Professional Documents
Culture Documents
Age & Height Ambrians Barbarians Goblins Changelings Ogres Elves Dwarves
GOBLINS or cursed. They usually live lonely lives away from densely
populated lands.
Goblins are a cultural race of small, stinky, green-skinned,
humanoids. They are considered mischievous and untrustworthy by The GM needs to approve changelings as a playable race. The list
every other race, although they are employed as a slave workforce on below shows all traits you receive for free during character creation
several Ambrian cities. They work in cleaning and sanitation, choosing this race:
unclogging sewer canals or removing animal waste from the streets.
They usually live in shanty towns outside city walls, and under FAVOURED ATTRIBUTE: Intelligence. The elven wisdom
unhealthy conditions for human standards. Their chaotic behaviour is run through a changeling veins.
the main reason they accept those conditions, as they rarely achieve a
united and organized society. Even small goblin villages are a mess, FEY LINEAGE: If targeted by magical effects, like curses or
where the concept of private propriety is relative, conflict is a spells, you are considered an elf or fey creature. You roll an
constant, and sanitation a waste of time. additional d6 when trying to resist mind-affecting spells and
illusions.
Goblins change their leaders at the same frequency as the seasons,
with the exception of their tribe’s witch (usually the second in EDUCATED: During your childhood, you were educated like
command) who may be one of the few constants in goblin society. your fellow humans or elves, depending on where you were
Goblins’ lifespans comprise only few decades and when they feel raised. Choose (according to your character background) in
death approaching, they leave to a distant and hidden place (like which culture you grew up before you reached adolescence and
Deep Davokar or Underground) to create a cocoon with their thick been expelled. It will affect skills like Mysticism, Religion and
sweat. After a long period of hibernation, a new Ogre sprouts from Society.
this cocoon. Without any memory of its past life as a goblin.
The GM needs to approve goblins as a playable race. The list below CHANGELING GLAMOUR: Once per day, you can cast,
shows all traits you receive for free during character creation without verbal or somatic components, a magical illusion in
choosing this race: yourself, generating 1D4 Temporary Corruption Point. The
illusion affects the sight, hearing, smell and even taste of anyone
FAVOURED ATTRIBUTE: Competence. Goblins are agile, at short range. You can change your appearance to something
quick, and nimble. You can invest up to 5 points in this favoured (like a boulder or small tree) or someone you have already
attribute. If it is also a favoured attribute for your archetype, you personally encountered. You cannot change your size or biotype
can invest up to 6 points. but can change clothes and wearable items. The illusion is
cancelled at the end of the scene, if someone physically interact
NIMBLE: Goblins are acrobatic and sneaky. Their Agility and with you, or if anyone at short range pass on a Challenging
Stealth Skills has a +2D6 bonus. Discipline Check. You may cast it again after finishing a long
rest.
ILLITERATE: Unless you purchase the talent Educated, you
cannot read and write. You may understand simple runes, LONG LIFESPAN: Changelings may live centuries under good
symbols, and signs though. conditions. They prefer long-term plans and tasks while they
enjoy the passage of the seasons. You may roll one additional d6
FRAIL BODY: Goblins have small, frail and usually on skill checks during Season Activities.
malnourished bodies. However, they are strangely resistant to
illness. When critically injured, you roll 1d20+4 before OUTCAST: Changelings are usually called half-breed,
consulting the critical injuries table results. But, against curses, mongrels or worse. Because of that, changelings have their social
poisons, and illnesses, you may roll +2d6. interactions deeply hampered, the GM must increase all social
skill check difficulties in two degrees. In addition, they are
SHORT LIFESPAN: Goblins live only few decades, even usually not allowed inside settlements unless in disguise. Been
under favoured conditions. They have no patience for long-term discovered by citizens may result in to be burned at the stake.
plans and tasks. So, you roll one less d6 in skill checks related to
Season Activities.
OGRES
PARIAH: Goblins have a bad reputation of being mischievous,
irritating, untrustworthy, impatient, and undisciplined. The large and brute ogres are not (necessarily) dumb and violent.
Interactions between races should narratively reflect this. Some work along humans doing heavy work in exchange of money,
gourmet food, alcoholic drinks, and entertainment. In Ambrian lands
SURVIVAL INSTINCT: The goblin can take the Brake Free or they are almost slaves, doing heavy work in construction sites or
Retreat action as a Support Action. Although they hate doing it, being part of mercenary companies. But they do not stay for long, as
they can live a full day with few water and food, needing only their long naps usually make them lose their jobs. They come and go,
one meal per day. You may roll consumable dice (food and never establishing a permanent home for more than a year. They
water) only once per day. Finally, goblins are always looking sleep anywhere and eat almost any (nourishing) thing. Human-size
over their shoulders, and have a +2D6 on Awareness Checks doors, beds, clothing, armour, and some weapons usually do not fit
related to hearing. their bodies, so they are unattached to items and properties. Good
food, drink, pleasure, and precious gems are the few things ogres
usually desire.
Ogres are a goblinoid sub-specie. In reality, they are the result of an
CHANGELINGS old goblin that went into hibernation inside its own sweat-made
Half-elves are extremely rare in cities, as pogroms could easily lead cocoon. Ogres do not have any memory of their lives as goblins and
to death at the burning stake. They are feared and shunned both in the majority think it is nonsense. Ogres can also feel the need to
human and elven lands, frequently considered sinful, blasphemous, hibernate inside a cocoon when old age advances. They usually went
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Forbidden Lands of Symbaroum
to Underground to find a safe spot where they may, after many of the scene. Even untrained skills. You can activate this trait
decades, become rise as the terrifying Trolls. after finishing a long rest.
