Long Live the Queen Wiki
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Week 1 Week 2 Week 3 Week 4 Week 5
Week 6 Week 7 Week 8 Week 9 Week 10
Week 11 Week 12 Week 13 Week 14 Week 15
Week 16 Week 17 Week 18 Week 19 Week 20
Week 21 Week 22 Week 23 Week 24 Week 25
Week 26 Week 27 Week 28 Week 29 Week 30
Week 31 Week 32 Week 33 Week 34 Week 35
Week 36 Week 37 Week 38 Week 39 Week 40

Click the links above to see events for that week.

This page has in-depth information about choices and plot for each week. Naturally, this means spoilers are ahead! If you wish to see just information about a single week without the rest of the game being spoiled, simply click the week of your choice from the grid above.

Warning: Contributions between the single-week and full-list versions aren't synchronized automatically, as such any / all these pages may be outdated. Please help to contribute by making sure data is updated correctly.

Warning: Spoilers below this line!


During the Week: these are set events unless otherwise mentioned. These happen before you do your weekly classes.

Special Weekend Activities: These are extra activities that can be optionally taken during the specified week. These happen after your weekly classes so plan ahead!

Cruel Action: This action makes the people hate/fear you. These actions stack and are hard to erase. Needed to get "evil" endings, avoid them if you want to spread acceptance.

____ will not be pleased or ___ will be displeased: Lowers your standing among other nobles or commoners, depending on who is displeased. Can provoke hostile actions later in game.

Week 1

The game begins!

You begin the game with 0 in both Commoner Approval and Noble Approval.

Charlotte, Lady Merva and her family arrive: Cheerful +1


Special Weekend Activities

  • Talk to Your Father: +1 Lonely
  • Visit Charlotte (1st visit): +1 Cheerful. If not used, this event stays available next week.

Week 2

Julianna, Duchess of Ursul arrives:

  • Send Her Away: +1 Angry, +1 Yielding. You will be approached by a priestess in Week 6, who can train your magic skills, so you can still fulfill all objectives requiring magic (though you need to plan your skill building in less time).
  • Arrest Her: +1 Cruelty, +1 Angry. Julianna is put in the dungeon. You can speak with her there during the weekend.
  • Let Her Stay: +1 Willful. You now have a magic tutor. Speak to her during the weekend to begin training.


Special Weekend Activities

Talk to Your father: Learn a secret about your mother. This event stays active unless you asked him about Lumen crystals. No mood change.

Talk to Julianna (if she is your magic tutor): Test Lore ≥ 10 to learn something about magic. This event stays active until used. No mood change.

Visit Dungeon (if Julianna was arrested):

  • Hear her out: Test Lore ≥ 20 to know a secret about Nova's rulers.
  • Taunt her: +1 Afraid
She tells you to free her:
  • Free her: You now have a magic tutor. +1 Pressured
  • Refuse: You keep her a prisoner. +1 Angry, +1 Willful

Visit Charlotte (if you didn't visit in week 1): +1 Cheerful, and -1 Lonely (if Lonely ≥ 0)

Visit Charlotte (2nd visit): No mood changes.

Week 3

Things branch from here depending on whether you "kept" Julianna or imprisoned her.

If you allowed Julianna to stay or freed her:

Hold Still: Test Composure ≥ 10
Success: Julianna kills the snake and no one gets bitten.
Failure: Charlotte is bitten by the snake. +1 Afraid
Look down: Charlotte is bitten by the snake. +1 Afraid

If you sent Julianna away or imprisoned her in Week 2: Test Reflexes ≥ 20

Success: You drive the snake off. +1 Angry
Failure: You are bitten but Charlotte heals you, you learn she wields strange magic. +1 Afraid

No matter what happens, your aunt, uncle and cousins leave the castle after this and Charlotte is no longer available to talk to.


Special Weekend Activities

Talk to Julianna: Learn who you may talk to in order to find your crystal.

Talk to Your Father (after talking to him about Fidelia, if you sent Julianna away or have not visited her yet): +1 Cheerful, +1 Yielding

Week 4

If Charlotte was bitten in Week 3, Test: Poison ≥= 40

Success: Elodie will remark that milk viper bites are often fatal.
Failure: You think that your cousin might have a guardian angel protecting her.

Special Weekend Activities

Talk to Your Father (after talking to Julianna twice): You are denied access to the Lumen crystal. +1 Willful

Week 5

(Note: This is your first chance at a wedding proposal. It can be declined later.)

You receive a gift from Talarist, Duke of Sedna, Test: Foreign Intelligence ≥ 10 or Foreign Affairs ≥ 40 to know where Sedna is located. On failure of both, -3 Commoner Approval.

Test: Court Manners ≥ 10

Failure: You wear the necklace. Talarist will think you are interested in marriage. +1 Cheerful
Success: You realize it is inappropriate to wear a man's gift. Choose:
  • Wear it: Talarist will think you are interested in marriage. +1 Willful. You may call on Talarist later.
  • Don't wear it: Talarist will not pursue marriage. +1 Yielding.

Special Weekend Activities

Talk to Julianna (after talking to Father about Mother's crystal): Learn that the crystal is in the Royal Treasury. (Unlocks Royal Treasury)

  • I'll wait until I'm older: +1 Yielding
  • I'll try to find a way: +1 Willful. You find the crystal on your own.
  • What drastic action?: No mood change. Julianna can help you retrieve the crystal after Week 18.

Week 6

If you sent Julianna away, Selene, Priestess of the Second Circle will offer to train you in magic. Test Lore ≥ 10 to be scolded by her. She asks if you would learn magic.

  • I won't do it: You will not learn magic from Selene. +1 Yielding
  • I will do it: Selene becomes your magic tutor. +1 Willful

If you arrested Julianna, a priestess asks you to free her:

  • I will free her: Julianna can be your magic tutor. +1 Willful, -5 Noble Approval
  • I won't free her: She stays in the dungeon. +1 Angry

If you allowed Julianna to stay, but did not visit her in prior weeks, a priestess appears and tells you to talk to Julianna.

If you allowed Julianna to stay and you have visited her once already, then you see her and a priestess sitting in the palace garden. You spot someone climbing over the garden wall.

  • Call the guards!: +1 Angry
  • Climb up to look over the hedge: Test: Climbing ≥= 30
    Success: See Evrard stealing your apples. You will recognize him when you next meet him.
    Failure: You lose track of the intruder.
  • Run and hide: +1 Afraid


Special Weekend Activities

Visit Selene (if she is your magic tutor): This event stays active until used. Test Divination ≥ 1 to comment on her methods. Regardless of the outcome, +1 Afraid.

Week 7

Alice, maid runs into you, Test Elegance ≥= 10 or Test Reflexes ≥= 10:

Success: You avoid her.
Failure: Test Court Manners ≥= 20 to unlock option "Accept her apology". Then choose:
  • Accept her apology: +1 Cheerful, +5 Commoner Approval
  • Apologize: +1 Depressed, -5 Noble Approval
  • Punish her: +1 Cruelty, +1 Angry, -5 Commoner Approval

If you are keeping Julianna in the dungeons, you will receive a visitor. Test Internal Affairs ≥= 40 to know the identity of the visitor. Now choose:

  • Free Duchess Julianna: She is banished from the capital. +1 Pressured
  • Giver her title to Ignatius, Duke-consort of Mead: Julianna stays in the dungeon and Ignatius becomes Duke of Ursul, he is pleased. +1 Willful, +1 Cheerful


Special Weekend Activities

Visit Julianna (if she is your magic tutor and the treasury's Lumen crystal has been retrieved): She will ask you to become a Lumen. If you talked with your father about Lumens, unlock "Ask about risks" option, now choose:

  • Do It: +1 Willful, +2 Cheerful
  • Don't do it: You are not a Lumen, but remain on good terms with them, +1 Yielding
  • Ask about risks: Receive an explanation, now decide:
    • ​Accept that: choose between "Do It" and "Don"t do it" above.
    • Accuse her: Receive further explanation, +1 Angry. Choose again.

Visit Dungeons (if Julianna is a prisoner): This event stays active while Julianna is imprisoned, or until used. Choose:

  • Taunt her anyway: Julianna ignores you. +1 Angry
  • Execute her: +1 Angry. You choke on magical chains and die. Get "Magical Chains" death ending.
  • Leave her alone: You keep her locked up forever. +1 Afraid

Week 8

A man approaches you via the king and requests funding to create a movable type printing press. Test Production + Trade ≥ 50

Success: Gain the option to spend 875 lassi from the royal treasury to fund the project. Choose:
  • Invest: You can now print books and pamphlets. You may choose what to print first on Week 15.
  • Don't invest: You send him away.
Failure: You send him away.

Special Weekend Activities

Attend Service (if Julianna is your magic tutor): This event stays active until it succeeds. Test: Sense Magic ≥ 80:

Failure: Nothing happens.
Success: You detect a Lumen at the service. Unlocks questioning Julianna about this Lumen. With this knowledge, you can add another person to your magic circle during Week 35.

Visit Julianna (if she's your magic tutor and you detected a Lumen during service):

Talk about another person in the castle. +1 Angry.
Test Lore ≥ 70: extra dialogue.
Choose:
  • Order her to explain: Test (Lore≥70 and Presence≥40) or (Lore≥70 and Conversation≥60):
Success: get more background about Juliana
Failure: +1 Angry
  • Let it go: +1 Yielding

This event stays active until the end of week 34.

