Tag Archives: Symbaroum

Symbaroum Campaign Pitch

The great war, the hungry hordes of the Dark Lords—a nightmare that lasted for two decades … 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 … [venturing north of the old world, over the mountains known as The Titans] … they encountered a small barbarian settlement …

(Symbaroum Core Rulebook, p. 16)

In my take on Symbaroum, the scene opens earlier than as presented in the text. Yndaros, the name of the new capital settlement, is little more than an armed camp, crouched in the shell of a looted barbarian valley fortress. The Queen struggles to maintain cohesion among her people following a near death march exile, adrift in an alien land, threatened by barbarian tribes, hostile elements, and the lingering corruption that was the doom of the previous grand empire Symbar, the ruins of which remain blanketed by the seemingly endless forests of Davokar. This is Ambria by way of Roanoke; the winters long and mist-shrouded horizons mysterious.

In lost Alberetor to the south, the old, ruined homeland, dark magic, incautious industry, and terrible engines of war blighted the land. Were the “Dark Lords” true paragons of evil, crept up from the abyss to feast on the corrupt souls of men, or convenient wartime propaganda to justify the horrors of war and a conclusion that ultimately stranded the victorious Queen and her exiled people in a verdant but perilous new land? The Ambrians are simultaneously explorers, colonists, conquerors, and refugees, hardened and made ruthless by war, Queen Korinthia an unburnt, masked Joan of Arc.

The uncrowned king of Ambria’s treasure-hunters, Lasifor Nightpitch, established the town of Thistle Hold … a safe haven for Ambrians exploring Davokar [the great, haunted forest] … full of natural resources and rich remnants of long lost civilizations … and … rampant abominations …

(Symbaroum Core Rulebook, p. 17)
Not Thistle Hold (image source)

Here, Thistle Hold is a frontier boom town, a fantasy Deadwood with only a handful of muddy streets clustered around a beacon tower, the one building of any permanent aspect, all surrounded by wooden palisades and chevaux de frise, huge wooden and rusty iron stakes driven into the mud, angled outward against cavalry charges. Thistle Hold is as much barbarian trading post as colonial outpost and settlers have a deep ambivalence, torn between the untramelled freedom of the frontier, but also yearning and planning for the protection, certainty, and industry that would come from annexation by Yndaros and joining the young realm of Ambria.

When the Ambrians arrived in the region south of Davokar, thirteen barbarian clans were living in the area. … The barbarian High Chieftain, seated on Karvosti, is elected for life during a gathering at the Thingstead … 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. …

(Symbaroum Core Rulebook, p. 27)
Image source from one of the Symbaroum books

The barbarian clans believe themselves descendants of the lost empire Symbar. Though the Ambrians’ weapons and organized ways of war generally defeat clan warriors in direct conflict on the battlefield, the barbarians see the interlopers as opportunities just as much as a threats. One clan already, through alliance with the Queen’s soldiers, annihilated their blood rivals clan Jezora, driving the few remaining survivors into the uncharted taboo depths of Davokar. When the curtain rises on the campaign, there has been no High Chieftain for generations. Many barbarians see the newly arrived people from the south as a means to solidify or advance their position, toward the ambition of claiming the High Chieftainship, perhaps even founding a regime of New Symbar.

Symbaroum Primer for D&D Players

In preparation for running a Symbaroum game, here is an overview of the system, particularly the player-facing side.

First, an oversimplified summary in D&D terms:

  • HP = strength score (sort of, with little to no improvement over time)
  • Attack rolls are dexterity checks
  • Ability checks are roll-under (1d20 <=)
  • There are no classes or levels
  • Archetypes (and associated occupations) provide recommended packages of starting abilities (which are sort of like feats)
  • Spend XP to learn or improve abilities
  • Using magic causes corruption (basically: spiritual damage with varying degrees of transience)
  • Another ability score determines how much corruption a character can absorb before bad things start to happen (basically: spiritual HP)

There you go, if you have familiarity with some version D&D you should now have a working grasp of Symbaroum basics. Read on for more detailed comparison.

The system is mostly what I have called “monological” in the past. For example, players roll to defend rather than opponents rolling to attack.

Symbaroum formal game terms below are in bold. Though I have a few planned house rules, to improve the general usefulness of this post, all of the following info applies to the official rules as written, to my knowledge. I make no claim to completeness—for example, I have ommitted mention of races—but these are the most central rules in my opinion.

