Le Mereghn

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The Mereghn

presents:
help for
RuneQuest4

Image

a game aid for Elric of Melniboné

The
Original text : Laurence Whitaker
Translation and adaptation : Kurgan
Proofreading : Gungnir
Layout : Aegis

© The Scriptorium, all rights reserved


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and agents all over the world, meaning that an


Presentation assassination contract in Aflitain can be just as easily
To give you a taste of the upcoming "Cults of the handled as in Bakshaan.
Young Kingdoms", we present here to you "the
Mereghn", a clandestine group of information merchants
Gods & Pantheon
The

and assassins, which operates throughout the Young


Kingdoms. This article, from Signs & Por-tents #56,
The Mereghn is not aligned with any higher power,
describes the Mereghn in depth, offers a range of new
although each member can belong to the cult of their
advanced skills, and defines Assassins as a new
choice. If the Mereghn had a preference, it would
profession for adventurers of Elric of Melniboné.
certainly go to Chaos, but in fact, they can also serve
the Law, if the price offered is right.

The Mereghn
“Assassins are easy to hire, especially Objective and
to Bakshaan,” Elric pointed out softly.
— The Thief of Souls
History
The name, 'Mereghn', comes from the Low
“The most indispensable members of the community,”
Melnibonean word for 'information': mereghn'iagn.
is Elric's view of assassins. And while it is easy for
Ultimately, information is what Mereghn is all about,
anyone with a predilection for murder to become a
because knowledge is power. The Mereghn's job is to
murderer themselves, there are also those who consider
collect gossip, rumors, secrets, contracts, political
what they do to be not only essential, but indispensable.
machinations, betrayals and all manner of information
The Mereghn is one such group, but it is not a simple
that can be exchanged. They do this by maintaining a
guild of hitmen. It constitutes an entire secret and
vast network of informants, spies and eavesdroppers,
manipulative network, selling information or death to
who are paid to report everything they see, hear or
the highest bidder.
learn to the shadowy council of the Nine of the Mere-
ghn.
Mereghn flourishes in all Ilmioran city-states.
Originally from Bakshaan, he is influential in Ilmar and
The Council of Nine takes great care to check and
Karlaak and has even expanded his activities in Vilmir.
Overseas, the Mereghn's influence is not as vast, but it recheck what it learns so that the information can then
be resold at the right price,
has spies

Image

the Scriptorium - Game aid - The Mereghn by Laurence Whitaker


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to all those who are willing to pay for them. nemi. When Melniboné finally withdrew from the
Because the Mereghn network is so vast, people northern continent, it was a victory, not by
approach it with the goal of finding very specific weapons, but by disinformation, trickery, and their
news or otherwise disseminating it. As long as subtle use to undermine the enemy's confidence.
the conditions are met and he is paid, the Mereghn When the Glorious Empire retreated into Imrryr, The

