Precipice (Fire Emblem: Awakening Quest)

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AN: I had some free time and most of this was already written, so I thought I might as well post...
Character Creation - Part 1

rdc30

While you learned to write, I studied the blade.
AN: I had some free time and most of this was already written, so I thought I might as well post it.

It has been ten years since the ancient earth dragon Grima awakened from his millennium long slumber and brought the world to the edge of ruin. The mortal kingdoms that once covered the world have been all but crushed by the power of the God of Death and all those strong enough to challenge him silenced. Massive hordes of vile Risen creatures, animated from the remains of those who tried to resist the Fell Dragon's onslaught, have overrun all but a handful of human holdouts. The great armies that once marched across the land have been reduced to rag-tagged bands of raiders desperately fleeing the might of Grima and his servants. Not even the most fortified of their remaining strongholds offers anything except a temporary sanctuary as the fanatical followers of the Fell Dragon have infiltrated all levels of mortal society, from the smallest village all the way to the courts of the realm's kingdoms. Besieged with within and without, only the most determined and resourceful handful have survived a mere decade of Grima's rule.

The once seemingly unstoppable Valmese Empire was the first to fall, not only to the power of the Fell Dragon, but also the machinations of the insidious Grimleal Cult dedicated to his awakening. The death of Emperor Walhart the Conqueror at the hands of the naive and headstrong young Exalt Chrom of Ylisse shattered the unity of the only force that could challenge the Fell Dragon. With the death of their charismatic leader, the empire quickly fractured into a chaotic collection of warring states, each led either by one of the empire's former warlords or a rebel faction too scared of the Conqueror's might to challenge him while he still lived. In their disorganized state, these scattered factions were no much for the Grimleal and, one by one, the Valmese Empire was slowly rebuilt in service of the Fell Dragon under the leadership of the self-proclaimed Emperor Excellus. The only organized opposition to the forces of Grima is the besieged kingdom of Zofia, whose lands are constantly ravaged by brigands, Risen and cultists. The only sanctuary remaining is the crumbling Zofia Castle, where rumors of an ancient power dating back to the founding of the original Valmese Empire have given the people a small measure of hope, but which have also attracted the attention of the Grimleal.

Across the ocean, the fallen Kingdom of Plegia has been completely consumed by the power of the Fell Dragon, whose dark magic has twisted the land itself into a corrupted wasteland filled with roaming packs of Risen monstrosities. The people of Plegia have been driven mad by their prolonged exposure to the resting place of the Fell Dragon and almost every man, woman and child has joined the ranks of the Grimleal under the control of an unknown entity now residing within the ruined Pregia Castle. The massive skeletal remains of the Fell Dragon are long gone, leaving behind a massive crevice within the ground from which entire hordes of misshapen beasts crawl out of to feast upon the enthralled citizens of the kingdom. The Grimleal have turned the infamous Dragon's Table into their stronghold and offer daily human sacrifices to the Fell Dragon to continue strengthening their master for some unknown purpose. All those who do not submit to the Grimleal are brought before the dark shrine and ritually slain, but, with a dwindling number of potential victims, the Grimleal have even turned against some of their own, butchering once loyal cultists without a moment of hesitation. Some members of the cult have attempted to flee, but they are ruthlessly hunted down by their former comrades or forced to leave as exiles due to the hatred they face among other refugees.

To the north, on the plains of Regna Ferox, a massive civil war unlike anything the country has seen in recent memory is being fought between the East and the West. The death of the Great Khan Basilio at the hands of Walhart a decade ago has shattered the short-lived unity of the country. Flavia, Khan of the East, attempted to name herself the new Great Khan with the blessing of her predecessor and comrade-in-arms, but her ascension was blocked by a coalition of Western tribes who denounced her attempt to grab power as treachery and even alleged that she was responsible for sending their beloved Khan to his death, along with thousands of other Feroxi soldiers during the war. Faced with civil war, Flavia had no choice but to host a new tournament to decide who would become the new Great Khan. To her horror, however, the champions who appeared at the duel were nothing more than common brigands backed by agents of the Grimleal. During the fight, Flavia's champions soon began to fall victim to suspicious deaths ranging from poisoning to assassination. Realizing the threat of allowing Ferox to be ruled by puppets of the Grimleal, Flavia declared the entire tournament invalid and marshalled her forces for the civil war that she knew the Grimleal wanted all along. Supported by traitors within Flavia's own army, entire legions of sell-swords hired with funding from the Grimleal and hordes of Risen creatures, the so-called 'Twin Khans' Victor and Vincent have conquered almost all of Northern and Western Ferox. Despite support from her old allies from Ylisse, Flavia's forces have been steadily driven back into the Southeastern corner of the vast kingdom, where they plan to make one final stand at the fortified stronghold known as the Longfort with the support of their Ylissean allies.

Across the border, however, Ylisse finds itself on the verge of collapse as the number of Risen attacks on towns increase at an alarming rate, while more and more bandits pour across the Plegian border, preying on the refugees attempting to flee from the undead hordes. The deaths of the charismatic young Exalt Chrom and his wife during Grima's resurrection was a crippling blow to the kingdom's morale that it never recovered from, especially so soon after the death of Chrom's beloved sister, Emmeryn. With Crown Princess Lucina still a child, Princess Lissa was forced to ascend to the throne, but, at her coronation, the Hierarch of the Faith, the most trusted adviser of the former Exalt Emmeryn, refused to give his blessing to his old friend's sister and accused Lissa of having no claim to the throne due to her illegitimate birth, as evident by her lack of the unmistakable Brand of the Exalt that all those of the royal bloodline possess. The Hierarch than revealed that the true heir to the throne was the secret son of Exalt Chrom, who has been taking refuge in Plegia under the protection of the Grimleal. Realizing that this is just an attempt by the Grimleal to take over Ylisse, Lissa and the rest of the Shepherds refused to acknowledge the so-called 'Exalt Morgan' and prepared for the inevitable war with Plegia. Sure enough, their ancient nemesis immediately launched a massive invasion of the Halidom with the full support of the Grimleal. The kingdom itself was fractured between those who believe that this schism is simply a lie created by Plegia to justify an invasion of Ylisse and those who believe that these claims hold merit, either due to their own secret loyalty to the Grimleal or a mistaken trust in the corrupt Hierarch of the Faith.

