Site News
Warning: This wiki contains spoilers. Read at your own risk!

Discord: If you would like, please join our Discord server!

Policy: We are revising the Editor-in-Chief procedures, powers, etc.


From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
This page is about the role of castles as a gameplay mechanic in Genealogy of the Holy War. For their role in every other Fire Emblem series game, see Terrain. For the feature in Fates see My Castle.

Chalphy Castle in the Final Chapter

In Fire Emblem: Genealogy of the Holy War, the central objective around which gameplay revolves is its castles. Each map has multiple castles, with the goal of the player being to seize all enemy-controlled castles. In addition to castles providing their usual terrain bonuses to units who guard them, they also provide numerous facilities for unit maintenace which in other games are typically found in preparations or bases.


Inside Sailane, Chapter 4's home castle

Home castle

In every chapter, the player starts at the chapter's home castle with some or all of their units waiting within it. Units which the player chooses not to use can be left waiting in the home castle, and the player can individually sortie each unit out onto the battlefield with no limitations on how many can be out in the field at a time. Defending the castle is also necessary, if rarely an issue: if an enemy seizes the home castle, it is an automatic Game Over. To this end, the player can station a unit to guard the castle, and the castle is safe until this unit is killed.

Inside the home castle, the player can use numerous administrative facilities to manage their units. In addition to access to the castle town (see below), the player can set a unit to guard the castle and sortie out onto the battlefied. Inside the castle, staves can be used, gold can be exchanged by compatible units, and dances can be performed to serve their usual functions, all of which take up the unit's turn of movement and none of which are limited by range and can reach every unit in the castle. The home castle is the only place in which class change can happen, and the only place in which the Valkyrie Staff can be used to revive a dead unit.


Ced visits Chalphy's town

In all castles other than the home castle, the town is all that is accessible. In the home castle, visiting the town for any length of time won't consume a unit's turn, and can be visited multiple times by the same unit in a single movement turn.

The contents and facilities of all castle towns in a chapter are identical and carried between each other; for example, all castles share the exact same item shop with the exact same finite list of available items, and buying a weapon from one castle in a chapter also causes it to be unavailable in all other castles.

Weapon repair

Portrait blacksmith fe04.png

The weapon repair shop provides a functionality only otherwise appearing in Fire Emblem: Three Houses: free and near-limitless access to repairing one's weapons when their durability is running out. The fee for repairing a weapon is calculated based on its current remaining uses:

(Worth / total uses) x (total uses - current remaining uses) = Repair cost
Example: The Brave Lance has 50 uses and is worth 8,000G. Suppose it was repaired with only 12 uses remaining; the price of the repair would be calculated thus:
(8,000 / 50) x (50 - 12) = 6,080
Thus, the fee to repair the Brave Lance is 6,080G.

Pawn shop

Portrait pawnbroker fe04.png

The pawn shop is the only means for units to do anything resembling swapping their items between each other. Units can sell any of their items to the pawn shop for half the weapon's worth, placing them in a communal storage box; from there, any unit can buy the item back for its full worth (or equivalent; the price decreases as the weapon's durability lowers) to obtain it for themselves.

Item storage

Main article: Supply convoy
Portrait anna fe04.png

The item storage system provides a personal storage box for a unit's items. Unlike the supply convoy of other games, the storage system is not communal and items cannot be exchanged between units in it. The storage system is administered by Anna, marking her primary appearance in Genealogy of the Holy War.


Main article: Arena
Portrait fightmonger fe04.png

In a variation on the usual arena, each chapter of Genealogy of the Holy War provides a set of seven arena opponents of increasing difficulty. At any castle town, a unit can challenge this arena for gold rewards and comparatively easy experience gain.


Portrait augur fe04.png

The augury's services are concerned with providing information about individual units. He can provide information on the visiting unit's love status, their win/loss record (excluding arena matches) and, in the second generation, the identities of the unit's parents.

Love points Augury's comment
0 - 199 "You've yet to find one to capture your heart."
200 - 299 "You've had (unit for whom they have the most love points) dwelling on your mind as of late."
300 - 399 "(unit for whom they have the most love points) has taken your fancy as of late."
400 - 499 "You're well and truly in love with (unit for whom they have the most love points)."
500 "You and (lover) are bound in holy matrimony!"


Main article: Vendor (shop)
Portrait armorer fe04.png

The vendor allows purchase of weapons, staves and occasionally ring items. Unlike most other item shops in the rest of the series, these item shops have only one of each item in stock and further instances cannot be bought from that shop, unless they explicitly list a multiple instance of a given item as available.

