Effortposts Arround Villians We Love (From Custom Campaigns

This idea is pretty much entirely inspired by @Parrhesia 's thread’s Effortposts Around Units We Like and the sister threads associated with it. Reading those essays is one of my favorite things to do on here, so I figured I’d throw my hat in the ring for a different sort of essay.

In almost every hack, it’s not the heroes that drive the plot, but the villians. The evil cultists in the shadows, the mad kings wishing for world domination, even just the simple bandit leader can kickstart an entire campaign into action. In this thread, it’s these character’s that I want to focus on. Whether that’s analyzing their roles in the chapters they take part in, looking into their character and how it works as a foil for the protagonists, or just analyzing their evil plans and how they’re executed.

I think there’s a lot too love when it comes to villians, and often (at least for me) they can really make or break a story. So please, I’d love to see what you all think. What villians left an impact on you? Was the lead antagonist just that enthralling? Or did you just really like how the chapter 2 brigand boss was handled? Every villian is up for grabs here. Of course, I do ask that if you are delving deep into the story to spoiler tag your post, and I myself will make sure to add all relevant essays into the table of contents.

Happy Writing~

Table of Contents

1. Duke Alcaeus (Storge) by Knabepicer*

2. Mandrake (Sun God’s Wrath) by Blademaster

3. Mort (Shackled Power) by Sphealnuke

4. Kearney (Dream of Five) by Parrhesia

5. Varkade (Dream of Five) by Parrhesia


Duke Alcaeus (Storge)
To me, Duke Alcaeus is perfectly emblematic of the game he comes from. Storge is a perfect example of the philosophy “less is more”. The game is very short, a simple five chapter jaunt. You play as Becker, a merchant on his way to the city of Fussel. As soon as you load up the game, you’re warned that you’ll need to hire mercenaries, bandits have been pillaging trade routes as of late. It’s a simple premise spurred on by an equally simple villian.

Portrait Editor Fire Emblem Storge (patched).GBA_55@37 Alcaeus_8AD1C8

Duke Alcaeus is a jealous and paranoid man, who desperately wants to take the Dukedom of Eglas. Alcaeus has employed bandits to rob the neighboring areas and cause unrest in Eglas. This plan is revealed to be orchestrated by the clever mind of the evil cultist: Jortur. All of this really isn’t a spoiler, it’s laid out for you at the end of the prologue. And while in a larger story, this could be a red flag; giving the game away too early on. The reveal here works perfectly for what Storge is going for.

For all intents and purposes Alcaeus and those that follow him are a cliché. As villians they serve more as comic relief to underpin the serious familial drama occurring with our protagonists. Alcaeus doesn’t have to have complex motivations, and if he did, it’d probably overload and spoil what the game is trying to focus on.

To me, from a gameplay sense that ending cutscene revealing the villians that’ll appear in the story also makes the game that much more satisfying. Each map you clear, there’s a sense that you’re slowly (accidently mind you) clearing out the rot from this land. Plus, having the knowledge of who you’re facing adds to the comedic effect. It makes it that much funnier when the Duke is inevitably baffled that some random merchant killed everyone in his operation. My only real criticism would be that the chapter 3 bosses aren’t featured in that same opening, but that’s really just a matter of preference. Some might argue that having some randos especially those as goofy as the “D Men” adds to an otherwise formulaic story. Personally, I would have liked a scene with the D Men and the Duke. Maybe show how the Duke is now desperate enough to employ monsters, but again, it’s really just a nitpick.

Overall, Duke Alcaeus is a rather simple villian, but for what he is, he’s very effective. He strikes the perfect balance of absurd and funny as well as genuinely threatening. His presence in the endgame, and the actions he takes at the beginning of the chapter make for a adrenaline pumping final chapter that’s only made better by the based ass inclusion of “Live and Learn” as the maps song.. I really hope to see more short hacks like this in the future. They really are such a treat. And if any of you are designing one, I’d highly recommend taking some notes from Storge.

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Is it okay to make a post in this thread that is about a villain from a game like Fire Emblem, but isn’t actually a Fire Emblem game or fangame?

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Yeah, I don’t see a problem with that. I don’t think I’ll link back to it in the table of contents, just because it is a bit off topic, but I don’t see any issue with you posting it here :green_heart:

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Marie is a boring character in Persona 5 Tactica. She’s the stereotypical bratty indulgent evil queen of evil, so of course you should rebel against her instead of being enslaved or baked into a cake and eaten alive in her own odd little wonderland. Revealing she’s inspired by the protagonist’s arranged-marriage fake-wife Marie Anto adds nothing to her character, because from the little of her we see, it seems she’s not his distorted view of how she is when she reacts to everything she detests in him, or her own repressed evil nature out of control and dominating her own mind, or even Salmael’s cruel mockery of her, but an accurate depiction of the real deal just giant and pink.

Her boss fight is so dull, game design courses should use it as an example of what to literally never do for any reason.

She is a bloated health bar, she is a set of randomly selected weak attacks that pose no threat and never force you to adapt your strategy, playing along with her intended mechanic of smacking her weak bombs back at her to knock her down instead of effortlessly avoiding them does barely any extra damage and leaves you out of position and is never worth it because she’ll collar you like a dog and drag you by the collar like a cat and then shoot you in the face because she gets another extra turn from this, and she only gets more annoying when she fully heals herself and her car comes out.

That damnable car…

Her car isn’t hard to dodge. Her rocks aren’t hard to hide behind for cover, she makes more than enough of them missing most of the shots she takes, not that they matter if they hit. If you’re against a wall her car stops instantly because they didn’t program this multi-tiled monstrosity to recognize when to drive straight ahead along the edge of a wall instead of diagonally into it. Eventually you’ll deplete her health and she’ll fully heal herself, making the whole thing feel pointless, and then she becomes invincible and you have to pray she randomly selects the attack where she rams the car into you and pray you’re in position to get her to aim the car at the right spot causing you to win instantly.

If you’re emulating this on the Switch, the glowing area you’re meant to put her in won’t be marked at all. Have fun with that, if it’s humanly possible.

Dealing with her is like counting to one hundred. It’s not hard, but it is tedious to the point of parody.

Forget killing 65,340,285 boars in World of Warcraft, this boss parodies video games enough to make you question why we play them.

And then, here he comes.

Cyber Mecha Death Buddha.

Holy shit, it’s Yoshiki Kasukabe, beloved star of “Poetry Time With Lord Yoshiki”!

Yoshiki is just as cartoonishly tyrannical and evil as pretty much 90-99% of all Persona villains. Yoshiki spouts nonsense about love while forcing people into labor camps, he’s just the bad guy, not much to say here. He seems like another repeat of the same tired refrain Marie wore out faster than a modern meme’s shelf life. However, he is the protagonist Toshiro’s father. Toshiro is unsure whether this tiger-dad’s tyranny comes from a place of genuine love and a desire to see his child succeed and fulfill his promise to his wife in his own warped way, and Toshiro is certain when he leaves this wonderland of madness he will find the courage to ask his father to his face. This is how you give an Isekai story meaning, you give the man sent to another world a character arc to go on where going home isn’t a joke ending or a meaningless moment of temptation in The Matrix’s Lotus Eater-Inator but a meaningful start to a newer better life where you can be proud of the better choices you make.

Yoshiki attacks his belief that he’s a hero and sacrifices in the name of rebelling are worth it. Everything you do is about getting into Yoshiki’s palace, exposing him, and destroying him. Here inside Yoshiki’s mind palace, Toshiro remembers his mother and confronts his feelings of guilt over his mother choosing to go outside and die happily at the park giving him one last happy memory of her instead of remaining in a hospital bed, introducing an important new enemy type just in time for Yoshiki’s sick-ass boss fight. Later it’s revealed Yoshiki is actually a cruel parody of the real Yoshiki Salmael designed to break Toshiro down just like the other bosses, and to be honest I don’t like this twist as it robs these characters of the characterization they get through interacting with their vilest possible versions in the fantasy land, though it certainly says a lot about Toshiro’s father and wife and teacher that he can look at his edgy dead waifu and personified repressed resentment for her and say “You’re not me or her” and then look at these cackling supervillains literally created by godsatan to put his amnesiac ass through hell and say “Yep these jackasses are pretty much exactly how I remember them aside from being giant or a robot or a giant robot”.

