Defensive Mode Normal Aggressive Mode The World Map and Managing A Fiefdom: This Is How You Get Gold and Troops. Morale
Defensive Mode Normal Aggressive Mode The World Map and Managing A Fiefdom: This Is How You Get Gold and Troops. Morale
• In Vae Victis - Khan, there are no "bad endings." The only way to "lose" is by dying in
combat. Your choices in the game reflect your moral alignment and role-playing
preferences, rather than a predetermined "correct" path required to achieve success.
• RPS combat. In a nutshell, Riposte (rock) beats Slash (scissors) beats Parry (paper)
beats Riposte.
• Combatants are animated, with each attack linked to a specific animation. Pay attention
to these animations to identify the type of attack and adjust your own strategy
accordingly.
opponent’s attacks. Once you’ve analyzed their approach, transition to Normal or Aggressive
Mode to take control of the fight.
• Every time you click on the Hourglass your fiefdoms will yield 1 Gold. Additionally, based
on Morale there’s a chance they will yield extra gold and/or Troops. This is how you get
Gold and Troops.
• Morale
• Morale influences the likelihood of a fiefdom generating extra Gold or Troops. The higher
a fiefdom's Morale, the greater the chance of receiving additional resources each turn.
For example, if Marbia’s Morale is 25, there is a 25% chance per turn to gain extra
resources. If you advance turns by clicking the Hourglass and notice no increase in Gold
or Troops, it’s likely your Morale is too low. Visit the Shadow Institute and consider your
options.
• Queen Nahir in the palace increases the cap by +3 for all fiefdoms
• In the Shadow Institute, you can pay for festivals that instantly increase Morale in a
fiefdom
• Attacking a fiefdom reduces Morale by 20 points across all your territories (your citizens
aren't fond of sending their sons to war). This drop significantly impacts your economy,
as it takes time for Morale to recover. It’s best to only launch another attack when you
have enough Gold to boost Morale immediately after the war.
• Obedience
• A strong garrison boosts the Obedience roll, as people are less likely to rebel when
troops are stationed nearby.
• If you have 21 troops (or more), Obedience will not drop.
• If you have 30 (or more) and a standing garrison, Obedience will go up.
• From the Shadow Institute you may initiate Public Hangings or Bribe the Clergy to boost
Obedience, but note the costs!
• Opposing Wenches can raid your fiefdoms depending on their Threat Level. At a Low
Threat Level, raids are rare, and no indicators will appear on the map. As the Threat Level
rises, a gauntlet icon will appear on the fiefdom at risk, signaling the increased danger.
• When Threat Levels reach a critical point, neighbouring fiefdoms may launch raids on
yours! These raiders will engage your forces, so it’s wise to station troops in the fiefdom.
In most cases, 10 troops should be sufficient to defend against such attacks.
• If you are defeated by raiders, the fiefdom will remain under your control, but some
buildings may be destroyed, Obedience will decrease by 15 points, and you will lose
some gold. Raids at higher Threat Levels cause even greater damage.
• Fame
• Normally, Morale (=> productivity) is capped at 20. At 100+ that cap is raised by 5
(essentially giving each fief an additional 5% chance to yield per turn). At 200 that cap is
raised by 10.
• However, if your Fame reaches 200, your Obedience is capped by 95, making your
fiefdoms somewhat more unruly.
• Summary: exceptionally high Fame makes your fiefdoms more productive but more
unruly.
• Infamy - detailed.
• Every turn, each fiefdom checks for Obedience by rolling a 1-100 “die” and comparing it
to your Obedience stat. When Fame is lower than -99 you get an extra 10% chance to
pass this roll. When it’s lower than 199, you get 20% extra.
• However, when your Fame is lower than -199, Morale is capped to 10, meaning every fief
has only 10% chance to yield per turn, regardless of other bonuses.
• Summary: exceptionally low Fame (Infamy) gives a very obedient Khaganate but with low
Morale (=>production).
• Narrative - Narrative is how Karder views the world and the source of his ambition. The
Narrative is only used in certain conversations and is never a deciding factor on whether
the player will have access to lewd scenes on any content. I created this mechanism so
players could approach Karder in different ways and for me to be able to explore
Karder's personality a little deeper than "mine! want it!".
