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Chapter 3: Races

 AMBRIAN PREJUDICE: Ambrians believe they are a superior


This chapter describes the mechanical aspects of the main playable race, even in comparison with other humans (like barbarians).
races found on Symbaroum Campaign Setting. Some GMs prefer to Interactions between races should narratively reflect Ambrians
prohibit players from choosing non-human races to reinforce the pride and intolerance.
mystery of the setting, allowing players to discover all aspects that
make Symbaroum different from the standard high fantasy scenario.
HUMANS (BARBARIANS)
Humans (Ambrians and Barbarians) have societies and religions with
more similarities with the classic medieval setting. While non- Barbarians, collectively called Vhor’Halians by elves and dwarves,
humans in Symbaroum may appear bizarre to a newcomer player. are the primitive human tribes who have lived for generations around
For example, ogres do not reproduce, they are the offspring of an old Davokar forest. They are fierce warriors and live scattered in several
goblin hibernation inside a sweat made cocoon. Elven females are warring clans. They are led by a chieftain and a tribal witch. The
bare and must steal babies from other races, leaving magical copies latter is responsible for advice, heal and protect clan members on
called Changelings. Dwarves are not born; they are moulded inside supernatural matters.
stone honeycombs from their female queen. The elders tell stories of their ancestors been enslaved by elven and
Other GMs and game groups prefer to allow even elves as player dwarven empires, millennia ago. Those children’s tales are constantly
characters, since their players are familiar to the setting and want to reinforced until adulthood creating a deep barbarian animosity
try something new. It is recommended that these viewpoints be against elves and dwarves.
presented and discussed among players in a Session Zero, creating a The list below shows all traits you receive for free during character
better gaming experience for everyone and avoiding frustrating creation choosing this race:
expectations.
 FAVOURED ATTRIBUTE: Potence. Barbarian culture favour
the mightiest between them. Children, the disabled and the
HUMANS (AMBRIANS) elderly who cannot keep up with the tribe in tasks such as
Ambrians are the immigrant, the invaders and conquerors who came hunting and fighting may be abandoned or exiled. You can invest
from the south of the Titans. After having their homeland ravaged in up to 5 points in this favoured attribute. If it is also a favoured
a war with dark lords, the Ambrians migrated north in search of a attribute for your archetype, you can invest up to 6 points.
new home. They tamed the land in the name of their queen and hunt
non-humans in the name of their god.
 BUSHCRAFT: You have lived all your life in the wilderness of
The list below shows all traits you receive for free during character
Davokar and are used to finding water, food, and shelter. Your
creation choosing this race:
Nature Skill has a +1D6 bonus.
 FAVOURED ATTRIBUTE: Presence. No other cultural race
has a society so complex in codes of conduct between several  PRIMITIVE: Your character grew up on a tribal society of free
layers of social classes, factions, and institutions. You can invest warriors, gatherers, and hunters. So, he or she does not
up to 5 points in this favoured attribute. If it is also a favoured understand urban concepts of several social classes, complex
attribute for your archetype, you can invest up to 6 points. military hierarchy, aristocratic etiquette, personal hygiene,
sanitation and even currency. Cities are chaotic and threatening.
Metal armour are clumsy and heavy. Barbarians would avoid all

RACES PHYSICAL CHARACTERISTICS COMPARISON

Age & Height Ambrians Barbarians Goblins Changelings Ogres Elves Dwarves

Mean Height 175cm 180cm 120cm 170cm 230cm 160cm 140cm

Young 16 – 25 y 12 – 18 5 – 10 21 – 50 31 – 60 50–120 33 – 133

Adults 26 – 50 19 – 40 11 – 30 51 – 150 61 – 180 121 – 200 134 – 233

Old 51+ 41+ 31+ 151+ 181+ 200+ 234 – 333


this in exchange to a rustic lifestyle.
 KIN FELLOWSHIP: Ambrians know many people in their
crowded cities, from different professions, walks of life, and
 ILLITERATE: Unless you purchase the talent Educated, you
social classes. These people, usually other Ambrians, can help
cannot read and write. You may understand simple runes,
you with information, access to places, a bed to sleep in, or a hot
symbols, and signs though.
meal. Yet they wouldn't risk their safety, money, reputation, or
their own lives for you.
 BRAVERY: Living under constant violence and the dangers of
the wild, barbarians developed a natural resistance to fear. Your
 EDUCATED: Ambrian churches offer free education to all
Discipline Skill has a +1D6 Bonus against Fear Effects.
ambrian children (usually to indoctrinate the younglings). You
became literate.
Forbidden Lands of Symbaroum

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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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.