Across every continent and in every kingdom, the agents of the Grimleal work to bring the world to an end in accordance with their insane master's vision. The faithful look to the Dragon Goddess for aid, but her silence and the destruction of the sacred Mila Tree has shattered the faith of many once loyal followers, leaving them vulnerable to the insidious lies of the Grimleal. Hope that the imminent end of the world can be averted is rapidly fading, but, using the last of her energy, the Dragon Goddess has embarked on a desperate plan…


You grew up in this time of chaos at the end of the world. Your name is:

[ ] Write-In
(AN: Recruit and Scoundrel are male. Squire, Apprentice and Heir are female.)


...And you are:

[ ] Squire
"On my honor and life, I pledge to protect the innocent and combat evil wherever it might take root. From this day until my last, I will serve the Exalt and the Halidom with all my heart."
A young noblewoman of Ylisse whose family has loyally served the Exalt and the Dragon Goddess for generations, she was trained from childhood to become one of the gallant knights of the Halidom.
Inventory: Iron Lance, Gradivus, Vulnerary
Available Classes: Cavalier, Soldier, Knight, Pegasus Rider
Story-Line: Defend Ylisse from foreign invaders and swelling hordes of Risen monstrosities as one of the newest members of the Shepherds under the command of the young Princess Lucina, niece of the Exalt Lissa.

[ ] Recruit
"These outsiders come into our home and dare to tell us what we need to do? Listening to them is what caused this mess in the first place. I will not spill our blood on their wars any longer."
A young nomadic tribesman from Regna Ferox whose clan has fought across the continent for generations, he has become so accustomed to war that you view it as simply a part of life and the natural state of things.
Inventory: Iron Axe, Gules, Vulnerary
Available Classes: Nomad, Mercenary, Fighter, Apothecary
Story-Line: Help guide your tribe across the plains of Regna Ferox in order to escape the corrupted followers of the Khans of the East and then decide the part your people will play in the civil war.

[ ] Apprentice
"I will have my revenge against the Grimleal, with or without you. I'm not pretending I care about your people, but if you want them to live, then you better listen to what I have to say."
A Plegian orphan whose parents were killed in the Mad King's war against Ylisse and was raised by the Grimleal, she was trained by them in the magical arts to help advance their agenda but deserted them when the Grimleal turned against their own.
Inventory: Nosferatu, Imhullu, Concoction
Available Classes: Mage, Shaman, Cleric, Troubadour
Story-Line: Earn the trust of the Plegian resistance movement and use them to help you get your revenge against those who kidnapped you as a child and then tried to murder you when you learned the truth.

[ ] Scoundrel
"This 'war' has been over for ten years, ever since that dragon killed everybody. There is no war, just survival, and you don't survive by making yourself a target."
A former street urchin who grew up in the shady back-alleys of Valm and had to struggle just to survive to the next day, he quickly picked up a wide array of useful skills that allowed him to become rather infamous in his home district.
Inventory: Bronze Dagger, Rift Door, Concoction
Available Classes: Thief, Merchant, Myrmidon, Archer
Story-Line: Help guide a band of scattered refugees through the war-torn continent of Valm, where warlords fight over ruined cities and burnt down villages while the Risen rampage unopposed across the countryside.

[ ] Heir
"As the rightful heir to the Kingdom of Valm and by the grace of the Twin Gods, you will order your people to lay down their weapons and swear allegiance to me or I will destroy them."
A direct descendant of the ancient king who founded the original Valmese Empire and the heir of a fallen royal house that was annexed by Walhart, everything she had accomplished was judged by the nigh-unattainable standards of a mythical hero.
Inventory: Royal Sword, Falchion, Elixir
Available Classes: Lord, Tactician, Dark Mage, Wyvern Knight
Story-Line: Reclaim your birthright as the ruler of Valm while protecting your subjects from the followers of Grima and other pretenders who seek to claim the ancient empire founded by your ancestor.


AN: This is an old idea I've tinkered with for months now. I thought about reworking it for Fates, but, now that I actually played it, I realized how bad the story was, so I'm sticking with Awakening. There will be a future choice to jump to another world, so that option is still kind of there, if you guys really want to go down that route.

Next update will be geared toward selecting your stats and starting abilities.
 
Character Information
Princess Numidia
Crown Princess Numidia of Zofia, affectionately called 'Nimi' by her parents before their death, is the last surviving heir to the ancient Kingdom of Valentia following the death of Walhart the Conqueror, the only other surviving descendant of the Exalted King Alpine Alm Rudolf I. Forced into exile by Walhart after he conquered Zofia, she spent her entire childhood on the run from agents of the Valmese Empire under the care of Sir Albert, a trusted veteran knight of Zofia. After Walhart's death, she returned to Castle Zofia and rallied its scattered defenders to victory against the disorganized garrison left behind by the former Conqueror. Now, convinced that it is her destiny, as the last surviving descendant of Alm, to reunite all of Valm under her rule, she will not allow anyone, whether they be mortal or god, to stand in the way of her birthright.

