Credits Contents Author Thomas Howe, Alan Credits & Contents 1 Lawrence Whitaker Moore, Michael J Introduction 2 Editor Young, Ralf Franz, Boris Raeschler, Pawns of Fate 4 Charlotte Law Michael Kutschan, Cover Art Carsten Strasen, Insanity 20 Christian Einsporn, Elwher and Elsewhere 24 Pascal Quidault Andreas Pittelkow, Logo & Map Jon R White, James Seas of Fate 46 Iordanis Lazaridis Biltclifffe. Joanne Gonsalves, Simon Personalities of the Young Proofreading Hall, Ian White, Colin Kingdoms 57 Ron Bedison Driver, Darren Driver, Pete Nash, John Denizens of the Million Spheres 72 Interior Hutchinson, Nathan Demons Detailed 93 Baron & Simon Bray Illustrations Battle Scars 99 Chad Sergesketter, Sample file German Ponce, Jesse Special Thanks She Dreams of Empires - Scenario 109 Mohn, Leonardo , Index 130 Borazio, Nathan Pete Nash, Charles Green, John R White, Map 132 Furman, Phil Renne Colin Driver & Pittel & Robin Bowles. Additional Playtesters Thanks Mark Billanie, Jason Denton, Daniel Ian Kaufman Haslam, Mark Howe, 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.

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RuneQuest is a trademark (TM) of Issaries, Inc. Produced under license from Issaries. All rights reserved. Printed in the UK.

1 INTRODUCTION

‘I knew because I know you, Elric of Melniboné— just as I What is in this Book? know Erekosë there—for I travel in many ages and on many The Elric of Melniboné Companion contains a plethora of planes. That is why I am sometimes called Companion to useful information, arranged into the following chapters. Champions. I must fi nd my sword and my sack—also my hat. Doubtless all are in Voilodion’s vault with his other loot.’ Chapter One – Pawns of Fate A discussion of the key themes of the Elric Saga, including - Jhary-a-Conel; The Vanishing Tower an overview of the Multiverse and ways of generating new planes of the Million Spheres. All heroes require a companion and just as Elric requires Moonglum or Smiorgan Baldhead or even Jhary-a-Conel, Chapter Two – Insanity so does the Elric of Melniboné Games Master – and was Rules for introducing insanity – a staple of Michael there ever a more heroic breed than they? A companion Moorcock’s writing – into Elric of Melniboné stories. offers friendship, advice and support. He travels with you – not all the way, perhaps but the journey is always more Chapter Three – Elwher enjoyable for his presence – and amuses you. Sometimes he and Elsewhere: the frustrates you but as always, you are glad of the companion’s Unknown East 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 Expanding Elric’s world to take into account the Unknown Melniboné or any of the Eternal Champion, games; material East and including the creation of Unknown East that complements and expands upon that presented in the adventurers. main Elric of Melniboné rulebook. Chapter Four – Seas of Fate The aim of compiling this book has been to present material Ships of the Young Kingdoms and a table of sailing times that simply would not fi t into the main rules, to take some between the major ports. of the rich material found throughout the Elric saga and present it in a game language that can be Sampleused during play. fileChapter Five – There is much conjecture and extrapolation in these pages Personalties of the but all of it is based on references or examples from the Elric Young Kingdoms saga itself. Thus, you will fi nd additional creatures drawn from the pages of the Elric novels, rules for introducing Game statistics for the key characters of the Elric saga. insanity into Elric of Melniboné games, descriptions of new lands, short essays regarding essential themes of the saga Chapter Six – Denizens of and to round out the book, a scenario. the Young Kingdoms

So, retrieve your sword, your sack and especially, your hat and Details of additional creatures, foes and monsters with turn the page. Welcome to the Elric of Melniboné Companion. which to populate Elric of Melniboné stories.

