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warchiefwilliams

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Posts posted by warchiefwilliams

  1. #1: Inigo/Laslow: Not going to lie, I initially disliked this character in Awakening, until I did a run with him as Robin's kid, saw their supports and I played the Future Past missions. In Fates I still like him, with how he has matured from his past experiences both over the course of Awakening (or the Future Past, I really don't know which version we have) yet still remaining true to who he is. Overall, Inigo still belongs in the top three characters from this game for me.

    #2: Shigure: No real opinion. Never even really unlocked him. Azura either gets benched due to poor growths or because of her brittleness gets her kill-I mean, incapacitated before she can get an S support.

    #3: Selkie: Kinda bland. Just like her father. Damn shame too, because I really like her design.

    #4: Flora: I feel like a broken record, as my opinion on her is shared by multiple people it seems. She is one of the most developed characters in the game and actually has an interesting character arc. Combine that with her use as a unit, and you have a very solid character.

    #5: Scarlet: A damn waste of a character. She basically exists to be Fates bottom bitch whenever they want to kill someone to up the stakes. We learn next to nothing about her despite her being one of the leaders of the Cheve Rebellion and being a non-Hoshidoan who can influence Ryoma. I wish there was more to her, but there just isn't.

    #6: Severa/Selena: Maybe I just have a thing for tsunderes, but I do really like her character. Like Inigo, I was mixed on her at first until I went through the supports and dlc. And like Inigo, she really grew on me. As others have stated, she has definitely matured the most out of the trio since Awakening: "I suppose this would be nothing to you, mother" is now "Look at me now, mother." She is done trying to live up to Cordelia, and now she just hopes that her mom is proud of what she has become. Married her without shame in most of my Conquest runs.

    #7: Nyx: No opinion. Too fragile gameplay wise for me, and I have never been a fan of the "looks young but actually really old" trope.

    #8: Takmui: Blame Takmui I kid. Takmui is one of the best characters in the game. An absolute beast on the battlefield and possessing surprising depth to his character off the field. My biggest compaint regarding him was how Conquest treated him. He deserved better than he got.

    I.e: not turning into possessed daemon spawn. He had legitimate reasons to dislike Corrin. Daemonic possession is not required here.

    #9: Corrin: The worst self-insert in Fire Emblem and everything wrong with self-inserts in general. He/she stands as my main argument against including another player avatar figure in the next FE.

    #10: Sophie: I still can't get past the battle panties. I mean, come on! Surely one of the designers has ridden a horse and realized why it is advisable to wear long pants! Character wise, she is meh.

    #11: Shura: Wasted by being a kamuisexual. He has a really good and memorable design and a very good backstory, but we are not given a chance to see it unfold outside of maybe one or two points (mostly him vs. Kotaro).

  2. Ah, Severa, Owain and Inigo. Three characters that I had initially written off as not something I liked until I unlocked their supports and played through the future past. Now they stand as some of my favorites from the series. I was initially afraid though when I realized they would be in Fates, until I found out that IS actually had the good sense to let the mature and develop, and they still stand as my favorite characters from Fates.

    As to whether I want to see them again? Not in another mainline Fire Emblem, no. A spin-off title focused just on them? Maybe, but again, not a mainline Fire Emblem. As has been stated already, Fire Emblem is not supposed to be an interconnected universe (multiverse?). Awakening and Fates may have saved the franchise's future outside of Japan, but it is time to move on to something new. As Nekoknight said, if we have fallen in love with these characters, then we can fall in love with new ones as well.

  3. Some people have tried saying that he's a mother figure to Corrin, but what mother figure keeps trying to bone her child?

    Certain power-hungry/insane characters from A Song of Ice and Fire?

    I suppose that, at the end of the day, I think that in a more character focused game, Camilla (and to a similar extent, Tharja since we brought her up) would have been given time to develop into something besides the yandere big sister. Something to truly explore all of her issues and to help her develop past that. Alas, this is Fire Emblem, not Shin Megami Tensei or Persona....

    You know what doesn't make sense? The Nohrian family being okay with how she behaves.

    If they tolerate Peri killing half of Windmire Castle's staff every month or so (another elephant that needs to be addressed) then they likely tolerate Camilla doing her thing. Honestly, I don't know why the Nohrian royals tolerate half the crap that they do.

  4. I'll give her this: Camilla is the most interesting of the Nohrian siblings. Of course, she doesn't get any character development, and her issues are played for laughs, but I certainly think she's better than Obergruppenfuhrer Xander. Of course, good in Fates is still bad. In a better written game she would have a major character arc based around overcoming these issues. I will say that threatening to torture and kill people who hurt her loved ones isn't necessarily insane, and it's more mama bear behavior. Unit wise, she's probably the best pre promote in the series; she's somewhat Fate's Oifaye.

    This. Instead of giving us needless filler about how our ship is under attack by pirates and how we are just pissing around before getting to Hoshido, give us an arc in Conquest about the Nohrian Family's hidden daemons. Every single one of them have something gnawing away at their soul like a skaven slave with a bone, an arc delving into this would help to both develop the Nohrian characters and to make us as players more attached to them.

    EDIT: I noticed that a lot of character's issues in this game are played for laughs. We are supposed to find Peri's servant genocide as quirky, though it speaks to deep problems mentally that any sane person would be concerned about enough to section her. We are supposed to find Niles's sadism/masochism quirky as well, but the way he describes himself in his supports with Leo, it speaks of much deeper scars on his psyche that really should be addressed rather than be glossed over.

  5. I honestly feel a fair amount of empathy and sympathy for the situation that Camilla, and by extension the entire Nohrian Family, are in, and as a result, I do like her character.

    Looking at Camilla's past, we have an individual who likely had to kill a large amount of her extended family on the whims of her mother, who treated her daughter as little more than a tool to further her own prestige in the eyes of Garon. Some people, myself included, head-canon that Camilla killed her own mother at some point during the Concubine Wars. Yeah, her mother was not a good mother, but parricide (the act of slaying one's own parents) is likely not good for one's mental health. As a result of all this carnage, she is fanatically devoted to protecting and caring for her remaining family, though the scars of the bloodshed that she has both caused and been witness to prevents her from getting as close as she wants to. This is why, in my view, she tries to be so close to Corrin. She sees them as an outsider, one who will never try and betray her like so many have. This is why she snaps so badly in Birthright. Corrin may express regrets behind the scenes of betraying their Nohrian Family, but most of the time since chapter 6 when Corrin encounters them, Corrin just comes off as not caring about what he/she has done to them. For Camilla, this is the one person who she thought she could get away with showing affection and trust, more than she could show her other half-siblings, and now that person is spitting on her and all she holds dear, and Camilla just simply can't deal with the powerful, conflicting emotions crossing her psyche. Even in Conquest, she is torn between trying to help Corrin, and keeping to her father's orders, knowing full well after 20+ years of living under his roof what happens to those who disappoint him.

    But no matter what happens, she will try to keep up a confident image for the rest of her family, as to her, all that she has left are her retainers, Xander, Leo, Corrin and Elise.

    TLDR: She is one slip away from being broken mentally. If the wrong person leaves her or betrays her, she will snap, never to be whole again. I empathize and sympathize with characters like her.

    I could do without her armor design though. Seriously? Who thought that boob window armor of that degree and battle panties were appropriate for the fields of war?

  6. There is nothing I can add that hasn't already been said, but here we go.

    Perhaps it is because I see more of myself in Robin. We both read for fun and love learning new things, we both study tactics, we both occasionally lack self-confidence and we both tend to insert ourselves into social situations that we are completely unprepared for (I know I can't pair up wyverns!). If nothing else, I saw Robin as a natural progression from a character like Mark, the tactician from FE7. Going from being a background character only occasionally referenced to a deuteragonist is no easy feat, and I thought that with Robin was well done in this regard. Gameplay wise, Robin is a wee bit overpowered thanks to the their ability to be any class and their kid/s inheriting that boon, but all well, the eugenics system of Awakening was fun to play with. I was looking forward to what IS could put out for Corrin. I figured they knew how to handle a player-character now.

    Boy, I was about as wrong as Chamberlain when he said "Peace for our time."

    Corrin, well I find it really hard to relate to Corrin. I can't relate to a character which causes me to yell at the screen at the sheer absurdity playing out before my eyes. As Alastor put it, I felt like half of a personality. My role was simply to ensure that this piece animu shite didn't get everyone killed during the battles. The other half of their personality was busy blindly following garbage plans (Especially in Conquest) or trusting people that even the most inbred of individuals would question, let alone trust said suspicious individuals leading them into a death trap. I feel like so many problems scattered throughout Fates can be traced back to Corrin, or at least how Corrin's character was written. Which is a damn shame, because I think that Corrin (especially Nohr Princess F/Corrin) is a very aesthetically well-done design.

    TLDR: I much prefer Robin for their character and their story role, though I will concede that Corrin is far better balanced gameplay wise..

  7. Perhaps this "future sight" takes the form of us as players seeing the "to-hit" and "damage" variables?

    Also, some more stuff from me. References to "Europans" and "Twin Europas" are relevant to my own writings, so disregard them if you wish. Regardless, brace yourself for a wall of text!

    Nations and Landmarks on the Ivron Continent

    Common Mythology-

    · Basics

    o In the creation myth of the world common to both Nohr and Hoshido, the Astral Dragons initially ruled over creation with a clearly established hierarchy, humans were the thralls of the dragons, though they were unaware of it, praising the dragons as gods. Over time, some of their number believed they should rule as opposed to those in charge and rebelled, becoming the Dark Dragons. They were led by the former 2nd in command of the Astral Dragons, Anankos. In order to gain dominance over the Astral Dragons, they use a corrupted form of the creation magic (which later morphed into dark magic) to combat the Astral Dragons. Determined to gain a numerical advantage, the Dark Dragons freed humanity from thralldom for use against the Astral Dragons. They did this by informing the humans that they were slaves and by fighting against the Astral Dragons, they would guarantee their freedom, though they didn’t tell the newly freed humans that they would be able to keep their freedom after the rebellion. During the war, the cataclysmic conflict led to the creation of several of the barriers now common throughout the world, like the Infinite Chasm, the Maelstrom (a perpetual storm in the Eastern Sea off Hoshido) and the Europan Sea (Fates/Imperial Rewrite only). In the end, the Dark Dragons were nearly wiped out, their fallen forms coating the land that would become the Blight and slowly corrupting it. It was, however, a pyrrhic victory, as the few surviving Astral Dragons were forced to flee to the hidden realm of Touma, the original homeland of the Dragons, with their closest human followers. The few remaining Dark Dragons had no choice but to flee along with their brethren, nursing wounded psyches and resentment towards their thralls who had failed them, and to their former foes who they were now forced to live with for their survival. For the nations on the Europan continent, their mythology shares much with Nohr’s but rather than the Dark Dragons leading the rebellion, it was the human pantheon of those lands, rather than the dragons who broke the iron grip of the dragons, leading mankind to both freedom and salvation.

    o In modern times, aspect of this creation myth have permeated across the culture of all nations on the Continent, though which aspects take precedence depends greatly on which side of the Chasm you are located. Typically, nations west of the Chasm have built their religions around the worship of the Dark Dragons, believing them to be the liberators of humanity and revile the Astral Dragons, seeing them as slave masters who robbed humanity of their free will. Conversely, nations to the east of the Chasm view the Astral Dragons as bringers of order to a chaotic world, and those who would follow the Dark Dragons are agents of chaos determined to replace their holy gods with fell ones whose disorder will mean the end of all things. In reality, both camps are simultaneously right and wrong about the nature of the Dragons. As for the Dragons themselves, no one has seen a true Astral or Dark Dragon for dozens of generations, though every noble dynasty or wealthy patrician likes to claim that they are the true descendants of the Dragons, though only the Plantagenets in Nohr and the Yamotos in Hoshido are descended from the Dragons. As for the Europans, their pantheon did exist as the leaders of the human rebellion, though they did collude with the Dark Dragons. That latter fact is oft forgotten by the Europan powers, who judge the dragons based on the feral Sun Dragons and Star Dragons in the Dolomite Mountains, little better than future mounts for the best warriors, not as the once-rulers of the world.

