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Hawkmoon the Roleplaying Game
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Credits
Contents
Author
Gareth Hanrahan
Interior Illustrations
Leonardo Borazio, Ryan Horvath,
Iordanis Lazaridis, Javier Charro
Martinez, Regis Moulun, Chris
Quilliams & Chad Sergesketter
Credits & Contents
1
Introduction
2
Editor
Richard Ford
Character Creation
9
Gazetteer
22
Cover Art
Martin Hanford
Playtesters
Sean Brown, Tina Cook, Cindy
Freeman, Craige Freeman, Mark
Gedak, Tammy Gedak, Brian
Gellineault, Kent Little, Paul
Palmer & Robert Poulin
Skills
49
Equipment
57
Combat
77
Cover Design
Iordanis Lazaridis
Adventuring
90
Science & Sorcery
105
Proofreading
Ron Bedison
Production Director
Alexander Fennell
Tragic Europe
The Deeds of Hawkmoon 150
Index
124
RuneQuest Logo
Anne Stokes
Special Thanks
Michael Moorcock
159
Publications Manager
Ian Belcher
Character Sheet
162
Map
164
Copyright Information
Hawkmoon the Roleplaying Game ©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 Hawkmoon the Roleplating Game 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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Denizens of
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Introduction
INTRODUCTION
This book is a portal.
salute their beloved Count as he passes. Off to one side,
a solitary watchtower rises like a spectre from the gloom,
and strange lights blaze in its topmost chambers. The
Count rides on, making for the little hill overlooking the
town, where stands that ancient, ramshackle yet homely
keep that now bears the name of Castle Brass.
Step through it now, and be carried by the howling
winds of the timestream though the infi nite corridors of
the Multiverse, into the far future, perhaps into another
aspect of your being…
…and fi nd yourself in a wild land, an untamed land.
Marshes and forests surround you on every side and you
can smell salt air when the wind blows from the south.
Surprised by your sudden presence, three raucous scarlet
fl amingos take to the air, fl apping in a panic into the
varicoloured sky. Through a gap in the rampant greenery,
you can see a narrow path atop an earthen bank winding
through the marshes.
Bodiless, you rise up; high over the Kamarg so that the
lights of Castle Brass dwindle to mere candles far below
you. All the marshland of the Kamarg is spread out beneath
like the most detailed map imaginable. The borders of the
domain are marked by a ring of watchtowers, built by the
Count to defend his adopted home from all threats. Just to
the south, the marshes of the Kamarg run into the Middle
Sea. To your right, in the distance, the lights of fi shing
boats make for their home ports along the coast near
Marshais. Off to your left lies the Espanyian peninsula,
one of the few united kingdoms in all of Europe. Across
the Middle Sea, the savage continent of Afric holds
secrets immemorial, but your attention is drawn to the
north, to the courts of Europe.
Something unwholesome moves through the marsh,
sending a wash of brackish water surging against your
thighs. From below, a slimy, glutinous voice globbers
and whispers dire threats and promises. You glimpse
strangely human eyes peering at you from the mud.
Terror seizes your heart as you realise that it must be one
of the fabled baragoons, monsters that were once human,
but transformed by blackest sorcery into horrors that now
haunt the marshes of the Kamarg.
Your mind fl ies against the course of the mistral, the
life-wind, arcing around the tainted Switzer mountains,
until all of northern Europe is within your sight. Long
divided by war and intrigue, a hundred city-states vie
for dominance, playing their neighbours off against
each other in games of territory and status. The territory
between the baronies and dukedoms has become wild
lands, worse than the Kamarg, fi lled with hideous mutants
and desperate bandits. The common folk eke out a living
from the cursed earth, while armies clash in a thousand
tiny skirmishes. The battles of this era are fought with
sword and bow and cannon, but also with fl ame-lance
and fl esh-warping sorcery. The endless wars and foul
magics of the Tragic Millennium almost destroyed
Europe; indeed, they almost destroyed the whole world.
