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    Friday, January 15, 2021

    Fire Emblem The High Priestess - Rhea

    Fire Emblem The High Priestess - Rhea


    The High Priestess - Rhea

    Posted: 15 Jan 2021 12:30 PM PST

    Sylvain fanart by me! I make sure to bring in my team across all playthroughs :) (commission)

    Posted: 15 Jan 2021 05:33 AM PST

    Got Winter Sephiran + Altina & Sanaki commissioned together!

    Posted: 15 Jan 2021 01:00 PM PST

    Fan art for my fav illiterate magic girl

    Posted: 15 Jan 2021 06:53 AM PST

    Queen Camilla

    Posted: 15 Jan 2021 02:52 PM PST

    "THIS DIVINE LIGHTNING SHALL PEIRCE THE SKIES!" - Siegfried Fire Emblem

    Posted: 15 Jan 2021 10:40 AM PST

    Deirdre and Sigurd [OC]

    Posted: 15 Jan 2021 01:58 PM PST

    Judith von Daphnel (Commission, drawn by @yangartworks)

    Posted: 15 Jan 2021 04:40 PM PST

    [FAN PROJECT] Announcing "Language of the Emblem", a project that aims to teach Japanese with Fire Emblem

    Posted: 15 Jan 2021 06:11 AM PST

    Several months ago, I posted an idea here, recruiting people to help with a Japanese course for Fire Emblem 01. Some people helped in the beginning (but they chose to remain anonymous), and then I worked on the rest of the project alone, until yesterday.

    Now, I have the first results: The Complete Japanese Vocabulary from Fire Emblem: Shadow Dragon and the Blade of Light. This is a dictionary-like document with all the words one can find in the original Japanese game.

    The project is but a seed, with its first bud coming out now. There is a website for it as well, made for free at wordpress. It is still very very raw and ugly. I'll work on it very gradually, since I don't have much experience with that.

    There are already many planned ideas for the continuation of the project, including a Bilingual Script of the game (using the official translation Nintendo just released), a grammar reference compedium, videos with explanation of dialogs, vocabulary and grammar topics, as well as memorization decks created on free platforms, such as Memrise and Anki. In addition, I want to make something for learning Hiragana and Katakana with Fire Emblem, but I'm still figuring it out. I also intend to translate everything into (Brazilian) Portuguese, since it's my native language. Everthing, for now, uses FE01, since it's the simplest of them all, linguistically speaking.

    If you think you can help in some way (like getting the English script, making a nice logo for the website, making the website less horrible-looking, suggesting corrections or ideas), please contact me here, via DM or a comment on the thread, or you can use the Contact page at the website (or my email, which you can find there).

    I would be immensely grateful with any kind of feedback from the community, since I'm making it for you guys (even though I know not many people would be really interested in it).

    submitted by /u/chr_perrotta
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    Tea-themed Three Houses charity fan project is closing preorders on January 24th :D (link in the replies)!!

    Posted: 15 Jan 2021 12:15 PM PST

    Finally finished up the pawky series with these last few beans. It's been quite the journey.

    Posted: 15 Jan 2021 06:39 PM PST

    Oil and Water; A Strange Choice in Localization

    Posted: 15 Jan 2021 02:55 PM PST

    Three Houses is a very interesting example of video game translation and localization. The game's dialogue (from what I've seen) is frequently praised, in part due to decisions made by the translation team from Nintendo Treehouse. At the same time, many have pointed out odd and outright incorrect translation decisions that led to some characters losing certain intense development (i.e., Sylvain) or behaving very out of character (i.e., lategame Dimitri and Edelgard). Today, I want to talk about a localization that leans more on the strange side. Something that always bothers me when I play the Manuela and Hanneman Paralogue, Oil and Water.

