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Merchants

    Anna 

Anna

Class: Commoner → Myrmidon → Thief → Assassin/Trickster

Age: 25 (6/9)

Crest: Ernest (Major)

Voiced by: Saori Seto (Japanese), Karen Strassman (English)

https://static.tvtropes.org/pmwiki/pub/images/feth_anna.png
Trickster Outfit
Traveling Merchant
"For true merchants, the customer's trust is more valuable than gold. Squander that trust, and you'll be out of business before you can say 'profits'!"
The recurring shopkeeper of the Fire Emblem series. At some point in Three Houses, Anna sets up a secret shop in the market that is outside of the monastery grounds. She can be recruited with the third wave of paid DLC.

Her personal ability, Business Prosperity, grants her an increase in Luck. She bears the Major Crest of Ernest, which will occasionally stop enemy counterattacks when using a weapon.
  • Born Lucky: Her personal ability, Business Prosperity, gives her a flat +5 to her Luck stat, and she has one of the highest maximum luck stats in the game, only being surpassed by Ignatz and Shamir.
  • Chest Insignia: Has the Crest of Ernest, a "lost crest" on her clothing. It's not just for show either; she actually bears the Major Crest of Ernest as well.
  • Curtains Match the Windows: Her red eyes match her hair. Unlike the other Annas, hers are a unique fuchsia tone.
  • A Day in the Limelight: Her paralogue, The Secret Merchant, focuses on her dealings with another merchant. While all paralogues are this for their associated characters, this one is notable as Anna has absolutely no story involvement otherwise, not even having support scenes.
  • Demoted to Extra: Zig-zagged. After being playable in Awakening and Fates (albeit as DLC for the latter), Anna returns to being a simple merchant, although she does show up in some support conversations. The DLC once again makes her playable. In Three Hopes she's back to solely running the Secret Shop.
  • Downloadable Content: She can only be recruited with DLC wave 3.
  • Everyone Has Standards: While she's a merchant with a bit of a Money Fetish, she proves multiple times that it takes a backseat to more important matters:
    • She finds merchants who scam others to be atrocious individuals, and believes they should always be honest and not trick clients.
    • She notes that even though wartime is profitable, she'd still rather it not happen at all.
    • After the timeskip if she's recruited, one of her post-lecture questions can be asking how to go about selling food to a nearby town that's struggling, and she reacts best if you say to give it away for free.
  • Hidden Depths: In Chapter 10, she compares Byleth's different appearance to how lots of things around the monastery seem different lately. She then asks if Byleth's noticed that too. This foreshadows the imminent Imperial attack on the Holy Tomb.
  • Horse Archer: Has bows as a specialty and a budding talent in Riding so she's a decent candidate for the Bow Knight class.
  • Magic Knight: Has a specialty in Faith that makes it completely possible to take up the Holy Knight class. Not to mention, her canon advanced/underground class is Trickster, which specializes in both swords and magic.
  • Meteor-Summoning Attack: She's one of three characters who can learn Meteor, a spell calling down fireballs from the sky, alongside Dorothea and Hanneman.
  • Money Fetish: As usual, Anna's obsessed with money and charges her wares with rather high prices, something that is lampshaded by Petra early in her Support with Ashe. Unfortunately for Anna, the latter happens to be an excellent haggler and has her give them a 20% discount.
  • Mysterious Past: Anna, like her sisters, is a bundle of oddities. Not only does she somehow have a Major Crest with no indication of being a noble, but apparently she also knew Jeralt long before she met Byleth. Additionally, her Crest of Ernest has absolutely no information as to where it came from or how it came to manifest.
  • Mythology Gag: The skills she has strong growths in can be seen as a reference to the weapon skills used by the main/primary classes of her previous playable incarnations: Swords for Awakening (Trickster) and Fates (Bow Knight), Axes for Heroes, Bows for Fates (Outlaw and Adventurer or Bow Knight) and Warriors, and Faith (substituting Staffs) for Awakening (Trickster) and Fates (Adventurer). Her budding talent in Riding refers to the various mounted class options they had access to, primary or alternative. She even has a custom goal set called 'Business as Usual' focusing on Faith and Sword Play.
  • New Job as the Plot Demands: She works as everything from an apothecary, a bookseller, to even a bartender given how she shows up in multiple supports. Granted, considering the precedent set by Fire Emblem: Awakening, they may not all be the same Anna.
  • No True Scotsman: She holds Pallardó in contempt and believes he is not a true merchant due to his ruthlessness and backstabbing nature.
  • Older Than They Look: She looks about the same age as the students, but she's 25 pre-timeskip and 31 after it.
  • O.O.C. Is Serious Business: After Jeralt dies at the end of Chapter 9, Anna has no sales pitches or metatext for Byleth when talking in the monastery; just mourning the loss and consoling Byleth for it.
  • Pre-Asskicking One-Liner:
    "Aye aye!"
  • Pre-Mortem One-Liner:
    "Business is booming!"
    "You will pay!"
    "Cha-ching!"
    "I sell first-aid kits!"
  • Promoted to Playable: She is made playable as paid DLC in wave 3.
  • Riddle for the Ages: Even after Three Hopes elaborated greatly on many pieces of lore that went unaddressed in Three Houses, the nature and origin of the Crest of Ernest remain a complete mystery.
  • Secret Shop: She runs one outside the monastery, which the player can gain access to by completing a sidequest in Part II.
  • Tarot Motifs: Through her Crest of Ernest, Anna represents The Fool, which is typically a wild card. Anna seems to be nothing more than a mere merchant, but she has a lot more potential than she lets on. The Fool is sometimes designated as Card 0 in the Major Arcana, and Anna is the only playable unit that cannot bond with other units.
  • Walking the Earth: In her ending, she uses her business savvy to help in reconstruction of Garreg Mach and then vanishes, but stories claim she continues to peddle her wares despite centuries having passed.

