the world of palladium: players guide. the world of paladiumworld of palladium is a semi-persistant...

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The World of Palladium: Players guide. The world of Paladium: A players guide. This guide and all of it's content is made according to the PALLADIUM BOOKS ® INTERNET POLICY which can be found at http://www.palladiumbooks.com/policies.html. Palladium Fantasy RPG ® is a registered trademark owned and licensed by Kevin Siembieda and Palladium Books, Inc © 1983, 1987, 1988, 1990 Kevin Siembieda; © 1995 Palladium Books, All rights reserved world wide. No part of this work may be reproduced in part or whole, in any form or by any means, without permission from the publisher. All incidents, situations, institutions, governments and people are fictional and any similarity to characters or persons living or dead is strictly coincidental." The staff of The World of Palladium can in no way be held responsible for anything in this guide, nor anything that happens at The World of Palladium server. Page 1 of 92

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Page 1: The World of Palladium: Players guide. The world of PaladiumWorld of Palladium is a semi-persistant world loosely based on the Palladium Fantasy Roleplaying Game. The server is intended

The World of Palladium: Players guide.

The world of Paladium:A players guide.

This guide and all of it's content is made according to the PALLADIUM BOOKS® INTERNETPOLICY which can be found at http://www.palladiumbooks.com/policies.html.Palladium Fantasy RPG® is a registered trademark owned and licensed by Kevin Siembieda andPalladium Books, Inc

© 1983, 1987, 1988, 1990 Kevin Siembieda; © 1995 Palladium Books, All rights reserved worldwide. No part of this work may be reproduced in part or whole, in any form or by any means,without permission from the publisher. All incidents, situations, institutions, governments andpeople are fictional and any similarity to characters or persons living or dead is strictlycoincidental."

The staff of The World of Palladium can in no way be held responsible for anything in this guide,nor anything that happens at The World of Palladium server.

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Table of ContentsThe Server Rules:................................................................................................................................. 5Starting tips:........................................................................................................................................11The haks needed:................................................................................................................................ 12Class Rules:........................................................................................................................................ 12The races:............................................................................................................................................12

Humans:......................................................................................................................................... 12Human Beings at a Glance:.......................................................................................................14

Elves:............................................................................................................................................. 15Elves at a Glance.......................................................................................................................17

Dwarves:........................................................................................................................................ 18Dwarves At a Glance:............................................................................................................... 20

Gnomes:......................................................................................................................................... 22Gnomes At a Glance:................................................................................................................ 23

Troglodytes:................................................................................................................................... 24Troglodytes at a glance:............................................................................................................ 26

Kobolds:.........................................................................................................................................27Kobolds At A Glance:...............................................................................................................29

Goblins:..........................................................................................................................................30Goblins At A Glance.................................................................................................................32

Hob-goblins:.................................................................................................................................. 33Hob-Goblins At A Glance:........................................................................................................33

Orcs:...............................................................................................................................................35Orcs At A Glance:.....................................................................................................................36

Changelings:.................................................................................................................................. 38Changeling At A Glance:.......................................................................................................... 39

Wolfen:.......................................................................................................................................... 40Languages:..........................................................................................................................................43The World:..........................................................................................................................................44

The Kingdom of Bizantium........................................................................................................... 45The Great Northern Wilderness..................................................................................................... 46The Northern Mountains ...............................................................................................................46Ophids's Grasslands....................................................................................................................... 46The Land of the Damned............................................................................................................... 46The Western Empire ..................................................................................................................... 47The Isle of the Cyclops.................................................................................................................. 47The Eastern Territory .................................................................................................................... 47Phi & Lopan...................................................................................................................................48Old Kingdom Mountains............................................................................................................... 48The Old Kingdom.......................................................................................................................... 49Mount Nimro................................................................................................................................. 51The Baalgor Wastelands ............................................................................................................... 51The Timiro Kingdom .................................................................................................................... 51

Land of the South Winds...........................................................................................................51The Yin-Sloth Jungles................................................................................................................... 51The Floenry Isles:...........................................................................................................................52

Palladium alignments:........................................................................................................................ 52Lawful Good (Principled).............................................................................................................. 52

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Neutral good (similar to Unprincipled)..........................................................................................53Chaotic good (Scrupulous)............................................................................................................ 53Lawful Neutral (similar to Unprincipled)...................................................................................... 53Chaotic Neutral (Anarchist)...........................................................................................................54Lawful Evil (Aberrant).................................................................................................................. 54Neutral Evil (Miscreant)................................................................................................................ 55Chaotic Evil (Diabolic)..................................................................................................................55

Code of Chivalry................................................................................................................................ 56Gods:...................................................................................................................................................57

INDIVIDUAL GODS AND PANTHEONS OF THE PALLADIUM WORLD........................... 58*THE PANTHEON OF DRAGONWRIGHT.......................................................................... 58

KYM-NARK-MAR .............................................................................................................58ZANDRAGAL..................................................................................................................... 58KORMATH..........................................................................................................................58STYPHON THE BLACK.................................................................................................... 59

*THE CULT OF CHANTICO..................................................................................................59CHANTICO ........................................................................................................................ 59

*THE PANTHEON OF RURGA............................................................................................. 59RURGA................................................................................................................................ 59CIRGA THE BOWMAN..................................................................................................... 59PANATH..............................................................................................................................60KALBA................................................................................................................................ 60LISTA...................................................................................................................................60*CULT OF ACO.................................................................................................................. 61ACO......................................................................................................................................61THE JUGGERNAUT...........................................................................................................61

*KIRGI THE RAT GOD.......................................................................................................... 61KIRGI................................................................................................................................... 61

*VALD-TEGOR, LORD OF THE UNDEAD..........................................................................61VALD-TEGOR.................................................................................................................... 61

*UTU, LORD OF THE DEAD.................................................................................................62UTU......................................................................................................................................62

*TOLMET THE CRUEL..........................................................................................................62TOLMET..............................................................................................................................62

*THE PANTHEON OF THE NORTHERN GODS.................................................................62OD........................................................................................................................................ 63EPIM.................................................................................................................................... 63LOKNAR............................................................................................................................. 63HOKNAR.............................................................................................................................63HEIM....................................................................................................................................64BELIMAR............................................................................................................................ 64ALGOR................................................................................................................................ 64

*PANTHEON OF TAUT/PANTHEON OF DARKNESS.......................................................64SET, LORD OF DARKNESS..............................................................................................64ANUBIS, LORD OF THE DEAD....................................................................................... 65APEPI THE IMMORTAL....................................................................................................65AMON THE HIDDEN ONE................................................................................................65ANHUR, THE SLAYER OF ENEMIES............................................................................. 66AMMIT THE BEAST..........................................................................................................66

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BES THE DEPRAVED........................................................................................................66*PANTHEON OF RA/PANTHEON OF LIGHT..................................................................... 66

RA, LORD OF LIGHT.........................................................................................................66THOTH, LORD OF WISDOM............................................................................................ 67ISIS, THE ALL-MOTHER.................................................................................................. 67OSIRIS, THE LAWGIVER..................................................................................................67HORUS OR HARMAKHIS THE GREAT SPHINX.......................................................... 68APIS THE SACRED COW................................................................................................. 68

*GODS OF THE SOUTHERN JUNGLES.............................................................................. 68YIN-SLOTH THE TERRIBLE............................................................................................ 68PITH THE SNAKE GOD.................................................................................................... 68TARK THE SPIDER GODDESS........................................................................................ 69IPPOTOMI THE WATER GODDESS................................................................................69LOPNEL THE RED GOD................................................................................................... 69

*DEMON LORDS.................................................................................................................... 69MODEUS, LORD OF HADES............................................................................................69ANDRAS, MARQUIS OF HADES.....................................................................................70RABDOS THE STRANGLER.............................................................................................70KUBERA-LOE.....................................................................................................................70MICTLA THE DEVOURER............................................................................................... 70SUCCOR-BEMOTH............................................................................................................70CHARUN THE CRUEL...................................................................................................... 71ABDUL-RA......................................................................................................................... 71BELPHEGO OF THE SULPHUR PITS.............................................................................. 71MANTUS, KING OF THE DEAD...................................................................................... 71MANIA, QUEEN OF THE DEAD...................................................................................... 71MURMUR............................................................................................................................72MORMO, LORD OF THE GHOULS..................................................................................72ABRASAX THE INSATIABLE..........................................................................................72

*DEVILS...................................................................................................................................72SATAN, LORD OF HELL...................................................................................................72HEL...................................................................................................................................... 72MEPHISTO, THE DECIEVER............................................................................................73OLD NICK........................................................................................................................... 73LEVIATHAN....................................................................................................................... 73RHADA................................................................................................................................73DIABOLUS.......................................................................................................................... 73

Pantheons............................................................................................................................................74CHURCH.......................................................................................................................................74CULTS...........................................................................................................................................74SECTS........................................................................................................................................... 74RELIGIOUS DIRECTIONS.......................................................................................................... 74RELIGIOUS TYPES:.................................................................................................................... 75SPECIFIC RELIGIOUS ORGANIZATIONS OF THE PALLADIUM WORLD........................ 75

THE CULTS OF CHANTICO..................................................................................................76THE CULT OF KALBA...........................................................................................................76THE CULT OF THE GREAT ONE......................................................................................... 76THE CULT OF THE UNDEAD...............................................................................................77THE CULT OF SET................................................................................................................. 77

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THE CULT OF YIN-SLOTH THE TERRIBLE.......................................................................77DEATH CULTS........................................................................................................................78THE CHURCH OF LIGHT (RA)............................................................................................. 78THE CHURCH OF LIGHT AND DARK................................................................................ 79THE CHURCH OF THE SEVEN WATERS........................................................................... 79THE CHURCH OF TAUT (CHURCH OF DARK).................................................................79DEMON/DEVIL WORSHIP.................................................................................................... 80ELEMENTALISM/WARLOCKS............................................................................................ 80KIRGI THE RAT GOD............................................................................................................ 80DRAGONWRIGHT..................................................................................................................81THE NORTHERN RELIGION.................................................................................................81THE NORTHERN SEA GOD.................................................................................................. 81THE SECT OF ACO.................................................................................................................82THE SECT OF BES..................................................................................................................82THE SECT OF RURGA........................................................................................................... 82THE SOUTHERN RELIGION OF SLOTH............................................................................. 83THE SECT OF PANATH.........................................................................................................83THE SECT OF THE SPIDER GOD.........................................................................................83THE RED GOD........................................................................................................................ 84THE SNAKE GOD................................................................................................................... 84

The Palladium Timeline..................................................................................................................... 84The Age of Chaos.......................................................................................................................... 85The Age of Light............................................................................................................................85The Battle of Gods.........................................................................................................................86The Age of a Thousand Magicks................................................................................................... 87The Age of Elves........................................................................................................................... 87The Millennium of Purification..................................................................................................... 89The Time of Man........................................................................................................................... 89Timeline Summary.........................................................................................................................89

The Server Rules:Server Forums: http://nwn.bioware.com/guilds_registry/viewguild.html?gid=3425

{}=previous

Admin: Smrtihara, Swartley, Sam {Airyn, LastWordz}

Lead DM: {TundraGrrl}

Server Host: Sartrix

DMs: Smrtihara, el pucho, Swartleyj, Grayhamster, Blainehick"Sam", Sartrix, LiquidVoodoo,PlatinumDragon {Angel, Poor_Otis, Winterseason, Genghis2k, LastWordz, Airyn, TundraGrrl,Kudo, Gwai-lo, Aemesh}

Builders: Swartleyj , LiquidVoodoo {LastWordz, Airyn, Waffles, Winterseason}

Other Contributibutors: dr_saturn, WinterSeason, Derkus, el pucho, Genghis2k, TundraGrrl,AutomaticRoboticFuture, Aesgaroth, CFX, Ravelen, Panyx and others that may have gottenforgotten (so, here's a big thank you to them!) and the general player-base as a whole (for makingthis an excellent server).

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The Rules:

World of Palladium is a semi-persistant world loosely based on the Palladium Fantasy RoleplayingGame. The server is intended to be a combat heavy, challenging, and fairly heavy roleplayingserver, with a roleplaying enforced environment. It is highly recommended that you read thisdocument ( ), detailing the basics of roleplaying on NWN Multiplayer servers - it has alot of usefulinformation for new and experienced players alike.

Dms and Administrators reserve the right to penalize, boot, or ban players who do not follow theserules. Players will be usually given verbal warnings regarding their behavior before penalties areenacted. Penalties given are at the descression of the DM giving them - and could include anythingfrom experience deductions, removal of items/gold, booting a player from the server, or temporarilybanning or permabanning the player (this is by no means a comprehensive list - the punishmentswill fit the crime, as the saying goes).

It is a priveledge, not a right, to play on this server.

Griefers and highly disruptive players will be permabanned immediately and without warning.

Players who are here just to loot/level are not encouraged to play on this server.

By logging in to the server, you are expressly agreeing to playing by the rules as set forth here.

If you have any issues with a DM, take it up with one of the administators in tells, or in privatemessages on the forums.

On Roleplaying:

Players are expected to roleplay their characters. Players are expected to play within the confines oftheir statistics, their alignment, their class(es), and their race. Of course, not all characters fit the"stereotypes" of a world - but tolerances and the like should be developed through roleplay, notthrough a complete "breaking of the mold" from the get-go.

On In Character/Out of Character (IC/OOC) Interactions:

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If you are unsure of the difference between these two things, or are new to roleplaying in general,please refer to this play guide: http://nwvault.ign.com/Files/other/data/1054180720258.shtml

Players are expected to play In Character most of the time. OOC interactions should be kept to aminimum, and restricted to party chat or tells - and must be clearly marked as such. Most peoplemaking an OOC statement will preface it with ((, or ooc: - but other variations are acceptable if theyclearly show the difference between IC and OOC interactions. Players who consistantly speak OutOf Character without prefacing it as such will be warned by DM's, and then experience penaltieswill be applied. If the experience penalties do not change a players behavior, Dms will temporarilyor permaban the player - depending on the judgement of the DM and the circumstances surroundingthe situation.

On Character Names, Colored Names, and Character Appearances:

Players are not allowed to create characters using copywrited names. This includes names that arefrom books, comics, TV, movies, anime, game world settings such as Forgotten Realms, and othersources. Losely basing character concepts on such things is ok, but it cannot be a direct copy or rip-off. Characters should be the unique creation of the player.

Colored Names are not allowed, whatsoever - they interfere with the proper display of various toolsprovided for players and for the DM's.

Character Appearances are restricted as well. Hair and Skin colors must reflect the race of thecharacter being played. They should not be picked on the basis of "it looks cool". This also goes forsoundset selection. Players should not be picking sound-sets that make no sense for their character.

Players may be forced to remake their character if a DM or another player objects to anythinginvolving the above.

On Player Races and Subraces:

Players are not allowed to play characters who are demons, half-demons, devils, half-devils,celestials, half-celestials, dragons, half-dragons, vampires, half-vampires, drow, half-drow,constructs, tieflings, aasimar, gensai, githyanki, etc (there's no reason to list them all, the concept isclear here).

Players may create characters that are of any standard race or alignment, it is recommended you readthe sign in the Starting Temple regarding these, or the Sticky in the Forums.

Players may create characters that are of any of the following subraces: DWARF: GOLD, GRAY

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(Duergar), SHIELD // ELF: MOON, SUN, WILD. WOOD // GNOME: DEEP (Svirfneblin), ROCK// HALF ELF // HALF ORC // HALFLING: GHOSTWISE, LIGHTFOOT, STRONGHEART.

Players may, after posting a request to the Requests Forum at our Guild and receiving approval froma server Administor may play one of the following custom monster races: Goblin, Orc, Hobgoblin,Wolfen, Changeling, Ogre, Kobold, or Troglodyte.

On Exploiting/Cheating:

Exploiting loopholes in the system is in no way tolerated. People caught exploiting aspects of theserver or the NWN game will be penalized.

This includes any of the following:

Using Subdual Damage to get around bleeding to death, logging in and out to attempt to avoidbleeding to death, logging out to "wait out" spell effects such as fear or confusion, logging out toavoid death, and other things of this nature. Any of these actions, and others, if caught by a DM willresult in penalties.

Notifying the Builders of any known exploits will ensure that they are either fixed, or dealt with insome way.

On Tweaking and Twinking:

Transfering objects between your own characters (even "selling" things to yourself), creatingmultiple characters to gain more starting gold, giving magical items to low levels for free ordrasticly reduced costs, and other things of this nature are not allowed. People being caught will bepenalized.

Selling/Giving Away Magical Items:

Characters should sell magical items for at *least* 3 times as much as they can get for them at astore - preferably 5 times or more.

Players should refrain from giving "gifts" of magical items to other characters - especially those oflow levels. Just because Item Level Restrictions are not turned on, does not mean that people areallowed to use things that are well over their level to use. Our rule-of-thumb regarding this is thatpeople may use items up to 3 levels higher than their current.

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Player Killing and Pickpocketting (PK/PP):

PK's are allowed if they are done in a roleplay fashion, and are not generally disruptive to otherindividuals. Remember, playing an evil character does not necessarily mean playing as apsychopathic killer. Please read the sign On Alignments for details regarding the different playablealignments.

Conflicts between players should be settled in an In Character fashion, and they should not involveDM's in their dispute unless it is a specific complaint regarding griefing or other similar behavior. Ifa conflict results in an OOC conflict, please settle it yourselfs using tells.

Even though Fort Brandt is not a no-pvp zone, people are expected to play as if they are in acivilized town that has active guards - even if the DM's are not around. People should expect forface logical consequenses for their actions around Fort.

Pickpocketting is allowed as well, but is restricted to small, light objects. If you pickpocketsomething that is large and heavy, you are obligated (OOC) to return it to the person you stole itfrom. This does not apply to people who are incapacitated in some way, such as sleeping, orbleeding to death. In these cases you may steal what you wish, and are under no IC or OOCobligation to return aquired goods.

On Metagaming:

Metagaming is not tolerated for many reasons, the primary being that it is very poor roleplaying.Knowledge gained by one character, although known by the player, will not be known to anothercharacter unless another entity informs them of the same thing. Sending tells to high level clerics forressurections, asking DM's about the level, alignment or other information regarding another playerare also not tolerated - and are very poor roleplaying. Penalties will be given for such actions whencaught. For a good explaination of metagaming and roleplaying, read this:http://nwvault.ign.com/Files/other/data/1054180720258.shtml

On Soloing:

You may solo, or play in parties as you desire. We do not restrict these actions. We do ask thatpeople do play in a mature fashion that is non-disruptive to other players. Things such as ninja-looting (stealth/invisibility and constantly looting chests), leaving spawns behind, and other suchactions are poor ways to play - are unfair to others - and disruptive. Even though these things maybe in character to do so, they are poor ways to play in an online environment with other people.Players who consistantly solo, and do little to no roleplaying whatsoever, will be talked to by theDM's.

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On Interacting With DM's:

Players wondering what DM's should and should not do are invited to read the sticky note regardingthis in our Forums:http://nwn.bioware.com/guilds_registry/viewtopic.html?forum=5597&topic=49981&gid=3425

Players are expected to act in a mature fashion when being confronted by a DM. Arguing withDM's, swearing at them, calling them names, and otherwise acting like an *** are quick ways to getperma-banned from this server. We have little tolerance for immature individuals who cannot speakin a mature and respectful manner.

Players should not be pests to the DM's. Players should not expect or demand any specialized orpersonal treatment from DM's. Players should not request ressurections from DM's. Players shouldnot expect to get ressurections from DM's, even if they run to Fort for help from the Fort BrandtPriest. DM's, when their actions cause the direct death of a player or party, will usually attempt to"give them an out", but it is not required of them to do so.

If you as a player are having problems with a DM, or think you are being treated unfairly, pleasebring it to the direct attention of one of the Administrators of the server for possible resolution. Itwill only hurt and undermine your own position to argue with a DM about something on the spot -your best solution is to log off, and contact an Admin. This can be done via Private Messages on ourguild - or via tells in game.

On Custom Gear:

Players may request custom non-magical clothing or recolors of existing gear in your possession.You may talk with a DM in game to attempt to make arrangements for such things, or you may posta request to the Player Requests section of our forums. Please refer to the sticky note, and follow thedirections posted in there. No items with custom properties that you do not already possess, itemreworkings, item combinations, will be accepted.

Please feel free to offer suggestions, ask questions, ask for assistance when your character isbugged, or have a training problem over the DM Channel.

HCR/NWN Alterations:

No Perma-death, you can respawn with XP/Gold loss back to the starting town. No Death overresets and no fugue plane. 2 Minute real time = 1 hour game time. Summon Creature (x) spells, andother spells that have a long summon durations were modified to 30 seconds per level of spellcaster. Training costs 250 gold/level. Persistant World Experience Point System, see other sign for

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details. ECL, Class, Party Size, and other things are taken into account into how much experience isearned per kill.

Scroll use has been modified. Trying to cast scrolls that are above a level you can cast (or haveenough skill points in Use Magic Device), may not work (definately will not if the spell is highlevel) and may backfire in the caster's face, causing damage. The DC for a spell scroll is 25 + thelevel of the scroll - which is compared to a d20 + skill. Spellcraft in the case of spellcasters, and UseMagic Device in the case of Rogues and Bards. Spellcraft is useful for Clerics and Druids to have inorder to cast scrolls correctly. Attribute scores also affect success or failure - especially in the caseof class-specific spells.

Many spells have been modified, too many to list here. Most changes deal with exploits or ballance.

In summary: Don't be a dink. Be considerate of others. Don't exploit. Have fun.

By logging into the server, you are agreeing with these rules. Ignorance is no excuse.

Please post bug reports, comments, suggestions, requests to our forums:http://nwn.bioware.com/guilds_registry/viewguild.html?gid=3425

DISCLAIMER: The Host/Admin of this NWN server, running the Persistant World, World ofPalladium, nor the Builders/DM's can or will be held responsible for the actions of the personsplaying on said server. This includes harassment, improper conduct, abuse, (be it sexual, verbal, Incharacter (IC), or Out of Character (OOC)), stalking, inappropriate tells and/or messages, use ofoffensive language, etc. If you do not feel comfortable with the actions of a character/player, pleaseinform a DM, or the Admins, and we will look into the matter and try to resolve it. Violators mayface repremanding and/or permanent removal from the server. Please play responsibly! Rememberthere are real life people behind the characters, and not everyone will be comfortable in any givensituation and may consider another players actions offensive and/or abusive!

Thank you,

World of Palladium Staff

Starting tips:The world of palladium is running a modified version of HCR. This means that you must have foodin order to rest, and also the summon time for almost all the summons has been reduced. Alsoremember to pick up a trap detection tool at Hollan's if you're playing a rogue. Without this you willnot be able to spot traps on containers and doors. Also not that there is a failure system on magicalitems (scrolls, wands, rods, armor with uses per day, etc) meaning that only people with a sufficientUMD or Spellcraft can use these things. In the case of scrolls there will be now check if you already

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know the spell.

The haks needed:The TWP patch 1.06: http://vulcanus.its.tudelft.nl/palladium/filestoplay/twppatch06.rar6

TWP Area hak: http://vulcanus.its.tudelft.nl/palladium/filestoplay/TWPareahak.rar

TWP creature hak: http://vulcanus.its.tudelft.nl/palladium/filestoplay/TWPCreatures.rarSocially Sweeter: http://nwvault.ign.com/Files/hakpacks/data/1051001053980.shtml

YAJN 1.3: http://nwvault.ign.com/Files/hakpacks/data/1028212354894.shtml

All in one LOTR weapons: http://nwvault.ign.com/Files/hakpacks/data/1041678272609.shtml

Fallenlands: http://nwvault.ign.com/Files/hakpacks/data/1048207595968.shtml

Cape hak: http://nwvault.ign.com/Files/hakpacks/data/1057237353811.shtml

Head override: http://nwvault.ign.com/Files/prefabs/data/1071410199003.shtml

Class Rules:Prestige classes are on request only in the world of palladium:

Assasin - Request

Shadowdancer- Request

Blackguard- Request

Arcane Archer- Request

Harper Scout- Request

Dwarven Defender- non-request

Pale Master- Request

Shifter- Request

Weapon Master- Request

Dragon Disiple- no access allowed till full conversion and overall class is changed

Champion of Torm- non-request unless paladin.

Monks are not allowed to multiclass into anything kept shadowdancers and assasins.

Palladins may not multiclass at all unless on request.

The races:

Humans:

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Long before the Time of Man, and even before the Age of Elves. there was the Age of Chaos. A timeof legend when the planet (and some say, entire universe) was dominated by the dread Old Ones:foul monstrosities spawned in hatred, nurtured by sorrow, and born to evil. They are the essence ofpestilence, despair, envy, anguish, hate, betrayal,fear, brutality, death, decay and power incarnate. The Old Ones ruled for thousands, perhapsmillions, of years until their minions, joined by the Gods of Light, engaged them in a terrible battleand placed them into a dreamless slumber. According to legend, the Old Ones created rune magicand many of the mystic arts practiced to this day. They are also said to have created the elf, titanand dragon — some say the changeling and werebeast as well. Their very appearance is said tohave driven mere mortals insane. Thus it is written:And all the lands were lost to sin and darkness; until envy and betrayal sought to usurp the GreatOld One. So it was that light was born and in its radiance the archaic races and beasts werebegotten. Thus the archaic beasts/men rose to smite the Old Ones down in a mystic maelstrom thatreshaped the world. And though defeated, the Old Ones could not be destroyed; but a greatenchantment was placed upon them,locking them within the bowels of the Earth, forever lost in dreamless slumber.

