I'll comment the map itself and the story that goes along with it for every chapter. Some chapters have decided names, some don't (I would've named them when we got around to them).Prologue - The Adventurer's GuildMap Design:
Kept very, very simple and small to keep the early chapters short. The snow tileset sets the tone of the start of the game.Story:
The start of Belynda's guild. They encounter bandits while traveling and use the chance to test their capabilities in battle since they look fairly weak. Nothing special.Chapter 1 - Under The Eternal SnowMap Design:
Bigger than the Prologue to make room for all of the new characters introduced in the Chapter (party members like Enolt, Heac, Eowyn, Phantom and Mikael - and even later on Alvah and his mooks). The mountains are made to keep the players in a more tight path and to fit in with the region.Story:
Belynda's group runs into some trouble, and it's made apparent that another nations wants her, alive or dead. No one can answer why this is, so all they can do is fight. Two of Sigmund's friends arrive who were supposed to look for Belynda's group and report back to him, who also incidentally manage to save them from Alvah by their sheer presence.Chapter 2 - Firm GuardMap Design:
Even bigger than the previous map. The two rooms at the entrance are made for party members, and the fort is intentionally linear because you have to go up, get the door key, and only then you're able to fight the boss to end the chapter.Story:
On their path, Belynda encounters a fort that she does not remember being on the map - however, since there's no way around it, they have to fight their way through. Edgar, Camila and Enoch are chosen to be sent in alone. (I would like to thank their players at this point for wonderfully illustrating their group at that moment, and also how they seemed to be the leftovers and were supposed to be sent in to die first)Chapter 3 - Forceful EvictionMap Design:
The halls are wide open to accomodate for the big amount of units inside. There's plenty of reinforcements to make the players really feel like they're on the run.Story:
... As said, Belynda and her group are on the run. This battle is intentionally designed fierce, and Dia is made to be a more honorable leader. Despite originally being about Belynda's guild and their escape from danger, this is one of the moments that show the point of the plot - just how cruel the War of the Goddess can be. Also, Nathan & Amy make their first appearance, and Alvah returns from the first chapter.Chapter 4 - Mountainside EscapeMap Design:
The map switches between open and small fields to make it more diverse. A vertical layout with mountains on the side was chosen to make the players get the feeling that there might be reinforcements.Story:
Belynda and her group get close to their first goal of their journey - Cellean. On the way, they run into bandits once again who are plundering a helpless Merchant's wagon. They protect her and fend off the bandits, but cannot return her lost items. The merchant ends up joining them because she hardly has anywhere to go without many of her items.Chapter 5Map Design:
A more spread out, maze-like map to have multiple fights going on at different places. This map was made with the chapter goal being "Rout" in mind. I was gonna make the blue spots for the player units be spread out as well, having like 3 or so for the various closed houses. Upon visiting the arena, you'll find that it's in the middle of being rebuilt and thus cannot use it. The first of all arena trolls!Story:
Spies from Ruth manage to breach part of Cellean's capital and are still seeking for Belynda. They mention being sent by Wyvern Lord Alvah as well. Once the chapter is over, some royal guards ride on over to tell Belynda and her group that the king wants to meet her.Chapter 6 - Lord SigmundMap Design:
I. Hate. Castle Maps.Story:
Belynda and the others arrive at the castle and it seems to have been assaulted by Ruth troops. It isn't revealed until far later that the supposed enemies from Ruth are just Cellean soldiers disguised as them, so both of the fights are staged, but only Sigmund and his loyal soldiers know. It's practically impossible for such a small group to enter Cellean and bypass their defenses.
Once the fight is over, Sigmund and Belynda's group have a long talk, where he explains tons of things about the war (which may or may not be true at that point), introduces his daughter Eira and gets Belynda to turn her travel group into a small army and fight for Cellean. She has a hard time making this decision and also asks the group... and they end up doing it (somehow). At this point, everything is going according to Sigmund's plan.Chapter 7Map Design:
Made to look a bit more like some kind of prison. Again, I loathe indoor maps sometimes.Story:
First stop in their journey in Senisse - another fort, having imprisoned quite a few people. Among them, the Dancer
character! Not much else happens in this chapter other than that.Chapter 8Map Design:
First desert maps! It works like any other that there's treasure hidden in the sand and thieves can retrieve it. I kept the paths a bit more tight to again contrast with some more open fields of sand.Story:
Belynda's group makes their way to the capital of Senisse to infiltrate the palace in the center, where Queen Eliza resides.Chapter 9 Map Design:
The first and only chapter divided into two parts. The first one is a defeat the boss mission, the other is surviving for a set amount of turns. It was a lot of fun to design this map and mix tilesets. Here's an image of both maps together, if you wanna see.
