Savage Kingdoms RPG

Savage Kingdoms RPG Savage Kingdoms is a heroic sword-and-sorcery roleplaying game set in a unique and gritty Dark Ages- SK is most inspired by Robert E.

Savage Kingdoms is a project over six years in the making, although this is might be counted as somewhat inaccurate - much of the setting used, and even several of the game's mechanics, have existed for closer to thirty years. SK provides an immersion-based sword-and-sorcery roleplaying experience, and while story, character, and heroic drama are certainly the focus, the game also contains enough "fiddly bits" to satisfy even the most jaded tabletop strategist. Savage Kingdoms utilizes but a single die type - a twenty-sided (or d20) - which helps resolve actions within the game and mores the gaming experience along faster since there aren't half a dozen different dice to worry about. Howard's Conan of Cimmeria, and his Hyborian Age setting, as well as George R.R. Martin's A Song of Ice and Fire and, perhaps to a lesser degree, Tolkien's Middle-earth. The world of SK is rich in flavor, detail, and gritty detail, all things to help the tabletop role-player gain a good grasp of his or her character and what goals, motivations, and fates to pursue. Savage Kingdoms is not a class-based system, instead relying much more on a varied and detailed approach to character-building based on race, culture, talents, weaknesses, and skills. Characters advance as they earned Experience, as most systems allow, but in a steadier (if slightly swifter) fashion. As such, a beginning character could conceivably hold his or her own with a character who has seen six or seven advancements, if not more.

A sample "mid-level" spell from the current SK 4E playtest rules. Enjoy!LIGHT OF AR (Life, Shadow)Prerequisites: Magical...
10/18/2026

A sample "mid-level" spell from the current SK 4E playtest rules. Enjoy!

LIGHT OF AR (Life, Shadow)
Prerequisites: Magical Arts: Life or Shadow level 5
DR: 15
Casting Time: 2 actions
Stamina Cost: 5
Range: 10 yards (Close)
Effect Area: A cone ending in a 3-yard wide terminus
Duration: Instantaneous
Ritual Components: Three of the following – Three lit white or gold candles, a crystal prism, a holy symbol of Arreus, a preserved sunflower blossom, or a lock of hair from an angelic being.

Details/Description:
Also known as Sacred Light or Sun’s Radiance, when you invoke this rare spell – an incantation more common in the East – a burst of pure and radiant light – extends from your palm outward. All creatures caught within this 10-yard-long cone (ending in a terminus 3 yards across) must succeed in an Endurance roll versus a DR set by your Magical Arts roll or suffer 1 point of Stamina damage per point of failure (maximum 5 points) and is Blinded until the end of their next turns. Furthermore, creatures with the Tainted or Light Intolerance weakness, or the Nether-sight ability, also take 1 point of Health damage per point of failure (maximum 5 points; armor is ineffective).

Note that Priests of Arreus and members of the White Magi receive a +2 bonus to Magical Arts: Life or Shadow rolls made to decipher and learn this spell.

-Critical Success: The maximum damages increase to 10 points.

-Critical Failure: Bright flashes within your own mind, causing you to become Partially Blinded for one minute.

We've recently divided the former Apprentice talent into two, with a more traditional crafting-based one and a more myst...
10/13/2026

We've recently divided the former Apprentice talent into two, with a more traditional crafting-based one and a more mystical version. Here they are. Enjoy!

CRAFTSMAN’S APPRENTICE (Crafting)*
Talent Point Cost: 3
Prerequisites: Intellect +0 or Willpower +0
You were trained directly by a journeyman or master craftsman, learning his or her trade in a very hands-on manner, a norm for most societies. Thus, you gain one of the following Crafting skill specialties of your choice depending on your chosen trade – Armorer, Blacksmithing, Carpentry, Leatherworking, Masonry, Shipbuilding, Tailoring, or Weaponsmith. In addition, you own a set of exceptional-quality craftsman’s tools pertaining to this specialty.

MAGE’S APPRENTICE (Mystical)*
Talent Point Cost: 4
Prerequisites: Intellect +0, Willpower +0, and at least one ‘Mage’ talent
You were apprenticed to a more mysterious master and learned the arcane ways of alchemy and sorcery; in this case, you may choose a free skill specialty of the Alchemy skill or you know one additional spell than normal (assuming you have the appropriate ‘Mage’ talent – for example Air Mage, Death Mage, etc. – plus any other requirements). If you choose the former, you also receive an exceptional-quality alchemist’s kit; if you choose the latter, you begin play with the necessary ritual components associated with all spells that you know at character creation.

Thought we'd share another sample of the new character background stuff, this time using Skathians - a northern people -...
10/09/2026

Thought we'd share another sample of the new character background stuff, this time using Skathians - a northern people - as an example.

