@Rogue Attican , are you going to update again tonight? I need to know whether to stay up to vote, it's late here but this is also tense enough that I want to chime in as I can and all that.

E:

Adding new vote here, so as to not double-post--

[X] [TURN] There's no time to waste! We need to go now!
 
@Rogue Attican , are you going to update again tonight? I need to know whether to stay up to vote, it's late here but this is also tense enough that I want to chime in as I can and all that.
I'll let this update sit until tomorrow morning to let others chime in with their votes. The decisions made here will set the tenor for the final chapters of Lords of Infinity.

If you want my advice, you'd best armor up before heading out. At this point, the stat boosts you can give First and Second Squadrons are marginal. Your knightly harness, on the other hand, could mean the difference between surviving and turning the endgame into Forlorn Hope 2: Electric Boogaloo, given your mediocre Soldiering skills.
 
On another note, I'm somewhat surprised that none of you have commented on the fact that our Captain Garret is a girl. Then again, we don't know her nearly as well as we might have had we chosen to desert at Blogia and had her as our third lieutenant instead of Renard.
Sorry, been sleeping.
So! Because we didn't spend much time with Garret in Antar, means we didn't get to look at the hints (indeed, if you're not disgraced, and you choose the secret mission, it means you never even seen Garret in Guns).
First, recall the duel Blaylock was having, and he asked us to be his second? While Renard refused, refusing doesn't sounds like Garret:
Garret has some sort of stomach pain,

Second, chapter 8 - if you recall, it's the one where you have a discussion about women in the army with Welles, and your men are annoyed by endless scouting missions. After the complaining session:
Blaylock soon follows. Only Garret lingers behind.

"Is there something you needed, Lieutenant?" you ask him.

Your subordinate nods. "Ah, yes sir. When I leave on patrol tomorrow, I—ah," He falters for a moment, strangely hesitant. "I shall require a bottle of distilled vinegar, no more than a quarter of a litre or so. Might you be able find me some? Off the record?"

Vinegar is hardly a particularly dangerous or rare substance; it would be easy enough to acquire some from the quartermaster's office. The real mystery is why Garret would need the stuff in the first place. The substance is mostly used for cooking, though certainly nothing that might be eaten by cavalry on patrol. You have heard that it also has some utility in the manufacture of paint.
*if (intellect >= 45) or (soldiering >= 65)
It is then that you remember, with a dawning anxiety, that vinegar is also exceptionally effective at washing out blood.
If asked, Garret doesn't have a good answer why they need vinegar, but do swear up and down that it's nothing dishonourable.

Third, and the one available for a non-disgraced character - if you try to visit Welles before the final battle:
So, it is only then, after what ends up being a total of an hour and a half of trudging through the half-lit camp, that you finally manage to find Lady Welles's tent.

What you find there makes part of you wish that you hadn't.


You find the entry flap to the Countess's pavilion closed, but it is obvious that you are at the right place; the heavy canvas glows with the orange haze of lamps, and within, you see her shadow, standing silhouetted against the light.

She is not alone.

There is another person in the tent with her, a man: slim and graceful, with the bearing of a gentleman-officer, the gentle curve of a light cavalry sabre hanging from his hip. They stand close to each other, close enough for his hands to clasp hers.

"I fear you shall take too many risks," you hear the Countess say, her voice laden with an obvious affection. "Promise me that you will look after yourself, for my sake, if not your own."

Almost against your will, you edge closer to the tent. Whoever this other fellow is, she is certainly entertaining him in damned intimate circumstances.

"There's no need to be afraid for me, Ellie," answers the other figure, his voice deeper but not by much. A junior officer, then, young and not quite grown into his voice, but not a stranger to Lady Welles, judging by how familiarly he addresses her.

"Besides," he continues a moment later, his voice beginning to sound oddly familiar to you. "I'm expected to take risks, manly courage and all that; if I actually try to show a regard for my safety, then the other officers will p—"

"Would you not speak so lightly of this?" the noblewoman replies, her words pitched high with apprehension. "If you are killed—" She stops for a moment, her shadow turning away, just long enough to regain her composure. "I have already lost so many, I cannot—I will not—" Her voice cracks, and she leans forward towards the other figure. His hands wrap around her shoulders.

"Promise me that you will come back," she whispers, so softly that you can barely hear. "Promise me, Addy."

