"Sabres of Infinity Guide" - Views: 14,618 · Hits: 14,618 - Type: Public

CHOICES & CHECKS
If a choice causes a change, it's listed.  If an option doesn't change anything it's not here, though if it sets a path that may be mentioned.

Bracket choices lead to tabbed options or some other arrangement as necessary

BOOK 1

*create wealth 55
*create soldiering 30
*create charisma 30
*create intellect 30
*create reputation 20
*create health 75
*create idealism 50
*create ruthlessness 50
*create discipline 25
*create morale 25
*create loyalty 25
*create cazarosta 30
*create elson 20
*create cunaris 50

----------

CHAP 1

---

ENTRY CHOICES
Report in: -2 id, +2 rep
[Observe]: +2 sol
[Try to talk]: +2 cha, -2 rep
	Excuse: +2 id, +2 cha, -4 rep
	Apologize: -2 id

WHERE FROM
The North: +50 wealth, +5 income, region = 1
The West: -10 id, +10 health, +10 caz, region = 2
The East: +5 sol, +10 rep, +15 cunaris, region = 3
Aetoria: +8 int, +8 cha, region = 4

HOW OLD
Age 14: -5 sol, -5 int, +12 id, -5 ruth, age = 14
Age 18: age = 18
Age 25: +5 int, +5 cha, -5 id, age = 25
Age 30: +10 int, +10 cha, -10 id, +10 ruth

WHAT HAVE
Sword: +10 sol, gift = 1
Uniform: +10 cha, gift = 2
Books: +10 int, gift = 3
Introduction: +10 rep
Credit: +75 wealth

---

CHAP 2

---

MEET CAZ
(At your service): +2 caz, +2 id
I am new roommate: -2 caz
	(Beg pardon): +1 caz
	[Wait]: -14 caz, +10 elson
[Not take rudeness]: -10 caz, +10 elson
(Choices:)
	Ask Cazarosta about himself:
		CHECK: 	if cha > 30: caz +5
			if cha < 30: caz -4
[Choices:]
	At your service: +3 elson
	[X] I don't see how: -10 elson, +2 ruth, -2 id
	
	If not [X]:	Ask about Dragoons: +2 sol
			Ask about Elson: +2 elson

SOLDIERING
Breeze through: +20 sol
Is impossible!: -25 sol
	CHECK: if caz >= 35: +10 sol

INTELLECT
Do excellently: +20 int
Great weakness: -25 int
	CHECK: if elson >= 25: +10 int

CHARISMA
Already friends: +20 cha
I eat alone: -25 cha

wHAT TO DO?
Sparring with Caz:
	CHECK:	if sol > 45: +10 caz
		elif caz > 30: +10 caz, +15 sol
		elif sol > 30: +10 caz, +5 sol
		else: +10 sol
Socialize with Elson:
	CHECK:	if cha > 40: +5 elson, +10 rep
		elif int > 50: +5 elson, +15 rep
		else: +10 elson, +10 cha
Reconcile them: +5 id
	CHECK:	if cha > 45: +5 caz, +5 elson, +5 rep
		else: -5 caz, -5 elson
Need to improve: -10 id, +5 ruth, +5 sol, +5 int

ELSON IN TROUBLE
Continue on: -10 id, +15 ruth, crank = "Lieutenant"
Ride ahead:
	CHECK:	if sol > 30: +10 elson, -10 caz, -5 rep
		else: -5 ruth, crank = "Lieutenant"
Stop exercise: +5 id, -10 ruth
	CHECK:	if cha > 50 and rep < 16: GAME OVER
		if cha > 50: -15 caz, +20 elson, -15 rep, +1 cenemy
		else: crank = "Liuetenant"
Stay behind: -8 ruth, +5 id
	CHECK:	if sol >= 30 and int > 50: +15 elson, +9 rep
		elif sol >= 30: +10 elson, +5 rep
		else: -15 health, -10 sol, +5 elson, crank = "Lieutenant"

CAZ CHECK: if caz < 10: +1 cenemy

---

CHAP 3

---

FIRST DAYS AT SEA
Fighting tips: +4 sol, -4 rep, -4 id
Socialize (common): 
	CHECK: if cha >= 45: +4 cha, -4 rep
Conversation (officers): +4 int, +2 rep
Brush up: +6 int

FIGHT
Take command:
	if crank != "Lieutenant" and (caz >= 45 or cha >= 60): youleadship = 1
	elif cleadship = 1, go to Join boarding.
	
	if youleadship =1: +5 caz, +10 elson, +150 wealth
		BANEFIRE APPEARS
		Ignore it: -40 health, fullblast = 1
		Hold up:
			CHECK:	if int < 20: -40 health, fullblast = 1
				else: +10 rep, +2 caz, +2 elson, +1 dec1
		BOARDING
		Be bold: +4 id
			CHECK: 	if sol >= 40: +5 elson
				elif gift != 1 and sol < 40: -10 health
		Be cautious: -5 id
		
Join boarding: +2 id, +5 elson, +5 caz, +50 wealth
	CHECK: 	if cenemy >= 2 and elson < 40 and sol < 40: -10 health
Go below: -5 id, -2 caz, -2 elson
Talk out of: -10 id, -5 ruth
	CHECK:	if cha >= 65: -10 caz, -10 elson

if cenemy >= 2 and cleadship = 1:
CAZ TRIED TO KILL ME
Confront him: +1 cenemy
	CHECK: 	if caz >= 30 and int >= 50: -2 cenemy
		if caz >= 30: -1 cenemy
Reconcile: -5 ruth, -1 cenemy, +5 caz
Accident: +10 id

