Ruins of Symbaroum Player's Guide
Ruins of Symbaroum Player's Guide
Ruins of Symbaroum Player's Guide
Player’s Guide
Lead Game & Setting DesignERs
Mattias Johnsson Haake, Mattias Lilja, Jacob Rodgers
Cover art
Martin Grip
Illustrations
Martin Grip
Special thanks to
Adam Rawson, Alberto Meoni, Alessio “dottorblaster” Biancalana, Agnese “killbilla” Iannone, Anders, Anthony Reynolds, Ben Fabian, Brad Hawley,
Bret Jordan, Bret Smilyk, Caden K, Christer Malmberg, Claus Bo Christensen, Dan ‘Credorion’ Griffith, Dan Price, Daniel Z., Dillon Burke, Dojean C. W.,
Dr. Eric Johnson, Ph.D., Edrakerz, Emma Banfi, Eric Thomas Lentz, Erick Christgau, Erick Truman, Etienne Guerry, Gavin Call, Gaz Deaves,
Gordon Milner, Guido Conaldi, Guillaume “Lizardman” Moureaux, GuruPhil (The Dark Orb), Ian Bichmann, Ian C. Nodurft, Jacob Ryckman,
James L Smith, Jason Beasley, Jaz Darwin, Joerg Peters, Jonathan Pay, Judson Stubbs, Justin Bojarski, Kamil Wicki, Kathleen Kiker, Keith J. Farmer,
Kenneth Paul, Kyle M, Kyle Wood, Lorcan Starstrider, Lukasz Hankus, Marco Pagnini, Matteo Chiericoni, Matteo “ZheXian” Saletti‑Zampa,
Michael Kiker, Michael “Hassurunous” Loubier, Miguel Baluyot, Mike St. John, Narök, Nicolas Belley, Noah Karrer, Olivier Mangeon, Patrick Pryds,
Rafael Gutierrez-Torres, Richard “Rick” Moore, Richard Ruth, Robin, father of Logan., Robin Hagblom, Roland Karlsson, Ry Wymer, S. E. A.,
S. Y. A. Hartmann, Shawn P, Stephan Faber, Steven J Mathis II, Svante Morén, Tim Rudolph, Ulf Möller, Ursur1minor, Yule Panda
ISBN: Print:
978-91-89143-25-8 Standart Impressa UAB 2021
Product Identity Notice: The following items are hereby identified as Product Identity, as defined in the Open Game License version
1.0a, Section 1(e), and are not Open Content: all trademarks, proper names (characters, place names, etc.), new rules, classes, items,
backgrounds, places, characters, artwork, sidebars, and trade dress. Open Game Content: The Open content in this book includes material
taken from the Systems Reference Document. No other portion of this work may be reproduced in any form without permission.
The Setting
Like a steel-clad ship in a thundering storm, she cut through the waves of darkness
and dread. I was there to bear witness; I am one of few who stood in awe as the first
light of dawn got caught in her armor, transforming our young Queen into a mount-
ed, sword-wielding sun – Korinthia Nightbane, our sovereign, slayer of the dark.
The blood that was spilt, the lives that were lost, the tears that keep falling from
red-rimmed eyes; the skies filled with ash, the soils turned to dust, the rivers trans-
formed into muddy trenches. Such is the price we had to pay, for the Dark Lords’
betrayal, but also for the hardships that finally led us here, to the Promised Land.
Strengthened and enlightened, we begin again, the children of Alberetor matured
into the mothers of Ambria. The sorrow that blackens our hearts will be delivered in
tears of hope and joy, not of grief and despair. We shall harvest the fruits of earth
and forests, we shall harness the force of rivers and mountains, we will rise higher
than ever before. To the pleasure of Prios we shall ascend to a place where there
are no shadows, where darkness is no more. Because we are the people of Korinthia
Nightbane and we will never be vanquished!
Excerpt from Herakleo Attio’s New Year’s speech, the Triumph Plaza, Yndaros
1 T h e S e tt i n g
Welcome to Symbaroum! Or, to be precise, welcome to the text, topics we have been forced to exclude because of space
region that in ancient times was ruled by the civilization of limitations. But we hope and trust that the included material
Symbaroum – an empire that by all accounts was advanced will prove to be enough for you to fill in the blanks yourself.
in the areas of architecture, spirituality, magical schooling Below you will find information on the setting’s history,
and the arts; a culture that without doubt suffered a both geography, population, and most powerful factions. You will
rapid and brutal downfall. also find a presentation of what can arguably be described
This section of the book contains an overview of the re- as the heart of the game world, the forest of Davokar, fol-
gion where the roleplaying game Symbaroum is set, a region lowed by an introduction to its most important settlements:
including the kingdom of Ambria, the vast forest of Davokar, Ambria’s capital city of Yndaros, the town of Thistle Hold,
the naked lowlands west of the woods and the mountain and the forest plateau Karvosti where the High Chieftain
ranges marking its southern and eastern borders. What may of the clanfolks resides.
be found outside this region will become the topic of future With the texts, images and maps of this section at your dis-
modules, although some information has been included here posal, we hope that you will feel welcomed to the setting of
– not least about Alberetor, the land south of the Titans which Symbaroum. We would also like to invite you to contribute to
the Ambrian people have been forced to abandon. its expansion. It is when this book reaches its readers that Am-
The reason for zooming in on a limited geographical area bria and Davokar truly begin to live and breathe, and we hope
is that we are aiming for a presentation which is compre- that you are willing to share your ideas, thoughts and creations
hensive rather than shallow, nuanced rather than sweeping. with the Symbaroum community. In this way, the improvement
That being said, you will still find blanks and gaps in the and development of the setting can become our joint venture!
8
The Promised Land 1
9
1 T h e S e tt i n g
10
Gaoia
Nw
Ne
Drawn by cartographer
tabeo Craneplume
e
0 100 km
Enoai
sw
Se
0 60 miles
n
h
scale 1:4,000,000
a
- K
S
ar
Sa
R
Godinja
A
K
O
Yedesa V
T H E
A
o
k
k
D
ra
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Jerak’s
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H
C
I T
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Baiaga C
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T h e R u in e d 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
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G t h e B l a c k L e ec h R if t
O
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O d a i o va K aro ’s F E
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M
M e lim a H
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A
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or
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ew
Thistle Hold N
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Templewall R av enia
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V E L N O O R Me rgil e
O Yndari A
Redina M en
T H E
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Küam Zamok
T I T A N S 11
1 T h e S e tt i n g
ways – if they work harder, extract more crops from the Cultural Practices
soil, harvest more and richer resources from forests and Ambrians as well as barbarians are storytellers. The bar-
mountains, colonize more of the wilds – then Prios will barian folk value a good narrator almost as highly as a
grow strong again. skilled warrior, and the High Chieftain on Karvosti al-
In the quest to honor and strengthen the Sun God, Da- ways has one or two select storytellers living in his for-
vokar has a vital role to play. The wild, unruly forest is con- tress. These chroniclers are often chosen from among the
sidered to be the perfect example of what happens when participants of the annual contest held during the market
humans refrain from doing what they are obliged to do. days at the autumn equinox, and are considered to have
Davokar must be cleansed, its potency disciplined and its a special responsibility for remembering and recounting
resources cultivated. It is to advance that quest that the Cu- historical events.
ria, the high council of the Sun Church, sends missionaries Aside from the telling of stories, the leisurely activities of
as well as explorers to the depths of Davokar, and why they the clans tend to involve weapon games and rituals paying
already have established a temple on Karvosti, the age-old homage to nature. It would probably be misguided to de-
Thingstead of the barbarian clans. scribe the clans’ relationship to Davokar in terms of worship,
In the shadow of Prios the abolished deities live on, gods but under the guidance of the witches all barbarians are
that actually bear a striking resemblance to the deities of careful to show gratitude towards the forest that feeds them
the clans. Concerning the religious beliefs of the barbar- and teaches them humility. In that, as in most other cases,
ian folks, many theurgs and learned masters have tried to the storytellers play a vital role – especially when it comes
describe and categorize the gods, spirits and divine beings to cautionary tales that account for what may happen if one
worshiped in Davokar. So far they have not succeeded. Ev- violates the taboos dictated by the Huldra.
idently the clans are very dissimilar when it comes to how Among Ambrians storytelling takes many different forms.
they relate to spiritual powers. As mentioned, some wor- The bards and poets who perform in taverns, restaurants and
ship deities similar to the gods banished by the Ambrians. inns are very popular, but the same can be said about prom-
For instance, the serpent god Uron revered by the Gaoia inent actors, dancers and artists. Within all these art forms
clan shares features with the Ambrian Earthmother; the portrayals of The Great War are common. Tales about indi-
Baiaga clan’s bloodwolf Arex is clearly related to the Ambri- viduals who have pleased Prios, so-called Lightbringers or
an Pathfinder; and the spider Oroke, who is worshiped by Martyrs, is another popular theme. However, in recent years
many, has some qualities in common with the Executioner. a newcomer has appeared on the Ambrian stage: tales of
But among the clans you will also find worship of ances- Davokar – of fortune-hunters who have found their fortune;
tors, holy grounds, beasts and sheer monstrosities like the of heroic encounters with arch trolls and lindworms; of
bestial Blood-Daughter of the clan Saar-Kahn. Regarding rich treasure chambers found in overgrown ruins. Addition-
religious rituals there are also great discrepancies between ally, the Ambrian storytellers have made it their business
the clans, from collective prayer sessions to downright to visit their barbarian colleagues to learn popular stories
deadly customs – as when the members of clan Enoai allow from them, including the ancient poems attributed to the
themselves to be bitten by venomous spiders, in order to legendary Huldra Aroaleta.
get closer to Oroke. Aside from the Ambrians making use of more forms
The Elder Folks appear to have a more relaxed approach of storytelling, there is another significant difference be-
to spiritual matters. Instead of worshiping or praying to tween the groups: while almost all barbarians take part
divine beings they seem content with showing gratitude in the rites of the witches and listen to tales told around
towards the spirits which, according to them, inhabit all the fire, the Ambrian people are divided into a number of
aspects of nature. They give thanks to the stream for let- sub-groups. The nobles have their own venues for dance,
ting them traverse the rapid waters unharmed. They offer theater and music, and love to cover their walls in gran-
their gratitude to the hazel for letting its nuts fall to the diose tapestries with themes from battles or nature. Mer-
ground. They whisper thank you to the deer for allowing chants and craftsmen often visit the same salons, where
itself to get trapped. It is said that Elori, the elven emissary they place themselves according to fortune and status
in Yndaros, was asked about his beliefs during a visit to since the prices vary depending on where you sit. Free,
Queen Korinthia’s court. His exact response is obviously laboring Ambrians listen to tales told in the taverns while
only known to those present, but according to rumor he thralls, serfs and commoners in the countryside have to
replied with an insult: “It is a vain presumption to think that settle for the tall tales told by their elders as they assem-
the world would care about being worshiped or that it would ble for the evening meal. Of course there are exceptions,
listen to prayers; it is a presumption which mirrors man’s own but the principle can hardly be questioned: the subjects
desire to be worshiped and his expectation that he can force his of Korinthia are undoubtedly stratified in terms of both
will upon the world.” assets and interests.
12
Factions 1
Areas of Conflict the expense of the common good, not least when it comes
Given that the three main populations in the region have to managing and distributing information, resources and
such a disparate relationship to Davokar, you would prob- treasure found in the woods.
ably conclude that the Ambrians always collide with the The latter also paves the way for joint ventures involving
Elder Folks, and that the barbarians are caught somewhere a mixture of Ambrians, barbarians and others. Instead of
in between. Of course it is not as simple as that. There are contacting factions like Ordo Magica or the Queen’s Rangers,
lots of individuals who do not fit that mold – Ambrians who many dukes and barons have initiated collaborations with
join the elves in their ambition to keep Davokar in peace as barbarian or goblin chieftains. And the wizards, scholars and
well as single barbarians, elves, changelings and ogres who Rangers tend to act in a similar fashion – better to pay the lo-
have made their homes in Ambria. cals for help than to divide any profit or advances with other
Nevertheless, the general climate of the region is one of Ambrians. The only exception from this is the Sun Church,
open conflicts, characterized by the Ambrian ambition to whose representatives are unwilling to mix with the “crea-
explore and exploit Davokar and the Elder Folks’ reluctance tures of the night”. On the other hand, they engage in mis-
to let them do so. Presently, Queen Korinthia’s people seem sionary campaigns and can in that way utilize the knowledge
to be the unchallenged rulers of the plains between the and skills of converted goblins, barbarians and ogres.
mountains and the forest, and it would probably take an all- In other words, to give a clear cut and straightforward
embracing pact of barbarians and elves to change that. But account of the relationship between the peoples of the region
in the woods the balance of power is more even. The Queen’s is both difficult and fundamentally misleading. In order to
army has a hard time functioning with full efficiency in understand how collaborations, quarrels and armed conflicts
the forest, while local knowledge and experience provide arise you have to take a large number of factors into account,
their counterparts with a great advantage. Furthermore, not least the factions described in the upcoming chapter.
the Ambrians have a hard time confronting the horrors Moreover, you must understand that in light of the escalating
of Davokar on a unified front. Special interests linked to threat from the corrupt powers of Davokar, basic necessity
factions, blood or personal gain are often given priority at may require the most unlikely alliances to be forged.
Factions
This section offers a brief introduction to the most pow- Queen on a couple of occasions has appointed counts against
erful factions of Ambria, along with a similarly short glance the will of the concerned duke and that some of the counts
at the clanfolks and the elves of the Iron Pact. In general command such authority that the people in the region show
terms these groupings can hardly be described as harmo- him more respect than they grant the official ruler of the duchy.
nious – power struggles are as frequent within as between Ranked first among the noble families is the royal House
the factions, and the goals of individual leaders may both of Kohinoor, personified by Korinthia Nightbane and five of
alter with time and be contested by subordinates. But in the Ambria’s six dukes, all of them closely related to the Queen.
end it is fair to say that power and influence are linked to That may sound like a harmonious affair, but according to
the formations described below, and that one would have gossip and campfire tales there are circumstances which
to be extremely clever to reach one’s goals without having complicate the situation. That the Queen’s mother married a
allies among prominent members of at least one of them. new husband, bore him the daughter Esmerelda and then fell
gravely ill is one of those; that Korinthia’s only living uncle
Houses of Nobility is bitter that he missed his chance at the throne is another.
Ambria, as Alberetor before it, is a hierarchical society, for Furthermore, when the Queen’s cousins are said to be in-
centuries governed by an assembly of noble families, called competent bordering on useless and when the other houses
houses. The families are ranked based on their position in long for an opportunity to dethrone the Kohinoors, anyone
the order of succession, and the rank affects what offices can see that Korinthia has had to reexamine the situation
their representatives may hold. carefully before appointing the dukes of the Promised Land.
Ambria is divided into seven duchies, in turn divided into On the other hand, one should not believe everything one
smaller domains, called counties or baronies depending on hears. Provided that appearances are not tremendously de-
their size. Formally, it is the Queen who appoints dukes, who ceiving, the rule of Ambria works as it should. There is steady
then appoints counts and barons to manage subjects and land. progress in the development of the regions, the army stands
But there have been lots of exceptions from that order of things. firm in the face of Davokar’s abominations and new colonies
For instance the Queen may nominate individuals to the title are established every other month. And even if the rumors con-
Prince of the Realm – a position which gives its owner a duke’s tain some small elements of truth, hardly anyone questions Ko-
power over a smaller piece of land. It is also rumored that the rinthia Nightbane’s ability to handle the odd domestic quarrel.
13
1 T h e S e tt i n g
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.
Queen Korinthia
Head held high and with unwavering confidence, Queen Korinthia was freed from her prison and commanded a
Korinthia carries the hope and sorrow of her people. She decimated battalion of Templars in the decisive assault on
was not more than twelve years old when King Ynedar the Dark Lords’ fortress.
died on the battlefield, but she did not hesitate to pick up The years in captivity and the death of her homeland
where he left off. She inherited his mount, the legendary have not broken Korinthia’s spirit. Sure, her lacerated
Master; she had his broken lance restored; and she led the face is nowadays covered by a mask of glazed porcelain,
forces of light on a ten years long counteroffensive against but she is still the same: a triumphant warrior queen,
the armies of the night. given the honorary title Nightbane for her victory over
Two years before the end of the war, Master died, the dark.
gravely wounded by a poisoned spearhead, and Korinthia The rumors claiming her to be weak or even dying, or
was taken captive. The enemy celebrated without un- the ones declaring that she actually died in captivity and
derstanding that he had engineered his own demise. The that the woman behind the mask is someone else, are
desire to rescue the captured Queen gave her knights such never spoken except in wheezing whispers and in the
valor that not even death magic could make them falter. company of very close friends.
14
Factions 1
Yndarien Narugor
The Grand Duchy of Yndarien is Queen Korinthia’s domain, The Duchy of Narugor stretches along Davokar’s southern
rich in rain, fertile fields and not least in people. About forty tree line and contains the fortifications Otra Senja and Otra
percent of Ambria’s population lives between the moun- Dorno, underlining that Duke Junio Berakka has been given
tains and the river Doudram, and new refugees arrive every a special responsibility to stop the darkness of the woods
day. Although most of them are passed on to other prov- from seeping out over Ambria. The duke himself – a hero
inces, especially to the colonies of New Berendoria, there of the people whose accomplishments have hoisted him to
are many who argue that the mountain passes should be a position of highest nobility – is an example of how the
closed off. And maybe they have a point – how much will war’s end and the migration have affected the previously
the Promised Land be worth if buried under a tidal wave rigid structures of the noble houses.
of diseased scavengers?
New Berendoria
Mervidun The popular belief is that Alesaro Kohinoor has not forgiven
Mervidun is officially ruled by Abesina, the seriously ill his niece, even if it was not her, but a group of military com-
mother of the Queen. In actuality the domain is governed by manders and prominent nobles who prevented him from
Duke Sesario, the man Abesina married during Korinthia’s succeeding his brother. The fact that Korinthia gave him
captivity and with whom she has the daughter Esmerelda. the duchy of New Berendoria is hardly a comfort, since she
From his high seat in Mergile he captains the trade in metals, probably appointed him to that barren and windy outback
granite and lumber – products that because of swift trans- in order to get rid of him. Be that as it may, current reports
ports along the river Noora have made Mervidun one of the from his high seat Sevona state that Alesaro is making new
richer duchies in Ambria. friends among the western clans.
15
1 T h e S e tt i n g
Gaoia
The members of clan Gaoia living furthest to the north
The Huldra Yeleta are regarded as brutal and primitive, even by other bar-
Although he would hardly admit it, not even Com- barians. They are said to be allied with a lindworm, called
mander Iakobo Vearra, first among the Knights of the Grandfather Lint, and are hardly ever seen in the south.
Dying Sun, is comfortable looking Yeleta in the eye. The only exceptions are their rugged Wrathguards and
Her grotesque masks, her wild manners and thunder- the slightly more polished envoys that clan chieftain
ous voice are enough to frighten parents as well as Rábaiamon sends on a courtesy call to Karvosti every
children, and the stories told of her cruelty are hugely other year.
popular in the taverns of Yndaros.
Yeleta instills fear and fascinates. At the same time Enoai
most Ambrians cling to the belief that the Huldra – or The Enoais are tree-people, living in tree-tops or in caverns
the Arch Witch as some call her – never leaves her carved out under the roots of giant pines. One example of
home in the caverns piercing the cliff of Karvosti, and the latter is the legendary village of Enovak, where clan
some even claim to know that she in reality is nothing chieftain Karona resides. The settlement comprises about
more than a wise old crone, powerful but not at all evil. fifty households and a marketplace, all situated under the
That she is connected to the creatures of Davokar towering pine which shares its name with the clan.
is beyond doubt, but whether or not she is actually
allied with them is another question. Maybe she is yet Godinja
to decide which side she is on, the side of the beasts Many of the masks carried by barbarians are made by the
or that of the humans? Maybe she, and thus the bar- craftsmen of clan Godinja. Its proud people claim to be the
barian clans, will make a decision before long. descendants of old Symbaroum’s ruling elite – a belief that
members of the other clans question, but without indigna-
tion. Instead outsiders point to the fact that the Goeds up
until a couple of generations ago were closely associated
The barbarian High Chieftain, seated on Karvosti, is elect- with the elves of Davokar. And they are happy to echo the
ed for life during a gathering at the Thingstead held when rumor stating that Godinja’s clan chieftain, the mighty Vi-
the reigning “warlord” is nearing death. But he is not elected komer, has elf blood coursing through his veins.
to rule. Instead the role of the High Chieftain is to arbitrate
or, when necessary, act as a judge in conflicts within and Yedesa
between the clans, and only if requested to do so by the Compared to their northern neighbors, the Yedes actually
clan chieftains. have better reasons for being proud. Of the last ten High
The chieftains must of course pay heed to the opinions Chieftains six have been fostered by clan Yedesa, includ-
and wishes of their subjects, but they have no obligations to ing the current one. The reason for this may be that the
obey or even listen to some superior power. So even if there clan long ago abandoned a nomadic lifestyle, in favor of a
are similarities to be found between them, each clan has its few permanent settlements. Since the annihilation of clan
own structure of laws, customs and hierarchies. Jezora, chieftain Leonod’s stone fortress is clearly the most
What similarities exist can first and foremost be at- impressive construction of the barbarian people.
tributed to the witches. The leader of the witches is called
the Huldra, and just like the High Chieftain she resides on Baiaga
Karvosti. Four times a year (at the winter and summer sol- Aside from them often being seen on both Karvosti and in
stice, and at the spring and autumn equinox), the Huldra Thistle Hold, the Baiags are known for fighting alongside
assembles the leaders of the clans’ hex nodes, called Keepers. their tame bear beasts, called baiagorns. They live in small
It is said that the purpose of these gatherings is to discuss groups that roam the clan territory hunting and fishing,
the state of Davokar, but according to rumor much time is but many choose to leave the hunting grounds for varying
also allocated to talks about, and the search for solutions periods – something which other barbarians tend to regard
regarding, conflicts that officially are to be dealt with by as a sign of rootlessness or disloyalty.
the High Chieftain. The witches undoubtedly have a huge
influence over the High Chieftain as well as over individual Zarek
clan chiefs; so huge, in fact, that Levia Soleij, a respected The Zareks count among the barbarians who seem most
Master of the Order, claims that Yeleta, the current Huldra, willing to accept an Ambrian presence in Davokar. Their
has a greater hold over her people than Korinthia has over main settlements are situated along the northern shore of
the Ambrians. Lake Volgoma, and it is said that they have developed a close
16
Factions 1
17
1 T h e S e tt i n g
18
Factions 1
Beremo Herengol
Beremo stems from a long line of prominent command-
ers 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
The Queen’s Army his seventies, which has accelerated the speculation
Queen Korinthia is Ambria’s Commander in Chief, but most about him stepping down. But so far nothing indicates
of the day-to-day operation of the army is commanded by the that he or the Queen have any such plans – as late
elderly Field Marshal Beremo Herengol. The army is divided as during the New Year’s celebrations of Year 21 he
into six divisions, paid for and maintained by the duchies, spearheaded the honor guard and looked to be in great
and a seventh one belonging to the Grand Duchy of Yndarien, shape; according to some, in an unnaturally great shape.
serving directly under the Queen. Each division includes The rumors surrounding the second most powerful
infantry and cavalry, as well as archer and support units. commander in the kingdom are many. There are those
Additionally, the army incorporates the Rangers and the who claim that he already is exhausted but that the
Queen’s Guard, called the Pansars. The latter is commanded Queen refrains from dismissing him because of his
by General Jomilo and is stationed in a newly restored for- long and faithful service. Other gossip states that Ber-
tress west of the capital. The Rangers are in most regards emo is allied with dark forces that fill him with youth-
detached from the army at large, primarily focused on in- ful vigor, or that the old one has some kind of hold over
telligence work and reconnaissance missions in the border Korinthia which prevents her from relieving him.
regions. Their commander, Colonel Revina Kalfas, is said to
be one of the Queen’s closest friends and rumors have her
19
1 T h e S e tt i n g
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. Envoy Elori
The task of negotiating with Queen Korinthia has ever
The Iron Pact since her arrival belonged to a towering elf named
The elves speak of the Iron Pact, but exactly what that is Elori. Before the migration, the Ambrians had never
and what function such an alliance would serve is high- had contact with the elven kind, and the unwilling-
ly debatable. According to legends told at the taverns in ness of the forest people to let them explore Davokar
Yndaros, the elf wardens of Davokar claim that the hu- has made them detest the “pointy-ears” as intensely
man race consented to leaving the forest in their care and as they hate rage trolls. Elori himself seems to appre-
swore never to set foot in the depth of Davokar again. This ciate the situation. He is seldom seen on the streets of
promise is supposed to have been endorsed by a long list Yndaros, and when it happens he is always on his way
of human rulers, including Korinthia’s forefather Argalo to or from the royal palace, escorted by royal guards.
and the ancestors of the current clan chiefs Rábaiamon It is said that Elori has come to Yndaros in search
and Razameaman. It is also said that the human rulers gave of a peaceful solution to the conflicts between men
the elf lord Eneáno a gift to seal the treaty – six thousand and elves, but no one doubts that he primarily has
rings of iron. been sent to spy. This belief was greatly strengthened
Among the barbarians there are some legends which the other year when he had a visitor – namely Aloéna,
could be interpreted as proof of the existence and legitimacy the giant she-being who otherwise resides in a grove
of the Iron Pact. On the other hand they could as well be on the cliff of Karvosti. What was said between them
based on lies told to the barbarians by devious pointy-ears. is not to be known, but since then Elori is sighted
Evidently, the Ambrian nobility have opted to put their faith more often. The taunts and objects thrown at him
in the latter interpretation, even though the elves every day bother him as little as ever before.
make good on the threat to seek vengeance on humans who
violate the treaty.
Davokar
To produce a summarized account of Davokar Forest is Nightbane. It rests there with its enormous riches, in terms
a challenge – partly because of its varied and changeable of natural resources and treasure-filled ruins. To leave it in
character, partly because so much of it is yet to be reliably peace is completely at odds with the Ambrian disposition.
mapped. For centuries the barbarian clans have kept to the Maybe that same disposition can account for the Am-
outer areas of the forest, from the edge to about four days’ brians’ obstinate attempts to explain the inexplicable? The
march inwards. description of Davokar found below is based on the Duality
The reason for this is said to be twofold. On the one hand, Principle, put forth by Mallianos, a renowned Master of the
the outskirts contain all they need in terms of prey and use- Order. It is perhaps the simplest and most comprehensible
ful plants; on the other hand they abide by a long list of strict description of Davokar to date. Hence, it is simplistic, in some
taboos that ban them from entering the deeper regions. The cases even misleading, but in the end it will give you a hint of
witches claim that Davokar is sleeping, that the forest must what awaits in the shadowy halls beneath Davokar’s tree tops.
not be disturbed, that death and destruction will follow if
the edicts are violated. Bright Davokar
The strategists and explorers of Queen Korinthia, includ- Mallianos is stationed as Master of the Order at the Yndaros
ing Ordo Magica, generally agree that the witches exag- chapter and is highly religious. The latter is evident in how
gerate. Instead they cling to the belief that the taboos echo he describes Davokar as divided into two main regions, based
threatening warnings made by elves, and that the edicts on whether or not the sunlight can penetrate the leaves to
primarily are devised to keep peace with the wardens of reach the ground. Many of his slanderers argue that he has
the forest. But the strategists also call for caution. The Am- designed the classification in close partnership with Father
brians still know far too little about Davokar’s past – about Peonio, First Theurg at the Cathedral of Martyrs in the capital.
the fallen civilization of Symbaroum and the origin of the Mallianos describes, not entirely incorrectly, the out-
abominations – to be able to rule out that the witches’ leg- skirts as strikingly beautiful and remarkably lush. During
ends contain one or two grains of truth. summer, beams of sunlight shimmer in humid air filled with
Whatever the truth may be, Davokar is there, at the soaring seeds and dancing insects, making the moss and
threshold of Ambria, the Promised Land of Korinthia ground blossoms gleam. The fiery splendor of the autumns
20
D av o k a r 1
is even more striking, and the virgin white of the winter threats lurk where one would least expect – threats in the
calm also has its fair share of admirers. form of bottomless streams, tiny but poisonous creatures,
However, Mallianos utters a word of warning: no matter overgrown sinkholes and carnivorous or bloodthirsty vines.
how beautiful the natural surroundings may seem, you can There is also talk of infections and parasites which make
be sure that they are full of hidden dangers – fruits and their victims insane, paralyzed, rabid or undead; of ancient
berries can be lethal to ingest, and many inexperienced wan- curses with similar effects; even of areas defying all reason,
derers have reached their end at the bottom of a marsh that where it snows in the summer, where plants shimmer from
was mistaken for solid ground. some inner glow and where nightmares inexplicably come
As for its creatures, Mallianos describes Bright Davokar to life. But neither Mallianos, nor Lukresia, nor some other
as the domain of barbarians and prey animals. Of course, authority on the nature of Davokar can claim to actually
this implies that it is here predators come to hunt – packs know which of these statements correspond with reality.
of mare cats, jakaars and etterherds as well as solitary rage If any.
trolls and even famished abominations. Adding to that, the The truth is just as uncertain when it comes to the in-
elves must be mentioned. The cautious spring elves appar- habitants of the deep. That there are raving abominations,
ently love nothing better than to subject human wanderers beastly rage trolls and packs of tricklestings and hunger
to all kinds of more or less deadly mischief, while the hot- wolves may be concluded from the stories told by returning
headed summer elves are happy to use the same travelers explorers. And maybe there is some truth to the rumors
as targets for their perfectly aimed arrows – not least if they about a predatory and bloodthirsty barbarian clan, even if
are in, or are traveling toward, areas deemed especially sen- credible evidence of their existence is yet to be found. But
sitive by the wardens. when there is talk about shapeshifting creatures of other-
Finally some words about the ruins of the outskirts. The worldly origins, bone-pale elf warriors, possessed mast-
southern regions and the area surrounding Karvosti have odons and cunning dragons, the testimonies are far fewer
already been thoroughly explored by the Queen’s Rang- and even less reliable.
ers, Ordo Magica’s expeditions and independent fortune- The same goes for the barbarian stories about shadowy
hunters, leading to the discovery of sites like Serand’s Pyr- beings like Lord Bog and the Hawthorn Hag, ancient crea-
amid, the Columns of Haganor and the grand aqueducts tures who, according to legend, are as powerful as they are
of Clearwell. But that does not mean that there is nothing wrathful. The problem is that those who come across the
more to unearth. Even today, the lucky and well-prepared residents of the forest do not often get the opportunity to
may still find untouched ruins close to the southern border. return with their tales. And a majority of the lucky ones
And if one dares to venture further north or to delve deeper return in a state which makes it hard to believe what they
down into the soil, the chance of interesting discoveries have to say.
is multiplied. What drives Ambrian explorers to defy the dangers is of
course the hope of finding treasures from the days of Sym-
Dark Davokar baroum. Mallianos makes no effort to hide the fact that the
Beyond the elusive border which Mallianos has established further into Davokar you travel, the greater is your chance
between bright and dark, there are regions that should not of finding well-preserved and rich ruins. But he also points
be traversed without great care, detailed preparations and a out that, first, the ruins of the Dark are often overgrown or
sizable company of sword-wielding companions. In contrast hard to find since all that remains is below ground; second,
to the outskirts, the depths are riddled with grave dangers that they always are inhabited by someone or something
and there are neither barbarians, nor Ranger patrols that ready to protect its turf. And even if one should take this
can come to your rescue. In short: one never ventures into “always” with a pinch of salt, reports from both the Rangers
the dark of Davokar without being prepared to risk one’s life and Ordo Magica suggest that his warnings are warranted.
in the hope of gaining riches, knowledge or fame. On the other hand, venturing into the Dark may still be
According to Mallianos, Dark Davokar is characterized by worth the risk. Judging by the fortune salvaged by Iasogoi
dense and wild vegetation that closes out all light. Here the Brigo during one single visit to the ruins of Odaban, one who
flaws of the Duality Principle are revealed – the few fortune- finds the path to places like Saroklaw, Dakovak or even Sym-
hunters who have traveled into the dark and returned with bar will hardly return empty handed. If they but return at all.
their health and minds intact testify that the sunbeams ac-
tually do reach the ground in there. They can also tell you Explorer’s License
that this certainly does not mean that the horrors go away. Since the autumn of Year 15, a person of Ambrian heritage
Whatever is true or false when it comes to the many pos- who wishes to venture into Davokar must obtain an Explor-
tulates by Mallianos, there are reports speaking of a very er’s License, formally known as “License for travels in and
devious nature in Davokar’s inner regions, a nature whose explorations of Davokar Forest”. The license can be bought on
22
D av o k a r 1
a monthly or annual basis, at the headquarters of the city COSTS FOR AN EXPLORER’S LICENSE
watch in Yndaros or at the Queen’s Legation in Thistle Hold.
The cost varies depending on the number of people it covers: Number of Persons Cost per Month Cost per Year
the bigger the group, the higher the cost per individual. In Single person 2 thaler 9 thaler
other words, for a company of adventurers encountered 2–5 persons 10 thaler 50 thaler
by a Ranger patrol in the wilds, it is not enough to present
6–8 persons 25 thaler 90 thaler
individual licenses.
9–10 persons 50 thaler 180 thaler
Adding to the basic price there are a number of costs re-
lated to the aim and composition of the expedition. Whether Unlimited — 450 thaler
you aim to gather or harvest some resource or explore an Activity Add-ons
area, there is no escape from paying the base price for those Gathering 3–10 thaler
three categories, since the licensor presumes that you at
Harvesting 5–12 thaler
least will gather firewood, harvest some berries and perform
explorations in the most general sense of the word. The ar- Exploring 5 thaler/person
bitrariness of the system angers most people, particularly Wagons 5 thaler/wagon
when it comes to the supplementary costs for incompetence Incompetence 5–15 thaler
and intentions – the former related to the wildlife experi- Intentions 5–50 thaler
ence of the group, the latter based on an assessment of to
Other 1–50 thaler
what degree the expedition’s aim may be considered dis-
turbing or provoking. But for anyone who wishes to travel
the woods without risking hefty fines or the loss of fingers/ meat on your journey, since the streams and springs of
hands there is no alternative but to come up with the sum the forest sometimes are infected and open fires tend to
dictated by the authorities. attract unwelcome guests to your campsite. In Davokar
every meal may be your last, if you are not careful to take
Travels in Davokar the right precautions.
As soon as you have acquired an explorer’s license you are Deeper in the woods riding is rarely an option, and having
free to set foot in the forest. If you keep to the charted route the equipment tied to a pack animal can be a very bad idea –
between Thistle Hold and Karvosti, or the one between the there is a significant risk that the animal will bolt at the first
forest edge and the outposts established in the woods, you sight or whiff of a rage troll, leaving you to face the horrors
can feel quite safe since they are patrolled by the Queen’s of Davokar empty-handed. No, to Dark Davokar you never
Rangers. But should you divert even slightly you must be go without a number of companions, including a skilled
prepared for nasty surprises. guide who knows how to avoid dangers and who can find
In the outskirts it is possible to travel by horse, although clean water as well as edible plants and prey.
not at a very high speed since there are no paved roads. In the Ruins of Symbaroum Gamemaster’s Guide you will
In the long run it is often preferable to walk and lead the find more, and more detailed, information on travels in Da-
animal by the halter. If so, you can cover two to three miles vokar, but simply put: every journey into Davokar is haz-
a day, depending on the terrain and the density of the veg- ardous. Those who are not sufficiently prepared may very
etation. You would do well to bring lots of water and dried well find their first excursion to be their last.
Symbar
It is said that all barbarians in the Davokar region stem as yet no one has succeeded. Or, to be precise, no one has
from the same civilization; an empire called Symbaroum yet returned with credible and publicly announced stories
that supposedly had its high seat located in what today about a successful expedition to Symbar. But that does not
is the center of Davokar. The legends about the fall of deter fortune-hunters from planning and launching new
Symbaroum are numerous, most of them variations on the expeditions, led by men and women who all claim to have
same theme: that its last emperor angered some form of irrefutable evidence to guide them. Because as long as
supreme being and thereby caused the empire’s ruin. the tales about Symbar’s treasures outweighs the stories
Many dream of finding the heart of Symbaroum, called about its horrors, the allure of the myth will live on. And
Symbar by witches and barbarians. Many have tried, but claim life after life after life…
23
1 T h e S e tt i n g
Important Settlements
In the years since the Ambrians arrived to their new and From there you may crisscross your way south between the
promised land, they have established a large number of vil- warehouses, in which case you will reach the slummy neigh-
lages, towns and larger cities. Most of these are populated by borhood inhabited by the city’s many hardworking laborers
between a couple of hundred to a few thousand occupants, — construction workers, maids, servants, dock workers and
the residence cities of the dukes being the largest. In size, all so on. And should you continue further south, you would end
of them are dwarfed by the Ambrian capital of Yndaros, but up among the tents, huts and wagons of the refugee camp.
that does not mean that they are unimportant in a strategic Had you instead turned westward at the Cargo Port’s
or cultural sense. marketplace, called the Monger’s Square, you would have
In this section we look a little closer at Yndaros and two oth- passed through the wall of Old Kadizar. The city block is
er settlements of great importance for anyone who wants to composed of a combination of Lindaros’ ruins and barbarian
understand the Davokar region and its residents: the treasure clay houses, also mixed up with a few remnants of ancient
hunters’ town of Thistle Hold, and Karvosti, the clifftop home Symbaroum. The population is similar to the one occupying
of the High Chieftain and the Huldra. All of these are further the laborer’s quarters, possibly with the difference that the
explored in the Ruins of Symbaroum Gamemaster’s Guide, but criminal elements are more noticeable.
for anyone about to create a player character it will be good When stepping through the western gate of Old Kadizar
to have some insights regarding these important settlements. you are greeted by the sounds from the Harbor District. The
The following describes what could be the first impressions of port at the centre of the city is nowadays mostly used for
anyone visiting Yndaros, Thistle Hold or Karvosti. transporting passengers to the village Beren’s Berth on the
Doudram’s northern shore. The warehouses that once stood
Yndaros by the docks have been replaced by taverns, dives and other
The Ambrian capital Yndaros is situated about three days’ establishments for pleasure and relaxation.
march north of the Titans, a short distance west of where Gazing south when standing by the harbor basin you can
River Noora blends with the mighty Doudram. The city pro- see Korinthia’s palace reach for the skies, and you also get a
vides a sample of the kingdom at large: in Yndaros you will glimpse of the Artisan’s District which continues west of the
find the war-related, the learned, the commercial and the Harbor District. The most skilled craftsmen, or at least the
cultured mixed up with barbarians, goblins and a growing most renowned, have their shops between the harbor and the
horde of impoverished refugees. It should also be men- palace, while those set up in the west must work harder, both
tioned that Yndaros is a construction site. Constructions in order to produce high quality wares and to entice customers.
are underway all over, and it is not unusual for relatively North of the westernmost artisan’s quarter is a shabby
new buildings to be torn down in order to make room for district that so far is the domain of the city’s more or less
newer and more functional ones. successful artists. If you instead walk further to the south
If you approach the capital by freighter along the Doudram, you will soon find yourself in Yndaros’ finest district. Here
you will probably disembark at the cargo dock in the east. the grand Cathedral of Martyrs lies a short walk from the
24
Important Set tlements 1
4
0 700 m N
0 800 yards
scale 1:30,000 11
NW
NE
oc an
Bl emi
k
Beren’s Berth
E
B oh
r
8 d iza
Ka
sW
SE
d
Ol
7 3
New Town
S
Northern 9
Artisans'
District
Temple district
Southern artisans' district
2
camp
u ge e
13 R ef 12
10
5
6
Southern
Temple district
Palace district
25
1 T h e S e tt i n g
34
37
5
16
3
19 18
11 12 20
10
39 28
22
36
23
15 25
9 21
2
26
35 7
38
14 24
32
30
1
17 8
31
29
N
13
NW
NE
27
33
E
sW
SE
0 150 m
0 150 yards
scale 1:6,000
S
26
Important Set tlements 1
Taverns
1. Afadir’s Triumph Tavern
2. Brew
3. The Dump
4. Odovakar
5. Blackbrew
6. The Salons of Symbaroum
Inns
7. The Court and the Harp
8. The Winged Ladle
9. The Witch and Familiar
10. Arkerio’s Guest House
11. The Rose Garden
12. The Ruin
13. The Barracks
14. The Seamstress’ Rest
Entertainment
15. Spectacle
16. Benego’s
17. Legends
18. The Hangman’s Pole
19. The Abomitorium
Trade
20. Marvalom’s
21. The Rope and Axe
22. Big-Basher’s Smithy
23. The Thaler’s Drugstore
24. The Treasury
25. Faraldo’s Novelty Store
Other
26. The Town Seat
27. Nighthome
28. The Sun Temple
29. The Queen’s Legation
30. Ordo Magica
31. The Mission House
32. Mother Mehira’s
33. The Town Watch
34. The Beacon
Squares
and parks
35. The Antique Plaza
36. The Queen’s Square
37. The Toad’s Square
38. The Eastern Square
39. Park of the Elders
27
1 T h e S e tt i n g
W
0 200 m sW
S
0 200 yards
NW
scale 1:8,000
SE
N
NE
E
Karvosti
Today the plateau can be described as divided into three
1. The Thingstead main areas — those of the clanfolks, the Sun Church and
2. The Stronghold Aloéna. The road to the top winds up along the eastern side
3. The Pilgrim Camp of the cliff and ends at the combined meeting place and
4. The Shrine of the Setting Sun thingstead where visiting barbarians erect their tents and
5. The grove of Aloéna park their wagons — by the thousands during important
gatherings, considerably fewer on average days.
If you walk south through the shrubbery covering the
flat plateau you will soon pass the stronghold of the High
Chieftain and eventually end up at a fault line – a rocky wall
between thirty and fifty feet tall, spanning the surface from
east to west. At its midpoint is the entrance to the cavelike
Cuneiform scribblings found dwelling of the witch node, and should you follow the wall
on a castle ruin northwest of westwards you would soon arrive at a camp inhabited by
Karvosti; probably a more recent pilgrims and other visitors to the temple.
forgery, carved by a barbarian The quickest and easiest way to the upper level of the
or possibly even an Ambrian. fault line runs through the witches’ caves. But since they
are reluctant to have their home used as a transit route, a
28
Important Set tlements 1
provisional bridge made out of two gigantic pine trunks the bronze bell of the stronghold warns about inbound
has been established next to the campsite. The temple beasts all past transgressions are forgotten and blood-red
itself rests by the upper bridgehead, and further than Wrathguards are seen fighting side-by-side with Templars
that people seldom have the need or longing to walk, be- in shining armor.
cause in the towering grove found at the southern tip of Hopefully that order of things will prevail in the years
the cliff lives Aloéna — a female being, ten feet tall and to come.
believed to be of elven offspring, who is said not to be
very hospitable.
The atmosphere on Karvosti is characterized by a ner-
vous calm that sometimes turns into tense watchfulness.
The general feeling is that the threat from Davokar’s beasts THUS SPOKE AROALETA
and beings continues to grow, and adding to that is the con- “…and the day dawned, when the spawn of the Serpent
stant mistrust between barbarians and representatives of took to arms, when the crimes of countless days
the Sun Church. At times the calm is shattered — a priest must be counted and atoned for, horn by horn, fang
is attacked by harsh words or a thrown pebble on his way by fang. And the sinners wept with blinded eyes, they
across the plateau; a lone Wrathguard encounters a sim- moaned with severed throats, they fled on fractured
ilar situation while patrolling the camp site — instances limbs. And Symbaroum fell, into dreamless sleep…”
which make both groups fear the start of a revenge spiral.
