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CONFLICT / 06.0300

Three scales of war, three kinds of prestige

A great duellist is not automatically a great general, and a great general may never win a duel. The world should produce separate reputations for separate mastery.

01THE SCALES

One combat system, read at three distances

PERSONAL

1–5

Action combat

Extremely responsive: dodges, blocks, combos, aiming, physical projectiles and terrain that matters. This is the layer everything else is built on, so it has to be excellent before anything else ships.

TACTICAL

5v5 · 10v10 · 20v20

Engagements

Where roles, formations, objectives, synergy and counterplay decide outcomes. The competitive spine — legible enough to spectate, deep enough to specialise in for years.

WARFARE

100v100 → 1,000v1,000

Sieges and fronts

Supply lines, scouting, fortification, artillery, naval movement and espionage, including asynchronous fronts that run while you sleep. Won by command and logistics, not by reflexes.

02RISK

How much a death costs is a place, not a rule

You choose how far down the risk curve you travel. Nobody is dragged into full loss for logging in.

LOSS · LOW01

CIVILIZED

Law works here. Death costs time and pride, not your life's work.

LOSS · MODERATE02

FRONTIER

Contested ground. Carry what you can afford to argue over.

LOSS · HIGH03

LABYRINTH

Descent is a decision. So is what you bring with you.

LOSS · TOTAL04

ABYSS

If you carry it, you can lose it. This is where the old high-stakes idea belongs — and only here.

03BETRAYAL

The best stories are the ones nobody wrote

Most games manufacture stories. This one manufactures the circumstances from which stories emerge — and then keeps them.

  1. 01Three nations ally against the Ascendant.
  2. 02Two invade the capital.
  3. 03The third opens a private channel to the throne.
  4. 04An army opens the city gate from inside.
  5. 05A famous general defects on the wall.
  6. 06The coalition collapses in an afternoon.
  7. 07Millions watch it happen.
  8. 08Nobody wrote it.