hand-To-Hand. Hand-To-Hand, above.

15 tocalculate 1/2 damage bonus, rollthe normal damage bonus and plate and half plate are obtainable only in Imrryr, and are never soldto
dividethe result bytwo. Round up fractionstothe next whole number. humans.
16 but see also"Vo
lley Fire" on page 137 for a more rapid rate. 21 by adjusting t
i s internal straps. Full plate wearers may havetrouble with
17 base ranges forthis and staff sling assume cast lead slug; if river pebbles, foo
t size. The no
tion of S!Zs in armor is somewhat suspect, since every­
etc., reduce base ranges by 20 yards each. thing is made-to-measure, no
ttoSIZ. Butthe Pan Tangian armor which
·18 arrows dothe damage, of course. An individual arrow has I hit point. A magically adjuststothe wearer is a miracle of efficiency.
standard quiver or bundle ho
lds 20 arrows. 22 optional rule: wearing armor and attempting a skill o
therthan a fighting
19 success allows attackertoclose and automatically Wrestle, etc. skill,this chance existsthatthe armor effectively halves the percentiles
20 availability: sea leather and barbarian armors come fromthe Isle ofthe ofthe non-fighting skill, round fractions up.
Purple Towns andthe deserttribes ofthe Eastern continent, respectively. 23 a maneuver of
ten performed by smashing the steel rim ofthe shield up
Pan Tangian armor must be craf
tedtoorder in Hwamgaarl. Melnibonean againstthe foe's chin or into his face.

123
Acid • Very strong acids cost 1D6+ 1 hit points per
round.
The degree of acid damage is more a function of the
acid's relative dilution than of the acid's type. For • For dragon venom, see under Fire in this chapter
game purposes, consider only significant contact, or under Dragons in the creatures chapter.
such as the immersion of a hand or arm, or contact
with the eyes. • Personal armor does not neutralize acid, but does
momentarily retard its effects: weak acids do one
• Weak acids cost 1 D3-l hit points per round.
hit point of damage for the first 1D3 rounds,
• Strong acids cost 1 D4 hit points per round. strong and very strong acids do 1D3- l hit points

Rules in this Chapter


Acid Explosion Pounce and Strike
Ambushes Extended Range Pulled Blows
Area Attacks Falling Shields and Missile Fire
Armor Destroyed Fatigue Shock
Big and Little Targets Fighting While Down Shooting Up, Down
Both �icj.es Su,:prised ,F� Slippery Surface
Broken Weapons Fortified Position Stun
Careful Aim Knock-Back Attack Superior/Inferior Position
Closing-see Weapon Len th Superior Numbers
'' M"
Des T"""'"""""'
pifrate� Action (Lunge) Thrown Objects
Dinujess1 Darkness, Invisibility Tight Position
Dis!lfDling an Opponent l'wo Weapons
Di sease Underwater Combat
Disengaging from Opponent No Armor Volley Fire
Drawing, Exchanging Weapon Weapon Length (Closing)
Drowning, Suffocation '���=--
""""'
=-:._...,,

' Ent.Mg!�,�---


per round for the first 1D3 rounds. After that, Choose either STR or SIZ as more appropriate, then
acids do normal damage, armor or not. let each 1 0 SIZ or STR equal 1D6 points of attack.
All affected targets take that amount of damage.
• Exposure to very strong acid and to dragon
venom rots armor bindings and weakens the
armor itself, so that after 1D6 rounds it is no Armor Destroyed
longer useful. "Exception: Melnibonean armor is Acid, fire, or chaotic effect can ruin armor. It is pos­
unharmed by dragon venom. sible that a segment is destroyed by a critical hit. If
that happens the fate of the armor matters little to
Ambushes the adventurer anyway.
If it is important to show the effect of partly
Compare with Both Sides Surprised, below. If the
destroyed armor, approximately halve the defense
ambushers must sneak into position, they'll need
roll for the armor. Give the armor's wearer the ben­
Move Quietly, or they'll need Hide to avoid attract­
efit of fractions: for instance, 1 D6-l rounds to
ing attention if the ambush is arranged beforehand.
1D3. That fraction of damage also represents the
If ambushers lurk in sparse cover, the targets get
cost of repair. For instance, repairing 1/2 damaged
Search or Luck rolls to notice them; in this respect,
leather and rings would cost 300 bronzes.
compare with Partial Concealment, below.

• If the ambushers cannot be seen until they begin Big and Little Targets
the attack, missile-users have a full combat round
Faced with some beast or Chaos thing of SIZ 30 or
to fire in. Targets get no chance to dodge, to
more, for every ten SIZ above thirty add five per­
parry, or hide.
centiles to the attacker's chance to hit with a missile.
• If the missile-users are seen when they begin fir­ Range modifiers apply.
ing, then the targets can interpose shields or take Similarly, reduce the attacker's chance to hit a
cover. Targets cannot return missile fire that small thing with a missile: subtract five percentiles
round unless their bows already are stated to be for every SIZ point less than SIZ 5. Range modi­
strung, arrows nocked, spears poised, etc. fiers apply.
• If the ambush is only with hand-to-hand
weapons, then each attacker needs a successful Both Sides Surprised
Move Quietly. If one fails, those defenders who Compare with ''Ambushes," above. An ambush is
receive successful Listens can turn and defend created with intent, but individuals often surprise
themselves. each other, especially in open fighting. Two ene­
mies meet at a corner, for instance, or in a fight
Targets with failed Listens do not turn: double the
turn and suddenly see each other. According to the
attack chance for the first blow or missile from each
situation, the lower DEX roll or Listen roll could
attacker. Such ambushed targets are as fixed as dum­
grant the initiative. In darkness, comparing Idea
mies on the drill field: allow no parries, attacks, or
rolls seems just. Lacking other justification, use
dodges. Armor defends normally.
DEX ranks, but the question is one of mental
• In following rounds, survivors can defend and agility more than physical.
attack normally.
Broken Weapons
Area Attacks Fumbles and parries can break weapons. A weapon
Giants, gods, and other enormous beings can attack will break if it parries a blow that exceeds the
several targets with a single step or a single blow. weapon's hit points by at least one. An impromptu
How this is done may be clear from the statistics or weapon loses hit points every time a weapon strikes
the situation. If not, the factors are the coverage of it. Also see "Shields" on page 1 18 for information
the blow and if the blow is aimed or accidental. about them.
Careful Aim never have a chance to hit of greater than one-fourth
his or her normal weapon skill.
By increasing the time spent a1mmg a missile
weapon, an adventurer can increase the chance to
Disarming an Opponent
hit in that round. For each five DEX ranks the mis­
sileman delays, add 10 percent of that skill to the Disarming removes the opponent's weapon-in­
chance to hit (seven percentiles if of 70 percent skill, hand, and by force or threat prevents the opponent
for instance) . Round up fractions. The shot must be thereafter from drawing a second weapon. Two
made in that combat round. Thus an archer with ways exist to disarm a foe without killing him.
DEX 1 1 and 70 percent skill who delayed shooting • ( 1 ) An attacker who wishes to disarm an enemy
for ten DEX-ranks could fire on DEX-rank one with may try to close with the target to wrestle with
an effective skill of 84 ( 70 + 7 + 7) percent. Careful and after that disarm the foe.
aim is of no effect at ranges beyond double the '

• (2) At the beginning of the round, a player can


weapon's base range.
state the intent to disarm (knocking or twisting
If aiming at a point (a doorway, for instance) ,
away the opponent's weapon) . In the round,
and waiting for a target to appear, the target must attacks are made normally. An attack roll result of
be half or less of base range for the archer, etc., to half-chance or less succeeds in disarming the tar­
keep the full chance to hit. That way the target does get. The target may resist this if receiving a roll
not have a chance to move away before the missile of STR x3 or less. A critical disarming attack suc­
can strike. ceeds, with no STR roll for the defender allowed.
A shot attempting to hit a specific part of a tar­ While a successful dodge negates a successful dis­
get (a swordsman's hand, for instance) is very much arming attack, a parry of any sort has no effect.
more difficult. Halve the chance to hit, but allow the
full increase if delaying DEX-ranks for careful aim.

Desperate Action (Lunge)


With a successful roll of DEX x3 or less, an adven­
turer may add an extra attack on the last DEX rank
of the round at 50 percentiles or skill level,
whichever is less. In the succeeding round, he or she
forfeits all attacks. Dodges and parries are unaf­
fected.
Disease
Dimness, Darkness, Invisibility The Elric books mention little illness. A minor dis­
Halve weapon-related skills in semi-darkness. If ease, such as a bad cold or mild flu, could be con­
very dark, all vision-dependent skills, including tracted after a failed CON x5 roll once exposure had
weapon skills, uniformly drop to one-third normal been proved. It should merely cost a hit point or
or to one-half Search (whichever is lowest) , to test two over a few days. A major disease such as plague
the keenness of the senses. might attack any characteristic, but most attack
CON or hit points. Serious diseases should be pow­
erful, about 1D3 hit points per hour, enough to kill
an average human in eight hours. Symptoms would
vary greatly.
It is hard to imagine a natural disease that could
not be stymied by persistent applications of the Heal
spell. For stronger events than these, try magic.
Disengaging from an Opponent For entangle attacks, employ flexible weapons
such as nets, ropes, chains, and whips. With a suc­
Usually one party wants to break off a fight while
cessful STR:STR roll on the Resistance Table, use
the other wants to fight on to victory. To disengage,
an entangling weapon to wrench a parrying weapon
use a knock-back attack successfully; dodge success­
from the defender's grasp.
fully, or turn and run. If turning and running, the
foe gets one attack that cannot be parried. A successful Dodge roll or Wrestle roll negates a
successful entangle. A critical parry negates a critical
entangle, but an ordinary parry success has no effect.
Drawing or Exchanging a Weapon
A sword in a scabbard or a shield slung to an adven­
Explosion
turer's back is not ready for instant use. Sheathing
and unsheathing is an action in a combat round, and The stories cite no natural explosive though a boiler
each takes 5 DEX-ranks. Exception: a fighter with blast or exploding cask of distilled alcohol is within
1 0 1 percent or more skill in a weapon is proficient the capability of the Young Kingdoms. Explosions
enough to draw or sheath that weapon without do hit point damage; calculate the effect of an explo­
counting it as a five DEX-rank action, and could sion in terms of decreasing hit points of damage.
exchange such weapons in a total of five DEX-ranks. The circles of effect expand. Using the Resistance
Table, roll STR against rolled damage to keep stand­
ing against an explosion.
Drowning, Suffocation
Apply this procedure to drowning in any liquid, suf­ • Rate explosions in D6s of circular effect. For
focation (including the demon ability), strangula­ instance, a 6D6 blast has a central circle of effect
tion by hand or strangle cord, or similar situation. of six yards. The next circle of effect occurs
If the adventurer is unable to breathe, the player across yards 7-12, and the damage done is
attempts a DlOO roll of CON x5 or less during the halved to 3D6. The third circle of effect is across
first combat round. In the second round of the cri­ yards 13-18, and the damage is now halved
sis, the roll lowers to CON x4. In the third round, again to 1D6+ 1D3. Halved again, yards 1 9-24
the roll lowers to CON x3 and so on until reaching would be for 1 D4 damage. Continue to extend
CON xl, and stays at that multiplier in the rounds the circles of effect until no targets remain, or
after that. until rolling 1D2.
An adventurer who had no time to grab a lung­ • Roll separately for each target in each circle of
ful of air first, starts at a lower multiplier, x3 . effect, but roll only once per target. Armor and
If a CON roll fails, the adventurer suffers injury shields cut blast damage. Small shields and half
to the respiratory system, losing 1D6 hit points in shields will not block enough to matter.
that and in subsequent rounds until escape, rescue,
or death. Extended Range
When using missile weapons, an adventurer may
Entangle attempt to hit a target at up to double the base
range. Halve the normal chance to hit. At triple base
range, the chance becomes one-quarter of normal.
At quadruple base range, the chance decreases to .
one-eighth normal.

• At more than double base range, halve the dam­


age done by the missile.

• Throwing knives and throwing axes have no


Falling bellows. Armor insulates against fire damage for
1D6 combat rounds. After that, the adventurer
A fall costs 1 D6 hit points per three yards of drop,
takes fire damage as if the armor no longer existed.
or fraction of it over the first three yards. With a
successful Jump roll to prepare himself, the cat-sup­ • A hand-held torch does 1 D6 hit points of burn
ple adventurer loses 1D6 fewer hit points from the damage each round that it is thrust against a tar­
fall. get. If the target is clothed but not wearing
Armor does not block damage from falls. Plate armor, the target gets a Luck roll each round to
armor increases fall damage by an extra 1 D6 hit prevent clothes and hair from burning. If they
points. burn, the target continues to lose 1D6 hit points
For damage done to a target from a falling per round without added application of the torch.
object, see the Throw skill.
• To put out the fire on someone's clothing,
smother it with a cloak, blanket, water, or dirt.
Fatigue
• A bonfire does 1 D6 + 2 damage each round, and
Only the gamemaster declares fatigue. There's not
much point to fatigue rules, since a fight rarely lasts engulfs the target's hair and clothes.
that long. Nonetheless: an adventurer ordinarily • To be in a burning hut or on a flaming ship costs
tires after CON x3 uninterrupted combat rounds of 1D6 + 2 hit points per round. A Luck roll is
battle. After that, double the chance for the fatigued needed each round, or the adventurer begins to
character to fumble. (Elric often far surpassed that asphyxiate (see Drowning, Suffocation) .
duration, of course courtesy of his herbs and his
nourishing runesword. ) After CON x4 continuous • Burns costing more than half the adventurer's
rounds, quadruple the chance for a fumble. Com­ total hit points also cost 1 D4 characteristic
plete exhaustion (cannot lift sword, for instance) points if a Luck roll fails. Subtract the points as
occurs after CON x l O uninterrupted combat the gamemaster chooses, but at least one should
rounds. Lulls in baffles ordinarily occur: when both come from APP.
sides tire, each moves back a little to catch a breath.
• The temperature of fresh lava or that of a well­
When running, a failed CON roll says that the fired kiln is too hot to approach closely. The blue
pursuer slows, allowing the target to escape, or else flame catapulted by Melnibone's battle barges
that the target has slowed, and soon will be caught does this intense damage, 3D6 hit points per
unless he hides or otherwise evades the pursuit. round, or higher.

Fighting While Down • The damage done by the combustible vapor of


Melnibonean dragon venom equals the dragon's
By down, we mean that the adventurer has tripped
POW in hit points.
or fallen. Usually he sprawls on his back, while the
attacker is standing. Decrease the defender's chance
to hit by 20 percentiles, and increase the attacker's Fortified Position
chance to hit by 20 percentiles. The person on the Halve the attackers' chance to hit defenders who
ground gets no damage bonus while down, and can­ stand or kneel to fight, or to observe from behind
not attack with a two-handed weapon. He can parry. stone, wood, and similar material. Those defenders
A successful Dodge roll gets the defender back who crouch or kneel cannot be hit by small-missile
on his feet. See also "Superior/Inferior Position," fire, though they could be vulnerable to catapult or
below. magical attack.

Fire Knock-Back Attack


Temperatures of fires range from that of a torch or
small campfire up to the white heat produced by a
down, and at the same time slamming the rim of the must receive a successful Dexterity roll, or go
shield up against his or her chin to stun and disori­ sprawling.
ent. An adventurer knocks back an opponent 1 yard
for each point that the attacker's STR exceeds the Knockout Attack
foe's SIZ, with a minimum result of 1 yard. Two
To render a target unconscious, declare that intent
sorts of knock-backs exist; neither can be parried.
at the beginning of the round, then attack normally.
• A successful Wrestle roll for an attacker without a You are not trying to kill. If you roll damage equiv­
shield. &ample: Lothar is SIR 1 6. He successfully alent to a major wound, then the target is knocked
wrestles a SIZ 14 opponent on the resistance table and out but no actual damage is done. If the damage is
knocks him back two yards. The opponent must receive equivalent to a minor wound, the target takes the
a successful Dexteri-ty roll, orgo sprawling as well. minimum damage for the weapon, but is not
• A successful attack roll with a shield. Use the skill knocked out. Armor defends normally. A success
chance for the shield. A successful resistance table knocks unconscious the target for at least l D l O + 10
roll drives back the opponent for two yards. (A rounds. Knockout attacks work only against
successful dodge can cancel a knock-back attack humans and humanoids . Olab (see pages 2 1 6-2 17)
of the same level. ) An opponent failing to dodge are affected.
Light Sources unless already lower, since only the head, arms, and
upper torso have much freedom of movement.
Candles, torches, and lanterns make portable light,
and give enough light by which to read and to A successful knock-back attack dismounts a
search. Torches and lanterns show from a hundred mounted opponent, as does a major wound, and as
yards away in darkness. At a hundred yards, a Search do other effects as the gamemaster sees fit. A rider
must dismount to retrieve a fumbled weapon.
roll must succeed before a candle can be seen.
Fighting against an unmounted opponent, use the
• A candle flickers, is easy to drop, and is easy to Superior/Inferior Position spot rule.
blow out. It is reliable within a glass-walled or When charging and wielding a weapon, use the
punched-metal lantern. A long wax candle burns damage bonus for the horse, not for the attacker. If
for approximately six hours; a short, pouch-sized charging against a seated spear, add the horse's dam­
candle burns for two hours. age bonus to the damage done by the spear. Lance
charge is made at the end of a full movement.
• A torch gives a large, bright flame, and (short of
a hurricane) cannot be blown out. If dropped, a Much of a charge's effect comes by demoraliz­
torch keeps burning with a successful Luck roll. ing the opposition so that they break ranks and
A torch burns for approximately one hour. flee-a horse will shy rather than crash into a tar­
get. Horses are valuable spoils of war, and will not
• Portable oil lamps are not much mentioned in the be casually slaughtered.
books. Lots of burning oil would be smelly,
smoky, and dangerous. Nonetheless, Moorcock Narrow Position
several times mentions reed torches soaked in oil
A gate, hallway, or other choke point limits the
as providing light in Jharkor, Filkhar, and llmiora.
number of attackers who can bring weapons to bear.
• Elric makes fire using flint and tinder kept in a It also helps protect the defender's flanks. A single
pouch at his waist. This seems to be standard in swordsman in a narrow corridor might hold back a
the West; if candle or torch go out, they can be regiment, for a while. For this sort of defense to be
lit again quickly. Moorcock also reports people effective, the defender needs a weapon equal to or
carrying glowing charcoal in covered containers longer than the attackers' weapons.
for igniting tapers.
No Armor
Missile-Fire While Moving No direct combat benefit exists for those who wear
Missile fire can be attempted from horseback, but no armor in a fight. Nonetheless, gamemasters
only at percentages no higher than the rider's skill should be alert for jumps, leaps, and tests of balance
with his or her mount. when combats between armored and unarmored
Running and throwing a spear or rock directly foes occur. Decrease the chances of the armor­
ahead is possible, at normal percentage. Running on wearer. Between unarmored foes, as between two
foot and throwing or firing sideways is not possible. armored foes, ignore the situation.
An adventurer can move for half the round, and
then throw or shoot a bow in the other half, at the Partial Concealment
appropriate DEX rank. If a target is substantially but not totally concealed,
and is not moving and does not stand out, halve the
Mounted Combat, Charges observer's chance to notice the target.

Point-Blank Range
A missile weapon chance to hit doubles when the
range is the attacker's DEX in feet or less. Once the
range drops to touch, combat changes to hand-to-
hand: then treat such weapons as hand-to-hand, not Fast-acting poisons begin to work within a
missile weapons. round or two. Death from cyanide can happen in a
Targets unable to resist are hit automatically. A minute. Most poisons are slow-acting, and their
fumble at point-blank range does minimum damage symptoms intensify over hours.
for the weapon. For poisons like arsenic, a subtle poisoner can
eat increasing quantities over months and by that
build up resistance. In the end the poisoner can
Poisons
ingest with impunity quantities of poison that kill
Rate every poison by its potency (POT) . Match the the unprepared in a few hours.
poison's potency against the adventurer's CON on
The effect of some poisons is ongoing, like dis­
the Resistance Table. The poison is the active char­
eases, and hit points continue to be lost. Apply
acteristic. If the poison overcomes target CON, Physik or Heal, but then also grant the poison the
then illness or death results : usually the victim loses chance to do new damage, as appropriate, if the poi­
hit points in number equal to the poison's POT. somng renews.
If the adventurer overcomes the poison, then he
or she loses hit points equaling only half the poi­ Pounce & Strike
son's POT. If a mild poison is overcome, upset
With this risky dive maneuver, a Myyrrhn warrior
occurs only momentarily, or perhaps nothing at all armed with a pouncing stick swoops upon a foe and
happens. flips about, to plunge feet-first with feet on the
The gamemaster must choose a satisfactory out­ pouncing stick crossbar. When hit, the foe sustains
come. Survivor illness and discomfort can linger up the full force of the stick and the momentum of the
to a number of days equal to hit points lost. Myyrrhn's plummet .
• •

R Cabin�t of Poisons
poison POT speed of effect, symptoms
adder venom* 10 1 5-60 minutes. Swelling, sweating, violent spasms.
arsenic 16 1 -24 hours. Searing pain, vomiting, violent diarrhea.
belladonna 16 2-48 hours. Rapid heart beat, i mpaired vision,
hallucinations, convulsions.
cyanide 20 1 - 1 5 minutes. Dizziness, convulsions, fainting.
dragon venom• 20- 1 -5 mimJtes. Speedy, maddening paio, ·extraordinary
l '

hallucinations.
>t . , ::t:F<x ;,,
mushrooms 15 6-24 hours. Violent ach cramps, vomiting,
hallucinations, jaundice.
noidel berries 15 1 -2 hours. Lassitude, sweating, crescendo of pain
shortly before death.
scorpion sting* 9 1 -2 days. Intense pain, weakness, hemorrhaging.
spider bite• 8 1 -6 hours. Chills, sweating, nausea.
strychnine 20 I 0-20 minutes. Violent muscle contractions, asphyxiation.
viper venom• 16 I 5-60 minutes. Convulsions, respiratory failure.
wine of Bakshaan no POT 1 -2 hours. Hallucinations, plus madness if failed POW
x5 roll. ·
* POT values for living things are averages, and can vary widely by health, age, or sex within the same
species.
** allowed to cool and harden, the venom can act as a restorative for those who know how to use it.
The Myyrrhn pouncing stick is a specialized chance. Only successes are blocked; impales and
long spear featuring a stout crossbar securely criticals hit their intended targets.
bound to a heavy wooden shaft. A heavy chipped­
stone or metal point provides weight to the tip. It Shock
is a one-use weapon when used in a pounce and A terrifying experience might provoke stupefaction,
strike attack, but it can be retrieved from the body disorientation, hallucination, or unconsciousness.
of a fallen foe and reused with a successful Luck The gamemaster indicates if such mental shock
roll. It is otherwise identical to a normal long spear. occurs : perhaps the adventurer witnessed a mas­
With a successful pounce and strike attack, the sacre, was unable to save a loved one, saw an awful
pouncing stick does double damage; a critical Chaotic apparition, etc. Roll Luck or less to end the
attack does triple damage. effect, or it lingers for days.
After the attack, the Myyrrhn must make a suc­
cessful Fly roll to leap clear of the foe to a controlled
landing on the ground, ready to fight in the next
round, but lacking a ready weapon. The Myyrrhn
may not make any additional attacks for the rest of
that round.
With a critical success on the Fly roll, the war­
rior is aloft again immediately after the strike, to the
admiration of any other Myyrrhn about ( + 10 per­
centiles to Charisma rolls in Myyrrhn society for
one week) .
Failure, however, means that the warrior col­
lapses in a heap about the speared foe, sustaining
Shooting Up, Down
1 D6 damage from torn ligaments, broken bones,
If firing a missile weapon up at a target at an angle
and hurt pride (-1 0 percentiles to Charisma rolls in
of more than 45 ° , reduce the chance to hit by 20
Myyrrhn society for one week) . A fumble doubles
percent. If firing down at more than 45 reduce the
°,

the damage.
chance to hit by 30 percent.

Pulled Blows
Slippery Surface
An adventurer can deliberately do less harm with an
Sudden motion on a slick surface can cause a slip.
attack than potentially possible. This is possible
A successful Dexterity roll saves the fall. For the
even with a sword, by using the flat of the blade. sake of play, allow a 1D6 hit-point injury only on a
Halve the die roll result for the attack, ignore plus 00 result. See also "Fighting While Down," in this
or minus numbers, and do not add the damage chapter.
bonus. A pulled blow need not be declared during
the statement of intent, but make clear the sort of
Stun
attack intended.
Knock-out attacks, electrical discharge, knock­
backs, falls, etc., may incidentally stun an adventurer
Shields and Missile Fire for several combat rounds. Roll above CON x5 to
be stunned. Each combat round after that, roll
CON x5 or less to end the effect. Stunned, the
adventurer may parry, dodge, or crawl or stagger to
safety, but may not attack or cast magic.
Superior/Inferior Position unwieldy or so heavy that they are more dropped
than thrown: for them, no damage bonus. In hand­
This applies if opponents stand at heights roughly
to-hand situations, such as slamming a small boul­
equal to tabletop versus floor. If the combatants'
der down on a prone opponent, the boulder is being
weapons are of the same general length, reduce the
used as a large club rather than being thrown. See
lower fighter's chance to hit by 1 0 percentiles, and
also the Throw skill.
increase the higher fighter's chance to hit by 1 0
percentiles.
If the lower adventurer has a longer weapon Tight Position
(long to medium, or medium against short), then Cramped spaces may restrict effective use of certain
no height difference exists. weapons in individual combat. By cramped space,
we mean insufficient room to use weapons effec­
Superior Numbers tively. An already-crowded plaza could be as restric­
tive as a tiny, almost empty room. Long weapons
Judge the number of active attackers by the
will not be of much use in spaces where there is less
weapons they wield. Ordinarily no more than five
than two yards for deployment; medium weapons,
swordsmen can surround a single adventurer and all
especially those that chop, need a yard; short
have room to attack. In a smallish space, there
weapons only need freedom from the grip of a suc­
might be room only for two great-sword users at a
cessful Wrestle. A foot or so is plenty. If the weapon
time to attack, while eight men with long spears
might be able to thrust at a surrounded defender. cannot deploy in a cramped space, then the user's
effective skill is one-quarter of the normal value.

Swimming in Armor
1\vo Weapons
Until they are soaked, leather and barbarian armors
are light enough to let swimmers stay afloat with­ Two hand-to-hand weapons can be used, rather than
out needing Swim rolls. Sea leather does not satu­ one weapon or one weapon and a shield.
rate with water, which is part of its usefulness. Moonglum almost always fought this way, counting
leather & rings, half plate, and half plate & mail on his armor and dexterous parries for protection.
require a successful Swim roll each round, or the The weapons need not be of the same class. Any
swimmer begins to drown. Plate cannot be swum adventurer can be declared ambidextrous, so any
in. The wearer sinks like a stone, as Elric did when fighter can try this style. Skill for the second hand
Yyrkoon rolled him off the deck of the battle barge. starts at half of the current skill. Make a separate
With a successful Dexterity roll each round, adventurer-sheet entry for it.
armor can be removed in the same number of Besides ripostes, fighting with two weapons
rounds as needed to put it on. In the Weapon offers the advantage of having a second weapon in
Tables, the armor section includes a very optimistic hand in case of breakage or a fumble. Two weapons
column about this. Failing a Dexterity roll, the can be advantageous in dark places, when a fire­
adventurer needs a successful Swim roll, or he or she brand could be wielded as a weapon and give light
begins to drown. by which to swordfight.
Take off armor underwater by cutting the ties.
The armor then falls away and is lost. Underwater Combat

Thrown Objects
To throw an object that is not a weapon, use the
Throw skill. The gamemaster can assign the base
range; the attack damage rarely is more than 1D6.
Normally half damage bonus applies, as for any
thrown object, but some objects may be so
stretch and lose strength. Shields are worthless • (2) A fighter armed with a long weapon attacks
underwater. first against a target using a medium or a short
weapon, despite DEX-rank. Weapon lengths are
Volley Fire listed in the Weapon Tables. The long weapon­
The attacks-per-round column for missile weapons user attacks at his DEX rank if that is higher, or
mostly lists one attack per round. just before his opponent in the target's DEX rank
if equal to or of lesser DEX than the target.
This rate of fire presumes that the attacker takes
aim and reloads each round. • (3) Armed with a medium or short hand-to-hand
An attacker can also fire volleys toward massed weapon, the opponent can parry or dodge. He or
troops or to pin down defenders. In this manner she cannot attack until successfully dodging. The
spearmen and axemen can hurl twice in a round, and player then should state that the adventurer is
slingers, archers, and rock-throwers can fire three slipping inside the guard of the long-weapon
times in a round. Reduce the chances to hit by two­ user-suppose that the long weapon is a spear.
thirds. Once inside the guard, the attacker no longer
Besides expending lots of ammunition, volley risks wound from the spear point, and can freely
fire takes work to keep going. After CON x2 rounds attack.
the volleying attackers tire: reduce the rate of fire for
• ( 4) Now that the attacker is closer to the spear­
1/2 CON rounds, then begin volley fire again.
man than is the spearman's spear-point, the spear­
man cannot attack with his spear. To re-establish
Weapon Length (Closing) his distance and put the attacker in danger again,
On the Weapon Tables, all hand-to-hand weapons the spearman can dodge to disengage, or drop
include an entry for the length of the weapon. the spear and perform one of several possible
Weapons vary widely in length for good reason: the actions: wrestle, brawl, knock-back with a shield,
longer the weapon, the more likely the wielder of it or draw and attack with a medium or short
is to be able to get in the first blow in a fight, or to weapon of his own.
be able to hold off an opponent armed with a
shorter weapon and prevent him from making his • The relation sketched above is not true of
own attack. On the other hand, the longer the medium versus short weapons, which are easier
weapon, the more clumsy it is to wield effectively. to manipulate.

• ( 1 ) For long weapon against long weapon, use • Quarterstaffs and great swords (in honor ofElric)
normal DEX ranks. may attack at any of the three lengths. *.A.
6 ACH ADVENTURER starts with 2D6+6
points of characteristic Power. His or her
Spells usually take a combat round to cast.
Invoc ations may take a few minutes. Summonings
Power influences the frequency and may require days of ritual and chanting to finish ,
potency of the magic he or she can cast. To be able as did Elric's fateful summons of Arioch .
to cast magic, an adventu rer must have POW 16 or Spells and summonings are cast from memory.
more. Those of POW 15 and less cannot cast spells To cast some magic not in memory, dismiss some
or summon demons and elementals. The points of other magic to make room.
adventurer INT equal the maximum number of • An adventurer cannot spend more magic points
spells, summonings, and invocations to which that than he or she possesses, nor c an the number of
adventurer has immediate access. magic points regenerate above the amount of his
In the saga, sorcerers tire after casting great or her POW If an adventurer somehow obtains
invocations or summonings. Their capabilities for magic points in excess of POW, he or she could
magic are unchanged, but their present capacities spend them, but not regenerate them.
have diminished. The game counts capacity for
magic in magic points. Magic points are sacrificed
in casting magic, then those points return over the
hours as the sorcerer · recovers strength . Spent magic
points replenish themselves naturally, up to the
adventurer's current POW
Strong, rare magics may require points of POW
as well as magic points. Binding a demon takes a
point of Power. Particular magic can require special
herbs, potions, words, or other components.

* STIUASHA, WRD OF THE SEA *


(OPPOSITB) �by his cousin Tyrkoon,
t/.umpetl into the se4. 11ntl left to drown, Blric
tllllf,d upon this Blementlil R#ler.
• Sacrificed magic points naturally return over a • If a great task demands sacrifice of Power and
span of 24 game hours. The first point always magic points, then the mage's reservoir of magic
regenerates at the end of the first hour. The rest points regenerates only to that new lower level of
return in pulses, one-fourth each at the end of POW If POW increases, magic points regenerate
every six hours. Round up fractions. to that higher number.
• Reaching zero magic points, an adventurer falls
unconscious until one magic point regenerates. 'fypes of Magic
This game includes spells, summonings, invocations,
and enchantments. Except enchantments, which are
the province of the gamemaster and discussed in the
gamemaster chapter, each sort of magic has its own
section. Other sections concern demons, demon
abilities, elementals, Beast-Lords and Plant-Lords,
Lords of Law and Chaos, and Elemental Rulers.
The saga also alludes to other magical styles, but
leaves them undefined. For instance, Elric is unfa­
miliar with the magic of the unknown East, though
he has deep experience with things magical. More
magical traditions presumably exist.
;
c onditions, but summ'ohfug •
succeeds.

ceed.

• Summoning a Beast- -

succeeds bllly ff the
Lord to c ome. The

LearnMaj.d • The . adventurer . loses the time and elemental is out of character for allies of
gic point · "" the Balan
MAGIC W7imostly the pr�y:ince of
mon arriv .
Chaos. To be a very great ll'ljgiQan, be
arrives, you can
Summon a Beast·Loro or
r
content with a Chaotic alignment. one service, or try to bind it to you
Chaotic or not, an adventurer needs so that it is always available. , Plant-Lord?
POW 16 or better to be able to cast YOU MUST KNOW the Lord's name.
spells or.. Slllo lifu n demons
em is
.
tals. Therc:ai'c also spells o ut its exceedfu , learned y during
adepts use them infrequently; preferring play. You must also figure out the
skills as more Lawful exercises. rhythms and words that the Lord likes,
The ways to learn any soi:r of magic • Or you can object-bind it within a most to hear, sacrifice some magic
arc standard , whether the · wanted points, and chant for 1D6 hot'.lrs. If the
·
·
]:h,iece of jewelry, n, etc
a speU,'a' SWnmoning, ·nvoca- <
'tw:kS the dem out of Lord of you,
tion. The'studCnt can (1) pc ol'lJ1 schol­ but an object-bo demon does your ch always a roll 01. If by
arly rcscarch to learn it, (2) stlldy it from have full characteristics, which can be luck the roll succeeds, and the Lord still
a grimoirc that already COJ:!tains the handy. On the other hand, when it has no reason to know of you, the Lord
knowledge,. (3) be taught by someone does something; you seem to be probably declif,les the opportunity. Only
else, or· ( 4.) Pp given the infi �on by · it: like or bel · if the reason to '!-P will it
. or LaW.. anded by'
' · ·

akes you f:
· ·let i to do
a Lord of cli�os -which als
one task appropriate to its nature.

Cast aSpem' • You can also tell thC demon to return


to its own plane ( u can whis
Invoke Lords of Chaos or
THE SPELL. ALREADY
f;.. l'rue Name obedi mental Rul�rs?
known: Ea(:b spell listed ·
takes one.• coi:iibat rowid ncentra­ ether!. you call 1�
; A�V�'"'' anyone cari)all upon
tion to cast. The spell takes effect at,·the Returning to . e takes it 0 these gods and godlike entities, and
combat round. When it returns, seems expect to be heard, since they arc so
end of the IJU!8ic phase in the next com­
to erupt out of� focusing dcvice- mighty and since their abilities arc so
bat round, and endures for. combat
a ring, a staff, et t you have cy can't be oned,
rounds eq\W 'to the caster's ��:W: If cast
••• and is read since ting to Their
with propcir etconcentratlorJ:; 'i a spell
Power ch eristics arc likely to be far ,
always takes effect.
beyond what any sorcerer can command.
Summon an Elemental?
You can respectfully beg them to appear.
, Summon .a Demon? If he or sheJias allegiance with Law or
PREPARE��� OCTAtlO�+:+within
mental, and you
ay spell fo
Cha?S•. th
,, chance b
nturcr �as a one-percent
a respo a Cham-
which to c0ntain the Chaotic Ehtity. Sat­
yo want to ap instance, pion of 's force, he she has a
isfy any rcquircments for the particular adventurer needs to know Gift of Grome
(POW x3)% chance. Should a god or
summoning. Cast the spell, Summon to summon an earth elemental. (You do Elemental Ruler respond, what happens
l)emon, mentally describe the demon not··• need to cast Gift of Grome, just next depcn& on what the
you wan ' wait patien ' for IDS ,,_)Tue s on E and wha .enturcr
ho\lrs. A demon takCS ..• e elemen up 1D6
of many magic points, more, bat rounds later, to happily carry out
people ever have. tlcttiiig together single task you set for it. (Elementals arc Get So� Enchaiited?
enough magic points takes scheming and much more plcasant,than demons; and ENCHANTED WEAPONS, ships,
hard work. The spells Chain Being or JX>t;#carly as tricky"�
grumpy. etc., tum.u · play, but the)! rare. To
Brazier of P��cr can help, W can 't ��md an elemen�f �9ugh · ind one, yerywhei;, �e to
be increased.ill several different ways. If form and makes for dirigerous enc . your alle e, and keep alive until you
you don't have enough points to pay for Chaos-worshipers will do this, and th0$e get lucky. Only the gamemaster can
the demon, it goes away. of Law may sometimes, but binding an introduce an enchantment.
Adventurers Unable to Cast Magic
Though someone of POW 15 or less cannot summon
demons or cast spells, he still can use enchanted items
or have a sorcerer bind demons and elementals to
him, and useful spells can be cast on him. His magic
points represent a resource for adventurers adept with
magic, and those points regenerate normally.

IN THE GAME, a human can remember up to that


sum of individual spells, summonings, and invoca­
tions equal to his or her INT. A human of INT 16
might have in memory 16 or fewer spells; or have
three spells and five summonings; or seven spells,
four summonings, and three invocations; and so on
in any combination totaling 16 or fewer spells, sum­
monings, and invocations. Each bound demon and
bound elemental also counts against this limit.
Enchanted items are independent of the INT-limit,
and have no part in it.
To learn new magic while at INT-limit, dismiss
another spell, etc., from memory. When wanted,
reacquire the magic from the adventurer's grimoire.
("Grimoire" is a term for writings that contain spells
and magical information. When a sorcerer learns
new magic, the adventurer's grimoire automatically
records it.)
Magic in memory is available for use in the
magic phase of the combat round. Magic that is not
in memory can be readied. See "Readying & Dis­
missing" on page 144.

• Entities from other planes, Doomed Folk, and


other nonhumans have INT x2 spell-limits.

• List spells, summonings, etc., in memory on the


front of the adventurer sheet. Spaces on the back
of the sheet are for all the magic in the grimoire:
there everything known should be listed.

• If a personal grimoire is lost, the adventurer may


be a�le to recall the magic he or she knew: An
INT xl % chance per day exists of recalling one
magic spell summoning, or item of lore that was
Cearning Magic By Studying a Grimoire
THE SAGA TESTIFIES TO THE corrupting A grimoire is a collection of sorceries, lore, formu­

influence of magic. No adventurer needs to possess las, and rituals. Though we describe them as bound

magic, though some will crave it. Rackhir chose to books, a grimoire might be a scroll, a staff carved
with runes, or some other sort of record, protected
forego it, and did nobly. Adventurers cannot invent
perhaps by being in a cypher or being set down in
magic, but it is available for those who want it,
a form not quickly recognizable.
obtainable in four ways.
Every adventurer who knows a magic spell auto­
matically owns a grimoire inscribed with his or her
By Scholarly Research
knowledge of magic. By convention, the grimoire is
This option requires a library, and the adventurer
automatically updated whenever a new spell or
needs to be able to read the language or languages
other information is learned.
in which the books are written. The libraries of best
Grimoires let sorcerers know more magic than
reputation are in Imrryr before it falls, or in the city
INT-limits allow. They help insure that magic is
of Cadsandria, but various sorcerers, scholarly
remembered. Grimoires have no maximum or min­
groups, and individual nobles also have fine private
imum size. Nothing limits a grimoire's capacity.
libraries.
A new or a duplicate grimoire can be started at
The gamemaster chooses a multiplier from xl to
any time. An empty grimoire is just a book with
x3 for the library; the higher the number, the better
blank pages.
the sources. The adventurer then attempts to create
Grimoires have been written in Common, High
a new spell, summoning, or invocation, or to under­
Speech, Mabden (old Pan Tangian), and in 'pande,
stand or to recreate one that may exist or be implied
the tongue equivalent to Common in the East. The
somewhere in the library. The gamemaster secretly
older the tongue, the more closely it resembles the
rolls DlO; the result is the number of weeks needed
substrate of the universe, and therefore is more suit­
until the adventurer can attempt to learn the spell.
able to the task. An adventurer must be able to read
Subtract one week for each 50 percentiles of the the writing to learn from the grimoire. If possess­
needed languages that the adventurer knows, but ing less than INT x5% skill in the tongue, use a lan­
research never takes less than one game week. guage roll to judge comprehension.
When those game weeks have passed, roll DlOO: Grimoires for sale are musty tomes that survive
a success is equal to or less than INT times the the deaths of their owners. Living sorcerers have
library 's rating. Succeeding, the magic is learned new grimoires, tailored to themselves. A new gri­
and inscribed in the personal grimoire. Failing, the moire for sale is stolen, or else a fake.
adventurer must spend another lDlO weeks in Any grimoire's spells and summonings may be
research and experimentation until the next INT-roll set down incompletely or misstated, or include sub­
attempt. tle traps, to guard against thieves. References, mea­
surements, and wordings of the spell description are
• If the research is aimed at creating a new spell, a
likely to be allusive and baffling. Learning from an
new summoning, or a new invocation, then suc­
old grimoire will be tedious and difficult.
cess also requires a successful Million Spheres
roll. • Assuming no difficulty in reading the material, to
learn a spell from another person's grimoire, the
• In researching an invocation, a temple to the
adventurer's player attempts a D 100 roll of INT
deity or lord also may contain the proper infor­
xl or less once for every three game weeks of
mation. Research in a temple is the same as in a
study. With a success, the spell is in memory and
library, but access may be even more restricted.
ready to cast.
Remember, even an invocation successfully made
usually goes unanswered.

-=�·,�:����
By Being Taught Magic and have it ready to cast. Were a spell of 20 magic
points, then the sorcerer would need twenty com­
No one learns magic to be kindly and wise, nor do
bat rounds to ready it.
these qualities of the Balance need magic. Sorcerers
To dismiss a spell, etc., erase it from the front of
are ambitious. They are fearful, and they crave
the adventurer sheet. Dismissing is instantaneous
power. They set themselves apart and answer only to
and can be done while readying another spell. A
someone or something who is more powerful yet.
demon or elemental can also be dismissed, return­
Sorcerers lie about their magic and evade teach­
ing the entity to its own control.
ing it. If one agrees to teach, then the fee is always
more than the magic is worth. The sorcerer never
fully explains procedures. To keep down competi­
tion, he or she tries not to teach people likely to
become sorcerers themselves. A sorcerer rarely
Spells
imparts information about the Million Spheres, He remembered a minor spell [which] he might be able
since a knowledgeable adept can teach himself. Sor­ to employ. He began to sing [and took up} a handful of
cerers know themselves; they have every reason not sand and passed it through the air with strange, grace­
to trust people like themselves. ful muvements. Gradually, from thegrains ofthe dunes,
•Notwithstanding, learning any spell from a
a spiral ofsand began to muve upward.
teacher may be quicker than creating it or puz­ -The Fortress of the Pearl 1,3.
zling it out of a grimoire. To learn a spell from a

C
teacher, the teacher must know the spell. The stu­ he saga sometimes refers to minor magical

dent learns one spell at a time. The student's spells, which Elric quickly casts, needing no

player attempts a D 100 roll once every game intervention by a Lord of Chaos or Law, or

week. If a result of INT xl or less achieved, the by an Elemental Ruler. The working of these spells

spell is in memory and ready to cast. reflects the influence of Chaos, lingering here
despite the barricade of Law.
The Young Kingdoms associate sorcerers with
By Accepting Magic As a Gift
the arrogance and cruelty of Melnibonean rule. The
A Lord of Chaos or Law may grant magic to an
Young Kingdoms have newly cast off the Bright
adventurer in several ways. The gift might be a
Empire, and most places bitterly remember it.
written or memorized version of the spell, an effect
Those adventurers who openly use magic will be
achieved by some enchanted object, or the right to
shunned, expelled, and isolated in most places, as
invoke a Lord's attention and aid, as Arioch gave
Elric was after he began adventuring in the Young
to Elric. Such gifts may come with strings attached.
Kingdoms.

Readying 6 Dismissing Lawful or Chaotic?


TO READY MAGIC, the adventurer's grimoire All demons and nearly all the spells in this book are
should be available and that magic must exist in the Chaotic. Spells and magic are specialties of Chaos,
grimoire. When bringing any sort of magic into for magic makes all things mutable and temporary.
memory, that process is called readying. Removing Anyone can learn and use Chaotic magic. Chaos
magic from memory is called dismissing. prefers it that way, since the repeated user tilts
Reading and comprehending the grimoire entry toward Chaos.

takes one combat round for each point of magic to A few spells can be learned and cast only by some­
be cast. For spells which can vary in points, the one of Lawful allegiance. Law is much more exclu­
number of combat rounds needed always equals the sive about magic. Lawful adepts try not t9 use it,
maximum value: for instance, it takes four combat since magic undermines the impulse toward stability
rounds to read Hell's Hammer from the grimoire and permanence intrinsic to Law. In fact, learning or

-=�� 1�144� ��:JI


casting even a Lawful spell adds a Chaos point to the The spells in this chapter have effect within the
adventurer's score, no matter how great is his or her plane of the Young Kingdoms, if cast by any of
allegiance to Law or to the Balance. Earth's mortal races. Demons, elementals, and

Occasionally a Champion of Law such as other supernal creatures cannot use them, though

Myshella casts some great spell, but only when the Earthly spells affect them. Demons have their own

need is great. Presumably she later spends a corre­ magic, their abilities. Only the gamemaster can

sponding amount of time atoning for a deed that is admit a new spell to the game.

contrary to the rigor of Law. To a follower of Law, If many spells are being cast during an
ends never justify means. encounter, each player should use scratch paper to
note spell names, the rounds cast, and spell
Day by day, a follower of Law prefers to hone
strengths. Remember to mark off the magic points
skills toward perfection, and so be in that way as like
which power the spells.
the great Lords of Law as possible.

No magic of the Balance exists, though the


design of its planes allows magic in moderation.
Procedures
Followers of the Balance accept systematic change. A spell affects a single person, entity, or thing. Since

They see it in the progression of life and death, the casting takes only one combat round, separate casts

evolution of life and thought, and the balance of the of the same spell could strike additional targets in

elements necessary to life. W here Chaos would later combat rounds.

change everything, and Law would change nothing, Cast spells in order of character INT. A spell is
and both would do it forever, the Balance represents cast during the magic phase of one combat round,
the Middle Way. The Balance desires systematic, and takes effect in INT order during the next magic
measured change to produce tranquil souls and phase.
peaceful, joyful lives. After a spell is begun, the caster can do nothing
else during that combat round. If concentration is
broken, the magic points cast with the spell are also
Spdls in Play lost. Loss of concentration occurs if a wound or
THIS SECTION OFFERS A selection of spells injury costs the caster one or more hit points. An
balanced for play. Few are reflected in the saga. Most upsetting event, such as a loud noise or unexpected
are quite limited and personal. Summonings, blow during the casting, also can jar concentration.
described on pages 156-165, offer greater powers, In the latter case, an Idea roll (INT x5) can test the
unlimited in their way. Rumors abound of cata­ upset: with a success, the sorcerer ignores the inter­
clysmic spells such as the dread Noose of F lesh. ruption.
Obtaining such an army-wrecker will not be easy.

Each spell entry includes the spell's name, its Duration


magic point cost, an indication of range, and a A spell's duration equals its caster's POW in com­
description. If a single number or fixed cost is given, bat rounds. Example: a sorcerer of POW 19 casts
the effect always costs that many magic points. If HeWs Raz.or. The spell takes one round to cast, then
the magic point cost varies, then the caster selects takes effect in the magic phase of the next round. It
the strength of the spell by choosing one number endures for 18 more combat rounds, and expires in the
from the given range. magic phase of the 20th round.
Unless noted, spells successfully cast take effect
automatically, but see also "Other Planes," in the
spot rules for spells. Cast, a spell cannot be recalled.

The spells given here are not necessarily detectable


by observers, because most are incremental and do
not accomplish more than humanly possible.
Make Whole (3); .�*'
Midnight (I)
Moonr1se;r1)
Rat Vision· ( I )
Hell's H!l"lmer (1-4)
·!;:1ell's RµQr ( I �)
Hell's Sharp Flame (1-4) Fury (I)
'Muddle dS
'pells of Doing
il2Bonds Unbreakable (3)
Breath of Life ( I)
;;. � unanf. Eyes (I)
Demon's Ear (I)
;pemon's Eye (I):;
Heat (2)

*BRAZIER OF POWER (4) Range is

Spell Cist
-

touch. Chaotic. Lets an adventurer create a


reservoir of personal magic points to draw upon
when summoning more powerful entities. It is
*BONDS UNBREAKABLE (3) - Range is
touch. Chaotic. Invisible chains of great incompatible with Chain of Being. The focus and

strength clasp whatever the spell has been cast upon. reservoir is usually a large brazier because many

The person or thing cannot significantly move limb, believe that fiery things are more compatible with

finger, tentacle, tongue, etc., while the effect lasts. sorcery, but it could be any sturdy, solid place or

Works only on living tissue. A successful thing-a large rune inlaid in a floor, a statue, a col­
POW:POW roll on the Resistance Table once per umn of a building, and so on. If the focus is moved,
round or a 3-point Undo Magic can cancel Bonds the attunement is lost, and a new focus must be
Unbreakable. established from scratch.

The first time Brazier of Power is cast, the sor­


*BOUNTY OF STRAASHA (4) - Range is
cerer must sacrifice four magic points and one point
sight. Chaotic. Causes a sudden torrent in a
room or small portion of open space. The water of POW, to attune the focus. This done, the sorcerer

continues to cascade for the duration of the spell. By can store up to all his or her remaining magic points

its end, enough water has fallen from nowhere to fill in the focus. The focus accepts new magic points at

an average room. The spell ended, the water stays any time up to the maximum of the sorcerer's POW

and behaves naturally. Must be known to summon when the focus was created. W hen the sorcerer
water elementals. Negated by Gift of Grome. Can wishes, he or she may sacrifice the stored magic
be cancelled by a four-point Undo Magic, but water points along with any he or she has regenerated.
already present does not disappear. If very far from The magic points in the focus are always the first
a body of water, the caster needs a successful Luck spent. To make a focus of greater capacity, the sor­
roll before the spell takes effect. cerer must have more POW

E�"� ���f��
'Example: Grick has POW 18 and 18 magic points. He *BUZZARD EYES (1) - Range is sight.
places a lar;ge iron brazier in his laboratory, then casts Chaotic. Controls the direction of and shares
Brazier ofPower, sacrificing four magic points and one in the vision of one carrion-feeding bird (crow, vul­
POW They decrease, to 14 and 17, respectively. Grick ture, eagle, etc.) chosen from within eyesight. If the
stores all 14 of his remaining magic points in the bra­ bird is lost from view, the spell continues in effect
zier, and falls unconscious for an hour. A day later he and can be extended. If no bird is present, the spell
summons a lesser salamander, spending the 14 in the cannot work.
brazier (leaving it empty ofpoints) and 14 of his own
that regenerated in the meantime. lVhen the salaman­ *CHAIN OF BEING (4) - Range is touch.
der appears, Grick has 17POWand three magic points. Chaotic. Allows up to eight individuals to pool

To refill thefocus, Grick waits a day to regenerate his their magic points, useful when summoning or

magic points, then sacrifices 16 points into thefocus. The binding a demon or elemental. Participants must be
next day, all of Grick's magic points regenerate once linked by touch; usually they hold hands in a circle.
again. He now has 17 magic points in himself, and 16 Do this while the points are being spent. Just one
more in the brazier, a total of 33. If he sacrifices one cast is needed per summoning. Only the caster must
more into the focus, in an hour he has 34 points ready know this spell, and the four magic points to power
to use. the spell always come from the caster. Magic points

*BREATH OF LIFE (1) - Range is touch.


Chaotic. If the caster is underwater or in some
other similar medium, the spell allows him or her to
breathe normally.
ended, and the magic points lost. This spell is each other across a visible distance. The interval
incompatible with Brazier of Power. should be line-of-sight: intervening walls, boulders,
If the demon is bound, the participants hold it forests, etc., negate the spell. The caster specifies the
in common, and must agree upon the action or second party to the conversation. People standing
actions it takes. If they cannot agree after it is near one party hear only that person's portion of the
bound, the demon does nothing. If its service is to conversation. The other party can be a friend, or a
be negotiated for, only the caster need negotiate. foe whom you want to anger, dismay, or delude.

*CHAOS WARP (4) - Range is touch. *DEMON'S EYE (1) - Range is sight.
Chaotic. The caster permanently endows the Chaotic. Allows the caster to see something or
target with a demonic ability selected from among everything twice as close as it is. W hile the spell is
those in this book (see pages 166- 174). The target active, each additional cast of it doubles the close­
must be willing, and must sacrifice 1 POW per ten ness agam.
percentiles of the ability. The target also receives 1
Chaos point for each point of sacrificed POW
.A. FIELD OF LAW (4) - Range is touch.
Among humans, Mabden, and Melniboneans, treat
.... Lawful. Only those with allegiance to Law
can learn or cast this spell. Within the person or
this ability as a skill that can rise with experience,
wherever the caster touches, no spell has effect, nor
but never above 100 percent; among Myyrrhn, the
does any demon ability. Skills, including demon
skill percentiles cannot rise at all.
skills, operate normally. Elementals are unaffected.
Visible abilities cost 1D6 APP. Those reduced to
Removed from the spell's interdiction, other spells
zero APP become gibbering creatures of Chaos,
and abilities operate normally, and as though unin­
droolsome spawn of the Dukes of Disorder.
terrupted: thus a spell cast before being touched
*CLOAK OF CRAN LIRET ( 1-4) - Range resumes effect after touch is broken.
is touch. Chaotic. For each magic point cast,
*FLAMES OF KAKATAL (4) - Range is
this spell intensifies the effect of the Hide skill by 20
sight. Chaotic. Causes a mass of floating fire to
percentiles for the duration.
appear in and hang in any position that the caster
can see. The fire burns without fuel for the duration
of the spell. The churning flame measures about
three yards across, and is hot enough to ignite adja­
cent materials, as any fire can, doing 1D6+ 2 fire
damage per round.
This spell must be known before fire elementals
can be summoned or invoked. Can be negated by
*CURSE OF CHAOS (4) - Range is touch. Wings of Lassa. A four-point Undo Magic defeats
With a successful POW: POW roll on the this spell; any flame present falls to the ground and
Resistance Table, the caster can endow part of the behaves naturally.
target's body with some Chaotic quality, such as
being extra warm to the touch, slimy, always wet, .A. FOUR-IN-ONE (2-8) Range is touch.
-

scaly, extra hairy, warty, multicolor, and so on. With .... Lawful. Someone of allegiance to Law must
a second successful POW:POW roll, the body part cast this spell. With it, those adventurers of pure

takes on the appropriate physical appearance of a motive (but not necessarily allies of Law) can com­

tentacle, a crab leg, a condor wing, an insect feeler, bine into a single silvery, whirling human form of

and so on costing 1D6 APP. This spell is applicable great fighting capability. Each cast of the spell costs

only once per target. The spell's effect ends when each participant that number of magic points equal

the caster dies. to the number of people included. Only the caster
needs to know the spell.
*DEMON'S EAR (1) - Range is sight.
Chaotic. Allows two speakers to whisper to
intent in coming together, then the spell does not *FURY (1) - Range is touch. Chaotic. Causes
work, and the magic points sacrificed are lost. the caster or his target to begin to fight and to

Every adventurer attack that is 10 1 percent or fight unceasingly for the duration. If the target is

higher can be made by this single figure. The high­ unwilling, the caster's player must make a success­

est attack is made at DEX 2 1 (no matter the adven­ ful MP:MP Resistance Table roll comparing current
magic points. The target always chooses whom to
turer's actual DEX), the next highest attack at 20,
attack.
and so on until all possible attacks have been made
in the round. Ignore the normal five DEX-rank The spell increases by one and only one the num­

interval. Weapons held simply transform as needed, ber of attacks that the maddened adventurer can

without preparation or thought. Similarly, use only make in each round, and lowers by 30 percentiles
each his dodges or parries in the round. The extra
the highest attack skill of each participating in the
blow comes on the last strike rank of the round. The
spell. If two attacks are of equal percentage, roll to
adventurer needs to have enough percentiles of skill
break the tie.
to make the extra attack. The berserker ignores
•Attempt no skill of 100 percent or less. It is too unconsciousness stemming from a major wound. A
imperfect. fatal wound is still fatal to an adventurer be-Furied,
but he or she attacks until the end of the round of
•The best single non-Chaotic armor among the
death, striking blows while technically dead, then
adventurers defends against all attacks.
keeling over at the end of DEX-rank one.
•The player whose adventurer has the highest
*GIFT OF GROME (4) - Range is sight.
number of Law points decides what to do or Chaotic. Causes a mass of dust, soil, and sand
whom to attack. to suddenly appear and accumulate quickly in a
small room or small area of open space. At its end
•Each player rolls for his adventurer's eligible
the spell has transmitted more than 60 cubic yards
attacks, and as well rolls for any parries needed in
of new earth, enough to fill an ordinary room.
that DEX rank. Hit points lost in that strike rank
accumulate to that adventurer, but to no other. If This spell must be known before earth elemen­
tals can be summoned or invoked. A 4-point Undo
no adventurer is attacking, allot the losses equally,
Magic defeats this spell; any earth already arrived
starting with the adventurer with the highest hit
remains. Bounty of Straasha negates this spell. If
points. Ignore the effects of hit point losses­
the caster is far out on a body of water, he or she
including death-until the spell ends.
also may need a successful Luck roll to complete
•Four-in-One negates other spells currently cast by the spell.
the adventurers, and those magic points are lost.
Contact with most summoned elementals and
demons is broken and lost. Demons bound into
items are not not lost, nor are enchanted items,
but they do not add to or participate in combat
while Four-in-One is cast. (Incarnations of the
weapon of the Eternal Champion, such as Storm­
bringer, are the sole exception to this rule.)

