Where the wind blows

It seems simple enough, yet the stage of the blowing wind was for most of the day in my mind and I did not know why. It was when I sat down when the image occurred. I wrote about the arcane houses. They are:

  • the Floating house (water)
  • House of Chimes (wind)
  • Monks of the Sulphur Cave (fire)
  • House of Bones (earth)

Yet in all this, how do they recharge? They can recharge slowly (like a point per minute), yet if we add elemental points like resting in water, swimming or in a shower the water element will got +10 a minute, when we add 1-2 elements (discussed later we can add factor 2 or 3. Wind is found in any strong, but also a wind-weave, fire by the fire and earth resting on the ground (directly), so you sleep less comfortable. You see, it is nice that Bethesda had their potions, but I wanted change. And this is how I get it. So when we see the direct approach, we could see a wet scarf or hoodie give us factor 2 for wind mana, we could swim, we could walk in the rain and we could wash for factor 3, so 33 per minute recharge. And we might need up to 1200 of mana recharged, so this is not immediate or direct, but consider that from a water source, you can recharge whilst you fight. Wind is direct and more powerful in windy place, but that is not the case in a cave, or at times in a ruin. But if we have a webbed weave we get more out of what is around, then there is a wind chime which is noisy but gets us factor 3 and when we get to 45 per minute, we can gain strength fast. Fire, torches are direct sources for the monks of the sulphur cave, but to illuminate that, we could get a necklace or ring made from sulphur and when touch it to fire we can really light up the tally. Earth is the hardest until you make a cloak of the death, a cloak made with ground bones. It protects, conceals and gives you factor 3 like that. It was the parts I had not considered and the arcane has its own rules and it could develop into something more, remember you will only be a member of one house, but then there is the generation gap, so the next generation might inherit some of the previous one. All set to a now larger station. 

An RPG path now developing in places we have not seen before because Bethesda adhered to you can do it all and my game needs to be generations larger, as such other limitations come into play. But it will be something that is new, not seen before and showing Bethesda the short end of the Microsoft stick is just a little too appealing. So here we go and for my next trick (soon to be released) there will be a setting of setting of discrimination, because the cogs have not experienced religion and that too needs to be addressed and they need to interact, or anti-interact with arcane houses, so wish me luck (I will need it) to set the next bit to paper. 

Have a great Saturday 

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