

To Raise a King

You inherit a small kingdom at the edge of a wider world. Your father is dead. Your council is waiting. You have twenty four years and a young heir to raise before the crown passes on.Reign one long story, quarter by quarter. Every four turns is a year. Every year brings weather, harvest, taxes, disputes at your door, and news from your borders. Choices ripple. There are no pure good or evil options. Every decision touches at least two systems: gold and grain, army and approval, trust and
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