Level 1 - Heir
A young noble who was trained from birth to be a ruler and is skilled in all fields.
(Experience Until Next Level: 0 / 100)

Classification: Light Sword Infantry
You prefer to fight with a blade on foot without the protection of heavy armor, which offers you allows to more through difficult terrain inaccessible to mounted units without being weighted down.

Stats
Health: 20 / 20
You are considered to be quite healthy by normal standards and lack any sickness or injuries, but your body has been not properly honed through dedicated training and exercise.
(Growth Rate: 75)

Strength: 5
Your strength is average for a woman of your stature and you can fight with light equipment, but you will find yourself struggling to match opponents with proper exercise and proper.
(Growth Rate: 45)

Magic: 5
Your mastery of magic is average for someone who have only recently begun to study magic, which means your spells draw most of their power from the tomes themselves.
(Growth Rate: 60)

Skill: 5
Your skills are average for someone who has not had many opportunities to practice them in the real world, which means they might not yet be reliable in combat.
(Growth Rate: 45)

Speed: 5
Your speed and agility are average for someone of your physique and health, but your lack of real training and exercise means you will find yourself struggling to keep up.
(Growth Rate: 45)

Luck: 5
Your luck is nothing special and you have not displeased any gods yet, which is not nearly enough for someone living in such dangerous times.
(Growth Rate: 45)

Defense: 5
Your ability to protect yourself is adequate for someone without heavy armor, but you lack the experience and training needed to properly defend yourself in combat.
(Growth Rate: 55)

Resistance: 5
Your ability to resist the effects of enemy magic is average for a novice practitioner, but you lack the experience and training to defend yourself against a real opponent.
(Growth Rate: 45)

Skills
Prodigy
Double Experience gained from all sources.

Authoritative
Double Stat bonus from Dual Support and double chance of Allied Dual Strike or Guard.

Flare
Chance (% = Skill / 2) on Magic attack to negate enemy Resistance.

Draconic Hex
Nearby enemies have all their Stats lower by -4.

Vantage
Chance (% = Skill) to strike first during enemy attack.

First Aid
Double effectiveness of healing consumables and can use them on allies.

Weapons Mastery
Swords: E
You have received the basic training needed to teach you how to properly wield a blade, but you lack the actual experience in combat needed to hone your skill.
Bonus: None

Inventory
Royal Sword
An ancient blade originally gifted to Zofia by Rigel as a symbol of peace first wielded in combat by King Alm and can be used to channel magic to attack distant targets. Only usable by Numidia.
(Might: 5, Rank: E, Hit: 90, Critical: 10, Range: 1 - 2, Effect: Use Magic Stat for Ranged Attack)

Sealed Falchion

A legendary holy sword forged from one of the Dragon Goddess Naga's own fangs to defend Humanity from evil. It was used by King Alm to seal away the Twin Gods. Only usable by Numidia.
(Might: 5, Rank: E, Hit: 80, Critical: 0, Range: 1, Effect: Effective against Monsters)

Elixir

A vial containing a powerful healing potion which can almost instantly heal even the most grievous of wounds and bring a person back from the brink of death.
(Uses Remaining: 3, Effect: Fully Heal User)
 
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Army Overview
Military Overview


Heroes
Knight-Commander Albert
Level 1 - Warlord (0/100 XP)
Sir Albert was once the master of the famous Order of Saint Matilda, an elite group of veteran knights dedicated to the protection of the royal family. During Walhart's invasion of Zofia, he was ordered by the King and Queen to relinquish his post and escape with the Crown Princess rather than make a gallant last stand with the rest of his brethren. Torn between his loyalty to his liege and his men, Albert eventually agreed to serve as the protector of the kingdom's heir and help her safeguard the legendary blade Falchion. The two of them fled from Zofia before it was conquered and lived on the run for over a decade, during which, he alternated between various jobs to support his charge and preparing her for her eventual return to reclaim her kingdom. Initally resentful of being forced to abandon his fellow knights, Sir Albert has become convinced that Crown Princess Numidia is the second-coming of the legendary Exalted King and has dedicated his life to her service.

Stats
Health: 30
Strength: 15
Magic: 2
Skill: 13
Speed: 10
Luck: 5
Defense: 14
Resistance: 6


Skills
Devout Follower
Always capable of Dual Guard when Supporting Numidia and additional chance (% = Skill) to Dual Guard against fatal attack.

Martial Drills
Double the rate of acquiring Weapons Experience.

Outdoor Fighter
Deal +2 additional Damage when fighting in the open.

Weapons Mastery
Swords: C
You have become intimately familiar with nearly all types of battlefields and how to fight various types of enemies with a blade.

Lances: B
Your mastery of the blade has become something more than mere swordsmanship and few can now match your skill in combat.

Axes: C
You have become intimately familiar with nearly all types of battlefields and how to fight various types of enemies with an axe.