Symbaroum Correspondences

  • Ability Scores (⇒ Attributes)
    • Accurate, Cunning, Discreet, Persuasive, Quick, Resolute, Strong, Vigilant
    • Generation: 2d6+3 per attribute, in order or arranged to taste (yields scores in the range [5-15])
    • Test: roll 1d20 <= score value (often adjusted by an opposed Attribute)
    • Test outcomes are generally binary (success or failure)
    • Adjustments are penalties or bonuses applied to the player character Attribute score rather than to the roll; for example, if a player character has a score of 12, a -3 penalty means that the player must roll less than or equal to 9 for success
      • Common oppositions:
        • Accurate versus Quick
        • Persuasive versus Resolute
        • Discreet versus Vigilant
        • Strong versus Strong
    • (The default attribute generation method is assigning values from a default set or point-buy, the numbers for which result in similar expected values)
      • Default set: [15, 13, 11, 10, 10, 9, 7, 5]
        • (M = 10, SD = 2.96)
  • AC/Armor Class (⇒ Defense)
    • Symbaroum uses Defense tests (performed by players) rather than opponent attack rolls
    • Defense test: 1d20 less than or equal to Quick
    • Modifiers: Armor (Impeding penalty), shield (+1 bonus)
  • Armor
    • Three levels of armor: light 1d4, medium 1d6, and heavy 1d8
    • Impeding penalty to Defense tests: light -2, medium -3, heavy -4
    • Roll the armor die to decrease incoming damage from physical attacks (opponent damage values are static, so rolling for armor replaces what in D&D would be the referee rolling monster damage)
  • Attack Roll
    • Attribute test: Accurate, adjusted by opponent’s Quick
    • Then you roll damage, based on weapon, just like D&D—see the weapons entry below—but for referee-controlled combatants armor is static damage reduction (no armor die)
    • Some Abilities allow the use of other stats in place of Accurate for attack rolls (this is one of the few bits of system mastery you probably need to maintain combat effectiveness, if you care)
  • Classes (as in Fighter, Cleric, Thief, etc.)
    • Rather than classes, Symbaroum provides a starting Archetype (representing the classic three of Mystic, Rogue, and Warrior), each of which is further specified by Occupations (such as Duelist, Theurg, Ranger, and so forth)
    • Initial Archetype & Occupation provide recommended packages of starting Abilities
    • Player characters start with one of the following two options:
      1. Two Abilities at Novice level and one Ability at Adept level
      2. Five Abilities at Novice level
  • Combat turn
    • On each turn, a player character may perform one of the following:
      • 1 Combat Action + 1 Movement Action
      • 2 Movement Actions
  • Dying (★ will be house ruled ★)
    • Zero Toughness → unconscious & dying
    • Each turn: Death Test, three failures → dead
    • Death Test: 1d20
      • 1 = recover with 1d4 Toughness
      • 2-10 = success (no change)
      • 11-19 = failure
      • 20 = immediate death
  • HP (⇒ Toughness)
    • Toughness = Max(10, Strong Attribute)
    • (So the HP equivalent is basically just the same as an ability score, but with a minimum of 10)
    • Toughness almost never increases—there are a handful of Abilities which will increase toughness slightly—so Symbaroum has a much flatter power curve in this regard compared to all versions of D&D
  • Initiative
    • Combatants act in order of Quick scores (highest first)
  • Levels & Advancement (★ will be house ruled ★)
    • There are no levels; player characters spend XP to learn or improve Abilities
    • Each ability has three tiers: Novice, Adept, and Master
    • Learning and improving Abilities:
      • Novice level (new Ability): cost = 10 XP
      • NoviceAdept: cost = 20 XP
      • AdeptMaster: cost = 30 XP
    • (So the full cost of learning a new Ability and improving it all the way to Master is 60 XP.)
  • Magic Items (⇒ Artifacts, p. 186; ★ will be house ruled very slightly ★)
    • Using an Artifact first requires Bonding, which imposes permanent Corruption (generally one point)
    • Activating an Artifact’s power imposes some temporary Corruption (generally 1d4 points)
    • (See Corruption Threshold below)
  • Shields
    • +1 to Defense tests
  • Spells (⇒ Mystical Powers, p. 119, p. 176)
    • Mystical Powers work much like Abilities—with Novice, Adept, and Master levels—but learning a Mystical Power outside of a tradition (also handled at the rules level as an Ability) imposes one permanent point of Corruption
    • Casting a spell (using a Mystical Power) causes 1d4 temporary Corruption
    • Advancing in the ranks of a mystical tradition can mitigate this cost (Corruption is the mechanical system resource that replaces spell slots or magic points)
    • See Corruption Threshold below
  • Weapons
    • Weapon damage works similarly to D&D
    • Damage: Heavy 1d10, Long 1d8, Single-Handed 1d8, Short 1d6
    • Projectile: crossbow 1d10, bow 1d8, sling 1d6
    • Long weapons provide an initial free attack versus opponents armed with shorter weapons
    • (There are a few other properties of specific weapons which work relatively intuitively)
  • XP (★ will be house ruled ★)
    • The text about XP is more guidelines than rules, but the expectation seems to be that surviving a scene involving challenge is worth 1 XP for each player character

