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Create a House for Garreg Mach!


DefyingFates
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I just thought this'd be a fun idea. If you were able to lead a House, what would its name be and what sort of students would you have? Of course, not all of your students would fit the same mold, but what trait (be it their birth/ talents) would they tend towards? As for the name, you can just pick your favourite colour and animal if you want, but if you want to get fancy and include some symbolism or other extra significance to your choices: go for it!

(P.S. @eclipse, feel free to move this if I put it in the wrong place.)

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Crimson Wyverns.

Generally my house would be be focused on mounted/flying units. After all, mounted classes are so good in this game so you might as well own that shit. Pegasus Knights. Bow Knights, Wyvern Lords, even Dark Knights all are welcome here. We'd also have students focused on sneaking recon missions to take out the archers before they can spot our flying units. Our students themselves aren't limited by birthplace or even status, so you can have Empire nobles mixing in with Alliance commoners and the like. That'd be our weakness, aside from little to no magic, we have the talent to get to these amazing end game flying units of death, but students would need to overcome their own personal gripes and issues to actually cooperate. 

This makes it even more complicated when the time skip comes around and lines in the sand are drawn.

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Silver Wolves. It would be a Axe and sword specialty class. Whether the students wanna master them or hone their skills id be the class. Mercenary and myrmidons would be my main students with some other students looking to branch off from there main study. If i could make my dream team from the entire series it would be Zihark, Gerik, Ike, Rutger, Dieck, Nephenee, Dimitri, and Felix. If i could have more then 8 student i would really like Joshua, Soren, and Greil

Edited by Zihark11
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The White Tigers.  House of Kung Fu Monks and Martial Artists.  

Values harmony, discipline, and martial honor. 
Dislikes arrogance and cheap tricks. 

Heavy favoritism for warmasters, mortal savants, and wonky brawling combat arts that may or may not be heavily inspired by the Street Fighter franchise. (i.e. imagine an 'effective agaisnt fliers' combat art where your brawler jumps up and just shoryuken's a pegasus knight right out of the sky)
Image result for shoryuken gif     


Weak at utiltizing flying and horseback classes.

Main Lord's class would of course specialize in brawling and authority.  

 

Edited by Shoblongoo
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Green Ants

A house dedicated to commoners who have shown exceptional talent while acting for good. The name is inspired by how ants achieve extraordinary feats of engineering, society and strength despite their small size, while doing so in the calm realms of nature.

As such, all the members of this house are commoners. The main statistical gimmick with this house is that all the units are heavily specialised for certain stats and classes (as they already have some abilities trained). Crests are a rarity, though there are some "lost bloodlines" that aren't actually as lost as first thought.

Spoiler

After the timeskip, if this house was picked, the story will revolve around the commoners trying to stay alive while caught in the noble crossfire. The maps will generally involve saving green units as the group sneaks around enemy lines to save villages and take out corrupt nobles. The war hits a major turning point when the player's army defeats Arundel/Thales while assisting a rebellion, as this exposes TWSITD. The party defeats TWSITD but, unlike in Silver Snow and Verdant Wind, actually hear out the Agarthans. Their technology will develop Fodlan into an economic powerhouse where the commoners hold a lot of power through their ability to change jobs. (This affects the flavourtext in the endings, but not much else.)

With TWSITD eliminated, the Empire loses most of its strength and is swiftly invaded by the kingdom. However, Dimitri slaughters innocents left and right in his bloodthirst, making an enemy of himself. The final map is the imperial palace, with your army in the Eastern courtyard, the Blue Lions in the South, and Hegemon Edelgard in the North. On turn 10, the kingdom will find Rhea in the palace, adding The Immaculate One to the Kingdom's side. The goal is to defeat all 3 enemy commanders with no more than 50 non-commander, non-demonic-beast casualties on all sides combined. If Edelgard and Dimitri are somehow defeated before turn 10, Rhea doesn't degenerate and you get special dialogue in the ending.

 

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2 minutes ago, The_antithesis said:

Green Ants

A house dedicated to commoners who have shown exceptional talent while acting for good. The name is inspired by how ants achieve extraordinary feats of engineering, society and strength despite their small size, while doing so in the calm realms of nature.

As such, all the members of this house are commoners. The main statistical gimmick with this house is that all the units are heavily specialised for certain stats and classes (as they already have some abilities trained). Crests are a rarity, though there are some "lost bloodlines" that aren't actually as lost as first thought.