---

CHAP 4

---

TOWN OR CLUB?
Town
Club

If Town:
	HOBO APPROACH
	(if wealth > 50) Generous: -50 wealth, -8 ruth, +8 id
	(if wealth > 15) Be fair: -15 wealth, -4 ruth, +4 id
	(if wealth > 5) Be stingy: -5 wealth
	Give nothing:
		CHECK:	if ruth > 60 or id > 4: -4 id, -4 ruth
			else: -5 wealth
				WAS WEAK?
				Was weak: +4 ruth, -4 id
	if listen to Lanzarel:
		SUCH ACTIONS ARE...
		Inconceivable!: -6 ruth, +6 id
		Injust: +4 id, -2 ruth
		Bitter necessity: -2 id
		Burden lifted: -4 id, +6 ruth

If Club: set Hartigan 1
	GAMES?
	Tassenswerd:
		CHECK:	if cha >= 70: +10 wealth
			elif cha >= 50: +5 wealth
			elif cha >= 30: -5 wealth
			else: -10 wealth
	Quie:
		CHECK: 	if int >= 70: +10 wealth
			elif int >= 50: +5 wealth
			elif int >= 30: -5 wealth
			else: -10 wealth

HORSE OR SERGEANT?
Horse
Sergeant

Horse:
	WHICH HORSE?
	Official stables: horseskill = 25
	Next ones assume private market:
	(if wealth > 20) Faith: horseskill = 35, horsename = 'Faith', -20 wealth
		CHECK:	if cha >= 50: +5 wealth
	(if Horse and wealth > 40) Bulwark: horseskill = 50, horsename = 'Bulwark', -40 wealth
		CHECK:	if cha >= 50: +10 wealth
	(if wealth > 100) Thunderer: horseskill = 75, horsename = 'Thunderer', -100 wealth, +6 rep
		CHECK:	if cha >= 60: +25 wealth
	Not worth the money: horseskill = -10

Seargent:
	WHICH SEARGENT:
	Hernandes: -15 mor, +25 dis, sgtname = Hernandes
	Harlech: -15 loy, +25 mor, sgtname = Harlech
	Fenton: -15 dis, +25 loy, sgtname = Fenton
	(if Sergeant) Lanzerel: +5 loy, +5 mor, +5 dis, sgtname = Lanzerel

---

CHAP 5

---

if region = 1: +30 wealth

FREETIME
Drill relentlessly: +10 dis
	CHECK: 	if sgtname = 'Hernandes': +5 dis
		if cha < 40: -5 mor
Gaint loyalty: +10 loy
	CHECK: 	if sgtname = 'Fenton': +5 loy
		if int < 40: -5 dis
Inspire by example: +10 mor
	CHECK:	if sgtname = 'Harlech': +5 mor
		if sol < 40: -5 loy

if health < 50: +15 health

PLAN THOUGHTS
Utter foolishness: -4 id
Too reckless: -2 id
Necessary: +2 id
Glorious: +5 id

GET THERE
Take it easy: +8 battletime
Pick up pace: +6 battletime, horsetire = 1
Damn the horses!: +3 battletime
	CHECK:	if horseskill < 25: +2 battletime, horsetire = 1
		elif int >= 40: horsetire = 1
		elif (soldiering + 30) < horseskill: +2 battletime, horsetire = 1, -5 health
		else: horsetire = 2, +2 battletime

SEAL?
Set exact: +4 battletime, caststr = 1
Extend pattern: +6 battletime
	CHECK:	if int >= 50: caststr = 2
		else: caststr = 1
Pocket seals: +4 battletime, +150 wealth
	CHECK:	if int >= 50: caststr = 1
		else: BAD END

if battletime > 12 at any point, skip all in AMBUSH PREP
AMBUSH PREP
Care for horses: +2 battletime, -1 horsetire
Block the road: +10 battleres, roadblock = 1, +2 battletime
Cut firing loops: +10 battleres, fireloop = 1, +2 battletime

if caststr = 1: +20 battleres
elif caststr = 2: +30 battleres

if fireloop != 1: -10 battleres

CHARGE?
(if horsetire < 1 and morale >= 25) Mount up: +20 battleres
	CHECK:	if dis >= 40: +10 battleres
			if horsename = Thunderer and sol >= 45: +10 battleres
		if (horseskill > (sol + 30)) and sol < 50: -10 health
		elif (horseskill < (sol + 30)) and sol < 30: -10 health

if health <= 10: BAD END
elif battleres >= 60: dec2 = 1, +4 rep
	RANSOM
	Generous: +10 loy
	Fairly: +5 loy, +40 wealth
	Regulations: +120 wealth
	Keep all: +240 wealth, -10 loy, -8 rep

if region = 1: +5 wealth

ELSON PROMOTED
Used his birth: -6 id
Pulled strings?: -2 id
Out of space: +6 id

if region = 1: +30 wealth

if gift = 3: +5 int

ASSIGNMENT
Patrol Duty: Go to Chap 6 
Reserve Duty: Go to Chap 7
(if wealth >= 250 or reputation >= 40) Promotion: Go to Chap 8
	CHECK:	if rep < 40: -250 wealth

---

CHAP 6

---

if sgtname = Harlech: -3 loy
elif sgtname = Hernandes: -3 mor
elif sgtname = Fenton: -3 dis
elif sgtname = Lanzerel: -3 rep

