Cosmology & Forces of NatureThis first section outlines the cosmology of the world, the primal forces that allow it to be. The following sectioncovers a brief history of the ages, and then the rest of this chapter covers content that will more directly affectthe game, the nations and adventuring hooks that make up the Crimson Realms and the stories it contains.The FoundingWhat took place before and during the time of creationis wrapped in mythology, and great speculation is spreadby the religiously minded as to who was responsiblefor this event, but a few legends ring true, and havebeen documented thoroughly enough to be taken astheoretical history, at the very least.It is understood that before the world began,the universe was a mass of chaos, elemental andcosmic. A gathering took place between beingsknown as the Colossal Elders. Though their intentionwas unknown, and more the realm of philosophy thanhistory anyway, they met at the place where the worldwas to be, and then divided, spreading betweenthemselves the organized mass that is the knownexistence. It is not known how long this happenedbefore the first age of history, or how the first speciesbegan to populate the organized world, but allreasonable accounts of the founding of the worldlead back to these beings.153
The Six Pillars of CreationSix of the Colossal Elders remained at the corners of theworld, holding back the chaos beyond. These becameknown as the Six Pillars of Creation. They have onlybeen witnessed by the most powerful and ancient ofimmortal creatures, but these creatures are understoodto be the size of large cities, and of unspeakable powerand wisdom. They are as far beyond the workings ofmortals as a human is to a mite.The Six WanderersThe other six colossal elders, also nameless behemoths,roam the world quietly, largely hidden from the workingsof mortal and immortal forces alike. These beings are theultimate keepers of power and magic within the world,and it is thought that their purpose is to keep a watchfuleye for any occurrences that would threaten the existencethereof. Despite their size and might they are almostnever seen, preferring to slowly wander the endlessexpanses of the skies and seas and to tunnel beneaththe ground rather than risk disrupting the activitiesof the mortal realms. Like the Six Pillars of Creation,it is thought that these beings are ultimately benevolent,but little is really known about them, leaving this up tospeculation. Alternately, it is sometimes thought thatnatural disasters, such as earthquakes and tsunami,can be blamed on the movements of these creatures.The Chaos Fringe, Elemental ForcesBeyond the boundaries of this world, elemental chaosstill reigns, in such awe-striking power that the meresight of it will bring a mortal to madness. The outerlimits of the world, farther than mortals dare travel,are known as the Chaos Fringe. The Six Pillars ofCreation are understood to stand at the cornerswhere these outer walls meet.Each of the six outer walls is attuned to a specificelement, suggesting that the world may have beenfounded at a place where these elements met, or thatthe space beyond has adapted to accommodate theworld as it exists. It would be difficult to say.At the very least, the nature of the chaos fringe isevidence that the six ideals of magic are the coreblocks of the world, and that their combinationmay have some purpose in and of itself.The world within, Arcane IdealsIt is theorized that this nexus of stable forces can onlyexist thanks to the binding work of arcane ideals.Order and Chaos, Light and Dark, and Life and Deathare the basic threads that weave the elements into acohesive whole, defining matter and life as we knowthem, and are the tools that the Colossal Elders use tokeep the world in check.The High Magics, though not included in this book,are also available to mortals. This is a form of magicthat warps the very existence of the world, in a similarway to the powers of the elemental forces listed here.Why did the Elders grant these great magics to mortals?That question is one of many that may not have areasonable answer, but it could be that the very actsthat mortal take with these abilities on will define thatmeaning as they are used.As life and matter as we know them can only existthanks to the interaction of arcane ideals, Sentientbeings, (and some non-sentient,) have a tendency toadopt some of these traits into themselves. While mostindividuals are built along shades of some or all ofthese ideals, some, who are particularly dedicated orstrong-willed, can develop a core component to theirnature that is defined along these lines. Individuals aredrawn to powers that match their personalities.Outer PocketsAs a corollary, there is some theory that states that theworld as it is known is slowly expanding, the limits ofthe Outer Wall receding over eons and creating newterritory. It is possible that pocket worlds could exist ina similar fashion elsewhere, beyond the Chaos Fringe,where combinations of several elements could combinein stable ways. Unfortunately, confirmation of this theoryby mortals is effectively impossible.The Celestial LightsOf lesser strength to the Elders, there are other cosmicforces at work in the world, which are still vastlypowerful immortal beings, both sentient and ancient.They are ultimately humanoid in form, but have aurasof such power and strength as to take up great spacebeyond themselves, giving off light and appearing at adistance to have a spherical shape that masks their trueimage. They are the celestial lights, the suns and moonsof the Crimson Realms. The power they wield over the154
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What is The Mayhem Game?Mayhem is a
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Chapter oneGetting StartedAlthough
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Character ConceptStep one: Before a
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Vital StatisticsStep Three: There a
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Assigning SkillsStep Four: Most of
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Races, Talents, Abilities & MagicsS
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Chapter TWOBasic GameplayLaid out b
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STRENGTH SKILLSWhether maneuvering
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Intelligence SKILLSMastery of the m
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AnimalThe Animal skill includes an
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Charisma SKILLSCharisma is more tha
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Section TwoCOMBAT & EQUIPMENT
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Combat ClockThere are many times in
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MovementMovement is critical to man
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For example, a character wielding a
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Ranged AttacksRanged Attacks can be
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Damage, Death & DyingThe human body
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Unless they have some ability which
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Environmental HazardsSometimes it d
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ArmorAn adventurer’s gear can be
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WEAPON CHART CONTINUEDWEAPONS STYLE
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Skill KitsA skill kit contains the
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Chapter FiveRaces, Curses & Talents
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Races & Talents chartName Descripti
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AhrlenThe Ahrlen is a winged creatu
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Leeven“Where am I going? I dunno,
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Ra'SharanRa’Sharan AbilitiesType
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Cucacharan“Humans are pink, wiggl
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FiendFIEND AbilitiesType Inhuman at
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BlightedBLIGHTED Abilities COST: 20
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Aeonic”The Guard has stood in the
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Vanir“Deceit is for worms and dem
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Divine Blade“I don’t pretend to
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Artan“Patience, quiet, and crafts
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Naiad“Oh to play among the weaves
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SephretSephret AbilitiesType Inhuma
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WerewolfThe Werewolf’s natural ap
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ChangelingCHANGELING AbilitiesType
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LicheLiche Abilities COST: 20Type I
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GheistGHEIST Abilities COST: 20Type
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VampireVAMPIRE Abilities COST: 20Ty
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Chapter SixAttribute AbilitiesMuscl
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Strength AbilitiesStrength abilitie
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Intelligence AbilitiesThe Intellige
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Endurance AbilitiesWhen the dust of
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Charisma AbilitiesIn civilized soci
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Chapter SevenWeapon TechniquesThe c
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Heavy Axe TechniquesNothing hits ha
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- Page 159 and 160: SEVEN AGESAges Ascendant Races Even
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