"The Knight-Errant" by HughMyronbrough

The Knight-Errant build is a strategy developed for a COMBAT 2, INTELLECT 1 Aristo.

The Knight-Errant (Compassionate / Devout / Homelander)
Roleplaying Aspect — this entails Aristo MCs who operate as daring, idealistic leaders. Skilled in the ways of the sword and of the battlefield, they also dream of one day restoring the Shayardene monarchy, filled with enlightened royals ruling over contented and happy subjects.
 * Uprising Start — Successfully stopped the Harrowing.
 * Nationalism Background — Your past involved Carles the Jongler.
 * High Anarchy — Sown a lot of chaos across the land.
 * Chosen of the Angels — Declared yourself Eclect.
 * Aristocratic Ally — Excellent reputation with the Nobility.
 * In It Together — All lieutenants survive.
 * Stay and Fight — Defeat the Archon's forces and win.

The Knight-Errant build is an easy guide for players of all skill levels to be able to dramatically crush the Phalangite forces while keeping all possible lieutenants alive.

Select the following choices as you go along.

[Italicized choices mean that the following actions are necessary to the build; non-italicized choices mean you are not obligated to choose them, and you have the freedom of roleplay.]

Prologue
(Note: You must express sexual attraction to men if you want to send a message to Hector, which will in turn allow you to communicate with Calea. You can either be straight, gay, or bisexual for the option, the choice is yours.)
 * The Hegemony's suppression of the folkways of other nations, including my own.
 * I was the only child of the aristocracy in the wineroom.
 * I tugged at his arm and asked if he could sing Samena's Song in memory of my mother.
 * …still vaguely disappointed. You'd rather have heard the songs of home.
 * I kept to the shadows, not wanting my cousins to guess that I regularly visited Iarla's.
 * I had no interest in the heathen Halassurqs or their tales.
 * And I told my father so.
 * I kept singing.
 * …boy?/...girl?

Next, you will proceed to the events of the present day.

Chapter One
Breden is the game's way of determining your sexuality while maintaining immersion. For presentation purposes, we shall use a female Breden. The last name is much more crucial, as it is a tacit sign of having a Shayardene House rather than a Karagond one. The first name, if of Shayardene origin, also boosts your Homelander stat. For presentation purposes, the character's name shall be Rainulf de Eramant. You can choose whatever noble crest you like, as it serves no other purpose than aesthetic. But for representation purposes, we shall use the stag in lieu of Stannis the Mannis (a fitting match for a CHA 0 Aristo). This is where you select the primary motivations. Note that stat-wise, you'll gain an opportunity for massive Devout boosts later, so for now we'll boost our Compassionate and Homelander stats. The goal is to get the stats to over 75% so you can secure additional recruits for the final battle. This is where you decide your attributes. Your strongest trait will be Combat, and your weakest Charisma. We don't want to teach the Helots tactical knowledge beyond melee combat, because doing so offends the nobility. And now we get to the culmination of the Harrowing. We'll use our impressive combat skills to interrupt the Harrowing and spur the crowd into action, and then make sure to not let the Helots plunder the Houses by directing them against the merchants instead. Remember, we're trying to befriend our fellow aristocrats, not turn them our inveterate enemies. Unlike a Helot MC, the Aristo MC doesn't have to see the horrors that the fugitive Alless went through — that being said, given that you're a noble, your goals aren't fully aligned with that of the simple, vengeance-seeking Helots. Anyways, we shall keep Breden around for now, as she's a handy recruiter and our current romance option (although you may choose somebody else once you come across someone better).
 * "Joana, naturally." The aging helot who maintains my family's groves is very dear to me, if not to my father.
 * I was taken aback by how attractive she/he was. Lean and sun-parched, of course, but her/his smile and confident stance were strangely charming.
 * Our family didn't adopt Karagond names, we stayed with the old ways.
 * Our family was noble before the Conquest, and we did not take a Karagond family name.
 * A stag.
 * "So. Water enough to sweep away horses, eh?" I offered her an artful smile.
 * "…was punished…"
 * That was when I kissed her.
 * All the ways that helots are treated as less than human—above all the harvest of their blood in the Harrowing.
 * Yes: I sincerely care about the helotry.
 * "Even if there's no other way to fend off Xaos, I don't care—it's too high a price."
 * The subjugation of Shayard, my homeland, and its forced assimilation into a foreign empire.
 * "Nothing like a little sedition on a summer evening, I always say." Quelling my anxiety, I stepped into the sweltering little hut.
 * Sarcifer, the renegade archmage.
 * Swordplay, pygmachia, and battlefield tactics.
 * Just pygmachia. I still felt an unease at teaching helots any combat skills that could be deployed against their masters.
 * Rhetoric and persuasion.
 * "I'm so sorry," I offered, feeling sick to my stomach.
 * …took me aback.
 * I took her into my arms and waited for her to kiss me.
 * "I fell in love with you almost as soon as I saw you."
 * I need to stop this Harrowing at any cost.
 * Lunge for the Alastor standing nearest to me.
 * This is no time for me to say anything. Let the crowd decide what vengeance is appropriate.
 * "Plunder the corrupt traders; the noble estates are too well-defended!"
 * "We'll fight them as long as we've got breath in our bodies."
 * "Radmar!" I exclaim. "Thank Angels you're alive."
 * I just stare at her, the doubts obvious in my eyes.
 * "No, Breden. You're one of the few I would trust."
 * "…and we will replace his tyranny with a new, just order."