    Let's start with a plot synopsis, so we're all on the same page: After the typical bickering between the two professors, Hanneman informs Manuela that several students have reported possible sightings of the Death Knight around the Sealed Forest. Manuela quickly convinces Byleth to ignore Hanneman's desire to be cautious and inform Seteth of the rumors and instead prepares a group for battle. Meanwhile, Manuela runs ahead for scouting.

    It turns out that Manuela managed to get herself cornered by bandits called the Death God Gang, and Byleth, Hanneman, and company have to save her (or you made her a pegasus knight and she just runs away herself...) and clear out the bandits. After returning to the monastery, Manuela is frustrated by the fact that anyone saw a connection between the Death God Gang and the Death Knight. Meanwhile, Hanneman berates her for her careless behavior, pointing out that, if the Death Knight was there, she'd be dead. The professors stop squabbling, come to a mutual understanding, and go get a drink.

    End Scene.

    So now that we are reminded of the premise of the Paralogue, do you see the issue? I, at least, struggle to understand how apparently many people confound "Death God Gang" and "Death Knight". Especially with death being such a common word, it feels like a very large stretch for everyone to just assume "Death God Gang" means "Death Knight".

    A look at the Japanese script makes things a lot clearer. In the native language, our armored sociopath is named 死神騎士 Shinigami kishi (Shinigami knight), and his battalion is called 死神騎士団 Shinigami kishi-dan (Shinigami knight group/company/troupe). The group of bandits from this Paralogue go by the title of 死神団 Shinigami dan (Shinigami group/company/troupe). To my knowledge, the word 死神 Shinigami is only used in relation to these three groups ingame.

    Now we're seeing the intended connection. Not only do both the Death Knight and the Death God Gang use the word Shinigami in their title, but the only difference between the Japanese names of the Reaper Knights battalion and the Death God Gang is the presence of 騎士 kishi, making the word 騎士団 kishi-dan (Chivalric order, or a group of knights). Even in the dialogue Manuela has with the Boss of the Paralogue alludes to this, were the gangleader asks "Do we look like knights to you, lady?"

    So what went wrong in translation? What are Shinigami, and what lead to these characters having different names in the English release?

    To put it as basic as possible, Shinigami are the Death Gods of Japanese religion. But for full context here, we to get a lot more complicated. The concept of Shinigami was fairly loose in meaning within Shintoism. That is, until Japan found frequent exchange with Western cultures, in which our understanding of a Death God, like Thanatos and the Grim Reaper, were integrated into the meaning of Shinigami. We clearly see such in our Shinigami Knight, who almost appears as a blend of both versions of the Shinigami - the grotesque fangs and horns of traditional Japanese demons like the oni, as well as the bare skull of typical western depictions of death gods, and the Scythe of Sariel, fitting of a Reaper.

    In localization, "Death Knight" is likely in reference to Death, one of the Four Horsemen of the Apocalypse in the Book of Revelation. Meanwhile, the Reaper Knights and The Death God Gang are both direct interpretations of Shinigami, but fail to make the proper connection.

    I think that the localization team may have overlooked the importance of the connection of all three of the names referenced names above. All three should include the same concept, but in translation, their connection is much weaker. This could possibly be an oversight related to how, as pointed out above, 騎士団 and 団 are different words, and when looking at them in isolation, the full connection in context may have been overlooked.

    So what SHOULD it be?

    I don't know, I'm not a professional. What I think would be better is if they consistently used a better, single-word connection. Personally, I really like them as the Reaper Knight, Reaper Knight's Band and the Reaper's Band. Reaper makes for a good double entendre for the bandits, since they not only claim lives like a reaper, but they reap the spoils of their victims.

    I could also see the name possibly referencing Greek language and mythology in reference to his connection to those who slither in the dark. Thanatos Knight is a bit of a mouthful, so maybe Hades Knight? Necros Knight?