    Kingdom of Nohr-

    · Basic History

    o Centered on the Kraken Crater, the Kingdom of Nohr is the central most kingdom on the western part of the Ivron continent. Despite its higher population, most of Nohr’s land continues to bear scars from the Great Dragon War of legend, with most of the land being ash wastelands caused by the volcanos of the Great Blight. As such, most of Nohr’s farmland produces only enough food to go around, meaning that famines can have a great effect on Nohr. The last great famine occurred during the reign of Garon’s great-grandfather, which was the incident that sparked Nohr’s initial expansion. The mountain range that dominates the northern section of the country, and the range that separates them from the Frozen Wastes, is rich in natural resources, including deep, high-quality iron. Before it’s expansionist phase began, Nohr’s economy was primarily based around selling weapons and metallic goods to the surrounding countries for their conflicts in exchange for food products. It was only after the rise of King Richard Plantagenet the 1st (Garon’s great grandfather) that Nohr began to spread outwards to subjugate these territories rather than trade with them.

    · Society

    o While, like many nations on the Ivron continent, Nohr does operate underneath a feudal system of government, several societal aspects set it apart. The most notable is the underlying meritocracy that permeates all levels of Nohrian society. Due to the traditional shortage of foodstuffs and medicinal herbs within Nohr’s borders, its society developed a “survival of the fittest” mentality across all of its social strata. A commoner, living in Windmire, through tenacity and grit, can very easily become a Royal Knight while a noble who is feeble or otherwise unfit can end up spending his life as a criminal in Windmire’s Underground District. While the nobility is obvious better equipped than the commoners, it is not uncommon for a noble son to try to strike above his position, only to fall to an upstart commoner.

    o This does have the side effect of creating a cutthroat culture within Nohr proper, and this aspect of Nohr’s culture was a direct cause of the Concubine Wars. Nohr’s culture is very unforgiving towards failure, and fittingly, failure is often rewarded with severe demotion at best and execution at worst. For example, a commander who loses a battle with a majority loss on his side and he survives the battle may be killed by his own men while returning to Nohr, and if he survives to return to Nohr, he may even face execution for his incompetence.

    · Culture

    o The culture of Nohr is a reflection of its society, dominance-oriented. The buildings of Nohr are intentionally built as large as possible to show the power of the builders and of those who order the construction. Many of the castles and fortresses dotting the Nohrian landscape are built using darkstone, a material that has significance within the Nohrian religion, and as such help to enforce their dominance over the land. Statues within Windmire are typically of heroes of old or of the Dark Dragons which freed humanity from the order of the Light Dragons. Occasionally, a statue of a current hero or commander will be erected within a city or a town, though if the hero fails, then it is not uncommon for the statue to be smashed.

    o The religion of Nohr is focused around the worship of the Dark Dragons. While most of the populace only pays token respect to the Dark Dragons, there are plenty of cults dedicated to individual dragons that played a key role in the liberation of humanity from thralldom, the most influential one being for the Dragon Anankos, the one who first freed humanity. These cults typically mount expeditions into the Great Blight in an attempt to find relics from the Great War, but for what purpose they desire these relics are unknown.

    · Geography

    o Nohr’s territory is almost entirely unsuitable for farming or grazing. Only the hardiest crops and livestock can survive in the desolate landscape surrounding Windmire and nothing can survive within Nohr’s portion of the Great Blight. There is some arable land just south of the Frozen Wastes, but this can only support minimal levels of agriculture. As if the gods wanted to make up for this deficit, the many mountain ranges in the north of Nohr are rich in natural resources and metals, which fuel both Nohr’s economy and military. While the Great Blight regions have never given Nohr any immediate benefit, many of the Dark Dragon cults and Nohr’s Sorcerer Academy have outposts in the region to harvest ancient artefacts and magical relics from bygone eras. While officially the Kingdom proper consists only of a few Duchies, the Kingdom does boast a very high population density when compared to territories in both the Greater Nohrian Empire and Hoshido. Again, due to the fact that the region is not capable of producing enough foodstuff to feed this population, Nohr must either trade or conquer new territories for subsidence. Large mountain ranges, thick swamps and uninhabitable wastelands surround Nohr itself, making all invasion attempts incredibly risky propositions.

    Greater Nohrian Empire

    · Basic History

    o The term “Greater Nohrian Empire” came about as Nohr began to expand their influence from the core of the Nohrian Kingdom into the surrounding city-states, duchies and tribal lands. In most cases, rather than try to directly integrate these varied territories with Nohr, they were instead converted into tributary states that provide resources to Nohr that the Kingdom could not produce or could not effectively produce on its own, specifically foodstuffs. The Greater Empire also acts as the Kingdom’s main connection with the rest of Ivron and beyond through major states like Port Dia and the Cheve Kingdom. While many of the territories to the south are recent additions to the Greater Empire, many of the ones surrounding the original Kingdom of Nohr have been tributary states for so long that they see themselves as Nohrians, with little memory of their previous culture. Functionally speaking, there is no true “Nohrian Empire” as theoretically, each of the individual kingdoms and states are autonomous entities. However, the combination of their oath of fealty to the King of Nohr and the gradual assimilation to Nohrian culture throughout the “Empire” has caused both outsiders and the population of this reason to refer to themselves as the Empire of Nohr.

    · Society and culture

    o The societies of the Greater Empire differ with each tribe, Duchy or city-state within the realm, but there are some consistencies between the different regions, namely their gradual adoption of Nohr’s cutthroat-style meritocracy. Many states in the early stages of integration are rewarded with additional resources and military support the more they give their own resources to Nohr, encouraging meritocracy on a macro level which often permeates into all aspects of their society.

    · States within the Greater Nohrian Empire

    o The Core States, or those states that were originally subjugated by Nohr, are very similar to Nohr in terms of their society and culture. More often than not, the people of these regions see themselves as Nohrians, not remembering their original culture. The Core is the wealthiest part of the Empire, and is home to a disproportionate amount of nobles and merchants from other states in the Empire. The outer reaches of the Core are not as loyal to Nohr, as these duchies and cities still have some record of being independent of Windmire. However, with each passing year, more of those who remember their lands being independent pass away, and a newer generation who considers themselves Nohrians replaces them.

    o The State of Macarath was originally known for being a bandit kingdom, which raided both the Duchies that became the Core Regions as well as the southern states around the Tabora Desert. Despite its rough reputation, its key position in fertile land in the middle between the Devil’s Bog and the Tabora Desert made it an ideal border-state for the initial Empire. Macarath has long been integrated within the Greater Empire, but many within its borders have not forgotten their old culture as bandits and mercenaries. Most of the foot soldiers found within Nohrian Armies come from Macarath, where the repeated raids across the Infinite Chasm toward Hoshido forge them into a disciplined force. The Maracarathians have taken a bit too well to Nohr’s cutthroat culture, and it is more bloody than Nohr on a bad day. Despite Macarath’s constantly fluctuating political field between various Syndicate groups, they remain loyal to Nohr over all else. This loyalty is what caused the Nohrian Royalty to establish their Summer Palace within the Kingdom of Macarath, rather than within Nohr.

    § Note: During the 4th Nohr-Hoshido War (the one prior to the one in Fates) most of Macarath’s farmland is salted by vindictive Hoshidoan soldiers. This maneuver destroyed much of the Kingdom of Macarath’s arable land and it is predicted to either cause mass famines across the Empire or be the main causus belli for an invasion of Hoshido.

    o The City-State of Dia is a Merchant Republic that has sworn fealty towards Nohr. Officially, the state is ruled by a council of wealthy Patricians, however true political power lies with several Nohrian Nobles who, through connections with both Nohrian and Dian Merchants, are able to control trade through the Port City. The Patricians do not mind so long as they are making a profit through trade with other members of the Empire, Hoshidoan samurai seeking quality weapons, and merchants from the mysterious Imperium of Verdia across the sea. Culturally, Port Dia is a hotspot for the arts, as the Patricians pay well for great works of art in order to boost their own prestige compared to their rival Patricians. It is a common saying in this state that “Muse is the city of music, but Port Dia is the city of high art!”

    o The Glacies Tribe, more commonly known as the Ice Tribe, is a semi-nomadic tribe that makes its home in the Southern Alps Mountain Range that borders the Tabora Desert and the Devil’s Bog. The Tribe’s best known ability is to manipulate the weather of their frozen home through magic, allows them to both create ideal weather zones for their agriculture (consisting of hearty mountain yaks and certain crops found in caves) and to defend their lands from interlopers who would threaten them. All members of the Glacies Tribe are magically adept to some degree, and a significant portion of the sorcerers in Nohr’s armies either is directly from the Tribe or can trace their heritage to the Southern Alps. Unlike many of the states within the Greater Empire, the Glacies Tribe has always been fiercely independent. While they do benefit from being a part of the Empire, as they have access to trade goods and knowledge that they would not have had otherwise, the Tribe’s nomadic nature and history of surviving in what is considered to be one of Ivorn’s inhospitable zones means they would rather rely on their own abilities than another nation. Recently, there have been rumors that Nohr, under Garon Plantagenet, has been maintaining the Glacies Tribe’s loyalty through intimidation, supposedly holding Chief Kilma’s heirs, his twin daughters, hostage somewhere. There is some concern that at some point, the Glacies Tribe will rebel against Nohr.

    o The Cheve Kingdom is a large region to the south of Devil’s Bog and the Southern Alps. Similar to Nohr, most of cheve’s land is unsuitable for agriculture, though since Chev has a far smaller population than Nohr, a lack of food is less of a concern. To further alleviate the potential for a food crisis, the Citizens of Cheve, not including the nomadic tribes that live within the Tabora Desert, rely on the sea for subsidence. With most of Chevalier’s food either coming from the sea, the all but a small portion of the arable land is used to breed and raise horses, making Cheve the premier place to acquire mounts for both Hoshido and Nohr. In addition to horseback cavalry, the Tabora Wyvern, which is commonly found in the Kingdom’s western fringes, is one of the easiest monstrous mounts to be both captured and trained, making Cheve a mecca for knights across the Greater Empire seeking a better mount. Chev is the most recent inclusion into the Greater Empire, having been subjugated right after Garon took the throne after his father died in a border skirmish with the desert kingdom. Many of the Kingdom’s citizens, a fiercely independent people, resent being a part of Nohr, seeing both Nohr and the Greater Empire as parasites that feed off the success of other lands and gives little in return. The Chevalier Incident, where King Yamoto Sumeragi of Hoshido was lured into Chevalier City with the promise of a ceasefire and killed along with most of the Yamoto Branch Family in an ambush led personally by King Garon, only cemented the Nohr’s dishonorable reputation with both the commoners and nobility of Chev. As of now, there are several resistance movements within Chev; however, they are far from united, being split along ideological lines between those who seek more autonomy within the Empire and those who seek total independence.

    o While they used to be far more widespread across The Forest of the Forlorn and the Southern Alps, a genocidal push by Hoshidoan troops during the Cherry Offensive ten years before the events of Fates pushed the remnants of the Wolfskin Tribes onto the mountain that became known as Garou Peak. While many of the various tribes continued to nurse grudges against one another, the tribes are united behind the leadership of Head Chief Keaton, who, despite his tendency to disappear to explore the world, has the leadership skills to ensure that the Wolfskin will follow him and ensure their survival. The Wolfskin have a bit of a tense relationship with the Greater Empire. While it isn’t uncommon to see at least one Wolfskin section in each of the Empire’s five Legions, any attempt to either tax or place human nobles over Garou Peak has resulted in their corpses lining the approach to the Peak as a warning. As no human has ever been beyond the border villages along the foothills of Garou Peak, no one knows how many Wolfskin are left, and rather than attack an unknown foe, the Empire has elected to leave the Wolfskin alone. There is a governor of Garou Peak, however, the position mostly exists as a formality. The Wolfskin Chieftains typically elect one of their own who will represent then should the need arise.

    o While not technically a part of the Greater Empire anymore, the Principality of Nestra still has very close ties with both Nohr and the Greater Empire. A merchant republic similar to the Republic of Dia, Nestra, and its capitol of Cyrkensia is a major trade port where the wealth of the world is on display. Another similarity with the Republic of Dia is the almost obsessive way that the city’s wealthy, both feudal nobles and merchant patricians spend money on art. Though unlike the Dian nobles who spend on physical art like paintings or statues, Nestrans prefer to invest in drama and music composers. Politically, the Congress of Nestra do what they can to maintain a stance of absolute neutrality to the various conflicts across the Ivron continent, and despite the wealth to be had for anyone who owns the state, Cyrkensia’s position on low-lying swampland and the city’s extensive fortifications makes invasion a difficult proposition.

