Patreon LogoYour support makes Blue Moon possible (Patreon)

Fire Emblem: Paladins (Fate Core, now recruiting!)

Liminal

Star
Joined
Jul 22, 2019
Okay so this is probably a really bad idea, but dammit, I just can't help myself. I would like to preface what follows with a declaration that I am really bad at sticking with these kinds of group RPs long-term, and that's if no one drops before my muse deserts me. That being the case, I'd ask that you come to this with at attitude that it's the journey that counts, not the destination, and not get involved if you know you'll be crushed if this doesn't reach a conclusion (though let's be honest, these things almost always die early on anyway, no one's surprised).

...

Still here? Okay, cool. I'm thinking about trying to GM a Fire Emblem game using the Fate Core RPG system. Right now, this is purely an interest check, so I won't proceed with the full lore dump and chargen rules yet. What I will say is that it would take place in my own homebrew Fire Emblem setting, unconnected to any of the other games; you wouldn't have to be familiar with the plot of any particular entry as a result, but a general feel for the aesthetics and themes of the series will be appreciated, to create characters who will fit. As for the premise, you'd play as knights in the service of your realm's queen, though your characters might have been of any background or station before being granted this position. You'd be fairly powerful and renowned individuals, deeply enmeshed in the politics and society of the setting, not rootless adventurers. Play would feature a mix of politicking, personal missions in service to your sovereign, and the obligatory Fire Emblem mass battles, in which you'd each command your own troops that you'd create as part of your own character. And, of course, the equally obligatory goofy social game, in which sex scenes would be allowed, since this is Blue Moon (though the setting wouldn't be porny in any way Fire Emblem isn't usually).

Sound interesting? If so, let me know, and tell me what class or type of character from the games you'd most like to emulate if this gets played.
 
Whelp, I'm definitely interested! I'm leaning towards some kind of mounted magic-user or mage-knight; maybe a dark or malig knight, or something like a strategist on the lighter side.
 
This sounds quite familiar to a game I played in a while back using the same ruleset. I'd be interested for sure, though have to ask if you'd be comfortable with my character being a manakete?
 
Whelp, I'm definitely interested! I'm leaning towards some kind of mounted magic-user or mage-knight; maybe a dark or malig knight, or something like a strategist on the lighter side.
Cool! There won't be undead characters in this setting (I haven't played Fates, but the wiki said something about Malig Knights being undead), but a mounted battlemage definitely works.
This sounds quite familiar to a game I played in a while back using the same ruleset. I'd be interested for sure, though have to ask if you'd be comfortable with my character being a manakete?
Yeah, manaketes are fine. They have their own history in this setting, and dragonforming will function mechanically as an extra with specific rules, which I'll provide as part of chargen if this happens.
 
Sounds good with me. I'll most likely be making a male manakete then, though for anyone who might be reading and thinking about joining as well I will state that I could play shemale just as easily if someone desired it.
 
You got me interested at Fire Emblem! I loved Awakening but Three Houses has to be my game of the year (Black Eagles always) and I've had a craving for an rp like this. Pegasus knight would be my first choice, but I wouldn't say no to axe wielder either :)
 
Sounds good with me. I'll most likely be making a male manakete then, though for anyone who might be reading and thinking about joining as well I will state that I could play shemale just as easily if someone desired it.
Keep in mind, this isn't a smut game; I'd like to see sex mainly treated as extra character development. That means trans and intersex characters should be treated realistically and respectfully.
Black Eagles always
Incorrect. Get out.

For real though, you can be a pegasus knight with an axe if you want. No need to stick to classes from the games exactly--they're just inspiration here.
 
Haven't played fate core before but i'm interested. Maybe a Wyvern rider? Those are usually my favorite classes, haha.
 
You're one of those Blue Lion people... *suspicious*
Nope! My loyalty is to the Golden Deer, esteemed house of Best Girl Hilda ;) (No spoilers please, I'm only about a month in so far.)
Haven't played fate core before but i'm interested. Maybe a Wyvern rider? Those are usually my favorite classes, haha.
Wyvern rider totally works too! Fate is...I don't wanna say easy to get the hang of, there are some mechanics that can be tricky at first, but it's definitely nowhere near as crunchy and complex as something like D&D, and it's incredibly flexible in terms of characters--you can pretty much do anything and it's unlikely to be unbalanced, in my experience. I can teach the system to anyone who doesn't know it.

So, I count four interested players. I don't want to make this first-come-first-served, and if it doesn't feel like we have a sufficient group of people who I really want to run for, I'll bow out; but, I'm comfortable getting character creation started at this point, so I can see what we've currently got to work with and make that judgement. Since Fire Emblem benefits from a big cast, I think my ideal would be to run this for a group of five or six, but I could do four if the chemistry's there.

I won't have access to my desktop for a bit, possibly until Thursday night, but once I do, I'll post the setting intro and chargen stuff.
 
Nope! My loyalty is to the Golden Deer, esteemed house of Best Girl Hilda ;) (No spoilers please, I'm only about a month in so far.)

Don't worry no spoilers! But if you ever want to chat about FE3H then HMU! ^^ And yes, Hilda is best Golden Deer ;)
 
Keep in mind, this isn't a smut game; I'd like to see sex mainly treated as extra character development. That means trans and intersex characters should be treated realistically and respectfully.

I understand that smut isn't the focus of the game but I still like to ensure other people are aware of what I'm comfortable playing just in case. I've had system games where people have asked me about changing details of my planned character plenty of times, usually regarding their gender, so I try to get it out of the way in advance in case that knowledge influences anyone's decision.

All I said was that I was comfortable playing one, nothing that should indicate disrespect towards trans or intersex people unless they don't like the terminology. Again I don't use the term shemale in a negative light but I find that using futa or other similar names often gives the wrong impression as to exactly what I mean on these forums.
 
You're one of those Blue Lion people... *suspicious*
'>.>

Cool! There won't be undead characters in this setting (I haven't played Fates, but the wiki said something about Malig Knights being undead), but a mounted battlemage definitely works.

Heh, yeah, I'm not sure where the wiki is getting that from; the ones in Fates certainly seem alive. Anyway, definitely wasn't thinking of being undead.

Looking forward to the setting info!
 
Malig knights ride Undead Wyverns but the riders themselves aren't undead.
 
Still here! Working on the intro post. I'll most likely be able to kick off chargen on Saturday.
 
Nope! My loyalty is to the Golden Deer, esteemed house of Best Girl Hilda ;) (No spoilers please, I'm only about a month in so far.)

Fear the deer, Fear the deer, FEAR THE DEAR. (Fyi, Bernadette is best girl, closely followed by Hilda, then Ingrid and then Edelgard)

Well, hello their fire Emblem rp. You have yourself another interested party. Since being introduced to Fire Emblem via Awakening I've been a fan and have completed all 4 routes of Three houses. Waiting for the final DLC to pop, as I've got my Male Bylth on the Golden Deer route and my Female on the Blue Lions route.
 
You guys are making me feel old. I played FE from the original on the game boy though don't really follow the series much after FATES. It didn't mesh with me all that well.
 
Fear the deer, Fear the deer, FEAR THE DEAR. (Fyi, Bernadette is best girl, closely followed by Hilda, then Ingrid and then Edelgard)

I've got it all figured out. After my Deer run, I'm gonna roll a lady and go Blue Lions to give either Dimitri or Ashe the succ (haven't decided yet), then back to a dude for Black Eagles to get down with Edelgard because I can't put the game down without seeing her route, she sings the main theme for crying out loud.

