info Overview
Name - What is this universe's name?

Fire Emblem: Succession Crisis (Title WIP)

 
Description - How would you describe Fire Emblem: Succession Crisis (Title WIP)?

An offshoot of the Fire Emblem Three Houses world, focusing on the Succession Crisis of Albinea.

"In the absence of gods, mankind will create their own."

 
Genre - What genre best describes Fire Emblem: Succession Crisis (Title WIP)?

Medieval Fantasy

 
date_range History
History - What is Fire Emblem: Succession Crisis (Title WIP)’s history?

The continent of Albinea is an island to the northwest of Fodlan.

 
gavel Rules
Magic System - What is the magic system like in Fire Emblem: Succession Crisis (Title WIP)?

Two systems of magic are practiced in Albinea. On mainland Fódlan, only Tomes are used. The nomenclature may change between the two.

The more commonplace form of magic are the tomes. They come in three categories that are further divided into subcategories. They are black, dark, and faith. Within the black magic classification, they are further subdivided into fire, wind, and thunder. (In some cases, ice is considered a separate classification, but that is a point of contention between contemporary magical scholars.) Casters will learn specific spells of their own preference and have a set list of spells that they will learn. These spells are not cast from hit points but are limited in usage between maps. Tomes are a result of migration waves from Fódlan, whether by invasion or immigration.


Black magic focuses mainly on offensive spells. Following the Fódlani example of classification, elemental and non-elemental magic are distinctly separate from dark magic despite both having the shared characteristic of being offensive magic.

Dark magic focuses on status effects. It is an ancient form of Fódlani magic that was brought over by the first wave of invaders to Albinea. The offensive powers of these spells are great but suffer from lower accuracy. Few people have the affinity to learn this school of magic, and usually those who do have the potential can trace their lineage to the first wave of Fódlani invaders.

Faith magic is a combination of healing and offensive magic. The utility of this classification is much wider in contrast to the previous two classes, leaning more towards support than offense. The school of magic was brought to Albinea by missionaries under the Church of Seiros.



The Runic system of magic is the native magic system of Albinea, reserved now mostly for crest bearers. Each runic magic is specific to a crest and will have different requirements/activation methods. Thus, there are noble families whose identities revolve around the kind of Runic magic they can perform. In addition, there is specific terminology when referring to magic within the Runic system: magic and arts. These terms are never used interchangeably and are strictly separated. The term "magic" is reserved only for abilities that are beyond human comprehension and closer to acts of godly miracles (e.g. control over time). "Arts," on the other hand, is used for abilities that can be accomplished within the realm of human ability (e.g. reanimation of a corpse). There are (2?) common classifications:


Perpetuity is always active. Magic within this category is often considered to have the most powerful effects, concentrated mostly within the upper echelons of the Albinean crest classifications. While convenient, some correlation has been found between usage and degenerative effects on the body. Larger crests associated with Perpetuity will have much more dire effects on the body as a trade-off for instant use of the magic. Practitioners that use Perpetuity magic, especially among the highest crest classifications (Crowns), have abilities that can affect the reality around them; effectively warping the world to suit their needs. Recorded uses of this type of magic have been decreasing throughout history as the crests have begun to necrotize and decline in subsequent generations. Foremost scholars have yet to determine the cause of the decreasing size. [Game mechanic wise, their activation is similar to the Fódlan Crests, based on percentages, but work in two tiers. The always active version will have a weaker effect, but when the ability activates, the stronger effect will activate instead.]

(Name pending single-action) requires a start up time. This is the more common type of magic. The scope of what can be performed with this type of magic is very limited compared to Perpetuity, leading to the split between "Magic" and "Arts" in the Albinean magic system vernacular. It is by no means trite tricks, but compared to the magnitude of Perpetuity magic, it is seen as lesser. The start-up action can differ from family to family; one might be a spoken phrase, while another might be a choreographed movement. Nonetheless, the action must be done before the casting. [Gameplay wise, a reverse cooldown (ramp up?). A certain number of turns must elapse at the beginning of the battle and between casting.]


