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If you made your own FE game, what would it be like?


Protato
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I'm sure this thread has come up before, I probably made one a long time ago, but if you could create your own Fire Emblem game, what would it be like?  

Mine would be on Switch and go as follows:

A minor nobleman warrior goes off with his retainers (including your Avatar) to inspect a large fort.  The fort has been taken over by a bordering nation's army, and it seems they're preparing for an unannounced invasion.  There's a fight of course, and this then leads to an all-out war, with the Lord and his forces acting as the main source of intel and a surgical strike unit, as they're the ones who have the best account of what's going on by their border.  Only occasionally would they foray into larger battles (where similar to the Three Houses, you can see other fighters on the map in these fights). The missions are structured to where your character can do pretty much any of them, a sort of Breath of the Emblem if you will. Want to go and liberate a village? You can! Clear a bandit hideout? That too. Eventually you're tasked with joining in a large battle to aid in the defeat the general of the enemy army. As it turns out, the other faction's invasion has not yet truly begun.  The war thus far was buying them time as they sought allies from other nations to aid them in the war.  If they can get enough of those allies, the heroes' faction will surely lose.  From there, the stakes become higher because the enemy side is trying to make allies and prepare a large enough force to overwhelm your character's nation.

More local concerns like banditry would start to come up due to the chaos of war diverting warriors away from acting as a police force, but your can't always address them because of how the enemy army (armies, perhaps, if you dillydally enough) are pushing into your nation, and your characters have to help drive them back or risk enemy forces overwhelming the countryside, taking over towns and possibly even recruiting potential party members so you don't have access to them.  Basically the fights are tactical as ever, you have to be strategic as you move about the world map and tackle objectives.  Logistics, while simplified, would be an issue as well due to the return of breaking weapons, and there could be a price deducted from inventory however often as you move about to represent the cost of food and the like.  Healing would also be an issue.  Battles that aren't part of the main story don't heal you after the fight, and you instead heal by resting at towns or in the overworld.  The overworld has a chance of spawning a negative effect or ambush, but is cheap.  Towns cost more money for healing but haven't got the negative effects.  Supports would be done in camps and towns.

 

As for the Avatar, I would include a plethora of options.  As for their personality, you may decide on dialogue boxes, and your main role in the story is to be a player's eye into the world.  It's like Mad Max Fury Road, Furiosa is the hero, but Max is still a major character and is the one we view the story through.  For customization, there would be skin tone, clothes/armor, facial features, hair, eye color, voice, height, sex,  weapons (a Primary you can get an S rank in and a secondary you can only get up to a B rank in), and your strength and weakness.  Speaking of weapons, while most would break, every character (except healers) would come with an unbreaking default weapon.  For most characters, this would be a Bronze weapon or equivalent tome, but for the Avatar and Lord, they have Prf. weapons that're a bit stronger.  The triangle would be the same as the GBA games.  Skills would return, and units would have personal skills.  Pair Up, I'm unsure about, personally, but I'd see no real harm in allowing it.  I'd have Rescue be thing all units can do like in the GBA games, though.

 

With all that said, I hope my concept is interesting, and I want to see what everyone else's are like.

 
Edited by Protato
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One idea I had once, which I probably will make as a fangame at some point was essentially a Fire Emblem version of Breath of the Wild – unintended when I first thought of the idea, but after playing it I noticed how much the idea I had and the game overlapped (down to an “Anna Horse Network” idea I had). There would be a number of differences though, such as some degree of weapon crafting (since Minecraft was one inspiration when I first thought of the idea) and perhaps an absence of wall-climbing.

Edited by Arcphoenix
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I had an idea for an FE7 hack, and the story goes like this:

The main lord (who uses magic) is tasked by his mother, the queen, to quell a bandit attack along with her lieutenant (the Jagen). While they fight the bandits, they conscript a few locals to aid them, so the prince gets an idea to form a royal militia/task force, with himself as the leader. The next few chapters consist of more people being recruited into the group as they roam the countryside, fighting bandits, spies, and other crooks.

Around Chapter 11, the story changes. The empire to the east is planning an invasion, so the queen assigns the group to diplomatic missions requesting the other nations for aid. One by one, the rest of the nations join the alliance, leading to a siege of a strategic location at the empire's border in Chapter 20, then conquering the imperial territory, then finally besieging the imperial capital in the penultimate chapter, with the final battle taking place inside, where the group is split up, just like the final battle of Shadow Dragon.

Magic and Resistance will be merged, and hybrid classes will be abundant, like the armored Battlemage or the light-wielding Paladin. Since it's an FE7 hack, there will be plenty of limitations.

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This is a hard one, but I think my ideal FE game would be something like the following:

The "Lord" / Protagonist is a young magic user from a border dukedom. His family was originally a clan of warriors and druids that lived in the western mountain foothills -- making a living farming and mining the mountains. The local bordering kingdom paid them little mind, as their mines and meager pastures were not needed or desired by the nobility. After a military incursion from the southwest side of the mountains was beaten back by the clan, the Kingdom granted the clan the opportunity to enjoy the perks of an established kingdom while maintaining a high degree of autonomy. In exchange for this, the clan, now a dukedom, was to guard the kingdom from the southeastern raider city states -- who eke out a living in their barren, sweeping, grassy plains by raiding eachother and herding cattle. Those raider states have been quiet since, many thinking they've died out. 

The lord is studying magic from the clan's older druids -- the last remaining ones from the time of the Union. He shows promise, with a keen mind and a talent for the wilder dark magics of the world. However, he is still young, and battles constantly against his pride and arrogance. One day, three and a half years through his traditional five years of study and training, he is studying the more complex dark magic incantations and tomes when the alarm horn blares out -- declaring the presence of an approaching army from the other side of the mountains. He rushes outside, and sees not a band of raiders, but what appears to be an organized (if roughshod) army approaching. An army far too large to defeat on open grounds.

The prologue begins with our lord rushing out to fight, against the direct order of his father and his druid teacher, and is joined by two of his closest friends -- an axe fighter and an archer. Green unit allies are arrayed against the enemy army, who receives reinforcements every turn. The enemy is forced to rush down a relatively narrow corridor, and you are to defend as long as possible (5 turns). After that ends, you are found and ordered to leave by the protag's father. Our Lord tries to cast a spell beyond his capability at the enemy, and succeeds in killing everyone in that corridor, almost including his father. After doing so, the dangerous side effects of dark magic strike back, pushing him into a state of hysteria before he collapses, unconscious. He reawakes after the battle, on the road into the kingdom, hours after the battle. He is determined to get help for his people, and to strike back against the invaders, and the story will involve him fighting the odd bandits or corrupt knights on his way to the capitol, where he will ask for aid. Plot develops from there, I have ideas on that line.

Protag will struggle with the sadism, madness, and animalistic impulses associated with overuse of Dark Magic. He will make mistakes, he will in certain situations go too far and execute someone horrifically when it wasn't necessary. I want a broken, desperate character that is torn between pride and a deep fear of being a failure. 

Gameplay wise, there will be no avatar, constitution / weapon weight is making a comeback. Weapon durability is back except in the cases of unbreakable rare Prf weapons (which would be a dark tome for the Lord for example) that are middle of the pack statwise, with odd special effects. No Raijinto gamebreakers here. It will use a toned-down variation of the Fateswakening skills system, but with no reclassing. Unique, unit specific promos will be a thing for some units. There will be no child units, and there will be no grinding possible. HOWEVER, there will be an overworld map like Awakening, Gaiden, or Sacred Stones that will offer side quests and side missions that will appear under certain conditions. Protag-kun will have to make decisions in the plot, and those decisions will have consequences. Some side quests will be time limited (as you're being invaded, they cant hold out forever), and some will be mutually exclusive. Only two tiers of promotion. No god or dragon final boss. I want the Tellius or Jugdral magic triangles back, and I want Tellius style stealing back. 

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Hmm, there are many ways I could go with this.