is happy to collect, share and disseminate the those who had led the fight decided that they did
information. not want to give up the new powers they had
An inevitable part of Mereghn activity involves accumulated. In the turbulent early days of the
assassination. His assassins range from the Young Kingdoms, men waged war against each
small-time strikers, to whom Elric alludes, simple other for supremacy. The Mereghn emerged as
swords-for-hire without much wit, to the particularly one of the key players in these constantly warring
cunning and incredibly skilled elite assassins, city-states: it could, through the same tactics
who can spend weeks, months, and sometimes used against Melniboné, control the political
even years plan an assassination. outcome of these conflicts for its own benefit.
The Mereghn can provide an assassin of any
level and skill, it all depends on who needs to be It was during the period known as the 'war of
killed and how much one is willing to pay for it. words and languages' that Mereghn, as an
The Mereghn's reputation for secrecy, discretion organization as it is now known, emerged.
and excellence is such that kings, queens, Informants, spies and assassins were organized
generals and high priests have used or use their according to their usefulness, connections,
services. The Mereghn never betrays those who discretion and abilities. The Council of Nine
hire him and always fulfills his contracts. If he developed a complex code to ensure secrecy
doesn't succeed, he refunds his fees, no among members who had the privilege of knowing
questions asked. for whom they worked; the Council also created
The roots of Mereghn begin with the fall of the the labyrinthine hierarchy which ensures a good
Glorious Empire, when the Young Kingdoms circulation of information, even if no one really
began to truly assert themselves in the north of knows where or how it will be used. The Mereghn
the continent. Bakshaan and Ilmar were then is therefore as much an ideal and a modus-
under the control of the Melniboneans. The operandi as a physical group. He is extremely
Dragon Princes and the prefects of the Ruby wealthy, but his money is redistributed, often
Throne subjugated and terrorized the humans hidden and invested in legitimate businesses. Its
under their control, in an attempt to avoid the members may or may not know that they are
same wars and rebellions witnessed in the south, part of the Mereghn network. The organization
under the leadership of Queen Eloarde and Count has homes, meeting and training venues, carefully
Aubec of Lormyr. Galvanized by what was hidden or concealed so that legitimate activities
happening in the south, the Ilmiorians knew full serve as cover.
well that open rebellion would be put down by the
immeasurable power of the Melniboneans. The leaders of the Mereghn, the Council of
Instead, a war of attrition was waged – a move Nine, never meet. They know each other, but no
that could undermine Melnibonean supremacy one else. Those who work for the Councilors are
and at the same time shake its confidence. The the most likely to be unaware of who they serve,
Ilmiorian rebels, centered in Bakshaan, began to even if they know that they themselves belong to
build an information network that could be used the Mereghn. The Mereghn's roots run so deep,
against Mel-niboné, sowing seeds of discontent its abilities so finely honed, that anyone foolish
with sometimes innocuous means, eroding enough to try to unmask the Council of Nine will
Melnibonean conviction, making him doubt the simply disappear, leaving nothing - not even a
need for maintain its northern territories, while in corpse - to trace. .
the south, its empire melted like snow in the sun.
The tactic was successful, and although battles
were fought against the Dragon Lords, the re- From a slightly twisted point of view, the
belle forces were still well informed of their en- Mereghn is honest and honorable. All their services are

the Scriptorium - Game aid - The Mereghn by Laurence Whitaker


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openly negotiable and a central principle of the


organization is: a fair service for a fair price. If a Members
capable agent is captured, the Mereghn will offer The Mereghn organization is vast but has five
a just ransom for his return – or the promise of ranks:
cruel vengeance if he does not return. • the Invisibles;
The

If a mission cannot be carried out at a given time, • Signatures;


the contract is terminated and the amounts • the Companions;
incurred are reimbursed. The Mereghn is • the Scholars;
scrupulously thorough and realistic in his logistics: • The advisers.
if he says a contract cannot be fulfilled, then he
is usually right. If any of its members are murdered The Invisibles
or tortured, the perpetrators will have to pay with We do not ask to become a member of the
their own blood and usually by some ingenious Mere-ghn. If the Mereghn wants someone, he
and terrible means, which reinforces the message: approaches them. Very often, recruitment is
"Do not mess with the Mereghn." » Conversely, invisible; Most often, a Mereghn agent has no
those who help the Mereghn, even unintentionally, idea who he or she is working for. These invisible
will be well rewarded, but in such a way that the members make up the vast majority of the
Me-reghn cannot be identified as the source of Mereghn network and that includes most of their
the reward. informants. Invisible informants come from all
origins: beggars, alcoholics, prostitutes, orphans,
petty criminals, thugs, blackmailers, gamblers,
Beliefs etc. These agents are assimilated to members (lower level) o
While each member's individual beliefs are The Invisibles are not aware of their status or
impossible to quantify, the guiding principles of membership in the organization. Despite this,
Mereghn are: they receive certain advantages: see Advantages
• knowledge is power; below.
• all information has a use;
• all information has a price;
• everyone can be manipulated;
• everyone has a price;
• all prices are negotiable;
• life and knowledge are commodities.
The Mereghn is not sentimental about business.
Political and religious boundaries mean nothing
to him and no power, whether mortal or
supernatural, is unassailable. If hired to do
something, the Mereghn will, inevitably, find a
way to accomplish it. If he cannot, he will not
accept the contract and he will give the reasons.

