Let's Play: Cataphrak's Dragoon Saga
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LORDS OF INFINITY
By Paul "Cataphrak" Wang (2023)

Take your place at the head of a noble house in a kingdom on the verge of ruin. Seek your fortune as a politician, industrialist, rabble-rouser, or conspirator to bring wealth and power to your family—or to save the realm from itself. The choice is yours in the long-awaited sequel to 2016's Guns of Infinity.

Lords of Infinity is an immense 1.6-million-word interactive novel by Paul Wang, author of Sabres of Infinity, Guns of Infinity, Mecha Ace, and The Hero of Kendrickstone. It's entirely text-based—without graphics or sound effects—and fueled by the vast, unstoppable power of your imagination.

Will you use corruption and intrigue to secure your position amongst the aristocracy, or use the power in your hands to protect those weaker than you? Will you stand for the old ways? Or blaze a trail to an uncertain future. Will you take advantage of an age of disorder to enrich yourself? Or risk everything to create a better world? Will history remember you as a paragon? A hero? An opportunist? Or a traitor?

Will you find yourself crushed by the intrigues of the bold, the idealistic, and the desperate? Or will you take your place among them as one of the Lords of Infinity?
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Sabres P.01
Pronouns
He/Him
Hello, SV! I'm proud to present Sabres of Infinity, the first installment of the Dragoon Saga by Paul "Cataphrak" Wang. The author has graciously given me permission to do a Let's Play here on this site. I hope you will come to enjoy this series as much as I do.

PROLOGUE
Being the ARRIVAL of a young officer of the ROYAL DRAGOON REGIMENT at the old fortress of FERNANDESCOURT.

The harsh Cunarian sun beats down upon you as you step off the running board of your family's coach and onto the manicured courtyard of Fernandescourt's Old Fortress. The smell of horse manure and raw iron assaults your nostrils as a group of uniformed men thunder past on horses, herded by a stout, red-faced sergeant.

Under one shoulder, you carry a leather binder which holds the key to the rest of your life: a commission as a cornet in the Royal Dragoon Regiment, signed by His Majesty, the King himself. With it sits an order to report to your new Squadron Commanding Officer, Captain Alfred d'al Montez, at Fernandescourt immediately upon your arrival.

With one hand held over your temple to shield your eyes from the sun's glare, you quickly find what you are looking for: the open door to the old stone fort's citadel, where you will begin your career as an officer of His Majesty's Royal Dragoons.

You step through the heavy iron-banded doors into the blissfully cool interior of the citadel only to be nearly bowled over by the rush of clerks and aides scrambling to and fro like enraged hornets.

The outbreak of war with the League of Antar had come as a shock to no one. Still smarting from previous slights, the great and powerful lords of the League Congress saw their opportunity for vengeance appear when the untested teenage Prince Miguel succeeded his father upon the Gryphon Throne of Tierra.

It had been a calculated diplomatic move, or so the men of stately affairs had said: The Antari had expected the new king to cave. They had not foreseen the young monarch's response as he mobilized his fleet and army with determined force. They certainly had not expected the King to land troops on the Antari mainland itself.

Now, the entire country is abuzz as regiments like the Royal Dragoons ready themselves for battle, waiting to join the rest of the army across the Calligian Sea.

The great central chamber of the Old Fortress is a hive of activity. Staff officers and their aides move about in self-centred trajectories. A team of clerks push counters and check notes written on the maps which sit atop the tables in the centre of the room. On the wall above them, an oil portrait of the Duke of Cunaris, the regimental commander, peers down beneficently upon his flesh-and-blood subordinates.

While it would probably be a good idea to report to your future commanding officer immediately, it might also do to take a look around and familiarize yourself with the fortress. You:

[] Report in immediately. I should try to make a good impression on my superiors first.
[] Observe the men training outside. I might be able to pick up some pointers.
[] Try to talk to some of the other junior officers and get some advice.
 
Personal Attributes (as of Lords E.08)
ATTRIBUTES
Being a description of a LORD of the CORTES of the UNIFIED KINGDOM OF TIERRA, his STRENGTHS, and his ABILITIES.

As of the Winter of the 618th year of the Old Imperial Era.

Sir Alaric d'al Castleton, Earl of Castermaine, Baron Reddingfield
General of Brigade, Queen's Own Dragoon Guards
Age: 34

Current Funds: 2,286 Crown
Debts: 16,000 Crown

Biannual Income (Personal): 270 Crown
Biannual Estate Revenues: 699 Crown

Biannual Estate Expenses: 450 Crown
Biannual Interest Payments: 160 Crown
Biannual Townhouse Rent: 135 Crown
Biannual Townhouse Staff Wages: 60 Crown

Total Net Income (Next Six Months): 164 Crown

Soldiering: 32%
Charisma: 35%
Intellect: 69% (Nice!)

