Elric of Melnibone Magic of the Young Kingdoms.pdf

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Magic of the Young Kingdoms
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Credits
Contents
Credits & Contents 1
A Letter of Introduction 2
Demons 6
Rune Magic 34
Alchemy 48
Sorcery - The Conjurer’s Art 55
The Elemental Paths 74
Enchantments
Author
Charles Green,
Lawrance Whitaker
and Pete Nash
Editor
Charlotte Law
Cover Art
Pascal Quidault
Logo
Iordanis Lazaridis
Proofreading
Ted Chang
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
Print Manager
Ed Russell
Special Thanks
Michael Moorcock &
Richard Watts
Additional
Thanks
Ian Kaufman & John
White
86
Necromancy
107
Tomes: Hidden Secrets and
Forgotten Lore
121
Voice of the Dreamthief
134
Index
144
Copyright Information
Elric of Melnibone; Magic of the Young Kingdoms ©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; Magic of the Young
Kingdoms 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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My Lord High Inquisitor,
As requested, I’ve concluded my study on the tome found in the possession of the arrested heretic, Tobias Gill.
Gill claims to be a member of the Cult of Arkyn and that the tome, which he admits to writing, is merely a
scholarly treatise on the religious and metaphysical traditions of the Young Kingdoms.
He begins the book with a study on Demons , including the means for summoning and coercing them to
do one’s bidding. Many of these beings are overt creatures of Chaos and since Gill has neglected to provide
commentary on how these beings could be put to use in order to further the aims of the White Lords, it is safe
to assume that he intends them to be used to promote Chaos in the world.
Then he proceeds to discuss Rune Magic . While Church of Law has sanctioned the use of Runes for Lawful
purposes, again Gill does not have any discussion on how this is to be done. Instead, he deals strictly with a
more general study of the subject, which could potentially supply the enemies of the Church with dangerous
weapons.
He follows this by speaking of Sorcery in general and shows an appallingly accurate discourse on how to not
only perform this type of magic but to do so safely. Again, by seeking to make this material available to the
general public, Gill provides our enemies with the means for calling substantial supernatural aid and makes
it so that they are less likely to fi nd death at the tail end of their folly.
Then comes a section dealing with something called The Elemental Paths , which appear to have
something to do with the primitive religions of the Elemental Cults. By itself, this is not as dangerous, as it
is obviously a work of fi ction. Everyone knows that the elementals are little more than animals, so the many
abilities described here cannot possibly be true. Gill also makes reference to the Balance, which, as you know,
is a proscribed term not meant for public ears.
Gill continues on by deviating from speaking of magic to issues of history in a chapter called
Enchantments. He details the history of many of the Bright Empire’s most notorious weapons from its past.
This by itself would be of no consequence, save that Gill claims to provide information about the current
locations of these items and bears a certain fascination with them that speaks of corruption by Chaos.
Additionally, he clearly discusses many of the Church of Law’s most Holy Relics, the Virtues. From what
fevered imagination he assumes that such things are meant for the uninitiated is entirely beyond me. There
is also some discussion of the mythological ‘Treasures of the Elements’ and what it means about his state of
mind that he readily blends hard fact and the purest fantasy I am unwilling to speculate.
Then, as though he dared his reader to not think his heresy would grow any deeper, Gill provides a hideous
essay on the nature of Necromancy . Please understand that I am not speaking in hyperbole here. He
actually admits to, not only some knowledge of this most heinous of the Black Arts but betrays a familiarity
with the subject matter than can only come from willingly wallowing in it. Of all of the dangerous
information found in his work, this section I am most pleased about not allowing to be published.
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He again shifts to history in a discussion of the history of To m e s . Whereas the Church has offi cially
sanctioned the production of The White Path, Gill speaks of it in the same manner in which he described
other books of forbidden lore, including the proscribed Of Gates and Keys, Armin Land’s infamous work on
the nature of planar travel, for which he was executed as heretic and sorcerer.
He ends this book with a transcript of a conversion, supposedly overheard between a noble of some sort,
arranging commerce with someone who claims to speak with The Voice of the Dreamthief . I must profess
ignorance in this regard, in that this term is one I have not come across in the performance of my duties. The
section also describes a series of fabulous ‘dream-realms’ which, while obviously fanciful in nature, do betray
some hint of magic. The fact that it hides its meaning in metaphor makes it especially troubling, as it alone
might evade Inquisitorial attention and be read by an ignorant public.
