The Life and Suffering of Prince Jerian Walkthrough & Ending

I sank two straight days into The Life and Suffering of Prince Jerian trying to figure out a run that didn’t feel like I was just chasing stat numbers on a spreadsheet. You know that feeling when a guide tells you “pick option 3” but never tells you why your character would actually do that? Yeah, I hate that too. So this is my attempt to fix it.

This walkthrough isn’t about min-maxing every single stat into oblivion. It’s about playing Jerian as an actual person — one with convictions, blind spots, and a genuine arc — while still landing him in a happy ending. Along the way I’ll explain the reasoning behind each pick, not just the numbers you need to hit.

Quick heads up before we dive in: I’m treating this as a companion piece to my other guide, the “Man of Honor” golden path for Sir Brante. The two stories actually run in parallel, and a few things click into place once you see how they connect — like how the Twins ever ended up crossing into the human world in the first place. This run answers that.

The Life and Suffering of Prince Jerian Walkthrough & Ending

Three things I was stubborn about the whole way through:

He stays himself. Jerian doesn’t ping-pong between saintly and ruthless just because a choice gives better stats. He acts according to his nature, and when you force him against that nature, the game actually punishes you for it — he loses Sanity. In this run, that only happens once, during the transformation from human to arkn, because honestly, watching your entire species change would rattle anyone.

It actually ends well. Not a fairy-tale, sunshine-and-rainbows kind of well — Jerian goes through real suffering — but by the end, both he and the Empire land somewhere genuinely good.

It respects what we already know from Brante’s story. We know Jerian was mentored by Cornelius Tempest and represents a kind of hopeful, progressive future for the Arcn. We also know he stayed out of the Anisotti uprising. And somehow, the Twin Gods eventually made contact with the human world — this playthrough is basically my answer to how and why that happened.

One more housekeeping note: anywhere you see an asterisk (*) next to an event, that means it only shows up if you’ve met certain conditions — I’ve listed those in parentheses right after. And at the end of each chapter, I’ve dropped the achievements you can expect to pop.

Chapter One: Growing Up Under Cornelius’s Wing

This opening stretch is really about laying Jerian’s intellectual and moral foundation before everything gets complicated.

When the mysterious stranger shows up, take a proper look at them (needs Reason 6, Passion 4) — curiosity over caution, every time. During Cornelius’s early lessons, push for the reading lesson (Science 2), and don’t be shy about steering Open Doors toward Diplomacy 2 and Management 2.

Divine Grace wants you to know both Gods (Science 3), and Unconditional bumps that further to Science 4. When Man’s Lot rolls around, refuse the drink — it nudges Martha up a point.

Here’s a small one that matters more than it looks: in Past, Present, Future, suggest your own topic instead of picking from what’s offered (Science 5, and it strengthens your bond with both Cornelius and Ferdinand). Nobleman’s Lot has you fighting at full strength (Martha +2), and Righteousness and Empathy wants you sticking by Alfred (Science 6).

If your Management or Sciences hit 3 or higher, you’ll unlock Shadows of the Future — go with Ferdinand here. And if Martha’s relationship is at +2, The Last Sermon opens up too; convince her (this pushes Science to 8 and Martha even higher).

The Hour of Trial is a big one — deliver a genuinely thoughtful speech. You’ll need the Worthy Student flag, Diplomacy 3, and a solid rapport with Cornelius. Honestly, at this point Jerian has zero patience for the petty tattling of characters like Emil, and whatever spark existed with Martha isn’t strong enough to outweigh loyalty to Cornelius and Ferdinand.

Then comes Tempest — the moment you resist the River of Blood. This needs your character name, Sanity 4, Willpower 6, Blood 4, and Heritage +5. It makes sense, honestly, that surviving something like that costs Jerian a piece of himself. Losing a bit of Sanity here is the price of holding onto who he is, and it’s exactly what Cornelius hoped for — someone who thinks for himself.

What you’ll unlock: Non-existence (automatic), A Worthy Student, Precious Shard

Chapter Two: Stepping Into the Role of Heir

This is where the story really opens up, and where I made a deliberate choice that shapes everything after: Jerian cuts ties with every personal side-project his relatives are chasing. More on why in a second.

Start with Brave New World (Legacy +10), then invite Ferdinand to the Family Portrait scene (Love 6, Law 4, plus solid standing with both Ferdinand and Guy).

If your Reason sits at 4, Rift opens up — choose Blood (Reason 7, Will 5, Love 7, Passion 3, Blood 5, Law 3). Having a family and a legacy gives Jerian something solid to hold onto when everything else feels uncertain.

