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Thank you for the prompt response. Regarding the greed, I understand, but there are different ways to handle it. The king of the second city "happily leaving" and leaving us to rule in his place doesn't exactly inspire confidence, and then he's also like, "Hey, buy this." It's just that it's not obvious that this decision will be a turning point in the plot. At that point in the playthrough, there was gold available, and it was around the second month. So, you can punish greed in a simpler way. Upon meeting, charge 10k, and if they don't pay, the price increases significantly later, for example, to 50k, which is a lot of money for this map, especially without tears. "If the priests have left and don't want to be found, the path to them will likely be difficult, and perhaps even impassable, plus the dangers of the white forest have claimed many travelers..." something along those lines. So that players can at least guess not to be stingy at the beginning. And an explanation for the price increase when the player has already explored the path and seen the dead end. Something like, "The king is gone, and the prices are different."
Thank you for the team; I will finish the map.