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Sword and Shield of Seiros

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
Sword and Shield of Seiros

Cm fe16 sword and shield of seiros.png

Location

Derdriu

Boss(es)

Pirate Captain

Of course not! We knights serve as the sword and shield of Saint Seiros herself. We pride ourselves on our integrity! We reject all rewards that are not perfectly legitimate!
— Alois

Sword and Shield of Seiros (Japanese: 剣であり盾たる騎士団 Knights Who Are Swords and Shields) 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 Shamir or Alois, and neither one must have fallen in battle previously. In this chapter, pirates attack the Alliance capital of Derdriu, and Shamir and Alois are deployed to stop them.

Plot

Main article: Sword and Shield of Seiros/Script

Byleth interrupts a discussion between Shamir and Alois. The two explain that pirates are attacking the Alliance capital of Derdriu and the Eastern Church has requested aid from the Knights of Seiros since they don't maintain a standing army. As the Knights don't have personnel to spare, Alois ropes Byleth and their students into helping out.

When the group reaches Derdriu, they find that the pirates are attempting to masquerade as the Almyran navy. The Knights and students wipe out the pirates and kill their leader, forcing them to retreat. Afterwards, Alois and Shamir thank Byleth for their aid and tell them to keep the reward.

Beginning log

The Alliance has requested aid from the monastery, but the Knights of Seiros are low on personnel. Alois and Shamir decide that the students will have to suffice...

Chapter data

Normal Hard Maddening

Chapter Data
Conditions
Unit Data
Victory: Defeat the boss Brigand Player Partner Other Enemy Third
Defeat: Byleth or Edelgard  /Dimitri  /Claude   dies*, Shamir or Alois dies, or the enemy remains in the defended zone for five turns 10 {{{partner}}} {{{other}}} 22+∞ {{{third}}}
 

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 Shamir or Alois to be in Byleth's party. If one of them is not a member of their party, they will be temporarily controllable for this map with the following stats.

On Maddening, some stats are separated by a '~'. The stats to the left of the ~ are taken during Chapter 8, the earliest possible point where this paralogue may be undertaken; the stats to the right of the ~ are taken from Chapter 9 and later, at which point these units gain a level.

Shamir, Normal/Hard Shamir, Maddening Alois, Normal/Hard Alois, Maddening

 
  Sniper
Level 15/16
Movement 5
Crest --
Stats
Max HP 36 Luck 19
Strength 18 Defense 12
Magic 8 Resistance 8
Dexterity 25 Charm 11+1
Speed 14
Inventory Abilities
  Steel Bow   Survival Instinct
  Bowfaire
  Bowrange +1
Combat arts Spells Battalion
-- --   Seiros Mercenaries Lv 3
  Onslaught
Skill Levels
                       
E E E A E E E E E E E  

Item data

Items
Name Obtainment Method
  Concoction Steal from the Pirate Captain
  Bullion Automatically at the end of the chapter if enemies remained in the defended area for 4 turns
  Large Bullion Automatically at the end of the chapter if enemies remained in the defended area less than 4 turns
  Seraph Robe Automatically at the end of the chapter if enemies remained in the defended area less than 4 turns
  Holy Knights of Seiros Automatically at the end of the chapter if Alois is a party member
  Seiros Archers Automatically at the end of the chapter if Shamir is a party member

