This roleplay is truly inspired by an old fandom, forum-wide roleplay I was a part of on FEPlanet. It's one of my fondest Fire Emblem roleplays and I want to try and bring it some kind of justice and to possibly weave some new, creatives stories for the world.
A pilgrimage to Hatari, a paradise for all those who seek it. That is where you are heading. There are whispers in the dark of a wolf who is leading a caravan to their homeland, the hidden gem in the desert, Hatari. You listen to the whispers, telling you of a meeting place in the far east of Daein, beyond the lake of Begnion, where the mountain's feet touch the warm sands. Is it truth, is it redemption, or is it renewal you seek?
Your gut leads you towards the desert, but therein it lies more than you could have ever imagined. With the last of the heroes of old becoming nothing more than fables and legends, it is time for new heroes to rise to overcome the darkness.
Fire Emblem: Lost Song is a traditional fantasy roleplay with castles, knights, and magic. Fire Emblem: Lost Song is based on the continent of Tellius, about 100 years after the events of Fire Emblem: Radiant Dawn. Lost Song is not a statistics-based roleplaying game like Fire Emblem tends to be. In other words, there are no numerical values assigned to attributes such as strength or defense. This isn't to say that the core characteristics from the Fire Emblem series are ignored. An example of things that are generally expected are that a cavalier will tend to have more talent than an archer in riding a mount and combat on a mount, mage will be physically weaker than an armored knight and so forth.
I'm looking for a well-rounded group of people who love world building and character creation, of course story is important too! Fire Emblem breathes characters (sometimes they need to be fleshed out more, but can't complain) and the stories they bring to the table is what makes this series one of my favorites. You don't have to have background knowledge of the series or the games, as this is pretty much a simple fantasy-esque, adventure roleplay with a bit of magic and beasts!
Our characters will all be starting out going on this pilgrimage. Everyone will have taken different paths to get to where they all are, but the end goal is one in the same, to seek out something, whatever that may be, in Hatari, a place almost considered the Utopia of Tellius.
Once I'm able to get some interest I'll throw up a basic character sheet and an actual thread to put it all in! I'll throw some other info down below if you want to get started on a CS of your own too. If you have any questions please feel free to throw them up here, PM me, or hit me up on discord!
Current Year: 752
Crimea is located in the northwest of Tellius at the western sea. The nation shares a border to the south with Gallia, to the east with Begnion and to the northeast with Daein. The capital of Melior and the royal palace are located in the northwest of the country. To the west the Blue Mountains separate Crimea from its neighbor Begnion.
In the last century, Crimea has greatly improved relations with the neighboring laguz nations of Tellius, especially Gallia. Tensions still arise between Crimea and their neighbors to the east, Daein, but are more unspoken due to the forged relationships of the old Queens. Crimea is a neutral nation because of it's peoples' way of life, and it is also one of the smallest mainland nations. A lot of Crimea is farmland, with port towns dotting the coast, and thick forests on the border of Gallia. Crimea is not the most powerful nation by any stretch, but its economy grows daily, its horsemen are the best in all of Tellius, and it is overall a very fine place to settle down and start a family. It is governed by a strong and trusted hereditary monarchy.
Daein is situated in the northeastern area of Tellius's known land, with Begnion to its south and Crimea to its west. To its east is the Desert of Death, a vast and rarely traversed expanse of treacherous sands that separates Daein from the wolf laguz nation of Hatari.
In accordance with the beliefs of its founder, Daein has a long history of prejudice against the laguz. However, not all of Daein's citizens hold such beliefs and some openly reject the nation's racist ideals. Despite this history citizens say that Daein used to be a relatively peaceful and stable country before Ashnard came to power, but a century has passed and now only time will tell how the country has changed.
Daein is known for its steady hatred of the laguz that has been a part of its bearing for many a generation, and this bigotry has been adjusted into a crusade to cleanse the country of the racially impure beings. Daein, in climate, is cold much of the year, especially around the mountain ranges, where wyverns are prominently bred. In the capital of Nevassa, the country's largest and most densely populated city, sits the king with his Four Riders, four of Daein's strongest warriors and generals, at a momentous palatial fortress at the heart known colloquially as Daein Keep. It is governed by might of a military dictatorship.