  Reveal hidden contents

After the timeskip, if this house was picked, the story will revolve around the commoners trying to stay alive while caught in the noble crossfire. The maps will generally involve saving green units as the group sneaks around enemy lines to save villages and take out corrupt nobles. The war hits a major turning point when the player's army defeats Arundel/Thales while assisting a rebellion, as this exposes TWSITD. The party defeats TWSITD but, unlike in Silver Snow and Verdant Wind, actually hear out the Agarthans. Their technology will develop Fodlan into an economic powerhouse where the commoners hold a lot of power through their ability to change jobs. (This affects the flavourtext in the endings, but not much else.)

With TWSITD eliminated, the Empire loses most of its strength and is swiftly invaded by the kingdom. However, Dimitri slaughters innocents left and right in his bloodthirst, making an enemy of himself. The final map is the imperial palace, with your army in the Eastern courtyard, the Blue Lions in the South, and Hegemon Edelgard in the North. On turn 10, the kingdom will find Rhea in the palace, adding The Immaculate One to the Kingdom's side. The goal is to defeat all 3 enemy commanders with no more than 50 non-commander, non-demonic-beast casualties on all sides combined. If Edelgard and Dimitri are somehow defeated before turn 10, Rhea doesn't degenerate and you get special dialogue in the ending.

 

Ooh, this is really well thought out; bonus points for designing your own route for them too!!

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The Gray Sparrows.

A minor house established to serve students looking learn protective tactics and excel at minimizing casualties on the battlefield. Faith magic and Priest is the clear winner in terms of focus subjects, but classes such as Armored Knight, Cavalier, and Pegasus Knight see frequent study as well, thanks to the former's ability to bear enemy attacks, and the latter two's specialty for rushing in to aid struggling allies.

The students of the Gray Sparrows would be accepting of students from any region or birth, but given its values I'd imagine Kingdom residents would most often get behind it's chivalrous emphasis on serving the needs of fellow soldiers first, with other students of more conscientious dispositions filling out the rest of its ranks. This obviously would shape the part 2 section of the game to be squarely against the Imperial advance, though perhaps not without a few patriots leaving to support their home depending on the class' ultimate composition.

 

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Purple Hawks

A house comprised of some who have either fallen from grace through others lying about them, or others who have a burning desire to uncover a truth. (Think Investigation Squad from P4 mixed with Phantom Thieves from P5). Their goal is to unveil the injustices they've seen to the world, whether or not the world wants to see it.

There would only really be one Crest owner in this house, the rest have no crests, but have personal weapons, equipment, and/or arts instead. Their abilities would mainly be "trope-breakers." An Armor unit with high Speed or Res, a Mage with high Strength, etc.

Units (No names thought up yet):

Spoiler

Analytical Girl: Born in a discreet area of the Leicester Alliance, she grew up reading many mystery novels. A few years before enrolling in Garreg Mach, her father was murdered by a man dressed in dark blue, with a tatoo of a dragon on his left shoulder. She caught wind of this man having a connection to someone in the Officer's Academy and enrolled to find him, ending up as the house leader of an experimental house which she named the Purple Hawks.

Helmed Girl: Not much is known about this girl, not even her face, constantly covered by a helmet with a visor that is practically glued shut. It seems she distrusts people if she doesn't have her helmet on, and even with it on, she rarely interacts with others. She seems to come from somewhere in Faerghus.

Flamboyant Boy: Once a noble in Adrestia, he was disowned by his father when he refused to marry into a wealthier family with his crest due to him being romantically interested in men instead. This, combined with the strife his family had to face in the past, seemed to also have made his father nearly insane. His luck appears to the worst at first, but always seems to turn around at the last second.

Big Brother Figure: A boy who adored heroic tales growing up, but has been framed as a delinquent. A commoner from the Leicester Alliance, he was falsely arrested at a young age for stealing various foods and trinkets. Later, he was accused of assaulting a noble after trying to stop his drunken advances on a lady (though the last part was omitted). Recently, he was framed for trying to steal a Hero's Relic, but after being personally seen by Rhea, was allowed to prove his innocence through his time at Garreg Mach.

Big Sister Figure: A girl who has caught the eye of many men with her beauty. The only thing to match her beauty is her protective and stubborn nature. Her past was of no significance until she managed to help defend a town against bandits alongside the Knights of Seiros, earning her an enrollment in the Officer's Academy. When asked where she's from, she never directly answers.

Airheaded Girl: Appears to be daydreaming in every moment of her life and never seems to look someone in the eye. In reality, she has a near perfect memory, and hyper-acuity in all her senses. Parts of her hair are white. Says she from Adrestia.