    Geography of the Greater Empire

    · Basics

    o Similar to Nohr itself, the Greater Empire is home to several desolate or otherwise uninhabitable regions created either by natural processes or by corruption from the Great War. Despite the apparent desolate nature of the Empire, the land is rich in raw resources that have provided the states of the Empire with wealth and the potential for greater power, though only Nohr has capitalized on that potential.

    · Major Regions

    o The Forest of the Forlorn is a vast swamp located in the northern portion of Makaras and southern Nohr. While obstinately fairly normal for a swamp, the Forest is awash with magical energy blowing in from the Great Blight. While not as dangerous as the energy that covers the Infinite Mountains, the magical energy crossing the dark woodlands still has had a negative effect on the creatures and plants within the region. Carnivorous plants are commonplace and even the smallest mouse has heightened aggression and strength compared to creatures and plants elsewhere. In recent decades, the Forest has become increasingly populated by Faceless; including the earlier rejected Faceless models, modern Faceless and the nearly immobile Golems. These Faceless wander aimlessly through the woods, searching for travelers and larger creatures to feast upon. It isn’t uncommon for brave, or foolish, sorcerers to brave the Forest of the Forlorn to enthrall as many Faceless as they can, but most end up just being the Faceless’s dinner.

    o The Southern Alps Range borders both the Forest of the Forlon and the Tabora Desert. Home to several of the world’s tallest mountains, this mountain range helps to divide the central portion of the Empire from the southern coasts. Unlike the Forest of the Forlorn to the North, the mountains protect the flora and fauna of the region from errant Dark Magic, saving them from its corrupting influence. Both, however, do have to deal with the chilling cold and wind as a side effect. What few plants that grow outside of hidden caves are incredibly durable and can break even steel and the animals tend to either be hard to find or apex predators. The only group of humans that has perpetually survived in this region are the Glacies Tribe.

    o The Tabora Desert is widely considered to be one of the most inhospitable regions of the continent. Hot and arid, the few species that can live here often processes several adaptations to ensure their continued survival. The Desert’s most infamous denizen is the Tabora Wyvern, which lives along the coastal parts of the Desert. Despite the preconceived notion that the desert is inhospitable, the Desert is home to the large Kingdom of Cheve, who’s citizens are well adapted to living in a hot desert.

    o The Great Blight: To the west of Windmire lies the Great Blight. As the battles of the Great War raged, many of the dying Dark Dragons fled to this place to end their lives. As they passed from this plane, the Dark Magic that gave them their immense power began to leak from their massive forms into the ground itself, corrupting it. This still happens even to this day. If an adventure were to brave the Blight, they would see the decaying giant dragons, their bleached bones the only landmarks for miles. The Great Blight is by no means a safe region. Other than the Infinite Chasm, no other location on Ivron, perhaps the world even, is such a nexus for raw magical energy. Its corrupting affects can be seen everywhere; no plants grow in this desolate wasteland, and the only wildlife are either men so mutated they resemble beasts or even stranger creatures who feed off of the raw magic surrounding them. The land is inhospitable to human life, with no food sources and no water sources that do not cause the flesh to melt off the bone for simply being exposed to it. The Royal Nohrian Mage Academy does operate a small outpost on the eastern most border of the Blight in order to facilitate research into more advanced forms of Dark Magic, but every few years the facility must be destroyed and rebuilt as the complex itself tends comes to life and promptly devours all within.

    The Infinite Mountains and the Infinite Chasm

    · Basic History and geography

    o According to legends, the creation of the Infinite Chasm occurred during the Great War as a result of one of the battles between the dragons themselves. Even skeptics who doubt the existence of the dragons have to concede that they know of no natural way for the Chasm to form other than some titanic calamity. In reality, the Chasm itself is only a singular feature to the mountain range known as the Infinite Range. The mountains dwarf all others on the continent by several thousand meters and stretch as far north as the Frozen Wastes and only end when they reach the coast. The Chasm itself runs along the absolute middle of the mountain range, separating it into two distinct halves. Even the range terminating at the sea doesn’t end the Chasm, as it continues on into the ocean and it is theorized that it continues deep into the water. While not as hazardous as the Great Blight, the Infinite Mountains are still one of the most inhospitable regions on the Ivron Continent. Magical energy leaking out of the Chasm itself has mutagenic properties, which quickly become apparent on any form of life that resides within the Mountains. Mountain Goats become far larger and aggressive, already powerful predators like bears become even stronger, even the plants themselves are affected, with most being poisonous and the herbivores adapting to be able to consume these plants. While humans can live on the outer portions of the Infinite Mountains without difficulty, all attempts by both Nohr and Hoshido to settle deeper in the range has been met with abject failure as those settlers either mutate into fell beasts or go insane. Despite this, both nations constantly construct and maintain fortresses deep within the mountains along the Chasm to prevent an easy invasion, though there is nothing easy about invading of the Chasm, as it is wracked by almost constant lighting storms. To prevent the loss of these men, the fortress garrisons are constantly rotated between posts outside of the Infinite Range and those within the mountains.

    · The Path

    o Despite dozens, if not hundreds, of expeditions mounted by both Nohr and Hoshido, there has been only one truly navigable path discovered across the Chasm. Even then, this path is not easy to cross. There are several pillars of rock that line this section of the Chasm that had traditionally been referred to as the Sentinels. Made of durable Darkstone, these lonely pillars are the closest thing to a natural bridge across the Chasm. During the 3rd Nohr-Hoshido War, several clever (albeit foolhardy) Nohrian Generals managed to construct bridges linking these pillars and the two sides of the Chasm together. Despite this supposed advantage, by the time the Nohrians managed to make it to the Hoshido side of the Chasm, the Hoshidoans of the Owari Province had built a series of forts defending their approach. Not wishing to leave their rear vulnerable, the Nohrians countered by constructing their own series of fortresses. After the War ended, the Sentinels quickly became known as “The Path”. The bridges across the Path quickly became a no-mans-land, as both Nohr and Hoshido began focusing their efforts on both keeping their fortresses intact and their troops both whole and sane. Despite this, the Generals assigned to these forts from both sides constantly send out parties to ensure that their own bridges repaired to allow their own forces to invade if necessary. There are several smaller outposts on the larger Sentinels, and border skirmishes between Nohr and Hoshido over control of these outposts are not uncommon.

  8. I'm just beating a dead horse at this point, but here we go.

    Conquest is the best Fire Emblem I have played. Every chapter presented a new tactical challenge that forced me to think, plan, and adapt when things inevitably did not work out. Do not expect the AI to go easy on you even on normal mode, and expect to have to do a lot of save-scumming if you want to keep all your units alive. Pray to whatever gods you hold dear that you don't get RNG-screwed. Otherwise some of your best units will be benched, but that is fine. What better chance to use units you wouldn't have considered otherwise. As a final note on the gameplay, Birthright is Age of Sigmar, Conquest is Warhammer Fantasy, and you can guess which one I prefer based on my title and profile picture (Fun fact: Bretonnia no longer exists according to AoS).

    As for the story... It is a fine example of flawed execution. Part of me wants to say that Conquest's story gets panned (especially here on this forum) due to how it was marketed as being this darker story more about reforming a corrupt kingdom while trying to ensure that its enemies (including your blood family) don't destroy it, and it just didn't live up to the hype. But the other part of me can't ignore all the problems; the protagonist being an incredibly cringe-worthy mary-sue/gary-stu, the questionable use of plot macguffins, turning what should have been a purely human conflict and adding fantastical elements that hurt it overall rather than aid it, e.c.t e.c.t. There still things I like about Conquest's story, but they are all hidden in the cracks, the dark and blooddy past of the Nohrian royals, the tension between Nohr and its various vassals/territories, the resentment that the population of Nohr feels towards Hoshido and vice versa. There are so many things that could have made the story good, but they botched it.

    Mr. Blah's analysis, that Conquest feels like revisionist history, does ring true. Especially during the ending. But I won't spoil that for you. Go enjoy the game. It is without a doubt the best Fire Emblem to be released outside of Japan. Just be aware that the story, or at least the story they presented, is not the best.

  9. Did someone say ideas thread? World building ideas incoming! Well, at least for Nohr and for the Bottomless Canyon. Still need to do Hoshido.

    (edit: hrm, looks like I forgot to remove some stuff relating to my own writings trying to tie another continent into the fates world. All well)

    (warning: Wall of text)

    Nations and Landmarks on the Ivron Continent

    Common Mythology-

    · Basics

    o In the creation myth of the world common to both Nohr and Hoshido, the Astral Dragons initially ruled over creation with a clearly established hierarchy, humans were the thralls of the dragons, though they were unaware of it, praising the dragons as gods. Over time, some of their number believed they should rule as opposed to those in charge and rebelled, becoming the Dark Dragons. They were led by the former 2nd in command of the Astral Dragons, Anankos. In order to gain dominance over the Astral Dragons, they use a corrupted form of the creation magic (which later morphed into dark magic) to combat the Astral Dragons. Determined to gain a numerical advantage, the Dark Dragons freed humanity from thralldom for use against the Astral Dragons. They did this by informing the humans that they were slaves and by fighting against the Astral Dragons, they would guarantee their freedom, though they didn’t tell the newly freed humans that they would be able to keep their freedom after the rebellion. During the war, the cataclysmic conflict led to the creation of several of the barriers now common throughout the world, like the Infinite Chasm, the Maelstrom (a perpetual storm in the Eastern Sea off Hoshido) and the Europan Sea (Fates/Imperial Rewrite only). In the end, the Dark Dragons were nearly wiped out, their fallen forms coating the land that would become the Blight and slowly corrupting it. It was, however, a pyrrhic victory, as the few surviving Astral Dragons were forced to flee to the hidden realm of Touma, the original homeland of the Dragons, with their closest human followers. The few remaining Dark Dragons had no choice but to flee along with their brethren, nursing wounded psyches and resentment towards their thralls who had failed them, and to their former foes who they were now forced to live with for their survival. For the nations on the Europan continent, their mythology shares much with Nohr’s but rather than the Dark Dragons leading the rebellion, it was the human pantheon of those lands, rather than the dragons who broke the iron grip of the dragons, leading mankind to both freedom and salvation.

    o In modern times, aspect of this creation myth have permeated across the culture of all nations on the Continent, though which aspects take precedence depends greatly on which side of the Chasm you are located. Typically, nations west of the Chasm have built their religions around the worship of the Dark Dragons, believing them to be the liberators of humanity and revile the Astral Dragons, seeing them as slave masters who robbed humanity of their free will. Conversely, nations to the east of the Chasm view the Astral Dragons as bringers of order to a chaotic world, and those who would follow the Dark Dragons are agents of chaos determined to replace their holy gods with fell ones whose disorder will mean the end of all things. In reality, both camps are simultaneously right and wrong about the nature of the Dragons. As for the Dragons themselves, no one has seen a true Astral or Dark Dragon for dozens of generations, though every noble dynasty or wealthy patrician likes to claim that they are the true descendants of the Dragons, though only the Plantagenets in Nohr and the Yamotos in Hoshido are descended from the Dragons. As for the Europans, their pantheon did exist as the leaders of the human rebellion, though they did collude with the Dark Dragons. That latter fact is oft forgotten by the Europan powers, who judge the dragons based on the feral Sun Dragons and Star Dragons in the Dolomite Mountains, little better than future mounts for the best warriors, not as the once-rulers of the world.