Enemy data

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 paralogue 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
  Pirate Thief 13 1 30 10 8 13 14 8 7 2 11 5   Steel Sword
  Steal  Locktouch
Immediately begins moving unprovoked; begins moving to the southwest ship if any player unit ends their turn on it.
  Pirate Thief 13 1 30 10 8 13 14 8 7 2 11+1 5   Steel Sword
  Steal  Locktouch
  Pirates Lv 3:   Disturbance
Immediately begins moving unprovoked; begins moving to the southwest ship if any player unit ends their turn on it.
  Pirate Brigand 13 2 33 13 8 7 10 8 7 2 11+1 5   Steel Axe
  Pirates Lv 3:   Disturbance
• The northern one starts on a heal tile +.
• The one on the northern ship begins moving if the nearby Brawler is provoked; begins moving to the southwest ship if any player unit ends their turn on it.
  Pirate Brigand 13 3 33 13 8 7 10 8 7 2 11 5   Steel Axe
• The northern one begins moving to the southwest ship if any player unit ends their turn on it.
• The western two immediately begin moving unprovoked.
  Pirate Archer 13 1 27 11 7 10 7 10 5 5 10 5   Steel Bow
  Bowrange +1
Begins moving if the nearby Wyvern Rider is provoked; begins moving to the southwest ship if any player unit ends their turn on it.
  Pirate Archer 13 3 28 10 8 10 10 10 6 2 11+1 5   Steel Bow
  Bowrange +1
  Pirates Lv 3:   Disturbance
• The eastern two begin moving if the respective adjacent Brawler is provoked, one turn after either Brigand with a battalion is defeated, or one turn after any player unit ends their turn on the northern ship.
• The western one immediately begins moving unprovoked.
  Pirate Archer 13 1 28 10 8 10 10 10 6 2 11 5   Steel Bow
  Bowrange +1
Immediately begins moving unprovoked; begins moving to the southwest ship if any player unit ends their turn on it.
  Pirate Wyvern Rider 13 2 33 21 8 13 17 10 14 8 11 7   Iron Axe
  Canto  Axefaire
• The southern one immediately begins moving unprovoked.
• The eastern one begins moving if the nearby Archer is provoked; begins moving to the southwest ship if any player unit ends their turn on it.
  Pirate Brawler 13 7 32 10 7 10 15 8 7 1 11 5   Steel Gauntlets  Unarmed
  Unarmed Combat
• The middle three begin moving to the southwest ship if any player unit ends their turn on it.
• The northern one begins moving if the nearby Brigand is provoked; begins moving to the southwest ship if any player unit ends their turn on it.
• The southeast one begins moving one turn after after either Brigand with a battalion is defeated, or one turn after any player unit ends their turn on the northern ship.
• The middle-south two begin moving if the respective adjacent Archer is provoked, one turn after after either Brigand with a battalion is defeated, or one turn after any player unit ends their turn on the northern ship.
  Pirate Captain Brigand 15 1 33 15 6 7 12 8 9 5 9+1 5   Short Axe  Concoction
  Pirates Lv 3:   Disturbance
Immobile until three turns after the northernmost Brigand is defeated.
Reinforcements
Name Class Lv # HP Str Mag Dex Spd Lck Def Res Cha Con Mov Inventory and Skills
  Pirate Thief 13 30 10 8 13 14 8 7 2 11 5   Steel Sword
  Steal  Locktouch
Begins moving to the southwest ship if any player unit ends their turn on it.
  Pirate Thief 13 30 10 8 13 14 8 7 2 11+1 5   Steel Sword
  Steal  Locktouch
  Pirates Lv 3:   Disturbance
Begins moving to the southwest ship if any player unit ends their turn on it.

Reinforcements

On Maddening, all reinforcements can act the turn they appear.
  • For the first three turns of four-turn cycles starting turn 1, continuing until one turn after the northernmost Brigand or the Brigand/Warrior on the northern ship is defeated
  • On Maddening, every other turn, starting turn 1
    • 1 Assassin from east of the boss (Maddening only)
  • On Hard and Maddening, every third turn

Boss data

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 paralogue may be undertaken; the stats to the right of the ~ are taken from Chapter 8 and later, at which point this boss gains a level.
Pirate Captain

Normal Hard Maddening

 
  Brigand
Level 15
Movement 5
Crest --
Stats
Max HP 33 Luck 8
Strength 15 Defense 9
Magic 6 Resistance 5
Dexterity 7 Charm 9+1
Speed 12
Inventory Abilities
  Short Axe
  Concoction
--
Combat arts Spells Battalion
-- --   Pirates Lv 3
  Disturbance
Skill Levels
                       
E E C E E E E E E E E  

Strategy

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

Maddening strategy (can be completed on a normal play through without needing New Game+):

