Lady Ursula is bored. Not sad, not brooding, just… bored. It’s what you’d expect from someone who has been alive considerably longer than she lets on.
Underneath that is the single strangest mechanic in Sovereign Tower: she is the only knight who cannot permanently die, and the game charges her for it every single time. This Ursula guide covers how to recruit her, her favourite meals, all five of her affinity scenes, and exactly how many deaths it takes to lose her for good.
Ursula’s Character Sheet
Background
Traits
Liked & DISLIKED QUESTS
Liked Meals
Base stats

Lady Ursula is a lone knight who roams the lands of Brizh in an eternal quest to find distractions and chase away her boredom.
She likes Audacious rulers and dislikes Wise rulers.
| JADED | IMMORTAL |
| RITUAL SUBJECT | LONER |
| MUSICIAN |
| Liked | Disliked |
|---|---|
| Relic Recovery | Diplomacy |
| Magic Involved |
![]() Préfou | ![]() Lion’s Taco |
| Stat | Level |
|---|---|
| Strength | 3 |
| Agility | 4 |
| Charisma | 2 |
| Magic | 7 |
| Wits | 7 |
| Luck | 0 |
Mastered stats: Agility, Magic, Wits
How to Unlock Ursula
Ursula will show up at your court in the early game and ask to be part of your roundtable.
Her candidacy scene is simply her expressing boredom and asking for unusual work, and accepting recruits her on the spot. If you decline or miss it, she moves to the Map Room as a standard 10-fund invitation.
Romance & Interactions
One-Heart Event
Ursula’s opening scene is built out of silence and then, abruptly, cocktails. She is leaning against a table crushing a strange mixture with a mortar, and the whole conversation is a test of whether you will drink what she hands you.
Dialogue Choices:
- Open,
- “Really?” (No, she says. Then nothing at all.)
- “Me too.” (Um? Wasn’t serious.)
Dialogue Choices:
- Ask about the mixture,
- “What on earth is… that?” (Hey, don’t pull that face. Allow her to introduce you to Brimwood’s most popular drink. Rum, cardamom and syrupy spider porridge, in that order, otherwise you’ll ruin everything. They call it the Firetwig, and it lives up to its name.)
- “(Lie) That looks delicious.” (Well said. A real treat. She then mentions she saw quite a few of those little creatures crawling on the walls of your Tower, so she took the liberty.)
- “Oh, you’re making Firetwig.” (+1 affinity) (Oh, you’re a connoisseur! The true taste of Brimwood, pure and raw, prepared by a local. She crushes the carcasses of the poor animals with a disturbing level of enthusiasm.)
Dialogue Choices:
- Ask about her past,
- “So you’re from Brimwood.” (Not exactly. Wasn’t born there, but she had some wonderful years living there.)
- “Feeling nostalgic? Why did you leave?” (She has been wandering around for a while now.)
- “A bizarre local culture…” (She lets out a laugh.)
Dialogue Choices:
- Push on the wandering,
- “‘Dragging your carcass’… Looking for something? Or running away?” (+1 affinity) (She smiles mischievously as she pours the mixture into two glasses. You sure do ask a lot of questions, she says. Let’s just say she has always liked dragging her carcass around, and after rotting in the same spot for a while you have got to do something so you don’t die of boredom.)
- “Yes, I can relate.” (-1 affinity) (Noted. She pours the mixture into two glasses, stirring vigorously.)
You’re going to do me the favour of tastin’ it, aren’t you? This is the actual test.
Dialogue Choices:
- Decide whether to drink,
- “No, thank you.” (Tyrannic +1) (No obligations, she says. But you sure know how to kill the mood, huh?)
- “Why not?” (Audacious +1) (Let’s go, comrade! You clink glasses and raise yours to your lips. Bitter and strong, the liquid sets your throat ablaze and twists your gut.)
- “This is unworthy of a Sovereign, and of a knight in my service as well.” (Spoilsport. She walks away with her drink.)