Four-in-One should have an arbitrary, miraculous


feel about it that causes the adventurers to glory in
what they can do. When the spell ends, the com­
bined adventurers find themselves separate and
equipped as before, remembering only vaguely their
exaltation of the moment before.
*HELIJS BULWARK (1-4) - Range is It is impossible to die while aided by Horns of
touch. Chaotic. Adds that many hit points of Hionhurn, but a target with zero or minus bit
protection to shields and objects used as shields. points is unconscious and cannot act. Lacking other
Each cast of the spell is on a single shield. intervention, he or she must die once the spell ends.

*HELL'S HAMMER (1-4) - Range is If the adventurer asks the maximum increase of

touch; each cast of the spell is on a single nine points, his or her player also rolls DlOO. On a

weapon. Chaotic. Applies only to blows from blunt result of 00, the Lords of Chaos have tired of such

weapons. Each magic point sacrificed increases by entreaties and made the grant permanent. After that

one the actual damage roll result for clubs, maces, the spell does not affect that adventurer nor may he

etc., up to the maximum damage listed for that or she cast it. In recompense, the player must sub­

weapon. tract a total of nine points from the target's other


characteristics, in any combination. Add 1D8 Chaos
*HELIJS RAZOR ( 1-4) - Range is touch;
points for a permanent grant.
each cast of the spell is on one weapon.
Chaotic. It applies only to weapons with cutting *LIKEN SHAPE (4) - Range is touch.

edges. For each magic point sacrificed, increase the Chaotic. Lets the caster assume the aspect of

damage result roll for the attack by that number of another human or natural animal. The caster tem­
hit points, up to the maximum listed for that porarily takes on the new shape and corresponding
weapon. attacks for the duration of the spell, but must remain
his or her original SIZ. If he or she became a canary,
*HELIJS SHARP FLAME (1-4) Range is
for example, the resulting bird would be improbably
-

touch. Chaotic. Each cast of the spell is on a


large, but would have a correspondingly powerful
single weapon. Works on all impaling weapons,
Beak attack; becoming a tiger, he or she would be
adding that number of damage points to the die roll
comparatively tiny and weak. The spell is negated if
result, up to maximum for the weapon. Does not
touched by a true member of the same species.
work for bows or slings, but does work on individ­
ual arrows and sling stones. If maximum damage for *MAKE FAST (1) - Range is touch. Chaotic.
the weapon is done, the tip of the weapon has Causes one specific thing of roughly hand size
become red-hot and ignites a flammable target, or less to weld indissolubly to one other thing. Does
causing an additional 1D6 fire damage. not work on living or dead flesh, or on enchanted
or demon-infested things.
*HELL'S TALONS (1-4) - Range is touch.
Chaotic. Increases the damage roll results for *MAKE WHOLE (3) - Range is touch.
Brawl, Cestus, Iron Claw, and Wrestle by the num­ Chaotic. It mends some broken thing, a
ber of magic points powering the spell. The result weapon or wagon, for instance, but nothing of size
never exceeds the maximum damage possible to the and bulk much greater than that of a boat of 5-6
attack, but raises lower results toward that maxi­ yards keel, or of that length of stone wall. The tar­
mum. This spell does not affect the damage bonus. get should be mostly of the same material. The
Cast on a person, the spell does not affect Ces­ effect lasts for 1D6 hours; with a successful Luck
tus or Iron Claw, and vice versa: use the one-target roll after casting the spell, the effect is permanent.
rule as your guide. This spell does not work on living tissue, nor on
demons or demon weapons, or on enchantments.
Undo Magic can break this spell.

..... MEMBRANE OF LAW (3) - Range is


.A.. touch. Lawful. Only someone of allegiance to
Law may learn or cast this spell. The spell creates a
thick membrane across some opening, filling it fully
like the skin of a drum. This membrane is perma­
nent, unless its caster releases it. Things allied with
Chaos pass through the membrane in one direction, points (mark off losses first from these boosted hit
but cannot pass back the other way. The caster des­ points), and might influence movement units. Min­
ignates which side holds and which side allows pas­ imum possible Size is SIZ 1. Clothes and armor
sage. Those of Law pass freely from either side. (but not weapons) also change size for the duration
Every membrane has a POW rating equal to the of the spell. This sort of spell could be cast on
caster's POW If the POW of the prisoner is equal insects, birds, and other nonhumans.
to or greater than the POW of the caster, then the If the adventurer asks the maximum increase of
player of the prisoner may once per game-day roll nine points, his or her player also rolls DlOO. On a
POW:POW on the Resistance Table. Succeeding, result of 00, the Lords of Chaos have tired of such
the membrane is penetrated and the prisoner entreaties and made the grant permanent. After that
released, or the seeker gains admittance. the spell does not affect that adventurer, nor may he
Only allies, Champions, and Lords of Law may or she cast it. In recompense, the target must sub­
cast this spell. If an ally learns it and then loses alle­ tract a total of nine points from other characteris­
giance, he or she forgets this spell and it vanishes tics, in any combination. Add 1D8 Chaos points for
from the grimoire. a permanent grant.

*MIDNIGHT (1) - Range is touch. Chaotic. *POX (1) - Range is sight. Chaotic. Attacks
Creates an irregular cloud of absolute darkness the target's magic points, and with a success­
in an area roughly that of a small room, about four ful MP:MP roll on the Resistance Table, removes

yards on a side. Sight does not work within this area 1D6 magic points from the target's total; those
until the spell ends: there is no other effect. If the points are lost. They regenerate normally. Adven­
caster wishes, he or she can steer the darkness about, turers poxed to zero magic points fall unconscious.
as with Moonrise. Undo Magic breaks this spell. W hile under attack a target cannot cast magic, but
with successful resistance, the cast is negated.
*MOONRISE (1) - Range is touch. Chaotic.
Causes a cool ball of light to appear and float *RAT VISION (1) - Range is sight. Chaotic.

in the air, glowing sufficiently to illuminate a room. Controls the direction of and shares in the
If the caster wishes, he or she can grasp the ball of vision of one rat, mouse, or similar rodent, chosen

light and move it about. from within eyesight. If the target animal is lost
from view, the spell continues in effect, and can be
*MUDDLE ( 1) - Range is sight. Chaotic.
extended. If no such animal can be seen on which to
Disorients the target enough that he or she
cast the spell originally, the spell cannot work.
cannot cast spells or carry out coordinated plans.
The target continues to be able to defend and move. *REFUTATION ( 1-4) - Range is self only.
The caster has a chance equal to POW x2 of Chaotic. Defends the caster against the spell
momentarily convincing the target, as though using Undo Magic. On the Resistance Table, match the
the Fast Talk skill. The command or misinformation points spent for Undo Magic against the Refutation
must be spoken. To take effect, the spell needs a suc­ points. If Refutation wins, the points for Undo

cessful MP:MP roll on the Resistance Table, and can Magic are lost. If Undo Magic wins, Refutation is
be broken in the same way: the target first needs a negated. Undo Magic then negates as many more
successful Idea roll, and can attempt it once per points of magic as power the Undo Magic.
round. If Undo Magic can attack more than one spell,
the caster chooses the sort of spell to negate.

*SINEW OF MABELODE ( 1-3) - Range


is touch. Chaotic. Increases the effect of char­
acteristic STR: thus a cast adds three, six, or nine
points to STR for the duration of the spell. This
temporary increase could also increase the damage
bonus temporarily.
If the adventurer asks the maximum increase of the spell does not affect that adventurer, nor may he
nine points, his or her player also rolls DlOO. On or she cast it. In recompense, the player must sub­
a result of 00, the Lords of Chaos have tired of such tract nine points from the target's other characteris­
entreaties and made the grant permanent. After tics, in any combination. Add 1D8 Chaos points for
that the spell does not affect that adventurer, nor a permanent grant.
may he or she cast it. In recompense, the player
must subtract nine points from the target's other
*SUMMON BEAST-LORD/PLANT-LORD
(5) - Range is self. Chaotic. Acts as the key
characteristics, in any combination. Add 1D8
for communicating to the Half-Worlds. The sorcerer
Chaos points for a permanent grant.
also must know the Lord's name before the Lord
*SOUL OF CHARDROS ( 1-3) - Range is will hear. "Summoning" is not quite the correct
touch. Chaotic. Increases POW by up to nine word; these Lords do not have to come forth, yet,
points more: thus a cast adds three, six, or nine having come forth, such a Lord must obey the com­
points of apparent POW for the duration of the mand of the sorcerer. The initial chance for success
spell. This spell does not increase magic points, nor is zero. The gamemaster increases the chance after
does it contribute to training or special response for the summoner performs significant good works in
the Power characteristic. W hile in effect, it does favor of the particular beast or plant. The summon­
increase the Luck roll threshold and aids POW: POW ing takes a full day.
Resistance Table rolls, including binding rolls for
*SUMMON DEMON (1) - Range is self.
summoned demons. (The point spent to bind a
Chaotic. Essential for the serious sorcerer.
demon must be real, not this shadow-POW).
This spell contains the key phrases that open a
If the adventurer asks the maximum increase of pathway of communication to the other planes.
nine points, his or her player also rolls DlOO. On a The phrases are quickly said, but detailing the par­
result of 00, the Lords of Chaos have tired of such ticular requirements for the demon takes 1D8
entreaties and made the grant permanent. After that hours to do correctly.
the spell does not affect that adventurer, nor may he
*SUMMON ELEMENTAL (1) Range is
or she cast it. In recompense, the player must sub­
-

self. Chaotic. Also an essential spell. It con­


tract nine points from the target's other characteris­
tains key phrases that open a pathway of communi­
tics, in any combination. Add 1D8 Chaos points for
cation and cause an elemental to attend to the sor­
a permanent grant. Since POW has increased, so
cerer. The phrases are quickly said, and detailing the
too do magic points.
particular requirements for the elemental takes only
*SPAN OF CRAN LIRET (1-4) - Range is 1D6 combat rounds. The caster must also know the
touch. Chaotic. For each magic point cast, pathway spell for the particular element-Bounty of
increase the chance to succeed with the Jump skill Straasha, Flames of Kakatal, Gift of Grome, or
by 20 percentiles, for the duration of the spell. The Wings of Lassa-but these need not be cast.
distance jumped (see the skill write-up) also
increases, by one meter for each point.
*SUPPLENESS OF XIOMBARG ( 1-3) -

Range is touch. Chaotic. For each magic point


*SPEED OF VEZHAN ( 1-3) - Range is powering the spell, increases the effect of the DEX
touch. Chaotic. W hile the spell lasts, the caster characteristic by three points, and increases Dodge
increases maximum movement by one unit per by six percentiles. Thus, a cast of Suppleness 2 adds
magic point. The spell can be cast on another six points to DEX and 12 percentiles to Dodge for
species, such as a horse. Speed of Vezhan does not the duration of the spell. Increasing DEX also tem­
affect character Dexterity. porarily increases the Dexterity roll.
If the adventurer asks the maximum increase of
nine points, his or her player also rolls DlOO. On a
result of 00, the Lords of Chaos have tired of such
entreaties and made the grant permanent. After that
the spell does not affect that adventurer, nor may he *WINGS OF LASSA (4) - Range is sight.
or she cast it. In recompense, the player must sub­ Chaotic. Causes a mass of air to suddenly
tract nine points from the target's other characteris­ appear, making a howling wind of STR 2D6 + 6 in
tics, in any combination. Add 1D8 Chaos points for a small room or small open area for the duration of
a permanent grant. the spell; DlOO roll of DEX x3 or less to remain
standing. This spell must be known before air ele­
*SURENESS OF CRAN LIRET ( 1-4) -
mentals can be summoned or invoked. A 4-point
Range is touch. Chaotic. Each point adds 20
Undo Magic can negate this spell, but air that has
percentiles to the chance for success with Climb.
arrived, stays. Flames of Kakatal can cancel this spell.
*TREAD OF CRAN LIRET (1-4) - Range
is touch. Chaotic. For each magic point cast, *WISDOM OF SLORTAR ( 1-3) - Range

increase the effectiveness of the target's Move Qui­ is touch. Chaotic. The spell temporarily

etly skill by 20 percentiles for the duration. increases the effect of the INT characteristic by
three, six, or nine points : thus a cast of W isdom of
*UNDO MAGIC (1-4) - Range is touch.
Slortar 3 adds nine points to INT and increases the
Chaotic. For each magic point spent, Undo
Know roll chance for the duration of the spell.
Magic can negate a point of Bonds Unbreakable,
If the adventurer asks the maximum increase of
Bounty of Straasha, Flames of Kakatal, Fury, Gift of
nine points, his or her player also rolls D 100. On a
Grome, Liken Shape, Make Fast, Make W hole, Mid­
result of 00, the Lords of Chaos have tired of such
night, Moonrise, Muddle, Pox, Refutation, W ings
entreaties and made the grant permanent. After that
of Lassa, or Witch Sight.
the spell does not affect that adventurer, nor may he
If too few magic points power Undo Magic, it
or she cast it. In recompense, the player must sub­
then weakens the opposing spell in some fashion
tract nine points from the target's other characteris­
but the spell stays in effect.
tics, in any combination.
*VISAGE OF ARIOCH ( 1-3) - Range is
*WITCH SIGHT (3) - Range is 100 yards.
touch. Chaotic. Each magic point powering
Chaotic. The caster learns the approximate
the spell increases the effect of the APP characteris­
strength of the target's Power : "much stronger than
tic by three points: thus a cast of V isage of Arioch
me," "stronger than me," "about my strength," etc.
2 adds six points to APP for the duration of the
The spell can be canceled or shielded against by
spell. Increasing APP would also temporarily
Undo Magic.
increase the Charisma roll.
The caster also sees emanations from invisible
If the adventurer asks the maximum increase of
nine points, his or her player also rolls DlOO. On a beings, elements, and spirits, and can follow or trace

result of 00, the Lords of Chaos have tired of such where magical entities have recently passed. The

entreaties and made the grant permanent. After that spell detects the auras of greater demons and of

the spell does not affect that adventurer, nor may he Champions of Chaos and Law.

or she cast it. In recompense, the player must sub­ In summoning a demon, the gamemaster pri­
tract nine points from the target's other characteris­ vately rolls the number of D8s the player specified,
tics, in any combination. Add 1D8 Chaos points for and conveys the information concerning relative
a permanent grant. Power. W ithout Witch Sight, the adventurer risks an
unbindable demon.
*WARD (3) - Range is touch. Chaotic. Hav­
ing walked out and magically-defined a line or
circle of 15 yards or less, the caster knows thereafter
the first time when an enemy of the caster crosses
the ley. The spell is set and powered, but it does not
activate until the line is crossed by someone other
than the caster; a caster might become aware years
later of the first footfall.
• •

Field of law

Bonds Unbreakable
Bounty of Straasha
Brazier of Power
Breath of Life
Buzzard Eyes
Chain of Being
Chaos Warp
Cloak of Cran Liret
Curse of Chaos
Demon's Ear
Demon's Eye
Flames of Kakatal Muddle
Fury Plasticity
Gift of Grome Pox
Heal Rat Vision
Hell's Armor Refutation

That summoning is also unique in calling up

Summonings such a great force; Elric's task is arduous, danger­


ous, lengthy, and very uncertain, done perhaps only
by Fate's champion. Ordinary sorcerers content

R
SUMMONING IS a magical way to fetch
themselves with entities from the Demon Worlds,
an elemental from this world or a demon
and with elementals from this one. Invoking
from another plane . After the sorcerer men­
greater powers is much more risky. Beast-Lords and
tally describes the thing sought, the spell sifts
Plant-Lords are a special case; see them later in this
through the multiverse to retrieve the best fit pos­
chapter.
sible for the magic points that have been sacrificed.
This process occurs but a few times in the saga; that Demons are Chaotic. Elementals are of the Bal-
of Elric's opening of the way to Arioch (EM II,5)
is the saga's best-described summoning.
Summonings originate as gifts from the Lords of dull, strenuous, and dangerous actions without
Chaos who, in their war with Law, seek to shuffie end. Only the routine ugliness of demons and their
the constituents of the multiverse. Knowledge of utter lack of consideration even for their own kind
summoning passes from generation to generation. prevent them from being sympathetic or tragic
This knowledge is like an infection. Still, the enti­ characters.
ties that can be summoned are so useful that their Though negotiations may soothe them, some
possibilities tempt even men and women who demons do their best to spite the sorcerers who have
despise Chaos. called them. Demons love to be cryptic. They love
Most summonings should be played to worm out of their pacts, and to trick or destroy
out. The process of getting demons, or their masters. They reinterpret every thing they are
at least of getting powerful instructed to do, causing maximum dis­
demons, is impressive and dangerous. tress while staying within the letter of the
Some of the personalities of the commands. What demons want done
things summoned need to have always seems to get done, in the end.
depth and a distinguishing intelli-=-
- .......
... A great sorcerer once joked to the
gence. effect that every demon has 100 per­
Moorcock makes plain that cent or more in each ability, but that
by demon he refers to a natural- most are such superlative fakers that
though amoral-resident of they inveigle sorcerers into
another universe, not to an believing in non­
infernal power of Earth. existent limitations.

Summoning
Demons Demons come m
A SORCERER MUST KNOW two varieties,
the spell Summon Demon to lesser (with 3D8 POW) and
bring a demon to this plane. See (with 4D8 or more
it on page 154. Every demon
must be summoned, or else its con­
trol re-bound to the new owner. A lesser demon totals not
more than 24 D8s of characteris­
Summonings are essentially
tic, and among them must be 3D8
alike, but particular breeds or indi­
in POW. No ability or skill ever
viduals may require special ingredi­
exceeds 100 percent.
ents, procedures, or knowledge.
Summonings take many magic A greater demon totals not less
points, more than most adventurers than 25 D8s of characteristic, and among
have. Certain spells, such as Chain them must be not less than 4D8 POW. An
of Being and Brazier of Power, offer
ways to accumulate magic points in
excess of POW. Ways also exist to
In summoning a demon to negotiate, the
increase POW.
adventurer need sacrifice no Power. Summon­
ing and binding a demon costs 1 POW. Creat­
Attitude ing an eternal binding costs 3 POW. Sum­
Every demon resents being summoned. moning a demon in any manner, the adven­
You would, if brought magically to turer also sacrifices magic points for charac­
another plane, and there were forced to perform teristics, abilities, and skills.

e nation.
tic co ,
: one of thd sum-

moner's limbs is replaced With one from another


mammal, a gigantic insect, an arthropod, etc. Lose
1 0 1 0 APP as. well.
01 -87 - ummoner1sLplayer

- Violent explosion i n o n deafens


POW to ol"le other
summoner characteristic.
those nearby for I 0 I 0 hours, and creates a pow­
erful steoch. ' f8-93 - Mental corruption: summoner's player
6 points frc)j:n INT to one· ()ther
moo eristid;:: rt ·. ,

94-95 - Demon appears' normally and behaves


as expected, except that it occupies five places in
memory (not one), canr'lot die at the summoner's
hest, an ot be dis d.
< i/W

97 - Summoner and bystanders disaPf>ear, all


drawn to the city of Ameeron on the other side of
the Shade 9ate, or as the gamemaster chooses.
Elric o 1nibone for more about Ame�on.
)"ii' ·< . . . ,...,,
(or an id�ntical sibling, ot: some
42-55 :..... An average bal'boost appears outside equivalent llorror) appears.
the octagon; it attacks until it has killed or cap- 99 - A Chaos Lord appears.

ummo e cha or her Ing body c�tinues


dom tlnent fr to function normally, thougll it tE!rrifies onloC>kers.
home alone. Roll I 06: APP is zero.

• •

•A bound demon must yield its True Name to the for skills and abilities of an individual, the magic
sorcerer. After that, even if dismissed, the sorcerer point cost for a breed is fixed.
can use the True Name to summon back that par­
•A random demon has the configuration of char­
ticular demon. To summon a demon of com­
acteristics, skills, and abilities the sorcerer desires.
pletely known quantity, the True Name of the This can include enough extra points for charac­
individual demon must be known. teristics to reasonably guarantee that the demon
is usable.

Che Ritual
THE SUMMONER INSCRIBES a large eight­
pointed star (two squares, one rotated 45° and then
superimposed) in some open space. This is the

��:JI
Octagon of Chaos. If known, the summoner also
writes the True Name of the thing. If only the name
of the breed is known, then write that within the
star. If only the desired characteristics or abilities are
known, then inscribe them.

The summoner builds a small fire in the center


of the octagon, and in it may burn herbs and other
substances necessary to the summoning. The sor­
cerer may on occasion seek to breathe these fumes,
to achieve a special mental state. A summoning also
demands some sort of sacrifice, as the gamemaster
predefines.

•Summoning a demon takes 1D8 hours.

•Each summoning requires the sacrifice of at least


nine magic points. One is for the Summon
Demon spell. If the summoning succeeds, apply
the other eight toward the demon's characteris­
tics. If the demon is to be bound, sacrifice also a
point of Power. • Roll the allotted D8s to fix the demon's charac­
teristics. Once rolled, the characteristics do not
•If known or wanted, specify the demon's breed or
change.
its True Name.

•Allot ability and skill percentiles. Do this in units


•Attempt a Luck roll. If the Luck roll fails, the
of 10 percentiles per magic point: thus 100 per­
entity does not appear. Results of 99 or 00 are
cent in a skill or ability always costs 10 magic
failures with additional consequences, see the
points, and l l O percent always costs l l magic
Summoning Fumble Table on page 158. Failure
points.
costs both the time and the magic points and
Power sacrificed, but the sorcerer is free to try • A demon has no spells, at least none effective on
again immediately. this plane. All its attacks are included in its abili­

•If the Luck roll succeeds, a nebulosity condenses ties.

within the octagon, and the sorcerer continues to •A demon breed always comes equipped with the
define the demon. skills and abilities stated, though the summoner
may add new ones, or may increase the per­

Defining tbe Demon centiles for skills and abilities already present.

THE COST TO SUMMON a True Name demon •MOV equals up to one-half of DEX, but not more
or an unchanged demon breed is already known. than 14 without the gamemaster's permission.
The magic point costs following refer to random Choose the mode-Run, Swim, Fly; or Burrow.
demons, but the costs accumulate and total in the To have two modes, add one magic point and
same fashion for all demons. open a second mode for 1D8 speed. A demon
may have any or all of the modes. Its appearance
•Allot magic points for D8s of characteristics, as
should suggest how and how fast it moves.
specified by the breed's characteristics or as the
adventurer requires. Remember that at least •If adding demon armor, note the surface. Is it
eight magic points already are dedicated to the bone, shell, hide, scales, carapace, fur, slime, or
characteristics. what ?

If I I 0 percent or more, a fumble


occurs only with 00.
j'��
Hit'Poiilts

Its

•Calculate the demon's hit points, damage bonus, this with Bargain, Oratory, or Charisma rolls, as
and magic points. The form in the octagon stead­ appropriate.
ies, and the demon is complete. Except for its A limited task is some clearly finite action : "Let
abilities and appearance, and that it does not rou­ no one open this door for a year and a day," for
tinely heal lost hit points, it now functions like an instance. A demon would demand much more for
earthly character. this task than it would to defend the door for one
day and one night
•Write the demon's name (or your name for it) on
only. Just as clearly, \
the front of the adventurer sheet, under the head­ ·

the task "Conquer the


ing magic in memory-for instance, Quaolnargn.
world for me" is so
So long as the demon is bound, or while it is
open-ended and of such
completing a negotiated task, its presence counts
proportion and danger
against the adventurer's INT-limit.
that no compensation
could be adequate.
Negotiating
No necessary
penalty for a failed
negotiation exists,
but gamemasters
should feel free to
be devious and
ingenious here.
Perhaps the entity
sneers and
departs. Perhaps it prophesies something dire. are equivalent. The demon cannot move from the
Sacrificing magic points to it may deflect its anger. object until it is dismissed.
If insulted, it breaks out of the octagon in 1D8
•Once bound, a demon surrenders its True Name
minutes to harm the summoner. (Dismissing a
to the summoner.
demon also takes 1D8 minutes. )
A demon does not reveal its True Name for •Knowing its True Name, the sorcerer can dismiss
negotiated service. it, then summon it again to bind it anew. The
demon is now a known quantity, and yet does not

Binding count against the INT-limit to memory.

The act of binding costs the binder one point of • Knowing its True Name, a sorcerer can keep the
POW, or three points of POW for an eternal bind­ demon bound, send it to its home plane, and then
ing. To bind, roll POW:POW successfully on the call it back. The process takes one combat round.
Resistance Table. Succeeding, name your demon. Saxif D'Aan did this aboard his golden battle­
Once bound, the adventurer controls its actions. barge, when within a few seconds he manifested
Several bindings exist. A demon can be bound a demon on the mainmast to threaten Smiorgan
as itself, or can be object-bound into a thing or Baldhead. Thus a demon that is already bound
place. An ordinary binding is good for the sor­ and on another plane can reappear in a matter of
cerer's life, or until he or she dismisses the demon. seconds. Holding a demon in this way counts
An eternal binding is a special way to object-bind: against the INT-limit to memory. The demon
it binds the demon forever into a thing or place. appears through some focusing object touched by

A bound demon responds only to its binder. If the binder, and seems to emerge from it. The

bound in an object, that object will be of ordinary focusing object must be visibly marked with the

use to anyone except the binder. If a binding , eight arrows of Chaos.

object is broken, the demon dies.

•A bound demon counts against the �


.J ' Group Bindings and
·
Summonings
binding sorcerer's INT-limit of mem- "' ""·•la.t
ory, even if the demon �J. If more than one person partici­

another universe. pates in a binding, using the Chain


of Being spell to pool magic
•If object-bound, the points, then that demon
demon might be is bound in common
within an to all, and all must
amulet, agree how the
ring, a wall thing is to be
of stone, commanded.
etc.
retains
it
....c:=::� 'lh l{f��=-- sT u hm
lfl!J.
e
-
only its m o n e r
abilities and speaks the
its INT, POW, and orders. The demon is dis­
those other characteris­ missed only if the sum­
tics necessary to its abili­ moner dies, or if the group
ties or skills. In all other agrees that it should be dis­
things the demon and the missed.
object in which it is bound
For a summoning leading
to a negotiation, group knowl­
edge can remain more hazy. All
who contribute magic points must agree to some
sort of contribution of effort, but they need not
understand or even agree with the purpose of the
summoning.
ahing �i b
Dismissing, Breaking a Binding D(mons
The person or persons who bound the demon can EVERY OEMON ARRIVES able to talk to its sum­
dismiss it at any time. This eliminates the binding, moner; see "Demon Skills" on page 1 64-- 1 65. Even
takes 1D8 minutes, and costs no magic points. The thos boijnd into objects are aware of their sur­
demon slowly evaporates in steam, smoke, and d , able to speak. Usually a demon
r or mistress
·
' rised ·

flame, and disappears. The binding party retains


could shriek o loudly
knowledge of the True Name, but the thing is ing three 6r four �()rce�rs and
removed from memory. 'Clant demons causes pandemonium.
A dismissed bound demon departs the object in
which it has been bound. If later summoned again, Sacrifice Results Table for
it would appear in its natural form and not be Demons and Elementals
bound into the object, though it could be bound This . tal:ile cotrelates attack damages and base
anew in that manner. the number of magic points sacrificed.
:;;,:•
domo,a base
Four sure ways to break an ordinary binding are
rblf c:e
to dismiss the demon, to kill the demon, to kill the
. . .. . . . . 102 . . . . . . . IO%
binding sorcerer, or to learn the demon's True Name . . . . . .. . . 1 04 . . . . . . . . .· . . 20%
and successfully rebind it. An eternal binding can­ . . . . . . . . . . . 1 06 . . . . . . . . . > 30%
not be destroyed except by destroying the object 4 . . . . . . . . . 1 08 . . . . . . . . . 40%
. . .

s . . . . . . . . . . 1 0 1 0 . . . . . . . . . . 50%
into which it is bound.
6 . , . . . . . . 1 0 1 0+ 1 02. . . . . . . . 60%
A bound demon which has long been mis­ ;/ . . . ; . . . 1 0 1 0+ 1 04 . . . . . . . . 70%
.

treated, or whose needs have long been neglected, 8 • . . . . 1 0 1 0+ 1 06. . . . . . . . 80%


. . .

1 0 1 0+ 1 08. . . . . . . . 90%
might be desperate enough to be persuaded to grant
. • . . .

. . . . . . 20 1 0 . . . . . . . 1 00%
knowledge of its True Name to a second person. It .. 20 1 0+ 1 02 . . . . 1 0%
.
will seek dismissal by the second person, in . 2 0 1 0 + I 04 , . . . ; >; n0%
exchange for some negotiated task. Since it may be ges for abilities of 1 1 0 percent and
immortal, a demon can afford patience. It will not ' the 2010 increment per full 1 00 per­
casually give its True Name to someone. centi . the ability. and look for the remainder on
the Sacriffce Results Table. Thus a demon of 1 40 per­
cent could do 2010+ 1 08 in a single attack. and a
Rebinding demon Of, 40 percent would do 40 I 0+ I DB.

Occasionally a sorcerer may decide to make a gift of


a bound demon. In that case, the demon must be
bound anew to the owner-to-be. This requires an
·
hour-long version of the summoning, with a new N Damage bl� · for
full payment of magic points and POW. A Resis­ ementals. Calculate elemental dam­
the same way as for humans: thus the
tance Table roll comparing the POWs of the entity
total , � elemental of STR 26 and SIZ .26 is 52,
and its would-be owner must succeed. correspo�ing to + 206.
Figure. demon damage bonuses as STR+SIZ
•If the new owner wins, the transfer succeeds and also, but read 08 for 06 as the product. A demon
the thing is now his or hers. tetaliJ'.li �7 STR+SIZ has a + 308 damage bonus,
not 0 06.
vengeance here and immediately returning to its A lesser demon cannot arrive on the plane with
home plane. a skill or ability higher than 100%, nor may it use
more than one skill or ability per combat round, and
•W hoever learns the True Name of a bound
nor may it attack more than once per round. A
demon may call it and attempt to bind it anew.
demon's skills can increase with experience in the
To do so, the present owner must be defeated in
Young Kingdoms, but its abilities never change.
a POW:POW struggle on the Resistance Table.
Then attempt the binding. The re-bound demon If an ability does not specify the damage done,
has exactly the characteristics and abilities it had use the Sacrifice Results Table on page 163. These
before. damages are the same for all attacks of the same
percentage.

Greater Demons
A greater demon arrives whenever 4D8 or more
POW is specified. The process does not change, but
greater demons are harder to bind because of their
higher average POW

For skills and abilities above 100 percent, a


demon is simpler to play if each set of 100 per­
centiles pertains to a separate mouth, claw, tentacle,
etc. If the player wishes, the demon could split
attacks of 110 percent or more into units of not less
Eternal Bindings than 50 percent, as per the combat rules.

An eternal binding binds forever a demon within an Damage bonuses vary individually.
object or place. Once the original binder is dead, the Upper limits for the quantity of greater demon
demon is still bound, but has no master. To take characteristics, the percentiles for abilities, and the
advantage of its abilities and skills, an adventurer percentiles for skills may exist, but are unknown.
must bind it anew, to himself or herself. First he or
she needs to perceive the object or place as demon­
ridden. Then a successful Bargain, Oratory, or Demon Shills
Charisma roll can open communication with the A DEMON MAY HAV E some of the same skills as
demon. Once the scope of the demon is understood, its human summoner. Suppose both have Search : if
the adventurer can attempt to bind the demon by the demon was bound as an individual, then sepa­
means of a POW: POW roll on the Resistance Table. rate skill rolls for each would be made. If getting
A fresh sacrifice of POW is also needed for binding. experience checks, roll individually for the checks. If
Failing the Resistance Table roll, the adventurer the demon was object-bound and worn or carried
must undertake scholarly research to learn more by the sorcerer, then the player chooses whether to
about the demon. Such research is discussed on roll the adventurer's skill or the demon's skill. Make
page 143. Then he or she can try again. only one roll. A wearer of demon spectacles, for
instance, would probably choose to benefit from the
Lesser Demons demon's l lO percent Search, rather than his own 40
A lesser demon arrives whenever 3D8 POW is spec­ percent Search.
ified. No demon has less than 3D8 POW Because
of their lower average Power, lesser demons can be
more reliably bound, and pose less potential threat
while within the Octagon of Chaos.
The surface of object-bound demons should
illustrate necessary skills, such as eyes for Search,
ears for Listen, and so on.

Base Chances for Demons


* ask riddles
To roll an agility, manipulation, or perception skill
* belch often
for a demon, assume that the demon has the same
* routinely howl at
base chance as that for an adventurer (consult the
night
Skill Groups Table on page 94) .
Demons' base chances for communication and
knowledge skills are generally zero, with two * consume a hOrse,
exceptions. * eat a ox, etc., daily
• � a � knife * eat a gemstone
• In place of Young Kingdoms or Unknown King­
doms for humans, every demon brings along * attack an innocent
'

person
Own Plane at 15 percent. This knowledge is free
and without magic point cost. • destrox a wall

• Every demon arrives able to speak the language


of the person who summoned it, at INT x2%.
This skill is also free and without magic point Melni�
cost. The following are
well-suited to demons
bound within objects
Demon Needs * polish the object
EACH DEMON HAS a need which, if left unsat­ daily
isfied, causes the demon to become balky and * coat or rub
· object �
uncontrollable. Great neglect should halve a
special liq .
demon's abilities and skills. A demon could die of a * expose � oSject to
need long-neglected. the sun or put it in
flame dally
• Ignoring a need breaks any negotiated contract, * bum incense or ·
and is grounds for personal attack by the demon. herbs on the object

Bound demons may not attack, though they may * shove a specific: food

complain mightily and even plot against neglect­


ful masters.
The gamemaster awards the need. The needs listed
in the sidebar are examples: thousands exist. The
frequency and intensity of a need should rise with
the total percentiles of the demon's abilities. A more
powerful demon needs more care. A powerful
ability MP sacrifice range chance

Absorb Missile varies self 1 0% per MP stops missile; on 99-00, or 00 for 1 1 0% + ,


missile gets through.
Acid Blood varies touch auto Sacrifice Results Table damage to weapon; Luck
roll or target is also splattered.
Bite varies 1 0% per M P Sacrifice Results Table damage.
Bum S MP 80% fixed d age 1 06 + 2. /

Burro varies auto tun r6ugh Wood , earth, and sto�6 1;y&rd
··· ·

. per.MP ·per liour.


Carapace· varies self auto increases armor as per Sacrifice Results Table,
per magic point sacrificed.
Claw 6 MP touch 60% fixed damage I 08 + db per claw.
Cling varies self I MP per hour clings to ceiling, etc., I hour per M P & + I 0%
Climb skill per MP.
Dazzle varies sight 1 0% per M P blinds single target for # of rounds =· to MP ,
·

sacrificed; target's eyes have·PQW x3%


ce to be closed.
Vari.es auto �or, as per Sacrifice ��lf$. ifable,
" "
i � point sacrificed,
·· ··· · · ·

Demon Shield varies self auto increases ordinary shield, as per Sacrifice
Results Table, per M P sacrificed.
Demon Weapon varies touch varies/auto Sacrifice Results Table damage +db with a hit;
demon chance increases with magic points
sacrificed, but human wielder uses his/her skill.
Dimensions 20 self auto travels between home plane and YK; each trip
costs demon I CON; can carry its own SIZ
or less; I NT-memory loss on 00 result.
Distend varies self auto distend;\enlarge body part x I length per magic
·poinf saC:rificed.
I O MP touch POW: POW robs. 108 magic points until zero, then robs I 08
POW until depletion.
Dust varies I yd per M P auto obscures vision for remainder of round; clears at
start of next round.
Explode varies touch Wrestle% Sacrifice Results Table damage, as per magic
points sacrificed.
Exsanguinate varies touch I 0% per M P drains I 03 hit points per round.
Fog varies 1 0 yds per M P auto exudes stinking obscuring fog, I yd wide and 2
yds deep per MP.
Freeze varies I yd per MP 1 0% per M P damage I 06+ 2 cold; weapon may break when
used.
Gore varies touch I 0% per M P damage I D.8 + 2, +db if charging.
Gout Fire varies I yd per M P 1 0% per M P damage 1 08 fire.
Hear 3 MP sight CON x5% can listen to distant sounds; 99-00 , the report is
misleading.
Knowledge I O MP self INT x3% answers reference questions; 99-00 , the report
is wrong.
Leap varies self auto jump 3 yds high or S yds long per MP; add I
pas�rger for 1 /2 SIZ in MPs.
• •

ability MP sacrifice range chance effect


Lift 3 MP self auto lifts and carries STR x3.
Locusts I O MP touch auto damage 108 per round in tiny bites.
Manipulate varies touch 1 0% per M P builds, fixes, o r does something.
Paralyze 7 MP touch CON:CON temporary paralysis; roll CON x I or less to end
effect.
Quills varies I O yds p�r M P 1 0% per M P damage pa+ I per hit, I quill pe.r MP sacr.ificed.
Regenerate 3 MP self' , auto regains I hit point per round.
See 3 MP sight CON x5% sees distant objects more closely.
Seer varies place POW x5% views past, I year further back per magic point;
on 99-00 , cryptic result.
Shape Change demon SIZ self auto alters to one other form, + I form per
additional MP sacrificed.
Sleep 5 MP sight POW: CON puts ta.rget to sleep for at least an hour.
Smash varies touch 1 0% per MP Sacrifice Results Table damage + db.
Snout 3 MP CON x5% tracks recent scent trail; 99-00 loses trail.
Soul Sight varies auto detects and identifies magical auras, defihe�
.
target POW in terms of self.
Stinger varies touch 1 0% per M P damage I D8 +venom of POT = demon CON.
Suture varies touch auto restores I hit point per MP sacrificed; leaves
repulsive scars, etc.
Teleport I O MP self auto teleports self, and passenger; each trip costs
demon I CON.
Tentacle varies touch 1 0% per M P damage I 0 8 ; armor does not help against this
attack.
Tongue varies I yd p4!r M P 1 0% per MP grabs ta.rget and moves it to its mouth; one
STR::STR chance to get free.
Vomit Acid varies 1 0% per MP Sactifie� R¢sults Table damage; damig� not
lessened by distance.
Wardpact I O MP auto immune to one class of weapon upon approval
of Chaos Lord.
Web varies I yd per MP 1 0% per M P spins web, of STR equal to Sacrifice Results
Table result.
Wings I O MP self auto fly at 50 mph, carry up to I /2 STR in SIZ.
MP - Magic points.
varies - The magic points sacrificed � vary; More points increase the �emon's accuracy as weU as potency, etc.
.
auto - Automatic. The demon performs- this ability without fail unless not�d;.
. A Resistance Table roll may be
needed td/tatce2- fftlect:
' '• - -- -_ ,

varles/a�o :...:.. The demon's chance w . . . , und/the chance wnen bou�d. A demon using Demon Weap6n
.. ..
attacks at its own skill percentage, but the �e. demon bound into � weapon is I 00% effective, if the wielder can
·

successfully hit with it.


ronp - Some ranges are given in yards (yd) of effect. Many more occur as single words. Self means that the ability
affects only the demon itself. Touch means that the demon must touch the target (directly or with a weapon) for the
ability to take effect. Slpt means that the d�mon need only to be able to see and distinguish the target before the
ability can take effect. Place means that � function of the ability is tied to a particular place or one place at a time.
*CLAW - One or more of the demon's limbs
Demon Hbilitics conclude in animal claws of the player's
description. Two claws could attack in the same
round, five DEX ranks apart. The magic point sac­
*ABSORB MISSILE - With a successful rifice for this ability does not change: a claw costs
ability roll, the demon dissolves and ignores a six magic points and has a 60 percent chance to hit.
non-magical missile entering its body; damage Each claw does fixed damage of 1D8+db.
from the missile attack costs it no hit points. Each
magic point adds 1 0 percentiles to the chance of
*CLING - The demon has sticky pads at the
ends of its limbs and on its torso. With these
neutralizing a successful missile hit; for 1 00 percent,
damage occurs only on a result of 99-00 for the it clings to vertical surfaces and lurks upside down
demon; for l lO percent, damage occurs only on a on ceilings. Each point of magic invested allows the
result of 00. demon to cling for an additional hour before it must
drop to the floor, and each point also increases its
*ACID BLOOD - The demon has acid for Climb skill by 10 percentiles. One successful Climb
blood. For stronger acid, the summoner must roll reaches any position on a ceiling.
have sacrificed more magic points. When the
demon is attacked and loses a hit point, the attack­ *DAZZLE - Radiates a tight cylinder of bril­
ing weapon takes the acid damage roll to its hit liant light that blinds a single target for that
points. The attacking adventurer must receive a suc­ number of combat rounds equal to the magic points
cessful Luck roll or be splattered with acid. For the invested in the ability. The base percentile chance for
damage done by the acid, consult the Sacrifice this ability is the number of magic points invested
Results Table. times ten. The blinded target sees nothing during
this time; treat as if in total darkness. The target has
*BITE - This is a straight-forward snap with a D l OO chance equal to POW x3 or less of having
gaping jaws and glistening teeth. Damage
its eyes closed when the attack occurs.
done increases with the number of magic points
spent; see the Sacrifice Results Table. *DEMON ARMOR - The demon may wear
the armor, but usually is bound into armor
*BURN - Radiates a cylinder of heat doing worn by a character. Such armor usually takes on a
fire damage of 1D6+ 2 per round to a single
bizarre or fantastical appearance because of the
target: the target needs a successful Luck roll to
Chaotic presence.
avoid igniting clothing and hair, as per game sys­
tem fire damage. Because metal transmits heat, • If the demon is bound into the armor, the armor
ordinary armor helps block this damage only for has normal stopping power and the demon's abil­
the first round of the attack. This ability is fixed: ity blocks damage corresponding to the magic
eight magic points for 80 percent chance and an points invested, as per the Sacrifice Results Table.
eight-yard range.
*BURROW - The demon can chew through
and ingest wood, earth, and stone to clear a
tunnel equal to the demon's SIZ. The rate is one
yard per hour per magic point invested in the abil­
ity. The demon does not burrow through refined
metal, flesh, or magical substances.
*CARAPACE - Grants a coating of hide,
scales, shell, etc., as the player describes. Each
magic point invested in this armor stops the equiv­
alent in damage on the Sacrifice Results Table.
• If the demon wears the armor instead of being When the weapon breaks, the magical effect is
bound into the armor, the armor loses magical broken and the demon dies.
effect when the demon removes it, or when the For a demon bow, the chance to hit with arrows
demon is dismissed or dies. or sling stones would improve by ten percentiles per
*DEMON SHIELD - The demon may carry magic point invested. A demon bow combined with
the shield, but usually is bound into a shield a demon arrow represents two separate abilities: the
carried by a character. former increases the chance to hit, and the latter
increases the damage done as per the Sacrifice
• If the demon is bound into the shield, it has the Results Table.
stopping power normal to it, plus it blocks addi­
tional damage in an amount corresponding to the •If the demon carries the weapon instead of being
magic points invested, as per the Sacrifice Results bound into it, the weapon holds magical effect
Table. for one blow or attack after the demon releases it,
or after the demon is dismissed or dies. After that
• For example, a normal medium shield blocks 20 the weapon is ordinary in all respects.
points of damage, and eight magic points
invested in Demon Shield stops an additional *DIMENSIONS - Upon command, the
lDlO+ 1D6 points: its minimum total stopping demon can travel between the Young King­
power is 22 points, and its maximum is 36 doms and its home plane. The price of this ability is
points. If points of damage go unblocked, sub­ fixed, at 20 magic points. Each movement between
tract the extra points from the shield's hit points. planes costs the demon 1 CON; reduced to zero
When all the shield's hit points have been lost, the CON at the end of a trip, the demon dies cursing
shield is broken, the magical effect is ended, and the person who forced it to kill itself.
the demon dies. For an additional fare of magic points equal to
the burden's SIZ, the demon can carry its own SIZ
•If the demon carries the shield instead of being or smaller to the other plane. A human can survive
bound into it, when the shield breaks the demon this trip. A grimoire always counts as 1 SIZ.
dies. A shield carried by a demon holds magical
Though Champions of Chaos are unaffected, the
effect for one blow after the demon releases it, or
trip through the awful void and swirling, leering
after the demon is dismissed or dies. After that
vortices terrifies everyone else. Roll D 100 each time
the shield is ordinary in all respects.
passage is made: on a result of 00, all spells and
*DEMON WEAPON - The demon may summonings in INT-memory are forgotten, and all
carry and use the weapon, but usually is bound bound demons are released.
into the weapon. The weapon does the damage nor­
*DISTEND - Allows the demon to tem­
mal to it, plus the damage bonus of the wielder, plus
porarily enlarge, stretch, or magnify its stated
additional damage corresponding to the magic
body part. For each magic point invested, the
points invested, as per the Sacrifice Results Table.
demon increases size or reach by the part's original
The chance to hit increases by the magic-point sac­
size again. For instance, ten magic points spent for
rifice, also as per the Sacrifice Results Table, if the
Distend Arm, and the arm could zoom out to ten
demon wields the weapon.
times normal length and width. Each length takes
•If the demon is bound into the weapon, use the about half a second to grow.
adventurer's normal skill with the weapon. Target
armor, shield, weapons, etc., defend normally.
Used to parry or otherwise subject to damage, roll
the equivalent Sacrifice Results Table dice. Total
them and the weapon's hit points. Subtract points
in excess of the total from the weapon's hit points,
including from critical attacks.

-=�·�-�f��
In attacking, the demon first tries to drain the combat round of exposure. The stink clings to the
target's magic points, at IDS points per round of targets and makes them easy to track for the next 24
success. The magic points drained and the target hours. The ragged area of effect is roughly cylindri­
unconscious, the demon drinks the target's POW at cal, one yard high for each point of demon SIZ, and
I DS points per round, and leaves him or her a will­ two yards wide for every magic point invested in the
less zombie. Each point of Power drained increases ability. The same demon cannot possess an ability
the thing's hit points by one. These hit points can that includes effects of wind, fire, or heat.
be spent, but do not regenerate.
*FREEZE - Radiates a cylinder of intense
*DUST - The demon belches out a blast of cold doing damage of ID6+2 hit points per
dry dust and sand in a I S0° attack, at a range round. The number of magic points sacrificed
equal in yards to the magic points spent for the abil­ decides the range in yards. Armor helps block this
ity. The attack automatically succeeds in forcing the attack in the first round only. If a target survives
targets' eyes closed. If the demon concentrates on a such an attack, he or she needs successful Luck rolls
single target, the Dust attack does IDS damage per for exposed weapons the first fight after that; fail­
combat round, ID4 damage if the target wears plate ing, the weapon has lost its temper and snaps on the
armor. Such an attack lasts the remainder of the first hit or parry. Shields, armor, magical weapons
combat round. The target can see again at the and demon weapons are unaffected.
beginning of the next round, but the demon can
inhale and also begin again. Make the Dust attack
*GORE - The demon grows a pair of horns
somewhere on its body. It uses them like a bull
for up to that number of rounds in an hour equal to
to gore targets for I DS + 2 damage. The number of
the magic points invested in the ability.
magic points sacrificed determines the demon's
*EXPLODE - The demon approaches and chance to hit with the horns. Add its damage bonus
attempts to wrestle the target. Succeeding, it if the demon runs at the target for half the round
holds on and on its DEX rank in the next round before goring.
explodes for damage equal to the magic points sac­
rificed for the ability, as per the Sacrifice Results *GOUT FIRE - Radiates a I S0° fan of flame
Table. For instance, a sacrifice of three points yields doing IDS fire damage per round to all tar­
gets within base range. Figure the chance to hit and
a ID6 blast. The demon exploded, it returns to its
the base range by the number of magic points sac­
own plane, freed, and cannot return to this plane.
rificed, ten percentiles and one yard per point. Hair
Armor does not defend against this ability, as it
and clothing also ignites, as per game system fire
transmits the shock of the explosion.
damage. Up to twice base range, no damage occurs
*EXSANGUINATE - Spotting a target, the with a successful Luck roll for the target; without
demon attempts to attach itself to the target, it, ID3 scorching but no ignition occurs. Armor
at a percentile chance of the magic points invested helps block this attack in the first round only. Make
times ten. The touch of the thing feels like clammy the Gout Fire attack for up to that number of
wet cloth; only attacks with magic or magical rounds in an hour equal to the magic points
weapons can damage it. Armor defends fully against invested in the ability.
the attack for the first round, but after that the
demon finds a way through. Damage for each
round of attack is ID3 hit points. The demon can
drain blood only up to its SIZ in hit points per 24
hours. This ability includes MOV-Fly I DS.
*FOG - From the demon's vents pours a nox­
ious wet vapor too thick and too unmoving to
aim missiles through or to allow coordinated attacks.
Bowstrings and slings stretch and rot after a single
*KNOWLEDGE - The demon listens to a hungry mouths doing 1D8 damage per round auto­
specific question concerning the plane of the matically. Any sort of armor helps defend against
Young Kingdoms, then vanishes to seek the answer. this attack. Ordinary or magical physical weapons
It reappears in 1D8 hours to answer or to report do not affect it, but a flame attack or immersion in
that the answer could not be found. The question water causes the demon to retreat. The attack that
must concern a specific category of intellectual lowers the demon's hit points to zero dispels the
knowledge ("things that hop," "legends of Vilmir," demon. The magic point sacrifice for this ability is
etc.) to which a systematic answer exists. The ques­ fixed, at 10 magic points.
tion must concern the plane to which the demon has
*MANIPULATE - Allows the demon to cre­
been summoned. The demon has no way to learn
ate a simple physical object or to repair or
personal secrets, hidden locations, or similar kinds
revise it in an hour. Define "sim­
of private, one-of-a-kind knowledge. The demon's
ple" as that work achievable by
chance to answer starts at INT x3%. If it fails, it
an average human craftsperson
knows it has, and reports failure. On a result of
in seven days and seven nights
99-00, it mistakenly reports the wrong answer. The
of unceasing labor. The demon
magic point sacrifice for this ability is fixed, at 1 0
must be equipped at least with
magic points.
DEX, STR, INT, and at least
*LEAP - The demon has frog's 1 point of SIZ. The demon's
legs, a springy tail, or other chance for success is 10 per­
physical means which lets centiles per magic point sac­
safely leap. It hops horizon­ rificed for the skill.
tally for five yards or leaps
*PARALYZE - The
vertically for three
range is touch. The
yards per magic point
demon attacks the target's
invested. This ability is
CON with its own, via the
unaffected by wearing
Resistance Table. With a suc­
armor. It can carry one
cess, the demon paralyzes the
passenger if the sum­
target. The victim cannot
moner sacrifices magic
move, but can think nor­
points equal to half
mally. Paralysis ends when
the passenger's SIZ.
the target's player can roll
*LIFT - The demon can lift CON xl or less with D lOO;
and carry three times its STR he or she can try each round.
for an hour, then must rest for ten If the target carries or wears
minutes. If walking, its rate can be an object-bound demon, the
up to MOV 8. If it is lifting itself, it demon is unaffected-this
moves through the air at MOV 15, ability hits one target at a
then must rest for ten minutes. The time. If the target was a bound
sacrifice for this ability is fixed, at demon, the demon could not
three magic points. attack while paralyzed. The magic point
cost for this ability is fixed, at seven magic
*LOCUSTS - The demon
manifests itself as a cloud of
locusts, milling to compose a *QUILLS - Hurls ugly-looking
vaguely human form. This mottled black quills about a forearm
demon may not have any other .nvo;;'�....Il'".... long, each equipped with nasty har­
ability. Attacking, it enfolds poon-like barbs, at a percentile chance
itself around a single target, its of the magic points invested times ten.
(See the nearby illustration.) Each hit does 1D8 + 1 demon SIZ for the ability, plus any number of
damage. Base range is 1 0 yards per magic point magic points for any number of shapes.
invested. The demon has as many quills as magic
*SLEEP - Causes the target to feel irre­
points sacrificed for the ability. It can fire a quill at
sistibly sleepy. Needs a successful roll of
five-DEX-rank intervals. Pro-rate the regeneration
demon POW against target CON on the Resistance
of the quills over 24 hours, as with magic points.
Table. Failing, do not repeat the attempt for an
Armor defends against the quills.
hour: succeeding, the target falls asleep for
*REGENERATE - Automatically restores 20-CON hours, or for one hour, whichever is
one hit point per round on its DEX rank, more. Range is sight. The sacrifice for this ability
never more than that. The demon contributes these is fixed, at five magic points.
hit points only to itself. The magic point sacrifice
*SMASH The demon hurls itself against a
for this ability is fixed, at three magic points.
-

target: the Sacrifice Results Table correlates


*SEE - The demon can distinguish things far the magic point sacrifice with the chance to hit and
away, such as the identity of a distant rider, the the attack damage. Add the normal damage bonus.
deployment of troops, or an inscription on a wall. Shields and armor defend against this damage, but
It reports what it sees. Its ability to do this starts at any successful Smash does knock-back (see pages
CON x5%. Dust, fog, smoke, or darkness does not 1 3 1-132). This ability never does more points of
block its vision. If bound into an object and worn, damage than the demon has points of SIZ. The
the binder can see in this fashion. Within a yard, the demon never incurs damage from its own attack.
demon can see larger than life, up to ten times. Only
on a result of 99-00 is its report flawed or wrongly *SNOUT - Provides the demon with an ani­
perceived. The magic point sacrifice for this ability mal-like snout that gives it the ability to track
is fixed, at three magic points. by smell at a chance of CON x5%. On a result of
99-00 it loses the trail utterly, or starts following the
*SEER - The demon can scan through and wrong person. Unlike the skill Track, the Snout abil­
choose to witness particular times in the past. ity can trail substances that have no odor, such as
It always experiences the past from where it stands, diamonds or gold. The sacrifice for this ability is
so the sorcerer must move it to the location needed. fixed, at three magic points.
For each magic point sacrificed, the ability reaches
back one year further into the past. The chance for *SOUL SIGHT - With this ability, the demon
success equals POW x5%; a result of 99-00 always can pick out life of POW 3 or greater. The
is faulty, cryptic, or indistinct. Each scan through a range is that number of yards equal to the demon's
past year takes about an hour. If the demon is bound POW times the magic points spent for the ability. In
into an object, the binder sees with his own eyes. terms of equal, greater, or less than itself, the demon
also can gauge the POW of an individual.
*SHAPE CHANGE - Once per 24 hours,
the demon can alter its form to resemble some *STINGER -The demon comes equipped
living thing of the Young Kingdoms. The shapes to with a prehensile stinger of up to two yards in
be changed to must be chosen at the time of sum­ length. It does 1D8 damage to a target. The Sacri­
moning, since each guise costs a magic point. The fice Results Table and the magic points sacrificed
physical characteristics of the demon do not change, decide the chance to hit. An attack that wounds the
so the demon could be a gigantic canary, but with­ opponent also does venom damage, in hit points
out MOV-Fly would be a grounded gigantic canary. equal in POT to the demon's CON. Roll
The demon also could look like a human, Melni­ CON :CON on the Resistance Table. With a success,
bonean, etc., but not any person in particular. The
demon cannot be bound into an object. Success is
automatic; duration can be any amount of time.
The magic point sacrifice for this is fixed, at lx
*SUTURE - The demon magically seals and the same damage at any distance. Use the Sacrifice
restores the hit points for wounds left by Results Table to correlate magic points sacrificed
weapons, tools, claws, and so on. The ability does with acid damage. The range in yards equals the
not work for internal injuries, burns, poisons, or magic points sacrificed.
asphyxiation. The target can be the summoner or
*WARDPACT - A wardpact is a magical
someone designated by the summoner. The demon
agreement made among demons to join in
cannot sew up beings from other planes, including
itself. Range is touch. Suture is complementary with defense against attacks of a specific type. Of the one
the skill Physik and the spell Heal. Hit points guarding Urish's hoard, Moorcock says, "he is a rep­
restored per wound equal the magic points sacri­ resentative of all demons who would mass with him
ficed for the ability. Every application of Suture to preserve his wardpact." Such a defense is proof
leaves a prominent scar disgusting in odor, color, or against nearly anything, even Stormbringer, who is
shape, one always suggesting Chaos. not eager to attack this demon. In the saga, the
cleaver Hackmeat smashes to pieces against the
*TELEPORT - Within the Young King­ wardpact held by the demon, who watches calmly
doms, the demon can teleport itself and pas­ and then distends its jaws. Drish, who had wielded
sengers or cargo of total SIZ up to its STR. It will
the cleaver, is swallowed whole.
not arrive closer than a hundred yards to an indi­
vidual of POW greater than its own. The disorient­ • To create a wardpact, invoke a Lord of Chaos.
ing trip takes only a few seconds. Subtract 1 CON The Lord exacts ten magic points and some addi­
from the demon for each trip it makes : when the tional payment or exchange, or else denies the
demon's CON reaches zero, it has expended itself wardpact. The agreement of Chaos is vital, for a
completely and perishes. The magic point sacrifice wardpact links and obligates many demons.
for this ability is fixed, at 10 MP.
• Striking the demon, a wardpacted weapon always
*TENTACLE - The sinuous, slimy, sucker­ breaks, even if a demon weapon. Roll damage for
tipped tentacle can grasp and crush for 1D8 the attack as if the attack hit, but subtract the hit
damage per combat round. The chance to hit points from the attacker. Wardpacts are supernat­
increases by 10 percentiles per magic point sacri­ ural: armor, shields, and parries do not absorb,
ficed for the ability. Armor does not defend against deflect, or lessen the reflected damage.
this attack.
•A wardpact can be made against any one earthly
*TONGUE - The tongue hits the target with
attack or demonic ability. In game terms, make a
a chance equal to the number of magic points
wardpact against one class of weapon, as defined
sacrificed. Its range in yards equals the number of
in the "Combat" chapter.
magic points sacrificed for the ability. Hitting, the
tongue retracts and pulls the target to its mouth • A demon may have one wardpact per eight points
with a strength equal to the demon's damage bonus. of POW
A target can wriggle free with a Successful
STR: STR roll on the Resistance Table. Failing, he •A wardpacted thing cannot attack until first
or she is swallowed whole, and in the next combat attacked.
round takes stomach acid damage commensurate
with the Sacrifice Results Table. The demon must
be at least three times larger in SIZ than the thing
it tries to Tongue, or it cannot swallow the target.
*VOMIT ACID - The demon regurgitates
stomach acid. This is an aimed attack against a
single target, potentially damaging weapons, armor,
and adventurer at once. The gelatinous contents do
*WINGS - The range is self. The demon can corresponding to the elements from which they
fly anywhere on the plane of the Young King­ spring. Summoned elementals are often friendly and
doms, flapping enormous buzzing insect wings. sometimes polite. Sorcerers who have murdered or
Airborne, it flies at speeds up to fifty miles an hour. enslaved elementals get no cooperation.
For stability, its SIZ and STR must be within five Elementals resemble humans in what they can
points of each other, and it must have at least DEX do. They attack and parry physically. Calculate their
10. The demon carries passengers or cargo of total damage bonuses and magic points as for humans,
SIZ up to one-half its STR. The magic point sacri­ but do not average to get hit points-hit points
fice for this ability is fixed, at 10 magic points. equal the sum of SIZ and CON, undivided by two.
With the exception of gnomes, humans cannot
wound elementals with physical attacks. The other
elementals immediately reform after the blow passes
through. Demons, magic, and enchanted weapons
do only magical damage. For instance, a hit with a

0
F THE FOUR elements, earth, air, fire, and
water, one family rules each. The head of sword bearing Hell's Rawr 4 does four points of
each family is the Elemental Ruler. He or damage to undine, sylph, salamander, or gnome.
she and his or her nearer relatives choose their own Demon attacks likewise do magical damage, includ­
destinies: they can be invoked, but not summoned. ing any damage bonus for the demon, but no dam­
As emperor of the Melniboneans, Elric is heir to ten age comes from any physical component-ordinary
thousand years of lore, pact, and experience. He can weapon damage or adventurer damage bonus.
invoke the greatest in each family, but mere adven­ Elementals have gender: Lassa is the only female
turers do not have Elric's connections or knowledge. Elemental Ruler, but both sylphs and undines have
Even if adventurers learn how to invoke them, the female forms. Straasha, Grome, and Kakatal are
great of the four families will not respond without male Elemental Rulers; only gnomes and salaman­
good reason, for they are strong and proud. Humans ders are spoken of as male.
may worship one or more Elemental Rulers. Though the saga names few, many children of
Greater and lesser elementals also exist, however, the Elemental Rulers exist. Two are Misha and
and these can be summoned, which renders such Graoll, lords of strong winds, also called Wind
elementals visible and humanoid. They act in ways Giants and Lasshaar.


