All are playthings of Fate until they bond together |
The blog of an idealistic FE fan
All are playthings of Fate until they bond together |
When they wake in the morning, they have to discuss what they’ll do next as a group. While Taren doesn’t see any other option but to head to Daeryn, Simon is immediately skeptical of such a dangerous event being spurred on by a landmark that is so out of the way. His suspicion is argued by the sheer fact that if Daenarus was telling the truth and the rain of fire will come if the party doesn’t get to the tower, they’re risking far more than if they were wrong and left the territory they gained open temporarily for no reason other than precaution. Tenn disagrees, claiming that it’s too likely that Daenarus was not honest with them and wanted them to be out of the way so their foe could progress through Riese. Overhearing the arguing, a local named Roberta enters the conference, boldly claiming that she has enough military experience to hold the line with some of her comrades. Her and her friends are all mercenaries originally hired to protect a large city in Kestra. When they failed, they retreated, watching the city be torn apart and then fleeing before they became victims as well.
The mercenaries refuse to fail to serve again, and that they will fight until the last man, which makes Tenn nervous. Taren shakes Roberta’s hand and gives her instructions to keep the capital safe for as long as possible. Tenn asks Gill why he has not intervened and he responds that both decisions are high-risk ones, and that Taren was the only one bold enough to make the call. Tenn mumbles about Taren’s boldness becoming a ticket to instant leadership The group then departs for Shurca, the only country that has a port sending boats to the poor island of Daeryn. Along the way, they find a small town not yet ravaged by the force to the North. However, two bands of bandits are clashing there, too busy fighting each other to notice the townspeople fleeing. This battle is simple. Rout the enemy, or stop the fighting by defeating the leaders of both groups with their corresponding recruitable bandit. On one side is Emile, a male pegasus knight, and on the other side is Romarion, a female outlaw. Using them to knock out their bosses will end the fighting faster. In the meantime, keep all the fleeing innocents alive as they escape, because you will be rewarded for your chivalry. There is also a bonus objective, as a mansion in the center of the map has two civilians inside and defending the mansion from being destroyed will gain you an ally in Hart, an eagle rider with a lazy demeanor. When the fighting ends, the city is mostly wrecked, and Tenn laments what the purpose is for it all. Taren tries to reassure him, telling him that they saved who they could, but Tenn rebuffs her, firing back that they shouldn’t have to save people, because this shouldn’t be happening. The chaos that the continent is in is unacceptable. He calms himself down eventually, and then when she asks him if there’s something else bothering him, he says no. They continue their journey toward Shurca as quickly as they stopped.
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The group has made it to the Riesean capital, and the situation is dire. Beasts scour the city, burning down buildings and attacking innocents. Tyken attempts to formulate a strategy for rescuing as many of the civilians as they can, but Taren immediately rushes in to yank a young girl out of the way of crashing debris. Tenn tries to stop Taren before she heads into the flames and ashes, but she refuses to stop and listen when the scene is so urgent, and then she runs further into the chaos.
Tyken then has to account for pulling out his sister, and orders that the group fan out, as there are three wide paths through the city, easy merchant routes that they can use to their advantage. Tenn says that there is a high likelihood that Taren is on the middle route and has provoked the enemy. Annika volunteers to retrieve her, but Tyken declares that the best thing to do is gather her when they split up into squads. On his command, they break into 3 teams. You get to select which units are on each team, as well as which route they go on. The objective of the map is to get the three squads back together at the end of the routes and defeat the boss. Taren can be spoken to with any unit in the center lane to cause her to re-join the party. After defeating the taguel Daenarus, he seems to snap out of a trance and with his dying breath he instructs the party to head to the Tower in Daeryn before “the rain of fire burns away the only hope.” Simon sees this as a diversion, believing that if they go to Daeryn the rest of the enemy will blaze through Riese, but Tenn is worried that Daenarus seemed to be telling the truth. If he was honest about a “rain of fire”, then not going to Daeryn could be a risk resulting in defeat. Tyken does not want to chase superstition, but does disclose that Daeryn’s tower, the Caelum Sanctum, is a religious monument dedicated to the goddess Ancia, and that if they plan to do something in the Caelum Sanctum, it will be something big. Gill is unsure as to how to proceed, as Daeryn is an island to the South that will seriously slow them down, but it may possibly be the most dangerous spot to let the enemy control. They camp in Riese for the night, contemplating their next move. The party grows exhausted as they get closer to the center of Riese where their foe likely waits. Tenn requests that Taren allow the troops to rest for the night, but Taren rejects the thought, claiming that they have no time for dawdling. Tyken sides with Tenn and says that by not resting, the party is doomed from the start. When Taren again refuses to allow the group to rest, Tenn states that Taren is not in charge and cannot make decisions by herself, especially not reckless ones. Taren then proposes that they can spar for control over the group, which Tenn finds to be a waste of time, which is what Taren said she wanted to avoid.
