Huh, weird. I'll add it in. That'd be 32 in total, right?

Yup.

Alrighty, sounds good to me.

Another nice benefit of having separate Storehouses (from the rest of the farm) is that when you invite people over for feasts, they don't get a good look at all your goodies and, if they 'get lost', then it limits the potential places they could've 'gotten lost' in.

Now, the drawback on that front is that if, say, someone did manage to break in and get at your stuff, you're not there to protect it. But they'd have to get past the various protections I know for a fact some of you are already thinking about first.

Yeah, all that definitely seems reasonable to me.
 
Ah! That makes sense. Honestly, just dropping the Maintenance by 1 makes the building a solid choice at Decent (making it go up by 24/24 at Good to 48/48 total would keep it equally good at that level).
A good way might be just have them have half maintainence (rounded up maybe).

Are there other buildings we can try building? Particularly the Shrine/Reverse Scorn Pole idea.
 
A good way might be just have them have half maintainence (rounded up maybe).

That results in weird spikes in how good it is, IMO. Like, dropping the cost by 1 is simpler and keeps the curve cleaner (you need to adjust the total stored at some levels either way, but that's doable)...the only weird bit of the -1 cost version is the incentive to make unlimited Basic Storehouses and the logistics of protecting more than a couple seem to solve that problem, IMO.

Are there other buildings we can try building? Particularly the Shrine/Reverse Scorn Pole idea.

This sounds interesting, though. I'm not at all sure the Norse actually had this sort of thing on their farms, though they certainly existed from what I've read. I wonder what benefits it would even provide?
 
Last edited:
That results in weird spikes in how good it is, IMO. Like, dropping the cost by 1 is simpler and keeps the curve clean...the only weird bit is the incentive to make unlimited basic Storehouses and the logistics of protecting more than a couple seem to solve that problem, IMO.
We could also simply double how good they are at base to solve the 'mass storeroom' issue. Instead of reducing maintainence to be clear.
This sounds interesting, though. I'm not at all sure the Norse actually had this sort of thing on their farms, though they certainly existed from what I've read. I wonder what benefits it would even provide?
Well, make Scorn Poles not work on us.. or at least at diminished efficacy. Maybe make sacrifices better or more effective.
 
Last edited:
So I've been assuming we'd name one kid in each batch after Halla, and choose the one that seemed the coolest when she finally kicks it. Would a chunk of her get stuck in the others tho? Or did her activating Hallr let her avoid his fate?
 
So I've been assuming we'd name one kid in each batch after Halla, and choose the one that seemed the coolest when she finally kicks it. Would a chunk of her get stuck in the others tho? Or did her activating Hallr let her avoid his fate?

From what's been said OOC, we pick one heir and they get everything in terms of memories and stuff like that (I think orthstirr and Hamingja still get split somewhat, but that's between all kids, not based on name). No fragmenting like what happened with Hallr. The exact reasons for that are less clear, but it's true.
 
[ ] Make a sacrifice to the Gods (+1 Hamingja for 40 Food/Fodder)
hm? did it increase?
[ ] Make a sacrifice to the Gods (+1 Hamingja per 20 Food/Fodder sacrificed to a limit of 3)
a yep, it did go up.
[ ] (Empty Sack) ...Maybe you should try stuffing that empty sack full of straw? (Costs 6 Fodder)
...
No way, especially not when we are pregnant.
so, do we drop off the pole to the headman now, or later?

[X] Muna: The Taming of Freedfire (Grants Wildfire Hugareida)
does ignition got so much support because GM said only muna can improve hugreida?
 
hm? did it increase?

a yep, it did go up.

Yep. I suspect that'll go up fairly regularly if we keep using it every turn. Take a year off and it might drop down again...or not. Hard to tell, really.

No way, especially not when we are pregnant.

Agreed entirely.

so, do we drop off the pole to the headman now, or later?

We can't go to Asvir as an action right now, since it's a Visit, we only get one of those per season, and we've already done ours. Summer at the earliest and only if it counts as part of the same Visit as investigating Horra.

We either do it off-screen or can't do it now, but either way we can't spend an action on it.

