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Weathervanes of Fódlan

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.

Weathervanes of Fódlan (Japanese: フォドラの風見鶏たち Fodra weathercocks) is a paralogue chapter in Fire Emblem: Three Houses. It is available from Chapter 14 to Chapter 18 on the Azure Moon route. In order to attempt this paralogue, Annette and Gilbert must have reached C-rank support and neither must have fallen in battle previously. In this chapter, Byleth accompanies Annette and Gilbert to Dominic territory in hopes of retrieving House Dominic's Hero's Relic, Crusher.

Weathervanes of Fódlan

Cm fe16 weathervanes of fódlan.png

Location

Kingdom Territory

Boss(es)

Baron Dominic

With the Empire growing in strength, Dominic must kneel. To do otherwise would be suicide. The western lords, and other rulers, are in the same situation. They all comply, albeit reluctantly.
— Gilbert

Plot

Main article: Weathervanes of Fódlan/Script

Gilbert approaches Byleth to discuss their precarious military situation in the battle against the Adrestian Empire. Annette appears and explains that she is travelling to Dominic territory to obtain the Hero's Relic Crusher from her uncle, Baron Dominic. Gilbert warns her that the Baron is under immense pressure from Cornelia and the Empire and will almost certainly not yield the Relic, but the undaunted Annette runs off anyway. Gilbert, fearing that Baron Dominic will take her hostage, elects to accompany her and asks Byleth to wait outside Dominic territory with an army in case they need rescue.

The party travels to Dominic territory, and just as Gilbert predicted, Baron Dominic refuses to surrender Crusher and arrests both Gilbert and Annette. Byleth leads their army, rescues them both, and defeats the Baron. Baron Dominic concludes that he has put up enough of a fight to appease Cornelia, gives them Crusher, vows to protect Gilbert's wife, and asks them to defeat the Empire.

Beginning log

Annette and Gilbert hope to acquire the Hero's Relic of House Dominic from Annette's uncle, Baron Dominic.

Chapter data

Normal Hard Maddening

Chapter Data
Conditions
Unit Data
Victory: Defeat Baron Dominic Player Partner Other Enemy
Defeat: Byleth or Dimitri dies*, or Annette or Gilbert dies 3–11 {{{partner}}} {{{other}}} 33+4/5
 
Map dimensions:
25 columns by 17 rows

Character data

Characters
New units

None

Required characters
   
Available characters
                               
Other characters may be available if the paralogue is attempted later.

Item data

Items
Name Obtainment Method
  Spear Dropped by enemy Swordmaster
  Black Pearl Dropped by enemy Sniper
  School of Sorcery Soldiers Automatically at the end of the chapter
  Crusher Automatically at the end of the chapter

Enemy data

On Maddening, some stats are separated by a '~'. The stats to the left of the ~ are taken during Chapter 14, the earliest possible point where this paralogue may be undertaken; the stats to the right of the ~ are taken from Chapter 16 and later, by which point the enemies have gained two levels. If this paralogue is attempted during Chapter 15, the enemies are one level higher than they are in Chapter 14.