Only when Captain Adalberto d'al Garret's voice replies does the identity of the man in Welles's tent become obviously clear.

option: Surely, they are only close friends.
You doubt that anything unites Captain Garret and Lady Welles, save for a particularly strong bond of friendship. Nothing you have heard them say to each other could contest that. Certainly, you have heard such things said by one old friend to another on many an occasion.

Of course, on such occasions, such displays of open affection have almost always been betwixt two men or two women. The rules of Tierran society would not have allowed an unmarried lady and gentleman to exchange such intimate terms and gestures with each other in publick.
 
His eyes flick towards you, his features twitching with what might be approval, though you both know that there's very little you can do without a weapon, save perhaps shield the Queen with your own body.
Fun fact: If lefebvre actually like us, he will give his pistol to the MC instead of having us be just be the meat shield. But hey, at least we get a relation boot out of it.

As for your own, Second Squadron is short more than half a dozen men, a worrying development.
Second Squadron
Loyalty:
49%
Incoherent screaming
One again, we are literally just one short of something, in this case, the break point is 50 loyalty for having no one desert the squadron.

[X] [TURN] I'll spend one turn doing one of the following PREP actions.
[X] [PREP] "If we must fight, I mean to be prepared; fetch me my sword and armour!"


Well, the last time I do this, I have to account for the time use to burning the bank, then again, this time we will have to contend with restocking Grenadier Square and the whole Takaran embassy situation...Oh, that one would be very painful.
 
Fun fact: If lefebvre actually like us, he will give his pistol to the MC instead of having us be just be the meat shield. But hey, at least we get a relation boot out of it.



Incoherent screaming
One again, we are literally just one short of something, in this case, the break point is 50 loyalty for having no one desert the squadron.

[X] [TURN] I'll spend one turn doing one of the following PREP actions.
[X] [PREP] "If we must fight, I mean to be prepared; fetch me my sword and armour!"


Well, the last time I do this, I have to account for the time use to burning the bank, then again, this time we will have to contend with restocking Grenadier Square and the whole Takaran embassy situation...Oh, that one would be very painful.

In this case, then, we weren't short, since the "buy the loyalty" action would have put us over the top there (since it has to give at least a multiple of five Loyalty). So it's just bad luck with that.
 
Lords 11.02
[X] [TURN] I'll spend one turn doing one of the following PREP actions.
[X] [PREP] "If we must fight, I mean to be prepared; fetch me my sword and armour!"

Lord Reddingfield's going to need the extra protection provided by plate armor that's enchanted to be bulletproof.
It's been more than five years since you last wore your knightly harness, but it's been more than five years since you had to, as well. Indeed, part of you thought you would never wear it again. Now, however, circumstances have changed, and the peace which you hoped would last the rest of your life seems all but ended. The fact that your foes today are your own countrymen is something of little significance. A Tierran musket ball will kill just as readily as an Antari one, and up until the absolute closest of ranges, your Bane-hardened plate will stop both.

So, you call your bat-man from the parade ground and order him to fetch the portable cabinet in which your knightly longsword and armour have rested for so long, as you retire to your quarters see them once again strapped to your body.

Your armour doesn't fit quite as well as it used to. The shape of your stomach, your shoulders, your legs, they've all changed in the intervening years of peace. The changes aren't so great as to be incapable of being handled by the adjustment of a strap here and the shifting of a lace there, but it still proves something of an ordeal. Your old bat-man had gained some level of proficiency in fitting your armour through long repetition, but Marion is dead, killed at the Second Battle of Kharangia, and your new man doesn't have his experience. It still takes far too much time to fit you back into harness, time you can barely spare.

Still, when you step back onto the parade ground, encased in the enchanted steel of a Knight-Companion of Saint Joshua, with the weight of that massive Baneruned longsword on your hip, you cannot help but feel as if such a delay was a small price to pay for nigh invincibility. Let your enemies come, if they dare. You know that you, at least, will be armed and armoured to meet them.

Captain Garret glances out the open gates for a moment, peering into the city beyond. There's a flash of anxiety on her normally composed features, gone in just a moment but unmistakeably there. She turns to you and gives a pointed look.

Beyond the walls, the echo of pistol shots and the roar of furious voices draw ever louder, and ever closer.

[X] "We have delayed long enough. Squadrons to form column, and prepare to advance!"

