Rules
This series of tabs is for the houserules of Fire Emblem: The Lost Dragon.
Also, if you need the rulebook for the game, find it here.
Placeholder
According the rulebooks, you can get new supports at these levels:
- You start off with one available C-Rank slot.
- First Promotion, Level 1: 2 C Rank Supports
- First Promotion, Level 4: 2 C Rank, 1 B Rank
- First Promotion, Level 8: 3 C Rank, 1 B Rank
- First Promotion, Level 12: 4 C Rank, 2 B Rank
- First Promotion, Level 16: 4 C Rank, 2 B Rank, 1 A Rank
- First Promotion, Level 20/Final Promotion, Level 1 (which ever comes first): 4 C Rank, 3 B Rank, 1 A Rank
- Final Promotion, Level 5: 4 C Rank, 3 B Rank, 2 A Rank
- Final Promotion, Level 10: 4 C Rank, 3 B Rank, 2 A Rank, 1 S Rank
I'm going to hand out one 'Support Point' every three total levels the character has, which can be spent whenever the player wants on getting a new support or upgrading an old one (yes, I'm aware that you won't be able to get enough points to max out every rank, but keeping them scarce like this has the benefit of making you think about who you really want to Support with :3). The other player must agree to the support and have a Support point to spend on it, you have to have a reason for the support that you can justify to both myself and the rest of the players (I'm not too harsh. If Knight A and Knight B want to start a Support based on a heated rivalry and have RPed it like that prior to the milestone, I'm cool with it), and then you have to have the Support conversation. I'll give the players time between battles to have these conversations, because frankly I'm a lazy ass who doesn't want to update supports in the middle of combat.
As per the book…
- Being in combat where the player or allied character can't fight back: 1 EXP
- Being in combat where the player or allied character is 10+ Levels higher: 1 EXP
- Being in combat where the player or allied character is 4-9 Levels higher: 2 EXP
- Being in combat where the above conditions don't apply: 3 EXP
- Defeating an enemy clearly weaker than you: 3 EXP
- Defeating an enemy roughly equal to your level: 5 EXP
- Defeating an enemy clearly stronger than you: 10 EXP
- Defeating an enemy boss: 30 EXP
- Using a healing or buffing staff on an ally: 5 EXP
- Using the Perform skill: 5 EXP
- Hitting with a staff that afflicts status ailments: 10 EXP
- Missing with a staff that afflicts status ailments: 5 EXP
New ways…
- Using Provoke and entering combat with the affected enemy on the same turn: 3 EXP
- Using Provoke and counter-killing the affected enemy on the same turn: 3 EXP
- Getting an ally back on their feet: 1 EXP
- Using a healing/buffing item on a PC other than yourself: 2 EXP
Note that I'm count related gains as two separate things. So defeating a weak enemy is basically 6 EXP (3 for kill, 3 for combat), rezzing an ally can be 3 or 6 (2 for healing them with an item/5 for healing them with a staff, 1 for rezzing), so on.
There are no Lords among the players, and I mean that both mechanically and in terms of character background. I'm not budging on this one. I'm not saying you can't be minor nobility, but I don't need any relatives to or bastard sons/daughters of any kings or queens running about. I just don't want to deal with it.
Affinities: When you post your character, I'll roll 3d10 and give you a choice of which element you want. And for hilarity's sake, if the same number comes up for two or all three dice, well… I hope you like that element. XD
Handling Death/KO: When a character gets taken to 0 HP or below, they are set to 0 HP and given three turns of 'bleeding out'. If they are not healed during that time or the battle does not end, they die. If they are Rescued while bleeding out, the death timer is stalled for as long as they are in the hands of another player.
Concerning Mounted Units: Mounted units can make three actions per turn: 1 Rescue Action, 1 Attack/Item/Rescue Action, and 1 Move Action. They may take these actions in any order during their turn, but like any other unit, once they use up their Move Action they can't move any remaining spaces they might have left.
BANNED
- Blossom: I just don't want it. Sorry.
- Corrosion: I'm not going to be tracking enemy QL levels. Anything that cuts out work for me.
- Reinforce: This is a group game, not 'one guy and his three NPC buddies steamroll everything'.
MODIFIED/CLARIFIED
- Charisma: Charisma now affects every allied player (excluding the owner, as written) regardless of range, BUT as you might expect multiple instances don't stack. I don't want to have to remember the range on it, so, you guys get a free boost to this one…
- Daunt: ..at the slight detriment to this one. Daunt now only affects enemies if they are in Combat with the player who has Daunt, regardless of who attacks first. It's also being changed from -5 to Hit/Eva/Crt to -10 Hit/Eva.
- Discipline: It's a bit useless as written, isn't it? So instead of it being your character's equipped weapon, it's your chosen proficiencies. So if you have, I dunno, Side C Swords D and Lances D, then get to Total Level 10, they become Side B Swords C and Lances C. (I have no idea what character would ever end up with those proficiencies.) These will carry over on a Promotion, so if you have this and you start with, say, Axe D, rank it up to Axe C and then Promote to a class that gives you Axe C, you get Axe B instead. And it applies retroactively because I'm lazy, so if that class also gave you Sword D you get Axe B and Sword C.
- Provoke and Stillness: These are no longer passives, because I'll never remember which characters have them and when to take them into account. Instead they are now activated as a standard action; Provoke will draw the targeted enemy unit to that character as much as possible (if other characters are preventing enemies from reaching the Provoker, they'll attack them instead) while Stillness will cause all enemies to ignore that character during the Enemy Phase unless - and this is important - that character is blocking them from doing anything else. So if you planned to camp doorways by combining these skills, well… tough luck.
- Gamble: Changing this one slightly. When used, call heads or tails OOC. I'll flip a coin. If it's what you called, if your attack hits it's a crit. If it isn't, your attack will automatically miss.
Lore
This series of tabs is for the lore and miscellaneous trivia about the world of Fire Emblem: The Lost Dragon.
This section also includes guest-lore written by Dwarmin (player of Lady Adelaide Sai).
More events may be uncovered as game progresses…
0KE: Kernician Empire founded.
3KE: Maskep discovered.
15KE: Otland discovered; Kernician forces quickly repelled.
18KE: Theocracy of Austrys discovered.
50KE: Colonies Alcodia and Comobia settled.
80KE: Colony Maskep settled.
150KE: Colonies Mallerica and Lucike settled.
210KE: Kingdom of Altaria forms; repels Kernician Empire.
247KE: Colonies Alcodia and Comobia declare independence.
265KE: Kernician Empire cedes Comobian territory.
266KE: Kernician Empire cedes Alcodian territory.
280KE: Kernician Empire cuts off support to Mallerica colony.
317KE: Kernician Empire formally recognized Mallerican States as a nation.
355KE: Lucike Empire forms. Maskep colony declares independence.
411KE: Alcodian/Kernician War.
417KE: End of Alcodian/Kernician War. Comobia begins construction of a border wall.
431KE: Lucike/Mallerican War.
504KE: Lucike advance into Mallerican territory stagnates; Lucike populace revolts, overthrows the emperor, and embraces a new ethos. Premier Jaxon elected.
529KE: Altarian/Comobian War.
531KE: Premier Jaxon negotiates peace between Queen Marla VII of Altaria and King Markell IX of Comobia.
533KE: Assassination of Markell IX; rise of Radulf I.
535KE: Present day…
Important note: when it comes to the 'on x terms with y' section, this is that country's views towards the others; some countries may feel neutral toward a country that likes or hates them, for example.
Alcodia:
A sprawling, ever-expanding monarchy in the northwest of the continent that enjoys the natural advantage of having the main land route for attackers to enter by be a relatively slim peninsula, Alcodia is a nation prides itself on a powerful military (particularly their navy) and a long history. Alcodians claim that theirs is the country to define what war means and have pushed their borders far into what used to be Kernician territory.
King Garrick IV is young but ambitious, and his plans to take yet more land for his kingdom make him popular in Alcodia but hated elsewhere.
Alcodia's main exports are wool, wine, pirates (privateers, if the Alcodian view of things), and mercenaries.
Alcodia is on good terms with Maskep and bad terms with everyone else. They are on particularly terrible terms with Kernicia, as all of Alcodia was once Kernician territory before the rebellion.
Alcodia's main religion is worship of the Water Dragon, Artoh.
Alcodia's capital city is Ferranthas, built into the lower heights of a mountain near the center of the country. This mountain shares the name of the country and is a site of great historical significance to the Alcodians; supposedly, it was on this mountain that they won their first battle against the Kernicians and began pushing them all the way down to their current borders.