Inventory
Silver Lance
A majestic weapon forged by the greatest blacksmiths of the land using a combination of conventional and magical methods.
(Might: 13, Rank: B, Hit: 75, Critical: 0, Range: 1)

Steel Sword

A reliable and effective weapon that is easy to forge in great numbers by trained blacksmiths with access to basic ores.
(Might: 8, Rank: E, Hit: 90, Critical: 0, Range: 1)

Concoction

A vial containing a nauseating blend of rare herbs and other ingredients brewed together to create a potent healing agent that can treat anything short of fatal injuries.
(Uses Remaining: 3, Effect: Heal Non-Fatal Injuries)

Captain Jonah
Level 1 - Soldier (0/100 XP)
Jonah is the youngest son of a family of farmers who own a minor estate on the outskirts of Zofia Village who joined the kingdom's militia in order to keep his friends and family safe from the growing threat of bandits taking advantage of the chaos caused by Walhart's conquests. Due to his status as a commoner, he was given minimum training and equipment, but these handicaps did little to hinder Jonah's natural talent with a lance and he was able to shoot up the ranks until he commanded his own detachment of troops. The kingdom's conquest by Walhart was a difficult time for him, since his fear for the fate of his family prevented him from actively resisting the occupation force, but, when news reached him that the true heir of the kingdom had returned to claim her throne, Jonah and his troops immediately put their dormant plans for a rebellion into action and helped Princess Numidia reclaim Castle Zofia.
Stat
Health: 22
Strength: 7
Magic: 1
Skill: 7
Speed: 6
Luck: 4
Defense: 7
Resistance: 3


Skill
Defender
Doubles Dual Support bonus to and from Wounded allies.

Defensive Formation
Gain +3 Defense when being Supported by an ally.

Weapons Skill
Lances - D

Inventory
Iron Lance
A basic quality weapon that is extremely cheap and simple to create, which makes it a favorite of remote villages without more skilled blacksmiths.
(Might: 6, Rank: E, Hit: 85, Critical: 0, Range: 1)

Vulnerary

A pouch containing a mixture of dried herbs that is meant to be applied to minor wounds before it is bandaged to accelerate healing and fight off infection.
(Uses Remaining: 3, Effect: Heal Minor Injuries)

Sister Octavia
Level 1 - Priestess (0/100 XP)
Octavia was orphaned at childhood by a bandit raid that wiped out her village and was raised by the devout matrons at a monastery devoted to the worship of the Dragon Goddess Naga. Eternally grateful to the church for rescuing her and believing that the only reason she survived the raid was due to divine intervention, Octavia took her vows to become an anointed sister of the faith as soon as she came of age. Detesting violence after seeing what it did to the people she loved, Octavia set out to use her affinity for magic to heal those who are not fortunate enough to have access to other healers. During the occupation of Zofia by the Valmese Empire, Octavia was one of the few followers of the gods who managed to escape execution without having to publicity renounce her faith like so many others. After the return of Crown Princess Numidia, Octavia offered her service to the young ruler of the kingdom in order to help those who were hurt by Walhart's reign.

Stats
Health: 18
Strength: 1
Magic: 6
Skill: 4
Speed: 4
Luck: 8
Defense: 2
Resistance: 5


Skills
Divine Favor
Nearby Allies gain +2 Luck, +2 Resistance and +5 Evasion.

Blessing
Healing an Ally allows them to deal +2 Damage and take -2 Damage.

Weapons Mastery
Staves: E

Inventory
Heal
A magical staff infused with Holy magic that can be used to cure most illness and even heal minor injuries.
(Rank: E, Range: 1, Effect: Heal Minor Injuries)

Concoction

A vial containing a nauseating blend of rare herbs and other ingredients brewed together to create a potent healing agent that can treat anything short of fatal injuries.
(Uses Remaining: 3, Effect: Heal Non-Fatal Injuries)

Concoction

A vial containing a nauseating blend of rare herbs and other ingredients brewed together to create a potent healing agent that can treat anything short of fatal injuries.
(Uses Remaining: 3, Effect: Heal Non-Fatal Injuries)
 
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Kingdom Overview
Kingdom of Valentia
The ancient unified Kingdom of Valentia was founded by the legendary Exalted King Alpine Alm Rudolf I after the War of Liberation that saw the sealing of the Twin Gods as well as the unification of both their faith and the lands they ruled. The kingdom was destroyed one thousand years ago, when the Fell Dragon Grima first ravaged the world and brought humanity to the brink of extinction. The new Kingdom of Valentia was founded by Alm's sole surviving descendant, Crown Princess Numidia of Zofia, in the chaos following the death of Emperor Walhart the Conqueror, the only other person who could trace his bloodline to the legendary hero whom the continent was renamed after. Comprising some of several major strongholds that belonged to the Kingdom of Zofia before its conquest by Walhart, Valentia is a only a minor power compared to its neighboring rivals to the North and South, but the recent wars and growing Risen attacks have given it the rare opportunity to reclaim its lost holdings.
Overview
Population: 2,000,000
Strongholds: 3
Settlements: 1


Economy
Treasury: 10,000 Gold
Net Revenue: -2,725 Gold
Income: 327,275 Gold
Expenses: 330,000 Gold


Income: 327,275
Sky Bridge Toll: 25,000
Highway Toll: 50,000
Trade Tax: 75,525
Strongholds: 158,750

-Castle Zofia: 37,500
-Liberation Point: 23,750
-Port Celica: 97,500
Settlements: 18,000
-Alm's Crossing: 18,000

Expenses: 330,000
Royal Bureaucracy: 150,000
Military: 90,000

-Soldiers (10,000): 10,000
-Archers (10,000): 10,000
-Knights (5,000): 15,000
-Cavaliers (5,000): 15,000
-Mages (5,000): 15,000
-Clerics (5,000): 15,000
-Great Knights (1,000): 10,000
Infrastructure: 90,000
-Sky Bridge: 50,000
-Highways: 40,000


Infrastructure
Sky Bridge
The Sky Bridge is a monumental architecture masterpiece that stretches high above the mighty Mila River to connect the eastern and western halves of the kingdom of Zofia while also allowing even the largest ship to pass underneath.
(Gain +25,000 Gold and +10% Gold)

Highways

Highways are massive paved stone roads that connect every major settlement in a kingdom that allows for the rapid movement of people and goods across the land.
(Gain +50,000 Gold and +20% Gold)


Strongholds
The fledgling Kingdom of Valentia comprises primarily of three major settlements in the southwestern portion of Valm. At the heart of the kingdom is the ancient fortress-city of Zofia, which is currently the capital of the newly formed nation. On the eastern shores of the region, the city of Port Celica provides vital trade with the minor nations of the eastern half of Valm as well as the distant continent of Ylisse. To the west of Zofia lays the ancient military stronghold of Liberation Point, which has recently fallen on hard times due to an continuous flux of refugees and disruption the trade network it relies on.