Gill breaks them up and asserts his authority, declaring that as their supervisor and superior, their orders only pass if he allows them to. He commands that camp be set up in order to recover from the long nights of marching. He discloses that Riese's capital most likely still has civilians Yerilla could not evacuate in it, and that they have to have the energy to rescue as many of them as possible before they must go on the offensive. The army rests for the night and they wake to a series of carefully placed logs and indents around the dirt road. Gill expresses concern for the sharpness and efficiency of the future mission in Riese’s capital, and divulges that this exercise he set up should settle the army's tensions and improve the skills of everyone participating through sparring and rescue training. The logs are ‘civilians’ and the marks on the dirt are walls and buildings. While one side must rescue the civilians, the other team must prevent the civilians from being rescued. This map works just like Gill says it should. The logs must be interacted with on the side marked to be rescued. Which team does the guarding and which one does the rescuing is random, and the teams are determined based on stat total. The units on each team will not be known until the player selects Taren or Tenn as their team leader. The experience gained from this map is x1.5, meaning this map is perfect for getting units caught up. After this map is completed, it may be played anytime you collect 5 large logs. Note that the EXP bonus becomes x1.2 instead of x1.5 After the exercise is over, Taren and Tenn go back to arguing about which side was better until Tyken intervenes and scolds them both, saying that if they do this during their rescue mission then allies will die in vain. Gill concurs, and demands that their behavior be remedied if they wish to be respected and followed by their peers. Tyken privately speaks with his siblings over their sudden spat, and Tenn immediately communicates that Taren is taking on a lot of responsibility without thinking and brashly carrying out tasks while ignoring those who want to help, just like she always does. Taren tries to argue, but Tenn gets emotional and tells her this isn’t the place for being careless. She understands his frustration and fumbles her apology, but promises she’ll try to be less controlling. The three of them lead the party on toward Riese’s capital. I took my Christmas break. And then I took some more. And then I took a little more after that. I've been helping r/FE7v2.5 with the scripts to the best of my ability, and so that and my new PS4 have taken up my time (RIP my wallet). But I'm back to do the first story chapter since November. Yikes. So bear with me here, and I'll (hopefully) make it worth your while.
