Elric of Melnibone Dream Realms.pdf

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Dream Realms
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DREAM REALMS
Credits
Contents
Author
Joshua Cole
Editor
Richard Ford
Interior
Illustrations
Jason Banditt Adams,
Vicente Sivera Catala,
Andrew Dobell,
Stephen Fox, Alejandro
Lizaur, Giles Meakin
and German Ponce
Introduction 2
Adventures in Dreams 3
The Seven Dream Realms 10
The Dream Market 26
The Thousand Year Dream 31
A Vengeance Long Dreamt Of 46
Dream Travellers and Other
Personalities
Layout
Will Chapman
Cover Art
Chris Quilliams
Logo
Iordanis Lazaridis
Special Thanks
Michael Moorcock
71
Tanelorn
83
Index
95
Copyright Information
Elric of Melniboné: Dream Realms ©2009 Mongoose Publishing. All rights reserved. Reproduction of of this work by any means
without the written permission of the publisher is expressly forbidden. All art and text herein are copyrighted by Mongoose
Publishing. All signifi cant characters, names, places and items featured in Elric of Melniboné: Dream Realms the distinctive likenesses
thereof and related elements are trademarks of Michael Moorcock and Multiverse Inc.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without written
permission. To learn more about the Open Game License, please go to www.mongoosepublishing.com.
This material is protected under the copyright laws of the United Kingdom. This product is a work of fi ction. Any similarity to
actual people, organisations, places or events is purely coincidental.
RuneQuest is a trademark (TM) of Issaries, Inc. Produced under license from Issaries. All rights reserved. Printed in the USA.
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INTRODUCTION
B ut we do not wish Prince Elric, for instance, to give his life,
for that would mean he could not fulfi l his destiny elsewhere.
So you see, dear Lord Reynard, we act out of necessity, not
sentiment, nor always decently, nor always courageously, in a
highly complex confl ict, full of subtle attack and counterattack.
Imagine a large orchestra, in which every instrument must be
in perfect tune if a particular piece of music is to be played,
also perfectly and at a specifi c moment. Yet each member of
that orchestra can be separated by thousands of miles or even
thousands of years, scattered across the Multiverse, which, if not
infi nite, appears to be infi nite. If only one of our heroes does
not act as he is supposed to act, if events do not happen exactly
when they are due to happen, if Elric and his avatars do not do
what they must do precisely at the right moment, then there is
no hope for any of us. Life will be extinguished. The Multiverse
will collapse into inchoate primal matter , and there will be no
intelligence, this time, to give it form .’
life, to the dreams of the tormented, where a dreamthief ’s
craft can ease pain and make profi t, to your own dreams,
where you may have to defend yourself against sorcerous
attack – the Dream Realms offer power and peril as great
as any found in the Young Kingdoms, and every adventurer
should be prepared for both.
Dream Realms details the titular Realms as encountered
by Elric and Oone in The Fortress of the Pearl and explores
the variations hinted at by the dreamthief during that
adventure. The Dream Realms present different vistas
on every adventure, and the obstacles faced by Sorcerer-
Emperor and mistress dreamthief are only a fraction of the
perils a visitor to those lands might face. Yet certain patterns,
either naturally extant or forced upon the Dream Realms by
the Guild of Dreamthieves, do occur consistently. Only by
studying these patterns and seeking them amidst a mess of
illusions can dreamthieves practice their trade, and other
dream travellers even manage to survive.
- Son of the White Wolf
Dreams play a pivotal role in the destiny of the Young
Kingdoms and the Multiverse. Without the power he
gained from twice embarking on the Dream of a Thousand
Years, Elric of Melniboné would have been unable to fulfi l
the role given him by Fate; had he not shared a journey to
the Dream Realms with the dreamthief Oone, he would
have never conceived the aid needed to survive the second
of those millennia-long quests.
Dream Realms also serves as your guide to the enigmatic
Dream Market, where the Guild of Dreamthieves meets to
buy and sell dreams and nightmares alike. Here, travellers
can hire dreamthieves or purchase already captured dreams
from dream merchants, and here those few with the
courage, character and determination to become apprentice
dreamthieves can seek admission to the guild.
Dream Realms details the process by which Elric dwelt on
Earth and visited adjoining spheres in The Dreamthief ’s
Daughter , The Skrayling Tree and The White Wolf ’s Son ,
presenting an alternative means of travel between the
Million Spheres, albeit one that carries a terrible price and
deadly dangers. The entirety of the Multiverse is open to
practitioners of the Thousand-Year Dream; this section does
not detail even a fraction of the worlds one might visit, only
the mechanism for doing so and some of those famously
visited by Elric during his two millennia-long sojourns.
Countless others have pierced the veil between the waking
and sleeping worlds, from the early dreamthieves, who
mapped the Dream Realms and in so naming them gave
them their familiar form, to the Sorcerer-Emperors of
Melniboné, who reigned for ten thousand years on the
strength of dream-schooled sorcery, to less skilled rogues,
who embarked upon slumberous adventures in desperation
or by ill-chance.
Now you too can follow in these footsteps. From the couches
of the Dreaming City of Imrryr, where a small portion of
your soul can be traded for a thousand years of dreaming
Finally, Dream Realms details the mysterious city of Tanelorn,
a mystical dwelling seldom spoken of, and rarely seen.
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ADVENTURES
IN DREAMS
T he Dream Realms are the most easily accessible planes
in the Multiverse for nearly every man, woman and child
in the Young Kingdoms visits them! Of course, an ordinary
dreamer has neither understanding nor control of his voyage
through the Dream Realms, rarely remembering more than
scattered titbits of his adventures there, and gaining no
benefi t from his experiences. To truly explore the Dream
Realms is, paradoxically, one of the most diffi cult to master
of all the schools and traditions of sorcery.
