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Sorry for the delay, but I hope you guys are ready! The votes are in, and you can now start posting your hero submissions in this thread.
If you are unfamiliar with what this is all about, take a look at the original thread here for the basics of the event and submission examples - even if you were not involved in the voting and discussion phase, you are welcome to join in and create your own hero!
The people have spoken, and the winner of this week's poll is...
The Fire Emblem franchise!
Remember you are creating a Hero, so in this case you'll be creating a playable character and determining its unit type etc. The level of detail is entirely up to you, therefore extensive knowledge of Fire Emblem is not essential!
Notes & Reminders
Submissions will close on Friday, November 18th - get your heroes in by then!
You may create a unit for any game within the franchise.
And as always, feel free to contact Juno, Tracer or Nick Wilde if you have any questions or concerns!
Premise and Preface: I have not played many Fire Emblem games and can only name Fates as the most recent, as such I am crafting an entirely new campaign and game entirely from scratch. Much of the game would entrust several key pieces to the main series and keep the same style of gameplay as previous titles.
I don't have much a mind to craft exact numbers, and given my knowledge of other game types and different RPGs, I would advise you take the seriousness of the gameplay with a minor grain of salt, as the Gameplay would obviously differ from my mainstay, which would be a table top game with dice anyway. I hope you enjoy the following story, the characters and ideas and as I'm not such a great artist I hope you can utilize your imagination to craft the characters in your own image of what seems to be heroic or vile.
As a written piece, I feel it reads far better than the actual game itself could be or would be.
The following characters, ideas and names are created by me and not specifically for use in a Fire Emblem game and as such cannot be claimed by Fire Emblem nor Nintendo as such. Further more, as the game doesn't exist the title alone [Brink of Ruin], except the appropriating title Fire Emblem itself, is entirely of my own creation.
If you have the will or ability to sketch or draw any character, standard, or any aspect, feel free to do so, as I own no image but just the credit for the name, weapons, states, and campaign creation; you to can grab at some glory!
I hope you enjoy reading it as much as I had fun creating the narrative! Enjoy.
Game: Fire Emblem: Brink of Ruin
Difficulty Settings:
Normal Mode: Units are revived after battles. Relationships grow slowest here.
Classic Mode: Units can fall in battle but become incapacitated for three (3) battles and must be treated within this time (gold expenditure) or die. Relationships grow at a moderate rate.
True Mode: Units can die permanently unless revived through the expenditure of gold to save relationships and bonds, but remain disabled for the rest of the game. Expenditure of gold for revival is unjustly high, choose wisely. Relationships grow slightly faster because of this.
Exciting Features:
Spoiler:
Character Creation:
Returning to Fire Emblem: Brink of Ruin is the character creation system! The main character will be customizable with certain parameters. Hair, age, class, eyes, nose, skin tone, ears, height, sex and traits.
Bonding:
Characters may bond with one another, form relationships and produce offspring. The touch-screen may or may not be involved during bonding; and region depending, 'steaminess' or 'smoochiness' may or may not be included depending on region or local electronic rating system
Randomized Characters and descendants:
Characters that are born from bonding will run through a random generator coupled from randomized characters' appearances. Further more, many recruits to your cause will also feature rogue-like aspects as they can have various facial expressions, age, sex, skin tone, hair, etc. if you fall in battle, one of your trusted Generals will take up the reigns until your heir is ready for battle!
Freedom of Choice:
Within the game of Fire Emblem: Brink of Ruin, as the main character, you have the option of joining one of four various factions! A new brand of story telling in the Fire Emblem series! The story changes as you mold it from within!
Army Raising and Management:
Manage and raise a standing army to suit your play style and strengths! Promote Generals to help manage and maintain loyalty within the ranks! Shape your military as you see fit! Do you execute a thief or issue a warning? How do you cope with dissent within the rank and file? Leave it to your Generals or investigate personally? How do you deal with military insurrection? You decide!