[X] Muna: The Taming of Freedfire (Grants Wildfire Hugareida)
does ignition got so much support because GM said only muna can improve hugreida?

Partially. Partially it was, as mentioned, that Wildfire's area of specialty seemed less relevant to our current situation. Additionally, Capacity is a factor...what Wildfire Trick do you think is worth two Capacity right now? Because that's how much it would cost (1 for the Muna, 1 for the Trick). That goes down as you add more Wildfire Tricks (4 Wildfire Tricks would be 'only' 5 Capacity)...but, like, what Wildfire Tricks do we even want? Maybe an area effect of some sort? We already have magic grenades in two different ways, do we even need more AoE than that? Like, I am sincerely having a hard time coming up with Wildfire Tricks I actually want in at least the short term, and I doubt I'm alone in that. And if we did come up with them we'd then need to train them on top of everything else we still need to train.

The Ignition option meanwhile specifically, per Word of QM, won't use a capacity slot, and it won't require any training either, it just makes our current Ignition Tricks better at no ongoing cost.
 
Last edited:
[X] Muna: The Taming of Freedfire Alt (Improves Ignition Hugareida)

[X] Plan Opening The Meteor
 
When did Steinarr reject the Freedfire kenning, what was it doing to him?

Making him impulsive, angry, and violent, is what it sounded like. It sounds like he rejected it when he settled down to have a family which follows logically from it doing those things.

Note that he has not actually started using it again, the bits where we refer to him as that in our head are just Halla making the switch in her head from 'my silly dad' to 'an extremely dangerous man'.
 
Last edited:
We can't go to Asvir as an action right now, since it's a Visit, we only get one of those per season, and we've already done ours. Summer at the earliest and only if it counts as part of the same Visit as investigating Horra.
too bad then.
Partially. Partially it was, as mentioned, that Wildfire's area of specialty seemed less relevant to our current situation. Additionally, Capacity is a factor...what Wildfire Trick do you think is worth two Capacity right now? Because that's how much it would cost (1 for the Muna, 1 for the Trick). That goes down as you add more Wildfire Tricks (4 Wildfire Tricks would be 'only' 5 Capacity)...but, like, what Wildfire Tricks do we even want? Maybe an area effect of some sort? We already have magic grenades in two different ways, do we even need more AoE than that? Like, I am sincerely having a hard time coming up with Wildfire Tricks I actually want in at least the short term, and I doubt I'm alone in that. And if we did come up with them we'd then need to train them on top of everything else we still need to train.

The Ignition option meanwhile specifically, per Word of QM, won't use a capac
I mean, we know its all power, but still.
There is long term flight, sure, we have emberwing cloack, but its more of a short distance movement mode with good positioning. remember the meteor jump Steinar arrived with Halfdan's farm? thats sustained flight which IF said ignition cant do.
DoT damage seems right up Wildfire's area, just cling to target and eat it.
I am sure it has AoE, and its most likely the type we want to use, in our immediate sorrundings, instead of firestorm's grid deletion.

basically, i imagine the fire hugreida we know of as rpg roles:
Campfire is support
Ignition is dps/sneak attack
Forgfire is support and normal damage dealer
Wildfire is the big sustained damage
Firestorm is the AoE specialist.
the skyforge, i have no idea what it could be, but we will see.

On a kinda related note though, we have pretty much all the hugreida needs covered, aside from support, sustained damage and AoE, no?
 
Ember-Wing Cloak is better for us in the long run, after we Perfect it, it becomes Free to Use, it's just that our List of Shit To Learn is enormous and right now the majority of our 'Flex Dice' are going into Hamr, because it's very important that we raise that to 6 before babies.

Wildfire is about sustained stuff though, like fire-beams and whatnot. It's useful stuff, but we can actually get Wildfire and Forgefire through Alloys. Campfire Dominant over Ignition gives Forgefire, Ignition Dominant over Campfire gives Wildfire.

