From: "John or Christine Thompson" To: Subject: Chaosium Digest v33.1 Date: Tuesday, June 12, 2001 11:45 PM Chaosium Digest Volume 33, Number 1 Date: Tuesday, January 30, 2001 Number: 2 of 3 ZOMBIE REMORTIFICATION (pt. 2) by Mervyn Boyd - jack@ktana.freeserve.co.uk The Fever. When prompted to talk more of the fever Cockcroft relates his findings: From all observations, the disease causes victims to have a high temperature at first. Then from there, as the disease progresses, other symptoms include: listlessness, loss of appetite, loss of skin colour, retarding reflexes, loss of memory and finally death. From the outset victims die within two weeks to one month of contracting the disease. Unbeknownst to all - these symptoms are due to Nakumba's zombiefication spell (more later). If the players offer to help in clearing the matter up Cockcroft will be over the moon. Information on how the player can help can be found later in this scenario. It's ironic that their steadfast refusal of a post-mortem is the only thing keeping their dear "departed" ones alive. Any towns-person is a might hesitant to talk about the Fever, since several families have had a loss to it over that last six months. They say, with scorn in their voice, that the best person to talk to would be Dr. Cockcroft. The reason for their contempt having been given earlier. Who's the grieving man? The distraught man seen earlier is Frank Galloway, brother to Stewart Galloway the most recent victim to succumb to the Fever. More information is given later. Squire Bedford. Born and bred in Uffington, Warren Bedford is also the Squire of the town, which means he has to look after the well-being of everyone in his stead. He is well known to all, and has attained an air of aloofness. He is seldom seen and intervenes little in the affairs of the town, only doing so when directly called upon; preferring to leave the townspeople and local constabulary to sort things out. He lives in his manse up on the hill with his Negro manservant, whom he brought back from holiday. Bedford was left the manse, an old disused tin mine, a farm and several large unpaid bills when his father died when he (Warren) was in foreign parts (Haiti) with his wife, who died there having succumbed to a tropical disease. Being absolutely besotted with his wife, Bedford felt as though he could not live without her. He learnt of a man accused of murder and voodoo practices and rescued him on the condition that he bring her back to life. Explaining that he could not do that, Nakumba stated that he could bring her back as an undead reincarnation at best. Unsatisfied, Bedford was about to send him back to the authorities to stand trial when Nakumba suggested that he could, if given enough time, accomplish the task of giving her a second lease of life - "It would be as though she had never died". When Bedford came back about a year ago he shut himself and his manservant away and wouldn't see anybody. Then, suddenly a few months ago he started spending money like water. Quick to put his new found skills to work Bedford ordered Nakumba to create a zombie workforce to work his mine. At this time, however, Bedford is away on business. No one knows where. In order to secure his workforce Bedford visits the intended victim; he chats for a while during which he pulls out his box of "snuff" and takes a large pinch. As he's about to snort he "sneezes" blowing the dust all over the subject, for which he's very apologetic. He then hypnotizes the subject momentarily then cuts a lock of hair. The zombification spell is then later cast... The Horsemen All that is known of the horsemen is that they are close friends of Bedford and keep to themselves, staying in a lodge close to Bedford's manse, so no one knows much about them. Like Bedford, they seldom come into town and when they do they usually cause trouble for which they are never apologetic. Bedford always sees to it that they are never reprimanded by the constabulary, preferring to mete out his own brand of justice - whatever that is! They have the greatest contempt of personal land boundaries and are often seen on hunts carving up the ground with their horses and hounds, or blasting away at old furniture and stuff with their shotguns. It is suspected, that they also serve as spies keeping Bedford informed of the will of the people. Although only one or two horsemen have an active roll in the scenario, the rest serve no particular function. However, the keeper can bring them into play if the players seem to be harassing the townspeople and causing them unnecessary grief. They may also be forced into play if the players break into their lodge or try to destroy Bedford's mining operation. Whenever, and however they are brought into play it is advised that the keeper play them in a manner that reflects their mood; which is generally suspicious, rowdy, extremely arrogant and belligerent. Use the horsemen in as many and varied events as you want. These are a few of the things they can get up to: · Watch the characters from afar, studying their every move, seeing what they're up to. · Break in to the residence of the characters - wherever they may be - to search their belongings. The home may mysteriously burn down one night. · Write threats and other messages and send them to the characters. · Lure the characters to a false meeting where they gang up on the characters in the hopes of killing them. The precise arrangements of this ambush is left to the keeper to make up, but it should be underhanded and in the favour of the horsemen. If one or more of the horsemen are successfully captured for questioning, they will retain a resolute and defiant stance. They would rather die than betray Bedford - no matter the pain and torture inflicted upon them. They, in fact, begin to chant and prey to relieve the pain and prepare for death. Death is welcome for their failure in being captured. They are not worthy of life. If they are at any time left alone, they will try to escape their bonds and confinement, secure a weapon and exact revenge. Getting Involved. These are the most likely avenues the players will explore: Looking Into The Other Deaths If the investigators are in any way interested in looking into the other deaths, Cockcroft will retrieve any useful information that he has. Perusing the morgue reports and other paperwork the investigators will no doubt try and find a common link between all the deceased. Although no autopsy was performed on the victims there was, however, a cursory inspection of the cadavers and reports of the findings made - which Cockcroft complains about again. There are no common links for the characters to find in the death certificates, nor if they ask questions such as "what did they do for a living" or "did they all visit the same place before the Fever set in" etc. Everyone appeared to live a normal comfortable life. Although of no real importance, Cockcroft can also dig out Rita's death certificate as well if requested, but again, there is nothing for the investigators to learn from it. Visiting The Bereaved Families The families of the dead have nothing to say to the players. Most resent their intrusion on private matters and just close the door in their faces with a rude verbalization. Others will decline with some polite excuse before closing the door; but some will invite the characters in briefly and answer their questions. Those who do speak to the characters answer their questions to the best of their ability and it is obvious that all have a common complaint running through them. Their opinion of Dr. Cockcroft is waning due to his lack in ability to cure the fever or give a reason for it. The distraught man seen earlier is called Frank Galloway and he will not want to talk to the investigators should they decide to pay him a visit. The investigators have only one chance to PERSUADE Frank to open up briefly, otherwise he becomes aggressive and slams the door shut. It will be obvious that Frank is very drunk indeed and still hurting deeply from earlier. There is nothing that Frank can say to shed any light on their investigation before complaining vigorously about the Squires men and their lack of respect for the dead. Talking To The Police The police station is a simple affair. The door opens into the main office with a few table and chairs and filing cabinets. There is only one other door - that probably leads to the holding cells. Chained to the rear wall behind the main desk are two 20 bore double-barreled shotguns. If the investigators approach the police in the hope of finding other information about the fever deaths they will soon be disappointed as the police are not much help. They are at a loss also as to what is happening. Michaelson will say that since no apparent crimes are being committed there is nothing for them to investigate. Matters concerning the fever should be taken up with Dr. Cockcroft. Michaelson also has a passing interest in why the Investigators are looking into the deaths since it is obvious that they are out of towners, but if they do not cause trouble or upset the locals he will not impede their investigation, hoping that they can shed some light on the subject since his boy, William, was one of the first to die of the disease. Anybody who suspects the police are concealing information may have PSYCHOLOGY roll to learn that Michaelson and Constable Edwin Tanner are indeed baffled by it all. Michaelson also makes mention that this is a difficult and trying time for everyone in Uffington, what with the rash of deaths caused by the Fever, and the murder of a local lass in recent weeks. It all mounts and gets to people who want answers that aren't there. It's very frustrating. Pressing to find out more about the murder, Michaelson will consider their request momentarily, and if he takes a liking to the characters, he continues: "Sad case that was. Officially it's still open, I never caught the suspect, though I believe it's got to be somebody in town, but no one seems to know anything. My investigation revealed nothing. Anyway, at first she was reported missing by her family, then a week passed when her naked body was found in a shallow grave in the woods some distance from here by one of the locals (Mrs. Tabatha Wayward) while out