Serene Boy: A boy who grew up in the mountains of Faerghus, his body and mind both look like a monk's. His reason for enrolling is unclear, though his hatred of taking advantage of others is clear.

Kleptomaniac: Once a common thief in the slums of Dierdru, his love for stealing has put him into trouble many times, though it was often done just to prank someone. After a run-in with House Riegan's Claude, he seemed to have channeled his pick-pocketing ways into something akin to a phantom thief.

 

Edited by StriderSean
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@StriderSean Ooh, I really like the idea of a House formed by people who don't fit into any of the others~

1 hour ago, StriderSean said:

Big Brother Figure: A boy who adored heroic tales growing up, but has been framed as a delinquent. [...] Later, he was accused of assaulting a noble after trying to stop his drunken advances on a lady (though the last part was omitted). Recently, he was framed for trying to steal a Hero's Relic, but after being personally seen by Rhea, was allowed to prove his innocence through his time at Garreg Mach.

Yeah, the P5 inspirations really shine through in this one xD

@PeaceRibbon: That's a House I think I'd like to be in myself~

Edited by DefyingFates
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Colorless Dragons

An edgy house consisting of emo loli Manaketes. They are usually in "heavy" armor, but still retain good mobility because their armor is not actually that heavy.

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The Brown Turtles.

I'd imagine they'd be kind of like the House Greyjoy of Fodlan.  An island nation called Escar situated off the continent east of Adrestia and east of Morfis with a focus on armored units.  Renowned across the land for their forging abilities and their armor making.  For having such a specialty renowned across the land they are also a key trading partner in times of conflict and hope to remain outside of war of any kind.  While they are a pretty solitary society, they are still a welcoming and hospitable to all who look for somewhere to find security.  Most of the units are generals and knights with only some cavaliers due to the minimal supply of horses and even fewer pegasi. 

Overall a house that has units that excel in Defense and have decent Strength.  Biggest tradeoff obviously being the lack of characters with a decent Resistance or Speed stat number or many magic users.

Pick this house as a route and prior to the time skip, the king will be assassinated by a member of TWSITD while sabotaging a great deal of the main castle.  With this moment of weakness exposed, both Morfis and Adrestia engage in a war to claim the Escars resources that sets up the conflict for the MU to resolve before returning to Garreg Mach.  Every student you've recruited will travel to the islands to join in the islands defense, resulting in entirely different support dialogue starting at a C rank.

Here's some of the characters, I'll change them later, consider them placeholders.

Spoiler

(NPC) Roman - King of Escar.
Cora - Former consort to the king who lost her position in royalty when Roman married Halima.  Now sent as an instructor to Garreg Mach where she serves 
Halima - Queen
Darren - Bastard son from Roman and Cora.
Gethin - Heir to the throne from the king and rightful queen.
Evie - Younger sister of Gethin.

 

Edited by Emperor_Siegfried
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The Brass Bears.

The Brass Bear students pride themselves on their strength of heart and body. Naturally, many of the students in this house eschew wielding magic or riding a mount into battle in favor of crushing their enemies with sheer force. There would be one requisite healer and one mage, as well as a single student with a Budding Talent in reason to give her a boost to critical, or something.

The house leader is decided by a contest of strength at the start of the year rather than by status. Most of the students in this house are crest-less commoners (there is a lone exception, though the noble family into which he was born is not a very well-to-do one in the Kingdom).

The leader of this house in the year Byleth joins as a professor is a tall, brusque, animal-like man who acts on his instinct of what is and is not right to do at the time with little foresight nor patience for ideals. He would specialize in axes and brawling, and his personal promoted classes (Barbarian Lord and Barbarian King) would be a mix of the Assassin and Warrior class, able to move through terrain unimpeded while boasting the raw power of Warriors.