The Begnion Empire is the largest nation on Tellius. It encompasses most, if not all, of the east and half of the south continent of Tellius. As the largest nation of Tellius, it borders all other nations on the continent, and it is also the most powerful country. In the past, Begnion had sovereignty over all the lands in Tellius with the exception of the laguz nation of Goldoa, which has caused major tensions between the powerful nation and their laguz neighbors.
Being the largest nation, it is also the most bio-diverse, having a wide range of terrain from Lake Semper in the east and past that the Desert of Death. A chain of mountains also border the northwest, towards their fellow Beorc nation of Crimea. In the southwestern borders lies the laguz nations of Golda and Gallia, home of the dragons and the beasts of Tellius respectively. There is a budding nation, one that is being rebuilt along the border known as Serenes Forest, home of the heron laguz. With the help of all the nations the restructuring of Serenes Forest has come a long way since the Serenes Massacre a century ago.
Begnion is a theocracy that is dedicated to the goddess Ashera, and leading the country is the Apostle who is also titled with Empress. Ruling and aiding the Apostle is the Senate, which holds just as much power as the empress holds being respected in the same regard. Most of the Senate come from the high and privilege known as the Sainted, those living in luxury and paradise.
Phoenicis is in the South Sea of Tellius. It is the most western island out of the three that are off of the coasts of Begnion and Goldoa. Since all of its inhabitants are able to fly, it does not import infrastructure, and many dwellings are built into the faces of the mountains themselves. It consists primarily of mountains and is therefore difficult to access for those who cannot fly.
Home nation of the hawk laguz, they are proud, brave warriors. It is an island They have also been widely feared as the "Shipless Pirates" as they are able to soar across the skies scavenging beorc ships. They raid the ships in revenge for the destruction of their brothers and sisters of the Serenes Massacre of the herons. The winged nation is governed with a Meritocratic Monarchy, a person they consider the Chief of the nation, putting achievements and efforts before tradition and family.
The large forest nation in the northwest part of Begnion was once home to the beautiful heron laguz up until the Serenes Massacre. It is said that only the royal herons have survived, Reyson, Rafiel, Lillia, Leanne, and Lorazieh. Of those who survived the massacre, only the three youngest children remain, the princes Reyson and Rafiel and the princess Leanne.
Serenes Forest was known for being a peaceful nation full of tradition and culture. After the battles of the Mad King's War and the War of the Goddesses, there were rumors that the nation was being restored into a former shell of what it used to be. Not much is known about the nation hidden in the forest, but it is for certain that the bird tribes have united in protection for it. The royal family presides over the forest, making it a Hereditary Monarchy alongside Crimea, but it's construction and government is still protected by the United Bird Tribes under the wings of the Chief of Phoenicis.
Kilvas is located in the South Sea on Tellius, to the east of Phoenicis and the south of Begnion and Goldoa. It is entirely surrounded by water and its barren landscape is primarily of high mountains. It is home to the raven laguz, who are more known for their piracy than the hawks as they are always in search of the next treasure. It is a poor and low country, often being considered one of the lesser countries on Tellius. The growth of the nation is largely dependent on the leader of the country who take up the title of King or Queen versus Chief like their counterparts in Phoenicis. They rule very much like Phoenicis as a Meritocratic Monarchy, but have come a long way since the Mad King's War a century ago.
Most ravens and crows are willing to do whatever it takes to make a mark and to throw the name of Kilvas out there. They might fly under the radar, but this country is willing to do what it takes to have their people achieve greatness.
Gallia is a westernmost nation on the continent of Tellius. Crimea borders it to the north, Begnion to the east, and Goldoa to the south. The Blue Mountains form a natural border between Gallia, Begnion, and Goldoa. Gallia is located in a dense forest situated and is the home of the beast tribe laguz, ruled by a mighty king and queen. The beasts consist of cats, tigers, and lions. It was only until the past decade that wolves from Hatari have started migrating into the country to seek out a more fruitful life. The beast tribe laguz share a close bond with each other, seeing their fellow citizens as brothers and sisters of one large, extended family, which is contrasted with the bird tribes who until recently have never considered themselves united.
