Overview of Symbaroum's Setting
Overview of Symbaroum's Setting
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 This opening chapter covers the history, geog-
the region where the roleplaying game Symbaroum raphy and population of the setting, while Chapter
is set, a region including the kingdom of Ambria, 2 presents its most powerful factions. After that
the vast forest of Davokar, the naked lowlands west comes a chapter that introduces what arguably
of the woods and the mountain ranges marking can be described as the heart of the game world,
its southern and eastern borders. What may be the forest of Davokar, followed by three chapters
found outside this region will become the topic of describing its most important population centers:
future modules, although some information has the town of Thistle Hold, Ambria’s capital Yndaros
been included here – not least about Alberetor, the and the forest plateau Karvosti where the High
land south of the Titans which the Ambrian people Chieftain of the barbarian clans reside. Thistle
have been forced to abandon. Hold is the main base of Ambria’s explorers and
The reason for zooming in on a limited geograph- fortune-hunters and is given a more detailed
ical area is that we are aiming for a presentation account, while the latter are portrayed in broader
which is comprehensive rather than shallow, strokes pending more exhaustive presentations in
nuanced rather than sweeping. That being said, upcoming books.
you will still find blanks and gaps in the text, topics With the texts, images and maps of this section
we have been forced to exclude because of space we hope that you will feel welcomed to the setting
limitations. But we hope and trust that the included of Symbaroum. We would also like to invite you to
material will prove to be enough for you to fill in contribute to its expansion. It is when this book
the blanks yourself. reaches its readers that Ambria and Davokar truly
15
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!
16
WELCOME TO SYMBAROUM 2
woods in the north. Now the nobles of Ambria are ill Abesina, mother of Queen Korinthia. Ever since It was not much chief-
starting to plan for new conquests, in the north then, the walled settlement of Mayor Nightpitch tain Haloban of the
and in the west. has acted as a safe haven for Ambrians exploring Jezites and his clan
Seven years ago the uncrowned king of Ambria’s Davokar, a forest full of natural resources and rich warriors could do
treasure-hunters, Lasifor Nightpitch, established remnants of long lost civilizations; also a forest full when Korinthia sent
the town of Thistle Hold. The construction was of rampant abominations, dark-minded creatures her battle-hardened
largely financed by the reward Lasifor had received of otherworldly origins and a band of wardens army to crush them.
for an armful of dried Twilight-Thistle – a rare most unwilling to welcome the damages done by
herb, allegedly powerful enough to aid the gravely human explorers.
17
Timeline −1000 (approximately) robbers, free-thinkers and rebellious barbarians.
The civilization of And as for the dwarven realm of Küam Zamok,
−500 (approximately) Symbaroum crumbles its inhabitants appear to be totally indifferent to
The clans of Davokar into oblivion humans, with the exception of the few families
unite under a high chief- that, for reasons unknown but wildly debated, have
tain to battle the Spider −200 (approximately) settled down in Yndaros.
King. The city-state of The population of The climate is colder and more humid compared
Lindaros is founded Lindaros is wiped out by to what the Ambrians are used to. Damp winds
an infectious bleeder’s from the southern oceans climb over the Titans
−21 disease and are not the least embarrassed to drown Ambria
The Dark Lords conquer in heavy rains, especially during the autumn. The
the border city of −19 winters are cold, with snow covering the streets of
Berendoria Alberetor strikes back Yndaros for a month or two, or even longer during
against the Dark Lords the winters that the barbarians call Istaros, when
−10 and the Great War starts arctic winds sweep down from the north, so cold
King Ynedar is killed; that hearths which are allowed to go out can barely
Korinthia is crowned the −5 be brought back to life and the blood freezes in
Queen of Alberetor The sun god Prios is anyone who dares venture outside for longer than
declared to be the One it takes to collect more firewood.
and the provider of Albe-
−2
The Ways of Life
retor’s laws
Korinthia is taken captive
by the Dark Lords
0 (winter) since long before the arrival of Korinthia and her
0 (autumn) The Queen is rescued, subjects, the land north of the Titans was home to a
The barbarian settlement
the stronghold of the Dark motley array of creatures with diverse customs and
of Kadizar surrenders and
Lords is stormed and the an often complicated relationship to one another.
becomes Korinthia’s foot-
war is over The presence of the Ambrians has affected the
hold in the new land
5 people of the region in different ways – in part as
The duchies of the new a result of adaptation, in part as an effect of defi-
7 realm are established, from ance or at least a need to demonstrate some kind
The Queen arrives, the the Ravens in the east to of uniqueness relative to the new lords of the land.
