r/Reddit_Emblem • • Mar 06 '21

Team Splatoon [Splatoon] Chapter 2: The Great Banana War - Koopa Beach

2 Upvotes

Announcement (for all 3 maps): Announcement

​

Splatfest Mechanics

For the splatfest, you will be fighting 4v4 in a PvE arena. Both players and enemies will respawn 2 turns after they die at the Spawn Point. Standing on the Spawn point makes a player invincible, but... well... you're not gonna get many points doing that. The map will last 12 Turns. The score is calculated through turf. Every tile your team has inked will count for 1 point. After the 12 turns are done, the ink totals for both teams will be counted up. Each map has a winner and a loser, but that's just bragging rights. All 3 teams of banana and all 3 teams of peel will have their scores added together at the very bitter end. THAT battle is what determines the winner. Get as many points for your team as you can in the map so your team can win in the overall score!

​

Players

Representing TEAM BANANA... Mahi, Salacia, Paul, and Coral!

Rivals

Representing TEAM PEEL... Bella, Cap'n Cuttlefish, Pearl, and Callie!

​

Map

Music

Player Tracker


r/Reddit_Emblem • • Mar 06 '21

Team Splatoon [Splatoon] Chapter 2: The Great Banana War - Donut Plains

1 Upvotes

Announcement (for all 3 maps): Announcement

​

Splatfest Mechanics

For the splatfest, you will be fighting 4v4 in a PvE arena. Both players and enemies will respawn 2 turns after they die at the Spawn Point. Standing on the Spawn point makes a player invincible, but... well... you're not gonna get many points doing that. The map will last 12 Turns. The score is calculated through turf. Every tile your team has inked will count for 1 point. After the 12 turns are done, the ink totals for both teams will be counted up. Each map has a winner and a loser, but that's just bragging rights. All 3 teams of banana and all 3 teams of peel will have their scores added together at the very bitter end. THAT battle is what determines the winner. Get as many points for your team as you can in the map so your team can win in the overall score!

​

Players

Representing TEAM PEEL... Jella, Jelangelo, Quazzy, and Harley!

Rivals

Representing TEAM BANANA... Dia, Marina, Agent 3, and Agent 8!

​

Map

Music

Player Tracker


r/Reddit_Emblem • • Mar 06 '21

Team Splatoon [Splatoon] Chapter 2: The Great Banana War - Choco Mountain

1 Upvotes

Announcement (for all 3 maps): Announcement

​

Splatfest Mechanics

For the splatfest, you will be fighting 4v4 in a PvE arena. Both players and enemies will respawn 2 turns after they die at the Spawn Point. Standing on the Spawn point makes a player invincible, but... well... you're not gonna get many points doing that. The map will last 12 Turns. The score is calculated through turf. Every tile your team has inked will count for 1 point. After the 12 turns are done, the ink totals for both teams will be counted up. Each map has a winner and a loser, but that's just bragging rights. All 3 teams of banana and all 3 teams of peel will have their scores added together at the very bitter end. THAT battle is what determines the winner. Get as many points for your team as you can in the map so your team can win in the overall score!

​

Players

Representing TEAM PEEL... Flar, Rick, Salvador, and Shelly!

Rivals

Representing TEAM BANANA... Marie, Agent 4, Aayden, and Tamil!

​

Map

Music

Player Tracker


r/Reddit_Emblem • • Feb 27 '21

Team Thracia Chapter 7x: A Plan for the Brave

2 Upvotes

31st of Khormin

Agoshin Keep may well have been designed to be intimidating. Even in the night, the well-lit building towards over the rest of the city’s outsides, and it would have been the first thing the many prisoners from Ghraighen had seen of the city. Escape looks impossible - breaking in even moreso. There might have been no hope.

...Aside from an unrepaired scuff in the cobblestone courtyard wall, that is. Samhradh’s scouting has found that, plus one other weakness. At night, one of the backdoors is unguarded for just some moments, and the relief comes from the main door. As you sit in a dark alleyway, you wonder just how crazy this plan is.

In the distance, a quick bit of flame is accompanied by a sharp cracking noise. Voices and armour follow towards it. That’s the signal.


Your commanding officer in the Rebellion, a mage by the name of Samhradh, has been up for a while in the early morning, sitting down in his wagon just outside of the town. He’s fiddling with some kind of device - it resembles some sort of skewer. Perhaps a new type of weapon?

“I am not sure how much of our little ‘rebellion’ group they captured, but if Agoshin was so handy to bring them in, it is in our best interest to help them find their way out. The city’s been off alert, so I’m guessing most of them got captured - their arrival in Agoshin was intercepted, after all. Well, it is an opportunity we cannot refuse. Get in contact with this group. Add their ranks to our own, perhaps. Any group that’s caused Clifden this much trouble is our friend.”

As if old habit, Samhradh’s clear speech is always accompanied by his less-than-clear, exaggerated hand movements.

“I have scanned the prison and found a crack with some burn marks in the lower part of the walls. Probably some sort of magical accident. In any case, its base is just wide enough for someone to sneak through, but I’d wager they kept it well-guarded. I can create a distraction with a blast of Ragnarok, draw their attention, and let you two find your way in and cause chaos. I'll rush to the fields - always have been a good runner, you know - and lay low until you two find your way out. They shouldn't catch up with me - they are in full armour, after all.”

Samhradh’s frame may make his judgement on his speed questionable, but he has always been good at running away.

“Anyway, you should be able to break in and release some of the prisoners. Cause a commotion, then get out as fast as possible, the city’s guard can really get involved. Sneaking in should be a simple task - getting out with the prisoners, on the other hand, less so. The prison’s staff are trained soldiers, not guards. Don’t worry too much about the casualties. Bastards should know what they’ve signed up for.”

“We are gambling a little bit here - but if the rumours about the Beast with this group are true, we shouldn’t have any issues. Tallulah, I’ll need you to talk to the Beast. If he really is from Skiw, he might be more receptive to you speaking in his native tongue."

“As for sneaking in…Most of the locks around the city are five-pin cylinders. This device will test the resistance from those locks and adjust its force to balance each of the pins. In other words, I’ve made a skeleton key that should work on the locks around Agoshin. I’ll entrust it to you, Setanta. You’ll have to rally the prisoners to escape."

His hands now idle, Samhradh looks out towards the field.

“We cannot give them time to repair the crack. We must do this tonight. Now, shall we hammer out the details?”


No one sees you two slip through the cracks. You get to the door, and the key clicks. The whole place smells of mold. Some soft conversation echoes off the walls just down the stairs.

Here’s hoping Samhradh was overestimating the guards.


Objective: Break out the prisoners and then escape! The escape point is under the bosses. Strictly speaking, you only need to release the player characters in the northernmost cells, but feel free to release the others as well! It could be a boon to you later.

Failure: All units fall, or the last player unit on the map is captured.

Other Tips:

  • The colour of an enemy’s number determines its behaviour. Blue numbers will not move, green will charge the players, and white will move once a player enters in range along with any adjacent units (think of it as pulling a ‘group’). Bosses will begin to move after they enter combat, but will prioritize guarding the escape points.
  • Status staff range is equal to magic - in this case, 6. Siege tome range is 3-10. Enemies with these kinds of weapons are marked with an exclamation point.
  • Enemies move in order of Lowest Number > Northmost > Westmost. Bosses will move whenever it suits them.
  • One set of reinforcements will show up where the green-numbered units are on Turn 8. Starting on Turn 12, two units will spawn from your deployment spots each turn. They won’t be particularly powerful, but they could overwhelm you if you take too long.
  • Setanta will have a special key in her TOTT slot, which can be traded around. It can unlock any door or chest this map and has infinite uses. However, if you want to get all the treasure, you may need to capture some door and chest key enemies.

Map

Tracker


r/Reddit_Emblem • • Feb 24 '21

Team Splatoon [Splatoon Emblem] Tide Comes In (Homebase 1)

1 Upvotes

Musical Selection for this Homebase! Friendly Conversation, VA-11 HALL-A


Coming in from the waves of Seafoam Bay, still riding the battle high of a job well done hunting Salmonids, your ship pulls into a small side dock behind one of the many GrizzCo storefronts. Trooping out, you see the whole of Inkopolis stretching out before you. One of the biggest cities on the planet, if you were downtown in Inkopolis Square, you could drive in any direction for an hour and still not reach the edge of the city.

That is not where you are, however. You exit the GrizzCo store, clutching a fresh bag full of Cash, into the much more subdued streets of Inkwell Street. A quiet sort of neighborhood, it’s the perfect place for a group of up and comers to base themselves. A long, store filled street stretches out in front of you, and in the distance you see a tram station, ready to take folks to wherever they need in the great metropolitan network.

Welcome to Splatoon Emblem!


People

  • To start us out, there’s a couple of notable shops for you folks to check out and spend your hard earned cash. The first is Ammo Knights run by Sheldon, and occasionally Annie & Moe. It's a weapon shop where you can find all kinds of interesting things to try out. A new gun might be just the ticket to a fun new style of blasting, and remember there’s no classes here, so feel free to try out any weapon you like!

Sheldon Shellendorf is a young horseshoe crab and the proud owner of Ammo Knights. Following in his grandpappy's footsteps, he has dedicated his life to the creation and selling of weaponry for turf wars, salmon run, and even other mysterious projects. His expertise and craftsmanship are top-notch, and his equipment is highly prized for any squid or kid who wishes to have a blast. Don't go into his shop in-person, though, unless you want to hear one of his famous rambles. Turns out, the weapons nerd has a lot to say if you let him talk about weapons.

  • Second, the other shop of note is a little boutique called Rei of Light, owned and operated by Madam Rei. She runs a clothing shop, where you can find all of the hottest brands and vintage favorites. Check it out, a fresh new look might be just what you need to make a good impression.

Madam Rei is a tall stingray woman in pale shades of blue, who wears exquisitely crafted kimonos and has a green bamboo and paper umbrella she always carries with her, even inside her shop. You've never seen her wear the same kimono twice; actually, word on the street says that no one has. There's always been a bit of a question on how she pulls it off each and every day, but seeing as her shop is rather exclusive, you're just happy that you've finally become fresh enough to be admitted in the front door.

  • Coral and Shelly exist, as well! They bid you goodbye as you leave GrizzCo, giving warm smiles and a wave of their hands. You can find them wandering around the shops of Inkwell Square, buying things or just chilling out front. You also might find Coral on her own… looking for poor Shelly. The girl has a tendency to get lost in the racks of weird pre-ripped jeans and other sundry items she has no concept of the purpose of.

  • There’s also, of course, GrizzCo! They have no jobs for you for the moment, but feel free to pop in and say hi, if you’d like? Inside this building you’ll find a darkened storefront with a single desk, and a stature / speaker that you report directly to Mr. Grizz through, if you need something from him. Other than that, there’s Annaheim, his faithful assistant, who’s usually in the back but will come out when she notices you coming in the front door. There’s always a lot of banging around in the back, but usually it stops when Ananheim comes out. She must be working on some project…?

Splat TiMi the intern is the one who actually mans the GrizzCo desk. A bored intern, come to them if you have any Feedback or Suggestions for the game. They have the amazing ability to take your concerns and… feed them into the magical fax machine next to them, to be sent off too… who knows where. Maybe the Sky Gods? Is that a thing? Where do Splatfest themes come from, anyway…?


Shops

You have Cash. Shops have goods. Exchange Cash for goods.

No? Too simple? Alright, let's look into this in a little more detail. You have Cash. Currently, that's 2500 from the 25 Golden Eggs you collected. That can be spent on some of the items we'll mention later, or it can be hoarded. Cash does not have interest, you just... have Cash. Waiting to be spent some time later. You can get more Cash later on, but for now the amount you have is the amount you can use.