    Kingdom of Nohr-

    · Basic History

    o Centered on the Kraken Crater, the Kingdom of Nohr is the central most kingdom on the western part of the Ivron continent. Despite its higher population, most of Nohr’s land continues to bear scars from the Great Dragon War of legend, with most of the land being ash wastelands caused by the volcanos of the Great Blight. As such, most of Nohr’s farmland produces only enough food to go around, meaning that famines can have a great effect on Nohr. The last great famine occurred during the reign of Garon’s great-grandfather, which was the incident that sparked Nohr’s initial expansion. The mountain range that dominates the northern section of the country, and the range that separates them from the Frozen Wastes, is rich in natural resources, including deep, high-quality iron. Before it’s expansionist phase began, Nohr’s economy was primarily based around selling weapons and metallic goods to the surrounding countries for their conflicts in exchange for food products. It was only after the rise of King Richard Plantagenet the 1st (Garon’s great grandfather) that Nohr began to spread outwards to subjugate these territories rather than trade with them.

    · Society

    o While, like many nations on the Ivron continent, Nohr does operate underneath a feudal system of government, several societal aspects set it apart. The most notable is the underlying meritocracy that permeates all levels of Nohrian society. Due to the traditional shortage of foodstuffs and medicinal herbs within Nohr’s borders, its society developed a “survival of the fittest” mentality across all of its social strata. A commoner, living in Windmire, through tenacity and grit, can very easily become a Royal Knight while a noble who is feeble or otherwise unfit can end up spending his life as a criminal in Windmore’s Underground District. While the nobility is obvious better equipped than the commoners, it is not uncommon for a noble son to try to strike above his position, only to fall to an upstart commoner.

    o This does have the side effect of creating a cutthroat culture within Nohr proper, and this aspect of Nohr’s culture was a direct cause of the Concubine Wars. Nohr’s culture is very unforgiving towards failure, and fittingly, failure is often rewarded with severe demotion at best and execution at worst. For example, a commander who loses a battle with a majority loss on his side and he survives the battle may be killed by his own men while returning to Nohr, and if he survives to return to Nohr, he may even face execution for his incompetence.

    · Culture

    o The culture of Nohr is a reflection of its society, dominance-oriented. The buildings of Nohr are intentionally built as large as possible to show the power of the builders and of those who order the construction. Many of the castles and fortresses dotting the Nohrian landscape are built using darkstone, a material that has significance within the Nohrian religion, and as such help to enforce their dominance over the land. Statues within Windmire are typically of heroes of old or of the Dark Dragons which freed humanity from the order of the Light Dragons. Occasionally, a statue of a current hero or commander will be erected within a city or a town, though if the hero fails, then it is not uncommon for the statue to be smashed.

    o The religion of Nohr is focused around the worship of the Dark Dragons. While most of the populace only pays token respect to the Dark Dragons, there are plenty of cults dedicated to individual dragons that played a key role in the liberation of humanity from thralldom, the most influential one being for the Dragon Anankos, the one who first freed humanity. These cults typically mount expeditions into the Great Blight in an attempt to find relics from the Great War, but for what purpose they desire these relics are unknown.

    · Geography

    o Nohr’s territory is almost entirely unsuitable for farming or grazing. Only the hardiest crops and livestock can survive in the desolate landscape surrounding Windmire and nothing can survive within Nohr’s portion of the Great Blight. There is some arable land just south of the Frozen Wastes, but this can only support minimal levels of agriculture. As if the gods wanted to make up for this deficit, the many mountain ranges in the north of Nohr are rich in natural resources and metals, which fuel both Nohr’s economy and military. While the Great Blight regions have never given Nohr any immediate benefit, many of the Dark Dragon cults and Nohr’s Sorcerer Academy have outposts in the region to harvest ancient artefacts and magical relics from bygone eras. While officially the Kingdom proper consists only of a few Duchies, the Kingdom does boast a very high population density when compared to territories in both the Greater Nohrian Empire and Hoshido. Again, due to the fact that the region is not capable of producing enough foodstuff to feed this population, Nohr must either trade or conquer new territories for subsidence. Large mountain ranges, thick swamps and uninhabitable wastelands surround Nohr itself, making all invasion attempts incredibly risky propositions.

    Greater Nohrian Empire

    · Basic History

    o The term “Greater Nohrian Empire” came about as Nohr began to expand their influence from the core of the Nohrian Kingdom into the surrounding city-states, duchies and tribal lands. In most cases, rather than try to directly integrate these varied territories with Nohr, they were instead converted into tributary states that provide resources to Nohr that the Kingdom could not produce or could not effectively produce on its own, specifically foodstuffs. The Greater Empire also acts as the Kingdom’s main connection with the rest of Ivron and beyond through major states like Port Dia and the Cheve Kingdom. While many of the territories to the south are recent additions to the Greater Empire, many of the ones surrounding the original Kingdom of Nohr have been tributary states for so long that they see themselves as Nohrians, with little memory of their previous culture. Functionally speaking, there is no true “Nohrian Empire” as theoretically, each of the individual kingdoms and states are autonomous entities. However, the combination of their oath of fealty to the King of Nohr and the gradual assimilation to Nohrian culture throughout the “Empire” has caused both outsiders and the population of this reason to refer to themselves as the Empire of Nohr.

    · Society and culture

    o The societies of the Greater Empire differ with each tribe, Duchy or city-state within the realm, but there are some consistencies between the different regions, namely their gradual adoption of Nohr’s cutthroat-style meritocracy. Many states in the early stages of integration are rewarded with additional resources and military support the more they give their own resources to Nohr, encouraging meritocracy on a macro level which often permeates into all aspects of their society.

    · States within the Greater Nohrian Empire

    o The Core States, or those states that were originally subjugated by Nohr, are very similar to Nohr in terms of their society and culture. More often than not, the people of these regions see themselves as Nohrians, not remembering their original culture. The Core is the wealthiest part of the Empire, and is home to a disproportionate amount of nobles and merchants from other states in the Empire. The outer reaches of the Core are not as loyal to Nohr, as these duchies and cities still have some record of being independent of Windmire. However, with each passing year, more of those who remember their lands being independent pass away, and a newer generation who considers themselves Nohrians replaces them.

    o The State of Macarath was originally known for being a bandit kingdom, which raided both the Duchies that became the Core Regions as well as the southern states around the Tabora Desert. Despite its rough reputation, its key position in fertile land in the middle between the Devil’s Bog and the Tabora Desert made it an ideal border-state for the initial Empire. Macarath has long been integrated within the Greater Empire, but many within its borders have not forgotten their old culture as bandits and mercenaries. Most of the foot soldiers found within Nohrian Armies come from Macarath, where the repeated raids across the Infinite Chasm toward Hoshido forge them into a disciplined force. The Maracarathians have taken a bit too well to Nohr’s cutthroat culture, and it is more bloody than Nohr on a bad day. Despite Macarath’s constantly fluctuating political field between various Syndicate groups, they remain loyal to Nohr over all else. This loyalty is what caused the Nohrian Royalty to establish their Summer Palace within the Kingdom of Macarath, rather than within Nohr.

    § Note: During the 4th Nohr-Hoshido War (the one prior to the one in Fates) most of Macarath’s farmland is salted by vindictive Hoshidoan soldiers. This maneuver destroyed much of the Kingdom of Macarath’s arable land and it is predicted to either cause mass famines across the Empire or be the main causus belli for an invasion of Hoshido.

    o The City-State of Dia is a Merchant Republic that has sworn fealty towards Nohr. Officially, the state is ruled by a council of wealthy Patricians, however true political power lies with several Nohrian Nobles who, through connections with both Nohrian and Dian Merchants, are able to control trade through the Port City. The Patricians do not mind so long as they are making a profit through trade with other members of the Empire, Hoshidoan samurai seeking quality weapons, and merchants from the mysterious Imperium of Verdia across the sea. Culturally, Port Dia is a hotspot for the arts, as the Patricians pay well for great works of art in order to boost their own prestige compared to their rival Patricians. It is a common saying in this state that “Muse is the city of music, but Port Dia is the city of high art!”

    o The Glacies Tribe, more commonly known as the Ice Tribe, is a semi-nomadic tribe that makes its home in the Southern Alps Mountain Range that borders the Tabora Desert and the Devil’s Bog. The Tribe’s best known ability is to manipulate the weather of their frozen home through magic, allows them to both create ideal weather zones for their agriculture (consisting of hearty mountain yaks and certain crops found in caves) and to defend their lands from interlopers who would threaten them. All members of the Glacies Tribe are magically adept to some degree, and a significant portion of the sorcerers in Nohr’s armies either is directly from the Tribe or can trace their heritage to the Southern Alps. Unlike many of the states within the Greater Empire, the Glacies Tribe has always been fiercely independent. While they do benefit from being a part of the Empire, as they have access to trade goods and knowledge that they would not have had otherwise, the Tribe’s nomadic nature and history of surviving in what is considered to be one of Ivorn’s inhospitable zones means they would rather rely on their own abilities than another nation. Recently, there have been rumors that Nohr, under Garon Plantagenet, has been maintaining the Glacies Tribe’s loyalty through intimidation, supposedly holding Chief Kilma’s heirs, his twin daughters, hostage somewhere. There is some concern that at some point, the Glacies Tribe will rebel against Nohr.

    o The Cheve Kingdom is a large region to the south of Devil’s Bog and the Southern Alps. Similar to Nohr, most of cheve’s land is unsuitable for agriculture, though since Chev has a far smaller population than Nohr, a lack of food is less of a concern. To further alleviate the potential for a food crisis, the Citizens of Cheve, not including the nomadic tribes that live within the Tabora Desert, rely on the sea for subsidence. With most of Chevalier’s food either coming from the sea, the all but a small portion of the arable land is used to breed and raise horses, making Cheve the premier place to acquire mounts for both Hoshido and Nohr. In addition to horseback cavalry, the Tabora Wyvern, which is commonly found in the Kingdom’s western fringes, is one of the easiest monstrous mounts to be both captured and trained, making Cheve a mecca for knights across the Greater Empire seeking a better mount. Chev is the most recent inclusion into the Greater Empire, having been subjugated right after Garon took the throne after his father died in a border skirmish with the desert kingdom. Many of the Kingdom’s citizens, a fiercely independent people, resent being a part of Nohr, seeing both Nohr and the Greater Empire as parasites that feed off the success of other lands and gives little in return. The Chevalier Incident, where King Yamoto Sumeragi of Hoshido was lured into Chevalier City with the promise of a ceasefire and killed along with most of the Yamoto Branch Family in an ambush led personally by King Garon, only cemented the Nohr’s dishonorable reputation with both the commoners and nobility of Chev. As of now, there are several resistance movements within Chev; however, they are far from united, being split along ideological lines between those who seek more autonomy within the Empire and those who seek total independence.

    o While they used to be far more widespread across The Forest of the Forlorn and the Southern Alps, a genocidal push by Hoshidoan troops during the Cherry Offensive ten years before the events of Fates pushed the remnants of the Wolfskin Tribes onto the mountain that became known as Garou Peak. While many of the various tribes continued to nurse grudges against one another, the tribes are united behind the leadership of Head Chief Keaton, who, despite his tendency to disappear to explore the world, has the leadership skills to ensure that the Wolfskin will follow him and ensure their survival. The Wolfskin have a bit of a tense relationship with the Greater Empire. While it isn’t uncommon to see at least one Wolfskin section in each of the Empire’s five Legions, any attempt to either tax or place human nobles over Garou Peak has resulted in their corpses lining the approach to the Peak as a warning. As no human has ever been beyond the border villages along the foothills of Garou Peak, no one knows how many Wolfskin are left, and rather than attack an unknown foe, the Empire has elected to leave the Wolfskin alone. There is a governor of Garou Peak, however, the position mostly exists as a formality. The Wolfskin Chieftains typically elect one of their own who will represent then should the need arise.

    o While not technically a part of the Greater Empire anymore, the Principality of Nestra still has very close ties with both Nohr and the Greater Empire. A merchant republic similar to the Republic of Dia, Nestra, and its capitol of Cyrkensia is a major trade port where the wealth of the world is on display. Another similarity with the Republic of Dia is the almost obsessive way that the city’s wealthy, both feudal nobles and merchant patricians spend money on art. Though unlike the Dian nobles who spend on physical art like paintings or statues, Nestrans prefer to invest in drama and music composers. Politically, the Congress of Nestra do what they can to maintain a stance of absolute neutrality to the various conflicts across the Ivron continent, and despite the wealth to be had for anyone who owns the state, Cyrkensia’s position on low-lying swampland and the city’s extensive fortifications makes invasion a difficult proposition.