Bandits

    Miklan 

Miklan Anschutz Gautier

Class: Armored Knight

Voiced by: Daisuke Endou (Japanese), Armen Taylor (English)

https://static.tvtropes.org/pmwiki/pub/images/736481db_00.png
Three Houses Spoilers
Eldest child of the Margraviate of Gautier. Due to Miklan lacking a Crest, his younger brother Sylvain became heir to House Gautier in his stead. He has turned to banditry and desires one of the legendary weapons.
  • Adaptational Nice Guy: Downplayed. He's still a Jerkass and wholly unrepentant about the hell and misery he caused Sylvain, but Three Hopes shows some more positive qualities, such as his desire to prove to everyone that even the Crestless are capable of achieving great things. He actually starts taking a few levels in kindness during the Azure Gleam route, making him more into a Jerk with a Heart of Gold.
  • Ascended Extra: In Three Houses, he's a one-note thug who only exists to provide context for Sylvain's personality and introduce the plot thread of the Heroes' Relics turning unworthy wielders into Demonic Beasts. In Warriors: Three Hopes on the Azure Gleam route, he's elevated to a supporting character and is given the opportunity to flesh out and develop his character.
  • Asshole Victim: In Three Houses, his transformation into a beast was something unexpected and a horrible way to go, but given how he's a violent thief who tormented Sylvain for much of his life, it's hard to feel sorry for him. The revelation that his villainy goes further than being a murderous bully certainly didn't help his case, either.
  • Badass Normal: Even with all the abuse and crimes he's committed, he has proven to be an effective leader of a group of bandits and served as a strong ally to the Kingdom's army in Three Hopes all while not having a Crest.
  • Big Brother Bully: His resentment toward Sylvain resulted in him bullying him growing up. One of the worst instances was pushing Sylvain down a well and then leaving him there. It's also stated that he made multiple attempts on Sylvain's life, in the latter's supports with Mercedes and Byleth.
  • Boxed Crook: In Three Hopes, Dimitri had him apprehended but, with Margrave Gautier’s support, chose to make use of Miklan’s talents for the sake of Faerghus. Thus Miklan was made a commander in their armed forces, while still being monitored by his attendants to ensure he’s on his best behavior.
  • Cain and Abel: Has a murderous grudge against his younger brother Sylvain.
  • Dies Differently in Adaptation: In the Azure Gleam route of Three Hopes, Miklain joins Dimitri's side thanks to him not using the Lance of Ruin to make him transform into the Black Beast, only for him to die by Gwendal's hands during the siege of Arianrhod.
  • Evil Redhead: His hair is a faded shade of red, and his horrible abuse of Sylvain and savage behavior as a bandit leader show that he's quite the nasty piece of work.
  • For the Evulz: His gang of thieves raids several villages, apparently for fun, and taking so much that the villagers will have difficulty surviving the winter. While Dimitri can understand stealing in order to survive, even if he disapproves of it, he considers this unforgivable. Yuri also states that he’s infamous for terrorizing towns in Margrave Gautier’s territory, stealing food and abducting women.
  • Freudian Excuse: He was denied his inheritance as a first-born just because he wasn't born with a Crest, something he had absolutely no control over. This prompted the murderous resentment that eventually led to him being disowned and then becoming a bandit.
  • Freudian Excuse Is No Excuse: Although he has justified reasons for being bitter about the Crest system and being passed over because of it, several characters (Sylvain and Claude most notably) point out how ultimately that doesn't justify any of the things he does. If Sylvain's supports are to go by, Miklan was a terrible person before he was disowned, even trying to drown Sylvain once by pushing him in a well. It's very likely that this is what led to his family outright disowning him, and not merely being born without a Crest, something that is heavily implied in Three Houses and Three Hopes. If Sylvain fights Miklan, he counters Milkan blaming him for his problems by pointing out that it wasn't something he could control. It's also suggested in Three Hopes (after having been implied in Three Houses) that despite being overlooked as heir to his father's title, Miklan was still given a top-notch education and excelled at leadership capabilities; it's his stubborn grudge-bearing and resentment at not being able to match what his father needed that drove him to resent Sylvain to the point of being disowned.
  • Good Scars, Evil Scars: He's the leader of a gang of bandits that steal a Hero Relic to aid in their plundering of villages. Unlike his smooth-skinned younger brother, Miklan has a large nasty-looking scar running down his face and a smaller one on his chin.
  • Green-Eyed Monster: Envied Sylvain all his life, blaming every problem on him due to his brother bearing a Crest in his stead.
  • Guest-Star Party Member: In Three Hopes he's an allied unit in Chapters 5 and 8 of Azure Gleam.
  • Heel–Face Turn: On the Azure Gleam route, Dimitri has him arrested and conscripted into the Kingdom army to prove that people can redeem themselves and that those without Crests can still succeed in life. While he's still a prickly jerkass, he's firmly on the side of the heroes.
  • I Just Want to Be Special: Wanted the power of the Crests or their weapons for himself after being denied it by his birth.
  • Jerk with a Heart of Gold: Miklan ends up helping Dimitri in Three Hopes and, arrogance aside, turns out to be really a competent leader who wants to show that people don't need a crest to succeed and he even becomes nicer. Turns out that there's still some good left in him.
  • Karmic Transformation: Wanted to be special, and so in Three Houses he ended up transforming into the Black Beast, a special form of monstrosity, from misusing a Relic weapon without a Crest.
  • Lone Wolf Boss: In Three Houses, he's the only enemy in Part I who isn't connected in some way to the Flame Emperor or "those who slither in the dark".
  • Missing Mom: Sylvain reveals in his B-Support with Shez in Three Hopes that he and Miklan are half brothers, and Miklan's mother was killed during a raid by the people of Sreng.
  • Never My Fault: He blames Sylvain for all of his problems in life, ignoring the fact that he was the one who chose to become a murderous, pillaging bandit. If Sylvain confronts him, Sylvain calls him out on how he's always blamed him for his problems despite it being something he had no control over. Furthermore, he seems to act like he was treated unfairly by his father, when it is heavily implied between Three Houses and Three Hopes that his father still gave him a decent life, and only disowned him when Milkan became spiteful enough to try to injure Sylvain.
  • Pre-Mortem One-Liner:
    "You can't stop me!"
    "You brat!"
    "The relic's power is mine!"
    "Out of my way!"
  • Psychopathic Manchild: Miklan's personality can be accurately summed up as that of an overgrown teenager throwing a particularly violent temper tantrum, with his constant attacks on his father's territory and stealing the family Hero's Relic coming off as a childish, if dangerous way of acting out.
  • Rape Is a Special Kind of Evil: While it's never blatantly mentioned, Yuri's disgust towards Miklan is strongly indicated to be due to this, with him citing his frequent abductions of women as a vile sort of line he'd never cross.
  • Rape, Pillage, and Burn: What his gang of bandits does. While the former is not outright stated to be something he did, it's implied through Yuri that he came close to doing so.
  • Strong Family Resemblance: He takes a lot more to Matthias's image compared to Sylvain, who is revealed to have a different mother in Three Hopes.
  • Sympathy for the Devil: His Freudian Excuse of being disowned for not having a Crest causes some characters such as Edelgard and Dimitri to pity him.
  • Tarot Motifs:
    • Death, which signifies change. He certainly changes alright, and his transformation into a Black Beast leads to his own death. Interestingly, his Beast form has a marking on the face that has 'DEATH XIII' and the Gautier Crest on it, implying that it was completely intentional.
    • The reverse also serves true. That signifies refusal of necessary but painful change, hopes destroyed, and stagnation. His lack of a crest destroyed his hopes as he became ineligible for the head of the family. He stagnated as soon as Sylvain was born, as he piled all of his problems on the one with the crest and tried to give up all responsibility in life because he was crestless. This refusal to change is reflected by him running a bandit crew for as long as he could. If he accepted his faults and tried to make amends instead, he could have gotten over his jealousy and never steal the Lance of Ruin, avoiding his death. As Edelgard's comments show, he could have been a respected and powerful individual if he applied his talents toward a better cause.
    • In Three Hopes he truly does change as a person and avoids his initial grisly fate. He still dies but it's as an ally to the Kingdom and Worthy Opponent to their enemies.
  • Tsurime Eyes: In contrast to his younger brother, he has these to signify that he is dangerous.
  • The Unfavorite: Margrave Gautier desired only a child with a Crest to be his heir (as had been the custom for the family for ages, as being able to wield their Relic weapon was essential for defending their land). Miklan being born without it already made him a disappointment, but Sylvain being born with it just cemented Miklan's status as the eternal unfavorite. That said, he was still given opportunities by his father — who had loved Miklan's late mother — including a high-class education, which he'd ironically take advantage of to become a capable bandit leader.
  • Wake-Up Call Boss: He's the first boss type enemy in Three Houses that you have to actually be smart about fighting (not counting the Death Knight who is optional). He wields the Lance of Ruin and is an armored unit, requiring the player to carefully plan how they will approach him. In addition, due to how the map is setup you need to fight through a gauntlet of enemies to reach him, meaning you need to plan for fighting him, and dealing with his goons. His second form is a brutal wake-up, introducing monster enemies and their tactics. He's almost certain to plaster Gilbert, and is likely to take out one or two of your own students if you're not careful. Essentially he acts as a test of a player’s ability to properly make sure they know how to equip their characters.
  • Worthy Opponent: In the Azure Gleam route of Three Hopes, Gwendal acknowledges him as one after killing him, calling him "Sir Miklan" instead of "whelp" as he did earlier during their battle.
  • Would Hit a Girl: Or would abduct a girl, according to Yuri. What he does with the girls he abducts is left up in the air.
  • You Could Have Used Your Powers for Good!: In Three Houses, Edelgard notes that despite not possessing a Crest, Miklan managed to make something of himself by becoming the leader of a successful group of bandits, demonstrating that he had fine leadership and strategic skills and charisma. She scorns the prevailing idea among nobility that Crests are the be-all, end-all of potential, and wonders what he could have done as a noble with proper training. In the Azure Gleam route of Three Hopes, he does manage to be useful working under Dimitri.