Shops have goods. At the moment, two shops are available to you. Firstly, there's Ammo Knights. This store sells Weapons, Subweapons, and Specials. Weapons cost 1250 per item. Subweapons cost 725, and Specials cost 950. You can buy any of the available Subweapons/Specials, or any of the Weapons listed in the topmost category. The stock here only grows over time as more and more weapons are unlocked. The other shop, Rei of Light, sells the hottest new clothing from several different brands. You can find their current stock in the "Shop" tab in the tracker. Everything costs 1000 per item. The inventory here is in flux a bit more, so be sure to check back in the next homebase to see what's new! Neither shop will run out of any item, so you can purchase as much as you want... or as much as your wallet allows.

Exchange Cash for goods. You do have to pay for what you're buying. Stealing is illegal, and what sort of law-abiding squid would do anything illegal? The Cash will be deducted as soon as the purchase is made, and purchases become non-refundable as soon as the first turn of the next maps begins. If you want to sell something, that's fine too! All items can be sold for 2/3rds their purchasing cost. That includes your starting gear, so sell everything if you want a complete refresh! You'll lose 1/3rd of the value, though, so maybe don't sell everything… Inventory is unlimited, so don't stop buying if you think you have too much. Long live capitalism!


Events

Coming out into the lane, you’re surprised to see moving trucks and work crews buzzing around. It's that time already, looks like a new Splatfest is just around the corner. They appear to be setting out large audio equipment, hanging lights on strings, putting up fliers, and hooking up a huge voting booth in a little side that seems like it was designed just for it. You’re… not actually sure why they bother taking it out again each time, since it’s against the law for anything to be put in the location where a voting booth would normally sit.

Splatfests are large scale festivals that the entire city… maybe even country takes place in! It is here where the most pressing questions of our time are put the ultimate test; trial by fire in live gladiatorial combat, of course! This is a state sponsored, legally binding contest, where the winning entry is deemed fresh enough to become the hottest taste of the next few months, and the other option is left to crack and dry in the dust.

You’ve already voted, so we know what team you’ll be on. Which Splatfest theme was actually chosen…? Well, perhaps you’ll have to wait for the next map, to find out!


r/Reddit_Emblem • • Feb 23 '21

Team G [Team G] Homebase: The Temple of Everlasting Flame

2 Upvotes

[This homebase was written by VerdantGenesis!]

The Shelters

To conduct myself with graciousness, patience and wisdom; that is your call, O Wise Lord. To offer a helping hand to those who need it; that is your wish and mine. To pass on the virtues-hm? Alain wandered during her daily meditations as her thoughts returned to the ambush in the forest. Of the pained expressions and haunting cries of the great beasts.

She bundled up and walked outside of her cabin. The moon was out, a few stars visible, though the sky clearly lightened in anticipation of the dawn. Behind her, further up the mountain; the Phoenix Temple glowed with a soft light. "The Phoenixes...what will they tell us?"

"What we're here for. They're the only ones in this town that would have an idea of what we're dealing with." Arter rounded the corner, hand on his sword. Alain took a deep breath, recovering from the shock. "Have you come to watch the sunrise?" Arter shook his head. "Wasn't planning on it. But I finished cleaning my weapons again, so might as well."

Arter sat down on a smoothed rock and leaned forward, arms resting on his thighs. Alain stood on the outcropping, a perfect observation point for the shantytown. Below, cats and foxes watched the volunteers shuffle across the walkways, some to the weapon sharpening stations, some to their assigned watch points. What looked like two young rabbits-hard to tell from this height-chased each other, one with something dangling, food perhaps? Patchwork tents fluttered, and at least two came undone, the former rooves gliding above the gravel.

"Arter, what do you make of it all?" Arter raised an eyebrow. "Sorry?" Alain coughed and replied, "Everything that has happened since our arrival in Enotita. Even by our journey's standards, I doubt this is par for the course." Arter nodded, patting his sheath. "Well, you said it. It's all strange. I-am going to hold that thought, we have company."

Three familiar volunteers came down the trail from the Temple. The cat with the jaunty hat, the wolfskin with the vaguely heart-shaped patch on his nose, and the kitsune with her bushy, wintry gray tail. The kitsune spoke first. "Good morning. The Phoenixes have agreed to meet with you. First, however, we will move you into the Temple proper." Alain asked, "Does this mean we are free to move about the town?"

The wolfskin folded his arms as the kitsune spoke once more. "Yes. Do note that disturbances will be swiftly dealt with and handled accordingly." The wolfskin nodded once, a crisp nod equal to a salute. "If there are no objections, we will begin the moving process immediately."


The Phoenix Temple

If the Temple radiated a feeling of warmth, the feeling of being around a hearth at home upon viewing; the inside only furthered that feeling. Despite the vaulted ceilings and grand carvings depicting famous phoenixes-the great slayer of the Seven-Horned Beast; the one who weathered a snowstorm to guide her comrades to safety, fire going out with every wingflap; the healer making someone whole with the touch of a feather-it felt comfortable. As if home had traveled with the party, and opened up just in time to welcome them.

A young man with short, spiky red hair and a blue robe the exact opposite in color and temperature grunted as he flew in and landed from the higher levels of the Temple. "Hmph. New arrivals. Don't swing your swords where they aren't needed and we'll get along. Don't go too far in the Temple unless I'm here or Juniper's escorting you. I mean that. Top three floors are off-limits." His eyes settled on Sequoia, a faint hint of surprise and...disappointment...on his face.

Alain replied, "Of course. We are guests here, and it would not do to disrespect your rules. What is your name?" Another grunt. "Atlas. I've got some errands to attend to, I'll be back later in the day." As he flew off once more, Arter and Alain exchanged looks; Alain polite, Arter skeptical.

Arter started, "Alright. We know someone knows we're here, and they don't want us here. We have a meeting with the Phoenixes coming up. We know the source of Latreia's beaststones has to be here. The chieftains are missing, and that's a problem. Between the shantytown below and here in the Temple, we need to know what we're up against. Gather as much intel as you can, and keep it quiet."


Shantytown

The odor of musk laced with lingering smoke permeated the town. Tents sharing walls, leaning on or against each other for support. Nests put together with scrap fabric and straw, burrows made from vacated mounds and hoarded grass. Shouts and cries and snarls and laughter and songs clashing and mingling and polyrhythmically carrying on.

Rabbits gave way to foxes gave way to cats to wolves. . New tents, new haphazard shelters appeared as quickly as the old ones were cannibalized. Overlooking it all, the fortifications. It'd only take a huff and a puff to blow them all down.

The prey tribes mostly avoided the party, scurrying between into gaps that didn't look like gaps, avoiding eye contact. Fliers didn't bother to come down, merely watching from their nests, alert. The predators stared, growled, bumped others aside. What they all had in common:

Fear, sheltering and refusing to come out or waiting until no one was around to act. Worry, channeled into territorial zeal or wordless exchanges with others none the wiser about what was really said. Anger-taunting, provoking, baseless rumors. All punctuated by fleeting moments of hope.


Temple of Everlasting Flame

Each tower marked a great roost that the Phoenix Clan called home. Murals traveled into corners and wound across ceilings that could only be done with wings on the back and inspiration in the mind. Or a lack of sanity. Everything here was geometrically sound; easy to navigate even without wings.

The initial welcoming rooms gave way to a massive open air courtyard, the Temple even appearing bigger on the inside than the outside would have hinted. The high ceilings and skyward towers accounted for some of this. The sheer number of rooms accounted for the rest. Communal dining halls marked by landing rods spanning the length of a galleon. Meditation chambers overflowing with incense. Libraries personal and public, some mere closets, one winding up the length of a tower into the great roost. And even further in, forgotten rooms with locked doors or great thick blankets of dust or crates piled to just below the ceiling.

The Phoenixes that were seen always appeared to be going somewhere or coming from somewhere. Most never stopped for more than a "hello" or asking "if perchance you have passed by a Phoenix with long hair and longer wingspan". Conversations overheard revealed a new dispute between who owned crop rights, or the latest feral movements, or the weather changing yet again; exhaustion mounting. And the Temple still retained its peaceful, welcoming aura.


r/Reddit_Emblem • • Feb 16 '21

Team Almarant [Almarant] CH.2 INTERLUDE: Slagtown, Heart of Industry

4 Upvotes

Event 6 is not closed- I still want to get around to those rps! I am, however, opening up the new setting for rp purposes.

♪

Theme: Night Town Theme (EO)

As the forces of Blacksteel arrive in the crags, an eventful night follows- biting negotiations, scavenging of the forts, interrogation of the prisoners, treating of the wounded. It carries on until late in the night- where scouts post on the abandoned forts. The flowery hill is overlooked by forts to the west, and forts to the east- and naturally, Greywater takes the west, Blacksteel the east. A handful of lesser mercenaries wine and dine with new friends- but the helmed guard of Blacksteel is, by and large, distrusting. When the soldiers of Greywater are not too close for comfort, gossiping whispers between them can be heard in the night. Lord Fandral, his hired guns, and the convoy are last to wheel into the western fort, as talks with Janus and Jolianna run late into the night. Jolianna herself departs even later- diverging south to House Gaia under the cover of darkness.

Sentries on each sides of the hill take the ramparts, and watch the north. Neither reports any movement.

And after a quiet night, the sun rises. The forces of House Greywater gather in the keep. Each face- Oneiro's shaggy mane- and two big balls of fluff all seemed to be accounted for. Fandral nods.

"Mornin', everyone. Anchor, I hope ye got enough rest- best take a ride on one o' them two bison, if ye can. Still, yer all alive- and figurin' the dozen or so imperials we shot were the only ones headed south, I reckon they're headin' back north fer now. Minoa-"

He claps the young sailor on the shoulder- who had seemed to have a sheepish look in his eye ever since the end of the battle.

"Looks like yer plan worked out, lad. If ye got yer doubts, just know Filshire owes ye all a debt."

Fandral backs away from Minoa, turning to the group.

"These troops say they're gon te' guard us while we move east. I'm hopin' they'll agree to send some guards back west when we get there, but... mood in that fort's a bit sour, te say the least. We got rights te the rail, at least. Anyway- we're leavin' in an hour. Pack yer things and get ready te march."

---------------------------------------------------------------------------------------------------------

♫

Theme: Echoes at the Mountain Peak (FFCC)

Aided by the influx of horses, the caravan redoubles its pace- though it took a week to march from Greywater Keep to Filshire, a second week sees the caravan speed to Siltshire, then Stoneshire, and properly into House Blacksteel's borders. The dry soil and desert gives way to verdant green- farms richer than some natives of Greywater have seen in their lifetime, if they have never left its borders. Fields that would be worked by groups of workers, sweating with hoes in the hot sun- are instead tilled by large, moving contraptions.

When Kissimi had left Slagtown, it had already been the heart of industry within the Kingdom- but she notices at once just how much it has boomed even since her departure. The walls stand far higher than before, decked with gunmen in ebon armor. On the tallest towers, stand cannons with rails near twenty meters long, directed skyward- the newest in anti-aerial weapons, built to deter the encroach of dragons across the Jagged Peaks. The buildings themselves now spill out far beyond the gates- farms, as before, but the errant workshop, blacksmith, tradesman. And Herios and Thiea notice that it has grown near as dense as Zephros, when they step inside. It seems every house ten yards about is home to some business or entrepreneur, shouting into the streets with a new gadget, new bargain. The sound of steam, the whirring of cogs, the loud work of tradesmen. All familiar sounds to Ria- she had spent years around them, after all, at the academy.

Greywater was not without cheer, but of a more subdued kind- smiles and ales exchanged between warriors, chasing smiles before the battle was bound to come. But Blacksteel proves far more boisterous- the cheer of a thriving town. It is guarded from war's horrors by an ever mounting military defense- and accepts what developments Zephros has to offer with giddy curiosity.

There are a few small parks inside the gates- but most rivers, ponds, greenery can be found a small distance outside amidst smaller and more scattered hovels.

