TEXT: Quick Start
  
  “In the ruins of Symbaroum a dream sight revealed
  a well, a cauldron, a sinkhole.
  Out of its depth a blightling came sidling,
  filth forged in flesh, cruelty carved in bone,
  a decoction of the World Serpent’s marrow.
  The blight beast ogled me hungrily
  and in its burning eyes I saw the death of all.”
  
  ConstruCtion:
  Mattias Johnsson Haake
  Mattias Lilja 
  translation:
  Mattias Johnsson
  Alexander Fahlander 
  GraphiC desiGn:
  Johan Nohr 
  illustrations:
  Martin Grip 
  Maps:
  Tobias Tranell 
  Johan Nohr 
  proofreadinG: 
  Dan McGirt
  John Marron
  Lars G Bäckström
  Brandon Bowling 
  CopyriGht:
  Fria Ligan AB 2019
  Symbaroum is a registered trademark of Fria Ligan AB.
  Q U I C K  S TA R T
  www.frialigan.se/en/games/symbaroum/
  
  1 
  syMbarouM is waitinG... 
  4
  Roleplaying Game? ....................................................6
  Player ........................................................................ 7
  Game Master ............................................................. 7
  2 
  welCoMe to syMbarouM! 
  9
  The Return of the Queen ........................................ 10
  The Promised Land ..................................................11
  The Ways of Life .......................................................12
  Map: Ambria and Davokar ...................................13
  3 
  faCtions 
  18
  Houses of Nobility .................................................. 18
  The Barbarian Clans ................................................21
  The Church of Prios .................................................23
  Ordo Magica .............................................................23
  The Queen’s Army ................................................... 24
  The Iron Pact ............................................................25
  4 
  davokar 
  27
  Bright Davokar .........................................................27
  Dark Davokar .......................................................... 29
  Travels in Davokar .................................................. 30
  5 
  GaMe MeChaniCs 
  32
  Narrative Tutorial ....................................................33
  6 
  attributes 
  36
  Success Test .............................................................37
  7 
  player’s rules 
  39
  Time Within the Game ........................................... 39
  Turn Order ..............................................................40
  Actions in Combat ...................................................40
  Damage & Healing ..................................................42
  Special Actions ....................................................... 43
  Shadow & Corruption .............................................44
  Other Important Rules ........................................... 47
  Special Rules ...........................................................48
  8 
  raCes 
  50
  Human ....................................................................50
  Changeling .............................................................. 53
  Ogre ..........................................................................55
  Goblin .......................................................................55
  9 
  traits 
  56
  S Y M B A R O U M  Q U I C K  S TA R T
  10 abilities 
  60
  11 MystiCal traditions 
  70
  Theurgy................................................................... 70
  Sorcery .....................................................................71
  Witchcraft ................................................................71
  Wizardry ................................................................. 72
  Independent Mystics .............................................. 72
  Mystical Powers ...................................................... 73
  Rituals ..................................................................... 74
  12 equipMent 
  76
  Weapons .................................................................. 76
  Armor ...................................................................... 79
  Qualities ..................................................................80
  13 Monsters & adversaries 
  82
  Monster Categories ................................................. 82
  Monstrous Traits ....................................................84
  Elves ........................................................................86
  Trolls .......................................................................89
  Ranger .....................................................................90
  Treasure Hunter .....................................................90
  Spiders .....................................................................91
  Predators ................................................................. 92
  Reptiles ................................................................... 92
  Abominations .........................................................94
  14 preMade CharaCters 
  96
  15 adventure: bliGht niGht 
  100
  Jakad’s Heart ......................................................... 100
  The Siege ............................................................... 104
  Artifacts .................................................................105
  16 the throne of thorns 
  106
  The Factions .......................................................... 108
  The Episodes of the Chronicle ............................... 113
  17 CharaCter sheet 
  116
  
  T H E  S Y M B A R O U M  C ATA L O G
  
  Symbaroum 
   is waiting…
  … for you and your friends! This Quick Start is more than 
  mere texts and artwork. It is meant to introduce you to another 
  world; a world where you will get to explore the vast Forest of 
  Davokar in the hunt for treasure, insights and fame; where you 
  may visit one of the eleven barbarian clans to trade or to plunder 
  their treasuries; where you can establish a base of power among 
  princes, guilds or rebellious refugees in the capital city of Yndaros; 
  where you can fight for the honor of Queen Korinthia or ally 
  yourselves with the ancient guardians of the forest. Whichever 
  path you choose to walk, unforgettable adventures are waiting 
  behind every crest and bend.
  4
  
  what you will find in this thorough introduction 
  is a selection of chapters and paragraphs from 
  the Symbaroum Core Rulebook. The idea is that the 
  Quick Start should make it possible for you and 
  your friends to get a glimpse of the game world, 
  and to learn the basics of the game’s mechanics. 
  Regarding the latter, this document includes a 
  one-shot adventure with pre-made characters and 
  also an assortment of creatures, while the selection 
  of featured abilities, powers and other elements of 
  the ruleset has been made with the adventure and 
  creatures in mind. Hence, the Quick Start gives you 
  a chance not only to understand what Symbaroum 
  is, but also to actually put it into play.
  The final chapter of this text is called Symbaroum 
  – the Throne of Thorns and presents the epic, six-
  part adventure chronicle which could be described 
  as the backbone of the game. Sure, you can build 
  your own adventures using the Core Rulebook, the 
  Advanced Player´s Guide and the Symbaroum Monster 
  Codex, but the episodes of The Throne of Thorns 
  greatly expands on the setting and will offer you 
  hundreds of hours of action, thrills and amazing 
  discoveries at the gaming table. If the game world 
  and ruleset is to your liking, we wholeheartedly 
  suggest that you take a closer look at the chronicle.
  Now, you who are already knowledgeable about 
  how roleplaying games operate can probably skip 
  the next two pages, but we hope that all beginners 
  will find their introduction to what a roleplaying 
  game is to be useful. Whatever category you may 
  belong to, you are of course most welcome to walk 
  with us through the halls of Davokar, among the 
  ruins of ancient Symbaroum. We firmly believe 
  that you and your friends will find what you are 
  looking for. And more …
  Narrative Tutorial
  On page 33 is a narrative tutorial that des-
  cribes how the communication between a 
  player and the Game Master may flow while 
  Symbaroum is played. It is recommended that 
  you who are to be players refrain from reading 
  it until you have played through the adventure 
  in the Core Rulebook, The Promised Land.
  5
  
  Roleplaying Game?
  one Can say that a roleplaying game consists 
  of two main ingredients: on the one hand, a 
  fantasy world full of places to visit and crea-
  tures to meet; on the other hand, rules that 
  dictate what is possible to do in that world and 
  determines the outcome of what happens.
  Roleplaying games are played in a group, 
  together with friends, and the goal is primarily 
  to have fun. You do not compete with each other; 
  instead you share a common adventure through 
  the eyes of your player characters. The individual 
  who shoulders the Game Master’s responsibility 
  does not have a PC of his own. His or her task is to 
  manage the game, for instance by describing the 
  world and putting the characters to the test with 
  problems and challenges. But the common story, or 
  more accurately, the shared adventure, is something 
  which the players and GM create together.
  the GaMe world
  The fantasy world where the player characters live 
  both resembles and differs from our own. What dif-
  fers depends on which roleplaying game you play, 
  but regarding the particular world of Symbaroum 
  you will for instance face laws of nature making 
  magic and blessings real; creatures like elves, 
  trolls and lindworms; a level of development which 
  in most aspects resembles that of late medieval 
  Europe; and societies with steep hierarchies where 
  the weak and the sick have a hard time surviving. 
  The first section of the Core Rulebook contains an 
  in-depth description of the game world.
  Other similarities between the worlds are 
  that Symbaroum’s world, like our own, has been 
  shaped by a long history; that it has nature, cities 
  and villages; and, not least, that it is inhabited 
  by individuals who firmly believe that the world 
  around them is real and that their actions have real 
  Tips & Guidance
  More information on how roleplaying games operate can be found on 
   various online forums and sites. On the forums you can also post questions 
  to more experienced gamers – questions touching on everything from 
  game rules to the design of adventures.
  Free League’s own forum can be found by way of our homepage  at 
  frialigan.se/en/startpage. You are most welcome to visit us there!
  consequences. Sure, it is a fantasy world, but that 
  is not something which the player characters and 
  its other inhabitants are aware of.
  freedoM and iMMersion
  Just as an encyclopedia or a post on the internet 
  can never provide you with a comprehensive 
  description of Sweden or the US, the kingdom of 
  Ambria and the forest of Davokar contain a multi-
  tude of people, places and phenomena which do 
  not fit in the game books. What is written must be 
  understood as a mere point of departure for the 
  adventures you will share with your friends.
  If you want to visit a place or a person that is 
  mentioned in the Core Rulebook without being 
  thoroughly described, it is up to you to “discover”, 
  thereby describing, it together. And remember 
  that even if various supplements and publications 
  expand on the description of Ambria and Davokar, 
  you always have the freedom to travel wherever you 
  want in the game world – including places outside 
  the boundaries of the map.
  You will find the Charac-
  ter Sheet at the back of 
  this document and you 
  are free to copy, print, 
  and distribute it as 
  much as you like.
  6
  equiPment
  age
  name
  money
  other aSSetS
  race
  occuPation
  Player
  height
  Weight
  aPPearance
  backgrounD
  PerSonal goal
  grouP name
  grouP goal
  name
  PoWerS
  corruPtion
  name
  PoWerS
  corruPtion
  name
  PoWerS
  corruPtion
  name
  PoWerS
  corruPtion
  Friends & ComPAnions
  ArtiFACts & mystiCAl treAsures
  name
  race
  occuPation
  Player
  name
  race
  occuPation
  Player
  name
  race
  occuPation
  Player
  name
  race
  occuPation
  Player
  Player
  WeaPon
  armor
  armor
  WeaPon
  WeaPon
  WeaPon
  Damage
  Quality
  Quality
  Protection
  Protection
  Damage
  Damage
  Damage
  attribute
  attribute
  attribute
  attribute
  Quality
  Quality
  Quality
  Quality
  ShaDoW
  name
  race
  occuPation
  Quote
  exPerience
  unSPent
  DefenSe
  DefenSe
  corruPtion
  Permanent
  Pain threSholD
  corruPtion threSholD
  toughneSS
  maximum
  name
  name
  name
  name
  tyPe
  tyPe
  tyPe
  tyPe
  effect
  effect
  effect
  effect
  n
  n
  n
  n
  a
  a
  a
  a
  m
  m
  m
  m
  name
  name
  name
  name
  tyPe
  tyPe
  tyPe
  tyPe
  effect
  effect
  effect
  effect
  n
  n
  n
  n
  a
  a
  a
  a
  m
  m
  m
  m
  name
  name
  name
  name
  tyPe
  tyPe
  tyPe
  tyPe
  effect
  effect
  effect
  effect
  n
  n
  n
  n
  a
  a
  a
  a
  m
  m
  m
  m
  accurate
  Abilities & Powers
  weAPons & Armor
  Quick
  DiScreet
  Strong
  cunning
  reSolute
  PerSuaSive
  vigilant
  
  Symbaroum's 
  Dice Set
  Four-sided (D4)
  Six-sided (D6)
  Eight-sided (D8)
  Ten-sided (D10)
  Twelve-sided (D12)
  Twenty-sided (D20)
  Players
  when playinG a roleplaying game, each parti-
  cipant (except the Game Master) has his or her 
  own player character, through which he or she 
  experiences and interacts with the game world. The 
  player decides what the character says and does, 
  and rolls dice to determine if his or her character 
  succeeds in what it attempts to do.
  the player CharaCter
  When creating a charcter you do so guided by the 
  rules in the Core Book Player’s Guide and write 
  down the outcome of your decisions on the cha-
  racter sheet. The character sheet contains the PC’s 
  name, what skills it has, what goals it has, what 
  equipment it carries and so on. When the player 
  character learns something, earns a reward, 
  acquires new equipment or alters its ambitions, 
  the player takes out his or her eraser and pencil and 
  makes the required changes on the character sheet.
  When it comes to the specific game of Symbaroum 
  the players’ characters form a unified group where 
  everyone has different but equally strong reasons 
  for wanting to work together. Conflicts between 
  characters may occur but should not be allowed 
  to get too serious. 
  The ruleset of Symbaroum is built for collabo-
  ration and the principle of consensus is assumed 
  to prevail between players, as well as between 
  players and Game Master. There are other role-
  playing games that focus more on disagreements 
  between players or that portray the Game Master 
  as an opponent to the players. Symbaroum is not 
  such a game; at least, it is not designed to be.
  diCe rolls
  When playing Symbaroum all dice rolls are 
  managed by the players, unlike other games 
  where the Game Master also makes some rolls. 
  To see if a charcter is successful or fails when 
  attempting to perform an action the player rolls 
  a twenty-sided die (1D20).
  In order for the character to succeed, the die must 
  land on a number which is equal to or lower than 
  the value specified by the Game Master – a value 
  related to one of the PC’s basic Attributes and some-
  times also modified by other circumstances. Effect 
  tests, meaning rolls to, for example, determine how 
  much damage is dealt with a weapon or how much 
  a person is healed by a mystical power, are rolled 
  with other dice. These are called D4, D6, D8, D10 or 
  D12 depending on how many sides they have.
  Game Master
  siMply put, the Game Master is the one who makes 
  the world come alive for the players and who chal-
  lenges the player characters as they strive for their 
  goals. As something like a real-time director the 
  Game Master must be prepared to improvise if the 
  characters do something unexpected, at other times 
  to help the players on their way – all with the goal 
  that their mutual story will become as thrilling 
  and enjoyable as possible.
  Being a Game Master means spending some time 
  on preparations but it is indeed a labor of love, not 
  least when after a session you are rewarded with 
  positive comments from the players.
  non-player CharaCters
  The individuals and creatures encountered by the 
  players in the game world are called non-player 
  characters (NPCs) and are accordingly portrayed 
  by the Game Master. The NPC may be anything from a 
  jovial servant at an inn to a howling beast in Davokar.
  As previously stated, the Game Master does not 
  have to perform any die rolls to see if the NPCs are 
  successful or not. They are instead characterized by 
  fixed values used to modify rolls made by the players. 
  In other words: instead of rolling dice, the GM may 
  focus on describing what happens in the game world 
  and on deciding how different NPCs respond and 
  verbally react to the actions of the player characters.
  adventures
  The players have a great impact on what happens 
  during a gaming session, but the Game Master 
  has a special responsibility for the story. It is 
  chiefly the GM who makes preparations before 
  the session, either by creating an adventure of 
  his or her own or by studying and planning for 
  a published adventure created by someone else 
  (for instance by us at Free League).
  In the last section of the Core Rulebook the Game 
  Master is offered advice for creating two sorts of 
  adventures: the Classical type and the Adventure 
  Landscape. However, there are no fixed rules for 
  how to create adventures and there is nothing that 
  states that the Game Master has to spend lots of 
  hours on large-scale preparations. Sometimes it 
  can be at least as much fun just gathering around 
  the table, starting to play and seeing what happens. 
  For however one may regard roleplaying games 
  in general, you should never forget that they are 
  primarily meant to be an entertaining, thrilling 
  and unifying experience for all!
  4
  6
  8
  12
  20
  0
  7
  
  8
  
  Welcome to 
  Symbaroum!
  or, to be preCise, welcome to the region that in ancient times was ruled by the 
  civilization of Symbaroum – an empire that by all accounts was advanced in the 
  areas of architecture, spirituality, magical schooling and the arts; a culture that 
  without doubt suffered a both rapid and brutal downfall.
  this seCtion of the book contains an overview of 
  the region where the roleplaying game Symbaroum 
  is set, a region including the kingdom of Ambria, 
  the vast forest of Davokar, the naked lowlands west 
  of the woods and the mountain ranges marking 
  its southern and eastern borders. What may be 
  found outside this region will become the topic of 
  future modules, although some information has 
  been included here – not least about Alberetor, the 
  land south of the Titans which the Ambrian people 
  have been forced to abandon.
  The reason for zooming in on a limited geograp-
  hical area is that we are aiming for a presentation 
  which is comprehensive rather than shallow, 
  nuanced rather than sweeping. That being said, 
  you will still find blanks and gaps in the text, topics 
  we have been forced to exclude because of space 
  limitations. But we hope and trust that the included 
  material will prove to be enough for you to fill in 
  the blanks yourself.
  This opening chapter covers the history, geo-
  graphy and population of the setting, while Chapter 
  2 presents its most powerful factions. After that 
  comes a chapter that introduces what arguably 
  can be described as the heart of the game world, 
  the forest of Davokar. In the Core Rulebook you will 
  also find three chapters describing the setting's 
  most important population centers: the town of 
  Thistle Hold, Ambria’s capital Yndaros and the 
  forest plateau Karvosti where the High Chieftain of 
  the barbarian clans reside. Thistle Hold is the main 
  base of Ambria’s explorers and fortune-hunters 
  and is given a more detailed account, while the 
  latter are portrayed in broader strokes pending 
  more exhaustive presentations in upcoming books.
  With the texts, images and maps of this section 
  we hope that you will feel welcomed to the setting 
  of Symbaroum. We would also like to invite you to 
  contribute to its expansion. It is when this book 
  reaches its readers that Ambria and Davokar truly 
  9
  
  begin to live and breathe, and we hope that you are 
  willing to share your ideas, thoughts and creations 
  with the Symbaroum community. In this way, the 
  improvement and development of the setting can 
  become our joint venture!
  The Return of the Queen
  the Great war, the hungry hordes of the Dark 
  Lords – a nightmare that lasted for two decades 
  and which left little to hearten those who finally 
  woke up. Instead they had all the reasons to grieve: 
  tens of thousands had died; the maimed and broken 
  were beyond count; the land was ravaged by death 
  magic; there was famine and infertility. And even 
  though the young Queen had been rescued from the 
  claws of the enemy, she had returned a shadow of 
  her former self, with a lifeless mask covering her 
  once radiant sunshine smile.
  Twenty-one years have passed since the Dark 
  Lords were vanquished and the Queen realized 
  that her realm was dying. She was forced to lead 
  her people to safer grounds, that much was evident. 
  And before long she was able to identify where to 
  start anew. North of the mountain range called 
  the Titans lay the fertile soils which according to 
  legend were the ancestral home of her people. The 
  time had come for Korinthia to claim her birthright.
  During the past couple of centuries the region up 
  north had been controlled by warring, barbarian 
  clans and before that by the prosperous city-state 
  of Lindaros. According to legend, Lindaros suffe-
  red the wrath of celestial powers, causing a most 
  infectious bleeder’s disease to wipe out its entire 
  population. This occurred about two hundred years 
  ago, after which it took more than a century before 
  the nomadic clans of the region dared approach the 
  contaminated ruins.
  No more than a couple of months after the 
  decisive battle against the Dark Lords, Korinthia’s 
  troops reached the region in the north. At Lindaros 
  they encountered a small barbarian settlement, 
  established by the clan Kadiz that had been evicted 
  from its territory in Davokar fifty years earlier. 
  After a siege that lasted only three days the barba-
  rian chieftain bowed before the superior power and 
  the work of rebuilding Lindaros could commence – a 
  task that mainly was carried out by thousands of 
  prisoners of war and as many so-called volunteers, 
  men and women who were on the run from already 
  dead regions in old Alberetor.
  The Queen did not join the refugees until seven 
  years after the war’s end. When she did, she decla-
  red that her new realm would be called Ambria, 
  “the shining”, and the increasingly well-organized 
  capital was to be named Yndaros in honor of 
  Korinthia’s father, the hero king Ynedar. Three 
  years later the Queen’s armies also managed to 
  overwhelm the barbarian warlord Haloban and 
  his clan warriors – a triumph giving Korinthia and 
  her people the opportunity to start exploring and 
  harvesting the ample riches of Davokar Forest.
  Much has happened over a short period of 
  time, so there has been no room for subtleties. 
  Disobedient barbarians have been killed, banis-
  hed or imprisoned by Korinthia’s experienced and 
  well-equipped soldiers; the obedient ones have 
  been used for labor under slave-like conditions. 
  The latter also holds true for many of Korinthia’s 
  own subjects, namely all those who came from 
  the south without personal riches or sought-after 
  skills. If anyone bothered to keep count of how 
  many people have died in the process of building 
  Ambria the final score would be in the thousands. 
  But no one does. To those who are alive nothing 
  counts but the remarkable result. Although the 
  restoration of Yndaros is far from finished the city 
  has grown to enormous proportions, and at the 
  same time Korinthia’s knights have conquered all 
  land between the mountains in the south and the 
  THUS SPOKE AROALETA
  “... and the day 
  dawned, when the 
  spawn of the Serpent 
  took to arms, when 
  the crimes of countless 
  days must be counted 
  and atoned for, horn 
  by horn, fang by fang. 
  And the sinners wept 
  with blinded eyes, they 
  moaned with severed 
  throats, they fled on 
  fractured limbs. And 
  Symbaroum fell, into 
  dreamless sleep ...”
  10
  
  woods in the north. Now the nobles of Ambria are 
  starting to plan for new conquests, in the north 
  and in the west.
  Seven years ago the uncrowned king of Ambria’s 
  treasure-hunters, Lasifor Nightpitch, established 
  the town of Thistle Hold. The construction was 
  largely financed by the reward Lasifor had received 
  for an armful of dried Twilight-Thistle – a rare 
  herb, allegedly powerful enough to aid the gravely 
  ill Abesina, mother of Queen Korinthia. Ever since 
  then, the walled settlement of Mayor Nightpitch 
  has acted as a safe haven for Ambrians exploring 
  Davokar, a forest full of natural resources and rich 
  remnants of long lost civilizations; also a forest full 
  of rampant abominations, dark-minded creatures 
  of otherworldly origins and a band of wardens 
  most unwilling to welcome the damages done by 
  human explorers.
  The Promised Land
  the reGion korinthia is determined to conquer 
  is dominated by Davokar, a forest that in itself is as 
  varied as a continent. Traversing the woods from 
  Thistle Hold to its northern edge would take weeks, 
  if not months, and on the way one would have to 
  face beasts as well as hostile elves, blight-stricken 
  abominations and treacherous nature.
  South of Davokar a rolling landscape of fertile 
  plains stretches out. Where they are not plowed by 
  Ambrian farmers they are covered by pale green 
  grass or small groves where the birds and beasts of 
  the lowlands find shelter. This is Ambria, a kingdom 
  divided into seven duchies encircling a domain 
  ruled by the Church of Prios, the Sun God and the 
  Giver of Laws. The Grand Duchy of Korinthia is by 
  far the largest, just as the capital city of Yndaros 
  is larger than Thistle Hold, Ravenia and the high 
  seat of the Sun Church, Templewall.
  The region is framed on two sides by towering 
  mountains – the wild and majestic Titans to the 
  south and the Ravens to the east, growing taller and 
  steeper the further south one travels. Aside from 
  some mining colonies and the monastery of the 
  Twilight Friars south of Yndaros, the Ambrians are 
  yet to establish any noteworthy settlements in the 
  mountains. Instead they have become a refuge for 
  11
  It was not much 
  chieftain Haloban of 
  the Jezites and his 
  clan warriors could do 
  when Korinthia sent 
  her battle-hardened 
  army to crush them.
  
  robbers, free-thinkers and rebellious barbarians. 
  And as for the dwarven realm of Küam Zamok, 
  its inhabitants appear to be totally indifferent to 
  humans, with the exception of the few families 
  that, for reasons unknown but wildly debated, have 
  settled down in Yndaros.
  The climate is colder and more humid compared 
  to what the Ambrians are used to. Damp winds 
  from the southern oceans climb over the Titans 
  and are not the least embarrassed to drown Ambria 
  in heavy rains, especially during the autumn. The 
  winters are cold, with snow covering the streets of 
  Yndaros for a month or two, or even longer during 
  the winters that the barbarians call Istaros, when 
  arctic winds sweep down from the north, so cold 
  that hearths which are allowed to go out can barely 
  be brought back to life and the blood freezes in 
  anyone who dares venture outside for longer than 
  it takes to collect more firewood.
  The Ways of Life
  sinCe lonG before the arrival of Korinthia and her 
  subjects, the land north of the Titans was home to a 
  motley array of creatures with diverse customs and 
  an often complicated relationship to one another. 
  The presence of the Ambrians has affected the 
  people of the region in different ways – in part as 
  a result of adaptation, in part as an effect of defi-
  ance or at least a need to demonstrate some kind 
  of uniqueness relative to the new lords of the land.
  This section offers a portrayal of the more or 
  less cultivated creatures living in the woods and 
  on the plains. The depiction is brief and therefore 
  simplistic – in actuality there are lots of exceptions 
  to what is said below. But if you keep that in mind 
  the text should provide a relatively fair account 
  of the people, culture, traditions and conflicts of 
  the region.
  people
  In broad terms Davokar and its surroundings 
  are inhabited by three distinct groups of people 
  – Ambrians, barbarians and the Elder Folks (for 
  instance elves, goblins and ogres). If you were to 
  ask any single representative of one of those groups 
  about such classifications he would probably feel 
  uncomfortable being lumped in with individuals 
  that to him appear as more or less strange. But that 
  does not alter the fact that there are some shared 
  characteristics within those groups which make 
  the categories justifiable.
  The Ambrians all stem from the dead realm 
  Alberetor south of the Titans. The Great War has 
  made them tough but also forced them to become 
  12
  −1000 (approximately) 
  The civilization of  
  Symbaroum crumbles 
  into oblivion
  −200 (approximately) 
  The population of 
  Lindaros is wiped out by 
  an infectious bleeder’s 
  disease
  −19
  Alberetor strikes back 
  against the Dark Lords 
  and the Great War starts
  −5
  The sun god Prios is 
  declared to be the One 
  and the provider of Albe-
  retor’s laws
  11
  The eighth duchy is esta-
  blished and its main town 
  of Sevona founded
  15
  First Father Jeseebegai 
  ascends to the High Seat 
  of the Sun Church
  19
  The Queen dictates that 
  all craftsmen must get 
  organized in guilds
  5
  The duchies of the new 
  realm are established, from 
  the Ravens in the east to 
  the river Eblis in the west
  8
  The Cathedral of Martyrs 
  in Yndaros is inaugurated
  0 (winter)
  The Queen is rescued,  
  the stronghold of the Dark 
  Lords is stormed and the 
  war is over
  −500 (approximately)
  The clans of Davokar uni-
  te under a high chieftain 
  to battle the Spider King. 
  The city-state of Lindaros 
  is founded
  −21
  The Dark Lords conquer  
  the border city of  
  Berendoria
  −10
   
  King Ynedar is killed; 
  Korinthia is crowned the 
  Queen of Alberetor
  −2
  Korinthia is taken captive 
  by the Dark Lords
  7
  The Queen arrives, the 
  new realm and the  
  capital city are given  
  their names
  10
  The clan Jezora is  
  slaughtered and its chief-
  tain Haloban executed on 
  the Triumph Plaza
  13
  Thistle Hold is built
  21
  Present day
  16
  The battle of Karvosti 
  results in an agreement 
  according to which the 
  Sun Church is allowed to 
  restore the temple ruin on 
  the plateau
  0 (autumn)
  The barbarian settlement 
  of Kadizar surrenders 
  and becomes Korinthia’s 
  foothold in the new land
  Timeline
  
  13
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  disciplined and organized, in terms of military 
  and bureaucracy as well as regarding trade and 
  divisions of labor. In short: the war has civilized 
  the Ambrians as a people, even though it may have 
  brutalized many of its individuals.
  The Ambrians are capable and experienced 
  when it comes to waging wars, but they are also 
  characterized by a profound spirituality and an 
  aptitude for refined skills and nuanced knowledge. 
  Other than that you will find a common quality in 
  their ambitions: they are a people bent on conquest 
  and ownership; they always strive for more and 
  better, whatever it concerns. Nature is regarded as 
  a resource, filled with supplies which can make life 
  more comfortable, or in any case more tolerable, and 
  many Ambrians would willingly risk life and limb 
  in the hope of finding treasure, knowledge or rare 
  goods which could secure them a comfortable future.
  When it comes to the barbarian clans they actu-
  ally live in greater harmony since the arrival of the 
  Ambrians. It is commonly accepted that the clan 
  folks are descendants of Symbaroum, the civilization 
  that ruled the region up until a millennia ago. There 
  are of course huge differences between the clans in 
  terms of lifestyle and customs, but in the end they 
  have much in common. What they share is probably 
  best symbolized by the witches, the spiritual leaders 
  of the clans and advisors to the chieftains. Under the 
  guidance of the witches, the barbarians are fully 
  aware that they are living in and consequently are 
  depending on nature for their safety and survival. 
  And they have all borne witness to what happens 
  when one does not respect the taboos dictated by the 
  Huldra, the head of all witches who lives on Karvosti 
  alongside the High Chieftain.
  Finally there is the vague category called the 
  Elder Folks, including elves, dwarves, goblins, 
  trolls, ogres, changelings and others. A majority 
  of the individuals sorted under this label tend to 
  see themselves as nature’s children, rather than its 
  owners or rulers. There are of course exceptions, 
  not least among the goblins who have gotten a taste 
  of Ambrian abundance and even more evident 
  among the dwarven families living in Yndaros. 
  But by and large, the Ambrians and the Elder Folks 
  are very dissimilar in this respect.
  The disagreement, not to say animosity, is most 
  apparent in the conflicts between Korinthia’s sub-
  jects and the elves of Davokar. With reference to a 
  treaty that supposedly was signed by many human 
  lords around the time of Symbaroum’s fall, the war-
  dens of the woods demand that all Ambrians stay 
  clear of the forest. They even claim that an ancient 
  alliance called the Iron Pact gives them the right to 
  slay any human who violates the terms of the treaty 
  – a claim that Korinthia and her knights scoff at and 
  which no serious treasure-hunter takes seriously.
  spirituality
  Much changed in the wake of the Great War. The 
  most radical change was when the sun god Prios 
  went from being one of many accepted deities to 
  being recognized as the One. Where the Dark Lords 
  represented darkness and death, Prios came to 
  symbolize the light of Alberetor and the life giving 
  power of the sun. Or as Jeseebegai, the current First 
  Father of the Sun Church, has expressed it: “In the 
  abyss, in absolute darkness, was the spark which gave 
  hope to the world, the spark which in the care of we 
  Ambrians will make Prios blaze as never before.”
  Today Prios is recognized as the Giver of Laws 
  or as the One, and almost all Ambrians adhere to 
  His commandments, as conveyed by the priests 
  and theurgs of the Sun Church. Prios is said to be 
  everywhere beneath the heavens and humans are 
  tasked with cultivating His creation. Sadly, man has 
  neglected this duty for a long time, which in turn 
  means that Prios has lost much of His strength, 
  so much in fact that He is dying. But according to 
  the sermons there is still hope. If humans strive to 
  Colonists and Free Settlers 
  Of all Ambrians it is the colonists who have most contact with barbarians 
  and the Elder Folks. Today all land between the Titans in the south and 
  Davokar in the north, between the Ravens to the east and the river Eblis to 
  the west is considered to be colonized by Ambria. But Korinthia’s ambitions 
  are greater than that. Indeed, a dozen new settlements have been establis-
  hed in places still ruled by other powers. A majority of these can be found up 
  to a day’s travel past the tree-line of Davokar, for instance on the southern 
  shore of Lake Volgoma or on the route between Thistle Hold and Karvosti. 
  Others are located in the mountains and at the forest’s edge west of River 
  Doudram.
  Another group of southern origin that lives near the elves and barbarians 
  are the Free Settlers: refugees from Alberetor who have taken the oppor-
  tunity to break free and form societies of their own. These settlements are 
  typically made up of ten to thirty families that for some reason have chosen 
  to stick together – in most cases because they profess their loyalty to some 
  other deity than Prios.
  In the early days of Ambria the Free Settlers had no trouble finding some 
  corner of the Promised Land they could claim as their own. But with time 
  many have found themselves repressed by the expanding kingdom and 
  some have even been forced to move deeper into Davokar. Freedom from 
  oppression comes at a considerable cost, a cost that gets higher and higher 
  the further Korinthia’s domain extends. Even so, there are still about twenty 
  free settlements in forests and mountains that refuse to submit.
  14
  
  The Hordes of Darkness
  Despite the fact that more than two 
  decades have passed since the victory, 
  the Dark Lords and the Great War is ever 
  present in the lives of the Ambrians.
  Usually people only talk about the 
  triumphs, about the heroic deeds of the 
  lightbringers, about how the armies of 
  Korinthia massacred hordes of undead 
  creatures. All else is repressed – not least 
  that the Queen’s soldiers were often 
  forced to kill the same enemies again 
  and again; enemies that, in addition, had 
  been their brothers and sisters until they 
  fell victim to the murderous magic of the 
  Dark Lords.
  The ones who were there remember. 
  Those who have nothing but stories to go 
  on fantasize. But with the exception of ra-
  vings caused by nightmares or too much 
  to drink, the Ambrians never talk about 
  the fear and the horrors. No, Korinthia’s 
  subjects try their very best to look ahead, 
  no matter how difficult life may seem. 
  They are determined to grow so strong 
  that no one dares attack them ever again.
  correct the error of their ways – if they work harder, 
  extract more crops from the soil, harvest more 
  and richer resources from forests and mountains, 
  colonize more of the wilds – then Prios will grow 
  strong again.
  In the quest to honor and strengthen the Sun 
  God, Davokar has a vital role to play. The wild, 
  unruly forest is considered to be the perfect 
  example of what happens when humans refrain 
  from doing what they are obliged to do. Davokar 
  must be cleansed, its potency disciplined and its 
  resources cultivated. It is to advance that quest 
  that the Curia, the high council of the Sun Church, 
  sends missionaries as well as explorers to the depth 
  of Davokar, and why they already have established 
  a temple on Karvosti, the age-old Thingstead of the 
  barbarian clans.
  In the shadow of Prios the abolished deities live 
  on, gods that actually bear a striking resemblance 
  to the deities of the clans. Concerning the religious 
  beliefs of the barbarian folks, many a theurg and 
  learned master have tried to describe and categorize 
  the gods, spirits and divine beings worshiped in 
  Davokar. So far they have not succeeded. Evidently 
  the clans are very dissimilar when it comes to how 
  they relate to spiritual powers. As mentioned, some 
  worship deities similar to the gods banished by 
  the Ambrians. For instance, the serpent god Uron 
  revered by the Gaoia clan shares features with the 
  Ambrian Earthmother; the Baiaga clan’s bloodwolf 
  Arex is clearly related to the Ambrian Pathfinder; 
  and the spider Oroke, who is worshiped by many, 
  has some qualities in common with the Executioner. 
  But among the clans you will also find worship of 
  ancestors, holy grounds, beasts and sheer monst-
  rosities like the bestial Blood-Daughter of the clan 
  Saar-Kahn. Regarding religious rituals there are 
  also great discrepancies between the clans, from 
  collective prayer sessions to downright deadly 
  customs – as when the members of clan Enoai allow 
  themselves to be bitten by venomous spiders, in 
  order to get closer to Oroke.
  The Elder Folks appear to have a more relaxed 
  approach to spiritual matters. Instead of worship-
  ping or praying to divine beings they seem content 
  with showing gratitude towards the spirits which, 
  according to them, inhabit all aspects of nature. 
  They give thanks to the stream for letting them 
  traverse the rapid waters unharmed. They offer 
  their gratitude to the hazel for letting its nuts fall 
  to the ground. They whisper thank you to the deer 
  for allowing itself to get trapped. It is said that Elori, 
  the Elven emissary in Yndaros, was asked about his 
  beliefs during a visit to Queen Korinthia’s court. 
  His exact response is obviously only known to those 
  present, but according to rumor he replied with 
  an insult: “It is a vain presumption to think that 
  the world would care about being worshiped or 
  that it would listen to prayers; it is a presumption 
  which mirrors man’s own desire to be worshiped 
  and his expectation that he can force his will upon 
  the world.”
  Cultural praCtiCes
  Ambrians as well as barbarians are storytellers. 
  The barbarian folk value a good narrator almost as 
  highly as a skilled warrior, and the High Chieftain 
  on Karvosti always has one or two select storytellers 
  living in his fortress. These chroniclers are often 
  chosen from among the participants of the annual 
  contest held during the market days at the autumn 
  equinox, and are considered to have a special 
  responsibility for remembering and recounting 
  historical events.
  Aside from the telling of stories, the leisurely 
  activities of the clans tend to involve weapon 
  games and rituals paying homage to nature. It 
  would probably be misguided to describe the clans’ 
  Taboos of the 
  Baiaga Clan
  Avoid the slopes of  
  the Crypt Ridge: there 
  Grabando rests in  
  shallow slumber and 
  may not be disturbed.
  Do not mention the 
  Whitewater Walker by 
  name: for she will heed 
  your calling and respond 
  with force.
  Never devour the spring 
  fruits of the Red Bell: 
  its nectar is tainted, its 
  seeds corrupt.
  Never drink of  
  rainbow-colored water: 
  it aggravates the thirst 
  and makes it unhealthy.
  Do not listen to singing 
  sprung from unseen 
  throats: that is a war-
  ning, not a calling.
  15
  
  relationship to Davokar in terms of worship, but 
  under the guidance of the witches all barbarians 
  are careful to show gratitude towards the forest 
  that feeds them and teaches them humility. In that, 
  as in most other cases, the storytellers play a vital 
  role – especially when it comes to cautionary tales 
  that account for what may happen if one violates 
  the taboos dictated by the Huldra.
  Among Ambrians storytelling takes many dif-
  ferent forms. The bards and poets who perform 
  in taverns, restaurants and inns are very popu-
  lar, but the same can be said about prominent 
  actors, dancers and artists. Within all these art 
  forms portrayals of the Great War are common. 
  Tales about individuals who have pleased Prios, 
  so-called Lightbringers or Martyrs, is another 
  popular theme. However, in recent years a new-
  comer has appeared on the Ambrian stage: tales 
  of Davokar – of fortune-hunters who have found 
  their fortune; of heroic encounters with arch trolls 
  and lindworms; of rich treasure chambers found 
  in overgrown ruins. Additionally, the Ambrian 
  storytellers have made it their business to visit 
  16
  The Prophesy of Sarkomal
  According to rumors circling both Yndaros and Thistle Hold, the Sun 
  Church has recovered a prophecy from an old temple ruin a couple of days’ 
  walk east of Karvosti. First Father Jeseebegai firmly denies all knowledge 
  of such a find but that has hardly stopped the rumor mill from grinding. 
  Quite the opposite. In a short time numerous versions of the prophecy have 
  appeared, all reflecting the same basic theme – Ambria is supposed to gain 
  lordship over all land once ruled by ancient Symbaroum and Queen Korint-
  hia will ascend to the throne of the empire’s last emperors.
  That basic theme aside, the versions differ greatly from each other. 
  When it is supposed to happen, how it will happen and whether or not it will 
  be to the advantage of the Ambrian people depends on which version you 
  choose to trust. There is really only one strophe which recurs in all versions, 
  claimed to be translated by the Curia: “…where night and day are without 
  meaning, where darkness shimmers and light gathers in shadows, there 
  stands the throne that again shall carry a mistress, a regent, a peer of the 
  divine…”. But, as previously mentioned, no one has confirmed the authen-
  ticity of that passage, nor of any other. And even if someone had, there is 
  likely room for any number of translations and interpretations, as always 
  when prophesies are concerned.
  
  their barbarian colleagues to learn popular stories 
  from them, including the ancient poems attributed 
  to the legendary huldra Aroaleta.
  Aside from the Ambrians making use of more 
  forms of storytelling, there is another significant 
  difference between the groups: while almost all 
  barbarians take part in the rites of the witches and 
  listen to tales told around the fire, the Ambrian 
  people are divided into a number of sub-groups. The 
  nobles have their own venues for dance, theatre and 
  music, and love to cover their walls in grandiose 
  tapestries with themes from battles or nature. 
  Merchants and craftsmen often visit the same 
  salons, where they place themselves according to 
  fortune and stature since the prices vary depending 
  on where you sit. Free, laboring Ambrians listen 
  to tales told in the taverns while thralls, serfs and 
  commoners in the countryside have to settle for the 
  tall tales told by their elders as they assemble for 
  the evening meal. Of course there are exceptions, 
  but the principle can hardly be questioned: the 
  subjects of Korinthia are undoubtedly stratified 
  in terms of both assets and interests.
  areas of ConfliCt
  Given that the three main populations in the region 
  have such a disparate relationship to Davokar, you 
  would probably conclude that the Ambrians always 
  collide with the Elder Folks, and that the barbarians 
  are caught somewhere in between. Of course it is 
  not as simple as that. There are lots of individuals 
  who do not fit that mold – Ambrians who join the 
  elves in their ambition to keep Davokar in peace 
  as well as single barbarians, elves, changelings 
  and ogres who have made their homes in Ambria.
  Nevertheless, the general climate of the region is 
  one of open conflicts, characterized by the Ambrian 
  ambition to explore and exploit Davokar and the 
  Elder Folks’ reluctance to let them do so. Presently, 
  Queen Korinthia’s people seem to be the unchallenged 
  rulers of the plains between the mountains and the 
  forest, and it would probably take an all-embracing 
  pact of barbarians and elves to change that. But in 
  the woods the balance of power is more even. The 
  Queen’s army has a hard time functioning with 
  full efficiency in the forest, while local knowledge 
  and experience provide their counterparts with a 
  great advantage. Furthermore, the Ambrians have 
  a hard time confronting the horrors of Davokar on 
  a unified front. Special interests linked to factions, 
  blood or personal gain are often given priority at 
  the expense of the common good, not least when it 
  comes to managing and distributing information, 
  resources and treasure found in the woods.
  The latter also paves the way for joint ventures 
  involving a mixture of Ambrians, barbarians and 
  others. Instead of contacting factions like Ordo 
  Magica or the Queen’s Rangers, many dukes and 
  barons have initiated collaborations with barbarian 
  or goblin chieftains. And the wizards, scholars and 
  Rangers tend to act in a similar fashion – better to 
  pay the locals for help than to divide any profit or 
  advances with other Ambrians. The only exception 
  from this is the Sun Church, whose representatives 
  are unwilling to mix with the “creatures of the 
  night”. On the other hand, they engage in missionary 
  campaigns and can in that way utilize the knowledge 
  and skills of converted goblins, barbarians and ogres.
  In other words, to give a clear cut and straight-
  forward account of the relationship between the 
  peoples of the region is both difficult and fun-
  damentally misleading. In order to understand 
  how collaborations, quarrels and armed conflicts 
  arise you have to take a large number of factors 
  into account, not least the factions described in 
  the upcoming chapter. Moreover, you must under-
  stand that in light of the escalating threat from the 
  corrupt powers of Davokar, basic necessity may 
  require the most unlikely alliances to be forged.
  The origin of the hulking 
  Colossi is widely deba-
  ted. But it is an awes-
  ome sight, when one 
  gets to see Davokar’s 
  witches being carried 
  by these seemingly 
  gentle monsters.
  17
  