Visit your magic tutor (if you have a magic tutor, and Test Meditation ≥= 80 succeeds): Talk about what happens during meditation. This event stays active until used.

If your tutor is Selene, you deduce that Charlotte's parent may be a Lumen. If you also know Charlotte wields strange magic, you will face an assassin during Week 16 regardless of who you are learning from.
If your tutor is Julianna, choose:
  • Drop the subject: +1 Yielding
  • Keep pushing: +1 Willful.

Week 9

Banion, Duke of Maree, Earl of Serenitatis asks for aid against foreign incursions from Ixion. Test Foreign Affairs ≥ 20 to realize who started the trouble. Test Military ≥ 1 to unlock "Prepare for battle" option. Now, choose:

Try to negotiate: A diplomat will arrive on week 10. +1 Yielding
Prepare for battle: Banion is pleased. +1 Willful.
If you are a Lumen choose:
  • Use battle-magic: This will result in an assassination attempt during week 16. +1 Angry
  • Don't: No effect.

If you are wearing the necklace from Sedna, Test Court Manners ≥ 10:

Failure: Banion lectures you on the nature of the gift. -5 Noble Approval.
Success: Choose:
  • I'm considering it: You confirm his suspicions. Banion will not be pleased. +1 Cheerful, +5 Noble Approval
  • I just like jewelry: You tell him off. +1 Willful, -5 Noble Approval

Week 10

If you chose to prepare for battle in Week 9, battle outcomes:

If you used magic, Test Wield Magic ≥ 40:
Success: You lose no troops. +10 Noble Approval, +1 Angry, +1 Cheerful, +2 Willful
Partial success (30 ≤ Wield Magic < 40): You lose a moderate amount of troops (637-Strategy*2), +1 Angry, +1 Cheerful
Failure: You are laughed at and lose a lot of troops (1750-(Logistics+Strategy*2)). -5 Noble Approval, +2 Angry
If you did not use magic, you lose a moderate amount of troops (int(1032-43.2*(Strategy+0.2*Logistics))). +1 Angry

If you chose "Try to Negotiate", the Ixionite representative arrives, as do Banion and his sister Brin, Duchess of Hellas. Test Novan History ≥ 30 to know something about your subjects. Test Foreign Affairs ≥ 20 to unlock option "Offer to punish the Duchess of Hellas". Now, choose:

Surrender Province: Banion will not be pleased. The invaders will owe you a favor that you can call in during Week 35. +1 Yielding, +2 Depressed, -30 Noble Approval, -30 Commoner Approval.
Offer him money if Ixion withdraws: Test Accounting + Trade ≥ 60 or Logistics ≥ 50 to unlock option "Make counter-offer". Choose:
  • Agree: You pay them off with 8,000 lassi. +1 Pressured, -10 Noble Approval
  • Make counter-offer (Accounting + Trade ≥ 50): Pay them off with 4,000 lassi. +1 Willful
  • Make counter-offer (Logistics ≥ 50): Pay them off with 5,000 lassi. +1 Pressured, +1 Willful
  • Refuse: Choose again.
Offer to punish the Duchess of Hellas:
  • Make her a commoner: Banion will not be pleased. +1 Pressured. -15 Noble Approval. Test Internal Affairs ≥ 60 to know the name of her successor.
  • Command her to marry an Ixionite: Banion will ask for a dance during Week 17. Test Internal Affairs ≥ 40:
Success: Unlocks extra dialogue about Brin if you dance with her later on.
Failure: Noble Approval -10.
  • Execute her: Banion will not be pleased. This will result in an assassination attempt during week 16. +3 Cruelty, -15 Noble Approval. Test Internal Affairs ≥ 60 to know the name of her successor.
Bluff / Intimidate: If you are wearing a necklace from Sedna, test Court Manners ≥ 10 to unlock option "Claim you are allied with Talasse". If you are a Lumen, unlock option "Demonstrate magical powers". Test Foreign Affairs ≥ 80 or Foreign Intelligence ≥ 80 to unlock option "Threaten to ally with Terrax". Now, choose:
  • Threaten to attack: Test Presence ≥ 60:
Success: They withdraw. Crisis averted. +1 Cheerful, +10 Noble Approval
Failure: A battle will begin next week, +1 Depressed
  • Threaten to ally with Terrax: You warn them off. +1 Cheerful, +10 Noble Approval
  • Demonstrate magical powers: This will result in an assassination attempt during week 16. Test Wield Magic + Presence ≥ 60:
Success: They back off. Crisis averted. +10 Noble Approval
Failure: They are unimpressed. A battle will commence next week. +1 Depressed
  • Claim you are allied with Talasse: You warn them off. There may be a price to pay later. +1 Cheerful, +10 Noble Approval
Execute him: A battle will begin next week. +5 Cruelty, +1 Angry

Special Weekend Activities

Talk to your father (if you went to war with Ixion): +1 Pressured

Week 11

If you did not peacefully resolve the matter with Ixion, a battle occurs; +1 Angry as well a troop loss.

If the matter has been resolved, your father will talk about a sighting of a keythong in the Old Forest, otherwise, the event gets delayed to another week. Test Lore ≥ 60 or Novan History ≥ 90 to know where the Old Forest is. Regardless, +1 Depressed

Week 12

If you are wearing a necklace from Talarist, he will come to visit. Test Flattery ≥ 30 to answer glibly. Now, choose whether to marry him:

  • Accept his offer: You will marry Talarist at the end of the game and may call him for help. +1 Cheerful, +1 Willful
  • Politely decline: Test Court Manners ≥= 40:
Success: You let him down gently.
Failure: Talarist will not be pleased. He will raise tariffs at the border.

If you used the necklace for a bluff during week 10, your visitor will insist that you marry, no matter how the Court Manners test turned out:

If your dominant mood is yielding, you will automatically accept.
Otherwise, choose:
  • Alright, I'll marry you: You will marry your visitor at the end of the game. +1 Yielding
  • I still won't marry you: Talarist will not be pleased, and the nobles will be displeased at your bratty behavior. +1 Willful, -10 Noble Approval.

If you are not wearing the necklace, a woman will seek funding for a hospital; otherwise, the event gets delayed to another week. Test Herbs + Battlefield Medicine ≥ 50 to unlock the option "Invest". Choose:

Invest: Uses 1200 lassi. +20 Commoner Approval, the death toll is lowered on Week 30.
Don't invest: You send her away.

Week 13

Judgement of attempted murderess, Kevan, Earl of Io demands justice. Test Novan History ≥ 40 for some family background.

Test Internal Affairs ≥ 100:

Partial success (≥ 30): Unlocks option "Ask the Earl of Io about her story"
Success: Unlocks option "Tell her that justice was already done"

Now, choose:

  • Put her to work: Kevan is not pleased. +10 Commoner Approval.
  • Imprison Her: See the option "Execute her", except it's -5 Commoner Approval instead of -10. No Noble Approval change (?).
  • Execute her: +10 Noble Approval, -10 Commoner Approval. Test Archery ≥ 60:
Success: The woman is overpowered and imprisoned or executed per your choice.
Failure: The woman is killed and her body cruelly displayed as a public warning. +1 Cruelty
Ask the Earl of Io about her story: Test Court Manners ≥ 60:
Success: Imprison the woman. Kevan is appeased.
Failure: Kevan slits her throat. He is not pleased. -10 Noble Approval.
Tell her that justice was already done: Imprison the woman. Kevan is appeased. +1 Cheerful

Week 14

An owl flies overhead, Test Divination ≥ 60:

Success: Unlock option to speak to your dance partner during Week 17.
Failure: Test Falcons ≥ 10 to wonder about owls flying in daylight.

If you saw Evrard before, you will recognize him. Test Court Manners ≥=50:

Success: You see through Evrard's lie, replaces option "Let it go" with "Tell him to leave".
Partial success (Court Manners ≥= 10): Unlocks option "Challenge his story".
Failure: Nothing
Now choose:
  • Call the guards: +1 Angry, -5 Commoner Approval
  • Let it go: You will not see Evrard again after this. +1 Yielding
  • Tell him to leave: +5 Commoner Approval. You may see Evrard again in Week 28.
  • Challenge his story: Test Intrigue ≥=10:
Success: You doubt his claim. Choose again between "Call the guards" and "Tell him to leave".
Failure: You doubt his claim and think your guards may be incompetent.

If this event was delayed, your father passes on reports of a keythong in the Old Forest.

If this event was delayed, a woman will seek funding for a hospital.

Week 15

Your father notifies you of the upcoming Parade of the Good Lady.

If you funded the printing press in Week 8 you may decide what it will print first. Test Strategy ≥30 to unlock option "Army Recruitment". Now, choose:

  • Poems praising your mother: +1 Depressed
  • Army Recruitment: +1 Willful, increases the size of Nova's military, adds one company and two platoons.
  • Pro-Lumen propaganda: +1 Willful, raises Lumen approval. Test Lore ≥= 80 for extra dialogue.
  • Religious doctrine: +1 Yielding

You receive a letter from Briony, Lady of Mead, flavor text based on the murderess' trial outcome.

