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Bizantium and The Northern Islands Sneak Preview
Bizantium and The Northern Islands Sneak Preview
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Warning!
Violence and the Supernatural
The fantasy world of The Palladium Role-Playing Game® is violent, deadly and filled with magic
and monsters. Other-dimensional beings, demons, and sorcerers torment, stalk and enslave humans. Mon-
sters, gods, magic, insanity, cannibalism, war and heroic adventure are all elements of this book.
Some parents may find the violence and supernatural elements inappropriate for young readers/players.
We suggest parental discretion.
Please note that none of us at Palladium Books condone or encourage the occult, the practice of magic,
the use of drugs, or violence.
To my best friend Miles who helped bring Bizantium to life with his diligence and mapmaking skills.
To my Fantasy Players, John, Paul, Richard, Andy, Brent and Okey, for all the good times sitting around the table even when we
failed to get any adventuring done.
But above all to my buddy Herbert Nielsen, you were there for me during the lowest point in my life, I’ll never forget our “going to
breakfast mornings,” they always cheered me up during the sad days. You forced me to become a better Game Master so in return I be-
came a better story teller. Without you this book and everything I’ve accomplished with Palladium Books would not be possible. While
Bizantium is not the proper setting for the Elf Paladin Garret Oakenshield, his adventures remain some of the happiest times in my life.
It was destiny that you rolled those natural 20s to defeat the Orcish Warlord; roll another, and keep playing my friend.
To friends and fond memories . . . of happy times, grand adventures, the Detroit Gaming Center, The Defilers, Erick, Kay, Kevin
Lowery, Kevin Long, Thom, Ken, Tony, Julius, Alex, Rusty, Ziggy, Kerry, Al, Dave, Mark, Bill, Robin, and all the rest. And to the
many friends and memories that would follow and are yet to come.
– Kevin Siembieda, 2015
All rights reserved under the Universal Copyright Convention, World Wide. No part of this book may be reproduced in part or whole,
in any form or by any means, without permission from the publisher, except for brief quotes for use in reviews. All incidents, situations,
institutions, governments and people are fictional and any similarity, without satiric intent, of characters or persons living or dead, is
strictly coincidental.
Palladium Books®, The Palladium Fantasy RPG®, Rifts®, The Rifter®, Chaos Earth®, Dead Reign®, Megaverse®, Powers Unlim-
ited®, Coalition Wars®, Wormwood®, and After the Bomb® are registered trademarks owned and licensed by Kevin Siembieda and
Palladium Books Inc.
Adventures on the High Seas, Algor, Algorian Sea, Baalgor Wastelands, Bearmen, Beastla, Bizantium, Bizantian, Bizas, Island
Kingdom of Bizantium, Brgg, Dragons & Gods, Age of a Thousand Magicks, Age of Purification, Corpse Jelly, Coyles, Deevil, De-
filers, Diabolist, Dragondactyl, Dragonwright, Empire of Sin, Eandroth, Eastern Territory, Eoten, Epim, Floenery Islands, Great Ice
Shelf, Great Northern Wilderness, Hoknar, Iceborn, Icy Ocean, Kankoran, Land of the Damned, Land of the South Winds, Library of
Bletherad, Mind Mage, Od, Old Kingdom, Psi-Healer, Rurga, Monsters & Animals, Nimro, Northern Hinterlands, Palladium of De-
sires, Wolfen, Emerin, Gigante, Old Ones, Rock Claw, Northern Hinterlands, Sea Ghoul, Sea of Despair, Sea Unicorn, Serpent Chaser,
Shadow Coast, Shadow Coast Colonies, Skinbinder, Summoner, Timiro Kingdom, Tristine Chronicles, Waterchanter, Western Empire,
Wolfen, Wolfen Empire, Wolvenar, Yin-Sloth Jungles, and other names, titles and likenesses of characters are trademarks owned by
Kevin Siembieda and Palladium Books Inc.
Bizantium and the Northern Islands™ – A sourcebook for The Palladium Fantasy RPG®, 2nd Edition is published by Pal-
ladium Books Inc., 39074 Webb Court, Westland, MI 48185. Printed by McNaughton & Gunn in the USA.