Reputation: 59%
Health: 40%

Idealism: 74% / Cynicism: 26%
Ruthlessness: 51% / Mercy: 49%

You are a Knight of the Red, having the right to wear bane-hardened armour and wield a bane-runed sword.

You can speak, read, and write the Antari language.

You are considered a leading voice of the Royalist Faction.

Your steadfast Royalist convictions have made you an enemy of the Wulframite Faction.

You are much admired at Grenadier Square.

Your words carry no small amount of weight with the members of the Shipowners Club.

HONOURS
Being a list of DECORATIONS awarded by the government of HIS TIERRAN MAJESTY.





 
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Sabres P.02
[X] Observe the men training outside. I might be able to pick up some pointers.

Your Soldiering has increased to 32%.
You climb up the stairs and find a balcony from which to observe the Dragoons drilling in the courtyard. Despite their pretensions to being a full-blooded cavalry unit, you can see that the Royal Dragoons primarily train to fight on foot. Most of the men below are honing their marksmanship with short flintlock carbines or drilling in formations that make them seem more like a team of huntsmen than one of the tightly packed, disciplined formations of the line infantry.

However, the majority of the courtyard is reserved for the handful of Dragoons ahorse. You watch for a few minutes as they turn in tight circles around placed crates in near-perfect unison, hacking at melons stuck on stakes with their long, heavy sabres.

After about half an hour of keen observation, you decide to report in to Captain Montez before your tardiness becomes especially egregious.

-​

Captain Montez's office smells of old leather and stale coffee. The man himself is a small, pinch-faced fellow. A pair of spectacles balance atop the bridge of his short, stubby nose. He looks up from the paperwork stacked on his polished oak desk with a look of acute annoyance.

"You are late," he scowls.

You:

[] Try to offer some excuse explaining my lateness.
[] Sit in sullen silence.
[] Apologize as profusely as I can. Perhaps I can still salvage this fiasco.
 
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Sabres P.03
[X] Try to offer some excuse explaining my lateness.

Your Idealism and Charisma have increased to 52% and 32%, respectively, but your Reputation has decreased to 16%.

Montez will have none of it. His imperious glare deflates your attempt to explain yourself. You shut yourself up before you find yourself in even more trouble.

You hand over your commission papers and orders. Montez scans over them quickly, his eyes darting back and forth behind his steel-rimmed spectacles. The Captain picks up a waiting quill pen and signs the papers with a fluid hand, making your commission fully official. Dropping the documents in a drawer, he shuffles through another pile of papers atop his desk, pulling one out.

"I am afraid we shall need to go through a few formalities first, for the record, you understand." Montez picks up the quill pen again, ready to write.

"Given name?"

[] [NAME] Arturo.
[] [NAME] James.
[] [NAME] Louis.
[] [NAME] Alaric.
[] [NAME] Alfonso.
[] [NAME] I don't like any of those names. (Write-in)


Author's Note:
Sabres of Infinity takes place in the Infinite Sea, a fantasy setting possessed of functional magic, among other extraordinary phenomena. It is a setting where wealth, class, gender, allegiance, and birth restrict a person's role in society. Its magical and social politics are not consistent with stories starring protagonists whose experiences are largely identical regardless of class or sex.

Thus, the player character is required to be a young man of noble birth for purely pragmatic reasons. Characters of other genders and social classes would have their own radically different stories to tell, but those stories are for another time.
-​

"Family name?"

[] [HOUSE] Maradirez.
[] [HOUSE] Castleton.
[] [HOUSE] Sancroix.
[] [HOUSE] Ortiga.
[] [HOUSE] I don't like any of those names. (Write-in)


When voting, remember that the names of Tierran nobles use the nobiliary particle d'al, e.g., "My name is John d'al Doe."
 
Sabres P.04
[X] [NAME] Alaric.
[X] [HOUSE] Castleton.
"Very well then, Alaric d'al Castleton, shall we take a moment to clarify a few facts about your early life and origins?"

-​

The Unified Kingdom of Tierra is nominally ruled by the sixteen-year-old King Miguel of House Rendower. Advising him are his Privy Council, men of high birth and enormous power: namely, the official heads of the army, fleet, civil service and intendancy, or home office. Below them sit the Cortes, composed of the heads of the hundreds of noble houses that make up the bulk of the Tierran aristocracy.