Castle Zofia
The kingdom of Zofia was founded over five hundred years before the legendary Exalted King Alpine Alm Rudolf I united the continent and formed the Kingdom of Valentia. The original center of worship for the Earth Mother Mila, the land still bears the remnants of her gifts long after she and her brother, Duma, were sealed away by the power of the sacred blade Falchion at the hands of King Alm. Blessed with fertile lands and a long growing season, Zofia was once a properous kingdom that spanned the entire Southeastern portion of Valm, but centuries of war eventually culminated in its conquest by Emperor Walhart's Valmese Empire. The ravaged kingdom only recently regained its independence after the death of Walhart, but it will be years before the scars of that conflict are healed. Castle Zofia now serves as the heart of Crown Princess Numidia's new Kingdom of Valentia and her center of operations in the war to reunite the ancient kingdom founded by her ancestor.
Overview
Population: 400,000
Population Mood: Nervous
Food Supply: Stable



Economy
Net Revenue: 37,500 Gold
Income: 577,500
Expense: 540,000

Income: 577,500
Population Tax: 400,000
Trade Tax: 52,500
Harbor Fee: 25,000
Resources: 100,000

-Copper Mines: 10,000
-Tin Mines: 15,000
-Iron Mines: 25,000
-Coal Mines: 50,000

Expense: 540,000
City Management: -200,000
Maintenance: -340,000

-Royal College of Magic: -40,000
-Grand Temple: -40,000
-Alchemy Labs: -30,000
-Scribe's Workshop: -30.000
-Knight Order Chapter House: -20,000
-Militia Barracks: -20,000
-Practice Range: -10,000
-Horse Stables: -10,000
-Blacksmith: -20,000
-Dart Launcher Emplacements: -10,000
-Ballista Emplacements: -10,000
-Trebuchet Emplacements: -10,000
-Focus Crystal Emplacements: -10,000
-Curtain Walls: -40,000
-Citadel: -40,000


Infrastructure
Harbor
A place where passenger and merchant vessels can safely dock, a Harbor is a vital part of any city that borders the ocean or a major river and an important source of revenue.
(Gain +25,000 Gold and +10% Gold)

Royal College of Magic

A Royal College of Magic is the most ancient and prestigious magical institution in the kingdom and trains apprentices in very known field of study.
(Recruit: Mages, Dark Mages, Troubadours)

Grand Temple

A beautifully built palace for the gods, Grand Temples serve as the headquarters for a kingdom's clergy, who teach new members everything from religious ceremonies to magic.
(Recruit: Priests, Clerics)

Alchemy Labs

Alchemy Labs are specialized workshops where alchemists work together to combine various herbs to create powerful potions and magically charged staves.
(Craft: Staves, Concoctions, Elixirs)

Scribe's Workshop

A Scribe's Workshop is a large complex where hundreds of people work to reproduce hundreds of conventional books, official documents and magical tomes.
(Craft: Anima Tomes, Light Tomes, Dark Tomes)

Knight Order Chapter House

A place where veteran knights can recruit new members and maintain watch over a city, a Knight Order Chapter House extends the reach of the order beyond its home city.
(Recruit: Knights, Cavaliers)

Militia Barracks

Militia Barracks are fortified facilities where new recruits live and train for short periods of time to learn how to defend their home during war.
(Recruit: Soldiers, Archers, Fighters)

Practice Range

A specialized militia training ground that allows new recruits to familiarize themselves with archery under the watchful eye of experienced instructors.
(Unlock: Archers)

Horse Stables

Stables are places to train and store horses brought in from horse breeders in the countryside, with the highest quality horses being reserved for use by the military.
(Unlock: Cavaliers)

Blacksmith

Blacksmiths are specialized workshops ran by skilled craftsman who can take raw ore and forge them into both durable pieces of armor and lethal weapons of war.
(Craft: Iron Equipment)


Defenses
Dart Launcher Emplacements
Dart Launcher Emplacements are small siege weapons that fires metal arrows capable of punching through all but the thickest of armor.

Ballista Emplacements
Ballista Emplacements are powerful siege weapons designed to fire deadly bolts capable of easily killing even the most heavily armored fliers.

Trebuchet Emplacements
Trebuchet Emplacements are massive siege weapons designed to hurl massive pots filled with a volatile liquid that explodes upon impact.

Focus Crystal Emplacements
Focus Crystal Emplacements are exotic siege weapons that allow a small group of magic wielders to combine their power to create a magical shield to create the city.

Curtain Walls
Curtain Walls are massive stone fortifications composed of series of stone towers containing stationary siege weapons connected by battlements where soldiers can fire upon besiegers.

Citadel
Located at the heart of a city's defensive network, a Citadel is a massive stone fortress where the rulers of a city can coordinate its defense and, if necessary, make their final stand.