Dialogue Choices:
- If you drank, how hard do you commit,
- “And twice over.” (+2 affinity) (The biggest single affinity gain in the scene. The liquid is full-bodied and strongly spiced, but the burning gives way to something syrupy. Impressive chug, she says.)
- “No, thank you.” (+1 affinity) (One is enough, and she respects it anyway.)
Two-Heart Event
You hear confusing sounds from the next room, somewhere between humming and dissonant squeaking. This is the scene where Ursula’s hidden MUSICIAN trait surfaces, and the option most players never find is sitting right at the top.
Dialogue Choices:
- Announce yourself, or don’t,
- “…” (Stay silent) (The humming continues, and you get the option nobody expects.)
- “Still concocting some weird drink?” (Ah! Eh, hi. Didn’t hear you come in. She is not drinking, no. Not yet?)
Dialogue Choices:
- If you stayed silent,
- “What are you doing?” (Caught, and mildly embarrassed. Don’t sneak up on her again.)
- “(Try humming rhythmically.)” (You hum along. Whether this works depends entirely on something you would not expect the game to track.)
Dialogue Choices:
- The humming splits two ways,
- Off-beat (-1 affinity on the follow-up flirt) (Except that you’re completely off beat. Eh! Offering to practise together gets you: no, thanks, not really her thing. And she is not sure she could match your very personal sense of rhythm.)
- In tune (+1 affinity) (You hum along to the tune of Where’s my Lullaby, as if you have heard it before. Which, to be honest, you have. Gradually your voices become more harmonious until she notices you.)
She turns around holding a lute, tapping the instrument’s wood as though it were an old friend she has just met again after a long time apart. Was taking care of this little chick, she says.
Dialogue Choices:
- Ask about the lute,
- “What were you playing?” (+1 affinity) (A Brimwood ballad, Where’s my Lullaby, by the Vultured Crooks.)
- “Don’t you have anything better to do?” (Tyrannic +1) (Sours the whole scene.)
- “You were playing Where’s My Lullaby?” (+1 affinity) (Yeah! Pretty cool that you know it, it’s pretty niche. She plucks a string, producing a slightly out-of-tune sound. Have you been spying on her or something?)
Dialogue Choices:
- The flat route, if you went cold,
- “And how long have you been practising?” (Audacious +1) (Neutral.)
- “You’re terrible at this.” (Kind -1) (As much as you are at being Sovereign, she replies, and goes back to work.)
Dialogue Choices:
- The warm route, romance-gated,
- “Have you been practicing for a long time?” (+1 affinity) (A lil’. But with all the traveling she hasn’t had much opportunity lately. She learned in Brimwood, with a friend. They even had their own little group, doing Ironluth.)
- “I love this song.” (Could play the whole thing for you, she says. One of these days.)
- “I hope that one day I’ll have the opportunity to hear you play it in its entirety.” (+1 affinity, Kind +1) (Why not one of these days, she says. Once her muscle memory has returned properly, she thinks she will be comfortable enough to play in front of you.)
Dialogue Choices:
- On Ironluth,
- “What is it?” (+1 affinity) (A style of music where lutes spit out frantic symphonies over vocals. Makes her feel alive.)
- “I hate it.” (Doesn’t surprise her. People with terrible taste usually don’t even realise it themselves.)
- “I love it.” (Really? Wouldn’t have guessed. Just goes to show, life is full of surprises.)
Dialogue Choices:
- Close the scene,
- “Thanks for the details.” (+1 affinity) (With pleasure. Now, if you’ll excuse her, she has a lute that needs tuning.)
- “That’s really great. You forget I didn’t hire you as a musician.” (Tyrannic +1) (You just looove killing the vibe before it’s even born, huh? She leaves, lute in hand.)
- “I hope I’ll have the opportunity to hear you play again soon.” (Why not. But she is not very comfortable performing in front of anyone just yet. Sorry.)