Bizantium
and the Northern Islands ™
Interior Artists:
Amy L. Ashbaugh
Mark Dudley
Tanya Ramsey
Benjamin Rodriguez
Kevin Siembieda
Charles Walton
Special Thanks to Glen Evans who has never given up on honing his craft and making his dreams come true;
to Matthew Clements, writer and friend who is chasing dreams of his own; to Chuck, Amy, Mark, Ben, Eduardo,
Tad, Will and all the artists who visualize the stuff of dreams and bring them to life on paper; and to Palladium’s
crew of hardworking adventurers – Alex, Wayne, Julius, Kathy, and Jeff – who have been helping me realize my
dreams for decades.
– Kevin Siembieda, 2015
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Bizantium’s Origins A host of twelve Wyrms attacked Brgg, using weapons gifted
from the tree. Brgg’s bones were broken, and the Wyrms took
Brgg to a twilit cave and bound him in chains forged of blood,
The Eoten
For nearly two thousand years, citizens of the Western Empire,
Timiro Kingdom, Eastern Territory and Land of the South Winds
have used the term “Northerner” to describe any human who lives
in the Great Northern Wilderness, along the Northern Sea, or on
the Northern Islands that make up Bizantium. Generally, Bizan-
tians don’t mind the term “Northerner” being ascribed to them,
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Lyrna Colony
Located southeast of Me’zfii Onh, along the shore of the Drag-
on Claw, is a human settlement called Lyrna, home to 234 people
who wish nothing more than to be allowed to live without inter-
ference from Bizantium. The town was established by a 14-mem-
ber missionary group from the Church of Light and Dark. Fa-
ther Josurr Nayin sought a place where Bizantian citizens could
worship their religion without interference, and King Raedaen III
granted them a piece of land with limited self-rule – many miles
away from the Northern Islands and the Shadow Coast.
Still there thirty years later, Lyrna is governed by a seven-
member council which includes Father Josurr Nayin (7th level
Priest of Light), Kiera Hanneet (6th level female Elf Ranger),
and five other councilors. Fishing, hunting and trapping are the
main industry at Lyrna with some farming in the summer months.
Canine races are welcome in the town and often join humans on
hunting expeditions and trade furs and game animals. Recently,
Ice Bears have been reported in the area, creatures whose rare
pelts fetch a high price back in Bizantium.
The Great Ice Shelf
Noatun Colony
Approximately eight hundred miles (1,280 km) north of the
Forty years ago, the Bizantium Navy selected a large, sandy Kingdom of Bizantium is a sight both wondrous and terrifying
plateau not far from the Enaer River to build a landing point for inexperienced sailors and fishermen: the Great Ice Shelf. A
where Marines could enter the interior of the Great Northern Wil- frozen world of ice mountains and mile deep crevasses, there are
derness and for the Navy to use as a base of operations to patrol broad canyons, mesas, endless plateaus and entire landscapes
the waters of the Dragon Claw in search of pirates. Basic dock- that slowly flow and move. Seasonal lakes form over low areas
ing facilities were built, and soon freemen from Bizantium began in summer, their meltwater creating temporary rivers that run
working on the base. A small number of settlers and merchants down to the sea. Mighty storms blow in from the open ocean
followed. Noatun has a population of 500 people. The nearby and rage in the skies overhead, forming massive blizzards lit by
Enaer River is controlled by the Wolfen, which is why Noatun multi-colored lightning, dropping enough snow in a day to render
was located away from a tributary, but close enough to have an the land beneath completely unrecognizable. Sometimes the sky
impact if necessary. The river current is swift and only freezes pours down hail the size of fists, big enough to rip a ship’s sails
during the coldest months of winter. The river is also deceptively to shreds or dent armored plates. Freezing rain falls often, too,
shallow, and there are a number of places where it can be crossed covering everything in a thin veneer of slick ice.
by foot or on horseback. Spanning almost 1,200 miles (1,920 km) east to west, the vast
Noatun has never been declared an official colony or even ice pack is also more than 380 miles (608 km) north to south at
registered as a self-governing region, as it is as much a Navy its center, making it one of the largest single landmasses in the
listening outpost and military base as anything else. Most of the Palladium World – only completely without land. The ice shelf
outpost’s supplies are transported by ship, but they could be self- is nothing but frozen seawater, possibly frozen right down to the
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King Raedaen IV on prince Raedaen, the boy who would now be their future king.