• If Karder's Narrative is Benign, Karder sees his goal to become the Khan as an effort to
prevent the chaos and bloodshed caused by the disintegration of the khaganate. He also
remembers his late father fondly and has a softer attitude towards fatherhood.
• If Karder's Narrative is Vengeful, Karder is out to get what's his and woe to anyone who
stands in his way. He was wronged, and he wants revenge. In Vengeful mood Karder
sees his late father as a weak ruler and wishes to become his opposite.
• Narrative is governed by Fame. When Fame is high, the Narrative will automatically
switch to benign and when it is very negative, it switches to Vengeful. Again: whichever
Narrative the game is on, you can always still choose *any* plot path you want:
Dominance or Seduction. If Karder is in a benign mood, some of his text will be
displayed in green. If he is vengeful, some of his text will be displayed in red.
• If you don’t enjoy the strategy game, use VN Mode. In Settings -> Toggle Game Settings
screen you’ll find the VN Mode buttons. Clicking them will toggle VN mode on and off.
While in VN mode Obedience is set to 120 in all your fiefdoms, Morale is set to 20 and all
army battles are won automatically. Use it continuously if you simply don’t enjoy the
challenge of running an empire or sporadically when you feel overwhelmed.
• Having a wench in your Council (as opposed to throwing her in the Dungeon) grants a 10
points Morale boost in her “home” fiefdom
• Having Nahir in the Council Increases Morale in all fiefdoms under your control by 3
points
• Having Angilia in the Council grants more gold when a fiefdom yields gold
• Having Teniya in the Council reduces armies transfer time from 4 turns to 3.
• Having Sumia in the Council reduces the Force Yield Obedience penalty from 6 to 4.
Additionally, she grants the ability to Shield Wall in army Vs. army MK2 combat
(introduced in 0.13.5).
• Dian in the Council reduces the damage taken by troops in a garrison by 20%.
Additionally, she grants the ability to Flank in army Vs. army MK2 combat (introduced in
0.13.5).
• Black Alana in the Council will increase the damage your attacking forces do by 10%.
Doesn’t apply to defending from raids.
• Having Xeneny in the council allows you to manipulate Fame easier. Go talk to her in her
room and she will explain
• Having Naruz-The-Wind in the council makes you hit harder in 1:1 combat (15 damage
instead of 10)
• MK2 combat - MK2 Army vs. Army Combat offers greater tactical control during battles.
Each encounter features 3 units on your side, regardless of your army's overall size, with
unit HP representing their strength. Preserving HP is crucial, as it determines how many
troops remain after combat. To maximize survival, consider pulling back weakened units
and redirecting enemy attacks to healthier ones, then bring the weakened unit back to
deliver another blow.
• Make use of obstacles to disrupt the enemy's formation. Aim to engage their units with a
numerical advantage, landing multiple hits while their reinforcements struggle to catch
up.
• Shield Wall Formation (granted by Sumia in your palace): Units adjacent to each other
take reduced damage.
• Flank Formation (granted by Dian in your palace): When an enemy unit is attacked from
opposite sides, it takes increased damage.
• Berserk Damage Bonus A friendly unit attacking without adjacent allies gains an extra
damage bonus.
• After conquering Oryenguk and Marbia, it’s time to plan your next move toward
dominating the Eastern Sister. Here are a few strategic options to consider.
• Heading North to Geoyanguk: Capturing this region unlocks Queen Xeneny’s powerful
Fame bonuses. Extreme fame or infamy can significantly boost obedience or
productivity across your fiefdoms.
• Advancing West to Tinpingia and Waikokipia: Securing these areas improves your
army’s mobility, enabling faster troop movements. This allows for more efficient control
over obedience and minimizes the downtime when troops are away from your fiefdoms.
• Marching South to Hawatia and Limtinia: Bringing their queens into your council
unlocks the Shield Wall and Flank formations, granting crucial tactical advantages in
Army vs. Army MK2 combat.
