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Daughter to Dragons

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Daughter to Dragons


Location

Manor of Lost Souls

New units

Nah

Boss(es)

Risen Chief

No, NAH. N-A-H. That's my name. Ugh, why does this always happen...
— Nah, should she speak with Chrom

Daughter to Dragons (Japanese: 幼き竜の娘 Daughter of the young dragon) is the sixteenth paralogue chapter in Fire Emblem Awakening. As a paralogue chapter, its events are not integral to the game's main storyline and can be done at the player's leisure. The chapter is unlocked after both clearing Chapter 13 and having Nowi married. There are no additional requirements to reach the chapter, as the chapter connects to the area Paralogue 3 took place at.

In this chapter, the Shepherds venture into a haunted house teeming with Risen in order to rescue a young dragon girl inside. As it turns out, the young dragon girl happens to be the daughter of a Shepherd playful beyond her years.

Plot

Main article: Daughter to Dragons/Script

In a mansion, Nah flees from a Risen; outside, Chrom hears her scream, and orders the Shepherds inside to save her.

During battle, Chrom or Nowi can talk to Nah. If Chrom talks to Nah, he offers to help her and realizes she is a manakete. If Nowi talks to Nah, Nowi reveals herself as a manakete and Nah does the same, then realizes who Nowi is.

After the battle, if Nah survived, she will ask to stay with the Shepherds and fight; Nah then reveals to Nowi that she is Nowi's daughter from the future. If Nah did not survive, Chrom laments his inability to protect a child after the battle.

Chapter data

Normal Hard Lunatic

Chapter Data
Conditions
Unit Data
Victory: Defeat the Risen Chief Player Partner Other Enemy
Defeat: Chrom or Robin dies 1–13+1 {{{partner}}} 1−1 34
Cm fe13 16x.png
Map dimensions:
26 columns by 25 rows

This chapter features walls that collapse and repair themselves when certain conditions are met. When a wall collapses, it creates a breach that can be traversed, though units cannot end their turn on it. These breaches are two spaces wide, and separated by two-space wide walls. If a door on a wall is opened, all potential breaches in that door's wall become permanently opened. For the first and second walls with doors, the breaches move from east to west before looping back to the furthest east. Breaches also appear to detect how many playable units are nearby one; if the next breach in the pattern has more units nearby it than any other, the breach will not move for a turn, then skip to the one ahead on the second turn after.

On Normal mode, wall changes occur at the start of a turn, before player phase. On Hard mode and above, wall changes instead occur before the start of enemy phase.

  • If a unit approaches Nah's chamber (reaching columns 16-26, rows 16-25), or on turn 3, the northwest wall in said chamber will collapse. The wall repairs itself when no units remain in the chamber.
  • If a unit enters the southern hallway (columns 1-20, rows 17-25), the first wall's breaches begin opening, starting with one three spaces east of the door.
  • If a unit enters the center hallway (columns 1-20, rows 12-15), two breaches appear in the enclosed chamber next to Nah's chamber. The wall repairs itself when no units remain in the chamber.
  • If a unit approaches the second door, the first breach in the second wall will close and the second door's breaches begin opening.
  • Though the third and final wall does not have any pattern of breaches, two breaches will appear after its door is opened.

Character data

Characters
New units
Nah
Small portrait nah fe13.png
Manakete
HP
Varies
Inventory
Dragonstone
Level
10
NPC, talk to with Chrom or Nowi
Required characters
Chrom l ​
Available characters
Robin f ​Lissa ​Frederick ​Sully ​Virion ​Stahl ​Vaike ​Miriel ​Sumia ​Kellam ​Lon'qu ​Ricken ​Maribelle ​Panne ​Gaius ​Cordelia ​Gregor ​Nowi ​Libra ​Tharja ​Olivia ​Cherche ​Henry ​Lucina ​

Note: The returning characters list only those recruited by the time this chapter is unlocked. As a paralogue chapter, there is no set timeframe in which the chapter must be taken on; thus, it is possible to have recruited more characters than the above by the point the chapter is started. The returning characters list also does not include any characters recruitable in other paralogues, as the player may not have taken on any other available paralogue chapters yet. The list also does not include any bonus units, as they are recruitable at the player's discretion.