Note that the Mereghn does not control


organized crime – although assassination and
some forms of extortion are clearly part of their
remit. The Mereghn does not control prostitution
or gambling; but he is, in fact, involved in
organized crime. In fact, the Mereghn's trade in Image

information can be very useful to the few organized


crime syndicates that operate in the Young
Kingdoms, but the Mereghn is more of a secret
service than a mafia.

the Scriptorium - Game aid - The Mereghn by Laurence Whitaker


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Signatures are provided to them when necessary. If someone they


These are the members who know that they work for chose for a contract fails, the Companion is held
the Mereghn and who know their rank within the responsible.
organization. They are generally competent individuals To become a Companion, the following conditions
The

who have demonstrated efficiency and loyalty in their must be met:


• a skill of the Mereghn organization at 110%+, a
area of expertise. They are promoted from the ranks of
second at 90%+ and a third at 70%+;
the Invisibles or recruited directly. They are often part
of administration or support functions, such as trainers,
• low Melnibonean at 20%+;
armorers, stewards, or transport services, etc.
• have set up a network made up of at least 8
Invisibles;
They are the equivalent of Mereghn initiates.
• having mounted and succeeded in an important
Signatures are invited to become more formal
members of the organization, if they meet the following mission for the Mereghn;
• demonstrate total loyalty to the Mereghn (simulated
conditions:
• a competence of the Mereghn organization at 90% by passing an Influence test at -40%).
+, a second at 70%+ and a third at 50%+; Companions receive a salary from the Mereghn in
recognition of their services. See Benefits
• below.
have contributed to the network, in information or
services, at least twice in the last two years;
The Scholars The
• occupy a social position considered interesting for Scholars are the captains of the Mereghn. They are
the Mereghn (in high society, the first ranks of a responsible for the Companions and are expected to
cult, a guild, etc.); coordinate the flow of information and the fulfillment of
contracts, but not to personally handle them. A city
• having prepared to swear a blood oath to the Me- usually has 3 or 4 Scholars. They generally know each
reghn and to receive the Rune. other, but do not meet.
The blood oath and possession of the Mereghn Rune
are the fundamental elements that constitute the The Scholars are directly under the orders of the
'Signature'. The blood oath is simple: it is an agreement Advisors.
to keep all the work and activities of the Mereghn an Becoming a scholar requires fulfilling the requirements
absolute secret and to accept death as a just following:
punishment for treason. • a Mereghn organization skill at 130%+, a second at
110%+ and a third at 90%+;
The Mereghn Rune is the solid form of this oath. This
rune is nothing more than the word mere-ghn'iagn • low Melnibonean at 50% +;
written on a small strip of parchment, which must be • having achieved a legitimate social status useful
swallowed. Swallowing the rune is the act of 'taking the for the Mereghn;
signature'. It has no magical meaning and does not lead • having successfully completed four important
to any form of Covenant, but it seals the person as an missions as a Companion;
official member of the Mereghn. • demonstrate continued loyalty to the Mere-ghn
(simulated by passing an Influence test at -40%).
The Companions

The Companions are the acolytes of the Mereghn. Scholars receive a salary from the Mereghn in
They are responsible for recruiting the Invisibles and recognition of their services. See Benefits
below.
the Signa-tures and are therefore supposed to have
established their own network of contacts and informants.
The advisers
Companions must carry out missions and distribute
them to others. They are always responsible for their The Council of Nine. The nine Councilors control all
actions and the actions of their network. Thus, the activities of the Mereghn. There is an advisor for each
Companions must verify the information which of the nine cities that serve

the Scriptorium - Game aid - The Mereghn by Laurence Whitaker


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of bases of operations in Mereghn: Aflitan, Baks-


