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
Something came up last Friday and Yerilla was not able to make her spotlight debut, but this Friday she gets to shine! The duchess' description?
A well respected noble, duchess, and friend of Syllish's late mother, she is regal and beautiful, but is known to miscalculate her boundaries, sneaking through people's things and getting in allies' personal affairs. She means well, but can't seem to handle not knowing everything.
Lady Yerilla is the only wyvern rider recruit. Far later in the campaign, Hernanda, a wyvern lord, is recruited, but she is for the most part inferior to other units and also serves a very different combat role in comparison to Yerilla. Yerilla's strengths?
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.
I had to take a brief leave because I've been helping with r/FE7, and I will probably be helping more often, so I will take advantage of today to make up for one of my missed days, but be aware my schedule will begin to become more erratic :\
Schall: Huh? Virgil, why aren’t you with Sylvain?
Virgil: It’s just that… I wanted to ask you why you’re so happy all the time.
Schall: Is that bad?
Virgil: It isn’t that it’s bad, it’s just confusing. You’re a trained knight, so why are you all... giggly?
Schall: Um- I dunno’-
Virgil: S-sorry, this was dumb…..
Schall: No, Virgil, it’s okay, I can- and he’s gone. Hmm...
Schall: Virgil, you ran off before I could answer your question!
Virgil: I think I might have a few ideas.
Schall: You do?
Virgil: Yes, and I’d like to run them by you to see which one is right.
Schall: I can just tell you.
Virgil: So, my first thought is you want to psych out your opponent.
Schall: Not really, my hair is enough to get the enemy to be laughing at me, to be honest. It’s funny, because-
Virgil: Two. You could be hiding something.
Schall: N-no, not at all! I pride myself on honesty, servitude, and kindness!
Virgil: Three. You don’t… enjoy killing people, do you?
Schall: Wh- what? No, I feel the exact opposite!
Virgil: So then what is it?
Schall: Because I get to do what I’ve dreamed of since I was a kid. I get to protect people. I’m wearing the armor I used to draw on parchment with sloppy pen marks, riding the horse that I raised from a foal, helping those who can’t protect themselves. I’m a knight, Virgil! Isn’t that worth smiling about?
Virgil: Four. You don’t understand how important being a knight actually is.
Schall: That isn’t right either.
Virgil: Schall, are you really that oblivious?
Schall: It isn’t like that-
Virgil: I thought that you were a role model. But you act like a child.
Schall: He’s gone again! And he’s going to leave the conversation like that?
Virgil: I… wish to apologize.
Schall: It’s fine, I forgive you.
Virgil: I understand that you care deeply about being a knight. It’s just that the way you described it made it sound… immature
Schall: I want to remain confident, and the best way to do that is to constantly remind myself why I’m here. I’m here because I have always wanted to help others, so that’s what I do.
Virgil: You’re so much better than me, aren’t you?
Virgil: I became a knight because I wanted people to be proud of me. It’s selfish, but my brother was the combat prodigy. Now he’s off with Alda doing who knows what. I wanted to be good at combat too, but I’m...not really well practiced in actual field combat.
Schall: But I’m not either. I’ve lived my whole life being told I was a magical prodigy. My parents were nobility, so they bought lots of books for me to read and a wonderful tutor. I was spoiled by my parents, but…
Schall: Well, it’s just that I never really put in a whole lot of work to get where I am. I’m just good at using staves. I’m good at light magic. Sometimes that puts a damper on my dream, y’know? It makes me feel like I didn’t earn the right to be here.
Virgil: I think the fact that you motivated yourself to this point with nothing but a dream counts for something.
Virgil: Yes. And I’m glad that you’re here. You’re an excellent knight. Even if you’re a bit- immature.
Schall: You are a good knight as well, Sir Virgil.
Virgil: Not yet I’m not. But… I will become stronger. I will surpass Liam! Thank you for encouraging me, Schall! Bye!
Schall: Oh- bye! ...Wait… who’s Liam?
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.
I have recently become involved in a FE7 hack called r/FE7v2.5! It's a rom hack with reddit users putting in their characters as replacements for the originals! And I nabbed Sain, and replaced him with... SCHALL!! Yayyyyy!
