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Inhabitable Dreams

A One-Off Scenario for the Stormbringer 5th edition ruleset by Richard Watts

Fair winds carry a ravenous evil to Dhakos, City of Spires. King Dharmit’s capital of Jharkor is raw and bustling – soon it will be rawer still. Silver Leopards will die beneath the tiger’s claws as screams drift like seagulls over the once busy harbor. What burdens drove the slave-artist Halig to suicide by self-mutilation so soon after painting a bloody portent of his own demise? What nightmares and dreams of empire stir in the shadows and devour the waking world?

Inhabitable Dreams is a tournament-length scenario written by Richard Watts.  Originally written and run at Arcanacon X, Melbourne, Australia, in 1992 (for 4th Stormbringer), it sets four nobles of Jharkor’s City of Spires – Dhakos – in a race to save their King – and his Kingdom – from the evil machinations of the dread pirates of Pan Tang. Designed to be completed in four hours, Inhabitable Dreams is bound to give your players nightmares!

This version has been updated to the Stormbringer 5th edition ruleset, and provides not only four ready-to-use characters, but also several handouts designed to enhance your session.

Actual Play – Red Moon Roleplaying

Great games like Stormbringer never die… and to prove this point the team over at Red Moon Roleplaying have recently teamed up with Dirk the Dice (from the Grognard Files) to play through one of our favourite Stormbringer 4th edition scenaros – The Fang & the Fountain.

This excellent scenario, written by the fantastic Richard Watts, is a great way of introducing players, new and old, to the Stormbringer experience. In Red Moon Roleplaying’s hands, this chilling seaborn adventure becomes even more of a classic, with the group’s narrative-driven, character-focused approach to their actual play recordings bringing the setting and story bursting into life. Go find out yourself just how great Stormbringer can be over at Stormbringer, with The Grognard Files!

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Intricate Destinies by Richard Watts

Note: This article first appeared in the Herald of Doom fanzine, and reappears here with the permission of its author, Richard Watts.

Creating a Young Kingdoms Campaign

Creating a Stormbringer campaign can be a complex task, assuming that the Game Master is, like Michael Moorcock, attempting to tell a long and involved story with its own set of heroes, villains and memorable occurrences. The best such campaigns are planned from the beginning, but it is also possible to begin without a grand narrative envisioned from the start, instead starting with a simple idea for perhaps one or two short, self-contained adventures and embellishing the plot as you go. This, after all, was how Moorcock’s own epics grew.

Regardless of your approach, planning and running a Young Kingdoms campaign can prove challenging to even the most experienced Game Master. This article offers a few thoughts concerning campaigns that Game Masters might wish to consider before your own campaign or plans for one progress too far.

Gods of Law in the Young Kingdoms

A Young Kingdoms Monograph by Charles Green

The last of Chaosium’s Stormbringer Monographs, Gods of Law in the Young Kingdoms (written by Charles Green- with large contributions from Richard Watts) is an exploration of the motivations, purposes and goals of the White Gods of the Multiverse.

In this monograph, Charles delves into history and purpose of the Cults of Law, and the Holy Concordance of the White Lords. Additionally, he and others introduce the concept of using the Gods of Law as enemies in Stormbringer adventures, and supplies almost a dozen campaign seeds for your own ongoing stories.

Further information includes the Barrier of Law, the entropic wall that protects so many planes from Chaos, as well as optional rules to reflect the powers of Law and Order.

Please note that this edition has been reformatted and updated for the Stormbringer! site.

Interview with Richard Watts

Few authors or line developers have done as much to define an future of a roleplaying game as Richard Watts. With the late Lynn Willis as a steadying hand, Richard re-imagined the Stormbringer ruleset into ELRIC!, the edition we all love today. While he was never able to complete his journey, even today his influence on the game and setting continues.

Note, this interview was originally prepared for an Eternal Champion fanzine that was never published, and is presented here in full.

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