What would readers prefer?

  • Pure narrative quest: no dice will be used, the author will have free reign to decide what happens.

    Votes: 25 59.5%
  • New dice system: the author will design a new, better dice system to add some randomness and risk.

    Votes: 17 40.5%

  • Total voters
    42
  • Poll closed .
Voting is open for the next 1 day, 23 hours
This is also Fire Emblem.

If it were GoT, HoI, CK2, any one of a dozen different franchises? I would agree. Sliding scale of cynicism to idealism way in the "hope is taking up alcoholism" direction.

Fire Emblem does not tell those stories. Fire Emblem tells heroism against absurd odds, bravery in the face of bad situations, all the idealistic things.

It's got a certain set of rules.
Pretty much my thoughts. She has a sympathetic reason for doing what she did, so she's a lot less likely to die horribly or something. It'd be different if she were some one note villainous snake who gets killed the moment the bandits show up, but this seems like the sort of plot where we save her daughter and she apologizes her guts out offering her support for something important later.
 
"Sleep well, child," he says before quietly closing the door. A moment later, you hear a faint click from it.

You frown: had he just… locked you in? Not that it mattered, of course, since you were leaving by flying, but it was still weird.
Bit of a red flag that the countess put Ryza in a "guest room" that locks from the outside, no?
Then again, this is the first human room Ryza's slept in, so it's hardly surprising that her instincts are duller than usual.

The first thing you notice is the fact that, while this window also has glass, there does not appear to be a way to open it.

The second thing you noticed is the heavy iron mesh preventing anyone from even touching the glass from the inside.

The third thing you notice is Artemis, sitting on the bed in the corner.

You're about to congratulate yourself on how easy this was, but then you take a closer look at her. She's curled up, hugging her legs and pressing her face to her knees; her shoulders shaking slightly.
...I'd say this is also a red flag, but that seems like an understatement. Is there a color more danger-ey than red?

Artemis, meanwhile, continues talking. "Her daughter… they have her daughter, and I'm apparently the key to getting her back."
Well, at least she's not selling us out for cash or something. But either the countess is super reckless with her daughter or there's something up with these "bandits". They feel more like an army than a bunch of robbers, but an army that never seems to worry about things like logistics or national borders...


I will like all the escalation ideas here I think. Going dragon though sounds the easiest option to pursue.
Reminder that "easiest" and "best" are rarely synonymous.

It would be very cool for a little girl to take the countess hostage out of nowhere and get everything we want. However, I have doubts on how to implement it. Hostage situations are extremely difficult to do well, worse with improvisation, and even worse with our toolkit. We are either a glass cannon little girl protected by ignorance of our strength or an impulsive deadly dragon, and that plan would imply threatening an unsuspecting countess in her castle. Either the little girl threaten the countess and it will be hard to be taken seriously or avoid guards playing heroes at the first occasion, or we turn dragon, paralyze everyone with terror from an almost out of context problem and we will have to clearly negotiate while keeping an eye on everything in an unfamiliar castle with no room to maneuver in an unfamiliar body.
Or we turn dragon and everyone starts trying to murder the monster before it can eat the countess (or open hostage negotiations). So yeah, I don't see that working great without support.

Or going full JRPG heroes by offering to save the countess's daughter after foiling her plot.
This idea seems like a pretty workable one, aside from step 1.


Ahh, this isn't a feudal relationship. So what the Countess has done is an act of war, not high treason.

Given that Artemis' father can crush her militarily, that's nearly as bad. She's handed the Duke all the excuse he needs to kill her, her family, and her loyalists, then take her lands.
Assuming, of course, that the Duke finds out. If everything goes as planned, it'll look like the bandits that killed 90% of Artemis's entourage caught up with and recaptured her and the other 10%. And how would he find out? The only people in the castle inclined to tell him are the prisoner, her three mundane bodyguards, and a preteen girl with a mysterious backstory and magical powers.


"By doing that to someone else's daughter? You call yourself noble but if capitulating when courage is called for and betraying at a blink is what passes for noble then the realm has a lot more peers than I thought. You teaching your daughter about how to act, not just by what you do for her but what you do to others."
It would be out of character for Ryza to recognize this, but the whole institution of nobility is pretty ignoble from an ethical perspective.