You know how 90% of all boss fights in good video games suck because they’re using a completely different set of mechanics from the regular gameplay and testing completely different things, usually an easy challenge just repeated over and over? Dodging oncoming projectiles while advancing through a platforming stage wasn’t hard, doing that while jumping on an enemy and dealing with other enemies wasn’t hard, so here’s a boss who makes you slowly do this while stationary six or seven times, maybe more. Dealing with a Fire Emblem map filled with countless enemies in powerful squads while a gimmick presents new challenges was hard, so here’s one boss at the end, feel free to kill all his men first then trigger his fight at your leisure without engaging with the map gimmick as intended, and feel free to use boring tricks to trivialize the fight against him so his absurdly high stats and overpowered skills never matter. This guy isn’t like those guys. He actually makes use of the game’s real mechanics.

I repeat, he actually makes use of the game’s real mechanics.

Yes, even though this is a turn-based strategy game or tactics game or whatever you want to call it and those games normally never do this.

He technically isn’t a boss to fight, he’s an event on his multiple maps. The main event. He’s Cyber Mecha Death Buddha and you will not evade him.

You fight many enemies on your way to him, you get into position, you shoot him, and he takes fixed damage no matter who the attacker was, and then he transports you to the next map. When you beat his final map and hit him he dies instantly. If you don’t hit him, he’ll attack you from anywhere on the map, you are never safe from Yoshiki, Yoshiki sees all, so use your whole army and everything it has to end this quickly, setting up opportunities for your designated Yoshiki-attacker to earn extra turns and get to the goal. It’s just like regular gameplay except it’s harder because it’s a boss fight and instead of Triangle Attacking everyone you’re hitting one guy who, unlike his choice in women and his boring sequels, has the decency to end his boss fight on a high note instead of dragging it out like the other robot and the Salmonella behind the slaughter. He’s got Gunners, he’s got Brutes, he’s got Shields, he’s got enemies standing on switches, he’s got platforms you can raise and lower, he’s even got cameras! Enter their sight lines and you’re knocked back, spawning more enemies in the process. Better make good use of those moving platforms! And it’s entirely within his character to use those cameras because he’s the kind of two-faced lying control freak who would fill his own house with cameras to watch his own son, and if this was an exaggeration from the real Yoshiki’s usual level of awfulness Toshiro would have commented on it. I’m surprised his boss fight doesn’t have snipers everywhere ready to shoot you on your own turn.

This is the greatest and best boss fight in all of strategy gaming and everyone should play it immediately. I’ve seen bosses wait patiently for 20 turns or so before beginning their assault. I’ve seen bosses do nothing as you break their axe with an old man’s face and farm him for EXP for hours. I’ve seen bosses start moving from the start of the level, I’ve seen bosses that start moving the second they spawn right behind you, I’ve even seen a game where the boss gets an extra turn during your turn after every single action you take. But I’ve never seen a boss fight cohesively integrate itself with the entire level like this and make smartly getting to it ASAP the challenge while recognizing the unexplored creative potential here.

He’s a tough act to follow and it’s all downhill from here. Wife Fight Back Kill Wife? Trash. Bakakashi? Trash. Dead Wife Fight Back Kill Wife? Trash! Salmonella McGodSatan and his Greatest Shits album? Trash! Splatoon and the Furry? TRASH! Don’t buy the DLC.

Yoshiki’s fight isn’t just brilliant, it’s THE best boss fight in all of strategy gaming. He isn’t just on the map, he is the map. He doesn’t just take advantage of the map gimmick, he is the map gimmick. He is the challenge to overcome and the goal to reach and the punishment for not reaching it faster. And he’s the best-written villain in the game, too, though the bar isn’t hard to clear on that front.

He is Cyber Mecha Death Buddha, and he is PEAK.

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You know what? The state of this thread makes me very sad. Villains are cool. At risk of sounding conceited, I’ve made hacks centered around playing as villains and murdering every good guy in sight, so I know what I’m talking about.

As if a necromancer I were, I shall now bring this thread back from the dead. This is a very silly choice for a villain write-up and perhaps not the best option to revive this, but you know what? Screw it. Here’s a lot of words about

Mandrake, from Sun God’s Wrath.

Mandrake’s story begins not in SGW, but rather its predecessor, Corrupt Theocracy. The creator himself, Blademaster, begs you not to play this hack in the intro of SGW, despite the story being a direct continuation of CT’s. Instead he recommends reading a screenshot LP that spent its duration making fun of the hack. Honestly, I have to give him props for that, and to be completely fair, the hack is extremely old. Pre-TLP old, with the quality you can expect from that era. Hacks have come a long, long way.

Anyway, I won’t spend too long talking about Mandrake in CT, because CT is CT and he’s not even an antagonist there. Mandrake is a monk that shows up quite early into the “main” mode of the game, alongside his adoptive son, Ricky. The first thing that any player will notice (or at least should) is that Mandrake is not Moulder.

See? He’s not Moulder. He’s beta Moulder! CT, like most hacks until TLP came around, used vanilla portraits a lot. Ricky was just plain Ross, by the by.

I remember back when I read the aforementioned LP, eons ago, Mandrake stood out to me as a fairly interesting character, by the hack’s standards. He’s a priest who joins you, despite your opposition to the church, on the basis that the new pope of the church has lost his way.

He seems amicable enough, but people often point out that he’s physically quite large and intimidating (priests aren’t supposed to do that! That’s scary!), and he seems to worship the sun god. You know, the evil god. Curious, that.

This extends into Mandrake’s support conversations, which all have him acting like your average wise and helpful priest, whilst saying vaguely cultish things and casting weird memory-wiping magic on people. It’s not quite a Hardin style “our friend has become the villain so sad” turnabout, he’s very firmly already a villainous force hiding in plain sight within your army.

The writing has the subtlety of a sledgehammer, of course, but I do enjoy the concept.

Fast forward to like 10 years later. SGW comes out. The set-up pays off, and Mandrake is now the Pope of the Cult of Pyron, and one of the 30 or so secondary villains of the game. Indeed, while Mandrake was our ally, he is now our enemy.

Mandrake first appears in chapter 4 of SGW. The first thing that any player will notice (or at least should) is that Mandrake is not Moulder.

Instead he’s the funniest man alive.

I love this design. Look at that. Is that the most hilarious thing in the world or what? He’s literally just Moulder with Riev’s face plastered on top of the mustache. I must’ve laughed for 3 minutes straight the first time I saw it. Honestly, it’s half the reason I like him so much.

Now, while it would be very funny to get to this point, after all the build-up, and just wrap up on “man has a funny face so I wrote an effortpost about him,” I do also unironically like him as a character. SGW famously has a very wacky story with far too many characters and confusing writing. Mandrake, much like back in CT, stands in the midst of that and manages to be a rather interesting and quite entertaining villain.

See, before you meet him, you meet his son, Ozmu. Mandrake and his children are carrying out human experiments, as you do. Pictured alongside Ozmu is Dartanion, a soldier charged with guarding him. Dartanion can be killed here, and this impacts the story. You can do this with a number of bosses, it’s one of my favorite things about SGW. But for the purposes of this write-up, let’s assume Dartanion survives the encounter.

If you take long enough without killing them, Ozmu sends Dartanion away with a plot macguffin. Ozmu then goes down protecting the human experimentation laboratory. Afterwards, while Dartanion is lamenting the loss of his charge, Mandrake warps in out of nowhere.

Mandrake then proceeds to casually comment on the fact that he has no son of his own any longer (Ricky abandoned him for some reason). This sad state of affairs persists for about 5 seconds before he adopts Dartanion on the spot. All with the same blasé amicability he exhibited throughout CT.

Really, that’s what I like so much about Mandrake. He’s so genuine. He’s an insane evil cultman with a face to match and a whole family of psychopaths who conduct human experiments… and yet he’s so thoroughly convinced he’s in the right that he can afford to be the most affable guy in the story.

His kindly act from the first game was no façade. Through the entirety of SGW, he continues to act all jolly and friendly with everyone, from Literally God to his bitter enemies. He is incapable of hostility. It even says in his likes/dislikes list! He doesn’t dislike anything or anyone!

“But Ruben,” you’re probably not asking, but shut up and let me make up my scenarios. “He experiments on people! That’s not nice!” Well, you see, that’s where you’d be wrong.

From his point of view, dying is all right. It means you get to be a part of his expermients, and why would anyone be upset by that? It is a blessing from the Sun God! Everyone should look forward to being experimented on!

Against all odds, he’s genuinely nice. While also being egregiously evil. Listen, it makes sense in his head.