2 Chapter Seven – Finding an answer to this question leads the adventurers Demons Detailed into dream realms and the very heart of a plot to subjugate An expanded table of demon Chaotic Features, plus an the Young Kingdoms. additional way of determining demons’ appearance. What Else Might Chapter Eight – Battle Scars You Need? The Companion tries to offer as much advice and help Mass combat rules for Elric of Melniboné, allowing you to as he can but sometimes even he needs to call upon other simulate the mighty clashes of the saga and involve Elric resources. In addition to the Elric of Melniboné rules, the adventurers in the thick of the action. Magic of the Young Kingdoms book along with Bright Shadows will undoubtedly prove useful. In many places throughout Chapter Nine - She the Elric of Melniboné Companion there are references to Dreams of Empires Runes and Rune Magic: the rules for the use of the Rune Magic can be found within Magic of the Young Kingdoms. A full scenario set in the Jharkorian city of Sequaloris. What is it that has brought distress to the young Princess Ahmayn? Jouspevdujpo

Sample file

3 PAWNS OF FATE

This chapter explores the common themes running centred on more traditional fantasy themes but for veracity throughout the Elric saga. As Michael Moorcock has – and for a feel quite different to other fantasy roleplaying expanded Elric’s story over the course of 45 years, he games – incorporating the elements discussed in this chapter has focused on a variety of different themes, in different is highly recommended. 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.

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 , 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 EternalSample Champion file 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 Reversing a god or gods? What have they planned for us? How do I Traditional become a better person? Fantasy Themes

They appeal, of course, because, fi rst and foremost, the Throughout the Elric saga, the traditional tropes of epic Elric tales are simply superb stories, superbly told, by a fantasy are challenged and reversed. Elric’s world was not master of his craft. 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 In building an Elric of Melniboné campaign the themes destruction from that point forward. The Young Kingdoms explored in this section should be considered and where is not a sweeping world accurately mapped and described; appropriate, included in the adventurers’ backgrounds its details sometimes change, contradict each other and as well as in scenarios. Of course, it is quite possible and even merge together. enjoyable to have a Young Kingdoms campaign that is

4 Elric himself reverses the traditional concept of a hero. He The Eternal is not the saviour of his kingdom but its destroyer; he does Champion not rescue his lover but causes her death; Elric’s companions are doomed to be killed by his hand, not saved by it; he The concept of the Eternal Champion is consistent is not the simple hero who outwits the evil sorcerer but throughout most of Moorcock’s writing. The Champion is a complex, tortured soul who is the mighty sorcerer. Of is characterised in several ways. He usually bears a black course, no one in the Elric saga lives ‘happily ever after’; all sword that is both a benefi t and a curse; he is a pawn of are doomed to death at Elric’s hand in one way or another. higher powers that he cannot comprehend; his purpose, although it is not always clear or evident, is to preserve the So, how might the traditional fantasy themes be reversed for Cosmic Balance; he is plagued by visions and dreams of his Elric of Melniboné adventurers? Here are some examples. other incarnations and on occasion, comes face to face with ; The rejection of material wealth. Many characters them, although only one, Erekosë, truly understands the appearing in the Elric saga are wanderers who care little nature of all their fates. In several instances the Champion for money, jewels, property or the material trappings is the last of his race, as is almost the case with Elric. of everyday life. They are engaged on personal quests of self-fulfi lment or of an ideological nature. Payment, Common people are constantly drawn into the Eternal treasure and vast rewards mean little; information and Champion’s schemes, for good or ill and quite often the other ways of achieving these personal, ideological Champion’s agenda is defi ned to some extent by the allies goals are far more important. he has or chooses. There is no reason why Young Kingdoms ; Concepts of Good and Evil. Characters in the saga, adventurers should not meet and either aid or accompany especially Elric’s companions, are not necessarily Elric, for he is at large in the world and travels much of it. Qbxot!pg!Gbuf concerned with the prevalence of good over evil. However, any dealings with the Eternal Champion must be More often than not, the barriers between the two are carefully managed by Games Masters if game balance and blurred to the point of irrelevance. Neither Law nor credibility are to be sustained. Chaos should be viewed in terms of good or evil; both powers have their merits and fl aws. Adventurers seek Just as there is an Eternal Champion, so too is there an to understand how they can avail themselves of the Eternal Companion. The role of the Eternal Companion former whilst steering clear of the latter. is to travel with the Champion and provide aid and advice ; Impermanence of Power. Power over others is a common at crucial times. Sometimes the Companion is a long-term theme in fantasy stories and Moorcock addresses it on friend, like Moonglum or Jhary-a-Conel and sometimes he many levels but at the heart of it all is the message thatSample is a fl eeting file presence; in all cases though, the Companion true power comes from self-belief and free will. Those acts as a conscience, a brake and a counterpoint to the who struggle to exert power over others commonly Champion’s own struggle. The Companion provides fi nd it being taken away from them – or challenged, alternative explanations, challenges the Champion’s actions at the very least. Adventurers who choose to make and offers the Champion a more human perspective on the pursuit of power, whatever form it takes, should the events he is engaged in. The Eternal Companion is fi nd all manner of obstacles to obtaining it but more a far easier tool for the Games Master to use to involve importantly, keeping it. Adventurers who choose a characters in the stories of the Champion. Moonglum, path of self-realisation and belief should fi nd their road for instance, spends a great deal of time wandering in the easier to navigate and the rewards more fulfi lling. Young Kingdoms without Elric, adventuring in his own ; Love of Life. The Young Kingdoms is a brutal world right and Jhary-a-Conel, an incarnation of the Companion with deep passions and especially a love of life and all it who is aware that he is adrift in the Multiverse, can be used has to offer. Death comes easily at the point of a sword to offer direct assistance to characters, or perhaps act as or the shaft of an arrow; the celebration of life should their patron, engaging them in stories running parallel with form a core part of the tone of any Elric campaign, even Elric’s which may prove to be of vital importance to the though personal tragedy and violence often intercede. Young Kingdoms’ fate. The Eternal Companion should be