I was also tempted to put a secret shop in part two in one of the grass tiles at the side and have one of the chests have a Warp Staff in it, but I felt like it might've been far too early for that. Also, Nathan & Amy appear again.Story:
Queen Eliza stands on the palace stairs and commands her troops to fend off Belynda and the others. Once they get through and defeat Eliza, they enter the palace to retrieve the Holy Treasure and then fight a long battle against Eliza's soldiers, who want to avenge her even if it costs them their own life as well.Chapter 10Map Design:
Much more open this time to make room for plenty of enemy units and reinforcements from different angles. This is an escape mission similar to Chapter 3, the escape tile being the fort on the top right.Story:
Everyone makes a run for their lives with the artifact in tow. Eira
(Sigmund's daughter) comes in from the north at some point to help the others out and joins the party full-time as the second Lord-tier character. They successfully retreat to Cellean and leave Senisse behind. Senisse is practically not seen again because they're too busy rebuilding now that their Queen is dead.Chapter 11Map Design:
There had to be at least one map with this tileset. xP Designed to make it look like a passage between nations, which is exactly what it is.Story:
Everyone takes time to reflect on what happened lately. Their fight with Senisse was cruel and Belynda feels incredibly remorseful. Before the fight, someone shows Belynda a piece of art that shows her (or, at least, someone that looks a /lot/ like her) as a maiden of the Temple of the Goddess in Eissere. She is confused why this exists and why this was in Senisse, and it seems like no one can answer those questions. They make their way to Trop but are stopped in their tracks by Ruth soldiers wanting to get to Trop first, obviously wanting their hands on it's Holy Treasure.Chapter 12Map Design:
Fun fact: This is actually a map I made a long, long time ago, I believe even before the first FERP. It felt appropriate to use here.Story:
Same as the previous chapter, practically. A good friend of Sigmund's gets Belynda a ship so they can travel to Eissere next after having obtained Trop's Holy Treasure afterwards. It's located in a cave under the port which goes down rather deep, even going below the surface of the ocean. After having obtained Perun, they set sail and head north.Chapter 13Map Design:
Ship maps are weird to make. As for gameplay, at some point, the Manakete
character is found unconcious on an ice floe floating and moving inbetween the ship in the middle (your ship) and the one on the right. A flying unit could've been able to reach them and get a special rescue event to recruit them.Story:
The Ruthians take the war to sea, and pirates join in on the mix, all while a mysterious Manakete seems to be coming in out of nowhere. This fight is meant to be messy and all over the place, making the travel to Eissere difficult.Chapter 14Map Design:
Back to Eissere! The snow tileset looks a bit odd but it's nice to use. The layout is a bit more complicated to signal that this is where the game gets more difficult.Story:
Belynda finally arrives back at her home nation... and is greeted by more Ruthians. This is also were Belynda realizes more and more that she's connected to the Temple of the Goddess, and the boss of the chapter even says something along the lines of that. They carefully tread deeper into the north where the temple is said to be...Chapter 15Map Design:
This map should be a lot more familiar-looking because of the big mountain range. Added the shops that can only be accessed by fliers for the heck of it, it looks cool.Story:
Belynda realizes that this place is familiar to her and gets more and more nervous with every step. Andreas recalls this location as well, though not saying much more than that until after the chapter, that they've met before and how he saved her life in the end. Once the Ruthians guarding the temple are gone, the group enters the temple in the hopes of finding an answer and, of course, Eissere's Holy Treasure.Chapter 16Map Design:
I don't really like how this map came out, and it was gonna be one of the few maps that I was gonna give a redesign once it came up, but, oh well. It does what it's supposed to do. Nathan & Amy make their third appearance.Story:
A battle for truth, as Andreas calls it before the fight begins-- the temple looks somewhat destroyed and messed up, the Ruthians who are unfamiliar with the location wildly search for the Holy Treasure, but cannot find it. Once the fight is over, Belynda's memory fully returns - that she belonged to this place before, and also recalls what the markings on her robe are from, holy tongue only the maidens in the temple knew and other servants of the Goddess.
