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Transmutation The RPG of Remaking the World by Mendel Schmiedekamp July 9, 2005 Mount Eseth, Home of the Order of Mercury 1

Transmutation(b) Split Between Mind and Body (each at least 2) 4. Record Your Tribal Formula 5. Select Five Additional Formula 6. Name and Describe Your Character The next part of

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Page 1: Transmutation(b) Split Between Mind and Body (each at least 2) 4. Record Your Tribal Formula 5. Select Five Additional Formula 6. Name and Describe Your Character The next part of

TransmutationThe RPG of Remaking the World

by Mendel Schmiedekamp

July 9, 2005

Mount Eseth, Home of the Order of Mercury

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Forward

Transmutation is a Roleplaying Game (RPG). This means that when you play Transmuta-tion, you take on the persona of a character you created yourself. Then in this role, you, theother players, and an additional player called the Games Master (or just GM for short) worktogether to explore and achieve your characters’ goals. Your part in this is to decide whatyour character does in response to situations and how he or she interacts with the otherplayer’s characters. The other players do likewise. At the same time, the GM’s task is tofill in the details of the world, act out any extra characters, and make things interesting foryou and the other players.

Of course things work best if everyone is trying to make things interesting for each other.Ultimately RPGs are a cooperative game, so while your character’s goal is written down,your goal as a player is to make the game fun for you and everyone else playing. The bestgroups of players are the ones who play with that goal in mind.

As an aside, the photographs you see in this game are all from the morgue file:http://www.morguefile.com/, a wonderful source for public domain photographs.

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The Making of the World

There are many stories that tell of the origins of the world. This is perhaps one of the truerones.

For three eternities, this world we now call home was an endless plain of crystal and salt,devoid of life and meaning.

At the dawn of the fourth eternity, the first one arrived. She was a glimmer, a thoughton the wind. She danced through the plain of crystal, revealing in freedom. But crystal isstasis, it does not grant freedom willingly. Caught in the paradox of her travels, the crystalplain shattered.

Breaking apart, it trapped the first one, cutting her in half.

We have come to know those halves as the perfect substances: as Mercury and Sulfur.

Together they danced through the newly shattered crystal, creating the elements of our world.

Their joy at existing created the first wood. Living matter growing from unliving crystal.

Their exuberance with their new world created the first fire. Dancing as flames and ideasglittering through the empty crystal.

Their sadness at becoming trapped and separated created the first water. Trickling downand eroding the once perfect crystal.

This dance went on for an eternity.

For it was at the dawn of the fifth eternity that the Peoples arrived. The eternity in whichwe now live.

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Elements

The essence of the world of Transmutationare the six elements from which it is com-posed. Unlike most elemental traditions,these elements do not form a single cycle. In-stead they form a hierarchy of relationships.These elements are present in the physicalworld, but they also represent outcomes fordifferent actions taken by characters.

Crystal

At the top of this hierarchy is Crystal, thebase element of the world, neutral and other-wise without life. Salt is one of its commonforms, and the most feared for it is crystalwithout even the potential for life. In thecontext of an action crystal is an impasse,the lack of progress.

Mercury

The passive, receptive side of the next levelis Mercury. In the world mercury is the pre-dominant metal, crafted to form what ever isneeded. It is flexible and durable. Mercurysoothes and flows, bringing insight and un-derstanding. In the context of an action mer-cury means that understanding is achieved,often by perception and acceptance.

Sulfur

The active counterpart to Mercury is Sulfur.In the world sulfur is seen in the light of thesun and the movement of the crystal plates.It influences everything it touches. In thecontext of actions, Sulfur implies control andmanipulation, rather than transformation.

Mixing of Mercury and Water

Wood

The next hierarchy is one of change andtransformation. In this Wood is the elementof life and growth. It is innately present inall living things, especially vegetation. In thecontext of actions, Wood implies an enhance-ment of existing capability, healing, and theachieving of potential.

Fire

Where Wood implies growth, Fire is the el-ement of creation. Fire is present in the ap-pearance of new life, and in the ideas thatform the basis of the intelligent mind. In it’smore physical form it can be found as sparkand wildfire. In the context of actions, Fireimplies a categorical change. Either some-thing new has been made or something hasbeen fundamentally altered. However, fire it-self does not destroy, it only transforms.