Do you have a particular character type you're thinking of playing in this? All the main stuff you'd expect from Fire Emblem is up for grabs, though I should actually probably warn everyone that I plan to make magic a bit more restricted than in some of the video games, in terms of who can access it--there is a designated organization in this setting with a near-monopoly on "real" magic, outside of a few unlicensed practitioners and an even fewer rare individuals born with minor, specialized magical talents (the only form of magic that's innate rather than learnable by anyone with the right training). You can be part of this organization if you want to be a mage (or be one of those unsanctioned renegades, who will have their own stuff to deal with), and combine those skills freely with other stuff for your mage knights and the like, but keep in mind that knowing magic will have implications for your backstory; it's not something just anyone can have learned while doing other stuff.
 
Well, I was thinking I wanted my charecter to end as an assassin. So he's good with Swords and Bows, don't really have a clear idea for his final class maybe a mortal Salvant or Dread Knight.
 
I don't know systems really, but I wouldn't mind giving this a short as a myrmidon that grows to swordmaster.
 
FE Paladins logo.png
Theme

Seventeen years ago, war came to the kingdom of Cydonia. Emperor Maric Ralis, chosen master of the Fire Emblem, marched against his former homeland whose people had failed to recognize his divine right to rule. Driven by religious zeal, his followers inflicted horrific punishments on the "unbelievers" as they rode south. By the time the invasion ground to a halt, after five bloody years, reconciliation between the two peoples who had once been one seemed a fantasy.

Since then, an uneasy truce has held. The flames have abated, but the fervor of the Ralites and the anger of the Cydonians burn still. However, those who wish for peace have a new cause to hope: Emperor Maric passed two years ago, succeeded by his son Mateo, and while he remains an unknown quantity, he has shown willingness to let go of the old grudges. Now, with his blessing, his younger sister, Lady Aurelia Ralis, travels south to marry Prince Gerard of Cydonia, an alliance that may be a foundation on which to rebuild.

You are Paladins, members of Queen Imogen II of Cydonia's personal contingent of knights. In service to your sovereign, you travel the realm, keeping the peace and enforcing the will of the crown. Now, you've been recalled to the capital, to partake in the celebration of this joyous event—and to ensure those who would see the old fires re-lit do not interfere...


*****
Alright, let's get this show on the road. You all know what Fire Emblem is about—western heroic fantasy by way of anime, special snowflake characters, strategic mass combat, saving the world, all that good stuff. As I've said, we're using the Fate Core RPG, which is a generic system I'm hacking for the setting of this game; you can find the SRD for the basic system here (remember, we're using core, not accelerated, they're different systems). I'll do my best to explain the rules to anyone who doesn't know them—it's not a mechanically heavy system, but it has some gimmicks that can be weird to understand if you're new. When creating your characters, you're absolutely welcome and encouraged to take inspiration from the classes in the video games, but Fate is a classless system, so you're not bound to copy existing stuff exactly. If you're confused by how I'm explaining character creation, I recommend watching to see how some of the veteran Fate players do it, and following their examples.

The core mechanic of Fate is a roll of four special six-sided dice, called Fate dice or Fudge dice, which have two sides marked with a '-', two that are blank, and two with a '+'. You can also use regular d6; a 1 or 2 is a -, a 3 or 4 is a blank, and a 5 or 6 is a +. You always roll four dice, and your result is the number of + minus the number of -, plus character and situational modifiers. Compare your total to a target number I set. If your total is lower, you fail, or succeed at a major cost. If you tie, you succeed partially, or at a minor cost. If you exceed the target, you succeed. If you exceed it by 3 or more, you succeed with style, which is an exceptional or critical success.

Together We Ride
Character Creation
The first step to creating a Fate character is coming up with a set of "aspects". These are short descriptive statements about the character that sum up certain things about them. In play, they have three main functions. Most often, they just allow you to do stuff that having that aspect would logically let you do; if you have an aspect that says you're a pegasus knight, then you have a pegasus and can ride it. You can also "invoke" one of your aspects by spending a Fate Point (I'll explain more about that later) to give you a bonus on a roll if the aspect would help you do it better. Finally, if one of your aspects would cause a problem for you in trying to do something, I or another player can "compel" that aspect, which means we offer you a Fate Point if you agree to automatically fail a roll, and if you refuse the compel, you spend one of your Fate Points instead.

Your aspects follow a certain structure. First, come up with your "high concept", which is an aspect that sums up what makes your character unique and special in the story. Your characters are all Paladins, so don't worry about addressing that with your high concept; instead, it should be what makes you stand out among your peers. When people talk about the Paladins as a group, this is the thing they say about you in particular. "There goes Sir Locke, the Finest Lance in Cydonia! And behind him, Dame Sigrid—they say she's the Daughter of a Dragon Elder!" This is probably what defines your "class", so far as you have one.

Your next aspect is your "trouble". This is your character's fatal flaw, or the biggest problem in their life. It can be something personal, like The Bottle Calls To Me or The Manners of a Goat, or something external, like Lord Emmerich Wants Me Dead.

Third, you have your "background". This is something related to who you were before you became a Paladin. No one inherits a place in the order; appointment is at the current sovereign’s sole discretion, and Queen Imogen in particular doesn’t discriminate, granting knighthood and membership to nobles and commoners alike if they earn her favor, though most Paladins were knights or nobles before entering her service. Your background could be something like Hunted For Everything I Ate, or The Court Is In My Blood.

Fourth is your "knighthood". This is something related to how you impressed Queen Imogen and earned a place in her personal service. The aspect could be directly related to what you actually did somehow, like Served Imogen In The Last War, or it could be about the reputation you've acquired as a result of the deed, like Savior Of Caradoc Hill.

Finally, you have your "relationship". Hold off on creating this one until everyone's done making their characters. Your relationship aspect is something about your feelings toward another player character. It doesn't have to be mutual—an unrequited love or unreciprocated rivalry is fine, as long as the other player is okay with it. The aspect could relate to your history with that character, or something you want with them in the future.
For those familiar with Fate: we're using the skill column system in this game. If you don't know what that means, don't worry about it.

Skills are rated from 0, no training or experience, to +5, one of the world's greatest masters. At character creation, your skills can only go up to +4; you're exceptional, highly competent individuals, but not yet among the best in the world at anything in particular. You'll have the chance to bump your skill cap up to +5 during the game; think of that like getting your advanced class. Most of the time, when you roll, you'll be using a skill, which means you add your skill rating to your result.

You have 20 points to spend on starting skills. A skill costs points equal to its rating (this isn't cumulative—a skill at +2 only costs 2 points, you don't have to first spend 1 to get it at +1 and then another 2 to bump it up to +2). However, you can't have more skills at any rating than you have at the rating below it. For every skill you have at +2, you have to have at least one other skill at +1; if you want two skills at +4, then you also have to have at least two skills each at +3, +2, and +1.

The available skills for this game are listed in the spoiler below.
Athletics: The skill of moving quickly and adeptly. Athletics can be used to overcome obstacles that require physical movement, running, jumping, climbing, and so on; to create an advantage with superior physical ability; and to defend against physical attacks by dodging blows and moving too fast to hit.

Battle: The skill of personal combat, both ranged and close-quarters. If you’re attacking someone yourself, or vice versa, you use Battle. You can create an advantage with Battle using specialized fighting techniques and combat tricks; attack with it by directly striking at your opponent; or defend with it by parrying or blocking strikes with your superior martial skill.