Belynda has a sort of "awakening" once she steps towards the waterfall in the middle, truly recalling everything and faintly regaining the ability to hear the Goddess. This is where she promotes. She also gains her personal weapon, Tiamat's Calling (an Anima Tome). Eira either promotes here or in Chapter 20, whatever seemed to be more convenient plot-wise.
With Belynda having regained her memories and also having obtained Gandiva, Eissere's Holy Treasure, they head over to make a march on Ruth.Chapter 17Map Design:
Big rivers are odd to make. They look kinda neat, though. I chose this tileset because of the yellow water and contrasting darker colors - to show that Ruth is at the foot of the Mountain of the Goddess and make it feel a bit more... mystic and stranger than the other nations we've been in.
Also, another arena troll at the top left. The tiles around it make it inaccessible for ground units and if a flying unit tries to enter it, it turns out the arena is closed.Story:
The area is quiet. Not quite serene, in fact, there's more of an odd feeling looming into the air and a certain heaviness rolling out into the sky, and Belynda and co. can definitely feel it. The Ruthian forces are surprisingly small for the start - there were more of them back in Eissere. Belynda questions this while pressing onward. The people that live around here also tell Ruth's tale and what other nations say about it, making Belynda conflicted for a moment, but Andreas tells her that they may not be telling the truth.Chapter 18Map Design:
Had to use the sunset tileset at some point. Plenty of walls are on this map for ranged attackers to shine. Nathan & Amy appear here (for the last time) and hand you the Dread Fighter and Bride/Groom promotional items. Story:
Belynda and her group prepare for the storm onto the palace in the middle of Ruth in front of part of the Mountain of the Goddess. They plan to take over the fort in the middle of the road and prepare there, but in order to capture it, a rather gruesome fight ensues and Belynda is once again reminded of how cruel this war is. Chapter 19Map Design:
A vertical layout to properly show the assault onto the castle. The mission is to capture the two forts on the side first, rejoicing and then finally entering the palace. There's a bit of terrain mixup on this map, giving a good feel of a real, strategic battle in a war.Story:
Belynda and the others make the final move onto the heart of Ruth. Belynda is determined to make it, the last Holy Treasure waiting for them. It's a long and hard battle with plenty of reinforcements. The boss of the chapter warns them several times, dearly wanting them not to enter the palace, almost begging, even. Belynda wonders why, but she and the group decide that they cannot turn back now.Chapter 20 - Truth Hidden By DarknessMap Design:
Fun fact: Theoretically, this is a map from another Fire Emblem game with a few touch ups in terms of tileset, choosing one that seemed more gloomy and fitting for the atmosphere. The map is incredibly well done and I just had to give it some sort of tribute because I'm in love with it. (Sorry to whoever deems this as uncreative!)Story:
Rienth waits on the throne, every soldier in the palace giving their all to defend him and keep the others from getting close. In the center of the palace is where dark magic is the strongest in comparison to all of Ruth, so Rienth makes a formidable foe by all means. Belynda's confusion grows bigger and bigger the more she walks throughout the gigantic palace - it almost looks like a location devoted to the Goddess, but she can't believe it. Andreas reminds her that it is too late to turn back, even if Belynda is nervous and no longer knows if what she's doing is right. But they've come so far, and Andreas was correct.
