Your heroes are not expendable. They have names. Friends. Lovers. Opinions about their equipment. And when they die — permanently — your guild will never quite be the same. You run an adventurer's guild. They run their own lives. Recruit them, train them, dispatch them on dungeons that are actively trying to kill them, and watch as their stories become a chronicle you didn't write and can't fully control. HEROES WITH PERSONALITIES (FOR BETTER AND WORSE) Every hero arrives with a real disposition. They make friends, start fights, fall in love with the worst possible candidate, hold grudges for forty days, and explode at the worst possible moment. Relationships develop across ten tiers — from outright hostility to devotion that produces legendary teamwork or catastrophic grief. Push their mood too far and heroes desert, go berserk, or take a personal day during your most important mission. PERMADEATH THAT MEANS SOMETHING Death is permanent. But it isn't random. Devoted lovers will sacrifice themselves to save a partner without being asked. Close friends step between a companion and a killing blow. The relationships you build are the difference between a hero coming home and a hero becoming a memorial plaque. When a hero falls, their friends grieve. The guild carries on, slightly emptier. A GAME THAT WRITES ITSELF "I had to send Aldric and Theron together even though they hate each other — Elena refused to go back to the Crypt (her brother died there), Marcus was hungover, and Sofia took a personal day. It was a disaster. They fought the whole time. They made it back, barely. Now Theron has 'grudging respect.' Aldric still hates him. I love this game." "My best ranger lost her arm to a troll. Took three weeks to craft a prosthetic, but now she's got an enchanted arm that's actually BETTER than the original. She's still bitter about the troll though." DEEP BUILDS, NOT JUST DEEP STATS Six classes connected by one enormous hexagonal passive tree. Cross-class bridges let your Warrior pick up spell damage, your Cleric grab Evasion. Respec is free; experimentation is encouraged. Fourteen ascendancy paths. At level 25 each hero faces a solo trial — survive, and they choose a permanent specialization that reshapes their role in combat. The body remembers. Heroes have eyes, arms, legs, organs — each one can be damaged, destroyed, and replaced with prosthetics that range from a peg leg to enchanted gear that exceeds the original. DUNGEONS WITH DECISIONS, NOT JUST DICE Seven environments. Branching room layouts. Moral events that change with which hero is present — a wounded traveler will get different responses from your Cleric than from your Necromancer. Environmental hazards that demand the right party composition. Command points for tactical interventions during live runs, or auto-resolve presets for when you're managing five expeditions at once. ENDGAME THAT KEEPS GOING Heroic Dungeons — three weekly rotating challenges with brutal modifiers. The Abyssal Spire — endless tower where enemies start at level 100 and climb. Leaderboards. Quest Chains — story arcs with named legendary rewards and, occasionally, a hero who simply joins your guild — pre-equipped and opinionated. World Bosses — multi-party raids that demand coordinated rosters. THE GUILD HAS A SOUL Your guild develops a moral identity across three axes — Valor, Wealth, and Order. Every decision nudges them. A guild that hoards gold attracts merchants and their temptations. A guild fixated on order eventually meets problems that order alone cannot solve. Heroes build attachment to their gear, from Comfortable to Soulbound. Famous forges have brand loyalists and boycotters — and when a forge scandal breaks, your loyal customers suffer for it. The economy has feelings. The feelings have consequences. CHRONICLES — EVERY HERO WRITES THEIR OWN STORY Each hero maintains an autobiography assembled from their achievements, relationships, dungeons survived, friends lost, and questionable tavern decisions. It writes itself. It reads like a life. INSPIRED BY Darkest Dungeon (the psychological toll of war) · RimWorld (emergent stories from systems) · Path of Exile (deep build-crafting) · Guild of Dungeoneering (light strategic management). Hero's Guild combines them into something that frequently surprises the person running it. Active development. Frequent updates. Detailed changelog. The Guild Clerk keeps records.