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Rumored Nuptials

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

Cm fe16 rumored nuptials.png

Location

Ailell, the Valley of Torment

Boss(es)

None

The jerk's entire fortune is soaked in blood. Do you want to rebuild your own house using that kind of money? I mean, it's all just rumors, but I think it still might be worth investigating.
— Dorothea

Rumored Nuptials (Japanese: 王国貴族結婚余聞 Kingdom Noble Marriage) is a paralogue chapter in Fire Emblem: Three Houses. It is available from Chapter 7 to Chapter 11. In order to attempt this paralogue, the player must have recruited Dorothea or Ingrid and neither one must have fallen in battle previously. In this chapter, Dorothea intervenes to prevent Ingrid from being married off to an unscrupulous noble.

Plot

Main article: Rumored Nuptials/Script

Byleth and Dorothea bump into Ingrid, who has received a letter from her father, Count Galatea. The letter explains that a noble has proposed marriage to Ingrid. However, Dorothea recognizes the noble's name from her days as an opera singer, explains that his entire fortune is nothing but blood money, and warns Ingrid to stay far away from him. At Dorothea's behest, Byleth sorties their students to investigate the noble and find proof of his misdeeds so they can call off the marriage.

The group discovers proof of the noble's crimes and prepare to return to Garreg Mach Monastery. However, rogues hired by the noble ambush them at Ailell with the intention of kidnapping Ingrid and killing her companions. Byleth, Dorothea, and Ingrid break through the rogues and escape to the monastery. Afterwards, Ingrid reveals that the marriage has been called off. If Ingrid is a member of Byleth's class, she also receives Lúin, the Heroes' Relic of House Galatea.

Beginning log

Ingrid receives an unexpected proposal of marriage from a noble of rising status. As soon as Dorothea hears the name, she is adamantly against any engagement between them...

Chapter data

Normal Hard Maddening

Chapter Data
Conditions
Unit Data
Victory: Rout the enemy or have Ingrid reach the target destination Player Partner Other Enemy Third
Defeat: Byleth or Edelgard  /Dimitri  /Claude   dies*, or Dorothea or Ingrid dies 9 {{{partner}}} {{{other}}} 19+13+∞ {{{third}}}

Preparations Battle

 

Character data

Black Eagles   Blue Lions   Golden Deer  

Characters
New Units
None

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Returning Characters

                            

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

This paralogue only requires Dorothea or Ingrid to be in Byleth's class. If one of them is not a member of their class, they will be temporarily controllable for this map with the following stats.

Dorothea, Normal/Hard Dorothea, Maddening Ingrid, Normal/Hard Ingrid, Maddening

 
  Mage
Level 14/15
Movement 4
Crest --
Stats
Max HP 31 Luck 11
Strength 7 Defense 5
Magic 19 Resistance 17
Dexterity 13 Charm 14+3
Speed 13
Inventory Abilities
  Vulnerary
  Training Sword
  Songstress
  Fire
Combat arts Spells Battalion
--   Thunder
  Fire
  Seiros Magic Corps Lv 3
  Group Flames
Skill Levels
                       
E E E E E C E D E E E  

Item data

Items
Name Obtainment Method
  Antitoxin Dropped by the Merchant
  Prayer Ring Dropped by enemy Brigand
  Devil Axe Dropped by enemy Brigand
  Antitoxin Steal from enemy Archer
  Killer Axe Western chest
  Healing Staff Eastern chest
  Galatea Pegasus Co. Automatically at the end of the chapter if Ingrid is a party member
  Goddess Ring Automatically at the end of the chapter if Dorothea is a party member
  Lúin Automatically at the end of the chapter if Ingrid is a party member

Enemy data

During preparations, only a single enemy is present on the map, a Brigand to the southeast. Upon leaving preparations and initiating the battle, the other enemies appear.

On Maddening, some stats are separated by a '~'. The stats to the left of the ~ are taken during Chapter 7, the earliest possible point where this chapter may be undertaken; the stats to the right of the ~ are taken from Chapter 8 and later, at which point the enemies gain a level.

