STORY ARCHETYPESRegardless of the setting, every game will take on its ownstory and character. There are may character archetypesand story paths that have been tried and tested andproven effective, and having some idea of what storyarchetype a plot is going to take can help a storytellerto build compelling campaign for their characters.To get the best experience out of the game, it issometimes a good idea to go over some options with theplayers before-hand. If the players have a hand in thedecision of what kind of a game to run, they can be moreactive in following the paths the storyteller has prepared.Included below is a list of archetypes, that can be usedto drive the story of a campaign. This has been includedmostly as a brainstorming tool to give a storyteller a placeto start from.THE TREASURE HUNTAll that glitters is not gold, but it is still shiny.Adventurers, as a group, love shiny things.The pursuit of lost treasure can mean intrigue,competition, and a guarantee for intense conflict.In the Crimson Realms, civilizations have risenand fallen, leaving ancient magics, valuable trinkets,and secrets lost to history. Even in more moderntimes, it is the nature of greedy, wealthy people togather possessions, and then often to hide and protecttheir wealth against would-be thieves and treasurehunters. Finding and recovering such treasure can bea long and daunting task.In many ways, the principle of the treasure huntis at work in most or all other role-playing quests.The idea is to find some goal or directive for the playersto be pursuing, and then providing both progress andchallenges as they find their path toward that goal.THE DAMSEL IN DISTRESSAt some point or another, just about everybody needsto be rescued. A rescue mission, whether going after afair maiden or captured soldier, can be a daunting task,involving chases, infiltration, and pitched battle.For the crimson Realms, a character can be theprisoner of an evil spellcaster, the slave of a demon, aprisoner of war, or any of a number of other examples.If the thought of rescuing one in need isn’t enough,there is sometimes the prospect of ransom to enticecharacters along.THE PATH TO POWERMost beings of power did not begin their existencein such a way. For mortals and immortals alike,there are many paths to power, ways of transcendingone’s own nature and entering a whole new world ofmagic and intrigue.This process can come about through arcane rites,stealing the power of others, or through the acquisitionof some arcane relic. Some caution needs to be takenwith this quest, however, as it is likely to be a deadlyand sometimes morally ambiguous process, and evenin success, the advancing into higher scales of powercan dramatically shift the campaign, often resultingin its end.The ROAD HOMENot all adventurers are nomads and vagabonds.Sometimes, all a character wants is to find home,familiarity, and rest. However, travel is expensiveand dangerous, and the path to just about anywherecan be fraught with obstacles and hazards, set-backsand detours.The Crimson Realms is a wide open place, but mostraces and characters have a homeland, a specific placewhere they would have family, friends and the comfortof being among one’s own kind. Getting home can meansolving other people’s problems for favors, gatheringmoney for passage, and often seeing many wonders andmeeting friends and foes along the way that make sucha journey worthwhile.THE ASSASSINATIONFor both good and evil, there are always people orthings out there that desperately need killing.However, the more desperate that need is, the moredangerous and protected are those foes. These kinds ofquests are never simply a matter of walking up to themand stabbing them, but involve seeking out a character’sweaknesses, breaching their defenses and guards,and then facing down the foe themselves.In the Crimson Realms, this kind of a mission couldmean dragon-slaying, demon hunting, or even theslaying of noble rulers or other public officials.However, most figures of power also have alliesand heirs, so whether storming the castle or crawlingthe dungeon lair, adventurer’s often face the laterconsequences of their exploits.189
190APOCALYPSE NOWBetween Demons, Unseelie, Undead, and the madnessof mortal and immortal creatures alike, there are noshortage of groups and individuals who are activelyseeking the end of a town, city, nation or even the world.With cataclysmic magics at their disposal, this course ofaction, while foolish, is not entirely unrealistic. It may fallto the adventurers to take action to prevent this measure.On the other hand, maybe it’s the adventurers themselvesthat have a touch of madness, and are seeking destructionon a grand scale.THE ERRANDOften, those with wealth and power will hire othersto perform simple tasks for them. These jobs, such ascarrying messages, purchasing simple supplies, or makingsome kind of delivery, can sometimes get much morecomplicated than they might otherwise be. Evolving intointrigue and adventure that take a small job and turn itinto a full story.WILDERNESS SURVIVALMuch of the Crimson Realms world is wild anduncharted. A character who is abandoned