Castle Construction:
Manage land and construct your castle to best produce resources, weapons, livestock and armour! Build up defences and militia to prevent attack
Mounts:
A new feature to Fire Emblem: Brink of Ruin, mounts can perish in battle! Plan your attacks wisely and your steed will serve you well throughout your campaigns! Losing a trusty steed can be devastating if you're in the middle of a lengthy campaign "A horse, a horse! My kingdom for a horse!" Do your best to breed the strongest mounts and steeds, and increase their survivability by equipping them with armour!
Campaign: Fire Emblem: Brink of Ruin will feature a full length campaign that can lengthen the in game time by months or even decades! Grow in strength and numbers as you fight missions to further your own cause! As you campaign, children born from bonding parents and militia will grow and in turn fuel the war effort! What are you waiting for? Get out there and fight!
Fire Emblem: Brink of Ruin
The stage is set and the known world of Erisgénia is on the way to destruction. The years of peace much long afforded these lands has long since past and its citizens once more fall into strife. The last of the unification links that have held the loosely veiled peace has come undone; now broken with the passing of the last of the Seven Sages that had bound these nations together in an effort to stem the war tide, army drums beat and forges are fired once more.
The fine thread that had long held trade agreements and ceasefires has since blown away and petty jealousies and rivalries have resurfaced. With the Sages' death, and with no clear directions in fighting and usurpers have surged to the fore, pouncing and striking with opportune timing and to great effect. With several states in turmoil, the major ruling parties have lashed out against each other to grasp what they can for themselves to increase the coin in their pocket and land for expansion. These four major countries vi for control of shrinking resources, land, love, glory and revenge. As the nobilities in some countries are overthrown, others replaced, and honor mocked and ridiculed, these once great nations will bring the very earth to the brink of ruin.
To the Mountainous region of the North, the nation ofCastenitia presides. The land of the fair skinned people of the snow. The long ruling monastic class of Castenitian rulers of healing and magic users have been forced into a war that they feel is unjust and unwarranted. As the most able healers in all of Erisgénia, their services are in increasingly high demand. With no allies, and being a neutral party Castenitia has been seen as an enemy to be conquered for it's rich lumber and mineral resources as well as a potential limitless well of healing capability. Due to the harsh cold, the Castenitians have managed to nail breeding down to a science, causing jealousy amongst other nations envious of their venerable steeds. This has forced Castenitia's hand, and they must defend themselves against their attackers utilizing the magicks they have learned throughout the centuries. Their Nation's colour is Royal Blue, their standard is the Star and Crescent Moon.
To the East lies the Principality of Stievvania which is headed by the Yemelyanovich Royal family which is governed and ruled by Prince Kanadov Iveik Yemelyanovich. Stievvania as a country is much a rolling tundra, frosted over by the winds blowing in from the Northern lands. As a government, Stevvenia is very militaristic, focused on manufacturing weapons en masse and values honor and victory above all else. Having rich deposits of irons and other precious metals have led them to victory many times, enabling the mass production of swords and armour by mining the natural mineral deposits located throughout the country. Due to being a frozen wasteland, however, Stievvania lacks the capability to produce food and produce on large scales. Being a hard people Stievvanians rarely trust outsiders and don't enjoy being ridiculed or underestimated, they rarely court themselves with foreigners, whom they often view as 'dirty'. Stievvania's national color is Crimson and their standard is the Anvil. Was the second country to march to war, after the West.