Resources
Copper Mines
One of the first metals to be used by Humanity, Copper is a highly versatile substance that can be used to create a widely variety of tools by itself or after being turned into an alloy.
(Gain: +10,000 Gold)

Tin Mine

A silvery metallic substance that is sought after for a wide spread variety of reasons ranging from the production of important alloys to simple decorative purposes.
(Gain: +15,000 Gold)

Iron Mines

The most widespread metal currently used across the world, Iron is a very useful material that is abundant, durable and can be turned into even more valuable alloys.
(Gain: +25,000 Gold)

Coal Mines

Coal is a vital resource that is used for a wide variety of purposes ranging for heating homes to more strategically vital functions such as smelting raw ore into useful alloys.
(Gain: +50,000 Gold)

Outlying Farms

The sheer number of people living in the city means that the food needed to sustain the population must be built around the uninhabited outskirts of the city.
(Supports: 250,000 People)

Greenhouses

Without enough space for full-scale farming operations in a city, Greenhouses serve as vital role in supplementing a city's agricultural needs.
(Supports: 50,000 People)

Grain Shipments (Port Celica)

For cities that lack the ability to feed itself due to the sheer size of its population, the only solution is to either purpose or tax food from other regions.
(Supports: 75,000 People)

Grain Shipments (Nomah's Crossing)

For cities that lack the ability to feed itself due to the sheer size of its population, the only solution is to either purpose or tax food from other regions.
(Supports: 50,000 People)

Liberation Point
Originally nothing more than a minor military port on the western shores of Zofia, the town that would later blossom into Liberation Point first gained prominence during the time of King Alm, when it served as his base of operations in his campaign to free Zofia from the grip of a usurper in service to a rival kingdom. After the unification of Valentia, Liberation Point served as a stronghold for the united knight orders of the kingdom. Over time, it grow from a military stronghold into a properous city built on trade with Chon'sin and Valm. Walhart's conquest and his subsequent death have done consider damage, both physical and economical, to the city with trade drying up and refugees putting further strain on the already struggling city.
Overview
Population: 250,000 (50,000 Refugees)
Population Mood: Unhappy (Refugees: Angry)
Food Supply: Strained (Refugees: Starving)


Economy
Net Revenue: 23,750 Gold
Income: 437,500
Expense: 413,750

Income: 437,500
Population Tax: 200,000
Trade Tax: 87,500
Port Fee: 50,000
Resources: 100,000

-Copper Mines: 10,000
-Tin Mines: 15,000
-Iron Mines: 25,000
-Coal Mines: 50,000

Expense: 413,750
Refugee Crisis: -43,750
City Management: -100,000
Maintenance: -270,000

-Knight Order Headquarters: -30,000
-Army Barracks: -30,000
-Archery Range: -20,000
-Warhorse Stables: -20,000
-Armor-Smith: -30,000
-Weapon-Smith: -30,000
-Dart Launcher Emplacements: -10,000
-Ballista Emplacements: -10,000
-Trebuchet Emplacements: -10,000
-Curtain Walls: -40,000
-Citadel: -40,000

Infrastructure
Trade Port
A trade port is a massive harbor that has been designed to facilitate the transfer of goods between merchants and provide the crew of visiting ships a place to rest.
(Gain: +50,000 Gold and +25% Gold)

Shanty Town

Left to rot outside the walls of the city, a massive and increasing number of refugees have construct their own dwelling from which they harass, steal and rob travelers to survive.
(Lose: -10% Gold)

Knight Order Headquarters

The center of operations for a kingdom's knights, a Knight Order headquarters allows the masters of the order to meet and pass on their knowledge to young recruits.
(Recruit: Knights, Cavaliers)

Army Barracks

An Army Barracks is massive stronghold that allow a city to recruit commoners and mold them into a professional fighting force over months of intense training.
(Recruit: Soldiers, Archers, Fighters)

Archery Range

An advanced military training ground that allows experienced archers to continue honing their skills with the bow and learn from advanced techniques from master marksmen.
(Unlock: Archers)

Warhorse Stables

A prestigious facility that houses some of the highest quality horses in the entire kingdom where they are carefully trained and conditioned for the battlefield.
(Unlock: Cavaliers)

Armor-Smith

Armor Smiths are specialized blacksmiths who have learned how to smelt steel, which they use to create reliable and affordable pieces of armor.
(Create: Steel Armor)

Weapon-Smith

Armor Smiths are specialized blacksmiths who have learned how to smelt steel, which they use to create a wide array of light and durable weapons.
(Create: Steel Weapons)


Defenses
Dart Launcher Emplacements

Dart Launcher Emplacements are small siege weapons that fires metal arrows capable of punching through all but the thickest of armor.

Ballista Emplacements
Ballista Emplacements are powerful siege weapons designed to fire deadly bolts capable of easily killing even the most heavily armored fliers.

Trebuchet Emplacements
Trebuchet Emplacements are massive siege weapons designed to hurl massive pots filled with a volatile liquid that explodes upon impact.

Curtain Walls
Curtain Walls are massive stone fortifications composed of series of stone towers containing stationary siege weapons connected by battlements where soldiers can fire upon besiegers.

Citadel
Located at the heart of a city's defensive network, a Citadel is a massive stone fortress where the rulers of a city can coordinate its defense and, if necessary, make their final stand.


