| Crumbling League
||You, blockade the highroad from Ostia. This Roy might just pass by. I want his head!
Crumbling League (Japanese: 同盟の崩壊 Collapse of the alliance) is the fourth chapter of Fire Emblem: The Binding Blade. While traveling to Ostia, Roy's army is attacked by Laus' forces, which are lead by none other than Marquess Laus himself.
At Castle Laus, Narcian meets Lord Erik, the Marquess of Laus. The general is pleased with the lord's wise decision of betraying the Lycian League, and Erik comments there is nothing to be gained if they are bound to old traditions. Narcian agrees and then asks for his present. The marquess declares it is ready and orders to bring it to them.
The so called gift happens to be Clarine, a young maiden from Etruria. Erik met her while she was looking for her brother and had no problems deceiving her. When she is brought before the men, she first asks for her brother, to what Narcian responds he will play with her in her brother's place. However, Narcian's offer is met with laugh; Clarine declares it is not possible to compare her refined brother to him. Narcian loses his temper, and right then, a soldier arrives with a dark report: the Lycia Army was able to retake Castle Araphen. Narcian orders to lock Clarine away and to block the road to Ostia, as surely the leader of the Lycia Army will try and pass through it.
Some time after the battle begins, Clarine hears a voice from her cell. One of the mercenaries contracted by Lord Erik, Rutger, is to bring her to the lord. The girl refuses, but she is no match for Rutger and he manages to take her out the cell. When it becomes obvious that Clarine will not stop complaining, Rutger reveals that he has prepared a horse for her to escape.
She cannot understand why one of Lord Erik's men would help her, and he explains he hates Bern, but refuses to say more and sends her out of the castle... and directly into the battlefield, to Clarine's disbelief. After a brief moment of indignation, she pulls herself together and tries to come up with some plan to get out safely. Then she sees the leader of the army fighting Laus in the distance and decides to ask them for help.
In the meantime, pirates from the southern islands have decided to take advantage of the turmoil, setting off towards the mainland to ransack the villages.
After a while, the battle is clearly turning in favor of the Lycia Army; in consequence, Lord Erik calls for Rutger and orders him to take more troops and go to the battlefield. Rutger brusquely states he will go as soon as he is ready, much to Erik's disgust, who comments on Rutger's hostility and that, hopefully, the swordsman will live up to his reputation.
But it does not matter how many troops are sent, Roy and his army manage to conquer the castle, leaving the remaining forces of Laus to retreat. Roy orders Merlinus to tell everyone to rest.
Once the man goes away, Guinivere asks worriedly if he is fine, and Roy tells her he cannot believe how Laus betrayed them. He had grown up believing that Lycia's bonds were strong, but this war has proven him wrong. Roy curses Bern, but quickly apologizes to Guinivere; he had not taken her feelings into account. The princess replies he is right, after all.
After hearing her somber reply, Roy announces their next step: they will continue to travel to Ostia. However, they cannot trust the other marquesses any longer. What is worse, the probabilities of ending the war peacefully are almost non-existent now, as Lord Hector is dead. He asks Guinivere what she will do now; if she wants to return to Bern, he will assist her.
Guinivere, though, asks to stay. Zephiel had said this war is to liberate the world, and that the only way to do so was to conquer the whole continent; still, that is no excuse to kill innocent people. It is Guinivere's duty to stop her brother.
Respecting Hector’s last wishes, Roy made his way west toward Ostia. On the way, he passed through Laus, a Lycian territory governed by Lord Erik, Marquess Laus. With calm meadows and clear streams, Laus seemed peaceful at first glance. However, Roy was to discover a dark conspiracy that would shake the very foundation of the Lycia Alliance…
| Victory: Seize
| Defeat: Roy dies
- Note: Clarine will appear on turn 3.
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
This chapter presents four new classes and two recruitable characters. The new possible members are Clarine, a troubadour, and Rutger, a myrmidon. The troubadour girl will talk to Roy on her own, so the player does not have to send anyone to rescue or recruit her. In fact, Clarine can be used as a shield during this chapter, because most enemies will not attack her. The only exceptions to this are the pirates and Erik. The other new unit, Rutger, must be recruited with Clarine.
The four new classes are troubadour, myrmidon, nomad, and pirate. Troubadour is basically a cleric on a horse; they have great mobility, but sadly, they lack the Canto skill seen in the Jugdral and Tellius games. They must be treated carefully. Myrmidons are a somewhat frail, but very fast sword-wielding class. Once they gain some levels, their speed and skill will cover for their poor strength and defense. Nomads are quick and have a good avoid rate, but since they are locked to bows, they can be surrounded and defeated. The last class, pirate, uses axes and its main trait is being able to cross water bodies.
Now, onto the chapter at hand. This chapter's main difficulty is the high mobility of the enemies. They will reach Roy's party really soon, so it is recommended to put the units with the most defense on the first line. Elen and Shanna should not be on the second line, though, as the nomads can kill them in one or two hits. It is important to cover the three bridges near the party's starting point.
Reinforcements will come from the southern forts and from the castle: two pirates after turns 4, 6, and 8, while Rutger and his team leave the castle after turn 6. However, once the first wave of enemies has been cleared, the chapter becomes easier. The pirates do not pose any threat; any unit with good avoid (for example, Chad or Lance) can defeat them.
The player can send Marcus to the southern village and Merlinus to the nearest village; the northeastern village can wait until the first wave of enemies has been defeated and Shanna is free to go and visit it.
Erik is quite easy to defeat. Recommended weapons are Roy's rapier, the poleax obtained in Chapter 3, and Lugh's magic. Once Erik has been defeated, Roy can seize the castle and the chapter will end.
Etymology and other languages
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