ROUTE
Eastern: +5 mor
Western: +5 dis

+30 wealth
if region = 1: +30 wealth

MEN TALKING
(Eavesdrop:)
(Ask what:)
	(Choices) lead to these:
	Convince them:
	CHECK:	if cha >= 60: +2id, -2 ruth
		if loy >= 40: DSknow = 2
	Bribe them: -50 wealth, -4 id, DSknow = 1
	Threaten them: -5 loy
	CHECK:	if sol >= 60: +4 ruth, DSknow = 1

LEFEBVRE TALK
Try to convince:
	if (sol >= 60 or rep >=40) and (id < 70 or chapternum = 7): DSknow = 2
Threaten:
	if rep >= 50 or int >=50: DSknow = 2
Accept at face: -4 id

FIND GRENADIERS:
Follow orders: No search
Question them:
	CHECK:	if DSknow >= 2 or int >= 30 or cha >= 40 or sol >= 30 next block is selectable
		else:	Stay => no search
			Follow => search
Search myself:
	CHECK:	if sol >= 30: search
		else: no search

Help to bury: No search
Search myself: Search
(if DSknow >= 2) Lefebvre's orders:
	Help burn: EndChap1
	Find others: search

If search:
	CHECK: 	if sol < 50 and int < 50: EndChap1
		else: continue in block
WHAT TO DO?
Drag in chains: EndChap1
Escort as guests: -10 id, -10 ruth
	CHECK: 	is sgtname = Lanzerel: +5 loy
		elif sgtname = Harlech: -5 loy
Have them shot for murder: lefebvre = 3
	CHECK: 	if ruth < 40:
			EXECUTE OR NO?
			Broken laws: +10 ruth, execution
			I can't do this: -10 ruth, EndChap1
		else: execution

EXECUTION: -6 rep, +10 id, +10 ruth
	CHECK:	if sgtname = Lanzerel: -5 loy
		if sgtname = Harlech: +5 loy

if EndChap1 and DSknow >= 2:
LEFEBVRE
Keep quiet: +100 wealth
	CHECK:	if lefebvre != 3: lefevre = 2
		if id > 65: -100 wealth, +5 id
		elif id < 65 and id >35: -5 id
Tell Hunter: if lefebvre != 3: lefebvre = 1
	CHECK: 	if (cha >= 50 and rep >= 40) or loy >= 40 or sgtname = Hernandes: promote
		else: BAD END

if promote: +6 rep, go to CHAP 8
else: +30 wealth
	CHECK:	if region = 1: +30 wealth

CHAPCHOICE
(if not taken) Cavalry duty: CHAP 7
Seek promotion to lieutenant:
	CHECK: 	if wealth < 250 and rep < 40: BAD END
		elif rep < 40: -250 wealth, go to CHAP 8
		else: go to CHAP 8

---

CHAP 7

---

if sgtname = Harlech: -3 loy
elif sgtname = Hernandes: -3 mor
elif sgtname = Fenton: -3 dis
elif sgtname = Lanzerel: -3 rep

+15 wealth
if region =1: +15 wealth

SUPPLIES?
Grenades: grenade
Extra shot: ammo
Muskets: mustket

PREDICTION
Routine: -5 loy, +4 id
Prepare for anything: +5 loy, -4 id

CARRECORT
This moron:	WHAT TO DO?
		Take my leave: -15 rep
		Stand and fight: BAD END
		Assume command: command
Will not stand: -15 rep

if command:
CONVINCE
Better soldier:
	CHECK:	if sol < 45: -8 rep
Better educated:
	CHECK:	if int < 50 or gift != 3: -8 rep
Better leader:
	CHECK:	if cha < 45: -8 rep

	PLANNING
	Frontal assault: battle = 1
		CHECK:	if supply = ammo: +5 mor, +5 loy, +6 rep
			elif sol >= 40: +4 rep
			else: BAD END
	Stage diversion:
		CHECK:	if supply = grenade: +5 mor, +6 rep, diversion = 1
			elif int >= 40: +5 mor, +4 rep, diversion = 1
			elif horsename != Thunderer or horsename != Bulwark: horsename = none
	Bluff Antari:	if supply = musket: bluff = 1, +10 morale, +6 rep
			elif cha >= 40: bluff = 1
			elif dis >= 40: bluff = 1, -5 mor
			else: -20 mor

	if supplies = none: +6 rep

	CAREERCORT
	Single bad decision: -15 ruth, +5 id, carrecort = 1
	Much to learn: carrecort = 2
	Incompetent and disgrace: +10 ruth, -5 id, carrecort = 3

	if horsename = none
	HORSE REPLACE
	Requisition: horseskill = 30, horsename = Oakum
	20 crowns: horseskill = 40, horsename = Nightdancer, -20 wealth
	(if wealth > 50) 50 crowns: horseskill = 50, horsename = Hatchet, -50 wealth
	(if wealth > 80) 80 crowns: horseskill = 70, horsename = Scimitar, -80 wealth
	
	if battle = 1 or bluff = 1:
	RUNEGUN
	Sell it: +100 wealth
	Keep it: +15 sol, runegun = self
	Give to the best: +10 mor, +10 dis, runegun = campos

+45 wealth
if region = 1: +45 wealth

CHAPCHOICE
(if not taken) Patrol duty: CHAP 6
Seek promotion to lieutenant:
	CHECK: 	if wealth < 250 and rep < 40: BAD END
		elif rep < 40: -250 wealth, go to CHAP 8
		else: go to CHAP 8

