The Fylgjur: Forcing a Conclusion to Combat Relations

Thoughts on the further development of Haven & Hearth? Feel free to opine!

The Fylgjur: Forcing a Conclusion to Combat Relations

Postby FaithfulToadd » Mon Jan 26, 2026 8:07 am

This suggestion is proposed alongside its sister suggestion, titled 'Lawspeaker's Grace: Considerations for Safe Zones'. You can read it here!

This idea was primarily motivated by the following examples (discussed here), which I do, indeed, consider cases of abuse, and in more or less dire need of a fix:
MightySheep wrote:[1.] I can aggro your [visiting] character and close a fence gate and you are trapped forever. ...
[2.] I could surround you with alts and logs because u can't pick things up or aggro them so you get stuck in place [indefinitely].

I also consider this my contribution to the discussion around making PvP slightly more optional. There were a couple of posts on the subject (see here and here) by one Robben_DuMarsch, which got my wheels spinning. Also, this topic. While my suggestion does not fundamentally keep 'non-participants' in PvP from getting perma-killed, it could be modified to help with that (namely, by striking item 2.7 from the proposal).

The principle behind this suggestion is that combat relations between hearthlings must be allowed to resolve, sooner or later. And now, without further preamble, I humbly present:


The Fylgjur: A Proposed Implementation of Self Knock-Out; Offered in Pursuit of Enabling a Timely End to All Combat Relations


As stated above, The Fylgjur are suggested as a means of voluntary self knock-out, allowing combatants the option to forfeit in situations where they could previously be locked into a combat relation indefinitely. Hearthlings without Rage or other crime skills learned would benefit the most, since they can teleport to their hearthfire when knocked out, and cannot be engaged while unconscious. My understanding is that the indefinite stalemate occurs when the victim has the Visitor status effect, and cannot reach their opponent(s). They cannot escape, or travel to their hearthfire. There may be other methods of achieving a stalemate - perhaps this suggestion will fix those too.

In Norse folklore, the Fylgjur are spirits believed to follow individuals throughout their lives in connection with their fate. Notably, 'seeing one's Fylgja is an omen of one's impending death'.

New Horrific Entity: The Fylgja
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You startle at a vivid apparition, glowing ghostly white, with maw greased red, and two hollow craters where eyes should be. In the black soot sky of the New Moon, its maw whispers to you in secret, despairing you of the doom of all things; of murder most foul; and of Lunacy!
    0.1 As presented here, Fylgjur are nightmarish phantoms similar to Haven's Nidbane. Their stats work similarly as well, in that their combat strength is based on that of their prey.
    0.2 A Fylgja may be intentionally summoned by a hearthling who wishes to be knocked out. See the New Hearth Magic: Hello Darkness... below.
    0.3 Once a Fylgja is summoned, it cannot be unsummoned except by being killed, but fades after 20 minutes of combat. If its target runs far enough away, it will vanish (despawn).
    0.4 Fylgjur, unlike Nidbanes, cannot be Attacked, or otherwise interacted with, by any hearthling besides their target. Attempting to click on or target someone else's Fylgja with the cursor will simply ignore the Fylgja, instead clicking whatever is beneath it.
    0.5 Fylgjur move slower than a hearthling's Walk speed, but faster than a Crawl.
    0.6 Fylgjur, like Nidbanes, ignore armor when attacking.
    0.7 Fylgjur deal the Lunatic wound.

Image

New Wound Type: Lunatic
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You have seen, in your waking nightmares, a bad Moon rising, and are having trouble keeping a lid on things. It will take some time to dislodge the terrible whispers from your tormented mind.
    1.1 While knocked out, a character with the Lunatic wound may choose to Give in to Lunacy. Selecting this option will add a value equal to their maximum HHP to the Lunatic wound at the moment they would have recovered from being knocked out, which kills them instead. New characters may inherit from the Lunatic as an ancestor, receiving their stats in normal course.
    1.2 If one dies a Lunatic (i.e. they have even a single point of this wound at their time of death), voluntarily or otherwise, they leave no corpse behind. Everything they carried in their inventory, equip screen, or study window is dropped into a new container, called a Pile of Moon Dust, which resembles the ashes of a campfire. Such containers last for the same length of time as the corpse would have, but they cannot be Lifted or Destroyed, and have no collision (e.g. they can be walked on, built on, etc.). After the container expires, it drops its contents onto the ground. Taking items from a Pile of Moon Dust besides your ancestor's is a Crime of Theft.
    1.3 The hearthling's skull can be found in the Pile of Moon Dust. No skeleton is present.
    1.4 Because dead Lunatics do not leave a corpse or skeleton behind, their body cannot be buried. It is still possible to bury the skull, and for their descendants to Lament the Departed, as normal.

