Scholar's Review #87: Dimension Book 5: Anvil Galaxy
Written by: Bill Coffin
Release Date: May 2002
GENERAL
This is ‘technically’ the fourth entry in the Phase World series, as Dimension Book 4: Skraypers fits within the dynamic presented within setting originally published in Dimension Book 2: Phase World setting. So far, we’ve been introduced to the primary setting of Phase World and the grander science fantasy realm, as well as the information provided in Dimension Book 3: Phase World Sourcebook, and aforementioned discrete setting discovered in Skraypers. In Dimension Book 5: Anvil Galaxy, the reader is transported to another setting entirely, where the GM and Players are provided with a veritable sandbox of stories, where each grain of sand can be explored as its own adventure. That grain of sand reference is only slight hyperbole; you’ll catch this theme running throughout.
For those that read Anvil Galaxy, they’ve been through the wormhole of imagination and explored the vast expanse of this wonderous and richly presented galaxy. For those of you who have yet to try, or are on the fence about picking up this 160-page Dimension book, let me provide the precis upfront:
Buy it now, read it, thank me later; re-read it again, come back and thank me once more...
SECTIONS

The Cosmic Forge. Something that is always good to find in a science fiction setting book like this is a good MacGuffin (or McGuffin). For those unfamiliar with that term, it’s basically an object, person or goal that drives the plot or story. In Star Wars it was the Death Star, The Matrix it was discovering “The One,” in Pride and Prejudice it is the personal growth of both Elizabeth and Mr Darcy through their flaws (ergo the title) and discovering their affection for the other. Yeah, that last one probably threw you. But the plot point that this entry provides is something of a gem for any GM, and frankly worth the cover price alone.
Chronicles of the Cosmos. A history of the “real background” to this mysterious machine. The Cosmic Forge is an entity/machine of ultimate cosmic power, with a rich and convoluted history that has seen multiple interpretations over the centuries. The two things that seems constant: it is the ultimate power, and it somewhere to be found in the Anvil Galaxy.
The Nine Heresies. Honestly, these are some of the best worldbuilding I’ve seen amongst the Palladium Books library. The nine entries each present some form of legitimate interpretation of the Chronicles, each unique and divergent from the next. What is really great for the GM is that each can be a solid basis for the background to any campaign, or leveraged for the setting used. Heck, almost all of them provides a specific setting or locale that could be used as a focal point or reference in the adventures. Great stuff here.

The Three Galaxies. I’m going to be honest, there was a lot of this section that had me scratching my head and reaching back for Dimension Book 2: Phase World, wondering if this wasn’t just repeating some of the information found there. To be honest, a little bit yes, but mostly no. I had a little bit of difficulty understanding the premise of this section either. The book about The Anvil Galaxy spent a lot of time devoted to explaining what was going on in the two other nearby galaxies (Corkscrew and Thundercloud). Bear in mind that the three major players in the region, The Consortium of Civilized Worlds (CCW), Transgalactic Empire (TGE), and United Worlds of Warlocks (UWW) have a footprint in all three of these galaxies. Sure, it does cover some generic and common reference material such as communications, commerce, FTL travel, but in a manner that is not clearly denoted, and something I would have more expected/much preferred to see in the Phase World or Phaseworld Sourcebook.
People of the Anvil Galaxy. Now we’re cooking with gas! While the section presents a number of species for the GM or Players to think about, most are really for GM use. The following are denoted by which of the three major players in the region they are aligned with:

Durosk (CCW). Slug-like species with an ugly appearance but ingratiating demeanour that somehow makes them great ambassadors.
Faustian (CCW). Sinister and typically villainous, psychic humanoids that faced the bad end of the Kreegor’s wrath and moved over to the CCW for protection.
Iborian (CCW). Wrinkled, leather skinned humanoids with questionable ties to the Gene-Splicers or Gene-Tech. Are singularly devoted to healing, regardless of faction.
Kelesh (TGE). Humanoids with strange facial features, they are a secretive, aloof race with more in common to the Kreegor than Human. Fascinated with techno-trickets.
Qidian (TGE). Reptilian humanoids with massive frames, they bring Supernatural Strength and occasional fits of rage as servant species to the TGE.
Sinestrian (TGE). An odd serpentine species with highly develop mechanical aptitude and use of a bionic frame that provides them with functional arms.
Star Elves (UWW). It’s a trope, one that I had a hard time grasping. Haughty elves in space with Asgardian roots, got it. But MDC Supernatural Strength haughty elves in space?
Dwarven Guildmasters (UWW). Another “dwarf in space and also from Asgard” trope. Many of the other usual tropes in place as well.
Space Minotaurs (UWW). Pretty much exactly as advertised on the tin.
Ratanoids (UWW). Again, pretty much exactly as advertised.

Naruni Enterprises. We once again see the entries for Naruni and the True Naruni and Uteni RCC. We are also presented with a great NPC class in the Gene-Tech, something that may be related the fabled Gene Splicers. These guys also come with some nasty NPC sidekicks in the Gene-Tech Monster-X Henchmen, oddly enough presented as an optional Player Class (really an NPC class).
Golgan Republik. A separate power block within the Anvil Galaxy. Dominated by the titular species, the Golgan are tall, pink amphibian humanoids with advanced senses. Constant threats and attacks from all borders have made them wary and trigger-happy. Some other species at-large within the Golgan Republik found elsewhere within the Anvil Galaxy:
Lurgess. Space-faring nomads with a singularly virulent and deadly disease that forces them to wear environmental suits nearly always. As a walking bio-hazard, predictably shunned and disliked.
Ultrovian. Large, squat amphibian humanoids with broad torsos that are adept in their magic, but also overly keen in demonstrating these abilities.
Zebuloids. These guys are weird. Think a kind of armored jellyfish. Honestly, given their abilities these make for great NPCs, likely horrible to manage PCs.
Altess. Genetically engineered humanoids; a quick check of the Attributes will confirm that – yeesh…. Supposed to be played with the haughty attitude that likely won’t make table-play very conducive.

The Halo. The most hospitable portion to life is also the outer-most regions of the galaxy (hence the name). So while the galaxy is a vast, globular collection of untold millions of star systems and innumerable planets, the majority of factions vie for the territory of the shell surrounding the violent center. What follows is likely one of the most densely packed, richly presented packets of worldbuilding and Game Master information and Player Background nuggets any gaming group could likely ask for. Largely the presented in the same fashion for all major power groups, you get the following information:
Overview. General statistics on population, demographics, and then copious details on social issues including government, courts, legal systems, treaties, a variety of other issues.
Military Forces. An empire is not going to last for long without some form of capacity to ward off external threats, and manage internal ones too, in some cases.
Foreign Affairs. In typical Palladium Books design, a list of guidelines and indicators for overall faction interactions. Nothing is concrete or 100%, but certainly a great start.
Society. Some basics of the societal norms found throughout the empire in question.
Daily Life. Some basics about what a typical day for a typical citizen would be. Take this with a grain of salt and moderate up or down as you the GM choose for the adventure you choose to run. Some planets or stations will be moderately or wildly over/under performing to the average. This section gives you a decent starting point for that analysis.
Law and Citizenship. Each has their own twist on what they think it means to be a lawful citizen.
Crime. What is acceptable or criminal based on the society in question. Some wild differences based on which empire you’re reading about.
Major Worlds. Several significant worlds within the empire in question are fleshed out. Some provide some great nuggets of information a GM can really let their imagination run wild to create adventure scenarios or whole campaigns around.
Note: The above analysis is done for each of the following major entities:
Consortium of civilize Worlds (CCW)
Trans-Galactic Empire (TGE)
United Worlds of Warlock (UWW)
Naruni Enterprises
The Hartigal Combine (breakway subsidiary to Naruni)
Golgan Republik
Altess Dynasty
Central Alliance. Despite the name, is part of the Halo and largely considered an interstellar wasteland.
The Threshold. The mysterious and largely uninhabited space between the Halo and the Core of the Anvil Galaxy. For whatever reason, something like 75% of ships never make the journey. There is a GM section about how to play this within the campaign/adventure. Ultimately though, only two factions are known to exist within the Threshold, and each are presented in the same manner as the Halo:
Splugorth Kingdom of Rynncryyl. Lord Rynncryyl is an infamous figure within the Anvil Galaxy, and not for any good reason. The fact he still has a “kingdom” is more due to his enemies hating each other more than enough to bother wiping his forces from the galaxy. But he still plots, still interferes and makes himself more of a power broker than a personally powerful force.
Gene-Tech. These masters of genetics operate in groups of starships relying on speed and stealth over firepower.