Normal Hard Maddening

Enemy Units
Name Class Lv # HP Str Mag Dex Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
  Baron Dominic Paladin 29 1 50 20 8 16 14 10 23 10 18+7 -   Silver Lance
  Canto  Lancefaire  Terrain Resistance  Lance Prowess Lv 3  Swordbreaker+  Poison Strike
  Kingdom Heavy Soldiers Lv 5:   Group Lance Attack
--
  Kingdom Soldier Fortress Knight 27 2 46 17 10 12 2 10 31+2 7 12+3 4   Tomahawk
  Axefaire  Weight -5  Axe Prowess Lv 3  Defense +2  Hit +20
  Kingdom Armored Co. Lv 5:   Impregnable Wall
Immobile until Annette or Gilbert attack any of the southeast Fortress Knights, Annette or Gilbert leave the southeast area, or any player unit enters the northwest regions; attacks only Annette once no longer immobile.
  Kingdom Soldier Fortress Knight 27 2 46 17 10 12 2 10 31+2 7 12+3 4   Silver Axe
  Axefaire  Weight -5  Axe Prowess Lv 3  Defense +2  Hit +20
  Kingdom Armored Co. Lv 5:   Impregnable Wall
Immobile until Annette or Gilbert attack any of the southeast Fortress Knights, Annette or Gilbert leave the southeast area, or any player unit enters the northwest regions; attacks only Annette once no longer immobile.
  Kingdom Soldier Bishop 27 1 36 11 17+2 13 14 10 12+2 21 13+7 -   Abraxas  Physic
  White Magic Uses x2  White Magic Heal +10  Terrain Resistance  Faith Lv 3  Defense +2  Magic +2
  Kingdom Priests Lv 5:   Blessing
Stands on a stronghold.
  Kingdom Soldier Swordmaster 27 4 39 19 10 14 26 10 15 8 12 5   Iron Sword
  Swordfaire  Sword Crit +10
• The southernmost one begins moving if the nearby Warrior is provoked.
• The southwest one begins moving if the nearby Swordmaster is provoked.
  Kingdom Soldier Warrior 27 4 44 2 10 12 15 11 15 8 12 5   Silver Axe
  Axefaire  Axe Crit +10
• The southeast one begins moving if the nearby Swordmaster is provoked.
• The northwest one begins moving unprovoked after turn 10, or if the Sniper directly southeast is provoked.
• The westernmost one begins moving if every southwest Fortress Knight is defeated, attacking only Annette.
  Kingdom Soldier Swordmaster 27 1 39 19+1 10 14 26 10 15+2 8 12+1 -   Silver Sword  Spear 
  Swordfaire  Sword Crit +10  Sword Prowess Lv 3  Defense +2  Strength +2
  Kingdom Infantry Lv 5:   Lure
Stands on a stronghold.
  Kingdom Soldier Assassin 27 5 35 17 0 18 27 11 14 8 10 6   Silver Sword
  Swordfaire  Locktouch  Stealth
• The mid-north two begin moving if either is provoked, or on turn 10 or if any player unit enters the northwest regions, in which case they attack only Annette.
• The northernmost one begins moving unprovoked on turn 10 or if any player unit enters the northwest regions, attacking only Annette.
• The central one begins moving if a nearby Fortress Knight or Hero is provoked, or if all the southeast Fortress Knights are defeated, in which case he attacks only Annette.
• The northern two begin moving if either is provoked.
• The southwest one begins moving if every southeast Fortress Knight is defeated, attacking only Annette.
  Kingdom Soldier Pegasus Knight 27 2 35 17 10 15 21 10 14 13 13 7   Silver Lance
  Canto  Lancefaire  Avo +10
Begins moving unprovoked on turn 10 or if any player unit enters the northwest regions, attacking only Annette.
  Kingdom Soldier Sniper 27 1 35 18 10 23 14 13 13+2 8 12+3 -   Silver Bow  Black Pearl 
  Bowfaire  Bowrange +1  Bow Prowess Lv 3  Defense +2  Close Counter
Stands on a stronghold.
  Kingdom Soldier Sniper 27 1 35 18 10 23 14 13 13 8 12 -   Silver Bow
  Bowfaire  Bowrange +1
Begins moving unprovoked on turn 10, or if the nearby Warrior is provoked.
  Kingdom Soldier Swordmaster 27 1 39 19 10 14 26 10 15 8 12+1 5   Iron Sword
  Swordfaire  Sword Crit +10
  Kingdom Infantry Lv 5:   Lure
Begins moving if the nearby Swordmaster is provoked.
  Kingdom Soldier Fortress Knight 27 1 46 17 10 12 2 10 31 7 12+3 4   Silver Axe
  Axefaire  Weight -5
  Kingdom Armored Co. Lv 5:   Impregnable Wall
Begins moving if a nearby Fortress Knight, Assassin, or Hero is provoked.
  Kingdom Soldier Fortress Knight 27 2 46 17 10 12 2 10 31 7 12 4   Silver Axe
  Axefaire  Weight -5
Begin moving if a nearby Fortress Knight, Assassin, or Hero is provoked, or if all the southeast Fortress Knights are defeated, in which case they attack only Annette.
  Kingdom Soldier Hero 27 1 44 19 10 12 20 11 16 8 12 5   Silver Sword
  Swordfaire  Vantage
Begins moving if a nearby Fortress Knight or Assassin is provoked, or if all the southeast Fortress Knights are defeated, in which case he attacks only Annette.
  Kingdom Soldier Warlock 27 1 35 11 20 13 15 10 12 20 12 4   Ragnarok
  Black Tomefaire  Black Magic Uses x2
Begins moving if every southeast Fortress Knight is defeated, attacking only Annette.
  Kingdom Soldier Fortress Knight 27 2 46 17 10 12 2 10 31 7 12+7 4   Silver Axe
  Axefaire  Weight -5
  Kingdom Heavy Soldiers Lv 5:   Group Lance Attack
--
  Kingdom Soldier Bishop 27 1 36 11 17 13 14 10 12 21 13 4   Abraxas  Physic
  White Magic Uses x2  White Magic Heal +10  Terrain Resistance
--
Reinforcements
Name Class Lv # HP Str Mag Dex Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
  Kingdom Soldier Hero 27 2 44 19 10 12 20 11 16 8 12 5   Silver Sword
  Swordfaire  Vantage
--
  Kingdom Soldier Swordmaster 27 1 39 19 10 14 26 10 15 8 12+1 5   Silver Sword
  Swordfaire  Sword Crit +10
  Kingdom Infantry Lv 5:   Lure
--
  Kingdom Soldier Swordmaster 27 2 39 19 10 14 26 10 15 8 12 5   Silver Sword
  Swordfaire  Sword Crit +10
--
  Kingdom Soldier Paladin 27 2 40 19 10 14 13 10 20 10 12+5 8   Silver Lance
  Canto  Lancefaire  Terrain Resistance
  Kingdom Knights Lv 5:   Assault Troop
--
  Kingdom Soldier Fortress Knight 27 2 46 17 10 12 2 10 31 7 12 4   Silver Axe
  Axefaire  Weight -5
--

