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The Purifiers

September 05, 2015

demoIn the Millennium of Purification, a group of Elves and Dwarves join forces to purge the world of the dark magicks they themselves once helped unleash. Is there a chance to make up for their sins of the past and restore order to the world? Find out in the serial fan fic: The Purifiers.

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May 05, 2015

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September 05, 2015

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Faerie Folk


The trows (trowe in dwarven and drow in elven) are faerie folk that resemble diminutive trolls. Trow have a love of fun and mischief, sharing a troll's unique sense of humor and prefer to humiliate rather than harm. This look and attitude causes many to confuse the two races, but this can be dangerous as there are many differences between the two races. While trolls are powerful solitary predators, trows prefer to hunt in groups with a smallest groups ranging from 3 to 8 (1D6+2). Large trow tribes can be found near rich mineral deposits underground and in ogre tribe camps, ranging from 50-200 (5D4x10).

Trolls are well known for eating their victims and many believe that trow do the same. In reality the trow don't eat meat, nor do they eat vegetables or any other type of food that most mortals consume. Trow feed on metals, raw or processed doesn't matter. This is why most of them live in underground caves with a large deposit of metals. A combination of being subterranean faerie folk and their shy natures, trows are nocturnal and only come out at night. As a result they tend to be most active in winter, especially around the winter's solstice when the night is the longest of the year.

Trows are rumored to have excellent hearing. This is based on their ear for music and fear of thunder. In truth, trows have no better hearing than any other race. The difference is that while most races rely on sight as their primary sense, trow rely on their hearing as their primary sense. Humans have a saying: "Seeing is believing." This is because humans rely so heavily upon sight that they have trouble accepting and understanding things until they can see it. For a trow, the term "hearing is believing" is far more accurate. Singing tells the rest of their senses this is an ally, and thunder warns them of danger.

Many musicians (and singers) have been swept away by a trow in the midst of the night. Rumors suggest that the trow capture these people to perform for them. If the musician performs well, the trow will release them, sometimes days or years later. Despite what most believe, this is not an evil or selfish act on the part of the trows. In fact, this is one of the most selfless acts a trow performs. Hearing music or a song, a trow will believe this performer is a fellow trow. For whatever reason, in trow mentality, any singer or performer must be a trow.

Leaping through any danger, even a group of humans, the trow will sweep his ally, the poor unsuspecting musician, away to safety, or at least that is the goal. In the shock of the situation, many victims will stop performing. Without the music, the other trow senses let them realize that this performer is not a fellow trow, but an outsider and a danger. This has led to many unfortunate deaths as the trows turn violent, furious over being tricked and their natural evil temperament taking full flight. Smart musicians will continue to perform to keep up the illusion, and will maintain this illusion until they can find a way to escape the trowie knowes.


Trowie Knowes

Trows dwell in earthen mounds known as knowes (howes in elven). The interior of trowie knowes are rumored to be extravagant and dazzling, adorned with gold, silver, and other precious metals. This is, in part, true. Their knowes tend to contain various metals, many of which are valuable, but these metals are not for decoration or to appease the eyes. Knowes are often built on natural deposits of metals. These metals serve as meals for the trow, supplemented by various metal items they've stolen and serve as snacks.


Trowie Drinks (Blaand)

Among faerie folk the trow are famous (and infamous) for creating the alcoholic drink they call Blaand. While the name is the same as a Scottish drink and both are made from fermented milk, the trowie drink always uses mare's milk and is closer to Russian kumis. Both the Scottish blaand and the Russian kumis are likely human versions of this trowie drink. Trowie blaand is traditionally drunk from a small, handless saucer. While humans may hold these saucers like a bowl-shaped cup, smaller faerie folk tend to drink it like kittens around a saucer of milk. The trow are the only faerie folk with the knowledge how to create blaand, and they guard the secret quite closely.

Faerie folk are magical creatures, but they have a low tolerance for alcohol and can get drunk rather easily. Their magical natures and regenerative abilities allow them to recover at a rapid pace. This prevents hangovers, and any intoxicating affects are reduced to 25% of their normal duration. For a faerie to stay drunk for any duration, they need to consume large amounts of alcohol and continue consuming it. While they don't care much for most human drinks, faerie folks absolutely love trowie blaand and it's one of their favorite drinks. They love to drink large portions and will continue to drink until they pass out.

Despite how much faerie folk love blaand, they rarely have access to very much of it. Trow are shy faerie folk and prefer the company of other trow, not associating with other faerie folk very often. This has led to other faerie folk trying to figure out how to make blaand themselves. While humans and other mortal races prove quite intelligent and adaptable to figure out suitable equivalents, faerie folk, while some are intelligent, are instinctive creatures that rarely learn much and just prefer to rely on what they already know.