Item data

Items
Name Obtainment Method
Is 3ds01 spirit dust.png Spirit Dust Dropped by Risen Chief
Is 3ds01 door key.png Door Key Dropped by enemy General
Is 3ds01 door key.png Door Key Dropped by enemy General
Is 3ds01 door key.png Door Key Dropped by enemy Dark Knight
Is 3ds01 chest key.png Chest Key Dropped by enemy Sorcerer
Is 3ds01 recover.png Recover Open upper southwestern chest
Is 3ds01 second seal.png Second Seal Open lower southwestern chest
Is 3ds01 bullion medium.png Bullion (M) Open northwestern chest

Shop data

After clearing this chapter, the shop at this location will become available.

Armory contents

Normal stock Possible merchant items

Item Price
Is 3ds01 dragonstone.png Dragonstone 2,300
Is 3ds01 concoction.png Concoction 600
Is 3ds01 strength tonic.png Strength Tonic 150
Is 3ds01 defense tonic.png Defense Tonic 150
Is 3ds01 second seal.png Second Seal 2,500

Event tiles

Enemy data

Stats with two figures separated by a ~ are presented as a range, representing stats that vary due to random growths. The figures to the left and right of the ~ are the stat's minimum and maximum possible values respectively.

Normal Hard Lunatic(+)

Enemy Units
Name Class Lv # HP Str Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma 3ds01 sorcerer risen enemy.gif Risen Chief Sorcerer 14 1 51 2 22 15 15 14 19 21 - Waste Spirit DustThis item is dropped upon this unit's defeat.
Anathema
--
Ma 3ds01 sorcerer risen enemy.gif Risen Sorcerer 7 1 45~46 2 17 11~12 11~12 10~11 15~16 15~16 - Mire Nosferatu
Hex Anathema
Can have 0–1 skill(s) at random
--
Ma 3ds01 sorcerer risen enemy.gif Risen Sorcerer 7 1 45~46 2 17 11~12 11~12 10~11 15~16 15~16 - Mire Ruin
Hex Anathema
Can have 0–1 skill(s) at random
--
Ma 3ds01 sorcerer risen enemy.gif Risen Sorcerer 7 2 45~46 2 17 11~12 11~12 10~11 15~16 15~16 6 Nosferatu
Hex Anathema
Can have 0–1 skill(s) at random
• The eastern one begins moving if the nearby Revenant is provoked.
• The southern one begins moving if a unit enters the center hallway.
Ma 3ds01 revenant enemy.gif Risen Revenant 25 2 45 18 0 10~11 10~11 0 8 3~4 5 Blighted Claws
Underdog Even Rhythm Odd Rhythm Hex
Can have 0–1 skill(s) at random
• The western one begins moving unprovoked on turn 3, or if a unit approaches the southern hallway.
• The eastern one begins moving if the nearby Sorcerer is provoked.
Ma 3ds01 entombed enemy.gif Risen Entombed 25 2 47 20 1 13~14 13~14 20~21 10 4~5 6 Blighted Talons
Underdog Even Rhythm Odd Rhythm Hex
Can have 0–1 skill(s) at random
• The southern one begins moving unprovoked on turn 3, or if a unit approaches the southern hallway.
• The northern one will not act until the northwestern door is open, at which point it begins moving unprovoked.
Ma 3ds01 dark knight risen enemy.gif Risen Dark Knight 7 2 48~49 13~14 16 15 13~14 10~11 16~17 12~13 8 Arcthunder Silver Sword
Focus Hex Anathema Slow Burn
Can have 0–1 skill(s) at random
• The southern one begins moving unprovoked on turn 3, or if a unit approaches the southern hallway.
• The northern one begins moving if a unit enters the center hallway.
Ma 3ds01 dark knight risen enemy.gif Risen Dark Knight 7 3 48~49 13~14 16 15 13~14 10~11 16~17 12~13 8 Arcfire Silver Sword
Focus Hex Anathema Slow Burn