Maskep:
Maskep is a small island kingdom that relies on the goodwill and navy of its closest neighbor, Alcodia, for protection from the other seven countries. In return, it supplies Alcodia with the fruits of its labor - engineers, magicians, architects. As a nation of scholars of every stripe, there are many who have higher interests than world politics, and there are some who have dedicated their lives to studying the intricacies of each country. In short, if you want to know about something, it is likely there is an expert here who can tell you something about it.
King Isom II is a weakwilled man who will generally take whatever course of action is likely to keep Maskep out of trouble and in Alcodia's good graces. Under his reign many concessions have been made to the larger country, such as restricted trading with other countries.
Maskep's main exports are skilled workers of every type and knowledge.
Maskep is on good terms with Alcodia and neutral terms with everyone else.
Maskep is too disorganized to have a main religion, although you'll quite likely find several cults dedicated to the worship and study of the seven dragons.
Maskep's capital is Tiorma, a sprawling, fortified city in the plains. Its three major landmarks are the castle, the museum, and the college. It may be worth noting that both the college and the museum are larger and grander than the castle.
Kernicia:
Kernicia is the oldest and formerly largest empire, holding territory now occupied by Alcodia, Comobia, Mallerica, and Lucike. They are mainly peaceful these days with a thriving economy based on trading with other countries. This is not to say they are weak, however; with Alcodia sharing a border with them, they've elected to train their cavalry extensively.
Empress Vada recently took over ruling the empire after her husband Oracutus XVII died. A thoughtful, intelligent woman loved by her people and courted by many of the nobles of the empire, it's expected she will remarry soon.
Kernicia's main exports are horses, corn, and cotton.
Kernicia is on bad terms with Alcodia, neutral terms with Maskep, and good terms with everyone else.
Kernicia's main religion is the worship of the Wind Dragon, Mindista.
Kernicia's capital is Sondirra, a town that resembles a fortress more than a city. Its labyrinthine design is meant to both confuse invaders and protect the castle at the center of the town. At the same time, the intricate layout of the city is also beautiful in its own way, with many waterways and crosswalks over other streets that provide novel means of travel… as well as good places for defenders to strike from.
Mallerica:
A loosely bound confederation of desert states, Mallerica prides itself on being the most free - and therefore the most lawless - of the nine countries. Seen in the overall community as a country of little more than beggars and thieves, Mallericans are a rough, tough, and rowdy lot, much given to casual love, war, and theft. Other countries say Mallericans come in two varieties: those that love to fight, and those that love to steal. Unlike other countries that were once part of Kernicia, Mallerica did not fight for their freedom; Kernicia simply ceded land rather than deal with the hassle of trying to support the desert regions and the Mallerican states slowly formed afterward.
There is no one authority figure in Mallerica, but the closest one might come is the bandit Wolfgang Lynch, who leads the largest bunch of lawbreakers in the region. A large man who doesn't engage in pointless cruelty (although he will quite often make jokes at the expense of others), he's something of a legendary figure in Mallerica.
Mallerica's main exports are berserkers, bandits, and thieves, sad to say. They do 'import' quite a bit of foreign goods, though.
Mallerica is on neutral terms with everyone.
Most regions of Mallerica worship the Fire Dragon, Rhavera.
Mallerica doesn't have a single capital to refer to.
Comobia:
Comobia is the result of careful strategic planning. When Alcodia first revolted in the north, leaders in Comobia launched an assault on the country from the east, forcing the empire to fight a war on two fronts. It took many years, but eventually the Comobians were able to secure the land's fertile grounds and inland sea for themselves. The problem is that while securing the center of the continent is good for trading, it also leaves them open on many sides should anyone wish to attack, and so they have worked on a massive stone wall across their borders since the creation of their kingdom. To date, it blocks off the west and part of the south.
King Radulf I recently took the throne under, shall we say, suspicious circumstances. As he is in only his first year of reign, the people have yet to form an opinion of him.
Comobia's main exports are pigs, cows, horses, grain, corn, and tobacco.
Comobia is on bad terms with everyone except Austrys.
Comobia's main religion is the worship of the Earth Dragon, Mopolo.
Lucike:
Lucike was formed after Comobia cut off the Kernician Empire's border. Comprised of people from Kernician, Mallerica, Comobia, and Altaria looking for a better life, it's a communist empire that's slowly built up strength over the decades… partly because many useful ores can be found in the country, particularly in the offshore islands.
Premier Jaxon has been in power for several years and rules Lucike with an iron fist. Strangely, despite this and some of his more draconian policies, he has the full support and devotion of his people.
Lucike's main exports are high-quality weapons and armor.
Lucike is on good terms with Comobia and Altaria. It is on bad terms with Kernicia, Alcodia, and Mallerica. It is neutral to Otland and Austrys.
Lucike's main religion is the worship of the Thunder Dragon, Vogaru.
Altaria:
Altaria is a peaceful nation, for the most part. The vast hills and valleys are perfect for raising animals and so they do, many citizens ending up becoming great horsemen over the course of their lives. Perhaps their greatest claim to fame is that pegasus and wyverns are found much more commonly roosting in the mountains in this country than any other, giving them an air superiority advantage over any country that would attack them. In fact, their military is comprised almost entirely of mounted units, from simple cavaliers to mounted archers and mages to legions of pegasus and wyvern riders.
Queen Marla VII is an older woman, just about ready to pass the throne down to her daughter Marla VIII. She was a somewhat unpopular ruler in her time due to her attempted and ultimately failed invasion of Comobia, aborted only when Premier Jaxon intervened and negotiated peace between the two countries and allowing her to save face. The people are looking forward to a new Queen.
Altaria's main exports are pegasus colts, wyvern eggs, and precious gems.
Altaria is on good terms with Lucike, bad terms with Comobia, and neutral terms elsewhere.
Altaria's main religion is the worship of the Dark Dragon, Gaitu.
Austrys:
Austrys is the most spiritual of the nine nations. Seperated as it is from most by the ocean and from Altaria by a very wide river (that, admittedly, could easily be crossed by their flying units), the Austryans have seen no reason to invade other countries and in turn, like Maskep, are generally left alone. A theocracy through and through, most of which is expressed through worshipful song and dance.
Saint Marista is the current chosen ruler of Austrys. A young woman, she is very quiet and reserved, choosing to focus her energies on furthering her studies in the magical arts.
Austrys's main exports are rice, musicians/dancers, songs, and instruments.
Austrys is on good terms with everyone.
Austrys's main religion is the worship of the Light Dragon, Jadyne.
Otland:
Otland is a country that, frankly, the other eight countries don't much bother about. The large island nation is composed mostly of marshland and forests, and doesn't reach out to the other nations. Because of that, pretty much everything about it is a mystery from who's in charge to what the capital is to what exactly it is they're doing over there. What is known is that they seem to be pretty hostile to anyone landing on their island uninvited and expositions there end in displays of magic that can easily be seen in Lucike.
In the beginning, there was only the Great Mother (Called Lunara in elder times) and the Great Father (Solus).
They had come to cherish the world as it was-wild, free and untamed. In those days, many Dragons lived under the cold blue skies, and there was no pain, nor death, nor illness. The world was one half of ice, endless snow-the other, of endless desert sands. It was all beautiful, but desolate and lonely. A place where one could spend an eternity in rumination.
The pair was blessed with foresight, and saw soon the days of the everliving races would come to an end. The time of mortals was coming…and such a world, while paradise to immortals, would be a slow and stagnant death for them.
They pondered long and hard. Lunara foresaw great pain and hardship-the terrors and cruelties men would do to another. She did not wish for this to pass. Solus saw great works of beauty and kindness, though, love and passion to rival their own-and he tempered her fears. So they agreed, and sought to procreate one last clutch, those who would guide the young mortals as best they could, so they would not forget who came before…
Their labor was long, and when it was over Great Father took his leave-he became the center of the great burning orb which would become the Sun, his fury stoking it's everliving furnace. He would melt the ice that had so long encased the world, and bring warmth.
Lunara would lay seven eggs, before retiring in a similar fashion after her children had been raised-but she was less trustful of the mortals, and stayed closer. One can see her cold white eye in the sky every night, sometimes wide open, other times winking. She would push and pull the mighty seas according to her whim, and the deserts would soon blossom into forests.