Chapter Two — Introduction
In Chapter Two, your uprising takes over a band of outlaws and runaways — the Whendward Band — and now has to guide them through a brutal 10-week Winter. (The old management had been content to have few dozen half-starved brigands that occasionally mauled a merchant or two. But we're cleverer and more ambitious than our predecessor, so let's see if we can't do better!)

The major events of Chapter Two will include the following: Do not raid either the Helotry or the Nobility. The former is your manpower source, and the latter is to become your future set of supporters. Set the number of mules to Terret to zero. You won't ever need to assign any mules to the sick for this build. You'll collect enough mules throughout Winter that by the time the Theurges sweep through, any excess idle mules will be diverted to the sick temporarily. You won't need to juggle rations on this build, you can keep it at this level for the duration of Winter.
 * Set up a protection racket in the Owlscap Pass
 * Work with the nobility to plan and successfully raid the Architelone
 * Recruit rebels from the Helotry with the help of Breden and Radmar
 * Set up 150 Traps in the last few weeks
 * "It can wait until dawn."
 * I'm glad that they keep calling me by my proper title. I'm not a helot, after all.
 * I've shared with them what drives me—the things I truly loathe about the Thaumatarchy.
 * Zvad, because of his long experience of battle and banditry.
 * Shayarin—the Old Tongue that survived the Karagond conquest.
 * Actually, I want to decrease the number of mules to Terret.
 * I'd be happy to rob the rich and powerful, but it's rather more difficult than I'd guessed.
 * Every time I see them struggling snail-like up a hill, it maddens me. Of course it's not their fault…but each child in this band is a bloody millstone around our necks.
 * I want to change the rations.
 * A healthy diet for all sick outlaws, and a subsistence diet for all healthy ones.
 * No—I want to be the one bringing us through the winter, even if it does mean wrangling a dozen different numbers.

Chapter Two — Week One
Don't worry if the RNG gives you the minimal amount of mules from the raids (the Yeomanry offer 5-7 mules, and the Merchants 6-8 mules). It won't do much to affect you by and large. Ismene will then tell you when to raid the Architelone. A successful exchange like this also boosts your standing with the Nobility (and choosing the last two options here will boost it a little more).
 * I don't want to sell any of our weapons or animals.
 * Acquire more mules.
 * Send scouts out to find Alastors or Ecclesiasts with mules you could steal. (Fifteen scouts.)
 * Try to convince yeomen or merchants to give mules to the cause. (Requires me or Breden)
 * I want to send Breden. Her persuasiveness is likely to bring good results.
 * My temper flares at hearing the news. We may not be able to use the mules for the sick, but now she's created the expectation that we will.
 * Steal from both yeomen and merchants. (Forty bandits.)
 * Scout for opportunities to raid the institutions of the Hegemony.
 * Tax collectors—a mission so sensitive it will require my personal involvement.
 * Yes.
 * Find a noble who has good insider information—and will talk to me.
 * "Cousin Ismene. Will you parlay with me?"
 * "An odd thing: a helot who spoke truth more bravely than any aristo I knew."
 * I laugh. "No, no. I was speaking of one inspiring individual, cousin—not of the helotry at large."