  Factions
  this Chapter offers a brief introduction to the most powerful 
  factions of Ambria, along with a similarly short glance at the 
  barbarian clans and the Elves of the Iron Pact. In general terms 
  these groupings can hardly be described as harmonious – power 
  struggles are as frequent within as between the factions, and 
  the goals of individual leaders may both alter with time and be 
  contested by subordinates. But in the end it is fair to say that 
  power and influence are linked to the formations described 
  below, and that one would have to be extremely clever to reach 
  one’s goals without having allies among the prominent members 
  of at least one of them.
  Houses of Nobility
  aMbria, as alberetor before it, is a hierarchal 
  society, for centuries governed by an assembly 
  of noble families, called houses. The families are 
  ranked based on their position in the order of 
  succession, and the rank affects what offices their 
  representatives may hold.
  Ambria is divided into seven duchies, in turn 
  divided into smaller domains, called counties or 
  baronies depending on their size. Formally, it is 
  the Queen who appoints dukes, who then appoints 
  counts and barons to manage subjects and land. But 
  there have been lots of exceptions from that order of 
  things. For instance the Queen may nominate indi-
  viduals to the title Prince of the Realm – a position 
  which gives its owner a duke’s power over a smaller 
  piece of land. It is also rumored that the Queen on 
  a couple of occasions has appointed counts against 
  the will of the concerned duke and that some of the 
  counts command such authority that the people in 
  the region show him more respect than they grant 
  the official ruler of the duchy.
  Ranked first among the noble families is the 
  royal House of Kohinoor, personified by Korinthia 
  Nightbane and five of Ambria’s six dukes, all of 
  them closely related to the Queen. That may sound 
  like a harmonious affair, but according to gossip 
  and campfire tales there are circumstances which 
  complicate the situation. That the Queen’s mother 
  married a new husband, bore him the daughter 
  Esmerelda and then fell gravely ill is one of those; 
  that Korinthia’s only living uncle is bitter that 
  he missed his chance at the throne is another. 
  Queen Korinthia and an 
  escort from the Twilight 
  Friars wander through 
  Yndaros, towards the 
  Cathedral of Martyrs and 
  a memorial service for 
  the victorious dead.
  18
  
  Queen Korinthia
  Head held high and with unwavering confidence, Queen Korinthia 
  carries the hope and sorrow of her people. She was not more than 
  twelve years old when King Ynedar died on the battlefield, but 
  she did not hesitate to pick up where he left off. She inherited his 
  mount, the legendary Master; she had his broken lance restored; 
  and she led the forces of light on a ten years long counteroffen-
  sive against the armies of the night.
  Two years before the end of the war, Master died, gravely 
  wounded by a poisoned spearhead, and Korinthia was taken cap-
  tive. The enemy celebrated without understanding that he had 
  engineered his own demise. The desire to rescue the captured 
  Queen gave her knights such valor that not even death magic 
  could make them falter. Korinthia was freed from her prison and 
  commanded a decimated battalion of Templars in the decisive 
  assault on the Dark Lords’ fortress.
  The years in captivity and the death of her homeland have not 
  broken Korinthia’s spirit. Sure, her lacerated face is nowadays 
  covered by a mask of glazed porcelain, but she is still the same: a 
  triumphant warrior queen, given the honorary title Nightbane for 
  her victory over the dark.
  The rumors claiming her to be weak or even dying, or the ones 
  declaring that she actually died in captivity and that the woman 
  behind the mask is someone else, are never spoken except in 
  wheezing whispers and in the company of very close friends.
  19
  
  Furthermore, when the Queen’s cousins are said to 
  be incompetent bordering on useless and when the 
  other houses long for an opportunity to dethrone 
  the Kohinoors, anyone can see that Korinthia has 
  had to reexamine the situation carefully before 
  appointing the dukes of the Promised Land.
  On the other hand, one should not believe every-
  thing one hears. Provided that appearances are 
  not tremendously deceiving, the rule of Ambria 
  works as it should. There is steady progress in the 
  development of the regions, the army stands firm in 
  the face of Davokar’s abominations and new colonies 
  are established every other month. And even if 
  the rumors contain some small elements of truth, 
  hardly anyone questions Korinthia Nightbane’s 
  ability to handle the odd domestic quarrel.
  yndarien
  The Grand Duchy of Yndarien is Queen Korinthia’s 
  domain, rich in rain, fertile fields and not least in 
  people. About forty percent of Ambria’s popula-
  tion lives between the mountains and the river 
  Doudram, and new refugees arrive every day. 
  Although most of them are passed on to other prov-
  inces, especially to the colonies of New Berendoria, 
  there are many who argue that the mountain passes 
  should be closed off. And maybe they have a point 
  – how much will the Promised Land be worth if 
  buried under a tidal wave of diseased scavengers?
  Mervidun
  Mervidun is officially ruled by Abesina, the seri-
  ously ill mother of the Queen. In actuality the 
  domain is governed by Duke Sesario, the man 
  Abesina married during Korinthia’s captivity and 
  with whom she has the daughter Esmerelda. From 
  his high seat in Mergile he captains the trade in 
  metals, granite and lumber – products that because 
  of swift transports along the river Noora have made 
  Mervidun one of the richer duchies in Ambria.
  new beretor
  New Beretor is ruled by Duke Ynedar, the son of 
  Korinthia’s brother Korian who died while trying to 
  free his imprisoned sister. Ynedar, named after his 
  grandfather, is no older than the Ambrian kingdom 
  and governs a region that can boast of having great 
  relations with the barbarians. The duchy also takes 
  pride in the ingenious methods developed to extract 
  fire oils from the wetland called the Marshes.
  seraGon
  When the immediate family is not enough to close the 
  ranks you turn to more distant relatives, in the case 
  of Seragon to the son of the former king’s younger 
  brother. The orphaned Duke Gadramei is accused of 
  being a lackey who drinks more than he should, and 
  who neglects his duties towards Queen and country. 
  But even if Seragon is poorer and more unruly than 
  other duchies, its Duke has so far managed to protect 
  the Davokar border with flawless efficiency – despite 
  the fact that his province borders the territory of 
  the aggressive clan Karohar.
  kasandrien
  The Queen’s half-sister, the seventeen-year-old 
  and very spirited Esmerelda, is the Duchess of 
  Kasandrien. The city of Agrella is situated on the 
  shores of Lake Ebel, making it a vital node for 
  transports along the rivers, and the Duchess is also 
  honored by housing the head office of Ordo Magica in 
  her province. Aside from that, Kasandrien is famed 
  for being influenced by Esmeralda’s decree: “The 
  victorious dead shall be celebrated and praised, not 
  mourned!” Agrella is a city of eternal jubilations.
  naruGor
  The Duchy of Narugor stretches along Davokar’s 
  southern tree line and contains the fortifications 
  Otra Senja and Otra Dorno, underlining that Duke 
  Junio Berakka has been given a special responsibil-
  ity to stop the darkness of the woods from seeping 
  out over Ambria. The duke himself – a hero of the 
  people whose accomplishments have hoisted him 
  to a position of highest nobility – is an example of 
  how the war's end and the migration have affected 
  the previously rigid structures of the noble houses.
  new berendoria
  The popular belief is that Alesaro Kohinoor has not 
  forgiven his niece, even if it was not her, but a group 
  of military commanders and prominent nobles 
  who prevented him from succeeding his brother. 
  The fact that Korinthia gave him the duchy of New 
  Berendoria is hardly a comfort, since she probably 
  appointed him to that barren and windy outback 
  in order to get rid of him. Be that as it may, current 
  reports from his high seat Sevona state that Alesaro 
  is making new friends among the western clans.
  prios doMain
  At the heart of Ambria lays Prios Domain, with 
  First Father Jeseebegai functioning as the steward 
  of the Sun God. Where Ambria’s largest highroads 
  intersect – the one between Yndaros and Thistle 
  Hold and the one between Kurun and Ravenia – 
  rests Templewall, high seat of the Sun Church, 
  surrounded by rolling plains where the crops sway 
  in the wind and the cattle graze peacefully, assured 
  that they are safe from harm.
  The Huldra Yeleta
  Although he would 
  hardly admit it, not 
  even Commander 
  Iakobo Vearra, first 
  among the Knights 
  of the Dying Sun, is 
  comfortable looking 
  Yeleta in the eye. Her 
  grotesque masks, 
  her wild manners 
  and thunderous 
  voice are enough to 
  frighten parents as 
  well as children, and 
  the stories told of her 
  cruelty are hugely 
  popular in the taverns 
  of Yndaros.
  Yeleta instills fear 
  and fascinates. At 
  the same time most 
  Ambrians cling to the 
  belief that the Huldra 
  – or the Arch Witch as 
  some call her – never 
  leaves her home in 
  the caverns piercing 
  the cliff of Karvosti, 
  and some even claim 
  to know that she in 
  reality is nothing 
  more than a wise old 
  crone, powerful but 
  not at all evil.
  That she is 
  connected to the 
  creatures of Davokar 
  is beyond doubt, but 
  whether or not she 
  is actually allied with 
  them is another ques-
  tion. Maybe she is 
  yet to decided which 
  side she is on, the 
  side of the beasts or 
  that of the humans? 
  Maybe she, and thus 
  the barbarian clans, 
  will make a decision 
  before long.
  20
  
  The Barbarian Clans
  when the aMbrians arrived in the region south 
  of Davokar, thirteen barbarian clans were living in 
  the area. Since then thirteen has becomes eleven, 
  as clan Kadiz was subdued and integrated into the 
  Ambrian civilization and clan Jezora was annihi-
  lated by Ambrian steel. Recently there have been 
  rumors circling about a possible twelfth clan, the 
  fiendish brutes of the Beast Clan. But while the 
  existence of such a clan is yet to be confirmed, and 
  especially since the barbarians seem to be equally 
  confounded by the flourishing rumors, Ordo Magica 
  and other authorities are ignoring them, pending 
  more reliable accounts.
  Lately the relations between the clans have 
  changed, because of the arrival of the Ambrian 
  people but also because of the slowly but surely 
  escalating threat from the beasts and abominations 
  of Davokar. Reasons aside, the clan chieftains have 
  all declared themselves to be aspiring for peace, 
  and judging by appearance they try to live up to 
  that promise. Sure, it is still turbulent in some 
  borderlands, not least up north as well as between 
  Karits and Vajvods in the east. But at the moment 
  the region is free from outright clan wars.
  The barbarian High Chieftain, seated on 
  Karvosti, is elected for life during a gathering at 
  the  Thingstead held when the reigning “warlord” is 
  nearing death. But he is not elected to rule. Instead 
  the role of the High Chieftain is to arbitrate or, when 
  necessary, act as a judge in conflicts within and 
  between the clans, and only if requested to do so 
  by the clan chieftains. 
  The chieftains must of course pay heed to the 
  opinions and wishes of their subjects, but they 
  have no obligations to obey or even listen to some 
  superior power. So even if there are similarities 
  to be found between them, each clan has its own 
  structure of laws, customs and hierarchies.
  What similarities exist can first and foremost be 
  attributed to the witches. The leader of witches is 
  called the Huldra, and just like the High Chieftain 
  she resides on Karvosti. Four times a year (at the 
  winter and summer solstice, and at the spring and 
  autumn equinox), the Huldra assembles the leaders 
  of the clans’ hex nodes, called Keepers. It is said 
  that the purpose of these gatherings is to discuss 
  the state of Davokar, but according to rumor much 
  time is also allocated to talks about, and the search 
  for solutions regarding, conflicts that officially are 
  to be dealt with by the High Chieftain. The witches 
  undoubtedly have a huge influence over the High 
  Chieftain as well as over individual clan chiefs; so 
  huge, in fact, that Levia Soleij, a respected Master of 
  the Order, claims that Yeleta, the current Huldra, 
  has a greater hold over her people than Korinthia 
  has over the Ambrians.
  Gaoia
  The members of clan Gaoia living furthest to the 
  north are regarded as brutal and primitive, even by 
  other barbarians. They are said to be allied with a 
  lindworm, called Grandfather Lint, and are hardly 
  ever seen in the south. The only exceptions are their 
  rugged Wrathguards and the slightly more polished 
  envoys that clan chieftain Rábaiamon sends on a 
  courtesy call to Karvosti every other year.
  enoai
  The Enoais are tree-people, living in tree-tops or in 
  caverns carved out under the roots of giant pines. 
  One example of the latter is the legendary village of 
  Enovak, where clan chieftain Karona resides. The 
  settlement is comprised of about fifty households 
  and a marketplace, all situated under the towering 
  pine which shares its name with the clan.
  Godinja
  Many of the masks carried by barbarians are 
  made by the craftsmen of clan Godinja. Its 
  proud people claim to be the descendants of old 
  Symbaroum’s ruling elite – a belief that members 
  of other clans question, but without indignation. 
  Instead outsiders point to the fact that the Goeds 
  up until a couple of generations ago were closely 
  associated with the elves of Davokar. And they are 
  happy to echo the rumor stating that Godinja’s 
  clan chieftain, the mighty Vikomer, has elf blood 
  coursing through his veins.
  High Chieftain Tharaban
  The High Chieftain of the barbarians has his seat on the plateau Karvosti, 
  about five days’ ride northwest of Thistle Hold. Pilgrims who have visited the 
  sun temple on Karvosti say that the High Chieftain resides in an impressive 
  stronghold, surrounded by a curtain wall and protected by the Guard of the 
  Slumbering Wrath. Tharaban himself is not often seen. Sometimes he can 
  be spotted looking out over Karvosti from a balcony on the stronghold, and 
  on occasion he has been observed walking over the plateau, on his way to 
  meet with the Huldra or walking towards the Thingstead, always surrounded 
  by a dozen Wrathguards.
  Rumors describe him in contradictions, as a skilled diplomat or a com-
  plete moron; as a mighty warlord or a weak figurehead whose commands 
  are dictated by the Huldra. Whatever the case, backed up by the ninety-nine 
  Wrathguards the fur clad Tharaban is a force to be reckoned with.
  𒀔𒀜
  𒁷𒃡𒄑
  𒁹𒀴𒆬𒆰
  𒈝𒅖
  𒈨
  𒌋
  𒌋
  This transcript, partly 
  damaged and unread-
  able, was found in the 
  pocket of an explorer 
  who fell down and died 
  right outside the North 
  Gate of Thistle Hold. It is 
  said that the expedition 
  she was part of aimed 
  to find the fabled city of 
  Symbar at the heart of 
  Davokar.
  21
  
  yedesa
  Compared to their northern neighbors, the Yedes 
  actually have better reasons for being proud. Of the 
  last ten High Chieftains six have been fostered by 
  clan Yedesa, including the current one. The reason 
  for this may be that the clan long ago abandoned 
  a nomadic lifestyle, in favor of a few permanent 
  settlements. Since the annihilation of clan Jezora, 
  chieftain Leonod’s stone fortress is clearly the most 
  impressive construction of the barbarian people.
  baiaGa
  Aside from them often being seen on both Karvosti 
  and in Thistle Hold, the Baiags are known for 
  fighting alongside their tame bear beasts, called 
  baiagorns. They live in small groups that roam 
  the clan territory hunting and fishing, but many 
  choose to leave the hunting grounds for varying 
  periods – something which other barbarians tend 
  to regard as a sign of rootlessness or disloyalty.
  Zarek
  The Zareks count among the barbarians who seem 
  most willing to accept an Ambrian presence in 
  Davokar. Their main settlements are situated along 
  the northern shore of Lake Volgoma, and it is said 
  that they have developed a close partnership with 
  Alesaro Kohinoor – a partnership which probably 
  was established when Monovar, the chieftain of 
  Zarek, helped the Ambrians to destroy his arch 
  enemy, Haloban of the dead Jezora clan.
  odaiova
  The territory of clan Odaiova spans between 
  Karvosti and Thistle Hold, which means that the 
  route between the two settlements traverses their 
  grounds. Hence, one should not be surprised that 
  the Odavs have gotten used to the Ambrian presence 
  and learned to capitalize on it. It is often the people 
  of Odaiova who act as intermediaries in contact and 
  trade between Ambrians and barbarians, which 
  means that the clan chieftain, Embersind, lives 
  a much more comfortable life compared to other 
  barbarian leaders.
  karohar
  Unlike the Odavs, the warmongering Karits are 
  distrustful, if not hostile, towards the new lords 
  of the realm. This can probably be explained by 
  the fact that Ambrian treasure-hunters have 
  invaded their territory during the past decades, 
  scaring game away and attracting elves. Or could it 
  possibly have something to do with what happened 
  to the former ally of Karohar – Haloban and his 
  Jezites? Regardless, the territory of the Karits is 
  far from safe.
  vajvod
  Southeastern Davokar, particularly the area around 
  the stone fortress Vojvodar and River Doudram, is 
  the home of the Vajvods. The remote location and 
  the relative openness of its inhabitants have made 
  it possible for the Ambrians to gain a firm foothold 
  in the territory, clearly demonstrated by the colony 
  Karo’s Fen, the trade ships sailing all the way up to 
  the source of the river and the forward base that 
  the Queen’s Rangers have in the area.
  saar-kahn
  The Saars of clan Saar-Kahn speak in a guttural 
  language, barely comprehensible to other barbar-
  ians. They live in self-imposed isolation around an 
  ancient fortress, worshipping the beastly Blood-
  Daughter and regarding themselves as the true 
  heirs of Symbar. A couple of times a year, Saarian 
  raiders attack other barbarian settlements, but 
  clan chieftain Razameaman places all the blame on 
  rebellious separatists – claims which other clans 
  have opted to believe, until proven otherwise.
  varakko
  Furthest south, close to the Ambrian border, the 
  Varaks travel the plains in their wagons. They 
  comprise the smallest clan, which to a large extent 
  is due to the fact that they are especially exposed to 
  attacks from “rebellious” Saars. With the express 
  permission of Duke Alesaro, the Varaks nowadays 
  First Father Jeseebegai
  The man who sits on the Evening Throne at Templewall was born Demeon 
  Soleij. He was a priest in the battalion that liberated Queen Korinthia from 
  the Dark Lord’s prison, and was actually the one who made the rescue 
  possible. In a celebrated act of heroism he walked naked through the unholy 
  firewall that held Korinthia captive and carried her out. The Queen escaped 
  with mild burns while Demeon lost his eyes, his hair growth and sustained 
  severe scaring over his whole body.
  Even so, nobody has ever heard the faithful Black Cloak complain about 
  his injuries. Unlike Korinthia he has never made an effort to conceal the 
  scars on his face; he has settled for a blindfold, if only to protect his empty 
  eye-sockets from becoming infected. And when the former First Father 
  passed away there was little question who would succeed him. The Curia 
  only needed an hour’s time before proclaiming the ascension of Convent 
  Brother Demeon as First Father Jeseebegai. And they could not have made 
  a better choice: No one loves Prios the way he does; no one fights with such 
  resolve to give the Ambrian people courage enough to please Prios and to 
  replenish His might.
  22
  
  often keep to the Ambrian side of the border. And 
  it is said that the duke is making efforts to end the 
  blood feud which rages between the Varak chieftain 
  Didramon and Monovar of Zarek.
  The Church of Prios
  the ChurCh of the sun god Prios governs a domain 
  of its own in Ambria, a territory large as a duchy 
  centered around the city of Templewall. The First 
  Father of Prios resides in the city, selected for life 
  by the Curia – the ruling body of the Church, which 
  is comprised of the leaders of its three subdivisions: 
  the Priesthood, the Templars and the Twilight 
  Friars. Jeseebegai who now sits on the Evening 
  Throne at Templewall was elected from among 
  the Twilight Friars six years ago.
  The theurgs and liturgs of the Priesthood are 
  responsible for interpreting Prios’ commandments 
  and for managing all His temples, from the cathe-
  drals in Yndaros and Templewall to the repaired 
  shrine on Karvosti. Their current representative 
  in the Curia is named Anabela Argona and is the 
  sister of Count Alkantor Argona; a bond that the 
  count is accused of exploiting in the ambition to 
  expand his domain and influence.
  The Knights of the Dying Sun, also called Sun 
  Knights or Templars, are the armed wing of the 
  Church. Its well-equipped and highly skilled 
  Templars, who all stem from noble families, played 
  a crucial part at the end of The Great War – a fact 
  which Knight Commander, Iakobo Vearra, never 
  lets anyone forget.
  Finally, the Twilight Friars, also called Black 
  Cloaks, is a monastic order with its main seat south 
  of Yndaros, up in the Titans. Aside from a handful 
  of convents in Ambria's larger settlements, the 
  order manages a convent school in Yndaros and is 
  in charge of internal as well as external intelligence 
  activities. The spokesperson of the order, Brother 
  Eumenos, is often heard declaring that whilst the 
  Templars aim their swords towards Ambria’s outer 
  enemies, the knife points of the Black Cloaks are 
  aimed at those within.
  Ordo Magica
  rouGhly a year ago Ambria’s most prominent 
  order for learned studies and mystical schooling, 
  Ordo Magica, relocated from Yndaros to Agrella 
  on the shores of Lake Ebel. Grand Master Seldonio 
  governs an organization with chapters in all larger 
  settlements as well as a handful of outposts in 
  Davokar. Each chapter is run by a Chapter Master, 
  under which the Masters of the Order are sorted. 
  Grand Master Seldonio
  Many a mighty master fell victim to The Great War. Seldonio survived 
  because he was the head of the order, and therefore was needed at the war 
  council far from the front line. Exactly how old he is, he probably does not 
  know himself, but under the name Seldonio he appears in epics composed 
  nearly two centuries ago. And even if some people blame him for having 
  acted like a coward during the war, there is hardly anyone who doubts that 
  he counts among the mightiest mystics in Ambria.
  But most powerful he is not. Three other Masters of the Order made it 
  through the war alive: the stormweaver Variol, Kullinan of the dead House of 
  Furia and, probably mightiest of the all, the mindwarper Elionara Yellowcat. 
  It is said that these three pushed through the relocation of the headquarters 
  to Agrella against Seldonio’s will – they wish for peace and quiet and time for 
  studies, and have no sympathy for the Grand Master’s interest in Ambria’s 
  men and beasts. This has resulted in a situation where Seldonio spends more 
  time at the chapter in Yndaros than he does in his chamber in Agrella. And if 
  one is to believe what is whispered among adepts and novices, this may very 
  well mean that Seldonio’s days as the head of the order are numbered.
  The latter are experts in their respective areas – 
  for instance Botany, Elf Studies, Beast Lore and 
  Wizardry – and all have a number of novices and 
  adepts working for them.
  The primary ambition of Ordo Magica is of an 
  explorative nature: its members seek knowledge 
  for knowledge’s sake. They arrange expeditions to 
  both forests and mountains, from which they bring 
  curious artifacts to be studied in search of their 
  properties and applications. Instead of spirituality 
  the members argue that philosophy must be the pri-
  mary tool for expanding the understanding of the 
  world, and in the end they rely on experience and 
  evidence rather than on faith – something which 
  often causes its members to clash with theurgs 
  and black cloaks.
  But the single-minded search for knowledge 
  does not mean that the order is totally cut off from 
  the rest of civilization. Seldonio appears to be fully 
  aware that he is in need of others – for instance, he 
  needs the Queen’s blessing to explore Davokar, the 
  silver thalers of the nobles to finance expeditions, 
  and the Rangers to take members of the order along 
  on their patrols. It should also be noted that the 
  order strives to capitalize on knowledge gained 
  and discoveries made, as for instance shown by the 
  Vivisectory in Yndaros where ordinary people can 
  pay entrance to bear witness as the masters carve 
  into everything from farm animals to rage trolls 
  and actual abominations.
  THUS SPOKE AROALETA
  “… and the search 
  goes on forever, for the 
  hidden Ambal Seba, 
  where the truth is 
  spelled in gold, where 
  the keys to the primal 
  power are etched in 
  circles, round and 
  round the thirteen 
  pillars. See, the mists 
  will never fade. 
  Not even Fofar the 
  Destroyer can dispel 
  the veil over a valley 
  that does not exist.”
  23
  
  The Queen’s Army
  queen korinthia is Ambria’s Commander in 
  Chief, but most of the day-to-day operation of the 
  army is commanded by the elderly Field Marshal 
  Beremo Herengol. The army is divided into six 
  divisions, paid for and maintained by the duchies, 
  and a seventh one belonging to the Grand Duchy 
  of Yndarien, serving directly under the Queen. 
  Each division includes infantry, cavalry as well 
  as archer and tross units.
  Additionally, the army incorporates the Rangers 
  and the Queen’s Guard, called the Pansars. The 
  latter is commanded by General Jomilo and is 
  stationed in a newly restored fortress west of the 
  capital. The Rangers are in most regards detached 
  from the army at large, primarily focused on intel-
  ligence work and reconnaissance missions in the 
  border regions. Its commander, Colonel Revina 
  Kalfas, is said to be one of the Queen’s closest 
  friends and rumors have her pointed out as the 
  next Field Marshal, when the current one is forced 
  into retirement – rumors which makes the blood 
  of the army generals run hot.
  Beremo Herengol
  Beremo stems from a long line of prominent 
  commanders and is regarded by most as the 
  crown jewel of his house, especially because 
  he was highly responsible for the outcome of 
  The Great War. He has been the realm’s Field 
  Marshal for twenty-six years and is closing 
  in on his seventies, which has accelerated 
  the speculation about him stepping down. 
  But so far nothing indicates that he or the 
  Queen have any such plans – as late as during 
  the New Year’s celebrations of Year 21 he 
  spearheaded the honor guard and looked to 
  be in great shape; according to some, in an 
  unnaturally great shape.
  The rumors surrounding the second 
  most powerful commander in the kingdom 
  are many. There are those who claim that 
  he already is exhausted but that the Queen 
  refrains from dismissing him because of his 
  long and faithful service. Other gossip states 
  that Beremo is allied with dark forces that fill 
  him with youthful vigor, or that the old one 
  has some kind of hold over Korinthia which 
  prevents her from relieving him.
  24
  
  Envoy Elori
  The task of negotiating with Queen Korinthia 
  has ever since her arrival been owned by 
  a towering and very stern elf named Elori. 
  Before the migration, the Ambrians had never 
  had contact with the Elven kind, and the 
  unwillingness of the forest people to let them 
  explore Davokar has made them detest the 
  “pointy-ears” as intensely as they hate rage 
  trolls and abominations. Elori himself seems 
  to appreciate the situation. He is seldom 
  seen on the streets of Yndaros, and when it 
  happens he is always on his way to or from the 
  royal palace, escorted by royal guards.
  It is said that Elori has come to Yndaros in 
  search of a peaceful solution to the conflicts 
  between men and elves, but no one doubts 
  that that he primarily has been sent to spy. 
  This belief was greatly strengthened the other 
  year when he had a visitor – namely Aloéna, 
  the giant she-being who otherwise resides in 
  a grove on the cliff of Karvosti. What was said 
  between them is not to be known, but since 
  then Elori is sighted more often. The taunts 
  and objects thrown at him bother him as little 
  as ever before.
  The Iron Pact
  the elves speak of the Iron Pact, but exactly what 
  that is and what function such an alliance would 
  serve is highly debatable. According to legends 
  told at the taverns in Yndaros, the elf wardens of 
  Davokar claim that the human race consented to 
  leaving the forest in their care and swore never to 
  set foot in the depth of Davokar again. This promise 
  is supposed to have been endorsed by a long list of 
  human rulers, including Korinthia’s forefather 
  Argalo and the ancestors of the current clan chiefs 
  Rábaiamon and Razameaman. It is also said that 
  the human rulers gave the elf lord Eneáno a gift to 
  seal the treaty – six thousand rings of iron.
  Among the barbarians there are some legends 
  which could be interpreted as proof of the exis-
  tence and legitimacy of the Iron Pact. On the other 
  hand they could as well be based on lies told to the 
  barbarians by devious pointy-ears. Evidently, the 
  Ambrian nobility have opted to put their faith in the 
  latter interpretation, even though the elves every 
  day make good on the threat to seek vengeance on 
  humans who violate the treaty.
  25
  
  26
  
  Davokar
  to produCe a suMMariZed aCCount of Davokar Forest is a challenge – partly 
  because of its varied and changeable character, partly because so much of it is yet 
  to be reliably mapped. For centuries the barbarian clans have kept to the outer 
  areas of the forest, from the edge to about four days’ march inwards. 
  The reason for this is said to be twofold. On the one hand, the outskirts contain 
  all they need in terms of prey and useful plants; on the other hand they abide 
  by a long list of strict taboos that ban them from entering the deep. The witches 
  claim that Davokar is sleeping, that the forest must not be disturbed, that death 
  and destruction will follow if the edicts are violated.
  the strateGists and explorers of Queen 
  Korinthia, including Ordo Magica, generally agree 
  that the witches exaggerate. Instead they cling to 
  the belief that the taboos echo threatening warn-
  ings made by elves, and that the edicts primarily 
  are devised to keep peace with the wardens of the 
  forest. But the strategists also call for caution. The 
  Ambrians still know far too little about Davokar’s 
  past – about the fallen civilization of Symbaroum 
  and the origin of the abominations – to be able to 
  rule out that the witches’ legends contain one or 
  two grains of truth.
  Whatever the truth may be Davokar is there, 
  at the threshold of Ambria, the Promised Land 
  of Korintha Nightbane. It rests there with its 
  enormous riches, in terms of natural resources 
  and treasure-filled ruins. To leave it in peace is 
  completely at odds with the Ambrian disposition.
  Maybe that same disposition can account for 
  the Ambrians’ obstinate attempts to explain the 
  inexplicable? The description of Davokar found 
  below is based on the Duality Principle, put forth 
  by Mallioanos, a renowned Master of the Order. It 
  is perhaps the simplest and most comprehensible 
  description of Davokar to date. Hence, it is simplis-
  tic, in some cases even misleading, but in the end it 
  will give you a hint of what awaits in the shadowy 
  halls beneath Davokar’s tree tops.
  Bright Davokar
  Mallianos is stationed as Master of the Order 
  at the Yndaros chapter and is highly religious. The 
  latter is evident in how he describes Davokar as 
  divided into two main regions, based on whether 
  or not the sunlight can penetrate the leaves to reach 
  the ground. Many of his slanderers argue that he 
  A wildly debated text, 
  found at the northern 
  entrance to Serand’s 
  Pyramid, possibly 
  stating the name of the 
  pyramid’s architect.
  27
  
  28
  Explorer’s License
  Since the autumn of Year 15, the person of Ambrian 
  heritage who wishes to venture into Davokar must 
  obtain an Explorer’s License, formally known as 
  “License for travels in and explorations of Davokar 
  Forest”. The license can be bought on a monthly 
  or annual basis, at the headquarters of the city 
  watch in Yndaros or at the Queen’s Legation in 
  Thistle Hold. The cost varies depending on the 
  number of people it covers: the bigger the group, 
  the higher the cost per individual. In other words, 
  for a company of adventurers encountered by a 
  Ranger patrol in the wilds, it is not enough to 
  present individual licenses.
  Adding to the basic price there are a number 
  of costs related to the aim and composition of 
  the expedition. Whether you aim to gather or 
  harvest some resource or explore an area, there 
  is no escape from paying the base price for those 
  three categories, since the licensor presumes that 
  you at least will gather firewood, harvest some 
  berries and perform explorations in the most 
  general sense of the word. The arbitrariness of 
  the system angers most people, particularly when 
  it comes to the supplementary costs for incompe-
  tence and intentions – the former related to the 
  wildlife experience of the group, the latter based 
  on an assessment of to what degree the expedition’s 
  aim may be considered disturbing or provoking. 
  But for anyone who wishes to travel the woods 
  without risking hefty fines or the loss of fingers/
  hands there is no alternative but to come up with 
  the sum dictated by the authorities.
  Table 1: The Cost for an Explorer's Licence
  nuMber of persons
  Cost per Month
  Cost per year
  add-ons
  Single person
  2 thaler
  9 thaler
  —
  2-5 persons
  10 thaler
  50 thaler
  —
  6-8 persons
  25 thaler
  90 thaler
  —
  9-10 persons
  55 thaler
  180 thaler
  —
  Unlimited
  —
  450 thaler
  —
  Gathering
  —
  —
  3–10 thaler
  Harvesting
  —
  —
  5–12 thaler
  Exploring
  —
  —
  5 thaler/person
  Wagons
  —
  —
  5 thaler/wagon
  Incompetence
  —
  —
  5–15 thaler
  Intentions
  —
  —
  5–50 thaler
  Other
  —
  —
  1–50 thaler
  
  has designed the classification in close partnership 
  with Father Peonio, First Theurg at the Cathedral 
  of Martyrs in the capital.
  Mallianos describes, not entirely incorrectly, the 
  outskirts as strikingly beautiful and remarkably 
  lush. During summer, beams of sunlight shimmer 
  in humid air filled with soaring seeds and dancing 
  insects, making the moss and ground blossoms 
  gleam. The fiery splendor of the autumns is even 
  more striking, and the virgin white of the winter 
  calm also has its fair share of admirers. 
  However, Mallianos utters a word of warning: 
  no matter how beautiful the natural surroundings 
  may seem, you can be sure that they are full of 
  hidden dangers – fruits and berries can be lethal 
  on ingestion, and many inexperienced wanderers 
  have reached their end at the bottom of a marsh 
  that was mistaken for solid ground.
  As for its creatures, Mallianos describes 
  Bright Davokar as the domain of barbarians and 
  prey animals. Of course, this implies that it is 
  here predators come to hunt – packs of mare cats, 
  jakaars and etterherds as well as solitary rage trolls 
  and even famished abominations. Adding to that, 
  the elves must be mentioned. The cautious spring 
  elves apparently love nothing better than to subject 
  human wanderers to all kinds of more or less deadly 
  mischiefs, while the hotheaded summer elves are 
  happy to use the same travelers as targets for their 
  perfectly aimed arrows – not least if they are in, 
  or are traveling toward, areas deemed especially 
  sensitive by the wardens.
  Finally some words about the ruins of the 
  outskirts. The southern regions and the area sur-
  rounding Karvosti have already been thoroughly 
  explored by the Queen’s Rangers, Ordo Magica’s 
  expeditions and independent fortune-hunters, 
  leading to the discovery of sites like Serand’s 
  Pyramid, the Columns of Haganor and the grand 
  aqueducts of Clearwell. But that does not mean that 
  there is nothing more to unearth. Even today, the 
  lucky and well-prepared may still find untouched 
  ruins close to the southern border. And if one dares 
  to venture further north or to delve deeper down 
  into the soil, the chance of interesting discoveries 
  are multiplied.
  Dark Davokar
  beyond the elusive border which Mallianos has 
  established between bright and dark, there are 
  regions that should not be traversed without great 
  care, detailed preparations and a sizable company of 
  sword-wielding companions. In contrast to the out-
  skirts, the depth is riddled with grave dangers and 
  there are neither barbarians, nor Ranger patrols 
  that can come to your rescue. In short: one never 
  ventures into the dark of Davokar without being 
  prepared to risk one’s life in the hope of gaining 
  riches, knowledge or fame.
  According to Mallianos, Dark Davokar is char-
  acterized by a dense and wild vegetation that closes 
  out all light. Here the flaws of the Duality Principle 
  are revealed – the few fortune-hunters who have 
  traveled into the dark and returned with their 
  health and minds intact testify that the sunbeams 
  actually do reach the ground in there. They can also 
  tell you that this certainly does not mean that the 
  horrors go away.
  Whatever is true or false when it comes to the 
  many postulates by Mallianos, there are reports 
  speaking of a very devious nature in Davokar’s 
  inner regions, a nature whose threats lurk where 
  one would least expect – threats in the form of 
  bottomless streams, tiny but poisonous crea-
  tures, overgrown sinkholes and carnivorous or 
  bloodthirsty vines. There is also talk of infections 
  and parasites which make their victims insane, 
  paralyzed, rabid or undead; of ancient curses with 
  similar effects; even of areas defying all reason, 
  where it snows in the summer, where plants shim-
  mer from some inner glow and where nightmares 
  inexplicably come to life. But neither Mallianos, nor 
  Lukresia, nor some other authority on the nature 
  of Davokar can claim to actually know which of 
  these statements correspond with reality. If any.
  The truth is just as uncertain when it comes to 
  the inhabitants of the deep. That there are raving 
  abominations, beastly rage trolls and packs of 
  tricklestings and hunger wolves may be concluded 
  from the stories told by returning explorers. And 
  maybe there is some truth to the rumors about a 
  predatory and bloodthirsty barbarian clan, even 
  if its dwelling is yet to be found. But when there is 
  talk about shapeshifting creatures of otherworldly 
  origins, bone-pale elf warriors, possessed mast-
  odons and cunning dragons, the testimonies are 
  far fewer and less reliable. 
  The same goes for the barbarian stories about 
  shadowy beings like Lord Bog and the Hawthorn 
  Hag, ancient creatures who, according to legend, 
  are as powerful as they are wrathful. The problem 
  is that those who come across the residents of the 
  forest do not often get the opportunity to return 
  with their tales. And a majority of the lucky ones 
  return in a state which makes it hard to believe 
  what they have to say.
  HYMN TO THE LEAFY 
  DEEP, BY TAUBIO
  Shimmering curtains 
  of golden rays,
  a heavenly scent 
  in the air,
  everything dressed 
  in a misty haze,
  a realm so 
   remarkably fair.
  Butterflies soaring 
  on wings so frail,
  a fox cub is 
  trailing a deer.
  That squirrel is 
  slumbering nose in tail,
  so sure there is 
  nothing to fear.
  But close by the 
   squirrel, mere 
  leaps away,
  all beauty is  
  withered and dead.
  There ravenous beings 
  are stalking their prey,
  with cravings too 
  great to be fed.
  Murderous creatures 
  are everywhere
  molded like  
  phantom or beast.
  And flowers as deadly 
  as they are rare,
  are welcoming you 
  to their feast.
  Oh Davokar, take me 
  and hold me tight,
  I’m yielding my 
  being to you.
  To die in your arms 
  on some starlit night
  is all that I long to do.
  29
  
  What drives Ambrian explorers to defy the 
  dangers is of course the hope of finding treasures 
  from the days of Symbaroum. Mallianos makes no 
  effort to hide the fact that the further into Davokar 
  you travel, the greater is your chance of finding 
  well-preserved and rich ruins. But he also points 
  out that, first, the ruins of the Dark are often over-
  grown or hard to find since all that remains is below 
  ground; second, that they always are inhabited by 
  someone or something ready to protect its turf. And 
  even if one should take this “always” with a pinch 
  of salt, reports from both the Rangers and Ordo 
  Magica suggests that his warnings are warranted.
  On the other hand, venturing into the Dark may 
  still be worth the risk. Judging by the fortune sal-
  vaged by Iasogoi Brigo during one single visit to the 
  ruins of Odaban, one who finds the path to places 
  like Saroklaw, Dakovak or even Symbar will hardly 
  return empty handed. If they but return at all.
  Travels in Davokar
  as soon as you have acquired an explorer’s license 
  you are free to set foot in the forest. If you keep to the 
  charted route between Thistle Hold and Karvosti, 
  or the one between the forest edge and the outposts 
  established in the woods, you can feel quite safe 
  since they are patrolled by the Queen’s Rangers. 
  But should you divert even slightly you must be 
  prepared for nasty surprises.
  In the outskirts it is possible to travel by horse, 
  although not at a very high speed since there 
  are no paved roads. In the long run it is often 
  preferable to walk and lead the animal by the 
  halter. If so, you can cover two to three mile a 
  day, depending on the terrain and the density of 
  the vegetation. You would do well to bring lots 
  of water and dried meat on your journey, since 
  the streams and springs of the forest sometimes 
  are infected and since open fires tend to attract 
  THUS SPOKE AROALETA
  “… and as Eregan 
  foretold: ‘the wise 
  man’s road is long, 
  twice as long through 
  murky woods; the 
  foolish man’s road 
  is short, half as long 
  through murky woods, 
  cut short by folly and 
  bloody bashings’.”
  30
  