It is said Lunara and Solus live sundered, still desiring each others company, but held to their duties. Gazing out at one another from across space and time-only meeting once during the day of the eclipse, which comes every ten years. It is also said, that they look upon the world during this time, and if all is well, virtue and justice ruling over vice and corruption, they allow our world to move upon it's course with their blessings.
But, if one day the compounded sins of man should be judged too much, too horrible, and impossible to cleanse…they will begin anew, washing the land in the fire and ice of their grief, and their rage.
The first egg to hatch did so as the very first rays of light began to touch our world, from Solus's mighty core.
The Great mother named her Jadyne-the Sun Touched. In honor of her father, whom she so missed. As the first being to perceive Light, Jadyne was endowed with all it's wonders. Jadyne was most like her father, seeing beauty and life in all things. Her sphere was emotion, passion, and romantic love-art, music and poetry. Among her siblings, and later the mortals, Jadyne's great trait would be her ability to read emotions, calming the tempered and emboldening the weakhearted. Her gift to humanity would be compassion, and empathy.
Her light only grew stronger as she came into her own. She shone so brightly, in fact, her Mother would be forced to come to a realization-that their natures were fundamentally different. They chanced to discuss this, and, even the honey words of Jadyne could not convince her otherwise. For Jadyne reminded Lunara of her mate, so far and yet present, and the pain it caused her. When Great Mother sought to leave the world, she took a form small and subtle-away from the lights which so hurt her-only to emerge when they had gone. Jadyne begged her not to leave, but she could not be dissuaded.
Jadyne wept for seven long years, for of all emotions she had experienced, heartbreak was the most bitter. Her tears formed a great and deep pool, and in this pool, there is no light. Jadyne's grief had not dimmed her inner force, for she had shed her sadness away into this place as a snake does it's skin, accepting the pain and the loss as natural and good. This pool of grief was sealed away deep in an enchanted forest, for she did not wish harm to come to mortals from partaking of it's black depths, which would bring even the strongest heart to bitter despondency.
She then vowed to bring forth joy to mortal lives, that were so often tragic and short. So that they might shine all the brighter, for having lived their meager terms.
Thus, Jadyne shines still, giving light and hope to humanity. Her joy and her strength can be felt every day the sun rises, for that is when she can feel the rays of her father-and make out the faintest hint of her mother and dream of a day when they will be reunited for good. She can also be wrathful, if needed-the fiercest foe of the unnatural and that which corrupts the moral or natural order of the world. If called upon, she will let the merest fragment of this anger-which can be mighty and terrible, indeed-come to being, scorching the unclean to ash.
…
The Worship of Jadyne is characterized by passion, energy and liveliness. Lovers, poets, romantics, artists-anyone who finds freedom and joy from emotional release, not necessarily from merely physical, though that is encouraged as well. Jadyne teaches one to embrace life to the fullest, making the most of every day-and spreading cheer and good fortune wherever one goes. In this way, every man or woman is thought of as a light, and the light is the sum of who they are-it is only right that the light should shine, and chase away the absence. Her worship is not quiet or solemn. Jadynites dance, sing and play instruments as a way of life-they want to be heard, loud and bold enough for perhaps, to even rouse Great Mother from her watchful sleep. They eat and drink heartily, celebrating life in all it's myriad wonders. Great works of art are also venerated, be they carved in stone or written on parchment, or even an excellent cooked meal-for to share ones emotions in a physical form is the culmination of Jadyne's happiness.
Jadyne is a popular Dragon to worship, for those reasons and more. Her followers are usually free spirited and kind, earnest and forthright. They do not willingly shield their thoughts, and tend to be outspoken-yet never hurtful. Most of them believe in a careful balance of emotions, tending to the positive rather than the negative. Though, understanding the need for grief, anger, even fear and hate are less discussed yet equally important parts of her worship. The light, after all, comes in many spectrum's. Jadyne's teachings, being so boisterous, attract many and varied faithful in large numbers-and for the most part, her worshipers tend to be open minded as well.
And yet, the more base members of Jadyne use her ethos as excuse for frolicking and hedonism, even to the point of lechery and gluttony. These sorts tend to view her teachings as strictly literal-life being one, massive party. Even to the point of rejecting real, physical needs-except that which immediately makes them happy. Not a few people somehow believe Jadyne gifted Humanity with a need for gold, and that earning and spending it in large amounts is just what she likes. What few violent and aberrant sects have developed in here name are usually part of the 'monocolo', an ancient offshoot of Jadynites that believed strict observance to a single emotional shade was the proper way, and all other emotions are considered 'unnatural'-some such as the Sisters of Grief, who are a group of powerful and malicious group of female Shamans who live off the cost of Austrys on small hidden islands, execute acts of sabotage and terror to bring about misery, and often take slaves during raids on the mainland-usually men, for reasons no one really wants to speculate on. Or the Order of Raging Fists, mercenary berserkers who predictably believe angrily punching people in the face is the way to earn the attention of Jadyne. But, these groups tend to be small…and don't advertise their locations.
Jadyne's temples are usually more like feast halls then churches-plenty of room to dance, sing, drink and eat. Enterprising Austryns often open combination taverns and places of worship in foreign countries, earning money from happy customers, and satisfying the demands of the faithful at the same time. They are ornately and beautifully decorated, with many artists competing to have the honor of displaying their greatest works within. Jadyne's Statue is the great and most treasured object therein-while the cliche is that the statue is always made of solid gold, it's form takes on whichever that is considered most beautiful-wood lacquer, jade, silver and marble as just as common. It does tend to be large, and draped in a wealth of treasures and artworks mundane and ordinary.
These temples are a common target of thieves and vagabonds due to their wealth and location-Gaitus legion of opportunistic believers more so than usual. The Priests tend to be gifted in wordplay, though, and can at times convince even the most hardhearted of criminals to seek a better path…if all other means have failed, though…many of them find that underneath the frivolity, and pleasant sheen of civility lies a divine anger-Jadnye's most potent weapon, and her final and most dangerous gift, was anger. And, they know how to use it well.
The seventh and final divine egg hatched at the peak of the days twilight.
The Great Mother named him, her final son, Gaitu-the Secret Keeper.
For Gaitu was blessed in his creation to see and hear and know all things done in the dark away from other mens eyes, from the faintest whisper of treachery, to a childs prayer for warmth-a haunting limerick, to a great work of arcanae. Knowledge was his domain, and as he came into age and power, men would flock to him for advice on matters great and small. His nature was for the longest time, that of a benevolent librarian-not a hoarder of knowledge, but a preserver. It brought him joy to share what he had learned, and to learn all he could in return. He would bequeath a young and fledgling Humanity the gifts of curiosity and the written word.
And one day, as he looked upon creation and found something that displeased him.
Once, a just and honorable Prince had asked Gaitu for help learning the truth of mens hearts, so that he might be a better and gentler ruler. Gaitu had thought of it, and indeed provided a way to tell if one was being honest, by means of a pair of magic gauntlets. The prince need only wear them, and he would know if what was told to him by someone, was the truth or a lie-and yet, the divine warned that this could only faciltate the young mans search for knowledge, not replace it.
Gaitu then took a small nap to replenish himsef, and nearly thirty years passed since the day he had given this gift. To his sorrow, when he woke he found the Prince was no longer young, honorable or just. He had grown wise and powerful, indeed-and he become a dictator, seeing plots to overthrow his rule in every corner, and the gauntlet had never left his hand for years and years-his once proud hands had shriveled to pale husks. Paranoia and fear consumed his every waking moment. Even the most minor of falsehoods, even unintentional ones, were punished brutally.
Gaitu withdrew his gift, flinging the gauntlet into the darkest place of the world he could find. Where no natural light had ever shown, and never would. He cursed the day he had ever made it, and Gaitus curse would forever cling to that cursed object-that one who dons it would wield great power and knowledge, yet never know joy or light ever again. The Prince would lose himself in the darkness as well searching for it, and some say he still looks for them to this day.
Gaitu pondered this event long, coalescing himself deeper and deeper into the shadows until they were nearly inseparable. Gaitu would come to believe this-that the Truth had destroyed a once good and noble person, by a power he had created. Knowledge, if used improperly, could be like a poison. He now understood why he had been called the Secret Keeper…and forever more, Gaitu would appear less and less to man in his real form. Though he would be no less vigilant in the defense of the world and it's creatures, he now preferred to do so from the cover of darkness. He would protect mankind even from itself, if he had to. The watcher in shadows.
So he withdraw beyond time and light, and tended the growing world from afar, looking for some measure of peace in his loneliness.