Resources
Copper Mines
One of the first metals to be used by Humanity, Copper is a highly versatile substance that can be used to create a widely variety of tools by itself or after being turned into an alloy.
(Gain: +10,000 Gold)

Tin Mine

A silvery metallic substance that is sought after for a wide spread variety of reasons ranging from the production of important alloys to simple decorative purposes.
(Gain: +15,000 Gold)

Iron Mines

The most widespread metal currently used across the world, Iron is a very useful material that is abundant, durable and can be turned into even more valuable alloys.
(Gain: +25,000 Gold)

Coal Mines

Coal is a vital resource that is used for a wide variety of purposes ranging for heating homes to more strategically vital functions such as smelting raw ore into useful alloys.
(Gain: +50,000 Gold)

Outlying Farms

The sheer number of people living in the city means that the food needed to sustain the population must be built around the uninhabited outskirts of the city.
(Supports: 250,000 People)

Port Celica
A busy port city on the eastern shores of the kingdom, Port Celica is an important connection between the Zofia and the rest of the world. Named after the beloved Queen of Zofia and Valentia, Port Celica was once a minor trade post between Zofia and the island of Novis, but commerce exploded when Celica's forces were able to wipe out the pirates who had made the region too dangerous for most merchants. After the War of Liberation, Port Celica became a regional center of trade that facilitated the flow of goods across the entire east coast of Valentia. The city suffered greatly under Walhart's occupation, who attempted to convert the city into his naval stronghold by seizing every merchant vessel that could not escape in time and converting them into either warships or transports to aid in his invasion of Ylisse.
Overview
Population: 150,000
Population Mood: Content
Food Supply: Abundant


Economy
Net Revenue: 97,500 Gold
Income: 442,500
Expense: 345,000

Income: 442,500
Population Tax: 150,000
Trade Tax: 112,500
Luxury Tax: 30,000
Port Fee: 50,000
Resources: 100,000

-Copper Mines: 10,000
-Tin Mines: 15,000
-Iron Mines: 25,000
-Coal Mines: 50,000

Expense: 345,000
City Management: -75,000
Maintenance: -270,000

-Naval Dockyards: -30,000
-Master Shipwright: -30,000
-Militia Barracks: -20,000
-Guild Compounds: -20,000
-Blacksmith: -20,000
-Engineer's Workshop: -20,000
-Industrial Foundry: -30,000
-Dart Launcher Emplacements: -10,000
-Ballista Emplacements: -10,000
-Flamethrower Emplacements: -10,000
-Stone Walls: -20,000
-Sea Walls: -30,000
-Keep: -20,000


Infrastructure
Trade Port
A trade port is a massive harbor that has been designed to facilitate the transfer of goods between merchants and provide the crew of visiting ships a place to rest.
(Gain: +50,000 Gold and +25% Gold)

Naval Dockyards

A military installation taking up a sizable portion of the city's harbor, a Naval Dockyard is a secured installation where a kingdom's naval is based.
(Construct: Cog, Holk, War Galley, Carrack)

Master Shipwright

A massive facility nestled in the city's harbor where expert craftsmen work together to create some of the most advanced ships to ever sail the seas.
(Unlock: War Galley, Carrack)

Militia Barracks

Militia Barracks are fortified facilities where new recruits live and train for short periods of time to learn how to defend their home during war.
(Recruit: Soldiers, Fighters)

Gambling Den

An impressive semi-legal installment that combines a tavern, casino and inn all into one to ensure maximum profit and costumer satisfaction.
(Gain: +10% Gold, Recruit: Thieves, Mercenaries, Myrmidons)

Guild Compounds

A massive district of the city dedicated entirely to powerful and influential groups of craftsmen, artisans and specialists who have banded together to support each other.
(Recruit: Merchants, Apothecaries, Tacticians)

Blacksmith

Blacksmiths are specialized workshops ran by skilled craftsman who can take raw ore and forge them into both durable pieces of armor and lethal weapons of war.
(Craft: Iron Equipment)

Engineer's Workshop

An Engineer's Workshop is a specialized facility that allows expert craftsmen to create complex siege engines capable of destroying city walls and wrecking havoc on the battlefield.
(Construct: Battering Ram, Ballista, Trebuchet)

Industrial Foundry

Industrial Foundries are massive facilities filled with giant furnaces full of molten metal that are poured into molds to create sturdy plates of armor for ships and siege engines.
(Craft: Steel Plating)


Defenses
Dart Launcher Emplacements
Dart Launcher Emplacements are small siege weapons that fires metal arrows capable of punching through all but the thickest of armor.

Ballista Emplacements
Ballista Emplacements are powerful siege weapons designed to fire deadly bolts capable of easily killing even the most heavily armored fliers.

Flamethrower Emplacements
Flamethrower Emplacements are fearsome siege weapons designed to spit out a high pressure stream of volatile fuel that can set enemies ships blaze.

Stone Walls
Stones Walls are simple, but effective, stone fortifications that protects a city from minor attacks by enemies without siege weapons.

Sea Walls
Sea Walls are massive stone fortifications that stretch far out into the ocean whose reinforced interior is filled with siege emplacements designed to keep enemy ships out of the harbor.

Keep
A Keep is a relatively small defensive fortification that serves as the heart of a city's defense network and is built around the main city gates to better defend it during a siege.


