A kingdom-conquest speedrun. Six warring provinces, a court that will judge every choice you make, and a throne that hasn't stopped burning in a decade.
Every system below exists because a real Death% run turned into a click-speed contest. It doesn't anymore.
Every roll in the game — event order, combat, drops — runs off one seed. Share a seed and race someone on the exact same board. No more losing to bad luck instead of a bad plan.
A handful of the realm's most tempting offers are gambles now. The reward is real. So is the chance it backfires — a companion's trust gone for good, an army gutted, a kingdom's faith in you cracked open.
March with half your army, or throw in nearly all of it for a much harder hit. Win, and it's the fastest conquest in the run. Lose, and there may not be an army left to march home.
Plays once from the top — refresh the frame to watch it again.
Seeded runs make all of these directly comparable now — same board, same events, same drops.
What's changed in the realm, most recent first.