[X] Go grab your bag: Something's wrong, and you don't want to leave anything behind if you have to do something drastic.
[X] "No! There's got to be another way I'm not going to leave you here! I'll think of something…"

I wish someone had written a write-in that articulated "Plan Save the Countess's Daughter," but I guess I can do that.
[X] Write-in: "Wait. If we save the countess's daughter, she won't want to give you to the bandits any more!"
And also upvote the next closest thing, because approval voting.
[X] Write-In "She just wants her daughter back, right? So after they give her back they won't be able to take you, because they'll be surprised by a dragon!"

Plan Grab And Go seems to be in the lead, followed by Plan Hulk Out, but I hope the winds shift so we decide on something that doesn't basically abandon our non-Artemis friends to the countess's mercy and/or future plans.
 
Plan Grab And Go seems to be in the lead, followed by Plan Hulk Out, but I hope the winds shift so we decide on something that doesn't basically abandon our non-Artemis friends to the countess's mercy and/or future plans.
I strongly suspect Artemis and her father will be back. I would like everything to work out neatly too, but I just can't see a way to convince the countess, reliably pull it off, and keep Ryza's secret.

Assuming, of course, that the Duke finds out. If everything goes as planned, it'll look like the bandits that killed 90% of Artemis's entourage caught up with and recaptured her and the other 10%. And how would he find out? The only people in the castle inclined to tell him are the prisoner, her three mundane bodyguards, and a preteen girl with a mysterious backstory and magical powers.
Yes, I should have clarified. I was trying to explain why the Countess can't let Artemis survive this.
 
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[x] Go find Artemis quickly: Somethings wrong, and you need to know your friend is safe.
[x] "…Okay. Stay here, I'll be fast. I'll go get your father, then we'll be back to save you."
 
I voted to go full aggro and break everyone out, obviously, but Grab and Go is also not bad. We're gambling with the lives of everyone else, but since they aren't the daughter of high-ranking nobility there should be much less risk for them in confinement. The bandits aren't likely to want them, and Mantrae has little to gain from hurting them, especially since she has to know that Artemis is likely to be back at the head of an army soon. Better to keep them in good shape to try to negotiate later. Of course it's also possible that she'll decide to get vindictive and try to take revenge via hurting or killing them, but them's the breaks. You either go balls to the wall and dragon up to try to get everyone out or accept that risk.

So in other words Grab and Go is more like, "Do a daring nighttime escape mission, and then later in the campaign mount a rescue mission for the others."

So I'll support both I guess:

[X] Plan Grab and Go
[X] "You underestimate my power." Rage flows through you.
 
[X] Plan Grab and Go

If there's one thing Ryza loves doing, it's flying. This also likely keeps our secret safe from anyone who wasn't already on the lookout for dragons and knew about Ryza. Wyvern rider breaking Artemis out at night makes a lot more sense than dragon. I think we'll also have enough time to stage a rescue of our companions in the future, as the countess will have little reason to kill them if the secret's already out.

For the rage plan, I don't think going rage is really worth it as Artemis is the only one who knows about our dragon form and would be the only one who could plan around us. Our other allies may even attack us, especially if our control is lacking and they have no idea that it is us.

As for convincing the countess... revealing ourself as a dragon to the countess may be enough to change her plan. However, I don't really trust her for obvious reasons and don't really have a good enough read of her to say if she'd be convinced even if we did that.
 
[X] Go grab your bag: Something's wrong, and you don't want to leave anything behind if you have to do something drastic.
[X] "You underestimate my power." Rage flows through you.
 
The Anakin Skywalker quote in the Rage option is also kind of concerning, IMHO. Especially given the context of the quote.

Ryza can throw lightning, going full Sith madness would be kind of easy.
 
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Ok, so... Hmm. We don't actually have to break Artemis out immediately. We have time. An unknown amount of time, but at least it's unlikely for anything to happen until morning, so... we should probably take the time to check in on our buddies, see if they're aware of the betrayal, and make them aware if they weren't already, and see if we can get them plotting their own escape, maybe see if they can take advantage of the chaos caused by us going dragon to rip out a window.