To the West, the Archipelago of Gleihm lays swirled in mist and mystery. Much of what is known of Gleihm and its people was often second hand and often the tale of witches or tattooed barbarians. With so many isles and a fog that hides most of its territory from view, the tribal regions of the Gleihm peoples were the first to surge forth to strike at former allies for past slights. The Gleihm people are pale, possess raven black hair and are often described as two very different species. The women of Gleihm are gaunt and perhaps even a bit skeletal, however their powers in the way of unseen magicks caste a fearsome unknown amongst many soldiers facing them in combat. The men of the Gleihm Archipelago are almost normal in comparison, if not considerably more well fed and muscular than the females. The truth is that no one really knows the extent of their secretive culture, but the ambassadors that have been granted audience within the confines of their palaces describe it as an eerie and unnerving land, overgrown in a fog of gnarled wood and thick moss. The silken attire adorning the women was likened to that of dancers and varied from sheer, wispy spider silk leaving little, if not nothing, to the imagination to near ragged hoods befitting a leper, alluding to something far more sinister was behind the cowl, perhaps. The men wore animal skulls on furs as trophies, scales and claws adorned crowns, the men wore bears and were loud and boisterous. More than a few ambassadors and visitors to the area swore they were little more than filthy heathens. What is fact and fiction begins to bleed together, however, what is most accurate and well agreed upon is that the Archepelego of Gleihm is very wet and covered in thick fog near year round and that they run based upon a tribal caste system. Their colour is blue-green. Their standard features a great wyrm swallowing trees.
Last of the four is the Queendom of Thaoles, to the South. It's an arid place, covered in rolling sand dunes and very little vegetation. Located within the harsh deserts of Erisgénia, the tanned people of Thaoles, used to the sun and sand, are acclimated to such brutal weather giving them thick skin and excellent stamina. There are great rivers that flow through the middle of the Queendom and is a major commodity to the country. Being able to grow massive amounts of grain near the waters enable them to remain within their castles of limestone. Thaoles does, however, have a long and lengthy reputation for being the cruelest of the four countries. Many whisper of tortures deep within their dungeons, sinister plots against the nobility and even stories of traitors being buried alive in coffins beneath the sands. However, during the power struggles from the peace between the four countries have seen them weakened and without a leader. Assassination plots were brought to light and eventually the ruling class was replaced by yet another ruler, King Ariems, whom enjoyed the lofty title of Emperor for a grand total of twenty-three minutes until his crown was ripped from his head, swiftly beheaded and his body kicked 30 metres towards his subjects he was addressing below by his own daughter, no less. Princess Cecelia Omond was instantly promoted to Queen and set her efforts to clamping down her right to rule by executing those most loyal to her father, including her mother. With the crown and title in hand she soon set her sights to conquering the lands of others and was excited to hear of impending war. Ruling through fear and suppression (which has always been the rule of law in Thaoles, so nothing new) she removes obstacles in her way by either killing them or imprisoning them. Her victims also included her fiancé whom her father had promised her to. She bedded her maid instead, who she feels is most loyal. Their standards are Orange and Gold in colour and their symbol is the Asp.
Northland Bonuses:
Spoiler:
If you choose to be a loyalist to the Castenitians, your healing costs will be reduced. Breeding steeds will produce heartier animals and will produce offspring quicker. As a nation much against war and violence, Castenitians view fornication as a way of expressing gratitude or kinship and as such, it is easy to bond with Castenitians to raise and produce offspring.
+ Quicker relationships
+ Faster steed and horse production. Most mounted units.
+ Reduced healing costs
+ Lots of lumber and easier magick weapon access
- Lack of advanced combat weapons
- Poor armour production speed leads to less 'heavy' units (Knights, Paladins)
- Less attacking missions, potentially draws out campaigns
- Castenitians are not the best military strategists (2 less General appointments)
Eastland Bonuses:
Spoiler:
Should you side with the militant Principality of Stievvania, you will enjoy the benefit of having several well equipped and well trained troops at your command. Their foundries are the world's best, their smiths the most dedicated and learned. Military run drills enable the best allegiance and loyalty, however, this can quickly become a liability as loyalty goes only so far as a soldier has meat in his belly and drink in hand. Due to lack of food resources, the army growth and population growth must be held in close to the eye to avoid mismanagement of man and food allocation. Stievvanians distrust magicks and foreigners, making it hard to forge relationships with them.