    I could also see instead references to demonology or words with strong biblical connections, creating a stronger relation to Byleth (named after a demon) and the Scythe of Sariel (named after a fallen archangel). Or maybe references to more more general supernatural creatures associated with death. Like a dullahan! Or Spectre Kni- wait that's Shovel Knight. Maybe Wight Kni- actually I think that's in Dragon Quest... At this point I'm just spitballing ideas...

    In conclusion, I feel Nintendo Treehouse missed the mark with the naming of the Death Knight and his battalion, as an intended connection that acts as the basis of the paralogue Oil and Water found in the Death God Gang is incredibly weak, whereas the connection is much stronger in the native language due to the distinct use of the word that entwines all three parties.

    submitted by /u/ThePsyShyster
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    Vestaria Saga: My Long Thoughts

    Posted: 15 Jan 2021 12:30 PM PST

    Introduction

    I finally got around to playing Vestaria Saga I: War of the Scions, Shouzou Kaga's return to game development and the Fire Emblem style of SRPG. Disclaimer: I am huge Kaga fanboy. Anyone who knows me and my posts should be well aware of this. My favourite game in the series is Shadow Dragon but as whole, I feel the series reached its peak in the SNES era and never even got close to its height since then. Once, I would have said I have a great disdain for 'modern' FE and to an extent, I still do but Shadows of Valentia (which I love) and Three Houses (which I really like) have tempered my distate. Anyway, the point is that, as far as I'm concerned, Kaga is our lord and saviour and the rest of this post should be read while keeping this opinion in mind. I have played Tear Ring Saga but NOT Berwick Saga. That one is a little too different for me but maybe one day I'll play it properly.


    Gameplay

    That Kaga Feel...

    If you're familiar with Kaga's work, then describing something as 'very Kaga' is self-explanatory. Kaga's previous game, Berwick Saga made a great effort to distinguish itself from Fire Emblem, after its predecessor, Tear Ring Saga was famously sued for copyright infringement. Though that case is supposedly use as precedent to allow spiritual successor games to exist, Kaga was probably unwilling to risk any more legal trouble at the time of Berwick Saga's development. Well, he's certainly not hesitating this time. The gameplay of Vestaria Saga is extremely similar to Fire Emblem. Even players new to the series would immediately recognize more than a passing connection to Fire Emblem. There's no point in listing similarities or differences in exact detail as the series itself continues to experiment by adding radical new features and removing long-thought staple features. But here are a few points of comparison I found interesting:

    • Insane weapon variety. There are so many different weapons with a so many different effects. Attack two times like your standard FE brave weapons, attack three times, attack four times, even attack SIX times in one case (and that's without taking the ability to double into consideration). There are weapons with very familiar Fire Emblem skills attached to them, such as Vantage, Windsweep, halving received damage, negating skills that halve damage, etc. Checking every enemy's weapon becomes one of the most common tasks you do every chapter.

    • Bows are, like, really good. The bow users as well as the bows themselves are really fun to use. Of course, the two units you get towards the start require work but they can be really good and the ones you get in the mid-game onwards are great. The bow weapons themselves prove very useful in dealing with pesky enemies. My favourite class ever, Ballistician returns as a standard bow using class on a single recruitable unit iafter the mid game with access to great bows (3-7 range).

    • Repair Stones. I love these so much. Throughout the game, you get access to powerful unique weapons that could really turn the tide if you stop hoarding. With these items, you can use the powerful weapons much more freely. They're single use items that restore durability (be careful to not completely deplete durability as weapons don't turn into 'Broken' weapons in this game). The method of obtaining these can be obtuse but generally, they're rewards for 'sidequests' or exploring the map. They can be bought but they're expensive. I got so much use out of these items such as constantly repairing the Doyenne, a brave-effect Javelin or repairing the 'Again' staff.

    • Saving every five turns. A great method of reducing player frustration while keeping the challenge. Trust me, you'll be begging for every fifth turn in some maps.