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Water

The last element is Water, the element of ero-sion and destruction. Water is present in thegradual decay of life and in the sudden de-struction that comes without warning. Until

water appeared crystal was eternal, now allthings dissipate in time. In the context of ac-tions, water is destruction, and harming. It isthe element that can create salt, seeping thelast potential from the other elements leavingthem devoid of anything, including life.

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The Coming of the Peoples

None can remember from where the Peoples came. All that is known is that the peopleswere fleeing something truly terrible, whether simple destruction, merciless slaughter, or justpunishment.

When the first of the People came to this world, they were left only partially formed.

With the urgency born of flight, they sought a way to complete their forms, both and inbody and mind.

The first Tribe found the horses, in the shattered plains, and grew like them, growing longlegs. They also formed herds, choosing leaders and ruling themselves as horses and people.

The second Tribe found the turtles, in the crystalline sea, and grew like them, growing hard-ened skins. They learned calm within water, to direct what no force can stop.

The third Tribe found the ravens, in the glittering skies, and grew like them, growing feathersand winged arms. They learned the joy of the skies, and the search for treasure.

The fourth, and last Tribe, found the monkeys, in the emerald hills, and grew like them,growing long dexterous fingers. They learned curiosity, and the importance of crafting tools.

The four Tribes have since journeyed far from their early places, living together and fightingtogether. Once they were one People, but they have been shattered, like the first one. Butperhaps this shattering can be mended.

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The Art of Being

The typical characters to play in Transmuta-tion are seekers and explorers. Unlike manyamongst the Peoples, a player’s characterleaves their community in search of the anynumber of things. Perhaps she desires peacebetween two neighboring towns. Perhaps hewishes to join one of the alchemical orders.Perhaps salt is encroaching and she is seek-ing a new elemental oasis for her people. Orperhaps he seeks an enlightened metal, forany of the reasons people seek power.

This is the first and most important partof Transmutation. Every player’s characterwants to change the world, you must decidehow and why.

Once you have chosen your character’sgoal, the next step is to choose a Tribe. Eachcharacter is a member of the Peoples, andso comes from one of the four Tribes (Horse,Turtle, Raven, and Monkey). While at onetime the Peoples were one species, each Tribeis now unable to produce offspring with theother Tribes. This does not keep them fromliving together, but communities are typicallybased from one Tribe, with smaller groups ofthe other Tribes.

While not required, it is often best if allthe players agree to be from one community.This does not restrict what Tribe they maybe, but one Tribe should be chosen as thedominant Tribe for that community.

The third step of creating a character isto decide his or her elements. A character hasseven slots for elements (chosen from the sixelements mentioned in the previous chapter:Crystal, Mercury, Sulfur, Wood, Fire, andWater). These slots must be split betweenMind and Body, giving each category at leasttwo elements.

1. Choose Your Goal

2. Choose Your Tribe

• Horse Tribe

• Turtle Tribe

• Raven Tribe

• Monkey Tribe

3. Choose Your Elements

(a) Choose Seven Elements

(b) Split Between Mind and Body(each at least 2)

4. Record Your Tribal Formula

5. Select Five Additional Formula

6. Name and Describe Your Character

The next part of character creation is todetermine your character’s formula. Formularepresent special aptitudes or abilities thatyour character possesses. Each character getstwo Tribe-specific Formula, as well as fiveFormula selected from the list below. SomeFormula require other formula to be known.This prevents you from selecting those For-mula till you have already selected the re-quired ones.

Once you have selected Formula, you com-plete character creation by choosing a nameand describing your character’s appearanceand personality.

The Tribes

The Horse Tribe are the Peoples most fo-cused on leadership and governance. Theyare also the fastest runners and have excep-tional stamina, having inherited this fromtheir namesakes. They have long, pointed,ears, stand taller than their brethren, with

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long gangly limbs. Their skin comes in manycolors, as does their hair, which is typicallycut short.

• Fleet of Foot: On physical actionbased solely on speed, you succeed ona Crystal as well as any appropriate el-ements.