Technology was forgotten; once-great nations collapsed
into warring states; cities were depopulated, others cursed
by mutation or plague or sorcery.
The monster slithers closer to you, its movements washing
the caked mud from its razor-sharp talons. It coils to
lunge at you – then stops, cocks its head for a moment,
and vanishes back into the darkness. A moment later, you
hear the noise that drove the monster back into its watery
den: the sound of hoofbeats thundering along the path.
You turn, and catch a glimpse of a rider all armoured in
bronze (but why, then, did it look like jet and gold for an
instant), and realise that it must have been Count Brass
himself, the great Lord Guardian of the whole Kamarg.
Follow him now, in your mind’s eye: he rides one of the
horned horses of the Kamarg, but even that mighty steed
labours beneath the weight of the Count’s Herculean
frame and his armour of bronze. Still, they have little
further to ride, for ahead the path rises onto more solid
ground. As twilight encroaches on the Kamarg, the
pair ride through the strangely lush belt of farmland
surrounding the town of Aigues-Mortes, and peasants
Night falls fully across Europe, and in the darkness,
you can clearly see a line of fi res, of cities burning. This
line forms an arc stretching from the Low Countries to
Bordeaux, marking the furthest advance of the armies of
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Introduction
the Dark Empire of Granbretan. As you drift north (or do
the fi res move closer to you?), your attention is drawn to
one particular battle. You fall towards Germania, towards
its western borders, to the city of Köln, where cobbled
lanes and quaint buildings are now choked by ash and
rubble. The beast-masked forces of the Dark Empire
swarm through the province; rape, pillage and arson are
the least of their crimes. The yellow fences are torn down
to make gallows, children are crucifi ed along the roads,
men are butchered for their meat, and women are herded
into cattle-cars to be shipped back to Granbretan for the
breeding pits of the Dark Empire’s science-sorcerers.
The armies of Granbretan are unstoppable, their lust for
conquest unquenchable, their madness all-consuming.
The fl ames of a Europe put to the torch are refl ected in
the jewelled eye-sockets of their bestial masks. The son
of the late Duke of Köln leads the last of his guards in
a desperate counter-attack against the beasts, but a few
loyal men with swords, no matter how brave, cannot
prevail against fl ame-lances and ornithopters. Still, you
mark the young noble’s hollow face well, and hear him as
he shouts his family’s name as a battlecry – ‘Hawkmoon!
Hawkmoon!’
Your dreamlike passage over Europe pulls you ever north
and west, back along the path of conquest blazed by the
Dark Empire. The roads are marked by gallows, gibbets
and crucifi xes, the cities by ashen wastes, but once you
pass beyond the current war-zone, the fearsome ingenuity
of Granbretan becomes manifest. The north-west region,
around Normandia and Karlye has become the garden of
the Dark Empire. Slaves and serfs toil by night in fi elds lit
by electric arc-lights and fertilised by strange chemicals
spat by brass machines. The land groans in torment as it
yields a hundred times its normal fare, and even that is
barely enough to supply the vast armies that make war
on the continent. Ahead, the last rays of the setting sun
glitter for an instant off the vast Silver Bridge that links
Europe to the Sceptre’d Isle.
You fl y over the bridge, an immaterial shadow whose
movement goes unmarked even by the keen eyes of the
ornithopter patrols that fl utter ceaselessly around this
mighty artery of conquest. It is night, but still the armies
march east across the bridge, legion after legion of
masked troops. Hound follows Wolf, then Vulture, then
Rat and Badger and Owl and Hawk and Tiger and Boar
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Introduction
and a hundred other beasts, all with the same inhuman
cruelty in their hearts. The folk of Granbretan are mad,
and love nothing. They have become jaded, and now fi nd
amusement only in torture and conquest. Your fl ight takes
you into the very heart of their black dominion, deep into
the city of Londra.
atop an artifi cial island), and the secrets of magic were
discovered (but in this fallen, forgetful age, who can tell
what is lost science, and what is occult sorcery – or is there
a difference between spell and formula, between talisman
and technology?), but the greed and fear of humanity
was unchanged despite our new wondrous powers. War
spread like plague, and then plague became the chosen
weapon of war. Billions died, or were transformed. The
skies rained death, fi re and poison; machines spat sorcery
that ate away at the very foundations of reality. Time and
space were twisted; monsters were bred, and the world-
that-was died in a thousand years of carnage and chaos.