    • There is a route split but you don't get to decide which character goes where like you could in Tear Ring Saga or Radiant Dawn. There's also the fact that you completely lose access to the convoy on the second route which makes things needless painful. That was one thing I did not enjoy at all.

    I could go on but the next point is map design. Map design in Kaga games can be very hit-or-miss. They reward careful planning and observation but are often accompanied by some manner of bullshit that requires a little savescumming. Vestaria Saga is that, but taken to it's extreme. I have never been more enraged or exhausted when playing a 'Fire Emblem' game. Or any game for that matter. But I've also never felt more joy at figuring out something about the map and beating it. The game gives you plenty of hints on what you need to do to progress but knowing how to do it and actually managing to do it are two separate matters. The first few chapters are mostly straightforward and introduce some of the more complicated events you need to do with plenty of hints. Then chapter 5 comes and it will test you. This is the first big hurdle of the game. If you don't enjoy this chapter, then you might not like the rest of the game. But if you do enjoy the chapter, then buckle up. The ride is only just beginning. Every map from the midgame onwards is a puzzle to be solved. Don't feel bad about 'breaking' the game or abusing AI behaviour. I feel the game expects you do that. The chapter goals are varied and often change mid-chapter. Guest characters come and go and you should make full use of them as they're not permanent recruits. The story is constantly affecting the gameplay in a way that I feel FE does not account for.

    Chapter 11, 'The Siege of Harral' is an extremely apt title. Never in any FE game have I felt like I was actually besieging a fortified enemy stronghold. The chapter is a heavily defended central fort surrounded by open plains. The game first tasks you with gathering information by visiting houses. Here, you offered the opportunity to affect the siege. You can donate gold to show your good intents and incite rebellion inside the fort that opens one of the gates, You can venture out into the forests above to defeat an extremely tough demon that is fortifying the enemy's stats. You can poison the river to kill enemy 'ballisiticians' but this costs you a recruitable character. You can bribe an assassin troop to abandon their posts. You can rush across the outskirts to intercept a wagon filled with gold (which causes the enemy mages to leave as they aren't getting for this shit). You can destroy foodhouses to demoralize the enemy conscripts who then stop fighting you. Thus stopping the never-ending reinforcements of statisically weak but numerous enemies. So much to do. And none of it is essential (though most of it highly recommended if you want to have any chance of winning as an average player) as you can force in at any point. Breaking Harral was the highlight of Vestaria for me. And it makes a damn fine case for being one my favourite chapters in 'Fire Emblem'.

    And of course, there's the final chapter. It took me an entire day to crack it. I loved it.

    In short, the gameplay is varied, complicated, clunky, fun and also bullshit. Like I said, 'very Kaga'. It's not for everyone but damn, it is certainly is for me.


    Story and Characters

    A new perspective on old ideas.

    The story of Vestaria Saga will be very familiar to FE fans: a Lord on the run after the fall of his country seeks to build a new army of allies through the power of friendship to take back his country and maybe defeat an evil cult along the way. Kaga has been telling this same story for 7 games before this but at least that means he's had the experience to polish it, right? Well, mostly.

    The lord, Zade is a very typical main character. He's noble, mostly level-headed, kind, etc. The highlight of his story is his complicated relationship with his presumed-dead older brother's fiancée, Athol (who herself isn't particularly well-developed on her own). Her obvious growing attraction to him, him keeping her at arms length due to this type of behaviour being instilled into him due to his upbriniging, their arguments about her desire to contribute more but his need to keep her safe. It's quite interesting stuff.