Charm: The skill of personal charisma and persuading others. You can use it to overcome by convincing someone to do what you want; to create an advantage by ingratiating yourself and making someone like you; and to defend against attempts to turn someone else against you.

Command: The skill of tactics and battlefield leadership. When you fight at the head of your unit in mass combat, Command will be your main combat skill. You can use it to overcome obstacles related to unit coordination or cohesion; to create an advantage through superior tactical maneuvering; and to attack or defend in mass combat when it’s primarily your soldiers fighting the enemy’s, rather than you yourself wading into the fray to rely on your own martial skill.

Deception: The skill of lying, bluffing, and misleading. Deceive can be used to overcome by bluffing one’s way past someone or getting them to believe something false; to create an advantage using distraction, a quick cover story, or a false impression; and to defend against attempts to pierce your lies or discern your true motives.

Empathy: The skill of reading people to discern their true motives and feelings. You can use it to overcome to see through an act someone’s putting on; to create an advantage by analyzing someone and learning their aspects; and to defend against attempts to deceive or trick you by seeing through to someone’s true intent. You can also use Empathy to help others recover from emotional consequences, and it’s the main skill used to determine initiative in social conflicts when it’s not obvious.

Engineering: Knowledge of machinery, and the skill of designing, building, and using it. You can use it to overcome when building or repairing a mechanical device; to create an advantage when improving on a design or using technology to help you achieve something; and to attack or defend during siege engine combat.

Etiquette: The skill of courtly manners and decorum. You can use it to overcome by demonstrating your status to someone who doubts you; to create an advantage by blending in and ingratiating yourself with fellow nobles; to attack in a social conflict by making someone look bad or slandering their reputation; and to defend against similar insults.

Fieldcraft: The skill of wilderness survival, and knowledge of the natural world. You can use it to overcome natural hazards and survive in the wild, or to create an advantage by exploiting the landscape against your enemies.

Fitness: Physical health, endurance, and raw strength. You can use it to overcome obstacles requiring brute force or great stamina, or to create an advantage in a physical conflict by exploiting your superior strength. A high Fitness grants extra physical stress boxes and consequence slots.

History: Knowledge of past events. You can use it to overcome when studying a place, object, or person to determine its past, or to create an advantage by remembering historical information that can be exploited in the present.

Investigation: Detective skill, used to study a location for hidden clues, gather information through research and interviewing, and piece together past events from available evidence. You can use it to overcome by finding information through dedicated searching, or to create an advantage by uncovering secrets that can help you.

Larceny: The skill of criminal activities, like picking pockets, opening locks, and smuggling contraband. You can use it to overcome obstacles related to theft or infiltration, or to create an advantage by casing a location to study its defenses and vulnerabilities. You may also be able to use it in social situations related to criminal contacts or blending in among fellow thieves and rogues.

Perception: The skill of situational awareness and spotting impending danger. You can use it to overcome reactively when someone tries to sneak up on you or ambush you; to create an advantage by quickly spotting something about a situation that others might not; and to defend against attempts to get the drop on you. Perception is the main skill used to determine initiative for physical conflicts when it’s not obvious.

Physic: Medical skill, needed to diagnose ailments and treat the unwell. You can use it to overcome when diagnosing or healing a patient, or to create an advantage by violating your healer’s responsibilities to harm someone in your care. Physic is the main skill used for treating physical consequences.

Politics: Knowledge of the current state of world affairs, the names of nobles, their bloodlines, alliances, rivalries, and debts. You can use it to overcome when identifying a noble from incomplete information, or to create an advantage by remembering useful information about a noble you want to outmaneuver or manipulate.

Provocation: The skill of riling up others and goading them to foolhardy action, or intimidating them into submission. You can use it to overcome when bullying someone into doing something; to create an advantage by throwing them off; and to attack in a social conflict by insulting or taunting your opponent.

Riding: The skill of mounted maneuvering and combat, both grounded and aerial. You can use it to overcome by maneuvering your mount past obstacles or hazards; to create an advantage by using your mount’s superior mobility to outmaneuver your foes; to attack by taking advantage of your mount’s size and strength, such as in a cavalry charge; and to defend against attempts to unseat you while in the saddle.

Stealth: The skill of remaining unseen and unheard. You can use it to overcome by evading detection; to create an advantage by sneaking up on someone unawares; and to defend against others’ attempts to find you.

Vassals: Important people such as Paladins don’t travel alone; they have whole retinues of servants and retainers to see to their needs, and those in military positions, like you, fight alongside squires and men-at-arms. Your Vassals skill represents the number and quality of these subordinates. You’re free to detail these characters or leave them faceless and replaceable; during play, you control them when they’re on-screen. You roll your Vassals to overcome or create an advantage when you delegate tasks to your subordinates without your direct oversight. A high Vassals also grants extra unit stress boxes and consequence slots.

Will: Courage, determination, and mental fortitude. You can use it to overcome obstacles requiring mental effort or great bravery; to create an advantage by placing aspects on yourself through deep concentration or focus; and to defend yourself against mental and emotional attacks. A high Will grants extra mental stress boxes and consequence slots.
Stunts are specialties or unique tricks you can do beyond your basic skills. They're one of the hardest parts of Fate to explain, but I'll do my best here. Don't hesitate to ask me if you need help, or suggestions.

You get three stunts at character creation for free, and can buy more if you choose—I'll explain how in a little bit, but for now, just think about your first three. Stunts are super flexible, but they can generally do one of three things. First, a stunt can add a more focused specialty to one of your skills, giving you an extra +2 bonus when you do that specific thing with that skill. For example, you could have a stunt called Battlefield Medic, which gives you a +2 when using Physic to treat wounds quickly during combat. Second, you could have a stunt that lets you use a skill for something it couldn't normally do; for example, a stunt called Backstabber might let you use Stealth instead of Battle to make physical attacks if the target isn't aware of your presence. Finally, you can have a stunt that lets you automatically do something useful once every so often, such as once per scene, once per session, or by spending a Fate Point, depending on how strong the effect is.

If you're stuck on stunts, the Fate SRD linked above has some examples in its list of default skills, which are different than the skills we're using here, but have enough similarities that some of those stunts can probably still work. Or, if you want, you can just suggest me three general concepts for stunts you want, and I'll handle the mechanics.
The last step in creating your character is figuring out a couple of derived stats. First, you have "stress", which is like hit points. You have three types, or "tracks", of stress: physical, mental, and unit. Physical stress is for harm to your person. Mental stress is for emotional and psychological injuries, like those inflicted in social conflicts. Unit stress is the morale and fighting strength of your troops in mass combat. You start with 2 "boxes" on each stress track, and certain skills give you more. If you have a Fitness of +1 or +2, you get an extra physical stress box; if your Fitness is +3 or +4, you get another. The same goes for mental stress if you have a high Will, and unit stress if you have a high Vassals.

Also, on your character sheet, note that you have three "consequence slots". Consequences are what happen if you take a lot of stress; they're lasting injuries or debilities that don't go away on their own after a scene ends, sticking around until they're treated and then given time to recover. Consequences are aspects, just like the ones you created for your character, though since they're pretty much entirely negative, you'll be hard pressed to think of ways to invoke them, and they'll get compelled against you a lot. You have one "mild" consequence slot, one "moderate", and one "severe"; each level is more difficult and takes longer to get rid of. Everyone has the same number of consequence slots at character creation, but I recommend recording them anyway (you can get more later).