Elemental Attacks and Parries
Find attacks possible to all elementals in the average
lesser elemental statistics. As for demons, use the
Sacrifice Results Table to correlate the magic points
invested with the skills and damages for the attacks.
Drowning and suffocation occurs according to the
Per I P6 STR, CON, JSIZ, I rules on page 1 30.
DEX, or MOVi l magic J;k>IOt. Gnomes are affected by physical attacks. All ele­
Per I 0 percentiles of a skill: I magic point. mentals can be wounded or slain by magic,
HOV: movemetj� rates f<?r lesser enchanted weapons, and demon weapons, or by
are fix&d: see ttl� 'statistics' {C>r tile attacks from other elementals. A physical weapon
mentals. with a spell on it would do only the spell's damage
to the elemental.
Bind an ele


Procedure might buffet and bash with extreme drops and rises
in air pressure, a greater fire elemental might hurl
Summon an elemental by learning the Summon Ele­
lava or brandish a pillar of fire, a greater water ele­
mental spell from written records, from another sor­
mental could stir up whirlpools at sea or wield var­
cerer, or by gift of the appropriate Elemental Ruler.
ious weapons of ice, a greater earth elemental could
Inscribe the rune or sign as a focus being for brandish weapons of stone or pure metal, and so on.
the element summoned. Then cast the spell. The Correlate the damages done by such attacks with the
sorcerer must also have in memory the pathway percentiles purchased for the attack skill, according
spell for the appropriate element, but that spell to the Sacrifice Results Table.
need not be cast. The elemental appears on the
focus. No Luck roll is needed. •Lesser and greater elementals have no spells or
Since elementals are native to the plane, sum­ abilities akin to those of demons, but they can
moning one takes only 1 D6 rounds from cast to have human or human-like skills. Try to make the
appearance. skills appropriate to the element.
•MOV equals up to one-half DEX, but never more
Sifting than 14 for lesser and greater elementals. The
The statistics for average elementals represent the MOVs are fly for air, burrow for earth, run and
minimum entities summonable. Sacrifice more jump for fire, and swim for water. Only one MOV
magic points in exchange for additional points of mode is available for an elemental. All elementals
characteristics and skills. Any skill on the adventurer can move and act on the surface of the ground.
sheet is available, but attacks are limited to those • Gnomes and salamanders cannot swim in the sea
listed in the elemental's statistics.
Greater elementals can add other weapons, as
appropriate to the element. A greater air elemental
•Elementals travel at full speed within their ele­ •By "simple task" we intend tasks appropriate to
ment, or upon the surface of the earth. the elemental and of a scale (for lesser elementals)
which could be accomplished by seven humans
•Elementals cannot use armor.
working nonstop for seven days and seven nights,
• Calculate
elemental hit points as the sum of or less. The work of a greater elemental is com­
CON + SIZ, and do not halve the result. parable to that of seventy humans, all working
nonstop for seven days and seven nights, or less.
Negotiating
Successfully summoned, an elemental will negotiate Object-Binding, Eternal Binding
to do one task for the summoner. The nature of the Like a demon, an elemental may be object-bound,
task should not be self-destructive or contrary to the but constraining and confining what should be free
interests of that element. For instance, an earth ele­ perverts the intention of the Balance and alienates
mental would agree to dam a stream, but would not the Elemental Ruler: remove five points from the
agree to cut away earth in favor of a watery moat. Balance box, even if that means going into negative
The task completed, the elemental vanishes. Ele­ numbers. That Elemental Ruler is now an enemy,
mentals prefer negotiation to being bound. and will never respond.
A ring, an amulet, a staff, etc., is designated as
Binding an Elemental the focus for the elemental, and that element's rune
Binding an elemental never costs Power. (However, must be graven on it. Object-bound, the elemental
a Myyrrhn adventurer who receives the True Name appears at bidding from the focus, as though poured
of an elemental during character creation must pay out or exhaled, and returns in the same fashion hav­
a point of POW for the privilege.) Binding takes ing completed the task.
place after a successful POW: POW roll on the Resis­ Elementals cannot be bound eternally.
tance Table. Binding an elemental contradicts nat­
ural law: subtract a point from the sorcerer's Bal­ True Name
ance box, even if that creates a negative amount in Only by gift of an Elemental Ruler can the True
the box. The act of summoning already will have Name of an elemental be learned. Once granted,
added a point to the summoner's Chaos box. that elemental appears ten DEX-ranks after being
Having been bound, the elemental does not called, if still in existence.
change in appearance, but there is no joy or eager­
ness in it, and it volunteers nothing.
Dismissal, Re-binding
• Bound, an elemental performs a succession of An elemental is dismissed instantaneously and with­
simple tasks, limited to a number equal to its out cost, when its summoner wishes. Only the sum­
CON. For each task completed, lower the ele­ moner of an elemental may dismiss it.
mental's CON by one (its hit points also An elemental may not be bound over to a sec­
change) . At zero CON, the elemental dies : the ond person.
salamander turns into ash and embers, the sylph
transforms into blowing smoke, the undine
foams and evaporates, and the gnome crumbles Beast-Cords, Plant-Cords
into a mound of dust.
Working an elemental to death adds the dead
elemental's POW in points to the sorcerer's
Chaos or Law box, as appropriate. It also incurs
the enmity of the appropriate Elemental Ruler.
If dismissed, an elemental regenerates 1 point
of CON per month of game time.
EVE.
S
RAL TIMES '::1oorcock quotes Elric as he Bird and man and thine and mine,
summons one or another. themselv F ed a pact t Gods divine
his che}ice of wor not see icularly si 7 riimowed on an
.. nt shrine,
nlflcant; adventure use other verses to the Wheri kind swore service unto kind.
same effect. Rhyming is not necessary, but each set Fileet, fa!r feathered queen of flight,
of verses should make clear the relationship of the Remember now that fateful night
summoner
·::
to
.,
the Lo.r�·
..
�lattery coul t hurt. An your broth!i!ir Jn his plight.
''·" . ·.·. ··c �

TO H�HAASt and sJstf!rs of the sky,


LORD OF LIZARDS Hear my voice where'er ye fly
Haaashaastaak, Lord of Lizards, And bring me a!d from kingdoms high.
Your children were fathers of men,
TO STRAASHA, RULER OF THE SEA
Haaash�. rrince of i les, ��,i· pf.the sea, �.P� fave us birth
Come a!d a grandchild And were our milk· and mother both
Haaashaataak , Father of Scales, In days when skies were overcast
Cold-blooded bringer of life . • . &c. You who we·re flrst shall be the last.

Sea-rulers, fathers of our blood,


TO MEERCLAR, LORD OF .CATS
Thi · is sough e . a!d is sought,
Mli!lerclar of the ��. it is I , Your kinsman,
Your 1s blood, ou ood your salt;
Elric of Melnibone, last of the line that made vows
Your blood the blood of Man.
of friendship with you and your people.
Do you hear me, Lord of Cats? Straasha, eternal king, eternal sea
Thine aid is sought by me;
TO FILE Fpt �n,Ties of · � . �d mine
Feathers ,
Seek to defeat ocir desti d drain away o�r sea.

Dogs, Nuru-ah, Lord of the Cattle, and many, many Very few know the names of many Beast-Lords
others. or Plant-Lords. As emperor-to-be, his father gave
- The Weird of the White Wolf 111,5. Elric special instruction. Elric also wears the actorios,
the Ring of Kings, which proves his identity and
NAMED SEPARATELY IS FILEET, Lady of the lends him strength. Elric's access to powerful enti­
Birds. Only one Plant-Lord is named, the Tangled
ties such as Haaashaastaak is much easier than it
Woman in Revenge of the Rose. The rule of arche­
would be for an adventurer. No one else on earth
types suggests that thousands more exist.
has such aid. It may be Moorcock's intent that only
Though it can be summoned, a Beast-Lord or Elric can accomplish these summonings. For game
Plant-Lord cannot be called automatically. If it does
purposes we assume that any sorcerer has a tiny
come forth, it must obey the summoner. Hearing
chance to succeed.
Elric's call, Meerclar Lord of Cats answers with plea­
sure, for Elric is Melnibonean, and that race is cat­
like. Meerclar knows the meeting will be enjoyable. Summoning Beast-Lords & Plant-Lords
No spell or summoning brings hordes of natural
creatures. Individual beasts can be caught up for a
time by spells such as Rat Vision. A Beast-Lord or
Plant-Lord could cause some or many of a kind to
manifest. Fileet blackens the sky with defending
birds when the oonai threaten Elric and Moonglum.
Each attempt to summon a Lord costs ten magic As a Practical Matter . . .
points, and requires 1 D6 game hours. At the end of
As a practical matter, invocations may work for a
that time, it will be clear to the sorcerer that the character who has allegiance to a force, who is a
attempt either has succeeded or failed. Champion of a force, or who is specially connected
The chance for an answer is always 0 1 on D l OO, to a particular Lord or Ruler, as is Elric with
unless the adventurer or his ancestors have done sig­ Straasha, for instance. Even someone the Lord or
nificant good works for that Lord. This might be Ruler envisions as important in the future may get
extending the range of that Lord's charges, saving no aid now. Ordinary people can invoke Lords until
many of its kind from destruction, and so forth. A their faces are blue, and never get results.
Lord is unmoved by promises; its range of percep­ Consider the situation: from the supplicant's
tion is instinctive, and it exists almost entirely in the point of view, the entity invoked has great reser­
present. Offers must be made good immediately. voirs of power, of which the supplicant needs very
little. From the entity's point of view, swarms of
If the adventurer's past behavior warrants, the
supplicants spread across all space and time, leap­
gamemaster might allow an increase in the chance
ing like fleas, and clamoring for attention and
to summon. This would be equal to that quantity of
mutually- exclusive favors. To accomplish its own
Balance points exceeding the higher of his or her goals, the Lord or Ruler must choose among these
Law and Chaos points. frenetic, momentary things. It should not surprise
The summoner continues to chant descriptions us that it sometimes chooses wrongly, or that it
and flattering words appropriate to the Lord, and in ignores nearly all of its legion of petitioners nearly
the proper rhythm, coaxing it until the Beast-Lord all of the time.
or Plant-Lord deigns to appear. An invocation answered is a sure sign of great
Having come forth, the particular Lord has favor. An invocation answered and then granted
dominion only over its own. It undertakes one com­ shows even greater favor, and endows correspond­
mand proper to its role and nature, then returns to ing obligation upon the adventurer. The Lord or
its half-world, out of space and out of time. It Ruler will demand something important or danger­
refuses commands that are too general or too com­ ous in return.
plicated. Elric's cry of "Save me from the huge but­
terfly" is just about right. Gigantic Haaashaastaak Who Can Be Invoked
promptly swallows Theleb K'aarna's gigantic malev­ Lords of Law, Lords of Chaos, and Elemental
olent butterfly; then departs. Rulers and their nearer relatives can be invoked.
They are too strong to summon and will take
offense at the attempt. Demons and elementals can­

In"ocations not be invoked, since invocation makes no descrip­


tion of characteristics, abilities, and skills.
Miscellaneous Chaotic entities and spiritual

R
N INVOCATION is a heartfelt appeal or beings such as ghosts sometimes can be called forth
petition directed at a particular Chaos by a simple declaration, but the caller must know
Lord, Lord of Law, or Elemental Ruler. the correct name. To learn the name may take much
Compared to summoning a demon (which Elric searching or scholarly research.
never attempts), an invocation is fast, has negligi­
ble requirements, needs no sacrifice of magic Learning Invocations
points, and requires no minimum POW to attempt.
Invocation allows a sorcerer to politely attempt to
contact a cosmic power far too strong to summon
or bind.
option for learning magic, near the beginning of An invocation should concern something in
this chapter. A deity may make a gift of magic, of which the Lord or Ruler has an interest, and the
course, whether an invocation or something else. adventurer's request should be impossible to achieve
Such an event should be exceedingly rare, and the in any other way. Typically; an invocation asks for
reason for it should be exceedingly obvious and protection of the supplicant, or else for useful infor­
believable. mation. An invocation can achieve practically any­
thing, from trading characteristic or skill points to
returning a fallen comrade to life.
Procedure for Invocation
The supplicant needs an attuned mind, and must
know the name of the entity being invoked. He or 6ncbantments
she also must have prepared verses that define the THE GAMEMASTER INTRODUCES all
supplicant's relation to the entity. Great deeds also enchantments. An enchantment is the permanent
help commend the adventurer to the entity's atten­ fixing of supernatural power into an object or loca­
tion. These deeds must have occurred in play and tion. It might have been made in or brought to the
must be consonant with what is asked of the deity, plane of the Young Kingdoms. Such things exist in
or with the adventurer's allegiance. the saga. They include the shield kept by the giant
If the adventurer has allegiance with the appro­ Mordaga and the Ship That Sails over Land and
priate force, a chance of 0 1 exists that the invoca­ Sea. With the dwindling of magical power, no new
tion is answered. If the adventurer is a Champion, enchantments are made, but old ones continue to be
the chance for an answer is POW x3%. Granting a found.
request partly depends on the adventurer's negoti­ For discussion of enchantments and some sam­
ating skills. For game purposes, invocations take an ple ones, see the "Gamemaster" chapter.
average 1D8 hours for Lords of Chaos, and 1D6
hours for the rest. But, barrier of Law aside, a Lord
or Ruler appears when it wants. Sods and Cults
If a Lord or Ruler did not appear, the invocation
failed, or it may be answered in some fashion in the
future.
BEFORE THERE WAS matter, there was the Cos­
The supplicant must bargain seriously; courte­ mic Balance. The Balance always was, and always will
ously, and in good faith, or risk offense. In negoti­ be. It is a delicate and subtle power, which loves
ating, acceding to the will of a god may not be easy everything in the multiverse, which it created.
or desirable, and yet to anger it would be unwise. If Philosophers strive to attain the Balance, but most
the sorcerer intends to request something, he or she fall toward Law, or more often to Chaos. The Balance
should be prepared to offer equal value. The sor­ is between life and death, and Law and Chaos: it is a
cerer may be asked to complete a task, make a sac­ harmonious and natural anarchy.
rifice, go on a quest solve some riddle or puzzle, Having created Law and Chaos as well as numer­
take vengeance upon someone, bring someone to ous godlings and deities, the Balance set down the
natural laws of conduct by which they must act. Law
follows these edicts but often ignores their intent;
Chaos seeks actively to disobey these strictures; both
would overthrow the Balance if they could.
Champions of the Balance are rare, special peo­
ple, spiritually rich and in touch with the multiverse
at a primal level. Often they roam from nation to
nation, plane to plane, spreading the doctrine of the
Balance as they go. They seek at all times stability

��:JI
between Law and Chaos, and equilibrium amongst instinct is primary. Within the half-worlds exist the
humanity. archetypes for the varieties of natural forms that
Primary to the Balance's design of the Young inhabit the plane of the Young Kingdoms, and pre­
Kingdoms plane are the Beast-Lords and Plant­ sumably the archetypes as well for all the other
Lords, responsible for aiding and furthering if pos­ planes of the multiverse. All these entities are
sible the sway of their progeny upon the earth, and secured from the accidents and wars of existence. A
the Elemental Rulers, responsible for the materials half-world is unreachable except by the will of the
of the plane, which support all life. (Lords and Beast-Lord or Plant-Lord of that place. Ordinary
Rulers represent different principles of organization, magic can neither open a breach to the half-worlds
without connection other than in sharing the great nor have effect there.
plan of the Balance.) The more primitive and barbaric tribes of the
Young Kingdoms worship various Beast-Lords and
Plant-Lords, hoping thereby to increase their own
Beast-Cords and Plant-Cords prosperity. It is unknown what effect, if any, this has
A Beast-Lord rules only its beast-type and has only on the entities.
those capabilities related to that beast-type, though
Some tribes revere certain Beast-Lords as totem
the capabilities are as great as the entity: Haaashaas­
spirits, believing some mystical connection to exist
taak the giant lizard swallows a gigantic Chaotic
between themselves and the totem; such peoples
insect, for instance. Similarly, Plant-Lords rule, look
often have taboos against killing their totem ani­
like, and are concerned with only their plant-types­
mal. These tribes commonly believe that humans
grains, grasses, conifers, leafy trees, and so forth.
are devolved animals : as evidence, it can be seen
Together, we might term them the Lords of the
that animals are hardy and independent beings,
Archetypes.
whereas humans are helpless in youth and old age,
Each Lord lives in an alternate space known as inferior to their animal cousins.
a half-world. There only it and its variant progeny
exist. These half-worlds are dimly known. They are
not planes of existence such as that of the Young €lemental Rulers
Kingdoms, but something more limited. Moorcock Earth, air, fire, and water make up the elements of the
does not define them except to suggest that there Young Kingdoms. This plane is fresh enough that
these elements are still animate, although they are less
lively now than in the past. Millions of intelligences
make up each element. All feel, think, remember, and
communicate. They are by nature friendly to life,
though sometimes capricious and arbitrary because
they are lively; but they are not born and do not nat­
urally die.
In a world of pure Law, elementals could not
exist. They are magical manifestations of the natural
world, and Law is the antithesis of magic. But ele­
mentals also represent a natural hierarchy of order
(RIGHI')
nfntles to the •'#haOd an··�fetl tleep
h�ntl. Only ""'1 inll'Uites awill them­
sel11e1 eftorches or camlles to nafligate the
(
ct»n11- �
. tun . nels.
r, , ::. �/'''> r�. �">"1··_ >1:·.-.,./",.'.
.
'<<
··'·e

which Chaos seeks to undermine and constantly


recast.
Worship of elemental cults, especially of the Ele­
mental Rulers themselves, is common throughout
the Young Kingdoms, though the forms differ. In
the Isle of the Purple Towns, an elaborate church
has grown up around Straasha Sea-King and Lassa,
Queen of the Winds, whereas the rites of the Weep­
ing Waste are of simple chants, dances, and drum­
mings to Lassa and Grome.
Many times removed, the children of the Ele­ STRAASHA, LORD OF THE SEAS: he is a
mental Rulers are the lesser and greater elementals, favored god of sailors, coastal dwellers, farmers, and
found everywhere there is a portion of that element. anyone else to whom bountiful water is essential to
Without magic, they are usually invisible. Salaman­ life. Straasha is often linked with Lassa. Together
ders dance in forest fires and in the fireplace, sylphs they bring rain (although in the Weeping Waste
float past in the breeze, undines sing on the crests they say that rain is Straasha's tears, as he weeps for
of waves, and the laughter of gnomes can heard in Lassa, his love long since separated from him).
an earthquake, or their teeth seen glinting in quartz.
GROME, LORD OF EARTH: he has a jealous Cbe 0rey Cords
soul. Long ago Grome and Straasha cooperated to These little known beings are called the Lords of
construct the marvelous Ship Which Sails over Land Inertia, and their influence upon the world is
and Sea, that sails across land as easily as across greatest in Tanelorn. They would seem to be ser­
water. Grome lost the ship in a dispute, and Grome vants of the Balance, serving it in its aspect of sta­
and Straasha are now enemies. Grome worshipers bility. The Grey Lords are enamored of stagnation
oppose cults of Straasha. His rites are always con­ and boredom, and so in this manner are not
ducted underground, often in darkness. opposed to Law. However, the Lords of lnertia are
more akin to Chaos in their whimsy.
KAKATAL, LORD OF FIRE: the sun is said to
be his palace. His worshipers often enjoy the kiss
of flames, and in simple societies his priest is the Caw and Chaos
village blacksmith. Kakatal and Lassa are enemies, AS WELL AS TO the Elemental
and Kakatal worshipers will always undermine the
air cults.
LASSA, LADY the mistress of sylphs is
OF AIR:
a gentle creature, but would never let herself be
taken advantage of and Kakatal always threatens.
She and he are enemies, and air worshipers will
always seek the undoing of the fire cults.
often executed upon discovery. Other nations tol­
erate the worship of Chaos, or actively promote it.
Only in Pan Tang is there an organized Church of
Chaos, complete with ceremonies and rituals, but
as the saga progresses the power of Pan Tang's
theocracy embraces other nations of the Young
Kingdoms.

The Variable Eight


Traditionally the number eight represents Chaos. It
is also the traditional number of Lords in the
Chaos have been increasingly blocked by a barrier Chaos pantheon. The Lords acknowledged in the
erected by Law about the earth, preventing them pantheon vary from place to place, but the three
from fully manifesting. In the saga, Elric's actions oldest and most powerful Chaos Lords are always
tilt the Cosmic Balance, allowing Chaos to increase present-Slortar, Chardros, and Mabelode. Count­
its influence, and this is reflected by an increase in less other minor Chaos gods are worshiped here
magic and Chaotic beings present in the Young and there across the Young Kingdoms, including
Kingdoms.
Malohin, Zhorta, Maluk the Silent Watcher, Habo­
Organized churches and organizations relating rym of the Fires Which Destroy, and Narjhan Lord
to Law and Chaos may not exist everywhere, but of Beggars. Rites, services, spellings, and pronun­
partisans of the forces do, and are willing to act ciations vary. On Melnibone, the Lords of Chaos
upon their beliefs. appear in impossibly beautiful forms, while in their
rare manifestations in the Young Kingdoms they
Cbe Cords of Cbaos usually take on horrid and terrifying guises, appro­
priate to the human perception of Chaos as intrin­
KNOWN VARIOUSLY AS the Lords of Hell, the
sically malevolent.
Dukes of Entropy, etc., the Lords of Chaos take
great interest in human affairs. They are creatures of *SLORTAR THE OLD: Slortar is the oldest
passion, endless mutability, and almost infinite and most beautiful god, a deity of hedonism,
power. Change and disorder are their essence and debauchery, decadence, and self-indulgence.
being. Although considered evil by humans because Cultists of Slortar assiduously follow this credo. On
of their effect on humanity, they are beyond good Pan Tang, Slortar's priests disfigure themselves, so
and evil as we understand it. They desire that every as to make more precious the beauty of Slortar in
plane in the multiverse be dominated by Chaos and contrast.
locked in complete and mindless flux.
In the majority of the Young Kingdoms, wor­
*MABELODE THE FACELESS, KING
shipers of Chaos are reviled and feared. In nations
OF THE SWORDS: in some manifestations
Mabelode's face is always in shadow. In others, he
such as Vilmir and (toward the end of the saga)
appears with no face, only a smooth, blank expanse
Argimiliar, the worship of Chaos is forbidden, and
of skin where a face should be. He is the Sword
its practice is secretive. Devotees of Chaos are
known to bless with berserk rages in return for majority of its worshipers are female. The Queen
their devotion. Mabelode's cult is bloodthirsty, of Swords is another deity of warfare and cunning,
though not quite so savage as that ofHionhurn the favoring subtlety and cruel revenge over violent
Executioner. destruction. Xiombarg is worshiped by those
"

" / desiring love, as well as those seeking retri­


,

*CHARDROS THE REAPER: skeletal , .

,. bution for the slights of former lovers.


Chardros, of the skull face and scythe, i s �
a terrifying god of death and darkness. Mel­ *PYARAY, TENTACLED WHIS-
niboneans little love him; there he appears PERER OF IMPOSSIBLE
as a tall, gaunt, pallid gentleman of inhu­ SECRETS: its powers are unaffected by
man appearance, clad in sumptuous the Balance and its strictures.
black garments. The curse of Pyaray's domain is the ocean
undeath is one of Chardros' pow­ depths, where sails the Chaos
ers. His sphere encompasses all Fleet, a damned navy crewed
things of the grave, and the by drowned sailors. The
fears connected thereto. appearance of the Chaos
The scythe is his symbol. Fleet upon the surface of
the ocean portends the
end of the world.
TIONER: it is the
Lord of Gibbets,
whose followers take
posts as assassins
and headsmen.
Brutal and -.w.:�F..
o r
cruel, Hion­
power
h u r n
over
rejoices in
the sea.
bloodshed and
guilt, and manifests as
lS
a great, shaggy-headed
mental Ruler,
axeman with sunken eyes
Straasha, whose reign over the upper
and a blood-caked beard. Sometimes sav­
reaches, shallows, and pure waters Pyaray
age horns sprout from his temples. Even
challenges. Pyaray's worshipers favor the
upon Melnibone, Hionhurn's appearance
trident.
is less than delicate. Souls dedicated to
Hionhurn spend all eternity ln torment. The *BALAAN THE GRIM: a god of
axe is his symbol. pain in all its forms. Worshiped by
some as a god of ecstatic agony, in other
*XIOMBARG, SWORD­ quarters Balaan is revered as the god of
QUEEN: asexual, not female, it torturers. His face is always hidden by a
usually adopts feminine guise, and the
mask of iron or steel which is bolted to
his flesh. On Melnibone, Balaan hides
his visage behind the flayed face of
* ARIOCH, DUKE OF HEU *
some mortal beauty, worn as a wet
(RIGHI') Long a patron to the Af!lni.­ and dripping mask.
bQnians, Arioch is among tfl� mlJst
conni1Jing ofthe ChROS
*ARIOCH, DUKE OF HELL, LORD OF
THE SEVEN DARKS, KNIGHT OF
the fear and disgust provoked by ugliness and mal­
formation. Its foul worshipers are concentrated
amongst the worst scum in the Young Kingdoms.

*BALO THE JESTER: laughing, deranged


Balo is not truly a Lord of Chaos, but nor is
he of Law. He is the only being allowed to cross
between the domains of Law and Chaos at whim.
His jests as often make fun of his fellow deities as
they flatter them. Balo's jokes are often less than
benign, as Elric discovers. Balo's worshipers are
rare, except on Pan Tang. Without exception, every
THE SWORDS: the patron deity of Melnibone, worshiper is insane.
whose emperors have long had the right to call
upon Arioch at need, Arioch most often manifests
as an impossibly beautiful human or Melnibonean. Cbe Cords of Caw
He is fickle and cruel, as Elric discovers. Arioch is THE LORDS OF LAW comprise a pantheon
one of the most powerful Lords of Chaos, at least whose power embraces the Young Kingdoms, but
on the plane of the Young Kingdoms. He guards the which is little called upon. Civilized nations such as
runeswords Stormbringer and Mournblade, which Lormyr, V ilmir, and the Isle of Purple Towns wor­
are later wielded by Elric and his cousins Yyrkoon ship the W hite Lords, as they are sometimes known.
and Dyvim Slorm. They believe the Lords of Law to be deities of moral

*EEQUOR, BLUE LADY OF DISMAY: righteousness, representing order and stability. In


she is the only female Lord named in the saga, truth, Law is as implacable and as inimicable to
where the wily Sorana worships her. Eequor's humanity as Chaos, but constant and inflexible.
domain consists only of shades of blue, a world with The Lords of Chaos would remold humans into
no other colors. Her worshipers are sometimes interesting new forms, but the Lords of Law would
granted the ability to shift from the Young King­ eliminate that which makes people human-their
doms plane to Eequor's own. She is a goddess of imperfect souls. In a world of perfect Law, no place
knowledge and sorrowful solitude. She revels in arc­ exists for individuality and emotion. Law aims for
tic climes. Her cult flourishes even in Pan Tang, perfection, stability; tradition, order, and structure,
where women are forbidden to practice sorcery; but which in human terms means stagnation. The sin­
where Eequor's mysteries are enacted by secretive gle arrow of Law symbolizes the One Way of Law.
female worshipers.

*NARJHAN, LORD OF BEGGARS: dur­


ing the saga he leads a ragged army from Nad­
sokor to raze Tanelorn. He manifests as a suit of
armor from which emanates a deep voice, but upon
his capture by Rackhir the armor is found to be
empty. The cult of Narjhan gains its power through
impossibly flawless, perfectly
almost painful to look upon.

The Unchanging Nine


Chaos reveres the number eight. Law holds several
numbers significant. The number one is the most
important, for it comes first and is composed only
of itself, just as the way of Law admits no variety.
The number three is an early prime number, repre­
sentative of the triangle, which is the strongest
structural form, and can signify as well the power­
ful trinity of Donblas, Arkyn, and Goldar, the three
most important Lords of Law. The number nine is
three times three, and so is triply sacred, matching
the number of deities in the pantheon of Law.
Region to region, demi-gods of Law also are
revered, such as Lormyr's cults of Aubec and
Symesh, and the V ilmirian cult of T'aargano.

... DONBLAS THE JUSTICE MAKER: he


.A. is also called the Lord of the Law of Right­

eous Vengeance. Donblas gives victory to those who


worthy themselves through struggle. He represents
the implacable juggernaut of justice, which drives all
before it and crushes the guilty. Priests of Donblas
are often judges, lawmakers, and counselors to
kings, while his priests are paladins, crusaders,
fanatics, and those craving righteous revenge.

... ARKYN THE METICULOUS, LORD


.A. oF NATURAL LAW: the god of philoso­
phers, alchemists, aesthetic hermits, free thinkers,
mathematicians, and inventors. He rewards wor­
shipers with scientific successes. The tides, the
orbits of planets, and the turn of the seasons are
ordered by him. Science is his artifice and power.

... GOLDAR THE PROFITEER, LORD


.A. OF PROGRESS AND WEALTH: his wor­
shipers say that orderly finance is Goldar's great gift
to the plane. Goldar is a god of trade, devoutly wor­
shiped upon the Isle of the Purple Towns, less so
elsewhere. By accumulating wealth, worshipers bet­ creative forms for poets, painters, authors, and
ter themselves and prove themselves among the vir­ musicians. Her worship is unpopular in Vilmir.
tuous by becoming more god-like and perfect in Theril gave musical tablature to humanity, so that
what they can achieve and consume. Goldar's songs could be preserved and unchanged over time.
priests are bankers and financiers as well as She is quick to abandon slothful artists inattentive
guardians of the spirit. Merchants, shopkeepers,
to her calls, and never forgives them.
traders, and those others eager for profit are his
worshipers. ... ELGIS THE GENTLE, LORD OF HAR­
£. MIRATH OF THE WHITE HANDS, ..A. MONY: a deity of peace and civilization,
..A. LORD OF MORTALITY: pale Mirath is worshiped by enlightened rulers and diplomats .
the Lawful deity of death and time. She decrees how Elgis' worshipers bring love and harmony to the
long each creature lives. All paths eventually end at world by means of deeds and words. They drive
the gate of her twilight kingdom. Mirath can be back the Chaos which is disorder, and spread civi­
compassionate as well as cruel, for she ends suffer­ lization and its virtues among the barbarians.
ing and sorrow as well as joy. Her priests are pre­
sent at weddings, births, deaths, and funerals. They
also practice the arts of healing, knowing that no Religious Institutions
intervention slows Mirath from claiming a destined There are two major religions in the Young King­
soul. doms that dominate organized worship: the Church
£. TOVIK THE RELENTLESS, LORD OF of Law and the Church of Chaos. One or both can
..A. VIOLENCE: he represents the natural law usually be found wherever people live in large num­
of the animal kingdom. Berserkers, warriors, battle­ bers and have raised a civilization. Each of these reli­
chiefs, and kings propped up by force of might wor­ gions is antithetical to the other, and is intent on the
ship him. His priests are savage and wild-eyed other's destruction or diminution.
doomsayers who lead armies into the maw of Additionally, there are many less-organized reli­
Mirath. gions and cults. Major among these are the worship
£. VALLYN THE WISE, LORD OF of the Elemental Rulers, widespread and individu­
..A. ACHIEVEMENT: she is the goddess of alistic. The worship of the Beast-Lords and Plant­
knowledge and learning. Like any teacher, she can Lords is more localized and personal, and does not
be stern and domineering; like any lover, she tend to foster large hierarchies.
demands faithfulness of her followers. Scribes,
One cannot be a member of both the Church of
scholars, and the wise worship Vallyn. To those she
especially loves, she may grant knowledge in the Chaos and the Church of Law. To belong to one is
form of dreams. Solutions to puzzles and trials can to renounce the other. More accommodating is the
be glimpsed as ethereal formulae, recalled in the relationship between the elements, the cults of the
minutes when most dreams fade. beasts or plants, and the churches. Law and Chaos
£. SALIK THE POTENT, LORD OF FER­ church worship is more modern than reverence
..A. TILITY: he is the deity of agriculture, pro­ given to the elements, plants, or beasts, consider­
creation, and birth. Men pray to Salik for sons, and ably older and old-fashioned. Unlike our world,
to make fertile the fields and beasts. He is a god of however, in the world of the Young Kingdoms there
grape and grain, passion and life. It was Salik who are living bits of ground, air, water and fire, acting
taught the first brewers their art, and showed every bit as instinctively and unexpectedly as do the
humanity how to harvest the vine. Salik has few wild creatures. So while an adventurer might vow
female worshipers. strict adherence to the dictates of his Church, he will
£. THERIL OF THE GUIDING HANDS,
..A. LORD OF INSPIRATION: the muse of
Purpose of the Religions
The churches and cults exist primarily to channel
worship, and the energies that such worship
imparts, directly to the deity. Deities can not long
exist without worshipers.
Secondarily, churches and cults maintain and
improve the god's standing in the world, and pro­
vide the worshipers with guidance, a code of con­
duct, a system of support and responsibility, and an
explanation of the unfortunate events that occur in
everyone's life.

Membership in the Churches & Cults


Adventurers may choose to belong to a church or
cult appropriate to their nationality and personal
inclination. All Young Kingdoms churches and cults
support three levels of membership.
The first and lowest level of membership is the
common worshiper, or lay member. Including the
great mass of the worshipers of any particular god,
these are ordinary people. They attend the rites and
rituals, pay their tithes, make the appropriate sacri­
fices, do what their priests tell them to do, and
understand almost none of the history and theology
of their deity. They do not have a direct relationship
with their god, and as a force in the play of the game
can be ignored.
The priesthood is the second level. Priests see to
all of the secular details of managing the religion, as
well as conducting services and sacrifices and min­
istering to the spiritual details of the worshipers.
They get the temples built. They collect knowledge.
They scheme for greater power and influence for
their deity in the secular affairs of their nation. They
speak directly with their god and its representatives.
They are powerful characters.
The third and highest level is the agent. Agents
are individuals who have promised their souls to
their chosen deity, and who act in the interest of
their gods in all they do. Some agents are priests, the Young Kingdoms tend to hug the shore. Those
some are not. These are the people that interest a who venture across the open seas do so with a
god, for better or worse. prayer that Straasha will save them from the deep­
sailing Chaos Fleet if they should be so misfortunate
as to drown.
Che Church of Water Worshipers of Straasha are buried at sea, with
THE CHURCH OF STRAASHA, Lord of Water, appropriate rites and ceremonies. A familiar sight in
takes its worshipers from the common folk of the the Purple Towns is that of a funeral procession.
Purple Towns. Sailors, fishermen, shipbuilders and Chanting a sonorous dirge, the mourners wend
their families are Straasha's followers on the Isle. their way down the winding, cobbled streets to the
The inland farmers also worship Straasha to a water's edge, where the weighted body is consigned
degree, as he brings rain for their crops. to the embrace of the waves. Those souls who have
Temples of Straasha have a rough, home-spun pleased Straasha return to the world, and to their
quality about them. Like the earthy temples of new mothers, with the rain. An old tradition upon
Grome, they are simple places, obviously the pro­ the Isle speaks of women wishing to become preg­
duction of peasant folk, but made and maintained nant dancing naked in the dew before dawn. The
with love. All of Straasha's temples on the island dead who have displeased Straasha are reborn
feature water in some way as a focus of worship, instead as fish, condemned to be eaten by bigger
ranging from a humble well to the majesty of the fish and reborn again, an endless cycle until they
Rippling Chapel. have atoned for their sins. Some special souls are
reborn instead as dolphins or whales, or as alba­
The God trosses, and live as testament of the wisdom and
beauty of the water until they pass forever into
Straasha's realm.
Straasha has an ongoing feud with Grome, aris­
ing from a dispute over the ownership of the Ship
That Sails over Land and Sea. His followers have
taken up the cause, in the manner that coastal peo­
ples hold a rivalry for those that live inland. Grome
teaches his worshipers to till the soil, and to remain
settled in one place. This is anathema to the ever­
roaming followers of the tides and currents.

The Rippling Chapel


The Rippling Chapel is situated in a vast grotto on
a rocky peninsula at Utkel (see map on page 270).
The cave is largely flooded by the sea, and is named
after the endless, rippling reflection of light from
the water upon its rocky walls. Blue light shimmers
and dances across the domed, rocky roof, reflected
from sunlight or moonlight upon the waves, and for
this the cave is also sometimes referred to as the
Blue Grotto. The entrance to the cavern is never
fully submerged by the sea, and is large enough to
admit a rowboat. A flat-topped spike of rock pro­
trudes from the water in the center of the grotto,
providing an altar stone.
A raised area at the back of the cave forms a nat­ embroidered with scenes of marine life. Their hair
ural amphitheater for the congregation. During ser­ is often braided or plaited, sometimes tied back in
vices the worshipers swim into the grotto through a pony tail which may be stiffly tarred. Pearls, coral
the partially-flooded entrance, and seat themselves and sea-shells are favored as jewelry.
in rows which slope back and up towards the roof. Any may enter the priesthood of Straasha in the
At the back of the amphitheater are stairs leading up Purple Towns, provided that they may pass three
to the headland, but these are only for the use of the simple tests. These tests are swimming, sailing or
priesthood and their special guests. The priests rowing a boat, and naming at least five species of
swim out to the altar stone, and conduct services fish caught in the area. Poorer fisher families have
and rituals from there. On rare occasions human been known to place several children into the priest­
sacrifices are performed in the Rippling Chapel, hood as a matter of necessity, so that other members
drowned in the sacred waters. may afford to eat. Despite the slow flood of for­
The headland in which the grotto of the Rip­ eigners into the Purple Towns, the priesthood of the
pling Chapel is located forms part of the actual har­ Church of Water remains largely of Temeric blood.
bor of Utkel, and both breakwater and piers are Priests of Straasha dislike the clergy of Grome,
constructed upon the rugged point of land. Numer­ considering them to be stagnant and reactionary.
ous temple buildings have been built on the rocks They hate the followers of Pyaray with a passion.
above the grotto, including sleeping quarters for the They get on well with the priesthood of Lassa,
priesthood. Paths run from the cluster of buildings although in some quarters this good relationship is
to the waterside, and a broad, twisting stair leads being slowly eroded. For centuries Straasha's priest­
down through the stone to the Rippling Chapel. hood have taught that the peasants should know
The stair is carved by hand out of the living rock. their place in life, serving the nobility, and thus ulti­
Ships from throughout the Young Kingdoms dock mately Lassa, as was right. With the coming of
and depart regularly from the piers which form part Goldar (see pages 190-193), some water priests
of the temple grounds. Levies and tolls exacted from have begun to question this doctrine. If a fisherman
these craft form a portion of the Church's income. can become richer than the nobility by adopting the
The Church also has absolute salvage rights on creed of Goldar, does this not suggest that Straasha
whatever the sea casts up on the shores of the Isle. and his followers can also be better than the Church
The Rippling Chapel is protected from intrud­ of Air? Although too new to be called a movement,
ers by a number of dolphins, who dwell in and or even an organized heresy, the passage of years
around the cave area. As well as stopping enemies will see more organized dissent grow among the
of the Church of Water from desecrating this holy priesthood of Straasha.
place, they prevent rogues and adventurers from
stealing the many riches and treasures tossed into Duties of the Clergy
the lapping grotto waters by the priests as sacrifices
to Straasha. When the congregation swims in and
out of the Chapel, the dolphins swim with them as
friends.

The Priesthood
The priests of Straasha, Lord of the Waves, are most
often of fisherfolk stock. They are more rough and
ready than Lassa's priesthood, but they are good­
natured and friendly. They care as much for their
congregations as they do for Straasha's other
aquatic children. Priests of Water dress in multi-lay­
ered garments of green and blue, sometimes
Many of the rituals and services of the Church of both to spend money; and to reap the rewards
Water are in the form of group chants, shanties and money can bring. Money is seen by many wor­
songs. Often the priests and congregation sing such shipers of Goldar as their god incarnate, and as such
shanties as they work and pray. is treated with reverence and love.
Stories of Goldar always involve him making a
Skills good bargain, or tricking an opponent. They are
The priests of Straasha specialize in the skills of economic parables of prudence and good sense.
Craft (Fisherman), Navigate, Sailing, and Swim. Goldar saves, Goldar invests, Goldar buys, Goldar
sells, Goldar loans money to his friends and reclaims
it with interest. Goldar is a poor man at the start of
Che Church Of 0old every story; and a rich man at the end of it. Critics
WORSHIP OF THE LORDS OF LAW began in of the Church bitingly remark that Goldar must be
Lormyr. The White Lords, although detached and a drunkard and a wastrel, to always end up poor
passionless, seemed preferable to the whims and again at the start of the next story. The priests reply
rages of mad Chaos. In embracing the Lords of that Goldar in the stories represents everyman, and
Law, humanity rejected Melnibone and the Lords that any can become wealthy if they take heed of the
of Chaos entirely, and in so doing set in motion a tales.
process which would see Chaos weakened and Goldar is not presented so much as a living spir­
withdrawn from the world. What role Myshella, itual being, but as an anthropomorphic model for a
Mistress of the Dawn, played in the spread of Law's free market economy, established coinage, and a sta­
worship is largely unknown, although several ble system of trading and banking. Goldar is gov­
scholars have suggested that it was she, as Law's ernment, and he is everywhere.
ultimate agent in the Young Kingdoms, who
founded Lormyr's first Lawful church. The Pyramid of Goldar
As Lormyr's empire expanded the Church of Years of work by a generation of workers have raised
Law was carried with it across the southern conti­ in Menii the greatest Temple of Law seen in the
nent and eventually to the newly liberated Isle of the Young Kingdoms. The Pyramid of Goldar over­
Purple Towns. The tenets of the Golden God of looks the bustling harbor. It is a gigantic tribute to
Profit were embraced by the newly ascended mer­ the God of Trade and Profit, as well as testimony to
chants of the Isle. the fanaticism inspired amongst his worshipers. The
Goldar's followers among the Purple Towns are temple was inspired by the Vilmirian model of Law
drawn in the main from the ranks of merchants, temples, and completed less than a year ago, accom­
shopkeepers, traders and those eager to advance panied by celebration throughout Menii. (Note: this
their station through the making of profit. Most description assumes that the gamemaster is using the
businesses on the Isle have a small shrine to Goldar default time setting ofthe lastyear ofthe reign ofSadric
somewhere upon their property, to invoke his bless­ the Eighty-Sixth.)
ings upon their transactions. Smaller portable
shrines are not uncommon for itinerant workers or
traders; often the shrine doubles as a stall or counter
for the display of goods.

The God
As one of the Lords of Law, Goldar represents sta­
bility, tradition, order and structure. His sphere of
influence is money; profit and trade. The Church of
Goldar teaches that one may better oneself through
the accumulation of wealth, and encourages people
awnings, offering an astonishing variety of trade There are many small meeting rooms on this
goods. it has been said that if something is not avail­ level which can be hired for a modest sum. Here
able at the Menii market, it cannot be had in the merchants and other citizens are free to bargain or
Young Kingdoms at all. discuss economic matters in peace. Priests of Goldar
can be swiftly called to witness and authorize trans­
THE FIRST LEVEL: Double doors of beaten
actions and deals once they are finalized, as well as
bronze open onto the market from the temple, lead­
to invoke the Gold God's blessings upon those that
ing into the ground floor of the pyramid, which in
bargain here. The added security that one's discus­
many respects is a grander continuation of the mar­
sions are safe from prying ears ensures a constant
ketplace itself.
flow of persons hiring the discussion rooms.
A towering, larger than life representation of
Lord Goldar dominates this area, smiling with cold, THE THIRD LEVEL: the third level of the tem­
carved perfection upon his adoring hordes. The ple holds the dormitories of the priests, as well as
ground level of the pyramid is a combined church kitchens and dining halls and other such necessities
and bazaar. An altar stands before the statue, pews
arrayed around it, while behind the statue is a broad
and heavily guarded stairway leading up to the next
level. Although there are no windows here, large
mirrors of polished gold reflect and enhance what
light there is, amplifying the illumination about the
chamber in a rich, warm glow. Around the walls are
orderly rows of stalls and shops. The goods sold
here tend to be more expensive as those sold out­
side, as a large cut of the temple shopkeepers' prof­
its goes to the Church. In return they are guaran­
teed protection and profit, and in turn the consumer
has the blessing of Goldar on the transaction.
Those peddling their wares here include sellers of
incense and sacrificial offerings, scribes and money­
lenders, and dealers in religious icons and relics.
Scattered amongst them are dealers in art and
antiques and other high-brow trade goods, who
cater to the more refined temple customers, rather
than rub shoulders with the hoi-polloi in the market
place. As well as the merchants and shopkeepers,
countless priests, worshipers and petitioners of
Goldar swarm within this area.
THE SECOND LEVEL: the second level of the
of day-to-day religious life. There are also guest lawyers and moneylenders. Administrators wear
chambers, sparsely but opulently furnished. There purple robes with silver sashes.
are small shrines to others among the Lords of Law, Chancellors are responsible for laying down the
available for the religious services of guests. law of the church. They interpret the will of Goldar,
THE FOURTH LEVEL: novices are quartered and issue rules and decrees which in turn decide the
upon the forth level. Here too are school rooms for economic success of the Isle of Purple Towns.
their lessons, together with storage rooms where are Priests of this rank wear sashes of gold over their
kept spare robes, bales of undyed wool, leather for purple robes. The most charismatic and powerful of
sandal-making, and other such goods. this order of the priesthood becomes cardinal of the
Church of Goldar, the supreme leader of the cult, a
THE FIFTH LEVEL: more valuable goods are life-long position. The cardinal's robe shimmers
stored in vaults upon the fifth level. The temple with ornate gold-thread embroidery.
guards are quartered here, along with armories for
their weapons and armor. Duties of the Clergy
THE SIXTH LEVEL: the sixth floor of the pyra­ Priests of Goldar take on the roles of advisor, banker
mid is a mystery to all save the cardinal of Goldar, and lawyer, as well as being impartial witnesses to
high priest of the church, and those in his favor. His the signing of trade agreements between nations
private rooms are upon this level, where access is and individuals. They teach the children of mer­
prohibited to all without special permission. Guards chants the skills of reading and writing. Lower­
stand outside his door at all hours of the day or ranking priests perform menial tasks about the tem­
night. The more observant guardsmen have some­ ple. All priests take part in worship services and
times noticed that far more people than could rea­ associated religious activities.
sonably be expected to fit in the few rooms in the The biggest business of the church is money
pyramid's peak sometimes gather without discom­ lending, and the priests make all the loan deals. Such
fort in the cardinal's chambers. While the townsfolk deals include the sum loaned, the date of repayment,
spread many a wild rumor about the unknown the amount of the repayment, and the penalty to be
rooms at the top of the pyramid, those familiar with paid on default of repayment. A loan might be for
the workings of the Church of Law suspect that a fixed term, such as a month or a year, or some­
there are in truth no rooms there at all, save for the thing less definite, such as the length of a voyage,
single door opening onto an other dimensional or even the life of the lender (the repayment is made
space, perhaps an extension of a Lawful plane. by the heirs). In the Church of Gold, money makes
money.
The Priesthood While the majority of priests are based in one
There are three distinct orders of priests within the temple or another, there are itinerant priests of
Church Of Goldar: initiates, administrators and Goldar who make their way about the Isle per­
chancellors. forming such tasks as needed wherever they arise. In
Initiates are the lowest order, and may not prac­ such cases it is not unknown for priests of Goldar
tice as priests. They live at the temple for five years, to resolve arguments between merchants and
performing menial tasks, learning vast tracts of clients, arrange appropriate settlement for cus­
church and common law, being trained in persuasive tomers who believe themselves cheated or
argument and gaining an understanding of the defrauded, and act as judge and jury in cases of theft
nature of money and trade. Initiates wear purple or robbery (crimes of violence are referred to the
robes with a sash the color of bronze. priests of Donblas the Justice Maker) .

