Stormbringer - 5th Edition
Stormbringer - 5th Edition
Credits
EDITORS: Charlie Krank, David Mitchell, Lynn W illis
FIFTH EDITION PROJECT, GRAPHIC DESIGN & INTERIOR LAYOUT: David Mitchell,
Charlie Krank
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'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.
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
. .
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
.
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
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
��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!"
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.
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.
), 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.
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
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having made the acquaintance of the human hero blind captain, and finds himself in a world beneath
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Kaneloon - KAN-uh-loon KWARZ-hah-SAHT
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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.
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
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
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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.
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.
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.
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,
• •
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,
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.
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.
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.
choose it. It could be a signet ring with the family crest, an amulet wrought
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
' 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
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.
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.
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
€
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.
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.
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.
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.
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.
Save the Search skill for hidden things, use the +506
•
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
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
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.
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 ·
your choice.)
•
•
•
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 •
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.
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
·• ·J for a beggar
at all:"·Prices ge ft�fu lfoy buyer'as
conditions, locations, and seasons change. for a laborer . . . . . . . . . . . . . . . . . . 20 .
mug qf ale . . .
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+
• Halve the percentiles for the skill if fighting an With a success, palm-sized or knife-sized objects
��: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.
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. &le: 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
= =
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
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.
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%)
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
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.
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
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.
'
' '
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
_
%
. ·· _ . ,
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
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
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.
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
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).
-=��
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.
* 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.
•
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.
13-18
90-92 Ar� straps cut-subtr.M;t I
frOm armor roll results until
the is repaired. lnapplic-
l
n arm<>r.
\'';• ,$;? . yt
Hit frle!'d or self. � LudC
roll decides-does rolled
damlge with applicable dam-
�5 age bonus.
Worst.,_..,. �I
three more times.
"'\,
1\,f ISSILE FIRE IS removed from ' Fumbler drops the missile, Because of improper care, the
J ".l.mc>Jt of the uncertainties of pleb it up, then fires 90 the fumbler's bowstring or sling
«leapon;, &Classes})
C�
HESE DEFINITIONS correspond to the
entries on the Weapon Tables. Weapons
Within a class are similar enough in function and
mounted on long wooden or metal-clad han·
dies. Designs vary: one sort has one cleaVing
blade topped by a metal spike f0r puncturing
I � : SCYTH�. - cuts Plant stal� near the base
Ilk. the s1ckki,. but is a ml.ich iarPr' tool designed
to harvest whole fields of grain, barley, etc. The
design that experience with one grants experi· armor Mother might feature a hook as a sec·
. :'f"
c ng blade is sharp-pointed, and may � .a
ence for all. Go up in one, go up In the whole � blade, for pulling down cavalrymen. yVd or more of cutting edge. The hardwood
class. M adventurer has the same skill percent· handle Is about two yards long. The scythe typ-
I O. PIKES, POLE ARMS - long-handled
age for all weapons within � class.
weapons � mostly by trained soldiers � .� �!Y is � in �· rhythm�, descending
I . CESTUS, IRON CLAW - a metal glove.. A off cavalry or to pull down cavalry in open com ¥c;s . Some versions pivot on one ·or two verti-
pair might be worn. They might inflict damage bat. Hooks for snaring riders are common. The cal grips built into the handle.
as brass knuckles can do, or do damage with Filkharian pl�� has a �O!;l�·weighf base ��
·
..· · lt::; STRANGLE CORD - anY Strong, thin,
� metal 0r animal claws. can be swung like a light niace. flexible rope, narrow ·enot!gh that the victim
2. BROADSWORD, CUTLASS, FAL· 10 OR I I . LONG SPEAR, POUNCING finds it very difficult to put his fuigers between
<;:HION, RAPIER, SCIMIT�, r$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 .•
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
.
, ··
�--<>
. 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
,
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
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
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
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
•
' 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 '
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.
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.
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.
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
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.
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
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.
Spell Cist
-
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.
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
*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.)
*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
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
-
*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.
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
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-
�
• •
•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.
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 ?
•
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 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
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%
.
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.
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
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.
person
Own Plane at 15 percent. This knowledge is free
and without magic point cost. • destrox a wall
Bound demons may not attack, though they may * shove a specific: food
Burro varies auto tun r6ugh Wood , earth, and sto�6 1;y&rd
··· ·
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.
• •
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
·
-=�·�-�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.