    Geography of the Greater Empire

    · Basics

    o Similar to Nohr itself, the Greater Empire is home to several desolate or otherwise uninhabitable regions created either by natural processes or by corruption from the Great War. Despite the apparent desolate nature of the Empire, the land is rich in raw resources that have provided the states of the Empire with wealth and the potential for greater power, though only Nohr has capitalized on that potential.

    · Major Regions

    o The Forest of the Forlorn is a vast swamp located in the northern portion of Makaras and southern Nohr. While obstinately fairly normal for a swamp, the Forest is awash with magical energy blowing in from the Great Blight. While not as dangerous as the energy that covers the Infinite Mountains, the magical energy crossing the dark woodlands still has had a negative effect on the creatures and plants within the region. Carnivorous plants are commonplace and even the smallest mouse has heightened aggression and strength compared to creatures and plants elsewhere. In recent decades, the Forest has become increasingly populated by Faceless; including the earlier rejected Faceless models, modern Faceless and the nearly immobile Golems. These Faceless wander aimlessly through the woods, searching for travelers and larger creatures to feast upon. It isn’t uncommon for brave, or foolish, sorcerers to brave the Forest of the Forlorn to enthrall as many Faceless as they can, but most end up just being the Faceless’s dinner.

    o The Southern Alps Range borders both the Forest of the Forlon and the Tabora Desert. Home to several of the world’s tallest mountains, this mountain range helps to divide the central portion of the Empire from the southern coasts. Unlike the Forest of the Forlorn to the North, the mountains protect the flora and fauna of the region from errant Dark Magic, saving them from its corrupting influence. Both, however, do have to deal with the chilling cold and wind as a side effect. What few plants that grow outside of hidden caves are incredibly durable and can break even steel and the animals tend to either be hard to find or apex predators. The only group of humans that has perpetually survived in this region are the Glacies Tribe.

    o The Tabora Desert is widely considered to be one of the most inhospitable regions of the continent. Hot and arid, the few species that can live here often processes several adaptations to ensure their continued survival. The Desert’s most infamous denizen is the Tabora Wyvern, which lives along the coastal parts of the Desert. Despite the preconceived notion that the desert is inhospitable, the Desert is home to the large Kingdom of Cheve, who’s citizens are well adapted to living in a hot desert.

    o The Great Blight: To the west of Windmire lies the Great Blight. As the battles of the Great War raged, many of the dying Dark Dragons fled to this place to end their lives. As they passed from this plane, the Dark Magic that gave them their immense power began to leak from their massive forms into the ground itself, corrupting it. This still happens even to this day. If an adventure were to brave the Blight, they would see the decaying giant dragons, their bleached bones the only landmarks for miles. The Great Blight is by no means a safe region. Other than the Infinite Chasm, no other location on Ivron, perhaps the world even, is such a nexus for raw magical energy. Its corrupting affects can be seen everywhere; no plants grow in this desolate wasteland, and the only wildlife are either men so mutated they resemble beasts or even stranger creatures who feed off of the raw magic surrounding them. The land is inhospitable to human life, with no food sources and no water sources that do not cause the flesh to melt off the bone for simply being exposed to it. The Royal Nohrian Mage Academy does operate a small outpost on the eastern most border of the Blight in order to facilitate research into more advanced forms of Dark Magic, but every few years the facility must be destroyed and rebuilt as the complex itself tends comes to life and promptly devours all within.

    The Infinite Mountains and the Infinite Chasm

    · Basic History and geography

    o According to legends, the creation of the Infinite Chasm occurred during the Great War as a result of one of the battles between the dragons themselves. Even skeptics who doubt the existence of the dragons have to concede that they know of no natural way for the Chasm to form other than some titanic calamity. In reality, the Chasm itself is only a singular feature to the mountain range known as the Infinite Range. The mountains dwarf all others on the continent by several thousand meters and stretch as far north as the Frozen Wastes and only end when they reach the coast. The Chasm itself runs along the absolute middle of the mountain range, separating it into two distinct halves. Even the range terminating at the sea doesn’t end the Chasm, as it continues on into the ocean and it is theorized that it continues deep into the water. While not as hazardous as the Great Blight, the Infinite Mountains are still one of the most inhospitable regions on the Ivron Continent. Magical energy leaking out of the Chasm itself has mutagenic properties, which quickly become apparent on any form of life that resides within the Mountains. Mountain Goats become far larger and aggressive, already powerful predators like bears become even stronger, even the plants themselves are affected, with most being poisonous and the herbivores adapting to be able to consume these plants. While humans can live on the outer portions of the Infinite Mountains without difficulty, all attempts by both Nohr and Hoshido to settle deeper in the range has been met with abject failure as those settlers either mutate into fell beasts or go insane. Despite this, both nations constantly construct and maintain fortresses deep within the mountains along the Chasm to prevent an easy invasion, though there is nothing easy about invading of the Chasm, as it is wracked by almost constant lighting storms. To prevent the loss of these men, the fortress garrisons are constantly rotated between posts outside of the Infinite Range and those within the mountains.

    · The Path

    o Despite dozens, if not hundreds, of expeditions mounted by both Nohr and Hoshido, there has been only one truly navigable path discovered across the Chasm. Even then, this path is not easy to cross. There are several pillars of rock that line this section of the Chasm that had traditionally been referred to as the Sentinels. Made of durable Darkstone, these lonely pillars are the closest thing to a natural bridge across the Chasm. During the 3rd Nohr-Hoshido War, several clever (albeit foolhardy) Nohrian Generals managed to construct bridges linking these pillars and the two sides of the Chasm together. Despite this supposed advantage, by the time the Nohrians managed to make it to the Hoshido side of the Chasm, the Hoshidoans of the Owari Province had built a series of forts defending their approach. Not wishing to leave their rear vulnerable, the Nohrians countered by constructing their own series of fortresses. After the War ended, the Sentinels quickly became known as “The Path”. The bridges across the Path quickly became a no-mans-land, as both Nohr and Hoshido began focusing their efforts on both keeping their fortresses intact and their troops both whole and sane. Despite this, the Generals assigned to these forts from both sides constantly send out parties to ensure that their own bridges repaired to allow their own forces to invade if necessary. There are several smaller outposts on the larger Sentinels, and border skirmishes between Nohr and Hoshido over control of these outposts are not uncommon.

  10. Hoshido has no obligation to give Nohr anything, especially if they get nothing in return. That's not how the world works. Besides, in Birthright Ryouma promises to send supplies to the poor starving people of Nohr -- at the very least it shows Ryouma is willing to help once he sees how shitty it is over there. But man, if Nohr can't offer anything in return then Hoshido doesn't have obligation to take care of Nohr before taking care of themselves. And it most certainly DOES NOT MEAN that they deserved to be invaded and have half of their royal family killed.

    I have no problem with people who like Conquest's story or Conquest's characters better, but I'm honestly getting really annoyed with Nohr apologists who act like Conquest is the morally superior choice or that Hoshido had it coming or that they even deserved to be invaded. Hoshido does not have to be "evil" while Nohr are just the poor victims of evil Hoshido. That's not going to make the story gray, it makes it just as black-and-white as making Hoshido the poor victims of the evil Nohr. Conquest had good concepts and ideas, but it was a train wreck in execution. If you like it, that's fine, but please do not make it out like Hoshido owes Nohr any of its resources if it's not getting anything in return, or that they deserved to be invaded when most of the story doesn't support that they did anything worthy of destruction.

    My problem with the whole "Ryoma promises to send aid" line is that in the Conquest!Corrin/Azura support lines, assassination attempts by Hoshidoan Ninjas occurs more than once. This sort of implies that Hoshido does have at least some form of a spy network, which further implies that Ryoma should be aware of the lack of food in Nohr. Yeah, they shouldn't give away goods for free, but to feign ignorance at the problem and promise aid just makes me dislike the lobster lord even more.

    I concur regarding the train wreck in execution part. It is a damn shame that the game gave us such a kick-ass pretense and squandered it. All well, that is what head-canons are for right?

  11. How do you justify the Nohr invasion, then? That's black and white; Nohr are the aggressors attacking an innocent, peaceful nation. If there are any other circumstances regarding it, we're not told about it

    Yet another problem that proper world building could solve. And another problem that the game simply glosses over in Birthright (Ryoma, you have ninja spy networks everywhere. How did you not know that your neighboring country and regional rival was in the midst of a famine?) and ignores in both Conquest and Revelations. Instead it all gets blamed on a blob of grey goo.

    You're too kind. I take any and all credit for the fuck Xander movement, and his popularity confuses me as much as Camilla's.

    Fan-service. She may have an interesting history being used as a tool (assassin, maybe?) but the game only explores it in a single support. So bollocks to making her an engaging character, put her in skimpy armor that shows off what people want to see!

    And also I'd argue his duty is more to his people to overthrow the tyrant who massacres them for the slightest hint of disobedience rather than continue to follow said tyrant's orders while subverting them only when it's convenient for Xander or his siblings.

    Isn't the former what Conquest was supposed to be? Or at least what we were expecting?

  12. Liking the story of Fates?

    472.jpg

    Calm down. Just a joke.

    In all seriousness, there are many, MANY things wrong with the story, but let's focus on one for a bit, shall we? As many have brought up both here and in the past, one of Fates (and for that matter, Awakening's) biggest flaws, besides the mess of a plot that is conquest, is the lack of world building. We know next to nothing about how all the different duchies, principalities, empires and city-states interact with each other and how that pushes the plot forward. I.E: What role does Izumo serve in relation to Hoshido? They clearly share many of the cultural mores with Hoshido, but we get nothing. Why does the Ice Clan and Cheve want to rebell against Nohr? We have an idea of the atrocities committed against the Ice Clan (Flora and Felicia as political prisoners) but what happened to Cheve? We know next to nothing. And some character's entire arc relies on non-existent world building. What atrocity did Nohr commit that convinced Scarlet to lead a rebellion against them?

    Whoever said Fuck Xander is right. Even more than Corrin, Xander could have made things right. But he continues with that duty BS.

    I do agree that the stories are meant to be considered part of one whole, even though their existence is incompatible with each other. Which is why it would have been better to create a much longer more interesting game that led to the same result that occurs in Revelations. You could have made the kids make sense, and created an epic story that spanned 20 years or so. Instead in their money grab to sell three games they come up with this nonsense. The gameplay, which is fantastic, is the saving grace of this game.

    1. I third that opinion on Xander. I want to like the guy, but his choices... I swear.

    2. To be honest, I kinda was hoping for that. Assuming IS actually pays attentions to the these forums, hopefully they will. Or they will think that we just want more fan-service and double down on that... who knows at this point.

