Deus Vult/Elric worth picking up for a non-Melnibonean?

Richard

Mongoose
Since MRQ2 is dead (Long live the Wayfarer/Pathfinder/TourGuide etc)and Drive-Thru have put up a pile of supplements at knock down prices I'm looking for a little advice. I have the core and Gloranthan setting stuff, which is generally excellent, but am wondering about the usefulness of Deus Vult and Elric related books. I'm not interested in Melnibone as a setting and my medievalism veers more towards Ars Magica and historical based gaming rather than secret assassin monks. This has stopped me buying any of these in the past. As nothing seems to be happening with the prices at Mongoose for the, now defunct, line and there's to be no oops sale it looks like Drive Thru is the only option for picking up interesting tidbits.

Given the bargain prices, I'm wondering if there is material in these that could be plundered/altered for other fantasy/historic settings. In particular useable scenarios/NPCs/Beasties. In particular the Elric/Deus Vult Core books, Cities of the Young Kingdoms, Ex Cathedra.
 
Might be better picking up Vikings - excellent Historical source book and lots of useful stuff :)

Elric - If you are going for Ars Magica style setting well there are some interesting magic systems you could nick - Dreamthieves and Rune Magic which could be fun in other settings.

Of course a bored Melnibonean Sorcerer could always wander over to your Earth and cause havoc or merely observe, plot and toy with the humans........the Melniboneans also have much in common with the Fey - being inhuman, arrogant, fond of torture and cruelty without actually being evil - its just their nature - as some consider cats...... some possibilites there.

As regards to Monsters - nothing really great - most are unqiue creations for the saga - better off with Monster Collesium I should think.
 
I agree that Elric has a lot of stuff worth nicking, especially the magic and demons (IIRC rules for them appear elsewhere as well). But Elric has always been one of my roleplaying inspirations.

Deus Vault didn't provide as much for me, but there are some new things: magical items and relics, preternatural gifts (heroic abilities), and witchcraft. If you have a setting that is similar, the information on the church and its enemies would be very helpful as a model.

Steve
 
I have Cities of the Young Kingdoms and it could easily be adapted to other campaign worlds.
It's a good citybook reference and a decent set of linked scenarios and lots of adventure seeds as well.
 
Plus the Deus Vult dudes would make great enemies for Ars Magica type of troupe, why not treat it as an enemy sourcebook? There's also pretty interesting guidelines generating cults in the non-Gloranthan sense, ie. evil secret society type of thing.
 
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