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Cults of the Young Kingdoms

Credits Contents
Author(s) introduction 2
Lawrence Whitaker & Pete Nash
The Young Kingdoms 6
Editor
Charlotte Law Young Kingdoms Adventurers 41
Layout and Graphic Design equipment and economy 58
Will Chapman

Law, Chaos and The Multiverse 63


Cover Illustration
Carlo Bocchio
magic and Sorcery 70
Interior Illustrations
Ryan Portillo, Jake Murray, Matt Morrow & David Griffith Cults of the young Kingdoms 110

Proofreading Creatures and Personalities 147


Nick Robinson
Games Masters Chapter 199
Playtesters
James Carrington, John White, Chris Donnelly, Chris
Furness, Bruce Mason, Ben Quant, Douglas W. Wacker, Alternative Eras 207
Ioan Wigmore
Index 216
Special Thanks
Pete Nash, John White & Michael Moorcock

Copyright Information
Cults of the Young Kindoms 2010 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the written permission
of the publisher is expressly forbidden. All significant characters, names, places, items, art and text herein are copyrighted by Mongoose Publishing
subject to its licence from Issaries, Inc. This game product contains no Open Game Content. No portion of this work may be reproduced in any form
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under the copyright laws of the United Kingdom. This product is a work of fiction. 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 USA.

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c h a p t e r o n e

Benefits
;
This chapter offers details on the myriad Gifts,
Compulsions, Heroic Abilities and other benefits
membership of a cult confers.

What Makes a
Cultist?
The cults are by no means widespread. The Young
Kingdoms towns and cities are not filled with temples,
churches or cathedrals dedicated to the Lords of the Higher
Powers; dutiful worshippers do not flock to ceremonies
and high holy days, following proscribed religious routines
or ecumenical doctrine. Most of the Young Kingdoms
populace is blissfully unaware of the Eternal Struggle, going
about their drab, daily lives ignorant of the higher powers
waging war above, around and, sometimes, through them.

Cultists then, are the most ardent and enlightened. Something


within them has been awakened, turning them towards a
dedicated course of worship and service. Sometimes even
the word worship is too strong, because many cultists never
utter so much as a prayer or offer anything approaching a
sacrifice (whether physical or spiritual), save the portion
of their own souls that are mortgaged in exchange for
temporal power. Cultists, whether they follow Law, Chaos,
the Elements or even a personality cult, such as Aubec or
Terhali, are pursuing a specific agenda from an informed
position. Following one of the Higher Powers is a matter of
choice more than culture.

Any Adventurer deciding to join a cult is likely to make


this choice based on one, or a combination of, several factors: will be Pan Tangians who observe Law or the Elementals;
Vilmirians who sense the power of Chaos and feel drawn to
Cultural leanings. Pan Tangians are indoctrinated into the it. Cultural leanings suggest the likely affiliation of a person
worship of Chaos from an early age; Oinians and Yuites but it is not an absolute dictate.
are aware of the Dhoz ancestors constantly; the people
of Vilmir see the stagnancy of the Lawful church daily. Demonstrations of power. All the higher powers are capable
Cultural background certainly shapes the likely disposition of demonstrating their capabilities through supernatural
an individual has but does not necessarily guarantee it. There manifestations and displays of magic. Those who witness