As the party marches toward what is almost certain failure, Simon and Ramona discuss if they should abandon the cause, considering their status as criminals means that a stable government would not be on their side. While Ramona feels strongly that leaving would be the best option, Simon hesitates in his accord, beginning to believe that by proving their loyalty to the group, they can be pardoned of their crimes. Ramona dismisses the thought and scolds him for going soft, telling him that they're in this group because they were blackmailed into it, and there's still a possibility of them being imprisoned after this conflict is resolved. As the army sets up camp, Simon slips off into the forest and Tyken and Annika follow him. They see him pick up a large stick and bench-press it. He stops when he sees Annika watching and begins to yell at them. While Annika laughs at him, Tyken allows Simon to explain himself. He reluctantly explains that he has never been as strong as his sister, and he's always wanted to be a skilled melee combatant like her. Unfortunately, his physical ability has always held him back. Annika tells him that it will take a lot more than a tree branch to give him the strength he needs, and Simon snaps at her that he knows that, and declares that he's going back to camp alone. Meanwhile, Taren has a brief conversation with Gill, who is worried that they will run out of supplies and the king will not appreciate the group's rogue status. Taren replies that she is confident that the king will take favor with them after Michael explains what's going on. This tides Gill over, though in reality Taren isn't at all sure what will happen at this rate. Tenn rushes up to Taren in a panic, telling her that he could hear Annika screaming for help from within the forest. Taren leads the party into the forest, but Ramona separates from them to find Simon, whom she assumes is also inside the forest. Ramona locates Simon, who is relieved to see that the others must have heard Annika, but Ramona tells Simon that this is the perfect chance for them to get away without getting roped in any further to this conflict. While the rest of the group is distracted and separated from them, they can escape further into the forest. Simon expresses hesitation, and though Ramona tries harder to get him to leave, he finally refuses, saying that he feels an obligation to help and that there's a possibility that staying could improve their chances of their records being expunged. Ramona stubbornly goes without him. This rout the enemy mission begins with your units separated from each other. Annika and Tyken start at the top left corner of the map, Simon starts at the bottom left, and Taren and the selected party will start at the bottom right. The best strategy is to play Tyken defensively, keeping Annika safe and making sure Tyken doesn't get overwhelmed, while regrouping Simon with the rest of the party (Yerilla can fly over the forest and assist/rescue Simon from the start). After 3 turns, Ramona will appear and meet with Tyken and Annika, rejoining the party. After 5 turns, the boss will appear, Cazar, a sorcerer, and Kimmel, a dark mage, will appear with him. Talk to Kimmel with Simon, Annika, or Tyken to recruit him. Talk to Cazar with Kimmel and Cazar will retreat. Killing Cazar will result in Kimmel deferring to the enemy. Taren asks one of the remaining bandits why they keep being attacked, and, after a failed attempt to run away, he informs her that they were told the leader had a massive sum of gold. Taren laughs that off, saying that if she had lots of gold, she would have just spent it to repair her village and she would have never had to go on this lengthy quest. But Gill searches Taren's bag and finds a huge pouch of gold, leaving her speechless. When some members of the party begin to question her honesty, Tenn points out that Ambrosia, the winged girl they captured briefly, may have planted the money to give bandits a reason to attack them. Tyken and Simon both agree with Tenn's theory, but Gill is still skeptical. Ramona huffs and says that they shouldn't have stopped in the first place because the longer they take, the more ground this force of enemy men will cover. Taren concurs, and they pick up their supplies and head off. Chapter 9! One of my favorite chapters for one reason and one reason only: Yerilla! Yay! So, today I will post this chapter and then there is a possibility I will do a Weekly Unit Spotlight for Yerilla, duchess of Kestra. Also, chapter 8 was posted rather recently, but Weebly says I published it on the 15th, which I don't believe is the case. Because this site organizes things by alphabetical order, you may find chapter 8 a tad lower on the stream than it should be. Not a big deal, but I figured I'd inform readers of this oddity.