[X] Go grab your bag: Something's wrong, and you don't want to leave anything behind if you have to do something drastic.

[X] Plan: Coordinate the group, THEN Grab and Go.
-[X] See if Artemis knows where the rest of our group are.
-[X] Attempt to contact each of them if practical, inform them of the situation.
-[X] If we're noticed, aim to blind with bright flashes of magic, but conserve power when possible. Can't rescue Artemis if you're exhausted.
-[X] We can only reasonably evacuate Artemis, but the countess has no particular reason to harm the rest, so leave it to their discretion whether to stage a breakout, or await rescue.
-[X] Return to Artemis's location, become dargon, rescue Artemis, escape like your life depends on it (it probably does).
 
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Ok, so... Hmm. We don't actually have to break Artemis out immediately. We have time. An unknown amount of time, but at least it's unlikely for anything to happen until morning, so... we should probably take the time to check in on our buddies, see if they're aware of the betrayal, and make them aware if they weren't already, and see if we can get them plotting their own escape, maybe see if they can take advantage of the chaos caused by us going dragon to rip out a window.

[X] Go grab your bag: Something's wrong, and you don't want to leave anything behind if you have to do something drastic.

[X] Plan: Coordinate the group, THEN Grab and Go.
-[X] See if Artemis knows where the rest of our group are.
-[X] Attempt to contact each of them if practical, inform them of the situation.
-[X] If we're noticed, aim to blind with bright flashes of magic, but conserve power when possible. Can't rescue Artemis if you're exhausted.
-[X] We can only reasonably evacuate Artemis, but the countess has no particular reason to harm the rest, so leave it to their discretion whether to stage a breakout, or await rescue.
-[X] Return to Artemis's location, become dargon, rescue Artemis, escape like your life depends on it (it probably does).
It's a good thought, but I don't think it's viable. Without flight escape from a garrisoned castle isn't practical. Even if they got out of the walls riders could ride them down. There's a good chance they'd be killed trying, too. And we add to the risk of Ryza being sighted while flying.
 
[X] Plan Grab and Go
[X] "You underestimate my power." Rage flows through you.
 
[X] Plan Grab and Go

I think getting out is a good plan. We can move quite fast flying and my be able to get help from her father really fast. But leaving her here seems like a bad idea.
 
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Odd question: how likely are these bandits going to be our Sacae counterpart?
Personally, I suspect they're patsies or a convenient front for some bigger-picture antagonist, rather than a political bloc in their own right. (My greatest suspicions for that big-picture antagonist are the Empire and that one evil manakete whose name I can't remember.)


There are actually a lot of counterparts to different places from various Fire Emblem games, though I've worked to give them all their own unique twists as well.
Given how much of the Fire Emblem series's storytelling is riffing on a common set of (often quite specific) tropes, I can't imagine a Fire Emblem forum game doing anything different. Unless it does something completely different like that Konosuba-ey FEF campaign.
 
[X] Plan Grab and Go
-[x] Go grab your bag: Something's wrong, and you don't want to leave anything behind if you have to do something drastic.
-[x] Write in: "No, I'm taking you with me." Shift, smash the window, rip out the mesh, help Artemis jump on your back, hand her your bag, and fly like the wind. Hopefully in the darkness no one will see exactly what happened. Get as far northeast as you can before putting down somewhere horses can't go, away from people. You can make the trip in hops as often as you're able at night, and walk or hide when you need a rest or you'd risk being seen by people below.
 
[X] Go grab your bag: Something's wrong, and you don't want to leave anything behind if you have to do something drastic.
[X] "You underestimate my power." Rage flows through you.
 
While I'm not saying going dragon is the worst option, I feel a bit doubtful that going dragon will let us get away with just not fighting anyone when the given option for it literally has the word "RAGE" in it? Do we fly away angrily? Ragequitting? :V I don't know, feels off to me. We haven't actually fully read the dragon form scroll thing, and it's first-time dragon, and we're pretty young which probably means something.

Well, it's not like I have a better idea. I'm also a big sceptic so who knows, maybe I'm being cynical. I'm just waxing melodramatic over this. I do agree that we should rescue Artemis, though.
 
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