Weather & the Sky¶
"Green caster? Wait for rain before you pick a fight. Your fire will sputter - but if you've got frost or a lightning rod of a spell, the storm does half your work for you. Read the sky before you read your spellbook." - Oakes, stablemaster at the Ghelmyon gate
Weather in Ghelmyon is real, not painted on. The sky changes on its own, and what's overhead quietly changes the numbers under everything you do outdoors - how fast you travel, how well you forage or sneak, what comes out to meet you, how a fight goes, even what the market charges. Indoors you're sheltered from all of it. This is the guide to reading the sky and turning it to your advantage.
At a glance¶
| It changes on its own | Skies shift over the day and lean with the season |
| Outdoors only | Indoor/sheltered places (taverns, shops, homes) ignore weather |
| Travel | Rain, snow, storms and gales slow overland travel |
| Outdoor skills | Forage / mine / sneak get harder in bad weather |
| What you meet | Weather shifts which creatures are out (and how many) |
| Combat | Storms, fog and the like nick your accuracy outdoors |
| Spells | Element synergy - the sky boosts some elements, dampens others |
| Prices | A bad spell of weather nudges some goods' prices |
| Emotes | Emote outdoors in weather and the world answers back |
| Getting wet | Stand out in rain or snow and you go Damp, Wet, then Soaked |
| Shelter & fire | A roof stops the weather; a fire dries you out |
| Lightning | A thunderstorm can strike you if you're caught in the open |
| Mood | A long run of foul skies sours the people around you |
What the weather is doing¶
The sky cycles through clear, cloudy, fog, drizzle, rain, storm, snow, wind, and hail, each at an intensity (light / moderate / heavy) and with a wind level (calm → breezy → windy → gale). Heavier weather hits harder; a heavy storm is a different animal from a passing shower. It drifts naturally - clear tends to hold, rain can build into a storm, fog burns off toward morning.
You don't control it, but you can read it and wait. Ducking indoors, resting until it passes, or timing a journey for clear skies are all legitimate plays.
Indoors vs. out - the one rule that matters most¶
Weather only touches you outdoors. Wilderness, roads and other open, exposed places feel every bit of it. Taverns, shops, temples, homes and other sheltered spots are calm regardless of the storm outside. So the simplest weather tactic is the oldest one: get under a roof and let the worst blow over.
On the road - travel & the wilds¶
- Travel slows. Rain, snow, gales and storms drag out overland journeys; clear skies are fastest. Plan long trips for good weather.
- Outdoor skills suffer. Foraging, mining, sneaking and similar open-air work take a difficulty hit that grows with how foul the weather is - a heavy storm is a bad time to forage.
- The wilds change. Weather shifts which creatures are about and how many: vermin thrive in the wet while many predators, flyers and bandits hunker down; clear, mild spells bring more out. A downpour can be cover - or just a miserable, low-yield hunt.
In a fight¶
Foul weather outdoors chips at your accuracy (and the same goes for your foes) - fog and heavy storms are the worst for landing clean blows. Ranged attacks suffer most when you can't see. None of it applies once you're fighting under a roof.
Spellcasting & the sky¶
This is where a sharp caster turns weather into an edge. Outdoors, the sky amplifies some elements and dampens others:
- Rain & storm - fire sputters; frost and lightning hit harder (a storm feeds lightning most of all, and slightly muddies raw arcane force).
- Snow & hail - fire is weakest of all here; frost is strongest.
- Fog - favours frost and arcane.
- Wind & clear skies - favour fire; frost comes off a little weaker.
So a Mage leaning on fire wants clear, dry air; a frost or storm caster should welcome the downpour. Indoors, none of this applies - the sky can't help or hurt your casting under a roof. (See Magic & Spellcasting for how a cast resolves in the first place.)
The market notices¶
A run of bad weather nudges the prices of some goods - the sorts of things people suddenly want (or can't get) when the skies turn. It's a gentle drift, not a gouging, and it eases when the weather does. (More on how prices move: Money & the Economy.)
Seasons set the mood¶
The four months are the four seasons, and each leans the sky a certain way - wet and changeable in spring, hot and storm-prone in high summer, grey and foggy in autumn, snowbound in winter. You can't schedule the weather, but you can expect snow in Frostmarch and pack accordingly. (See Time & the Calendar.)
The world answers your emotes¶
Emote outdoors in notable weather and you'll get a beat back - rain
drips from your hair as you wave, your breath clouds in the snow, a
gale tugs at your cloak. And if you shiver or huddle when it's
genuinely cold and wet, the world agrees: the chill is real, not
just play-acting. Small touches, but the sky is paying attention.
When the weather gets personal¶
Reading the sky is half of it. The other half is what foul weather does to you once you stop and stand in it.
Getting wet, and drying off¶
Linger outdoors and exposed in rain, drizzle, snow, hail or a storm and
you slowly turn Damp, then Wet, then Soaked (your current
state shows on /fatigue). Being soaked is a real drag: it tires you
faster and stiffens your hands for wet work like fishing and
foraging. Get out of the wet and you dry back out over time - and a
fire is the quickest cure. Camp by one, warm up at a hearth, or just
step under a roof, and the damp lifts. None of it builds up while you're
sheltered.
Take cover¶
A roof isn't the only shelter. A camp pitched with proper cover, or a naturally sheltered spot, keeps the worst of the weather off you: no new soaking, and a fire nearby dries you while you rest. (See Survival - Hunger, Thirst & Fatigue for resting and recovering.)
Lightning¶
In a thunderstorm, standing out in the open is a gamble. Rarely, but really, the storm can strike at you - and you're a likelier target if you're the tallest thing around. Get under cover and the danger passes. It's uncommon, but "wait out the storm indoors" is sound advice for a reason.
The mood of the sky¶
Weather leans the mood of the people around you. A bright, clear morning lifts a room; a long grey soak of rain or fog sours it, and folks are a shade harder to talk round while it lasts. It's a gentle thumb on the scale, not a wall, but if you've a delicate conversation to have, fair weather is quietly on your side.
Quick reference - "how do I use the weather?"¶
| You want to… | Then… |
|---|---|
| Travel fast | Wait for clear skies; avoid storms/snow |
| Forage, mine or sneak well | Do it in fair weather - foul skies penalize it |
| Cast fire | Clear, dry, or windy air; avoid rain/snow |
| Cast frost or lightning | A storm is your friend |
| Win a clean fight | Get out of fog/heavy weather - or indoors |
| Escape any of it | Step under a roof; weather stops at the door |
| Hunt specific creatures | Match the weather they favour (vermin love rain) |
| Stay dry & warm | Get under a roof or by a fire; soaked tires you and fumbles wet work |
| Not get struck | Don't stand in the open during a thunderstorm; take cover |
| Win a tricky talk | Pick fair weather; a long gloom sours the mood |
See also¶
- Time & the Calendar - seasons, the day cycle, and what leans the sky.
- Magic & Spellcasting - how the element synergies above plug into a cast.
- Getting Around & Mounts & Travel - moving through it.
- Survival - Hunger, Thirst & Fatigue staying in shape while the weather works against you.
- Combat 101 - fighting when the sky won't help.