  Symbar
  It is said that all barbarians in the Davokar region stem from the same civiliza-
  tion; an empire called Symbaroum that supposedly had its high seat located in 
  what today is the center of Davokar. The legends about the fall of Symbaroum 
  are numerous, most of them variations on the theme: that its last emperor 
  angered some form of supreme being and thereby caused the empire’s ruin.
  Many dream of finding the heart of Symbaroum, called Symbar by witches 
  and barbarians. Many have tried, but as yet no one has succeeded. Or, to 
  be precise, no one has yet returned with credible and publicly announced 
  stories about a successful expedition to Symbar. But that does not deter 
  fortune-hunters from planning and launching new expeditions, led by men 
  and women who all claim to have irrefutable evidence to guide them. Because 
  as long as the tales about Symbar's treasures outweighs the stories about its 
  horrors, the allure of the myth will live on. And claim life after life after life …
  unwelcome guests to your camp site. In Davokar 
  every meal may be your last, if you are not careful 
  to take the right precautions.
  Deeper in the woods riding is rarely an option, 
  and having the equipment tied to a pack animal 
  can be a very bad idea – there is a significant risk 
  that the animal will bolt at the first sight or whiff 
  of a rage troll, leaving you to face the horrors of 
  Davokar empty-handed. No, to Dark Davokar you 
  never go without a number of companions, includ-
  ing a skilled guide who knows to avoid dangers and 
  who can find clean water as well as edible plants 
  and prey.
  In the Core Rulebook on page 183 you will find 
  more, and more detailed, information on travels in 
  Davokar, but simply put: every journey into Davokar 
  is hazardous. Those who are not sufficiently pre-
  pared may very well find their first excursion to 
  be their last.
  31
  
  however, there are two aspects that add to the 
  complexity. First the Abilities, which represent 
  the particular skills of a player character. Abilities 
  sometimes open up the possibility for the player to 
  use another attribute than the one which seems 
  natural in a certain situation. A common example 
  occurs when it is time for combat. In order for 
  the player character to hit an opponent with his 
  weapon, the player normally rolls the die against 
  the attribute Accurate. But if the character, for 
  example, masters the ability called Iron Fist he 
  can choose to roll against Strong instead. In the 
  same way, the ability Feint makes it possible to role 
  against the character’s value in Discreet and the 
  ability Dominate against the value in Persuasive. 
  To be sure of what applies in different situations 
  both the player and the Game Master must study 
  and learn how the various abilities operate.
  The other complication has to do with the fact 
  that many challenges become easier or harder 
  depending on who or what the character interacts 
  with. Sneaking past a guard is for instance easier 
  or harder depending on how Vigilant the guard is. 
  And to hit an enemy with a sword can be more or 
  less difficult depending on how Quick the opponent 
  is. Rule-wise this is achieved by modifying the 
  value that the player must roll against, most often 
  in a way which is directly related to the attribute 
  values of the opponent. In concrete terms: If the 
  aforementioned guard has the mediocre value 
  of 10 in Vigilant, no modification is made (±0); if 
  the guard is very absentminded and only has 5 in 
  Vigilant, the player gets to add 5 (+5) to the attri-
  bute he must roll against; and should the guard 
  be so alert that he has 15 in Vigilant the player 
  must subtract 5 (−5) from the value he must roll 
  against with the D20.
  Now, let us accompany the ogre Grumpa, the 
  example character from the Core Book (page 
  245), as she tries to convince the caravan master 
  Argasto that she should be invited to tag along 
  on the journey over the Titans. She is facing a 
  guard, dressed in a scale mail armor and carrying 
  sword and shield. Grumpa is of course equipped 
  with her leather apron and has armed herself 
  with a long staff:
  Game Mechanics
  the rules of syMbarouM, are easy to use once you have learned how they 
  operate. Basically, the player character has eight attributes with a value between 
  5 and 15. When faced with a challenge in the game world, the player must roll a 
  twenty sided dice (D20). In order to overcome the challenge the dice must land 
  on a figure which is equal to or lower than the player character’s value in one of 
  the attributes. For instance, if the character tries to do something which requires 
  him to be quiet or cautious the attribute Discreet is used; if he or she searches for 
  something or is on his guard then Vigilant is the active attribute.
  32
  
  Narrative Tutorial
  first the turn order must be determined – that 
  is, which of the two acts first – which is normally 
  decided by looking at the opponent’s value in Quick. 
  In this case both combatants have 10 in Quick, in 
  which case the order is instead determined by the 
  value in Vigilant. Grumpa has 9 in Vigilant, the 
  guard 11. Hence, the latter is first to act.
  However, the first turn differs somewhat from 
  those to come. Grumpa wields a weapon with the 
  quality Long, which means that she first of all gets to 
  make a Free Attack on the guard. The Game Master 
  tells Grumpa’s player to role a die against Accurate, 
  modified by the opponents Defense which is +1. The 
  player picks up a D20 and will try to get a result 
  which is under or equal to 11 (Accurate 10, modified 
  by the enemy’s Defense +1). The player rolls 14: the 
  guard deflects the staff with his shield and it hits 
  the ground. Time for the adversary to retaliate!
  The Game Master tells Grumpa’s player to roll 
  a die against her value in Defense, but modified 
  by the enemy’s Accurate which is 13 and therefore 
  gives a modification of −3. Ouch, the stout ogre is 
  in trouble since she only has 6 in Defense. Because 
  of the skilled opponent the player must roll under 
  or equal to 3 to avoid being hit (Defense 6, modified 
  by the enemy’s Accurate −3). The die lands on 7 and 
  Grumpa fails to parry the swing. But that does not 
  necessarily mean that she gets injured…
  The Game Master says that the guard’s sword 
  deals 4 in damage. Luckily Grumpa is well prepared 
  to handle that – she has the trait Robust which lets her 
  ignore 1D4 damage each time she is hit, and she also 
  has her apron that also protects for 1D4. Grumpa’s 
  player rolls 1 on the first D4 and 4 on the second. 
  When added together (1+4=5) and the result has been 
  subtracted from the damage of 4 it shows that Grumpa 
  is totally unharmed (damage 4, minus Grumpa’s 
  Armor 5 = less than 1). And now it is her time to act!
  Instead of going for another swing with the 
  staff the player wants Grumpa to make use of the 
  mystical power Confusion. The Game Master says 
  that a roll against Resolute has to be made, with a −2 
  modification; sure, the guard has 10 in Resolute (±0) 
  but her Armor is impeding (−2). Hence, the player 
  must roll under or equal to 13 (Grumpa’s value in 
  Resolute). The dice lands on 4 and the confusion 
  takes effect, but two additional rolls must be made. 
  First the player rolls 1D4 to determine how much 
  33
  THUS SPOKE AROALETA
  “… and king upon king 
  sent his people to die, 
  in wave upon wave 
  over rolling plains; 
  men and women on 
  whose broken hulls, 
  an imposing realm 
  was built. Such was 
  the foundation of 
  Symbaroum: built 
  with flesh and blood.”
  
  temporary Corruption Grumpa is afflicted by – she 
  rolls a 3 and makes a note of that on the character 
  sheet. Second, the player rolls 1D6 to determine 
  the effect of the Confusion (page 133 in the Core 
  Rulebook). The outcome is a 2 which according to 
  the power's description means that the opponent 
  becomes temporarily paralyzed.
  Next turn. This time around the length of 
  Grumpa’s weapon has no effect, but since the guard 
  is paralyzed it still is the ogre’s time to act. First the 
  Game Master says that a roll against Resolute must 
  be made (modification −2), to see if the Confusion will 
  last for yet another turn. The die lands on 12 which 
  means that she succeeds. With that done, the ogre lifts 
  her staff into the air and bashes down on the enemy.
  The guard may be stunned but he gets to defend 
  himself just the same – the Confusion only makes 
  him lose his active actions, not the reactive ones 
  such as Defense. The Game Master says that the 
  same terms apply as before: the player must roll an 
  11 or less with the D20. The die lands on a 6. A hit!
  The Game Master tells the player of Grumpa 
  that the scale mail armor of the guard absorbs 3 in 
  damage. Grumpa’s staff deals 1D6 in damage and the 
  trait Robust makes it possible for the ogre to deal 
  1D4 of additional damage once each turn. Since the 
  fight is to be ended at “first blood”, the sum of the 
  two die rolls must be more than 3 for Grumpa to 
  be victorious. The player rolls the D4 and gets a 2. 
  The tension is rising! The D6 lands on a 5. Hence, 
  the total damage is 2+5=7, out of which 4 points 
  (damage 7, minus the opponent’s Armor 3) affects 
  the Toughness of the guard – a great hit that sends 
  the bold warrior staggering backwards.
  Grumpa smiles smugly, looks at Argasto and 
  mumbles: “Sorry, I didn’t mean to hit him that hard …”.
  a MoMent later...
  Later on, Grumpa has been asked to find the thief who 
  has stolen the caravan’s vitally important artifact: 
  the Sun Stone. A traveling companion has helped 
  her to track Keler to a ruined watermill but is afraid 
  to escort her all the way – the capturing of the thief 
  is a challenge that she must deal with on her own. 
  Grumpa’s player says that the ogre sneaks her way 
  towards the ruin. The Game Master tells her to roll 
  a die against [Vigilant −3]; consequently the die must 
  land on a number less than or equal to 6 for Grumpa 
  to succeed, since the ogre has the value 9 in Vigilant. 
  The player rolls a 5, and the Game Master informs 
  her that Grumpa notices a leghold trap hidden in her 
  path under a thin layer of undergrowth.
  After having sidestepped the trap Grumpa sneaks 
  closer to the watermill ruin. It is located about 20 
  paces from the forest edge – precisely as far as the 
  ogre can get in one turn by using both her actions for 
  movement (see page 41). Seeing that Grumpa is really 
  bad at moving quietly (value 5 in Discreet), the player 
  decides to make a run for it. The Game Master says 
  that it is time for a roll against [Discreet←Vigilant] 
  to determine if the person or persons inside the 
  ruin take notice of the onrushing ogre. That is an 
  impossible challenge, since Grumpa only has 5 in 
  Discreet and the thief Keler has 15 in Vigilant, meaning 
  a modification of −5 (Discreet 5, modified by −5 = 0). But 
  Grumpa still makes it to the wall of the ruin; Keler 
  has spotted her but is taken by surprise and unable 
  to react until the start of the next turn.
  Just like in the fight against the caravan guard, 
  the values in Quick are not enough to determine the 
  turn order, but since the thief has 15 in Vigilant he 
  may act first. He leans out through a hole in the 
  ruin’s wall and shoots down at Grumpa.
  The Game Master tells the player to roll a die 
  against Defense with a −2 modification, because Keler 
  has 10 in Accurate and also an Advantage over her 
  (see page 44). The player must roll 4 or under to avoid 
  being hit by the crossbow bolt fired by Keler. The 
  dice lands on an 8. The Game Master says that the 
  bolt deals 7 in damage (5, +2 for the Advantage), after 
  which the player rolls 2D4 to determine the value of 
  Grumpa’s Armor – one D4 for the leather apron, and 
  one for the trait Robust. The result of the die rolls 
  turns out to be 2+4=6. After having subtracted the 
  sum from the damage (7–6=1), it is shown that the 
  ogre takes one point in damage, which is noted on 
  the character sheet before it is Grumpa’s turn to act.
  From up above she can hear Keler starting to 
  reload the crossbow and how he desperately cries 
  (in the voice of the Game Master): “You will regret 
  this! The undead Mal-Rogan will find you and chop 
  you to pieces. Not even death could beat him; you 
  think you are a match for Mal-Rogan, the Master of 
  Death!?” Since nothing else is stated in the adven-
  ture, the Game Master tells the player that it only 
  takes one Movement Action to reach the top of the 
  ladder and thereby Keler. Why hesitate!?
  Grumpa storms up and the Game Master decides 
  that the cowardly Keler throws the crossbow to 
  the ground and raises his arms in the air. The ogre 
  searches his clothes and finds the Sun Stone in a 
  pocket inside the tunic. No die roll is required to 
  find the stone, but the Game Master tells the player 
  to roll a dice against Vigilant anyway, modified by −5. 
  The player rolls a 12 which means that the ogre fails.
  Hence, Grumpa continues to examine the thief’s 
  belongings without noticing the sounds from out-
  side – sounds from the robbers that Mal-Rogan has 
  sent to scout the watermill ruin and make sure that 
  the coast is clear …
  34
  
  35
  
  Attributes
  the attributes are the backbone of the character, the core of its game mechanics. 
  Simply put: whenever a character attempts to perform an action of dramatic 
  significance, the player has to make a success test – the action is successful if the 
  player rolls less than or equal to the value in one of the character’s Attributes. This 
  chapter describes the eight Attributes and how they are used within the game.
  The Attributes
  attributes are used to determine just how 
  prepared a character is to face different kinds of 
  challenges in the game world. A character’s value in 
  an Attribute, such as Strong or Quick, indicates what 
  kind of life he or she has lived growing up. In other 
  words, the attribute values make out a fairly stable 
  foundation which will not change dramatically but 
  that can be built upon and refined.
  aCCurate
  A character’s hand-eye coordination, precision 
  and timing are all represented by Accurate. This 
  Attribute is for instance used to hit an intended 
  target with punches, strikes, throws or a missile 
  from a ranged weapon. Accurate is in most cases 
  opposed by an enemy’s Quick.
  CunninG
  The Cunning Attribute represents a character’s wit 
  and knowledge, its common sense as well as actual 
  schooling and education. You usually test Cunning 
  when trying to remember facts, when solving a 
  logical problem or puzzle, or when doing research in 
  a library. Cunning is usually tested against a specific 
  level of Difficulty, decided by the Game Master.
  disCreet
  A player character’s value in Discreet mirrors its 
  aptitude for and training in being silent, agile and, 
  well, discreet. This Attribute can be used to avoid 
  being detected, to hide or smuggle something, to 
  shadow someone or to steal something out of a 
  person’s pocket. Discreet is often opposed by an 
  enemy’s Vigilant.
  persuasive
  Persuasive reflects how well a player character 
  can influence others by use of words, voice, body 
  language and looks. The Attribute is often used 
  when trying to persuade another person to do (or 
  refrain from doing) something, either verbally, in 
  writing or by song. Persuasive is usually opposed 
  by an enemy’s Resolute.
  quiCk
  Quick represents a character’s reflexes, balance, 
  nimbleness and how fleet-footed he or she is. It 
  determines the order of initiative in combat and 
  is used actively when jumping, avoiding harm and 
  performing similar acrobatic maneuvers. Quick is 
  often opposed by an enemy’s Accurate. 
  Names of Attributes
  Any of the Attributes can 
  be renamed by players 
  who wish them to suit his 
  or her character better. 
  Resolute might be better 
  referred to as Faithful, 
  Lucky or Fanatical. By the 
  same token, Discreet can 
  be Sneaky, Cunning can be 
  Learned and Vigilant can 
  be changed into Paranoid. 
  The player decides what is 
  best for the character.
  36
  
  Attributes  
  and Modifiers
  Value 
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  Modifier
  +5
  +4
  +3
  +2
  +1
  ±0
  –1
  –2
  –3
  –4
  –5
  resolute
  Resolute represents a character’s resistance to influ-
  ence, whether it is social pressure, mind-bending 
  magic or Corruption. Resolute is also tied to the use 
  of mystical powers. The Attribute is often opposed 
  by either an enemy’s Resolute or Persuasive. Note 
  that having a very low value in this Attribute is 
  inadvisable, because of the risk for Corruption.
  stronG
  Strong mirrors a character’s capacity to use its 
  physical strength in order to, for instance, lift some-
  thing heavy or break down a door. It also covers the 
  capacity to withstand physical damage and to resist 
  poisons and diseases. Strong is usually modified by a 
  level of Difficulty, sometimes by an enemy’s Strong. 
  viGilant
  Vigilant represents a character’s general awareness, 
  the attunement of its senses and its ability to detect 
  the details of its surroundings. Vigilant is often 
  opposed by an enemy’s Discreet. 
  seCondary attributes
  The following statistics are calculated based on the 
  character’s Attributes:
   
  ◆ Toughness = Strong (though never below 10)
   
  ◆ Pain Threshold = Strong/2 (rounded up)
   
  ◆ Defense = [Quick –Armor’s Impeding value]
   
  ◆ Corruption Threshold = Resolute/2 (rounded up)
  the MeaninG of low attributes
  Having a low value in an Attribute is actually a 
  great starting point for deciding a character’s 
  appearance and personality. For instance, a char-
  acter with a low value in Accurate can be one-eyed, 
  or generally clumsy and prone to bumping into 
  things. A low Cunning value can represent both 
  impulsiveness and a lack of education; a low Quick 
  could mean that the character is either indecisive 
  or limping. Someone with a low Resolute could be 
  afraid of conflicts or perhaps very superstitious. 
  A loud and careless character probably has a low 
  value in Discreet, while a low Vigilant value could 
  result in a myopic and absent-minded daydreamer.
  Success Test
  between theM, the Attributes can be used to 
  undertake any kind of challenge in the game world. 
  Sometimes they are used actively, when the char-
  acter tries to achieve something; at other times 
  they are used reactively to negate the actions of 
  enemies or avoid being afflicted by environmental 
  hazards. It is always the player who performs the 
  test, whether it is made actively (the character 
  affects the world) or passively (the world affects the 
  character). The Game Master tells the player which 
  Attribute must be tested and what modifications 
  to apply (if any).
  A success test is performed by rolling a 20-sided 
  die, called a D20. In the most simple challenges 
  success is only a matter of the die landing on a num-
  ber which is equal to or lower than the character’s 
  attribute value. However, most often the attribute 
  value is first modified according to the opposition 
  or the difficulty of the challenge – for instance, if 
  the character tries to hit someone with a spear, the 
  relevant attribute value is modified by the target’s 
  Defense; when trying to open a lock, the attribute 
  value is modified by how difficult the lock is to open.
  In the latter case the Game Master determines 
  the modification, typically from +5 (very easy) to 
  −5 (very hard). When it comes to the spear attack, 
  the actual modifier is determined with the formula 
  [10 –the enemy’s defense value] (see table to the right).
  When a challenge is described in the text 
  of this book it is always written with the char-
  acter’s Attribute first, like this: [Character’s 
  Attribute←Modifier]. When the modification orig-
  inates from passive resistance, as in the case of 
  a lock, it is instead written [Character’s Attribute 
  −Modification X]. Finally, if the test is meant to be 
  performed without any modifications the relevant 
  Attribute is written in plain text with an initial 
  capital letter: Quick.
  For more details and examples, see the narrative 
  tutorial starting on page 33.
  Table 2: Examples of Success Tests
  situation
  systeM
  The character sneaks up on a guard 
  Test the character’s Discreet, modified by the guards Vigilant, written [Discreet←Vigilant]
  An enemy is sneaking up on the character
  Test the character’s Vigilant, modified by the  enemy’s Discreet, written [Vigilant←Discreet]
  The character enchants an enemy
  Test the character’s Resolute, modified by the enemy’s Resolute, written [Resolute←Resolute]
  The character gets close to a hidden trap
  Test the character’s Vigilant, modified by the trap’s Difficulty, written [Vigilant –X], where X is 
  the trap’s Difficulty
  Concerning the ←
  The arrow pointing 
  leftwards and which is 
  used in the formula for 
  describing challenges 
  means ”modified by”. 
  Consequently, the for-
  mula [Quick←Accurate] 
  means “Quick modified 
  by (the opponent’s) 
  Accurate”, a modification 
  which can be either posi-
  tive (+) or negative (−).
  37
  
  38
  
  Player’s Rules
  the followinG seCtion covers the rules that you, as a player, are expected 
  to know: the rules for combat, dying and healing. Problem-solving and social 
  challenges are only discussed briefly, since it is the Game Master’s job to handle 
  the rules involving those kinds of situations within the game. Finally, there are 
  rules describing how you as a player can use Experience to improve your character.
  your CharaCter is often going to find him- or 
  herself engaged in combat. The rules of combat are 
  more detailed than other aspects of the ruleset since 
  it is your character’s life that is on the line. If you 
  are not tactical, committed and brave, then there 
  is a risk that the battle will end with the death of 
  you or your companions.
  Combat in Symbaroum should be colorful, and 
  there is a lot of room for you and your friends to 
  describe your actions and to immerse yourself in 
  the combat, the attacks and the escapes. The Game 
  Master is there to decide how to realize your ideas 
  and strategies so do not be afraid to get creative.
  Example: In order to help illustrate specific rules, we 
  will use the example character Grumpa, an ogre that 
  is created by an imagined player in the first part of The 
  Core Rulebook. Grumpa the Ogre is a member of the 
  White Dove, a theater company that travels through 
  Davokar towards the high plateau of Karvosti.
  On their way the company faces a band of brutal brig-
  ands, crude thugs who would rather steal the possessions 
  of others than risk their own lives in the forest’s blight- 
  infested ruins. The company is not interested in handing 
  over their honestly stolen riches and so combat begins. 
  Let us see how it goes for our ogrely heroine in the brawl...
  Time within the game
  sinCe the adventures of a roleplaying game 
  take place in our imagination, we need a way to 
  simulate the passing of time, both to know how long 
  different effects are active (such as the effects of 
  elixirs or mystical powers), and to keep track of the 
  movements and Actions of individual characters. 
  Symbaroum uses the following divisions to clarify 
  what is happening.
  sCenes
  Scenes form the basis of gameplay and can be com-
  pared to scenes in a movie: one location, a couple of 
  characters and something important that happens 
  (a challenge). The duration of many abilities and 
  powers lasts for an entire scene.
  Scenes can be started by both players and Game 
  Masters – a Game Master may introduce the cha-
  racters to a challenge and the players can have their 
  characters perform actions which make the game 
  world respond in a challenging way.
  For a situation to count as a scene, it has to 
  include a challenge and, hence, an element of risk 
  or cost to the player characters. The game mecha-
  nic for Experience relies on the number of scenes a 
  player character survives.
  39
  
  interlude
  The interlude is a scene without a challenge. It 
  is often an atmospheric scene, where the player 
  characters discuss something important or plan 
  for the future. It can also be a briefly described 
  journey. Interludes differ from scenes in that 
  they do not grant Experience. The reason for this 
  is that they lack any challenge or risk for the 
  player characters.
  turns
  When a battle starts, the scene is broken down into 
  turns, where each player character and enemy 
  can perform two Actions in an order decided by 
  Initiative. A turn ends and another begins once 
  everyone has taken their actions.
  Turn Order
  the CharaCter with the highest Quick can choose 
  to either act first or to wait. You may choose to place 
  your Initiative later in the turn order, but once the 
  order is established it cannot be changed. If two 
  persons have the same Quick value, then compare 
  Vigilant. If they still share the same value, roll 1D20: 
  the highest outcome goes first.
  CoMbat with weapons ready
  When combat starts it is important to know whether 
  the combatants have their weapons drawn or not. 
  Also, remember that Long weapons get a Free Attack 
  against one enemy during the first turn of melee 
  combat, provided that the enemy does not have a 
  Long weapon as well.
  Example: The brigand has Quick 10, just like Grumpa, 
  but he has Vigilant 11 against Grumpa’s 9, so he has 
  the initiative. Yet, Grumpa is armed with a staff with 
  the Long quality. One of the brigands approaches 
  Grumpa with a drawn sword, but thanks to having 
  the advantage of reach, Grumpa performs her Free 
  Attack and attacks before the brigand. Then the Initi-
  ative goes to the brigand, and after that it is Grumpa’s 
  usual turn. In the second turn, Grumpa can no longer 
  take advantage of her long staff, and so the brigand 
  attacks first.
  surprise
  It usually requires a successful [Discreet←Vigilant] 
  test to surprise someone. If a group tries to sur-
  prise another group, instead of individual against 
  individual, use the attackers’ lowest Discreet 
  modified by the defenders’ highest Vigilant.  He 
  or she who surprises an enemy is allowed to make 
  The Character’s 
  Action Economy
  DURING A TURN A 
  CHARACTER MAY:
  Perform a Combat 
  Action, such as 
  attacking, perform first 
  aid or use an active 
  ability. The Combat 
  Action can be replaced 
  with an additional 
  Movement Action.
  Perform a Movement 
  Action, such as moving 
  10 paces, drawing a 
  weapon, reloading a 
  weapon or using an item 
  or an elixir.
  Perform an unlimited 
  amount of Reactions, 
  such as defending itself 
  or performing Free 
  Attacks.
  Perform an unlimited 
  amount of Free Actions, 
  such as giving an order 
  or calling out a warning.
  Stand up from lying 
  on the ground, which 
  either costs a whole turn 
  (two Movement Actions) 
  or one Movement Action 
  if the character succeeds 
  with a Quick test.
  one Free Attack against said enemy at the start 
  of the turn. After that, follow the regular turn 
  order, based on the combatants’ Quick values, as 
  described above.
  If any of the combatants are surprised at the 
  start of combat, they must draw their weapons. 
  All Short weapons can be unsheathed as a Free 
  Action, thanks to their small weight and length. 
  To unsheathe a weapon is otherwise considered a 
  Movement Action. Another option is of course to 
  not draw any weapons and instead choose to use 
  punches and kicks; an individual's or creature's 
  natural weapons are always considered ready and 
  do not have to be drawn or unsheathed.
   Example: Another brigand tries to sneak up on 
  Grumpa from behind. Our ogre is in trouble! The 
  sneaking brigand has Discreet 10 and Grumpa has 
  Vigilant 10. Mira rolls 12 and our poor ogre is surprised. 
  This works the same way as with a Long weapon, the 
  enemy can make a Free Attack against Grumpa, and 
  then the turn order continues as usual.
  Actions in Combat
  in CoMbat, your character will kick and fight, 
  slash and stab, parry and dodge. The character 
  does this with his or her two Actions per turn; one 
  Combat Action and one Movement Action. The 
  Combat Action can be replaced with an additional 
  Movement Action, and Movement Actions can be 
  replaced by other kinds of Actions.
  Besides Combat and Movement Actions, every 
  combatant may perform Reactive Actions, such as 
  performing Free Attacks and Defense tests. There 
  are also Free Actions, Actions that are either brief 
  or can be made in parallel with other Actions. All 
  Actions, except Reactions, are performed on the 
  character’s Initiative. Reactions are performed 
  as it sounds, as a reaction to an enemy’s Action or 
  other circumstances. 
  CoMbat aCtion
  The most important Action that can be performed 
  in a turn is the attack. It is with this Action that 
  you character attacks its enemies and attempts to 
  harm them with its weapon. The attack is preferably 
  performed with an Active ability, if your character 
  masters such a skill. Passive abilities always act 
  together with active ones.
  The attack is made with [Accurate←Defense]. Note 
  that some abilities can allow you to attack using 
  other Attributes besides Accurate, and calculate 
  Defense using something else than Quick.
  40
  
  A Combat Action does not have to be an attack. 
  To provide first aid to someone or to use any other 
  active ability also counts as a Combat Action.
  A Combat Action can be replaced with an addi-
  tional Movement Action, but not the opposite: 
  a Movement Action cannot be replaced with an 
  additional Combat Action.
  Example: When it is Grumpa’s turn to act, she choose 
  to attack using the mystical power Confusion. It’s per-
  formed with a [Resolute←Resolute] test. The enemy has 
  Resolute 9 (+1) so Grumpa, who has Resolute 15, must 
  roll 16 or lower (15+1) in order to Confuse the enemy. 
  Mira rolls 11 and the enemy stops in his steps, confused. 
  Maybe our ogre has a chance to survive her first combat!
  MoveMent aCtion
  The Movement Action represents a meaningful 
  movement in combat. The Movement Action is 
  done on a character’s Initiative. Normally, the exact 
  distance is not of any great importance. What does 
  matter in combat is who can make a melee attack 
  and who can use ranged attacks.
  If a more exact distance needs to be calculated, 
  then a Movement Action represents 10 paces (10 
  meters), but characters who engage an enemy in 
  melee combat naturally stop by the enemy if the 
  distance is shorter than that (in other words, the 
  character does not have to move the full 10 paces).
  Movement Actions are used to:
   
  ◆ Reach an enemy and engage it in melee combat.
   
  ◆ Take up a flanking position next to an enemy 
  already fighting an ally.
   
  ◆ Move past an enemy to reach another one 
  that stands further away (enemies that are 
  bypassed may perform a Free Attack).
   
  ◆ Withdraw from melee combat (which allows 
  the enemy to perform a Free Attack against 
  the character). If fighting multiple enemies, 
  then each enemy is allowed a Free Attack.
   
  ◆ Create a clear line of sight to an obscured enemy.
  Instead of moving, the Movement Action can be 
  used to perform other kinds of Actions:
   
  ◆ Switch weapons
   
  ◆ Stand up from a prone position (requires a 
  Quick test).
   
  ◆ Drink/apply an elixir to yourself.
  Make the Combat 
  Come Alive
  How an attack looks 
  depends on the 
  situation and the 
  location where the 
  battle takes place. 
  Maybe the character is 
  swinging an axe and hits 
  its enemy both in the 
  arm and in the stomach, 
  or a crossbow is being 
  fired from the top of a 
  wall and the bolt slams 
  into the chest of its 
  target. It is important to 
  make the attacks come 
  alive for the battle to be 
  perceived as dramatic.
  41
  
  Example: Our dear ogre is considered flanked, since 
  she is standing between two brigands – meaning that 
  the brigands have an Advantage against the big brute. 
  Grumpa solves this with a Movement Action, which trig-
  gers a Free Attack from each of her enemies (lucky that 
  Grumpa confused one of them!). The ogre moves around 
  the confused enemy, and receives a Free Attack from the 
  other brigand. After making her move, the ogre has both 
  the brigands in front of her, and is no longer flanked.
  reaCtions
  Reactions are quick responses or follow-ups to other 
  Actions or circumstances. They can be performed 
  at any time during the turn and are not tied to the 
  character’s Initiative. The character can perform 
  as many Reactions as is called for per turn, as long 
  as there are triggers to react to. Reactions can use 
  the effect of passive abilities, but not of active ones.
  free attaCk
  There are situations when your character will have 
  the opportunity to make a Free Attack with his or 
  her weapon. This most commonly happens when 
  the character is armed with a Long weapon, when 
  an enemy tries to flee from an ongoing melee combat 
  or when an opponent tries to run past the character 
  in order to reach someone or something behind it. 
  There are also some abilities which trigger Free 
  Attacks under special circumstances.
  Free attacks can use the effect of passive abilities 
  but not of active ones, and normally the charac-
  ter can only gain one Free Attack per triggering 
  factor and turn – if two enemies try to withdraw 
  from melee only 1 Free Attack is gained, but if one 
  withdraws and one runs past, the character gains 
  one Free Attack on each.
  Example: Let’s go back to the Free Attack our ogre 
  Grumpa was allowed to make against one of the 
  brigands at the start of the battle. Grumpa had no 
  abilities that affected her use of the staff, but if she 
  had (like the Polearm Mastery ability) then the passive 
  parts of that ability (e.g. the 1D8 damage at novice 
  level) would have come into play when Grumpa perfor-
  med her Free Attack.
  defense
  You are allowed to attempt to defend yourself 
  against any attacks that your character is aware 
  of. The character’s Defense is usually based on 
  Quick, then modified by such things as armor 
  qualities and whether or not the character carries 
  a shield.
  When a character is attacked, defense is tested as 
  [Defense←Accurate]. If the test is successful the char-
  acter has avoided the attack by either parrying or 
  dodging it. If this test fails, the attack hits and deals 
  damage if the weapon’s damage value is higher than 
  the outcome of the roll for the character’s Armor.
  Example: Our brave ogre heroine is relentlessly 
  attacked by brigands and has to defend herself. Luckily 
  enough, Defense is a Reaction, so Grumpa may defend 
  herself an unlimited number of times each turn. Grum-
  pa’s Defense is 6 [10, –2 for her leather apron and –2 
  for her Robust trait]. The Game Master tells her that 
  the attacking enemy’s Accurate is –1: this is bad since 
  it leaves Grumpa with an effective Defense of 5 [6–1]. 
  The attack comes and Mira rolls 9 on 1D20 – Grumpa 
  is hit. It is good that Grumpa is an ogre and hence 
  much tougher than most when it comes to withstan-
  ding damage.
  Damage & Healing
  daMaGe lowers the victim’s Toughness and a crea-
  ture dies when its Toughness reaches zero – unless it is 
  a player character, in which case he or she is regarded 
  as being dying instead. Damage and wounds can be 
  healed in a number of ways, described in this section.
  touGhness
  The character’s Toughness is equal to his or her  value 
  in the Strong Attribute. However, it can never be 
  lower than 10.
  pain threshold
  A player character’s Pain Threshold is half of its 
  Strong value, rounded up. The actual Strong value 
  is used to calculate this figure, even if it is lower 
  than 10. 
  When a creature suffers damage that exceeds its 
  Pain Threshold, from a single attack and after Armor 
  has been subtracted from the damage value, one 
  of the following things happens. Note that it is the 
  player who decides between the two, both for the 
  character when it suffers the damage, as well as the 
  enemy if it is the character that inflicts the pain.
   
  ◆ The affected creature is knocked down and 
  has to get up (see Special Actions).
   
  ◆ The one who deals the damage is allowed to 
  perform an immediate Free Attack against 
  the affected creature.
  Death test (1D20)
  1 
  The character’s  damage 
  looked much worse 
  than it actually was; 
  the character wakes up 
  with 1D4 Toughness left. 
  The character can act 
  the next turn.
  2–10 
  The character remains 
  at death’s threshold.
  11–19 
  The character is a 
  step closer to death. 
   The third time the roll 
  has this outcome, the 
  character dies.
  20 
  The character dies, 
  but may say some 
  last harsh words if the 
   player wants to.
  42
  
  Example: Our ogre Grumpa has Strong 11, and 
  therefore Toughness 11 and Pain Threshold  6. Grumpa 
  fights savagely against two brigands and both brigands 
  manage to land a hit on our heroine. The damage, after 
  Armor, is 7 (4+3). Grumpa’s Threshold has not been 
  exceeded, since none of these hits dealt 7 damage on 
  its own. It takes a lot for a pair of brigands to bring our 
  robust heroine down. The fight continues!
  Later in the adventure, Grumpa encounters a 
  blight-stricken Aboar. Now the danger is for real, since 
  a corrupted behemoth like that is capable of bringing 
  down even the mightiest warrior. Grumpa is hit by 
  an attack and suffers 8 points of damage after her 
  Armor has been subtracted. This surpasses her Pain 
  Threshold value of 7, and Grumpa's player decides that 
  the ogre falls butt-first into the mud as a consequence 
  of such a splendid hit.
  dyinG CharaCters
  Monsters and non-player characters die as soon as 
  their Toughness reaches 0, unless the Game Master 
  wants something else to happen. In any case, the 
  rules for player characters are different.
  When a character reaches 0 Toughness it collapses 
  and is considered to be dying. At this point, it cannot 
  help itself in any way. Each turn thereafter the 
  player is forced to make a Death Test with 1D20 on 
  the character’s Initiative. This test is repeated until 
  someone else either stabilizes the dying character 
  with an herbal cure, the Medicus ability or mystical 
  healing – or until the player rolls a 1 and wakes up, 
  or a 20 and dies.
  Example: It is not easy for Grumpa when the tainted 
  aboar rams the fallen ogre once more and beats her 
  Toughness down to 0. This looks bad! Grumpa is out of 
  the fight and Mira the player is now forced to make a 
  Death Test each turn to see if Grumpa succumbs to her 
  wounds. The turn after Grumpa was brought down Mira 
  rolls a 3, and so the ogre remains at death’s threshold. 
  Mira rolls a 13 in turn two, so Grumpa is one step closer 
  to death. Two more rolls like that and she is gone.
  dead player CharaCters
  Dead player characters may not remain in the game, 
  but the player who creates a new character may do 
  so using all the Experience accumulated by the last 
  character. This way, the new character does not 
  have to start too far behind the others.
  healinG wounds
  Healing can happen naturally, by the use of 
  alchemy and medicine or with the help of mystical 
  powers. Performing first aid on a dying person 
  requires the Medicus ability, an herbal cure or 
  powers of healing.
   
  ◆ Natural healing happens at a rate of one (1) 
  point of Toughness per day.
   
  ◆ Alchemical herbal cures heal one (1) point of 
  Toughness immediately.
   
  ◆ The Medicus ability heals 1D4 Toughness, even 
  more when combined with herbal cures.
   
  ◆ Mystical powers, such as Lay on Hands, and 
  the Recovery ability both heal Toughness; see 
  their respective descriptions for details.
  Special Actions
  the speCifiC situation and the weapons of the 
  combatants will affect the course of events. Special 
  rules for line of sight, the use of shields as well as 
  different kinds of advantages are covered here.
  blind fiGhtinG
  To fight blinded is hard, and the same goes for fighting 
  under bad lighting conditions such as in darkness, 
  smoke or thick fog. If both parties in a battle are 
  affected, then no adjustments are needed. Otherwise, 
  the affected party gets two chances to fail its success 
  tests – if the character is affected, the player rolls 
  twice and picks the worst result; if only the enemy is 
  affected the player rolls twice and picks the best result.
  disenGaGe froM Melee CoMbat
  Disengaging from a melee combat is done on the 
  character’s Initiative and costs a Movement Action. 
  The enemy is allowed a Free Attack against the 
  character. This also applies to situations when the 
  character is facing multiple opponents, in which 
  case each opponent is allowed a Free Attack against 
  the character when he or she chooses to disengage.
  use/apply elixir
  To use or apply an elixir on either yourself or your 
  equipment counts as a Movement Action. To use or 
  apply it on somebody else counts as a Combat Action.
  first aid
  To perform first aid on a wounded person counts 
  as a Combat Action and requires a herbal cure, the 
  Medicus ability or other healing powers. The effect 
  of first aid is described in Damage & Healing.
  stand up
  Fighting while lying down is possible, but not rec-
  ommended, because each enemy that has engaged 
  Abilities &  
  Special Actions
  Note that there are many 
  abilities that affect the 
  character’s capacity to 
  perform Special Actions. 
  For example, an adept 
  in Acrobatics can get 
  up from lying down as 
  a Free Action, provided 
  that he or she succeeds 
  with a Quick test. And 
  the master level of Sixth 
  Sense removes any 
  negative modifications 
  from Blind Fighting – 
  which can be used when 
  attacking opponents in 
  the dark.
  43
  
  the character in close combat gets an Advantage 
  against a prone character. See rules for Advantage 
  below. If the character makes a successful test 
  against Quick it only takes a Movement Action for 
  the character to get back on its feet. Otherwise, it 
  takes an entire turn, meaning that the character 
  cannot perform a Combat Action while getting up.
  line of siGht
  Ranged weapons cannot shoot past other combat-
  ants, meaning that the shooter (or the mystic) may 
  need to use Movement Actions to maneuver for 
  them to have line of sight. A rule of thumb is that if 
  a shooter or a mystic stands behind an ally so that 
  the targeted enemy is forced to trigger a Free Attack 
  to reach the shooter, then the target is obscured 
  from view by the shooter’s ally.
  shield
  Anyone can defend themselves with a shield, pro-
  viding +1 to Defense.
  The use of a shield makes it impossible to use 
  ranged and Heavy weapons and neutralizes the 
  reach advantage gained from a Long weapon, since 
  the wielder must use it in one hand. The buckler is 
  an exception to this, allowing the use of both hands, 
  as well as giving the user +1 to Defense.
  flankinG
  To surround the enemy is an effective combat strat-
  egy. If two persons flank an enemy, both of them 
  gain an Advantage against the target. A maximum 
  of four persons can surround a person or creature; 
  any combatant beyond that will be unable to reach 
  the target and can only step forward if one of its 
  allies retreats or goes down.
  Terrain and the movement of the combatant 
  decide what is possible to achieve. Doors, corri-
  dors and narrow passages can be used to prevent 
  enemies from flanking. 
  Remember that moving past an enemy triggers 
  a Free Attack. The Free Attack can be avoided if the 
  combatant opts to trade its Combat Action that turn 
  for an additional Movement Action, making it possible 
  to go around the enemy without entering into melee.
  surprised
  To sneak up on an enemy or prepare an ambush 
  is an active Action and requires a successful 
  [Discreet←Vigilant] test. Attacking an enemy that is 
  unaware of the incoming attack allows the attacker 
  to make a Free Attack in the first turn of combat. 
  Then the combat follows the usual turn order, based 
  on the combatants Quick. 
  advantaGe
  Sometimes one side of a melee combat gets an 
  advantage over the other. A character sneaking 
  up on an enemy to attack it from behind has the 
  Advantage. Another situation where you are at an 
  Advantage is when you attack a target lying on the 
  ground or a target that is climbing towards you. 
  To create advantages when fighting on plain and 
  even ground requires the use of Actions, attacks 
  or movements.
  If your character has the Advantage in a combat 
  situation, it receives a +2 modification to the rel-
  evant Attribute when making a Success test, and 
  its attacks deal 1D4 extra damage.
  The following situations provide advantages:
   
  ◆ Attacking an enemy that is unaware of the 
  pending attack. For this situation to occur, a 
  successful [Discreet←Vigilant] test is normally 
  required by the attacker.
   
  ◆ All melee attacks against a flanked enemy 
  counts as providing an Advantage. A target 
  is considered flanked if two enemies stand 
  on opposite sides of it. It usually takes a 
  Movement Action to get around an enemy 
  and flank it. In the same way a character can 
  use a Movement Action to get away from a 
  flanked position – but with the consequence 
  of receiving a Free Attack from each enemy.
   
  ◆ All melee attacks against an enemy lying 
  down. Note that ranged attacks do not get any 
  advantage from this.
   