Normal Hard Maddening

Enemy Units
Name Class Lv # HP Str Mag Dex Spd Lck Def Res Cha Con Mov Inventory and Skills
  Merchant Priest 13 1 29 8 9 8 7 8 5 11 10+1 -   Nosferatu  Antitoxin   Heal  Physic
  Heal  White Magic Heal +5
  Rogues Lv 3:   Disturbance
Stands on a heal tile +.
  Rogue Brigand 13 3 33 14 6 7 10 8 7 2 6 5   Iron Axe
• The northern two both begin moving if either is provoked, or if the southwest reinforcements are triggered.
• The southern one begins moving if the nearby Brigand is provoked.
  Rogue Brigand 13 1 33 14 6 7 10 8 7 2 6+1 5   Venin Axe
  Rogues Lv 3:   Disturbance
Begins moving if the adjacent Brigand is provoked.
  Rogue Brigand 13 1 33 14 6 7 10 8 7 2 6 5   Steel Axe
Begins moving if the adjacent Brigand is provoked.
  Rogue Brigand 13 1 33 14 6 7 10 8 7 2 6+1 5   Iron Axe
  Rogues Lv 3:   Disturbance
• Only one is present during preparations.
• The northern one begins moving if the nearby Brigand is provoked.
  Rogue Brigand 13 1 32 12 6 7 9 8 7 4 6+1 5   Venin Axe  Prayer Ring 
  Thieves Lv 3:   Disturbance
• Starts on a heal tile +.
• Begins moving if the northeast reinforcements are triggered.
  Rogue Brigand 13 1 32 12 6 7 9 8 7 4 6+1 5   Devil Axe 
  Thieves Lv 3:   Disturbance
• Starts on a heal tile +.
• Begins moving if an adjacent Thief is provoked, or if Ingrid nears the southeast corner of the map.
  Rogue Thief 13 5 30 11 6 13 14 8 7 2 6 5   Iron Sword
  Steal  Locktouch
• The far northern two both begin moving if either is provoked, or if the southwest reinforcements are triggered.
• The southern two both begin moving if either of them or the adjacent Brigand is provoked, or if Ingrid nears the southern corner of the map.
  Rogue Thief 13 1 30 11 6 13 14 8 7 2 6+1 5   Venin Edge
  Steal  Locktouch
  Rogues Lv 3:   Disturbance
--
  Rogue Archer 13 1 28 11 6 10 10 10 6 2 6+1 5   Venin Bow
  Bowrange +1
  Rogues Lv 3:   Disturbance
--
  Rogue Archer 13 1 28 11 6 10 10 10 6 2 6 5   Iron Bow
  Bowrange +1
Begins moving if the nearby Archer is provoked.
  Rogue Archer 13 1 28 11 6 10 10 10 6 2 6+1 5   Iron Bow  Antitoxin
  Bowrange +1
  Rogues Lv 3:   Disturbance
Begins moving if the nearby Archer is provoked.
Reinforcements
Name Class Lv # HP Str Mag Dex Spd Lck Def Res Cha Con Mov Inventory and Skills
  Rogue Thief 13 30 11 6 13 14 8 7 2 6 5   Iron Sword
  Steal  Locktouch
--
  Rogue Brigand 13 3 33 14 6 7 10 8 7 2 6+1 5   Iron Axe
  Rogues Lv 3:   Disturbance
--
  Rogue Brigand 13 3 33 14 6 7 10 8 7 2 6 5   Iron Axe
--
  Rogue Archer 13 1 28 11 6 10 10 10 6 2 6 5   Iron Bow
  Bowrange +1
--
  Rogue Archer 13 1 28 11 6 10 10 10 6 2 6+1 5   Iron Bow
  Bowrange +1
  Rogues Lv 3:   Disturbance
--
  Rogue Brigand 13 1 33 14 6 7 10 8 7 2 6 5   Venin Axe
--
  Rogue Thief 13 4 30 11 6 13 14 8 7 2 6 5   Iron Axe
  Steal  Locktouch
--