For story, as I once mentioned in another thread, one of my ideas is a story inspired by the Latin American wars of Independence. So basically, game would take place in a Far-offDuchy/FrontierProvince/Protectorate/Colony/etc, whose parent country gets taken over by another, its ruler deposed, and a puppet one is placed instead. The region is split on what to do, either accept the new overlords, continue supporting the motherland (bonus points if the ruler and/or heir(s) managed to escape into the area), or use the chance to break off and declare independence. Game could be like Fates with a "Choose your Path" approach, or just stick to a single path (in which case it'd be the Independence route, but with the added twist that you are not, in fact, playing as the Independists until at least the last-third of the game; the player party would be in the Loyalist camp before defecting. My inspiration is Agustin de Iturbide here.). Still not fully sure on other details like protagonist and other characters details.

For the gameplay, I'd do stuff like bringing the Light-Dark-Anima triangle back, as well as limited support pools, no 2nd Gen whatsoever, keep Dual Support but without Pair Up and limiting when and how Dual Strike/Guard activates (if anyone is familiar with Super Robot Wars, then its Support system is how I'd do it, basically), no World Map but keep Barracks/BaseCamp during chapter intermissions, Gaiden/Paralogues with access conditions, and some other things I may be forgetting.

The biggest thing I'd do, though, is to implement a dynamic scenario order system. I'm basing it from the Super Robot Wars games that did this (Compact trilogy, Impact, and MX). Basically, the game is divided into Chapters, each with varying amount of Maps/Scenarios. Only the first and last scenarios of each chapter are fixed. Everything in-between can be done in the order you want, but there will be consequences!

For example, let's say Chapter 2 has 5 Scenarios, and one of them is about enemy forces attacking a fort, with Character X in charge of defending it. Due to the first and last scenarios being fixed, then this specific scenario would be either 2-2, 2-3, or 2-4. Choose it as 2-2 or 2-3? You arrive just in time to help the NPC's and Character X, who joins up if he survives the whole thing. But play it as 2-4? The enemy has taken over the fort, Character X got killed, and now you have to liberate the fort yourself.

And sometimes, the ramifications don't stop there. Suppose the scenario is instead assaulting a supply convo, represented with Transporter units (think Merlinus). Chose it as 2-2 or 2-3, and they begin in a certain part of the map, and will move to another, so you must stop them from reaching their escape point (but it's not Game Over if they do). Choose it as 2-4, and they will be gone, and you only fight a straggler group or the escorts that remained behind. Then, in a future Chapter, a scenario or two will have a higher number of enemies or reinforcements depending if the supply convo made their delivery (either they escaped or their scenario was 2-4) or not.

Mind you, not every time does choosing the dynamic scenarios first bring the most benefits. With the supply convo example, perhaps stopping them means less enemies in a later stage, but less enemies is less EXP, and perhaps said extra enemies include a recruitable character or two. Or perhaps, sometimes, choosing a scenario last is the better choice. Say, a powerful enemy or enemies is/are present if you choose the scenario (whatever it's about) as 2-2, but has/have left the area if you go in as 2-3 or 2-4; and there's no benefit in taking it/them down except bragging rights, so it's best to wait it out. Or maybe they're not powerful, but at least one is a recruitable character once they appear again later on, but the scenario is a "rout" one so you'd be forced to kill and can't recruit them if you go in early.

So yeah, that would kinda be how I'd do things if I were to make my own FE game...

Edited by Acacia Sgt
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This seems like an interesting and fun topic to reply to so here it goes, first I'll cover the main mechanics and features I would want. All foot infantry would have the same movement including knights they would not have any less movement than anyone else. The skill system would be a combination of FE4's where there are character and class skills in conjunction with a skill pool. Character and Class skills don't take up any points from this pool, and class promotions increase the size of the skill pool. Forging would be similar to the Tellius Games and Shadow Dragon complete with a weapon repair aspect. The capture mechanic from FE5 would be in place and the stats of Build and Movement would also return with the possibility of increasing upon level up. Ledges would give an advantage, magic would ignore terrain and ledge advantages. Lastly there would be 3rd tier class system.

The story would feature an axe lord named Eric who is kind of a brazen individual who loves to spend his time competing in the arena, some of his friends are rowdy characters who come from either the arena or live in the subburbs and slums of the kingdom. This puts him at odds at times with his peers and definatly some of the other nobles. Eric would be a red haired and bearded (short beard), wearing a blue and red color schemed outfit. The jaigen would be an old war vet named Tyr class type- Hero who has taught Eric the art of combat, Tyr after retiring now lives in the slums and is largely forgotten by society. One day Eric overhears of some bandit troubles (of course, what else would it be?) and secretly takes off to handle it, accompanied by Tyr and some friends of Eric from the arena (we'll call them Steve and Aran) Steve-axe cavalier Aran standard cavalier. Arriving on the scene they are joined by a troubador named Sally, a mounted Bow user named Susan and a soldier type named Karen. After dealing with the bandits Eric hears that this has been very common as of late, and returning home to investigate the matter. Shortly after this Eric with his friends goes on to take care of the rowing bands of bandits who are causing issues with his new friends.

I think I should stop there I don't want this to get too long.

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Well it'd be in a revamped FE8 style, the weight/con system would be for every 2points of Wt over con character loses 1 speed and extra 10 avoid if 1 over con lose 5 avoid. Arena battles earn no exp or wexp and are limited to 10 fights(they only crop up in cities) chars who die are left with 1hp and both units in the arena use iron weapon, Avatar character is basically Name + affinity +gender + short/long hair + class to be based on, the fire emblem is a seal which promotes the MU at like chapter 20 out of 30 ( and an extra 8-10 gaidens) Cleric/Priest renamed to Server, Promotes to Dark/Staff nonmount unit, Sage uses Anima/light, Druid uses Dark/Anima, Bishop uses Light/Dark, Valkyrie uses Light/Staff, Mercenary renamed to Gladiator and Hero to Champion, Monk renamed to acolyte, Pirate promotes to adventurer uses Axe/Lance non mounted waterwalking, berserker no longer waterwalking, general gains swords as well, soldier class playable promotes to lancer only uses lances + 30 natural crit, All classes are gender neutral and Bandit/Berserkers wear bone armour (no FE girls style berserker) Other than that uses Fe7 promotion lines.

Plot MU is second Prince/Princess prologue training, fight bandits the usual, when suddenly home is invaded by The Empire (what else) so you are on the run and basically start a rebellion, so you do rebel stuff like seizing random forts and that and liberate your home, rescuing your older sister who is a traditional Lord character, and attack the empire do missions fight The 3 generals acquire Fire emblem Which gives you a special weapon whatever your primary is (if cavalier you get lance) sister gets legendary sword (original I know) so do stuff, kill brainwashed father cuz Camus archetype thing, kill emperor, and then the evil manipulator from behind the scenes, a demon made up of the hatred, bitterness and resentment of the world (see: Pokemon mystery dungeon bittercold) kill it then peace.

No World map but a camp map ala the Ostia map in fe7 where you can buy basic weapons and stuff, weapons can be repaired costs of uses (like when you sell a damaged weapon and it has less value) so it's cheaper to repair than buy new ones and can be upgraded to better weapons more cheaply than buying new ones ( bronze to iron to steel to killer/silver. killer to brave/wo dao type weapons. Silver to brave/platinum(stronger than silver if al little heavier). 

New E and C rank dark tomes and B rank everykind tome offence staves will be available if high ranked Luna is now a light tome at A rank, Nosferatu now A rank, New A rank Anima tome that can boost avoid/hit, general weapon balancing and punching when unarmed punch power= strength + half of Con and is always at a disadvantage, magic does not equate to strength when punching so Mage punches (munches if you will) are real weak

but its not like I'd ever make it or anything b-baka (to much work)

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16 hours ago, Protato said:

Healing would also be an issue.  Battles that aren't part of the main story don't heal you after the fight, and you instead heal by resting at towns or in the overworld.  The overworld has a chance of spawning a negative effect or ambush, but is cheap.  Towns cost more money for healing but haven't got the negative effects.  Supports would be done in camps and towns.

Hmmm.... it reminds me with Arc the Lad.

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Basically Conquest; except with a perspective flip at some point with the player avatar serving as the main antagonist for the rest of the game. Maybe that just sounds like pure spite but there is a bit more to it then that.

What the recent games shown me is the power of framing. It seems like characters may do awful things but as long the story doesn't acknowledge them as such, a lot of players will just ignore those acts or come up with rationalizations and excuses. I find this to be a genuine depressing observation, especially in the case of Conquest where things couldn't be any more blatantly black and white, yet I've seen a ton of absurd defenses for Corrin's actions or demonisations of Hoshido in order to justify the picture that the game frames of Corrin's actions and those around him. It gives me the impression that countless people would be capable of all kinds of evil as long as someone tells them it's the right thing to do.