  ◆ All attacks against enemies standing on 
  lower ground than the attacker, such as 
  attacking down from a wall against enemies 
  climbing a ladder. This applies to both melee 
  and ranged attacks.
  Shadow & Corruption
  all beinGs and objects in the world are surrounded 
  by mystical shadows, whose appearance varies 
  depending on the creature or object’s relationship to 
  the great and vast powers of the world. Most people 
  are unaware of the existence of these shadows, 
  and while many might have been told about them, 
  only a few individuals can actually percieve them.
  the role of shadows
  The ongoing struggle between civilization’s desire 
  to tame the wilds, and the corruption born out of 
  over-exploitation, is a fundamental theme in the 
  game of Symbaroum. The primary purpose of the 
  Shadows is to introduce the players to these great 
  forces and the dynamic that exists between them.
  Combat Map
  It can help to have a 
  map of the battle-
  field in order to get 
  a better overview 
  of the combat 
  situation. Draw the 
  surrounding area 
  on a piece of paper 
  and mark where 
  everybody stands 
  with an “X” or simple 
  markers or tokens. 
  Even objects and 
  terrain – such as 
  trees, boulders and 
  buildings – should 
  be drawn on the 
  map. Then it quickly 
  becomes much more 
  obvious where the 
  combatants stand, 
  who can shoot, 
  who is flanked and 
  so on. A combat 
  map is even more 
  recommended for 
  battles with many 
  combatants, such as 
  in combat situations 
  where the charac-
  ters face the same 
  number of enemies 
  as themselves.
  44
  
  45
  1
  2
  3
  4
  Initiative
  The Initiative decides the 
  turn order in combat, mea-
  ning the order in which the 
  characters and enemies act.
  Move & Combat Actions
  Each combatant has two actions:  
  one Movement Action and one Combat 
  Action. These can be used as follows:
  Defense
  Damage
  A.
  Defense: All attacks made during the 
  turn can be met with Defense tests, 
  where the effective defense value is 
  based on [Defense←Accurate]. If the 
  Defense test is successful, then the 
  attack misses completely. Should the 
  attack hit, proceed to Damage.
  A.
  Weapon damage: The damage 
  dealt by the character is rolled by 
  the player. Their enemies have fixed 
  damage values, announced by the 
  Game Master when a character 
  suffers a hit.
  B.
  Protection granted by Armor:  
  The Armor is subtracted from the 
  weapon damage. The character’s 
  Armor is rolled by the player; the 
  fixed value of the enemies’ Armor  
  is handled by the Game Master.
  C.
  Actual damage: The target suffers 
  as much damage as [Weapon’s 
  damage –Armor]
  D.
  Pain Threshold: The attacker 
  determines whether the actual 
  damage is higher than the target’s 
  Pain Threshold; if so, the target is 
  either knocked to the ground or the 
  attacker is allowed to perform a 
  Free Attack. 
  E.
  Death test: Should the actual 
  damage suffered be greater than the 
  character’s remaining Toughness 
  the character is either incapacitated 
  or dying. The player must make a 
  Death Test each turn to see if the 
  character survives or dies.
  Quick Guide for Combat This guide can be used to keep track of the different phases of a turn.
  A.
  Long weapons: 
  The Long weapon is 
  allowed to make a Free 
  Attack at first contact 
  with one enemy that is 
  not armed with a Long 
  Weapon.
  B.
  Surprised: If there 
  is any possibility of 
  surprise, make a 
  [Discreet←Vigilant] 
  test to see if the target 
  is caught off guard. 
  The one that performs 
  a successful surprise 
  attack can make a Free 
  Attack at the start of 
  the turn against one 
  surprised enemy.
  C.
  Quick: The combatant 
  with the highest Quick 
  starts to act when 
  neither Long weapons 
  nor surprise attacks 
  are in play.
  D.
  Vigilant: If two or 
  more combatants have 
  the same Quick, then 
  Vigilant is used as a tie 
  breaker to determine 
  the turn order (highest 
  goes first).
  E.
  1D20: If two or more 
  combatants also have 
  the same Vigilant, roll 
  1D20 until one of them 
  rolls higher than the 
  other, and therefore 
  wins the Initiative.
  F.
  Delay Action: It is 
  possible to delay one’s 
  Initiative and let others 
  act first, but then the 
  combatant must keep 
  this delayed Initiative 
  for the rest of the 
  battle.
  A.
  Movement Action
  I.
  Move into melee: To move towards 
  an enemy in order to attack. This 
  gives an enemy with a Long weapon 
  a Free Attack, but not if the attacker 
  wields a Long weapon as well.
  II.
  To flank an enemy already engaged 
  in melee with a combatant allied to 
  the flanking person. This gives both 
  flanking allies the Advantage against 
  their enemy. 
  III.
  Move around an enemy: A circular 
  movement in order to reach another 
  enemy combatant standing further 
  away. This gives the bypassed enemy 
  a Free Attack.
  IV.
  Disengage from melee combat:  
  To withdraw from melee allows  
  every engaged enemy combatant  
  to perform a Free Attack.
  V.
  Create free line of sight: To Move in 
  order to get an obscured enemy into 
  your line of sight.
  VI.
  Draw weapon
  VII.
  Switch weapons: Sheath one weap-
  on and draw another one.
  VIII.
  Stand up (requires a successful 
  Quick test): Get back up on your feet 
  after being knocked prone or other-
  wise falling down.
  IX.
  Drink/apply elixir: To apply an elixir 
  to either yourself or your equipment.
  B. 
  Combat Action
  I.
  Attack: An ordinary attack using a 
  weapon.
  II.
  Active Ability: An attack with, or the 
  use of, an active ability.
  III.
  First aid: To apply an herbal cure on a 
  wounded or dying companion.
  IV.
  Additional Movement Action: 
  Replace your Combat Action with 
  another Movement Action.
  V.
  Pass on elixir: To use an elixir on an 
  ally or its equipment.
  Table 3:
  
  Shadows have two main functions within 
  the game. First, individuals with the Witchsight 
  ability can see through deception and deceit by 
  actively using this ability. Second, the Game 
  Master can use this element to infuse the world 
  with both life and soul, and to portray these 
  grand and obvious conflicts in a more personal 
  and spiritual way.
  the power of Corruption
  Power corrupts, and in Symbaroum quite liter-
  ally so. A fundamental principle in Symbaroum 
  is that when nature is cultivated or violated it 
  grows dark and vengeful – and strikes back! 
  The darkness that comes alive in this way feeds 
  off and can continue to infect its surroundings. 
  Since Mystics bend and warp nature according 
  to their will, they are constantly threatened by 
  Corruption. And when looking at the ruleset, 
  this principle is mirrored in the concept of 
  Shadows and in creatures like abominations 
  and the undead.
  Corruption starts at zero (0) and grows as 
  the character is tainted. A character is techni-
  cally transformed into an abomination when 
  its Corruption value exceeds its Resolute value. 
  Yet, long before that, the character starts to 
  show physical signs of its growing taint, in the 
  form of Stigmas. 
  teMporary Corruption
  Temporary Corruption is a momentary expres-
  sion of the world’s reluctance to be subdued and 
  controlled. It fades away by itself at the end of the 
  scene but is still dangerous, since it can push a 
  character’s Total Corruption over its Corruption 
  Threshold (Blight-marked), or past double its 
  Corruption Threshold, turning the character into 
  a blight beast.
  Actions that give temporary Corruption:
   
  ◆ Using a mystic power or ritual: 1D4 
  temporary Corruption
   
  ◆ Using tainted artifacts: varies, but mostly 
  1D4 temporary Corruption
   
  ◆ Damage from certain abominations
   
  ◆ The dark areas of Davokar: The darker 
  areas of Davokar are dangerous; the 
  corruption varies from 1D4 temporary 
  Corruption each day to 1D6 temporary 
  Corruption each hour. It is said that the 
  corruption suffered within the darkest 
  parts of the forest is permanent.
  perManent Corruption
  Permanent Corruption means a lasting altera-
  tion of the character’s essence and inner being. 
  When permanent Corruption reaches the cha-
  racter’s Corruption Threshold, which is half its 
  Resolute value rounded up, the character counts 
  as Blight-marked and receives a permanent 
  Stigma (see Table 5). The Stigma disappears if 
  the permanent Corruption is reduced to below 
  the Corruption Threshold again.
  The character turns into an abomination if 
  its Total Corruption (temporary+permanent) 
  reaches or exceeds its Resolute value. Then the 
  character cannot be saved in any way.
  Permanent Corruption is suffered when:
   
  ◆ Binding an artifact to oneself to be 
  able to use its powers: 1 Corruption (or 
  Experience).
   
  ◆ Learning a mystic power or ritual:  
  1 permanent Corruption.
   
  ◆ A character’s Total Corruption reaches  
  the character’s Corruption Threshold 
  during  
  a scene: 1D4 permanent Corruption.
  ChanGe of shadow
  A creature’s Shadow reflects its increasing 
  level of Corruption, and the Witchsight ability 
  or the Holy Smoke ritual can be used reveal 
  Table 4: Corruption
  deGree of taint  
  Corruption
  effeCt
  Blight-stricken
  Total Corruption 1+
  The corruption can be detected with the Witchsight ability and rituals like 
  Holy Smoke. Temporary Corruption fades away at the end of a scene.
  Blight-marked
  Corruption Threshold  
  (Resolute/2 rounded up)
  reached.
  The player character develops a physical Stigma as a sign of its corruption. 
  A Stigma triggered by temporary Corruption will heal and vanish after a 
  day, while a permanent Stigma remains until permanent Corruption is 
  reduced through rituals.
  Abomination
  Resolute reached.
  The creature is
  thoroughly corrupt.
  The player character turns into an abomination and becomes a non-player 
  character. No known ritual can save the character.
  46
  
  this. Technically, a corrupted creature has two 
  Shadows, one representing its base color and 
  one representing the taint.
  The base Shadow is decided by the formula 
  [Resolute –Corruption]; if this value is higher 
  than the total Corruption value, then the base 
  Shadow is the strongest and brightest of the 
  two. The Corruption becomes the strongest 
  Shadow when it reaches or exceeds the cre-
  ature’s original Shadow. Should a creature’s 
  total Corruption reach or exceed its value in the 
  Resolute Attribute the creature is thoroughly 
  corrupted and turned into an abomination.
  Other Important Rules
  the GaMe Master handles most things regarding 
  problem-solving and social challenges, but here 
  follows a description of the basic idea of how those 
  situations are dealt with. This section also describes 
  how to develop your character. Improvements 
  are made using Experience, which is gained from 
  partaking in and surviving adventures. The Game 
  Master awards the Experience, while the player 
  uses it to improve his or her character.
  probleM-solvinG
  Problem-solving refers to situations where your 
  character attempts to achieve something that 
  requires dice rolls and Success tests, but which 
  is not a combat-situation: tracking a fleeing 
  enemy, picking a lock, persuading a guard to 
  let you in or researching the answer to a riddle 
  in a library. The Game Master handles most of 
  this; as a player you only have to be ready to 
  describe how your character attempts to solve 
  the problem, and then roll the dice to make the 
  test asked for by the Game Master.
  soCial ChallenGes
  Social challenges consist of important negoti-
  ations, often involving the great and powerful 
  personas, groups and monsters of the game 
  world – situations that are unfit for combat 
  and cannot be solved with a mere Persuasive 
  test. In short, the social challenge is solved by 
  your and your friends' roleplaying, where you 
  will have to persuade, deceive and bargain your 
  way to a solution. The Game Master handles the 
  parameters for the social challenge, while you 
  portray your character and together with your 
  fellow players try to carry through a successful 
  negotiation around the gaming table.
  Social challenges are often preceded 
  by scenes of problem-solving, where the 
  character gathers information, secrets and 
  rumors that can be used against the one they 
  need to persuade.
  iMprovinG your CharaCter
  Experience is awarded by the Game Master after 
  a completed adventure. Experience is traded in 
  for higher levels in the character’s abilities, or 
  used to purchase new ones. Purchasing a new 
  ability at novice level costs 10 Experience, to 
  increase from novice to the adept level costs 20 
  Experience and increasing from adept to master 
  costs 30 Experience.
  Example: Grumpa the ogre survives her first 
  adventure and is rewarded with 12 points of Ex-
  perience. To purchase a new ability at novice level 
  costs 10  
  Experience, but Mira decides to save her Experien-
  ce: she already has five novice abilities and wants 
  to increase one of them to adept level.  
          After  another adventure, Grumpa is awarded 
  with an additional 9 points, to a total of 21 Expe-
  rience. Mira increases one of her abilities to adept 
  level (at a cost of 20 Experience) after which she 
  only has one (1) point of Experience left. 
  Table 5: Marks of Corruption
  exaMples of stiGMas
  A festering wound that does not heal
  Discolored skin, blemishes and severe rashes
  Boils in mouth and throat, that burst at inappropriate times
  Fangs, or nails in the shape of claws or talons
  A birthmark that with imagination may look like a dark rune or an evil symbol
  Eyes that glitter in the dark
  Eyes that actually blacken with anger, hunger or lust
  A faint odor of decay follows the person, despite him or her looking healthy
  Breath that stinks of sulfur
  Veins that bulge black when experiencing anger or other strong emotions
  Dark streaks in the blood, visible when the creature bleeds
  Cold as a corpse or feverishly hot without any signs of sickness or disease
  Speaks in a unknown evil-sounding language while sleeping
  Drawn to tainted artifacts and evil places while sleepwalking
  Degeneration of sight; relying on other senses instead, like smell and touch
  Taste for cadavers, must feed on something rancid every day to avoid starvation
  Taste for raw meat, must feed on fresh meat every day to avoid starvation
  Thirst for warm blood, must drink warm blood every day to not be thirsty
  47
  
  Special Rules
  in this seCtion, we have gathered a number of 
  rules-related phenomena that do not quite fit under 
  any of the headings above, but which nonetheless 
  are central parts of the game rules.
  ConfliCts within the Group
  Symbaroum is made to facilitate cooperation 
  between players, and between the players and the 
  Game Master. The game is based on the premise that 
  the player characters may have their disagreements, 
  but will not start clawing at each other’s throats. 
  If this happens, then the spirit of the game is lost.
  However, if it comes to combat between player 
  characters, the Game Master should intervene and 
  ask the players how they believe the situation can 
  be solved. It may end in actual fighting, but those 
  fights are best handled as a narration without any 
  die rolls and with no casualties.
  There can, on the other hand, emerge situations 
  where the player characters have a fierce disagre-
  ement and when they can trick, or in some other 
  way mislead, each other by using the rules. The 
  active player in the situation is then nominated to 
  make the test, while the other acts as resistance. 
  A common situation would be when a player cha-
  racter attempts to trick, steal or place something 
  on another player character. A [Discreet←Vigilant] 
  test is then made, even though both players are, 
  of course, aware of what is happening.
  Example: The players have taken a prisoner. One of 
  the player characters – a human – wants to torture 
  the prisoner for information. But Mira’s character 
  Grumpa steps in. The Game Master asks: “how should 
  this end?” and the players agree that Grumpa the ogre 
  easily shoves the smaller human aside.
  daMaGe froM poison & aCid
  Poison deals damage each turn, and is not affected 
  by Armor once it has begun to take effect. Poison 
  continues to deal damage until its duration ends, 
  or until someone applies an antidote and makes a 
  successful Cunning test.
  Acid attacks each turn and has to penetrate 
  Armor in order to deal damage. Removing acid 
  from a body or armor requires that someone spends 
  a Combat Action and makes a successful Cunning 
  test (washes away the acid with either water, dirt 
  or something similar).
  daMaGe froM fallinG
  A character that falls from a high altitude suffers 
  damage equal to the number of meters fallen. 
  A successful Quick roll allows the character to 
  land better, or even manage to break the fall, 
  effectively reducing the damage: subtract 3 
  meters from the fall.
  Water or other soft substances provide some 
  cushioning effect as well, subtracting another 5 
  meters from the fall. Armor protects as usual.
  Example: The player characters cross a rope bridge 
  that collapses. The fall is 20 meters, but the bottom 
  of the ravine is covered with thick moss and pools of 
  water. The Game Master subtract 5 meters from the 
  fall, which gives an effective fall of 15 meters. One 
  of the characters has Armor 1D6; the player tests 
  Quick and fails. The character therefore suffers 15 
  −1D6 points of damage. Had the Quick test been 
  successful the damage would have been 12 −1D6 
  instead.
  non-player CharaCters  
  intervene
  There are two ways to handle situations where 
  non-player characters fight on the same side as 
  the player characters:
  1:   Give them to a player and let him or her control 
  the NPC(s) for the duration of the scene, or 
  2: handle them yourself, summarily.
  The Game Master does not have to roll any dice 
  in the latter case; he or she simply describes what 
  the player character does and what happens. 
  The effect of their attacks can be estimated, just 
  like how well they can withstand hits and so on. 
  The important thing is to not play them acti-
  vely, since the Game Master’s attention should 
  be directed towards the ongoing scene and the 
  story in general.
  Optional Rules
  In the Core Rulebook, the Advanced Player's Guide and other supplements you 
  will find a wide range of optional rules which you can introduce if you and your 
  players find them interesting. There are rules for hit locations, perfect hits and 
  fumbles, distance categories, encumbrance and much more.
  Of course, many of these will make the game run slower, so be sure to 
  discuss any options with your gaming group before putting them into play. 
  Trading speed for more detail and tactical depth is not something that all play-
  ers enjoy and the only thing that really matters is that you and your friends are 
  having a great time around the gaming table!
  48
  
  49
  The Winged Ladle Inn at Thistle Hold. Ac-
  cording to a sign posted at the bottom of 
  the spiral stair the guest can look forward 
  to “heavenly dining, divine dinks and beds 
  as soft as clouds at down to earth prices” 
  – the latter being a poetic lie. 
  
  Human
  aCCordinG to the sCholars of Ordo Magica, the 
  people of Ambria and Davokar are descendants of 
  the same tribe, although the barbarians and the 
  Queen’s Folk hardly consider themselves so closely 
  related. Queen Korinthia’s claim to Ambria, the 
  land south of Davokar forest, is motivated by her 
  ancestral connection to the region, and even the 
  most novice of Ambrian linguists can explain in 
  what ways the gibbering speech of the barbarians 
  and the melodious tongue of the Queen’s Folk are 
  similar. More disputed are claims saying that the 
  two peoples originate from the same stem, rooted 
  in the old and long forgotten empire of Symbaroum 
  whose ruins are hidden deep within Davokar.
  Whatever the case, there are significant differ-
  ences between the two peoples in a cultural sense. 
  The Ambrians abandoned their blighted homeland 
  Alberetor twenty years ago, to settle down in the 
  well-preserved ruins of Lindaros. On their journey 
  they brought along their architecture, knowledge, 
  economic system and social hierarchies. Thanks 
  to its discipline the Ambrian army outmatches the 
  barbarian clan warriors when they meet in the 
  open fields, but in the woods where the skill of the 
  individual becomes a decisive factor they are more 
  evenly matched. That, coupled with the advantage of 
  having greater local knowledge, has so far kept the 
  Ambrians from entering very deep into the forest 
  – with the exception of treasure-hunters, religious 
  fanatics searching for lost sun temples and free 
  settlers hoping to escape the Queen’s control.
  Since the days of old, the barbarians have been 
  ruled by chieftains, but have enjoyed much greater 
  independence and freedom compared to the chas-
  tened crofters and peasants in the south. Nor do 
  the barbarian leaders seek to enforce a strict or 
  rigid way of life upon their subjects. The witches, 
  the spiritual leaders among the barbarians, rule 
  with a light hand in the form of taboos and general 
  rules – revere nature, never abuse it and avoid the 
  darker parts of the forest. The clans lead their lives 
  independent from one another, with the occasional 
  exception of skirmishes over resources in the border 
  regions. By tradition, the clan leaders answer to the 
  High Chieftain on the plateau of Karvosti, but he is in 
  reality more of an arbitrator between feuding clans 
  than a strong ruler. However, the High Chieftain 
  is expected to lead the united barbarians to repel 
  Races
  there are lots of strange creatures in Ambria, and even 
  stranger life forms in the depths of Davokar. However, when 
  creating a character with the basic ruleset, the player is limited 
  to choosing from the races described in this chapter; races whose 
  representatives are relatively numerous and live in or near 
  Ambria’s many towns and settlements.
  50
  
  51
  
  any invaders, particularly the Ambrians, if it ever 
  comes to open war.
  This possibility, a united barbarian resistance 
  commanded by the High Chieftain, gives the 
  Queen and her advisors nightmares, and would 
  explain why the Ambrians officially are so cautious 
  regarding Davokar. Since the battle in Year 10, when 
  Korinthia’s troops attacked and destroyed Haloban 
  and his Jezites, only the Templars serving the Sun 
  Church have made any outright attacks against 
  barbarian settlements. Most infamous is their 
  assault on Karvosti in Year 16 when they attempted 
  to seize the plateau with force of arms – an attempt 
  which ended in a discouraging defeat.
  aMbrian traits
  Characters of the Queen’s Folk can choose either 
  the Contacts or the Privileged trait.
  aMbrian naMes
  Female Ambrian names usually end with –a while 
  the male names end with –o, but there are many 
  exceptions since their native kingdom was so exten-
  sive. One distinct exception is that the names of 
  most Ambrian nobles ends in –gai, – goi or –mei. The 
  use of the letter “x” is uncommon but existing and 
  the letter “j” is replaced by the letter “i” in almost 
  every case. The vowels e and i are used frequently. 
   
  ◆ Male Ambrian names: Aro, Beremo, 
  Demeon, Edogai, Gadramei, Iasogoi, Jomilo, 
  Karlio, Malliano, Peonio.
   
  ◆ Female Ambrian names: Abesina, Elindra, 
  Elionara, Levia, Mehira, Ordelia, Revina,
  Suria, Variol, Vidina.
  barbarian traits
  Characters of barbarian heritage can choose either 
  the Contacts or the Bushcraft trait.
  barbarian naMes
  Just like the Ambrians, barbarian female names 
  usually end with –a, while male names tend to 
  end with –mar, –mon or – mer. It is customary that 
  every other letter is a consonant and a vowel; double 
  vowels are common, while double consonants are 
  almost never used. Like the Ambrians, barbarians 
  tend not to use the letter ”j”, instead changing it to 
  “y”. The greatest difference between the two people 
  is the barbarians’ love for the vowels a, o and u.
   
  ◆ Male barbarian names: Adelar, Gadramon, 
  Haloban, Konarad, Lothar, Odaban, 
  Rábaiamon, Taran, Tharaban, Vikomer.
   
  ◆ Female barbarian names: Adela, Aloeta, 
  Eferneya, Elmea, Elda, Galoma, Horosa, 
  Karona, Verama, Yagaba.
  52
  Ambrian surnames
  Save the nobles with their houses, the 
  people of Ambria do not use family 
  names. However, especially remarkable 
  or famous individuals can be given a sort 
  of honorary surname, related to that 
  which makes them noteworthy. A couple 
  of examples are Lasifor Nightpitch, Mayor 
  of Thistle Hold, and the treasure-hunter 
  Lysindra Goldengrasp.
  
  Changeling
  that the elves sometimes steal a human child 
  from its crib and place a changeling in its stead has 
  been known amongst the barbarians for as long 
  as the witches can remember. Since the arrival 
  of the Ambrians, changelings have started to 
  emerge among them as well. While a rare occur-
  rence, it is still a traumatic experience for every 
  family affected. It is unknown what exact purpose 
  the elves have for doing this, but Ordo Magica’s 
  catalogue of known cases in Ambria implies that 
  children have been taken throughout the entire 
  population, literally from both high and low.
  A changeling looks human during childhood and 
  starts to develop more elf-like features in their ado-
  lescent years, though without ever becoming an elf 
  in the true sense of the word. A changeling reaches 
  adulthood at approximately the same age as a human; 
  the changeling then continues to live a long life but 
  apparently without taking any further steps in the 
  life cycle of the elves. This has made some scholars 
  develop theories stating that changelings are a 
  race of their own, created by elven magic. Others 
  claim that changelings indeed are elf-spawn but 
  that their natural life cycle has been truncated in 
  some mystical way by growing up among humans.
  A changeling’s lot in life is usually a hard one, 
  since few of them are allowed to stay with their 
  families when their true nature has been revealed. 
  Changelings are sometimes taken in by witches or 
  wizards to serve as assistants, but most of them 
  end up on the street where they have to fend for 
  themselves as best they can. Exiled from human 
  society, the changeling wanders a long and lonely 
  road, often bitter and dark minded, in other cases 
  frivolous and indifferent to the hardship of others.
  ChanGelinG traits
  All changelings have the Long-lived trait and most 
  also have the Shapeshifter trait (costs as an ability).
  ChanGelinG naMes
  Some changelings chose elven names when they are 
  thrown out into the street or left in the forest, maybe 
  in an attempt to reclaim a lost identity. Others – like 
  the infamous gutter mage Grimorio Abramelin in 
  Yndaros – take a new and often bombastic name as 
  a defiant gesture or an expression of independence.
   
  ◆ Changeling male names: Aka, Ardri, 
  Eneáno, Feon, Ganderald, Goriol, Ibliglin, 
  Kalfu, Radomaramei, Sinue.
   
  ◆ Changeling female names: Bekora, Danive, 
  Yeloéna, Elorinda, Hinéua, Kinlegelana, 
  Riamata, Roha, Seanua, Varaneia.
  53
  
  54
  
  Ogre
  oGres are solitary and odd creatures that come 
  wandering out of the depths of Davokar, fully 
  grown but devoid of memories and with no sense 
  of identity. It is up to the humans or goblins who 
  eventually take them in to give them a name and 
  teach them the ways of the world.
  The tales told of ogres vary from being hilarious 
  through mystical to horrific. What is known is that 
  the witches of Davokar sometimes take ogres under 
  their wings and raise them to be guards and ser-
  vants. Explorers have also reported that an Ambrian 
  outpost near the Black Pitch Mire has adopted an 
  ogre called Armstout and the soldiers there have the 
  giant dig ditches, lift heavy equipment and draw the 
  plow from time to time. A similar phenomenon is the 
  ogres that are snatched by goblin gangs in the slums 
  of Yndaros to serve as heavy-handed enforcers.
  In southern Davokar they tell of the companions 
  Deterror and Vitrona, the latter a skillful scout 
  employed by the witches and the former a huge ogre 
  and the scout’s best friend. Word of the duo has also 
  reached Thistle Hold where they have become the 
  subjects of a series of popular songs, telling about 
  their adventures in the ruins of Symbaroum.
  oGre traits
  All ogres have the Long-lived and Pariah traits. Most 
  have the Robust trait as well (costs as an ability).
  oGre naMes
  Ogres seem to lack any given names and are there-
  fore nicknamed by people around them. These 
  nicknames often allude to the ogres’ size or the 
  taciturn calm that many mistake for stupidity. Ordo 
  Magica speculates that such lonesome creatures 
  actually have no use for proper names – the ogre 
  knows who it is and that is enough.
   
  ◆ Ogre names: Bauta, Ugly, Angry, Odd, Gawky, 
  Heavy, Big Brute, Roughneck, Freak, Oaf, Ox, 
  Rageor.
  Goblin
  little is known about the origin of goblins, but 
  their presence in the southern outskirts of Davokar 
  is quite obvious. The tribe that left the darkness 
  of Davokar to settle down close to Thistle Hold 
  swarms and makes such a racket that they have 
  made themselves quite unpopular among the town’s 
  human populace. Their fiery temperament and 
  strange ways of socializing have contributed to 
  the disapproval: “Hide the Boot”, “Tame the Ogre”, 
  “Trim the Thistle”, “Tighten the Temple” and “Want 
  a Smack, Molok?” are party games that outsiders 
  are reluctant to even watch.
  The life of a goblin is short – a goblin is considered 
  a youngster at the age of five, adult at ten and an 
  elder at the age of twenty. To meet a thirty-year-old 
  goblin is a rarity, as most of them voluntarily return 
  to seek a lonesome death in Davokar before then. 
  Meeting one who is forty is all but unheard of.
  The only reason why goblins are tolerated in 
  Thistle Hold is that they are practical when it comes 
  to doing dirty work like draining marshes, emptying 
  latrines and flailing about on scaffoldings. Thanks 
  to that, a gibbering horde of sinewy goblins flows 
  into the town every morning to work hard with a 
  number of heavy, dangerous or thankless tasks. 
  Come nightfall, they are once again driven away, and 
  a bunch of uncharacteristically silent goblins march 
  back to their beds in simple huts of straw and clay.
  Some goblins stray from this pattern, mainly 
  treasure-hunters and goblins employed in the 
  households of wealthy individuals in Thistle Hold. 
  A dozen or so goblin younglings can also be found 
  in the convent school in the capital city, where a 
  handful of extremely patient monks have com-
  mitted themselves to save whatever soul resides 
  inside the wild whelps. The most renowned goblin 
  to represent both of these phenomena is Garm 
  Wormwriggler, brought up at the convent school 
  to later become a successful treasure-hunter.
  Goblin traits
  All goblins have both the Short-lived and Pariah 
  traits. Most have the Survival Instinct trait as well 
  (costs as an ability).
  Goblin naMes
  Goblin names are varied and it is hard to see any 
  clear naming conventions. It is also common for 
  goblins to change their names or add a syllable 
  depending on what they experience in life. If one 
  were to attempt to point out something general 
  regarding their names, it would be that the length 
  of the names usually goes hand-in-hand with the 
  bearer’s rank – the longer the name, the higher the 
  status within the tribe. 
   
  ◆ Goblin male names: Alfbolg, Barra, Goltas, 
  Illefons, Ler, Rosti, Shigg, Tengel, Ul.
   
  ◆ Goblin female names: Aa, Fosa, Guhula, 
  Hugalea, Tulga, Udelia, Ufa, Wamba, Yla, 
  Yppa.
  55
  
  Traits
  this Chapter desCribes the different traits that representatives of the playable 
  races either have or can have. Some of the traits only have one level and come 
  automatically with the selection of a race, at no additional cost in creation points. 
  Others function and cost as abilities, aside from the fact that they are tied to a 
  certain race. Such a trait is optional and the player decides whether or not to 
  purchase it when creating the character. 
  ContaCts
  The character has served in an organization or 
  traveled far and wide, and has therefore spun a 
  wide web of contacts. With a successful roll against 
  Persuasive, the character can call to mind a contact 
  that should be able to help with a specific question 
  or in a precarious situation. The contact may not be 
  available directly – that depends on who is included 
  in the web of contacts. Suitable factions and people 
  when it comes to specifying the character’s con-
  tacts are: the Queen’s Army, the Queen’s Rangers, 
  Witches, Ordo Magica, the Church of Prios, the 
  Noble Houses and Treasure Hunters. 
  bushCraft
  The character can survive on meager resources and 
  is used to finding food and shelter in harsh terrain.
  With a successful Vigilant test, the character 
  can find enough food and water to feed him- or 
  herself while being on the move in the wilderness 
  or among Davokar’s ruins. If the character is part 
  of a small group (up to five individuals), food and 
  water can be found for them as well, but that will 
  take much more time. The group cannot be on the 
  move during that time.
  lonG-lived
  Once adulthood is reached, the aging process of the 
  character slows down. The character can live up to 
  two or even three centuries if its life is not shorte-
  ned by violence, poison or disease. The creature’s 
  long lifespan makes it prone to do things at a slow 
  pace, but this is compensated by the attitude that 
  what is worth doing is worth doing well, which over 
  time results in a considerable degree of expertise.
  Long-lived has no effect besides what it implies 
  in terms of playing the role.
  pariah
  The character belongs to a race which is ill-repu-
  ted among the ruling majority and is more or less 
  openly discriminated against. Lone individuals 
  in society might be less inclined to prejudice, but 
  the character’s social interactions are generally 
  hampered. Persecuted groups tend to stand together 
  against the world and provide each other with aid 
  and support.
  When taking on a social challenge, the player 
  has to roll twice and pick the worst result to decide 
  the outcome of the test. On the other hand, the 
  character is awarded a second chance to succeed 
  56
  
  while interacting with members of its own race, in 
  which case it only has to roll the dice when it strives 
  to accomplish something which is questionable or 
  next to impossible to achieve.
  Additionally, the character starts with only five 
  shillings in its purse.
  privileGed
  The character belongs to a race of high social 
  standing within its society, and is therefore given 
  advantages that others simply cannot have or must 
  pay for, in either silver or hard work, to obtain.
  The character gets a second chance to succeed 
  when taking on social challenges within its own 
  society, and does not have to roll the dice unless it 
  strives to accomplish something which is questio-
  nable or that may be next to impossible to achieve.
  Additionally, the character starts with 50 thaler 
  in its purse.
  robust
  The character belongs to a race of creatures that 
  are naturally tall and often continue to grow their 
  entire lives. But there are variations: some grow 
  quickly, others more slowly while some hardly 
  seems to grow at all.
  Novice 
   Special. The character is close to seven feet 
  tall and very strong. Such a towering body 
  is easier to hit in combat, which is balan-
  ced by a greater natural toughness. The 
  character’s Defense is based on [Quick –2] 
  and it can only use light armor, which must 
  be custom-made and therefore costs twice 
  the normal price. In return, the character 
  naturally ignores 1D4 damage from each 
  hit taken, in addition to any armor it wears. 
  Furthermore, it can deal 1D4 extra damage 
  with one melee attack each turn.
  Adept 
   Special. The character is over eight feet tall, 
  weighs about 500 pounds and has skin as 
  though as bark. A creature like this packs 
  quite the punch but is also easy to hit. The 
  character’s Defense is based on [Quick –3] 
  and it can only use light armor, which must 
  be custom-made and costs three times the 
  normal price. In return, the character natural-
  ly ignores 1D6 damage from each hit taken, in 
  addition to any armor it wears. Furthermore, 
  it can deal 1D6 extra damage with one melee 
  attack each turn.
  Master 
   Special. The character is close to ten feet 
  tall, weighs about half a ton and crushes 
  lesser creatures while enemy weapons have 
  a hard time penetrating its stone-like skin. 
  57
  Pariah
  
  58
  Robust
  
  It is very easy to hit a creature of this size, 
  but equally hard to wound it seriously. The 
  character’s Defense is based on [Quick –4] 
  and it can only use light armor (custom-ma-
  de, costing four times the normal price). In 
  return, the character ignores 1D8 damage 
  from each hit taken, in addition to any armor 
  it wears. Finally, it can deal 1D8 extra damage 
  with one melee attack each turn.
  shapeshifter
  The character has the capability to borrow the 
  appearance of others for a period of time. For young 
  changelings this ability comes naturally, and it can 
  be hard for them not to adopt the appearance and 
  mannerisms of people around them. Mature chang-
  elings usually develop greater control over the trait. 
  Novice  
   Free. With a successful die roll against Reso-
  lute, the character may adopt a false shape; 
  the form, appearance, voice and clothes of 
  another creature, but not that of a specific 
  individual. The changeling can keep up the 
  appearance for the duration of a scene, but 
  then the illusion fades away. Everyone that 
  the character interacts with will see through 
  the illusion, unless the character succeeds 
  with a [Discreet←Vigilant] test.
  Adept  
   Free. The character may, for a short period 
  of time and with a successful Resolute test, 
  adopt the form of specific individuals that 
  the character has met, and can include 
  clothes and attributes in the image.
  In combat against multiple opponents, 
  the similarity is good enough to make it 
  hard for enemies to hit their mark – there is 
  a 50% chance that enemies attempting to 
  hit the character hit their depicted compa-
  nion instead. It takes concentration to ma-
  intain the illusory form, which means that 
  the character must make a Resolute test 
  each turn as well as a successful [Resolute 
  –Damage] test each time the changeling 
  suffers damage.
  Master 
   Free. With a successful Resolute test the 
  character may adopt the form of a specific 
  individual and maintain it for the duration 
  of a scene.  Anyone who speaks with the 
  character will be able to see through the 
  illusion unless the character succeeds with 
  a [Discreet←Vigilant]. For a character to be 
  able to fool people familiar with the depicted 
  person, he or she must succeed with two 
  tests, first at a distance and then another 
  one if they start a conversation.
  Writing carved into the stone foundation of Otra 
  Dorno and, though difficult to decipher, believed to 
  contain the symbol for what is presumed to read 
  “massacre” or “blood bath”.
  short-lived
  The character’s life is short, even under favorable 
  living conditions. All members of its race tend to 
  reach adulthood in a handful of years, after which 
  they start to lose their youthful vigor so that only 
  a few ever live to see the age of forty. On the other 
  hand, they are quick to learn and adapt to new 
  surroundings, and they are often ready to face the 
  world at the age of five.
  Short-lived has no effect besides what it implies 
  in terms of playing the role.
  survival instinCt
  The character belongs to a race with a powerful 
  life-force and an equally powerful will to survive. 
  For some individuals this energy shows itself in 
  clamorous hollering and an acute restlessness; 
  for others it manifests itself in a more useful 
  survival instinct. 
  Novice 
   Free. Thanks to its explosive survival instin-
  ct, the character may perform one extra 
  Movement Action once per scene.
  Adept 
   Reaction. The character trusts its instincts 
  and has learned that rolling with the pun-
  ches often saves your life. The character’s 
  finely honed survival instinct provides it 
  with a permanent +1D4 to Armor.
  Master 
   Free. There resides a powerful fighting spirit 
  within each member of the character’s 
  race, and that spirit can show itself when 
  the character is backed into a corner. The 
  character has nurtured this hot-tempered 
  aggression and may sacrifice a Movement 
  Action once per scene to perform an extra 
  Combat Action.
  59
  
  Abilities
  the abilities are what really give a character in Symbaroum its distinct role 
  and place in the game world. They represent a person’s skill in utilizing his/her 
  basic attributes as efficiently as possible and are graded in three levels from 
  novice to master.
  60
  
  soMe abilities are almost exclusively meant for 
  combat, while others are more focused on pro-
  blem-solving. Many can be used for both, in which 
  case this is stated in the description of the ability. 
  Also note that many abilities require the player to 
  spend different kinds of Actions – read more about 
  this in the chapter Player’s Rules (page 39).
  Abilities are rated in three levels: Novice, Adept 
  and Master. An Adept may of course use the ability’s 
  Novice level effect, while a Master can make use 
  of all three levels of the ability.
  All abilities are described using the same temp-
  late, with keywords defined as follows:
   
  ◆ Active Action: The ability is an attack or 
  similar Combat Action. Some of the active 
  abilities generate extra Actions. These 
  extra Actions may not be used to perform 
  an additional active Action, but they benefit 
  from any passive abilities that the character 
  may have. 
   
  ◆ Free Action: This Action may be used an 
  unlimited number of times per turn in 
  addition to a character’s usual two Actions, 
  for as long as it is allowed by any conditions 
  specified in the description of the ability.
   
  ◆ Passive Action: The ability does not require a 
  Combat Action to be activated; in other words, 
  the ability is always active. If a character has 
  two or more passive abilities, then they are all 
  considered active at the same time.
   
  ◆ Reaction: The ability is a Reaction to some 
  other Action and therefore doesn’t count aga-
  inst the two Actions a character can perform 
  each turn. Reactive Actions work outside the 
  usual order of Initiative, since a Reaction is 
  performed as a consequence of a triggering 
  Action, regardless of Initiative. Reactions 
  can always make use of passive abilities, but 
  never active ones. 
   