Like it's counterpart in Crimea, Gallia is known to have very little prejudice towards Beorc. It was due to the relationship and ties between King Caineghis and King Ramon of Crimea that there lies very little bitterness between the people of the two countries. However of course, both of the nations still have people that hold racial prejudices against the other. Gallia is governed by a mixture of a Hereditary Monarchy and Band Society, having that blood is an important role in deciding who is capable to rule, but that anyone with power and strength are also able to take over as the leader of the country.
Goldoa is an isolationist country that is inhabited by the Dragon tribe. Not much is known about the nation as the dragons tend to keep to themselves, never opening their doors or even leaving their nation. It wasn't until more recently that the walls have been cracked down as the borders have slowly trickled in and sprouted a want to learn more about the other nations on Tellius. It is situated in the southwestern corner of Tellius, bordering Gallia to the northwest and Begnion to the northeast. It has a coast on the Gazaleah Sea to the west, as well as another one on the South Sea. It is mostly surrounded by mountains, particularly the northern area. It is located in a volcanic region and its landscape consists primarily of open plains.
Hatari is the long-lost kingdom of Tellius which are home to the mystical wolf laguz. It is ruled by the king and queen and is fabled paradise open to all who are able to reach it. Their doors are open to beorc, laguz, and Branded who all live peacefully. Being isolated from all of the other countries has allowed it to learn how to respect one another but to have curiousity towards what else there is in the world beyond the Desert of Death. It wasn't until recently that there have been pilgrimages to Hatari, most are rouses concocted by bandits and highway men, but every so often you are able to find a pilgrimage lead by a wolf who is truly seeking to bring more stories with them to Hatari.
Beorc
Beorc are a race on the continent of Tellius. They are what you can equate to “humans,” people without any real powers or abilities. Another name for Beorc are “Children of Wisdom” who are descendants of an ancient race known as Zunanma. The Beorc hold a lot of prejudices towards the Laguz, whom they also call “sub-humans” as a derogatory name.Laguz
Laguz are a race of people on the continent of Tellius who can shift from their human-like form into an animal form. In their “human” form they carry physical traits similarly to their animal forms. These things are things such as ears, tails, wings, and colored markings and stripes. The Laguz are also known as “Children of Strength,” who have much more physical prowess than Beorc and who also are able to age slower and live longer than their counterparts.Fallen Laguz are Laguz who have made a union with a Beorc. If the union results in a pregnancy the Laguz parent loses their abilities to shift and thus has become a fallen, losing one of the core parts of them being a Laguz.
Branded
Even though there are a lot of racial tensions between the two races and teachings forbidding the union of the Beorc and Laguz, human attractions and feelings happen. If a pregnancy happens what results is a child known as a Branded.Branded are those who come from Beorc and Laguz decent. Branded are born with a mark somewhere on their body. They are often shunned from both people as they are seen as abominations to both equally. The Branded live longer and age slower than Beorc, but not to the extent of the Laguz, who tend to outlive both races.
The Branded look purely like Beorc with the exception of their brand which is imprinted somewhere on their body.
Spirit Charmers are Beorc who have made a bond with a spirit, allowing them to enter their body in order to become more adept in magic. Most Spirit Charmers are usually folk with large pools of magical essence, which the spirits feed off of in exchange for stronger arcane abilities. There are cases where individuals have had spirits put into their bodies for them, but most are just rumors. The mark of a Spirit Charmer can often get confused with the brand of a Branded, so most Spirit Charmers try to hide their mark from public eye.
Beorc Classes
Physical Infantry
Archer
Promotes to: Sniper
Weapon: Bows
The archer is a vital unit to any army or adventuring group. Long range and (relatively) cheap, an archer can put holes in the enemy long before they ever get close enough to do the same. The archer's choice of weapon is the bow. The most important aspect to the archer is their skill in accuracy; if they can't hit their target and the enemy is allowed to close in, that will put them in severe danger as they have no other real skills in weapon mastery.
