The Warlord's Path: Brainstorming (new project idea)

Hi guys, I want to write down my ideas for a new rom hack (I’m new to rom hacking and have no experience so this will be my first attempt at one). I’ve always wanted to make one with a strong story so that is the first aspect I have worked on fleshing out. My primary purpose of posting here is to get early feedback and reactions to improve the idea, what parts work, what don’t work etc. The names and such as placeholders and subject to change. The story is loosely inspired by real historical events. If you can’t guess the inspiration, I’ve given it at the end in a spoiler!

World and setting

The continent of Fione has not seen peace for a millennium. The current king, Tychus II, won the last major continental war with the help of several warlords. Now, in this new era, he has no real army, sees his power divided among the victors, and serves only as a puppet figure. One of the lords on the winning side is Lord Halveth of House Virell. After a decade of peace, he begins a campaign to unify the lesser houses and gain power. His untimely death during the campaign leaves his brash son, Amond, suddenly thrown into a succession crisis within his house. In the capital city, a public-facing yet mysterious faction, called the Church of Life, gains influence over Tychus II and begins influencing politics, their true intentions still unknown.

Main characters

There are two simultaneous main lords in the game: Amond of house Virell and his friend, also of noble origin, Hugh Cinderglen. Amond is advised by his mentor, Ackard Valmonte, who also served his father. The story revolves around these three characters although the story that is written below does not involve Hugh very much at this stage. His relationship and friendship will be worked into the story later.

Chapter 1: Flames on the frontier

In the rugged hills near Redmere, a remote border village under House Virell’s control, unrest brews. Word spreads fast about Lord Halveth Virell’s death. Bandits, some of whom are former mercenaries turned scavengers, seize the moment. Under a ruthless leader named Gorran, they raid Redmere’s stores, torch houses and take hostages, emboldened by the power vacuum in the region.

Amond, still reeling from his father’s sudden death, is advised to stay at home and let the knights handle the matter but he refuses. With Ackard, Hugh and a few trusted fighters at his side, Amond rides to Redmere to fight directly. This is his chance to prove that he’s more than just a brash heir. Amond leads the charge himself, defeating the bandits and rallying the locals (new recruits). Gorran is slain and the hostages are freed.

Meanwhile, in the capital, the Church of Life holds a public sermon in the Sanctum of Dawn. The High Speaker, preaches about the Lord of Life, a divine force of renewal and peace. The congregation is large and devout. For now, nothing seems out of the ordinary.

Chapter 2: The young wolf

With the bandits at Redmere routed, Amond returns home to find troubling news. In the southern province, Lord Gerant Virell, his father’s cousin and longtime retainer, has declared himself regent of House Virell. Claiming that Amond is too young and impulsive to lead, Gerant has rallied several minor knights and barricaded the province’s keep, raising his own banners. He had long been a loyal commander under Halveth, but with him gone, his ambitions have come to light. He frames his revolt as a measure of stability for the region.

Amond marches to the southern province with a small but loyal band. In a final confrontation, Amond offers Gerant a chance to surrender. The older man refuses, and the two clash. Gerant falls, and Amond does not hesitate to slay Gerant. The rebellion collapses and Amond’s grip over House Virell tightens.

Chapter 3: Rivalry

Amond receives a summons from Bennard, his younger brother. The two now stand on opposite sides of a brewing conflict. Bennard, backed by a small coalition of minor lords and advisors still loyal to their mother’s branch of the family, claims that Halveth had named him heir in secret, citing a letter of dubious origin.

Amond, with Ackard and Hugh at his side, leads a swift campaign to corner Bennard’s forces. In a brief engagement, Amond defeats his brother. At Ackard’s strong insistence he spares Bennard, offering him a place at his side. Reluctantly, Bennard accepts.

In the capital, the Church of Life gains access to the royal court. The High Speaker begins meeting privately with Tychus II, urging him to appoint church advisors to oversee matters of politics. The king, increasingly weak and isolated, agrees without debate. The news of Amonds exploits reach the capital.

