Free character creation tools for every Savage Worlds player. Original settings for those who like their fantasy dark, complex, and dangerously human.
We build free tools for the Savage Worlds community and publish original grimdark fantasy content set in the world of Arr'ath.
A free, browser-based character creation tool for Savage Worlds. Step-by-step wizard with live validation, budget tracking, powers, and gear. No login. No subscription. Works with core rules out of the box.
Arr'ath is a continent crushed beneath ten thousand years of immortal tyranny. Five regions, each with its own culture, conflicts, and reasons to fight. Regional supplements for Savage Worlds, built to professional standards.
One-sheet adventures published weekly on DriveThruRPG. Each one runs in a single session, requires only the Savage Worlds core rules, and drops your players into a world where easy answers don't exist.
DiceForge Studios is a small independent publisher creating content and tools for Savage Worlds by Pinnacle Entertainment Group.
We believe the Savage Worlds community deserves the best digital tools and the richest, most Fast, Furious, Fun! settings. The Character Builder is our contribution to the first. The Tribute Lands is our offering to the second.
Everything we build works standalone. The Character Builder serves any Savage Worlds campaign, not just ours. The setting supplements require nothing beyond the core rules.
Build legal Savage Worlds characters in minutes. Eight guided steps, live budget tracking, colour-coded validation. Free, forever, for everyone.
The Character Builder is in development. When it launches, it will live right here — no account required, running entirely in your browser.
Here's what we're building. Eight steps to a finished character, each validated in real time.
The builder walks you through Savage Worlds character creation one step at a time. Each step validates your choices in real time — green means complete, red means over budget, amber means still in progress.
Every tab in the step navigator is colour-coded:
A persistent stats bar at the bottom of the screen shows your Pace, Parry, Toughness, and Bennies updating in real time as you make choices.
You may take as many Hindrances as you like for narrative flavour, but the maximum benefit is 4 points (Major = 2, Minor = 1). Those points can be spent four ways:
Mix and match freely up to your 4-point cap.
The builder ships with Savage Worlds core rules. Setting-specific content can be toggled on from the Concept step. When regional supplements become available, their Edges, Hindrances, and equipment will appear alongside core options, clearly tagged so you always know what's from where.
The builder handles mechanical character creation — the numbers, the budgets, the legality checks. It does not reproduce descriptive text from any Pinnacle publication. Edge and Hindrance descriptions for core Savage Worlds content will read "See Savage Worlds core rules for full description." Setting-specific content from DiceForge supplements includes our own descriptions.
This tool references the Savage Worlds game system, available from Pinnacle Entertainment Group at peginc.com.
Ten thousand years of immortal tyranny. Five realms ground beneath the Dragon Throne. A hundred million souls harvested across the centuries. Welcome to the Tribute Lands.
The Glasryans discovered how to bind demons ten thousand years ago. The demon-blooded sorcerer-lords who rule from the Dragon Throne gained their immortality through pacts with the Abyss. Every Glasryan noble carries demon blood in their veins — literal heritage from ancestors who bargained with entities beyond mortal comprehension.
This is the source of their sorcery. This is why they've ruled for a hundred centuries while human kingdoms rise and fall like waves. And this is why the tribute ships sail — because the sorcerous appetite that keeps Glasrya functioning demands ten thousand souls every year, year after year, without end.
Beneath Glasrya's shadow, five human realms have found different ways to survive. Some collaborate, growing rich on the trade the Empire permits. Some resist, bleeding fighters into generational wars they cannot win. Some hide, perched in places the sorcerer-lords cannot easily reach. All pay tribute in one form or another — the only question is how much, and at what cost to the soul.
There are no simple heroes here. Collaboration keeps your family alive. Resistance gets your village burned. The morally pure die young and useless. Everyone else compromises, and lives with what that costs them.
Each region is a complete Savage Worlds supplement — playable independently, richer together.