new realm and the the river Eblis in the west This section offers a portrayal of the more or
capital city are given less cultivated creatures living in the woods and
their names 8 on the plains. The depiction is brief and therefore
The Cathedral of Martyrs simplistic – in actuality there are lots of exceptions
10 in Yndaros is inaugurated to what is said below. But if you keep that in mind
The clan Jezora is the text should provide a relatively fair account
slaughtered and its chief- of the people, culture, traditions and conflicts of
tain Haloban executed on 11 the region.
the Triumph Plaza The eighth duchy is
established and its main people
13 town of Sevona founded In broad terms Davokar and its surroundings
Thistle Hold is built are inhabited by three distinct groups of people
– Ambrians, barbarians and the Elder Folks (for
15 instance elves, goblins and ogres). If you were to
16 First Father Jeseebegai ask any single representative of one of those groups
The battle of Karvosti ascends to the High Seat about such classifications he would probably feel
results in an agreement of the Sun Church uncomfortable being lumped in with individuals
according to which the that to him appear as more or less strange. But that
Sun Church is allowed to does not alter the fact that there are some shared
restore the temple ruin on characteristics within those groups which make
the plateau 19 the categories justifiable.
The Queen dictates that The Ambrians all stem from the dead realm
21 all craftsmen must get Alberetor south of the Titans. The Great War has
Present day organized in guilds made them tough but also forced them to become
18
gaoia
WELCOME TO SYMBAROUM
map covering the known parts of n
2
Ambria & Davokar
nw
ne
drawn by cartographer
tabeo craneplume
e
0 100 km
enoai
sw
se
scale 1:4 000 000
n
h
a
-k
s
ar
sa
R
godinja
A
K
O
yedesa V
T H E
A
o
k
k
ra
Jerak’s
va
Sinkhole
H
C
I T
P
baiaga
K E
C
T h e R u in C i t y L
A I R
B M
o f O d ab an
R AV E N S
zarek
S e rand ’s T h e C o lu mn s
va j v o d
P y r a mi d ple
Sun Tem o f H a g an o r
R
S e von a M G O O
A L
V M
O K ar v o s t i
E a r t h To w e rs o f
karohar
L
G t h e B l a c k L e ec h R if t
O
en
o d a i o va K aro’s F S
E
M
M e lim a H
S
A
Ja k a a r R
A
M
E
or
T H
r et
E A
N O R be
ew
Thistle Hold n
E
ria Kastor
ndo or
B
re g
new be aru
Kurun
L
n Templewall R av enia
I
S
n
prio
s do a go
M
kasa m ain s er
nd
A
ri R
Agrella
en Y NDA R OS U
D
D O n
E B rvidu
E L me
V E L N O O Mergile
R
O yndari A
Redina M en
T H E
A
Küam Zamok
T I T A N S 19
disciplined and organized, in terms of military have much in common. What they share is probably
and bureaucracy as well as regarding trade and best symbolized by the witches, the spiritual leaders
divisions of labor. In short: the war has civilized of the clans and advisors to the chieftains. Under the
the Ambrians as a people, even though it may have guidance of the witches, the barbarians are fully
brutalized many of its individuals. aware that they are living in and consequently are
The Ambrians are capable and experienced depending on nature for their safety and survival.
when it comes to waging wars, but they are also And they have all borne witness to what happens
characterized by a profound spirituality and an when one does not respect the taboos dictated by the
aptitude for refined skills and nuanced knowledge. Huldra, the head of all witches who lives on Karvosti
Other than that you will find a common quality in alongside the High Chieftain.
their ambitions: they are a people bent on conquest Finally there is the vague category called the
and ownership; they always strive for more and Elder Folks, including elves, dwarves, goblins,
better, whatever it concerns. Nature is regarded as trolls, ogres, changelings and others. A majority
a resource, filled with supplies which can make life of the individuals sorted under this label tend to
more comfortable, or in any case more tolerable, and see themselves as nature’s children, rather than its
many Ambrians would willingly risk life and limb owners or rulers. There are of course exceptions,
in the hope of finding treasure, knowledge or rare not least among the goblins who have gotten a taste
goods which could secure them a comfortable future. of Ambrian abundance and even more evident
When it comes to the barbarian clans they actu- among the dwarven families living in Yndaros.
ally live in greater harmony since the arrival of the But by and large, the Ambrians and the Elder Folks
Ambrians. It is commonly accepted that the clan are very dissimilar in this respect.
folks are descendants of Symbaroum, the civilization The disagreement, not to say animosity, is most
that ruled the region up until a millennia ago. There apparent in the conflicts between Korinthia’s sub-
are of course huge differences between the clans in jects and the elves of Davokar. With reference to a
terms of lifestyle and customs, but in the end they 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
Colonists and Free Settlers slay any human who violates the terms of the treaty
Of all Ambrians it is the colonists who have most contact with barbarians – a claim that Korinthia and her knights scoff at and
and the Elder Folks. Today all land between the Titans in the south and which no serious treasure-hunter takes seriously.