The eight units would be:

Spoiler
  • The aforementioned leader. Strengths: Axes, Bows, Brawling, Authority. Weaknesses: Heavy Armor, Flying. Budding Talent: Swords.
  • A sickly friend of the leader, the noble noted earlier and healer of the house. Despite his familial ties, is loyal to the lord before his family because of a life debt he owes him. Other students in the house call him weak, but the lord defends his presence there because of his strength of heart. Strengths: Faith, Authority, Lances. Weaknesses: Axes, Riding.
  • An ambitious girl who specializes in offensive reason magic, she chose to join the Brass Bears because of the value she places on strength - though she disagrees that strength is limited to the heart and body. Strengths: Reason, Authority, Riding. Weaknesses: None.
  • A Dagdan girl who was abandoned by her family's pirate crew on the shores of the Empire after the war and thus forced to survive on her own. Strengths: Swords, Bows, Lances, Flying. Weaknesses: Brawling, Faith, Riding. Budding Talent: Reason.
  • A young man from the Alliance who sees the house leader as a rival to be overcome. Is the one who most often picks on the healer. Strengths: Swords, Axes, Brawling, Heavy Armor. Weaknesses: Authority, Riding.
  • A son of a Knight of Seiros who was permitted to join the Officer's Academy. Respects his father, but privately does not admire his devotion to the Archbishop. Strengths: Swords, Lances, Axes, Authority. Weaknesses: Bows, Brawling, Riding. Budding Talent: Flying.
  • A girl from a hunting family whose patriarch has earned a reputable name for himself, though they've not yet achieved noble status due to a lack of Crests in their family history. Strengths: Swords, Bows, Axes, Heavy Armor. Weaknesses: Riding, Lances, Reason, Faith
  • A merchant girl who earned every piece of gold she used to get into the Officer's Academy through running a shop. Obviously, very frugal. Has a paralogue where the player can find a silver card. Strengths: Lances, Reason, Authority. Weaknesses: Bows, Faith, Flying.

The route would entail the students carving out their own piece of Fódlan and creating a fourth major territory - a place where barbarism reigns supreme and the populace distances themselves from the tiresome affairs of nobility and crests.

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Well, I guess it's time I give this a go, huh?

Emerald Drakes

A new House and the smallest at Garreg Mach consisting of war orphans and other people the Monastery adopts in the wake of various accidents. Tuition fees are waived for these indivudals, but even if this weren't the case charging them for their education would be pointless as most of them work part-time around the Monastery anyway to return the favour of being taken in (i.e. the Monastery would just be getting the money that they gave out in the first place).

Since most of the students were raised on Monastery grounds and surrounded by the Seiros religion since a young age, this House has a large number of devout believers even though there is no pressure on anyone to follow the faith. But while not everyone worships the Goddess, they do value the Monastery itself (and the people within it). For the most part at least. There are a handful of students who don't agree with the faith or Rhea's views (quite a number of them aren't fond of Crests for inciting the conflicts that made them orphans), but they still feel guilty about that.

Mechanically they'd be a mix of classes like with the canon Three Houses. Crests are few and far between though - only two of the batch have them: the offensive mage and the Lord's BFF.

Story-wise, their Part 2 would be a mix of SS and VW, with protecting Garreg Mach and Rhea being the students' main priorities. The sceptical members would ask Rhea to come clean at the end about what she knows, and you'd get to see a more maternal side to her since she knows many of the House personally. Also, Reunion at Dawn would function a little differently: instead of bandits, you'd fight a small squadron left behind to watch Garreg Mach because the Emperor knows there are students who would do anything to get their home back.

As for the name, I wanted something Green since it's the primary colour left over after the existing Red, Blue and Yellow and when I decided I wanted a House based around Garreg Mach everything fit into place as a tribute to Rhea and the Goddess (I figured the students would prefer "Emerald" to "Green" out of respect to the former). Oh, and that's the "Dragon" kind of drake by the way, not the duck 😛

How did I do? Hope you like this one!!

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  • 5 months later...

The Obsidian Foxes

A house made up of those who know what evils the Church or the Agarthans have done, the Obsidian Foxes mainly focus on Dark Magic. They are lead, not by a house leader, but by the mysterious "Twelve Sages." Many speculate that the Twelve are lead by yet another, a mysterious entity that the students call "Null." This is evidenced by the fact that there is one door extra in the council hall, but it is made of thick Umbral Steel, and is kept locked at all times. In order to join this house, you must first join the Black Eagles, complete the side story, and talk to the vague shape in the shadows of an alleyway branching off from Burrow Street. Then, you must complete Black-Scrolled quests given by Hanneman, Lindhardt, Hubert, (Which are to gather the forbidden crest research) and various NPCs in Abyss. After that, in the Pegasus Moon, you must talk to the shape, and select "Walk into the Darkness" This will skip the entire rest of the game up to the Time-Skip.