walking her dogs. One of them started to act excitedly and dig in the one spot. By the time Mrs. Wayward got there the dog had uncovered an arm. She immediately notified Constable Tanner and Dr. Cockcroft. An extensive search of the surrounding area was conducted and enquiries made, but nothing came of it. It was the most terrible thing I've seen in all my years as a policeman. Her body was sliced open down her belly and several internal organs were missing. Who would do such a thing? At the end Squire Bedford stepped in and urged me to bring his investigation to an end in an effort to spare Rita's family further discomfort. With that and with absolutely nothing to go on the case was simply closed, unfortunately with no satisfactory results. If the characters personally read though the relating crime reports they come across a document which states what Rita was wearing at the time of her disappearance. One item of import is that she wore a silver crucifix with the inscription "In God I trust". Those who saw, or took, the crucifix from Bedford's mansion are allowed an IDEA roll to remember it. Could it be the same one? Of course it is. Rita's family won't like the intrusion, should the players start nosing about. Her mother breaks down and her father gets angry and threatens violence. Bedford's Manse Sooner or later the players may well want to visit Bedford. His mansion can be found on the outskirts of town tucked neatly into the hills overlooking a grand lake. The manse is an impressive two story building with mock Tudor fronting that was obviously built with a lot of money. Some of it appears as though it was recently completed. Surrounding the building are well kept lawns and a forest of trees, which partially obscures a single storey lodge in which Bedford's aides live. Also, at the rear of the manse a large dog enclosure holding several dozen hounds and a stable housing a dozen horses can be found. Disturbing the hounds in any way will set them off on a barking frenzy, which may draw the attention of one or more of Bedford's goons who come investigating the disturbance. When not actively out on a hunt or otherwise causing trouble, Bedford's aides generally lounge around here, drinking, playing cards, or whatever. If, somehow they players are able to break in and search the place, they are able to find: several copies of a book entitled "Invocations to Shub-Niggurath", several sets of ceremonial robes and clay masks, and assorted occult paraphernalia. · Invocations to Shub-Niggurath The small pocket-sized book (4"x5½"x1¼") contains 1250 pages that extol Shub-Niggurath - the Black goat of the woods with a thousand young - in all her divine greatness. The book is broken into three parts, each dealing with a particular subject. The book ends with over 300 pages of prayers and psalms. There is no author, nor place of publishment attributed to the book; although it does seem to be professionally bound and printed and has some kind of identifying mark - a line art depiction of a three-headed goat. (The goat icon symbolizes the Mark of Shub-Niggurath.) The book is written in English and takes 100/INTx2 hours to read , which causes 1/1d4 sanity loss, and +3 mythos gain. There are no spells included. In front of Bedford's manse the characters see an impressive, eight-foot tall dark marble sculpture, ringed by a dry leaf-filled fountain. The carving portrays a gargoyle of some sort. Humanoid in appearance, it resembles an emaciated corpse. It stands on large powerful legs that resemble that of a Satyr. Large bat like wings protrude from its back. Its rough hide taught against its skeletal structure. Its inhuman face; it's head covered in small ivory spikes. Its hands are human-like and terminate in a lethal array of long iron-like talons. All doors and windows to Bedford's manse are firmly locked and knocking on the door and waiting gains no response. Lurking somewhere within the manse is Nakumba - an extremely tall (6'8"), powerfully built bald Negro; Bedford' s assistant and tutor in the Black Arts of Haitian occult lore - Voodoo. It is for the Keeper to decide where Nakumba is at this moment and what he is doing: sleeping, meditating, sacrificing black cockerels, or whatever. Breaking in can easily be done by forcing one of the ground level windows of the building. Whenever they break in they run the risk of disturbing Nakumba who will investigate. Nakumba is smart and won't directly confront such overwhelming opposition. He'll use stealth and strategy to his advantage and may even try to gain reinforcements from Bedford's goons. Nakumba, Powerful "Red Sect" Papaloi STR CON SIZ INT POW DEX MOVE HITS 17 16 20 18 17 14 8 18 WEAPON ATTK % DAMAGE Skills: Chemistry 90%, Cthulhu Mythos 50%, Fist 80 1d3+1d6 English 65%, Haitian 100%, Medicine 50%, Spear 70 1d8+1d6 Occult 80%, Voodoo 100% Knife 50 1d4+2+1d6 SPELLS: Call Power of Nyambe, Command Ghost, Contact Loa, Create Bad Corpse Dust, Create Zombi, Curse of the Stone, Dominate, Empower Stone of Nyambe, Enchant Doll, Enchant Ju-Ju, Enchant Wanga, Grey Binding, Journey to the Other Side, Mesmerise, Pipes of Madness, Power