Choose your path wisely, as each decision shapes the fate of your conquest!
Intro and Oryeonguk - Spoilers ahead!
• Night Ogre hunt. After you meet the family you can agree to help them and find their son
taken by the Night Ogre.
• Tip about the Night Ogres: they are very mean during the night but much weaker during
the day so try to make haste.
• Tip: if you feel you are running out of time you can go back to the family and spend the
night there. The timer will reset.
• Spoiler: The shortest route to the Night Ogre’s cave is right, down, left, left, down, down.
• Spoiler: during the day, the Ogre is very likely to go for Riposte attacks so sticking
to Parry attacks will help you win easily.
• Provoke him for a dual - you take him home as if he’s drunk
• Get him to apologize to his wife. Lilan will consult with you whether to take him back
• If you advise her to take him back you’ll get the uniform and a text about a charm (not
implemented yet) and a warm feeling that you have done the right thing.
• In the Forest of Faith you are supposed to kidnap an acolyte in order to interrogate her
for the nightly Passages.
• Tip - get a pen and paper and make a layout of the forest, it’s a rather small forest. Note
where there are no acolytes, lone acolytes and two acolytes.
• Tip - Write down a path with no leading to a lone acolyte. Walking on this path you can go
in, kidnap a lone acolyte and smuggle her out safely. If you run into two acolytes while
carrying a kidnapped one they will scream bloody murder and the game will end.
• Tip - you can scare a pair of acolytes by dropping your breeches. They will be gone and
you can carry your kidnapped acolyte without a fear of having them notice
you. However: they will call the guard, leaving you only a few turns to get in, get the girl
and get out.
•
• For the extremely lazy: a layout of the forest.
• Blazeer - Temple of the First Light. Visit each of the yellow locations and break a vial of
witchfyre (it’s written “fyre” hence it’s magical). If you run out of time and you did not
break any vial, run back to the exit, leave the temple, wait a day and try again. If you did
break a vial, it’s better to load a save: those witchfyre vials are limited, in fact there are
only 3 in the entire world!
• After you burn down their temple, your forces will attack at double strength for 20 turns.
Their numbers will stay the same but (behind the scenes) they will attack at double
strength.
• After you beat Angilia, you’ll find her in your Citadel, initially in the holding cells. From
there you can move her to the Dungeon for some hardcore dominance or move her to
the Palace.
• In order to seduce Angilia you’ll have to rebuild Oryeonguk. Ask her to tell you about
herself (“Tell me about yourself”) and she’ll tell you the shortest non-rapey route to her
pants. If only life was so easy.
𐄂 Lilan
𐄂 Angilia (Dungeon)
𐄂 Angilia (Palace)
The goal in the Marbia miniquest is to get a hold of the gold of Fahda, the rich moneylender and
de-facto ruler of the oasis. In order to do so (and reach the showdown scene with Fahda) three
conditions must be met.
Beasts of burden - Gamdoo the Gamali driver hates lady Fahda and will assist you but he will
not leave the oasis without his sister Arzu who went missing in the caves north of the oasis. The
caves will be available to visit after you talk to him in the Stables.
Arzu can be found in the north-east part of the caves (top right) being relentlessly fucked by a
group of goblins. When you see them you have two options:
If you attack the goblins you’ll have to kill three of them one after the other. The goblins are
pretty weak and one Aggressive or two Normal attack will kill them. They are not especially
bright either and will choose Slash 66% of the time, the next will choose Riposte 66% of the time
and the last will choose Parry 66% of the time. After they are killed you have two options,
whether to convince Arzu to come with you or grab her. If you grab her there’s another goblin
lurking on the way to the entrance, he will choose Slash 66% of the time.
If you don’t attack the goblins you’ll see a goblin gang bang unfolds, after which you can
persuade Arzu to come with you peacefully.
Sleeping potion - Madj the orc will help you by making a sleeping potion for lady Fahda but you’ll
need to learn what she drinks first, and that will only happen on the second night you are invited
for dinner on her roof. Once you know what she drinks head back to the coffee house and tell
that to Madj. He will instruct you to collect three Skyflowers for him. 2 can be found in the goblin
caves and the third grows right outside Fahda’s mansion. Collect all three and bring them to
Madj the orc in the coffee house.
