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Hunter's Guild

TanaRgz · Sep 16, 2026

Heroes can't be ordered around, only tempted. You are the master of a hunters' guild: raise the village, recruit, research and pay well. They decide whether a contract is worth their skin. Six territories, invasions, and a Lich King waiting at the end.

About Hunter's Guild

Heroes can't be commanded. They have to be tempted. You are the guild master. You never select a hero, never tell one where to go, and never fight a single battle yourself. The villagers pin their requests to the board in the tavern: a bounty for clearing the forest, a contract on a beast with a name. Your hunters read it, weigh the pay, take a hard look at themselves, and decide. The ones who are rested and well equipped set out on their own. The rest stay in the tavern, and they are right to. Your job is not to command. It is to build a guild worth leaving it for. The village Class bases — each one recruits a different kind of hero. It all starts with a Soldiers' Base and one warrior who has no idea what is coming. The tavern holds the board, and draws better hunters as it grows. Eight levels. The smithy forges the gear they buy for themselves. Eight tiers of weapons and armour — and relics from unique beasts become legendary weapons here. The jeweller gives them what no sword can. Research unlocks class abilities. You never cast them: your mage does, when she needs to, because you paid for her to know how. And sometimes they come to you Invasions don't ask permission. They walk

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