Drain, Shrivelling, Soul-trap, Voorish Sign, Wrack The manor itself is lit by candle and oil lamp mostly and is largely unheated as well - save for the massive fireplace in the living room, which is overlooked by the balcony upstairs and is decorated with oak paneled walls lined with swords, armour, guns, heads of successful hunts, stuffed animals, etc.. Only rooms of any import have been described. The rest of the manor has been left to the keeper to fill in with the exception of mentioning its sturdy walls and solid iron bound doors. Study The door to the study is locked, but Nakumba has a key. Once open the investigators see that it decorated with a plush crimson carpet and a grand oak table and padded chair. A telephone sits on the table amongst other stuff. The faint aroma of incense can be smelled by those succeeding a POWx2 check after some time has been spent in the room. Those succeeding the roll by half roll finds the smell to be much stronger in one corner of the room, possibly even originating from behind a wall paneling!? The study also doubles as a small library which contains hundreds of books on all subjects which lines the walls. Perusing the library the characters see that part of the collection - fifteen books in all - deal with magic, with such titles as: Magic Made Easy, Magic For Beginners, Advanced Magic, and True Secrets of Magic (detailed below), etc.. Fourteen of these books explain how to saw women in half, conjure rabbits from top hats, make assistants disappear from one box and reappear in another, and other assorted tricks the characters have seen done a thousand times before. Experienced cultist bashers may suspect that a book or two of real spells will be hidden here as is customary in many cultist households, however, without a name to go by all the books will remain innocuously anonymous. Even those familiar with mythos tomes won't find anything; there are no books with titles like Nameless Cults, Necronomicon, or Azathoth and Other Horrors, laying around. Unless the investigators read every individual book there is no reason that they will "simply find" the book with the actual spells. · True Secrets of Magic This book has a two tone brown cover with the books title imprinted on its surface with an accompanying picture of a magician with his arms outstretched levitating his female assistant. Behind the magician is an upturned top hat with a splayed out deck of cards emerging from its insides. Beneath the picture is the author's name; Darius Bane. The book appears to have a slight discolouration to it through age and possible water damage. The book is written in English and is credited as being a reworking of an old manuscript belonging to a 16th century Italian magician called Giovanni de Bogni. It takes 100/INTx1 hours to read and understand its 320 pages of context which explains several spells and gives instructions on how to make certain magical "artifacts". Upon reading the book, the reader loses 0/1d2 sanity and gains no mythos. Contained within its pages are a number of spells that can be learnt be the player providing an INTx1 roll is succeeded: Create Gate Box, Conjure Creature, Call Power of Nyambe, Create Mist of Reley, Enchant Brazier, Levitate. Conjure Creature This spell allows the character to magically conjure a small creature from a hat, pocket, or even from thin air in true magician style. The spell is instantaneous for small creatures such as rabbits, fish, mice etc, but for large creatures such as lions, tigers and bears (oh my) - not mythos creatures - the spell takes longer - 1 round per two size points - and costs more, though you can't whip a tiger out from your back pocket, or pull one from somebody's ear for that matter. For large creatures you need a cape, box or something - anything to obscure the viewers vision as the spell is cast. The creature produced is normal in every way for a member of its species. A fish will gape and flap about when out of water and can be eaten if desired. A tiger will be wild and will probably attack somebody at random including the caster. The spell initially costs 2 magic points to cast plus 1 additional magic point for each size point of creature conjured. A size 1 fish costs 3 magic points for example, while an ordinary size 4 dog could cost 6 mp. Sanity loss is left to the individual keeper. Continuing their rummage, the Investigators need to succeed a SPOT HIDDEN roll to find in one drawer - a letter (Player Handout 2), title deeds to the house and a tin mine, and £100. In another drawer three wooden coffins measuring 10" long with ornate tin designs contain diminutive clay figures can be found. Inside a cupboard the investigators can find a clay mask and a red robe. Both these items have strange occult-looking symbols stained into them. Searching the walls for a secret panel can be met with success on a successful SPOT HIDDEN roll. It opens into a room with a flight of stone steps leading down to a large rough-hewn cavern. Light sources are required. It contains a voodoo shrine. A mixture of noxious fumes assault the noses of the investigators when the door is opened. There are bowls of