4
c h a p t e r t w o

Cu lt s o f C h aos
;
A war rages throughout the Multiverse and the forces of Chaos
seek to perpetuate the struggle not to win it. The cults of
The War of Chaos
In the Young Kingdoms, certain Lords of Chaos are well
Chaos fight a steady battle of attrition against the forces of order,
known: Arioch, Chardhros, Mabelode, Xiombarg and so on.
employing malice and subtlety to erode Laws grasp on the Young
But Melnibon, Chaoss strongest and oldest mortal ally, knows
Kingdoms. Before Pan Tang brings its own, unruly anarchy
of several others whose names have been largely forgotten. The
into the frame, ultimately signalling the worlds doom, Chaos is
reason for the ascendancy of one set of Chaos Lords over another is
content to work at a steady pace, gnawing at Laws power like a
due to, Melnibonan scholars believe, a war in hell, fought before
dog patiently worrying an ancient, unremitting, bone.
the compromise forged at Rlin Kren Aa, which established the
rules of the Cosmic Struggle.
Chaos is not represented by grand temples and churches in the
Young Kingdoms. Only two exceptions exist: the shrines to a
Seven Lords of Chaos met their doom in this civil war: Aesma,
variety of Chaos Lords in Imrryr and Hwamgaarl; elsewhere,
Alastor, Haborym, Marthrim, Nizilf km, Saebos and Verdelet.
Chaos is content with small, discreet shrines or none at all. Its
These, myths and DreamQuests tell, were the progenitors of
adherents meet in secretive, out of the way places, conferring
Arioch and his brethren. They were forgers of universes and
over a hastily scratched symbol of Chaos eight arrows radiating
commanders of vast power. They represented the unchainable
from a central hub or some other totem or relic of their cult.
spirit of Chaos and could not be forced to enter into rules
Worship and veneration is private and unostentatious. Agendas
concerning the supremacy of the Multiverse. They sought total
are hushed and discussed in oblique tones. Ceremonies and rituals
control. But some, like Slortar and Arioch, knew that, without
are intense but not necessarily elaborate. Creativity and freedom
Law, without a continual fight, neither Law nor Chaos could
from restraint are valued far more than the trappings of ritual
perpetuate. These elder Lords of Chaos would doom the entire
and doctrine. Chaos has certain rules, guidelines, but the personal
cause of Chaos. They were confronted. War resulted. Arioch,
dedication to the cause is of far greater importance than robes,
the Sword Rulers and the other, now familiar Lords of Chaos
incense, idols and grovelling prayers.
prevailed and the likes of Aesma and Marthrim were deposed,
although not killed. Their names were largely forgotten and their
Chaos is as much an ideal and a philosophy as it is a faith or
veneration confined to a few mad sorcerers of the Dragon Isle who
religion. It perpetuates because ideas and philosophies constantly
sought-out their secrets and embraced the collective insanity of
change and evolve. Rituals and accoutrements, such as temples,
these deposed gods.
fixed shrines and monolithic relics, are immovable and stagnate.
In time, such symbols rot or crumble. Ideas, on the other hand,
The cults of these gods are included in this chapter. They have
change and are transferred.
little representation in the Elric saga, save as names Elric calls
upon when battling the Mist Giant, Bellbane, but their very
As does Chaos.

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Marthrim
Lord Marthrim is an Elder Lord of Chaos, deposed aeons ago but
still known to certain scholars of Chaos in Melnibon, Pan Tang
and Phum.

Purpose and History


Lord Marthrim is known as The Shaper. Myths tell that he defined
the Shapes of all life but could settle on no fixed form for any of
his creations. From him are born the Oonai and other chimera;
changing, mutating things that grow to despise even themselves.
So too did Marthrim despise his own form so much so that The
Shaper became the Denier and he so hated his own malleability
that he sought complete destruction of all things so that, as a
formless consciousness, he could begin again.

Marthrim was imprisoned by Slortar the Old. His imprisonment


was that which he most abhorred: a fixed, unchanging form so
hateful in appearance and so despairing in mind that Marthrims
power would be curbed. Marthrim became so mired in self-
loathing that he dared not exercise his powers. Slortars strategy
worked for long ages; until, that is, mortals discovered for
themselves self-loathing and despair at their own limitations.
Through the weakened barriers such emotions create, Marthrims
power is free to influence those who share his pain and are a part
of the same prison he occupies. Those who loathe themselves,
who yearn for change and transcendence, are the ones who find
solace in Marthrims patronage for he represents the cruelty of
the Multiverse; the cruelty of the Balance and such cruelty must
be battled, even if it leads to further despair and self-hatred.