It is the work of half a minute to form up your two squadrons into travelling columns, to have your horse brought out, to have the whole of your command mounted up and ready to go. This at least passes smoothly, its motions well-rehearsed and unencumbered by hesitation or confusion. You suppose it ought to be. This, at least, there is precedent for. This, at least, you have practised.

What comes next can carry no such familiarity.

Not so long ago, the idea of riding to war again seemed remote at best. Your time at war was over. It was time to think of matters of peace, of building your legacy in the years ahead. The possibility that you might be obliged to take up arms against your own countrymen was an absurdity, if not an impossibility.

Yet here you are, about to do that very thing, about to give the order to lead armed soldiery into the heart of your own country.

It is a terrible thing to even contemplate, yet what choice have you? Your oaths of honour and your duty as a Queen's Officer and Lord of the Cortes have led you to this point. There's no shying from it now. You can only do as you must. Yet when you take a breath to give the order, the air feels fit to drown you.

And when you bring it back up again, the words they carry cannot help but taste of vomit.

"Dragoons! At the walk! Advance!"

-​

The air fills with the clatter of iron-shod hooves against the cobbles as your regiment rides out the gate of the Southern Keep. You advance through clear, almost empty streets, with only the furtive shapes of human figures darting from dark corner to alleyway, more concerned with keeping out of sight than offering any manner of meaningful resistance. Even the most determined bravado cannot disguise the sheer folly of attacking a formed-up regiment of horse, even with its sabres sheathed and carbines slung.

For a while, you're left almost in peace, allowed to advance unmolested through the streets as the sounds of fighting and chaos rise around you in all directions. You make steady progress for a while, leaving the gates of the Southern Keep behind.

But it doesn't last. Soon, there are figures before you, hostile ones to be sure. But it quickly becomes clear that they have no intention of fighting, or even making a token show of defiance. No, they turn and run as soon as they catch sight of you, pelting down the dark alleyways not with the panick of flight but a resolution of purpose, almost as if they're off to deliver a message.

Or a warning.

But to whom?

You hear the answer to that question long before you see it: the roar of a great mob echoing through the city, washing through the streets and redoubling like a a rush of snowmelt through a sluice gate. It sounds as if half of creation is gathered somewhere ahead of you, shouting full-throated fury at…something, up ahead.

You don't need to see the mob to know what their objective is. You've lived long enough in the city to know its layout by heart, and you know that there's only one target they could possibly intend to attack in this neighbourhood.

Grenadier Square.

It makes perfect sense.

With most of the Grenadiers themselves at the Northern Keep defending the Queen, their headquarters and barracks would naturally be defended by only the lightest of guards. If a Wulframite mob were to overrun the complex, then they would not only gain access to the arms and ammunition supplied within, but also strike a telling symbolic blow against the Royalist cause.

It isn't long before you can see your fears being confirmed.

The buildings of the administrative headquarters of the Queen's Army stand out like islands surrounded by a vast sea of furious humanity, shimmering and trembling with blades and musket barrels. In their centre, a small knot of figures in the clothing of gentlemen under the blue-and-silver banner of Wulfram makes clear whose side they're on. Only the low, stone fence around the buildings themselves and the bayonets of the small group of orange-coated sentries at the gates keep the mob at bay—and it's clear they won't continue to do so for long.

Right before your eyes, the crowd begins to muster its courage, and its anger. One of their leaders shouts something unintelligible, and ten thousand voices answer him as the mob raises high their clubs, swords, muskets, and pistols, then begins to creep forward. One of the orange-coated figures—an officer—says something, his words drowned out by the great sea of angry voices betwixt you. The mob does not halt. Again, the officer speaks. This time, as he does, the Grenadiers at the gate bring their muskets to bear.

There's only one way this will end. The Grenadiers are the best infantry in the Queen's Army, but there are no more than two dozen of them at that gate. Their volley will kill the first score of the mob at best, and their bayonets perhaps two or three more. Then they'll be overrun, overwhelmed, butchered by those that follow, leaving the army's headquarters and the Grenadiers' barracks in the hands of the Duke of Wulfram's supporters.

Unless you do something about it, right now.

[ ] [MOB] We cannot afford to get entangled here. We must find a way around.
[ ] [MOB] We must charge the mob! Quickly, before Grenadier Square is overrun!
[ ] [MOB] We must try to drive the mob off, without bloodshed if possible.
[ ] [MOB] I must call a parley and see if I cannot convince the mob to withdraw.
 
[X] [MOB] We must charge the mob! Quickly, before Grenadier Square is overrun!

