Val	CHA	Cost	Roll	Notes
15	STR	5	12-	Lift 200 kg; 3d6 HTH Damage
18	DEX	24	13-	OCV:  6/DCV:  6
15	CON	10	12-
10	BODY	0	11-
20	INT	10	13-	PER Roll 15-
23	EGO	26	14-	ECV:  8
20	PRE	10	13-	PRE Attack:  4d6
16	COM	3	12-
7	PD	4		Total:  7 PD
6	ED	3		Total:  6 ED
4	SPD	12		Phases:  3, 6, 9, 12
6	REC	0
30	END	0
30	STUN	4
Total Characteristics Cost:  111

Movement:	Running:  6"/12"
		Swimming:  2"/4"

Cost	Powers & Skills
16	The Hand of Kwll:  Multipower, 45-Point Reserve; Restrainable (-1/2), Limited 
	Conscious Control (-1), Side Effect (Slots may activate based on successful Danger Sense 
	Roll; -1/4)
1	1) u Gripping Hand:  +30 STR, Reduced Endurance (0 END; +1/2); Only to Grab And 
	Crush (-1)
1	2) u Smashing Hand:  HA +6d6, Reduced Endurance (0 END; +1/2); Hand-to-Hand 
	Attack (-1/2)
1	3) u Spear Hand:  HKA 2d6 (3d6 with STR), Reduced Endurance (0 END; +1/2); 
	Reduced Penetration (-1/4)

10	Eye of Rhynn:  Danger Sense, Sense, Any Danger, 15-; No Conscious Control (-2)
110	Eye of Rhynn:  Summon 128 300-point Creatures, Whatever Creatures Were Killed By 
	Previous Summoned Creatures (+1/4), Slavishly Loyal (+1), Reduced Endurance 
	(0 END; +1/2); 1 Recoverable Charge (Charge Recovers by Summoned Creatures 
	successfully killing target; -1 1/4), Gestures (-1/4)
20	Vadhagh Plane Sight:  Clairsentience (Sight Group), Related Group Of Dimensions	
	(The Five Planes); Use Depends Upon The Alignments Of The Five Planes (-1), END 4
15	Vadhagh Plane Travel:  Extradimensional Movement (The Five Planes), x8 Mass 
	Multiple,Use Depends Upon The Alignments Of The Five Planes (-1), Increased 
	Endurance Cost (x3 END (-1), END 12
6	Vadhagh Senses:  +2 with all Perception Rolls
5	Vadhagh Life Span:  Life Support (Longevity:  Immune to Aging)

3	Resistance:  +3 to Ego Roll

10	Combat Skill Levels:  +2 with Hand-To-Hand Combat
0	AK:  Home Area 8-
3	Conversation 13-
3	High Society 13-
3	Language:  Mabden (common; Completely Fluent)
3	Language:  Nhadragh (Completely Fluent)
0	Language:  Vadhagh (native)
1	PS:  Musician 8-
0	Paramedic 8-
3	Riding
1	TF:  Small Wind-Powered Boats
5	WF:  Bow, Common Melee Weapons, Off Hand, Thrown Spear, Shield
3	Scholar
1	KS:  Music 11-
2	KS:  History of the Vadharg and Nhadragh 13-
1	KS:  Mythology of the Five Plains 11-
2	KS:  The Five Planes 13-
229	Total Powers & Skills Cost
340	Total Character Cost

150+	Disadvantages
10	Distinctive Features:  The Hand of Kwll, the Eye of Rhynn (C)
10	Distinctive Features:  Vadhagh (EC)
15	DNPC:  Rhalina, Margravine of Allomglyl (Normal, Useful skills) 14-
20	Hunted:  Agents of Chaos (Mopow, NCI) 8-
15	Hunted:  Earl Glandyth-a-Krae (Aspow) 11-
15	Psychological Limitation:  Code of Vengeance vs Earl Glandyth-a-Krae And His 
	Minions (C, S)
15	Psychological Limitation:  Loves Rhalina, Margravine Of Allomglyl (C, S)
20	Psychological Limitation:  Sworn To Uphold And Serve Law, To Oppose 
	Chaos (VC, S)
10	Reputation:  Corum, destroyer of Arioch (the Knight of Swords) 11-
60	Prince of the Scarlet Robe Bonus
340	Total Disadvantage Points

Background/History: The character of Corum Jhaelen Irsei (a.k.a. Corum—The Prince in the Scarlet Robe) is the creation of Michael Moorcock. He is part of Moorcock's Eternal Champion cycle, and appears in both his own series of novels as well as several of the Elric stories (and, no doubt, the Hawkmoon stories and others as well). As with all the Eternal Champions, Corum is sworn to uphold Law and fight against Chaos, a lofty goal that at times seems to bring more pain and harm that it's worth. The version of Corum presented here is drawn primarily from the book The Knight of Swords. This is Corum with the Hand of Kwll and the Eye of Rhynn, as well as his extradimensional powers intact.

Corum is the last of an ancient race called the Vadhagh. His people originally shared the Earth with an equally old race called the Nhadragh. Being virtually immortal (the average Vadhagh can expect to live 1000 years or so), the Vadhagh were highly advanced in the realms of the arts, philosophy, and certain sciences. The Nhadragh were equally advanced, and the two races battled for many years (off an on) over the possession of certain stretches of territory.