So, we started working on supports recently, and I got one with the Kent substitue, HB (who is super meta), and I thought my readers might want a peek. Here is our support:
Schall: HB, do you remember the third day of our training?
HB: Yeah, why?
Schall: Because I was wondering... why did you decide to talk to me? Over everyone else?
HB: Well, why wouldn't I? Red knights and green knights are always friends, are they not?
Schall: What... what is that supposed to mean?
HB: Uh..good question. I'll try to explain later. Anyway, how's real combat holding up for you?
Schall: It's kind of overwhelming, even though I'm not really the one- wait...why can't you explain now?
HB: It's a very, very long story and we're kinda on a battlefield.
Schall: Well, I guess that makes sense, but then why are we having a conversation at all?
HB: I dunno, but you have been following me really closely for a while. Like, right next to me.
Schall: I- I did? It must have just been because you needed medical attention.
HB: I was fine, man. Most of the enemies are dead, anyway, and reinforcements aren't same tur-... ignore that last bit. Most of our enemies aren't very strong or quick, anyway.
Schall: Um... okay. So then I should probably just- go. Right? I'm not needed anymore.
HB: Wait, Schall- aaaand, he's gone. I suppose I should've explained myself better, but there's no real easy way to say ‘We're inside a video game’ without looking insane.
HB: Oh hey, Schall. I... have that explanation you asked for.
Schall: Alright. About the red and green knights, right?
HB: Yes. In many worlds and timelines, there exists a knight wearing red and a knight wearing green. Cain and Abel, Stahl and Sully, Oscar and Kieran, you get the picture.
Schall: I... I don't understand. Do we know them? Their names don't sound familiar.
HB: Well, yes and no. In a way, we are based off of them.
Schall: What do you mean, 'based off of them'? I'm not- I don't know who they are.
HB: ...Yeah, let's take this from a different angle. Do you ever notice how none of our soldiers ever stay dead? Like, they can be badly hurt, but even after getting caked in fire, they will always survive and be in fighting shape? That's because the world gets reset every time one of us dies. Or normally, at any rate.
Schall: Reset? What do you mean reset? What are you trying to tell me? Why are you being so weird?
HB: The world has been reset millions of times. A smaller reset when someone dies, and, when the players- to us, the gods, get bored- a larger reset, sending us back to the time we started to search for a girl on the plains.
Schall: The- the gods? Players? I still don't understand this reset thing. I don't know what you're saying, and I don't think I like it either. I don't want to talk about this anymore. Tell me when you're done with your conspiracies.
HB: I'm trying to explain, okay? It's just... I've never successfully explained this before. To anyone. Normally, I never bother.
Schall: I said I don't want to talk about it, HB!
HB: Please, Schall, c’mon, listen, I’m trying to make things easier for the both of us! We don’t exist for any reason but to serve a being we’ll never see! These battles are all we have, and what we do outside of them, it- it isn’t nearly as important as you think it is-
Schall: Stop! Just stop!
HB: Schall! Don't...shoot, he's gone again.
Schall: HB, I wanted to tell you that I didn't mean to get all flustered earlier.
It's just that I... I didn't know what you meant when you said those things. It's like you were telling me that what I was here for... like it was pointless. You know?
HB: Schall, I never meant you weren't important. Honestly man, I was mostly just joking around.
Schall: But all the talk of new worlds... and the- the people I didn't know. There are other people like us scattered who knows where, people above us that you described as all mighty, that they controlled our lives- that everything I did- it was all- that it was all... just... I don't know. I didn't want to be... useless.
HB: Look, Schall. Do you know how much any of that stuff is gonna be relevant to our struggles here?
HB: None. It won't
Schall: Tell me honestly. Don't pull the wool over my eyes here...am I really a pawn to these gods you talk about? Am I... just... a tool?
HB: Well... No. We are far more than tools, and anyone who says we are... isn't playing right.
HB: ...Just ignore it. What I mean is, we aren't paper cutouts or pawns. We're people.
Schall: ...Right. Right, of course. And this... what you were saying... it was just messing with me. Yeah. Right. Okay. I'm okay.
HB: Relax, Schall. Don't get so worked up over this, it’s nothing, really.