haan, Dhakos, Gromoorva, Ilmar, Jadmar, Karlaak, Homework
Old Hrolmar and Raschil. They know each other The primary duty of all members of the Me-reghn
mutually, but never meet. is to obtain and trade information. All other activities
The
Communication between them is done through can be considered secondary. Knowledge is the
messages carried either by Scholars or Companions, lifeblood of the Young Kingdoms and, used correctly,
or sometimes by magical means. In fact, although allows the Mereghn to make or break kings and
appointed for a city, the advisors coordinate the bring about the fall of empires.
activities of the Mere-ghn throughout an entire
region or country. All information passes through All Mereghn are on the lookout for the slightest
them and they decide how it will be used and at information, however small or insignificant it may
what cost. be. Most of what he hears or sees will never be
An assassination must always be approved by an used, but when the information proves useful, the
advisor, who will then choose the Scholar Mereghn will make sure to get the most out of it.
responsible for the contract, who will in turn
coordinate resources with his Companions and Signatures. Every Mereghn agent must watch and listen.
Becoming an Advisor is solely dependent on a Mnemonics are taught to enable people to perfectly
vacancy in available positions. The new advisor is remember conversations, faces or actions. Every
then chosen by the rest of the Council of Nine, detail is observed, the clothes worn, the small
among the best existing Scholars. Candidates must imperfections of the skin but also the particular
travel to meet each remaining Advisor, passing mannerisms. When a Companion of the Mereghn
through a variety of Companions and Scholars who recounts something he has seen, it is almost
will each assess their potential, before being able possible to see the scene as if through the eyes of
to meet each Advisor face to face. This process can the agent himself.
take months to complete, but once the candidate
has met with all the advisors (perhaps the only time
they will see them face to face), the Council meets The Invisibles
and chooses the new advisor. Naturally, unsuccessful The Invisibles are expected to report everything
candidates are kept in complete secrecy about
they see or hear, nothing more. Even if we do not
their meetings and are financially rewarded for their expect them to be perfectly clear in their information,
efforts. we do hope that they remain honest. Those who
control them, Signature or Companion, are also
Once appointed, the new Advisor must settle in
trained to detect lies. The Invisibles regularly receive
the region for which he is responsible. He then visits from the superiors who direct them, no longer
obtains full control of this region and its activities, who order them, in search of particular information;
and receives 25% of the total revenue that Mereghn or they are simply and subtly questioned to see
generates in the region. He is expected to what they know. In exchange, they receive a
communicate constantly with other advisors, generous payment, whether in hard cash or
especially when he comes into possession of whatever matters to them. Payment, on the other
information which is of particular interest to the hand, is never ostentatious or too generous.
entire Mereghn network or when a contract must be
carried out on the territory of another Advise.
All advisors, without exception, devote themselves A hungry beggar may receive a handful of coins
entirely to Mereghn. They hold positions of incredible and a bottle of wine, a waiter may receive a
power and influence and are privy to secrets of generous tip when he serves a dish or a drink. Their
universal importance. An advisor must demonstrate strength lies in their number and their omnipresence,
consistent tact and subtlety in his dealings, and he their main asset being discretion and anonymity.
must be able to administer his network and
operations in the region with firmness and
competence.

the Scriptorium - Game aid - The Mereghn by Laurence Whitaker


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Signatures
execution of the Mereghn plans. They manage all
Once introduced into the fold, Signatures are expected important communications and are responsible for
to do whatever is asked of them: espionage, blackmail, ensuring the security of the organization's activities in a
extortion, seduction, kidnapping or assassination. They particular area. Finally, when the Me-reghn needs to
The

are supposed to follow the instructions to the letter, make its presence felt in a conspicuous manner, the
after having written them into their memory. They must Scholars act as ambassadors and spokespersons for
neither deviate from the plan nor ask questions, they the Council of Nine.
are simple executors.
They receive support from the Mereghn network through
the Companions and other Si-gnatures who are brought
Benefits
in to help them. The advantages of belonging to the Mereghn are very
If a mission fails, they are expected to escape quickly numerous, but the risks considerable. No Gift or
and discreetly. If captured, they are required to remain Compulsion is linked to membership in the organization,
silent and reveal nothing. but the advantages available to the different ranks are
The Signatures must also build and maintain a network as follows:
of Invisibles to support that of the Mereghn.
The Invisibles
If they receive information that requires verification, • Regular payments, in small amounts that are
they are expected to do so themselves. Each Signature
usually obtained by conventional means (a handful
must ensure discreet and regular contact with the
of coins in a begging bowl; a generous tip for a
Companion on which it depends, exchanging information
servant or barnkeeper, for example); which can
and receiving instructions.
reach up to 500 Bronzes per year.

Some Signatures can spend years doing nothing but • Clandestine (unofficial?) protection against all those
maintaining a normal life.
who could threaten or abuse them. If a Signature
But if, one day, these sleeper agents are chosen to take
or Companion learns that one of its Invisibles is
part in something memorable, there can be no discussion.
being mistreated or exploited, it arranges for the
offender to be punished.
The Companions
Signatures
The Companions must coordinate the activities of • An annual pension of 1,000 Bronzes.
the Signatures and also lead certain special missions. • A tax of 1% of the value of any assassination
They serve as an intermediary within the organization
mission or contract in which he participates.
for any exchange of information, resources or activities, • The price of equipment and mission fees paid by a
and they help plan and execute Mereghn projects as
Mereghn treasurer.
needed. • Free learning (skill starting at base score) in three
The Companions meet regularly with the Scholar on
Mereghn skills (guild skills, see below) and training
whom they depend, if only to facilitate the transfer of
in other skills at half the normal price.
information. The Companions are also responsible for
finding trainers and experts for the organization, even
if these people are completely unaware of their role in
training Mereghn agents. The Companions

• An annual pension of 5,000 Bronzes.