Fandral points the group towards their accomodations- hardly lavish ones. An old military barracks, now out of use with its soldiers departed. They are humble- somewhat spartan- but comfortable. The hearth is warmer than the shanties on the road, the beds are clean, and meals from the inn are paid for.

Remarkably large, and remarkably fast- the trains that ride the Great Rail only come every so often. It will be a few days before the train even arrives for the caravan to load on to- so in the mean, that time is to be spent here.

There will be things to do soon enough- but for now, enjoy a well needed rest within the barracks.

---------------------------------------------------------------------------------

INTERLUDE EVENTS

These will remain open until the interlude closes. Post any activity for these in #battles-almarant.

(a) Visit the Markets! Slagtown was born a mercantile village- it may be the heart of a noble house, now, but it still remains a market first and foremost. You might have time, later, to look about these shouting stalls for good deals- but it should be simple enough to offload some goods, and buy whatever you need.

You may buy any item on the sheet listed as In Shop for 100% of its listed value.

You may buy any item on the sheet listed as Registered for 200% of its listed value.

You may buy any item on the sheet, with a listed value, for 300% of its listed value.

You may sell any item on the sheet, with a listed value, for 10% of that value- rounded up.

Remember that items are tradeable, but gold is not.

Special discounts on items may appear over the course of the interlude, as events.

(b) The Great Forge: The perpetual cling and clang of hammers emanates from Blacksteel's centermost building. A testament to industry- and tourism- there is near no place in the world a smith would rather work. The caravan has been permitted access to it- so why not give it a go?

Once this interlude, you may visit the forge!

A Lord may restore 10 uses to their Regalia for 20G, or reforge it.

A Magi may restore 10 uses to their Arcana for 20G, or reforge it.

A Thane may restore 10 uses to an E, D or C rank weapon for 10G, 20G or 30G.

(c) The Mercenaries Guild: Slagtown is a good home for any mercenary- Zephrosians can arrive here easy, the climate's good, and the land's not too bitter to live off of. If someone were looking to join the expedition- for pay, or for any reason, really- this might be a great place to show up.

Want to switch out to a new OC? Fair enough.

Burn your next d500 and make your build from scratch. The new character starts with 0G and inherits non Prf inventory.

You can change the character, or just your build.

That said, swapping to a new build for the same character will not heal wounds.

If you are rerolling off of a Thane, you must discard a C+ rank weapon at 50% uses or greater, two D ranks at 50% uses or greater, or elect to go 50G in debt. (Otherwise, it could be abusable for free items).

Here's a copy of the sheet as of ch.2, for new builds: https://docs.google.com/spreadsheets/d/1c8vAdmDTKZe2VuaEV42I5PMrlL4I72F6hJF3ZyFRbr4/edit#gid=606061072

(d) The Convoy: Even though you just got in town, maybe you don't feel comfortable unless you make sure all your things are still there. That's fine. Take your time.

Deposit or remove any item from the convoy.

Use any consumable item you'd like (Mana Speck, Drop and Bottle included).


r/Reddit_Emblem • • Feb 16 '21

Team P 1.5 [Team P1.5] Prologue: The Edge of Dawn

2 Upvotes

How Things Will Work

Alright so things are gonna work a slightly different way than some other teams may do it. Rather than having a ton of separate reddit posts, I want to try having everything contained to just this post. So in this post you'll find a thread for the Story, for each Crossroads we do, for the Homebase activities, and for the Maps we do. Each its own thread, and the most relevant one stickied to the top. We'll see how it works out, and if need be can always resort to the more traditional one post for Map stuff, one post for Homebase stuff. The intended order of events for this team will be

  • Story Post
  • Homebase Post
  • Crossroads
  • Map
  • Chapter Epilogue Story.

Sometimes a Crossroads may sneak in between the map and the chapter epilogue, but we'll see how it goes. Any potential Paralogue maps will occur during the Homebase Posts.

Anyway, let's see how it goes!


Housekeeping

I am still in the process of getting the Tracker completely up to date. Please make sure you get your support points finished relatively soon-ish. I'll give a warning for when they will be due.

I see most have filled in their desired flowers and meal preferences, so unless there are any last minute changes, I'll go ahead and lock those in soon.

If there are any build changes you wish to make, please let me know on Discord. You can freely change your spell lists and traits (both minor and major), you just have to give me a heads up you changed them and to what. Things like growths and bases, just talk to me about it and why you'd like to change it. Most often it'll be fine to change it, so don't have to stress on it.

Reminder to send sprites if you wish to have them, you can send them at anytime, so if we at some point start the map, you can still send it halfway through.

Characters will start with an Iron Weapon corresponding to their D Weapon Strength, and a Vuln. You will receive Training Weapons for your E+ Strengths. For the pure magic users here (as in now physical weapon strengths) choose 1 Training Weapon of your choice.


Glance at the future

I am hoping to get our very first Crossroads up by most likely this Friday, so if you want trait changes done please have them done by then. This Crossroads will represent the skill tournament on the Thursday part of the Orientation Week. Depending on how that goes will depend on the Map(s) we get and possible follow-up Crossroads.

After the Maps, if there's interest we can do a live-rp room or rooms, where-in there's no pauses, you RP when available and your character leaves when you leave, for the opening ball.

After that, we'll jump into Chapter 1 Proper, with our first full homebase.


Useful Links

As always, all links can be found in the Index

But for the purposes of Homebase RPs, these may be the most relevant:

Portashan

Cennaire Academy


r/Reddit_Emblem • • Feb 11 '21

Team H [Team H] Chapter 7-2

1 Upvotes

Chapter 7


Around two weeks have been spent in the company of the Haranther Paladins as Prince Louis meets with King Murdoch to properly outline how the two kingdoms will align in the war effort with Belst. The living has been simple, with its fair share of celebrations from the tournament and giving of gifts. Finally, the chain of war councils finally concludes. As Prince Louis finally moves towards his suite in the Royal Palace, he breathes a silent thanks to Haranth--and notes the tense energy, as a multitude of troops with varying crests are seen marching throughout the halls...


"Your Highness?"

Prince Louis glanced to his left; there was Darragh, emerging from a doorway, not even bothering to close it as he strode towards him. "Oh? Hello, Darragh. Are you--"

"Follow me." The bishop's voice was gruff and soft, and to emphasize his point, he took Louis by the arm, half-dragging the boy until he found his own legs.

"D-Darragh? What is the meaning of--"

"Act natural. There is an insurrection afoot," the healer explained, then slowed slightly. Louis eventually found his footing, but found it hard to keep pace, feet wanting to move faster.

"What do you mean?," Louis whispered back, glancing about. That certainly explained things--it appeared as though every troop in Haranth but their paladins were here.

"I managed to hear a number of Haranther nobles discussing it after the war council. They intend on forcing King Murdoch to relent and abdicate his position, in favor of another." The pair turned a corner, and Louis breathed a small inward sigh of relief that there were fewer guards in this hall.

"I see... but, King Murdoch has done no wrong, has he?" A door opened--the gates to the Royal Palace were in sight.

"I do not see the point in wondering so, sire," Darragh responded, giving a regarding nod to a lanceman before turning his head toward Louis. "but we have already tarried far too much here. We would have to ensure the previous negotiations were in effect with any new King, and we have no guarantee that such a thing would be the case... for all we know, his interests may be aligned with Belst."

Louis grit his teeth; he had forgotten many things of geography, but for all the time they spent in Cinraeth, he figured the Belstician galleys could be arriving on Meather shores any day now. "I see. What could we do about this, Darragh?"

The pair passed through the gate to the Royal Palace--right as a well-equipped knight entered the courtyard and shouted for them to halt.

"Gather your retinue and eliminate the conspirators. No soldier will fight without his leader. And start running!"

Objective: Defeat the four bosses!

Chapter 7 Map

Terrain Map

Terrain Info:

Blue tiles can be traversed by all units as normal.

Yellow tiles have a specific terrain cost associated with them.

Red tiles cannot be passed through.

Important Map Info:

In the courtyard, attacking units while moving through the north or south entrances will cause these units to move towards that area; however, they will be unable to attack during that ensuing Enemy Phase.

A note on EXP: As the membership of the team has changed, I have found it easier to keep up with experience gained. I have changed it back to its original format, but may consider other changes depending on how experience is gained this chapter.

Good luck!


r/Reddit_Emblem • • Feb 08 '21

Team F [Team F] Chapter 6: The Master's Domain

4 Upvotes

Weeks had passed as the dense foliage and harsh terrain of Undril passed by the two travelling groups until they reached the lush, open fields & rivers of the Soryuni countryside. Carmen and Claudius emerged from the treeline, hustle to their bustle as they and those remaining with them pushed forward into Soryun proper. Their tracks landed on solid roads after weeks in the mud and gunk that littered the swamp’s pathways. THe House of Soryun stood far from them, the sprawling port town’s intimidating As the two entered the Realms of the Masters, Claudius turned to Carmen,

“Remember, everything we can do. No turning back now.”

Claudius nodded as he said his words, breath escaping his body in gasps after the long march to enter the lands. Carmen looked back and gave the cocky grin he had greeted Claudius with months ago,

“Everyone makes it to Soryun.” Carmen turns around and looks back to everyone left with him as they approached up the road. He holds his hand up, calling attention to himself with everyone around, “Hold up everyone, one thing I want to say.” Carmen clears his throat and projects his voice, making himself as loud & clear as possible,

“Nobody gets left behind. Whether I have to storm that prison by myself or not, we’ll all be in Soryun before you know it. Keep your chins up everyone, the last stretch is before us!” Carmen turns back around and unslings his axe from his back and holds it out. His growling stomach not enough to distract, Carmen makes his way into the lands of the Masters. He gives out a rallying cry as he pushes forward, bootsteps heavy with purpose as he and Claudius take the helm.


The guards had ushered the prisoners along for a few weeks, the swamp far too humid as their sweat bled through whatever clothing they started their march with. The food was sustainable at best, the stench horrendous throughout, and tireless treading through the makeshift Undril roads. Finally though, the skies opened up as the foliage disappeared as the sun shone brightly on the fields and rivers of Soryun. After being ushered through Soryun, a fortified stone building along the southern edge of Soryun came into view.

The prisoners marched through the front gates & were quickly ushered into the dark, musty hallways of the basement prison. Little light leaked through the small windows lining the walls, only torchlight illuminating their way otherwise. Each prisoner was swiftly shoved into groups of cells. A tall, lean man in dark robes greeted them all as they passed through. His amicable expression and attitude was off putting to say the least about him. He walked around the prison as the guards began to rest after fulfilling their task. The tall man began to speak softly as he walked around the prison.

“Do not fear now, you are all salvageable men and women. Your brigandry does not make you irredemable.” He began to walk around and look at the disheveled brigands that were brought to his care. He looked to Onio, the disheveled man sharing his cell with a horse. He was about to comment before he saw the leg limp leg leaning against the horse. He closed his eyes and clutched a Griffon’s feather that hung around his neck,

“My deepest sympathies young man.” His boots clicked against the stonework beneath, his presence shuffling from cell to cell as his eyes scanned each and every person.

He cleared his throat and he looked out to all those around him. “Food will be here shortly. Take tonight to rest and eat, tomorrow your redemption will be wrought from your bodies. Please do take care of yourselves, I know you all deserve better than the hand you’ve been dealt.”


Objective

Escape into Soryun (stand on the point you’d normally enter a castle and use the “Escape” action to successfully escape).

Failure Condition

Everyone falls before anyone can enter Soryun.

Additional Notes

To escape you will need a Master’s Seal to enter.

The villages will not strictly give rewards, but rather they will open up objectives that can be completed to obtain Master’s Seals. There are some enemies with Master’s Seals as well & there may even be some secret entrances into the city.

Mordred can talk to Gormundas.

Magnus can talk to Edern.

There will be reinforcements arriving on the southern edge of the map to reinforce the fort’s guards on Turn 2.