+ Best metals, best swords (Research bonus +2)
+ Faster Weapon production
+ Most Heavy units, most elite units
+ Practiced military produces fine generals (2 more additional Generals)
- Reduced relationship speeds
- Lack of overall food production restricts army size by 15%
- Lack of ranged units due to lack of lumber for arrows
- Less offensive mages, as magick use is viewed as dishonorable.
Westlander Bonuses:
Spoiler:
Were you to venture into the mists of Gleihm, many would bid you farewell as if they'd never see you again due to the rumours of cannibalism and witchcraft. Truth be told, the people of Gleihm hide much of their culture in fear of being exploited as they have been ages past by the Southerners. One of Gleihm's most beloved sons was betrothed to a most vile woman and was executed for a crime so laughable it was believed to be a jest he was dead. He was executed for spilling beer upon the Princess' rug. Of course, this was many, many years ago and some doubt the validity. Regardless, much of the truth can be found in the terrain of Gleihm itself. Expert bowmen and spear men fill the rank and file of Gleihm's armies, mostly made up of their men. However, it is said that the dullest woman in Gleihm is twice as smart as Gleihm's brightest man. Possessing inherent magick capabilities, the witches of Gleihm have the ability to use their gifts for destruction, inhuman feats of strength, rejuvenation, or even transformations!
+ Access to the best magick units around, lycanthropic units and mages
+ Proficient spear use and bow use due to plentiful wood provided by Gleihm
+ Food is plentiful and able to feed a sizable army
+ Best Castle defenses. Broken isles, bogs and fog slow down enemy campaign progress.
- Mounts are restricted to flying reptilian creatures, which cannot survive well in extreme climates
- Magical anomaly. Men lack magick capability, summarily women lack combat capabilities
- Many missions require stealth, retrieval and protection missions.
- Restricted to materials on hand. Tomes, Morphing Talismans, Bows and Spears are the only tools available. Light armour.
Southerner Bonuses:
Spoiler:
Swearing fealty to the Queen means you'll see much gold, see much battle, and be surrounded by no shortage of maidens or studs. Her simple reward system is easy to grasp early on: "don't betray and you'll be okay" is often the unspoken rule among all the people of Thaoles. You'll be showered with gifts as long as you serve, but you might find the Queens rule difficult to acclimate to. She might be taxing on your morality and loyalty of your troops.
+ More riches means more access to weapons. Faster gold production
+ Hardier horses than other nations. Their survivability is increased.
+ Grain is easy to grow, giving a natural boost to your standing army (Army size + 20%)
+ Lots of opportunities for finding love and raising children
- Steeds are restricted to horses. Due to the heat, reptiles cannot survive long enough to breed.
- Loyalty is easily shaken in the face of superior opponents. Maintaining loyalty can prove costly.
- Lack of natural resources, weapon R&D crawls at a slow pace (research speed -3)
- The Queen is mean. She might kill some of your weakest army folk and revived army as well
Created Villain (Hero):
Spoiler:
Unique Villain: Eldroth the Forgotten
Unit Name: Death Knight > Wight Knight aka King of Strife
Movement Type: On Foot (Death Knight) > Water Walking (Wight Knight aka King of Strife)
Greatsword: Heaven's Calling and Hell's Command (Wight Knight, the King of Strife Only)
Heaven's Calling causes Light Damage, Fire Damage as well as Air Damage. Absorbs Magick. Causes Bleeding
Hell's Command Causes Dark Damage, Electric Damage and Earth Damage. Absorbs Life. Causes Bleeding
Story Board:
Act I Evil Found, Discovered:
Spoiler:
Eldroth the Forgotten is a puppet master of grand proportion. He silently moves his pieces around the board and strikes when necessary with his pawns, whom believe they receive their final orders from their nation's respective leader. Eldroth the Forgotten is considerably ancient, and no one who has lived to know he exists is certain of his age or his appearance, aside from his armour which is pitch black, composed of an as of yet unknown compound (but suspected of being steeped in the souls of his slain victims).