Rules Without Direct D&D Analogues

Symbaroum also has a handful of rules which lack direct analogues in D&D:

  • Pain Threshold
    • Derived stat: Strong / 2, round up
    • Combatants that suffer damage equal to or greater than Pain Threshold in a single hit experience some additional deleterious effects
  • Corruption Threshold
    • Derived stat: Resolute / 2, round up
    • Capacity to tolerate Corruption is the primary player character resource that constrains use of magic
    • When total Corruption—permanent + temporary—equals or exceeds the Resolute score, the character turns into an abomination (worse than character death, because this essentially creates a new hostile monster)
    • Temporary Corruption dissipates at the end of each scene
      • (★ may be house ruled ★)
    • Tolerating Corruption also constrains the use of Artifacts as doing so requires Bonding with the Artifact, which imposes some permanent Corruption (generally one point)

There is also a free quick-start rules document. Post images are from the official site.

Symbaroum starting background

Thistle Hold from Symbaroum core book

Thistle Hold from Symbaroum core book

Background:

  • There are two commonly known frontier outposts, Thistle Hold, commonly known as Beacon after the 300 foot tower topped with a constantly stoked bonfire, and Moors, a newer shantytown established by itinerants about a day’s travel from Beacon.
  • Citizenship in Beacon is a luxury. Non-citizen workers live outside the palisades and must leave by dusk. Invitations from established citizens or purchased credentials allow visitors to remain within.
  • Moors is much smaller than Beacon, mostly made up of tents, and is reputed to be much more dangerous.
  • Both border the great primordial forest Davokar. The forest shrouds the ruins of the ancient empire Symbaroum.
  • Barbarian custom and law forbids venturing more than several days into the forest. The exact taboo varies from tribe to tribe. Adventurers on the frontier take this restriction with various degrees of seriousness.
  • You begin at the Broken Spokes coach house, with roads going to both Moors and Beacon.

Hooks, common local traveller knowledge:

  1. The patron of Moors, House Erebus, is hiring small mercenary companies as privateers.
  2. The Ordo Magica outpost in Beacon seeks certain artifacts and information from Davokar.
  3. Local rangers from Beacon have discovered ruins which require special talents to navigate. Inquire at Beacon’s barracks.

Traditions and corruption

2016-07-08 19.15.49 copy

Personal photo of Symbaroum core book

Several different traditions of magic coexist in the world of Symbaroum, including wizardry, witchcraft, theurgy, and sorcery. All forms of magic entail the risk of corruption, but the risk can be decreased somewhat by following the rituals and practices of a given tradition. Each tradition grants access to a set of spells and casting these spells in the traditional manner avoids some of the dangers of raw magic.

Wizardry is highly codified arcane knowledge as set down formally by the Ordo Magica. Learning wizardry requires long, systematic study and extensive formal training.

Witchcraft follows older ways from the great forest Davokar. The witches serve as spiritual advisors to the barbarians living on the outskirts of the great forest Davokar. Many Ambrians are highly distrustful of witchcraft and see witches as little different than demon-worshipers or sorcerers but witches have elevated social positions within their own tribes.

Theurgy channels the power of the gods, most commonly the sun god Prios. Covenants with other lesser-known powers are becoming more common following the exodus.

Sorcery is the least formal of all the traditions, though there are many secret lineages. Some sorcerers come to the art by pact with occult beings while others discover ancient proscribed treatises and are self-taught. Despite the dogma of the Ordo Magica, sorcerers do follow rules, just highly idiosyncratic rules. To someone trained in one of the other traditions of magic, sorcery can seem pure chaos. Sorcery is forbidden according to the law of old Alberetor, but that has less force in the frontier of Ambria.

Characters on the Path of Wonder choose a tradition before play. Other characters with Magic stat greater than zero may enter into a tradition during play. Characters may not belong to more than one tradition.

When a character casts a spell within the bounds of tradition, there is no immediate chance of catastrophe or abomination, though the character accumulates a point of corruption for each spell cast. Once the number of corruption points equals the character’s magic stat, however, the safeguards of tradition become less able to control the mystic power unleashed. Characters reset corruption points to zero during each Haven Turn. See the Hazard System for details about Haven Turns.