---

CHAP 8

---

if region = 1: +5 income

if gift = 2: gift = 5
	UNIFORM?
	Do away with: -5 id
	Alter old one: +5 id

HOW DO YOU FEEL
Confident: +5 id
Was a mistake: -5 id

if region = 1: wealth +60

FREE TIME
Gamble and socialize:
	WHICH CROWD
	Casually:
		CHECK:	if cha >= 70: -5 ruth, +50 wealth, +5 rep
			if cha < 30: -5 ruth, +10 cha, -50 wealth
				if wealth < 0 due to deduction: -8 rep, wealth = 0
			if cha >= 30: -5 ruth, +5 cha, +2 rep
	Seriously:
		CHECK:	if cha >= 70: +5 ruth, -8 rep, +500 wealth
			if cha < 30: +5 ruth, wealth = 0, -12 rep
			if cha >= 30: +5 ruth, +50 wealth
Hone body and mind: +10 sol, +5 rep
Remain with Duke: +5 cunaris
	TALK TO DUKE?
	Start conversation: +8 rep, +2 int, +15 cunaris
	Ask to read his books: +5 cunaris, +10 int
Learn Antari: -10 wealth, antari = 1

NEW NON-COMS
Biggest men: +15 dis, -10 mor
Most educated: +15 loy, -10 dis
Most popular: +15 mor, -10 loy
Old patrol: +5 dis, +5 mor, +5 loy

WORK ON
Discipline: +10 dis, -5 mor
Clean equipment: +10 mor, -5 loy
Light hand: +10 loy, -5 dis

LODGING
Bear with it: -10 dis, -10 mor, -10 loy
Intercede:
	CHECK:	if rep >= 50: -5 mor
		else: -10 mor, -10 dis
Rent myself: -60 wealth, -10 ruth, -5 rep, +10 loy, +10 mor

if region = 1: +30 wealth

if played != (CHAP 6 and CHAP7)
	+5 dis

	PIG BUTCHERY:
	Hang him: +10 ruth, +10 dis, -5 loy
	Pay wages: +5 dis, +5 rep, -5 loy
	Light punishment: -5 ruth, +5 loy, +5 mor, -5 rep
	Do nothing: -10 ruth, +10 loy, +10 mor, -10 dis

	wealth +120
	if region = 1: +60 wealth

	+5 dis
	+5 mor
	+5 loy

if played != (CHAP 6 or CHAP 7)
	GUN PROBLEMS
	Hope no more: -5 mor, -5 loy
	Inspection: -15 wealth
	Replace all: -50 wealth, +5 mor, +10 loy
	(if wealth >= 500) The finest!: -500 wealth, +15 mor, +15 loy, +10 dis, +8 rep, dragonlock = 1

	+120 wealth
	if region = 1: +60 wealth

ELSON
My men are ready: +8 elson
A bit rough: +2 elson
No guarantees: -2 elson
A right awful mess:
	CHECK:	if id > 40: -4 elson

---

CHAP 9

---

if loy < 20 or dis < 20 or mor < 20: mutiny
if mutiny:
	Return to tent: +10 loy, -5 dis, -5 ruth, +5 id
	Assemble patrol: +10 dis, -5 mor
	Slit throat: +10 dis, +5 loy, -10 id, +10 ruth

WHOSE PLAN
Elson's:
	Grace: +5 id
	Merciful: -5 ruth
Caz's:
	Have a way out: -5 id
	Chance to destroy: +5 ruth

MEALTIME
Elson:
	Ask about promotion:
		CHECK:	if Elson < 40: -5 Elson
			else: +5 Elson
	Ask about Caz's plan:
		Convince of military necessity:
			CHECK:	if int >= 50: +5 Elson, plan = Caz
		Force of personality:
			CHECK: 	if cha >= 50: +5 Elson, plan = Caz
		Use friendship:
			CHECK: if Elson >= 50: +5 Elson, plan = Caz
		No changing minds: +2 Elson
	Nothing of importance:
		CHECK: if Elson >= 50: +5 Elson
Caz:
	Comment on change: This is a real mess, I think a -5 if you're proper friend?
	Ask about Elson's plan: -2 Caz
	(if cenemy >= 1) Try to make peace: cenemy = 0
	Small talk:
		CHECK:	if Caz >= 50 and sol < 60: +4 sol
My men: +2 mor, +5 loy

if plan != Caz
WHOSE PLAN
Elson: +1 cenemy, -10 caz, go with Elson's plan
Caz: -10 Elson, with Caz's plan
	CHECK:	if cha >= 50: +6 Elson
Stay out: Go with Elson's plan
	CHECK:	if Elson >= 60: -4 Elson
		else: -6 rep
(if int >= 55 and Elson >= 40 and rep >= 20) Own plan: Go with own plan

if own plan:
	My brilliant plan: +6 id
	I hope: +2 id
	May be doomed: -2 id
	Get everyone killed!: -6 id

if Caz plan:
	(if caz >= 50) I trust him!: -4 loy, +10 id
	I trust his ability: +5 id
	Perhaps right: -5 id
	(if cenemy >= 1) Not to be trusted: -10 id

if dis < 40: -4 rep

if plan = Caz: go to CHAP 10A
if plan = Elson: go to CHAP 10B
if plan = own: go to CHAP 10C