At one point, Ricky, all grown up and missing an eye, joins your gang because he hates Mandrake now and wants to kill him. He hates Mandrake so much, he joins with a weapon that’s meant to be effective against Mandrake.

What a loser. Imagine hating such a wonderful man. It is in that same chapter that Mandrake’s daughter, Belkina, is killed.


Here is a scene of Literally God extending his condolences to the good pope, and him just kind of taking the losses in stride, because even if his children are gone, he still has all of his awesome pals to lean on, and he must continue on to accomplish their dream.

I cannot stress this enough - the guy with that portrait is talking about the power of friendship and dreams. Fantastic.

Blademaster clearly recognized the lightning-in-a-bottle he had in his hands. Whereas the late chapters of SGW mostly consist of him trying to get rid of 10 villains and 3 factions per map, Mandrake gets one all to himself.

He greets new and former “friends” alike with his typical cheer, excitedly informs them that he’s about to put them through chapter 24x of Thracia 776 - possibly the only truly evil thing he ever did - and then teleports to the middle. He’s also keeping one of the other old CT characters in the Eyvel cell, except instead of turning him into stone, he brainwashed him and now all he can say is ALL HAIL THE POPE! A message I very much agree with, naturally.


His performance as a boss once more capitalizes on the foreshadowing laid out in CT. Rather than some kind of light mage, he is an extremely large (and presumably heavy) axe man. His ending card title in CT was “Giant Monk.” I just wanted to find somewhere to slot that tidbit in.

Alas, there is no way to spare Mandrake. Once I finally managed to quell the tears and press A to advance his death quote, he was at last lulled into the eternal slumber, using his final words upon this earth to beg Literally God to accomplish the dream they all shared. Such a shame that the power of friendship could not save our precious boy.

_

So, in conclusion. Mandrake has a funny face so I wrote an effortpost about him.

I drew fanart of him and his family, you know.

I’m not an artist, but I think I captured his welcoming aura rather well.

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You know, I think it’s sometimes a bit of a struggle to do cool villains. And there are a lot of villains that I like a lot, and who I’d love to talk about in depth once I get the energy to do more longposting. Villains who capture the stage with fun hamminess, villains with intricate and tragic tales—I can think of quite a few characters worth discussing from hacks. But I don’t think any of them are quite the same as the one and only… the gold standard of Gothen’s military might.

You’re damn right I’m talking about none other than

Mort from Shackled Power (feat. Haban from Shackled Powers)

Mort from Shackled Power (feat. Haban from Shackled Powers) is a character from Shackled Power. He is an instructor at Gothen’s military academy who shows up in Chapter 17, when Prosel and the gang stage a raid on it. His plot relevance more or less amounts to showing up, screaming a lot and demonstrating very quickly that he is an extremely bad boss by yelling at some random recruitables, and then getting killed.

Now what, dare you ask, makes Mort from Shackled Power (feat. Haban from Shackled Powers) so memorable when he is ultimately just a one-off?

He’s hammy as all hell

Mort from Shackled Power (feat. Haban from Shackled Powers) has approximately two moods total. In every single scene he’s in, in every line of dialogue, he’s either a: extremely smug or b: extremely malding. I don’t think he knows how to express any other emotions other than these. As a matter of fact, I don’t think he actually knows how to speak at a normal volume instead of shouting all the time.

Like, he unironically says this, and completely means it:

“Bah! You act like Duking holds power over me! He may have the claim to ownership here, but Altina knows who is to be feared.”

Thank you, Mort from Shackled Power (feat. Haban from Shackled Powers), the only character in Shackled Power whose ego is as huge as the peninsula that he stands on. Yes, yes, of course every single person on the entire continent not only knows your name but ALSO SHUDDERS IN FEAR AT THE VERY SIGHT OF YOU, and you probably have a ton of sex too. Ignore the fact that you only exist in Chapter 17 and haven’t been mentioned at all before this point. Disregard that you are, at best, a device that shaped another character’s backstory in terms of narrative relevance to the greater picture of Shackled Power.

Mort from Shackled Power, everybody. The type of guy to scream a victory yell and then ask his companions if they all heard how victorious he was just now.

He’s a huge dick (in gameplay)

Mort is arguably one of the most obnoxious bosses in the entire game. I’d argue the Fransson twins come pretty close, but combined they’re still not quite the same as Mort, I’d say. For one, Mort is probably a celebrity in Russia, and the Franssons certainly can’t say that.

He’s a Ranger with scary stats, especially his Speed—and more importantly, he’s the first instance of an enemy wielding the Sonic Bow. This bow is brave and targets resistance, which makes it really quite threatening. And even if you have a high-Res unit, he also has a physical weapon too, so he’ll just epically own you by switching weapons if you try to dodge the Sonic Bow’s sonic blow.

And if you think you can outsmart Mort from Shackled Power (feat. Haban from Shackled Powers) and just chip away at him on a throne? You fool. You utter fucking buffoon. Who do you think you are? Do you truly think that an ant like YOU could outwit the GOLD STANDARD of Gothen’s military might?

For Mort from Shackled Power (feat. Haban from Shackled Powers) knows that players LOVE stationary bosses because they’re trivial and they don’t actually pose any threat on the map. And in response to that, Mort from Shackled Power (feat. Haban from Shackled Powers) decides to take the fight TO you instead.

So not only is he extremely dangerous and hits very hard on anyone that he’ll get his grubby little hands on, but he ALSO charges at you at the start of the map with his enormous move and 2-range, and therefore is an obstacle that is extremely annoying to deal with from a gameplay lens. In fact, he probably INVENTED mobile 2-range cavalry bosses. It was never done before Shackled Power. This is a true fact, according to Mort himself probably.

Mort from Shackled Power, everybody.

He’s a huge dick (part 2)

Oh, you thought it ended there?

Mort from Shackled Power (feat. Haban from Shackled Powers) actually returns later in the game after his death as a Spawn. And out of all the Spawns in the game, he is weirdly unique. He is the only spawn who shows up as a reinforcement from behind, but more importantly…

He shows up with his iconic Sonic Bow… and also a stealable.

Why is this important, you ask?

Well, if you look at the map in preps… THERE ARE NO STEALABLES ON THE MAP UNTIL MORT SHOWS UP. So unless you’re not a first time player, you have absolutely no idea that you need to bring a thief until you get hit with the the Mort jumpscare from behind.

You may have killed him. You may have cut him down. But Altina knows that Mort from Shackled Power (feat. Haban from Shackled Powers) ALWAYS gets the last laugh. Even after dying, the sheer unadulterated malding empowers him to spite the player one last time. I bet if he had any dialogue here, there probably would’ve been a whole ass Vine boom in the middle of the ROM too.

Mort from Shackled Power, everybody. The gold standard of Gothen’s military might.

he has the funniest boss quote in the game.

Shackled Power is battle quotes: the game, and there are quite a few fantastic boss quotes that Mort has.

Here, you can see Mort from Shackled Power (feat. Haban from Shackled Powers) expressing how Martin Luther King Jr. wishes he was as influential on the American people as everyone’s favorite historical figure, Mort from Shackled Power (feat. Haban from Shackled Powers), was throughout his lifetime.



And here you can see him interacting with Haban from Shackled Power (feat. Haban from Shackled Powers) in an exciting once-in-a-lifetime celebrity crossover.

Now, if you read Mort from Shackled Power (feat. Haban from Shackled Powers)'s description up a few screenshots ago, you’ll realize that he has a connection with Peirhok, another character who’s pretty important to the grand scheme of Shackled Power. Specifically, Peirhok was once a student at the Academy and had a fierce rivalry with Mort. This culminated when Mort sent him on a suicide mission and left him to die, leading Peirhok to abandon the Gothen military.

All these years later, and the bad blood is still hot between them. And while Peirhok himself doesn’t actually show up on this map at first…

…he does show up as a reinforcement on turn 20.

And guess who has a battle quote with him?

Yep. The boss who charges at you on turn 1 and needs to be dead by turn 3 if you don’t want him to shred up your entire army like butter.

Literally the only way anyone will ever find this is if they know it exists and outright go out of their way to keep Mort—a moving and aggressive boss—alive for 20 turns just to see them interact. And in doing so, you actually lose out on a Gaiden chapter for your trouble.

