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Goblin Conqueror & Dragon Conqueror

Story: A 9 year hunt has driven dragons to extinction. The resulting economic boom

from selling their remains, government and guild commissions has destabilized the

Argos Kingdom's political landscape. Nobles tread carefully due to disproportionately

wealthy merchants and Hunters, and the especially wealthy merchants of the

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Par Katanas Merchant Guild aim to radicalize the populace to influence parliamentary

elections. These merchants going so far as to abduct and replace significant numbers of

the population with humanoid gargoyle (golem) replicas. In about a year's time, over 5%

of the entire kingdom will have been replaced, and through their influence even more

public officials will have been imprisoned. They will then elect a representative to legally

uncrown the King. The King himself is literally in bed with the church of Selmesm, a

religion from the Holy City in the Middle East. While broadly popular, this makes the

religion a relatively recent phenomenon. To make matters worse, the most important

members of this religion are in the pocket of the Par Katanas.

In the East, the Eastern Kingdom is experiencing an influx of abnormal goblins. It turns

out that these abnormal variants are the result of genetic experiments done by an

especially intelligent goblin, but who is psychologically impotent. In a twist, he wants a

war with humans that results in the complete genocide of goblins, and is breeding an

army strong enough to get humans to exterminate his species like the dragons. The

leader of the Par Katanas, Paul Catanis, somehow found this secretive goblin, and has

been trading him resources in exchange for his gene editing technology. Unknown to

anyone but the second in command of the Par Katanas, their leader is actually a black

dragon named Palkatanas, and is the last living dragon. The Goblin being unaware of

this plot, or the nature of his dragon collaborator.

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Intro: You’ll be spending 10 years in this world. The date is a day before

Goblin Conqueror takes place, where Kanami shows up to the Eastern Kingdom’s

Hunter’s Guild and causes a scene. Dragon Conqueror takes place roughly a year later.

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1,000CP (choice points): Your purchasing power for below.

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Origin: Your age is 1d8+17. You may spend 100CP to change your gender, and age

within the rollable 1-8. Male or female. Goblin functions differently, see its description.

Any of these may be taken as a Drop-In, receiving no history in this world.

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Goblin (Free)

Small, green, lecherous. You're now a goblin. You know what a goblin is, but how

do these ones differ? To start, all goblins are male, no exceptions, and you

become male by taking this. They can also impregnate any living thing from a

human to a pig, and some things they impregnate create stronger goblins. There

is probably some level of difference in the gestation speed of a goblin's child

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depending on the mother, but assume 280 days. However, goblins seem to reach

preteen maturity in roughly a year. Set your age at 2 years old.

Goblins are viewed as pests, and as a species are merely driven away rather

than completely exterminated. This is in some small part due to people believing

that goblins are potentially sapient, and they are. They just have low-impulse

control by their default nature, but you don't. Only you and one other goblin can

claim this. You're still capable of many rounds of sex and boundless emissions. If

you're not a Drop-In, you can understand goblin speech.

Hunter (Free)

Monsters exist. Sorry that you had to find out about it this way. Luckily, Monster

Hunters also exist. The overwhelming number of Hunters right now are either

active or aspiring Dragon Hunters, hoping that more dragons will emerge so they

can make a lot of money. Most Hunters deal with things like wild dogs, uppity

molluscs, and of course goblins. You default to a D-Rank Hunter, having proven

yourself more than a rookie E-Rank.

Apprentice (Free)

You like Rayleigh are or were an apprentice of the Sword Saint of the Argos

Kingdom, Suzurika. While it's implied there's other Sword Saints in different

kingdoms, we don't see any. Whether through tragedy or otherwise, your

upbringing during this time was relatively cold, but resulted in you learning from

the very best.

Merchant (Free)

Hunters don’t kill dragons, Hunters paid to kill dragons do. Money kills dragons,

the monarchy and nobility if it's allowed to. Money can do anything when

presented the right way. You know this, and it's why you're a rising merchant in

the increasingly convoluted web of schemes throughout this world.

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Starting Location: Roll 1d8 for your location. You may spend 100CP to change your

location within the rollable 1-8.

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1. Hunter’s Guild - Located in an unnamed city in the Eastern Kingdom, It's one of two

Hunter Guilds shown, with the other being in the Argos Kingdom's capital. You

can join it if you're not already a member, but you’ll be amongst the other rookies

as an E-Rank without the official paperwork of other deeds you're accomplished.

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2. Killjay Forest - A relatively tame forest in the Eastern Kingdom, currently

experiencing goblin troubles. There is a large, open cave system where the bulk

of the goblins in this area should be located. This place is presumably located in

the eastern part of the Middle East.

3. Marcado Mines - A large mine system also located in the Eastern Kingdom, but a

distance away from the forest above. Rich in gemstones, it's currently overrun

with goblins. There's miners inside who have been held hostage for months.

4. Fairies’ Den - The last of the locations listed here in the Eastern Kingdom. It's

actually a dragon graveyard, but the magical nature of the dragon bones caused

a great forest to sprout on top of them. Fairies make this place their home. If not

already, goblins will do so soon.

5. Port Town - Part of the Argos Kingdom, and located to the south of Torito Village

where Rayleigh and this country’s Sword Saint live. The port itself is a stagnant

place, but you can catch a boat to the nearest Capital City port if you have the

money.