So I like the idea of having a story where you play on the side of the villains, are surrounded by people who are awful but just so happen to treat your Avatar well, and where you carve the way for plenty of atrocities, without the game ever acknowledging these things for what they are, at least until the perspective flip. The goal would be to make the player question themselves why they were unable to see what was right in front of them the entire time.

Edited by BrightBow
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Basically this:

Fire Emblem: Standpoints of the Ideal War

There are 3 Acts, each with 10 story chapters and 8 paralogue chapters, and 6 prologue chapters at the start.

 

Lore

Eons ago, a dark ice dragon was created from nothing…that dragon’s name was Malikum. Malikum used the power he sprang from to create the world, the single continent of Uniterra and another, bringing people and plants and other beings to life. However, his was not a kind rule; residing in his cave castle atop an icy mountain, Malikum imposed a tyrannical dictatorship supported by his army of Malforze—foul creatures of the darkness created from Malikum’s blood—and Manaketes—of which he was one—and his people suffered under him for what seemed like eternity. Anyone who crossed him, and his beliefs of rule by power, would meet a terrible end.

Hope seemed lost until one day, two brave heroes—the hawk-armored man Horas, who wielded the noble sword Excalibur, and the snake-armored woman Danis, who wielded the brave spear Prometheus—stormed Malikum’s castle and used their weapons to seal him in a Golden Goblet, known today as the Fire Emblem. The Malforze were sealed as well, and the two heroes swore that the evil emperor and his spawn could only return if they were to turn on each other, directly or not. To ensure that it never happened, they took the four of the five crystals in the center front of the Fire Emblem and separated them across the land, as the Malforze, at the least, would rise again while even one crystal was still attached.

Three millennia had passed, with the tragedies becoming seen as legend, and in that time five countries had formed across the vast Uniterra. There was the urban Acciptia of the Blue Crystal, founded by Horas in the east, whose people governed themselves based off the nobility of the kings and marquesses; then the more agricultural Pyten of the Red Crystal, founded by Danis in the west, whose people governed themselves based off their bravery and loyalty to the royal order; then the chaotic Kuliba of the Yellow Crystal, founded by merciless bandits of the desert, that stood between Acciptia and Pyten in the center; then the lustrous Deragoll of the Green Crystal, founded by the now-peaceful Manaketes on a large, far off island in the south, with them and humans living in harmony (but having to fend themselves against the evil Zik’Ti tribe, who worships the swamp dragon of the same name); and lastly, the scarcely populated Obsura of the Dark Crystal, founded on Malikum’s former foundation—now drifted away to sea, roughly the same size as Deragoll—in the north. The Dark Crystal had been drained of its power by the two heroes, as it was somehow impossible to remove from the Fire Emblem’s center slot.

One day, however, this everlasting peace was disrupted when the kingdoms of Acciptia and Pyten came to a heated disagreement. One believed that only royals should be allowed to protect the continent and the commoners resting peacefully, while the other believed that commoners should be allowed to bravely rise to power by themselves, should they desire it. This disagreement turned to resentment, and a terrible war—which came to be known as the Ideal War—followed as a result. Acciptia and Pyten conquered various landmarks in their respective opposite countries, and reclaimed whatever they lost in their native homes. Sometimes they even employed bandits from Kuliba to aid their causes. During Year 28 of the war, someone from Obsura had brought power back into the Dark Crystal, and the Malforze have begun to return, making their way across the continent to wreak havoc once again.

Year 50 of the war has just begun, and still there is no ordained winner. In this war, will Acciptia prevail and the monarchy twist into a repeated tyranny? Or will Pyten prevail and the monarchy twist into a potential anarchy? And with the Malforze revived…who will be there to stop the Malforze from reclaiming the five crystals of the Fire Emblem and unsealing their lost master?

 

 

Protagonists from Acciptia

Jason Materian

Age: 19

Starting Class: Mercenary

Joins in: Prologue 4, automatically

Bio: A blonde-haired boy who originally hailed from Kuliba, serving as leader of the Edge Mercenaries. Two years earlier, he had stolen the Armor Bane sword from his original leader to start his career, which he wants to continue even after the war. He deeply cares for his sister Emily and sometimes is embarrassed when she makes smart remarks at his expense. Despite his gruff appearance, he has a kind heart and will protect people no matter what, regardless of the amount of gold he earns. He likes Acciptia’s policies because he doesn’t feel obligated to work for a royal title (although he is believed to have some sort of connection to Horas, as they both share the same hawk insignia on their backs).

Base Stats: 23 HP, 11 STR, 8 SKL, 7 SPD, 5 MOV, 9 LCK, 8 DEF, 4 RES

Total Growths: +44 HP, +24 STR, +13 SKL, +13 SPD, +2 MOV, +2 LCK, +4 DEF, +10 RES

 

 

Emily Materian

Age: 13

Starting Class: Cleric

Joins in: Prologue 4, automatically

Bio: Jason’s younger sister who tags along with him as they search for their father. The two were forced into labor when they were brought to raised in Kuliba by the father after her birth and stayed together as Kuliban bandits chased them down two years ago. Having become a young Cleric since, Emily occasionally struggles with her duty to protect others. She remains cheerful and optimistic despite this, and constantly refers to Jason as “Big Horn”. She often finds herself lost at times, which makes her scared. She sends a small but visible signal from her staff for Jason whenever she needs to.

Base Stats: 15 HP, 6 STR, 4 SKL, 4 SPD, 3 MOV, 13 LCK, 5 DEF, 10 RES

Growths: +23 HP, +5 STR, +4 SKL, +9 SPD, +2 MOV, +6 LCK, +2 DEF, +8 RES

 

Rodney “Rock” Durhua

Age: 16

Starting Class: Archer

Joins in: Prologue 5, automatically

Bio: Jason’s childhood ginger friend, whom Jason met when he was 6. He and his parents were forced into the same labor group that Jason and a baby Emily were in at the time; now, he works as an Edge Mercenary to provide for his parents, who both work as scholars. He is witty and likes to mock his enemies if they don’t seem like a “fair challenge” to him, regardless of whose favor the battle is in. He got his nickname from a giant rock he and his friends once stumbled upon in a Kuliban oasis.

Base Stats: 18 HP, 9 STR, 6 SKL, 7 SPD, 4 MOV, 8 LCK, 6 DEF, 2 RES

Growths: +21 HP, +12 STR, +7 SKL, +20 SPD, +4 MOV, +11 LCK, +14 DEF, +6 RES

 

Finnerty Vincent

Age: 25

Starting Class: Cavalier

Joins in: Chapter 1 (Jason’s route), automatically

Bio: A black-haired soldier of the Acciptian Army in green armor who stays loyal to King Leonardo XI. He hires the Edge Mercenaries when he is low on troops defending a village from the Malforze, which the former battle for the first time at that time. His family was killed by the crazed Pytenese general Agor during a skirmish at his village when he was a child, so he reserves a hatred for the Pytenese Army. Outside of that, he is arrogant and treats his troops with harsh discipline but works to ensure their protection, along with the protection of the commoners.

Base Stats: 30 HP, 12 STR, 10 SKL, 8 SPD, 8 MOV, 3 LCK, 15 DEF, 0 RES

Growths: +31 HP, +22 STR, +13 SKL, +14 SPD, +1 MOV, +4 LCK, +11 DEF, +4 RES

 

Corfrex Vincent

Age: 22

Starting Class: Cavalier

Joins in: Chapter 2 (Jason’s route), automatically

Bio: Finnerty’s younger brother in red armor. Unlike Finnerty, Corfrex is the more cheerful one who respects his soldiers. He was alone with Finnerty when their family died when they were younger. He also hates the Pytenese because of this, albeit not as harshly as his elder brother. He joins Jason’s band—of which Finnerty is a part—when they come to help him subdue a pack of ruffians plundering a shop near Castle Fanir.