5 used sparingly but his presence as a character in an Elric of to him. As a consequence he has no pity or compassion for Melniboné campaign is a much easier – and safer – way of any other living thing. engaging the characters in the epic struggle without directly involving Elric. There is every reason to involve the Eternal Enemy in Elric of Melnboné campaigns. His schemes are far-reaching and Then, of course, there is the Eternal Enemy. Again the involve many unwitting victims and wilful accomplices. Enemy takes many, many forms. He is Yyrkoon and Theleb They challenge the very nature of the Multiverse and assault K’aarna; he is also Prince Gaynor the Damned, a constant the Cosmic Balance at every opportunity. All symbols of torment for Elric in the later stories of the Elric saga. The harmony and peace are challenged and reviled. The characters role of the Enemy is to establish the circumstances that may therefore fi nd themselves party to the schemes of the cause the Champion to act. The Enemy accomplishes this Eternal Enemy, either as his unwitting agents or his victims. is many ways, not all of them directed at the Champion. They might never see the Eternal Enemy but they will no The Eternal Enemy constantly threatens and challenges doubt come into contact with those who act on his behalf. the work of the Cosmic Balance and may be aligned with The Eternal Enemy is, therefore, the Grand Arch Villain, any of the Higher Powers. He uses, abuses and discards with plans of conquest and destruction, hate and obsession. others without a care and is, as a consequence, doomed to As a direct presence he should, again, be used sparingly; be alone. He desires great personal power and is prepared not all the ills of the Young Kingdoms are the result of the to commit any act to obtain it. Furthermore, his soul has Eternal Enemy’s actions. But when an epic, world-saving been bargained completely in return for abilities that will quest beckons, the chances are that, somewhere, deep enable him to realise his dream. Whilst he shares many behind the scenes, the Eternal Enemy in one of his many characteristics with the Champion, the key difference incarnations, lurks, scheming and plotting the downfall of between them is the power of free will. The Enemy’s soul reality or the symbols of the Cosmic Balance. is always owned completely by another power and he is compelled to fulfi l its agenda. The Enemy can know no Cosmic Struggle redemption or salvation. Peace and contentment are denied ‘Know you not that two forces govern the world fi ghting an eternal battle?’ Elric replied: ‘Law and Chaos. The upholders of Chaos state that in such a world as they rule, all things are possible. Opponents of Chaos–those who ally themselves with the forces of Law–say that without Law Sample filenothing material is possible.

‘Some stand apart, believing that a balance between the two is the proper state of things, but we cannot. We have become embroiled in a dispute between the two forces. The Book is valuable to either faction, obviously, and I could guess that the minions of Entropy are worried what power we might release if we obtain this Book. Law and Chaos rarely interfere directly in Men’s lives–that is why we have not been fully aware of their presence. Now perhaps, I will discover at last the answer to the one question which concerns me–does an ultimate force rule over the opposing factions of Law and Chaos?’

– While the Gods Laugh

At the heart of the Elric stories is the eternal struggle between Law and Chaos. Law represents absolute structure, discipline and control, whereas Chaos is unfettered creation, constant change and random, wilful, disorder. Singularly and in dominance, neither is a force for good. The superiority of

6