There's no time, and we're not charismatic enough to talk them down or peacefully deal with them... but leaving this be is an obvious mistake.
 
The last talk with isabel is where the centrist run ends and you for real side with the royalist.
I know with how big the 3rd installment got there wasn't time but I just wished you got a fail(?) state alternate ending where you follow cunaris and retire to your estate that may or may not be overrun by a faction because you're a filthy neutral.
 
[X] [MOB] We must charge the mob! Quickly, before Grenadier Square is overrun!

Fuck, not fond of anything that diverts us from the Northern Keep but if things don't end today, then we need the armory and paperwork of the Square intact.
 
Lords 11.03
[X] [MOB] We must charge the mob! Quickly, before Grenadier Square is overrun!

There's no question of what must be done. You, for one, will not allow the very headquarters of the Queen's Army to be stormed by a traitorous mob, nor will you leave its handful of brave defenders to their grisly ends, not whilst you have a regiment of horse at your back and the blood of a Castleton of Reddingfield in your veins!

But the question remains: how is it to be done?

You must charge the mob, that much is clear, but the road ahead isn't wide enough to allow both your squadrons to charge in line. One will have to lead the way, and it is they who shall have to sustain the brunt of the fighting—and the brunt of the casualties.

Or perhaps there's another way. You could detach First Squadron down a side street and attack the mob from two directions at once. You would have a better chance of success then, but much would depend upon your coordination. If you led Second Squadron into the attack too early, or if First Squadron struck too late, then the two parts of your command could be in danger of being overwhelmed, one after the other.

The distant crash of musketry brings pulls you out of your thoughts. The Grenadiers have fired their volley. Already, the mob is surging towards them, and it will only be a matter of moments before they're overrun.

Whatever decision you make, it will have to be made now.

[ ] [PLAN] First Squadron will lead the attack.
[ ] [PLAN] Second Squadron will lead the charge.
[ ] [PLAN] We will attack with both squadrons in concert, along parallel streets.
 
[X] [PLAN] We will attack with both squadrons in concert, along parallel streets.

A good compromise between overrelying on the shaky 1st squadron and taking on the brunt of the fighting ourselves (since our soldiering is... not great).
 
Lords 11.04
[X] [PLAN] We will attack with both squadrons in concert, along parallel streets.

Under normal circumstances, you wouldn't have dared to try something like this without extensive planning, perhaps even a dress rehearsal on the parade ground.

These are not normal conditions.

"Captain Sandoral!" you shout as you ride back along the road to where First Squadron's commander is waiting. "Take your men down—" Your eyes fix upon an intersecting street, wide enough for you to see the parallel roadway beyond it. "Take your men down that street, then circle around. Hit that mob from the flank while we hit it from the rear."

"Are you quite certain, sir?" Sandoral asks, his anxieties written plain on his face. "It will be all but impossible to coordinate effectively in so short a span, and if our timing were to be off—"

"I am certain, Captain," you insist, knowing that every instant delayed is one which will only increase the chance of failure.

"Very well, sir," Sandoral nods before turning to his own command. "First Squadron! With me!"

You return to the head of Second Squadron just in time to see the mob making their final approach on Grenadier Square's outnumbered defenders. Silently, you count the seconds as you peer through your field telescope, the brave handful of Grenadiers holding back the human tide of their enemies with fixed bayonets and clubbed muskets, even as they're overwhelmed one by one. Even as they're pushed back step by step…

You can afford to wait no longer. First Squadron damned well better be in position now.

"Second Squadron!" you bellow as you snap your telescope closed. "At the gallop! Charge!"

-​

The problems begin from the very start.

Your order almost takes Second Squadron by surprise. They're certainly not ready to go forward when you give it. But you don't have time to dress their lines or ensure their formation is as well-ordered as it ought to be.

So, when you lead your men forward, it is in a haphazard, almost halting fashion, advancing pell-mell not as a single body but as an extended gaggle of horse and riders, barely better ordered than the enemy you're charging.

It works, after a fashion. You make contact with the mob before they can break through Grenadier Square's defenders. Better yet, you ride into the midst of the enemy just as Captain Sandoral does the same at the head of First Squadron just ahead.