  ◆ Special Action: The ability works in a special 
  way, detailed in its description.
  View from within one of 
  the Earth Towers of the 
  Black Leech Rift. There 
  are different estimates 
  on exactly how deep 
  down they reach, but 
   rumors say between 
  three and six hundred 
  feet.
  61
  
  aCrobatiCs
  The character has learned the art of acrobatic 
  maneuvering, having spent time with a theater 
  company, in one of the fencing schools of Yndaros 
  or climbing the trees of Davokar. The nimbleness 
  of the acrobat provides an advantage when trying 
  to withdraw from close combat or when quickly 
  wanting to reach the center of an enemy formation.
  Novice 
   Reaction. The character may roll against 
  Quick to avoid Free Attacks from enemies 
  in melee combat, either when trying to 
  slip past an enemy or when attempting to 
  withdraw from melee. Should the test fail, 
  the player must choose to either remain 
  in its original place or to move anyway and 
  suffer a Free Attack from the opponent.
  Adept 
    Free. If the character is knocked down he  
  or she may attempt to jump back up again 
  as a Free Action by making a Quick test.  
  If the test fails the character has to spend 
  a Movement Action to get back on its feet, 
  as usual.
  Master 
   Reaction. The character can utilize its 
  enemies as shields in battle. In combat 
  with more than one opponent, the cha-
  racter may once per turn use an enemy 
  as a shield and have that enemy suffer a 
  successful hit instead of the character. 
  That opponent cannot defend against 
  the attack, but the master acrobat has to 
  make a successful roll against Quick for the 
  enemy to take the hit.
  alCheMy
  The character is schooled in the mysteries of 
  alchemy. With the right ingredients, the character 
  can prepare various elixirs to help it survive in 
  the dark depths of Davokar. A list of alchemical 
  mixtures and potions are featured in the section 
  Equipment (page 81).
  In problem-solving situations, Alchemy can be 
  used to identify drugs and poisons and to gain clues 
  as to where they come from. Other than that, the 
  character may attempt to prepare an elixir once per 
  adventure. This attempt can be performed before 
  the start of an adventure or at any appropriate 
  moment during the adventure – for example when 
  traveling through a forest or when passing through 
  a cave where potent ingredients may be found.  
  Novice 
   Special. With a successful roll against  
  Cunning the character can gather herbs  
  and minerals to create one dose of a  
  novice elixir.
  Adept 
   Special. As an acknowledged alchemist the 
  character can roll against Cunning to gather 
  herbs and minerals to create one dose of an 
  adept elixir or 1D4 doses of a novice elixir.
  Master 
   Special. The character can, as a widely 
  renowned alchemist, roll against Cunning 
  to gather herbs and minerals to create one 
  dose of a master elixir, 1D4 doses of an 
  adept elixir or 1D8 doses of a novice elixir.
  baCkstab
  The palace of Yndaros, the alleys of Thistle Hold 
  and the gloom of Davokar are extremely different 
  surroundings, but they have at least one thing in 
  common: when arguments fail, the blades speak 
  up. The character has learned how to exploit weak-
  nesses in an enemy’s defense, and will not let an 
  opportunity go by without making a Backstab.
  Novice 
   Reaction. One attack per turn made from 
  Advantage deals +1D4 damage in addition 
  to any damage already inflicted thanks 
  to the Advantage. The character may use 
  Discreet instead of Accurate when making 
  attacks while at an Advantage. Backstab 
  may only be performed once per turn, 
  regardless of other circumstances.
  Adept 
    Reaction. The character’s Backstab deals 
  extra damage (as above) and also causes 
  a bleeding wound to the enemy. The 
  attack opens a wound that bleeds heavily, 
  inflicting 1D4 damage each turn following 
  the attack. The enemy continues to bleed 
  until healed by an herbal cure, the Medicus 
  ability or in some other way.
  Master 
   Reaction. The character’s Backstab deals 
  1D8 extra damage and causes a bleeding 
  wound to the enemy, just like at adept level. 
  There are no longer any limits to how many 
  backstabs a Master can perform each turn. 
  All attacks are backstabs as long as the con-
  ditions for Advantage are met (see page 44).
  beast lore
  The character is schooled in the lore of beasts and 
  knows the secrets of most monsters. Many monsters 
  possess special abilities and unique attacks as well 
  as weaknesses which are good to know about when 
  trying to bring them down. At higher levels the cha-
  racter must pick a specialization – Abominations, 
  Beasts, Cultural Beings or Undead – and receives 
  further advantages against members of that specific 
  category.
  A character with Beast Lore can identify the 
  tracks of many monsters and beings, and use that 
  Elixirs
  NOVICE ELIXIRS 
  Antidote (Weak) 
  Herbal Cure 
  Poison (Weak) 
  Waybread
  ADEPT ELIXIRS 
  Antidote (Moderate) 
  Choking Spores 
  Elemental Essence 
  Eye Drops 
  Ghost Candle 
  Magic Concentrate 
  Poison (Moderate) 
  Protective Oil
  MASTER ELIXIRS 
  Antidote (Strong) 
  Elixir of Life 
  Poison (Strong) 
  Spore Bomb 
  Wraith Dust
  62
  
  Monster categories
  ABOMINATIONS 
  The horrible twisted 
  life forms unique to 
  Davokar.
  BEASTS 
  All animals and  
  creatures that belong  
  to nature, such as 
  wolves, reptiles and 
  spider-like pests.
  CULTURAL BEINGS 
  Humans, elves, chang-
  elings, ogres, goblins 
  and trolls, for example.
  UNDEAD 
  All manner of restless 
  dead, such as ghosts 
  and dragouls of any 
  kind.
  information to draw conclusions regarding the size 
  and general behavior of the creature – is it hunting, 
  on the run or just passing through?
  Novice 
   Free. The character has studied monsters 
  and can make a Cunning test to recognize 
  or recollect a monster’s strengths and 
  weaknesses. The Game Master describes 
  the monster and its statistics to the player.
  Adept 
   Free. The character is an acknowledged 
  scholar that has been studying a particular 
  sub-category of monsters (pick Abomina-
  tions, Beasts, Cultural Beings or Undead). 
  The character now deals 1D4 additional da-
  mage to monsters from that category. This 
  extra damage applies to the character’s 
  allies as well, if they have been instructed in 
  how best to fight the creature.
  Master 
   Free. The character now deals 1D6 extra 
  damage to creatures from the sub-category 
  that the player picked at the adept level. 
  This extra damage applies to the character’s 
  allies as well, if they have been instructed in 
  how best to fight the creature.
  berserker
  The feared barbarian warriors of Davokar have 
  developed the practice of working themselves into 
  a berserker frenzy before battle. By letting the 
  repressed anger of the heart strengthen its limbs, 
  the character can unleash a fuming rage that, if 
  channeled correctly, might determine which side 
  will emerge victorious from the battle.
  Novice 
   Free. As a Free Action, the character may 
  enter into a murderous frenzy to solely 
  focus on hurting the enemy, dealing 1D6 
  extra damage when fighting in melee 
  combat. The downside of this frenzy is 
  that the character cannot defend itself 
  properly. The attribut on which Defense is 
  based, is considered to be 5 when calcula-
  ting Defense.
  Adept 
   Reaction. The rage is like armor to the cha-
  racter. He or she ignores 1D4 damage from 
  each hit suffered while in a berserker rage.
  Master 
   Free. The character has managed to har-
  ness its rage without losing any of its power. 
  The character can utilize this capacity to 
  both deal and ignore extra damage, while 
  still being able to defend itself as normal. 
  doMinate
  With nothing but presence, gaze and voice, strong 
  personalities can force weaker minds to bend in the 
  midst of a raging battle. The character is trained in 
  this art of subduing combat. Among the gladiators 
  of Yndaros, this is considered to be a particularly 
  impressive way to win a battle, and it is even regar-
  ded as extremely honorable among the barbarian 
  clans to overcome your enemy in such a manner.
  In social situations, this ability can also be used 
  to scare someone into obedience and force secrets 
  out of them.
  Novice 
   Passive. The character can dominate 
  and outmaneuver an enemy combatant 
  by using its convincing personality. The 
  character may use Persuasive instead of 
  Accurate in melee combat.
  Adept 
   Free. The character can, as a Free Action and 
  with a successful [Persuasive←Resolute] 
  test, force an enemy to hesitate in melee 
  combat. A hesitating enemy will not attack 
  the character this turn. If possible, it attacks 
  one of the character’s allies instead.
  Master 
   Active. The character can subdue an ene-
  my with a passed [Persuasive←Resolute] 
  test. A subdued enemy can be forced to 
  stand down and negotiate, to flee from an 
  ongoing battle (if possible), or surrender if it 
  is impossible to flee. When already in com-
  bat, the enemy must first be wounded by 
  the character or by one of the character’s 
  allies before it can be subdued.
  feint
  Persons and creatures that lack the will or strength 
  to wield heavy melee weapons have instead developed 
  techniques for feinting. This ability demands a weapon 
  with either the Short or the Precise quality. Thanks 
  to the skill of the character, these weapons can be 
  handled in a both discreet and confusing manner.
  Novice 
   Passive. The character can choose to  
  attack with Discreet instead of Accurate 
  when the attack is made with a melee  
  weapon which is either Short or Precise. Also, 
  every such attack gains the same Advantage 
  as if the opponent was surprised.
  Adept 
   Reaction. The character presents a false 
  weakness in its defense and tricks the 
  opponent into attacking that weakness. The 
  character can choose to defend itself with 
  Discreet instead of Quick.
  Master 
   Active. With a successful roll against  
  [Discreet←Vigilant] the character can  
  surprise an enemy in the middle of an 
  ongoing fight. A successful test gives the 
  character a Free Attack against that enemy 
  63
  
  in addition to its ordinary attack. The cha-
  racter may still perform an ordinary attack 
  even if the attempted Feint fails.
  iron fist
  The character is trained to use its strength for max-
  imum effect on a target in melee combat. Knights, 
  members of the barbarian Wrathguard and other 
  heavily armed warriors rely on their strength in 
  combat and leave precision and finesse for others 
  to worry about.
  Novice 
   Passive. The character can fully utilize its 
  strength and therefore uses Strong instead 
  of Accurate when making melee attacks.
  Adept 
   Passive. The character’s melee attacks now 
  deal 1D4 additional damage.
  Master 
   Active. The character knows how to truly 
  put its back into an attack. The character 
  can perform a devastating melee attack 
  once per turn that delas +1D8, instead of 
  +1D4, additional damage.
  leader
  There are many who fight their way to a position 
  of leadership, but there are few who get pointed 
  out as true leaders by the people they are meant 
  to lead. If equipped with this ability the character 
  is an inspiring, charismatic and eloquent person 
  whom others listen to and follow, sometimes to 
  their death.
  Outside of combat, the Leader ability can be 
  useful to seize command over a group of strangers, 
  organize a militia and the like.
  Novice 
   Passive. Due to its strong personality, the 
  character can use Persuasive in place of 
  Resolute, for instance when weaving mys-
  tical powers, though not as a basis for the 
  corruption threshold.
  Adept 
   Active. The character can nominate a crea-
  ture or an object to be the focused target of 
  his or her allies for the duration of a scene. 
  All allies who attack that target inflict 1D4 
  additional damage with each hit. Changing 
  the target requires a new active Action from 
  the Leader.
  Master 
   Active. The Leader gives a rousing speech 
  to its allies. This allows them to use his or 
  her Persuasive instead of their own Resolute 
  for the duration of a scene.
  loreMaster
  The character is educated and well-versed in 
  the ways of the world: its cultures, its history, 
  languages and artifacts. For centuries heroes, 
  monsters and kingdoms have come and gone and 
  left behind powerful items and secret texts. This 
  ability represents knowledge about such objects. 
  Through extensive studies a character with this 
  ability knows not only the story of an object but 
  also its properties and applications.
  The Loremaster ability also makes the character 
  skilled at researching records and administra-
  tive documents, something which might be very 
  useful when faced with those kinds of problems 
  and puzzles.
  Novice 
   Free. With a successful Cunning test, 
  any character who is a Loremaster can 
  figure out the properties of a specific 
  artifact, but not how to activate it. In the 
  same way, the novice can use Cunning 
  to translate a text or understand what is 
  being said in another human language. A 
  character does not need to make a test 
  when uttering simple words and phrases, 
  but a successful roll against Cunning is 
  required when trying to have a proper 
  conversation. 
  Adept 
   Free. As a cultivated scholar of artifacts, the 
  character can use Cunning instead of Reso-
  lute when trying to activate artifacts. With a 
  successful Cunning test, the adept can also 
  read and understand the ungainly tongues 
  of both elves and trolls. To say simple 
  phrases in Elvish or Troll Tongue requires no 
  test, but to initiate a conversation requires a 
  successful roll against Cunning.
  Master 
   Free. As an acknowledged interpreter 
  of scrolls, the character may with a 
  successful roll against Cunning activate 
  mystical powers directly from scrolls and 
  parchments. The Loremaster may also 
  use Cunning instead of Resolute to resist 
  mystical effects. Furthermore, the master 
  is familiar with the secrets of Symbaroum. 
  A successful Cunning test is required to 
  be able to read a text written in its ancient 
  and extinct language. It requires no test 
  to utter simple phrases, but to initiate a 
  conversation requires a successful roll 
  against Cunning. 
  MarksMan
  Marksmen have their natural position in every 
  army, scouting party and band of brigands. The 
  character can inflict serious damage on its enemies 
  with a bow or crossbow, hoping to either bring them 
  down or at least make sure that they do not reach 
  64
  
  Table 6: Abilities
  ability
  CoMMon for
  Acrobatics
  Warrior, Rogue
  Alchemy
  Mystic, Rogue
  Backstab
  Rogue
  Beast Lore
  Mystic, Rogue
  Berserker
  Warrior
  Bodyguard
  Warrior
  Dominate
  Warrior, Mystic, Rogue
  Equestrian
  Warrior, Mystic, Rogue
  Exceptional Attribute
  Warrior, Mystic, Rogue
  Feint
  Rogue
  Iron Fist
  Warrior
  Leader
  Warrior, Mystic, Rogue
  Loremaster
  Mystic, Rogue
  Marksman
  Warrior, Rogue
  Man-at-arms
  Warrior
  Medicus
  Mystic, Rogue
  Mystical Power
  Mystic
  Natural Warrior
  Warrior
  Poisoner
  Mystic, Rogue
  Polearm Mastery
  Warrior, Rogue
  Quick Draw
  Warrior, Rogue
  Recovery
  Warrior, Mystic, Rogue
  Ritualist
  Warrior, Mystic, Rogue
  Shield Fighter
  Warrior
  Sixth Sense
  Warrior, Rogue
  Sorcery
  Mystic
  Steadfast
  Warrior, Mystic, Rogue
  Steel Throw
  Warrior, Rogue
  Strangler
  Rogue
  Tactician
  Mystic, Rogue
  Theurgy
  Mystic
  Twin Attack
  Warrior, Rogue
  Two-handed Force
  Warrior
  Witchcraft
  Mystic
  Witchsight
  Mystic, Rogue
  Wizardry
  Mystic
  those of the character’s allies that are equipped 
  for melee combat.
  Novice 
   Passive. Thanks to the character’s skill, 
  damage dealt with bows and crossbows is 
  increased to 1D10 and 1D12 respectively, 
  from the usual 1D8 and 1D10.
  Adept 
   Active. The character’s precision provides 
  his or her projectiles a crippling effect. The 
  attack deals damage as usual and if the 
  target is wounded the character may make 
  an [Accurate←Strong] test every time the 
  target attempts to move. A successful test 
  means that the target cannot move and its 
  Movement Action is forfeit. As soon as the 
  target manages to move (the character fails 
  the test), the crippling effect is gone.
  Master 
   Active. The master Marksman’s projecti-
  les become armor piercing. The shot hits 
  a weak spot and completely ignores the 
  target’s Armor.
  Man-at-arMs
  A real warrior wears armor and is trained in how to 
  move and fight while doing so. This is true among 
  Ambrians and barbarians alike, even if the most 
  heavily armored warriors usually are of Ambrian 
  stock. No matter what the armor is made from, be it 
  leather, steel or any other material, the Man-at-arms 
  ability gives the character increased protection 
  against hostile strikes and blows. 
  Novice 
   Passive. The character knows how to use its 
  armor for maximum effect, which increases 
  the armor’s Armor tier by one step: light ar-
  mor protects 1D6, medium armor protects 
  1D8 and heavy armor protects 1D10.
  Adept 
   Passive. The character is used to wearing 
  armor and can adapt his or hers actions to 
  its limitations. The armor no longer has a 
  negative effect on Quick or abilities based 
  on Quick (including Defense). The Impeding 
  quality of the armor still has a negative 
  effect when using mystical powers.
  Master 
   Reaction. The character may roll against 
  Quick to counteract effects from Abilities 
  or equipment that make enemy attacks 
  ignore or reduce its Armor value; if the test 
  is successful the Armor protects as usual. 
  Mystical powers that ignore Armor may not 
  be blocked this way; they are not affected by 
  the Man-at-arms ability.
  MediCus
  The character is schooled in the art of healing and 
  therefore a greatly coveted asset in its society, 
  65
  
  whether he or she keeps diseases from spreading, 
  takes care of wounded warriors or tends to the 
  ruling elite. The art of healing has been developed 
  in parallel with alchemy, and many healers are also 
  trained in alchemy for this reason, especially those 
  who operate far from civilization where there are no 
  herbal cures to buy from well-stocked merchants.
  A character with the Medicus ability can diag-
  nose and cure diseases and identify a poison by 
  its symptoms. Medicus also gives the character a 
  coroner’s point of view, which might come in handy 
  when examining a crime scene or a dead body.
  Novice 
   Active. As a clever surgeon, the character 
  can make a test against Cunning to heal 1D4 
  of a patient’s Toughness, or 1D6 when using 
  an herbal cure. This ability can only  
  be used once per patient and day.
  Adept 
   Active. The character is an acknowledged 
  Medicus. A successful Cunning test heals 
  1D6 of a patient’s Toughness, or 1D8 when 
  using an herbal cure. This ability can only be 
  used once per patient and day.
  Master 
   Active. The master Medicus has a vast 
  medical knowledge. A successful Cunning 
  test now heals 1D8 Toughness, or 1D10 
  when using an herbal cure. Even a failed test 
  heals some of the patient’s Toughness; 1D4 
  when only using Medicus or 1D6 when also 
  applying an herbal cure. This ability can only 
  be used once per patient and day.  
  MystiCal power
  The character has access to one or more mystical 
  powers. These powers have either been obtained 
  as a gift, a curse, through assiduous studies or as 
  a consequence of a deep and dedicated faith. The 
  character’s power may belong to a mystical tradition 
  (Wizardry, Sorcery, Theurgy or Witchcraft), which all 
  have their benefits and disadvantages. The character 
  may also be a Mystic without a tradition, with a home-
  brewed theory as to where these powers come from 
  and what they are meant for. For more information 
  see Mystical Traditions (page 70).
  Each Mystical Power is its own ability and is pur-
  chased separately. For a more detailed description 
  of the different mystical powers, see Chapter 19: 
  Mystical Powers on page 130 in the Core Rulebook.
  The character suffers one point (1) of permanent 
  Corruption each time he or she learns a new mystical 
  power. The Corruption can be reduced if the power 
  is part of a mystical tradition that the character 
  belongs to. The character also suffers 1D4 temporary 
  Corruption each time this power is used. Again, the 
  Corruption suffered can be reduced if the power is 
  considered a part of a tradition that the character 
  belongs to (see Shadow & Corruption, page 44).
  Novice 
   Special. The character has mastered the 
  power’s novice level.
  Adept 
   Special. The character has mastered the 
  power’s adept level.
  Master 
   Special. The character has mastered the 
  power’s master level.
  natural warrior
  A sword or a bow is not always needed to fight. 
  Through long and hard training, the character has 
  become a dangerous opponent even when unarmed. 
  The barbarians of the forests have proud traditions 
  of wrestling and boxing. Another example is the 
  fighting style developed in the gutters of eastern 
  Yndaros, a style that nowadays can be seen at the 
  Dome since a pair of the city’s renowned gladiators 
  have embraced its techniques.
  Novice 
   Passive. The character has learned to use 
  its natural-born warrior capabilities with 
  great efficiency. The character’s unarmed 
  attacks now deal 1D6 damage. If the crea-
  ture has the Natural Weapons trait as well, 
  then the damage is further increased accor-
  ding to the level of that monstrous trait.
  Adept  
   Active. With the speed of an adept, the 
  character may now perform a double attack 
  against a single target. The two attacks are 
  rolled separately.
  Master 
   Passive. By attacking an opponent’s weak 
  points with flawless precision – such as 
  throat and knees – the master’s unarmed 
  strikes are truly devastating. Each attack 
  that hits deals 1D6 extra damage.
  polearM Mastery
  The character is initiated in the secrets of long-shaf-
  ted weapons. The spear is a simple weapon and 
  anyone can quickly learn how to make good use 
  of its length. For this reason, the militia armies of 
  the plains and forests are often armed with spears. 
  The character’s advanced skill with long wea-
  pons really shows that a simple shaft of hardened 
  wood can be a fearsome weapon in the hands of a 
  trained warrior.
  Novice 
   Passive. The damage dealt by Long weapons 
  is increased one step, to 1D10 for spears and 
  halberds and to 1D8 for staves.
  Adept 
   Reaction. The character has truly mastered 
  the long thrust. The character receives a 
  Free Attack against all enemies who come 
  into range of melee combat – whether it is 
  THUS SPOKE AROALETA
  “... and he who was 
  called ‘first among 
  equals’ was neverthe-
  less the fastest, the 
  toughest and the most 
  skilled with the spear; 
  he was Maiesticar, 
  the pillager who 
  thrust Spiderbane 
  at the heart of the 
  Spider King, and all 
  the way through.”
  66
  
  the enemy who engages the character or 
  vice versa is irrelevant. The only exception is 
  when the enemy also wields a long weapon; 
  in such a situation the character receives no 
  Free Attack.
  Master 
   Reaction. As a Master of long weapons, the 
  character has the skill to keep his or her 
  enemies at bay. The character can use the Free 
  Attack with a polearm to keep an enemy from 
  coming close enough to attack. For as long as 
  the character succeeds in hitting the enemy, 
  the enemy remains unable to attack the cha-
  racter with melee weapons – whether or not 
  the damage penetrates the enemy’s armor.
  ritualist
  The character has learned how mystical powers 
  can be channeled through rituals – powerful but 
  time-consuming magical practices. This knowledge 
  may come from studying under a teacher or from 
  self-studies with a ritual codex.
  The character suffers one (1) permanent 
  Corruption from each ritual it learns, except if the 
  ritual belongs to a mystical tradition practiced by 
  the character. In the latter case the character is 
  spared the blight of Corruption. 
  When it comes to performing rituals, the 
  character suffers 1D4 temporary Corruption if 
  the ritual does not belong to a tradition he or she 
  has mastered. Performing rituals covered by the 
  character’s tradition only gives one (1) point of 
  temporary Corruption.
  The Ritualist ability makes it possible for the cha-
  racter to recognize what ritual has been performed 
  by examining symbols and components remaining 
  on the scene, and also to deduce the effects of the 
  ritual, even if he or she has not mastered it.
  Novice 
   Special. The character has learned to per-
  form one (1) ritual. The ritual may belong 
  to any mystical tradition, but the character 
  must have access to the ritual in order to 
  learn and memorize it. The knowledge may 
  be gained from a tutor involved in the same 
  organization as the character, from a codex 
  found in the ruins of Symbaroum or from 
  another ritualist who imparts the knowled-
  ge as a reward for services rendered.
  Adept 
   Special. The character has learned to 
  perform  up to two additional rituals (three 
  in total), again from any mystical tradition, 
  but bound to the same conditions as those 
  presented at the novice level.
  Master 
   Special. The character has learned to 
  perform up to three additional rituals (six 
  rituals in total). Just as before, the Master 
  Ritualist is not limited to the rituals of a 
  single mystical tradition, but must have 
  access to the ritual to be able to learn and 
  memorize it.
  sixth sense
  When moving through dark forests and under-
  ground tunnels, one’s eyes are no longer very 
  useful. Lighting a lantern or torch may summon 
  dangers, so the explorer had better learn to rely 
  on his or her other senses. With dedicated trai-
  ning it is possible to awaken these other senses 
  and sharpen them to the brink of eeriness. The 
  Sixth Sense ability provides the character with 
  unique capabilities when fighting at a distance 
  or in situations where eyesight can no longer 
  be trusted.
  A character with Sixth Sense may under calm 
  circumstances navigate unhindered in dim light, 
  as well as maintain a sense of direction in complete 
  darkness, though at a pace of only a quarter of its 
  normal, daytime speed.
  Novice 
   Passive. The character has a strong 
  intuition, which lets him or her use Vigilant 
  instead of Accurate when attacking with 
  ranged weapons.
  Adept 
   Passive. The character’s intuition has 
  expanded and the character may now use 
  Vigilant instead of Quick for Initiative and 
  when calculating his or her Defense.
  Master 
   Passive. The character can move and fight 
  unhindered when blinded or in complete 
  darkness.
  taCtiCian
  According to Ambrians, scholarly knowledge is 
  counted as one of the highest virtues. Hence, it 
  is hardly surprising that Ambrian scholars have 
  studied skirmishes meticulously to see if the tac-
  tics of battles can work on a lesser scale, among 
  smaller groups and even in duels. The result is a 
  style of combat governed by strict principles and 
  calculations, which over time can out-maneuver 
  even the most aggressive attacker. The character 
  is trained in this scholarly warrior tradition.
  A schooled tactician may also use this ability 
  to analyze a tactical approach and find both its 
  strengths and weaknesses. This can be done for 
  offensive purposes when facing a hostile group or 
  defensively, to establish a strong defense. 
  Novice 
   Passive. The character has studied the 
  tactics of warfare and grasped its funda-
  mental principles. The character may use 
  The defensive 
  strength of  
  Polearm Mastery
  If you want a strong-
  ly defensive char-
  acter, then Polearm 
  Mastery is not a bad 
  option.  The adept 
  level provides Free 
  Attacks against any 
  enemy who attempts 
  to come close, 
  which is very good 
  in a fight against 
  multiple opponents. 
  The master level of 
  Polearm Mastery 
  is one of the most 
  powerful abilities 
  in terms of holding 
  enemies in check. 
  But also note that an 
  enemy armed with a 
  polearm more or less 
  cancels the effect of 
  Polearm Mastery.
  67
  
  Cunning instead of Quick when calculating 
  its Initiative.
  Adept 
   Passive. The character has mastered the 
  art of a good defensive posture, which 
  allows him or her to use Cunning instead of 
  Quick when calculating Defense.
  Master 
   Passive. The character is a genius when it 
  comes to offensive warfare, which allows 
  the character to use Cunning instead of 
  Accurate when attacking with anything but 
  heavy weapons.
  twin attaCk
  Barbarians, Ambrians and goblins all have fighting 
  techniques involving the use of more than one wea-
  pon. The character has learned how to fight with 
  two weapons, an advanced but effective technique 
  that gives the warrior an offensive advantage. 
  Twin Attack is especially effective against lightly 
  armored targets.
  Novice 
   Active. The character can safely wield two 
  weapons, one in each hand. The novice can 
  fight with a single-handed weapon in its 
  primary hand and a Short weapon in the 
  other. The character can make two attacks 
  against the same target, dealing 1D8 and 
  1D6 damage respectively. The enemy must 
  defend itself separately against the attacks. 
  The novice also receives a +1 bonus to its 
  Defense as a Passive ability, but only when 
  wielding a weapon in each hand.
  Adept 
   Active. The adept can use two single- 
  handed weapons, each attack dealing  
  1D8 damage.
  Master 
   Active. With the skill of a Master, the damage 
  dealt by the main-hand weapon is 1D10 while 
  the weapon in the other hand deals 1D8.
  two-handed forCe
  The knights of Ambria as well as the Wrathguards 
  of Karvosti dress themselves in steel from head to 
  toe and have realized that with that much armor, 
  they are free to focus on dealing massive amounts 
  of damage. 
  Heavy two-handed weapons rest comfortably 
  in the character’s callused hands and can have 
  an astoundingly destructive effect on all sorts of 
  targets. Heavy weapons are extra effective against 
  heavily armored enemies.
  Novice 
   Passive. The damage dealt by heavy  
  weapons is increased to 1D12.
  Adept 
   Reaction. The character has mastered the 
  use of its weapon, so when an attack misses 
  a target the character may instead use the 
  returning swing in an attempt to hit the 
  target again. The character makes a new 
  attack roll, which deals 1D8 damage if it hits. 
  Master 
   Active. A heavy weapon in the hands of a 
  master is truly a tool of armor-crushing 
  destruction. When the attacks of a master 
  hit the target, they completely ignore the 
  target’s Armor.
  wiZardry
  Wizardry is taught by Ordo Magica and is a 
  tradition whose practitioners are well-versed 
  in the mysteries of fire, the will’s triumph 
  over matter and the labyrinths of the senses. 
  To wizards of the Order, these phenomena are 
  intimately connected.
  Novice 
   Special. The wizard no longer suffers  
  permanent Corruption when learning 
  powers at novice level belonging to the 
  tradition of Wizardry, nor when learning  
  its rituals. Despite this, the character has no 
  protection against the temporary Corrup-
  tion that comes from using the powers and 
  rituals of Wizardry.
  Adept 
   Special. The wizard no longer suffers 
  Corruption from learning the adept level 
  of the powers belonging to the tradition 
  of Wizardry. The adept has also learned to 
  ground the powers and rituals of Wizardry  
  in theories so well that the character now 
  only suffers one (1) temporary Corruption 
  when casting them.
  Master 
   Special. The master wizard’s understan-
  ding of linked magic is all but complete and 
  the player character may therefore re-roll 
  one (1) failed test each turn when attemp-
  ting to establish a Chain of mystical effects 
  (see page 73). The wizard no longer suffers 
  permanent Corruption from learning the 
  master level of the powers belonging to the 
  68
  More Abilities!
  As seen in the table on page 65, this chapter 
  only presents a selection of the abilities covered 
  by the Core Rulebook. Also, the Advanced 
  Player's Guide provides even more options for 
  creating player characters, as well as the NPCs 
  you need for your homebrew adventures.
  
  tradition of Wizardry.
  69
  
  Mystical 
   Traditions
  it is widely aCCepted that the world does not only consist of 
  matter, and it is obvious to everyone that there are individuals 
  who can manipulate the flows of both material and non-material 
  energies. The use of mystical powers is in no way commonplace, 
  not in Ambria, nor among the barbarians. But it is common 
  enough for many cultures to have formed traditions around it.
  the MystiCal traditions answer questions 
  regarding how these powers are to be understood, 
  how they may be taught as well as in what ways they 
  are meant to be used. They have also worked out 
  ways to avoid or at least lessen the dark side-effects 
  of casting mystical powers and rituals. The powers 
  not only manipulate but also violate the fabric of 
  the world, something which makes the world strike 
  back – in the form of Corruption. That effect can be 
  reduced with the help of the traditions.
  Player characters need not belong to or practice 
  any of the traditions to be able to use mystical pow-
  ers. Mystics without connections to a tradition are 
  often called Untamed and are considered dangerous 
  by their traditionally trained colleagues. Schooled 
  mystics sometimes perceive the independent ones 
  as no better than sorcerers, but mostly regard them 
  as their less fortunate and less successful cousins.
  Theurgy
  theurGy is nowadays understood as the teachings 
  of the mystical force that radiates from the sun 
  and which burns at the heart of the human spirit. 
  Its powers are only found among the most loyal 
  worshipers of the light: the chosen champions of 
  Prios. The theurgs are considered the emissaries of 
  Prios in the world of the living, and their burden is 
  truly a great one. They lead the faithful in prayer, 
  thereby guiding the sun through the darkness of the 
  underworld each night. And their passion keeps the 
  heavenly light from fading; without their strenuous 
  work the ailing Sun God would surely die and the 
  world would plunge into The Eternal Night.
  Theurgy is an ancient tradition, first developed by 
  the priesthoods devoted to the Old Gods. It is disputed 
  among scholars and the learned whether witchcraft 
  70
  
  is older than theurgy or if it is the other way around. 
  Either way, the golden age of theurgy is now. Ever 
  since Prios earned himself the devotion and faith 
  of most Ambrians, the bearers of the tradition have 
  thrived. It is not important to them which of the 
  traditions came first and which is the oldest. As far 
  as the theurgs are concerned, the worshiping of moss 
  and veneration of trees are unworthy of mankind’s 
  holy spirit, and most consider witchcraft to be a path 
  that leads only to decay and sorcery. They regard 
  wizardry – the mystical order built on the foundation 
  of older theurgy – in much the same way, as a truly 
  godless and morally questionable practice.
  Sorcery
  the leGends are teeming with sorcerers: mystics 
  who draw their power from musty wellsprings or 
  gain their corrupt gifts from creatures of evil. It 
  is harder to find them in the real world, but those 
  who know how to read the Shadows can sense 
  their presence or see traces of their tainted work. 
  Korinthia’s people faced the undead servants of 
  the Dark Lords during The Great War, and while 
  the Dark Lords perished, their parasitic powers 
  continued to drain the life out of Alberetor, forcing 
  the Ambrians to flee north. There they instead 
  faced the blighted creatures of Davokar, born from 
  another kind of evil that festers in the fallen ruins 
  of Symbaroum.
   Sorcery is the mystical tradition that comprises 
  powers and rituals fueled by Corruption and taint, 
  whose usage provides power in the short run, but 
  corrodes the mystic’s body and soul in the long run. 
  Theurgs active among the Twilight Friars gather 
  rituals of sorcery as well as blight-stricken artifacts 
  in an attempt to understand this new, dark enemy. 
  Within their monastery in the Titans, it is said that 
  the Black Cloaks hide dark vaults oozing with cor-
  ruptive energies and echoing with the lamentations 
  of the poor, tainted souls kept there for study.
  Witchcraft
  the witChes’ world is composed of winds, blood 
  and all things growing, together forming the three 
  hazardous paths a witch has to wander: the white 
  path where the wind wails and spirits howl; the 
  red path of the slow-running blood; and the green 
  71
  
  path, overgrown by thickets and roots. According 
  to the mythology of the witches, there are places 
  where these three paths converge, such as the cliff 
  of Karvosti deep within Davokar.
  Witchcraft is believed to be the oldest and most 
  deeply rooted of the traditions. Some tutors at Ordo 
  Magica even claim that witchcraft – despite its 
  primitive flaws – forms the basis of theurgy, and 
  because of this, both theurgs and wizards have the 
  wise witches of old to thank for understanding the 
  fundamental principles of magic.
  Wizardry
  the powers of wiZardry come from disciplined 
  studies into the fundamental laws of nature, and 
  from insights regarding how these laws can be 
  used and controlled by sheer will and reason. It 
  is a strenuous education, even without the boring 
  everyday tasks that the novices must perform for 
  their masters. Only half of those who begin their 
  studies with Ordo Magica see them through, but 
  those who prevail are rewarded with a deep under-
  standing of the mysteries of wizardry.
  Wizardry grew out of early forms of theurgy, in 
  a time when the people of Alberetor still worship-
  ped a pantheon of gods. Philosophers and scholars 
  started to renounce the metaphysical ideas of the 
  priesthood, instead regarding the laws of nature as 
  independent from the machinations of deities. To 
  the founders of Wizardry, the Old Gods were seen 
  as the creators of the world, but not its shepherds. 
  Instead the world is regarded as being profoundly 
  magical and not in need of any Gods to function. 
  Nor is the world meant to be worshiped, merely 
  understood – and used.
  Independent Mystics
  partiCularly Gifted individuals have always 
  been able to bend and break seemingly inescapable 
  laws of nature, and many scholars claim that it was 
  through coalitions of such independent, or untamed, 
  mystics that the traditions first arose. Whether this 
  is true or not, there occasionally are individuals 
  who either choose or are forced to study on their 
  own, or in smaller groups.
  Independent Mystics are not burdened with the 
  theories of the traditions, which give them more 
  freedom in their choice of powers. However, they 
  are also much more vulnerable to Corruption. 
  Many untamed mystics tend to evolve their own 
  understanding of the world and come to espouse 
  theories that contradict those of the established 
  traditions.
  72
  
  Mystical Powers
  MystiCal powers are a manifestation of mystic 
  energies that have been manipulated and guided by 
  a trained or talented will. For some, these powers 
  come naturally, as a gift of birth, but in most cases 
  the powers are developed through many hard years 
  of working together with a patient master, there to 
  guide and make corrections. Whether the powers 
  are a result of a gift, studies or dedication, they 
  tend to define their users as much as being a tool 
  in their hands.
  The following terms and rules are important 
  when using powers in the world of Symbaroum:
  Ongoing Effect: The effect of the power is 
  active until the character fails a specific test, 
  detailed in the description of the power. This 
  test is repeated every turn on the character’s 
  Initiative. Keeping an ongoing effect running 
  counts as a Free Action.
  Ongoing Effect on Group: The power affects 
  each target until the character fails a specific test, 
  detailed in the description of the power. This test 
  is made for each target and repeated every turn 
  on the character's Initiative. Keeping an ongoing 
  effect running counts as a Free Action.
  Chain: The power may potentially hit more than 
  one target, but a test has to be made for each target, 
  one at a time, in an order decided by the player. 
  The Chain continues until the player fails a test.
  Concentration: If a mystic suffers damage while 
  using a power with a potentially ongoing effect, he 
  or she must make a successful roll against [Resolute 
  –Damage] in order to stay focused. A test is made 
  for every attack that hits the mystic and for every 
  power that is ongoing at the moment. If the mystic 
  fails any of these tests, then the ongoing effects of 
  all powers are ended. In this case damage refers to 
  the damage that the mystic suffers after the Armor 
  value has been subtracted.
  Corruption: Permanent Corruption is the cor-
  ruption that eats away at one’s soul and cannot be 
  washed away with anything but purging rituals. 
  Temporary Corruption diminishes over time and 
  disappears completely at the end of a scene. A 
  character’s Total Corruption is the sum of both its 
  temporary and permanent Corruption. The Total 
  Corruption is used to estimate just how affected 
  the character is by the Corruption.
  Material: The description of powers some-
  times lists either materials or an object. This is 
  mainly intended to add flavor to the power, rather 
  than being a strict requirement. If a player would 
  rather have his character use another material 
  instead of the suggested one, then he or she is of 
  course allowed to make a change. An exception 
  to this is powers that operate through the use 
  of a weapon, in which case the weapon has to be 
  available for the power to function. Holy/unholy 
  symbols may be a sun symbol, an evil mark, a 
  witch’s medallion or a wizard’s staff, for example.
  bend will
  Material: A silver ring.
  Free will is an illusion, but the power of the will is 
  unmistakable. The mystic has come to understand 
  these seemingly contradictory principles and can 
  use the insight to control the will of other creatures.
  Novice  
   Active. The mystic can seize control of 
  a creature’s will by making a successful 
   [Resolute←Resolute] test. The control is 
  considered active until the mystic breaks 
  concentration or fails a [Resolute←Reso-
  lute] test. The controlled creature can only 
  perform one (1) Action each turn and cannot 
  use any active abilities or powers while 
  affected.
  Adept  
   Active. The mystic can seize control of 
  a creature’s will by making a successful 
   [Resolute←Resolute] test. The mystic does 
  not have to concentrate to sustain the 
  control; it is ongoing and considered active 
  until the mystic fails a [Resolute←Resolute] 
  test. A controlled creature can only perform 
  one (1) Action each turn and cannot use any 
  active abilities or powers while affected.
  Master  
   Active. The mystic can seize control of 
  a creature’s will by making a successful 
   [Resolute←Resolute] test. The mystic does 
  not have to concentrate to sustain the 
  control; it is ongoing and considered active 
  until the mystic fails a [Resolute←Resolute] 
  test. The controlled creature can be forced 
  to perform its two usual Actions each turn.
  briMstone CasCade
  Material: A fistful of pure brimstone.
  The mystic can unleash the rampaging spirit of fire 
  and burn its enemies to cinders, or at least scorch 
  them severely.
  Novice  
   Active. The mystic lashes out with fire and 
  brimstone against a target. If the mystic 
  succeeds with a [Resolute←Quick] test, the 
  cascade deals 1D12 points of damage. If the 
  mystic fails the test the cascade deals only 
  1D6 damage.
  73
  
  Adept 
   Active. The mystic unleashes a Chain of 
  burning energy. If the mystic succeeds 
  with a [Resolute←Quick] test, the cascade 
  deals 1D12 points of damage. If the mystic 
  fails the test the cascade deals only 1D6 
  damage. If the target suffers the full 1D12 
  damage, the mystic may try to steer the 
  flaming energy towards an additional 
  target, and so on until the mystic fails a 
  [Resolute←Quick] test.
  Master  
   Active. The mystic unleashes a veritable 
  storm of flaming and smoking energies. 
  If the mystic passes a [Resolute←Quick] 
  test, the cascade deals 1D12 points of 
  damage. If the mystic fail the test the 
  cascade only deals 1D6 damage. Even if the 
  mystic should fail a test the Chain does not 
  stop; it continues to strike new oppenents 
  until a second test is failed.
  entanGlinG vines
  Material: A handful of seeds or a tangle of roots.
  The earth is bound by roots, while objects above 
  ground are often covered by vines. All that the 
  mystic does is uses its will to stimulate the already 
  ongoing processes of nature.
  Novice  
   Active. By rolling a successful Resolute 
  test, the mystic calls forth entangling vines 
  or roots from out of the earth and can 
  ensnare an enemy. The ensnared creature 
  cannot move but can use ranged weapons 
  and powers. The creature is ensnared until 
  the mystic fails a [Resolute←Strong] test, 
  starting the following turn.
  Adept 
   Active. The mystic can ensnare a Chain 
  of creatures. If the mystic manages 
  to ensnare a target with a successful 
  Resolute test, then he or she can attempt 
  to snare another one, and so on until an 
  attempt fails. Starting the following turn, 
  a [Resolute←Strong] test is made for 
  each target to determine how many of 
  them remain ensnared.
  Master  
   Active. The mystic creates an entangling 
  Chain of thorns. Those ensnared with a 
  [Resolute←Strong] test also suffers 1D6 
  damage per turn from their thorny prison. 
  The sharp thorns find gaps in the targets 
  armor, so any Armor is ignored.
  larvae boil
  Material: A handful of larvae.
  Drawing from the force of wrath the mystic can 
  infuse an enemy’s body with larvae that then 
  start to eat their way out.  Although it is loudly 
  refuted by members of the court, persistent 
  rumors say that this is how the hero king Ynedar 
  met his demise. 
  Novice  
   Active. The mystic plants larvae inside 
  the body of its enemy, which then start 
  to eat their way out. The poor target 
  suffers 1D4 damage each turn, ignoring 
  Armor. The effect is automatic the first 
  turn and continues until the mystic fails a 
   [Resolute←Strong] test.
  Adept  
   Active. The larval growth inside the body 
  deals 1D6 damage each turn, ignoring 
  Armor. The effect continues until the mystic 
  fails a [Resolute←Strong] test.
  Master  
   Active. The larvae swarm inside the target’s 
  body and deal 1D8 damage each turn, igno-
  ring Armor. The effect continues until the 
  mystic fails a [Resolute←Strong] test.
  Table 7: Mystical Powers
  power 
  tradition
  Anathema
  Wizardry, Theurgy
  Bend Will 
  Wizardry, Sorcery, Witchcraft
  Blessed Shield
  Theurgy
  Brimstone Cascade
  Wizardry
  Confusion
  Wizardry
  Curse
  Sorcery, Witchcraft
  Entangling Vines
  Witchcraft
  Flame Wall
  Wizardry
  Holy Aura 
  Theurgy
  Illusory Correction
  Wizardry
  Inherit Wound
  Theurgy, Witchcraft
  Larvae Boils
  Sorcery, Witchcraft
  Lay on Hands 
  Theurgy, Witchcraft
  Levitate
  Wizardry, Theurgy
  Maltransformation
  Witchcraft
  Mind-Throw
  Wizardry
  Nature’s Embrace
  Witchcraft
  Prios’ Burning Glass
  Theurgy
  Revenant Strike
  Sorcery
  Shapeshift
  Witchcraft
  Storm Arrow 
  Witchcraft
  True Form 
  Wizardry, Theurgy
  Unholy Aura 
  Sorcery
  Unnoticeable
  Wizardry, Theurgy
  Witch Hammer
  Theurgy
  74
  
  Rituals
  rituals are tiMe-ConsuMinG spells that take at 
  least one hour to perform. If properly used, a ritual 
  can be a powerful problem-solving tool. Each tradi-
  tion has developed a variety of distinctive practices 
  and it can be difficult for members of other tradi-
  tions to acquire the knowledge of specific rituals.
  Like powers, rituals can cause Corruption; first 
  when they are learned and then each time they are 
  used. Each tradition has developed their own way 
  of handling Corruption that comes from the use 
  rituals, just like with the Corruption originating 
  from using powers. Independent mystics lack the 
  appropriate schooling and are therefore in an 
  especially tough spot when it comes to suffering 
  Corruption from all forms of mystical practices.
  faMiliar
  Tradition: Witchcraft
  The mystic binds itself to a beast. This beast is 
  not much smarter than others of its kind, but is 
  fiercely loyal to the mystic and the bond between 
  them is made up of mystical energies – they are soul 
  mates. The spiritual bond is so strong that the two 
  can communicate telepathically; the mystic can 
  command the familiar from a distance and also 
  experience whatever the familiar perceives with 
  its senses. The depth of this union also makes it 
  possible for the two to share wounds. If the familiar 
  is wounded the mystic can choose to suffer half 
  of the damage, or if the mystic is wounded half of 
  the damage can be transferred to the familiar. The 
  player decides when damage should be shared in 
  this way. There is also a downside to the mystical 
  bond: should the familiar die the mystic suffers 1D8 
  points of damage, ignoring Armor.
  The familiar is managed by the player as if it 
  was an additional character. It gains Experience 
  like a player character and loses it if it dies, just 
  like a character.
  faMiliar
  A familiar starts with the following statistics, or 
  something similar depending on what seems 
  suitable for the character’s bestial friend:
  Traits
  Armored (I), Natural Weapon (I) 
  Accurate 11, Persuasive 5, Cunning 7, Discreet 9, 
  Quick 13, Resolute 10, Strong 15, Vigilant 10
  Weapons
  Tusks 1D6 (short)
  Defense
  13 (Dodge)
  Armor
  Animal skin 1D4 (flexible)
  Toughness
  15
  Pain Threshold
  8
  Table 8: Rituals
  ritual 
  tradition
  Blood Bond
  Witchcraft
  Borrow Beast
  Witchcraft
  Break Link
  Wizardry
  Clairvoyance 
  Wizardry
  Command Confession
  Theurgy
  Desecrating Rite
  Sorcery
  Enslave
  Sorcery
  Exchange Shadow
  Sorcery
  Exorcism 
  Theurgy
  False Terrain 
  Wizardry
  Familiar
  Witchcraft
  Flaming Servant
  Wizardry
  Fortune-telling 
  Witchcraft
  Heretic´s Trail
  Theurgy
  Holy Smoke
  Theurgy
  Illusion
  Wizardry
  Judging Bonds
  Theurgy
  Magic Circle 
  Wizardry
  Nature´s Lullaby
  Witchcraft
  Necromancy
   Witchcraft
  Oracle 
  Theurgy
  Patron Saint 
  Theurgy
  Possess
  Sorcery
  Purging Fire 
  Theurgy
  Quick Growth 
  Witchcraft
  Sanctifying Rite
  Theurgy
  Sanctum 
  Wizardry
  Seven-league Stride
  Wizardry
  Soul Stone 
  Wizardry
  Summoning
  Witchcraft
  Tale of Ashes
  Wizardry
  Telepathic Interrogation 
  Wizardry
  Turn Weather 
  Witchcraft
  Witch Circle 
  Witchcraft
  75
  