But as soon as Elven arrows start raining from the sky or
29
SECTION 2
New Rules
“Whoever you are, wherever you’re from, whatever you believe and think you are
able to accomplish – none of it matters! I’ve seen fully armored, battle hardened
knights weep from exhaustion; I’ve heard Masters of Ordo Magica try to yell with
throats closed up with fear; I know of one or two master burglars who’ve been mu-
tilated by its ancient traps.
No, tell you what, neither a strong arm nor a head full of smarts is enough to
survive Davokar. The squire outlives the knight if he only has perseverance enough.
The apprentices of the Master have a bigger chance to come back alive if they face
its horrors without fear. Yes, any child would fare better and live longer than the
Thief King of Ambria, if only they traded arrogance for caution.
You may scoff and sigh and roll your sky-blues, but be warned! A well-developed
aptitude, the right sort of schooling and pricey gear is not enough for the true ad-
venturer. With that you can get started, but it’s rarely enough to get you to your
destination and never enough to get you back out, if not combined with patience,
guts and a bewitchin’ amount of forethought!”
Truth slurred forth by Erdaro One-Eye at the Rose Garden, Thistle Hold
2 New Rules
In adapting the world of Symbaroum to the world’s most Next, we introduce formal rules for social challenges,
popular roleplaying game, we’ve tried to walk a middle road – allowing you to explore all of the various societies of Sym-
keeping familiar 5E skills and abilities, while providing new baroum, from danger-infested back alleyways to the even
origins, backgrounds, classes and feats to fit our setting the more dangerous courts of nobles and barbarian chieftains.
best. Due to the corruptive nature of the world, spellcasting The subjects of Corruption and the shadows of the living
also works differently – you might find it more flexible, but are inherent to the nature of the world of Symbaroum and
also more dangerous at the same time. This section provides the stories we tell there. The world is changing, a great dark-
information on the new rules you’ll use during actual play. ness is growing, and no one can escape it, at least not fully.
We first focus on the role of each player – you’re respon- Each living being has an ethereal shadow that some can see.
sible for bringing to life an adventurer and explorer of the As you adventure, your shadow is exposed to Corruption,
world of Symbaroum. Such characters have their own goals because of the places you visit, the blighted enemies you
and history but also are members of the group, which should fight and sometimes because of the magical gear you take
have its own goals that are perhaps separate from any one possession of or the magic that you wield.
character’s desires. Finally, we take a look at time within the game, including
We then offer rules and information for traveling, either character downtime and keeping track of the calendar, days
through the depths of Davokar, or the (relatively) safer of the week and, when required, moment to moment.
fields of Ambria. The Ruins of Symbaroum resting rules work One last note: all of these rules and suggestions build on
together with the traveling rules; it is difficult to recover top of the basic core rules. If we don’t mention a change to a
fully in the wilderness, so your characters will come to rule or concept, then it works the same as it does there. For
appreciate safe places where they can spend an extended example, there are no changes to the core rules for combat,
period of time recovering. so you would use the core in that case.
32
T h e R o l e o f t h e P l ay e r 2
Ruins from the days of Symbaroum can be found all over the region,
this one on the northern slopes of the Titans, just east of Mergile.
33
2 New Rules
Traveling
Travels in Ambria are extended affairs through mo-
notonous open farmlands, while traveling in Davokar
offers more excitement than most can endure – at least
if you are lacking experience and fail to read the signs of
danger in time. The following section offers a description
of the three different types of terrain presented in the
table below.
34
T r av e l i n g 2
Example: Grumpa the Ogre is 3rd level and thus has 3 Hit to it. You regain hit points equal to the total. You can
Dice. She has a Constitution of 16 (+3). During a short rest, decide to spend an additional Hit Die after each roll. You
she decides to use one Hit Die for healing and recovers 6 (3 regain spent Hit Dice upon finishing an extended rest, as
on the 1d8, + 3 for Constitution) hit points. Feeling like the explained below.
roll was a bit low, she decides to use a second Hit Die and • You can spend a Hit Die in order to reduce your tempo-
this time gains another 8 (5 on the 1d8, +3 for Constitution) rary Corruption by your proficiency bonus again. You can
hit points. The total amount healed is 14 (6 for the first roll continue to do this as long as you have Hit Dice to spend
pus 8 for the second) hit points. She reduces her temporary and temporary Corruption to reduce.
Corruption by 2 (her proficiency bonus) and, since she is a
Mystic, decides to spend her last Hit Die to reduce her tem- Example: Agneisha completes a long rest. The human staff
porary Corruption by a further 2 points. mage recovers 10 hit points (8 for the 1d8 Hit Die, +2 for
Constitution modifier). She also reduces her temporary Cor-
Long Rest ruption by 6 (twice her proficiency bonus of +3). She chooses
A long rest requires around eight hours, six of which must to spend a Hit Die to heal 7 more hit points and one more Hit
be spent sleeping and the other two in light activity, such Die to reduce her temporary Corruption by 3 again.
as being on watch, reading, or conversing with others. You
gain the following benefits when you complete a long rest: Extended Rest
• You recover hit points equal to the maximum value of An extended rest requires at least 24 hours in a safe place
your Hit Die (e.g. 8 for 1d8) plus your Constitution mod- where you can sleep, relax and tend to your wounds with-
ifier. This does not count as using a Hit Die. out threat of interruption. Extended rests often mark the
• You reduce your temporary Corruption by twice your end of an adventure, or at least a significant break in the
proficiency bonus. action. You gain the following benefits at the end of an
• You can spend one or more Hit Dice to recover hit points, extended rest:
up to the character’s maximum number of Hit Dice, • You regain all of your hit points.
which is equal to your level. For each Hit Die spent in this • You recover all of your Hit Dice.
way, you roll the die and add your Constitution modifier • Your temporary Corruption becomes 0.
35
2 New Rules
Social Challenges
Social challenges are problems and situations where suggest? What does the target have to lose? What is the pos-
the players will have to roleplay their way out of trouble; sible cost of deciding to do something else? For a situation
tactics and just rolling dice is not enough. Sure, a social chal- to be a social challenge there has to be a real possibility for
lenge is often preceded by problem-solving or even combat, both success and failure on the player characters’ part, even
but during the challenge itself the players, portraying their if the odds may lean one way or the other.
characters, must convince someone or some faction to do
as the player characters want. The Social Challenge
Most social challenges consist of three elements: the intro-
Appropriate Social Challenges duction, discussion, and evaluation.
It requires more than just a couple of Charisma (Persuasion)
checks to have an exciting scene of social conflict. It will feel Introduction
more rewarding if the players roleplay out the bulk of the In order to have a meaningful meeting, the party’s subject
scene, using dice and ability checks only to establish the needs to know who they are and why their opinions, ques-
initial scene and to finalize the solution once the heroes tions or requests should be honored. For some non-player
propose a compromise. characters well-acquainted with the characters this might
A scene where a powerful person, creature or group be automatic, for others this will require a group check,
must be convinced makes for an interesting social challenge. using the appropriate skills – usually Charisma (Persua-
Meetings with less important persons can also be made into sion), but some characters might use Wisdom (Insight),
social challenges, if the outcome of the scene (profit from Charisma (Deception, Intimidation or Performance) in-
success, cost from failure) is of enough importance to the stead. Some groups might propose a single spokesperson
player characters. instead, the chart below gives results for a single roll in
Another option is to use the social challenge as the last parentheses. The Gamemaster sets the DC depending on the
step in an extended problem: the characters must bribe, con- subject’s reaction to the meeting (DC 10 – indifferent, DC
vince and trick a number of administrators, advisors and 15 – reluctant, DC 20 – opposed). The following outcomes
guards in order to get an audience with one of the Queen’s are possible:
dukes. This requires a series of ability checks, just like in an • Almost all succeed (success by 5 or more). The subject
extended problem-solving situation. The game then turns is convinced that this meeting is important. Unless the
into a social challenge when the characters finally stand in discussion changes their mind, the group has advantage
front of the duke or duchess. on the evaluation roll.
• More than half succeed (basic success). The subject
The Gamemaster’s Role is willing to conduct the meeting. The group might earn
In social challenges, the Gamemaster must decide what is advantage or disadvantage during the discussion but
at stake for the target of the player characters: what does currently has neither.
the target have to win from doing as the player characters • At least some succeed (basic failure). The subject al-
lows the meeting, but is predisposed against the group.
Unless the discussion changes their mind, the group has
disadvantage on the evaluation roll.
Example of Social Challenges • All fail (failure by 5 or more). The subject refuses the
• Making a baron release the player characters from meeting. The group cannot try again until something
captivity in exchange for them performing some significant changes.
dirty work for the baron.
• Convincing a lindworm with delusions of grandeur Discussion
that the player characters are too insignificant to Now the talk turns to specifics – what do the characters
be worth killing, and that it would be better to let want? What can they offer? The player characters, the sub-
them go so they can spread word of the serpent’s ject, and other non-player characters discuss the issue. The
unparalleled frightfulness. GM keeps a mental tally during the discussion – if most of
• Persuading a count to hand over the residency of a the proposals are reasonable and account for the subject’s
keep; the count must choose between making the opinions, powers, and feelings then the group might earn
characters vassals, installing one of them as baron advantage on the evaluation roll. The reverse is also true if
or letting the keep fall into ruin. the characters are arrogant, obstinate or poorly prepared.
Advantage here cancels out disadvantage on the introduc-
tion and disadvantage cancels out advantage as well.
36
Corruption and Shadow 2
37
2 New Rules
38
Corruption and Shadow 2
2 New Rules
40
Time Within the Game 2
member of an organization that can provide gainful employ- or “the Night Slaughter.” Another recent custom is counting
ment, such as a temple or a thieves’ guild, you earn enough to weeks and naming days, which was never done in old Albe-
support a comfortable lifestyle instead. If you have proficiency retor. According to a joint statement from the Queen and the
in the Performance skill and put this to use during your down- Sun Church, the weeks shall be divided into seven days – the
time, you earn enough to support a wealthy lifestyle instead. first five being named after the natural resources provided by
Prios for humans to manage and cultivate, while the last two
Recuperating are named in honor of the Ambrian people and the giver of
You can use downtime between adventures to recover from their laws. People in the countryside still care very little about
a debilitating injury, disease, or poison. After three days of weeks and days, although the local liturgs make sure to weave
downtime spent recuperating, you can make a DC 15 Con- their meaning into sermons and conversations.
stitution saving throw. On a successful save, you can choose
one of the following results:
DAYS OF THE WEEK
• End one effect on you that prevents you from regaining
hit points. Order Full Name Common Name
• For the next 24 hours, gain advantage on saving throws #1 The Day of the Earth Earthsday
against one disease or poison currently affecting you. #2 The Day of the Water Watersday
#3 The Day of the Wind Windsday
Researching #4 The Day of the Forest Forestsday
The time between adventures is a great chance to engage in
#5 The Day of the Mountain Mountainsday
research, gaining insight into mysteries that have unfurled
#6 The Day of the People Peoplesday
over the course of the campaign. Research can include poring
over dusty tomes and crumbling scrolls in a library or buying #7 The Day of the Sun Priosday
drinks for the locals to pry rumors and gossip from their lips.
When you begin your research, the GM determines The equivalent to months were previously eight in number,
whether the information is available, how many days of not all of them equally long, and named after the folk gods
downtime it will take to find it, and whether there are any – for example the Earthmother and the Executioner. Since
restrictions on your research (such as needing to seek out Prios became the One after His exaltation, these names have
a specific individual, tome, or location). The GM might also lost relevance. Instead the months are named after twelve
require you to make one or more ability checks, such as an Lightbringers – heroes who sacrificed themselves in The Great
Intelligence (Investigation) check to find clues pointing to- War. However, this new convention has yet to take root among
ward the information you seek, or a Charisma (Persuasion) the populace. Some still refer to Ynedar’s Month as the Earth-
check to secure someone’s aid. Once those conditions are mother’s Month, others as the High Summer Month, but to
met, you learn the information if it is available. For each day avoid confusion, most people simply call it the First Month.
of research, you must spend 1 thaler to cover your expenses. Likewise, Ofelya’s Month is also known as the Executioner’s
This cost is in addition to your normal lifestyle expenses. Month, the Midwinter Month or the Seventh Month.
41
SECTION 3
Character Origins
The group huddled in a booth at the back of the smoky tavern. Despite the ominous
atmosphere, Jela felt like laughing at the scene. Kasimer almost ended up in the
lap of Arron, and it was hard to tell whether the dwarf or the abductee was more
uncomfortable. Too wide for the booth, the troll Gormyx sat on a low stol. Even
sitting he was taller than the others, with horns that rose above their heads.
Their prospective mission-giver sat at the far end of the table, shrouded in a
cloak and with eyes that glittered from within the deep hood. “She is… different,”
Agneisha had said. The staff mage’s aptitude for laconic understatements never
failed; a weak scent of formaldehyde surrounded the skinny woman whose voice
sometimes died out while she was speaking, as if she had forgotten to breath between
one word and the next.
“I have two demands,” the woman hissed. “First: the false theurg must die. And
second: you have to… take me along for the journey."
No one protested, but Kasimer coughed his voice to life: “Maybe not my business
to ask really, but what’s your name? And what do you want with the priest?”
She gave the dwarf a stern glare. “You can call me Sarli.” After a short pause she
added: “The priest… will die… because he murdered me.”
3 Character Origins
There are lots of strange creatures in Ambria, and even (elf-children substituted for stolen babies, who at first ap-
stranger life forms in the depths of Davokar. The world of pear human but grow into their elven features) and abduct-
Symbaroum contains a great number of different kinds of ees (those stolen children who now live among the elves);
folk, all living together in fairly close proximity in the North. and the strange new form of undead who have risen from
Which of these various peoples that the character calls family death and do not (yet) hate the living. Each is a valid choice
is referred to as their ‘origin’. (The undead and ogres are curi- as your character’s origin, or you may work with your Game
ous exceptions, read on to learn more.) Each origin provides master to develop a custom origin.
suitable backgrounds for characters belonging to that group.
There are humans, both Ambrians and barbarians; Note: In Ruins of Symbaroum your hit points and Hit Dice are
goblins; dwarves, ogres and trolls; elves, changelings based on your origin, not your class.
Abducted Humans
It is believed that the elves of Davokar have always ab- Abductee Traits
ducted human children and left changelings in their stead. Though abductees were taken from different cultures and
Such children are called Abductees, and the reasons for them social strata, each of them was also changed by their time
being taken have varied. Initially it was to learn more about among the elves.
and better understand humans; later the motive changed to • Ability Score Increase. Increase your Dexterity and
wanting to foster ambassadors who understood the elves and Wisdom scores by 1 each, then add 2 to any other ability
could live among the clanfolks and teach them elven wisdom. score of your choice.
Nowadays (in the elven sense, meaning within the last • Age. Like other humans, abductees reach adulthood in
century), there has been an increasing need for warriors their late teens and live less than a century without mag-
within the Iron Pact – to replace elves fallen in battle, and to ical assistance.
offset the growing number of elves that do not survive their • Size. Abductees vary almost as widely in height and
first dormancy (see page 58); the darkening of Davokar build as regular humans but tend towards the shorter
causes fewer and fewer elves to wake to their summer phase. side. Your size is Medium and you have a d8 Hit Die. At
Hence, it is not uncommon to see abducted humans hunt and first level you have 8 hit points plus your Constitution
fight alongside summer elves in the warbands of the Pact. modifier. When you gain a level in any class, you gain
The elves have long since known that abductees are loyal an additional Hit Die and 5 (1d8) plus your Constitution
and good learners, but much to their surprise some of them modifier hit points.
have also proven capable of wisdom. Very few elves would • Speed. Your base walking speed is 30 feet.
ever admit this; to most elves the abducted humans are al- • Languages. Abductees speak Elvish but cannot read
most akin to faithful pets, useful and absolutely possible to elven writing if they do not have the Loremaster fea-
love, but never to be regarded as equals. ture (page 105).
44
Abducted Humans 3
Writing discovered on a
demolished bridgehead
along the River Eanor. Playful
scrawl to some, the story
of a peace negotiation that
took place on the bridge
according to others.
45
3 Character Origins
Runaway
For some reason – curiosity, home-sickness, abuse – the ab-
ductee chooses to flee to the realm of humans, to become a 1d6 Ideal
special sort of stranger. 1 Sacrifice. I am not important, the struggle against
• Skill Proficiencies: Nature the growing Darkness is.
• Tool Proficiencies (choose one): Cobbler’s tools, cook’s 2 Service. Freedom is an empty place, meaning
utensils, leatherworker’s tools, weaver’s tools comes from my obligations to others.
• Equipment: A kit to match your tool proficiency, leather 3 Nature. Only in nature do we find who we really are;
clothes and 1d6 ortegs.
civilization is just a stop on the way to Darkness.
46
Abducted Humans 3
47
3 Character Origins
Changelings
That the elves sometimes steal a human child from its • Ability Score Increase. Your Wisdom score increases
crib and place a changeling in its stead has been known by 2. Increase any other ability score by 1.
amongst the barbarians for as long as the witches can re- • Age. By their 20th year changelings no longer resemble
member. Since the arrival of the Ambrians, changelings humans at all. Unless struck down by violence, they can
have started to emerge among them as well. While a rare live for centuries.
occurrence, it is still a traumatic experience for every fam- • Size. Changelings seem to be of the same size as elves, usu-
ily affected. It is unknown what exact purpose the elves ally at least five feet tall but rarely reaching six feet. Your
have for doing this, but Ordo Magica’s catalog of known size is Medium and you have a d8 Hit Die. At first level you
cases in Ambria implies that children have been taken have 8 hit points plus your Constitution modifier. When
throughout the entire population, literally from both high you gain a level in any class, you gain an additional Hit
and low. Die and 5 (1d8) plus your Constitution modifier hit points.
A changeling looks human during childhood and starts • Speed. Your base walking speed is 30 feet.
to develop more elf-like features in their adolescent years, • Darkvision. You inherit your true parents’ ability to
though without ever becoming an elf in the true sense of the see in the dark. You can see in dim light within 60 feet
word. A changeling reaches adulthood at approximately the of you as if it were bright light, and in darkness as if it
same age as a human; the changeling then continues to live were dim light. You can’t discern color in darkness, only
a long life but apparently without taking any further steps shades of gray.
in the life-cycle of the elves. This has made some scholars • Shapeshifting. You are eligible to take the Change Self
develop theories stating that changelings are a people of feat if your group allows feats. If so, you can take the feat
their own, created by elven magic. Others claim that change- instead of an ability score improvement.
lings indeed are elf-spawn but that their natural life-cycle • Languages. Changelings usually speak the local human
has been truncated in some mystical way by growing up language, either Ambrian or Barbarian. Some near Da-
among humans. vokar speak the language of elves as well.
A changeling’s lot in life is usually a hard one, since few
of them are allowed to stay with their families when their Changeling Names
true nature has been revealed. Changelings are sometimes Some changelings choose elven names when they are
taken in by witches or wizards to serve as assistants, but thrown out into the street or left in the forest, maybe in
most of them end up on the street where they have to fend an attempt to reclaim a lost identity. Others – like the infa-
for themselves as best they can. Exiled from human society, mous gutter mage Grimorio Abramelin in Yndaros – take a
the changeling wanders a long and lonely road, often bitter new and often bombastic name as a defiant gesture or an
and dark minded, in other cases frivolous and indifferent expression of independence.
to the hardship of others. • Changeling male names: Aka, Ardri, Eneáno, Feon,
Ganderald, Goriol, Ibliglin, Kalfu, Radomaramei, Sinue.
Changeling Traits • Changeling female names: Bekora, Danive, Yeloéna,
As changeling youngsters grow up, their elven nature is Elorinda, Hinéua, Kinlegelana, Riamata, Roha, Seanua,
gradually revealed. Varaneia.
48
Changelings 3
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.
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.
49
3 Character Origins
Changeling Backgrounds
1d6 Ideal
The following backgrounds represent some of the most
likely fates for changelings once they are discovered to be 1 Independence. I was left here to my own devices,
and I will follow my own path through life.
inhuman in nature.
2 Truth. My childhood was a lie, but my life won’t be.
3 Friendship. The world is horrible, close friends are
Broken Home all you can count on.
When you were revealed to be a changeling it tore your fam- 4 Wealth. The wealthy rule the world, and I will be
ily apart. Everyone seems to blame you (even you sometimes one of them.
blame yourself, although in your moments of clarity you
5 Passion. Our feelings are both the compass and
realize that you never had a choice in the matter). Still, you the destination.
move forward, taking what solace you can in a new, found
6 Kindness. No o
ne can make it without help from
family of your friends.
others.
• Skill Proficiencies (choose one): Athletics, Acrobatics,
History, or Nature
• Tool Proficiencies (choose one): Any set of tools 1d6 Bond
• Equipment: A kit to match your tool proficiency, clothes 1 Someone saved me from the mob. I am forever
and 2d6 + 3 shillings.
bound to this person.
Feature: Open Senses 2 One of my ‘human family’ did not give up on me
Ever since you finished your ‘maturation’, you have noticed even when my true heritage was revealed.
that you see more, hear more and sense more than your old 3 I seek the elf who swapped me for who I should
human family and friends. When you make a Wisdom (In- have been. I will demand an explanation.
sight or Perception) check you can focus your senses and give 4 I am a dedicated member of one of the world’s
yourself advantage on the check. Once you do this, you must factions; I cannot imagine living without them.
take a short or longer rest before using this feature again. 5 Somewhere out there is a human who’s childhood
I lived. We must meet to become whole.
Suggested Characteristics
6 I am sworn to help and protect changelings
Many folks have turned away from you. Your disappoint-
everywhere.
ment in them has given you a rock-hard sense of indepen-
dence and a desire to learn more about where you come from.
1d6 Flaw
1d8 Personality Trait 1 I don’t really trust anyone, and I assume they will
1 I am curious about everything elven, changeling or leave me when I need them most.
Iron Pact-related. 2 I’ve always felt different and special, now I know
2 I will likely do the opposite of what people expect why.
me to do, just to show who runs my life. 3 Humans are no longer worth my time.
3 I am cautious, always expecting people to abandon 4 I despise elves and enjoy seeing them struggle.
or turn on me. 5 I abandoned my earlier “friends,” and they are now
4 I prefer animals to other supposedly “intelligent” out to get me.
creatures. 6 I am envious of those who have more than me in
5 I can’t handle praise, something bad will surely life.
follow!
6 I speak my mind, no matter what.
7 I keep a bug out bag nearby at all times, always
prepared to run.
8 I am thankful for the smallest things, everything is
better than where I come from.
50
Changelings 3
2 I chose the opposing view in discussions, just to 6 I remember my ‘sibling’ weeping when my nature
make it more interesting. was discovered. I keep that memory forever.
51
3 Character Origins
Dwarves
The short and wiry people humans call dwarves have a
history shrouded in mystery. Looking at the dwarves set-
tled in Yndaros, they display no interest in the history of
their kind; they are a people on the move, aimed towards
the future, fleeing a dark past that has given them a sense
of community, but without peace or meaning. The dwarven
perspective is rooted in the sanctity of the family, the secrets
of the spoken word and the conviction that the world is their
common enemy. Gamalga of Kadizar, a sage interested in
dwarves, is said to have stated that: “The family is their shield,
the language their weapon and the world their battlefield.”
Gamalga also spoke of the origin of the dwarves. After
many fruitless conversations with the dwarves in Yndaros
and at the fortress Küam Zamok, Gamalga realized that she
would get better answers from elves and trolls, and that
they claimed to have never met dwarves before the fall of
Symbaroum. They were most likely created in the old empire
and Gamalga summarizes her meager findings as follows:
“They emerged as worms in the rotting carcass of the World
Serpent and were given wit by Symbaroum’s sorcerers, to make
them better slaves. However, the birth of the people forever bound
them to the world and its fate, and because of this bond they early
on developed a forceful counterculture which still marks them. The
ancestral mothers and fathers of the dwarves created a language
with hidden codes and secret double-meanings, so intricate that
not even the masters could understand. The dwarves never wrote
anything down, since texts could be read, interpreted and even de-
coded by the lords of Symbaroum. The dwarves kept their dreams
to themselves and their voices echoed with the fate of the world.
Both elves and trolls confirm that there is power inherent
in some dwarven speech, and imply that those who made the
dwarves, Symbaroum’s princes, in time learned to hate their
creations and fear the power contained in their language. After
the fall of Symbaroum, the chronicle of the dwarven people de-
scribes an arduous journey in the shadow of death, continuously
attacked and hunted by others. Nowadays, the descendants of
the few who survived Symbaroum’s ruin have spread to many
places and their fates are seemingly very different.
Apparently, the families in Yndaros are members of a once
ruling elite in Küam Zamok, cast out after a bloody revolution
– hence, the organized villains encountered in Ambria’s capital
are in fact dwarven nobles, used to ruling and giving orders, but
incapable of creating even the most essential items themselves.
More dubious scraps of information say that their inability to
get along has to do with the order of succession in the realm they
left behind, and the right to a throne which none of them will
ever conquer.”
The people of Ambria have formed their opinions
based on the dwarves in Yndaros, and they are not a very
52
D wa r v e s 3
welcoming sort. They demand nothing of others, other than • Pariahs. Dwarves are poorly understood or tolerated
being allowed to mind their own business. To dwarves, the among other peoples. They have disadvantage on social
will of the family – as interpreted by the elders – is superior checks with everyone other than fellow dwarves, elves
to the will of the individual, meaning that they often appear and trolls.
to have two sets of moral standards: one strictly coded and • Languages. Dwarves usually speak the local human
aimed at the family; another aimed at outsiders and often language, either Ambrian or Barbarian, but with much
described as “a lack of morality” by their neighbors – since more sophistication, adding in a series of code words
actions which only affect outsiders have no bearing on the that enable two dwarves to have a secret conversation in
internal family relations. public. Some near Davokar speak the language of trolls
The speech of the Yndarian dwarves is still today so or elves as well.
intricate and filled with codes, double-meanings and ob-
scure idioms that their everyday conversations are close Dwarf Names
to unintelligible to bystanders, no matter how learned. It Judging by the dwarves living in Yndaros, they have a fond-
is also true that their voices have a particular power that ness for names which contain many hard consonants, such
some individuals know to make use of. Furthermore, their as k, t and r. Aside from that, there seems to be no difference
memory-techniques are highly developed, making it possi- between male and female names: they are inherited with-
ble for them to run complex “businesses” in Yndaros without in the family and between generations without concern
writing down a single number or word. for gender. All dwarves also have family surnames, just
like the Ambrian nobles. However, it appears as if younger
Dwarf Traits dwarves must earn the right to call themselves by their
All dwarves encountered in Yndaros seem to have much family name, preferably by impressing their relatives and
in common. making them proud.
• Ability Score Increase. Your Intelligence score increas- • Dwarf Names: Artek, Bolkor, Brana, Dobril, Dranek,
es by 2. Increase two other ability scores by 1. Dusa, Jarok, Lazek, Margor, Mirek, Radmil, Stana,
• Age. The dwarven life-cycle is not well known, but it Vesnek, Vlador, Yaruk
seems that dwarves are allowed their independence by
their second or third decade of life and remain active for
at least a century.
• Size. Dwarves range from four to five feet in height and Dwarven Families in Yndaros
are solidly built but not stocky. Your size is Medium and The most prominent dwarven families in Yndaros are
you have a d8 Hit Die. At first level you have 8 hit points named Valotzar, Alzerek and Baldysik, of which the
plus your Constitution modifier. When you gain a level first seems to have adapted best to the new conditions
in any class, you gain an additional Hit Die and 5 (1d8) of life. Other known families – among which most are
plus your Constitution modifier hit points. (permanently or at times) allied to the ones mentioned
• Speed. Dwarven legs do not permit the long strides of earlier – include Kalatra, Maretko, Obrutz, Skruztsa,
other folk. You have a base speed of 25 feet. Statzak, Vanoviz and Urbanik. Then there is the Merot-
• Absolute Memory. Dwarven memory is robust and com- zak family in Thistle Hold, though it is unclear if they
prehensive. They can remember anything they choose to are of the dwarven royal blood-line or not…
commit to memory at any time and can remember even
incidental events up to a month after they occur.
• Earth Bound. Dwarves are bound to the bones of the
world. They have no soul – instead your current Cor-
ruption total reduces your current and maximum hit
points on a 1:1 basis. You do not roll for marks of Cor-
ruption and if your total Corruption equals or exceeds Dwarf Law
your current hit points you become unconscious until If an action against an outsider does not affect the
your Corruption is reduced or your hit points increase family, it has no consequence, no matter how cowardly
(an unconscious dwarf counts as taking a short or lon- or cruel it may appear to others. Among the people
ger rest if they are undisturbed). If you acquire more of Yndaros this is known as “Dwarf Law”; what a
permanent Corruption than your Corruption Threshold dwarf can get away with, he or she will likely do.
(see page 37) then your character is no longer play-
able. If slain, they cannot become undead or be resur-
rected. Even speak with dead fails.
53
3 Character Origins
Dwarf Backgrounds
1d6 Ideal
Dwarves who choose or are forced to leave their families
in Yndaros are lonely and often dangerous individuals. How- 1 Accuracy. There is no point in speaking to others
unless you can be precise.
ever, for some dwarves, the seclusion becomes the start of
the search for a new family, defined by other characteristics 2 Fate. All is as it must be, and all will become what
than blood. The following reasons may explain why you have it is meant to be.
left Yndaros to head out into the world. 3 The End is Near. Prepare for the end, because it is
coming.
4 Hope. In a world of certain doom, hope is all we
Dreams of Doom can cling to.
You are haunted by nightmares of doom and death, for your 5 Stoicism. I balance the brutal facts of existence
family or the world as a whole. You have left the community with the faith that we will prevail.
to become a seeker, hoping to determine the meaning of
6 Simplicity. Surrender your false needs. Work when
your dreams and, ideally, learn how to avert the disaster
you can, eat when you are hungry and sleep when
and protect all your loved-ones.
you are tired. That is all.
• Skill Proficiencies: Insight
• Tool Proficiencies (choose one): Any set of tools
• Equipment: A kit to match your tool proficiency, simple 1d6 Bond
clothes and 4d6 + 1 shillings.
1 A doom haunts me, and I must prevent it from
happening.
Feature: Haunted
Your nightmares are sometimes prophetic. When you com- 2 I have a role to play in the realization of a beautiful
plete a long rest you gain a prophecy die, a d6. Before making vision.
a skill check, you can declare that something about the situ- 3 I will not make it, but I will make sure my friends
ation reminds you of your dreams and add the d6 to the roll. do.
You must do this before the GM declares the check a success 4 To die well is the only meaningful choice.
or failure. You recover the die with a long or extended rest. 5 I gave my word once, and I will honor it till my last
breath.
Suggested Characteristics
6 I will chronicle the last struggle of the world, and
Constantly harried by terrible visions, these dwarves have
to do that I must survive at all costs.
cut almost all family ties. But their despondent freedom
sometimes allows them to see the world in a new light.
1d6 Flaw
1d8 Personality Trait 1 I struggle with the dreadful sense that nothing
1 I finish people’s sentences. really matters.
2 I sometimes stop mid-sentence as I sense a vision 2 I expect bad things to happen and often miss the
coming over me. good in life.
3 I am as carefree as only one who has truly accepted 3 I keep my distance from the people I like, the
death can be. thought of losing them hurts too much.
4 I often remind people that all is as it is meant to be. 4 In my despair I make everything about me.
5 When people get too happy, I tell them about my 5 I secretly fear that my visions are nothing but a
visions of doom. dark version of delusions of grandeur.
6 I talk a lot to drown out the voices in my head. 6 I don’t understand why you would only have one
ale, when you can have all of them.
7 I argue out loud with the spirits that haunt me.
8 I keep silent so as not to speak about the horrible
things I see.
54
D wa r v e s 3
55
3 Character Origins
56
D wa r v e s 3
57
3 Character Origins
Elves
The elves of Davokar are but an offshoot of a greater however, a faint light in the gloom: more and more hu-
people; part of a holy guardian order. Initially, the order mans are willingly seeking to join the Iron Pact, and the
involved elves from the virgin regions to the west, where hu- elves working for alliances point out that there are even
mans have not yet reached and where the elven civilization Ambrians among them.
is in bloom. Unlike humans, an elf ’s long life is interrupted
by periods of dormancy wherein the elf grows into the next Elf Traits
stage of their life-cycle. Most elves encountered are in their The following traits are for Summer Elves:
summer cycle, the second phase of elven life. See the Ruins • Ability Score Increase. Your Wisdom score increases
of Symbaroum Bestiary on page 172 for more information. by 2. Increase any other ability score by 1.
A majority of the elves in Davokar were born into the • Age. An elf that has reached the summer life phase is
order. This order – known by humans as the Iron Pact – is about a hundred years old and will be active for up to
tasked with preventing the evil that slumbers beneath a century and a half before feeling the call of the deep
Davokar’s roots and moss from awakening and spreading sleep again.
across the world. They have never been west and will never • Size. Summer elves are about five-and-a-half feet tall
go there; to them the elven lands of old are and remain a and average around 120 pounds. Your size is Medium and
dream that will never come true. From when they are young, you have a d8 Hit Die. At first level you have 8 hit points
they are told that their duty lies in Davokar and that they plus your Constitution modifier. When you gain a level
are not welcome in the old lands. The Iron Pact even has in any class, you gain an additional Hit Die and 5 (1d8)
a ceremony to initiate young elves into the order, where plus your Constitution modifier hit points.
weeping elders – led by Prince Eneáno – beg newly awakened • Speed. You have a base speed of 30 feet.
summer elves for forgiveness for having forced them to be • Darkvision. Accustomed to the gloom of Davokar, you
born, live and die in the Forest of the Death Shadow, Davokar. have superior vision in dark and dim conditions. You can
The life of the pact members is dangerous, their numbers are see in dim light within 60 feet of you as if it were bright
dwindling and the once so mighty Prince Eneáno is entering light, and in darkness as if it were dim light. You can’t
his soul’s winter – the increasing unpredictability of the discern color in darkness, only shades of gray.
Prince has made it possible for other, disagreeing leaders • Pariahs. Ambrians detest elves and the barbarians fear
to position themselves for the upcoming power struggle. them, so elves have disadvantage on Charisma checks
The dispute concerns the tactics of the battle against the with all humans. You can try to impersonate a changeling
dark – whether it should be fought with arrows and spears by wearing human clothing and imitating their behavior.
or by forging alliances. When directly interacting with a human, make a Cha-
The spirited fairies who wake up after their first dorman- risma (Deception) check against their passive Insight.
cy enter the phase of the summer elves, and it is they who On a failure, they recognize you as an elf and the Pariah
constitute the backbone of Davokar’s guardian force: vigi- effect applies.
lant hunters armed with spears and bows. Many of them die • Wisdom of the Ages. Through the eons, the elves have
in battle with abominations or taboo-breakers from the less amassed a vast collective wisdom; a deep well of knowl-
and less cautious humans in the south. Those who survive edge and insights which many elves can access through
eventually reach their second dormancy, a time of tearful meditation. The character is one of those who may use
grief for the elves. The members of Davokar’s Iron Pact all the know-how of previous generations to solve problems
live with the bitter truth that few elves will ever awaken at hand.
from their second slumber; most wither away before reach- When you take an extended rest, you can select a skill.
ing the next life phase. You are proficient with that skill until you take another
Perhaps it is for this reason that the holds and forest extended rest, at which time you select a skill (the same
castles of the Iron Pact always echo with sorrowful songs, or another).
lamenting the fallen and withered. Davokar’s elves grow • Languages. Elves speak their own language, and often
fewer and fewer; not even the ever increasing number know the troll languages as well. Those that have cause to
of abductions can fill the gaps in their ranks. There is, be in human lands also learn one of the human tongues.
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E lv e s 3
Elf Names
Spring and summer elves are all given double-names that
follow them through the first dormancy; names mirroring
their character and/or hopes for what they will be like in their
prime. Most who wake up after their second dormancy choose
to remove part of the name or change it altogether, but not
all. This is up to the individual to decide, and is clearly more a
question of taste and style than of function or meaning.
Elven names often have more vowels than consonants
and the letter “X” is as uncommon as a name having two
consonants in a row.
• Male Elven Names: Alal-Roak, Dorael-Ri, Eloan-Eo, Elori,
Godrai, Mearoel, Saran-Ri, Tel-Keriel, Kil-Ano
• Female Elven Names: Ahara-Vei, Eleanea, Leiána,
Gaina-Anali, Keri-Las, Mael-Melian, Naelial, Tara-Kel,
Teara-Téana
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3 Character Origins
Elf Backgrounds
1d6 Ideal
As a suggestion, player characters of elven origin should
be summer elves, in the second phase of the elven life-cycle. 1 Justice. It is only right to bring death to those who
have killed others.
Sure, it is possible to play older elves, but autumn elves
would fare better in a campaign where the other charac- 2 Knowledge. I must know why my quarry did what
ters are also very powerful since these elvish beings tend they did; I am owed an explanation.
to overshadow most humans in terms of skill, power and 3 Nature. Defending the forest against ignorance
insights regarding the deep mysteries of the world. and willful damage is all that matters.
In any case, elves are uncommon in human settlements 4 Duty. We will not succeed in defeating the
and need very strong reasons to travel to such places. darkness but we will fight none-the-less. Our
valiant struggle will echo through eternity.
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E lv e s 3
Example: Elona-Tel has a +3 as her Dexterity modifier. She 2 I have heard stories of a legendary exile, I seek to
rolls for initiative and her result is 15 (12 on the d20 +3). She emulate them.
can then choose to change her initiative to any number less 3 I have a book or other ancient thing that tells of a
than 15 and equal to or greater than 3. Listening to the other lost place.
players’ results she chooses initiative count 8 so that she 4 I made one last oath before leaving home, and I
can react after the knight’s turn. intend to keep that promise.
5 I long for my family, and would do anything to
Suggested Characteristics protect them if something threatened them.
You have taken on a life outside the forest and chosen to
6 Someone helped me when I first stumbled out of
interact with others, however this does not relieve you of
the forest; I owe this person a lot.
your obligations unless you have totally rejected elven life.
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3 Character Origins
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E lv e s 3
Suggested Characteristics
You are a dedicated member of the Iron Pact, seeking knowl- 1d6 Bond
edge today to prevent disaster tomorrow. As you gain knowl-
1 Someone taught me how to hunt and track. I owe
edge of the world outside the forest will you remain resolute
them my entire life’s work.
in your decisions?
2 There is an animal in the forest that I have seen
more than once. I may never catch it, but I will
1d8 Personality Trait always seek it out.
1 I can understand the language of the forest better 3 I carry a bone with me. You will not see it and, if
than anyone else. you do, I will not explain it.
2 I pretend to enjoy the company of my enemies. It 4 I keep my word, always. I also rarely give it.
was way easier than I thought it would be.
5 I will not let my prey get away.
3 I have a hard time hiding my hatred for the enemy;
6 I speak bluntly and accept the consequences.
I must keep my distance from them.
4 Some on the opposing side are very good, I will
learn from them. 1d6 Flaw
5 I pretend to be a trapper with no agenda other than 1 I am impatient and rude to those without
earning money for my family. wilderness skills.
6 I walk and talk like a monster-hunter, it gives me 2 I never explain myself.
access to places. 3 If I’m talking to any non-elf, I speak slowly and
7 I am amazed by the world, I sometimes almost simply. How could they understand more?
forget my mission. 4 I do not count the cost to others when fighting the
8 I prefer the company of animals and often talk to true enemy.
them. 5 I fear I might not be able to go all the way.
6 I know I will die in this fight, and am given to bouts
of fatalistic apathy.
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3 Character Origins
Goblins
Little is known about the origin of goblins, but their • Age. Goblins are adults at 10 and few remain in human
presence in the southern outskirts of Davokar is quite ob- lands past their 30th year.
vious. The tribe that left the darkness of Davokar to settle • Size. All goblins are under four feet in height and aver-
down close to Thistle Hold swarms and makes such a racket age around 50 pounds. Your size is Small and you have a
that they have made themselves quite unpopular among d6 Hit Die. At first level you have 6 hit points plus your
the town’s human populace. Their fiery temperament and Constitution modifier. When you gain a level in any class,
strange ways of socializing have contributed to the disap- you gain an additional Hit Die and 4 (1d6) plus your Con-
proval: “Hide the Boot”, “Tame the Ogre”, “Trim the Thistle”, stitution modifier hit points.
“Tighten the Temple” and “Want a Smack, Molok?” are party • Speed. Goblins scurry underfoot of the bigger peoples
games that outsiders are reluctant to even watch. but their strides cannot match them distance for distance.
The life of a goblin is short – a goblin is considered a You have a base speed of 20 feet.
youngster at the age of five, adult at ten and an elder at the • Darkvision. Accustomed to the gloom of Davokar and
age of twenty. To meet a thirty-year-old goblin is a rarity, as underground mines, you have superior vision in dark and
most of them voluntarily return to seek a lonesome death dim conditions. You can see in dim light within 60 feet
in Davokar before then. Meeting one who is forty is all but of you as if it were bright light, and in darkness as if it
unheard of. The truth of the goblin life-cycle is even more were dim light. You can’t discern color in darkness, only
remarkable, though few humans know it – when goblins feel shades of gray.
the pull of the forest not all of them die. Some are changed, • Pariahs. Goblins are poorly treated in society and have
becoming trolls or ogres. disadvantage on Charisma checks with other peoples.
The only reason why goblins are tolerated in Thistle Hold However, the insular tendency of Goblin society provides
is that they are practical when it comes to doing dirty work advantage on Charisma checks when interacting with
like draining marshes, emptying latrines and flailing about another goblin.
on scaffolding. Thanks to that, a gibbering horde of sinewy • Survival Instinct. While goblins are a loud and fractious
goblins flows into the town every morning to work hard people, they have a powerful will to survive. You can take
at a number of heavy, dangerous or thankless tasks. Come either the Dash, Dodge or Disengage actions using your
nightfall, they are once again driven away, and a bunch of bonus action. You also gain proficiency with the Stealth
uncharacteristically silent goblins march back to their beds and Survival skills.
in simple huts of straw and clay. • Languages. Goblins usually speak the local human lan-
Some goblins stray from this pattern, mainly treasure- guage, either Ambrian or Barbarian. Some near Davokar
hunters and goblins employed in the households of wealthy speak the language of trolls or elves as well.
individuals in Thistle Hold. A dozen or so goblin younglings
can also be found in the convent school in the capital city, Goblin Names
where a handful of extremely patient monks have com- Goblin names are varied and it is hard to see any clear nam-
mitted themselves to saving whatever soul resides inside ing conventions. It is also common for goblins to change
the wild whelps. The most renowned goblin to represent their names or add a syllable depending on what they expe-
both of these phenomena is Garm Wormwriggler, brought rience in life. If one were to attempt to point out something
up at the convent school to later become a successful general regarding their names, it would be that the length
treasure-hunter. of the names usually goes hand-in-hand with the bearer’s
rank – the longer the name, the higher the status within
Goblin Traits the tribe.
All goblins encountered share a set of inborn tendencies • Goblin male names: Alfbolg, Barra, Goltas, Illefons, Ler,
and features. Rosti, Shigg, Tengel, Ul.
• Ability Score Increase. Your Dexterity score increases • Goblin female names: Aa, Fosa, Guhula, Hugalea, Tulga,
by 2. Increase any other ability score by 1. Udelia, Ufa, Wamba, Yla, Yppa.
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Goblins 3
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3 Character Origins
Goblin Backgrounds
1d6 Ideal
Three different backgrounds are provided for goblin
characters. However, the Laborer and Convert backgrounds 1 Tradition. My family has always worked here. I feel
obligated to my employers, at least for now.
can also be used for humans, especially members of the clan-
folks that were captured by Ambria. 2 Entertainment. I do almost everything I do for my
own sense of fun or to make others laugh.
3 Opportunity. It’s my right to try my own way, even
Laborer if it fails.