Skills
The priests of Goldar specialize in the skills of Bar­
gain, Evaluate and Fast Talk. Temples of Goldar
teach these skills to any applicant, provided they The Hierarchy
present themselves humbly and are not worshipers
There are several tiers of service within the church.
of Chaos. (See "Training" on pages 98-101.) Six of these are in the priesthood, and at the top is
the theocrat. Additionally, there are the unpre­
Che Church of Chaos dictable Agents of Chaos, frequently considered
outsiders to the church. Sorcerous ability deter­
THE CHURCH OF CHAOS is the most powerful
mines one's position in the hierarchy. The more skill
organization on Pan Tang, and quite possibly in the
a priest exhibits in mastering the black arts, the fur­
Young Kingdoms as a whole.
ther he is initiated into the religion's dark secrets.
Although some of the Mabden worshipped
Chaos before their arrival on this plane, a regi­ The Laity
mented Church did not develop for 500 years. It
Every citizen of Pan Tang is a lay member of one
took some time for the Mabden's primary religion,
church sect or another. There is no alternative. Life
ancestor worship, to be supplanted by the worship
and the church are one and inseparable. Every citi­
of Chaos. In present day Pan Tang ancestor worship
zen pays tithes to the church and is obligated to give
is still carried out to an extent, but only as far as
a time of service to the church every year. In return,
worshipping long dead ancestors "now one with
the church provides a center for the community, a
Chaos." code by which proper conduct is judged, and a
The Church of Chaos in Pan Tang, while rever­ promise of existence without pain after death.
ing the multitude of the gods of Chaos, has raised
eight Lords to major status : Chardros the Reaper is Initiate (No Sorcerous Training)
at the head, with seven others arrayed below him.
Most Pan Tangian citizens, like peasants everywhere,
It is these eight who receive the majority of worship
must be content with their lot in life. They are lucky
from the mass of Pan Tang citizens, although indi­
if they have food and shelter; blessed if they also
viduals may serve individual gods as servants or find happiness.
agents. These Chaos Lords are outlined below,
The nobility enjoys many advantages over the
together with brief notes about their cults and
common man. All male nobles of Pan Tang are
priesthood.
automatically initiated into the Church of Chaos,
It should be noted that despite their worship of gaining increased access to the wisdom of the
Chaos, the people of Pan Tang, being human, have church. This religious instruction is mandatory.
instilled something of lawfulness in the church, Others will be admitted into the church on a roll of
humans being intrinsically bureaucratic. It has an CHA x3.
established hierarchy, and set rules and rituals which For roughly a two year period, or until they
have become inflexible over time. qualify to advance further, initiates provide the bulk
of the physical labor required of the church. The
favored among them serve as pages and priestly
assistants. At the same time initiates receive instruc­
tion in the church's theology.
Those initiates lacking sorcerous potential
advance no further in the priesthood, though they
may choose to remain within it. They can find ful­
fillment in mundane duty.
Those who leave the church return to lay mem­
bership, attending services only as part of the con­
gregation.
Novice (First Rank Sorcerer) country the priest is in, in consultation with their
Those initiates in whom sorcerous potential is bishop. Additionally prelates carry out those sacred
detected go on to become novices, spending the next tasks considered too important to be trusted to the
five years of their lives cloistered within the Temple hands of a disciple, such as the blessing of a new
walls. Many well-to-do or well-connected foreign ship or shrine, or the sacrifice of an important pris­
novices are sent to Pan Tang for this part of their oner. There are a small number of fifth rank sorcer­
training, as the wisdom imparted at the palace-tem­ ers among the prelates, who spend most of their
ple in Hwamgaarl is considered superior to that time conspiring to supplant the bishop of their
available at the temples of other nations. order. However, there are no fifth rank sorcerers to
At the beginning of this period the novice is be found among the prelates of Chardros, for the
stripped of his name and identity in a ritual which theocrat accepts no rivals to his power.
includes submersion in a bath of blood (a symbolic
return to the womb) . Over these five years he learns The Theocrat
the language of magic and the lesser arts of sum­ The theocrat is the bishop of Chardros, but he is also
moning, as well as meditation and the mind's mas­ archbishop of the Church of Chaos. He rules over
tery of the body (encouraged by self-mortification all the bishops of the separate sects, both in Pan
and spartan living) . At the end of the five years, the Tang and in all other countries where the church is
novice regains his name. found. In the eyes of many of the populace of Pan
Tang the theocrat is almost divine; in the eyes of for­
Acolyte (Second Rank) eigners he is surely closer to a devil. The current
If they have proved their devotion to the church, theocrat is Jagreen Lem.
and their skill at summoning demons, priests
advance to the status of acolytes. For three years they
spend most of their time studying and transcribing
Cbt Sodality of Candorn
the many grimoires and tomes the church possesses, THE SODALITY IS AN exclusive society dedi­
and improving sorcerous skills. All acolytes are cated to keeping balance among the forces influ­
expected to serve a mandatory period as body slave encing the Young Kingdoms and other planes upon
to their sect's bishop during this period to teach which you can find the eternal city ofTanelorn. Not
them of humanity's servitude to the Chaos Lords. a religion as such, the Sodality provides many ben­
efits and responsibilities to its members, and is reli­
Disciple (Third Rank) gion-like in its structure.
At this level of church hierarchy the priests of Chaos Most highly prized is the quality of equanimity­
embark upon traditional religious work. Baptisms, careful, measured emotion, thought, and . action.
funeral services, the conducting of prayers and sac­ Sodalists take care never to inadvertently act on
rifices and other day-to-day business is the province behalf of Chaos or Law, and strive to temper the
of disciples, together with those duties prescribed by actions of their comrades. As a result, Sodalists are
each Chaos Lord's own sect. Before a disciple can commonly regarded as aloof, detached, and
graduate to the next level of the priesthood he must unfriendly.
carry out a pilgrimage to a site chosen by his bishop. On the other hand, Sodalists are generally
This can vary from the Unholy Fortress for a priest regarded as neutral parties, and frequently serve as
of Chardros, to finding the smile of a fatherless man arbiters of disputes.
for one of Balo's grinning maniacs. Sodalists will work elements of the sign of the
scales into the ornamentation of their weapons and
Prelate (Fourth Rank) armor, believing that through such ornamentation
they imbue their equipment with the power of the
Balance.
Initiation or historical, in as fair and as balanced a manner as
The society constantly seeks new members quietly, possible. Knowing that the winner in any conflict
looking for those who are thoughtful, even-tem­ will slant the description of event to suit their own
pered and who bear a sense of justice. Taking a new goal, mediators will frequently be found at the site
initiate, they teach him or her to see beyond the self, of battles, recording events, documenting atrocities,
to consider the greater needs of the world. and constructing as accurate a history of the battle
Initiates to the society must renounce allegiance as possible.
to the forces of Law or Chaos, and must swear to
never join a church or cult. Prospects must demon­ Master
strate certain basic skills: Insight 80% or better, The Sodalists of Tanelorn are ruled by a council of
Other Language 60% or better, and 80% or better the most skilled, wise, and experienced members.
with one class of edged weapon (preferably the axe). The council employs a network of informants and
The initiate must also qualify as an ally of Balance. advisors, gathering as much news of the world as is
Characters of other classes who seek to join the possible. Upon the death or retirement of an elder,
society undergo the Ritual of Adjustment, wherein the other council members will invite prospects to
other society members gather in a kiva, along with join the council.
the prospect who stands in the center of the group.
Through chants, taunts, insults, compliments, and
Cult Associates & Enemies
songs the group psychologically tears down the
training and beliefs of the initiate and brings about Sodalists have a number of enemies, namely those
a psychic rebirth into the light of the Balance. members of the great religions of Chaos and Law
who fees that the society thwarts the goals of their
Mediators churches.
A mediator of the society carries a reputation for In the event of betrayal by a member, other
fair thought and justice. They are sometimes sought members of the fraternity will take justice into their
by others to resolve disputes. Each mediator is own hands, trying to balance the transgression with
required to craft an account of some event, current a considered response. *.A.
HOSE CREATURES
C
presented here All of us already know what a horse, a lion, a
include most of the ones against which sig­ snake, etc. look like and act like, so we include only
nificant fighting occurs in the saga, or to the most relevant game statistics for natural animals
whom (in the case of the dragons) Moorcock gives (see page 222 ).
space and loving attention. (Note: additional In play; gamemasters may want to create weaker
important information concerning demons and ele­ entities than given here. Many of these apparitions
mentals, and their place in the game universe, were almost too powerful for Elric, let alone for
occurs in the "Magic & Religion" chapter.) In this novice adventurers.
chapter are collected all game statistical entries for
creatures and personalities, divided into sections of
like information.
Explanation of Entries
The first is "Demon Breeds," where are detailed Each entry has the same general content. First
a sampling of demon species, suitable for invoking comes the name of the entity, and sometimes an
and compelling. The "Elementals" section docu­ additional phrase. Then follows one or more
ments typical elementals for summoning and com­ descriptive quotes to portray the entity or species,
bat purposes. The "Young Kingdoms Bestiary" pre­ and the source of the quote is given. Appended to
sents various monsters and creatures as well as the quote is the book title, and the internal book
unique demons from the saga-especially those and chapter location of the quote.
things Chaotically-created from natural forms, such Next occurs new commentary concerning the
as the Chaos butterfly or the pigs. "Young King­ entry. Its general aim is to integrate the saga with
doms Digest" contains statistics for common NPCs the game system. Except in a few cases, we have not
with which to populate your adventures. The final added new attacks, skills, etc. These entries are
section, "Saga Personalities," reveals stats for the matched to Moorcock's intents. A small illustration
major personalities from the saga. of the entity occurs near its statistics.
There are two sorts of statistics. If for a species,
the die rolls and averages allow the gamemaster to
generate any number of different individuals. Or he
* URISH & THE DBMO!;l *
or she can eyeball the averages and vamp away if
(OPPOSITB) IUng Urish ofNiulsoltor
needing a quick single stat. The percentages given
wields Hll&lmwit the CJetl- ·.....,.
for attacks and skills as well should be understood
. demon scoffi--11 111t1rdJ!Mt
as being the average for adults who are likely to be
hi-1n-11nd he swt1llom
�it found armed.
s ·­
Atent of Chaos (p. 223)
Atel'.lt of � (p,., 223
·'�her ( ·

A.$Sass i n (p. , 4} �

Barbarian wamor (p. 224)


le Nof?!,! (f>. 22
''
n · of tflj tuitd 24)
Gavalryman (p. 225}
City Guard. ( . 225)
C�stoms (i>: l�§a
Detadent ... . e (p. 2�Sf
Innkeeper (p:' 226) ·

Marine (p. 2�&)


... �'rchan� <��\Q2�)
r4'bmadic Raid6r (p.
� (p.· 227)

If for an individual, the statistical information


given is specific to the individual-another repre­
Demon Breeds
FJ
sentative might be very different.
• MOV amounts are given in units; a single word RANDOM DEMON has the D8s of char­
(run, swim, fly, etc.) defines the medium by acteristics, and the skill and ability per­
which movement is achieved. centiles as requested, but its temperament
may be inadequate to the job. With reference to the
• Add the damage bonus only to attacks to which
breeds following, imagine a bal'boost as a valet, or
the notation +db is appended. Some attacks,
a servant demon employed as an assassin. At the
notably those for biting, have been figured with
same time, novice sorcerers probably know no
some of the potential for the damage bonus
demon's True Name, and so cannot select the best
already included.
individual.
Demon breeds offer middle ground. The sor­
cerer knows the attitudes of the breed, and knows
how many magic points it takes to summon the
breed. Though it is true that the characteristic roll
results can vary widely, a patient sorcerer may learn Carapace, l D l O + 1 D6 shell.
the True Names for entities who can be of great Demon Broadsword x2, each at l l0%, each does damage
help. of 1D8 + 2D8.
Regenerate automatic, 1 HP per round, self only.
Most demons are not of any breed. In their indi­
viduality they are truest to their Chaotic heritage. Need: daily consumes ox, horse, or other larger mam­
mal.
About one in ten is of a breed. If not already spec­
ifying a breed, the Luck roll during summoning Skills: Dodge 40%, Fast Talk (Boast) 40%, Listen
indicates a representative, given a result of 01-10. 40%, Own Plane 1 5%, Search 40%, Summoner's
Language INT x2%, Track 30%.
The discoverer should name it. The gamemaster can
create any sort of breed. Magic Points to Summon: 83.
A breed's listed abilities and skills always must be
accepted, though additional magic points can Dbzutines
increase them. The D8s of characteristic for a breed
The dhzutines are small, hairless, feisty demons. A
cannot be changed.
sorcerer sometimes binds one into an eight-fingered
The concept of breed does not occur in the saga. glove, to enhance the quickness and dexterity of the
The following breeds represent a few of the hand on which the item is worn, especially when
approaches that might arise during play. lengthy hand gestures must accompany a ritual. The
dhzutine's head
Sal'boosts and two arms
and hands
Swaggering and arro­ become fin­
gant, the boastful bal'- gers six, seven,
boost stands seven or and eight.
eight feet tall. Its serpent­ Tasks done with
like hide is of glistening that hand then
black, and glowing fire increase by the dhzutine's
drips from between its own STR and DEX. For
scales. Its eyes are sullen instance, a person with STR 1 0
rubies. Its long, barbed tail augmented with STR 8 from the
twitches, tiger-like. A bal'boost's demon has STR 1 8 with that hand. Add the
broadswords never break, and it never demon's Manipulate ability as percentiles to weapon
fumbles with them. Only magic or another demon skills, and to the skills Pick Lock, Repair/Devise,
can long withstand such a thing. Lacking both, flee. Scribe, and Throw while dhzutine-equipped.

AVERAGE BAIJBOOST, greater demon, AVERAGE DHZUTINE, lesser demon,


humanoid, steadfast fighter humanoid, brash
characteristics rolls averages
characteristics rolls averages
STR 5D8 22-23
STR 1 D8 4-5
CON 5D8 22-23
CON 1 D8 4-5
SIZ 4D8 18 SIZ 1 D8 4-5
INT 4D8 18
INT 2D8 9
POW 4D8 18
POW 3D8 1 3-14
DEX 4D8 18
DEX 3D8 1 3-14
MOV 2D8, max o f 1 0 av. H P 20-2 1 . MOV 1D8, max of 10 av. HP 4-5
Av. Damage Bonus: + 2D8.
Abilities: Bite 40%, damage 1D8. Av. Damage Bonus: -1D4.
Abilities: Bite 30%, damage 1D6.
Manipulate 30%.
Passing Demons
Need: eat daily a living mouse, bird, or other pitiable
creature.
Passing demons look like ordinary


humans, except that each has
Skills: Dodge 30%, Hide 40%, Own Plane 1 5%, Pick
one major Chaotic feature, eas-
Lock 60%, Scribe 30%, Summoner's Language
INT x2%.
ily noticed if seen naked. Fea- \
tures include horns, tails, cloven �-.Joliiilllm
Magic Points to Summon: 3 5 .
hooves for feet, extra arms,
and so on. Used as an
Ooojgnurps agent, the demon would
A hoojgnurp is a large, disgusting glob try to conceal its feature.

•.,� �,.,/··
of greenish flesh. Black If such demons have not
" .,

arteries pulse viscously " / long been in earthly service,


just below
. �M
. 1. . .
.I ' �·
......r,.4-
they will know little of this
the skin. In attack-
ing, a hoojgnurp typi-
;

� '
( 1 • •

·
';j place, and may be detectable
interrogation or behavior.
cally smothers its unsus- Passing demons are expensive, for they cost
I!
peering target, dropping points of POW as well as magic points. Some jobs
down from the ceiling and forcing call for nothing less.

its fluid mass down the suffocating
target's throat. AVERAGE PASSING DEMON, lesser demon,
hwnan-like, agent
AVERAGE HOOJGNURP, lesser demon, non­ characteristics rolls averages
hwnanoid, assassin
STR 3D8 1 3-14
characteristics rolls averages CON 3D8 1 3-14
STR 4D8 18 SIZ 3D8 1 3-14
CON 6D8 27 INT 3D8 1 3-14
SIZ 5D8 22-23 POW 3D8 1 3-14
INT 1D8 4-5 DEX 3D8 1 3-14
POW 5D8 22-23 APP 3D8 1 3-14
DEX 1D8 4-5 MOV 8 av. HP 1 3-14
MOV 2D8, max of 1 0 av. HP 2 5 Av. Damage Bonus: + 1 D4.
Av. Damage Bonus: + 3D8. Abilities: Drain Soul, POW:POW roll per round, drains
Abilities: Carapace, 1D2 slimy hide. 1D8 MP per success, then drains POW
Cling 30%, can stay on a ceiling for three hours. Regenerate automatic, 1 HP per round, self only.
Leap 30%, crosses 1 5 horizontal yards or 9 vertical Skills: Listen 20%, Move Quietly 20%, Own Plane
yards, impact damage db.
=
15%, Summoner's Language INTx2%.
Vomit 30%, damage POT 1D6 per round + suffocate
Need: must eat a sacrifice of 2 POW upon arrival and 1
1D6 (use drowning rules from page 130).
POW each day thereafter.
Skills: Climb 30%, Listen 50%, Own Plane 1 5%,
Magic Points to Summon: 40.
Search 30%, Summoner's Language INT x2%.
Need: daily absorb a flagon of ale and produce sul­
furous odors. Sentind Demons
Magic Points to Summon: 46. This shambling, faceless breed exudes foul lumplets
as it goes. Because of its keen hearing, the sentinel
demon often is bound like a bas-relief into a wall,
floor, or door. Owners also find the immobility to
be pleasing. Bound, AVERAGE SERVANT DEMON, lesser demon,
the sentinel demon humanoid, bootlicker
waits for someone to characteristics rolls averages
move within range
STR 1 D8 4-5
of its stinger. That
CON 1 D8 4-5
s c o r p i o n - l i ke
appendage arches up SIZ 1D8 4-5
over its back and INT 1D8 4-5
is always movable. POW 3D8 1 3-14
DEX 1D8 4-5
AVERAGE SENTINEL DEMON, lesser MOV 1 D8, max of 1 0 av. H P 4-5
demon, humanoid, disgusting
Av. Damage Bonus: -1D6.
characteristics rolls averages
Abilities: Bite 40%, damage 1D8
STR 3D8 1 3-14
Lift automatic, at 3 MP sacrifice.
CON 3D8 1 3-14
Skills: Move Quietly 30%, Own Plane 15%, Sum­
SIZ 3D8 1 3-14 moner's Language INT x2%.
INT 1D8 4-5 Need: daily eats a gourd full of green tea leaves.
POW 3D8 1 3-14 Magic Points to Summon: 20.
DEX 3D8 1 3-14
MOV 2D8, max of 10 av. HP 1 3-14
Av. Damage Bonus: + 1D4.
Abilities: Bite 40%, damage 1D8
61cmcntals
Carapace, 1D4 scales.

C
HESE STATISTICS REPRESENT the
Hear, automatic, range is sight; reports telepathically to
minimum elementals that can be sum­
summoner.
Regenerate automatic, 1 HP per round, self only.
moned. Sacrifice additional magic points for
See 40%, only bad conditions prevent it seeing. more percentiles of skill or points of characteristic.
Stinger 30%, 1D8 + CON : CON for demon's CON in
hit points from target, range is 2 yards.
Skills: Bargain 20%, Own Plane 15%, Search 50%,
<9nomes (6artb)
Summoner's Language INT x2%. They are the dullest and least sensate of the ele­
Need: eats a goat or equivalent
mentals, and are inclined to be surly and withdrawn.
fresh-kill daily. Gnomes are as stiff and strong as moving statues
Magic Points to Summon: 44.
(though not as big), and they are ill-suited for tasks
needing dexterity. In appearance, they are randomly
of stone, mineral, earth, or of some mixture of the
Ser"ant Demons three. Gnomes grow mosses on their heads for hair,
A demon breed of docile tem­ or coat their heads with crystal or oxide, or cap
perament. It is humanoid, with them with jagged pebbles.
bulging eyes, vulpine teeth, Because they are of the earth, gnomes know its
dangling skinny arms, and red­ lore, and thus can identify the best places within
gold, black, or blue-green glit­ sight to look for particular minerals or gemstones.
tering scales. They can guide adventurers to find the lowest
mountain pass, find an exit or entrance to a cavern,
and so on.
can travel through it at *armor protects against these attacks.
surface speeds. If it ** relate attack damage and skill percentiles according to
wishes, each can take • the Sacrifice Results Table.
a human with it to Armor: none, but for the first blow striking it each
safety, escape, or to round, a successful Luck roll for the gnome breaks
a terrible entomb­ any ordinary weapon, including one with a spell on
ment far below it, and the gnome takes no damage. Demon weapons
and enchanted weapons do not break.
the surface of the
earth. Skills: Evaluate 20%, Natural World 20%, Summoner's
Language INT x2%, Ways of the Earth 60%.
M a n y
g n o m e s ���e!!IA Total Magic Points Spent: 28.
might join to
produce an Salamanders (fire)
avalanche, a sud­
As protean as fire itself, a salamander can assume
den deep slump in the
any shape, though it usually appears to summoners
earth, a local earth­
either in human or reptilian form. Flame wreathes
quake, or similar
all forms, intense enough that a dozen scholars
phenomenon. The
could read by the light of one salamander.
total SIZ of earth and
stone displaced equals the total STR of Salamanders are quick to take offense. They are
the gnome or gnomes involved. also easily flattered. Their better natures can be
appealed to, but they enjoy hunting down and
In battle, the substance of each gnome is shield­
incinerating those who deceive them.
like. The gnome absorbs and loses hit points only if
the damage exceeds its hit points. Permanently fiery, salamanders ignite whatever
flammable items they touch. They do normal fire
To be able to summon a gnome, the summoner
damage of 1 D6 hit points per round. Sorcerers can
already must know the pathway spell, Gift of
use a bellows or other furnace techniques to raise
Grome.
salamander heat by several times, becoming hot
Because of an ancient feud between their rulers
gnomes and undines are hostile to each other. A enough to melt bronze or steel.
A salamander also may spit fire for a random dis­
gnome or undine can seize and automatically
tance in yards equal to its dam­
destroy the other at the cost of its own existence.
age bonus roll; roll anew for
each attack. The fires of a
GNOME, lesser elemental, humanoid, squat
and graceless. salamander are inex-
haustible before
characteristics rolls averages death.
STR 5D6 + 12 29-30 This elemental
CON 3D6 + 6 1 6-17 also can herd a
SIZ 3D6 1 0-1 1 previously-burn­
INT 2D6 7 ing fire, wind or
POW 3D6 1 0-1 1
not, if the size of
the fire m
DEX 2D6* 7
square yards
MOV 8 av. HP 26-28 does not
* maximum possible DEX. exceed the sala­
Av. Damage Bonus: + 1D6-+ 2D6. mander's POW
Weapons: Brawl* 20%, damage 1D4+db** The salamander
Earth Hammer* 20%, damage 1 D4+db* * will refuse
to extinguish any fire, even if bound, for that would Coarse words and rowdy
be disrespectful to Kakatal. or brutal behav­
Fire elementals can link efforts, producing or ior offend them.
herding larger blazes. A sylph can pro-
To summon a salamander, the summoner already duce a breeze which
must know the pathway spell, Flames of Kakatal. can move an object or
objects equal in
Because of an ancient feud between their rulers,
SIZ to its STR, for
salamanders and sylphs are hostile to each other. A
minutes equal to its
salamander or sylph can seize and automatically
CON. Then the sylph
destroy the other at the cost of its own existence.
must rest for an equal
time. Lesser sylphs can
SALAMANDER, lesser elemental, humanoid or
reptilian, tall and flaming. add their characteristics
together to blow harder. For
characteristics rolls averages storm winds that can topple
STR 2D6 + 6 13 trees, the summoner should
CON 3D6 1 0- 1 1 call up a greater sylph or
SIZ 3D6 + 6 1 6-17 a member of Lassa's
noble house.
INT 2D6 7
A sylph can supply
POW 3D6 10-1 1
enough air to keep one
DEX 4D6 14
person breathing. The air
MOV fly- 1 2, run- 12 av. HP 26-28 lasts for the sylph's CON
Av. Damage Bonus: + 1 D4 in minutes, and in that time
Weapon: Touch automatic, fire damage 1 D6 per round; the sylph's CON diminishes by one each minute.
Luck roll to put out. Reaching CON 1, the elemental vanishes, to save
Spit Flame* 50%, damage l D l O per round * * herself.
*combustible materials ignite a t touch. To summon a sylph, the summoner already must
**attack damage always relates to its percentiles ofskill, as know the pathway spell, Wings of Lassa.
per the Sacrifice Results Table.
Because of an ancient feud between their rulers,
Armor: invulnerable to non-magical attack. sylphs and salamanders are hostile to each other. A
Skills: Fly 100%, Jump 20%, Natural World 20%, sylph or salamander can seize and automatically
Summoner's Language INT x2%, Ways of the Fires destroy the other at the cost of its own existence.
60%.
Total Magic Points Spent: 28. SYLPH, lesser elemental, humanoid, small and
graceful.
Sylphs (Hir) characteristics rolls averages
STR 3D6 1 0-1 1
CON 3D6 1 0-1 1
SIZ 3D6 1 0-1 1
INT 4D6 14
POW 3D6 10-1 1
DEX 4D6 14
MOV fly- 1 5 av. HP 20-22
Av. Damage Bonus: +0.
Weapon: Scouring Wind* 50%, damage lDlO**
*armor protects against this attack. The amount of water displaced equals in SIZ the
**attack damage always relates to percentiles ofskill, as per STR of the undines involved.
the Sacrifice Results Table.
To be able to summon an undine, the sum­
Armor: none, but invulnerable to nonmagical attack. moner already must know the spell Bounty of
Skills: Fly 200%, Know Random Secrets 25%, Listen Straasha.
20%, Natural World 20%, Summoner's Language
Because of an ancient feud between their rulers,
INT x2%, Ways of the Winds 60%.
undines and gnomes are hostile to each other. An
Total Magic Points Spent: 28.
undine or gnome can seize and automatically
destroy the other at the cost of its own existence.
Ondines (Water)
An undine appears as a small, beautiful woman with UNDINE, lesser elemental, humanoid, small
blue"green skin, nude or clad for swimming. On dry and watery.
land, her footprints are always wet, and her skin is characteristics rolls averages
always dewy with water, as though just emerged STR 3D6 + 6 16--17
from the sea. Within water, the undine is invisible,
CON 3D6 + 6 16--17
though she can speak in
SIZ 2D6 7
normal tones.
INT 4D6 14
POW 3D6 10-1 1
DEX 3D6 10-1 1
MOV swim-12, run-12 av. HP 23-24
Av. Damage Bonus: + 0 .
Weapon: Ice Spear* 50%, damage l D l O + db**
Drown by Touch STR x3%, immediate drowning
damage
least capricious and
*armor protects against this attack.
most deep- **attack damage always relates to percentiles ofskill, accord­
thinking of ing to the Sacrifice Results Table.
the elementals,
Armor: invulnerable to non-magical attack; any metal
and are sometimes
weapon striking an undine immediately rusts and
interested in con-
dulls to uselessness.
versing with
Skills: Natural World 20%, Oratory 20%, Summoner's
mortals. Conversa­
Language INT x2%, Ways of the Waters 60%.
tions tend to be seri­
ous, long-winded, Total Magic Points Spent: 28.
and inconclusive.
An undine can restore and revive a
person dying of thirst at a cost to her of 1 CON
point per person.
Young Kingdoms
This elemental could buoy a person far enough
out of the water to be able to breathe. The person
Bestiary
can be up to twice her STR in SIZ. She can tow a
person or object through the water at her maximum Saboonst 0iant Orange
MOV.
Several or many undines might join to produce a
flood, a tidal wave, a river emerging from nowhere,
rain from a cloudless sky, or a similar phenomenon.
but huge, and there were at least a dozen othersfollow­ Armor: 1D2-l fur.
ing the first. Skills : Climb 60%, Dodge 35%, Hide 55%, Jump 65%,
- The Sailor on the Seas of Fate I,4. Move Quietly 50%, Scent(Taste 30%, Throw 40%.

The mystery ship having


reached an island on Cbaos Butterfly
another plane, Elric and Agreat shape was winging its way towards them. It had
three other incarnations the appearance ofa butterfly, but a butterfly with wings
of the Eternal Champion so huge they blotted out the sun. . . . it had a man's body,
must fight a succession covered with hairs or feathers hued like a peacock. . . .
of foes before The air whistled as it descended, its fifty-foot wings
destroying Agak dwarfing the seven feet ofhead and body. From its head
and Gagak, grew two curling horns, and its arms terminated in long
alien sorcerers. talons. . . . the wings folded in to protect its neck and
They meet the Stormbringer became entangled in the strange, sticky
baboons just after flesh. . . . Elric realised that this was no true supernat­
vanquishing ural denizen of the nether worlds, but a once-human
the servants of � creature warped by Theleb K'aarna's sorcery.
Agak (see also - Weird of the White Wolf 1 1 1,5.
pages 219-220). Moorcock records
the largest of the baboons as being
much taller than Elric, more than twice normal size.
The baboons attack in a dark, narrow corridor,
and a particularly gritty fight ensues in which the
Champions are handicapped by the close quarters
and cannot back away to pull their swords free. These
hominids have little chance in the open, but in the
narrow hall they can launch all of their attacks.
A baboon may either bite and claw simultane­
ously, or bite and wrestle. If making a claw attack,
the target may pull free with a successful Luck roll;
with a wrestle attack, the target gets free with a suc­
cessful STR:STR roll on the Resistance Table.

BABOONS, Giant Orange


characteristics rolls averages
STR 3D6 + 6 16-17
CON 3D6 10-1 1
SIZ 3D6 + 12 22-23
INT 1 D6 + 1 4-5
POW 2D6 7 A human transmuted by high-level sorcery, the
DEX 3D6 + 6 1 6-17 Chaos Butterfly proves a formidable foe until Elric
MOV run-10 av. HP 16-17 remembers how to summon Haaashaastaak. The
Av. Damage Bonus: + 1D6. Lord of Lizards manifests as a huge iguana, curls its
Weapons: Bite 40%, damage 1D8+ 1 huge tongue around the Chaos butterfly, and gulps
Claw 45%, damage 1 D6 + 2 it down. Until then the huge butterfly has had the
Wrestle 55%, damage special. best of the fight, ripping Elric's arm to the bone and
drawing him in with its talon grasp and wrestle The attacking clakars show little caution in their
attacks, intending to ultimately impale the albino attacks, perhaps because they are able to ignore the
with its horns. shock of major wounds. Their world neutralizes
In the illustration nearby, the human has been Stormbringer's magic, and makes their encounter
further degenerated by Chaos. with Elric a genuine battle-were a clakar sum­
moned to the surface world, it would not have that
CHAOS BU'ITERFLY, Created by Theleb benefit.
K'aarna In the saga, these things attack from the sky, hov­
STR 35 CON 35 SIZ 30 INT 5 POW 1 3 ering and then landing or dropping down directly
DEX 9 MOV fly- 1 1 HP 3 3
on unsuspecting targets. Their large wings are dis­
advantageous in broken or bushy terrain.
Damage Bonus: + 3D8.
Weapons: Talon Grasp 50%, damage Wrestle* CLAKARS, Winged Apes
* STR:STR roll on Resistance Table to escape.
Talon Slice 40%, damage 1D8 +db characteristics rolls averages
Gore 40%, damage 2D8 +db STR 2D8 + 8 17
Armor: Sticky Wings, 30% chance for an attack to CON 2D8 + 8 17
embed** SIZ 3D8 + 8 21-22
** embedded in a wing, a weapon is held within the wing
INT 1D8 + 3 7-8
with 4D8 STR, STR: STR on the Resistance Table to
free it. POW 3D8 1 3-14

Skills: Evaluate Food 45%, Fly 55%, Search 50%. DEX 2D8 + 8 17
MOV fly- 1 1, run-7 av. HP 19-20

Clahars Av. Damage Bonus: + 1D8.


Weapons: Bite 40%, damage 1 D8
Massive ape-like creatures, borne on great leathery
Claw 45%, damage 1D8 +db
wings. . . . mouthing andgibbering, showing longfangs
Armor: 1D2-l fur; feels little pain.
in [their] slavering snouts. -Weird of the White Skills: Climb 40%, Dodge 15%, Fly 70%,
Wolfll,4. Jump 35%, Move Quietly 1 5%,
Elric and Moonglum encounter Scent(faste 35%, Search
these beasts in an under­ 45%, Throw 1 5%,
ground world during Elric's Track 15%.
search for the Dead Gods'
Book. Judging by
appearance, attitude,
and the Chaos symbol
above the entrance of
the tunnel leading to
their world, they are
Chaotic in ongm, Creatures of )\'latih
though Shaarilla, a
wingless woman of
Myyrrhn, also notes
that "they are the
primeval ancestors of
my people, older in origin
than recorded time."
since his awn ancestors hadformed itfor their own pur­ De"il Riders of Pan Cang
poses a dozen centuries before. . . . Feathered tails lashed,
claws worked in and out ofpads, scraping great gashes Behind them . . . came the Devil Riders ofPan Tang on
in the rock. their six-legged reptilian mounts, bred by sorcery it was
said. Swarthy and with introspective expressions on their
- Stormbringer 11,4.
sharp faces, they carried long, curved sabres, naked at
These things lurk "on the borders between Chaos their belts. Prowling among them came over a hundred
and Earth," a resource for any sorcerer who finds hunting tigers, trained like dogs, with tusk-like teeth
them. Even so potent a sorcerer as Jagreen Lem did and claws that could rend a man to the bone with a sin­
not know their origin nor their special relation to gle sweep.
Melnibone. Elric is able not only to dispel them, - Stormbringer 1,3.
but able to send them against the assembled
Dukes of Hell in Hwamgaarl itself.
It has been proposed that these creatures were
created by Matik of Melnibone to aid in the wars
against the Dharzi, but the time of creation ante­
dates the disappearance of the Dharzi by some 200
years. Perhaps the date for the Dharzi wars repre­
sents only the ultimate struggle in a longer conflict.
characteristics rolls averages
STR 5D8 + 16 38-39
CON 6D8 + 8 35
SIZ 5D8 + 24 46-47
INT 1D8 4-5
POW 3D8 1 3-14
DEX 2D8 + 8 17 When Queen
MOV run- 1 2 av. H P 38-39 Yishana ofJharkor and her
Av. Damage Bonus: +4D8. allies resist Chaos, the Devil Riders are among those
Weapons: Bite 45%, damage 2D8 Pan Tangian units fighting alongside Dharijor.
Claw 50%, damage 2D8 + db In marching order, trained handlers keep sepa-
Armor: 1D8+4 Chaotic hide. rate the tigers from riders and mounts. Forming for
Skills: Dodge 35%, Guard 45%, Obey Melniboneans battle, each Devil Rider leashes his own tiger and
95%, Scent(Taste 80%, Track 50%. then waits in open formation with it. Battle joined,
the unit sometimes launches the tigers
as skirmishers, each man attempting
to control his tiger by voice (once a
command fails, the tiger ravages
where it will until a handler can recall
it) . More frequently; the Devil Riders
accompany their tigers into the fray as a
potent shock unit. The lizard mount
usually attacks only when prompted by the Devil
Rider.
There appear to be 500 to 600 Devil Riders in
the regiment.
DEVIL RIDER, Average Cavalryman Ripping* 80%, damage 2D8 + db
* Like lions, a tiger with a successful Claw attack can then
STR 1 5 CON 1 5 SIZ 1 3 INT 1 0 POW 1 1
hang on with its fore-claws and simultaneously bite and
MP 1 1 DEX 14 APP 9 HP 14 rip with its hind claws.
Damage Bonus: + 1D4. Armor: 1D2 fur.
Weapons: Lance 1D8+ 1 +db of mount Skills: Dodge 60%, Move Quietly 75%, Hide 80%,
Scimitar 75%, damage 1 D 8 + 1 + db Track 50%.
Dagger 40%, damage 1 D4 + 2 + db
Small Shield 45%, kb+ 1D3 + db, 20 HP
Armor: 1 D8 + 1 (helm on), Half Plate.
Dragons of )Vldniboni
Skills: Bad Attitude 75%, Command Tiger 35%, Disci­ Slender snout, gleaming greens and reds: razor teeth;
pline 70%, Dodge 35%, Jump 35%, Ride 65%, saliva hissing as it struck theground; faint smoky breath
Search 40%. streaming from its flaring nostrils, while a long, thick
scaly tail lashed behind.
DEVIL LIZARD, 6-Legged Reptilian Mount - Revenge of the Rose 1,1.
characteristics rolls averages The average wingspan of these near-extinct monsters
STR 3D6 + 1 2 22-23 was some thirty feet across. Their snake-like bodies,
CON 1 D6 + 1 2 1 5-16 beginning in a narrow-snouted head and terminating
SIZ 3D6 + 1 8 28-29 in a dreadful whip of a tail, were forty feet long and
INT 4 4 although they did not breathe the legendary fire and
smoke, Elric knew that their venom was combustible and
POW 3D6 1 0- 1 1
could setfire to wood orfabric on contact.
DEX 2D6 + 3 10
- Weird of the White Wolf 1,4.
MOV run-9 av. HP 22-23
Av. Damage Bonus: + 2D6. The great recumbent forms of the sleeping dragons lay,
theirfolded leathery wings rising into the shadows, their
Weapons: * Bite 40%, damage l D l O
Tail Spike 40%, damage 1 D8 + 1 +db
green and black scalesglowingfaintly, their clawedfeet
* able to make both attacks in a single round, but not at folded and their slender snouts curled back, even in sleep,
same ta1Eet. to display the long, ivory teeth that seemed like so many
** ta1Eet must receive a successful D1 00 roll of STR x3 or white stalactites. Their dilating red nostrilsgroaned in
less, or be knocked over. The tail spikes are bolted on. torpid slumber. The smell oftheir hides and their breath
Armor: 1D4+ 1 scaly hide. was unmistakable.
Skills: Dodge 10%, Scentffaste 35%, Track 1 5 % . - Stormbringer Iv,1.
Of all the
TIGER, Leashed and Attack-Trained
characteristics rolls averages
STR 3D6+ 1 2 22-23
CON 3D6 1 0-1 1
SIZ 3D6 + 6 1 6-17
INT 5 5
POW 3D6 10-1 1
DEX 2D6 + 1 2 19
MOV run- 1 0 av. HP 1 3-14
Av. Damage Bonus: + 1D6.
Weapons: Bite 45%, damage l D l O
Claw 70%, damage 1 D 8 + db
pastel which (taken with
water) can "bring courage to
the weak and skill to the
strong, [and let a man] fight
for five days and five nights
and feel no pain" (RR 1,2), but
only Melniboneans know this
lore. With substantial immer­
sion in dragon venom, the
damage done per round
would be the dragon's POW
in hit points.
Dragons live for many
thousands of years, most of
those years asleep, or what
we imagine as sleep. It is
also known that ordinarily
one warrior rode each dragon
using a heavy saddle custom-made for that
dragon. Moorcock mentions softer scales
half way up the neck where a sword might
penetrate.

DRAGONS, Melnibonean
characteristics rolls averages
STR 6D8+40 67
CON 1 2D8 + 1 6 70
SIZ 10D8 + 24 69
of activity. In the INT 3D8 + 8 2 1-22
last millennia, the POW 2D8 + 8 17
dragons have dwindled, paralleling the decline of
DEX 1 D8 + 8 1 2-13
Melnibone from Bright Empire to Dreaming City.
yYh en Elric blows the Horn of Fate, only ninety­ MOV fly-14, lumber-7 av. HP 70

e1ght dragons waken and fly east with him to the Av. Damage Bonus: + 7D8.
final battle. Weapons: Bite 25%, damage 3D8
Combustible Venom 70%, damage 1D6+4 per round
A Melnibonean dragon does not breathe out
to each target within an area of CON yards.
fire. Instead it exudes an acid-like venom of POT
Dragon Venom Droplet, damage touch, does 1 D4--l to
equal to its POW. In flight, the dragon attacks by
human skin, leather, or bronze, but not steel.
repeatedly spraying this venom over wide areas. Dragon Venom, POT CON poison if ingested.
=

Everything burnable that the spray touches then Tail Swipe 20%, damage 1D8+db
catches fire. A dragon can make many such attacks,
Armor: 2D8 + 8 gigantic scales (2D8 +4 halfway up
but the number is finite-Elric's dragon-steed neck)
Flamefang seems to have exhausted himself in thirty
Skills : Contemplate Fate 80%, Fly 95%, Ponder
to sixty minutes. Calculate the number of attacks as
Dreams 90%, Remember 75%, Search 80%.
equal to the dragon's CON.
Caught in a steel helmet or similar container a
'
droplet of dragon venom cools and hardens into a
€lenoin summoning of the mass of elenoin represents one of
Theleb K'aarna's mightier feats.
<<They are not women. They are Elenoin. They come
from the Eighth Plane-and nei­ ELENOIN, 8th Plane Chaos Foes of the
))
ther are they human. . . . Red­ Grahluk
haired women whose tresses fell
characteristics rolls averages
almost to their knees and cov­
ered their otherwise naked STR 4D8 + 8 26
bodies. And then he saw CON 4D8 + 8 26
their teeth-long) pointed SIZ 2D8 + 8 17
teeth which glinted like
INT 1D8 4-5
metal. . . . The
POW 3D8 + 8 2 1-22
,............,",�� singing grew louder
until it made their DEX 2D8 + 8 17
ears fill with sharp MOV run-8 av. HP 43*
pain and made their *elenoin have double natural hit points-calculate as per
stomachs turn. The usual, but do not divide by two.
Elenoin raised their slen­ Av. Damage Bonus: + 2D8.
der arms and began to whirl
Weapons: Great Sword 60%, damage 2D8 +db
their long swords about
� their heads again) star­
Bite 40%, damage 1D8
Keen 90%, special
ing at them all the ** hearers must receive successful D100 rolls ofPOW x6 or
while through beastlike) insensate eyes-malicious) less, or need successful POW xS rolls to attack.
unblinking eyes. Animate Hair, 50%, damage Wrestle
- The Vanishing Tower 11,5 . Armor: none.
The eyes of these dire creatures also are large and Skills: Climb 40%, Dodge 60%, Jump 45%, Scent/
orange. The elenoin are cannibals, and pause in the Taste 50%.
heat of battle to eat tempting human victims after
they have laughed to see them die.
firebeetles of tbe Sighing
The book portrays a sequence to their charge,
first keening with the effect of a Muddle spell, then
Desert
closing to wield their five-foot great swords, and A massive) flesh-coloured body on a dozen legs) its
then grappling with their animate hair to snare tar­ mandibles clattering as it chased the rats which were
gets and finally bring their bite attacks home. clearly its natural prey. . . . By some trick ofbiology the
Being so Chaotic, the elenoin are particularly gigantic beetles secreted oily pools in their heavy [pink
hard to kill. Even Stormbringer requires two strokes andgray] carapaces. These pools, exposed to the sunlight
to dispatch one glaring fiend. Elric is surprised to and the flames already burning on other backs, would
see that the men of Tanelorn, in losing half their catch fire so that sometimes as many as twenry spots
number, have been able to slay several elenoin. would be burning [and] only be extinguished when a
The elenoin have three Chaotic abilities-dou­
bled hit points, an unnerving wail or keen that pan­
ics mortals, and long hair that can animate and
grasp nearby targets.
Elric counters the elenoin by summoning their
ancient foes, the grahluk. Just as the elenoin seem
to represent stereotypes of femininity, so the
Grahluk can represent a parody of masculinity. The
beast dug its way deep undet;ground during its breeding revelled in the Great Hall. Perhaps these were actually
season. the Doomed Folk. Uiis that their doom? Never to rest?
- Fortress of the Pearl 1,3. Never to die? Just to degenerate into mindless ghouls?
- Bane of the B lack Sword 11,3.
When the oil on their backs catches fire, the smoke
can be seen from far away, and nearby the stink of Clearly ghouls must first be human, but the saga
the fires is nauseating. As one would expect of sur­ does not explain how ghouls come to be. The two
faces often in flame, their carapaces are exception­ sorts q uo ted above do not seem to be much differ­
ally armored-with Stormbringer, Elric hacks at the ent. The ghouls sap life force from the living, appar­
back of one and does not much damage at all. Later ently to make cannibalizing them easier.
he sees that they are vulnerable beneath.
Elric is accidentally caught up in and almost
killed by a sweep of these things, who are single­
mindedly intent on corralling and eating a flock of
rodents. Humans are not normal prey for firebeetles.
Thick, disgusting swarms of flies characteristi­
cally accompany firebeetles, feeding on scraps and
beetle dung, and probably developing from larvae
nourished in the oils on the beetles' backs.

FIREBEETLES

characteristics rolls averages

STR 6D6+20 41

CON 4D6+4 18

SIZ 7D6+20 44-45

INT 4 4
In attacking, a ghoul drains the CON of the tar­
POW 3D6 10-11
get each round that they touch, but this loss is tem­
DEX 2D6+4 11
porary and without much consequence unless all
MOVrun-15, burrow-4 av. HP 31-32 CON is drained.
Av. Damage Bonus: +4D6. Bellbane the Mist Giant is also referred to as a
Weapons: Jaws 45%, damage 2D6+3 +db ghoul; see that entry on pages 215-216 for more.

Armor: top of carapace inv ulnerable to less than god­


like damage, but 2D6+6 underneath. GHOULS, Generic

Skills: Dig 45%, Eat 65%, Search 35%. characteristics rolls averages

STR 3D8+4 17-18

0bouls, of Cimbo and of Org CON 2D8+8 17

But now he was held by clammy hands and when he saw SIZ 2D8+4 13

his captors he shuddered. Shadowy creatures of limbo INT 1 1

held him-ghouls summoned by sorcery. Their dead faces POW 1 1


smiled but their dead eyes remained dead. Elric felt the DEX 1D4+4 6-7
heat and the strength leaving his body and it was as if
MOVwalk-4 av. HP 15
the ghouls sucked it from his own body to theirs.
Av. Damage Bonus: +1D4.
-The Vanishing Tower 11,3.
Weapons: Bite 35%, damage 1D8
Wrestle 25%, damage special
CON Drain 1D3 per round, automatic with touch
Armor: none, but functions normally until all hit points GOLEM, Reflected From Aubec's Fear
are gone.
STR 30 CON 30 SIZ 20 INT 19 POW 22
Skills: Eat 35%, Search 25%.
DEX 19 MOV 9 HP 25
Damage Bonus: + 2D6.
0olem, of Castle Randoon Weapon: Crush 70%, damage 2D6 per round.
A huge, manlike thing with hands likegrappling irons. Armor: 20-pt burnished steel.
. . . It was afoot or so taller than he, with oval, multi­
Skill: Be Implacable 1 0 1 % .
faceted eyes that, by their nature, seemed blank. Itsface
was angular and had a grey, metallic sheen. Most ofits
body was comprised of burnished metal jointed in the 0rabluh
manner of armour. Upon its head was a tight-fitting They were apelike creatures as bestial as the Elenoin.
hood, studded with brass. It had about it an air of They carried nets and ropes and shields. Once, it was
tremendous and insensate power though it did not move. said, both Grahluk and Elenoin had intelligence-had
. . . The golem did not reply but its hands-which were been part of the same species which had devolved and
in reality comprised offour spikes ofmetal apiece-began divided. . . . ((They live only to destroy the Elenoin. Once
slowly to flex themselves, and still the golem grinned. that is done, they have nothing left for which to exist. ,,
- Weird of the White Wolf, PROLOGUE - The Vanishing Tower 1 1,5.
The golem was entirely from within Aubec's mind, Elric is able to summon the mass of grahluk because
for all of the castle's defenses were he uses "the energy [of the Burning God] to per­
but images taken from the form the invocation" and make the gateway for
intruder's imagination. Myshella them. And he is able to perform the invocation only
observes, "It is a rare because he remem­
man who can face and bered how to do
defeat his own imagina­ it from a gri­
tion." Aubec defeated mmre of his
the thing by imagin­ father's.
ing what it would fear, The sham-
the answer being a mir­ bling grahluk
ror-to show it a foe as and the
terrible as itself.
Aubec became a
Champion of Law
and was able to
advance into the Chaos,
directing it with his imagi­
nation. By implication,
Aubec created some of the
Southern Continent
(\ L , and perhaps some of
�1 the West. Aubec's
golem was taller and
quicker than himself, and impervious to his thrusts
and cuts.
to kill it. Theleb K'aarna sets this thing at the gate of
shrill elenoin had been "part of the same species
Castle Ashaneloon, to keep Myshella from it.
which had devolved and divided." Grahluk have one
tactic, to close with and entangle the elenoin using After slaying it, Elric notices "something gleam­
shield and net, and then to bite and crudely devour ing amongst the black and yellow entrails . . . It was
their foes. Their mission accomplished, they fall on the demon's heart-an irregularly-shaped stone of
the swords of the dead elenoin and die. See also the deep blue and purple and green. It still pulsed,
elenoin, on page 2 10. though its owner was dead." The heart is wet, and
almost hot enough to burn his hand.
Grahluk, Degenerate Destroyers, 8th Plane Foes
of the Elenoin GUARDIAN of the Ashaneloon Gate, greater
characteristics rolls averages
demon, humanoid, breed unknown.
STR 4D8 + 16 34 STR 24 CON 40 SIZ 22 INT 14 POW 25
CON 4D8 + 16 34 DEX 20 MOV 10 HP 31
SIZ 3D8 + 8 2 1-22 Damage Bonus: + 2D8.
INT 1D8 4-5 Abilities: Claw (x2), 60% each, fixed damage 1D8 + db
POW 3D8 + 8 2 1-22 each.
DEX 4D8 18 Carapace, l D l O + 1D2 scales.
Regenerate, automatic, 1 HP per round, self only.
MOV run-8 av. HP 55-56*
Need: solitude is consistent with its actions, but no
*grahluk have doubled hit points; calculate normally but do
need is noted.
not divide by two; they are invulnerable to the scream of
the Elenoin. Skills: Climb 70%, Dodge 60%, Jump 40%, Move
Quietly 60%, Own Plane 15%, Summoner's Lan­
Av. Damage Bonus: + 2D8.
guage INT x2%, Track 30%.
Weapons: Wrestle 60%, damage special
Bite 60%, damage 1 D8 + 2 Magic Points to Summon: 71 .
Net 60%, damage entangle
Full Shield 90%, kb + 1 D4 + db, 20 HP
nunting Dogs of the Dbarzi
Armor: none.
[The pack was} halfdog and halfbird, with the lean
Skills: Listen for Elenoin 5 5%, Scent Elenoin 60%.
shaggy bodies and legs of dogs but possessing birdlike
tawns in place ofpaws and savagely curved beaks which
0uardian Demon of snapped where muzzles should have been.
Hsbandoon - Weird of the White Wolf 11,2.
Red-rimmed eyesfall ofinsensate malice. The Dharzi are vanquished foes of Melnibone, dead
- The Vanishing a thousand years. The Lords of Chaos ("Entropy"
Tower 1,6. in the tale) oppose Elric's quest for the Dead Gods'
It has long teeth, Book; among the obstacles they raise against him
scaly claws, a are two attacks by these all-too-tangible ghosts.
serrated tail, a Stormbringer is effective against them, but Elric dis­
horned head, poses of the Dharzi and their dogs by getting the
and bovine Earth Kings (Grome and his elementals) to swallow
nostrils. It . up these entities which in death have become their
bellows, but rightful property.
does not The hunting dogs have the heads and talons of
speak. Even armed raptor birds, and resemble the Creatures ofMatik in
with Stormbringer, Elric their attacks, though being smaller and swifter.
must fight with determination Their breath is foul.
KHORGHAKH, greater demon, reptilian,
Gaynor's caged pet, breed unknown.
STR 60 CON 60 SIZ 60 INT 8 POW 14
DEX 6 MOV hop-7, swim-8 HP 60
Damage Bonus: +6D8.
Abilities: Carapace, l D l O + 1 D2 fat and hide.
Distend 7x for 7 rounds.
Tongue 1 50%.
Need: daily consume animals equal to l/5th of its SIZ.
Skills: Consume Dramian Toad-Hunters 1 1 0%, Jump
70%, Own Plane 1 5%, Summoner's Language INT
x2%.
Magic Points to Summon: 73 .

HUNTING DOGS of the DHARZI


characteristics rolls averages
STR 2D8 + 8 17
CON 2D8 + 8 17
SIZ 1D8 + 8 12-13
INT 1 D8 4-5
POW 3D8 1 3-14
DEX 2D8 + 8 17
MOV run-13 av. HP 14-15
Av. Damage Bonus: + 1D4.
Weapons: Bite 50%, damage 1D4+4
Talon Rip 50%, damage 1 D 8 + db
Armor: 1D2-l fur.
Skills: Climb 30%, Dodge 35%, Jump 40%, Move
Quietly 25%, Scent(Taste 75%, Track 45%. Kyrenee, Che
A Thing from Chaos. Huge as a storm-cloud) black as
Khorghahh, Che Demon Coad its native Hell) the KJrenee grew from the surrounding
Two enormous green-lidded eyes set in a gnarled reptil­ air and moved its shapeless bulk towards the Ships of
ian head whose nostrils flared and whose long scarlet Xerlerenes) sending out flowing tendrils of poison
mouth opened to reveal a pink) flickering tongue) while towards them. Boatmen groaned as the coils curled
the extraordinarily dense weight of scaly flesh was sup­ around . . . and crushed them.
ported on massive webbed feet) limbs as thick as elm - The Bane of the Black Sword, EPILOGUE.
trunks) the whole thing shuddering with the effort ofits
Lord Narjhan of Chaos raised an army in Nadsokor
breathing.
and ventured against Tanelorn, summoning the
- The Revenge of the Rose 11,3. Kyrenee, a great demon, during its siege. Lamsar
Prince Gaynor brought this thing along when sail­ caused many fire elementals to come together as one
ing across the Heavy Sea. It cleaned up after the bat­ against the Kyrenee, and elementals and monster
tle with the Dramian Toad-Hunters. were destroyed in a great explosion.
The thing is like a great cloud, by degrees nwvement! . . . Two eyes, the colour of thin, yellow wine,
vaporous and semi-solid where its tentacles form. were set high in the thing's body, though it had no sepa­
Directly beneath, it rains a poisonous dew. rate head. A mouthing, obscene slit, filled withfangs, lay
just beneath the eyes. It had no nose or ears that Elric
could see. Four appendages sprang from its upper parts
and its lower body slithered along the ground, unsup­
ported by any limbs. . . . incredibly disgusting to behold
and its amorphous body gave off a stench of death and
decay. . . . It was a Mist Giant-possibly the only Mist
Giant, Bellbane. Even the wisest wizards were uncertain
[whether there were] one or many. . . . a ghoul of the
swamp-lands which fed offthe souls and the blood ofmen
and beasts.
- The Weird of the White Wolf 11,2.
After killing it, Elric wakes to its remains, a pool of
"unnameable colouring . . . evaporating, giving off
a foul odour." So little is known about it that Elric
does not know whether it is a single Chaotic thing
or a member of some rare, cruel species.
The mist giant is a vaporous creature against
THE KYRENEE, a greater demon, breed which even magical weapons do halved damage. It
unknown attacks by grasping a target and then slowly killing
STR 120 CON 80 SIZ 1 12 INT 16 POW 30
, it with its bite, apparently
.,� consuming
0 the target's
DEX 8 MOV float-2 HP 96 ..gQ •
q
soul as it munches.
Damage Bonus: + 3D8.
It is not affected by
Weapons: Tentacle Crush* 80%, damage 2D8 +db the loss of hit
+ poison* *
* makes IDS tentacle attacks per round with ==�{:Q��q'�� are
100-yard range /
** POT is 16, administered by touch.
Poisonous Dew 99% below, damage POT
6 per round. upon it
Incidental Lightning Discharges 05%, dies). It
damage 5D8 * * * does not
* * * any target within 1 00 yards break off
Armor: randomly vaporous or insubstan­
tial, decrease all attacks (except fire-based
attacks) by one-half.
Skills: Fly (Float) 100%, Wrestle 70%.

Mist 0iant
It was white, like the mist, yet somehow darker. It
stretched high above Elric's head. It was nearly eight
feet tall and almost as broad. But it was still only
an outline, seeming to have no face or 0�; �
limbs-only nwvement: darting, malevolent ! =:o;;_-c:;...;:o.---,�i!!!!i
�!:ll!!!ll:
struggles free, the monster may choose to pursue or towered over the water. They carried great clubs in
to dematerialize until its hit points have regenerated. which slits had been cut and doubtless these were what
The mist giant apparently can create the mist they used to hurl the crystalline disks. . . . Althoughfrom
from which it launches its attacks, but nonetheless the legs upward they were only slightly larger than a
is characteristically reported in swamps, marshes, tall, well-built man, they had more vitality than any
and beside rivers. The meaning of the name "Bell­ human and the deepest cuts hardly seemed to affect
bane" is unknown. them, even when administered by Stormbringer.
- The Sailor on the Seas of Fate, 111,3.
Mist Giant, or Bellbane
They also have scaly bodies, red
characteristics rolls averages mouths, and black, black blood, and
STR 6D8 + 1 6 43 in agony and rage they hiss their defi­
CON 5D8 + 24 46-47 ance. In their first attack they are
20-21
intent upon pulling the ship apart as
SIZ 2D8 + 1 2
well as slaughtering the crew.
INT 1D8+2 6-7
These fierce warriors are among
POW 3D8 + 8 2 1-22
the toughest foes that Elric faces in
DEX 2D8 + 8 17 the entire saga. Elric invokes King
MOV ooze-7 av. HP = CON Nnuuurrrr'c'c of the Insect Folk,
Av. Damage Bonus: + 3D8. who reluctantly promises aid this
Weapons : Arm Grab 25% per arm*, once: he sends a cloud of giant drag­
damage Wrestle onflies who eat all the olab who
* it hasfour. Two anns per round can try cannot flee.
to Wrestle and thereby hold the tat;get, Undeterred by Stormbringer or
two must hold the targetfor a by supernatural intervention, the
complete combat round before it
olab return to attack again
can attempt to bite, each hold is
when Elric and a handful of
of STR 24; combat anns using the
companions penetrate over­
Resistance Table.
Bite 60 %, damage 1D8+4
land to the lost city of R'lin
Evoke Mist* * 100%, limits target's vision to K'ren Na. In the end, only Elric
ten-yard range. and Smiorgan survive.
** conjectured attack, since mist seems to The olab club is an inter­
accompany it. esting dual-purpose
Armor: insubstantial; halves all weapon weapon, for bashing as
damage and as well magical attack well as for hurling the foot­
other than to CON or POW; the mist
wide crystalline disks. Judging from the descrip­
giant does not feel pain.
tion of the olab, these clubs must be six to seven
Skills: Move Quietly 80%, Scent(faste
feet long, to grant adequate leverage for hurl-
Blood 60%, Track Human 45%.
ing. A club of that length would outrange any
Young Kingdoms weapon except short spear
Olab and bow-and-arrow. The humans fought at
The things were essentially reptilian but ' great disadvantage: the razor-edged disks
with feathery crests and neck wattles, can be hurled with enough force to decapi-
r-:---:-i tate a man, though the shape of
�,.p; . l .6}JG§:LOI
though their faces were almost human. 1
. .
Their forelegs were like the arms and sueh miss1· 1 es must make their
., � ·;�
accuracy suffer.
....

hands ofmen, but their hindlegs were


incredibly long and storklike. Bal­ These disks can impale;
anced on these legs, their bodies each warrior carries 1D8 of
them. All disks hurled, the olab then closes and
engages with his club.

