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Rogues & Redeemers 1: Difference between revisions

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{{Chapter Infobox
{{Chapter Infobox
|title=Rogues & Redeemers 1
|image=
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|game={{FE13}}
|game={{FE13}}
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[[Old Hubba]] has noticed [[Chrom]]'s return to the space between [[Outrealms]], then asks Chrom why he's in the area again; Chrom reminds Old Hubba about the Outrealms with [[Einherjar]] that have minds of their own, and also how he asked the [[Shepherds (group)|Shepherds]] to keep defeating them, asking Old Hubba how he could not remember. Old Hubba states he saw these events years ago, he just forgets things sometimes, then tells Chrom he got him allies this time--bamboozled them into thinking they summoned the Shepherds, at least as far as Old Hubba thinks, given his fuzzy memory lately, to which Chrom says he noticed. [[Battle preparations]] take place, where it is revealed that the setting is an Outrealm based in a ruined castle in the [[Gallia]] region of [[Tellius]], set during a rainstorm at night.
[[Old Hubba]] has noticed [[Chrom]]'s return to the space between [[Outrealms]], then asks Chrom why he's in the area again; Chrom reminds Old Hubba about the Outrealms with [[Einherjar]] that have minds of their own, and also how he asked the [[Shepherds (group)|Shepherds]] to keep defeating them, asking Old Hubba how he could not remember. Old Hubba states he saw these events years ago, he just forgets things sometimes, then tells Chrom he got him allies this time--bamboozled them into thinking they summoned the Shepherds, at least as far as Old Hubba thinks, given his fuzzy memory lately, to which Chrom says he noticed. [[Battle preparations]] take place, where it is revealed that the setting is an Outrealm based in a ruined castle in the [[Gallia]] region of [[Tellius]], set during a rainstorm at night.


Once preparations are finished, [[Ares]] reveals they have their enemy trapped in the castle ruins, to which [[Camus]] asks about the exits, with Ares stating that the exits are guarded by their forces on all sides--the enemy has no means of escape; Camus states that all that remains is to rally their group's might and crush their enemy, with Ares stating it may not be so simple. Camus asks Ares what he means, to which Ares reveals that more enemy soldiers just appeared inside the compound bearing peculiar weapons and armor; Camus asks how the Shepherds just appeared, if they were summoned into this area from some other realm, to which Ares confirms, as mad as this prospect sounds--their group still outnumbers the enemy, with both Ares and Camus concluding that against the Shepherds an all-out assault could prove disastrous. Camus asks his group to feed the fire gradually--poke at the Shepherds, test their [[skills]] and defenses, telling Ares to spread the word, to which Ares agrees. Back inside the fortification, Chrom reveals that the enemy has blocked all of the exits and asks how the Shepherds are going to fight their way out of this situation, to which [[Sigurd]] states is why his group summoned the Shepherds--his group needs the Shepherds' help to break the enemy siege; Chrom asks if all they need to do is secure an exit, to which Sigurd states is their immediate goal, but also reveals that this land will never know peace with men like the enemy forces on the loose. Chrom states that the Shepherds need to wipe the enemy out, after which [[Seliph]] tells Sigurd that the enemy is mobilizing for an attack; Sigurd tells Seliph to tell the others that they make their stand here, and the Shepherds will lead them to victory, to which Seliph agrees. Sigurd tells the Shepherds he's counting on them, to which Chrom states he won't let Sigurd and his group down. The battle begins at this point.
Once preparations are finished, [[Ares]] reveals they have their enemy trapped in the castle ruins, to which [[Camus]] asks about the exits, with Ares stating that the exits are guarded by their forces on all sides--the enemy has no means of escape; Camus states that all that remains is to rally their group's might and crush their enemy, to which Ares replies it may not be so simple. Camus asks Ares what he means, and learns that more enemy soldiers just appeared inside the compound bearing peculiar weapons and armor; Camus asks how the Shepherds just appeared, if they were summoned into this area from some other realm, to which Ares confirms, as mad as this prospect sounds--their group still outnumbers the enemy, with both Ares and Camus concluding that against the Shepherds an all-out assault could prove disastrous. Camus asks his group to feed the fire gradually--poke at the Shepherds, test their [[skills]] and defenses, telling Ares to spread the word, to which Ares agrees. Back inside the fortification, Chrom reveals that the enemy has blocked all of the exits and asks how the Shepherds are going to fight their way out of this situation, to which [[Sigurd]] states is why his group summoned the Shepherds--his group needs the Shepherds' help to break the enemy siege; Chrom asks if all they need to do is secure an exit, to which Sigurd states is their immediate goal, but also reveals that this land will never know peace with men like the enemy forces on the loose. Chrom states that the Shepherds need to wipe the enemy out, after which [[Seliph]] tells Sigurd that the enemy is mobilizing for an attack; Sigurd tells Seliph to inform the others that they make their stand here, and the Shepherds will lead them to victory, to which Seliph agrees. Sigurd tells the Shepherds he's counting on them, to which Chrom states he won't let Sigurd and his group down. The battle begins at this point.


At the end of the first player phase, the [[Black Knight (character)|Black Knight]] states that the Shepherds have bolstered their enemy's spirits, but it matters not in the end as they will crush them. At the end of the first enemy phase, [[Ephraim]] states their group shouldn't let rogues like the enemy force overrun this land, that now is the time for them to fight back with all their might. At the end of the second player phase, [[Gharnef]] asks himself why their enemy still squirms, that they haven't even a sliver of hope. At the end of the third player phase, [[Petrine]] states that their enemy doesn't give up and it's fine with her--the more they struggle, the sweeter the victory at the end.
At the end of the first player phase, the [[Black Knight (character)|Black Knight]] states that the Shepherds have bolstered their enemy's spirits, but it matters not in the end as they will crush them. At the end of the first enemy phase, [[Ephraim]] states their group shouldn't let rogues like the enemy force overrun this land, that now is the time for them to fight back with all their might. At the end of the second player phase, [[Gharnef]] asks himself why their enemy still squirms, that they haven't even a sliver of hope. At the end of the third player phase, [[Petrine]] states that their enemy doesn't give up and it's fine with her--the more they struggle, the sweeter the victory at the end.
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<choose><option>{{#vardefine:A|male}}</option><option>{{#vardefine:A|female}}</option></choose>
<choose><option>{{#vardefine:A|male}}</option><option>{{#vardefine:A|female}}</option></choose>
|return1=chrom  
|return1=chrom
|return2=avatar {{#switch:{{#var:A}}|male=m|female=f}}-default
|return2=avatar {{#switch:{{#var:A}}|male=m|female=f}}-default
|return2article=Robin (Awakening)
|return2article=Robin (Awakening)