Week 16

Procession of the Good Lady. Choose:

  • I will lead the parade: +1 Cheerful, +1 Willful, +1 Pressured
Test: Decoration ≥ 70 OR Elegance ≥ 70:
Partial success (Decoration ≥ 50 < 70): Little girls squeal at seeing you, +5 Commoner approval.
Success: +10 Commoner approval.
  • I will parade and make a speech: +1 Cheerful, +1 Willful, +1 Pressured
Test: Decoration ≥ 70 OR Elegance ≥ 70:
Partial success (Decoration ≥ 50 < 70): Little girls squeal at seeing you, +5 Commoner approval.
Success: +10 Commoner approval.
Test: Public Speaking ≥ 50:
Failure: -10 Noble approval.
Success: +10 Noble approval, +15 Commoner approval
  • I would rather not go: +1 Yielding, +1 Lonely
Alice will question your decision. Test Faith ≥ 30 to unlock "Make religious excuse". Now, choose:
  • Confess your fears: +1 Afraid, -5 Noble approval, -5 Commoner approval
  • Yell at her: +1 Angry, +1 Cruelty, -5 Commoner approval.
  • Make religious excuse: No mood change.

If you chose not to be a Lumen, after the tree is planted salt water will bubble up from the spot (-10 Commoner_approval) and you will get another chance to take up your crystal. This incident will not happen if you are attacked by an assassin.

If you are attacked by an assassin during the parade, Test Reflexes ≥= 80 or Flexibility ≥= 50:

Success: You evade the attack.
Partial Success (Reflexes or Flexibility ≥= 30): You are hurt. Test Battlefield Medicine ≥= 20 for flavor text.
Failure: You get too close to a sword and die.
Then, if you have Wield Magic ≥ 1 and aren't dead yet, unlock the option "Blast him with magic". Now, choose:
Fight him:
If partial success on previous Reflexes/Flexibility check, Test Polearms ≥= 80:
Failure: You get too close to a sword and die.
Success: Choose:
  • Kill him: +1 Cruelty, +10 Noble Approval.
  • Don't: The assassin is overpowered, but poisons himself.
If full success on Reflexes/Flexibility check, Test Polearms ≥= 50:
Failure: You get too close to a sword and die.
Partial success (≥= 30): The assassin is overpowered, but poisons himself. +10 Afraid
Success: Choose:
Kill him: +1 Cruelty. +10 Noble Approval.
Don't: The assassin is overpowered, but poisons himself.
Blast him with magic:
If partial success on the earlier Reflexes/Flexibility check, Test Wield Magic ≥= 100:
Failure: Your blood runs dry and you die.
Success: You barely burn the assassin to death.
If full success on the earlier Reflexes/Flexibility check, Test Wield Magic ≥= 60:
Success: You burn the assassin to a crisp.
Failure: You get too close to a sword and die.
Run away:
If partial success on the earlier Reflexes/Flexibility and failed Barrlefied Medicine check, you get too close to a sword and die.
If full success on Reflexes/Flexibility check, or partial success in Reflexes\Flexibility and full success on Barrlefied Medicine check, Test Running ≥= 40:
Success: You outrun the assassin, who poisons himself.
Failure: Commoner Approval ≥= 20
Success: A commoner sacrifices himself to save you and the assassin dies.
Failure: You get too close to a sword and die.

If Julianna is imprisoned in the dungeon, she will escape. +1 Afraid, +1 Afraid

Special Weekend Activities

Visit your magic tutor (if you had a salt water omen): She will give you a second chance to wield your Lumen crystal, choose:
I'm ready: You become a Lumen. +1 Willful, +2 Cheerful
I'm still not ready: You are not a Lumen, but remain on good terms with them, however, Julianna will vote against you in the vote of no-confidence if it occurs, +1 Afraid

Week 17

If you faced an assassin on Week 16, your father may give you a coded piece of paper. Test Ciphering ≥ 60 to figure out where the assassin came from.

Grand ball

Test Presence ≥= 50, Elegance ≥= 50, Composure ≥= 50, Decoration ≥= 70

If all tests failed +1 Afraid, +1 Pressured, -10 Noble Approval.

Dance with suitors. -10 Noble Approval if you trip and +5 Noble Approval if you impress the guests with your dancing. If you are betrothed to Talarist and he is not there, you can refuse to dance. Test Court Manners ≥= 40 to consider the consequences of refusing.

If you are betrothed to Talarist and you invited him to the gala, he will ask you if you can dance. Choose:

  • Nod yes: Dance check goes as normal.
  • Shake your head: Talarist leads you through the dance. Dance check is skipped.
  • Stomp on his foot: Talarist pretends to not notice. Dance check goes as normal.

If you are not betrothed, or chose to dance with suitors, Test Court manners ≥= 40 and Intrigue ≥= 40. if you fail, choose a partner:

Test Dance ≥= 90
Success: you impress the nobles (+5 Noble Approval) unless you are dancing with Adair. In that case, in your enthusiasm to show off you forget that he can't keep up with your skills and you trip over each other (-5 Noble Approval).
Partial Success (≥= 50): you manage not to embarrass yourself.
Failure: the nobles frown upon your poor performance (Noble Approval -5)

If you are not betrothed, or chose to dance with suitors, and pass the previous check, choose a partner:

  • Linley of Kigal:
  • Adair, Young Lord of Elath:
  • Banion, Duke of Maree:
  • Chaine, Earl of Mima:
  • Armand, Duke of Mazomba:
  • Erwin, Earl of Ishtar:
  • Examine the women: +1 Pressured, +1 Willful. Test Internal affairs ≥= 40 to discover Brin's romantic preferences.
  • Julianna, Duchess of Ursul:
  • Brin, Duchess of Hellas:
  • Arisse, Duchess of Lillah:
  • Alice the maid: +1 Cruelty, -5 Commoner Approval, -15 Noble Approval.
Test Dance ≥= 90
Success: you impress the nobles (+5 Noble Approval) unless you are dancing with Adair or Alice. In that case, in your enthusiasm to show off you forget that they can't keep up with your skills and you trip over each other (-5 Noble Approval).
Partial Success (≥= 50): you manage not to embarrass yourself.
Failure: the nobles frown upon your poor performance (Noble Approval -5)

Once your dancing partner is picked, you are expected to go mingle.


Test Court Manners + Flattery ≥ 60:

Success: +10 Noble Approval.
Failure: -10 Noble Approval.

If you succeeded on the Divination test in Week 14 you notice an old duke, Test Foreign Intelligence ≥= 70 and Court Manners ≥= 50 for flavor text. Now, choose:





Talk to him: Test Public Speaking + Court Manners + Flattery ≥= 50 to ask politely.
Say nothing: Nothing happens.

If you forced Brin to marry during Week 10, then her brother Banion will offer a dance. Test Court Manners ≥= 40 to understand the nature of his game. If you are betrothed to Talarist unlock option "Mention betrothal to Talarist of Sedna". Now, choose:

  • Accept: Test Court Manners ≥= 40:
Success: Choose:
I plan to use you, then drop you: +1 Willful
I plan to marry you: You will hold power in the relationship.
Failure: You succumb to his plots. You are now betrothed to Banion. +1 Yielding, +1 Pressured
  • Refuse: +1 Pressured. Test Public Speaking + Court Manners + Flattery ≥= 50
Success: You tell him off.
Failure: You look bad.
  • Mention betrothal to Talarist of Sedna: Test Public Speaking + Court manners + Flattery ≥ 50:
Success: You pretend he is announcing his own engagement.
Failure: You spoil the engagement before he can say anything. Gain noble disapproval.

If Banion is displeased with you, he will provoke you. Test Composure ≥= 20 to unlock option "Ignore it". If you executed his sister during Week 10 or faced an assassin during Week 16, unlock the option "Accuse him of sending assassins". Choose how to respond:

Challenge him to a duel: +1 Angry, +1 Willful
If Talarist is there, he stops you. Test Internal Affairs ≥= 70 to know why Talarist is intervening, unlocking the option "Speak up" to defend your nobles. If you fail, test Foreign Intelligence ≥= 70 to misinterpret Talarist's support for a threat, unlocking the option "Speak up" to tell him off. If you fail that too, test Foreign Affairs ≥= 40 to find a reason to say something. Choose:
  • Speak up: You intervene to settle down the commotion. If you defend your nobles or tell Talarist off, you succeed automatically. If you don't really know what you are doing, test Flattery ≥= 60

Success: you calm the situation down.

Failure: you are not very eloquent but it's still better than saying nothing, Noble Approval -10

  • Stay quiet: -15 Noble Approval.
If Talarist is not there, test Swords ≥= 30:
Failure: You get too close to a sword and die.
Success: Test Athletics ≥= 40:
Failure: You get too close to a sword and die.
Success: Test Swords ≥= 70:
Failure: You get too close to a sword and die.
Success: Banion dies. This will end the evening.
Ignore the insult: +1 Yielding, -10 Noble Approval.
Accuse him of sending assassins: Choose:
  • Imprison him: This ends the evening. +1 Angry
  • Execute him: This ends the evening. +1 Angry
Order his execution: A cruel action. +1 Angry, Test Public Speaking + Presence ≥= 100:
Success: You have Banion executed. This will end the evening.
Failure: The duke calls for a vote of no confidence among the nobles. Nobles may vote on your favor, vote for change, or abstain depending on their relationship to you.
Majority is with you: You remain in your position and have Banion executed. This will end the evening.
Majority wants change: You lose your right to rule. The game ends.