    Pallardó 

Pallardó Davino

Class: Thief (Three Houses), Thief → Trickster (Three Hopes)

Voiced by: Tasuku Kida (Japanese), Joe J. Thomas (English)

https://static.tvtropes.org/pmwiki/pub/images/pallard_portrait.png
A bandit leader that takes refuge in the ruins of Garreg Mach monastery during the time skip.
  • Alas, Poor Villain: Subverted. After he's killed during Reunion at Dawn, Seteth remarks that Pallardó used to be a merchant in the Garreg Mach region, but after the monastery's defeat at the hands of the Empire, he was among the people who fell on hard times and turned to banditry to get by. Anna's Paralogue, however, reveals he was always a thug exploiting people for a profit.
  • Body Double: The first Pallardó you face down during Reunion at Dawn is one of these; after his defeat, the real one comes out of hiding. Incidentally, this makes him and his double a close approximation of the recurring "bandit twins" archetype seen throughout the rest of the franchise. He repeats this trick in the main quest of Scarlet Blaze Chapter 12 and Golden Wildfire Chapter 13 in Three Hopes.
  • Foreshadowing: When he is first encountered on the Scarlet Blaze and Golden Wildfire routes in Three Hopes, he doesn’t get a character introduction like everyone else, hinting at the fact that it might not be the real Pallardó.
  • "Get Back Here!" Boss: After you defeat his body double in Reunion at Dawn, the real Pallardó comes out of hiding and tries to flee the battlefield; you're then tasked with defeating him before he escapes.
  • Karma Houdini Warranty: On the Azure Moon and Verdant Wind routes, you can fight him in Anna's paralogue in Part I, but he gets away with trying to screw Anna out of her profits and kill her and her friends. He isn't so lucky when you fight him in Chapter 13.
  • Karmic Death: In Three Hopes on the Scarlet Blaze and Golden Wildfire routes, he and Metodey take advantage of the riots in the Hrym and Ordelia territories caused by those who slither in the dark to plunder the villagers. Being there is what leads to their deaths.
  • Killed Offscreen: His fate in the Crimson Flower version of Anna's DLC Paralogue, where he's disposed of by Jeritza.
  • Lone Wolf Boss: He's the first boss of the second part of the non-Crimson Flower routes of Three Houses, but he has no ties with any of the major factions battling each other. In Three Hopes, he and Metodey take advantage of the chaos in Hrym territory by looting and pillaging everything they can get their hands on but are still otherwise unaffiliated with any of the major powers.
  • Mugging the Monster: In Anna's DLC Paralogue, he is confident that his mercenaries are capable of double-crossing Anna, but he is unaware that she has connections to some of the strongest warriors in the Church of Seiros. It's even worse on the Crimson Flower route, where he fails to realize that Anna has the Death Knight on her side, and he pays for this mistake with his life.
  • Optional Boss: Is the boss of Anna and Jeritza's DLC Paralogue.
  • Pre-Mortem One-Liner:
    "My, my!"
    "I'll take your money and your life!"
    "What did you expect out of a bandit?"
    "Empty your pockets!"
  • Starter Villain: He's the first enemy fought during Part II for all routes save Crimson Flower, as on that route Garreg Mach has become a base of operations for the Empire. Instead, he becomes an Optional Boss on the Crimson Flower route through Anna's Paralogue.