You are a daily worker, tolerated in town during the day as 4 Pride. I can say that I’ve accomplished something
you work but then forced to take your rest in either a central when I go to the forest to die.
resting area or outside the village. Think about the kind of 5 Work. When I’m bored I get in much more trouble.
work that you might do? Do you have any friends inside
6 Humor. What is the point of life if you can’t laugh?
town? Do you have a hated enemy among the other laborers?
Are you saving your scant coin for the future, or do you
spend it on drink and entertainment as soon as you get it? 1d6 Bond
• Skill Proficiencies: Athletics 1 I’ll take any amount of punishment to keep my
• Tool Proficiencies (choose one): Carpenter’s tools or fellow workers out of trouble.
mason’s tools
2 I actually feel something towards my employers.
• Equipment: A kit to match your tool proficiency, thick
working clothes and 1d6 + 4 shillings. They’re nicer than most humans.
3 I had one old hand who showed me the ropes. I
Feature: Tireless Worker wonder where they are now?
You are used to long days of physical work with little op- 4 I used to have a great love, but they had to leave
portunity to rest. As long as you do not have any levels of long ago. I miss them.
exhaustion you have advantage on any saving throws to 5 I trust my new friends, much more than my old
avoid gaining exhaustion. ones.
6 I have a tool that has been with me forever, I think
Suggested Characteristics
of it as a good luck charm.
Laborers are one of the lowest members of society and
are often ill-treated. They are also easily ignored, and a
quick-eared and quick-witted person can learn much while 1d6 Flaw
they work.
1 I’m so used to meanness that if you show me a
kindness I’ll take it too far.
1d8 Personality Trait 2 I really don’t understand that other peoples don’t
1 I make friends easily, I don’t have time or energy to share our sense of humor or tolerance for pain.
fight anyone unless they truly do me wrong. 3 I’m not really one for plans, or planning, or
2 I’ve heard rumors of great opportunities outside of following instructions exactly.
the village and yearn to leave. 4 There is no reason to argue today about what I did
3 I like to be proud of my work and am sensitive to yesterday.
critique. 5 I’m often petty and direct my frustration at those
4 This is just a job and I look forward to when I don’t who can do nothing about it.
need to work anymore. 6 I get distracted by grandiose plans sometimes.
5 I like farm (or work) animals more than most Alright, all the time. So listen, I have this idea…
people. They’re more trustworthy.
6 I don’t understand humans very well at all, but I do
like money and food.
7 I don’t care about the work much, but there is
someone who matters to me here.
8 I heard a human say ‘work hard, play hard’ once.
That’s my motto now.
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Goblins 3
3 Let me tell you about all the great things I have 2 I am suspicious of my human teachers. Why are
learned from the Church! they so nice to me?
4 I am very open-minded. If my teachers could accept 3 Deep down inside, I still wonder if this is real.
me, I can accept anyone. 4 I’m only pretending and going through the motions.
5 I think that everyone should be given the chances 5 I tend to be easily swayed by those who profess to
I was. share my beliefs.
6 I go to sleep every night with many doubts and 6 I am dismissive of unbelievers and other strangers.
fears in my mind.
7 The Church provides all the answers, even to
questions I didn’t know I had.
8 I make jokes on Prios’ behalf; I know he has a sense
of humor. Just look at me.
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3 Character Origins
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3 Character Origins
Humans
According to the scholars of Ordo Magica, the people of
Ambria and Davokar are descendants of the same tribe, al-
though 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 differences be-
tween 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 enjoyed much greater independence and
freedom compared to the chastened 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
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Humans 3
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3 Character Origins
Barbarian
• Bushcraft. You can survive on meager resources and are
used to finding food and shelter in harsh terrain. With a
successful DC 10 Wisdom (Survival) check, the character
can find enough food and water to feed themself 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
(increase the DC for the check by one for each additional
person other than yourself), but that will take much lon-
ger. The group cannot be on the move during that time.
• World-canny. Your Wisdom score increases by 1.
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Humans 3
Human Backgrounds
1d6 Ideal
You can use some of the provided backgrounds for barbarians:
common folk, refugees and perhaps even some merchants that 1 Cycles. There is a time for everything and
everything has its time. Don’t try to force things to
have struck out on their own. You can also use the goblin la-
come too soon or think that you can prevent their
borer and convert backgrounds for barbarians. For Ambrians,
arrival.
you can use common folk, faithful of Prios, houses of nobility,
merchants, scholars of Ordo Magica and even refugees. 2 Simplicity. It is better for the mind to keep things
clean and uncluttered.
3 Worthiness. Those folks who work for what they
Common Folk have appreciate it more than those who are just
You are a member of the largest group of humans, those given things.
who work every day for their food and board. You might be 4 Work. I will work harder and longer than everyone
an Ambrian farmer with a field cut and measured for you else, and get out of here.
by the Queen’s decree and pay taxes to her representatives 5 Revolution. The rich live off the work of the poor.
for the privilege. Or you might be a barbarian, hunting or Time to change that I think.
gathering food in ancestral lands according to a schedule
6 Modesty. Don’t think you are something special; I
set for you by nature itself. You might be a worker in one of
certainly am not.
the many growing communities, as more and more people
settle down and learn trades.
• Skill Proficiencies (choose One): Animal Handling, 1d6 Bond
Athletics, Nature, or Survival
1 I love my simple background and the honest people
• Tool Proficiencies: Any one set of artisan’s tools there; I will always side with them.
• Equipment: A kit to match your tool proficiency, com-
mon clothing and 2d6 + 8 ortegs 2 I have found someone to take me out of here, and I
have that person’s back.
Feature: Close to the Earth 3 My tools mean more to me than just a way to make
You are used to being bound to nature to meet your needs. a living.
If you spend a moment considering it, you can predict the 4 Here and now matters; those I travel with, what we
weather for the next 24 hours with great accuracy. You also do. Who knows what tomorrow brings.
know the current phase of the moon to the day and the num- 5 I stay close to the people that come from similar
ber of days until the next solstice or equinox. circumstances; the high and mighty make literally
no sense to me.
Suggested Characteristics
6 I yearn for knowledge like my uncle yearned for the
Poets and philosophers often call you ‘the people of the
bottle.
earth’ and its certainly true that there is dirt beneath your
fingernails and between your toes. But that doesn’t mean
that you’re simple minded or lack ambition… 1d6 Flaw
1 I have a hard time looking beneath the surface of
1d8 Personality Trait people’s words and judging their intent.
1 I am content with very little, not because I wish to 2 Why be sober if you don’t have to. And you don’t
be poor but because my needs are small. have to, since someone else is already doing the
2 I dream big and talk even bigger. thinking.
3 I let my hands do the talking, both in work and in 3 I think education makes people morally corrupt. Do
arguments. not trust them.
4 I am careful not to offend anyone important. 4 Most people don’t deserve what they have; why
should I not take it from them?
5 I bow to no one, noble or not.
5 Dreams are dangerous; I’m sticking to what little I
6 I make talismans for luck, for friends too if they
have, thank you very much.
want them.
6 People that don’t look like me make me nervous.
7 I draw extensive conclusions about people’s
character from their looks.
8 I often start sentences with “back home…”
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3 Character Origins
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Humans 3
Suggested Characteristics 2 I have this piece of jewelry from back home, and I
Driven from your homeland, you are constantly on the move will not part with it.
and hope one day to settle down in a new land. 3 My weapon is an heirloom, and using it feels like
honoring those that made it.
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3 Character Origins
3 I don’t like conflict and so I try to broker peace 2 I am easily distracted by new information.
among my friends. 3 I don’t have any sense of self-preservation when
4 If I know that I’m right about something I’ll say so, given the chance to explore.
it doesn’t matter how it affects others. 4 I tend to think myself smarter than others even
5 I have a hard time keeping secrets. when it’s obviously not true.
6 I tend to brag about what I’ve done to help others. 5 I speak to myself when I get nervous, like really
loud.
7 I routinely use minor magics to impress the masses.
6 To die helping me fulfill my destiny is all mere
8 I use my magic sparingly, Corruption is everywhere.
mortals can aspire to. I do not grieve.
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3 Character Origins
Ogres
Ogres are solitary and odd creatures that come wander- • Size. Ogres tend to be from 7 to 8 feet tall and weigh
ing out of the depths of Davokar, fully grown but devoid from 250 to 350 pounds. Your size is Medium and you
of memories and with no sense of identity. It is up to the have a d8 Hit Die. At first level you have 8 hit points plus
humans or goblins who eventually take them in to give them your Constitution modifier. When you gain a level in any
a name and teach them the ways of the world. class, you gain an additional Hit Die and 6 (1d8) plus your
The tales told of ogres vary from being hilarious to horrif- Constitution modifier hit points (see below).
ic. What is known is that the witches of Davokar sometimes • Speed. Ogres have long limbs and an incautious attitude,
take ogres under their wing and raise them to be guards your base speed is 40 feet.
and servants. Explorers have also reported that an Ambri- • Darkvision. Accustomed to the gloom of Davokar, you
an outpost near the Black Pitch Mire has adopted an ogre have superior vision in dark and dim conditions. You can
called Armstout and the soldiers there have the giant dig see in dim light within 60 feet of you as if it were bright
ditches, lift heavy equipment and draw the plow from time light, and in darkness as if it were dim light. You can’t
to time. A similar phenomenon is the ogres that are snatched discern color in darkness, only shades of gray.
by goblin gangs in the slums of Yndaros to serve as heavy- • Pariahs. Ogres are often poorly treated in society and
handed enforcers. have disadvantage on Charisma checks with other peo-
In southern Davokar they tell of the companions De- ples. However, they tend to do well with goblins and make
terror and Vitrona, the latter a skillful scout employed normal Charisma checks when interacting with them.
by the witches and the former a huge ogre and the scout’s • Calmness. Ogres are slow to speak, slow to take offense
best friend. Word of the duo has also reached Thistle Hold and are possessed by a deep mental placidity. You have
where they have become the subjects of a series of popular advantage on Wisdom saving throws against enchant-
songs, supposedly recounting their adventures in the ruins ments and other mind-altering magics.
of Symbaroum. • Tough Skin. Ogres can withstand more hurt than most
other creatures. When rolling for hit points, roll the Hit
Ogre Traits Die twice and use the higher result. If using the average
Though they do not realize it, all ogres share a common result, use 6.
origin and have many more similarities than differences • Languages. Ogres speak the language of whomever ad-
despite their varied upbringings. opted them.
• Ability Score Increase. Your Constitution score increas-
es by 2. Increase any other ability score by 1. Ogre Names
• Age. Ogres have no sense of their ‘birth’ and it is up to Ogres seem to lack any given names and are therefore nick-
other people to keep track of their age in whatever way named by people around them. These nicknames often al-
they see fit. The general consensus is that ogres can lude to the ogres’ size or the taciturn calm that many mistake
live for several decades at least, and at least one ogre for stupidity. Ordo Magica speculates that such lonesome
is known to have reached 100 years of service to the creatures actually have no use for proper names – the ogre
witches, plus however many years spent wandering in knows who it is and that is enough.
the wild before that. • Ogre names: Bauta, Ugly, Angry, Odd, Gawky, Heavy, Big
Brute, Roughneck, Freak, Oaf, Ox, Rageor.
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3 Character Origins
Ogre Backgrounds
1d6 Ideal
The following backgrounds represent three of the most
common outcomes for a newly discovered ogre. 1 Balance. The great forces of existence - nature,
civilization and Corruption - exist in a delicate
balance. It needs to be preserved if we are all to
Learned in Magic live.
You were discovered or brought to a group of mystics, most 2 Self-discovery. Life is about finding out who you
often the witches of Davokar or Ordo Magica or possibly a are, and how you relate to the world.
troll singer. You made careful and quiet study of the tech- 3 Protection. I am a part of the mystic community,
niques you were taught and have proven yourself to your and I must defend it.
instructors and are now ready to prove yourself again to 4 Nature. From it we come, and to it we go. It’s the
the world. most important thing.
• Skill Proficiencies: Arcana 5 Civilization. Discipline turns creativity to use and
• Tool Proficiencies (choose one): Any musical ideas to value. It is the most important thing.
instrument
6 Corruption. Grossly misunderstood, what others
• Equipment: An instrument to match your proficiency, call “darkness” I call a tool of great power. I keep
tattered clothes and 1d4 + 1 shillings.
this to myself, and mumble about balance if asked
about my opinion.
Feature: Spellbound
Ogres usually have a little bit of their own magic about them
and those that study the magical arts gain a resistance to 1d6 Bond
force damage.
1 I have this staff, just a stick to me really, with these
feathers and carvings and color paints on it. I don’t
Suggested Characteristics
know what it means, but I keep it.
You are naturally attracted to the forces of magic and feel
like it is almost a personal concern for yourself. However, 2 The witch that found me walking mindlessly in the
it is difficult to give voice to these feelings, especially as woods taught me how to live.
everything seems at once new and old to you… 3 For the first time I have found somewhere I belong;
in magic, and with those that practice it.
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3 Character Origins
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3 Character Origins
Trolls
To all Ambrians and most barbarians, the word troll is Chapter Master Argoi at the Kurun-chapter has described
synonymous with bloody death. Some witches and Ambrian this in the following way: “The physical and moral life-style of
scholars know better and claim that there is much truth trolls is clearly demonstrated in the encounter with other folks,
hidden in the barbarian legends about troll kingdoms be- since such encounters provide no incentives for showing mercy.
low ground, where the trolls hold court and mighty hymns In fact, this brutal killer-culture grows even crueler if the enemy
are sung in halls adorned with beautiful things crafted by surrenders or demonstrates any kind of weakness, because such
trollish hands. However, those who say that trolls can be behavior evokes a special kind of loathing. After all, an enemy
civilized also admit that individuals encountered on the who acts courageously is worthy of respect and may therefore be
surface are dangerous: if a troll leaves the Abyss, it often spared, according to troll logic.”
has a bloody reason to do so.
Trolls do not reproduce, that is for the goblins to do. Troll Traits
When goblins feel death breathing down their necks, they Trolls form a unified society in the Underworld and their
venture down into the Underworld. There they finally fall cultural tendencies show even in those who have chosen to
down and a cocoon-like tissue sprouts out of their bodies explore the outer world.
until it covers them completely. Many die while slum- • Ability Score Increase. Your Strength score increases
bering, but the few who survive develop into the beastly by 2. Increase any other ability score by 1.
creatures that Ambrians call Rage Trolls. Some of these are • Age. Trolls are not born and thus don’t celebrate the pass-
found by other trolls while still in the hibernation phase, ing of the years like other peoples. With the emphasis on
and are brought to an underground realm for care and competition, most trolls die well before they show any
safety. The majority crawl upwards to the surface, naked signs of aging.
and famished, ready to feed on anything crossing their • Size. Trolls average just at or below 8 feet in height and
paths. Some of these crude creatures are found by sur- weigh 300 pounds or more. Your size is Medium and you
face lords – living Liege Trolls – who either dress them have a d8 Hit Die. At first level you have 8 hit points plus
in clothes and cultivate their nature, or whip them into your Constitution modifier. When you gain a level in any
obedience and make them the front-line combatants in class, you gain an additional Hit Die and 6 (1d8) plus your
their robber bands. Constitution modifier hit points (see below).
The troll civilization differs a lot from human societies. • Speed. Trolls have long limbs and take long strides. Your
The value and worth of a troll are determined by what he or base speed is 40 feet.
she can bring to the community, whether in the form of a • Darkvision. Accustomed to the Underworld, you have
warrior’s protection, a craftsman’s items or a skald’s songs. superior vision in dark and dim conditions. You can see
The most ruthless and vigorous trolls manage to secure a in dim light within 60 feet of you as if it were bright light,
place among the leaders and become members of the Rulers and in darkness as if it were dim light. You can’t discern
Caste – a place they keep only so long as they can defend it color in darkness, only shades of gray.
through fighting and scheming. The trolls often challenge • Pariah. Humans are fearful of trolls so a troll making a
each other to contests as a part of the social game. In most check involving a human has disadvantage. A troll that
cases, the contest is physical, but it can just as well be about succeeds at a Charisma (Intimidation) check involving
who can keep singing longest or who can craft the most one or more humans however will mean that the humans
powerful artifact. Physical fights are by far most frequent are frightened of the troll for one minute or until the troll
and even though these confrontations are ritualized they leaves the immediate area (whichever comes first).
sometimes end in death, if only by accident. • Tough Skin. Trolls can withstand more hurt than most
Education through physical and spiritual challenges is other creatures. When rolling for hit points, roll the Hit
deeply rooted within their culture and most trolls aim to Die twice and use the higher result. If using the average
grow stronger, both as individuals and as a group. Duels are result, use 6.
regarded as the only viable method for achieving this hard- • Languages. Trolls have their own language, passed down
ening of body and collective. An often-heard idiom which from other trolls since the beginnings of the world. Those
captures this says: “If I break you, our people grow weaker; if who wander often pick up Elvish and at least one of the
I let you get off lightly, you grow weaker.” human tongues in order to make themselves understood.
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Trolls 3
Troll Names
Just like dwarves, trolls see no difference between men and
women when it comes to names; a troll gets the name he or
she deserves. Also, they usually rename themselves several
times during their lifespan, depending on what they ex-
perience. It should be noted that the names differ
with age, or possibly between more or
less powerful trolls. This is most clear-
ly indicated by the use of the letter X,
which typically can be found in the
names of mightier individuals.
• Names of young trolls: Aka,
Aroha, Erula, Hibne, Ogmaka,
Raham, Riomata, Skadal, Verhar
• Names of old/powerful trolls:
Aravarx, Etaxa, Noxar, Ognyx,
Rirbax, Vouax, Uhux
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3 Character Origins
Troll Backgrounds
1d8 Personality Trait
By tradition, trolls are tightly bound to their societies and
need more than common curiosity to head out into the world. 8 I find that teaching troll-lore makes people confide
Here follows a couple of examples or incentives which can drive in me, often revealing where they have seen troll-
a troll character to adventure beyond the domains of its kin: made things. Also, I enjoy it.
The crafting skills of trolls are held in high esteem even among 1 Beauty. There are universal rules that define when
elves, and many troll-made artifacts have been given as gifts something is well made.
to allies – or been stolen by enemies. Trolls feel closely con- 2 Trial by fire. We must put pressure on everything,
nected to everything crafted by their kind and it is important that’s how we know what is strong and what is not.
to them that such objects do not remain in the wrong place That starts with ourselves.
or in the wrong hands. The character is sent to collect one 3 Heritage. Troll culture is built on artifacts, and
or more of these lost treasures, either from ancient tombs, losing them means losing ourselves.
Symbarian ruins or from unworthy, soon-to-be-dead thieves. 4 Lessons from history. The past is a guide to what
• Skill Proficiencies (choose one): Insight, Investigation works and what does not. We ignore it at our own peril.
or Perception
5 Hierarchy. I will listen to those above me, they
• Tool Proficiencies: Any one set of artisan’s tools know more and can teach me how to grow.
• Equipment: Supplies/tools to match your tool proficien- 6 Opportunity. Those above me were strong once -
cy, over-sized clothes and 4d6 + 6 shillings (troll minted,
that’s how they rose to power. I wait for weakness
but usually taken at face value for the metal content and
to show, and then I will show my strength.
that arguing with trolls is unwise).
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Trolls 3
89
3 Character Origins
Undead
Something is not right with the world. The shadows
grow darker as the Corruption grows deeper, and natural
laws are failing in this twilight of existence. One clear
piece of evidence of this downfall is the increasing num-
ber of undead.
Undead, as in thoroughly corrupted creatures thirsting
for the life-force of the living, are nothing new: the Dark
Lords confronted during The Great War awoke whole armies
of these gravely cold beings, and Davokar’s ancient tombs
harbor their fair share of vengeful undead.
However, a new kind of undead creature has recently
appeared in Ambria. People who die – or should have died –
rise again. The Black Cloaks, who secretly are investigating
the worrying rumors, seem to think that Ambria’s capital
is at the heart of this horrific development. Reports sent to
the monastery in the Titans include a slain cultist in Yn-
daros who clawed himself from his grave and disappeared
into the night; a man dead from old age who awakened as if
having slumbered and was chased away after having gone
to his work-place; and a woman of noble birth who died in
childbirth and later escaped the family crypt to kidnap her
living child. All these three were later tracked and found,
one of them killed by a group of Templars, one captured by
Black Cloaks for study-purposes and the third caught by an
angry mob but lucky enough to escape being burned at the
stake – all of them telling examples of what the undead will
face if revealed for what they are.
Common for all these new undead beings is that they
show clear indications of actually being dead – they are cold,
they do not bleed or eat or sleep – yet their minds appear
to be intact. And they are all very slowly decaying towards
their final death, which might come centuries after their
first death.
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Undead 3
91
3 Character Origins
Undead Backgrounds
1d6 Ideal
While each undead person has their own personal history,
they also share some commonalities as they have made the 1 Memory. I try to hang on to recollections of my
previous life.
transition from death into unlife. The new form of undead
has become known as revenants, those who have returned 2 Redemption. I got a second chance and have
for some reason. promised myself that I will use it wisely.
3 Vengeance. Someone killed me, and now they will
die by my hand.
Revenant 4 Mystery. How can I die and yet live? This unlife
You have been reborn in a way, or at least you did not stay must be understood.
dead. You didn’t choose this fate for yourself (or at least, 5 Hedonism. I will live like every day was my last.
that’s what you tell others) but you must constantly be on Besides, debauchery only harms the living.
guard against witch hunters and Black Cloaks.
6 Resurrection. I and others like me must return to
• Skill Proficiencies: Deception the living, there has to be a way.
• Tool Proficiencies: Herbalism kit
• Equipment: A kit to match your tool proficiency, clothes
to cover most of your body and 2d6 + 3 shillings. 1d6 Bond
1 I have something rescued from where I lived when
Feature: Undead
I was alive.
You are immune to poison damage and the poisoned condi-
tion. Diseases do not affect you. 2 I have a special treasure, something that may have
come from my grave.
Suggested Characteristics 3 My old family still needs me, even though they
The undead have a wide variety of beliefs and understand- can’t know I am still around.
ings. However, their need for secrecy and desire to under- 4 I worship the living around me and would gladly die
stand their new ‘life’ is nearly universal. for real for them.
5 There is one place where I still feel alive, and I will
1d8 Personality Trait not let it go to ruin.
1 I pretend to be who I was in life, and feel like a 6 My curse is tied to the darkening of the world; as a
phony doing it. last good deed I will fight the coming darkness.
2 I once knew someone that impressed me; I now try
to emulate that person. 1d6 Flaw
3 I keep to myself, even among those who know
1 I am beginning to forget what it’s like to be hot or
what I am.
cold because of the weather; I am forgetting to
4 I pretend to be a leper and sometimes even enjoy complain.
the horrid looks I get.
2 I was always a little careless, even in life. But now
5 I use copious amounts of perfume to hide the that I don’t feel pain, I’ve lost a few toes and even
stench I imagine surrounds me. a finger to accidents and I can’t afford to lose
6 My breath reeks of sulfur and doom, and I use it to anything else.
my advantage. 3 I only feel alive when I do something bad. Really
7 I try to come off as nice and optimistic, but end up bad.
being creepy. 4 I do not form feelings for people I didn’t already
8 I sometimes forget to breathe when I speak and know in life.
instead just hiss. Always makes me giggle, not sure 5 I am desperately scared that someone will find out;
why. and of what I will do to them.
6 I long for true death and might drag others with me.
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Undead 3
93
SECTION 4
Classes & Feats
The pool of blood spread across the floor around Jela; Kasimer pressed his strong
hands against her wound to stop the bleeding. Gormyx leaned against the door, try-
ing to keep it closed, and by the troll’s side was Agniesha, seated on the floor, hugging
her rune staff, exhausted. Arron lay dead in the corridor outside. There was no point
in fighting anymore; the bone crafts of the false cleric would soon breach the door.
Sarli, the group’s cadaver-like employer, seemed unaffected by the mess, maybe
because she was already dead. She gazed through the cracks in the door. “We hit
them from behind.” She turned to Gormyx: “You won’t enjoy the ride.”
The troll muttered and adjusted his helmet. Agniesha stood up, supported by her
staff, and Jela removed Kasimer’s hands, replacing them with her own. “Go,” she
whispered. The dwarf nodded and kissed her forehead.
Sarli drew her sword and cleaved the air in front of her. She entered through
the rift to the Yonderworld and pulled the troll with her. The opening collapsed
behind them.
Jela felt the world around her grow darker. As if in a dream, she saw the door
collapse. Agniesha smashed through the floor before her with a single thrust of her
staff and the bone-crafted acolytes that charged into the room tumbled down the
hole. From somewhere further away came the war song of Gormyx.
The last thing Jela perceived before darkness took her was Kasimer jumping the
hole and attacking the dark priest with his two axes.
4 Classes & Feats
The following classes are provided for use in Ruins – a Symbaroum goblin has additional features that make
of Symbaroum. They all have special features that allow up for their d6 Hit Die! We have provided class-specific Hit
them a unique approach to exploring the setting. Note Dice information as well, just in case you want to import the
that our origins and classes are designed to work together classes into your own setting without the custom origins.
Captain
“War is not just won with soldiers, war is won in the planning • Hit Points at 1st Level: If you do not use your origin
tent and with leaders on the field.” to determine hit points, you have 8 + your Constitution
– Field Marshal Beremo Herengol. modifier.
• Hit Points at Higher Levels: If you do not use your or-
The captain class provides the battlefield leaders that igin to determine hit points, you gain 1d8 (or 5) + your
were so important in the defeat of the Dark Lords. They are Constitution modifier per captain level after 1st.
expected to lead both on the battlefield and off it, so they
possess both personal martial prowess combined with a ca- Proficiencies
pability to command and train others to improve the fighting • Armor: All armor, shields
ability of a group as a whole. • Weapons: Simple weapons, martial weapons
• Tools: None
Captains and the Origins • Saving Throws: Charisma, Constitution
Most captains are found among humans, especially the Am- • Skills: Choose four from Animal Handling, Athletics,
brian nobility. Barbarian tactics are usually more direct, but Deception, History, Insight, Intimidation, Percep-
they sometimes produce a chieftain that values long-term tion, Persuasion and Survival.
thinking and strategy. Sometimes, exceptional ogres can
become captains, focusing less on complex tactics and in- Shadow
stead using ‘lead from the front’ tactics. Changelings are Your Corruption Threshold is equal to twice your proficiency
rarely trusted enough to serve as captains and the few goblin bonus plus your Charisma modifier, to a minimum of 2.
captains that exist tend to focus on leading goblin raiding
parties rather than adventuring groups. Equipment
You start with the following equipment, in addition to the
Captain Shadows equipment granted by your background:
The Shadows of young captains can glow like their burnished • (a) chain shirt or (b) studded leather armor, longbow, and
armor shining in the noon-day sun. But for those captains who 20 arrows
have experienced battle and sent forth warriors on impossible • (a) a martial weapon and a shield or (b) two martial
missions, knowing that their deaths were part of a larger plan, weapons
they have darker spots where their soul no longer shines and • (a) a light crossbow and 20 bolts or (b) two handaxes
they might begin to coalesce into darkness as a captain realizes • (a) a dungeoneer’s pack or (b) an explorer’s pack
the futility of struggling against the world itself.
Approach
At 1st level you also choose your approach as a leader of oth-
Class Features ers. Are you a merchant master with a keen eye for prowess
As a captain, you have the following class features: as well as profit? A veteran officer of the Queen’s army? An
outlaw that leads others in schemes and skulduggery? Or
Hit Points a poet-warrior, equally skilled with words and weapons?
• Hit Dice: If you are not using your origin to determine Your approach gives you benefits at 1st, 3rd, 6th, 9th, 13th
Hit Dice, your Hit Die is a d8. and 17th levels.
96
Captain 4
97
4 Classes & Feats
Extra Attack
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach
18th level in this class.
War Stories
Beginning at 7th level, you can tell encouraging stories to
steel the resolve of your companions. You may restore a
number of Hit Dice equal to your proficiency bonus to each
friendly creature you share a short or long rest with. Once
you use this feature you must take an extended rest before Assessment
using it again. As an action, you can observe a creature and make a DC 10
At 15th level, you can use this feature twice before need- Wisdom (Insight) check to notice a weakness that you might
ing to take an extended rest. exploit. With a success:
• If you make an attack roll against the creature you have
Unending Conflict advantage. Once you make a successful attack roll, you
At 20th level, when you roll initiative, you gain 1d10 + 10 no longer have advantage due to this feature.
temporary hit points. • If you make a contested ability check, you have advantage
on the roll. If you succeed at the check, you no longer
have advantage due to this feature.
Captain Approaches
Each captain is a superb leader of others but their Alternatively, you can assess an object instead. Make a DC
goals may be as unique as their personalities. When you 10 Intelligence (Investigation) check. You must be able to
choose an approach, you make a choice about what kind see and handle the object. On a success, the GM will answer
of leader you are and what benefits you offer those who one of these questions (your choice):
follow you. • Approximately how old is this object?
• Approximately how valuable is this object?
• Who is most likely to have made this object?
Merchant Master • What is the most likely purpose for this object?
These captains are those who have taken the lessons of mil-
itary life and applied them to ordinary affairs, especially After using this feature on a creature or object you must
mercantile concerns. After all, a merchant caravan in the take an extended rest before using this feature again on the
wild is in almost as much danger as a scouting party along same creature or object. You can’t detect magic, but might
the front lines. Many merchant masters lead expeditions suspect it based on appearance or origin.
paid for by future shares, see page 161. At 9th level, you can assess a creature or object using your
Some of the benefits from this approach provide equip- bonus action instead.
ment to the party members. These benefits are considered
to be paid for by the trading efforts of the group that mostly Constant Training
happen “off-screen”. Also, if a character loses an item that At 3rd level, you have resolved that the folks you surround
the merchant master gave them for whatever reason its loss yourself with should benefit from consistent training.
should be temporary and its replacement automatic and at Choose a number of pupils up to your proficiency bonus.
no cost to the character. As long as you shared their last extended rest with them, you
can use your bonus action to remind them of their lessons.
98
Captain 4
Officer
You grew up in or around the military. You might have been
one of the children in the baggage train that every army
accumulates with no sure knowledge of your parents (or
at least your father’s identity), or you might have waited
at your parents’ estate for any news from the front lines.
As soon as you were able, you joined the battle and learned
even more then.
But now the war is over and most soldiers, even Offi-
cers, have been dismissed. You might find a sort of similar
satisfaction in watching over a misfit group of adventur-
ers, drilling them into something resembling a squad of
your soldiers.
Army Brat
Gain proficiency in the Medicine, Nature or Survival skill.
You also gain proficiency with siege weapons. Finally, you
gain proficiency with a gaming set of your choice.
Squad Orders
Each pupil has advantage on any attack rolls they make be- At 3rd level you can spend time training your fellow adven-
fore your next turn. You must take a short (or longer) rest turers to work together during combat. Choose a number
before using this feature again. of other characters equal to 1 plus your Charisma modifier
to join your squad (when your Charisma modifier increases
Consummate Haggler you can increase the size of your squad). You are automat-
Also at 3rd level you are experienced with making deals with ically a member of the squad and do not count towards
all kinds of people and guiding your friends with subtle the total.
signs. If an ally can see and hear you during a social situa- When you roll initiative you can give the squad one of
tion they have advantage on any Wisdom (Insight) checks. the following orders:
You have advantage on any Charisma (Persuasion) checks • “Be alert!” Each member of the squad has advantage on
used to negotiate the price of equipment or services. Wisdom (Perception) checks made in combat.
• “Brace yourselves!” If the member does not move on their
Exceptional War Gear turn, any melee attacks against them are at disadvantage
When you reach 6th level, you invest in your guards and until the beginning of their next turn.
loan them special gear. Each current pupil chooses to gain • “Stand fast!” Each member of the squad has advantage
either a non-magical +1 to a weapon’s attack roll or their on saving throws or ability checks to resist movement
armor class total. This bonus cannot be applied to a weapon effects.
or armor that already provides a bonus and cannot be used
on a shield. The command is the same for all squad members and the
effect of the command lasts for 1 minute.
Treasure Surveyor
At 9th level you have a keen eye for value and when you find Aura of Aggression
a curiosity or a Mystical treasure in a ruin you can double When you reach 6th level you are able to motivate others
its value at market. just by being present. You can activate this aura by using
your bonus action on your turn and shouting some choice
Superior War Gear invectives to spur your allies into being exceedingly aggres-
At 13th level, your commitment to those who join you in battle sive against your enemies. On their next turn, a character
spares no expense. Each current pupil can have a magical bo- that can hear and see you can spend their bonus action to
nus of +1 to a weapon for damage and attack rolls, or increase make an additional single melee attack roll against a target
their armor class total by a magical bonus of +1. This magical within 5 feet.
bonus causes no permanent Corruption. You cannot apply the You can do this a number of times up to your proficiency
bonus to a weapon or piece of armor that already has a bonus. bonus and then must take a short or longer rest before using
At 17th level, your pupils’ magical bonus becomes +2. this feature again.
99
4 Classes & Feats
Eagle’s Eye
At 6th level, you can use your reaction to give yourself or
a friendly creature within 30 feet of you advantage on a
ranged weapon attack, as long as they can see and hear you.
Archery Expert
At 9th level, you can use your bonus action to make a ranged
weapon attack.
Secret Folk
At 13th level you become an expert at hiding. If you are with-
in 30 feet of an ally, each ally gains a bonus to their Dexterity
(Stealth) check equal to twice your proficiency bonus.
Superior Marksman
At 17th level, you can shoot other missiles out of the air.
When targeted by a ranged weapon attack you may use
your reaction to make a ranged weapon attack roll, using
the opponent’s attack roll result as your target number. On
a success, the opponent’s attack fails.
100
Captain 4
Poet-warrior
You became a captain not because you love war, or hate
oppression, or even wish to profit from your own safety. THUS SPOKE AROALETA
But instead you are a true philosopher of war, one that “… and the search goes on forever, for the hidden
observes and then acts with efficiency for its own sake. Ambal Seba, where the truth is spelled in gold, where
Your weapon becomes like your pen, a teacher in deeds, the keys to the primal power are etched in circles,
not words. And those that survive your lessons would do round and round the thirteen pillars. See, the mists
well to think on them. will never fade. Not even Fofar the Destroyer can
dispel the veil over a valley that does not exist.”
Reflection
When you take a short rest, you can meditate on an enemy
that you have fought before. This could be an individual or a
specific type of foe. You have advantage on attack rolls against
that enemy until you miss, after which the effect ends.
Withering Words
At 3rd level, you may use either your bonus action or your
reaction when a creature that can hear and understand
you takes damage. You sap their confidence using choice
phrases, observations and reflections on their character.
The creature takes an additional 1d6 psychic damage and
has disadvantage on its next attack roll.
Once you use this feature you cannot use it again until
your next turn.
Quiet Fortitude
When you reach 6th level, you have extraordinary sen-
sitivity to what drives people. When you roll initiative,
choose a number of allies equal to your proficiency bonus
that can hear and understand you. They are considered
proficient with all saving throws for the next minute as
your quiet words help steel their resolve. You must take
a long or extended rest before using this feature again.
Subtle Words
At 13th level, when you use your Bid to Action feature, the
ally has advantage on their first ability check or attack roll
they make on their turn.
Dancing Blade
At 17th level, you can combine your skill with words and
weapons to inspire fear in your enemies. On your first turn
of a combat, choose a creature. If you succeed at a Cha-
risma (Intimidation) check they become frightened
of you until the combat ends. The DC is 10 or their
challenge rating, whichever is higher.
101
4 Classes & Feats
Hunter
The hunters and their toil are of great importance, both Proficiencies
for the Ambrians and among the clans of the forest. To com- • Armor: Light armor, medium armor, shields
moners in Ambria, they may not appear to be any different • Weapons: Simple weapons, martial weapons
from your average rogue, but for many (especially among • Tools: None
those living close to Davokar) they are on par with true he- • Saving Throws: Strength, Dexterity
roes. Covered in the dirt of the wilds, eyes shining with the • Skills: Choose four from Acrobatics, Athletics, Insight,
light of the future, the hunters are vital in the project of Investigation, Nature, Perception, Stealth, and Survival
cultivating and taming the great forest.
Among both Ambrians and barbarians, the hunters are Shadow
often signified by their skillful use of ranged weapons and Your Corruption Threshold is equal to twice your proficien-
techniques. Exactly how they fight is primarily decided cy bonus plus your Charisma modifier, to a minimum of 2.
based on what they are hunting: criminals, monsters or
dark-minded sorcerers. Equipment
But no matter the target, what unites the hunters is a You start with the following equipment, in addition to the
highly developed sense for where the prey has been, how equipment granted by your background:
it moves and to where it is headed – a sense that borders on • (a) a fencing sword or (b) a shortsword
supernatural precision. • (a) a longbow and 20 arrows or (b) a light crossbow and
20 bolts
Hunters and the Origins • (a) a dungeoneer’s pack, or (b) an explorer’s pack
All folk have their hunters, but in general it is primarily • (a) Studded leather armor and two daggers or (b) a lac-
elves, abducted humans and humans that excel in this role. quered silk cuirass
Still, in Thistle Hold you may very well come across goblins
and even a few ogres known as trustworthy guides through Wilderness Explorer
the wilds. Beginning at 1st level, you are adept at preparing and secur-
Dwarves are not usually seen as hunters in the forest, ing campsites in the wilderness so that some of your party
but some of Ambria’s most widely known bounty hunters can gain additional benefits during a long rest. Choose a
are dwarves who for some reason have left their families number of creatures up to your proficiency bonus to each
in Yndaros. regain an additional Hit Die. You can include yourself as
one of the creatures.
Hunter Shadows If you spend an hour in the wild and succeed at a DC 10
The Shadows of hunters can be as dark as the forest they Wisdom (Survival) check, you can supply enough food and
venture into but it depends on their quarry. Ironsworn and drink for your party for one day. You must take a long rest
monster-hunters tend to be lighter shades of gray than before using this feature again.
bounty-hunters or especially witch-hunters, which have
to be careful not to become what they seek. Approach
At first level you also choose your approach, which deter-
mines the chosen prey of your hunter: are you a Bounty
Class Features Hunter that chases criminals, an Ironsworn that enforces
As a hunter, you have the following class features: the ancient treaty, a Monster Hunter that seeks out the most
dangerous creatures or a Witch Hunter that seeks corrupted
Hit Points mortals instead?
• Hit Dice: If you are not using your origin to determine Your approach gives you benefits at 1st, 3rd, 6th, 9th, 13th
Hit Dice, your Hit Die is a d8. and 17th levels.
• Hit Points at 1st Level: If you do not use your origin
to determine hit points, you have 8 + your Constitution Hunter’s Instinct
modifier. Starting at 2nd level, if you don’t already have a chosen
• Hit Points at Higher Levels: If you do not use your or- target, you can use a bonus action on your turn to mark
igin to determine hit points, you gain 1d8 (or 5) + your one creature as your chosen target. The first time you do
Constitution modifier per hunter level after 1st. damage to the creature on your turn add your proficiency
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Hunter 4
The Hunter
Proficiency
Level Bonus Features
At 14th level, choose two more skills. Your
1st +2 Wilderness Explorer, Approach
proficiency bonus is doubled for any ability
2nd +2 Hunter’s Instinct
check you make that uses either of these cho-
3rd +2 Approach sen proficiencies.
4th +2 Ability Score Improvement or Feat
5th +3 Extra Attack (2) Land’s Stride
6th +3 Expertise, Approach Starting at 7th level, moving through nonmagical
difficult terrain costs you no extra movement.
7th +3 Land’s Stride
You can also pass through nonmagical plants
8th +3 Ability Score Improvement or Feat without being slowed by them and without
9th +4 Approach taking damage from them if they have thorns,
10th +4 Ability Score Improvement or Feat spines, or a similar hazard.
11th +4 Hide in Plain Sight In addition, you have advantage on saving
throws against plants that are magically creat-
12th +4 Ability Score Improvement or Feat
ed or manipulated to impede movement, such as
13th +5 Approach those created by the entangle spell.
14th +5 Vanish
15th +5 Feral Senses Hide in Plain Sight
16th +5 Ability Score Improvement or Feat At 11th level, you can spend 1 minute creating cam-
ouflage for yourself and a number of creatures up
17th +6 Approach
to your proficiency bonus. You must have access
18th +6 Extra Attack (3) to fresh mud or other naturally occurring mate-
19th +6 Ability Score Improvement or Feat rials with which to create your camouflage.
20th +6 Expert Hunter Once you are camouflaged in this way, you
can try to hide by pressing yourself up against a
solid surface, such as a tree or wall, that is at least
as tall and wide as you are. While camouflaged,
bonus as damage (using the same type of damage as your you gain a +10 bonus to Dexterity (Stealth) checks. You can
weapon). If you are wielding a ranged weapon, you can use move at half-speed without breaking the camouflage effect.
your reaction to make an attack when the creature uses Once you take an action, a reaction or move faster than half
its own movement, counting the range from the creature’s your speed, you must camouflage again to gain this benefit.
starting position.
Vanish
Ability Score Improvement or Feat Starting at 14th level, you can use the Hide action as a bonus
When you reach 4th level, and again at 8th, 10th, 12th, 16th, action on your turn. Also, you can’t be tracked by nonmagi-
and 19th level, you can increase one ability score of your cal means, unless you choose to leave a trail.
choice by 2, or you can increase two ability scores of your
choice by 1. As normal, you can't increase an ability score Feral Senses
above 20 using this feature. Starting at 15th level, you gain preternatural senses that
Instead of improving your ability scores you can instead help you fight creatures you can’t see. When you attack a
choose to gain a feat. See page 146 for more about feats. creature you can’t see, your inability to see it doesn’t im-
pose disadvantage on your attack rolls against it. You are
Extra Attack also aware of the location of any invisible creature within
Beginning at 5th level, you can attack twice, instead of once, 30 feet of you, provided that the creature isn’t hidden from
whenever you take the Attack action on your turn. The num- you and you aren’t blinded or deafened.
ber of attacks increases to three when you reach 18th level
in this class. Expert Hunter
At 20th level, you have an uncanny knack for succeeding
Expertise when you need to. If your attack misses a target within range,
At 6th level, choose either Nature or Survival and one of you can turn the miss into a hit. Alternatively, if you fail an
your other skill proficiencies. Your proficiency bonus is ability check, you can treat the d20 roll as a 20.
doubled for any ability check you make that uses either of Once you use this feature, you can't use it again until you
these chosen proficiencies. finish a short or longer rest.
103
4 Classes & Feats
Hunter Approaches
Hunters might be Bounty Hunters, who seek the most
dangerous prey in city alleyways and other dark places, or
Ironsworn, defenders of the Iron Pact. They might elect to
become Monster Hunters and venture far into Davokar, or
they might be a Witch Hunter, seeking out blighted hu-
mans on behalf of the Church or their own personal quest
of vengeance.
Bounty Hunter
During The Great War there were deserters – many doubted
that a victory over the Dark Lords was possible. To deal with
the problem, King Ynedar, Queen Korinthia’s father, placed
a permanent bounty on the heads of the runaways. In doing Urban Tracker
so, he indirectly founded the guild of the Bounty Hunters. At 9th level, you can find or follow almost anyone in the
The tradition to pay for having fugitives caught lives on and maze of a city. You have advantage on Dexterity (Stealth)
nowadays the bounty hunters are often forced to venture checks to hide in an urban environment and for Wisdom
into the forest of Davokar, where the most desperate – and (Survival) checks to track someone in a city.
also most valuable – targets tend to seek refuge.
Precise Strike
Sturdy Holds When you reach 13th level, your ranged weapon accuracy is
If you have a creature your size or smaller grappled, that such that you can disarm a creature with a shot. Use your
creature has disadvantage on their attempts to escape the bonus action when making an attack to attempt a precise
grapple. strike; on a hit you don’t do any damage but the creature
must make a Strength saving throw against your attack roll
Delicate Conversations result or drop what it is holding.
You gain proficiency with the Deception skill.