Next, arrange for the Owlscap Pass raids. Over the Winter, you'll do three, the first with Zvad accompanied by Elery, and then the remaining two with Elery leading it alone. Then, order a raid on the Yeomanry with every remaining outlaw (should be about 70 remaining bandits). You'll get 49 bushels back and a random amount of mules ranging from 1-5, with more rebels increasing the likelihood of more mules. Finally, set your personal ration to Healthy to eliminate the risk of getting sick.
 * Raid a distant pass with greater caravan traffic. (Twenty bandits.)
 * Yes, we should do it.
 * Zvad can lead it.
 * I ask Zvad to bring Elery on the raid.
 * Raid the winter grain barns in the lowland farm country. (At least seven bandits.)
 * Raid yeoman farms for grain and mules.
 * I'm going to eat a healthy diet. It's vital for the leader to stay well and clear-minded.

Chapter Two — Week Two
From here on out, you'll have to balance the purchasing of grain bushels between what you have, and what you need. Never sell mules or weapons. Always buy a couple more bushels more than what you need, because otherwise you might get stifled a bit from a rounding error, and be forced to raid to make up the difference. If Zvad alerts you that buying too many bushels will be too risky, then buy all you can get at a safe amount, and order a small yeoman raid for the rest. Only raid the Merchants this time. Taking mules directly from the Yeomanry (unlike during grain raids, where by chance, some mules can be brought back) will cause them to retaliate and attack your rebels. Now you'll organize a recruitment envoy. Send all remaining rebels into the Helot camps with Breden. On other weeks, you'll have to alternate with Radmar in order to prevent Breden from becoming too influential, as well as strengthening Radmar's influence (he's one of your few advocates for Stay and Fight).
 * I'll go from tent to tent to help my followers and offer reassurance.
 * Steal mules from merchant trains. (Twenty bandits.)
 * Raid a distant pass with greater caravan traffic. (Twenty bandits.)
 * Elery can lead it.
 * Send missions out to spread the word of our rebellion and recruit new followers. (At least ten bandits.)
 * I send my followers into the helot camps.

Chapter Two — Week Three
This week, you'll be raiding the Alastors and Ecclesiasts for mules.
 * I can't bear the thought that hundreds of innocents were massacred in my name.
 * By me alone, in consultation with my deputy and anyone else I choose.
 * Acquire more mules.
 * Steal mules from Alastors or Ecclesiasts. (Fifteen to thirty-five bandits.)
 * Raid both. (Fifty bandits.)
 * I'll personally lead the raid.
 * But I've grown up regularly seeing people killed…and for years I knew the day would come when I'd do the same.
 * "Join us!"
 * I don't want the band looking to Breden for reassurance on this.

Send your recruitment envoy with Radmar next. It means less rebels, but you'll keep Breden's influence in check, and increase Radmar's influence. You'll need Elery to raid the Owlscap Pass one more time. She can cozy up to Zvad when Winter ends.
 * Send missions out to spread the word of our rebellion and recruit new followers. (At least ten bandits.)
 * I send my followers into the helot camps.
 * I shake my head ruefully. "We still need you out there, Elery. You've said it yourself—there are more and angrier Alastors every month."

Chapter Two — Week Four
In this week, due to your actions, Fedrel attempts to betray you. Exiling Fedrel will boost your Compassionate stat, and slightly increase your standing with the Nobility.
 * I don't give him a chance to justify himself.
 * I exile him from the band.
 * "Radmar. How's Poric?"
 * Raid a distant pass with greater caravan traffic. (Twenty bandits.)
 * Elery can lead it.

Send Breden to lead the recruitment envoy this time.
 * Send missions out to spread the word of our rebellion and recruit new followers. (At least ten bandits.)
 * I send my followers into the helot camps.