Fahda’s Mansion can only be accessed after you have visited the Traders Post and learned what
a good trading route consists of. A route consists of wares to purchase, location to buy them at
and location to sell them at. If you can’t memorise, remember that each buy/sale towns starts
with a unique letter so you don’t need to remember the full name, only the first letter of the
town. If you made a mistake, you can return to the Traders Post and refresh your memory.
Once you manage to impress Fahda with your knowledge as a trader you’ll be invited to her
mansion to have dinner with her, Alam her daughter and Domia the captain of the guard. In
order to reach the end of the quest you must meet with any of the aforementioned for three
nights, have a potion ready and Gamdoo will to help with the caravan.
Alam’s flow is very straightforward with minimal changes between the flow, sex wise. You can
either choose a more gallant approach and seduce her, appealing to her adventurous heart or
you can belittle and grind her self esteem until she submits. The choice is mostly a moral one,
which option appeals to you more.
Domia’s flows, on the other hand, are somewhat more complex. The more gallant flow would be
to appeal to her warrior side and convince her to leave the boring oasis and join your army. If you
choose this flow eventually you’ll have to dominate her in mock combat. Domia is tough but she
will always attack: Riposte - Riposte - Slash - Slash - Parry - Parry. Beat her and you’ll have a nice
sex scene on the roof and her flow is completed.
Important note about this flow: when you finally raid Fahda’s vault, Domia will object if you
wish to take the initial amount of gold you intended. If you take the full amount you will:
Domia’s other flow is focused on feeding her grudge against lady Fahda and Alam until she is
ready to help you rob them and run off. Note that you will not be able to fulfill her 3d night unless
you already have the potion and Gamdoo’s help. Once you do, Domia wants to go and ravish
Alam. You may join her (for a long two on one ravish scene), tell her to go without you or prevent
her in ravishing Alam. The choices are moral here, although on the first option (join her) has a
sex scene.
1. If you rape Alam with her, you will not be able to revisit Fahda later and offer her the
position of governor of Marbia (introduced in update 0.4).
2. If you choose this flow (fan her grudge) she will leave and pursue her own fate you
will not be able to recruit her.
Once you reach the 3rd evening with either Alam or Domia (or both), have the potion and
Gamdoo’s help you’ll meet with Fahda for the final scene in the mansion.
When you reach Fahda’s final scene you can make one of two important
decisions: Confess and ask for a loan or proceed with the original plan of drugging her.
Revealing your true identity is a more gallant choice. Lady Fahda will agree to lend you 90 gold
but you will have to repay the loan by paying back 1 gold in the next 50 turns. If you agree you
essentially end the miniquest but before that you’ll have to decide who you would like to take
with you, Alam or Domia.
Proceeding with the original plan of drugging lady Fahda is a bastardly choice, of course. If you
do that you’ll have the option to ravish the unconscious Fahda or not. Important: if you rape
her, you will not be able to revisit her later and offer her the position of governor of Marbia
(introduced in update 0.4). Once you’re done you’ll be taken automatically to the Vault end
game.
If you didn’t finish the Domia flow, Alam will wait for you at the vault and the miniquest will
essentially end with no further decisions to make. Otherwise (even if you finished Alam’s flow)
Domia will wait for you at the vault.
If you pursued Domia’s “grudge” flow, the quest will essentially end. However, if you opted for
the warrior route, Domia will not allow you to rob lady Fahda completely and forbid you from
taking more than 40 gold. You can either agree and the miniquest will end with you being 40 gold
richer or fight her (Riposte - Riposte - Slash - Slash - Parry - Parry). If you opt to fight and subdue
her, you can ravish her after you beat her. Either way you’ll end the miniquest with 90
gold. Important: if you fight Domia, you will not be able to revisit Fahda later and offer her
the position of governor of Marbia.
• Fahda: don’t confess. If you do, you’ll have to choose between Alam and Domia.
