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Under the Heavens: Warring States Saga

A choice-driven narrative RPG set in China’s Warring States period. Rise from a nameless soldier to a legendary general through decisions with permanent consequences. Death is final. History remembers only the survivors.

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About the Game

Under the Heavens is a choice-driven narrative RPG set in China’s Warring States period. Rise from a nameless soldier to a legendary general through decisions with permanent consequences. Death is final. History remembers only the survivors.

Choose your banner. Fight in its name until the war ends or you do. Every campaign is a series of assignments, skirmishes, and battles. Each turn of the page presents a choice:

Who do you risk?
What do you sacrifice?

Your officers live or die based on your decisions and the roll of the dice. The dead stay dead.

This is not a story about saving the world.
This is a war story you shape, battle by battle, scar by scar.

What kind of commander will you become?

Recruit officers from a pool of 50+ unique characters across four rarities:

Common → Rare → Elite → Legendary

Promote them. Assign them to 12 specialist roles:

First Lieutenant · Chief Scout · Cavalry Leader · Chief Engineer and more.

The right officer in the right role can turn defeat into victory.

When an officer dies, they are gone forever.

War reshapes your roster.

Every decision pulls you toward a way of war.

Attack when others hesitate, and the battlefield learns to expect you. Hold discipline under pressure, and your unit holds with you. Outmaneuver when others charge headlong, and the terrain becomes your weapon.

Repeat a pattern long enough and it becomes a trait. Traits compound. They also determine which assignments reach your tent and which never do. An Iron Command general gets called to break sieges. A Silent Strategist gets sent where the terrain is the whole fight.

Will you lead with ruthless pressure or calculated patience?

Every commander tells a different story.

You start on the line.

Survive long enough and the decisions change. Five men become a hundred. A hundred become a thousand. You stop being the soldier at the front and start being the mind behind it, reading ground, committing flanks, deciding who gets sent where and who doesn't come back.

At the top, the battlefield is only part of it. Rival generals have their own ambitions. The court watches who wins and who costs too much to keep winning.

Every rank brings more officers, bigger battles, and higher stakes for every mistake.

Battles resolve through a dynamic roll system:

D20 + Traits + Officers + Preparation + more

Victory is never guaranteed.
Even the best plans can fail.

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Some commanders unify the continent.

Most are remembered only by the men who buried them.