Kingdom of Almyra

    Shahid 

Shahid

Class: Gurgan

Voiced by: Soma Saito (Japanese), Ryan Colt Levy (English)

https://static.tvtropes.org/pmwiki/pub/images/shahid_3h_portrait.png
A prince from Almyra who wants to take over Fódlan in order to impress his father, best his brother, and get the throne. Appears only in Three Hopes.
  • And Then What?: Nader mentions that Shahid had no plan for conquering the rest of Fódlan after making it past Fódlan's Throat.
  • Big Bad Wannabe: Shahid thinks he's the badass prince of Almyra who's going to bring Fódlan to its knees and become king of Almyra. Instead, he's nothing but a pain in Claude's ass who is only capable of making bad situations worse.
  • Big Brother Bully: Implied to be a jerk of an elder brother towards Khalid/Claude.
  • Brains Evil, Brawn Good: Inverted. When compared back to back, Claude is a heroic strategist who means to come out on top through schemes, while Shahid is a villainous brute whose plan to conquer Leicester after his defeat in the prologue is to just gather an even bigger army and Attack! Attack! Attack!.
  • Cain and Abel: The Cain to Khalid/Claude's Abel.
  • Climax Boss: The last boss before both Time Skips in the Golden Wildfire route of Three Hopes.
  • Cool Sword: The blade Shamshir is his second most favored weapon. While he doesn't use it in battle, he does attempt to kill Claude with it after he tries to spare him.
  • Conflict Killer: His second invasion of Leicester takes the steam out of Claude's attempt to counterinvade Adrestia. After he's defeated for good, Adrestia and Leicester enter a ceasefire that develops into an alliance.
  • Cool Crown: He wears a gold circlet with a red jewel inlaid to emphasize his status as a prince of Almyra.
  • Dragon Rider: He rides a wyvern.
  • Disney Villain Death: Claude shoots Shahid in the chest with an arrow and the force knocks him off the cliff he's standing in front of.
  • The Dreaded: Shahid's an interesting case as his dread factor comes more from what he represents rather than who he is. Besides his attack during Three Hopes' prologue making the Golden Deer House leave Garreg Mach to defend Fódlan's Locket, the Alliance in Part I is eventually forced to drop their fight against the Imperial army upon getting the news he's launching a new invasion.
  • The Evil Prince: He is ready to attack a neighboring country in order to impress his dad and get the throne and has no problem trying to kill his little brother on the way.
  • Face Death with Dignity: Chooses to die by his brother's own hand rather than surrender to him in Chapter 8 of Golden Wildfire.
  • Failed a Spot Check: Even after shouting at Claude that he reminds him of his brother, Shahid somehow does not connect enough of the dots to realize that Claude is his younger brother. It isn't until they confront each other for the last time that he finally recognizes his brother.
  • Fantastic Racism: He calls the people of Fódlan "brutes", among other things, and considers them all beneath him.
  • Fatal Flaw: Arrogance. Shahid is a very arrogant man who looks down on the people of Fódlan as barbarians and weak. Though his decision to attack during a time of political strife could be considered smart, he badly underestimates the Golden Deer. This causes him to lose the battle of Fódlan's Locket and be forced to return home a humiliated failure.
  • Foreshadowing: Back in Three Houses, Claude hinted in his S-Support with Byleth that he had half-siblings back in Almyra, when he speaks about having "royal connections there too, insignificant as they may be". As Three Hopes shows, Shahid happens to be one of them.
  • General Failure: A tactical genius this one is not. His "plan" to conquer Fódlan is to overrun Fódlan's Locket with sheer numbers; beyond that, he hasn't got a clue how to face the Empire or Kingdom. He also completely fails to take the logistics or morale of his giant army into account, which gets him betrayed and killed.
  • Get It Over With: After Claude defeats him, Shahid tells Claude to shoot him. When Claude refuses and again tries asking Shahid to surrender, Shahid throws his sword at Claude, finally forcing Claude to kill him.
  • Gold-Colored Superiority: He wears golden armor, is the prince of Almyra, and is a Climax Boss twice over.
  • Hate Sink: The guy is a Jerkass with no readily apparent redeeming qualities.
  • Jerkass: His interactions with Nader and Claude show him to be an arrogant, prejudiced, vindictive, and overall unpleasant human being.
  • Karma Houdini: A throwaway line in Scarlet Blaze confirms Shahid faces no actual repercussions for his invasions outside of Golden Wildfire beyond being humiliated by defeat and forced to retreat, and is still considered a threat that could return at any time in the future.
  • Opportunistic Bastard: He takes advantage of the internal strife plaguing Adrestia and Faerghus to launch an invasion of Leicester. Unfortunately for him, he badly underestimates the Golden Deer, and pays for it with a beatdown and the humiliation of failure.
  • Out of Focus: Makes no appearances in Scarlet Blaze or Azure Gleam.
  • Outside-Context Problem: In-Universe he's this. His sudden attack on Fódlan comes out of nowhere and poses such a major threat that Claude has to step up and lead a defense of Fódlan's Locket while the rest of Fódlan is dealing with political shakeups. Pretty much all of the Alliance aligned characters express confusion and concern for him doing so.
  • Recurring Boss: He’s fought in Chapters 3 & 8 of Three Hopes' Golden Wildfire route.
  • Recurring Element: He's an ambitious Dragon Rider antagonising his younger sibling like Michalis and a complete jerk like Narcian.
  • Red and Black and Evil All Over: His outfit is partially red and black and he's pretty much evil.
  • Smug Snake: He believes that the Alliance's warlords are beneath him and calls himself "Shahid the Great". He's also confident that he will win over Khalid in their clash to get the throne. More than that, he believes he'll be able to lead his army of poorly motivated soldiers (who know they are acting against their king's orders) to conquer all of Fódlan. Even with two of the nations dealing with their own internal issues, his invasion is a foolish display of overconfidence. Not to mention, he doesn't even recognize his own brother.
  • Strong Family Resemblance: He looks a lot like his younger brother Khalid/Claude, but with wider lips. Which makes it baffling that he fails to recognize that Claude is Khalid.
  • Villain of Another Story: Due to Shahid directly threatening the Leicester Alliance, he's a major antagonist only in Claude's story.
  • You Remind Me of X: He tells Claude that he reminds him of his younger brother. This is because Claude actually is his younger brother.
  • Zerg Rush: Shahid's plan for breaking through the locket is to mass the largest Almyran army Fódlan has ever seen and overwhelm his opponent through sheer numbers. However he completely overlooks the logistical and leadership requirements of supporting such a massive force, and by the time the fighting actually begins his army is starving and demoralized, ultimately leading to Nader's defecting in disgust and Shahid's defeat.