𐄂 Domia (Dominance) at the vault if you chose warrior flow and fight her over the gold
𐄂 Alam (brief) if you decide to take a loan instead of robbing Fahda and choose to take Alam with
you
𐄂 Nahir (dungeon)
𐄂 Nahir (palace)
Shortly after your meeting with your elfkin contact, you are assaulted by constables. You leave
them in a bloody mess but the elfkin is taken. Your goal in this miniquest is to set her free.
In the first night and second morning there are no puzzles or challenges but you will have to
decide how you want to act towards Mirina and Alax. Paying 1 gold for their expenses does
nothing except (hopefully) make you feel good.
In the second morning you will go with Alax to survey the caves. You have to find the entrance to
the Fort and the docks, however a band of thieves won’t let you get to the docks until you get rid
of a bunch of goblins in the Blue Caves. The condition for ending the day is finding the fort (25 in
the map below) and finding the brigands (19). You start in square 13.
Return home and progress your story with Mirina and/or her son.
On the third morning it’s time to get your hands dirty. Via square 20 you enter another section in
the caves and find the goblins (square 6). The Thicc Azz Thieves wanted you to kill the goblins
but Zybs the goblin will beg to differ and explain that the brigands are not a very pleasant bunch.
If you kill the goblins, you can head back to the brigands and get your reward: a route to the
docks. Oh, and some elfkin pussy. You see: the brigands are pious Wakabians and will not fuck
you willingly. However, you can side with the gobbos and together overcome the brigands. If you
choose to keep all the pussy to yourself the goblins will half-ass the fight, forcing you to fight
harder. You can choose to keep only the leader to yourself and let the greenskins have their way
with the other brigands, resulting in an easier fight. Either way, you found the way to the docks.
Now you have to watch three posts in the jail yard and find the exact time all guards are gone.
It’s very easy: just hit the hourglass and note the guards are off. Do this for all three locations
and you’ll find a single time slot when all of the guards are in a briefing. Note that time. In the
example below, the time slot is 10.
After you visit all three observation locations (chapel, tree and old tower) and finish the
goblins/brigands quest, you can return to Mirina’s house for the final night.
Showdown. Head towards the caves and go to the entrance to the fort (square 25). You will have
to enter at the exact time using the hourglass (10 in the examples above) and make your way to
the cells. A little violence later you will have to choose: go find Gaal’s hound (and watch a
bestiality scene later) or leave the doggo and “comfort” Gaal yourself later.
When you’re back in the caves (25) make your way towards the docks (north of location 21).
After you spend some time waiting for Izmy, she arrives, telling you the docks are filled with
constables and that you have to find your way to a secret cove where a sloop is waiting for you.
The entrance to the cove is at location 12. Go there and watch the steamy end of your
adventure.
𐄂 Mirina Seduction
𐄂 Mirina Dominance
𐄂 Goblin gangbang
In this quest you’ll need to sway the Hawatian elections towards a result favorable to you. It
consists of three flows, but you only need to finish two of them. This quest is composed of three
days, where every day you may perform one act of the following flows. The game will not allow
you to end the day if you didn’t make progress in at least two flows.
1. Lord Buka. You must start this quest but you don’t have to finish it. There are no
decisions to make other than whether you want to be a complete bastard towards his
sweet daughter or treat her kindly. Winning this quest grants you one vote.
2. The Red Arena: This is a straightforward combat flow. Every day you’ll have to fight a
different opponent. Beating all three will grant you one vote. The fighters’ statistics are in
the appendix below.
3. Lord Zuma’s murderer. Three people know pieces of the puzzle of his murder. You must
help all three (or punch them in the nose) in order to recover the information you need.
1. Yuki the maid: may be started on the first or second day. Find her in the Fountains, go to
the North Forest and locate the orc slaver’s camp.
When you first visit it you’ll realize there are too many orcs about. Go see Yuki to see if she has
an idea, then go to the camp again. Yuki will tell where the body is buried. Memorize or write it
down.
2. Abustan the farmer: may be started on the first or second day. Find him in the farms
north of town. He’s a cocky little bastard and he’ll ask you to hunt some boars for him.
