Warring States: A Mini Setting for Old-School Fantasy RPGs
This particular setting was inspired by a few different historical periods and geographic areas that I kind of mashed together and then added my own ideas. Ancient Rome was definitely on my mind, as I created this around the same time that I created my Fantasy Rome Mini-Setting, but there are definitely a few other things that found their way into the setting.
As usual, I began by creating a table of "D12 Class Concepts" and those ideas helped inform the direction for the rest of the setting. I also included ideas on Themes, World-Building, Adversary Suggestions, and random tables for generating philosophies, geography, landmarks, and more.
You'll need some kind of map, as well as figuring out what rules you want to use. I used 1981 Moldvay Basic (or Old School Essentials; I use them interchangeably). But, much of this will be useful for any fantasy adventure game you play.
As always, let me know your thoughts below! I'd love to hear what you think and whether you'd ever use this in your games.
Warring States Overview
- The setting is about the rise and fall of empires and competing warring states
- The themes include loyalty, betrayal, and ambition
- Characters will strive to make their mark in a time of great turmoil while pondering and debating philosophy and spiritual matters
- Characters will interact with spirits, ghosts, and other undead; craft shapeshifters; and political and philosophical rivals
- The nations vie for control against each other, and each has different geographical strengths and weaknesses
- Famous landmarks abound such as tombs, statues, walls, and more
- Dwarves, Elves, and Halflings are more akin to mythological spirits - mysterious and elusive tricksters who are respected and feared
Warring States: Three Things
- Rival Factions and Intrigue
- Focus on political maneuvering, espionage, and alliances among rival factions
- The PCs will navigate this complex web of power struggles, forming unexpected alliances and using cunning tactics to outfit their adversaries.
- Philosophical Conflict
- Characters will embody different belief systems and engage in debates that reflect their world views.
- Philosophies could take the place of, or complement, Alignment in the campaign.
- Changing Social Structure
- Rise of the Military: Its role in society and how it affects lives.
- Decline of the Aristocracy: Warring states are becoming more centralized and aristocrats are losing land and wealth.
- Rise of the Merchant Class: As aristocrats decline, merchants, supported by military warlords, have an opportunity to rise to prominence.
Random Tables
D8 Nation's Famous Landmarks
- Ancestral mausoleum
- Ancient tomb
- Fighting school
- Giant statues of gods
- Monastery
- Pilgrimage site (e.g., temple or shrine)
- Thick wall to repel invaders
- Wizardry school
D6 Philosophy Types (Loyal to...)
- Abstract geometry
- Chaos theory
- Law and order
- Logic and knowledge
- Nature
- Social harmony and altruism
D6 Unique Geographical Features
- Cliffs to repel invaders
- Desert to repel invaders
- Fertile pastureland for livestock
- Fertile valley for crops
- Mountains to repel invaders
- River to control transportation
D12 Warring States Class Concepts
- CLERIC: Spiritual Agent. Intermediator between humanity and the spirit world. Spells bestowed by spirits.
- +1 to saves vs undead and demons/devils.
- +1 to saves vs possession by spirits.
- Each day, must make a Reaction Roll against spirits. A 5 or less results in a minor difficulty (see following table)
- CLERIC: Ancestral Messenger. Provided with power by ancestral spirits.
- +1 to hit and damage vs undead.
- Can only use a staff as a weapon.
- At 5th level, their staff counts as a magic weapon for purposes of hitting creatures.
- Once a week, can call on ancestors to learn the answer to a yes or no question, determined by the Referee.
- Cannot wear plate mail or use a shield.
- DWARF: Stranger. Spirit-like shapeshifter that is a harbinger of bad luck.
- Shapechange once per day into a snake (pit viper), bird (normal hawk), or great cat (mountain lion).
- Once per day, can confer an ill omen on a target (save vs spells to resist); failure confers a -2 penalty to attack rolls, saves, and ability score checks until dawn the next day.
- Cannot detect construction tricks or room traps or wear plate mail.
- ELF: Shadow Fox. Charming shapeshifter that can bestow good luck... for a cost.
- Minimum Charisma 13+.
- Shapechange twice a day into a fox (as wolf). Upon return to humanoid form, must save vs spells. Failure indicates a fox trait (such as a tail or ears, etc.) is visible for 24 hours.
- Once per day, may bestow good luck. The target must be able to hear and understand the shadow fox, and agree to accept the luck. Good luck confers a +1 bonus to all rolls until midnight. The recipient usually owes the shadow fox a favor afterward.
- Tends to learn spells such as charm person, sleep, ventriloquism, and phantasmal force.
- Cannot wear plate mail or use a shield.
- Wears a helmet made from an animal skull.
- FIGHTER: Mystical Archer. Ascetics who rely on spiritual instincts to make precise shots with a bow.
- Minimum Wisdom 13+.
- +1 to hit targets at short range with bows (in additional to normal +1 bonus for short range).
