Elric of Melnibone Companion.pdf

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Elric Companion
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Credits
Contents
Credits & Contents 1
Introduction 2
Pawns of Fate 4
Insanity 20
Elwher and Elsewhere 24
Seas of Fate 46
Personalities of the Young
Kingdoms 57
Denizens of the Million Spheres 72
Demons Detailed 93
Battle Scars 99
She Dreams of Empires - Scenario 109
Index
Author
Lawrence Whitaker
Editor
Charlotte Law
Cover Art
Pascal Quidault
Logo & Map
Iordanis Lazaridis
Proofreading
Ron Bedison
Interior
Illustrations
Chad Sergesketter,
German Ponce, Jesse
Mohn, Leonardo
Borazio, Nathan
Furman, Phil Renne
& Robin Bowles.
Playtesters
Mark Billanie, Jason
Denton, Daniel
Haslam, Mark Howe,
Thomas Howe, Alan
Moore, Michael J
Young, Ralf Franz,
Boris Raeschler,
Michael Kutschan,
Carsten Strasen,
Christian Einsporn,
Andreas Pittelkow,
Jon R White, James
Biltclifffe. Joanne
Gonsalves, Simon
Hall, Ian White, Colin
Driver, Darren Driver,
Pete Nash, John
Hutchinson, Nathan
Baron & Simon Bray
Special Thanks
Michael Moorcock,
Pete Nash, Charles
Green, John R White,
Colin Driver & Pittel
Additional
Thanks
Ian Kaufman
Map
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Copyright Information
Elric of Melnibone; Companion ©2007 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 Melnibone; Companion 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 UK.
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INTRODUCTION
‘I knew because I know you, Elric of Melniboné— just as I
know Erekosë there—for I travel in many ages and on many
planes. That is why I am sometimes called Companion to
Champions. I must fi nd my sword and my sack—also my hat.
Doubtless all are in Voilodion’s vault with his other loot.’
What is in this Book?
The Elric of Melniboné Companion contains a plethora of
useful information, arranged into the following chapters.
Chapter One – Pawns of Fate
A discussion of the key themes of the Elric Saga, including
an overview of the Multiverse and ways of generating new
planes of the Million Spheres.
- Jhary-a-Conel; The Vanishing Tower
All heroes require a companion and just as Elric requires
Moonglum or Smiorgan Baldhead or even Jhary-a-Conel,
so does the Elric of Melniboné Games Master – and was
there ever a more heroic breed than they? A companion
offers friendship, advice and support. He travels with you
– not all the way, perhaps but the journey is always more
enjoyable for his presence – and amuses you. Sometimes he
frustrates you but as always, you are glad of the companion’s
company. So we hope it is with this book. Within its pages
you will fi nd a wealth of additional material for use in Elric of
Melniboné or any of the Eternal Champion, games; material
that complements and expands upon that presented in the
main Elric of Melniboné rulebook.
Chapter Two – Insanity
Rules for introducing insanity – a staple of Michael
Moorcock’s writing – into Elric of Melniboné stories.
Chapter Three – Elwher
and Elsewhere: the
Unknown East
Expanding Elric’s world to take into account the Unknown
East and including the creation of Unknown East
adventurers.
Chapter Four – Seas of Fate
Ships of the Young Kingdoms and a table of sailing times
between the major ports.
The aim of compiling this book has been to present material
that simply would not fi t into the main rules, to take some
of the rich material found throughout the Elric saga and
present it in a game language that can be used during play.
There is much conjecture and extrapolation in these pages
but all of it is based on references or examples from the Elric
saga itself. Thus, you will fi nd additional creatures drawn
from the pages of the Elric novels, rules for introducing
insanity into Elric of Melniboné games, descriptions of new
lands, short essays regarding essential themes of the saga
and to round out the book, a scenario.
Chapter Five –
Personalties of the
Young Kingdoms
Game statistics for the key characters of the Elric saga.