---

CHAP 10A

---

battlewin = 50

VOLUNTEER?
Volunteer:
	FORD
	Leave horses, scout: -2 loy, horses = 0, -10 battlewin
	Leave horses, no delay: horses = 0
		CHECK:	if sol < 50: below scene occurs
			FROST
			They are my men: +6 loy, -5 battlewin
			We must press on: +2 loy, -2 mor
			No time for this:
				CHECK:	if cha < 50: -6 loy, -6 mor
	Take horses, do scout: horses = 1, -2 loy, -15 battlewin
	Take horses, no delay: horses = 1
		CHECK:	if dis >= 30: casualties = 1, -2 loy, -2 mor
			else: casualties = 5, -8 loy, -8 mor

	if horses = 1: -5 battlewin

	COURSE OF ACTION
	(if horses = 1 and battlewin >= 45) Charge: TenA3Mounted
		CHECK:	if sol < 60: +2 casualties
	(if battlewin >= 50) Approach on foot: TenA3Foot
		CHECK:	if sol >= 45 or int >= 35: battlewin = 50
			else: battlewin = 40
	Bluff:
		CHECK:	if antari = 1: battlewin = 60, go to END BATTLE
			elif cha >= 60: battlewin = 50, TenA3Mounted/TenA3Foot
			elif loy < 45: -10 health, BAD END if <1 health, TenA2Frontal
			else: TenA2Frontal
	(if battlewin <= 35) Shoot sentries: TenA2Frontal
	(if runegun != none and battlewin < 35) Shoot gate: TenA3Mounted/TenA3Foot
		CHECK:	if runegun = campos: battlewin = 50
			elif int >= 40: battlewin = 50
			elif int < 40: battlewin = 40
				if loy < 45: -10 health, BAD END if <1 health

	TenA2Frontal
	if mor >= 50: +2 casualties, battlewin = 50, TenA3Foot
	else: +6 casualties
		if sol >= 60: TenA3Foot
			CHECK:	if ruth >= 60: +8 mor
		elif sol >= 30: +3 casualties, battlewin = 40, TenA3Foot
		else: BAD END

	TenA3Foot
		if battlewin = 60: no casualties from this, go directly to enemy defeat	
	
		if battlewin = 50: care about below discipline checks
		if battlewin = 40: +6 casualties:
		if dis >= 40: +4 casualties
		elif dis < 40: +10 casualties

		DUEL
		Sabre to sabre!: +10 id
			CHECK:	if sol < 65 and sol >= 35: -4 cha, -15 health, BAD END if <1
				elif sol < 35: BAD END
		Just shoot him: -4 id, +4 ruth
		(if loy >= 25) I rally men: +2 casualties

		Enemy Defeat
		if (casualties >= 12 and sol < 50) or casualties >= 20: BAD END

		END BATTLE
		(if horses = 1) Run down:
			CHECK:	if dis >= 35: +20 battlewin, +6 Elson
				else: +4 casualties, +10 battlewin
		(if horses = 0) Harass:
			CHECK:	if loy > 25 and dis >= 50: +10 battlewin
				elif loy < 25: Go to Sack
		Kill: campmass = 1, +10 ruth, -15 Elson, +4 mor, +4 loy
			Unleash base: +4 ruth, -4 id, -5 elson, +5 caz, -10 rep
			You are correct: +4 id, +5 elson, -8 caz
		Sack: -4 id, -10 battlewin, -6 caz
			CHECK:	if int >= 60: +165 wealth
				else: +70 wealth
	TenA3Mounted
		if battlewin >= 50: go to END BATTLE
		else:
			PLAN
			Keep together: END BATTLE
				CHECK:	if dis < 40: +5 casualties
			Set loose: END BATTLE
				CHECK:	if mor < 40: +5 casualties
			Distract enemy: END BATTLE
				CHECK:	if loy < 40: -10 health, BAD END if <1
	
Say nothing:
	FORMATION:
	Skirmish Line: formation = 1
	Extended Line: formation = 2
	Tongs-and-Hammer: formation = 3

	if Elson >= 50:
	ELSON CHAT
	Hardly as bad: +10 id, +6 Elson
	Die with pride: +5 id, +4 Elson
	Honour not worth: -5 Elson, -5 id
	Disservice: -5 Elson

	if Elson <= 50:
	WAR CHAT
	Near-impossible: -4 id
	Might not survive: -6 id
	But an end: +2 ruth
	Not punished: +6 ruth, +8 id
	No objection: +4 id

	CAZ LATE
	Reassure: +4 id
	Cut losses: -6 id, +2 ruth, -4 Elson
	All his fault: +4 ruth, -8 Elson
	Unwise: -4 id, +2 Elson

	MIXED CROWD
	Give fire: +10 ruth, -5 id
		if formation = 1 and mor < 40: casualties = 5
		if formation = 2 and dis < 40: casualties = 5
		if formation = 3 and loy < 40: casualties = 5
		if loy < 65: -15 Elson, -10 rep
	Hold fire; -10 ruth, -5 id, -8 caz, +2 Elson

if casualties = 0: +10 loy, +10 mor, +10 battlewin
elif casualties <= 5: +4 loy, +4 mor, +10 battlewin, squadcas = 1
elif casualties >= 12: -8 loy, -8 mor, squadcas = 2

if battlewin >= 70: dec3 = 1

Go to CHAP 11

---

CHAP 10B

---

battlewin = 50

if later promotion than Caz: go to TenB1
else:
	VOLUNTEER TO
	Draw out enemy forces: go to TenA1, cburn = 1
	Burn enemy camp: go to TenB1