  Equipment
  no CharaCter is CoMplete until he or she is equipped with weapons, supplies 
  and alchemical elixirs. This chapter starts with a description of weapons, armors 
  and their respective qualities, and after that follows a collection of general goods 
  that the characters may need during their adventures. The cost of living is also 
  covered, as well as prices and compensations for common services in Ambria.
  Weapons
  eaCh weapon deals a certain amount of basic 
  damage to the target's Toughness, indicated by a 
  specific die. Some weapons also have qualities 
  that affect how they are used. Furthermore, some 
  abilities can make it possible to use a weapon in 
  other or more refined ways. In these cases, it is 
  important to read the description of the ability 
  thoroughly, to know exactly what the weapon can 
  do in the hands of an experienced character.
  heavy weapons
  Damage: 1D10
  Qualities: None. The Bastard Sword is Precise, the 
  Double Axe has the Deep Impact quality, the Heavy 
  Flail is Jointed.
  Heavy weapons are distinguished by the fact that 
  they have to be wielded with two hands in order to 
  be used effectively. They have a superior damage 
  effect in melee combat. Pole axe, warhammer and 
  the mighty great sword are all examples of heavy 
  weapons common in the Davokar region.
  Bastard Sword: The master smiths of the 
  Pansars forge the finest weapons in Ambria, and 
  the bastard swords of the Queen’s Guard are an 
  exquisite testament to that fact, at least when wiel-
  ded by the right warrior. The weapon is preferably 
  handled with both hands (as a heavy weapon) but 
  can also be used single-handedly with a shield. 
  When wielded with just one hand, the bastard 
  sword loses the Precise quality and instead deals 
  damage like a single-handed weapon.
  Double-axe: The barbarian double-axe (not 
  to be confused with the more common pole axe 
  with its single-edged axe head) is aptly named 
  after its twin axe heads and is presumed to be a 
  legacy from the fallen Symbaroum. In those days 
  the double-axe was a weapon as well as a symbol 
  of status and standing. Even though the know-
  ledge of metallurgy has dwindled since the fall 
  of Symbaroum these powerful weapons can still 
  be forged, often made for particularly prominent 
  warriors. Ambrians consider the double-axe crude 
  and savage, fit for barbarians and few else, but its 
  shape is well known because of its similarity to 
  the royal rune, Labrys.
  Heavy Flail: The heavy flail is a Jointed weapon, 
  where a metal ball – often spiked – attached to a 
  two-handed shaft by a chain is swung against the 
  enemy. It is not easy to parry a flail since the metal 
  76
  
  ball often strikes around the parrying weapon or 
  shield to find its target. 
  The heavy flail comes in a number of shapes, 
  like the traditional wooden two-handed shaft 
  attached to a chain that ends in a spiked metal 
  head. There are also variants with spiked pieces 
  of metal that are linked together, as well as models 
  where two or three chains and metal heads share 
  the same shaft. Regardless of design, they all share 
  the weight of the flail and the fact that they are 
  difficult to block.
  lonG weapons
  Damage: 1D8
  Qualities: Long. The Halberd has Deep Impact, the 
  Pike is Precise, and the Quarterstaff is Blunt
  Long weapons have the advantage of superior reach 
  and give the user Free Attacks against enemies that 
  are not armed with Long weapons themselves. A 
  Long weapon can be used in one hand, but then loses 
  the Long quality since the user is forced to hold it 
  higher up on the grip to control the weapon. Spear 
  and staff are examples of Long weapons.
  Halberd: The halberd, known as the pole axe 
  among barbarians, has elements of both the Long 
  and the Heavy weapon since it is combining the 
  point of a spear with the head of an axe. It cannot 
  thrust as quickly as the spear, but its sweeping 
  chop can have a devastating effect.
  Pike: The slender shaft and fire-tempered steel 
  point of the Ambrian pike slides towards the target 
  with great precision.
  Quarterstaff: The simpler wooden staff, often 
  made from heavy wood that has been hardened 
  with fire, has the reach of a Long weapon but lacks 
  the effect of steel-tipped weapons.
  Table 9: Weapons
  weapon 
  daMaGe 
  quality 
  Cost
  Heavy Weapon 
  1D10 
  10 thaler
  Bastard Sword, two-handed 
  Precise
  50 thaler
  Double-axe 
  1D10+1
  Deep Impact 
  50 thaler
  Heavy Flail 
  Jointed
  50 thaler
  Long Weapon
  1D8 
  Long 
  3 thaler
  Halberd
  1D8+1
  Deep Impact 
  15 thaler
  Pike 
  Precise
  15 thaler
  Quarterstaff
   1D6
  Blunt
  1 shilling
  Projectile Weapon
  Crossbow 
  1D10 
  8 thaler
  Arbalest 
  1D10+1
  Deep Impact
  40 thaler
  Bow
  1D8 
  5 thaler
  Longbow 
  Precise
  25 thaler
  10 arrows or bolts
  1 thaler
  Single-Handed Weapon 
  1D8 
  5 thaler
  Crow’s Beak 
  1D8+1
  Deep Impact
  25 thaler
  Fencing Sword
  Precise 
  25 thaler
  Flail
  Jointed
  25 thaler
  Shield
  1D4 
  3 thaler
  Buckler
  Flexible
  15 thaler
  Steel Shield
  Balanced 
  15 thaler
  Short Weapon
  1D6 
  Short
  1 thaler
  Parrying Dagger
  Balanced 
  5 thaler
  Stiletto
  1D6+1
  Deep Impact
  5 thaler
  Throwing Weapon 
  1D6 
  2 thaler
  Spear Sling
  1D6+1
  Deep Impact
  10 thaler
  Unarmed Attack 
  1D4 
  Short 
  —
  Battle Claw 
  1D4+1
  Deep Impact 
  1 thaler
  Where Ambrians prefer the sword the barbarian warrior favors the axe.
  77
  
  projeCtile weapons
  Damage: Crossbow 1D10, bow 1D8, sling 1D6
  Qualities: The Arbalest has the Deep Impact quality 
  and the Longbow is Precise.
  Projectile weapons are meant to be used over 
  greater distances and need some time to reload.
  The crossbow is loaded with bolts, the bows fire 
  arrows and slings throw sharpened rocks. A cross-
  bow requires a Movement Action to be reloaded, 
  while reloading a bow or a sling counts as a Free 
  Action. Bow, crossbow and sling are all examples 
  of projectile weapons.
  Arbalest: The arbalest is a heavy Ambrian 
  crossbow with a bow of feather steel, which gives 
  its bolts a bit of extra punch.
  Longbow: The longbow is a reliable and proven 
  weapon in the Ambrian army, and since The Great 
  War it is often carried by farmers who make up 
  the backbone of the kingdom’s archer companies.
  shields
  Armor: Provides +1 in Defense
  Qualities: None. Bucklers are Flexible, Steel Shields 
  are Balanced.
  Shields make it difficult to hit the wielder with 
  melee, as well as ranged, attacks. They are often 
  combined with a single-handed weapon, or with a 
  single-handed weapon and a number of additional 
  throwing weapons.
  Buckler: The buckler is a small shield commonly 
  carried by elite archers and pikemen, since it is agile 
  enough to be strapped to the arm while still allowing 
  the use of both hands to wield a weapon. The Buckler 
  is too light to be used with the Shield Fighter ability.
  Steel Shield: The steel shield is as strong as the 
  common wooden shields, but both thinner and 
  more easily maneuvered.
  short weapons
  Damage: 1D6
  Qualities: Short. The Parrying Dagger is Balanced 
  and the Stiletto has the Deep Impact quality.
  Short weapons can be drawn quickly and are easily 
  hidden. Daggers and short swords are examples of 
  Short weapons.
  Parrying Dagger: The parrying dagger, with its 
  wide and v-shaped cross-guard, has become very 
  popular in Yndaros, and is often wielded together 
  with a fencing sword.
  Stiletto: The slender and agile stiletto is a dagger 
  whose razor sharp point stabs deeply – the weapon 
  of an assassin.
  sinGle-handed weapons
  Damage: 1D8
  Qualities: None. A Crow’s Beak has the Deep Impact 
  quality, a Fencing Sword is Precise, a Flail is Jointed.
  The category of Single-handed weapons covers all 
  kinds of weapons that can be wielded in one hand. 
  Axe, saber, sword and war hammer are all examples 
  of single-handed weapons.
  Crow’s Beak: A less elegant, but just as effec-
  tive weapon is the Crow’s Beak, also known as a 
  Kandorian War Pick after the city in Alberetor 
  where it was first forged. The Crow’s Beak is a club 
  whose metal head is fitted with a spike or a beak 
  of steel, in order to punch through armor more 
  easily. After the escape to Yndaros, the smiths of 
  the Kandorian War Pick settled down in the district 
  of Old Kadizar where they have continued to craft 
  their dreaded weapons.
  Fencing Sword: In Yndaros, the Ambrian fen-
  cing sword is considered to be of the highest fashion, 
  an instrument with superior precision made from 
  strong but flexible steel. It is often combined with 
  the duelist’s favorite, the parrying dagger, which 
  gives the lightly armored fighter a stronger defense 
  in combat.
  Flail: The single-handed cousin of the heavy flail.
  throwinG weapons
  Damage: 1D6
  Qualities: None. Spear Sling has the Deep Impact 
  quality.
  Throwing weapons are hurled single-handedly 
  over short distances. They are usually used before 
  melee combat is initiated, and are therefore often 
  combined with a shield. Throwing axe, throwing 
  knife and throwing spear are all examples of this 
  weapon group.
  Spear Sling: The barbarians of eastern Davokar , 
  and especially the members of clan Karohar, prefer 
  the use of spear slings – a throwing arm with a hook 
  that is attached to the end of a short spear in order 
  to throw it with tremendous force.
  unarMed attaCks
  Damage: 1D4
  Qualities: Short. The Battle Claw has the Deep 
  Impact quality.
  Unarmed attacks are usually used as the last resort 
  of cultural beings and are less effective than the 
  natural weapons of beasts and abominations in 
  almost all respects. Yet, with the Natural Warrior 
  ability even an unarmed character can inflict 
  78
  
  considerable amounts of damage to its enemies. 
  An elbow, a bite, a punch, a head-butt, a kick as 
  well as the use of brass knuckles are examples of 
  Unarmed Attacks.
  Battle Claw: The clan Karohar in southern 
  Davokar has developed a clawed gauntlet that you 
  wear on your hand and whose long claws simulate 
  those of a mare cat.
  Armor
  eaCh suit of arMor provides a certain amount 
  of protection, indicated by a specific die. Some 
  armor also has qualities that affect how the armor 
  works mechanically. Just like weapons, different 
  cultures have developed a number of diverse kinds 
  of armor, all with their respective advantages and 
  disadvantages.
  liGht arMor
  Armor: 1D4
  Qualities: Impeding (−2). Many kinds of light armor 
  have the Flexible quality, wolf skin armor has the 
  Cumbersome quality.
  Light armor is easy to come by and does not limit 
  the wearer’s capabilities substantially in acrobatic 
  situations or when performing stealthy maneuvers. 
  Yet it has a negative effect when using mystical 
  powers. Hardened, ring and studded leather are 
  all examples of light armor.
  Blessed Robe: The priest robes of the theurgs 
  are blessed and protected by benevolent forces so 
  that the Church’s finest can travel safely throughout 
  the kingdom, and beyond.
  Order Cloak: Most novice mages of Ordo Magica 
  are given a protective cloak in time for their first 
  Table 10: Armor
  arMor
  proteCtion 
  quality 
  Cost
  Light
  1D4 
  Impeding  (−2) 
  2 thaler
  Blessed Robe 
  Flexible  
  10 thaler
  Order Cloak 
  Flexible  
  10 thaler
  Witch Gown 
  Flexible  
  10 thaler
  Wolf Skin
   
  Cumbersome 
  1 thaler
  Woven Silk
   
  Flexible 
   10 thaler
  Medium
  1D6 
  Impeding  (−3) 
  5 thaler
  Crow Armor
  Cumbersome  
  2 thaler
  Lacquered Silk Cuirass 
  Flexible 
  25 thaler
  Heavy
   1D8 
  Impeding  (−4) 
  10 thaler
  Full Plate
   
  Flexible 
   50 thaler
  long journey. These cloaks are embroidered with 
  warding runes, which increases the chance of the 
  novice surviving to complete its appointed task.
  Witch Gown: Witches bind protective spirits 
  in carved pieces of bone and the skulls of fallen 
  enemies, and attach them to their clothing for 
  effective protection.
  Wolf Skin: For poor barbarian scouts the 
  cheap, cumbersome wolf skin armor is a common 
  alternative; skin that has been tanned in the most 
  simple way and sewn together into some kind of 
  passable protection.
  Woven Silk: Woven silk is the finest light armor 
  available, since the close weave of its threads with-
  stands stabs and cuts far better than its weight 
  suggests. Woven silk has been used by both bar-
  barians and Ambrians for a long time and some 
  scholars speculate that the technique originally 
  comes from the elves, possibly dating as far back 
  as the days of the Iron Pact.
  MediuM arMor
  Armor: 1D6
  Qualities: Impeding (−3). Some have the Flexible 
  quality; Crow Armor has the Cumbersome quality.
  Medium armor offers better protection than the light 
  versions but at the cost of being more restrictive to 
  the wearer’s movements. However, this downside 
  is considered an acceptable trade-off by most melee 
  combatants. Scale- and chainmail are examples of 
  medium armor.
  Crow Armor: Medium armor is more expensive 
  than light, which is the reason why many warriors 
  have picked, riveted and bound together a so-called 
  “Crow Armor” of their own. It is cheap, but far more 
  difficult to move around in.
  Lacquered Silk Cuirass: Barbarian warri-
  ors that have earned their place in the guard of 
  a wealthy clan chieftain can sometimes be seen 
  wearing a cuirass of lacquered silk, an armor that 
  despite its apparent lightness protects like a breast 
  plate. According to legend, the secret of lacquered 
  silk was given to humankind by the elves, in a time 
  when the Iron Pact was still strong and humans 
  battled the parasitic darkness of Symbaroum.
  heavy arMor
  Armor: 1D8
  Qualities: Impeding (−4), Ambrian Full Plate has the 
  Flexible quality.
  Those melee combatants that can afford it usu-
  ally chose increased protection at the cost of 
  even greater restrictions to their movement. A 
  79
  
  self-respecting knight wears chainmail enforced by 
  shoulder, knee and elbow plates, while those with 
  the means tend to order themselves a personalized 
  set of full plate armor.
  Full Plate: Personalized full plate armor is 
  available for those of sufficient means, and offers 
  the best protection available with less restriction 
  than many other kinds of heavy armor.
  Qualities
  weapons and arMor have different qualities, 
  described in the following. If the description of a 
  quality ever comes into conflict with the rules of 
  an ability, then the ability overrules the quality.
  flexible
  The armor is unusually flexible and is less Impeding 
  than its protective capability would suggest. For 
  this reason a Flexible light armor has no penalty at 
  all on Defense tests, sneaking and the use of mystic 
  powers. A Flexible medium armor has a (−1) penalty 
  and a Flexible heavy armor (−2).
  A Flexible shield can be carried strapped 
  to the arm, ready to use, while at the same 
  time allowing the bearer to use both hands for 
  wielding a Long or Heavy weapon. Even ranged 
  weapons can be used without problem together 
  with a Flexible shield.
  balanCed
  The weapon is so well balanced that it is extra 
  effective when parrying. The weapon provides +1 
  in Defense.
  blunt
  The weapon lacks either cutting or piercing abi-
  lities, and therefore uses one (1) Effect Die lower 
  than other weapons of its kind. The quarterstaff, 
  a Long weapon with the Blunt quality, deals 1D6 
  damage instead of 1D8, which is the usual damage 
  for long weapons.
  CuMbersoMe
  It is difficult to move around in this armor and its 
  negative effect on Defense is therefore one point 
  higher than usual; a Cumbersome light armor has a 
  penalty of (−3), a medium of (−4) and a heavy of (−5).
  deep iMpaCt
  The weapon has qualities that makes it even more 
  deadly. Maybe its blade can pierce armor more 
  easily or the weapon itself is so massive that it gets 
  extra crushing power. Either way, the weapon deals 
  +1 extra damage.
  iMpedinG
  The armor hampers any agile movements and gives a 
  penalty to tests against Defense, sneaking and the use 
  of mystic powers. The penalty depends on whether 
  the armor is light (−2), medium (−3) or heavy (−4).
  jointed
  The weapon is jointed, letting the head of the weapon 
  strike past or around blocking weapons or shields, 
  making it harder to parry. The length of the chain 
  also makes the attacks difficult to evade. Even if a 
  parry is successful, the attack hits if the die lands 
  on an odd number; in which case the weapon deals 
  1D6 damage. This secondary damage is not affected 
  by any abilities – it remains 1D6 regardless of the 
  attacker’s other abilities.
  Example: Grumpa defends against an attack from an 
  enemy armed with a flail, a Jointed weapon. Her Defense 
  is 6 and she rolls a 5, which should have been a success-
  ful parry – but Jointed weapons still hit on an odd num-
  ber. Grumpa takes damage, though less than normal 
  and none of the enemy’s abilities can affect the damage, 
  not even the passive ones. In the next turn, Grumpa is 
  defending herself again and rolls 4. This defense is suc-
  cessful, since the die landed on an even number.
  lonG
  The weapon has the advantage of superior length 
  and reach, giving the wielder one Free Attack each 
  turn against an opponent that comes into range of 
  melee combat, as long as said opponent is not also 
  armed with a Long weapon.
  preCise
  The weapon is designed to be easy to wield and 
  therefore gives +1 to attack tests.
  short
  The weapon can be drawn as a Free Action and can 
  be used with the Feint ability.
  Goods & Services
  here follows equipMent that the characters may 
  need to survive on the road, as well as goods and 
  services they might seek for a comfortable existence 
  during their travels and in between adventures.
  alCheMiCal elixirs
  The peoples of the Davokar region possess a vast 
  knowledge of how to transform the herbs, fruits and 
  bodily organs of nature into useful elixirs. Among 
  the barbarians it is usually the witches who create 
  What do you get 
  for a thaler, a 
  shilling, an orteg?
  A THALER 
  A simple weapon or 
  an even simpler suit 
  of armor, or a common 
  tool such as a scythe, 
  or a cow, a pig, a dozen 
  chickens or half  
  a dozen sheep.
  A SHILLING 
  A meal and the most 
  simple of lodgings in 
  a city or town.
  AN ORTEG 
  A meager meal in 
  a town, a meal and 
  a place on a hayloft 
  in the countryside.
  80
  
  the elixirs, while Ambrian decoctions are often 
  made by specialized craftsmen and artisans.
  Antidote (Weak): A weak antidote lowers the 
  effect of a poison by one degree; a strong poison 
  becomes moderate, a moderate poison becomes 
  weak and a weak poison is completely neutralized. 
  The antidote does not affect any damage that a 
  character has already suffered. Requires a passed 
  Cunning test to take effect.
  Antidote (Moderate): A moderate antidote 
  lowers the effect of a poison by two degrees; a 
  strong poison becomes weak, while both moderate 
  and weak poisons are completely neutralized. The 
  antidote does not affect any damage that a character 
  has already suffered. Requires a passed Cunning 
  test to take effect.
  Antidote (Strong): A strong antidote lowers the 
  effect of a poison by three degrees, which usually 
  means that the poison is completely neutralized. 
  The antidote does not affect any damage that a 
  character has already suffered. Requires a passed 
  Cunning test to take effect.
  Choking Spores: Choking Spores are produced 
  from Davokar’s lichens and mushrooms. The elixir 
  is used specifically with the Strangler ability.
  Concentrated Magic: A dose of mystical 
  essence, which gives a mystic a second chance to 
  succeed with a Resolute test the next time he or she 
  attempts to use a mystical power.
  Eye Drops: These drops will immediately return 
  the gift of sight to a temporarily blinded creature.
  Elemental Essence: When applying a dose of ele-
  mental essence, either one weapon, four throwing 
  weapons or all the arrows/bolts in a quiver deal 1D4 
  elemental damage for the duration of a scene. The 
  alchemist must choose which element to prepare: 
  fire, cold, acid or lightning.
  Elixir of Life: Consuming an Elixir of Life gives 
  the drinker regenerative powers that heal 1D6 points 
  of Toughness during 1D6 turns, on the character's 
  initiative. Sadly the character also suffers 1 tempo-
  rary corruption for each turn the elixir is in effect.
  Ghost Candle: The fumes from this candle make 
  invisible things at a location or in a room visible.
  Herbal Cure: An herbal cure consists of an 
  alchemical poultice coupled with bandages. It 
  smells vile but heals 1 point of Toughness. The herbal 
  cure has greater effect if used by a character with 
  the Medicus ability.
  Poison (Weak): A weak poison deals 1D4 damage 
  each turn for 1D4 turns.
  Poison (Moderate): A moderate poison deals 
  1D6 damage each turn for 1D6 turns.
  Poison (Strong): A strong poison deals 1D8 
  damage each turn for 1D8 turns.
  Protective Oil: The alchemical oil protects aga-
  inst elemental damage by providing 1D4 additional 
  Armor against one of the elements for the duration 
  of a scene. The alchemist must choose which of the 
  elements that the oil shields against: fire, cold, acid 
  or lightning.
  Spore Bomb: The spore bomb is used together 
  with the Strangler ability.
  Waybread: One loaf of this rich waybread cor-
  responds to a week’s food supply for one person.
  Wraith Dust: The wraith dust forces an incor-
  poreal being (a creature with the monstrous trait 
  Spirit Form) to take physical form for the dura-
  tion of a scene. The dust must be thrown with a 
  [Accurate←Defense] test; if hit the spirit takes 
  damage as living creatures do. 
  equipMent and serviCes
  In the towns and cities of Ambria, a person with 
  money in his or her pocket can purchase almost 
  anything that adventurers and explorers might 
  need. There is also the possibility to pay for nume-
  rous services, such as a bath and a shave, having a 
  map drawn or hiring the protection of bodyguards.
  Goods and services are described in the Core 
  Rulebook and the Advanced Player´s Guide. You will 
  also find special items in other supplements, such 
  as adventures and sourcebooks.
  Table 11: Alchemical elixirs
  alCheMiCal elixir 
  Cost
  Antidote
  Weak 
  1 thaler
  Moderate 
  2 thaler
  Strong 
  3 thaler
  Choking Spores
  2 thaler
  Concentrated Magic
  1 thaler
  Eye Drops
  2 thaler
  Elemental Essence 
  2 thaler
  Elixir of Life
  6 thaler
  Ghost Candle
   2 thaler
  Herbal Cure 
  1 thaler
  Poison
  Weak 
  2 thaler
  Moderate 
  4 thaler
  Strong
  6 thaler
  Protective Oil 
  2 thaler
  Spore Bomb 
  3 thaler
  Waybread
  1 thaler
  Wraith Dust
  2 thaler
  81
  
  Monsters &  
       Adversaries
  the ruins of syMbarouM, the depth of Davokar and the mountain valleys of the 
  Ravens house a variety of creatures and monstrosities. This chapter first describes some 
  general characteristics possessed by these creatures, depending on which monster 
  category they belong to: Beasts, Abominations or Undead. The fourth category Cultural 
  Beings is also described, even though its representatives are not characterized by the 
  monstrous traits that are described in the second section of this chapter.
  Monster Categories
  a Creature’s affiliation to a certain category 
  decides which monstrous traits can be used when 
  the creature is created. The category itself can also 
  have rules related effects, affecting all of its more 
  or less monstrous members.
  Monsters and other opponents have the same 
  attributes and attribute values as the player cha-
  racters: 80 points are to be distributed among the 
  attributes, with the requirements that only one of 
  them can have a value of 15 and none of them can 
  be higher than 15 or lower than 5.
  aboMinations
  Abominations are thoroughly corrupted by the 
  darkness of the world. Other abominations perceive 
  such a creature as one of their own, and will not 
  attack at first. The creature may even use Persuasive 
  against other abominations to affect their behavior.
  Characters with the Witchsight ability can roll 
  [Vigilant←Discreet] to realize that the creature is 
  corrupted by darkness. Also, sensitive senses and 
  minds – like those of children and animals – react 
  with instinctive dislike towards the abomination, 
  even if its appearance is mundane. Others can make 
  a [Vigilant←Discreet] test in order to notice that said 
  children or animals react the way they do.
  Holy and unholy effects have a reversed effect 
  on abominations: holy powers harm the creature 
  instead of healing it, while unholy effects heal it 
  instead of harming it. Finally, abominations can 
  see in complete darkness, but they see as little as 
  anyone else if they are actively blinded.
  82
  
  83
  
  The Abominations category gives the creature 
  access to the monstrous traits Acidic Attack, Acidic 
  Blood, Armored, Corrupting Attack, Natural Weapon, 
  Regeneration and Robust.
  beast
  Beasts are closely connected to the wild and 
  untamed nature, be it in the form of the forest of 
  Davokar, the valleys of the Ravens or the courses of 
  the rivers. This category covers wild animals (both 
  predators and herbivores) as well as tamed and 
  human-trained animals. Cunning creatures, like 
  lindworms and spider monsters, are also included 
  in the category of the beasts – while they have an 
  intellect close to that of cultural beings, they are 
  still fundamentally driven by instinct.
  Beasts have monstrous traits like Armored, 
  Enthrall, Natural Weapon, Poisonous, Regeneration, 
  Robust and Wings. All beasts have the Bushcraft trait. 
  Most of them can also see in low light conditions, 
  which means that they are not dependent on light 
  sources in areas with dim light. However, in pitch 
  black darkness they are as helpless as everyone else.
  Cultural beinGs
  The category Cultural Beings includes the world’s 
  more or less intelligent, community-building cre-
  atures – for instance humans, elves, changelings, 
  ogres, goblins and trolls. They have few features in 
  common, other than that they organize themselves 
  socially and develop different cultures depending 
  on where they are located.
  Cultural beings do not have access to monstrous 
  traits, other than those named in the descriptions 
  of the playable changeling, ogre and goblin races.
  undead
  The Undead category covers both spirits and wal-
  king corpses. Spirits are creatures without a phy-
  sical body, while walking corpses are dead bodies 
  possessed by a living spirit. Player characters with 
  the Witchsight ability can make a [Vigilant←Discreet] 
  test to realize that a creature they encounter is 
  undead.
  Spirits have the Spirit Form monstrous trait and 
  often Alternative Damage, Enthrall, Manifestation 
  and Terrify as well, while walking corpses have the 
  Undead trait in addition to traits like Gravely Cold.
  There are some features that all undead have 
  in common. They do not sleep, starve or thirst; 
  they cannot drown, cannot be poisoned by any 
  conventional poison and cannot be afflicted by any 
  ordinary disease. Also, they cannot be touched 
  by corruption since they are all considered to be 
  thoroughly corrupt. Moreover, holy and healing 
  mystical powers are harmful to the undead cre-
  ature, while unholy energies heal its wounds. All 
  undead can see in complete darkness, but they see 
  as little as everyone else if they are actively blinded. 
  And finally, the undead do not have a Pain Threshold.
  Monstrous Traits
  different raCes vary from each other in a num-
  ber of ways, physically as well as socially. This is 
  represented by traits. Traits differ from abilities 
  since access to them is granted when choosing a race  
  – or as a consequence of radical transformations 
  later in the character’s career.
  Traits are divided into three levels (I, II, III). 
  Also, note that some traits from the playable races 
  are repeated in this section, but are described from 
  the perspective of a non-player character, rather 
  than that of a player character.
  aCidiC blood
  The creature’s blood is corrosive, and sprays 
  all around when the creature is hit by attacks. 
  Whoever hits the creature in melee combat, and 
  manages to damage it, must make a Defense test 
  or be hit by the acidic blood. Removing the acid 
  from either body or armor requires that someone 
  spends an Action and makes a successful Cunning 
  test (wash it away with water, dirt, sand or some-
  thing similar).
  I 
   Reaction. The acidic blood is weak and deals 3 
  points of damage for 3 turns.
  II  Reaction. The acidic blood is moderately strong 
  and deals 4 points of damage for 4 turns.
  III  Reaction. The acidic blood is strong and deals 5 
  points of damage for 5 turns.
  alternative daMaGe
  The creature’s attack harms a specific Attribute 
  instead of Toughness, usually Strong or Resolute. If 
  not specified in the monster description, the Game 
  Master decides which one. This kind of damage 
  affects all rolls made using that Attribute.
  Alternative Damage heals, and can be healed, just 
  like ordinary damage. If the Attribute reaches 0, 
  the victim’s soul or life force is devoured by the 
  attacker and the victim dies. Alternative Damage 
  requires the monstrous trait Spirit Form.
  I   Passive. The creature’s natural weapon deals  
  3 alternative damage, ignoring Armor.
  II   Passive. The creature’s natural weapon deals  
  4 alternative damage, ignoring Armor.
  Monstrous Traits:
  Acidic Attack
  Acidic Blood
  Alternative Damage
  Armored
  Corrupting Attack
  Enthrall
  Gravely Cold
  Manifestation
  Natural Weapon
  Poisonous
  Poison Spit
  Regeneration
  Robust
  Spirit Form
  Swarm
  Terrify
  Undead
  Web
  Wings
  84
  
  III   Passive. The creature’s natural weapon deals  
  5 alternative damage, ignoring Armor.
  arMored
  The creature either has thick skin, scales or some-
  thing else making it especially hard to wound. It 
  cannot wear any additional armor over its natural 
  armor, which, on the other hand, is not Impeding 
  like ordinary armor is. However, the Man-at-arms 
  ability enhances the creature’s protection even 
  further, in addition to its level in Armored.
  I   Passive. The creature has a natural protection of 2.
  II   Passive. The creature has a natural protection of 3.
  III   Passive. The creature has a natural protection of 4.
  CorruptinG attaCk
  Those of Davokar’s creatures that are most cor-
  rupted have the ability to spread the dark taint 
  through their claws and other natural weapons.
  I   Passive. The creature’s attack oozes corruption 
  and taints all who are wounded by its attacks. A 
  victim that suffers at least 1 point of damage from 
  the attack also suffers 1D4 temporary Corruption.
  II   Passive. A victim that suffers at least 1 point of 
  damage from the attack also suffers 1D6 tempo-
  rary Corruption.
  III   Passive. A victim that suffers at least 1 point of 
  damage from the attack also suffers 1D8 tempo-
  rary Corruption.
  enthrall
  The creature can hypnotize its victims and make 
  them unable to act until it is too late.
  I   Active. The creature’s gaze forces its victim to 
  make a [Resolute←Resolute] test, or otherwise 
  lose both its Actions in the upcoming turn.
  II   Active. The creature’s sweet song or its hypnotic 
  sound forces all its victims to make a [Resolute← 
  Resolute] test, or otherwise lose both its Actions in 
  the upcoming turn.
  III   Active. As II, but the victims are enthralled until they 
  make a successful [Resolute←Resolute] test. The en-
  thrallment is broken if a victim is harmed in any way.
  natural weapon
  The creature is gifted with a well-developed natural 
  weapon, such as sharp claws, teeth or a tail stinger. 
  The Natural Warrior ability (see page 66) can be used to 
  enhance the creature’s Natural Weapon even further.
  I   Passive. The creature is equipped with some kind 
  of natural weapon which deals 3 points of damage, 
  instead of the usual 2 for unarmed attacks.
  II   Passive. The creature’s natural weapon deals  
  4 points of damage.
  III   Passive. The creature’s natural weapon deals  
  5 points of damage. The natural weapon now has 
  the quality Long, allowing the creature to perform 
  a Free Attack at the start of a combat against 
  enemies with shorter weapons.
  poisonous
  The creature’s unarmed attack or Natural Weapon 
  is poisonous and each hit that wounds an enemy 
  will also poison it, unless the victim succeeds with 
  a [Strong←Cunning] test. The poison's effect can 
  be cancelled if someone applies an antidote to the 
  wound and succeeds with a Cunning test.
  I   Passive. The poison is weak and deals 2 points  
  of damage for 2 turns.
  II   Passive. The poison is moderately strong and 
  deals 3 points of damage for 3 turns.
  III   Passive. The poison is strong and deals 4 points  
  of damage for 4 turns.
  reGeneration
  The creature spontaneously heals, without needing 
  to spend either time or power to do so. However, the 
  creature has a weakness, a specific type of damage 
  that it cannot regenerate (which, of course, can be 
  healed in other active ways). 
  The creature must choose a weakness related to 
  some kind of damage it cannot heal automatically. 
  Choose between magical weapons, elemental ener-
  gies and damage from either holy or unholy attacks.
  I   Passive. Regenerates 2 Toughness per turn.
  II   Passive. Regenerates 3 Toughness per turn.
  III   Passive. Regenerates 4 Toughness per turn.
  robust
  The creature is bigger and tougher than usual, and 
  can only wear modified light armor.
  I   Passive. The creature ignores 2 points of damage 
  from each hit, in addition to any Armor it may wear. 
  Once per turn, the creature deals an additional  
  +2 points of damage with one of its melee attacks. 
  The creature's Defense is calculated from the 
  basis of [Quick−2].
  II   Passive. The creature ignores 3 points of damage 
  from each hit, in addition to any Armor it may wear. 
  Once per turn, the creature deals an additional  
  +3 points of damage with one of its melee attacks. 
  The creature's Defense is calculated from the 
  basis of [Quick−3].
  III   Passive. The creature ignores 4 points of damage 
  from each hit, in addition to any Armor it may wear. 
  85
  
  Once per turn, the creature deals an additional  
  +4 points of damage with one of its melee attacks. 
  The creature's Defense is calculated from the basis 
  of [Quick−4].
  spirit forM
  The creature is immaterial and can neither affect 
  nor be affected by physical effects. A spirit whose 
  Toughness is brought down to 0 is banished for a 
  shorter or longer period of time.
  I   Passive. The creature can pass through barriers 
  without problem, but cannot cross water even by 
  bridges, boat or air. The spirit suffers half damage 
  from weapon attacks. Alchemical effects on weap-
  ons and mystical powers deal full damage. Magical 
  weapons deal full damage, as well.
  II    Passive. The spirit suffers half damage from weap-
  on attacks, alchemical/mystical attacks as well as 
  from magical weapons.
  III    Passive. Only mystical powers and magical weapons 
  can harm the spirit, and then only with half damage.
  swarM
  The creature is a collective, its mind spread among a 
  swarm of bodies. The creature cannot be destroyed 
  unless the entire swarm is obliterated.
  I   Special. The swarm suffers half damage from all 
  attacks. If the swarm is damaged, and is brought 
  down to below half its Toughness, the survival 
  instinct of the separate parts of the swarm takes 
  over and its instincts cause the rest of the swarm 
  to flee. A mental attack (where the swarm uses its 
  Resolute to defend itself) affects the entire swarm.
  II   Special. The swarm suffers half damage from all 
  attacks. If the swarm suffers damage from a single 
  attack that exceeds its Pain Threshold, the survival 
  instinct of the separate parts of the swarm takes 
  over and its instincts cause the rest of the swarm 
  to flee. Also, the swarm may make two attempts 
  to resist mental attacks (where the swarm uses its 
  Resolute to defend itself).
  III   Special. The collective mind of the swarm controls 
  it, so that it only suffers a quarter of any damage 
  taken from attacks. The swarm’s cohesion is com-
  plete, and the swarm does not have to flee unless 
  the overall intellect chooses to do so. The swarm 
  may make two attempts to resist mental attacks 
  (where the swarm uses its Resolute to defend itself).
  terrify
  The creature can strike terror into the heart of one 
  or more creatures. Terrify requires that the creature 
  has the monstrous trait Spirit Form.
  I   Active. The creature’s gaze forces a single victim 
  to make a [Resolute←Resolute] test, or automat-
  ically spend both of its actions backing away. If 
  the victim cannot back away, it will defend itself in 
  desperation, but cannot compel itself to attack. 
  The victim may make a test each turn, trying to 
  shrug off the fear.
  II   Active. The creature’s horrific shriek forces every-
  one that is nearby to make a [Resolute←Resolute] 
  test, or automatically spend both of their actions 
  backing away. If the victims cannot back away, they 
  will defend themselves in desperation, but cannot 
  compel themselves to attack. The victims may 
  make a test each turn, trying to shrug off the fear.
  III   Free. As II, but the victims do not defend them-
  selves against attacks, fleeing if possible, cowering 
  in place if not. The victims may make a test each 
  turn in order to shrug off the paralyzing fear.
  Elves 
  Category: Cultural being
  aCCordinG to barbarian Myths the elves arrived 
  in the region north of the Titans as late as at the 
  time of Symbaroum’s downfall; some even say that 
  it was the elf prince Eneáno who planted the forest 
  of Davokar, hoping to bury the blight-stricken land 
  of the fallen empire. Whatever the truth may be, the 
  elves currently living in Davokar regard themselves 
  as the guardians of the woods. And with reference to 
  ancient treaties they demand that both barbarians 
  and Ambrians must stay clear of Davokar’s depth 
  and all of Symbaroum’s ruins. Every violation of 
  these treaties is regarded as an act of war.
  When the Ambrians arrived in the region they had 
  little knowledge about elves, and the common man 
  still believes that elves in diverse life stages are widely 
  different kinds of creatures. However, conversations 
  with witches and the few elven emissaries that have 
  arrived in Yndaros suggest that the elves live their life 
  in a number of phases, separated by periods of dor-
  mancy during which the elf undergoes both physical 
  and mental changes. It is also indicated that only some 
  survive the dormancy, while the majority wither 
  away and die before waking up to the next phase. In 
  other words: even if there are a number of now living 
  elves who were around at the time of Symbaroum’s 
  fall, they are for the aforementioned reasons few and 
  almost impossible to communicate with.
  This section introduces the first three life phases 
  of the forest people. There also exist older elves, but 
  they are largely unknown to the Ambrians and, addi-
  tionally, highly disputed. Most authorities agree that 
  the life span of the elves includes at least four, possibly 
  five phases. If so, the fourth phase would consist of the 
  allegedly reclusive Winter Elves; the fifth of an very 
  86
  
  small number who survive their fourth dormancy and 
  awaken as extremely powerful beings, for instance 
  the daunting Aloéna on Karvosti. But this theory is 
  far from being regarded as fact. Instead there are 
  those who argue that Aloéna and others like her have 
  no relation to the elves; that they are a separate race 
  of ancient individuals, that they are earth-bound 
  demigods or that they are embodied forces of nature.
  elflinG (suMMer elf)
  Those who awaken after their first dormancy 
  and enter the life phase of the Summer Elf are a 
  still curious but not nearly as cautious group. The 
  Elflings are known as hot-tempered, aggressive 
  and impulsive, bordering on foolhardy. Up to five-
  and-a-half-feet tall, nimble as mare cats and with 
  about 150 years to train, they develop into skilled 
  warriors, qualified to take on any human fighter.
  The Elflings make up the backbone of Davokar’s 
  defense force, weakly armored but equipped with 
  spears and bows. Most often they are led by an 
  Autumn Elf, but sometimes their impatience makes 
  them renounce the guidance of older siblings. Such 
  war bands, consisting of between ten and thirty 
  elven hotheads, always prefer attack over defense 
  and may very well assault villages in the lowlands 
  instead of their normal targets: outposts, caravans 
  and free settlers in the woods.
  early suMMer elf
  Race
  Elf
  Resistance
  Ordinary
  Traits
  Long-lived
  Accurate 10 (0), Cunning 10 (0), Discreet 11 (−1), 
  Persuasive 5 (+5), Quick 13 (−3), Resolute 9 (+1), 
  Strong 7 (+3), Vigilant 15 (−5)
  Abilities
  Acrobatics (novice), Marksman 
  (adept), Sixth Sense (novice)
  Weapons
  Vigilant/
  Accurate
  Bow 5,  
  Spear 4 (long)
  Armor
  Woven Silk 2 (flexible)
  Defense
  −3
  Toughness
  10
  Pain Threshold
  4
  Equipment
  Herbal cure, a dozen arrows
  Shadow
  Luscious green (corruption: 0)
  Tactics: The elves of early summer trust in their 
  bows and only use the spears when absolutely 
  necessary. In close combat they use Acrobatics to 
  withdraw from melee, in order to take advantage 
  of the spear’s length again and again.
  late suMMer elf
  Race
  Elf
  Resistance
  Challenging
  Traits
  Long-lived
  Accurate 15 (−5), Cunning 10 (0), Discreet 11 (−1), 
  Persuasive 9 (+1), Quick 10 (0), Resolute 13 (−3), 
  Strong 7 (+3), Vigilant 5 (+5)
  Abilities
  Marksman (master),  
  Man-at-arms (adept),  
  Polearm Mastery (master)
  Weapons 
  Vigilant/
  Accurate
  Bow 5,  
  Spear 5 (long)
  Armor
  Lacquered Silk Cuirass 4  
  (flexible)
  Defense
  0
  Toughness
  10
  Pain Threshold
  4
  Equipment
  Herbal cure
  Shadow
  Deep green (corruption: 0)
  Tactics: The elves of late summer prefer to use 
  their bows, but if it comes to close combat they 
  do not mind standing in the front line, keeping the 
  enemies in check with their spears.
  87
  Writings of unknown 
  origin, which the Order 
  Masters of Thistle Hold 
  have been heard to argue 
  about – is it a map, or 
  possibly an instruction 
  on how to grow Silver 
  Lilies?
  