The two races were in a virtual stalemate, with both slowly declining in power as they lost interest in the outside world. This isolation was to prove their undoing, as the race of Man, called Mabden, appeared, enslaving the Nhadragh and destroying the Vadhagh. Only Corum escaped the destruction, losing his left eye and hand in the process, before eventually finding refuge in the castle of Modiel's Mount. There he met Rhalina, Margravine of Allomglyl, a Mabden, and contrary to the ways of his people, fell in love.

Looking for a way to replace his missing hand and eye, as well the means to get his revenge on Earl Glandyth-a-Krae, the Mabden warrior who destroyed his family, Corum struck a bargain with the alien sorcerer Shool. In exchange for the Hand of Kwll and the Eye of Rhynn, Corum was to find the Heart of Arioch. Corum did so, but the Hand of Kwll crushed the Heart, killing Arioch and banishing him from this plane. Upon returning to Shool, Corum found him dying, so he then went back to. Now, he bids his time, preparing himself for the final confrontation with Earl Glandyth-a-Krae.

Naturally, these matters (such as the fate of Earl Glandyth-a-Krae) are resolved over the course of next two books in the Corum series.

Personality/Motivation: Corum's primary motivation in the first few books is the destruction of Earl Glandyth-a-Krae. many of is action are in an attempt to eliminate Glandyth-a-Krae and his warriors as a threat. He also becomes a strong Champion of Law, opposing the forces of Chaos when ever and were ever they may arise. His primary goal in all of this is an attempt to bring peace to the land, so he can live queitly with Rhalina in Modiel's Mount.

Powers/Tactics: Corum has been trained in the arts of war, but isn't a warrior (at least, at the start). The books don't really give much on his background, so assigning skills are difficult. He is a musician of sorts, and can sing and play certain instruments. He is also knowledgeable of the history of his people, as well as the inhabitants of the "Five Planes," extradimensional regions adjacent to his own world. Other skills the GM should assign as he sees fit.

As a member of the race of the Vadhagh, Corum possesses certain innate powers. This include heightened senses, an extremely long lifespan, and the ability to see and move among the Five Planes. Normally, this latter ability could be performed at will, but with the coming of the Mabden and Arioch, this power has become unreliable. Eventually, Corum will virtually lose this ability all together.

Corum's most impressive abilities are those granted to him by the the Hand of Kynn and the Eye of Rhynn. The exact powers specific to each aren't clearly defined. Supposedly, the Eye can see into other planes, and the Hand can summon help from those realms. I've decided to present a simplified version of these powers, concentrating only upon those powers actually demonstrated in the books.

The Hand has a number of powers, including: great physical strength (the Hand chokes an attacker to death); physical power (the Hand punches a hole in a heavy door); and with the fingers extended, the Hand can function almost as a dagger. Note: the Hand's powers are very fickle and not wholly subject to Corum's desires. At times, it will function contrary to Corum's wishes, or won't function at all. Usually, the Hand's actions are in Corum's best interests, although this may not be apparent at the time. The Hand and Eye are capable of detecting dangers Corum cannot sense and will act to protect him from these dangers.

The Hand and Eye's greatest power is the ability to summon aid from another world. This world appears as a bleak wilderness over which hangs a black sun. The inhabitants of this world are very strange indeed. They are the corpses of the things killed by the last creatures to inhabit the wilderness. Using the Eye, Corum can looking into this world. Extending the hand, and offering the creatures "prizes," Corum can bring forth what ever is there to fight for him. What ever the current crop of summoned creatures kills will then go to the other world, to then be brought forth by Corum when needed. Up to 128 creatures, each costing no more than 300 points, can be summoned in this way (Although a higher point toal may be needed.). All creatures summoned should be considered "undead" and bought as automations. This means the summoned creatures are effectively mindless, and can't be used for much other than fighting.

Appearance: Corum is tall, slim and well proportioned in build. Moorcock describes the Vadhagh as follows: "... narrow, long skulls; ears that were almost without lobes and tapered flat along the side of the head; fine hair ... (Corum's is silvery-white); large almond eyes with yellow centers and purple surrounds; wide, full-lipped mouths; and skin that was a strange, gold-flecked rose-pink."

Corum typically dresses in what ever clothing is suitable. When expecting combat he is dressed as follows:

At times, Corum has carried a medium-sized round shield, a bow, a long-handled war axe, and throwing spears.

Designer's Notes: A few notes on Corum's Disadvantages:

Distinctive Features: As a Vadhagh, Corum is feared and/or worshiped as one of the "Elder Races," or a Shefanhow (i.e.: Demon). The Eye looks like a great jewel, much larger than an ordinary eye. Corum usually covers it with a patch. The Hand is six fingered and has skin that appears to be jewel covered. Corum usually wears a glove over this hand.

DNPC: Rhalina, the Margravine of Allomglyl, is a competent normal and a capable warrior, accompanying Corum on several trips in the first three books. She is quite attractive and has a strong will (i.e.: high Ego).

Hunted: Earl Glandyth-a-Krae is a large, powerful, and for the Mabden, intelligent warrior. He is very strong (STR 18 to 20), wears heavy armor of mail and plate, and usually fights with a large war axe. He delights in torture and is dedicated to the cause of Chaos. In addition, Corum is hunted (indirectly) by other agents of Chaos. These include the Pony Tribes (groups of nomadic warriors) and similar peoples.

Reputation: After killing Arioch, Corum gained a measure of unwanted notoriety among followers and Chaos and other people. This often leads to a negative reaction among such people, making it difficult for Corum to travel in safety.

(Corum created by Michael Moorcock, character sheet created by Michael Surbrook. Additional design suggestions by Mark Doherty )

Corum Jhaelen Irsei | Elric of Melnibone | Stormbringer

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