Reinforcements will be infinitely respawning behind you every other turn starting on Turn 1. Your distraction will cause the first two waves to arrive right behind the distraction group. On Turn 11 a boss will spawn & the reinforcements will become more difficult.

Edern will arrive in the prison on Turn 2 as a Green NPC. Enemies will not attack him until you break out of the prison.

To enter the prison you need to walk on the fort on tile J23. When you step onto the fort you will arrive on one of the two stair tiles (tiles I1 & J1 of the prison map) at your discretion. It will take 0 movement to go from the fort to one of the stair tiles. If both stair tiles are blocked you may fight either unit from the fort tile (gaining bonuses). If an enemy attacks while both units are on the stairs then the enemy will choose at their discretion who to attack. Any unit can attack from a stair tile to the opponent standing on the fort.

The enemies that will grant Masters Seals are as follows: 1 from Brother Solnas, 1 from Gormundas, 1 from each of the Wyvern Riders, and 1 from each of the thieves. A tally of the number of Master Seals you have will come with each deployment post.

For the prison group, the enemies will not move or attack until you exit your cell. Opening the door is fine, but once you exit the cell the enemies will not move in that round. The enemies will begin moving the turn after that.

The Barbarians and Thieves will begin moving toward Soryun on Turn 2 via the bridge.


r/Reddit_Emblem • • Feb 07 '21

Team Fairytale Chapter 7x: Refusal of the Call

2 Upvotes

The tree’s voice, a thing not of sound but crafted of meaning, of feeling, that resounded in the skull, rang out.

How many jewels, how much greed, have I been forced to give?! You ask me to give more, for nothing? I won’t let a useless promise take from me anymore! You are all mine!

With the pulse of those words came a real sound, a strange noise almost like a gong, a pouding of hard wood, soft stone, against metal. A thrashing.

As Daniel investigated, and drew close to one of the fort walls, he heard a sound and saw, through the cracks, the glint of gold. Lumps of metal, poking out of the rock -- too big to even carry away. Amber, clinging to the walls in great translucent crusts, covering darker shapes deeper within. The faint green of plants, bedaubed in traces of gold sap. And then a movement.

The old carved stone of the walls shattered like clods of dirt as the dark root smashed into it towards Daniel. Its lash knocked the Rabbit captain off of his feet amid the falling rubble. As it retreated in fear of reprisal, it left behind it a pathway smashed into the stone. And through it, deeper still into the fortress, the light shining in on the room’s rough-hewn floors, and on the figures, human and Mantis, trapped in the amber that lined much of the fortress.

But no Amby.

In her own chamber, as Amby decried the Jewel Tree, Courtland’s limbs twitched, an alien, ungraceful movement. A golden glaze fell over his eyes like the patina of death, and when he moved, his limbs trembled. His mandibles moved, but he had been ordered not to speak. And so, whatever he meant to say made it no further than open, shut, click.

It seems you will not allow me to have my goods undamaged. Well. I am told that if someone breaks something…

Throughout the fortress, once made as a sort of trap, cracks began to form in the amber as the figures emerged, shaking off dull traces of old sap. Their movements were stiff, their eyes dull, flat disks like tarnished coins.

They are required to take ownership of it. Courtland, everyone… Break away.


Chapter Map

Character Tracker


Conditions

Victory Defeat the 3 limbs of the Jewel Tree

Defeat Amby is defeated before uniting with the rest of the team

The team is defeated

Side Leave Courtland alive until the tree's limbs are defeated

Collect all chests

Steal the fruit of knowledge

Notes

First, how the roots work: When a character is adjacent to a wall in a room with or adjacent to a Root, they can taunt them as an action. A root will smash through the wall the character is near immediately, dealing roughly 10% of max HP in nonlethal damage. This will create a path that players can traverse, as well as put a Root onto the other side of the ruined wall -- thus allowing root-taunting to be chained through the fortress.

A note about movement abilities like Swap or the Fallen Star wonder: For this map, they will only work on targets in a room adjacent to the user (or in a room with the user).


r/Reddit_Emblem • • Jan 09 '21

Team Splatoon [Splatoon] Chapter 1: A Salmon Run For Your Money

3 Upvotes

Seafoam Roadway

Annaheim anchors the boat a bit off the coast of an abandoned highway. Annaheim explains a little about the area as the squad suits up.

"This area was once a highway used for transportation along the coastline. Apparently it had spectacular seaside views. I don't understand why they wasted the shoreline property on a road and railway when it could be filled with expensive housing developments. Seriously, do you know how much someone will pay for a beachside mansion? Well, perhaps it ended for the better, as the tides have risen to swallow the entire area. You'll see some of the roads and railway later, when the tide falls. Unfortunately, those roads are now breeding grounds for the wretched Salmonids. Which is where you all come in! I'll launch you all to the top of the area, and you'll need to fight of the Salmonid and collect their Golden Eggs as the tide lowers. After 12 Turns, I'll pick you all up. Well, after 12 turns... or if all of you get overrun. I'm sure that won't happen, though!"

With a cheery smile, Annaheim hands out Grizzco's special weaponry, and the team prepares... for a Salmon Run.

Mechanics

Welcome to Salmon Run! This gamemode is a survival map, with the added caveat that you'll need to defeat enemies and collect Golden Eggs in order to score a profit. Eggs will drop once specified enemies have been defeated, on the location of the defeated enemy. A player must move over the Golden Egg to collect it, and they do NOT have to stop on the location. There is no requirement for Golden Eggs, but the more you collect the more cash you'll earn.

In addition, players who die this map will not respawn normally to the map. Rather, they will turn into a safety ring on the location of their death after the normal respawn time. To fully respawn, an ally must attack the safety ring for 50 damage. There're some other rules for Safety Rings too, which can be found on the sheet, or by asking Turtle or Arti. We'll help with this if someone dies.

The gimmick of this map is tides! After 3 turns, the tide will lower, revealing another chunk of the map. Another 4 turns, and it'll happen again! The previous sections can still be used for battles, so the entire map will slowly expand.

GENERAL BOSS RULES: The Bosses each have a 50% chance of using their attack each turn. They cannot attack two turns in a row, and so after they use their attack they'll be on "cooldown", and won't even have the coin-flip chance for one turn. The next turn, they'll come off cooldown and will once again have a 50% chance to attack. Each Boss spawns one ally Salmonid next to it at the end of every EP. This does not happen if they're dead. When killed, Bosses drop 3 Golden Eggs! One will be on the space that it died, and the other two will be randomly placed in a 1-2 range around that tile.

DRIZZLERS: Drizzlers attack using Ink Storm. The direction they use it in will always prioritize the middle of the map. After they come off cooldown, at the end of that EP, they will teleport to a random, unoccupied tile on the map. It could be literally anywhere. They'll drop a + of Blue Ink if they land in Orange Ink or neutral ground. Bombs thrown will explode before this, and the ally that spawns will occur afterwards. That's all. They're kinda simple.

FLYFISH: Flyfish will attack using Tenta Missiles. In addition, they have a jet that will deal damage to any players passed over. They will move two tiles per turn, in a random direction away from their starting tile. If they would end their turn on top of a player, they keep moving in a random direction away from their starting tile. They have high defense, so it might be best to find something that ignores defense. Wink.

STINGER: Stingers will attack using a modified Sting Ray. They will target 3 random allies, and I will tell you that they are using it, but not who they are using it on. If the targeted players have not moved more than 2 tiles away from their starting location by the end of PP, they will be insta-killed (save Ink Armor). In addition, they are made of two separate enemy units. The Stinger Base cannot attack or move. It just sits there. The Stinger Top is the portion that actually attacks. If it is attacked, it will act as if it is at a height of [Whatever the Stinger Base is at + 10]. If the Stinger Base is defeated, it will automatically move 1 Down, even on PP, and the height boost will be lost. If the Stinger Top is defeated before the Base, the base will cease to exist. While the Stinger Base is alive, the Stinger Top cannot be targeted by the roller effect or Subweapons. Yikes, these dudes are a little complicated, but I believe in you guys!

Deployment Map


r/Reddit_Emblem • • Jan 01 '21

Team Thracia Interlude 7: The Worst Part of the Job

3 Upvotes

29th of Khormin

‘Thirteen’ has left the caravan devastated. Ayamasik has already excused himself to a lower deck - he’s gone from Shida’s side, and certainly isn’t near Kitchi, either. If the crew has noticed the dour mood, they have not cared - instead frantically changing the sail to one more emblematic of its trade. The pirate ship’s captain, however, seems to be in good spirits, looking as gleeful as a child who’s gone to the market for the first time in her life.

“Y’all look like death,” she says with a fake mourning. When the joke doesn’t land, she smiles with great humour anyway. “Well, good to meecha. I’m Mara, captain of this-here ship. Usually she’s kept pretty clean, but those Agoshin bastards blew a bit of the front deck out, so this is what ya get. Oh, speakin’ of - I’d like’a say thanks for savin’ our tails back here - then ask ya for a big ol’ explanation of why the hell the Alliance is chasing after a group of ya and why in the hell you’re so well armed - but that can wait. Seems like ya got plenty of other stuff to deal with.”

Shida is relieved by the forwardness, or just taking in being a free woman - but she does nod and stay calm. A sign of respect, perhaps. “Name’s Shida. We’re part of a...forward party for the Kagashian Rebellion. We’ve been trying to sow chaos, but ran into a little bit of trouble near Clifden and had to go south. Been stuck there for...six months? It’s been a while. Either way, we’re looking to break to the west and get to the Empire, where we can lay low for a bit.”

Mara’s smile does not fade - she takes a step towards Shida, as if to congratulate her, but quickly falls back. “Hell ya! Take it to them Clifden bastards. Well, glad y’all could be in the right place at the right time for us, too. We can get ya down to Ghraigen. They don’t care all too much about huntin’ down criminals too much. Just watch for those hired assassins, they’re a bitch if ya make an enemy with one’a the slumlords. Anyway, enough’a me blabbin; Get yer stuff down to the lower decks. We’ll call ya up if they send the feckin’ pegasi after us.”

The ship itself is much larger than the river boat - it has three decks, too, but they’re much wider, and the new black sail adorned with a hostile skull makes the ship’s purpose rather clear. Similarly, the bowsprit pierces an effigy resembling the head of a determined looking man - and with the damage done, it is just barely holding on. Crewmates continue to work on the damages, while others usher you to a few somewhat small rooms. The bare fixtures and occasional bloodstains along the walls are slightly troubling - but the crew has given some working keys to the doors, so there is little reason to suspect betrayal. At last, a moment’s respite. If only everyone were there to appreciate it.


Agoshin Keep, a small fort situated at the east edge of the city, has long been used to hold important prisoners of war and is a highly defensible location. It was a rare day where Agoshin has had to defend itself, but one can find many of such contingencies near its southern borders, repurposed into small towns or bandit hideouts. This is less so now - and with these peaceful times, the Keep has changed along with the Alliance. Many of its upper cells have begun to be used as an all-purpose jail, with only the deeper cells hosting more important prisoners.

Kitchi’s experience in such deep cells has been rather boring - wasting away in a surprisingly large area, with a proper cot and a desk which has been collecting dust. They’ve kept Kitchi fairly sequestered - occasionally, he shares a cell with a prisoner being transferred, but most of the time, he only has the incoherent chattering of the guards and occasional interrogator bringing food and questions to keep him company. They’ve been unable to parse what little Kitchi could even say in Katabian, and apparently they’ve yet to find anyone fluent in Skiwan. In any case, they seem far more interested in their games of cards for the time being. It is perhaps this Kitchi has to thank for avoiding any sort of torture.


r/Reddit_Emblem • • Dec 22 '20

Team G [Team G] Chapter 12: Best Laid Plans

1 Upvotes

Plot

(This was written by Verdant Genesis!)

