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"...and the wise men all stood about, mouths agape, unsure of what to tell their lord. Some knew that silence was often the poorest advisor.."

FREQUENTLY ASKED QUESTIONS (FAQ)

The following represent some of the most frequently asked questions, inquiries, dilemmas, and enigmas regarding all things Savage Kingdoms...

01

What types of dice will I be needing to play Savage Kingdoms?

That's quick and easy:  one die type, a twenty-sider (d20), although having several d20s on hand might not be a bad idea.  A twenty-sided die is used for everything from Skill rolls to resistance rolls and all things in between.  In combat, one single roll of a d20 determines both "hit" and "damage", causing combat to flow a bit faster and smoother than most RPG systems.​

02

What type of setting, or atmosphere, is Savage Kingdoms set in?

 

The "known world" of SK is thematically sword-and-sorcery, with an ancient world and Dark Ages feel to it.  Thus, the setting is fairly dark with villains looming every bit as large as heroes, and morality often taking on a very "grey" aspect.  Honor often runs deep, though, and some shades of Tolkien-esque high fantasy can be found too, and some Lovecraftian weirdness besides, all creating a vibrant and gritty atmosphere.

03

Who publishes Savage Kingdoms, and in what formats?

 

As of right now, there is no official or otherwise designated publisher for SK.  However, we are definitely on the look out for an affordable and competent one, hopefully raising enough funds on Kickstarter.com to either entice a "true" publishing house or afford to self-publish on our own.  We're looking at standard sized (8.5 x 11) softcover as well as downloadable formats.  If we're lucky, hardcover would be awesome!

04

Is SK a class-based or skill-based system?

In truth, it's neither and yet both.  That is, there are no set character classes as such -- no rigid blocks of skills and other abilities one just receives wholesale and without variation -- although there are Life-paths to help guide your character concept.  Races and cultures make a huge difference here, often guiding you into certain types of characters simply by virtue of what Talents and Skills they tend to excel at. 

05

How's the magic system?  Is the system and setting geared to more "high magic", or is it a bit grittier and "toned down"?

Magic, or sorcery, is fairly rare in SK, and characters must have the appropriate Talent in order to even attempt to use any of the seven disciplines of the magical arts -- air, earth, fire, water, life, death, and shadow.  Casting spells costs Stamina Points, as do many Battle Talents and other special abilities.

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