 EXTENSIVE LIFESPAN: Elves may live for many centuries


ELVES
under good conditions. They prefer long-term plans and
Elves are the ancient cultural race of fey humanoids that thrived for elaborated tasks while they patiently enjoy the passage of several
millennia. They are very wise, arrogant, magical, cold, and seasons. You may roll two additional d6s (2d6) on skill checks
mysterious. Much of their civilization crumbled with the fall of during Season Activities but these activities will take 50% more
Symbaroum, leaving a collective feeling of sadness and longing. time to complete than normal.
They consider humans as invaders, conquerors, and slavers – turning
almost all encounters between them a violent one.  ELVEN SORROW: Elves have a hard time dealing with
All racial traits below refer to early summer elves, as they are the feelings of loss, grief, and failure. They constantly mourn for
most common elven kind encountered by other humanoids in their fallen empire of old and become furious when fail on
Davokar. Along with Dwarves, Elves (even early summer elves) are anything. If the character accumulates three failures for the same
slightly more powerful than other races, and this is intentional. skill in the same scene, the PC becomes depressed until he or she
However, the GM may adjust their racial traits to a more human- finishes a long rest. While depressed, the elven character cannot
standard level. Autumn and winter elves would be too much powerful call for Fate Rolls (see chapter 5 – Skills). The GM may
for a player character. adjudicate narrative events that activate the Elven Sorrow racial
trait, like the death of a fallen comrade, been submitted to
Elves would be antagonists in a dark fantasy campaign where mature torture, witness a fire on the woods, travel through a plagued
themes (like bigotry, misogyny, slavery, and colonialism) arise, so land, a persistent injury or illness, or been imprisoned in a
the GM needs to approve them as a playable race. foreign kingdom.
 ELVEN ARROGANCE: Elves believe they are a superior race,
The list below shows all traits you receive for free during character destined to guide all other less-civilized humanoids in the proper
creation choosing this race: ways of the land and into the magnificence of elven culture.
 FAVOURED ATTRIBUTE: Competence, Intelligence or Interactions between races should narratively reflect elves’
Presence. The elven finesse, wisdom and grandeur are the source arrogance. When dealing with Ambrians, elves rarely try to
of many tales and legends. As an Elf you may exceed in any parley, preferring to leave or to fight.
field covered by those attributes. So, choose one freely.

 WISDOM OF THE AGES: Spending a full round in a deep DWARVES


trance, the elf can access the collective past memories and
Dwarves are the short humanoid race that developed its culture and
knowledges of his or her ancestors. Once activated, this trait
society below the mountains, in immense halls filled with tunnels and
increases 1D4 skills of your choice in one point for the duration

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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.

 EARTHBOUND: Dwarves are bound to the world’s foundation


in intimate ways. Without a natural soul, a dwarf suffers physical
damage if subjected to Corruption. The magically created soul
converts Temporary Corruption points into damage points and
Permanent Corruption points into critical injuries rolls. Maybe
this is the reason few of them become Theurges and fewer
decided to take risk with other mystical traditions. Once dead,
the dwarf’s body petrifies and cannot become undead or be
subjected to necromantic spells that affect natural souls. Living
dwarves are naturally resistant to magic receiving +2d6 to resist
the effects of spells that target them. The dwarves’ body is
highly resistant to poison and illnesses, and you may add +2d6 to
resist its harmful effects. Finally, dwarves are resilient and
tireless, needing only one meal per day. You may roll
consumable dice (food and water) only once per day.

 PLANNED LIFESPAN: Under favourable conditions, dwarves


may live exactly 333 years, when they die of old age and their
body petrifies. Because of that, their whole life is usually planed
since childhood. You may roll two additional d6 (2d6) on skill
checks during Season Activities if that chosen activity is aligned
with your life plan. If not, you must roll one less d6 or chose to
abandon that activity.

 DARKVISION: Living in the blackness of a subterranean world


for millennia, dwarves have developed the ability to see
normally in total darkness, without the need of too many torches
and fire accumulating smoke underground. They cannot discern
colours though, only shades of grey up to a medium distance.

 KEEN MEMORY: Dwarves have a sharp an analytical mind.


Every time a dwarf wants to remember a distant or obscure
information he or she have experienced, read, seen, or heard

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