But the battle’s cost was great indeed for of those who did wage war upon the Old Ones, only theelves, titans, and dragons did live. Yet with death there is always birth; so it was that a birthing ofa new age did come to pass. For dwarf and gnome, troll and goblin and all manner of beastmennow walked the mother world; and though elf would rule for 10,000 years, it would be man, truemen, who would inherit the world.

- The Tristine Chronicles.

The origin of human life on the Palladium World is lost to inequity. According to most acceptedhistories, humans, one of the “beastmen” referred to in the Tristine Chronicles, may have existedsoon after the Time of Chaos, but did not become civilized until the Age of Elves roughly 15,000-20,000 years ago. Even humans accept this notion. However, the universally accepted humanhistory is wrong! Unfortunately (except for you, humble readers), the truth is forever lost.

The roots of human origin began in the rain forests of the Yin-Sloth Jungles. In days long forgotten,countless tribes of light and dark skinned humans established great cities in the heart of the jungle.These sprawling cities and advanced cultures approached the splendor and greatness of the elvencivilization that would rise up several millenniums later.Throughout the eons, the Palladium World has been rocked by many cataclysms. The earliesthuman culture was the victim of one such cataclysm which sent them back into the stone age. Itwould take several millenniums before humans would again take a dominant place in the world,(see the Palladium Timeline in this book and the book. Yin-Sloth Jungles for more details)

Today, humankind represents the dominant civilization in the known world. The key words here are“dominant” and “civilization.” In sheer numbers, there are as many goblins and orcs (perhaps more)as there are humans. Like humans, they are found in large or small numbers throughout the knownworld. Their numbers are smallest in the north and south, and the greatest in the central portion of

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the giant continent. Thousands of goblin and orc tribes, clans and gangs wander and war in theplains and forests of the Old Kingdom. Hundreds more can be found in the Baalgor Wastelands,Lands of the South Winds and the Eastern Territory. However, goblins and orcs tend to beunorganized, cowardly, and lazy nomads. Their level of technology is low and they tend to operateas thieves, cattle rustlers, bandits and raiding armies that plunder what they need from others andmove on. Permanent villages are squalid shanty-towns built with tents, stolen lumber and mudbricks baked in the sun — and half the population is transient. Furthermore, orcs and goblins have alower intelligence than humans and their aggressive, intolerant nature causes them to constantlybicker, brawl and fight among themselves as well as outsiders, including other monster races.Humans, elves and dwarves are their hated enemies, but they can seldom gather the courage ororganize well enough to make a concerted effort to destroy them. In fact, humans, elves anddwarves have a long history of capturing and enslaving orcs as a cheap labor force.

Similarly, if the canine races of the North, who regularly give multiple births and reach physicalmaturity quickly, should ever stop warring amongst themselves for more than a decade at a time,they could become a force to rival the growing human kingdoms.

Humans have created the strongest, most advanced civilization of the current Age. They have thestrongest armies and fleets, have mastered magic and are expanding at an alarming pace. Humanshave established forts, villages, and towns in nearly every corner of the world.

Human civilization in the Palladium World is roughly equivalent to those on Earth during theMiddle Ages. Cultures and laws are most reminiscent of those from Medieval Europe, theMediterranean and the Middle East, complete with Kings or Emperors, nobles, knights, crusaders,priests, scholars, serfs, castles, kingdoms, fiefdoms and all the rest. Although similar in some ways,it is vastly different in others. Most notably, the existence of magic, sorcerers, demons, and inhumancreatures make even human cities exotic places of sword and sorcery. Humans may dominate theland, but it is a world where dragons roam the lands, demons interfere in the affairs of men, andhuman wizards dare to challenge the gods. It is a world of dreams, magic, and high adventure with awealth of treasure and knowledge for any who can claim them. At this point in time, that someonehappens to be human!

Human Beings at a Glance:Alignments: Any

Physical Appearance: Varies widely, tend to be tall, lean, and muscular; light skinned with blonde,brown, and black hair.

Height: 5 to 6 feet, six inches (1.5 to 1.9 m).

Weight: 100 to 200 pounds (45-90 kg)

Average Life Span: 60 years.

Enemies: Wolfen, goblins, hob-goblins, orcs, kobolds, ogres, trolls,

changelings, giants and most monster races, as well as most supernaturalbeings and creatures of magic (often regardless of the creature’s races, including creatures of magic(like the sphinx and dragons),

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and even supernatural beings. Indifferent toward troglodytes and faerie folk — don’t know muchabout the people and places in the Yin-Sloth Jungles.

Habitat: Human kingdoms/nations include the Western Empire, Timiro, Bizantium, Land of theSouth Winds, Phi, Lopan, and the Eastern Territory (particularly the southern portion). Small cities,towns, villages or tribes of humans are also found in the Great Northern Wilderness, Old Kingdomand places worldwide.

Favorite Weapons: Any; for better or worse, humans are proficient at warfare and weapon making.Magic and magic weapons are both part of war and human technology.

Other Notes:

1. Worship a variety of deities.

2. Wears all types of armor.

3. Highly educated and skilled/trained; explores all areas of knowledge.

4. Aggressive, yet also able to show compassion and kindness.

5. The most advanced civilization of the age.

Elves:

The origin of the elf stretches back all the way into the legendary

Age of Chaos. According to legend, elves, dragons, titans, and some say changelings, were amongthe few to survive the battle with the Old Ones. They and the many archaic races who perished,were responsible for the incarceration of the Old Ones and the inception of a new era. Someenemies of elves have suggested that they are ancient creatures of magic and as such, should not betrusted.

Are elves creatures of magic? Unlikely, for although they come from a time when magic wassupreme and nobody, not even the elves, knows the true origin of elvenkind, these tall, attractivehumanoids are mortal creatures of flesh and blood. The average life span of an elf is many timeslonger than most of the other races, creating the myth of elven immortality. The average elf will livefor 600 years and some have lived for as long as 1200. Consequently, vast amounts of knowledgecan be gathered and skills honed to perfection in what would be ten lifetimes for a human. Thus, anelder elf is usually a force of great knowledge and power. Attracted to knowledge, elven magicusers are among the most powerful in the world and at least half of all alchemists are elves. All thisand their long, turbulent history perpetuates the myths and legends that elvenkind is far more thanhuman.Some time after the Age of Chaos, elves rose to great power and ruled the Old Kingdom for tenthousand years. The first four thousand years have been called the golden age of Elven Rule. Theirsociety prospered and the new peoples, dwarf, gnome, kobold, etc., prospered with them. The titansremained close allies of the elves, and with their unmatched skill at arms, were able to suppress allevil from the likes of dragons and orcs. During this time, the Dwarven kingdoms also rose to greatheights and soon rivaled that of the elf. The dwarves’ greatest power is said to have laid in the

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secrets of rune magic. Rune magic would also become a bone of contention, for although thedwarves would smith lesser and greater rune weapons for the elves, they kept the greatest runeweapons for themselves and would not share the secrets of the runes with their elven allies.

The elves grew wary of their dwarven allies, banned all use of rune magic except for the creation ofelven weaponry and began to restrict trade with the dwarven kingdoms. Furthermore, the elvesadopted a haughty air of superiority that belittled dwarves and chastised all nonelven people,treating them like ignorant children. This arrogance soon turned to disdain and increased the level ofrivalry as the elves tried to prove their superiority over all other mortal men and beasts. Non-elveswere regarded as second-class citizens (or less) with frequent degrading lessons to remind them oftheir place. At first, this contempt and degradation was shown to the monster races who worked forthe elves (and dwarves) as servants, laborers and as slaves. However, their disdain soon includedtheir burly subterranean rivals, the gentle gnome, the cantankerous kobold and even the titans. Anattitude of “them and us” was pervasive throughout the kingdom as the rivalry between dwarf andelf reached ridiculous proportions. Unrest soon swept the elven kingdoms as arrogance and crueltyreplaced justice, condescension replaced understanding, and anarchy replaced peace.

The titans, forced to choice between their beloved elven allies and comprising their own morals,chose to abandon their ancient comrades, never again to fight at the side of the New Kingdom ElvenLords. Soon after, dwarven impudence and elven arrogance exploded into a war fueled by envy andego that would last two thousand years. In the final centuries of the conflict, the dwarves would callupon demonic forces that would, ironically, destroy the only two rulers who might have restoredpeace and equality to both kingdoms, the usurper dwarf king, Isle-Wind and the elven Lord Azalon.The winners of the Great War, if any could be considered such, were the elves. Although elveswould exist as a major power for another turbulent few thousand years, their empire and people hadbeen dealt a lethal blow from which they would never recover. The dwarven kingdoms, close tocomplete annihilation, would never regain their former position in the world. After the Elf-DwarfWar, the two races put aside their differences and spent the next millennium eradicating demonicmagic from the planet, rune magic among them.Some say the Great War broke the spirit of the dwarven people who continue to anguish over theirpast sins — a subject of ferocious debate. As for the elves, losing everything they built and lovedactually did teach them humility. Over the last six millenniums, most elves have learned to value alllife forms and have worked to make the world a better place.

The Great War has also left a legacy of hate and bitterness that survives in the hearts and minds ofmost elves and dwarves to this day.Consequently, dwarf and elf are often cold, aloof, intolerant, and downright mean toward eachother. Many a bloody fight has resulted from the slightest insult or the simplest transaction. Theyrarely associate with one another unless it is to help humankind. Some claim their mutual respectand high regard for humans is only a subtle continuation of their old rivalry, but such words areusually spewed from the mouths of cynics and members of the monster races who hate all three.Both elf and dwarf have proven their genuine friendship with, and support of, humankind athousand times over. If anything, humans are the one thing that has gotten elf and dwarf to set asidetheir differences and work together.

Of all the races, humans are the elves’ favorite. Perhaps it is because humans most resemble the elfin both appearance and spirit. None will ever know for certain, but it is humankind who has wonelven favor. Consequently, it is not unusual to find elves scattered among the human populace of

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most cities and villages. Many hold high positions within the human society, including positions atcourt, advisors to kings, heads of churches, city council members, scholars, teachers, merchants, andmasters of the mystic arts (half of all alchemists are elves). One saying goes, “If an elf cannot walktall among his own people, then he will walk with man.” Sadly, there are no longer any elvenkingdoms. Hated and hunted by most of the monster races, the elves have found sanctuary withinhuman society. What few independent elf communities exist are usually small (usually less than1000 strong) and hidden deep within remote parts of the world. Only the half dozen cities and townslocated in the Old Kingdom near the Eastern Territory are all that’s left of the Elven Empire, andwhile as many as 10,000 elves can be found at the largest of these cities, they are outnumbered twoto one by humans. Generally, elves are well educated, highly moral creatures with a strong sense ofmanifest destiny and justice. Although most elves still consider themselves superior to most of thesub-human races, they have curbed their arrogance, acknowledging that all creatures are of value(with the possible exception of the dwarf). However, most of the monster races despise elves,remembering their mistreatment at their hands, past and present, since elvenkind often stands at theside of the hated human and battles with invigorated energy against the dark forces most of themonster races serve or support. With few exceptions, elves are feared, hated, held in contempt orconsidered treacherous by many of the nonhuman races, especially by orcs, goblins and ogres.Others, even humans, sometimes look upon elves with jealous suspicion. After all, can you reallytrust someone who is smarter, handsomer, quicker and who will outlive you by 10 times?

Elves at a GlanceAlignments: AnyPhysical Appearance: Tall, slender humanoids with very handsome, distinguished, youthfulfeatures, black or dark brown hair, pointed ears, and dark eyes.

Height: Six to six feet, ten inches (1.8 to 2.9 m).

Weight: 100 to 250 pounds (45-112 kg)

Average Life Span: 600 years.

Special/Natural Abilities: Good intelligence, creative, resourceful, and adaptable. Elves also exhibita reasonably high percentage of psychic ability (see determining psionics); nightvision 60 feet (18.3m).

Enemies: Wolfen, goblins, hob-goblins, orcs, kobolds, ogres, trolls, changelings, giants and mostmonster races, as well as most evil supernatural beings and villainous creatures of magic.

Allies: Humans are the elves’ greatest ally. They also like and will sometimes ally themselves withtitans and Rahu-Men who accept humble and generous elves as their friends, the occasional dwarf,friendly gnomes (a small percentage of gnomes hate them, having never forgiven them for thedestruction of their race), and depending on the circumstances, members of the monster races whoare of a good alignment, including changelings, giants, kobolds, and even creatures of magic like awell-meaning dragon or sphinx, and the gentler faerie folk such as pixies, brownies, sprites, andfaeries (who love elves, giving credence to the theory harbored by some that elves are also creaturesof magic). Elves know little about the people of the Yin-Sloth Jungles and are generally indifferenttoward changelings, troglodytes and Wolfen. Note: For some reason, many Wolfen (not Coyles orKankoran) regard elves with a strange reverence they have never shown any other race. As a result,the canines covet their friendship, support and knowledge (especially in the mystic arts). Many aWolfen lord will bend over backwards to win the slightest recognition or kind word from an elf,

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especially from an elven mage, or scholar. Unfortunately for Wolfen, the feeling is not mutual. Mostelves regard them as sub-human barbarians and monsters who are the enemy of their beloved humanallies. Thus, few elves seldom aid or associate with these beings, and often fight against them at theside of humans; not that this seems to diminish the Wolfen’s regard forthem.

Habitat: The human kingdoms/nations, especially Phi, Lopan, the Eastern Territory, Old Kingdomand Timiro, but can be found anywhere in the known world.

Favorite weapons: Any, but swords, knives, blunt weapons, the long bow and magic weapons areamong their favorites.

Other Notes:1. Worship a variety of deities.

2. Wears all types of armor.

3. Highly educated and skilled/trained; explores all areas of knowledge and the world.

4. Aggressive, yet also able to show compassion and kindness. Elves still tend to appear impudent,arrogant, and elitist in attitude, as well as noble, honorable, valiant and spirited. Like humans,some have devoted their lives to humble pursuits and helping others, while some are selfish andconniving, and others are evildoers.

Dwarves:

Once the greatest of the subterranean races, their kingdoms have been destroyed and their peopleslain. Today, dwarves are comparatively small in number and frequently live with their humanallies.Dwarves are a common sight, especially in large towns and cities. Among human society, they holdrespected places as masterful weaponsmiths, supreme armorers, merchants, talented builders andexcavators, stone workers and courageous warriors.

Most dwarves living among humans have given up their subterranean life style. Only a handful ofdwarven underground tunnel kingdoms still exist in the Old Kingdom mountains but they are ararity.During the final centuries of the Elf-Dwarf Wars, many of these fabulous underground kingdomswere laid to ruin. An estimated 80% are collapsed or crumbling ruins. Today only a handful ofknown ruins exist, abandoned in the mountains and valleys of the Old Kingdom. Many morelanguish in decay or have been reclaimed by kobolds, goblins, troglodytes, and other subterraneandwellers.

No other creature can craft a suit of armor or sword as magnificently or as perfectly as a dwarf.Dwarven weapons and armor are universally regarded as the best in the world, only Jotan andKobold arms and armor comes close. Some scholars believe that it was the dwarves who taughtkobolds the craft thousands of years ago. A claim that many kobolds find offensive but it may betrue, as dwarf and kobold have always been on amiable terms. The fame and genuine quality ofdwarven (and to a lesser degree, kobold) weapons and armor fetch the highest prices on the market.Many dwarven weapons are so well balanced that they receive bonuses to strike or parry, not

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because of magical properties, but for sheer quality of craftsmanship. Likewise, dwarven armorfrequently has a higher A.R. and greater S.D.C.; but as one might expect, these items also cost 50%to 100% more than common stock.

The Elf-Dwarf Wars ended over 6000 years ago, but animosity between the two races lives on.Generally, dwarves and elves treat each other with an air that is so cold that it could freeze aniceberg. Dwarves will seldom deal directly with an elf for anything, whether it be buying or sellingequipment, soliciting information or enlisting the aid of all good men for a noble quest. Elves,repentant for their past, are not as quick to attack a dwarf verbally or physically and will take a fairamount of verbal abuse from dwarves before retaliating in kind. However, they will seldom allow aphysical assault to pass without retribution. Dwarves are considerably less tolerant. Bitter andresentful, many dwarves hate elves and will jibe and insult them mercilessly. Dwarves are also morelikely to instigate a physical confrontation with an elf regardless of circumstance or consequence.An elf can provoke a dwarf over the most trifling things; the wrong comment, question, glance, orattitude can lead to an argument or duel. Although dwarves and elves are frequently said to attackeach other on sight, this is a myth that has survived from the days of the Great War and hasn’t beentrue for thousands of years, but the stories persist. In fact, in civilized communities where humans,elves, and dwarves coexist, many elves and dwarves have become incredibly tolerant of each otherand even some lasting friendships have been known to develop.

Stories of dwarven hostility are undoubtedly fueled by the fact that dwarves tend be cantankerous bynature and treat everybody in a loud, gruff, brusque or rude manner. They huff and puff withexasperation, make rude and insulting remarks (often mumbling under their breath, but just loudenough to be heard) and act like they are being kept from some urgent appointment. Despite thisgrouchy facade, dwarves can be incredibly kind, loving, generous, sincere, trustworthy, fair, loyal,and caring. A dwarf may treat you in a gruff, haughty manner one moment and give you the deal ofyour life the next, particularly if he takes a liking to you. They appreciate being treated with respectand are flattered by those who speak highly of them and their race, but only if they believe thesentiments expressed are genuine and not just a front to get something. They are particularly fond ofhumans despite their close friendship with elves and, like elves, have worked diligently to makecertain the human race doesn’t make the same tragic mistakes they did. To this end, they arestalwart defenders of human settlements and have fought alongside human and elf to protect them.Dwarves also have a strong sense of justice and fair play and will speak out against friend or foewhen they see an injustice.

Dwarves were so traumatized by the horrors they unleashed on the world during the Great War thatthey have forsaken forever the practice of magic, although some still use magic items. In addition,most dwarves are vigilant in finding and destroying evil and destructive magic of the past, includingthe secrets of rune magic and necromancy.

Many people unfamiliar with the dwarven race often dismiss them as poor warriors because of theirsmall size. The uneducated and misinformed often think of the dwarven race as burly, squatversions of humans. Some city folk who have never encountered dwarves have even been known toask, “Just how dangerous can these little men be?” These are foolish people who know little aboutthe world and the many nonhuman races who populate it, for dwarven warriors, male and female,are among the most deadly and capable men at arms in the world.

The dwarves’ small size, nightvision and other underground abilities make them ideal fornegotiating with and fighting other subterranean races. They are also the perfect explorers ofunderground lairs and ruins, as well as in excavating ruins, building tunnels and digging mines.

Like most creatures born of a subterranean existence, dwarves have

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many natural abilities suited for life underground. In addition to nightvision, they are natural tunneldiggers, metal workers, smiths, excavators and architects. They also have an innate sense ofdirection (see the bonus for land, or in this case, underground, navigation).

While it is true that dwarves are a bit slower than many of the taller races, they are incredibly strong,resistant to magic, tough, clever, and resourceful. Dwarven warriors seem to favor double-bladedbattle axes, picks, throwing axes, throwing knives, large swords (often worn on the back), and long-handled war hammers, maces, hercules clubs, morning stars, and magic weapons. When facinglarger opponents, these magnificent warriors frequently use tactics to “bring them down to size” byknocking them off their feet, hamstringing the legs, tripping, entangling, and striking at the knees,groin and throat. One must also remember that although dwarves are smaller than humans (3-4feet/0.9-1.2 m), they are skilled combatants and have spent many millenniums fighting taller foessuch as elves, orcs and ogres.

Although dwarves have very good day vision and function well on the surface, they are one ofseveral subterranean races of the Palladium World. Thus, these diminutive warriors are in theirelement when prowling along the pitch-black corridors of underground labyrinths. Here, their smallsize becomes a decisive advantage. They fit comfortably in corridors that are too small for humansand other tall surface dwellers. Surface invaders have to walk (sometimes crawl) through corridorsmeasuring a cramped four and half feet (1.35 m) tall, hunched over — a position that reduces theirspeed, mobility, vision and balance. Meanwhile, the dwarves can run and maneuver withoutimpediment. Likewise, surface folk coming into the dark subterranean domain of the dwarves mustannounce their approach with the warm glow of torches or magic light (unless more subtle magicmeans are used). The subterranean will see the light long before their enemy reaches them, andsince dwarves see perfectly well in light, they are not adversely effected by it. Of course, if thesurface beings lose their light, the dwarves can see in total darkness for up to 90 feet (27.4 m) andtear their blinded opponents apart with impunity.

Dwarves At a Glance:Alignment: AnyPhysical Appearance: Dwarves are a short, husky people with powerful

muscles, broad shoulders, ruddy complexions, weathered looks,

white hair and an aged appearance. Even young dwarves tend to

look older than they are, in part, because of their rugged looks, habit of growing beards, and the factthat their hair turns white at approximately 40 years of age.

Size: 3-4 feet (0.9-1.2 m) tall.Weight: 100 to 200 pounds (45 to 90 kg); mostly muscle.

Average Life Span: 250+ years; some have lived up to 500.

Natural Abilities: In addition to the dwarf’s high physical attributes, they also have nightvision 90 ft(27.4 m), plus an aptitude for weapon design, mechanics, building and manufacturing whichprovides bonuses in many skill areas (see O.C.C. notes), in addition to the following special skills.

Underground Tunneling (Special): Dwarves can dig and build solid, strong tunnels (no fear of acave-in) with amazing speed and dexterity. They can also excavate ruins and the sites of cave-inswith the same prowess. In addition, the character can usually tell if an existing tunnel or chamber is

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a natural formation or whether it was dug by dwarves, kobolds, goblins, gnomes, troglodytes orhumans. The dwarf can even tell if it’s new, old, or ancient. Base Skill: 40% +5% per level ofexperience.

Underground Architecture: Dwarves are excellent undergroundarchitects able to build small and large rooms, ornate archways,

staircases, great chambers with cathedral ceilings, as well as a labyrinth of tunnels, passageways,mazes and underground traps (most common are pit and cave-in type traps). Likewise, the charactercan recognize the styles of dwarven, kobold, goblin and other types of construction. The dwarf whois travelling slowly and cautiously, looking for underground traps can locate them, and avoid ordeactivate them. Base Skill: 30% +5% per level of experience; detection and deactivation of traps isdone at half his normal architecture skill level.

Underground Sense of Direction: The character has an innate

ability to tell direction when underground, even in total darkness

(not applicable on the surface). Thus, the dwarf can tell whether he

is travelling up, down or level, the approximate angle of decline or

ascent, approximately how far below the surface he is, and the approximatedirection (north, south, east, west). Base Skill: 40% +5%

per level of experience.

This skill also enables him to judge the approximate location to

surface structures (natural and artificial), but only if the character is familiar with the area. Thecharacter will also recognize traits and aspects of the underground tunnel or construct that serve aslandmarks for him. Base Skill: 30% +5% per level of experience; -25% if in an unfamiliar area.Metal working (Special): All dwarves have a basic understanding of blacksmith facilities, smithtechniques and procedures, and working with metal, particularly in the area of making weapons andjewelry. Equal to the field armorer skill with a +10% bonus.

Recognize Precious Metals & Stones: Same as the gemology

skill with a +10% bonus.

Bonuses: +1 to save vs magic, +2 to save vs possession, and +2to save vs horror factor.

Magic: Most dwarves love to use magic items, weapons and armor, however, all dwarves haveforsaken the study and practice of magic in all its forms. Not a single dwarf has practiced magic inover 7,000 years! Dwarves were once the unrivaled masters of the mystic arts. They alone held thesecrets of rune magic and several other arcane powers. During the Elf-Dwarf wars they unleashedforces that they could not control and which nearly destroyed their race along with the elves’. If fact,it was the abuse of this power that forced dwarf and elf to join forces to save themselves. When itwas all over, the two great kingdoms were obliterated. On that day, the dwarves vowed that theirpeople would never again practice the mystic arts. All mystic tomes and instructions weredestroyed. Those who held the knowledge in their minds never spoke of it again — their secretsdying with them. The Tristine Chronicles reports:

“And lo, so terrible were the horrors committed by dwarven hands, and so great their sins, that not

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one dwarf did dare to preserve the secrets of magic. Nor have the sons of their fathers waveredfrom the pledge of their forefathers. Dwarf has forever forsaken the ways of magic. As so it shouldbe.”

Enemies: Goblins, hob-goblins, orcs, ogres, tolls, and Wolfen, along with most of the so-calledmonster races. To this day, the vast majority of dwarves and elves dislike each other and regard theother with suspicion and prejudice (racial hatred that has spanned 7,000 years). Changelings, giantsand creatures of magic are generally disliked.

