DRAFT 0.3
GameplayDesign proposal

The game we are making

Working design. New events, appearances, mechanics, and political details remain proposals. See canon ledger.

You play Pyrrhus Menethil before he becomes the figure remembered by the Dawnbreaker chronicle. Exiled with his mother as the king's firstborn illegitimate son, he has learned to protect people without expecting authority to protect him. Civil war gives him the means to change that—and opportunities to become the kind of ruler who once discarded him.

The game combines intimate, height-based tactical battles with a compact provincial campaign. Pyrrhus physically travels with his company. Away from him, governors, commanders, warlords, and his brothers continue making decisions. A captured bridge changes a supply route. A conscripted harvest changes winter. A beloved companion left governing a province cannot also fight beside him tomorrow.

The main emotional question is: What do you owe the people you cannot personally save?

The references supply different ingredients: FFT for readable tactical spaces, individual turns, class combinations, and political intimacy; Gemfire for provinces, commanders, resources, and conflicts that continue beyond the protagonist; Ragnarok Online for expressive sprite silhouettes and appealing costume identities; anime portraiture for faces and dramatic scene composition. These are design influences, not a requirement to reproduce their exact systems, characters, or interface.

Five pillars

  1. Every victory has a home address. Tactical outcomes change a named settlement, resource, route, or relationship.
  2. Build people, then trust them. Developing a companion improves both their tactical role and their usefulness away from the party.
  3. Power is an obligation. A new province adds duties and political promises alongside income.
  4. Pressure is readable. Warnings, routes, travel time, and likely losses are visible before committing.
  5. Warmth makes loss matter. Meals, jokes, festivals, recovery, and affection receive space between crises.

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