…
The Worship of Gaitu is considered the mark of those who know what they want in life and seek it, but are possessed of patience, cunning and strong willpower. His core tenets are respect for law and honor, and a fundamental appreciate of knowledge-spoken and written and practiced-and the power it can have. Responsibility and virtue are considered his strongest traits by his more benevolent followers, the desire to protect what one cherishes no matter the personal cost. They are, in almost all cases, considered individualists-and yet, selfishness is not considered a virtue. One who follows Gaitu-at least, according to official doctrine-must never use the shadows to perpetuate evil or destructive acts unless in the defense of something greater then they. It is not uncommon for these sorts of people to become protectors, though often unwilling ones.
Of course, some have viewed Gaitu's teachings in a less restrictive manner. They view the story of the Prince turned to evil as a sign not of their own Deities mistake, but a fundamental lesson that the very heart of man is flawed, and that knowledge should be kept and hoarded-given piecemeal, only to the most deserving. If this is true, one reasons, human morality itself is a flawed concept…and anything is justifiable, when done hidden from the light of the sun. Of his most fervent and most malevolent followers (though it is not confined to them), there is a strong belief that Humanity must be 'fixed'-either through purge, or iron rule.
Thieves, Assassins, and spymasters of many stripes also follow this somewhat hackneyed credo, and even the least pious have learned small prayers they believe bring them luck in the dark.
"Gaitu, damn their eyes", and "Gaitu, be my cloak" are popular, if considered a bit blasphemous.
The middle road is what most people seem to believe-that one should rely on no one but themselves, and keeping secrets is a wise and noble thing. That they should find something to cherish, and hold onto it tightly. Think before acting, and fight smart-not hard. That one may have to forgo happiness for a great enough cause.
Characters
This series of tabs is for the player characters of Fire Emblem: The Lost Dragon.

Name: Ramena Saqui
Class: Sword Trainee -> Myrmidon -> Samurai
Character Specific Skill: Fortune
Affinity: Anima
Personal Fault: Equiphobia: -10 to Hit and Evasion if there's a Horseback unit within 3 spaces.
Personal Skill: Magemurder: +10 to Crit when fighting against Anima-wielding unit.
Preferred stats: SKL, SPD
Weapon profs: Sword (E)
Level: 1
Total Level: 1
Progression spent: 330/330%
| Stat | Points | Progression |
| HP | 18 | 60% |
| STR | 4 | 50% |
| MAG | 1 | 0% |
| SKL | 6 | 60% |
| CON | 4 | - |
| AID | 3 | - |
| LCK | 3 | 40% |
| DEF | 3 | 30% |
| RES | 0 | 30% |
| SPD | 5 | 60% |
| MOV | 4 | - |
Inventory
| Name | Type | Rank | RNG | MT | WT | CR | Hit | QL |
| Slim Sword | Thru | E | 1 | 4 | 2 | 10 | 100 | 35/35 |
| Vulnerary | Item | - | 1 | - | - | - | - | 3/3 |
Battle Stats
| Weapon | AT | Hit | AS | Eva | Crt | DG |
| Slim Sword | 8 | 113 | 5 | 13 | 3 | 3 |
Bio: Coming from large family of mercenaries and army officers, Ramona was trained to be a warrior of some kind since her early age. After she was old enough, she choosen the path of swords and began her few years long training, under the skilled guidance of her parents and two of eldest brothers.
But as with all training and growing up, it has come to an end. Ramena, now twenty, said goodbye to her parents and younger siblings, grabbed the sword and walked down the road to closest village, then city, then anywhere where her feet take her.
Whilst striving to be a good swordsman and not being scared of combat, she has rather shy personality when it comes to social interactions, so unless necessary, she prefers to be in a company of few people, or even alone, with her weapon as her only companion. Since a childhood accident, she is also scared of horses, which unfortunately cripples her when it comes to fighting horse riders of any kind.

Name: Nathara Meless
Class: Mage Trainee -> Shaman -> Druid
Character Specific Skill: Center
Affinity: Light
Personal Fault: Too Focused: If Nathara has attacked last turn with a tome, -10 Evasion
Personal Skill: Quick Caster: If Nathara is over 50% HP, +2 AS.
Preferred stats: MAG, SKL
Weapon profs: Anima (E)
Level: 2
Total Level: 2
Progression spent: 330/330%
| Stat | Points | Progression |
| HP | 18 | 70% |
| STR | 2 | 20% |
| MAG | 8 | 70% |
| SKL | 6 | 50% |
| CON | 3 | - |
| AID | 2 | - |
| LCK | 2 | 30% |
| DEF | 1 | 20% |
| RES | 4 | 40% |
| SPD | 4 | 50% |
| MOV | 4 | - |
Trainee L2: HP, MAG, DEF, RES
Inventory
| Name | Type | Rank | RNG | MT | WT | CR | Hit | QL |
| Fire | Fire | E | 1-2 | 4 | 7 | 0 | 90 | 40/40 |
| Vulnerary | Item | - | 1 | - | - | - | - | 3/3 |
Battle Stats
| Weapon | AT | Hit | AS | Eva | Crt | DG |
| Fire | 12 | 103 | 0+2 | 2 | 3 | 2 |
Bio: Nathara Meless, age 16 of southern Maskep is and has been very much a scholar. She, to describe her in a word, is curious. She loves to read magical tomes, to practice magic with her own ten fingers, to dig into magic and find the little corners of magic. She’s also recently shown an interest in dark magic- because it’s unknown and full of markings each with their own meaning, she finds herself wanting to explore it too. However, she’s still incredibly naïve- while she may be intelligent, she seems to expect things to be better than they really will be, and is not particularly emotionally willed. She’s focused on magic, very much, and this is both a boon and a drawback- while it allows her to use magic with ingenuity, it also has the disadvantage of preventing her from really paying attention to anything outside of her work when she’s using magic, often missing things said to her, and falling prey to the world around her from simply refusing to take her nose out of the tome or out of the runes. She once walked straight into a ditch when she was reading, and by the time she managed to get out she’d managed to minorly break her elbow.
Nathara was born in a rural area of southern Maskep with the talent for magic, and expressed magical talent from an early age- merely a year after she learned to read (she learned to read at five years old- her family is not particularly poor, one parent being a merchant and the other an Anima mage), she started to learn to read magic. Not very long after at all, she learned how to perform parlour tricks- but she took like even these simple tricks like a fish to water, learning to improve the tricks to add minor little effects. And encouraged by this, she continued to learn. And aside from a few injuries (like above ditch incident) her magic tutelage progressed swimmingly, aided by the fact that Maskep is hardly a magic-less country.
However, now that she’s worked her way up to the commonly available spell of fire, and finally proved herself able to use it, she’s finding that she is not able to get any other spells as a civilian. And as such, she decided to become a wandering mage for a while- finding it spectacularly harder to go alone than she had thought. Realizing by now (and she had already left Maskep for the time) that she may not have thought this out (yet not even realizing the half of it yet), she went and looked for a group she could join to fulfill her goals of studying magic- like, for example, mercenaries.

Name: Vandertz Angra
Class: Soldier Trainee -> Wyvern Rider -> Wyvern Hunter
Character Specific Skill: Fortune
Affinity: Wind
Personal Fault: Hard to focus: -2 damage to archer and their promotions.
Personal Skill: Deathstab: +10 crit against any class except archers and their promotions.
Preferred stats: DEF, HP
Weapon profs: Lance (E)
Level: 2
Total Level: 2
Progression spent: 330/330%
| Stat | Points | Progression |
| HP | 21 | 60% |
| STR | 6 | 70% |
| MAG | 0 | 0% |
| SKL | 5 | 60% |
| CON | 5 | - |
| AID | 4 | - |
| LCK | 1 | 10% |
| DEF | 6 | 60% |
| RES | 0 | 10% |
| SPD | 4 | 60% |
| MOV | 4 | - |
Trainee L2: HP, SKL, DEF, SPD
Inventory
| Name | Type | Rank | RNG | MT | WT | CR | Hit | QL |
| Slim Lance | Pier | E | 1 | 4 | 5 | 10 | 85 | 50/50 |
| Vulnerary | Item | - | 1 | - | - | - | - | 3/3 |
Battle Stats
| Weapon | AT | Hit | AS | Eva | Crt | DG |
| Slim Lance | 10 | 95 | 4 | 9 | 12 | 1 |
Appearance: His hair is a bit long compared to most of the other wyvern riders he met, his skin is tan and his body have some scars, mostly on the arms and on his face, he likes to call them "memories of combat", as most of them were caused by weapons during his assaults and his "missions"
Clothes: Medium-weight spiked armor, giving him a less friendly or generic armor, on other words, not the classic polished armor from the guard. On the left side of his shoulder plate, there is blood red ragged mantle, covering a good part of his arm, it was the only part left from it after the fights he had, and now is used like a luck charm. The helmet that he had been using was a gift from a friend of his father, who happens to be a berserker who was planning to give up of his career.