After the bandits are apprehended/defeated, the party continues North, planning to meet the enemy head-on, though they do not know the size or power of their foe. They cross into Riese, where they see a scuffle beginning. A wyvern lies on the ground, bruised and battered, with axes lain adjacent. A group of bandits advance toward two women, who also appear to be injured. Taren looks around to see the rest of her group simply watching, and she scoffs in disapproval, charging into the bandits and ramming one into a pool of mud. The leader of the bandits emerges and tells the three of his men to take the two women back to their base of operations. Simon asks if their base is the pitiful shack he sees not far from where they currently are, and this angers the chief of the bandits, who demands that Taren pay him for being in their territory. Ramona loudly laughs at him and tells him that Taren isn't going to make deals with someone who clearly can't back up his big talk. Now totally enraged, the man bellows that he will kill all of them without breaking a sweat, and calls the rest of his men to prepare for battle. He also orders another bandit to execute the captured women and take their gold. The mission here is to rout the enemy, however, there are some other things you have to take into account: 1. There is a female myrmidon moving toward the bandits' 'base' and, if she reaches the base, Yerilla and Harley will be killed. You must defeat her and then you will obtain the key to the shack. When you unlock the shack, a fighter and two mercenaries will come out. You must defeat them, then Yerilla and Harley will emerge. 2. Yerilla and Harley must spoken to with Taren. If they aren't, they will remain where they came out. Once Taren speaks to them, they will be recruited, however, they will not have their weapons and will essentially be useless until... 3. Villagers start coming in from the back of the level. They will start attempting to fight the bandits with their iron lances and awful stats unless one of them is spoken to by Yerilla or Harley. Once they are spoken to, they will retreat (and they will be off the map immediately, not moving every turn toward a border of the map) After defeating the bandits, Harley, one of the women, thanks the party and introduces her mistress, Yerilla. Yerilla explains that she was evacuating a group of Kestran and Riesean citizens out of their respective countries, as a massive force of 'monsters' is moving South, leaving burning villages and innocent corpses in their wake. She tells them that she is nobility, and that bandits have been trying to catch, rob, and kill her since she left Kestra. Tyken says that the bandits from earlier may have thought they had intercepted Yerilla's party, and that's why they tried to rob them even when it was insisted that they had no money to give. Yerilla continues, saying that her remaining party is small, as many became exhausted and attempted to settle where they stopped. Harley adds that while she wants to believe they're alright, she can't help but think that they have all been killed. Yerilla expresses her guilt for not begging them to continue, but declares that she had no choice but to move on, else her remaining group be caught by this force of ruffians. The bandits that she and Harley had just been rescued from had stumbled upon her in a state of weariness. Yerilla wanted to move a bit ahead of her party so they did not see her in a worn out state, but when the bandits saw her, they instantly assaulted them, harming her 'precious baby' Belka and nearly incapacitating both her and Harley. Once her long story is finished, the villagers ask Yerilla what they do now. While Yerilla says they ought to keep moving, Harley asks Taren what her group is doing. Yerilla shows distaste for Harley speaking out of turn, but Taren responds that they are planning to fight the party of monsters Yerilla spoke of head-on. The duchess gasps, and Harley replies in a panic that there is no way that anyone can stop them now, let alone a group of rag-tags. Tenn says that there is little justification not to at least attempt stopping them, but Simon quips that Harley has a point. Yerilla orders that her party move on, but Harley stands firm, telling her that they owe their lives to this group. Yerilla is appalled by this defiance, and asks what would compel her to be so resistant to her requests. Harley attempts to reason with her mistress by pointing out that by joining this party, they could possibly find some of the citizens that were left behind. Yerilla blows off her idea and asks once again for Harley to accompany her. Harley refuses. Finally, Yerilla gives in, and asks, if she did join this gathering of rabble, how would the citizens get to Lyrouche safely? As if on cue, a Lyrouchi knight gallops up, red in the face, clamoring about treason and betrayal. If Schall is still alive, he will recognize the knight as his brother Michael, and he will attempt to explain their new vigilante status to him. If not, Gill will try instead. Michael is disgusted by their 'unlawfulness' and claims that he plans to report them all. Simon cunningly asks how Michael knew they had gone past the Northern border, and Michael stutters that he had expected the party to go rogue and had pursued them while remaining a bit behind. Ramona calls him out, reasoning that if he was pursuing them, then he was aware that they were defying law already, and that if he wanted to arrest them, he would have already reported them. Gill tells Michael that makes him as in the wrong as them, and requests that he take Yerilla's remaining evacuated citizens to the capital, inform the king of the party's actions, as well as the current situation, and ask the king's blessing toward the group. Michael reluctantly complies, and Yerilla is forced to make her own decision. She yields to Harley and joins Taren's vigilantes. Surprise! I didn't die! I am very sorry I didn't say anything, but I have been very busy. I have a job now, and so I don't have as much free time as I once did, and therefore cannot invest as much into this concept project. However, I will post when I can, and my job schedule is pretty lax, meaning I can still put up new things :) So I will gladly drop the next story bit here, and hope you will forgive me for my blatant lack of contributions to my own creation. Here we go...