  13. Right, so I was (and kinda still am) working on outlines for a rather strange fanfic that involved an industrial power from across the ocean west of Hoshido. So here are some of the characters and useful info about the classes and weapons.

    · Characters:

    o Note 1: All these characters, as well as allied npc units with these new classes, are considered to be “Imperial units”.

    o Note 2: unless otherwise stated, all Imperial units have two personal skills. Their actual personal skill, and the following:

    § Industrial Vulnerability

    · The people of the Imperium of Verdia, along with most of the people of the twin Europas, have long left the old ways of swords and magic behind, instead adopting the new ways created by the Industrial Revolution. While they are well equipped and trained, Imperials lack the same level of magical aptitude, both for offense and defense, as those on Ivron.

    · For all intents and purposes, all units with this skill have Magic -10 and Resistance -10.

    o (for extra problems, they all have poor resistance growths)

    o Marius Quintus Aurelius

    § The Crown Prince of the Imperium and the Koingstiger’s commander. Raised by the Nohrian Royal Family after the Night of the Long Knives, he forgoes much of the regal grace of a royal in exchange for the gruff temperament of a veteran soldier. He considers himself to be just as loyal to his adoptive Nohrian siblings as the Imperium. The one who reads the most ancient manuscripts in the army. Birthday: April 13th. Age: 23.

    § Personal Skill: Imperial Paragon

    · True to the Imperium, this individual is an inspiration to their fellows on the field.

    · All Imperial characters gain +3 Skill and +3 Strength when within 2 tiles of this character.

    § Starting Class: Templar

    § Alternate Classes: Grenadier, Scout

    § Supports: Scipio, Cynthia, Avalon, Alexander, Cadmus, Corrin, Xander, Leo, Camilla, Elise, Laslow, Selena, Odin

    § Quotes:

    · Level Up:

    o 0-1: “What a fucking waste…”

    o 2-3: “Acceptable? Yes. Tolerable? Hell no.”

    o 4-5: “Not quite there yet.”

    o 6+: “Start running Xander, I’m catching up!”

    o Capped: “Not much left to improve…”

    · Class Change: “Yet another new route opens up. Where will it lead?”

    · Dual Support: “Brace yourself!/Fuck ‘em up!/The enemy present’s themselves.”

    · Dual Strike: “Situational Awareness Idiot!/Kill steal!/Too easy!”

    · Dual Gurad: “Pay attention!/Too close!/Not today!”

    · Critical/Skill Activation: “In the Emperor’s name!/The Gods are with us!/…Fall!”

    · Enemy Defeated: “(laughs)/The price of resistance./The Fate of all who oppose.”

    · Partner defeated enemy: “Exceptional skill./Well done (thief)./Your assistance is appreciated

    · Defeated: “The end… has… arrived…”

    · Death/Retreat: “Xander… Leo… Elise… Camilla… Corrin… I… am sorr…./Gah! Huh…. Fool didn’t finish the job… now’s my chance… sorry everyone… I can’t die here.”

    o Scipio Africanis Gallus

    § The Royal Guardian, a High Templar and a Field Marshal in the Imperial Army. Scipio acts very much like the old Imperial nobles, stoic and chivalrous, despite being lowborn. While beneath Marius in social standings, he is his superior in both the Imperial Army and the Templar Order. The one who lays out the most complicated plans in the army. Birthday: November 1st. Age: 42

    § Personal Skill: Master of the Old

    · Unlike most of the modern world, this person has stuck true to the old ways, and, as such, is an undisputed master in the old arts.

    · +5 Damage when using magic. Counters Industrial Vulnerability.

    § Starting Class: High Templar

    § Alternate Classes: Dark Mage, Rifleman

    § Supports: Marius, Gunther, Renia, Yukimura, Nyx

    § Quotes:

    · Level up

    o 0-1: “Looks like I’m getting older faster than I thought…”

    o 2-3: “Acceptable… for a novice.”

    o 4-5: “For how far I have come… not bad.”

    o 6+: “Old dogs can learn new tricks after all!”

    o Capped: “Nowhere to go but down…”

    · Class Change: “I’m not so old that I can’t adapt!”

    · Dual Support: “As we practiced/hostile spotted/Foes Approach!”

    · Dual Strike: “Mind if I jump in?/Easy target!/Not good enough!”

    · Dual guard: “Watch yourself!/Situational Awareness fool!/Made it!”

    · Critical/skill activation: “In the Emperor’s name!/Here is what the lowborn can do!/Die in his name!”

    · Enemy Defeated: “It was your time/What a waste/Requiesce in pace”

    · Partner defeated enemy: “Well done/Getting too old for this/Just as planned.”

    · Defeated: (groan)

    · Death/Retreat: “Only in death… does duty… end./Ahh! Not here, and not now… Sorry my Prince, but I must fall back.”

    o Cynthia Lowell

    § A brave, if clumsy, retainer of Prince Marius and the Koingstiger’s driver. She hails from an unknown realm and her past prior to meeting the Prince is a mystery to all but a few. Despite her somewhat unusual (i.e heroic) personality, Cynthia is a capable fighter and an exceptional tank pilot. The most baffling sleep talker in the Army. Birthday: May 14th. Age: 21

    § Personal Skill: Exalted Heroine

    · This person’s bravado and impetuousness are only rivaled by figures from legend. They don’t seem to fully grasp how to use guns though…

    · When the rear unit in dual strike, +20 to aim and +20 to crit. -10 aim when using side arms, primary arms, explosives and heavy weapons. Counters Industrial Vulnerability.

    · Note: Cynthia will always start with Aether, but she cannot pass it on.

    § Starting Class: Scout

    § Alternate Classes: Sky Knight, Cavalier

    § Supports: Marius, Alexander, Avalon, Cadmus, Laslow, Odin, Selena, Peri

    § Quotes:

    · Level up

    o 0-1: “Eek… It never gets any easier…”

    o 2-3: “I’ve come thousands of miles, and there are still thousands left. Let’s do it!”

    o 4-5: “Feeling good!”

    o 6+: “Look on my works ye mighty, and despair!”

    o Capped: “Looks like I am now a hero here too!

    o Class Change: “It never stops being heroic!”

    · Dual Support: “Go Go Go!/Who do you think you are?/Let’s do this!”

    · Dual Strike: “Too slow bro!/Haahhh!/Ready or not?”

    · Dual Guard: “Woah woah woah!/Too slow!/Too close!

    · Critical/skill activation: “This is the end, friend!/ In the Emperor’s name!/Time to pay!”

    · Defeated Enemy: “Still got it!/Mission complete!/ (giggle)”

    · Partner defeated enemy: “Over already?/Nice one!/Woah!”

    · Defeated: “No, t-this can’t…”

    · Death/Retreat: “Mom? Dad? Was I… heroic enough… for… you?/Ow! Ugh, this looks bad… sorry Marius, I got to get out of here!”

    o Avalon O’Flanagan

    § The Koingstiger’s loader. Normally a cheerful, bubbly young lady, she turns into a demoness when in combat. Especially since she relishes close quarters combat in an age of ranged warfare. Ironically, the best therapist in the army. Birthday: August 9th. Age: 20.

    § Personal Skill: War Goddess

    · When pushed, this person appears to be channeling the aura of the gods of conflict and strife themselves.

    · When in Pair-up mode as the rear unit, if the front unit takes damage from an adjacent foe, the rear unit makes an immediate attack against the foe with a -20 aim penalty.

    § Starting Class: Scout

    § Alternate Classes: Rifleman (Riflewoman), Medic

    § Supports: Marius, Cynthia, Alexander, Cadmus, Renia, Peri, Xander, Leo, Benny.

    § Quotes

    · Level up:

    o 0-1: “Unacceptable! Absolute bullshit!”

    o 2-3: “Not good enough.”

    o 4-5: “Moving on up the ranks!”

    o 6+: “I am blessed by Mars!

    o Capped: “Can’t go up, won’t go down, have I plateaued?”

    o Class change: “A new way to fight, a new way to kill.”

    o Alexander (Alex) Bibulus Lupus

    § The Koingstiger’s gunner. A veteran tank crew member, Alex’s ability to snipe foes with his tank’s main gun is rivaled only by his sharp tongue. He tends to look down upon what he sees as “the primitive cultures” of Nohr and Hoshido. The best philosophical writer in the army. Birthday: December 21st. Age: 24.

    § Personal Skill: Heavy Sniper

    · This soldier is able to make even the heaviest infantry weapon more accurate than most rifles

    · When using Heavy Weapons, or Explosives, +20 aim and +10 crit.

    § Starting Class: Grenadier

    § Alternate Classes: Scout, Rifleman

    o Cadmus Triarius Virgilianus

    § The Koingstiger’s radio operator and forward gunner. An incredibly dry and sarcastic individual, he originally trained as a doctor before the 2nd Europan War broke out and was drafted. Cadmus also has a bit of a sadistic streak to him. The least likely to give you painkillers before an operation in the army. Birthday: July 23rd. Age: 23.

    § Personal Skill: Power from Pain

    · “This isn’t medicine! Doctor, what are you doing!?” “Shhh. Let the pain drive you…”

    · Active skill. When used on an ally, they immediately lose 10% of their current hp, but gain +30 crit until your next turn. Can be used on self.

    § Starting Class: Medic

    § Alternate Classes: Scout, Rifleman

    · Classes:

    o Templar

    § A member of an ancient order dedicated to the defense of the Imperium. They are skilled swordfighters and are experts with side arms.

    § Weapons: Swords, Side Arms

    § Skills:

    · Level 1: Veteran

    o Veterans easily adapt to any battlefield situation and any weapon they come across.

    o 1.2x multiplier for both xp and weapon skill level.

    · Level 10: Duelist

    o Templars tend to act on their own and without backup. As such, they prefer battles against numbers equal to their own, i.e one.

    o When not part of a dual attack/support and attack a non-paired foe, +20 aim and +20 dodge.

    · Promotes to High Templar or Praetorian

    o Scout

    § Lightly equipped, scouts move ahead of the ponderous armor and mechanized divisions to report back the enemy’s strength. They carry primary arms and are vulnerable at close range.

    § Weapons: Primary arms

    § Skills:

    · Level 1: Reece

    o Spotting and analyzing the foe is the main job of the Scout.

    o Active skill. Instead of attacking a foe within two tiles, they may “reece” the enemy, giving allied Imperial units a +30 chance to hit that foe.

    · Level 10: “Hit the Deck!”

    o Scouts are experts at taking advantage of every scrap of cover afforded to them.

    o +10 to dodge when on clear terrain (plains, bridge, e.c.t). +30 dodge when in a terrain feature (woods, mountain, e.c.t).

    · Promotes to Ranger or Airborne

    o Rifleman

    § A basic Europan Soldier. Highly motivated and trained, riflemen make up the vast majority of the Imperial military and most soldiers have spent time as riflemen. They use primary arms and can fix bayonets, making them into lances.

    § Weapons: Primary arms. Lances (see below)

    § Skills:

    · Level 1: Supporting Fire

    o Riflemen are trained to lay down waves of suppressive fire to stop approaching foes.

    o When in guard mode, Riflemen have a skill/4% of making an immediate attack on an attacker before they can attack.

    · Level 10: Fix bayonet.

    o A creation as old as firearms, the bayonet can transform any rifle into an impromptu spear. Bayonets do make rifles heavier though…

    o Active skill. When affixed, the Rifleman can attack adjacent foes with a lance. Lance strength is based on the type of bayonet (hidden weapon) that the Rifleman is carrying. While affixed, the rifle’s range is reduced by 1 tile and suffers a -20 aim penalty. This ability will carry over to the other Rifleman promotions, but not to other classes.

    · Promotes to Shieldbearer or Ranger

    o Grenadier

    § Trained to use explosives, Grenadiers can shred the defenses of most foes and scatter tightly packed groups of foes. Can use side arms and explosives.

    § Weapons: Explosives and side arms.