  88
  
  Trolls
  aMonG aMbrians the troll is the epitome of 
  Davokar’s many horrors. If you are to believe 
  the stories told at taverns and inns, the trolls are 
  numerous but also a varied bunch of creatures, 
  from human-sized brutes to virtual behemoths. 
  That they are driven by hunger is evident, also 
  that they seem to lack the fears and wariness of 
  humans – two facts which make them prone to 
  attack travelers and caravans in the wilds even if 
  they are outnumbered.
  In sharp contrast to the Ambrian experience, 
  barbarian legends speak of civilized trolls; trolls 
  living in organized, underground villages; trolls 
  that tunnel through the ground in search of jewels 
  and metals, that weave magical fabrics and brew 
  healing juices. But the special expert on the topic 
  at Ordo Magica, Chapter Master Argoi in Kurun, 
  maintains that even if that may have been true one 
  or two centuries ago, a majority of today’s trolls are 
  too aggressive to obey, compromise and reason – 
  abilities that are a must in all civilized communities.
  raGe troll
  Rage Troll is the Ambrian name for the most com-
  monly encountered type of this beastly race. In 
  height they are comparable with Ambrians and 
  barbarians, but their bodily constitution is more 
  similar to a bear’s, or perhaps even more to the 
  type of grotesque bull that was seen pulling the 
  enemy’s wagons during the Great War.
  Rage trolls can be encountered individually or in 
  groups. The former are often described as extremely 
  ravenous and aggressive, to the extent that they 
  very well may attack fortified villages singlehanded. 
  The ones living in groups are probably just as 
  hungry and combative as their lone-wandering 
  relatives, but they are not as reckless – maybe 
  because they are wiser, maybe because they have 
  allowed themselves to be disciplined by the group’s 
  leader. Irrespective of the reason, there is no doubt 
  that many a colony, outpost and caravan have been 
  massacred by a posse of rage trolls led by some 
  bellowing Liege Troll.
  raGe troll, faMished
  Race
  Troll
  Resistance
  Ordinary
  Traits
  Long-Lived, Natural Weapon (I), 
  Robust (I)
  Accurate 13 (−3), Cunning 10 (0), Discreet 5 (+5), 
  Persuasive 7 (+3), Quick 11 (−1), Resolute 10 (0), 
  Strong 15 (−5), Vigilant 9 (+1)
  Abilities
  Berserker (adept)
  Weapons 
  Accurate
  Claws 8 (short)
  Armor
  Troll skin 4
  Defense
  +7
  Toughness
  15 
  Pain Threshold
  8
  Equipment
  None
  Shadow
  Bright red, like arterial blood full 
  of life (corruption: 0)
  Tactics:  The famished Rage Troll attacks one 
  target at a time, until all of them are dead.
  raGe troll, Group-livinG
  Race
  Troll
  Resistance
  Challenging
  Traits
  Long-Lived, Natural Weapon (I), 
  Regeneration (III), Robust (I)
  Accurate 13 (−3), Cunning 10 (0), Discreet 5 (+5), 
  Persuasive 7 (+3), Quick 10 (0), Resolute 11 (−1), 
  Strong 15 (−5), Vigilant 9 (+1)
  Abilities
  Berserker (adept),  
  Natural Warrior (novice)
  Weapons 
  Accurate
  Claws 9 (short)
  Armor
  Troll skin 4 (regenerates 4 
  toughness/turn, except damage 
  from fire or acid)
  Defense
  +7
  Toughness
  15 
  Pain Threshold
   8
  Equipment
  Lucky charm in the form of a 
  human cranium
  Shadow
  Blood red (corruption: 0)
  Tactics: The group-living Rage Trolls attack in 
  packs, trying to encircle the target. Then the 
  berserker rage usually does the trick.
  89
  
  Ranger
  The one who ventures into Davokar without 
  having the proper Explorer’s License needs to 
  be cautious. The Queen’s Rangers are tasked with 
  patrolling the forest outskirts and sometimes 
  make detours deeper into the woods. Such detours 
  are most often made by a squad or a platoon of 
  Rangers who have been tasked with investiga-
  ting the veracity of certain rumors or to track 
  down a particular beast that has attacked Thistle 
  Hold, Kastor or some other border settlement. 
  Irrespective of the purpose of their journey, they 
  travel with the permanent duty to check up on 
  everyone encountered in Davokar; those who do 
  not have their license in order will be shackled, 
  or put to death, if they struggle.
  The Rangers are selected from within the regular 
  army; they are resilient, experienced in combat and 
  skilled when it comes to moving silently through 
  the wilds. Some Rangers are specialists in vari-
  ous areas – beast lore, legends or fighting certain 
  types of enemies – and sometimes they travel in 
  the company of experts such as master builders, 
  cartographers or war mages from Ordo Magica. 
  A squad of Rangers, led by some scarred captain, 
  is truly a force to be reckoned with – something 
  which many unlicensed treasure-hunters have 
  had to experience...
  Treasure-Hunter
  We make up many names for those we love; the 
  same is true for the ones we detest. Call them 
  treasure-hunters, fortune-hunters, explorers or 
  grave robbers – many are the Ambrians who put 
  their lives at risk in the hope of finding riches in 
  the ruins of old Symbaroum. Nowadays most peo-
  ple have realized the foolishness in challenging 
  Davokar singlehandedly, which is why almost 
  everyone travels with at least four companions. 
  But the composition of the groupings may of 
  course vary considerably, from being made up 
  of a handful of former peasants scratching for 
  precious metals in the forest outskirts to disci-
  plined expeditions led by Ordo Magica or some 
  ambitious nobleman.
  The plunderers described below are of the 
  brutish kind – groups of individuals who have 
  managed to scrape together enough coin to buy an 
  Explorer’s License and ventured into the woods 
  hoping to find the mother lode. As they have 
  risked everything they own, and maybe even 
  taken loans from some shady moneylender, they 
  are not likely to abandon their dig-site without 
  a fight. For that reason it is probably true that 
  in the outskirts of Davokar treasure-hunters 
  are killed by competitors as often as they are by 
  beasts, elves or local barbarians.
  queen’s ranGer
  Race
  Human (Ambrian)
  Resistance
  Ordinary
  Traits
  Bushcraft
  Accurate 11 (−1), Cunning 13 (−3), Discreet 10 (0), 
  Persuasive 5 (+5), Quick 7 (+3), Resolute 9 (+1), 
  Strong 10 (0), Vigilant 15 (−5)
  Abilities
  Loremaster or Medicus or Beast 
  Lore (novice), Tactician (adept), 
  Twin Attack (novice)
  Weapons 
  Accurate
  Bow 4, Sword 4 and Dagger 3
  Armor
  Woven silk 2 (flexible)
  Defense
  −4
  Toughness
  10 
  Pain Threshold
  5
  Equipment
  Scrolls (on area of expertise), a 
  dozen arrows, waybread, 1 herbal 
  cure, 1D10 shillings
  Shadow
  Silver-shimmering (corruption: 0)
  Tactics: A Ranger always assesses its target and 
  attacks the weakest spot. They are scouts first 
  and foremost, not warriors, and will refrain from 
  attacking if the odds are stacked against them.
  plunderer
  Race
  Ogre
  Resistance
  Ordinary
  Traits
  Long-lived, Robust (I)
  Accurate 5 (+5), Cunning 10 (0), Discreet 9 (+1), 
  Persuasive 10 (0), Quick 13 (−3), Resolute 11 (−1), 
  Strong 15 (−5), Vigilant 7 (+3)
  Abilities
  Iron Fist (novice), Two-handed 
  force (adept)
  Weapons 
  Strong
  Two-handed hammer 8
  Armor
  Tough skin and Leather 4  
  (Impeding)
  Defense
  +1
  Toughness
  15 
  Pain Threshold
  8
  Equipment
  Sack with putrid food
  Shadow
  Crimson red (corruption: 0)
  Tactics: The plunderer marches straight into 
  battle, hungry for loot and coin.
  90
  
  Spiders
  in the tales of the barbarians, the spider comes 
  off as one of Davokar’s most noble and powerful 
  beings, at least from a historical perspective. 
  The legend of the Spider King is well-known also 
  among Ambrians – a ruthless warlord who ruled 
  the woods some five centuries ago; member of a 
  monstrous clan of spider-like humanoids and with 
  a host comprised of spiders and various forms of 
  amphibian creatures.
  Most stories suggest that it was the threat of the 
  Spider King that motivated the barbarian clans 
  to unite under a High Chieftain, and that their 
  combined forces managed to crush his empire. The 
  legend also implies that the monstrous clan still 
  lives on in the depth of Davokar, and that there still 
  exist giant spiders and toad-monsters descended 
  from the monarch’s hordes. Connections have also 
  been made to the skeletal statue in Thistle Hold 
  and to the rumored Predator Clan, but according 
  to Ordo Magica there are no reliable accounts to 
  support such assumptions. Instead, most believe 
  that if there is any truth to the legend, both the 
  clan of the Spider King and all of the larger spider 
  races were eliminated in the campaigns of the first 
  High Chieftains. Certainly, spiders still thrive in 
  Davokar and they are indeed a serious threat, but 
  they are not especially organized or intelligent.
  etterherd
  The fist-sized Etterherd hunts in packs, poisonous 
  enough to kill a grown man and aggressive enough 
  to actually try. When the pack has made a kill the 
  spiders dig into the corpse to lay their eggs. The 
  carcass is later devoured from the inside and finally 
  etterherd
  Race
  Spider
  Resistance
  Ordinary
  Traits
  Natural Weapon (I),  
  Poisonous (I), Swarm (II)
  Accurate 15 (−5), Cunning 10 (0), Discreet 11 (−1), 
  Persuasive 7 (+3), Quick 13 (−3), Resolute 9 (+1), 
  Strong 5 (+5), Vigilant 10 (0)
  Abilities
  None
  Weapons 
  Accurate
  Bite 3, poison 2 for 2 turns
  Armor
  None
  Defense
  −3
  Toughness
  10
  Pain Threshold
  3
  Equipment
  None
  Shadow
  Greenish purple (corruption: 1)
  Tactics: The spider swarm gathers around its 
  prey, biting and biting until it is dead. Then the 
  swarm is off to the next target to repeat the 
  procedure.
  erupts when a new generation of etterherds is ready 
  to see the light of day.
  The barbarians in the northern clans of Gaoia 
  and Enoai have struggled with these packs for a 
  long time, but the problem is spread throughout 
  all of Davokar. In recent years, attacks on convoys 
  traveling along the Doudram, Eanor and Malgomor 
  rivers have become more and more frequent – the 
  etterherds lay in wait in tree tops that lean out over 
  the water and attack the warm bodies onboard 
  boats passing underneath.
  91
  
  Predators
  davokar is teeMinG with life, which of course 
  is the primary reason why the barbarians choose 
  to endure its perilous environment. However, 
  accompanying the prey animals are a multitude 
  of predators – beasts that often find themselves 
  transformed into victims in the claws of trolls, 
  abominations and others who happen to be larger 
  than them.
  The barbarians have developed a culinary cul-
  ture that makes them happy to reject a tender deer 
  loin in favor of meat carved from predators – the 
  more dangerous the predator, the finer the meal. It 
  is, for example, said that High Chieftain Maiestikar 
  refused to see anything but Hunger Wolves and 
  Aboars on his plate.
  aboar
  Wild boars are not a rare sight for travelers in 
  Davokar, especially not out east in the territory 
  of clan Vajvod where they are hunted for meat 
  and tusks. It is also the vajvods who have fostered 
  the tradition of once a year, during winter when 
  the snow makes tracking an easy task, sending 
  a group of select warriors deep into Davokar, 
  hunting the Aboar.
  This mythical giant swine is said to be related 
  to the liege trolls and even outshines them when 
  it comes to both cleverness and brutality. Only 
  on a couple of occasions have there been cred-
  ible reports of villages, outposts or travelers 
  that have been attacked by an aboar – maybe 
  because all potential witnesses have died in other 
  attacks. On the other hand, it is far from unusual 
  to hear farmers and others who work close to 
  Davokar tell of strange happenings; occasions 
  when they all of a sudden have found themselves 
  being watched by some staring aboar, stand-
  ing still at the forest edge or somewhere out on 
  their farmlands. And none of the storytellers 
  have the slightest doubt that a calculating and 
  rational intellect hides behind the monstrous 
  hog’s wrinkled forehead.
  Reptiles
  the question of whether or not there are dragons 
  in Davokar is much debated. Some pundits claim 
  that barbarian legends, reports from deep-reaching 
  expeditions and, not least, details in Symbaroum’s 
  architecture prove that dragons are a reality. On 
  the other hand, their opponents argue that the 
  barbarian tales really are about lindworms, that 
  all self-professed witnesses have lost their minds 
  and that any dragon-like details on the ruins of 
  92
  aboar
  Race
  Beast
  Resistance
  Challenging
  Traits
  Armored (II), Natural weapon (II), 
  Robust (III)
  Accurate 10 (0), Cunning 10 (0), Discreet 7 (+3), 
  Persuasive 5 (+5), Quick 13 (−3), Resolute 11 (−1), 
  Strong 15 (−5), Vigilant 9 (+1)
  Abilities
  Iron Fist (adept)
  Weapons 
  Strong
  Tusks 10 (short)
  Armor
  Swine skin 7
  Defense
  +1
  Toughness
  15 
  Pain Threshold
  8
  Equipment
  None
  Shadow
  Deep red, with faint streaks of 
  rust in the red (corruption: 3)
  Tactics: The Aboar uses diversion attacks to try 
  to scare the enemy away from its territory; if that 
  fails the giant boar trusts that its tusks, reflexes 
  and thick hide are enough to plow down any 
  aggressor.
  
  Symbaroum can hardly be taken as evidence since 
  similar motifs could be seen in Alberetor without 
  any real dragons to inspire the artists.
  The debate will likely continue and for the time 
  being the Ambrian artists have smaller and more 
  beastly reptiles to use as models for their dragon 
  motifs. And there are plenty of them around, in the 
  form of serpents and lizards and not least the tur-
  tles dwelling in the region’s waterways. Many of the 
  reptiles are venomous and almost all of them have 
  been singled out as embodiments of Darvokar’s 
  darkness by the Church of Prios – a circumstance 
  explained by First Father Jeseebegai as related to 
  the fact that they are especially sensitive to the 
  natural corruption permeating the grounds and 
  waters of the forest.
  lindworM
  They are few and far between, the Ambrians who 
  can claim to have met or fought a Lindworm and 
  lived to tell about it. They have neither wings nor 
  legs but are said to share some traits with the 
  fabled dragons, in that they are both cunning 
  and capable of utilizing mystical powers. Indeed, 
  the stories show some variations, which could be 
  interpreted as evidence that individual specimens 
  differ from each other in terms of both intelligence 
  and magical abilities.
  A widely renowned, if still unconfirmed, exam-
  ple of the intelligent kind is the serpent who is 
  said to act as something of a spiritual guide for 
  the northern clan Gaoia. Chieftain Rábaiamon as 
  well as the keeper of the clan maintain that their 
  decisions are guided by an elderly and infinitely 
  wise lindworm called Grandfather Lint. But despite 
  lindworM
  Race
  Reptiles
  Resistance
  Strong
  Traits
  Armored (III), Enthrall (III),  
  Long-lived, Robust (III)
  Accurate 7 (+3), Cunning 9 (+1), Discreet 5 (+5), 
  Persuasive 11 (−1), Quick 10 (0), Resolute 15 (−5), 
  Strong 13 (−3), Vigilant 10 (0)
  Abilities
  Iron Fist (master),  
  Natural Warrior (master)
  Weapons 
  Strong
  Bite 14 (short), or 2 attacks  
  at the same target with damage 
  12 and 8
  Armor
  Scales 8
  Defense
  +4
  Toughness
  13
  Pain Threshold
  7
  Equipment
  None
  Shadow
  Emerald green, like the leaves 
  on an ancient oak, hypnotically 
  rustling in the summer breeze 
  (corruption: 0)
  Tactics: The lindworm is old and sly and will not 
  fight if it knows it cannot win, or if there is nothing 
  to gain. It prefers to enthrall its victims to learn 
  about them, thereby finding out which one is the 
  strongest. After that, the serpent is not afraid to 
  let its fangs end the discussion.
  a handful of visits with promises of increasingly 
  lavish compensation, the representatives of Ordo 
  Magica have been denied a meeting with the oracle 
  – a fact which has made the more skeptical among 
  the wizards question the existence of the serpent.
  93
  
  Abomination
  the aMbrians use the term Abomination for what 
  the barbarians call Blight Beasts – creatures in 
  some way associated with the corrupt darkness of 
  Davokar. It is unclear if all abominations are related 
  or if it would be more accurate to speak of different 
  kinds of abominations, but both Ordo Magica and 
  the Twilight Friars do all in their power to learn 
  more about the phenomenon.
  In any case, the term covers a varied crowd of 
  beings that seem to have one trait in common: they 
  want to hurt humans; they wish for humans to 
  ache, to suffer, preferably to die. And they wish 
  this with such a passion that nothing else matters. 
  You cannot reason with an abomination, nor com-
  promise with or frighten them; the abomination 
  appears to live for the destruction of mankind, 
  one individual at a time, and it does not hesitate to 
  destroy anything or anyone standing in the way.
  bliGht born
  Exactly when it happens is under debate, but at 
  some point it seems as if persons or creatures 
  plagued by corruption lose themselves to the 
  disease. When it has gone that far, the physical 
  appearance of the individual starts to transform. 
  One who has browsed the book Hordes of the 
  Eternal Night, written and illustrated by the 
  Black Cloak Almagast, have seen widely different 
  examples of bodily stigmata: extreme dehydration; 
  oozing blisters; horn-like and tail-like outgrowths; 
  bleeding mucosal membranes; withered or twisted 
  limbs; blackened or albino-pale skin; furry hair 
  growth on humans and loss of fur on animals. 
  And when it comes to personality and temper 
  the transformation is absolute – everything that 
  remains is destructive: envy, anger, hunger, hubris 
  and hatred.
  Blight born animals and beasts wander alone in 
  the wilds, killing everything that comes in their 
  way, growing bigger and stronger and spreading 
  corruption through bites and scratches. Human 
  abominations seem to hold on to some of their intel-
  lectual capacity and can linger in populated areas if 
  they are careful. They keep in hiding, use infected 
  persons as guards and couriers, and can with time 
  surround themselves with a whole court of cultists 
  obeying their every command. Sometimes, as in 
  the notorious case of the widow baroness of the 
  House Elsbet, it can take years before the source 
  of corruption is revealed.
  bliGht born elk
  Race
  Abomination (once beast)
  Resistance
  Challenging
  Traits
  Corrupting Attack (I), Natural 
  Weapon (II), Robust (II)
  Accurate 11 (−1), Cunning 7 (+3), Discreet 10 (0), 
  Persuasive 5 (+5), Quick 13 (−3), Resolute 9 (+1), 
  Strong 15 (−5),  Vigilant 10 (0)
  Abilities
  Iron Fist (adept),  
  Natural Warrior (novice)
  Weapons 
  Strong
  Antlers 10, +1D4 in temporary 
  corruption.
  Armor
  Elk Hide 3
  Defense
  0
  Toughness
  15
  Pain Threshold
  8
  Equipment
  None
  Shadow
  Brownish black, like the hide of a 
  decaying animal corpse  
  (thoroughly corrupt)
  Tactics: None. The scent of living bodies drives 
  the blight beast to attack, muzzle foaming with 
  corruption.
  bliGht born huMan
  Race
  Abomination (once human)
  Resistance
  Ordinary
  Traits
  Acidic blood (I), Natural weapon 
  (I), Robust (I)
  Accurate 15 (−5), Cunning 9 (+1), Discreet 10 (0), 
  Persuasive 5 (+5), Quick 7 (+3), Resolute 13 (−3), 
  Strong 11 (−1), Vigilant 10 (0)
  Abilities
  Berserker (novice),  
  Natural Warrior (novice)
  Weapons 
  Accurate
  Claws 9 (short)
  Armor
  Leather apron 4 (Impeding)
  Defense
  +9, corrosive blood 3 for 3 turns
  Toughness
  11
  Pain Threshold
  6
  Equipment
  Tools and items related to its 
  former occupation, 1D10 ortegs
  Shadow
  Fully corroded copper  
  (thoroughly corrupt)
  Tactics: The abomination closes in on its victim 
  and attacks with a passionate hunger.
  94
  
  95
  
  Orlan of the House Daar, Pansar
  “You have my word!”
  You are the youngest son of a – besides you – extinct 
  house of nobility. The estates and your relatives 
  perished in The Great War; you were accepted into 
  the ranks of the Queen’s Pansars, thanks to your 
  skills and your family name. After a time of service 
  you have had enough of patrols and drills, and have 
  resigned from the knights’ guard in order to find a 
  purpose in life, perhaps even the strength to rebuild 
  your house from its ruined state.
  Rageor, ogre berserker
  “Annoy me not!”
  Many years ago you came wandering through 
  Davokar nameless and blank, and were taken in 
  Premade  
       Characters
  Below you will find six pre-generated player characters to use in your play 
  tests. They all have stats at the starter level, and represent a vide variety of the 
  type cultural beings which can be created using the material featured in the Core 
  Rulebook. For those who later want additional options on the table, the Advanced 
  Player´s Guide introduces more playable races, more occupations, abilities, powers 
  and equipment. In general terms, character creation in Symbaroum is very flexible 
  and fun – basically you can build any kind of character you want.
  orlan of the house daar
  Race
  Human (Ambrian)
  Traits
  Privileged
  Accurate 11, Cunning 7, Discreet 5, Persuasive 13, 
  Quick 10, Resolute 10, Strong 15, Vigilant 9
  Abilities
  Dominate (novice),  
  Leader (adept),  
  Two-handed force (novice)
  Weapons 
  Persuasive
  Dagger 1D6 (short), Sword 1D8, 
  Two-handed sword 1D12
  Armor
  Fortified chainmail 1D8  
  (Impeding)
  Defense
  6 (dodge) or 7 (shield)
  Toughness
  15
  Pain Threshold
  8
  Equipment
  Pouch with soil from the family 
  residence in the south, camp 
  equipment, weapon maintenan-
  ce kit, 1 thaler and 5 shillings
  Shadow
  Gleaming silver (corruption: 0)
  96
  
  by a witch who taught you to speak and behave. She 
  never gave you a name, aware that you do not need 
  one – after all, you know who you are and that is 
  enough. Instead the servant of the witch named you, 
  with a nickname to suit your temperament. Since 
  then you have been known as Rageor, and when 
  the witch died of old age you left the forest behind.
  There seems to be much to learn about the world. 
  Now that that the witch who raised you is dead you 
  are left searching for a purpose in life, and maybe 
  finding out who you are and where you are from 
  is a goal worth pursuing? Or maybe you are on the 
  run, hunted by both witches and Black Cloaks who 
  wish to know more about what the witch was doing 
  or why she died.
  Bartolom, Wizard of Ordo Magica
  “Interesting, this must be scrutinized.”
  You are a novice in Ordo Magica, Ambria’s biggest 
  and most influential order of wizardry. When all 
  others journeyed north you and your master stayed 
  in Alberetor to study the dying earth, although you 
  wanted nothing more than to tag along in search 
  for the truth behind rumors about Davokar’s herbs 
  and the magic of barbarian witches. Now that your 
  master is dead it is time to put that plan into action. 
  The first step is to locate your old colleague, Master 
  Vernam who is said to live in Thistle Hold.
  raGeor
  Race
  Ogre
  Traits
  Long-lived, Pariah,  
  Robust (novice)
  Accurate 10, Cunning 9, Discreet 5, Persuasive 7, 
  Quick 11, Resolute 13, Strong 15, Vigilant 10
  Abilities
  Berserker (novice),  
  Twin Attack (adept)
  Weapons 
  Accurate
  Dagger 1D6+1D4 (short),  
  2 swords 1D8+1D4
  Armor
  Leather apron 1D4 (Impeding)
  Defense
  8 (parry)
  Toughness
  15
  Pain Threshold
  8
  Equipment
  Self-made flute that only plays in 
  minor, 4 ortegs
  Shadow
  Dark green like moss  
  (corruption: 0)
  bartoloM
  Race 
  Human (Ambrian)
  Traits 
  Privileged
  Accurate 10, Cunning 13, Discreet 5, Persuasive 10, 
  Quick 11, Resolute 15, Strong 9, Vigilant 7
  Abilities 
  Alchemy (novice), Beast Lore 
  (novice), Brimstone Cascade 
  (novice), Medicus (novice), 
  Wizardry (novice)
  Weapons  
  Accurate
  Dagger 1D6 (short),  
  Walking staff 1D6 (long, blunt)
  Armor 
  Blessed robe 1D4 (flexible)
  Defense 
  11
  Toughness 
  10
  Pain Threshold
   5
  Equipment 
  Camp equipment, aged sherry, 
  3 herbal cures, 3 thaler and 9 
  shillings
  Shadow 
  Fiery copper (corruption: 0)
  Gender & Names:
  Feel free to change the 
  gender of the premade 
  characters if you wish. 
  Below are suggested 
  names for the example 
  characters with their 
  genders switched:  Or-
  lan becomes Oria, Bar-
  tolom becomes Bartala, 
  Niha becomes Niho and 
  Karla becomes Karlas. 
  Both Rageor and Fenya 
  remains unchanged.
  97
  
  Fenya, goblin treasure-hunter
  “There you are, my precious treasure!”
  You were born and raised in the goblin village of 
  Karabbadokk, where your family settled down 
  when the rest of the tribe joined a band of robbers 
  held up in the forests of Mervidun. When you 
  could not find work in Thistle Hold, the alluring 
  city in which you never got to set foot, you left 
  Karabbadokk in search of a better life. You have 
  to make haste – you have already reached the age 
  of five and life is short!
  Shortly after leaving the village you met a grumpy 
  old sow which you ensnared with your goblin magic 
  and named Kverula. By now, the two of you have 
  developed a deep love-hate relationship, and there 
  is no doubt that you will stay loyal to each other for 
  as long as you both shall live. 
  Niha, changeling con artist
  “You won’t regret it!”
  You were exchanged for your parents’ firstborn in 
  a barbarian settlement, and from there it only got 
  worse. “Mother” and “Father” had you work as an 
  apprentice of the village tanner and sent you away 
  as soon as your heritage became apparent. Since 
  then you have learned to manage on your own, 
  but you have always wondered why your elven 
  kin gave you up. 
  You have traveled the countryside of Ambria 
  hoping to find answers, or at least some other 
  outcasts to form some sort of communion with. 
  If all else fails you have heard of a human named 
  Vernam, who lives in Thistle Hold and is said to 
  know much about elves.
  niha
  Race 
  Changeling
  Traits 
  Long-lived, Shapeshifter (novice)
  Accurate 10, Cunning 7, Discreet 15, Persuasive 13, 
  Quick 11, Resolute 9, Strong 5, Vigilant 10
  Abilities 
  Backstab (novice), Feint (adept)
  Weapons 
  Discreet/ 
  Accurate
  Dagger 1D6 (short),  
  Walking staff 1D6 (long, blunt)
  Armor 
  Studded leather 1D4 (Impeding)
  Defense 
  13
  Toughness 
  10
  Pain Threshold
   3
  Equipment 
  Straw doll found by your crib 
  (presumably left by the elves), 
  camp equipment, 11 shilling and 
  3 ortegs
  Shadow 
  Polished brass (corruption: 0)
  fenya
  Race 
  Goblin
  Traits 
  Pariah, Short-lived,  
  Survival instinct (novice)
  Accurate 10, Cunning 5, Discreet 13, Persuasive 7, 
  Quick 15, Resolute 9, Strong 11, Vigilant 10
  Abilities 
  Polearm mastery (adept),  
  Ritualist (novice, Familiar)
  Weapons  
  Accurate
  Dagger 1D6 (short),  
  Spear 1D10 (long)
  Armor 
  Leather gown 1D4 (Impeding)
  Defense 
  13
  Toughness 
  11
  Pain Threshold
   6
  Equipment 
  Camp equipment, 3 ortegs
  Shadow 
  Red as oxygenated blood  
  (corruption: 1)
  kverula, the wild sow
  Race 
  Beast (sow)
  Traits 
  Armored (I), Natural weapon (I)
  Accurate 11, Cunning 7, Discreet 9, Persuasive 5, 
  Quick 13, Resolute 10, Strong 15, Vigilant 10
  Weapons  
  Accurate
  Tusks 1D6 (short)
  Armor 
  Skin 1D4 (flexible)
  Defense 
  13
  Toughness 
  15
  Pain Threshold
   8
  Shadow 
  Yellowish red, like aspen leaves 
  in the fall (corruption: 0)
  98
  
  99
  In a towering grove at the southern edge 
  of Karvosti (the ancient meeting place 
  of the barbarian clans) lives Aloéna. The 
  ten feet tall female being, assumed to 
  be related to Davokar’s elves, seems to 
  regard humans as if they were nothing 
  more than a passing flock of birds. 
  
  bliGht niGht is a miniature adventure landscape. 
  It presents a setting (Jakad’s Heart), a handful 
  of NPCs with their own ambitions (the knight 
  Nightblade among others) and a dramatic incident 
  which sets events in motion (the siege) – then it is 
  up to the players to (re)act!
  The legend of the artifact called the Water of 
  the Dusk (see the Core Rulebook, page 186) is a key 
  ingredient of the adventure, but the artifact itself 
  does not have to make an appearance if the Game 
  Master doesn’t want it to.
  Jakad’s Heart
  at davokar’s edGe lays the solitary inn Jakad’s 
  Heart. Jakad was a Black Cloak who felt drawn to 
  the location by dreams and inner voices. When he 
  arrived he found a wellspring flowing with holy 
  Water of the Dusk. Jakad built a shrine by the well, 
  and all who travelled along the forest edge were 
  welcomed to stay there, to rest and heal and enjoy 
  the comfort of the miraculous water. But the fate 
  of the chapel was pre-determined, vulnerable as 
  it was, resting there in the shadow of Davokar. 
  Jakad was killed by an elven war band, and the 
  shrine was razed to the ground to avenge human 
  transgressions deeper into the woods.
  The light of the spring dimmed out as soon 
  as Jakad’s heart was pierced by an elven arrow. 
  However, that did not stop the energetic adventurer 
  Koldra from monetizing on the legend, by building 
  Blight Night
  durinG a voyaGe somewhere in Ambria’s border regions, the player characters 
  make a stop at the inn Jakad’s Heart – a place with a history full of both hope and 
  tragedy. At night the inn is attacked by howling goblins, commanded by the robber 
  baron Nightblade. She is on a desperate hunt for the Water of the Dusk, an artifact 
  said to be able to save a blight-stricken soul from becoming thoroughly corrupt.
  an inn near the well. She settled on the name Jakad’s 
  Heart and fortified the place with a palisade – in 
  contrast to her precursor, she was not about to trust 
  solely in Prios’ mercy for her survival.
  Map of jakad’s heart
  1. Palisade and Gatehouse. On the upper level 
  of the gatehouse there is a bronze bell covered in 
  verdigris, serving as an alarm. The palisade, made 
  of sturdy logs poking up from an embankment, is 
  about 12 feet high. There is a narrow ledge on the 
  inside of the wall, so that a defender can fight with 
  an advantage against anyone trying to scale the 
  wall. To set the palisade on fire is not possible unless 
  you have some kind of alchemical concoction; the 
  goblins (see Varraguldru, page 102) have no such 
  mixture, but that does not stop them from trying.
  2. The Inn. The inn itself is a robust stone buil-
  ding with a slate roof. The house has three levels 
  and a basement where goods are stored. Joists and 
  floors are made of wood. If the goblins make it over 
  the palisade they will try to set the inn on fire, but 
  will not succeed.
  3. Stable. The stable is made of wood alone and 
  will start to burn as soon as the goblins have made 
  their way into the courtyard.
  4. Garden. The garden is the oasis of the house-ogre 
  Mangold, where he grows vegetables and herbs.
  5. Shrine. A small chapel stands next to the 
  wellspring, waiting for travelers who have heard 
  the legend and want to pray in this holy place.
  100
  
  6. Wellspring. A paved pond that also serves 
  as a well for drinking water – pilgrims are kne-
  eling on one side, and on the other the house-ogre 
  Mangold fetches buckets of water for the inn and 
  the garden.
  baCkGround
  A couple of days prior to the arrival of the player 
  characters, a suspicious “pilgrim” was driven away 
  by Koldra as he showed an unhealthy interest in 
  the sacred spring. The obviously drugged man 
  (see Ashfaru below) spoke incoherently about 
  wanting to “prepare the well-spring for the arrival 
  of his mistress”, but Koldra refused to let him stay 
  within the palisade.
  The supposed pilgrim swore that he would return 
  and that he would be much less diplomatic when he 
  did: “Lady Nightblade will not be forgiving towards 
  those who stand in her way!” Koldra did not think 
  twice about it; she had experienced worse during 
  her adventuring days. However, she has made sure 
  that some family member is always on the lookout at 
  night. That way the keeper of the inn, as well as any 
  guests, will get a warning when the pilgrim and his 
  mistress return – which they do, with a vengeance!
  non-player CharaCters
  Koldra, innkeeper. Koldra is a charismatic person, 
  with hard hands due to her previous career as a 
  fortune-hunter. Use the values of a Queen’s Ranger 
  (page 90) when called for.
  Koldras family. The husband Tandrag and their 
  four children Melga (13), Nefer (11), Sandros (7) and 
  Pegel (5), keep to themselves and manage the inn. 
  During the siege they will help to the best of their 
  abilities, which under the circumstances amounts 
  to not much more than keeping watch and fetching 
  water to quench fires.
  1
  3
  5
  2
  4
  6
  2×2m
  N
  JAKAD'S HEART
  1.  Palisade and  
  Gatehouse
  2. Inn
  3. Stable
  4. Garden
  5. Shrine
  6. Wellspring
  101
  
  Mangold, plant-loving house-ogre. Mangold is 
  an unusually meek ogre, who is happiest when he 
  gets to tend to the well-kept garden of the inn. When 
  the ogre gets agitated – for instance, if Koldra or 
  her family are threatened – you can use the values 
  of a Plunderer (page 90).
  Blackhawk, minstrel. The minstrel Blackhawk 
  travels along the edge of Davokar, entertaining oth-
  ers in exchange for shillings and ortegs. The overly 
  genteel bard, “tutored by the elves of Ylhurandy” 
  according to himself, is a heavy drinker but knows 
  much about the region’s legends. If no one else 
  has told the legend of Jakad’s Heart to the player 
  characters, Blackhawk will. The minstrel has no 
  intention of fighting other than in self-defense, 
  but can be persuaded to grip his spiked club if the 
  player characters can get him to understand that 
  they must stand together in order to survive. If so, 
  use the stats of a Fortune-Hunter (page 215 in the 
  Core Rulebook).
  Nightblade, robber baron. The tragic figure 
  who calls herself Nightblade would be laughable or 
  pitiful if not for the fact that she is blight-stricken 
  and very desperate: she has lived a long life plagued 
  by corruption and is placing her last hope in the 
  legend of the Water of the Dusk, hoping that it can 
  save her from the darkness gathering within her. 
  With the help of powerful drugs she has been able to 
  keep the madness at bay, but the elixirs do nothing 
  to stop or delay the physical corruption. Nightblade 
  displays a number of visible blight marks – her blood 
  red eyes glow in the dark, there is pus secreting 
  from wounds on her neck, and she brings with her 
  an odor of sulfur and doom.
  The Location of 
  Jakad’s Heart?
  This text assumes 
  that Jakad’s Heart 
  is located along the 
  southern edge of 
  Davokar, but the inn 
  may easily be reloca-
  ted to some other 
  place where Ambria 
  borders on the wilds. 
  The place just north 
  of the Titans where – 
  according to legend 
  – Queen Korinthia 
  found holy water 
  suits just as well,  
  but if so the shrine 
  was probably burnt 
  down by robbers 
  instead of by elves. 
  Also, the goblins 
  of Nightblade are 
  probably human 
  robbers instead. This 
  location is a good 
  choice if the GM 
  wants to run Blight 
  Night directly after 
  the core book adven-
  ture, the Promised 
  Land.
  Race
  Human (Ambrian)
  Resistance
  Challenging
  Traits
  Privileged
  Accurate 10 (0), Cunning 5 (+5), Discreet 7 (+3), 
  Persuasive 15 (−5), Quick 11 (−1),  
  Resolute 9 (+1), Strong 13 (−3), Vigilant 10 (0)
  Abilities
  Dominate (adept),  
  Man-at-arms (master), Two-Han-
  ded Force (master)
  Weapons 
  Persuasive
  The two-handed sword Black 
  Gift 6 (see the artifact on page 
  105)
  Armor
  Fortified chainmail 4 (Impeding)
  Defense
  0
  Toughness
  13
  Pain Threshold
  7
  Equipment
  Soothing drugs (a mixture of 
  Dream Snuff and Blue Drops, see 
  the textbox Goblin Drugs), 1D10 
  thaler
  Shadow
  Dark purple with bobbing flakes 
  of silver, slowly sinking into 
  darkness (corruption: 6)
  Tactics: The goal of Nightblade is clear: to conquer 
  Jakad’s Heart and take control of its wellspring. She 
  trusts the goblins to breech the palisade, then she 
  walks onto the battlefield to the sound of the blood 
  thirsty signing of her black sword.
  Varraguldru, Nightblade’s goblin tribe. The 
  remnants of what was once the proud goblin tribe 
  Varraguldru is a sad sight. The leader of the tribe 
  joined up with Nightblade as she promised him gold 
  and honor, a promise on which she initially delivered 
  as they were pillaging ruins. They found gold as well 
  as terrors enough to drive them into abusing the 
  drugs offered by the knight. Since then Nightblade 
  has ruthlessly exploited them for her dark cause; the 
  remains of the tribe now serve her with drug-in-
  stilled loyalty. The drugs make the goblins stronger, 
  but at the cost of emotional instability. 
  Insight with a successful Vigilant: Many goblins 
  scratch their arms, laugh or cry hysterically, 
  foam at the mouth or stare into nothingness with 
  almost dead eyes as they go about their business. 
  Something is clearly not right …
  Insight with a successful Vigilant and Alchemy or 
  Medicus: The goblins are obviously drugged!
  The following statistics take the effect of the 
  drugs into account:
  Race
  Goblin
  Resistance
  Weak
  Traits
  Bushcraft, Short-lived, Survival 
  instinct (I, because of the drugs)
  Accurate 10 (0), Cunning 9 (+1), Discreet 13 
  (−3), Persuasive 5 (+5), Quick 15 (−5),  
  Resolute 7 (+3), Strong 10 (0), Vigilant 11 (−1)
  Abilities
  Berserker (novice, because  
  of the drugs)
  Weapons 
  Accurate
  Rusty one-handed weapons 6
  Armor
  Crow Armor 3 (Cumbersome)
  Defense
  +9
  Toughness
  10
  Pain Threshold
  5
  Equipment
  Tobacco pouch with sticky  
  Wild Chew (see textbox on 
  drugs), 1D10 ortegs
  Shadow
  Various colors with spots of drug - 
  sick blackness (corruption: 3)
  Tactics: The warriors of tribe Varraguldru are 
  drunkenly wild. They swarm around their ene-
  mies, trying to engage them all in melee at once. 
  102
  
  Shuggludd, rebellious goblin. The tribe of 
  Varraguldru no longer has a leader, but is instead 
  commanded by Nightblade, constantly dreaming 
  about the poison maker Ashfaru’s drugs – with 
  one exception: the goblin Shuggludd. By studying 
  Ashfaru at work, Shuggludd has learned enough 
  to be able to concoct Blue Drops of his own, the-
  reby negating the corrupting power of the Wild 
  Chew. Sadly, he has instead become addicted to the 
  seductive comfort of the Blue Drops. They make him 
  docile, but at least they will not kill him.
  Shuggludd has the same values as his tribesmen, 
  with the addition of the ability Alchemy at the 
  novice level. Shuggludd also has an alchemy set 
  in his backpack, with which he makes Blue Drops 
  that he consumes every time he has been force fed 
  Wild Chew. This has saved him from its negative 
  effects, both the short-term and the long-term ones.
  Insight with a successful [Vigilant −3]: This goblin 
  appears to behave like the rest, but acts rationally 
  and with an evident will to survive.
  Insight with a successful [Vigilant −3] and Alchemy 
  or Medicus: The goblin lacks the physical symptoms 
  of drug-sickness – his intoxication is an act!
  Ashfaru, the Poison-Maker of Nightblade. Ashfaru 
  is a renegade man-witch who left his clan and the 
  witches circle after having poisoned a rival in love. 
  Nightblade saved the alchemist from the jaws of a 
  rage troll, and since then they have traveled together. 
  Nowadays Ashfaru’s primary task is to provide the 
  goblins of Varraguldru with drugs, to make them 
  serve Nightblade as loyal slaves. He also provides 
  Nightblade with an elixir which stabilizes the fragile 
  mind of the blight-stricken knight. He has not been 
  able to do anything about the physical condition of 
  his mistress – for that stronger fluids are needed, 
  as for instance the Water of the Dusk. Ashfaru has 
  become addicted to his own drugs, which is evident 
  when looking into his bloodshot eyes or at his pale lips 
  and quivering hands. You can often see dusty traces 
  of Dream Snuff around the old mystic’s nostrils. 
  Shuggludd Takes Action
  The freedom-loving goblin Shuggludd will try to contact the player  
  characters as soon as possible – for example by surrendering in combat  
  or sneaking in over the palisade – hoping to gain allies against the real  
  enemy: Ashfaru and his damned cauldron!
  The Survival instinct ability is used to bypass the 
  front line, and reach archers and mystics further 
  back. Inspired by the drugs, the frothing goblins 
  will fight to the death.
  Race
  Goblin
  Resistance
  Weak
  Traits
  Bushcraft, Short-lived
  Accurate 10 (0), Cunning 9 (+1), Discreet 13 
  (−3), Persuasive 5 (+5), Quick 15 (−5),  
  Resolute 10 (0), Strong 7 (+3), Vigilant 11 (−1)
  Abilities
  Alchemy (novice)
  Weapons 
  Accurate
  Rusty one-handed weapon 4, 
  throwing knives 3
  Armor
  Crow Armor 3 (Cumbersome)
  Defense
  –1
  Toughness
  10
  Pain Threshold
  4
  Equipment
  1D6 throwing knives, basic  
  alchemy set, 1D4 doses of  
  Blur Drops, 1D10 ortegs
  Shadow
  Healthy green colors (corruption: 0)
  Tactics: Shuggludd acts drugged but stays away 
  from combat if possible. Instead, he tries to reach 
  out to the player characters hoping to come to an 
  agreement – if they attack Ashfaru and his cauld-
  ron the goblins can be freed from their addictions. 
  If that happens, Nightblade and Ashfaru can be 
  fought without them huddling behind a hoard of 
  minions.
  Race
  Human (barbarian)
  Resistance
  Ordinary
  Traits
  Bushcraft
  Accurate 9 (+1), Cunning 15 (−5),  
  Discreet 13 (−3), Persuasive 10 (0), Quick 10 (0), 
  Resolute 11 (−1), Strong 7 (+3), Vigilant 5 (+5)
  Abilities
  Alchemy (adept),  
  Entangling Vines (novice), Pole-
  arm Mastery (novice)
  Weapons 
  Accurate
  Spear 5
  Armor
  Witch Gown 2 (Flexible)
  Defense
  0
  Toughness
  10
  Pain Threshold
  4
  Equipment
  The artifact Barrvalg’s Cauldron 
  (see the artifact on page 105), re-
  cipes for Wild Chew, Dream Snuff 
  and Blue Drops, 1D10 doses of 
  Wild Chew, 1D10 doses of Dream 
  Snuff, 1D10 doses of Blue Drops, 1 
  dose strong poison, 1D10 shilling
  Shadow
  Greenish grey, as mold on a 
  decaying tree (corruption: 4)
  Tactics: Ashfaru huddles behind the goblins by his 
  cauldron. If severely threatened he boils a dose of 
  strong poison in the cauldron, which then affects 
  everyone in the area but him. After that he will try 
  to run for the forest with his artifact.
  103
  
  The Siege
  the player CharaCters wake up in the middle 
  of the night as a black-feathered arrow hits the 
  shutters: the inn is under attack! Koldra’s eldest, 
  Melga, sounds the alarm bell, and moments later 
  the fortified inn is in an uproar.
  Nightblade is back, and this time she is not 
  asking for permission – the inn shall fall and all 
  witnesses must die, so that she can enjoy the legen-
  dary water of the wellspring in peace and quiet.
  Outside the palisade some thirty goblins are 
  running around, trying to get the gate open (requi-
  res a battering ram that they do not have) or climb 
  the walls (requires ladders). The goblins only have 
  one ladder, which they put to good use – they will 
  soon join Melga atop the gatehouse. If she is killed 
  the gates will swing open and the roaring goblins 
  pour into the courtyard, followed by Nightblade 
  herself.
  If Melga is saved and the gatehouse secured 
  the goblins retreat. They surround the inn and 
  start chopping wood to make  more ladders and 
  a battering ram.
  This gives the defenders a chance to prepare and 
  it is up to the player characters to decide if – and in 
  that case how – the inn should be defended against 
  the next wave.
  Further out, on the field south of the inn, 
  out of range from projectiles, a larger group of 
  goblins are dancing around a lone, towering figure 
  (Nightblade). The robed shape stands absolutely 
  still, until the time has come to order the goblins 
  to attack.
  A successful test against Vigilant reveals that 
  another tall person stands in the midst of the 
  goblins, crouching over a cauldron from which a 
  red mist rises to shroud those around. The goblins 
  that inhale the red mist seem to become even more 
  agitated.
  experienCe
  The experience gained from an adventure landscape 
  is based on what scenes emerge: each scene which is 
  a challenge in the form of combat, problem-solving 
  or a social dilemma gives 1 experience point.
  developMent
  This one-shot adventure may be developed in a 
  number of ways, depending on what the GM wants 
  and the players do.
   