If you used magic during Week 10, faced an assassin during Week 16 and decoded a piece of paper tonight, test Court Manners ≥= 60 to consider the consequences of accusing anybody:

Say nothing: Nothing happens. +1 Afraid
Accuse him: Test Court Manners ≥= 60 to consider the consequences of your next choice.
  • Agree that you made a mistake: The evening ends. -10 Noble Approval, +1 Yielding
  • Imprison him: The evening ends. +1 Depressed, +1 Angry
  • Execute him: The evening ends. +1 Angry

Test Sense Magic ≥= 80:

Failure: Nothing happens.
Success: You learn that Lucille, Countess of Nix has magic power. Choose:
  • Let it go: Nothing happens.
  • Talk to your aunt: Test Sense Magic ≥ 100 to unlock option "Accuse her". If you suspected your uncle of sending assassins but did not say anything, unlocks option "Accuse her husband of sending assassins" . Now, choose:
  • Offer her a court position: Lucille is now your minister of magic. This adds another person to your magic circle in Week 35.
  • Keep her secret: Nothing immediate happens.
  • Accuse her: Test Resist Magic ≥ 80:
Success: Lucille dies, you obtain a spare Lumen crystal. +1 Willful, +5 Depressed
Failure: You end your days as a semi-living vegetable. Game over.
  • Accuse her husband of sending assassins: Test Conversation to suspect Lucille as well. Regardless, choose:
  • Apologise: You drop the subject.
  • Keep pushing: See the option "Accuse her".

If you sent a letter to Charlotte, you can talk to Lucille even if you failed the Sense Magic check.

If Talarist is here, you talk with him as the evening draws to a close. Test Court Manners to have him congratulate you on your writing, otherwise he tells you it needs more work.

Week 18

If you receive flowers from a lady, Test Court Manners ≥ 90 to understand their significance. Test Poison ≥ 50 for flavor text. Now, choose:

Accept them: The sender will believe you have a romantic interest in her. +1 Willful
Reject them: +1 Angry
Give them to Alice: Test Cruelty ≥ 1:
Failure: She does not accept, +1 Pressured
Success: She accepts the flowers, +1 Willful

If you decided to marry Banion at the Grand Ball, He will send you a dancing figurine. Now, choose:

Put it away: +1 Yielding
Display it: +1 Cheerful
Smash it: +1 Angry, +1 Willful
Give it to Alice: Test Cruelty ≥ 1:
Failure: She does not accept, +1 Pressured
Success: She accepts the figurine, +1 Willful

You find your father with Sirin, Countess of Miranda and Callisto, Test Composure ≥ 50 to unlock option "Greet her politely". Now, choose:

Greet her politely: Test Court Manners ≥10:
Failure: Nothing happens.
Success: You approve of Sirin's pursuit of your father. If you've already arranged a marriage (yours or Brin's) get flavor text?.
Shame her with silent scorn: Test Presence ≥ 50
Failure +1 Angry
Success: +1 Cheerful
Insult her with false flattery: Test Flattery ≥ 50
Failure +1 Angry
Success: +1 Cheerful
Trip her as she passes: Test: Flexibility ≥ 30
Failure: +1 Angry
Success: +1 Willful

Your father wants to talk to you about your informants. Test Intrigue ≥ 40:

Failure: Nothing happens
Success: Choose what your agents should focus on:
Noble plots: You may be informed of nobles planning to rebel against you.
Commoner uprisings: You may be warned of possible violent riots organized by the populace.
Foreign threats: Will give you advance warning of any foreign invasions.
Assassins:
More training: -1 Afraid, -1 Depressed
More guards: You will have better protection on Week 28. +1 Afraid
More punishment: A cruel choice. +1 Angry
Julianna of Ursul (if she was imprisoned):
She has to die: Test Internal affairs ≥ 40 to unlock option "Ask Maree and Hellas".
Send Soldiers on Patrol
Post a reward: Test Decoration ≥ 100:
Failure: You create a wanted poster.
Success: You create a better wanted poster.
Ask Maree and Hellas
I want her alive: Test Internal affairs ≥ 40 to unlock option "Ask Maree and Hellas".
Send Soldiers on Patrol
Post a reward: Test Decoration ≥ 100:
Failure: You create a wanted poster.
Success: You create a better wanted poster.
Ask Maree and Hellas

If your aunt Lucille is dead, a young squire is mysteriously mangled. Test Sense Magic ≥ 0 (cannot be failed). Test Lore ≥ 70:

Success: You remember something similar. It was probably that monster spotted in the woods.
Partial Success (≥ 60): You make an educated guess.
Failure: Test Novan History ≥ 80 to remember something similar. It was probably that monster spotted in the woods.

Regardless of the tests, +1 Afraid

Special Weekend Activities

If a squire was killed this week, you can discuss the event with your magic tutor. Test Sense Magic ≥ 0 (cannot be failed). Test Lore ≥ 100:
Success: You learn about the monster's nature. +1 Pressured
Failure: You are brushed off. +1 Yielding if brushed off by a priestess. +1 Yielding, +1 Afraid if brushed off by Julianna.
If Selene is your magic tutor but you have not yet acquired the crystal, she will offer to handle the treasury guards.
Accept: The guards are killed by a mysterious illness. +1 Depressed.
Reject: Nothing happens. You do not gain the crystal in the treasury.

Week 19

Adjusting the royal buget. Test Accounting ≥ 50 to tally your treasury. Test Logistics ≥ 40 for flavor text related to military emergencies. Test Trade ≥ 30 or Production ≥ 30 to plan for trade emergencies (flavor text). Now, choose:

Raise taxes: Add 3,000 lassi to the royal treasury, make a hidden (you are not informed if it fails) Test Accounting + Trade ≥ 100:
Success: -10 Noble Approval.
Failure: -10 Noble Approval, -10 Commoner Approval.
Keep them the same: No effect.
Lower taxes: You spend 3,000 lassi from the treasury. +10 Noble Approval, +10 Commoner Approval. If you cannot afford this, +1 Pressured and choose again.

If you chose "Ask Maree and Hellas" last week, and Brin is alive, you are visited by her. +1 Afraid

Week 20

Judgement of a man who killed his wife. Test Sense Magic ≥ 80:

Partial success (≥= 30): You sense magic around him. If Julianna is part of your court, unlocks option "Summon Julianna". If Selene is your tutor, unlocks "Send him to Selene".
Success: Unlocks option "Question him about crystal".

Now, choose:

Send him to Selene: The man is sent to Selene to be purified.
Summon Julianna: The man attempts to manipulate you, Test Composure ≥= 10 or Meditation ≥= 10:
Success: You don't fall for it, now choose:
  • Change your mind: Same as Failure.
  • Wait for Julianna: Test Wield Magic ≥ 30 or Resist Magic ≥ 40:
Success: Flavor text based on test passed.
Failure: Test Flexibility ≥= 50 or Reflexes + Running ≥= 50:
Success: Flavor text based on test passed, +1 Afraid
Failure: You are strangled with magical chains and die.
Regardless, if you don't die: Obtain spare Lumen crystal. Test Public Speaking + Presence << 58?
Success: +5 Noble Approval and gain Lumen Approval.
Failure: Nothing happens.
Failure: You decide without consulting Julianna, +1 Angry. Choose again.
  • Pardon him: +1 Depressed, -10 Commoner Approval.
  • Imprison him: The man will escape next week destroying the prison. +1 Angry
  • Execute him: A cruel choice. The man will escape next week. +1 Willful
  • Question him about crystal: He attacks you with magic, test Resist Magic ≥ 60:
Success: You counter his magic and kill him. Obtain spare Lumen crystal. +1 Angry, +10 Noble Approval, +10 Commoner Approval.
Failure: You need to dodge. Test Flexibility ≥ 50:
Success: You survive and he's killed. Obtain spare Lumen crystal. +1 Afraid
Failure: You need to run away. Test Reflexes + Running ≥ 50
Success: You survive and he's killed. Obtain spare Lumen crystal. +1 Afraid.
Failure: You are strangled with magical chains and die.

Note: Previously, this wiki stated that some soldiers were killed if the murderer was imprisioned or executed. However, experiments with the debug codes suggest that no soldiers die as a consequence of this.


If you decided to direct your agents toward foreign threats and non-tactfully rejected Talarist, there will be suspicious activity at the border. Test Trade ≥=70:

Success: Unlocks option "Invest in food to ship to Elath". Choose:

  • Invest in food to ship to Elath: Flavor text according to whether Talarist invades Elath in Week 26.
  • Send soldiers to the border: Talarist will stir up trouble in week 26.
  • Do nothing: Talarist will stir up trouble in week 26.

Week 21

If the prisoner from the week before was imprisoned, he and many other prisoners escape. If he was sent to execution, there is an explosion at the gallows and rumors circulate about a cabal of evil Lumens. Lose Lumen Approval.

You may receive a poem about yourself and a squid (this may be related to commoner approval):

"That's hilarious!": +1 Cheerful
"That's terrible!": +1 Angry
Climb out and grab it: Test Climbing ≥ 100
Partial Success (≥= 40): You grab it safely.
Success: +1 Willful, +1 Cheerful
Failure: You fall from the tower and injure yourself. +2 Afraid, +4 Yielding. You get the Injured mood for one week, which yields a penalty to learning Agility, Weapons, Athletics and Animal Handling skills until recovered, it has no bonuses.
Ignore it: -5 Commoner Approval.

