How Lords Gain Experience
Lords may gain experience through important actions in the campaign.
Possible sources of experience include:
- fighting battles
- surviving battles
- winning battles
- defending castles
- conquering castles
- completing missions
- performing successful scouting
- successful trade or diplomatic actions
- religious service
- divine rituals
- covert operations
- naval battles
- exploration
- major campaign events
The exact experience system can be balanced during development, but the aim is clear: Lords grow through meaningful participation in the world.
A Lord who sits idle should not advance as quickly as one who leads armies, explores dangerous lands, serves the gods or risks covert action.
Why Promotions Matter
Promotions give players long-term attachment to their Lords.
A starting Fighter may become a Champion, then one day a famous Warlord. A humble Priest may become an Oracle, then a Prophet whose visions guide kingdoms. A Scout may become a Pathfinder who discovers new lands, while a Thief may become a Shadowblade feared by kings.
This creates personal stories inside the wider campaign.
Players may remember:
- the Warlord who saved their capital
- the Archmage who broke an enemy army
- the Prophet who blessed the final war
- the Pathfinder who discovered a hidden route
- the Shadowblade who killed a rival Lord before a siege
The promotion system turns Lords into legends.
Class Balance and Realm Strategy
No class should make the others useless.
Each class has a role: Fighters dominate command and open battle.
Mages shape battles through magic.
Priests strengthen faith, morale and divine power.
Scouts control information and movement.
Thieves disrupt enemies through stealth and covert action. A wise ruler will often want a balanced court of Lords.
A realm with only Fighters may be strong in war but vulnerable to magic, spies and poor information.
A realm with only Priests may have divine strength but lack military command.
A realm with Scouts and Thieves may know everything but struggle in direct battle.
A realm with Mages may be terrifying in key battles but may need protection.
The best kingdoms will probably combine several Lord types.
Example Starting Realm Strategies
The War Realm
A player begins with several Fighters and aims to produce Champions and Warlords.
This realm seeks power through conquest, strong armies and castle capture.
The Sacred Realm
A player begins with Priests and Mages, building temples and seeking divine favour.
This realm may aim to dominate religious politics and produce Oracles, Prophets and possibly a High Priest.
The Hidden Realm
A player begins with Scouts and Thieves.
This realm values information, stealth, ambushes, sabotage and carefully chosen wars.
The Balanced Realm
A player begins with one Fighter, one Mage, one Priest and one Scout or Thief.
This realm has no extreme weakness and can adapt to changing events. Final Class Progression Summary
Fighter A battlefield commander and warrior Lord.
Level 3: Champion Level 7: Warlord
Mage A wielder of magical power and battlefield spells. Level 3: Sorcerer Level 7: Archmage
Priest A servant of the gods and keeper of divine favour. Level 3: Oracle Level 7: Prophet
Scout An explorer, watcher and master of movement. Level 3: Ranger Level 7: Pathfinder
Thief A stealth specialist, infiltrator and saboteur. Level 3: Assassin Level 7: Shadowblade The Legend of Your Lords
The Lords of Hy Brasil is a game of realms, armies, gods and kingdoms — but it is also a game of characters.
Your Lords may rise, fail, betray, conquer, vanish, be captured, become famous, or die in the service of your realm.
Some may become Warlords and lead armies beneath royal banners.
Some may become Prophets and speak for the gods.
Some may become Shadowblades and haunt the dreams of kings.
Some may become Archmages whose power changes the fate of battles.
Some may become Pathfinders who open the world to conquest and discovery.
In Hy Brasil, a Lord is not just a unit.
A Lord is a story waiting to be written. |