Triumph of the Best skips the motto (Will 6, Blood 4, Diplomacy 4). In The Big Game, get closer to family. Lessons in Gallantry has you leaving Camilla with Guy (Reason 8, Passion 2, Diplomacy 5) — and yeah, we’re cutting that romantic thread off cleanly. Pursuing your own uncle’s fiancée is a bad look no matter how you slice it.

The Emperor’s Will wants you choosing winners based on connections. The Vision of the Future is a balancing act — invite both worthy Arcn and human nobles (13 and 12 respectively, plus Diplomacy 6). The Right of Might has you accepting Jerian the First (Will 3, Blood 7, Heritage +20).

For The Choice of a Project, go with Inventory of Resources (Tempest Strength 17). A World Without Borders offers a compromise. A Gift for the Prince has you ordering a dance (Great Houses 13, Diplomacy 7).

Now, about that ceremony — The Emperor’s Dream — go ahead and hold it. This locks out Agatha’s whole storyline, and I know that’s not the “efficient” play from a pure stats perspective. But it keeps the story tighter and more coherent, and honestly, it fits: the old, formidable blood of Jerian the First runs through him. Disobedience just doesn’t sit right anymore.

At the family Meal, insist Cornelius apologizes. Miracle without Grace has you telling the truth (Science 9). Masquerade means turning to the Arkns — whatever you personally think of Servilia’s choices, family reputation comes first here.

If Ferdinand’s relationship is high enough, Beyond the Horizon unlocks — create the merchant fleet. Then there’s Bride: invoke the Law of Gemini and commit to Lucretia (Heritage +25, Love 6, Law 4). She’s brave, loyal, sharp — there’s genuinely no one worth breaking that engagement for.

Prayer has you stepping back from religious ritual (Science 10). Sacred Pact rejects Eric the Saint (Will 4, Blood 6) — this is the first move in a much longer arc of pushing back against the rigid, punishing Law that Eric’s original Pact with the Gods created.

Project Choice goes to Best Teachers. If Servilia’s arc is active, Minor Branch has you reforming the Order. If Progress hits 0 or above, support the University during the Crisis of Traditions. At the Heart’s Call, meet with Lucretia. And Emperor’s Peace has you taking the Oath of Unity — the big one, requiring Tempest Strength 19 and Heritage +30.

Wrap the chapter by calming your subjects in Appeal to the People.

A quick note on those “personal projects”: you’ll notice this chapter systematically shuts down Utter’s, Ferdinand’s, and Servilia’s pet ambitions. That’s intentional. Those side-plots are basically family drama generators that eat resources and mostly just unlock alternate early-exit endings. Staying focused on family unity and the good of the Empire is the whole point of this run.

What you’ll unlock: Heir of the Tempests (automatic), Head of the Family, Love of the People

Chapter Three: Wearing the Crown of Censor

This is the chapter where Jerian starts genuinely governing, and you’ll feel the weight of actual policy decisions.

Tarquinius’s Legacy has you taking funds from the New Believers. Law Above Love forces a change of Lot (Will 4, Blood 6, Science 12) — to be clear, you’re not demanding anyone commit an actual sin, just obedience to your authority. Triumvirate is about compromise, and Great Censor means proving the harm of subsidies.

Ugly Swan is a rough one — keep Orgryph in the collar. It’s cruel, no way around that, but unrestrained magic is a genuine threat, and that risk calculation wins out.

Common Cause: diplomatically refuse. Project Choice: go with Personal Library. Fate of the Pacified closes the Houses of Humility. Founding the Republic has you instructing Aquilius Tempestus. Small Quorum tries to please everyone.

If Equality hits 0+, Elitism Crisis triggers — remove all restrictions. Forbidden Luxury swaps a ban for a tax instead. During Warmth of the Hearth, keep the evening going with the whole family. Unequal Marriage means consulting Lucretia first.

Disintegration of the Alliance unites the Council. Fundamentals of Politics has you accepting Glad. If Equality reaches 5+, Rise of Equality unlocks — limit the rights of both tribunes.

Birth of a Prince has you distracting the guests. Matron’s Duty means driving out Monrog — nobody insults Jerian’s mother under his own roof, full stop.

If Lucretia’s arc is far enough along, Dowry triggers — mint the Tempest coat of arms. Feast for All stops Servilia. Advisor’s Duty recovers Milanid. Uncomfortable Questions accepts Utter’s choice.