If a character casts a traditional spell when corruption is equal to the Magic stat, there is a chance that they are unable to control the arcane power. Reality objects to being ungently used and reacts proportionally. The spell caster must make a Magic Test or acquire a permanent stigma, a physical mark of arcane corruption. Determine stigma randomly.

Casting a nontraditional spell when corruption is equal to the Magic stat follows the same rules, but failing the Magic Test results in a catastrophe in addition to a permanent stigma. This is why untrained magicians are so feared and traditionally punished with exile or death. The Ordo Magica is often blamed for any magic disaster and so is particularly harsh in hunting down and punishing renegades.

Once a character has accumulated a number of stigmata equal to their Magic stat, their humanity hangs in the balance. The next time that character would acquire a stigma, instead they are fully transformed into an abomination. At this point, the player must make a new character and the abomination becomes a monster under the control of the referee.

Characters with Magic stat greater than zero and no tradition may still learn and cast spells or use enchanted objects following the magic rules, but have none of the safeguards against corruption that the traditions provide. Attempting to learn a spell outside of a tradition and failing also causes either a stigma or a catastrophe (the player may choose).

Spells marked as rituals take a full Dungeon Turn to cast. See the Hazard System for details about Dungeon Turns. Other spell can be cast as a combat move.


The four magic traditions and the progression from stigmata to abomination are based on the Symbaroum setting.

 

They came from gates in the sky

To Alberetor in golden chariots the Gray Knights came. Queen Korinthia greeted them as emissaries of the sun god but they were not emissaries, they were conquerors. After many bitter years of war, the Queen fled north over the Titan Mountains with the remnants of her people to the barbarian lands bordering the endless primordial forest Davokar. Alberetor remains a blighted ruin presided over by the inscrutable Gray Knights. Though the church of Alberetor has always paid respects nominally to all immortal offices, in practice the sun lord Prios came traditionally to be exalted over all others. Because the order of Prios welcomed the knights from the sky, this hierarchy has become contested. North of the Titan Mountains, the Queen founded the new realm of Ambria. The nobles of Ambria have now turned their attention to incorporating or eliminating barbarians and subduing the forest itself, which shrouds the ancient mysteries of the lost civilization Symbaroum. Explorers of the forest depths report weird happenings far beyond the mundane dangers posed by unknown, hostile wilderness. Ambrian adventurers seeking fortune in the opportunities created by these upheavals, concentrated in the border town of Thistle Hold, are divided regarding respecting or exploiting unknown Davokar.


This campaign abstract is derived from the default setting of Symbaroum.

Personal photo of Symbaroum core book

Personal photo of Symbaroum core book

Hexagram Symbaroum prospectus

I am going to start running a campaign soon, within the next week or two. I plan to run sessions both in person and online within the same setting and sharing the same fictional timeline. All player characters from both in-person and online games will likely belong to the same adventuring company.

For rules, I will be using the current beta version of my Hexagram ruleset. It should be recognizable to anyone that has played in one of my games before as it incorporates the most recent unreleased version of the Hazard System as the engine. The player character advancement system is slightly more freeform than traditional D&D but should be easily approachable. Advancement has been significantly streamlined even compared to previous playtest versions of Hexagram and the Final Castle. Experience points will be gained from building relationships with factions or personages rather than recovering treasure.

I will be using the setting from the Swedish RPG Symbaroum as my starting point, though I will be dialing up the elements that remind me of Slaine and dialing down the elements that seem like Tolkien through a Swedish lens. In particular, the witches and barbarians of Symbaroum remind me of the Drunes and their people. I will be reimagining the nature of the Dark Lords and the civilized religion of the sun god Prios to make them less black and white. I chose Symbaroum primarily because I like the art but also because the setting provides a set of factions and personages that should ease my prep work. I may also incorporate some elements from Gavin‘s excellent Wormskin zine, though my vision of Symbaroum and the great forest Davokar is far less fey than Dolmenwood.

Session structure will follow the excursion format, meaning consistent player attendance will neither be necessary nor expected. I have a core of regular players that I will give precedence to regarding session seats but based on my experience there will also often be openings for others. I will post about specific scheduling and availability on Google Plus. This will NOT, however, be a Flailsnails-friendly campaign. Over the summer, I plan to run 8-10 sessions after which I will assess the rules for any needed modifications and the campaign for continued interest.

I considered running the Adversary’s Dungeon scenario I posted about recently but decided that I did not want to run a tentpole mega-dungeon campaign this time. There will, however, still be plenty of dungeon exploration. Further, I think the Adversary’s Dungeon concept would require a significant amount of upfront effort in preparation to run the way I would prefer and one of my main goals for this campaign is to minimize my initial prep overhead.

More details about the setting and rules forthcoming.