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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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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