A vast sum of gold was delivered to the pirates, and Raedaen
returned to the Northern Islands unharmed, but to an atmosphere
King Raedaen Jostein IV, High Chieftain of the Eoten, Lord
of ill will and whispered condemnation.
of the Northern Islands, Emissary of Almighty Algor, Merchant-
King of Bizantium – is one of the least qualified people to ever His father never spoke of the issue and the path of succession
become ruler of a major nation. remained unacknowledged, even when the King fell from his
As a child, young Raedaen was spoiled and coddled, the sec- horse and broke his spine three years later, leaving him paralyzed
ond son of the King, with no prospect of ascending to the throne. from the neck down. Not wishing to be an invalid for the rest
Crown Prince Aevarr, the heir apparent, nine years older, was of his life, King Raedaen ordered his royal guardsmen to throw
already a bold knight and proven sailor, and the future of the him into the ocean. Young Raedaen IV watched in horror as the
kingdom seemed to be in good hands. Without the need to pre- King’s guard complied with his father’s wishes. As the King
pare himself to rule, Raedaen grew into a reckless, sometimes sank beneath the waters, his wife, Queen Angelita, jumped in af-
even thoughtless youth with no responsibilities, no concerns, and ter him. From that moment on, Prince Raedaen was haunted by
an endless number of royal retainers to clean up after him or fix the image of his parents drowning and became fearful of the sea.
his mistakes. After taking the throne, King Raedaen proved his worst critics
At the age of ten, the King sent Raedaen along with a trade correct. Viewing both the kingdom and the Shadow Colonies as
mission to the Yin-Sloth Jungles to earn his sea legs and see part personal possessions, the young King used his power to indulge
of the world. Confining himself mostly to his cabin during the his whims and bestow important offices upon friends and cronies,
difficult journey, Raedaen was eager to get a look at the strange rather than further the interests of his country. With no under-
ships, people and creatures of the southern jungles. In Bizantium, standing of politics or sea trade, no forceful personality, military
young Raedaen was well known to the Kingdom’s seafarers, and experience, religious zeal or other admirable qualities, the King
the little prince’s favorite game was to explore and play on any has been nothing but a disappointment to the nobles and mer-
ship he chose, indulged in his curiosity and carefully watched. chants that profit most from decisive leadership from the Crown.
Wandering off in a strange, foreign port, however, the first vessel The King’s intellectual laziness regarding his own Kingdom
to catch his eye was a pirate ship masquerading as a merchant, and conditions abroad shames not only the Crown, but everyone
and Raedaen was kidnaped “as easy as leading a lamb up the involved in the Bizantian government. His own father understood
gangplank” and held for ransom. that Raedaen was not fit for the throne, but “the divine will of Al-
When word of Raedaen’s capture reached Bizantium, Crown gor chose this imbecile (not his brother) to serve as the sea god’s
Prince Aevarr, along with a dozen warships, sailed for the Yin- emissary.” As dark clouds gather around the nation, however,
Sloth Jungles. Somewhere in the Sea of Dread, the fleet encoun- even the pious are starting to question their leader. King Raedaen
tered an enormous sea monster during a vicious storm. Only one IV is not comfortable when required to perform official duties re-
ship escaped the battle with the terrible beast and Aevarr was lost quired of the King and emissary of Algor, and the priesthood has
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The Iceborn
comparison to the sheer quantity of aquatic nightmares within the
Sea of Despair. Unfortunately, most sea life born in and around
the Sea of Despair exhibits strange, magic-induced mutations.
Sea mammals and intelligent life forms generally don’t seem to
be affected, but sharks, rays, some deep-sea fish, octopus, squid, Those who brave the Northern Sea are well aware of its icy
eel, and crustaceans (crab, lobster, etc.) are susceptible. Sea mon- winds, sudden storms, unpredictable currents and unexplained
sters originating from here often have one of the following prop- phenomena. Yet of all the strange sights on the sea there is one
erties (pick one or roll percentile dice). threat that every fisherman, sailor, and ship’s captain fears the
Note: There is a 01-13% chance that the sea monster will have most; the Iceborn.
two of the abilities listed below (pick two or roll percentile dice,
Striking down from the Great Ice Shelf and the iceberg-filled
ignore repeat rolls). Giantism and Excessive Giantism cannot be
seas that surround it, the Iceborn are an ancient people. One of
added together, select a different mutation or roll again.
the Forgotten Races, they are known only in legend and rumor
01-10% Predator: A normally passive creature becomes ag-
to most scholars and people outside the Northern Islands and the
gressive and territorial. +1 to initiative, +1 to strike, +1 attack per
coast of the Great Northern Wilderness. To the whalers and sail-
melee, +3 additional points of damage to all attacks. It can detect
ors of Bizantium, however, the Iceborn are very real, inhuman
blood in the water up to two miles (3.2 km) away.