    Nader 

Nader the Undefeated

Class: Wyvern Lord

Voiced by: Ryo Sugisaki (Japanese), Brad Venablenote  (English, Three Houses), Brent Mukai (English, Three Hopes)

https://static.tvtropes.org/pmwiki/pub/images/nader_three_hopes.png
A warrior general of Almyra who despite his jovial nature has no issues leading his people in raids against Fódlan. He is also Claude's former combat instructor and occasionally does him favors while posing as a retainer named "Nardel".
  • Action Dad: Implied. Claude and Balthus's ending in Verdant Wind says that the latter goes on to become Nader's son-in-law, suggesting that Balthus married Nader's child.
  • Big Damn Heroes:
    • On the Verdant Wind route, he joins forces with the Alliance to attack the Empire during the siege of Fort Merceus.
    • He tries to do this on the Crimson Flower route to support Claude against the Black Eagle Strike Force, during their invasion of Derdriu, but his forces and himself are overpowered.
  • Big Fun: He has a gut, but he's very jovial even to his enemies.
  • Boisterous Bruiser: He goes into battle with laughter and a smile.
  • Character Death: The only time he can die is, ironically, in Verdant Wind, if his health bar is depleted during the Alliance army's attack on Fort Merceus.
  • Contractual Boss Immunity: He has General as his personal skill.
  • Dragon Rider: His class is Wyvern Lord, and when he appears as a boss he's always accompanied by ever-spawning numbers of wyvern riders.
  • Fashionable Asymmetry: His left arm is sleeveless compared to his right.
  • Four-Star Badass: Portrayed as one of Almyra's premier and most well known generals and he has both the brain and brawn to back said status.
  • Friendly Enemy: In Edelgard's paralogue, he sincerely compliments the player characters on having the courage to face him, and maintains a jovial, amicable tone throughout the battle.
  • Improbable Aiming Skills: As Alliance forces infiltrate Fort Merceus, Nader enters with forces of his own. He and Claude meet in a test of skill and draw their bows toward each other, and the arrows collide mid-air.
  • Know When to Fold 'Em: He abuses this tactic to call himself "The Undefeated". If he runs away from a battle when the cards are down, it can never really be said that he has ever been defeated.
  • Kryptonite-Proof Suit: Always carries an Aurora Shield on his inventory, which allows him to remove his class' weakness to bows.
  • Lightning Bruiser: He's quite fast and resilient in battle.
  • Nice Guy: Despite his barbarian pride and love for battle, Nader is a jovial guy who doesn't view others as lesser than him just because they're on opposite sides.
  • Out of Focus: Unlike many other significant NPCs, he doesn't appear at all on the Silver Snow and Azure Moon routes.
  • Pre-Mortem One-Liner:
    "Accept the inevitable!"
    "I am undefeated!"
    "My skill is unmatched!"
    "A thrill of battle!"
  • Red Baron:
    • He is referred to as "The Undefeated". However, Judith snarks about how the name came from him running away from battle before he could be defeated. This point gets repeated in his own words when he is driven off in Three Hopes. As far as he's concerned, its simply smart to not keep fighting a battle you can't win.
    • On the Crimson Flower route, after the fall of the Leicester Alliance, facing him in an unlockable paralogue with Edelgard will have the two amusingly comment they'll have to call him "The Once Defeated" after his defeat at Derdriu now and that it doesn't have the same ring to it.
  • Smarter Than You Look: While it would be very easy to write him off only as a Hot-Blooded, Boisterous Bruiser, his interactions with Shahid in Three Hopes basically shows that one does not become one of Almyra's top generals without brains. He immediately counsels Shahid not to rush Fódlan's Locket without a plan because that's a worthless waste of resources and advises him not to underestimate Holst. And while he might be a Proud Warrior Race Guy like most Almyrans, he's wise enough to clearly Know When to Fold 'Em. You actually get the idea that he much prefers to be Claude/Khalid's retainer than Shahid's because of it.
  • Sue Donym: He poses as a retainer named "Nardel" whenever Claude needs him to do a favor within Fódlan.
  • Turns Red: He has access to the Desperation and Defiant Avoid skills.
  • What Happened to the Mouse?: On the Verdant Wind route, he makes no other appearances after Chapter 18.
  • Worthy Opponent: Three Hopes shows that he holds Holst in this regard, warning Shahid to not underestimate the Goneril General and having a warrior's respect for the other man. When he defects to Claude's side in Golden Wildfire, he and Holst are both overjoyed to have the chance to fight together as allies.

Unaffiliated members of the Monastery

    The Gatekeeper 

The Gatekeeper

Class: Soldier (Cipher), Green Mage (Heroes)

Voiced by: Shinobu Matsumoto (Japanese), Kyle McCarley (English)