Unfortunately, First Squadron is in no better order. They too hit the enemy as a disorganised mass, piling into them and immediately splintering against the bulk of the Wulframite throng. Rather than the concerted hammer blows you were hoping for, your Dragoons swirl and skirmish in disoriented splashes, like handfuls of sand thrown into a puddle of water. The effect is not the shattering force of two organised, concerted charges, but more the confusion of two drawn-out brawls, with any immediate effect completely wasted.

They come at you from all sides, brandishing clubbed muskets and knives and makeshift spears. You pull your horse away, step by step, trying to win free of the melee as all around, your men are driven back, lest they be overwhelmed by the endless tide of foes.

With wild sweeps of your blade, you try to keep them at bay, but you cannot be everywhere at once, and you cannot cover every direction. When you swing to your left, two new threats appear on your right. Thrust forward, and a blade darts out from your rear. Look over your shoulder to guard your back and—A hand shoots out from the throng, catching your sword arm just as you try to raise your blade again. A hard pull sends you tumbling forward from your saddle, your sword falling out of your hands. Suddenly, you feel a sharp tug from your leg. Your boot! Your boot is still caught in the stirrup!

You have just enough time to scream before the cobbles come rushing up to meet you.

-​

You return to your senses somewhere else, staring upwards at the smoke-filled sky, at the worried faces of your officers and Colour Sergeant, and to the sharp smell of salts.

"What happened?" you ask as you push yourself upright, just far enough for vertigo to register and half your body to come awake in screaming pain. "How long—"

"Ten, maybe fifteen minutes," Garret replies as she stoppers the small vial she had evidently been holding under your nose. "Your horse dragged you out of the fight. If it hadn't been for your armour, I daresay you would have been out for a lot longer."

You suppose that's a stroke of fortune in itself. Your head may feel like the inside of an overripe melon, but your armour doesn't even have a scratch on it. "What happened after?"

"Colour Campos heard you fall," Garret replies as she helps you to your feet. "I daresay half of Aetoria heard you fall, given that it sounded like an iron foundry collapsing. He rallied Second Squadron and cut you a path out. He even recovered your sword."

You turn to see Campos gingerly offering your Baneruned sword back to you, taking especial care not to touch the burning blade. "Sorry, sir. I know we're not supposed to touch a knight's weapon, but—"

"I'm sure you may be excused, given the circumstances," you reply as you pick it up out of his hands and return it to its scabbard. "What about Grenadier Square?"

At that, the other officer frowns. You need only look to see why: down the street, the buildings of the army's administrative headquarters are already burning as the Wulframite mob swarms around them. There's little you can do for Grenadier Square or its defenders now.

There's only one more course of action left to you now. "How fare the men?"

"Poorly, I fear," Captain Sandoral replies with a grimace. "Second Squadron lost a lot of men in the fighting. We lost half a dozen more covering its retreat."

A glance at the men around you reveals the truth in that. There are too many wounded among them, too many despondent eyes, too many despairing expressions. This first defeat has hit their spirits hard. Yet there is still some fight in them; enough fight, you must hope.

You step to your waiting horse, carefully shifting your weight at first, but then with greater confidence as your legs get used to moving once more. "Gentlemen, mount up," you order as you pull yourself back into the saddle. "This setback doesn't change our objective. We will lead the regiment around this obstacle and continue onwards. The Queen requires us at the Northern Keep, and I do not intend to disappoint her."

-​

It takes less than two minutes to get the regiment mounted up and moving again, yet even so, you cannot help but spare a moment to look to the distance, where the Wulframite mob is swarming over the burning carcass of Grenadier Square. You did your best to rush to its defence, and your best proved lacking. For that failure, far too many of the Queen's soldiers—of your soldiers—have paid the ultimate price.

Even if the day does resolve itself in the Queen's favour, the loss of the army's headquarters cannot help but be a major blow, one whose responsibility rests solely upon your shoulders.

It is a stinging realisation, one which you allow you sink into your flesh like spurs into the flank of a horse. You have failed here, that is not in question. By allowing Grenadier Square to fall, you have failed your sovereign, your army, and the reputation of your regiment. Yet in your mind, you transmute the knowledge of that failure into resolve, as you once again move your horse to the head of your regiment, and lead your command forward once more.

Yes, you have failed here.

But you do not intend to do so again.

The Dragoons simply weren't capable of pulling off a stunt like that. You'd have been better off trying to drive the mob off without bloodshed, or attempting a less complicated maneuver.

-​

The next half-hour proves a surreal experience.

