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Also having both a fire AND ice theme provides an opportunity for unique mechanics, notably the capital being hot (and the Muspel giants having heatpower) while the rest of the nation prefers cold.
Why are people thinking there is some hidden big brain play with the scales for Muspelheim?
There are 20 units, 6 national spells and a capital site in the nation. Of that, 12 units and 5 spells are exactly the same as Niefelheim.
Of the units that are different, the Muspel Herse, Muspel Gode, Muspel Hirdman and Muspel Giant are find-replace copies that are *barely* different from the Jotun Herse, Jotun Gode, Jotun Hirdman, and Jotun Giant.
So, 63% of the nation is literally identical. And another 15% is barely distinguishable
Do I find Muspelheim to be a particularly cool take? No. But the association between Muspelheim and ice is pretty well attested. Ginnungagap is the famous place where the fires of Muspelheim reach the ice of Niefelheim and creation was possible. It's also the birthplace of the first Jotun. So tying all of those together is both well attested in the source material and logical.
I can relate to Illwinter a bunch on this, I killed so many iterations of Muspelheim myself. Only at the release of Dom6 did I finish anything I found acceptable. Personally I'd lean into feeding the fires of Muspelheim, literally. Fire giants that when fed enough (corpses) grow bigger and burn brighter.
If there's anything missing lorewise it's the Muspel cavalry that will shatter the rainbow bridge during Ragnarok. Anyway if you want a more far out there take on Muspelheim try mine.
https://steamcommunity.com/sharedfiles/filedetails/?id=3141987558
Probably because that couldn't be modded, province temperature preference was unmoddable, still is.
EDIT: I specifically like the way the ljostursar have a cloven-hoof kind of look to their feet but don't actually have the bovine or ungulate legs to go with it, all furry with a high "ankle" that looks like backwards knee, kind of like satyrs have. I think it gives a cool and slightly alien look to their bodies!
Niefelheim is a nation of tough sacreds that lives and dies by how well it can leverage its cold focus, with a battle doctrine that tends to revolve around outlasting the enemy. Tough niefel jarl thugs, lots of ice prot and chill auras, turbocommunion skellispam capacity, the Skratti are at their height of power (and cost), lots of water and death magic.
Muspelheim does... Basically none of that. You've still got the Jotun Gygjas to give you a bit of a death/blood/glamour focus, but no skratti, no water magic, your big giants are weaker (although less scale-reliant for protection) in your own dominion but the pathing differences give them a lot more magicmove capacity, encouraging you to push aggressively beyond your borders. Muspeldottirs and Muspelgygja's give you much, much more of a fire/air focus to your magic, which is a whole different toolkit - less grindy tarpit plays, much more of an evocation/aggressive thug/elemental dump focus. Your kit coheres a lot less than Niefelheim, there's more room for it to get in its own way, but it also has much greater width and scope to come at enemies from different angles.
Like, yeah you do share a lot of your unit roster with Niefelheim. So? This isn't, and honestly never has been, a game where you use every part of a nation's unit roster, a lot of stuff is there for flavour and atmosphere. None of the niefel line nations have been falling over themselves to recruit the leather armoured jotun troops, f'rex, and MA Marignon sure isn't in a hurry to recruit uh... anything besides Knights of the Chalice, lol. What defines the nation is the stuff you actually use, and that's a list that's overwhelmingly defined by your mages and their pathing access. In those terms Niefelheim to Muspelheim is the difference between Niefel Jarls, Skratti, Gygjas/Muspel Jarl's, Muspelgygja, Muspeldottirs, and Gygjas. That's huge.