incense, candles, parts of sacrificed fowl, four ceremonial tom-tom drums and 15 loose-leaf papyrus pages written in French-based Haitian Creole. Arranged on shelves are 25 (or more) coffins, each with clay figures inside - each one an effigy to a zombie who works Bedford's mine. Looking at the effigies the players see that each figure has a lock of hair embedded in it. During their search of the study they receive a SPOT HIDDEN roll to take note of a small silver crucifix on a chain that innocently lies in a crystal ashtray. Perhaps it's because it seems out of place there that they see it. Its apparent importance has been mentioned. The keeper may wish to include a partial translation of the papyrus pages for the benefit of the players. · The Papyrus Pages The fifteen loose-leaf papyrus pages are hand written in French-based Haitian Creole, though anyone who can understand French can get by after a fashion. Anyone who spends time reading the pages see that the pages concern themselves with complex procedures for creating zombies. To read and understand everything takes 3d6x10 minutes, after which 1/1d4 sanity points is lost, +5 Occult is gained as well as +1 mythos. Anyone succeeding an INTx2 roll can learn its spells by heart, although anyone can just follow the precise instructions to produce the same desired effect without learning the spells. The pages outline two distinct ways in which to create a zombie. Ritual / Procedure 1. A ritual liquid must be poured over a corpse that has sufficient flesh to allow mobility. A brain of sufficient mass and composition must also be present. The corpse is then left to mature for one week after which the caster intones a 30 minute ceremony, finishing with a 'kiss' in which he breaths part of himself into the corpse. This gives rise to an ordinary undead (George A. Romero type) zombie that at times can be uncontrollable. The caster then can command the zombie to do his bidding. If the caster dies the zombie becomes totally uncontrollable and will run amuck in a near berserk frenzy - well as near as a berserk frenzy as a zombie can get. The only draw back to this zombie is that it continues to rot as normal until it disintegrates. The cost of this spell is 10 magic points and 1d6 sanity points. Ritual / Procedure 2. This zombification spell does away with the need of a corpse, but a subject must still be available. This incantation requires the use of a small effigy in which a lock of hair, finger nail, or blood of the subject must be embedded. The rite cast upon the effigy lasts one hour and costs 10 magic points and 1d4 sanity. In conjunction with this the subject must also inhale or otherwise consume a paralyzing powder made partly from blowfish innards and alkaloids. The subject is then affected by a malady which lasts up to 30 days, during which time certain changes occur, those being: a fever, then listlessness, loss of appetite, loss of skin colour, retarding reflexes, loss of memory and finally a condition that can be easily mistaken for death. Bodily functions such as heart rate, respiration, etc. are so weak the victim appears dead, even to a detailed medical examination. The victim is in fact in a deep meditative trance. All that is then required is to dig the body up and 'awaken' it with a verbal command. The zombie is then ready to do the casters bidding. Although far superior to the other type of zombie this creation must feed from time to time, or it will suffer and eventually die from starvation. This type of zombie may retain some of the thoughts, memories and feelings it had before the spell was cast, however it will still be mostly mindless. This is a zombie in a more truer sense. To release the zombie from its zombified state the spell must be intoned backwards upon the zombie or the effigy which must then also be cleansed in some way. The reversal process costs 5 magic point to cast. The victim then gradually returns to a normal healthy condition over the course of a few weeks of rest and recuperation. An Upstairs Bedroom / Shrine All bedrooms are unlocked except for this one (and Nakumba's), and Bedford has the only key. Not even Nakumba is allowed in here without Bedford's express permission. Forcing the door is easily done for the determined player. The room beyond is disturbing to say the least. Laid out on the bed, dressed in an off white wedding dress is an emaciated, blonde haired corpse that has been preserved - Bedford's beloved wife Eleanor. She appears to be 38-43 years old. Viewing this costs 0/1 sanity on a failed roll. Eleanor's pickled brain can be found in a jar next to her bed. The jar is covered with a velvet cloth. Lifting the covering causes 1/1d3 sanity loss. Depending on how depraved the keeper wishes Bedford to be there may be a pipe inserted into Eleanor's vaginal passage, which should cause additional sanity loss. 1d8 sounds good and anyone developing an insanity should be rewarded with Necrophobia.or Necrophilia (serves them right, they shouldn't be looking there - should they?). At each of the four corners of the bed, there is a lit incense burner, from which a subtle fragrant and relaxing