TenA1
	cburn = 1
	
	OPTIONS
	Pretend: bluff = 1
	Act as: challenge = 1
	Deceive: fight = 1

	TURN IN SADDLE:
	To act as if: +1 bluff
		CHECK:	if cha < 50 and bluff < 2: TenAFail
			else: TenA3
	To taunt: +1 challenge
		CHECK:	if challenge < 2 and antari = 0: TenAFail
			else: TenA3
	To begin firing: +1 fight
		CHECK:	if fight < 2 and sol <= 50: TenAFail
			else: TenA3
				if fight >= 2: +3 casualties

	TenAFail: -4 loy, -4 mor, +8 casualties, -20 battlewin,  TenA3
	
	TENA3
	Draw steel: 	
		CHECK:	if mor < 30 and loy < 30 and dis < 30: BAD END
			elif sol < 40: -10 health, BAD END if <1
			if dis >= 40: +6 casualties, +10 battlewin
			elif dis < 40: +12 casualties, -10 battlewin
			if sol >= 40 or [sol < 40 and (horsename = Thunderer or horsename = Scimitar)]: +10 battlewin
			else: BAD END
	Fire as withdraw:
		CHECK:	if dis > 50 and mor >= 50: +10 battlewin
			elif dis < 50 and mor >= 50: +3 casualties
			if dis < 35: +6 casualties
	Withdraw:	if dis < 35: +6 casualties

	if casualties >= 16: BAD END

	ANNIHILATE?
	Run down: +10 ruth, +10 battlewin, pursuit = 1
	Let Antari go: -5 ruth

TenB1
	OPTIONS
	Move in:
		CHECK:	if loy >= 45: +3 casualties, +10 battlewin
			elif sol >= 65: +2 casualties, +10 battlewin
			else: +6 casualties
	Wait until: +2 casualties, ecasualties = 1
	Ensure that: -4 mor, -4 loy, -10 battlewin, ecasualties = 2

	TORCHING
	(if Antari = 1) Warn civilians: -10 ruth
	Leave a way out: -2 ruth
	Jamp the gate: +8 ruth

	if cburn = 0 and pursuit > 1: campmass = 1, -15 Elson, -8 rep
	CAZHI
	Our duty is to destroy: +2 caz, +8 id
	It was a fine bit of sport: -4 caz, +1 cenemy, +5 ruth
	Necessary measure: +5 caz

	if casualties = 0: +10 loy, +10 mor, +10 battlewin
	elif casualties <= 5: +4 loy, +4 mor, +10 battlewin, squadcas = 1
	elif casualties < 12: squadcas = 1
	else: -8 loy, -8 mor, squadcas = 2
	
	if ecasualties = 1: +1 squadcas
	elif ecasualties = 2: +2 squadcas

	if battlewin >= 70: dec3 = 1

	Go to CHAP 11

---

CHAP 10C

---

SKIRMISHER
Such a task: Els = 1
I would have: Caz = 1
I shall: Self = 1

CONVINCER
(if Els = 0) You should do it: Els = 2
(if Caz = 0) Cazarosta: Caz = 2
(if Self = 0) I shall: Self = 2

if Els = 0: Els = 3
if Caz = 0: Caz = 3
if Self = 0: Self = 3

plan = 0
if Caz = 1: +1 plan
if Els = 2 or Els = 3: +1 plan
if (Self = 1 and sol >= 45 and dis >= 40) or (Self = 2 and Antari = 1 and cha >= 50) or Self = 3: +1 plan

if plan < 3: 
FAILURE:
You're right: +4 Elson and plan failure
No sir: 
	CHECK:	if loy < 30 or mor < 30: -6 Elson and plan failure
		else: Plan2
	PLAN2
	Plan will work: +6 id
	Might work: +2 id
	Fool's gambit: -4 id
	All going to die: -8 id

	if plan = 2: ransom = 1, +15 mor, +15 loy
		HOW FEEL?
		We did well: +5 id
		Without losing: -5 ruth
		Stuck to plan: -5 id
		Some triumph!: +5 ruth
	else: plan failure

if plan = 3: +15 mor, +15 loy, dec3 = 1
	BEST TO
	Let them all go: -10 ruth, +6 id, +8 Elson, -5 Caz, +1 cenemy
	Ransom, let leave: ransom = 1, -5 ruth, +5 Elson
	Ransom, have killed: ransom = 1, campmass = 1, +5 ruth, -2 id, +5 Caz, -5 Elson
	(if ruth >= 45) Kill them all: campmass = 2, +15 ruth, +5 id, Elson = 25, -5 Caz

---

CHAP 11

---

if campvic = 0: -4 rep
else: +2 rep

if played CHAP 10C and dec3 = 1: +10 rep

if campmass >= 1:
MASSACRE
Military necessity: -2 id, +2 ruth, -10 cunaris
Sincerely apologize: -4 ruth, +5 id
Apologize, no oaths: -5 cunaris, -5 id
Feign ignorance: -20 cunaris, -4 rep

ELSON TALK
(if campvic = 1) I reassure: +2 Elson
	CHECK:	if cha >= 40: +4 Elson

ELVES ARRIVE
Take a look: +2 id
	WOMAN SOLDIERS
	Frightening notion: feminist = -1
	Follow their example?: feminist = 1
	If only!: feminist = 2
Ignore it: -2 id

