It does not reason. It does not negotiate. It wakes up every turn and it is hungrier than the last one.
The dragon is the game's ever-present antagonist. The kingdom owes it tribute and must pay or be eaten. Every turn, the king has one question to answer: do I bribe it this time, or do I let it come?
The dragon's appetite grows with the game. In the balanced preset the bribe cost is fixed at 100g base with no growth per turn โ but it's on a 4-turn cooldown, meaning the king can only pay a bribe every fourth turn. On all other turns, the dragon is unbribeable and either fed or let loose.
On an unbribed turn, the dragon attacks. It picks a victim and eats them. Who it picks depends on several factors:
Outside of forest context, the dragon picks roughly at random weighted against protection. The king is not immune (in the balanced preset). A poorly-bribing king can absolutely be eaten by their own dragon.
A dragon death does three things:
death_gold_treasury_fraction: 0.5). The other 50% is lost.A dead player's follower pack is dispersed (children run home, squires flee the field, etc.) โ they don't join anyone else.
Dragon slaying is an instant game win. Any living subject who assembles a complete dragon-killing weapon set can attempt it. There are four paths โ one per role โ and an ever-growing fifth path via the Pawn Shop. See Dragon-Slay Paths for full details.
Attempting to slay with a weapon from your dedicated role always succeeds (100%). Attempting with a weapon meant for another role has a 30% success rate. On failure, the attacker dies and their items go to the Pawn Shop โ which is often where a weapon set will then be assembled by a luckier player.