Chapter 4: Brimgate fort

Amond next turns his attention to the bandit problem again, a thorn in his side. The bandits have claimed Brimgate fort, a long-abandoned fortress on the edge of the western side. Once a royal outpost, it has become a base of operations for bandits led by a former sellsword named Darik.

Amond lays siege to the fort while exploiting a hidden passage into the fort revealed by a local thief. The battle is tough but at the end, Darik and all the bandits are brutally slain by Amond. Brimgate is reclaimed under House Virell’s banner. Ackard witnessing Amond’s brutality, begins to doubt whether Amond will eventually bring peace to the region.

In the capital, behind closed doors, the Church of Life warns King Tychus II that Amond’s ambition may soon rival the throne’s authority. The High Speaker advises the king to “prepare for consequences” should this young warlord remain unchecked. Meanwhile, sermons across the city continue. The priests speak of life as a gift from the Lord of Life.

Chapter 5: Trial by steel

Though his victories have secured peace, Amond’s brutal methods of consolidating power have stirred unrest among his own kin. The elders of house Virell convene to discuss Amond. Led by Eras, Amond’s uncle and a revered veteran of the last continental war, they question his judgment. They do not openly challenge his claim, but cast doubt through tradition. A test is proposed: Amond must pass a military and tactics test against his uncle. If he succeeds, he is seen fit to command the army of house Virell.

With only a small force, Amond marches. He uses terrain and captured siege weapons to his advantage and defeats his uncle Eras who then swears loyalty to the young lord.

Chapter 6: Holy thorns

Tychus II, frail and fearful, begins to see Amond as a threat to the fragile balance of power. With careful persuasion, the Church of Life offers a solution: Amond’s quiet removal, for the good of the realm.

Amond undertakes a ritual at Chapel of Saint Elmere, a small temple located in the hills where his father once visited before his first campaign. This ritual is said to bring good fortune. As dusk falls, priests in white robes seal the doors, revealing weapons beneath their garbs. These are not monks, but killers trained to silence and poison.

Caught off-guard and outnumbered, Amond fights for his life and defends until reinforcements arive. Amond survives, bloodied but alive. A druid is captured among the enemy. She mutters a prophecy that Amond will be tested at his zenith and that he will be welcomed home by the Lord of Life. Without a word and in a fit of rage, Amond executes her.

Back in the capital, Tychus II receives word of the failure. The High Speaker reassures him that there will be other ways. Meanwhile, sermons across the city continue. The priests speak not just of life as a gift, but as a loan. They urge the faithful to prepare themselves for the moment when the Lord of Life may call in what is owed.

Chapter 7: Hidden in the storm

A formidable foe now challenges house Virell and marches from the east. Lord Aurelian, an aging warlord allied to the crown, seeks to crush Amond before his influence spreads beyond his small dominion. His force gathers in the forests outside the Virell lands.

Outnumbered five to one, Amond’s vassals urge to sue for peace. Even Ackard advises caution. But Amond refuses and hatches a plan. He waits for nightfall and indicates to Aurelian’s spies that he will strike in the morning. But as a storm approaches, the Virell forces descend at dusk, catching the enemy unprepared. The battlefield becomes a slaughter. Amond himself cuts through Aurelian’s personal guard, forcing the old lord into a desperate retreat before finally striking him down. The enemy breaks and is scattered.

This total victory is impossible to ignore. Nobles across the continent begin to speak of Amond not as a rebel lord, but as a rising power. For the first time, even the capital begins to feel his influence stretching toward it.

Later that night, as the Virell camp settles in the aftermath of their victory, Ackard receives a visitor cloaked in traveling robes. The man speaks quietly and asks only for a conversation. The visitor says nothing of kings but speaks only of peace, and the weight of power on the wrong shoulders. Ackard says little in return. The agent finally asks Ackard if he truly believes that this boy can lead the realm into peace and leaves.