The Cortes provides the greatest check to the king's power: the ability to vote on the royal budget. While the King can give decrees without restraint, only the Cortes can vote him the money to carry them out.

The members of these two bodies are the titled members of baneblooded noble houses like your own, each with unique positions in a complex feudal system of obligations and privileges. Through quirks of history and by the vagaries of fealty, Tierra itself is divided into several culturally distinct regions.

Which of these regions is your family from?

[] The North, the economic powerhouse of Tierra; a land of iron mines and mills.
[] The Western Coast, storm-swept and desolate, home to tough tides and tough men.
[] The Eastern Plains, where Fernandescourt stands. Home to some of the best horsemen in the Unified Kingdom.
[] Aetoria, the capital city; a centre of culture and education.


 
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Sabres P.05
[X] The North, the economic powerhouse of Tierra; a land of iron mines and mills.
Since Alaric is a Wulframite, he starts with fifty extra crowns plus an allowance from his family.
Northern Tierra is a land of rivers and mineral-rich foothills. The water mills and mines of the northern Duchy of Wulfram have made many of its inhabitants rich. Your family, whilst hardly wealthy by the standards of the nobility, was well off enough to provide you with a small income and some extra funds to ease your way.

-​

Your family is nobility of an old but relatively impoverished line, dating from before the days of Edwin the Strong. Although your house's material fortunes have waned over the past few decades, your family still bears a proud name and represents a fair amount of influence and capital.

Like the descendant of any noble family, you were born a baneblood; that is to say, you have the ability to sense the Bane, or Lifepoison, what commoners might call "the force of magic."

The Bane exists in all living creatures. Those with exceptionally strong Baneblood are capable of manipulating the Bane in living things. These people are called Banecasters.

Although your bloodline is not strong enough to actively manipulate the Bane, you are perfectly capable of sensing it when it is being used by others or when living things, like human beings, gather in sufficient concentration. Of course, there are other signs of a banecasting in progress. Even the most powerful human casters require a series of enruned seals to work their art. This makes banecasting time-consuming and tedious, fit only for the most extraordinary necessities.

It is said that the Elves of Takara can manipulate the Bane without such seals, but Takara is far away, and for the moment, none of your concern.

Let's move on, shall we?

-​

Your house still owns a substantial estate, where you were born, educated, and raised in a state of some privilege. Perhaps you had always wanted to be a soldier, perhaps the notion had not occurred to you until recently. Nonetheless, it was the recent news of the war with Antar that spurred you to action. At what age did you make your fateful decision to join the Dragoons?

[] Age 14.
[] Age 18.
[] Age 25.
[] Age 30.
 
Sabres P.06
That's certainly a good age for an officer's commission. With a comprehensive education under your belt and the best years of your adulthood still in front of you, you can look forward to a long and promising career.

-​

While your family may not have enthusiastically supported your decision to go to war, they understood the necessity of sending a son to fight for King and Country. As a result, you left home with your family's grudging pride. In addition, they presented you with a parting gift:

[] A banecast sword with a blade sharper than any normal steel.
[] A custom-made uniform, which will make me stand out in a crowd.
[] A set of books on philosophy and the natural sciences.
[] A letter of introduction to the colonel of the regiment, praising my talents.
[] A letter of credit worth a substantial amount of money.
 
Sabres P.07
[X] A set of books on philosophy and the natural sciences.
Choosing the books boosts your Intellect by 10%.
The books were common texts, for the most part, primers on everything from ethics to banecasting. You also brought along the crown jewel of your father's library, a copy of Darian vam Holt's "Treatise on Morality in Wartime," first edition.

Armed with your gifts, you left home and bought your commission in the capital city of Aetoria, at Grenadier Square, the stately headquarters of the Royal Army. There, you learned that commissions for more prestigious regiments like the Grenadier Guards and the Wolf's Head Cuirassiers had been in such high demand that their prices had been inflated far beyond your meagre monetary means.

The best you could afford was a cornet's commission in the Royal Dragoons. It is hardly the most celebrated of regiments, but its rank-and-file is no band of thieves and thugs like the line infantry regiments either. Your new posting promises to be a respectable, if not an overly prestigious one.

You finish recounting the story of your circumstances to Captain Montez. Satisfied, he hands the complete dossier over to you for your signature.

You sign and push the folder back. Montez puts the packet of documents away and turns back to you.