ANNOUNCED
Let them remember me:
	CHECK:	if rep >= 30: +2 rep
		else: -4 rep
Everything:
	CHECK:	if rep >= 55: +4 rep
		else: -8 rep

if (Join Hunter and Hartigan in their conversation) selected during banquet:
HUNTER & HARTIGAN
Light cavalry are most dangerous: +2 Elson

if (Speak with Cazarosta) selected during banquet:
ELSON CONCERNED
Perhaps you are right: +4 Elson
It would be rude not to:
	(If both convo selections with Caz are made before leaving): -6 rep

---

CHAP 12

---

men = 40
attack = 80

WULFRAM
Absolutely sir: +3 id, +4 rep
	Actually confident: +5 id
	I'm lying: -3 id
I've my doubts: +3 id
I cannot say: -5 id

if elson >= 50:
ELSON GLUM
Remind him:
	CHECK:	if int >= 45: +5 Elson
		else: -2 Elson
Cheer him:
	CHECK:	if cha >= 45: +5 Elson

WE SHALL FACE
I remind Elson: -2 Elson, -4 id
Elson is right: +2 Elson, +4 id

FOREST HUSSARS
Next move: +4 id
How do we survive: -5 id, -3 Elson

VOLUNTEER:
Guard Castle: Defence
Not a chance!: Attack
Chance to escape:
	if select (No, I have changed my mind): Defence
	else: Escape

if Defence: endtype = 2, CazCom = 0
	USURP COMMAND
	Try to convince: if int >= 50: CazCom = 1
	Persuade Cazarosta: if cha >= 50: CazCom = 1
	(if Caz > 65) Have faith: CazCom = 1
	Has no right: -15 caz
		CHECK:	if caz < 45 before choice, +1 cenemy

	KEANE
	What cowardice?: +5 id
	Begin withdrawal?: -5 id
	(if CazCom = 1) We will stand: +5 id

	WITTELBROOK
	Surely I shall:
		Convince Wittelbrook:
			CHECK:	if int >= 60: support = 2, supportb = 2, +6 caz, Cazcom = 1, D41
				else: supportb = 1, support = 1, go to D5
		I speak to his men:
			CHECK:	if cha >= 60: support = 2, supportb = 1, +6 caz, CazCom = 1, D41
				else: supportb = 1, support = 1, go to D5
		Do nothing: support = 1, go to D5
	I shall not: -10 Caz, go to D5

	if D41:
		MEET THE SAINTS
		My men alone: support = 3
		I could use the help: support = 4
		Deploy in castle towers: go to D60

	D5
	(if cha >= 35) Speech:
		Remind of duty: +8 dis
		Convince them: +8 mor
		Swear to them: +8 loy
	A barricade:
		(if int >= 60) Most damage: barricade = 1
		(if int >= 45) Slow down: barricade = 2
		Straight barricade: barricade = 3
	Prepare ground:
		(if int >= 50) Hiding places: terrain = 3
		(if int >= 30) Partially conceal: terrain = 2
		Dig holes: terrain = 1

	if mor <= 40 or loy <= 40: -6 men
	
	-10 attack #Freebie

	if terrain = 1: -10 attack
	elif terrain = 3: -20 attack
	elif terrain = 2: -20 attack, -4 men
	else: -5 attack

	if barricade >= 1: -10 attack
	if barricade >= 2: -3 men
		CHECK:	if dis < 40 and support = 4: -6 men
			elif dis < 40:
				YOU CAN
				Attempt to rally:
					CHECK:	if cha >= 45: -4 men
						else: BAD END
				Lead by example:
					CHECK:	if sol < 45: BAD END
				Keep fighting: -20 health (BAD END if <1), -10 men

	if dis < 30: -6 men

	WHAT NOW?
	Until the ending: +5 id
		CHECK:	if mor < 20 or loy < 20: BAD END
	Use our sabres: -5 id
		CHECK:	if mor < 20 or loy < 20: BAD END
	I cannot leave: -5 id, -10 ruth
		CHECK:	if mor < 60 or loy < 60: +15 loy, +15 mor
				if mor >= 30 and loy >= 30: -4 men
				if mor < 30 or loy < 30: -10 men
	Not going to die: go to Escape

	
	if barricade = 2: -15 attack

	YOUR CHANCE:
	Face head on:
		CHECK:	if sol >= 65: -30 attack, D57
			elif sol < 25: BAD END
			else: D56
	Be clever:
		CHECK:	if int >= 50 and sol >= 25: D57
			elif int >= 50: D56
			else: BAD END
	Rally my men:
		CHECK:	if cha >= 40 and loy >= 35 and mor >= 35: -1 men, D57
			else: -4 men, D56

	if D56:
		if cenemy >= 1: BAD END
		elif support = 4 and cazarosta >= 55: D57
		elif loy >= 70: D57
			CHECK:	if sgtname = Hernandes: sgtkill = 1
				elif sgtname = Harlech: sgtkill = 2
				elif sgtname = Fenton: sgtkill = 3
				elif sgtname = Lanzerel: sgtkill = 4
		elif support > 0: -25 health, BAD END if <1, go to D58
		else: BAD END
	
	if D57:
		if support >= 1 and support < 4: -20 attack
		elif support = 4: -20 attack
		if men < 2-: BAD END

		D58
		if dis > attack: -5 men
		elif dis >= (attack - 15): -15 men
		else: BAD END