On Normal and Hard, defeating all the southeast Fortress Knights before entering the northwest regions will prevent any enemies from moving or reinforcements from appearing in response to the latter trigger, or vice versa. On Maddening, entering the northern areas before defeating all the southeast Fortress Knights will prevent the trigger from activating, but the reverse is not true.

Reinforcements

  • Upon all the southeast Fortress Knights being defeated
    • 2 (Normal/Hard)/4 (Maddening) Heroes across the southern half of the map
  • 3 (Normal/Hard)/6 (Maddening) Swordmasters, 1 (Normal/Hard)/2 (Maddening) with Kingdom Infantry across the southern half of the map
  • Turn 10 or upon any player unit entering the northwest regions

Boss data

On Maddening, some stats are separated by a '~'. The stats to the left of the ~ are taken during Chapter 14, the earliest possible point where this paralogue may be undertaken; the stats to the right of the ~ are taken from Chapter 16 and later, by which point this boss has gained two levels. If this paralogue is attempted during Chapter 15, the boss is one level higher than he is in Chapter 14.
Baron Dominic

Normal Hard Maddening

 
  Paladin
Level 29
Movement -
Crest --
Stats
Max HP 50 Luck 10
Strength 20 Defense 23
Magic 8 Resistance 10
Dexterity 16 Charm 18+7
Speed 14
Inventory Abilities
  Silver Lance   Canto
  Lancefaire
  Terrain Resistance
  Lance Prowess Lv 3
  Swordbreaker+
  Poison Strike
Combat arts Spells Battalion
-- --   Kingdom Heavy Soldiers Lv 5
  Group Lance Attack
Skill Levels
                       
E B E E E E E B E B E  

Strategy

This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.

Annette and Gilbert begin the paralogue to the southeast, surrounded by Fortress Knights; the Fortress Knights will not move or attack Gilbert, but will attack Annette if she moves into their range. It is possible for Annette and Gilbert to defeat each of the enemies, but doing so will cause many enemies to begin moving towards Annette, and will cause reinforcements to appear from the south. Annette or Gilbert exiting the area gated by the Fortress Knights will cause them to begin moving towards Annette; there is very limited space Annette can move to safely—particularly if she is not mounted—so she will likely be safer if the Fortress Knights are not provoked. On Maddening, all reinforcements will strictly target Annette; it is possible to exploit this to one's benefit, but Gilbert alone is not enough to protect her, and she is likely to die if the reinforcements appear before other units can arrive to protect her.

This paralogue can be fairly reliably cleared in one turn. Baron Dominic starts 21 tiles away from Byleth's starting position and 25 from the furthest available position; Stride and a Dancer can get an 8-move flier to attack the boss at 1-range from the farthest position, or a 6-move infantry from next to Byleth. Warp and combat arts like Smite can get a unit from just out of range to just within.