Either go to the North Forest or simply beat the information out of him. He’ll tell you how
Lady Zuma killed her husband. Memorize or write it down.
3. Taamul the butler can be found in the location below, but he’s a tricky bastard, you’ll
only be able to find him after you’ve dealt with Yuki the maid and Abustan the
farmer.He’ll tell you why Lady Zuma killed her husband. Memorize or write it down.
4. Once you have all the details regarding the murder, return to the market and talk to
Takau. If one of the details is wrong, he’ll tell you the story doesn’t sound right, revisit
Yuki, Abustan and/or Taamul to check your facts. When you have all the right pieces of
information, it’s time for a showdown with Lady Zuma.
When you have at least 2 votes secured, click the hourglass icon and the quest will end, leaving
Hawatia weaker by 20 troops for 20 turns, after which the bonus is lost.
𐄂 Zuri Dominance 1
𐄂 Zuri Dominance 2
𐄂 Yuki
𐄂 Jenna at the arena
This update is different from the previous ones as it focuses on the stories of the four ruling
Wenches you have conquered. Other than Teniya’s, they are all very straight forward, the only
thing you need to know is how to trigger them.
-Nahir is pregnant (20 turns after being impregnated but did not give birth yet, 40 turns after
impregnation)
Once an act 2 condition is met, you'll see a red compass on the top left section of the world
map. Click it. The acts play little differently if the Wench starts them in the Dungeon or the
Palace, except Sumia's act which starts completely differently.
Teniya’s act contains an abandoned jail with levers and corresponding gates. Switching a level
changes the condition of all gates of the same color (brass/iron). The only “trick” is after you visit
room 8, you will not be able to visit room 11 until you pull the room 5 lever again, which opens
the gate between 9 and 11. The rest are easy enough.
𐄂 Hello, Eviette 2
𐄂 Angilia's story
𐄂 Attic threesome
In this adventure, there are no mazes and it is mostly straightforward. Two points to note:
• When teaching Zhilli to fight, you must attack her per the lesson you’re instructing, i.e.
the Chicken icon won’t save you. Since she always parries, you’ll always have to Slash
when fighting her.
• On day 1 you’ll have to find the book The 676 Trials and Triumphs of Gojira in one of the
stores. Find the book in one of the store but the seller who has asks for Elfkin
Architecture - essays by Fornard which needs to be found in one of the other stores. The
seller who has Elfkin Architecture - essays by Fornard will give it to you… if you find him a
trilogy, but that will wait for the next day.
On day 2 choose any of the stores and start looking for books from the trilogy. When you find
one, take it. When you have all three, return to the seller with Elfkin Architecture - essays by
Fornard (you don’t have to remember, they will) who will give you the book. Find the seller who
has The 676 Trials and Triumphs of Gojira (again, you don’t have to remember who) and the
quest is complete, you may now blackmail Tana’Dur into revealing the location of the Grey
Book.
𐄂 Sofia Dominance
𐄂 Zhilli Seduction
𐄂 Zhilli Dominance
𐄂 Orc Girl
𐄂 Tana’Dur Seduction
𐄂 Tana’Dur Dominance
1. Ulhild the winemaker is straightforward. Just go with the choices presented. The way you
handle Tryv doesn’t affect the quest as long as you finish the encounter.
2. Olgrid the smuggler. In order to make her see reason, you need to do two things:
1. Prove to Halfan that you can become his buyer. Go to the market and for each of the six
types of wares buy the cheapest. The prices are randomly generated at the beginning
of the game. When you’re sure you have the lowest suggestions, go back to him. Tip! If
you fail once, you’ll see the prices you paid when you next visit the traders, making your
life easier.
2. Find Olgrid’s stash and burn it. In the image below, the stash is in box 20.
The fucking checklist (0.7.X):
𐄂 Ulhild - Dominance
𐄂 Ulhild - Seduction
𐄂 Olgrid - Dominance
𐄂 Olgrid - Seduction
In this quest Karder will turn Naruz-The-Wind’s chieftains against her by gaining their trust and
then informing them of the Wakabian threat, a threat the queen uses for her own personal gains.