Allies: Dwarves are especially fond and tolerant of humans and are frequently active and valuedmembers of the community — this despite the fact that elves have done likewise. Most dwarvesalso consider kobolds, troglodytes and gnomes as allies. They are indifferent toward faerie folk andtitans.

Habitat: Dwarves are found throughout the known world, but are most common to the WesternEmpire, Old Kingdom, Timiro Kingdom and Eastern Territory. The largest subterranean dwarvencommunities are found in the Old Kingdom Mountains.

Favorite Weapons: Battle axes, throwing axes, throwing knives, picks,large swords (often worn on the back), and long handled war hammers, maces, hercules clubs,morning stars, and magic weapons.

Other Notes

1. Worship a variety of deities.

2. Wear all types of armor, particularly chain, scale mail and plate types.

3. Excellent men of arms.

Gnomes:

Originally a subterranean race inhabiting the Old Kingdom, the gnome race got caught in the cross-fire between elf and dwarf during the Great War and were nearly eradicated from the face of theplanet. The peace-loving gnomes had been friendly toward both and refused to take either side. Yetdespite their best efforts to avoid the conflict, the fallout of battle ravaged their kingdom, killing anestimated 80-90%! The survivors blamed both elves and dwarves for the tragedy, and though thevast majority forgave their fellow subterraneans and the lanky surface dwellers (hate and revengejust aren’t in the gnomes’ nature), some (10%) despise them to this very day. Ironically, gnomesfelt, and continue to feel, closer to elves and humans than to dwarves, kobolds or the faerie folk theysomewhat resemble. Many associate with both races and can be found living in human cities locatedin mountainous, hilly, or forest regions.

Clever and resourceful, gnomes have adapted easily to a life among humans. Gnomes who liveamong humans usually occupy houses on the surface, or in shallow tunnels built into low hills.Although subterranean creatures, they have always loved the sun, sky, and trees. Thus, gnomes aremost likely to be encountered in the Old Kingdom Mountains, Eastern Territory and the GreatNorthern Wilderness. The only human kingdom they avoid entirely is the Western Empire. Gnomesregard the Empire as an evil place with callous and self-obsessed people reminiscent of the elves of

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old.

Gnome clans that remain segregated from humans are seldom seen and are never located nearpopulated areas. The typical clan is very small, with 6D6 members, while the larger bands seldomhave more than 90 members. A number of gnomes still inhabit the Old Kingdom mountains,splintered into several small subterranean communities numbering from 100 to 3000 strong; anestimated 30,000 total. The last great kingdom of gnomes, with a population said to be over 50,000,is reputedly located in the Great Northern Mountains that separates the Land of the Damned fromthe rest of the world.

Since the obliteration of the gnome kingdoms, they have fallen easy prey to the monster races,particularly kobolds and goblins, who feel betrayed by the gnomes’ relationship with dwarves, elvesand humans.

Gnomes are also a favorite target of orcs, ogres, trolls and even many large animal predators.Gnome meat is a delicacy among kobolds and trolls, both of which have slain gnomes with avengeance. As a result, the gnome population has fallen sharply over the last millennium and

one of the reasons they have fled their shallow mountain tunnels for the safety of human cities andsecluded forests. Gnomes are a surprisingly hardy people, full of life and adventure. They are friendly, cheerful,inquisitive and love to explore. Standing only two to two and a half feet (0.6 to 0.75 m) tall, peoplefrequently mistake them for pixies, brownies, or leprechauns. Gnomes are extremely agile andpossess a superior physical constitution that makes them excellent rangers, spies, thieves, andassassins. Gnomes are also attracted to the study of magic, Wizardry and Diabolism in particular.

Gnomes At a Glance:Alignment: Any, but most tend to be good or selfish; an evil gnome is a rarity.

Physical Appearance: Gnomes are very short, thin, handsome people

with white hair, bushy eyebrows, and sparkling eyes. Males almost

always sport a neatly trimmed beard and/or mustache. Females generally

have long, flowing hair and look like beautiful porcelain dollsbrought to life.

Size: 2 to 2 ½ feet (0.6 to 0.75 m)

Weight: 20 to 50 pounds (9 to 22.6 kg).

Average Life Span: 300+ years; some have lived up to 600.

Natural Abilities: In addition to the character’s high physical attributes,

gnomes also have nightvision 90 ft (27.4 m), plus an aptitudefor digging and living in tunnels.

Underground Tunneling (Special): Gnomes, like dwarves, can

dig and build solid, strong tunnels (no fear of a cave-in) with great speed and dexterity. They canalso excavate ruins and the sites of cave-ins with the same prowess. In addition, the character canusually tell if an existing tunnel or chamber is a natural formation or whether it was dug by gnomes,

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dwarves, kobolds, goblins, troglodytes or humans. The character can even tell if it’s new, old, orancient. Base Skill: 30% +5% per level of experience.

Underground Architecture: Gnome underground constructs are not as big or elaborate as dwarves’,but they are competent underground architects. Likewise, the character can recognize the styles ofgnome, dwarven, kobold, goblin and other types of construction. The gnome who is travellingslowly and cautiously, looking for underground traps can locate them, and avoid or deactivate them.Base Skill: 20% +5% per level of experience; detection and deactivation of traps is done at half hisnormal architecture skill level.

Underground Sense of Direction: The character has an innate ability to tell direction whenunderground, even in total darkness (not applicable on the surface); same as the dwarf. Base Skill:30% +5% per level of experience.

Judging the approximate relation/proximity to surface structures (natural and artificial); same as thedwarf. Base Skill: 20% +5% per level of experience; -20% if in an unfamiliar area.

Bonuses: +1 to save vs poison and disease.

Enemies: Kobolds, goblins, hob-goblins, orcs, ogres, trolls, and most of the so-called monster races.Some dislike and even hate elves and/or dwarves.

Allies: Humans, elves and faerie folk. Indifferent toward dwarves, troglodytes, changelings andWolfen.

Habitat: Gnomes can be found throughout the known world, but are

most common to the Old Kingdom, Eastern Territory and Great

Northern Wilderness. The largest subterranean communities arefound in the Old Kingdom Mountains and the Great Northern

Mountains.

Favorite Weapons: Knives, throwing knives, throwing axes, short swords, short bow, sling andsmall magic weapons.

Other Notes:

1. Although the gnome and dwarf are cousins, gnomes tend to avoid them and some fiercely dislikedwarves.

2. Worship a variety of deities.

3. Wear all types of armor, provided it fits; usually a special order.

Troglodytes:

Troglodytes are a gentle race of subterranean humanoids similar in habit to dwarves and kobolds.However, they are not as intelligent as either and tend to lead a sheltered, reclusive life deep beneaththe surface. Troglodytes are rarely seen above ground and when they are, it’s usually at night.Possessing the keenest of nightvision (600 ft/183 m), their vision is weak in daylight (30 ft/9 m),even after their eyes have adjusted to the light.

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Troglodyte communities have little social structure, rules, or laws. They have no specific leader orchieftain, god, religious doctrine, social class or functioning economy. Rather they live side by side,sharing and caring for each other as circumstances demand. In many ways, these innocent peoplesurvive by animal-like instincts and uncommon cooperation and compassion. The males aregenerally a little larger than females and charged with digging tunnels, hunting small game (rodents,lizards, amphibians, and insects; spiders and beetles are trog delicacies), making tools and weapons,and protecting the young and females. The females are fair farmers, growing a variety of moss,molds, and mushrooms edible by troglodytes but frequently poisonous to others. The females alsotake care of the young and sick.

Generally, troglodytes are poor craftsmen as is reflected in the crude stone tools and weapons theymake. They wear little or no clothes and have no real personal possessions other than an occasionaltrinket or favorite weapon or tool. Many surface dwellers mistake the lack of social structure andeasy going nature of troglodytes for laziness. This is not true. Trogs are sincere and devoted to theirfamilies, friends and race and they all work and play together with enthusiasm.

Troglodytes dig large, crude tunnels and chambers that weave and dip and intertwine for miles andmiles. Although a trog tunnel network is usually more condensed than a kobold complex, the largestis seldom more than 30 square miles; they are at least twice as complex and three times moreconfusing. Quite often a troglodyte tunnel system will consist of five or six main “tunnel villages.”The villages are usually under 10 miles (16 km) in diameter and, as mentioned, their cities seldomexceed 30 square miles (48 km). However, the main tunnels may actually run a thousand or moremiles, connecting both populated and abandoned pockets of tunnel villages as well as kobold ordwarven ruins.The smallest trog village will contain 1D4x10 trogs, medium-size 1D6x100, and the largest willhave 2D4x1000 members. Troglodytes have no use for mineral or ore deposits and do not minethem, although their tunnels may go through all types of mineral riches.

Troglodytes tend to avoid contact with most races, especially after the holocaust of the Elf-Dwarfwars. Even if their tunnels are invaded by intruders, troglodytes usually run away and hide in theshadows and behind rocks. Their elaborate weave of tunnels (confusing even to dwarves andkobolds) provides a quick and easy means of escape.

Peaceful and passive in the extreme, troglodytes will not attack unless scared, threatened, orattacked first. Although they may be gentle, nonaggressive creatures, they can fight like demons ifthey feel cornered and when a trog child, female or loved one is threatened, hurt or killed heavenhelp the persons who did so. Troglodyte males are instinctively the protectors of their people andfight with a speed and fury that is nearly unbelievable. The Doctor Jekyll and Mister Hydetransformation of the bashful little creature into a roaring, fighting machine is enough to startle themost seasoned warriors. Sometimes the transformation alone is enough to drive away an invader. Afoolhardy person would stand a better chance invading the den of an angry grizzly bear than invokethe destructive wrath of a protective or cornered troglodyte. Entire armies have fallen to but a fewhundred trogs defending their people.

A troglodyte player character is likely to be a young, single male or female who is curious about theworld. The attitudes of this character tend to be a bit different than the troglodyte norm. Forexample, the very fact the character is exploring the surface world and associating with surfacedwellers is a huge departure from the average troglodyte who rarely leaves the security of hisunderground domain, except to scrounge food. Players should remember that such a character willbe innocent and naive, at least at first. The general fears and suspicions about surface dwellers arelikely to keep the character cautious around them, but a trog who immediately encounters a group of

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good people may become too trusting of others until he learns otherwise. Likewise, the character’scomplete lack of knowledge about the surface world, its people, customs, laws and traditions (likepaying for things), is likely to get the poor fellow and his companions into all kinds of trouble. Onthe flip-side, troglodytes can become hardened and cynical from the hard knocks they may sufferfrom cruel or dispassionate surface dwellers.

Players should pick a direction and go with the flow; that’s why it’s called role-playing.

Troglodytes at a glance:Alignment: Any, but most tend to be good or unprincipled; a selfish or evil troglodyte is a rarity.

Physical Appearance: Broad shouldered, pale skin tone, large dark eyes, fat flabby looking bodieswith heads that seem to resemble lizards or amphibians rather than humans.

Size: 4 to 5 feet tall.

Weight: 130 to 250 lbs.

Average Life Span: 90+ years; some have lived up to 140.

Natural Abilities: In addition to the character’s high physical attributes,

troglodytes also have nightvision 600 ft (183 m), day vision is30 feet (9 m), plus an aptitude for digging and living in tunnels.

Underground Tunneling (Special): Broad powerful creatures, a

troglodyte can carve through solid rock with primitive tools faster than any other subterranean race.Their flabby muscles, short, stocky, quasi-human appearance belies their true speed and agility.

However, their tunnels are crude and they don’t really pay attention

to the design features or the techniques of other tunnel makers. BaseSkill: 30% +5% per level of experience.

Underground Architecture: Troglodytes do not create pretty dwellings with smooth walls or worksof art. Instead their dwellings are rough and unfinished, often resembling natural formations, butthey are sturdy, safe constructions. The trog who is travelling slowly and cautiously, looking forunderground traps can locate them, and avoid or deactivate them, but never make any. Base Skill:20% +5% per level of experience; detection and deactivation of traps is done at half his normalarchitecture skill level.

Underground Sense of Direction: The character has an incredible ability to tell direction whenunderground, even in total darkness (not applicable on the surface); basically the same as the dwarf.

Base Skill: 40% +5% per level of experience.

Judging the approximate relation/proximity to surface structures

(natural and artificial) is poor. Base Skill: 15% +5% per level of experience;20% if in an unfamiliar area.

Bonuses: One additional melee action/attack per round, +1 on initiative,

+2 to save vs poison and disease, and +1 to save vs horror

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factor. Retractable claws in the fingers do 1D6 damage plus P.S.

damage bonus, if any. Bite 2D4 damage (P.S. damage bonus does

not apply to bites).

Enemies: Goblins and hob-goblins are ancient, enemy invaders and bandits who sometimes huntthem for food or fun. Kobolds are known to force troglodytes out of their tunnels when theydiscover trogs have inadvertently tapped into valuable mineral resources.

Most troglodytes fear and dislike all surface dwellers, including humans and elves.

Allies: None per se; tends to be indifferent toward dwarves and gnomes.

Habitat: Troglodytes can be found periodically throughout the knownworld, but are most common to the mountainous regions of the

Western Empire, Old Kingdom, Timiro Kingdom and Baalgor

Wastelands. The largest subterranean troglodyte communities are found in the Old KingdomMountains.

Favorite Weapons: Thrown rocks, stone axe, stone hammer, stone

tools, cudgel, wood clubs and sling.Other Notes:

1. Troglodytes don’t usually worship gods, but when they do, they tend to be nymphs, elementaldeities and the forces of nature.

2. Wear little or no clothes and rarely use armor.

3. Rarely use metal weapons/tools unless found somewhere.

4. Have no worldly goods such as gems or precious metals (but do like things that sparkle).5. Although trogs shun daylight, they do use fire and torch light to a limited extent; mainly forwarmth and to cook food.

6. Compassionate, gentle, shy, and mild-mannered.

Kobolds:

Kobolds are the handsomer cousins to goblins and orcs. Like goblins, they are a subterranean raceof mischievous, troublesome, and mean-spirited creatures. Kobolds are meaner and more dangerousthan their goblin kin, because they are smarter, more cunning, organized, and cruel. Not only dothey hate and despise the larger, more attractive humanoids, but they delight in torturing and killingthese creatures just for fun; usually very, very slowly.

Unlike goblins or hob-goblins, kobolds usually stick to their own kind, pursuing an active life ofmining, weapons manufacturing (supplying the monster races), and building strong, regimentedunderground towns and cities. Territorial in the extreme, any unfortunate wanderer who unwittinglyenters a kobold domain is doomed. The lucky ones are beaten, robbed and left in a heap. The not solucky ones are beaten, robbed and enslaved. The least fortunate are slain and/or eaten! Kobolds are

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predators who hunt and eat animals and fellow humanoids; about 40% are also cannibalistic (theyeat their own kind). It is common for kobolds to eat the remains of their enemies or to capture anumber of the enemy and keep them in pens like livestock until they are needed as food — ogres,orcs and trolls do the same thing. On the other hand, this territorial attitude works to the advantageof other races, because except for kobold scouting and raiding parties, bandits, and adventurers, theyseldom travel above the surface or beyond their own realm.

A kobold domain usually consists of several small tribes or bands scattered throughout the area,centering around one or two large subterranean complexes (kobold cities). The small tribes oftendwell on the surface or in a shallow network of crude tunnels close to the surface.

These tribes may contain as few as a dozen members or as many as several hundred. Such tribes areoften composed of thieves, assassins and brigands of all sorts. The heart of a kobold domain isalways built upon rich mineral deposits, ranging from iron to precious metals and gems. A labyrinthof rough-hewn tunnels lead to the more finished chambers and tunnels that form the typical koboldcity tunnel complex. Such cities can be simple or elaborate, large or small, but seldom cover morethan a (32 km) square mile radius, although dozens of tunnels may extend for hundreds of miles andconnect to a dozen other kobold cities, towns or villages. Unlike the villages which are typically 50-200 feet underground, kobold towns, cities and connecting tunnels are always at least 2000 feet (610m) below the surface; some as far down as one or two miles (1.6 to 3.2 km).

These complexes are typically sprawling cities comprised of tunnels and chambers with lowceilings; nothing like the grand chambers and cathedrals of the dwarven cities. Ceilings in mostkobold cities seldom exceed eight feet (2.4 m) tall and tunnels rarely have a ceiling higher than fiveor six feet (1.5 to 1.8m) and are of equal width. These sprawling cities of tunnels and smallchambers are typically maze-like, which makes it difficult for surface dwellers to keep their sense ofdirection —there are so many similar looking tunnels and identical rooms that one quickly getsdisoriented (-20% on all navigation skills). Furthermore, kobold cities and tunnel networks don’tusually seem to have been constructed with any rhyme or reason, and large sections of tunnels orareas of the city are often abandoned for no apparent reason. Consequently, deceptively large citiesand towns will often be populated by surprisingly few kobolds. Note: A common kobold city willconsist of a maze of tunnels and chambers running in a loose checker board pattern with 4D4 levels,covering a 50-100 mile (80-160 km) diameter and is 1-2 miles (1.6 to 6.4 km) deep. Some of thelevels will be mines or garbage dumps (often inhabited by subterranean predators and scavengers).The typical population ranges from 600 to 2400. The inhabitants are scattered in small pocketsthroughout the tunnel-city complex, with concen-trations of hundreds or.thousands in certain areas;often near active mining operations. However, the most densely populated cities such as thoselocated in and around the Old Kingdom Mountains will be 6,000 to 36,000 strong. Kobolds preferto inhabit cool, hilly, rocky or mountainous regions.

Kobolds themselves are nocturnal creatures, seeing clearly in the dark for 400 feet (122 m).Consequently, they shun bright light and are seldom seen above the surface during the day. Thismeans they do their prowling, hunting and raids on the surface at night, adding to their reputationfor treachery and viciousness. Light so impairs their vision that even after their eyes becomeadjusted they cannot see clearly beyond 40 feet (12 m). A simple fire from a torch or campfire willnot appreciably affect a kobold’s vision. However, intense light will blind them (-9 to strike, parryor dodge).

Kobolds are fine craftsmen, artisans, weaponsmiths, and armorers. They make some of the finestjewelry and silverware in the world, and only dwarven arms and armor are superior; the Jotan isroughly equal to kobold quality. Thus, a kobold-crafted weapon or armor is highly valued andcoveted by men at arms. Since most kobolds hate the prettier races, they are courted by the monster

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races to be their arms manufacturers, a position these misanthropes welcome. This garners thekobolds a high position within most nonhuman societies. Kobold craftsmen are highly regarded bythe Wolfen, with approximately 60% of all Wolfen arms and armor manufactured by them. Koboldsare also frequently members of ogre and troll clans, bands and mixed armies of nonhumans, as wellas selling or trading weapons and armor with any nonhumans who approach them in peace, but withhate for humans and their allies. In most cases, the vile and self-serving creatures will sell theirwares to anybody who can afford them, and are infamous for selling arms to both sides of a conflict.Kobolds dislike their stupid and annoying goblin cousins, so they typically sell them inferior humanquality weapons and armor at only moderately lower prices — they have nothing to worry aboutbecause unless goblins and orcs are allied to smarter creatures, most can’t tell the difference. Evenmany human communities will tolerate the presence of law abiding kobolds working as smiths,armorers, jewelers, artisans and metal workers.

A Kobold player character is likely to be a mercenary, thief, assassin or young adventurer out to findhis place in the world. Selfish and evil characters are likely to view humans and most goodcharacters as chumps and suckers to be used. Actually, to have any other attitude and associate withhumans and their allies is to be branded a traitor to his race — and traitors are often hunted,captured, tortured and killed. However, kobolds respect strength and courage, so even a selfish orevil character may find himself respecting or even befriending a human or elf with these qualities ifhe’s not careful.

A kobold of a good alignment, or who openly befriends (and stays loyal to) a human, elf or gnome,is a renegade and a traitor to his people. These characters will be despised by his fellow kobolds, sohe should watch his back for assassins and outraged kobold loyalists. The character’s problems arecompounded further by the fact that most humans and their allies will view a kobold with theutmost suspicion, racial prejudice and possibly, hatred.

Kobolds At A Glance:Alignment: Typically anarchist or evil, but most player characters are likely to be unprincipled,anarchist, aberrant or even good.Physical Appearance: Short, thin but muscular creatures with a pale waxen complexion, no facialhair, black, silver or white hair, high hairline (hairline typically starts on the top of the head), largeears that come to a rounded point, thick leathery skin, yellow and/or red eyes, and small pointedteeth.

Size: 3 to 4 feet (0.9 to 1.2m)

Weight: 70 to 120 pounds (31.5 to 54 kg).Average Life Span: 160+ years; some have lived up to 250.

Natural Abilities: In addition to the character’s high physical attributes, kobolds also havenightvision 400 ft (122 m), day vision 40 feet (12 m), plus an aptitude for digging and living intunnels.

Underground Tunneling (Special): Exactly the same as dwarves.

Underground Architecture: Same as dwarves.Underground Sense of Direction: Same as dwarves.

Metalworking (Special): All kobolds have a basic understanding of working with metal, particularly

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in the area of making weapons and jewelry. Equal to the field armorer skill with a +10% bonus, plus+10 on recognize weapon quality, art (limited to jewelry) and gemology skills.

Bonuses: +1 on initiative and +2 to save vs horror factor.

Enemies: Humans, elves, gnomes, and changelings. Kobolds find goblins and orcs to be pathetic,ignorant barbarians worthy of contempt.

They enjoy using, abusing, and tormenting them. Kobolds sometime invade troglodyte communitiesat locations where valuable mineral resources are discovered.

Allies: Trolls, ogres, giants and Wolfen. They consider dwarves to be foolish for their allegiance tohumans, but respect them as warriors and for their superior skills as armorers, stone workers andbuilders, as well as for the Elf-Dwarf war; the average kobold absolutely loathes elves.

Habitat: Kobolds can be found throughout the world but are most common in the Old Kingdom,Eastern Territory, and Great Northern Wilderness. The largest known subterranean communities arefound in the Old Kingdom, Old Kingdom Mountains and the Algor mountains. Favorite Weapons:Can use any, but favorites include axes, picks, hammers, knives, and swords. They adore magicweapons.Other Notes:

1. Worship demons and evil gods; occasionally powerful dragons.

2. Sometimes sell their services as mercenaries to nonhumans.

3. Prefer studded, chain, scale, and plate armor.

4. Particularly fond of gold, silver, and precious stones; the treasure vaults of a prosperous koboldmerchant, nobleman or king is a sight to behold.5. Tend to be selfish, cruel, vindictive and arrogant.

6. Kobolds are predators who hunt and feed on animals and fellow humanoids;

gnomes, humans and elves are among their favorites.

About 40% are also cannibalistic.

Goblins:

Goblins, hob-goblins, kobolds and orcs are believed to be malicious, ugly members of the faeriefolk, but except for the Cobbler Goblin, these races lack any natural magic powers. These villainsare thieves and bushwhackers who lurk in the shadows and attack the unsuspecting. They are cruel,malevolent creatures who are attracted to evil and power like moths to a flame. Consequently, theymake eager, although unreliable, henchmen and minions for thieves’ and assassins’ guilds, bandits,witches, evil sorcerers, black priests, deevils, and demons, among others.Ogres and trolls are constantly trying to whip them into an organized army, and some have evenamassed goblin and orc armies that are thousands strong. However, it is difficult to keep hugenumbers of these chaotic and easily bored creatures focused, controlled or happy for anylength oftime. Desertion among goblin armies will typically run at 60% in a matter of weeks. However, the

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more tempting the opportunity — the bigger the reward, the easier the prey, the more decadent andviolent the better the goblins like it, and the more likely they are to stay committed. Strong andfrightening leaders like greater demons, dragons and powerful practitioners of magic, trolls andogres are the most likely to keep goblin minions in check and motivated. Goblins, hob-goblins andorcs also make great cannon fodder because of their large numbers and they are easily whipped intoa frenzy in which they act without thinking. Thus, they are the perfect pawns for dark forces.

Goblins are the descendants of a swarthy mining race, but recent generations have forsaken the pickand shovel for the sword and dagger in pursuit of easy treasure. Many have also given up theirsubterranean habitats to live on the surface. They are disagreeable, vindictive, stupid creatures witha passion for precious metals and gems equal to their attraction to skullduggery. Goblins hate thelarger and handsomer races, particularly elves and humans. They have been known to join forceswith orcs, hob-goblins, ogres, and Wolfen in assaults against human and elven settlements just forthe pleasure of killing then.

Strangely, goblins detest their first cousins, the kobolds, and a few clans will attack them on sight.This hostility has lasted for centuries, presumably stemming from the kobolds’ degrading treatmentof all goblins. Kobolds find their stupid cousins’ rage and anxieties very amusing and tend to fuelgoblin hatred with cruel, degrading pranks and skirmishes. However, while kobolds dislike anddistrust goblins, they will seldom attack without reason or provocation.