Finally, note your Refresh. At the start of every session (I'll designate breaks between sessions, since this is a forum game), you lose all your current Fate Points, and then get new ones equal to your Refresh. Your Refresh starts at 3, but if you want, you can spend it to get extra stunts, one point per stunt. Your Refresh can't ever go below 1, so you can have up to two extra stunts at character creation, which will put you at 1 Refresh. Keep in mind, other than Refresh, the only way to get Fate Points is to accept compels, so the more stunts you take, the more often you'll need to accept things going wrong for your character.
Magic
Magic in Tealon comes in two broad varieties: talents, and the Five Archmagicks.

Talents are all sorts of minor magical knacks a person may be born with, some inherited, some seemingly at random (it’s also the term for people who possess these abilities, as in “she’s a talent”). Scholars understand little about most of these powers; it’s likely they’re not all the same thing, but they get lumped together for simple discussion. One person might be born with a healing touch that can mend injuries and cure ailments, while another might receive prophetic visions in dreams. As a rule, talents are highly specialized and small in scope; no one has ever been born with the power to split open the earth and crush castles into dust. They’re also extremely rare, such that there are no significant institutions built around their use.

To possess a talent, your character must have at least one aspect that relates to how the talent has affected their life. Depending on the ability, this aspect might be enough, functioning as a permission to do things related to the talent and allowing you to invoke it as normal. You may also take a stunt related to the talent, if it’s appropriate; this is a normal stunt in terms of refresh costs, but can do something supernatural that most characters can’t.

Ever since he was a child, Alain saw visions of the future in his sleep—always hazy, fading from his mind upon waking, but over time, he learned to pay attention, and to remember some of the details. His trouble is Plagued By Inescapable Prophecies—his power is more of a curse than anything, since he can’t ever seem to actually change or avert anything he sees in his visions. However, he does have a stunt called Prophetic Foresight, which he can use once per session to ask the GM to reveal to him one aspect of a person, thing, or situation that will come up later that session, giving him a free invoke on that aspect.

Talents aren’t what most people think of when they hear “magic”, though. That belongs to the Keepers, Tealon’s resident order of mages, established centuries ago after the Dragon War to serve as guardians of the Fire Emblem and liaisons between humanity and dragonkind. From their dragon mentors, the first Keepers learned to harness the incredible powers of the Five Archmagicks, which allow a skilled mage to work wonders on a far greater scale—if they’re prepared to accept the risks involved.

Mages’ arts are a mix of intricate technique learned through intensive academic study, and inner focus attained through meditation and mental training. Spells are cast through gestures, spoken incantations, and specially prepared magical tools like wands, staves, and ritual circles. Magic of this kind isn’t an inborn ability—theoretically, anyone can learn it, though few actually possess the intellect and determination to do so. Aspirants typically join the order as children or adolescents, scouted for aptitude by Keepers working throughout Tealon and sent for study at Flamewatch by noble parents looking to secure a prestigious future for a third or fourth child, or, much less often, common ones looking to rid themselves of a mouth to feed. The order regards a potential future Keeper as a valuable good in themselves, and doesn’t ask apprentice fees or donations to take in a student. From the time they arrive at Flamewatch, aspirants spend months or years working in the keep as servants to test their will; then, they graduate to study of fields useful to the practice of magic, including natural philosophy, mathematics, and the draconic language, and are taught to read and write if they couldn’t already. Most wash out during these years, and are sent off with good will, going on to apply the skills they’ve learned as physicians, scribes, or engineers. The few who make the cut are inducted as apprentices under a Keeper, and begin their instruction in the true magical arts, the hardest phase of their training yet. Only once they have demonstrated the skill, maturity, and self-control to wield their art safely and responsibly (and, perhaps most importantly, in the loyal service of the order) are they awarded the full title of Keeper of the Emblem.

To be a Keeper, your character must have at least one aspect that reflects their time spent training at Flamewatch, and their continuing loyalty to the order as well as to the queen. With this, they can spend skill points to become proficient in the Five Archmagicks, each of which is its own skill with its own potential applications, and its own consequences for improper use. The vast majority of Keepers heavily specialize in just one or two of the Five Archmagicks, learning only the basics of the others—think of it like how a biologist and a physicist are both scientists, but have completely different training, and may understand only the very basics of what the other does.

Freya is the Archmagick of Life. Freyamages are healers without equal, but possess many other powers over living things as well, from changing their shapes, to withering the flesh with magical plagues, to even imbuing dead things with a semblance of life (though they can’t truly resurrect the dead). The last practice especially is heavily regulated by the order, for its potential to damage the reputation of Keepers everywhere among those who believe in respect for the dead; still, field’s tremendously useful applications keep its practitioners in high demand everywhere.

Norn is the Archmagick of Fate. It is a confusing field, often poorly regarded among Keepers and derided as a waste of time, though there are those who are fascinated by it. Norn is best thought of as probability magic; while it can’t be used to divine the future (as any Nornmage will tell you, the notion is nonsensical, as knowledge of the future inherently changes that future), it can be used to determine the probabilities of future events with great precision, and to alter those probabilities to a mage’s advantage. While meddling with causality is unreliable at best and disastrous at worst, the potential utility of such a power can’t be denied, and “good luck charms” provided by Nornmages are often highly sought by the uninitiated.

Rune is the Archmagick of Thought. Runemages study the workings of the mind, and wield power over that wondrous and complex apparatus; they can send psychic messages over great distances, read the thoughts and emotions of others, and even, in some cases, alter a person’s mind to change their beliefs and behaviors. Some claim that this last practice should be put toward the healing of madness and broken spirits, but the masters of the order regard this as too dangerous to attempt, and so the technique remains banned without exception; simple sensory illusions, like false sounds and images, are an edge case that remains legal, for now. Despite the suspicion they naturally inspire, Runemages are sought after to facilitate long-distance communication, and as interrogators and spy-hunters.

Surt is the Archmagick of Forces. The Surtmage is perhaps the most iconic figure of the magic-user in the eyes of the common folk—a force of destructive wrath, calling upon fire and lightning to blast their foes, splitting the ground asunder and flying through the air on harnessed wind. Surt is the magic of war, and skilled practitioners are prized by military leaders for their ability to function as things akin to living siege engines, or to break whole enemy formations singlehanded. Its gentle applications are few and limited, and not all Keepers have the stomach for such destructive art, even when used against the wicked in defense of the innocent.

Ymir is the Archmagick of Space. Its practice is concerned with place and distance, with Ymirmages learning to transport objects and people instantly wherever they wish. They are also among the few who understand that space and time are not so separate as most believe, for Ymir is the magic of time as well; while it cannot cause anything to travel into the past, it can alter the flow of time as it moves, making days seem to pass in moments from a person’s perspective, or slowing the world around the mage so they can act with impunity. Keepers lack the power to transpose whole battalions or armies for military actions, and Rune is generally better suited to sending messages quickly, but still, a commander who underestimates the power of a single operative or small team transposed to a key location at the right moment is a fool indeed.

Keepers can take each of the Five Archmagicks like any other skill, spending the same pool of skill points (they don’t get extra). If they have the skill for one of the Archmagicks, they can use it to do things that full under that purview, whether that be overcoming, creating an advantage, attacking, or defending, as appropriate. However, magic comes with risk. Whenever a mage uses one of the Five Archmagicks and fails, they take stress equal to the shifts of failure. The type of stress depends on the skill used.

Failing with Freya inflicts physical stress. Freya’s power is life, and excessive or careless use of it depletes the mage’s own life force, causing exhaustion in the short term, and premature aging in the long term. Consequences from Freya stress should reflect these hazards.