aroma pervades the room, bringing with it the desire to sleep. The rest of the room has been turn into a shrine. Dozens of photographic and painted pictures (by Bedford's hand) adorn the walls. It appears Eleanor was a most beautiful woman when she was alive. Most of the pictures are of Eleanor when she was alive, but there are some of her in her death-state. Hanging in a cupboard is a full wardrobe of clothes for when she finally awakes from her slumber. Beside the bed is a dresser upon which her jewellery, makeup, and other grooming accoutrements can be found. A large scrap book can also be found there. Reading the book takes 100/INT /3 hours to read and it portrays the innermost thoughts, desires, and feelings of a deeply psychologically tormented person. The book contains pressed wild flowers, sketches and a selection of love letters, poems and sonnets written by Bedford mourning his loss and declaring his undying love for her, and that someday she shall awake. At first the poems are normal; prose that would tear your heart out and reduce the most hardened of men to tears, but it gets progressively darker, twisted and obsessed with death and resurrection. In the corner of the room is baby's cot which is surrounded by assorted toys. Nakumba's Room Sparsely decorated, the room contains an unmade bed and footlocker. The acrid smell of Voodoo practice is astounding and various Voodoo imagery and symbology has been daubed all over the walls. The footlocker contains the little equipment Nakumba personally owns, mostly it is voodoo orientated with powders, infusions, salves, and other ritualistic things such as: A stoppered bottle of a red chalk-like powder This is a very powerful drug which Nakumba snorts to induce visions and insights of the mythos. A pinch of the powder is all that is required to get an intoxicating high in which sends the users mind into a swirling dream of visions. This high lasts roughly fifteen minutes during which the user experiences the lighter side of the mythos. Stuff like his surroundings melt in to a vivid multicoloured kaleidoscope, a land where cute talking bunny rabbits wear smoking jackets and cats have giant grins, and such like. Maybe the character's mind ends up in the dreamlands. A level teaspoon of the stuff causes the user to go into a delirium for 1d6 hours during which the user convulses as though suffering from an epileptic fit during which he suffers 1d6-1 damage and loses 1d20 sanity points. During this ecstasy the user's mind wanders through time and the universe viewing random horrifically weird landscapes and creatures of the mythos. Also, as the user experiences this mind-warping phantasmagoric rush he may attract the unwanted attention of a Hound of Tindalos. A LUCK roll is required to avoid its attention. There are roughly 28 pinches left in the bottle. A flask of grey powder similar to snuff: Made of ground up fish innards and alkaloids, this powder is used in turning people into zombies. Ingestion of a small amount (a pinch) creates a tingling sensation and in the mouth or nostrils and a slight feeling of lethargy on a failed CONx5 check. Unless somebody also happens to cite the zombification spell at this time nothing untoward happens. There are roughly 12 pinches left in the flask. A notebook & Pencil This 12 page jumble which is written in French-Creole is a working of Nakumba's in which he is attempting to work out a way in which to bring Eleanor back to life. Most of it is unworkable and gibberish and has been scored through. In fact, he is no where near the correct process. Several small jars These contain various chemicals such as copper, iron, sodium, potassium, chlorine, magnesium and arsenic. Nothing scary or out of the ordinary. Another bottle contains graveyard dirt. A couple of dead shriveled rats and snakes These are either components to ritual processes or Nakumba has been experimenting on bringing them back to life. An ornately carved wooden box The box contains an owl bone piccolo type whistle (NATURAL HISTORY check to identify the type of bone), an ivory whistle, a set of tarot cards, a pouch of chicken bones and some bamboo splints. The tarot cards and chicken bones are both used for divination purposes. The piccolo and whistle are both something special, the piccolo is played when casting the Pipes of Madness spell, and the ivory whistle grants the user +30% in summoning a Byakhee. A fist sized rock. The smooth, polished rock is stained reddy-brown and has three broad bands etched around its circumference. A successful Mythos roll can identify it as an Empowered Stone of Nyambe. The receptacle stores up to 30 magic points which the stone's wielder can draw from to supplement in magical rites. Currently, the rock has 10+2d10 mp stored upon a successful LUCK roll, 3d8-3 otherwise. -- To unsubscribe from the chaos-digest ML, send an "unsubscribe" command to chaos-digest-request@chaosium.com. Chaosium Inc., Call of Cthulhu, and Nephilim are Registered Trademarks of Chaosium Inc. Elric! and Pendragon are Trademarks of Chaosium Inc. All articles remain copyright their original authors unless otherwise noted.