OLAB, Reptilian Waders of R'lin K'ren Na


characteristics rolls averages
STR 2D8 + 6 15
CON 4D8 + 8 26
SIZ 2D8 + 6 15
INT 2D8 + 4 13
POW 2D8 + 6 15
DEX 2D8 + 7 16
MOV run-9 av. HP 2 1
Moonglum, they turn into dragons, huge fanged
Av. Damage Bonus: + 1D4. swans, and a dozen more creatures before they even
Weapons: Club 60%, damage 1D8-l +db finish eating the horses. Only when dead do they
Crystalline Disk (slit-dub hurler) 50%, damage 3D8, take their own form, related in the end quote above.
base range 50 yards, 1 per round.
An oonai that has lost at least half of its hit
Crystalline Disk (freehand) 35%, damage 2D8, base
range 30 yards, 1 per round. points suffers 1 HP of damage for each new form it
takes on. In spite of this, a badly injured oonai may
Armor: none, but takes damage only when a Luck roll
fails. Even Stormbringer could not make much head­ continue to change shape from one moment to the
way against them-a foe must make many attacks next, and thereby help kill itself ( oonai are not noted
rather than a few overpowering attacks. for their intelligence) .
Skills: Climb 50%, Dodge 60%, Hide 45%, Move
Quietly 55%, Scent(Taste 25%, Search 45%, Throw OONAI, Dread Shape-Shifters of Chaos
90%, Track 40%. characteristics rolls averages
STR 8D8 36
Oonai CON 8D8 36
For now, in mid-air the shapes had changed. No longer SIZ 4D8 18
did they have the appearance of dragons) but this time INT 2D8 9
they seemed to be like multicoloured swans) whosegleam­
POW 4D8 18
ing feathers caught and diffracted the few remaining
DEX 3D8 1 3-14
rays oflight. . . . «They can change shape at will. A sor­
cerer ofgreat mental discipline) of superlative powers) MOV run-9* av. HP 26
who knows the apposite spells can master them and deter­ * in birth form.
mine their appearance. )) . . . [One is badly wounded.} Av. Damage Bonus: + 2D8.
Itfell to its knees and the lustre fadedfrom its feathers) Weapons: special-takes the average attacks, etc., of the
died from its scales) disappeared from its skin. It kicked species shifted to.
out once and then was still-a heavy) black piglike crea­
Armor: whatever armor the current shape naturally has.
ture whose lumpen body was the ugliest Elric and
Skills: Navigate 15%, Search 60%.
Moonglum had ever seen.
- The Vanishing Tower, 1,2.

Elric quickly recognizes the flight of oonai. These


Pigs, Snake 6 Cbing
creatures are well-known to Melnibonean sorcerers,
as they are able to become bewildering successions
of different entities. In attacking Elric and
aboutfifteen good-sized snakes. The head of each snake Thing keeps metamorphosing to new chaotic
glared at Elric. The tongues flickered and they all forms; each form lasts four combat rounds. We sug-
opened their mouths at exactly the same moment to say
again: «Snake. ,, . . . Snake was bad enough with itsfif
teen darting heads hissing and snapping with teeth
which dripped venom, but Thing kept changing its
form-first an arm would emerge, then a face would
appear from the shapeless, heaving flesh which shuffled
implacably closer.
- Elric of Melnibone III,2.

Arioch sends Elric through the Shade Gate to a


desert plane in pursuit of Yyrkoon and the Two
Swords. There Elric and his new friend Rackhir gest attacks from "Natural Beasts and Generic Mon­
enter the bizarre and decadent exile city of sters" on page 222, supplementing the attacks with
Ameeron. Prompted by Yyrkoon, Pigs, Snake, and more Chaos-filled descriptions.
Thing accost them there.
We show a picture only of Thing and a Pig, but PIGS, Three Chaotic Tusked Swordsmen
give statistics for all five. An earlier speech by Rack­
Pig 1 Pig 2 Pig 3
hir notes that "many of [these demons] were once
human before electing to bargain with Chaos. Now STR 11 13 15
they are mentally and physically warped into foul, CON 9 13 16
demon shapes." SIZ 14 11 12
Since Rackhir shoots down two Pigs immedi­ INT 12 11 10
ately, and Elric quickly punctures a lung of the POW 15 10 12
third, we don't learn DEX 13 15 17
much about them-
MOV 8 8 8
probably they
Hit Points 12 12 14
were swordsmen
used to work­ Damage Bonus: + 1D4 0 + 1D4
ing together. Broadsword ( 1D8+ 1 ) 60% 70% 80%
Each Pig gets Med. Shield (20 hp) 55% 90% 89%
one attack per Tusk Gore ( 1 D6-l ) 45% 45% 80%
round.
Armor: 1 D8 + 1 1 D8 + 1 1 D8 + 1
Fifteen snake
Skills: Bargain 25%, Brag 70%, Climb 40%, Dodge
heads and 45%, Jump 40%, Move Quietly 55%, Search 30%,
fifteen long Scent{faste 35%, Take Orders 45%.
snaky necks
sprout from Snake's single human body. Each of SNAKE, 15-Headed Venomous Monster
Snake's attacks is made by two heads, so up to seven
STR 22 CON 30 SIZ 1 8 INT 1 1 POW 1 0
attacks could be launched in a single round. An
DEX 23 MOV run-8 HP 24
attack succeeds only with a hit and with a defending
armor roll of zero, since the short fangs will not Damage Bonus: + 1D8.
penetrate armor. Concentrating on a single target, Weapons: Bite x2 65%, damage POT 1 0 venom, range
Snake can move, dodge, etc., normally, but while equal to long spear. See also notes above.
fighting two or more targets Snake must stay in one Armor: Half Plate & Mail, 1D8 (no helmet)
general location, since the heads are sending
contradictory instructions.
THING, A Metamorphosing Chaos Creature Special Chaotic Feature: invulnerable to wounds, but
an aimed blow to the brain that does damage dispels
STR 16 CON 18 SIZ 16 INT 8 POW 9 it.
DEX 16 MOV as per animal HP 1 7 Need: extract soul-force from human victims.
Damage Bonus: + 1 D8 . Skills: Own Plane 15%, Summoner's Language 8%.
Weapons: as per animal attack. Magic Points to Summon: 87.
Armor: none worn; as per animal i f you wish, or
1D8-2 always if you want not to flip pages.
Skills: Dodge 25%, Insight 45%, Listen 75%, Search
Ser"ants of Rgah 6 0agah
60%. The beasts were ofa primitive sort, mostlygaping mouth
and slithering body, but there were many of them ooz­
ing toward the twenty men. . . . The creatures made a
Quaolnargn, dreadfal slushing sound as they approached and the
Che Blind Rssassin ridges ofbone which served them as teeth clashed as they
reared up to snap.
Agreatgreen toad-thing which hopped along the trail
obscenely, moaning to itselfin its Earth-fostered pain. It - The Sailor on the Seas of Fate I,4.
towered over Elric so that the albino was in its shadow These stinking things are like antibodies inside the
before it was ten feet away from him. gigantic body of Gagak, one of two alien sorcerers
-The Bane of the Black Sword I,3. Elric and his companions wish to destroy.
On the Young Kingdoms plane, Quaolnargn can The Servants are easy to kill, but Elric discerns
sense only the soul-force of a victim and hunts down the subtle trap. If the heroes stand and fight, hun­
that signal. The target captured, it drains magic dreds of corpse servants will accumulate, their
stench will rob the passageway of air, and the men
points, Power, and then consumes the husk. Theleb
will collapse unconscious and be eaten. The proper
K'aarna sent it against Elric.
course is to keep
moving and cut
QUAOLNARGN, a lesser demon, breed
unknown. down the ser-

STR 60 CON 1 00 SIZ 100 INT 4 POW 1 8 come.


DEX 1 0 MOV 5 HP 100 the party
Damage Bonus: +9D8. reaches a
Abilities: Leap 60%. w i d e r ,
Drain Soul, POW: POW, transmutes target Power into fresher cor­
demon's hit points. ridor, the
Soul Sight 60%, perceives POW 3 and up. attacks stop.

SERVANT THINGS of Agak and Gagak.


characteristics rolls averages
STR 1D8 4-5
CON 1 D8 4-5
SIZ 1D8 4-5
INT 1D8 4-5
POW 1 D8 4-5
DEX 1 D8 4-5
MOV ooze-4 av. HP 4-5
Av. Damage Bonus: -1D6.
Weapons: Bite 40%, damage 1D8 STEEDS OF NIHRAIN
Stench, 1 % chance per death that the air is made not
characteristics rolls averages
breathable; gamemaster may allow D 100 roll of
CON x3 or less to awaken an adventurer. STR ooD6 00

Armor: 1 -pt sodden ooze CON oo D6 00

Skills: Keep On Coming 100%. SIZ 4D6 + 14 28


INT 1 D4 + 3 5-6

Steeds of Nibrain POW 3D6 1 0-1 1


DEX 2D6 + 8 15
Elric and Moonglum [rode] astride sturdy Nihrain
steeds that seemed to need no rest and contained no fear. MOV run- 1 2 any surface av. H P = SIZ
The Nihrain horses Av. Damage Bonus: + 2D6.
were a specialgift, for Weapons: Rear & Plunge 1 0 1 %, damage 2D8 +db
they had certain Kick 1 0 1 %, damage 1D8 +db
additional powers Armor: 1D2 skin, plus 1 D6 + 6 metal armor, plus
to their unnat­ ignore first 10 points of damage to penetrate armor.
ural strength Skills: Climb Sky 1 01%, Jump 1 0 1 %, Listen 101%,
and endurance. Move Quietly 1 0 1 %, Scentffaste 1 0 1 %.
Sepiriz had told
them how, in fact,
the steeds did not Orisb's Sane, Cbe j\iocher
have fall existence [There sat on Urish's throne] afat, scaly thing ofyellow
on the earthly and green and black. Brown bile dripped from itsgrin­
plane and that their ning mouth and it raised one of its many paws in a
hooves did not touch mockery ofa salute.
theground in the strict - The Vanishing Tower 11,4 and 6.
sense, but touched the
stuff of their other plane.
This gave them the ability to appear to gallop on air­
or water.
-Stormbringer 11,4.

The steeds of Nihrain gallop equally well over land


and water and, just before the walls of Hwamgaarl,
Elric commands them to rise into the air, which they
do immediately.
The Nihrain are a race older than the Melni­
boneans; of them only the Ten are left. Sepiriz is
their leader, and he provides these marvelous steeds
to Elric several times during the last days of the
Young Kingdoms.
They were probably equipped for fighting,
should an encounter arise. In keeping with the por­
trayal of their extraordinary endurance, we have
added magical defense. These horses are large,
resembling warhorses.
An illustration of Drish and the demon is at the "age-old enemies thought extinct even in
beginning of this chapter, on page 196. Having Myyrrhn the land of their origin." These owls are
eaten Drish, the demon proves to be Arioch in dis­ not otherwise described.
guise, who had taken over the demon's form a little
while before. WINGED RACE OF MYYRRHN
characteristics rolls averages
DRISH'S BANE, greater demon, humanoid,
breed unknown. STR 2D8 + 3 12
CON 2D8 + 3 12
STR 22 CON 30 SIZ 23 INT 22 POW 25
SIZ 2D8 + 8 17
DEX 14 MOV 7 HP 27
INT 2D8 + 3 12
Damage Bonus: + 2D8.
POW 2D8 + 3 12
Abilities: Absorb Missile 80%.
Carapace, 4D l 0 scales. DEX 2D8 + 4 13
Distend 5x for 5 rounds. MOV fly- 1 1, run-7 av. HP 1 5
Regenerate, automatic, 1 HP per round, self only. Av. Damage Bonus: + 1D4.
Wardpact, against swords : breaks sword and reflects
Weapons: Hunting Bow 5 5%, damage 1D6+ 1
attack damage.
Long Spear 50%, damage l D l O + 1 + db
Need: riddles and puns are consistent with its character,
Armor: 2-pt feathers, sometimes plus Soft Leather.
but no need is noted.
Skills: Dive 45%, Dodge 45%, Fly 1 05%, Listen 5 5%,
Skills: Bargain 70%, Insight 50%, Listen 40%, Own
Navigate 35%, Perch 45%, Search 50%.
Plane 1 5%, Summoner's Language INT x2%.
Magic Points to Summon: 79.

«Iing(d Rae( of j\1yyrrbn


Young Kingdoms
Digest
a
The half-naked winged men
from Myyrrhn had arrived,
with their brooding eyes, SE THESE non-player characters as major
hawk-like faces, their great characters in your adventures, or draw
wings folded on their backs, from their pool when you need somebody
quiet, dignified, seldom extra. Are your players always wandering off your
speaking. carefully constructed path and heading somewhere
- Stormbringer 1,3. entirely unexpected? Does one adventurer wish to
This race is mentioned seduce a tavern wench while another wants to pick
often in the saga, and a fight with the town watch? The statistics below
Shaarilla (who prompts the help improvise many encounters.
quest for the Dead Gods' Damage bonuses are both shown separately and
Book) is a wingless woman given with the weapon damages. Those of Power
of Myyrrhn, but we never high enough to perform magic are equipped with a
visit the homeland of the few spells, but no demons or elementals. Demons
Myyrrhn. The winged race especially should be hand-crafted for the situation.
form Queen Yishana's If the characters come from Chaotic lands, they
reserve during the battle should also be equipped with demons and possibly
with Jagreen Lem for the bound elementals. For yet more-complex statistics,
Western Continent. Lem see the "Saga Personalities" section.
counters them by produc­ Most characters come equipped with skills not
ing a force of giant owls, present in the "Skills" chapter. These are for the
-

Ape, Great Black Olmb 70%, Hide 40%, MCM1


armor I 02 skin Quietly 60% . Llsten 35%.

SCent/Taste 40%, Search 30'M>.


-·\2·\
}, ·
/ Bear, Blac . 01nfi1ds�'Mov. Quietly
iirmor I D4 t'or Scent/Taste 35%, Search 35%.
Condor, Eaafe, ., 306+ 1 2
armor I 02- 1 feathers 22-23

CrKOdlle Hide 5°", Scent/T- 30'M>


Search 35%; Track 1 5%.
Listen 659(1;' � Quietly.
1 5%, �'5te 55%,
Search 35%.

Oatter 90%.

Dodg9 4�'6}Hide 25'1fo,


MciYe QUlidy 2%. Scent/·
T- �.
Uon1 Dodp 20'M>, Hide 20'M>,
armor I 02 skin Llsten 30'M>, Scent/T- 40%,
Track 1 5%.
Mucodon Usten 659&; 1'°10,V- Quietly
/ armor 1 06+4 1 5%, � 35%..

17 Constrict 60%, 203 +db Dodp 60%, Hide 80'lfo,


+ 206 Bite 40%, 206 Scent/T- 35%, Track 1 5%.
Scurry and Chltter 90%,
Eyes Gfean:t 65%.
cnirae t.o.J&: Nois. 65%,
Listen 55%, Move Quietly
30%, Scent/Taste 45%.
306 + 1 2 206+9 Bite 40%, 206+db " Feeding Frenzy 1 5%, Search
22•23 16 25%, Track 20'M>.

306 60%.
1 0- 1 1

1 06
3-4 7

Olmb 70'M>: Hide 50'M>,


Move Quietly 70'M>.
Dodp 35%, Jump 35%,
Usten 5'6• . Scent/T- 65%,
Track 60'l6:'i¢1 '

6
gamemaster's convenience, and represent character much time in training skills and characteristics, in
tendencies. volunteering for missions in order to improve his or
No allegiance points exist for characters, since her skills, and in atonement for the possession of
the gamemaster must choose their alignments. chaotic spells.
The gamemaster should always add to or change STR 12 CON 1 3 SIZ 13 INT 1 1 POW 16
statistics to suit his or her sense of appropriateness. DEX 13 APP 10 HP 13
While human adventurer characteristics are Damage Bonus: + 1D4.
always rolled as 2D6+6, roll non-player humans as Weapons: Broadsword 60%, damage 1D8+ 1 + 1 D4
3D6. Full Shield 5 5%, damage kb + 1 D4 + 1D4, 22 hit points
Armor: 1 D8 + 1 (helm on) , Half Plate
Hgent of Chaos, Hge zs Spells: Chain of Being (4), Four-in-One (2-8), Heal
(2), Membrane of Law (3), Summon Elemental ( 1 ) .
An agent is an ally of Chaos who receives a stipend
Bound Demons and Elementals: perhaps a n elemental
from Chaos-aligned people in return for services
bound into a ring.
rendered. Alignment is the most important thing
Skills: Bargain 60%, Disguise 45%, Dodge 60%, Hide
about his or her life, and this religious streak colors
50%, Insight 40%, Natural World 40%, Oratory
every action. An agent may or may not have enough 50%, Potions 30%, Scribe 25%, Young Kingdoms
Power to cast magic. An agent with enough alle­ 40%.
giance points may become a Champion of Chaos
with the approval of Chaos. An experienced agent
probably possess some Chaotic feature-a tail or Hrcber, Hge 31
something else relatively easy to conceal. Since drill training is not so important for archers
STR 12 CON 1 3 SIZ 1 3 INT 1 1 POW 1 6
as for hand-to-hand fighters, archers often are mili­
tia volunteers rather than professional soldiers.
DEX 1 3 APP 1 0 HP 1 3
Archery units mostly use volley fire, and aim at an
Damage Bonus: + 1D4. area, not an individual target.
Weapons: Broadsword 60%, damage 1 D8 + 1 + 1D4
STR 1 2 CON 1 2 SIZ 1 2 INT 1 3 POW 1 2
Full Shield 55%, damage kb+ 1D4+ 1D4, 22 hit points
DEX 1 3 APP 1 2 HP 1 2
Armor: 1 D8 + 1 (helm on) , Half Plate
Damage Bonus: none.
Spells: Brazier of Power (4), Chaos Warp (4), Curse of
Chaos (4) , Demon's Ear ( 1 ) , Hell's Armor ( 1 -4), Weapons: Hunting Bow 60%, 1D6+ 1
Broadsword 45%, damage 1D8+ 1
Hell's Rawr (1 -4), Summon Demon ( 1 ) , Summon
Dagger 40%, damage 1 D4 + 2
Elemental ( 1 ) , Visage of Arioch ( 1-3 ) .
Armor: 1D6-l (helm on), Soft Leather
Bound Demons and Elementals: a dhzutine demon
bound into a glove. Skills: Dodge 50%, Hide 50%, Move Quietly 50%,
Natural World 50%, Poach Deer 65%, Search 30%.
Skills: Bargain 60%, Disguise 45%, Dodge 60%, Hide
50%, Insight 40%, Natural World 40%, Oratory
50%, Potions 30%, Scribe 25%, Young Kingdoms
40%.

Hgent of Caw, Hge zs


An agent is an ally of Law who receives a regular
stipend from someone aligned with Law. Alignment
is the crucial fact of his or her life, and this religious
streak colors every action. An agent with enough
allegiance points may become a Champion of Law
if the Church of Law approves. An agent spends
Rssassin, Rge 30 and is able to handle almost any situation. He or she
makes a fine ally or enemy for the adventurers.
He or she is skilled at the craft, but the craft is
STR I 3 CON I 3 SIZ I 3 INT I 5 POW I 4
death. Performing contracted murders without
remorse and for the highest bidder, the assassin is a DEX I 6 APP I 7 HP I3
dangerous villain and a worthy opponent. Damage Bonus: + ID4.
STR I2 CON I4 SIZ 1 1 INT I5 POW I6 Weapons: Rapier I20%, damage ID6+ I + ID4
Dagger 1 10%, damage I D4 + 2 + ID4
DEX I6 APP I3 HP I 3
Armor: ID6+ I (helm on), Leather & Rings
Damage Bonus: none.
Art (Declaim Poetry) SO%, Bargain 60%, Brawl
Skills:
Weapons: Dagger 1 05%, damage I D4 + 2 +poison
64%, Craft (Sleight-of-Hand) 55%, Dodge 75%,
Thrown Dagger SO%, damage I D4 + 2 +poison
Evaluate 60%, Insight 70%, Listen 50%, Natural
Strangle Cord 70%, damage suffocation (see "Drown-
World 35%, Oratory 70%, Ride 70%, Search 50%,
ing, Suffocation" on page I30)
Take a Dare 100%.
Shortsword S5%, damage I D6 + I
Armor: ID6-I (helm on), Soft Leather.
Spells: Bonds Unbreakable (3), Hell's Armor ( I-4),
Rat Vision ( I ), Speed of Vezhan ( I-3) , Summon
Demon ( I ) , Sureness of Cran Liret ( I-4), Tread of
Cran Liret ( I -4) .
Bound Demons and Elementals: probably has one
equipped with Teleport or Wings.
Skills: Climb 90%, Disguise 5 5 %, Hide l O I %,
Move Quietly 90%, Pick Lock 60%, Potions 40%,
Search 75%, Throw SO%.

Barbarian Warrior, Rge z1


He or she belongs to some outland tribe, perhaps
in Oin or Yu. This kind of fighter might be big,
dumb, and untrained, but in numbers is a real
threat to interlopers.
STR I4 CON I 5 SIZ I4 INT 9 POW 9
DEX 1 0 APP S HP I5
Damage Bonus: + I D4.
Captain of tbe 0uard, Rge zS
Weapons: Battle Axe 55%, damage IDS+ 2+ ID4
He's handsome, dashing, of noble birth, and popu­
Short Spear 50%, damage ID6+ I + ID4 ( ID2 if lar with his troops. He is smooth and quick. He
thrown) makes a dangerous opponent. The captain of the
Full Shield 50%, damage kb+ ID4+ I D4, 22 hit points. guard is well suited to the role of villain in a cam­
Armor: ID6+ I (helm on), Leather & Rings (or IDS paign, or to be a patron of adventurers.
Barbarian Leather & Wood) STR I 3 CON I 4 SIZ I 3 INT I 3 POW I 6
Skills: Dodge 40%, Jump 45%, Natural World 50%, DEX I 4 APP I 6 HP I4
Track 40%, Trap 60%.
Damage Bonus: + I D4.
Weapons: Great Sword 1 1 5%, damage 2DS+ ID4
Capable Noble, Rge 30 Broadsword 95%, damage IDS+ I + ID4
Dagger 75%, damage I D4 + 2 + ID4
He or she selects competent people to manage his or
Hunting Bow S5%, damage ID6+ I + ID2
her day-to-day affairs, and so is often free for adven­
Full Shield 90%, damage kb+ ID4+ ID4, 22 hit points
ture. This noble is of high rank, an earl or a duchess,
Armor: 1 D l 0 + 2 (helm on), Young Kingdoms plate
Spells: Hell's Armor ( 1-4), Suppleness of Xiombarg (3).
Bound Demons and Elementals: one lesser one,
designed to the gamemaster's purpose.
Skills: Bargain 60%, Dodge 80%, Insight 85%, Lead
Troops 80%, Oratory 70%, Ride 75%, Search 80%,
Seduce 85%, Track 45%, Young Kingdoms 35%.

Ca\'>alryman, Hge zs
Hungry for glory and full of bravado, they catch
every eye when parading through the city gate. If
used as shock troops, increase the armor to half
plate, 1D8+ 1 with helm. For heavy cavalry increase
it to Young Kingdoms plate, 1Dl0+2 with helm,
and increase weapon skills by 20 percentiles. Drop­
ping the armor to leather and rings ( 1D6 + 1 with
helm) indicates escort duty or patrolling skirmishers.
STR 1 3 CON 1 2 SIZ 1 2 INT 1 2 POW 1 1
DEX 1 3 HP 1 2
APP 1 1
Customs Official, Bureaucrat,
Damage Bonus: + 1D4.
Weapons: Lance 50%, damage 1 D 8 + 1 + d b o f horse
6tc., Hge 40
Broadsword 45%, damage 1D8+ 1 + 1D4 He or she inspects ships and wagons at the borders
Small Shield 40%, damage kb+ 1 D 3 + 1D4, 20 hit or other entry points of a kingdom, or does some
points other bureaucratic job involving value and money.
Armor: 1D6+ 1 (helm on), Leather & Rings Hired for reliability and trust as much as intelligence,
Skills: Dodge 35%, Groom Horse 90%, Natural World but just intelligent enough to chafe under arbitrary
40%, Ride 60%, Search 35%, Track 45% . and changeable command, or to be tempted or
intimidated by bribes and threats. He or she has the
City <9uard, Hge z3 knowledge and ability to forge useful documents.
He is big, dumb for the most part, and often inde­ STR 1 0 CON 1 1 SIZ 1 0 INT 1 3 POW 1 1
cisive if alone. Properly led, and accompanied by his DEX 1 3 APP 1 0 HP 1 1
friends he can be a threat to any but the finest fight­ Damage Bonus: none.
ers. For a sergeant of the guard, add 20 percentiles
Weapons: Dagger 60%, damage 1 D4 + 2
to each skill.
Armor: none.
STR 1 2 CON 1 2 SIZ 1 3 INT 1 0 POW 1 0
Skills: Bargain 55%, Dodge 45%, Evaluate 60%, Fast
DEX 12 APP 9 HP 1 3
Talk 45%, Insight 70%, Other Language 25%,
Damage Bonus: + 1D4. Scribe 55%, Search 45%, Young Kingdoms 45%.
Weapons: Long Spear 40%, damage l D l O + 1 + 1D4
Broadsword 35%, damage 1D8+ 1 + 1D4
Full Shield 40%, damage kb+ 1D4+ 1D4, 22 hit points
Decadent Noble, Hge 45
Armor: 1 D8 + 1 (helm on), Half Plate Fat and lazy, lecherous and vain, demanding and
imperious, he or she would make a good patron for
adventurers. The decadent noble would also make a
good villain, ineptly orchestrating events behind the
scenes, but saved by his or her noble rank from the Skills: Climb 50%, Dodge 50%, Jump 45%, Sailing
consequences of ineptness. 30%, Swim 30%.

STR 1 0 CON 1 1 SIZ 1 4 INT 1 2 POW 1 1


DEX 1 0 APP 9 HP 1 3 Merchant, Hge 40
Damage Bonus: none. A merchant buys and sells, but does not himself
Weapons: Shortsword 50%, damage 1D6+ 1 make anything. He or she could be the sole store­
Dagger 55%, damage 1D4+ 2 keeper in some free village, or specialize in some line
Armor: none that will fit. of goods (wine, hides, etc.) in a town or city.
Skills: Art (Conversation) 75%, Bargain 60%, Evaluate STR 1 1 CON 1 0 SIZ 1 3 INT 1 4 POW 1 3
70%, Insight 35%, Oratory 45%. DEX 1 0 APP 1 2 HP 1 2
Damage Bonus: none.
Innkeeper, Hge 40 Weapon: Dagger 40%, damage 1D4+ 2
Cunning but unambitious and slovenly, the Armor: none.
innkeeper spends life defending his or her invest­ Skills: Bargain 70%, Conceal Object 35%, Evaluate
ment, praying for customers, and searching out 60%, Fast Talk 35%, Insight 45%, Scribe 40%.
drudges to do the inn's work. The innkeeper of a
small establishment is also the cook; large inns boast
separate cooks.
Nomadic Raider, Hge z1
Nomads have contempt for farm­
STR 1 0 CON 1 2 SIZ 16 INT 1 0 POW 9
ers and city-dwellers, for civi­
DEX 1 0 APP 9 HP 14 lized folk have so many
Damage Bonus: + 1D4. material goods and accom­
Weapons: Butcher Knife 40%, damage 1D6+ 1D4 plish so little with them.
Armor: none. Nomads have honor
Skills: Bargain 50%, Cook 70%, Insight 45%,
instead, and beside that
Scent(Taste 30%, Wrestle 55%. any crime a nomad
might commit
means little. The
Marine, Hge zz nomad is skilled
A marine is a warrior specially trained for in the ways of
shipboard service. Large sea-going vessels nature and the
usually carry a dozen or so. They are trained wastes. He or
both as hand-to-hand fighters and as she makes a
archers. A marine's job is not to sail a vessel, dangerous
though he or she has learned something of ships in opponent,
order to fight more intelligently. sweeping across the land to raid, plunder, and
STR 1 3 CON 1 4 SIZ 1 3 INT 1 0 POW 9
enslave.
DEX 1 1 APP 1 1 HP 14 STR 1 3 CON 1 5 SIZ 1 2 INT 1 2 POW 1 0

Damage Bonus: + 1D4. DEX 1 3 APP 1 0 HP 14


Weapons: Sea Axe 50%, damage 2D6 + 2 + 1D4 Damage Bonus: + 1D4.
Cutlass 55 %, damage 1 D6 + 2 + 1D4 Weapons: Scimitar 60%, damage 1 D8 + 1 + 1D4
Small Shield 50%, damage kb+ 1 D 3 + 1 D4, 22 hit Desert Bow 60 %, damage 1D8+ 1 + 1 D2
points Small Shield 50%, damage kb + lD 3 + 1D4, 20 hit
Hunting Bow 60%, damage 1D6+ 1 + 1D2 points
Armor: 1D6 (helm on), Sea Leather Armor: 1D8 (helm on) , Barbarian Leather & Wood
Skills: Dodge 50%, Hide 45%, Listen 60%, Move
Quietly 50%, Natural World 45%, Navigate 40%,
Ride 70%, Track 60%, Trap 40%.

Peasant, Hge 3S
The economic foundation of the Young Kingdoms,
the bricks upon which the nobility builds empires,
the peasant is everywhere despised. He or she is
without money or prospects, and spends most of
each day in the fields.
STR 10 CON 1 0 SIZ 1 1 INT 1 0 POW 1 0
DEX 1 1 APP 9 HP 1 1
Damage Bonus: none.
Weapons: Scythe 25%, damage 2D6+ 1 + 1D4
Grain Flail 30%, damage 1D6+ 1D4
Kindling Axe 35%, damage 1D6+ 1 + 1 D4
Armor: none. STR 1 0 CON 1 1 SIZ 1 0 INT 1 7 POW 1 5

Skills: Hide 40%, Natural World 50%, Plead and DEX 1 2 APP 1 1 HP 1 1
Grovel 50%, Till and Plant 75% . Damage Bonus: none.
Weapons: Torch 20%, damage 1D6 flame
Sailor/Pirate, Hge 32 Ink Pot at Throw %, damage 1D2

A sailor's job is to help move the ship from port to Armor: none
port; if need be, a sailor fights as readily as anyone. Skills: Courtly Manners (Art) 60%, Evaluate 50%,
Pirates are more inclined to violence, but like all Insight 60%, High Speech 50%, Melnibonean 70%,
predators they try to attack victims who are out­ Natural World 40%, Oratory 35%, Scribe 80%,
numbered or out-sized and unlikely to offer serious Search 50%, Young Kingdoms 70%.
resistance.
STR 1 2 CON 1 3 SIZ 1 2 INT 1 2 POW 1 0 Ser"ing Boy/«lench, Hge 17
DEX 1 3 APP 1 0 HP 1 3
Youthful and obliging, but not necessarily unambi­
Damage Bonus: none.
tious. Has a good sense of humor undercut by
Weapons: Cutlass 45%, damage 1 D6 + 2 coarse ignorance.
Dagger 40%, damage 1 D4 + 2
STR 1 0 CON 1 0 SIZ 9 INT 12 POW 1 1
Armor: none.
DEX 1 1 APP 1 6 HP 1 0
Skills: Climb 75%, Jump 50%, Natural World 35%,
Sailing 60%, Swim 60%, Wire-Walk 35%. Damage Bonus: none.
Weapons: Chair Leg 45%, damage 1D6
Scholar, Hge SS Armor: none.

A man or woman who thrives on intellectual ques­ Skills: Cook 35%, Dream 60%, Search 40%, Seduce
tion and debate. Removed from the practical 35%, Be Seduced 95%.
world, no sense of urgency forces resolutions to the
question at hand. Experienced in consulting Ship's Captain, Hge 3S
ancient lore-Melnibonean books and scrolls sur­
viving the collapse of the Bright Empire continue
to turn up.
affords. This captain prefers to fight with two a scenario, the gamemaster should choose it accord­
weapons, rapier and dagger together. ing to the situation.
STR 1 3 CON 1 5 SIZ 13 INT 15 POW 16
HP UKE
D
DEX 1 4 APP 1 5 14 AVAN
Damage Bonus: + 1 D4. A S T RA N ,
Weapons: Rapier l l0%, damage 1D6+ 1 + 1D4 adventurer,
Dagger 95%, damage 1D4+ 2 + 1D4 explorer, trader.
Armor: 1 D6 (helm on), Sea Leather. Duke Avan
laughed. cc1 went
Spells: Bounty of Straasha (4), Breath of Life ( 1 ), Heal
(2), Hell's Armor ( 1-4), Summon Elemental ( 1 ) ,
alone to Elwher
Suppleness o f Xiombarg ( 1-3), Wings of Lassa (4 ) . when my men
deserted me in
Bound Demons and Elementals: none.
the Meping
Skills: Brawl 90%, Climb 80%, Insight 70%, Natural
l#iste. It is not
World 35%, Navigate 1 0 1 %, Sailing 95%, Swim
in my nature to
70%, Young Kingdoms 40%.
know physical
fear. ,,
Cbicf Hgc zs
� -The Sailor on the
He or she is a pure opportunist, without ambition. Seas of Fate, III, 1.
Just the type of character to annoy the adventurers Avan is the ruler of Old Hrolmar, a city in Vilmir,
by stealing something priceless. A good thief could and is possessed of considerable fame and a good
also be a useful ally for adventurers. reputation. He has traveled to the World's Edge
STR 9 CON 1 0 SIZ 9 INT 15 POW 1 2 and the Unknown East, and faced many dangers.
DEX 1 7 APP 1 2 HP 10 Duke Avan makes Elric's acquaintance on a journey
to the Unnamed Continent, and is there slain by
Damage Bonus: none.
Stormbringer.
Weapons: Dagger 45%, damage 1 D4 + 2
Chaos 13, Balance 38, Law 62.
Armor: none.
STR 1 5 CON 16 SIZ 14 INT 1 3 POW 13
Skills: Climb 80%, Conceal Object 75%, Dodge 85%,
Hide 80%, Move Quietly 50%, Pick Lock 85%, DEX 14 APP 12 HP 15
Search 65%. Damage Bonus: + 1D4.
Weapons: Great Sword 120%, damage 2D8 + 1D4
Broadsword 97%, damage 1D8+ 1 + 1D4
Saga I>crsonalitics Spear 76%, damage 1D6+ 1 + 1D4
Full Shield 85%, kb+ 1D4+ 1D4, 22 hit points

C
he personalities in this section are some­ Armor: 1D8-l (helm on), Half Plate.
times described as possessing spells, bound Skills: Bargain 67%, Climb 35%, Common Tongue
demons, skills, equipment, etc. that are not 80%, Dodge 66%, Evaluate 52%, Insight 39%,
specifically mentioned or used in the saga. This is Jump 87%, Lesh 1 5%, Melnibonean 40%, Mong
14%, Move Quietly 45%, Natural World 67%, Nav­
meant to illustrate the larger-than-life nature of
igate 73%, Oratory 82%, Physik 62%, Ride 87%,
many of the main characters, and to demonstrate
Sailing 32%, Search 79%, Swim 49%, Throw 61 %,
the possibilities available to the gamemaster and Track 52%, Unknown Kingdoms 1 5%, Young
players in creating characters for the game. Kingdoms 77%.
Gamemasters should feel free to alter these descrip­
tions to suit their tastes.
P D
RINCESS CYMORIL, Elric's Doomed YVIM SLORM, Doomed Companion.
Lover. She knows that he [Elric] is bored and [Elric] battled his way through the milling
she knows, too, that she is one ofthefew people warriors of Chaos and none could withstand
ofMelnibone whose conversation interests him. him, until he came at last to the
-Elric of Melnibone, 1,1 . fallen dragon. There was a broken
body lying on the ground
Cymoril is Elric's cousin, and sister to beside it, but ofthe runeblade
the villainous Prince Yyrkoon. Her there was no sign. It had
love for Elric maddens her vanished. It was the body of
brother. Cymoril is strong-willed Dyvim Slorm, last of his
and sure of herself, with a ques­ kinsmen.
tioning mind and keen intellect. -Stormbringer, IV,4.
She is not without sorcerous
skills. Cymoril's love for Elric After Dyvim Tvar dies,
dooms her, and she meets his son Dyvim Slorm
death on Stormbringer's becomes the leader of
blade, upon which she is the Melnibonean war
flung by her brother. band Dyvim Tvar
Chaos 4 1 , Balance 35, Law 1 0 had led. Elric's
cousin, Slorm is a
STR 12 CON 1 2 S I Z 10 INT 23 POW 24
true Melni-
DEX 1 7 APP 2 1 HP 1 1
bonean, tall and
Damage Bonus: none. slender, with
Weapons: Dagger 60%, damage 1D4+2. eldritch fea-
Armor: none. tures and honey-colored hair. He aids Elric against
Spells: Breath Of Life ( 1 ), Heal (2), Liken Shape (4), a rampaging Eastern barbarian army, and again at
Pox ( 1 ), Summon Elemental ( 1 ), Visage Of Arioch the end of the world, where he dies in the battle
( 1-3), Tread Of Cran Liret ( 1-4), Wings Of Lassa against the host of Chaos, wielding Mournblade.
(4). Chaos 132, Balance 75, Law 13
Skills: Art (Conversation) 1 30%, Art (Song) 60%, Bar­ STR 17 CON 19 SIZ 1 5 INT 2 5 POW 23
gain 30%, Common Tongue 30%, Dodge 40%,
DEX 1 5 APP 1 3 HP 1 7
Evaluate 70%, High Speech 15%, Insight 1 35%,
Listen 60%, Melnibonean l l 5%, Million Spheres Damage Bonus: + 1 D4.
1 1 %, Move Quietly 35%, Natural World 5 5%, Weapons: Bone Bow 1 8 1 % , damage 2D6+ 1 + 1 D2
Physik 40%, Potions 15%, Ride 70%, Scentffaste Great Sword 180%, damage 2D8+ 1D4
35%, Swim 60%, Witch Sight 90%, Young King­ Battle Axe 140%, damage 1 D8 + 2 + 1 D4
doms 16%. Long Spear l l0%, damage l D l O + 1 + 1D4
CYMORIL'S LESSER DEMON EARRING: Small Shield 101 %, damage kb+ l D3 + 1 D4, 20 hit
points
Lyret, bound in a gold earring, who whispers and
soothes when bid. Armor: 1 D l 0 + 6 (helm on) + l D l O + 1D6, Melni­
bonean Plate demon armor.
INT 1 5 POW 16
Spells: Demon's Ear ( 1 ), Demon's Eye ( 1 ), Fury ( 1 ),
Skills: Art (Conversation) 100%, (Courtly Manners) Heal (2), Hell's Armor ( 1-4), Hell's Razor ( 1-4),
100%, (Declaim Poetry) 100%, (Song) 100%, (Tell Horns of Hionhurn ( 1-3), Summon Demon ( 1 ),
Story) 100%. Speed of Vezhan ( 1-3), Undo Magic ( 1-4).
Skills:Art (Courtly Manners) 80%, Bargain 80%,
Climb 87%, Common Tongue 80%, Dodge 75%,
Evaluate 47%, Fast Talk 73%, Hide 50%, High
Speech 27%, Insight 75%, Jump 96%, Listen 43%, Chaos 128, Balance 68, Law 23
Melnibonean 125%, Million Spheres 16%, Move STR 1 8 CON 1 7 SIZ 1 7 INT 24 POW 24
Quietly 29%, Natural World 46%, Navigate 93%,
DEX 1 3 APP 16 HP 17
Oratory 72%, Physik 45%, Ride 160%, Search 83%,
Throw 53%, Track 53%, Young Kingdoms 37%. Damage Bonus: + 1 D6.
Wirewalk 79%, Witch Sight 140%. Weapons: Bone Bow 160%, 2D6+ 1 + 1 D3
Battle Axe 1 55%, 1D8 + 2 + 1 D6
DYVIM SLORM'S LESSER DEMON
Great Sword 145%, 2D8+ 1D6
ARMOR: ornate Melnibonean plate armor, gold
Shortsword 130%, 1D6+ 1 + 1 D6
fancy-work on black steel, demon within.
Armor: 1 D l 0 + 6 (helm on) +2Dl0, Melnibonean
INT 1 1 POW I S Plate demon armor.
Ability: Demon Armor, adds l D 1 0 + 1D6 Spells: Bonds Unbreakable (3), Demon's Eye ( 1 ),
DYVIM SLORM'S LESSER DEMON HORSE Flames of Kakatal (4), Hell's Armor ( 1-4), Hell's
BARDING: ornate barding in the Melnibonean Rawr ( 1-4), Midnight ( 1 ), Sinew of Chardros
style, gold on black to match Dyvim Storm's body ( 1-3), Summon Demon ( 1 ), Summon Elemental ( 1 )
armor. Ward (3), Wings of Lassa (4).
Skills: Art (Song) 50%, Bargain 47%, Climb 80%,
INT 5 POW 14
Common Tongue 61 %, Dodge 85%, Evaluate 69%,
Ability: Demon Armor, adds 1 D l 0 + 1D6 to mount's Fast Talk 82%, Hide 76%, High Speech 25%, Insight
1D8+ l + 1D2-l . 32%, Jump 73%, Listen 46%, Melnibonean 100%,
Million Spheres 05%, Move Quietly 44%, Natural

D
YVIM TVAR, Lord of the Dragon World 53%, Navigate 36%, Oratory 75%, Physik
47%, Ride 90%, Ride Dragon 98%, Search 54%,
Caves. But Dyvim Tvar shuddered then. {(Pm
Sound the Dragonhorn 84%, Swim 72%, Throw
not so skilled in the esoteric arts as you, Elric, ''
76%, Witch Sight 40%, Young Kingdoms 33%.
he said quietly. ccBut in my soul I see three wolves lead­
ing a pack to slaughter and one ofthose wolves must die. DYVIM TV�S LESSER DEMON ARMOR:
My doom is near me, I think. " black steel armor, chased with red dragons.
-The Bane of the Black INT 7 POW l l
Sword, I,4.
Ability: Demon Armor, adds 2Dl0.

6
As Lord of the
Dragon Caves,
Dyvim Tvar LRIC, Doomed Albino Emperor of
commands the vast Melnibone. ccKnow this. Elric cannot have
reptilian beasts what he desires most. Mat he desires does not
which are Mel­ exist. Mat he desires is dead. All Elric has is sorrow,
n i b o n e ' s guilt, malice, hatred. That is all he deserves and all he
strength and will ever desire. "
greatest allies. -Elric to Myshella, The Vanishing Tower, I,8.
He is one of
Elric's few and
closest friends.
After the Sack
of Imrryr, he
becomes leader of a wandering band of Melni­
bonean mercenaries, and is killed when Elric urges
them to attack Nikorn of Ilmar's palace.
hellsword, Stormbringer become infamous Skills:Art (Conversation)
throughout the Young Kingdoms. For more, see the 35%, Bargain 89%, Climb
entry for Stormbringer on pages 240-241 . 48%, Common Tongue
1 0 1 %, Disguise
With the exception of Stormbringer, Elric avoids
46%, Dodge l l 0%, Evalu-
relying on Chaos. In times of need, he calls upon the ate 100%, Fast Talk 47%, Hide
Elemental Rulers and Beast-Lords. Elric's library in 63%, High Speech 85%,
Imrryr is probably the greatest in the world, con­ Insight 64%, Jump 100%,
taining hundreds of grimoires, myriad summon­ Listen 82%, Mabden
ings, and thousands of exotic spells. When he leaves 1 7%, Melnibonean
Yyrkoon as regent and sets out on his travels, these 140%, Million
books are lost to him. Apparently the entire library
burns during the subsequent Sack of Imrryr.
Elric is naturally very weak, with STR 5 and
CON 5 . While emperor, he has access to potions
and drugs which seem to raise his energies to
those of an above-average Melnibonean. If
it is important, his daily chance to locate Spheres 35%,
and brew such aid equals POW x2 in Mong 29%, Move Qui­
the fertile areas of the world; the resul­ etly 96%, Natural World
tant potion varies in efficacy from place to place. It 93%, Navigate 65%,
adds lDlO each to his base STR and CON. Storm­ Opish 28%, Oratory 82%,
bringer's Transfer Strength ability raises Elric's Orgjenn 28%, Physik 67%,
energies higher yet, of course. Potions 1 3 7%, Ride 94%, Sailing
46%, Scribe 56%, Search 100%, Sleight of Hand
Chaos 300, Balance 105, Law 24 55%, Swim 70%, Throw 72%, Track 65%, Trap
STR 25* CON 20* SIZ 1 5 INT 2 8 POW 35 45%, Unknown Kingdoms 20%, Witch Sight 70%,

RINCE
DEX 20 APP 1 1 HP 23/ 1 5/10 Young Kingdoms 78%.

* 5 each without drugs or sword; 1 5 each with drugs, no

P
sword; as shown with runesword only. GAYNOR the Damned. Prince
Damage Bonus: + 1D6. Gaynor, in a carved black chair at the head of
Weapons: Stormbringer 880%, damage his table, which was swathed with a dark scar­
2D8 + 1D6+ 1 7D l 0 + 1 D6* let cloth, turned an enigmatic helm towards Elric and
Great Sword 1 50%, damage 2D8+ 1 D6 said that he had always preserved certain standards,
Sea Axe 90%, damage 2D6 + 2 + 1D6 even when in battle or in command of semi-brutes, as
Bone Bow 80%, damage 2D6+ 1 + 1D3 one so frequently was, these days.
Short Spear 80%, damage 1D6+ 1 + 1 D6 -The Revenge of the Rose, 11,2.
Full Shield 85%, damage kb+ 1D4+ 1D6, 22 hit points
* also drains DlOO target POtt; see separate Stormbringer Prince Gaynor is an ex-prince of the Balance, and
entry. though he loves it still, he is forced by his fate to
Armor: 1 D l 0 + 6 helm on, Melnibonean Plate fight against the Balance and its champions. Gaynor
Spells: Bounty of Straasha (4), Chain of Being (4),
now serves Chaos. He is immortal, and accursed. It
Flames of Kakatal (4), Gift of Grome ( 4), Heal ( 2), is possible that Gaynor the Damned is a particularly
Hell's Armor ( 1-4), Refutation ( 1-4), Soul of tortured aspect of the Eternal Champion.
Chardros ( 1-3) , Summon Demon ( 1 ), Summon Ele­ As a prince of Chaos, Gaynor may bind a demon
mental ( 1 ), Undo Magic ( 1-4), Ward (3), Wings of without paying a point of POW Gaynor is immune
Lassa ( 4), Wisdom of Slortar ( 1-3), more as the to Chaotic magic and demon attacks. Each time
gamemaster sees fit. Gaynor decides to cast a spell, to summon a demon,
or attack via a demon, he undergoes terrifying bouts

(iBFl)A pawn ofthe Three Forces. Once 11


� oft,he Balance, GRynor now serves,
�, 'to Jiis 'tlf.mul.y sna rreret·

J
AGREEN LERN, Champion of Chaos.
The Theocrat of Pan Tang, chief of the priest­
aristocracy, was]agreen Lern, who was reputed
to have a pact with the powers of Chaos and a plan to
rule the world.
-Weird of the White Wolf, III,l.

He is the most evil individual in the saga, for with­


out Jagreen Lem's aid and insane ambition, the
Church of Chaos could never conquer the world.
Lem receives great power as a reward for his assis­
tance, much beyond that already his as ruler of Pan
Tang. Eventually Lem falls before Elric's rage, as
seemingly do all who cross the doomed albino's
path.
Chaos 840, Balance -600, Law 0
STR 1 8 CON 2 1 SIZ 12 INT 26 POW 36
of remorse and depression which last for hours or DEX 1 5 APP 17 HP 17
for days; in the end, he always stifles his scruples
Damage Bonus: + 1D4.
and chooses Chaos.
Weapons: Demon Battle Axe 140%, damage
Chaos 1001, Balance 205, Law 17 1 D8 + 2 + 1 D4 + 3D l 0 + 1 D4
STR 25 CON 25 SIZ 1 7 INT 1 7 POW 25 Demon Broadsword 160%, damage
1 D8 + 1 + 1D4+2D l 0 + 1 D4
DEX 17 APP 1 HP 21
Demon Large Shield 128%, damage
Damage Bonus: + 2D6. kb + l D4 + 2D l O + l D4, 26+ 10Dl0 HP
Weapons: Broadsword 280%, damage 1 D8 + 1 +2D6 Armor: 2D8 + 1 (helm on) + l OD l O, Demon Pan Tan­
Chaotic Bow* l l 0%, damage 1D8+ 1 D6 gian Plate.
Full Shield 300%, damage kb+ 1D4+ 2D6, l l l hit Spells: Chain of Being (4), Curse of Chaos (4), Hell's
points Bulwark ( 1-4) , Pox ( 1 ), Refutation ( 1-4), Soul of
* with odd-number damage result, target takes a hit of Chardros ( 1-3), Summon Demon ( 1 ) , Summon
2D8+ 1/2 db. Elemental ( 1 ) , Undo Magic ( 1-4), Ward (3) Wis­
Armor: 4D8 (helm always on) , Upper Planes Half dom of Slortar ( 1-3 ), Witch Sight (3), and more: if
able to consult his grimoires, Jagreen Lem has
Plate
access to every spell the gamemaster wishes.
Spells: every Chaotic spell is available to him.
Skills:Art (Torture) 85%, Bargain 46%, Climb 43%,
Skills: Art (Conversation) 120%, Bargain l l0%, Climb Common Tongue l l 0%, Conceal Object 83%,
80%, Dodge 55%, Evaluate 77%, Insight 89%, Dodge 91 %, Evaluate 105%, Fast Talk 36%, Hide
Jump 60%, Million Spheres 44%, Move Quietly 2 1 %, High Speech 22%, Insight 27%, Jump 42%,
90%, Navigate 1 0 1 %, Oratory 1 30%, Ride 200%, Listen 86%, Mabden 1 50%, Melnibonean 95%, Mil-
JAGREEN LERN'S LESSER DEMON
SHIELD: reflects and changes shape as if liquid; in
the center, a whirling sign of Chaos.
INT 12 POW 14
Ability: Demon Shield, adds lODlO.
JAGREEN LERN'S LESSER DEMON
STEED: a vile, six-legged mount that drips mucous
constantly.
STR 26 CON 30 SIZ 30 INT 13 POW 19
DEX 10 MOV 14 HP 30
Abilities: Gout Fire 1 00%, range 1 0 yd., damage 1D8.
Regenerate, 1 HP per round.
See 80%.

JAGREEN LERN'S RING OF POWER: a


faceted oval ruby about an inch long, set in gold.
The setting is large and heavy, and ornately cast with
many symbols showing. Two average Bal'boosts are
World 46%, Navigate 1 00%, Oratory 56%, Potions
bound to the ring and are on another plane, and an
73%, Ride 79%, Scribe 64%, Search 1 29%, Swim
90%, Throw 54%, Trap 49%, Unknown Kingdoms
average servant demon (STR 13) equipped with
38%, Young Kingdoms 1 26%.
Knowledge and Teleport is bound to it and is on
another plane. Also bound to it are ten each of earth,
JAGREEN LERN'S GREATER DEMON air, fire, and water elementals. The ring is bulky and
ARMOR: glowing, red-hot Pan Tangian Plate, uncomfortable; ordinarily, he does not wear it.
with smoldering arrows of Chaos on the breast.


INT 16 POW 2 1
Ability: Demon Armor, adds l ODlO.
JAGREEN LERN'S GREATER DEMON
BATTLE AXE: black, red, and gold, but corroded

D
OCTOR JEST, Artiste of Pain. «My sweet
and steaming as if fresh from hell. emperorF' His voice was thin. It rushed from
INT 5 POW 20 his thin throat as though bent on escape and
Ability: Demon Ufapon, adds 3Dl 0 + 1D4.
one was inclined to wonder whether one had heard the
words at all, so quickly had they come andgone.
JAGREEN LERN'S GREATER DEMON -Elric of Melnibone, 1,4.
BROADSWORD: a steel broadsword bearing the
Doctor Jest is the eager chief inquisitor of Melni­
sign of Chaos in rubles set on the buff.
bone, and performs his art creatively and with pride.
INT 4 POW 23 He is slender and sinuous, and, like all Melni-
Abilities: Demon l*apon, adds 3Dl0
Drain Soul, POW: POW
iuffl lfr- 1ut's 1JltWluhop is testllmtm 'tO the
in11mtiwnest •""- crwlty ofMelnibonlans.

DOCTOR JEST'S GREATER DEMON


GLOVE: a woven black leather glove that squeaks
constantly when moving. Bound within it are two
identical dhzutine demons, who enhance Dr. Jest's
already superbly gruesome technique by being able
to excoriate individual nerves. Each has the follow­
ing statistics:
STR 8 CON 2 1 SIZ 1 INT 1 3 POW 19
DEX 20 HP 11
Abilities: Drain Soul, POW: POW
Manipulate 1 50%, used to excoriate nerves
Paralyze, CON :CON
Suture, heals 2 HP but scars the target

JVI
See, close up gives !Ox magnification

AGUM COLIM, Melni­


bonean Grand Admiral.
[He] was one ofElric)sfew close
Chaos 389, Balance 19, Law 1 77 friends. He had known Elric all his life
STR 1 5 CON 1 2 SIZ 16 INT 2 3 POW 23 and had encouraged him to learn
all he could concerning the run­
DEX 20 APP 10 HP 14
ning of fighting ships and
Damage Bonus: + 1D4.
fighting fleets. Privately
Weapons: Dagger 78%, damage 1 D4 +2 + 1D4 Magum Colim might fear
Slivers 2 10%, damage excruciating pain
that Elric was too scholarly
Needles 272%, damage 1 CON pain and nerve dam­
and introspective to rule
age with critical
Melnibone, but he
Scalpel 1 5 7%, damage 1D4+ 1D4
accepted Elric)s right to
Armor: none.
rule, and was made
Spells: Bonds Unbreakable (3), Heal (2), Hell's angry and impatient
Razor ( 1-4) , Make Fast ( 1 ) , Suppleness of Xiom­
by the talk of the likes
barg ( 1-3) .
ofYyrkoon.
Skills: Art (Conversation) 75%, Art (Torture) -Elric of Melni­
415%, Common Tongue 92%, Fast Talk 67%, bone, 1,5.
High Speech 3 1%, Insight 130%, Listen 95%,
Mabden 67%, Melnibonean 1 12%, Natural
Tall old Magum
World 84%, Oratory 65%, Physik 96%, 4'0""" Colim is left
· •

Potions 65%, Scent(faste 67%, Scribe 85%, behind as regent


Young Kingdoms 67%. when Elric sails against
Yyrkoon, when that vil­
lain kidnaps Cymoril and
flees to Dhoz-Kam. Admiral Colim personally com­ in search of adventure, and leaving his home of
mands the flagship of the Imrryrian fleet, The Son of Elwher in the Unknown East, he journeys to the
Pyaray, as well as the fleet of golden battle barges. Young Kingdoms, where he becomes Elric's closest
He wears sea-green armor. companion. Moonglum sacrifices himself for Elric,
Chaos 120, Balance 61, Law 78 so that the albino might have the strength to blow
STR 13 CON 1 3 SIZ 1 5 INT 2 2 POW 27 the Horn of Fate, at the end of the world.
DEX 13 APP 15 HP 14 Moonglum fights with a scimitar in his right
Damage Bonus: + 1 D4. hand, and a shortsword in his left, with which he
Weapons: Demon Short Spear 120%, damage parries blows. He keeps a dagger in his belt, and
1 D6 + 1 + 1 D4 + 3D l 0 + 1 D4 another hidden on his person.
Bone Bow 85%, 2D6+ 1 + 1D2
Chaos 95, Balance 120, Law 80
Sea Axe 93%, 2D6 + 2 + 1 D4
STR 16 CON 16 SIZ 9 INT 13 POW 17
Armor: 1 D l 0 + 6 (helm on) +4Dl0, Melnibonean
Plate demon armor DEX 20 APP l l HP 13
Spells: Bounty of Straasha (4), Demon's Eye ( 1 ), Hell's Damage Bonus: + 1 D4.
Rawr ( 1-4), Midnight ( 1 ) , Wings of Lassa (4).
Weapons: Demon Scimitar (RH) 1 90%, damage
Skills: Bargain 95%, Climb 45%, Common Tongue 1D8+ 1 + 1 D4+3Dl0
90%, Evaluate 66%, High Speech 24%, Insight
Demon Shortsword (LH) 1 75%, damage
43%, Melnibonean l l0%, Natural World 75%,
1 D6 + 1 + 1D4+ 2Dl0
Naval Tactics 142%, Navigate l l0%, Physik 73%,
Dagger 97%, damage 1 D4 + 2 + 1 D4
Sailing 98%, Search 49%, Swim 79%, Unknown
Thrown Dagger 86%, damage 1 D4+ 1 D2
Kingdoms 03%, Young Kingdoms 75%.

MAGUM COLIM'S GREATER DEMON •


SPEAR: in place of an ordinary point, its wicked
head is shaped and painted like a flying fish.
Thrown, it wings back after hitting the target,
returning to Magum Colim.
STR 8 CON 2 1 SIZ 3 INT 5 POW 1 7
DEX 1 2 MOV 1 5 HP 11
Abilities: Demon aiapon, adds 3D l 0 + 1D4
Wings, automatic.