Backstory: Born in small town of merchants, Vandertz is from a family of wyvern riders, his days were peaceful and he used to be a prankster when young, he never took anything or anyone seriously, until he was told to carry on with the family business, on other words go around the world and get rich if possible, just like any other mercenary. The money barely took his attention, but the idea of exploring the world and putting his life in danger made him get started.
Since that day, he asked a friend of his father to teach him how to fight properly, even if the experienced soldier was a berserker, he managed to teach the young man how to fight with a spear properly, besides forcing him to test his limits to gain more resistance, get strong enough to defend himself from any possible attack during his travel. For his surprise, his family had been watching his progress and allowed him to learn how to be a wyvern rider even if he was really young yet. The first thing he did was give a name to the blue snake-like wyvern, "Orihalcon", it was the name of some rare blue mineral he heard about, he was not sure if it existed, but he liked how the it sounded. Curiously, the wyvern shared some of the qualities of the soldier, both could be noisy and annoying, so they ended up being the perfect pair for destruction or just to ruin someone's day.
It was quite a challenge to him get used to the flying combat style, especially because his berserker friend really would not be able to help him on that part and most of the wyvern riders were too busy doing their own things, just with some luck he could train with others, those who had patience for him and his pranks, even in the middle of the training.
When he was eighteen, he finally had to say good bye and go on with his life and win his own fights, it was a difficult challenge indeed, especially in a area like that, and after two years, the "rookie" rider began to have problems to be hired by others, mostly because he was knew for being a prankster and a troublemaker, so the only thing he had been doing was wander around to keep looking for someone to hire him, after all he wanted to get into a dangerous mission besides getting some gold to keep himself and his wyvern alive.

Name: Elian Arelet
Class: Thief Trainee -> Scavenger -> Bounty Hunter
Character Specific Skill: Stillness
Affinity: Ice
Personal Fault: The Big Number 8: -10 critical when facing Priest trainee or their variations.
Personal Skill: No honor among thieves: +2 damage when facing Thief trainee or their variations.
Preferred stats: SPD, LCK
Weapon profs: Sword (E)
Level: 2
Total Level: 2
Progression spent: 330/330%
| Stat | Points | Progression |
| HP | 17 | 40% |
| STR | 4 | 40% |
| MAG | 1 | 40% |
| SKL | 6 | 60% |
| CON | 4 | - |
| AID | 3 | - |
| LCK | 2 | 20% |
| DEF | 3 | 40% |
| RES | 2 | 30% |
| SPD | 5 | 60% |
| MOV | 4 | - |
Trainee L2: HP, SKL, RES, SPD
Inventory
| Name | Type | Rank | RNG | MT | WT | CR | Hit | QL |
| Slim Sword | Thru | E | 1 | 4 | 2 | 10 | 100 | 35/35 |
| Vulnerary | Item | - | 1 | - | - | - | - | 3/3 |
Battle Stats
| Weapon | AT | Hit | AS | Eva | Crt | DG |
| Slim Sword | 8 | 113 | 5 | 12 | 13 | 2 |
Bio: Elian grew up in an odd home- living amongst thieves and burglars. He was taken into the small group of only a dozen as a young toddler, after Elian found himself without home nor direct family. They taught him how to steal, pick locks and pockets, and survive in the city they called home. He quickly became known for his reputation as a bright and cunning thief, working up immaculate plans and becoming a trusted source of logic, as well as being exceedingly charismatic, despite the silence that usually graced him.
After years of living surprisingly lavishly in the city, (Stealing gold and jewels from the rich had ensured Elian and his brothers-in-theft a surprisingly comfortable life,) Elian decided he would set out and experience what the world was like, instead of staring at the unknown past the stone wall of the city.

Name: Raynen Sigenfire
Class: Mage Trainee -> Mage -> Sage
Character Specific Skill: Vantage
Affinity: Anima
Personal Fault: Can't focus: -5 Hit/Avoid for every ally that's currently injured.
Personal Skill: Not finished yet: +2 Mag when under half HP.
Preferred stats: MAG, SKL
Weapon profs: Anima (E)
Level: 2
Total Level: 2
Progression spent: 300/300%
| Stat | Points | Progression |
| HP | 18 | 60% |
| STR | 2 | 0% |
| MAG | 7 | 70% |
| SKL | 5 | 40% |
| CON | 3 | - |
| AID | 2 | - |
| LCK | 3 | 30% |
| DEF | 1 | 10% |
| RES | 3 | 40% |
| SPD | 7 | 50% |
| MOV | 4 | - |
Trainee L2: HP, MAG, SKL, LCK, DEF, SPD
Inventory
| Name | Type | Rank | RNG | MT | WT | CR | Hit | QL |
| Fire | Fire | E | 1-2 | 4 | 7 | 0 | 90 | 40/40 |
| Vulnerary | Item | - | 1 | - | - | - | - | 3/3 |
Battle Stats
| Weapon | AT | Hit | AS | Eva | Crt | DG |
| Fire | 11 | 101 | 3 | 9 | 2 | 3 |
Description: Raynen has black hair, brown eyes, and typically goes around in practical clothing, depending on the weather. The one constant in his apparel is a black cloak he carries around, even during summer.
Personality: Raynen is typically rather energetic, being quick to take action in almost any situation. However, though he's far from shy, he has few true friends, and doesn't trust people easily. He has a strong sense of right and wrong and is quick to defend the innocent, but has very little sympathy for anyone he feels is in the wrong.
Background: Raynen's very reluctant to speak about his past, but when coaxed he'll mention that he comes from a small village in Kernacia, known for its horses, which his family (and others) helped train. He claims he left due to not caring for that particular job, but occasionally hints at an incident that caused his departure. He learned magic from a local scholar, which he's been practicing on his own ever since.

Name: Clair Button
Class: Fighter Trainee -> Fighter -> Forest Knight
Character Specific Skill: Renewal
Affinity: Water
Personal Fault: Daddy issues:If the character is fighting a Pirate or their Promotions, -2 Base Damage
Personal Skill: Tool of the trade:If the character is wielding a hack type axe, +10 Critical
Preferred stats: STR, HP
Weapon profs: Axes (E)
Level: 2
Total Level: 2
Progression spent: 330/330%
| Stat | Points | Progression |
| HP | 21 | 80% |
| STR | 7 | 50% |
| MAG | 0 | 0% |
| SKL | 4 | 50% |
| CON | 6 | - |
| AID | 5 | - |
| LCK | 2 | 30% |
| DEF | 3 | 50% |
| RES | 1 | 10% |
| SPD | 4 | 60% |
| MOV | 4 | - |
Trainee L2: HP, STR, SKL, SPD
Inventory
| Name | Type | Rank | RNG | MT | WT | CR | Hit | QL |
| Hatchet | Thrw | E | 1-2 | 4 | 5 | 5 | 85 | 35/35 |
| Vulnerary | Item | - | 1 | - | - | - | - | 3/3 |
Battle Stats
| Weapon | AT | Hit | AS | Eva | Crt | DG |
| Hatchet | 11 | 94 | 4 | 10 | 7 | 2 |
Bio: Clair was born to the dread pirate, Regard Samwise. He was far from a good father. Her mother, Diana Button, captured during a raid of her father and gave her life so Clair could escape, but her father still seek her and his legacy is seeable in her skill with axes. Still on the run, it seem like she fallen in with the wrong crowd, but it not like she has a choice, right?