Stunning Blows
Rough Fighting At 17th level, your attacks are designed to bring a foe down
At 3rd level, you’ve mastered such alleyway techniques as without killing them. Use your bonus action when making
“gutter-kiss” (a head-butt) and “goblin-squeeze” (groin kick). an attack roll; on a hit, instead of doing damage, the target
You do 1d6 bludgeoning damage with your unarmed strikes. must make a Constitution saving throw against the attack
At 6th level you can use your bonus action to have ad- roll total. On a failure it becomes stunned. The creature can
vantage on an attempt to grapple a target that is your size repeat the saving throw at the end of each of its turns, end-
or smaller. ing the effect on a success.
104
Hunter 4
Loremaster
At 3rd level, 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, leaving 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.
• At 3rd level, you can attempt an Intelligence (Investiga-
tion) check to determine the properties of a magic item.
On a success, if it is a magic item, you learn its properties
and how to use them, whether it requires attunement
to use, and how many charges it has, if any. You learn
whether any spells are affecting the item and what they
are. If the item was created by a spell, you learn which
spell created it. The DC is dependent on the kind of magic
item: common (DC 10), uncommon (DC 13), rare (DC 16),
very rare (DC 19), legendary (DC 22).
Additionally, you are proficient in both human lan-
guages (Ambrian and Barbarian).
• At 6th level, your understanding of artifacts is extensive
enough that you are not as affected by their corruptive
Ironsworn power. You may reduce your cost of a single artifact’s per-
The work of the Iron Pact is never done, which places great manent Corruption by 1, to a minimum of 1 Corruption.
demands on its agents, the Ironsworn. The pact was created • 9th level, you may cast spells of a level equal to or
At
by elves at the time of Symbaroum’s downfall, and after a lower than your proficiency bonus directly from scrolls
long time in the shadows its members are on the move again, and such parchments.
trying to stop the spreading darkness. Davokar must never You gain advantage on saving throws against magical
awaken, and it won’t, if the Ironsworn can help it. effects.
Nowadays, the Iron Pact recruits new agents from all ori- You are proficient in the spoken and written forms of
gins and cultures; anyone sympathetic to the struggle is test- Symbaroum and know many things about those ancient
ed in a series of both physical and moral challenges. Those people.
who make it with both life and loyalty intact are invited to
swear the Iron Oath. After that follows a time of training Sniper
and further testing before initiates become true members At 9th level, your ranged weapon attacks have extraordinary
of the Pact – agents devoted to the fight against Corruption. precision. When a creature takes damage from such an at-
tack, it must make a Constitution saving throw. On a failure,
Agile Combat its speed becomes zero until the end of its next turn. The DC
Your armor class when you wear no armor is equal to 10 plus is equal to 8 + your Dexterity modifier + your proficiency
twice your Dexterity modifier. bonus or the damage, whichever is higher.
At 13th level, you score a critical hit with a ranged weapon
Lore of the Wild on a natural result of 19 or 20.
You gain proficiency with the Animal Handling and Nature At 17th level, you double your ability modifier for damage
skills. with a ranged weapon.
105
4 Classes & Feats
Monster Hunter
As more and more Ambrians settle down in the shadow of
Davokar, it grows more common that these settlements are
haunted by the famished, vindictive or even life-hating hor-
rors of the forest. In light of this growing threat, actionable
individuals have developed techniques and skills for hunting
monsters – the often considerable price of monster trophies
is certainly another incentive! Also the barbarian clans have
their monster hunters, even though the people of the forest
adhere to the witches’ taboos and seldom live or travel in
monster infested areas.
A majority of the Ambrian Monster Hunters are mem-
bers of monster hunting societies, established in or around
places like Thistle Hold and Kastor. These groups both com-
pete and cooperate in the never-ending work to keep the
border settlements secure and the members of the societies
rich. The latter part, the wealth, has attracted a growing
number of barbarian Monster Hunters south, where they
have turned into very successful trophy collectors, thanks
to their vast knowledge of Davokar.
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Hunter 4
Witch Hunter
You have dedicated your life to fighting blight beasts, may-
be as a consequence of having your own life torn apart
by the growing and infectious darkness: a farm burned
to the ground, the grave of your family, a friend’s hor- THUS SPOKE AROALETA
rendous transformation – something that reminds you “… and troll-mother Vouax’s cauldron, lined with
of what will happen if the power of the blighted ones is the words of the weaver, smeared with the fat of the
not broken in time. wardens, fell down the abyss, fell into oblivion. The
You will stop at nothing in your fight against evil: you vessel brewing the downfall of all may never again
wield steel, fire and even rituals learned from defeated be heated, not by fire, not by the dark of the Abyss.”
sorcerers. You realize that the use of mystical powers may
ultimately corrupt you too, but you turn a blind eye to that
and instead fight on with the fervor of the fanatic.
Deep Knowledge
At 1st level you gain proficiency with both Arcana and Reli-
gion, representing your knowledge of transgressive magic
and the proper teachings of the Church of Prios.
Ritualist
At 1st, 3rd, 6th, 9th, 13th and 17th level choose a ritual spell
(one with the ritual tag) from the Theurg tradition list. The
spell level must be equal to or lower than your current pro-
ficiency bonus.
You gain permanent Corruption (see page 37) equal
to half the spell level, rounded up. If the ritual is a cantrip,
you gain no permanent Corruption. You can only cast the
chosen spell as a ritual – the ritual version of a spell takes
10 minutes longer to cast than normal and can only be cast
at its base level. You gain no Corruption from casting one
of these spells.
Deadly Need
Starting at 6th level you have learned enough of the sorcer-
ous arts that, if pressed, you can cast a spell at need. You can
cast one of the spells you know as a non-ritual spell but you
gain twice the normal Corruption since your understanding
of the magical arts is limited.
Steadfast
At 9th level, as part of your ritual learnings, you have de-
veloped both an iron will and stomach. You can use your
reaction to give yourself advantage on a Constitution or
Wisdom saving throw.
You can do this a number of times equal to your proficien-
cy bonus and then must take a short or longer rest before
using this feature again.
Retributive Rage
At 13th level, when you succeed at a saving throw granted
to you by Steadfast and the source of the saving throw was
a spellcaster, that creature takes 1d6 psychic damage.
At 17th level, the psychic damage increases to 1d12.
107
4 Classes & Feats
Mystic
It is widely accepted that the world does not only consist Proficiencies
of matter, and it is obvious to everyone that there are indi- • Armor: Light armor
viduals who can manipulate the flows of both material and • Weapons: Simple weapons
non-material energies. The use of mystical powers is in no • Tools: None
way commonplace, not in Ambria, nor among the barbar- • Saving Throws: Wisdom, then choose either Intelligence
ians. But it is common enough for many cultures to have or Charisma
formed traditions around it. • Skills: Choose three from Arcana, Deception, History,
There are many sources of mystical power in the world. Insight, Investigation, Medicine, Persuasion and Religion
These can be tapped by one who understands the underlying
laws of nature or through alliances with either the light of Shadow
the heavens, the spirits of the forest or the darkness of Cor- Your Corruption Threshold is equal to twice the total of
ruption. Some mystics consider themselves to be scholars your proficiency bonus plus your spellcasting modifier,
of reality and existence; others would claim they are part to a minimum of 4. See your mystic approach for more
of a pact that offers them an intimate relationship with the information.
source of their power.
Equipment
Mystics and the Origins You start with the following equipment, in addition to the
Changelings and humans dominate the domain of the mys- equipment granted by your background:
tical, at least according to public opinion. The stories of the • (a) a horseman's bow and quiver of 20 arrows or (b) a staff
witches of the barbarian clans are spread far and wide and it • (a) a scholar’s pack, or (b) an explorer’s pack
is near impossible not to notice the presence and influence • any one light armor, two daggers, and a component pouch
of Ordo Magica when in Ambria. The theurgs of the Light are
a less obvious group since they tend to keep to the temples Spellcasting
or move among the faithful, but the Lawgiver is known to You are a wielder of arcane might, drawing on unseen pow-
bless some of his champions with extraordinary powers. ers to bend the world to your will. However, such changes
Mystics among the goblins are shamans, bound to no are not without a price and mystics face a constant threat
mystic tradition but earning high status among their own of gaining Corruption that can ruin their body and soul. For
kind with their home-brewed theories regarding the world more about Corruption, see page 37.
and its spirits. Changelings often have the mystical gift –
those who grow up among the barbarians are sent away to Cantrips
train with the witches, while changelings in the slums of At 1st level, you know six cantrips of your choice from the
Ambria become self-taught mystics without any specific spell list for your mystical approach. When you cast most
tradition. Ogres with the mystical gift may seem like a rarity, cantrips (see Favored Spells, below) you gain 1 point of tem-
but Ordo Magica has documented a fair number of cases porary Corruption.
since the Ambrians arrived in the region.
Leveled Spells
You know two 1st level spells from the spell list belonging
Class Features to your mystical approach. When you gain a level in mystic
As a mystic, you have the following class features: you learn another spell, which can be any spell on your
list, up to the spell level shown on the Mystic table. You
Hit Points can also swap one spell you already know for another one
• Hit Dice: If you are not using your origin to determine of the same level.
Hit Dice, your Hit Die is a d8.
• Hit Points at 1st Level: If you do not use your origin to de- Casting a Spell
termine hit points, you have 8 + your Constitution modifier. To cast a spell you take an appropriate action and gain tem-
• Hit Points at Higher Levels: If you do not use your or- porary Corruption. A cantrip causes 1 point of temporary
igin to determine hit points, you gain 1d8 (or 5) + your Corruption while a leveled spell causes 1d4 plus the spell’s
Constitution modifier per mystic level after 1st. level points of temporary Corruption.
108
Mystic 4
The Mystic
Proficiency Favored Maximum
Level Bonus Features Spells Spell Level
1st +2 Spellcasting, Approach 2/1 1st
2nd +2 Ritual Casting 3/1 1st
3rd +2 Approach 4/2 2nd
4th +2 Ability Score Improvement or Feat 5/2 2nd
5th +3 Ritual Casting 6/3 3rd
6th +3 Approach 6/3 3rd
7th +3 Ritual Casting 6/4 4th
8th +3 Ability Score Improvement or Feat 6/4 4th
9th +4 Approach 6/5 5th
10th +4 Ability Score Improvement or Feat 6/5 5th
11th +4 Ritual Casting 6/6 6th
12th +4 Ability Score Improvement or Feat 6/6 6th
13th +5 Approach 6/7 7th
14th +5 Ritual Casting 6/7 7th
15th +5 — 6/8 8th
16th +5 Ability Score Improvement or Feat 6/8 8th
17th +6 Approach 6/9 9th
18th +6 Spell Mastery 6/9 9th
19th +6 Ability Score Improvement or Feat 6/10 9th
20th +6 Signature Spells 6/10 9th
109
4 Classes & Feats
Approach
At first level you also choose your approach, which deter-
mines how you learned your arcane knowledge and how The Myth of Pure Magic
you understand the nature of the world. You might be an Within all traditions there is a myth of Pure Magic,
Artifact Crafter that makes magical items; a Sorcerer that the undefiled miracle. In different versions it tells
seeks shortcuts to power despite their danger; a Staff-mage about a time when the world was unspoiled and
that gathers and binds power; a Symbolist that wields word- when the use of mystical powers yielded no Corrup-
magic; a Troll Singer that brings forth magic with their tion. Then something happened. Evil entered the
voice; a Theurg that wields the power of the Sun God; a world and with it came the blight.
Witch that follows the old ways; or a Wizard that learned Some mystics dream about recreating the pure
an orderly and philosophical approach to magic. Or you magic of yore by healing the wounds of the world,
might be self-taught, without boundaries but a danger to expelling evil, slaying the World Serpent or reclaim-
yourself and others. ing the long lost arch magic. However, most mystics
Your approach gives you benefits at 1st, 3rd, 6th, 9th, 13th accept Corruption as a part of their trade and just
and 17th levels. something to be dealt with.
Ritual Casting
At 2nd level, you may choose a spell that you do not already
know that is on your mystic approach spell list, has the rit-
ual tag, and does not exceed your current maximum spell Mystic Approaches
level. If you do so, you gain permanent Corruption (see page The following approaches are available: the Artifact
37) equal to half the spell level, rounded up. If the ritual Crafter which invests magical power into objects, the Self-
is a cantrip, you gain no permanent Corruption. You can taught mystic that treads a dangerous line, the Sorcerer
only cast the chosen spell as a ritual – the ritual version of who has already crossed that line, the Staff Mage which
a spell takes 10 minutes longer to cast than normal and can uses their weapon to focus their power, the Symbolist who
only be cast at its base level. You gain no Corruption from organizes and focuses magical thoughts in writing, the
casting one of these spells. Theurg who understands magic through their god Prios,
You may also learn another spell as a ritual using these the Troll Singers who best understand the magic of the
rules at 5th, 7th, 11th and 14th level. world and the Witches who lead the barbarians in their
worship of nature.
Ability Score Improvement or Feat
When you reach 4th level, and again at 8th, 10th, 12th, 16th,
and 19th level, you can increase one ability score of your Artifact Crafter
choice by 2, or you can increase two ability scores of your The making of artifacts is a highly sought-after art form
choice by 1. As normal, you can’t increase an ability score that for a long time was lost to elves and humans. How-
above 20 using this feature. ever, among the trolls it has been kept alive, as an almost
Instead of improving your ability scores you can instead sacred practice.
choose to gain a feat. See page 146 for more about feats. Lately, the knowledge has been revived by humans and
elves, in both cases thanks to the trolls of Davokar. The
Spell Mastery elves received it as a gift from a former ally, to aid them in
At 18th level, you have achieved such mastery over certain these dark days, but how Ordo Magica managed to get their
spells that you can cast them at will and gain no Corruption. hands on the lost art is not known. However it happened, the
Choose two 1st or 2nd level spells that you know. You can knowledge has spread so that every chapter soon will have
cast them at their base level without gaining any Corrup- at least one artifact crafter in its service.
tion. If you cast them as a higher level, you gain Corruption The sudden reemergence of artifact crafting among
as normal. mystics has made others question the source of the knowl-
edge. One belief is that the Ambrian mystics have stolen
Signature Spells it from the trolls – maybe even captured and tortured a
When you reach 20th level, you gain mastery over two pow- troll – while others suspect that the rulers of the Under-
erful spells and can cast them with little effort. Choose two world have traded this gift in exchange for something
3rd-level or lower spells that you know. You can cast them very valuable. What version lays closest to the truth is
at their base level without gaining any Corruption. If you not easily guessed and the Grand Master refuses to speak
cast them as a higher level, you gain Corruption as normal. on the topic.
110
Mystic 4
Titles
While the trolls may have specific titles to go with the ever-
increasing understanding of their artifact crafters, they
have not shared these with anyone else. In Ordo Magica,
artifact crafters share the same titles as other magic users
and those that are self-taught can give themselves what
names please them best.
Corruption
Artifact Crafters use physical objects to mitigate the
effects of Corruption. They still understand Corruption
based on their origin and background – for example,
an Ordo Magica Artifact Crafter still views Corrup-
tion as a natural reaction to magic, just one that can
be filtered and reduced by the physical presence of an
artifact. Trolls see Corruption as one more piece of
evidence of the darkness now consuming the world
and strive to use discipline alongside their powers
to slow its conquest.
Spellcasting Ability
You use talismans to help manage the cost of Corruption
but otherwise use the normal mystic rules. You can favor
cantrips and spells as normal, and each talisman is bonded
to one spell, reducing its Corruption whenever it is cast. You
use Wisdom as your spellcasting ability modifier. You learn At 9th level, you are able to complete construction of a
spells from the Troll Singer tradition list. lesser artifact (see page 184) when you complete an ex-
tended rest (including the one before an adventure begins).
Talisman Crafter
During a long rest you can create a talisman to help you Talisman Master
channel the power of a spell. You begin an adventure with At 13th level you can use a number of talismans equal to
one talisman already prepared. You cannot have more twice your proficiency bonus. Making a new talisman still
talismans than your proficiency bonus. While you possess requires a long rest to prepare.
the talisman, when you cast that spell you gain half the
normal temporary Corruption (rounding up to a mini- Artifact Master
mum of 1). At 17th level you can create one artifact of greater power.
When you take an extended rest, you can divest yourself This is the work of a lifetime of learning and effort and so
of all talismans and then begin to prepare new ones with can only be accomplished once. The Gamemaster has further
the next long rest. rules and sample artifacts, see page 124 in the Ruins of
Symbaroum Gamemaster’s Guide.
Artifact Expert
At 3rd level, you know something about the powerful secrets
of the old rune smiths. At higher levels you are able to create
lesser artifacts. Complex Approaches
At 3rd level, you can attempt an Intelligence (Investiga- As you look at the various approaches available for each class, you’ll
tion) check to determine the spell associated with a talisman. find some of them contain more complexity than others. This is inten-
The DC is equal to 10 plus the spell level (DC 10 for cantrips). tional – after all, some folks enjoy working with the mechanics of the
If you do not know the spell invested into the talisman you game system to produce an interesting character. Others are more
cannot use the talisman. focused on the roleplay elements or the background story and prefer
At 6th level, your understanding of artifacts is exten- a more straightforward progression of mechanics. Simply select what
sive enough that you are not as affected by their corruptive you prefer, it won’t change the overall balance of the game.
power. You may reduce your cost of an artifact’s permanent
Corruption by 1, to a minimum of 1 Corruption.
111
4 Classes & Feats
Corruption
With limited access to new spells and the innate understand-
ing of how to use your personal focus, most self-taught mys-
tics think of Corruption as a secondary consideration. You
do not know how to favor spells and cannot have any favored
spells or cantrips. It is only as you gain power that the marks
of Corruption become more prominent and the watching
eyes of the villagers become colder and less trusting; then
you must choose between gathering more power or more
attention. The gift of freedom is double-edged and darkness
is drawn to the gifted as envy to those with talent. The power
of Corruption cuts deep and must be kept under control;
many a free mystic has accepted the darkness although it
truly is a kiss of death.
Spellcasting Ability
Self-taught mystics rely on learning and then applying the
inherent principles of magic by experimentation. They use
Intelligence as their spellcasting ability modifier. You learn
spells from any of the traditions lists other than the Theurg
(see page 187 and onwards).
Boundless Magic
With your Self-taught approach, you can learn spells from
any of the given spell lists. However, you only know three
Self-taught cantrips and one 1st level spell at 1st level.
You are a Self-taught mystic, excluded from the traditions,
never accepted by your peers and completely uninterested Personal Investment
in the narrow worldviews they offer. However, your freedom At 3rd level when you cast a spell you can choose to put some
comes at a price: Corruption is lurking around each corner of your personal power into it. You cast the spell as if it was
and you are fair game to witch hunters and Black Cloaks. using the highest spell level you know but gain Corruption
Whether you wander from village to village or hide in a bus- as if it was cast at its base level. You then must make a Con-
tling city, you probably earn your living by offering your ser- stitution saving throw against your own spell save DC. On a
vices as an occult consultant or a finder of misplaced objects. failure you gain a level of exhaustion.
Particularly gifted individuals have always been able to
bend and break seemingly inescapable laws of nature, and Natural Alchemy
many scholars claim that it was through coalitions of such At 6th level, if you take a long rest in a wild area, you can
independent, or untamed, mystics that the traditions first prepare a number of tonics equal to your proficiency bonus.
arose. Whether this is true or not, there occasionally are Each tonic restores one Hit Die when consumed. The tonics
individuals who either choose or are forced to study on their do not keep well, and lose their effectiveness within 24 hours.
own, or in smaller groups.
Independent mystics are not burdened with the theories Steadfast
of a traditions, which gives them more freedom in their At 9th level, as a Self-taught mystic, you have learned to have
choice of powers. However, they are also much more vul- both an iron will and stomach. You can use your reaction to
nerable to Corruption. Many untamed mystics tend to evolve give yourself advantage on a Constitution or Wisdom saving
their own understanding of the world and come to espouse throw. You must then take a short or longer rest before using
theories that contradict those of the established traditions. this feature again.
At 13th level, when you succeed at a Constitution or Wis-
Titles dom saving throw you take no damage from the effect. If you
As a Self-taught mystic, you’re free to call yourself whatever fail the saving throw you take half damage from the effect.
you wish, although both Ordo Magica and the Church of At 17th level, when you succeed at a Constitution or Wis-
Prios take a very dim view of folks who use a title that they dom saving throw and the effect was caused by a spellcaster
have not earned. then that spellcaster takes 1d6 psychic damage.
112
Mystic 4
Sorcerer
The character is one of those who are arrogant or des-
perate enough to cling to the darkness. While other
mystical traditions do everything they can to avoid the
soul-eroding powers of Corruption, the Sorcerer chooses
to do the opposite.
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 per-
ished, 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
ancient 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 Corruption
the Black Cloaks hide dark vaults oozing with corruptive In the view of the sorcerer the world is dying or already
energies and echoing with the lamentations of the poor, dead, and Corruption is but one of many symptoms of its
tainted souls kept there for study. irredeemable state. To fight Corruption is like pretending
that death does not exist. Better to know it, and learn how to
Titles understand and use it as much as possible before everything
Would-be Sorcerers begin as either lowly members of meets its fated end.
another Sorcerer’s cult, desperately believing that if they To walk side by side with darkness is a precarious act
please their master then they will be rewarded with pow- of balance, to say the least. Not to give in to darkness is
er. And, sometimes, this may be true, though most cult the key, for doing so would surely mean being completely
members are only useful to their leader as scapegoats devoured. Wise Sorcerers accept Corruption, and exploit it,
or sacrifices. while still keeping a distance from its cold embrace, for as
Still, some become acolytes, the first true step on the long as they possibly can.
path of sorcery. Changelings and others who already display
magical affinities can become an acolyte directly. All such Spellcasting Ability
students must be wary – while their master has much to Sorcerers rely on their willpower and force of personality to
teach them, the master might also feel threatened by a too- use their own reserves of personal power. You use Charisma
successful acolyte and decide to feed them to an abomina- as your spellcasting ability modifier. You learn spells from
tion. Still, the most powerful rituals require a great amount the Sorcerer tradition list.
of concentrated effort that only acolytes can provide, so the
Sorcerer needs their students, just like the student needs The Darkened Path
their master. You have proficiency in your choice of either Deception or
At some point, an acolyte will decide they know enough Intimidation.
and wish to escape their master before they find themselves Sorcerers are used to bearing Corruption as they seek
on the sacrificial altar. If they are successful then they may to gain ever greater power. When you make a Corruption
give themselves the title Sorcerer and begin to collect their check, you have advantage on the d20 roll. Note: this is for
own followers. If they fail, well perhaps their blood will be the initial roll to determine if you gain a mark of Corruption,
useful for the next ritual. not the roll to determine the mark’s nature.
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4 Classes & Feats
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Mystic 4
Corruption
The order teaches that Corruption is a side-effect of the
negligent exercise of power. Mages do not regard Cor-
ruption as immoral in itself, but emphasize that the Cor-
ruption of the mystic can become the enemy’s weapon; all
mages are taught that Sorcerers can use the mage’s own
Corruption against him or her, which is why Corruption
must be avoided.
The order also keeps older and darker lessons alive, les-
sons that claim the careless use of mystical powers, rituals
and artifacts not only affect the mystic who wields them,
but also the surrounding world. As proof of this, they often
refer to the deserted wasteland east of the Ravens – which
at one time is said to have been flourishing farmlands and
the cradle of humankind’s first empire. And since the order,
according to the mages, stems from the east, it is not unlikely
that their moral tales on the importance of mystical restraint
contain some grains of truth.
Spellcasting Ability
Staff Mages use arcane hand gestures and the movement
of their staff to draw forth their magical energies and di-
rect them. You use Intelligence as your spellcasting ability
modifier. You learn spells from the Wizard tradition list.
The staff mage does not need to attune to their rune staff,
it is an integral part of their magical practice and uses your
own internal energy.
Bonus Spell
At 1st level, you learn the detect magic spell in addition to
your chosen spells.
Staff Fighting
At 1st level, the staff mage is proficient with the rune staff,
which provides the following benefits:
• +1 to AC when unarmored.
• The rune staff counts as a finesse quarterstaff that weighs
3 lbs.
Staff Mages continuously seek “The descendant and right-
ful heir of the last emperor”. The search is as difficult as it At 6th level, the staff mage gains the following benefits for
is frustrating, with many mages in serious disagreement their rune staff:
regarding both how to orchestrate the search and how to • The staff is considered magical for the purposes of mag-
define the target. Most Staff Mages prefer the more tangible ical weapons and armor. The rune staff gains a +1 bonus
combat against abominations, Sorcerers and the few trea- to attack and damage rolls.
sure hunters who venture so far into Davokar that they get • You can use your bonus action to make an attack with
close to the heart of Symbaroum: the ruined city of Symbar your rune staff.
and its empty throne.
At 13th level, the rune staff gains these additional effects:
Titles • The staff now provides a +2 bonus to AC, as well as on
The order of Staff Mages has three titles: Staffless (appren- attack and damage rolls.
tices; i.e. established mystics who train with the order but • When a creature that is in your reach ends its turn you
have yet to earn a staff), Rune Staff (those who have received can use your reaction to make an attack roll against that
a staff) and finally the Staff Masters. creature.
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4 Classes & Feats
At 17th level, the staff mage gains the following benefits from
the rune staff:
• The elemental damage rises to 1d12.
• The rune staff provides advantage on all Corruption
checks.
Symbolist
That symbols and signs have power is well-known and made
use of in most mystical traditions, at least in rituals. Pure
Symbolism is a tradition that almost solely builds its pow-
er on symbols and signs. Symbolism was born in the east,
beyond the Ravens, and fleeing mystics brought it to what
is now Clan Vajvod’s territory in Davokar. The symbolists
predate the founding of Clan Vajvod, at least according to
the rune-covered remnants that the clanfolks discovered
when they first came to the area.
Foremost among these remnants is the Azure Temple,
built in blue stone brought to Vajvod from beyond the moun-
tains and covered in runes carved by many generations of
symbolists. Still today, the blue temple is the scene of the
yearly Rune Meets, when new members are initiated into
the tradition.
Ambrian scholars suspect that Symbolism – strange,
powerful and decadent – is a vital clue to understanding
why the barbarians of eastern Davokar are in disagree-
ment with Karvosti and its authorities, the Huldra and the
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Mystic 4
It is also customary for Weavers to take titles they think Example: Thurnia, a symbolist, prepares hold monster,
they deserve – from “Sign Carver,” “Fate Painter” and “Pat- normally a 5th level spell. She decides to create a rune as
tern Braider,” to “Rune Artist” and “Power Crafter.” At the if it were cast at 8th level (the maximum she can, as she is
Rune Meet, a yearly gathering where symbolists who are 15th level). When she activates the rune, it will affect four
able convene at the Azure Temple in Vojvodar, only Weav- creatures and she will gain 8 temporary Corruption.
ers may speak and vote, while Followers listen. Master
Weavers have no special authority besides that which is At the beginning of a long or extended rest, you must
granted to all Weavers, but naturally their opinions carry choose one of your runes to lose potency. That rune cannot
extra weight. be used to cast a spell until it is prepared again. At the be-
ginning of any rest, you can choose to destroy one or more
Corruption runes, in order to prepare different runes.
The origin of Symbolism can be traced back to the destruc- Runes can only be prepared during a rest. You may pre-
tion of the east, and many rune crafters explain the birth pare four runes during an extended rest, two runes during
of their tradition as based on the aim to resist and/or avoid a long rest and one rune during a short rest. You cannot
Corruption. As the east was drained of life and became have more active runes than twice your proficiency bonus.
the ruined, deserted wasteland it is today, the symbolists
were busy advancing their knowledge. Not until the empire Bonus Spell
beyond the Ravens fell and the surrounding region proved At 1st level, you learn the detect magic spell in addition to
to be devastated – the work of other mystics, according your chosen spells.
to symbolist legends – did the founding mystics of Sym-
bolism flee across the mountains to the uninhabited river Rune Tattoos
landscape that is today known as Vojvodar, the home of At 3rd level, you can make a rune tattoo that protects from
clan Vajvod. weather and wind like a full set of clothes. Also, when at-
The strength of Symbolism is its resilience to Corruption. tacked, you can spend your reaction and gain +4 to your
They suffer some Corruption when a symbol is activated, but AC until the start of your next turn and you gain 1 point of
less than the members of other traditions – as little as only temporary Corruption. As long as you choose to continue to
one point in temporary Corruption per activated symbol. gain Corruption at the start of your turn, you can continue
Symbolism’s weakness is that it is slow; a symbolist trades this effect for additional rounds.
their protection from Corruption for the time it takes to craft At 6th level, you learn how to make a rune tattoo that
the symbols. However, the rituals of Symbolism function glows when you take a wound. At the start of your turn,
just like the rituals of other traditions. you can choose to gain 1 point of temporary Corruption and
regenerate hit points equal to your proficiency bonus.
Spellcasting Ability At 9th level, you make a rune tattoo that adds power to
Symbolism requires the creation of intricate and complex your attacks. Use your bonus action to empower yourself
runes that contain and bind their magical power. Thus, a and gain 1 or more points of temporary Corruption. Add
symbolist uses Intelligence for the spellcasting ability modi- 1d8 radiant damage to a number of attacks equal to the Cor-
fier. You learn spells from the Wizard tradition list. However, ruption gained.
you do not cast most magic as a normal mystic, preparing
and activating runes instead. You do cast cantrips and rit- Protective Runes
uals as normal. You can favor cantrips as normal, but you At 13th level, you can prepare a special rune that you can use
use runes instead of normal spells otherwise. as a reaction. You must attune to the rune, gaining 1 point
Each rune is equivalent to casting one spell at a chosen of permanent Corruption. You choose counterspell or dispel
spell level (a symbolist cannot prepare a rune at a higher magic and can now activate that spell as a reaction. The spell
level than their maximum spell level). When the rune is ac- functions as if cast at 3rd level. You cannot use this feature
tivated, the spell is cast and you gain temporary Corruption again until you take a long or extended rest.
equal to the spell’s prepared level. An unfavored spell costs At 17th level, you can improve your special rune that you
double the prepared level. You decide the spell’s effective can use as a reaction for another point of permanent Cor-
level while preparing the rune and cannot change the spell ruption. It now provides the benefit of counterspell or dispel
level when you activate the rune. You can activate the rune magic (your choice) as if cast at 6th level. You cannot use
multiple times. this feature again until you take a long or extended rest.
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4 Classes & Feats
Corruption
The theurgs of Prios teach that Corruption occurs when
nature is allowed to grow without being cultivated and
tamed. Corruption thrives in the wild, in chaos, that which
is uncontrolled by humans – and in their encounters with
Davokar they seem to find all the evidence needed to support
Theurg this interpretation of the world order.
You are a theurg, a priest with mystical powers. Your faith Every devotee of Prios must accept the threat of Corrup-
in the Lawgiver is unwavering: Prios is the sun and the light tion and keep their inner flame burning despite the risk of
of the soul, the One who saved mankind from the bondage taint; just as the Lightbringer Ofelya Attio is said to have pro-
of the Young Gods, the creator of the world and protector claimed while standing at the threshold of the Dark Lords’
of all life. From this pure spring flows extraordinary pow- stronghold: “Fire shall with fire be fought, darkness shall
er. Your mystical knowledge would have been aimless and with darkness be vanquished!”
dangerous without your faith as a compass and foundation,
as is often shown when godless mystics wield their powers. Spellcasting Ability
Theurgy is nowadays understood as the teachings of the Theurgs rely on the teachings of the Sun God when inter-
mystical force that radiates from the sun and which burns preting his teachings or calling upon his power. They use
at the heart of the human spirit. Its powers are only found Wisdom as their spellcasting ability modifier. You learn
among the most loyal worshipers of the light: the chosen spells from the Theurg tradition list.
champions of Prios. The theurgs are considered the emis-
saries of Prios in the world of the living, and their burden Bonus Spell
is truly a great one. They lead the faithful in prayer, thereby At 1st level, you learn the bless spell in addition to your cho-
guiding the sun through the darkness of the underworld each sen spells.
night. And their passion keeps the heavenly light from fad-
ing; without their strenuous work the ailing Sun God would Turn Undead
surely die and the world would plunge into The Eternal Night. At 3rd level, you can use the power of the Lawgiver to rebuke
Theurgy is an ancient tradition, first developed by the the undying. As an action, you present your holy symbol and
priesthoods devoted to the Old Gods. It is disputed among speak a prayer censuring the undead. Each undead within
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Mystic 4
30 feet of you that can see and/or hear you must make a air and dust, in rhythm with the tail of the World Serpent
Wisdom saving throw against your spell save DC. If the drumming against the bedrock.
creature fails its saving throw, it is turned for 1 minute or To trolls, the songs of the skalds together with the ham-
until it takes any damage. A turned creature must spend its mering of the smiths, and the warriors’ clawing at the stone
turns trying to move as far away from you as it can, and it walls of the Abyss compose the great hymn of life. The troll
can’t willingly move to a space within 30 feet of you. It also culture, yes even the existence of a single troll, is unthink-
can’t take reactions. For its action, it can use only the Dash able without the songs.
action or try to escape from an effect that prevents it from
moving. If there’s nowhere to move, the creature can use
the Dodge action. You can perform this a number of times
equal to your proficiency bonus before needing to take a
long or extended rest.
At 9th level, any affected undead with a challenge rating
equal to or lower than half your proficiency bonus (round-
ed down) are destroyed instead of turned. Player charac-
ters of the undead origin do not have a challenge rating and
cannot be destroyed by this feature, though
they can be turned.
Medicus
At 6th level, you can invest some of your
faith into healing energies that do not incur
any chance of Corruption to you. If you spend
an action binding a wound, you restore one Hit
Die to the treated creature. You can do this a number
of times equal to twice your proficiency bonus and then
must take an extended rest to recharge.
At 13th level, when you use this ability you restore 1d8
+ your Wisdom modifier hit points immediately and the
creature also regains the Hit Die.
Matter of Faith
When you reach 17th level, choose one of your ritual
spells. Remove permanent Corruption equal to half
its spell level, rounded up. This spell no longer
weighs on your soul, since you have internalized
its power as being provided solely by Prios.
Troll Singer
Singing as a source of power has its most evident expres-
sion in the troll-singing skalds, whose voices lay mysteries
bare and win battles. Poetry and singing exist in all cul-
tures, but they are most powerful among elves, dwarves
and trolls – with the possible addition of ogres. In all of
these diverse cultures, singing is often combined with
physical attributes – most skalds are true warrior poets
that lead their allies to victory using the great power of
their voice and muscles.
As a tradition, Troll Singing is as old as the race of trolls
– at least, their collective memory remembers nothing be-
fore the songs. According to myth, the troll race was created
through the songs of the world, hummed by the spirits of
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4 Classes & Feats
Titles
Spell Level DC
Troll singers have no titles, but follow a simple appren-
ticeship system where a promising singer learns from a 1st 14
master. When an apprentice has learned enough they are 2nd 16
tasked with serving the rulers as best they can, and later 3rd 18
on the time comes to pass knowledge and skills on to some
4th 20
new apprentice.
5th 22
Corruption 6th 24
To willingly accept Corruption is unthinkable to most 7th 26
troll singers. Through the songs, the trolls remember the 8th 28
world as it was before the Corruption, long before humans
9th 30
arrived and started building their empires. When Sym-
baroum grew dark from hunger and rapacity, the trolls
welcomed the elven intervention; they supported the Iron Songs of the Dusk
Pact and contributed to the birth of Davokar. At least this At 3rd level troll singers have mastered the ability to invoke
is said in the songs. some of their ancient magic without the threat of Corrup-
Nowadays, the trolls live beneath the woods in the Abyss tion. You can cast spells with a level total of up to twice your
where darkness broods; in cavities and caves it gathers in proficiency bonus, with a maximum spell level equal to your
pools of malice. These birthplaces of abominations remind proficiency bonus without Corruption. You recover used
all trolls, singer or not, that the twilight or winter of the spell levels when you complete a long rest.
world has come. They also know that this twilight cannot be
expelled by the eerie lights glowing in their underground Example: If you are a 13th level troll singer, you could cast
halls; that this is a winter during which even the tempera- up to a 5th level spell without a saving throw and then cast
tures of the Underworld will not protect them from being two 1st level spells and a 3rd level spell, or any other com-
bitten by the frost. bination of spells totalling 10 spell levels.
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Mystic 4
wielding the weapon yourself. On your initiative it can move Witchcraft is believed to be the oldest and most deeply
up to 30 feet and then make a single attack roll. It uses your rooted of the traditions. Some tutors at Ordo Magica even
Charisma modifier and your proficiency bonus for attack claim that witchcraft – despite its primitive flaws – forms
rolls and your Charisma modifier for damage. You must take the basis of theurgy, and because of this, both Theurgs and
a short or longer rest before singing this song again. Wizards have the wise Witches of old to thank for under-
standing the fundamental principles of magic.
Heroic Hymn
When you sing this song you and up to six friendly creatures Titles
gain advantage on Dexterity, Constitution or Wisdom saving Witches believe in independence, thus they are wary of ti-
throws (the same saving throw for each). You must take a tles and hierarchical structures. The harsh living conditions
short or longer rest before singing this song again. of Davokar have resulted in each barbarian village housing
a witch, and every witch is expected to have a helper (an ap-
Retribution Hymn prentice). Furthermore, within each clan there is a witches’
Choose an enemy creature that you can see. It must make node supervised by a Keeper, often called a Hex Mistress by
a Charisma saving throw. On a failure, when the creature southern scholars. All nodes convene at Karvosti, where the
does damage to you, you split the damage evenly between High Chieftain is advised by the Huldra, the foremost of
the two of you. In the case of an odd division, you receive all witches, whom outsiders generally call the Arch Witch.
the extra point of damage. You must take a short or longer
rest before singing this song again.
Sustaining Hymn
When you begin this spell and on the start of your turn as
long as you continue singing this song, you and up to six
allies gain a number of temporary hit points equal to your
proficiency bonus plus your Charisma modifier. You must
take a short or longer rest before singing this song again.
Weakening Hymn
As an action, you can force up to seven creatures of your
choice to make a Charisma saving throw. On a failure they
have disadvantage on all saving throws until the song ends.
On a success they are immune to this song for 24 hours. If you
continue your singing, then a creature that failed the saving
throw can repeat it at the end of their turn (with disadvan-
tage) in order to become immune for 24 hours as above. You
must take a short or longer rest before singing this song again.
Witch
Your home is the wilds; to balance your own needs with the
ones of nature is your calling. As a witch you have a strong
connection to the land itself and can add its primal powers to
your inner strength. You negotiate with the spirits of nature,
understand the flow and needs of the land, and your powers
are derived from the circle of life and death.
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 path, overgrown by thickets and roots. According to the
mythology of the witches, there are places where these paths
converge, such as the cliff of Karvosti deep within Davokar.
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4 Classes & Feats
Beast Shapes
damage carries over to your normal form. For example, if you
Mystic
Level Max. CR Limitations Example take 10 damage in animal form and have only 1 hit point left,
you revert and take 9 damage. As long as the excess damage
3rd 1/4 No flying or Mare Cat
swimming speed doesn’t reduce your normal form to 0 hit points, you aren’t
knocked unconscious.
5th 1/2 No flying speed Skullan
• You can’t cast spells, and your ability to speak or take any
8th 1 — Giant Vulture action that requires hands is limited to the capabilities of your
beast form. Transforming doesn’t break your concentration on
You can stay in a beast shape for a number of hours equal to half a spell you’ve already cast, however, or prevent you from tak-
your mystic level (rounded down). You can then expend another ing actions that are part of a spell, such as eyebite, that you’ve
use of this feature to remain in the beast shape. You can revert to already cast.
your normal form as a bonus action and you automatically revert if • You retain the benefit of any features from your class, origin,
you fall unconscious, drop to 0 hit points, or die. or other source and can use them if the new form is physi-
While you are transformed, the following rules apply: cally capable of doing so. However, you can’t use any of your
• Your game statistics are replaced by the statistics of the beast, special senses, such as darkvision, unless your new form also
but you retain your personality, and Intelligence, Wisdom, and has that sense.
Charisma scores. You also retain all of your skill and saving • You choose whether your equipment falls to the ground in
throw proficiencies, in addition to gaining those of the crea- your space, merges into your new form, or is worn by it. Worn
ture. If the creature has the same proficiency as you and the equipment functions as normal, but the GM decides whether
bonus in its stat block is higher than yours, use the creature’s it is practical for the new form to wear a piece of equipment,
bonus instead of yours. If the creature has any legendary or lair based on the creature’s shape and size. Your equipment doesn’t
actions, you can’t use them. change size or shape to match the new form, and any equip-
• When you transform, you assume the beast’s hit points and Hit ment that the new form can’t wear must either fall to the
Dice. When you revert to your normal form, you return to the ground or merge with it. Equipment that merges with the form
number of hit points you had before you transformed. However, has no effect until you leave the form.
if you revert as a result of dropping to 0 hit points, any excess
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Mystic 4
The Red Path far away from you as it can, and it can’t willingly move to a
These powers focus on your healing features. space within 30 feet of you. It also can’t take reactions. For
• Lay on Hands. As an action you can restore 1 plus your its action, it can use only the Dash action or try to escape
Wisdom modifier hit points to a creature. You can do this a from an effect that prevents it from moving. If there’s
number of times equal to your proficiency bonus before you nowhere to move, the creature can use the Dodge action.
must take a long or extended rest to use this feature again. • Call Spirits. You can seek to communicate with the local
• Nature’s Embrace. If you take a long rest in the wilder- spirits and learn something useful from them. You must
ness, you can use your knowledge of natural restoratives to spend 10 minutes preparing the area and then you invite
have a number of creatures up to your proficiency bonus the spirits to join you. Roll the percentile dice, if the result
regain a Hit Die. You can include yourself in this benefit. is equal to or lower than twice your mystic level you have
• Song of Spring. You can use your action to restore 10 been successful. The spirits might be able to provide you
× your proficiency bonus of hit points to a number of with extensive and helpful knowledge or a magical effect
allies equal to your proficiency bonus that can see and that resembles a spell of level equal to or lower than your
hear you. You must then take an extended rest to use proficiency bonus. You must take a long or extended rest
this feature again. before you use this feature again.
• Purification. Use your action to touch one melee weapon.
The White Path For the next minute, that weapon does radiant damage
These powers focus on your interactions with spirits. and adds 1d4 plus your proficiency bonus to its damage
• Censure Undead. As an action, you rebuke the undead. total. You gain 1 point of temporary Corruption.
Each undead within 30 feet that can see and/or hear
you must make a Wisdom saving throw against your Nature’s Bounty
spell save DC. If the creature fails its saving throw, it At 1st level you become proficient with Alchemist’s Supplies
is rebuked for 1 minute or until it takes any damage. A and the Field Laboratory, allowing you to create Alchemical
rebuked creature must spend its turns trying to move as Elixirs in the wild.
Wizard
You are schooled in the secrets of the old magic of the Order,
knowledge born in the southern kingdom and refined by a
millennium of research and education. To you, mystical pow-
ers are an extension of the fundamental laws of the world,
laws that you have studied carefully and know how to use
for effects both grand and impressive.
The powers of wizardry come from disciplined studies
into the fundamental laws of nature, and from insights re-
garding how those 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 understanding of the mysteries
of wizardry.
Wizardry grew out of early forms of theurgy, in a time
when the people of Alberetor still worshiped the panthe-
on of the Young Gods. Philosophers and scholars started
to renounce the metaphysical ideas of the priesthood, in-
stead regarding the laws of nature as independent from
the machinations of deities. To the founders of wizardry,
the Young 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.
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4 Classes & Feats
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Mystic 4
Scoundrel
In Ambria the word “scoundrel” is used broadly and refers • Skills: Choose three from Acrobatics, Athletics, Decep-
to all who “steal” something from others, be it their trust, tion, Insight, Intimidation, Investigation, Perception,
secrets, money or life. The calling of the warrior, to proudly Performance, Persuasion, Sleight of Hand, and Stealth
face an opponent face-to-f ace, is an exception to this rule: it
is the sneaky assassin that counts among the thieving scoun- Shadow
drels. In essence, warriors, craftsmen and scholars are the Your Corruption Threshold is equal to twice your proficien-
ideal occupations among the Ambrians; the rest are more cy bonus plus your Charisma modifier, to a minimum of 2.
or less regarded as scoundrels.