Effects can be shared among practitioners, but the method of how the spells are performed will drastically differ depending on whether the user is using Perpetuity or (Single Action). Let us say, for example, two practitioners each use a spell to increase their overall movement speed. In the case of the Perpetuity user, they are manipulating the flow of time around them and altering the perception of their movement. The (Single Action) user would perhaps manipulate their own body in various ways to increase their movement speed threshold, such as maximizing blood flow to the muscles or activating the muscle fibers in desired groups at once.

 
Technology - What is the level of technology like in Fire Emblem: Succession Crisis (Title WIP)?

Medieval aesthetic
Somewhere between 1500-1700
Advanced biotechnology tree

 
library_music Soundtrack
  • person Owner
  • person AgNO3

    Created universe over 6 years ago

    person
  • group_add Contributors
  • person Baratone

    Invited over 6 years ago

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  • person Baratone

    Invited over 6 years ago

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edit Notes
Notes
folder_open Game Mechanics
Notes

Blade Switch System:
When characters reach a certain weapon proficiency level they gain the ability to dual wield. The attacking weapon is considered the “main-hand weapon” and the offhand weapon is called the “auxiliary weapon“. All weapons have special functions as both main-hand and offhand weapons, but their uses will vary.

 
This universe contains...
8 characters reorder
group Characters close
Name
group Ruohtta epithet Auduin High King of Albinea Candidate
group Brodia epithet surname Member of the King’s Hand.
group Threo Ailbhe Lastname First Knight of the Royal Guard of Mann
group Ambrose Court Mage of the High Court of Albinea
group Naoise Protagonist
group Ylva Hermes Rivoire-Grimnir Queen Mother to Ankou Cadoc Grimnir
group Ankou Cadoc Grimnir High King of Albinea Candidate
group Manah Eccentric Mentor

2 locations reorder
terrain Locations close
Name
terrain Armorica The seat of power for the Kingdom of Mann. It is the ancestral home of the Grimnir line and been uncontested for many generations.
terrain Albinea An island continent to the west of Fódlan. It’s inhospitable climate and terrain make it difficult for human settlements but rare fauna thrive on its fertile, untouched lands.

6 items reorder
emoji_events Items close
Name
emoji_events Cortana/Curtana The Sword of Mercy. The ancestral relic weapon of the Grimnir line.
emoji_events Gungnir A relic weapon from across the ocean. It’s peculiar nature makes it unable to be wielded by anyone on Albinea.
emoji_events Joyeuse The Joyous Coronation Sword. An ancestral relic of the Auduin line.
emoji_events Ridill The reforged form of the coronation sword, Joyeuse. A strange enchantment has been instilled in the blade.
emoji_events Grimnir Standard A war standard adorned with the heraldry of the Grimnir family.
emoji_events Fragarach A weapon that has a blessing of unknown origins. It has been passed down to those who hold the rank of High Court Mage.

2 creatures reorder
pets Creatures close
Name
pets Griffon A flying beast often used as a mount. It is half lion, half eagle.
pets Hippogriff A legendary chimera, part horse, part eagle, part lion; their peculiar lineage makes appearances in the wild a once in a lifetime encounter.

3 jobs reorder
work Jobs close
Name
work Archer A ranged physical unit that can safely attack non-ranged units without the risk of a counterattack. That said, they are vulnerable should the opponent close in. Effective against flying units.
work Skald
work Kingmaker

2 towns reorder
location_city Towns close
Name
location_city Armorica The castle town of the northeastern region of Albinea. Home to the Grimnir faction.
location_city Eamhna The castle town of the southwestern region of Albinea. Home to High King Auduin's faction.

Fire Emblem: Succession Crisis (Title WIP) appears in the following documents

This universe was created by AgNO3 on Notebook.ai with 2 contributors.

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