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 ambi- spirituality
tions are greater than that. Indeed, a dozen new settlements have been Much changed in the wake of the Great War. The
established in places still ruled by other powers. A majority of these can be most radical change was when the sun god Prios
found up to a day’s travel past the tree-line of Davokar, for instance on the went from being one of many accepted deities to
southern shore of Lake Volgoma or on the route between Thistle Hold and being recognized as the One. Where the Dark Lords
Karvosti. Others are located in the mountains and at the forest’s edge west represented darkness and death, Prios came to
of River Doudram. symbolize the light of Alberetor and the life giving
Another group of southern origin that lives near the elves and barbarians power of the sun. Or as Jeseebegai, the current First
are the Free Settlers: refugees from Alberetor who have taken the oppor- Father of the Sun Church, has expressed it: “In the
tunity to break free and form societies of their own. These settlements are abyss, in absolute darkness, was the spark which gave
typically made up of ten to thirty families that for some reason have chosen hope to the world, the spark which in the care of we
to stick together – in most cases because they profess their loyalty to some Ambrians will make Prios blaze as never before.”
other deity than Prios. Today Prios is recognized as the Giver of Laws
In the early days of Ambria the Free Settlers had no trouble finding some or as the One, and almost all Ambrians adhere to
corner of the Promised Land they could claim as their own. But with time His commandments, as conveyed by the priests
many have found themselves repressed by the expanding kingdom and and theurgs of the Sun Church. Prios is said to be
some have even been forced to move deeper into Davokar. Freedom from everywhere beneath the heavens and humans are
oppression comes at a considerable cost, a cost that gets higher and higher tasked with cultivating His creation. Sadly, man has
the further Korinthia’s domain extends. Even so, there are still about twenty neglected this duty for a long time, which in turn
free settlements in forests and mountains that refuse to submit. 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
20
WELCOME TO SYMBAROUM 2
correct the error of their ways – if they work harder, customs – as when the members of clan Enoai allow
extract more crops from the soil, harvest more themselves to be bitten by venomous spiders, in
and richer resources from forests and mountains, order to get closer to Oroke.
colonize more of the wilds – then Prios will grow The Elder Folks appear to have a more relaxed
strong again. approach to spiritual matters. Instead of worship-
In the quest to honor and strengthen the Sun ping or praying to divine beings they seem content
God, Davokar has a vital role to play. The wild, with showing gratitude towards the spirits which,
unruly forest is considered to be the perfect according to them, inhabit all aspects of nature.
example of what happens when humans refrain They give thanks to the stream for letting them
from doing what they are obliged to do. Davokar traverse the rapid waters unharmed. They offer
must be cleansed, its potency disciplined and its their gratitude to the hazel for letting its nuts fall Taboos of the
resources cultivated. It is to advance that quest to the ground. They whisper thank you to the deer Baiaga Clan
that the Curia, the high council of the Sun Church, for allowing itself to get trapped. It is said that Elori,
sends missionaries as well as explorers to the depth the Elven emissary in Yndaros, was asked about his Avoid the slopes of
of Davokar, and why they already have established beliefs during a visit to Queen Korinthia’s court. the Crypt Ridge: there
a temple on Karvosti, the age-old Thingstead of the His exact response is obviously only known to those Grabando rests in
barbarian clans. present, but according to rumor he replied with shallow slumber and
In the shadow of Prios the abolished deities live an insult: “It is a vain presumption to think that may not be disturbed.
on, gods that actually bear a striking resemblance the world would care about being worshiped or
to the deities of the clans. Concerning the religious that it would listen to prayers; it is a presumption Do not mention the
beliefs of the barbarian folks, many a theurg and which mirrors man’s own desire to be worshiped Whitewater Walker by
learned master have tried to describe and categorize and his expectation that he can force his will upon name: for she will heed
the gods, spirits and divine beings worshiped in the world.” your calling and respond
Davokar. So far they have not succeeded. Evidently with force.
the clans are very dissimilar when it comes to how cultural practices
they relate to spiritual powers. As mentioned, some Ambrians as well as barbarians are storytellers. Never devour the spring
worship deities similar to the gods banished by The barbarian folk value a good narrator almost as fruits of the Red Bell:
the Ambrians. For instance, the serpent god Uron highly as a skilled warrior, and the High Chieftain its nectar is tainted, its
revered by the Gaoia clan shares features with the on Karvosti always has one or two select storytellers seeds corrupt.