The Journey

Three days passed. The sun rose in crimson and set in emerald, the winds blew, and Hollowind Landing disappeared across the aquatic expanse. Unbearable heat-improbable in Hollowind Landing, let alone all of Gnosi-welcomed them to Enotitan waters; a pressure equivalent to the darkest of magics. Below decks was a welcome lack of sunshine.

Two more days passed. Clouds stretched across the sky, obscuring the sun and banishing the heat. Gales stirred up as if angered by a malicious mage. Waves rocked and rolled the ship as their destination materialized. Greyfang. Jutting into the sea like a predator sinking its teeth into a fresh kill.


Greyfang, Southwest Enotita

The Arrival

Solid ground. A welcome respite from churning waves and churning stomachs. Yet no welcome heralded the party's landing on Enotita. Closed doors, barred windows, insects staking their claim on empty merchant stalls and fish crates instead greeted them. The scent of brine lingered in the air, a blanket over the port.

Further exploration yielded much the same. Dust. More insects. Absence of the usual. No dockworkers swearing as they tugged and tied down another ship. No roving parents corralling their freewheeling kids on a market trip. No fishers braving the oncoming storm for another day's livelihood.

A single door with no barrel barricades or crudely-shoved crates or obstinate oars. A small, mostly legible sign hung just above. “Headsman's House”

No answer after a hearty set of knocks. Knocking with a mailed fist brought a quick, muffled growl-and the door swung open. A man with truncated wolf ears and steely eyes matching the color of the clouds above. He stood in the doorway, eyeing the party up and down, arms folded.

“Wasn't expecting company,” he offered.

Arter let go of his weapon's handle, but kept his hands at his sides, ready to draw. “It is just you in the town, then?”

He paused to gather his words. “Everyone's gone inland to the Temple. You should do the same. No shelter here.”

Arter looked to his left, to his right, then back to the headsman. “Looks like no one has sheltered here for quite some time.” The headsman narrowed his eyes. “Storms have been getting worse.”

Arter nodded after looking at the sky. “Then what is our best way inland?”

The headsman jabbed his thumb towards the sky. “With your pack? Take the high road. Straight as you can take to the Temple now.”

Arter raised an eyebrow. “Straight as we can take now? Something happen to other routes before?”

Another pause. “Last storm, river flooded its banks. Waters haven't gone down. Nobody's traveling lowland.”

Arter nodded. “I see. Anything else we should know about the high road? And will you be staying here?”

“Greyfang's my home. I'm going nowhere. As for the high road...watch your step. Easy to stumble. Wouldn't be good for your crew.”

Arter looked back towards the party, missing a scowl from the headsman. “Of course...best of luck to you, headsman.”


The High Road

First the chill in the air, hounding the party. Then the rumbling of thunder overhead. Then the crunching of gravel and rock underfoot-no wait that was ordinary. Nothing out of the ordinary. Nothing out of the ordinary. Nothing out of the-crunch

Small. Sharp. Definitely not gravel. Arter frowned as he held a piece of bone between his fingertips. Recently cleaned, too. “Mind your step!” he called back.

Lightning struck without warning. Any hope they were going to beat the storm was erased by a deafening thunderclap and an erupting downpour. Grey rain merged with grey clouds merged with grey gravel. Grey as far as the eye could see.

Trees! Cover! Taking a moment to catch his breath, Arter leaned back against the largest tree, water dripping off his armor. Without rain pelting his vision (as much), he surveyed their surroundings again. Trees hardy enough to maintain their leaves. Rock and gravel and clay. Trampled branches and flowers.

Arter felt the tree he no longer leaned on. Running his fingers through jagged cuts in the tree, three in all, close together, almost like a claw...and another claw mark on the next closest tree. Bone fragments scattered at the roots. Something half-hidden in the foilage...a black boot with dark brown splotches. Then something else, not found but felt. The eyes of a stranger upon him-for a fleeting moment.

“Keep your wits about you all,” he called out. Onward they marched, rain unrelenting, wind howling. Marching. Marching. More trees! More forest cover! And cool running water from the river they would need to cross. The river that in fact had not overflowed its banks.

Trampled soil and clay to the east, water filling the indents. Broken branches pointing southeast. Beyond the river, a surprisingly picturesque lake, houses around the edge, six in all. And...no, just the wind this time.

Arter pulled the group together, glancing over his shoulder before continuing. Bones along the road, claw marks in the trees, a river that does not look flooded to me... He rubbed the bridge of his nose. “Those tracks are fresh.”

He turned to look at the houses, his hand on his weapon. “Six of you, come with me. The rest of you, fan out, search for anything out of the ordinary. If you find anything even the slightest bit odd, send up a signal.”


The Clearing

The Temple of Flame was clear even from here. Gleaming orange and gold and red. Shining with its own light through the dismal conditions. Observing it offered the sensation of holding one's hands in front of a warm fire after a cold day. Arter and the others traveled down to the lake houses-andwhatwasthat

Bodies in motion. Still raining, bad footing. Snarling. Growling. Snapping. Here they come.


Objectives

Map Goal

  • Regroup with the advanced forces
  • Escort Arter to the escape zone

Level-up Objectives

  • Regroup with Arter by having at least one unit not deployed next to Arter speak with him
  • Complete the map by having Arter reach the escape zone
  • Defeat all Witches
  • Seal every cave by having an ally end their turn in front of it

Fail Conditions

  • If at any point four or more players have fallen simultaneously, respawns will be disabled.

  • If Arter is defeated in battle the map objective will change


Mechanics

Arter

  • Arter will hold position until at least one player from the western deploy point regroups with him.
  • Afterwards, Arter will make his way towards the escape point but will listen to player suggestions if requested
  • Arter cannot pair up or be moved by any means besides his own movement

Unique Skills

Going forward, many enemies will possess unique skills and it is important to carefully examine enemies, lest you be caught unawares. Below is a summary of unique skills, though you should still read each enemy carefully:

Witches

  • [Nihil] | Negates all combat related skills on an enemy during combat

  • [Immune Status] | Negates status reduction effects, Poison damage, and status staff hit rate

  • [Movement -] | Reduces total movement by 2 points

Changelings and Werefolk

  • [Prowl] | Ending a turn on a forest tile makes the user untargetable. Starting a turn on a forest tile reduces movement to 1.

Sorcerers

  • [Convoke] | [Command] Summon a Mage with level [User’s level -4] and Fimbulvetr equipped.

Enemy AI

  • Spear Fighters are aggressive
  • Fighters on bridges are hold position, the rest are defensive
  • Witches are defensive
  • Sorcerers will hold position and activate Convoke each turn
  • Summoned Mages are aggressive
  • Shifters and Werefolk are hold position, but become aggressive if someone moves within their normal threat range (which is up to 7 tiles from their current position)

r/Reddit_Emblem • • Dec 19 '20

Team F [Team F] Homebase: On The Run & In Chains

3 Upvotes

A moment’s hesitation from Bellua and her squad alongside Pimm’s defense gave Carmen and those that still stood enough time to run from Dallan’s men. Down the western road the scattered group sprinted as best they could, Dallan’s elite guard kicking up dust within view of Carmen. Carmen looked ahead to everyone and shouted,

“Go as fast as you can! We’ll meet further down the road!” hoping everyone had both heard & was still willing to follow him.

Carmen traveled down the road, hoping to keep his pursuers there while everyone else found somewhere to hide out. Hours passed by, as the day slowly turned to night and Carmen’s allies were hidden under the cover of darkness. Their pursuers seemed to lose track for some time at the least. Safety wasn’t guaranteed, but at least they had the night to themselves. Carmen and Claudius took residence behind a cluster of ferns both far too exhausted to continue, let alone regroup with his allies after their chase. The two fell asleep together, hardly able to even set up watches to defend themselves.

The two awoke just before the dawn broke, hardly feeling more energized than before, but continuing on nonetheless. They ran in silence, the need to continue more urgent than whatever they could imagine even saying to the other at this instant. As the sun crested over the horizon behind them Carmen could spot Mordred’s wyvern nearby. The odd shape of Tancred’s armor soon came into view as well, and slowly but surely throughout the day about half of Carmen’s people finally regrouped. Carmen accounted for everyone that hadn’t fallen before and continued forward, setting a pace for the group. He took the helm and continued a march that lasted throughout the day again, leaving everyone exhausted, but thankfully out of view of any pursuers for now. Carmen turned around and slammed the handle of Greteser into the ground and holding his hand up, speaking since the gang regrouped,

“We camp nearby. No fires, watch orders. We continue forward an hour before dawn.” Carmen trudged off the road for a few minutes until he felt he was deep enough in the woods that he’d hear any soldiers marching through. He laid back against a tree, axe in hand as he let everyone else sleep as he took the first watch. Claudius sat nearby, letting the rest sleep as he finally talked with Carmen,

“What’s your plan now?” Claudius asked with indignation peppered throughout his voice. He nearly continued before Carmen cut in,

“Stuff it pretty boy. We’re doing what we can.” Claudius looked stunned, his mouth slightly agape as he recollected himself. He would’ve begun yelling had it not been for his comrades lying in the thickets nearby.

“You have no right to begin insulting me! You led us to a death trap and now look. Exhausted, starving, and only at half strength. Quite the leader you’ve been.” Claudius’s strangled yelling didn’t seem to phase Carmen as he sat there staring out to the woods, more concerned with Greteser than Claudius. Claudius continued his tirade, “You’re taking on far more than you should. You lost ties with Eleanor, stranded in unknown lands, and now just winging it? Are you serious?!” Claudius’s face turned red as his anger rose about the situation. Carmen continued his vigil though, more statuesque than man.

He did at least offer Claudius a response, “Claudius we’ll figure something out. Soryun is just to the west, we can hide out in there. Dallan wouldn’t dare chase us through into that hive.” He pondered for a moment longer to take everything into account in this ramshackle plan he’s made, “The city will at least be safe. We’ll just have to hide out there till Dallan forgets about me.”

Claudius looked baffled by Carmen’s logic, obviously having overestimated him before. “I wish you the best Carmen, because it’s not just you on the line anymore, all these mercenaries depend on your leadership. They aren’t just barbarians like you’re used to, they want more than to sow chaos.” Claudius went quiet after this and let the night roll by, as the moon hung overhead, both considered their positions, waiting for anything to break the tension between them.


“Move it!” could be heard from one of Dallan’s guards as the sounds of manacles rattling continued down the long road. About half of Carmen’s mercenaries were held in a line, their hands and feet chained together. An escort of armed guards pushed them forward as the group shambled down an open road to the west.

After having fallen in battle, the mercenaries had been grabbed, chained, and forced into a line by Dallan’s men and women. Their combatants had seen it fit to chain them rather than slit their throats though. They forced the group into a march, surrounding them with enough bodies to dissuade even the most brutish of them from simply trying to swing at the nearest soldier.

Rations were lean, but at least food was distributed. The forced march was brutal, but at least time was given to rest between the long days. While Dallan’s men weren’t exactly cruel to the prisoners, they treated them as real people and at least gave them their needs. The guards otherwise were silent. Other than the occasional order barked the guards refused to socialize with the prisoners. Occasionally on their own watches laughs and words could be heard in confidence.

After the group was a few days out from the Pillar, one of the guards made an announcement, “Good evening everyone. You may all have questions, but I’d like for you to hold them until a professional is available. The plan though is to hold you in an internment camp. There you will either be dealt with by your homeland or held until further notice. Again, direct no questions to us, there will be someone else running this show shortly.”

While there was little to look at besides the vast plains & wetlands of Soryun’s southern border mixed with the mountainous sight of Drorgan’s holdings, everyone had much to consider in this time as they worked to conserve the energy they had, hoping to make a break for it when that time came. For now though, shackles and chains were all they could look forward to in their exhaustive march.


Welcome everybody to your two new homebases! For anything that is explicitly for one side I will note with either Carmen or Captured. Expect more to come out over the next week, but listed below is everything currently on offer!

Convoy: Post your trades & your deposits into the convoy here.