List of castles by chapter

Prologue: Birth of a Holy Knight

Castle Initial state Units* Boss/guardian Notes
Chalphy Player (Home) 4 Arden --
Yngvi Partner 1 Midir Seized by the enemy at the start of the turn 1 Enemy Phase.
Enemy 0 DiMaggio*
Evans Enemy 32 Gerrard Army originally led by Munnir, who leaves at the beginning of the turn 1 Enemy Phase after seizing Yngvi.

Chapter 1: Lady of the Forest

Castle Initial state Units* Boss/guardian Notes
Evans Player (Home) 4 -- --
Nordion Neutral 1 -- The Nordion army does not emerge until Genoa has been seized.
Partner 9 Eldigan*
Genoa Enemy 17 Cimbaeth* --
Marpha Enemy 21 Munnir The Marpha army emerges at the beginning of Turn 2.
Verdane Enemy 2 -- The Verdane army initially consists only of two Brigands roaming the map. The rest of the army, as well as Sandima, emerges after Marpha has been seized.
23 Sandima

Chapter 2: Crisis in Agustria

Castle Initial state Units* Boss/guardian Notes
Evans Player (Home) 15* -- --
Nordion Partner 4 Lachesis --
Heirhein Enemy 26 Bordeaux --
Anphony Neutral 7 -- Seven neutral units (four Brigands, two Lance Knights and a Duke Knight) are deployed at the beginning of turn 2. Anphony becomes an enemy castle and the rest of its army is deployed the turn after Heirhein has been seized.
Enemy 31 Macbeth
Mackily Neutral 2 -- Two neutral Knights are deployed at the beginning of Turn 2. Mackily becomes an enemy castle and the rest of its army is deployed the turn after Anphony has been seized.
Enemy 18 Clement
Agusti Enemy 0 -- The Agusti army is deployed the turn after Mackily has been seized.
37 Chagall

Chapter 3: Eldigan, the Lionheart

Castle Initial state Units* Boss/guardian Notes
Agusti Player (Home) 21* -- --
Madino Enemy 39 Jacobi --
Sylvale Neutral 3 -- Initially, three neutral Armored Lance units are guarding Sylvale. Sylvale becomes an enemy castle and the rest of its army is deployed the turn after Madino has been seized.
Enemy 39 Chagall
Orgahil Enemy 6 -- The Orgahil army initially consists only of six Pirates roaming the map. The rest of the army emerges after Sylvale has been seized.
46 Duvall

Chapter 4: Dance in the Skies

Castle Initial state Units* Boss/guardian Notes
Sailane Player (Home) 21* -- --
Tófa Enemy 45 Myos --
Silesse Neutral 1 -- Initially, a lone Wind Mage guards the bridgle to Silesse Castle. When Tófa is seized, the still neutral Silesse deploys Annand's Pegasus Knight squad, but they are killed by Zaxon's forces. Silesse is then seized by the enemy. When Sigurd's army draws near the castle, enemy soldiers are deployed to protect it, but they are associated with Zaxon, not Silesse.
13 Annand*
Enemy 0 Donovan*
Zaxon Enemy 41+9 Daccar After Tófa has been seized, Zaxon will deploy Daccar, three Generals, and Pamela and her squad (16 overall). The next turn Andrey and his Beige Ritter will join in, but leave as soon as they seize Silesse. Six Fighters and two Wind Mages will then appear, along with Lamia and her squad. When Sigurd's army draws near Silesse, Donovan will appear along with six more enemy units.

Chapter 5: Doorway to Destiny

Castle Initial state Units* Boss/guardian Notes
Zaxon Player (Home) 20* -- --
Lubeck Enemy 47 Lombard Seizing Lubeck causes the ramparts just south to be lowered.
Phinora Enemy 4 Vaha • The Phinora army appears once Lubeck has been seized.
• Seizing Phinora causes the Leonster army to be defeated and the rampart south of Velthomer to be lowered.
Velthomer Enemy 6+6 -- The Velthomer army appears once Lubeck has been seized; an additional 6 units appear upon seizing Phinora.
• The army becomes neutral upon passing the rampart.
Neutral 13 Aida
Friege Enemy 18 Reptor • The Friege army appears once Phinora is seized.
• Killing Reptor causes the Friege army to rout.
Belhalla Neutral 0 -- --

Chapter 6: Heir of Light

Castle Initial state Units* Boss/guardian Notes
Tirnanog Player (Home) 4 -- --
Ganeshire Enemy 24 Harold --
Sophara Neutral 11 Sophara The army becomes an enemy after Ganeishire is seized, and becomes a partner if Iucharba is recruited.
Partner 10
Isaach Neutral 11 Isaach The army becomes an enemy after Ganeishire is seized, and becomes a partner if Iuchar is recruited.
Partner 10
Rivough Enemy 6+12 Danann An additional 12 units appear once Ganeishire has been seized.

