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I love wind! Very cool, I love the winds that line up with the player's birthwind, and even if it's on a hex with nothing on it they'll be working towards a "gift." It's also cool that the wind might not even be a safe one they were born under, maybe even one that brings threats, but eventually rewards them with a gift regardless, and buffs in combat. It means they're a very adaptable but randomized player character, which is a great way to describe how wind works in real life. Would be cool to integrate it into the realm in many different ways, especially in a very windy place, maybe you could travel the winds or something - I have Nightreign on the brain, haha. I'm tempted to come up with ways to plug it more into my own homebrew game!

The myth is great too, it plays out like a game of Blood on the Clocktower, in which nobody knows who the traitor is, but you can read from context clues and hopefully have the company of Knights figure it out before the whole thing collapses on them in suspicion cast on them instead. I like that it gives you hints right at the very start that their Wind Knight could be the aproned traitor, along with the literal theme of "misplaced trust." Such is the way of ephemeral wind.  

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hey, thank you so much for your feedback, it makes me so happy to know you liked this!

> I'm tempted to come up with ways to plug it more into my own homebrew game!
Please do and let me know how it works for you! I use the winds in my other solo sessions (not MB) and tbh, they are giving me something that i didn't know i loved in each. Feedback is always super much appreciated and welcome.

And if you ever play the Windmill, let me know who the traitor was for you, i am curious.