Schall: I'll... just stop asking then. Because you made it up. I'll just be seeing you, then, HB. Please don't scare me like that anymore.
HB: Alright. No more pranks. I promise.
Schall: Thank you. Now, to do my job. To help people. I'm helping. I'm real, and I'm helping.
HB: You guys know why I had to lie. Not everyone will understand this meta stuff. But, Schall'l bounce back. He always has.
Fun stuff, writing meta :P
The mighty patriot with heart of gold and a penchant for mischief, Shel is a border guard with a dream of serving her country and dying honorably in combat. Her description:
An average villager who worked her way to being a border guard, Shel is very patriotic, and every good deed she does is in the name of Lyrouche. Her average appearance makes people believe she shouldn't stand out , but she is actually very sly and annoying, as she really enjoys picking on people.
Shel is your first armored unit. Typical of armored units, she has low movement and is difficult to dispatch with physical weapons. She is the only knight you will have for a while, because Barcke is not recruited until much later in the game. Therefore, she won't have much competition from her own class, however she still has her uses, and those roles may be filled by other units in your party. Here are her pros:
Schall: Hello fellow wood enthusiast!
Hemn: Hello! Wait- what?
Schall: You’re a wood enthusiast, right?
Hemn: What’s a… enthusiast?
Schall: Someone who really likes a specific thing.
Hemn: Oh… no.
Schall: But you chop down trees right?
Hemn: I build things for people. I'm strong and they're weak, so they provide me shelter and sustenance, and I build things for them like little shacks and nice stables.
Schall: Do you do wood carving?
Hemn: Naw. I’d be no good at that. ‘Sides, that’s wasteful.
Schall: But I love wood carving! How is it wasteful?
Hemn: I think of every tree I cut down as a deal with nature. I kill a tree and plant a new one in its place. So I benefit from nature, and nature doesn’t suffer from me chopping a tree down. Also, I gotta’ get all the squirrellies and birds and the like down ‘fore I knock down their home. Then they’ll have an easier time finding a new place to stay and they don't get squashed.
Schall: Okay. But what does that have to do with wood carving?
Hemn: If you’re gonna’ take from nature, you have to use the things you get. Every part of it has to be used, and it all hasta’ be for important stuff. Not for making little- thingies with the wood, but like, things you need.
Hemn: The way I see it, it isn’t right to benefit from someone and then not return the favor. So when I cut down trees, I use the wood for something that matters. I hafta’ make sure that all the animals have new homes and that I’m not damaging any other trees when I knock down the one.
Schall: I guess that makes sense.
Hemn: Is that all you wanted to say to me?
Schall: Yeah, I think.
Hemn: Alright then. ‘Scuse me.
Schall: Of course.
Schall: Hemn, I was thinking about something you told me earlier.
Hemn: What, you didn't believe me the first time? I told ya' I have an extra little piece in my finger that lets me wiggle it 'round real weird. See?
Schall: N-no, not that. What you said about not returning a favor to someone.
Hemn: Oh. What about it?
Schall: It's just that... I have never thought of things that way. I've always let people use me, I thought it was the right thing to do.
Hemn: It's the right thing on your part. But they should be giving somethin' to you too. Do they give back to you?
Schall: Does supportive friendship count?
Schall: Then no.
Hemn: Again, I see true appreciation as nice returns. So if they don't give anything back to you, then they don't really feel grateful.
Schall: That isn't true.
Schall: I don't mind if no one gives something back to me, because I know that they appreciate me helping them.
Hemn: How do you know?
Schall: I just do. Y'know? I just do.
Hemn: I have lived my whole life working. Did you know that? I been on my lonesome since I was ten.
Schall: I had no idea.
Hemn: Well, I was. Anyway, when I was fourteen, there was this man who wanted me to build him a cottage right on the outside of this forest in Tryst. This guy told me he didn't have a house, so I thought I could give him this one without any charge. After all, I had recently gotten another huge job somewhere else, so it wasn't like I needed the man's food or shelter when I could just go to my other site. Makes sense, right?
Hemn: Well, this man did have another house. And you know how I found out?