Equipment
Scoundrels and the Origins You start with the following equipment, in addition to the
People at large would say that changelings and goblins are equipment granted by your background:
synonymous with scoundrels, and are usually surprised • (a) a fencing sword or (b) a shortsword
when they realize that ogres and humans can also be found • (a) a horseman's bow and quiver of 20 arrows or (b) a
amongst their number. shortsword
• (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an
Scoundrel Shadows explorer’s pack
The Shadows of scoundrels are invariably darker than their • (a) studded leather armor, two daggers, and thieves’ tools
fellows’, but the nature of their appearance varies based on or (b) woven silk armor
their focus. A charlatan looks like they’re wearing a mask or
hood of deep shadow while a thug is grim and gray all over. Expertise
Tendrils of darkness emerge from a treasure-hunter’s heart At 1st level, choose two of your skill proficiencies, or one of
and a ranger is cloaked by a green so dark that it seems black your skill proficiencies and your proficiency with thieves'
and it obscures their movements. tools. Your proficiency bonus is doubled for any ability check
you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficien-
Class Features cies (in skills or with thieves' tools) to gain this benefit.
As a scoundrel, you have the following class features:
Backstab
Hit Points Beginning at 1st level, you know how to strike subtly and
• Hit Dice: If you are not using your origin to determine exploit a foe's distraction. Once per turn, you can deal an
Hit Dice, your Hit Die is a d8. extra 1d6 damage to one creature you hit with a melee weap-
• Hit Points at 1st Level: If you do not use your origin on attack if you have advantage on the attack roll. You must
to determine hit points, you have 8 + your Constitution be proficient with the weapon used.
modifier. You don’t need advantage on the attack roll if another en-
• Hit Points at Higher Levels: If you do not use your or- emy of the target is within 5 feet of it, that enemy isn’t inca-
igin to determine hit points, you gain 1d8 (or 5) + your pacitated, and you don’t have disadvantage on the attack roll.
Constitution modifier per scoundrel level after 1st. The amount of the extra damage increases as you gain
levels in this class, as shown in the Backstab column of the
Proficiencies Scoundrel table.
• Armor: Light armor
• Weapons: Simple weapons, hand crossbows, longswords, Approach
rapiers, shortswords At first level you also choose your approach, the way that
• Tools: Thieves’ tools your scoundrel interacts with the world: are they an Ex-
• Saving Throws: Dexterity, Charisma plorer, a Spy, a Treasure-hunter, a Thug, or a Sapper? Each
126
Scoundrel 4
The Scoundrel
Proficiency Backstab Uncanny Dodge
Level Bonus Bonus Features Starting at 5th level, when an at-
tacker that you can see hits you
1st +2 1d6 Expertise, Backstab, Approach
with an attack, you can use your
2nd +2 1d6 Cunning Action
reaction to halve the attack's dam-
3rd +2 2d6 Approach age against you.
4th +2 2d6 Ability Score Improvement or Feat
5th +3 3d6 Uncanny Dodge Evasion
6th +3 3d6 Expertise, Approach Beginning at 7th level, you can
nimbly dodge out of the way of
7th +3 4d6 Evasion
certain area effects, such as an
8th +3 4d6 Ability Score Improvement or Feat ice storm spell. When you are
9th +4 5d6 Approach subjected to an effect that allows
10th +4 5d6 Ability Score Improvement or Feat you to make a Dexterity saving
11th +4 6d6 Reliable Talent throw to take only half damage,
you instead take no damage if you
12th +4 6d6 Ability Score Improvement or Feat
succeed on the saving throw, and
13th +5 7d6 Approach only half damage if you fail.
14th +5 7d6 Blindsense
15th +5 8d6 Slippery Mind Reliable Talent
16th +5 8d6 Ability Score Improvement or Feat By 11th level, you have refined
your chosen skills until they ap-
17th +6 9d6 Approach
proach perfection. Whenever you
18th +6 9d6 Elusive make an ability check that lets
19th +6 10d6 Ability Score Improvement or Feat you add your proficiency bonus,
20th +6 10d6 Stroke of Luck you can treat a d20 roll of 9 or
lower as a 10.
Blindsense
approach deals with subterfuge and a careful approach to Starting at 14th level, if you are able to hear, you are aware
problems, but they typically find themselves in different of the location of any hidden or invisible creature within
environments with drastically different foes. 10 feet of you.
Your approach gives you benefits at 1st, 3rd, 6th, 9th, 13th
and 17th levels. Slippery Mind
By 15th level, you have acquired greater mental strength.
Cunning Action You gain proficiency in Wisdom saving throws.
Starting at 2nd level, your quick thinking and agility allow
you to move and act quickly. You can take a bonus action on Elusive
each of your turns in combat. This action can be used only Beginning at 18th level, you are so evasive that attackers
to take the Dash, Disengage, or Hide action. rarely gain the upper hand against you. No attack roll has
advantage against you while you aren’t incapacitated.
Ability Score Improvement or Feat
When you reach 4th level, and again at 8th, 10th, 12th, 16th, Stroke of Luck
and 19th level, you can increase one ability score of your At 20th level, you have an uncanny knack for succeeding
choice by 2, or you can increase two ability scores of your when you need to. If your attack misses a target within range,
choice by 1. As normal, you can’t increase an ability score you can turn the miss into a hit. Alternatively, if you fail an
above 20 using this feature. ability check, you can treat the d20 roll as a 20.
Instead of improving your ability scores you can instead Once you use this feature, you can’t use it again until you
choose to gain a feat. See page 146 for more about feats. finish a short or longer rest.
127
4 Classes & Feats
Wilderness-master
You gain proficiency with the Nature and Survival skills
along with the Light Crossbow and Longbow.
Steadfast Watch
At 3rd level, you become so adept at preparing and securing
campsites in the wilderness that some of your party can gain
additional benefits during a long rest. Choose a number of
creatures up to your proficiency bonus to each regain a Hit
Die. You can include yourself as one of the creatures.
Specialties
When you reach 6th level, choose one of the following
specialties.
Marksman
Marksmen have their natural position in every army, scout-
ing party and band of brigands. You can inflict serious dam-
age on enemies with a bow or crossbow, hoping to either
bring them down or at least make sure that they do not reach
your allies who are equipped only for melee combat.
• At the start of your turn you can use your bonus action to
aim. Your speed becomes 0 and you now have advantage
on ranged weapon attacks.
• At 9th level you score a critical hit on ranged weapon
attacks with a natural roll of 19 or 20 on the die.
• At 13th level you no longer suffer disadvantage for being
at long range.
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Scoundrel 4
Wilderness Home
At 17th level you are almost more comfortable in the wilder-
ness than civilization. You and a number of creatures equal
to your proficiency bonus can take long or extended rests
almost anywhere in the wilderness. Your camp is always
considered a safe location.
Former Cultist
Many sorcerers foster cults around themselves and their
beliefs, promising drug-induced insights and black sal-
vation to those willing to follow the mystic into the dark.
Not many defect from such cults and those who do and
survive more than a few days are fewer still, hunted as
they are by both the cult they left behind and by witch
hunters and Black Cloaks. The situation is not made any
easier by the defector’s own burdens – memories of ser-
vices rendered to please their master and explicitly cruel
actions performed in the name of the cult weigh most
Former Cultists down and haunt their nightmares long
after leaving the master.
You might have been a deeply convinced fanatic, or
someone for whom the membership was more of a practical
choice motivated by ambition or greed. However, if one is to
believe the interrogation protocols of the Black Cloaks, des-
peration is the most common characteristic among cultists
– the injustices of life combined with a charismatic leader
who promises redemption and strength can be an attractive
combination. But no matter your background, the choices
of the cultist were never innocent; your hands are forever You know two cantrips and one 1st level spell from the sor-
colored by blood. cerer list, plus the detect magic spell. You do not have any
favored spells. You learn spells according to the following
Channeling chart, and can cast any spell you know at any time, gaining
You were taught some of the lesser powers of your sorcer- Corruption each time:
ous master. Like other Sorcerers, your spellcasting ability
modifier is Charisma. You learn spells from the Sorcerer
Cantrips TOTAL SPELLS KNOWN PER LEVEL
tradition list. Level Known 1st 2nd 3rd 4th
1st 2 1 — — —
Corruption threshold = (your proficiency bonus × 2) +
your Charisma modifier 3rd 3 2 1 — —
Spell save DC = 8 + your proficiency bonus + 6th 4 3 2 1 —
your Charisma modifier 9th 5 4 3 2 1
Spell attack modifier = your proficiency bonus + 13th 5 4 4 3 2
your Charisma modifier
17th 5 4 4 4 3
129
4 Classes & Feats
Speciality
Each Guild Thief chooses one avenue to specialize in:
• Fence Work. Become proficient with Deception if you’re
not already. You have a Market contact.
• Overhead Work. Become proficient with Acrobatics
if you’re not already. Your climb speed is equal to your
normal speed.
• Special Work. You focus on higher-end targets. Gain a
Noble contact.
• Streetwise Work. Become proficient with Sleight of
Hand if you are not yet. You have an Alleyway contact.
Blade Work
If you are wielding only knives or daggers, add your ability
modifier to damage with your off-hand weapon.
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Scoundrel 4
At 6th level, you are an expert at close-in fighting. If Sappers, since those who discharge an alchemical firetube
you’re wielding knives or daggers in both hands and your often are at a worryingly short distance from the enemy.
opponent has longer weapons they have disadvantage on
their attack rolls against you. Natural weapons don’t trigger Blacksmith
this feature. All peoples in Ambria and Davokar have their own black-
smiths, which says something about their importance. Mas-
Cheap Shot ter smiths are revered in all cultures, but especially among
At 3rd level, you’ve mastered such alleyway techniques as Ambrians and trolls.
“gutter-kiss” (a head-butt) and “goblin-squeeze” (groin kick). You become proficient with smith’s tools if you are not
You do 1d6 bludgeoning damage with your unarmed strikes. already. This feature may be used when you have downtime
At 9th level you can use your bonus action to gain one of (see page 40) to produce metal implements. The base time
the following benefits: requirement is 1 day per 5 thaler of market value, round-
• Make two additional unarmed attacks. ing up, and the material cost is half the market value. You
• Make a single strike that, instead of doing damage, may can make a DC 15 Strength (Smith’s Tools) check with the
stun your opponent. The target must make a Constitution following effects:
saving throw against 8 + your Dexterity modifier + your • If you succeed by 5 or more, you can both halve the ma-
proficiency bonus. On a failure, they are stunned until terial cost and the total amount of time required.
the end of your next turn. • With a regular success you can either halve the material
cost or the total amount of time required but not both.
Opportunist • With a regular failure there is no change.
When you reach 13th level, you have advantage on any op- • With a failure by 5 or more, either the time required is
portunity attacks. If you deal damage to a creature with an doubled or the material cost is increased by half (to 75%
opportunity attack their movement becomes zero. of the market value).
Trapper
At 17th level, you can use your action during combat to
deploy an alchemical or mechanical trap within 5 feet of
your position. You are never threatened by the trap but treat
movement within 5 feet of a trapped area as difficult terrain.
See page 186 for rules on traps.
Sapper
War can be won on battlefields or through sieges, and both
of these require advanced field-works. In Ambria, most
such tasks are handled by Her Majesty’s Sapper Corps,
7th Army, Yndarien. Ordo Magica also has a department
for battlefield alchemy at their headquarters in Agrella.
Known as The Panzer Alchemists, this elite group of Sap-
pers serves the duchy of Kasandrien. The other duchies
also have Sapper squads, though not of the same caliber.
All Sappers are trained in the use of siege weapons, from
ballistae to trebuchets, and the most qualified can handle
alchemical weapons. Sappers are also trained to craft sim-
ple fortifications, like barricades for cavaliers, trenches
and undermining tunnels.
Ordo Magica has realized that ogres are well equipped to
be Panzer Alchemists and the Wizards are supervising at-
tempts to school a number of ogres in the use of alchemical
weapons. These pensive giants have also convincingly prov-
en that the heavy alchemical firetube can be employed as an
effective, two-handed crushing weapon (counts as a great
club). This is assumed to increase the life expectancy of the
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4 Classes & Feats
Firetube
Also at 1st level, a Sapper can choose to relinquish their sword
and gain a portable alchemical firetube instead. You become
proficient with alchemical weapons. Untrained use is dan-
gerous and Sappers don’t loan out such weapons easily.
You become proficient with alchemist’s supplies if you
were not already. You can make firetube powders using
the DCs given and can make up to three powders per day
of downtime (see page 40). Each powder requires raw
supplies equal to half its market cost or one downtime day
of gathering materials from the wild.
Siege Expert
At 3rd level, you have been trained to identify weaknesses in
inanimate objects. You do double damage to such objects and
structures. You also become proficient with siege weapons.
When you reach 9th level, you can add your backstab
damage to an attack on an object. You then double the total
damage done, as above.
Weapons Specialist
At 6th level, you are extensively trained on using alchem-
ical weapons. You can now use an alchemical firetube to
do backstab damage as long as all other conditions of the
backstab are met.
short lives, constantly on the run from both enemies and
Fast Work their former superiors.
At 13th level you can use your cunning action feature to Some other organizations surely have a few spies placed
throw a grenade or set a breaching pot. in Ambria, causing many people to be suspicious of convert-
ed barbarians, changelings, abducted humans who have
Alchemical Expert returned, and other strangers.
By the time you reach 17th level, your alchemical experi-
ments have made you an expert in the field. You gain ad- Dissembling Words
vantage on any alchemist’s supplies check. Spies gain proficiency in the Deception skill.
Network of Contacts
Spy As a spy, you’ve built up a group of individuals that can pro-
Already during The Great War there were secret agents vide you with information. You number of contacts is equal
working for the King and the court in Alberetor. After the to twice your proficiency bonus. When you first take this
war, the agency lay dormant until the recent troubling times approach and each time your proficiency bonus increases,
made Queen Korinthia breathe life into what is called the you can select new contacts. You can learn appropriate in-
Royal Sekretorium. formation from them or arrange a meeting with a person
The Sekretorium consists of a number of reliable nobles of that social level by meeting with your contact (see social
who secretly enforce the Queen’s command to infiltrate challenges, page 36).
various operations and hunt for sensitive information – or Each belongs to one of the following types:
spread disinformation. The committee is led by high-borns, • Alleyway Contact. This contact is in touch with the shady
while the field work is carried out by nobles of lower rank. A dealings of a community and the lowest rungs of society.
vital part of the operations is aimed at Korinthia’s own allies • Market Contact. This contact is involved in the trade
within the Sun Church, Ordo Magica, the military and also concerns of the community and the middle class mer-
the duchies of the realm, meaning the Queen’s close rela- chants and traders.
tives. Some Spies are not equipped to handle the intrigues • Noble Contact. This contact is involved in the political
and moral ambiguities; others are cast out in the cold after concerns of the community and the machinations of the
incriminating failures. Former Spies of the Queen often live royalty and other nobles for control of the community.
132
Scoundrel 4
Feint At 9th level you can wield a finesse weapon in each hand
You have developed techniques for feinting – handling a and add your ability modifier to damage rolls with each hand.
weapon in both a discreet and confusing manner. You must
be wielding a weapon with the finesse property to use these Poisoner
features. At 6th level, you become bold enough to try your hand at
At 1st level you can use your bonus action to intentionally the arts of poison. While taking a short or long rest, you
leave an opening free in your defense to take advantage of can prepare a weapon with a poisonous coating. Make a
later. Until your next turn, when an opponent attacks you DC 15 Intelligence (Poisoner’s kit) check and compare it
they have advantage on the attack but you can use your re- to below:
action to make an attack roll immediately after their attack. • If you succeed by 5 or more, the weapon adds 1d6 poison
Attackers lose advantage once you use your reaction. damage to any successful strike and the creature must
At 6th level, you can use your bonus action to make a feint make a Constitution saving throw vs 8 + your Intelligence
against an opponent. Make a Dexterity (Sleight of Hand) modifier + your proficiency bonus or become poisoned
check against an opponent’s armor class. If successful, you for one minute.
have advantage on attacks against that opponent until the • you score a normal success, you can choose one of the
If
end of your turn. above effects but not both.
• If you fail by four or less, the creature must make a Consti-
Twin Attack tution saving throw as above, but the Poisoned effect lasts
At 3rd level, if you are wielding a finesse melee weapon in only until the end of its next turn and it takes no damage.
your primary hand and a light weapon in the other hand, you • If you fail by five or more the poison has no effect.
add your ability modifier to damage rolls with your off hand.
In any case, the poison lasts only until your next rest, at
which time you must either reapply it or go without.
At 13th level the poison damage rises to 3d6.
At 17th level, the poison damage rises to 5d6.
Thug
The eastern districts of Yndaros are a wilderness as danger-
ous as Davokar, and just as rewarding for those who know
how to harvest its fruits. You grew up on streets whose gangs
have taught you the art of making a profit from others’ hard
work, right under the noses of the city watch. Other Thugs
rise through the ranks by becoming employed by barons or
counts, free to act as ruffians and enforcers without being
bothered by the Queen’s watchmen.
You have always preferred the direct approach, dispens-
ing violence directly against your enemies and your em-
ployer’s enemies.
Twin Attack
At 1st level, if you are wielding a finesse melee weapon in
your primary hand and a light weapon in the other hand, you
add your ability modifier to damage rolls with your off hand.
At 6th level you can wield a finesse weapon in each hand
and add your ability modifier to damage rolls with each hand.
Acrobatic Fighter
By 3rd level, if you are not already proficient with Acrobatics
you become proficient with that skill. When a weapon attack
targets you, you can use your reaction to make a Dexterity
(Acrobatics) check with the attack roll result as the DC. If
you succeed, you take no damage from the attack.
133
4 Classes & Feats
Fast Hands
Also starting at 3rd level, you can use the bonus
action granted by your Cunning to make a Dexterity
(Sleight of Hand) check, use your thieves’ tools to disarm a
trap or open a lock, or take the Use an Object action.
Nimbleness
At 6th level, you gain the ability to climb faster than nor-
mal; climbing no longer costs you extra movement. In ad-
dition, when you make a running jump, the distance you
cover increases by a number of feet equal to your Dexterity
modifier. You also have advantage on a Dexterity (Stealth)
check if you move no more than half your speed on the
same turn.
Treasure Surveyor
At 9th level, you have a keen eye for value and when you find
a curiosity or a Mystical treasure in a ruin you can double
its value at market.
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Scoundrel 4
Warrior
The barbarian clans of Davokar and the kingdom of Am- Equipment
bria house many traditions of war and combat. Some warriors You start with the following equipment, in addition to the
are professionals – soldiers with a pragmatic point of view, equipment granted by your background:
regarding warfare as a vocation. Others stem from noble fam- • (a) chain shirt or (b) studded leather armor, longbow, and
ilies and bloodlines, and consider the glory of battle to be a 20 arrows
part of their heritage. To some the art of war is nothing more • a martial weapon and a shield or (b) two martial
(a)
than a method needed to survive, while others use their prow- weapons
ess in battle for a higher purpose, such as serving Prios the • a light crossbow and 20 bolts or (b) two handaxes
(a)
Sun God or restoring family honor lost during The Great War. • (a) a dungeoneer’s pack or (b) an explorer’s pack
Regardless of culture and origins, the warrior’s main
arena is the battlefield, where he or she often assumes the Battle Wind
role of a heavily armed shock trooper. The warrior can also You are familiar with the ebb and flow of battle and know how to
contribute to effective problem-solving, mainly through defend yourself against the wild blows of desperate opponents.
their capacity to lead. When you are hit by an attack roll you can use your reaction
to gain temporary hit points equal to 2d4 + your Constitution
Warriors and the Origins modifier. You immediately gain the temporary hit points and
Ogres are commonly considered to be exemplary warriors, can apply damage from the triggering attack to them.
closely followed by humans and trolls. Changelings are sel- You can use this feature a number of times equal to your
dom regarded as classical warrior material, and the same proficiency bonus and then you must take a long or extended
goes for goblins. You can definitely find warriors among rest before using this feature again.
changelings and goblins, but these tend to rely on agility
and finesse rather than on raw physical strength. Fighting Style
You adopt a particular style of fighting as your specialty.
Choose one of the following options. You can’t take a Fight-
Class Features ing Style option more than once, even if you later get to
As a warrior, you have the following class features: choose again.
136
Wa r r i o r 4
Approach
At 1st level you also choose your approach
The Warrior to the profession of fighting. Are you a Ber-
serker, dangerous to friends and foes alike?
Proficiency
Level Bonus Features A studied Duelist used to combat against a
single opponent? A Knight who has pledged
1st +2 Battle Wind, Fighting Style, Approach
their very life to the protection of the king-
2nd +2 Action Surge
dom? A Rune Smith using custom weapons?
3rd +2 Approach A faithful Templar? Or one of the dangerous
4th +2 Ability Score Improvement or Feat Wraithguard?
5th +3 Extra Attack (2) Your approach gives you benefits at 1st,
6th +3 Approach 3rd, 6th, 9th, 13th and 17th levels.
7th +3 Indomitable
Action Surge
8th +3 Ability Score Improvement or Feat Starting at 2nd level, you can push yourself
9th +4 Approach beyond your normal limits for a moment. On
10th +4 Ability Score Improvement or Feat your turn, you can take one additional action.
11th +4 Extra Attack (3) Once you use this feature, you must finish a
rest of any length before you can use it again.
12th +4 Ability Score Improvement or Feat
Starting at 15th level, you can use it twice
13th +5 Approach before a rest, but only once on the same turn.
14th +5 Ability Score Improvement or Feat
15th +5 Action Surge Ability Score
16th +5 Ability Score Improvement or Feat Improvement or Feat
When you reach 4th level, and again at 8th,
17th +6 Approach
10th, 12th, 14th, 16th, and 19th level, you can
18th +6 Extra Attack (4) increase one ability score of your choice by 2,
19th +6 Ability Score Improvement or Feat or you can increase two ability scores of your
20th +6 Undying Courage choice by 1. As normal, you can’t increase an
ability score above 20 using this feature.
Instead of improving your ability scores
you can instead choose to gain a feat. See page
Shield Fighting 146 for more about feats.
If you make a successful melee attack roll you can use your
bonus action to slam the target with your shield. If the tar- Extra Attack
get is your size or smaller, it must make a Strength saving Beginning at 5th level, you can attack twice, instead of once,
throw against 10 plus your Strength (Athletics) modifier. On whenever you take the Attack action on your turn. The num-
a failure you can choose to move it 10 feet in a line, or cause ber of attacks increases to three when you reach 11th level in
the creature to become prone. this class and to four when you reach 18th level in this class.
137
4 Classes & Feats
Warrior Approaches
Those who fight have a variety of techniques from the
wild attacks of Berserkers to the controlled grace of the Du-
elist, the protective arts of the Knight or the Rune Smith, the
strange techniques of the Tattooed Fighter, the faith of the
Templar and the unwavering resilience of the Wrathguard.
Berserker
Spirits of rage follow you and fill you with uncontrolled
ferocity in battle. When you are not in combat you are of a
thoughtful and patient disposition, a contrast that makes
you both appreciated and feared. The barbarians speak of
the Guard of the Slumbering Wrath (see page 145), that
serve as the High Chieftain’s bodyguard – do you dream of
joining their ranks, or do you seek to defeat one of them as
revenge for taking your place among them?
Rage
In battle, you fight with primal ferocity. On your turn, you
can enter a rage as a bonus action. While in this raging
state, you gain the following benefits if you aren’t wearing
heavy armor:
• You have advantage on Strength checks and Strength first attack on your turn, you can decide to attack recklessly.
saving throws. Doing so gives you advantage on melee weapon attack rolls
• When you make a melee weapon attack using Strength, using Strength during this turn, but attack rolls against you
you gain a bonus to the damage roll. The bonus damage is have advantage until your next turn.
1 + half of your proficiency bonus, rounded down.
• You have resistance to bludgeoning, piercing, and slash- Mindless Rage
ing damage. Beginning at 6th level, you can’t be charmed or frightened
• If you are able to cast spells, you can’t cast them or con- while raging. If you are charmed or frightened when you
centrate on them while in a rage. enter your rage, the effect is suspended for the duration
of the rage.
Your rage lasts for 1 minute. It ends early if you are knocked
unconscious or if your turn ends and you haven’t attacked Brutal Critical
a hostile creature since your last turn or taken damage At 9th level, if you are raging, you can roll one additional
since then. You can also end your rage on your turn as a weapon damage die when determining the extra damage
bonus action. for a critical hit with a melee attack.
Once you have used your rage a number of times equal to At 13th level, this increases to two additional dice.
your proficiency bonus, you must finish a long or extended At 17th level, this increases to three additional dice.
rest before you can use this feature again.
Incredible Might
Reckless Attack Beginning at 17th level, if your total for a Strength check
Starting at 3rd level, you can throw aside all concern for de- is less than your Strength score, you can use that score in
fense to attack with fierce desperation. When you make your place of the total.
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Wa r r i o r 4
Feint
You have developed techniques for feinting – handling a
weapon in both a discreet and confusing manner. You must
be wielding a weapon with the finesse property to use
these features. At 1st level you can use your bonus action
to intentionally leave an opening free in your defense to
take advantage of later. Until your next turn, when an
opponent attacks you they have advantage on the attack
but you can use your reaction to make an attack roll im-
mediately after their attack. Attackers lose advantage once
you use your reaction.
At 6th level, you can use your bonus action to make a feint
against an opponent. Make a Dexterity (Sleight of Hand)
check against an opponent’s armor class. If successful, you
have advantage on attacks against that opponent until the
end of your turn.
Twin Attack
When you reach 3rd level, if you are wielding a finesse melee
weapon in your primary hand and a light weapon in the
other hand, you add your ability modifier to damage rolls
with your off hand.
At 9th level you can wield a finesse weapon in each hand
and add your ability modifier to damage rolls with each hand.
Bladed Defense
At 13th level, when you wield two melee weapons increase
your armor class by 2.
Lightning-Quick Blades
Also at 13th level, if you wield two melee weapons, when
you use your reaction to make an opportunity attack you
make two attack rolls, one with each hand.
Acrobatic Footing
At 17th level, you are immune to the prone condition, as
you’ve trained yourself to roll with any blows and then im-
mediately regain your stance.
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4 Classes & Feats
140
Wa r r i o r 4
Two-handed Force
At 3rd level, if you are wielding a heavy or massive melee
weapon and miss an attack roll, you can use your reaction
to reroll that attack.
At 9th level when you wield a heavy or massive melee
weapon you score a critical hit on a roll of 19 or 20 on the die.
Hammer Rhythm
As a weapon, the hammer is ancient and its brutal simplic-
ity may in the right hands pound forth a deadly rhythm
echoing over the battlefield. You are one of those who,
through training and experience, can utilize the
force of the hammer, whether in its single-handed
or heavy version.
At 6th level you can crush the enemy’s shield
with the hammer. After a failed attack roll where
the opponent defends with a shield, you may use
your bonus action to roll a Strength check against
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4 Classes & Feats
Rune Tattoos
The rune crafters of Clan Vajvod in eastern Davokar often
tattoo themselves and their allies with powerful runes. These
runes seem almost alive and glow red-hot when activated in
combat. The character carries such tattoos, either self-made
or granted to the character as a gift or a reward, likely for a
service of great importance for the symbolist who made it.
At 1st level, the rune tattoo protects from weather and wind
like a full set of clothes. When attacked, you can spend your
reaction and gain +4 to your AC until the start of your next
turn and you gain 1 point of temporary Corruption. As long
as you choose to continue to gain Corruption at the start of
your turn, you can continue this effect for additional rounds.
At 3rd level, the rune tattoo adds power to your attacks. Use
your bonus action to empower your weapon and gain 1 point of
temporary Corruption. Add 1d6 radiant damage to each attack
until the beginning of your next turn.
At 6th level, the rune tattoo glows when you take a wound.
At the start of your turn, you can choose to gain 1 point of
temporary Corruption. If so, you regenerate hit points equal
to your proficiency bonus.
At 9th level, the rune tattoo adds even more power to
your attacks. Add 1d8 radiant damage (instead of 1d6) to
each attack.
At 13th level the increased power becomes 1d10 radiant
damage per attack and at 17th level it is 1d12 radiant damage
per attack.
Templar
The church of Prios and its representatives are protected by
the Knights of the Dying Sun, heavily armed and with the fire
of faith burning behind their breastplates. The power of faith
Tattooed Fighter makes the armor of the sun knights harder than steel. Their
Many barbarian warriors have their bodies covered with mere presence repels abominations by the sheer radiance of
tattoos, but the Tattooed Fighters of Vajvod differ in that their conviction or by weapons burning with Prios’ holy rage.
they are tattooed by symbolists – mystics with a special un- Lately, a schism is said to have grown between the com-
derstanding of the power of symbols. The foremost among mander of the Templars and the Church’s Curia in Tem-
the tattooed fighters has the honor to serve as the guards plewall. Initially, the dispute was about how to handle the
of Clan Vajvod’s chieftain. ancient sun temple found close to Karvosti, but apparently
There are also goblins and trolls among the Tattooed there are other ideological differences between the Knights
Fighters, totally unrelated to the work of Vajvod’s symbol- of the Dying Sun and the Sun Church in general. What will
ists. Amid both trolls and goblins, these warriors comprise come of this conflict is not easily guessed; some dismiss
an elite among the elite. The Tattooed Fighters are often it as a natural effect of the Church’s development, others
seen fighting alongside their ruler on the field of battle, whisper of a possible division of the Church, in line with
be it down in the Underworld or in the shadowy depths the conflicting views that exist regarding the dying Prios
of Davokar. and humanity’s role in the drama.
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Wa r r i o r 4
If your Wisdom modifier is higher than your Charisma move as far away from you as it can, and it can’t willing-
modifier, you can use it instead of Charisma to calculate ly move to a space within 30 feet of you. It also can’t take
your Corruption Threshold. reactions. For its action, it can use only the Dash action or
try to escape from an effect that prevents it from moving.
Spell save DC = 8 + your proficiency bonus + If there’s nowhere to move, the creature can use the Dodge
your Wisdom modifier action. You can do this a number of times equal to your
Spell attack modifier = your proficiency bonus + proficiency bonus before needing to take a long or extended
your Wisdom modifier rest to use the feature again.
You know two cantrips and one 1st level spell from the Medicus
Theurg list, in addition to the bless spell. You do not have any You can invest some of your faith into healing energies that
favored spells. You learn spells according to the following do not incur any chance of Corruption to you. If you spend
chart, and can cast any spell you know at any time: an action binding a wound, you restore one Hit Die to the
treated creature. You can do this a number of times equal
to twice your proficiency bonus and then must take an ex-
Cantrips TOTAL SPELLS KNOWN BY LEVEL
Level Known 1st 2nd 3rd 4th tended rest to recharge.
1st 2 1 — — —
Witchhammer
3rd 3 2 1 — — At 9th level, your weapons are imbued with the power of
6th 4 3 2 1 — Prios. Add 1d8 radiant damage to all of your melee weapons.
9th 5 4 3 2 1 At 13th level this becomes 1d10 and at 17th level it becomes
13th 5 4 4 3 2 1d12 radiant damage.
17th 5 4 4 4 3
Holy Aura
At 3rd level, your devotion to Prios and understanding of
his power has suffused your very muscles with magical
power. When you make a successful melee attack roll you
can choose to gain Corruption just as if you were casting a
spell that you know. Roll for temporary Corruption as nor-
mal and add three times that amount in radiant damage to
your attack.
Theurgy
By 6th level, you have learned more of the secret arts taught
by the Church of Prios. You can choose either the ‘Turn Un-
dead’ feature or the ‘Medicus’ feature below:
Turn Undead
You can use the power of the Lawgiver to rebuke the un
dying. As an action, you present your holy symbol and speak
a prayer censuring the undead. Each undead within 30 feet
that can see and/or hear you must make a Wisdom saving
throw against your spell save DC. If the creature fails its
saving throw, it is turned for 1 minute or until it takes any
damage. A turned creature must spend its turns trying to
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4 Classes & Feats
Weapon Master
You have dedicated yourself to the mastery of a single weap-
on. Among the warriors of Ambria and Davokar there are
those who have committed themselves to becoming true
masters of a specific weapon. Through persistent training,
these Weapon Masters have become very skilled with their
weapon of choice, and often adhere to a philosophy about
the struggle between life and death.
They are known as Sword Saints in Ambria, devoted
to perfecting their skill with the chosen weapon. Among
barbarians there are the Axe Artists, often wielding one
axe in each hand – a tradition also adopted by some of the
goblin tribes of Davokar. The elven equivalent to a weapon
master is called a Spear Dancer, an art form also practiced
by abducted humans. Among trolls, chain weapons are
considered extra noble, both very demanding and very
effective in the right hands. Such Flailers, in the form
of ogres, can often be found in the gladiatorial arenas
of Ambria.
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Wa r r i o r 4
Blood Combat
At 3rd level, if you are in a wrath and current hit points are
equal to half or less of your maximum hit points (rounded
up), you have advantage on all your attack rolls.
At 6th level, if you are in a wrath and current hit points
are equal to half (rounded up) or less of your maximum hit
points, you add your proficiency bonus to your damage rolls.
At 9th level, when you are in a wrath and you do dam-
age to any enemy you recover hit points equal to half that
damage, rounded down. When you recover hit points you
cannot exceed your maximum hit point total.
Relentless
At 13th level, your wrath can keep you fighting despite griev-
ous wounds. If you drop to 0 hit points while you’re in a
wrathful fury and don’t die outright, you can make a DC 5
Constitution saving throw. If you succeed, you drop to 1 hit
point instead.
Each time you use this feature after the first, the DC in-
creases by 5. When you finish a short or longer rest, the DC
resets to 5.
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4 Classes & Feats
Feats
A feat represents a talent or an area of expertise that The rules for feats are optional and each gaming group
gives a character special capabilities. It embodies training, must decide whether they add something positive to the
experience, and abilities beyond what a class provides. game or not. If put into play, these rules will primarily affect
At certain levels, your class gives you the Ability Score the way characters are created and developed. There are
Improvement feature. Using the feats rule, you can forgo three types of feats:
taking that feature to take a feat of your choice instead. You
can take each feat only once, unless the feat’s description • Boons and burdens provide interesting features and role-
says otherwise. playing hooks together in a package. Any character can
You must meet any prerequisite specified in a feat to take take a boon or a burden.
that feat. If you ever lose a feat’s prerequisite, you can’t use • Some feats are based on a character’s origin. Whether
that feat until you regain the prerequisite. For example, the endemic to a particular society or a matter of birth, only
Grappler feat requires you to have a Strength of 13 or higher. certain characters can choose these feats.
If your Strength is reduced below 13 somehow – perhaps by • Some feats are based on the character’s class. These feats
a withering curse – you can’t benefit from the Grappler feat either provide bonus features or unlock special knowl-
until your Strength is restored. edge based on the role you’ve chosen to play.
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Feats 4
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4 Classes & Feats
148
Feats 4
extended rest. If it fails again, the enterprise cannot try Green Thumb
again until you spend some downtime on site, correcting • Bonus: +1 to Wisdom
any issues. If more than one character has Enterprise, they The character has a mystical connection to all growing things
can be part of the same establishment or business. If so, and has advantage on Wisdom(Survival) checks related to
both characters roll a profit check each. Characters that visit challenges in the wilds, such as orienting in the woods and
the enterprise can withdraw money from the business’s finding food and shelter.
reserves, or add to the reserves from their own funds.
Heirloom
Escape Artist • Bonus: +1 to Strength
• Bonus: +1 to Dexterity You have inherited a family heirloom. Choose a weapon or
You have loose joints and have been trained to utilize this armor from the lists starting on page 162 that costs 50
in order to get free from bonds or squeeze through narrow thaler or less. You acquire the gear without paying for it.
passages. You can also get free from the clutches of an enemy
or out of traps such as nets and snares. In all these cases, you Hideouts
have advantage on the escape attempt. • Bonus: +1 to Intelligence
Many organizations and networks regularly establish hide-
False Identity outs in Ambria and the outer regions of Davokar; guilds and
• Bonus: +1 to Charisma factions like witches, the Queen’s Rangers and most barbar-
You have a false identity, complete with clothes, equipment ian clans maintain such places for their members. The char-
and papers to back it up. The identity is so well-crafted that it acter knows of, and has access to, a series of such hideouts,
cannot be exposed unless the person who created it (usually linked to a specific group. There they can lay low and replace
a prominent member of the organization or faction to which or repair vital equipment, including weapons and armor.
the character belongs) discloses it – or if you do something When you need to find a hideout, make a DC 15 Intelli-
clearly revealing. gence check – a success means that you recall the location
of a place in the vicinity. The location is hidden, safe and
Fire Forged contains equipment to a value of 10 thaler; the character de-
• Bonus: +1 to Constitution cides what is kept in the hideout, items and/or coins. If you
You were born beneath a glowing celestial phenomenon or take something from a hideout, you’re expected to replace it
were the only one to survive a devastating fire. You are re- later, or at least report what was taken and for what purpose.
sistant to fire damage.
Impressionist
Fleet-footed • Bonus: +1 to Charisma
• Bonus: +1 to Strength You are a skilled impressionist, whether trying to impersonate
You can move at an unusually high speed. You can use your a type of person belonging to your origin or imitating a specific
bonus action to Dash. individual. You gain advantage on Intelligence or Charisma
checks when trying to impersonate a type of person (for in-
Forbidden Knowledge stance a town guardsman) rather than a specific individual. If
• Prerequisite: You must be 12th level or higher you have a disguise kit then you have advantage on imperson-
• Bonus: +1 to Intelligence ating a specific individual that shares your origin. If you are
You have come to possess the secrets of the mystical process- impersonating a type of person from a different origin then
es regarding artifact crafting; maybe as a result of espionage you have disadvantage on the check; impersonating a specific
or after having served a far-traveled master. During an ex- individual of a different origin is almost always impossible.
tended rest, you can create a lesser artifact, including those
belonging to the secrets of other traditions. Manipulator
• Bonus: +1 to Charisma
Forceful Personality You know how to manipulate others, using flattery, threats,
• Bonus: +1 to Charisma or a combination thereof. It takes time to influence someone;
You know how to be threatening in an effective way and can it requires a scene of emotional manipulations to achieve
scare people into acting according to your will, if only for a the intended effect. Once you’ve chosen a victim, you have
short while. You have advantage on Charisma (Intimidation advantage on Charisma checks for that manipulation. On
or Persuasion) checks pertaining to threats, interrogation the other hand, the influence lasts longer than when simply
and coercion. The effect is momentary; later the victim will lying – the victim accepts the sentiments as its own and will
likely retaliate against you when a chance presents itself. defend them long after the manipulator has left the place.
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4 Classes & Feats
Medium Servant
You grew up in the presence of ghosts and have developed You have a personal servant. It may be an employed atten-
a connection to the realm of spirits. You have advantage dant, a serf chamber boy or something like that. The servant
on saving throws and ability checks regarding the spirits is loyal to you, but is otherwise useless in terms of skills. It
or the spirit world. can perform simple chores, stand guard at night or convey
messages to others, but it will not contribute in dangerous
Mirage situations. The servant is played by the Gamemaster and
You have a mystical gift and may weave momentary mirag- should be provided a suitable personality.
es from thin air; flames that emit no heat jump between
your hands, tiny figures of light dance in the air, and so on. Shadow Spawn
You can also weave false images over smaller objects, for • Bonus: +1 to Dexterity
instance making pebbles appear as shining coins. You can You were born during a solar eclipse and ever since then
cast prestidigitation without gaining any Corruption. shadows are drawn to you. You have advantage on any Dex-
With Mirage, you may make an opposed check – your terity checks when sneaking or hiding.
Charisma (Deception) vs their Wisdom (Insight) to dupe
someone into accepting fake goods or payment in the form Soulmate
of illusory coins, to a maximum “value” of a hundred thaler. You have a soulmate, either in the romantic or familial sense.
Also, Mirage can grant advantage on a Charisma check when Irrespective of which, you may telepathically communicate
you threaten someone with “powerful magic.” simple messages and feelings to your counterpart. You al-
ways know approximately where the other person is and if
Pathfinder they are in any kind of trouble. The counterpart may be a
• Bonus: +1 to Wisdom non-player character important to the game or the character
You have well-tuned senses for spotting and following tracks, of another player; talk to your gaming friends and decide
both below ground and on the surface. You have advantage what is best. In the latter case, it is enough that one of the
on Wisdom (Survival) checks when trying to follow a trail characters acquires the boon in question. If the soulmate
or find the way to, or back from, a place. perishes then after a period of grieving you can gain +2 to
an ability score of your choice as you redirect your energies.
Pack-mule
• Bonus: +1 to Strength Storyteller
You can carry equipment weighing up to 20 times your • Bonus: +1 to Charisma
Strength score in pounds (9 times your Strength score in You are a gifted storyteller and no matter if you narrate
kilograms). legends, religious myths or burlesque tales, you will impress
the audience. You gain advantage on Charisma (Deception or
Pet Performance) checks when attempting to weave a credible
You have a trusty friend in the form of a jakaar or mare cat story to impress your listeners, and you are skilled enough
– any beast will do, so long as it is CR 1/4 or less. The pet is to earn an income from your performances (see Downtime,
unswervingly loyal to you. In combat and problem-solving page 40).
you play it almost as a second character, but you must use
your bonus action to coax it to make use of its action. It Telltale
shares your initiative count and acts immediately after your • Bonus: +1 to Charisma
turn. It does not gain experience points and cannot develop You have ears and a tongue for gossip and can sniff out ru-
its stats. If the pet dies, the character can have it replaced mors and also pass them on to new places. You have advan-
at the start of the next adventure. tage on all Charisma or Wisdom checks in connection to
hearing, spreading or realizing the truth behind rumors.
Poison Resilient
• Bonus: +1 to Constitution Tough
By carefully exposing yourself to toxins, you have built • Bonus: +1 to Constitution
up a remarkable resilience. You have resistance to poison You have a tough body and a strong soul, meaning that your
damage and advantage on saving throws to avoid the poi- heart keeps beating when the hearts of others would give
soned condition. up. You have advantage on death saving throws.
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Feats 4
Burdens
Burdens are negative traits which add to the character’s
history and also provide opportunities to earn inspiration Burdens
by using the negative effects in game. Using burdens is con- Addiction Impulsive
sidered an optional rule (even more so than the choice to Arch Enemy Nightmares
use feats themselves), so the gaming group has to reach a Bestial Mystical Mark
common understanding on whether or not to do so. You Bloodthirst Seizures
might, for example, have each character begin with a sin- Code of Honor Sickly
gle burden, improving their stats but setting the stage for Dark Blood Slow
possible disaster. Dark Secret Wanted
Elderly Ward
Addiction
• Bonus: +2 to an ability score (see below)
You have developed an addiction and must have a dose of
your drug each day, or suffer from withdrawal symptoms.
The drug (wine (Constitution), dream snuff (Wisdom), daft Charisma (Intimidation) checks. As soon as they can, those
root (Strength) or similar drugs) costs one shilling per dose. subjected to your intimidation efforts – whether or not it is
An alchemist can create the drug for themselves or a friend successful – will report you to the Town Watch (or similar
for half that price. authorities) as a suspected abomination.
Each day without the drug, you must also pass a DC 10
Wisdom saving throw. If it fails, you will abandon all other Bloodthirst
projects and start hunting for the daily dose. Withdrawal • Bonus: +2 to Strength
symptoms give a level of exhaustion each day, with no non- You have a thirst for blood, easily awoken and hard to
magical way to recover the exhaustion. After the fifth day, quench. The thirst appears if you take damage and means
you begin to recover exhaustion as normal, and you become that you will not spare any enemies – not even if they
free of the drug once you have no exhaustion remaining. surrender. Trying to spare an enemy requires an almost
Once free, you only need to make the Wisdom saving throw overpowering effort; you must succeed at a DC 20 Wisdom
once a month or on a triggering event (GM’s discretion). saving throw.