    But really, the stars of the show are Cyltan and Steppe nomads. Around a third of the way through the game, Zade encounters the Steppe nomads, his strongest potential allies who are currently in the midst if a civil war and clan feuds. He meets Cyltan, the arrogant heir to the united leadership of the clans as he hides away with his childhood friend and fiancée Hoelunn as well as his uncle Gyskhal and his clan. An usurper seeks to kill him and gain leadership and is already in a more advantageous position. As Zade fights together with the clan and gain powerful allies, we see the complicated history of the clans, a whole of character development for Cyltan, Hoelun and Gyskhal (even Athol gets to join in and not just be bystander for the male lead by forming a friendship with Hoelun and gaining agency), the abhorrent acts committed by one side in the past leading to abhorrent retaliation, a defeated army not surrendering and almost fighting to the death in fear of retaliation for the acts of their clan. I already mentioned how much I love the gameplay of chapter 11, 'The Siege of Harral' but it's also the narrative climax to the arc and it's a damn good conclusion. After completing his great character arc, Cyltan becomes the secondary lord of the game and the rest of the game continues to explore the theme of his arc in future chapters too. The Steppe nomads are easily the best part of the game's story and characters.

    Almost every single side character also gets their time to shine. Most have multiple story events where they get screentime and interact with the rest of the cast. But only when it's appropriate so nothing like Three Houses where after every notable moment, the entire house gathers in a semi-circle and repeats their gimmick but flavoured with the current happenings on the plot. In this game's approach, not everyone gets equal or even sufficient screentime but it's tied to the plot better as a result. The cast itself is full of characters with varying goals, some of which tie into the larger plot of the world that future games are building to. NPCs are also plenty in number and add to the world building.

    The story's biggest weakness would be the villains. They barely exist in the story. The game constantly brings them up in its long dialogue scenes but we almost never see them and when we do, we're left unsatisfied. And while I don't dislike it since it's certainly quite different to FE and Kaga as well, I am genuinely bewildered by who the game decides is a worthy final boss. And a lot of unresolved plot threads. These are the obvious results of future games being planned and developed.

    Still, the world building for the game is pretty good. It falls in to the 'overly long chunks of exposition' variety many times in-between chapters but you still get a good sense of the world if the game holds your attention. The characters do a good job at complimenting the world.


    Presentation

    But that music though...

    Here's where a lot of people will be turned off. The game is not pretty to look at. But the nature of the game (the Japanese version is completely free) makes it excusable. The graphics get the job done but aren't anything special. The menus are clunky and barebones to look at. The character art is mostly great but there is some clashing of art styles. Mayumi Hirota, best known for the character art of Thracia 776 supposedly worked on the art for this game before her unfortunate passing a couple of years ago. I say supposedly because she's not credited in the game, though the one of the pseudonyms credited for character design, Asbel could potentially be her using the name of the Thracia 776 character. For what it's worth, the artstyle certainly feels more in line with the older anime aesthetic.

    But the music is beyond excellent. This is by far my favourite track in the game and up there in my favourites of the series. There's also more variety in the map music than you'd expect of a 20 chapter game, especially compared to mainline FE.


    Final Thoughts

    Vestaria Saga is overall, a damn excellent game with a lot of rough patches. It's not for everyone because of its gameplay being so tricky and obtuse but it also gives a great sense of achievement and satisfaction each time you beat a chapter. The characters, especially the Steppe nomads are the highlight of a servicable story while the villains leave something to be desired. The graphics are fine enough for me but I know they probably won't be for a lot of people. The music is excellent and the artstyle is pretty good. I think I like Tear Ring Saga more. Though TRS doesn't reach the highs of VS, its also far less frustrating (really, it's quite easy for the most part) and the story and characters are a bit better but that still leaves Vestaria Saga as a fantastic game.

    submitted by /u/RJWalker
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    Cain - Why He's Pretty Rad

    Posted: 15 Jan 2021 04:43 PM PST

    The Bull. proud knight of Altea along with his partner, Abel. Cain is the epitome of what a knight strives to be, and this is seen in every aspect of his character. The third sentence out of his mouth after being introduced to him in the prologue of Shadow Dragon is:

    Marth: "...Cain, I trust you can put off bleeding to death for just a while longer?"
    Cain: "Of course, sir... I aim to please..."