The interrogation starts and the woman says her name is Ambrosia. Taren asks who she works for and Ambrosia responds that she works for herself. Simon calls her out on that, saying that there is no way someone would just buy a powerful staff that is capable of healing an army without an actual army, and Ambrosia tells him that there isn't an army yet. Ambrosia tells the group that there is a massive force of men that has come from Nykos and is now charging through Kestra, picking up new recruits along the way. Gill inquires who is leading this force, and she says that she was supposed to, but she came to a disagreement with the other leader and decided to run an errand for the army and purchase a staff from thieves that she had hired to take the staff. Taren asks why she was willing to be questioned, and she tells Taren that she has begun to doubt her loyalty to her father. She quickly tries to retract what she said, but Taren immediately asks who her father is. Ambrosia refuses to reply, and Simon asks if her father is the actual leader of this supposed rebellion. She throws off her cloak to reveal massive wings and attempts to fly away, but Taren catches her ankle, demanding more answers. Ambrosia whispers something to her that causes Taren's body to shiver. Her hand releases Ambrosia, allowing her to soar off. Simon asks her what happened, and Taren says she hasn't a clue. She turns to Gill and asks him what their plan of action should be. Simon interjects before Gill can respond, saying that the most beneficial idea would be to meet the enemy force and drive them back. Gill tells Taren that if they do that, the king will not be informed, and they will essentially become vigilantes. He refuses to take a part in such a crime, but Simon laughs at him, telling him his honor is more important than actually defending the country. Gill retorts that they can remain at the border and hold the enemy back there, but Simon snaps back that such a strategy would easily result in failure, because there isn't room to fall back if their line fails to hold. Tyken reluctantly concurs with Simon, and Gill gives in, telling Taren that if it is best for the people of Lyrouche, he is willing to move past the country's borders into Riese. The party begins to move the next morning, only to be stopped by a large group of bandits shouting something about a caravan of loaded nobles. Tyken tries to tell them that they obviously aren't nobility, but the bandits won't listen. Tenn says that the bandits need to be eliminated anyway, and Taren agrees, though Gill tells them that if they are killed instead of apprehended, there is no turning back from their declared vigilante status. Tenn says there is no way to apprehend them lawfully because there are no prisons anywhere near their location, but Simon says he has a sleep spell handy, though he is inexperienced in using it (if some of the border guards were kept alive in the previous chapter, Tyken will note that Gill may be able to ride back and inform what remains of the border guard to pick up some fugitives. If the border guard was not kept alive, then their vigilante status is confirmed, because the party is forced to kill the bandits). This level is a typical rout the enemy. Sometimes it's refreshing to just sweep some enemies. Keep in mind Gill is not present in this battle if there are still surviving members of the border guard. (If there were surviving border guards in the previous chapter) After incapacitating the bandits, Tenn advises that the party keep moving and hope Gill can catch up. The others agree, and Tyken adds that Gill is on horseback and will return swiftly. (If there were no surviving border guards in the previous chapter) The party mourns for the fallen bandits, with the exception of Simon, who uses this opportunity to explain his views on justice with Tyken, who finds Simon's philosophy heartless. The group moves on, now considering themselves a vigilante group in service to the people of Lyrouche as well as a group devoted to the safety of the continent. After a well-deserved rest, the party continues to head toward the Northern border. Tenn becomes suspicious of Ramona and Simon and asks Tyken if they should go against their deal and have them arrested for the various crimes they have committed. Tyken scolds him for suggesting they go against their agreement, especially because Simon and Ramona have been valuable in combat so far.
They reach the Northern border to find the staff-holder and his group fighting the border guard. Gill says they should immediately help, but Simon says that some of the border guard seem to be going turncoat, and that the numbers would be against them. Tyken points out a person in robes that is getting behind some of the guards and speaking to them, and it appears to make them change sides. If the player went to Chapter 3: A Game of Wits, Karti (or Tenn, if Karti was killed previously) will recognize the robed man as the one who brainwashed her, charges at him, and tries to attack him, but he evades and a border guard steps in. Gill commands the party to subdue the border guard and Taren says that the robed man must be apprehended. You will start this map with several NPC ally units that will fight the enemy until the boss of the map reaches them. When this happens, the NPC will become an enemy unit. This is a rout the enemy mission. After defeating the robed man, Tyken takes off the hood and reveals that the robed man was actually a woman. She struggles, but a member of the border guard approaches and holds her lance to the woman's chest. Taren tells her to back off, and the border guard says this was her first day on the job and that she'll never get to know some of the brave souls that spent their lives protecting their home because of this woman. Gill orders that the border guard pull back her weapon and pulls the woman up. She tries to run, but Tenn knocks her over again. Taren demands information. The woman says she'll comply. Tyken searches for a satchel with the staff inside, and Ramona helps him. She locates the satchel, but she reports that there is no staff inside. Tyken panics, and tells Ramona to deliver the message of the missing staff to everyone else. If you choose to continue together toward the Northern border, then the following story chapter is what takes place, Chapter 3: Rainfall Valley. Also, as I said in Main Story Part 5, this post is the substitute for a Unit Spotlight post because no new units have been introduced in the story recently that I haven't already done posts on.