The Scholars • A tax of 5% of the value of any assassination
mission or contract in which he participates.
Scholars serve as the right arm of their region's • The price of equipment and mission fees paid by a
Advisor. They assist in the development and execution
Mereghn treasurer.
of Mereghn policy, assess the feasibility of special • Free learning (the skill starting at the base score)
missions, and coordinate local resources (including
in the rest of the
Companions) for execution.

the Scriptorium - Game aid - The Mereghn by Laurence Whitaker


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Mereghn skills (see below) and training in other The income of an Advisor is far from being within
skills at half the normal price. the reach of any adventurer, but their benefits are
at least double or triple those of a Scholar
• A decent, discreet property in a suitable location. (depending on the skill of the Advisor).
The

• Access to legal advice funded by Mereghn, if


necessary.
Revenge
We cannot choose to leave Mereghn. Anyone
The Scholars who chooses to leave the organization without the
• An annual pension of 10,000 Bronzes. approval of an Advisor will be mercilessly hunted,
• A tax of 10% of the value of any assassination with a contract to assassinate his former companions
on his back. Of course, he loses all the advantages
mission or contract in which he participates.
• that the Mereghn offered him and the organization
The price of equipment and mission fees paid
will do everything possible to silence its black sheep.
by a Mereghn treasurer.
• Free learning (skill starting at base score) in
the rest of the Mereghn skills (see below) and
training in other skills at half the normal price.
Policy
The Mereghn generally refrains from direct
• A beautiful home with servants in a discreet involvement in politics unless it is part of a necessary
and appropriate location. project – in which case they will pursue it mercilessly
• Access to legal advice funded by Mereghn, if and to their own advantage.
necessary. The essential objective of Mereghn is to maintain
and perpetuate its position (and its knowledge), but
without becoming the sole state organization. He
has no interest in the eternal struggle (between Law
and Chaos), unless these forces pose a direct threat
to his own position – in which case he adopts an
appropriate alliance strategy.
Internally, Mereghn policy depends solely on the
Council of Nine. It happened that the Advisors
disagreed on a specific strategy and an internal
quarrel exploded. Local Mereghn agents are then
used in this fratricidal struggle, but such a situation
has not happened for at least thirty years. As a
general rule, Mereghn does not place individuals
in positions of power and influence if they have
selfish interests, preferring to rely on those who
place the interest of the organization above all else.
other.

Relationships The
Mereghn maintains all kinds of ties with those
who can further its cause. He has connections in
Image
most major cults and, of course, in courts and
governments, although these connections are
always discreet and deployed with subtlety. Oddly
enough, it is Chaos that maintains the greatest
suspicion of the Mereghn,

the Scriptorium - Game aid - The Mereghn by Laurence Whitaker


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while the Law recognizes the usefulness of an alliance tions and his state of mind. It is used to determine if
with this organization. The cults and churches of the someone is lying and helps determine how a person
Law are therefore rather well disposed towards the feels in a particular situation. It is distinct from the
activities of the Mereghn and call on their skills and Perception skill, in that it is used to detect subtle
knowledge, if necessary. changes in facial expressions and attitudes, rather The

than tangible effects that can be assessed through


general observation alone.
Special notes
Knowledge (Secret code)
Mereghn Skills (INT) (or Decryption)
Learning and training in the following advanced and
The Mereghn uses different codes and encrypted
special skills is available to all Mereghn agents as a
messages to ensure the protection of its
rank advantage.
communications. This skill represents the character's
ability to encrypt information, whether written or verbal,
with a code that can only be deciphered by another
Forger (INT+DEX) agent of the Mereghn versed in this knowledge. A
The art of producing perfect copies of documents character can also use it to decipher messages coded
and texts. Time and materials are the two crucial by people outside the Mereghn.
elements of forgery, and modifiers to tests of this skill
depend on the complexity of the document in question.
However, if the test is passed, the copy will pass for Memorize (INT)
an original if it does not undergo detailed examination.
The ability to use a wide variety of tricks and
mnemonics, in order to perfectly record names, faces,
A critical success makes the copy virtually
events, sequences and processes in one's memory. If
indistinguishable from the original.
a Remember skill test fails when a Mereghn agent
observes something, a second Remember test must
Games (INT) be passed to remember the thing in question in detail.
It is the ability to understand and play games of
chance. This includes calculating probabilities,
keeping your cool when making large bets, re-marking Otherwise, the memory is still accurate.
when someone is cheating or the game is rigged.
Torture (INT+DEX)
This skill is used to torture individuals and extract
Imitation (INT+CHA) information from them. Torture does not have to be
The ability to reproduce someone else's voice, physical, it can be emotional or psychological. To resist
accent, and mannerisms. When combined with the efforts of the executioner, the victim needs to
Disguises, it allows the agent to impersonate a specific pass a test against the Torture skill, with their
person. For a person to uncover identity theft, they Endurance if the torture is physical or their
must pass a Perception test in opposition to Imitation. Perseverance for psychological or emotional torture.
However, this person must have some underlying
distrust for the test to be necessary. The following skills are taught to Mereghn Agents by
approved trainers and mentors:

Acrobatics, Athletics, Courtesy, Influence, Knowledge


Insight (INT+POU) (Plants), Knowledge (World), Mechanism, Perception,
Seduction, Stealth, Street Knowledge, Survival,
Insight is the ability to read an individual's body
Dagger, Tourniquet, 1M Sword, Slingshot, Bow,
language, behavior, verbal and non-verbal cues, in
Blowgun, Throwing Stars .
order to determine their motivations.

the Scriptorium - Game aid - The Mereghn by Laurence Whitaker


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New Profession Optional Rule


Assassin Mereghn Assassin
The

Assassins are hitmen. They earn their living by If the character comes from one of the Ilmorian city-
committing the immoral act of murder, for money. A states, he has a chance of belonging to the Mereghn.
good assassin doesn't care who he kills and never Use the following process to determine their
asks about his contracts. He calculates risks with organizational membership and rank:
serenity, waits for opportunities, then completes his
contract, coolly, before disappearing into the night or • Roll 1D100. If the result is less than or equal to
into the crowd, perhaps feeling proud of a difficult job his INT+CHA, then the character belongs to the
well accomplished. Mereghn assassins. Normal success means he
has a low rank in the hierarchy, fulfilling contracts
Some assassins are just simple sociopathic thugs, without glory.
who take a certain pleasure in murder. These rarely It is an Invisible, but it can be approached by a
employ finesse or subtlety and often take reckless Signature. He generally only has one contact and
risks that lead to capture or death. one informant (see below).
• If the roll is a critical success, then the character
This type of murderer, quite common, can easily is part of the Signature rank in Mereghn; he is
be found in taverns and other disreputable gambling part of the elite and automatically becomes an
dens lining the port districts of cities like Ilmar, Initiate of the organization.
Bakshaan and Raschil. • Mereghn assassins can take an additional skill
On the other hand, the true masters of this art among those allowed in the organization (see
consider each new contract as a challenge to be above).
taken up. They conscientiously assess all risks If the chosen skill is a basic skill, he obtains a
ques, plan the assassination down to the smallest bonus of +10%; if it is an advanced skill, he gets
detail and use every trick at their disposal to avoid it at the base (starting) score.
10 detection and capture. The best assassins spend

weeks carefully preparing their contracts and leave The character must decide on the names of three
no proof of their presence (unless they want to). contacts (individuals who can offer him new
Inflicting death may or may not give them pleasure, contracts and provide him with details or
but ultimately the entire mission is viewed with the information). These contacts always operate
same critical eye as a general's battle plan. under a code name and can come from any
profession or social background. The player must
also agree with the Game Master on how to
contact these agents and usual meeting places.
Cultural Origins
Civilized, Sailor, Noble
Regions • The character can also choose 1D3 informants.
The city states Ilmiorian, Dharijor, Jharkor, These are low-ranking agents, operating on the
Filkhar, Pan Tang, S'aleem (in the unknown east – streets, who can provide him with rumors and
see Elric of Melniboné, the Companion) information on a wide variety of subjects. The
Basic skills meeting with an informant is always discreet,
Dagger +10%, Weapon at 1M +10%, Projective and the character will have to pay for any
weapon (Bow, Blowgun, Slingshot, for example) +10%, information he needs.
Stealth +5%, Perception +5% Informants always have a Street Knowledge skill
Advanced Skills of 30+3D20%. The character must always watch
Choose one from: Crafting (Poisons), Disguise, over his informants, especially when the
Mechanism, Street Knowledge, Survival information they provide concerns a sensitive
contract.

the Scriptorium - Game aid - The Mereghn by Laurence Whitaker

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