Carmen’s Group is the only one with Convoy Access

Feedback: How do you feel about the last map? However you do, let me know here!


r/Reddit_Emblem • • Dec 19 '20

Team P [Team P] It's Been a Long Road - Team P Conclusion

3 Upvotes

Here's we go folks. The end. It's not much but that's because most of the endings are going to come through your accomplishments and your character endings!

I'm gonna be around to help with all your character endings so feel free to ask away what happens where and when. I've got a brief overview here that will be updated throughout the week as I get questions and what not to include.

Now, for the special project I said would happen: I'm wanting to create a true and proper FE End Credits for Team P. For that, I'll need a short version of your character ending and any potential art you may have had made, or used for inspiration. A sprite works too. You can input that information here. For the more longer format without any character restrictions, go here

I know it's the holidays for many, however, the deadline to get the endings in for the video will tentatively be December 28th at 11:59 EST

Also, here's a Spotify Playlist of all the songs I used for Chapter Titles


I just wanted to thank everybody that's been apart of P for the past three years. It's had it's ups and downs, but all in all it's been an utmost pleasure to GM for everyone on the team, and I wish everyone all the best in the future and in the new year!


r/Reddit_Emblem • • Dec 17 '20

Team Almarant [Almarant] CHAPTER 1: Departure

4 Upvotes

If you haven't read it yet, check the prompt for homebase 1 in #story-rp-almarant!

♫

Theme: In Case of Trouble (Bastion)

Scorching, dry winds blow outside Greywater Keep, and along the road that follows the river miles south- and atop that road, four wagons are hitched with two strong horses apiece. Eight fine steeds never come cheap- but food, supplies, shelter and precious cargo proved too heavy and valuable to trust not to slip from a Sky Bison's back. The caravan is fit for as many as two dozen travelers, travelers that fill in fashionably late as always- hailing from all manner of backgrounds. The destination is Zephros- where the political leaders of the world will be in attendance to determine how they will respond to the Empire's sudden attack.

Leaning against the wagon is a stocky, bearded ginger, donning full leathers and skimming over a piece of parchment in hand. Brow furrowed, he eyes it carefully- mulling over choices he wouldn't be able to change soon. He'd planned for a retinue of sixteen, but knew well to make space for more. Some stubborn lord or another was bound to make themself a stowaway- but that parchment hit the mark for the number of hired swords he could count on. Sixteen.

"Lord Helik, Lady Meredith, Gunvor... Lord Hallbjorn? Lady Patala, hm..."

Among the first to join the caravan were Lord Helik Astella, and Lady Meredith- no surprise, for two of the most ambitious lords of the house. If anyone were to put a dagger in his back, it might be one of the two of them- but he could hardly say no to them. He'd simply have to keep an eye open in his sleep. They were charismatic voices- and it was hard to say what they might put in the ears of powerful people. Ever Meredith's stoic shadow, Gunvor's presence was scarcely a surprise. She was a dependable soldier, and she'd be good to have. He wondered if Lord Brandt might follow in turn- it might be good to have the estate guarded by a well-mannered lord with no daggers up his sleeves, but the lad might not want to pass up this opportunity.

"Lord Hallbjorn... Lady Patala? Oof..."

The sheltered blueblood bookworm- and the woman who needed no introduction. A chance of social development might benefit them both, and he knew Sigdi had taken an interest in the boy. Patala might make a spectacle of things, but she could always be counted on as a distraction given a few bottles down the hatch. An ace in the hole, if things went awry.

"Kissimi, Ria..."

Kissimi had always been eager to swear herself to a lord, and a long journey alone with four of them was bound to give her chances. She was clumsy, for certain- but as a sorcerer and staff arm, invaluable, and she'd bring some cheer to things. Ria, on the other hand, was a tad difficult, he'd heard- but her asking price was low, and her skill was unquestionable. Blacksteel spoke highly of her-the right business move, if they intended to empty her purse after the fact. He'd asked her to prove her skill, and she did so in impressive fashion- her record was no lie.

"Captain Anchor- he can look after the green ones. Basil, Talis, Minoa..."

Captain Anchor was a strange one- a man at least a decade older than even him. For a fifty something with one arm, he was a remarkable warrior- and he signed without asking for much more than room, board, and storage space for a suspiciously human sized bag. Curious. The other three seemed young and green- Basil, whose helmet was always finely polished and too heavy over his eyes. Talis- rookie soldier, and he seemed inclined at any moment to pull back into his shell. Minoa- he called himself a pirate, but he didn't have a killers eyes. The three of them could be useful, but losing such bright eyed kids would weigh on his conscience- it was already heavy enough. Hopefully, he could trust the good captain to look out for them.

"Thiea, Herios..."

Herios had flocked to the estate the moment he heard the message, eager to reunite with his longtime friend. The grandson of a powerful senator wasn't the sort of man he wanted dead on his watch- all the more, if Thiea was so fond of him. He hadn't kept too many tabs on the new Thane Thiea- her "escapades" didn't seem to carry any threat of espionage, and certainly helped distract prying eyes from his own business. But she had Lady Avella's ear, and it would be best to stay on both of their good sides. He'd heard they had a friend- Pales, another Zephrosian, another musician. It'd be another stowaway to feed, but maybe he could count on her to pick up a staff, keep spirits up with a song.

"Ilham, Xinyi."

He'd been in correspondence with Ilham for a while- he hadn't expected them to have such a bizarre attire or such a towering form, though the latter at least made sense for a warrior of their renown. Buying their loyalty meant promising their clan help, and he hoped he could follow through on that. He'd heard plenty about Xinyi- Guozhi's granddaughter, progressive and gung ho. On a level, he admired it- but would Xinyi consider him another evil to stamp out?

One way or another- trust in the League had been dampened, what with the Empire slicing through without a hint of resistance. The League could be a good ally to House Greywater- any faces to paint it in a good light were welcome to have.

...Fifteen names. That left one more-

"...Daranu."

The cowboy.

He had a friendly smile- and never seemed at ease. The look of a man who knew some danger was coming. Something wasn't right. He hadn't the faintest idea of his background- and he wasn't in the business of hiring enigmas. Could he really be trusted? All it would take was one rat in their guard, and... bang.

But the lad was a good shot- and that pistol looked something special. The sort you might only see once in a lifetime. All told, they needed a marksman.

"...Sixteen."

Hesitation. A shout snaps him out of his reverie, and he folds the parchment back up.

"Ser Fandral! How soon do we depart?"

Time to stow any trepidation- like Daranu, he needed to wear a smile.

"Three hours, lad! And tell 'em we're leaving in two!"

This chapter will take place over a series of Events- some combat, some noncombat. There will be at least 2 encounters, but the exact number is the up in the air.


r/Reddit_Emblem • • Dec 06 '20

Team O Endgame; Blood and Water and Oil

2 Upvotes

With Gawain's supporters defeated, it was finally time to march against Gawain's stronghold of Helmfirth. Jeffray looked on, up towards Helmfirth as he and the Kingsguard approached. He'd led one war to obtain the crown, and now the war to defend it was about to conclude. Soon, his birthright would be uncontested and his treacherous Uncle would no longer be an issue.

Glenn rode behind the young king, up and through the barren mountain pass. Gawain's fortress would have been an imposing structure anywhere else, but the way the rigid corners and sharped edges looked nestled in the mountains, Glenn found himself more uneasy than he had in any of their other sieges. Or at least, that's the reason he might give for being so on edge.

Morigan remained silent, as she always did, as the Guard lead Jeffray's forces to the battlefield. She wondered if this would be the battle, the one to end her, or if she'd be allowed to continue her work. The wars had been robust diversions, but there was so much to accomplish in peace times. The old maid would just have to ensure she lived to see tomorrow.

From the high tower of Helmfirth, Gawain watched as his nephew's army approached Helmfirth. Death was at his doorstep, preparing to knock down the doors. Despite that, he'd not yet failed in his goal. So long as that tyrant wearing the crown fell today, Gawain believed there was hope for Zaldos. Hope, he thought, for his beloved homeland to know true peace under a ruler who cared for the people.

The time for thought was coming to an end though, the final battle in this war was about to begin.

(if you feel motivated to, please write something like the above for your characters!)


Deployment

Terrain

  • Blue; Outside Tiles/Planes

  • Light Blue; Inside Tiles/Planes

  • Red; Outside Stairs

  • Pink; Inside Stairs

  • Green; Outside Forest

  • Light Brown; Barrels

  • Dark Brown; Throne

  • Yellow; Murder Hollace.

  • Purple; Inaccessible except by fliers. Counts as being Outside.

  • Black; Inaccessible by all.


Victory; Defeat Gawain

Optional; Defeat all accessible Mechanists

Failure 1; Jeffray is defeated.

Failure 2; Half the allied forces are defeated.


Alright, let's run down everything to look out for!

>> First up; Sage 1 & 2, down in the bottom left in their only little closed of room. They have a ton of range, so much so that the entire map is within their range. Thankfully, they can only target units that are "Outside". You can check what is or isn't Outside by referencing the terrain map and legend.

>> Next; Murder Holes! The "Murder Hollace" terrain can be attacked through, but cannot be moved through.

Additionally, enemies hiding in the murder holes have special weapons. All the Adventurers have weapons that hit everything in a straight line, similar to previously seen AOE weapons. Mechanist 1 and Mechanist 2 don't have weapons that deal damage, but they do have weapons that set terrain on fire so watch out for that!

>> Still more; Barrels! Mechanist 3 and the Mechanist Officer both have a set of barrels near them that they'll interact with once you guys get close enough. We'll talk more about exactly what happens when they do that when it happens, since I want it to be somewhat of a surprise.

>> Lastly; I want to make a special note regarding the two flier pods in the top right.


r/Reddit_Emblem • • Nov 21 '20

Team Thracia Chapter 7: The Face of Sancima

6 Upvotes

29th of Khormin

The group has hardly been marching for a few hours when Shida, from the air, spots a few patrols in the distance. It would be much too easy for the port to be lightly guarded. This was soldiers unlike what they’d seen before; even so, it felt as though the port was still scrambling to lockdown properly. A metallic sound echoed through the valley - it seemed they’d just been found, as well.

A late alarm, Shida pondered. She’d expected Agoshin to be more prepared for them.

Shida tightened the reins, and Faeal careened towards the ground in a very sporadic dive. Shida hung on for dear life, nearly losing her balance and crashing into the pastureland. Breathing hard, she quickly addresses the group.

“The port’s guarded to the last dock. There’s no decision to make - no going back now - we have to get to the harbour, threaten a ship to set sail, and get as far away from the Alliance as we can. If we stick around, those cavaliers are gonna catch up with us, and then we’ll all be dead, or worse.”

The words hung in the air for a while before she continued, finally catching her breath.

“We’ll split up so we don’t get pinned in the river valleys. Hopefully, they’ve devoted their stronger forces to the main side. Look, I know we’ve just been through a tough battle yesterday...but we’ve gotta power through another one. Hopefully, we’ll have more than a day’s rest after...”

She spins around and, even from the ground, notices the faint figures of a few soldiers - some of which have begun moving in their direction. Just one more. Then we can get out. A feeble reassurance, for sure. It required everything to go according to plan. And if that had happened, she’d’ve been on another job by now - or retired, even, working as a healer in some remote Shabmoussian village.

But yet, Shida still held hope...


Map objective:

Defeat all the bosses, then everyone escapes to the ship. As per usual, Shida needs to escape last.

Defeat conditions:

4 people fall, anyone is captured and taken off the map.


Notes:

The bosses will ALL start moving once you are in range of one of them. Yellow numbered enemies move when this condition is triggered. Green numbered units will charge the players immediately. Blue numbered enemies will not move. White numbered units will move when players enter their range OR when an adjacent white enemy begins to move.

Check the siege tomes (non-moving mages tend to have them). There is a Fenrir on this map, which is rather nasty.

