With Mongoose’s release of the Runequest II ruleset, it was just a matter of time before a 2nd edition of Elric of Melniboné would be released. initially written by Lawrence Whitaker and Pete Nash, the hese book would be mostly compatible with the 1st edition.

Elric of Melniboné – 2nd Edition

Description – Core Rule book
Author – Lawrence Whitaker & Pete Nash
Stock Number – MGP8196
Published – 2010
Page Count – 216
ISBN – 978-1907218705

Fully updated and revised for RuneQuest II, Elric of Melniboné will transport you to the Young Kingdoms, an eldritch setting providing a wealth of strange places, deadly foes and potent spells for your games. 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.

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


Elric of Melniboné Games Master’s Screen

Description – Games Master’s Screen
Author – Lawrence Whitaker
Stock Number – MGP8197
Published – 2010
Page Count – 4
ISBN – 978-1907218712

With stunning Eternal Champion artwork facing the players, and every vital table for the Games Master, the Elric of Melniboné Games Master’s Screen is the perfect complement to a well run Young Kingdoms campaign.

With all the important tables and charts, the new Elric of Melniboné Games Master’s Screen is constructed from quality heavy-weight cardstock that will stand the ravages of many years’ gaming.


Cults of the Young Kingdoms

Description – Supplement
Author – Lawrence Whitaker & Pete Nash
Stock Number – MGP8201
Published – 2010
Page Count – 120
ISBN – 978-1907218804

Cults of the Young Kingdoms expands upon the material found in the Cults chapter of the Elric of Melniboné 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.


Cities of the Young Kingdoms 1: The South

Description – Supplement
Author – Lawrence Whitaker
Stock Number – MGP8210
Published – 2011
Page Count – 128
ISBN – 978-1907702082

Alorasaz: frozen city of fur trappers, loggers and miners, deep in Lormyr’s wintery southlands. A peaceful place on the surface, but beneath lurk tensions and fears as two competing families struggle to control Alorasaz’s wealth. 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. But a city with its own secrets too: why, for instance, has the Queen not been seen for months when, once, she was society’s doyenne?

Ryfel: built from black granite and mud-brick on Pikarayd’s wild and treacherous northern coast: a city of pirates and reavers, and a meeting place for the barbaric clans of the interior. 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?

Volume One of ‘Cities of the Young Kingdoms’ explores three, very different cities of the Young Kingdoms’ southern continent. 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.

Welcome to the southern lands…


Secrets of the Steppes

Description – Supplement
Author – John R. White
Stock Number – MGP8309
Published – 2012
Page Count – 160 (Digest)
ISBN – 978-1907702969

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.


Talons of Winter (Unpublished)

Description – Supplement
Author – John R. White
Stock Number – N/A
Published – N/A
Page Count – N/A
ISBN – N/A

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.