Myths
had shaped his original eight forms and sank into a silent, eternal
The Eight Forms of Marthrim (Mythic Resonance 75%) loathing. In time he was forgotten and even forgot himself.
The Cruelty of the Multiverse: Marthrim created eight shapes
and abhorred them all. He melded them together and reforged Marthrim was awakened by the mortal Oorum of Melnibon, the
them. Every permutation was more hateful than the last. In some depressive cousin of the emperor. Deformed from birth he was
Marthrim gave the power to change continually, never remaining mocked and loathed by the specimens of perfection that walked
in the same form for more than a few minutes before becoming the Court of the Ruby Throne. Oorum, hunchbacked and hate-
something else. Even this was loathsome and the creatures that filled, retired to the halls of Oolnagnagn and consoled himself
arose from his actions hated even themselves. with the grimoires found within. There he discovered Marthrim
and summoned him. Marthrim came reluctantly but saw in
Marthrim took each of the eight original forms and imposed Oorum a mortal that shared his own self-loathing. Marthrim
them upon himself. He combined mammal and fish; humanoid gifted Oorum knowledge and Oorum took that knowledge and
and bird; spirit and plant; reptile and insect. He was composed left Imrryr, finding a new home for himself in distant ruins at
of all these things and his appearance and nature drove him mad. the edge of the Bright Empire. There he gathered the similarly
He thus blamed all around him for the lack of sympathy and disfigured, the similarly dispossessed. Worship of Marthrim
found only the laughter of his fellow gods. This created hate and intensified and solace was found. A family of Chaos was formed
rage, and Marthrim used these powers to tear at the nature of and, although small, it perpetuates to this day, with the immortal
the Court of Chaos. Many things died. Many realms were torn mad King Oorum, High Priest of Marthrim, as its leader.
asunder. When, finally, Slortar subdued him with trickery and
sorcery, Marthrim could fight no more.
Beliefs
Slortar made Marthrims form stay in its final configuration, which The physical form is hateful. The Multiverse is cruel. All must be
was so dreadful to behold even the Lords of Chaos could not gaze destroyed so that Marthrim can reshape it. The eight forms must
upon it. Marthrim skulked to the final plane of Hell where he become the One Form. From it will spring new creations that

44
ordered. The major Lords of Law are therefore fearful of Lord
Cult Runes Straashas domain and have little to do with it. But Pozz-man-Llyr
The cult teaches the Runes of: Alarm, Bewilderment, Contact, is different. A minor Duke of Order who is the eternal sailor and
Law, Light, Protection, Purity, Reflection, Truth. his golden boat plies the ocean that exists between worlds, using
his vast nets of silk and iron to capture the creatures of Chaos and
haul them to a vast whirlpool leading directly into the many hells.
Heroic Abilities Pozz-man-Llyr therefore cleanses the oceans of the Multiverse but
Arrow Cutting, Born to the Saddle, Duellist, Heroic Aura, cannot impose order upon the water, for it is Straashas domain.
Tireless.
Pozz-man-Llyr is also the god of boat-builders. As a Lord of Law
Retribution he understands the requirements for building the perfect boat;
The cult does not seek retribution against those who leave its light, robust, water-tight and capable of hauling cargo at speed.
ranks but traitors are hunted down to be tried by the courts of
Donblas.

Politics and Relationships


The Knights of Tovik are held in high regard across the
church of Law. As a warrior force they are effective and,
being devout to Law, the ideal protectors of the other cults.
These are fervent warriors of the cause but they lack the
single-minded obsession of the cult of Miggea and are therefore
considered to be more trustworthy.

Pozz-man-Llyr
Pozz-man-Llyr does not appear in the Elric saga as a
named Lord of Law, but is one of the many minor Lords
of Law who are known to exist in addition to those so
named.

We sail on a supernatural sea, said another, holding


out a gloved hand for the jug. Elric passed it to him.
In Hasghan, where I come from, we have a legend of a
Bewitched Sea. If a mariner finds himself sailing in
those waters he may never return and will be lost for
eternity.

Sailor on the Sea of Fate

Purpose and History


The sailors of Tarkesh are a superstitious lot who believe that
the oceans of the world mirror precisely the complexity of the
Multiverse. Within the oceans an eternal struggle is being waged Tarkeshs boat builders regularly make a dedication to Pozz-man-
between the Elements and the forces of Law and Chaos for the Llyr before beginning a new build, in the hope that his wisdom
control of the water. The Elements are represented by Lord will make the vessel as good as it possibly can be.
Straasha, Chaos by Pyaray and the Whisperers and Law by Pozz-
man-Llyr. As a result of this eternal battle the seas are tempestuous
and treacherous; Straasha rules the upper currents but Pyaray and Myths
Pozz-man-Llyr struggle for the depths and their war causes the
mighty tides and turbulence that create huge, ferocious waves, The Warrior, the Ship and the Net (Mythic Resonance 70%)
squalls and the other hazards that must be braved by the Young The Fight Against Chaos on the Sea: Pozz-Man-Llyr lived in
Kingdoms mariners. peace by a grey sea, which stretched for eternity. He had no desire
to sail its waters because he had all he needed on the land. His wife
Law itself, they believe, is not overly concerned with the oceans. was the fair lady of the waves, a gift from Lord Straasha, whom
Water is an unruly element that cannot be readily shaped or Pozz-Man-Llyr had once honoured.

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