ICHumanity is under attack. The Witches, evil beings, create armies of homunuculi and send them against the people. Their homunuculi are vile puppet things - depending on the witch, made of mud or corpses, steel or wood. They terrorise the weak and the innocent.
With the fall of the Bacher Pass four years ago, the Aroucan Kingdom is cut off from any other nation. Their holy order, The Knights of Kala, are their last line of defence between the Witches and the people of Arouca. A small group of new recruits to the order find themselves on the eve of their first battle - to slay the Witch of Callerton Cave.
The King, Albern Arouca
Became king at the age of eleven when his father was slain in battle against the Arch-Witch. By all accounts, with the loss of the Four Sentinels, the King has lost hope, and indeed has fled to the mountain citadel of Sirn Peak. His queen, Gywineri, was a frail soul from the start, and she too is behind the insurmountable barriers of Sirn Peak. There, they await the end, as their kingdom slowly falls to pieces.
The Four Sentinels
The most powerful warriors and mages in the land were the Four Sentinels, protecting the Kingdom from all its foes - Witches and no. When they fought together, none could withstand them, and they kept the Witches at bay for many years.
Luan the Stormcutter was a master swordsman. Many of the King's personal guard were trained by him. His blade was rumoured to be so fast, in battle, no one ever saw him draw his blade - he cut and sheathed it before one could see. Disappeared in the fall of the Arbiral City in Sullandr, six years ago. Presumed dead, as none have heard of him since.
Tusall, the Ironskinned, was a walking mountain of steel armour. Few knew who Tusall truly was, as they never appeared in public without their heavy armour on, and they were never seen to eat. Carrying a hammer that made the earth shake when it fell, Tusall is the only one of the Four Sentinels remaining. Recalled to protect the king in the fortress of Sirn Peak, they provide no assistance in the ongoing war.
Goanndia the Immortal was a legendary sorceress. She could command all magic -white, dark, and anima - with such finesse age would never touch her. Only taking part in the most desperate of battles, she spent her time researching a way to finally defeat the Witches, but was killed by Charker before it came to completion, and her apprentices have no where near her talent - or her four centuries of experience with magic. Possibly the only one who truly understood the Witches, though if she knew the secret behind them, she never spoke of it. She had two sisters, but they both died young.
Brutal Charker was a terrible figure, clad in blood-red armour, wielding an axe in each hand. While the weakest of the Four Sentinels, Charker was still beyond any mortal man in skill, and slew Goanndia when he betrayed the King at Bacher Pass. Some claim the Witches have claimed his soul and brought him back as a terrible demon. If this is true, perhaps only Tusall the Ironskinned could defeat such a being, and maybe not even then. One can only hope this rumour of his rebirth is not true.
The Arch-Witch
She who creates Witches. Rarely does she fight herself, entrusting her missions to her minions instead, but she is known to be a horrendously powerful magic-wielder - even more powerful than Immortal Goanndria. Her name is never spoken except by Witches, for she can tell when it is spoken, and one does not want to gain the Arch-Witch's attention upon themselves. She creates Witches through unknown means, but if it's for any reason other than spreading chaos, perhaps only Goanndria knew. She appeared three centuries ago, and has been a plague upon the land ever since.
Since her victory in Becher Pass, she seems content to stay in the pass, sending forth Witches to wear away at the Kingdom until it is too weak to resist.
The Kingdom of Arouca was not always so. Indeed, once it was a squabbling series of nation-states, until the first King Arouca conquered them all and set them against the common enemy of Sallandr. That was hundreds of years ago, but each province fiercely holds onto its own traditions and practices. The province of each is named after the city: it is common practice to say the 'City of __' when talking about the city, and just '__' when talking of the province.
Landir
The birthplace of the first King Arouca, with a proud tradition of knighthood. The Hallandir mountains in the province provide plenty of crags for the wild wyverns that nest there, and they provide almost as much defence as the walls of the Sirn Peak citadel. The mighty wyvern riders that conquered the land hold great sway in Landir, with several of the old dragon orders still remaining.