The goblin society lives by the philosophy that “the strong preys upon the weak.” This shabby tribalunit is usually comprised of a warrior chieftain, a war chief (second in command), and a clericleader (dark priest, witch, druid or shaman and third in command). Goblin tribes can be foundthroughout the known world, although they prefer woodlands, prairies with tall grass, and mountainregions. They are also known to live in the slums of cities and ancient ruins above and belowground. An area dominated by goblins will contain dozens of small nomadic tribes ranging widelyin number from as few as 20 to 1D4x100.

Goblin tribes are seldom larger than 600, with a 30% female, 20% young, 50% male ratio. Largetribes construct a network of subterranean tunnels and chambers dug under hills, ruins or into thesides of a mountains. These dwellings resemble troglodyte lairs with their crude walls and lowceilings; however, goblin tunnels are never as long, elaborate, or deep. They are seldom more than100 feet (30.5 m) deep or span more than a one mile (1.6 m) radius. Lazy creatures, goblins preferto take over abandoned tunnels rather than dig their own.

On the surface, goblins live in small huts, shacks and tents, or take over abandoned villages, templesor decaying ruins. Many of the large, ancient cities in the Western Empire have a chronic problemwith goblins and Ratlings living below the city in man-made catacombs, basements, and sewers, aswell as in tunnels of their own making. From their subterranean lairs, these creatures sneak out tosteal, mug, kill, vandalize and cause mischief, as well as add to the problems of waste disposal andovercrowding. Like rats or cockroaches, once an area infested with these nasty creatures, it can bedifficult getting rid of them.

A goblin player character is likely to be a mercenary, thief, assassin or a young adventurer out tofind his place in the world. Selfish and evil characters are likely to view humans and most goodcharacters with contempt, suspicion or as suckers to be used. However, goblins respect strength,ruthlessness and power so they tend to be relatively loyal and obedient to such characters.Otherwise, the character is likely to watch out only for himself and will cheat, lie, and betraymembers of the player group; although if such acts are too blatant he is likely to get into trouble.

A goblin of a good alignment will be loyal, honorable and friendly, although such traits in goblinsare uncommon. Evil goblins view such characters as wimps, sissies, goody two-shoes, and kiss-ups,

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and treat them accordingly. Most humans and their allies are likely to view goblins with suspicion,racial prejudice and possibly hatred.

Goblins At A GlanceAlignment: Typically anarchist or evil; but most player characters are likely to be unprincipled,anarchist, aberrant or even good.

Physical Appearance: Short and skinny with spindly limbs. Even robust

goblin with a broad chest and thick neck will have comparatively

thin arms and legs. Black, brown, or red hair, large ears and

mouth, and dark eyes.Size: 3 to 4 feet (0.9 to 1.2 m)

Weight: 70 to 120 pounds (31.5 to 54 kg).

Average Life Span: 80+ years; some have lived up to 150.

Natural Abilities: In addition to the character’s high physical attributes,

goblins also have nightvision 90 ft (27.4 m), good day vision,

plus an aptitude for digging and living in tunnels.Underground Tunneling (Special): Fundamentally the same as

for dwarves, only much cruder. Base Skill: 30% +5% per level of experience.

Underground Architecture: Fundamentally the same skill as for dwarves, only much simpler andcruder. Base Skill: 10% +5% per level of experience; detection and deactivation of traps is done athalf his normal architecture skill level.

Underground Sense of Direction: Fundamentally the same skill as for the dwarf, but less acute. BaseSkill: 20% +5% per level of experience.

Judging the approximate relation/proximity to surface structures (natural and artificial) is poor. BaseSkill: 10% +5% per level of experience;

20% if in an unfamiliar area.

Bonuses: +1 to save vs faerie magic, and +2 to save vs horror

factor.Enemies: Humans, kobolds, dwarves, gnomes, changelings, and especially

elves. However, a goblin will accept and serve a member of

any of these races if the character proves to be evil, ruthless and

powerful enough to impress and intimidate them. Goblins dislike their fellow faerie folk, except forsome of the uglier, meaner faerie kin like toadstools and bogies.

Allies: Regularly work with hob-goblins, orcs, ogres, and trolls. Indifferent towards troglodytes,giants and most creatures of magic.

Habitat: Goblins are found throughout the world but are most common in the Old Kingdom, EasternTerritory, Western Empire, Timiro and in the South. The largest known communities are found in

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the Old Kingdom.

Favorite Weapons: All except pole arms and long bows.

Other Notes:

1. Worship evil gods, devils, demons and even powerful dragons, sphinx, giants and sorcerers.2. Often sell services as mercenaries, spies, thugs and thieves.

3. Can wear any type of armor, but most prefer studded leather and chain mail.

4. Poor craftsmen who hate physical labor other than brutalizing or killing people.

5. Tend to be lazy, cruel, vindictive bullies as well as deceitful and treacherous.

6. Goblins operate best in small groups with a charismatic and powerful leader.

7. Although aggressive, mean and given to acts of terrorism and brutality, goblins and hob-goblinsare easily intimidated (and bluffed) by demonstrations of power.

Hob-goblins:

Hob-goblins appear to be genetic mutations of the goblin. These tall, lanky, flop-eared beings arejust as mean, petty, and treacherous as their shorter goblin kin. All aspects of the hob-goblin, theirattitudes, morals, disposition, passion for precious metals and gems, society, enemies, and allies, areidentical to the goblin. Hob-goblin and goblin are usually seen in the company of each other andwill often be members of the same tribe. Each readily accepts the other as a brother and the two areastonishingly loyal to each other (everybody else, including orcs and ogres, are dispensable).

There are, however, certain differences between the two besides physical appearance. Hob-goblinsare not as quick or dexterous as the goblin, nor do they possess their keen nightvision (limited to 40feet/12.2), although their day vision is as good as a human’s. The hobgoblin’s strength is his mentalendurance (M.E.), providing most with a healthy resistance to psionic attacks as well as insanity andmental fatigue.

Independent hob-goblin tribes, those not associated with a goblin tribe, are usually small, with 20 to120 members. They will often live in caves, abandoned ruins, shallow burrows, or shabby huts.Hob-goblins are not nearly as common as goblins, with their total population at an estimated twomillion worldwide. Like gnomes and troglodytes, hobgoblins suffered huge losses as a result of theElf-Dwarf War, although their people have never prospered like other races. Stillbirths are frequentand hob-goblins are so foolishly aggressive and stubborn that less than 33% reach their full lifeexpectancy; their days in this world seem numbered.

Hob-Goblins At A Glance:

Alignment: Typically anarchist or evil, but most player characters are likely to be unprincipled,anarchist, aberrant or even good.

Physical Appearance: Short, compared to humans with large ears,

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large nose, small beady eyes, bald head, large teeth, skinny legs and

large feet.

Size: 4 to 5 feet (1.2 to 1.2 m)

Weight: 90 to 140 pounds (40.5 to 63 kg).Average Life Span: 80+ years; some have lived up to 130, but most males rarely make it to 40.

Natural Abilities: In addition to the character’s high mental endurance, hob-goblins also havenightvision 40 ft (12.2 m), excellent day vision (equal to a human), and keen hearing (see bonuses).They can also dig crude, shallow tunnels but are far less adept at it than goblins, plus they hatedigging and making tunnels; they’d much rather mug and steal than do work of any kind.

Underground Tunneling (Special): Fundamentally the same as for dwarves, only much cruder. BaseSkill: 20% +5% per level of experience.

Underground Architecture: Fundamentally the same skill as for dwarves, only much simpler andcruder. Base Skill: 5% +5% per level of experience; detection and deactivation of traps is done at

half his normal architecture skill level.

Underground Sense of Direction: Fundamentally the same skill as for the dwarf, but less acute. BaseSkill: 10% +5% per level of experience and cannot judge the approximate relation/proximity tosurface structures while underground.

Bonuses: +1 to initiative and dodge (keen hearing). Keen hearing also means that the charactersuffers half the usual penalties when blinded (can dodge, attack, etc., by listening to sounds); thehobogoblin’s hearing is easily as keen as a dog’s and has the same range of hearing. +1 to save vsfaerie magic, +1 to save vs psionic attack (in addition to possible M.E. bonus), +2 to save vspossession and +2 to save vs horror factor.Enemies: Humans, kobolds, dwarves, gnomes, changelings, and especially elves. However, a hob-goblin will accept and serve a member of these races if the character proves to be evil, ruthless andpowerful enough to impress and intimidate them. Hob-goblins also hate their fellow faerie fold andtake pleasure in plucking the wings from faeries and sprites, knocking down their homes and similaracts of cruelty.

Allies: Regularly befriend and work with goblins, orcs, ogres, and trolls. Indifferent towards wolfen,troglodytes, giants and most creatures of magic.

Habitat: They are found throughout the world but are most common in the Old Kingdom, EasternTerritory, Western Empire, Timiro and in the South. The largest known communities are found inthe Old Kingdom and Land of the South Winds. Favorite Weapons: All, except pole arms and longbows; love magic.

Other Notes:1. Worship evil gods, devils, demons and even powerful dragons, sphinx, giants and sorcerers.

2. Often sell services as mercenaries, spies, thugs and thieves.

3. Can wear any type of armor, but most prefer chain mail, splint, scale and plate.

4. Poor craftsmen and tunnel builders. They hate physical labor more than goblins!

5. Tend to be lazy, cruel, vindictive, backstabbing bullies as well as deceitful and rude.

6. Unlike goblins, hob-goblins operate well in groups especially if they think they’re getting their

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fair share of the spoils.

7. Although aggressive, mean and given to acts of terrorism and brutality, hob-goblins are easilyintimidated (and bluffed) by demonstrations of power.

Orcs:

Orcs are the most common of the sub-human races (goblins being the second most common). Theyhave a reputation for being dull-witted, muscle-bound brutes with a wicked disposition. Mostpeople regard orcs as stupid, greedy creatures with delicate egos that make them vulnerable to allmanner of deception and trickery. Furthermore, they are easily startled by sudden unexpecteddisplays of magic or superhuman powers. Likewise, orcs are outrageously haughty and brazenfighters when in large numbers and/or facing an obviously weaker opponent, but they are easilyunnerved and down-right cowardly when clearly outmatched or facing magical or supernaturalopponents. Many a warrior has bluffed and bullied his way out of dilemmas with orcs where thebarbaric creatures had the definite upper hand but were conned into believing otherwise. However,many a bold warrior has lost his life by overplaying his hand or mistaking all orcs to be nervouscowards. An orc will remember who has wronged or tricked him and extract a cruel vengeancewhen the scales tip in his favor. Worse, the anger of a orc knows no bounds. When truly outraged, asingle orc will attack ten opponents without hesitation, be they human or deevils straight from Hel!

Such madmen will often fight to the death. And the man who thinks all orcs are shiftless cowardshas one foot in the grave and is just waiting for an orc to put him in his final resting place. Orcs areborn predators and merciless warriors who genuinely enjoy combat.

In the right group, orcs can be as fiercely loyal, heroic and courageous as a palladin. Orcs of good oraberrant alignment will never betray a friend or ally, or desert him at a moment of need. They getthis reputation because orcs are dull-witted, easily startled (not necessarily frightened) and tend tohave a “herd mentality,” that is to say that they follow the crowd. Thus, if the majority of their groupis scared and retreats (like lily-livered goblins) the orcs in the party become scared and run awaytoo. On the other hand, an orc will face down a god or demon lord if the rest of his groupconvincingly pretends not to be afraid. Orcs also look to strong, charismatic leaders or powerfulwarriors in the group, from whom they take their lead — orcs respect physical strength, agility andcombat skills above all else. They fear magic and the supernatural because they don’t understandthem and because these things represent superhuman power (something they can understand andrespect). The problem with utilizing orcs in an army or any large group, is that there are too manydistractions and people to look at for their cues. Consequently, large groups of orcs tend to beunorganized, unfocused and easily confused. A small group of 6-20 with a strong leader can bedevastating, something ogres, trolls and evil sorcerers take advantage of frequently.

Orcs, goblins, and hob-goblins are constantly found living together often functioning as members ofthe same tribe. Orcs are even found living with goblins in their subterranean tunnels. This had ledsome people to believe that these creatures are all related in some way, but the orc is a completelydifferent species than his goblin friends. They associate together mainly because they are verysimilar in intellect, temperament and society. Like goblins, orcs function on the philosophies of“might makes right” and “the strong preys upon the weak.”

A typical small band of orcs will range from 20 to 60 with either a warrior chief or powerful magic-user or priest. Frequently the leader of the tribe is of a different race. Ogres, trolls, giants and even

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humans frequently command groups of orcs — they tend to be everybody’s minions because theyare so easily impressed by brute strength and raw power. Large tribes may consist of as many as twoor six thousand, with another several hundred (sometimes thousands) goblin and hob-goblin alliesor fellow tribesmen. The larger tribes usually have a powerful tribal king or queen who is anextraordinary warrior or practitioner of magic (clergy included), or a supernatural monster like agreater demon, sphinx, Za or dragon. A War Chief is the second in command and a string of warlords, lieutenants and advisors subdivide the tribe into more easily manageable groups. However,such large groups are usually chaos in motion, with splinter groups and rabble rousers causingconfusion, disobeying orders, misinterpreting orders, and so on.

Male and female orcs are surprisingly caring nurturing parents and very protective of their young.Orc parents will fight to the death to defend their mate and their children. Raiders who slay orkidnap an orc child will be hunted down by the parents, and sometimes other family members andfriends, and brutally slain. Orcs have been known to spend years, if necessary, to avenge theslaughter of their offspring. For this reason, many slavers and plunderers will leave orc childrenbehind and untouched, even if they are reasonably certain all the adults have been captured or killed.Most surviving adults will stay with the orphaned children to protect and raise them even if theirmate has been killed. Even orcs not related to the abandoned child will usually take care of it as if itwere his/her own. Only a diabolical orc will leave an orcish child to fend for itself.

The orc as a player character. While many orcs have been corrupted to the ways of evil by goblins,ogres and others, many are anarchist, unprincipled and good. Since orcs are everybody’s cannonfodder and dupes, as well as slaves and servants, nobody thinks twice about one or more orcs in amixed group, or that orcs might associate with any race from humans to dragons.The one thing a player should be prepared for is people treating his character like an ignorant savageor a vile brute. Most people talk down to orcs (if they address them at all) and seldom show eventhe most noble, heroic or generous orc the slightest courtesy or respect. This can also work to thecharacter’s advantage because most people greatly underestimate them and some will talk right infront of them as if they weren’t even present.

Orcs At A Glance:Alignment: Typically anarchist or evil, but most player characters are likely to be unprincipled,anarchist, aberrant or even good.

Physical Appearance: Husky, muscular humanoids who stand about the same height as humans butare much broader and heavily muscled. Even the females look like heavyweight boxers. The nose islarge, flat and has large nostrils that have been compared to both the hog and gorilla. The ears arepointed like those of an elf, eyebrows thick and bushy, and the mouth large and filled with sharpteeth and canine fangs. The hair is black and usually grown into a long, wild mane or worn back in aponytail.

Size: 5 to 6 feet, eight inches (1.5 to 1.9 m)

Weight: 160 to 250 pounds (72 to 112.5 kg).

Average Life Span: 50+ years; some have lived up to 80.Natural Abilities: In addition to the orc’s great strength and stupid courage, the character also hasnightvision 40 ft (12.2 m), excellent day vision (equal to a human), and a superior sense of smell.

Track Blood Scent: An orc can follow the scent of blood up to 1000 feet (305 m) away at the base

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skill of 15% +5% per level of experience.

Recognize Scent of Others: The orc can recognize and follow a familiar scent up to 50 feet (15 m)away. Base Skill: 10% +3% per level of experience; +13% to recognize and follow the scent of amate or offspring. Roll once for every 100 feet (30.5 m) when following a scent trail. A failed rollmeans the trail is lost.

Bonuses: +1 to roll with impact and +3 to save vs horror factor.

Clawed hands inflict 1D6 damage +P.S. bonus, and a bite attack

does 1D6 damage but no P.S. bonus is applicable.

Enemies: Hate humans, elves, dwarves, gnomes, and changelings. However, an orc will serve themas a slave or if impressed by those with uncommon physical strength, combat skill or magic powers.Allies: Regularly befriends, works and lives with goblins, hob-goblins, and ogres. Respect and oftenfollow Wolfen, trolls and giants. Indifferent towards kobolds, troglodytes, and most creatures ofmagic.

Habitat: They also have a habit of living amidst the ruins of all types of abandoned structures;tunnels, buildings, castles, dungeons, caves, the list is endless. Orcs also build simple huts,stockades, and erect tents. Common to all climes and terrain, they seem to prefer woodlands, andhilly, rocky, or mountainous regions. This is partly due to their close relationship with goblins. Orcsare most common in the Old Kingdom, Eastern Territory, Western Empire (50% slave), Timiro andin the South. The largest known communities are found in the Old Kingdom and Land of the SouthWinds.

Favorite Weapons: Any, but most lean toward large, heavy weapons

like battle axes, pole arms, large swords, etc. They love magic weapons.Other Notes:

1. Worship evil gods, devils, demons and even powerful dragons, sphinx, giants and sorcerers. Toan orc, true power is the freedom to do whatever one wants to whomever one wants. Consequently,they will obey and follow any being who possesses great physical strength or incredible magicpower and/or promises great treasure and/or glory.

2. Often sell their services as mercenaries, spies, thugs and thieves.They revel in destruction and mayhem and love to participate in torture, murder, pillaging andgeneral acts of carnage.

3. Can wear any type of armor, but most prefer chain mail, plate and other heavy types of armor.

4. Orcs are poor craftsmen, but hard workers who do not flinch from heavy, difficult or repugnantlabor. Consequently, they have been used by virtually every race imaginable at one time or anotheras migrantfarmers, low wage workers, slaves or pawns since the beginning

of history. The Western Empire has a huge orc slave

population.

5. Tend to be savage and cruel to other races.

6. Like goblins, orcs don’t work well in large groups.

7. Although aggressive and mean, the dull-witted orc is easily startled, confused and redirected.

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Most are followers, not leaders.

Changelings:

Changelings are an ancient race of shape changers universally feared and hunted by all other racesexcept elves. Although elves show some degree of hospitality toward changelings, even they do nottrust them completely and have little regret for having to slay one. Changelings are naturally sevenfoot (2.1 m) tall, thin, pale yellow skinned humanoids with large sad eyes and rather homelyfeatures. They all possess the ability to shape change into any humanoid creature from as small as 3feet (0.9 m) to as tall as 10 feet (3 m). Changelings are creatures of magic with a history as old asthe elves’. Nobody knows the origin of these beings although most believe they are the evil creationof the Old Ones or a similar dark, supernatural force. Even the changelings don’t know theirancestry.

Countless legends warn of the dangers, treachery, and foul deeds of the shape changers — infamousvillains accused of plotting the destruction of the other races by assuming the shape of those peopleand slaying them while they slept. Changelings have also been implicated in scores of disasters,countless assassinations and mysterious disappearances.It is said that a changeling will secretly study a person, his speech, mannerisms, and life style, thenslay him and assume his identity. Although much of this is pure superstition and madness, manychangelings have been known to capture or kill a person to assume his identity for the purposes ofspying. In addition, evil changelings have used their natural abilities to become assassins, andcriminals. It is the deeds of these villains that help fuel the misconceptions and psychotic fear thatpeople harbor toward changelings. Changeling hysteria is a constant, reoccurring phenomenon in which massive witchhunt style purgesare launched to exterminate them. In many instances, the mere suggestion of a changelingconspiracy is enough to launch a blood campaign of genocide. Most races are so paranoid aboutchangelings that the poor creatures are slain upon discovery without benefit of a trial. Many of theseparanoid frenzies have lasted decades and swept across the entire civilized world. Sadly, the maniacan become so great that anybody suspected of being a changeling is killed where he stands beforehe can shape-shift into some other appearance and escape. Of the millions that have beenslaughtered over the millenniums, an estimated 40% have been innocent people falsely accused. Insome cases, the changeling scare has been used to undermine an enemy or as an excuse to attack arival.

Blind terror and panic has brought global genocide of all changelings, good and bad. No othercreature in the Palladium World has been more persecuted than the Changeling. Ironically, this isthe primary reason changelings hide their true identity, for to do otherwise means death! Thus, theytake the general forms of more acceptable creatures (varies depending on the population of theregion) and hide in plain view, disguised as an ordinary person.

Although changelings do have a bloody history involving all manner of treachery and corruption,they are not necessarily evil. Many are benevolent towards humans and the other races and arecapable of great feats of courage, friendship, and loyalty. In fact, many times a changeling grows toidentify so closely with the race he is impersonating that he develops a genuine sense of kinship andcamaraderie with it. Some have secretly become great kings, priests, wizards and heroes, whileothers lead quiet unassuming lives. Trouble erupts when one dies of old age, disease or accident and

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his true from is revealed. Inevitably, the worst is assumed and slaughter, fueled by panic, ensues.

Today, it is believed that changelings are extinct or nearly so, but noone can be certain, for howdoes a person identify a creature who can assume any humanoid shape at will? It is believed, andrightly so, that the changelings there are coexist among the other races disguised to look like one oftheir own. It is extremely difficult to identify a changeling unless he reveals his true form. Height,age, complexion, and race can all be controlled and altered. A changeling aura is not much differentfrom an elf or human and even a high level mind mage may not be able to discern an appreciabledifference. They also have an extremely high mental endurance, making mental probes orexaminations an equally difficult task. Perhaps their physical differences are the most striking to thetrained eye. Changelings have weak constitutions (P.E.), making them susceptible to disease andfatigue. They also have absolutely no tolerance for alcohol, becoming blasted on one glass of ale,and cannot eat salt without becoming ill/nauseous. Changelings are also slow moving and not veryagile.

Changeling as a player character. Playing a changeling is not much different than playing a human,elf or any other character. The only real difference is that changelings are very careful in choosingtheir friends and usually keep their true identities a secret for a long time. These characters can beloads of fun to play if one exercises reasonable caution.

Changeling At A Glance:Alignments: Any

Natural Abilities: Superior mental endurance and affinity, plus:

Shape changing ability: A changeling can alter his shape and size to assume the appearance of anyhumanoid creature. They cannot shape change into animals, insects, or objects. Nor can they growadditional limbs or other appendages, like a tail or wings. This means the creature cannottemporarily eliminate one limb if the person being imitating has lost a limb. Likewise, a changelingwho loses an arm or leg in battle cannot regenerate the missing limb for the purpose of disguise.They can instantly grow hair or fur of any type and color and otherwise change their appearancecompletely. The changeling does have size and mass restrictions. The absolute smallest size is threefeet (0.9 m) and the tallest is ten feet (3 m). Mass/weight varies only thirty pounds or so,consequently, when small they are fat, and when tall they are thin. One full melee (15 seconds) isrequired to complete a transformation. When assuming the guise of a particular living person, thechangeling can adjust its diet accordingly, gaining or losing weight to make the impersonationperfect. Note that only the physical appearance, size and shape of the body changes. Thechangeling’s attributes are always the same, regardless of size and appearance. Nor do clothesmagically change to fit the new body; new clothes will have to be acquired. Also note thatchangelings are asexual — have no one gender. They can physically change to be either male orfemale, or both.

Bonuses: +2 to save vs telepathic probes, mind control and horror factor, in addition to bonusesgained from attributes, O.C.C., and skill bonuses. +5% to disguise skill.

Physical Appearance: With shape changers, who knows?Height: Seven feet (1.2 m) tall as a changeling; 3-10 feet (0.9-3 m) tall otherwise.

Weight: 180 to 250 pounds (81 to 112.5 kg) is average.

Average Life Span: 250+ years

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Enemies: All races are feared.

Allies: Traditionally, elves are the closest to being an ally. However, they like to keep secretcompany among humans, elves, wolfen and other humanoid canines, orcs, and trolls.

Habitat: Can be found anywhere. Rumors that a changeling colonymay exist in the Yin-Sloth Jungles or Floenry Islands are starting to

circulate.

Favorite Weapons: None in particular.

Other Notes:

1. Worship any number of deities; similar to humans.

2. Wear all types of armor.3. Tend to be suspicious of others, especially strangers.

4. Fair craftsmen and metal workers.

5. Most races engage in the mass genocide of changelings, actively hunting them down anddestroying them wherever they are found.

Wolfen:

The greatest threat to human dominance of the Palladium world is the emerging Wolfen Empire.Once lost to bickering and warring against each other, the Wolfen were considered to be witlessbuffoons much like orcs and goblins. However, since the unification of the twelve Wolfen tribes,they have proven themselves to be clever, inventive, adaptive, and valiant warriors with a keenmind for strategy and tactics. The Wolfen are incredibly well organized, disciplined, and just.

Much like the early days of the Roman Empire, the Wolfen are building a reputation for strength,justice, loyalty, and military might. Also like the Romans, they are masters of diplomacy andsubterfuge, offering aid and assistance to any kingdom or people (even humans) who request it.Treaties, pacts, and alliances complete the transaction which the Wolfen fulfill to the letter. If suchan agreement is broken by the other parry, they are crushed or bullied into submission.

