Looking through the achievements list for something interesting to do in Arcadia, I noticed one that requires you to win a sword fight with the worst sword in the game – a normal quality crude longsword. I tried to have Bethany craft one for Orlando, but it kept coming out too high quality, so in the end I just had him buy one from her apprentice.
Before heading back to Arcadia, I decided to stop by Whale Town to check out the pro-Aarbyvillian ending to the war quest lines. I rushed through a just enough war quests required to take on ‘Gut the Quild’ and end the war. The primary hero had to be my monarch, Lord Milas, but my secondary hero could be anyone, so I chose my physician, Bloodletter Llewala.
Lord Milas met with the pirates to draw up a plan of attack. Darktide, Broadside, and the Blacksail were there. No Misty, though. After the meeting, the Blacksail stayed behind for a word in Milas’ ear about Admiral Mandrake. The plan was to capture and interrogate him, but afterwords Darktide and Broadside intended to keep him prisoner, whereas the Blacksail proposed to kill him.
Finishing ‘Under Siege’ brought my war quest count to ten, but there had been a couple of short ones at the beginning on which I’d failed to make platinum, so I still had two more to do. I decided to take ‘Rush to Pledge’ with Wyllas to give him an opportunity to become a member of the Guild Consortium.
In the banquet hall, Wyllas met Tredonian Viceroy Mancomb Fortbark, who gave him a book containing the guild pledge for him to memorize, and warned him that during his induction he must refer to himself only as ‘pledge’.
Completing ‘A Pirate’s Life for Me’ with Theodred moved the war gauge still further towards Aarbyville and unlocked a couple of new quests. The one that looked like it would contribute to the story in the most interesting way was called ‘The Betrayal’, and offered a monarch, spy, or physician the chance to break with the pirates in favour of the Guild.
I chose Orlando as my hero, and got to work on the first objective. A group of pirates had captured the Tredonian royal advisor, Admiral Horus Mandrake, and asked Orlando to take him into custody while they dealt with the rescue party that had been sent to search for him in Aarbyville.
‘Turncoats’, one of the two quests that next came up, offers you a chance to gain either pirate or guild allegiance, by convincing Aarbyvillians or Tredonians to cross over to the enemy side. The primary hero in this quest can be a priest, knight, or physician. Since my last physician married a pirate, I decided take the pro-Aarbyville approach using their son, Alysande’s successor Theodred. Here he is in CAS. His traits are jokester, earthy, and seductive.
The last quest I completed added this war gauge to my territory map. Arcadia currently has slightly more allegiance to Aarbyville than to Tredony, thanks to the choices Orlando made in the previous part.
Well, here we are at ‘Peacekeeper’ ambition, ready to start the new quests added with Pirates and Nobles. I’m going to be describing them in more detail than usual, because I’ve heard that together they actually make up a proper story line.
‘Ominous Tides’, the quest that kicks everything off, needs to be undertaken with a monarch, so I had to select Arcadia’s current ruler, Emperor Orlando the Great. Orlando is Halfred’s son and Vana’s brother. I can see a lot of his father in him, and I’m relieved to say that he doesn’t seem to suffer from the bugs his sister did. Between parts, I played with all my newly aged up sims a bit to level them up and get rid of their fatal flaws, so Orlando is already at level eight. His traits are adventurous, eloquent, and strong constitution.