Aetoria's streets are almost deserted as you lead your men towards the Northern Keep, empty save for the bodies of dead, broken carts and the occasional upturned coach. The few figures who do appear in the streets do not linger. Royalist or Wulframite or simple opportunist, it seems that none are willing to run themselves afoul of a column of drilled soldiery, regardless of faction.

Yet despite the strange bubble of near-tranquillity which seems to surround you and your men, you can tell that things are not so peaceful elsewhere. The sound of musketry and screams echo from every direction. The air is thick with the acrid stench of death and powder. The streets are lined with smashed shopfronts and splintered doors. There has been fighting here, and although the presence of your Dragoons seems to have driven the combatants away, you have little doubt that it will resume not long after you're gone.

It isn't until you reach Victory Square that you run into others who do not scurry away at the sight of your men. The area has always been a stronghold of Royalist sentiment, and it seems the Queen's supporters hold it still, judging by the profusion of makeshift orange-and-blue banners which hang from the open windows, along with the ragged cheers which rise from the men and women manning the barricades around the equestrian statue of King Miguel, rising like a lighthouse over its motley assembly of defenders.

There aren't many of them, certainly not anywhere near as great a mob as the one which assailed Grenadier Square, but they're there, and the looks in their eyes bely a resolution which cannot help but seem earnest—the same sort of resolution that you've seen before in the eyes of those determined to die fighting for a cause greater than they.

You try to return their sentiments by responding with a look of the same tenor, and making yourself the promise that you'll do all you can to ensure that such noble feelings are rewarded by a victory at the Northern Keep, secured by your hand.

Yet one question remains, even as you press on, leading your men further up the street towards the Northern Keep.

It's clear that the city is still in contention, that the Wulframite mobs you now know to be all throughout the city are opposed by similar forces of citizenry loyal to the Queen.

But where are they?

Save for the relative handful of the Queen's supporters at Victory Square, you've seen very little of the Royalist forces which ought to be on the streets. Surely they must be somewhere. Someone is making all that noise out there, and this close to the most Royalist part of the city, it would stand to reason that most of those people would be your allies. Yet it seems that, strangely enough, the only sizeable Royalist force on the streets is your own. Surely, others must be out there somewhere, and close by at that.

But where?

As it turns out, it isn't a question you have to ponder for much longer.

You hear it before you see it, the now-familiar roar of a great mob, rising out of the haze before you. Yet it soon becomes evident that there's something distinctly different this time. The cacophony of voices seems not a confusion of a hundred different groups or individuals, but something directed, almost coordinated. Here and there, a single voice cuts through the cacophony, its words unintelligible in the distance, but quite clearly laden with a very familiar tone of authority.

"Halt! Who goes there?"

A pair of figures appear out of the powder haze, muskets at the ready, shouting over the rising sound of the mob. The orange-and-blue sashes wrapped around their waists allow for no mystery as to whose side they're on.

"Lord Reddingfield, the Dragoons," you reply. "The Queen's Dragoons," you add, just to make sure you're understood correctly.

The men before you relax visibly. One of them nods to the other, who disappears back into the fog.

How curious. You've accumulated quite a store of experience with Aetoria's city mobs these past few months, and you have yet to see any so well-organised and well-directed as to post sentries. You can only imagine what circumstances led to such a development here.

It isn't something you have to wonder about long, however—for a few moments later, the second man returns, and with him, he brings a third. No city shopkeeper or labourer this, but a familiar face. Out of regimentals he may be, but the set of his jaw and the look in his eyes make it clear that he's present in his capacity as a soldier, and nothing less.

"My word, Reddingfield, it's good to see you!" Viscount Palliser exclaims as he steps forward, offering you his hand. "Do our lot still hold Victory Square?"

You nod. "We do, quite firmly, last I saw," you reply. "Though I cannot say how they will stand in the face of a determined attack."

"It will do, I suppose." The Lancer spares a look over his shoulder, back to where the sound of the mob still rises and falls. "Then I suppose we best get it over with now, before things get worse. I ain't suppose you and your fellows would be willing to watch our backs, would you? Whilst we do what needs to be done?"

[X] "I ride to the relief of the Queen. I cannot afford delays."

Palliser frowns. "Daresay you'd much think otherwise, once the situation is made clear to you." He points to the dark shape of an imposing building, rising over powder haze and the shame of the bubbling mob. "Y'see that?"

"The Takaran Embassy," you reply. "I see it, sir."

