Sort The Court Strategy.Hub
Mortimer (Cthulhu-like sea monster) Character Portrait

Mortimer (Cthulhu-like sea monster) Guide

Mortimer is a purple octopus monster that emerges from the waters after the kingdom’s fishing operations expand. He functions as a terror of the harbor, enraged by increased activity from the Fisherman’s upgraded boat. He demands citizens as sacrifices to appease him, implying a territorial sea predator asserting dominance over coastal waters.

👤 Role: Mortimer is a deep-sea monster who surfaces near the kingdom’s harbor after the Fisherman upgrades his boat. He extorts the throne for human sacrifices, threatening to attack the town if his demands are refused. In gameplay, he is a recurring risk-management event: choosing between steady, small population losses or risking a delayed, much harsher penalty to both population and happiness.
🛡️ Risk: Safe

💡 Quick Tip: Roleplaying a defiant NO ‘just once’—it primes the revenge event that hits your kingdom harder than multiple YES sacrifices ever would.

Quick Verdict

If Mortimer shows up, always say YES—one predictable sacrifice beats the guaranteed revenge crash in both population and happiness.

  • Risk profile:
  • Newbie friendly: No
  • Best value:
  • Biggest trap: Roleplaying a defiant NO ‘just once’—it primes the revenge event that hits your kingdom harder than multiple YES sacrifices ever would.
♟️

Strategic Mastery

The Golden Rule

"Either avoid Mortimer by not funding Fisherman, or accept the premise and always say YES so he remains a predictable trickle instead of a surprise crash."

Phase 1

Early Game

If you fund Fisherman early, never refuse Mortimer—M3 can cripple a small kingdom. If you want minimal deaths, delay/skip Fisherman to avoid Mortimer entirely.

Phase 2

Mid Game

With stable happiness and a larger population, treat Mortimer as a manageable -1 Pop tax. The only real mistake is triggering revenge with a NO.

Phase 3

Late Game

Protect happiness when pushing endings. Never refuse Mortimer; a -5 Happiness hit can cascade into multi-day population decline.

Decision Matrix — What You Should Actually Choose

Mortimer is a pure risk-management check: pay a predictable ‘blood tax’ (-1 Pop) whenever he asks, or trigger a delayed punishment (-5 Pop, -5 Happiness) that’s always worse for any serious run. If you fund Fisherman and unlock Mortimer, your optimal play is consistency: never refuse him.

✅ Recommended Choices

Initial Sacrifice Demand

Recommended
M1

"Hum yes hello. One of your fishermen has been bothering me. I demand a villager as, ummm, a sacrifice. Yes."

✅ Why This Is Worth Taking

YES converts Mortimer into a predictable -1 Pop attrition event and prevents the -5 Pop / -5 Happiness revenge crash.

YES
  • gold 0
  • population -1
  • happiness 0
NO
  • gold 0
  • population 0
  • happiness 0
💡 On a NO, Mortimer leaves but primes his revenge event (M3), where he later attacks and causes larger losses.

Repeat Sacrifice Demand

Recommended
M2

"Hummm, you! Those fishermen are at it again! Give me a sacrifice or I swear I'll, umm, do something bad!"

✅ Why This Is Worth Taking

Treat repeat demands as the same math: pay -1 Pop now to avoid the guaranteed -5 Pop / -5 Happiness later.

YES
  • gold 0
  • population -1
  • happiness 0
NO
  • gold 0
  • population 0
  • happiness 0
💡 Repeatable version of his demand. Any NO again primes the later revenge event (M3).

⚠ Situational Choices

Fisherman’s Boat Upgrade (Mortimer Unlock Condition)

Situational
FISH_UNLOCK

"An old fisherman asks for gold to upgrade his tiny boat so he can catch more fish, promising to pay the king back later."

⚠ When This Makes Sense

Fisherman looks like a clean economic upgrade, but it unlocks Mortimer’s recurring population tax—players forget to price in the externality.

Related Characters