Failing with Rune inflicts mental stress. Mishandling the power of Rune damages the mage’s own mind, causing memory loss and distortion, erratic moods, hallucinations, delusions, and catatonia, ultimately leading to brain death. Consequences from Rune stress can be any of these.

For each of the other three Archmagicks the mage can use—Norn, Surt, and Ymir—they gain an extra stress track. For Norn, they gain entropic stress; for Surt, they gain control stress; and for Ymir, they gain dimensional stress. These tracks have 2 boxes each by default, and gain more, plus extra consequence slots, with high ratings in their respective skills, as normal (i.e. a high Norn skill grants extra boxes of entropic stress, and an extra mild entropic consequence slot at +5).

Using Norn improperly or excessively causes the mage to accumulate entropy: they become more and more unlucky. Fate will take greater and greater license to screw them, causing more and more improbable accidents to befall them until their luck inevitably runs out and they die—that is to say, they take worse and worse consequences that the GM can compel more often, until they run out of Fate Points to spend avoiding their doom. Consequences from entropic stress can be almost anything, reflecting the mage’s supernatural misfortune.

Screwing up with Surt has an especially insidious effect: the more one does it, the harder it becomes to control Surt in the future. Botch a spell to conjure flame and summon an inferno, and you’ll find that every time you conjure fire in the future, the fire fights harder and harder to break free of your control, burning bigger, hotter, harder to keep in check the worse it gets. If they don’t blow themselves up, careless Surtmages risk becoming walking disasters, constantly firing off uncontrollable spells that destroy everything around them until their fellow Keepers finally arrive to put them out of their misery. Consequences from control stress should reflect the mage’s growing struggle to keep their powers in check.

Finally, the more one botches things with Ymir, the more one risks becoming desynchronized from time and space. This begins as transposition and time manipulation spells going awry, sending you to the wrong place or putting you too far ahead; then, you start transposing randomly, blinking in and out of reality, existing in two places at once, waking up in the morning to find it’s been a week since you went to sleep. Eventually, you simply vanish, lost to dimensions unknown. Dimensional stress consequences should reflect these issues as they grow more frequent and severe.

The effects of messing up magic are especially nasty because the consequences are extremely difficult to fix. Freyamages and Runemages get off the easiest, since their less severe consequences can be healed as normal physical and mental stuff with Physic and Empathy, respectively; Freyamages pay for this by having their more severe consequences, in the form of accelerated aging, be simply impossible to reverse, while healing a Runemage who’s really far gone requires forbidden mind-invasion magic to undo the damage, which might leave them a vegetable if it’s not done right. Other than these cases, the only thing that can fix the consequences is another application of the same Archmagick, which has to be done by another mage of greater skill than the patient (a higher rating in the same Archmagick).

There are two ways to mitigate these dangers before they occur: rote spells and focus items. As a stunt, you can take a single rote spell for an Archmagick you possess; this is a set magical effect with a predefined power and scale, that you still have to roll to produce, but don’t take stress or consequences for if you fail. For example, you could take a rote spell for Freya that you call Knit Wounds, which lets you reduce the severity of a moderate or mild physical consequence by one step instantly if you make a Freya roll with a difficulty equal to the stress value of the consequence; on a failure of that roll, you wouldn’t take any stress. If you wanted to amplify the spell to heal a severe consequence, though, it’s not a rote anymore, so you take the stress if you screw up. You can take as many rote spells as you want, as one stunt each.

Also, for 1 refresh each, you can have focus items. These are magical tools you’ve prepared to help you work spells more safely; they function by absorbing the stress from your failures, taking the consequences away from you. When you take a focus item, you pick which Archmagick it’s used for; it can absorb up to 3 shifts of stress from failing with that Archmagick, after which it becomes unusable. Stress absorbed by focus items doesn’t go away on its own, but you can repair them by making a roll with the appropriate Archmagick; for each shift you exceed the stress on the item by, you remove 1 stress from it. Staves and tomes are the most popular focus items, but yours can be whatever you want.

Enchanted Items
The powerful of Tealon covet weapons, tools, and relics infused with power by mages of old. Such creations are rare, the product of only the very most skilled mage-artisans; no two are alike, and each has a rich history.

If you want your character to have a magic item, they must have an aspect relating to how they got it. If they do, you simply take a stunt to represent the item’s power; this stunt can be a magical effect. The item itself also has a single aspect, which you create, representing its legacy.

Manaketes
If you want, your character can be a manakete—a dragon in human form, or the half-human, half-dragon child of the same. The first manaketes were those dragons who decided to ally with humanity after the Dragon War, setting aside their old tribal allegiances to join together as the Tribe of the Earth, and binding the majority of their power in dragonstones so they could take on humanlike shapes and live among humanity as friends and kin. Only a handful of that generation now remain as the greatest elders of the Earth Tribe; they are too powerful to be suitable as player characters, but their pureblood dragon descendents may not be. Over the centuries, some Earth Dragons have also taken human partners, producing half-dragon children without the extensive lifespan of their pureblood kin; these half-bloods are also perfectly valid as player characters.

Keep in mind that manaketes are extremely rare, and having everyone playing one would strain credulity, setting-wise.

If you want to play a manakete, first decide whether your character is a pureblood or half-blood. Whichever you choose, your character must have at least one aspect relating to their heritage. Pureblood Earth Dragons can be centuries old; is that the case for your character? What have they seen and done in all that time? If they’re a half-blood, what was that like for them? Was their dragon parent present or absent? Were they treated with suspicion or shunned for their parentage? Did they always know, or was it a surprise when they found out?

Looks-wise, manaketes often appear perfectly human, but they may have minor draconic features, like reptilian eyes, small horns, patches of scales, or sharp teeth. Purebloods are more likely to have such traits than half-bloods.

Every manakete has a dragonstone, a crystal that contains their draconic power. All pureblood Earth Dragons have a dragonstone made for them by their families at birth. Half-bloods may not, if their dragon parent isn’t around; in this case, they run a high risk of madness, sickness, and death during adolescence if one isn’t made for them. All Earth Dragons know how to make dragonstones, as do all Keepers. A manakete can only ever have one dragonstone, which is irreplaceable. If they’re separated from it, they lose the ability to take on their dragon form; if it’s destroyed, this is permanent.

If your character is a pureblood, you must spend 1 refresh to give them the Dragon Form stunt; if they’re a half-blood, this is optional, and can be done later if it’s not right away (you can’t take Dragon Form as one of your free stunts, you have to spend refresh for it).
  • Dragon Form: Once per scene, you can spend a Fate Point to transform into a dragon. For the rest of the scene, you have the aspect I’m A Dragon, with 2 free invokes. While you’re a dragon, you’re the size of a substantial house, and have all the abilities being a dragon implies—flight, fiery breath, armored scales, dagger-sharp teeth, the works. Anyone who wants to oppose you must have a way to counter these advantages, probably with aspects of their own. You can remain in dragon form for one scene per Fate Point you spend; after you turn back, you take physical stress equal to the number of consecutive scenes you spent changed.

A History of Fire
The World of Tealon
The Dragon War - ~100-0 BP (Before the Pact of Fire)
Tealon means “life-giving place” in the language of the dragons. They were the original inhabitants of the land, where they have dwelled since time out of memory. As apex predators with an instinctive command of magic and little to fear from the elements, they had no great need of technology, but developed a complex tribal society based on the distribution of hunting grounds. They contemplated philosophy and the nature of the cosmos, and made great achievements in art, building many monuments that still stand today.