	D60:
		POSITION
		(if int >= 50) Widest lanes of fire: position = 3
		(if int >= 30) Protected as possible: position = 4
		Deploy along the tops: position = 1
		Put men in vacant positions: position = 2

		WHAT NEXT?
		(if caz < 30 and cenemy > 0) Hold fire: +1 cenemy, caz = 25, +15 ruth, -15 id, -10 attack
		(if int >= 40) Single out officers: -4 id, -10 attack
		On front ranks:	if dis >= 45: -10 attack
		Into mass: -5 attack

		if position = 1: -8 men
		elif position = 2: -4 men
		elif position = 3: +5 mor, -2 men
		elif position = 4: -1 men

		WHAT NOW?
		Until the ending: +5 id
			CHECK:	if mor < 15 or loy < 15: BAD END
		Use our sabres: -5 id
			CHECK:	if mor < 15 or loy < 15: BAD END
		I cannot leave: -5 id, -10 ruth
			CHECK:	if mor < 60 or loy < 60: +15 loy, +15 mor
					if mor >= 30 and loy >= 30: -4 men
					if mor < 30 or loy < 30: -10 men

		-15 attack #freebie

		HUSSARS DRAW NEAR
		Order to reinforce:
			CHECK:	if dis >= attack: -6 men
				elif dis < (attack - 25): BAD END
				else: -20 men
		Wait until hit:
			CHECK:	if mor >= attack: -6 men
				elif mor >= (attack - 25): -20 men
				else: BAD END
		Wait until fully: +5 ruth, -15 attack
			CHECK:	if dis >= attack and mor >= attack: -4 men
				elif dis < (attack - 25) and mor < (attack -25): BAD END	

	if D59:
		if Cazcom = 1: +20 rep
		
if Attack: endtype = 1
	if loy < 50 or mor < 50:
		DO NOT REACT WELL
		Try to convince:
			CHECK:	if cha >= 40: +10 loy, +10 mor

	PREPARE
	(if cha >= 50) Speech: +15 mor
	(if int >= 50) Re-arrange: +15 dis
	Opportunity: -10 ruth
		CHECK:	if loy >= 40 and < 60: +8 loy, -4 men
			elif loy >= 20: +20 loy, -7 men
			else: BAD END

	if dis < 35: -5 men

	GETTING SWARMED
	(if dis >= 45) Still intact, cut way out: A4
	(if dis < 45) Rally to me, cut way out: -2 men, A4
		CHECK:	if sol < 35: -20 health, BAD END if <1
	Rush the enemy: A4
		CHECK:	if sol < 40: -15 health, BAD END if <1
	Shoot them: A4
		CHECK:	if sol < 40 and dis < 35: BAD END
	Ride them down:
		CHECK:	if sol < 25: BAD END
			elif sol >= 25 and horseskill < 60: -15 health, BAD END if <1
			
	if loy <= 40: -8 men
	if id >= 65: -5 mor

	ELSON'S GLORY
	Are we truly: -10 Elson | May choose below in addition!
	Our imperative: +5 id
	Do not like it: -5 id
	Will not order: -5 id, go to D5, endtype = 2
		CHECK:	if Elson < 70: Elson = 15
			elif Elson >= 70: -30 Elson
	This battle is lost: -10 id, Elson = 0, Escape = 2

	if Escape2:
		if loy < 20: BAD END
		else: rep = 10, dis = 0, mor = 0, sgtname = none
			if sgtname = Hernandes: sgtkill = 1
			elif sgtname = Harlech: sgtkill = 2
			elif sgtname = Fenton: sgtkill = 3
			elif sgtname = Lanzerel: sgtkill = 4

	if mor < 35 or loy < 35: BAD END

	if dis < 40: -10 men
		CHECK:	if sol < 40: -10 health, BAD END if <1

	-6 men
	if men < 18: BAD END

	if sol >= 65: -5 men
	elif sol < 65:
		CHECK:	if mor >= 60: -10 mor
			elif loy >= 45:  sgtname = none
				if sgtname = Hernandes: sgtkill = 1
				elif sgtname = Harlech: sgtkill = 2
				elif sgtname = Fenton: sgtkill = 3
				elif sgtname = Lanzerel: sgtkill = 4
			else: BAD END

	+20 rep

Escape: rep = 10, sgtname = none, dis = 0, mor = 0, loy = 0, Escape = 1
	CHECK:	if sgtname = Hernandes: sgtkill = 1
		elif sgtname = Harlech: sgtkill = 2
		elif sgtname = Fenton: sgtkill = 3
		elif sgtname = Lanzerel: sgtkill = 4

---

EPILOGUE

---

if Escape < 1: rank = Captain, +20 income
	if rep >= 35: Knight = 1
else:
	SUICIDE CHOICE
	My family:
		CHECK:	if wealth < 750: +1 suicide
			else: no suicide
	(if suicide >= 1) Putting and pulling.: go to Suicide
	The men I have left behind:
		CHECK:	if Escape = 2 and loy >= 60: no suicide
			else: +1 suicide
	(if suicide >= 2) No way out: go to Suicide
	My fellow officers:
		CHECK:	if Caz >= 65 or Elson >= 65: no suicide
			else: +1 suicide
	(if suicide >= 3) I'm finished: go to Suicide
	My country:
		CHECK:	if sol >= 70 or int >= 70 or cha >= 70: no suicide
			else: +1 suicide
	(if suicide >= 4) What other choice is there?: go to Suicide

	Suicide: END