Armored Axe
Promotes to: Axe General
Weapon: Axes
The armored unit is meant to act as a wall between the enemy and more vulnerable units. As their name suggests, these units are heavily armored. Their armor is difficult to pierce using normal weapons; magic and specially made armor rending weapons are particularly effective in cutting through their thick armor. These armors uses axes, the heaviest and most powerful of the standard weapons, but are also the slowest of the three armored.
Armored Lance
Promotes to: Lance General
Weapon: Lances
The armored unit is meant to act as a wall between the enemy and more vulnerable units. As their name suggests, these units are heavily armored. Their armor is difficult to pierce using normal weapons; magic and specially made armor rending weapons are particularly effective in cutting through their thick armor. These armors uses lances, giving them good reach and well-roundedness.
Armored Sword
Promotes to: Sword General
Weapon: Swords
The armored unit is meant to act as a wall between the enemy and more vulnerable units. As their name suggests, these units are heavily armored. Their armor is difficult to pierce using normal weapons; magic and specially made armor rending weapons are particularly effective in cutting through their thick armor. These armors uses swords, the lightest and swiftest of the three standard weapons.
Fighter
Promotes to: Berserker
Weapon: Axes
Fighters are your standard axe wielding unit. Axes are well known for being the most powerful, if heaviest, of the standard three weapon types and so Fighters tend to be the strongest, if slowest, of the lightly armored units. For some reason, bandits tend to universally be Fighters, giving this class a bit of a 'bad rap' for being the slow, dumb, but strong type.
Myrmidon
Promotes to: Swordmaster
Weapon: Swords
Myrmidons are your finesse fighters. They focus on speed over other attributes, allowing them to move quickly and efficiently around the enemy and the battlefield, Their weapon of choice is the sword, which tend to be the lightest, if weakest, of the three standard weapon groups. Myrmidon tend to be one of the more popular classes, especially for those who want to show off their natural talents.
Mercenary
Promotes to: Hero
Weapon: Swords
The Mercenary is a very well-rounded unit. Mercenaries tend to blend the attributes from the Soldier, Myrmidon, and Fighter to suit their needs, but are usually looked at as the 'big brute' to the Myrmidon because they share a similar weapon. In that regard, Mercenaries tend to be more powerful and slower than Myrmidons. Some associate the Mercenary class with the early fighting days of the great hero Ike.
Soldier
Promotes to: Halberdier
Weapon: Lances
The Soldier is usually thought of as your standard go-to unit for a fight. There aren't many niches that a Soldier cannot fill in battle; conversely, there is no one area where the Soldier excels. Soldiers use lances, a well balanced weapon with few strengths and weaknesses. In relation to the Fighter and Myrmidon, Soldiers tend to have better defenses than either.
Thief
Promotes to: Rogue, Assassin
Weapon: Swords
The thief is a specialized class. They are not normally trained fighters, rather, they are meant to be the sneaky, stealthy guys that end any potential fight before it begins. Thieves range from your pickpockets to your espionage experts. One thing they all tend to have in common are light feet, tight lips, and nimble fingers. They have the tools to open all manners of doors and chests, making them great utility units.
Physical Mounted
Axe Knight
Promotes to: Axe Paladin
Weapon: Axes
Knights are valuable assets to any army or adventuring group. Not only can horses carry provisions, but they are also offer faster travel and weary feet a needed rest. Those who choose to fight atop a horse are blessed with the swiftness and power of their horses, though poor weather and footing can make the horse more of a liability than an asset. These knights use axes, the strongest, if heaviest, of the three standard weapon types. Axe knights are typically the strongest of the knights.
Bow Knight
Promotes to: Bow Paladin
Weapon: Bows
Knights are valuable assets to any army or adventuring group. Not only can horses carry provisions, but they are also offer faster travel and weary feet a needed rest. Those who choose to fight atop a horse are blessed with the swiftness and power of their horses, though poor weather and footing can make the horse more of a liability than an asset. Bow Knights, predicably, use bows, giving them impressive range. However, it is tough to use longbows on horses, so most Bow Knights stick with smaller bows for ease of use.