    His unwavering dedication to his cause is showcased explicitly to Marth after Cain delivers the final words of Marth's father to him:

    Cain: "...Sire, I...I cannot bear this! Failing to protect His Majesty...then leaving my brothers to die, slinking away like some coward...This indignity is too much to bear! One day I will repay them in kind. I will avenge the fallen...I swear it!"

    The raw, powerful, emotional energy that resonates from just a few short lines sparks immediate interest in Cain. Cain possesses a fierce determination to his cause and values loyalty and honour above all else. Unfortunately, because Shadow Dragon is Shadow Dragon, there is little else we get to see of Cain in this game. His death quote is worth taking a quick look at, however:

    "Prince Marth… Tell them… I did not run…"

    We can see even in his final moments, what he cares about most is that he upheld is honour and duty as a knight. Cain still carries immense guilt from leaving the king and his fellow knights behind in Gra in order to deliver the king's final words to Marth. To have died in battle without retreating is the most important thing in the world to him during his final breath.

    New Mystery of the Emblem, fortunately, gives us more dialogue to work with and continues Cain's arc. While much of the game's dialogue would leave us to believe he's become nothing but a training nut after the War of Shadows, there's more to him than that.

    We meet Cain once more in the prologue, ever unwavering in his duty to his country. He is training fledgling knights to one day fight in service to Altea. As a senior knight of Altea, and called by Jagen as one of their strongest men, Cain leads the 7th platoon through training exercise and evaluates their skill. Before the main story begins, Marth orders Cain to stay behind and protect Altea, emphasizing the trust Marth places in Cain, essentially giving him defacto authority of his country while Marth and Jagen are away.

    We're reunited with him in Chapter 8. Cain's experience and tactical prowess are once more put on display here. He's assessed the situation with Hardin and Cain's the one that comes up with the plan to escape via boat to Khadein. Jagen, Marth's usual advisor, agrees with this plan. This helps sets up Cain's succession of Jagen nicely.

    Cain's support with Kris, while short as all New Mystery supports are, has a few interesting lines.

    Cain: No. If you go too far and break your own body, all this training will be for naught. Training your body is my task. Trust me. Leave it to me.
    Kris: Understood. Then, I'll take a rest. ...When I'm with you, Sir Cain, I remember my grandfather.

    The comparison Kris makes to their grandfather is a high compliment and fitting for Cain. Kris's grandfather is an ex-Altean knight himself, and a friend of Jagen. It's only through his strict training regiment that Kris was able to become skilled and strong enough to become an Altean knight themself. To compare Cain to somebody as successful as MacLear speaks towards Cain's skills as an instructor himself.

    Although unrelated to the topic at hand, I did crack up at these lines as well:

    Cain: I-I see. By the way, Kris... Do I really look that old?
    Kris: Huh?
    Cain: Well, I'm still in my twenties... I see, I'm like a grandfather... That's really depressing…

    Cain's final conversation with Kris is one of my personal favourites. Cain lays his feelings bare, explaining why he trains as hard as he does.

    Cain: However, don't lower your guard. This doesn't mean the practice will get any less difficult from now on. Use the strength you've obtained here to protect Prince Marth. Kris, I don't want you... to experience regret like I did.
    Kris: Sir Cain? What regret...?
    Cain: I ought to tell you, I suppose. Years ago, I failed to protect Prince Marth's father... It happened a few years before the last war... When the world was plunged into chaos following the Shadow Dragon's resurrection. The late King Cornelius, sortied to fulfill his blood destiny and vanquish Medeus. I was right beside him. However, we were defeated... King Cornelius died in battle... and I fled back to the castle...
    Kris: ...
    Cain: I lost my liege, whom I swore to protect, and yet I clinged to my meager existence... There is no greater disgrace for a knight. When I told Prince Marth of his father's last words... I...
    Kris: Sir Cain...
    Cain: ...Sorry. I don't want you... to feel like I did. If you or Prince Marth fall in battle, it'll be my fault. Kris, that's why I do my best to train you. My regrets, my feelings... I know you'll accept them. I believe it.