New Hearth Magic: Hello Darkness...
-----------------------
    2.1 Hello Darkness... summons a Fylgja, with stats equal to the summoner's times 2.5, in order to knock out the summoner.
    2.2 Only 1 Fylgja may be summoned at a time by Hello Darkness...
    2.3 A Fylgja immediately vanishes when its target is knocked unconscious.
    2.4 To cast Hello Darkness... hearthlings must satisfy 2 requirements:
      • They have earned at least 200,000 LP throughout their lifetime;
      • and they have at least 50 points in each of 2 attributes, or 75 points in 1 attribute.
    2.5 Hello Darkness... requires the Hearth Magic skill. Unlike the Vengeful Incantation hearth magic, Rage is not required to cast Hello Darkness...
    2.6 Hello Darkness... has no cost associated with it.
    2.7 Hello Darkness... takes 5 minutes to cast, thus making it difficult for the caster to control precisely when they get knocked out.
    2.8 Another hearthling cannot interrupt Hello Darkness... by any means (e.g. by Pushing) other than to K.O. the caster. Only the caster may cancel the cast.
    2.9 The spell is also cancelled if the caster attempts to move of their own accord.
    2.10 The spell is also cancelled if the caster does anything that would cause them to have a combat cooldown (e.g. Attacking, Pushing(?), Shooting, lowering openings, changing weapons, etc.)

Thanks for reading! \o/
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Re: The Fylgjur: Forcing a Conclusion to Combat Relations

Postby Regulus2424 » Mon Jan 26, 2026 8:58 am

Damn, this topic is not in my wheelhouse exactly, so I'm just gonna commend your imagination capabilities. :D
W6 - giga noob hermit
W7 - giga noob hermit, part 2
W12 - hermit
W13 - sprucecap extraordinaire from Magnanimous Magistrates
W14 - PotFriendJr from Doom Fortress
W15 - He Who Was from Gnomes Gone Gangsta
W16 - Marazhai from Wildfox Bread/Hogwarts
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Re: The Fylgjur: Forcing a Conclusion to Combat Relations

Postby terechgracz » Mon Jan 26, 2026 12:14 pm

Im not gonna learn fucking algebraic topology to play the game.
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Re: The Fylgjur: Forcing a Conclusion to Combat Relations

Postby Händler » Mon Jan 26, 2026 11:20 pm

While I don't have the expertise to speak much on the topic, I do feel like - if certain conditions are met - perhaps it would be a viable option to allow people to raise a white flag.

The conditions I would find reasonable are as follows:

1. The surrendering hearthling should have to be wearing a pink dress with frills and a flowery pattern on it at the time of surrender.
2. The surrendering hearthling should have to play dress-up with a blonde or pink long hair wig at the time of surrender.
3. The surrender ought to be triggered by a command (hotkeyable) of the surrendering player which will trigger a globally (worldwide) visible system message: "*surrenderer name* was saved by his incredible, insurmountable y'know from *aggroer name*!
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Re: The Fylgjur: Forcing a Conclusion to Combat Relations

Postby FaithfulToadd » Tue Jan 27, 2026 4:25 pm

terechgracz wrote:Im not gonna learn fucking algebraic topology to play the game.

The Critique and Ideas sub-forum may not be accessible to all ages. :)

Händler wrote:While I don't have the expertise to speak much on the topic, I do feel like - if certain conditions are met - perhaps it would be a viable option to allow people to raise a white flag.

The conditions I would find reasonable are as follows:

1. The surrendering hearthling should have to be wearing a pink dress with frills and a flowery pattern on it at the time of surrender.
2. The surrendering hearthling should have to play dress-up with a blonde or pink long hair wig at the time of surrender.
3. The surrender ought to be triggered by a command (hotkeyable) of the surrendering player which will trigger a globally (worldwide) visible system message: "*surrenderer name* was saved by his incredible, insurmountable y'know from *aggroer name*!

Maybeit you have some ugly, and perhaps unexamined, biases against a certain demographic - biases which I seriously encourage you to examine or re-examine. Objections to bigotry and stereotypes notwithstanding, the irony highlighted by your criticism is not lost on me.

In the interest of sincere and honest discussion, a 'white flag' option has been proposed before. I could be persuaded to support that instead.
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