RPG Reference Home. What's New Questions? Sell us your stuff! CHAO Uses a much-evolved and modified version of Chaosium's Basic Role Playing rules set. In this game, heroes discover secrets about the world of the Young Kingdoms, the nature of the universe, the Gods of Law and Chaos, and what their prophecies portend.

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Sail the seas of fate into a demon-haunted world where dragons ride the storm-racked skies and the price of dreams is above rubies. Walk the streets of fabled Elwher, steal the lore of Pan Tang, and cross the Sighing Desert as you quest for eternal Tanelorn. The Elric Companion is a boon for all Games Masters who are desirous to send their players off into the hazardous world of Elric. Inside you will find a multitude of new rules and scenarios to enhance your gaming experience.

New rules, which cover sailing and the vessels that ply the oceans, allow for travel between major ports and the investigation of mysterious islands. The Eternal Champion travels between the million spheres, now any party can have the opportunity to visit other planes. The unknown east is described in depth, allowing for adventures in lands never fully revealed within the original stories.

The cries of battle ring out across The Young Kingdoms and new rules allow for these to be played out. The inhabitants of this world are also not neglected within the Elric Companion.

So strap on your sword and leap astride your warhorse, for adventures within the Young Kingdoms have taken a new turn. These inhuman folk kept the world in bondage with demon magic and dragon flame.

The people of the Dragon Isle rest in their capital city of Imrryr, secure in their place as the undisputed rulers of the world. But their rule was never truly permanent. Addiction and hubris made them short-sighted, and they refused to see threat before it was too late. Wars were fought and won, but at too great a cost. Now the Empire lies in ruins, a bright shadow of its former glory.

Indeed, there are factions at work to ensure that very thing comes to pass. Magic of the Young Kingdoms contains a wealth of information, not just for those allied with Chaos. Within you will find new runes, along with advice on how to use them effectively.

Summoning spells, the likes of which have not been seen before, shall allow you to conjure the most fearsome demons to work for you or with you. The dark art of necromancy is described at length, with extensive advice to guide you through the process and keep you safe from the dangerous pitfalls that are ever present within this discipline. There is also an extensive guide to the dream worlds and their safe navigation, as one wrong move or wrong thought, could leave you stranded there forever.

The magics contained within this book are not for the faint of heart or the weak of mind. They are powerful and dangerous never to be taken lightly. So to the brave, the strong and possibly the crazy, take up this powerful book and see the extent of where it can lead you.

Expanding on the cults presented in the Elric of Melnibone rules, characters have greater scope for worship, more Gifts and Compulsions, and additional powers — if they are prepared to enter into a Pact with the higher forces. The Elemental Lords and several new, personality and ancestor cults are also detailed, deepening and widening the scope for worship and dedication, and fueling the need for adventure. Each cult is provided complete: history, purpose, religious rites, forbidden knowledge and special notes regarding their place in the cosmic hierarchy and in relation to each other.

This is the most detailed treatment of Young Kingdoms religions ever presented, and offers a treasure-trove of possibilities for characters and Games Masters alike. The Dream Realms — at once the most alien and most familiar of the myriad facets of the Multiverse, visited nightly by the slumbering masses of the Young Kingdoms yet little understood by even the Sorcerer-Emperors of Melnibone.

Whether the worlds of dreams lie within the dreamer or across the million spheres, they are home to strange creatures and stranger inhabitants. Dreamthieves, those few with the skills and daring to brave and chart these alien climes, impose a certain order upon them- however such order goes only so far and even an experienced dream traveller may fall prey to the slightest flaw in his character or the first failing of his skills.

Yet, from these mutable and dangerous demesnes, solid reality of treasure and power can be brought back to the Young Kingdoms. The bold, the desperate and the selfless risk much to make dreams come true. Initially written by Lawrence Whitaker and Pete Nash, this short lived 2nd Edition revised the game mechanics to match the Runequest II ruleset, while looked to expand the Young Kingdoms setting to more remote locales. Fully updated and revised for RuneQuest II, Elric of Melnibone will transport you to the Young Kingdoms, an eldritch setting providing a wealth of strange places, deadly foes and potent spells for your games.

Starting the new Eternal Champion line, Elric of Melnibone takes players to the Young Kingdoms where dragons fly the skies and chaos reigns!

Cults of the Young Kingdoms expands upon the material found in the Cults chapter of the Elric of Melnibon rules. Herein you will find more information concerning the natures of the Lords of the Higher Planes, new cults, new Gifts and Compulsions, new religious approaches and new professions related to them.

Essentially, this book is for those Elric Games Masters and characters who wish to immerse themselves in the ways of Law, Chaos, Elements and other supernatural forces abroad in the Young Kingdoms.

It aims to extrapolate material from the Elric saga, adding depth to the intrigue Michael Moorcock has created, allowing Games Masters and Players to become greater exponents of the higher powers as they characters struggle to make sense of the world around them. And what of Castle Kaneloon, standing on the very edge of the world? Does the Lady Myshella not exert an influence over sleepy Alorasaz?

Raschil: the bustling, civilised port city of Filkhar, a cosmopolitan place where many nations rub shoulders in the countless taverns and inns. Ryfel attracts the proponents of Chaos and Disorder; sorcerers, murderers and dark cultists; thieves, fugitives and feuding clansmen.

Pan Tang holds court here; but are the Pikaraydian chieftains as enthralled as Pan Tang believes them to be? Each city is described in detail with maps, locations, personalities, game statistics and dozens of adventure hooks. The cities can be used as standalone backdrops for Elric of Melnibone games, bases for adventurers, or as part of the mini-campaign that threads between them and joins them together. Description — Supplement Author — John R.