Once Rienth is defeated, he reveals the truth that Belynda was afraid of - Ruth truly was only a bad place ever since it was made to one. Rienth had everything under control and making Ruth seem as gloomy as everyone said it was was a good cover for him and his people. Belynda heads back to Cellean with a mixed feeling in her heart. There, Sigmund takes the artifacts, gathers his army and finally betrays Belynda and her group, making a run for the top of the mountain, Tiamat's Peak, where the Goddess resides. Everyone chases after them.Chapter 21 - History
Now that the story hit it's climax, the next few chapters all have gimmicks and story bits to spice them up. This map was designed to fit something like an epic fight, something you would read about in history books. The six towers all inhibit different bosses, all characters you have met throughout the story (That guy back in Trop that got you a ship, for example, etc.). The boss of the chapter itself is Lucifer (back from Chapter 2), Estelle was told to escape and fly up the mountain to "prepare" something. The gimmick of this chapter is that every now and then, Lucifer turns the ground into water, making every ground unit unable to move. Story:
Chasing after Sigmund, Belynda and the others already face a great ordeal, plenty of strong enemies gathered at the foot of the mountain already. However, they're determined to not let it stop them. It'll only get easier from here on out. Chapter 22 - MysteryMap Design:
(Had to use one of these tilesets at some point. I like using them.) Given's favorite chapter! The stairs work like teleporters. The objective is kill boss to keep it relatively simple.Story:
On the way, Eira tells more about her father and the history of Cellean. Once she is done, Belynda can faintly hear the voice of the Goddess, but cannot make out her words. She also remembers the Goddess's actual name and tells it to the group - her name being Tiamat. The group's next challenge is some sort of maze - there's no way to get around it other than flying over it, and even then, it's very high and would cost more time than finding and fighting their way through.Chapter 23 - RemorseMap Design:
I actually drew this map in class and it turned out pretty nicely. Working with a drawing beforehand is nice if you know the tiles you're gonna use. I need to do that more often. Either way, I like how this map came out. There's a boss on the inside of the building and once you defeat him, you can escape in the top right. Along with that, the usual lava gimmicks also apply to this map (that being fire tiles)Story:
Belynda comments on how diverse this mountain is - Andreas reasons that this is most likely because of the might the Goddess posesses - a place as mythical and magical as she herself. The group finds their next obstacle - another big building, similar to a fortress. It can actually be moved around, but their path is blocked by a barrier. They must get rid of it first.Chapter 24 - ResolveMap Design:
This map's gimmick are the incomplete bridges that first have to be built. To do this, a unit must be standing on the end of the bridge. A tile will grow at the end of the enemy phase. You start at the bottom and get plenty of enemy units around you, making the start a messy fight. The vendor and armory at the top left are the last ones in the RP and, of course, sell the best available items. Story:
Belynda and the others grow tired and exhausted, but refuse to give up, still giving chase after Sigmund. He's not too far away, but ahead of them regardless. The voice Belynda hears gets louder and clearer the further they approach the top of the mountain. The enemies say that Estelle broke the bridges for them and then escaped, never to be seen again. She most likely flew back to the mountain to see if Lucifer was alright, but she had not been seen again afterwards. Chapter 25 - ChallengeMap Design:
No gimmicks this time - just a large, big map with plenty of enemies and reinforcements, similar to FE7's Chapter 30. This is another map I made before the RP, and it felt appropriate to use for a big, epic, penultimate battle.Story:
Belynda and the others face the final roadblock in the way to entering Tiamat's Peak, the sanctuary where the Goddess resides. At some point in the battle, one of the maidens from the Temple appears, floating above the stairs at the entrance and freezing the whole top of the mountain
to signalize her appearance and might. She puts herself into Belynda's way, fighting for the goddess as she believes that the one who gained all the artifacts is the only one who should rightfully obtain the wish.Finale - War of the GoddessMap Design:
And of course, I had to make the final map not only the biggest one in the game, but also symmetrical. Fun fact: I've never actually worked with this tileset seriously before making this map. It turned out very nicely despite that fact, though, which pleases me. The boss is, of course, Sigmund, standing on the throne in the very center. His class is the same as his daughter's - Great Lord.Story:
Belynda's group has finally made it and is ready to fight Sigmund to prevent him from using his wish for malicious intent. Once defeated, he does not explain why he is different than all the other war competitors in his bloodline, but only calls everyone else a fool, which might be his explanation after all, however you take it.
Belynda steps in front of the Altar and now the voice in her head is clearer than ever - so clear that every life form on Virrius can hear Tiamat, the Goddess.
At this point, I was either going to make Belynda to wish for no more wars after talking to the group and getting their agreement, or asking the players (both OoC and IC, but mostly IC) what they should wish for. The epilogue would've been a tour around Virrius, showing how it changed after their combined resolve in their wish together. Every player also would've gotten to write an FE-style ending specifically for their character(s).
... Aaand that should sum the story up! God, that was long.