or banished tosuch a place may find themselves in a fight for survival,not just against the elements, but against the dangerouscreatures who might prowl these places. The wildernesscan be a wild and dangerous place, but for many, such ahome is quite desirable, even if survival there takes a verydifferent kind of hard work and perseverance than thosewho dwell in cities and towns. Others are simply trappedin the wilderness and are struggling to stay alive.POLITICAL INTRIGUEAn adventurer is, by nature, generally one who is quickto action and eager for conquest. This does, however,make them easy targets for the intrigues of others,people with influence and resources enough tomanipulate others and with reasons why they mightnot be able to take action themselves. Players may findthemselves being used by others, achieving objectivesthat they didn’t intend to or meeting enemies they didn’tknow they had.Players may, on the other hand, find themselves turningthese tables, providing their own plots and schemes,diving head first into the dangerous political arenas.SERVE AND PROTECTIt is all-too-common for adventurers to find themselveson the wrong side of the law. However, they can alsoprove to be a powerful force for truth and justice,chasing down criminal elements and bringing order tochaos. Serving in a town guard or bounty hunting groupcan be an adventure in and of itself, turning the playersinto an important police force for the safety of whatevercommunity they call home.SOLVING A MYSTERYThe world of the investigator might be about directpayment, righting wrongs, or it might just be about thethrill of mystery, but either way, an adventuring groupmight find themselves tracking leads and checkingalibis on their route to uncovering the truth of somemysterious occurrence.CAUGHT IN THE MIDDLESometimes, one is just in the wrong place at the wrongtime. When two opposing forces of great power clash,an adventurer can find themselves caught in the middle.On the other hand, they may find themselves in aposition to take action, able to influence events one wayor another based on their own ideas of right and wrong.A DISH SERVED COLDSometimes adventuring is about righting wrongs,sometimes about seeking thrills, and sometimes its’just simple payback.THE FUGITIVEBreaking out of prison is just the beginning of this plotarch, where the chases and conflict involve running fromjustice Whether the character is initially innocent or veryguilty, this kind of a story would involve intrigues withallies on both sides of the law, until names are cleared oruntil more dire measures are taken to prevent chase.SWORD FOR HIREOne of the simpler archetypes, this plot just involvesa mercenary heart, where the bottom line is the mostimportant factor and the adventurer’s capacity forviolence becomes an asset in and of itself. This plotline is simple to run, and can be adapted to a widevariety of specific story-lines.WHEN ALL ELSE FAILS, BORROW GOOD IDEASHome-brew campaigns are not under any kind ofcopyright restriction, and there is nothing wrongfrom borrowing ideas from other games, movies,books, or any other resource that the storyteller orplayers think is interesting and fun. Stealing characterand story concepts is a very quick and easy way toprovide a great adventure, one that has already provento be well-structured and written by its success inwhatever market it was pulled from.
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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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Light Axe TechniquesA hatchet maint
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Bow TechniquesProviding fast and lo
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Crossbow TechniquesThe Crossbow kee
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Dagger TechniquesThe Dagger is a fa
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Scythe TechniquesOriginally a farme
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Spear TechniquesOne of the oldest,
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Heavy Sword TechniquesCombining the
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Light Sword TechniquesThe Light Swo
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Unarmed and Grapple TechniquesUnarm
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Whip TechniquesThe Whip is a utilit
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Winged CombatThe capacity to move t
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Chapter EIGHTElemental MagicThe Syl
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Other StatisticsSpeed, Range, and D
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ExtinguishHeat FieldPersistent Flar
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Armageddon FlareThird Circle Fire S
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Glacier BurstFirst Circle Ice Spell
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AvalancheThird Circle Ice Spell COS
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CorrodeQuicksandMeteoriteFirst Circ
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