Chapter Two — Week Five
Radmar will confront you due to the influence Breden holds over the Band as of the moment. No matter what you say to Radmar, you don't need to do anything drastic for now. This is viable now that you have the manpower to spare, but it's also optional. You can choose it if you've had terrible RNG luck with the Yeoman grain raids with few mules, but it's not too big of a deal. Send Breden to lead the recruitment envoy this time.
 * "And why do you think that's a problem?"
 * Acquire more mules
 * Steal mules from Yeomen
 * Send missions out to spread the word of our rebellion and recruit new followers. (At least ten bandits.)
 * I send my followers into the helot camps.

Chapter Two — Week Six
In this week, a couple of mothers will enter labor in a secluded cave while Terret assists them. Later, one of the mothers talks to you for a bit, before eventually choosing a name for her child. If your Band's morale is good, strong, or exceptionally strong, the mother will choose to name her child after you.

An example: Next, Alaine Leybridge — your most talented fence — wants to confront you about the Owlscap Pass raids. You'll eventually force her into an agreement where the Syntecchia will have to pay you a small amount of drachems and about forty bushels every week, in exchange for refraining from any more merchant raids for the rest of Winter.
 * I find it hard to stop smiling. The first of a free generation, a rebel generation. This means hope.
 * "I reckon I'd name him Rainulf."
 * Rocking tiny Rainulf in my arms, for a moment I feel like weeping.
 * Go visit Alaine Leybridge to discuss our caravan raids. (Ten bandits, led by me.)
 * "If your masters want us to stay out of the Owlscap, kuria Alaine…they'll need to pay for the privilege."

Send Radmar to lead the recruitment envoy this time.
 * Send missions out to spread the word of our rebellion and recruit new followers. (At least ten bandits.)
 * I send my followers into the helot camps.

Chapter Two — Weeks Seven-to-Ten
From this point forward, due to the RNG-dependent nature of the exact week of the Architelone raid, the advice will be more generalized.

For your recruitment envoys, order two large envoys with Breden, and two envoys with Radmar.

''On the actual week of the Architelone raid, you will have to use Breden (as Radmar is raiding). When you end up recruiting dozens more rebels, you'll get the chance to send more envoys in the same week (200 is the maximum for an envoy). Just do it with either Breden or Radmar.''

Remember that on weeks 8, 9, and 10, you will send 50 rebels each week to build traps. Your tactical genius will allow your traps to have double the effect per trap that they'll have on the Phalangite forces.

'''Try aiming to have at least 65 mules or more when you complete the winter (raid more Yeomen if necessary). 'In one run (with bad mule RNG), a total of 71 mules after 3 mule raids on Yeomen.''

On the week of the Architelone raid: And with that, you've successfully accomplished the game's greatest raid... and acquired another boost to your standing with the Nobility as well.
 * Rob the Architelone on her winter tax procession. (40 bandits, led by you)
 * I bring Radmar.
 * I spare them all.
 * Sheathe their weapons. Then I invite the sellswords to join our revolt.
 * I toss each group some coin, grinning, and say, "The Thaumatarch wishes to make amends for his earlier thefts."

When prompted about the branded mules: And when prompted about Xedia: You can select whatever sigil you want. For example:
 * No—we can still use them to carry the sick.
 * I can't help feeling some remorse when I think of what they'll do to her.
 * A stag, of course—from the de Eramant crest.

Chapter Two — Winter's End
You made it through the hardest part of the game! It's all downhill from here. Anyways, you now have to tune up your band.

At Winter's End, your stats should look somewhat similar to the following: The most important thing is that we have several hundred rebels under our banner, and a Nobility that is mildly friendly towards us. But we want to keep the Helotry on our side and win back the Yeomanry before the final battle. Sell all the mules you can, until you're left with sixteen (the ones you can't sell cause they're branded). The Whendward Band is high, happy, and believes in your leadership. Now unplagued by the worry of immediate survival, you can now focus on increasing your reputation with the other factions. It doesn't matter what options you pick for Sybla; it's a matter of roleplay here.
 * Sell at least one mule.
 * Buy ale, beef, and cheese for a grand feast to celebrate our survival. (604 silver.)
 * My first priority is to liberate my homeland of Shayard—though obviously I'd be happy if the Whends also liberated Whendery.
 * "All right. Let's see how well you dance."
 * "You already know my secret motives," and kiss her.
 * I invite Breden back to my tent.
 * Donate 2000 to the Helotry and 2500 to the Yeomanry.
 * Buy 300 Weapons.
 * Pay someone to train your outlaws.