https://static.tvtropes.org/pmwiki/pub/images/fe16_soldier_portrait.png
Click here to see the Gatekeeper in Fire Emblem Heroes
"Greetings, Professor! Nothing to report!"
The unnamed watchman who guards the monastery's main gates. He will often discuss the current goings-on with Byleth.
  • Backup Twin: Played with; if the player chooses to side with Edelgard, after the timeskip the Gatekeeper will have unique dialogue mentioning the fact he has a twin brother after the realization there is still a Gatekeeper in Crimson Flower; probably intended to be a joke for the fact that all the generic male soldiers look the same.
  • Blow That Horn: As a playable unit in Heroes, his personal weapon (and that's putting it loosely) is the Charging Horn, which he uses to summon a stampede of the other cast members. It returns as his unique Warrior Special in Three Hopes.
  • Breakout Character: He's little more than a Mauve Shirt, but his unexpected popularity due to his kind demeanor and catchy catchphrase led to him getting cameos in Cipher and Super Smash Bros. and winning Choose Your Legends 5 with more votes than either of the top two most voted heroines combined. He also becomes a playable Secret Character in Three Hopes, unlocked after beating New Game Plus twice and start a third playthrough.
  • The Cameo: He makes an appearance in the Garreg Mach Monastery stage in Super Smash Bros. Ultimate, watching the fight along with Dimitri, Dedue, and Ingrid in the marketplace.
  • Character Catchphrase: "Greetings, Professor/Summoner/Commander! Nothing to report!" Which is always followed by a discussion of current events.
  • Everyone Calls Him "Barkeep": He's still referred to as the Gatekeeper even in Heroes. It's more apparent in the Forging Bonds event when fellow Three Houses representative Marianne calls out to him using his title when Thòrr is close to breaking him. Lampshaded in Three Hopes when during an expedition, he comments how it seems like nobody knows his real name.
  • The Generic Guy:
    • One of the few generic figures to be notably reoccurring. He actually has the generic soldier, as in "spear wielding base class", portrait.
    • It's actually weaponized by him in his playable incarnation in Three Hopes. First by his special ability which, once you reach a high enough combo, summons other generic gatekeepers to attack based on your finisher. Second is he can learn all Innate Skills; as a generic guy he's not locked into any one bonus skill, but can learn any (barring female-exclusive ones).
  • Jack of All Trades: As a playable character in Three Hopes, all of his stats are quite balanced, letting him use any class quite well, and he is the only character capable of learning almost every secret innate ability in the game.
  • Magikarp Power: As a playable character in Warriors: Three Hopes, he joins you at level 1 shortly into your third playthrough when most of your core squad are in their 30s to 50s and Shez is probably pushing 100. He can learn nearly every innate talent in the game, making him a worthy investment. In addition he's present for story missions in every route, meaning if you're going for full story completion he can help out after you unlock him.
  • Manly Tears: He can barely hold himself together talking to Byleth after Jeralt's death.
  • Nice Guy: He's never anything but cheerful and polite in his conversations.
  • No Name Given: Despite being a recurring character, he's only ever called Gatekeeper.
  • Pre-Mortem One-Liner: In Heroes:
    "Stop right there!"
    "The way is shut!"
    "No one gets through!"
    "You're suspicious!"
  • Promoted to Playable: He won the 5th Choose Your Legends contest, earning himself a spot as a playable unit in Fire Emblem Heroes. He's also a Secret Character in Fire Emblem Warriors: Three Hopes.
  • Red Oni, Blue Oni: With the Abysskeeper. One never has anything to report while the other always has something to report.
  • The Runaway: In Three Hopes he reveals that he's actually an Adrestia native who ran off to Garreg Mach when he was younger. On the Scarlet Blaze route he comes back to Adrestia to help Edelgard's army at the request of his parents during the Time Skip. He's happy to have reconciled with his family, but admits he does not like that he now has to oppose his former colleagues at Garreg Mach.
  • Secret Character: The Gatekeeper is automatically unlocked as a playable character on your third and subsequent playthroughs in Three Hopes.
  • Subverted Catchphrase:
    • In Chapter 6, when Flayn is abducted, he drops his usual greeting in favor of "Greetings, Professor! Today... there is quite a bit to report!"
    • In Chapter 12 on all routes other than Crimson Flower, he states, "Greetings, Professor! Something to report!" That something is the Imperial army coming down on all of your heads.
  • Undying Loyalty: To protecting whichever gate he is assigned to; it's pretty much a gag with him considering it's how he finds familiarity when summoned in Heroes.
  • You Shall Not Pass!: His fighting style in Heroes in a nutshell. He has a jacked-up personal version of Obstruct as his B skill, preventing opposing units from moving past him or even warping near him, and he gets stronger if there are allies or destroyable structures nearby.
  • Zerg Rush: His Heroes attack animation has him summon various characters from Three Houses to trample the enemy, including that game's incarnations of generic Myrmidons, Soldiers, and Fighters, and cameos from Cyril, Alois, Hanneman, Aelfric, and base versions of Sylvain, Lorenz, Manuela, and Rhea.

    The Abysskeeper 

The Abysskeeper

Voiced by: Vernon Dew (English)

https://static.tvtropes.org/pmwiki/pub/images/abysskeeper.png
"Hey, you. Listen up. I've got something to report."
The Abyss's watchman and The Gatekeeper's underground counterpart. He will often discuss the current goings-on of the Abyss and his life with Byleth.
  • Adapted Out: Since Abyss doesn't appear in Three Hopes, he doesn't appear in that game, either.
  • Character Catchphrase: "Hey, you. Listen up. I've got something to report."
  • Downloadable Content: He can only be seen by purchasing the game's DLC pass.
  • No Name Given: Much like the Gatekeeper, his actual name is never given.
  • Odd Friendship: Forms one with a Knight of Seiros assigned to provide extra security, whom he calls "Mr. Backup". Despite initially being quite passive-aggressive and against having to associate with a knight, the two bond and the Abysskeeper is quite sad when he goes back to work on the surface. Sadly, the knight is killed when the monastery falls to the Empire.
  • Red Oni, Blue Oni: With the Gatekeeper. One always has something to report while the other never has anything to report.

Divine Beasts (Unmarked Spoilers Below)

    Lord of the Desert 

Macuil, The Wind Caller

Class: Lord of the Desert

Crest: Macuil (Major)