Seven powerful merchant cities form a confederation bound by need rather than choice. Guilds matter more than armies, criminal gangs murder for profit, and even the temples understand transactional relationships. Ammaria prospers under tribute because it learned to call horror commerce and count souls instead of saving them. The only unforgivable crime is being too poor to matter.
A corsair confederation scattered across the archipelago of the Ragar Sound, where sea wyrms patrol the deep channels and every captain owes allegiance to the Council of Tides. The Saltlands burned their tribute treaty a generation ago and have been paying the price in blood ever since. Freedom here tastes like salt spray and black powder.
The frozen north, where the forest remembers everything and forgives nothing. Holtscarl warriors defend territories their families have held for centuries, Felsgard highlanders forge weapons in mountain holds, and the old ways persist in sacred groves the Empire has never reached. The Vinlands pay tribute through Ammarian intermediaries and hate every coin of it. Classic dungeon crawls and ancient ruins belong here.
Five floating city-states suspended above the clouds, maintained by ancient pacts and technologies the Glasryans cannot easily reach. The Concordium is the only realm that refuses tribute outright, protected by altitude and the inconvenient fact that sorcerer-lords prefer not to fight at heights where falling means dying. Politics, scholarship, and cloudsilk trade define life among the sky cities.
The Imperial City itself. Ancient, decadent, terrible. Demon-blooded nobles drift through millennia-long political games while mortal servants maintain the infrastructure of empire. Glasrya doesn't feature prominently in player campaigns — it looms at the edge of every story, the black city on the horizon, the place the tribute ships sail toward and no one returns from unchanged.
The Tribute Lands is built for Savage Worlds because Fast! Furious! Fun! is the right philosophy for grimdark adventure. Combat should be fast and lethal. Moral choices should matter more than tactical optimisation. A session should end with your players arguing about what they did — not how many hit points they have left.
Every supplement requires only the Savage Worlds core rulebook. The Fantasy Companion is recommended but never required. Our custom Edges, Hindrances, ancestries, and gear are designed to be portable — they work wherever your character travels, not just in the region that created them.
Where every transaction has a price and the only unforgivable sin is being too poor to matter.
In Ammaria, seven powerful merchant cities form a confederation bound by need rather than choice. Between those cities stretch vast forests and rolling farmland — a countryside the guild maps barely acknowledge and guild law barely reaches. The merchants talk of Ammaria as though it were their counting houses and warehouses. The peasants who feed them know better.
In the cities, guilds wield more power than armies. Criminal gangs murder for profit. Even the temples understand transactional relationships. The countryside remembers older ways, though tribute comes due regardless. Bad years mean debt, debt means bondage, and every village has empty houses where families used to live.
Ammaria prospers under tribute because it learned the lesson the other realms couldn't stomach: if you make yourself useful enough, the Dragon Throne lets you keep a larger share. The Ammarian genius lies not in defiance but in transformation — Vinlander iron becomes Ammarian steel, rough gems become jewellery for Glasryan Houses, and raw materials from across Arr'ath arrive tainted by suffering and depart bearing proud guild stamps and premium prices.
A complete regional supplement for Savage Worlds. Everything you need to run campaigns in the Guildlands.
From Mottgorte's smoke-choked canals to Salzfeld's consuming mines, each city has its own character, politics, and secrets worth killing for.
17 new Edges and 12 new Hindrances built for merchant campaigns. Guild Halberd Guard, Commercial Caster, Convincing Lie — options worth building characters around.
52 cards generating hundreds of commercial opportunities, plot hooks, and moral complications. Draw a card, build a session.
Guild Alchemists and Contract Wizards — regional magic traditions where the arcane is a trade, not a mystery. New Edges for practitioners who understand that spellcraft is a business.
The guild system with mechanical benefits and story complications. The criminal underworld and its hidden connections to legitimate power. The complex web that defines Ammarian politics.
Campaign frameworks, adventure seeds, a full bestiary, and pre-generated characters ready to play tonight. Morally complex adventures where profit and principle constantly conflict.
This supplement requires the Savage Worlds core rulebook. The Savage Worlds Fantasy Companion is recommended but not required.