I talked about it in more depth here, but this is something I unironically really respect about Shackled Power. It’s a highlight of the passion put into this game’s attention to detail, and that’s the kind of thing that really makes hacks special to me. It is a very cool nod, and the fact that it involves Mort from Shackled Power (feat. Haban from Shackled Powers)? Well, that’s just the cherry on top.

After all… who else would be more fitting to receive the most obscure and difficult battle quotes to obtain in the game…

…than the gold standard of Gothen’s military might, the oppressor of all of Altina and the Mainland, the single greatest character in romhacking history?

Mort from Shackled Power, everybody.

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If we’re on the miniboss grind, then I might as well continue the pattern.

I am currently replaying Dream of Five, and in fact, I am doing that largely to write a major effortpost about one of its main villains. Perhaps the main villain. Saying who that is would be a spoiler, but you can stay tuned.

In the process of replaying the game, however, a particular miniboss has endeared herself to me. She doesn’t have quite as little screentime as MORT FROM SHACKLED POWER(S), but she is a minor character all in all. Her introduction and death are not many chapters apart.

Yet, I think she makes use of that screentime well.

Kearney from Dream of Five.

Spoilers ahead.

The effortpost

Kearney is first introduced in Chapter 19 as one of the Knights of the Ivory Quill, an order of pegasus knights intended to protect Aukema. The order is meant to be serving the crown, but because at that point of the story there is no proper King and the Consort is incapable of rule, the Knights serve the Lord Protector, Farrell. The protagonist, Rena, is currently campaigning against Farrell while claiming to be the lost Princess Ethelrena, come to reclaim her rightful throne.

Kearney is introduced quite memorably – because it is done through a flashback from Sheila, the leader of the Ivory Quill, who comes to Rena grievously injured and tells her story. The flashback features a perfectly healthy Sheila talking to Kearney and other members of her Order. Sheila wants to defect to Rena, because according to the Consort, Rena might be the rightful Queen after all. Kearney doesn’t believe it, however, and in fact, starts considering Sheila a traitor for wanting to do this.

Sheila: Had an errand to attend to at the Kirk. The situation’s changed. I told the Consort of Ethelrena’s coming. She listened. Seems its not a faerie-tale at all; she never saw the child’s corpse.
Kearney: That swayed you, sir? A grieving mother will think she saw anything if it brings a glimmer of hope. If anything, it was cruel to tell her. It’ll come to nothing, in the end.
Sheila: The Order of the Ivory Quill exist to serve the Aukeman crown. We swore oaths, and I meant mine. Even a glimmer of hope should be preserved, Kearney. It’s our duty.
Soldier: But at what cost? The realm’s breaking apart under this war. The crown… the crown’s long gone, sir. We need to be realistic.
Sheila: Ah, you’re going to tell me what we ‘need’, Mhacha? Were you promoted in my absence? …No, I thought not. Now get in formation. We’re riding out, should be able to reach the Steel Roses in a couple of days.
Kearney: And then what? You’re going to just ask her nicely if she’s the pretender?
Sheila: At the very least, I should speak with her.
Kearney: So we’re to be the catspaws of a half-mad Consort…
Sheila: Show some respect. She is still the closest thing to a Queen we have.
Kearney: No… no, this farce has run on more than long enough. I didn’t want to believe the Lord Protector—
Sheila: You’ve been consorting with that bastard behind my back?!
Kearney: —but if you mean to follow that traitor, then I’ve no choice. I will not follow you. We shall not follow you. But out of respect, I’ll give you this chance to slip away.
Sheila: This… this is your idea of respect? You haven’t earned the right to threaten me, Kearney. That’ll come if you show you can spill blood.
Kearney: …So be it, then.

And Kearney does spill blood. She hits Sheila twice in the battle cutscene, actually winning their one-on-one fight, then orders her fellow pegasus knights to chase Sheila down when she tries to flee.

Sheila: Dastards! Too afraid to trust in your champion, eh? …I have to get out of here. The mission is more important than my pride…
(Sheila leaves)
Kearney: Damn it. After her! She cannot be allowed to reach the traitor’s lines!
Soldier:
Kearney: Too late for second thoughts. Commit! Or I’ll run you through myself!

Ultimately, Kearney fails, because Sheila does make it to Rena alive. She is able to tell this story, in the end. But we already have a good first impression of Kearney. She has a very different idea of what the Ivory Quill should be doing, doesn’t believe the Consort in the slightest (thinking her mad), and thinks Sheila is a traitor.

And the funny thing is: Kearney is completely right. Rena is indeed a pretender. She is not the real Princess Ethelrena, and never has been.

There is a good argument that Sheila is indeed betraying the Order here. She wants to rally the Order against the current Aukeman authority for a false claimant’s cause.

But Sheila does make it to Rena, and eventually, Rena’s forces collide with Kearney in the very next chapter – Chapter 20.

In that chapter, we see Kearney once again, this time discussing strategy. There is a plan in motion – Kearney’s knights are meant to bait in the forces of Earl Wyclif, one of Rena’s followers, and because Wyclif is extremely easy to tempt into a losing battle, he buys the ruse hook, line, and sinker.

Kearney: That’s right, you bastard! Run for me! Let’s see if you’re fleet of foot enough to take back your lands!
(Wyclif’s squad appears in pursuit)
Wyclif: You can’t ride forever! We’ll have you against the mountains soon enough, and then, you’ll be nothing more than target practice for our archers!
Kearney: Oh, wow, you sure do have me cornered, Earl Wyclif. Whatever shall I do.
Wyclif: Now? Now, witch, you die!
Soldier: My lord! Look to the north!
Wyclif: The hell are you on about? Forward, damn you, forward! The harpy’s all but in our sights!
Kearney: No, little lord, your man has better sense than you do. Ivory Quill, wheel around! They’re in the killing fields now!
(Wyclif’s forces are surrounded and start falling)
Soldier: Urgg—!
(The soldier dies)
Wyclif: The… the killing fields?! No, this can’t be happening! No, no!
Kearney: Yes.
Wyclif: Damn it… damn it! Fall back to the town, men!
(Wyclif leaves)
Kearney: After that coward! Bring him and his cronies down!

She basically makes fun of Wyclif, and once again puts him in a losing position. During the battle, Rena has to rescue him once more, and because this isn’t the first time, she snaps at him, resulting in one of my favorite scenes in the entire game.

Wyclif: Your Eminence! I had hoped to catch the Ivory Quill traitors, but I fear they—
Rena: Lured you into an obvious trap? Because they know you’re an impetuous liability?
Wyclif: …You forget yourself, Exalted One. I would not speak so boldly. Would you have your subjects—
Rena: Ungrateful, puffed-up bastard! Shut your damn mouth and listen, for once in your life! You owe your life and any hope of reclaiming your land to me. You strut around calling yourself an earl, and I tolerate it, up until it costs good men their lives. Far better men than you, you wretch! Get your worthless hide back to camp. I’ll clean up your damn mess. Pray that all goes well. I might be in a good mood by my return to camp. I may even settle for whipping you, rather than having you flayed. But do not dare test me, Wyclif. I’ve indulged you enough.
Wyclif: I… I understand. My men are yours, but I shall withdraw… Forgive me, Your Eminence.
(Wyclif leaves)
Rena: We shall see.

I have to credit Kearney with allowing this to happen. And so far, she has proven herself to be quite awesome in general. She is competent, she is reasonably strong (matching Sheila one on one, if not outright winning), she is confident and decisive. And she makes fun of Wyclif. Anyone who recognizes him as an oaf is automatically based.

Unfortunately, she is one of the four bosses of Chapter 20, and the objective requires you to kill all enemy leaders, so she has to die here. But before she does, she yields an array of informative battle quotes.

Her default battle quote:

Kearney: Sorry, friend. I’m moving up in the world, and you… well, you’re just in my way.

She channels pure, raw Caellach energy, and honestly? Go off, queen. In one line of dialogue, her ambition is on full display, and one could say that her overconfidence is also apparent. But it’s hard to fault her when she has only seen success as of late.

Her battle quote with Rena:

Kearney: The prize catch shows her face? You’re bolder than I thought you’d be. A fool, but bold all the same.
Rena: I don’t have the luxury of hiding away in Cweneth, sipping wine as my lackeys die in droves, in my name. A worthy leader is willing to do what she asks of her men.
Kearney: Hah, you’re no more a queen than I! I wasn’t about to back a losing horse, nor drag down my sisters with me. Come on! Let’s have the measure of you!