The party has gone several days without rest, marching toward the Northern border. Simon moans that he's tired, and Taren tells him they can't stop until that staff is in their hands. Tenn replies that all the group was supposed to do was check the Northern border, not hunt enemies of the government. Gill tells him that the entire country is in danger if all the wounds of a possibly massive force can be healed in one go, and Ramona grumbles that she isn't particularly interested in saving this crummy country. After a few minutes, Tyken notices the clouds have gotten increasingly dark, and at a rapid pace. Simon is about to tell him how ridiculous that sounds, but then it begins to rain. The water feels somewhat warm, and the group is now confused and even more tired. Simon hypothesizes that someone has used magic to tamper with the weather and slow them down. They continue to advance at a much more sluggish pace, and Tenn sees a camp of mages and pegasus knights camped ahead, in a small valley lying close to the Northern edge of the Forest of Whispers. They attempt to take the enemy by surprise, but they have very little energy due to exhaustion. Ramona sees a mage in the middle that isn't moving and says that she has to be the one keeping the weather this way. This map is small, but not as small as A Game of Wit. The objective is to rout the enemy. The rain reduces mov. by 2, and mounted units have their mov. reduced by 3. If a unit does not move from the spot they were the turn before, the next turn, they fall asleep and must be awakened by an adjacent ally. Being damaged will also wake them up, after combat is finished. The rain will stop if you eliminate the boss, but the rest of the enemy army must still be dispatched. After the rain stops and the enemy is defeated, Gill remarks they should take advantage of the now vacant camp and rest. Taren is reluctant, but Tyken tells her that if they continued without sleep and made it to the Northern border, they would be of no use to the borderguard because of their exhausted state. She agrees, and the group takes a well-deserved break. If you chose to send Karti (or Tenn, if Karti is dead) to scout ahead, then the following story chapter is what takes place, Chapter 3: A Game of Wit.
P.S. From now on, I will assume a deathless run, meaning that while Tenn is the substitute for Karti if she is defeated in battle, or at least for this cutscene, I will continue to write Karti instead of Tenn. In the future, I will mention the substitute character at least once, but I will use the character that is intended to be present in the scene. Karti has snuck far ahead to spy on the enemy that is heading toward the border. When she sees the staff in one of the traveler's pouches, she draws her bow, but there is suddenly a hand on her shoulder and she screams. With no word from Karti in days, Gill begins to worry, but he attempts to hide his concern by faking contentedness. Taren demands that the group move faster now, as they have to get the staff back and they also need to find Karti. She says that the likelihood that Karti was captured or killed is higher every day they aren't at the border, and then she curses herself for agreeing to let her go. Tyken tells her that she wouldn't have known that Karti would be put at risk, but Simon laughs and says that, "a real leader addresses the worst case scenarios in their head before their mouth starts flapping." Ramona punches his shoulder and he stops talking, but Tyken is already irritated. He turns and tells Simon that the tidbit he just said would have been great advice days before, when Taren actually had to make a decision, and Simon snarks back that he thought that three teenagers were perfectly capable on their own of making intelligent military decisions. Gill hushes them quickly and pulls them to the ground, then pointing to the camp ahead that rests on a dirt path. Karti sits calmly on the ground in front of a fire, her bow and quiver lying next to her. Gill wonders why she hasn't run away, and Tyken becomes suspicious. Simon scoffs that she probably got tired of taking commands from idiots, and Taren leers at him. With no one else in the camp seeming to be awake, Ramona attempts to sneak up to her and pull her back, but Karti stands and turns around when Ramona gets half-way to her and fires an arrow into Ramona's shoulder. Ramona pulls the arrow out and Simon comes up behind Ramona and shoots Karti with Flux. Karti gets knocked backwards and slowly picks herself back up as the rest of the group emerges from the forest. Ramona starts to