Base Stats: 27 HP, 11 STR, 8 SKL, 7 SPD, 7 MOV, 2 LCK, 12 DEF, 0 RES

Growths: + 26 HP, +19 STR, +12 SKL, +11 SPD, +2 MOV, +6 LCK, +7 DEF, +4 RES

 

 

Protagonists from Pyten

Dominique Cornelia

Age: 18

Starting Class: Cavalier

Joins in: Prologue 1, automatically

Bio: The brown-haired ponytailed princess of Pyten with a strange snake insignia on her back, and a rookie soldier of the Pytenese Army. Her mother, Queen Athena Cornelia VII, has trained her for battle since she was 16, which was eight years after her father’s death to a burning villa in the mountains. She wants to keep her mother as much away from danger as possible and mistrusts Acciptians to go near her. She can be somewhat shy, especially around older men, but isn’t scared to talk with anyone she wants to. She can also be a slight scatterbrain; when she was 10, she made a wreath for her mother and didn’t know to keep it together, so it accidentally collapsed as her mother put it on.

Base Stats: 25 HP, 7 STR, 2 SKL, 4 SPD, 5 MOV, 3 LCK, 8 DEF, 5 RES

Growths: +53 HP, +23 STR, +20 SKL, +24 SPD, +3 MOV, +22 LCK, +26 DEF, +9 RES

 

Queen Athena Cornelia VII

Age: 33

Starting Class: Paladin

Joins in: Prologue 3, automatically

Bio: The newest queen of Pyten and the Army’s new general, who rules her people with a firm but loving law. Her husband, King Gregorio Cornelia XXIII, died in his own private castle somewhere in the Pytenese mountains from a devastating fire. As the Queen, she is in charge of guarding the Red Crystal, which she has mantled into the throne. She has a strong sense of bravery and is willing to protect her daughter at all costs just as Dominique wants to protect her mother.

She travels to Deragoll and requests permission for a training session on Jilor beach in the west. After seeing Dominique okay when she gets back from the jungle, she requests an escape boat when they are pursued by the Zik’Ti tribe.

Bases Stats: 32 HP, 12 STR, 7 SKL, 9 SPD, 5 MOV, 8 LCK, 14 DEF, 8 RES

Growths: +33 HP, +19 STR, +17 SKL, +22 SPD, +3 MOV, +10 LCK, +6 DEF, +3 RES

 

Mason Gerardo

Age: 26

Starting Class: Lower Knight (a royal fighter with a sword, lance or axe in the right hand and a shield in the left; has a balanced boost in Strength, Defense and Speed and can promote to a Hero, a Warrior, or a Knight).

Joins in: Prologue 2, automatically

Bio: The queen’s bodyguard; a green-haired, smooth-talking ladies’ man who has interest in female soldiers his age. He used to be a carpenter in his teens, and then left off to serve the Pytenese Army, writing letters to his parents often.  He tends to charge recklessly into battles on his own, which leaves him in constant danger on the battlefield.

He initiates training with Dominique shortly after she joins the Pytenese Army. Their training is conducted at the beach village of Jilor, where the people openly accept them. He then accompanies Dominique (reluctantly) when she sees Zik’Ti mooks harassing a dragon resembling a butterfly.

Base Stats: 27 HP, 8 STR, 9 SKL, 10 SPD, 4 MOV, 7 LCK, 13 DEF, 1 RES

Growths: +24 HP, +8 STR, +4 SKL, +10 SPD, +3 MOV, +5 LCK, +7 DEF, +4 RE

 

 

Yui

Age: Unknown (possibly a thousand)

Starting Class: Manakete

Joins in: Prologue 3, automatically

Bio: An orange-haired Manakete girl with the appearance of a little child. Dominique saved her in the Deragoll western rainforest. when she was being chased by pirates from Kuliba. She holds a mysterious stone that allows to transform into a dragon with the form of a butterfly.

She tends to be affectionate towards the Dominique, especially when she is afraid, by glomping her leg. She rests in the jungles of Deragoll, constantly shifting from place to place to find the perfect spot. She is deathly afraid of wasps and frogs, thinking that they will eat her. She is a kind-hearted individual, regardless, and hates seeing people and other life forms getting hurt.

Base Stats: 28 HP, 6 STR, 4 SKL, 8 SPD, 5 MOV, 6 LCK, 6 DEF, 12 RES

Growths: +11 HP, +5 STR, +3 SKL, +7 SPD, +1 MOV, +3 LCK, +3 DEF, +4 RES

 

Juri Lowell

Age: 15

Starting Class: Mercenary

Joins in: Prologue 2, automatically

Bio: A young and energetic mercenary girl residing around Deragoll who began training during Year 49 of the war and started her career three weeks before Year 50. She works to provide for her parents and two older brothers so they can meet ends more easily. When she was 7, she played with one of her brothers with toy swords, hence her inspiration for actual sword fighting. She can be clumsy at times, but she still lives to serve those who hire her.

Mason hired Juri as a temporary bodyguard to the queen while he and Dominique were to be training on the Jilor beach in the west. However, when Juri heard from the Queen that they ran off into the rainforest after hearing a cry, she rushed off to help them. Before then, she was helping her mother with farm work and cleaning out the attic.

Base Stats: 19 HP, 5 STR, 4 SKL, 4 SPD, 4 MOV, 7 LCK, 5 DEF, 0 RES

Growths: +17 HP, +7 STR, +6 SKL, +9 SPD, +5 MOV, +4 LCK, +8 DEF, +5 RES

 

 

 

Antagonists

Malikum

Age: Eons

Bio: You know the tale if you have read about it. Malikum communicates to his minions through the Dark Crystal, and he threatens his son Neros with death if he fails to collect a Crystal even once. In his human form, he is shown to have blue hair and a semi-shaved beard.

 

 

Neros

Age: Eons

Bio: One of Malikum’s two sons. Merciless and cunning, he commands the Malforze in his father’s absence, seeking to collect the four remaining crystals in Uniterra. He gives no regrettable thought to pillage villages and castles alike or feed people to his army of monsters.

 

Agor Gerhard

Age: 43

Bio: The power-hungry ex-general of the Pytenese Army. He has been known to defy orders in the past, but he was banished to Kuliba after a failed attempt to assassinate Athena and take the throne; he has since become the King of Bandits in that desert country. He has mercilessly worked his labor forces to death, especially Jason (who may even be remotely related to him even though Agor has red hair, beard and all). He created the Armor Bane sword two years back for a second attempt at the queen’s life, only for it to be taken away by Jason.

 

Prince Linen Armedis of Acciptia

Age: 18 (supposedly)

Bio: The Black-haired son of King Leonardo Armedis XI. He appears to care for and be loyal to his father, but in reality, he’s a cold-blooded killer who pins his crimes on Pyten. He secretly believes that humans are meant to bow Malikum and that he is the only one who should be free to pursue his dreams; he is even the leader of a cult called the Malikumaen, possibly even having connections to the evil Manakete.

 

Zik’Ti

Age: 1,056

Bio: The malevolent swamp dragon after which the evil Deragolli tribe is named who takes on the form of a 25-year-old woman. She resides in the temple of Hisik in the north center of Deragoll. She believes humans are to blame for the events that have transpired over the last half century, and wants to wipe them out even if it means conspiring with Malikum. She doesn’t have any personality beyond that.

She shows up in Jilor when Dominique and the others try to escape from her tribe and attempts to kill them personally. She fails when they get onto the escape boat and head back to the main ship; since then, she has made it her personal goal to finished what she started with them.

 

Malforze: The evil spawn of the ice dragon himself. They form from darkness-created chunks of ice into human shape form, and could form into soldiers if need be. They form exactly into human shape perfectly; the one thing that distinguishes them from humans is their black uniform and their glowing blue eyes. They, along with their master, have a fear of fire, which people use as their best line of defense against them.

 

Other Characters

King Leonardo Armedis XI

Age: 57

Bio: The current king of Acciptia who took up the throne in year 42 of the war and is distinguishable by his long mustache. He takes his work very seriously and desperately wants to negotiate with Pyten and end the war peacefully…or DOES he?

 

Edward Smitty

Age: 60

Joins in: Chapter 2 (Dominique’s route), automatically

Bio: Athena’s butler who runs a convoy wagon for Dominique’s army. He has served the queen ever since she was 5, long before she was a queen. He is polite and sophisticated even in battle, and even gets mocked by some in the Pytenese Army, notably Mason, for his bald spot.