• Herd Think: On mental actions tounderstand a leadership structure, yousucceed on Crystal as well as any ap-propriate elements.

The Turtle Tribe are the only Peoples whofeel at home in the dangerous seas and oceansof the world. They are sturdy and rugged,and are known for being both stubborn andwise. They have tough greenish skin, and astout physique. They have little in the wayof body hair, and they often wear minimalclothing, being comfortable in most weather.

• Tough Skinned: When an opponentattempts to Salt you in physical combatyou choose the card they must engageto Salt. This does not apply to armedopponents.

• Way of the Sea: When performing asailing or swimming related action, yousucceed on Crystal as well as any ap-propriate elements.

The Raven Tribe are the Peoples who aremost focused on treasure and freedom. Theyare quick witted and acquisitive, and have therudimentary ability to glide on membranesbeneath their arms. They are the smallest ofthe Peoples, with slight childlike builds. Theyoften carry a large variety of pouches, care-fully placed to ensure freedom of movement.

• Gliding: You may engage a Body Sul-fur to glide for a minute. The Sulfur isreturned immediately when you finishgliding.

• Quick Thinking: On mental actionbased solely on speed, you succeed on aCrystal as well as any appropriate ele-ments.

The Monkey Tribe are the Peoples whoare most inventive and curious. They are in-dustrious and creative, making a variety oftools and technology that the other Tribeshave neither the patience nor the aptitude tocreate. They are the hairiest of the Peoples,with long slender fingers and quick dartingeyes. They are almost never seen withoutsome sort of tool, and are always busy doingsomething.

• Dexterous: On physical actions basedsolely on manual dexterity, you succeedon Crystal as well as any appropriateelements.

• Engineer: In actions involving al-chemical inventions you succeed onCrystal as well as any appropriate el-ements.

Formula

Alchemical Invention This Formula re-quires either Alchemist (Fire) or Engineer.You may take this multiple times, each timechoosing a different invention. Choose twodifferent elements. Once per day, when youengage an element of the first type, you maytreat it as the second type.

Alchemist (order) You have joined oneof the Alchemical Orders. You may only evertake this Formula once.

Armored You have an armor of your choiceand know how to properly wear and use it.When an opponent attempts to Salt you inphysical combat you choose the card they

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must engage to Salt. This does not apply tounarmed opponents.

Artist (form): You may select this Formulamultiple times for different forms. You havea developed ability in a certain art form andpossess any required tools. You may performa mental action succeeding on a Fire to makea work of art. Example forms are tapestries,cryslin playing (a stringed instrument whichadds specially cut crystals to resonate withthe music), and poetry.

Crafter (craft): You may select this For-mula multiple times for different forms. Youhave a developed ability in a certain craft andpossess any required tools. You may performa physical action succeeding on a Fire tomake a functional object. Example crafts areweaponsmith, crystalsmith, and carpenter.

Healer: This Formula requires Alchemist(Wood). You may engage a Wood element toheal a Salted element. The Wood element isnot returned for a day.

Hunter (Terrain): You may select thisformula for three terrains: Shattered Plains,Crystalline Sea, and Emerald Hills. On ac-tions taken to deal with the terrain and findyour way in it, you succeed on a Crystal, inaddition to any appropriate elements.

Influence (group): You are well loved bythis group. This requires Reputation for thatgroup and Alchemist (Sulfur). When per-forming a mental action to interact sociallywith this group you succeed on Fire, in addi-tion to any appropriate elements.

Inventor: This Formula requires Alchemist(Fire) and either Engineer or a Crafter For-mula. You may make alchemical inventionswith your Crafter Formula. These still re-quire an appropriate Formula to use. All of

your alchemical inventions may be used twicea day.

Leader (group): You are an acknowledgedleader in the selected group. This requiresReputation for that group and Alchemist(Crystal). When performing a mental ac-tion to interact socially with this group yousucceed on Mercury, in addition to any ap-propriate elements.

Learned (topic): You may select this For-mula multiple times for different topics. Youhave studied a particular topic. When per-forming a mental action involving finding outabout that matter you succeed on Crystal,in addition to any appropriate elements. Ex-ample topics include Beasts of the EmeraldHills, Heraldry, Trees, and the Order of Crys-tal.