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152
Feats 4
Origin Feats
There are certain features that you might inherit because Elves
of your origin. In many cases, you might have always had the The study of magic, especially the nature-based approaches
potential for this feature but only just begun to concentrate of the witches of Davokar, comes easily to the elves.
on developing and using it reliably in recent days.
Ancient Magic
Abducted and Humans At the end of a short rest, choose a number of cantrips from the
Some humans, including those abducted by the elves, have Witch approach (see page 189) equal to your proficiency bo-
the ability to see the shadows of creatures and people, if nus. You can cast these spells without gaining any Corruption.
they concentrate upon them.
Goblins
Shadow-sight Despite their small stature goblins can endure a tremendous
Some humans are sensitive to the ethereal echoes of Shad- amount of pain.
ows and, when concentrating, can see them. If you take this
feat, you can spend a bonus action and take 1d4 temporary Tough and Stringy
Corruption to discern a creature’s Shadow, and judge it to When rolling hit points for a new level, if you receive less
be normal, blight-stricken, blight-marked or thoroughly than the average (4) you can reroll the Hit Die. You must
corrupt (see page 38). use the new value. If using the average value, use 5 on even
The Gamemaster will compare your passive Insight to the levels and 4 on odd.
target’s passive Deception. If you fail, you see the creature’s
normal shadow, as it looked before suffering any corrupting Ogres
influences. While ogres tend to be smaller than their cousins the trolls,
they are mere inches away from qualifying as Large creatures.
Changelings
Some changelings retain the ability to disguise themselves Big-boned
magically. • Bonus: +1 to your Strength modifier.
You are just at the edge of Medium size and have more mus-
Change Self cle mass than most creatures your size. When determining
You transform your appearance. You decide what you look your carrying capacity and lifting capacity you count as Large
like, including your height, weight, facial features, sound (double the amount a Medium creature can carry or lift). You
of your voice, hair length, coloration, and distinguishing also count as being Large when creatures try to grapple you.
characteristics, if any. You can make yourself appear as a
member of another origin, though none of your statistics Trolls
change. You can only appear as a creature of the same size The trolls of Symbaroum are hardy creatures, some of them
category as you, and your basic shape stays the same; you seem to feel no pain at all in combat.
can't use this effect to become quadrupedal, for instance. The
effect ends at dawn, but you can use this effect again after a Robust
short or longer rest, so that you can continue the disguise as You are exceptionally sturdy and many hurts fail to do last-
needed.Suspicious folk might reveal the truth by making a ing damage to you. Reduce any nonmagical damage you take
Wisdom (Insight) vs Charisma (Deception) check. by an amount equal to your proficiency bonus.
Dwarves Undead
All dwarves hold grudges, but for some, the anger can man- The newly arisen undead are rumored to subsist on raw flesh.
ifest in a magical revenge against their enemies. Some of them seem especially revitalized by this unusual diet.
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4 Classes & Feats
Class Feats
A certain selection of feats are available to specific class- Trick Shot
es. These are additional features that only a specific class can • Prerequisite: Your Dexterity must be 13 or higher.
learn. For the mystic, some of these features provide access You have practiced performing exceptional shots with your
to spells that are otherwise unavailable. ranged weapon. You can use one of your attacks to provoke
an object interaction (such as shooting a lantern to put out
Captain its flame, hitting a switch or lever, cutting a rope, etc.) If
As a battlefield leader, you can train yourself to instill forti- you attempt to knock a weapon out of a creature’s control,
tude in your allies, aid them in combat and defend yourself it can make a Strength saving throw with your attack roll
admirably. as the DC to retain control of the weapon.
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4 Classes & Feats
156
Feats 4
10 ft. on a success. You must be able to see your staff and Skirmish Expert
be within 100 ft. of it to be able to activate this feature. You have trained extensively in close-in spontaneous
• Unity. As a bonus action you may fuse your staff with combat. You gain a number of Skirmish dice (d6s) equal
your own body, drawing it into yourself. Whilst fused to your proficiency bonus. When it is your turn, if you
in this manner the staff weighs nothing and cannot be are unarmed or are using an improvised weapon, you can
detected or discovered by other creatures. As another use a bonus action to add a Skirmish die to your attack
bonus action you call forth your staff causing it to grow roll or damage roll.
from your palm ready to be used. After the first hour of You regain any spent Skirmish dice when you take a short
being fused with you, any permanent Corruption begins or longer rest.
to be drawn to you. At the end of the second hour the staff
loses a point of permanent Corruption and you gain that Warrior
point. This effect continues each hour until the staff has As a master of weapons and strength, you might learn to
no permanent Corruption left. bring your full weight and strength against your enemy, to
• Strength. You draw vigor from wielding your staff, whilst hold them steady and prevent them from hurting others or
you are touching your staff you have advantage on saving to wield your weapon with deadly grace.
throws against poison and diseases. In addition, while you
are wielding your staff as a weapon, you have advantage Bull Rush
on ability checks to resist being pushed or knocked prone. • Prerequisite: Strength 13 or higher.
If you move 20 feet or more towards a target that is at least
Scoundrel 20 feet away you have advantage on attack rolls (including
You are a master of stealth and thievery. You might focus shove checks) until the end of your turn.
on being flexible and fast, or disappearing into darkness or
surprising folks in combat. Grappler
• Prerequisite: Strength 13 or higher.
Nimble You’ve developed the skills necessary to hold your own in
• Prerequisite: Dexterity 13 or higher. close-quarters grappling. You gain the following benefits:
You are extraordinarily dexterous: • You have advantage on attack rolls against a creature you
• Your base speed increases by 10 feet. are grappling.
• You can make a Dexterity (Acrobatics) check instead of • You can use your action to try to pin a creature grappled
a Strength (Athletics) check to climb surfaces. by you. To do so, make another grapple check. If you
• you suffer falling damage, you can make a DC 10 Dex-
If succeed, you and the creature are both restrained until
terity saving throw. On a success you take half damage the grapple ends.
from the fall.
Melee Expert
Shadow Walker You have trained extensively in the arts of war. You gain a
• Prerequisite: Dexterity 13 or higher. number of Melee dice (d6s) equal to your proficiency bonus.
You are an expert at stealth. You gain the following benefits: On your turn you can use a bonus action to add a Melee
• You have advantage on Dexterity (Stealth) checks as long die to your melee attack roll or your weapon damage if you
as you are obscured from any observers. succeed with a melee attack.
• you are hidden, a failed attack roll does not reveal your
If You regain any spent Melee dice when you take a short
location. or longer rest.
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SECTION 5
Resources
Light fell through cracks in the ceiling, dancing with the dust that covered every-
thing in the room – the bottles of elixirs, poorly preserved monster trophies and the
matron herself, an aged changeling.
It was Kasimer who had led them to the cabin. Agniesha remained by the door,
apparently uneasy. Gormyx spoke for the group, partly because the steady voice of
the troll singer made him a great negotiator, partly because he knew more about the
Underworld than the rest of them combined. Knowledge of the Abyss was undoubt-
edly relevant in the situation; their nemesis had fled there after the confrontation
and the group had decided to hunt him down.
It looked as if the troll and the changeling had already agreed on a price for a
number of items and elixirs, but they were still squabbling over a brew that the
matron claimed could provide anyone with armor-like skin, claws and even wings.
Gormyx was just about to present a new argument when Jela heard herself cry out,
“I’ll take it!” The others gave her puzzled looks.
In a calmer voice she explained, “I’ll take it. I’d rather die than allow the black
priest to escape again!”
5 Resources
This section provides resource information that you’ll use level. This listing includes standard OGL spells, modified
during character creation and play. We first cover the economy OGL spells and brand-new Symbaroum-only spells.
of Ruins of Symbaroum, including listings of common equipment, The last section provides detailed information on
weapons, armor, services, elixirs, lesser artifacts, traps, enter- any of the OGL spells that were modified to fit Ruins of
tainment and trade goods. This helps with building the setting Symbaroum and all of the new spells. It is provided in or-
and giving you, the player, a strong handle on what is available. der by casting spell level and then alphabetically within
The next section is a listing of all of the spellcasting each level, allowing you to find a spell of an appropriate
traditions and the spells available to them at each casting level quickly.
Equipment
In this chapter you will find some basic information about may require when relaxing and recuperating. The objects
the economy and currency of Ambria, in addition to de- and services listed are available in all major settlements
scriptions of equipment that the player characters may need in Ambria but some can also be manufactured by skilled
during their adventures, along with items and services they player characters.
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Equipment 5
161
5 Resources
Weapons
Your class grants proficiency in certain weapons, The tables show the setting’s most common weapons, their
reflecting both the class’s focus and the tools you are price, weight, damage, and any special properties. The weap-
most likely to use. Whether you favor a longsword or a ons are classified as either melee or ranged. A melee weapon
longbow, your weapon and your ability to wield it effec- is used to attack a target within 5 feet of you, whereas a ranged
tively can mean the difference between life and death weapon is used to attack a target at a distance.
while adventuring. After each table notes are given on any unusual weapons.
Greatclub. A heavy stick. Portable firetubes, when used in Mace. A short-handled rod with a heavy metal ball or
melee, also count. flanged head on one end.
Javelin. With a shaft that is lighter and shorter than a Sickle. A bent-bladed device with the cutting edge inside of
spear’s, these weapons are built for throwing, usually at the curve, usually used for gathering crops, sometimes
the beginning of a battle. for ending lives.
Light hammer. Usually the tool of a carpenter or black- Spear. Easy to train with and adaptable, spears are often the
smith, this weapon is often found among militias. first choice of barbarians and Ambrian militias.
Horseman’s Bow. Shorter than a longbow, this weapon can Spear Sling. The barbarians of eastern Davokar, and es-
be used while mounted and also works well on foot with- pecially the members of clan Karohar, prefer the use of
in the forest of Davokar. spear slings – a throwing arm with a hook that is attached
to the end of a short spear in order to throw it with tre-
mendous force.
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Equipment 5
Assassin’s Blade. The slender grip and the feather-thin steel crow’s beak is a club whose metal head is fitted with a
of the blade makes this weapon easy to conceal without spike or a beak of steel, in order to punch through armor
sacrificing its bite. It is easily strapped to the wrist or more easily. After the escape to Yndaros, the smiths of
ankle, or even attached behind the neck with a lump of the Kandorian war pick settled down in the district of
resin. Special girdles or hidden pockets in clothes work Old Kadizar where they have continued to craft their
just as well. The weapon can be smuggled past guards, dreaded weapons.
to be used on secret missions or to be handed over to a Double-axe. The barbarian double-axe (not to be confused
prisoner. with the more common pole axe with its single-edged
Axe. Preferred weapon of many barbarians. axe head) is aptly named after its twin axe heads and is
Chain Staff. The chain staff was developed by elves and has presumed to be a legacy from the fallen Symbaroum. In
been adopted by some barbarian clans. The weapon is those days the double-axe was a weapon as well as a sym-
composed of a staff with a short chain attached to each bol of status and standing. Even though the knowledge
end, making it possible to use the weapon to ensnare a of metallurgy has dwindled since the fall of Symbaroum
target. The chains often end in a weight or a short blade, these powerful weapons can still be forged, often made
making it even more deadly. for particularly prominent warriors. Ambrians consider
Crow’s Beak. A less elegant, but still effective weapon is the double-axe crude and savage, fit for barbarians and
the crow’s beak, also known as a Kandorian war pick af- few else, but its shape is well known because of its sim-
ter the city in Alberetor where it was first forged. The ilarity to the royal rune, Labrys.
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Estoc. This is a fencing sword but with a tapered blade that Great Flail. The great flail is a larger version of the regular
ends in a wedge-shaped tip, intended to penetrate the flail. As might be expected, the heavier flail is slower but
target’s armor. has a greater impact on the unfortunates who are hit by
Executioner’s Sword. This giant sword is used by execu- its massive head.
tioners to end the lives of nobles – the axe is for mer- Greatsword. This double-handed blade is the weapon of
chants and artisans, the rope for commoners – but there choice for some of the most famous knights of Ambria.
are also those who wield the weapon on the battlefield. Halberd. Known as the pole axe among barbarians, it com-
Fencing Sword. In Yndaros, the Ambrian fencing sword is bines the point of a spear with the head of an axe. It can-
considered to be of the highest fashion, an instrument not thrust as quickly as the spear, but its sweeping chop
with superior precision made from strong but flexible can have a devastating effect.
steel. It is often combined with the duelist’s favorite, the Lance. The value of this weapon should not be underesti-
parrying dagger, which gives the lightly armored fighter mated – the largest monstrosities of the Dark Lords were
a stronger defense in combat. often slain by lances in the hands of brave knights. The
Flail. The single-handed cousin of the great flail. weapon was also used by the Ambrian cavalry to gain
Grappling Axe. This long-shafted axe is often used during dominance over the lowlands and drive barbarians, packs
assaults. It can be held one-handed, together with a shield, of predators and abominations into the forest of Davokar.
or alone when climbing ladders to the battlement where Long Hammer. This mighty weapon can be used in one
it is gripped in both hands to clear the top of the wall. hand together with a shield but will come into its own
Older models from The Great War were used in sea battles only when held in a two-handed grip.
and have a grappling hook on the back of the axe head, Longsword. The master smiths of the Pansars forge the
in order to secure safe passage from one ship to another. finest weapons in Ambria, and the longswords of the
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Equipment 5
Queen’s Guard are an exquisite testament to that fact, at Pike. The slender shaft and fire-tempered steel point of
least when wielded by the right warrior. The weapon is the Ambrian pike slides towards the target with great
preferably handled with both hands but can also be used precision.
single-handedly with a shield. Shortsword. A straight blade with a sharp point for thrust-
Maul. This weapon is a long-handled hammer with a heavy ing attacks.
head of wood, lead, or iron. Stiletto. The slender and agile stiletto is a dagger whose ra-
Parrying Dagger. The parrying dagger, with its wide zor sharp point stabs deeply – the weapon of an assassin.
and v-shaped cross-guard, has become very popular Whip. This whip has been adapted from the common herding
in Yndaros, and is often wielded together with a fenc- or slave-driving whip; its function is not only to drive but
ing sword. also to snare the target. Also, its length gives it a consider-
able flicking power able to wound lightly armored targets.
Arbalest. This is a heavy Ambrian crossbow with a bow of from layers of horn and sinews over a wooden core; it is
feather-light steel, which gives its bolts a bit of extra shorter and not as precise as the longbow but more pow-
punch. erful. Its size makes it perfect for use while on horseback,
Blowpipe. The purpose of this weapon is to fire a poisoned the driver’s seat of a wagon or the narrow platform of a
dart towards a target. The dart deals minimal damage battle chariot.
itself, but penetrates any protection worn on a successful Crossbow, hand. Among the thieves and gangs of Yn-
hit. See page 182 for more details on poisons. daros, a smaller and more easily concealed version of
Bolas. This weapon is used in Davokar when someone wants the crossbow is used. It can be held and fired in one
to capture the prey alive; or in order to slow down a target hand, but requires two to load and has nearly the same
before moving in for the kill. The bolas are made of two punch as the standard crossbow. Assassins often apply
or more weights tied together with ropes that, together, poison to the bolts, making the weapon very effective
are hurled at the target’s legs or arms in order to hinder for its size.
movement. Normally, such a weapon is thrown at the Crossbow, repeating. This is a mechanically advanced
opponent’s legs and if the attack roll is successful, the version of the crossbow. The weapon has a push lever
target becomes prone and restrained. It is harder to hit underneath, for quicker reloading. Only the most skilled
the arms of the target – this requires an attack roll at blacksmiths are able to construct such technically ad-
regular range with disadvantage. On a success the target vanced weaponry.
cannot use their arms. Removing the bolas requires an Throwing Wing. These weapons are designed to return to
action to attempt a DC 13 Strength (Athletics) or Dexterity the user if they miss their target. In the depths of Davokar,
(Acrobatics) check. throwing wings made from hardened wood are used to
Composite Bow. Among the wagon-riding Varaks and Saars hunt small game, while the ones used in combat have a
who live on the plains west of Davokar, bow-making is knife-sharp edge of steel all around the wing.A proficient
a highly esteemed art form. The composite bow is made user can catch a returning wing as an object interaction.
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ALCHEMICAL WEAPONS
Name Cost Damage Wt. Properties
Breaching Pot (buried) 100 thaler* 3d10 bludgeoning 20 lb. Siege
Breaching Pot (ground) 100 thaler* 3d8 fire 20 lb. Area effect (20-foot radius)
Firetube, Portable 100 thaler* See Firetube 20 lb. Ammunition (range 0), area effect (20-foot cone),
Ammunition heavy, loading, two-handed
Firetube, Stationary 250 thaler* See Firetube 50 lb. Ammunition (range 0), area effect (60-foot cone),
Ammunition immobile, loading, siege
Grenade 25 thaler 1d10 fire 1 lb. Area effect (5-foot radius), thrown (range 30/90)
* This is military cost, black market can easily be double this.
FIRETUBE AMMUNITION
Name Cost (Portable/Stationary) Wt. Effects (Portable/Stationary)
Bang Powder (DC 25) 8/24 thaler 2 lb./5 lb. 1d10/2d8 thunder damage, deafened
Burning Powder (DC 20) 12/30 thaler 1 lb./3 lb. 1d12/2d10 fire damage
Flash Powder (DC 25) 6/20 thaler 1 lb./3 lb. 1d6/2d6 fire damage, blinded
Shock Powder (DC 30) 20/50 thaler 2 lb./5 lb. 1d12/4d6 bludgeoning damage, stunned
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Equipment 5
SIEGE WEAPONS
Name Cost Damage Wt. Properties
Ballista 200 thaler 2d12 piercing 450 lb. Ammunition (range 200/800), crewed (2), immobile,
reload, siege
Catapult 400 thaler 3d8 bludgeoning* 2000 lb. Ammunition (range 300/1200), area effect (5-foot radius),
crewed (4), immobile, reload, siege
Missile Battery 150 thaler 3d8 fire 300 lb. Ammunition (range 150/600), area effect (10-foot radius),
crewed (2), immobile, reload
Trebuchet 350 thaler 3d12 bludgeoning* 2500 lb. Ammunition (range 300/1200), area effect (5-foot radius),
crewed (4), immobile, reload, siege
* A breaching pot can be used as ammunition instead of a rock, in this case the breaching pot explodes as if it were on the
ground and uses those statistics and properties instead.
Ballista. Essentially, this is a massive, stationary cross- expend one piece of ammunition. Drawing the ammu-
bow, intended to fire at fixed targets, troop formations nition from a quiver, case, or other container is part of
on the field and monsters of the most robust sort. In The the attack (you need a free hand to load a one-handed
Great War, the ballista was used against the undead draft weapon). At the end of the battle, you can recover half
beasts of the Dark Lords, with the intent of stopping their your expended ammunition by taking a minute to search
siege towers from reaching the ramparts. This continued the battlefield.
during the colonization of Ambria, with the tame beasts If you use a weapon that has the ammunition prop-
of the barbarian warlords as the primary targets. Even erty to make a melee attack, you treat the weapon as an
today, ballistae are aimed towards Davokar from atop improvised weapon (see “Improvised Weapons” later in
outposts and wall-towers. the section). A sling must be loaded to deal any damage
Catapult. Ballistic devices have long been employed in when used in this way.
Alberetor’s many wars, and most frequently used, then Area Effect. This weapon’s ammunition explodes. Instead
and now, is the catapult. Compared to its bigger cous- of making an attack roll, the user designates an area and
in, the trebuchet, it is relatively easy to transport but each creature in the area makes a Dexterity saving throw
still very effective against both structures and troops. with the DC equal to 8 + the user’s proficiency bonus plus
It takes someone proficient with siege weapons to load, their attack modifier. A failed save means the target takes
aim and fire a catapult; it can be loaded with boulders or full damage and a successful save means that they take
with breaching pots, the former crushing buildings and no damage.
the latter more effective against weaker but flammable Balanced. The weapon is so well balanced that it is extra
targets, including hostile troop formations on the field effective when parrying. If you wield this weapon in
of battle. one hand with a weapon in the other hand increase your
Missile Battery. The missile battery is a siege weapon un- AC by 1.
suitable for use by anyone but trained Sappers. It consists Crewed. These weapons requires several individuals to op-
of a wooden frame into which dozens of missiles can be erate them successfully. The minimum crew is given in
loaded. When ignited, the burning, screeching missiles parentheses and at least one member must be proficient
rain down on the enemy troops. with siege weapons.
Trebuchet. The queen of siege weapons is the mighty tre- Concealed. This blade can be hidden on a creature’s body,
buchet, a ballistic device with power enough to raze the underneath clothes or armor. Make a Dexterity (Sleight
sturdiest walls, at least after a number of shots. The tre- of Hand) check when you hide it, and compare against
buchet can only be handled by someone proficient with passive Perception or an active search as needed.
siege weapons. Deep Impact. This weapon is built such that a precise blow
can cause extraordinary damage. If you score a critical
Weapon Properties hit with this weapon you double both the damage dice
Many weapons have special properties related to their use, and the damage modifier.
as shown in the Weapon tables. Ensnaring. This weapon can wrap around limbs, tempo-
Ammunition. You can use a weapon that has the ammu- rarily pulling an enemy off balance. When you make
nition property to make a ranged attack only if you also a critical hit with one of these weapons, if the target
have an appropriate type of ammunition to fire from is a creature it is knocked prone in addition to taking
the weapon. Each time you attack with the weapon, you normal damage.
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Finesse. When making an attack with a finesse weapon, you a dagger, you can use either your Strength or your Dex-
use your choice of your Strength or Dexterity modifier terity, since the dagger has the finesse property.
for the attack and damage rolls. You must use the same Two-Handed. This weapon requires two hands when you
modifier for both rolls. attack with it. This property is relevant only when you
Heavy. Creatures that are Small or Tiny have disadvantage attack with the weapon, not when you simply hold it.
on attack rolls with heavy weapons. A heavy weapon’s Versatile. This weapon can be used with one or two hands.
size and bulk make it too large for a Small or Tiny crea- A damage value in parentheses appears with the property
ture to use effectively. – the damage when the weapon is used with two hands to
Immobile. Setting up this weapon or breaking it down can make a melee attack.
only be done outside of combat (several hours usually).
Light. A light weapon is small and easy to handle, making Improvised Weapons
it ideal for use when fighting with two weapons. Sometimes characters don’t have their weapons and have
Loading. Because of the time required to load this weapon, to attack with whatever is at hand. An improvised weapon
you can fire only one piece of ammunition from it when includes any object you can wield in one or two hands, such
you use an action, bonus action, or reaction to fire it, re- as broken glass, a table leg, a frying pan, or a wagon wheel.
gardless of the number of attacks you can normally make. Often, an improvised weapon is similar to an actual
Massive. Creatures that are Small or Tiny have disadvan- weapon and can be treated as such. For example, a table leg
tage on attack rolls with massive weapons. A massive is akin to a club. At the DM’s discretion, a character profi-
weapon’s size and bulk make it too large for a Small or cient with a weapon can use a similar object as if it were
Tiny creature to use effectively. When rolling damage for that weapon and use their proficiency bonus.
a massive weapon, roll the damage die twice and take the An object that bears no resemblance to a weapon deals
better result. This applies only to the initial damage die, 1d4 damage (the DM assigns a damage type appropriate to
not any bonus damage. the object). If a character uses a ranged weapon to make a
Range. A weapon that can be used to make a ranged attack melee attack, or throws a melee weapon that does not have
has a range shown in parentheses after the ammunition, the thrown property, it also deals 1d4 damage. An impro-
ranged or thrown property. The range usually lists two vised thrown weapon has a normal range of 20 feet and a
numbers. The first is the weapon’s normal range in feet, long range of 60 feet.
and the second indicates the weapon’s long range. If it
lists only 0, then the weapon fires directly, usually in Silvered Weapons
a line or cone shape. When attacking a target beyond Some monsters that have immunity or resistance to non-
normal range, you have disadvantage on the attack roll, magical weapons are susceptible to silver weapons, so cau-
or defenders have advantage on their saving throw. You tious adventurers invest extra coin to plate their weapons
can’t attack a target beyond the weapon’s long range. with silver. You can silver a single weapon or ten pieces of
Reach. This weapon adds 5 feet to your reach when you ammunition for 50 thaler. This cost represents not only the
attack with it, as well as when determining your reach price of the silver, but the time and expertise needed to add
for opportunity attacks with it (see chapter 9). silver to the weapon without making it less effective.
Reload. This weapon requires the crew to take the Reload
action after firing it and thus can only be shot every other Special Weapons
round. Weapons with special rules are described here.
Restraining. A successful hit with this weapon causes the Lance. You have disadvantage when you use a lance to attack
restrained condition. a target within 5 feet of you. Also, a lance requires two
Returning. If you miss with this weapon it returns to your hands to wield when you aren’t mounted.
hand. Net. A Large or smaller creature hit by a net is restrained
Siege. This weapon does double damage to structures. until it is freed. A net has no effect on creatures that are
Special. A weapon with the special property has unusual formless, or creatures that are Huge or larger. A creature
rules governing its use, explained in the weapon’s de- can use its action to make a DC 10 Strength check, freeing
scription (see “Special Weapons” later in this section). itself or another creature within its reach on a success.
Thrown. If a weapon has the thrown property, you can Dealing 5 slashing damage to the net (AC 10) also frees
throw the weapon to make a ranged attack. If the weap- the creature without harming it, ending the effect and
on is a melee weapon, you use the same ability modifier destroying the net.
for that attack roll and damage roll that you would use When you use an action, bonus action, or reaction to
for a melee attack with the weapon. For example, if you attack with a net, you can make only one attack regard-
throw a handaxe, you use your Strength, but if you throw less of the number of attacks you can normally make.
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Equipment 5
Armor
The Armor table shows the cost, weight, and other prop- Shields. A shield is made from wood or metal and is carried
erties of the common types of armor and shields used in the in one hand. Wielding a buckler (a small shield) increases
world of Symbaroum. your Armor Class by 1, a regular shield increases your
Armor Proficiency. Anyone can put on a suit of armor or Armor Class by 2. You can benefit from only one shield
strap a shield to an arm. Only those proficient in the armor’s at a time.
use know how to wear it effectively, however. Your class
gives you proficiency with certain types of armor. If you Light Armor
wear armor that you lack proficiency with, you have dis- Light armor is easy to come by and does not limit the wear-
advantage on any ability check, saving throw, or attack roll er’s capabilities substantially in acrobatic situations or when
that involves Strength or Dexterity, and you can’t cast spells. performing stealthy maneuvers.
Armor Class (AC). Armor protects its wearer from attacks; If you wear light armor, you add your Dexterity modifier
an attack roll that is lower than your AC may still hit to the base number from your armor type to determine your
you but the armor prevents you from taking substantial Armor Class.
damage. The armor (and shield) you wear determines
your base Armor Class.
LIGHT ARMOR
Name Cost Armor Class Wt. Properties
Blessed Robe 10 thaler 11 + Dexterity modifier 5 lb. —
Concealed Armor 20 thaler 11 + Dexterity modifier 4 lb. Concealable
Order Cloak 10 thaler 11 + Dexterity modifier 5 lb. —
Skald’s Cuirass 30 thaler 12 + Dexterity modifier 20 lb. —
Studded Leather 20 thaler 12 + Dexterity modifier 15 lb. —
Witch Gown 10 thaler 11 + Dexterity modifier 5 lb. —
Wolf Skin 1 thaler 12 + Dexterity modifier 15 lb. Cumbersome
Woven Silk 50 thaler 12 + Dexterity modifier 6 lb. —
Blessed Robe. The priestly robes of the theurgs are blessed as well. For instance, wealthy duelists in Yndaros often
and protected by benevolent forces so that the Church’s color their cuirasses in personal colors, so that they can
finest can travel safely throughout the kingdom, and be recognized from afar.
beyond. Studded Leather. Also known as brigandine, this armor
Concealed Armor. Sorcerers have many reasons to stay has metal plates riveted (the ‘studs’) to a leather overcoat
hidden. To do this, they often weave mystically reinforced and cloth inner lining.
threads into their cloths, resulting in tunics and capes Witch Gown. The witches of the clans bind protective
that look ordinary but offer protection. Other groups, spirits in carved pieces of bone and the skulls of fallen
such as spies, would love to have access to such garments, enemies, and attach them to their clothing for effective
so they can avoid unwanted attention while still being protection.
ready for battle. Wolf Skin. For poor barbarian scouts the cheap, cumber-
Order Cloak. Most novice mages of Ordo Magica are giv- some wolf skin armor is a common alternative; skin that
en a protective cloak in time for their first long journey. has been tanned in the most simple way and sewn togeth-
These cloaks are embroidered with warding runes, which er into some kind of passable protection.
increases the chance of the novice surviving to complete Woven Silk. Woven silk is the finest light armor available,
their appointed task. since the close weave of its threads withstands stabs and
Skald’s Cuirass. Troll singers are often warrior poets and cuts far better than its weight suggests. Woven silk has
many wear a flexible armor of woven cloth- or leather- been used by both barbarians and Ambrians for a long
strips, strengthened with protective harmonies. The time and some scholars speculate that the technique orig-
Skald’s Cuirass is durable without hampering the wear- inally comes from the elves, possibly dating as far back
ers’ movement, making it popular among other groups as the days of the Iron Pact.
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Medium Armor
Medium armor offers better protection than the light ver- If you wear medium armor, you add your Dexterity mod-
sions but at the cost of being more restrictive to the wear- ifier, to a maximum of +2, to the base number from your
er’s movements. However, this downside is considered an armor type to determine your Armor Class.
acceptable trade-off by most melee combatants.
MEDIUM ARMOR
Name Cost Armor Class Wt. Properties
Chain Shirt 50 thaler 13 + Dexterity modifier (max 2) 20 lb. —
Crow Armor 5 thaler 14 + Dexterity modifier (max 2) 30 lb. Cumbersome
Double Chain Mail 125 thaler 14 + Dexterity modifier (max 2) 40 lb. Noisy
Lacquered Silk Cuirass 60 thaler 14 + Dexterity modifier (max 2) 18 lb. —
Laminated Armor 150 thaler 15 + Dexterity modifier (max 2) 40 lb. —
Scale Mail 50 thaler 15 + Dexterity modifier (max 2) 45 lb. Noisy
Chain Shirt. A simple short-sleeved shirt of chainmail that still around and there are blacksmiths who actually prefer
hangs down to mid-thigh. them because of their greater protective capability. Some
Crow Armor. Medium armor is more expensive than light, of Ambria’s noble houses still dress in this type of armor,
which is the reason why many warriors have picked, riv- for sentimental… or, as they claim, “traditional” reasons.
eted and bound together a so-called “crow armor” of their Laminated armor can only protect the torso, shoulders and
own. It is cheap, but far more difficult to move around in. hips – arms and legs are usually dressed in studded leather
Double Chain Mail. Double-threaded chainmail can only (included in the Armor Class rating) to maintain mobility.
be crafted by the most skilled blacksmiths; with thinner Scale Mail. This armor consists of a coat and leggings (and
rings that interlock in layers they craft an armor which perhaps a separate skirt) of leather covered with over-
is as flexible as chainmail but even more durable. lapping pieces of metal, much like the scales of a fish.
Lacquered Silk Cuirass. Barbarian warriors that have The suit includes gauntlets.
earned their place in the guard of a wealthy clan chieftain
can sometimes be seen wearing a cuirass of lacquered Heavy Armor
silk, an armor that despite its apparent lightness pro- Those melee combatants that can afford it usually chose in-
tects like a breast plate. According to legend, the secret creased protection at the cost of even greater restrictions to their
of lacquered silk was given to humankind by the elves, movement. A self-respecting knight wears chainmail enforced
in a time when the Iron Pact was still strong and humans by shoulder, knee and elbow plates, while those with the means
battled the parasitic darkness of Symbaroum. tend to order themselves a personalized set of full plate armor.
Laminated Armor. This is an older armor-type, nowadays Heavy armor doesn’t let you add your Dexterity modifier
often replaced by the cheaper scale mail or the flexible to your Armor Class, but it also doesn’t penalize you if your
chainmail. However, some old laminated sets of armor are Dexterity modifier is negative.
HEAVY ARMOR
Name Cost Armor Class Wt. Properties
Chain and Plate 250 thaler 15 50 lb. —
Field Armor 500 thaler 17 70 lb. Cumbersome, Weighty (13)
Field Armor of the Pansars 750 thaler 18 70 lb. Noisy, Weighty (15)
Full Plate 500 thaler 16 65 lb. Noisy, Weighty (15)
Chain and Plate. A long-sleeved, knee-length set of chain- Field Armor of the Pansars. The master smiths working
mail with plates at sensitive joint areas like shoulders, for the Pansars can forge full plate armor using pleated
elbows, knees, etc. steel sheets while retaining the flexibility of standard
Field Armor. Field armor is a full plate forged with pleated plated armor.
sheets, making it less flexible than full plate, but even Full Plate. Full plate consists of shaped, interlocking metal
more impervious to slashing strikes and blows. plates to cover the entire body.
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Equipment 5
Shields
These defensive devices are worn on one hand and used to
ward off blows. They increase your Armor Class.
SHIELDS
Armor Class
Name Cost Modifier Wt. Properties
Buckler 4 thaler +1 2 lb. —
Shield 10 thaler +2 6 lb. —
Armor Properties
The following are special properties related to armor.
Concealable. This armor can be worn under normal clothing.
Cumbersome. This armor is unwieldy and you have disad-
vantage on all Dexterity checks while wearing it.
Noisy. This armor tends to rattle or otherwise make loud
sounds. You have disadvantage on any Dexterity (Stealth)
checks involving hearing.
Weighty. This armor is especially heavy, you must have a
Strength score equal to or higher than the number given
in parentheses or reduce your speed by 10 feet.
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Equipment 5
EQUIPMENT CONTAINERS
Item Cost Weight Item Cost
Waterskin 1 shilling 5 lb. (full) Backpack 1 thaler
Wax candle 2 ortegs — Barrel 4 ortegs
Wax, seal 1 thaler 1 lb. Basket 2 ortegs
Weapon maintenance kit 5 shillings 2 lb. Belt pouch 5 ortegs
Whetstone 4 ortegs 1 lb. Chest, small 3 shillings
Whistle 2 shillings — Chest, large 1 thaler
* If the character has a grappling axe it can be used for the Clay pitcher 5 ortegs
same purpose. Coin purse 3 ortegs
Decorated box 2–10 thaler
BUILDINGS Glass vial 1 thaler
Building Cost Knapsack 2 shilling
Croft 20 thaler Quiver 5 shillings
Farm 150 thaler Sack 2 ortegs
Watch tower, wood 200 thaler
Watch tower, stone 500 thaler
FARM ANIMALS
Estate 1000 thaler
Animal Cost
Fort, wood 600 thaler
Bull 10 thaler
Fort, stone 2000 thaler
Chicken 8 ortegs
Keep 5000 thaler
Cow 1 thaler
Castle 10000 thaler
Dog 1 shilling
Ox 3 thaler
TRANSPORT Pig 1 thaler
Transport Cost* Rooster 5 shillings
Boat, rowing 15 thaler Sheep 15 ortegs
Canoe 10 thaler
Cart 5 thaler
EXPENSES
Galley 1000 thaler
Horde, draft 25 thaler Service Cost
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CLOTHING TOOLS
Clothes Cost Item Cost Weight
Sets: Cobbler’s tools 5 thaler 5 lb.
Rags 5 ortegs Cook’s utensils 1 thaler 8 lb.
Simple garb 1 shilling Disguise kit 25 thaler 3 lb.
Artisan work-clothes 5 shillings Excavation tools 10 thaler 10 lb.
Burgher’s dress-clothes 1 thaler Field Laboratory 25 thaler 20 lb.
Priest’s vestments 5 thaler or more Field Library 20 thaler 25 lb.
Noble’s outfit 10 thaler or more Forgery kit 15 thaler 5 lb.
Individual Items: Gaming sets:
Boots 1 shilling Cheating kit 1 thaler —
Cap 2–4 ortegs Dice set 1 shilling —
Cloak 2–6 ortegs Playing card set 5 shillings —
Coat 5–10 ortegs Glassblower’s tools 30 thaler 5 lb.
Dress 1–10 shillings Herbalism Kit 5 thaler 3 lb.
Gown 1–5 ortegs Jeweler’s tools 25 thaler 2 lb.
Hat 2–4 ortegs Leatherworker’s tools 5 thaler 5 lb.
Mask 5–10 ortegs Mason’s tools 10 thaler 8 lb.
Pants 1–5 ortegs Musical instruments:
Robe 1–5 shillings Bagpipe 1 thaler 6 lb.
Scarf 1–2 ortegs Birch-bark horn 1 shilling 2 lb.
Shirt 1–4 ortegs Brass horn 1 thaler 2 lb.
Skirt 5–10 ortegs Drum 3 shillings 3 lb.
Tunic 2–7 ortegs Fiddle 3 thaler 2 lb.
Flute 2 shillings 1 lb.
Tools Hurdy-gurdy 3 thaler 8 lb.
A tool helps you to do something you couldn’t otherwise do, Lute 15 shillings 2 lb.
such as craft or repair an item, forge a document, or pick a lock.
Mouth-harp 5 shillings 1 lb.
Your origin, class, background, or feats give you proficiency
Shawm 5 shillings 1 lb.
with certain tools. Proficiency with a tool allows you to add
your proficiency bonus to any ability check you make using Spinet 15 thaler 200 lb.
that tool. Tool use is not tied to a single ability, since proficien- Navigator’s tools 25 thaler 2 lb.
cy with a tool represents broader knowledge of its use. For Painter’s supplies 10 thaler 5 lb.
example, the GM might ask you to make a Dexterity check to Poisoner’s kit 50 thaler 2 lb.
carve a fine detail with your woodcarver’s tools, or a Strength
Potter’s tools 10 thaler 3 lb.
check to make something out of particularly hard wood.
Smith’s tools 20 thaler 8 lb.
Tinker’s tools 50 thaler 10 lb.
TOOLS
Thieves’ tools 25 thaler 1 lb.
Item Cost Weight
Trapper’s Manual 50 thaler 3 lb.
Alchemist’s supplies 50 thaler 8 lb.
Weaver’s tools 1 thaler 5 lb.
Artifact Catalog 20 thaler 4 lb.
Woodcarver’s tools 1 thaler 4 lb.
Bestiary 10 thaler 3 lb.
Brewer’s supplies 20 thaler 9 lb.
Artifact Catalog
Calligrapher’s supplies 10 thaler 5 lb.
This well-thumbed copy compiling all the troll smith Xava-
Carpenter’s tools 8 thaler 6 lb. undo’s knowledge was recorded by Master Balinda of Ordo
Cartographer’s instruments 15 thaler 6 lb. Magica and gives you proficiency with artifact crafting.
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Bestiary
A richly illustrated catalog of the dangers of the world,
including marginal notes from previous owners regard-
ing the best ways to avoid monsters – or how to combat
them effectively. The bestiary gives your proficiency to
identify such creatures and know perhaps their strengths
and weaknesses.
Cartographer’s Instruments
Writing utensils, parchment, compass, ruler and a sextant
are the base instruments of a trained cartographer.
Cheating Kit
Weighted dice, marked cards and game pieces give the player
character advantage on ability checks when gambling.
Disguise Kit
This pouch of cosmetics, hair dye, and small props lets
you create disguises that change your physical appear-
ance. Proficiency with this kit lets you add your profi-
ciency bonus to any ability checks you make to create a
visual disguise.
Excavation Tools
A couple of shovels, a small skewer, a strainer and a bucket,
together with brushes, a knotted measuring line and a loupe.
Excavation tools allow checks to find treasures in the ruins
of the world.
Field Laboratory
Burner, retort stand, pipettes, mortar and other instruments
needed by an alchemist. The field laboratory allows alchem-
ical operations while in the field.
Field Library
Half a dozen reference books along with a dozen scrolls on
more specialized topics. The field library allows you to make
reference checks in the field.
Forgery Kit
This small box contains a variety of papers and parchments,
pens and inks, seals and sealing wax, gold and silver leaf, and
other supplies necessary to create convincing forgeries of
physical documents. Proficiency with this kit lets you add
your proficiency bonus to any ability checks you make to
create a physical forgery of a document.
Gaming Set
This item encompasses a wide range of game pieces, in-
cluding dice and decks of cards. If you are proficient with
a gaming set, you can add your proficiency bonus to ability
checks you make to play a game with that set. Each type of
gaming set requires a separate proficiency.
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Lifestyle Expenses
Lifestyle expenses provide you with a simple way to ac- At the start of each week or month (your choice), choose a
count for the cost of living in a fantasy world. They cover lifestyle from the Expenses table and pay the price to sustain
your accommodations, food and drink, and all your other that lifestyle. The prices listed are per day, so if you wish to
necessities. Furthermore, expenses cover the cost of main- calculate the cost of your chosen lifestyle over a thirty-day
taining your equipment so you can be ready when adventure period, multiply the listed price by 30. Your lifestyle might
next calls. change from one period to the next, based on the funds you
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have at your disposal, or you might maintain the same life- and your living conditions are clean, if simple. Ordi-
style throughout your character’s career. nary people living modest lifestyles include soldiers
Your lifestyle choice can have consequences. Maintaining with families, laborers, students, priests, hedge wizards,
a wealthy lifestyle might help you make contacts with the and the like.
rich and powerful, though you run the risk of attracting Comfortable. Choosing a comfortable lifestyle means that
thieves. Likewise, living frugally might help you avoid crim- you can afford nicer clothing and can easily maintain
inals, but you are unlikely to make powerful connections. your equipment. You live in a small cottage in a middle-
class neighborhood or in a private room at a fine inn.
You associate with merchants, skilled tradespeople, and
LIFESTYLE EXPENSES
military officers.
Lifestyle Cost/Day Wealthy. Choosing a wealthy lifestyle means living a life
Wretched — of luxury, though you might not have achieved the so-
Squalid 5 ortegs cial status associated with the old money of nobility or
royalty. You live a lifestyle comparable to that of a highly
Poor 1 shilling
successful merchant, a favored servant of the royalty, or
Modest 5 shillings the owner of a few small businesses. You have respectable
Comfortable 1 thaler lodgings, usually a spacious home in a good part of town
Wealthy 2 thaler or a comfortable suite at a fine inn. You likely have a small
staff of servants.