The Wolfen’s goal is to conquer the known world, uniting all the races under one globalgovernment. Of course that government would be organized, led, and enforced by Wolfenkind.Already the word has spread that these canine humanoids do not destroy or enslave their conqueredpeople, but rebuild their cities, protect and provide for the people, and allow them to keep andopenly practice their religious faiths, as long as they are not subversive to Wolfen rule. This fair-play is unprecedented even in human society, and so the Wolfen Empire slowly grows and prospers.

Needless to say, humans are completely opposed to submitting to the Wolfen, no matter howgenerous their rule. This has provoked a number of lengthy border wars up north, with no decisivevictory for either side. One advantage for the humans is their superiority in quality metal arms andarmor. The humans also dominate the seas with powerful, well trained fleets. Yet, even now thearms advantage dwindles as Wolfen become more adept in working metals and continue theiralliance with kobolds who now manufacture 60% of all Wolfen arms and armor. Although theWolfen have few seaworthy vessels, their foot soldiers are trained to perfection. Combined with

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honor, dedication, and a burning goal for global conquest, the Wolfen armies are a force to berespected and feared. Assaults against human villages, forts, and strongholds in the Great NorthernWilderness and along its borders have increased sharply. Thus far, the Wolfen have directed theirstrongest attacks inland, away from the seacoasts where humans have the advantage of their fleets.Unfortunately for humans, Wolfen lay claim to the entire Northern Wilderness and the northern halfof the Eastern Territory, an immense land area of unexplored forests. Human reconnaissance showsthat Wolfen and other canine humanoids are scattered throughout the wilderness, but that the heartof their civilization is located in the northeastern region. It is in this area that large Wolfen cities andfarmlands are located.

Wolfen are not like most of the chaotic monster races who wander about in loose-knit tribalsocieties. Wolfen are civilized with cities, culture, and laws. They are very similar to humans in thatthey are inventive, social creatures who have farms, forts, villages, cities, merchants, diplomats,soldiers, nobles, and kings. They have rules, laws, and regulations. They are not inherently cruel orevil simply because they are the enemy of humans. Wolfen are simply another race, another people,trying to carve their place in this world. In many respects, they are large, furry humans.

Wolfen and humans have been sworn enemies ever since the first Western Empire slavers capturedWolfen for the slave markets and arenas. The two seem destined to a confrontation that is likely tochange the face of this world.

Although Wolfen disapprove of the cruel, dishonorable races like goblins, orcs, ogres and trolls (allof whom are considered barbarians by Wolfen), they realize their value as allies against a commonfoe, humanity. They often enlist the services of these beings as mercenary fighters, spies andadvance forces. Easily impressed by the Wolfen’s strength and military might, orcs and goblinsmake willing pawns in this war. However, even though Wolfen have commanded up to a thousandof these scoundrels at a time, they have not been successful in uniting or controlling greaternumbers of these chaotic beings. Yet the possibility of an orc and/or goblin army under Wolfencommand is real.

More likely is the unification and control of the Wolfen’s barbaric cousins, the Coyle. If they canever unite these races, as they did their own tribes, they could become a power that even the humansand their allies could not repel.

Wolfen as a player character. People love to play Wolfen! They are powerful, resourceful andhuman, with a little mixture of tragedy and misunderstanding — the classic beauty and the beastsyndrome; the gentle giant behind a monstrous facade. However, while many Wolfen are brave andnoble warriors and knights, many are just as vile as the stories about the “baby eating” monsterssuggest. However, the level of evil vs good is no different than playing a human. Like humans,Wolfen exhibit an amazing capacity for love and kindness as well as an equal capacity for hatredand cruelty.

Heroic Wolfen or any canine traveling with a mixed racial group of characters will be most quicklyaccepted in the Great Northern Wilderness. In the Eastern Territory and other domains ofhumankind. Wolfen are regarded as murderous barbaric monsters who delight in massacringinnocent men, women, and children. One of the most pervasive and damning myths is that Wolfendevour their foes and love to eat human babies! How this lie came into existence is unknown andentirely false. No Wolfen, or Coyle for that matter, has ever “eaten” a baby of any race. In fact,Wolfen show great compassion toward infants, children and women of all races. Despite rumors tothe contrary, Wolfen are not mindless barbarians, they are an advanced and civilized people withtheir own culture, history and achievements. Unfortunately, they have a long history of war equal tohuman civilization (Wolfen are no more warlike and definitely not as decadent as the Western

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Empire) and tribal rivalries have caused devastating civil wars which have kept the Wolfen fromreaching their full potential.

Regardless of the truth in the stories or the fact that the savage actions of the Coyles are oftenattributed to Wolfen, characters will encounter incredible hatred and prejudice from humans,dwarves and elves in most parts of the world. In many instances, the player character is likely to bechallenged by warriors and ordinary townsfolk who have lost loved ones to these “monsters.” Inothers, the character may be attacked by a lynch mob, or bushwhacked by zealots. A best casescenario at border towns, lumber camps and trading posts is that the Wolfen character will beviewed with disdain, treated rudely, cheated and verbally abused. In most cases, the Wolfencharacter will have to pretend to be the slave of a non-wolfen character or be killed on the spot.Wolfen “slaves” must sleep in the barn, stable, hog pen or even outside of town (the barn may betoo good for the “baby eater”).

When visiting a Wolfen community, it is humans, dwarves and gnomes who must be wary andsuffer the barbs of prejudice, although Wolfen tend to be a bit more tolerant and less judgmental.Kobolds, orcs and other monster races who behave themselves are usually welcome at a Wolfenvillage or city.

Wolfen At A Glance:

Alignment: Any, but tend toward principled and aberrant, both alignments with a strong personalcode of honor.

Physical Appearance: Just as their name suggests, they look like giant humanoid wolves. The bodyis covered in dark and/or light grey colored fur, the creature has a canine muzzle and teeth, powerfuljaws, and hazel, brown, or green eyes. Their legs are very animal like and reminiscent of a traineddog walking on its hind legs.

Size: 7-10 feet tall (2.1 to 3. m); 6 feet plus 1D4 additional feet.

Weight: 250 to 500 pounds (112.5 to 226 kg).

Average Life Span: 50+ years; some have lived up to 80.

Natural Abilities: In addition to the Wolfen’s intelligence, physical strength and size, the characteralso has nightvision 40 ft (12.2 m), excellent day vision (equal to a human) and a keen sense ofhearing and sense of smell.

Track Blood Scent: A Wolfen can follow the scent of blood up to 500 feet (152 m) away at the baseskill of 20% +4% per level of experience.

Recognize Scent of Others: The character can recognize and follow a familiar scent up to 50 feet(15 m) away. Base Skill: 16% +4% per level of experience; +10% to recognize and follow the scentof a mate or offspring. Roll once for every 100 feet (30.5 m) when following a scent trail. A failedroll means the trail is lost.

Keen Hearing: The character’s hearing is as keen as a dog’s and has the same range of hearing.

Bonuses: +1 on initiative, +2 to save vs horror factor. Punch or

claw strike inflicts 2D4 damage +P.S. bonus, kick 2D6 +P.S. bonus,

and bite 2D4 damage but no P.S. bonus is applicable.

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Enemies: Humans, dwarves, and changelings. Dislike faerie folk. However, a Wolfen may associatewith those races. Elves are allied to humans and therefore, regarded as an enemy, however Wolfencovet the knowledge and friendship of elves and are constantly soliciting their favor. Wolfengenerally see supernatural forces as evil and dangerous. As a result, they seldom ally themselves tothe supernatural, but do worship a variety of Northern Gods and the Gods of Light, and have noqualms about commanding supernatural forces in the same way humans and elves do.

Allies: Kobolds, Coyles, Kankoran, Bearmen, Algor giants, orcs, goblins, and other monster races.Indifferent toward most giants, troglodytes and faerie folk.

Habitat: Wolfen can be found throughout most of the world, although they are seldom found farthersouth than the Old Kingdom. The Wolfen Empire and the largest communities of canines are foundin the Great Northern Wilderness, and to a much lesser degree the Eastern Territory and Lopan.

Favorite weapons: Pole arms, ball and chain, swords, and axes. They

love rune weapons and magic items.

Other Notes:

1. Worship a variety of deities.

2. Wear all types of armor, but favorites include scale mail, splint, half plate and plate and chain.3. Competent builders, craftsmen, smiths, and artisans.

4. Highly disciplined men of arms; many are professional soldiers, knights, rangers, long bowmenand palladins.

5. Provide aid and protection to all who request it.

Languages:There are ten distinct spoken languages (and seven written) in theknown Palladium World, they include:

Dwarven is one of the oldest languages in the Palladium World. It is spoken by all knownsubterranean races, including dwarves, kobolds, gnomes, and troglodytes. It has a writtenlanguage/alphabet (not practiced by most kobolds and troglodytes) and is known to many elves, butis considered a “dead” language by humans and most other people.

Elven (also known as Dragonese) is the universal language of the Palladium World. It is spoken byall elves, titans and dragons, many humans (particularly nobility and the educated), dwarves,Wolfen, Rahu-Men, and demons, as well as by royalty, men of magic, scholars, merchants and evendimensional travelers of all races. It is the oldest known written language in the world and isconsidered the “classic” language of the educated, nobility, students of magic, and merchantsaround the known world.

Faerie Speak is a sing-song language spoken by all faerie folk, including goblins and hob-goblins,although goblins hate speaking it (they prefer Gobblely). There is no written language.

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Giantese (also known as Troll) is a rough, grunting, spoken language known to all true giant races,including the Algors, Jotan, Cyclops, Nimro, and Gigantes, as well as Trolls and some ogres. Mostgiants also speak Gobblely.

Gobblely is a guttural tongue spoken by all goblins, hob-goblins, orcs, and ogres. Most faerie folkcan understand Gobblely at 70% proficiency, but can’t speak it. It does not have a written language.

Human: Eastern: Includes the Timiro Kingdom, Eastern Territory,

Phi, Lopan, and scattered clans and outposts in the Old Kingdom and Great Northern Wilderness.

Human: Southern Dialect: Includes the people from the Land of the South Winds and many of theYin-Sloth Jungle tongues (many of the jungle languages don’t have any form of writing).

Human: Northern: Spoken by the people of Bizantium, human colonies, tribes and outposts in theNorthern Wilderness, and the occassional Wolfen or Algor. It is the least known of the humanlanguages worldwide. Most Bizantians also speak Elven.

Human: Western or Western Empire: Includes humans from the Western Empire and its coloniesscattered in the Baalgor Wastelands, Old Kingdom and Yin-Sloth Jungles.

Each Human language has its own form of written word. Many humans,particularly nobility, scholars, men of magic, and merchants, also speak Elven.

Wolfen: A gutteral language that also involves growls, grunts, whines, howls and body language. Itis used primarily by the canine races, Bearmen, Algor giants, and some trappers, rangers and non-Wolfen people who live or work in the north. It is a difficult language to master so all races notlisted above are -10 to speak it. The Wolfen’s written language is also unique and difficult tomaster; -5% to all but Diabolists.

[This just an FYI, it's obviously taken from the PnP so dont feel you need to run about speaking allthese languages]

The World:Map provided by Fantasyland (http://www.paper-dragon.com/fantasyland/).

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The Kingdom of BizantiumThis is a new kingdom of proud seafaring people. The populace is almost exclusively human and isthe farthest human kingdom in the known world. It is much stronger than any of the city-states and

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kingdoms in the Eastern Territories and has had much fewer bloody conflicts with the WolfenEmpire (probably because of their remote location). Bizantium is considered to be a member of the"Dominion of Man" and do much of their trade with the Eastern Territory, but is an independent

kingdom. See Palladium RPG Book III: Adventures on the High Seas (1st or 2nd editions) for moreinformation about Bizantium.

The Great Northern WildernessThe Great Northern Wilderness is an immense, lightly populated region of forest and snow. Thenorthern half is covered in a dense, seemingly endless coniferous forest (spruce, fir, and pine trees)that climbs up into the Algor Mountains in the northeast. The lower forest expanse turns into amixed forest of hardy deciduous trees (birch, willows, etc.) and conifer trees that stretches downinto the northern half of the Eastern Territory (the disputed lands).

The Wilderness has only recently become the target of human settlement, primarily along thesouthern coast and along Ophid's Grasslands.

Most of the wilderness remains unexplored by humans as well as other races, and even the Wolfenwho call this land home have not explored or mapped all of it — a good 40% remains unknown and60% is not mapped in detail.

The Wolfen Empire claims the entire Great Northern Wilderness and part of the north EasternTerritory as their domain. However, while the Wolfen and their kin are found throughout the north,they are strongest along the Algor mountains, where the capital city is located, and along theAlgerian Sea coast right into the northern section of the Eastern Territory. Faerie folk, Wing Tipsand gnomes abound in this last great refuge of towering trees, lush green flora, and blue skies.Bearmen, Kankoran, Drakan, Dragon Wolves, Feathered Death, Suckers, Tuskers and a host ofother creatures (described in both editions of Monsters & Animals) are also found in the north.

The Northern Mountains These great mountains cut the Land of the Damned away from the Great Northern Wilderness,running from coast to coast; over 1000 miles (1600 km). Legends say that the gods created themountains to protect the world from the evil that abounds on the other side. The mountains arepopulated by a mixture of races with several large, strong communities of kobolds and some of thelast troglodyte and gnome clans.

Ophids's GrasslandsThis is great flat tundra, largely uninhabited. In the northeast, there exists the Devil's Mark which isbelieved to be a dimensional nexus to the Deevil's dimension. The Devil's Mark is shunned by allpeople. The plains are virtually devoid of life except for a handful of tiny nomadic tribes of orcs,goblins, and bug bear, as well as the occasional lone or small group of humans, Bearmen, Wolfen,Coyle, Kankoran or Emerin. The Western Empire has been considering expanding along thesouthern coast of the Grasslands.

The Land of the DamnedLittle is known about this mysterious region in the North. It is protected from explorers andadventurers by massive mountain ranges along its eastern borders and the sea serpent-filled watersalong its coasts. The Sea of Despair in the north is particularly dangerous, infested with all mannerof dreadful beasts and given to terrible storms. No vessel, in all of the collective memory of

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humankind, has ever survived passage through this sea. According to some legends, the sea serpentsare said to be bred by the powers that rule this mysterious land. Legends also speak of mages whopractice necromancy and other forbidden magic, as well as a place called the Citadel — the centerof civilization and power. The Land of the Damned is believed to be inhabited by giants, ogres,trolls, dragons, demons and all manner of evil creatures.

The Western Empire The oldest known human kingdom is the Western Empire. Bolstered by a massive influx of elvenand dwarven refugees (and some say, forbidden secrets of magic), this city-state quickly grew intothe first of the great human kingdoms. For nearly 1500 years, the Western Empire was "the" powerto be reckoned with and even today remains the largest and most feared of the human kingdoms.The Western Empire has launched many famous campaigns of conquests, crusades andexpeditionary forces. Rumors over the last decade suggest Empire may be gearing up for a new eraof expansion into the Old Kingdom and perhaps Ophid's Grasslands in the North — and some fear,Phi and Lopan as well.

The Western Empire rose to greatness but quickly slid into decadence. At one point, the entireEmpire seemed on the verge of collapse, torn apart by despotic leadership, internal skirmishesbetween citystates, rampant atrocities, fanatical religious cults, thieving, murder, assassination,corruption, and general social/political decay. It was Emperor Leopold the First with his legionsfrom the east, armed with weapons of lightning and counseled by the Cyclops, who conquered thecrumbling cities. The following generations of emperors continued to rout evil malignancies fromthe land, reuniting the city-states and rebuilding the Western Empire.Again the spires of her cities gleam in the sun, feared and respected as the world's leading power.The Western Empire has been the throne of human civilization for 6000 years and remains the mostadvanced in the ways of magic, but is equally renowned for its continuing decadence, corruption,slavery, bloodsports and cruelty. Its one thousand gleaming cities are still beset by corruption anddozens of terrible cults. Many cities are ruled or controlled by powerful thieves guilds, wizards, orassassin societies. Bizarre religious cults and sects also thrive among the thronging peoples of thiscivilization. The people to the north and of the Eastern Territory call it the "The Empire of Sin."

The Empire has also become increasingly militaristic, building upon both its fleet and army. YoungLord Itomas speaks boldly of global conquest and is rumored to have struck a bargain with theCyclops just as his forefathers had done so many generations ago. It is also rumored that Itomas hasconvinced the ancient hermit wizard, known only as "the Slayer of Mountains," to join his cause.The Slayer of Mountains is believed to be the greatest living wizard of this age (though few haveever seen him). It is also rumored that it was he who tutored Itomas in the arts of magic. It is nosecret that Lord Itomas can kill things with his eyes (major psionic with an unnatural amount ofI.S.P. — a mutant).

The Isle of the CyclopsThis island is populated and ruled by these one-eyed giants. It is a haven for all giants and many ofthe monster races. The Western Empire is the only human kingdom known to periodically trade andmake alliances with the cyclops. The Isles of the Four Sisters are also claimed by the cyclops andare inhabited by gryphons, creatures of magic, and other giant races and their allies.

The Eastern Territory The Eastern Territory is geographically larger than any of the other human kingdoms, but is

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comprised of hundreds of tiny independent city-states, towns and villages, and a handful of largerfledgling kingdoms all loosely allied to each other via trade agreements and diplomatic pacts. Thereis no one central government or united leadership, which may prove to be its greatest weaknesswhen confronted by a unified enemy like the Wolfen Empire. Furthermore, the so-called territory ispredominately unexplored wilderness with the oldest and most prosperous kingdoms andcommunities located along the great river and southern ocean coastline. By contrast, the WesternEmpire is one of the most densely populated regions in the world.

The civilized areas of the Eastern Territory are dominated by humans, elves, and dwarves, althoughgnomes, kobolds, orcs, goblins, ogres and others inhabit the region. Many of the Easterncommunities are boom towns and the entire territory is one of the fastest developing areas in theworld. New city-states, towns, villages and outposts seem to appear overnight, but as the humanspush beyond the Great River and into the north, they begin to invade lands claimed by the WolfenEmpire.

Worse, the Wolfen and humans share a bloody history of misunderstanding, hatred and war sincetheir earliest encounters (Western Empire slavers). The land itself is a blend of rolling hills,grasslands, and mixed forests of coniferous and deciduous trees. The northern half is predominantlydense mixed forests of coniferous and deciduous trees broken occasionally by light forest and glens.This region is mostly unexplored and uninhabited. The southern half is covered with lighter mixedforests broken by the occasional grassland, pastures, farmlands and new villages. This is the regioncurrently being settled by humans and their allies, with the greatest numbers along the coast. TheEastern Territory is perhaps the greatest existing sea power, rivalled only by the Western Empireand Bizantium. Their sea ports dot the coastline and some of the largest and most powerful easterncities tower above the sea.

Phi & LopanThese are both island kingdoms and part of the collective of fledgling nations settling the EasternTerritory. Both are very developed, with dozens of large cities, seaports, and fleets, and are quiteself sufficient. Rumors of the Western Empire's expansion of its fleet and army have made someinhabitants nervous. Their rich lands would make a nice addition to the Empire. Lopan is a favoritevacation spot for Western nobility and the wealthy.

Old Kingdom MountainsThese ancient mountains hold the last vestiges of the great kobold kingdoms. The kobold peoplesuffered greatly from the Elf-Dwarf wars and are slowly losing their place in the era of man. Still,the Old Kingdom mountains remain the stronghold of koboldkind with an estimated six millionnestled in the mountains and several million others scattered around the world.

These mountains were once completely dominated by dwarves, whose fabulous subterraneankingdoms honeycombed their entire length. The dwarven kingdoms were second in size, power, andglory only to the elves', and behind them were the kobold kingdoms. It was within the hollowbowels of these mountains that the dwarves forged the fabled rune swords. However, the epicbattles between dwarf and elf would lay waste to the entire dwarven civilization. Today some of theold dwarven tunnels have been reclaimed by dwarves, kobolds, troglodytes or goblins, but most(70%) are collapsed or crumbling ruins inhabited by the ghosts of the past.

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The Old KingdomDespite the ancient ruins, drawings and countless stories about the Age of Elf and Dwarf, none ofthe "young races," as dwarves refer to humans, Wolfen, Coyles, and others, can truly picture whatthese ancient cultures were really like nearly 15,000 years ago. Today, the Old Kingdom is littlemore than a desolate wasteland populated by the socalled monster races. Only the occasional elvenstronghold towers above the scrub plains and light forests. Their golden towers and great wallsstand as impressive testament to a bygone era. These are among the oldest surface cities in the worldand the few places on the continent where one will find several thousand elves at any one location.Yet as impressive as these last walled, elven cities are, they are old, dirty and overcrowded —tottering relics of an earlier age that have not yet given up the ghost. The scrub plains, scragglyforests and parched earth were once lush forests, grassy plains and farmlands dotted with hundredsof elven villages and towns. Caravan routes crisscrossed the land like a giant spider's web etchedinto the Earth, and hundreds of travelers walked the well-worn roads every day. Rising up from thehills towered the Elven cities and citadels, where the most powerful kings, wizards and warriors onthe planet once dwelled. It was once said that the Elven cities, with their many towers, great stonepyramids and buildings often as high as 20 stories, looked like a giant celestial crown come to reston the ground.

The Elven cities were famous as places of higher learning, magic and science. An estimated 100million elves are believed to have once inhabited this rich center of the continent. The last of thefamous Titans also found refuge in these gleaming cities, along with other friendly races like thefledgling humans, as well as clans of submissive Goblins, Hob-goblins and Orcs which comprisedthe heart of the Elven labor force. In the mountains, hills, some lowlands and even under some ofthe Elven cities laid the innocuous Dwarven Empire. Except for a handful of surface cities andtrading posts, the average surface dweller had no idea what wonders laid beneath their feet. Vastsubterranean networks of tunnels, mines, villages and cities cut through the earth and mountains likea series of massive bee hives. A Dwarven city often seemed to appear like a glittering jewel at theend of a dark, subterranean tunnel or cave. Magnificent stadiums, cathedrals and entire cities werecarved from the very bedrock. The walls of these cities were covered in carvings, artwork and gems.Dwarves have a natural affinity for working stone, thus the walls and archways were oftenelaborately decorated with intricate carvings, reliefs, gargoyles and statuary. Tiny toy-like statuesthat fit in the palm of the hand were carved with stunning detail and realism, while statues from thesize of a human to a 100 foot (30.52 m) colossus lined their corridors or towered in the center of anunderground courtyard or domed meeting hall. The dwarven statues seemed to include everyconceivable subject, from aspects of their own culture and religion (gods and dwarven heroes) tosurface dwellers, animals, insects, fish, birds, monsters and more! The material used could be assimple as soap stone, quartz, or bedrock to marble, alabaster, ebony, jade, crystal, silver and gold.Many used gems (diamonds, sapphires, emeralds, etc.) or precious metals for additionalornamentation, but whether a simple stone carving or an ornate work accented with gems orprecious metals, the workmanship was always impeccable and the object an exquisite work of art.To this day, dwarven statues (old and new), cut gem stones, and jewelry are the most coveted in theworld. Where the mighty dwarves tolerated their presence, or in regions not yet claimed by thedwarves, were kobolds, gnomes and the occasional tribe or clan of troglodytes or goblins. The twoEmpires would grow and reach heights of grandeur and knowledge that have never been surpassed,but it would all come crashing down during the two thousand year long Elf-Dwarf War. When thefabled war was over, less than a dozen Elven cities remained and many of those were ravaged by thewar. Once 100 million strong, less than 10 million survived. The lush forests, farmlands and plainswere obliterated. In many cases, scorched earth and scrawny forests remain to this day, thoughnearly 6,000 years have since passed. And as terrible as all this may sound, the dwarves suffered far

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greater losses, with over 230 million lost. The part of the tragedy that most seem to forget (orchoose not to discuss) is the incredible losses suffered by other races. Titans, already depleted bytheir war with the Old Ones, lost another 20% of their kind. The mountain dwelling Rahu Men whofought on the side of the elves saw 60% of their race obliterated. Millions of orcs, goblins, hob-goblins and kobolds fighting on both sides were slaughtered; half of which were forced labor andwarrior slaves who had no choice but to fight for their bloodthirsty masters. Gnomes and troglodyteswere among the innocents caught in the crossfire; 90% of the gnome race was decimated along with75% of the troglodyte race. Hob-goblins also saw their numbers reduced by 90%, although theirinvolvement in the war was far from innocent.