Hemn: When I was done with his cottage, he told me thank you. Then, a few days later, he got stupid and left a lit candle in the house while he went off on an errand. The whole place burned to the ground. I saw the smoke rising from the forest and ran to the cottage. And when I found all of my hard work eaten by flames and smoke, I cried. I cried, and the owner found me crying, and he told me, 'relax, I have another one.'
Hemn: I have never felt angrier at anyone. He just didn't care about how much I put into making the very thing that was burning in front of me. He even lied to me so that he didn't have to pay for my services, because he knew that if he said he had a home, I wouldn't have helped him free of charge.
Schall: I'm sorry.
Hemn: I was lucky. The other job I was on, the rich guy who hired me recommended me to a blue blood in Kestra, and I got real close with one of her servants while I worked on a massive theatre with some of the duchess' other hands. I never did free labor again.
Schall: That's an awful story. But that doesn't change the fact that there are always people who need help and can't give back to you in any way but a gracious smile. And I'm okay with that.
Hemn: Fine. But don't be surprised when you get walked all over.
Schall: Is it true?
Hemn: Wh-where did you come from? And what're you so giddy about?
Schall: I heard that you were interested in helping me build a fence for the small village South of here. Is that true? Because you know it's for no charge, right?
Hemn: It is?
Schall: Oh. So you didn't know.
Hemn: Was this your idea?
Schall: I thought my skill in wood carving could be used for important things, like you said.
Hemn: Yeah, but you're not gettin' anything from doin' this.
Schall: I get experience. And I get the villagers a nice fence to keep their livestock.
Hemn: Experience, huh?
Schall: Yeah. And I don't think they're going to burn it down any time soon, either. The fence, I mean.
Hemn: I know.
Schall: So do you want to help us?
Hemn: I'll consider it.
Schall: I'll go tell the others-
Hemn: Wait, Schall.
Hemn: I wanted to thank you. I let somethin' bad that happened to me in the past get in the way of being a good person. But you- you didn't stop trying to get through to me. And you were a good friend to me, too.
Schall: ...You're welcome, Hemn.
Before I put up the post for yesterday and then the one for today, I have to excuse myself for not posting yesterday, my computer was having technical difficulties and refused to open the internet browser. I restarted it several times, I uninstalled and reinstalled Chrome through Internet Explorer (just writing the words 'Internet Explorer' makes me feel dirty), nothing worked. Then, I installed Firefox and, magically, Google started working again. I don't know why it started working, but I'm not complaining. So the support I was going to post yesterday, I had gotten half-way through it and then the computer froze up, so I had to rewrite all of it today. Also, there will be a unit spotlight today! It will be on our border guard friend, who has not been named yet in the story, but her confirmed name is Shel! So stay tuned ;)
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.
Today, I will write on the island country Daeryn, a poor country with no ability to take care of its people.
Daeryn is wet, cold, and miserable. Thousands of years ago, it was connected to Shurca, but it broke off after an intense earthquake. The country makes very little money, and the money it makes is from traveling merchants that have sworn to serve Ancia, and the majority of the profit is given back to the church. The people of Daeryn are in constant famine, and eat small animals that don't have much nutritional value due to desperation.
The country is a theocracy, its ruler is a church led by Clergyman Sashma, Sashma refuses to help the starving people of Daeryn because he believes that the goddess Ancia lets those people die if they are meant to die. Daeryn is truly isolated from the other countries of Seinara, it has no enemies or allies, and because Daeryn is very poor, there isn't a particular reason to make a partnership with them. There are only people living in Daeryn because they were born there and raised to believe that they were born to be servants of the temple until they die.
The only stand out thing in Daeryn is the temple, called the Caelum Sanctum. It is essentially a skyscraper with an altar at the top. Each level of the tower has blessed water flowing through it, and it is said that those with pure hearts and holy intentions can drink from it and then ascend the rest of the tower without any difficulty. The altar is restricted to visitors, only those who give offerings to the church may enter and pray at Ancia's altar. The Caelum Sanctum is considered the most tranquil and beautiful spot in all of Seinara, but few can go to the top of the tower and back down without serious and unhealthy physical stress. Many Daeryns stealthily slip inside the tower, hoping that they can pray to Ancia and be blessed with food, but they are too malnourished to reach the top.
There are no playable Daeryn characters, the only notable Daeryn is Sashma.
I 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 :\