Firestorm is just "Fuck this patch of creation in particular" apparently. It'd be awesome as artillery in Wars, but Wars are relatively uncommon at our current level of abstraction and outside of that, the risk of collateral damage is uncomfortably high. Wildfire and Ignition seem to be the bread and butter combat Fire Hugareida, and getting Ignition to Rank 2 is important if we can do it--because from now on, any further advancements will get increasingly ridiculous. Since the dice bonus doubles every level.

Ideally, we still pick up Wildfire and Forgefire down the line, but Ignition should be our bread and butter foundation, I think. Hopefully using them through Alloys should help us get a feel for how they work. (Born with Hammer in Hand might automatically unlock Forgefire come to think of it)
 
Last edited:
I mean, we know its all power, but still.
There is long term flight, sure, we have emberwing cloack, but its more of a short distance movement mode with good positioning. remember the meteor jump Steinar arrived with Halfdan's farm? thats sustained flight which IF said ignition cant do.

He actually said EWC basically becomes sustained flight if we Perfect it. That's a ways off, but not all that far. Like, we'll have it Perfected by the time we're 23 or so if we just keep putting one die into it every turn (we'll have it Mastered long before that...before we hit 19, I think). I'm not sure Wildfire is that much better for that, either...Steinarr's uses are all stuff we could do with EWC pretty readily.

DoT damage seems right up Wildfire's area, just cling to target and eat it.

That's plausible, I suspect we can do that with Forgefire as well though, and we're definitely getting that. Like, Wildfire might be better at it, but that effect alone doesn't seem worth getting an entire Hugareida.

I am sure it has AoE, and its most likely the type we want to use, in our immediate sorrundings, instead of firestorm's grid deletion.

True, but I'm not sure we need that when we have grenades. Which we have in two different ways. Arguably three if you count Firebomb-Strike.

basically, i imagine the fire hugreida we know of as rpg roles:
Campfire is support
Ignition is dps/sneak attack
Forgfire is support and normal damage dealer
Wildfire is the big sustained damage
Firestorm is the AoE specialist.
the skyforge, i have no idea what it could be, but we will see.

I think there's some blurring at the edges for a lot of these, and particularly that Ignition also has some AoE, but I also think you're basically right in principle.

The other big thing that all of the Fire Hugareida are not great at (except maybe Campfire vs. some non-physical stuff) is defenses, luckily we have Standstill for that.

On a kinda related note though, we have pretty much all the hugreida needs covered, aside from support, sustained damage and AoE, no?

I think so yeah, and we're on the road to getting both Campfire and Forgefire, which definitely solve the 'support' need and, in the case of Forgefire, sustained damage. For AoE, I agree that other options do it better, but magic grenades in the form of Explosive Charms and Kindle Spinner alike are both pretty decent AoE (as is Firebomb-Strike actually) and handle our needs there sufficiently, IMO.

Wildfire is about sustained stuff though, like fire-beams and whatnot. It's useful stuff, but we can actually get Wildfire and Forgefire through Alloys. Campfire Dominant over Ignition gives Forgefire, Ignition Dominant over Campfire gives Wildfire.

I think this is wrong. I believe Campfire + Ignition is always Forgefire and we'd need a different combo to get Wildfire. Can you cite a reference?
 
Last edited:
I think this is wrong. I believe Campfire + Ignition is always Forgefire and we'd need a different combo to get Wildfire. Can you cite a reference?

"Can you teach me Campfire and also what happens when you Alloy Campfire with Ignition?" Your words are quick, quiet, and to-the-point. You've no patience for eavesdroppers, not at this time and likely not ever.

'It won't be easy, but I can do it. As for your other question, you can get Wildfire from an Ignition-heavy Alloy and Forgefire from a Campfire-heavy Alloy.' A light frown graces your face as you hear unfamiliar hugareida. Blackhand, of course, notices and explains, 'Forgefire is similar to Campfire, but is more suited towards combat. Very good for its aptitude towards working with arms and armor as well as its propensity towards melting things. Sten wields Forgefire, though his isn't an Alloy.'

Right there, Campfire just seems to be an excellent all-rounder "Fire as a Force of Civilization" Hugareida, which is probably why it's one of the rare handful that can be taught without requiring a Muna to unlock it.
 