Kearney respects Rena’s audacity, because she herself is also audacious. It doesn’t show in just dialogue, but she smiles at Rena’s remark that Rena must put herself in the fray. She also makes it clear that her decision to side with Farrell was, at least partly, opportunistic – she didn’t want to drag her order into the losing side of the war. As such, Kearney also likely believed that following Sheila would doom the Order in a pragmatic sense. She reinforces the fact she accepted the new world order with Farrell at the helm as it was, and wasn’t going to follow a likely-false pretender.

But her other quotes explore different facets of her character.

Quote with Eilene:

Kearney: Eilene? You mean a soft thing like you still lives? Yscatra really must be watching over you…
Eilene: Sir Kearney… I can’t believe you’d turn your back on Sir Sheila. Why could you not trust in her, follow her lead? Why do you make me do this…?
Kearney: What, you think to strike me down? Maybe you had potential, but you never had the guts to realize it. Even with Sheila indulging you at every turn, you still washed out of the Ivory Quill. You aren’t fit to match steel with me, Eilene, but I’ll do you the honor, and run you through all the same!

I love this exchange because of the gameplay-story integration. Eilene is one of the ‘softest’ characters in the game when it comes to personality, and in gameplay, her Strength and Defense are her weak points. Kearney calling her weak and cowardly makes sense; in many ways, Eilene is the antithesis of Kearney. Kearney is ambitious, decisive, quite strong, and unafraid to act, while Eilene is… well, she doesn’t even have half the boldness. In a funny way, players who dislike Eilene’s weaknesses can feel vindicated by this battle quote. Bonus points if Eilene actually dies in the exchange.

There’s also some extra lore here – Sheila allegedly favored Eilene quite a bit, which perhaps sparked some envy in Kearney and pushed her to prove herself. You might think I’m reaching, but the next quote is with Sheila, who joins on this map.

Kearney: Sir Sheila… I regret that it came to this.
Sheila: You’re about to die, so regret is only natural. But you chose this path. Face the end, with eyes open and head held high. That’s how I taught you to conduct yourself, if you still remember.
Kearney: You think I fear you? After I sent you fleeing for your life to the queen’s side?
Sheila: You had a full force of your duped sisters, then. Where are they now, Kearney? You led them to their deaths, and now you’re going to follow them into the hells.
Kearney: They… they were weak. I am different… You’ll see that! I’ll make you see!

Kearney does have respect for Sheila, and sees her as a broken pedestal now. But Sheila rightfully points out to her that if they are meeting here, that means Kearney’s squad has been decimated and she is losing. Her decision not to defect – arguably the correct decision from an oath standpoint – is dooming her.

Kearney then shows something she doesn’t show in any of her other interactions. Fear and vulnerability.

She copes with the deaths of her squadron because they were ‘weak’ and she’s ‘stronger.’ If anything, this reads like her trying to convince herself. But the next part is telling.

‘You’ll see that! I’ll make you see!’

In the end, despite them standing on opposite sides, Kearney still wants Sheila to respect her, perhaps to approve of her. An amusing contradiction, that. On the one hand, Kearney is trying to kill her former commander, but on the other hand, she still wants to prove herself to that commander.

This is why I said earlier that perhaps she felt jealous of Eilene as well. Because Eilene was favored by Sheila, and Kearney was not. Eilene, the ‘soft thing,’ who even left the Order, is with Sheila now, while Kearney stands against them both – fighting for what she thinks is the true cause (and there is merit to that idea, which just makes everything worse). Kearney thinks she is the true knight here, that she is not the traitor – yet in the end, for all her ambition and confidence, perhaps it was always about proving something, in the end. Not just in general, but also to Sheila in particular. Who can kill her here if you make that happen.

Regardless of who kills her, Kearney has this death quote.

Kearney: Don’t… name me traitor. I was true to our spirit… true to the very end…!

She’s right. If you have been paying attention to the story, you know she’s correct. Rena is indeed a false claimant, as I said before. Now, Rena is certainly the better choice for Aukema than the current Lord Protector, but based on the Ivory Quill’s principles, they really shouldn’t be siding with pretenders. Based on their principles.

I love Sheila to bits. She is one of my favorite Dream of Five characters. Her entire character and the context of her joining Rena always make me feel a bit melancholic, because they’re inherently bittersweet. Her ending card has the same bittersweet undertone, considering the circumstances.

Kearney? Kearney, who almost killed Sheila and who is just a tiny miniboss?

I love her too, because the situation is set up so well. There is something so inherently interesting about someone who follows the ‘letter of the law’ in this case having parallels with Caellach of all people, and Kearney makes the odd combination work, because ‘the letter’ and pure pragmatic ambition happen to align here. She doesn’t trust the ‘half-mad Consort’ and thinks Rena being the princess is wishful thinking, which is the narrative that’s already being pushed by Farrell and which promises some reward if it’s followed. Yet, at the same time, it is also the correct narrative, because Rena is not the princess – in a sense, Kearney is indeed following ‘the letter’ of the Order through her actions. Besides, she’s ambitious enough to see Sheila’s ‘betrayal’ as an opportunity to move up in the world, but she does genuinely care about not being perceived as a traitor, and she gives Sheila the chance to fly away unimpeded at first, showing that, unlike Caellach, she does have some principles, even if they can be described as mere courtesies. And there’s an argument to be made that everything she has done was for some kind of approval, given her battle quotes with Eilene and especially Sheila. That’s a significant amount of characterization for… just a few scenes, really, and for a boss who’s just a footnote in the grand scheme of things.

You can write Kearney off as one of the many opportunists who swear allegiance to Farrell for convenience, since even her description mentions her ‘thinking she knew which way the wind blew,’ in the words of Rena. She and her wing-sisters readily accept the idea that Ceolwulf’s line is extinct, Farrell is the new authority, and the Consort is just mad to think Ethelrena is truly alive – which is the easy choice (although it’s technically correct), and one that she ultimately gets punished for making. She even admits to Rena in their battle quote that she didn’t want to drag her squadron into the ‘losing side of the war.’ But the circumstances of Sheila’s departure from Kearney’s squadron, and some of Kearney’s other battle quotes imply it can’t be just opportunism that motivates her. Kearney does offer Sheila a chance to leave instead of killing her right away to curry favor with Farrell, for one, and her death quote just has her asking not to be called a traitor because she was true to the Order’s spirit. If you subscribe to the idea that people have nothing to hide on their deathbed… well, it’s not her lost ambition or strength that Kearney mourns, but the fact she’s being struck down for following the ‘right path.’

Besides, Kearney is cocky and confident, outright making fun of Wyclif, so she could be perceived as a firebrand who’s too obsessed with seeming powerful for her own good… but if you read her battle quote with Sheila in particular, and also check the one with Eilene, you might see that pursuit of power as something motivated by insecurity – and envy. And not necessarily in the kind of way that’s easy to make fun of. Especially since she really is competent, unlike somebody like Narcian.

Kearney wants to be strong and she has ambition, and she does make opportunistic choices. Yet, in spite of all that, she does still want to be seen as someone representing the true spirit of the Ivory Quill. She just had a different interpretation of what the Ivory Quill’s spirit was supposed to be – and crucially, she allowed ‘pragmatism’ to overshadow doing the right thing. And in that way, Kearney’s entire character slides neatly into the themes of Dream of Five as a whole. A fake can surpass the real thing, as Rena consistently proves throughout the story, and doing what is right is more important than doing what oaths and previous allegiances dictate. Sheila does what is right – she joins the more capable leader, one who eventually becomes Aukema’s greatest queen, and is rewarded for it. Kearney is rewarded for her ‘pragmatism’ and overeager acceptance of Farrell’s order by dying alongside the rest of the… Order. And despite her final plea, she is remembered as a traitor, as Sheila’s ending card suggests.

Really, what more could you desire from a one-chapter miniboss?

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Storge is amazing lol.
Like I do think on a second playthrough the magic fades a bit due to the inevtible conumdrum of “How do you design a map in a game where the player could be expertly prepared or half their team is dead with only slow units that only have some iron weapons.” It is still a great game.
But it is still a top tier Fire Emblem imo, better than many official fire emblem games. And still, even if the final map is a little bit of a slow slog with a generous time limit, heck, it is awesome from a story perspective.
Like imo the final chapter could have been a bit faster, but considering you could have had party members die or have armors or other slow units I understand why it is done the way it was done.
Just sad how permadeath so often harms the game design of fire emblem.