Seven centuries ago, the first humans arrived on Tealon’s southwestern shores. Nothing is remembered about where they originally came from; those who landed on the first ships had knowledge of ironworking, but no written language or recorded history. When the dragons first encountered the human settlers, they saw them as nothing more than prey animals. Rather than accept their place and be hunted, humanity responded with an explosive advance in military technology. They developed longbows to pierce dragons’ wings and bring them down to earth; they domesticated horses to outrun their flames, and invented the stirrup to charge down their weakened foes, and those who wielded these weapons became the first knights. Thus began the Dragon War, a century of conflict that saw staggering loss of life for both races.

The dragons were horrified by what they beheld. They had fought wars before, but not like this; the humans weren’t fighting for honor or territory, but for survival, and they would have happily killed every last dragon in Tealon if it meant they would be safe. Where the dragons reproduced only slowly and took decades to reach adulthood, humanity bred like rabbits; for every army the dragons burned, another rose up to replace it. Realizing they could not win this fight, a group of dragon elders from several tribes called a council, and there they formed a pact. Five of the greatest among them sacrificed their magical abilities and the bulk of their lifespans to forge the Fire Emblem, a magical device with enough power to wipe out all dragonkind, and gave it to the humans as a truce offering, on the condition that its power never be used until the prophesied time when it would choose a worthy master to lead Tealon into an age of peace. Meanwhile, the followers of the five swore to set aside their old tribal allegiances and join together as a single tribe, the Tribe of the Earth; at their elders’ guidance, they bound their power in dragonstones and took on human form, so they might live amongst the humans and help the two races to share wisdom. Thus, they became the first manaketes.

The dragons who had not been part of the council were disgusted by their kin’s actions. While they were willing to accept the truce for their own survival, they saw such mixing with humans as akin to bestiality. Calling their own council, they declared that if their erstwhile kin would be the Tribe of the Earth and crawl on the ground with their rightful prey, they would be the Tribe of Heaven, and remain in the sky where their kind belonged. The two tribes have remained divided ever since.

The Earth Dragons sought the wise among humanity to teach the ways of magic, and all dragonkind’s knowledge of the world. These students became the first Keepers of the Emblem, building the fortress of Flamewatch at the site where legend said humanity had first landed on Tealon, where they would safeguard the Fire Emblem until the time of the prophecy came to pass.

The Raedrian Empire - 53-214 AP (After the Pact of Fire)
The humans who had first arrived on Tealon had formed two main ethnic groups. The first to land were the Telnish, in whose territory Flamewatch was built. As they had pushed back the dragons and spread inland, they had built walled cities, each with its own rulers chosen in a hundred different ways. The second, landing nearly two decades later farther to the east, were the Harl. They dwelled in villages ruled by clan thegns, in the hills and valleys of the Kette Mountains, and tamed the pegasi who lived there so their knights could meet the dragons in the skies. With the Dragon War at an end, both peoples began looking to their neighbors as new friends or foes. Kingdoms sprouted up, and soon, empires; the first two centuries following the dragon war saw the rise and dominance of the Raedrian Empire, named for its founder and first emperor Raedric the Divine, over most of western Tealon. Even after the Raedrian Dynasty collapsed due to infighting among its heirs, the territories it established shaped the borders that would define the continent for centuries to come.

The Tancred Revolt - 338 AP
The realm of Cydonia began as one of those territories, claimed and held after the collapse by one of Raedric’s descendants, Albrecht the Dark. He and his heirs are remembered by history as tyrants, taxing the peasantry and nobility alike beyond reason and viciously crushing any dissent. Three hundred years ago, a revolt backed by most of the nobility toppled their rule, and the throne was taken by the House of Tancred, whose descendents have held it ever since.

Not long after that time, the dragons began to notice a troubling trend: many among their younger generations were suffering from shortened lifespans, and some became afflicted with a kind of madness that stripped them of their intellect, making them behave as mindless beasts, attacking any who approached them. While the Tribe of the Earth began working with the Keepers to find the cause and a solution, the Tribe of Heaven were quick to blame humanity’s growing use of magic, claiming they were draining Tealon of the very life force that sustained their kind. No evidence of this has yet been found, and the tension has not erupted into open conflict, but it remains nonetheless. Meanwhile, the culture of dragonslaying began to enjoy a renaissance, as knights throughout the realms rode to battle against the afflicted dragons who threatened human settlements.

Aedwyn’s War - 603-606 AP
Forty-one years before the present day, Tealon was thrown into catastrophe. A Keeper named Aedwyn Venn, one of the most powerful mages in the world, betrayed the order and stole the Fire Emblem. Infiltrating an ancient dragon burial ground, she used its power to reanimate the remains of hundreds of dead dragons as revenants under her control, and with this army, she launched a campaign of conquest across the continent. For the first time since the Dragon War, all the realms of humanity banded together, aided by the full might of the Tribe of the Earth; the Tribe of Heaven remained steadfastly uninvolved. Even so, against the might of the revenant dragons and the growing number of realms Venn forced or enticed into service, it looked to be a losing battle, until a mercenary named Maric Ralis volunteered to lead a desperate sneak attack on her headquarters. What happened on that mission is not precisely known, but it’s understood that Ralis confronted Venn, and that during this encounter, the Fire Emblem somehow abandoned her and granted its power to Ralis instead, enabling him to triumph. With Venn dead, the revenant dragons were left lifeless, and the war was won with little further trouble.

The Ralis Ascendancy - 611 AP
In the aftermath, however, an important question arose. From the stories that went around, it seemed to some that the time of the prophecy had come at last: the Fire Emblem had chosen Maric Ralis as its master, and it now fell to him to rule over a golden age for the world. While most thought this fanciful, or at least overly hasty—including the Keepers—the former mercenary quickly attracted a cohort of devoted followers who believed him to be their rightful ruler. With these loyalists, he returned to his homeland in the north, and set about building a kingdom for his faithful, negotiating or winning the fealty of those local lords still reluctant to throw in with him. This done, he crowned himself King Maric I of the newborn Kingdom of Ralis.

Maric’s War - 627-632 AP
Almost immediately, problems arose. The land Maric claimed bordered Cydonia, and much of it had belonged to that realm off-and-on for generations. Those who had followed Maric north were ethnically Cydonian, but as soon as their new king took the throne, they began looking south toward their erstwhile countrymen with indignation, thinking them cowards for not pledging fealty to the chosen master of the Emblem. Over time, “cowards” became “heretics”, and seventeen years ago, that anger finally erupted.

Proclaiming the birth of the Empire of Ralis, the newly re-crowned Emperor Maric mustered his banners and invaded Cydonia. His campaign was vicious, his followers fighting with fanatical fervor, inflicting terrible punishments on any “unbelievers” who refused to bend the knee. Horrified, and afraid to meet the same fate, Cydonia threw itself into the defense just as hard, and both sides suffered tremendous losses. Finally, the Empire lost its momentum, unable to sustain the campaign, and after five years, the fighting ended with the Treaty of Norrick.