Name: Lady Adelaide Sai
Class: Priest Trainee -> Nun -> Saint
Character Specific Skill: Celerity
Affinity: Dark
Personal Fault: Raindrops keep falling on my head/ If Weather is [Not Clear], -15 to Evasion
Personal Skill: A friend in Need/If above 50% HP, +50% Support Bonuses
Preferred stats: RES, LCK
Weapon profs: Staff (E)
Level: 2
Total Level: 2
Progression spent: 300/300%
| Stat | Points | Progression |
| HP | 15 | 50% |
| STR | 2 | 5% |
| MAG | 4 | 65% |
| SKL | 1 | 10% |
| CON | 3 | - |
| AID | 2 | - |
| LCK | 5 | 70% |
| DEF | 1 | 10% |
| RES | 7 | 70% |
| SPD | 6 | 20% |
| MOV | 4+2 | - |
Trainee L2: MAG, LCK, RES, SPD
Inventory
| Name | Type | Rank | RNG | MT | WT | CR | Hit | QL |
| Heal Staff | Heal | E | 1 | 10 | - | - | - | 30/30 |
| Vulnerary | Item | - | 1 | - | - | - | - | 3/3 |
Battle Stats
| Weapon | AT | Hit | AS | Eva | Crt | DG |
| Heal Staff | 14 | - | - | 17 | - | 5 |
Supports
| Character | Rank | Effects | Basis |
| Rhett | C | 2 EVA, 5 CRT, 5 HIT, 5 DG | Drunken flyting in a bar that almost got them arrested, so mutual respect for the other's linguistic capabilities |
Bio: Adelaide is a kindhearted, yet somewhat high minded Priestess who was born and raised in a large city Sondirra, in Kernicia-she was born into a large family with old blood, old power and old money-though, like their countries Imperial aspirations, time had faded them to a mere shadow on the water of what they once were. She had powerful, rich and somewhat neglectful parents, who preferred to leave the care of their daughter to hired help. She developed as a young woman with little ambition but to pacify her immediate needs and wants, not given to much introspection or self criticism. She was coached to be a mage when she was very young when her magical potential was discovered, but found tedious study and the endless lectures terribly, terribly boring. Instead, she devoted herself to spiritual matters and studying the pantheon of Seven Dragons-learning she had a natural knack for mending wounds and curing sickness…in her own words, she didn't like to see anyone suffer. It made *her* uncomfortable to have to watch it…
Unfortunately, she was generally unaware of the plight of the poor who really needed this, and devoted her energies to healing the many and minor maladies of the bejeweled Kernician Upper Class in her teen years. It allowed her to do what she always wanted-work little, party hard. She overcharged atrociously ('My skills are worth it!'), but no one complained…
While maintaining the minimum of piousness required, Adelaide generally became a mercenary-more or less. If one can entice her to wake up before noon (kicking out whoever she had spent the previous night with), she will show up on any battlefield with a hangover and mildly worthy cause, tossing healing spells with gusto and flair-as long as she gets her bag of gold and gems in advance, anyway.
Despite her numerous personal failings, Adelaide generally does follow the path of good. She loves money, but freely spends it on others. She is charismatic and optimistic, if stuck up, and makes friends easily-her friendly temperament lends power and passion to her healing energies. Those who can stand her somewhat tempestuous manner find she is has an amazing, and well deserved amount of confidence in her abilities-despite all claims, she genuinely enjoys doing what she does, and assumes no one is better. She is most friendly to those that place similar high stock in their own skills and abilities. Her highest personal recommendations come with the admiration for her personal energy and liveliness, which lends her a certain celerity on the battlefield-the quicker the fighter is over, the faster she can take her lunch break.
Adelaide does not like to witness wanton cruelty or pointless violence, especially against those who cannot defend themselves-even more so, against women. She does not prefer to fight directly, though-not so much pacifism as actually having to do any hard work. She usually complains (loudly and often) if battlefield conditions are not 'optimal for my healing prowess', ironically shaking her fist at the heavens should any scudding rain clouds dare show themselves while she is working.
Though she is a trainee Priestess, Adelaide is unusual in that she has not yet settled on which Dragon deserves her veneration-she merely pays homage to them all, now and again. Her friends jokingly suggest she's holding out for the best offer.
Appearance: A youngish girl in her early 20s, with auburn hair long and flowing down past her shoulders. Adelaide wears it done up in a fancy three ponytail style, all the more for that fashionable swish during battle. She has somewhat pale Caucasian skin, light blue eyes that radiate life, and a slight build. She is rarely without a mischievous smile.
Clothes: Adelaide usually wears light greens and soft whites in comfortable, even alluring ways-her wardrobe has many fine materials, and and is usually rounded out with a comfortable cloak with forest green trim. She buys the latest things to keep herself in style. It's all quite immodest, for a Priestess.

Name: Tyrone Skyveers
Class: Rider Trainee -> Pegasus Rider -> Falcoknight
Character Specific Skill: Vantage
Affinity: Heaven
Personal Fault: Momentum Needed!/If the character doesn't move this turn, -2 Base Damage
Personal Skill: Full-Speed Impact!/If the character uses all MOV in the round, +2 Base Damage
Preferred stats:SKL, SPD
Weapon profs: Sword (E)
Level: 2
Total Level: 2
Progression spent: 300/300%
| Stat | Points | Progression |
| HP | 17 | 50% |
| STR | 4 | 50% |
| MAG | 0 | 0% |
| SKL | 6 | 60% |
| CON | 4 | - |
| AID | 3 | - |
| LCK | 2 | 30% |
| DEF | 3 | 20% |
| RES | 0 | 20% |
| SPD | 6 | 70% |
| MOV | 4 | - |
Trainee L2: HP, SKL, SPD
Inventory
| Name | Type | Rank | RNG | MT | WT | CR | Hit | QL |
| Slim Lance | Pier | E | 1 | 5 | 4 | 10 | 85 | 50/50 |
| Vulnerary | Item | - | 1 | - | - | - | - | 3/3 |
Battle Stats
| Weapon | AT | Hit | AS | Eva | Crt | DG |
| Slim Lance | 9 | 98 | 6 | 14 | 13 | 2 |
Bio: Tyrone is a strange fellow, a rather hot-headed young man who prefers to charge into battle at full speed rather than waste time standing around. This is good, because though he seems oddly skilled at using the momentum of a horse charge to his advantage, he's not very good at attacking while standing still.
He was born in a small inland Altarian village, where the main attraction to the area was the pedigree of horses that were bred there, which were perfectly suited to combat, if you could manage to get them to listen to you.
He was a rather… interesting child, for it seems that in the entire world, he was the only person that had darker skin than the seemingly default white-as-the-driven-snow skin color of the rest of the world. In fact, his skin is incredibly dark, with bright red hair to contrast against it. He's also rather muscular, though it's somewhat hidden under the riding clothes and armor that he wears as a horseback fighter.
Tyrone left his village under… less than ideal circumstances. Essentially, he was given a horse and a week's provisions and told to ride as far as he possibly could. He doesn't talk about why.

Name: Ralai
Class: Swordsman Trainee -> Fencer -> ?
Character Specific Skill: Discipline
Affinity: Water
Personal Fault: Yellow-bellied: If an ally is reduced to 0HP, -2 to STR for one round
Personal Skill: If an enemy has a skill targetting a specific gender; this unit ignores it
Preferred stats: SKL, SPD
Weapon profs: Sword (E)
Level: 2
Total Level: 2
Progression spent: 330/330%
| Stat | Points | Progression |
| HP | 19 | 60% |
| STR | 7 | 60% |
| MAG | 1 | 0% |
| SKL | 5 | 50% |
| CON | 4 | - |
| AID | 3 | - |
| LCK | 5 | 40% |
| DEF | 2 | 40% |
| RES | 1 | 30% |
| SPD | 5 | 50% |
| MOV | 4 | - |
Trainee L2: HP, STR, LCK, RES, SPD
Inventory
| Name | Type | Rank | RNG | MT | WT | CR | Hit | QL |
| Slim Sword | Thru | E | 1 | 4 | 2 | 10 | 100 | 35/35 |
| Vulnerary | Item | - | 1 | - | - | - | - | 3/3 |
Battle Stats
| Weapon | AT | Hit | AS | Eva | Crt | DG |
| Slim Sword | 11 | 112 | 4 | 15 | 12 | 5 |
Bio: Hailing from a minor noble family in Alcordia, Ralai was born into a life of relative comfort, being the sixth child of the family. By virtue of being unimportant in the family succession, Ralai has an unusual amount of freedom in regards to to the family and such, though they did end up taking some military training. Ralai has a keen interest in theatre, and in acting in particular. Most of the free time is spent practicing the variety of voices one would typically hear in a performance and Ralai shows no interest in ever giving that up.
Ralai's personality could be described to be as water; mostly laidback, going with the flow as well as being adaptable. Whilst being an active worshipper of the water dragon, Ralai is not exactly pious.