Ambrian Earthmother; the Baiaga clan’s bloodwolf living in his fortress. These chroniclers are often
Arex is clearly related to the Ambrian Pathfinder; chosen from among the participants of the annual Never drink of
and the spider Oroke, who is worshiped by many, contest held during the market days at the autumn rainbow-colored water:
has some qualities in common with the Executioner. equinox, and are considered to have a special it aggravates the thirst
But among the clans you will also find worship of responsibility for remembering and recounting and makes it unhealthy.
ancestors, holy grounds, beasts and sheer mon- historical events.
strosities like the bestial Blood-Daughter of the Aside from the telling of stories, the leisurely Do not listen to singing
clan Saar-Kahn. Regarding religious rituals there activities of the clans tend to involve weapon sprung from unseen
are also great discrepancies between the clans, games and rituals paying homage to nature. It throats: that is a warn-
from collective prayer sessions to downright deadly would probably be misguided to describe the clans’ ing, not a calling.
21
relationship to Davokar in terms of worship, but
under the guidance of the witches all barbarians The Prophesy of Sarkomal
are careful to show gratitude towards the forest According to rumors circling both Yndaros and Thistle Hold, the Sun
that feeds them and teaches them humility. In that, Church has recovered a prophecy from an old temple ruin a couple of days’
as in most other cases, the storytellers play a vital walk east of Karvosti. First Father Jeseebegai firmly denies all knowledge
role – especially when it comes to cautionary tales of such a find but that has hardly stopped the rumor mill from grinding.
that account for what may happen if one violates Quite the opposite. In a short time numerous versions of the prophecy have
the taboos dictated by the Huldra. appeared, all reflecting the same basic theme – Ambria is supposed to gain
Among Ambrians storytelling takes many dif- lordship over all land once ruled by ancient Symbaroum and Queen Korin-
ferent forms. The bards and poets who perform thia will ascend to the throne of the empire’s last emperors.
in taverns, restaurants and inns are very pop- That basic theme aside, the versions differ greatly from each other.
ular, but the same can be said about prominent When it is supposed to happen, how it will happen and whether or not it will
actors, dancers and artists. Within all these art be to the advantage of the Ambrian people depends on which version you
forms portrayals of the Great War are common. choose to trust. There is really only one strophe which recurs in all versions,
Tales about individuals who have pleased Prios, claimed to be translated by the Curia: “…where night and day are without
so-called Lightbringers or Martyrs, is another meaning, where darkness shimmers and light gathers in shadows, there
popular theme. However, in recent years a new- stands the throne that again shall carry a mistress, a regent, a peer of the
comer has appeared on the Ambrian stage: tales divine…”. But, as previously mentioned, no one has confirmed the authen-
of Davokar – of fortune-hunters who have found ticity of that passage, nor of any other. And even if someone had, there is
their fortune; of heroic encounters with arch trolls likely room for any number of translations and interpretations, as always
and lindworms; of rich treasure chambers found when prophesies are concerned.
in overgrown ruins. Additionally, the Ambrian
storytellers have made it their business to visit
22
WELCOME TO SYMBAROUM 2
their barbarian colleagues to learn popular stories areas of conflict
from them, including the ancient poems attributed Given that the three main populations in the region
to the legendary huldra Aroaleta. have such a disparate relationship to Davokar, you
Aside from the Ambrians making use of more would probably conclude that the Ambrians always
forms of storytelling, there is another significant collide with the Elder Folks, and that the barbarians
difference between the groups: while almost all are caught somewhere in between. Of course it is
barbarians take part in the rites of the witches and not as simple as that. There are lots of individuals
listen to tales told around the fire, the Ambrian who do not fit that mold – Ambrians who join the
people are divided into a number of sub-groups. The elves in their ambition to keep Davokar in peace
nobles have their own venues for dance, theatre and as well as single barbarians, elves, changelings
music, and love to cover their walls in grandiose and ogres who have made their homes in Ambria.
tapestries with themes from battles or nature. Nevertheless, the general climate of the region is
Merchants and craftsmen often visit the same one of open conflicts, characterized by the Ambrian
salons, where they place themselves according to ambition to explore and exploit Davokar and the
fortune and stature since the prices vary depending Elder Folks’ reluctance to let them do so. Presently,
The origin of the hulk- on where you sit. Free, laboring Ambrians listen Queen Korinthia’s people seem to be the unchallenged
ing Colossi is widely to tales told in the taverns while thralls, serfs and rulers of the plains between the mountains and the
debated. But it is commoners in the countryside have to settle for the forest, and it would probably take an all-embracing
an awesome sight, tall tales told by their elders as they assemble for pact of barbarians and elves to change that. But in
when one gets to see the evening meal. Of course there are exceptions, the woods the balance of power is more even. The
Davokar’s witches being but the principle can hardly be questioned: the Queen’s army has a hard time functioning with
carried by these seem- subjects of Korinthia are undoubtedly stratified full efficiency in the forest, while local knowledge
ingly gentle monsters. in terms of both assets and interests. 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.
23