 

Anna

Age: Unknown

Starting Class: Thief

Joins in: Chapter 4 (Jason’s route), talk to her as Jason

Bio: A mysterious merchant girl who pops up unexpectedly from time to time. She claims herself to be from an outside world called Archanea looking for man named Jake, whom she mistakes Jason for. Is she even human? Are there more of her?

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I had a rather interesting idea sometime back that honestly in hindsight is a bit of a cross between Warriors, Autobattle mode, and Pokemon Mystery Dungeon Tactics in some ways.

Basically, gameplay is mostly the same-but different. Units will be deployed as standard, but there will also be a tactician character. Characters within a range of said tactician character can be directly controlled. Outside that range, units follow their last given order or act according to their own behavior, which I'll return to in a minute. Prior to battle, an empty map is shown, and you can set units ideal movement- essentially a prebattle simulation. No enemies or hazards will appear on this map. In the actual battle, they will try to stick to these routes when not under the player's reach. Each character can be given an essential behavioural set prior to battle which can't be changed unless they come in range of the tactician character.

The idea itself is a sort of response to Awakening where it's not entirely feasible for Robin to give orders from across the map and taking a somewhat more real twist on it and implementing it in gameplay.

I imagine the tactician character having a few special abilities or items that can be used in battle to make things easier, such as maybe an ability to "contact" a few far range allies per turn or rally a far off ally. The tactician character could also be paired with another unit who would act as a body guard as, ideally, you'd want your tactician moving along with the rest of your army

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I kinda like Con, so we'll bring that back.

A lot of recruitable Pirates. Maybe not as many as three, but...two or three would be nice. Or you could completely throw out all the extant classes and event entirely new ones.

Not one, but two personal skills per character. There's one they have by default, and another which is unlocked by meeting various assorted conditions. Some characters have to defeat enough enemies, some have to reach a certain level, for some of these skills you simply have to progress far enough in the game. Anything goes, I guess.

There'd also be skills linked to classes and your Tellius style skill scrolls.

Honestly, I'd cut magic types. I might just keep the three anima types and staves, at most I'd add Light or Dark to that and have it rest outside of the trinity of magic. To be entirely honest, having the two trinities of magic just doesn't seem as worthwhile as the weapon triangle, since there's a far lesser diversity of magical classes than physical ones, and magic using characters are far less common than physical ones for both the enemy and the player.

 

I had an idea a long time ago where the tactician character has this ancient relic (we'll just call it the Fire Emblem) which is basically a rock that gives him the omniscient presence of a Fire Emblem player. You know, it lets him tell the units were to go and see who they're talking to. It's obviously kind of screwed up and so he'd be all secretive about it and stuff until people find out and get mad at him for being a Snoop Dogg. No idea what happens after that but it might be kinda neat. While it might not be this, a Fire Emblem game made by me would certainly have a plot.

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I don't think I could write up a whole short story like everybody else has, but here's my thoughts.

We keep the Avatar, but ala Robin and Chrom, you have a close friend whose the actual focus of the story/main character. I'd like a story that's more centered around "starting from the bottom and working your way up". Maybe a rebellion begins among the impoverished people in an imbalanced and corrupt country. It could be a more lowkey rebellion, such as the MU&co worming their way into the ranks of higher class and tearing it down from within. Maybe a "robinhood" type story.

Or, you start as a royal who mingles very regularly with the lower classes in secret. You see the distress, imbalance, and harm the upper class causes. Maybe there's a dramatic inciting incident that pushes the royal to start making changes. 

Maybe your best friend is actually the royal and you're lower class. Either way, I want the story to be political. The themes would revolve around the harm a selfish upper-class can do; the damage that turning a blind eye to the suffering of others does. Basically, eat the rich, love thy neighbor.

I'd like the cast to be close-knit and well-developed. In my opinion, everybody should contribute to the plot in some way. This would severely limit the amount of characters/units there could be, or at least would require a more delicate, thought-out handling of the plot.. but I think it's the most ideal situation. Also, everyone is bisexual. Maybe some same-sex exclusive S-supports. On top of that, nobody actually gets married over the course of the story.. its all "post-game", mentioned during the credits, or restricted to the epilogue. I wouldn't mind there being a politically-motivated marriage though during the story. 

Personal skills ala Fates makes a return. Oh, and there's a male dancer. No lolis. In fact, you can't even marry/marry off any of the units who look younger than 18. Period. Kozaki returns to design the characters and Studio Khara fucks off forever. No 2D cutscenes. Studio Anima animates the CG cutscenes. Dual audio, pls. Magic has a more detailed system (black/white/etc). I'm liking how the "my castle" feature is looking so far in 3H, and wouldn't mind having something similar. Since the cast is so limited, everybody can at least A support everybody. I loved the A+ and S support class system in Fates, so that makes a return. No 2nd gen during the story. Epilogue, sure. There's a heavy emphasis on the color palette and visual presentation. 

As you can see, this is.. very self-indulgent. But I may play with these concepts a bit more in my off-time.

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If I allowed to made my type of FE games, I would made the 'irregular' total war: both army and naval warfares in the world of Fire Emblem. The navy potentials isn't even use yet and I will give the small example setting including the basic backgrounds and all classes from this. The naval classes, beside their HP, Luck, and Res, they overall has slightly weaker stats than their army's counterparts.

----------------------------------------------------------------------

Introductions.

The Archipelago of Nomesia Kingdom which located on the southeast of the main continent was rarely involved in the conflicts of countries on the mainland. The kingdom provides unique agriculture, fish, and seafood as the main comodities for the continent. The Kings of the country distinguished as the expert mediators between conflicted countries in the continent and the country's forces often invited to join the military excercises and war games of the united countries. And this time, the country also invited with the entire main fleet. The King with minister of defense and the admiral as his retainers also invited to join the massive military excercises for several weeks.

Prologue 1 : The end of the alliance.

Dying officer : "...my liege... I must...reporting... The invitement was only a trick... all allied nation fleet attacking our fleet with live magics and thunder arrowspates while our fleet just equipped with mocking magics and training arrowspates... our entire fleet has been anihilated.... The King, minister, and the admiral has been fallen... forgive us, my liege... they...they are coming here...please...plea-" *died*

Queen : "What? It can't be...."

Garth : "...brother...ugh... no! It's no time for mourning! Enemies at front of our gates! My liege! Please give us orders!"

Queen : "You are right, Admiral! We must protect our people. Admiral! Go to the Prince Erion room! He is still studying now. Take him out and accompany him! I must greet our "guests"!"

Garth : "Yes, my liege! I'll accompany you after I take the prince!"

On the port, enemy's massive fleet and forces landings at the northern map. The map separated with horizontal wall on the middle.

Queen : "Brother Elgorn!!! What are you doing??? Are you lost your minds???"

Emperor Elgorn : "The time has come, Elga! I'm awaiting this change for so long."

Queen Elga : "Why you did this? Emperor Varken!!! King Argorm!!! Why???"

King Argorm : "This kingdom has the legendary weapon, the 'Fire Emblem' which sealed here more than one thousand years. All of our prophecy said that the wielder of 'Fire Emblem' will come and conquers our continent. We demand you for entrust the 'Fire Emblem' to us!"

Emperor Varken : "We must admit, that for the long time, we 'respect' Nomesia Kings not because their diplomatic skills but because we fears that someday, one of them will use the 'Fire Emblem' for threatening us. Thanks for that thing, now we able to ends our wars and focus to your kingdom as our enemy altogether."

Queen Elga : "What? You believe that myth? Brother! You killed your own brother in law... your own nephew's father...my lover!!!"

Emperor Elgorn : "I used your love for that man with stinky outfits for this plan for so long. I never admit that he was my brother at all. 'Close to your allies, but come to your enemy closer'. Thanks for him that now we all able to build our warfleets and trains our crews. You are just merely pawn, Elga! My pawn! Now I will claim your son's life!"

Queen Elga : "That will NOT happened!! Seal the gate!!" The marine-mages destroys the door of the separating wall, those make the wall ruins sealed the way.

At the southern map:

Garth : "My liege! What have you done???"

Erion : "My Queen...no...Mother!!! We come to help you!!!"

Queen Elga : "I command you to accompany Prince Erion to the Irisia, Admiral Garth! That's my last order for you! And...my son... please forgive your foolish mother... you are this country's hope now... please go! Take your ancestor's legacy (Fire Emblem) as the proove of your divine blood to them and save your people with your friends!"