-
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 �
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
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
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r, , ::. �/'''> r�. �">"1··_ >1:·.-.,./",.'.
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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} �
�
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
" .,
� '
( 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%.
Skills: Evaluate Food 45%, Fly 55%, Search 50%. DEX 2D8 + 8 17
MOV fly- 1 1, run-7 av. HP 19-20
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
STR 6D6+20 41
CON 4D6+4 18
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.
Skills: Dig 45%, Eat 65%, Search 35%. characteristics rolls averages
But now he was held by clammy hands and when he saw SIZ 2D8+4 13
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.
....
Oatter 90%.
306 60%.
1 0- 1 1
1 06
3-4 7
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%.
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%.
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%.
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
•
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.
•
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.
JVI
See, close up gives !Ox magnification
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
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%.
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%.
€
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 ·-
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?
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.
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.
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 -
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$. ·Shleld.
.
Gods, for Law must preserve. �
w���. T
y
ol
�� � �: ;:� � h
say the second scroll was �
by Law from a Demon World, for
·
e
n
call two gteat swords, black and
knowledge toward the sun, that it
Law may not tol<rite. And, so the
should be destroyed. The Dark
story goes, the L6iias of Law scri
bejewelled. The swords were
Ones of this world saw, and cap named S
the . thii-d scroll d:lloiSelves, fot:'
bringer and Moum-
tured what they came' �o call the blade, 8y drank the souls of
must promuliate its di
Dead Gods' Book, for''ttlen the old those they slew. After a time, they
simplicity.
gods were truly dead. They used
-the three scrolls of Cosde
were sent for safekeeping to
the knowledge, but much good it another plane, where they may rest
Kaneloon.
did them, for now they too are still. Many !>ooks in Melnibone and
gone. In that book I$ .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
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
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.
gives charity
loves another 3
wounds someone
• •
of Tanelorn. He is posing as a traveling entertainer,
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
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
• •
POW 16
HP 6
"tnturers Steal · It
forstealing something as
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 '
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
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
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
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,
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
•
. .
.
� SYMBOL I PORTRAIT
.. CHARACTERISTICS
1 -1
O STR -- ..._
•lrthplac• ...____..._
O CON
F-"r
__
SIZ -- ......
Tltle/Nlck-
O INT x•• ... __�
Look.. Attitude
__
-
SKI LLS H IT POI NTS --e
D Dodge (oex x2%) - D Own Lang. (INT x5%) - D Unknown Kingdoms (00) _
50 51 52 53 54 55 56 57 58
59 60 61 62 63 64 65 66 67
68 69 70 71 72 73 74 75 76
n 78 79 so 81 82 83 84 as
I
-
HAND -TO-HAND WEAPONS ARMOR, S H I ELD
-" - -
�
LMfllh
A - OI A-k Hit -otOn: HelnNI Olt: Nom. Rol#ld1 10
....._ .,.,,,..,. Arm« Type Dmg O.-l " A-1 Dmg -tl " Affecl Bunlftl Put On
I I - --
0 Brawl (50%) -- -- --
0 Wrestle (25%) -- -- --
D SHIELD ___ % Attack Damage
D -- -- -- H s F L Base Chance --- " HP__
0 -- -- --- --
-
0 -- -- -- MISS I LE WEAPONS
0 -- -- -- c.....m Allat:k s... Allllckt;' Hit
0 -- -- --- --
WNjlOll Sir/II " o.m.,. Rlllfl9 Rolllld Po/nll
D -- -- --- -- D -- -- -- --
0 -- -- -- 0 -- -- -- --
D -- -- -- 0 -- -- -- --
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e Pull "-, Tit..., Alie- . ....,�
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e P....ily A Prlenda
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- -
WEALTH
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• 1-
• T-
• Property
I
--
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DAMAGE BONUS DAMAGE BONUS DAMAGE BONUS
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Copyright © 2001 by Chaosium Inc. Permissiongranted to copyfar persomil use.
• ••
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SCOR:MBRIN0€R
D LJ Ll
N-
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 -- -- -- --
��
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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 --"'
•
�
'
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.
•
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,
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
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.
•
roduct Cist
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information please visit www.chaosium.com. You can also phone your order to
1-800-213-1489; our .friends at Wizard's Attic will take your order and ship it out.
The first entries are all Young Kingdoms titles containing background and adventures
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��=-
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6 Other Cales
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