Defeating Baron Dominic in one shot requires (on Normal/Hard/Maddening after Chapter 17) 80/87/104 physical attack or 60/68/88 magical attack; defeating him in two shots requires 14/20/31 attack speed, and 55/60/71 physical attack or 35/41/55 magical. Baron Dominic is a Paladin, and as such, has a cavalry weakness that can be exploited. Dark Spikes Τ has 39 effective might; the Horseslayer has 24; the Spear of Assal has 42; the Line of Lances gambit has 15; the Lance of Ruin has 44 with Knightkneeler, plus 5 might from the art. Lances are particularly useful, as they have access to the Knightkneeler combat art—which is effective against cavalry—or the powerful Swift Strikes art, which strikes twice consecutively, allowing for two-shots without meeting the attack speed requirement; every unit that learns Swift Strikes does so at A lances, at which point they can use the Spear of Assal.

Clearing this paralogue awards the Crusher, a Hero's Relic tied to the Crest of Dominic. Crusher is incredibly powerful, boasting 18 might and dealing magic damage, but it is also fairly heavy and inaccurate, with 11 weight and 60 hit. A bearer of the Crest of Dominic is capable of using the combat art Dust, which grants an incredible might boost of 20, is effective against dragons, and lowers the target's defense by 5 after a hit. Annette is the only character to bear the Crest of Dominic—while her high magic enables her to deal high damage with Crusher, it is locked to 1-range; Annette is inclined to magic-wielding classes which mostly feature low defenses and low movement, meaning she would struggle to reach the target and would likely die to a counter attack should she fail to kill, likely from missing the target with Crusher's low accuracy. Additionally, Dust does not increase Crusher's lack of hit, and while -5 defense may be useful against dragons with multiple HP bars, any normal enemy that Annette does not kill outright is likely to kill her instead. Annette has a boon in axes—which allows her to gain the Axe Prowess abilities faster and boost her hit rate with axes—but attacking with her requires not using her excellent combination of Perseverance and Rally Speed, or potentially powerful gambits like Dance of the Goddess through her high authority. Giving Annette Crusher to use sporadically is an option, but it may be better utilized by a more dedicated combat unit—particularly one with Axefaire—even if their magic is significantly lower; they will not be able to use Dust, but they are less likely to die in the event they fail to kill.

Etymology and other languages

Names, etymology, and in other regions
Language Name Definition, etymology, and notes
English

Weathervanes of Fódlan

"Weathervane" is a slang term which refers to someone whose opinions or alliances change to match what is popular or in power.

Japanese

フォドラの風見鶏たち

Fodra weathercocks

Spanish

La petición

The request

French

La girouette de Fódlan

The weathervane of Fódlan

German

Fódlans Fähnchen im Wind

Fódlan's Flag in the Wind

Italian

La banderuole del Fódlan

The weathervanes of Fódlan

Korean

포드라의 박쥐들

Fodra's opportunists

Simplified Chinese

芙朵拉的墙头草们

Fodra's opportunists

Traditional Chinese

芙朵拉的牆頭草們

Fodra's opportunists

Gallery

References

Weathervanes of Fódlan
Fire Emblem: Three Houses
Playable characters Black Eagles BernadettaCasparDorotheaEdelgardFerdinandHubertLinhardtPetra
Blue Lions AnnetteAsheDedueDimitriFelixIngridMercedesSylvain
Golden Deer ClaudeHildaIgnatzLeonieLorenzLysitheaMarianneRaphael
Other AloisAnnaDLCBylethCatherineCyrilFlaynGilbertHannemanJeritzaManuelaSetethShamir
Ashen WolvesDLC BalthusConstanceHapiYuri
Non-playable characters AbysskeeperDLCDuke AegirFlecheGatekeeperDuke GerthIonius IXJeraltJudithLadislavaNaderRandolphRheaRodrigueSothis
Bosses AcheronAelfricDLCAloisLord ArundelBiasBlaiddydCasparCatherineCharonChilonClaudeCorneliaDaphnelDedueDeath KnightDimitriDominicBaron DominicEdelgardFelixFerdinandFlame EmperorFlaynFraldariusGautierGloucesterGonerilGwendalHubertIngridThe Immaculate OneThe ImmovableJudithKostasKronyaLadislavaLamineLinhardtLonatoLorenzMercedesMetodeyMiklanMysonNaderNemesisBaron OchsDLCOdessePallardóPittacusRandolphRheaRieganRodrigueSetethShamirSolonSylvainThalesWandering BeastThe Wind Caller
Background characters Lord ArundelCount BergliezCorneliaMargrave GautierGlennCount GloucesterCount HevringHolstLambertMonicaPatriciaRufusSeirosSitriTomasTianaCount Varley
Personal weapons and regalia Aegis ShieldAreadbharAsclepiusAthameAxe of UkonvasaraAymrBlutgangCaduceus StaffCirce StaffCrusherFailnaughtFetters of DromiFreikugelThe InexhaustibleLance of RuinLúinOchain ShieldRafail GemScythe of SarielSeiros ShieldSpear of AssalSword of BegaltaSword of MoraltaSword of SeirosSword of the CreatorTathlum BowThunderbrandThyrsusVajra-Mushti
Chapters Part I
 