"It is done then. Welcome to the Royal Dragoons, Cornet Castleton. Your dormitory room is the third on the left. You shall be sharing it with two other cornets: Cazarosta and Elson. They have been in training for a few weeks already, so learn what you can from them. Your equipment and uniform shall be sent up to your room. You will, of course, be allowed to keep any personal additions to kit, as long as they conform to uniform regulations."

Montez sits back in his chair with an air of finality.

"Your training begins tomorrow morning. Reveille is at six o'clock sharp. You are dismissed."
 
Sabres 1.01
CHAPTER I
Being the cavalry officer's time of training at Fernandescourt and the introduction of several COMPANIONS and potential RIVALS.

At first glance, your new lodging is hardly suitable for a man of noble birth. The chamber you will be sleeping in for the duration of your training is a cramped and dusty affair, poorly lit and heavily built. The low, vaulted ceiling is just battered and worn enough to remind you of a prison cell. The acrid reek of old gunpowder clings to every surface. You get the distinct impression that your new bunkroom used to be some sort of powder magazine.

The room itself is sparsely furnished, possessing naught but three narrow cots arranged along the walls, with a table and chairs in the center.

At the table sits a slim, large-nosed boy of about sixteen, his light brown hair tied back into a long queue. He wears a shirt of cream-coloured silk, with silver lion heads embroidered tastefully on the rolled-up sleeves. The green-grey jacket of a Royal Dragoon officer hangs, carefully folded, from the back of his chair. He nods at you coldly as you enter, barely paying you any mind. His attention is firmly affixed to the flintlock pistol in his hands. You watch for a few moments as he works over the delicate steel lock mechanism with an oiled cloth, practiced hands polishing each crevice and hinge with well-practiced ease.

A full minute passes before the boy stops and sets the pistol down, apparently finished. He looks up, his eyebrows furrowed in annoyance.

"Oh, hello." His voice is hard and flat. "Who are you?"

[] "Cornet Alaric d'al Castleton, at your service."
[] "I am Cornet Castleton, your new roommate."
[] "I am Alaric d'al Castleton, and I will not take such rudeness from you."
 
Sabres 1.02
[X] "Cornet Alaric d'al Castleton, at your service."
The boy stands up, setting the cloth carefully on the table. He gives you a respectful nod.

"Caius d'al Cazarosta, at yours."

He shows a hard, thin slash of a grin as he offers his hand to be shook, but you notice very little warmth behind his smile. His dark eyes remain as flint-hard as they were before. He is putting on a show for your benefit, but at least he is now making the effort to be hospitable.

The door swings open again. A small pale boy in his late teens strides through. His sandy blond hair is dishevelled and his alabaster skin covered with bruises and scrapes, some half-healed and some fresh. He is filthy all over; dirt and sweat are heavily smeared over his fine features. The stink of leather and horse manure trails behind him as he makes his way to the far bunk. He takes one glance at you and Cazarosta, still in mid-handshake, and shakes his head with disgust.

Cazarosta gives a cold chuckle.

"That would be Elson, Lord Davis d'al Elson, first son to the Baron of Hawthorne," he says, just loud enough for the other boy to hear. "Associate with him as you would like, but do not expect me to weep with you, should your poor idiot friend get himself killed."

Elson lays down on his cot and makes a conscious effort to ignore the two of you. He fishes out a small, well-worn book from the pocket of his trousers and begins to read. You realize that now would be a good time to try to get to know your roommates. Although Elson is now (at least pretending to be) fully engrossed by his book, you still have Cazarosta's full attention, and perhaps, his friendship. You:

[X] Ask Cazarosta about Elson's bruises.

Cazarosta explains that Elson's upbringing gave him little time to practice horsemanship.

"Elson was given the frivolous education of an idle gentleman. He can recount histories and faerie stories beyond number, but he has very little practical ability or intelligence. After all, instead of finding something he was good at and excelling there, he insists on forcing himself to become a competent equestrian or die horribly in the attempt."

[X] Ask Cazarosta about Elson's book.

Cazarosta explains, with a snort of derision, that the book which Elson is reading happens to be Gallowbrook's "Histories of the Knightly Orders-Militant", a rather condensed tome of popular history.

"He wanted to be a Knight of the Red," he explains in his customarily matter-of-fact tone as if that explained everything. After a short pause and the obvious fact that it did not, he continues in a wintery voice. "Elson's family is too poor to afford bane-hardened armour and sword, and too proud to enter their son as a mere Seeker in the hopes that he would rise to the spurs. Instead, they sent him off to the army, hoping he would get himself killed in a way that doesn't disgrace them entirely."

[X] Ask Cazarosta about himself.