M
OONGLUM of Elwher, Doomed
Companion. 'Yl.nd this is Moonglum of
Elwher; he has no conscience. "
-Elric to Zarozinia, in The Bane of the Black
Sword, 11,1.
Moonglum is a short, ugly, red-headed man with a
wide cheerful mouth. The tales of a slave send him

. ' * 'FHB COMPANION


(RIGHI') Tiie Eterruil Clm,mpion is llCd/lft.panied
liy • �nion meh 111 .Moongl�tw.l
to completing the ctimpion's fJ.WSt, but
· f!;pjuenply · ·11if�� ofthe
4/' '' ' ,
' ·
' , ,., , , ..
. ,,,,
Small Shield 67%, damage kb+ 1 D 3 + 1D4, 20 hit hisgreatfeet were simple leather sandals. His black eyes
points were full of a sorrow such as Moonglum had only seen
Armor: 1 D6 + 1 (helm on) + 2D l0, Leather & Rings before in Elric1s eyes.
demon armor -Stormbringer 111,6.
Spells: Breath of Life ( 1 ), Cloak of Clan Liret ( 1-4), Elric comes to the Sad Giant's castle to win the
Hell's Armor ( 1-4), Hell's Razor ( 1-4), Muddle ( 1 ) , Chaos Shield, which Sepiriz says can protect him
Tread o f Clan Liret ( 1-4).
against Jagreen Lem's terrible powers. Mordaga
Skills: Bargain 1 36%, Climb 91 %, Common Tongue was once a god, one made mortal
60%, Conceal Object 86%, Disguise 34%, Dodge after rebelling against those
1 38%, Evaluate 47%, Fast Talk 78%, Hide 73%, greater than himself. "For this
Jump 85%, Listen 23%, Million Spheres 02%, Mong
he was banished to Earth and
20%, Move Quietly 70%, Natural World 5 5%, Navi­
informed that he would one day
gate 62%, Oratory 28%, 'pande 75%, Physik 50%,
die-slain by a mortal blade"
Pick Lock 65%, Ride 79%, Sailing 3 1 %, Search
44%, Swim 76%, Throw 61 %, Track 68%,
(SB 111,1 ) . Elric and his friends
Unknown Kingdoms 61 %, Young Kingdoms 44%. assault the castle and kill its
defenders. Mordaga then surren­
MOONGLUM'S LESSER DEMON ARMOR: ders the shield, seeking to avert
nondescript dusty armor with a face with bulging his destiny. But Moonglum re­
eyes embossed high on the back, to guard against enters the castle and stabs the
surprise. giant in the back-probably sev-
CON 15 INT 9 POW 7 eral times. (As Moonglum is barely
Abilities: Demon Annor, adds 2Dl0 five feet tall and Mordaga is as tall
See, CON x5% chance
as two men, this tiptoe treachery
makes a diverting picture.) Before a
MOONGLUM'S LESSER DEMON SCIMITAR:
dismayed Elric, Moon­
this battered weapon is wickedly sharp. Signs of
Chaos inlay its hilt.
� glum declares that they
are now the servants of
INT 3 POW 1 0
fate, for "to divert it in any small way is to hamper
Ability: Demon l#apon, adds 3D 1 0 its aims" (SB 1 1 1,6). And the murder quenches his
MOONGLUM'S GREATER DEMON own desire for vengeance for the death of Rackhir.
SHORTSWORD: an ordinary shortsword except The giant axe is conjectural.
that the strong crossguards curve forward to catch,
Chaos 412, Balance 233, Law 03
twist, and snap opponent blades. On the inside of
STR 3 1 CON 25 SIZ 27 INT 19 POW 25
one crossguard is engraved a tiny glaring face sur­
DEX 1 3 MOV 9-run HP 26
rounded by the eight arrows of Chaos. Any critical
parry with this weapon snaps an opponent's sword Damage Bonus: + 3D8.
with a successful STR:HP roll on the Resistance Weapons: Giant Axe 201 %, damage 3D8 +4+ 3D8
Table (Moonglum's STR plus demon's STR against Brawl 1 50%, damage 2D3+ 1D8
the opponent weapon's hit points). Chaos Shield 201 %, oohit points
* protects the holderfrom all magic, though minorphysical
STR 20 CON 30 SIZ 2 INT 8 POW 1 6 effects ofgreat blasts, etc., might seep in around it. It is a
Abilities: Demon l#apon, adds 2 D 1 0 light silvery green in color and decorated with amber
Manipulate, l l0%. arrows of Chaos.
Armor: none.
Spells: none.
Skills: Bargain 25%, Dodge 14%, Regret Destiny
101%.
JVI YSHELLA, Empress of the Dawn,
Champion of Law. ((I love only heroes-and
STR 1 8
DEX 20
CON oo

MOV fly-40, run-6


SIZ 36 INT 10 POW -
APP 10 HP 36
only heroes who work to ensure the presence of Weapons: Peck 30%, 1D6+ 2D6
the Power ofLaw upon this plane of our earth. ,, Armor: 14-pt metal scales
-Myshella to Elric, in The Vanishing Tower,
111,2. MYSHELLA'S ENCHANTED STATUETTE:
this is of alabaster, about eight inches high, repre­
Called also the Dark Lady of Kaneloon, Myshella is
senting the figure of Donblas. It is a gift of the
the principal Champion of Law on the plane of the
Lords of Law. When Myshella asks it a question, it
Young Kingdoms. She has long fought against
has a 101 % chance of answering correctly; but it will
Chaos. She has many times been the lover of earthly
not reply if asked about something that is Chaotic.

0
Champions, whom she manipulates to further
Law's aims. When Myshella is slain by Theleb
K'aarna, the Lords of Chaos are freed to extend ONE, Dreamthief and Lover. ''And will
their influence upon the earth. thefather ever know his offipring?))gently asked
Chaos 77, Balance 36, Law 549 the Holy Girl. Oone tried to speak and discov­
STR 14 CON 30 SIZ 1 1 INT 28 POW 25
ered that she could not. She looked·away quickly towards
distant Quarzhasaat. Then after a few moments she
DEX 19 APP 22 HP 2 1 , ,
was able to force herself to answer. cwever, ,, she said.
Damage Bonus: + 1D4. -The Fortress of the Pearl, 111,5.
Weapons: Dagger 266%, 1D6+ 1D4
Thrown Dagger 290%, 1D6+ 1D2 This woman is the
Armor: none. daughter of a queen,
and is trained in the
Spells: as the gamemaster sees fit,
she knows or can learn any in
arts of a warrior and
this book. a dreamthief. Oone
becomes Elric's lover
Skills: Art (Conversation)
1 65%, Bargain 1 87%,
and companion in
Climb 1 30%, Common the quest for the
Tongue 1 0 1 %, Dodge 1 70%, Pearl at the Heart of ,
Evaluate 1 36%, Fast Talk the World, and falls .
96%, High Speech 103%, pregnant by him in
Insight 145%, Jump 79%, Lis­ the dreamlands.
ten 86%, Mabden 50%, Melni­ Dreamthieves are unknown in the West.
bonean 120%, Million
Chaos 14, Balance 83, Law 3 1
Spheres 27%, Natural
World 1 5 7%, Opish 25%, STR 14 CON 1 6 SIZ 1 1 INT 14 POW 20
Oratory 95%, 'pande DEX 1 2 APP 1 7 HP 14
30%, Physik 1 55 %, Potions 257%, Ride 148%,
Damage Bonus: + 1D4.
Scribe 140%, Search 129%, Swim 190%, Throw
276%, Track 1 35%, Unknown Kingdoms 98%, Weapons: Broadsword 1 14%, 2D8+ 1D4
Young Kingdoms 1 95%. Short Spear 1 10%, 1D6+ 1 + 1D4
Dagger 84%, 1 D4+ 2+ 1D4
MYSHELLA'S ENCHANTED BIRD OF Thrown Dagger 81 %, 1D4+ 1D2
METAL: it is made of precious metals and gems, a Brawl 1 1 3%, 1 D3 + 1D4
gift of Donblas. The bird can carry passengers of up Armor: 1 D6-l (helm on), Leather
to a total of SIZ 30. It also speaks and hears, and
Spells: Cloak of Cran Liret ( 1-4) , Fury ( 1) , Heal (2),
can deliver or retrieve messages where bidden. It Hell's Armor ( 1-4) , Hell's Razor ( 1-4) , Hell's
can fly at 100 miles per hour. Talons ( 1-4), Sinew of Mabelode ( 1-3), Suppleness
of Xiombarg ( 1-3 ) .
Skills: Climb 87%, Common Tongue 62%, Dodge Spells: Demon's Eye ( 1 ), Flames of Kakatal (4) , Heal
75%, Hide 9 1 %, Jump 53%, Lesh 75%, Listen 79%, (2), Wings of Lassa (4) , Witch Sight (3).
Melnibonean 37%, Opish 15%, Oratory 46%, Physik Skills: Bargain 149%, Climb 109%, Common Tongue
72%, Ride 1 12%, Track 41 %. 79%, Conceal Object 97%, Dodge 1 19%, Evaluate
OONE'S DREAMWAND: With this wand, Oone 82%, Fast Talk 65%, Hide 57%, Insight 74%, Jump
(or another dreamthief) can enter the dreams of a 1 20%, Listen 88%, Melnibonean 20%, Million
sleeping or comatose person by touching the wand Spheres 1 1 %, Mong 20%, Move Quietly 75%, Nat­
to that person and invoking its power. The process ural World 69%, Navigate 67%, Oratory 80%,
takes approximately one minute. Gamemasters will 'pande 93%, Physik 44%, Ride 1 5 1 %, Sailing 20%,
Search 69%, Swim 75%, Throw 89%, Track 64%,
have to devise their own rules for dreamthief magic.
Unknown Kingdoms 85%, Young Kingdoms 43%.

RACKHIR'S SIX LESSER DEMON

R
ACKHIR the Red Archer, Doomed ARROWS: fletched in red to match Rackhir's
Companion. There was irony in his eyes and garb. Such an arrow can be reused if it can be
something ofa smile upon his thin lips, though retrieved. To anyone else it is a normal arrow. The
the face showed that it had been through much experi­ six are identical. Rackhir would choose one above
ence, little ofit pleasant.
an ordinary arrow only in a dire emergency.
-Elric of Melnibone, III,l.
�-... INT 3 POW 1 1
Once a warrior priest
Ability: Demon ffiapon, each adds 2Dl0.
of Phum, in the Un­
known East, and a
servant of Vezhan of

S
Chaos, gaunt Rackhir ADRIC LXXXVI, 427th Emperor of
abandoned his creed Melnibone. Through most of his life Sadric
for a quieter life of had never known another woman than his wife,
thieving and adventure. for the Empress had died bringing her sole thin-blooded
Chaos exiled him to issue into the world. But, with Melnibonean emotions
another plane as punish­ (oddly different than those of the human newcomers),
ment, where Rackhir Sadric had loved his wife and had been unable to find
encountered and befriended pleasure in any other company, even that of the son who
Elric. Although for a time he had killed her and who was all that was left ofher.
becomes a resident of Tanelorn, -Elric of Melnibone, I,l.
Rackhir is eventually slain acci­
Tall, melancholy Sadric is Elric's father. It is his
dentally by Elric dur­
ing the quest for �'N=� habit to speak in a dry whisper. Sadric never shows
Mordaga's Chaos .,_
love or kindness to Elric, but does his duty by him.
Shield. -::=a-�L,.� After Sadric's death, the albino is crowned 428th
Emperor of the Ruby Throne. While alive, Sadric
Chaos 190, Balance 140, Law 9 1
wears the actorios.
STR 1 8 CON 1 9 SIZ 14 INT 15 POW 1 7
Chaos 543, Balance 89, Law 160
DEX 1 9 APP 1 8 HP 1 7
STR 16 CON 1 3 SIZ 14 INT 29 POW 30
Damage Bonus: + 1D6.
DEX 1 8 APP 1 5 HP 14
Weapons: Desert Bow 2 1 5%, 1 D8 + 2 + 1D3
Shortsword 1 14%, 1D6+ 1 + 1D6 Damage Bonus: + 1D4.
Thrown Dagger 109%, 1 D6 + 2 + 1D3 Weapons: Sceptre l 10%, damage 1 D6 + 2 + 1D4
Small Shield 87%, damage kb+ l D3 + 1D6, 2 0 hit Broadsword 1 67%, damage 1 D 8 + 1 + 1D4+6Dl 0
points Full Shield 1 60%, k b + 1 D 4 + 1 D4, 22 +2D10 hit points
Armor: 1D6+ 1 (helm on) , Leather & Rings Armor: 1 D l 0 + 6 (helm on) + 6D l 0, Melnibonean
Plate demon armor
average bal'boost statistic from page 199. In addi­
tion, the sceptre contains a bound greater demon.
STR 24 CON 20 INT 28 POW 22
Abilities: Teleport) carry = to its STR
Hear, CON x5%
Knowledge) INT x3%.

SADRIC'S GREATER DEMON BROAD­


SWORD: of gold, and encrusted with gems and
baroquely wrought fancywork. It is very heavy as a
weapon, so Sadric causes his demon to do most of
the lifting.
STR 10 INT 8 POW 1 7
Abilities: Demon lteapon) adds 6D 1 0
Lift, STR x3.

SADRIC'S GREATER DEMON SHIELD: on


it is blazoned Sadric's ancestor-king, first setting
foot on the Dragon Isle.
Abilities: Demon Shield) adds 2D l 0
Dazzle) 100%.

SADRIC'S GREATER DEMON ARMOR: it is


all in what seems to be glittering gold. Dragons
and dragon heads are etched and sculpted in the
• metal, and they look out in every direction, the bet­
ter to guard the embodiment of the Dragon
Spells, etc.: any in this book, plus any the gamemaster
Throne.
wishes to create.
Abilities: Demon Armor, adds 6Dl0
Skills: Art (Courtly Manners) 1 50%, Bargain 105%,
Leap) up to 50 yards horizontally, 30 yds vertically
Common Tongue 90%, Dodge 65%, Evaluate 1 34%, Absorb Missile) 1 10%.
Fast Talk 78%, High Speech 125%, Insight 190%,
Listen 75%, Mabden 5 5%, Melnibonean 145%, Mil­


lion Spheres 30%, Natural World 122%, Oratory ARL SAXIF D'AAN, Melnibonean Sor­
220%, Physik 50%, Potions 1 50%, Ride 80%, cerer. "He was something ofa legend in Mel­
Scent(faste 1 20%, Unknown Kingdoms 70%, Young nibone. His story is part of our literature. He
Kingdoms 1 89%.
was agreat sorcerer-one ofthegreatest-and hefell in
love. It)s rare enough for Melniboneans to fall in love)
SADRIC'S GREATER DEMON SCEPTRE: an as others understand the emotion) but rarer for one to
ivory scepter inlaid with rubies, diamonds, and otre­ have suchfeelingsfor agirl who was not even ofour own
dos. The sceptre is the focus for 88 armed bal'boosts. race. ))
They wait on another plane for Sadric's call. Use the -Elric to Smiorgan Baldhead, in
The Sailor on the Seas of Fate, 11,3.
This sorcerer is met by Elric in another plane, where
he proves to be a dangerous, although not unsym­
pathetic foe. Saxif D'Aan lives in fear of one Prince
Carolak, who is trapped in Limbo in a rose-garden
in Imrryr, and of the prince's white horse.
Chaos 391, Balance 44, Law 3 1 Count Smiorgan is a sea-lord in
STR 16 CON 16 SIZ 14 INT 24 POW 35 command of a large fleet, as well
DEX 14 APP 15 HP 15 as a noble of the Isle of Pur- ,..-�rlC
Damage Bonus: + 1D4. ple Towns. After encoun- J:
tering Elric in another
Weapons: Broadsword 83%, damage 1 D 8 + 1 +3Dl0
Enchanted Dagger 90%, damage 1 D4 + 2 + lDlO
plane, Smiorgan accom­
Small Shield 75%, damage kb + lD 3 + 1D4, 20 +2Dl0 panies the albino back to
HP the Young Kingdoms,
Armor: none.
becoming his friend for a
short time. It is partially
Spells, etc.: all in this book, as the
through his influence that
gamemaster sees fit.
Elric is able to forge the
Skills:Art (Conversation) 120%, Art
alliance which sacks Imrryr.
(Courtly Manners) 1 35%, Art (Tor­
After the Dreaming City is
ture) 105%, Bargain 1 22%, Com­
mon Tongue 5 5%, Conceal Object
destroyed, Smiorgan dies
88%, Dodge 74%, Evaluate 2 19%, when dragons burn the
Fast Talk 90%, High Speech 85%, reaver fleet, abandoned
Insight 148%, Mabden 1 3%, Mel­ and betrayed by Elric
nibonean 120%, Million Spheres so that the albino ·-

33%, Move Quietly 71 %, Natural himself might live.


World 56%, Oratory 89%,
Chaos 34, Balance 86, Law 100
Potions 1 76%, Ride 45%, Sail­
ing 1 53%. STR 1 6 CON 1 5 SIZ 1 1 INT 1 5 POW 14
DEX 1 5 APP 1 1 HP 13
SAXIF D'AAN'S GREATER DEMON
BROADSWORD: an ordinary-looking weapon Damage Bonus: + 1D4.
bearing the seal of Chaos. This weapon acts as a Weapons: Lormyrian Axe 1 10%, damage 3D6+ 1D4
focus for several bound demons on other planes, Sea Axe 1 10%, damage 2D6+ 2+ 1D4
including an average bal'boost. Dagger 74%, damage 1 D4 + 2 + 1D4
Armor: 1 D l 0 + 2 (helm on), Young Kingdoms Plate
INT 1 1 POW 2 1
Spells: none.
Ability: Demon ITTapon, adds 3D l 0
Skills: Bargain 97%, Climb 87%, Common Tongue
SAXIF D'AAN'S LESSER DEMON SHIELD: 1 12%, Evaluate 100%, Insight 45%, Make Maps
a pure white shield from which red droplets of 59%, Melnibonean 60%, Navigate 65%, 'pande 15%,
blood ceaselessly condense and fall away. Physik 93%, Sailing 76%, Search 54%, Swim 48%,
INT 1 0 POW l O Unknown Kingdoms 21 %, Young Kingdoms 85%.

Ability: Demon Shield, adds 2Dl0.

S
TORMBRINGER, Soul-Stealing Rune­
sword. Elric contemplated his sword with a

C
OUNT SMIORGAN BALDHEAD, of mixture ofloathing and something akin to sen­
the Purple Towns. <<lfe do not brood, we of suality. «Some would say it possessed both a mind and a
the Purple Towns, ,, said Count Smiorgan seri­ will. Others would claim it to be a demon in disguise.
ously. 'Yl.nd we are not fickle in our friendships. You Some believe it composed of the vestigial souls of all
know an anguish, Prince Elric, that I'll never feel­ damned mortals, trapped within. ,,
never understand---b-- ut I have already given you my -Elric to Anigh, in
trust. Why should I take it away again? That is not how The Fortress of the Pearl, I,l.
we are taught to behave in the Purple Towns. ,,
Servants of Law forged Stormbringer and its twin,
-The Sailor on the Seas of Fate, III, 7.
Mournblade, long ago, before the coming of the
Melniboneans to this world, of Chaos to fight Stormbringer is gluttonous for Power, apparently
Chaos. The sword, carved with runes and emit­ spending prodigious amounts in combat. Taking
ting a strange, black radiance, is sentient and in some tens of thousands of points satiates it,
malevolent. It moans and howls, and is capable so that it no longer wishes to kill. When that hap­
of independent action, often against Elric's own pens, only Elric's strength and skill guides it; it does
will. After slaying many whom the albino loves, not participate actively until growing hungry again.
Stormbringer turns on Elric, once the world has Taking Power in excess of 2 1 from a single kill is
been destroyed by Chaos. more than the runesword can immediately trans­
Chaos 666, Balance 0, Law 0 mute: the shock of this excess energy knocks Elric
STR 1 0 CON 200 SIZ 3 INT 25 POW back one yard for each point of POW absorbed in
70 excess of 21 (see "Knock-Back Attack," page
APP 20 HP 102
1 3 1-132). Furthermore, if Elric fails a CON
DEX 80
x5 roll, he takes 1 HP of damage for each
Damage Bonus: -1D4.
point of POW in excess of 2 1 absorbed
Skill: Great Sword 880%, 1 7D l 0 + 1 D6 from a single kill. (If Elric is reduced to
Need: consume souls prodigiously. 0 HP or below, the gamemaster can opt
Abilities: Demon mapon, adds to have him rendered unconsc10us
1 7D l 0 + 1D6 instead of killed. )
Lift, STR x3
Drain Puwer, POW:POW roll

C
Store Soul, automatic HELEB K'AARNA,
Transfer Strength, automatic Pan Tangian Sorcerer.
DRAIN POWER: the runesword sucks away He broke off, staring at
D 100 POW from a target each time it takes one thegibbering thing on thefloor. It
or more hit points from the target. If it does not had been a man. It had been
exhaust the target's POW, it stays in the target Theleb K'aarna. Nuw it was
until the next DEX-rank it could strike, and then hunched and twisted-sitting
drinks again, until the unfortunate soul has in the middle ofa broken pen­
been drained dry. Then the sword releases, to tacle and tittering to itself
find a new target. Suddenly, intelligence came
into its eyes. «Too late for
STORE SOUL: drained of all POW, Each soul vengeance, Lord Elric," it said.
drained of all POW is stored within Storm­ ccI have won, you see-I have
bringer, there to commingle forever in blind, claimed your vengeance as my
horrible agony with all the runesword's other
victims. -The Bane of the
TRANSFER STRENGTH: for every two Black Sword, 1,5.
points of POW the runesword drinks, it can feed Elric's rivalry for the love of Queen Yishana of
Elric one point of STR or CON until his limits Jharkor spurs this wizard first to attack the
of 25 and 20, respectively, have been reached. albino, then to flee him, becoming Elric's mortal
When Elric is wounded in battle, first remove the enemy. Theleb K'aarna comes up with several
extra hit points so created. Wounds mostly do nefarious schemes to do away with the Melni­
not affect him, since the runesword makes up the bonean, none of which succeed. Eventually he is
loss, but he does lose one hit point per major slain by Elric after going mad, and Stormbringer
wound, so that he may finally weaken and be feeds upon his thrice-damned soul.
unable to continue. When Elric puts away the Not a fighting man, Theleb K'aarna depends
sword, only his drugs keep him strong. on his magic and his tongue to hold trouble at bay.
Chaos 289, Balance 12, Law 39
CON 20 INT 1 5 POW 19
STR 1 2 CON 12 SIZ 16 INT 22 POW 22
Abilities: Hear, 100% chance
DEX 19 APP 1 0 HP 14
Quills, 10, damage 1D8+ 1 each
Damage Bonus: + 1D4.
See, 100% chance
Weapons: Shortsword 44%, 1D6+ 1 + 1D4 Seer, 95% chance
Dagger 89%, 1D4+ 2+ 1D4
THELEB K'AARNA'S LESSER DEMON
Armor: 1 D8 + 1 (helm on), Half Plate
AMULET: a large silver amulet cast with three
Spells: Bounty of Straasha (4), Chain of Being (4),
demonic faces sticking out of it, one vomiting, one
Curse of Chaos (4), Flames of Kakatal (4), Gift of
Grome (4), Hell's Armor ( 1-4), Refutation ( 1-4), breathing fire, one belching.
Soul of Chardros ( 1-3), Summon Demon ( 1 ), Sum­ INT 6 POW 14
mon Elemental ( 1 ) , Undo Magic ( 1-4), Wings of
Abilities: Dust, 180 degrees, ten yards, automatic, 1D8
Lassa (4), Witch Sight (3), and as many more as the
to targets
gamemaster wishes.
Gout Fire, 100%, 1 80 degrees, ten yards, 1D8/1D3
Skills: Bargain 101%, Common Tongue l l5%, Covet
VOmit Acid, 1 00%, ten yards, 2D 1 0

a
1 80%, Evaluate 165%, Fast Talk 86%, High Speech
59%, Insight 25%, Mabden 120%, Melnibonean
67%, Million Spheres 24%, Natural World 78%, RISH the Seven-Fingered, Beggar King
Potions 1 28%, Search 78%, Throw 53%, Unknown
of N adsokor. For the best part of every day
Kingdoms 23%, Young Kingdoms 92%.
Urish would lounge upon his throne, presiding
THELEB K'AARNA'S LESSER DEMON over a gloomy, festering hall throned with his Court: a
RING: a broad band of hammered silver and gold. rabble of rascals too foul in appearance and disposition
On it are tiny Mabden letters which whirl and to be tolerated anywhere but here.
dodge whenever someone tries to read what they
-The Vanishing Tower, II, 1.
say. Plain to see, however, are the images of a nee­
dle, an upraised hand, and of walking feet. The ring King Urish is a vile degenerate, ravaged in appear­
is a focus for two average bal'boosts stationed on ance, foul mannered and odiferous. He rules over
another plane, and it also contains a bound lesser the beggar horde of N adsokor, wielding the cleaver
demon. Hackmeat as symbol of his power. He is devoured
STR 22 CON 20 INT 9 POW 2 1 by Arioch after stealing Elric's Ring of Kings.
Abilities: Paralyze, fixed ability Chaos 2 12, Balance 15, Law 55
Suture, automatic, for wounds only
STR 16 CON 9 SIZ l l INT 1 6 POW 16
Teleport, can carry passengers up to STR in SIZ
DEX 2 1 APP 7 HP 10
THELEB K'AARNA'S LESSER DEMON
GRIMOIRE: a large, black-bound book equipped Damage Bonus: + 1D4.
with a binding and locking clasp of STR 20. Ten Weapons: Hackmeat the Cleaver 9 5 % , damage
spikey projections grace its binding, the demon's 1 D 8 + 2 + 1D4
built-in defense. Dagger 78%, damage 1 D4 + 2 + 1D4
Armor: none.

* Joo HORN OF E Spells: Cloak of Cran Liret ( 1-4), Rat Vision ( 1 ), Sum­
mon Elemental ( 1 ), Suppleness of Xiombarg ( 1-3),
<OPPOSITBJ He toolt the horn 111ul jiu� it 'tO
Tread of Clan Liret ( 1- 4) .
his lips. He blew the blast 'tO herJfW i11
the night ofthe new •rth. The night 'f,btit
..
1l10Ultl prteetle the � tlilTm. And h the
/Jom'.s note · 1MI m#tllphtint, P,l
< -;;-STOllMB
_<,,. ,
Q P
UEEN YISHANA of RINCE YYRKOON of Melnibone,
Jharkor. Yishana was not a Black-Hearted Villain. His dark features,
oung woman, neither was she at once handsome and saturnine, are framed
pretty. Yet there was an hypnotic qual­ by long black hair waved and oiled, and his
ity about her tall, full body, her lush expression, as ever, is sardonic while his
black hair, and her wholly sensuous bearing is arrogant. The heavy brocade
face. Few ofthe men she had sin­ cloak swings this way and that,
gled out for her pleasure had striking other dancers with some
been able to resist her. Neither force. He wears it almost as ifit is
was she sweet-natured, just, armor or, perhaps, a weapon.
wise nor self-sacrificing. Amongst many of the courtiers
The historians would there is more than a little
append no noble soubriquet respectfor Prince Yyrkoon.
to her name. Still, there was some­ Few resent his arrogance
thing so self-sufficient about her, and those who do keep
something denying the usual silent, for Yyrkoon is
standards by which a person was known to be a considerable
judged, that all who knew her sorcerer himself Also his
admired her and she was well­ behavior is what the court
loved by those she ruled. expects and welcomes in a
-The Weird of the White Melnibonian noble; it
Wolf, III,2. is what they would
m their
With the death of her brother Dharmit in the Sack
emperor.
of Imrryr, the ambitious and manipulative Yishana
-Elric of Melnibone, 1,1.
gains the throne of Jharkor. She proves an intuitive
and clever ruler. Yishana becomes Elric's lover on Prince Yyrkoon is Elric's cousin, and the bane of his
two occasions, but is eventually slain in battle early life. Yyrkoon hates and envies Elric, and casts
against the armies of Dharijor and Pan Tang. King his sister Cymoril into a sorcerous sleep to prevent
Sarosto of Dharijor takes Yishana's head, never her reciprocating the albino's love on two occasions.
again to show its sensual and sardonic smile, as a A dragon prince of Melnibone, he is sadistic and
trophy after she is dead. quick-witted. After he twice usurps the Ruby
Chaos 79, Balance 64, Law 88. Throne, Yyrkoon is killed by Elric, but not before
STR 10 CON 13 SIZ 1 0 INT 1 7 POW 1 6 he murders Cymoril by throwing her onto Elric's
runesword.
DEX 1 8 APP 14 HP 12
Yyrkoon has great sorcerous capacity. Though
Damage Bonus: none.
not quite as powerful as Elric, he is much more
Weapon: Broadsword 58%, damage 1 D8 + 1
aggressive and impulsive. Matched against Elric's
Dagger 67%, damage 1 D4 + 2
languor, those traits nearly carry the day.
Armor: 1 D l 0 + 2 (helm on) , Young Kingdoms Plate.
Chaos 155, Balance 15, Law 1
Spells: Demon's Ear ( 1 ) , Demon's Eye ( 1 ) , Rat Vision
( 1 ) , Visage of Arioch ( 1-3) . STR 1 6 CON 1 5 SIZ 1 6 INT 1 5 POW 29
DEX 14 APP 1 5 HP 16
Skills: Art (Conversation) 1 25%, Bargain 1 5 7%, Com­
mon Tongue 109%, Evaluate 93%, Fast Talk 108%, Damage Bonus: + 1D4.
Insight l l0%, Listen 72%, Melnibonean 34%, Nat­ Weapons: Demon Great Sword 140%, damage
ural World 36%, Oratory 93%, Physik 36%, Ride 2D8 + 1D4 +2Dl0
42%, Search 79%, Unknown Kingdoms 05%, Young Demon Shortsword 1 26%, D6+ 1 + 1 D4+2Dl0
Kingdoms 73% . Sea Axe 85%, 2D6 + 2 + 1 D4
Dagger 48%, 1 D4 + 2 + 1D4 a slight smile that had something ofirony in it, pointed
Full Shield 90%, kb+ 1 D4+ 1 D4, 22 HP to the bed, where Stormbringer lay. «J see your other mis­
Armor: 1 D l 0 + 6 (helm on) +2Dl0 Melnibonean Plate tress still shares your bed," she said.
demon armor. -Zarozinia to Elric, in Stormbringer 111,2.
Spells: Curse of Chaos (4), Flames of Kakatal ( 1 ), Refu­
The Lady Zarozinia is the daughter of the chief sen­
tation ( 1-4), Soul of Chardros ( 1-3) , Summon
Demon ( 1) , Summon Elemental ( 1 ), Undo Magic
ator of Karlaak. After a journey to Pikarayd, she
( 1-4), Wings of Lassa ( 1-4), etc. Yyrkoon's grimoires encounters Elric in the
provide access to whatever spells the gamemaster Forest of Troos, and the
desires or creates. two fall in love. Their
Skills: Art (Torture) 35%, Common Tongue 88%, wedding is the
Dodge 126%, Fast Talk 70%, Hide 61 %, High strangest ever seen in
Speech 80%, Listen 5 1 %, Melnibonean 1 50%, Mil­ Ilmiora, and thereafter
lion Spheres 28%, Natural World 99%, Oratory Zarozinia resides with
135%, Potions 87%, Ride 5 1 %, Search 32%, her moody husband in
Unknown Kingdoms 2 1 %, Witch Sight 89%, Young Karlaak by the Weeping
Kingdoms 1 7%. Waste, helping him ease
YYRK.OON'S LESSER DEMON GREAT his pain. At the end of
SWORD: rich opals and peryx spiral up the hilt of the world, after being
this golden weapon. warped by Chaos,
Zarozinia throws herself on Stormbringer, so that
INT 3 POW 9
her soul might be one with Elric's own.
Ability: Demon l*apon, adds 2D 1 0
Chaos 9, Balance 7 1 , Law 27
YYRK.OON'S LESSER DEMON SHORT­
STR 1 3 CON 1 1 SIZ 10 INT 1 3 POW 12
SWORD: has an ornately carved ivory handle into
DEX 1 6 APP 2 1 HP 11
which have been hammered knots of gold.
Damage Bonus: none.
INT 5 POW 1 2
Weapons: Dagger 43%, damage 1 D4 + 2
Ability: Demon l*apon, adds 2 D 1 0 Hunting Bow 2 1 %, damage 1 D6 + 1
YYRKOON'S LESSER DEMON ARMOR: Armor: none.
black, like Elric's, and dragon-helmed. Art (Conversation) 73%, Art (Lute) 80%, Com­
Skills:
INT 2 POW 14 mon Tongue 75%, Evaluate 30%, Insight 62%, Lesh
15%, Listen 5 1 %, Melnibonean 30%, Mong 1 5%,
Ability: Demon Armor, adds 2Dl0.
Natural World 27%, Orate 85%, Physik 68%, Ride
75%, Search 64%. *.A.

Z
AROZINIA VOASHOON, Merchant's
Daughter and Doomed Lover. Without
anger she drew slowly away from him and with
C
HE RULES for Stonnbringer are relatively to be sure you've made the right interpretation. (If
compact, but cover a lot of topics. New play­ you're wrong, confess it, and get play moving
ers need to read or to be familiar with these again.)
chapters: "Introduction," "Creating an Adventurer," If you're presenting a published scenario, be sure
"Adventurers," "Game System," and "Combat." to read the entire scenario before play starts.
Most also will want to examine the chapters "Skills,"
Change it as you see fit. No scenario is perfect; and
"Magic and Religion," and "The Young Kingdoms."
your way of doing things is always best for you.
Gamemasters should read as well this chapter Especially review the statistics and compare skills
and the one for the Young Kingdoms, and be aware
and magic with those of the adventurers. Published
of the issues covered in the "Spot Rules for Com­
scenarios are predicated on ratios of four to six
bat" chapter. Every gamemaster should thumb
adventurers in the party. Augment the statistics if
through the entire book.
more adventurers participate.
Novice Gamemasters If you're making up your own adventure, con­
sider also the following points.
Make sure that you understand how skills work, and
that you understand the levels of effects for skills­ •What special or unique opportunities for role­
the impale, critical, success, failure, and fumble. playing exist in your story?
Read at least Moorcock's books Elric ofMelnibone
and Stonnbringer for an inkling of the tone set in the •What alignment consequences are likely?
saga. A sense of his passionate darkness will guide •In the past, what weaknesses and strengths have
your play in the right direction.
the adventurers shown?
This is not a difficult game, but in combination
the skills, spells, and abilities are a matter for grad­ • Isyour story likely to strengthen or weaken the
ual learning. Do not be afraid to look something up, bonds between the adventurers?

•Is it important that your story link to previous


incidents concerning the adventurers?
• Does the story seem Moorcockian m some
sense?-is it a set-piece problem or challenge? do
0etting Ready to Play Scan the adventurer sheets before play begins.
The gamemaster as well as the player takes satisfac­
YOU'LL WANT A TABLE big enough for the tion in seeing adventurers grow and flourish. Then
players to sit at, and enough chairs. The table too certain skills or demon abilities may make a
'

should be lighted well enough to read by. Pencils, chosen story point unduly difficult or easy.
gum erasers, and scratch paper can be handy, as can
Some gamemasters like to photocopy adventurer
extra blank adventurer sheets.
sheets, and use them to help resolve secret rolls. This
Photocopy the "Creating an Adventurer" spread, makes sense to some players. In general, a player
since players sometimes neglect to bring their rules­ should make the die rolls relevant to his or her
books. Similarly, photocopies of the Resistance adventurer, just as a gamemaster rolls for his or
Table, the Attack and Parry Matrix, the her non-player characters. Lacking
Major Wounds table, the Fumble good reason to do otherwise,
Tables, the Sacrifice Results make all rolls openly; so
Table, and the Demon that all can see. This
Abilities Table can protects everyone's
save much page- integrity. If the
flipping. In adventurer
searching for should not
an answer m know some­
the rules, thing yet,
don't forget such as the
about the effect of a
index or crucial try
the game at Navi­
terms sec­ gate, then
tion near try to
the back. leave the
Keep dice as they
your rules- were rolled,
book for con-
y o u r s e l f,
because you
are responsible
for the rules. (If
players want to read
rules, let them remem­ the dramatic moment.
ber to bring their own
books. ) Players should bring Constructing a Plot
their own dice, one or more filled-out
adventurer sheets, and any miniature figures they Figuratively speaking, a gamemaster has two
want to use in play. Does anyone have a pencil sticks and some tinder with which he and the play­
sharpener? ers make a fire. One stick is made up of rules defin­
itions and procedures, and the other is the back­
By custom, most players roleplay one adventurer
ground universe of the game. The tinder is the
at a time. If he or she wishes, a player can play two
adventurers and other characters in play. If everyone
at a time. Playing two offers continuity: if one
lends a hand, something warming and sometimes
adventurer is seriously wounded or killed, the other
memorable ignites.
is ready to carry on.
(RIGH1f'Where Swrmmnger.11nd Mournblade
llt'e instruments ofCblUJS, the Runestlijfis II
powerful tool ofilAw.

The simplest scenario plot consists of ( 1 ) an


invitation or hook to involve the adventurers, (2) a
introduction to or a definition of the main problem,
( 3) challenges that must be met and overcome in
solving the main problem, ( 4) a final encounter
convincing enough to be an emotional climax, and
(5) the aftermath, which should answer any out­
standing questions, and should distribute praise and
blame, allegiance points, cash, status, and/or skill
points to the adventurers, as appropriate.
For instance, in "The Thought That Counts," a
scenario in this book, the adventurers are posited as
having been hired by Dobbas, a rich merchant.
That's step one.
Dobbas explains what he wants done, and how
the adventurers should proceed. That's step two.
They get the statuette from Fiorgan, only to
have it teleport away from them during the trip
back. Information-gathering follows. A new under­
standing arises that Fiorgan is the active cause of
their problem. That's step three.
Confrontation and a fight probably occurs,
including the participation of at least one demon.
Fiorgan dies, is captured, or escapes, but Dobbas
probably gets his statuette. Gzurglechenk probably
attacks. That's step four. Whether or not the adven­
turers get paid, the scenario concludes, and the
gamemaster tries to adjust the adventurers' rewards
with what they achieved. That's step five, and the
end of the session.
might become more reflexive: in solving each chal­ Players generally cooperate with the gamemaster in
lenge in the set, the rest change in context or perti­ beginning play, as all understand that until their
nency. Fifth, the plot might threaten the cohesion of adventurers join forces, play cannot truly begin. If
the adventurers, perhaps by alignment, family tra­ someone flatly refuses to join the others, then that
dition, sex, or something else fundamental to them. player had best create a new adventurer, one who is
more willing to be involved. Sometimes the disaf­
fection is mutual-nobody wants to befriend a Pan
f)ow Do tbe Hdl'enturers Tangian.
)\ieet?
SINCE THE PLAYERS have created their adven­ Campaigns
turers individually, all of those adventurers likely
A CAMPAIGN IS A succession of scenarios or
have different backgrounds, different former occu­
episodes in which the same adventurers-or at least
pations, and come from different kingdoms. Con­
the same players-participate. Almost always, a
sequently, a repeated problem facing the gamemas­
campaign also represents the personal vision and
ter at the beginning of play is why the adventurers
expression of one or two gamemasters. Many fea­
come together. Here follow a few suggestions for
ture peculiar universes, hand-crafted rules, or rules
first meetings.
blended from several game systems. Most are run by
• All answer an employment offer. This might be one individual, whose players may spell him or her
to guard a building, escort a prince-in-disguise, from time to time.
fetch special herbs, kill a sorcerer, find a map, join The focus of a campaign may wander over time,
a voyage to the Edge of the World, or any of but only a campaign offers a way to luxuriate in
many other similar reasons. another universe and get to know it in some senses
as well as the one in which the participants were
• All have a mutual friend, who asks for a favor. born. A campaign is not so much about a more
Perhaps a lover needs rescuing, some bullies need intricate destination as it is a more enjoyable way to
chastising, or an escort is needed to some distant go. The deepest tragedies occur in campaigns, as do
port or destination. the greatest triumphs, the most amazing rescues,
• All are contacted by an agent or Champion of and the most improbable falls of the dice. You have
Chaos, the Balance, or Law, who brings them not fully roleplayed until you've participated in one.
together to perform some deed important to his
or her cause. )\iass Combats
• All are present at some incident, such as a kid­ THE SAGA DESCRIBES or mentions many land
naping, a brawl, a theft, and so on. Their friend­ and naval battles, including the famous Sack of Imr­
ship is sealed when all become involved (and pos­ ryr and the subsequent destruction of the reavers by
sibly accused-see below) . dragon attack. Roleplaying games concentrate on
the individual. They are not intended to show the
• All are arrested and detained in the same cell.
actions of large numbers of troops, nor to provide
Together they must plead their innocence, endure
for multiple commanders.
the same sentence, or escape.
Most saga battles are of moderate size. The clash
• All have the same mysterious dream concerning in which Queen Yishana dies is the best-described,
the same time and place. Once there, they learn and there the combatants seem to total twelve to
more of the nature of their mutual dream, and fourteen thousand fighters. Neither army seems to
embark upon a related quest. The sender of the have a unit larger than a regiment; regiments seem
dream is likely to be a sorcerer, a greater demon, composed of by companies and squads.
an Elemental Ruler, a Duke of Hell, or a Lord
of Law.
used, of the appropriate period. Your local game exist, but the saga makes nothing of it. Distin­
store can offer a selection from which to choose. If guishing whether an action is essentially Chaos,
the adventurers are important people, then each Balance, or Law is a subtler task than might first
could command one or several units, or an entire seem, and doing so too often leaves a niggardly,
wing of the assembled army. hair-splitting taste in the mouth. Try to keep the
If individual combats are to be played out in the players supporting your awards.
light of a larger battle, the course of the battle should
• Despite the notion of allegiance, all adventurers
be fixed. The clash needs only to be described. The
remain masters of themselves, unless they com­
gamemaster freely condenses or expands upon the
mit themselves to be Champions of one force or
action, as necessary to the narrative.
another. They gain power thereby, but lose free­
Naval combat in the Young Kingdoms is essen­ dom of action.
tially ship-to-ship (except for battle barges, with
which a dozen ordinary fighting ships could grap­ • The tiny stories that try to define each occupa­
ple). Ship-to-ship combat is intimate enough that tion are simply starting points. If a player comes
portions of a boarding assault can be carried out at up with a reasonable alternative, that's cause for
role-playing scale. The individual adventurers can celebration.
fight on to learn their individual fates. The full por­
• Remember, no one is obliged to take spells. If he
trayal of a ship-to-ship combat could take an entire
or she does, all three in an occupation do not have
evening.
to taken. The spells are there to match the day-to­
day functions of the occupation, not to provide
the best possible package of combat-related spells.
Comments We intend the getting of spells to be an important
part of the evolution of many adventurers. Many
CREATING AN ADVENTURER adventurers think the gift of a spell much more
valuable than a large cash payment or extra skill

C
his process should take 20-30 minutes in points, but often that is not true.
the beginning. After a while, 10-15 min­
utes. If a player is a novice to roleplaying, • The price lists are just starting points. Change
and not just to this game, you might want to have them and add new items as you need. Across hun­
him or her copy out one of the sample adventurers dreds and thousands of miles of medieval-style
provided in the back of the book. distance, prices vary wildly.

ABOUT ADVENTURERS Skills


The point of these procedures is to produce an Several skills (Art, Craft, and Ride for three) are
adventurer from the Young Kingdoms who is in indefinitely subdividable into specific skills. These
degree more skilled and capable than the ordinary can be proposed by the players. You can veto these
inhabitant. Poised for a great destiny, he or she must proposals, of course, but usually it's better not to.
still earn it. All have the base chance for the general skill.
• Keep the acquisition of allegiance points steady • We expect that some gamemasters and players
but moderate. In most cases make an award of will want skills not included in this book. Spaces
points not more often than calling for experience for them have been provided on the adventurer
rolls. sheet. Be sure to circulate written definitions of
them among your players, so that everyone
knows what is meant by the skill.
• The Dodge skill is extremely important in com­
bat. No adventurer can have too high a Dodge.
Take care to digest the implications of the Dodge Fumble Tables. Most of the chapter is descriptive,
Skill Against Attacks Table on page 84. to help give some idea of what these odd-sound­
ing weapons are like.
• The most useful language for a sorcerer to have
is High Speech (High Melnibonean) . Most gri­ • Inspect the notes and footnotes for the Weapon
moires are written in it. Tables. Some information there exists nowhere
else.
• Please note the skill groups near the end of the
chapter. Divided into agility, communication,
knowledge, manipulation, and perception, these Magic
offer a simple way to show effects of injury or There always seems to be more to be said about this
potion across a limited number of skills. sort of material.
• Spells and summonings are essentially two sorts
Game System of magic, sometimes parallel in capability but
Don't forget that the Major Wound Table is in the very different in origin and in use.
"Game System" chapter, on page 105.
• We expect that gamemasters and players will cre­
• If training up a characteristic, optionally the ate additional magic; remember what is in the
adventurer must maintain it by continuing to rulesbook and what is unique to your game.
train. If training stops, the advantage is lost at the
•Guard against making enormously powerful
rate of one characteristic point per month. When
the characteristic falls to its original level, it pre­ spells. The ownership of that sort of thing should
sumably needs no training to maintain it. No be the province of the greatest Champions of
teacher is needed for maintenance training. Sum­ Chaos and Law. Spells are relatively low-key
marize regular maintenance by allotting one magic, handy for getting by in places where
game day per week to the characteristic, and by showing off demons is a capital crime. If higher
doing nothing else on that day. If an adventurer strength magic is developed, using it should
has trained up three characteristics, he or she become very apparent, with attendant electrical
needs three days a week to maintain them. discharges, storm clouds, and other traditional
manifestations.
Spot Rules for Combat • See the sourcebook The Bronze Grimoire for more
You might play this game for years and yet use only spells (including several more Lawful spells),
a few of these rules. They're here to try to cover as more demon abilities, additional demon breeds,
many special cases as possible. There's no point in and the contents of a famous grimoire or two.
trying to remember them all, but check the list of
• Magic Points to Summon: this indicates in part
rules once in a while to remind yourself what's here.
the number of D8s needed for the breed's char­
acteristics, not the number of points in the char­
Combat acteristics shown. The minimum number of
Every time someone attacks hand-to-hand, the char­ magic points needed to summon a breed does not
acter gets a chance either to parry or to dodge the change, but extra points may be added for extra
blow. There is no set maximum to dodge or parry or higher skills and abilities. Characteristics for a
percentages, but each one must be at a chance 30 breed are always rolled; never change the number
percentiles lower than the one before-or more, of D8s used in the characteristic rolls for breeds.
depending how many percentiles are in each. The
number performable depends on the number of Creatures
attacks.
• In combat, the Attack and Parry Matrix is referred
to constantly, as are the Weapon Tables and the
just once in the saga, and many are specifically sin­
gular, such as the Chaos Butterfly. Gamemasters are
urged to freely invent new Chaotic dangers with
which the adventurers must contend. Such Chaos
things are genuinely peripheral to the central re-cre­
ation of the saga, the interest of which rests in
Elric's passionate rebellion against a terrifying
doom. Occasionally fill in the action with a monster,
but the game should be more about hate, love,
vengeance, greed, and lust than tentacles and
unnameable things.

Playing the Opposition


NPC STATS: adventurers use 2D6 +6 uniformly.
We suggest that more ordinary folk receive 3D6
stats, as promoting a wider range of result. Only the
adventurers have a chance to start with spells. NPCs
routinely have no spells.
The Beast-Lords and Plant-Lords are mostly
unnamed and unexplored. This is an excellent area
for gamemasters to expand upon. If your players are
allied with the Balance, you may want to cause each
adventurer to develop a special relationship with a
Beast-Lord or Plant-Lord and eventually effect con­
tact with those Lords.

6ffects of Chaos
DIRE MUTATIONS AND dissolutions happen
when living things are exposed to Chaos. These are
specifically noted in printed scenarios; here we
speak generally.
The saga portrays the effects of Chaos in various
ways, most often involving recombining or degen­
erating natural forms. Poor Zarozinia, for instance,
ends her life as a beautiful face atop a foul warmish
body; the hunting dogs of the Dharzi, the clakars of
the underworld, and the creatures of Matik combine
(though do not much distort) features of different -

natural beasts. Or the natural form might not


change, but more arms, or legs, or heads, etc., our scenarios do not fit into familiar frames such as
might be added to it. room, corridor, trap, and inhabitant.
Alternately, the Chaos-influenced person or Most are written as narratives. They do not have
beast could exhibit dissolution; more than once the scripts and marked passages, such as playwrights
description is of flesh drooping and flowed as use. They presume that the adventurers are free to
though melted by Chaos's unfathomable power. Or, go where they will, at any time, and that many pos­
things rightly inanimate might be caused to live­ sibilities exist. To understand the significance of the
skeletons, decayed corpses, etc. adventurer choices, the gamemaster needs to under­
Degeneration to a more primitive or unintelli­ stand the adventure as a whole. Use of room-and­
gent form is possible, in the manner of the elenoin corridor narration is scanty, nor are devices and new
and the grahluk. monsters of special importance in play.
A fourth influence are the intangible pro­ Neither will you find the scenarios encouraging
nouncements of doom and dark fate, the sort which the development of elites, secret societies, the
pervade Elric's conversations with Arioch and other, development of adventurers as predators who treat
lesser supporters of Chaos. Just as in the saga, these human society as a kind of shopping service and
warnings can be long-range and unspecific. For buffet, and other devices which serve to lessen sym­
obvious reasons, use sparingly ones involving the pathy with humanity or to insulate the players from
end of the world. the significance of the choices they make. Ethics are
sometimes central, presented in ways we hope are
Con"erting Scenarios not preachy or dull.
SCENARIOS FOR ELRIC AND Stormbringer Players and gamemaster presumably share a
Fourth Edition and earlier can easily be used with common interest in fellowship and the depiction of
current rules. You may wish to recalculate the hit human emotions. We also presume that they gen­
points, weapons, and damage bonuses of the non­ uinely enjoy flourishing adventurers. Victory is ( 1 )
player characters, or you may decide that the dif­ survival, ( 2 ) growth, and (3) the preservation of
ferences are not great enough to matter. Give spells choice. Defeat is the loss of or the lessening of those
to those who seem likely to know them and who possibilities.
have enough Power. You definitely should improve
the weapon skills for tough or important people, R Cawful Optional Rule
since unchanged they will quickly die in the Storm­
bringer universe. Important demons will need SOME GAMEMASTERS are pleased by the fol­
studying; try to keep the number of magic points lowing rule, since it gives a Lawful counterbalance
needed for summoning within the possible grasp of to Chaos. We suggest you experiment with it.
the summoner. See "Conversions" on pages Adventurers who have evolved under such a rule
279-282 for more on these topics. should be acceptable everywhere.
•Just as learning and casting magic always adds
Cbaosium Scenarios points to the Chaos box, every time a skill rises
above 80% and every time a skill rises twenty per­
centiles higher thereafter (e.g., at 100%, 120%,
140%. 160%, etc.), the player adds one point to
his or her Law box. Thus one's predilections can
cause a drift toward Law as well as Chaos.
Nothing similar exists for Balance points. The Bal­
ance is about peace and contentment, not competi­
tion or compensation.
answers questions raised by the bulleted general

6ncbantments similarities, above. Test your game mechanics.


When the thing comes into the adventurer's hands,
let its properties be discovered gradually. Once the

C
HEY REPRESENT a form of magic which sword, amulet, etc., is understood, then let clues to
imbued objects and places with one or more its origin and meaning accumulate, and make clear
qualities that permanently changed its char­ why its presence is now appropriate or important.
acteristics or behavior. Enchantments survive from The saga mentions one of the following things.
the past, when magic and the elements were more
vital, but it is no longer possible to work a new AN ARROW: a golden archer's arrow perhaps
enchantment on the plane of the Young Kingdoms. once awarded to a Champion of Law for some deed
Perhaps one or two lost enchantments are found of prowess. Fired, this arrow always hits its target,
every year. Only the gamemaster can introduce an if the target can be seen. Hitting, the arrow does
enchantment into play. 2D6 + 2 +db damage to Chaotic things,
1D6+ 1 + 1/2 db damage to natural things, and no
To use an enchanted object, no demon, no spell­
damage to allies or Champions of Law. Armor and
casting, and no sacrifices of magic points or Power
shield defend normally against the arrow. At the end
are needed. The object functions of itself, for who­
of the round in which it was fired, the arrow disap­
ever who uses it, without limit to its duration. An
pears from the wound and reappears in the archer's
enchanted item can be stolen, sold, or given, and
quiver. The arrow has 25 hit points. It loses its
still work its magical effect.
golden gleam and all magical properties once dam­
Given great virtue, dire villainy, or a stirring des­
age lowers the hit points to one.
tiny, an adventurer might be able to earn an
enchantment. He or she should stand out, for every A BROADSWORD: a legendary weapon, found
enchantment should be one-of-a-kind, wrought for when great danger threatens the land. It is extremely
a specific person or purpose. Each represents great light, of an unknown silvery metal, requiring only a
times and great deeds, and should only come to a minimum of STR 4 and DEX 8 to manipulate effec­
great adventurer. tively. For its first blow each round, increase the
Enchantments have a few similarities. wielder's DEX rank by five. The sword always does
maximum broadsword damage, nine points plus
•The creator is long dead, and was usually a Mel­ damage bonus. It has 50 hit points. If broken, it
nibonean. must be reforged. If lost or stolen, it magically
•The enchanted item is not alive and has no per­ returns to the hands of the hero by sunrise. The
sonality-personality is the province of demons sword has not appeared for seven generations.
and elementals. An enchantment never commu­ A RAPIER: this steel sword, ordinary-looking
nicates. except its eight-tined seal of Chaos, might be a
reward for a Champion of Chaos. The weapon is
•The enchanted item exists apart from the person
mercurial in its behavior, flexing during attacks and
for whom it was made. An enchanted sword
turning its point toward chinks between armor sec­
could be lost for centuries, then be found by a
tions. As a result, all of the wielder's criticals with
stranger and used with full magical effect.
this weapon become impales. It does not distin­
•There may be curses attached to enchantments, guish between Balance, Chaotic, or Lawful targets.
or other effects of owning such items. The enchanted item has 88 hit points; it loses all
magical properties once they are gone.
Examples of Enchanted Items
Here is a handful of enchanted items. In using one,
or in making up his or her own, the gamemaster
considers how it betters the story being told, and
are not yet writ, and things of the future are not yet A PAIR OF BOOTS: an air rune prominently
cast, and cannot be read. The user approaches the embosses each boot. The black leather boots seem
great book and opens it at random, framing his or to be the size of the last person who wore them, but
her question. On the blank page then appears the they expand or shrink to the right size of whoever
answer to the question, written in High Speech. who puts them on. Worn, the boots magically lift
The wise shun this book, for each question can the wearer just off of the surface on which he or she
lead to other questions. For the first question, roll stands. So long as worn, the wearer treats all sur­
POW x3 or less; failing the roll, attempt POW x2 faces as the same. Thus an inch or so above marsh,
or less; failing the roll, attempt POW xl or less. stone, water, snow, ice, and quicksand offers the
Failing the third roll, the scholar will not willingly same firm footing-even air if at the edge of a gorge
leave. He or she continues studying and finding new
and there is an opposite side of equal height within
answers until death's freedom comes. Dragged away
sight. The wearer moves at normal speed; a spell
after the third roll has failed, he or she thereafter
like Speed of Vezhan increases the MOV rate while
dreams obsessively of the book but cannot find the
wearing the boots.
way back to it.
A GAUNTLET: this steel gauntlet appears an ordi­ A STONE WALL: it is an ordinary segment of
nary one. Close inspection shows it to be every­ dressed stone, but whoever stands by it and touches
where engraved with tiny images of balance-beam it with his or her right hand tells only the truth
scales. On the hand of a Champion of the Balance, while touching it. The teller remains in control of
momentarily clasping another person's hand in his or her words, and need not say everything, but
friendship, it can daily erase 1D6 Chaos or Law any words uttered and the intentions behind them
points (whichever is higher) from 1D6 people. will be as true as the moment allows.