Make sure you have several thousand drachems left to donate again in Chapter Four. For now, as the Yeomanry in particular will still not like you (after all, you gave them a good mauling). You'll be prompted with the most influential rebel, which will probably be Breden. Don't worry too much, you'll be able to overrule her when the time comes.
 * It's dangerous but unavoidable. We need all the capable leaders we can get.
 * No—I trust Breden.
 * "Aye, Joana. What are you saying?"

Anyways keep going forward to the point where you meet Kalt. If Breden is not male (which the game interprets as attracted to men), ''you'll need to pick the "temptation" option. ''This will allow you to contact Hector later. We won't switch our ancestral Shayardene name for a Karagond one.
 * "We don't measure victory by how many people we kill, Kalt."
 * The temptation of a follower who is infatuated with me.
 * I throw her a wry glance. "Jealousy's a mind-clouder, you know."
 * Abandoning the de Eramant name would do far more to alienate the nobles in every nation who have steadfastly held to their ancestral names.

Chapter Three
You start this chapter scouting for your future camp site (and final battleground) as well as encounter Horion and Linos. You may explore the conversations with Horion and Linos as you will. But make sure to say this before ending your talk with Linos: When the time comes. Linos will appoint you the Angel's Eclect, which gives you extra soldiers as well as increased control over your band.
 * The strangers are less important than confirming a safe camp for my band. I'll send one of the others to deal with them.
 * [Select Zvad.]
 * "Bring them back to the camp. I want to hear what brings them to Whendward."
 * I kneel at the edge, dunk my head in to cool it, then drink my fill.
 * I greet them warmly.
 * "No, father. He'll enjoy our hospitality, answer some questions…and in a day or two, he'll be on his way."
 * I'm jovial with them all evening.
 * I glance at the helots who are pretending not to listen. "I wonder what our orchard-keepers would say if they heard a diseased branch try to blame its fruit?"
 * Friendly host.
 * "Do you have any other advice to offer, Ecclesiast?"
 * Yes—I want Linos to proclaim me the Chosen of the Angels.
 * And I believe it.

Finish up the Eclect scenes with: Next, Hector and his veneurs will start raiding you. Here, you will use your attraction to Hector in order to subsequently stage your meeting with Calea (you can choose how to portray your infatuation and whether you want to act on it down the line, but the important thing is the deal you make with Calea). The rest of the choices for Chapter Three don't matter much—playing more to the roleplay aspect—but make sure you pick:
 * "Fellow soldiers of the Angels…"
 * I want to lead the Sacrament myself.
 * I release them.
 * We got unlucky. Cousin Hector's an excellent hunter, and he picked up our trail.
 * The infatuation which I've never been able to escape, however unlikely a Keriatou-de Eramant marriage alliance.
 * I pined after him unrequitedly, unwilling to risk my reputation.
 * First, I try to get a message to cousin Hector in secret. Surely the two of us can stop this before it escalates further.
 * I want to trust him.
 * I walk out to meet her, keeping an arrow nocked in my bow.
 * "How generous, cousin. Does Hector similarly canvass the helots for you?"
 * "Speak sense, Calea." I roll my eyes in impatience.
 * "If you can get Hector to stop attacking our mule trains, I'll owe you."
 * I do my best to counter the rumors that we're responsible.

Chapter Four
You started the game by standing up to your enemies. Now you need to stand up to your friends. Breden will most certainly be the most influential member of your band, and you need to overcome them to convince everyone to Stay and Fight. Fortunately you're the Eclect, which significantly boosts your influence.