Loremaster: This Formula requires Al-chemist (Mercury) and one or more ScholarFormula. You may engage a Mercury ele-ment to automatically succeed on a mentalaction on which you have a Scholar Formulato apply.

Master (craft): You may select this For-mula multiple times for different crafts. Youare required to have Crafter for this craftbefore you can select this Formula. Whenperforming an action related to this craft yousucceed on Crystal, in addition to any appro-priate elements.

Master Healer: This Formula requires Al-chemist (Wood) and Healer. You may engagea Crystal element to heal a Salted element.The Crystal element is not returned for a day.

Psychic: You may initiate mental combatwith someone you can see.

Reputation (group): You may select this

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Formula multiple times for different groups.When performing a mental action to interactsocially with this group you succeed on Crys-tal, in addition to any appropriate elements.Example groups include Shattered Plains No-mads, Order of Fire, and Leatherworkers.

Scholar (topic): You may select this For-mula multiple times for different topics. Youare required to have Learned for this topicbefore you can select this Formula. Whenperforming a mental action involving findingout about that matter you succeed on Sulfur,in addition to any appropriate elements.

Way of the Weapon: You have a weaponof your choice, and the skill to use it. Whilearmed with it you may Salt in physical com-bat even if the General Effect card is notWater. You may take this multiple times,

selecting different weapons.

Way of the Warrior: This Formula re-quires Alchemist (Water). When unarmedyou may Salt in physical combat even if theGeneral Effect card is not Water.

Weapon Master (weapon): This For-mula requires Alchemist (Water) and Way ofthe Weapon for the weapon selected. Whenarmed with that weapon you may Salt fortwo cards after one action.

Virtuoso (form):You may select this For-mula multiple times for different forms. Youare required to have Artist for this form be-fore you can select this Formula. When per-forming an action related to this art formyou succeed on Crystal, in addition to anyappropriate elements.

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The Enlightened Metals

When the Peoples came to this world. They brought the enlightened metals with them. Nowlost, these metals are said to have the power to reshape the world.

When the Peoples came to our world, they brought many wonders. The greatest of thesewonders were the metals.

Gold is the metal of the sun. It is said that gold glowed with light and beauty. It couldinspire the Peoples in ways they can now only dream. It was Gold that inspired the Peoplesto make this world their own.

Silver is the metal of the sky. It is said that silver could ease away all ugliness and pain,a freedom that the Peoples can now only dream. It was Silver that kept the Peoples safe intheir new world.

Iron is the metal of the last world. It is said that iron can be used to make anything, fromhouses to ideas, from weather to animals and plants, a power that the Peoples can now onlydream. It was Iron that forged the new homes of the Peoples in this world.

The Font of Iron

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Transformations

In Transmutation, characters are often facedwith uncertain situations. These situationscan be resolved in one of two ways. If thecharacter has a formula that performs the re-quired task, by simply by spending the for-mula cost, the situation is resolved. Often acharacter will not be so lucky. In this case thesituation is resolved using an action board.The GM keeps a small deck of one of eachelement handy. During an action the GMplaces one or more cards from this deck ontothe action board, starting with the GeneralEffect spot. If the action is a simple actioninvolving only one person, that is the onlycard required. If the action has a more var-ied outcome, or involves two or more competi-tors, then at least three cards are dealt, plusan additional one for each competitor beyondthe first pair.

The elements on each of these spaces de-termines what result the action has. For ex-ample, a character is attempting to climb acrystal cliff face, this action requires a sin-gle card (as a simple action) and will suc-ceed with either a Wood or a Sulfur (the for-mer because of enhancing the ability to climb,and the later because the cliff has been con-trolled), but if a Water is drawn then thecharacter has probably fallen, if a Fire isdrawn then the cliff has changed, probablyfor the worse, and if a Mercury is drawn thenthe climber has learned something about thecliff. If the action’s goal is in line with themeaning of the element, then the action suc-ceeds, otherwise it will fail in any number ofways.