Chapter Six – Denizens of
the Young Kingdoms
So, retrieve your sword, your sack and especially, your hat and
turn the page. Welcome to the Elric of Melniboné Companion.
Details of additional creatures, foes and monsters with
which to populate Elric of Melniboné stories.
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Chapter Seven –
Demons Detailed
An expanded table of demon Chaotic Features, plus an
additional way of determining demons’ appearance.
Finding an answer to this question leads the adventurers
into dream realms and the very heart of a plot to subjugate
the Young Kingdoms.
What Else Might
You Need?
The Companion tries to offer as much advice and help
as he can but sometimes even he needs to call upon other
resources. In addition to the Elric of Melniboné rules, the
Magic of the Young Kingdoms book along with Bright Shadows
will undoubtedly prove useful. In many places throughout
the Elric of Melniboné Companion there are references to
Runes and Rune Magic: the rules for the use of the Rune
Magic can be found within Magic of the Young Kingdoms.
Chapter Eight – Battle
Scars
Mass combat rules for Elric of Melniboné , allowing you to
simulate the mighty clashes of the saga and involve Elric
adventurers in the thick of the action.
Chapter Nine - She
Dreams of Empires
A full scenario set in the Jharkorian city of Sequaloris. What
is it that has brought distress to the young Princess Ahmayn?
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PAWNS OF FATE
This chapter explores the common themes running
throughout the Elric saga. As Michael Moorcock has
expanded Elric’s story over the course of 45 years, he
has focused on a variety of different themes, in different
ways and at different stages of the saga. However, he has
always made sure that the themes explored are linked,
consistent and coherent. The Elric stories are no mere ‘pulp’
entertainments –though Moorcock has always maintained
that they are, still, entertainments – but quite often
deliberate attempts to subvert the Sword and Sorcery genre
that was gaining considerable popularity during the 1960s
and early 1970s. Later, Moorcock introduced a more mythic
approach to Elric’s saga, exploring the power of dreams and
the way mythology infl uences and is infl uenced by, the
power of individual dreams. The novel ‘The Skrayling Tree’
examines mythical signifi cance in precisely this way and is
an example of how Moorcock’s approach has matured and
refi ned over the years.
centred on more traditional fantasy themes but for veracity
– and for a feel quite different to other fantasy roleplaying
games – incorporating the elements discussed in this chapter
is highly recommended.
At the heart of all Moorcock’s works is the concept of the
Eternal Champion. A soul forced to fi ght through a million
incarnations, bringing order to the Multiverse and challenging
the schemes of the forces of Law and Chaos, each of which,
unchecked, results in destruction. Sometimes the Champion
is aware of his fate; sometimes he is not. Sometimes he cares
deeply for his struggle and at times he rejects it totally. Elric
is the most powerful incarnation of the Eternal Champion
and Moorcock’s declared favourite character. Throughout
his story Elric goes through all the acceptances, ignorance
and denials of his fate, becoming a tortured, isolated mixture
of idealist and fatalist in the process. People are drawn to
Elric because they recognise something of themselves in
the moody albino but also because the themes Moorcock
explores through Elric are universal: why are we here? Is there
a god or gods? What have they planned for us? How do I
become a better person?
Reversing
Traditional
Fantasy Themes
Throughout the Elric saga, the traditional tropes of epic
fantasy are challenged and reversed. Elric’s world was not
created by a benevolent god or gods; it was forged by Chaos
as an act of creativity and has had to struggle to stave-off
destruction from that point forward. The Young Kingdoms
is not a sweeping world accurately mapped and described;
its details sometimes change, contradict each other and
even merge together.
They appeal, of course, because, fi rst and foremost, the
Elric tales are simply superb stories, superbly told, by a
master of his craft.
In building an Elric of Melniboné campaign the themes
explored in this section should be considered and where
appropriate, included in the adventurers’ backgrounds
as well as in scenarios. Of course, it is quite possible and
enjoyable to have a Young Kingdoms campaign that is
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