Important 1: if you have queen Nahir, Barlin will suggest that you bring her along with you on
your quest. The conditions for this are:
Important 3: the goal of the quest in Daoyuen is weakening the fiefdom. This bonus is time
limited so get your army ready before starting the quest.
Once you reach Kaipo and meet with Oggha-Red-Wheel you’ll be introduced to two chieftains,
both of whom need some help before agreeing to listen to your plight.
1. Garg-The-Moonlit wants you to kidnap a concubine of a rival chieftain… just to piss him
off, to be honest. Travel to Kissed-By-Scorpion’s harem (Zugren'hut) and realise you’ll
need two things in order to get in.
1. Find a breach in the palisade. There are five palisade sections. Check each one and click
the skulls in the palisade. One of them (randomly selected at the beginning of the game)
will open. Now you know where to sneak in from.
Southwest palisade
Northwest palisade
North palisade
Northeast palisade
Southeast palisade
2. Find a healer’s costume so you can… play doctor with the concubines. Go to Oggha-
Red-Wheel who will send you to the Apothecary. She has a costume and will give it to
you in exchange for rare herbs which can be found in the Crags. In the map below, the
location of the flowers is highlighted in orange. Return to the apothecary and she’ll give
you the costume. Now travel to the Zugren'hut again, dressed as a doctor. Out of five
huts, two are empty, two contain other girls you can interact with and your prize: Marny.
Deal with her and leave, then wait for the night and return.
2. Stampede suspects some foul play by the human girls who tend to her rhinos. Go talk to
them and then wait for night. KushitKushit will come to your tent to apologise. Travel to
the Crags to location 6 in the map below and find their contact.
𐄂 Nitzel (fingering)
𐄂 Seegna (fingering)
𐄂 Marny Seduction
𐄂 Marny Dominance
𐄂 Jada interlude
𐄂 Naruz-The-Wind ravishment
𐄂 Naruz-The-Wind Dungeon
𐄂 Naruz-The-Wind seduction
Version 0.9 does not add a new fiefdom or a ruling Wench. Instead, it adds new “Act 2”s,
followup stories with the girls you met and love. How to trigger them?
• General note: if you have chosen not to have sex with a girl (“Gentleman” option) you
will not have Act 2 with her, that’s because I’m assuming you didn’t like her in the first
place. Additionally, if you have chosen seduction or dominance in your first interactions
with a girl, in their Act 2 the same attitude applies.
• Lilan the Seamstress: 50 turns after you complete the Oryenguk quest.
• Alam: Obviously must be in the palace. 30 turns after you have impregnated her, you’ll
get a scene with her “bigger version”.
• Thicc Azz Thieves: 50 turns after you complete the Tinpingia quest.
• Black Alana and Ilga the Ram: once Black Alana’s belly shows (20 turns after
impregnation)
𐄂 Marny (dominance)
𐄂 Marny (seduction)
𐄂 Jada (dominance)
𐄂 Jada (seduction)
This is hardly an infiltration quest, more like a parley mission which went horribly wrong.
Erela-Faal wants you to rescue Reneka from the slave market and you’ll have to visit a Caravan
going south to secure a place for yourself.
1. Saving Reneka - Jansir the slave trader will trade you Reneka for a Meleve, a daughter of
a friend who is locked in a gibbet. Three gibbets will appear, visit all three of them to
check if Meleve is in one of them. In two gibbets you can either shake the gibbet to get
the information you want or help the girls. Helping the girls increases the chance of
running into a Bell Tollers later, so let your moral decide.
In one of the three, a nameless girl will only whisper a fisherman’s name before losing
consciousness. Return to Erela-Faal and she’ll tell you where to find the fisherman. Talk to him
and he’ll tell you that the girl is not Meleve.
After you visit all three gibbets you’ll gain access to the fourth, where Meleve is. Alas, the gibbet
is locked. Erele-Faal can help but she stubbornly refuses. Go seek Reneka at the slave market
again and she’ll tell you her secret. Return to Erela-Faal who will now agree to assist. Go to
Meleve’s gibbet and save her.