Present Day - 644 AP
The peace since then has been decidedly uneasy. The fervor of Maric’s followers seems to have dimmed little, and now the people of Cydonia have ample cause to hate and distrust the northerners for what was inflicted on their homes and families. The recent death of Emperor Maric at the age of 60, and the ascension of his son Mateo to the imperial throne, may offer hope, for Mateo has shown a hesitant willingness to work toward peace between the realms. Now, Mateo’s younger sister, Lady Aurelia Maryam Ralis, travels to the Cydonian capital of Argray to cement a marriage alliance to Queen Imogen’s heir, Prince Gerard. Both the betrothed have made known their intentions to work toward bringing their divided peoples together and keeping the bloodshed of the past, in the past. But not all may be so eager to see them succeed...
Tealon is a subcontinent connected to a larger landmass to the east and north. Scholars know that the world is round, with Tealon located in the northern hemisphere; its climate is temperate throughout, warm in the south with rainy and dry seasons, colder in the north with snow in winter. The planet has one yellow sun and one moon, with a 365-day year, divided by the Telnish Calendar into twelve months.

To the west and south lie oceans; many inhabited islands are known, but no other continents. Tealon is separated from the lands to the east by the Bremand Sea in the southeast and the Kette Mountains in the northeast. Other human cultures inhabit the lands beyond; scholars assume they descend from other tribes that crossed the sea alongside the Telnish and Harl, landing and settling on further shores. To the north is Dragonmarch, an icy land where the Tribe of Heaven still holds sole dominion. Only the truly desperate venture there.

As of now, four great realms lay claim to most of Tealon’s lands. These are Cydonia, in the heartlands and the western coast; Ralis, Cydonia’s young northern neighbor beyond the River Folster; Marcoth, in the east where the mountains rise; and Telna, in the southwest along the coast there.

Cydonia
Once a territory of the Raedrian Empire, Cydonia was carved off by an ambitious descendant of that dynasty, whose heirs held it for over a century before being overthrown by the now-royal House of Tancred. The current head of that house, Queen Imogen II, has held the throne for sixteen years, since her father perished in Maric’s War. The first years of her reign may not have been kind to her, but they certainly saw her become an effective ruler.

Cydonia is a fertile, verdant land, abundant with natural wealth; because of this, it has spent most of its history under some form of invasion. As a result, it has come to rely heavily on the peasantry for wide-ranging defense, and so martial skill is more esteemed among the common people than elsewhere. Every peasant is required to train with lance and bow, and each household is expected to maintain a high standard of equipment for conscript service. These customs have made Cydonia’s light infantry renowned throughout the known world, the backbone of its armies.

Ralis
The territory now controlled by the newly-minted Empire of Ralis was once a patchwork of fiefdoms under Cydonian rule, independent freeholds, and uninhabited wilderness. The lands north of the Folster are cold and harsh, with crops unreliable. While many of those who originally followed Maric north were devoted believers in his divine right to rule, many more simply sought freedom from troubles in the south, out there in the unclaimed expanses. Perhaps in response to the hardships of their new homes, the people who now call themselves Ralites have only grown more tight-knit and insular over the years, and the Empire has enjoyed rocky relationships with all its neighbors, even those with whom it shares neither a border nor a common heritage.

Those who built the north into a realm of its own once called themselves Cydonian, but Ralis’ regular shortage of crops has made widespread conscription less viable, since every farmer is needed to work the fields. As a result, Ralis’ military doctrines have come to favor mounted knights over peasant infantry, as heavily armed and armored as can be afforded—the Empire may be short on food, but it does not lack for weapons. More dangerous than their equipment, though, is the fervor with which Ralis’ knights fight; raised in the faith of their homeland, they are true believers in the righteousness of the Imperial cause, and will happily die to see it advanced.

Marcoth
The Confederacy of Marcoth is not a unified kingdom or empire, but an alliance of lords concerned with common defense. In ancient days, the eastern lands of Tealon, overwhelmingly Harlic, fought fiercely against the advances of the Telnish-dominated Raedrian Empire, and that spirit of independence guides the inhabitants of that region to this day. The lords of Marcoth have been eyeing Ralis’ ambitions of empire with great suspicion, but have so far been content to let Ralis and Cydonia fight it out amongst themselves.

The rough terrain of the Kettes rivals the north for inhospitability, and so Marcoth remains a small realm, in terms of population. As a result, it also relies heavily on its knights for military power, but since ground cavalry is impractical in the mountains, Marcosian knights are famed for their prowess as heavy infantry—unrivaled in the known world—and pegasus riders. The realm has a history of producing mercenary companies of exceptional skill, highly sought-after by foreign powers.

Telna
The balmy southern coast of Tealon gives rise to resources coveted by Telna’s neighbors, notably silk—the warmth of the south is the only climate on the continent in which silkworms can survive—and some of the best wine made anywhere. Telna is a land rich in history, the oldest of humanity’s territories, and that history finds its home in Flamewatch, the headquarters of the Keepers of the Emblem, where the Fire Emblem itself was housed for centuries. That time came to an end with Aedwyn’s War, and the Emblem’s subsequent passage to the House of Ralis caused a rift in the order, with most of the Keepers deciding that there was insufficient evidence of the prophecy’s fulfilment and declaring Maric’s claim illegitimate. Still, that part of the order that didn’t desert and flock to Maric’s banner maintains its political neutrality, with individual Keepers swearing service and fealty to lords all across the realms, but never coming together to unite their full magical strength against Ralis.

Today, Telna’s nobility maintain little military strength, relying heavily on mercenaries. However, the kingdom does boast Tealon’s finest navy. This, and the tacit protection of the Keepers for the sake of maintaining their own land grants, has kept Telna’s wealth from being snapped up by outside forces.
Queen Imogen
Imogen II of the House of Tancred has sat on Cydonia’s throne for sixteen of her thirty-three years, ever since her father, King Damon III, fell in one of the early battles of Maric’s War. It would be easy to think coming into her rule as she did made her who she is today: iron-willed, pitiless, and utterly devoted to protecting her people. When the common folk go hungry, Imogen does not weep; she negotiates grain imports. When the grain merchants inflate the prices, she mounts their heads on pikes atop the walls of Argray, where the next group of merchants she meets with can see them. Some among her own nobility criticize her for wielding the Paladins like a sledge against dissent. She pays them no mind; she has no time for those who won’t do their jobs.

Known aspects: Anything For My People, No Patience For Dissent

Prince Gerard
Queen Imogen’s eldest, and heir to the throne. Seventeen, he was born at the tail end of Maric’s War, and has spent all his life believing it’s his duty to be ready if his people are threatened again. He has inherited all of his mother’s commitment to protecting Cydonia, but rather than her cold pragmatism, he approaches his duty with wide-eyed idealism and a sense of noblesse oblige out of a children’s tale. He isn’t stupid, but he truly believes it’s better to act nobly and suffer the cost than to win through dishonesty.

Known aspects: Noblesse Oblige, Too Honorable For His Own Good

Lord-Commander Wyatt
The appointed leader of the Paladins in Queen Imogen’s stead, Lord-Commander Wyatt is one of the realm’s most legendary knights. He was born a commoner, but elevated to knighthood and granted a place in the Paladins by King Damon for his exemplary service as a footsoldier, years before Maric’s War. Imogen seems to regard him as something of a surrogate father; he’s certainly devoted enough for the role, carrying out her will without question. He’s often harsh in disciplining his subordinates, but shows a gentler side in his dedication to getting everyone off the battlefield alive.

Known aspects: Kicked More Ass Than You’ve Had Hot Meals, I Didn’t Say You Could Die

Emperor Mateo Ralis
Mateo was a toddler when his father began the last war, and still a child when it ended. He remains an enigma to Cydonia; how much of the old zeal he’s inherited, and whether he’ll seek to re-light the old fires, everyone wants to know. He hasn’t done any obvious re-lighting yet, at least, showing a tacit willingness to talk of a more peaceful future. His recent agreement to the marriage between Prince Gerard and Lady Aurelia is being cautiously taken as an excellent sign, but some suspect his motives aren’t so genuine.