Name: Rhett Knight
Class: Fighter Trainee -> Bandit -> Mountain Warrior
Character Specific Skill: Fortune
Affinity: Heaven
Personal Fault: Skald's Disconnect: If the character is under half HP, -50% to support bonuses.
Personal Skill: Axe Apostle: If the character is wielding an Axe, +2 Attack Skill
Preferred stats: STR, HP
Weapon profs: Axes (E)
Level: 2
Total Level: 2
Progression spent: 330/330%
| Stat | Points | Progression |
| HP | 21 | 70% |
| STR | 7 | 70% |
| MAG | 0 | 0% |
| SKL | 5 | 60% |
| CON | 6 | - |
| AID | 5 | - |
| LCK | 1 | 10% |
| DEF | 4 | 40% |
| RES | 0 | 10% |
| SPD | 4 | 70% |
| MOV | 4 | - |
Trainee L2: HP, STR, SKL, DEF
Inventory
| Name | Type | Rank | RNG | MT | WT | CR | Hit | QL |
| Hatchet | Thrw | E | 1-2 | 4 | 5 | 5 | 85 | 35/35 |
| Vulnerary | Item | - | 1 | - | - | - | - | 3/3 |
Battle Stats
| Weapon | AT | Hit | AS | Eva | Crt | DG |
| Hatchet | 11 | 95 | 6 | 13 | 7 | 100 (Fortune) |
Supports
| Character | Rank | Effects | Basis |
| Adelaide | C | 2 EVA, 5 CRT, 5 HIT, 5 DG | Drunken flyting in a bar that almost got them arrested, so mutual respect for the other's linguistic capabilities |
Bio: "Sit down for a spell kid, let me jaw you a tale or two while yah wait. So, what do you want to hear? One of wizards and demons, monsters and magic? Kings and heroes, dragons and villians? No? How about mercenaries and stories? Well then, guess I'll take that noddin' as a yes… How about a tale of a guy who came from our own little place down in the desert, nestled in that tiny spec o' mountain we call the Tooth. Sound good to yah kid? Heh, thought so.
"See, this here tale isn't like any other I telled yah, see this here tale is a bit of all opened ended and stuff. Everytime I tell it somethin' new always winds up showing itself to us, details moved around, never really know how its gonna go until you tell it. See I got yah interested now, but don't be thinkin' I'm making this up though, the details might change but the idea sure don't. Now, about that guy from the Tooth… Where was I… Oh yes, I remember now…
"See, lo-o-ong ago, back when I was a youngin' - Don't you go laughin' on me now, I was young once yah know, back when I had all my teeth - anyhow, back when I was a youngin', 'round your age I think, I was from a little ole town by the Tooth. There was this guy there, born an' raised there so I'm tolded, he was always 'round town helpin' those he could. Hung out with a bad crowd though, but in those days almost everyone was a bad crowd 'cordin' to my Mawh.
"Now, this here guy liked to tell a tale or two much like I do. Called himself a 'scald' or some such. Don' see why, never saw him 'round boilin' water. Anyhow, me'n'my friends always liked watchin' him mess 'round with his axe, he was always swingin' that thing 'round like it was somethin' to show. Said he was trainin' but looked more like flailin' ta us. Well, he musta got good with that thing 'cause later he… Well, I'm supposin' that's for the further in the story. Back to the story, he was a-swingin' that thing 'round like he was attackin' the air or something, always mutterin' to himself about this person or that.
"'Course, watchin' him wasn' nearly as fun as listenin' to him. Man could he tell a tale, every guy a hero in waiting, every round him a relic of bygone times and so such. Guy was always talkin' 'bout these heroes and villains, stuff all goin' on in the world and poli-tickin'. Can' say how much of it was real though, he always had a thing fer sayin' things all lively like. I'm rememberin' how there was this one tale he'd always tell at the end, he'd get all quiet like—like he was tellin' a secret or somethin'.
"Said that there was this there temple or another, in the mountains. Said how people there would all a-train with their weapons, axes and such he says, about how they'd become 'one with the blade' or some such. Axe apostles, he sayin'. Gave a big ol'e talk 'bout how there weren't no path up to it, yah gotta climb the mountain with yer own two legs ta get there or hope for an ol' goat path that might lead yah closer.
"Anyhow, he'd talk lots 'bout the place, how it was hard to get there an' only so many ever seen it, never mind heard o' the place. Never did say where he heard it in the first place, thinkin' bout it. So, anyway, he was talkin' bout how there were these three places that teach yah how to use a weapon like it was a part of yerself or something, how there was these Swordsaints an Axeapostles an Pikepriests, an how they like ta keep to themselves in their schools or somethin'.
"So these schools, they're all real hard to reach an stuff basically. He was always a-sayin' how he would get to one of them, the axe one, an how he'd learn from them an' stuff. How he'd be packin' up an' headin' out ta see where it was, if'in he could find it an all. None o' us really believed him, was a fun story an all but it was just that though we thought. 'Course, he was always so determined to see it, like he just knew it was real or something. How he'd leave this town an' head out to see the world, meet its people and share and learn new tales. Whehehehehe, 'course, as the Red Dragon knows, fate ain't always how yah want it.
"See, how he actually left was that his friends got all up in a tizzy 'bout something, never did hear what, an' they needed his help for somethin'. Not the good kind o' friends though, the bad kind, you know, the kind your Mawh warns yah 'bout for hangin' out with them. Anyhow, they practically carried him outta that there town ta go with them, all sayin' they needed ta be somewhere fer somethin'. No good, certainly. Now, where he went with his friends ain't real known, somewhere that's fer sure. But that was how his 'journey started though, dragged inta it against his blubberin' an stuff 'bout how he was gonna find that there temple.
"Now… Still got your attention kid? Good, figurin' I should tell yah somthin' first though. Now, this here tale, I don' quite know how it ends, if'in it has a good endin' or a bad one. All I know is that it has one, an the story will figure itself out to there either way. Good with that? Good, cause this is where it gets real interestin', where it all really starts, see, where he an' his friends went off to, they got all separated so I'm told an how he got off to a differn't place then them, and how he went ta…"

Name: Travis Mercus
Class: Archer Trainee -> Nomad -> Nomad Trooper
Character Specific Skill: Adept
Affinity: Dark
Personal Fault: Didn't expect that: If Travis is attacked from range during the enemy phase, -15 evade for the attack
Personal Skill: I know all your tricks: +10 hit and evade when fighting Nomads and their promotions.
Preferred stats: DEF, SKL
Weapon profs: Bow (E)
Level: 2
Total Level: 2
Progression spent: 300/300%
| Stat | Points | Progression |
| HP | 17 | 50% |
| STR | 6 | 50% |
| MAG | 1 | 0% |
| SKL | 8 | 45% |
| CON | 5 | - |
| AID | 4 | - |
| LCK | 3 | 40% |
| DEF | 3 | 40% |
| RES | 1 | 25% |
| SPD | 5 | 50% |
| MOV | 4 | - |
Trainee L2: HP, STR, SKL, LCK, SPD
Inventory
| Name | Type | Rank | RNG | MT | WT | CR | Hit | QL |
| Training Bow | Recu | E | 2 | 3 | 5 | 5 | 90 | 50/50 |
| Vulnerary | Item | - | 1 | - | - | - | - | 3/3 |
Battle Stats
| Weapon | AT | Hit | AS | Eva | Crt | DG |
| Training Bow | 9 | 107 | 5 | 13 | 9 | 3 |
Bio: Travis is the youngest son of a farmer who aspires to one day become a great knight for his native country of Kernicia. Having been raised on a farm and seeing his brothers march off to glory has left Travis impatient to leave home. Travis has grown jealous of his older brothers, and spends all his free time in archery practice, desperate to prove himself.
Name: Example McGenerico
Class: Thief Trainee -> Spy -> Master Spy
Character Specific Skill: Pass
Affinity: Dark
Personal Fault: I'm A Generic Mook!: If within three spaces of enemy units, -10 Hit/Eva
Personal Skill: Sneaky Backstabber: If attacking an enemy another ally has attacked this turn, +2 Damage
Preferred stats: SPD, LCK
Weapon profs: Sword (E)
Level: 1 (0/100)
Total Level: 1
Progression spent: 330/330%
| Stat | Points | Progression |
| HP | 16 | 70% |
| STR | 4 | 50% |
| MAG | 1 | 0% |
| SKL | 6 | 20% |
| CON | 4 | - |
| AID | 3 | - |
| LCK | 2 | 70% |
| DEF | 3 | 30% |
| RES | 1 | 30% |
| SPD | 7 | 60% |
| MOV | 4 | - |
Inventory
| Name | Type | Rank | RNG | MT | WT | CR | Hit | QL |
| Slim Sword | Thru | E | 1 | 4 | 2 | 10 | 10 | 35/35 |
| Vulnerary | Item | - | 1 | - | - | - | - | 3/3 |
Battle Stats
| Weapon | AT | Hit | AS | Eva | Crt | DG |
| Slim Sword | 7 | 113 | 7 | 16 | 13 | 2 |
Bio: McGenerico is a thief from Thiefston. He's just here to be an example.