https://static.tvtropes.org/pmwiki/pub/images/portrait_fe16_wind_caller.png
A massive avian dragon who can sometimes be seen in the Sreng Desert. He is in fact the true form of Macuil, one of the Four Saints who fought in the War of Heroes but chose to leave civilization behind afterwards out of personal disgust for humanity.
  • Actually, I Am Him: He's the Macuil of the Four Saints.
  • The Aloner: Prefers living isolated from society, even losing track of how long he's been alone over the ages.
  • Blow You Away: Has innate power over wind as a wind dragon.
  • Cool Uncle: He has a soft spot for his niece Cethleann, a.k.a. Flayn.
  • Feathered Dragons: A quadrupedal dragon with avian wings and talons, a feathered tail and a birdlike head and beak.
  • Humans Are the Real Monsters: He doesn't have a particularly good view of humanity. Even when Seteth asks for his aid in rescuing Rhea, he rebukes him, detesting human civilization in general and wanting nothing to do with even his fellow Children of the Goddess. That said, he does warn your regular units to leave rather than simply fight to kill from the start.
    Wind Caller: You have had your fun. If you are going to flee, now is your chance. If you are not going to flee... I shall take your life as payment!
  • Jerkass: Unlike the Immovable, the Wind Caller is noticeably bitter and hates humans to the point that not only will he kill them on sight if they don't heed his warnings, especially if they bear the blood of the Ten Elites, but he refuses Seteth (his own brother) when he pleads with him to help them save Seiros (one of his few living relatives) simply because it would involve fighting alongside humans in a human war. Even his progenitor Sothis is not exempt from his vitriol, as even though he does respect her power, he remarks Byleth has her "stench" on them.
  • Morality Pet: He's much nicer to Flayn in their conversation than he is with Seteth, Byleth, or Claude.
  • Optional Boss: He's the boss of Claude's Paralogue, so he can only be encountered on Verdant Wind.
  • Our Dragons Are Different: He's a large feathery bird that is also a dragon.
  • Pre-Mortem One-Liner:
    "You must prove yourself!"
    "Tremble before me!"
    "Wretched children!"
    "Your spirit is weak!"
  • Semi-Divine: Being one of the Children of the Goddess, The Wind Caller is this by default. Flayn calls him "uncle".
  • Sins of the Father: In his conversation with Claude, he notes that he smells the blood of one of the Ten Elites on him, and then declares that he cannot allow anyone who bears their blood to live. Clearly, Macuil isn't over the slaughter of the Children of the Goddess even after all these centuries, and given the Abyssal Library reveals Seiros deliberately defied this trope by sparing the descendants of the Ten Elites and letting them join the Empire, it also explains why Macuil chose to vanish from Fódlan shortly after Nemesis's defeat.
  • Spanner in the Works: Seteth and Flayn have been keeping their identities as Cichol and Cethleann a secret, and if Flayn interacts with The Wind Caller during battle, he unknowingly (nearly) spoils it by speaking fondly to her and addressing her as "Ceth-", causing Flayn to hurriedly interrupt and ask him to keep quiet.
  • Sleepyhead: The battle against him ends when he decides to, of all things, fall asleep during the battle. Justified by the fact that Children of the Goddess do sleep to recover from injuries.
  • Sliding Scale of Gameplay and Story Integration: The Wind Caller in Three Houses is the only character in the game shown with the Crest of Macuil, though House Nuvelle (and by extension, Constance) pretended to have Macuil's Crest in order to conceal their real one. It's revealed in Three Hopes that Monica has a Minor Crest of Macuil, but it remains unknown how or why she has it at present, including whether or not Macuil himself - the Saint with the least trust in humans after the battle at Zanado - ever willingly shared his blood with humans, though it could also be that Macuil shared his Crest out of necessity.
  • Tarot Motifs: Through his Crest of Macuil, he represents the Magician, which when upright, represents resourcefulness, but when reversed, represents confusion and ill-intentions. The Wind Caller is very distrustful of humans and makes it very clear he will kill them if they don't leave him alone.

    Lord of the Lake 

Indech, The Immovable

Class: Lord of the Lake

Crest: Indech (Major)

https://static.tvtropes.org/pmwiki/pub/images/portrait_fe16_inexhaustible.png
A massive black turtle dragon who resides in Lake Teutates. He is in fact the true form of Indech, one of the Four Saints who fought in the War of Heroes but afterwards chose to leave civilization behind due to his own difficulties interacting with others.
  • Actually, I Am Him: The guardian of Indech's legendary bow is Indech himself. Doesn't help that he's bad at hiding it and even says the bow was his own when defeated.
  • Blood Knight: He enjoys a good fight and is more than willing to reward those who best him in combat.
  • Cool Uncle: He also has a soft spot for his niece (Flayn), and seems to be a relatively laid-back person.
  • Dented Iron: Whether it be from old injuries or simply age is unclear, but if he speaks with Seteth (who notes the turtle dragon is holding back in the fight), he admits his power is not what it used to be and the best he can do is "have fun meddling with humans who wander in here". As such, it's decided it'd be best for him not to help with the search for Rhea, as it might be too much for him.
  • Humans Are the Real Monsters: Averted. Unlike the Wind Caller, The Immovable carries no grudge against humans and indeed admits he enjoys testing and rewarding them. He gives those who find him chances to run and lets them come to him if they wish to fight (though his phantom soldiers and he himself will not hesitate to strike down those who do), and upon being defeated, he gives up Indech's weapon without complaint. However, given that his Paralogue becomes inaccessible if Seteth and Flayn (his brother and niece, respectively) die during Chapter 15 of Crimson Flower regardless if Leonie is recruited, he may hold a grudge against humans who have killed both his fellow Saints and last remaining family.
  • Just Toying with Them: Linhardt notes that The Immovable's movements during the fight are not those of someone fighting seriously. The Immovable acknowledges this, but as he said at the beginning of the fight, this is a test, not a true battle.
  • Like Father, Like Son:
    • Or rather, Like Ancestor, Like Several-Greats Granddaughter. His legendary weapon is a bow, and while he's a generally nice and friendly person, he's such a Socially Awkward Hero that he hides away in his lair rather than interact with the world. All the more fitting, then, that the bearer of his Crest in the present is someone who shares all of those traits - Bernadetta.
    • Also, Like Ancestor, Like Several-Greats Grandson with Hanneman, who also bears his Crest. While Hanneman is a magic-user by default, he also has a boon in bows, and being Innocently Insensitive at times due to his Crest studies isn't so different from Indech apparently being bad at social interaction.
  • Making a Splash: He is a water dragon and uses water-based attacks.
  • Optional Boss: He appears in a Secret Paralogue only if Leonie and Linhardt are recruited into the same house. On the Crimson Flower route, he's also only accessible as long as you don't kill Seteth and Flayn in Chapter 15.
  • Our Dragons Are Different: He's a turtle dragon!
  • Pre-Mortem One-Liner:
    "Your ashes are for the wind!"
    "You must prove yourself!"
    "Insignificant creature!"
    "I see right through you!"
  • Semi-Divine: He is one of the Children of the Goddess. And, like The Wind Caller, Flayn calls him "uncle".
  • Socially Awkward Hero: He shows himself as being incredibly friendly when fighting the heroes, even enjoying just how much enthusiasm Leonie has about facing him while declaring she has no crest, but actual social interaction is incredibly difficult for Indech, and so he retreated away from the world.
  • Spanner in the Works: Seteth and Flayn have been keeping their identities as Cichol and Cethleann a secret, and if Flayn interacts with The Immovable during battle, he unknowingly (nearly) spoils it by speaking fondly to her and addressing her as "Ceth-", causing Flayn to hurriedly interrupt and ask him to keep quiet.
  • Stone Wall: His Ancient Dragonskin ability halves all incoming damagenote  and his physical defense is very high on top of that, though he has considerably lower magic resistance. As the battle goes on, he gets access to abilities such as Quick Riposte and Miracle. His barriers also have Aegis and Pavise applied to them, and he has Armored Blow to increase his defense when he initiates combat, letting him take enormous amounts of punishment. That all said, since he counts as a Dragon, he's weak to anti-Dragon attacks, but he is immune to anti-Beast bonus damage (i.e. from Seraphim or Blessed Lance). He also has low speed, meaning most characters should be able to double-attack him unless his Quick Riposte is active.
  • Studded Shell: He's a massive turtle with a spiky shell.
  • Tarot Motifs: Through his Crest of Indech, he represents Temperance, which represents moderation. The Immovable restrains himself to test those who challenge him.
  • Threshold Guardian: He acknowledges that he is mostly there to provide a challenge for heroes to acquire a special weapon.
  • Worthy Opponent: When he believes Byleth is Sothis' incarnation, he wants to face them and see such power for himself. He also acknowledges Leonie as worthy of the Inexhaustible bow upon being defeated.