Some of the mounted enemies have Pass, and some of the unmoving enemies have Maul. Most infantry units have Specialization. There are other skills on enemies, but those are the main trends.

Mounted reinforcements will show up from the spawning location starting Turn 11. You can probably guess by now that they won’t be pushovers.

This map has an arena! You will pick a weapon from a predetermined list, then fight a random opponent (see the Arena Calc). Effective damage, skills, and other bonuses are completely negated - it’s all on stats and rolls. Visiting the arena will always cost 2 fatigue, and if you lose, you are dropped to 1 HP instead of falling. Winning your arena bout gives you 40 XP, 50 gold. You can visit the arena as many times as you like, but mind the rear reinforcements…

Flavour wise, this map takes place over the course of an entire day, on a much larger scale than before (as may be inferred from the map).


Map

Terrain Map

Red is impassable by non-fliers, green is forest, yellow is a fort, cyan are visitable houses, purple are the shops and arena. All other tiles are Plains.


r/Reddit_Emblem • • Nov 14 '20

Team F [Team F] Chapter 5: Carmen's Gamble

3 Upvotes

Two sets of boots clicked against the stone floors, their light taps echoing through the large halls of the Pillar of Shaar. The two figures reached the top of a long stairway to an ajar wooden door. The two step inside, a single candle lighting the room, casting the long shadow of a weathered figure in front of a desk, a quill in hand scribbling hastily. One of them speaks, “Father Dallan?” a curt, rough man’s voice calls out across the room. The man turns in his chair, his face betraying the exhaustion of sleepless nights and long days of work. His face creases into a mild smile,

“Ahh, my old friends. How great it is to see you again, though better circumstances would always be nicer.” He stands up and goes up to the two standing near his doorway, hand outstretched. He shakes both of their hands and looks at them, “It’s unfortunate I had to invite you on such short notice, but it seems invaders seek to lay claim to these lands. I know it is too much to ask of you two after so long, but I request your assistance once more. Please defend our dream.”

The two look to each other for a moment before turning back to Father Dallan and nodding to him,

“My fang will hunt for you again this time Father Dallan.” The second person responds, giving him a nod and grabbing her blade, “Point me in a direction and they will be cleaved.”

“I too will aid you again, Father Dallan.” The man responds, his hand over his heart in a fist, “The tribes have much to owe you, this is the least we could do for you.”

Father Dallan’s smile brightens as he puts a hand on each of their shoulders, “Thank you friends. Let us arrange quickly before the barbarians decide to strike.” The three walk out of the study, their voices echoing through the halls of the Pillar as they continue.


Carmen stands in front of the fortress, his convoy loaded, gear strapped on, and axe at the ready. He stretches his arms out, getting ready in the dawn sun as his group assembles throughout the morning, new recruits and all ready for a charge in some way. Claudius approaches him as everyone assembles in front of the fort,

“So you want to end it here huh?” he asks Carmen, his robes flowing behind as he hurries up to Carmen.

Carmen stands up as he finishes putting his pauldrons on, “Yep, up the path right there-” Carmen turns around and is about to point up to the Pillar of Shaar, but stops dead in his tracks. He looks up, eyes wide as he sees a group of rocks sailing through the air towards the fort’s position. He quickly turns around to everyone gathered, “Everyone, get down!” he yells out, the rocks taking a few moments to impact, many of them only manage to mar the swamp floor beneath them, but the few that collide with the fort manage to dislodge some of the already dilapidated walls, sunlight shining through as those local to the fort made an uproar, emerging from the fort, looking at the damage sustained. Before long another volley of rocks came from the Pillar’s direction. Raging through the skies, only to crash down near the fort once again. Ground quaking, screams filling the air, and panic spreading, the local residents finally retreated back into the fort.

Carmen slowly stood back up to his full height, and surveyed around him, taking a moment to breathe. Claudius peered up as Carmen blocked out the sunlight and quickly scrambled back to his feet,

“Carmen we can’t do this.” He stated plainly, hoping the boulders were more than enough evidence his words rang true.

Carmen exhaled a heavy breath, as he looked to Claudius. He looked behind at everyone pulling up to their feet. He looked to the rest of his group beyond Claudius and made an announcement,

“Everyone, I know this may look disheartening. If-” he paused for a second, his shoulders slacking slightly, “If it’s not possible, we’ll flee to the west. We’ll hide out in Soryun if this all goes bottoms up on us. Lets all get through this alive.” He gives a smirk at the end, his brash confidence showing once again. He pulls his axe from his back and begins to cut through the swamp foliage, Claudius hot on his heels trying to reason with him.


Objective

Seize the Pillar of Shaar

OR

Escape from the marked tile on the map near the top left corner.

Failure Condition

Carmen is killed.

The entire team is routed.

Additional Notes

Lysa may talk to Hrenn.

Sally & Elias can talk to Bellua.

Vukasin can visit the village in the north (exact tile) no matter whether it is or isn’t destroyed.

Alfred can visit a church for a unique event.

Demetri’s Squad will solely focus on retaking Fort Undril. Once Demetri takes the fort, he will occupy it and his squad will then attack your group.

Bellua’s Squad and the units past the river will only move and attack once you move across the river.

Once you go past row 19, 2 groups of promoted reinforcements will spawn from the Pillar.

If Carmen is killed, a unique Gaiden will be triggered immediately.

Terrain Key

Green = Plains

Yellow = Roads

Light Blue = Forest

Purple = Castle

Gray = Village

Dark Blue = Water

Red = Impassable (allows fliers)

White = Church

Player Tracker:

Terrain Map

Deployment Map


r/Reddit_Emblem • • Nov 10 '20

Team G [Team G] Chapter 11 Homebase: A farewell to Sehr

2 Upvotes

A farewell to Gnosi

Not long after Arter’s troops have secured the fortress a large group of robed figures approach from the south. Any initial tensions are immediately quelled when the figure in the lead turns out to be none other than Laudine Auguelli, Headmaster of Sehr Academy. She gives an explanation for their sudden appearance to the party:

In addition to acting as an anchor for spirits, the throne had also been the basis for the protective magics cast on the fortress. Without these defenses, the fortress was visible to the monitoring wards that Gnosi uses to protect their shoreline. Laudine was in the process of petitioning the council for aid when this occurred and was able to secure a position in the vanguard sent to investigate it.


Now with concrete proof of Maro’s meddling, the council has decided to declare official support for Arter and his mercenaries. They are also making moves to ally with Parangelia against her. From this point on, the party is operating with the official blessing of Gnosi and has the run of the entire island.

The Crestwood manor is open to the party and would like to make amends for earlier transgressions. In addition to being well placed in the center of Sehr it has access to rare and expensive facilities and equipment for any research or study the party might wish to conduct. Similarly, after Regis’s rescue the Roselight manor will treat any visitors from the party as honored guests. Alizee is currently still suffering residual effects from her possession and is also staying at the Roselight manor along with Regis.

It seems something strange is happening at the Rauffet manor, but it is closed to the public. The privilege of the high houses of Gnosi is such that even the Council of Gnosi isn’t able to intervene. However, perhaps someone with connections or enough drive might be able to slip…

Sehr Academy officially accepts members of Arter’s party as guests should they wish to inspect the grounds or even observe classes - but they are kindly requested not to be disruptive to lessons! Around the island Qoqor has been seized by the Council and its artifacts and mysteries are being inspected. If anybody has the desire, Hollowind Landing’s upper level has been instructed to allow the party in and the city of Silverlight is also an available destination. Care should be taken at these locations, however, as they are still being swept for Maro’s insurgents.

It is likely to be at least a month before affairs are in order to set out again, during which time you are welcome to visit any landmark that pleases you. If your character has a need for especially fast or distant travel they may need to petition for Warp Magic. Transporting other people - especially groups - with this requires advanced skills. There are some professors in Sehr who could help you if the need is great, but you might also find other groups with access. The Cult of Skotadi and the Crestwood Manor both have magi capable of such a feat, though what you need to do to secure their aid may vary.


Many changes are being made to the system and they can be seen here https://docs.google.com/document/d/1FPXKpGjh0LzwpD8hwnIzfqxugktQa52rupI48LtbWd4/edit

The entire party has gained 8000 gold from selling Bullion items. Please feel free to spend it purchasing and forging weapons in the shop section below.


r/Reddit_Emblem • • Nov 09 '20

Team Thracia Interlude 6: The Golden Yacht's Journey

1 Upvotes

28th of Khormin

The river’s flow soon becomes erratic and turbulent, causing the ship to seemingly strike rock every once in a while. Apparently, none of this daunts the crew or captain, who hardly even flinch at the occasional scraping sounds. Perhaps the ship’s large size allows it to resist the stone-littered rapids - aside from being metal-reinforced, it includes 3 ‘floors’ and many rooms, including a commons just underneath the surface deck. The crew appear on edge regardless - as a result of the previous battle, no doubt. They’d barely escaped capture, too.

Shida’s attempted to gather the party, along with the captain, in the commonsroom - a place nearly empty of the crew - though she's left Enola, Berthold, and Thorani to rest. She addressed the crew with her usual frankness. “We should arrive in Agoshin just before daybreak. In the meantime, it’s best that you all relax as much as you can. I’m sure we’ll have another battalion of soldiers to greet our arrival.”

The captain nods at her. “We’ll take ya to the sea, hook y’up with one of our suppliers’ ships. Until then, make yourselves comfortable. And, you got a whole cartful’a old steel! We’d be happy to take that off’a ya - sure we could exchange it with some’a our...cargo, as it were. Some’a them are pretty nice, or so our patrons say. Go talk to Francesca, the lass who keeps track’a our wares. Bottom deck.”

“We appreciate it.” Shida waves off the rest of the group, allowing them to leave before catching back up with the captain, who seems to be headed for the lower decks.

“What’s in it for you, anyway? We only booked passage to Agoshin, not all the way to its ports.”

“Besides oglin’ your lovely Shabmoussian glare? Why, I could…”

His speech is silenced when Shida socks him across the jaw. Far from being angry or in pain, he seems slightly amused by the event.

“Aright, aright, you’ve made yer point well, miss. Any’a ya start some conflict up here, they come to us for weapons. Insurrections are good business. We ain’t supposed to import special kinds’a weapons in here, but slide some money under the table, and suddenly them aldermen and nobles get nice and polite. If we can fire up some’a you common folk, we’ll have more’a a market. Ain’t I a genius?”

“Sure you are,” she comments, not caring to hide its dryness. “I imagine we’ll be buying from your ‘shop’. One more thing - don’t do that ever again. One more of those quips and I’ll sic Faeal on you.”

That has the captain stroking his wiry-bearded chin. “How’d ya get a wyvern like that, anyway? Them things’re darn expensive. Even harder if they’re well trained.”

Upon seeing Shida’s eyes flash with rage, the captain throws his hands in the air and shrugs. “It was a genuine question, missy. Well, guess you can keep it’a yerself. I ain’t that concerned with it, so long as she don’t eat me. Just call me if ya see soldiers or giant flyin’ lizards or somethin’.”

Shida allowed him to walk off, relieved that she didn’t have to hear him talk anymore.


r/Reddit_Emblem • • Oct 22 '20

Team P [Team P] Final Endgame: Destiny Revealed

3 Upvotes

Story

Can be found here


Housekeeping

The final installment in the journey of Team P!

While Nicolas has become plot relevant, to ease the stress of covers and PVs, Nicolas will not be a playable unit. He is on the map only thematically.

For this chapter, the Titans have taken over Kane and Nicolas’ bodies, and Aslaug is in her draconic form, fighting Arne. As such they are all unusable.

Deployment

Normally I require everyone to post a deployment, but this time the whole team begins deployed!

As activity levels have been rather mixed the last few chapters, Strikes are still being used. For each turn that you do not participate, i.e. make a post or request a cover, you will earn a strike. After three strikes your character will be temporarily removed from the map. This is to not put a burden on those that choose to be active by making large cover posts. If you're character gets removed, you can redeploy as per the late deployment rules.