Chapter 7: Beyond the Desert

Castle Initial state Units* Boss/guardian Notes
Rivough Player (Home) 16 Seliph --
Aed Shrine Enemy 20 Kutuzov --
Darna Neutral 6 -- Initially neutral; becomes enemy after Melgen has been seized.
Enemy 22* Bramsel
Melgen Enemy 0 -- The Melgen army emerges after the Aed Shrine has been seized.
22 Ishtore
Leonster Partner 0 -- Occupied by Leif, Finn and Nanna/Jeanne, all of whom are automatically playable.
Ulster Enemy 16 Bloom Groups of eight reinforcements (6x Armored Sword, 1x Thunder Mage, 1x General) are periodically dispatched from Ulster. The turn after Melgen has been seized, a group of nine reinforcement mages (including Tine/Linda, Banba, Fotla and Eriu) will be dispatched.

Chapter 8: The Wyvern Knights of Thracia

Castle Initial state Units* Boss/guardian Notes
Ulster Player (Home) 19 -- --
Leonster Leif Leif, Finn and Nanna/Jeanne are deployed here at the chapter's beginning.
Conote Enemy 41 Bloom Two more units are deployed in later turns: Febail/Asaello in turn 3, and Ishtar in turn 5.
Munster Enemy 0 -- The turn after Conote has been seized, Munster becomes a partner castle, Ced/Hawk set up to guard it, and six partner Civilians emerge.
Partner 7 Ced/Hawk
Meath Enemy 0 -- The Meath army is deployed after Conote has been seized.
37 Maykov

Chapter 9: For Whose Sake

Castle Initial state Units* Boss/guardian Notes
Meath Player (Home) 21 -- --
Kapathogia Enemy 19 Hannibal • The caslte is seized upon recruiting Hannibal.
• Seizing Kapathogia causes the ramparts to the northwest and near Grutia to be lowered.
Luthecia Enemy 5 Distler --
Grutia Enemy 0 -- The Grutia army emerges after Kapathogia has been seized.
• Seizing Grutia Caslte causes the rampart east of the castle to be lowered.
9 Judah
Thracia Enemy 10 Altena The first group is deployed at the chapter's start under Altena's command. Travant and Arion's groups deploy at the start of the enemy phase after seizing Grutia.
37 Travant/Arion

Chapter 10: Light and Dark

Castle Initial state Units* Boss/guardian Notes
Peruluke Player (Home) 23 -- --
Chronos Enemy 16 Hilda The rampart leading to Miletos is lowered when Chronos and Rados are seized.
Rados Enemy 19 Morrigan The rampart leading to Miletos is lowered when Chronos and Rados are seized.
Miletos Enemy 5 -- • The Miletos army emerges once Chronos and Rados are seized.
• The bridge connecting Miletos to Chalphy is raised once Miletos is seized.
25 Zagam
Chalphy Enemy 0 -- Julius and Ishtar emerge once Chronos and Rados have been seized; the army appears once Miletos has been seized.
2 Julius
36 Arvis

Final Chapter: End of the Holy War

Castle Initial state Units* Boss/guardian Notes
Chalphy Player (Home) 23 -- --
Edda Enemy 39 Juphiel The ramparts northwest of Chalphy and Edda castles are lowered upon seizing Edda.
Dozel Enemy 8 -- • The Dozel army appears once Edda has been seized.
• The rampart south of Friege is lowered upon seizing Dozel
29 Brian
Friege Enemy 0 -- The Friege army emerges after Dozel has been seized.
• The two ramparts east of Friege Castle are lowered once Friege is seized.
19 Hilda
Velthomer Enemy 0 -- • The Velthomer army appears once Friege has been seized.
7 Manfroy
Belhalla Enemy 0 -- The Loptrians emerge once Dozel has been seized; the Belhalla army emerges once Friege is seized.
6 --
30 Julius