Special Weekend Activities

If you obtained a spare Lumen crystal, you can visit your magic tutor to question her about it. Test Lore ≥ 70 to get information about Lumen crystal threats. +1 Pressured
If your agents are on the lookout for Lumen fugitives, you have spoken to Brin about them, and ordered the execution of the criminal on week 20 you can visit your father for an anti-Lumen artifact that might come into play on Week 36. Test Lore ≥100 to recall how Lumens brought disaster to Nova.
If you are hunting a Lumen fugitive and haven't questioned Brin, your agents have news for you:
If you designed better wanted posters you will receive news of the fugitive's death. Unlocks The Price of Blood achievement
If you chose to capture the fugitive alive, or wanted them dead but the posters weren't good enough, the fugitive avoids capture.

Week 22

Fabian, Earl of Titan and Duke-Regent of Elath, passes away. Test Novan History ≥= 40 to consider the implications. Test Internal Affairs ≥= 80 for a little information, ≥= 90 for more information, and ≥= 100 for even more juicy gossip. Now, choose what to do with the heir:

  • Leave him with Arisse: Arisse is pleased, but gives her more power if she decides to rebel.
  • Send him to his grandfather: Arisse will not be pleased. This may lead to the heirs' assassination later on.
  • Marry him: He comes to live with you.
  • Send him to your uncle: He is out of Arisse's grasp and safe from assassins, but Arisse will not be pleased. -10 Noble Approval.
  • Make his stepsister Adele regent (only possible if somebody advised you to do this at the ball): +1 Cheerful

Week 23

Sabine, musician seeks patronage. If you don't have any money left, you send her away. Test Foreign Intelligence ≥ 90 to know a secret about musicians, ≥ 100 to know more secrets about musicians. If you passed both Foreign Intelligence checks, test Sense Magic ≥ 80 to know whether or not this woman is a Lumen. Test Intrigue ≥ 20 to know additional uses for musicians.

Test Instrument + Voice ≥ 50:

Failure: You like what you hear.
Success: Test Intrigue ≥ 20 to unlock option "Test her for secret skills".

Now, choose:

  • Accept her as Court Musician: Costs you 300 lassi [250?]. You have a court musician. +10 Commoner approval.
  • Test her for secret skills: Costs you 300 lassi [250?]. You have a musician and spy. +10 Commoner approval.
  • Reject her: No effect.

Special Weekend Activities

Talk to Sabine (if you recruited her): Only available this week. Get input on current Commoner Approval.

Week 24

Get a letter from Adair if you sent him to live with someone else.

If he's living with you, Test Animal Handling ≥= 30:

Success: You teach Adair how to catch frogs. +1 Cheerful
Failure: Adair is still afraid of you. +1 Pressured

If your agents are focused on noble plots, and if Noble Approval is below -30 or Arisse is displeased with you, they will inform you she is planning a rebellion. If you have Sabine on hand as your agent, unlocks "Send the musician to gather more information". Choose how to deal with her:

  • Send soldiers to arrest her: They do not return.
  • Send assassins to kill her: She passes away quietly in her sleep. You have prevented a civil war, but her family will take revenge during Week 33.
  • Send the musician to gather more information: You send Sabine to investigate.
  • Wait for more information: You fail to act on the information.

Note: If Arisse is currently pleased with you, but becomes displeased in the coming weeks, your agents won't learn of the upcoming rebellion.

Week 25

If your agents are following Foreign Threats they inform you of increasing hostilities from Shanjia. If they are not, test Logistics ≥ 70 and Trade ≥ 40 (both checks must be passed) to figure out Shanjias intentions yourself. If you do:

Test World History ≥ 100 or Foreign Affairs ≥ 20 for flavor text related to Shanjia recent expansion. Then test Trade:
Partial Success (≥ 40): Realize the importance of ocean trade.
Full Success (≥ 80): Realize the importance of keeping shipping lanes clear.
Failure: no text.
Regardless, if you have money left, you can choose:
Build more warships: Spend 4,000 lassi from the royal treasury to add more ships to your fleet.
Do nothing: Nothing happens.

If you don't know about Shanjia neither by your agents nor by the Logistics & Trade test, test Divination ≥ 90:

Failure: +1 Cheerful
Success: You divine a possible future. Choose:
  • Hire more soldiers: Spend 1,000 lassi from the royal treasury to expand your army. If you don't have the money, you try to raise as many soldiers as you can.
  • Do nothing: Nothing happens.

If you sent Sabine to Lillah last week, she will return with news. Flavor text based on how you handled Adair's custody issues and Noble Approval. Test Noble Approval ≥= -40

Success: If you did not leave Adair with Arisse, Sabine will tell you Arisse merely holds a personal grudge.
Failure: Sabine will inform you of the possibility of a rebellion and warn you about Arisse. If Strategy ≥=40 or Public Speaking ≥= 60, unlocks option "Try to win her support". Choose:
  • Send soldiers to arrest her
  • Send assassins to kill her
  • Try to win her support: You send a letter to Arisse to negotiate.


Week 26

If you left Adair with his grandfather during Week 22 and didn't send a letter to negotiate with Arisse the previous week, you should receive news that he has been assassinated. +1 Afraid. Test Foreign Intelligence ≥ 70 to unlock option "Blame Talasse", then choose:

Blame the Earl of Ishtar:
  • Imprison him: +1 Angry
  • Execute him: A cruel action. +1 Angry
Blame Talasse: You send one batallion to the border.
Blame no one: +1 Depressed

Next, test Internal Affairs ≥= 70 to ponder the succession. Test Production ≥= 50 to realize the significance of the area. Now choose:

Name a Novan heir:
  • A child of the Duke of Kigal: You let the duke pick a grandchild of the Duchess of Lillah. Her position is strengthened in case of a rebellion.
  • A child of the Duchess of Lillah: You let the Duchess of Lillah strengthen her position in case of a rebellion.
  • An administrator from Elath: You ennoble a commoner. +10 Commoner Approval.
  • A random commoner!: +1 Pressured, -10 Noble Approval, +10 Commoner Approval.
Name Talarist the heir: You make a foreign duke your vassal.
Delay: You retain direct control of the area.

If the Duke of Sedna has been snubbed and you have not appointed him Duke of Elath, he may make trouble at your border. If you chose to invest in food in Week 20, Joslyn will inform you that your investment was a success. If you did not but still have money left in the treasury, choose:

Send emergency aid: You spend 900 lassi. +10 Commoner Approval.

Do nothing: -10 Commoner Approval.

You may receive a poem about yourself and a squid:

"That's hilarious!": +1 Cheerful
"That's terrible!": +1 Angry

Choose what to do about the poem.

  • Climb out and grab it: Test Climbing ≥= 100
Success: You grab it easily. +1 Willful, +1 Cheerful
Partial Success (≥= 40): You grab it safely.
Fail: You fall. +2 Afraid, +4 Yielding. You may get the Injured mood, which yields a penalty to learning Agility, Weapons, Athletics and Animal Handling skills until recovered.
Ignore it: -5 Commoner Approval.

If Adair lives, and you do not receive the poem, it's a beautiful day! +1 Cheerful

Week 27

If you named a Novan heir during Week 26, foreign soldiers will invade the domain, which will cost you 500 lassi. +1 Pressured

If you sent a battalion to your border during Week 26, you will drive off the soldiers +1 Cheerful

If you sent a letter to Arisse, a Court Manners check will occur (if it fails, you'll need to go to Sudbury if you want to negotiate).

You are invited to Gwenelle's birthday party. If you chose for your agents to look for commoner uprisings during Week 18, you will be warned if there are bandits in the area. Passing a Divination check (≥= 70) will grant you a bad omen about the journey. Now, choose:

  • Go to Sudbury for Gwenelle's party: +1 Cheerful
  • Send your regrets: You stay in the capital.

Week 28

If going to Sudbury, Test Agents focused on Assassins:More Guards:

Success: +1 Angry
Failure: Test Archery + Reflexes ≥= 100
Success: Not hit by arrow. +1 Depressed, +1 Afraid
Failure: Test Battlefield Medicine ≥= 70:
Failure: You take an arrow to the gut and die.
Success: +3 Afraid, Test Composure ≥= 50 or Meditation ≥= 50:
Success: You survive.
Failure: You scream loudly, attracting more arrows..

Note: There is another way to avoid the bandits on the road. Eliminate the person who sent them and have your commoner approval above 45.

Sudbury party

If you did not use your powers on Week 17, Your uncle Laurent, Duke of Merva and cousins arrive without Lucille and Charlotte. If you used your powers at the gala, Charlotte will be there.

Gwenelle and her mother are having a disagreement.

Test Flattery ≥= 60 to unlock option "Flatter them both".

  • Side with Gwenelle: Lieke is displeased. +1 Willful, +1 Depressed
  • Side with her mother: Gwenelle is displeased. +1 Yielding, -10 Noble Approval.
  • Flatter them both: Both are appeased.

If Bennett is now a Duke, above conversation will change and no test will occur.

Test Novan History ≥= 90 or Test Lore ≥= 60 to know what Briony is talking about.

Failure: The conversation is over.
Success: Choose what to reply:
  • Offer to help: Briony joins you. +1 Willful
  • Try to talk her out of it: Test Conversation ≥ 75:
Success: Briony relents. +1 Angry
Failure: Briony goes by herself.
  • Tattle to her parents: Briony is upset, but stays at home. +10 Noble Approval.

If Arisse is there to negotiate, she tells you she'll agree to work with you only if you marry her son, Thaddeus:

  • Agree to marry him: she comes to your castle to work as your advisor and the civil war is avoided. You tell her what you've done recently, and if you haven't offered to help Briony you'll also mention that conversation (she'll remain at home). +1 Yielding.
  • Refuse: the negotiations fail.

