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Pendragon: The Sauvage King - Hardcover

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Dare the Realm of the Sauvage King!

In the heart of Logres, an enchanted wood festers and grows. It is the realm of Madog, King of the Forest Sauvage, and it holds many great perils… and strange wonders. Many who venture beneath its nighted boughs are never heard from again. How will you fare?

What’s Inside?

Pendragon: The Sauvage King is a campaign expansion for Pendragon, offering a wellspring of adventures to play and settings to explore as part of an ongoing campaign.

The Forest Sauvage

Devil Rider

A massive sandbox-style adventure, The Forest Sauvage plays differently every time the Player-knights enter. It is a wild realm that will test the Player-knights mettle with its fairy beasts, witches and enchanters, demon-spawned knights, and cursed castles.

Cover

Launch a New Campaign…

Praying

“The Adventure of Black Annis” and “The Adventure of the Salisbury Hare” are one-shot scenarios designed to be played in a single session. They are perfect for launching a new campaign.

Fantastic Castle

…Or Enrich an Existing one!

Changling

“The Adventure of the White Horse Vale,” promises an evening the Player-knights will not soon forget, and the possibility of earning blessings from the Goddess of Horses herself. This adventure can be slated into any ongoing Pendragon campaign. Additionally, Pendragon: The Sauvage King contains three random adventure generators that enable the Gamemaster to create encounters with strange knights, damsels in distress, or mysterious magicians on the fly, or as the seed for a scenario of their own design.

Moonlight Ride

The Pendragon: Core Rulebook or the Pendragon: Starter Set are required to use this book. The contents of this book can be enhanced with the Pendragon: Gamemaster’s Handbook.

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Publisher:
Chaosium
Ruleset:
6th Edition Pendragon
Year Released:
2024
Page Count:
80
Format:
Full Color PDF
ISBN:
978-1-56882-556-4
Authors:
Greg Stafford, David Zeeman, Doyle Wayne Ramos-Tavener
Cover Artist:
Loïc Muzy
Interior Artists:
Hannah Elizabeth Baker, Sam Carr, Lisa A. Free, Josep Perez, John Sumrow, Dimitar Stoyanov
Cartography:
David Zeeman
Heraldry & Marginalia:
Simeon Cogswell, Kalin Kadiev, & Ash Stellmach
Line Editor:
David Larkins
Producers:
Mike Mearls & Brian Holland
  • Full Star Full Star Full Star Empty Star Empty Star 3
    The Sauvage King — Strong Ideas, Frustrating Execution

    Posted by Manny Lll on 19th Oct 2026

    There is a great deal to like in The Sauvage King. The central concept of the Forest Sauvage is excellent Pendragon: after Uther’s death, political disorder is reflected in the land itself, the boundary with Faerie weakens, and King Madog begins imposing his own supernatural kingdom upon Logres. The idea that “the king is the land” is used particularly well, and the Forest is intended as a recurring adventure location that can be explored over several years rather than cleared in a single expedition. Many of the individual encounters are imaginative and strongly Arthurian. Enchanted castles, changelings, fairy bargains, strange contests, warped hospitality, deceptive towns, ancient wells and talking animals all feel appropriate to Pendragon rather than generic fantasy. The adventure also makes good use of Traits, Passions, Courtesy, Hospitality, Folklore, Gaming, Horsemanship and similar skills, which is exactly what I want from Pendragon. Unfortunately, the book often feels underdeveloped and difficult to run. The biggest issue for me is presentation. The Forest Sauvage is fundamentally a location-based adventure built around routes, entry points, travel, getting lost and discovering connections between sites, yet the map is difficult to reconcile with the normal Pendragon campaign geography. Given how central navigation is to the adventure, that is a serious problem rather than a cosmetic one. The layout also makes running the adventure unnecessarily awkward. Information is scattered between location descriptions, navigation rules, threshold encounters, Hollowings, Lost in Sauvage, and references to generic statistics elsewhere. In PDF form this is manageable because searching and jumping between pages is easy; I would find the physical book substantially harder to use at the table. Named NPCs are frequently underdeveloped. Important characters may have little or no physical description, heraldry, detailed personality, family information or individual statistics. Sir Yves, for example, is a named castellan around whom an entire encounter revolves, yet the GM is simply instructed to use the generic “Veteran Knight” statistics. For Pendragon, where Traits, Passions, allegiances, reputation and heraldry matter so much, this feels particularly thin. Some encounters also seem insufficiently playtested or developed. The horseracing encounter is a good example: Sir Yves has been supernaturally driven into an obsessive love of racing, yet the written solution is essentially to indulge that obsession and somehow defeat him in a heavily rigged race. Riders suffer a –10 Horsemanship penalty, and the book recommends at least five race segments. This sits oddly alongside other encounters where the solution is to recognise and resist the distorted behaviour encouraged by Faerie. The ending is another disappointment. After the Player-knights overcome the Forest and reach King Sauvage, Merlin and Saint Dubricus can simply appear, pass judgement on Madog, sprinkle holy water on him and banish him. That takes agency away from the Player-knights at exactly the point where they should be resolving the central conflict themselves. There is also relatively little incidental art for a book built around such visually distinctive locations and characters. More portraits, heraldry, castles, fairy creatures and location illustrations would have made the adventure much easier to present at the table. Overall, I think The Sauvage King contains excellent raw material but requires a surprisingly large amount of GM work. I have enjoyed running it, but I have found myself repeatedly rewriting encounter logic, creating NPC details, correcting or reinterpreting geography, and building stronger connections between the individual adventures. The strongest elements are the premise, atmosphere, folklore and individual ideas. The weakest elements are organisation, GM support, cartography, NPC development and the cohesion of the adventure as a whole. For a GM willing to substantially develop the material, there is a very good Pendragon campaign hiding inside it. I just wish more of that work had been completed before publication.