"I have it on good authority that the Takarans have stockpiled a great store of arms inside, with intent to distribute them to Wulfram's lot," Palliser explains. "Our aim had been to gather as many of Her Majesty's supporters as we could organise and have them blockade the exits, so that none of Wulfram's men got in, and none of the guns inside got out."

"Simple enough, I suppose."

"It was," the Lancer replies sourly. "That was before Wulfram started concentrating his forces before the Northern Keep. Now we are sat here, all but useless, with something like five thousand armed volunteers and th' better part of the Overseas Club to lead them, and none of it mean t' do a damn bit of good. We leave t' support the Queen, and Wulfram will be able t' get his hands on tens of thousands of the best Takaran muskets, and all the shot and powder he'd need to use them. We stay here, and it's only a matter of time before Wulfram overwhelms the Grenadiers and takes the Northern Keep." He shakes his head. "Ain't but one thing for it, to break this dilemma, and now that you're here, we may damn well see it done."

"And what do you propose, sir?"

Palliser fixes you with a grim look. "You watch our backs and keep th' flanks clear while we send the mob in to storm the Takaran Embassy."

You cannot deny the risks of such a course of action; only a fool would deny them. Inciting the mob to storm the embassy would mean violating the sovereign territory of one of the greatest powers of the Infinite Sea. It would mean subjecting Takaran citizens and their households to violence which may well lead to their injury or death. It's the sort of thing which cannot but bring the outrage of the Takaran populace, along with the wrath of its government, against which Tierra in its current state can do nothing.

And yet you cannot deny that there may not be a better option. Even if such a course of action makes an enemy of the Takarans, that may well prove a problem for the Queen and her government to address at another time. If Wulfram and his allies are able to continue their attack on the Northern Keep unimpeded, or are otherwise able to get their hands on the arms now stockpiled within the embassy, then she may well never have the chance. If causing a long-term and distant problem is the only way out of an immediate and existential crisis, then there can only be one option.

Yet Palliser doesn't seem quite so sure that it's the right thing to do.

"It will be a hard fight, of that we might be certain," he observes as he leads you and your men further towards the main body of the assembled mob, close enough to the embassy for you to make out the hard-faced line of Takaran naval infantry standing guard behind the locked gates. "We may have the numbers, but those Takaran infantry will kill five times their number before we're through them, and only the Saints could know what they've got waiting inside." Palliser's voice is stern, almost sombre, his eyes not moving from the gates. "I daresay our fellows will manage the thing, of course, but it's far from certain. They're still civilians, that lot, and their first taste of death will make them brittle. Any attack from the flanks or the rear might well shatter them. I'll need to rely upon you and your Dragoons to ensure that ain't a possibility."

You eye those thin-featured Takaran faces as closely as you can, looking for any sign of apprehension, any sign of fear. Any kind of acknowledgement that they're outnumbered five hundred-to-one, and that you're even now discussing what may very well be the circumstances of their certain demise.

You find none.

"I don't suppose negotiation is out of the question?"

Only the seriousness of the situation seems to stop Palliser from snorting in derision. "We would have to convince them that their position is hopeless first, and we ain't got the means for that. Those are Takaran Naval Infantry, they style themselves the best of the Richshyr. Even their own line infantry ain't thought much better than swine t' them. I ain't any doubt they think they could take the whole lot of us, if needed."

"What about the diplomatic staff?" you suggest. "Surely we can prevail upon them to evacuate, for their own sakes?"

This time, Palliser does snort in derision. "Damn me, Reddingfield, the way you talk, one might think you'd never met a Takaran in your life. They's not like us, that lot. For centuries, they've been isolated by their own power. Each and every one of them think that misfortune's the sort of thing that happens to other people, lesser people, not them. You'd as likely convince a Takaran he's in danger as y'might convince a stone t'swim."

For a moment, you look for some example to present evidence to the contrary, but your memory allows you none. Palliser is right. Negotiation will go nowhere.

Which means his plan must carry on as is, with a mob of untrained civilian volunteers attempting to storm a building held by some of the best infantry in the Infinite Sea. There's no other way.

Is there?

[X] "Damn me. If it'll be so much trouble, I'll storm the embassy myself."

Palliser stares at you as if you'd just admitted to incest. "Are you run mad? You can't do that!"

"And why not?" you ask. "That corporal's guard out front may serve as some trouble for a disorganised mob of untrained civilians, but against two squadrons of regular cavalry? We shall make short work of them."