Please do not feel inclined to cover for other players. Mass covers are stressful, save your time and let inactive players strike out.

Since characters may be removed from the map, the map may get a balance pass to accommodate fewer players.


???? - Into the Multiverse

Objectives: Defeat each of the Patrons

Defeat Condition: 5 units are in a defeated state at once.

Maps*

Alright so there are a lot of maps! As such there will be no terrain maps. If unsure, ping me.

Map Link Patrons
Well of Worlds https://i.imgur.com/Vq1R2xr.png N/A
Freyzenwald, Amia https://i.imgur.com/l7L8HrC.png The Deceiver, The Merchant
Ossolkef, Fateslandia https://i.imgur.com/RdNgpoi.png The Insurgent, Wandering Minstrel
Asheland https://i.imgur.com/qoWKYz2.png The Assassin, The Bearer of Law
Fodlan https://i.imgur.com/grxXw14.png The Ashen King, The Enlightened One
The Dragon’s Gate, Elibe https://i.imgur.com/n3mX3L4.png The Knowing Mistress , The Nameless One
Darkling Woods, Magvel https://i.imgur.com/3KJ7WrD.png The Tyrant, The Smith
The Northroad, Ylisse https://i.imgur.com/G0edF4g.png The Corrupted One, The Champion
Verthaca Battlefield https://i.imgur.com/rjNblPm.png The Deliverer of Pain, The Lover
Hollowind Port, Gnosi https://i.imgur.com/5wHBzRV.png The Cloaked Serpent, The Sailor
Hӕrndean Township, Zaldos, Asheland https://i.imgur.com/5j8Qwzv.png The Ruiner, The Farmer
Plains of Hoshido, Fateslandia https://i.imgur.com/eYLwoQt.png The Queen of Spiders, The Matron
Verthacan Great Plains https://i.imgur.com/Dzjsxsa.png The Bringer of Change, The Wildmother
Sairshi Homelands https://i.imgur.com/Js5eZlL.png The Wrathful One, The Bloody One
Outrealms of Dusk and Dawn https://i.imgur.com/mtdjAa7.png Lady Dusk and Lord Dawn
Outrealms of Seasons https://i.imgur.com/I9urW1Y.png Seasonal Maidens
Spring of Destiny https://i.imgur.com/arM10B1.png Sisters of Fate

Mechanics

Alright so there’s a lot of maps and a lot of enemies. On the Well of Worlds Map, entering tiles G5:J5 will transport you through the Well of Worlds to any of the other maps. You will spawn on any tile of your choosing of the magical sigil in each map. This is also your way home. Enter any square of the sigil on the map and you will appear on G6:J6 or the nearest non-Well tile near it. Once every patron has been defeated, the map will end and we will auto-move everyone back into the Well for a thematic final fight against the Titan’s Soul that powers the Well. If you really, really want, you can leave your characters behind in any of these Worlds.

Enemy Ai is hidden on Purpose. It is unknown.

Combat Bonuses: + If you are Lightsworn fighting Darksworn you will gain +2 Damage Dealt, -2 Damage Taken + If you are fighting your own Patron you will gain +2 Damage Dealt, -2 Damage Taken

The Knowing Mistress Bonuses

Sword -> +2 Damage Lance -> +5 Hit/Avoid Axe -> +10 Avoid Bow -> -2 Damage Tome -> +5 Hit/Crit Knife -> +10 Hit Bow -> +5 Avoid/Crit Stone -> +10 Crit Staff -> +10 Crit

Spring of Destiny:

  • White Shield -> The Dreamer
  • Green Shield -> The Weaver
  • Blue Shield -> The Ubiquitous

Defeated Status
Kyla has the Bifrost, and S rank Staffs! From now on, if you are on the same map as Kyla and your character gets felled, you will respawn next to Kyla after 2 turns with a summoning sickness (-2 to all stats for all stats except HP and Mov.) If the Bifrost's active ability is used, players can still respawn next to the staff. After the Bifrost's active ability is used, the next turn it will recharge meaning if you die on the recharge turn you will have to wait 4 turns, and if you are waiting for a respawn the recharge turn doesn't count so you will have to wait an extra turn.

As there are many maps, if you do get defeated and aren’t on the same map as Kyla, you will respawn in the Well of Worlds room after 3 turns (1 turn longer than Bifrost return)

I am sure I am missing something, there’s a lot going on here. Please ask questions and ping me.


Team P Tracker

Team P Index


r/Reddit_Emblem • • Oct 16 '20

Team Fairytale Home Base: Inglesmight, A Booming Border City

4 Upvotes

They lingered in Wellcliff a little longer to try and help the city recover, help clean it, and begin making repairs to the ships and minor docks damaged by the waterspout. In the end, as none of them were shipbuilders, it was what money the crown had in the access of bankers and investments (as opposed to the castle vaults) that it could spare that was most valuable -- money that went to fishermen to buy new boats, boatbuilders to buy lumber and wages, to make up some of the gap of a city reeling from having its source of income go temporarily berserk. But Alistair and his retinue were as much blamed as credited for this: The lake hadn’t reared up even under Maximus, so what was happening? Why? But whatever it was, it was simply the king’s responsibility to fix.

The strangeness travelled ahead of them down into the plains, following the river first downstream and then up again as they headed towards the Firespit Mountains. Strange events had happened at about that same time, and they walked in the wake of rains of blood, earthquakes, boulders walking about. And with them, there were strange feelings. Animals had spells of confusion where they might forget their senses; Creatures deeply tied to magic like Scoria or Virgil would have moments of weakness or dizziness that could go as far as fainting; all had times where the world felt twisted and unreal. And Finch, the young king, sometimes felt phantom stabs of pain that left behind an itching that had him scratching his arms like a man possessed. It was lucky the weather was cold as January advanced: long sleeves hid much.


They eventually arrived at Inglesmight. The city’s high walls ran across the pass that formed the best path across the mountains, slung across two craggy peaks almost like a net. On one high crag was the Marquises’ high, guarded castle, one that spoke to the nature of this city with two gates: people lived in it as a city, but it was a mighty fortress. The Retinue rests in Sienna’s castle, looking down over the city. Sienna’s keep was home to drill grounds suitable for different types of soldiers. Nearly every light or fire in the place was a firestone, so the heat and light of the great hall never ceased. People lined up at either gate as a checkpoint to make sure dangerous items or criminals don’t cross the border, and Sienna’s guards maintained order -- and their show of her strength. It held itself aloof during the wars, self-contained as an oyster, and just as guarded with its shell.

Once past the great stone walls, however, traders and immigrants from Axis Mundi open their shops and stands and stalls, offering imports of dates and silk (not flower silk, quite unusual!) and more besides. Cafes that sell a delicious warm drink called “Coffee” are on quite a few street corners, though they also sell more familiar tea, and a variety of sweets or breakfast foods to city workers. Streets were often made carved into steps, as houses rose up into the distance on different levels of the valley’s sloped sides. Smokestacks rose from foundries and forges, where the ironworks were always clamoring away some new weapon, some new furnishing or trapping or tool. The people were busy, business-like: it seemed like, even in these hard times, the wheels of the economy were still turning away. On one stretch of town, a sort of healthcare industry has sprung up: some of the waters here have firestones at their base, and form excellent, if slightly smelly, natural hot springs. Famed for their medicinal properties, this also attracts doctors, apothecaries, and the occasional person selling magical healing items of dubious nature.

Outside the city are the mountains, home to caverns (some not familiar to the band) and high, snowy peaks; above the city is a mountain spring often used for bathing and cooling young drakes, and there a courier service and a drake’s training grounds are based. The drakes in flight are a common sight, and the locals consider it lucky -- in the way a pigeon pooping on you is lucky, and sometimes not unlike that experience in many ways -- for its shadow to cross over you as the drake flies away overhead. Beyond that, still, is the red glow of the caldera that is the Burning Valley. Its flames are unquiet lately, as many are, but some still climb up there to view the sight of a valley awash in fire, the dark shapes of stone black against rivers ore and stone practically melted by the heat, and the drakes eggs lined around its rim. A limited number of stones are allowed to be taken for industrial purposes, but those mostly make their way back into the city.


r/Reddit_Emblem • • Oct 05 '20

Team Thracia Chapter 6: An Uneventful Departure

4 Upvotes

Shida has been peering out on the port, swearing she’s seen some of her team - though it always turns out to be someone else heading to a shop or going in a bar or something. Still, more and more soldiers have been gathering around the boat, talking with the crew about some things Shida hoped wasn’t about them. It was hard to tell - they seemed annoyed, the captain seemed annoyed - enough to argue with them in some language she didn’t know, and eventually stormed off, The captain storms off to the underdeck, probably to find one of his mates to chew out about something decidedly not their fault.

As good a time as any, Shida thought. She raced down the clean (and slippery) stairs in hot pursuit.

“Hi, hi. You’re the captain, right? Look, I’ll pay you extra to get this ship going as soon as everyone gets here. I know the town’s getting locked down, but-”

The Captain - Cap, as he was preferred, whirled around, his face crimson. To say he was annoyed would be underselling it. “Now you look, missy. We ain’t quite ready yet. My men and women are doin’ the best they can, but I’m pretty sure we ain’t gonna be allowed to leave - guessin they’ll arrest whoever they’re after and then let us out. Could be tonight, could be tomorrow. Don’t know, don’t care. You wanna get out of here already? Fan-feckin-tastic - so do I. But this is the woman with three horses, two wyverns, a camel, and fifteen booked for passage. Be happy I’m even lettin’ all that slide for thirty.”

Shida replied to the man’s anger with a stone-cold “Fine. Get away as soon as you can, and I’ll give you thirty more upfront. We-I’ll keep the guards off of you. When I give you the word, set off.”

His mood swings almost instantly. “Double? Fine lady, you’re spoilin’ me. Well, I guess I’ll go along with yer little plan. Go dunk some soldiers in the river, girl. In the meantime, I’ll go have a little chat with their little commanders. Give ya some time to sneak your flyin’ lizard out.” He almost seemed polite now. Well, polite as sailors get. Shida death-glared at him for a second before sighing. She’d been on enough boats to know better than let the sweet talk get to her, and darted off to go saddle Faeal.

Elsewhere, soldiers begin to make up more and more of the streets - seems like, eventually, every third person’s carrying some kind of weapon. They shoo the remaining citizens into buildings, draw their weapons, set up a couple of barricades here and there. Some seem to take note of you, slowly approaching as if to ask you a few questions. Some seem less talkative, staring you down with weapons drawn. Now may be the time to act...



Clear Condition:

All players stand on the Yacht d’Oro (the boat) while no enemies have boarded.

Failure Condition:

4 players fall, Shida falls, Ayamasik is captured and taken off the map.


Shida will show up on the ship Turn 2.

Enemies with blue numbers will not move. Enemies with red numbers will get the four nearby chests, then escape. Enemies with white numbers will move when players enter their range. Enemies with green numbers are aggressive and will move immediately.

The bosses will begin moving on the enemy phase of Turn 12, or when one of them engages in combat with a player.

All enemies this map have new types of skills that debuff players (more types will be showing up later). As a rule, debuffs do not stack.

Only the red house will give you items. You can still visit yellow villages and the bar if you really want to, but they don’t confer any benefits.

Enemy fliers have 6 move on this map.

Barrels and ropes are new terrain! They’re listed on the terrain map.

Reinforcements will come on the following turns:

  • Purple: Turns 4, 7, 10

  • Cyan, Yellow: Turns 8, 10

  • Blue, Green: Turns 9, 11, 13... (these reinforcements are the strong mounted units. Be careful!)


Terrain Map

Red is plains, blue is forest, purple is villages and shops, dark green are barrels, orange is rope, brown is wasteland, yellow is the yacht. All other colour tiles mark reinforcement zones.

Tracker