For those of you that have stopped by before, welcome back! If you haven't already looked around, this is my little corner of the Internet that contains 15+ years of tabletop RPG resources. There's a heavy Palladium presence since I played their games from the time I was in middle school (about 12-13 for those that may not be familiar with US education groupings) up until several years ago. I'm still working through a backlog of stuff unearthed from my hard drive (and in need of some rewriting), but I continue to post new resources as I use it in my current Savage Rifts campaign.

While I still love Palladium and their settings, I've opted to pursue simpler mechanics. 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, and you'll find some resources for that RPG here. Currently, I'm back in the realm of Rifts Earth and my familiarity and love of that setting is spurring a lot of new translations to the Savage Rifts RPG. As campaigns come and go, you'll see new material posted that relates to the epic storylines I seek to tell along with my players. What follows are many, many resources for these campaigns that I hope you will find useful in your own campaign.

The House of Azazel is an ancient Elven house, one of the few still in existence due to the Elf-Dwarf War. Though members of this house have altered their surname over time, its traditions have survived the ages.

Augustus Fairchild is the character I am playing in my current Rifts campaign. It's a great game so far, so here he is...

Pedro was born and raised in Omagua. He lived in the slums all his life and dreamed of becoming rich and living the good life. He eventually worked his way out of Omagua, sneaking away into the jungle late one night. He wandered west for a time, treading cautiously around the Arkon territory, north into the Incan kingdom. From there, he found his way to a port city and stowed away on board.

Azrac is a kingdom inhabiting The Barrens, a region in the West that was blasted clean of greenery by marching armies and terrible dragons during the last war. It is only now beginning to recover. Pearls farmed off the Azrac coast account for the kingdom's wealth and allow it to purchase the staples it is unable to grow. Sparse deciduous forests cover the coastal region of Azrac. Due to this and the lucrative gemstone and mining trades, the coast and the mountains are the most populous of the kingdom.

The most dangerous area in the region is the Trollbog, a marsh found at the Tundra River delta. While the name may indicate the swamp's inhabitants, the Trollbog is inhabited by a number of monstrous creatures and at least one dragon. The region officially falls under Azrac rule, but few can truly claim it and no one wishes to.

Azrac is primarily a human kingdom, with much of the population having dark skin, hair, and eyes. Those that have made their home in the coastal cities are generally quite wealthy. And this wealth attracts the less fortunate who seek their share of this wealth. The cities themselves are quite clean, with sculpted buildings of quarried stone and elaborate domes. The savannahs are inhabited by a number of nomadic tribes allied to the Azracan monarchy and scattered cities.

Aside from the dominant human race, various breeds of elves, Dwarves, goblins, and kobolds also inhabit the Azrac region. Due to the harsh environment (compared to their native forests and mountains) these races differ from their standard Palladia cousins in that they are better suited to surviving in the water-deprived savannah.

The kingdom of Daedala occupies the forests north of the Zarackis Mountains and east of Sunder's Vein. The oldest kingdom of the Realm, it is inhabited by the Elves and their allies. The kingdom, though it lost territory in the last war (over 10,000 years ago), has endured through countless invasions due to the well-trained rangers and superb guerilla tactics implemented. The forests here are thick and the scent of pine is ever-present. Forestry and the mining of iron support the kingdom and its elaborate citadels. The tundra of the Isle of Valencia, the only island occupied by the kingdom and named for the first Elven Regent, is well suited to seal hunting and fishing.

While the kingdom maintains an air of peace, the Elves fear a new invasion is coming from the Galvan Republic in the north or the Pelijian goblins to the northwest. The goblins of Pelijia have long been jealous of the expansive territories the others hold and the Elves fear they may act on their ambitions. The Galvan Republic, while inhabited by Gnomes and Dwarves (both of whom have allied with the Elves during the last several wars), is another possible danger. The Elves do their best to aid the kingdom, but expansionist plans seem to be prevailing in lieu of the current economic situation of the Republic. This worries the Elves, even though they would have kingdoms believe otherwise.

The forests of Daedala are inhabited almost solely by Elves. Only scattered villages of humans and rarely encountered magical woodland creatures dwell in the region alongside the Elves. Along Sunder's Vein lie two massive Elven citadels and the ruins of a number of ancient cities belonging to a race believed to be extinct.

The Galvan Republic is a kingdom of Dwarves and Gnomes existing in the cold tundra of the north. In the past, the region was rich in resources and food. Unfortunately, the seals have been hunted to the brink of extinction and what few mines do exist are nearly depleted. Formally, the Galvan Republic Senate has asked the Elves of Daedala for aid, however the Elves are unable to spare the quantity of resources necessary to sustain the kingdom. The Dwarves and Gnomes of the Republic, while openly understanding, are furious with the Elves only for the reason that they have provided aid to the Elves in the past and are now being left to die. Many are starving to death and the Republic, as a whole, is in decline.

The Galvan Republic currently occupies the two northernmost islands of Regnum and the tundra plain north of Daedala. Numerous underground complexes and abandoned mines dot the landscape along with farms and small ranches. Even the livestock and agriculture is insufficient to support the population, however blossoming trade with Pelijia is slowing the problem and may eventually help to cure it.

Only the sturdy Dwarves and Gnomes occupy this kingdom as it is too harsh for many of the races. Only the occasional visitor, sometimes from another dimension, is able to withstand the relatively constant cold.

The Golduk Empire is a collective of Orc tribes allied under a single banner. Though Palladia scholars would argue that it is impossible for Orcs to be civilized, they have not yet come to Regnum. The Golduk Orcs, while considered civilized and currently at peace with the other kingdoms, remain one of the more aggressive factions. Rumors abound that the kingdom is consorting with other-dimensional beings, including demons.

The Golduk Empire occupies the isthmus on the western side of the West Inland Sea and all but the largest island off the coast of Sussuria. The land itself is heavily forested, with lush, semi-tropical forests near its southern border with the Silver Coast. The islands house fortresses and watchtowers, routing any ship that ventures too close. While this upsets Harrowheart and Sussuria, they have learned to keep their distance. The Gray Mountains in the south house gold and silver mines that are closely guarded. A variety of livestock is raised in the foothills near the Gray Mountains and throughout the forests of the Empire. Fishing and limited trade with neighboring countries supplement the kingdom's economy.

The Golduk Empire is the largest known concentration of Orcs in the Realms and dimensional scholars have puzzled over its existence for centuries. Few other races live in the Empire, limited only to Kobolds, Goblins, Hobgoblins, and the occasional gathering of Gromek. The Empire is ruled by a Shamanic Council comprised of the Shaman governor of each province. Not coincidentally, a different tribe populates each province.

This kingdom is one of the smallest, occupying only a single peninsula and three small islands. The Kingdom is broken into dozens of small fiefdoms resulting in very little cohesiveness and no central ruler. With the numerous fiefdoms so loosely allied, few of them would protect another were it to be threatened by aggressors. Each fiefdom controls, on average, 300 square miles and the largest controls nearly 600 square miles.

The Greenwater Kingdom controls the forests and grasslands of the peninsula, fiercely attacking any intruders out of fear. This "no trespassing" policy has led to the belief that the kingdom is ruled by barbarians and there should be no dealings with them. Only the occasional trader seeks profit with the Pelijian goblins or, even more rarely, the Sussurian Elves. With each fiefdom controlling their own peasants, the population is self-sustained with agriculture and the fief lords by the peasant work.

The Greenwater Kingdom is comprised by humans with only a scattering of other races working as peasants. This is largely due to the policy of "attack first, question later."