Lance Knight
Promotes to: Lance Paladin
Weapon: Lances
Knights are valuable assets to any army or adventuring group. Not only can horses carry provisions, but they are also offer faster travel and weary feet a needed rest. Those who choose to fight atop a horse are blessed with the swiftness and power of their horses, though poor weather and footing can make the horse more of a liability than an asset. These knights use lances, very balanced weapons with few strengths and weaknesses. Their well-rounded abilities and weapon make them rather... well-rounded in respect to the knights.
Pegasus Knight
Promotes to: Falcon Knight
Weapon: Lances or Swords
Pegasus Knights are unique. Their horses have the ability to fly, galloping through the air as if they were on the ground (interestingly, their wings are primarily used to glide contrary to popular thinking). Pegasi are swifter than your regular horses, allowing for interesting arial movements for the clever or daring. Unfortunately, flying in the air makes them rather vulnerable to arrows and wind magic, though pegasi seem to compensate for the latter by offering higher magic resistance. Perhaps it is this natural magic that allows the pegasus to fly? Regardless, Pegasus Knights use lances to strike foes from the safety of their flying horse.
Sword Knight
Promotes to: Sword Paladin
Weapon: Swords
Knights are valuable assets to any army or adventuring group. Not only can horses carry provisions, but they are also offer faster travel and weary feet a needed rest. Those who choose to fight atop a horse are blessed with the swiftness and power of their horses, though poor weather and footing can make the horse more of a liability than an asset. These knights use swords, the lightest, if weakest, of the standard weapon types. While they may not strike as hard as the other knights, since their weapons are typically lighter they are, corespondingly, typically quicker.
Wyvern Knight
Promotes to: Wyvern Lord
Weapon: Axes or Swords
Wyvern Knights ride atop (what else?) wyverns, strong and durable dragon-like animals. These wyverns can be ferocious and dangerous, biting and clawing while their master strikes out at their victim with powerful axes. Wyvern Knights are often thought of as the counterpart of the Pegasus Knights, typically being strong and durable against physical attacks but much weaker against magic, especially wind and thunder magics. Arrows, while typically effective against flying units, aren't as effective against the wyvern's tough skin.
Magical
Acolyte
Promotes to: Bishop
Weapon: Light
Acolytes are among a new trend of magicians. Just over a hundred years ago, light magic was restricted to the clergy, permitted only to Bishops. Ever since Queen Michaiah of Daein came and went, light magic became more and more mainstream as more mages went to learn the intricities of this magic. Light magic is usually characterized at the quickest, if weakest, of the three branches of magic. Acolytes tend to be along the same lines as their magic: quick on their feet if light on power.
Mage
Promotes to: Sage
Weapon: Fire, Wind, Water, Thunder, or Earth
Mages are your standard magic users. They channel the powers of nature to harness the strengths of fire, wind, water, thunder, and earth. Considering the properties, strengths, and weaknesses of each of these forces, mages have no distinct area of specialty when it comes to things such as speed or power. Almost every mage is distinct, unique in the way they work the elements of nature to their own, unique advantage.
Priest/Priestess
Promotes to: Bishop, Sage, Druid
Weapon: Staves
Holy men (and women!) who live their lives for the Goddess Ashera. These servants of the Goddess are given intricate and, some say, secret knowledge of staves. They are among the few who can wield the life-giving and health-altering power of staves, making them valuable allies and hated enemies.
Shaman
Promotes to: Druid, Summoner
Weapon: Dark
These magicians have studied the intricities of the ancient magics. Known as Dark magic, most magic in this category have long incantations and complicated symbology. While typically slow to cast, the magic packs a punch, not to mention interesting... side effects the magic can carry. Unfortunately, social stigma has cast dark magic as traditionally 'evil' so care should be taken when around the superstitious or ignorant.
Troubadour
Promotes to: Mage Knight, Crusader/Valkyrie
Weapon: Staves
Troubadours are mounted Priests, their steeds carrying them to their wounded much faster than they could on their feet. While the extra mobility is nice, in poor terrain or weather the mount may be more of a curse than a blessing. Along with Priests, they are taught the intricacies of the staff to heal their allies and curse their enemies. Troubadours should take care, however; riding atop a mount makes them an easier spot than their ground-bound brethren and they should take extra care to be aware of their surroundings. Troubadours, and their promotions, come in both pegasus and horse mounted varieties.