Three-Heart Event
You find Ursula outdoors under a bright white sky and a light drizzle. This starts as a joke about mould and ends as the darkest backstory reveal any knight has.
Dialogue Choices:
- Answer her sarcasm,
- “I just needed some fresh air.” (Is the coffin of power starting to feel a bit tight already? Better not stay outside too long. With this drizzle you might end up rotting away, like everything else that gets lost in the Pinemaze Forest.)
- “Yes, I hate the sun.” (+1 affinity) (She lets out a little laugh. You would feel right at home in Pinemaze, then. It’s the little village of Moonvale where she was born.)
Dialogue Choices:
- Take the joke or take it seriously,
- “Are you familiar with Pinemaze?” (Rather. It’s the little village of Moonvale where she was born.)
- “I’m already feeling moldy, unfortunately.” (She takes the bit and runs with it.)
Dialogue Choices:
- The joking path, romance-gated,
- “Pinemaze is a place you know well?” (Straight to the backstory.)
- “You’re implying that my decisions are rotten, is that it?” (+1 affinity) (Playing along, which she rewards.)
- “The moldy Sovereign, accompanied by his moldy lovely Knight.” (+1 affinity, romance option) (Committing fully to the bit, and to her.)
Dialogue Choices:
- Respond to the description,
- “It seems like a lovely place to live.” (Can’t say otherwise. The ancient forest of Pinemaze is breathtaking. But she doesn’t have many fond memories of that place. Left the second she was old enough, truth be told.)
- “Do you go back there from time to time?” (No. It’s a bit complicated for her to go back there.)
- “I’m already feeling moldy here.” (Keeps it light, and loses the thread.)
Dialogue Choices:
- She seems reluctant to reveal more. Push gently,
- “I don’t like dwelling on my past either.” (+1 affinity) (Your past, huh? She’ll admit she’s curious. Nobody knows a thing about where you come from. She can’t help but wonder what drove you to wander all the way here.)
- “Would you like to talk about it?” (No. A long pause. Okay, maybe a lil’.)
- “I imagine you prefer Brimwood, the place that welcomed you?” (Hm, you remembered that? Hope you’re not compiling info on your knights in a lil’ notebook or something. But yeah, Brimwood. The first place where she actually felt like she belonged. The first place she found people who actually had her back.)
Dialogue Choices:
- On the marks she carries,
- “A sign of belonging?” (Not quite.)
- “What do these tattoos mean?” (She suddenly seems very uncomfortable. My mother. She did it. A long silence. These marks are the result of a curse she brought upon her.)
Dialogue Choices:
- Respond to the reveal, and one option is a serious mistake,
- “… Why would anyone do such a thing?” (She struggles to answer.)
- “I see… And so you fled to Brimwood.” (Connecting it herself.)
- “I understand better now. Thank you for opening up to me.” (+1 affinity) (The right answer.)
Dialogue Choices:
- The final three, romance-gated,
- “…I’m sorry you had to go through that.” (Kind, and enough.)
- “My past is even more tragic.” (-1 affinity) (That’s not really something to be proud of, Your Grace.)
- “Thank you for opening up. You can count on me to keep your secrets safe.” (Romance option) (A long pause. Thank you. So much. It means a lot to her. Only a sad smile greets your last words. She seems to have said too much already.)
Four-Heart Event (Only if She Has Died)
This scene only exists if Ursula has died at least once and her affinity is 9 or higher.
Dialogue Choices:
- Ask,
- “Who are you writing to?” (To… myself.)
- “Is everything okay?” (Ah, Your Grace. She is a little… annoyed.)
Actually, she says, she is starting to feel strange. Lately it feels like she is losing track of everything. She wakes up wondering what even happened.
Dialogue Choices:
- Respond, and one of these is a real mistake,
- “… When did all this begin?” (The first time she died, Your Grace. You remain silent. She doesn’t know what to do, it seems to be spiralling out of control.)
