Manwhore Merchant flips the fantasy RPG script with a hilariously devious twist. Stranded in another world, you’re cursed with the “power” of crafting magical items—not swords or spells, but tools tailored for seduction. Trade dignity for dominance, peddling enchanted traps and elixirs to bend the will of fantasy babes. Will you build an empire of lust—or lose yourself to hubris?
Cunning Over Combat: A Merchant’s Dark Art
1. Non-Combat Progression: Skip heroics—exploit taverns, black markets, and royal courts to source rare materials for crafting, bribing guards, or sabotaging rivals.
2. Strategic Crafting System: Mix reagents to create cursed collars, aphrodisiac tonics, or illusory charms, each with escalating effects on NPC behavior and story options.
3. Resource Scarcity: Balance profit and ethics—hoard ingredients for powerful gear or sell quick fixes to fund riskier schemes, risking exposure by the Goddess.
Unhinged Capitalism Meets Fantasy Desire
1. Client Customization: Tailor products to targets—sell “protection charms” to naive priestesses or offer nobles bespoke mind-control rings to settle vendettas.
2. Dynamic Reputation: Earn favor as a “problem solver” among elites, but trigger witch hunts if townsfolk grow suspicious of your magical meddling.
3. Faction Manipulation: Supply warring guilds with cursed tools to destabilize regions, creating demand for your services—and chaos to exploit.
Consequences of a Hypocritical Hero
1. Moral Debt System: Every unethical deal quietly increases “Karmic Debt,” unlocking divine punishments or discounts from demonic entities offering forbidden power.
2. Sabotage Risks: Crafted items can backfire—enslaved targets might revolt, and scorned lovers could hire assassins, forcing improvisation or retreat.
3. Endgame Paths: Pursue 10+ finales—become a puppetmaster controlling the kingdom’s elite, repent as a penniless wanderer, or vanish into a self-made harem dimension.
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