Spoiler

After the timeskip, you will wake up in an operating room. Your hair will be purple, and when you fight, it will show, instead of the Crest of Flames, an upside down version. The NPCs from Abyss are revealed to be the students. Suddenly, twelve people wearing white masks that cover their whole faces except for their eyes, which glow purple, and robes appear, and take you to the sealed door, which is opened. Then, you meet me. The Void Emperor. From then on, the story focuses on the War for the Freedom of Brigid, killing off Agarthans, and assisting the empire. The final boss is in The City Without Light, but Thales uses his true power, and after 10 turns, you must fight a weakened Immaculate One as well, who was captured by the Agarthans. If you kill the Immaculate One but not Thales, you get the warring powers ending. If you kill Thales but not the Immaculate One, you get the Vengeance of Sothis ending, and if you kill them both you get the Crimson Flower ending, but it also has the Obsidian Foxes. This is the only route with a postgame of randomly generated quests.

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Mmm, a nice thought mixer, to say the least.  (I assume I have to abide by TH mechanics/rules/limitations when posting/making this?)

 

-->The Cerulean Sheep

The Cerulean Sheep is a house for crafters, carpenters, and artists alike. To be assigned/accepted/apply for this house, an applicant or student-to-be must create something using materials they have gathered themselves, or under the supervision of an expert (as some materials may be too dangerous or are unable to be procured by one person). Regardless of quality or quantity of said creation, the student is accepted based on:  the amount of creativity, effort, and time put into the creation, as well as their personality. Students with a demeanor or who display characteristics of destruction (or other similar factors) are immediately denied acceptance. The Cerulean Sheep are here to create in peace, not destroy, nor create destructive items or weapons (that being said, it's not like they *cant*, it's just that they *don't*). The tuition fee is waived to some extent based on the creation and dedication of the student as well. For example, a wide eyed student carpenter might design a comfortable chair. In place of the fee, the student will sell the chair to the academy, as well as make other furniture or items as a part of their learning experience to pay for their tuition. If the student wishes to hold onto the chair, the chair will be either held as collateral until the student either pays in cash, or with another creation after acceptance. 

As such, students will mostly comprise of young aspiring artisans who wish to create rather than destroy. Some would rather not fight. Some would to defend themselves, etc. However, there are no evil-aligned people among the students.

If you had not already surmised, crests give no bearing for this house. As long as one is an aspiring artisan with no evil in their heart, they may join. 

Spoiler

Part One would mostly consist of the professor (Byleth) helping students gather materials for their projects, whether it be wootz steel for giant wolves, wood from forests, etc. These creations would then be used to decorate the monastery, as well as provide revenue and a cozy home for the Cerulean Sheep as they all grow to love one another using their one similar trait: the love of creation. Battle would consist of mostly bandit raiding during gathering sessions, or beast attacks. The Remire village incident would happen most likely as The Cerulean Sheep visit the village to see or gather inspiration as to what common folk might use in every day life. The students would all willingly help take out Kronya and the rest to help their professor they grew to love. However, during the attack on the monastery by the Flame Emperor, the students would not fight, but rather work behind the lines, providing supplies for ballistae, catapults, medical supplies for the injured, etc. Some combat would ensue as some soldiers break through the defensive line, and chos ensues quickly as the students, who were once supporting the front lines, now become the last defensive line for Garreg Mach.

 

Part Two would consist of Byleth and the House Leader (might make a custom student for this later) meeting up in the monastery, and then going around Fodlan, reuniting with the other Sheep, as well as making sure common folk and nobility alike are safe from the big battles of the war. While reuniting with the Cerulean Sheep, the Knights of Seiros would also rally behind Byleth as he travelled around. Combats would be mainly against beasts and bandits, as per usual. 

The Knights of Seiros, once reunited under Byleth, would be sat down with Byleth and discuss the church and its rules/laws. Byleth proceeds to make an argument declaring that the church has fallen astray from the path it was once on. Presenting a revised list of rules and laws, the church would bring back its former glory, as well as peace. It would not rule over Fodlan, but instead be a background advisor to the rulers, while also being and not being its own faction. It would, essentially, as Byleth plans, to be part of all three factions, while also not being a part of them. Neutral ground, so to say, as it was first intended to be.

 

Byleth and the Knights would request the release of Rhea from the Empire, as well as a peace discussion between the three faction leaders, using the Monastary as neutral ground. The player then has a full month to help all three leaders out with their own plans and goals. Succeeding will result in the four leaders going around Fodlan and working to stamp out any remaining problems, ending with a final battle between an emerging TWSITD. Failing results in gronder field, all three leaders dying, and a life of chaotic turmoil and hard work for the Cerulean Sheep to try and hold Fodlan from falling into destruction.

 

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