For an action with more than one card,each additional card describes the result ofthat character’s portion of the action. Forexample, in a three man foot race the Gen-eral Effect indicates how well the race is runin general, while each runner has a card indi-cating their placement. Another example is

that of a psychic combat, in this case thereare two participants, and the General Effectdescribes whether and how the fight is con-tinuing, while each card indicates the effec-tiveness of their respective attacks.

Characters may influence the final ele-ments of the action board by engaging cardsfrom either their Mind or their Body, depend-ing on whether the GM decides the action isprimarily mental or primarily physical. En-gaged cards return only after the next actionis taken, and at most one engaged card re-turns each action. The exception is if thecharacter rests and is not involved in an ac-tion, all engaged cards are regained.

When a card is engaged it transforms oneof the elements on the action board. The spe-cific transformation is based on the elementsof the two cards. There are several rules todetermine the transformation:

Rule of Stasis: Crystal and any other ele-ment become that element.

Rule of Love: Mercury added to Mercurycreates Sulfur, Sulfur added to Sulfur createsMercury. Either added to the other createsCrystal.

Rule of Excess: Wood, Fire, or Wateradded to itself creates Crystal.

Rule of Destruction: Fire added to Wood,Wood added to Water, and Water added toFire all produce Sulfur.

Rule of Creation: Wood added to Fire,Water added to Wood, and Fire added toWater all produce Mercury.

Rule of Wood: Both Sulfur added to Woodand Wood added to Mercury produce Fire.Both Mercury added to Wood and Woodadded to Sulfur produce Water.

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Rule of Fire: Both Sulfur added to Fireand Fire added to Mercury produce Water.Both Mercury added to Fire and Fire addedto Sulfur produce Wood.

Rule of Water: Both Sulfur added to Waterand Water added to Mercury produce Wood.Both Mercury added to Water and Wateradded to Sulfur produce Fire.

These rules are show graphically on threecheat sheets below. While the rules seemcomplex, they are not extremely difficult andthe cheat sheets make it much easier to usethem during game.

In addition to engaging cards, various For-mula can also be used during actions. Thoseare indicated in the Formula themselves. Itis also possible for non-participants to aidthose who are. In this case, those charac-ters must announce their intent before the el-ement cards are dealt. Then they must en-gage exactly one card, even if it would bedetrimental. This same approach is taken ifthere are significant forces working against acharacter’s actions. These are declared be-fore dealing elements, and the GM draws oneadditional card for each opposition and mustplay these on the board before the end of theaction. If this requires additional cards, thenthe GM can shuffle together an additionalone of each element for the remainder of thedraws.

Salting

At the end of a combat action, either mentalor physical, if both the General Effect and thecard associated with a character show Water,then it is possible to Salt one opponent. Thisrequires choosing one of their Mind or Bodycards (depending on the type of action) in-cluding an engaged one. Then you engagean appropriate card to transform the cho-sen card to Crystal. This card then becomesSalt, and is marked that way on the charactersheet. Salt cards are no usable until healed,and if all the cards in a category are Salted,then the character’s Mind or Body dies.

In Time

Transmutation is meant to be played in mul-tiple sessions, as each character is seekinggoals, for themselves and for each other. Overtime, characters will change, and graduallyimprove. After each session a character maychoose to heal a Salted element or learn anew Formula. If nothing is gained in one ses-sion, then after the following session a char-acter may choose to change one element inMind or Body. If after three sessions nothingis gained, then after the following session acharacter may choose to add a new elementcard to Mind or Body.

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The Alchemical Orders

Founded shortly after coming to this world, the Alchemical Orders are the backbone of thePeoples.

The Orders are our teachers and leaders, our healers and crafters, our artists and peace-keepers.

The first lesson is respect. Showing respect is a mark of wisdom, it is the due of thosewho led us to our new home. This is the lesson of the Order of Crystal, the judges andspeakers of our world.

The second lesson is patience. Patience allows you to understand our world, to view itsmysteries. This is the lesson of the Order of Mercury, the teachers and lorekeepers of ourworld.

The third lesson is passion. Passion makes pain bearable and life worthwhile, it is whatultimately drives us. This is the lesson of the Order of Sulfur, the entertainers and artistsof our world.