    Cain's burden of regret from that day has never left him. It's his fuel for becoming stronger and his motivation for training so he can make sure he will never have to go through something like that again. As Kris is now a personal retainer to Marth, training Kris is yet another way he can make sure he doesn't lose another liege. He places the responsibility of others' life (and death) on his own head, and this weighs heavily on his heart and mind.

    In the epilogue, Cain officially becomes the commander of the Altean knights following Jagen's death. It follows that this extends his feelings of responsibility towards not just one or two individuals, but towards the entire Altean army. Forever atoning for his one regret in life, he'll continue to train new knights to protect Marth and future generations of the crown, and Altea.

    Unfortunately, as a launch hero, Cain's appearance in Heroes is shallow at best. It's worth mentioning that some of his lines still do a good job at reflecting on his character, however.

    For example, one of his special triggers calls back to his feelings of guilt at retreating from the battle where King Cornelius fell.

    A cavalier never retreats!

    Two other lines also evoke Cain's feelings from this incident. The first showcasing his hardcore dedication to making sure he never fails his liege again. The second showcasing how he'll put his life before others, not wanting to see anybody die on his watch again.

    I must train harder. I WILL train harder
    Stay behind me in battle—I'll cut a path for you!

    Though I won't go too in-depth with his TMS appearance, here are some more lines I feel capture the spirit of Cain well. Particularly a more matured and experienced Cain, one you'd expect from his appearance in Mystery or beyond:

    Touma: Dammit, we gotta hurry!
    Cain: Calm yourself, Touma. Impatience on the battlefield will cost you your life. Do not lose sight of your true goal.

    Touma: So what? When a hero is fighting for someone else's sake, he's invincible!
    Cain: Heh... Of course. Consider my objections withdrawn.

    Touma: So tell me more about how awesome I am! I'm the kind of guy that gets better fast the more you praise me.
    Cain: Less arrogance, thank you. And most of all, do not forget that you made it this far because of Sir Itsuki's aid.
    Touma: Yeah, I know. He's my best friend. I'm sure you get what I mean, right?
    Cain: Indeed. Finding a true friend with whom you can better yourself is no easy feat.

    In many ways, Touma can be seen as a young version of Cain, and seeing him be a mentor for somebody like him was endearing and executed really well in my opinion.

    So that's Cain! Most Archanean characters don't get much dialogue, and while Cain is unfortunately not much of an exception, he's one of my favourites from Archanea because of his interesting story and character arc. You do have to feel bad for Abel in some ways though, poor guy didn't get treated half as well as Cain.

    submitted by /u/PsiYoshi
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    Three Houses Paired Endings (Final Draft)

    Posted: 15 Jan 2021 06:34 PM PST

    Fire Emblem Shelf

    Posted: 15 Jan 2021 06:48 PM PST

    Camilla figure ~

    Posted: 15 Jan 2021 07:34 PM PST

    I am super happy with the support! Thank you all

    Posted: 15 Jan 2021 03:08 PM PST

    I've modelled and 3d printed the Sword of the Creator in this timelapse!

    Posted: 15 Jan 2021 04:34 PM PST

    My Drawing of Hapi Post-Timeskip in Fire Emblem Three Houses, Happy 28th Birthday Hapi

    Posted: 15 Jan 2021 02:11 PM PST

    Fire Emblem: Genealogy of the Holy War - Versus Arvis | Orchestral Cover

    Posted: 15 Jan 2021 05:25 PM PST

    FE8 100% Reverse Recruitment Eirika Chapter 10 [Commentary]

    Posted: 15 Jan 2021 01:23 PM PST

    Golden Deer Maddening 0% Growth LTC Chapter 7 (Gronder Field)

    Posted: 15 Jan 2021 05:37 PM PST

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