Known aspects: Master of the Fire Emblem

Lady Aurelia Maryam Ralis
Born after the end of the last war, Lady Aurelia has made herself known as one of the most outspoken advocates of peace and reconciliation between Cydonia and the Empire. Even outside of Ralis, her people’s love for her is well-known, and her betrothal to Prince Gerard has been regarded as a tremendous step toward repairing the rift between the realms. However, not much is known about her personal habits, or her relationship with her elder brother.

Known aspects: Beloved of Her People, Beacon of Peace
The Paladins are the knights in the personal service of the king or queen of Cydonia. Originally an informal term, meaning simply “knights of the palace,” they’ve accumulated enough history and tradition over the centuries to bind them together as much as any formal chivalric order.

No one inherits a place in the Paladins. While most members were already knights or nobility before attaining the position, appointment is at the current sovereign’s sole discretion; a Paladin’s children are not Paladins unless the current sovereign makes them so, and Queen Imogen in particular has not shied away from knighting commoners who have earned her favor and taking them into her service. Technically, the sovereign can compel someone into the Paladins if they wish, though this is practically never done, as few rulers want someone unwilling serving them so directly, with such authority. Most Paladins are appointed for demonstrating exceptional loyalty to the crown.

There are few formalized ranks within the Paladins, with the only special position being that of Lord-Commander, appointed by the king or queen to command in their stead when their attention is elsewhere. The current Lord-Commander is Sir Wyatt of Elcrest, inducted into the Paladins by King Damon III and promoted to his current position by Queen Imogen during Maric’s War. Below the Lord-Commander, all Paladins are regarded as equals in service to the crown, whether they were born a peasant or a prince—in theory, at least. The sovereign and the Lord-Commander grant operational commands to individual Paladins as befits their expertise.

Paladins fulfil whatever role the crown requires of them—chiefly military duties, from foreign wars to revolt suppression, but also diplomacy and espionage if a knight has the skills and is handy for the job. In times of peace, they spend most of their days traveling the breadth of the realm, protecting the peasantry from outlaws and enforcing the sovereign’s will. The number of Paladins in service at a time has been a bone of contention between the crown and the nobility many times throughout history, with the landholders wary of a king or queen swelling the ranks of their personal forces and wielding them as an instrument of tyranny; most rulers are careful to keep the Paladins’ numbers somewhere in the low hundreds as a result (not including the knights’ retainers and personal troops), and this remains the case today.

^You do not have to read all of this. Though it will help.

Note that I'm intentionally leaving a lot of the landscape of modern Cydonia vague. This is on purpose. I want to leave room for you guys to create parts of the setting related to your characters. If you want your character to be from a particular noble house or a village in a certain area, that exists in the setting now. If you want to be related to Queen Imogen or Lord-Commander Wyatt or whoever, go right ahead (though you can't be ahead of Gerard in the line of succession). I want your characters to be part of this world, not outsiders; if you want to be important and powerful, please do, it's totally appropriate for a Fire Emblem story.

Let me know if you have any questions. I know learning a whole system at once is a lot; I've done my best to explain what you need right now, but I'm sure it'll still be confusing. Can't wait to see what you all come up with!
 
I still have a lot of work to do before he is ready but here is what I have so far as I continue to tweak and flesh him out further. Overall Xedel is intended to be a tank in combat and something of a loremaster outside of it, intelligent and wise but unaccustomed to human culture at his very core despite having plenty of experience within it.

EDIT - He is mostly done. Just needs a Relationship aspect and possibly some tweaks depending on the final ruling with dragon form.

Xedel

Gender: Male
Age: 1,534 years
Height: 5'10"
Weight: 155lbs
Eyes: Silver
Hair: Black, medium length and straight.
Description: Silver eyes peering through black bangs beneath a full hood, that's how most people see him and how he nearly always dresses. Long flowing robes of dark blue and silver adorn his form and conceal the details of his appearance but mainly serve to hide the truth of his dragon heritage to those in passing. Beneath his choice of attire Xedel typically appears as a strong and fit man with hardly an ounce of fat to his frame. His body isn't one of bulk though and despite a toned physique he remains graceful and trim, moving like a being from another world as he almost glides rather than walking. Besides his odd-colored eyes he possesses a pair of wings of white, teal, and red that he curls tightly against himself, they allow full flight but again he prefers to hide them beneath his clothing around humans who so often distrust his kind. A palm-sized blue oval gemstone, perfectly smooth and containing swirling white energy within, is tied around his neck and always tucked beneath his clothing to remain hidden from view.
latest


tumblr_nujlpk9IAD1riwqt7o2_1280.jpg

High Concept: Draconic Advisor and Scholar
Even having spent much time among humans in his travels Xedel has never been able to properly adjust to their societal ways, namely when it comes to social interaction. In addition to coming off as strange, creepy, dangerous, or otherwise uncomfortable to be around for humans he also has a tendency to look down upon them for their short-sightedness, though isn't truly 'racist' by any means.
Xedel remembers when the humans first washed upon the shores of this land and he remembers the wars they raged against his kind. Where many dragons saw the humans as prey however he had always been one of curiosity and saw them worth learning about. He did not join in the fighting and pushed for peace between his kind and humanity. Though he was not on the council he was pleased to hear of the treaty and joined the newly formed Earth tribe in binding himself to a dragonstone to become Manakete.

Ever since he has found himself a wanderer, traveling among the humans for centuries at a time only to return and share with his people what he had learned. To him knowledge and understanding reign supreme, though he is not afraid to fight when he feels the need. Well-respected by the Earth Tribe it is quite obvious that the Heaven Tribe feels the opposite about him. Where his strength and wisdom are touted in one place he is seen as a traitor to dragonkind in another. He was on his way home when Queen Imogen approached him about his services and he could not turn down the opportunity to learn more about her kingdom from the inside.
Xedel was recommended by the keepers to Queen Imogen to help her during these troubled times. She sought for him directly and managed to see through his ways to the being underneath, hiring him as soon as he expressed an interest. She however has kept her reasonings and dealings with him fairly secretive, even from the other knights. Although the Queen trusts him implicitly, and his knowledge of the world can be immensely helpful, even his fellow knights do not typically see him as a valued asset unless they spend the time and effort to get to know him and understand who he is at heart. At worst they see him as a threat just waiting to reveal itself.
Placeholder
20 points to spend
+5​
+4​
History​
+3​
Fitness​
Will​
+2​
Battle​
Investigation​
Fieldcraft​
+1​
Perception​
Athletics​
Empathy​
Provocation​
A Challenge in the Ways of Old (DF): +2 to Battle when fighting other Dragons.
Hardened Scales (DF): Xedel uses his Fitness skill in place of Vassals to determine extra boxes granted to his Unit Stress.
Tooth and Claw (DF): Rather than leading soldiers Xedel can use Battle to attack and defend during mass combat instead of Command.
(Note: Xedel loses access to stunts marked with 'DF' if he cannot take his dragon form for whatever reason)
Physical Stress Track: 4 boxes / None filled
Mental Stress Track: 4 boxes / None filled
Unit Stress Track: 4 boxes / None filled
Consequence Slots:
Mild: None
Moderate: None
Severe: None
Refresh: 3
 
Last edited:
I wish I knew about fate core but I dont so the best I can do is wish you the best of luck
 
Back
Top Bottom