If Charlotte is present at the party:

If Lucille is still alive and Charlotte didn't heal you on week 3, -1 Lonely
If Lucille is still alive and Charlotte healed you on week 3, no mood change.
If Lucille is dead, +1 Depressed

If you are not going to Sudbury, +1 Lonely. Test Court Manners ≥ 80:

Success: +1 Cheerful
Failure: Lieke is displeased.

If you saw Evrard on week 6 and haven't arrested him [More information required, there are more conditions] you will hear a tapping on your window. Test Falconry ≥ 15.3 <20? to recognize that it's unlikely to be a bird. You will then see it's Evrard throwing pebbles at your window.

Sneak Out: Test Poison ≥ 70 to unlock "Make him eat first". Now, choose:
Eat a Cookie: +1 Cheerful, you have the option to try to marry Evrard (requires a stable Nova).
Make him eat first: +1 Cheerful, you have the option to make Evrard royal taste tester, which may lead to marriage if commoner/noble approval is low.
Don't eat a cookie: You can't marry Evrard.
Ignore Him: You can't marry Evrard.

Week 29

Events highly dependent on previous choices. Test Noble Approval ≥ ? AND Cruelty < ?

Success: No rebellions happen.
Failure: A civil war breaks out.
Test Military ≥ 40 to tally the sizes of the armies involved (flavor text). Choose whether to pardon criminals to increase the size of your army. Finally, if Briony is at the castle and her parents are among the rebels, you can choose to:
Send Briony home as a gesture of goodwill: This may be helpful in avoiding her death.
Hold Briony hostage: You enter hostage negotiations next week.
Due to the war, the week ends here.

If there is no rebellion you may receive an embroidered cushion from a noble:

Should that noble have died, it comes from her successor and is much more ominous. +1 Afraid
Test Foreign Affairs ≥ 80 for background information on the nation behind the gift. Depending on the nation, an Animal Handling OR Expression ≥ 70 check is required for additional character text
Now choose:
Keep it: Nothing happens.
Give it to Alice: Test Cruelty ≥ 1
Failure: She does not accept. +1 Pressure
Success: Alice accepts the cushion.

If you went to Sudbury and brought Briony home with you. Test Conversation ≥ 40 to unlock option "Ask about Briony's parents". Now talk to her about the forest adventure and choose:

Send her alone: Briony will not return. Her uncle will not be happy.
Go with Briony: Start the forest adventure.
Tell her not to go: Briony goes anyway, and you won't see her again. Her uncle will not be happy.
Ask about Briony's parents: Test Internal Affairs ≥ 90 to understand her family background. In any case, Briony will stay put. +1 Angry

If you go with Briony to the forest: Test Sense Magic ≥ 50 to sense something amiss (flavor text). Now Test Herbs ≥ 70:

Failure: You fall victim to monsters.
Success: +10 Afraid. Test Running ≥ 50
Failure: You fall victim to monsters.
Success: Test Horses ≥ 70
Success: You both escape. Briony will be pleased.
Failure: Choose:
Leave her: You escape, she dies. +3 Cruelty. Her uncle will not be happy.
Support her: Test Dance ≥ 30
Success: You both escape. -3 Cruelty. Briony will be pleased.
Failure: You fall victim to monsters.

If you made Arisse your advisor, she arrives at your castle and your father is quite surprised.

Week 30

If you are in a civil war and holding Briony hostage, choose:

I only want peace: You end the civil war. +1 Angry
A ransom payment: You receive 2,000 lassi and end the civil war. +1 Willful
Exile for the rebels: +1 Willful. Test Cruelty & Presence (Cruelty ≥ 10 OR Cruelty*10 + Presence ≥ 150):
Failure: Negotiation is over, you will battle next week.
Success: The rebel leaders will go into exile, the war is over.

If you are in a civil war and do not have a hostage, the rebels will come to make you an offer:

Agree: +1 Yielding. Your rule, and the game, ends.
Refuse: Negotiation is over, you will battle next week. +1 Willful
Suggest compromise (This requires you to not to be engaged with anyone else): Test Public Speaking ≥ 70
Success: You reach a compromise and war is averted. You have a new advisor and a new fiancé.
Failure: Choose:
Surrender: +1 Yielding. Your rule, and the game, ends.
Refuse: Negotiation is over, you will battle next week. +1 Angry

If you are not at war:

If you didn't bring Briony with you (including not going to Sudbury at all), Briony's mother arrives to ask you where she is.
Otherwise:
If you both returned from the forest adventure, her mother comes to collect her. +1 Angry, +5 Pressured
If you had picked "Ask her about her parents", the reunion is happier: +1 Cheerful
If you sent her off into the Old Forest alone / couldn't talk her out of it / went with her but abandoned her to her fate, her mother will deduce that Briony isn't returning:
It's my fault: +1 Depressed, +1 Pressured
It was your fault: +1 Cruelty

If you are at war, determine the outcome of the battle. The outcome depends on a series of tests to estimate the relative strength of the loyalist and rebel armies. You start the battle with a combat bonus of 0.

Test Military ≥ 1 to be of any use at all.
Failure : -0.05 combat bonus
If you are a Lumen, test Wield Magic ≥ 90:
Success: You wreak havoc among the enemy. +0.5 combat bonus.
Partial Success (≥ 70 < 90): Some of the enemy flee before you. +0.2 combat bonus
Partial Success (≥ 40 < 70): You weaken the enemy. +0.1 combat bonus
Failure: No effect.
If your mood is afraid, you have a disadvantage. -0.2 combat bonus

The final outcome depends on the combat bonus, the proportion of rebels to loyalists in the army, whether you arrested Arisse (rebel army size +200) or not, and whether you went for propaganda in week 29 and how effective it was (converts rebels into loyalists).

Lose, and the game ends.
Win, and the rebel leader is executed and you receive 1,000 lassi in tribute.
Test Wield magic ≥ 90. Success: halves your losses, doubles the rebel losses. Failure: no effect.
Test Strategy ≥ 100.
Success: halves your losses, doubles the rebel losses.
Failure: test Strategy + Logistics ≥ 170. Success: halves your losses. Failure: no effect.
Test Cruelty ≥ 10: +10% rebel losses. Failure: no effect.
Test Battlefield Medicine + Herbs ≥ 0:
Success: you save 2*(Battlefield Medicine + Herbs) loyal soldiers. Failure: no effect.
test cruelty < 5. Success: you also save (Battlefield Medicine + Herbs) rebel soldiers. Failure: no effect.
If you invested in the hospital, your losses are halved.
Test cruelty < 10: halves the rebel losses.

If you are not at war, witness a freak wind, and test Divination ≥ 40 to realize something. +1 Afraid

If you avoided the civil war through compromise, choose:
Dispatch soldiers: +1 Cheerful, Army Size -1200
Don't: no immediate effect.
If you convinced Arisse to be your advisor: you receive a letter from Briony revealing that she's been grounded by her grandmother because of you, she's mad but she's safe.
If your concern in week 18 was foreigners or you took action regarding Shanjia in week 25: +1 Angry

If you offered to help Briony during week 28, and talked to her about her family, and she's not held hostage or sent back home during week 29: a letter arrives from her.

If you gave Juliana's title to Ignatius, you learn that her parents are getting divorced (unlocks "Caused a couple to divorce").
Test Ciphering ≥ 30 to discover a terrible family secret (and unlocks it).

If you reached a compromise with the rebels, their leader arrives to be your advisor. Test Court Manners ≥ 60 to inquire about your new fiancé.

Week 32

Your father suggests you hold a tournament. Will the victors receive:

Status and praise: No effect.
Employment: Increases soldiers.
Gold: You set aside a grand prize of 100 lassi for the winners.

You spot a Vase of flowers. Test Divination ≥ 70

Success: Something is amiss, unlocks option "Save it for later".
Failure: Test Decoration ≥ 50 to get flavor text and +1 Cheerful

Chocolates arrive (if you haven't eliminated /co-opted the sender):

Test Production + Trade ≥ 60 to unlock option "Save it for later".
Test Court Manners ≥ 80 to unlock option "Save it for later".
Test Dogs ≥ 50 to unlock option "Save it for later".

If the option "Save it for later" is unlocked, Test Intrigue ≥ 100 to unlock option "Test for Poison".

Now, choose:

Eat candy now: You eat the chocolates: +1 Cheerful, +2 Depressed, Test Poison ≥ 70:
Success: You save yourself.
Partial success (≥ 10): The maid tries to help you, but you get poisoned and die.
Failure: You get poisoned and die.
Save it for later: You save the chocolates for later.
Test for poison: Test Sense Magic ≥ 50 for flavor text. Test Medicine ≥ 100:
Failure: You don't know how to test the chocolates safely. If Arisse is your advisor, you send them to her, she'll know how to handle this. Otherwise, test Cruelty (≥=10?)
Success: You decide to test the chocolate on something, test Animal Handling (≥=30?)
Failure: You kill a chicken by force-feeding it the chocolate, but realize that might be normal for a chicken to die after eating chocolate. The test is inconclusive. You task your guards to go test them on someone unimportant.
Success: You know you have to test it on a human and make some prisoners your test subjects.
Failure: You destroy and bury the choco, what a waste! :( +1 Depressed
Success: You find poisons, +1 Angry
Note: If your only option is Eat candy now, you do so automatically.