Why the Old Kingdom (then a New Kingdom) was so heavily populated by subterranean peopleremains a mystery. Some Dwarven legends suggest that the Old Kingdom was the birthplace ofmany of the modern races, and the place where the few surviving archaic races (elf, titan,changeling and dragon) finally came to rest after their titanic battle with the Old Ones. The samelegends suggest that the eastern mountains that separates the Old Kingdom from Timiro is the spineof Xy himself, the most powerful and evil of the legendary monsters. Many insist that The TristineChronicles seems to support this theory, because of this often quoted passage: ”... and when the swirling maelstrom of magic and chaos came to anend, the dreaded Old Ones did sleep the enchanted slumber deep withinthe earth, and the world was reborn. The oceans receded and the watersof ancient rivers turned to dust, but the life-giving waters could notbe contained and they soon found new courses to run. Mountains sunkto become valleys and where none had stood before new ones rose, as ifto mark the resting place of the monsters who sleep. So it was that theGreat Old One gave birth to the New Kingdom mountains whose fingerdoes point to the south, just as the burning mountain before the ScarletWaters and others came into being to mark the passing of the ChaosLords.”— The Tristine ChroniclesXy, the ruler of the Old Ones, was often referred to simply as the "Great Old One." Many scholarsinsist that this passage from the Tristine Chronicles proves that Xy slumbers somewhere below or inthe southeastern mountain chain of the Old Kingdom Mountains. Other scholars argue that thepassage speaks in generalities and that it is not meant to suggest these mountains are the restingplace of Xy. In fact, it was probably this very passage that spawned the Dwarven legend that themountain is actually the spine of Xy. There is nothing unusual about these mountains and noexpeditions by man or dwarf have been able to find any evidence that "The" Great Old One liesanywhere beneath them. Of course, less than 1% of the mountain's subterranean depths have beenplumbed. Most scholars agree that the burning mountain is a reference to Mount Nimrod which hasbeen an active volcano since recorded history, and which may have rested closer to the inland seasome 30,000 to 60,000 years ago. Mount Nimro came into existence long after. The Old Kingdom isa warm, humid land with sprawling plains, deserts, marshlands, subtropical forests to the south, androlling hills, lush lowlands, and scattered forests to the north and east. Ironically, only a handful ofelven cities remain in the northeast near the Eastern Territory, the rest of their once grand kingdomis the domain of monsters. Humans have established a few outposts along the northern coast and

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near the Eastern Territory but have found the hostile monster races too much to deal with at thistime.

Mount NimroMount Nimro and the roughly 150 mile (240 km) radius around it is known as the Land of theGiants because it has the largest collection of a variety of giants in the world. Mounts Nimro andNimrod are active volcanic mountains and populated by six large tribes of Nimro fire giants, thedominant force in the area. Other giants in the area include Gigantes, Jotans, trolls, and severaltribes of ogres, as well as the occasional Cyclops. Orcs and goblins are also common to the regions.

The Western Empire fears that this growing collective of giants may be secretly forming their ownkingdom and represent a danger in the future, The terrain is harsh, hot, humid, and rocky, with thinjungles to the south, tall grasslands and scrub around the two volcanos and mountains to the west.

The Baalgor Wastelands This is a vast terrain of rocky lowlands, parched earth, and deserts. Occasional patches of grass orscrub appear here and there, but for the most part the land is desolate — it's hard to imagine thisforbidding land could have ever been a lush forest and home to the greatest of the ancient elvencities. Today the Baalgor Wastelands is populated by nomadic tribes of orcs and the occasional bandof goblins, hob-goblins, kobolds, ogres, Loogaroo, Eandroth, Silonar, Sun Devils and humans.

Larger numbers of goblins, ogres and kobolds as well as trolls, can be found in the lowlands andmountains that form the bowl that contains the Wastelands. According to some local myths, thegods of light and darkness were involved in the conflict that created the Wastelands.

The Timiro Kingdom This is one of the human's oldest kingdoms, rich with merchants and paraphernalia from across theworld. It remains the wealthiest and most influential of the independent human kingdoms. Itsgreatest woe is the numerous wandering tribes of ogres and orcs who continually lay waste to bordertowns and interrupt land trade between the Old Kingdom. Wester Empire and the Eastern Territory.The ogres inhabit the mountains which border the Timiro Kingdom, providing them with naturaldefenses. For more information about the Timiro Kingdom, see Palladium RPG Book II: Old Ones(2nd edition available Summer 1996).

Land of the South WindsThe Land of the South Winds is an expansive, flat land of arid, short grass plains and numerousmarshes and swamps. The southern coastline is the tail of the Yin-Sloth jungles and is unexplored.This inhospitable environment is one of the reasons the territory has never been fully developed,even though it is one of the oldest human held lands. The South Winds is largely populated byhumans and kobolds. It is a fairly strong sea power, trading primarily with the Timiro Kingdom andthe Western Empire, as well as suspected of piracy. Compared to the other human kingdoms, it isthe poorest of the lot and geographically segregated.

The Yin-Sloth JunglesThe Yin-Sloth Jungles cover much of the southern hemisphere and remain almost entirelyunexplored. It is a place of archaic religions, ancient gods, and monstrosities of all sorts. It is aprimeval land steeped in mystery and superstition that is avoided by humans and most others to thenorth. See much more information about this region in Palladium RPG Book VII: Yin-Sloth

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Jungles.

The Floenry Isles:The Floenry Isles are a chain of islands populated by barbaric humanand non-human races, southeast of the jungles. An air of mystery

exists concerning them and it is rumored that the last of the elven lords

took refuge on them. Some believe a civilization of warrior elves still

exists on one of the islands.

Palladium alignments:Adapted Alignment information from the Palladium Fantasy Game to DnD. These are to beconsidered as "guidelines" and not the end-all-and-be-all of what each alignment is. Alignments inDnD have always had the ability to start up long heated arguments, and that is not the intention here.Just giving some basic and clear information regarding the types of behavior a character of a certainalignment will or will not engage in. Alignments in parenthesis are the equivelent PalladiumAlignments - provided for reference when reading "source material" - as little attempt has beenmade to make a complete conversion.

Lawful Good (Principled)-----------

1. Always keeps his word.

2. Never lies

3. Never attack, harm or kill an innocent foe

4. Never harm an innocent

5. Never torture for any reason. Will not allow torture.6. Always helps others.

7. Always work within the law.

8. Respects honor, self-discipline, authority and law.

9. Works well within a group

10. Never take 'dirty money' or items

11. Never betray a friend. Ever. For ANY reason.

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Neutral good (similar to Unprincipled)------------

1. Always keeps his word.

2. Is VERY unlikely to lie, expept perhaps to an evil person.

3. Never attack or kill an unarmed foe

4. Never harm an innocent

5. Never tortures for any reason. Is very unlikely to allow torture for any reason.

6. Never kill for pleasure7. Always tries to help others.

8. Works well in groups

9. Never take dirty money or items

10. Never betray a friend.

Chaotic good (Scrupulous)------------

1. Keeps his word to any other good person.2. Lies only to neutral or evil people.

3. Never attack or kill an unarmed foe

4. Never harm an innocent

5. Never torture for pleasure or information. Threats may be permissible.

6. Never kill for pleasure

7. Always tries to help others8. Distrusts authority.

9. Works well in groups, but dislikes confining rules and 'red tape'

10. Never take dirty money or items

11. Never betray a friend.

Lawful Neutral (similar to Unprincipled)--------------

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1. Keep his word of honor

2. Lie and cheat only if very necessary

3. Never attack or harm an unarmed foe.

4. Never harm an innocent5. Does not use torture unless ABSOLUTELY necessary. (Never for pleasure)

6. Never kill for pleasure

7. Usually helps those in need

8. Works in groups well, especially if it suits his needs.

9. Will quite possibly take dirty money

10. Never betrays a friend11. Has a high reguard for life and personal freedom

Chaotic Neutral (Anarchist)---------------

1. May keep his word

2. Lies and cheats if he feels it necessary

3. Never kill an unarmed foe, but may knock out or beat up one.

4. Never kill an innocent but may harm or kidnap

5. Will use torture to extract information but not for pleasure

6. Seldom kills for pleasure7. Is not likely to help someone without an alterior motive. (Even if its just

showing off!)

8. Has little respect for authority

9. Does not work well within groups - tends to do as he pleases, despite orders

to the contrary.

10. Will usually take dirty money or items11. Is very unlikely to betray a friend.

Lawful Evil (Aberrant)-----------

1. Always keeps his word of honor

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2. Lies and cheats those not worthy of his respect

3. May or may not kill an unarmed foe

4. Never kill an innocent but will harm, harass or kidnap

5. Never torture for pleasure but will to extract information6. Never kills for pleasure - always has a reason

7. May or may not help someone in need

8. Respects honor and self-discipline. Has no time for the law

9. Will work with others to attain his goals.

10. May take dirty money

11. Never betray a friend.

Neutral Evil (Miscreant)------------

1. Will not necessarily keep his word to anyone2. Lies and cheats indiscriminately

3. Will happily kill an unarmed foe

4. Will harm and use an innocent, killing if necessary

5. Uses torture to extract information. (And enjoys it! May torture for pleasure)

6. May kill for sheer pleasure

7. Feels no compulsion to help others without some sort of tangible reward8. Works with others if it will help achieve his personal goals

9. Will take dirty money etc without hesitation

10. Will betray a friend if it serves his needs.

11. Has little respect for others lives.

Chaotic Evil (Diabolic)------------

1. Rarely keeps his word. Has no honor

2. Lie and cheat anyone3. Most certainly attack and kill an unarmed foe (those are the best kind!)

4. Will hurt and/or kill an innocent without a second thought. (or for pleasure)

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5. Uses torture to extract information and pleasure

6. Will kill for sheer pleasure

7. Is likely to help someone only on a whim

8. Despises honor and authority and self-discipline. Views them as weaknesses9. Does not work well in a group. Constantly vying for power and/or command

10. Will always take dirty money etc

11. Will betray a friend. After all, you can always get another friend.

12. Associates mostly with other evil alignments.

True Neutral lies somewhere between CN, LN, NG, NE in terms of the guidelines. There was no"true neutral" in the original Palladium game - so its difficult to translate it in. I would interpret TrueNeutrals as being those dedicated to "ballance" in life - committing themselves to whatever coursesof action that will achieve that end.

(Original Palladium FPRG divided things into the following: Good (Principled, Scrupulous), Selfish- But not necessarily evil (Unprincipled, Anarchist), and Evil (Miscreant, Aberrant, and Diabolic).)

Code of ChivalryThis is a suggested Code of Chivalry (based highly off traditional sources) that should be followedby Paladins and Knights (Fighters who follow a code of honor). It can be modified and adapted toyour own individual character and diety, but it should retain the same kind of "flavor".

Anti-Paladins (Lawful Evil) can be mimiced by playing a Lawful Evil Cleric/Fighter or aNlackguard, and will generally follow the code when it suits them (especially points concerninghonor and tradition). "Dark Knights" can be played as a Fighter who follows rules that reflect honorand tradition, but do not have the same respect for life that a "regular" knight does. Chaotic knightsblantantly twist and bend this code, often working within organizations to undermine them.

1. To live one's life so that it is worthy of respect and honor by all.

2. Fair Play:

Never attack an unarmed foe.Never charge an unhorsed opponent.

Never attack from behind.

Avoid cheating.

Avoid torture.

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3. Nobility:

Exhibit self discipline.

Show respect to authority.

Obey the law.Administer justice.

Administer mercy.

Protect the innocent.

Respect women.

4. Valor:Exhibit courage in word and deed.

Avenge the wronged.

Defend the weak and innocent.

Fight with honor.

Never abandon a friend, ally, or noble cause.

5. Honor:

Always keep one's word of honor.

Always maintain one's principles.

Never betray a confidence or comrade.

Avoid deception.

Respect life.

6. Courtesy:

Exhibit manners.

Be polite and attentive.

Respectful of host, authority and women.

7. Loyalty:

To god, sovereign, country, and the Codes of Chivalry.

Gods:

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INDIVIDUAL GODS AND PANTHEONS OF THE PALLADIUM WORLD

Note: Clerics chosing Dieties from this list must have domains matching their diety and must be ofa similar alignment to the diety they worship. This list is divided into the major "groups" of dietiesin the World of Palladium, see the post on Churches/Sects/Cults for further details. What the"similar alignment" means is the "One-Step" rule for clerics and their deities. In other words, aworshipper cannot be more than 1 single alignment step on the Law/Neutral/Chaos axis or 1 singlestep on the Good / Neutral / Evil axis than their Deity. If a cleric worships KYM-NARK-MAR, whois Neutral Good - the cleric must be True Neutral, Chaotic Good, or Lawful Good.

NOTE: Clerics and paladins MUST have deities. In order for TWP to accept your god, you mustspell them in lowercase (yes, even the first letter).

*THE PANTHEON OF DRAGONWRIGHT

KYM-NARK-MAR (Gold Dragon)Alignment: Neutral Good

Domains: Magic, Good, Knowledge, War

Description: This gold dragon refects a bluish hue, has great wings, jade eyes. He is the symbol ofwisdom, power and magic strength. He was a key force in the defeat of the Old Ones. Awesome tobehold, he actually glows as waves of magic ripple around him.

ZANDRAGAL(Red Dragon)

Alignment: Chaotic Nuetral

Domains: War, Trickery, FireDescription: Zandragal the Mighty, symbol of war, cunning, duality, and conflict. Red dragon.

KORMATH(Silver Dragon)

Alignment: Lawful GoodDomains: Good, Magic, Healing, Air

Description: The symbol of peace, tranquility and law. Although greedy, he is intelligent, honorable,just and caring.

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STYPHON THE BLACK(Black Dragon)

Alignment: Nuetral EvilDomains: Evil, Death, War, Destruction, Trickery

Description: Styphon the Black, symbol of death and pestilence. He is the dark god ofDragonwright, also known as the corruptor. Some philosophers believe it was Styphon who wasresponsible for the fall of the Dragonwright worshippers into decadence. The mark of Styphon is ablack rose symbol, crest or tatoo.

*THE CULT OF CHANTICO

CHANTICO (God of Vengence)Alignment: Lawful Evil

Domains: Animal, Evil, Strength

Description: Appears as a huge jet black dog with glowing red eyes and yellow halo/glow aroundhis head. He has been transformed into dog form as a punishment for some transgression against theGods of Light. Consequently, he hates all gods of light (and gods in general) and their followers.Chantico is very arrogant, ***y, and bitter. Worshipped by several small cults. Symbol of injusticeand retribution; supports mankind's freedom from interference from other gods.

*THE PANTHEON OF RURGA

RURGA(Warrior Goddess)

Alignment: Lawful Good

Domain: War, Destruction, Good, Healing, Protection

Description: Warrior Goddess, symbol of triumph in war, justice, retribution and honor. GoldenHaired, blue eyed, beautiful and always garbed in silver or red.

CIRGA THE BOWMAN(Warrior God)

Alignment: Chaotic Good

Domains: War, Destruction, Healing, ProtectionDescription: Warrior god, symbol of compassion, honor, loyalty, and commaraderie. Tall, lean, dark

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eyes and hair, dressed in studded leather and clothes of green and brown. Loves Rurga, but sad inheart, because she will not return his love. Still, he is her right hand man and loyal friend.

PANATH(God of Treachery)

Alignment: Nuetral Evil

Domains: Trickery, War, Evil.

Description: Warrior God/Assassin, symbol of treachery, deciept, corruption and vice. Patron god ofthieves, assassins, and wicked people with no honor. Handsome and intelligent he is cunning,clever, and selfish. It was he who, through treachery and deciept, slew Rurga's mortal lover andjeapardized the lives of thousands of noble warriors in a campaign against the minions of Set.

KALBA(God of Wandering Spirits)

Alignment: Lawful Evil

Domains: Travel, Evil, Sun

Description: Kalba is a god of wandering spirits, ghosts, wraiths, etc. because he himself is a lostsoul or spirit which is forced to wander the Multiverse. Once a wizard and demi-god of great powerhe was, by Panath when he refused to break a promise to Rurga, defying the assassin god. Notsatisfied with Kalba's death, Panath struck a pact with unidentified gods of darkness, forbiddingKalba's soul to rest, and condemning him to eternal wandering. Kalba can posssess living bodieswhen the are offered freely and of the individual's own accord. Thus, Kalba will tempt a person withpromises of power, wealth or revenge. Often he will not return the body to its proper soul until it isold and used up. Yet, Kalba *is* an honorable person and will live up to any deals, promises orpacts that he has pledged his word of honor to fullfil, even if it means giving up a young and healthybody. He despises Panath and longs to discover the gods of darkness who have sentanced him to hisfate. Thus, he takes every chance he can get to spoil any plots of the gods of darkness (although - heisn't very fond of the gods of light, either, as they refused to aid him) and seeks to destroy Panath,but only after Panath has suffered long at his hands. Consequently, many of his victims ofpossession are worshippers of Panath or dark gods.

LISTA(Warrior/Sea Goddess)

Alignment: Chaotic Nuetral

Domains: War, Travel, Water

Description: A warrior goddess and a sea goddess, she is the symbol of war, revenge, anguish inbattle, and cold dispassion. She is the patron of warriors and sailors. Golden hair, green eyes,beautiful. She is the daughter of Rurga, once consort to Panath (subsequently corrupted and used),Lista has been chastized by her mother and lives in shame at the bottom of the sea.

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*CULT OF ACO

ACO(Stellar Goddess)

Alignment: Chaotic Nuetral

Domains: Healing, Sun, ProtectionDescription: Goddess of the stellar bodies (moon, stars, sun, planets). She symbolizes fertility, birthand rebirth. She appears as a beautiful woman of milky white skin, black eyes and silky black hairthar hangs below her waist.

THE JUGGERNAUT(God of Strength and Earth)

Alignment: Neutral Evil

Domains: Strength, Earth, War, Protection, Trickery

Description: God of power, he symbolizes raw primal strength, unbridaled passion, harvest and theearth. Appears as a huge, broad man, massive of muscle, lusty expression, bold and nude (orwearing a loin cloth).

*KIRGI THE RAT GOD

KIRGI(God of Deception and Trickery)

Alignment: Chaotic Evil

Domains: Trickery, Animal, Knowledge, Evil

Description: God of Deception, Kirgi symbolizes dishonor, trickery, betrayal, and thiefing. He is thepatron of thieves, assassins, and men without honor. He's frequently worshipped by goblins, hob-goblins, orcs and changlings. His natural form is that of a giant rat with gaping maw, or a wererat.

*VALD-TEGOR, LORD OF THE UNDEAD

VALD-TEGOR(God of Vampirism)Alignment: Chaotic Evil

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Domains: Evil, Death, Destruction

Description: Lord of the undead, symbolises Vampirism, depravity, rebirth and the nocturnalpredator. Worshipped by death cults. Depicted as a handsome middle-aged noble; regal, arrogant,cruel and merciless. Waxen complexion, red eyes, dark hair.

*UTU, LORD OF THE DEAD

UTU(God of Death)Alignment: Lawful Evil

Domains:Death, Strength, Evil

Description: Lord of the Dead, he is also known as the Grim Reaper and Harbringer of Death;symbol of change, defeat in battle, regret. Depicted as a tall lean humanoid cloaked in a grey hoodedrobe, hood drawn so no face is visible. He is included in many pantheons, including those ofwarriors and fatalists.

*TOLMET THE CRUEL

TOLMET(Goddess of Death)

Alignment: Chaotic Evil

Domains: Evil, Death, Trickery

Description: Goddess of death, symbol of cruelty, depravity, persecution, agony. Tolmet is abloodthirsty goddess, demanding frequent human sacrifice, blood rites and torture. Her cults aresuprisingly popular, especially among warrior races, kobolds and death worshippers. At one time,just before the fall of the Old Kingdom, her followers were many, and her church powerful. Bothdwarf and other sub-humans (orc, kobolds, etc) died in the glory of her name, pitching themselvesinto the arms of death in a passionate frenzy. She uses the seductive lure of power and glory toensnare the hearts of her followers (her followers always talk of power, dominance, and glory -especially glory in death). Today her followers are varied and often secret cults with tendenciestoward sadism, necrophilia, genocide and/or suicide. All are fanatical. Even limited to tese secretcults and societies, the devotion and number of worshippers are frightening. Tolmet is a curvaceous,seductive, red haired beauty. Legendary for her arts of seduction, love, depravities, and treachery.

*THE PANTHEON OF THE NORTHERN GODS

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OD(The All Father/Warrior)

Alignment: Chaotic good Domains:War, Strength, Knowledge, Good, Air, Healing

Description: Od the all father, symbol of wisdom, strength, justice, the creator of men. He is a greatand mighty warrior, yet cunning in magic. Od is depicted as a powerful aging king with flowing redhair, beard and mustache, clad in black plate armor. Father of Loknar and Hoknar. Od is the patronof noble warriors and fathers.

EPIM(The All Mother)

Alignment: Lawful Good

Domains: Healing, Good, Sun, Earth, Travel, AnimalDescription: Epim the all mother, symbol of truth, devotion, nature, earth and the moon. She is thepatron of druids, elementalists, healers, and motherhood. She is an attractive matronly woman withlong braids of silver hair. Mother of Loknar and Hoknar as well as the earth itself.

LOKNAR(God of Mischief and Deciet)

Alignment: Chaotic Neutral

Domains: Trickery, Knowledge, Water

Description: Loknar, god of mischief and deceit, symbol of selfishness, arrogance, trickery, andchaos. He is the patron of the cunning, theives and pranksters. Loknar himself is a lean man,handsome, with dark eyes and long black hair and is as clever as they come. He has been banishedfrom the court of Od for his irreverent and impudent mannerisms and shameful behavior. Loknarassociates with both the gods of light and darkess. The epitome of chaos, he can be quite evil andtreacherous yet equally as valiant and noble. He and his brother, Hoknar, bicker endlessly when theyare together. Loknar is the eldest son.

HOKNAR(God of Thunder)

Alignment: Lawful Good

Domains: Air, Strength, War, Sun

Description: Hoknar, god of thunder and lightning, symbol of war, triumph, strength at arms, andhonor. Patron of warriors of all types. Depicted as a tall, muscular youth with short gold hair, full oflife and vigor. Dislikes his brother Loknarm and hates the gods of darkness.

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HEIM(The Huntress)

Alignment: Neutral goodDomains: Healing, Earth, Travel, Sun

Description: Hiem the huntress, a spirit of the forest, symbol of solitude and fertility. Patron ofdruids, rangers, elementalists and hunters. Appears as a beautiful young huntress with short brownhair and forlorn expression. She is always seen alone or with Belimar, found in the deespest forest,prefering the solitude of the wilderness than the courts of Od. She loves Hoknar, but has beencruelly rejected by him because she is a warrior, not a lady. Loknar sometimes enlists her aid insome of his less dubious schemes.

BELIMAR(Dwarven God)Alignment: Neutral good

Domains: War, Knowledge, Protection

Description: The dwarf god, symbol of strength and rune magic, patron of weapons smiths,mercinaries, and diabolists. Depected as a stout, powerful dwarf with one good eye and a greatwhite beard. He hates and despises Loknar and the gods of darkness. Is Heim's best friend, who hesecretly loves.

ALGOR(God of the Sea)

Alignment: Chaotic Neutral

Domains: Strength, Destruction, Water, HealingDescription: Algor the giant, symbol of strength, storm, oceans, and seas. Worshipped by sea faringpeople, wolfen, and some elementalists. Although a sea god, he prefers to live in the mountainsalong the coast, where he can observe his domain in a single glance. His anger is a thing of legendand believed to create terrible storms. Algor is selfish, greedy, childish and mean when he can notget his way. Algor deals freely with the gods of darkness and is not trusted by Loknar.

*PANTHEON OF TAUT/PANTHEON OF DARKNESS

SET, LORD OF DARKNESS(God of Darkness)Alignment: Chaotic Evil

Domains: Evil, Death, Destruction, Strength, Fire

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Description: Set is the god of darkness and the sworn enemy of gods and men. He symbolizesdestruction, deceit, and betrayal as well as being the patron of fratricide (the murder of ones ownbrother). He mingles freely with demons and devils and commands a great number of them and haseven earned the respect of Satan (who fears Set's ambition). It was Set who slew his brother Osiris,rending his corpse into 14 pieces and scattering them about the world. He and his pantheon, Anubis,Bes, Apepi, Amon, Anhur and their servents actively engage in battles with the gods of light andconstantly interfere in the affairs of men. Set's and Anubis' influence in the world is great;worshipped by humans and others alike (particularly the wolfen). Set appears as a giant with thehead of a hyena (or wolf), the muzzle beinmg pointed and the ears high and square. Set is oftenaccompanied by Bes or Apepi.

ANUBIS, LORD OF THE DEAD(God of the Dead)

Alignment: Lawful Evil

Domains: Evil, Death, Travel, ProtectionDescription: Anubis, lord of the death, the symbol of death, transition, and fear of the unknown.Anubis was the son of Osiris, and played an instramental part in the death of his father at the handsof Set. Anubis sits at Set's left hand, actively opposing the gods of light. He rules over the demonplane of the dead in the land of Shades (hell) with Amon and Ammit the beast. He is depicted ashaving a human head and the head of a jackal or wolf.

APEPI THE IMMORTAL(Dragon God)

Alignment: Chaotic Evil

Domains: War, Destruction, Death, AirDescription: Apepi is the personification of evil and servs only Set. Endowed, by Set, withimmortality, this vicious and vindictive winged serpent will fight to the death. No matter howultimate Apepi's destruction, the dark serpent will always rise again within 48 hours of its demise. Itis a great winged serpent with 2 arms, razor sharp claws, and a slashing tail. It is the sworn enemyof Ra, god of light, and has died many times at his hands.