Resources
Copper Mines
One of the first metals to be used by Humanity, Copper is a highly versatile substance that can be used to create a widely variety of tools by itself or after being turned into an alloy.
(Gain: +10,000 Gold)

Tin Mine

A silvery metallic substance that is sought after for a wide spread variety of reasons ranging from the production of important alloys to simple decorative purposes.
(Gain: +15,000 Gold)

Iron Mines

The most widespread metal currently used across the world, Iron is a very useful material that is abundant, durable and can be turned into even more valuable alloys.
(Gain: +25,000 Gold)

Coal Mines

Coal is a vital resource that is used for a wide variety of purposes ranging for heating homes to more strategically vital functions such as smelting raw ore into useful alloys.
(Gain: +50,000 Gold)

Outlying Farms

The sheer number of people living in the city means that the food needed to sustain the population must be built around the uninhabited outskirts of the city.
(Supports: 250,000 People)


Minor Settlements
Over half of the people residing in the newly founded Kingdom of Valentia live in scattered towns and villages instead of the major cities. Most of these settlements are barely separate from the strongholds they orbit and are mainly a loose collection of outlying farms that, over time, banded together with their neighbors to found their own independent towns. The largest of these settlements, Alm's Crossing, was actually created from the unification of several minor independent settlements on the opposite bank of the Mila River from the capital.

Alm's Crossing
The largest town in the kingdom, Alm's Crossing is often considered of more of an extension of the capital city than its own independent entity. Named after the legendary Exalted King of Valentia, Alm's Crossing started as a loose collection of farmers banding together to form a defensive coalition against nearby bandits, but, as population of the capital city continued to grow, so too did the value of food. Realizing the potential profit in agriculture and lacking any worthwhile prospective in the city, many residents began to move out of the city into Alm's Crossing to start a new life. The fall of the capital city to Walhart had catastrophic consequences for the town and it surrendered to the Conqueror without a fight. Walhart's armies pillaged the countryside and killed anyone who did not surrender their crops before setting fire to the countryside as a warning.
Overview
Population: 50,000
Population Mood: Content
Food Supply: Abundant


Economy
Net Revenue: 18,000 Gold
Income: 113,000
Expense: 95,000

Income: 113,000
Population Tax: 100,000
Trade Tax: 13,000
Wharf Fee: 10,000
Resources: 20,000

-Communal Farms: 20,000

Expense: -95,000
City Management: -25,000
Maintenance: -70,000

-Wharf: -10,000
-Town Watch: -10,000
-Forge: -10,000
-Dart Launcher Emplacements: -10,000
-Stone Walls: -20,000
-Gatehouse: -10,000


Infrastructure
Wharf
A Wharf is a small facility along along the coast that allows small ships to dock in order to transport either goods or passengers in order boost trade.
(Gain +10,000 Gold and +5% Gold)

Town Watch

A Town Watch is a basic outpost that maintains a small number of volunteer guards who patrol a settlement during their free time.
(Recruit: Soldiers, Fighters)

Forge

A small, but vital, facility for any settlement, a Forge is a basic workshop where a blacksmith can smelt basic ores and create simple tools for the settlement.
(Craft: Bronze Equipment)


Defenses
Dart Launcher Emplacements
Dart Launcher Emplacements are small siege weapons that fires metal arrows capable of punching through all but the thickest of armor.

Stone Walls
Stones Walls are simple, but effective, stone fortifications that protects a city from minor attacks by enemies without siege weapons.

Gatehouse
A Gatehouse is a small fortified position along a city's defensive wall that watches over a settlement's main gate and serves as the main stronghold of its defenders.


Resources
Communal Farms
Communal Farms are the result of multiple subsistence farms owned by families banding together to pool their resources in order to be more productive as a whole.
(Gain +20,000 Gold, Supports: 150,000 People)

Ore Shipments (Bronze)

Without access to a working mine to supply them with raw ore, a settlement must pursue or be gifted these vital materials in order to remain functional.
 
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[X] Nimi
[X] Heir

This is probably Hard Mode. But I believe in us! We can t-totally do this, right? right?
 
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Vote Tally : Precipice (Fire Emblem: Awakening Quest) | Sufficient Velocity
##### NetTally 1.4.2
Name
[X] Nimi
No. of Votes: 7

[X] Cenia Grey
No. of Votes: 2

[X] Sagramor
No. of Votes: 1

[X] Leon
No. of Votes: 1


Class
[X] Heir
No. of Votes: 7

[X] Apprentice
No. of Votes: 2

[X] Recruit
No. of Votes: 2

Total No. of Voters: 11
 
Getting pretty late for me, so I'm off to bed for tonight. I'll answer any questions in the morning.

So far, it looks like the Heir is pretty far ahead of the others, but I'll be leaving the voting open for all of tomorrow, so it's still pretty early.
 
[X] Apprentice

So, since there's item options from other games, will there be other weapons from the other games?

Basically what I'm asking is, Luna tome?
 
Alright, looks like the Heir is pretty far ahead of the others now, so I'll probably lock voting in a few hours.

I'm looking around right now for character pictures. Normally, I wouldn't go for the more ridiculous outfits, but Fire Emblem has some pretty ridiculous designs (female Cavalier thong), so I thought I would go for a compromise between the two. If anyone who any suggestions, that would be appreciated. Blue or red/pink hair would be preferable, since she is the descendant of Alm and Celica, but not required.

I like this one, since its simple, looks semi-practical as long as you ignore the high heels and the boob plate, and it looks pretty elegant, which is fitting for someone trying to become Empress of Valm.

I like this one for the same reasons I like the first one, but the problem I have with this one is that I'm not sure it fits with the fitting. Fire Emblem is supposed to be medieval fantasy and this seems a little too advanced for that aesthetic theme.

This one is probably my favorite since it looks awesome, some-what realistic and fits the setting pretty well, but it does seem somewhat...busy and a little too...evil? I also don't want the giant title on the bottom, so I might have to crop it unless I can find a version without it.

This one could actually be my favorite, as long as I throw away all notion of practicality. It's just so absurdly pretty and regal looking that I can't help but like it. In fact, I can't even decide if I like this one or Image 3 more.
 
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