Dreams in the
Campaign
The Dream Realms present many challenges to those
who brave their depths – none, perhaps, as great as
the challenge their use poses for Games Masters!
The most obvious problem with a dream quest is
that it seems to require a dreamthief, either already
in the party or temporarily attached to it. The former
restricts dream adventures, while the latter is an
imposition some players prefer not to deal with. Why
Do You Dream? on pg. 8, suggests several ways to
involve dreams and the Dream Realms in an adventure
without the direct intervention of a dreamthief.
The most experienced dream travellers are the Guild of
Dreamthieves. Law-sworn walkers of the Moonbeam Roads,
the dreamthieves painstakingly studied their dangerous –
but lucrative – art and mapped the miasmic Dream Realms,
either cataloguing or creating their present shape.
The rules for dreamtheft can be found on page 123 of Elric
of Melniboné . For more on the dreamthieves themselves, see
Chapter 3: The Dream Market.
Even when one of the adventurers is a dreamthief,
involving the rest of the characters in his profession
seems superfl uous at best, irresponsible at worst. Most
people are ill-equipped to handle the Dream Realms,
and the Guild of Dreamthieves knows it well. Dream
Companions on pg. 7 provides one solution to this
problem.
Non-dreamthieves cannot participate in actual dreamtheft
and fi nd it dreadfully diffi cult to join another’s dream, but
they too can learn to achieve a certain lucidity and purpose
within the Dream Realms. Certain curses and traumatic
events may force this state upon a non-adept, but with
practice, a person of exceptional willpower or sorcerous
strength can impose his waking mind upon the Realms.
Games Masters and players should also be conscious
of the different types of challenges posed by the
Dream Realms. Adventurers cannot simply steamroll
their way through a dream quest, no matter how
powerful their swordsmanship or sorcery may be in
the waking world.
Alternatively, by use of a dream couch of Melniboné,
anyone can use a powerful form of dreaming to explore
the Million Spheres – for the price of a small portion of
his soul. This form of artifi cial dreaming entirely bypasses
the Dream Realms, using the same method of transfer to
instead deposit the dreamer’s consciousness on another
plane, where he can live and study for thousands of years in
as little as a night’s unnatural sleep.
Dreamscape
Within the Dream Realms, the form of matter is malleable
and subject to the will and whims of dreamer and dream
traveller alike. Experienced dreamthieves and sorcerers,
as well as certain philosophers and warriors who practice
For more on the dream couches of Imrryr and some of
the worlds the Sorcerer-Emperors of Melniboné have
habitually visited with them, see Chapter 4: The Thousand-
Year Dream.
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Controlling the
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mental as well as physical discipline, can use this mutability
to their advantage.
–40% when he enters each of the seven Dream Realms. If
successful, the dream traveller changes signifi cant portions
of the dreamscape to match his own: creatures, individual
inhabitants, settlements and terrain type can all change to
conform to his memories and desires; the Games Master
makes these alterations. If unsuccessful, the dream traveller
has no large-scale infl uence on the Dream Realm, although
any temptations the Realm sends against him will still be
tailored to his own psyche.
Changing the Trappings
When a character enters the Dream Realms, whether as part
of his own dream or another’s, he changes how he and others
perceive those Realms. Consciously or unconsciously, he
moulds the vistas he encounters to conform to his memories
and imagination. A conscious manipulator of the Dream
Realms can use this ability to create terrain favourable to
him and any companions he may have.
Dreamthieves, and others skilled in the manipulation of
the Dream Realms, consciously adjust each Realm as they
enter it. A trained character is one who has the Dreamtheft
or Dreamcrafting advanced skills. Upon entering each of
the seven Dream Realms he may choose to make a test
of one of these skills to alter the form of that Realm. If
successful, he may choose to alter any number of aspects
of the Dream Realm.
Unlike an untrained visitor, a skilled dream traveller can
also choose not to alter the Dream Realm beyond giving
specifi c form to its temptations.
Manipulation of the Dream Realms
Aspect Manipulated
Test Modifi er
Change cosmetic elements only (e.g.
the colour of the sky and dirt, the
facades of buildings)
+20%
Change nonliving elements (e.g. the
type of terrain, the shape of buildings,
the course of rivers)
0%
When a character dreams, he generates a version of the
Dream Realms whose essence conforms entirely to his own
psyche. If his memory is full of deserts, then deserts the
Realms will be, interspersed with oases and camel trails
and nomad camps. If he hails from a coastline, he might
sail slumberous oceans in a ship of dreams. The guardians,
monsters and inhabitants of the Realms also take on forms
appropriate to their surroundings. Each of the seven Dream
Realms imposes certain requirements of function, but the
form is the dreamer’s to mould.
Change animals and plants (e.g.
substituting one monster for another)
–20%
Add or remove animals and plants
(e.g. creating horses for the dream
traveller to ride, removing interposing
monsters)
–40%
Change intelligent creatures (e.g.,
making the inhabitants of a Dream
Realm friendly, reducing their combat
skills)
–60%
When a dream traveller visits these Dream Realms,
however, he also imposes something of his mind on them.
His presence impinges upon the dreamer’s imagination
and generates, or discovers, new lands and peoples within
the dreamscape.
Add or Remove intelligent creatures
(e.g. giving the dream traveller an
army, removing guardians)
–80%
The dreamer whose dream is being visited cannot resist
the alteration of his Dream Realm unless trained in such
manipulation. If both dreamer and dream traveller are
trained, the Dreamtheft or Dreamcraft test is opposed.
A character with no formal training in the manipulation of
the Dream Realms automatically makes a Persistence test at
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