I’ve included the captured text for your perusal and disposal. As for Gill, he’s thus far proven quite resistant
to the methods of extracting more information from him. It seems apparent that this work alone merits his
execution, as it mixes sorcery, heresy and lies with secrets about our Church that no one besides the anointed
are privy to. However, the decision is yours in this matter and I will keep Gill in my custody until I hear
further from you. I’m sure his tongue can be put to good use, given more time.
Sincerely,
Enous Sharpeyes
Captain, Order of the Inquisition
This book is a collection of purely optional rules. Many of the magics found herein are of such tremendous
potency that, even if they seem fun, can, without proper handling, bring a campaign to a screeching halt. The
trick of the thing is to remember that the point of the game is to have fun telling exciting stories of thrilling
adventures.
These are optional also in the sense that they provide options. Campaigns fi lled with Virtuous weapons, Rune
magic and vile necromancies will be rather different without these elements. Individual Games Masters may
decide that they’d rather not see elements from this book in their campaigns. They are perfectly within their
rights to do so.
However, consider this. Many stories begin with a quest to achieve something, be it an item of great power,
lost knowledge or the throne of a kingdom. How would these stories differ, if you begin with the thing you
crave and are forced to use it in unfortunate circumstances and defend it from others who desire just as much,
if not more, than you. Remember, power is not in the getting but in the keeping.
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Sorcerer
In order to create a sorcerer for the Elric game, a few factors
need to be considered.
be less than or equal to the character’s High Speech skill.
Initiates must take a Compulsion and a Gift but they need
not choose them at this point in the generation process.
Marsha decides to make a character for the game. She
thinks it would be fun to play a sorcerer, since magic from
the books looks like it would be fun to experience during
the game. Her Games Master agrees that running a sorcerer
would be interesting and okays the choice. She wants to be
a normal human.
The character will need to have high characterstics in INT,
POW and CHA.
In order to learn sorcery, the character will need to either
have access to a grimoire (which should be exceedinly
rare) or be an initiate in a cult. In the example character
generation below, I’ve handled the initation proceedure
after establishing the skills earned from background and
profession. Characters who wish to learn sorcery after the
game has begun must either fi nd a grimoire and learn magic
from it or become an Acolyte in a cult.
She rolls her characteristics in the usual way, and winds up
with STR 10, CON 13, DEX 13, SIZ 13, INT 18, POW
16 and CHA 16. She places her highest results in INT,
POW, and CHA in order to make her as good at sorcery
as she can be. She’s not very strong or sturdy but she has a
keen mind and is good at talking her way out of problems.
She has 5 Hit Points in each leg, 6 in the abdomen, 7 in
the chest, 4 in each arm, and 5 in the head. Marsha decides
that her character is quite young, she is a standard character
and does not gain any further characteristic bonuses. Her
character would be a concubine slave, taken to Pan Tang
when the ship she was on with her parents was overtaken
by a Slave Galley. Her parents where slain and she was sold
to a nasty Pan Tangian Nobleman.
When the player spends free Skill Points, he must spend
at least 30 Skill Points to purchase the Advanced Skills
of Command, High Speech and at least one Summoning
Ritual or Runecasting skill from the cult. They also get the
Pact skill at it’s base chance. The reamining Skill Points can
be spent as normal. Remember that all Sorcery skills must
From her characteristics, Marsha determines her attributes.
She had a damage modifi er of +0, 3 Combat Actions and
a Strike Rank of +16. While most adventurers start with 3
Hero Points, Marsha’s character will be a sorcerer, so she
only begins the game with 1.
Since she has not been in Pan Tang all her life, she chooses
the Civilized background and takes the Courtesan profession
to represent training in the arts of love while in the Demon
Isle. Based upon her occupation, She gains the following
skills: Evaluate +15% (33%), Infl uence +15% (41%),
Lore (World) +10% (28%), 1H Sword +10% (33%),
Courtesy 16%, Language (Common) +50% (68%), Lore
(Vilmirian) 18%, Mechanisms 31%, Play Instrument 16%,
Streetwise 32%. Being a courtesan grants her Evaluate +5%
(38%), Infl uence +10% (51%), Perception +10% (44%),
Persistence +5% (31%), Resilience +5% (34%), Stealth
+5% (15%).
Since neither her background nor profession grant any of
the skills needed for sorcery, the Games Master decides this
is the best time to an initiate into a cult, as this is the only
way for someone like her to gain them. They determine that
she is approached by the underground cult of Eequor, made
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Making a
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