  ◆ Maybe there is some of the holy water left, 
  a couple of drops in a bottle hidden in the 
  basement? The player characters may find the 
  bottle, or someone (Koldra, Mangold?) knows 
  it exists and asks the player characters to 
  take it to safety. This will require a dramatic 
  escape from the burning inn, and a wild hunt 
  towards the nearest fortress or temple where 
  the artifact can be properly defended.
   
  ◆ The goblins of Varraguldru are fed up with 
  the bully Nightblade and her poison-maker. 
  Sadly, they are severely addicted to the Wild 
  Chew and the addiction must be broken if the 
  tribe members are to be spared from insanity 
  and death. Player characters who promise the 
  freedom fighter Shuggludd to aid the tribe will 
  get a group of loyal goblins as allies – allies 
  that first must be helped in ridding themsel-
  ves of the addiction, before they succumb to or 
  run amok due to withdrawal symptoms.
   
  ◆ If the player characters get a hold of Barrvalg’s 
  Cauldron, it can be used to liberate the 
  Varraguldru goblins, but it will also attract 
  the attention of Davokar’s witches. According 
  to them, the cauldron is theirs, and they need 
  it in the fight against the horrors that are 
  currently haunting their clan territories in 
  alarming numbers. If the player characters 
  are reluctant to hand it over they are willing 
  to trade for the cauldron, in exchange for 
  another artifact or a serious favor/service. If 
  the PCs still refuse a smaller group of witches 
  may – driven by the desperate situation – try 
  to win back the cauldron through sneaky 
  maneuvers or more violent methods …
  How many goblins are there?
  The exact number of goblins is not set in 
  stone. The important thing is that they swarm, 
  and that they appear to be so many that the 
  players realize that they cannot win this battle 
  by meeting them on the open field.
   
  ◆
  Combat in/on the gatehouse, on the 
  palisade and so on are best handled as 
  isolated events against [PC +2] goblins.
   
  ◆
  If the gates are breached a wave of  
  [PC ×5] goblins come storming through, 
  but they are broken up into smaller groups 
  made up of [PC +2] goblins, that scatter 
  over the courtyard in the hunt for loot and 
  easy targets.
  Artifacts?
  Two mystical artifacts 
  are introduced in this 
  one-shot adventure. 
  How player characters 
  can understand, bind 
  themselves to and use 
  such coveted items is 
  described in the Core 
  Rulebook. There you 
  may also read about 
  Water of the Dusk – the 
  artifact coveted by 
  Nightblade.
  104
  
  Goblin drugs
  Through Nightblade’s companion Ashfaru, the goblins have access to – and 
  are addicted to – a number of potent drugs. Ashfaru harvests ingredients 
  at secret locations in Davokar, which he then combines into three different 
  concoctions. All of these can be crafted by someone with the ability Alche-
  my (novice).
  wild Chew
  The red chew is a strong stimulant, making the chewer more spirited, less 
  careful and very aggressive. Wild Chew is what the goblins of Varraguldru 
  are on during the scenario, which is reflected in their statistics.
  RULES: One dose of Wild Chew transfers 2 points from Discreet,  
  Cunning and Resolute to Quick, Strong and Accurate. The effect lasts for 
  a scene. The scene thereafter the user feels empty and weak, –2 on all  
  attributes. The elixir Blue Drops aborts the effect of Wild Chew, both the 
  positive and the negative ones.
  With time Wild Chew is very addictive and severe withdrawal symptoms 
  will occur unless the user consumes one dose each week, with the risk of 
  permanent madness or death. No known drugs can counteract this. All go-
  blins (save Shuggludd) have consumed enough Wild Chew for such serious 
  side-effects to set in if the drug ceases to flow from Ashfaru’s cauldron.
  dreaM snuff
  The white powder is inhaled and induces a comatose state with very real 
  and often strikingly beautiful hallucinations. To the goblins the Dream Snuff 
  is a reward for a job well done. The drug is treacherous in the sense that he 
  who has tried it always wants more of the wonderful dreams. When living a 
  life without any other pleasures, the risk is great that the user gets caught 
  up in the dreams and fades away. It is only thanks to the restricted access, 
  controlled by Ashfaru, that the whole Varraguldru tribe has not died a collec-
  tive and peaceful dream death.
  RULES: The Dream Snuff also has the effect of a Magic Concentrate, 
  for mystics who want to use it as such. In that case the hallucinatory effect 
  becomes negligible.
  blue drops
  The Blue Drops are used to bring down a drug-addled goblin and negates 
  both Wild Chew and Dream Snuff. Sometimes it is force-fed to goblins that 
  have overdosed on Wild Chew; then half a dozen goblins hold down the 
  rabid warrior and force him or her to swallow the drops. The drug makes the 
  goblins calm and wistful, although the latter may have less to do with the 
  drops and more to do with them realizing that they are living a degrading 
  existence as the slaves of evil humans.
  RULES: Blue Drops work as a weak antidote and also takes the edge off 
  Wild Chew and Dream Snuff.
  Artifacts
  the sword blaCk Gift
  A night-black sword, forged in Symbaroum on the 
  altar of dark gods and found by Nightblade in a floo-
  ded temple a decade ago. When she was disowned 
  by her family, the knight renamed herself after the 
  weapon. The blackened steel hums a blood-thirsty 
  melody, which in the midst of combat turns into 
  a murderous hymn that spurs the wielder and 
  intimidates the enemy.
  Villainous Stab
  When the master so wishes, the blade is licked by a 
  black flames dealing +1D4 of burning damage with 
  each attack.
  Action: Free
  Corruption: 1D4
  Shackles of Battle
  To a wielder with the ability Dominate the sword 
  has even greater powers. Each time an enemy falls 
  (0 in Toughness), the master of Black Gift can let the 
  cold winds of death sweep across the battlefield. 
  All enemies in the area must make a test against 
  [Resolute←Resolute] or lose the next combat action. 
  When in Nightblade’s hands the test is [Resolute +1].
  Action: Reactive
  Corruption: 1D4
  barrvalG’s Cauldron
  The witch Barrvalg forged this powerful cauldron, 
  whose rim is decorated with thorns and winding 
  vines of iron. With the cauldron the master alche-
  mist Barrvalg could protect his people by cooking 
  invigorating elixir mists for the village warriors.
  The cauldron was handed down from witch to 
  apprentice for generations – until it was stolen by 
  Ashfaru. The artifact is of little value to non-al-
  chemists, but in the hands of an alchemist it is a 
  powerful tool.
  Mist of Elixirs
  If the master of the cauldron knows alchemy, 
  he or she can cook a mist of an already existing 
  elixir. The mist then affects all who stand close to 
  the cauldron, with the same effect as if they had 
  swallowed a dose. Player characters who wish to 
  stay unaffected by the mist must succeed with a 
  test against [Resolute←Resolute]. The master of the 
  cauldron may always exempt itself from the effect, 
  without needing to make a die roll.
  Action: Active
  Corruption: 1D4
  105
  
  SPOILER ALERT!
  This document contains numerous 
  revelations regarding the Chronicle of the 
  Throne of Thorns and is written for Game 
  Masters only. If you plan to experience the 
  chronicle as a player you really shouldn’t 
  continue past this sentence.
  CAMPAIGN OVERVIEW
  Version 2, 2019
  
  THUS SPOKE AROALETA
  “… and at the dawn of days was Wyrhta, the power that creates.  
  Where Nothing had reigned supreme, Wyrhta gave life to All;  
  shaped here and there, spawned now and then,  
  formed the one and in chorus the other.  
  And where attraction arose,  
  the wild thrived and multiplied  …
  … but out of the untamed Wielda appeared, the power that rules:  
  the power of willful violence, that bends here and there,  
  that curves now and then according to ideals and cravings;  
  that harvests the one and rejects the other.  
  With time, Wielda’s appetite grew,  
  and the birth was inevitable  …
  … because violence begets hate begets Wratha, the power that reacts.  
  Born of Wielda’s hunger for Wyrhta’s design, Wratha is everywhere and nowhere, 
   always close where mother meets mother,  
  always mounting in strength with the force of the violence.  
  The arrival of the black fruit is fated,  
  as inescapable as terrible  …
  … and it happens, has happened, will happen again,  
  that Wratha grows boundless, furious, blind in her hunger.  
  It happens that the blackness grows flesh and spirit and the sharpest of claws,  
  that the fruit sheds seeds that poison the first,  
  in the aim to suppress the second.  
  Then dies All  …”
  the barbarian leGend recounted above gives voice to an alle-
  gory describing the basic design of the world. The clanfolks have 
  borne witness to battles between the three principles of the leg-
  end, and have again and again been victimized by the aftereffects 
  of such conflicts. Wyrhta represents Creation, Wielda the willful 
  cultivation of Creation and Wratha the furious force with which 
  Creation reacts when cultivation extends into exploitation – a 
  phenomenon known as Corruption among Ambrians. 
  In reality, these principles have no names, no more than 
  they are bound to some bodies or physical forms – they are not 
  gods. But the principles are none the less real, and over the 
  years countless individuals and creatures have acted as their 
  more or less distinct representations.
  The Chronicle of the Throne of Thorns is set in a time and 
  place where the power called Wielda is growing in strength, 
  threatening to stir its age-old antagonist, Wratha, into action. 
  What happens in Ambria and Davokar has happened before, in 
  ancient Symbaroum but also in the citystate Lindaros and in 
  the realm of the Dark Lords, once known as Lyastra. One who 
  can gaze even further back in time will find more examples of 
  regions where Wratha has been fed to the extent that its rage has 
  affected not only the agents Wielda but also Wyrhta’s creation, 
  resulting in widespread death and destruction.
  All episodes of the chronicle will touch upon what happens 
  as Wielda (and thereby Wratha) mounts in strength, but it will 
  take some time before the player characters understand how 
  to interpret the signs. Even if a majority of the scenarios deal 
  with situations related to the grander scale of events, the players 
  will most likely perceive them as being rooted in conflicts about 
  resources, knowledge or fame and glory – in short: in the quest 
  for power. It is only during the final episode that they will realize 
  what is at stake and are given an opportunity to influence the 
  course of history.
  Another guideline when designing the chronicle has been 
  that the episodes should be created as independent from 
  each other, meaning that the players will not have to play 
  the same characters from start to finish, and also that each 
  episode will have radical but local consequences. Regarding 
  107
  
  the latter, the individual episodes will only have 
  a marginal effect on the game world at large, so 
  that existing campaign material will not become 
  obsolete but may be of continued use after some 
  small modifications.
  This text introduces the most important factions 
  that are active during the course of the chronicle’s 
  adventures, and also provides short descriptions of 
  the episodes themselves. Our hope is that this will 
  provide Game Masters with a basic understanding 
  of the chronicle as a whole, so that you may prepare 
  gaming sessions and plan upcoming intermissions 
  with some knowledge of what is to come.
  Clarification
  Please understand that many book titles and 
  names mentioned in this document are pla-
  ceholders. Also, we hope you understand that 
  some adjustments may be made regarding 
  the factions’ composition/strategies and 
  the content of the episodes. This is simply 
  unavoidable in a project as massive as the 
  Throne of Thorns.
  The Factions
  the throne of thorns features an interesting 
  mix of power ful factions. Aside from the ones 
  described in this section, other organizations, 
  groups and individuals will appear in single epi-
  sodes, but the ones listed below have a crucial role 
  to play in all or most of the adventures.
  A majority of the factions can be said to act in line 
  with Wielda, and it is the actions of these groups 
  that propel the developing events. Initially, they 
  will also come off as the most powerful factions, 
  but never forget that they are competing with each 
  other, and also that their actions contribute to mak-
  ing the factions of Wratha grow stronger. Finally, it 
  should be noted that the Iron Pact and the Witches 
  (in other words, the factions fighting for Wyrhta) 
  have a defensive and reactive stance – their primary 
  objective is to overthrow the plans of the others. 
  Below, every important faction is described based 
  the following characteristics:
  Role: The faction’s part in the story at large. 
  Depending on what decisions the players make, 
  this role may come to vary.
  Figureheads: Individuals/creatures who act as 
  leaders of the faction, for a longer or shorter period 
  of time. The leaders of smaller groupings within 
  the faction take orders from and are accountable 
  to the figureheads.
  Principle: States which principle is represented 
  by the agents of the faction, in some cases more 
  than one. Note that defectors and infiltrators can 
  be found within all major organizations.
  Goal: The vision or dream that explains the 
  actions of the faction. However, single agents who 
  appear in the episodes can be totally unaware of its 
  faction’s “higher purpose” or have goals of their own.
  Strength: That which speaks in favor of the 
  faction and is its most important weapon in the 
  competition with others.
  Weakness: That which speaks against the 
  faction and is a liability that others can exploit.
  Relations: The overall relationship between the 
  faction and other groupings – often closely tied to 
  the principle it represents but not solely. 
  house kohinoor
  Role: House Kohinoor and its representatives 
  embody the ambition to cultivate nature, to bring 
  order to the wilds and to extract as much resources 
  as possible from the world and its nature. As the 
  story moves forward, Queen Korinthia will evolve 
  into a full-fledged representative of the principle 
  known as Wielda.
  Figureheads: Queen Korinthia is obviously 
  the brightest shining star of House Kohinoor. 
  Field Marshal Beremo Herengol is unswervingly 
  loyal to the Queen and the army is devoted to both 
  of them. Ordo Magica’s Grand Master Seldonio 
  should also be counted among the figureheads, 
  while other wizards may have more ambivalent 
  feelings towards the Queen and her allies.
  Principle: House Kohinoor represents Wielda, 
  regard Wyrhta’s creation as a resource and Wratha 
  as the source of evil.
  Goal: The ambition is that Ambria will grow 
  so rich and powerful that future enemies can 
  quickly be vanquished, or preferably deterred 
  from attacking at all. 
  Strength: The soldiers of Ambria idolize both 
  the Queen and the Field Marshal, because of the 
  victory over the Dark Lords and all triumphant bat-
  tles north of the Titans. Large parts of Ordo Magica 
  also stand firmly with the Queen, and, initially, the 
  same can be said about an overwhelming majority 
  of the Ambrian people. Even among those living in 
  the deepest misery, most of the discontent is aimed 
  at others than House Kohinoor – at the Dark Lords 
  108
  
  who murdered Alberetor, but also at barbarians, 
  rebels, elves and the wild dark of Davokar.
  Weakness: House Kohinoor displays few weak-
  nesses, but their unwillingness to compromise and 
  tendency to let the aim justify the means make 
  them prone to create enemies. The schism found 
  between the Queen and some of her relatives must 
  also be mentioned. Duke Alesaro may have the same 
  ambitions as Korinthia, but naturally he wants to 
  climb the Ambrian throne himself. Duke Ynedar, 
  the Queen’s nephew, is also starting to grow a mind 
  of his own. In time, Korinthia’s popularity will start 
  to dwindle, mainly because of the aforementioned 
  reasons. By the end of the fourth episode, she will 
  have turned large parts of the population against 
  herself.
  Relations: Initially, House Kohinoor is officially 
  allied with the Priesthood and the Templars, but 
  both these factions will develop into its enemies. It 
  should also be mentioned that the Queen worries 
  about First Father Jeseebegai’s ambitions right 
  from the start, and therefore secretly supports his 
  adversaries within the Church – something she will 
  come to regret before the end. The Witches’ faction 
  will indeed never actively oppose the Queen; on 
  the other hand, they will never count among her 
  loyal allies. The Iron Pact and the Sovereign’s Oath 
  are and remain antagonists of House Kohinoor.
  the priesthood
  Role: During the course of the chronicle, the Sun 
  Church will undergo a reformation. The inter-
  pretation of Prios championed by First Father 
  Jeseebegai, according to which the god is named 
  the Lawgiver, will be challenged by the Lifegiver 
  – an older, gentler and more loving interpretation, 
  emphasizing man’s responsibility to care for and 
  take care of Creation.
  Figureheads: Initially the Sun Church is gov-
  erned by the First Father and the spokesperson 
  of the Twilight Friars, Brother Eumenos – two 
  men of God with the same take on both Prios’ 
  commandments and the current state of Ambria. 
  However, in the shadows the living Lightbringer 
  Deseba the Old is working. Later in the chronicle 
  she will orchestrate a coup (together with the 
  Queen), leading to the imprisonment of Jeseebegai 
  and Sarvola’s elevation to First Father.
  Principle: At the start, the Priesthood rep-
  resents Wielda; after the reformation they work 
  more in line with Wyrhta.
  Goal: Jeseebegai’s goal is to turn Ambria into a 
  theocracy of the Sun and to please Prios by driving 
  the evil from Davokar. Following the reformation, 
  the Sun Church and its agents will become a force 
  fighting to put an end to mankind’s uninhibited 
  exploitation, meaning that they will want to see a 
  new Kohinoor on the throne – namely the young 
  Duke Ynedar.
  Strength: The Sun Church has its theurgs – a 
  considerable force in their own right. However, 
  after the reformation, many theurgs will be 
  excommunicated since they refuse to accept the 
  new interpretation of Prios’ commands. On the 
  other hand, the faction will attract larger and 
  larger parts of the Ambrian population and can 
  count on the support of many veterans from the 
  Great War, convinced that Korinthia’s strategy is 
  at risk of reawakening the realm of the Dark Lords 
  in Ambria.
  Weakness: The faction is suffering from a lack 
  of warriors, especially when the Templars leave 
  the Curia during the second episode. They are also 
  plagued by internal struggles that to some extent 
  stop them from acting with full force.
  Relations: In the beginning, the Sun Church 
  is officially allied to Korinthia, although the lat-
  ter secretly conspires with Deseba the Old. The 
  Templars leave the Curia but will not grow into 
  enemies until after episode four – they leave the 
  Priesthood to gain greater independence for fight-
  ing evil, but will not become real antagonists until 
  they lose all hope in humanity. And regarding the 
  Iron Pact and most of the witches, the trend is the 
  Deseba has served Prios 
  since long before the 
  Dark Lords’ aggressions 
  turned her loving and 
  forgiving god into a cold, 
  condemning and ruthless 
  Giver of Laws.
  According to Sarvola, 
  the only way to combat 
  darkness is to literally be 
  the Light. That said, it isn’t 
  always easy even for him 
  to think of the First Father, 
  the Templars or murderous 
  Iron Pact members with 
  love and forgiveness.
  109
  
  opposite: they move from being the factions 
  appointed enemies to becoming its allies.
  the teMplars
  Role: The Templars start off as fanatical combatants 
  of Evil, in other words of the wilderness and its 
  agents. Later they will reach the conclusion that 
  Prios is dead and that the world is descending into 
  The Eternal Night. Thus, the Church of Dead Prios 
  is founded, tasked to seek revenge on the murderers 
  – elves, witches and heretical humans who from 
  ignorance or greed are responsible for the doom of 
  the Lawgiver. Before the end, their beliefs are so 
  profound and extreme that they willingly suffer 
  corruption to serve their quest for vengeance. The 
  Templars is the faction that “in the name of Light, 
  wanders deeper and deeper into the valley in the 
  shadow of death”.
  Figureheads: The Knights of Prios are blindly 
  loyal to Commander Iakobo Vearra. Later, his son 
  Ervano and daughter Alisabeta take charge of one 
  corps each, and as the chronicle closes in on its 
  grand finale they also join forces with the bonepale 
  warriors of the night elf Gidim. 
  Principle: The Knights of the Dying Sun start 
  off as the most tenacious champions of Wielda 
  but will eventually embark on the bloody road 
  of revenge, thereby becoming uncompromising 
  agents of Wratha.
  Goal: At the start, the Templar’s aim is to save the 
  dying Sun God by combatting His enemies, but as 
  soon as the Church of Dead Prios is founded, the goal 
  changes into the quest for vengeance – first on the 
  enemies, later on everybody, humans in particular.
  Strength: The Templars rely on their weapons 
  and their faith. The faction’s cavalry is a force to be 
  reckoned with and many knights have “gifts from 
  Prios” in the form of mystical powers. Close to the 
  end they will also gain allies among others who 
  regard humankind as the root of evil.
  Weakness: At the start of the chronicle, the 
  faction includes about two hundred Sun Knights 
  and about as many followers (squires, laborers, 
  stable hands and so on). Hence, the faction is not 
  large in numbers and is also isolated from others 
  because of their fanatical tendencies.
  Relations: Before Iakobo Vearra reaches the 
  conclusion that humankind must be eliminated, 
  cooperation with factions like House Kohinoor 
  and the Priesthood is possible to some degree. All 
  other factions are right from the get-go painted 
  out as Prios’ murderers and therefore as deadly 
  enemies to the Sun Knights.
  the sovereiGn’s oath
  Role: The Sovereign’s Oath is the ”threat in the 
  north” that grows ever stronger with time.
  Figureheads: The obvious figurehead of 
  the faction is the Sovereign herself: the teen-
  age girl who goes by no other name than the 
  Blood-Daughter, and who is drenched in blood 
  whenever she makes an appearance. However, 
  the true leaders are her father, Clan Chieftain 
  Razameaman of Saar-Kahn, and maybe even 
  more so the informal ruler of Gaoia, the lindworm 
  Odralintos (Grandfather Lint).
  Principle: The Sovereign’s Oath is and remains 
  a champion of Wielda, like House Kohinoor.
  Goal: To reestablish Symbaroum with the 
  Ambrians as subjugated slaves.
  Strength: The faction grows larger as more and 
  more clans swear the oath. Its warriors are fearless, 
  often pumped full of powerful elixirs, and the war-
  lords can also make use of the special elite units of 
  the subdued clans. Finally, Odralintos should not 
  be forgotten – with the help of the lindworm, the 
  faction can call other power hungry beasts of the 
  forest to its aid.
  Weakness: The greatest weakness of the 
  Sovereign’s Oath is their lack of mystical powers 
  – they ban all practice of witchcraft at an early 
  stage. Adding to that are the escalating number 
  of internal conflicts, caused by rebels within the 
  subdued clans.
  Leohan Mekele is the 
  Templars most promi-
  nent agent in the first two 
  episodes – one of three 
  brothers who have devoted 
  their lives to serving the 
  Lawgiver with sword, shield 
  and burning devotion.
  Alisabeta Vearra starts as 
  the Templars’ leader on 
  Karvosti, then becomes a 
  commander in the Church 
  of Dead Prios. Too young to 
  have experienced the Great 
  War, she has instead pro-
  ved her qualities in Ambria, 
  many times over.
  110
  
  Relations: The Sovereign’s Oath is purely and 
  simply at war with everyone, even with the witches 
  after having banned the use of mystical powers. 
  the witChes
  Role: In many situations the witches will stand out as 
  likely allies of the player characters, as they are des-
  perately trying to get both Ambrians and barbarians 
  to understand their role in the impending catastrophe.
  Figureheads: The Huldra Yeleta will not aban-
  don her mission. From the tunnels of Karvosti and 
  later on from where she is hiding in the wilds, it is 
  she who dictates the words spoken by witches sent 
  to advise the leaders of other factions. Her closest 
  friends and helpers, Gadramon and Eferneya (see 
  image above), often take the lead when there are 
  more serious tasks to handle.
  Principle: The witches are convinced that a 
  balance between Wyrhta and Wielda can be main-
  tained – a conviction supported by how the clans 
  have lived and survived in Davokar. 
  Goal: Most witches have taken it upon them-
  selves to ease the effects of Wratha’s awakening; 
  they want to put an end to the rampage of the 
  Ambrians and the Blood-Daughter, and also do 
  what they can to keep Wratha dormant. When the 
  latter is unsuccessful, the Huldra is quick to send 
  witches to the site trying to limit the damage.
  Strength: The witches have their mystical 
  powers, an unsurpassed local knowledge and can 
  reach temporary agreements with mighty beings 
  who share their ambition to keep Wratha asleep. 
  In addition, when they are forced to leave Karvosti, 
  about halfway through the chronicle, they will be 
  accompanied by parts of the Wrath Guard.
  Weakness: Aside from being small in numbers, 
  the witches are divided between many different 
  tasks. Some are always traveling, hoping to talk 
  sense into the leaders of other factions. The rest 
  do their best to “quench fires” – that is, journey to 
  locations where Wratha threatens to awake and 
  prevent that from happening; alternately try to 
  sing the already awakened aspect of Wratha back 
  to sleep.
  Even members of the clans can sometimes 
  be heard referring to the Huldra Yeleta as the 
  true ruler of Davokar. Read more about her 
  on page 26 in the Core Rulebook.
  111
  
  Relations: The witches are the most neutral 
  faction of all – they are no one’s enemy, yet no one’s 
  friend. The exception is, of course, the groups 
  fighting with the conviction of Wratha, yet even 
  they are not regarded as pure enemies. Instead, 
  Yeleta, as well as most of her followers, feels sorry 
  for the “Tools of Wratha”.
  the iron paCt
  Role: During the chronicle, the Iron Pact will wage 
  a desperate and ultimately hopeless battle ending 
  in their near annihilation.
  Figureheads: At the beginning, the Yndaros-
  based Elori and Prince Eneáno in the Halls of a 
  Thousand Tears are foremost among the Iron Pact 
  members seeking a diplomatic solution. The latter 
  grows sicker and more erratic as time goes by, 
  and he ultimately meets his death during episode 
  four, in Symbar. Elori will then be exalted in 
  his stead, and deepen the already established 
  collaborations with the Sun Church Reformists, 
  especially Duke Ynedar, Father Sarvola and 
  Deseba the Old.
  Principle: The Iron Pact fights for Wyrhta, 
  always in opposition to Wielda and Wratha.
  Goal: The elves and their allies want to put 
  an end to humankind’s continuously growing 
  dominance over, primarily, Davokar – through 
  diplomacy or acts of violence.
  Strength: Aside from an unsurpassed knowl-
  edge about historical events and Davokar’s nature, 
  the pact members possess powerful magic and have 
  warbands that are both fleet-footed and accurate 
  in their aim. 
  Weakness: The members of the Iron Pact are 
  too few in numbers to wage an open war against 
  the region’s other factions. They also have a hard 
  time keeping up with events and acting in unison, 
  primarily because elves in different life stages 
  tend to perceive the world very differently – that 
  which appears as an acute and serious problem to 
  a summer elf may to a winter elf seem like a gentle 
  ripple on the ocean of time.
  Relations: It is hard to describe the faction’s 
  relations to other groupings in an unambiguous 
  way, since the pact is made up of many divisions 
  with different ideas when it comes to goals and 
  methods. Elori is one example showing that the 
  pact members can cooperate, and many witches 
  can testify about having friends among the elves. 
  But basically, the members of the pact refuse to 
  compromise in the defense of Wyrhta’s creation and 
  they have no sympathy for the agents of Wratha.
  saCred of the old blood
  Role: The Sacred of the Old Blood is “the power in 
  the shadows” who appears when one least expects 
  it, using lies and manipulation to make life difficult 
  for everyone else. In time, the cult will become 
  depraved and turn into one of Wratha’s most 
  powerful tools.
  Figureheads: The cult was established by Duke 
  Sesario, but that fact is only known to his daughter, 
  Duchess Esmerelda. She represents the duo when 
  meeting with new recruits; recruits who during 
  the first half of the chronicle neither know about 
  each other’s identities or who their true leader is. 
  Other important individuals are Agramai Kalfas, 
  known as the Prince, and the lady-in-waiting Junia 
  Dardall, which both have prominent roles to play 
  in a couple of the episodes.
  Adreanea is not the most unreasonable 
  warrior of the Iron Pact, but not far from it. 
  According to her, humankind is a disease from 
  which the world must be cured – by any and 
  all means possible.
  It may be difficult to believe 
  that Duchess Esmeralda 
  – loved and admired by 
  all – is the leader of one of 
  Ambria’s most callous and 
  ravenous blood cults.
  Already as a kid, Agramai 
  Kalfas was taught to 
  cherish his noble blood 
  and regard his privileges 
  as godsent. The idea that 
  there exist forces of nature 
  which are beyond the con-
  trol of him and his peers is 
  downright ludicrous. 
  112
  
  Principle: Initially the Sacred of the Old Blood 
  sides with Wielda, but later on the followers and 
  leaders will become more and more corrupt, filling 
  them with the desire to serve Wratha.
  Goal: Sesario and Esmerelda have two main aims – 
  partly to tame the dark powers of Davokar in order to 
  ennoble the already noble bloodlines of Ambria; partly 
  to use this power in order to restore the undead queen 
  mother Abesina to life. Other members of the cult focus 
  on the former, convinced that their fundamentally 
  noble blood cannot be corrupted. But that is, of course, 
  erroneous and before the end the cult will have as its 
  main aim to wake Wratha – primarily by using lies 
  and deceit to seduce the members of other factions. 
  Strength: The biggest strength of the cult is that 
  it acts in secrecy and that the members have lots 
  of contacts in, and access to, the halls of power. It 
  should also be mentioned that they will grow more 
  and more powerful as sorcerers – giving them access 
  to ever increasing numbers of undead warriors and 
  enslaved forest beasts.
  Weakness: The cult’s greatest weakness, not 
  least at the start of the chronicle, is that its members 
  primarily serve their own self-interest. Up until the 
  very end, the leader duo will never be fully confident 
  that their agents will do what they are told.
  Relations: At the start, none of the other factions 
  know of the cult’s existence. Near the end, they 
  emerge from the shadows to become a powerful 
  adversary to everyone else – most notably the Knights 
  of Dead Prios who will regard “the Sacred” as their 
  main enemies.
  The Episodes of the Chronicle
  this seCtion aiMs to provide a general and concise 
  description of the chronicle as a whole. The portrayal 
  of the episodes is based on three main components: 
  setting, theme and factions. 
  Even if it may be considered self-evident, it should 
  be mentioned that all episodes leave it to the Game 
  Master to tweak, add, subtract and by other means 
  adapt the adventures to the preferences of his or her 
  gaming group. Furthermore, all episodes will invite 
  the players and their characters to take ownership 
  of events, which in the end may mean that different 
  gaming groups will play them in very different ways. 
  You are of course welcome to bring any questions 
  and thoughts inspired by this overview to debate on 
  various social forums. But please remember to offer 
  fair warning, so that all those who plan to experience 
  the chronicle as players may do so without the burden 
  of having “unwanted and vexatious insights”.
  CoMposition of the episodes
  First a few words on the composition of the books in 
  the series. Aside from the episodes of the adventure 
  chronicle, each book will have two more sections. 
  The idea is that all books will begin with a segment 
  meant to be read by both players and Game Masters, 
  depicting the facade (or surface) of the main setting, 
  such as it is appears to people in general – including 
  noteworthy historical events, establishments, con-
  flicts, individuals and so on. This way, the players 
  (and their characters) can navigate the setting and 
  will have a greater capacity to take initiative and 
  solve problems without the Game Master guiding 
  their steps. This part of the books will also be made 
  available as standalone eBooks.
  After that comes a section exclusively meant 
  for the Game Master’s eyes, delving deep below the 
  surface. Here you will learn the truth behind the 
  popular version of historical events, and get glimpses 
  of what hides behind the counters, in the backrooms 
  and cellars of the setting’s establishments. The sec-
  tion also includes a long list of plot hooks for you to 
  develop into adventures, and tools or guides on how 
  to design different types of scenarios. Finally, the 
  Game Master’s section contains new rules, powers, 
  creatures, elixirs and so on – related to the featured 
  adventure or to the main setting at large.
  The third section will be the adventure, and together 
  the three sections will number about 130–170 pages. So, 
  that said, let us take a closer look at the adventures.
  thistle hold: wrath of the warden
  The first episode of the Throne of Thorns will mainly 
  be played in Thistle Hold. A couple of detours into 
  Davokar and down into the Underworld will be made, 
  but other than that the characters will meet their 
  challenges in the town of Mayor Nightpitch.
  The main theme of the adventure is about intro-
  ducing the players and their characters to the basic 
  conflicts of the game world; they are meant to get 
  acquainted with the chronicle’s main factions, and 
  learn a thing or two about their goals, methods and 
  internal as well as external struggles. The quest and 
  its challenges deals with identifying and combatting 
  a cult of darkness worshippers which threaten to 
  bring great suffering down on Thistle Hold and its 
  residents. No matter if the characters act on their 
  own initiative or are employed by a quest-giver, 
  they will confront representatives from House 
  Kohinoor, the Iron Pact, the various divisions of 
  the Sun Church and so on.
  Yes, all factions will have agents or represen-
  tatives in Thistle Hold that the characters can 
  113
  
  encounter. The only exception is the Sacred of the 
  Old Blood, whose agent in town is the root of the 
  adventure’s plot but without stepping out from the 
  shadows other than in the form of fleeting rumors.
  karvosti: the witCh haMMer
  The second book focuses on the cliff of Karvosti and 
  its surroundings. The player characters will enter 
  the labyrinthine caverns inside the rock, and will 
  also travel to several sites located in the outer regions 
  of the Forest of Davokar.
  The main theme of the adventure deals with 
  the escalating conflict between various Ambrian 
  factions, especially between House Kohinoor and the 
  Church of Prios. Another important theme is about 
  establishing the importance of the legendary city of 
  Symbar and is equally mythical Throne of Thorns – a 
  theme expressed in the adventure’s story, designed 
  as the hunt for a person who claims to know where 
  the lost capital city of Symbaroum can be found. 
  The characters may become involved in the hunt 
  for several reasons, and will learn a great deal about 
  the history and structure of the ancient empire, 
  including what finally made it crumble into ruin.
  Aside from the factions mentioned above, an 
  Iron Pact warband and a group of assassins from 
  the Sovereign’s Oath will feature in the adventure. 
  The latter’s attempt to infiltrate the stronghold of 
  the High Chieftain leads to the player characters’ 
  (and the players’) first serious confrontation with 
  the followers of the Blood-Daughter. 
  yndaros: the darkest star
  The third episode of the chronicle is mainly set in 
  Ambria’s capital Yndaros. Aside from adventures in 
  the city and a trip to a noble estate in the Yndarian 
  countryside, the player characters will visit Lindaros’ 
  sunken ruins and, by mystical means, the corrupted 
  waste in the Yonderworld where the funeral ship of 
  Symbaroums’ last emperor has stranded.
  The main theme revolves around the historical 
  connections between Symbaroum, Lindaros and the 
  realm of the Dark Lords, connections that also lead to 
  present-day Ambria. Another important component 
  is the commencing war between Ambria and the 
  Sovereign’s Oath, which in part is used by the adven-
  ture’s primary antagonist – a powerful and vindictive 
  mage who threatens to devastate major parts of Yndaros 
  in his hunt for Symbar and the Throne of Thorns.
  Obviously, in Yndaros all important factions are 
  represented, and all conflicts within and between 
  them will come into play. The player characters will 
  confront and (possibly) cooperate with representa-
  tives from all major groups, and for the first time 
  stand eye-to-eye with some of the higher leadership 
  of, for instance, the Sun Church, Ordo Magica and 
  the Sacred of the Old Blood.
  syMbar: Mother of darkness
  The turning point of the chronicle is set deep inside 
  Davokar, where Symbaroum’s last emperor once had his 
  seat. Besides the adventure setting itself, a large part 
  of the adventure will involve a journey to the deeper, 
  darker parts of the woods, as well as the preparations 
  made in Thistle Hold before the hazardous expedition.
  In the ruined city that was once called Symbar, 
  the player characters will gain a deeper understand-
  ing of the regions’ and mankind’s older history. 
  However, most importantly, they will have to take 
  a stand in the aggressions between Ambria’s and 
  Davokar’s factions, or actively opt to not enter into 
  any alliance, maybe in the hope of claiming the 
  114
  
  treasure, knowledge and powers of the ruins for 
  themselves. If they choose the latter, they will have 
  a tough road ahead, because they are far from alone 
  in trying to unveil the secrets of the ancient capital…
  In this episode all major factions clash for the 
  first time, and this happens in a remote location 
  from which no one but the victors will return with 
  tales of what actually transpired. However, we are 
  not talking about large armies here, but of smaller 
  groups of capable explorers, reduced in numbers on 
  their way to the site. 
  alberetor: the haunted waste 
  Alberetor, the once so beautiful, now blackened 
  homeland of the Ambrians, sets the stage for the 
  fifth episode; the adventure will also take the player 
  characters into Lyastra, the devastated domain of the 
  Dark Lords. Important adventure sites are the fortress 
  where Korinthia was imprisoned by the Dark Lords, 
  an old monastery with its archives filled with valuable 
  knowledge, and also the resting place of a powerful 
  artifact – an oasis of life in the midst of death.
  Ambria is plagued by civil war, waged between 
  a faction loyal to Queen Korinthia and another 
  spearheaded by Duke Ynedar. The player characters 
  leave for the south, partially in the hope of finding 
  something which can bring the hate and the fight-
  ing to an end. During the trip they discover further 
  information regarding the joint fate of Symbaroum, 
  Lindaros and the Dark Lords, and are able to draw 
  disturbing parallels to what is happening in Ambria. 
  It also becomes clear that the Dark Lords are not alone 
  in carrying the blame for the destruction of Alberetor.
  The main antagonist of the adventure is the 
  Sacred of the Old Blood, who have sent their agents 
  to the fatherland hunting the same insights that 
  the player characters are after. Agents of House 
  Kohinoor will also play a part, tasked to stop others 
  from digging up the past.
  saroklaw: battle for the throne
  The sixth and final episode of the chronicle will 
  bring the player characters along to many legendary 
  sites. Ambal Seba, the flooded vale which was man-
  kind’s first settlement west of the Ravens, will be 
  exposed; Landfall, where the myth of the pure Arch 
  Magic is kept alive, will be visited; the subterranean 
  Saroklaw, once the second city of Symbaroum, is 
  revealed to hide a passageway to humanity’s ancient 
  home in the Yonderworld. And last, but certainly not 
  least, the characters must return to Symbar – now 
  restored to its former glory and waiting to again 
  become the high seat of the region’s ultimate ruler.
  The question to answer is who will succeed Symbar 
  as Symbaroum’s emperor. There are three main 
  candidates, one representative of each of the primal 
  principles, most likely Queen Korinthia (Wielda), 
  Esmerelda (Wratha) and Aluin, the bastard son of 
  Father Sarvola (Wyrhta). Depending on what has 
  happened during previous adventures, and primarily 
  who has gained access to the secrets of Arch Magic, 
  the relative strengths of these faction can vary. 
  Furthermore, there is a definite risk that there are 
  other pretenders who wish to represent one principle 
  or another, for instance the Blood-Daughter (Wielda).
  The player characters will of course have an influ-
  ence over who gets crowned, or can join and support 
  the factions that would rather see the throne remain 
  empty. Irrespective of which, we dare promise lots of 
  negotiations, sneaky maneuvers and battles taking 
  place in abysmal canyons, lava-lit cave halls and 
  blight-stricken ash deserts!
  115
  
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SOURCE: textdata/thevault/Symbaroum [multi]/Adventures/Symbaroum - Quick Start.pdf