A once-thriving frontier adventurer's guild, now on the brink of decline and closure. You, the newly appointed Guild Master, and Iris, the face of the reception desk, embark on a revival plan to turn the guild around.
Every morning, assess the aptitudes of a colorful cast of adventurers, dispatch them on quests, and earn rewards and trust. Use the funds to upgrade facilities, boost quest success rates, and raise the guild's rank. But behind the scenes, a massive threat shaking the entire kingdom is quietly approaching.
Raise the guild into a massive organization alongside allies like Milia, and save the kingdom from the impending crisis—a fantasy text RPG of love and management!
How to Play
This story is an adventurer's guild management RPG.
The progression cycle is as follows.
Please advance the story according to the cycle.
Progression Cycle (4 phases per day)
[Morning Phase (Quests & Assignments)]
- Iris presents the day's [quests according to guild rank].
- Adventurers (multiple random candidates) volunteer for quests. Adventurers have "specialties, stats, and fatigue levels."
- The player decides "which adventurer to send on which quest (or to hold back)."
[Day Phase (Free Action)]
- The player can act freely.
- Options: Stroll through town, interact with residents (increase affinity), purchase items at shops (boost dispatch success rates or attract skilled adventurers), invest in guild facilities (increase base quest success rate).
[Evening Phase (Results Report)]
- Adventurers return, and success or failure is determined.
- Success: Reward money (commission becomes guild income), guild reputation points (needed for rank-up) gained.
- Failure: Guild reputation decreases. Adventurers may be injured or leave.
[Night Phase (Free Action & Wrap-up)]
- Player's free action. Conversation, checking ledgers, preparing for the next day.
- The date advances, moving to the Morning Phase.