Racial/Cultural Abilities: Choose one of the following below, which helps to establish more precisely where within Skathia you were born or what your lifepath might’ve looked like in your earlier years.
- DRAGON-LANDER – You were born and raised in the far east, or northeast, of Skathia, along the shores of the Dragon Sea. In addition, several draconic cults have given rise in this region, and as such, you gain a skill level in either Sailing or Perception, as well as the ‘Dragons’ or ‘Sea’ specialty of the Lore skill. Mulovian or Dragon-speech must be your secondary language.
- MOUNTAINEER – You were born and raised in the western reaches of Skathia, near or within the mighty Iceclaw Mountains or their rugged foothills. As such, you gain a skill level in either Perception or Survival, as well as the ‘Climbing’ specialty of the Athletics skill. You must choose Thorakkian, Duergar, or Troll-speech as your secondary language.
- SAVAGE NORTHMAN – You were born and raised in north or northwest Skathia, not far from the territories of the savage Thorakki clans and their incessant raids and violent ways. The Giantwood Forest might be close by as well. Thus, you gain a skill level in both Endurance and Survival, and must choose Thorakkian or Giant-speech as your secondary language.
- VOLGA’S SHADOW – You were born and raised in Torvalla or Valkenport, one of the larger towns in the Skathian eastlands. The latter was the original capital of the realm, but in recent times, the queen’s (and high volga’s) seat was move to Torvalla further north. As such, you gain a skill level in Healing Arts or Perception, as well as the ‘Religion’ specialty of the Lore skill. You must choose Mulovian, Thorakkian, or Angelic as your secondary language.
- WRAITH-BORN – You were born and raised in the southern reaches of Skathia, near the Mulovian border and in close proximity to the infamous Wraithwood Forest, a haunted woodland of spectral creatures and time-altering terror. As such, you gain a skill level in both Resolve and Survival but must take either the Madness or Phobia (undead – minor) weakness without benefit of the bonus points. You must choose Mulovian or Nether-speech as your secondary language.

Today, we're showcasing another battle talent option from the SK 4E playtest rules!BASHING BLOW (Battle)Talent Point Cos...
10/04/2026

Today, we're showcasing another battle talent option from the SK 4E playtest rules!

BASHING BLOW (Battle)
Talent Point Cost: 3
Prerequisites: Physique +1 and Melee Weaponry level 2

By expending 1 Stamina point and taking a mighty swing with a battleaxe, flail, greataxe, mace, maul, or warhammer, you effectively gain +2 Armor Piercing (AP) for that particular attack action.

More Cultural Abilities options to share from the SK 4E playtest rules, this time for Aradornian characters. Enjoy!- EAS...
10/03/2026

More Cultural Abilities options to share from the SK 4E playtest rules, this time for Aradornian characters. Enjoy!

- EASTVELD – You were born and raised in the eastern region or “duchy” of Aradorn, bordering the Dragon Sea, the Bloodthorn Forest, and the Lorinthian province of Aradornum. As such, you gain a skill level in Sailing and Survival, and your secondary language choice must be one of the following – Goblin-tongue, Lorinthian or Mulovian.

- MIDLANDS – You were born and raised in Aradorn’s western region/duchy, where can be found the capital city of Palador and the holy city of Saint’s Haven. Therefore, you gain a skill level in Persuasion and either the ‘Heraldry’ or ‘Religion’ specialty of the Lore skill. Your secondary language must be Lorinthian or Mulovian.

- TRUTH-BORN – You were raised, perhaps as an orphan, among the Truthkeepers, the monastic-priests of Saint Paladyr (called The Lone True God). As such, you learn the read, write, and follow the basic disciplines of prayer, meditation, and the communal arts. Thus, you gain a skill level in Language and Healing Arts, as well as the ‘Religion’ specialty of the Lore skill. However, you must take the Monastic or Zealot (of Saint Paladyr) weakness without receiving any of the bonus points. You must choose Caernian, Lorinthian, or Angelic as your secondary language.

- WESTVELD – You were born and raised in the western region/duchy of Aradorn, bordering the forested Sidhe-realm of Celendoril, Brythia, and the rebellious client-kingdom of Caernia. Thus, you gain a skill level in Animal Handling and Perception, and your secondary language must be Caernian, Cymreddi, or Sidhe.

Here's another sample of the new character creation material mentioned in yesterday's post. This time, we feature the Es...
10/02/2026

Here's another sample of the new character creation material mentioned in yesterday's post. This time, we feature the Esmandian culture:

- BORDERLANDER – You were born and raised in northern Esmandos, beyond the larger townships and within the border-region of the savage Cymreddi tribes. As such, you gain a skill level in Perception and either the ‘Forests’ or ‘Plains’ specialty of the Survival skill. You must choose Cymreddi or Sidhe as your secondary language.

- GORGOTHAN – You were born and raised in southern Esmandos, perhaps not far from the borderlands of Gorgotha, that accursed and mountainous land of the gorgons. As such, you gain a skill level in Perception and Survival, but you must take either the Chronic Ailment or Tainted weakness without receiving the bonus points. Gorgonic or Prydonian must be your secondary language.