---------------------------------------------------------------------
Battle started!

Player's force:
Erion. Lord. Lv.1. Reginleif.
Garth. Serpent Knight. Lv.1. Bone sword. Bone lance. (Seth type)

NPC force:
Elga. General. Lv.1. Bone lance. Bone axe.
Several unpromoted Lv.6 classes (since the main forces has been anihilated)

Enemy's Force:
Elgorn. Conqueror. Lv.4. Prf.sword
Varken. Conqueror. Lv.4. Prf.tome
Argorm. Conqueror. Lv.4. Prf.bow
Massive various Fire Emblem's promoted classes with Lv.1-3 with steel rank weapons, mend, and elfire on the northern map.
Several Lv.1 cavalier and mercenaries on southern map.

Mission objective : Erion and Garth must reach the very south of the map while the Queen's forces holds the enemies before both player units overroded by enemy's flier units from the northern map.

After reach the very southern map, they ambushed by enemy's officer and his men (Event like FE-SS).

Ruthless Paladin Lv.4 : "Well, well. It's looks like I got big fishes! My lucky day, I guess?"

Garth : "Get back, young liege!"

Battle event :
Paladin : "I'm Aston the famous and strongest alliance commander! Your puny lance is no match againts mine!" Garth suffers massive damage and his HP only 11 left while his counterattack missed.
Garth : "ugh..." Garth take the prince and rode his steed across the water to outer southern map.
Aston : "Well, too bad my horse unable to crossing the water. Maybe it's not my lucky day yet...hehehe."

Different than previous FE games, the avatar joins the Lord after prologue. The avatar (captain) is not from nobility or royalty, but from lower house family officials. He/she doesn't interest with political educations, instead he/she joins the military academy. The avatar is a talented military cadet as the rarest prodigious naval officer candidate. His/her father was the minister who accompany the Lord's father before and he/she is the childhood friend of the Lord. And they journey and battles begins untill he rebuild his forces and ends the wars.

Because the 'Fire Emblem' which carried as the family's heirloom, the prince goes down from a royalty into a fugitive. Even he doesn't understand why the 'useless' thing in his hand made he lost his family, but at the story goes on, he will learns the truth about it.

------------------------------------------------------------------------
Gameplay.
On the initial chapters, the Lord's unremovable personal Skill is just a "?????" things without any descriptions. In other words, the Lord doesn't have any personal Skill at first. After chapter 10 or more, he got his warship and this is the gameplay :

The ships (enemy or player) will serve as mobile floor-tiles on the massive water-tiles (sea). The ships are only able to move to front with little swiping to left of right positionings and unable to move to the shores / lands, or overrides other ships. If want to move faster to left, right, north, or south, the ships must change the direction the the bow first (ref.: Gundam G Generations warship's movements on the late-instalments).

The units on water which overrodes by the ships didn't perished or suffers any damages, but just became stands on the ship's floors. Except for "Rafts". All overidden Rafts would be instantly destroyed by both ally's or enemy's ships.

Ship's HPs are 500, movement 3, and weapon range 5-7 from the "firing spot", and all stats 0 (unable to targetting ally's ship even there's enemy's units on board). The warships are unrepairable or unrestoreable until the end of battle chapter. Ships only able to be damaged and destroyed by the ship's armaments or by Raft's weaponries.

A warship (ally's and enemy's) requires 3 crews to be fully operated : a Pirate, a Marine-Archer, and a Marine-Mage (promoting them will improving the performances, but promoting them into the naval knights would made them unable to operates the ship).

Pirates (Berserkers and Corsairs) as the "helmsmen" crews improves the ship's HP by 500 + their current HP, movements by 3 + (Spd/4), and their Def stats also becomes the ship's Def.

Marine-Archers (Marine-Snipers) as the "gunner" crews give physical damage dealt of the thunder-arrowspates attack by their current Str stats and improves the ship's max.weapon range by 7 + (Skill/4), and accuracy also fully depends on theit fully Skill stat - if wants to hit enemy's units instead than their ships.

Marine-Mages (Aqua-Sages/Druids) as "weapon" crews adding "magical" attack with their current Mag stat to the thunder-arrowspates which serve as "ammo", their Luck and Res stat becomes the ship's Luck and Res. Ship's attacks are able to performs critical hits.

Note: their land-counterparts are unable to becomes the ship's crews.

The warships also provides transports to the ally's units land counterparts and when both the ally's and enemy's ships "collided", they will able to aboardage the enemy's ship as well. While non-flier units which unable to enter water tiles stucked on water tiles by lost their current ship which they aboards, they will unable to move and suffers "drowning" (reduce 50% HP each turn).

Back to the Lord. After scripted scenario, by the 'Fire Emblem', the Lord's personal Skill uncovered and becomes "Summon Battlefleet" which able to "resurrects" an ally's sunken warships with full HP on his current position (only works on water tiles which large enough to 'contains' a ship).

The example 'ship' on the map tiles :

    XXX  ---------- The ship's bow.
  XXXXX
XXXHXXX ---- Helmsman mounts
XXXFXXX ----- Firing spot.
XXXGXXX ---- Gunner mounts
XXXWXXX --- Weapon mounts
  XXXXX  

The crews operating the ship just by 'mounts' on the ship's each mounting spots. Any part of the ship which got hit will reduce the ship's HP including the unit/crew who stands or mounts there if got hit. If any enemies aboard the ship, the crews able to dismounted from their positions and attack the enemies as regular units, but it affects the ship's performances.

The ship's attack provides the exp. and weapon exp. to the crews no matter hit enemy's units or ships. The ship which targetting the manned Raft cannot destroys the Raft but able to defeated the unit who operates the Raft. The manned Raft which overrode by the ship only lost the Raft, but the unit who manned the Raft before becomes aboarded on the ship. Defeated an enemy unit give to all 3 mounted crews full exp.as one unit kills one enemy. When successfully sunk the enemy's ship, they got 180% exp.

The Captain (or dismounted Commodore) as an avatar class is unique class since the class able to aboard as any crew-type when needed, but the Lord which able to ressurecting ally's warship is unable to crew any warship.

-------------------------------------------------------------------------

Long story short :
After scripted chapters and the Lord has been promoted, including avatar, he finally knew the true power of 'Fire Emblem'. The 'Fire Emblem' empowering all the allied warship's rune-engines just by touching them with it. The warships 'evolved' and now able to float and overrode the lands. Each warship's 'wooden' hulls becomes Orichalcum with basic powers becomes HP 800, weapon range 5-9, movements 5, restores 20% HP each turn for all ally units who aboard them, have 'catapult' : adding movement +2 for each allied-units who take-off or get-off from the ship at beginning of the turn, and able to resurrected by the Sea Lord when allied warship destroyed. After destroying the entire enemy's fleets, the Lord and his allies attacks the main continent and defeated both enemy's empires and kingdom. The 'Fire Emblem' wielder finally conquered the continent, and fulfilling the prophecy.

-----------------------------------------------------------

Sorry for the long post. No no no.... there's no Demon God or Dragon Boss for final chapter. And no paralogues for met the children units! Base gameplay are FE16.

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I apologize in advance if this is a little long.

You could basically turn my story into a Fire Emblem game (with some adjustments to the lore, of course).
Here goes:

The lore:

The continent Kendr, created by the almighty Exalted Dragons, is divided into four nations: the Raganorian Empire, the kingdom of Vales, the Liphian Republic and the Theocracy of Azolas. Each of these nations house a powerful weapon gifted to them by the Celestials, supernatural beings like Angels that guide the mortals and protect them against the forces of darkness coming from the underworld - Narak.


The Valessian Royal family holds the greatsword Fragarach, the Tyrant's Wing. It is of demonic origin and slowly takes its wielder's life energy in exchange for enhancing their physical strength and agility. It also plays a role in the succession to the throne, but more on that a bit later.
Raganor meanwhile, houses the spear Ascalon, the God's Fang. Its light can repel magic, but also makes the wielder lose their free will if they use it too long.
Liphia is home to the bow Sagitta, the Ruler's Tail. It is said that its arrows never miss their target, but the wielder has to use the bow until they have killed every single enemy.
And lastly, the desert folk of Azolas were entrusted with the axe Parashu, the Emperor's Claw. It possesses enough power to split the ground in two, but it is also very heavy and can only be used by those with sufficient strength. If its wielder does not have that strength, they just die instantly.
All four weapons together are considered Kendr's Fire Emblem. They have been used in the past by four great heroes, founders of their respective nations. They used them to fight and seal away the Eternal One, a fallen angel that tried to destroy Celestia, the place of worship for the mortals, and turn Kendr into a second Narak.