At first, Cazarosta is unwilling to answer any of your questions. It takes a few minutes of sly prodding on your part for the facts of his life to come out, first in a trickle, then in a torrent. It turns out that he is the bastard son of the Countess of Leoniscourt, brought up as a ward of her husband, the Earl of Leoniscourt.

In his own prickly manner, he describes the circumstances of his birth: of how he was discovered to be deathborn: a child of a baneblooded line unable to sense or manipulate the bane.

As the deathborn were always the result of the union between baneblood and baneless (or commoner), Cazarosta's deathborn state betrayed his illegitimacy and led his mother to be executed for adultery, as per the King's law.

Despite this harsh infancy, he speaks kindly of his adoptive father, the Earl of Leoniscourt. His voice softens and he almost seems emotional when he describes how the Earl raised him as if he were his own son and let him take the name which would have been his birthright, had he been legitimate.

"He let me take his name. Out of all the things he could give me, he gave me the most precious, the only thing I could keep. So here I am, a bastard boy with a noble's name."

He gives a stern grimace.

"Which is probably why Elson doesn't seem to like me. In the eyes of baneblooded society, you are fraternizing below your station, are you not?"

[X] I excuse myself and get some sleep before tomorrow's training.

You dress for bed and lay yourself down on the thin, lumpy mattress. The blankets are made of uniformly grey and rough wool but serve well enough. The lumpy cot takes some getting used to, but it is your wandering thoughts which keep you awake. You wonder what the coming days and years will bring and whether you will ever get used to sleeping away from the cosy comfort of your own bedroom back at home. Finally, your mind becomes too weary to continue and meanders no more. You fall into a deep, dreamless sleep…

-​

You are hurled awake by a sharp knock on the door. Still groggy, you rise to the pale blue light of the early morning. A brawny, stoic man wearing the three chevrons of a sergeant hands you your saddle, sabre, a pair of pistols, and other various accoutrements. He leaves with a salute and a reminder that reveille is in ten minutes.

You quickly familiarize yourself with the basic accoutrements of the Dragoon's uniform as you dress in the early morning light. White shirt and underpants, breeches, cravat, and the regimental tunic: a knee-length double-breasted affair coloured a drab green-grey, save for a bright panel of blood red in the front. Your trousers are in the same green-grey as your tunic, but the belts for your pistols and sabre and your high topped riding boots are made from dark leather, tastefully accented with silvered fittings. Your leather cavalryman's helmet would be similarly subdued if not for the two great plumes set in its crown, in the red and white of the Duke of Cunaris, your regiment's commanding officer.

Put together, the whole ensemble is still rather drab compared to the uniforms of more prestigious regiments, or even the burnt orange of the Tierran regiments of foot. Regardless, your uniform fits rather well, though a few folds hang a little too loose or cinch a little too tight.

Thus prepared, you head down to the parade grounds to report for your first day of training.

The next few weeks are a blur to you. The King's army requires no formal instruction of its officers, as gentlemen of the blood are expected to have a natural aptitude for command. However, the Duke of Cunaris, having made the decision not to entrust the fates of men under his command to the vague advantages of noble birth, has seen fit to provide you and your fellow new cornets with an improvised training course anyways.

Thus, your mornings are spent in a maelstrom of leather, steel, and horseflesh. Red-faced sergeants and stern grooms teach you the rudimentary skills required of a cavalryman in His Majesty's service. You are drilled relentlessly on your horsemanship, your physical endurance, and your skills with sabre and carbine.

On the very first day, you are put through a massive set of drills and manoeuvres, the so-called "Manual of Arms." Slowly and carefully, and then with increasing rapidity, you are made to repeat the simple actions of mounting a horse, dismounting, loading your weapon, presenting arms, shouldering arms, and practicing the more than two dozen "valid strokes" of the sabre for hours on end. It is clear the instructors mean for you to repeat the actions until you no longer need to think to carry them out.

From sunrise to noon, you are atop a saddle, drilling with the rest of the squadron or kneeling in the firing range. How well do you do?

You have three primary attributes: Soldiering measures your combat ability, Charisma reflects how well you read and get along with people, and Intellect is how book-smart you are. Choosing to boost Soldiering means forgoing the opportunity to make Charisma or Intellect Alaric's highest stat. Conversely, dumping Soldiering will let you make Alaric more of an academic or a people-person.
[] I breeze through physical training effortlessly. (Good)
[] Some of the training is a bit difficult, but I can manage, mostly. (Okay)
[] This regimen is impossible! I am barely surviving! (Bad)
 
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