    Wandering Beast 

Maurice, The Wandering Beast

Class: Wandering Beast

Crest: "The Beast" Maurice (Major)

https://static.tvtropes.org/pmwiki/pub/images/portrait_fe16_wandering_beast_6.png
A sapient Demonic Beast that has terrorized the forests south of Garreg Mach, otherwise known as the Enchanted Forest of Mircea, for many years. He is in fact one of the Ten (or more accurately Eleven) Elites of Nemesis, Maurice, having succumbed to the power of his Crest and Relic Weapon ages ago and been subsequently written out of history.
  • Actually, I Am Him: He is Maurice, the progenitor of the Crest that Marianne bears.
  • All There in the Manual: More of Maurice's past is revealed in Fire Emblem Warriors: Three Hopes specifically in the document "Crestological Mysteries" under "Chapter 13-Crest of the Beast". It describes his youth, his rise as the leader of his clan, how he faced Nemesis in battle and acquired Blutgang, his feared reputation amongst the Imperial Army, and finally how his bloodlust consumed him before he mysteriously vanished.
  • Anti-Magic: Not only do his barriers negate magic attacks, but it also has access to Magic Bind, which inflicts Silence on those he hits.
  • Blood Knight: Back when he was still a member of Nemesis's Elites, Maurice gained a reputation as a "beast of calamity" who rampaged through the battlefield and slaughtered all in his way with Blutgang until he was a Blood-Splattered Warrior feared by ally and enemy alike, having felled many generals and even a holy warrior of the Imperial army. Unfortunately for him, after the battle at Gronder Field he grew increasingly unhinged as he became consumed by his power until, after slaughtering an enemy camp, he simply vanished.
  • The Cameo: In Fire Emblem Heroes, he appears in Brave Marianne's Phantasm Tome animation as well as her Special attack artwork.
  • Challenging the Chief: In order to become the leader of his clan, he defeated the current leader, his father, in combat.
  • David Versus Goliath: In his youth, Maurice defeated a giant wolf with only a regular sword, for which he was called a hero.
  • Death Seeker: Not immediately obvious due to his love of killing and eating, but Maurice secretly wants to die. Seeing the Sword of the Creator is enough for him to get his hopes up and pray that Byleth can finally kill him in battle.
  • Deadly Euphemism: Should Byleth confront the Wandering Beast, he will beg for his death by asking Byleth to "liberate" him. Considering Maurice precedes this request by noting Byleth is using the "sword of the king" and that he used to be one of the Ten (or rather, at least Eleven) Elites, this also serves as Foreshadowing for Nemesis' true nature and the origin of his moniker as the "King of Liberation".
  • Dying as Yourself: He regains his lucidity in his final moments, and congratulates Marianne for killing him.
  • Fog of War: His paralogue features this, which conceals the fact that many demonic beasts lurk around the map.
  • Graceful Loser: He congratulates Marianne and her retinue in defeating him, also thanking them for freeing him from his unenviable state.
  • Horror Hunger: Despite having retained his sapience, Maurice has been left a monster hungry for flesh and blood with a heavy amount of Bloodlust to keep him from trying to fight it.
  • I Fight for the Strongest Side!: He swore to follow Nemesis after the King of Liberation defeated him in single combat.
  • Laser-Guided Karma: His current state is a result of being an ally of Nemesis, the man who caused the murder of Sothis and the genocide of the Children of the Goddess, since his sword made of their bodies is what caused him to transform into a monster. More specifically, Maurice's nature as a Blood Knight eventually descended into full-on Bloodlust and madness as he indulged in his Relic's power until he was every bit a "beast of calamity" in body as well as spirit.
  • Living Distant Ancestor: As Maurice, he is this to Marianne, being her distant ancestor and source of her Crest.
  • Mercy Kill: Your goal during the fight with him is to put him out of his misery.
  • Optional Boss: Only faced in Marianne's Paralogue.
  • Pre-Mortem One-Liner:
    "Die!"
    "I cannot be stopped!"
  • Take Up My Sword: Upon his death, he bequeaths to Marianne his Hero Relic Blutgang, trusting that she will be able to wield it better than he did.
  • Tarot Motifs: Through his Crest of the Beast, he represents the Devil, which is associated with temptation, materialism and enslavement when placed upright. Maurice, being the unacknowledged eleventh member of the Ten Elites, wielded a weapon created from the massacre of the Children of the Goddess in a war of conquest and turned into a monster that is now defined by his craving for flesh and blood. When reversed, the Devil represents freedom, and Maurice earns his freedom in death.
  • Unperson: Maurice originally fought alongside the other legendary heroes of yore, but turned into a Demonic Beast during a battle, leading to his name purged from most records and his descendants treated with scorn (if not outright executed).

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