    § Skills:

    · Level 1: Shred

    o A hail of shrapnel, if it doesn’t out right kill, can strip a foe’s armor down to almost nothing.

    o After an attack using explosives, foe’s defense reduced by 5 for the next turn.

    · Level 10: Scatter

    o The thing that scares tightly packed infantry units more than tanks and aircraft are grenades.

    o If the attacked foe is in guard stance, after the attack, the stance is immediately broken and the two units separate.

    · Promotes to Ranger or Gunner

    o Medic

    § Without access to staves and batons, Medics instead rely upon the latest advances in medical technology to keep soldiers in the fight. They tend to not carry weapons.

    § Weapons: Medi-packs.

    § Skills:

    · Level 1: Low Profile

    o Medics tend to hug the ground more than other soldiers, as they can’t heal others if they are hit.

    o +10 dodge.

    · Level 10: Boot-leg morphine

    o Imperial Medi-packs are filled with bandages, coagulates and antibiotic powder. Morphine is typically not included in these packs, though most medics brew their own morphine, though its effects are questionable…

    o +15 hp healed per medi-pack used. However, the healed unit has -5 skill until the next turn due to the intoxicating effects of the poor quality morphine.

    · Promotes to Field Medic or Field Surgeon

    o High Templar

    § High-ranked Templars who exemplify all the powers of the Imperium prior to industrialization. They are among the last casters of magic within the Imperium. They use swords, and tomes.

    § Note: High Templars loose the Industrial Vulnerability Skill. This is because they are trained with magic, both for offensive and defensive purposes.

    § Weapons: Swords, Tomes.

    § Skills:

    · Level 5: Imperial Caster

    o Those who are skilled with magic are rare within the Imperium. The few who can use magic are almost always Templars and many come to train under the tutorage of these reclusive scholar/warriors.

    o +10 to magic.

    · Level 15: Grand Templar

    o The highest rank a Templar can obtain, Grand Templars are among the best magicians and leaders in the world.

    o +5 to Resistance. All allies within two tiles gain +5 skill.

    o Praetorian

    § Templars who have been seduced by the new world created by industrialization. They shun the old ways of magic and instead train to use modern weapons and tactics.

    § Weapons: Swords, Primary arms, side arms

    § Skills:

    · Level 5: Marksman

    o Praetorians are experts at calculating firing angles in their heads, allowing them to ensure that every bullet fired counts.

    o If when making a range attack and the attack hits, skill% chance of that attack not using an ammo slot.

    · Level 15: Rally

    o The Praetorian lets out a motivational speech to encourage their soldiers, or alludes to the price of failing the Emperor. Regardless, all Imperials will fight hard to make the words of the Praetorian reality or fight even harder to avert failure.

    o Active skill. Boosts all stats of Imperial units within two tiles. Nohrian and Hoshidoan units are unaffected as they do not understand the language spoken by the Praetorian.

    o Shieldbearer

    § The Imperial Army’s shock troopers. Equipped with a large bullet-resistant shield, Shieldberers are hard targets to crack and are often found at the forefront of an offense. They are effective enough that most other Europan nations have emulated the Shieldbearer within their own armies.

    § Weapons: Primary arms, hidden weapons (note, cannot use hidden weapons as ranged weapons. It’s their K-BAR knife, not a kunai!) Lances (through fix bayonet)

    § Skills:

    · Level 5: Plant Shield

    o The Shieldbearer raises their shield up and slams it into the ground, creating a portable barricade to hide behind for the Shieldbearer, boosting survivability outside of cover.

    o Active skill. When the shield is planted, the Shieldbearer and all adjacent friendly units are treated as having +20 defense against all ranged attacks. The planted shield has no effect on melee attacks. While deployed, the Shieldbearer is immobile.

    · Level 15: Ponderous Assault

    o The Shieldbearer hunkers behind their shield while slowly walking towards their foes, letting the shield take the brunt of the fire while they are free to identify their target and kill it. It also helps to cover them from melee attacks.

    o Active skill. When active, the Shieldbearer suffers a -1 Movement penalty, but defense is doubled against both range attacks and melee attacks.

    o Airborne

    § Regarded by many as suicidal maniacs, Airborne soldiers are trained in both close range combat with esoteric weapons (to Europans) and in the art of the para-drop. They can deploy anywhere on the battlefield.

    § Weapons: Primary arms, axes

    § Skills:

    · Level 5: Parachute deployment

    o Rather than deploying to the field, the Airborne soldier holds back onboard a transport aircraft. Allowing them to deploy anywhere they wish. It does take a bit to cut out of that huge parachute though.

    o Rather than deploy on the battlefield normally during the deployment phase, an Airborne unit can be deployed anywhere that isn’t within two tiles of a hostile unit. Due to the difficulty in both landing and cutting the parachute from themselves, if deployed in this way, they will be unable to act in the first turn. Airborne troops cannot drop into terrain features as the risks are too large, even for them.

    · Level 15: Combat Drop

    o Extra training allows Airborne troops to quickly recover from their landings and cut themselves free from their parachutes.

    o The Airborne trooper can act normally after Parachute Deployment. In addition, they can drop into woods and villages.

    o Ranger

    § Rangers are elite soldiers trained in both marksmanship and close quarters combat. They don’t follow any particular school of combat other than grappling with their foe until they are pinned and stabbing their foes with a sword.

    § Weapons: Primary arms, Swords, Explosives

    § Skills:

    · Level 5: Grapple

    o Rangers in CQC tend to hurl themselves at their opponents, aiming to either tackle them or to slice them with their sword before their foe can react. Foes armed with melee weapons tend to counter this tactic and Rangers should be briefed accordingly.

    o +50 aim when initiating an attack against any foe with hidden weapons, primary arms, heavy arms, side arms, bows, staffs or tomes. Has no affect against swords, axes and lances as those foes are able to counter the lunge, nor explosives as charging into a grenade isn’t a smart idea.

    · Level 15: Sharpshooter

    o Rangers drill continuously to ensure that they will always hit their targets.

    o Aim +20 when using Primary Arms and +3 damage when using Primary Arms.

    o Gunner

    § Gunners are trained to use the heaviest weapons that an infantryman can carry. Whether it’s a heavy machine gun or a rocket launcher, the Gunner can wield it and pin down the foe, allowing others to close to range.

    § Weapons: Explosives and Heavy arms

    § Skills

    · Level 5: Suppress

    o Rather than try and attack a single target, the Gunner attempts to lay down a withering amount of firepower downrange, pinning down foes and killing those who try and risk exposing themselves.

    o Active skill. Uses all ammo slots, but causes all units (both friend and foe!) within a two tile radius to lose 3 movement and -10 skill as the units try to avoid being hit by a hail of bullets. Cannot be used by an explosives weapon.

    · Level 15: Heavy Demolitions

    o Gunners are experts at targeting the weak points of cover, causing it to collapse as bullets shred trees and explosives demolish buildings.

    o Any attack on a unit on a terrain feature that is not a mountain, clear, or throne causes that terrain feature to be destroyed. Keep in mind that this WILL destroy villages.

    o Field Medic

    § Field Medics are frontline doctors trained in both the arts of healing and murder. They are common within squads of infantry so they can keep pushing forward as they take fire. Unlike the more junior Medics, Field Medics know the importance of carrying a weapon.

    § Weapons: Medi-pack, Side arms.

    § Skills:

    · Level 5: Pistol Marksmanship

    o Field Medics are among the best pistol marksmen in the army, able to drop targets at ranges where rifles struggle to hit.

    o When using side arms, this unit does not suffer from accuracy falloff.

    · Level 15: Stim-Packs

    o In addition to their boot-leg morphine, Field Medics carry homemade stimulant injectors with them which they use to boost the capabilities of their allies. The side effects, including potential addictive properties, are unknown.

    o Active skill. When used on an adjacent unit, they gain a bonus (+10) to skill and strength at the cost of defense and resistance. The effect will wear off after two turns.

    o Field Surgeon

    § Many Field Surgeons were at one point very skilled doctors before they were drafted into the military at the start of the 2nd Europan War. Their skill at medicine and battlefield surgery allows them to heal soldiers who would have otherwise perished from their wounds. They do not carry weapons either due to ethical problems (a healer, not a killer) or because they carry way too many medical supplies to bother with a weapon.

    § Weapons: Medi-pack

    § Note: Once a Field Surgeon reaches level 15, if a player unit runs out of hp, it has a 50% chance to become incapacitated rather than being killed. Incapacitated units will stay as such for two turns. At the end of that or if they are attacked by anything, that unit will still be killed. Incapacitated units cannot be healed by medi-packs, staffs or batons.

    § Skills:

    · Level 5: Industrial Grade Morphine

    o Rather than rely on the boot-leg morphine, Field Surgeons pack morphine created in a proper lab rather than some scavenged chemistry equipment. Not as dodgey as the boot-leg stuff, but a lot more potent.

    o Adds +15 HP per Medi-pack use but due to the deliberating effects of morphine, -10 skill. This skill will stack with Boot-leg Morphine

    · Level 15: Medical Evac

    o Some things are beyond what even a skilled surgeon can do in the field. When this happens, the Field Surgeon will evacuate the critically wounded soldier to a safe location and stabilize them before returning to the field.

    o Active skill. When used on an adjacent incapacitated unit, both the unit and the Surgeon evacuate the battlefield. The Surgeon will return at the beginning of the next turn to the tile it was last on. The incapacitated unit will not return, but it is better than them dying! Only works in classic difficulty.

    · Weapons

    o Imperial (and for that matter, all Europan weapons) come in several varieties but all share the following categories. Side Arms, Primary Arms, Heavy Weapons, Explosives and Medi-Packs. Regardless of type, they share the following features.

    § As a universal rule, all firearm type weapons switch the normal Strength/Magic for damage and Skill for aim. Rather, they use Skill for damage and Strength for aim. The logic behind this is that you use your strength to move your weapon to firing position and skill to actually aim for your foe’s vitals as opposed to widely spraying rounds everywhere.

    § Ammo slots: all weapons have a limited amount of ammunition before they need to be reloaded. Units are assumed to carry enough spare bullets, rockets, e.c.t for the battle.

    § Armor Piercing: Bullets are a natural counter to heavy armor. All firearms carry a -5 to enemy defense and +10 crit.

    § Falloff: It is harder to aim any ranged weapon at the extreme edge of their effective range. That holds true for firearms. At the outer edge of their range (furthest tile) firearms suffer a -15 aim.

    § Weakness to close range: While devastating, the larger rifles and machine guns are hard to aim at very close range. Primary Arms, and Heavy Weapons suffer a -30 aim when targeting adjacent targets

    § Danger Close!: Explosives cannot be used against adjacent targets. The risk of collateral damage to self is too high.

    § Firearms exist outside of the weapon triange.

    o Side Arms

    § Side arms are pistol-sized weapons. They were designed both as a backup weapon and as a close range weapon. Side arms are typically worn by those who either do not wish to carry heavier weapons or by infiltrators.

    § Pistols universally have a 1-3 tile range. Their falloff is even more extreme at range though. Pistols suffer a -50 aim penalty when firing at range band 3. They do not suffer from Weakness to Close Range, however.

    § Pistols typically have three ammo slots.

    o Primary Arms

    § Primary Arms are mid-range bolt-action and semi-automatic rifles. They are meant to be the main weapon of most soldiers. The classification also includes the more advanced (but rarer) assault rifles.

    § Regular rifles (bolt-action and semi-auto) have a range of 1-5 tiles. The falloff kicks in at range band 4. They have 4 ammo slots

    § Assault rifles have a range of 1-4 tiles. Falloff kicks in at range band 3. They have 5 ammo slots.

    o Heavy Weapons

    § Heavy weapons are almost universally populated by heavy machine guns. These guns do high damage, but their falloff kicks in immediately and only gets worse with range.