One of my favorite hacks I made really profited from being designed without permadeath in mind, it allowed everyone to be important in the story and everyone to be important in the gameplay. Oh well.

I think I might have gotten a bit off topic.

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“…You can’t believe that.”
“Not if there is any chance I might still sway you with my words. …You must remember what the diviner called you. ‘The Leveler.’ It is your very destiny to be more than a mere consolidator. The stars speak of a conqueror, one who can unite the world.”
“Is it the stars’ vision, Varkade, or your own?”
“Perhaps I have more faith in you than you have in yourself. You would change the land… you have the strength, the resolve. Prove it. To me, and to yourself, and to your company. Do what you have to.”
“…It isn’t happening.”
“…Then it is a great pity. If there is truly no swaying you, then I… I must go.”
“Is that it, then? Of all things, this is your line in the sand?”
“…What else is there? The work is scarcely half-done, the greatest trials yet to come. If you lack the strength for it, then I must… a way must be found. I thought you… damn it, I thought you were different. I thought you were stronger. But now I see you’re just a failure, like all those before you. Like those who will come after you.”
“You’re insane! Get back here, Varkade!”
“Farewell, Rena.”

Varkade is a character in Dream of Five. He joins the party in Chapter 1.

And he is pivotal to the entire game.

The post

I have long been considering how I would write an effortpost about Varkade. The entire story revolves around him – him and Rena. The title of the game itself is based on Varkade’s desire. He is a prominent character throughout the plot, and he is singlehandedly responsible for so many events that a retelling of the story would absorb much of your time and still wouldn’t be better than actually playing the game. Play Dream of Five.

So, instead, I thought I should examine him from different aspects, rather than tackling what he does in a chronological order. Because there is so, so, so much to talk about.

Story Role

In a story sense, Varkade is depicted as the Jagen. No, not in gameplay. He is not actually playable. He is an old man, and while he can use some magic, he does not set his foot on battlefields.

Instead, he is a Jagen in a story sense because he’s Rena’s advisor for most of the story. He offers not just strategic advice, but also advice on leadership and on how Rena should act in front of others. He constantly gives her life lessons, and whenever she has a moment of doubt, whenever she wants to do something he thinks is unwise, he objects, or intervenes, or otherwise seeks to change Rena’s mind. If it is not too devastating, he acquiesces, but he always seeks to shape her behavior.

We are quickly treated to implications that Rena feels indebted to Varkade because he saved her life in the past, and that is why she follows his advice. What helps is that his advice is often proven to be good. His strategy for tackling maps is sound, and he often contributes off-screen. When Rena is sieging a fort defended by Sorcha and Morwen, Varkade is responsible for the strategy that creates a gap and allows Rena to assault the fortress before reinforcements arrive. When Rena is separated from her group on Musain route, Varkade prevents Garath and Arcus from coming to blows when Lyndra, Farrell’s commander whom they captured, tries to break them apart – and he even manages to recruit Lyndra to their cause. On Onduris route, Varkade successfully interrogates another captured enemy commander, Nikita, and also recruits her to Rena’s cause while obtaining important information. And he is able to achieve all this because he is very, very eloquent with his words. Unlike the traditional Jagen character, he does not necessarily intimidate others to get what he wants – he just knows exactly what to say in order to make other people do his bidding. In that way, he is a rather unique advisor character.

And he weaponizes his skills throughout the game.

Methodology

Varkade says at several points throughout the game that everyone is blind, except for him. He believes himself to be the only one unblinded by bias, who sees the world clearly. And perhaps there is a kernel of truth to that, because he does manage to weaponize others’ biases to cause them to make predictable moves. But really, what he calls being unblinded by bias, can rather be described as a complete detachment from identity, humanity, and empathy.

The advice Varkade often gives to Rena makes it rather apparent what he thinks of others. He thinks a leader benefits from others being loyal, but should be unfettered themselves. Oaths should be broken and allegiances changed if it’s expedient. Men must be kept in line with an iron fist, and disobedience as well as dissent cannot be tolerated. Chaos is unacceptable. All pieces must fall in place exactly as they are meant to, and a ruler must not bow to anyone unless they have to.

Varkade wants to reshape the entire continent, and he wants to reshape it by installing rulers who he aligned himself with. He makes those rulers take certain actions by preying upon their desires. On Musain route, he leverages Fleurre’s ambition to elevate her and make her want to be a much better ruler than Guillaume, the previous Provost. On Onduris route, he turns the previously hesitant Mir’Katal into someone who sees himself as an important part of the new order, who must “cut out the rot that exists in Talis.” He weaponizes Trajan’s attachment to tradition to make him seize power in Vishara, topple the “false queen,” and bring Vishara back to what it used to be. Its perceived old greatness. And of course, he also convinces his friends in Aukema to support Rena’s claim to the throne, once she is declared the “lost princess Ethelrena, seeking to become Queen Ethelrena VI.” Wyclif stands behind Rena entirely because of Varkade, and Hereward is also convinced, although Hereward ends up being much more genuinely loyal to Rena than Wyclif.

The last of the rulers Varkade wants to install is Rena. Rena, who he wants to rule Aukema. Rena, who he has molded for years to become the greatest Aukeman ruler – at least, the greatest in his eyes. The ruler who will behave exactly as he desires, being powerful and unflappable, and only pliable to Varkade – no one else.

The long con Varkade intends to play with Rena is nothing short of masterful, and he knows that. When the royal line of Aukema was potentially going to die out, Varkade found an orphan who resembled the sick Princess Ethelrena and kept her in isolation, but gave her an education and decent care. He tutored her in order to prepare her to take over, should Princess Ethelrena die. Since the royal line was at serious risk of going extinct, Varkade wanted to have a contingency – and by molding that “contingency” almost entirely to his desires, he would have immense power over the throne, while remaining in the shadows himself.

But his plan is opposed by Farrell, who tries to murder Varkade – and, indeed, that orphan he had been tutoring, who later becomes the game’s protagonist, Rena. Varkade escapes the capital with Rena, and during the escape, he instructs her to kill a guard, thus teaching her how to kill when “necessary.” Because he had been teaching her before, she trusts him when he tells her they must leave or they will die. He isn’t even lying about this. What he is omitting, of course, is why Rena’s life is in danger to begin with – and it’s in danger because of his own scheme. But it wouldn’t do for Rena to know that. So Varkade spins the situation, to make it seem like he saved Rena from certain death, to make her eternally indebted.

He even sets her up to join the Striders before the start of the game. When we meet Rena for the first time, she is the captain of a tiny squadron of Striders, a group responsible for rooting out banditry. Varkade put her in that position, to give her hands-on experience as a commander. Of course, this, too, had a purpose. She needed hands-on experience in order to effectively lead her men – because if she could do that, she had much better chances of taking the throne. And Varkade would certainly urge her to take the throne. Because he intentionally handpicked her to make sure she’d look similar to the real princess, he gave her an education befitting the real princess, and tried his best to instill a desire to rule, much like the real princess would have had.

The Old Man and the Girl

Varkade’s relationship with Rena is fundamentally so interesting.

Varkade is an advisor character who is incredibly controlling in regard to the protagonist and forcefully imparts lesson after lesson upon her. At the start of the game, Rena defends Varkade wholeheartedly, does exactly what he wants, shelters him from Farrell (who knows Varkade is likely scheming against him and wants to kill him), becomes an oathbreaker to the Striders, runs to Musain or Onduris (depending on the player’s route choice), listens to his tactical advice… truly, it seems like she is the perfect little puppet for Varkade. Which is, demonstrably, what he wants. She is very competent in her own right, and she is rather determined, but ultimately, she walks the paths where Varkade lays down his carpets.

But over time, that relationship changes. Rena slowly starts to think that she might be becoming Varkade’s pawn. And even though she still mostly follows his desires, she doesn’t want to treat others the way he’s telling her to treat them. She may come across as overly pragmatic and even heartless, as depicted in her support with Kolbane, but she has a heart, and that heart does guide her decisions to some extent. And the inner guidance she feels, those repressed desires, those repressed aspects that constitute Rena’s self, are what Varkade ultimately cannot control. She does end up toppling either Musain or Onduris’s regime, claiming to be the lost princess, and marching to Aukema with an army at her back, but she quickly develops ideas for her rule that clash with what Varkade wanted her to do. She takes his tactical advice during her campaign in Aukema, and she does work with the allies he secured for her, but when one of those allies – Wyclif – proves to be a detriment to Rena’s cause in some way, she casts him aside without hesitation, drawing Varkade’s ire. Ideally, Varkade would have wanted Rena to be surrounded by people he wanted to see there, rather than by people Rena herself wanted to see there, but that isn’t something he’s able to achieve. Rena increasingly spirals away from Varkade’s control, despite Varkade’s continued attempts to seize it back.