- “Perhaps Belladonna would have a… remedy for such a problem?” (-1 affinity) (I forbid you to tell my sister. And magic certainly won’t be what helps her. If anything, magic is what condemned her in the first place. She stops, visibly trying to hide her emotions.)
Dialogue Choices:
- Close it, romance-gated,
- “I’m sure we’ll find a solution.” (Kind of you, Your Grace.)
- “Do you need to leave the Round Table?” (And do what? Yes, being a knight is a risk, but this is where she belongs now. She couldn’t do anything else.)
- “I had no idea… I’ll do everything I can to protect you from this.” (Romance option) (Cute. But she is afraid it’s a little too late. She doesn’t say another word. Your gaze falls upon her notebook, and before your eyes remains nothing but the chaos of frantic black scrawls.)
Romance Event
Ursula stands upright and motionless at a hallway window. This is the longest and most tender scene she has, and it turns on a snowflake.
Dialogue Choices:
- Approach her,
- “(Say nothing.)” (A few minutes pass as you silently observe your knight, until she notices. Hey, are you spying on her?)
- “(Approach to stand beside her.)” (Oh, hi. She doesn’t move away as you draw close, and you realise this is the first time you have mutually shared such proximity. Look up, she says.)
Dialogue Choices:
- Respond to the moon,
- “Thank you for showing me this… I would have missed it otherwise.” (+1 affinity) (You’re welcome. You see her smile. She’s not really the type to lounge around windows, but this daytime crescent called to her.)
- “Does it remind you of a familiar landscape?” (Yes, rather. Her voice grows faint. The sky always looks like this back in Moonvale, a sharp crescent drowned in mist, and if you go up to Avalon in the dead of winter it dresses itself in snow white.)
Dialogue Choices:
- Three ways to respond, two romance-gated,
- “White looks good on you.” (Ah, yeah? You think? Guess she’ll just have to start wearing a wig, then. If you already know about her immortality, she only sighs instead.)
- “(Gently remove the snowflake from her hair)” (Uh, what are you doing? I… Apologies. No, don’t apologize. Well. I just don’t know how to…)
- “Feeling nostalgic?” (I didn’t think so, but… have to say, seeing the snow fall like this stirs something in her. And soon everything will be white, just like in Avalon.)
Dialogue Choices:
- If you stayed in the quiet moment,
- “(Say nothing more)” (+1 affinity) (The snow falls in rapid cascades. As the lands of Brizh drape themselves in white, a shared fascination settles over you both. Then, like a silent thanks, a faint smile touches Ursula’s lips. A smile of peace.)
- “…I would love to go back to Moonvale with you, and create new memories there.” (That’s… cute? She doesn’t know if you’d have actually managed to wipe away the bad memories, but.)
- “(Gently rest your head on Ursula’s.)” (The wordless version, and it lands.)
If you took the contact route, the scene goes somewhere much more vulnerable. You have never seen her so shaken. She takes a deep breath before finding her voice again: I like you. Truly.
Dialogue Choices:
- Answer the confession,
- “…I understand (Take a step back).” (The gentle refusal.)
- “It won’t be a problem (Take her hand).” (She admits she has thought of you in a certain way too.)
Dialogue Choices:
- The final choice,
- “… No, probably not. I’m sorry.” (The honest, sad ending.)
- “Nothing is set in stone. I don’t want to be just a Sovereign with you… I’m offering you something more.” (Outside, the dance of the falling snow finally seems to ease.)
Should You Let Ursula Die?
Ursula’s hidden IMMORTAL trait states plainly that she can be recruited again after dying on a quest, and she is the only knight on your Round Table for whom death is not permanent.
That said, if you let her die 3 times, she’ll become Zombie Ursula. She won’t be able to carry any WIT or CHA stats, even if you equip items with those properties.
Every other knight you send into something lethal is a knight you could lose forever.
And that’s it! For more information on how to appease the knights in Sovereign Tower, check out our meal prep guide.
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