And what a city it is! An ant-hill mated with a tomb mated
with a factory, a warren of streets and towers and keeps
and foundries, layer upon layer of nightmare granite and
gargoyled concrete, home to uncounted millions who
labour ceaselessly in the service of the masked nobles.
The skies over Londra are always thick with smoke and
other, fouler vapours that rise from the laboratories and
chemical factories of the Order of the Snake. The once-
fair River Tayme is now choked with pollution and foul
slicks of unknown poisons, but still it is perforce thronged
with barges and cargo ships and pleasure-craft. Londra
never sleeps, never ceases to beat like some monstrous,
bloated and blackened heart, pumping out war machines
and legions and sorcery and pure hatred for all that
lives. Atop this awful putrescent yet infi nitely imposing
mountain of fi lth and stone is the great palace of the
immortal king-emperor, who has ruled Granbretan from
his throne-globe for dozens of generations. As you fl y
over the palace, you feel Huon’s attention fi x on you for
an instant; he knows you, sees through you, categorises
you and dismisses you as insignifi cant. You are no threat
to his eternal empire.
You catch the sunset on the coast of Amarekh. A city of
golden towers and spires rises from the mists ahead of
you. After the horrors of Londra, this new city seems like
some beautiful dream. The spires pulse gently, and the
wind blowing through the streets makes an eerie music.
Warm light spills out over the storm-tossed ocean as you
approach the city. It is a vision of heaven, an abode fi t for
gods, not men.
Something tells you the city is named Dnark (another
part of you calls it by another name, and whispers that
this is but an aspect of Tanelorn, just as you are an aspect
of another being). A deep desire to live in Dnark wells
up in you, to remain here in this golden sunset city
forever, even if you are but a bodiless phantom, a fl oating
perspective and nothing more. But this succour is denied
you. You rise up, up, climbing towards the clouds that are
pierced by the highest of the towers.
The speed of your fl ight increases. In an instant, you leap
across Granbretan’s factory belt, then over the trackless
hills of Yel, the west country. The Eirish sea and Eire itself
pass by in an eyeblink, and you chase the sunset over the
western ocean. Keep to this course, and perhaps you will
fi nd yourself in fabled Amarekh, which the sages tell us
was untouched by the Tragic Millennium, and shut itself
off from the rest of the world. The men are as gods there,
they say.
Then you are in the presence of the Runestaff, which
hangs in the clouds – or in an airy hall – or in the dreams
of men – over the city. It is a simple thing, a shaft of rune-
graved metal topped with a ruby gemstone, but power
and light and time and destiny orbit around it. Strange
symbols and rays dance around the Runestaff. Its origins
are a mystery. Some claim it was made in the Tragic
Millennium, others whisper that it was the greatest work
of the scientists and sorcerers of Earth’s golden age.
Others claim it was brought back from the stars by the
ships that once travelled the heavens. Some tales suggest
that it was not made, but discovered, that it is as much a
part of the universe as the sun and the moon… or that it is
even more fundamental, as necessary as gravity and time,
as law and chaos.
Perhaps you will even travel further, until east meets
west and your bodiless form hangs in the skies over
Asiacommunista, the ultimate unknown land where the
strangest creatures of all are believed to dwell. The world
has changed utterly from what it was. Science waxed
great and glorious indeed (for an instant, you see below
you a mighty city fl oating in the middle of the ocean
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