Right there, Campfire just seems to be an excellent all-rounder "Fire as a Force of Civilization" Hugareida, which is probably why it's one of the rare handful that can be taught without requiring a Muna to unlock it.

Nice. I was just misremembering then. Probably because I immediately went 'Oh, we want Forgefire much more of those two.' and just forgot the other option entirely. I still think that's the right choice, too. Forgefire for smithing is something we definitely want and it's been stated to be hot sustained fire and useful in combat as well so it's everything we want in a third Fire Hugareida, I think.
 
Last edited:
Nice. I was just misremembering then. Probably because I immediately went 'Oh, we want Forgefire much more of those two.' and just forgot the other option entirely. I still think that's the right choice, too. Forgefire for smithing is something we definitely want and it's been stated to be hot sustained fire and useful in combat as well so it's everything we want in a third Fire Hugareida, I think.

Forgefire is absolutely on the shortlist of what our first Alloy should be, and hopefully wielding it that way will let us figure out how to master it personally. If we only get one Alloy at Hugr 7, it should be Forgefire unless we somehow master it first.

The only thing I'd say Wildfire does for us is give us a reliable ranged option, because Ignition doesn't do range very well. it's a close-combat Hugareida due to the short time-frame, and Forgefire is ultimately something that isn't intended for combat, though it can do it in a pinch.
 
Forgefire is absolutely on the shortlist of what our first Alloy should be, and hopefully wielding it that way will let us figure out how to master it personally. If we only get one Alloy at Hugr 7, it should be Forgefire unless we somehow master it first.

That's...not how alloys work, I don't think? Like, you Alloy and then you just have the alloyed Hugareida. There's no need to 'master it personally' we just have it at that point. I do think we only get one Alloy per level of Hugr over 6 (just like we only get 1 shapeshifting option per Hamr over 6), and need things to alloy in the first place, but once we make an alloy it sounds like we have it forever.

So, at Hugr 7 we alloy Campfire and Ignition and get Forgefire...we then just have Forgefire on our Hugareida list. I could certainly be wrong (I mean, I just was on the Wildfire thing), but that was the impression I got.

The only thing I'd say Wildfire does for us is give us a reliable ranged option, because Ignition doesn't do range very well. it's a close-combat Hugareida due to the short time-frame, and Forgefire is ultimately something that isn't intended for combat, though it can do it in a pinch.

Kindle-Spinner is a perfectly decent mid-ranged attack, and I'm not sure we need higher range than that given our mobility options.
 
Current Food Supply: 146
-Required per Turn: 6
-Gained per Turn: 51
-Stored: 48/48 | Unstored: 38
Current Fodder Supply: 64
-Required per Turn: 20
-Gained per Turn: 0
-Stored: 64/134 | Unstored: 0

Okay, @Imperial Fister I was going over the Management tab and this is wrong in two ways. One, it didn't deduct the 60 Food we sacrificed last turn from the 146 (though it was deducted further down under Stored/Unstored...48+38=86, so that's almost certainly correct). Two, our Fodder Per Turn should only be 18, not 20, and we should thus, I think, have 4 more Fodder since this issue has been ongoing for two turns (68 total). The latter mistake is repeated under the Animals tab as well which may account for its persistence.

But we have 6 cattle (-6 Fodder), 8 sheep (-8 Fodder), and 12 Chickens (-4 Fodder)...that's it, and only 18 Fodder, not 20. That number will skyrocket with the new year (by another 9 to 27) and we'll need to sell or give away a bunch of livestock and/or hire additional help, but that's in the new year, not now.
 
Last edited:
I suppose a neat trick you can do with firestorm or any type long lasting aoe hugareia is center the aoe area on yourself and fight within that area once all your enemies are in close. To take advantage of your immunity/resistance that you have. Mind you don't really need to have immunity or resistance to said element but it does make this tactic safer than usual if you do.

Hmm, if we eventually learn to reuse or recoup the Orthstirr from the wasted from firestorm do you think we could use the free flowing orthstirr from firestorm to empower our attack within it?
 
Last edited:
Back
Top