Posts Tagged ‘Symbaroum’


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After quite the hearty greeting, the book douses whatever warmth was in the opening with a dose of cold reality.

The game is set in “the region that in ancient times was ruled by the civilisation of Symbaroum – an empire that by all accounts was advanced in the areas of architecture, spirituality, magical schooling and the arts; a culture that without doubt suffered a both rapid and brutal downfall.”

History

This section begins with a fascinating image: after two decades of suffering and strife against the hungry hordes of the Dark Lords, the Great War was over. But the realm was in a truly sorry state: thousands had died, countless people were maimed and broken, and the land itself was ravaged by death magic.

The young Queen was rescued from the Dark Lords, but she returned as a shadow of her former self, a mask covering her once radiant smile.

Twenty-one years after the Dark Lords were vanquished, and the Queen was forced to lead her people to safer grounds, heading north of the mountain range called the Titans lay the ancestral home of her people. It was time for Queen Korinthia to claim her birthright.

For centuries that region had been under the control of warring barbarian clans, but Queen Korinthia’s forces took over after a three day siege and established the realm of Ambria, “the Shining”. Slaves and prisoners were almost immediately put to work on constructing the capital of Yndaros.

Over the next few years, the nobles of Ambria had begun to plan new conquests beyond the original borders of this new realm, and Lasifor Nightpitch, the uncrowned king of Ambria’s treasure-hunters established the town of Thistle Hold. Since then, the walled settlement of Mayor Nightpitch has served as a safe haven for Ambrians exploring Davokar, a forest full of natural resources and rich remnants of long lost civilisations; also a forest full of rampant abominations, dark-minded creatures of otherworldly origins and a band of wardens most unwilling to welcome the damages done by human explorers.

I have to admit that the history section is one that was a refreshing change from the usual. The idea of being in a region in a state of reconstruction after a terrifying war is intriguing, and immediately answers the question as to why such a place would require adventurers… and more importantly, why Davokar would serve to be such a prized target of expeditions, despite the horrors that lay within.

Next up, we’ll continue with the setting section with a look at the Factions of Symbaroum.

For those interested in checking it out and following along, you can purchase Symbaroum on PDF over at DriveThruRPG for only $18.99

Also, Team Järnringen is holding a Kickstarter campaign for Symbaroum Karvosti: The Witch Hammer, their latest book for Symbaroum. Go check it out!


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I’ve been on quite the European RPG binge lately, enjoying titles like Mutant: Year Zero, Degenesis: Rebirth, and now Symbaroum.

Symbaroum is a dark fantasy RPG from Team Jarnringen that has been translated into English. Set in a grim dark fantasy realm of Ambria and the forest of Davokar, the game presents a region ripe for adventuring and exploration.

Rather than present the players with a sprawling continent with multiple biomes and vast empires, Symbaroum zooms into a section of the continent to present it in a way that affords the designers to really delve into the nuances of the setting and its people.

While not a novel idea, it’s one that I appreciate as many designers really get to show off their skill when it comes to being given restrictions. I’m looking forward to seeing how well they deal with it in my succeeding entries to this Let’s Study series.

The book itself is divided into three parts. Part 1 deals with the setting, giving us a look at the realm of Ambria and the forest of Davokar. We’ll see the history, geography and people of the region, as well as the conflicts between them.

Part 2 is the Player’s Guide, which contains player character creation rules, and game rules that players should be familiar with, such as the basic mechanics and combat.

Part 3 is the GM section, a coverage of more specific rules and guidelines on how to create adventures and a section with a bestiary and adversaries that players may encounter.

Being from a tropical country like the Philippines, the concept of a dark fantasy RPG with a huge emphasis on a Forest as a major component of environmental conflict is intriguing to me, and I’m definitely looking forward to having Symbaroum impress me.

Next up, we’ll be tackling the setting of Symbaroum

For those interested in checking it out and following along, you can purchase Symbaroum on PDF over at DriveThruRPG for only $18.99