butchers who strike in the dead of night, climbing aboard ships
11-25% Giantism: Double the normal size with twice the
and slaughtering entire crews. When a ghost ship is found float-
normal S.D.C. and 50% more Hit Points. The creature inflicts
ing down from northern waters, stripped of everything of value,
+1D6 additional points of damage in any of its normal attacks.
blood splashed across the decks, not a living soul aboard, it is said
26-40% Excessive Giantism: Four times larger than normal
to have fallen prey to the Iceborn. Seasoned captains and battle-
with four times the S.D.C. and double the Hit Points. The creature
hardened Marines offer up quiet prayers to Algor whenever such
inflicts triple the listed damage from any of its physical attacks.
a gruesome discovery is made. Such ghost ships are said to be
41-55% Super-Healing: Bio-Regenerates 1D4x10 S.D.C./
cursed, and even the most eager Bizantian salvager and pirate
Hit Points per melee round and will regrow any lost limbs, ap-
will burn the hulk rather than try to recover it.
pendages, eyes, teeth, legs and tail within 1D6 days!
56-70% Legs/Ground Locomotion: The sea monster has Even more terrifying than a night raid is the sight of a Necroi-
limbs to climb onto land and has decent speed, but can only stay lus, the hideous ships and floating villages of the death-worship-
out of the water for 2D6 minutes. Spd on land is 1D6+6. ing Iceborn. Made from the corpses of sea serpents, each Necroi-
71-80% Magic Resistant: Takes half-damage from magic at- lus has been hollowed out, preserved with magic, and adorned
tacks. with bones and serpent skins to turn it into a warship and floating
81-90% Flyer: Can float through the air on wind currents habitation. The head and body of the dead sea serpent is used like
(wind direction and speed determines its speed and course) or a massive puppet, swimming with their tails and fins and lung-
can fly under its own power at 2D6+12 miles per hour (22 to 38 ing out to attack the ships of men. The serpent body and various
km). However, it needs to return to the sea after 1D6+4 minutes corpses used to make the ship are controlled by dark magic spells
and cannot take flight again for at least one minute (four melee and devoid of any will of their own, monstrous creations of Nec-
rounds). romancy and sheer butchery.
91-00% Intelligent and Speaks: This monster has at least a The Iceborn live at sea onboard their cadaverous sea serpent
basic human intelligence, magically understands and speaks all ships and come to shore only to raid, rob, and slaughter coastal
languages at 75% comprehension and likes to sing, whistle and/ communities. They are seldom interested in buying or selling
or hum loudly (carrying on the wind for 1D4 miles/1.6 to 6.4 slaves, trade or plunder, or in any form of negotiation. The Ice-
km), all at a 90% skill level. It is usually cunning and duplicitous, born are guided solely by their impulse to capture, consume, and
and likes to lead humanoids into danger of all kind. It understands reuse the uneaten parts of any living thing they meet. Necroman-
concepts like money and bartering, as well as human greed and cy is at the heart of their society, and is their source of magic
emotions, what drives them and how to appeal to them, and may and spiritual beliefs. All things are reused, nothing goes to waste.
try to manipulate humanoids with promises of treasure, adventure Death is merely a source of food, raw materials and replacement
and other rewards. It may also try to hire people to go on quests parts.
and missions for it, using loot, weapons and goods it has salvaged Iceborn aboard their Necroilus prowl the northernmost wa-
from sunken ships. Such beasts are usually jealous of dragons ters around the Great Ice Shelf, but sometimes venture down to
and like to seem them captured, tortured or cause their deaths. strike at the ships and the coastal towns of Bizantium, the North-
Note: Do not use the mental attributes listed at the beginning of ern Islands and the Wolfen Empire along the coast of the Great
this section, replace them with the following: I.Q. 2D6+9 human Northern Wilderness. It is said that they are amongst the very few
intelligence, awareness and understanding, M.E. 1D6+14, M.A. who can sail through the Sea of Despair. Legends even claim
1D6+16 (charming and manipulative) and possesses the psionic that the Iceborn are so skilled and brazen that they dare to raid the
powers of Death Trance (1), Meditation (0), Object Read (6), monster-filled coastal towns of the Land of the Damned and live
Telepathy (4) and Bio-Manipulation. I.S.P.: 2D4x10 +M.E. attri- to tell the tale. According to these legends, they are unafraid of
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