'Make sure you ONLY select Kalt, Bethune, and Radmar when asking people to speak. 'These are the most vocal advocates for Stay and Fight.

When you finally have to make a decision, select: If you did it right, you should win the majority vote. Then, make sure to pick: Zvad will leave the band if you choose Stay and Fight, no matter what you say in appeal. Better to let him go—you get to select another Deputy, although it honestly doesn't matter who you pick. Choose based on your roleplaying aspect and what suits you.
 * Lure them deep into the wild, and wipe them out.
 * I'm not changing my mind. This is the time to crush the Hegemony in battle.

Then you get the chance to donate money to people and buy weapons. For presentation purposes, the amount donated to the Yeomanry and Helotry are 3500 drachems and 3000 drachems respectively, but you can personally choose how much you want to donate—experiment with what amount can give you "folk hero" status in your reputation with these factions.

Due to your dealing with Calea, she will send you an informal letter detailing the Archon's troops being sent to destroy you. It's good to be well-connected, isn't it?

In any case, let us review what we have and what we're facing. In any case, you have around more than 550+ troop going up against around 540+ troops—great odds for you and your band. ''Very few builds can have you outnumber the enemy forces. ''What's more, is that your 150 units of traps that your rebels have set in the wilderness will also come into play.

Take note of your scouts talking about Mikal de Rose duping a Theurge (and Phalangites) into running off into the middle of nowhere. This is a tacit sign that the Nobility deeply support your rebellion. And since every Theurge is a powerful entity as long as they have the blood, the lesser you face, the better. Now, the grand battle begins. When prompted, select as many named rebels to lead groups to harry the enemy.
 * But with excitement, not fear. We're going to win, despite everything arrayed against us.
 * I've got most of the children above five years old running messages. They know the terrain well enough and can hide better than most adults.

The game will let you know if everything you done up to now has paid off handsomely. Your traps alone can eliminate up to 200+ enemies (after which it will start to give diminishing returns after setting 150 units of traps).

Next, you will strike at one of their assets. Do not bother trying to attack the Theurges, whether through an ambush that would subsequently kill Kalt, or through inspiring a martyr to do a suicide run (in this build, you have no eligible followers for that anyways). The game indexes much more on the remaining soldiers rather than the Theurges.
 * Attack the next supply train.

The Phalangite forces still have Theurges, so it would be a bad idea to try and use a forest fire. When prompted by your rangers whether to set fire to the forest, select: The Phalangite forces will likely run out of troops. They will still have enough troops to pull off an assault on your stronghold, but you don't need to worry.
 * No. I won't take the risk of it spreading. I'll just send bands to harry them some more instead.

Pick whatever you want for the Joana options according to roleplay. Then, you deal with a disaster: half of your surviving rebels becoming immobilized due to food poisoning. You'll eventually confront Breden about this. When prompted, select: If you've been a fan of XoR for more than a while, then you'd probably think that Breden is too suspicious for something coincidental. But the goal is keeping all lieutenants alive, so you will need to stop Radmar from committing murder.
 * I don't believe she did anything wrong. This is all just a terrible accident.
 * I try to disarm Radmar with my sword.
 * I trust Breden. If she says she didn't do this, I believe her.

Now, you must face down three Plektoi hounds. Due to your combat experience, you'll certainly crush the Plektoi, as long as you lure them into situations that make the most of your skills. Select: When your rebels show you what became of your father, it's more about roleplay. For presentation purposes, the character shows little remorse or regret to his father's death. Now that the Plektoi are dealt with, it's time for the last stand—in which there can only be one victor. You'll most likely arrive at this screen. Defeating the Archon's forces in one round of combat is quite uncommon, but it's considered a flawless victory due to the amount of survivors, including every one of your lieutenants.
 * "For the de Eramant and Shayard!"
 * Rally the outlaws before they break.
 * I run in search of a narrower passage.
 * I turn and try to put its eyes out.
 * "Serves the old bastard right," I whisper hoarsely to myself.
 * "Today, we destroy them!" I order my [number of remaining active rebels] surviving followers to prepare for battle.
 * I lead the charge against them.

Pick whatever choices you want to finish out the game. And that's the guide!