The plot:

The kingdom of Vales is in an uproar: The land is slowly dying. The current ruler, King Mordred, has outlawed the Church of Celestia, claming that humans have to have the strength to stand on their own two feet instead of relying on supernatural beings to do stuff for them. He follows the philosophy of "might makes right" and he doesn't care where someone comes from; so long as they have the strength, they can become anything.


Due to the land dying, the already poor harvests become even poorer and people are starving. Some have even started to blame their king for it, saying that he made the Celestials angry by banishing belief in them, thus they withhold their blessings and the soil becomes barren because of it. To rectify this, the Valessian general Goliath Orstein suggests to the king to invade and conquer the northern Dukedom of Lambart, claiming it would save the people of Vales from starvation. Mordred, however, refuses, since he sees the bigger picture: should Vales invade Lambart, the Liphian Republic - which protects the Dukedom - would join in the fight and it would eventually lead to a continental war that would end in Vales' destruction. Angered by this, Goliath now seeks to overthrow the king and instigates a rebellion with the aid of the king's wife, Lucille, with whom he has a fling. Lucille believes that birth should determine one's position in society and wants to change the inner workings of Vales to reflect that.
The king's adopted daughter, Jeanne, who is hated by her mother Lucille, because she wasn't born royalty, is tasked by her father to exterminate a bunch of bandits who have been raiding the villages around the kingdom. She is aided by you (the Avatar, whose class you get to decide for yourself this time) and a platoon of fledgling knights (her teacher and two Cavaliers) as well as a grizzled Mercenary they meet in one of the raided villages. Together, they drive the bandits away, rescue the granddaughter of the village elder in the process and discover that the bandits were hired by someone. That someone being - SPOILER ALERT! - none other than Lucille and Goliath. Thus, Jeanne and her increasing band of friends united in a common cause, must try and prevent Goliath and Lucille's rebellion to succeed and stop a continental war from happening. On their journey, they must ally with the other nations and request their aid in stopping Jeanne's adoptive mother and the general, who seeks to conquer the entire continent and establish himself as its absolute ruler.
Jeanne's adopted brother, Eduard, however, believes in his mother's philosophy (she's been pampering him ever since they were children) and joins up with her and not his sister. He does this out of jealousy toward his adopted younger sister, since she has proven herself to be the stronger fighter of the two AND he failed to pull the Tyrant's Wing from its sheath, which is considered proof of one's status as an heir to the throne of Vales. These two things caused him to have massive inferiority complexes when it comes to his sister and even though she insists he should take the throne since he knows more about politics and the like than she does, he still fears his position being jeopardized by her presence, a fear his mother instilled into him, since she wants her son to claim the throne, not some "trash the king picked up off the streets". 
It will turn out that Lucille is in fact a reincarnation of the Eternal One and she has been manipulating both Goliath and Eduard to do her bidding.

The gameplay:

What can I say, it's Fire Emblem gameplay.


There is no pair-up, but there is a rescue mechanic and a capture mechanic similar to the one found in Thracia 776. Supports are back, as are S-supports, but every character (including the Avatar) is limited to about 2-3 options (and not every character gets S-supports because of story reasons) and there are no children. Skills will also make a return, but no reclassing.
The Avatar is fully customizable. His or her character will be decided upon dialogue choices you make in the game and you determine their starting class and backstory like you could in FE12. They have some importance to the story, but only as much as Robin had in the first and second act of Awakening. The focus will be on Jeanne the entire time.

The weapon triangle is back in full force, Magic has its own triangle again and different kinds of elemental magic also make a return from Radiant Dawn. Daggers also make a return, as do Shields.
In a nutshell, the weapon triangles would look something like this:

Swords > Axes > Lances > Swords
Fire Magic > Wind Magic > Thunder Magic > Fire Magic
Elemental Magic > Light Magic > Dark Magic > Elemental Magic
Bows > Daggers > Shields > Bows

Physical weapons are now divided into two types.
Swords are divided into: Longswords and Greatswords
Axes are divided into: Axes and Poleaxes
Lances are divided into: Lances and Halberds
Bows are divided into: Bows and Crossbows
Daggers are divided into: Daggers and Throwing Knives
Shields aren't divided.

They also use different stats to calculate damage.
Longsword: Speed
Greatsword / Axe / Poleaxe / Halberd: Strength
Lance / Shield: Defence
Bow / Crossbow: Skill
Dagger / Knife: Luck
Elemental Magic / Dark Magic: Magic
Light Magic / Healing: Resistance

The classes:

The standard classes make a return alongside some new ones. There are three class tiers this time and promotion is done either through Master Seals (for Tier 2) and Divine Seals (Tier 3) or by simply reaching level 21 in your current class. Classes with no promotion can reach up to level 60. A list of classes can be provided if someone is interested.

The characters:
As with any Fire Emblem game, there will be many characters. The roster will be around the size of Awakening's minus the child characters. I haven't thought up every character yet, though.

Protagonists, excluding the Avatar


Jeanne
Age: 19
Starting Class: Lord
Weapon: Sword, Greatsword
Personal Skill: Nimbleness (Increases base Avoid by 10)
Promotion:
Tier 2: Blade Dancer
Tier 3: Harbinger (gains access to Dark Magic)
The main protagonist of this game. She tries to find a way to stop her adoptive mother and general Goliath from going to war with the entire continent. She loves her adoptive family dearly and doesn't understand why her mother hates her so much, because she doesn't know that she actually isn't royalty.  Despite her gentle and elegant appearance, she is very strong-willed and not exactly book smart. She also tends to be outspoken and speaks her mind even when she probably shouldn't. She has a strong sense of justice and believes that a true leader should guide his or her people down the right path, something she doesn't think herself able to do. She is also unwilling to continue the tradition of succession in Vales, which involves using the Tyrant's Wing Fragarach to kill the former ruler and take the throne for oneself.
Base stats: 20 HP / 8 Str / 6 Mag / 11 Skl / 11 Spd / 9 Lck / 7 Def / 7 Res
Growth rates: 50 HP / 60 Str / 55 Mag / 70 Skl / 70 Spd / 55 Lck / 45 Def / 55 Res

Richard of Lohenheim
Age: 57
Starting Class: General
Weapon: Lance, Axe, Shield
Personal Skill: Iron Wall (Reduces damage taken by 3 when attacked at full HP)
Promotion:
Tier 3: Marshall (gains access to Swords)
The Jeigan of this game. He's a childhood friend of king Mordred and the teacher of Jeanne and Eduard. He is a retired General of the Valessian army and has seen many battles in his years. He serves as an advisor for Jeanne throughout her journey. He's strict, but kind and very knowledgeable. He is also very humble and downplays his achievements in past conflicts. He believes firmly in Mordred's world view, that it is the job of the strong to protect and guide the weak.
Base stats: 34 HP / 18 Str / 0 Mag / 13 Skl / 9 Spd / 11 Lck / 20 Def / 8 Res
Growth rates: 80 HP / 40 Str / 15 Mag / 35 Skl / 20 Spd / 45 Lck / 50 Def / 20 Res 

Margaret (nickname: Maggy)
Age: 17
Starting Class: Thunder Mage
Weapon: Thunder Magic
Personal Skill: Alon Flow (Magic damage is increased by 2)
Promotion:
Tier 2: Thunder Sage (gains access to Staves)
Tier 3: Thorian Archsage (gains access to Light Magic)
A mage of huge talent that was nonetheless thrown out of the Academy of Magic in Azolas, because while she is skilled with magic, she is naturally clumsy and when one of her spells failed, part of the school burned down. She wasn't bothered by that, though and just went on a leisure journey until she was captured and imprisoned by bandits. Like Jeanne, she isn't afraid to speak her mind, though she is a lot less sensitive to the feelings of others. She and Jeanne will develop a very odd friendship.
Base stats: 19 HP / 4 Str / 12 Mag / 7 Skl / 10 Spd / 8 Lck / 4 Def / 13 Res
Growth rates: 45 HP / 20 Str / 95 Mag / 40 Skl / 70 Spd / 50 Lck / 30 Def / 80 Res