- KING'S MAN (OR WOMAN) – You were born and raised in Santago, or perhaps Port Tiegos, as an Esmandian sworn to the cause of either of the “two kings’, be it Carlitos or Santos, and their civil war that has ravaged much of Esmandos over the past decade. Thus, you gain a skill level in either Melee or Ranged Weaponry, as well as the ‘Heraldry’ or ‘History’ specialty of the Lore skill. You must choose Old Esmandi or Prydonian as your secondary language.

- PIRATICAL PAST – You spent many moons among a crew of pirates and sea-raiders, likely having spent more time at sea than on land. Regardless, you gain a skill level in Sailing as well as either Acrobatics or Athletics, although you must take the Infamous or Tainted weakness without benefit of the bonus points. Brythian or Prydonian must be your secondary language.

We're still tweaking and "perfecting" SK 4E, and part of that is the addition and refinement of new stuff. The following...
10/01/2026

We're still tweaking and "perfecting" SK 4E, and part of that is the addition and refinement of new stuff. The following is an example of new material being workshopped and represents an attempt to add Racial (or Cultural) Abilities for the various human cultures, not only to fill that section of the character sheet, but an effort to refine more precisely where characters come from and/or what helped shape them in their early, pre-adventuring, years.

In this case, we're using the examples from the Gaernic race/culture section, a Celtic-like people from the northwestern reaches of Astagonia (the Western Continent). Enjoy, and let us know what you think!

Racial/Cultural Abilities: Choose one of the following below, which helps to establish more precisely where within the Emerald Islands you were born or what your lifepath might’ve looked like in your earlier years.

- CAELITE – You were born and raised in the tribal kingdom of Cael, in the south of Innis Gaern (the main Emerald Island), one of the three realms of the Gaernic peoples. As such, you gain a skill level in Athletics and Sailing, and you must choose Brythian, Cymreddi, or Fomorian as your secondary language.

- DAL RUATHAN – You were born and raised in the tribal kingdom of Dal Ruatha, in the north of the main Emerald Island of Innis Gaern, whose Gaernic peoples often paint themselves in red warpaints (Dal Ruatha means “land of the red ones”). Thus, you gain a skill level in either Athletics or Brawling, and you pay 2 points less for the Body-painting talent. Fomorian or Norish must be your secondary language.

- FAERLANDER – You were born and raised in the largest and most populated of the three tribal-realms of Innis Gaern, a kingdom less insular (and somewhat less barbarous) than the other two. As such, you gain a skill level in Persuasion and either Crafting or Sailing. You must have Brythian, Firbolg, or Norish as your secondary language.

- MISTY ISLANDER – You were born and raised in the small islets just south of Innis Gaern, known as the Misty Isles, which are essentially a dozen or so “lesser” Emerald Islands. Few other than hermits and outcasts live here, and thus you gain a skill level in Perception and Survival; however, you must take either the Madness or Monastic weakness without benefit of the bonus points. Brythian, Cymreddi, Esmandian, or Fomorian must be your secondary language.

Mystical Talents are one of six categories of Talents within the SK 4E game system. The following is merely one of sever...
09/30/2026

Mystical Talents are one of six categories of Talents within the SK 4E game system. The following is merely one of several dozen options for player-characters.

DEATH-TOUCHED (Mystical)*
Talent Point Cost: 5
Prerequisites: Magnetism or Willpower +0

You died once, long ago, and were restored back to life by means of powerful life-magics or perhaps by even more mysterious circumstances. Alternately, you had a very close brush with a powerful undead creature in your past, an event that has “touched” you to this day. As such, you receive one skill level in Magical Arts: Death (but cannot go above normal maximum) and gain the ‘Undead’ specialty of the Lore skill. Furthermore, by expending 2 Stamina points and an action, you can sense the presence and general direction of all undead creatures within 20 yards of you.

Weaknesses grant bonus points to characters toward additional talents or skills, but more importantly, they add depth an...
09/29/2026

Weaknesses grant bonus points to characters toward additional talents or skills, but more importantly, they add depth and realism to PCs. And here's another one from a selection of over two dozen available in SK 4E!

OATH-BREAKER
Bonus Points Gained: 2
Prerequisites: Cannot have the Oath-bound weakness

Some time ago, perhaps not so far back, you broke an important oath or vow, one that few people have forgotten (such as to a king, queen, emperor, high priest, etc.). As such, you suffer a -4 penalty to Performance and Persuasion skill rolls when interacting with those of whom you broke the oath or to those who have heard of this oath-breaking via your Renown.

Since it's Monday, thought it an appropriate day to share one of the many options for character Weaknesses in the SK 4E!...
09/28/2026

Since it's Monday, thought it an appropriate day to share one of the many options for character Weaknesses in the SK 4E! ;)

ADDICTION
Bonus Points Gained: 1 or 2
Prerequisites: None

You are addicted to a physical stimulant such as ale, mead, w**e, blood lotus, dream lotus, or some obscure alchemical or herbal concoction. The GM has final approval on what this might be. For the 1-point bonus, your addiction is minor and you must “feed” it at least once every three days; for the 2-point bonus, the addiction is major and must be satiated every day. Failure to address the addiction within the proper time limit causes you to suffer a -1 to your Vigor (until satiated).

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