The Core. A complete mystery. Thought to be the resting place of the Cosmic Forge. Rather convenient, really. Interesting that an army of Cosmo-Knights are preparing an assault at the edge of the Threshold. That said, there are species of beings that have come out from the Core to the Halo, and an interesting collective of note:
Omegan Order. A grouping of fallen Cosmo-Knights and largely TGE power brokers, evil super-powered individuals and those from races found from the Core. Whatever is powering or guiding this group is unknown, but a nice Rumour Mill table is provided for a GM to exploit.
Xodian Collective. If a ship disappeared in the Threshold, apparently these guys are likely responsible. Rumour Mill table provided allows for other interpretations…
K!ozn Continuum. Extraordinarily advanced and enlightened people on the verge of transcending to godhood. They are playing a complicated strategy to protect their ultimate goal. Rumour Mill table abounds….

World Builder Tool Box. Something I would have honestly expected in an earlier book. This is a complete system for the GM to randomly roll up a system, from star to number and type of planets, atmospheres, even civilizations that could already be in place with an established government, economy and legal system. This really is a crucial tool for any GM looking to have the PCs jump from star system to another, exploring as they go along. A real treat.
IMPRESSIONS
Current Review (10/10). To be honest, I had no idea what to expect from this book. It’s been a long time since I’ve opened up a Palladium Books product to do a review, and it just so happened that World Book 5: Anvil Galaxy just happened to be the next one on the list. And boy could I have not been more pleased with the experience. This book has been a real treat from a reader’s perspective, considering what this would look like for both a GM and as a Player.
Firstly, this book is dense with information in a way that very few other Palladium Books World Books or Dimension Books really are. I mean there is a lot of information to digest, which makes it a fairly long read. That’s perhaps the one bad point, but realistically this is such a minor point it barely warrants the mention. The reward for your time is simply an immense amount of worldbuilding to work with. The Halo section alone accounts for over sixty (60!) pages of solid information. Each and every page has an adventure idea; I could write a whole adventure module of snippets from each and every column from each of those pages alone. This also means Players have a gob smacking plethora of information to draw upon for their character backgrounds as well.
The artwork throughout the book also provides a wide array of tastes and input that best reflects the subject matter. The profiles for all the various species throughout are all deliciously rendered by Mike Wilson, which gives a clean run through the book for other artists to provide some pronounced pieces for other segments. I’m not a huge fan of “fantasy race in space,” but some of the more evocative pieces have to be the Space Minotaur and the Star Elves, but it’s Wilson’s work for the more unusual species that really convey their truly inhuman nature; the Durosk, Sinestrian and Zebuloid in particular.
If one hasn’t picked up what I’m laying down yet, this is a must get for anyone playing their campaign within the Phase World setting. For most it’s an easy pick-up, as there are limited Dimension Books directly supporting the setting. This one is a definite top-tier entry, I’d suggest immediately after Dimension Book 2: Phase World. It simply gives the GM (and Players) so much information to fill the background. Any adventure in the Anvil is wrought with danger and adventure, and this book provides you absolutely no shortage of information and advantage to developing adventure hooks for your gaming group. The illustrations are top-tier and scattered enough throughout to break up the reading. Despite only coming in at 160 pages, be prepared to read this one at least twice to make sure you catch what you’re looking for. Trust me, you’ll find stuff on the third or fourth time through you missed on earlier attempts. There’s just that must opportunity in there.
Return to All Posts
Please LIKE and SUBSCRIBE!





Fantastic review. You were fair with the tropes and between the aliens and space fantasy is a galaxy full of adventure. Thanks again.