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ID: v/e0pAKN/qst/6259503#6260996
6/19/2025, 3:49:37 AM
>>6260985
You agree with giving half your gold to the lizardmen in exchange for peace. You institute a "50% war tax" on all the gold in the kingdom, make a huge pile and tell the lizardmen.
"It is yours."
Over the course of the next year, the lizardmen come with big wooden boxes to retrieve the gold.
Incidentally, a caravan is established, as some of your people go visit the lizardfolk.
You learn the lizardfolk have an ancient tradition where Parley is considered sacred. Anyone who asks them to parley with their leaders is spared and escorted to have a conversation. Their leaders are a bunch of shamans, most of them female. They rarely leave their sprawling mudhut villages.
The lizardfolk have the following trade goods:
Pearls
Dried Swamp Herbs
Obsidian Blades
Salted Fish
Swamp Honey
Glowmoss
Chitin
Frog Oil
They accept only Gold in exchange.
You learn they worship a dragon they call simply Dragon King. They bring it food, gold and mates. It lives underwater.
Year 125
Food 5/10 (food stable)
Morale 2/10
Resources 1/10
Magic 4/10
Heroes:
Kritus, The Blind Guide, representative of your people with the forces of Hell, know all of Hell's Laws by heart.
Shaga II, Leader of the Martial Artists, Supreme Dictator of Shagrim.
Zola, the Dark Elf Teacher.
Debt: Four Million Souls
Population: about 2,800 thousand
Traits: Cannibalism, Farmers, Pious, Literate, Druid, Civilized, Martial Artists, Martial Archive, Schizophrenic, Toxicologist, Goldpanners, Dictatorial, Ruthless, Death Cultists, Gold Currency, Taxes, Merchants, Prostitutes
Buildings: Bone Shrine + Massive Temple (under construction), Shacktown, Monastery, Massive Poison Garden, Massive Farms, Pier, Trading Post
Languages: Abyssal, Dark Speech, Neutral, Dark Elvish
Army:
Zhuang Dao (a few dozen Black Belts)
Sea Serpent Riders (handful, not loyal)
Death Cultists (thousands, death touch, otherwise harmless)
Spells: Speak With Animals, Entangle, Poison Spray, Death Touch
Rituals: Toxic Blight (100k souls, unwilling)
Resources: Small Gold Hoard (in circulation)
Weapons: about 50,000 good spears
What will you do?
> Establish a trade route with the lizardfolk or go see what the kobolds are up to (specify)
> Build a massive marketplace near the center of the island so that you can begin an era of prosperity for all or explore the rest of the island to figure out who else lives here (specify)
> Research some new magic or strengthen your army (specify)
> Write in
Roll 1d2 to determine if something bad happens.
On a 1 we can timeskip.
You agree with giving half your gold to the lizardmen in exchange for peace. You institute a "50% war tax" on all the gold in the kingdom, make a huge pile and tell the lizardmen.
"It is yours."
Over the course of the next year, the lizardmen come with big wooden boxes to retrieve the gold.
Incidentally, a caravan is established, as some of your people go visit the lizardfolk.
You learn the lizardfolk have an ancient tradition where Parley is considered sacred. Anyone who asks them to parley with their leaders is spared and escorted to have a conversation. Their leaders are a bunch of shamans, most of them female. They rarely leave their sprawling mudhut villages.
The lizardfolk have the following trade goods:
Pearls
Dried Swamp Herbs
Obsidian Blades
Salted Fish
Swamp Honey
Glowmoss
Chitin
Frog Oil
They accept only Gold in exchange.
You learn they worship a dragon they call simply Dragon King. They bring it food, gold and mates. It lives underwater.
Year 125
Food 5/10 (food stable)
Morale 2/10
Resources 1/10
Magic 4/10
Heroes:
Kritus, The Blind Guide, representative of your people with the forces of Hell, know all of Hell's Laws by heart.
Shaga II, Leader of the Martial Artists, Supreme Dictator of Shagrim.
Zola, the Dark Elf Teacher.
Debt: Four Million Souls
Population: about 2,800 thousand
Traits: Cannibalism, Farmers, Pious, Literate, Druid, Civilized, Martial Artists, Martial Archive, Schizophrenic, Toxicologist, Goldpanners, Dictatorial, Ruthless, Death Cultists, Gold Currency, Taxes, Merchants, Prostitutes
Buildings: Bone Shrine + Massive Temple (under construction), Shacktown, Monastery, Massive Poison Garden, Massive Farms, Pier, Trading Post
Languages: Abyssal, Dark Speech, Neutral, Dark Elvish
Army:
Zhuang Dao (a few dozen Black Belts)
Sea Serpent Riders (handful, not loyal)
Death Cultists (thousands, death touch, otherwise harmless)
Spells: Speak With Animals, Entangle, Poison Spray, Death Touch
Rituals: Toxic Blight (100k souls, unwilling)
Resources: Small Gold Hoard (in circulation)
Weapons: about 50,000 good spears
What will you do?
> Establish a trade route with the lizardfolk or go see what the kobolds are up to (specify)
> Build a massive marketplace near the center of the island so that you can begin an era of prosperity for all or explore the rest of the island to figure out who else lives here (specify)
> Research some new magic or strengthen your army (specify)
> Write in
Roll 1d2 to determine if something bad happens.
On a 1 we can timeskip.
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