Laguz Classes
Beasts of Gallia
Cat
Cats tend to be the quickest of the Gallian beasts. Their claws and teeth might not be as big or as deadly as those of a tiger or lion, but Cats can strike much more quickly than their cousins. Bells and ribbons seem to be rather popular in cat culture; female Cats are often seen with these objects tied around their necks as part of collar or choker.
Weapons: Bite, Claws
Tiger
Tigers tend to be the opposite of the Cats. Slower, these laguz tend to be much more powerful, using their bigger muscle mass to deal more damage with each strike. This added bulk also, consequently, makes them harder to take down than Cats. Oftentimes, tiger slaves are used to do the brunt of manual labor given their enormous strength and endurance.
Weapons: Bite, Claws
Lion
Lions are pretty well rounded. They are strong and can strike reasonably quick. This well-roundness makes them well suited to ruling the forests and, indeed, Gallian rulers are usually lions. Lions aren't as common as Cats or Tigers in Gallian society, thus making them a rare sight outside of Gallia.
Weapons: Bite, Claws
Beasts of Hatari
Wolf
Wolves are well rounded laguz, having an edge in skillful attacks that other beast laguz just can't seem to match. Wolves fight primarily with their teeth and are quite adept at getting the jugular on the first pass, so to speak. They are quite adept at fighting in packs and are good at taking down enemies in a group or by themselves.
Weapons: Bite, Claws
Birds of Phoenicis
Falcon
Falcon's are some of the swiftest avians in the sky, able to keep up with those Kilvan cowards any day of the week. They are adept at striking quickly, though perhaps not striking with great force. They pride themselves on their swiftness, almost never able to back down from a race through the blue skies.
Weapons: Beaks, Talons
Hawk
Proud and fearless, hawks are deadly in a fight. Honor, pride, and trust are held close and dear to these laguz; they are not quick to forget a betrayal. They are almost the polar opposites of the ravens, who prefer subterfuge and espionage. This often leads to conflict between the two tribes, who have had a rather poor history together.
Weapons: Beaks, Talons
Birds of Serenes
Heron
Herons are a rare sight indeed, having almost been wiped out in the infamous Serenes Massacre. They sing sacred music that has myriad of unique and interesting effects, making them all the more valuable, either as objects of affection or as singers of an almost lost art. Herons are notorious for being rather frail and are the only laguz that is unable to fight either shifted or unshifted.
Weapons: Galdrar
Birds of Kilvas
Raven & Crows
Ravens, Blackwings, Shipless Pirates. There a dozen names given to this breed of laguz. Often not to be trusted lest they swipe the gold, clothes, and hair off your back, these mischievous laguz have a bad reputation for backstabbery and general subversive behavior. Ravens are very fast and it is rumored that nothing compares to the swiftness with which the raven tribe retreats.
Weapons: Beaks, Talons
Dragons of Goldoa
Red Dragon
Red dragons tend to be incredibly strong and incredibly tough. Red dragons, like their name suggests, breath incredible fire on their foes and, when they don't feel like a barbeque, they rend and tear their enemies with their claws and teeth. They are probably the most common type of dragon, but no one really knows if that is true.
Weapons: Breath
White Dragon
White Dragons are in many ways the opposite of Red Dragons. They favor speed over power, magic resistance over defense. In fact, they are so in tune with their inherent magical energies that their icy breath is actually saturated with magic, penetrating even the toughest of steel with ease. They also tend to be used in matters where intelligence and secrecy are needed in Goldoan operations.
Weapons: Breath
Black Dragon
Black Dragons are the rarest of all dragons. These dragons have wings powerful enough to sustain long bouts of flying, making them even more terrifying then either their red or white cousins. Black dragons also have their breath a dark shade of ebony, though no one really knows if this is related to dark magic or if it's just a coloring scheme.
Weapons: Breath