Rumors
HIS SECTION summarizes a constricting wall that can destroy
much of the magic , described an army. None of our age report
In the saga. It appears as gossip and Witnessing this, and assuredly such a.
whispers since much of it has not
spell would work best upon the
happened yet. Everything included
forces of Chaos, long absent in
Is true to Moorcock or else not
contradicted by him. These whis­ greatest part.
pered things are rare or. unique, and ..;The Noose of Flesh�. ·
could form the basis for quests,
FI. Soohs
S
researches, goals, and so on. MONG THE Melniboneans is
said to be a spell which ren­ ORCERERS OBSERVE that the
ders a person invulnerable to cut or sympathy of kinds brings re­
blow. Since this le be so d sults. In summoning the Lords of
' the Elements, for instance, calls
'�ongst them
.· , it seems
that are read from the tanned hide
few indeed know of it. Morelike,
of a thing of the air, or fire, or a
the spell lasts but little and takes shark for the sea, and so on, better
Sptlts much time to prepare, and so few tempt the Lord of that element to
appear.
C
\\f'ill use it, or el�� their emperqr5
HE GREATEST �bampions of " ' .··
���rve it for th�mselves.
· · -Brit's, beast-hide manuscript_.
Law are said to own a spell in
which mere sprinkled dust turns to -In Troos, Elrlc prepared
this spell and potion. C HERE IS, perhaps on a Sword
World, a great book writ of all
the thill&$ and events which nimbus Kaneloon. The first was in beautiful this plane. With him he brought a
the great black sword Storm­ t>lack letters meaningless to him. great weapon, the Chaos Shield,
bringer, and tells of all . who have The second was . in symbols of.... Jl proof aga,inst all the forces of
used it, and of aU who will. Only different sort, but unrecognwl!ijtf Entropy; �JC>ng as held, the. shield
fragments are known in our world. The third was in symbols like protect$ mi who holds it and his
On the Sword World, its secrets pictures, but again which he could steed as well against all injury and
are bared. not read. Those who tell this story wound, physical or magic,
-ofJout the Chrwilcle of say that the first was something attempted .by those of Chaos.
the .Bloclc Sword. rescued by Law from the � -the Clf00$. ·Shleld.
.
Gods, for Law must preserve. �

J'!1:-:; j�� ��6 : :�;


,. · ·(·/\

w���. T
y
ol
�� � �: ;:� � h
say the second scroll was �
by Law from a Demon World, for
·
e
n
call two gteat swords, black and
knowledge toward the sun, that it
Law may not tol<rite. And, so the
should be destroyed. The Dark
story goes, the L6iias of Law scri
bejewelled. The swords were
Ones of this world saw, and cap­ named S
the . thii-d scroll d:lloiSelves, fot:'
bringer and Moum-
tured what they came' �o call the blade, 8y drank the souls of
must promuliate its di
Dead Gods' Book, for''ttlen the old those they slew. After a time, they
simplicity.
gods were truly dead. They used
-the three scrolls of Cosde
were sent for safekeeping to
the knowledge, but much good it another plane, where they may rest
Kaneloon.
did them, for now they too are still. Many !>ooks in Melnibone and
gone. In that book I$ .gi!J¢h lore of
Il SORCERERf i <i)F GREAT r��illJ the Young J<ingdoms tell of·thJs.
sorcery, but none kn� .. where it
rests, or if it still exists. All this was
r:l mlght contri\le a magic scroll · -the �
with
C
that would cross the bearer
into death, and ·there lead him or
before Grome and Straasha fought HOUGHT HIDDEN on
and reshaped the world. another plane by some
her to the Fo� of Souls, where
-the lepnd of the Dead Gqc&' Boole. emperor c>f Melnibone is a. great
the weight of d�h is lightest.
mirror, a<��n which 1 robs the

f�;��e::; ���� :�: :


· -the Scroll of t>ead-
·

8
� memories of aJI who look in it, and
e leaves them as babies. Demons car­
EFORE THE Lords of Cha6s
grimoire granting divers powers
came, the Melniboneans lived ried it from here, and only they can
over life and death, and over the
on the Unnamed Continent in the carry it back.
Forest of Souls itself-.,.it is that
lost city of R'liQx • .f'a. Then thi''.' -t"- Mirror of M�
which men call the $¥/� hell,
. . were peaceful !o , and followe<t

,'�£
��,
though they know nothing more of
the Balance. Aftei: a time, Cha()$
it. One great spell creates a false
corrupted most. The uncorrupted
fled elsewhere. Then the Chaos­
soul, which can deceive the cosmic
vision even of gods, and thus evade
-.vorsbipers mqyeq to Melnibo?'·
their vengeance or their dominion '
l!bandoning t�eif ' former �ify;
beyond the grave. An6tmir cantrip
WJlerever R'lin ' K!ren �a is, rrii.K:h
slams the gates of every hell to the
man marked by it, so that his soul
that was left there may still be use.
ful, · for the old Melniboneahs built
K NOW FIRST THAT the cost of
this spell may be too great for
some. For a of courage
must wander as a ghost until some sorcerer.
things to last, including books.
and means, take thou a crucil>le and
lt'lln K'ren l!o.
Sorcerer sends him to his rest.' A
-the Libra ··
'/)c:.:(··. . Y · three . . �ures of m!l"'.$;; l>lood,
third can force a soul Within the Fire >-. ,
·
lnquinate,· and in that dddre to bum dried to dusty powder. Mix well
with blue-flaked venom from
rb" 0f Iu ..
forever.
-conc:em1nr incantations
""" tngs ... .. agtc
Dorel. Use that of the great black
serpent. and none other. Say then

��=-C T:� � ��= =


South, examined three. S(r'olls of
. .
·

failed. For his crimes, the other
.
swiftly;?
eraft t
ith rare
as: "K'aa
ni'al 'erphoom'n'haz!" This
tion took me much time to master,
incanta-
atlcal
a · k'aan

many piled upon a table in Lords exiled him to somewhere on


Way, the skyward single arrow. Js diverse study and fine scheming to
this true of all things so charmed or be unlock'd.
·
cursed? Can none say if these sig11s Many are unique or exc mg -plants and herbs �sed In potions.
.
are boasts by those allied, or imP?­ rare and with marvelous proper-
sitions necessary to focus the magic ties, for magic has rip over 71'1 INE AND various potions
'11. are frequently mixed, to the
• .

involved, or some grand condition those places since time i mor-


implicit in the nature of the cosmos? ial. Of Pan Tang little is k · adVantage of them both. A wine of
Balance be bless'd! · the Theocrat has f Bakshaan is well known to provoke
visions of gods and planes unseemly
-allegiance signs on weapons, there, and the M are a
in their exactitude, driving some
shields, and armor. closed-mouth race. Converted into
. men mad when they drink of it and
potions, Melnibone's are the best
7l'1 HY WERE Stormbringer and understood. They are di . to nd they cannot halt the visions.
'11. Mournblade hidden away? obtain, though in a few cases simi­
he wine of Dorel, particularly that
Who could withstand an emperor made by the Flint Hills Clan, is said
lar plants are found elsewhere. A
who carried both? If they were impassion men and ready them
Melnibonean dreaming draught
attuned to the emperor, as they to anger. A traveler swears that a
provokes the most languorous and
surely were, who could steal them? wine brought by a caravan from
lubricious of visions . . Some among
There might there be a subtle rea­ beyond the Sighing Sands left all
them sell this abroad. Man of that
son for hiding them on another who drank of it asleep. A short time
race employ it ii and

plane. Perhaps nearness ... to the later all awoke, invigorated as if


now accompli g
blades, or else the. knowledge of g for a new day, a wonder
world. This same
the runes graven on the blades, Moreover, a legendary wine
betrayed some inherent flaw. One e West Continent refreshes
secret of the runeswords is that a and strengthens the drinker only
new blade of an antithetical nature until it restores the drinker's
could be forged which would . trength. Thereafter it tastes foul
undermine them, if we .. suppose and bitter, so that the bibber's plea­
that their supemal force could be ds with his need.
leeched from them, either by prox­ -wine potlom.

imity to the runeswords or by par­


rying against them.
-a dream ofthe leech-blade.

I
N LOST Quarzhasaat, t�ey.. say
a cunning pleasant brew is
made. Each drink of it increases the
desire for another, until life for the
enthralled holds nothing but .the
craving for more. Body and soul
cannot long withstand t�e ra��
of this elixir. After a. Jew . Wef!�·
death arrives, but without it death
arrives even sooner. An . . ant,c;lqte
seems to exist. Certainly •··· the
promise of an <antidote e�ists.
��
Either reality or lie will do, since �
.
devilish brew conquers < al l who
taste it.
-Lord Gho's

o: :�;
p
h e ::�=�i:�:Jn� th�
chance, and the Champion has a POW x3%
chance.
The restored adventurer should reflect the
experience in later roleplaying.
• (2) To be accepted as a friend by an ally of Law,
Chaos, or the Balance, roll D 100 equal to or less
than the respective amount in the corresponding
A WALL MIRROR: looking into the ornately­ allegiance box.
framed minor, the viewer alternately sees his or her
• (3) For every full hundred points accumulated in
face as it was and will be. The longer one looks, the
one of the three boxes, add ten percentiles to the
more various the visions. For a few hours, a feeling
adventurer's chance of being recognized by
of tranquil contentment comes over the viewer, and
onlookers for his or her deeds in aiding that force.
the peace of Tanelorn seems within grasp.
Roll DlOO.
Favorable recognition depends upon the align­
ment of the observer. Being famous or notorious
Hllegiances can add to or subtract from rolls for Art, Bargain,
Disguise, Fast Talk, Insight, Oratory, and
Charisma, as the gamemaster sees fit.

C
HE GAMEMASTER HAS a few areas of
useful control concerning allegiances.
Though the three points following are not D((ds for tb( Cbr(( forc(S
secret, there is no reason to embed them in the play­ IN ADDITION TO the allegiance points regularly
ers' minds, either. Concerning them, a failure occurs accumulated by 1D8 or 1 D6 rolls, the gamemaster
on a result of 99 or 00 if the amount in the box is may occasionally wish to bestow a small number of
1 00 or less. If the amount in the box is 101 or more, points in response to some deed. Giving out such
a failure occurs only with 00. points is entirely at the gamemaster's discretion.
Points earned by actions should vary with their
roleplaying importance. The most significant acts are
always those which are done in passion and which,
once done, the doer cannot undo. Deeds done as
stratagems to manipulate the rules should have no
effect, or an unanticipated effect. The gamemaster
always decides the actual number of points, and the
reason for bestowing them. Bestowing more than
three points should be extraordinarily rare.
• •

Hllegiance Points
N
O
THE TABLE below, only one force increases per deed. The dungeon master states which force
increases, but that should be obvious in nearly all cases. These are unusual rewards, made to rec­
ognize special circumstances or unique events. An evening of play might see one such award.

the adventurer: chaos balance law


binds an elemental -I
frees someone

gives charity

heals someone mortally ill

kills sworn enemy in battle/fair fight

learns magic (per spell)

loves another 3

makes something unique and beautiful

invokes Lord of Chaos or Law 2


summons a demon

tells significant lie

tells significant truth

wounds someone

• •
of Tanelorn. He is posing as a traveling entertainer,

I. Che Weight Farginn Morb. Brass has been to fabled Tanelorn,


and seeks to help others along that sublime path.

of Doom It is fair time in Menii. The Menii Fair is an


annual event, a spectacle enjoyed by thousands.
Merchants from many lands gather in the huge

C
HIS SHORT SCENARIO puts all the open-air marketplace, exchanging goods, discussing
adventurers in one place at one time, pro­ trade routes, seizing monopolies, and discounting
vides a reason for them to become friends bills of exchange. Friendships and rivalries are made
and allies, and introduces and personifies the fast, while troupes of actors and acrobats alternately
notions of Chaos, Balance, and Law. entertain and marvel at the pageant passing before
The Isle of the Purple Towns is in the right cen­ their stages.
ter of the map of the Young Kingdoms. An oli­ Many stalls vie for attention; anything the
garchy, the isle is a bustling center of commerce in gamemaster can think of or anything sold in the
the Eastern Ocean south of Vilmir. Menii is the most price lists in the '1\.dventurers" chapter is available
lively of the Purple Towns, and the hub for human at the fair, except for Melnibonean or Pan Tangian
trade in the West. Chaosium's publication Sea Kings armor and weapons. Gamemasters are free to intro­
of the Purple Towns (currently out of print) details the duce any sort of game or confidence-game that
island , although that book is not necessary to play comes to mind. From all sides come saucy catcalls,
this adventure. The isle is an excellent base for new earnest sales-pitches, growls of beasts, snores,
adventurers. Both scenarios take place there. belches, laughter, songs, wheezing tunes played on

A map of the isle opens the second scenario. cheap instruments, chatter, dust, and everything
else associated with large (and growing larger )
This scenario introduces Farginn Brass, a Cham­
human crowds.
pion of the Balance and a member of the Sodality

Che fun of the fair


* ENDLESS BATI'LE *
SO FAR, NO P LAYER-CHARACTER (or adven­
turer ) knows any other. Each has come to Menii for
the fair. Ships arrive in the Purple Towns from
every port. Ask each player why his or her adven­
turer has come.
When all have explained their adventurers and is what Yespin said, but he lied to his boss; Yespin
sketched out the character of their adventurers, tell stole the money to pay a gambling debt. He
them that they are strolling separately through the hopes some stranger who matches his description
fair, each alone. Perhaps some want to buy things. will be picked up and convicted of the offense.
Others may be looking for food or drink. Someone Perhaps one of the adventurers looks like the per­
else may have attracted a pickpocket. The stalls offer son Yespin described. Of course this has nothing
each adventurer an opportunity to use his or her to do with the plot, but the adventurer being
Evaluate skill to check the goods. Use the Bargain grilled by the watch won't know that.]
skill to get a good price. A Search roll might save a
• Someone cut out the tongue of Clavin the Clever.
purse from a pickpocket. To make some money; an Clavin knows everything about this town, but
adventurer might try an Art or Craft, such as now he can't tell anyone. Looks like he sold
Singing or Tumbling, to impress the crowd. Try to somebody's secrets once too often. [Keelara of
find one thing for each adventurer to do. If possi­ Law questioned Clavin concerning the where­
ble, all transactions should go very well, to encour­ abouts of Farginn Brass, and then punished him
age the players. for selling lies and slander.]
When all the adventurers have accomplished
something, ask for Charisma rolls for each adven­
turer. Those with successes have entered into Che 0olden Scales
friendly conversations with merchants or passersby, ONE SIDESHOW CATCHES the attention of
and each hears one or more separate rumors. every adventurer. It is a brightly-painted cart with
the sides folded down to reveal a huge pair of
• Everyone is talking about Eastern trade routes.
golden scales, large enough to weigh a person. Its
Count Smiorgan Baldhead may sponsor an expe­
attendant is Farginn Morb, a short muscular man
dition to rediscover the Unknown East. [This
with thick mustaches and long black hair. "Balance
foreshadows the events in Moorcock's "Sailing to your troubles on the golden scales," he calls.
the Present."] "Truths told! Accurate weights and measures pro­
• A humble potter from Utkel (a small town near vided! Free gifts for the children! Come one, come
Menii) was hacked to pieces on his way to the all to the amazing scales of Farginn Morb!"
fair. His horse, wagon, bowls, and mugs were not • Morb can accurately weigh any object or person.
taken. Was it vengeance, mistaken identity, or Merchants use his service to arbitrate disputes.
some weird Chaos sacrifice? [The trader was
killed by Sterrin of Chaos, who mistook him for • If a person who is true of heart ( 1 00 or more Bal­
Farginn Brass.] ance points, 20 or more points above the next
highest score) gets in, the scales draw level, with­
• Another cut-purse was caught. That makes nine­ out weight on the other side, as though balanced.
teen pickpockets taken so far. Their severed right (Morb is the first to admit that such people are
hands are on display near the fair's Platform for rare in the Young Kingdoms these days.)
Lawful Proclamations, where the Church of Law
also sponsors debates and philosophical inquiries. • Morb puts a person in the scales, and then places
[Thieves are not suffered on the isle-let the counterweights on the opposite pan until the
adventurers beware.] scales are even. Then he challenges the person to
tell the truth. With a lie, regardless of the coun­
• The sea-wolves of Dorel are gathering strength. terweights, the pan with the person crashes to the
People say that this time they sail against the ground.
demon kingdom of Melnibone itself. [This attack
does take place, in the novel Elric ofMelnibone.]
• Yespin the Yellow was robbed last night, after a
very profitable day. Thieves are everywhere. [This
the person to say something true. The crowd laughs smooth face and close-cut brown hair. His pleasant
when a drunk climbs in and shouts, "The Temple of expression is unmistakable, but in fact he is now
Law takes fair taxes," only to be rudely ejected onto Farginn Brass, a Champion of the Balance pursued
his backside. Several Templars among the watchers by many, including Sterrin of Chaos, though the
are not amused. players need no explanation of this.
Morb works the crowd expertly. As the day The sides of his wagon have been folded up,
passes, each adventurer wanders past the scales. Use concealing his scales. A successful Search roll
the Resistance Table to match Morb's INT 21 ver­ toward the wagon notes chips and cuts in the
sus the INT of the adventurer. Those who lose are wood, as though someone had attacked it, perhaps
interested in spite of themselves, and climb into the more than once.
scales to give them a try. As each adventurer approaches, Brass offers
spring water or good ale, a generous pull of bread,
The Effect on the Adventurers and a bowl of vegetable stew. The stew is especially
At first the scales seem to balance miraculously good, and those who eat it feel it infuse them with
against nothing at all, then they plunge wildly up warmth and nourishment.
and down each time. The new adventurer must Brass is a skilled herbalist; his stew imparts
receive a successful Dexterity roll or be thrown off vitality. Eaters gain an extra 1D6 hit points for the
the perch as though from a bucking horse, losing next 1D6 hours, then the effect disappears. This is
1D3 hit points when he or she lands. not healing, but extra energy and stamina. Players
Each time, Morb helps up the adventurer, and add these hit points to their adventurers' totals
refunds his or her coin with a public apology. Then above the circled hit point total, and erase them
he draws near and whispers, "I would like to talk to first in accounting for damage: they allow adven­
you privately about what the scales have told me. turers to endure more damage before a major
Come to my camp this evening, in the meadow near wound takes effect.
Potter's Hill." A successful Insight roll shows his
Brass has the adventurers introduce themselves,
invitation to be in earnest and without evil intent.
asking them where they have been and where they
are going. He wants them to get to know each
Cbe Promise of tbe Balance other, he explains, "Because you, my friends, are
AS THE SUN SETS OVER the Oldest Ocean, the destined to be companions for a time. That is what
merchants c�ose and lock their stalls or pack up the scales have told me, and the truth of the scales
their merchandise and take it home for the night. is always for all to see." He pauses, then adds, ''And
Soon the only sounds come from the stages nearby, there is more."
where the actors and entertainers have come into Brass then asks if any have heard of mystic
their own. Revelry and merriment continue long Tanelorn. "It is a real place, a city of eternal peace
into the night. where those who honor life can rest from strife and
Any inhabitant of Menii knows that Potters
Field is on the east road, a mile from town. As each
adventurer separately makes his or her way, a sea­
mist rises, and soon thickens into fog. Then a
friendly-looking fire becomes apparent. It illumi­
nates Morb's brightly-painted wagon parked
beyond.
Morb sits on a camphor-wood chest, a rug over
his shoulders against the evening chill. A large pot
simmers over his fire. Morb's thick mustache and
long black hair are mysteriously gone, replaced by a
Perhaps in answer to adventurer questions, Brass he frowns, pauses, and turns back to them. Omi­
explains that he has been to Tanelorn, and that he nously; he slowly draws his sword and dagger.
travels the Young Kingdoms to bring this message. "Brass has contaminated one among you. I can­
"I do not lead the scales. They lead me where not tell which one, yet I, Sterrin of Chaos, am your
they will. I serve the Balance. Where kindness, doom."
mercy, and trust exist, there you will find one like He approaches the adventurers slowly enough
me. All of us bear the same message: the road to that they have a full combat round to make prepa­
Tanelorn is long and uncertain. Before their cups are rations. Sterrin will choose a random victim, or
full, young people have no reason to look for it. In choose among any who cast spells, or attack who­
the end, though, the way is lonely; and peace and ever takes the first swing, or whoever has the high­
self-acceptance are the only things worth seeking." est Power.
Brass has delivered his message. He will elabo­ "Though this isle be a cesspool of Law, a proper
rate on it and answer what questions the adventur­ tariff exists even here for listening to the wiles of the
ers have. He accepts no followers or disciples, if any Balance. Who among you will pay my price?"
offer for one heart should not command another.
' One or more adventurers volunteer, or Sterrin
Besides, it is dangerous-he is persecuted by Chaos
makes his choice, or all the adventurers flee. If so,
and by Law alike, and his life is sharp and clean, like
Sterrin casts Speed of Vezhan on himself and chases
the decision of the scales. His energies are devoted
down his selection of victim as though in broad day­
to messages to many, not the training of one or two.
light. If more than a couple of adventurers stand
He says that the war between Chaos and Law is
and fight, then bring in a few of the soldiers from
illusory, since each is only the reverse of the other,
page 225 to pair them off. These new people can be
like mirror images. The Cosmic Balance is between
companions of Sterrin unseen in the fog until now.
the two mirrors, and is the only reality. That reality
Sterrin attacks until the adventurer has taken a
is nurtured in the human heart.
major wound or its equivalent, then ceases attack­
Soon he says that he must sleep, and bids the
ing and stands back. If the adventurer is under
adventurers good night, warning them to stay to the
100% with his weapon, consider pulling some
road. "If you lose your way; you may wander a long
blows. Enough damage done, the agent of Chaos
time on a night such as this."
compliments his foe, saying that he or she did not
When they leave, the mist quickly closes in and lack courage. Sterrin says that the honor of his
hides fire and wagon alike. If they try to find Brass Lord Arioch is satisfied with this much blood, and
(or Morb) again, he and all connected with him offers to staunch the worst wound: if the victim
have vanished. agrees, he casts Suture on it. Suture erases the
wound's effect but leaves some evident mark of
Cbe Cbreat of Cbaos Chaos on the adventurer; let the gamemaster
choose something disgusting, but not so evident,
PRESUMABLY THE adventurers follow the
crippling, or horrible that it affects the adventurer
at every turn thereafter.

The Remaining Question


How did the other adventurers react to Sterrin's
challenge?
• Did they all attempt to aid their companion in
some way?
• Did some stand aside, and fail to fight against
Chaos?
• It may be that an adventurer who is firmly fixed • If they report that some held back, and did not
on Chaos attempts to aid Sterrin in his fight, but fight Chaos, she chooses among them the one
Sterrin warns off such aid, saying that Chaos with the most skills or the highest Dexterity,
needs no help from children and weaklings, and accusing him or her of Dire Omission or Anti­
that he gains no honor from it. If the adventurer Lawful Conduct, charges which require a trial of
persists, Sterrin stabs him or her in the back, and skills. The honor of Donblas demands his or her
to the death. blood, and a fight ensues of the same sort and to
the same degree as the one pressed by Sterrin.
Again, a major wound halts the proceedings, but
Che Certainty of Caw Keelara offers no Physik, saying that would inter­
AT THIS POINT, everyone hears the rattle and ring fere with the lesson the offender must learn. She
of marching armed and armored troops. A trumpet will not stop another adventurer from lending
rings out, and those with successful Idea rolls recall aid, though he or she had better not cast a spell
that they have heard the Templars of Law sound in her presence.
such a call. • If an adventurer joined with Sterrin, but did not
Sterrin of Chaos retreats into the mist, and is die, she has him or her arrested, to be tried and
seen no more. hung in the morning. ''A quick dance is the final
From the direction of Menii, Keelara of Law joy of traitors," she sneers.
appears. As she uncloaks her lantern, they see that
• If they killed or captured Sterrin, then Keelara
she is a woman in white armor, as tall as Sterrin and
congratulates them, and hints of a small reward
of as stern a face. "I am Keelara, agent of righteous
available at the Temple of Law (a free meal) .
Donblas and held in good stead by the puissant
rulers of this isle. By god and by our sovereigns, I
seek Sterrin of Chaos. Where he passes, blood Che Reward
flows, and here I see the grass is dewy red." THE REMAINING ADVENTURERS return to
She then opens a small pouch, and exhibits that Menii that night, since Menii is comfortable and safe,
which is within, a freshly severed human tongue. or they spend a cold and restless night in the fog.
"Thus are punished those who slander, perjure, and Award each surviving adventurer one allegiance
blaspheme," she observes. "How say you?" point, as appropriate. Ordinarily the point will
As she speaks, her troops ring the adventurers. clearly go to one of the three forces, but some
No chance of escape exists. adventurers may have sided with two forces in this
She then asks the adventurers what happened. short period; for those cases, give two points.
The gamemaster must be guided by how they In the morning, if they attend the fair again,
answer. Some possible answers and consequences Morb and his scales are an ordinary sideshow. An
follow. Insight or other skill roll discovers nothing special
about him. Even his hair and moustache seem
• If they report that all the adventurers fought
firmly attached to his head-pulling on them proves
against Sterrin in some way, then Keelara of Law
to be an excellent way to make him very angry-but
merely chastises them for being imperfect enough
later the person who dared that finds a coin in his
to let him escape. She and her warriors continue or her gear, a bronze minted with a set of scales on
the pursuit, and the evening concludes. either side. (This is a possible hook for some later
• If they add that one adventurer was healed by scenario of the gamemaster's devising.)
Sterrin, she demands to see the closed wound, Late that day, a messenger locates each adven­
and winces at the evidence of Chaos. That adven- turer and delivers the same message:
"O lucky one, a great man thinks you worthy of
notice. If you wish a patron, be at the home of my
master the Merchant Dobbas, he whose wealth
scrapes the sky, tomorrow morning." This message Skills: Bargain 145%, Craft (Palmistry and Card-Read­
anticipates the second scenario, "The Thought That ing) 65%, Craft (Sleight-of-Hand) 80%, Disguise
Counts." 140%, Dodge 162%, Evaluate 90%, Fast Talk 80%,
Hide 70%, Insight 1 20%, Move Quietly 97%, Ora­
If the gamemaster wishes, he or she can inter­
tory 70%, Physik 68%, Ride l l 5%, Search l l l%,
pose some other adventure. Since "The Weight of
Unknown Kingdoms 22%, Young Kingdoms 85%.
Doom" was short and may not have given every
adventurer equal opportunities, do not call for expe­
rience or characteristic rolls yet; wait another sce­ Sterrin of Chaos
nario or two first. One to two game weeks is about His moody swings between anger and mockery
right to start. frame the perfect Chaotic attitude. He carries a
demon broadsword and a demon dagger, and fights
with one weapon in each hand, despising a shield.
farginn Brass (Rlias farginn He has demon armor as well, and his excellent Dis­
Morb) guise skill allows him to go abroad in it during twi­
After long meditation, Brass has undertaken a long light and the night without fear of notice. During
journey across the Young Kingdoms to bring the the day, he stays in his room or goes unarmored.
way of the Balance to ears that may understand it. The isle has a price on his head; imprisonment and
In this he is aided by his pair of fine bronze scales. death would be his sentence here.
Though their origin is lost in the mists of time,
Brass believes that the scales are host to the spirit of STERRIN, Agent of Chaos
the Balance. A person less inclined to mysticism Chaos 89, Balance 44, Law 33.
might see in the scales an interesting but not too STR 1 8 CON 1 7 SIZ 16 INT 1 7 POW 20
consequential enchantment. Brass is still exploring
DEX 16 APP 1 0 HP 1 7
their powers; there may be more to them than he
Damage Bonus: + 1 D6.
presently knows. Though Brass is devoted to the
Balance, there is more than a little trickster in him,
Weapons: Demon Broadsword 121 %,
1 D8 + 1 + 1D6+2Dl0
as shown by his interest in stage craft and magic,
Demon Dagger l l9%, damage 1D4 + 2 + 1 D6 + 2D l 0
and by the quantity of his Chaos points. This is true
to him, but unnecessary to an agent or Champion
Armor: 2D8 + 1 (helm on) , Pan Tangian plate armor.
of the Balance-another might incline more to Law, Spells: Chaos Warp (4), Cloak of Cran Liret ( 1--4),
for instance. Heal (2), Horns of Hionhurn ( 1-3) , Liken Shape
(4) , Midnight ( 1 ) , Rat Vision ( 1 ), Refutation ( 1--4),
Speed of Vezhan ( 1-3), Summon Demon ( 1 ) , Undo
FARGINN BRASS, Champion of the Balance
Magic ( 1 --4) , Witch Sight (3).
Chaos 75, Balance 1 29, Law 29.
Demons & Elementals: three demons object-bound in
STR 16 CON 19 SIZ 1 5 INT 19 POW 19
his broadsword, dagger, and armor, respectively.
DEX 19 APP 12 HP 34
Skills: Conceal Object 55%, Disguise 90%, Dodge
Damage Bonus: + 1 D4. 93%, Fast Talk 88%, Hide 67%, High Speech 04%,
Weapons: Quarterstaff 209%, damage 1D8+ 1D4 Mabden 1 3%, Potions 61 %, Ride 56%, Search 54%.
Broadsword l l0%, damage 1D8+ 1 + 1D4 STERRIN'S LESSER DEMON ARMOR:
Dagger 101 %, damage 1D4+ 1D4
though usually hidden beneath a cloak, it is as glit­
Full Shield l l 5%, damage kb+ 1D3+ 1D4, 22 hit
tering black as a pool of stars.
points
INT l l POW 1 3
Armor: 1D8 + 1 (helm on), Half Plate.
Spells: Bounty of Straasha (4 ), Buzzard Eyes ( 1 ), Ability: Demon Armor, adds 2Dl0.
Flames of Kakatal ( 4), Midnight ( 1 ) , Summon Ele­ STERRIN'S LESSER DEMON SWORD: the
mental ( 1 ) , Undo Magic ( 1--4), Ward ( 3 ) .
Demons & Elementals: none.
the signs of Chaos engraved along the blood Skills: Bargain 89%, Craft (Armorer) 5 1 %, Dodge
groove. 1 75%, Insight 65%, Jump 89%, Move Quietly 77%,
Oratory 64%, Physik 57%, Ride 91 %, Search 64%,
INT 7 POW 6
Throw 75%, Track 70%, Young Kingdoms 66%.
Ability: Demon ffiapon, adds 2Dl0.
STERRIN'S LESSER DEMON DAGGER:
made of the same glittering black metal as his armor.
The surface of the sheath is of tiny ruby beads. To
II. Che Chought
suture a wound, Sterrin draws the blade along the
wound, as if cutting it afresh, but instead the dag­ Chat Counts
ger seals up the wound, leaving a disgusting puck­

C
ering scar. HIS ADVENTURE takes place as well
entirely on the Isle of the Purple Towns. It
INT 9 POW 16 DEX 7
is suitable for any reasonable number of
Abilities: Demon ffiapon, adds l D l O + 1D8.
beginning adventurers; characters of greater
Suture, 12 magic points.
accomplishment could also participate since the
challenge is as much mental as martial. The char­
acter mix can be any that the players and gamemas­
Secure on a wealthy island where the force of Law, ter prefer, although having someone knowledge­
if not the law of the land, is certainly dominant, able about demons or otherwise magically adept
Keelara has no doubts and no hesitations. She sees could be beneficial.
her duty and does it swiftly and completely. This
afternoon, Templars reported that a partisan of the Summary of the Scenario
Balance was at work in the fair. She was more inter­ Merchant Dobbas of the city of Menii hires the
ested when she realized that the description fit adventurers to travel to the northern town of Kariss.
Farginn Brass, for she knew that Brass had long There they are to retrieve his property, an ancient
been shadowed by an agent of Chaos. She deter­ Melnibonean figure of a golden warrior. Fiorgan of
mined to catch both birds, but has been a little late. Kariss had offered the statuette as collateral to
If she meets Sterrin, she challenges him to single secure a debt. Fiorgan, an underhanded merchant
combat within the Field of Law, from which only from Kariss, forfeited his debt, but then stole back
one of them will emerge. the figure, or so it seems.
Armed with the proper legal papers, the adven­
KEELARA, Agent of Law
turers travel to Kariss to repossess the statuette.
Chaos 18, Balance 40, Law 92
Merchant Fiorgan agrees without argument to hand
STR 18 CON 1 7 SIZ 1 6 INT 1 7 POW 1 8 it. Soon the adventurers discover that the statuette
DEX 19 APP 1 2 HP 17 has a demon bound in it, one that flees back to Fior­
Damage Bonus: + 1D6. gan when the adventurers fail to satisfy its need. The
Weapons: Broadsword 1 89%, damage 1 D8 + 1 + 1 D6 adventurers must learn the secret of the disappear­
Shortsword 1 89%, damage 1D6+ 1 + 1D6 ing statuette and discover a way to hold on to it. In
Throwing Dagger* l l0%, damage 1D4+ 1D3 pursuing that goal, they meet a second demon, this
Small Shield 1 35%, damage kb+ 1D3+ 1D6, 20 hit one of murderous disposition.
points
* she carriesfive in a quintuple sheath-pouch.
Armor: 1 D l 0 + 2 (helm on), Young Kingdoms plate Beginning the F.:ld"enture
armor. THE GAMEMASTER SHOULD mold the details
Spells: Field of Law (4), Four-in-One (2-8), Moonrise
( 1 ), Ward (3).
Demons & Elementals: none.
their mercenary talents. Wishing them to remain in into his mouth like punctuation. He does not offer
the merchant's employ, this is the first in a series of any to the adventurers.
missions in his interest. The gamemaster can read aloud his words, or
The story begins as the adventurers meet with summarize his comments. "Well, here it is," Dobbas
Dobbas to learn of their mission. Dobbas lives in begins. "I want you to go to Kariss and retrieve for
Menii, the capital of the Purple Towns. Following me my rightful property, something of ancient Mel­
directions, they arrive at an impressive inner-city nibonean origin, a golden statuette of a warrior. The
villa.
figure was collateral against a debt. The merchant
A servant ushers them into a sitting room to Fiorgan gave up the statuette and then snuck it back
await the merchant. If the adventurers have not met
again, the swine." (munch munch) "I know for cer­
before, this is their opportunity to become
tain that he has it at his home in Kariss. As the law
acquainted before the action starts. They can nom­
provides, you are my hired representatives to collect
inate a leader who will speak for them with Dobbas.
my property." (munch)
They can also speculate about how to spend the
money they'll earn. "I warn you that Fiorgan cannot be trusted. This
Before long Dobbas enters, easing his great bulk pouch," he says, waving it for an adventurer to take,
into a large and comfortably quilted divan. Dobbas "contains the contract and bill of sale to support my
is as wealthy as he is obese, and he has no intentions claim on the Melnibonean figure. As my contract
either of losing money or of losing weight. As he with that swindler provides, these papers instruct
speaks, Dobbas balances a tray of candied fruits on that he must hand over the figure when I request­
his protruding belly, popping the sugary morsels either to me or to my agents, who are you. Go
• •

Isle of tbe Purple Cowns I


there, demand it of him, and bring the statuette to at the southern edge of the city. The tower is often
me." (munch munch munch) a traveler's first sight of Kariss.
"Now, last time I sent some dim-witted fellows Soon the adventurers ride past the tower and
on this task. They let the gold warrior be stolen as into the city proper. Kariss is a city of wide streets
they traveled back. This time I am providing this and quiet traffic. It is the preferred city of the nobil­
iron-bound chest to secure it. Even a dolt can't mis­ ity; without the bustle of merchant traffic so obvi­
place a chest like this, or fail to hear if it falls. I have ous in Menii. In the center of the city are the walls
the only key. Once you close the lock, nobody can of the old town, surrounded by newer buildings
open it until it is back here. Bring back my statue, built as the city grew beyond the walls' confines.
and I'll pay you fellows two thousand bronzes." Fiorgan lives modestly in the northeast portion
(munch) of the city near Liberty Plaza, a green field outside
Dobbas has the adventurers sign for or make the wall of the old city. Fiorgan greets the adven­
their marks on an invoice for the chest and for a turers when they arrive. He is a greasy fellow, with
mediocre packhorse to carry the chest. He advances oily black hair slicked back over his head. He wears
100 bronzes for food. floor-length robes of imported southern silk that
Two witnesses also sign. If animal or chest is flow and shimmer even when he stands still. His
lost, Dobbas intends to recover their cost from the hands are moist and clammy as he greets the adven­
adventurers, though he does not say this now. turers and shows them into his parlor.
"So how can I help you?" he smiles, showing
two rows of crooked brown teeth. Wary of accusa­
Kariss tions of theft, Fiorgan is reluctant to admit that he
TRAVELING NORTH to Kariss is simple. The dis­ has the statue, and will not mention it until he
tance overland is about 1 30 miles, a trip of about knows that the adventurers want it. If the adven­
five days of easy riding, or about three days of turers request the figure and succeed in a Fast Talk,
urgent horseback travel. The adventurers could take Bargain, or Oratory roll, Fiorgan decides to hand it
passage by boat each way; at the cost of thirty over without resistance. "That fulfills my contracted
bronzes per passenger, and another forty for food. obligation," he points out.
The sea-borne journey takes three days, but its cost Adventurers may think to try their Insight skill
makes it an unlikely adventurer choice. This scenario when talking to Fiorgan. It does not lay bare the
assumes that the adventurers ride horses overland. plans of such an accomplished swindler, although its
On the road, no significant encounters occur. successful use does reveal that he is a practiced liar.
Roads between the major settlements of the isle are Fiorgan is quick to counter any accusations of
well-traveled and usually free of danger. If the theft, explaining that he is merely safeguarding the
adventurers keep to themselves and set a proper statuette for Dobbas. "I was about to bring it to
watch at night, they should have no problems. him myself. You have saved me the trouble. I hope
If the gamemaster owns Sea J(i,ngs of the Purple he's paying you well. Dobbas is a very stingy fel­
Towns, he or she can roll an encounter for the north­ low," he says.
ern counties from the Isle Encounters Table. Oth­ Fiorgan produces the statuette of the gold war­
erwise summarize the movement, then begin the rior from a cabinet. It is a breathtakingly beautiful
action again as the adventurers arrive at Kariss. sculpture of a Melnibonean warrior in full armor
and wielding a gleaming gold sword. Though its
Arriving at Kariss surface is hammered gold, the figure is much too
light to be solid metal.
By a successful Evaluate roll, the value of its
metal is minor compared to its value as an artistic
treasure. It could be worth thousands of bronzes to
an interested collector.

POW 16

HP 6

returns to its own


en summon another demon
· ous trade.

"tnturers Steal · It
forstealing something as

until·· anding ' : <}


adf Ry , dven ers will tut ri .

meet in Kaliis
b s, or somebOOy like her might be
are
That is, of course, if they caught with the demon rid� . theTheystatuette,
willing to tty but not. while it is
- must ell
stop '• the s�tuette
statuette. That's tele
' m
g bCfo11• or
· e
any .with
know µow to s,a prevent itch s· in it.
from teleporting to Fiorgan. Following the tele­ Dobbas knows most ofthe poteqtial buyers
can
port, thievish adventµrers either give it up on the isle. JJe certainly knows Rydychei. If the
for 19st and head · info:a new adv pU11Chase s !ft�t · stolen
y-r" �·> _- '
' -fr..
ger
siire Fiorgan fo of ret

Statuary. t and
In either case Dobt>as is not out of the pie
ture�. tte will se
c:WtqtW '
ack d
the �dventurers sho
the adventurers fail to return with the statuette
or an explanation.
- J:- '.Gk· m:· �'
nc_ w_'\W '

Bach to )Vlenii within. While the statuette has indeed teleported


back to Kariss, the adventurers may have to wait
THE STATUETTE FITS SNUGLY in the chest, until Dobbas opens the chest to be sure.
and blankets pad it for safety. Closed and locked, the Discovering the golden warrior gone, the adven­
chest stays locked until Dobbas opens it. turers may decide to turn around and ride back to
Again, the quickest way back is three days of sail­ Kariss, or they may continue on to speak with Dob­
ing or hard riding, or six days of normal travel. The bas. If they go back to Kariss, continue to the sec­
trip back is quiet, except for one special event. On tion "To Kariss Again." Otherwise, continue with
the final night of the trip, find out who unloads the the next section, "Meeting with Dobbas."
animals at camp. Have that person's player make an
Idea roll as the adventurer takes the ironbound chest Meeting with Dobbas
off the pack horse. Success suggests that the chest Not too long after entering the coastal marshes the
feels lighter than it was before. If other characters adventurers ride into the city of Menii. Dobbas is
heft the chest, successful Idea rolls reveal the same home when the adventurers arrive with his chest. A
information. servant shows them into the same sitting room.
If the chest is open or broken when Dobbas
comes in, he looks at them suspiciously, but listens
to their explanations. If the chest is still closed, he
excitedly takes out a key and fumbles in the lock
until he gets it open. A look of great disappoint­
ment crosses his face when he discovers the chest is
empty. "Where is it?" he yells. "What happened to Fiorgan
it? Did you put it in here?" Since this is not the first He greets the adventurers more warily this time.
time the statuette has disappeared, he entertains the "Oh, do please come in," he says, wringing his
idea that it vanished from inside the locked chest. hands nervously. "I've been expecting you. it seems
If the adventurers don't suggest the possibility of I am the victim of some peculiar Melnibonean
magic, he brings it up himself. "This stinks of magic present in the golden warrior. I can't get rid
magic," he says, "Or maybe demons." He asks them of it. I am so sorry for the inconvenience this has
if they got a good look at the statuette, and to caused you." He takes the statue out of the same
describe it in the finest detail. If someone took an cabinet where it was last time, and hands it to the
adventurers.
earlier opportunity to examine it closely and can tell
him about the mark of Chaos, he gasps and says, Fiorgan brings out his copy of the contract and
indicates relevant clauses as he explains that his
"That swine Fiorgan, that swindler, that greasy pig!
obligation is to hand over the statuette to Dobbas
He's using demons ! Wait until the Church of
or his agent, which he has done promptly three
Goldar hears about this. They'll put that swindler to times now. He is not responsible for magical effects
the torch." (munch) lingering in a Melnibonean artifact. A successful
Even if they can't tell him about the chaos mark, Bargain roll shows that Fiorgan may be correct.
Dobbas gives the adventurers the same instructions, If they attack him, or threaten to go to the
"Get back the statuette from that pig. He has to give Church of Goldar with accusations of demonology,
it to you. That's still the law. But don't leave Kariss, Fiorgan calls Hezch'kengle, his guardian demon,
because it will just disappear again. Look for the from another plane and flees while the demon cov­
mark of an eight-pointed star on it. If you find one, ers his escape. If Fiorgan can touch the statuette, he
go straight to Lady Rydychei in the Street of Jew­ and it teleport a few miles outside of town, planning
to sneak back in at night and recover valuables. With
elers. She's a collector, and has some knowledge of
patience, luck, and a lot of magic points, the spell
magic. Show it to her, and ask her advice."
Witch Sight can lead the adventurers to him. If they
The adventurers may think to bargain for more lack Witch Sight, the Lady Rydychei has the spell.
money for their services, since this has turned from If the adventurers approach Fiorgan civilly, he
simple repossession to a longer task involving magic gives them the statuette and they can leave. Worried
and perhaps demons. If the adventurer doing the that his sorcery may be exposed, Fiorgan then pre­
talking can succeed at a Bargain roll, Dobbas agrees pares to escape. Having gathered grimoire, money,
to double their fee to 4000 bronzes when they bring and jewels, he enters his sanctum and calls Gzur­
in the statuette. glechenk, a bound stalking demon which he has
stashed in another plane. Gzurglechenk will hunt
down and punish the adventurers. He plans to send
Co Kariss Hgain the demon after them, then sell house and goods,
THE TRIP TO KARISS is uneventful. There are and escape by ship at his leisure.
several places where the adventurers may go once
they arrive in Kariss. If they do as Dobbas has �ercbant fiorgan
requested, they'll start with a visit to Fiorgan to get
the statuette, and then take it to the Lady Rydychei
to see what she can tell them. After hearing what
she has to say, they may confront Fiorgan about the
demon in the statue, or go to the Church of Goldar
with their suspicions. Each of these encounters is
detailed below.
Armor 4 on himself, casts Hell's Razor 4 on his night and stings it to death, then gulps down the vic­
shortsword, and flees. tim in a few large bites.

FIORGAN, Swindler, Con-Man, GZURGLECHENK, lesser demon,


Demon-Cozener breed is stalking demon
STR 9 CON 8 SIZ 1 1 INT 16 POW 35 STR 1 2 CON 1 4 SIZ 13 INT 8 POW 5

DEX l O HP 10 DEX 9 MOV 3 HP 14


Damage Bonus : + 1D4.
Damage Bonus: none.
Abilities: Dem-0n Armor, oily black sludge, lDlO points.
Weapons: Shortsword 6 5 % , damage 1 D 4 +2
Stinger, 70%, damage CON :CON. The victim takes
Fist 50%, damage 1D3
damage equal to the demon's CON if he fails to
Armor: none. resist, or 1/2 CON if he succeeds.
Spells: Brazier of Power, Chain of Being, Hell's Armor, Skills: Common Tongue 16%, Hide 80%, Move Qui­
Hell's Razor, Refutation, Speed of Vezhan, Summon etly 20%, Own Plane 1 5 % .
Demon, Undo Magic, Witch Sight.
Need: eat one human daily; any size will do.
Demons: Brashgo, Gzurglechenk, Hezch'Kengle.
Magic Points to Summon: 35.
Skills: Bargain 50%, Common Tongue 90%, Craft
(Sleight of Hand) 65%, Dodge 45%, Fast Talk 75%,
Hide 45%, High Speech 03%, Listen 60%, Melni­
f)ezcb'lungle
bonean 20%, Potions 20%, Scribe 30%, Search 55%. A rippling, blubbery mound of fat and claws topped
by a smooth head whose red, piggy eyes are not
fixed, but slip around on its cranium as though
floating on a pile of slippery lard. Its pink, corpu­
It is a cloud of thick, black sludge, through which lent body heaves about, wheezing and gasping as it
feet and hands and eyes and mouths occasionally can moves or fights on stubby legs, but ominously quick
be seen, their number and location never clear. Like and deadly. Hezch'kengle is a bound demon sent by
any stalker demon, Gzurglechenk hunts its victim at Fiorgan to another plane. When Fiorgan calls for
him to appear, he arrives in one combat round, react as strongly to them as would a member of the
seemingly enlarging out of Fiorgan's cloak-pin. Church of Goldar.

HEZCH'KENGLE, lesser demon, LADY RYDYCHEI, Gallery Owner,


humanoid, breed unknown Artist
STR 22 CON 20 SIZ 18 INT 6 POW 7 STR 9 CON 1 5 SIZ 9 INT 16 POW 1 7

DEX 1 5 MOV 6 HP 1 9 DEX 1 1 APP 14 HP 12


Damage Bonus: + 1 D6. Damage Bonus: none.
Abilities: Regenerate 1 hit point per round, self only. Weapon: Dagger 45%, 1 D4 + 2
Claw x2, each at 70%, damage 1 D 8 + 1 D6 Spells: Make Whole, Muddle, Witch Sight.
Demon Armor, 1 D6 protection Skills: Bargain 75%, Art (Sculpture) 85%, Evaluate
Skills: Common Tongue 1 2%, Dodge 50%, Own 90%, Insight 35%, Search 70%, Young Kingdoms
Plane 1 5%. 45%.

Need: to be greased with lard daily so that the soft,


blubbery skin does not chap. Talking to Lady Rydychei
Magic Points to Summon: 42. THIS ENCOUNTER FURNISHES information
that the adventurers have not deduced. Fewer mer­
chants and guild craftspeople live in Kariss than in
Yomast th( Doorman Menii or Utkel, so everyone knows of the success­
He is a confident, friendly fellow in his early twen­ ful ones. The adventurers can find Lady Rydychei
ties. He wears a dark green cloak over brown leather by going to the Street of Jewelers in Kariss and ask­
armor reinforced with metal studs, and carries a ing for her.
broadsword by his side. From his post at the door The adventurers arrive at a fashionable gallery
he keeps watch on the adventurers while they are in selling statues, statuettes, busts, and bas-reliefs. The
the gallery. He admires the Lady Rydychei and gallery's doorman doubles as the guard. He ushers
defends her and her shop without hesitation. in the adventurers. The lady is with them shortly.
Connoisseurs among the adventurers may
YOMAST, Doorman and Guard browse the collection as they wait. A successful
Evaluate roll reveals statuary in many styles and
STR 1 5 CON 1 3 SIZ 14 INT 1 0 POW 9
periods, and in materials from all over the Young
DEX 1 1 APP 1 3 HP 14
Kingdoms. Few have quality to rival the Melni­
Damage Bonus: + 1 D4. bonean figure.
Weapons: Broadsword 1 10%, damage 1 D8 + 1 + 1 D4 Before too long Rydychei enters the gallery from
Dagger 90%, damage 1 D4 + 2 + 1D4 the back. Her reaction varies with the appearance of
Brawl 70%, 1 D 3 + 1D4 the adventurers. If they dress as rough mercenaries,
Armor: Leather 1D6- l . she knows they are not here to look at art, and asks
Spells: none. them directly what their purpose is. Well-dressed
Skills: Dodge 45%, Fast Talk 65%, Listen 60%, Ride people she treats as potential customers and shows
70%, Search 55%. them around the gallery.
When they uncover the Melnibonean statuette,
her eyes widen. ''Ah," she says, "a few of these have
Cady Rydycbd been found on the island. This is one of the best.
The detail is exquisite. Are you looking to sell it?"
She studies the golden warrior for a while. If they
want, they could sell her the statue and pocket the
money, although that would be illegal since they
don't own it She will pay up to 25,000 bronzes, but harbor. He figures he does not yet need to teleport
only after hard bargaining. See the box on pages to escape, for a reason soon clear.
272-273 if the adventurers decide to betray their The house is unlocked. In one room, apparently
employer's interests. reserved for magical rituals, they find an inlaid octa­
Assuming they ask her about the presence of gon of the type used by sorcerers. The floor inside it
magic or demons in the statue, she offers to look at is sticky with blood and exotic herbs. The still-warm
it. "I'd say that some Melnibonean nobleman lost corpse of a child has been drained and mutilated, and
this statue several centuries ago. You can see it was the remains are in the center of the symbol.
used to burn incense, and somebody has recently A summoning has taken place here, though if
wiped it down with perfume. Oh, look!" she says, none of the adventurers know much magic, they
spying the Chaos symbol on the base, '1\ binding can only guess at what's happened. As we shall see,
mark!" She casts the spell Witch Sight, and puts the Fiorgan has summoned a stalking demon to take
statue down as though it had suddenly grown hot. vengeance.
"There's a demon in here, all right. It's a lesser one, If the gamemaster wishes, the adventurers can
but definitely there. That means that its summoner surprise Fiorgan at the harbor, but we suggest that
must still be alive, because when a summoner dies, he has already set sail on a merchant ship, headed
all his demons become unbound and they dismiss for lands where his secrets are still secret. If Fiorgan
themselves." dies, Gzurglechenk is dismissed. While Fiorgan
lives, Gzurglechenk attacks.
If the adventurers tell her about the disappear­
ance of the statue, she explains to them that tele­
portation is a demonic ability. In addition, she If the Adventurers Hurry Back
explains, 'M demons also have special needs. I If the adventurers hurried back, Fiorgan is still at
would guess that when this demon's need is not ful­ home. No one answers their knocks. Those who
filled, it then teleports to its master. You can be cer­ receive successful Listen rolls hear obscene wailing
tain that who it goes to is also its summoner." coming from within, sounds that seem to combine
guttural, phlegmy coughs and high-pitched
If the adventurers have not deduced it, she will
screams.
take a guess at this demon's needs. Luckily, she is
right. "I'd guess that this demon needs to have The front door is easily breached. The screams
incense burned in it, or to be wiped down with per­ lead them to the magical sanctum with the inlaid
fume. It wouldn't hurt to do both, just to be sure. octagon that was mentioned above. This time a
glowing brazier lights the windowless room. Fiorgan
You may need to do it as frequently as once a day.
kneels beside the octagon, holding a squirming,
If you are diligent, you may keep it from teleport­
screaming infant. Within the octagon, a thick black
ing away. "
liquid flows like greasy smoke around a central fig­
She gives them some final advice. "It would be ure, obscuring it from view. Gzurglechenk coughs in
wise to find its master and convince him to dismiss a guttural demon voice, "Give me the child-thing
the demon. Better, just kill him-he is a sorcerer, and I will do your bidding. My hunger pains me so!"
after all, and that is punishable by death here. One
way or the other, the demon will be gone."

Confronting fiorgan
If the Adventurers Delay
Perhaps the adventurers go to the Church of Goldar
or some other destination before they return to
Fiorgan. That gives him time to strip his townhouse
of everything portable and valuable, and flee to the
course. If all the adventurers retreat, the demon also R Just Reward in )\'lenii
takes the far door out, heading into the street for a
bit of slaughter before returning to its own plane. IF THEY HAVE THE statuette, either the demon
has been released from it, or the adventurers know
Fiorgan has little stamina. If chased immediately,
he can be caught inside his dwelling, although that how to satisfy its needs and keep it with them. They
leaves fewer people to fight Gzurglechenk and res­ can travel to Menii again, without significant
cue the child. Captured or forced to fight, Fiorgan encounters.
waits until the adventurers are off their guard, calls Except one. If they were slow in confronting
Hezch'kengle from his cloak-pin to attack them, Fiorgan and he summoned Gzurglechenk before
then tries to flee again. Should they ultimately cap­ escaping, ask for Luck rolls. Those who succeed
ture him, he offers to release the demon from the have each night an uneasy feeling, as though some­
statuette if they let him go. Killing him has the same one or something was uncomfortably close by as
effect, and is more satisfying. they lay sleeping.
Nothing comes of this on the trip back; the
The Town Guard demon waits until they are with Dobbas before it
The tumult, shouts, screams, and the demon walk­ strikes. Should the adventurers search around their
ing about raises the hue and cry. The town guard camp, a successful Search roll reveals unusual, three­
comes running. Six arrive a few minutes after the clawed footprints along its periphery every morn­
fight ends. The adventurers are in no trouble if they ing. Guards at night only glimpse a black, liquid
show that Fiorgan was a sorcerer and demon-sum­ shape that quickly melts into the dark.
moner. For unmasking an ally of Chaos in Kariss,
they receive a reward of 200 bronzes to share
among themselves, and a token each for a free meal
Payment
at the Church of Goldar settlement house. Assuming they have the statuette, Dobbas is glad to
see the adventurers return. He evens offers them a
Tell It to Goldar tray of colored rock candy, though he first takes the
biggest piece. He reacts with shock and surprise
If the adventurers stopped at the Church of Goldar,
when they describe their fight with Hezch'Kengle.
the priests of Goldar are quick to act on charges of
Flagrant Demonism and Anti-Lawful Activity. "Oh my," he says, his face flushing pink, "I hope I
When they arrive to arrest Fiorgan, he is already never see a demon up close." He hands them their
gone, of course. They find clear evidence of demon bags of money, and the adventure ends, unless the
summoning, including the octagon and slain child stalker demon remains. Gzurglechenk hasn't for­
as described before. They offer 5000 bronzes for gotten them.
Fiorgan's head, attached or not. This may tempt the
adventurers to search for him, and may provide the If Gzurglechenk Remains
impetus for an adventure of the gamemaster's
As though waiting for his cue, the demon Gzur­
devising.
glechenk crashes through a window and hops
If the demon is still inside it, showing these
toward the succulent-looking Dobbas, who
priests the golden warrior is not a good idea. A
screams and faints to the floor, scattering rock
priest asks to take a closer look, and holds out his
candy everywhere.
hands for it. If the adventurers foolishly hand it
over, the priest casts the spell Witch Sight, begging The fight is grand, but probably short because
Goldar's pardon as he does. Confirming the Chaos Gzurglechenk is a weak demon. Revived, Dobbas is
taint, he smashes the statuette to the ground with a very grateful. For saving his life he offers the adven­
shout of '�ccursed!" The adventurers can forget turers any reasonable gift they want, to as much as
about their pay when they get to Menii, because another 6,000 bronzes. They can go on their way
much the wealthier for their adventure. *.A.

-=�� -�178.��k!���!i��p<"r�:a
Dobbas isn't going to buy a broken statuette.