See also

Game mechanics
Out-of-battle management Base (Base conversationMy Castle) • Bonus experienceDungeonsGameplay modes (DifficultyCreature CampaignNew Game +) • GoldLessonsMila ShrinesPreparationsRenownShopping (ArmoryBargainsForgeMerchantOnline shopSecret shopVendor) • Supply convoyWorld map
Battles and chapters ArenaBattle saveBossCastleChapter (Alternate routeParalogueSidequest) • ChestCombat forecastEvent tilesHidden treasureObjectivesReinforcementSkirmishTerrain (Hazards) • TurnWeather (Fog of war)
Stats Units ActionAffinityAuthorityBiorhythmCharmClassClass relative powerConstitution (Aid) • DefenseExperienceFollow-up critical multiplierGrowth rateHit pointHoly BloodInventoryLevelLuckMagicMovementResistanceSkillSpeedStrengthWeapon levelWeight
Weapons Brave weaponCritDurabilityHitKill bonusMightPersonal weaponsRangeWeapon experienceWeapon levelWeightWorth
Unit mechanics and commands AdjutantAttackAuto-BattleBattalion (Gambit) • CantoClass change (Reclass) • Combat artCrestsDance/Play (GaldrarSing) • Death (Decoy) • DismountDragon VeinFatigueInventoryLaguz transformationLove (JealousyInheritance) • Pair UpRecruitmentRescue (Capture) • Skills (Offensive skill) • Staggering BlowStatus conditionsSupportTalkTradeUnit (AvatarBond unitsBonus unitEinherjarLoan unitPrisonerReplacement unitSubstitute character) • Visit
Calculations Attack speedAvoidCritical hit (Combination bonusDodgeTriangle Attack) • Bonus damageHit rate (True hit) • Random number generatorWeapon triangle (Trinity of magic)
Connectivity amiiboDouble DuelDownloadable contentLink ArenaMultiplayer battleOnline shopSpotPassStreetPass
Other BarrierBirthdayGlitchesRankingsSound RoomTacticianMultiple endings
Fire Emblem: Genealogy of the Holy War
Playable characters First gen. AlecArdenAyraAzelleBeowolfBrigidChulainnClaudDeirdreDewEdainErinysEthlynFinnJamkeLachesisLewynLexMidirNaoiseQuanSigurdSilviaTailtiu
Second gen. AltenaAresArthur/AmidCed/HawkCoirpre/CharlotDiarmuid/TristanFebail/AsaelloFee/HerminaFinnHannibalIucharIucharbaJuliaLana/MuirneLarcei/CreidneLeifLene/LayleaLester/DeimneNanna/JeanneOifeyPatty/DaisyScáthach/DalvinSeliphShannanTine/Linda
Non-playable characters First gen. AidaAlvaAnnandArvisAzmurBatuByronCalfCigyunEldiganEthniaEvaEveGrahnyeImcaKurthManananMariccleOifeyLahnaRingShannanTravantVictor
Second gen. AnnaFelipeJakeLewynPalmarch
Other GalleForsetiLoptousMaeraNagaSalamand
Bosses First gen. AndreyBeowolfBordeauxChagallCimbaethClementCuvuliDaccarDiMaggioDíthorbaDonovanDuvallElliotEldiganErinysGerrardJacobiJamkeLamiaLombardMacbethMagornMyosMunnirPamelaPapilioPhilipPizareReptorSandimaSlayderVahaWaltzZane
Second gen. AltenaAnguillaArionArvisBanbaBaranBlegBloomBovisBoyceBramselBrianCanisCoulterDagonDanannDistlerDracoEquusEriuFisherFotlaGallusHannibalHaroldHildaIshtarIshtoreIucharIucharbaJavarroJudahJuliaJuliusJuphielKanatzKutuzovLizaMabelManfroyMaykovMengMorriganMuhammadMusMusarOvisOvoPorcusRiddellRobertoRodanSchmidtScipioSimiaTine/LindaTigrisTravantZagam
The Twelve Crusaders BaldrBragiCedDáinnFjalarHeimHezulNálNjörunOdThrudUlir
Holy Weapons BalmungForsetiGáe BolgGungnirHelswathLoptousMjölnirMystletainnNagaTyrfingValflameValkyrieYewfelle
Chapters First gen. P: Birth of a Holy Knight • 1: Lady of the Forest • 2: Crisis in Agustria • 3: Eldigan, the Lionheart • 4: Dance in the Skies • 5: Doorway to Destiny
Second gen. 6: Heir of Light • 7: Beyond the Desert • 8: The Wyvern Knights of Thracia • 9: For Whose Sake • 10: Light and Dark • Endgame: End of the Holy War
Locations JugdralAed Desert (Darna) • Agustria (Bragi TowerNordionOrgahil) • Grannvale (BelhallaChalphyDozelEddaFriegeVelthomerYngvi) • Isaach (Tirnanog) • Munster District (ConoteLeonsterMunsterUlster) • MiletosSilesseThraciaVerdane
Groups, objects and events Aed MassacreBattle of BelhallaChild huntsCross KnightsHoly BloodHoly WarKnight brigades of GrannvaleLanceritterLoptr Church (DeadlordsLoptrian Empire) • Miracle of DarnaQuintessenceTwelve Crusaders
Related topics Mitsuki Ōsawa manga adaptationNuts Fujimori manga adaptationName chart • Other games (Thracia 776Awakening) • Timeline