Whether Varkade cares for Rena as a person in the slightest is an interesting question. At one point, he claims he loves her, but the context makes it unclear whether he actually means those words.

“So you know better, do you? You, the orphan girl scratching around on the filth of a dungeon floor? Everything you know, everything you have ever known, girl, I taught you. I am the only person who has ever known you. I am the only person, girl, who has ever loved you. I have ever been your guiding light.”

He is saying this to make her stay in his grasp. To convince her that she needs him. That following him is in her best interest. That because she is indebted to him, she ought to follow.

But at the end of the game, he says this.

Rena: I used to think, in some little way, you loved me. But it was the con you loved, more than anything. That’s plain as day, now.
Varkade: …I wish it were true.
Rena: What, you deny it?
Varkade: Looking at you now, seeing you overcome your trials… knowing I have set myself against you, and lost… ………No. I’ve said too much.
Rena: It’s the only chance you’ll have to say it, Varkade.
Varkade: I care not. Finish it, girl. Do not draw this out longer.

Perhaps he really did care. It’s intentionally left ambiguous how much, or whether the care was even there. Personally, I’m of the opinion he cared more for the idea than the person. In his own way, he is proud of her for being a strong leader who was even able to defeat him. But he doesn’t like the fact he feels this way because she was only ever supposed to be a pawn, and she stopped being one. He may have grown attached to following her journey, and that is why, perhaps, he genuinely did feel hurt when she rejected him after taking Aukema’s throne. He really thought she would not do that. And while he did, inevitably, sic his remaining allies upon Rena, she defeated all of them, and now that she stands before him, he knows he built a powerful ruler in the end. But he likely wishes he could have stood with her. He couldn’t have – she would not have done what he wanted, and her vision of the new world is very different from his – but he likely does feel some regret that it ended this way.

He likely wishes she were dreaming of the same thing as he.

Dream of Five

What Varkade dreams of for the continent of Talis is a return to the Five. The Folklorist, a recurring NPC in lore houses, tells the player of the continent’s old history, dating back to when the countries were founded. The current landscape begun with the Five, heroes who drank the blood of dragons and created countries in the shape of their ideals. They were individuals of unsurpassed power who had the ambition to make lands where their ideas would come to fruition. But over time, those ideas were either warped, or they eroded, leaving virtually every country in the period of Rena’s life in destitution or decadence.

The world clearly needs reshaping. And Varkade’s idea of reshaping is a return to the old order. Have every country ruled by someone Varkade thinks is worthy – someone ambitious, who will preserve and impose the old ways, who will be like the Five were in their time, who will be unfettered and return their land to glory. To that end, Varkade makes alliances before the game, and he installs – or otherwise motivates – the people he wishes to take control, as outlined before. Rena, in many ways, was his greatest project.

But Rena had no love for the old order.

Rena’s experiences, largely as part of the Striders – but not just that – made her aware a return to the old ways will not work. What the world needed, in her eyes, was to dismantle the current state of affairs, but move forward – look to a new, different future instead of the past. Because of that belief, she has no love for members of the old order who stand in their way, casually disposing of Wyclif when he crosses her one too many times, ruthlessly eliminating Trajan when he gathers an army against her, and showing no mercy against Fleurre or Mir’Katal (depending on whether it’s Fleurre or Mir’Katal who stands against her in the end). She is not interested in aligning herself with anyone who would preserve or return to the old order. She thinks everything needs to be rewritten, and that is why she aligns herself with figures like Tamara, the queen of Vishara who – like Rena herself – is not actually of the royal bloodline, but who wishes to reshape the country into a peaceful one and sign a trade agreement with Aukema to benefit the nation.

To Varkade, those movements forward are an escape from his own dream. Something that sets the world back. He is a staunch traditionalist. He thinks a return to how things used to be is the best possible outcome, and it is what he works toward.

It is not clearly stated why he wants to rebuild that vision so much. Perhaps it is because he wants to see himself as the architect of the new world, pulling strings from the shadows as everyone sitting thrones is sitting them because of him, and doing his bidding. An order exactly as he imagined it in his mind. And the Prophecy of the Leveler certainly suggests that.

The Leveler

Early into the game, Amaryl – a seeress – joins Rena’s party. She can read names as they are writ in the stars, and she offers auguries on every map.

Rena’s name in the stars is The Leveler. But for Varkade, in their conversation on Musain route, she offers no name in the stars at all.

Much later in the game, it is explained why. Amaryl, for the longest time, was unsure whether it was Varkade or Rena who was the Leveler. She had assumed it was Rena, but both fit the criteria, and over the course of the game, Varkade discovered what made a Leveler.

As Amaryl puts it:

Amaryl: I no longer know your name, Rena.
Rena: …What?
Amaryl: I thought it must be you, when you found me. For I knew it was my destiny to follow and guide the Leveler. I knew that they would come from Cweneth in the company of others; the Deadeye, for instance. I knew they would fly to the east to evade the pursuit of a great lord, who would rise in their absence. I knew they would overthrow a tyrant, and return to the west. And I know, in the end, they will be true to their title. They will achieve dominion over Talis, and reshape the land as they see fit. The Leveler’s victory is assured. Only I know not whether it is you, or Varkade Hengist.
Rena: How the hell can that be?
Amaryl: Prophecy is imprecise, Rena. The Leveler was Aukeman, they were an enemy of Farrell’s, they sought to use the royal name as the means of acquiring power. There were other, small things, but they could mean either of you. I first grew to doubt myself when it became clear that you did not want this. If retaking Aukema was not your vision, but indeed Varkade’s… but technically, you did still lead your armies here, and you did still earn victory. Now he has his own army, and his own designs on the land. Forgive me, Rena.

It really is unclear whether it’s Rena or Varkade who is the Leveler. But Varkade certainly takes direct action to ensure that he is the one, not Rena, once he and Rena are on opposite sides of a conflict. Perhaps the ambiguity was not considered a problem while he still had Rena in his grasp. Perhaps he still thought he was the Leveler and Rena just happened to suit the criteria because he was stringing her along. Or, perhaps, he thought Rena was indeed the Leveler, but Varkade was still above her.

Amaryl: The Leveler is set to take with them one of the Bold Deceiver’s blood, and in so doing, reconcile the nation. That is, in part, why I freed Adalheid from your dungeons. Take her with you. I believe she will listen, despite everything.

Varkade finds Sorcha and convinces her to join him. Sorcha is Farrell (Bold Deceiver)'s other daughter. This is an action that does make sense from a strategic point of view, but is much better – in fact, nigh-perfectly – explained by a desire to align with what the stars say. The stars say the Leveler will take one of Farrell’s daughters, so Varkade does just that with Sorcha… and Amaryl, the seeress, does that with Adalheid for Rena, because she wants the prophecy to be about Rena.

Rena is not actively working toward the prophecy. At least, not in a conscious manner. That much is clear. Retaking Aukema was not initially Rena’s vision, as Amaryl points out, but it was definitely the vision for Rena that Varkade had, and which he convinces her of. Varkade is actively working to be the Leveler. Because he wants his success to be writ in the stars, so that it may come to pass.

This is rather informative in regard to his desires. He wants to be exactly as the prophecy describes. Someone who, as Amaryl puts it, “will achieve dominion over Talis, and reshape the land as they see fit.”

In the case of someone like Varkade, who has a clear vision of what he wants the world to look like, and who is obsessed with maintaining order and respect… for someone like that, being the Leveler is a perfect fulfillment of all dreams. He wants to be the one who sets the world as he wills it before he dies. Just like the Five did, long ago.

But of course, he does not win. Rena does. Rena becomes the Leveler, despite never consciously working to become one.

