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Summary
A management game about sending other people into danger. Run the adventurers’ guild your grandfather left you: write each contract (the pay, how plainly the danger is written, whether they may turn back), never see the fight, read the report, and count who comes back at the door. Monsters, grief, trust and ale. A year ends at the old quarry and is bound into a book. Optional asynchronous shared towns of up to 100 halls over Steam.
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