Chapter 8: Flames of war

With his recent victories, Amond no longer needs to prove himself in battle. He must now prove he can rule. The surrounding lords of the minor houses now face a choice: bend the knee, or be made to.

Amond moves quickly and leads his army against two lords and defeats them in a single battle. By the end of the month, four houses fall under House Virell. Where diplomacy is possible, Amond uses it. Where it is not, he does not hesitate to commit brutal violence but in every keep he takes, the people are spared, the stores untouched.

Later at night, Ackard holds an unsigned letter left for him days ago. It speaks not of treason, but of duty. It says that peace does not come from fire but from stillness.

In the capital, the Church of Life holds its largest sermon yet within the Sanctum of Dawn. The High Speaker speaks now with less metaphor: The time of offering draws near. Next week, the ritual of Returning shall be held. The Lord of Life will be honored.

Chapter 9: The hollow crown

With the surrounding lords subdued and power consolidated, Amond Virell turns his gaze to the throne itself. King Tychus II now rules in name only. The court offers almost no resistance when Amond marches to the capital. A small force that is quickly overcome stands in his way, this victory was almost too easy.

The king, pressured by Amond and the Church of Life, agrees to a new political arrangement. A young cousin of the royal line, is installed as Chancellor-Regent, a ceremonial figurehead with no authority. In practice, it will be Amond who speaks for the crown, commands its armies, and collects its taxes. He is crowned “Protector of the Realm.”

In the shadows, the Church of Life gather to discuss their plans. Their influence now runs deeper than most can see. Later that night, Ackard walks alone through the narrow streets of the capital. There, the mysterious visitor appears once more. He asks again whether Ackard believes the boy is fit to rule. Ackard does not disagree. The visitor says that we must make use of faith to bring peace.

A letter is handed to Ackard that says only to ask Amond to visit the Shrine of Halden’s Flame, a small shrine outside the capital city. Let him pray for what he believes is his destiny and the rest will be done.

Chapter 10: Betrayal

At Ackard’s suggestion, Amond agrees to visit the Shrine of Halden’s Flame. It has long been a place for prayer and reflection.

He takes with him only a small band of retainers and Ackard, leaving the rest of his army stationed behind. As he enters the main hall, he finds someone unexpected already waiting: the High Speaker of the Church of Life, standing beside the altar.

The High Speaker bows slowly and says that today is not a day for ceremony but for fulfillment. The Lord of Life will receive his due and the realm will know peace. Before Amond can speak, the doors shut behind him and assassins emerge from the shadows.

Ackard steps forward and says that Amond was never meant to reach for the crown and that he brought fire to the world. Amond is shocked at Ackard’s betrayal and draws his sword. Amond and his companions fight the assassins and attempt to escape the shrine and he insists on everyone escaping before him. In the fighting, Amond remains behind and is knocked down. Ackard and the High Speaker enter the chamber where Amond lies bloodied. Ackard tells Amond that he will be spared and that the church stands for life.

Amond does not look at the traitor, but draws a short dagger from his cloak. Knowing what is to come, the High Speaker smiles and says that this is a beautiful life worth a thousand others offered to the lord today. Without another word, Amond drives the dagger into his own stomach and one clean cut later, lays dead.

During the same night, the faithful gather in silence at the Sanctum of Dawn—where, without fear or resistance, hundreds drink the sacred potion and die, offering their lives freely to the Lord of Life.

The story after this point isn’t finished yet. I haven’t written chapters 11-18 yet but below is a synopsis of what is to come:

Synopsis of chapters 11-18

With Amond dead, command of the army passes to Hugh Cinderglen, loyal friend and rising leader. Hugh wastes no time rallying the remaining Virell loyalists and survivors. His first act is to march against Ackard, now revealed as a traitor. The brutal campaign ends in Ackard’s defeat.