FEY LINEAGE: If targeted by magical effects, like curses or
The GM needs to approve ogres as a playable race. The list below spells, you are considered a fey creature. You roll additional 2d6
shows all traits you receive for free during character creation when trying to resist mind-affecting spells and illusions.
choosing this race:
FAVOURED ATTRIBUTE: Potence. Their large bodies are ELVEN GLAMOUR: Once per day, you can cast, without
south by military forces and construction sites. verbal or somatic component, a magical illusion, generating 1D4
Temporary Corruption points. The illusion affects the sight,
TOUGH & ROBUST: Ogres are tall, large, slow, and very hearing, smell and even taste of anyone at short range. The target
strong. They must eat a full meal every three hours and take at of the illusion may be a creature, plant, or item of tiny, small, or
least two 30-minute naps during the day. A suit of armor must be medium size and must be at short range at the time of casting.
custom-made and costs twice the normal price and time to make; You can change the appearance of the target to something or
but their skin has a natural armor of 1 point. Their Athletics Skill someone you have already personally encountered. You cannot
has a bonus of +2D6 and can achieve a max rank of 7, use it to change its size nor its biotype (bipeds to quadrupeds, for
calculate encumbrance capacity. When critically injured, roll example), but can change clothes and wearable items. The
1D20-4 before consulting the critical injuries table results. illusion moves with the target and is cancelled at the end of the
scene. It is also cancelled if the target (or anyone at short range)
ILLITERATE: Unless you purchase the talent Educated, you passes on a Challenging Discipline Check. You may cast it
cannot read and write. You may understand simple runes, again after finishing a long rest.
symbols, and signs though.
EDUCATED: You receive long decades of instruction, lectures,
LONG LIFESPAN: Ogres may live centuries under good and metaphysical teachings by your elven elders. You became
conditions. They prefer long-term plans and slow-paced tasks. literate and have +1D6 in Mysticism Skill.
They enjoy the passage of the winter when they usually
hibernate. You may roll one additional d6 on skill checks during ELVEN GRACE: Elves train for decades, even centuries, fine-
Season Activities. tuning their martial and artistic arts. They roll an additional d6
when using knives, longswords, spears, bows, musical
PARIAH: Ogres have a bad reputation of lazy, dumb, slow, and instruments or crafting tools. While inside the forest, they also
aloof. They would be killed on site every time a half-giant, roll an additional d6 to climb, hide, sneak, track, or travel.
goblin-like humanoid tried to approach a human settlement – if
not considered a useful workforce and military asset. Interactions BUSHCRAFT: You have lived all your life in the wilderness of
between races should narratively reflect this. Davokar and are used to finding water, food, and shelter. Your
Nature Skill has a +1D6 bonus when used on plains, mountains,
and forests.
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Forbidden Lands of Symbaroum
galleries. Sages believe that their connection with the earth and rock make an Intelligence Check and consult table Level of
are beyond human comprehension. Information, on Chapter 5.
The rumours are that dwarves are not born. They are made by their EDUCATED: You were instructed for many years under a
utmost protected dwarven queen, like bees using theirs female strictly disciplined, military-style school. You became literate
alchemical enhanced mud instead of honey. Maybe this is the reason and learned much about math, engineering, economy, and
female dwarves are never seen on the surface world. Dwarves dwarven religion.
developed a percussionist type of language, also infusing their music
and phonetic magic – while taking advantage of the powerful eco of
DWARVEN GREED: All dwarves are, at some level, greedy
their homeland. They enchant runes of power all around their walls,
and avaricious. It’s part of their culture to amass wealth and
along their weapons and crafting tools.
treasure for their queen and their “hive”. Every time a dwarf
Dwarves are rare on the surface world, usually trading or conquering loses money or a business opportunity, he or she becomes
for supplies hard to find underground: like wheat, wool, fruits, and grumpy and angry. They remain frustrated until it finishes a long
wood. It is a common occurrence women been kidnapped to serve rest. While frustrated, a dwarf cannot call for a Fate Roll.
small bands of rebel dwarves not used to the presence of fertile
humanoid females. At least, for these women, all dwarves are AGORAPHOBIA: All dwarves suffer from anxiety while in
infertile. open spaces, like plains and oceans. They need a steady ground
and a firm ceiling to feel safe. While in such environments,
Their halls have large stocks of precious gems and metals, often increase in one degree all skill checks based on Presence.
sought after by human nobles looking for a loan. Sadly, for them,
dwarves have a keen memory and an analytical mind rarely losing
profit.
Dwarves would be antagonists in a dark fantasy campaign where
mature themes (like bigotry, misogyny, slavery, and colonialism)
arise, so the GM needs to approve them as a playable race. The GM
needs to approve dwarves as a playable race. The list below shows all
traits you receive for free during character creation choosing this
race:
FAVOURED ATTRIBUTE: Potence and Intelligence.
Dwarves’ body are hard and tough, allied with an analytical
mind and accurate memory. You may choose one, after all, your
attributes were purposely modelled by your Queen.