As a Death Knight, Eldroth the Forgotten is encountered by your party later on in the game if your path choices are correct and you successfully suspected more was at play than just simple warring countries. The player's first encounter sees the mission as a hastily drawn retreat, as Eldroth's forces far out number yours, and out rank your highest leveled unit by 5 levels. Luckily, the units are rather slow but you will be forced into battle with more than a few of them and will rely on all the tricks and weapons in your arsenal available to you to successfully escape.
Act II Unity Among Traitors:
Spoiler:
With his presence known, the warring countries quickly unite to fight this common enemy. They set aside their feuds and titles to address Eldroth's growing threat against them. Several troops had seen Eldroth the Forgotten's troops first hand and the death toll became unacceptable and horrifying for even the noblest of houses who viewed soldiers as little more than numbers.
Eldroth marches upon the allied camp, where upon doing so the player summarily overwhelms his forces and slays Eldroth the Death Knight after several turns (very tough, very strong, much HP).
Once Eldroth the Forgotten is slain, the countries that were previously warring once again fall into turmoil over who will obtain Eldroth's holdings.
Act III Dark Knight, No Light in Sight:
Spoiler:
Unfortunately the countries soon begin to attack each other in earnest, causing much more strife and bloodshed in an effort to claim previously unknown treasures and land titles from the dead villain. This is where the game once again splits off, forcing you to choose between the warring factions.
No matter which side you choose (there are four of them), once victory is declared over two of the dominant countries in length campaigns, does Eldroth the Forgotten once again grace the land of the living as the Wight Knight class, also known as the King of Strife.
With overwhelming force, Eldroth the Forgotten rends the final enemy castle from existence, leaving you and your allied country as his last target.
Act VI Never Ending Turmoil:
Spoiler:
With the revelation of Eldroth the Forgotten's plans and machinations you, the player, are told of the reasons why Eldroth the Forgotten allowed you to find him in the first place. As a common foe, Eldroth the Forgotten would unify the warring countries. They would lash out and start campaigns against him to end his ruse. Once defeated, however, Eldroth the Forgotten's true plans went into effect. Upon his 'death', several plants within each court of the warring countries would poison the ruling party's ears with promise of riches and lands found under Eldroth the Forgotten's broken empirical rule. This, coupled with the preexisting agitations and old mistrusts would once again spiral the continent into war and petty jealousies.
Act VII Undeath, Unlife, King of Strife:
Spoiler:
It took a massive amount of effort, but you're ready to face Eldroth the King of Strife. It's been revealed to you that Eldroth needed blood and death. Lots of it. He started the wars between the countries. It was he of whom the Seven Sages warned. Eldroth the Forgotten was locked away, and with the last seal broken he was once again able to seek about claiming the lives of those he needed dead. Realizing that the war between just the four countries was not enough, he allowed himself to be discovered, fueling yet again another campaign against his own forces. Again, Eldroth appeared thwarted.
Again the countries warred, spilling their blood upon the land all at the whims of an ancient evil. "You see, I needed you all to die. I needed to complete my work. My efforts. Ascending the threshold, beyond death I have reached. Above the stars and against the Heavens I rule. The the very bowels of Hell, the Devils kneel to me and my power. Your collective death, your Strife, has given me all the souls and power I need to become a god."
It is then that Eldroth eradicates your sworn kingdom in a haze of blinding light, leaving nothing but ash and rubble. It's time. You must stop Eldroth, King of Strife for all of Erisgénia, nay, all of humanity! Prevent his ascension with all your might! Resist! Fight!