Recommended abilities: Warp (Lysithea, Lindhardt, Manuela, Hapi), Stride gambit, Restore

Recommended personnel:

Northernmost group: Byleth (default), Alois (default), one tank or cavalry unit, one long-range mage (Hapi as a Valkyrie, Lysithea or Lorenz with the Thyrsus staff, Linhardt or Flayn with Caduceus Staff); Central group: Shamir (default), sniper or a Bow Knight-like unit (Leonie as a Paladin works), one mage with long-range healing; Southernmost group: two units that can use bows (Snipers, Assassins) and one unit that has a good AoE gambit

This map can drive you insane if you don’t follow the stated objective: Defeat the enemy commander. This will be one of the few instances where instead of trying to get as much experience as possible by killing all the enemies, save your sanity and just kill the boss. It’s recommended to not attempt this battle until late in Part One to have high enough speed and strength to finish off enemies in one or two hits and high enough defense and HP to take a hit or two.

Start the map by having Byleth use an AoE gambit to immobilize the Assassin and Thief in a straight line. Follow this up by having a Canto unit use a gambit that is four spaces deep (Jeralt’s Mercenaries, Empire Cavalry, etc.) to hit the two thieves and archer in a straight line then move the unit away from the nearest thief. Have Alois finish off one of the thieves and have the long-range mage finish off the the assassin if still alive or the immobilized thief.

Move Shamir and the other archer in the central group to the south to back up the southernmost group and prepare for Wyvern Riders that will approach the town. Have the southernmost group finish off the two brigands and archer or use a gambit to immobilize them (Bernadetta with Encloser also works well also).

Two thieves and an assassin will appear as reinforcements in the central boat during round two. The two Wyvern Riders to the south will fly towards the town and annoyingly, one usually is out of over water far out of reach with normal attacks. An archer with an Accuracy Ring and Deadeye (and a little luck) will take care of the hard to reach one. Any other archer can finish off the second Wyvern Rider. This group should remain in and near the town after this point to take care of any more Wyvern Riders that reach the town (do not approach the fighters in the southernmost boat, they will not move so long as you’re not in their movement range).

Back to the northernmost group, have your Canto unit finish off the thief on the bridge with depleted health and use Alois to kill the archer. Have your mage kill the thief blocking the bridge to the first boat. Move Byleth within the range of the Warrior, Assassin, and Brawler on the boat to move these characters closer. If you are concerned with surviving their attacks, Impregnable Wall can work or a combo of abilities like Faith, White Magic Avoid, Vantage, and Nosferatu with an Evasion Ring also works. The Warrior may use a gambit, if so, make sure your Restore unit is nearby to cure your status on the next turn.

It’s possible to finish the boss off on turn three depending on whether you have a Warp character. If the Warp character is nearby a character with good strength, can attack twice, etc. you may be able to Warp them nearby the boss and finish the boss off. If you don’t have Warp, the character is too far away, etc. use your northernmost group to eliminate more enemies on the first boat to clear a path to the boss. Meanwhile, your southernmost group should be preparing for the approaching Wyvern Riders.

By turn four, your northernmost group should have eliminated enough enemies and be on or close to the first boat to eliminate any remaining enemies blocking your path to the boss. The boss is a pushover and should easily be killed by a strong character.

Trivia

Etymology and other languages

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

Sword and Shield of Seiros

--

Japanese

剣であり盾たる騎士団

Knights Who Are Swords and Shields

Spanish

Espada y escudo de Seiros

Sword and shield of Seiros

French

Protéger au nom de Seiros

To protect on behalf of Seiros

German

Seiros' Schwert und Schild

Seiros' Sword and Shield

Italian

La spada e lo scudo di Seiros

The sword and the shield of Seiros

Korean

검이자 방패인 기사단

Knights who serve as swords and shields

Simplified Chinese

赛罗司的剑与盾

Seiros' sword and shield

Traditional Chinese

賽羅司的劍與盾

Seiros' sword and shield

Gallery

References

Sword and Shield of Seiros
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