

Run WHITE HOUND from a living guild office in the Free City of Azalea. Hire heroes, choose quests from the board, watch parties march a miniature quest map, pay salaries, fight Guild Wars, and chase fame in the Gazette... without leaving your desk of course!!!
Overview
Run WHITE HOUND from a living guild office in the Free City of Azalea. Hire heroes, choose quests from the board, watch parties march a miniature quest map, pay salaries, fight Guild Wars, and chase fame in the Gazette... without leaving your desk of course!!!
Description
The hall is yours. The board never sleeps.
WHITE HOUND is a haptic fantasy guild management game. You are the master of a "Totaly" licensed Guild in the Free City of Azalea, a neutral trading hub where six nations keep embassies, rival banners hang from balconies, and every errand from lost cats to broken seals lands on a ranked quest board.
There are no combat levels to grind. The office is the game: Open the hiring cupboard, Pickup Quests of the board, seat a party at the desk, watch... from the comfort of your home... as the heroes try there best to complete the quests .... wounds, windfalls, and gossip included.
Hire and manage heroes! Stats, salaries, loyalty, training, and the risk that someone walks if you run the hall into the ground.
Quest board! Send parties Ranked Quest across a magical continent of festivals, politics, and black-guild shadows.
Quest Map! Watch journeys play out on a tactile miniature map: the path, the events, the results you claim when they limp (or swagger) home.
Gold, payroll, and the vault! Keep the lights on, gear the roster, and survive the paperwork learn to love it almost as much as you hate it.
Guild Wars and rivals! Climb brackets against other Guilds while the city takes note.
Mail and The Guild Gazette! Deals in the inbox, reputation in the headlines: saintly, feared, pragmatic, obscure, or comic.... depending on how loudly you fail upward.
Azalea sits at a river confluence under the Azalea Compact. Beyond Petal Hill, six nations trade silk, tea, wine, jade, iron, and perfume and occasionally blame each other for dragons, succession gossip, and “pirate luck.” Your guild’s story emerges from the board, the mail, the newspaper, and the people who live in your Guild: tired, proud, ridiculous, and fond of bad coffee.
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