Act VII Epilogue:
Spoiler:
Perhaps the cruelest of jokes the God's ever did play was Eldroth's existence. A pox on mankind, destined to survive and persist. A catalyst of apocalyptic proportions. Knowing now what you did not then, would you still claim it was worth it? All the pain? The death? The blood? Slaying Eldroth has put you and your allies in a precarious and most curious situation. You, you will live for a long, long time yet to come. You see, killing Eldroth doesn't mean Eldroth is truly dead. Eldroth is a stain, and stains are difficult to wash away. You have sealed Eldroth. With your eventual deaths, Eldroth will walk free once more. Once again, the Sages are gathered and created in hopes of preventing Eldroth from clawing his way bake into the light where he does not belong.
Empress Eireena
Protagonist of Fire Emblem Origins: A Score to Settle (Prequel to Fire Emblem Fates/Conquest)
Notable Relationships -- Mother of Arete; Grandmother of Azura; Daughter of Poseidon Hails from Kingdom of Titania -- located off the shores Hoshido at the depth of the sea. Unit Type--Nereid Virtuoso Base Stats:
"The silver sheath atop the surface of the sea is the barrier between the blinding mirror and the omniscient window -- the barrier between darkness, light, and veritable sight. We look up at the lost souls peering into the ocean, only capable of seeing themselves as distorted and effaced. Before our very eyes we see the happiness and love within the fragile hearts of humankind erased. While those in the Heavens may only see atop man's coarse locks and leathery hides. It's this blindness to the human condition in which the God's lack of mercy resides. As the Gods gaze down upon beings they've weighted and stacked, for a moment, we observe them looking down upon their own sullen faces -- engoldened by the sun, yet rippled and cracked. Only mankind can humble the Gods. Only mankind can humble themselves to look within. All we can do is wait for mankind to look into the mirror -- to look within their own souls. Go on now my Arete, I must retreat to the shoals. "
—Empress Eireena in the closing scene of the Chapter "Golden Dusk" in Fire Emblem Origins: A Score to Settle, saying her final goodbye to her daughter before she leaves to the underwater Kingdom of Titania, intending to never return to the surface again.
The mother to Arete, daughter of Poseidon, and grandmother to Azura, the demigod Empress Eireena bestows mystical powers of song and dance to those with pure hearts. Though, she was not always so powerful.
The main story of Fire Emblem Origins: A Score to Settle revolves around Eireena's journey to channel the power of empathy through constructing a magical incantation -- we cannot take for granted that all spells have their origins. This story is a prequel to Fire Emblem Fates.
In the beginning, Eireena is told by the Hoshidan oracle, Lexion, that if she does not complete the score of concordance, Nohr's Kingdom will reign over the entire land and partake in mass genocide of those deemed too pure.
Eireena learns that she must complete Herculean tasks in order to assemble and perform the "Score of Concordance" -- this score became known as "Lost in Thoughts, All Alone" once Eireena was able to channel the voices of the purest of heart.
The tasks include:
1. Finding the Lost Sea Kingdom of Titania.
This civilization originally formed on a massive island, though to be the origin of terrestrial life. The Titanian royals all possessed a stone within their hearts. These stones allow their users to transform into powerful sea creatures in combat. The Titania royals used their power of transformation to protect the kingdom as well as putting an end to oceanic warfare and facilitate peaceful trade and safe passage among the often quarreling kingdoms including Hoshido, Valla, and Nohr.
One fateful night, the Nereid Emperor of Titania, Tanzanite was slain. His body was found beneath the golden moon absent of his crown and scalp -- the crown was attached to Tanzanite's skull. The late Emperor was important to maintaining peace. He had a voice that was said to contain the power of the constellation Leo -- a celestial beast the size of a million Earths. Of course, Tanzanite never used his powers to his fullest capacity. Though, he could certainly emit a bellowing, yet soothing, tone that could reach the moon and reflect back onto the Earth. His song would calm the seas, keep the island civilization afloat, guide seafarers, and bond the hearts of his family through resonating with their mythical stones. Therefore, that evening, Tanzanite was unable to call unto the moon, and the island began to sink. It was thought that the great civilization had fallen and was lost for eternity. The royal family broke apart into different clans. His husband, Morganite, in a fit of dispair, formed a cocoon of impenatrable corals around the lovers bodies -- it was said he wanted to protect Tanzanite's heart, which contained the origin of human love within the Nereid Stone. If it were to fall into the wrong hands, it could be destroyed, as with humanity's ability to love. It is said, that the only way to open his heart is by wearing the crown and holding Tanzanite's heart.