The fourth lesson is endurance. By enduring what our world inflicts we can rise aboveit. This is the lesson of the Order of Wood, the healers and midwives of our world.

The fifth lesson is cunning. By our cunning will we survive what cannot be endured. This isthe lesson of the Order of Fire, the crafters and builders of our world.

The sixth lesson is strength. All else is for naught if we do not possess the strength toprotect ourselves. This is the lesson of the Order of Water, the warriors and defenders ofour world.

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The Lay of the Lands

The Shattered Plain

The shattered plains comprise the major-ity of the known world. They are a brutal andunforgiving landscape. Largely unconqueredby elements other than crystal, they are onlymade livable by the presence of oases, placeswhere other elements have made their way tothe surface. Due to the scarcity present onthese plains, most of the communities hereare wary of strangers, and are ever watchfulof a raiding party.

The largest communities here are hugefortresses, some built long ago in the Arrival.Some are known as safe trading spots for thehorse caravans that traverse the plains. Themost famous of these is Kadigon, an ancientfortress town where anything in the world canbe found.

Because many of the oases are small andlast only a short while, a culture of horse no-mads has formed, traveling from one short-lived oasis to another, searching for forgottentowns and lost treasures of the Arrival. Thesenomads do not work with the Orders, as thetownsfolk do, instead they maintain their owntraditions, which perhaps go equally far back.

Several Orders maintain their sanctuariesin the shattered plains. The Order of Firehas a vast fortress located beneath the plain,near the canyon of Axsthen. The Order ofCrystal also has its main headquarters in aplace called Homegate, which is said to bethe place the Peoples first entered their newworld.

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The Crystalline Sea

The second most common terrain of theworld is the huge, violent seas. While the seashave life, it seems to bear a grudge againstthe Peoples. It is said that only the Tur-tle Tribe can sail these waters while avoidingcertain disaster. Most of the Peoples in theseareas stay to the coastlines, only traveling farenough to fish or get to the next town.

The coasts are places of contrasts. A fer-tile river valley could be only an hour awayfrom a deadly salt-flat. The people who livethere have learned to keep the land fertile,and to dread the encroachment of Salt.

There are numerous large towns alongthese coastlines, often at the end of caravanroutes. One, Golkeep has the finest ship-builders in the world. Only here does theOrder of Water procure their wargalleys, and

the most confident sailors will still feel muchsafer on a Golkeep ship. Another well knowntown is Idesan, the cultural center of the Peo-ples. This is where the grand guildhouse ofthe Order of Sulfur can be found.

Two other Orders can be found near theseas. The Order of Mercury has its tower onMount Eseth, on the coast of the most un-usual portion of the sea. Here the water is sothick with the essence of mercury and sulfurthat here it rains upward, rather than down-ward. In this constant reverse waterfall, theOrder of Mercury continues their strange ex-plorations. The Order of Water’s castle canbe found deep in the sea itself, on an isolatedisland. Here the Order trains their best andmost feared for warfare, and provides servicesto the highest bidder.

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The Emerald Hills

The emerald hills are the lands trulyclaimed by life. Here food is plentiful, and theterrain and weather do not conspire againstthe Peoples. Unfortunately that same tem-perateness makes the hills dangerous, becausethey are the home of many strange creatures.The civilized places are well protected, butfew would venture along into these woodedhills.

There are two types of settlements in thehills, walled villages and tree fortresses. Thewalled villages are more common, includ-ing most Tribes that have settled in thesehills. The tree fortresses are almost exclu-sively built by the Monkey Tribe. Here there

have crafted walkways and carved buildingsfrom living trees. One of these fortresses,Widrath is also the sanctuary of the Orderof Wood, the only order who dwells withinthe emerald hills.

Occasionally there is evidence found of ex-tremely old settlements deep in the forest.Explorers of this region have even suggestedthat these might predate the current eternity,and be from some other people who were herebefore the Peoples ever arrived. If this is thecase it begs several interesting questions. Themost important of which being, what hap-pened to them?

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Element Cards

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Element Cheat Sheet 1

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Element Cheat Sheet 2

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Element Cheat Sheet 3

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Transmutation Character Sheet

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Transmutation Action Board

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