Can have 0–1 skill(s) at random
• The western one begins moving unprovoked on turn 3, or if a unit approaches the southern hallway.
• The southern one begins moving if a unit enters the center hallway.
• The northern one will not act until the northwestern door is open, at which point he begins moving unprovoked.
Ma 3ds01 general risen enemy.gif Risen General 7 2 53 24~25 0 16~17 10~11 14 23~24 9 5 Spear Door KeyThis item is dropped upon this unit's defeat.
Defense +2 Indoor Fighter Rally Defense
Can have 0–1 skill(s) at random
The northern one begins moving if a unit enters the center hallway.
Ma 3ds01 general risen enemy.gif Risen General 7 2 53 24~25 0 16~17 10~11 14 23~24 9 5 Spear
Defense +2 Indoor Fighter Rally Defense
Can have 0–1 skill(s) at random
The northern one will not act until the northwestern door open, at which point he begins moving unprovoked.
Ma 3ds01 warrior risen enemy.gif Risen Warrior 7 5 51~52 24~25 0 18 14~15 16~17 13~14 7 6 Silver Axe Silver Bow
Gamble HP +5 Zeal Rally Strength
Can have 0–1 skill(s) at random
• The center-northern one and the southern one begin moving if a unit enters the center hallway.
• The furthest northern one will not act until the northwestern door open, at which point he begins moving unprovoked.
Ma 3ds01 dark knight risen enemy.gif Risen Dark Knight 7 1 48~49 13~14 16 15 13~14 10~11 16~17 12~13 8 Arcfire Silver Sword Door KeyThis item is dropped upon this unit's defeat.
Focus Hex Anathema Slow Burn
Can have 0–1 skill(s) at random
--
Ma 3ds01 general risen enemy.gif Risen General 7 2 53 24~25 0 16~17 10~11 14 23~24 9 5 Silver Lance
Defense +2 Indoor Fighter Rally Defense
Can have 0–1 skill(s) at random
The southern one begins moving if a unit enters the center hallway.
Ma 3ds01 sorcerer risen enemy.gif Risen Sorcerer 7 3 45~46 2 17 11~12 11~12 10~11 15~16 15~16 6 Ruin
Hex Anathema
Can have 0–1 skill(s) at random
• The center-northern one and the southern one begin moving if a unit enters the center hallway.
• The furthest northern one will not act until the northwestern door is open, at which point he begins moving unprovoked.
Ma 3ds01 sorcerer risen enemy.gif Risen Sorcerer 7 1 45~46 2 17 11~12 11~12 10~11 15~16 15~16 6 Waste Chest KeyThis item is dropped upon this unit's defeat.
Hex Anathema
Can have 0–1 skill(s) at random
Begins moving if a unit enters the center hallway.
Ma 3ds01 general risen enemy.gif Risen General 7 1 53 24~25 0 16~17 10~11 14 23~24 9 5 Silver Axe
Defense +2 Indoor Fighter Rally Defense
Can have 0–1 skill(s) at random
Begins moving if a unit enters the center hallway.
Ma 3ds01 dark knight risen enemy.gif Risen Dark Knight 7 2 48~49 13~14 16 15 13~14 10~11 16~17 12~13 8 Arcwind Silver Sword
Focus Hex Anathema Slow Burn
Can have 0–1 skill(s) at random
• The southern one begins moving if a unit enters the center hallway.
• The northern one will not act until the northwestern door is open, at which point he begins moving unprovoked.
Ma 3ds01 general risen enemy.gif Risen General 7 1 53 24~25 0 16~17 10~11 14 23~24 9 5 Tomahawk
Defense +2 Indoor Fighter Rally Defense
Can have 0–1 skill(s) at random
Will not act until the northwestern door is open, at which point he begins moving unprovoked.