2. Assembling an army of the last descendants of the Lost Kingdom of Titania, and their closest allies. These descendants were split into quarreling clans along the coast and nearby ocean. Eireena must bring together all of the surviving family to Titania, in order to unlock the corals around Morganite and Tanzanite and transfer the heart stone into her heart. Morganite then is recruited as a healer; he also specializes in building barriers and force fields, as well as strengthening team defenses.
[*]Peridot of the Scythian Pirates (Swordsman)
Twins, Amethyst andTopaz of the Sirensand Tritons(Singer and trident-thrower)
Alexandrite of the Seahorse Centaurs (Archer)
Zircon of the Sea Native (Shape-shifter) Shark-like transformation.
Garnet of the Cave Cyclops (Club-wielder)
Opal of the Isle of Witches (Spellcaster) [*]Morganite of Titania (Healer)
3. Slaying the Leviathan Beast in order to construct the Sea Harp Chamber. This chamber is required to communicate melodies across the world and heavens through the Ritual of Concordance.
4. Slay the rogue son of the Titania Emperor, Xastral and his army of goliath Sea-Scorpions. Xastral has the power to devour souls using his father's crown, essentially by draining rather than inspiring their love. Eireena must scalp Xastral, and wear the crown in order to open Tanzinite's heart, retrieve the Nereid stone, and place the stone in the crown. At this time, Eireena is crowned the Empress of Titania and transforms into a Nereid. She can only return on the land once Earth's rotation around the Sun.
5. Carryout the Ritual of Concordance. The ritual will allow Eireena the inspiration from purest voices to grant power to those very people to be listen to and rule in peace and concord.
6. Bestow the power of song to Arete so that she may teach the song to others. Eireena must battle her way through the quarreling lands of Hoshido and Nohr to reach Arete.
Eireena uses the power of the moon to guide all voices from the Heavens to the Earth toward the Hoshido shores. Her devoted sea-maidens of the Kingdom of Titania, the Nereids, capture the purest voices in their powerful lungs and transmit them through their angelical melodies to the deepest depths of the sea, to the Kingdom of Titania where Empress Eireena resides.
Empress Eireena parses through all voices and strums her majestic harp chamber made of the goliath rib cage of the Leviathan beast. During the incantation, Eireena glides her spiked bodysuit and fins across the ivory bones which are able to produce harmonies truly great enough to evoke the purest form of empathy. The power of her families voices, including Arete and Azura can only maintain resonance when Eireena re-calibrates the harmonies in order to reflect all of the pure souls across the land-- otherwise, the song can be debilitating, if not lethal to the user. As mentioned in Fire Emblem Fates, when the song is used too often, the user may perish into mist. That is because the purity has been tainted. Not to mention, when Eireena is unable to reach pure voices, corrupted leaders emerge to overtake the kingdoms. Eireena sings the song to the sea creatures near the shore, especially dolphins, whales, sealions, and gulls who echo Eireena's melodies back to the world carried off in enchanted winds to the in-land wildlife who continue to echo melodies wherever life is thriving.
Eireena makes a cameo in Fire Emblem Revelations, which is set a long time after Origin: A Score to Settle, in the Bonus Chapter - Song of Silence. In this chapter, a trio of village leader, Raziko, Desmonia, and Vongroth conjure spells that silence the purest villagers in their respective regions with the goal in mind to eventually overtake the three land kingdoms. When these pure voices are silenced, Eireena is not able to harness human empathy needed to empower "Lost in Thoughts, All Alone" needed to protect the kingdoms from ignoble rebellion.