Project Choice goes to Noble Assembly — a nod toward preserving the best of Arknian culture even while pushing reform elsewhere. Lost Peace has you going with Flavius instead of Lucretia (visiting Lucretia risks stirring up too much Blood-driven pride right when you need a clear head).

Dishonor means containing your anger — the Oath of Unity means protecting family reputation even when a relative is being, well, a mess.

Cornelius’s Fate: appoint him Viceroy. Whatever his flaws, he made you who you are, and you owe him that.

Unpaid Bill has you asking the people for a loan. If Progress hits 5+, Progress Rising unlocks — make courses elective. Faith for Blood disrupts the ritual, continuing that long arc of resisting Eric’s Pact. And if Law drops to 0, the Dogma Crisis triggers — strengthen the Prefecture’s influence.

What you’ll unlock: Tempest Debts (automatic), Deputy, On the Path of Reform, Love of the Elder

Chapter Four: Writing the Creed

This is arguably the emotional core of the whole run — Jerian sitting down and actually deciding what he believes.

Farewell to Gaius: refuse him (worth noting — in the canon Brante story, Gaius had no troops of his own in Magra, so this keeps things consistent). Fratricide protects Dion. Arknian Unity: abstain.

If the Human Rights flag is active, Unspoken Committee has you refusing Arkwright — sure, expanding human rights is the goal, but Arkwright himself is greedy and self-serving, trying to use you to grab privileges for merchants while leaving you to handle the aristocracy’s backlash alone.

Harder Than Diamond reconciles the duelists. If Dion’s arc triggers Severed Branch, accept him. Night of the Ancestors has you accepting the Mask of Eric the Saint — for all his mistakes, he deserved love too.

Pontiff’s Word: accept Junius. If Old Believers drop to 6 or below, Wrath of the Old Faith triggers — replace the textbooks. Article “On Religion” pushes equality between the two churches.

Project Choice: League of Canons — a small concession to the high aristocracy’s heritage. If Arkwright gets arrested, leave the reception; you’re building an enlightened monarchy here, not a bourgeois republic.

Shadows of the Ancient Gods: support Milanid. If Junius’s arc is active, Confession triggers — embrace Junius. This one’s a genuine gamble; his plan is borderline insane, but it fits who Jerian has become. Love outweighs Law for him now, and Eric’s Pact has felt unjust for a long time. He’s willing to risk his own soul for a shot at teaching the Gods mercy.

People’s Tribune pardons the Arcni and troublemakers. Article “On the Rights of the Arcni” pushes legal equality. Project Choice: Society of Sciences and Arts.

Restless Spirit: just leave — let the mad brother and the old saint sort their own mess out. If Rebellion hits 5+, Cracks in the Glass triggers — forgive Angelia. Union of Two Hearts rejects both suitors (Primus was too cruel, Utter too capricious — neither fits).

Surprise Audit: support Milanid. Order of the Holy Warriors: change the master. Seal of the Emperor: take the seal yourself. Article “On the Rights of People” preserves the Human Nobility. If Council Submission drops to 2 or below, Split in the Council unites the Council back together.

Project Choice: College of Law. Tangle of Snakes punishes Flavius. Sandstorm reconciles with Guy — Camilla and Jerian never had anything real, so the “reconciliation” here costs nothing.

Circle of La-Tari: reject both. Tribunal pardons the new believers. If Law hits 5+, Rise of Law triggers — create a single Code of Sin.

Article “On the Form of Government”: limited monarchy. Project Choice: genealogical tree — honoring what the outcast Dion Tempest asked for.

Frank Talk: say yes to Lucretia, locking in the marriage path. Article “On House Tempest” secures Great House status.

If you never allied with Arkwright and he ends up dead, you’ll get A Joyless Celebration — a lonely, muted birthday. Don’t worry about it too much; your standing with the estates barely dips, and it’s recoverable.

A Premonition of the End: the Creed is your ideal. If Junius gets condemned, Recognition of the New Faith triggers. If Old Believers hit zero, Rebellion of the Old Faith has you handling it quietly.

Wedding: marry Lucretia. If both the Justified and Confessor flags are active for Junius, Sacrifice triggers — preach about love, a genuinely radical public stance. If Equality hits 8+, Triumph of Equality has you backing the new believers — conveniently timed with your wedding, when handing out generosity to the poor is basically expected of a royal celebration anyway.

If Lucretia’s now your wife, Great Wife triggers — strengthen the Tempest troops.

What you’ll unlock: Credo (automatic), Jerian’s Credo, Doomed, Mother Was Right, Recognition of the New Faith, Reformer

Chapter Five: The Long Road to the Senate

The home stretch. This is where every choice from the last four chapters starts paying off — or catching up with you.