North, beyond the vast, arid wilderness of the Sighing Desert lies a distant land that is usually only referred to by boasting merchants seeking to add to the price of their wares or else tellers of tall stories in the taverns of the Young Kingdoms cities.

Secrets of the Steppes gives details on the geography, flora and fauna of the Dakwinsi Steppe and the regions which border this vast tundra land. In addition, the unique histories and customs of the nations and tribes who inhabit these areas are provided. Shad is a civilized Ilmioran City-State whose harbour is often the last port of call by those who chance sailing further up the coast into the colder reaches of the Pale Sea. These northern waters are home to huge whales and colossal icebergs, whilst the bleak coastline of the steppe itself is the realm of the Alofians, a savage tribe of hermaphrodites.

Inland, the Bastan nomads roam across the countless leagues of wind swept plains which stretch towards the Unknown East, hunting seals and mammoths.

Although snow covers most of the region through its long winters, the margins of the steppe have milder climates and are home to primitive tribesmen. The Limnissi people dwell in the mazelike marshlands whilst the elusive Arbanni are a ghostlike, unseen presence in the tall, silent woodlands of their mountain range. Rules are presented for the creation of adventurers from the lands described in this volume and also include several new background professions for Young Kingdom characters.

Game statistics are given for a variety of animals, men and monsters. Finally 10 scenario seeds, tailored to the locations in this book, are written for use by Elric of Melnibone Games Masters. From the Unpublished Draft — The lands north of the Sighing Desert are a wide country of grassy plains which become tundra to the north.

The tundra itself is a region of flower strewn heath riddled with lakes and marshes during the short months which unlock dormant life from the grasp of the long, dark winter months which freeze the ground and cover its surface with snow.

The main inhabitants of the Dakwinsi steppe are nomadic tribes of hunters who call themselves the Bastanissi. On the bleak, rocky coastlands to the west is the territory of the Alofians, a barbaric race of hermaphrodites who tolerate the existence of a few whaling stations and trade warily with Ilmiorans and Tarkeshites. A few bold traders cross the steppe country between the city of Xanardwys and the cold waters of the Pale Sea, every journey requiring a fresh route due to the annual change to the pattern of the lakes and morasses.

Ilmiorans from the port of Shad have established a sulphur mine using slave labour in the Poison Peaks.

The forested peaks to the south west are inhabited by a reclusive group of primitive hunter gathers known as the Arbanni by the folk of the Sighing Desert. Northwards the steppe is bordered by the Fire Mountains, reputedly the home of a race of brutal giants. Eastwards a strip of marshlands runs along the foothills of the Grey Veil Mountains where the Limnissi folk make their homes of reeds. Beyond the Fire Mountains is a vast area of snow clad hills called the Whitelands. No natural life is found here and its short summers do little other than illuminate the barren landscape and the creation of icebergs along the upper reaches of the Pale Sea.

The ultimate north terminates at a seething pole of chaos matter, one of the last areas of the world yet to be tamed and moulded by a Champion of Law. Your email address will not be published. Notify me of new posts by email. This site uses Akismet to reduce spam. Learn how your comment data is processed.

About Stormbringer! For good or ill. Within this book, you will learn to: Defend your own dreams against assault from home-grown nightmares and external sorcery. Enter the dreams of others as a dreamthief, either ignobly as a purveyor of pilfered hopes and aspirations or nobly to rescue dreamers from their slumberous curses. Experience the Thousand Year Dream practiced by the Sorcerer-Emperors of Melnibone, visiting distant, perhaps imagined realms and gaining unparalleled experience of the Multiverse.

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ISBN 13: 9781905850136

Of all fantasy empires, the tradition-wrapped kingdom of Melnibone is surely among the best known. The capital of this slowly falling realm is the seat of Elric's empire, Imrryr - the Dreaming City - a place of slender, sky-reaching towers topped by banners that wave in the winds. Beneath Imrryr are the Dragon Caves, where the oath-bound reptilian allies of the Melniboneans slumber and await the call to another war. Mystical ley lines threaded across the land like the veins of the world offer magical power to those to would walk them, and scholar-mages learn of the cosmic balance between the principles of Law and Chaos that govern reality. All the while, from the spires of Imrryr, the albino emperor Elric holds the legendary blade Stormbringer in his hands, watching his world slowly die. Convert currency. Add to Basket.


Collecting Stormbringer and Elric Roleplaying Games

It was if they had never been separate. We hope that by doing so we can bring together past players and new fans alike, while generating new material and encouraging ongoing discussion on all editions of these worthy games. Good question. There has been vast amounts of quality material created for these great games over the past four decades — the first edition of Stormbringer hit the shelf way back in — and this site is a chance to bring all of this history together in one location.

EN 12020-2 PDF

That copy is long gone, however, as a combination of time and several enthusiastic gaming sessions rendered it worthless as a centerpiece of my collection. But I still like to follow the game's value on sites such as eBay and Troll and Toad , and reading the Michael Moorcock stories that inspired the RPG have only served to make me more passionate about the subject. Set in a land of swords and sorcery, Stormbringer centers around adventure and intrigue in the Young Kingdoms, a land ruled by warriors, wizards, and wealthy merchants. But the ancient world still lives in the form of Elric of Melnibone , an albino emperor with a soul-drinking runesword the game's namesake and the ability to call down destructive physical manifestations of law and chaos. If you're just starting to build your Stormbringer RPG collection, be sure to take a look at the following list of editions released over the decades.

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