NPC data

NPC Units
Name Class Lv # HP Str Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma 3ds01 manakete nah other.gif Nah Manakete 10 1 Varies Varies+8 Varies+5 Varies+3 Varies+2 Varies Varies+10 Varies+7 6 Dragonstone
Odd RhythmIs 3ds01 outrealm skill.png VariesIs 3ds01 outrealm skill.png Varies
• See Nah/Stats for more information on Nah's stats.
• Immobile until recruited.

Boss data

Main article: Risen Chief

Normal Hard Lunatic

Small portrait risen chief fe13.png
Ma 3ds01 sorcerer risen enemy.gif Sorcerer
Level 14
Movement -
Stats
Max HP 51 Speed 15
Strength 2 Luck 14
Magic 22 Defense 19
Skill 15 Resistance 21
Inventory Skills
Waste
Spirit DustThis item is dropped upon this unit's defeat.
Anathema
Weapon Levels
Swords -- Lances -- Axes --
Bows -- Tomes B Staves --

Strategy

This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.

This section has been marked as a stub. Please help improve the page by adding information.


Trivia

  • Contrary to popular belief, which dictates Nowi is the only one able to talk to Nah to recruit her, Chrom can also recruit Nah, as he can do for any other child character (barring Lucina and Noire, who are not recruited by this method).
  • Despite being a Risen-centric chapter, the fact that the enemies in this chapter even are Risen is not touched upon by any character. As a result, this chapter is one of two in the vanilla Awakening game, and one of four in total, to include generic Risen that do not refer to the Risen as such in dialogue, the others being Chapter 1, EXPonential Growth, and Harvest Scramble.

Etymology and other languages

Names, etymology, and in other regions
Language Name Definition, etymology, and notes
English

Daughter to Dragons

--

Japanese

幼き竜の娘

Daughter of the young dragon

Spanish

Hija de dragones

Daughter of dragons

French

La fille du dragon

The daughter of the dragon

German

Tochter der Drachen

Daughter of Dragons

Gallery


This section has been marked as a stub. Please help improve the page by adding information.


← A Shot from the Dark • Daughter to Dragons • The Threat of Silence →
Fire Emblem Awakening
Playable characters AnnaAversaBasilioBradyChercheChromCordeliaCynthiaDonnelEmmerynFlaviaFrederickGaiusGangrelGeromeGregorHenryInigoKellamKjelleLaurentLibraLissaLon'quLucinaMaribelleMirielMorganNahNoireNowiOliviaOwainPannePriamRickenRobinSay'riSeveraStahlSullySumiaTharjaTikiVaikeVirionWalhartYarneYen'fay
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Background characters First exaltKe'riMarth
DLC characters AlmCatriaCelicaEirikaEldiganElinciaEphraimEstIkeKatarinaLeifLynPrince MarthMicaiahPallaRoySeliph
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Others CamusIshtarLinusLloydNarcianOliverPetrineSelenaTravantUrsula
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Chapters Main story Pm: Invisible Ties • P: The Verge of History • 1: Unwelcome Change • 2: Shepherds • 3: Warrior Realm • 4: Two Falchions • 5: The Exalt and the King • 6: Foreseer • 7: Incursion • 8: The Grimleal • 9: Emmeryn • 10: Renewal • 11: Mad King Gangrel • 12: The Seacomers • 13: Of Sacred Blood • 14: Flames on the Blue • 15: Smoldering Resistance • 16: Naga's Voice • 17: Inexorable Death • 18: Sibling Blades • 19: The Conqueror • 20: The Sword or the Knee • 21: Five Gemstones • 22: An Ill Presage • 23: Invisible Ties • 24: Awakening • 25: To Slay a GodE: Grima
Paralogues 1: Sickle to Sword • 2: The Secret Seller • 3: A Strangled Peace • 4: Anna the Merchant • 5: Scion of Legend • 6: A Man for Flowers • 7: Noble Lineage • 8: A Duel Disgraced • 9: Wings of Justice • 10: Ambivalence • 11: Twin Wyverns • 12: Disowned by Time • 13: Rival Bands • 14: Shadow in the Sands • 15: A Shot from the Dark • 16: Daughter to Dragons • 17: The Threat of Silence • 18: The Dead King's Lament • 19: Irreconcilable Paths • 20: A Hard Miracle • 21: Ghost of a Blade • 22: The Wellspring of Truth • 23: The Radiant Hero
Xenologues Champions of Yore 1Champions of Yore 2Champions of Yore 3The Golden GaffeEXPonential GrowthInfinite RegaliaLost Bloodlines 1Lost Bloodlines 2Lost Bloodlines 3Smash Brethren 1Smash Brethren 2Smash Brethren 3Rogues & Redeemers 1Rogues & Redeemers 2Rogues & Redeemers 3Death's EmbraceFive-Anna FirefightRoster RescueHarvest ScrambleSummer ScrambleHot-Spring ScrambleThe Future Past 1The Future Past 2The Future Past 3Apotheosis
Locations YlisseFerox (Arena Ferox) • Outrealm Gate (Outrealms) • Plegia (Dragon's Table) • YlisseValmChon'sinRosanneValm
Groups, objects, and concepts AwakeningEinherjarFire EmblemGrimleal (Deadlords) • RisenShepherds
Lists ChaptersCharactersClasses (Class change) • Hidden treasureItemsScriptsSkillsSupportsWeapons
Related topics Ancient LettersBirthdayDouble DuelDownloadable contentName chartNintendo Dream comics • Other games (GaidenGenealogy of the Holy WarShadow DragonNew Mystery of the Emblem) • Pre-release information (Unused content) • Unit Gallery (Soundtrack) • SpotPassStreetPassTimelineWorld map