Aristocratic 5 thaler (minimum)
Aristocratic. You live a life of plenty and comfort. You
move in circles populated by the most powerful people
Wretched. You live in inhumane conditions. With no place in the community. You have excellent lodgings, perhaps
to call home, you shelter wherever you can, sneaking into a townhouse in the nicest part of town or rooms in the
barns, huddling in old crates, and relying on the good finest inn. You dine at the best restaurants, retain the
graces of people better off than you. A wretched lifestyle most skilled and fashionable tailor, and have servants
presents abundant dangers. Violence, disease, and hun- attending to your every need. You receive invitations to
ger follow you wherever you go. Other wretched people the social gatherings of the rich and powerful, and spend
covet your armor, weapons, and adventuring gear, which evenings in the company of politicians, guild leaders,
represent a fortune by their standards. You are beneath high priests, and nobility. You must also contend with
the notice of most people. the highest levels of deceit and treachery. The wealthier
Squalid. You live in a leaky stable, a mud-floored hut just you are, the greater the chance you will be drawn into
outside town, or a vermin-infested boarding house in the political intrigue as a pawn or participant.
worst part of town. You have shelter from the elements,
but you live in a desperate and often violent environment,
in places rife with disease, hunger, and misfortune. You
are beneath the notice of most people, and you have few Self Sufficiency
legal protections. Most people at this lifestyle level have The expenses and lifestyles described here assume
suffered some terrible setback. They might be disturbed, that you are spending your time between adven-
marked as exiles, or suffer from disease. tures in town, availing yourself of whatever services
Poor. A poor lifestyle means going without the comforts you can afford – paying for food and shelter, paying
available in a stable community. Simple food and lodg- townspeople to sharpen your sword and repair your
ings, threadbare clothing, and unpredictable conditions armor, and so on. Some characters, though, might
result in a sufficient, though probably unpleasant, expe- prefer to spend their time away from civilization, sus-
rience. Your accommodations might be a room in a flop- taining themselves in the wild by hunting, foraging,
house or in the common room above a tavern. You benefit and repairing their own gear.
from some legal protections, but you still have to contend Maintaining this kind of lifestyle doesn’t require
with violence, crime, and disease. People at this lifestyle you to spend any coin, but it is time-consuming. If
level tend to be unskilled laborers, costermongers, ped- you spend your time between adventures practicing
dlers, thieves, mercenaries, and other disreputable types. a profession, you can eke out the equivalent of a poor
Modest. A modest lifestyle keeps you out of the slums and lifestyle. Proficiency in the Survival skill lets you live
ensures that you can maintain your equipment. You live at the equivalent of a comfortable lifestyle.
in an older part of town, renting a room in a boarding
house, inn, or temple. You don’t go hungry or thirsty,
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Eye Drops. These drops will immediately return the gift of Purple Sap. This elixir is made from a decoction of a purple
sight to a temporarily blinded creature. Lily of the Valley, a flower whose cleansing properties and
Fire Dye. Fire dye consists of salts that change the color of resistance to Corruption were discovered by the witches
any fire they are cast into. If the colors are ascribed a spe- of Davokar long ago. Purchasing the elixir is expensive,
cific meaning known to the user and an allied observer because the ingredient is so rare and few alchemists
it can be used for signaling over long distances. They are are skilled enough to brew it. The elixir has no effect on
also used for entertainment among the wealthy, and by permanent Corruption or on blight-marks which have
charlatans to impress commoners. already appeared on the user.
Flash Powder. A finely grained powder that emits a blinding • Weak: This potion removes 1 temporary Corruption from
light when thrown (range 30/90). Creatures within 5 the soul.
feet of the effect must make a DC 15 Constitution saving • Moderate: The elixir immediately removes 1d4 tempo-
throw or become blinded until the end of their next turn. rary Corruption.
Ghost Candle. The fumes from this candle make visible all • Strong: This version removes 1d8 temporary Corruption.
invisible objects and creatures within a 30-foot radius.. Revealing Light. A wax candle that when lit makes living
Herbal Cure. An herbal cure consists of an alchemical creatures (not undead or abominations) glow softly in
poultice coupled with bandages. It smells vile but heals the dark, making it harder to stay hidden (disadvantage
1d4 hit points. A user must take a short or longer rest on Dexterity (Stealth) checks and advantage on Wisdom
between doses. (Perception checks) for everyone. This affects everyone
Holy Water. This water, instilled with the light of Prios, can within a 30-foot radius, including the one who lit the
heal wounds and sooth souls. It heals 2d4 + 2 hit points candle.
and reduces temporary Corruption by 1 point. Shadow Tint. This horribly sickening elixir was once used
Homing Arrow. The alchemist marinates an arrow in hom- by mystics wanting to hide just how close they were to
ing essences, thereby creating an arrow that flies past becoming thoroughly corrupt, making it a welcomed ad-
other combatants, i.e. it does not require a clear line of dition to all sorcerers’ collections of mystical decoctions.
sight and ignores cover effects. However, the archer must Whoever manages to force down the sludge distorts their
be able to see some portion of the target and must succeed shadow for 24 hours, making it appear as if their Corrup-
at a regular attack roll to successfully hit it. tion total is 2d4 points lower.
Homunculus. A seed is planted and one day later a min- Smoke Bomb. The smoke bomb is a ceramic vessel that
iature servant sprouts from the ground. The homuncu- emits dense alchemical smoke when crushed, causing a
lus is Tiny, has no skills or features and all of its ability sphere with a 15-foot radius to become highly obscured.
scores are 10 (+0). It serves its maker loyally then withers Spirit Friend. The miraculous drug called Spirit Friend is
away after a month; all it leaves behind is a pile of dirt. cooked in a cauldron, but it is not the liquid that is bot-
Creating a homunculus is a true violation of the natural tled, but the vapors. The gray-white smoke is captured
order, meaning that the one using the seed suffers 1d6 in small ceramic jars and inhaled when needed. Spirit
temporary Corruption. Friend shifts the user into the ethereal for 1d4 turns, to
Poison. The DC for the poison is dependent on the type of the price of as many points in temporary Corruption.
effect selected. For example, a weak poison at its base Spore Bomb. The spore bomb can be thrown up to 30 feet
either causes the Poisoned condition for 1 round or 1d6 and affects all creatures within a 10-foot radius, requir-
of poison damage. Choose one effect and raise the DC for ing them to make a DC 15 Constitution saving throw. On
the manufacture of the poison based on the total effect. a failure the creature has disadvantage on Constitution
The save against the poison itself is the base DC before saving throws for 1d4 + 1 rounds.
any modifiers. Stun Bolt. The alchemist covers a crossbow bolt in a fast
Poison Candle. A candle that emits poisonous fumes for 1 acting muscle relaxant; anyone hit by the bolt must pass
hour when lit; The poison is airborne and affects every- a DC 13 Constitution saving throw or become stunned
one within a 30-foot radius. The candle must burn for and prone. The victim can repeat the saving throw at the
1d4 turns before the poison is released, so the assassin end of its turn, ending the stunned effect on a success.
can light it and leave the room before it takes effect. In Thorn Beasties. A handful of seeds are thrown to the
all other ways it is the same as a regular poison, above. ground and one turn later 1d4 + 1 thorn beasties appear
Protective Oil. This alchemical oil protects against elemen- to serve the user. The thorn beasties are small, vaguely
tal damage by providing resistance to damage from one humanoid creatures made of thorns; they do not speak
of the elements for the duration of a scene. The alchemist but squeak and crack as twigs that are bent and rubbed
must choose which of the elements that the oil shields together. The beasties live for one hour before drying
against: fire, cold, acid or lightning. up to look like thorny witch dolls. The summoning of
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Lesser Artifacts
With the renaissance of artifact crafting, lesser artifacts Animal Mask. Green path witches tend to identify with the
have become available for purchase. These items are not nec- beasts of the wild, a sentiment embodied by the wear-
essarily more potent than alchemical elixirs, but are often of ing of animal masks. Every animal mask with mystical
a more permanent kind. Each artifact requires attunement properties symbolizes an animal and gives the wearer
but does not add permanent Corruption. advantage on one ability check for each long rest for the
Some lesser artifacts are tightly linked to a mystical tra- ability associated with that animal – Strength, Dexterity,
dition or a mystical power and of little use in more general Constitution, Intelligence, Wisdom or Charisma.
terms, but many of them can be used by anyone and are Bark Mask. Green-weaving witches often cover their fac-
sure to be a welcomed addition to the tools and equipment es with a mask of bark, as a symbol of their connection
of any treasure hunter venturing into Davokar. to nature. Many of these masks are infused with power
and provide advantage on one ability check per long rest
related to plants and anything growing.
LESSER ARTIFACTS
Burial Shroud. The spiritualists among the witches often
Artifact Cost wear a shroud over their head when contacting the spir-
Animal Mask 50 thaler its of the dead, since this makes the spirits calmer and
Bark Mask 50 thaler allows for a deeper connection. A mystic using such an
Burial Shroud 50 thaler artifact gains advantage on one saving throw per long
Death Mask 50 thaler rest involving the spirits of the dead.
Death Mask. The necromancers’ aspiration to dominate
Healing Spider 20 thaler
death has led to the use of hideous death masks that have
Iron Crown 50 thaler
been infused with power. A death mask gives advantage
Lucky Coin 40 thaler on one ability check per long rest for any check involving
Marlit Cape 20 thaler the intersections between life and death.
Meeting Stone 10 thaler Healing Spider. A small spider figurine which is placed
Mind Prism 50 thaler on an open wound, where it quickly covers itself and
Mystical Focus 60 thaler the wound in a web that heals 1d12 hit points over the
course of 8 hours. The spider cannot heal damage from
Order Medallion 10 thaler
poison or other internal injuries. If the Spider heals 1 or
Pest Mask 40 thaler
12 hit points then the spider has reached the end of its
Ritual Codex 20 thaler power, otherwise the spider creeps up from the wound
Ritual Focus 40 thaler to be reused on new ones. The one treated by the healing
Ritual Seal 60 thaler spider suffers one point in temporary Corruption.
Ruler’s Ring 50 thaler Iron Crown. Demonologists often wear a crown of rusty
Rune Staff 60 thaler iron when tearing at the world’s fabric. These crowns give
advantage on a single saving throw per long rest if the
Soul Stone 100 thaler
saving throw involves demonic or otherworldly entities.
Spark Stone 50 thaler Lucky Coin. A gold coin instilled with energies of good for-
Spell Seal: tune. The coin is carried in a pocket and gives advantage
Novice 15 thaler per spell level to one ability check per short rest. Whoever toys with
Adept 25 thaler per spell level such energies is at risk of suffering from the opposite
Spell Scroll: effect; if the result of the roll is a natural 20, the carrier
will have disadvantage on every ability check until they
Novice 10 thaler per spell level
can take a short (or longer) rest.
Adept 20 thaler per spell level
Marlit Cape. The skin of a marlit, a reptile known for its
Master 30 thaler per spell level sneaky hunting style, is treated with preserving alchemi-
Staff Foot* 50 thaler cal preparations so that it keeps its camouflaging proper-
Staff Head* 50 thaler ties after the death of the beast. The wearer has advantage
Sun Mask 50 thaler on one Dexterity (Stealth) check, and must take a long or
Toad Guard 5 thaler extended rest before using this benefit of the cape again.
Meeting Stone. A stone is loaded with an invitation to a
Transcendental Weapon 60 thaler
specific person, who upon receiving and touching the
Witch Braid 40 thaler
artifact instinctively knows where the stone’s owner is
* These artifacts do not need attunement
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Spell Seal. An artifact crafter has bound a non-concentration Sun Mask. The sun masks of the theurgs bestow spiritual
spell at the novice (spell level) or adept (spell level plus 1) warmth to the cold-hearted and spread light where no
level to a seal; when the seal is broken, the power is activat- other light can reach. Worn by a theurg, it can also assist
ed. Whoever breaks the seal suffers temporary Corruption in combat against undead and abominations. The mask
as if they cast the spell and the seal is spent when broken. radiates light around the wearer as if it is a torch; in the
Spell Scroll. Artifact crafters in Ordo Magica can bind a spell light’s radius (60 ft.) the theurg can invoke its power to
at the novice (the spell’s regular level), adept (the spell’s lev- provide disadvantage on saving throws against banishing
el plus 1) or master level (the spell’s level plus 2) to a scroll. spells or turning undead once for each long rest.
The power may then be activated by another character Toad Guard. A figurine in the form of a toad acts as an
who can cast spells of the spell scroll’s base level. Who- alarm. The user – who has to know at least one spell –
ever activates the scroll suffers temporary Corruption whispers a triggering condition to the figurine; the
equal to the spell scroll’s base level. The scroll is spent trigger has to be of a physical nature and must occur
upon activation. close to the toad guard, for example that “someone
Staff Foot. A staff foot forged with strengthening spells can passes through the grove” or “the door is opened from
give the staff of a staff mage extra power when used as outside.” If activated, the toad will wake everyone with
a weapon. The artifact is attached to the staff and gives a loud croaking.
the user advantage on one melee attack roll with the staff Transcendental Weapon. These weapons were forged to
for each short or longer rest. Even if this artifact most allow a wielder to strike from a distance. Only mystics
often is attached to a rune staff, it may be attached to an know how to use such an artifact. The attack is rolled
ordinary wooden staff with the same effect. as if in melee combat but may hit distant targets (up to
Staff Head. A special ornament at the top of the staff mage’s 60 feet away) and requires the wielder to see the target.
staff can provide extra focus. The staff head – often a Witch Braid. This braid is made from three types of hair
beautiful stone encased in meteoric iron – gives advan- or fur and keeps death at bay, giving advantage to death
tage on one spell attack roll for each short or longer rest. saving throws.
Traps
Traps come in two types, mechanical and alchemical. Me- When a creature comes within 5 feet of a mine, it triggers.
chanical ones can be handled by untrained users. When it The creature must make a Dexterity saving throw, taking
comes to alchemical mines, the rules for Untrained Use of half damage on a success. It continues to burn.. Each turn,
Alchemical Weapons (see page 166) apply. the damage reduces by 1d6. A creature within 10 feet of the
mine must make another Dexterity saving throw, taking
Alchemical Mine half damage on a success. Once the damage reaches 0 dice
Alchemical mines are crafted by an alchemist, usually in a the mine has burned itself out.
laboratory setting. If produced in the field, the alchemist
must make a Dexterity (Field Laboratory) check against the Mechanical Trap
listed difficulty to combine the ingredients correctly. On a Mechanical traps come in many designs: a snare is a loop
natural 1, the mine explodes on the alchemist, causing the of wire or rope that is tied to a spring or counterweight
listed damage. such that when an animal takes the bait they are lifted
into the air and strangled. Another common
TRAPS design consists of two jagged semi-circles
that slam shut when triggered. A third uses
Trap Difficulty Damage Cost environmental features arranged so that a
Alchemical Mines: boulder or tree trunk smashes down onto
Weak DC 13 2d6 fire 10 thaler the creature’s head when it takes the bait.
Setting the trap requires a Dexterity (Trap-
Moderate DC 15 4d6 fire 20 thaler
per’s Manual) check at the listed difficulty. If
Strong DC 17 6d6 fire 30 thaler you’re not proficient, you have disadvantage
Mechanical Trap: on the check.
Weak (Snare) DC 10 1d12 bludgeoning 5 shillings If the trap you set is designed to restrain
the creature, the creature becomes grappled
Moderate (Bear Trap) DC 13 2d12 piercing 1 thaler
by the trap and the listed difficulty is the Es-
Strong (Dragon Trap) DC 17 3d12 bludgeoning 2 thaler
cape DC for the grapple.
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Listing of Spells
The following provides a list of each mystical Approach’s There is one important exception to the normal rules – the
spells, from cantrips to 9th level. New spells and core spells that spell summon daemon is only available to sorcerers who have
needed adaptation for Ruins of Symbaroum are included in the taken the Demonologist feat. That is why it is not included
next section. Otherwise you can find the spells in the core rules. in this listing but is available in the detailed list that follows.
Important Notes
If a spell appears in the core rules without significant chang- the actual cost is half that value in thaler (e.g. a 100 gp material
es, it is listed here but not included in the detailed spell list. If component costs 50 thaler, a 25 gp component costs 25 thaler).
a spell that is not included in the detailed list has a material Spells in semibold italics can be cast as rituals.
component cost listed in gold pieces (gp) higher than 50 gp, Spells with an asterisk (*) cannot be favored.
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Spell Descriptions
A detailed listing of new and modified spells follows. a saving throw before the spell ends, the target must roll a
Spells are divided by level and then presented in alphabet- d4 and subtract the number rolled from the attack roll or
ical order. saving throw.
At Higher Levels. When you cast this spell at 2nd level
or higher, you can target one additional creature for each
Cantrips level above 1st.
You point a finger at a target you can see in range. Your magic You summon some measure of the darkness that plagues
gives insights into the target’s defenses. As long as the spell your soul and send it outwards as a bolt of blackness at a
remains active, you have advantage on your first attack roll creature within range. The creature must make a Dexterity
against the target on your turn. saving throw or be restrained by the magic as it envelops
them like shadowy tentacles. At the end of its turn, the crea-
ture can attempt a Strength saving throw to break free. If
1st Level Spells the creature’s size is larger than the caster’s it has advantage
on the saving throw.
Animal Friendship At Higher Levels. When you cast this spell at 2nd level
1st-level enchantment or higher, you can target one additional creature for each
level above 1st.
Casting Time: 1 action
Range: 30 ft.
Components: V, S, M (a morsel of food)
Duration: 24 hours THUS SPOKE AROALETA
This spell lets you convince a beast that you mean it no harm. “… such is the blight beast: born of flesh, twisted by
Choose a beast that you can see within range. It must see and sins lingering in water and soil and shimmering air;
hear you. If the beast’s Intelligence is 4 or higher, the spell the sin of Symbar embodied, that is the blight beast.”
fails. Otherwise, the beast must succeed on a Wisdom saving
throw or be charmed by you for the spell’s duration. If you
or one of your companions harms the target, the spell ends.
At Higher Levels. When you cast this spell at 2nd level Bless
or higher, you can affect one additional beast for each level 1st-level enchantment
above 1st.
Casting Time: 1 action
Range: 30 ft.
Bane* Components: V, S, M (a sprinkling of holy water)
1st-level enchantment
Duration: Concentration, up to 1 minute
Casting Time: 1 action
You bless up to three creatures of your choice within range.
Range: 30 ft.
Whenever a target makes an attack roll or a saving throw
Components: V, S, M (a drop of blood)
before the spell ends, the target can roll a d4 and add the
Duration: Concentration, up to 1 minute
number rolled to the attack roll or saving throw.
Up to three creatures of your choice that you can see with- At Higher Levels. When you cast this spell at 2nd level
in range must make Charisma saving throws. Whenever a or higher, you can target one additional creature for each
target that fails this saving throw makes an attack roll or level above 1st.
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Spell Descriptions 5
Burning Hands* • Approach. The target moves toward you by the shortest
1st-level evocation and most direct route, ending its turn if it moves within
5 feet of you.
Casting Time: 1 action
Range: 15 ft. • Drop. The target drops whatever it is holding and then
ends its turn.
Components: V, S
Duration: Instantaneous • Flee. The target spends its turn moving away from you
by the fastest available means.
As you hold your hands with thumbs touching and fingers • Grovel. The target falls prone and then ends its turn.
spread, a thin sheet of flames shoots forth from your out- • Halt. The target doesn’t move and takes no actions. A
stretched fingertips. Each creature in a 15-foot cone must flying creature stays aloft, provided that it is able to do
make a Dexterity saving throw. A creature takes 3d6 fire so. If it must move to stay aloft, it flies the minimum
damage on a failed save, or half as much damage on a suc- distance needed to remain in the air.
cessful one. At Higher Levels. When you cast this spell at 2nd level
The fire ignites any flammable objects in the area that or higher, you can affect one additional creature for each
aren’t being worn or carried. level above 1st. The creatures must be within 30 feet of each
At Higher Levels. When you cast this spell at 2nd level or other when you target them.
higher, the damage increases by 1d6 for each level above 1st.
Create or Destroy Water
Charm Person* 1st-level transmutation
1st-level enchantment
Casting Time: 1 action
Casting Time: 1 action Range: 30 feet
Range: 30 ft. Components: V, S, M (a drop of water for create or a few
Components: V, S grains of sand to destroy)
Duration: 1 hour Duration: Instantaneous
You attempt to charm a humanoid you can see within range. It You can either create or destroy water:
must make a Wisdom saving throw, and does so with advan- • Create Water. You create up to 10 gallons of clean wa-
tage if you or your companions are fighting it. If it fails the sav- ter within range in an open container. Alternatively, the
ing throw, it is charmed by you until the spell ends or until you water falls as rain in a 30-foot cube within range, extin-
or your companions do anything harmful to it. The charmed guishing exposed flames in the area.
creature regards you as a friendly acquaintance. When the • Destroy Water. You destroy up to 10 gallons of water
spell ends, the creature knows it was charmed by you. in an open container within range. Alternatively, you
At Higher Levels. When you cast this spell at 2nd level destroy fog in a 30-foot cube within range. Any partic-
or higher, you can target one additional creature for each ulates in the water coat the container or the ground in
level above 1st. The creatures must be within 30 feet of each a fine dust.
other when you target them. • Higher Levels. When you cast this spell at 2nd level
At
or higher, you create or destroy 10 additional gallons of
Command* water, or the size of the cube increases by 5 feet, for each
1st-level illusion level above 1st.
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Detect Evil and Good A flash of light streaks toward a creature of your choice
1st-level divination within range. Make a ranged spell attack against the tar-
get. On a hit, the target takes 4d6 radiant damage, and the
Casting Time: 1 action
next attack roll made against this target before the end of
Range: Self
your next turn has advantage, thanks to the mystical light
Components: V, S
glittering on the target until then.
Duration: Concentration, up to 10 minutes
At Higher Levels. When you cast this spell at 2nd level or
For the duration, you know if there is an aberration, blight- higher, the damage increases by 1d6 for each level above 1st.
born, celestial, elemental, fey, fiend, or undead within 30
feet of you, as well as where the creature is located. Similarly, Healing Word*
you know if there is a place or object within 30 feet of you 1st-level evocation
that has been magically consecrated or desecrated.
Casting Time: 1 bonus action
The spell can penetrate most barriers, but it is blocked
Range: 60 feet
by 1 foot of stone, 1 inch of common metal, a thin sheet of
Components: V
lead, or 3 feet of wood or dirt.
Duration: Instantaneous
False Life* A creature of your choice that you can see within range
1st-level necromancy regains hit points equal to 1d4 + your spellcasting ability
modifier. This spell has no effect on constructs.
Casting Time: 1 action
At Higher Levels. When you cast this spell at 2nd level or
Range: Self
higher, the healing increases by 1d4 for each level above 1st.
Components: V, S, M (a small amount of alcohol or
distilled spirits)
Duration: 1 Hour
Hellish Rebuke*
1st-level evocation
Bolstering yourself with a necromantic facsimile of life, you
Casting Time: 1 reaction (when a creature damages you)
gain 1d4 + 4 temporary hit points for the spell’s duration.
Range: 60 feet
At Higher Levels. When you cast this spell at 2nd level
Components: V, S
or higher, you gain 5 additional temporary hit points for
Duration: Instantaneous
each level above 1st.
You point your finger, and the creature that damaged you
Fog Cloud is momentarily surrounded by hellish flames. The creature
1st-level conjuration must make a Dexterity saving throw. It takes 2d10 fire dam-
age on a failed save, or half as much damage on a successful
Casting Time: 1 action
one.
Range: 120 feet
At Higher Levels. When you cast this spell at 2nd level or
Components: V, S
higher, the damage increases by 1d10 for each level above 1st.
Duration: Concentration, up to 1 hour
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Holy Smoke At Higher Levels. When you cast this spell at 2nd lev-
1st-level divination (ritual only) el or higher, the spell creates one more dart for each level
above 1st.
Casting Time: 1 action
Range: 10 feet
Components: V,M (incense)
Protection from Evil and Good*
1st-level abjuration
Duration: Concentration, up to 1 minute
Casting Time: 1 action
You light incense and choose a 10-foot cube within range.
Range: Touch
The smoke spreads among those present and gathers around
Components: V, S, M (holy water or powdered silver and
objects and creatures in relation to how corrupted they are:
iron, which the spell consumes)
the closer the smoke gathers, the more tainted the creature
Duration: Concentration, up to 10 minutes
in question is. The Gamemaster clearly states if objects or
creatures are blight-stricken, blightmarked or thoroughly Until the spell ends, one willing creature you touch is pro-
corrupt. (See Corruption, page 38). tected against certain types of creatures: aberrations, blight-
Holy smoke can be countered by the exchange shadow spell. born, celestials, elementals, fey, and fiends.
The protection grants several benefits. Creatures of those
Inflict Wounds* types have disadvantage on attack rolls against the target.
1st-level necromancy The target also can’t be charmed, frightened, or possessed
by them. If the target is already charmed, frightened, or
Casting Time: 1 action
possessed by such a creature, the target has advantage on
Range: Touch
any new saving throw against the relevant effect.
Components: V, S
Duration: Instantaneous
Sleep
Make a melee spell attack against a creature you can reach. 1st-level enchantment
On a hit, the target takes 3d10 necrotic damage.
Casting Time: 1 action
At Higher Levels. When you cast this spell at 2nd level or
Range: 90 feet
higher, the damage increases by 1d10 for each level above 1st.
Components: V, S, M (a pinch of fine sand, rose petals or
a cricket)
Longstrider Duration: 1 minute
1st-level transmutation
This spell sends creatures into a magical slumber. Roll 5d8;
Casting Time: 1 action
the total is how many hit points of creatures this spell can
Range: Touch
affect. Creatures within 20 feet of a point you choose within
Components: V, S, M (a pinch of dirt)
range are affected in ascending order of their current hit
Duration: 1 hour
points (ignoring unconscious creatures).
You touch a creature. The target’s speed increases by 10 feet Starting with the creature that has the lowest current hit
until the spell ends. points, each creature affected by this spell falls unconscious
At Higher Levels. When you cast this spell at 2nd level until the spell ends, the sleeper takes damage, or someone
or higher, you can target one additional creature for each uses an action to shake or slap the sleeper awake. Subtract
level above 1st. each creature’s hit points from the total before moving on
to the creature with the next lowest hit points. A creature’s
Magic Missile* hit points must be equal to or less than the remaining total
1st-level evocation for that creature to be affected.
Undead and creatures immune to being charmed aren’t
Casting Time: 1 action
affected by this spell.
Range: 120 feet
At Higher Levels. When you cast this spell at 2nd level or
Components: V, S
higher, roll an additional 2d8 for each level above 1st.
Duration: Instantaneous
Spirit Walk
1st-level transmutation (ritual)
Thunderwave
1st-level evocation
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Spell Descriptions 5
Black Breath*
2nd-level evocation
Animal Messenger You can blind or deafen a foe. Choose one creature that you
2nd-level enchantment (ritual) can see within range to make a Constitution saving throw. If
it fails, the target is either blinded or deafened (your choice)
Casting Time: 1 action
for the duration. At the end of each of its turns, the target
Range: 30 feet
can make a Constitution saving throw. On a success, the
Components: V, S, M (a morsel of food)
spell ends.
Duration: 24 hours
At Higher Levels. When you cast this spell at 3rd level
By means of this spell, you use an animal to deliver a mes- or higher, you can target one additional creature for each
sage. Choose a Tiny beast you can see within range, such level above 2nd.
as a squirrel, a blue jay, or a bat. You specify a location,
which you must have visited, and a recipient who matches Blood Bond*
a general description, such as “a man or woman dressed 2nd-level transmutation (ritual)
in the uniform of the town guard” or “a red-haired man
Casting Time: 10 minutes
wearing a pointed hat.” You also speak a message of up to
Range: Touch
twenty-five words. The target beast travels for the duration
Components: V, S, M (two fine silver chains, one for the
of the spell toward the specified location, covering about
caster and one for the familiar, 50 thaler total)
50 miles per 24 hours for a flying messenger, or 25 miles
Duration: Until dispelled
for other animals.
When the messenger arrives, it delivers your message You magically link yourself to your familiar to an even great-
to the creature that you described, replicating the sound of er degree, allowing you to share the burden of Corruption
your voice. The messenger speaks only to a creature match- between the two of you. The familiar’s Corruption Threshold
ing the description you gave. If the messenger doesn’t becomes equal to 2, plus any positive Charisma modifier.
reach its destination before the spell ends, the message is When you receive temporary or permanent Corruption you
lost, and the beast makes its way back to where you cast may direct all or part of it to your familiar.
this spell. If the familiar’s permanent Corruption becomes equal
At Higher Levels. If you cast this spell at 3rd level or to or higher than its Threshold, it becomes a blight-born
higher, the duration of the spell increases by 48 hours for spirit creature and abandons the caster, possibly attacking
each level above 2nd. them as it escapes.
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Enhance Ability When you cast this spell you inscribe a message of 25 words or
2nd-level transmutation less, which automatically appears in the other journal as well,
as long as it is on the same plane of existence. You can make
Casting Time: 1 action
simple sketches or draw symbols or letters that you do not know
Range: Touch
the meaning of as part of your message, a simple diagram is
Components: V, S, M (fur or feather from a beast)
equivalent to five to ten words in most cases. The keeper of the
Duration: Concentration, up to 1 hour
other journal must cast this spell themselves in order to respond.
You touch a creature and bestow upon it a magical enhance-
ment. Choose one of the following effects; the target gains Flaming Sphere
that effect until the spell ends. 2nd-level evocation
• Bear’s Endurance. The target has advantage on Con- Casting Time: 1 action
stitution checks. It also gains 2d6 temporary hit points,
Range: 60 feet
which are lost when the spell ends.
Components: V, S, M (a bit of tallow, a pinch of
• Bull’s Strength. The target has advantage on Strength brimstone, and a dusting of powdered iron)
checks, and its carrying capacity doubles.
Duration: Concentration, up to 1 minute
• Cat’s Grace. The target has advantage on Dexterity
checks. It also doesn’t take damage from falling 20 feet A 5-foot-diameter sphere of fire appears in an unoccupied space
or less if it isn’t incapacitated. of your choice within range and lasts for the duration. Any crea-
• Eagle’s Splendor. The target has advantage on Charisma ture that ends its turn within 5 feet of the sphere must make
checks. a Dexterity saving throw. The creature takes 2d6 fire damage
• Fox’s Cunning. The target has advantage on Intelligence on a failed save, or half as much damage on a successful one.
checks. As a bonus action, you can move the sphere up to 30 feet.
• Owl’s Wisdom. The target has advantage on Wisdom If you ram the sphere into a creature, that creature must
checks. make the saving throw against the sphere’s damage, and
At Higher Levels. When you cast this spell at 3rd level the sphere stops moving this turn.
or higher, you can target one additional creature for each When you move the sphere, you can direct it over barriers
level above 2nd. up to 5 feet tall and jump it across pits up to 10 feet wide. The
sphere ignites flammable objects not being worn or carried,
Exchange Shadow and it sheds bright light in a 20-foot radius and dim light
2nd-level transmutation (ritual) for an additional 20 feet.
At Higher Levels. When you cast this spell at 3rd level or
Casting Time: 1 minute
higher, the damage increases by 1d6 for each level above 2nd.
Range: 60 feet
Components: V, S, M (a link to the target such as a lock of
hair, a splash of blood, or an object that once belonged
Heat Metal
2nd-level transmutation
to them)
Duration: 24 hours Casting Time: 1 action
Range: 60 feet
You can exchange your Shadow with another creature. If
Components: V, S, M (a piece of iron and a flame)
the creature is unwilling, it is able to make a Wisdom saving
Duration: Concentration, up to 1 minute
throw to resist the effect. A successful save prevents the
process and alerts the target. A failed saving throw indicates Choose a manufactured metal object, such as a metal weapon or
that the swap was successful and the target is unaware of a suit of heavy or medium metal armor, that you can see within
the exchange. Your Shadow appears as the target’s Shadow range. You cause the object to glow red-hot. Any creature in
and their Shadow appears as yours. physical contact with the object takes 2d8 fire damage when you
cast the spell. Until the spell ends, you can use a bonus action
Faraway Writing on each of your subsequent turns to cause this damage again.
2nd-level evocation (ritual) If a creature is holding or wearing the object and takes
the damage from it, the creature must succeed on a Consti-
Casting Time: 10 minutes
tution saving throw or drop the object if it can. If it doesn’t
Range: Special
drop the object, it has disadvantage on attack rolls and abil-
Components: V, S, M (a pair of high quality journals,
ity checks until the start of your next turn.
each worth 25 thaler or more)
At Higher Levels. When you cast this spell at 3rd level or
Duration: Instantaneous
higher, the damage increases by 1d8 for each level above 2nd.
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Spell Descriptions 5
Hold Person* You touch a nonmagical weapon. Until the spell ends, that
2nd-level enchantment weapon becomes a magic weapon with a +1 bonus to attack
rolls and damage rolls.
Casting Time: 1 action
At Higher Levels. When you cast this spell at 4th level,
Range: 60 feet
the bonus increases to +2. When you cast it at 6th level or
Components: V, S, M (a small, straight piece of iron)
higher, the bonus increases to +3.
Duration: Concentration, up to 1 minute
Choose a humanoid that you can see within range. The target Prayer of Healing
must succeed on a Wisdom saving throw or be paralyzed 2nd-level evocation
for the duration. At the end of each of its turns, the target
Casting Time: 10 minutes
can make another Wisdom saving throw. On a success, the
Range: 30 feet
spell ends on the target.
Components: V
At Higher Levels. When you cast this spell at 3rd level
Duration: Instantaneous
or higher, you can target one additional humanoid for each
level above 2nd. The humanoids must be within 30 feet of Up to six creatures of your choice that you can see within
each other when you target them. range each regain hit points equal to 2d8 + your spellcasting
ability modifier. This spell has no effect on constructs.
Inherit Wound At Higher Levels. When you cast this spell at 3rd level
2nd-level necromancy or higher, the healing increases by 1d8 for each level above
2nd.
Casting Time: 1 action
Range: 60 feet
Components: V, S
Scorching Ray
2nd-level evocation
Duration: 1 minute
Casting Time: 1 action
Choose a creature within range. If it is unwilling, it can
Range: 120 feet
make a Constitution saving throw to avoid the effect. When
Components: V, S
you take damage from a weapon attack or a spell effect you
Duration: Instantaneous
divide the damage done between you and the creature (in
the case of an odd damage total, you take the extra point of You create three rays of fire and hurl them at targets within
damage). An unwilling creature can make another Consti- range. You can hurl them at one target or several.
tution saving throw at the end of its turn to end the effect. Make a ranged spell attack for each ray. On a hit, the
target takes 2d6 fire damage.
Invisibility At Higher Levels. When you cast this spell at 3rd level
2nd-level illusion or higher, you create one additional ray for each level above
2nd.
Casting Time: 1 action
Range: Touch
Components: V, S, M (an eyelash encased in gum arabic)
Shatter
2nd-level evocation
Duration: Concentration, up to 1 hour
Casting Time: 1 action
A single creature that you touch becomes invisible until the
Range: 60 feet
spell ends. Anything the target is wearing or carrying is
Components: V, S, M (a chip of mica)
invisible as long as it is on the target’s person. The spell ends
Duration: Instantaneous
for a target that attacks or casts a spell.
At Higher Levels. When you cast this spell at 3rd level A sudden loud ringing noise, painfully intense, erupts from a
or higher, you can target one additional creature for each point of your choice within range. Each creature in a 10-foot-
level above 2nd. radius sphere centered on that point must make a Constitu-
tion saving throw. A creature takes 3d8 thunder damage on
Magic Weapon a failed save, or half as much damage on a successful one. A
2nd-level transmutation creature made of inorganic material such as stone, crystal,
or metal has disadvantage on this saving throw.
Casting Time: 1 bonus action
A nonmagical object that isn’t being worn or carried also
Range: Touch
takes the damage if it’s in the spell’s area.
Components: V, S
At Higher Levels. When you cast this spell at 3rd level or
Duration: Concentration, up to 1 hour
higher, the damage increases by 1d8 for each level above 2nd.
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Spell Descriptions 5
201
5 R eFlaming
s o u r cServant
es
Medium elemental
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Spell Descriptions 5
glyph. The spell must target a single creature or an area. Lightning Bolt*
The spell being stored has no immediate effect when cast 3rd-level evocation
in this way. When the glyph is triggered, the stored spell
Casting Time: 1 action
is cast. If the spell has a target, it targets the creature
Range: Self
that triggered the glyph. If the spell affects an area, the
Components: V, S, M (a bit of fur and a rod of amber,
area is centered on that creature. If the spell summons
crystal, or glass)
hostile creatures or creates harmful objects or traps, they
Duration: Instantaneous
appear as close as possible to the intruder and attack it.
If the spell requires concentration, it lasts until the end A stroke of lightning forming a line 100 feet long and 5 feet
of its full duration. wide blasts out from you in a direction you choose. Each
At Higher Levels. When you cast this spell at 4th level creature in the line must make a Dexterity saving throw.
or higher, the damage of an explosive runes glyph increases A creature takes 8d6 lightning damage on a failed save, or
by 1d8 for each level above 3rd. If you create a spell glyph, half as much damage on a successful one. The lightning ig-
you can store any spell of up to the same level as you use for nites flammable objects in the area that aren’t being worn
the glyph of warding. or carried.
At Higher Levels. When you cast this spell at 4th level or
Judging Bonds higher, the damage increases by 1d6 for each level above 3rd.
3rd-level enchantment (ritual)
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Spell Descriptions 5
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Summon Daemon the end of the magic circle’s duration. You can talk to the
3rd-level conjuration (ritual) daemon during this time, but it is under no compulsion to
speak or to give you truthful answers.
Casting Time: 10 minutes
If you succeed at the Charisma check then the daemon is
Range: Self
under your control for 24 hours. If requested, it will return
Components: V, S, M (candles, dagger and golden bowl)
to the Yonderworld, which ends your control of it. It will also
Duration: Special
carry out your orders, unless they involve a clear danger to
You summon an abomination from the Yonderworld, a dae- the daemon from the servants of Prios or another god. It
mon. The creature resists your control and you must make a takes its own turn and follows your commands.
contested Charisma check to keep it under your control. If When you cast this spell, you summon a Servant Daemon.
you fail and the daemon was not summoned into an inverted If you choose to gain a point of permanent Corruption you
magic circle, the daemon is free to do as it likes (including at- can instead summon a Vindictive Daemon, for two points
tacking you or your allies) and is free to roam until it chooses of permanent Corruption you can summon a Knowledge
to return to the Yonderworld (which it can do as an action) Daemon or for three points of permanent Corruption you
or it is destroyed. If it is trapped in an inverted magic circle can summon a Guardian Daemon. The stats for the daemons
it instead cannot move and returns to the Yonderworld at are included below.
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Spell Descriptions 5
Skills Arcana +10, Deception +11, History +10, Per- Saving Throws Dex +3, Con +8, Wis +5
ception +10 Condition Immunities exhaustion, paralyzed, petri-
Saving Throws Dex +3, Cha +8 fied, poisoned, unconscious
Condition Immunities exhaustion, paralyzed, petri- Damage Immunities fire, poison, psychic
fied, poisoned, unconscious Senses passive Perception 12
Damage Immunities fire, poison, psychic Languages understands and speaks the caster’s
Senses passive Perception 20 language
Languages understands and speaks the caster’s Challenge 8 (3,900 XP, proficiency bonus +3)
language Manner snorting and clawing the ground
Challenge 6 (2,300 XP, proficiency bonus +3) Shadow night-black as bubbling and boiling tar
Manner fawning and wheezing (thoroughly corrupt)
Shadow calm blackness, like a pool of liquid bitu- Equipment daemon-glaive
men (thoroughly corrupt)
Alertness. The daemon has advantage on initiative
Equipment none
rolls as long as it is not surprised.
Expertise. The daemon has expertise in all its skills.
Actions
Wrest Knowledge. The summoner can use its action
Multiattack. The daemon makes an attack with its
to make a contested Charisma check with the
Claws and a Daemon-glaive attack.
daemon to receive information. On a success the
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft.,
daemon provides a useful answer to an open-
one target. Hit: 14 (1d12 + 8) slashing damage.
ended question or a definitive answer to a yes-
Daemon-glaive. Melee Weapon Attack: +13 to hit,
or-no question. On a failure, the daemon refuses
reach 10 ft., one target. Hit: 21 (2d10 + 10) magi-
to answer any more questions. If the summoner
cal slashing damage.
offers a blood sacrifice they have advantage on
their Charisma check. Reactions
Preemptive Attack. When a creature comes within
Actions reach, the daemon can make a Claws or Daemon-
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
glaive attack.
one target. Hit: 2 (1d4) slashing damage.
Dominate. The daemon selects a creature within 30
feet. That creature must make a Charisma saving
throw (DC 15) or become charmed by the daemon,
following its instructions (the creature will not
harm itself, however). At the end of its turn the
THUS SPOKE AROALETA
creature can repeat the saving throw, ending the
effect on itself. A daemon inside a magic circle ”…and the beings from beyond tore Symbaroum
cannot use this feature. apart, with claws and fangs, horns and spikes;
Life Consuming Kiss. Melee Weapon Attack: +3 to invited but not welcome, called but not wanted;
hit, reach 0 ft., one target. Hit: The creature must they were the guests who in insatiable hunger ate
make a DC 10 Constitution saving throw or gain a and drank till there was nothing left to devour ...”
level of exhaustion.
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Spell Descriptions 5
Dominate Beast over there,” or “Fetch that object.” If the creature completes
4th-level enchantment the order and doesn’t receive further direction from you, it
defends and preserves itself to the best of its ability.
Casting Time: 1 action
You can use your action to take total and precise control
Range: 60 ft.
of the target. Until the end of your next turn, the creature
Components: V, S
takes only the actions you choose, and doesn’t do anything
Duration: Concentration, up to 1 minute
that you don’t allow it to do. During this time, you can also
You attempt to beguile a beast that you can see within range. cause the creature to use a reaction, but this requires you
It must succeed on a Wisdom saving throw or be charmed to use your own reaction as well.
by you for the duration. If you or creatures that are friendly Each time the target takes damage, it makes a new Wis-
to you are fighting it, it has advantage on the saving throw. dom saving throw against the spell. If the saving throw suc-
While the beast is charmed, you have a telepathic link ceeds, the spell ends.
with it as long as the two of you are on the same plane of ex- At Higher Levels. When you cast this spell at 5th-level,
istence. You can use this telepathic link to issue commands the duration is concentration, up to 10 minutes. When you
to the creature while you are conscious (no action required), cast at 6th-level, the duration is concentration, up to 1 hour.
which it does its best to obey. You can specify a simple and When you cast at 7th level or higher, the duration is concen-
general course of action, such as “Attack that creature,” “Run tration, up to 8 hours.
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Wall of Fire carried. Medium targets count as two objects, Large targets
4th-level evocation count as four objects, Huge targets count as eight objects.
You can’t animate any object larger than Huge. Each target
Casting Time: 1 action
animates and becomes a creature under your control until
Range: 120 ft.
the spell ends or until reduced to 0 hit points.
Components: V, S, M (a small piece of phosphorus)
As a bonus action, you can mentally command any crea-
Duration: Concentration, up to 1 minute
ture you made with this spell if the creature is within 500
You create a wall of fire on a solid surface within range. You feet of you (if you control multiple creatures, you can com-
can make the wall up to 60 feet long, 20 feet high, and 1 foot mand any or all of them at the same time, issuing the same
thick, or a ringed wall up to 20 feet in diameter, 20 feet high, command to each one). You decide what action the creature
and 1 foot thick. The wall is opaque and lasts for the duration. will take and where it will move during its next turn, or
When the wall appears, each creature within its area you can issue a general command, such as to guard a par-
must make a Dexterity saving throw. On a failed save, a ticular chamber or corridor. If you issue no commands, the
creature takes 5d8 fire damage, or half as much damage on creature only defends itself against hostile creatures. Once
a successful save. given an order, the creature continues to follow it until its
Either the inside or outside of the wall, selected by you task is complete.
when you cast this spell, deals 5d8 fire damage to each crea- An animated object is a construct with AC, hit points,
ture that ends its turn within 10 feet of the selected side. A attacks, Strength, and Dexterity determined by its size. Its
creature takes the same damage when it enters the wall for Constitution is 10 and its Intelligence and Wisdom are 3, and
the first time on a turn or ends its turn there. The other side its Charisma is 1. Its speed is 30 feet; if the object lacks legs
of the wall deals no damage. or other appendages it can use for locomotion, it instead
At Higher Levels. When you cast this spell at 5th level or has a flying speed of 30 feet and can hover. If the object is
higher, the damage increases by 1d8 for each level above 4th. securely attached to a surface or a larger object, such as a
chain bolted to a wall, its speed is 0. It has blindsight with
a radius of 30 feet and is blind beyond that distance. When
5th Level Spells the animated object drops to 0 hit points, it reverts to its
original object form, and any remaining damage carries
Animate Objects over to its original object form.
5th-level transmutation When you command an object to attack, it can make a sin-
gle melee attack during your turn against a creature within
Casting Time: 1 action
5 feet of it. It makes a slam attack with an attack bonus and
Range: 120 ft.
bludgeoning damage determined by its size. The GM might
Components: V, S
rule that a specific object inflicts slashing or piercing dam-
Duration: Concentration, up to 1 minute
age based on its form.