Week 33

The Tournament

Option to participate in a tournament: Succeeding at your tournament event increases your popularity. Failure creates disapproval.

Mounted Parade: Test Horses ≥ 50:
Success: You lead the parade. +10 Commoner Approval.
Failure: Test Composure + Elegance ≥ 60
Success: You look good, even though you don't know how to ride. +10 Commoner Approval.
Failure: You cling to the horse. +1 Afraid, -10 Commoner Approval.
Jousting: This will tire you. Test Horses ≥ 50:
Failure: You fall off your horse. -10 Commoner Approval.
Success: Test Polearms ≥ 50
Failure: You can't lift your lance. -10 Commoner Approval.
Success: Test Horses + Polearms ≥ 160
Partial Success (≥ ?): You are defeated.
Success: You win the first round.
Fencing: This will tire you. Test Swords ≥ 80
Failure: You make a very poor performance. -10 Commoner Approval.
Partial Success (≥ 30): You lose a long match.
Success: You win your first match. +15 Commoner Approval.
Archery: Test Archery ≥ 100
Failure: You hit nothing.
Partial Success (≥ 60): You are soon eliminated.
Success: You rank in top 10. +10 Commoner Approval.
Music: Test Instrument ≥ 90
Success: Test Voice ≥ 100
Failure: You make a poor performance.
Success: You are the champion! +15 Commoner Approval.
Failure: Test Voice ≥ 100
Success: You do well. +10 Commoner Approval.
Partial Success (≥ 50): Nothing special.
Failure: Test Public Speaking ≥ 30
Success: You're very loud. -10 Commoner Approval.
Failure: You don't make a sound
Falconry: Test Falcons ≥ 100
Success: You compete, but to little avail.
Failure: You are scolded by the master of the mews. +1 Pressured, +1 Depressed, -10 Commoner Approval.
Do not join the tournament: Depressed +1, -10 Commoner Approval, eliminates all risk of negative events.

If Briony dies for whatever reason or if you execute Arisse after fighting the rebels in week 31, you will be challenged to a duel, unless you did not participate in any tournament events. If you've assassinated Arisse, Elodie will think the assassination is the reason for the challenge, but she is actually mistaken: you won't be challenged if Briony still lives. [Mounted Parade does not trigger if your agents watch for Nobles?].

Test Wield Magic ≥ 30 to unlock option "Kill him with magic". Now, choose:

Kill him with magic: Test: Wield Magic ≥ 60
Success: You kill Kevan. A cruel action. +1 Willful, +3 Cruelty, -20 Noble Approval, -20 Commoner Approval.
Failure: You get too close to a sword and die.
Refuse: He charges at you. +1 Willful. Test Reflexes + Running ≥ 80:
Success: You escape and Kevan dies.
Failure: Test Falcons ≥ 80:
Success: Your falcon diverts your opponent, and he is arrested.
Failure: You get too close to a sword and die.
Accept: Choice of Swords or Staves. +1 Angry
Swords: If you are tired, Test Athletics ≥ 120
Failure: You get too close to a sword and die.
Success: Test Swords ≥ 90
Success: You defeat your opponent.
Failure: You get too close to a sword and die.
Staves: If you are tired, Test Athletics ≥ 120
Failure: Your skull is cracked open and you die.
Success: Test Polearms ≥ 50:
Failure: Your skull is cracked open and you die.
Success: Test Polearms + Flexibility ≥ 100
Failure: +1 Afraid. Test Presence + Public Speaking ≥ 70
Success: Your opponent spares your life.
Failure: Your skull is cracked open and you die.
Success: Choose:
Hit him: You win. +1 Angry
Don't: Test Presence + Public Speaking ≥ 70
Success: Your opponent yields. +10 Commoner Approval.
Failure: Your opponent broke the rules and is imprisoned. +1 Depressed

If saved the chocolates for later last week, a servant will eat them instead. If you have Cruelty ≥ 5, +1 Cheerful and be relieved that someone else died. Otherwise, +1 Afraid.

If you found poisons on the chocolates last week, you will get a more detailed report. Test Trade <<42.5 for flavor text. Now, choose:

Punish the guards: +1 Angry, -5 Commoner Approval.

Punish the supplier: No mood change. -5 Commoner Approval.

Wait for more information: No mood change.

Special Weekend Activities

Talk to Sabine (If you recruited her [as spy?] and you won the Music tournament): She requests training, choose:

Accept: +1 Cheerful
Refuse: +1 Pressured
Suggest Romance: (Oops), -1 Cheerful [maybe lose commoner approval? or spread intrigue about you?]

Week 34

If, during week 18, you chose for your agents to watch for commoner uprisings, you may receive a report. Different flavor text according to Commoner Approval and Cruelty. +1 Angry

If the chocolates had a victim during week 33 and you chose to direct your agents toward noble plots/commoner uprisings, you will receive a report on the assassination attempt. Different flavor text according to which direction you chose for your agents, whether there was a civil war, and Commoner Approval.

If you recruited Sabine as a spy and the chocolates had a victim during week 33, she will start an investigation.

Whatever your previous choices, your father will inform you of a pending foreign invasion. Flavor text if you were expecting this to happen eventually.

Choose whether to recruit more soldiers for 2,000 lassi. More soldiers will increase you chances of winning a regular victory.

Choose whether to direct the fleet or stay in the capital. Directing the fleet will count your full skills in the battle, but expose you to risk. Staying in the capital may or may not be detrimental depending on your Military skills

If Arisse is your advisor and you want to direct your fleet, you must test Naval Strategy + Swimming ≥ 100 or be forced to stay at home.

If you choose to lead the fleet, and you are a Lumen, you will talk with your magic mentor. If your mentor is a priestess, test Foreign Intelligence ≥ 100 to understand something about your enemy.

If you have access to at least three Lumen, you can then choose to attempt to sink the invading fleet with magic:

Use magic against the fleet / Yes: +1 Willful
Fight with navy only / No: +1 Afraid

Week 35

Magical strike, if you chose to sink the enemy fleet with magic: The rolls and results for using magic against the fleet vary depending on how many people are working with you.

If you are trying to sink the enemy fleet with magic, and there are 3 Lumen in your circle:

Test Wield Magic ≥ 100:

Success: You fight at a distance, test Lumen ≥ 300:
Failure (< 200): You blow yourself up and die.
Partial Success (≥ 200 < 300): You damage the enemy fleet and proceed to a naval battle. A sea monster will rise next week.
Success: The enemy fleet is annihilated. A sea monster will rise next week.
Failure: You have to get close, test Lumen ≥ 200:
Failure: You blow yourself up and die.
Success: You damage the enemy fleet and proceed to a naval battle. A sea monster will rise next week.

If you are trying to sink the enemy fleet with magic, and there are 4 Lumen in your circle:

Test Wield Magic ≥ 100:

Success: You fight at a distance, test Lumen ≥ 200:
Failure (< 120): You blow yourself up and die.
Partial Success(≥ 120 < 200): You damage the enemy fleet and proceed to a naval battle. A sea monster will rise next week.
Success: The enemy fleet is annihilated. A sea monster will rise next week.
Failure: You have to get close, test Lumen ≥ 200:
Failure (< 120): You blow yourself up and die.
Partial Success (≥ 120 < 200): You damage the enemy fleet and proceed to a naval battle. A sea monster will rise next week.
Success: You blow the enemy to bits, but are overtaken by a freak wave and drown at sea.

Naval battle, if the enemy fleet is still en route (Didn't attempt a Magical strike, or part of the enemy fleet survived it).

If you ceded control of your territory during Week 10, Test Court Manners ≥ 60 to add more ships to your fleet (a flotilla from Ixion).

If you chose to direct the fleet in person there are now some checks to see what bonuses you add to the battle.

Test Climbing ≥ 60 to climb to the crow's nest for a better view of the battlefield. This boosts the bonus to combat granted by Naval Strategy, and also enhances the range of the Wield Magic check below.
Test Wield Magic ≥ 60 to act as a cannon and inflict some damage to the enemy.

Your Military skills are automatically added as a bonus, unless you have 0 naval strategy, in which case your skills become a penalty instead. Your amount of skill DOES make a difference here because the bonus added depends on how much skill you have, but there's not a specific check for it that comes up. It just adds as much as you have.

None of these options is individually required, but it affects the bonus you receive, so if you don't have any of these skills you may not be able to win the fight unless you have every possible secret soldier bonus.

To win the naval battle without magic, you need to pass your tests, have many soldiers (Hiring them when prompted and not losing any) AND have enough ships (build them or receive them as foreign aid). If you don't have enough ships, you will always lose.

The outcome now depends on the number of troops and ships on your side, plus any relevant bonuses. +3 Cheerful, +20 Noble Approval, +8 Commoner Approval if you win.

If you lose, test Strategy + Naval Strategy ≥ 150

Success: You escape, but your fleet is lost.
Failure: Test Swimming ≥ 100
Failure (< 50): You drown at sea.
Partial success (≥ 50 < 100): Test Composure ≥ 70
Success: You escape, but your fleet is lost. +5 Afraid
Failure: Test Meditation ≥ 70
Success: You escape, but your fleet is lost. +5 Afraid
Failure: You drown at sea.
Success: You escape, but your fleet is lost.