/
Characteristic Conversion Table

Con"ersions old score


3-4
new score

8
old score
13
new score

15
5-6 9 14 16

C
HIS SECTION provides instructions for
transferring adventures from Stormbringer 7 10 15-16 17
Fourth Edition and earlier to Elric and Storm­ 8 11 1 7-18 18
bringer Fifth Edition. You may prefer to roll up new 9 12 19 19
adventurers and use them for a few sessions while 1 0- 1 1 13 20 20
you get the feel of the rules. Once you know how 12 14 21 21
the game flows, bring across your old adventurers.
Twenty-one is the normal maximum for characteris­
Consult your gamemaster during the conversion
tics in Elric and Stormbringer Fifth Edition, but Power
process, and show him or her copies of the old and
and Intelligence can increase indefinitely. Certain
new adventurer sheets when you are done. Your
magics can temporarily increase characteristics.
gamemaster is the best arbiter.
Start with a blank Stormbringer Fifth Edition
adventurer sheet. All personal details-name, home­
Damage Bonus (SCR +SIZ)
land, religion, money, etc., remain unchanged. Refigure the damage bonus :
More room for such detail exists on the new sheet, 02-12 = -106 1 3-16 = -104 1 7-24 = zero

however, and more information exists in the 25-32 = + 104 33-40 = + 106 41-56 = +206.
"Adventurers" chapter. You may find yourself mak­
ing new entries.
nit Points, Magic Points
For hit points, add CON + SIZ and divide the total
Characteristics by two; round up any fraction to the next whole
In earlier editions of Stormbringer, human charac­ number. Your adventurer may have fewer hit points
teristics were rolled as 3D6; Elric and Fifth Edition than he or she did before.
use 2D6+6. That changes the minimum rollable
characteristic from 3-4 to 8.
Shills 1st-4th Edition Elric/Sth Edition
Taste Scent/Taste**
Ability bonuses are not used, but you're free to copy
them across. They have been replaced by starting Tie Knot none*
chances for most skills and other adjustments. Tumble Craft (Tumbling)
Fill in your skill values. Any skill which is less * This skill no longer exists, and your points in are lost,
than the printed value (Climb, for instance, is 40%) unless yourgamemaster allows you to retain it as a per­
automatically increases to that amount. sonal specialty (ifso, write it in one of the blank spaces
The Elric and Stormbringer Fifth Edition skills on your sheet) . Ambush isgone, subsumed by Hide, Lis­
Disguise, Insight, Sailing, Scribe, Throw, Unknown ten, Move Quietly, and Search. Memorize is gone, the
Kingdoms, and Young Kingdoms have little paral­ .function subsumed by the ldea roll. The Summoning
lel in earlier editions of Stormbringer. To get started, skill per se no longer exists, but notes on converting
allot 1 00 points among them as you will. appearfurther below. Knot-'Jjing isgone, though a Dex­
terity Roll or Craft (Macrame and Knot-'Jjing) grant
1st-4th Edition Elric/Sth Edition
the equivalent.function.
Ambush none*
Balance Craft (Wire-Walk) ** Two old skills have become a single new skill. Take
the higher value of the former two and, with the per­
Conceal Conceal Object
mission ofyourgamemaster, add half the percentiles of
Credit Bargain
the lower value.
Cut Purse Craft (Sleight-of-Hand)
*** One old skill has become two new skills. Allot your
Evaluate Treasure Evaluate
percentiles between the two as you will or ignore one skill
First Aid Physik
ifyou wish, andgive all the points to the other.
Fist Attack Brawl**
Grapple Wrestle
Juggle Craft (Juggle) «I(apons and Hrmor
Kick Attack Brawl** Weapon skills no longer divide between attack and
Make Map Scribe, Navigate parry: your adventurer's initial parry with a weapon
equals his or her attack skill with it. Attack or parry,
Memorize none*
convert by choosing the higher value for each
Music Lore Art (Lute, Sing, etc.) and
weapon, and enter that amount. With your
Young Kingdoms**
gamemaster's permission, add half of the lower
Orate Oratory value to the new skill. For example, your adventurer
Persuade Fast Talk or Bargain had 80% attack and 72% parry in broadsword:
Plant Lore Natural World and that's 80 plus 36 (half of 72), a total of 1 16%.
Potions*** Look at the weapon class column in the Weapon
Poison Lore Potions Tables on pages 122-123 . Uniformly increase all
R/W Common Own Language weapons in the same class to the percentage of the
R/W Other Other Language highest one. In the example in the previous para­
Scent Scent/Taste** graph, if your adventurer also had scimitar at 45%
attack and 5 1 % parry, it now increases to 1 16% per­
Search Search**
cent, because scimitar and broadsword are in the
See Search**
same weapon class.
Set Trap Trap
Details for specific weapons are occasionally dif­
Sing Art (Sing) ferent. More information is in the Weapon Tables;
Sleight of Hand Craft (Sleight-of-Hand) consult them and enter the new values. Shields are
Summoning none*
the same way; again consult the Weapon Tables and as they did in Fourth Edition and earlier. Common
note the wider scope of information. sense should prevail. An enchanted scrying glass
which previously granted + 50% to See would
obviously now impart a + 5 0% bonus to Search.
Items containing bound demons and elementals
The allegiance system is new. The player and must be considered more carefully, as discussed
gamemaster must discuss the adventurer and agree below.
on starting values for the three paths. No normal
adventurer should have more than 20 points in any
one allegiance. The exceptions are the priest or D(mons
shaman, who should have a minimum of 25 in his The rules for demons have changed profoundly.
or her allied path, and the agent of Chaos or Law, Many demon powers in Stonnbringer Fourth Edition
who should have a minimum of 50 in his or her and earlier correspond to demon abilities in Elric
allied path. and Fifth Edition. Some powers have been dropped.
An adventurer who was previously an Agent is Individual demons might retain obsolete powers as
not automatically a Champion. That is the weird and unique Chaotic manifestations.
gamemaster's decision, based on the adventurer's Copy out your demon's statistics. To reset the
previous service to his or her cosmic force. levels of its abilities, treat three points of Chaos
Elan has no role in Elric or Stormbringer Fifth Value as equal to one magic point. Round down.
Edition. If your gamemaster wishes, your adventurer For example, your demon weapon caused 5D6
could keep any remaining Elan until it is used up. damage (50 c.v. ) . Now it causes 3Dl0+ 1 D2 dam­
age (the equivalent of 16 magic points on the Sac­
rifice Results Table in Elric) . If the power is a fixed
Magic ability in Elric, there is no need to convert it. For
Sorcerers automatically receive the spells Summon example, your demon's old power of Paralyze
Demon and Summon Elemental, if previously able Attack 27%, potency 3D6, 20 meters range (50
to summon those entities, and receive as well any c.v. ) simply becomes Paralyze, potency equals CON,
corresponding pathway spells for the elements. For range touch ( 7 magic points).
example, if your adventurer could summon Earth
Consult with your gamemaster about converting
and Fire elementals, he or she now also gets Gift of
your demon's statistics. Most gamemasters will pre­
Grome and Flames of Kakatal. Additionally, one
fer to do it for you.
quarter of the points in the old Summoning skill
become percentiles in the new Million Spheres skill.
With your gamemaster's permission, you also 6l(m(ntals
know one additional spell for every ten percentiles Convert all bound elementals to average lesser ele­
or fraction thereof in your adventurer's old Sum­ mentals, as given on pages 201-204 of the
moning skill. "Demons, Monsters, Folk & Heroes" chapter. You
You retain knowledge of demon breeds, invoca­ may roll their statistics, or take the average scores
tions, and other summonings, though procedures provided.
for them have changed; see the "Magic & Religion"
chapter for details.
For all of this, add one point to the Chaos alle­
Virtu(S
giance box per spell. Virtuous items never actually appeared in the saga,
and have thus disappeared from Elric and Fifth Edi­
tion. Your gamemaster may allow your adventurer
Magic lt(ms to keep his or her existing Virtues. Future supple-
If it suits the gamemaster, magic items continue to ments may introduce more Lawful magic, but the

m:��,�,;=�!!���t� zs.� !�AW


perform the same functions in Elric and Fifth Edition Champion of Law depends more upon excellence of
skill than power of magic, since the use of magic (Common Tongue) 1 0%, Own Language (Mong)
contradicts what Law purports to mean. Beyond 85%, Physik 50%, Pick Lock 1 5%, Repair/Devise
philosophy, the problem is also one of game balance 48%, Ride 75%, Sailing 35%, Scribe 20%, Track
at the expense of the saga's integrity; direct sugges­ 74%, Trap 25%.

tions to Chaosium Inc. Bronzes on Person: 80.

Scenarios Cabita of Ness


For converting scenarios, a few notes can be found SHE IS SECOND in line to the Thane of Ness, a
in the "Gamemaster" chapter. small property-holder in Vilmir. Outstripping her
relatively low station, she is arrogant and pushy,
insistent on the ways of Law. Her enemies call her
"Eyebrows," because of their thickness and the way
Six Beginning they try to meet.

Hd"enturers TABITA, female, age 22


Chaos O, Balance O, Law 3

S
KILLS NOT LISTED are at base chance.
STR 13 CON 16 SIZ 1 3 INT 1 5
Note Common Tongue is not Carkan's
POW 1 4 DEX 1 8 APP 1 1 HP 1 5
native language. Each has tack and a riding
horse, and personal gear. The stories for each have Damage Bonus: + 1 D4.
no significance, nor do the names-change them as Weapons: Broadsword 1 25%, damage 1 D 8 + 1 + 1D4
you wish. Full Shield 74%, 22 HP, damage kb+ 1D4+ 1D4
Armor: 1 D 8 + 2 (helm on), Half Plate & Mail

Carhan Spells: none.


Skills:Art (Torture) 35%, Climb 60%, Dodge 86%,
HE WAS PICKED up by a ship along the shores of Insight 55%, Jump 45%, Listen 45%, Move Quietly
the Weeping Waste. He fled the murderers of his 50%, Navigate 30%, Own Language (Common
family. When he is ready, he will return to the Waste Tongue) 75%, Repair/Devise 72%, Ride 101%, Sail­
and take vengeance. His clan and tribal tattoos iden­ ing 35%, Scent/Taste 35%, Swim 45%, Throw 45%.
tify him to anyone who can read the signs. He is tall, Bronzes on Person: 570.
thin, quiet, a little sullen at times; his cheekbones
are prominent, and his eyes dark and sunken.
Sort of Piharayd
CARKAN THE YOUNGER, male, age BORT IS TALL, thin, intense, ambitious, and
aggressive. He enjoys battles of wits; he sees less to
24
be gained by physical fights, though he has plenty
Chaos 0, Balance 0, Law 3 of courage. Since he feels himself very clever, Bart
STR 15 CON 1 2 SIZ 14 INT 1 7 is confident that he can pluck the fruits of Chaos
POW 16 DEX 1 2 APP 1 1 HP 13 without becoming entangled. Though few know
Damage Bonus: + 1 D4. much about him, some say that his father was a
powerful sorcerer who abandoned his family in
Weapons: Broadsword 106%, damage 1 D 8 + 1 + 1D4
Pikarayd at the bidding of Chaos.
Full Shield 65%, 22 HP, damage kb + 1D4+ 1D4
Armor: 1 D8 + 2 (helm on), Half Plate & Mail
BORT, male, age 21
Chaos 3, Balance 0 , Law 0
known believers in the Balance, they are tolerated,
STR 13 CON 14 SIZ 1 5 INT 14
though suspected of Free Thought and other such
POW 17 DEX 13 APP 1 3 HP 15 crimes as a Lawful regime may dictate. She has
Damage Bonus: + 1D4. vowed to avoid killing whenever possible.
Weapon: Shortsword 75%, 1 D6 + 1 + 1D4
Armor: 1D8+ 1 (helm on), Half Plate & Mail VREEN THE HEALER, female, age
Spells: Make Whole (3), Suppleness of Xiombarg 19
( 1-3) , Wisdom of Slortar ( 1-3) .
Chaos 0, Balance 3, Law 0
Skills:Bargain 65%, Conceal Object 45%, Craft
STR 1 3 CON 1 4 SIZ 1 5 INT 1 5
(Sleight-of-Hand) 75%, Disguise 95%, Dodge 56%,
POW 1 3 DEX 1 5 APP 1 3 HP 15
Evaluate 35%, Fast Talk 95%, Hide 40%, Insight
35%, Natural World 45%, Oratory 35%, Own Lan­ Damage Bonus: + 1 D4.
guage (Common Tongue) 90%, Pick Lock 25%, Weapons: Bow 30%, damage 1D6+ 1 + 1 D2
Repair/Devise 52%, Search 40%.
Armor: 1 D l 0 + 2 (helm on), Young Kingdoms Plate
Bronzes on Person: 220.
Spells: none.
Skills:Bargain 15%, Conceal Object 45%, Disguise
Ratbeh 35%, Dodge 30%, Evaluate 35%, Fast Talk 65%,
Hide 40%, Insight 95%, Natural World 45%, Ora­
HE'S A SOLEMN young man of kindly heart. His
tory 25%, Own Language (Common Tongue) 75%,
left arm is slightly shorter than his right, and so his
Physik 1 0 1 %, Pick Lock 25%, Potion 69%,
body seems to lean to the right. Rathek is the eldest Repair/Devise 60%, Scribe 20%, Search 40%.
son of Shazarian traders. He is wandering the world
Bronzes on Person: 660.
for a while after attending the university at Cadsan­
dria, in Argimiliar. His nickname comes from a
hobby while a student, of investigating tunnels, Ke"i
caves, and barrows near Cadsandria. TOO BEAUTIFUL not to stand out, Kevi usually
wears a veil. She is the daughter of a Southern Con­
RATHEK (The Rabbit), male, age 25 tinent pirate and a captive. Kevi wanders the lands
like her pirate parent, taking what she will. When
Chaos 0, Balance 3, Law 0
she allows her face to be seen, all who witness her
STR 1 5 CON 1 5 SIZ 1 3 INT 1 6
are struck by her vitality and jaunty ways.
POW 1 3 DEX 1 5 APP 1 3 HP 14
KEVI THE THIEF, female, age 20
Damage Bonus : + 1D4.
Chaos 3, Balance 0, Law 0
Weapon: Rapier 95%, damage 1D8+ 1 + 1D4
STR 16 CON 1 2 SIZ 14 INT 1 3
Armor: 1D8 + 2 (helm on), Half Plate & Mail
POW 16 DEX 1 5 APP 1 7 HP 13
Spells: none.
Damage Bonus: + 1D4.
Skills: Art(Courtly Manners) 25%, Bargain 95%, Dis­
Weapons: Dagger 85%, damage 1 D4 + 2 + 1D4
guise 35%, Dodge 30%, Evaluate 95%, Fast Talk
35%, Natural World 85%, Oratory 25%, Other Lan­ Armor: 1D6 (helm on), Sea Leather armor
guage (Melnibonean) 20%, Own Language (Com­ Spells:
Rat Vision ( 1 ) , Tread of Cran Liret ( 1-4),
mon Tongue) 90%, Repair/Devise 60%, Ride 5 5%, Ward ( 3 ) .
Search 40%, Young Kingdoms 25%. Skills: Art(Conversation) 2 5 % , Bargain 35%, Climb
Bronzes on Person: 2 100. 89%, Disguise 95%, Dodge 30%, Evaluate 35%,
Fast Talk 35%, Hide 60%, Insight 35%, Oratory
25%, Other Language (Melnibonean) 20%, Own
Vreen Language (Common Tongue) 85%, Repair/Devise
60%, Ride 55%, Search 1 0 1 % .
Bronzes on Person: 160.
CHAOS: the force of creative and random arrange­

Cerms ment, the generator of mutability. Chaos is the


implacable enemy of Law.
CHARACTERISTIC: seven characteristics are
ABILITY: a demon brought to this plane is able to rolled for each adventurer: Strength, Constitution,
exert only certain magic. These are its abilities. It Size, Intelligence, Power, Dexterity, and Appear­
can also use skills, just as someone native to this ance. Characteristics decide a character's funda­
plane does. mental capacities. Some can increase, and some of
them increase indefinitely. Characteristics do not
ADVENTURER: the general name for a player's much influence how well an adventurer learns from
character. experience; that chance is never less than INT xl %.
AGENT: an ally of Law or Chaos who works full­ CRITICAL: a skill roll result that is 20% or less of
time for the force, and who gets economic support the character's current percentiles of the skill.
in return. An agent does not need to know magic.
COMBAT ROUND: the elastic unit of game time
ALLEGIANCE: the adventurer's tendency toward comparing movement, weapon use, and skill use.
Chaos, Balance, or Law. When an adventurer's Within a round, resolve actions in DEX-rank order,
highest allegiance score exceeds the others by 20 highest to lowest.
points or more, the adventurer is said to be an ally DlOO: percentile dice. They give an equal chance to
of, to be aligned with, or to have allegiance with, roll any number between one (0 1 ) and one hundred
that force. If the adventurer wishes, benefits can (00) .
come from an allegiance.
DAMAGE: in the game, attacks, injuries, illnesses,
BALANCE, THE: the supreme force of the mul­ etc., are said to do damage. Damage usually sub­
tiverse, from which springs all existence on all tracts hit points from the damaged character.
planes. Also referred to as the Cosmic Balance. DAMAGE BONUS (db) : a modifier for hand-to­
BASE CHANCE: the percentage chance that all hand fighting that simulates the full influence of
humans have to succeed at a particular skill. strength and size; in using missile weapons, the
damage bonus is halved.
BASE RANGE: the distance within which a mis­
sile weapon can hit at base chance. DEMON: one of a bewildering variety of entities
from other planes, especially the Demon Worlds.
BEAST-LORD, PLANT-LORD: the Lords of the Brought here magically, and usually enslaved. See
Archetypes. Each is the progenitor of a different also Ability, Breed, and Need.
kind of thing: cats, birds, brambles, grasses, and so
DEX RANK: each combat round divides into sev­
on. An adventurer can summon these great powers,
eral DEX ranks, which the gamemaster calls out
but they come only if they are willing. highest to lowest. A DEX rank exists for each point
BIND: after summoning a demon or elemental, it of Dexterity characteristic. Hypothetically, DEX
can be magically bound to the sorcerer's will and ranks have no maximum number; practically, the
made obedient to his or her commands. highest is usually in the twenties.

BREED: many species of demons exist. A selection DISMISS: to remove from memory. Dismissing a
spell or elemental can be done immediately; dis­
of breeds greatly shortens a sorcerer's search for the
missing a demon takes 1D8 minutes.
appropriate demon.
DRAGON EMPEROR: the emperor of the Mel­
BRONZE: a standard coin among the Young niboneans. Elric is the 428th.
Kingdoms. A mug of ale or a loaf of bread cost
about a bronze each. ELEMENTAL: the animated principle of one of
the four elements--earth, air, fire, or water. Each
CHAMPION: the committed servant of Chaos, element was once entirely composed of elementals.
Balance, or Law. An adventurer who reaches 1 00 in With the decline of magic, the elements have
an allegiance may choose to become a Champion. become more inert, but millions of elementals still
Considerable benefits accrue. thrive.
ELEMENTAL RULER: four Lords of the Ele­ HEAL: a spell helping to heal a wound or injury by
ments exist, Straasha (water) , Grome (earth), restoring 1D3 hit points, up to the adventurer's
Kakatal (fire), and Lassa (air) . I n many ways they maximum hit points.
are still the masters of the plane, but their powers
HIT POINTS (HP): the average of a character's
have diminished as the vitality of magic has fled. CON and SIZ. They measure the character's ability
ELRIC: the last emperor ofMelnibone. Elric's love to survive attacks, injuries, etc. A character's hit
for Cymoril results in the intrusion of Chaos into points are checked off to show mounting injury,
this plane. That in turn leads to the doom of every­ wounds, etc. No play effect occurs until uncon­
thing and the birth of our own world. sciousness arrives, when two or fewer hit points are
left. At zero or negative hit points, a character
ENCHANTMENT: a thing or location magical in begins to die. See also Regenerate.
itself, and inhabited by no demon or elemental. The
gamemaster introduces enchantments into the game. IMPALE: a result of O l with an edged or thrusting
weapon. It is the best hit possible, doing double
ETERNAL CHAMPION: in Moorcock's scheme normal damage and ignoring the stopping power of
an avatar of the Eternal Champion arises in every any intervening armor, including demon armor.
universe to respond to some supreme peril. Elric
INT-LIMIT TO MEMORY: a sorcerer can have in
proves to be the avatar for the plane of the Young
memory only that quantity of magic equal to or less
Kingdoms.
than points of INT. "Magic & Religion" includes
EXPERIENCE CHECK: when an adventurer spells, summonings, and invocations. He or she
succeeds with a skill in a dangerous or stressful sit­ must have at least POW 16 to use magic.
uation, the gamemaster may grant the player an INT RANK: spells, summonings, etc., are cast
experience check on the adventurer sheet. The check highest INT to lowest INT during the magic phase.
serves as a reminder that an opportunity to increase
the percentiles of that skill now exists. INVOKE, INVOCATION: an appeal to a Lord
of Chaos, a Lord of Law, or an Elemental Ruler.
FATAL WOUND: one that costs the adventurer The chance for a reply is slight. Calls can be made
more hit points than he or she currently possesses. also to minor entities such as ghosts or long-dead
Without successful intervention, death comes at the ancestors, again with little initial chance for success.
end of the subsequent combat round.
KNOCK-BACK (kb) : a vigorous shove with a
FUMBLE: a skill use that fails disastrously. For shield; a way to attack with a shield. See pages
skills of 100% or less, a D 1 00 result of 99 or 00 is 1 3 1-132.
always a fumble. For skills of 101 % or more, only
LAW: the force of system, order, and permanence.
00 is a fumble.
The implacable enemy of Chaos.
GAMEMASTER: the person who knows the
LORD OF CHAOS or LAW: the supreme pow­
secrets of the plot, who describes the situations and
ers of these forces. They are eternal enemies. Little
characters encountered by the adventurers, and who
is known of them, but see pages 1 8 1-186.
decides what skills and rolls are permitted. Players
frequently take turns being gamemaster. MAGIC POINTS (MP) : these are variable points
equal at maximum to POW Use them to cast or
GAME TIME: the time said to elapse as a scenario resist spells, sacrifice for demons, and other occult
or campaign unfolds. Not necessarily related to the purposes. They are spendable, and entirely return in
time that the gamemaster and players experience. 24 hours. Reaching zero magic points, a character
GRIMOIRE: any of many scrolls and books of falls unconscious. See also Regenerate.
sorcery and spells. Each grimoire is different. The MAJOR WOUND: one that occurs in one com­
game assumes that every adventurer who knows bat round and that costs an adventurer more than
magic owns a grimoire in which that magic is auto­ half his or her total hit points. The adventurer is
matically recorded. then able to fight on only for combat rounds equal
in number to the remaining hit points.
MELNIBONEANS: those of the Bright Empire,
the fey rulers of the world for ten millennia, now
confined to their island bastion and its magnificent REGENERATE: without conscious effort, hit
capital, the Dreaming City of lmrryr. points naturally return at the rate of 1D3 per game
week. Magic points return naturally, too: if at zero,
MINOR WOUND: one that costs an adventurer
the first regenerates at the end of the first hour.
half or less of his or her total hit points.
After that one-fourth of those still missing return at
MISSILE WEAPON: any physical weapon that the end of each six-hour segment, until all return
must leave the user's grasp or be launched to do after 24 hours.
damage, such as a rock or an arrow.
RESISTANCE TABLE: a table that establishes
MOVE, MOV: the unit of movement in the game; target numbers for D 1 00 rolls, allowing percentile
all humans have eight MOV per combat round. rolls to resolve situations in which one characteris­
tic is opposed by another, such as POW:POW.
NEED: by individual demon, the peculiar require­
ment necessary to its well-being and long-term SACRIFICE RESULTS TABLE: a table that cor­
health. relates the number of magic points sacrificed for a
demon ability with the damage done by the ability.
OBJECT-BIND: a way to bind a demon into an
object (such as a ring) or a place (such as a particu­ SKILL: a definable body of knowledge or physical
lar wall or doorway) . ability. Many non-player characters list skills
�own to adventurers-such skills are not game
OCCUPATION: shows what an adventurer did elements but characterizing aids for gamemasters
most recently. Has bearing on the skills an adven­ who play the characters.
turer knows, but not upon how he or she acts.
SKILL ROLL: a D 100 roll. A success is equal to
PARRY: in hand-to-hand combat, blows can be or less than the recorded skill percentage. A failure
blocked by interposing shields or other weapons. is higher than the skill percentage, or 99 and/or 00
This is called parrying. depending on the percentage. See also critical,
PERCENTAGE: most rolls in this game are D 1 00 impale, and fumble.
(percentage) rolls. All skills are expressed as per­ SPELL: a spell is a special pattern of knowledge
centages. Adventurer skill percentages can rise with­ and gesture that impresses the will of the caster in a
out limit. specific way upon a target. Most spells link to
PERCENTILE: in the game, each point of a per­ Chaos, but some are Lawful.
centage is a percentile. There are 60 percentiles in SPOT RULES: rules for special circumstances,
60 percent. Adding and subtracting percentiles and such as what happens when moving on a slippery
percentages differ. For instance, subtracting ten per­ surface.
centiles from 60 percent yields 50 percent, while
subtracting ten percent from 60 percent yields 54 SUMMON: the process of fetching and negotiat­
percent. ing with or enslaving a denizen of another universe.

PHYSIK: medical treatment in the Young King­ TANELORN: the mythic place of perfect peace.
doms. A successful skill use restores 1D3 hit points There is one in every universe. Tanelorn is always
per wound per week, in addition to natural healing. difficult to find, and always worth finding.

PLANE: a way of referring to a universe. The mul­ UNCONSCIOUSNESS: unable to fight, speak,
tiverse is the sum of the myriad planes. or think. Caused by a major wound, having two or
fewer hit points, or having no magic points. It lasts
READY: moving magic from his grimoire into the for one hour, or as the gamemaster sees fit.
adventurer's memory, so that it is available to be
cast. The process takes that number of combat UNKNOWN KINGDOMS: those lands and
rounds equal to the maximum number of magic kingdoms far in the East, as known in rumor and
points possible to the spell. legend.

RECEIVE: an adventurer is said to receive results YOUNG KINGDOMS: the lands and kingdoms
of the West, nearer to Melnibone, which recently
have thrown off her iron rule. *.A
lnd�x
Chaos Fleet 3 1 , 1 83 Dragon Emperor: see Emperor
R
Grome 1 2, 24, 1 74, 1 8 1 , 1 88-1 89,
Chaos Points 66-67, 26 1 Dragon Venom 90, 1 28, 1 3 I , I 34, 257-258, 285
Chaos, Agent of 67, 1 93, 223, 268- 209
Abbreviations of the Elric Books 1 5
269 Dragons 90--9 1 , 208-209
Acid Damage 1 27- 1 28
Chaos, Champion of 68-69 Drowning, Suffocation 1 30
Actions 1 1 4-1 1 5
Chaos, Church of 29, 46, 1 82, 1 86, Dyvim Slorm 1 2, 229-230
Actorios, the Ring of Kings 1 2, 1 77, Haaashaastaak 1 2, 1 76-1 78
1 93-1 94 Dyvim Tvar 1 2, 1 4, 230
238, 258 Haborym 1 82
Chaos, Lords of 1 82- 1 84
Advent. Sheet 1 8, 52-53, 74, 8 1 , Hand-to-Hand Combat 1 1 1 - 1 1 7,
289-290
Chaos, Octagon of 1 03, 1 4 1 , 1 58-
€ 252, 285
1 59, 1 6 1 - 1 64
Adventurers 1 6- 1 7, 52-75, 98, 1 00- Heal Spell 1 49
Characteristics 52-S3, SS-S7, 284 Eequor 1 84
1 0 1 , 248-252, 282-283 Healing 1 06
High Speech 7, 27, 88, 252
Characteristics, Changing I 0 I Elementals S9, 1 56, 1 63 , 1 74-1 76,
Adventurers, Conversion of 279-
Chardros 1 2, 1 83, 1 93 20 1 -204, 28 1 , 284
28 1 Hionhurn 1 2, 1 83
Agak and Gagak 205, 2 1 9 Charisma Roll 52-53, 55, 57-S8 Elementals, Attacks and Parries 1 74 Hit Points 53, S5, 59, 1 04, 1 06, 285
Agak and Gagak, Servants of 2 1 9- Clakars 2 1 , 48, 63, 206 Elementals, Greater 1 75- 1 76
Hoojgnurps 200
220 Coins: see Bronzes or Groats Elementals, Lesser 20 1 -204
Howard, Robert E. 6, 8
Agent 67-68, 1 87- 1 88, 284 Combat 1 1 1 - 1 1 9 Elemental Rulers 24, 1 7'4- 1 7S, 1 80--
HSFL 70
Alignment: see Allegiance Combat Round 1 1 1 - 1 1 3 , 284 1 8 1 , 25 1 , 28S
Hwamgaarl 1 2, 30
Allegiance 1 7, 65-69, 1 44- 1 45, 260, Combat, Spot Rules for 1 27- 1 37 Elenoin 2 1 0
284 Common Tongue 27, 88-89 Elgis 1 2, 1 86
Allegiance Points 52-53, 7 1 , 25 1 , Constitution S2-S3, SS-S6, S9 Elric 9- 1 4, 29, 1 77, 230--2 3 1 , 285 I
260--26 1 Conversions to Fifth Edition 279- Elric at the End of Time I 0-- 1 2, I S
282 Elric of Melnibone I 0-- 1 I
Idea Roll 52, SS-S6, S8, 94-95
Ameeron 1 58, 2 1 8, 258
Cosmic Balance: see Balance Elric, Saga Sequence I 0 llmiora 1 2, 38-39
Apotheosis 6 7-68
Appearance 5 7, I 0 I , 284 Cran Liret I 2, 3 I Elric, Saga Summary I 1 - 1 4 Impale 97-98, 1 1 2- 1 1 3 , 28S
Creatures of Matik 206-207 Elwher 1 2, S I , 93 Important Die Rolls 55
Argimiliar 32-34, 1 82
Critical Success 74, 8 1 , 97-98, Emperor 60, 77, 284 lmrryr 1 2, 2S, 28-30, 60, 1 43
Arioch 1 1 - 1 2, 24, 1 83- 1 84
Arkyn 1 2, 1 85 1 1 2- 1 1 4, 284 Enchantments 255-256, 260 Injury 1 04- 1 06

Armor 1 1 7- 1 1 8, 1 20, 1 23, 1 28, 1 36 Cymoril 1 1 - 1 2, 229, 244 Engaged and Unengaged 84, 1 1 1 - INT-Limit to Memory 1 42, 1 6 1 - 1 62,

Ashaneloon 1 2, 27 1 1 2, I I S 285

0
Ashaneloon, Guardian Demon of Entangle 1 1 4, 1 2 1 , 1 30 INT Rank 1 1 4- 1 I S, 28S
213 Eshmir S I Intelligence S2-53, S5-57, 279, 284
Attack 1 1 3- 1 1 4 Damage 284 Eternal Champion 9- 1 1 , 67, 285 Invisible 1 29
Attack and Parry Matrix I 1 3 Damage Bonus 1 8, 53, 55-56, 58- Evasion and Detection Matrix 95, Invocations 1 03, 1 40-- 1 4 1 , 1 43,
Aubec 1 2, 34, 69, 1 85, 2 1 2 59, 279, 284, 293 296 1 74, 1 78-1 79, 26 1 , 28S
Avan Astran, Duke 1 2, 44, 228 Damage Bonus for Demons and Experience 98 Isle of the Purple Towns, The 25-26,
Elementals 59, 1 63 30--3 1 , 1 8 1 , 1 88- 1 92, 263-264,

8 Dead Gods' Book, The 206, 257 270


Dead Gods, The 24
Baboons 204-205 Demon Abilities 1 40, I S I , 1 57, 1 59, Failure, Skill 97, 1 1 2, 1 1 4, 247
Bal'boosts 1 99 1 60-- 1 6 1 , 1 64-1 74, 284 Falling 1 3 1
Balaan 1 2, 1 83 Demon Breeds 1 98-20 I Fast Talk 84-85, 94-95 Jagreen Lern 1 2, 1 4, 29-3 1 , 1 94,
Balance Points 52, 66, 26 1 Demon Needs I 6S Fatal Wound I 06, 28S 232-233
Balance, the 6, 1 0, 1 7, 65-69, 1 45, Demon Summonings Fumble Table Fileet 1 77 Jharkor 1 2, 47
1 79- 1 8 1 , 260, 284 1 58 Filkhar 1 2, 33-34 Jump 87, 94
Balance, Champion of 69, 1 79- 1 80 Demon Worlds 1 56, 284 Fire 1 3 1
Balo 1 2, 1 84 Demons 1 56- 1 74, 284 Firebeetles 2 1 0--2 1 1
Bane ofthe Black Sword, The I 0-- 1 I , Demons, Greater 1 57, 1 59- 1 60, Fortress of the Pearl, The I 0-- 1 1
14 1 64 Fumble 74, 97-98, 1 1 2
Kakatal 1 2, 1 74, 1 8 1 , 28S
Bargain 82, 94-95 Demons, Individual 2 1 3-2 1 5, 2 1 9- Fumble, Hand-to-Hand I 1 6
Kaneloon 1 2, 3S
Base Chances 94, 1 22- 1 23, 284 22 1 Fumble, Missile I 1 7
Karlaak 1 2, 39
Base Range 284 Demons, Lesser 1 57, 1 59-1 60, 1 64 Fumble, Summoning 1 58
Khorghakh 2 1 4
Beast-Lords 1 40-- 1 4 1 , 1 76- 1 78, Demons, Spot Rules for 1 60- 1 6 1 Fwem-Omeyo 46
Knock-Back Attack 1 1 8, 1 23, 1 3 1 -
1 80, 1 86, 25 1 , 253, 284 Devil Lizards, Riders 207-208
1 32, 285
Bellbane 2 1 5-2 1 6 DEX Rank I I I , 284
Knockout 1 32
Binding 1 62-1 64, 1 76 Dexterity 52-S3, 55, 57, 284
Kyrenee, The 2 1 4-2 1 5
Binding, Breaking 1 63, 1 76 Dexterity Roll 52, 55, 57 Game System 97- 1 09
Binding, Eternal 1 64, 1 76 Dharijor 1 2, 46 Game Time 1 03- 1 04, 28S, 293
Binding, Object 1 4 1 , 1 60-- 1 62, 1 64- Dharzi 1 2, 24, 27, 207, 2 1 3-2 1 4 Gamemaster 1 6- 1 7, 1 0 1 - 1 02, 247-
1 65, 1 76, 26 1 , 286 Dharzi, Hunting Dogs of 2 1 3-2 1 4 2SO, 28S
Boiling Sea 27, 35, 50 Dhzutines 1 99-200 Gemstones 77 Lamsar 4 1 , 2 1 4
Books, Rumors of 2S6-257 Dice 1 7- 1 8 Ghouls 2 1 1 -2 1 2 Lassa 1 74, 1 8 1 , 1 88-1 89, 285
Bronzes 26, 7S, 77, 284 Dismissing Demons and Elementals Gnomes 1 74-1 76, 1 8 1 20 1 -202 Lasshaar: see Wind Giants
1 62- 1 63, 1 76, 284 Gold Wheels 77, 79 Law 6, I 0, 1 7, 2'4-2S, 4 1 , S2, 6S-

c Distinctive Features Table 7 1 Goldar 7, 1 2, 3 1 , 1 8S- 1 86, 1 90-- 69, 1 4 1 , 1 44- 1 45, 1 79-1 82, 1 84-
Doctor Jest 233-234 1 93 1 86, 1 90-- 1 92, 2S4, 260, 28S
Cadsandria 1 2, 32-33 Dodge 7S, 83-&4, 94, 1 1 2- 1 1 3, Golem 2 1 2 Law Points S2, 66, 2S4, 26 1
Champions 65, 68-69, 1 78, 284 25 1 -2S2 Grahluk 2 1 0, 2 1 2-2 1 3 Law, Agent of 68, 223, 269
Changshai 5 I Dodge Table 84, 296 Graoll 1 74 Law, Champion of 1 7, 34, 69, 2 1 2,
Chaos 6, I 0, 1 7, 2 1 , 2'4-2S, 6S-69, Donblas 1 2, 1 85 Grey Lords, The 1 8 1 237, 28 1
1 45, 1 79, 260, 284 Doomed Folk, the 2 1 . 40, SO, 1 42 Grimoires 7 1 , 74, 1 42- 1 44, 28S Law, Church of 43, 66, 1 86, 1 90--
Chaos Butterfly 205-206 Dorel 1 2, 33, 264 Groats 77 1 93
lnd(X (contd.)
Law, Lords of 1 8 1 - 1 82, 1 84- 1 86, Sentinel Demons 200--20 I True Name 63, I S8, 1 64, 1 76
0 Sepiriz 1 2, 49, 66, 220
1 90 Two Weapons I 1 3, 1 36
Lesh 27, 4 1 Servant Demons 20 I
Occupation S2-S3, 70, 72-73, 286
Levels of Success, Failure I 1 2 Shaarilla 6S, 22 1
Light 1 33
Octagon: see Chaos, Octagon of
Shazar 2 1 , 49 a
Oin 2S, 26, 3S-36
Listen 87, 94-9S Shields 70, 74, 1 1 7- 1 1 8, 1 20, 1 23,
Okara S I Unconsciousness 60, 1 03, 1 06, 1 32,
Lormyr 1 2, 24-2S, 34-3S, I 84- 1 3S, 1 69, 236, 2S7
Olab SO, 1 32, 2 1 6-2 1 7 1 40, 286
l 8S, 1 90 Ship That Sails over Land and Sea,
Older Ones; 2 1 , 24
Luck Roll S2-S3, SS, S7-S8 The 1 79, 1 8 1 , 1 88, 2S8 Undines 1 74- 1 76, 1 8 1 , 204
Oonai 2 1 7
Sighing Desert 2 1 , 24, 27, 38, 40-4 1 Unholy Fortress, The 38
Oone 1 2, 237-238
Significant Intervals Table I 03 Unknown Kingdoms, Unknown East,
Opish 27
Silent Land 2 1 , 24, 47, SO Unmapped East, etc. 2 1 , 27, S I , 93,
Oratory 88, 94-9S
Mabden 1 2, 27, 29-30, 88, 1 43, Size S2-S3, SS-S6, 1 07, 284 286
Org 1 6, 26, 40, 2 1 1
1 93 Size Comparisons Table I 07
Unnamed Continent 2 1 , SO, 2S 7
Mabelode 1 2, 1 82- 1 83 Skills 70, 74-7S, 8 1 -9S, 97-98, 1 00--
Urish 1 2, 39-40, 243
Magic 1 7, S3, S6-S7, 67, 70--7 1 , 1 0 1 , 1 04, 1 1 2- 1 1 4, 247, 2S l -2S2,
Urish's Bane 220--22 1
74, 1 1 4, 1 39- 1 79, 2S2, 28 1 2S4, 280--28 1 , 286
Pan Tang 14, 2S, 29-30, 1 82, 1 93-
Magic Points S3, SS, S7-60, 67, 69, Skill Groups 94
v
1 94, 2S9
1 1 4- 1 I S, 1 39-1 40, 1 4S, 28S Skill Roll 97-98, 286
'pande 1 2, 27, 88, 1 43
Magic, Corrupting Influence of Skill Time 94-9S
Parry 74-7S, 1 1 2-1 1 3, 1 1 7, 286
1 43- 1 4S Slortar 1 2, 1 82 Vallyn 1 2, 1 86
Passing Demons 200
Magic, Fading of 24-2S, 29 Smiorgan Baldhead 1 2, 3 1 , 240 Vanishing Tower, The I 0-- 1 2, 1 4
Percentage, Percentile 1 8, 286
Magic, Fears of 2S, 47, 7 1 Sorcerer's Isle 3 1 Vezhan 238
Personalities 228--24S
Magic, Minimum POW for, S3, S7, Sorcerers 1 39 1 42-1 44, I S6- I S9
Phum 1 2, S I , 238 Vilmir 42-44, 2S8
70, 7S, 1 39 Sources I S
Physik 89, 286
Magical Things, Rumors of 2S6-2S9 Southern Continent 32-38, 2 1 2
Pigs, Snake,& Thing 2 1 7-2 1 9
Magum Colim 1 2, 234-23S Spell Summary Table I S2
Pikarayd 1 2, 36-37
Major Wound Effects Table I OS, Spells 1 44- I S6
Plane 87, I S I , 1 60-- 1 6 1 , 286 Wardpact 1 67, 1 73
292 Spells, Categorized 1 46
Plant-Lords 1 4 1 , I S4, 1 76-1 77, 1 80,
Major Wounds I OS- I 06 Spells, Chaos Points and S3, 66-67, Weapons 98, 1 00, 1 1 4, 1 1 7- 1 1 9,
1 86, 2S I , 284
Malohin 1 82 71 1 28, 1 36-1 37, 280
Poisons 1 34
Maluk 1 82 Spells, Duration of 1 4S Weapon Classes 1 2 1
Potions 89-90, 2S9
Marshes of the Mist 47, 49 Spells, Lawful or Chaotic? 1 44- 1 4S, Weapon Fumbles I 1 6- 1 1 7
Power S2-S3, S7, 1 39- 1 40
Meerclar 1 76- 1 77 I S6
Power, Increasing It S3, 1 42 Weapon Illustrations I 24- I 2S
Melnibone 9, 1 1 - 1 2, 2 1 , 24-26, Spells, Learning 1 4 1 , 1 43- 1 44
Prices 78--79 Weapon Tables 1 22- 1 23
28--29 Spells, Rumors of 2S6
Prince Gaynor I 0, 1 2, 23 1 -232 Weapons, Missile 1 1 4, 1 1 8-- 1 1 9,
Metric Conversions I 06 Spells, Spot Rules for I S I
Pronunciations 1 2 1 22- 1 23, 1 28-- 1 3 1 , 1 33- 1 3S, 1 37,
Million Spheres 9, 87, 94, 28 1 Steeds of Nihrain 220
Pyaray 1 2, 1 83 286
Minor Wound I 04. I 06, 286 Stormbringer 9, 1 1 , 1 4, 24, 240--
Mirath 1 2, 1 86 24 1 , 2S7, 2S9 Weeping Waste 27, 44, 1 8 1
Misha 1 74 Stormbringer 1 0, 1 4, 247 Weird of the White Wolf. The I 0-- 1 2,
Missile Weapons: see Weapons, Mis­ Straasha 1 2, 24, 1 8 1 , 1 86, 1 88-- 1 90, 2S
sile Quaolnargn 1 2, 2 1 9 2S8, 28S Western Continent 4S-SO
Mist Giant(s) 2 1 S-2 1 6 Quarzhasaat 1 1 - 1 2, 24, 27, 4 1 , 2S9 Strength S2-S3, SS, S7, I 0 I Wind Giants 1 74
Mocker: see Urish's Bane Stun I 3S
Wounds I 04- 1 06
Money 26, 7S, 77, 284 R Success 97, 1 1 2
Wrestle 93-94, 1 30
Mong 27, 44, 88 Summonings 1 4 1 , I S6- I S9, 1 6 1 -
Moonglum 1 2, 37, 93, 1 36, 23S-236 R'lin K'ren /!\a 1 2, 3 1 , SO, 2S7 1 63, I 7S, 286
Moorcock, Michael 6, 9-1 I , I S Rackhir I I , 238 Survival Tips 74-7S x
Moorcock, Michael, Illustration of I I Ready, Readying 1 44, 286 Suture S9, 1 04, 1 06, 1 67, 1 73
Mordaga 4 1 , 236 Ready-to-Play Adventurers 282-283 Swim 9 1 -92, 94 Xiombarg 1 2, 1 83
Mournblade 24, 1 84, 240, 2S7-2S9 Rebinding 1 63- 1 64 Sylphs 63, 1 74-1 76, 1 8 1 . 203
Move, MOV 1 02- 1 04, 1 1 1 - 1 1 2, 286 Research 1 43
Move Quietly 87, 94-9S Resistance Table 97-99, 1 S I , 286
c
M ultiverse 9- 1 0, 286 Revenge of the Rose, The I 0-- 1 I , 1 4
Yeshpotoom-Kahlai 38
Myshella 1 2, 1 4, 1 7, 27, 3S, 1 4S, Ride 90--9 1 , 94-9S Table of Contents S
Yishana 1 2, 1 4, 47, 244
1 90, 237 Riposte 1 1 3, 1 36 Tables 292-296
Myyrrhn 7, 1 2, 2 1 , 24, 27, 47-48, Roleplaying 1 4, 1 6- 1 7, 67-68, 248 Young Kingdoms 1 1 - 1 2. 1 6- 1 7, 2 1 ,
Tanelorn 1 2, 1 4, 4 1 -42, 68-69,
S0, 63, 6S, 8S-86, 22 1 Rumors 2S6-2S9 S I , 1 8 1 , 1 84, 1 86, 286
1 94- 1 9S, 286
Tanelorn, Sodality of 1 94- 1 9S Young Kingdoms Bestiary 204-22 1

s Tarkesh 49-SO Young Kingdoms Digest 22 1 -228


Terms 284-286 Young Kingdoms, History of 2 1 ,
Nadsokor 1 2, 39-40, I O I Sacrifice Results Table for Demons & Theleb K'aarna 1 2, 1 4, 24 1 , 243 24-2S
Narjhan 1 2, 40, 1 82, 1 84, 2 1 4 Elementals 1 63 Theocrat of Pan Tang: see Jagreen Young Kingdoms, Map of 22-23
Natural Beasts & Generic Monsters Sadric 1 4, 1 7, 1 90, 238--2 39 Lern Yu 2S, 26, 3S-36
222 Sailor on the Seas of Fate, The I 0-- 1 I Theril 1 2, 1 86
Yyrkoon 1 0-- 1 2, 3S, 2 1 8, 244-24S
Negotiations Matrix 9S Salamanders 1 74-1 76, 202-203 Throw 92, 94
Nihrain 48-49, 220 Salik 1 2, 1 86 Tigers 207-208
Nomad Nations 40-4 1 , 44 Saxif D'Aan 1 2, 239-240 Time: see Game Time z
Northern Continent 38-44, S I Scenarios 263-278 Tovik 1 2, 1 86
Scent/Taste 9 1 , 94-9S, 1 29, 280 Training 78, 98, I 00-- 1 0 I , I 03 Zarozinia 1 2, 1 4, 24S, 2S3
Search 9 1 , 94-9S Troos, Forest of 1 4, 40, 2S9 Zhorta 1 82 * .6.
Copyright © 2001 by ChROsium Inc. Permissiongmnted to copy for person11l use.


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L-k•, Attitude
CHAOS LAW

- CHARACTE R ISTICS SPE LLS MAC. IC POI NTS H IT POI NTS -e

UNCONSCIOUS
STll -- Unmn8cloul 0 1 2 3 4 DMd-2 -1 0 +1 +2 3 4

I I
DAMAGE BONUS
5 6 7 8 9 10 11 12 5 8 7 8 9 10 11 12
CON --
13 14 15 16 17 18 19 3) 13 14 15 16 17 18 19 3)
SIZ -- 21 22 23 24 25 26 27 28 21 22 23 24 25 26 27 28
INT __ ••• ... __'llo 29 � 31 32 33 34 35 36 29 � 31 32 33 34 36 38

Luck __'llo
37 38 39 40 41 42 43 44 37 38 39 40 41 42 43 44
POW --···
45 46 47 48 49 50 51 52 45 46 47 48 49 50 51 52
HX --··· Dexterltw --"' 53 54 55 56 57 58 59 eo 53 54 55 56 57 58 59 eo
61 82 63 64 65 es 87 68 61 82 63 64 66 66 ff1 88
APP -- Armor
0 It I•
.... S K I LLS HAND -TO-HAND WEAPONS •
AHock w A•Ht
-
cu.....1
Point• L...,,,.
Hll
w- Sltlll " _,. -
D - D - D -- -- --

D - D - D -- -- --

D - 0 - 0 -- -- --

0 - D -
MISSILE WEAPONS
.....
-
D - 0 - Cu,,.,., Allak .... Allah( Hll
-" a-.,. ,..,,,. ,._ _
D
w-
D - -
D -- -- -- --
D - D -
1• 0 -- -- -- --

��

>
SYMBOL / PORTRAIT
DEMON I E L EMENTAL S H E ET
SCOR:MBRIN0€R ... ... True N-
....... Detlorlptlon
f iftb €dition Need

...... Pol.its to ._ __
\..
Attitude

- CHARACTERISTICS S K I LLS MAC. IC POINTS H IT POI NTS _.

STll --
D -
UNCONSCtOUS
IJnconM:laua

I
DAMAGE BONUS 0 1 2 3 4 DMd-2 -1 0 +1 +2 3 4
CON -- 0 - 5 8 7 8 9 10 11 12 5 8 7 8 9 10 11 12
0 -
13 14 15 18 17 18 19 3) 13 14 15 18 17 18 19 3)
21 22 23 24 25 218 27 28 21 22 23 24 25 218 27 28
SIZ --
INT -- ••• ... --"' D - 29 � 31 32 33 34 35 38 29 � 31 32 33 34 35 38
POW --··· Luok --"' 0 -
37 38 39 40 41 42 43 44 37 38 39 40 41 42 43 44
46 47 48 49 51 51
0
45 50 52 45 48 47 48 411 50 52
- 53 54 55 58 57 58 59 eo 53 54 56 58 57 58 59 eo
HX --··· Dexterlt\f --"'

MOY -- 0 61 82 63 64 66 66 ff1 88 81 82 83 64 66 88 ff1 88


It
Annor
-
.....
1• o
- ABI LITIES HAND -TO-HAND WEAPONS •
Attock w Aa.ct Hit

Cu,,.,,,
w- Sltlll " _,. L...,,,. -
D -- -- --
D -- -- --
0 -- -- --

MISSILE WEAPONS .....


-
� Allak .... Allah( Hit
w- -" a-.,. ,..,,,. - -
D -- -- -- --
•• D -- -- -- --



'
weapo
-96 · nerve
<·:" ··· ·/

age to left
right arm: Lose' I D6 DEX;
hereafter only the other
arm can wield weapons or
shields. . Still able to'fight.
98 • nerve dariiage to both, arms.
Lose I D6. DEX; though t"e ,,
legs are, fine, neither ,arm '\
nor hand can wield any­
thing. Unable to fisht.

age of Bright Empire - approx. I 0,000 years. STR modifier to


age of tM world - '40,000+ years. +SIZ damage roll
attempt Craft - s game minutes to r o game days. 2 to 1 2 - I D6

attempt Fast Talk - 1 -5 game minutes. 1 3 to 1 6 - I D4


attempt Oratory - 20 game minuteS 1 7 to 24 zero
hours. 25 to 32 + I D4
break 33 to 40 + I D6
call a 4 1 to 56 + 2D6
round.
57 to 72 + 3 D6
cast an ordinary spell - I combat rot.ind.
73 to 88 + 4D6
combat round - approx. 1 2 seconds.
89 to 1 04 + 5D6
dismiss· a demon - I 08 game minutes.
1 05 to 1 20 + 6D6
dismiss an elemental - instantaneous.
1 2 1 to 1 36 + 7D6
dismiss a spill - Instantaneous.
. . 1 37 to 1 52 + 8D6
do •. MilUon $phe
� , 1 53 to 1 68 + 9D6
1 69 to 1 84 + I OD6

For each additional 16 or fraction thereof, add


duration ;,, spell - equal to its caster's PoW in combat
1 06 more.
rounds.
experie� rolls -. as the gamemuter sees flt, I game •
· week or several.

Shill 0roups
ready a ....... that number of combat r ual to the Particular injury, disease, poison, or a potion

maximum magk points needed to cast the spell'.' may influence adventurer skills in the same gen­
eral way. Some logical clusters follow.
regenerate all magic points - 24 game hours.
regenerate one magic point after reaching 'Zero - I AGI LITY: Brawl, Climb, Dodge, Move Quietly,

game hour. jump, Swim, Throw, Wrestle, all weapons.

regenerate I D3 hit points - I game week. COMf'1UNICATION: Art, Bargain, Disguise,


ride 35 I game day. ��t. ;ralk, Oratory, Other Language, Own Lan-

LEDGE: Evaluate, I nsight, Million


p eres, Natural World, Navigate, Potions,

training ·weapons - approx. i Unknown Kingdoms, Young Kingdoms.

training eXf,ertence roll, non-w 12 MANIPULATION: CONCEAL Object, Craft,


game weeb. Hide, Pick Lock Physik, Ride, Repair/Devise,
Sailing, Scribe, Trap.

PERCEPTIO N : Listen, Search, Scent/Taste,


R Cabinet of Poisons
poison POT speed of effect, symptoms
adder venom• 10 1 5-60 minutes. Swelling, sweating, violent spasms.
arsenic 16 1 -24 hours. Searing pain, vomiting, violent diarrhea.
belladonna 16 2-48 hours. Rapid heart beat, impaired vision,
hallucinations, convulsions.

• POT values for living things are averages, and can vary widely by health, age, or sex within the same species.
•• allowed to cool and harden, the venom can act as a restorative for those who know how to use it.

• •
Spell (ma11c points) Spell (ma� points) Effect
Bonds Un� (3) immobilizes victim, MP:MP. Make Whole (3) repairs an inanimate thing of
Bounty of �tn\asha (4) moderate size.
Brazier of·Po¥{er {4) creates .im�ne�le membrane.
Breath I ). creates •11'. arei :#f;,f:!�kness.
Buuard �"5 ( I ) control creates a floating globe of light.
through .its disorients target, MP:MP.
Chain of Being (4) pools �le$' M to summon
adds or subtracts 3 SIZ �r I MP.
a demon or elemental.
Cloak of C.L ( 1 -4) Hide skill + 20 �rcentiles per MP. lowers target I 06 MP, MP vs. MP.
Chaos Warp (4) �rmanently endows target with control rodent and see through
a demonic ability. its eyes..
Curse of Chaos (4) endows target defends MP:MP against Undo
and possl� C Magic.
,":"1> acids 3 s� � �0 1 1raP.
.
-3) adds 3 POW �r., I �P.
jump 'Skill + 20 �rcentiles.�r I
MP.
Field of Law (4). Lawful caster creates touC,h-range adds I MOV �r I MP.
field where other spells and
demon abilities do not work. Summon Beast-l;ord must be cast in order summon a
Flames of Kakatal (4) creates hovering flame.
A
or Ptant�Lord {5)
N
Beast-Lord or Plant-Lord.
Four-in-One (�) · those with pu� · Sum�'DeR:ton ( I ) must be cast in order to summon
to form a si
·

a demon.
Fury { I ) m!,lst be cast in order to summon
an elementil; ·

adds 3 DEX �r I .M P.
Gift of Grome {4) Olmb skill +lO �rcentlles �r I
Heal (2) MP.
Hell's Annor ( 1 -4) Move Quietly skill + 20
Hell's Bulwark ( 1 -4) �entiles �r I MP.
Hell's Hammer: ( l -4) cancels per MP Bonds Unbreak­
able, Bounty of Straasha, Flames
of Kakatal, Fury, Gift of Grome,
Liken Sh�. e Fast, Make
Hell's S Whole; Mi · oonrise,
w� Muddle, Pox, Ref1.1tation,
I point dam. Wings of Lassa, Witch Sight.
per I MP.
adds 3 APP �r I MP.
Homs of Hionbum ( 1 -3) +3 CON per � Mf?
creates magical alarm.
Uken Shape (4) target assumes as� of another
. person or animal, does not
creates air, a blast of wind.
change SIZ. adds 3 INT �r I MP.
evaluates magical entities and
situations. , � ,.,

.295
�.!!,G o
a o
..
t: Q

0000€ SKICC H0HINSC HCCHCKS e"asion and


6VF.ID6. DIS6N0F.106. OR CCOS6
Detection Matrix
dodger attacker result The skill being attempted is Conceal Object, Dis­
critical impale blow strikes for full effect. guise, Hide, Move Quietly, or Trap. A casual
critical critical, dodging character is able to disengage, observer has neither reason to look, nor reason not
success, evade, or close; if against a fumble, to look. An active observer has a good reason for
failure, the foe falls down, or must receive a looking about, often or constantly in the case of a
fumble roll on the fumble table. watchman.
casual active
skill-user observer observer

failure impale, blow strikes for full effect. success Notices Notices with a
critical, nothing. critical or a
success success, using
failure failure foes maintain relative distance. Evaluate, Insight,
Listen, Search,
failure fumble the foes maintain relative distance; the
Scent/Taste, or
attacker must receive a fumble table
Track, as
roll. appropriate.

fumble fumble no effect; sneer, and try again.


fumble Notices. Notices.


roduct Cist
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6 Other Cales
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(f

C�!!!�
World of the Five Planes

The balance between Chaos


and Law has tipped. Barbarian
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while civilization decays in
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beasts terrorize the innocent
Arcane technologies are all
but lost and foul Chaotic
magic corrupts land and sea
alike. In the age to come a
cursed Prince will seek his
destiny across this dying
world. H is path will be
vengeance, his ultimate
goal-to confront the gods
themselves. What deed will
herald his coming? What
heroes will prepare his way?

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