AMON THE HIDDEN ONE(Goddess of Fear)

Alignment: Neutral Evil

Domains: Travel, Magic, Evil

Description: Amon the hidden one, symbol of fear, horror and discord. The patron of the ugly, thebitter and the vengeful. She was once a god of light, but betrayed them to Set and Anubis; in theensuing conflict, she was accidentally disfigured by a powerful, but unstable combination of magicby Thoth. The disfigurement is permanent and cannot be altered even by the gods. This is whyAmon hides among the dead, plotting her revenge against Thoth and the gods of light. She appears

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as a hag with a horribly disfigured face (as if it were melted wax), blotchy skin covered with boilsand sores.

ANHUR, THE SLAYER OF ENEMIES(God of Darkness, Magic)

Alignment: Lawful Evil

Domains: Travel, Fire, Evil, Protection

Description: Anhur is a god of darkness, but a free-agent, occasionally dealing with the gods oflight. He is the symbol of cunning, ambition, strength of will, and magic. He is the patron ofmercinaries, assassins and wizards. Anhur uses the power of his magic to slow or remove hisenemies, or the enemies of those who hire him.

AMMIT THE BEAST(God of Lycanthropy)

Alignment: Neutral Evil

Domains: Animal, Evil, Knowledge

Description: Ammit the Beast, symbol of dispair and Lycanthropy, has the head of a crocodile, thefront quarters of a lion, and the hind quarters of a hippopotamus. This strange creature servesAnubis, slaying and devouring his enemies and the dead. Its the patron god of assassins,lycanthropes and predators.

BES THE DEPRAVED(God of Gluttony and Depravity)

Alignment: Chaotic EvilDomains: Death, Evil, Trickery

Description: Bes the depraved is a principle of evil, often associated with Set. He is a hideous,bearded dwarf with a crown of feathers. Bes delights in toture and cannibalism. This is sad indeed,for at one time Bes fought with the gods of Ra, until cuccumbing to insanity and the dark forces ofSet. Once the symbol of love and feasting, Bes now symbolizes gluttony, cannibalism, andnecrophilia. Bes is a favorite god among Kobolds and Trolls.

*PANTHEON OF RA/PANTHEON OF LIGHT

RA, LORD OF LIGHT(God of Light)

Alignment: Lawful Good

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Domains: Sun, Air, Fire, Good, Knowledge

Description: Ra is the most ancient and primal of all the gods. He represents the sun, life, light, andfertility. Ra has joined with Isis and the gods of light, which he now represents, to crush the evil ofSet. Ra is depicted as a giant hawk-headed humanoid crowned with a sun disk and holding thesceptre of the greyhound. Ra's arch enemy is the foul serpent emissary of Set, Apepi.

THOTH, LORD OF WISDOM(God of Magic)

Alignment: Neutral goodDomains: Knowledge, Magic, Trickery

Description: Thoth, lord of wisdom, knowledge, invention, and magic. Yet, despite his learning andknowledge, there is a bit of larceny in his heart, for he admires the cunning and all quick-wittedpeople. Thus he is the patron of magic, and all fast speaking, thieving and quick-witted creatures.Thoth himself is reputed to be a great orator, scholar, and autor of forty-two sacred books, includingbooks on alchemy, magic, formulas of power, etc. All the books are written in a secret code,although a few have been translated. It is said that Thoth is the inventor of Rune Magic, writing,learning, and all the sciences. He is depicted as a large robed figure with the head of an ibis. He iscursed with eternal curiousity. Some dark rumors float around that Thoth is really the Great OldOne who transformed himself in an experiment and lost all memories and powers of his formerexistence. Thoth does what he can to prevent such rumors from circulating, but his enemies arepersistent.

ISIS, THE ALL-MOTHER(Goddess of Nature and Elves)

Alignment: Lawful GoodDomains: Sun, Good, Magic, War, Healing

Description: Isis is the symbol of nature, love, death and rebirth, as awell as the patroness of magic,warriors and elves. She is the supreme all mother world renown for her power and beauty and isidentified as dozens of other goddesses. To avoid offending her, she is often addresses as "O Thouof countless names", She is depicted as a magnificent silver haired beauty with cow-like horns, greatfeathered wings, holding a torch, and with a quiver of arrows over her shoulder. Isis is a sword foeof Set, Anubis, and the gods of darkness who slew her beloved husband (and brother), Osiris. She isthe champion of light and protectoress of mortals from the corruption of Set. Isis is widelyworshipped around the world.

OSIRIS, THE LAWGIVER(God of Life)

Alignment: Lawful Good

Domains: Sun, Healing, Good

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Description: Symbol of sun, life and law, Osiris was the greatest of the gods of light, but was slainby his brother Set when betrayed by his son Anubis. After his death Set tore his body into 14 partsand scattered the across the face of the world. Isis seaches for these parts and has built a shrinewherever she has found one. Many of the shrines are protected by magical guardians of vast power.Each of the body parts of Osiris are reputed to hold vast power.

HORUS OR HARMAKHIS THE GREAT SPHINX(God of Justice)

Alignment: Chaotic goodDomain: Sun, Fire, Animal, Good

Description: Horus is the symbol of the horizon, retribution, hope, and love. He is the son of Isisand Osiris and hates Set and the gods of darkness. He is sworn to avenge his father's death. He is thechampion of light and justice: the rising sun.

APIS THE SACRED COW(Goddess of Healing)

Alignment: Lawful Good

Domains: Healing, Earth, Sun, Animal

Description: Apis is the symbol of restoration, growth, and fertility. She is the patroness of healersand clergy. She appears as a beautiful woman in a flowing white gown with the head of a cow andgentle disposition. Apis is fond of mortals and very empathic in nature.

*GODS OF THE SOUTHERN JUNGLES

YIN-SLOTH THE TERRIBLE(God of Evil)

Alignment: Chaotic Evil

Domain: Evil, Trickery, Animal

Description: Yin-Sloth the terrible is the symbol of evil, corruption, destruction, and treachery. Heis a patron of all that is ugly, hate filled and sub-human. He hates all of human kind, limiting hisfollowers to the non-human races, particularly orcs, ogres, trolls and goblins). The rituals forpleasing him are cruel and require great numbers of human sacrifices and cannibalism. Yin-Slothappears as a slime-covered monster with 8 powerful tenticles, 6 legs, and the trunk of an ogre.

PITH THE SNAKE GOD(God of Death and Serpants)

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Alignment: Neutral Evil

Domains: Evil, Death, Plant, Water

Description: Pith, lord of death, is the symbol of death, murder, suicide, assassination, and darkness.He appears as a giant water serpent with hte head and upper body of a human, and the lower body ofa snake. Associates with Ippotomi, Set, and Anubis.

TARK THE SPIDER GODDESS(Godess of Deceit)

Alignment: Chaotic NeutralDomains: Trickery, Knowledge, Animal

Description: Tark is the symbol of greed, deceit, cunning and trickery. She is the patroness ofthieves and is quite popular with goblins and kobolds. She hates Yin-Sloth who crushed her firstchurch of worshippers out of jealousy. Plans on destroying him when she becomes powerfulenough. Concentrating on expanding worshippers, and gaining wealth and power. She appears as agiant spider.

IPPOTOMI THE WATER GODDESS(Goddess of the Sea)

Alignment: Lawful NeutralDomains: Water, Knowledge, Magic

Description: Ippotomi, goddess of the sea, symbol of storms, wind, and sea. She appears as a largewoman with the head of a hippopotamous.

LOPNEL THE RED GOD(God of War)

Alignment: Chaotic Neutral

Domains: War, Destruction, Water, Air

Description: Lopnel the Red God symbolizes war, warriors and conflict. Patron of warriors andsailors. Dislikes Yin-Sloth, Pith and Tark and tries to avoid them.

*DEMON LORDS

MODEUS, LORD OF HADESAlignment: Lawful EvilDomains: Evil, Death, Trickery, Protection

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Description: Appears as a handsome red haired man with dark eyes and complexion. Lord of theDemons, symbol of darkness.

ANDRAS, MARQUIS OF HADESAlignment: Lawful Evil

Domains: Evil, Air, Protection, Strength

Description: Andras is a owl-headed demon with feather wings. Usually seen riding a monstrousblack owld and brandishing the ebon run sword Kal-kea. Andras is the symbol of strength, fear, andhate. Sits at the right hand of Modeus.

RABDOS THE STRANGLERAlignment: Chaotic Evil

Domains: Trickery, Knowledge, Evil, DeathDescription: Tall thin woman with a pale complexion and ruby eyes. Symbol of treachery, god ofassassins, she is the personal assassin of Modeus, but hates Andras who has spurned her love. Sheenjoys torturing almost as much as lovemaking. Rabdos is deadly, unpredictable and quite insane.

KUBERA-LOEAlignment: Neutral Evil

Domains: Evil, Trickery, Knowledge

Description: Appears as an attractive older man/elf with wavy white hair and a trimmed beard.Symbol of wealth and envy; patron of theives. Kubera-loe is clever, cunning, tricky, and deadly.Often uses others as pawns in his schemes to attain even more treasure (psychotic about theaccumulation of wealth).

MICTLA THE DEVOURERAlignment: Neutral Evil

Domains: Evil, Death, WarDescription: Dark skinned, many tenticled demon with tiny black eyes and a massive mouth. Thesymbol of gluttony and greed. Mictla constantly eats, devouring all living things. Victims are snaredand hurled into its maw are doomed with escape virtually impossible.

SUCCOR-BEMOTHAlignment: Chaotic Evil

Domains: Evil, Death, Trickery, Protection

Description: Tall, thin (almost skeletal) black man with large sad eyes. The symbol of jealousy, lord

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of maggots.

CHARUN THE CRUELAlignment: Chaotic Evil

Domains: War, Evil, Death, Strength, Protection

Description: Charun appears as a muscular, black skinned half-humanoid, half-animal giant withflaming eyes and savage aspect. The tusks of a brute and the massive leather wings only add to histerrible visage. Some believe him to be the bastard son of Satan, but he denies this vehemently.Churun hopes to win Modeus' favor to become the prime minister of Hades. He is known for hiscruelty and mercilessness. He is the symbol of ambition and obsessiveness.

ABDUL-RAAlignment: Lawful EvilDomains: Evil, Knowledge, Trickery, Animal, Protection

Description: Appears as a very regal, suave and sophisticated humanoid with a feline head. Symbolof deception and cuynning, lord of the rakasha. He is exceptionally intelligent.

BELPHEGO OF THE SULPHUR PITSAlignment: Chaotic Evil

Domains: Evil, Fire, Destruction

Description: He is a huge monster with a gaping mouth and phallic tongue. Delights in ripping apartliving creatures and devouring them. Symbol of Lust.

MANTUS, KING OF THE DEADAlignment: Neutral Evil

Domains: Evil, Death, Destruction

Description: Mantus is an old man with great grey wings torn and mangled by Charun. Mantus livesin constant fear of Charun's cruelty and aggression. He is the lord of the dead and leader of hisminions, the mares. Symbol of darkness.

MANIA, QUEEN OF THE DEADAlignment: Neutral Evil

Domains: Death, Evil, HealingDescription: She appears as a beautiful red haired woman with small black leather wings. She is thewife of Mantus, Mistress to Charun and Ruler of the succubus. Symbol of immorality.

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MURMURAlignment: Neutral EvilDomains: Evil, War, Trickery, Strength

Description: A giant with a mane of long black hair, clad in gold plate armor, with a short sword athis right hip and twin daggers at his left. He is frequently accompanied by his loyal ally abd mount,the great black vulture, Ramsea. Murmur surrounds himself with beautiful music and the splendorof nature. However, he is a powerful and merciless warrior of high regard. Few greater demons ordemon lords trust Murmur for he is a power crazed dictator who constantly succumbs to greed. Heis the lord of the banshees; symbol of desire and betrayal, patron of music and musicians.

MORMO, LORD OF THE GHOULSAlignment: Chaotic EvilDomains: Evil, Death, Trickery

Description: Mormo is a large fat man with pointed canine teeth. He is cruel and treacherous with alust for power, precious stones and human flesh. He always wears the finest silks (usually deepblues, greys or reds) with a black cape.

ABRASAX THE INSATIABLEAlignment: Chaotic Evil

Domains: Evil, Death, Knowledge, Trickery

Description: Abrasax has the head of a male chicken , a huge pot belly, and a knotted tail. Hesymbolizes gluttony.

*DEVILS

SATAN, LORD OF HELLAlignment: Neutral EvilDomains: Evil, Death, Destruction, Strength, Trickery

Description: Very handsome, aristocratic nobleman with black hair and beard, red skin, small horns,sparkling black eyes, tail, and cloven feet. The symbol of temptation, lust and betrayal.

HELAlignment: Neutral Evil

Domains: Evil, Death, Destruction

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Description: Attractive, scarlet haired woman with large leather wings. She is the wife of Satan andrules Hell at his side. Symbol of darkness.

MEPHISTO, THE DECIEVERAlignment: Chaotic Neutral

Domains: Trickery, Evil, Knowledge

Description: Handsome, dark skinned human with sharp pointed teeth, long fly-away hair, wild eyesand a devious grin. Secretly plots to take the seat of power from Satan, but patiently awaits for theright moment. Considers mortals to be mere toys and pawns to be used for his amusement. Hesuffers from delusions of grandeur and borders on meglomania. Symbol of illusions and deception.

OLD NICKAlignment: Chaotic NeutralDomains: Trickery, Evil, Knowledge

Description: A merry, rolly-polly old man with a great grey beard. Symbol of corruption.

LEVIATHANAlignment: Chaotic EvilDomains: Earth, Strength, Destruction

Description: Giantess warrior, powerful and cruel. She is the mistress of harpies and the symbol ofrevenge. Leviathan hates Rhada, is jealous of her beauty and has vowed to slay Abdul-Ra.

RHADAAlignment: Lawful Evil

Domains: Evil, Strength, Earth

Description: Beautiful ivory skinned woman with long silver hair. She is an outcast among the otherdishonorable devil lords. It is said that her heart belongs to her demon lover Abdul-Ra, but that sheis held captive in the devil dimension of Hell. It is Diabolus' magic that holds her here, mocked andbeaten by the other devil lords. Diabolus lusts for Rhada himself. Her only ally is Mephisto, who isher only true friend. Twice has Abdul-ra attempted to recuse his love, but has failed, for Rhada isunder constant surveillance.

DIABOLUSAlignment: Chaotic Evil

Domains: Death, Evil, Destruction, Protection, Strength

Description: Diabolus is a twisted, hunch-backed troll. He is most definately insane, enjoying the

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company of dead things above all others. He is extremely cruel, unpredictable, and dangerous.

(Big thanks to Ghengis2k for converting all these to DnD Alignments and Domains)

PantheonsTYPES OF RELIGIOUS ORGANIZATIONS

CHURCH

A church is any large group of established worshippers. A church is composed of a particular bodyof people united under one form of ecclesiastical government/organization, in creed, ceremonies,ritual and belief. Churches tend to represent the more common (popular) civilized religions, beingthe largest and most established of religious organizations.

CULTS

Cults are usually secret groups of worshippers. While many of these religious organizations aresmall, exclusive (some open only by heredity) groups, some are very large and powerful. Cults arevery often restrictive, extreme in belief and ritual, fanatical, secretive, and usually devoted toancient or nearly forgotten gods.

SECTS

A sect is any smallish group of worshippers. These are frequently the second-string religions whichare known and even popular, but do not enjoy the luxury of vast numbers of followers.

RELIGIOUS DIRECTIONS

Expansive: means that this religion actively solicits new followers/converts/worshippers -continually expanding its ecclesiastic and secular base. These all aspire to gain vast publicrecognition and land and other social economic buildings.

Non-Expansive: means that the religion is not actively recruiting followes nor spreading theteachings of that religion. This indicates that the religion has grown as large as it can or wants to orthat this religion is not orientated to high-pressure sales tactics, it is satisfied with its present sizeand position, or that it is desired as a small or secret organization.

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Exclusive: Exclusive religions limit who may join the chuch, cult or sect. These limitations may beanything including race, class, social standing, invitation only, bought memberships, heredity, andso forth. The requirements and limitations of exclusive religions vary from religion to religion.

Non-Exclusive: Non-exclusive means there are no set limitations or restrictions and that anyone ofany race and background may become a follower.

Restrictive: This indicates that the religion is limited to specific laws, beliefs, and gods and does notaccept, acknowledge or include any other gods or beliefs. These religions believe themselves to bethe "one true faith"; all others are false or rival beliefs (and usually considered heretical, or viewedas an enemy).

Open: Open religions accept the existence and validity of all (or many) different gods and beliefsother than their own. Often the followers of open religions will be members of several differentchurches and beliefs. Even the religions that they do not like or believe in are accepted andacknowledged as existing and valid religions (they are just not desireable to be a member of, ormorally repugnent/opposed).

RELIGIOUS TYPES:

Deistic - belief that the god(s) exist and created the world, but thereafter assumed no control over itor the lives of people.

Monotheistic - the belief in the existence of only one god. They deny the validity of other religionsand the existence of other gods.

Pantheistic - the worship of all gods. This is the belief that god(s) are represented through the primalforces of the multiverse. This is not to be confused with the *pantheon* of a religion - which refersto a particular group of gods.

Polytheistic - The belief or worship of many gods. Other gods/pantheons are rivals or false gods thathave no validity within that particular religion. Note: just because a person refused to acknowledgethe existence of another god does not mean he does not believe the god truely exists, but merely thathe refuses to accept that god under those terms.

SPECIFIC RELIGIOUS ORGANIZATIONS OF THE PALLADIUM WORLD

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Note: Alignments of the organisations reflect the general alignments of followers/members. Clericswill tend to be aligned with the particular god they favor (standard 1-step away DnD criteria).

THE CULTS OF CHANTICOMain Gods: Chantico

Alignments: any, but tend towards evil

Pantheon: none

Religious Type: monotheistic

Religious Direction: expansive, non-exclusive, restrictive

Size: CultNotes: The Cults of Chantico are small, but fairly numerous along the Yin-Sloth Jungles andWestern Empire

THE CULT OF KALBA

Main Gods: KalbaAlignments: tend toward evil

Pantheon: Kalba

Religious Type: monotheistic

Religious Direction: non-expansive, exclusive, restrictive

Size: cult

Notes: The worshippers are spiritualists believing in Necromancy and the world of spirits, ghosts,and dead. It is a small, secret cult, fairly reclusive, no history of violence and believed to only existin the Eastern Territories.

THE CULT OF THE GREAT ONE

Main Gods: OsirisAlignments: Good and selfish

Pantheon: includes Isis, Horus, Set, and Anubis but Osiris is the main god and worshipped almost tothe exclusion of the others

Religious Type: polytheistic

Religious Direction: non-expansive, exclusive (invitation only), restrictive

Size: very small cults

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Notes: It is believed that many of these cults are based around (and protect) shrines that house thefourteen sacred (magic) body parts of Osiris. Of course most of the shrines do not hold the realrelics of Osiris. The cults are quite dedicated and are found scattered across the world.

THE CULT OF THE UNDEAD

Main Gods: Vald-tegor

Alignments: evil

Pantheon: may include other lesser type gods of the dead

Religious Type: polytheisticReligious Direction: non-expansive, exclusive, open

Size: cults

Notes: The cult of the undead seems to enjoy limited popularity in the Balgor Wastelands (andunknown by most as a thriving sect in the Land of the Damned)

THE CULT OF SET

Main Gods: Set

Alignments: Evil or selfish

Pantheon: only Set

Religious Type: monotheistic

Religious Direction: non-expansive, exclusive (invitation only), restrictiveSize: large secret cult with several smaller affiliate cults

Notes: This is a secret cult dedicated to Set and the destruction of the Gods of Light and theirfollowers. They recruit wicked people of sound reputation for murder, theft, assassination, magic,and lust for power. They are believed to cause dissention between kingdoms and target all activitiesagainst those who worship the gods of light (particularly worshippers of Ra, Isis, Osiris, and Thoth).They are fanatically loyal to the cult and to Set. All members bear a tatoo of the wolf. The mainlarge cult is located in the Western Empire with increasing cultist activities in the EasternTerritories.

THE CULT OF YIN-SLOTH THE TERRIBLE

Main Gods: Yin-SlothAlignments: evil

Pantheon: Yin-Sloth only

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Religious Type: monotheistic

Religious Direction: expansive, exclusive (non-humans only and only by invitation), restrictive

Size: large cult

Notes: This evil cult is dedicated to the destruction of humankind and the perpetuation of evil. It isbeluieved that they seek to awaken the Old Ones. The cult is strongest at Dragon's Gate in the Yin-Sloth Jungles and has recently established a small cult following in the Lands of the South Winds.They are heavy into torture, depravity, and human sacrifice.

DEATH CULTS

Main Gods: Set, Anubis, Utu, Tolmet

Alignments: evil mostly

Pantheon: can include any or all gods of Taut, Benmu, Utu, Tolmet, Kalba, Vald-tegor, Pith, lord ofthe Two Hells, devils, and demons.

Religious Type: generally polytheistic

Religious Direction: generally secretive but expansive, non-exclusive and openSize: generally small fanatical cults

Notes: Various and numerous death cults exist throughout the world with any variety of god or godsat the head of the pantheon, or one god worshipped exclusively. Some believe in torture and/orliving sacrifices; some are mystic/magical, others may combine the two.

THE CHURCH OF LIGHT (RA)

Main Gods: Ra, Isis and Thoth

Alignments: tend towards Good

Pantheon: Ra, Isis, Thoth, Osiris, Horus, Bennu, and Apis. Other dieties of Light and Goodness mayalso be associated with the pantheon of Light.

Religious Type: polytheisticReligious Direction: expansive, non-exclusive, open

Size: church and sects

Notes: The worshippers of these gods exist around the world. They are among the most popular ofthe gods, particularly Isis. There are also sects and cults specifically worshipping any of the godsindividually (especially Isis, Thoth and Bennu). The church is particularly popular among humans,elves, dwarves, and in the Eastern Territories, the Old Kingdom, Kingdom of Bizantium, and theSouthern Hemisphere in general.

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THE CHURCH OF LIGHT AND DARK

Main Gods: tend to be Isis, Set, Ra and Anubis

Alignments: allPantheon: includes all the pantheons of Ra and Taut (Light and Dark). Includes hundreds of minordieties not listed as well.

Religious Type: pantheistic

Religious Direction: expansive, non-exclusive, and open

Size: the very largest of existing religions

Notes: Of course many of the gods are worshipped independantly and some sects of the samereligion may lean more toward one side of the gods than the other. Many members of the church,while accepting all the gods as being valid and true, may worship particular gods within thepantheon and may be good or evil.

THE CHURCH OF THE SEVEN WATERS

Main Gods: Ippotomi

Alignments: Any

Pantheon: Ippotomi and any other sea god or water spirits (sometimes includes Pith and Lopnel)

Religious Type: polytheistic

Religious Direction: non-expansive, non-exclusive, open

Size: churchNotes: Ippotomi is particularly popular among the sea-faring people of the southern hemisphere,including the Western Empire and Floenry Islands.

THE CHURCH OF TAUT (CHURCH OF DARK)

Main Gods: Set and AnubisAlignments: tends toward Evil

Pantheon: Set, Anubis, Apepi, Amon, Anhur, Ammit, and Bes.

Religious Type: polytheistic

Religious Direction: very expansive, non-exlusive, open

Size: churches and sects

Notes: The worshippers of these gods exist throughout the known world. Set is perhaps the mostpopular of any god of darkness. There are also many sects and cults specifically worshipping many

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of the individual gods in the Taut pantheon (most notably Anubis and Bes). They are held inparticular esteem in the Old Kingdom, the Western Empire and by Wolfen.

DEMON/DEVIL WORSHIP

Main Gods: varies, usually a Lord of the Lower Planes

Alignments: Evil

Pantheon: limited to devils/demons and associated dark gods

Religious Type: polytheistic

Religious Direction: varies from each sect, but tends towards expansive, exclusive and restrictiveSize: varies

Notes: Witchcraft falls under this category. Kobolds, Goblins, Hob-Goblins, and Orcs are frequentlyworshippers of these dark gods. Note: A Witch can be played by being either a sorceror or a clericwith appropriate domains.

ELEMENTALISM/WARLOCKS

Main Gods: the 4 elemental lords/nature

Alignments: any

Pantheon: elemental forces

Religious Type: deistic

Religious Direction: varies per particular organizationSize: varies

Notes: Druids and Rangers would tend towards these religions - as would any who place their livesin the forces of the elements - such as sailors. Warlocks are almost always worshippers of theelemental forces. Note: Clerics may worship 1 or 2 elemental forces, and pick those domains, andcall themselves a Warlock.

KIRGI THE RAT GOD

Main Gods: Kirgi

Alignments: tends toward Evil

Pantheon: Kirgi and usually includes demons, devils and other dark gods of dishonor and trickery

Religious Type: polytheisticReligious Direction: expansive, non-exclusive, open

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Size: sects

Notes: It is a favorite god among thieves, con-men, goblins, hob-goblins, orcs and changlings. Kirgiis extremely popular in the Old Kingdom and in the Western Empire.