"Then what?" The Lancer shakes his head incredulously. "Saints above, man! Think! What do you think happens when the Takaran Senate hears that their embassy has been stormed by soldiers of the Queen's Army? That would be an act of war, if you haven't quite noticed, sir; we ain't in a good position t'be fighting a Great Power at the moment."

You nod. You suppose Palliser must have a point. If it weren't for the wealth and power of their country, the Takarans would never have been able to involve themselves so brazenly in the first place. You suppose if you're to offer any check to the Altrichs' intervention on the Wulframite side, it must be through an oblique method, which Her Majesty's Government cannot be held responsible for.

Such as the one Palliser proposes.

[ ] [EMBASSY] "We must all go to the Queen's aid, without delay—even if it means abandoning this enterprise."
[ ] [EMBASSY] "Very well, my lord. Send your volunteers in. We have your backs."
[ ] [EMBASSY] "I fear I cannot help you, my lord. The Queen's need is immediate."
 
...fuck. I thought that Wulfram's forces were weaker than they were, what with us apparently defusing them in that one near-riot.

I think we might actually be fucked.

[X] [EMBASSY] "Very well, my lord. Send your volunteers in. We have your backs."

Nothing left to do but to play it out.
 
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Listen, if we're going to leave them in the lurch we should just take them with us so they can help us... but I think we actually do need to deal with this. And this time we're providing covering fire, which should be...easier, I hope?
 
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[X] [EMBASSY] "Very well, my lord. Send your volunteers in. We have your backs."

Might as well. I usually persuade him to come with me when I take this route, but my character is hyper-optimized.
 
Listen, if we're going to leave them in the lurch we should just take them with us so they can help us... but I think we actually do need to deal with this. And this time we're providing covering fire, which should be...easier, I hope?
The attack on the Takaran embassy will automatically succeed at the expense of some time, and it'll get your face printed on Takaran playing cards. If you feel the Takarans' weapons aren't worth it, I believe Lord Reddingfield has enough pull with the Royalists to get them to come with you.
 
Well, that has gone rather poorly.

NOOOOOO. We didn't save the engineer guy (Gado, apparently). WE CAN'T HAVE HIM USE THE RUNECANON TO SHOT WULFRAM SHIP....
That one would have been a really cool scene :(...

[x] [EMBASSY] "We must all go to the Queen's aid, without delay—even if it means abandoning this enterprise."
We already losing enough time and we really don't have any need to poke at another hostile imperial power and give them even more casus belli, or put ourselves on their kill list for that matter. Even if the achievement for doing that is a really nice reference.
 
Well, that has gone rather poorly.

NOOOOOO. We didn't save the engineer guy (Gado, apparently). WE CAN'T HAVE HIM USE THE RUNECANON TO SHOT WULFRAM SHIP....
That one would have been a really cool scene :(...

[x] [EMBASSY] "We must all go to the Queen's aid, without delay—even if it means abandoning this enterprise."
We already losing enough time and we really don't have any need to poke at another hostile imperial power and give them even more casus belli, or put ourselves on their kill list for that matter. Even if the achievement for doing that is a really nice reference.


I think we're going to desperately need the Takaran guns, especially if

As per your spoiler we've lost out on the easy way to win.
 
[X] [EMBASSY] "Very well, my lord. Send your volunteers in. We have your backs."

Looking at the code, that was a check against wulframite mob strength, which is quite high in this playthrough, explaining why even the reletively good 2nd squadron is described as disorganised.
 
[X] [EMBASSY] "Very well, my lord. Send your volunteers in. We have your backs."

Looking at the code, that was a check against wulframite mob strength, which is quite high in this playthrough, explaining why even the reletively good 2nd squadron is described as disorganised.

Wait... what? Why is mob strength high? Haven't we been taking basically every action to defuse them? Even ones that cost us our reputation as stout royalists?

I feel like we've lost already and I don't even know why?? Like, I don't feel as if we played things badly the last few chapters.

E: Yeah, this is stressing me out and making me too miserable, I'm going to stop Watching for a while, it feels like we either just made critical errors or didn't have the stats because things are already going wildly wrong and we're apparently not prepared for this.

E2: Last clarification, this isn't anything wrong with the game, stressful situations should be stressful, and if you make mistakes there should be consequences, I just can't really handle it at this point in time with other things going on in my life.
 
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