Reference
How it works
Dungeons & Dynasties is a guild-management sim: you don't control heroes in the dungeon, you build the squad, set their approach, and watch the delve play out. Here's the shape of the game the rest of this wiki details.
The league
72 rival guilds spread across a six-tier league. Each fixture sends four heroes into a procedural dungeon; results move you up or down the tiers across a seasonal calendar. Sevenregions each bind their own dominant races, dungeon biome and environmental condition.
The economy
Wages, upkeep and patron stipends settle every week; ages, Oath terms and season results tick over by year. The gap between weekly costs and dungeon income is where guilds go broke — theeconomy planner maps the bankruptcy line, and the dungeon yield calculator shows what a delve pays by danger tier.
Combat & traits
Delves resolve as a deterministic simulation from your heroes' attributes. A class'sattribute weights decide what it rolls high; a hero's traits multiply combat-AI behaviour like aggression and discipline; and party synergies add small percentage bonuses for the right pairings.
Oaths & renewals
Heroes serve on fixed-term Oaths. When one lapses you negotiate a renewal, and the odds swing on the hero's standing and your offer — the Oath negotiator estimates the success chance before you commit.