DRAGONWRIGHT

Main Gods: Kym-nark-mar, Kormath, Zandragal, Styphon

Alignments: presently the gods are good, but worshippers tend toward evil

Pantheon: see above, dragons of all types are also reveredReligious Type: polytheistic

Religious Direction: (presently) non-expansive, exclusive, restrictive

Size: cult

Notes: Dragonwright is an ancient religion that has been corrupted and transformed into a cult ofevil and deptavity. The deities are basicly good and would like to see the Sect of Dragonwright berestored to its original days of law, peace and prosperity. Gms: you could develop an interestingconflict with the new good followers of the "true" dragonwright and the evil cultists.

THE NORTHERN RELIGION

Main Gods: Od, Epim, Loknar, Hoknar

Alignments: any, tends toward goodPantheon: Od, Epim, Loknar, Hoknar, Hiem, Belimar, and Algor. May also include other warriorand nature spirit type gods.

Religious Type: polytheistic

Religious Direction: expansive, non-exclusive, open

Size: church and sects

Notes: these gods are extremely popular among people of the entire northern hemisphere includingwolfen. However, their popularity seems limited to that region.

THE NORTHERN SEA GOD

Main Gods: Algor

Alignments: anyPantheon: may include other sea gods and spirits

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Religious Type: polytheistic

Religious Direction: expansive, non-exclusive, open

Size: church and sects

Notes: Algor is popular along the northern sea board, the Algorian Sea, the northern coast of theEastern Territories, and the island kingdoms of Bizantium, Yoda, and Xy.

THE SECT OF ACO

Main Gods: Aco

Alignments: tends toward evilPantheon: Aco and Juggernaut

Religious Type: polytheistic

Religious Direction: generally non-expansive, non-exclusive, and retrictive

Size: sects and cults

Notes: The Sect of Aco is an ancient and primative religion popular in the Land of the South Windsand neighboring southern areas. It is quickly loosing popularity because of its many rituals of bloodletting and human sacrifice. Some cults are quite fanatical.

THE SECT OF BES

Main Gods: Bes

Alignments: tends toward evilPantheon: generally includes all devils, demons, and other gods of darkness noted for their cruelty

Religious Type: polytheistic

Religious Direction: generally non-expansive, non-exclusive, and restrictive

Size: large sects

Notes: This is a favorite god/religion among Kobolds and Trolls. Popular in the Old Kingdom andKobold held areas.

THE SECT OF RURGA

Main Gods: Rurga and Panath

Alignments: any

Pantheon: Rurga, Cirga, Panath, Kalba, and Lista - may include other warrior type gods

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Religious Type: polytheistic

Religious Direction: expansive, non-exclusive, open

Size: sects

Notes: Popular among warriors, soldiers and thieves

THE SOUTHERN RELIGION OF SLOTH

Main Gods: Yin-Sloth

Alignments: tends to be evil, but can be any

Pantheon: Yin-Sloth, Pith, Ippotomi, Lopnel - also revere dragons and may include gods from thepantheons of Taut and Ra.

Religious Type: polytheistic

Religious Direction: expansive, non-exclusive, open

Size: church and sects

Notes: This ancient religion has its roots and strength in the Yin-Sloth Jungles with an occasionalsect in the Western Empire and Balgor Wastelands. All of the individual gods have their own sectsor cults as well. Sloth is popular with uncivilized peoples (evil).

THE SECT OF PANATH

Main Gods: Panath

Alignments: tend towards evilPantheon: Panath, devils, demons, and other gods that represent treachery, deciet, corruption, andvice (Kirgi the Rat God is one of these).

Religious Type: polytheistic

Religious Direction: expansive, exclusive, open

Size: sects and cults

Notes: There are many sects and cults dedicated to Panath, particularly in the Eastern Territories,Old Kingdom, and Western Empire. Many thief and assassin guilds worship Panath as their chiefgod.

THE SECT OF THE SPIDER GOD

Main Gods: TarkAlignments: evil

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Pantheon: Tark only

Religious Type: monotheistic

Religious Direction: expansive, non-exclusive, restrictive

Size: sectsNotes: Tark the Spider God is an ancient god of the Sloth pantheon whose popularity once rivaledYin-Sloth, but has long since faded away. However, it may be growing in worshippers as it seemsmore and more spider worship cults crop up with increasing frequency. Tark is especially popularamong kobolds, goblins and even dwarves. Most common in the Old Kingdom, Yin-Sloth Jungles,and the Land of the South Winds, yet sects have been discovered deep in the Northern regions aswell. Priests have large black spiders tatooed on their chests.

THE RED GODMain Gods: Lopnel, god of war

Alignments: any

Pantheon: May include the other gods of Sloth as well as other warrior gods

Religious Type: polytheistic (some sects are monotheistic)Religious Direction: expansive, non-exlusive, restrictive

Size: sect

Notes: There are a couple of native warrior tribes of the Yin-Sloth Jungles who worship himexclusively and are very aggressive/militaristic. Lopnel is also popular along the sea coast of theWestern Empire as the Red God is said to live at the bottom of the Sea of Scarlet Waters. Clergywear red robes, headbands, and carry large red banners with the sign of a hawk.

THE SNAKE GOD

Main Gods: Pith, Lord of death

Alignments: generally evil

Pantheon: mayy include some other gods of SlothReligious Type: monotheistic with polutheistic learnings

Religious Direction: non-expansive, non-exclusive, restrictive

Size: sect

Notes: Seems to be limited to the Yin-Sloth Jungles.

The Palladium TimelineThe following is a chronological listing of major events and historical periods as understood by

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humans, elves and dwarves. The fabled Tristine Chronicles is the bible of historians, with historicalaccounts dating into the Age of Chaos. However, many of these accounts are cryptic or wrapped intheology and philosophy, while others refer to people, places and events of which no other recordsexist. This also leaves the Tristine Chronicles open to interpretation and conflicting views ofhistory. Other chronicles and historical accounts, along with thousands of myths and legends, helpto reveal the history of the Palladium World, but most scholars agree that there are probably dozensof races, practices of magic, cultures and kingdoms that remain unknown and probably are foreverlost. Some of the best historical accounts come from the Time of the Elf-Dwarf War, but even theseare spotty and focus on the elven and dwarven civilizations with little more than the occasionalmention of others. For example, the gnome race was once a major power in the New Kingdom andonce numbered over 40 million, but their near total annihilation during the Elf-Dwarf War has leftlittle evidence of their peaceful culture and destroyed all of their historical records (a real shame, forit would have been interesting to see their unbiased view of the Great War and the various culturesof the New Kingdom). Records from the Millennium of Purification are virtually non-existent evenfrom elves and dwarves. Furthermore, historians know that entire eras of magic and history weredeliberately destroyed as part of the crusade to purge evil and dangerous ways of magic from theplanet. This "purification" included historical accounts so as to not inspire others to recreate them.The Changeling Inquisitions and numerous other purges, crusades, military campaigns, andinvasions by monstrous barbarians also saw the destruction of historical records, ruins and entirecivilizations. Reliable and cohesive recorded history does not begin until the pinnacle of theWestern Empire about 4000 years ago, in part due to the efforts of the humans' elven allies and theEmpire's military expansion into foreign lands. A brief account of major eras is presented, followed by a timeline summary and a world overview.

The Age of ChaosIn the beginning ... the first several million years

This time of darkness and turmoil is the period in which the Old Ones dominated the planet.Nobody knows how long the Age of Chaos may have lasted, but it is likely to have been millions ofyears. Magic energies and ley lines were easily ten times more powerful than Rifts Earth. Likewise,nobody knows where the Old Ones came from or exactly what happened to them. According to theTristine Chronicles and other myths, they are said to be locked in the bowels of the planet in adreamless sleep. Ancient works of art depict them as giant blobs with many tentacles (sometimeshundreds) and one to a hundred eyes. The Old Ones are credited with creating the Palladium World,and some would give them credit for the entire universe. Old Ones are also said to have inventedmagic and created the elf, changeling, titan, and dragon races. The latter is unlikely, since dragonsare known to be an ancient race of dimensional travelers not indigenous to the Palladium World.Historians dispute whether changelings are members of the archaic races created by the Old Ones orwhether they appeared during the Age of Light. There are contrary writings and myths to supportboth positions. Numerous other races (dozens) said to have been created by these monsters perishedin the Great Battle that defeated the Old Ones and placed them in enchanted slumber.

The Age of LightThe beginning of history.A period of undetermined time existed before the Time of a Thousand Magicks and the rise of the

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Elven Empire in the Old Kingdom (originally the New Kingdom). Most scholars believe this periodlasted 30,000-60,000 years, but it may have been considerably longer or shorter, no one knows.During this period, most of the known modern races are known to have surfaced, including humans,changelings, kobolds, dwarves, gnomes, troglodytes, goblins, hob-goblins, bug bears, trolls,minotaur, and the giant races, as well as a handful of others. Rifts and ley line activity during thisperiod was roughly equal to the that of Rifts® Earth; perhaps 10-50% greater. Many of the differentraces, particularly creatures of magic and supernatural beings, may have discovered the PalladiumWorld through magic and dimensional portals during this period. Some may have been refugees,while others may have been dimensional travelers or wanderers, while still others (like the Gromekof modern times) could have been the victims of dimensional anomalies that swept them from theirhomeworld in other dimensions to the Palladium world, with little hope of returning home. Beingssuch as elementals, vampires, demons and deevils almost certainly existed during and perhapsbefore the Age of Chaos. It is likely that some of these creatures were the minions and even thecreations of the Old Ones. Vampires and other alien intelligences possess considerable supernaturaland magic power, yet are believed to be the puny cousins of the ancient Old Ones! It is likely thatthe existence of the dreaded Old Ones is what held these weaker creatures in check and obscurity.

The Battle of GodsThe mythical lost civilization (or the rise and fall of mankind)

Most scholars and historians regard the Battle of Gods as pure myth, largely because the TristineChronicles doesn't seem to mention it and because little else is known about it. A few myths taughtby priests of Dragonwright tell of a time, shortly after the Age of Chaos, when the Yin-SlothJungles were beautiful to behold and not infested with monsters and danger. These myths speak of agreat civilization (the race is not identified) that grew at the heart of the jungle. Its people werefarmers, builders, scholars, scientists and healers who knew nothing about the Time of Chaos,magic, gods or war. Their downfall came when one of the great cities fell under the corruptinginfluence of Styphon the Black and other evil dragon-gods. Styphon turned the people into thepawns and playthings of two rival factions of gods. Through his manipulation, a great war betweenthe gods erupted, laying waste to the jungle and annihilating the people who once worshipped them.Kymnark-myr and his fellow gods of light were ashamed of the destruction they had wrought andperformed magic to restore the jungle. However, the people were beyond help. Furthermore, thecorruption and vast mystic energy released during the Battle of Gods had forever transformed thejungle into a savage land infested with all manner of mutants and monsters. This tragedy also gavebirth to Dragonwright and many of the gods known today.

Although most historians scoff at the notion, there are two brief lines in the Tristine Chronicles thatmight suggest that the myth is real and that humans are the descendants of the "lost civilization."And those forced to lay down with the animals after the fall of the jungle, would remain lost tobarbarism until the passing of the Time of a Thousand Magicks. And as elf and dwarf rose tocataclysmic power, so did man begin to flourish.— The Tristine Chronicles

Priests of Dragonwright place the Battle of Gods and the birth of Dragonwright at about 80,000 to90,000 years ago. Humankind would begin to establish itself as an important civilization starting

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with the Western Empire, an estimated 70,000 years later and around the Age of the Elf. However,it would not be until after the Elven and Dwarven Empires fell and the Millennium of Purificationthat the humans would become a world power. Note: It is a well-known fact that the humans whofounded the Western Empire came from the south, although most scholars incorrectly attribute theLand of the South Winds and or the northern jungle coast as the place of man's origin. Unknown tohistorians, the Dragonwright legends are true and it was humans who flourished in the jungles,predating the Time of a Thousand Magicks by at least 20,000 years and the Age of the Elf by 50,000years! At some point early in the Age of Light, humankind rose quickly and established a grandkingdom in the once beautiful and serene Southern Jungles. There is little doubt that if leftunmolested, humans would have risen as the first great civilization, followed thousand of years laterby the elves and dwarves — and perhaps dramatically changing the history of the world as it wouldlater unfold. Unfortunately, this peaceful nation became caught up in the politics of young gods andafter fifty devastating years of brutal combat equalled only by the Elf-Dwarf War, the jungles and itspeople were decimated — an event most modern scholars insist is pure myth.

The Age of a Thousand MagicksScholars are at a loss as to exactly when this one thousand year period may have actually existed. Itdefinitely predates the Age of the Elf, as some ancient Elven texts refer to it in legendary terms.Most scholars believe it existed some 2,000 to 10,000 years before the elves became a world power.Elves, Titans, dragons and Rahu Men were probably a strong force during this period, with the lattersuffering losses from which their race would never recover. According to legends, at least onedozen different races and civilizations rose and perished between the Age of Light and the end ofthe Age of a Thousand Magicks. Although legends insist that one thousand different forms of magicexisted, most modern historians doubt that there were more than a hundred and that many wereprobably variations of a dozen or so major types of mystic arts. Still there are those who believeotherwise and ancient ruins, weapons and even magic secrets suggest that there were easily severaldozen distinct types of magic (see Island at the Edge of the World for a couple of examples andmore ancient history). Ley line activity and energy levels during this period was roughly equal tothat of Rifts® Earth.

Sometime after this period, the dwarves, kobolds, and gnome civilizations and cultures also madegreat strides and began to become significant kingdoms and nations, though none could equal theelves and dwarves in sheer size, population, power or greatness. Meanwhile, humans were littlemore than war-like barbarians and nomadic tribesmen. In the north, the first howls of the canineraces, Wolfen, Coyle and Kankoran, roared across the frozen tundra of the Great NorthernWilderness.

The Age of ElvesElves became the dominant civilization in the area currently known as the Old Kingdom (but whichwas originally called the New Kingdom). The Age of the Elf lasted for 10,000 years. The first 8,000years were filled primarily with advancements and triumph. The middle 4.000 are considered thegolden age of both elves and dwarves, ending tragically at the end of the two thousand year longElf-Dwarf War. Ley line activity and energy levels during this period was 10-20% less than thatof Rifts® Earth.

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Approximately three thousand years into this period, the Dwarven Empire grew to such size, powerand greatness that it rivaled the elves. and may have threatened to surpass them. During this sameperiod humans also began to rise from barbarism, with many beginning to establish settlements andvillages. In the North, the humanoid canines were forming warrior clans and covering the snow withblood. Ogres also came onto the scene, but exhibited the nomadic and war-like tendencies of thehumans who came before them. Sometime in the eighth millennium, the antagonism between elfand dwarf grew to intolerable proportion, erupting into war sometime in the beginning of the ninthmillennium. The loss of life and destruction during the Elf-Dwarf War is legendary and manypeople speak of it as if it were recent history, rather than being 6000 years in the past, in the end, anestimated nine million elves out of 100 million, survived their greatest cataclysm since their battleagainst the Old Ones. Today the once glorious New Kingdom is known as the Old Kingdom andshunned as the domain of monsters. Without the great Dwarven, Elven and Kobold Empires to holdthem in check, the socalled monster races invaded the New Kingdom in droves. Savage barbaricraces of goblins, orcs, ogres, trolls, ratlings and giants occupy the ruins and partially rebuilt Elvencities. Nomadic hordes comprised mainly of orcs, along with the occasional tribe of ogres andgoblins, swarm across the plains and dusty wastelands. Kobolds, goblins, the occasional tribe orclan of troglodytes, and the greatest concentration of hob-goblins left in the world (an estimated onemillion) inhabit the foothills and precipices of the Old Kingdom mountains. Small tribes of gnomes,changelings and other obscure races are said to inhabit remote areas of the Old Kingdom as well.Likewise, dragons, the sphinx, Waternix, Za, Syvan, Rahu Men, giants and other beings can befound in the sheltering mountains (many of these creatures are described in the pages of the 2ndEdition Monsters & Animals to be released in 1996). Scattered tribes and bands of ratling refugees from the Western Empire are found with increasingfrequency among the ancient tunnels and subterranean ruins, especially in the west and south. Thelast great tribes of giants are found in and around Mounts Nimrod and Nimro, as well as in theBaalgor Wastelands.

The Baalgor Wastelands were once part of the elves fabulous Empire and the location of its greatestcity. A place of beauty, art and learning, the Golden City of Baalgor was practically a kingdom inand of itself. It was home to eight million elves with another five million elves, ten million orcs andgoblins and a half million humans and other races living in the growing communities around it. Theentire area (and then some) was completely obliterated by a mystic onslaught a thousand times moredevastating than the atomic bomb dropped by the Americans on Hiroshima on Earth during WorldWar II. According to the Tristine Chronicles:Not since the carnage of the Old Ones would the world so tremble. Every living soul to every blade of grass was consumed in fire and wickedness. Naught did remainbut the burnt earth. Even the stench of death was sucked from the air. And the dwarves and theirminions rejoiced at what they had wrought, while the elves wept. The heart of the Empire wasremoved that day and with it the soul and conscience of its people. Chaos would reign as oneatrocity was met with another. The madness would continue for another 400 years before both elfand dwarf would lay spent and paralyzed by the madness they had sown.— The Tristine Chronicles

Several thousand years later, the land is still a desert wasteland with little vegetation. It is inhabitedby small tribes of Jotan, Nimro, Eandroth, Sundevils, goblins, orcs and a handful of other creatures.

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The Millennium of Purification

Many historians argue that the Millennium of Purification should be considered the 11th and lastmillennium in the Age of the Elves — others consider it an entirely new era, with the Age of Elvesending with the final days of the Elf-Dwarf Wars.

After the Elf-Dwarf War, the two enemies joined forces to purge the world of the most dangerousand loathsome forms of magic that had so decimated their respective kingdoms. Rune magic andrune weapons were among the most notable magicks eliminated, along with a dozen others that arelong forgotten. During this time, humans rose out of barbarism and began to form their own culturesand fledgling kingdoms. The canine races of the North are also said to have emerged during thismillennium but would remain in barbarism (by human standards) for nearly another 6000

years.

The Time of ManThe Time of Man has lasted approximately 6000 years since the Western Empire took root. For thefirst 3000 years, the Western Empire was "the" human power and is infamous for having launchedincredible military campaigns of conquest. With time, the glory days of the Western Empire havefaded, forcing them to share the limelight with such smaller but powerful kingdoms as Timiro,Bizantium, Lopan and the loose confederation of independent kingdoms known as the EasternTerritory. Still the Western Empire probably remains the wealthiest and most powerful humankingdom in the known world. Although humans have been a dominant force in the world for the last6000 years, it has only been in the last 300 that human civilization has suddenly expanded its reachto nearly all corners of the world. The elder races have watched humankind mature, as they slowlybecome the masters of their destiny and their world. Only the Wolfen seem to have any chance ofmatching them, provided they don't destroy each other first.

Elf, dwarf, and gnome have all served as mentors and allies to the humans, helping them build theirkingdoms and reach new heights — some say as penance for the sins of their forefathers during theGreat War. Their efforts have earned them the eternal friendship of humans and a place among theirpeople. Most human domains regard these three races as equals, and many elves and dwarves serveas the heads of state and commerce, religious leaders, advisors, nobility, knights and wizardssupreme.

Ley line activity and energy levels are roughly 60% less than that of Rifts® Earth, still formidablebut not overwhelming.

Timeline Summary

Until the end of the Elf-Dwarf War, all dates are estimated and may be off by 1,000 to 20,000 years.

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100,000 years ago — The Age of Chaos ends and the Age of Light begins.

90,000 years ago — The Battle of Gods.

70,000 years ago — The Time of a Thousand Magicks.

50,000 years ago — The first appearance of the Tristine Chronicles.20,000 years ago — The emergence of humankind.

18,000 years ago — The Age of Elves begins in the "New" Kingdom.

14,000 years ago — Humans begin to have a world presence.

12,000 years ago — The Wolfen and other canine races emerge in the Great Northern Wilderness.

10,000 years ago — The Elf-Dwarf War begins.

8,600 years ago — The City of Baalgor is obliterated and the Baalgor Wastelands are created.8,000 years ago — The Elf-Dwarf War & the Age of Elves ends!

7,600 years ago — The Baalgor Wastelands becomes the home of giants and other monster races.

7,000 years ago — The Millennium of Purification Ends.

6,920 years ago — The first Orc & Goblin Hordes invade the elven "New Kingdom."

6,300 year ago — If some ancient and rare myths are true, the Prestida Kings establish a powerfuland expansive human kingdom in the Old Kingdom mountains called the Mountains of the Kings.According to myth, the Prestida Kings established one of the earliest human kingdoms, althoughsome accounts claim the kings and many members of nobility and townsfolk (30%) were actuallydisguised changelings. The location of the mythical Mountains of the Kings has never been foundand there is no evidence that the mountains or this civilization ever really existed. The myth isbelieved to have arose from the Changeling Inquisitions two millenniums later. See Palladium RPGBook VI: Island at the Edge of the World for more information about Changelings and the PrestidaKings.

6,000 years ago — The Time of Man begins with the rise of the warlike civilization that would soonbecome the Western Empire. Several other human strongholds begin to develop in parts of the

crumbling Elven Empire and what will later become Timiro, Lopan and the Eastern Territory.

5,800 years ago — The Western Empire declares its sovereignty.

4,200 years ago — The reign of the mythical Prestida Kings ends.4,150 years ago — The Changeling Inquisitions begin. This campaign of genocide became a crusadeinvolving virtually every other race of beings and lasted an estimated 200 years, althoughchangelings remain feared and persecuted to this day. The Inquisitions were also responsible for thedestruction of many historical records as those caught in the frenzy often tried to obliterate even themention of the changeling race. Although there have been countless campaigns of genocide againstthe changeling race since the beginning of time, this was one of the bloodiest and spread throughoutand beyond the Old Kingdom.

4,100 years ago — The first ogres appear in the Old Kingdom as the elite leaders and clansmen oforc tribes. Many scholars believe they are mutant humans or human cousins originating from theYin-Sloth Jungles.

4,000 years ago — The "New Kingdom" is dubbed the Old Kingdom: The Domain of Monsters'.40% of the surviving Elven population migrates to the northeastern quarter of their kingdom, 35%

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forsake the Old Empire to build new lives in the surrounding human kingdoms primarily in theWestern Empire, the fledgling Timiro Kingdom and the Eastern Territory. Dwarves will soon dolikewise, although 60% remain in the Old Kingdom mountains. Recorded history becomes muchmore reliable and less spotty, although many holes exist, particularly among the individual races andmany kingdoms.

3,200 years ago — The Isle of the Cyclops declares sovereignty.

2,800 years ago — The Timiro Kingdom rises to power.

2,355 years ago — Human explorers from the Western Empire reach the northlands.

2,354 years ago — The canine races of the North are discovered. A dozen Wolfen and a pair ofBearmen are brought back as attractions for the Empire's arenas.2,100 years ago — The Land of the South Winds declares its sovereignty.

1,782 years ago — The Royal Timiro Calendar is established.

1,500 years ago — The Timiro Kingdom is at its peak of power.

1,600 years ago — The Floenry Islands are discovered.

900 years ago — The settlement of the Eastern Territory begins in earnest.

600 years ago — The Island Kingdom of Bizantium declares its sovereignty.580 years ago — The first Wolfen/Coyle hordes invade the Eastern Territories in a campaign ofterror that lasts nearly four years and stretches as far as the northern tip of the Old Kingdom.Humankind is declared the mortal enemy of the 13 Wolfen Tribes.

340 years ago — The Eastern Territories are declared "The Dominion of Man."

200 years ago — Lopan becomes an independent kingdom.

100 years ago — Savage tribal wars among the 13 Wolfen tribes shatter the frozen Northlands.72 years ago — The Kingdom of Phi is established.

68 years ago — The Wolfen Algor Range Huntsmen tribe is exterminated in a senseless tribal war.

67 years ago — The 12 Wolfen tribes stop fighting to create a truly unified Wolfen Empire. Withina single generation, the Wolfen population (and its army) triples and its cities expand.

3 years ago — The Wolfen Empire brings many of the barbarian Coyle tribes into the Empire, butdiscord strains the young kingdom and the Empire begins to splinter along old tribal lines.2 years ago — Hostility reaches new heights along the disputed border of the Eastern Territory andGreat Northern Wilderness.

Today — Humans dominate the known world. Elves, dwarves and gnomes remain their mosttrusted allies. Some clans and kingdoms of kobolds (20%) have also become tentative allies ofhumans, but most (50%) remain fiercely independent, while others (30%) associate with their fellowmonster races. Changelings continue to be persecuted wherever they are discovered. Giants andtrolls are races on the verge of extinction. Countless unorganized tribes, clans and bands of orcs,goblins and ogres are found throughout the world and they continue to ravage the Old Kingdom andBaalgor Wastelands, where their numbers are greatest. The Wolfen Empire grows more agitated anda declaration of war over the disputed borderlands seems inevitable! Theologians fear a repeat of theElf-Dwarf War may be relived by humans and Wolfen.

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If you wish for more information on the palladium world, you can visit their website:http://www.palladiumbooks.com/

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