From: Shannon Appel <appel@erzo.berkeley.edu>
Subject: A Patron of the Balance
System: Elric!
The following NPC is meant to be a patron for a group of characters in the Elric! game. He
is an Agent of the the Balance, servant of the Gray Lords, and thus should only be used if
the characters already show a leaning in that direction.
Jormen Clearthought
Once, Jormen was a solitary hermit, meditating upon the perfect harmony of the balance. In
his mind, good and evil, and law and chaos, were all in perfect accord, and thus Jormen
became an Agent of the Balance. As time passed, Jormen once more began to look upon the
world of the Young Kingdoms. He saw strife and disorder. Chaos was ascendant. So, Jormen
once more entered the world.
In the world, Jormen has done what he can to bring the world closer to harmony. It is a
long, perhaps endless task. Unfortunately, as Jormen has set about his task, he has fallen
far from the perfect balance he once knew. More and more often, he uses the worst tools of
both law and chaos. In doing so, he strives to advance balance, but instead disrupts it
more.
When the players first meet Jormen, he will be seeking adventurers to help him in some
task for the balance. For a time, he will seem very stable, doing only those things which
bring about harmony. However, as time passes, Jormen's excesses will become obvious.
Eventually, the means that Jormen uses will become their own ends. Jormen will begin to
set the players to tasks which increase the power of either Law or Chaos, saying that this
will ultimately do good, for it will give him the power to bring greater Harmony to the
Young Kingdoms. In the end, Jormen will fall to one of the extremes, and the players will
need to decide what to do with their once Patron. Will they follow him down his new path
or instead pursue the Balance that he spoke of?
Chaos 59, Balance 89, Law 62
STR 11 CON 13
SIZ 10
INT 16
POW 18
DEX 13 APP 10
HP
12
Damage Bonus: none
Weapons:
Quarterstaff 103%, damage 1d8
Armor: none
Spells: Jormen should have a large number of spells, including some of
the rare spells known by those races favored by Chaos (See "A
Melnibonean Grimoire" in V3.4). As time progresses, Jormen will
become less and less reluctant to use even the greatest spells, which
might cause massive disruption to the world.
Skills: Bargain 63%, Common Tongue 91%, Evaluate 49%, Fast Talk 78%,
Insight 47%, Mabden 13%, Meditate 187%, Melnibonean 21%, Million
Spheres 03%, Natural World 61%, Oratory 93%, Unknown Kingdoms 17%,
Young Kingdoms 43%
Story Ideas for Jormen's Agents:
* An entire campaign may be based upon the search for the embodiment of the balance in the
Young Kingdoms. Like Von Bek's Grail or Dorian
Hawkmoon's Runestaff, legends and myths should be told of this item, and the search for it
should be a long and epic one.
* When emissaries of the Purple Towns begin to spread the holy word of Goldar to some of
the less civilized Southern lands, Jormen will try to halt this indoctrination. Perhaps
the players will try to turn of the Southern natives against the priests of Goldar.
Alternatively, they might take a much more direct, aggressive tactic. This story idea
would probably work well for servants of Chaos as well. (SEA KINGS OF THE PURPLE TOWNS
provides more information on Goldar and the Purple Towns.)
* Jorman learns prophecies of a person destined to bring about great disruption in the
Young Kingdoms. The players will be assigned to find this person and destroy him. Perhaps
the task is an attainable one. Alternatively, the person might be one of the major
characters of the Elric saga. The adventure might be particularly interesting if the
person whom Jorman seeks to kill is currently an innocent. A child for example. This story
idea would probably work well for servants of Law as well.
* As Jorman grows more confused, he may ask the characters to steal certain items either
of law or chaos. The characters will probably realize that the balance would be better
served if these items were destroyed, but Jorman will be adamant in his goals.
* Eventually, after Jorman has fallen, the players may be forced into a final battle with
him. By then, he should have turned fully to his new religion, an example of how easy it
is to move from the path of Harmony.
Shannon