The Church of Life is now in control of the capital. With many faithful offering their lives willingly in ritual, the Church enacts the final phase of their plan: using the sacrifices to summon the Lord of Life, a divine and ancient being said to embody purity through sacrifice. Amond’s life, carefully harvested by pulling strings, was a major contribution.

In the final act, Hugh leads a campaign across a crumbling continent, uniting scattered factions, battling corrupted knights and fanatical priests, and collecting ancient weapons of power. The final battle takes place within the ruins of the Sanctum of Dawn, where the Lord of Life is brought into the world. In the final fight, Hugh and his companions strike down the ancient being before it can consume the realm.

In the aftermath, the Church is dismantled, and Hugh Cinderglen is named ruler.

If you haven’t figured out the historical inspiration: it is based on the life of Oda Nobunaga. Chapter 10 is the betrayal by Akechi Mitsuhide. Chapter 7 is based on the Battle of Okehazama. Hugh Cinderglen is based on Toyotomi Hideyoshi. There will be secondary characters based on Tokugawa Ieyasu, Hattori Hanzo, Yasuke (the dark skinned samurai) and others.

7 Likes

I like the idea and execution here however making it a church seems abit overly classic id say instead of it being a corrupt church why not make the Berayer secretly a cult leader which might be hinted at by the fact they can use dark magic and have the world see dark magic as a taboo where few practice it this would even let you have a shaman who wants to show the world dark magic isnt a taboo just matters how its used which would let you world build to where in some towns if a shaman or dark magic user visits you lose out on the item and instead enemy reinforcements come out.

2 Likes

This looks great, at first glance. It feels like a very grounded story of politics and war. I don’t see room for quirky characters and comedy - this is just a brutal fight for power that turns into a brutal fight against a dark god. Classic FE goodness.

On the other hand, the corrupt church summoning a dark God is a pretty familiar trope. The moment the Church of Life shows up, everyone knows it’s going to be the true and final evil. So from as early as chapter 1, the player knows exactly how things will end up. That robs the story of some of its sense of suspense and excitement. Suspense is when we don’t know what will happen next, but we’re excited to find out.

If you set up the Church as dark and mysterious (or overly nice and mysterious), you would likely do well to pull the rug out from underneath them. Maybe it turns out that every 1000 years, the church needs to sacrifice 1000 lives to stop an ancient evil from awakening. But Tychus II is sick of being powerless so he interrupts the Church’s ritual to seize this ancient evil for himself. I don’t know, could be anything. But the Church just being super evil and genocidal for no particular reason is a bit overdone and predictable.

Basically: the political side of your story seems grey, unpredictable, and exciting. Make the magic / faith side of your story the same way. Avoid cliche if you can.

Amond’s death is a great way to up the stakes at the end of Act 1. Always a gut punch when our glorious hero just dies midway through.

I’m left wondering who Hugh is and why people would rally around him instead of Amond’s younger brother. Act 2 should be full of a messy, wasteful squabble as the power Amond so quickly gained suddenly unravels. Hugh’s former allies will become his enemies. It can’t just all simply pass to Hugh because he’s a nice guy.

What are the kingdoms outside of Tychus II’s realm up to this whole time. Are they worried about Amond? Or would they aid him to create a new alliance (or put him in their debt)?

On the character side, be sure to make your characters dynamic. What is Amond’s arc? What is Hugh’s arc. They shouldn’t feel static. Amond’s tragic end should feature some catharsis. Has he moved from a selfish warmonger to a selfless leader in his final moment? Why? What changed?

None of this is criticism. I think this is a great first draft and everything I wrote above is just food for thought.

2 Likes

This is great feedback; very constructive! Thanks so much!