NPCs
This series of tabs is for the important non-player characters of Fire Emblem: The Lost Dragon. Not all of them will have full stat sheets.

Name: Foster
Class: Performer Trainee -> Bard -> Lore Master
Character Specific Skill: Center
Affinity: Fire
Personal Fault: Skirt Chaser: If Foster is within 3 spaces of a Female Unit, -2 AS
Personal Skill: No Stage Fright Here!: If Foster uses Lyric equipment, +2 DEF/RES until next round.
Personal Skill: Honor & Loyalty: If Foster ends his movement within 3 spaces of an Allied Unit, +10 Crit.
Personal Skill: This Is Where We Hold Them!: If Foster does not move during a round, +15 Evade.
Preferred stats: LCK, SPD
Weapon profs: Instruments (S), Holy (B), Light (C), Dance (C), Song (C), Lyrics (C)
Level: 10 (0/100)
Total Level: 35
Progression spent: 330/330%
| Stat | Points | Progression |
| HP | 43 | 70% |
| STR | 15 | 30% |
| MAG | 33 | 60% |
| SKL | 21 | 50% |
| CON | 6 | - |
| AID | 5 | - |
| LCK | 18 | 10% |
| DEF | 26 | 50% |
| RES | 24 | 50% |
| SPD | 20 | 20% |
| MOV | 6 | - |
Trainee L2: HP, MAG, DEF, RES
Trainee L3: HP, MAG, DEF, RES
Trainee L4: STR, MAG, DEF, SKL
Trainee L5: HP, MAG, DEF, SKL, SPD, LCK
Promotion to Bard: +1 HP, +2 MAG, +1 SKL, +1 CON/AID, +2 LCK, +1 RES, +2 SPD, +1 MOV, +5% (went to Speed)
Bard L2: HP, STR, MAG, DEF, SPD
Bard L3: Default LVL (+1 LCK and MAG)
Bard L4: HP, STR, MAG, RES, SKLBard L5: DEF, RES, SKL, SPD
Bard L6: HP, MAG, DEF
Bard L7: HP, STR, MAG, DEF, RES, SKL, SPD
Bard L8: HP, STR, MAG, DEF, RES, SKL, SPD, LCK
Bard L9: HP, MAG, DEF, LCK
Bard L10: HP, STR, MAG, DEF, RES, SKL
Bard L11: HP, STR, MAG, DEF, RES, SPD
Bard L12: HP, MAG, DEF, SKL
Bard L13: HP, DEF, RES, SKL
Bard L14: HP, MAG, DEF, RES, LCKBard L15: STR, RES, SKL
Bard L16: HP, DEF, SKL
Bard L17: HP, DEF, RES, SKL
Bard L18: STR, DEF, SKL, SPD
Bard L19: HP, RES, SPD, LCK
Bard L20: HP, MAG, DEF, RES
Promotion to Lore Master: +3 HP/MAG/LCK, +2 SKL/CON/AID/SPD, +1 MOV, +5% (went to Speed)
LM L2: HP, RES, SKL
LM L3: DEF, LCK
LM L4: MAG, RES, SPD
LM L5: STR, MAG, DEF, RES
LM L6: HP, STR, MAG, RES
LM L7: MAG, DEF
LM L8: HP, MAG, DEF, SPD
LM L9: HP, STR, MAG, DEF, RES, SKL, SPD, LCK
LM L10: HP, MAG, RES, SKL
LM L11: HP, STR, MAG, SKL
Inventory
| Name | Type | Rank | RNG | MT | WT | CR | Hit | QL |
| War Cheer | Lyri | D | 4 Adjacent | - | - | - | - | 20/20 |
| Resire | Holy | B | 1-2 | 8 | 10 | 8 | 85 | 25/25 |
| Vulnerary | Item | - | 1 | - | - | - | - | 3/3 |
Lore Known
| Name | Type | Rank | RNG | MT | WT | CR | Hit | QL |
| Lightning | Holy | E | 1-2 | 4 | 6 | 5 | 95 | 2 HP |
| Fire | Fire | E | 1-2 | 4 | 7 | 0 | 90 | 2 HP |
| Flux | Dred | E | 1-2 | 8 | 9 | 0 | 80 | 2 HP |
| Heal | Heal | E | 1 | 10 | - | - | - | 3 HP |
| Torch | Buff | E | 1/2 MAG | Reveals enemies in 5 spaces | - | - | - | 2 HP |
| Elwind | Wind | D | 1-2 | 4 | 8 | 0 | 90 | 5 HP |
| Shine | Holy | D | 1-2 | 6 | 8 | 8 | 90 | 5 HP |
| Mend | Heal | D | 1 | 20 | - | - | - | 6 HP |
| Thani | Jdge | E | 1-2 | 8 (3x Armor) | 10 | 8 | 70 | 8 HP |
| Barrier | Buff | D | 1/2 MAG | Buffs target's RES by 10 for one round | - | - | - | 4 HP |
Battle Stats
| Weapon | AT | Hit | AS | Eva | Crt | DG |
| Resire | 41 | 136 | 19 | 56 | 18 | 18 |
Lore Battle Stats
| Weapon | AT | Hit | AS | Eva | Crt | DG |
| Lightning | 37 | 144 | 20 | 58 | 15 | 18 |
| Fire | 37 | 139 | 19 | 56 | 10 | 18 |
| Flux | 41 | 129 | 17 | 52 | 10 | 18 |
| Heal | 43 | - | - | 58 | - | 18 |
| Elwind | 37 | 139 | 18 | 54 | 10 | 18 |
| Shine | 39 | 139 | 18 | 54 | 18 | 18 |
| Mend | 53 | - | - | 58 | - | 18 |
| Thani | 41 | 119 | 18 | 54 | 18 | 18 |
Bio: Foster doesn't talk about his past (including his first name) much out of a desire to enhance his mystique with the womenfolk. Occasionally he'll drop hints about the things he's done and people he's met. What IS known for certain about Foster is that he's a middle-aged Austrysian (probably about 38, 39) that is quite skilled at his job of being a mercenary - and a leader, as he is the head of the Dog Soldiers, so named for their steadfastness to their missions and loyalty to the 'pack'. He's generally an up-beat, happy-go-lucky individual who doesn't stand on formality.
Enemies
This series of tabs is for the hostile NPCs of Fire Emblem: The Lost Dragon. They are organized by chapter, then by battle.
Class: Bandit (Fighter Trainee)
Weapon profs: Axe (E)
Level: 1 (0/100)
Total Level: 1
| Stat | Points |
| HP | 20 |
| STR | 6 |
| MAG | 0 |
| SKL | 6 |
| CON | 6 |
| AID | 5 |
| LCK | 1 |
| DEF | 3 |
| RES | 0 |
| SPD | 6 |
| MOV | 4 |
Inventory
| Name | Type | Rank | RNG | MT | WT | CR | Hit | QL |
| Hatchet | Thrw | E | 1-2 | 4 | 5 | 5 | 85 | 35/35 |
Battle Stats
| Weapon | AT | Hit | AS | Eva | Crt | DG |
| Hatchet | 10 | 97 | 6 | 13 | 8 | 1 |
Class: Bandit (Thief Trainee)
Weapon profs: Sword (E)
Level: 1 (0/100)
Total Level: 1
| Stat | Points |
| HP | 20 |
| STR | 6 |
| MAG | 1 |
| SKL | 6 |
| CON | 4 |
| AID | 3 |
| LCK | 2 |
| DEF | 3 |
| RES | 2 |
| SPD | 4 |
| MOV | 4 |
Inventory
| Name | Type | Rank | RNG | MT | WT | CR | Hit | QL |
| Slim Sword | Thru | E | 1 | 4 | 2 | 10 | 100 | 35/35 |
Battle Stats
| Weapon | AT | Hit | AS | Eva | Crt | DG |
| Slim Sword | 10 | 113 | 6 | 14 | 13 | 2 |