Adventurer
Guild Manager

Your sword hangs over the hearth. The road belongs to those you send.

A fantasy management game. Take in strangers, send them into the dark, and keep a light on for the ones who come back. The kingdom will remember.

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Coming to Windows, on Steam, in 2027.

The house

Your own adventures are behind you

You’ve seen what waits at the end of the road. Now you have an old hall in the capital, a thin strongbox, and a door that many will knock on.

You will not draw a blade again. You will choose who does. That name may be a legend or a debt to pay.

14rooms to raise
13roles to fill
10ranks to climb
6ways to fight
5powers to please
3places to fear

Chapter I

Every stranger is a gamble

They arrive with a name and a story that may not be true. The quiet one in the corner could be the finest blade of a generation, or a funeral.

The truth arrives after the ink has dried.

Every sword has its price

Coin up front, a share of the spoils, a promise or two. Your battles are of the pen now.

Chapter II

The job is never just the job

The letter says deliver a crate. It says nothing of what moves in the trees. What your people leave unfinished does not stay quiet.

Greater work waits for greater names.
A long road, and the kingdom won’t wait.

You will not be there

When the blades come out, you are leagues away.

You called them capable and you count the pieces as they return.

Many ways to fight, and more on the way.

Warrior

Steel, shield and stubbornness.

Monk

Discipline, breath and the refusal to rely on tools.

Rogue

They go around, and they find the weak.

Archer

Few enemies get close enough to complain.

Mage

Power drawn from the mind, and spent until it is gone.

Healer

The reason anyone comes home at all.

The stories they tell.

Giant rats

One is a nuisance. Twenty is a problem. They’re always twenty.

Goblin

Lucky well past any reasonable allotment.

Skeletons

Bone held together by magic and purpose, neither of which belongs to it.

Slime

No brain, no organs, no skeleton, and no plan.

Wraith

Swords are largely decorative against a wraith.

Troll

Twelve feet tall and still growing.

Wyvern

Everything beneath it is food until proven otherwise.

Lich

Solved the problem of mortality, found the solution was worse than the disease, and kept going anyway.

Chapter III

Growing Old

Seasons and scars become leatherbound tomes.

Last rites echo throughout your halls and each heart beats a new rhythm.

Loyalty is paid in brotherhood as the greys come in.

Everything wears down

Honest iron is born of fire and dies in blood. The next comes from the forge or the fallen.

Chapter IV

Stone and Candlelight

Retainers fill hollow rooms. Every foot forward builds your legend.

Begin by lighting each candle, then watch them light each other.

Room by room

House hallWhere it starts.
Reception areaCallers, contracts and first impressions.
BarracksBunks, a yard, and no more nights over the tavern.
Mess hallEveryone eats at the same table.
TavernDrink, talk and rumour under your own roof.
InfirmaryBeds, bandages and a doctor’s door.
Training hallSweat, under a trainer’s eye.
ClassroomStudy, not sweat.
ArmoryRacks, a forge and a ledger.
StableHorses for the road.
Records roomThe house starts to remember.
War roomA table, a map and the people who argue over it.
TreasuryA strongroom and someone to count what is in it.
Private roomsQuiet rooms for quiet deals.

The people who keep it standing

CastellanRuns the house in your name.
QuartermasterKnows what every blade should have cost.
TreasurerKnows when you’re being robbed.
ScoutFinds out who a stranger really is.
ReceptionistA fair judge of who’s knocking.
TacticianTells you which jobs will kill your people.
DiplomatKnows which powers to flatter.
DoctorPuts people back together.
TrainerMakes them better while nobody is trying to kill them.
ChefNobody marches well on a bad meal.
StablemasterThe road is shorter on a good horse.
BartenderHears everything. Repeats some of it.
OverseerKeeps the masons honest.
Your word, in your absence. You will answer for it.

Five powers, and they remember

Favour opens doors you’d never admit to knocking on.

The Crown

Courtly favours, and the weight of a royal seal.

The Church

Relics, and the will to stand where others break.

The Military

Hunts, drills, and steel that holds.

The Merchants

Ledgers, and contacts in every town.

The Syndicate

Fences, and things not asked about.

Chapter V

Nobody has seen the top

At the heart of the capital stands the Spire. Every house dreams of it. Most will never be ready.

Every choice you have made climbs these stairs with you.