- Reduces penalty for targets behind cover by -1.
- Starting money: 2d6 x 10 gp.
- Must ponder philosophical questions for one hour per day or lose all benefits.
- FIGHTER: Plains Warrior. Outsider mounted warriors who are mistrusted by non-plains folk.
- +1 to hit and damage when mounted, in addition to any other normal bonuses.
- Mounts always have maximum HP.
- Begins play with a riding horse.
- -1 Reaction Roll penalty among urban citizens.
- Starting money: 1d6 x 10 gp.
- FIGHTER: Wandering Adventurer. Traveling philosophical warriors of great skill and renown.
- Once per day, may:
- Ponder existence in solitude for one hour to regain 2 HP/level up to normal maximum.
- Center energy to run twice as long before becoming exhausted.
- If known by reputation (2-in-6 chance, modified by Referee), can request a favor (room and board, a normal item, introduction to a noble, etc.), once per week. The Wandering Adventurer has an obligation to perform a service for the person bestowing the favor.
- Cannot wear plate mail or use a shield.
- Plagued by challengers seeking to prove their superiority in combat.
- HALFLING: Mischievous Traveler. Spirit-like pranksters with very long hair who like to play tricks and steal salt.
- Laugh causes fear (as per the reverse cleric spell) once per day.
- Can speak the language of monkeys.
- Missile attack bonus applies only to thrown weapons or objects.
- Hiding ability works only in the wilderness (not dungeons).
- Must consume salt once per day or suffer a -1 penalty to all rolls.
- MAGIC-USER: Dark Sorcerer. Draw on dark and negative powers to perform magic, but aren't necessarily evil.
- +1 Reaction Roll bonus when dealing with great cats and cat-like creatures (e.g., manticore, sphinx, etc.)
- Targets suffer a -1 penalty to save vs the dark sorcerer's charm spells.
- Must learn darkness and continual darkness when they first become available.
- Cannot learn light or continual light spells.
- Carries a ghost-hunting artifact that increases effectiveness of spells vs undead (+1 to damage and -1 penalty to saves). If the artifact is lost, the dark sorcerer loses all bonuses and must ponder philosophical questions for 24 hours per level or suffer a consequence (see following table).
- MAGIC-USER: Radiant Wizard. Seek power through fire, light, and spiritual influence.
- +1 to Reaction Rolls when dealing with Dragons.
- Targets suffer a -1 penalty to saves vs light and fire spells.
- Light spells have 2x duration.
- Must learn light and continual light when they first become available.
- Cannot learn darkness or continual darkness spells.
- Must observe a mystical prohibition or suffer a consequence (see following table).
- THIEF: Government Agent. Skilled in espionage, sabotage, and assassination. Mysterious and enigmatic. Have a secret identity.
- Gains +1 rumor when interacting with NPCs.
- Find/Remove Traps ability used to instead sabotage enemy equipment (cause a wheel to fall off, siege weapon fails, etc.). Failure means the sabotage was either unsuccessful or the agent was discovered (Referee determines based on circumstances).
- Can Disguise with the same chance of success as Pick Pockets. -10% penalty for disguising as a specific person.
- Cannot Pick Pockets or Find/Remove traps.
- THIEF: Rebellious Youth. Orphan adopted by bandits and trained in thievery, survival, and fighting. Supreme loyalty to bandit "family."
- Gains wilderness survival skills
- Foraging and hunting both increase to 2-in-6
- Losing direction reduced to 1-in-6
- Halfling ability to hide in the wilderness
- Gains +1 to hit with one specific weapon (chosen at 1st Level and cannot be changed)
- Does not gain the Thief abilities to Hide in Shadows, Move Silently, or Find/Remove Traps.
- Cannot cut one's hair
- Cannot drink alcohol
- Cannot eat garlic and/or onions
- Cannot eat meat
- Cannot enter religious locations (shrines, temples, cemeteries, etc.)
- Cannot kill a specific type of animal
- Cannot practice wizardry at night
- Cannot touch the dead (including undead)
- -2 to all rolls
- Only gain half XP until atone
- Atone by 24 hours of philosophical pondering per level
- Become lost. Cannot find direction without help.
- Followed by a ghost. Unsettling.
- Lost belonging. Can't find an important item (rolled randomly or determined by a Referee).
- Nightmares. Vivid and disturbing. No HP recovery.
- Last for one night.
- Sick. Nauseated, coughing, skin pustules. -1 to all rolls.
- Unlucky. Trip at the wrong moment, bump into things, etc.
- Retain HP and memories
- Gain the following animal traits
- Ability scores
- Saves
- Attack modes
- Movement
Other D12 Class Concepts
- Experts/Specialists
- Wilderness
- City/Urban
- Naval/Sea
- Horror
- Fairy Tale
- Sword & Planet
- Criminal
- Slavic Folklore
- Norse Mythology
- Christmas
- Military
- B/X Sorcerer Bloodlines
- Fantasy Rome
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