6. Lilivia Plains - Just south of Argos’s capital, further south is the coast and beach

where boats make port. Beware, there's wild dogs and pigs running around, and

a bandit camp due west.

7. Capital City - Home of the Par Katanas, King and parliament, and nearly everything

else of major relevance. Anything you need or want can be found here, from

weapons and armor, gambling and whores, to real estate and a Hunter’s Guild.

8. Free Choice - Maybe there is a God! You get the choice to choose from the above.

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General Perk: Knowing costs nothing, and so does this perk! Have fun!

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Fertile Period (Free) - Women have times when it's more or less risky to have sex.

These periods can be unreliable based just on outward bodily signals. Not

anymore! You now have a perfect awareness of how fertile you are, and for guys

this will likely be always! As a bonus, if you have sex on a day that it's zero, you

won't have to worry about it bleeding over into a pregnancy when you become

fertile again.

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Origin Perks: Discounts are always 50%. Goblin perks don't race change other origins.

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Do Not Abort (100CP) (Free: Goblin) - The elephant in the room is that nobody want

to willingly have the children of goblins, and so they'll just abort them in the event

they get pregnant. However, people in this world know goblins can't be aborted

due to at best the guaranteed chance of infertility, and at worst the high chance

of death this puts on the mother. This is not due to lack of skill, but instead the

insidious nature of goblin biology. As such, almost all end up carrying the baby to

term. You get this free as a goblin, but also the automatically applied psychic

command of not aborting any child you so seed. While other heroines outside

this world might be able to resist this command, not even the strongest in this

one can. You can withhold this command if you wish, but why would you?

Layer by Layer (100CP) (Free: Goblin) - Goblins are impossibly good at stripping

armor from girls. Even leather made out of dragon scales tears like paper, or

tears from the attire it’s attached to if that's easier. You now possess this handsy

ability. Keep in mind, this doesn't teach you anything about grappling, and so

you’ll need to get that elsewhere. It also doesn't let you strip everything all at

once, with stronger opponents or materials requiring more layers. You can

however strip faster depending on how strong you happen to be. A boss goblin

could strip an A-Rank Hunter in the time it would take a Hunter to swing three

times.

Hot Blooded (100CP) (Free: Hunter) - Hot, and relatively experienced. You have a 99

in two important Body scores, meaning you're a 10/10 bombshell, or have a

Herculean physique as a guy. Your weapon of choice is dual-welding swords,

and you are a D-Rank in using them. Dual swords are best used for Charge

attacks, where you analyze briefly before dealing as much damage as possible.

Don't Stop Attacking! (100CP) (Free: Hunter) - The path of the claymore is to keep

moving forward! If you're unwilling to do this, the path is not for you! You're a

claymore specialist, being an experienced D-Rank Hunter. Your specific

specialization is in Attack and Counter attacks, your standard attacks and

punishing enemy Charge attacks. As a result of this training, you're more

determined than your peers. Press the attack!

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Stance Shifting (100CP) (Free: Apprentice) - Melee combat is a mix of jockeying back

and forth, but that falls apart when you can hit your opponent four times before

they can do so once. You have been taught three stances and various skills

which enhance your abilities. Sky stance is offensive, Ground is defensive, and

Agile is for efficient movement. Some of these stance skills include breaking

through an opponent's guard, distancing yourself to safely drink a potion, or

conserving stamina to rapidly swing three times. Some of these skills are vaguely

stamina, spiritually, and magically powered, but only your lightning slash skill is

explicitly an enchantment. It's possible that a sufficiently strong opponent can get

back up and strike you once you break their guard, or strike you multiple times if

they have many limbs, but that will be rare as you can do 2,000 sword slashes in

around two hours.

Delicate Fingers (100CP) (Free: Apprentice) - You have supremely soft hands, and a

body that matches. Having the most well-endowed body in either two kingdoms,

you also know how to work wood... Building furniture and bridges that are

virtually perfect. What did you think that I meant?

Pole Dancing (100CP) (Free: Merchant) - Knowing self-defense is a solid rule for a

merchant. You're now a polearm specialist, and a pole specialist. Whether it

comes to using one as a weapon or dancing on it, you're so skilled as to rival the

apprentice of a Sword Saint, having your own variations of their Stance Shifting

that involves your pole, kicking, or spinning. Some of these skills include spinning

horizontally like a spinning top or vertically through the air, summoning a brief

tornado when spinning upright, or kicking something so hard that you cut it. Only

your wind attack is likely magical, with everything else being physical or spiritual

in nature.

Prison Economy (100CP) (Free: Merchant) - When value actually matters, it literally

pays to know what something is worth. From an empty bottle to property values,

you’ll always be aware of the surface-level value of whatever you're dealing with.

This naturally aids you in trading up items to get more value for something else.

To top it all off, you have the body of a top-dollar whore, because, you know...

Muscly Goblin (200CP) (Discounted: Goblin) - Above the average green goblins are

the increasingly common, pig-descended orange goblins. They’re almost as tall

as human females, they're visibly ripped, can labor for hours without stopping,

and are masters of wrestling. If a Muscly Goblin grabs even an A-Rank Hunter, it

will be a coin toss on whether or not that Hunter can slip free before being