The contract
You inherit a crumbling gladiator school and two raw recruits. You choose who fights and when, what they carry, how they train. You never choose how they swing. Every fight lasts under two minutes, and all you hold in the pit is the medicus's satchel and one hard decision.
The fight is theater
The gate opens and it's out of your hands. Your only verb is the satchel: three charges, and a medicus who sprints onto the sand to stanch a wound and buy your fighter another thirty seconds. Time it wrong and you watch him bleed out. Hold a charge back and the crowd pays you for the nerve.
Generated souls
Each man is rolled from scratch: origin, class, stats, hidden potential, and a behaviour brain that decides how he actually fights. One probes and counters. One goes berserk under half health. One plays to the crowd when he should be guarding. You'll learn his flaws by watching him, and you'll forgive them.
Your school
Your ludus is one living cross-section: men striking the posts, sparring in the ring, running the track, soaking in the baths, being stitched in the infirmary. Set the schedules and the work happens while you're gone, then waits for you. Nothing rots, nothing punishes you for having a life.
The ghost pit
Every opponent on the ladder is a real player's gladiator, carrying their real behaviour brain, fighting exactly as it would for its owner. Watch their last bouts before you bet your man, then counter-pick the class, the loadout, the stance. Reading fights is the skill. No lag, no netcode, no excuses.
Blood costs are chosen
Put a man down with the crowd roaring and they'll ask you for a verdict. Six seconds. Finish, and the fame is yours and someone else's fighter is maimed. Spare, and your school sleeps better. And death itself is never sprung on you: only a Blood Oath you sign yourself can take a gladiator for good.
The deal
The game is about consequence, so it can't cheat you into paying for one.
In development
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