Kenneth Redbore II. (nickname: Kenny)
Age: 16
Starting Class: Archer
Weapon: Bow
Personal Skill: Inconspicuous (Is less likely to be targeted by enemies)
Promotion:
Tier 2: Sniper (gains access to Crossbows)
Tier 3: Bow Knight (gains access to Lances and a mount)
The son of the Archer of Death of Lambartian fame. He is very shy and doesn't have a high opinion of himself. Nevertheless, he is still skilled with a bow and wants nothing more than to make his father proud, even though his true goal is not a military carrier, but an artist's. He loves nature and often paints pictures of landscapes in his spare time. Like Maggy, he was kidnapped by bandits when his father was out on a mission and later rescued by Jeanne, whom he comes to see as an older sister.
Base stats: 20 HP / 9 Str / 0 Mag / 12 Skl / 6 Spd / 8 Lck / 6 Def / 4 Res
Growth rates: 60 HP / 55 Str / 5 Mag / 70 Skl / 55 Spd / 60 Lck / 45 Def / 30 Res

Arsène
Age: 37
Starting Class: Mercenary
Weapon: Sword, Greatsword
Personal Skill: Thief's Cuff (Can utilize Steal and Unlock commands)
Promotion:
Tier 2: Hero (gains access to Shields)
Tier 3: Vanguard (gains access to Axes)
A mysterious mercenary who hides his past from others. He's very outgoing and lax, often citing his reason for fighting as "just feeling like it". In truth, he was a former soldier of Vales and friend to Goliath. The both of them were trying to win the heart of a beautiful woman named Noémie, a battle which Arsène ultimately won. But when he was out on a mission to defeat some fiends, Goliath used this chance and killed his former friend's lover in cold blood. Devastated, Arsène swore to himself to never fall in love again and left the Valessian army posthaste. He's travelling as a mercenary mainly to find out who killed his fiancée and to exact revenge against them.
Base stats: 23 HP / 10 Str / 2 Mag / 12 Skl / 10 Spd / 8 Lck / 10 Def / 6 Res
Growth rates: 70 HP / 60 Str / 10 Mag / 65 Skl / 65 Spd / 50 Lck / 65 Def / 25 Res

Antagonists

Queen Lucille of Vales


Age: unknown
Class: Queen / Angel of Death
Weapon: Elemental Magic, Light Magic, Dark Magic
Promotion:
n.a.
The reincarnation of the Eternal One. She plans to overthrow her husband and install herself as the only queen of Vales. She firmly believes that birth determines the worth of a person in society. Due to being a reincarnation of the Angel of Death that nearly destroyed Kendr in the past, she possesses great magical abilities and can conjure up illusions to torture others. She hates Jeanne with a passion, because she sees not her adopted daughter, but a hindrance to the succession to the throne, a right which she firmly believe her elder son should have. In order to make her ideal kingdom come true, she started a love affair with general Goliath, whom she seduced into doing her bidding. While her strengths are many and weaknesses few, she still prefers to act behind the scenes and manipulate people into following her rather than outright threatening them.
Stats (Queen): 80 HP / 15 Str / 35 Mag / 40 Skl / 30 Spd / 45 Lck / 25 Def / 50 Res
Stats (Angel of Death): 120 HP / 35 Str / 45 Mag / 40 Skl / 35 Spd / 45 Lck / 35 Def / 55 Res

General Goliath Orstein
Age: 35
Class: General / Marshall
Weapon: Lance, Axe, Shield (as General); Lance, Axe, Sword, Shield (as Marshall)
Promotion:
n.a.
One Vales' finest generals who is beloved by the people due to his charisma and strength. He sees the rule of king Mordred as wrong and genuinely wants to help the kingdom get back on its feet after the land suddenly started to become barren. He is seduced into full-on rebelling against the king by his lover Lucille, but he had plans to turn the people on him on his own, as well. He pays bandits to attack villages to strike fear into the hearts of the people, then come and drive the bandits out as a knight in shining armour, who is only correcting the fallacies of the king. His cruel and cunning side came to be when his love for a woman named Noémie was unanswered. He killed his former crush in a fit of rage and anger and hasn't forgiven himself for it yet. Many a time had he tried to take his life to atone, but Lucille convinced him to keep living, because he could only achieve true atonement if he helped her change the entire continent for the better.

Crown Prince Eduard of Vales
Age: 23
Class: Paladin / Chaos Knight
Weapon: Lance, Sword (Paladin); Dark Magic, Lance (Chaos Knight)
Promotion:
n.a.
Jeanne's adoptive brother and first in line to succeed his father as the king of Vales. He is very knowledgeable when it comes to politics and the ways of diplomacy and has studied the lance and the sword under former general Richard, whom he respects greatly. Though he is fond of his little sister and tries to protect her from his mother's cruelties, he still has the gut-wrenching feeling that he is inferior to her, despite her insistence that it was in fact the other way around. These feelings of inferiority stem from the fact that no matter how hard he tried, he could only ever fight Jeanne to a draw when they had combat practice and are further increased when he tries and fails to pull the Tyrant's Wing Fragarach from its sheath. His mother manipulates him into thinking that eventually, Jeanne will take everything away from him and that even their father trusts her more than him, which is why he sent her to deal with the bandits while he was "only" sent out on a diplomatic mission.

 

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I feel I got a pretty good idea for this, however, I am going to set some boundaries right here, to remember for the rest of this proposal:

  1. No dragons and/or gods

  2. No magical super sword

  3. The main protagonist is NOT a lord

Now that those are out of the way, let us begin:

 

Setting: This game would take place on the continent-country Alternia. The time period would be early eighteen-hundreds, where more modern weapons are beginning to make an appearance, yet more traditional weapons are still widely used.

 

Mechanics: The weapon triangle would still be put in place, as to be expected. Powder weapons shall replace magic completely. There will be NO magic in this game. The new Firearm triangle shall go as such: Pistols beat Shotguns, Shotguns beat Muskets, and Muskets beat Pistols. Weapon durability would stay for the traditional weapons, but the new Firearms will have an Ammo mechanic instead. Because of the removal of magic, the Res. stat shall be removed. Skills shall remain, as well as all the other mainstay mechanics.

 

Story: Our protagonist here would be a farm-boy named Joshua. Joshua is about to turn 18 and leave his family’s farm in search of a better life in the military. Joshua’s father is an alcoholic but tries his best to support himself and Joshua. Joshua’s mother died giving birth to him. Joshua is 6 feet tall, has a light tan, has piercing blue eyes, and dark brown hair. Joshua has had a tough life, and it shows through his personality. He holds his past close to his chest, but as the game progresses, we learn a lot about him and his heritage. When Joshua finally leaves his farm and hometown, he is joined by his friend, Neil. Neil’s dad is a gunsmith and sent two Pistols to be used by Neil and Joshua. Joshua and Neil travel to the capital to enlist in the Military but are attacked on the way by some Thieves on the roadside. After they defeat the thieves and enlist in the Army, Joshua and Niel are sent with a few other soldiers under the command of Jon, the Jagen character, to take attack a bandit hideout. Once they make it to the hideout, Joshua recognizes the markings around the hideout and realizes that the thieves that attacked them on their way to the capital were members of this bandit group. They ultimately end up seizing the hideout, but Jon was mortally wounded by the Hideout boss. Joshua and Neil are sent on many more missions to eradicate the bandit group, who ends up being much more powerful than anyone suspected, and along the way, Joshua’s prowess continually ranks him up through the military. Joshua learns that his father, as well as many of his forefathers, were mighty warriors in their day. Joshua’s father had decided to hang up the sword for the last time after he received a grave injury that prevented him from fighting again but also allowed him to meet Joshua’s mother. After returning from one of Joshua’s raids, he learns that his hometown has been taken over by the bandits he has been relentlessly hunting for the past years. He immediately takes his battalion and goes to fight the bandits. This is where the bandits would be eradicated and would also act as the final chapter of the game. We later learn that after eradicating the Bandits, Joshua decides to retire and live a happy life with whoever he decided to S-Support with.



 

Other than this, it is a pretty standard Fire Emblem game.

Edited by Jazzman
It was all in bold and wouldn't let me change it.
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