Farren
A heavily wooded province, often attacked by monsters from the Sea of Wyrms. A strong and hardy people, they favoured axes and bows to fight among the woods and hills. Unable to get in close to the monsters that attacked, they became unrivalled with the bow, ambushing enemies with massed volleys of arrows from forests and ballistae set up in advance.
Sukald
Once part of a larger nation before it was conquered by Arouca, it was split from Beckerkald to prevent it from uprising. It's wide plains and fertile fields have helped it grow an army of cavalry - horsemen, and for the noble houses even the rare and esteemed Pegasus. It claims Farren occupies part of it's northern territory, and despite various decisions of Kings on the matter, violence has continued through the ages the Aroucan Kingdom has existed.
Beckerkald
Once part of a larger nation before it was conquered by Arouca, it was split from Sukald to prevent it uprising. With the defeat at Becker Pass, the province is almost completely controlled by the Witches. Its soldiers were renowned for their stalwart spear walls while Sukaldian cavalry attacked their enemies from the side. Now with the province ruined and the city destroyed by Witches, they've become a rare breed.
Than
A province famous for it's libraries and learning. The Immortal came from Than, and mages of anima and ancient magic both thrive. The people of Than tend to be quiet and studious, with measured actions. Those without the talent for magic often find good work in the seedy underbelly of Than, however, becoming thieves that aim to steal research, spells and tomes to sell to other competitive mages.
Aletros
Named after the saint Aletria, Aletros is a devout land. Many worship the gods of Arouca, the Mother and Father, though some worship foreign pantheons. Some sects have found a way to channel magic through motion and sound, and so many dancers and bards come through Aletros, as well as priests and paladins. A great many Witches have entered Aletros, it being the weakest militarily of the remaining provinces, and it is suffering under their attacks.
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Noob Emblem? What's that?Noob Emblem is Fire Emblem on Forums for, well, those new at it. It'll be shorter and easier than a full FEF such as Seed of Chaos. Effectively, it's an introduction, to help new people get into FEF. If you've never played FEF before and want to get into it, start here.
So what do I need to do?You need to create a character. The version we are using for this game is
1.2. If you don't have the 1.2 handbook, hop onto the IRC at some point and ask. The IRC is a good place to ask questions, as there's normally someone around willing to help.
The IRC is #feftalk on the darkmyst server.
To create a character, you need to
fill in a character sheet. As mentioned, all the stuff you need is in the handbook. You also need a
mug, e.g
one of these.
It has different expressions...
to display the emotions of your characters. Look at other FEFs for examples. You can either make one (generally by modifying sprites from actual fire emblem games), or beg one of the other FEFers to make one for you. Ask nicely.
New players - those not in any other FEF game (XCEF not included) - will have first priority, along with two experienced players.
The experienced players will start as Trainee classes as well, but have the option: they can gain two levels, or have a C-rank support between them already in place. Your characters have seen combat against the Witches and their minions at least once, and have volunteered or been
volunteered to shepard the new recruits in battle.
There will be six players for the prologue - 2 experienced players and 4 newbies - with 2 more players joining in chapter 1 and chapter 2. Newbies not joining in the prologue get priority, but it's also open for other people as well.
Players2 Elites at level 3:
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Darkpaladin109 / Devin Lancaster-
SeriousCOncentrate / Henry RougemontThe four greenhorns at level 1:
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PrivateNomad / Rosaline Lockwood-
FelixSparks / Alexander-
Cheesecake / Rider-
Flameboy99 / Adrian PenneChapter 1
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Chapter 2
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General FEF Things of Note GMs don't normally track the QL of enemy weaponry (except low QL stuff like end tier spells). This is a sanity saving measure.
A common thing is Blossom is just a flat +5% to all stat increase chances, rather than faffing about with that character leveling more slowly (which makes it allmost certainly not worth it.)
Daunt and charisma do not stack with themselves.
Other common house rules:
Rider trainees can start with a wyvern, pegasus, or wyvern. Obviously, the one you choose determines your promotions. A wyvern rider can't choose a pegasus promotion.