Week 36

If you won the naval battle without a Magical strike, you will be holding prisoners. Test World History ≥ 80 to unlock option "Ransom them all" then decide what to do with them:

Ransom them all: Receive 1,000 lassi.
Ransom the rich, conscript the poor: Receive 700 lassi.
Ransom the rich, execute the poor: A cruel action. +3 Cruelty, Receive 700 lassi.
Execute them all: A very cruel action. +3 Cruelty, +1 Noble Approval.

If you lost the naval battle, and are betrothed to Talarist, you can run away to Talasse, but this will lead to a game over. Otherwise, you will meet the enemy commander. Test Foreign Intelligence ≥ 90:

Success: You know something about the enemy commander.
Failure: Test World History ≥ 100 to realize something concerning the enemy commander.

Test Sense Magic ≥ 80 to discover something about the enemy commander.

Test Composure ≥ 40:

Success: You remain composed.
Failure: Test Court Manners ≥ 60:
Success: You don't show your anger.
Failure: +1 Angry

Test Sense Magic ≥ 90 to discover something disturbing.

Test Foreign Intelligence ≥ 90 to replace the option "Offer marriage alliance" with "Sing to him".

If you had a conversation with your magic tutor about spare Lumen crystals unlock option "Offer to give him your power".

Now choose:

Offer marriage alliance: You discover something unfortunate, make another choice.
Offer to give him your power: Test Cruelty ≥ 10:
Success: Choose:
Do it: You do what is necessary and become an evil minion.
Refuse: Make another choice.
Failure: You don't have what it takes, make another choice.
Refuse outright: Togami respects the truce and don't blast you. Unlocks a special weekend activity.
Accept his terms (if you are not a Lumen): Your father will duel in your stead:
If your father has an anti-Lumen device he will win the duel. +8 Afraid. You will have to visit him during the weekend.
If not he will be killed. +10 Depressed, +1 Angry.
Test Composure ≥ 100
Partial success (≥=70): Unlocks option "obey"
Success: Unlocks option "Stare him down"
Failure: You snap and are killed by magic.
Now, choose:

Obey: The invaders leave. +2 Yielding.

Attack him: You snap and are killed by magic.

Stare him down: You refuse to let Togami demean you. +2 Willful.

Accept his terms (if you are a Lumen): Test Resist Magic ≥ 60:
Partial Success (≥ 30): You fight, but are blasted with magic and die.
Failure: You are blasted with magic and die.
Success: Test Sense Magic ≥ 60
Success: You make a counter attack
Failure: Test Resist Magic ≥ 100
Failure: You are drained of life and die.
Success: Test Meditation ≥ 30
Failure: You are blasted with magic and die.
Success: You ready a counter attack. +1 Willful
If you are still alive, you counterattack: Test Wield Magic ≥ 50:
Failure: You attempt to dazzle him, but fail. You are blasted with magic and die.
Success: Choose how to fight him:
Magic Sword: Test Reflexes + Swords ≥ 100:
Failure: You are blasted with magic and die.
Success: You kill the enemy commander. Raises Lumen approval.
Dazzle him: Test Wield Magic ≥ 80
Failure: You are blasted with magic and die.
Success: Test Decoration ≥ 70
Failure: You are blasted with magic and die.
Success: You kill the enemy commander. Raises Lumen approval.
Sing to him: Test Instrument + Voice ≥ 100
Failure: You tried, but failed. Make another choice.
Success: Test Public Speaking ≥ 70
Failure: You can't think of anything to say. Make another choice.
Success: Test Presence ≥ 70
Failure: You couldn't move him, make another choice.
Success: You saved the day with the power of music.

If you do not meet the enemy commander, and a sea monster has risen, you get +1 Afraid

Special Weekend Activities

In the event that Joslyn fought the duel and survived, his room will be the only one accessible on that weekend.
If you refused outright with Togami, going to court to meet your advisers will be the only accessible option on that weekend.

Sacrifice Yourself: You sacrifice yourself to seal the Kraken. Game over.

Run Away: You run away with your advisers. Game over.

Defeat Togami in Concert (if your tutor is Selene. Automatic choice) : You venture out.

Test Meditation ≥ 100
Success: Flavor text.
Partial Success (≥ 10): Flavor text.

Then, when Julianna and Selene are ready, Test Lumen ≥ 300 and Meditation ≥ 10 or Lumen ≥ 240 and Meditation ≥60.

Success: You create an earthquake, burying Togami and most of his troops.
Failure: You blow yourself up.

Week 37

If you talked down Togami or won the naval battle, everybody loves you. +1 or 2 Cheerful, +15 Commoner Approval.

If you killed the enemy commander in a duel, his soldiers are looting your lands, costing you 1,000 lassi. If your agents were directed to watch for commoner uprisings during Week 18, your monetary losses are significantly reduced. If you are betrothed to Talarist, you receive aid from him, your monetary losses are reduced.

If you started an earthquake, there will be havoc in Caloris and the treasury will use up 4,000 lassi for repairs. -20 Commoner Approval.

If your father is dead and your commoner approval is below zero, bad rumors about you will spread around. -15 Commoner Approval. If your agents are directed toward commoner uprisings, they will attempt to counter the rumors and you will lose 5 Commoner Approval instead of 15.

If your commoner approval is over zero and Sabine is working for you as court musician(not as a spy), you will not lose commoner approval.

[bug? even if sabine isn't researching the chocolates because you destroyed them, she will report on them] If Sabine is making an investigation, she will report the results to you:

If you passed a Sense Magic check during Week 17, but did not act on it, +1 Yielding
If your father is dead, if you are currently depressed you will not act on the information, otherwise, choose:
Execute them: You are running out of family...
Do nothing: +1 Depressed, +2 Yielding
If your father is alive, +1 Depressed. If you are aware of Charlotte's powers, unlock option "Ask about Charlotte's powers". Now, choose:
Decide Lucille is guilty:
Execute Lucille only
Execute Lucille and Laurent
Execute Lucille, banish the rest
Execute the entire family
Banish the entire family
Decide the musician is lying: +1 Angry
Imprison her
Execute her
Ask about Charlotte's powers:
Execute Lucille only
Execute Lucille and Laurent
Execute Lucille, banish the rest
Execute the entire family
Banish the entire family
Note: Your decision is applied immediately, but you will have to wait until the epilogue to see how it was executed.

If you performed the magic ritual during Week 35, Test Trade ≥ 40 to understand the consequences of what you unleashed. If you know Charlotte has Lumen capability, Test cruelty ≥ 10 to unlock option "Sacrifice Charlotte". If you have just dealt with her treacherous family, the option is unlocked without a cruelty check. If you are currently depressed, lock the option "Try to seal it". Now, if you have more than option available, choose:

Sacrifice yourself: You are taken by tentacles and die.
Sacrifice Charlotte: Flavor text depending on how you dealt with her family.
Try to seal it: Flavor text depending on Cruelty.
Regardless of your choice, lowers Lumen approval.

Week 38

If you chose to sacrifice Charlotte last week, and her mother is not dead, you are drained of life and die.

If the commoner approval is low, you worry about your choices. +1 Pressured, -15 Commoner Approval.

If the commoner approval is low and you directed your agents to watch for commoner uprisings during week 18, you will receive a report. If the approval is very low the report will urge you to take an action. If Sabine works for you, unlock option "Stage a concert". If you have Herbs ≥ 10, you unlock the option "Heal the sick", then choose:

Stage a free concert: Your popularity is boosted.
Heal the sick: Test Herbs ≥ 80:
Success: +15 Commoner Approval. Test Divination ≥ 30 for flavor text.
Failure: Test Herbs + Battlefield Medicine ≥ 60:
Success: +10 Commoner Approval.
Failure: Test Decoration ≥ 50 or Elegance ≥ 50:
Success: +10 Commoner Approval.
Failure: Nothing happens.
Make a public appearance: Test Presence + Public Speaking ≥ 110 or Presence + Elegance ≥ 110 or Presence + Decoration ≥ 110:
Success: +10 Commoner Approval.
Failure: Nothing happens.

If your father is dead and you have not punished you Mervan family, they will arrive to comfort you. Lucille will try to talk you out of marrying young, citing the example of Cayleigh, Duchess of Elath, Adair's mother. You will not choose a suitor next week. +1 Yielding

If you have money left in the treasury you have the option of throwing a feast and you can choose different amounts of money to spend on it. Boosts popularity unless No feast is chosen, which lowers it(-10 Commoner Approval) and may lead to rebellion despite the agents being directed towards uprisings.

Extravagant feast: +25 Commoner Approval.

Respectable feast: +20 Commoner Approval.

Small feast: +20 Commoner Approval.

No feast: -10 Commoner Approval.

Week 39

If there are no pending disasters, test Decoration ≥ 30 to improve your appearance.

If the commoner approval is low, the peasants will rebel! If you are not a Lumen, you are deposed and the game ends. If you are a Lumen, you can choose to turn your magic against the peasants. Test Wield Magic ≥ 30:

Success: You scare the surviving peasants off.
Failure: Test Presence ≥ 100:
Success: You scare the peasants off.
Failure: Your skull is cracked, resulting in your unfortunate demise.

If Lucille visits you and you have a fiancé, she will propose delaying the marriage:

Plan for a wedding this year: You proceed with the marriage.
Delay longer: If you have a (forced) advisor, they will be alerted.

If you haven't chosen a suitor yet, and haven't been talked out of marriage, you are given the option of tipping the scales towards a person of your choice. See Marriage.

Week 40

Coronation time! You won.

Proceed to the Epilogues page for further information about the end of the game.

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