[quote=@Bishop] I'm thinking of starting my quest like this:"On the distance the travelers could make a high mountain. A mountain constantly surrounded by storm clouds and lightning. The clouds only kept expanding at an increasing rate. They couldn't leave it alone. They had to investigate the cause of all this lest the whole continent be engulfed by the ominous storm." I'm thinking of role-playing nature as something with a purpose instead of just based on cause and effect and laws of physics. I mean, have you heard of a lightning striking from a clear blue sky? They still can't explain why it happens. That's the fun behind it. [/quote] You may be thinking about things the wrong way. I don't want to artifically dice up the world and story along these lines. Rather GMs should chime in organically as any story arc progresses. If you think there needs a storm you post the description in the IC. If Magic wants to write in a rogue wizard then they do the same. This requires a sense for pacing and narrative which is why it is here in advanced. If done right, the end product is a whole that is greater than the parts, one no single GM could have or would have created. This confusion is my fault and I've modified the intro blurb so it's more clear we are going for a blended story rather than a rotating GM hat. The problem with putting purpose into Nature is that is what Spirit is for. The point of Nature is that it lacks purpose. That being said, Nature can certainly be mercurial and hard to explain. Also beings like wood elves (should you choose to create them), unicorns, and Nature Gods would have purpose. The later however would require input from whoever is doing spirit as it is certainly crossover and would depend on how the spirit GM is dealing with deities.