Win. Earn. Bring Them Out.
Nero-era Ephesus. The finish line has been erased from the city's old racetrack. Blood and money now mark the sand.
You are not a fighter. You are the
manager of Dawn. Win purses and renown in the arena, keep the awning workshop running, and use what you earn to pay the ransoms of people still bound to the sand. If a freed person chooses to remain, they join as a contracted companion—not as property.
Turn Every Victory Into Someone's Freedom
Recruitment is not the purchase and ownership of a person.
- Negotiate with the owner of a bound fighter, pay the agreed ransom, and return that fighter's freedom.
- The freed person makes the final choice: stay and fight with Dawn, or leave freely while adding contacts and renown to the cause.
- Free people negotiate wages, a signing bonus, squad roles, and contract length. A fee between clubs compensates a remaining contract; it is not a human price.
- Even after clubs agree on a fee, the companion must consent before a transfer can happen.

Open With 5v5. Be First to Two Sets.
Each match can span three battles. The largest fight comes first:
5v5 all-out battle → 3v3 formation fight → 2v2 decider. Take two sets to win the match.
- Build a different lineup and plan for every set, and account for the condition lost when an ace fights again.
- Change attacking, balanced, or defensive direction; call focus targets; adjust formation and individual orders in real time.
- Watch at 1x, 2x, or 4x speed, then intervene when the flow turns.
- Damage, healing, kills, set wins, and MVP awards feed the season record books.

Turn Free Individuals Into One Team
Freedom does not automatically make a strong squad. Deciding whom to trust—and where to spend time and money—is the manager's job.
- Read 21 attributes, Current Ability, Potential Ability, roles, and combat specializations, then shape a distinct development path for every fighter.
- Potential remains a range or a question mark without scouting knowledge. Complete reports to discover a prospect's real ceiling.
- Design positioning, spacing, roles, target priority, and match approach separately for 5v5, 3v3, and 2v2.
- Join training, coaches, contracts, loans, equipment, fatigue, and upkeep into a season-long plan.


Climb From Division 5 to the Summit of Ephesus
Five nations each run five divisions of twelve clubs. Rise through league play, promotion and relegation, playoffs, domestic cups, and continental competition until Dawn reaches Ephesus's greatest stage.
Wins bring prize money and crowds. Renown opens better negotiations and scouting networks. Wages, coaching, ransoms, equipment, and travel grow with the club. The workshop left by the nameless tentmaker takes weekly awning contracts and gives the liberation fund a dependable floor.

Test the Squad Beyond the League
Five- and ten-person raids open between league fixtures. Build a proper tank, healer, and damage lineup, manage threat, and learn multi-stage boss mechanics. Failed attempts still build mastery, while weapons, armor, and trinkets can reshape the next arena match.
Story Mode — A Father, a Son, and a Nameless Benefactor
Years ago, a nameless tentmaker paid the ransom of a fighter facing beasts. That fighter was your son,
Enoch. Enoch did not flee. He founded Dawn to bring out the companions left behind, and you become the company's manager—and his father.
Enoch is a founding companion and cannot be transferred, loaned, or released. Every other companion faces contracts and transfers as a free person with the final say.
As seasons pass, the tentmaker's return, a riot stirred by Ephesus's shrine merchants, rivalries, and promotion campaigns change the actual calendar and finances. The message is carried by the rules you manage, not by a correct dialogue option.
Do not take them. Set them free. Staying is their choice.