2. Aerlith is a suspicious caravan leader who may or may not take you south. Approach her
and you’ll go on a ride with her. After you return she decides she doesn’t want you.
Perhaps a visit to the temple and the quarry you visited will help her change her mind?
Erele Faal can provide you with a mount. Visit the temple and quarry and learn Aerlith’s
secret. When you return to her she’ll agree to take you south.
𐄂 Reneka - seduction
𐄂 Reneka - dominance
𐄂 Aerlith - seduction
𐄂 Aerlith - dominance
𐄂 Erela Faal
𐄂 Xeneny - ravishment
𐄂 Xeneny - seduction
𐄂 Xeneny - dominance
𐄂 Jada (dominance)
𐄂 Jada (seduction)
This quest kicks off just as Karder first visits queen Yidril. After two short meetings with Karder
she gets whisked off by the centaurs, leaving Karder alone (well, accompanied by Yiniir, the
plucky goblin) to try to free her and turn the tables on Neklald, the centaur Earthshaker.
1. After talking to Maldrith the centaur, go consult with Yiniir at your hut. She tells you
about Aermhar the scholar. After talking to the scholar, she sends Karder to the forest to
find the SInging Blossom. The forest is a tricky place, but this map may help. You start in
location 01, the Singing Blossom can be found at location 16.
2. The Portals is where queen Yidril is kept. The Warden will free her if you help him find
who murdered his brother. The three witnesses are:
Each will provide you one clue about the murderer: whether he had a beard or not, whether
he had tattoos or not and whether his fur was black or white. Talk to the 8 centaurs in the map
and find the one who has the right beard/fur colour/tattoos combo and remember his name.
Tip: their names all start with a unique letter in the alphabet, you can simply remember the first
letter of the murderer. Return to The Portals and have queen Yidriil freed.
𐄂 Milak’Ur - Dominance
𐄂 Milak’Ur - Seduction
𐄂 Yiniir - BJ
𐄂 Yiniir - fucking
𐄂 Neklald - Dominance
𐄂 Neklald - Seduction
𐄂 Yidril - Seduction
𐄂 Yidril - Pregnant
This update focuses on the stories of previously met characters and holds no new fiefdom to
conquer. Here is how to trigger each event.
-Dian and Sofia Act2: Finish the Limtinia quest, conquer Limtina, impregnate Dian and wait 20
turns after she is no longer pregnant. You’ll see a red star on the top left side of the map screen.
-The Mothers: You control more than 8 fiefdoms and you have played the temple interlude
In this quest, Karder sails to the Pirate Clans to sign a deal with Manwad, Bride of the Kraken.
Manwad, however, doesn’t want gold: she wants Karder to kidnap a rival pirate captain.
3. After the scene is over, Talk to Ktani (at the back of the ship) or Bisan (front of the ship).
Either way, you’ll have to talk to both
4. Now visit the Bosun, Carpenter, Cook, Doctor and Quartermaster. Feed each of them a
lie (and remember/write down what you told each) and search for the map when they
are gone. Only one of them has the map, you’ll have to find out who.
Bosun
Carpenter
Cook
Doctor
Quartermaster
5. Go talk to Ktani and show her the map. Tomorrow morning you’ll help her find the
treasure.
6. Return to the fleet and visit Namal on the “Find the Lady”. Update her on your progress.
𐄂 Ktani Seduction
𐄂 Ktani Dominance
𐄂 Bisan Seduction
𐄂 Bisan Dominance
𐄂 Namal Seduction
𐄂 Namal Dominance
𐄂 Manwd Ravishment
𐄂 Manwad Seduction
𐄂 Manwad Dominance
• Forest of Faith Guards: 33% for R, P or S. Just get out of the forest on time.
• Agmur: 'P','P','R','P','P','S'
• Jenna: 'P','S'
• Grysaki: 'R','S','S','S','R','S'
• Gleeful: 'R','S','P','P','R','S'
• Karlon: 'S','P','S','P','P','S'
• Zhilli: ‘P’
• Orc Girl (working for Tana’Dur): 'P','R','R','R','S' (See what I did here?)
• Tana’Dur: 'P','R','R','R','S','P'