Objects come to life at your command. Choose up to ten non- At Higher Levels. If you cast this spell at 6th level or higher,
magical objects within range that are not being worn or you can animate two additional objects for each level above 5th.
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You create a Large hand of shimmering, translucent force in You create a 20-foot-radius sphere of poisonous, yellow-
an unoccupied space that you can see within range. The hand green fog centered on a point you choose within range. The
lasts for the spell’s duration, and it moves at your command, fog spreads around corners. It lasts for the duration or until
mimicking the movements of your own hand. a strong wind disperses the fog, ending the spell. Its area
The hand is an object that has AC 20 and hit points equal is heavily obscured.
to your hit point maximum. If it drops to 0 hit points, the When a creature enters the spell’s area for the first time
spell ends. It has a Strength of 26 (+8) and a Dexterity of on a turn or starts its turn there, that creature must make
10 (+0). The hand doesn’t fill its space. When you cast the a Constitution saving throw. The creature takes 5d8 poison
spell and as a bonus action on your subsequent turns, you damage on a failed save, or half as much damage on a suc-
can move the hand up to 60 feet and then cause one of the cessful one. Creatures are affected even if they hold their
following effects with it: breath or don’t need to breathe.
• Clenched Fist. The hand strikes one creature or object The fog moves 10 feet away from you at the start of each
within 5 feet of it. Make a melee spell attack for the hand of your turns, rolling along the surface of the ground. The
using your game statistics. On a hit, the target takes 4d8 vapors, being heavier than air, sink to the lowest level of the
force damage. land, even pouring down openings.
• Forceful Hand. The hand attempts to push a creature At Higher Levels. When you cast this spell at 6th level or
within 5 feet of it in a direction you choose. Make a check higher, the damage increases by 1d8 for each level above 5th.
with the hand’s Strength contested by the Strength (Ath-
letics) check of the target. If the target is Medium or small- Commune with Spirits*
er, you have advantage on the check. If you succeed, the 5th-level divination (ritual)
hand pushes the target up to 5 feet plus a number of feet
Casting Time: 10 minutes
equal to five times your spellcasting ability modifier. The
Range: Self
hand moves with the target to remain within 5 feet of it.
Components: V, S
• Grasping Hand. The hand attempts to grapple a Huge Duration: Special
or smaller creature within 5 feet of it. You use the hand’s
Strength score to resolve the grapple. If the target is Me- The world is old and many spirits linger from days past; na-
dium or smaller, you have advantage on the check. While ture spirits in dirt and water, or dead heroes who have not yet
the hand is grappling the target, you can use a bonus passed over to the other side. You contact these spirits and ask
action to have the hand crush it. When you do so, the for their help. This help takes one of the following three forms:
target takes bludgeoning damage equal to 2d6 + your • You can ask the spirits what important thing occurred
spellcasting ability modifier. here in the past. Note that spirits have a very limited un-
• Interposing Hand. The hand interposes itself between derstanding of time, so a battle that occurred 500 years
you and a creature you choose until you give the hand a ago might be more interesting to them than the murder
different command. The hand moves to stay between you that happened yesterday.
and the target, providing you with half cover against the • You can ask them three yes or no questions that they will
target. The target can’t move through the hand’s space try to answer as accurately as possible. However, they
if its Strength score is less than or equal to the hand’s are limited by their knowledge and won’t do well with
Strength score. If its Strength score is higher than the questions outside their own experiences.
hand’s Strength score, the target can move toward you • You can name or describe an enemy. For the next 24 hours
through the hand’s space, but that space counts as diffi- if that enemy approaches within 30 feet of your current
cult terrain for the target. location the spirits will attack them. At the start of its
At Higher Levels. When you cast this spell at 6th level or turn each specified creature must make a Wisdom saving
higher, the damage from the clenched fist option increases throw against your spell save DC. On a failure they be-
by 2d8, the damage from the grasping hand increases by come frightened of the area and take 1d6 psychic damage.
2d6, the Strength for the forceful hand increases by 2 for On a success they are not frightened but still take 1d6
each level above 5th. psychic damage.
212
Spell Descriptions 5
A blast of cold air erupts from your hands. Each creature Shimmering energy surrounds and protects you from abom-
in a 60-foot cone must make a Constitution saving throw. A inations, celestials, elementals, fey, fiends, or phenomenons,
creature takes 8d8 cold damage on a failed save, or half as providing disadvantage on their attack rolls against you.
much damage on a successful one. You can end the spell early by using the following special
A creature killed by this spell becomes a frozen statue function:
until it thaws. • Break Enchantment. As your action, you touch a crea-
At Higher Levels. When you cast this spell at 6th level or ture you can reach that is charmed, frightened, or pos-
higher, the damage increases by 1d8 for each level above 5th. sessed by an abomination, a celestial, an elemental, a fey,
or a fiend. The creature you touch is no longer charmed,
Creation frightened, or possessed by such creatures.
5th-level illusion
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5 Resources
Exorcism You place a magical command on a creature that you can see
5th-level transmutation, ritual within range, forcing it to carry out some service or refrain
from some action or activity as you decide. If the creature can
Casting Time: 1 hour
understand you, it must succeed on a Wisdom saving throw or
Range: 30 feet
become charmed by you for the duration. While the creature
Components: V, S, M (sprinkler of holy water)
is charmed by you, it takes 5d10 psychic damage each time it
Duration: Instantaneous
acts in a manner directly counter to your instructions, but no
You call out to Prios to purge the immediate area of any crea- more than once each day. A creature that can’t understand you
ture that is not native to the material world and anoint every- is unaffected by the spell.
thing else with his holy water. At the end of the casting time, You can issue any command you choose, short of an ac-
each extraplanar creature must make a Wisdom saving throw. tivity that would result in certain death. Should you issue
If you can see the creature as you cast the spell (for example it is a suicidal command, the spell ends.
trapped within a magic circle or otherwise confined) then it has You can end the spell early by using an action to dismiss
disadvantage on its saving throw. An exorcised creature cannot it. A remove curse, greater restoration, or wish spell also ends it.
return to the material world until at least 24 hours have passed. At Higher Levels. When you cast this spell at 7th or 8th level,
the duration is 1 year. When you cast this spell at 9th level, the
Fire Soul spell lasts until it is ended by one of the spells mentioned above.
5th-level transmutation, ritual
214
Spell Descriptions 5
Mass Cure Wounds* At Higher Levels. If you cast this spell at 6th level or high-
5th-level evocation er, you can alter the target’s memories of an event that took
place up to 7 days ago (6th level), 30 days ago (7th level), 1 year
Casting Time: 1 action
ago (8th level), or any time in the creature’s past (9th level).
Range: 60 ft.
Components: V, S
Duration: Instantaneous
Planar Binding*
5th-level abjuration
A wave of healing energy washes out from a point of your
Casting Time: 1 hour
choice within range. Choose up to six creatures in a 30-foot-
Range: 60 ft.
radius sphere centered on that point. Each target regains
Components: V, S, M (a jewel worth at least 1,000 thaler,
hit points equal to 3d8 + your spellcasting ability modifier.
which the spell consumes)
This spell has no effect on constructs.
Duration: 24 hours
At Higher Levels. When you cast this spell at 6th level or
higher, the healing increases by 1d8 for each level above 5th. With this spell, you attempt to bind a celestial, an elemental,
a fey, or a fiend to your service. The creature must be within
Modify Memory* range for the entire casting of the spell. (Typically, the crea-
5th-level enchantment ture is first summoned into the center of an inverted magic
circle in order to keep it trapped while this spell is cast.) At
Casting Time: 1 action
the completion of the casting, the target must make a Cha-
Range: 30 ft.
risma saving throw. On a failed save, it is bound to serve you
Components: V, S
for the duration. If the creature was summoned or created
Duration: Concentration, up to 1 minute
by another spell, that spell’s duration is extended to match
You attempt to reshape another creature’s memories. One the duration of this spell.
creature that you can see must make a Wisdom saving throw. A bound creature must follow your instructions to the
If you are fighting the creature, it has advantage on the sav- best of its ability. You might command the creature to ac-
ing throw. On a failed save, the target becomes charmed by company you on an adventure, to guard a location, or to
you for the duration. The charmed target is incapacitated deliver a message. The creature obeys the letter of your in-
and unaware of its surroundings, though it can still hear you. structions, but if the creature is hostile to you, it strives to
If it takes any damage or is targeted by another spell, this twist your words to achieve its own objectives. If the crea-
spell ends, and none of the target’s memories are modified. ture carries out your instructions completely before the
While this charm lasts, you can affect the target’s memory spell ends, it travels to you to report this fact if you are on
of an event that it experienced within the last 24 hours and the same plane of existence. If you are on a different plane
that lasted no more than 10 minutes. You can permanently of existence, it returns to the place where you bound it and
eliminate all memory of the event, allow the target to recall remains there until the spell ends.
the event with perfect clarity and exacting detail, change At Higher Levels. When you cast this spell at a higher
its memory of the details of the event, or create a memory level, the duration increases to 10 days at 6th level, to 30
of some other event. days at 7th- level, to 180 days at 8th level, and to a year and
You must speak to the target to describe how its mem- a day at 9th level.
ories are affected, and it must be able to understand your
language for the modified memories to take root. Its mind Purgatory
fills in any gaps in the details of your description. If the 5th-level evocation (ritual)
spell ends before you have finished describing the modified
Casting Time: 1 action
memories, the creature’s memory isn’t altered. Otherwise,
Range: 30 ft.
the modified memories take hold when the spell ends.
Components: V, S, M (short piece of rusty chain)
A modified memory doesn’t necessarily affect how a crea-
Duration: Instantaneous
ture behaves, particularly if the memory contradicts the crea-
ture’s natural inclinations or beliefs. An illogical modified You choose a creature within range, it must make a Wisdom
memory, such as implanting a memory of how much the saving throw with its current total Corruption as the DC. For
creature enjoyed dousing itself in acid, is dismissed, perhaps thoroughly corrupt creatures the DC is 30. On a failure, the tar-
as a bad dream. The GM might deem a modified memory too get takes 8d6 radiant damage or half that amount on a success.
nonsensical to affect a creature in a significant manner. At Higher Levels. If you cast this spell at 6th level or
A remove curse or greater restoration spell cast on the target higher, you can target an additional creature for each level
restores the creature’s true memory. above 5th.
216
Spell Descriptions 5
Teleportation Circle up or down. When changing the winds, you can change its
5th-level conjuration direction by one step (for example, from north to north-east
or from south-west to south, etc.).
Casting Time: 1 minute
Range: 10 ft. PRECIPITATION
Components: V, M (rare chalks and inks infused with Stage Condition
precious gems worth 50 thaler, which the spell 1 Clear
consumes)
2 Light clouds
Duration: 1 round
3 Overcast or ground fog
As you cast the spell, you draw a 10-foot-diameter circle on
4 Rain, hail, or snow
the ground inscribed with sigils that link your location to a
5 Torrential rain, driving hail, or blizzard
permanent teleportation circle of your choice whose sigil
sequence you know and that is on the same plane of exis- TEMPERATURE
tence as you. A shimmering portal opens within the circle
Stage Condition
you drew and remains open until the end of your next turn.
Any creature that enters the portal instantly appears within 1 Unbearable heat
5 feet of the destination circle or in the nearest unoccupied 2 Hot
space if that space is occupied. 3 Warm
Many Ordo Magica facilities have permanent telepor- 4 Cool
tation circles inscribed somewhere within their confines.
5 Cold
Each such circle includes a unique sigil sequence – a string
6 Arctic cold
of magical runes arranged in a particular pattern. When
you first gain the ability to cast this spell, you learn the sigil WIND
sequences for two destinations, as determined by the GM.
Stage Condition
You can learn additional sigil sequences during your adven-
tures. You can commit a new sigil sequence to memory after 1 Calm
studying it for 1 minute. 2 Moderate wind
You can create a permanent teleportation circle by cast- 3 Strong wind
ing this spell in the same location every day for one year.
4 Gale
You need not use the circle to teleport when you cast the
5 Storm
spell in this way.
Turn Weather
5th-level transmutation 6th Level Spells
Casting Time: 10 minutes
Range: Self
Atonement
6th-level transmutation ritual
Components: V, S
Duration: Concentration, up to 8 hours Casting Time: 1 minute
Range: Touch
You influence the weather within 5 miles of you for the du-
Components: V
ration. You must be outdoors to cast this spell. Moving to
Duration: Special
a place where you don’t have a clear path to the sky ends
the spell early. You are able to lighten the spiritual burdens of a non-
When you cast the spell, you change one of the current possessed, willing person; this is done by the sinner accept-
weather conditions, which are determined by the GM based ing to perform a task for the theurg on behalf of the Church.
on climate and season. You can change one of the following: The task must be time-consuming, expensive, or dangerous
precipitation, temperature, or wind. It takes 1d4 × 10 minutes (or perhaps a combination of these factors). Upon comple-
for the new condition to take effect. Once it does so, you can tion of the task, the target’s permanent Corruption is re-
change one of the conditions (the same or another) again. duced by 1d3 + 1.
When the spell ends, the weather gradually returns to normal. If the target goes a month or more without making effort
When you change a weather condition, find the current towards the task, the spell ends and the target gains one
condition on the following tables and change its stage by one, point of permanent Corruption for failing Prios.
217
5 Resources
Chain Lightning* As a bonus action on each of your turns, you can mentally
6th-level evocation command any creature you animated with this spell if the
creature is within 120 feet of you (if you control multiple
Casting Time: 1 action
creatures, you can command any or all of them at the same
Range: 150 ft.
time, issuing the same command to each one). You decide
Components: V, S, M (a bit of fur; a piece of amber, glass,
what action the creature will take and where it will move
or a crystal rod; and three silver pins)
during its next turn, or you can issue a general command,
Duration: Instantaneous
such as to guard a particular chamber or corridor. If you
You create a bolt of lightning that arcs toward a target of issue no commands, the creature only defends itself against
your choice that you can see within range. Three bolts then hostile creatures. Once given an order, the creature contin-
leap from that target to as many as three other targets, each ues to follow it until its task is complete.
of which must be within 30 feet of the first target. A target The creature is under your control for 24 hours, after
can be a creature or an object and can be targeted by only which it stops obeying any command you have given it. To
one of the bolts. maintain control of the creature for another 24 hours, you
A target must make a Dexterity saving throw. The target must cast this spell on the creature before the current 24-
takes 10d8 lightning damage on a failed save, or half as much hour period ends. This use of the spell reasserts your control
damage on a successful one. over up to three creatures you have animated with this spell,
At Higher Levels. When you cast this spell at 7th level rather than animating new ones.
or higher, one additional bolt leaps from the first target to At Higher Levels. When you cast this spell at 7th-level,
another target for each level above 6th. you can animate or reassert control over four dragouls.
When you cast this spell at 8th-level spell, you can animate
Circle of Death* or reassert control over five dragouls or two crypt walkers.
6th-level necromancy If you cast this spell at 9th-level, you can animate or reas-
sert control over six dragouls, three crypt walkers, or one
Casting Time: 1 action
crypt lord.
Range: 150 ft.
Components: V, S, M (the powder of a crushed black
pearl worth at least 250 thaler)
Disintegrate*
6th-level transmutation
Duration: Concentration, up to 1 minute
Casting Time: 1 action
A sphere of negative energy ripples out in a 60-foot-radius
Range: 60 ft.
sphere from a point within range. Each creature in that area
Components: V, S, M (a lodestone and a pinch of dust)
must make a Constitution saving throw. A target takes 8d6
Duration: Instantaneous
necrotic damage on a failed save, or half as much damage
on a successful one. A thin green ray springs from your pointing finger to a target
At Higher Levels. When you cast this spell at 7th lev- that you can see within range. The target can be a creature,
el or higher, the damage increases by 2d6 for each level an object, or a creation of magical force, such as the wall
above 6th. created by wall of force. A creature targeted by this spell must
make a Dexterity saving throw. On a failed save, the target
Create Undead* takes 10d6 + 40 force damage. The target is disintegrated if
6th-level necromancy this damage leaves it with 0 hit points.
A disintegrated creature and everything it is wearing
Casting Time: 1 minute
and carrying, except magic items, are reduced to a pile of
Range: 10 ft.
fine gray dust. The creature can be restored to life only by
Components: V, S, M (one clay pot filled with grave dirt,
means of a wish spell.
one clay pot filled with brackish water, and one 75
This spell automatically disintegrates a Large or smaller
thaler black onyx stone for each corpse)
nonmagical object or a creation of magical force. If the tar-
Duration: Instantaneous
get is a Huge or larger object or creation of force, this spell
You can cast this spell only at night. Choose up to three disintegrates a 10-foot-cube portion of it. A magic item is
corpses of Medium or Small humanoids within range. Each unaffected by this spell.
corpse becomes a dragoul under your control. (The GM has At Higher Levels. When you cast this spell at 7th level or
game statistics for these creatures.) higher, the damage increases by 3d6 for each level above 6th.
218
Spell Descriptions 5
A frigid globe of cold energy streaks from your fingertips Choose a creature that you can see within range. A surge of
to a point of your choice within range, where it explodes positive energy washes through the creature, causing it to
in a 60-foot-radius sphere. Each creature within the area regain 70 hit points. This spell also ends blindness, deafness,
must make a Constitution saving throw. On a failed save, a and any diseases affecting the target. This spell has no effect
creature takes 10d6 cold damage. On a successful save, it on constructs.
takes half as much damage. At Higher Levels. When you cast this spell at 7th level
If the globe strikes a body of water or a liquid that is or higher, the amount of healing increases by 10 for each
principally water (not including water-based creatures), level above 6th.
it freezes the liquid to a depth of 6 inches over an area 30
feet square. This ice lasts for 1 minute. Creatures that were Living Fortress
swimming on the surface of frozen water are trapped in the 6th-level transmutation (ritual)
ice. A trapped creature can use an action to make a Strength
Casting Time: 1 hour
check against your spell save DC to break free.
Range: 10 ft.
You can refrain from firing the globe after completing
Components: V, S
the spell, if you wish. A small globe about the size of a sling
Duration: Special
stone, cool to the touch, appears in your hand. At any time,
you or a creature you give the globe to can throw the globe You create a fortress of living trees and thorny bushes that
(to a range of 40 feet) or hurl it with a sling (to the sling’s erupt from the local growth. The fortress is approximately
normal range). It shatters on impact, with the same effect 20 feet on a side and no higher than 20 feet. Its exact layout
as the normal casting of the spell. You can also set the globe is determined by the caster. Each wall and the canopy roof
down without shattering it. After 1 minute, if the globe have 50 hit points, AC 15, resistance to non-magical piercing
hasn’t already shattered, it explodes. damage and immunity to poison and psychic damage. At
At Higher Levels. When you cast this spell at 7th level or the start of a round, a damaged section regenerates 5 hit
higher, the damage increases by 1d6 for each level above 6th. points of damage.
You can allow creatures of your choice to enter or exit
Globe of Invulnerability the fortress and teach them special words to allow them
6th-level abjuration passage even if you’re not there. Inside the fortress it is al-
ways dry and a comfortable temperature. Other creatures
Casting Time: 1 action
who attempt to enter (or leave) the fortress must make a
Range: Self
Dexterity saving throw, taking 4d12 piercing damage on a
Components: V, S, M (a glass or crystal bead that shatters
failure or half that on a success.
when the spell ends)
The fortress lives a season (three months) and then the
Duration: Concentration, up to 1 minute
spell must be cast again or the magic will fade and it will
An immobile, shimmering barrier springs into existence in start to wither away.
a 10-foot radius around you and remains for the duration.
Any spell of 5th level or lower cast from outside the bar-
rier can’t affect creatures or objects within it, even if the
spell is cast using a higher level spell. Such a spell can target
creatures and objects within the barrier, but the spell has
no effect on them. Similarly, the area within the barrier is
excluded from the areas affected by such spells.
At Higher Levels. When you cast this spell at 7th level
or higher, the barrier blocks spells of one level higher for
each level above 6th.
219
5 Resources Patron Saint
Medium celestial
220
Spell Descriptions 5
Wall of Ice The spell’s base damage is 12d6. If at the end of your turn
6th-level evocation the bead has not yet detonated, the damage increases by 1d6.
If the glowing bead is touched before the interval has
Casting Time: 1 action
expired, the creature touching it must make a Dexterity
Range: 120 ft.
saving throw. On a failed save, the spell ends immediately,
Components: V, S, M (a small bit of quartz)
causing the bead to erupt into a ball of flame. On a successful
Duration: Concentration, up to 10 minutes
save, the creature can throw the bead up to 40 feet. When
You create a wall of ice on a solid surface within range. You it strikes a creature or a solid object, the spell ends, and the
can form it into a hemispherical dome or a sphere with a bead explodes.
radius of up to 10 feet, or you can shape a flat surface made The fire damages objects in the area and ignites flamma-
up of ten 10-foot-square panels. Each panel must be con- ble objects that aren’t being worn or carried.
tiguous with another panel. In any form, the wall is 1 foot At Higher Levels. When you cast this spell at 8th level
thick and lasts for the duration. or higher, the base damage increases by 1d6 for each level
If the wall cuts through a creature’s space when it ap- above 7th.
pears, the creature within its area is pushed to one side of
the wall and must make a Dexterity saving throw. On a failed Etherealness*
save, the creature takes 10d6 cold damage, or half as much 7th-level transmutation
damage on a successful save.
Casting Time: 1 action
The wall is an object that can be damaged and thus breached.
Range: Self
It has AC 12 and 30 hit points per 10-foot section, and it is vul-
Components: V, S
nerable to fire damage. Reducing a 10-foot section of wall to 0
Duration: 8 hours
hit points destroys it and leaves behind a sheet of frigid air in
the space the wall occupied. A creature moving through the You step into the ethereal realm between the real world and
sheet of frigid air for the first time on a turn must make a Con- the Yonderworld, in the area where it overlaps with your
stitution saving throw. That creature takes 5d6 cold damage position in the real world. You remain in this border realm
on a failed save, or half as much damage on a successful one. for the duration or until you use your action to dismiss the
At Higher Levels. When you cast this spell at 7th level or spell. During this time, you can move in any direction. If you
higher, the damage the wall deals when it appears increases move up or down, every foot of movement costs an extra
by 2d6, and the damage from passing through the sheet of foot. You can see and hear the real world, but everything
frigid air increases by 1d6, for each level above 6th. there looks gray, and you can’t see anything more than 60
feet away.
While ethereal, you can only affect and be affected by
7th Level Spells other creatures in the ethereal realm. Creatures that are
not ethereal can’t perceive you and can’t interact with you,
Delayed Blast Fireball* unless a special ability or magic has given them the ability
7th-level evocation to do so.
You ignore all objects and effects that aren’t in the ethere-
Casting Time: 1 action
al realm, allowing you to move through objects you perceive
Range: 150 ft.
in the real world.
Components: V, S, M (a tiny ball of bat guano and sulfur)
When the spell ends, you immediately return to the real
Duration: Concentration, up to 1 minute
world in the spot you currently occupy. If you occupy the
A beam of yellow light flashes from your pointing finger, same spot as a solid object or creature when this happens,
then condenses to linger at a chosen point within range as you are immediately shunted to the nearest unoccupied
a glowing bead for the duration. When the spell ends, either space that you can occupy and take force damage equal to
because your concentration is broken or because you decide twice the number of feet you are moved.
to end it, the bead blossoms with a low roar into an explosion This spell has no effect if you cast it while you are in the
of flame that spreads around corners. Each creature in a Yonderworld.
20-foot-radius sphere centered on that point must make a At Higher Levels. When you cast this spell at 8th level
Dexterity saving throw. A creature takes fire damage equal or higher, you can target up to three willing creatures (in-
to the total accumulated damage on a failed save, or half as cluding you) for each level above 7th. The creatures must be
much damage on a successful one. within 10 feet of you when you cast the spell.
221
5 Resources
Plane Shift* in the Yonderworld when this spell is cast, you are returned
7th-level conjuration to the real world.
You can use this spell to banish an unwilling creature to
Casting Time: 1 action
the Yonderworld. Choose a creature within your reach and
Range: Touch
make a melee spell attack against it. On a hit, the creature
Components: V, S, M (a forked, metal rod worth at least
must make a Charisma saving throw. If the creature fails
100 thaler, attuned to the Yonderworld)
this save, it is transported to a random location in the Yon-
Duration: Instantaneous
derworld. A creature so transported must find its own way
You and up to eight willing creatures who link hands in a back to the real world.
circle are transported into the Yonderworld, or if you are
222
Spell Descriptions 5
Soul Stone storm’s area of effect, move into the eye area, or find a struc-
7th-level necromancy (ritual) ture that can be completely closed off from the storm’s effects.
On your turn, you can use a bonus action to move the
Casting Time: 10 minutes
cloud up to 10 feet in a direction that you choose.
Range: Touch
Components: S, M (special)
Duration: Special
Dominate Monster*
8th-level enchantment
During desperate moments of the war, the battle mages of
Casting Time: 1 action
Ordo Magica took increasingly greater risks in the name
Range: 60 ft.
of necessity and thereby brought Corruption upon them-
Components: V, S
selves. To counteract this evil they dusted off an ancient and
Duration: Concentration, up to 1 hour
shunned ritual, by which one can capture the soul of a dying
creature in a crystal prepared for the purpose. That same You attempt to beguile a creature that you can see within range.
ritual proved to work well in order to drain Corruption from It must succeed on a Wisdom saving throw or be charmed by
a wizard and transfer it to the soul in the stone. you for the duration. If you or creatures that are friendly to
With the first casting, the mystic uses a soul stone (see you are fighting it, it has advantage on the saving throw.
page 185) worth at least 100 thaler and a creature that dies While the creature is charmed, you have a telepathic link
as a result of the spell. The creature must have less than 10 with it as long as the two of you are on the same plane of ex-
hit points at the time you begin to cast the spell. At the end istence. You can use this telepathic link to issue commands
of the spell, the creature dies, and the spell collects the soul to the creature while you are conscious (no action required),
of the dying creature, turning the gem into a soul stone. Roll which it does its best to obey. You can specify a simple and
2d4 and add your spellcasting modifier; this is the amount general course of action, such as “Attack that creature,” “Run
of permanent Corruption that the soul stone can hold. over there,” or “Fetch that object.” If the creature completes
Subsequent castings allow the mystic to move 1d4 points the order and doesn’t receive further direction from you, it
of permanent Corruption to the soul stone. The soul stone defends and preserves itself to the best of its ability.
darkens as it fills up and detonates if its limit is surpassed. You can use your action to take total and precise control
The collected Corruption then rushes back to the mystic, of the target. Until the end of your next turn, the creature
often with a rather nasty result. takes only the actions you choose, and doesn’t do anything
You can only use a single soul stone at a time and cannot that you don’t allow it to do. During this time, you can also
create a new one while an old one exists. cause the creature to use a reaction, but this requires you
to use your own reaction as well.
Each time the target takes damage, it makes a new Wis-
8th Level Spells dom saving throw against the spell. If the saving throw suc-
ceeds, the spell ends.
Blood Storm At Higher Levels. When you cast this spell as a 9th-level
8th-level conjuration spell, the duration is concentration, up to 8 hours.
223
INDEX
A Blink 201 Cooking pan 172 Envoy Elori 20 Ghost candle 181
Abducted Humans 44 Blood Bond 197 Corruption and Shadow 37 Equipment 160 Glassblower’s tools 174
Abductee Backgrounds 46 Blood Storm 223 Corruption Categories 38 Equipment and Globe of
Absolute Memory 147 Blood Ties 148 Counterspell 201 Services 172 Invulnerability 219
Accurate Strike 192 Bloodhound 148 Crayons 172 Equipment Packs 172 Glyph of Warding 202
Acid Arrow 196 Bloodthirst 151 Create or Destroy Escape Artist 149 Goblin Backgrounds 66
Addiction 151 Blowpipe 165 Water 193 Estoc 163 Goblins 64
Aid 197 Bolas 165 Create Undead 218 Etherealness 221 Grand Master Seldonio 18
Alchemical Elixirs 180 Boons 147 Creation 213 Excavation tools 174 Grappler 157
Alchemical Mines 186 Bounty Hunter 104 Crewed 167 Exchange Shadow 198 Grappling Axe 163
Alchemical Weapons 166 Brass bell 172 Crossbow, hand 165 Executioner’s Sword 163 Grappling hook 172
Alchemist’s supplies 174 Breaching Pot 166 Crossbow, heavy 165 Exorcism 214 Great Flail 163
Ammunition 167 Brewer’s supplies 174 Crossbow, light 162 Expenses, cost 173 Greatclub 162
Anathema 200 Bribes 161 Crossbow, repeating 165 Explorer 128 Greatsword 163
Ancient Magic 153 Brutebrew 178 Crow Armor 170 Explorer’s License 23 Green Thumb 149
Animal Friendship 192 Buckler 171 Crow’s Beak 163 Explorer’s Pack 172 Grenade 166
Animal Mask 184 Buildings, cost 173 Crowbar 172 Extended Rest 35 Grenades 166
Animal Messenger 197 Bull Rush 157 Cumbersome 171 Extensive Learning 156 Group’s Goal 33
Animate Dead 200 Burdens 151 Cure Wounds 193 Eye drops 181 Guardian Daemon 207
Animate Objects 211 Burglar’s Pack 172 Currency 46 Guiding Bolt 194
F
Antidote 181 Burial Shroud 184 Guild Thief 130
D Factions 13
Antidote candle 181 Burning Hands 193
Dagger 162 False Identity 149 H
Arbalest 165 Burning Powder 166
Dark Blood 151 False Life 194 Halberd 163
Arcane Hand 212
C Dark Secret 152 Faraway Writing 198 Hammer, light 162
Arch Enemy 151
Calligrapher’s supplies 174 Dart 162 Farm Animals, cost 173 Hammer, long 163
Archivist 148
Cantrips 192 Davokar 20 Feats 146 Handaxe 162
Area Effect 167
Captain 96 Days of the week 41 Fencing Sword 163 Heal 219
Armor 169
Captain Approaches 98 Death Marches and Field Armor 170 Healing Spider 184
Armor Class (AC) 169
Carpenter’s tools 174 Rides 34 Field Armor of the Healing Word 194
Armor Proficiency 169
Cartographer’s Death Mask 184 Pansars 170 Heat Metal 198
Armor Properties 171
instruments 174 Dedicated Focus 155 Field Laboratory 174 Heavy 168
Armor, donning
Cat Burglar 148 Deep Impact 167 Field Library 174 Heavy Armor 170
and doffing 171
Catapult 167 Delayed Blast Fireball 221 Finesse 168 Heirloom 149
Army, Ambrian 19
Chain and Plate 170 Demonologist 156 Fire dye 181 Hellish Rebuke 194
Artifact Catalog 174
Chain Lightning 218 Demonology 156 Fire Forged 149 Herbal cure 181
Artifact Crafter 110
Chain Shirt 170 Detect Evil and Good 194 Fire Soul 214 Herbalism Kit 174
Assassin’s Blade 163
Chain Staff 163 Diplomat’s Pack 172 Fireball 201 Heroism 194
Atonement 217
Change Self 153 Disguise kit 174 Firetube Ammunition 166 Hideout 149
Augur 148
Changeling Disintegrate 218 Firetube, Portable 166 High Chieftain Tharaban 17
Axe 163
Backgrounds 50 Dispel Evil and Good 213 Firetube, Stationary 166 History, Ambrians 8
B Changelings 48 Dispel Magic 201 Firewood 172 History, Timeline 9
Balanced 167 Charm Person 193 Dominate Beast 209 First Father Jeseebegai 18 Hold Monster 214
Ballista 167 Choking spores 181 Dominate Monster 223 Fishing line, lures and Hold Person 199
Bandages 172 Church of Prios 17 Dominate Person 213 hooks 172 Holy Smoke 195
Bane 192 Circle of Death 218 Double Chain Mail 170 Fishing net 172 Holy Symbol 172
Bang Powder 166 Class Feats 155 Double-axe 163 Flail 163 Holy water 181
Banishment 208 Climbing equipment 172 Double-tongue 148 Flame Strike 214 Homing arrow 181
Barbarian Clans 15 Cloathing, cost 174 Downtime 40 Flaming Servant 202 Homunculus 181
Bark Mask 184 Cloudkill 212 Drinking horn 172 Flaming Sphere 198 Hordes of Darkness 91
Battle Speech 155 Club 162 Drone dew 181 Flash Powder 166 Horseman’s Bow 162
Bear Trap 172 Cobbler’s tools 174 Duelist 139 Flash powder 181 Hourglass 172
Beast Shapes 122 Code of Honor 151 Dungeoneer’s Pack 172 Fleet-footed 149 Houses of Nobility 13
Beast Tongue 148 Combat Magic Expert 155 Dwarf Backgrounds 54 Fly 202 Huldra, The 16
Bedroll 172 Command 193 Dwarf Law 53 Fog Cloud 194 Human Backgrounds 73
Beremo Herengol 19 Command Expert 155 Dwarven Families 53 Food and Drink 178 Humans 70
Berserker 138 Commanding Voice 148 Dwarves 52 Food Cultures 179 Hunter 102
Bestial 151 Commune with Spirits 212 Forbidden Knowledge 149 Hunter Approaches 104
E
Bestiary 174 Composite Bow 165 Forced Marches and
Economy and Money 160 I
Bestow Curse 200 Con Artist 148 Rides 34
Elderly 152 Ice Storm 210
Beverages 178 Concealable 171 Forceful Personality 149
Elemental essence 181 Illusory Correction 210
Big-boned 153 Concealed 167 Forgery kit 174
Elf Backgrounds 60 Immobile 168
Black Bolt 192 Concealed Armor 169 Former Cultist 129
Elixir of Life 181 Impressionist 149
Black Breath 197 Concentrated magic 181 Freezing Sphere 219
Elves 58 Improvised Weapons 168
Blackbrew 178 Cone of Cold 213 Full Plate 170
Enduring March 148 Impulsive 152
Blanket 172 Confessor 155 Future Shares 161
Enhance Ability 198 Incense 172
Bless 192 Confusion 208
Ensnaring 167 G Inflict Wounds 195
Blessed Robe 169 Contacts 148
Enterprise 148 Gaming sets 174 Inherit Wound 199
Blight 208 Containers, cost 173
Entertainer’s Pack 172 Geas 214 Ink and quill 172
Blindness/Deafness 197 Cook’s utensils 174
224
Inquisitor 156 Modify Memory 216 R Spark Stone 184 Troll Life Cycle 65
Insect Plague 214 Monster Hunter 106 Range 168 Spear 162 Troll Singer 119
Invisibility 199 Monster Hunting Ranged Expert 155 Spear Sling 162 Troll spell list 188
Iron Crown 184 Societies 106 Rations 172 Special Weapons 168 Trolls 86
Iron Pact, The 20 Months of the Year 41 Ravenous Hunger 153 Spell Descriptions 192 Turn Weather 217
Ironsworn 105 Musical instruments 174 Reach 168 Spell Scroll 184 Twilight tincture 181
Mystic 108 Reload 168 Spell Seal 184 Two-Handed 168
J
Mystic Approaches 110 Restraining 168 Spells (listing) 187
Javelin 162 U
Mystical Focus 184 Rests 34 Spirit friend 181
Jeseebegai, First Father 18 Undead 90
Mystical Mark 152 Retribution 153 Spirit Guardians 204
Jeweler’s tools 174 Undead Backgrounds 92
Returning 168 Spirit Walk 196
Judging Bonds 203 Using an Alchemical
Revealing light 181 Spiritual Weapon 200
N Firetube 166
K Revenant 92 Spore bomb 181
Navigator’s tools 174
Karvosti 28 Ritual Codex 184 Spy 132 V
Necromancer 156
Knight 140 Ritual Focus 184 Spy glass 172 Vampiric Touch 208
Needle and thread 172
Knowledge Daemon 207 Ritual Seal 184 Staff Foot 184 Veloum 178
Net 165
Robust 153 Staff Head 184 Versatile 168
L Nightmares 152
Role of the Player 32 Staff Mage 114 Vesa 178
Lacquered Silk Cuirass 170 Nimble 157
Rope 172 Stiletto 163 Vindictive Daemon 206
Ladder 172 Noisy 171
Rope ladder 172 Storyteller 150
Laminated Armor 170 W
O Ruler’s Ring 184 Studded Leather 169
Lamp Oil 172 Wall of Fire 211
Officer 99 Rune Smith 141 Stun bolt 181
Lance 163 Wall of Ice 221
Ogre Backgrounds 82 Rune Staff 184 Stut 178
Lantern 172 Wanted 152
Ogres 80 Summon Daemon 206
Larvae Boil 203
Order Cloak 169
S War paint 181
Sun Mask 184
Leatherworker’s tools 174 Sapper 131 Ward 152
Order Medallion 184 Symbar 23
Lesser Artifacts 184 Scale Mail 170 Warrior 136
Ordo Magica 18 Symbolist 116
Lifegiver 210 Scholar’s Pack 172 Warrior Approaches 138
Origin Feats 153
Lifestyle Expenses 176 Scorching Ray 199 T Waterskin 173
Other Worlds and the
Light 168 Scoundrel 126 Tale of Ashes 200 Wax candle 173
Origins of Humans 71
Light Armor 169 Scoundrel Approaches 128 Tankard 172 Wax, seal 173
Outlaw 100
Lightning Bolt 203 Secrets of the Order 156 Tattooed Fighter 142 Way bread 181
Overwatch 155
Living Fortress 219 Seizures 152 Teleportation Circle 217 Ways of Life 10
Loading 168 P Seldonio, Grand Master 18 Telltale 150 Weapon maintenance
Lockpicks 172 Pack-mule 150 Self-taught 112 Templar 142 kit 173
Long Rest 35 Painter’s supplies 174 Servant 150 Tent 172 Weapon Master 144
Longbow 165 Paper 172 Servant Daemon 206 Thaler, Shillings Weapon Properties 167
Longstrider 195 Parchment 172 Setting map 11 and Ortegs 160 Weapons 162
Longsword 163 Parry 155 Settlements and Tharaban, Weaver’s tools 174
Lucky Coin 184 Parrying Dagger 163 Equipment 161 High Chieftain 17 Weighty 171
Pathfinder 150 Shadow 37 Theurg 118 Whetstone 173
M
Patron Saint 220 Shadow Spawn 150 Theurg spell list 188 Whip 163
Mace 162
Perfume 172 Shadow tint 181 Thieves’ tools 174 Whistle 173
Magic Circle 203
Pest Mask 184 Shadow Walker 157 Thistle Hold 26 Wild chew 181
Magic Missile 195
Pet 150 Shadow-sight 153 Thorn beasties 181 Witch 121
Magic Weapon 199
Phantasmal Killer 210 Shatter 199 Throwing Grenades 166 Witch Braid 184
Major Image 204
Pike 163 Shield 171 Throwing Wing 165 Witch Gown 169
Manipulator 149
Planar Binding 216 Shields Thrown 168 Witch Hunter 107
Map Karvosti 28
Plane Shift 222 Shock Powder 166 Thug 133 Witch spell list 189
Map Setting 11
Pocket mirror 172 Short Rest 34 Thunder ball 181 Wizard 123
Map Thistle Hold 26
Poet-warrior 101 Shortsword 163 Thunderwave 196 Wizard spell list 190
Map Yndaros 25
Poison 181 Sickle 162 Time Within the Game 40 Wolf Skin 169
Marks of Corruption 38
Poison candle 181 Sickly 152 Timeline 9 Woodcarver’s tools 174
Marlit Cape 184
Poison Resilient 150 Siege 168 Tinker’s tools 174 Woven Silk 169
Mason’s tools 174
Poisoner’s kit 174 Siege Weapons 167 Toad Guard 184 Wraith dust 181
Mass Cure Wounds 216
Potter’s tools 174 Silvered Weapons 168 Tobacco 180 Wrathguard 145
Mass Heal 223
Prayer of Healing 199 Skald’s Cuirass 169 Tools, cost 174 Writ of Debt 160
Mass Healing Word 204
Priest’s Pack 172 Skirmish Expert 157 Torch 172
Mass Suggestion 220 Y
Private Sanctum 210 Sleep 195 Tough 150
Massive 168 Yeleta, the Huldra 16
Promised Land, The 9 Sling 162 Tough and Stringy 153
Maul 163 Yndaros 24
Protection from Evil and Slow 152 Trade Goods 180
Mechanical Trap 186
Good 195 Smith’s tools 174 Transcendental
Medium 150
Protective oil 181 Smoke bomb 181 Weapon 184
Medium Armor 170
Pure Magic 110 Snare 172 Transforming draught 181
Meeting Stone 184
Purgatory 216 Snow shoes 172 Transport, cost 173
Melee Expert 157
Purging Fire 204 Soap 172 Trapper’s Manual 174
Merchant Master 98
Purple sap 181 Social Challenges 36 Traps 186
Mind Prism 184
Pyromancer 156 Sorcerer 113 Traveling 34
Mirage 150
Sorcerer spell list 187 Treasure-hunter 134
Missile Battery 167 Q
Soul Stone 184 Trebuchet 167
Modes of Travel Quarterstaff 162
Soul Stone 223 Trick Shot 155
and Time 34 Queen Korinthia 14
Soulmate 150 Troll Backgrounds 88
225
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player character orIgIn bacKgrounD
name name
InspIratIon passIVe
perceptIon
temp. hp current hp maX. hp current hD maX. hD successes FaIlures
IDeals Flaws
speLLs known
cantrIps
1st
leVel
2nD
leVel
3rD
leVel
4th
leVel
5th
leVel
6th
leVel
7th
leVel
8th
leVel
9th
leVel
player character orIgIn bacKgrounD
name name
InspIratIon passIVe
perceptIon
temp. hp current hp maX. hp current hD maX. hD successes FaIlures
IDeals Flaws
speLLs known
cantrIps
1st
leVel
2nD
leVel
3rD
leVel
4th
leVel
5th
leVel
6th
leVel
7th
leVel
8th
leVel
9th
leVel
OPEN GAME LICENSE
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright
2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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License, the Contributors grant You a perpetual, worldwide, royalty Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce
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5. Representation of Authority to Contribute: If You are contributing Ruins of Symbaroum: Player’s Guide Copyright 2021, Fria Ligan AB,
original material as Open Game Content, You represent that Your Authors Mattias Johnsson Haake, Mattias Lilja, Jacob Rodgers.
Contributions are Your original creation and/or You have sufficient
rights to grant the rights conveyed by this License.
236
With the Ruins of Symbaroum game line line,, the acclaimed setting of Symbaroum comes to the
world’s most popular roleplaying game rules! This richly illustrated Player’s Guide introduces
setting specific rules and provides guidelines on how to create player characters for adventures
in the world of Symbaroum using the 5th Edition OGL ruleset!
ruleset!
Ruins of Symbaroum invites you to join in the adventure! Explore the vast Forest of Davokar
in the hunt for treasure, lost wisdom and fame. Visit the barbarian clans to trade or to plunder
their treasuries. Establish a base of power among princes, guilds or rebellious refugees in the
capital city of Yndaros. Or survive encounters with arch trolls, dark-minded blight beasts and
undead warlords. But whatever you do, never ignore the warnings spoken by the wardens of
the forest: tread carefully and do not disturb the ruins of old, for the darkness of Davokar is
about to awaken…
• A player facing introduction to the lore, settlements • Five new character classes with a total of 32
and factions of thegame setting. new approaches (sub-classes).
• Setting specific rules on travelling, rests, social challenges, • New equipment in the form of weapons, armor,
and the blight of corruption. alchemical elixirs, mystical artifacts, and more.
• Nine player character origins with custom backgrounds. • Spell lists for the mystical traditions sorcerer, theurg,
troll singer, witch and wizard, including 24 new spells.
ISBN 978-91-89143-25-8
FLFSYM018
9 789189 143258