All the other faerie folk know about blaand is that it involves horses in some way, but not how. This has led to an unhealthy fascination in faerie folk with horses. Many believe that faerie folk simply love to torment horses, but the truth is that they're only determined to learn how to make blaand. Since they don't know how, they decide trial and error is the best way to figure it out. To the misfortune of countless horses in their experiments, faerie folk tend to try what they know best: poking, prodding, and cruel pranks.



Alignment: Typically anarchist or evil. While there are good trow, their shy natures and subterranean habits cause them to keep to themselves and rare to encounter. Player characters are most likely to encounter anarchist or evil trow while they are up to no good.

Attributes: I.Q. 2D6, M.E. 2D6, M.A. 2D6, P.S. 3D6+6, P.P. 3D6, P.E. 3D6+6, P.B. 1D6+4, Spd. 2D6 – 1D6 digging.

Natural A.R.: 10.

Hit Points: P.E. x3

S.D.C.: 1D4x10+10

M.D.C.: Becomes a mega-damage being on Rifts Earth; 1D6x10+50. Note: This replaces Hit Points, S.D.C. and Natural A.R.

Horror Factor: 9.

P.P.E.: 1D6x100; can automatically draw on the P.P.E. from ley lines and nexus points.

Physical Appearance: Short, ugly, stunted versions of trolls with huge fangs and sharp claws.

Size: Two to three feet (0.6 to 0.9 m) tall.

Weight: 3D6+60 pounds (about 30 kg).

Natural Abilities: Nightvision 90 ft (27.4 m), see in total darkness, poor day vision (half normal human range), underground sense of direction (50%), and recognize precious metals (60%).

Metal Cutter: The claws and fangs of trow have a version of rust naturally cast upon them. This makes it possible for them to eat metal, but also allows them to cut and bite through even the toughest metals with just a couple swipes or chomps. Whether the armor of an opponent or the steel of a sword, their claws and/or teeth inflict 1D4x10 damage to all metal upon contact. Contact can be the result of the trow attacking, or just by parrying their claws with a metal object. With this ability trows can quickly make valuable armor, weapons, and tools useless. Non-metal items suffer no damage. Magic armor, weapons, and items suffer normal claw or bite damage. Note: On Rifts Earth and other mega-damage settings, this damage inflicts S.D.C. damage to normal metal objects and M.D. to M.D.C. metal objects, including iron golems.

Attacks Per Melee: Three hand to hand attacks or two by magic.

Bonuses: +4 on initiative, +1 to strike and parry, +3 to dodge, +3 to roll with punch, +2 on all saving throws (except Horror Factor).

Damage: Clawed hands inflict 1D6 damage plus P.S. damage bonus, and a bite attack does 2D4 damage but no P.S. bonus is applicable. On Rifts Earth and other mega-damage settings, the trow can drink blaand and inflict M.D. while under its influence.

Magic Spells: Escape, locate minerals, rust, weightlessness, and reduce self to six inches.

Psionics: None.

Allies: Despite their appearance and personality traits resembling trolls, the closest ally of trows are ogres. Ogres enjoy lording over these diminutive troll-like beings, taking great pleasure in the fact. Trows also don't pose any threat to an ogre's ego and leadership. As allies of ogres, trow try to be helpful by stealing away human women, preferably pregnant women because they feel this makes them better child bearers. This gives them a reputation as baby stealers. For trows, ogres provide excellent protection and an ample supply of horses for them to make blaand.

Enemies: Dwarves and trows have been enemies since the Age of a Thousand Magicks. As the dwarven culture grew and their metal working knowledge expanded, the dwarves and trows came into direct conflict. Trows fed upon dwarven made items. When finding raw metal deposits trows would feed on the richest metal deposits, while dwarves wanted to use those same deposits for mining and construction. This has led to countless conflicts. At one point the dwarves began a full scale extermination of the trows. The only thing that stopped this genocide was that the Elf-Dwarf War began, forcing dwarves to turn their attention towards the elves. There's still considerable hostility between the two races when they come into contact with each other.

R.C.C. Skills: Speaks Faerie and Gobblely 98%, player characters can learn two additional languages at the base skill +10% skill bonus, land navigation 60%, wilderness survival 75%, track animals 45%, track humanoids 55%, faerie lore 60%, sing 90%, dance 80%, play musical instrument (any) 50%, prowl 40%, pick pockets 50%, pick locks 75%, climb 80%/70%, and two W.P. of choice. Skills do not increase.