For those of you that have stopped by before, welcome back! If you haven't already looked around, this is a long-standing (albeit mostly idle - something I plan to change!) site that contains 15+ years of my writing. There's a heavy Palladium presence since I've played their games since I was in middle school (about 12-13 for those that may not be familiar with US education groups - I think it's primary education levels in Europe). Anywho, I'm still around and still occasionally writing. A lot of it hasn't made it on the site because I've only recently put up a real content management solution. Now that it will be a bit easier, I'm hoping to get some more content written and out there on a semi-regular basis.

You likely won't see much more in the way of Palladium as I've largely stopped playing due to (1) being unable to find anyone already familiar with the rules and (2) not having the time to teach a complex new system. I've opted for simpler mechanics so, on the rare occasion I'm able to play, I can focus on having fun rather than remembering where to look up a rule. After backing the Breachworld RPG by Jason Richards Publishing (you might recognize his name if you're a Rifts fan), I fell in love with the Mini6 system, so you'll likely see a lot having to do with it get thrown up here.

Feel free to peruse the past 15 years of my writing life. And if you want to find out some more about me, check out my bio.

This campaign is based out of the Timiro Kingdom and the Old Kingdom (and could lead to adventures in a number of other regions in the world). I've actually got a bit more to this, but it was becoming very specific to my own campaign world. What is presented here is a more basic version that should be easily implemented by anyone.

I ended up completely laying out the Timiro Calendar during some of my Palladium Fantasy RPG campaigns years ago.

Current Year: 1782 TR (Timiro Record), 5823 WR (Western Record), 18,223 EC (Elven Calendar), 71,345 DC (Dwarven Calendar)

Monks come in all varieties. There are those that promote peace and scholarly pursuits, represented by the Monk Scholar O.C.C. (see Book 2: Old Ones, p.14 for more information on this O.C.C.), and those of a militant nature who seek to destroy evil, represented by the Warrior Monk O.C.C. (see the Palladium Fantasy Rulebook for more information on this O.C.C.). There are additional monastic orders that promote different ideals. Here I will discuss just a few types of these orders (and provide details on some of the orders) as well as their philosophies. I will be drawing heavily on concepts from the Mystic China sourcebook (for Ninjas & Superspies, but a great resource for Palladium games in general), including Chi (pronounced like "key"), Chi magic (especially in terms of the Wu Shih O.C.C.), and some of the martial artist OCCs.

A secret society headquartered in the city of Destiny Point (for a complete description of the city, see Book 13: Northern Hinterlands, p.148), the Watchers of the Unspoken have been investigating myth and legend for centuries. The organization was formed after the disappearance of the Order of Ages, it's founding members intent on finding the truth about the history of Palladia. Organized in a cell structure, members know little to nothing about other cells and their operations (this has unintentionally led to cells competing against each other for the same tome or artifact - luckily, it is rare that more than one cell is operating in the same area).

The following are very basic, undeveloped ideas that have crossed my mind for possible D&D 3rd Edition (3e) games. Should I ever actually start playing 3e, I'm sure I'll catch some flak from someone about this (if anyone knows what I need to include on my page to cover WotC copyright notices, This email address is being protected from spambots. You need JavaScript enabled to view it. and I'll add them), otherwise, just know that there is some stuff that is copyrighted by WotC and I don't own some terms (like Greyhawk). And without further ado, the adventure seeds...

Despite his impoverished childhood and adolescence, A'Kosh always envisioned something more. He grew up in the slums of Upper Kighfalton, avoiding the constant purges by the Emperor and the regional Overlord to rid the region of the subterranean races such as Ratlings, Goblins, and Ratton. Somehow, he survived, though he became embittered and resentful after his kin were slaughtered. Starving and alone, he wandered the streets and sewers, stealing what he could and using his cobbler abilities to keep from being caught.