yell at her, but Tyken covers her mouth. He says that she seems to be under someone's control, her pupils are dilated and her breathing is very slow. He says that Karti would have killed Ramona if she wasn't resisting control, and that's why she got the arrow in her shoulder instead of her heart. Taren also notes that the men in the tents are still asleep, and if they can retrieve Karti without being noisy, they can try to help her snap out of her hypnosis. This map is very small, and the only enemy on the map is Karti, at first. The goal is to defeat her, but she is surrounded by enemy tents. If you get one unit too close to a tent, or you move one unit more than three spaces at a time, you run RNG that may or may not wake up the enemy. If you do so (getting close to a tent or moving more than three spaces) with two or more units, enemies are guaranteed to come out of the tent. Not only that, but if the men wake up and you defeat Karti before you defeat them, the unit who defeated Karti will be credited as rescuing her, and the level becomes an escape map. If the unit that rescued Karti is defeated, you lose the level. After saving Karti, the party retreats, uncertain if they can handle the sheer number of men in the camp. Simon analyzes her physical condition and claims that the control will wear off, though he also appears angry that he was told that mind control was a farce, considering he just watched it in action. He states whoever did this to Karti was only interested in baiting the group, because they didn't fully brainwash her. Taren questions how poor of a trap that was, and Tyken responds that the trap Simon speaks of may have been motivating them to follow the group with the staff at a faster pace. To make up for a lack of post on Tuesday due to Halloween fun, I will be posting today, which is normally one of my break days.
After pushing through the horde of thieves and defeating Petrean, Tyken asks Taren if Ramona and Simon are worth bringing along, considering they've only been with the group for a few days and they have already attracted ruffians. He thought that their combat experience would be of use, but they seem to be hesitant to serve, and clearly would rather run away. Ramona snaps at him immediately, telling him that they are there to stay alive, that they joined the group for resources, and that they will hold their end of the deal. Taren instructs Tyken to relax, and the party checks the thieves for the staff, but no one locates it. Ramona loses her temper and pins a half-conscious man to the ground with her sword against his throat. She yells for him to tell her who they gave the staff to, and the man panics and tells her they don't know who bought it, but that their group went off toward the North border. Gill pulls Ramona away from the man, but as he crawls off in fear, Simon kicks him over and kills him with his tome. As Gill attempts to scold them, Simon briskly interrupts and tells them that the man was a petty criminal, and his life held no value. Tenn flares back in anger that all life is valued, and if there isn't a reason to kill, you shouldn't, but Ramona chuckles bitterly and says that she sees no reason to hold back on others when no one ever pulled punches for her. Taren is disgusted by their behavior, and says that they can leave if they can't control themselves and obey the at least the laws of human decency. Ramona retracts her statement instantly, she can't risk losing a reliable source of protection and resource-income. Gill asks Taren what the next step is, and she informs him that she wants to continue to the Northern border, because if they go fast enough, they're bound to find the staff. Tyken and Tenn concur, but Simon scoffs and says it would be smarter to send someone to scout ahead. Karti (and if Karti has been killed, then Tenn) will agree with him, and request Taren's thoughts on Simon's suggestion. Player Choice: Here, the player may agree with Simon and choose to send Karti (or Tenn, in case of Karti's defeat) and go to Chapter 3: A Game of Wit or continue as a whole party and go to an alternate Chapter 3: Rainfall Valley. The next story post will be on either Thursday or it will replace Friday's weekly Unit Spotlight due to a lack of a new unit to shine the spotlight this week. |
AuthorI am a recent high school grad who really should have better things to do. I have a passion for world building, video games (especially FE), and writing. I also enjoy music, doodling, and avoiding socializing :\ Archives
February 2018
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