I really like the idea of working in dark magic and also to present the church as a gray entity. Maybe something like this could work:

The church could have two factions, let’s call them light and dark for now, the light faction is trying to stop the Lord of Life from coming back, the dark faction is attempting to do the opposite. However, the light faction needs to perform willing sacrifices to appease the Lord of Life. The dissonance here could be that the light faction is seen as evil at first but is actually gray, the dark faction is seen as good at first because it is against the sacrifices but is also actually gray. This might lead to a nicely shifting relationship between the player’s party and the two factions as the story progresses. This can also bring in characters that don’t agree with their factions into the player’s party and would lead to interesting dynamic between the light magic recruits and the dark magic recruits that have somewhat opposing viewpoints.

About Hugh, I totally agree that his role isn’t fleshed out yet at all. I want to show him as Amond’s confidant and second in command but not a “yes man”. He is Amond’s equal and his friend but doesn’t always agree with him. I also really like the idea of Hugh having his own small power struggle after Amond is gone. Maybe the Virells again see a chance of rising to power and claiming the throne. Fleshing out the world a bit more but also provide motivations that clash with the player’s party.

I also agree about giving each of them a character arc. I will think about what kind of growth makes sense for each character. Maybe Amond get married and sees himself as a stabilizer, moving away from warmongering, starting a family in his final arc, only for everything to be taken away.

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Make Amond’s family the sacrifice.

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Although at first I looked at this and said “oh gosh here we go again with the typical Fire Emblem family murder…” but then I realized that this would greatly affect the story, since the church is gray and if the church turns out not to be the final evil, then Amond would have to overcome his hatred for the light side of the church, meaning good ol’ character developement.

2 Likes

Wonder how long it will take for people to start shipping Amon & Hugh lol

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The concept souns lovely, I agree with the others about the characters, definably want to give them some personality. I think some creators mess up when it comes to having dynamic characters which can make people fall off. But the story itself already sounds awesome. I don’t mind the evil chuch troupe if it is done right. Sounds like you’re investe in the project which is already a good sign!!!

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My point exactly its either side with the darker side or overcome his hatred and learn that sometimes sacrifices are needed for the betterment of others. Not that sacrifices are needed lesson but more of sometimes they are needed

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All great points! I like the idea of sacrifices being a difficult decision to stand behind but when the cost is bringing the big bad into the world, anyone would stop to think!

Meanwhile, I’ve also started playing around with FEbuilder. It’s going to take a while to wrap my head around things and become efficient with it since it is my first time.

But here is some progress:




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I’ve had a read through your story and must say I respect it immensely that you take inspiration from the sengoku era. And I’ve think you’ve outlined a pretty good story. Even with an “obvious” twist of the church being evil schemers it doesn’t mean you can’t use it effectively as a twist. If you condition the reader into thinking one thing it’s very easy to pull the rug out under them.

A few tips from me wich I find important for this story.

  • Make Amond distinct with his own flaws and strengths.
  • Hugh must be setup up early enough and should bounce of Amond well and aswell he needs to be in a reasonable position to takeover since he is like your second main character.
  • Maybe have a few other prominent clans around our main one that also have stuff going on to make the world feel moving. Since even in the sengoku era the oda weren’t the only Powerplayers (Takaede, Uesigi, Mori)
  • About those clans you can definitely introduce some units from the to join our main group or enemies that come to mess up what the main squad is currently doing. Maybe later on a big standoff.
  • This is one might be what I deem most important for characters. Motivation. Why would they pledge allegiance to Amond at that time and why do they stay with him? This is more important to more prominent characters then the lesser ones but I still think everyone should have some reason even if it’s just “Thanks you saved me” or “I heard your pretty strong”

Of cource all of this mainly only applies IF you plan to add things, like this to your story, cause nothing is worse then wasting effort on somethings you don’t plan on using anyway. Cheers looking forward to this. If you want any ideas or tips I’m always open to talk. I enjoy character writing and writing on a small scale always enjoyable.

3 Likes

If I could give you units I would but i think you got all units planned out correct? Aka would love to give you that shaman that wants to prove the world dark magic isnt a taboo.

Would be funny if he called it “arcane” magic.

Na if i did make it i would have done the eldrage blast joke but calling it Night or Arcane magic would work.

1 Like