Rena: How did you learn of the title of ‘Leveler,’ anyway? It was only after you left that Amaryl spoke to me truthfully. I hadn’t given it much thought, until I realized it might not be me after all. Strange how that works, eh?
Varkade: I am a scholar, girl. I researched. The babbling mystic had given me enough to go on, and Gwynel Kirk’s collection of prophecies was most extensive. They did not miss my borrowing. It did not take long before I was able to assemble the picture. But I dreamed long before this title came to life. No, it was only this which made me start to believe I could prevail, after you, my greatest hope, threatened to fail me… as, in the end, you did.
Rena: And so you found the daughter of Farrell, the ‘Bold Deceiver,’ so you could technically fulfill the bounds of the prophecy…
Varkade: As you took the other, I see.
Rena: We were only enemies through your machinations to begin with. …But yes, Amaryl felt it prudent to stack the dice our way. I suppose the mantle was not meant for either of us; it simply exists. Or perhaps not even that, and we’re all chasing incoherent, star-mazed visions… yet here we stand.
Varkade: Yet here we stand.

Rena may not care. But Varkade has made his peace.

The Themes

The matter of Dream of Five’s themes is something I will likely discuss in more detail if/when I make an effortpost about Rena in the units thread, because Rena represents the game’s themes and messages perfectly. As a good protagonist should. Rena is the best romhack protagonist I’ve seen.

But Varkade, well… he is one of the best romhack villains I’ve seen, and the way he plays into the game’s themes is a notable part of what makes him so appealing as a character.

One of the primary themes of Dream of Five is that a fake can surpass the real thing. That is, indeed, what Varkade is going for with Rena, in a sense. His entire plan revolves around the idea that once the real princess Ethelrena dies, Rena will take over, and rule at least as well as Ethelrena would have, if not better. Under Varkade’s thumb, of course, but still.

Yet, if Rena were to be Varkade’s pawn on the throne, she would not really be surpassing anything. Varkade’s entire goal is to shift the world back to the old ways, back to how he envisions the continent during the period of the Five. If Rena were molded to do that, then she would not be making progress in the way she ultimately does after liberating herself from Varkade. Ostensibly, Varkade is making the fake surpass the real thing, but in reality, he’s building a fake that can inherently never surpass what came before. Only follow in his footsteps as he tells her what to do.

Rena is the person who puts the surpassing in that statement. Varkade is just the person who turned a thing into a fake. But he could never make her surpass.

He is an obstacle to her surpassing. Even if he thinks he’s making her surpass by making her Aukema’s queen, that queen would never actually surpass what came before. Not without ideals of her own, and the will to enact them.

Another prominent theme in Dream of Five is that oaths, pledges, promises, tradition, and other such shackles should not prevent a person from doing the right thing at a time of need. Everyone who sides with Rena over Farrell – and over other corrupt authorities – is rewarded, because Rena is the objectively better ruler, better authority, than the people she is toppling. Trajan would squander his country’s manpower and resources to fight wars and continue being a warmonger. Farrell would let brigands destroy his lands to find one man that was his enemy. The Triumvirate of Onduris would put the nation in their vice grip without regard for anyone else, and the Provost of Musain would exorbitantly tax his people and even sacrifice them to fund his increasingly ambitious magical experiments. Everyone who sides with Rena against these individuals visibly benefits from doing so during the story.

Ironically, one of Varkade’s primary teachings for Rena is that she should be unfettered. Loyalty is a useful tool, he says, but Rena should not be bound by it. She should not bow to anyone unless she has to, and she should exploit others’ devotion, but not be blinded by oaths and promises herself.

In a sense, that could be construed as not allowing oaths to prevent doing the right thing. He asks Rena to make the best decisions for self-benefit regardless of what she may have promised, and to shift allegiances for self-benefit. To not concern herself with what others think when their opinions do not matter.

But what he is doing is espousing a twisted version of that idea. He is asking Rena to not be honorable. To not keep commitments, to not put herself in a position where she has a duty to someone, where she is indebted. His version of that theme is to not be beholden by any oaths at all, to do whatever she sees fit without considering whether it’s just. If she thinks it’s a good idea, or if it’s “objectively” a good idea for self-interest, she should just do it. But what Rena wants to do is introduce good ideas for the people. To usher in a new age. She feels beholden to the people. She may be their ruler, but she feels responsible to improve their lives and to topple the structures and people she’s seen fail.

Ultimately, Varkade’s idea of “the right thing” is “whatever serves your ambition, everything else be damned.” And because of that, when the idea of being unfettered by oaths comes from him, it is downright evil. But when it comes from Rena at the end of the game, it becomes being unbeholden to traditions that do not work, and individuals who do not seek to do good, which is significantly more noble. Rena fights Fleurre or Mir’Katal (depending on route) at the end of the game despite the fact she receives an army from both of them. It doesn’t matter that they helped her. It doesn’t matter if allying herself with them would result in her position being stronger. If their ambitions are more important than benefitting the world by letting it develop and progress, then they are harming people, who Rena feels a duty to.

Varkade would tell her to work with them. They are both his catspaws. He wanted them to be among the new Five, certainly. He would tell her to be unfettered by her ideals (selfless progress forward) and do the right thing (align herself with them).

But Rena’s answer is to be unfettered by their ideals (selfish progress backward) and do the right thing (eliminate them).

Varkade represents a twisted version of the theme. And that is a big part of what makes him such an effective villain.

He is ruthlessness. Rena is ruthless… devotion to improvement. True improvement. Not the image of the world that Varkade conjured in his mind.

Postscript

Varkade is not a villain you ever really fight on a map. He only shows up on a map once, at the very end of the game, and on that map, not killing him results in a better ending.

His stats there look like this.

There is no conceivable way that Rena doesn’t one-round him at this point. Nor can he do any serious harm to her. But he doesn’t attack her. Not at first.

The map only contains Rena and Varkade. You cannot deploy anyone else, and Varkade is still depicted in green despite being an enemy. He was an ally, once, or so Rena believed. And the way it will end between them is… not going to be a regular battle. Not when there is so much that connects them.

Waiting without killing him results in a few conversations being triggered. Rena asks him if he ever loved her. How much he cared. About the prophecy. About the plan.

But she doesn’t kill him. And he wants to be killed. If he cannot win, he wants everything to end with his death, at the hands of who will ultimately become the Leveler.

But… while you can make Rena kill him, and it does conclude the chapter, the slightly better ending – and the writing intent – are locked behind the path of not killing Varkade.

Continually refusing to kill Varkade results in him screaming and throwing himself at Rena, attacking her, trying to force her to kill him. But she does not. Instead, after that occurs, she simply says goodbye and leaves the map. Varkade has no allies at this point. No connections he can leverage. All the armies he had influence over had been defeated. The old order is well and truly dead. All he can do now, in his last remaining years, is watch the dream he attempted to construct slowly crumble into dust as Rena does everything Varkade didn’t want her to do. And he will be powerless to stop the change, the entire time.

He isn’t even mentioned in the ending if you spare him. The easy interpretation is that he doesn’t deserve it. There is no place for Varkade in history. Because he hasn’t earned one. He wanted to move history backward, not forward, and he manipulated everyone around him, only to achieve nothing. A footnote, in the end. And among Varkade and his pawns, only Varkade will end up living to see it all crumble – the man who started building the foundations in the first place. Fitting that the first man to lay the stones would be the last man to watch them removed.

And replaced with something better. But that replacing will go past Varkade, and past his lifetime. The world itself will move past him. He will be a mere figment of the past. Something he wanted to bring back again… is ultimately what he will become a part of, but with no acknowledgment whatsoever.

And perhaps it would suit him, under better circumstances. After all, Varkade never sought to become a ruler himself. He just wanted to build a world from the shadows. But that world is never, ever going to be built now.

Miscellanea

I think Varkade has an excellent character voice. Formal, and very authoritative, and wholly disregarding of others’ feelings. He is blunt, yet at the same time, clever, and well spoken.

I really like the fact he doesn’t want to be a ruler himself. He wants to be the power behind thrones. He wants to be the architect, not the monument, in a sense. It’s distinct from most romhack, and vanilla FE, villains.

This borders on a conspiracy theory, but I like the fact his portrait is somewhat reminiscent of Jagen. I think it serves to somewhat trick you into believing he’ll stay on Rena’s side, because he looks a bit like Jagen and acts in a manner reminiscent of him throughout the game. Though of course, this does not last.

I love the fact the first text you see in Dream of Five is a memory of Rena and Varkade parting ways after Rena defeats Farrell. Without context, it reads like a quarrel that leads to a parting, but which could potentially be resolved. With context, once you get there in the game, it is very clear that they will be genuine enemies, and that the final act will be Rena against Varkade.

To whoever ended up clicking the spoiler – thank you for reading. Next time, I will likely write an effortpost about Rena in the units thread. But I need to find the time to do so. Much like with Varkade, I want to do her justice.

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