    § Heavy weapons have a 1-4 tile range, but the falloff kicks in at range band 2 and the max falloff is -50 aim. They typically have 5 ammo slots.

    o Explosives

    § Explosives are grenades thrown by soldiers, rocket launchers or grenade launchers. They have a relatively short range but have a high chance to hit. Explosives are also a limited use weapon (i.e weapon degradation similar to staffs).

    § Explosives typically have a 2 tile thrown range, 2-4 tile launch range and cannot be used on adjacent foes.

    o Medi-Packs

    § Medi-Packs are the Europan equivalent of staffs. Rather than magically reverse a wound until a proper healer can look at the injury, Medi-Packs contain all the necessary supplies to both temporary fix injuries, dull the pain, and accelerate long-term healing.

    § For all intents and purposes, they fill the same role as staffs with a few changes.

    · Ranges is 1 tile

    · A basic Medi-Pack will heal more than a basic staff, but has far fewer useses (20 for Heal Staff, 10 for Basic Medi-Pack

  14. All three routes attempt to up the stakes by killing off various characters, but most of them fail to have the required impact necessary to make the player care. Even without internet spoils, I found Flora's death to be simply nonsensical, and that is coming from someone who really likes her character. It would be diffident if she insisted on fighting to the bitter end and the avatar had to put her down. That would give me more reason to be emotionaly invested as my avatar had to kill someone he really quite liked, and who liked him back. Actually, all the deaths could be improved (other than Elise) or at least better written. But as has already been stated, IS seemed to think that you up the stakes by killing people like they are characters in a George RR Martin book.

  15. Here are some old ones that I put out before Fates released state side:

    World building (I'm just going to limit it to a few tidbits for Nohr and Hoshido)

    • Nohr's actual territory is ill-suited for farming, but contains several rich mineral nodes and the population contains some of the best blacksmiths in the world. This allows the Nohrian military to ensure that every soldier, whether noble or commoner, are very well equipped with high-quality steel weapons and armor.
    • The Nohrian levy system requires service from every man and woman over a certain age, meaning that the vast majority of population can quickly mobilize to fight.
    • Hoshido operates on a caste system that prevents social mobility except for in very pressing circumstances (hence why a lot of the retainers are nobles or otherwise high ranking members of their respective social standing. (i.e Asama being a high ranking priest)). This system also breeds contempt and racism towards outsiders, as their status outside of the system places them lower than even peasants.
    • Hoshido may have fertile farmland, but it is lacking in metals and other mineral resources. While members of the Samurai Caste are able to import metals from neutral powers (and certain Nohrian Vassals) west of the Infinite Chasm, most of their ashigaru (peasant soldiers) have to make do with inferior pig iron weapons.

    Adults (Just limiting it to the royals and the three amigos. This is their what they are like at the start of the game in addition to their already established characters and they can change over the course of the game)

    • Camilla dotes on all her younger siblings as a way to attempt to cope with her role during the Concubine Wars (commonly refereed to as the waifu wars on this forum) she especially dotes on Kamui due to his status as an outsider to the cutthroat nature of Nohrian politics and sees him as someone who won't ever try to stab her in the back. She does have a bit of a drinking problem, needing at least one bottle of wine to get through the day.
    • Marx is painfully aware that the waifu wars were effectively triggered by his mother, Queen Ekaternia (i think that's how you spell it) and harbors a deep sense of survivors guilt, knowing that the vast majority of his extended family died because of his mother's actions. He doesn't show it though, bottling up his emotions and revealing almost nothing about how he really feels, even to his own family.
    • Leon is the most stable mentally of his siblings, if only because he knows constructive ways to deal with his emotions as opposed to lashing out during training (Marx) or drinking (Camilla).
    • Elise sometimes wishes her family wasn't so defensive of her, but she is aware that she is the linchpin holding the Plantagenets (Nohrian royal surname) together, so she keeps up the facade of being a happy, innocent child. Deep down, she is aware of her family's past and wishes that she could comfort her siblings more than by just being the happy little sister.
    • Ryoma is a strong believer in Hoshidoan superiority, but has a change of heart during the war, especially after during the abortive Chevalier Campaign and sees just how the rest of the world operates, realizing that several of Hoshido's societal and military traditions could condemn his kingdom to the ashes of history unless they change.
    • Hinoka spends the vast majority of her time in training, both martial and statecraft, to the point where she only really has a close relationship with Ryoma. As such, her relationship with her younger siblings is not as strong as it seems.
    • Takumi suffers from an extreme case of middle-child syndrome. In addition, the vast majority of importnat events in his life, including his birth, were overshadowed by Nohrian aggression that demanded his family's attention, leaving him with a negative view of Nohr and its people.
    • Sakura wants to believe that everyone in the world is good and kind. A view that her family and retainers encourage to help keep her innocence alive for as long as possible.
    • Kamui has a bit of a narcissistic streak to him due to being constantly coddled by both his blood and adopted families, a problem made worse by his naivety. Some of his naive nature, however, was lost when he had to claim his first life while reclaiming fortresses along the Infinite Chasm during chapter 3, and he slowly became more cynical as time went on.
    • Aqua knows all too well about what happened during both the Sundering in Touma (in which her mother, Shenmei was killed and Anankos overthrew the King of Touma) and that her status as an outsider in Hoshido means that she is less than even a criminal. As such, she is an incredibly jaded and cynical individual. The only person in Hoshido who seems to genuinely care for her is her adopted sister Sakura. Despite this, Aqua has turned to sake as a way to escape from her problems.
    • The Awakening Trio (Lazwald/Inigo, Luna/Severa/ and Odin/Owain) are from the Future Past scenarios. After the conclusion of those scenarios, Exalt Lucina heard rumors of strange entities around the withered husk of the Mila Tree in Valm, and sent them to investigate. Said entity was Anankos, who struck a deal with the trio, saying that if they did what he asked, then he would restore the world to its previous state before Grima's crusade. However, while Anankos was able to restore the Awakening world, that act was enough to trigger the final phase of his degradation, trapping the Awakening trio in the world of fates with no way of returning as far as they knew. Over time, the trio began to see this world as their new home, and while they do wish to return to Ylisse, they have all but given up hope that they will.

    EDITS: Work with me, spoiler tags....

  16. I can only speak for the F!Morgans and F!Kannas. In my view (and what appears to be the conventional view) F!Morgan wins by a landslide.

    I guess I just enjoyed Morgan's personality more. She's a obsessive (remembering mom, study tactics) psychotic (antagonizing taugels, taunting Inigo) and sweet (she tries to cheer up those around her) little bitch and I honestly found myself getting real defensive of her (not letting her get beyond A support with anyone) as if she was my own daughter. She felt like she was her own character, not another member of the "make the avatar perfect" brigade. The fact that I also see myself sharing many of her traits helped the bonding process.

    Conversely, Kanna has had all personality other than "I love papa!" sanded off with an industrial strength sander used to refurbish M1 Abrams tanks. Her "personality" revolves around Corrin and I personally find that both annoying and infuriating.

    All in all, Moe for moe's sake is an empty thing. And Kanna proves that.

  17. I strongly dislike Tharja (the only reason I didn't kill her in her introduction mission was because I adore Noire). Given how Rhajat is Tharja 2.0, that hatred extends to her. Does she deserve it? No, not as much. Rhajat actually had some interesting moments in her supports that made her come off as more socially awkward rather than outright yandere stalker. I actually thought there was some development even on that front in her and Corrin's A support, though that went right out the window in the S. Combine that with the selective personalities described by Volo, and I can't help but feel nothing about her as a character, and the comparisons to Tharja just make my blood boil. The fact that she is the sole bi option for female avatars is also annoying, especially when you have a character like Soleil running around.

    As a whole, Rhajat is, in my view, the best of the three awakening re/pre-incarnations. However, I feel that those three are the worst characters in Hoshido, so her position as "the best expy" isn't exactly a point in her favor.

  18. Wasn't there already a poll about this? Eh, regardless, No for the first question and Maybe for the second.

    The problem lies with weaving the mechanic into the narrative and the quality of the characters that are in the second generation. Awakening's time travel was wonky, but the 2nd gen, in my opinion were all good characters, which kind of mitigates the wonky time travel, so they worked... somewhat... As for Fates, hyperbolic time chambers are even more convoluted than time travel, and combined with the relatively poor characters (especially when compared to their parents and especially certain expys) meant that the child mechanic is gimmicky as hell and their only use is for extra bodies for the army and experience for the 1st gen characters you actually use.

    IS has proven they know how to make this system work. They just need a good way to implement it from a narrative sense. Pulling a Genealogy is always a good idea, if a bit uninspired.

  19. Time to jump back into the recurring shit-show that is child units in Fates....

    Do I like them as characters? Certain individuals yes, but as a whole not really. Many of the child units lack the same depth of personality that their parents had. While I wouldn't call most of the 1st gen walking stereotypes there are a few amongst the 2nd gen which would count as such. It really feels like they were an afterthought, included because it was a popular mechanic in Awakening, not because there is a good plot justification for their appearance. Personally, I like Ophelia, Solei, Shiro, Sigbert and Eponine/Nina (why'd ya have to change that Treehouse?). They proved to be both entertaining characters and powerful units while the rest so far have just been... meh at best (except for the furies, they are adorable (inner commissar rages at those words)). Even though it has been talked about to death already, I still must mention the absurdity that is the Hyperbolic-Time-Chambers-Outrealms whatever they are called these days. Am I just creating more disposable bodies for my army, or is my player avatar actually having a daughter with his spouse? Those damn chambers really lessen the emotional impact that any child unit has. Can't we just have a Fire Emblem where the alternate dimensional shenanigans are kept to a minimum?

    If they want to include a 2nd gen again, IS really needs to pull a Genealogy. Let there be a time skip, let the first gen fall and let us play as the characters we effectively created to replace them. It would make for both interesting gameplay and a good twist from a narrative perspective.

    I could rant about this for a while longer, but I got things to do today still. Mechanically speaking, IS has shown us twice now that they are capable of programming a good (or at least decent) eugenics system into Fire Emblem. The trick now is that they need a good story to utilize it, and they haven't found a good story yet.

    As a little side note about children, and Nina in particular, something isn't quite right here, and why do I get a sense of deja vu regarding another artistic goof up looking at this still ?

    8e5.png

  20. I really don't want to keep hitting this dead horse, but I kinda have to so I can get my view out there.

    Azura Pros

    • Lovely voice: Bother her JP and her English voices are absolutely beautiful. They complement her design and are just wonderful to listen to.
    • Good Design. Dances/Songstresses aren't supposed to be heavily armored, so I can appreciate how her design is supposed to complement her form. Her Nohr!Concert outfit is stunning and I wish she wore it more.
    • She's a sweetie: Her supports show as much. She seems like she would be a nice person to know in reality.

    Azura Cons (which in some situations outweigh the pros)

    • Her story role: I don't know whether to blame this on her, or on the shoddy writing, but there were so many points where Azura could have diffused a situation involving Valla dickery but she doesn't for whatever reason UNLESS Revelations is downloaded.
    • She is an Exposition Bot: And she is selective about when she is one. At least in Conquest, and for the first part of Revelations, all she does is spout exposition to Corrin/the Player. Her role as this Exposition bot unfortunately makes her irritating, as I can't help but wonder if we could have averted some bad events prior if she had just opened her mouth.
    • Not an amazing unit: Perhaps this is just me, speaking as someone who has never been fond of dancers as a class, but I found Azura almost impossible to use as a unit without serious grinding. Even then, at least in my games, she got shit tanking growths (HP, Res, Def) making her go down in one hit if something looked at her funny.

    I want to like Azura, I really do, but she tries so hard to make me hate her.

    Doesn't deuteragonist imply they have equal parts already?

    Azura as the primary protagonist would require a dramatic restructuring of the plot. What the plot needed was for Azura to cooperate with others (especially Kamui) instead of manipulating them to her own ends (and we find out how badly THAT turned out for everyone).

    Azura as the protagonist....

    (looks at her record in Fates as it is)

    ... implications, unsettling....

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