P: An Inevitable Encounter • 1: Three Houses • 2: Familiar Scenery • 3: Mutiny in the Mist • 4: The Goddess's Rite of Rebirth • 5: Tower of Black Winds • 6: Rumors of a Reaper • 7: Field of the Eagle and Lion • 8: The Flame in the Darkness • 9: The Cause of Sorrow • 10: Where the Goddess Dwells • 11: Throne of Knowledge • 12: To War     / Outset of a Power Struggle  
Part II Silver Snow
 
13: Reunion at Dawn • 14: A King Without a Kingdom • 15: Valley of Torment • 16: The Rose-Colored River • 17: The Impregnable Fortress • 18: The Chaos of War • 19: Conclusion of the Crossing Roads • 20: The City Without Light • 21: Following a Dream
Azure Moon
 
13: Reunion at Dawn • 14: The Delusional Prince • 15: Valley of Torment • 16: The Rose-Colored River • 17: Blood of the Eagle and Lion • 18: The King's Triumphant Return • 19: The Golden Deer's Plea • 20: The Impregnable Fortress • 21: Our Chosen Paths • 22: Oath of the Dagger
Verdant Wind
 
13: Reunion at Dawn • 14: The Alliance Leader's Ambitions • 15: Valley of Torment • 16: The Rose-Colored River • 17: Blood of the Eagle and Lion • 18: The Golden Scheme • 19: The Chaos of War • 20: Conclusion of the Crossing Roads • 21: The City Without Light • 22: Fódlan's New Dawn
Crimson Flower
 
13: Beyond Escape • 14: The Master Tactician • 15: Tempest of Swords and Shields • 16: Lady of Deceit • 17: Field of Revenge • 18: To the End of a Dream
Paralogues   Part I Black Market SchemeDLCA Cursed RelicDLCDeath TollDividing the World    Falling Short of HeavenThe ForgottenLand of the Golden DeerAn Ocean ViewOil and WaterRumored NuptialsThe Secret MerchantDLC   Sword and Shield of SeirosTales of the Red CanyonTrue ChivalryWar for the Weak  
Part II Darkness Beneath the Earth  Dividing the World    Eternal Guardian    The Face Beneath    Foreign Land and SkyForgotten HeroInsurmountable  Legend of the LakeRetribution    The Secret MerchantDLC  The Silver Maiden  The Sleeping Sand Legend  Weathervanes of Fódlan  
Cindered Shadows
 
1: The Fourth House • 2: What Lies Beneath • 3: The Rite of Rising • 4: Danger in the Dark • 5: Betrayal • 6: Return to Me • 7: Wolf Pack
Locations FódlanAdrestiaFaerghusGarreg Mach Monastery (Abyss) • LeicesterAlmyraBrigidDagdaSrengZahras
Groups, objects and concepts 10 ElitesAshen WolvesBlack Eagles (Black Eagle Strike Force) • Blue LionsChildren of the GoddessChurch of Seiros (Knights of Seiros) • Crests (Crest Stone) • Divine PulseGolden DeerHeroes' RelicsInsurrection of the SevenMonstersThose who slither in the darkTragedy of DuscurWar of Heroes
Lists AbilitiesChaptersCharactersClasses (Class change) • Hidden treasureItems (Monastery items) • QuestsScriptsSupportsWeapons
Related topics Music LibraryName chart • Other games (Warriors: Three Hopes) • Pre-release informationUnused contentDownloadable contentClass mastery