Honor Superiority just needs Rebellion at 4. Love of the People has you launching an investigation (Heritage +15, Law +7, Intelligence 10). Unmerciful rejects Claudius.

During your first journey through the Empire — Constant — allow Marchianism. If Law hits 8+, Triumph of Law triggers — refuse the amnesty request. Mass pardons aren’t always the right call; case-by-case is safer here.

If Lucretia’s your wife, Marital Duty has you punishing the guilty (Lucretia: Avenged).

Second journey — Fiona — disband the legion. If Progress hits 8+, Triumph of Progress triggers — support the university.

Guns of Elyria: come to an agreement with the rebels. If the Godfighter flag is active, And the Younger Said has you staying silent with the Younger God. If Dion’s bond is strong, Patricide has you accepting Julia.

Third journey — Astinia — protect the cities. Flower of the Nation: meet with the rebels. If Great Houses drops to 6 or below, Wrath of the Great Houses triggers — execute. If Godfighter’s active, And the Elder Said also has you staying silent, this time with the Elder God.

Fourth journey — Monia — take the peasants away. Spark in the Dark: execute the rebellion’s leaders — this one’s personal, after everything the bombers took from you.

If Lucretia’s arc hits alienation, A Life for a Life saves the child. Yes, Lucretia genuinely wants to be co-ruler, and yes, that’s a real sacrifice — but her duty, by her own words, is continuing the Tempest line so the River of Blood doesn’t break. And besides, emperors are elected now anyway.

If Flavius’s standing drops to 1 or below, Broken String offers him a role at court instead of letting him spiral into a psychopathic sorcerer. If Cornelius became Viceroy, Viceroy of Constanta invites him onto the Council.

Family Ties: gather everyone together. If Godfighter’s active, Verdict has you summoning the Gods themselves. Since Agatha’s whole branch got skipped earlier, Jerian can’t personally teach the Gods mercy — but he can plant doubt, and set them wandering. And there’s someone else out there who can finish that lesson: a man named Nathan Brante.

Blood Oath preserves freedom. If your Creed’s locked in, Manifesto has you addressing every social class. And finally — In the Senate — present the Creed for the ending: Creed Affirmation and Triumph.

What you’ll unlock: Millennial Senate (automatic), The Return of the Mentor, Procreation, Unity Tempestov, Second Coming, Worthy Arc, Restless, The Creed Revealed to the World, Triumph

How It All Wraps Up

Here’s roughly how things shake out by the end of this run.

What history books end up calling the “Great War” is really more of a bearded rebellion — the Old Faith crowd, all prayer and fasting and old grudges, tries to overthrow Jerian and fails. The Anisotti Rebellion flares up around the same time but gets put down fast by Gaius Tempest, with a little quiet help from a certain young nobleman. Meanwhile Magra goes through a long, messy Church Schism as the Old Believers cause chaos across the Empire.

Against them stands basically everyone else — the service nobility, new believers, commoners, and a Great Houses bloc that stays politely neutral. The whole thing’s over in under a year, decisively in Jerian’s favor. The Grand Pontiff, Terentius Orgriff, gets exiled from the Council and ends his days as little more than a raving old man.

Cornelius’s reforms quietly finish stripping judicial power away from the Church and hand it over to secular authority for good.

Egerius Monrog, meanwhile, goes fully off the deep end with historical revisionism, declares his province a republic, and starts cosplaying ancient consuls. That’s a whole different story, though.

The Tempest family stays unified, even if Utter and Flavius end up more or less put out to pasture. When Utter eventually dies, Jerian gets elected the new Emperor.

Cornelius atones for everything by dying a hero’s death on the battlefield, shielding Gaius, and gets buried with full honors. Gaius finally marries Camilla and later becomes Grand Chancellor. Lucretia raises their kids herself from infancy, breaking with Arknian tradition entirely — so yes, the next generation of Tempests gets to grow up refreshingly normal.

Jerian and Lucretia’s children reach adulthood healthy, aside from the occasional bout of insomnia (fair, honestly, given everything). The elder Twin God turns up near Anisotti, presumably about to cross paths with Nathan and Master Brante.

By the end, the Empire’s entering a genuine era of order and justice — progress, charity, and law all thriving — while noble privilege, the assemblies, and the League of Canons keep enough of the old Arknian culture alive that it doesn’t feel like the past got erased.

Long live Emperor Jerian II Tempest — and thanks for sticking with this whole ridiculous, wonderful playthrough with me.