Reinforcements

  • For the first three turns of five-turn cycles, repeating indefinitely until the Merchant is defeated, appearing on enemy phase; on Maddening, these can act the turn they appear
  • Upon Ingrid nearing the western heal tile +, before defeating the merchant. On Maddening, these appear immediately after Ingrid enters the region; on other difficulties, they appear on the next enemy phase
  • Upon nearing the east chest after defeating the Merchant; on Maddening, these can act the turn they appear
  • Upon nearing the large central crater after defeating the Merchant; on Maddening, these can act the turn they appear
  • Upon Ingrid nearing the southeast corner of the map

Strategy

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

Note the crater tiles covering the ground. These burn anyone dumb or unlucky enough to stand on them at the start of their turn, so watch out. They can't kill you, though; only bring you down to 1 HP. Your first move should be to clear out the four thugs just south of your starting location and claim the Killer Axe in the chest. Your best bet is to prioritize the Warrior, then rattle the Brigands with a well-placed gambit so you can clean up on turn 2. Afterwards, split your forces into two teams. The north group should make their way over to the Merchant summoning reinforcements at the northeast corner while the south group should head south and clean up the bandits down that way. The enemies are powerful, but Ingrid as a temporary companion is very fast and solidly bulky, allowing her to get beaten up quite a bit. Your top priority is to make your way over to the Merchant in the northeast corner and kill him before his reinforcements can overwhelm you. Once he's dead, you can take the rest of the map at your own pace; just don't forget to get the eastern chest, as Linhardt/Mercedes/Marianne/Flayn would really appreciate that Healing Staff.

Trivia

Etymology and other languages

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

Rumored Nuptials

--

Japanese

王国貴族結婚余聞

Kingdom noble marriage

Spanish

Campanas de boda

Wedding bells

French

Une demande incongrue

An incongruous request

German

Hochzeitsgerüchte

Wedding rumors

Italian

Voci di nozze

Wedding rumors

Korean

왕국 귀족의 혼담

Kingdom noble marriage

Simplified Chinese

王国贵族结婚余闻

Rumors of a kingdom noble's marriage

Traditional Chinese

王國貴族結婚餘聞

Rumors of a kingdom noble's marriage

Gallery

References

Rumored Nupitals
Fire Emblem: Three Houses
Playable characters Black Eagles BernadettaCasparDorotheaEdelgardFerdinandHubertLinhardtPetra
Blue Lions AnnetteAsheDedueDimitriFelixIngridMercedesSylvain
Golden Deer ClaudeHildaIgnatzLeonieLorenzLysitheaMarianneRaphael
Other AloisAnna*BylethCatherineCyrilFlaynGilbertHannemanJeritza*ManuelaSetethShamir
Ashen Wolves* BalthusConstanceHapiYuri
Non-playable characters Abysskeeper*Duke AegirDuke GerthFlecheGatekeeperGlennHolstIonius IXJeraltJudithLadislavaLambertLord ArundelMonicaNaderPatriciaRandolphRheaRodrigueRufusSeirosSitriSothisTomasTiana
Bosses AcheronAelfric*AloisBaron Ochs*BiasBlaiddydCasparCatherineCharonChilonClaudeCorneliaDaphnelDedueDeath KnightDimitriDominicEdelgardFelixFerdinandFlame EmperorFlaynFraldariusGautierGloucesterGonerilGwendalHubertIngridThe Immaculate OneThe ImmovableJudithKostasKronyaLadislavaLamineLinhardtLonatoLord ArundelLorenzMercedesMetodeyMiklanMysonNaderNemesisOdessePallardóPittacusRandolphRheaRieganRodrigueSetethShamirSolonSylvainThalesWandering BeastThe Wind Caller
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
 
Prologue: 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 A Cursed Relic*An Ocean ViewBlack Market Scheme*Death TollDividing the World    Falling Short of HeavenThe ForgottenLand of the Golden DeerOil and WaterRumored NuptialsThe Secret Merchant*   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 Merchant*  The Silver Maiden  The Sleeping Sand Legend  Weathervanes of Fódlan  
Cindered Shadows
(DLC side story)
 
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 FódlanAbyssAdrestiaFaerghusGarreg Mach MonasteryLeicesterAlmyraBrigidDagdaSreng
Groups, objects and concepts 10 ElitesAshen WolvesBlack EaglesBlue 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
Related topics Music LibraryName chartPre-release informationUnused content